Base Class: Wizard
The School of Witchcraft is the meeting place between the arcane and the occult. A school of outcasts, its practitioners focus on calling on a menagerie of entities throughout existence for their power. Many deem the practices of the school to be unnatural and obscene, and as such the school is highly taboo. The members of this school are called witches, and see the borrowing of power as a simple solution to defend against the powers beyond this realm. The first witches were taught their arcane skills by hags, and schools of witchcraft are still known as covens to this day, to honor that legacy.
Beginning Alchemist
When you choose this school at 2nd level, you gain proficiency with alchemist's supplies.
Eldritch Arcanum
You have dedicated yourself to the secrets of the occult as well as the arcane, and can draw power from otherworldly entities without owing them anything in return. Starting when you choose this school at 2nd level, you can add spells from the warlock spell list to your spellbook and learn warlock cantrips. You learn eldritch blast, which does not count against the cantrips you know. The gold and time required to copy spells from the warlock spell list into your spellbook is halved.
Witch's Companion
You have a spirit companion that you have bound to your service. When you choose this school at 2nd level, you learn the find familiar spell, if you don't know it already. You always have this spell prepared and it doesn't count against the spells you have prepared. When you cast this spell, your familiar can take the form of any tiny beast or more exotic forms (at your DM's discretion), such as an imp, psuedodragon, quasit, or sprite, as long as its challenge rating is no higher than 1. In addition, casting this spell only requires half the cost in material components to cast.
Improved Alchemist
At 6th level, you gain resistance to poison damage and advantage on saving throws versus poison.
Borrowed Power
You have gleamed from your practices and studies secrets that you hold close to you. At 6th level, you gain two witch invocations of your choice. When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
At 10th level, you can choose a third invocation.
Agonizing Blast
When you cast eldritch blast, add your Intelligence modifier to the damage it deals on a hit.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Cloak of Flies
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Intelligence modifier (minimum of 0 damage).
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Spear
When you cast eldritch blast, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Gift of the Depths
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Gift of the Ever-Living Ones
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Grasp of Hadar
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
Lance of Lethargy
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Maddening Hex
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Intelligence modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Tomb of Levistus
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Voice of the Chain Master
You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Protective Familiar
Your bond with your spirit companion has grown stronger, and its very presence helps to protect you. Starting at 10th level, your familiar's form increases its maximum hit points equal to twice your wizard level. In addition to this, you are constantly under the effect of the spell warding bond, with your familiar acting as the caster. If your familiar dies, the spell ends. In addition to this, you can use an action to dismiss your familiar and cast remove curse at 3rd level. After doing this, you cannot summon your familiar again until the end of a short rest.
Spirit Guide
Your bond with your companion and its presence both have grown to incredible heights. Starting at 14th level, your find familiar spell is improved. Your familiar can now take the form of beasts up to medium in size. Your familiar can now make the attack action as detailed in its stat block, and it adds your proficiency bonus to its attack rolls. In addition, as long as your familiar is within 60 feet of you, you cannot be affected by the hex and bestow curse spells cast at 6th level or lower. The time it takes you to cast find familiar is now halved.
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Posted Oct 18, 2020Thank you. Well done and much appreciated.