Wizard
Base Class: Wizard

A witch has embraced the wonders of the natural world. They have dedicated themselves to study the intricate manners of the life. Through their research, a witch acquires certain techniques that allows them to both connect with the life around them and create magical concoctions. Typically witches are seen as embracers of dark magic, however, many are simply strong, independent beings that have a close tie to the planet and the beautiful symphony of life upon it.

 

"Basking in the moonlight, a creature of the night stands. She raises her hand producing a glowing purple vile from her cloak. Magic swirls around her black nails and a grin crosses her face"

Level 3: Familiar Familiarity

When you take this subclass, you gain a greater potential to bond with creatures. As a witch, your connection to the natural world has granted you the ability to bond with animals beyond what a typical being could.

You gain advantage on all animal handling checks.

You are capable of having up to 7 familiars at one time. In the event of the death of one of your familiars, they can be resurrected by casting the find familiar spell.

Elixir Elite

At 6th level, your study of the natural world has given you the ability to mysticalise the most simple of materials. Water. Once per long rest, as an action you can take a vial of water and expend a spell slot and apply the appropriate effect depending on the spell slot used:

3rd level: Turn it into a common potion that returns to water when you next take a long rest.

4th level: Turn it into an uncommon potion that returns to water when you next take a long rest.

5th Level: Turn it into an uncommon potion. You cannot expend a 5th spell slot or higher with this ability until this potion is consumed.

6th Level: Turn it into a rare potion that returns to water when you next take a long rest.

7th level: Turn it into a rare potion. You cannot expend a 7th spell slot or higher with this ability until this potion is consumed.

8th level: Turn it into a very rare potion that returns to water when you next take a long rest.

9th level: Turn it into a legendary potion that returns to water when you next take a long rest.

Voodoo Vanguard

At 10th level, your understanding of the pulls of magic in this world has allowed you to connect someone's lifeforce to an inanimate object. You have a voodoo doll. As an action, you can choose one creature you can see to become paired with the voodoo doll. The voodoo doll changes to resemble the chosen creature. One one creature can be connected to the doll at once. If the chosen creature leaves this plane of existence or becomes 1000 or more feet away, the pairing to the doll is automatically broken.

As an action, you can cause damage to the Voodoo doll less than your current hitpoints. The paired creature takes necrotic damage equal to half the damage to the doll and psychic damage equal to the same value. You take that same amount of damage as you are applying your own pain to the doll.

Additionally, if you cast a spell with a range of touch, you can apply it to the paired creature by touching the doll.

Once per short rest, you can squeeze the doll as a bonus action. An effect applies to the paired creature as if you had cast the spell "Hold person"

Transcending Transformation

At 14th level, your mastery of magic has allowed you to transform yourself into a pure magical form. You can choose whether to embrace light or darkness. Once per long rest, you can channel your magic to transform your physical form into one of pure magic. This transformation lasts for 10 minutes or until you run out of the temporary hit points granted by this ability.

Gain temporary hit points equal to 5 x your wizard level

Magic allows you to move freely through the air. Gain a fly speed equal to your walking speed

You can choose to either take the Moon form or Darkness form

Moon form features:

  • You produce a 10 foot radius of bright light around you. At the end of your turn, all creatures you choose in this radius must make a CON saving throw with a DC equal to your spell save DC. On a fail, they are blinded while within this radius and take 2D8 radiant damage. On a success, the damage is halved and they are not blinded
  • You can cast Moonbeam (even if you do not have the spell prepared )(this still consumes the spell slot). All creatures of your choice hit by this moonbeam automatically fail the saving throw
  • You are immune to radiant damage

Darkness form features:

  • You produce a 10 foot radius of darkness around you. At the end of your turn, all creatures you choose in this radius must make a CON saving throw with a DC equal to your spell save DC. On a fail, they are take 4D8 necrotic damage. On a success, the damage is halved
  • As an action, you can consume a spell slot. In a radius of 60 feet around you, all creatures take XD12 necrotic damage where X equals the spell slot you consumed
  • You are immune to necrotic damage

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