Base Class: Wizard
A Rocket Witch focuses her mind on the more or less practical uses of chemical combinations, transmutation and evocation magic, and the proper delivery method for the whole shebang. Witches of this school are a rare and specifically-minded bunch. They force the known laws of arcana and nature to cooperate, and aim to harness both for often explosive ends.
These are practitioners of an experimental form of magic. They tend to blueprint things in extremely detailed ways, and diagram their findings, believing magic to be a scientific field. These witches prefer to prototype first, and interrogate the results later.
Witches of this tradition are regarded highly, and respected for their intelligence.
Rocketeers Tools
At 2nd level, you gain proficiency with alchemist's supplies and tinker's tools.
Rocket Broom
There is no better way to test fuel mixtures and rocket casings than to fly with them yourself. To that end, you have developed a flying broom.
Starting at 2nd level, you gain proficiency with Air Vehicles and gain a rocket-powered flying broom — a magic item that only you can attune to.
The broom weighs 4 pounds, and has a flight speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying more than 200 pounds.
You can create a new flying broom at the end of a long rest by spending an hour combining arcane and alchemical ingredients with a wooden broom. Doing so removes the magic from your previous broom, turning it back into a mundane wooden broom.
Hex Casting
Starting at 2nd level, you can cast any transmutation spell you have prepared as a ritual. It takes you 10 minutes, and doesn't cost you a spell slot.
At Higher Levels. From 8th level on, you learn to prepare ritual spells to an instinctive degree. You can ritual cast prepared spells from any school of magic, and it takes you 1 minute instead of 10.
Missile Circus
At 6th level, you learn to push your material components to their maximum potential. When you cast a spell, you can expend one additional spell slot of 1st level to cast a less powerful version of that spell a number of times equal to your witch level. You roll to hit with each of these smaller spells individually, and any target must make separate saving throws. Each smaller version deals 1/4 of its original damage, or lasts half of its duration.
Exorbitant Notetaking
At 10th level, you have attained a greater knowledge of what casting a spell requires, in both materials and delivery method. By spending a minute, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest.
Arcane Barrage
At 14th level, your ability to improvise magic grows stronger. You have a pool of witch dice which are d6s. A witch die is expended when you use it, and is unavailable until you finish a short or long rest.
Your witch level determines the number of dice you have. Whenever you cast a spell, you can add a number of d6s from your witch pool to the spell's effect.
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Posted Nov 19, 2020I'm 99% sure this is a reference to something, but it ain't coming to me.