Base Class: Wizard
Not all wizards learn their practice in an academy. A witch learns their trade by stealing, hiding, squirreling themselves away for months and years alone. They may not have had the means to pay for their tuition, or perhaps they were banned or expelled. Witches thrive in small communities where they cure the sick, guard the walls, chase out intruders, care for the land, and pursue their magical interests in their own way.
Bonus Cantrips
When you become a witch, you learn one of the following cantrips: druidcraft, guidance, resistance, or thorn whip. Whenever you learn a new wizard cantrip, you can add these cantrips to the list you can choose from.
Bonus Spells
When you pick your wizard spells, you can add the following spells to the wizard spell list. These spells are considered to be wizard spells for you.
Witch's Familiar
At 2nd level, the spell "Find Familiar" appears in your spellbook if you don't have it already, and you can ignore the material components for the spell. You always have this spell prepared, and it doesn't count towards your prepared spells.
Witch's Coven
At 6th level, you form a coven with your party. Choose up to 6 allies you can see; they become your coven mates. A new coven mate must agree to be part of the coven and undergo a 1-hour ritual as detailed below. After finishing a long rest, you can choose to remove coven mates from your coven or add new ones if you have fewer than six. You gain a two-way elepathic connection to your coven mates up to 60 feet away, and coven mates can telepathically communicate with each other as long as they are each within 60 feet of you. You can cast any of your spells as though they originated from any coven mate of your choice, except spells with a range of self, as long as they are on the same plane of existence as you.
Witch's Hut
From the 10th level, you can extend your hospitality to your coven. At the start of a short or long rest, you can touch a point on the ground to raise up your hut from the earth. Your hut is a 30-foot by a 30-foot single-story building made of magically-reinforced wood. While within your hut, you and your coven mates gain the maximum amount of healing from hit dice, and you are alerted if creatures approach the hut with ill intent. At the end of the rest, your hut grows legs, spits everyone out, and walks away. It disappears from sight after a minute.
Animator
At 10th level, the spells unseen servant, mouse (IWPG 28), and animate objects appear in your spellbook if you don't have them already. You always have these spells prepared, and they don't count towards your prepared spells.
Combat Brewing
Starting at 14th level, you can instantly brew potions mid-combat. While the initiative has been rolled, you can use your action to brew a potion, infusing it with any spell you have prepared. You must expend the material components of the spell as well as one extra potion component of your choice from the list above. The potion materializes in your empty hand. As part of the action you took to brew the potion, you can drink it, splash it, or pass it to an ally within 5 feet of you. You can brew a potion in this way even if you already have your maximum number of potions infused. Unlike other potions, this potion loses its infusion after 1 minute. Once you have used this feature, you must finish a short or long rest before you can do so again.
Potion Mastery
Also starting at 14th level, you can infuse your potions with any spell you have prepared.
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