Wizard
Base Class: Wizard

Witches were a type of wizard that gained instruction from entities outside the Prime Material Plane. Almost all Witches were female, but a few male Witches existed and were usually called Warlocks, not to be confused with the warlock class despite the name and similar traits. These patrons act as teachers to the wizard seeking to learn the art of witchcraft, such patrons include archfey, gods, devils, angels, demons, or another powerful extra planar being.

Witch Skills

2nd-level Witchcraft feature

Choose two of your skill proficiencies, your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

You also gain a herbalism kit proficiency with the herbalism kit if you do not already have it.

 Further more you can add Druid spells and Warlock spells to your Spellbook as if they were Wizard Spells, so long as they do not restore hit points (Cure wounds, Healing word, etc). These spells count as wizard spells for you.

Witch's Familiar

2nd-level Witchcraft feature

Unlike other wizards, a witch receives the gift of arcane knowledge from a patron such as an archfey, a god, a devil, an angel, a demon, or another powerful being and their teachings. The witch might or might not be aware of the patron’s true identity or its reasons for bestowing knowledge, but such entities always have their reasons, which become clear in time, for good or ill. A witch’s familiar takes the shape of a small or tiny creature, usually a natural or a fey beast such as a cat, a serpent, or a raven, and acts as an intermediary between the witch and the patron of the witch’s power. Bound to the witch’s soul, this familiar instructs the witch in the use of supernatural powers. Your familiar can have as active a role as you like. Familiars have a distinct personality and a unique relationship with the witches they instruct.

You learn the find familiar spell and can cast it as a ritual. The spell is always prepared and doesn’t count against your number of spells you can prepare.

When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. You otherwise determine the familiar’s appearance. 

Additionally, in combat, the familiar shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the familiar can take any action of its choice, not just Dodge.

The familiar otherwise functions as though summoned via the find familiar spell.

Witch Familiar

Armor Class 13 (natural armor)

Hit Points 5 + five times your wizard level

Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)

STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
16 (+3)
CHA
12 (+1)

Damage Immunities none

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only). The beast can breathe only underwater.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + PB piercing damage.

Witch's Hex

6th-level Witchcraft feature

you add the Hex spell to your spellbook if it is not there already. When you cast Hex or any other spell from the school of enchantment the target has disadvantage on any saving throw to resist the spell's effects.

Cursed Forms

10th-level Witchcraft feature

you add the Polymorph spell to your spellbook if it is not there already. When you cast Polymorph or another transmutation spell, You can have the creature make a charisma saving throw, DC is equal to your spell save DC, or become charmed while they are effected by the spell, when charmed in this way the creature obeys any and all commands you give it.

Legendary Witch

14th-level Witchcraft feature

Your reputation as a witch runs far and wide. Bards and other storytellers weave colorful tales about your frightening powers, carrying those stories from land to land. Whether the tales portray you as a saint, a villain, or an enigmatic hand of fate, ordinary folk pray to the gods that you do not one day darken their doors. You also have begun to learn of magic similar to the weird magic of the hags thanks to the unique tutelage of your patron.

You add the wish spell to your spellbook if it is not there already. When you cast wish, you can once per long rest, use your bonus action to allow it to duplicate other spells of 9th level or lower instead of 8th level or lower.

Additionally, when you cast a wizard spell with a spell slot, you can temporarily replace its damage type, range, casting time, or duration with that which appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend. 

Previous Versions

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3/15/2021 6:16:57 PM
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