Base Class: Wizard
Those who choose to follow the path of ancient wizards, and possibly the very first of their kind, those under the School of Witchcraft are usually from rural areas, where druidic influence is greater, and access to some of the more refined wizard schools is far beyond the reach of the average Wizard. In spite of this, they do get to learn some incredible spells that Wizards would normally not have access to, in the form of Druid spells, so long as said spells do not restore hitpoints (Cure Wounds, Healing Spirit, etc) or who's sole purpose to remove conditions and disease. (Lesser & Greater Restoration, etc) They also gain a variety of abilities that boost the power of their Ritual spells, and to even use them to provide special effects on allies over short or long rests, by granting them the ability to cast a single support spell on themselves.
Within the party, they work strongest if they can prepare and plan ahead with their allies, and can provide support in the form of identification, location and scrying, but certainly not to the same capacity as Divination Wizards, favouring their ability to control the environment around them, and moreso since they can be heavily reliant on the people around them.
(It should be noted in the setting this originates from, Witches is an umbrella term for wandering or village humanoid nature themed casters, which encompasses bards, druids, rangers, sorcerers and wizards, and has no correlation with Hags, the evil Fey and Fiend monsters)
Druidic Roots
Starting at 2nd level, You can cast the Druidcraft Cantrip at will, additionally, you can add Druid spells to your Spellbook as if they were Wizard Spells, so long as they do not restore hitpoints (Cure wounds, Healing word, etc), remove harmful effects (Lesser and greater restoration) or revive fallen creatures. (Revivify, Reincarnation) You may add one per odd level (3, 5, 7, etc) in place of one of your two Wizard spells.
Ritual Savant
Additionally at 2nd level, rituals are like second nature to you, the time and cost to scribe Druid and Wizard ritual spells is reduced by half, and you perform them in 5 minutes instead of 10 minutes.
Imbuing Ritual
At 6th level, you may imbue your allies with magic. Over the course of a short rest, you may imbue the power of a spell within your spellbook into a willing creature within 5 feet of you which the creature can expend as if it knew that spell, using your Intelligence Modifier where needed. If you perform this over a long rest, you may choose to imbue two creatures instead of one. You may only imbue a number of creatures equal to your Intelligence Modifier, lasting til the third dawn of this spell's casting, and a creature can only be imbued with one spell. If cast on unwilling creatures, the ritual fails.
The spell of choice must be cast at its base level, and the effect must positively affect the target (Anything that forces the target to make a Saving Throw is not permitted). Regardless of the target listed in the spell, it will only affect the imbued creature. You can also use feature to imbue a creature with Cure Wounds and Lesser Restoration, both at their base levels.
Combat Rituals
At 10th level, you have mastered the act of casting rituals under pressure. When in combat, you may cast spells as ritual over the course of two turns, as opposed to the 5 minutes it normally takes. Whilst using this ability, you must spend your action over the course of two rounds and move no more than half your speed. If you are struck with an attack, you must make a Constitution saving throw as if you were concentrating on a spell, with the spell failing if you fail this check, or breach the conditions above.
This ability may be done once per short or long. At level 16, it may be done twice per short or long rest.
Empowered Rituals
At 14th level, your mastery over the process of casting rituals shows in the form of your mastery over the limit of concentration. When you cast a ritual spell that requires concentration to maintain, you ignore the concentration requirement, allowing you to concentrate on other non-ritual spells. You may only have one spell affecting you in such a way at a time.
Previous Versions
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4/28/2021 5:05:29 AM
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Posted Apr 28, 2021Brief update:
Fixed an error that inflated intelligence modifiers on skill checks
Updated Empowered Rituals to something more fitting and useful, as only one ritual spell could be upcast: Animal Friendship.
Replaced Empowered rituals with an ability to ignore concentration on a single ritual spell at a time.
As a general reminder, as it was mentioned in the last edition's comments, the school of witchcraft does NOT allow a player access to healing spells, status removal effects or resurrection magic from the druid spell list, but does grant cure wounds and lesser restoration in the form of Imbuing rituals.