Base Class: Wizard
Those who study the arcane, and draw power from these studies are known as wizards. Of these people, a small few of them rejecting civilization and looking toward nature to answer their questions and provide them with power. These mages are known as witches. Witches use their power over familiars and alchemy to research the arcane and aid themselves in combat.
Combat Familiar
Starting at 2nd level, you can add the spell "Find Familiar" to your spellbook. Casting this spell using this feature requires not material components. Additionally, the creature you summon can be any beast with a CR of 1/4 or lower.
Bonus Proficiencies
Also at 2nd level, your study of magic in the natural world has granted you knowledge of the wilds around you and how to make healing salves and potions. You gain proficiency in Herbalism kit and Nature.
Spell Replication
You have learnt to mix more powerful potions by adding your skill with magic to great effect. Starting at 6th level, you are able to brew potions that replicate the effects of spells up to 5th level from the enchantment and transmutation schools. You must be able to cast a spell of each level to replicate a spell. You also require a pot, bowl or cauldron made out of pure iron worth at least 100g to craft these special potions.
Form of the Familiar
As your grow more powerful, you are able use your arcane knowledge to transfer some of the magic from your familiar to yourself. Starting at 10th level, you can add polymorph to your spell list and can cast it for free. Casting this spell in this way can only be done an amount of times day equal to your proficiency modifier and requires no material components.
Witch's Asylum
Your study of the natural world and its magics has allowed you to channel your magic to create a source of magic for you to draw upon. Staring at 14th level, by performing a 7 day ritual, you are able to conjure a small structure that will act as your own private domicile. This structure can take the appearance of a small hut, an entrance to a cavern or a small two-storey tower. This structure, once conjured, acts as the spell private sanctum, although it stays permanently. Additionally, only you and those you allow entry can enter this structure. You can spend 1 hour in ritual to transport your sanctum to your location. In addition to this, while you within half a mile of your sanctum, you magic is empowered. You can add your intelligence modifier (to a minimum of 1) to the damage of spells you cast and you are under the effect of Detect Magic.
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