Hey all! This is my first try at a subclass and would appreciate some feedback and criticism. Watching Mike Mearls' streams really gave me the itch to try my hand at some subclass creation. So here we go!
The idea was to capture some of the feeling of a traditional cauldron-stirring, curse-happy witch, but I feel like some may see it as just a Wizard + Hex. I borrowed some of the ideas from the Cleric forge domain as an item creation focused subclass, but feel that, depending on your table, it will either feel overpowered or underwhelming.
Any advice on clarifying details or succinct formating are also welcome.
Thanks in advance for the feedback!
Witchcraft Arcane Tradition
Level
Feature
2nd
Brewing Basics, Witch’s Curse
6th
Crippling Curse, Witch’s Brew
10th
Borrowed Magic, Witch’s Trick
14th
Bottled Magic
Witchcraft
Brewing Basics
At 2nd level, you gain proficiency with alchemist’s supplies and the herbalism kit if you aren’t already. If you are already proficient with these, you can choose a different artisan’s tool or the poisoner’s kit. You also gain proficiency in the Nature skill. You have advantage to identify potions and other magical liquids.
Witch’s Curse
At 2nd level, you gain the ability to cast Hex once without using a spell slot. You regain the ability to do so whenever you finish a short or long rest.
Crippling Curse
At 6th level, as a reaction, when a creature targeted by your Hex makes a saving throw, you can force it to do so with disadvantage. Once you use this feature, you cannot do so again until you finish a long rest.
Witch’s Brew
Starting at 6th level, the gold and time you spend to create potion magic items or alchemical items, such as alchemist’s fire or vials of acid, is halved.
Witch’s Trick
At 10th level, you can select one cantrip from any class and add it to your spell list. This cantrip doesn’t count against the number of cantrips known. This cantrip counts as a wizard spell for you.
Borrowed Magic
At 10th level, you choose any three spells from the druid or warlock spell list of 1st level or higher and add them to your spell list. The spells you choose must be of a level you can cast. These spells count as wizard spells for you. Only one of these three spells can be prepared at a time and can only be cast once between long rests.
Bottled Magic
Starting at 14 level, you can create a potion by imbuing a flask of water with a spell. This potion can be created whenever you finish a long rest and doesn’t require a spell slot. A potion can also be created by concentrating for 1 hour and using a spell slot equal to the level of imbued spell. The spell doesn’t need to be prepared, but it must have a casting time of one action, not require attack rolls, target a single creature, and be of 5th level or lower. Alternatively, you can imbue potion with Hex at base level without using a spell slot or at higher levels by using a spell slot. Once imbued, a creature may use the Use Object action to either drink this potion or help another creature drink it. The spell imbued in the potion immediately targets the creature. The spell uses your spell save DC if necessary. If the imbued spell requires concentration, it doesn’t when cast from this potion. Other creatures can use an action to try to identify its effects by making an Arcana check against you spell save DC. The potions magic fades after 24 hours or another potion is created using this feature.
Hey all! This is my first try at a subclass and would appreciate some feedback and criticism. Watching Mike Mearls' streams really gave me the itch to try my hand at some subclass creation. So here we go!
The idea was to capture some of the feeling of a traditional cauldron-stirring, curse-happy witch, but I feel like some may see it as just a Wizard + Hex. I borrowed some of the ideas from the Cleric forge domain as an item creation focused subclass, but feel that, depending on your table, it will either feel overpowered or underwhelming.
Any advice on clarifying details or succinct formating are also welcome.
Thanks in advance for the feedback!
Witchcraft Arcane Tradition
Level
Feature
2nd
Brewing Basics, Witch’s Curse
6th
Crippling Curse, Witch’s Brew
10th
Borrowed Magic, Witch’s Trick
14th
Bottled Magic
Witchcraft
Brewing Basics
At 2nd level, you gain proficiency with alchemist’s supplies and the herbalism kit if you aren’t already. If you are already proficient with these, you can choose a different artisan’s tool or the poisoner’s kit. You also gain proficiency in the Nature skill. You have advantage to identify potions and other magical liquids.
Witch’s Curse
At 2nd level, you gain the ability to cast Hex once without using a spell slot. You regain the ability to do so whenever you finish a short or long rest.
Crippling Curse
At 6th level, as a reaction, when a creature targeted by your Hex makes a saving throw, you can force it to do so with disadvantage. Once you use this feature, you cannot do so again until you finish a long rest.
Witch’s Brew
Starting at 6th level, the gold and time you spend to create potion magic items or alchemical items, such as alchemist’s fire or vials of acid, is halved.
Witch’s Trick
At 10th level, you can select one cantrip from any class and add it to your spell list. This cantrip doesn’t count against the number of cantrips known. This cantrip counts as a wizard spell for you.
Borrowed Magic
At 10th level, you choose any three spells from the druid or warlock spell list of 1st level or higher and add them to your spell list. The spells you choose must be of a level you can cast. These spells count as wizard spells for you. Only one of these three spells can be prepared at a time and can only be cast once between long rests.
Bottled Magic
Starting at 14 level, you can create a potion by imbuing a flask of water with a spell. This potion can be created whenever you finish a long rest and doesn’t require a spell slot. A potion can also be created by concentrating for 1 hour and using a spell slot equal to the level of imbued spell. The spell doesn’t need to be prepared, but it must have a casting time of one action, not require attack rolls, target a single creature, and be of 5th level or lower. Alternatively, you can imbue potion with Hex at base level without using a spell slot or at higher levels by using a spell slot. Once imbued, a creature may use the Use Object action to either drink this potion or help another creature drink it. The spell imbued in the potion immediately targets the creature. The spell uses your spell save DC if necessary. If the imbued spell requires concentration, it doesn’t when cast from this potion. Other creatures can use an action to try to identify its effects by making an Arcana check against you spell save DC. The potions magic fades after 24 hours or another potion is created using this feature.