Homebrew Hallow Witch Species Details

Gifted with both arcane and innate talent, witches use their experience and magic to perform their arts. A Grand Familiar channels their magic, potions spread their power, and the iconic witch's broom grants them a quick and easy method of transportation. 

Hallow Witch Traits

Made especially for Sol

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.

Can't Scare Me

As a creature of the night, and specializing in the darker arts, you have no fear. You have advantage on saving throws you make to avoid or end the frightened condition on yourself.

Witch's Flight

When utilizing an object such as a broomstick, tree branch, staff, or polearm; a witch will be able to fly with a fly speed of 40 feet.

Grand Familiar

Beginning at 1st level, a Witch will be able to cast Find Familiar without expending a spell slot once per long rest. The familiar will have a greater role in the Witch’s magic. If a Witch’s familiar dies, is on a different plane as the witch, or is confined; the magic of a Witch will diminish. 

A witch will only be able to cast Cantrips, and the racial ability Witch’s Flight will have a chance not to activate. (Roll a Wisdom saving throw, with a DC of 15, to activate the ability. On a failed save, the ability does not activate. If the dice rolls a 1, the item the Witch was attempting to use the ability with snaps in half). 

A Witch's Familiar is also a bit more hardy than that of a normal familiar. Your familiar gains an AC equal to your own, and it's hit points equal half of your maximum health plus the familiar's Constitution modifier. 

Hallowed Magic

You have an innate ability to cast magic. You know the Vicious Mockery and Minor Illusion cantrips. In addition, when you reach 3rd level, you can cast the Hex spell as a 1st level spell once with this trait, and you regain the ability to do so after a long rest. When you reach 5th level, you can cast the Major Image spell as a 3rd level spell once with this trait, and you regain the ability to do so after a long rest. 

Trick or Treat

You gain proficiency in the Performance, Persuasion, and Intimidation skills. 

Languages

You can read, write, and speak Common and Sylvan. 

Magical Blood

You have advantage on saving throws to avoid or end the charmed and poisoned conditions. The blood of a Witch can also be used as a potent ingredient in many potions.

Magical Know-How

You gain proficiency a Musical Instrument or Artisan's Tools of your choice. 

Witch's Brew

You can concoct a foul smelling potion called Witch's Brew out of any ingredients you may have on hand - this includes your own blood. A Witch's Brew Can be used once and will have a randomized effect. Roll on the Sorcerer's Wild Magic table for the effect of the Witches Brew. A roll on the table that results in an attack spell will result in a potion that can be thrown, and the spell will originate from the point that it hits. You cannot have more than one witches Brew on your person at any time, and you can only create one potion per long rest. 

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