Wizard
Base Class: Wizard

        Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as Incantations. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.

Witch's Familiar

Starting at 2nd level, you gain a familiar to aid you in your occult endeavors. You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. It also it acts like your spell book. Once you choose this school you can't put spells in a normal spell book. 

Witches Incantations

Starting at 2nd level when you choose this school, a witch gains two Incantations of their choosing. You gain an additional Incantation at 5th level, 7th level, 9th level and for every 3 levels attained after 9th level (Must be Wizard Levels). The Incantation can not target the same creature more then once. If the Incantation fails you will have to wait for a long rest to use the Incantation on a failed target.

Incantation List:

Charm - A Witch can charm an animal or humanoid creature within 30ft as if there were under the Spell Charmed Pearson. A successful Wisdom saving throw will negate the effect.

Disguise - You gain the ability to use Disguise Self at will

Evil Eye - The target creature takes a – 2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls,  or saving throws. This Incantation lasts for a number of rounds equal to your proficiency + the witch’s Intelligence modifier. A successful Wisdom saving throw will reduces Evil Eye to just 1 round.

This is a mind-affecting effect. At 8th level the penalty increases to –4. 

Flight - At 2nd level, the witch can use Feather Fall at will and at 5th lvl you gain the ability to Fly which uses your movement speed. It last for 10mins and can only be casted on your self. The number of times you can use the ability fly is base off your proficiency modifier. 

Fortune - The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, Whenever the target makes an attack roll, ability check, or saving throw, The target may use that luck to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

Healing - The witch gains the ability to heal the target as if it was using the Cure Wounds spell. You can only use this ability once every long rest. 

Misfortune - The Witch can cause a creature within 30 feet to suffer grave misfortune for 1 round, A creature has disadvantage on attack roll, ability check, or saving throw for that round. A Wisdom saving throw Negates it.

Slumber - A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The amount you can use this ability is base off your proficiency modifier. 

Tongues - You gain the ability to use Comprehend Languages at will

Accursed Incantations

Beginning at 6th level, When you target a creature with a Incantation, and that creature succeeds at its saving throw against the Incantations effect, you can target the creature with the same Incantation a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same Incantation until you take a long rest.

Also at 6th level you also gain a new Incantation called Cackle.

Cackle - A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an charm Incantation, evil eye Incantation, fortune Incantation, or misfortune Incantation caused by the witch has the duration of that Incantation extended by 1 round.

Split Incantation

Starting at 10th level, When you use one of your Incantations on a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the Incantation.

Stone Familiar

At 14th level, you gain the ability to make a magical stone familiar. A witch can use the stone familiar to store there spells. A witch can use the stone familiar to teach her living familiar any spells stored in it, and vice versa. If the stone familiar dies you lose all spells that was stored in it. 

 

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