Base Class: Sorcerer
Hexenweave, also know as wild witches are rumored to descend from the line of Baba Yaga herself. These claims are entirely unsubstantiated and ones bloodline and origin have no say in ones path as a wild witch. Hexenweave are magical beings born of the wilds and infused by magic, some come to life by traditional means and others simply rise from the soil like flowers blooming in the early springtime.
Wild-born Magic
You learn additional spells when you reach certain levels in this class, as shown on the Wild-born Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or a evocation spell from the druid, ranger or sorcerer spell list.
Wild-born Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Cure Wounds, Entangle |
| 3rd | Wither and Bloom, Lesser Restoration |
| 5th | Spirit Guardians, Tiny Hut |
| 7th | Find Greater Steed, Private Sanctum |
| 9th | Mislead, Enervation |
Companion of the Wilds
Starting at 1st level, you learn the find familiar spell, which doesn’t count against your number of sorcerer spells known. You ignore any components when casting this spell.
When you create a familiar in this way, it is improved and gains the following bonuses.
Synchronicity. The Familiar has an improved bond with its master, it reacts much faster to command allowing it to act on the same turn in initiative instead of rolling its own.
Darkvision. It can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. It can’t discern color in darkness, only shades of gray. If the Familiars already has darvision, its range is doubled.
Improved Constitution. The Familiars Hitpoints are equal to the Maximum roll of its hit dice + its constitution modifier or 4 times your Sorcerer Level (whichever is higher).
Escape. The familiar can take the Dash, Disengage, or Hide action as a bonus action on each of its turn.
Comforting Presence. All creatures of the Familiars choice within 5 feet have advantage against saving throws to prevent the frightened and charmed conditions.
Grove of Respite
At 6th level, nature becomes one with you, shielding you from prying eyes.
During a short or long rest, you and any creature of your choice within 120 feet become shielded from divination magics,
- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can't be targeted by divination spells.
- Flora and Fauna which are not hostile to you will naturally flock to the edge of this perimeter and will alert you of danger.
Additionally, upon completing a long rest a number of creatures of your choice equal to 1 plus your charisma modifier (minimum of 1), including you, gain temporary hitpoints equal to half your Sorcerer Level (rounded up). When you select yourself for this benefit you gain twice this amount.
Tender to the Wilds
Starting at 14th level, you learn the flock of familiars spell, which doesn’t count against your number of sorcerer spells known. You ignore any components when casting this spell.
Familiars summoned by this spell or find familiar are granted the additional effects from "Companion of the Wilds", as well as new ones starting at this level.
Flight. Familiars gain a flying speed of 60 feet, Familiars with an innate flying speed have their speeds increased by 30 feet.
Improved Proficiency. Familiars may now use your Proficiency Bonus in place of their own.
Improved Defences. Familiars may now add your Proficiency Bonus to their AC.
Magical Conduit. You may now cast spells as if you are in the space of your Familiar, regardless of its range. This no longer requires the Familiars reaction.
Grasp of the Wilds
At 18th level, You summon the full wrath of the wilds around you. As an action, you summon grasping and entangling vines in a 60-foot radius originating from you. The vines are tangible and invulnerable, and they create the following effects within the radius for 1 minute before vanishing:
- The area becomes difficult terrain for all creatures of your choice.
- Each creature of your choice who starts its turn within the area or enters it for the first time on its turn must succeed on a Strength saving throw or be restrained by the entangling plants for the duration of the effect.
A creature restrained in this way takes 4d10 Bludgeoning damage at the start of each of its turns, including the turn in which it was restrained.
A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. - The area is filled with dense magically foliage, all creatures of your choice make their ranged attacks in or through the radius with disadvantage.
You may take this action only once per long rest, unless you spend 6 Sorcery Points to do so again.
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