Base Class: Warlock
(Female only) Witches are an anomaly among other breeds of Warlocks. Rather than gaining their magical abilities via a pact with an otherworldly entity, a Witch gains magical powers through occult rituals and forbidden dark arts. Able to create potent potions and poisons in their cauldrons, a Witch can both grant powerful boons or debilitating curses.
Occult Artifact:
Rather than having a patron, you create an Occult Artifact which is the source of your powers. It might be an enchanted looking glass, a vial of fiendish blood, or even your own still-beating heart pulled from your chest. Whatever the case is, this powerful magical object is what gives you access to your wicked powers. Should your Occult Artifact be destroyed, you will lose your powers until you spend 1 hour to perform the dark ritual that created this object once more.
Cauldron-Craft
Starting at 1st level, you gain a Tome of Occult Knowledge and a Witch’s Cauldron. You may use an action to summon both of these tools to yourself, and a bonus action to dismiss them back to whichever dark realm you summon them from. You start with three recipes in your Tome of Occult Knowledge, and gain additional recipes at 7th and 11th level. You may spend 1 hour to craft one item you have a recipe for, and may have a number of items crafted at one time equal to your proficiency bonus. When you take a long rest, you may spend 1 hour to swap one recipe in the Tome for another available recipe you can learn. Potions brewed in this manner can only be drunk, and cannot be applied to other items like weapons.
Potion of Brutishness
A vial of dark brown liquid, thick as mud. Upon drinking this Potion, you grow into a hulking behemoth. Your Strength score becomes 18 but your Intelligence score becomes 6. You also grow to Huge size and gain advantage on Intimidation and Athletics checks. This effect lasts for 1 hour, or until an old woman’s shawl is thrown over the creature’s head.
Potion of Feebleness
A vial of sickly orange liquid that thinly swishes around like water. Upon drinking this potion, the Strength, Dexterity, and Constitution stats of a creature are reduced to 6 for 3 hours. Eating a bundle of spinach leaves or drinking a cup of fresh milk will end the effect early.
Potion of Madness
*requires level 7* A potion of swirling black and red that seems to burn in the bottle. Upon drinking this potion, a creature is driven into a fit of madness for 1 hour. During this time, they will attack any creature nearby. Being called by name by a woman who loves them with all her heart will end the effect.
Potion of the Frog
A vial of green liquid that seems to bubble and leap in the vial. Upon drinking this potion, a creature turns into a talking frog for 24 hours (use the Frog stat block but the creature’s Intelligence, Wisdom, and Charisma is the same as their normal form.) Receiving a maiden’s kiss will end this effect early. Shape-changers are unaffected.
Potion of Youth
*requires level 13* A vial of sunny yellow liquid that seems to shine with healthy light. Upon drinking this potion, a creature is returned to their youthful body. For one week, they are in the prime of their life and perfect health. This effect is ended early by being submerged in swiftly flowing water.
Potion of Cursed Form
*requires level 20* A vial of pitch black ichor that seems to have a faint skull shape floating in it. Upon drinking this potion, a creature will be transformed into a pathetic form of your choosing (example: a sickly looking rat, frog, or dog.) This effect is permanent until the creature receives true loves kiss. Shape-changers are unaffected, as well as certain powerful creatures who can resist the effects.
Potion of Enchanted Sleep
*requires level 13* A vial of hazy purple liquid that seems to flow like smoke in a bottle. Upon drinking this potion, a creature falls into a magical sleep for 1 week. They remain unchanged, neither taking damage or needing food or air for the duration. They can be awoken early by true loves kiss.
Potion of Foolishness
A vial of dull gray liquid that sluggishly flows like molasses. Upon drinking this potion, the Intelligence, Wisdom, and Charisma of a creature are reduced to 6 for 3 hours, and they become incapable of complex thought for the duration. The crowing of a rooster will end the effect early.
Potion of Glamour
A vial of shimmering green and purple liquid. Drinking this Potion changes your appearance to that of a humanoid woman of perfect beauty and charm of your creation. For 12 hours, you gain advantage on Charisma checks and male humanoids that are neutral towards you will become friendly to you as they are ensorcelled by your charms. Creatures with Truesight see through your glamour, and mirrors reveal your true form.
Potion of Hideous Visage
*requires level 7* A disgusting potion the color of earwax and swamp scum. Upon drinking this potion, a creature is rendered hideous to look upon for 12 hours. During the course of this time, they have disadvantage on Charisma checks, and creatures that are neutral to them are frightened by their horrific form and will avoid them. The effect ends early if someone embraces them, seeing past their form and to the heart within.
Tricks of the Trade
At 6th level, you create one of the following items. You may spend 1 hour and 10gp to swap out one item for another.
Flying Broom: a broom that can be ridden by one creature. It has a flying speed of 30ft.
Witch’s Hat: a pointed hat of black felt. It acts as a mini bag of holding, and may store up to thirty pounds of material inside the magical pocket dimension held within.
Magic Mirror: an enchanted mirror containing a spirit who knows many secrets. Using the mirror, you may ask one question a day. The mirror will answer as best as it can, as the DM decides.
Persistent Wickedness
Starting at 10th level, when you cast a spell, should you miss with a spell attack or a creature makes the spell save you may choose to take 1d6 necrotic damage and regain the expended spell slot. This feature can only be used once per long rest.
Witch’s Hut
At 14th level, you may summon forth your own enchanted lair. As an action, you may cause your Hut to appear in an unoccupied space that is a 30ft by 30ft square 10ft tall. The Hut takes on whatever appearance you wish. You may choose any number of creatures to be allowed to enter, or set a password that allows entry. Inside, the Hut is far bigger than it appears. It contains up to 6 rooms, can have up to 6 stories, and is attended by 6 spectral servants.
While in your Hut, all rituals you cast take half the amount of time to complete and cost half as much. You may dismiss your Hut back to whatever fell plane it hails from as an action. Should any creature be inside the hut as it is dismissed, they are harmlessly shunted outside and appear next to where the hut was.

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