Base Class: Wizard
You're a Practitioner of Witchcraft and, as a witch, have come to the conclusion that magic is natural, and must be studied in a natural environment. Druids have the right idea, but lack the discipline to learn anything substantial. Warlocks say they dabble in witchcraft, but how can one gain knowledge from borrowing your power and surrendering freedom? The best way to document and quantify nature's latent magic is through potion-brewing. This is a process best done free of distractions due to its long hours and copious note-taking. You have set up on the edge of a forest, swamp, or mountain side, far from the unnatural sounds of civilization.
The isolation has other benefits, too. You can effortlessly recognize small vibrations that, when teased, can influence the world near you. Some call these, jinxes, hexes, or curses, and you don't feel the need to stop them from doing so. The more isolated you are, the better.
Brewing Basics
At 2nd level, you gain proficiency with the herbalism kit and your choice of alchemist's supplies or the poisoner’s kit. You also gain proficiency in the Nature skill.
Witch's Curse
At 2nd level, you can subtly curse another creature using an incantation, a gesture, or even a look. As an action, choose one creature you can see with 60 feet of you. The target is cursed until the start of your next turn. Choose its nature from the options below and roll a d6 to determine the ability score used for the saving throw. The DC is equal to your wizard spell save DC.
- Stumble. The first time the target willingly moves 1 foot or more while on the ground, it must succeed on a saving throw or fall prone.
- Garble. At the start of the target's next turn, it must succeed on a saving throw or lose the ability to speak until the end of that turn.
- Vex. The target must succeed on a saving throw or whenever it makes an ability check, it must subtract a number equal to 1 + your Intelligence modifier from its rolls.
- Fumble. At the start of the target’s next turn, it must succeed on a saving throw or it drops an item of your choice that it’s holding.
- Hesitate. The first time the target hits with an attack roll, it must succeed on a saving throw or the damage dealt by that attack is halved.
- Mishap. The first time the target makes a melee attack on its turn, it must succeed on a saving throw or a creature or object of your choice within 5 feet of the target takes damage (same type as the melee attack) equal to double your Intelligence modifier.
|
d6 |
Ability Score |
|
1 |
Strength |
|
2 |
Dexterity |
|
3 |
Constitution |
|
4 |
Intelligence |
|
5 |
Wisdom |
|
6 |
Charisma |
At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.
Additionally, when the target fails its saving throw, you can cause it to take necrotic damage equal to your Intelligence modifier (The DM may choose a different damage type). You can increase this damage as you gain additional levels in this class. This damage increases by 1d6 at 5th, 11th, and 17th level.
Enigmatic Magic
Your research has granted you the smallest of glimpses into the unknown. Your research's foreign nature defies transcription, but you grasp the basic idea. At 6th level, you gain a cantrip from the druid spell list. It counts as a wizard cantrip for you.
Additionally, you can memorize up to three spells from the druid or warlock spell list. These can be learned from spell scrolls or other sources. These spells must be of a level for which you have spell slots up to 5th level.
For each level of the spell, the process takes 4 hours and costs 100 gp. When you attempt to memorize another while already knowing three, you must choose one to replace.
These spells count as wizard spells for you and are always prepared. Each of these spells can be cast once. You regain the ability to cast these spells when you finish a long rest.
Druidcraft
Whispering to the spirits of Nature, you create one of the following Effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain Falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an Instantaneous, harmless sensory effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a Candle, a torch, or a small campfire.
Guidance
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Mending
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Poison Spray
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Produce Flame
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Resistance
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Shillelagh
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Advanced Brewing
You've learned how to cut time and cost by haggling, scrounging, finding shortcuts, and having experience in your craft. Starting at 6th level, the gold and time you spend to create potions, and, if proficient, items created using the alchemist’s supplies or poisoner’s kit is halved. You have advantage when trying to identify potions or other magical substances.
Improved Curse
You have increased control of your curses. At 10th level, you can roll an additional d6 when determining the ability score for your Witch’s Curse and choose either result. If you roll the same number on both dice, the target has disadvantage on its saving throw against your curse.
Additionally, when a target cursed by your Witch's Curse makes an attack roll, ability check, or saving throw, you can use your reaction to force it do so with disadvantage. You can do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature when you finish a long rest.
Magic in a Bottle
Your skill as a potion-brewer allows for increased flexibility and creativity. Starting at 14th level, you can create a potion by converting a spell into pure, liquid magic and storing it in a flask. This potion can be created whenever you finish a short or long rest by concentrating for 10 minutes. Spells use spell slots and material components as they normally would. Potions only have a single use. The spell needn’t be prepared, but it must follow these guidelines or changes:
- Be a wizard spell of 1st through 5th level in your spell book.
- Be of the School of Abjuration, Enchantment, Illusion, Necromancy, or Transmutation.
- Have a casting time of one action or bonus action.
- It must target a single creature.
- If the range is Self or Touch, the target is the consuming creature.
- If the spell requires an attack roll, the creature drinking the potion is automatically hit.
- Spells applied by these potions do not require concentration.
- The sleep spell, but it only affects the creature drinking the potion.
- Any spell known from the Enigmatic Magic feature. This does not count against their casting limit.
- A spell delivered through this feature counts as a curse.
Drinking the potion or administering it requires an action. The spell in the potion immediately targets the creature drinking it. The spell uses your spell save DC. A potion becomes inert if another potion is created using this feature or if its effect is applied. A creature must have some way to ingest the potion for it to take effect.