Wizard
Base Class: Wizard

Rather than looking only looking outwards towards the fantastical benefits of magic, practitioners of Witchcraft prefer to look inward. Towards nature, towards the physical form, and...towards the cauldron they toil away over. Witches are masters of curses and hexes, but are also skilled healers and alchemists. Their pursuit of knowledge often leads them to places that few mages would dare tread. Settling on the ends of civilization or in quaint little villages and towns away from the prying eyes of others, they dedicate their lives to honing their craft. Though many would call them eccentric, none can deny their results.

Sweep the Skies

No self-respecting witch would be complete without their preferred travel method. Beginning at 2nd level, you can enchant any broom of your choice. This broom automatically becomes a Broom of Flying and possesses all the traits and abilities of said magic item. The enchantment ends whenever you enchant another broom or the broom is destroyed. You cannot have more than one enchanted broom at a time. In addition, at levels 6 and again at level 12. the broom's flying speed increases by 30 feet (10 if it carrying over 200 pounds) for a maximum of 110 feet/minimum of 50 feet at level 12.

Toil and Trouble

Beginning at 2nd level, you gain proficiency with a herbalist and alchemist supplies, providing you didn't already have proficiency with these tools.

Also at second level, you gain the ability to craft potions quicker and at a reduced cost. In addition, the effects of your potions become much more potent than others found in stores or through during travels. Only potions up of uncommon rarity or lower can be crafted at level 2. The rarity of the potions you can craft increases as you level up. 

  • Common potions cost 10 gp (per potion) and require 1 hour of gathering materials + 1 hour of brewing (per potion) for a maximum of 8 total.
  • Uncommon potions cost 50 gp (per potion) and require 2 hours of gathering materials + 2 hours of brewing (per potion) for a maximum of 4 total.
  • Rare potions cost 500 gp (per potion) and require 3 hours of gathering materials + 4 hours of brewing (per potion) for a maximum of 2 total.
  • Very rare potions cost 5000 gp (per potion) and require 4 hours of gathering materials + 8 hours of brewing (per potion) for maximum of 1 total.

No more than 12 potions of any rarity can be made per week. In order to craft potions, you must first purchase a separate spellbook to write down recipes. You already possess the knowledge of how to make most if not all potions of the common and uncommon rarity upon reaching level 2. Any potion of a rarity beyond uncommon must have its recipe copied down into your brewery book. Adding a new recipe costs no gold but does take 1 hour and must be copied from another source (such as finding the recipe or possessing the actual potion). Alternatively, you can spend a number of hours equal to 4 hours + 2 hours per each rarity above uncommon to experiment with ingredients to find a new recipe, providing you are capable of crafting that rarity of potion. 

The exact specifications for time, level, rarity, and more can be found on the Potion Brewing section located below:

Level 2:
Common and uncommon potions can be crafted. Common and uncommon potions of healing add health regained equal to your proficiency modifier per each die rolled. Potions with a duration last for one hour longer.

Level 6:
Rare potions can now be crafted. Rare healing potions heal equal to your proficiency modifier plus your intelligence modifier per each dice rolled. In addition, potions with a duration now last for 5 additional hours.

Level 12:
Very rare potions can now be created. All healing potions now heal double their normal healing + your proficiency bonus + your intelligence modifier. In addition, very rare health potions now provide the user with temporary hit points equal to double your proficiency bonus + your intelligence modifier and heal the target to full. In addition, potions with a duration can now last twice as long or for an entire day; whichever is longer.

Curse Master

Beginning at 6th level, you no longer need to touch a creature when casting the spell "Bestow Curse". Its range is treated as 30 feet. You also have advantage on any checks made to maintain concentration on the spell.

Whenever you cast the spell "Hex", all spell attacks that require a saving throw (such as "Burning Hands") count as a "hit" for the purpose of the spell, providing the hexed creature fails their saving throw. Each dart thrown by the spell "Magic Missile" is also treated a "hit." In addition, whenever a creature takes damage from a hit, you may choose to inflict damage to them equal to your proficiency bonus per hit (this does not count as an additional hit.) You can use this ability a number of times equal to your intelligence modifier (minimum of 1) and you regain all expended uses after you finish a long rest. 

Baneful Bellows

At 10th level, choose three spells on the Witch's spell list you know that inflicts damage to a creature. Each die rolled counts as a separate hit if the target is under the influence of the "Hex" spell. In the case of spells requiring saving throws, the target must fail their save.

Polymorph Mastery

Starting at level 14, you gain advantage on any saving throws made to maintain concentration on spells from the Transmutation school of magic.

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