Base Class: Wizard
In the wild, untamed land of Rashemen, where the Feywild and the Weave are closest to the world, the Rashemi people practice an unusual religion. In addition to the worship of three goddesses deeply connected to the planar intersections of their mysterious realm (Chauntea for the land, Mielikki for the Feywild, and Mystra for the Weave), they are also a strongly animistic culture. The Rashemi believe every geographic feature, every plant, every season, every home and a lot more each possess their own specific spirit. And, perhaps because of the closeness of their lands to the Feywild and the Weave, the Rashemi are correct. These spirits are unique and full of personality, with no two spirits even bearing the same name. Spirits provide their favor to the faithful when they feel respected and pleased, and their disfavor when they are ignored or angry. Most travellers to Rashemen chalk these tales up to myth and superstition, for the Rashemi seem very superstitious. But the Rashemi interact with the spirits regularly, through offering and ritual, and sightings are common among all the people of Rashemen regardless of station.
The Wychlaran, or Witches of Rashemen, are the inheritors of the ancient practices of mollifying the spirits of the land, elemental kingdoms, and Feywild. The witches are an unusual group, made up of many different kinds of spellcasters. Any character that casts spells using the Spellcasting class feature qualifies for admission to the Wychlaran, although they hold warlocks with very deep suspicion. The witches do not admit men as members, but instead require male spellcasters to sequester themselves, devoting their study to the creation of magic items and research. The witches, by protecting the land and people and by acting as fair, compassionate judges, have become the de facto rulers of Rashemen. Although the Iron King does hold the titular monarchical title, don't you believe it. Rashemen is a gynarchic magocracy. The word of a Hathran is law to the Rashemi.
Members pass through three stages of power amongst the Witches of Rashemen. The first stage is that of Ethran, or provisional member. These witches are learning about the world and magic itself, in preparation for the second stage, that of Hathran. The Hathran administer the realm and perform the rituals and spells that protect their communities, and support the Iron King in warfare. Beyond this rank are the Olthors, who are revered for their wisdom and make decisions for the Rashemi as a whole. The domain for the Wychlaran who pursue clerical power focuses on the unseen, on endurance, and on community. The Wychlaran are not required to pursue this domain, but without one of the different paths (clerical, druidic, sorcerous, or wizardly) or special investiture (gaining their title by a feat), they cannot participate in circle magic and lack some other class features possessed by their sisters. Rangers, Paladins, Arcane Tricksters, and Eldritch Knights are all represented in the sisterhood with the same rights, privileges, and responsibilities as their sisters of equal rank, although there are precious few of these classes represented amongst the Olthors.
Ethran (Provisional Membership)
You have been admitted to study with the Witches of Rashemen, who call themselves the Wychlaran. You have provisional membership in the Wychlaran, contingent upon your good behavior and finishing your studies.
At 1st level, you learn one druid cantrip of your choice. You learn the spell Speak with Animals and add it to your spellbook at no cost.
Ethran Circle Magic
You begin your study into cooperative magic by learning to prepare circles for personal ritual spellcasting.
Preparing a circle takes ten minutes and requires a space cleared of objects the size of a 10 ft radius circle. Some sort of material must mark the circumference of the circle for ritual casting, such as chalk, a marked terrain feature (like the edge of a tiny pond--a cave does not work, but a cave mouth might), or other material like poured salt or liquid. Symbols and runes of power are placed within the circle or along the edges that connect the caster to the circle. Circles of greater power require expensive reagents that correspond to your classes (divine spellcasters use pigmented holy waters, druids use rare herbs, and arcanists use powdered metals and gems). These reagents are expended when the circle is disbanded. The circle must be continuous, without any breaks. Any character with an Ethran subclass can join the circle if one of the characters is leading it. You cannot lead a circle until you learn Greater Circle Magic.
An additional consequence of circle magic, some of your ritual spells are more potent and you gain the ability to cast certain spells as rituals. To do so, you must prepare a circle specifically for that purpose and you must have the spell prepared if you are a cleric, druid, or paladin, known if you are an arcane trickster, bard, eldritch knight, ranger, sorcerer, or warlock, or in your spellbook if you are a wizard. You can only prepare one circle at a time, but you can prepare circles in advance if you know how large the circle will be and what spell it will augment. A circle used in this way only functions once (effectively adding ten minutes to your casting time), because the components of the circle are expended in the ritual casting of the spell. Certain spells have longer durations or alternative (optional) effects when cast using circle magic, as described below. These changes are gained through the additional focus given by the circle, existing spirit pacts between the Wychlaran and the spirit world, and specific properties of the land of Rashemen. If a spell is not normally a ritual spell, then it can only be cast as a ritual using circle magic, the spell's casting time increases by 10 minutes for the ritual, and the circle still takes 10 minutes to prepare. But spells that are ritual spells already can be cast either way (you do not have to make a circle for all ritual spells).
These spells may be cast as rituals using circle magic (notes indicate how the spell changes when cast this way).
SPELL LEVEL |
SPELLS |
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Specials:
*Speak with Animals (range changes to 30 feet, attack/save changes to WIS, effect changes so you learn the name of a specific animal spirit whose demesne is within range and allows them to manifest to speak with you. Manifest spirits cannot be attacked without breaking the spell. Spirits will bargain for any information they impart.)
**Warding Bond (duration to 10 min, gains concentration, both target and caster must remain within 300 feet of the circle or the spell ends)
***Create Food and Water (the components change to V,S,M (two pieces of silver for each medium creature to be fed, effectively creating 3 pounds of food and water for each with large creatures requiring three times as much). The food consists of preserved trail rations and does not spoil for a week)
****Speak with Dead (effect changes so you can communicate with ancestors on your family tree as long as you are within 10 ft of where they are buried/interred. You do not need the skull jawbone to be working for this version. The animating spirit is still only an echo of the original, so it can't learn new information and does not comprehend anything that happened since it died, but ancestor spirits are more likely to try to be helpful. You can only ask the spirit two questions, and the spell fails if the ancestor spirit was contacted by this spell within the last 30 days
*****Speak with Plants (range changes to 30 feet, attack/save changes to WIS, effect changes so you learn the name of a specific plant spirit whose demesne is within range and allows them to manifest to speak with you. Manifest spirits cannot be attacked without breaking the spell. Spirits will bargain for any information they impart.)
******Conjure Minor Elementals (duration to 10 min, effect changes so the summoned elementals are Rashemi native elementals rather than ones from the elemental chaos. When summoning Rashemi elementals, which can only be done in the borders of Rashemen, the spell loses its concentration requirement)
*******Conjure Elemental (duration to 10 min, effect changes so the summoned elementals are Rashemi native elementals rather than from the elemental chaos. When summoning Rashemi elementals, which can only be done in the borders of Rashemen, the spell loses its concentration requirement and elementals will not go hostile. You can still dismiss them.)
Hathran (Learned Sister)
You have advanced in the sisterhood of the Wychlaran and are now accorded full rights and privileges of your office, and more responsibility to the nation, spirits, and gods. You learn the Speak with Dead and Speak with Plants spells, and they are always considered to be on your spell list.
Within the borders of Rashemen, you can issue a Dictum. A Dictum is the command spell, but its casting time is one bonus action and its effective level is equal to the highest level spell you can cast. You can use this ability a number of times per day equal to your WIS modifier. Citizens of Rashemen make their saves against your Dictum with disadvantage. Outside of Rashemen, you can use Dictum once per long rest.
As a Hathran, your word is law to the people of Rashemen. Witches who abuse this power are hunted down and brought before the Othlors for judgement. The Othlors are particularly harsh when judging their younger sisters.
Hathran Circle Magic
Some of the most powerful and spectacular spells worked across the Forgotten Realms are cast in the form of circle magic. Circle magic is a type of cooperative spellcasting that allows the spellcaster leading the circle to achieve results otherwise unavailable to the spellcasters composing the circle. The Red Wizards of Thay and the Witches of Rashemen make frequent use of circle magic.Your studies into cooperative magic have unlocked their power.
As a Hathran, you can now lead a circle of Wychlaran in cooperative magic once per day.
You can prepare, lead, and participate in circles that augment spellcasting. All the participants of the circle must all have a Circle Magic class feature specific to the Witches of Rashemen (Ethran CIrcle Magic, Hathran Circle Magic, or Othlor Circle Magic) or an appropriate feat (Ecumenical Circle Magic). One spellcaster, usually the most powerful or experienced character present, is chosen by the group to be the circle leader. This decision must be unanimous. Between two and five additional participants stand within 10 feet of the circle leader, usually surrounding the leader although that is not required. The participants and the leader then spend one hour drawing a 10 ft radius circle to focus and intertwine their powers. This process expends reagents such as pigmented holy water (for clerics and paladins), rare and exotic herbs (for druids and rangers), or powdered metals or gems (for arcane tricksters, bards, eldritch nights, sorcerers, warlocks, and wizards) costing 100 gp for the leader and 10 gp per participant.
Once the drawing is complete, the leader uses an action to activate the circle and all of the other participants use a reaction to join. Participants must be inside the area of the circle to use their reaction this way, and the circle is not ready to use until the last intended participant joins. If the circle has too many members, individuals are excluded by the circle leader. If the circle has too few members, the circle leader cannot activate it and their action is wasted, although the reactions of the participants is not used.
The circle unites the power of the witches but leaves them free to act, as long as they remain in the circle. It also creates a zone of protection from magic and summoned creatures. While the circle is active, the participants can expend spell slots to augment each others' spells. Circle magic can make spells more accurate, increase their areas of effect, negate forced movement including teleportation, and even be used directly to cause damage to creatures adjacent to the circle. Most of the circle's properties are only afforded to the participants, but up to 16 medium creatures can fit inside the circle. Anyone in the circle is protected from extraplanar entities, gains resistance to the damage of spells, inflicts disadvantage on spell attacks against them, and has advantage on saves against spells.
Whenever a participant is expelled from a circle intended for augmented spellcasting (i.e., not specifically a ritual circle), they gain one level of exhaustion. If a circle has fewer than 3 participants (including the leader) or the circle leader is expelled or killed (not incapacitated), then the circle is automatically disbanded. Whenever a circle is disbanded, all participants of the circle are first expelled.
Circle participants have the following properties while joined to the circle. .
- Barriers Work Both Ways: A participant in a circle who casts an area or ranged spell must expend an additional spell slot of the same level or higher. The participant is using the energy of this spell slot to both momentarily create an opening in the barrier and then repair it after the ranged or area spell is cast. If the character does not have such a spell slot, the ranged or area spell fails.
- Bound by the CIrcle: A participant that moves outside the 10 ft radius established by the leader is expelled from the circle and cannot rejoin it. Being expelled from a circle gives a former participant one level of exhaustion.
- Circle Protection: Participants of a circle and those within the area of the circle have resistance to the damage of all spells. Spells cast against them attack with disadvantage, while saves they make against spells have advantage.
- Eldritch Barrier: A participant, the area within the circle, and others inside the circle are warded against extraplanar creatures and their attacks. The circle acts as a Protection from Evil and Good spell: Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against a warded target, and cannot charm, frighten, or possess them. A summoned creature cannot directly affect a warded creature or the area of the circle at all. Orders to do so are ignored and area attacks do not extend to the inside of the circle.
- Unfettered Familiar: A familiar does not count as a participant nor can a familiar join a circle, but their master shares circle traits with them while they are inside. A familiar can enter and leave the circle without penalty. It keeps the Circle Protection trait as long as their master remains a participant of the circle.
- Requires Concentration: Circle members other than the leader cannot concentrate on any spell while they are attached to the circle. If they cast a spell with the concentration requirement, if they fail a check to maintain concentration, or if they are incapacitated and cannot concentrate, then they are expelled from the circle and gain one level of exhaustion.
Hathrans gain the following traits in addition to the ones above.
- Share Metamagic: If any of the circle participants have sorcerer levels, then all of the participants can use those sorcerer's metamagic options. A participant who is not a sorcerer can convert spell slots to sorcery points as a bonus action when they apply the metamagic option, but cannot pool any unspent sorcery points for later turns like a sorcerer (unspent points are lost).
- Share Spell Knowledge: Circle participants share their spells known and spells prepared, but use their own ability modifiers. For example, a Hathran with levels in Wizard and Bard casting Flame Strike from a sister's spell list acquired from Cleric levels would use WIS instead of INT for their save DC. Participants still get the benefits of any of their own spellcasting modifiers, such as that same Hathran using a Wand of the Warmage..
Circles can be used in the following ways.
- Accurate Spell: As a reaction to the casting of a spell, another participant (including the leader) can use a reaction to grant the caster advantage on one attack roll of the spell, or inflict disadvantage on the save for one target of the spell. This costs the reacting participant one spell slot of any level.
- Anchor Participant: When another participant is subjected to forced movement or teleportation, one participant (which includes the leader) can use a reaction to negate that forced movement. This costs the participant one spell slot of any level for teleportation, but one spell slot with a level equal to the distance of the forced movement divided by 5 (round up). So a character being pushed 30 ft would be anchored with a 6th-level spell slot. No other effects of the attack would be negated. So if the character would normally fall prone, they do so.
- Cooperative Ritual: When performing a ritual, the circle participants can combine their efforts to accelerate the casting. the time required is divided by the number of the members participating in the ritual and does not cost any of them a spell slot .
- Eldritch Strike: As an action, a participant can expend a spell slot to send a wave of energy from the surface of the circle towards a foe. This attack is similar to magic missile--it launches one lance of force at the target that always hits, causing 1d12 force damage per spell level. This action counts as casting a spell with a level, so the caster cannot cast a leveled spell as a bonus action.
- Enlarged Spell: As a reaction to the casting of a spell, another participant (including the leader) can use a reaction to increase a spell's area effect by expending a spell slot. A cone is extended by 5 ft per spell slot level, a cube, cylinder, or a sphere is extended by 2.5 feet per spell slot level, and a line is extended 10 feet per spell slot level..
In addition, the Hathran leading the circle gains additional traits.
- Center of the Circle: If the circle leader moves outside the original 10 ft radius circle they activated, the circle is dissolved and all participants (including the leader) suffer one level of exhaustion. As the center of the circle, a circle leader can cast concentration spells while leading the circle--the leaders do not concentrate to maintain a circle they lead.
- Transfer Concentration: The circle leader may use a bonus action to transfer concentration of a spell to a participant with that spell among their individual prepared or known spell lists. This transfer expels the participant from the circle, but they emerge with concentration of the spell, freeing the leader to cast a different concentration spell.
Othlor Circle Magic
You have achieved the highest rank of the Witches of Rashemen. As an Othlor, you can now lead a circle of Wychlaran twice per day. You also gain legendary actions when participating or leading a circle of Wychlaran.
Circle participants have the following properties while joined to the circle. .
- Barriers Work Both Ways: A participant in a circle who casts an area or ranged spell must expend an additional spell slot of the same level or higher. The participant is using the energy of this spell slot to both momentarily create an opening in the barrier and then repair it after the ranged or area spell is cast. If the character does not have such a spell slot, the ranged or area spell fails.
- Bound by the CIrcle: A participant that moves outside the 10 ft radius established by the leader is expelled from the circle and cannot rejoin it. Being expelled from a circle gives a former participant one level of exhaustion.
- Circle Protection: Participants of a circle have resistance to the damage of all spells. Spells cast against them attack with disadvantage, while saves they make have advantage.
- Eldritch Barrier: A participant is warded against extraplanar creatures and their attacks. The circle acts as a Protection from Evil and Good spell. Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against a participant,and cannot charm, frighten, or possess them. A summoned creature cannot directly affect a participant at all, and orders to do so are ignored.
- Unfettered Familiar: A familiar does not count as a participant nor can a familiar join a circle, but their master shares circle traits with them while they are inside. A familiar can enter and leave the circle without penalty. It keeps the Circle Protection trait as long as their master remains a participant of the circle.
- Requires Concentration: Circle members other than the leader cannot concentrate on any spell while they are attached to the circle. If they cast a spell with the concentration requirement, or if they fail a check to maintain concentration, they are expelled from the circle and gain one level of exhaustion.
Othlors gain the following traits in addition to the ones above.
- Share Metamagic: If any of the circle participants have sorcerer levels, then all of the participants can use those sorcerer's metamagic options. A participant who is not a sorcerer can convert spell slots to sorcery points as a bonus action when they apply the metamagic option, but cannot pool any unspent sorcery points for later turns like a sorcerer (unspent points are lost).
- Share Spell Knowledge: Circle participants share their spells known and spells prepared, but use their own ability modifiers. For example, a Hathran with levels in Wizard and Bard casting Flame Strike from a sister's spell list acquired from Cleric levels would use WIS instead of INT for their save DC. Participants still get the benefits of any of their own spellcasting modifiers, such as that same Hathran using a Wand of the Warmage..
- Circle Reaction: Othlors participating in a circle who use their reaction to create an effect using the circle immediately regains their reaction, but it cannot be used for a circle effect until after the end of their next turn.
Circles can be used in the following ways.
- Accurate Spell: As a reaction to the casting of a spell, another participant (including the leader) can use a reaction to grant the caster advantage on one attack roll of the spell, or inflict disadvantage on the save for one target of the spell. This costs the reacting participant one spell slot of any level.
- Anchor Participant: When another participant is subjected to forced movement or teleportation, one participant (which includes the leader) can use a reaction to negate that forced movement. This costs the participant one spell slot of any level for teleportation, but one spell slot with a level equal to the distance of the forced movement divided by 5 (round up). So a character being pushed 30 ft would be anchored with a 6th-level spell slot. No other effects of the attack would be negated. So if the character would normally fall prone, they do so.
- Cooperative Ritual: When performing a ritual, the circle participants can combine their efforts to accelerate the casting. the time required is divided by the number of the members participating in the ritual and does not cost any of them a spell slot .
- Eldritch Strike: As an action, a participant can expend a spell slot to send a wave of energy from the surface of the circle towards a foe. This attack is similar to magic missile--it launches one lance of force at the target that always hits, causing 1d12 force damage per spell level. This action counts as casting a spell with a level, so the caster cannot cast a leveled spell as a bonus action.
- Enlarged Spell: As a reaction to the casting of a spell, another participant (including the leader) can use a reaction to increase a spell's area effect by expending a spell slot. A cone is extended by 5 ft per spell slot level, a cube, cylinder, or a sphere is extended by 2.5 feet per spell slot level, and a line is extended 10 feet per spell slot level..
In addition, the Othlor leading the circle gains additional traits.
- Center of the Circle: If the circle leader moves outside the original 10 ft radius circle they activated, the circle is dissolved and all participants (including the leader) suffer one level of exhaustion. As the center of the circle, a circle leader can cast concentration spells while leading the circle--the leaders do not concentrate to maintain a circle they lead.Transfer
- Concentration: The circle leader may use a bonus action to transfer concentration of a spell to a participant with that spell among their individual prepared or known spell lists. This transfer expels the participant from the circle, but they emerge with concentration of the spell, freeing the leader to cast a different concentration spell.
- Conduit: An othlor leading a circle composed strictly of wychlaran within the borders of Rashemen can create a conduit to the spirits of that land. As a bonus action, she can use this conduit to temporarily replace any spell known by any member of the circle temporarily with a different spell from their entire class spell list. The spirits grant this knowledge in defense of the lands and out of respect for the othlor. The participant loses the new spell knowledge upon being expelled from the circle, as the original spell returns to their mind.
- Great Circle Leader: When an othlor leads a circle, they can lead between two and seven participants rather than two to five.
- Legendary Wychlaran Circle Leader: An othlor participating in a circle composed strictly of Wychlaran can take 2 legendary actions, and one leading a circle comprised strictly of wychlaran can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The othlor regains spent legendary actions at the start of its turn.
- Cantrip: The othlor casts a cantrip.
- Dictum: The othlor issues a dictum.
- Superiority: The othlor uses one of their own channel divinity features (one action), one of their own uses of wildshape (one action), or casts Dispel Magic as a ninth level spell outside the circle without using any spell slots (three actions, can only be used once per circle and at the command of the leader).

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