Base Class: Wizard
In the art of studying and refining magic, none is older or more noble than the art of witchcraft. Originally passed on by ancient hags, such as Baba Yaga, and kept as whispers from dark fey, you have managed to delve into this original art of wizardry. Your study has brought you to learn to bind the natural magic of the spirits within the world, binding it into your familiar and mustering the ability to create potent curses.
Familial Bond
At 2nd level, you have created a special bond with a witchery spirit, inhabiting the form of your familiar. You learn the Find Familiar spell, and always have it prepared, not counting it towards your number of prepared spells. In addition, you can cast the spell without requiring any material components, when cast in this way you cannot do so again until you complete a long rest.
Your familiar is bolstered by your spirit, gaining the following traits:
- A bonus to its AC equal to your proficiency bonus.
- Additional hit points equal to your three times your wizard level.
- When summoned via Find Familiar, your familiar memorises a number of ritual spells from any spellbook on your person of your choice up to your proficiency bonus. Whilst active your familiar recites the ritual into your mind, meaning you can ritual cast the spell without the aid of the spellbook.
Initiate of the Coven
Your power from witchery comes from joining a coven, be it with some hags, fey spirits, or other mystical creature. You may have a mark to associate your coven, like a tattooed chicken foot or a necklace of knuclebones, amongst any variety of other methods. You gain proficiency in either your choice of alchemist's supplies, herbalism kit, or poisoner's kit.
In addition, you learn the druidcraft cantrip. It counts as a wizard spell for you it does not count towards your list of spells known.
Alchemist's Supplies
You gain proficiency in alchemist's supplies.
Herbalism Kit
You gain proficiency in Herbalism Kit.
Poisoner's Kit
You gain proficiency in Poisoner's Kit.
Cursing Spirits
At 6th level you gain the ability to bring forth a curse of the coven upon your enemy. As an action, you can choose one creature within 60 feet of your that you can see. You choose one of the following curses to apply to the target, the DC of the curse being your spellcasting DC. Each effect lasts for 1 minute and the target can repeat the saving effect at the end of each of its turns. You can use this ability a number of times equal to your Intelligence modifier ( minimum of 1 ), regaining all uses at the end of a long rest.
Curse of the Withered Muscle. The target must succeed on a Strength saving throw. On a failure, the target deals half damage with strength-based weapon attacks.
Curse of the Rattled Bones. The target must succeed on a Dexterity saving throw. On a failure, the target's speed is reduced by 10 feet and cannot take the dash or dodge action.
Curse of the Queasy Stomach. The target must succeed on a Constitution saving throw. On a failure, the target loses any resistance to poison and any healing the target received is reduced by half (rounded down).
Curse of the Blunted Thought. The target must succeed on an Intelligence saving throw. On a failure, the target loses concentration on any spell it currently is concentrating on, and cannot cast a spell that requires concentration.
Curse of the Restrained Instinct. The target must succeed on a Wisdom saving throw. On a failure, the target takes disadvantage on any attack rolls, ability checks, and saving throws made with a reaction.
Curse of the Tied Tongue. The target must succeed on a Charisma saving throw. On a failure, the target's speech becomes barely intelligible, causing them to be unable to complete verbal components for spells.
Familial Casting
At 10th level your bond with your familiar spirit has enhanced. Your familiar gains proficiency in all saving throws, and gains access to one spell from the cleric or druid spell list of 5th level or lower with the ritual tag. The spell counts as a wizard spell and doesn't count towards your limit of spells known. When you cast the Find Familiar spell using a spell slot, or using your Familial Bond feature, you can change the ritual your familiar grants you.
In addition, as you can call your familiar to yourself, you can call yourself to your familiar. As a bonus action, whilst your familiar is active you can teleport yourself to your famiilar's position, so long as the space your familiar is occupying is big enough for you to occupy, and your familiar is dismissed. Once you successfully use this ability, you cannot do so until your finish a long rest.
Coven Mastery
At 14th level you have become a high practitioner of witchery within your coven. Your witchery abilities grant you the following benefits:
- Whilst your familiar is within 30 feet of you, you and your familiar both gain a +1 bonus to all saving throws.
- If a spell would deal half damage to your familiar on a success, the familiar instead takes no damage.
- You can spend two hit dice to cast Find Familiar as an action without using a spell slot. You can only do this if your familiar has been dismissed.
- You can cast the Polymorph spell targeting your familiar without expending a spell slot. When you cast polymorph on your familiar, the max CR of the beast you transform it into is equal to your proficiency bonus. Whilst polymorphed in this way, it retains its familiar bond with you, as well as its mental statistics, and you can use a bonus action to command it to make attacks on its turn with its action. Once you have used this ability, you cannot use this ability again until you complete a long rest or expend a 4th level or higher spell slot.
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