The school of the witch is an oddity amongst wizards, as it scarcely manifests as a true school at all. Instead, witches join covens where they use fey power to modify their own magic. Part religion, part ritual, and all mystery, witchcraft is an ancient practice that came about in an age before arcane magic was regularly studied, institutionalized, and etched in writing, when monstrous creatures ruled over creation and the secret of making fire was yet undiscovered. In this chaotic dark age, the primitive peoples called out to the night for protection and power, and a voice from the darkness answered. Those who accepted its arcane gifts became the first witches, and they wielded such power as only immortal beings had known.
Though witches are still commonplace among the fey races in the Plane of Faerie, a witch in the natural world must be mindful of whom they trust. Most commonfolk fear witches, and envious wizards of other traditions refuse to acknowledge witches as peers and would prefer to see their wondrous powers vanish from the world leaving the wizard uncontested.
Forbidden Schools
1st-level Wizard (Witch) Feature
As a witch, you are barred from alteration and evocation magic. As such, you cannot learn or cast spells of these schools. Alternatively, you can choose three spell schools which are considered your forbidden schools. You cannot choose universal, enchantment, or illusion magic as forbidden schools.
Witch’s Coven
1st-level Wizard (Witch) Feature
All witches are part of a coven which shapes much of how they use their magic. Choose one of the following covens for your magic to have been gained from.
- Dark Moon Coven. You gain proficiency in Intimidation. In addition, whenever you cast a wizard spell of 1st-level or higher, you can change its damage type to necrotic.
- Full Moon Coven. You gain proficiency in Persuasion. In addition, whenever you cast a wizard spell of 1st-level or higher, you can change its damage type to radiant.
Witch’s Familiar
1st-level Wizard (Witch) Feature
Unlike other wizards, you gain your gift of arcane power from a patron originally such as an archfey, a god, a devil, an angel, a demon, or another powerful being. Unlike a warlock, however, the patron was only the original source of your power and not the constant supplier. You learn the find familiar spell, and it is always prepared for you. Your patron supplies you with this familiar, which is then bound to your soul, and so you can cast the spell without it consuming material components if you perform a 1-hour ritual, replacing the spell’s normal casting time.
This familiar takes the place of your spellbook, which you do not gain at 1st level. The time and cost of copying new spells is instead replaced with time and money spent bonding with your familiar and providing necessities for it or through making an offering to your patron via the familiar, but otherwise the time and cost do not change. Your familiar can hold any number of spells, but if your familiar dies you must perform a ritual to recover the spells, spending 50 gp and 1 hour per level of spell lost that you wish to recover.
The familiar follows all normal rules of the spell which bound it to you originally, but if your familiar is killed, you cannot prepare new spells until you have summoned it once again. Additionally, you familiar has the following changes:
In combat, your familiar always shares your initiative count, but it takes its turn immediately before or after yours (your choice when initiative is rolled).
While your familiar is within 100 feet of you, you can see, hear, and speak through your familiar with as a bonus action rather than an action. Once you use this bonus action, it lasts for 1 minute or until you end it (no action needed). You can refresh it at any time at the cost of a bonus action. While you are using your familiar’s senses, you can still use your senses.
Your familiar has resistance to all damage.
Herbal Magic
6th-level Wizard (Witch) Feature
You have studied numerous practices required to make proper sacrifices and aid to your patron and familiar. Along the way, you’ve learned a few things to better enhance your magic.
Dark Moon Coven: When you deal necrotic damage with a wizard spell of 1st-level or higher, you can cause one target dealt damage by the spell to make a Constitution saving throw against your spell save DC, being poisoned for 1 minute on a failure. The target can repeat the saving throw at the end of each of its turns, ending the condition on a success.
Full Moon Coven: When you deal radiant damage with a wizard spell of 1st-level or higher, you can cause one creature you can see within 30 feet of you to regain hit points equal to half the damage dealt to one target, ignoring vulnerability.
Once you use this feature, you cannot do so again until you finish a long rest.
Familiar’s Aid
10th-level Wizard (Witch) Feature
You are able to store spells within your familiar, allowing them to cast them on their own. You can store up to five levels worth of spells within your familiar when you finish a long rest, expending spell slots as necessary. Cantrips count as 1st-level spells for the purposes of storing them.
Each stored spell must have a casting time of no more than 1 action. On your turn, you must order your familiar to cast the spell as a bonus action, which it will carry out on its next turn to the best of its ability.
Additionally, your familiar counts as an arcane focus for you while it is within 100 feet of you.
Mortal Denial
14th-level Wizard (Witch) Feature
Your magic begins to preserve you against death. You begin to age one year for every three years that pass, and you’re immune to any spell or effect that would change your age against your will. Additionally, you gain one of the following features depending on your coven.
Dark Moon Coven: Whenever you would drop to 0 hit points but not be killed outright, you can choose to immediately sacrifice your familiar. If you do, you drop to 1 hit point instead and you are surrounded by a cloud of magical darkness as per the darkness spell, except it doesnt require concentration. You can see through this darkness, and each creature of your choice in the darkness when it is formed takes necrotic damage equal to half the damage you took, ignoring vulnerability.
Full Moon Coven: Whenever you would drop to 0 hit points but not be killed outright, you can choose to immediately sacrifice your familiar. If you do, you drop to 1 hit point instead and burst with bright light to a range of 20 feet, and dim light to an additional 20 feet for 1 minute. You and each creature of your choice in the bright light when it is formed regains hit points equal to half the damage you took, ignoring vulnerability.
Once you use this feature, you cannot do so again until you finish a long rest.
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