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School of Witchcraft (Homebrew, Restricted)


Hit Points

Hit Dice: d4 per School of Witchcraft (Homebrew, Restricted) level
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Proficiences

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Overview & Creation

Witchcraft

  Before the times of prestigious magical institutions and universities, there were those who first discovered the arts of the arcane, in its raw and primal form. These wizards were the herald for a magical tradition known as Witchcraft. The wizards and witches who follow this tradition hone their magical skills through the acquisition of unique magics called Crafts, and later Grand Crafts, as well as learning spells the usual wizard would not be able to. Many who study the tradition of Witchcraft can be seen as either guides and village elders, or as sinister and dark practitioners of the arcane. However, while some places may be more accepting to students of witchcraft, other established universities or regions may have a much more demeaning view of these magical practitioners, even going so far as to hunt them down.  

Witchtongue

Beginning when you select this tradition at 2nd level, you learn Witchtongue, the secret language of witches. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check, but can’t decipher it without magic.  

Coven Magic

Beginning at 2nd level, you enter into a Coven, which helps to define what special field of witchcraft you adhere to. Your Coven grants you special abilities, one of which is the acquisition of many spells normally not known to the wizards who follow other magical traditions. Choose one of the following Covens:   Black Magic (focuses on curses, toying with the minds of others, and the dead). Bard & Warlock - enchantment, evocation, necromancy   Green Magic (focuses on aspects of nature, such as the elements, animals, and plantlife). Druid - conjuration, divination, transmutation   White Magic (focuses on healing, medicine, and divine or heavenly qualities of both life and the world). Cleric - abjuration, divination, transmutation   You learn one cantrip of your choice from a Class associated with your Coven. Whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a spell from your Coven’s associated class, so long as it belongs to the schools associated with that coven. These spells are known as your Coven spells. The spell must be of a level for which you have spell slots. Any Coven spell you gain from this feature is considered a wizard spell for you, and you can cast them using a wizard spell slot, but other wizards can’t copy Coven spells from your Grimoire into their own spellbooks, and any wizard feature that utilizes a spellbook does not utilize an Arcane Grimoire.  

Arcane Grimoire

Beginning when you choose this tradition at 2nd level, you gain an Arcane Grimoire, within which are your Coven Spells as well as magical abilities, called Crafts. This grimoire is separate from your spellbook, and any spell acquired through a Craft is treated as not being written in your spellbook, but in your grimoire, as you would with your Coven Spells. If your Arcane Grimoire becomes lost or destroyed, you can make another one using the same rules as you would for replacing a spellbook.  

Crafts

You learn two Crafts of your choice at 2nd level, which are listed in the Crafts List at the end of this subclass. You learn one additional Craft of your choice at 6th, 10th, and 14th level. Each time you gain a wizard level, you can also replace one Craft you know with a different one.  

Coven Familiarity

By 10th level, your time spent studying the ways of witchcraft has granted you increased resilience and willpower. You have advantage on Wisdom and Charisma saving throws. Additionally, your Coven grants you additional benefits when interacting with certain creatures. You can add your  Intelligence modifier to the result of any Charisma based skill check you make when interacting with a creature associated with your Coven.   Black Magic. fiends, undead   Green Magic. beasts, fey   White Magic. celestials, good aligned humanoids.  

Grand Witch

By 14th level, you have mastered the magic of witchcraft. You learn one Grand Craft of your choice, which are listed in the Grand Crafts List at the end of this subclass, and it is added into your Arcane Grimoire.    

Crafts List

The following is the list of Crafts that are available for the Arcane Tradition: Witchcraft.   Ancient Longevity You suffer none of the frailty of old age, and you can’t be aged magically. Additionally, for every 5 years that pass, your body ages only 1 year.   Arcane Attunement Choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. You gain resistance to that damage type. You can choose this craft one additional time. When you do so, you must choose a different damage type.   Beguiler You gain proficiency in the Insight skill, and you gain proficiency in your choice of either the Deception or Persuasion skill.   Cauldron You gain proficiency in the Herbalism Kit and Poisoner’s Kit. Additionally, as an action, you can conjure forth a cauldron with which to create potions and poisons in. This cauldron is summoned for 1 hour. Whenever you use your Herbalism Kit or Poisoner’s Kit to create a potion or poison, you can create one additional potion or poison of the same type. You can use this Craft once per short or long rest.   Faithful Mount Once per short or long rest, you can cast the spell find steed without expending a spell slot. When you do so, if your mount has an Intelligence of 6 or higher, it gains the ability to speak one language of your choice that you speak.   Hag’s Movement Your movement speed increases by 5 feet, and you can move along vertical surfaces or upside down on your turn without falling during the move.   Hag’s Stomach You are immune to the poisoned condition, and you can eat rotten food and tainted water without suffering any penalty.   Nature’s Explorer You gain proficiency in the Nature skill. Additionally, moving through nonmagical difficult terrain costs you no extra movement, and you can also move through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   Night Witch You gain proficiency in the Stealth skill, and you can see in dim lighting within 60 feet of you as it if we’re bright light, and in darkness as if it were dim light. You can’t discern colors in darkness, only shades of grey.   Pureblood You gain immunity to disease, and one per short or long rest, you can use your action to touch another creature suffering from a disease, expending a spell slot of your choice to remove the disease from them.   Trusted Companion You add the find familiar spell into your Arcane Grimoire. When you cast find familiar, your familiar gains additional hit points equal to half your wizard level, and your familiar can read and speak every language that you speak.   Witch’s Sight You can see through fog, mists, smoke, and similar obscurants without any penalties, and you can see into the Ethereal Plane up to 30 feet.     Grand Grafts List The following is the list of Grand Crafts that are available for the Arcane Tradition: Witchcraft.   Animal Shape As an action, you can cast the polymorph spell on yourself without expending a spell slot, though you can only transform into a beast of CR 4 or lower. When you do so, you still retain the ability to speak.   Covenous Duality When you cast a Coven spell from your Arcane Grimoire which targets one creature, you can target two creatures instead.   Craft Knowledge Choose two Crafts from the Crafts List. You are considered to always know those Crafts, even if your Arcane Grimoire is destroyed or lost.   Hag Ally By spending one hour in ritual, you can summon either a sea hag, a green hag, or a night hag. In combat, and hag acts and moves as she chooses. The hag is friendly to you and your allies. At the end of one hour, or when the hag is reduced to zero hit points, it vanishes either in a burst of water (sea hag), by melting (green hag), or in a plume of dark smoke (night hag). Once you have used this feature, you cannot do so again until you finish a long rest.   Sacred Knowledge You gain resistance to your choice of either necrotic or radiant damage. You also add the dispel evil and good, greater regeneration, and hallow spells into your Arcane Grimoire.   Shielded Mind You gain resistance to psychic damage, and you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. You can communicate telepathically with creatures within 30 feet of you, provided that you both share at least one language. Creatures can telepathically communicate with you only if you allow it.   Witch’s Flight You gain a flying speed equal to your base movement speed.   Witch Speech You are considered to be permanently under the effects of the tongues spell.
 


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