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Arcane Tradition

Witch

Many arcane colleges hold a reputation, a strict set of rules one must obey and follow to get through and learn magic. Yet, not all wizards feel they reach their true potential when shackled by do's and do not's. Witches are wizards who cast themselves from the stuffy libraries to learn magic in their own way, and without limitations.

Cauldron Bubble

Starting at 2nd level, you've learned to brew momentary concoctions from nearby ingredients. Whenever you finish a long rest, you can choose to brew a common potion of your choice. The potion retains its potency for 8 hours, after which it becomes inert.

At 6th level, you can prepare an uncommon or common potion with this ability, and at 14th you can prepare a rare, uncommon, or common.

Omen of Pain

Beginning at 2nd level, you can bend your enemies defenses, opening them up to a vile strike. Whenever a target fails a saving throw from a spell you cast at 1st level or higher, they become marked with an omen of pain. Choose a damage type from the following: acid, cold, fire, lightning, necrotic, poison, or radiant. The next time the target takes damage, they take an additional amount of damage equal to 1d6 of the selected damage type.

At 6th level, this dice increases to a d8, and at 14th level it increases to a d10.

Coven Magic

Starting at 6th level, your days outside the stuffy walls of a center for magic study have developed your ability to cast spells. You gain access to a pool of coven spells. By spending 2 hours with a willing creature that has the ability to cast at least one spell, you can add one of the creature's spells or cantrips that it knows to your spellbook. A spell learned in this way becomes a coven spell for you. You can only ever have a total number of coven spells learned equal to your Intelligence modifier. If you would ever gain a coven spell that would give you more coven spells than your Intelligence modifier, you must first get rid of a previous coven spell, erasing it from your spell book.

Coven spells cannot be copied from your spellbook by another wizard.

 

Eldritch Enhancement

Beginning at 10th level, you have been able to make use of older magic in order to transform your body. You gain two of the following benefits.

  • Your legs grow thicker and more monstrous, your base walking speed increases by 15 feet.
  • Your skin grows hard with bark, stone, and other natural protections. You gain a +1 to your AC and to all saving throws.
  • You decorate your body in defenses associated with the terrible bite of the elements. Choose two of the damage types associated with your omen of pain ability, you gain resistance to the those damage types.
  • Your body adapts to overcome the trials of hard terrain. You gain a swim and climb speed equal to your current walking speed, and rough terrain from non-magical sources no longer slows your movement.
  • Your eyes become unaffected by the darkness of shadow. You gain darkvision out to 60 feet. If you already have darkvision, it extends by 60 feet. You can also now see through magical darkness.
  • You take away the necessities of human existence. You no longer need to breathe, eat, drink or sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.