School of Witchcraft
Certain Wizards devote themself not to any particular school, but an idea or a practice. Witchcraft is a practice focused on magical power through poisons and potions, alchemy and charming, With this study, you will gain the abilities necessary to not only assist your companions, but terrify your enemies.
Though only a loose formation of wizards acting under a similar identity, witches and practictioners of witchcraft find themselves allied under a similar connection to sapphic energy and alchemic magic.
Witchcraft Savant
You find it far easier to cast spells dealing with necromatic and biological forces, beginning when you choose this school at second level, if a spell inflicts, or has the capacity to inflict necrotic or poison damage, the gold and time needed to copy that spell into your spellbook is halved. The spell must directly cause the damage to be viable.
Witch's Companion
Also at 2nd level, you add the Find Familiar spell to your spellbook. If you already had the Find Familiar spell as a spell you learned via leveling up, you add a different level 1 spell to your spellbook. You can cast Find Familiar as a ritual, and gain the option of a special Black Cat familiar. The Black Cat will take any name you give it, can speak any langugae you can and is sentient, and their Intelligence, Charisma, and Wisdom scores are all 12, but otherwise follows all rules for Find Familiar.
Potion Maker
Beginning at 6th level, you add double your proficiency when using Alchemist's Supplies. You also get a special magic item, it is a potion flask that removes the cost of making potions. Only one potion can be made inside it per day, pouring the potion into another container turns it to water, and any potion inside of it turns to water after a day has passed since it was made. You can only have one flask, and if you lose it you must spend 300 gp in materials to make a new one. By making a survival check of a DC decided by your DM, you can collect ingredients from the surrounding area in order to make certain potions using this flask and a set of Alchemist's Supplies. You can also buy the components at prices set by your DM when in a town. The list of potions you can brew expands when you reach level 14. You may either roll on this chart, or your DM will choose the one you make.
Level 6 Potion Chart
| d10 | Potion of... |
|---|---|
| 1 | Greater Healing |
| 2 | Growth |
| 3 | Hill Giant Strength |
| 4 | Fire Breath |
| 5 | Poison |
| 6 | Resistance |
| 7 | Heroism |
| 8-10 | Healing |
Level 14 Potion Chart
| d10 | Potion of... |
|---|---|
| 1 | Supreme Healing |
| 2 | Heroism |
| 3 | Vitality |
| 4 | Longevity |
| 5 | Invisibility |
| 6 | Invincibility |
| 7 | Cloud Giant Strength |
| 8-10 | Superior Healing |
Wicken Resistance
Beginning at 10th level, you become resistant to poison damage, and immune to the Poisoned Condition. It seems all those inhaled fumes have actually come in handy!
Witch's Toolkit
Starting at level 14, you gain access to the level 14 potion chart. You can choose to roll on either. You also gain access to a second flask, meaning you can make one secondary potion per day.
Witch's Glare
Also at level 14, you can take a bonus action to look at a number of foes equal to your intelligence modifier that can see you. They must make a Wisdom Save with a DC equal to your Spell Save DC or be Charmed or Frightened (you choose) for a time equal to 1 Minute x Your Intelligence modifier. Once you use this ability, you must take a short or long rest before using it again.
