Witchcraft
Wizard Subclass
Some say there is a tradition of wizardry that is ancient, secretive, and forbidden. Its practitioners gather in small groups and combine herbalism and magic together in unique ways forgotten by other schools of magic. Misunderstood, some believe they are associated with fiends or other evil forces (and often mistaken for warlocks as being bound to serve these beings) but the tradition of witchcraft is more complex than most think they know.
Witches often form small covens on the outside of civilization. While some may deal in otherworldly entities, they are not bound to them and learn magic much as any other wizard does. However, they also learn secrets to call special familiars, create special potions, beguile the mind, and curse their foes with ill-luck. Though many legends paint them as evil, witches use their gifts for good or evil as they see fit.
Witch’s Familiar
2nd-level witch feature
You learn the
find familiar spell. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Herbalist
2nd-level witch feature
You become proficient in the Herbalism kit and Poisoner’s kit.
Brew Calmative
2nd-level witch feature
Once per day, you can brew a special potion using ingredients found in any forest. This potion puts a single creature who fails a Constitution saving throw into a magic slumber (as per the
sleep spell), with a duration of 1 hour unless awoken. The potion must be brewed for an hour (which can be done as part of a short or long rest) but loses its potency in the next day at dawn.
The potion is colorless and odorless and can be added to food or drink without notice, though it can be detected by
detect magic or
detect poison.
Beguiler
6th-level witch feature
You can use your magic to beguile a creature you see that is a challenge rating equal or lower to your wizard level. This takes an action to do and the target must make a Wisdom saving throw or be charmed for 1 hour. If the target is engaged in combat, it gains advantage on the save. The charm is broken if you or any of your allies take hostile action towards the target.
Once you use this ability, you cannot do so again until you’ve finished a long rest.
Brew Flying Ointment
10th-level witch feature
Once per day, you can brew a special ointment using herbs and ingredients found in any forest. This ointment gives you (and only you) a flight speed equal to your walking speed for 1 hour. The ointment requires brewing for an hour (which can be done as part of a short or long rest) but loses its potency in the next day at dawn.
Witch’s Curse
14th-level witch feature
You can invoke a witch’s curse on a target. As an action, you point the creature, which must make a Charisma saving throw. If it fails, it has disadvantage on attack rolls, ability checks, and saving throws for 1 minute. The target can repeat the save each round, success ends the curse’s effects.
Once you use this ability, you cannot use it again until you’ve finished a long rest.