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Arcane Tradition: School of Witchcraft

N
ot all with sharp minds and an aptitude for Eye of Newt
arcana can attend the vaunted halls of At 2nd level, you gain proficiency with herbalism kits.
magic academies, whether due to Starting at this level, the time and gold you require to craft
poorness, remoteness, or prejudice. The potions is halved.
folk traditions of witchcraft provide an You learn the formulae for two common or uncommon
alternate outlet for those with no other potions of your choice. You learn the formulae for an
means of magical education. additional two uncommon, common, or rare potions of your
Witches are often assumed to be warlocks in the service of choice at 6th, 10th, and 14th level.
hags and fiends, and some dark circles truly do practice pact
magic. However, most covens are simply supportive Familiar Spirit
sisterhoods of study, bringing the art and joy of magic to At 2nd level, you add find familiar to your spellbook if it is not
those who could not otherwise attain it. Sadly, the ignorant already there. Otherwise you add one 1st-level spell of your
masses tend to overlook such differences, fearfully choice.
persecuting the innocent in the name of righteousness. The When you cast find familiar, your familiar's Intelligence
more enlightened of the common folk, however, know enough score increases to your spell save DC, it can speak, read, and
to distinguish between "bad witches" and "good witches." write all languages you are proficient in, and it adds your
proficiency bonus to any ability check it makes using Arcana.
School of Witchcraft When you prepare your wizard spells, your familiar can
As a witch, you follow a folk tradition of wizardry that prepare an additional number of spells from your spellbook
emphasizes specific spells and items. You can brew potions, equal to its Intelligence modifier (minimum of 1). While your
find talking familiars, and eventually create brooms of flying. familiar is within 100 feet of you, you can cast those spells as
You also learn to defend yourself with crackling lightning or if you had them prepared.
by turning your assailants into harmless newts.
Crackling Bolt
At 6th level, you add witch bolt to your spellbook if it is not
already there. Otherwise you add one 1st-level spell of your
choice.
When you cast witch bolt at higher levels, the spell deals
improved damage each turn it is active instead of just on the
turn it is cast. In addition, you can choose to supercharge the
spell when you cast it. Each time a creature takes damage
from your supercharged witch bolt, it must succeed on a
Constitution saving throw or be stunned until the end of its
next turn. Once you cast a supercharged witch bolt, you
cannot do so again until you finish a long rest.
Turn to Frog
At 10th level, you add polymorph to your spellbook if it is not
already there. Otherwise you add one spell of your choice of
1st, 2nd, 3rd, or 4th level.
When a creature succeeds on its saving throw against a
polymorph or true polymorph spell you cast, you can have the
creature reroll its saving throw and use the second result.
Once you use this feature, you cannot use it again until you
finish a short or long rest.
Witch's Broom
At 14th level, you learn the formula to craft a broom of flying.
Starting at this level, the time and gold you require to craft a
broom of flying is halved.
You also learn a magic trick to quickly create a temporary
broom of flying in a pinch. As an action, you can touch a
nonmagical broom and spend a spell slot of 1st level or
higher to temporarily transform it into a broom of flying. It
reverts to a regular broom after 24 hours.
Finally, you can perform an hour long ritual during a short
rest to bond to a broom. Once you bond to a broom, you can
summon it as an action or dismiss it as a bonus action. If you
perform this ritual again, the bond wears off the first broom.

PART 1 | CLASSES 1
Appendix A: NPC Stat Blocks
Witch
Witches are wizards who follow a folk tradition. Often Variant: Witch's Familiar
accused of practicing pact magic, witches tend to avoid If a witch has a familiar, the familiar's Intelligence
serving kings and armies, preferring solitude or the company increases to the witch's spell save DC, it can speak,
of their coven. They frequently use brooms of flying, magic read, and write all the witch's languages, and it has
potions, and exceptionally clever familiars. a +5 bonus (total) to Arcana checks.

Witch
Medium humanoid (any race), any alignment
Wizards
Armor Class 12 (15 with mage armor) d20 Stat Block Source* CR
Hit Points 40 (9d8)
Speed 30 ft. 1 Apprentice Wizard VGM 209 ¼
2-3 Illusionist VGM 214 3
STR DEX CON INT WIS CHA 4-5 Enchanter VGM 213 5
9 (-1) 14 (+2) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 6-7 Transmuter VGM 218 5
8-9 Conjurer VGM 212 6
Saving Throws Int +6, Wis +4 10-11 Mage MM 347 6
Skills Arcana +6, Medicine +4
Senses passive Perception 11 12-13 Witch This Page 6
Languages any four languages 14-15 Diviner VGM 213 8
Challenge 6 (1,800 XP)
16-17 Evoker VGM 214 9
Spellcasting. The witch is a 9th-level spellcaster. Its 18-19 Necromancer VGM 217 9
spellcasting ability is Intelligence (spell save DC 14,
+6 to hit with spell attacks). The witch has the 20 Archmage MM 342 12
following wizard spells prepared.
* Where VGM is Volo's Guide to Monsters, MM is the
Cantrips (at will): friends, mending, message, ray of
frost
Monster Manual, and the number is the page number.
1st level (4 slots): charm person, mage armor,
feather fall, witch bolt
2nd level (3 slots): levitate, magic mouth, web
Credits
3rd level (3 slots): bestow curse, lightning bolt Writing © Xavier Lebec
4th level (3 slots): arcane eye, polymorph Artwork © Jurithedreamer (Juri H.Chinchilla)
5th level (2 slots): animate objects https://www.facebook.com/juriillustrations/
Crackling Bolt. When the witch casts witch bolt at
Styled with the Homebrewery
higher levels, the spell deals improved damage http://homebrewery.naturalcrit.com
each turn it is active instead of just on the turn it is
cast.
Supercharged Bolt (1/Day). When the witch casts
witch bolt, it can supercharge the spell. When a
creature takes damage from the spell, it must
succeed on a Constitution saving throw or be
stunned until the end of its next turn.

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5ft. or range 20/60 ft., one target. Hit 4 (1d4
+ 2) piercing damage.

2 APPENDIX A | STAT BLOCKS

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