![]() ![]() You can undertake an hour-long ritual that prepares an appropriate mundane object to become the magic item selected as your means of travel.Ī *rope of climbing* made with this ritual only responds to your use of its command word (you choose the command word when you make it). Choose one of the following magic items to be your new means of travel: *cloak of the manta ray*, *rope of climbing*, *saddle of the cavalier*, or *winged boots*. **Wayward Witchery (Alternate 7th level feature).** As is the nature of witchery, many practitioners seek alternative rituals for magical locomotion that better suit their needs than the standard witch’s broom. It's a rotating DM campaign, so I took the liberty of making an alternative feature: In my case, though, the Level 7 feature that grants a Flying Broom (which is yet another way this class delivers *perfectly* on the 'witch experience') felt a bit too strong for how we played our sailing-heavy campaign. It's the creepy, devil-dealing subclass that eventually rewards an fiendish hag form, and has been perfect for playing off a sly and creeper actual *witch* between combat, social, and a bit. I've been using the subclass in a seafaring campaign, playing a sea-elven Coven of the Eclipse witch who learned magic by taking secretary jobs for magic clubs and organizations and copying their stuff. More importantly, it has an excellently picked spread of subclasses that round all the possible 'vibes' of witchery that one would use the class for. The class is balanced overall, with the spell list picking from Wizard's utility, Warlock's weirder damaging spells, and a touch of Druid's natural vibes, but it's Witch first- by default a Witch has access to Polymorph and Reincarnate but not Revivify, which is assume is because that theming of changing people's forms comes first. Whenever I try to compare it to Wizard or Warlock to my party, I struggle because it's just so perfectly *Witch-y*. ![]() Whatever your ideals may be, forge your own destiny as a witch, and woe betide any who would presume to cross love this class tremendously. Craft potions from your spellcraft and combine them into powerful elixirs, or animate a witch’s cottage on chicken legs to bring your home along with you. Conjure demons and treat with devils as a practitioner of forbidden magics, or lay unbreakable dark curses and bind mortal souls into scarecrow minions. Play as a natural illusionist, crafting figments and strange curses from moonlight, or as a sage healer, acting as a balm for mortal toil. The Witch is a full character class with progression from levels 1-20, seven distinct Coven subclasses, 12 new spells, and 10 jinx options to characterize how strange and wild your magic can be. You are a Witch: feared, revered, and never, ever to be trifled with. You are a follower of this grand and ancient tradition, harkening back to a time when the natural and the arcane were treated as one. Thus, the first inklings of magic were imparted, and the survival of the mortal races ensured against the primordial forces that ravaged these ancient times. In these forgotten times, a bargain was struck between mortals and these antediluvian entities. Long ago when the world was young, magic was the domain of gods and shadows, utterly unknown to mortals. ![]()
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