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Racial Traits
Barkskin. You have a naturally occurring tough skin covering you from head to toe. When unarmored, your Armor Class is equal to 13 + your Dexterity modifier.
Forest Blend. As a reaction, You have advantage on Stealth checks made to hide amongst foliage, trees, and other plant life. As well advantage on Survival Checks while in the Forest or Fey.
Dyradian. Your creature type is both fey and humanoid. Given that your physiology is primarily composed of plant matter, you are vulnerable to fire damage.
Tree Stride. Over time you have learned the skill of using trees as a type of transportation. Once a turn, you can step magically into one living tree within your reach and emerge from a second living tree within 30 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Medium or larger.
[Fall]
Size. Your size is Large.
Acedemic Mind. You get 1 Warlock Cantrip and one 1st level spell that you may cast for free once per long rest. Chose: Eldritch Blast and Hex.
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Level 1: Witch's Curse
You are wracked by a terrible curse, which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.
Loveless. You are cursed to never find true love. Jaded and disaffected, not even magic can turn your heart; as a result, you are immune to being charmed.
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Hexes
You can learn a number of powerful incantations, known as hexes, derived from the same insidious magic that cursed you.
At 1st level, you gain two hexes of your choice. Your hex options are detailed on this page. When you reach certain levels in this class, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex.
Unless otherwise stated, if a hex requires an attack roll or saving throw, it uses your spell attack bonus and spell save DC. All hexes require either verbal or somatic components (your choice at the time of casting the hex).
Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a spell. You lose your concentration on a hex if you cast another hex; however, you can concentrate on a hex and a spell at the same time, making only one Constitution saving throw to maintain your concentration on both.
Hexes And Magic
A witch casts their terrible hexes as an extension of their curse. As their curses are magical in nature, their hexes are considered 0th-level spells for the purposes of feature and spells, such as counterspell or dispel magic, that interact with magic. Furthermore, all hexes cease while in the area of an antimagic field or similar effect.
Ruin
As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the creature's Armor Class decreases by 3, to a minimum of 10, until the end of your next turn.
Evil Eye
As an action, choose one creature you can see within 60 feet of you that can see you to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.
Go Unseen
As an action, you and your familiar become invisible (as per the invisibility spell). The effect ends at the end of your next turn, or if you or your familiar attack or cast a spell.
Once you cast this hex, you can't cast it again for 1 minute.
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Power of the Oath:
You gain 100 gp and You gain 30 ft of Astral Sight.
Astral Sight
You have advantage on Martial or Arcana checks if a creature is in your sight. If you Succeed on the check on a creature in your sight you decrease your Critical by one up to a max of 19 against that creature until the end of the round.
Disclaimer: If you're blinded or you sight is obscured you lose you Astal Sight.
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Level 2: Cackle
At 2nd level, you can use your bonus action to cackle. The duration of a hex on which you are concentrating extends by 1 round. If the hex has one or more target, a target must be within 60 feet of you for the hex's duration to extend for it.
Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as if casting a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.
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Level 2: Familiar
At 2nd level, you learn the find familiar spell and can cast it as a ritual without using material components. This spell doesn't count against your number of spells known. The spell is improved in the following ways:
Your familiar takes its turn immediately before or after your turn each round (your choice).
Once on each of your turns as an action or a bonus action, you can mentally command your familiar to use its reaction to make one attack.
You can use the find familiar spell to deliver spells that have ranges other than touch through your familiar.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: death snail, flying book, homunculus, mock, moon jelly, pet rock, pseudodragon, rag doll, sprite, tin soldier, winter wolf pup, and yarn golem.
Witch Familiar
As a witch, familiars you summon are imbued with your insidious magic, granting them the following benefits:
Your familiar can use your spell attack bonus for its attack rolls.
Your familiar adds your proficiency bonus to its Armor Class, saving throws, and damage rolls.
You add twice your witch level to your familiar's hit point maximum.
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Features & Traits