CC:Mage-Witchcraft

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Witchcraft Arcane Tradition

From covens of evil hags, to the Wyrds of Glenmoril who revere the sacred woods of the natural world; all of these have one thing in common: Witchcraft. While witches take different meanings in cultures across Tamriel, there are a few commonalities that tie these practitioners of magic, such as their use of grimoires, and natural magic.

Often a pejorative ascribed to female practitioners of mage who are said to cast hexes on men in order to lure them to their demise, the traditions of witchcraft are not in all cases exclusive to female mages. Historically, there are covens, such as the Glenmoril Wyrds, who refuse to take in nonfemale mages as part of their coven. In such cases, many nonfemale mages who practice witchcraft often find themselves in isolated seclusion.

Mages who take up the practice of Witchcraft often do so by forming a powerful connection to spirits and magical creatures. In many cases, this takes the form of servitude towards a Daedric Prince in order to further and supplement their own magical prowess, such as the case for the Glenmoril Coven are devouts of Hircine. While the practice may not inherently be of a nefarious intent, many commoners hold deep fears of witches; and will likely become hostile of any mage who profanes before them and reveals the secret source of their powers.

Witchcraft Features
Level Feature
2nd Expanded Spells List, Beast Form Magic, Tools of the Craft
6th Hexer
10th Ritual Mastery
14th Maleficium

Expanded Spell List

2nd-level Witchcraft feature

The Witchcraft arcane tradition lets you choose from an expanded list of spells to add to your spellbook; sometimes referred to as a grimoire amongst other witches. The following spells are added to the mage spell list for you and can be added to your spellbook.

Witchcraft Expanded Spells
Spell Level Spells
Cantrip druidcraft, produce flame
1st bane, speak with animals
2nd animal messenger, augury
3rd call lightning, pplant growth
4th conjure woodland beings, divination
5th awaken, commune with nature

Beast Form Magic

2nd-level Witchcraft feature

When you choose this tradition, you can use your action to spend 2 focus points to magically assume the shape of a beast that you have seen before.

Your mage level determines the beasts you can transform into, as shown in the Beast Form table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Form
Mage Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
6th 1 No flying speed Giant spider
8th 2 - Giant eagle
10th 3 - Killer whale
12th 4 - Elephant
14th 5 - Giant crocodile
17th 6 - Mammoth
20th 7 - Giant Ape

You can stay in a beast form for a number of hours equal to half your mage level (rounded down). You then revert to your normal form unless you expend another 2 focus points. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Willpower, and Personality scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Tools of the Craft

2nd-level Witchcraft feature

Additionally, you gain proficiency with your choice of poisoner’s kit, herbalism kit, or alchemist's supplies.

Hexer

6th-level Witchcraft feature

You exhibit undeniable potency with magic that harms or binds the wills of others to your own whims. When a creature is subjected to, or while it is under the effects of a charm, frightened, or other similar effect, the target makes its saves to resist your spells with disadvantage.

Additionally, any spell of 1st level or higher you cast upon a humanoid does not reveal to it that it has been charmed by you.

Ritual Mastery

10th-level Witchcraft feature

Your ability to cast rituals furthers and it expands to spells that would otherwise be impossible to cast in such a way. When you cast a mage spell that has a casting time of one action and it is not marked as a ritual spell, you can choose to cast the spell as a ritual instead of its normal casting time. Once you use this feature, you can’t do so again until you finish a short or a long rest.

Maleficium

14th-level Witchcraft feature

Your malicious intent can expend your font of magic to heightened harm towards your foes. Once per turn, when you deal damage to a creature or object with a mage spell, you can spend 1 to 6 focus points to deal maximum damage for a number of dice with that spell for each focus point spent. Roll damage for the spell as normal and then choose which of the dice you want to maximum after seeing the results.