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Witch

Witch

Path of the Witch


Barbarians fill a strange role in the ways of the witch community. Instead of seeking renowned mentors, the first of them took their learnings and went deep into the wilds in search of ancient witchcraft. Some are taught by old spirits, others by hags, and fewer still by the voices of the woods themselves. They grow an internal force of explosive witchcraft, and often roam the world to release their magic on whatever they see fit.


Witchmark.


Witchmarks for Barbarians are as simple as their fighting style. Runes that cover their arms, legs and torsos. When raging, these runes start glowing and emitting magical effects depending on the Barbarian.


Level 3 Features:


Ancient Mentor.


Starting at 3rd level, you subconsciously recite incantations while you rage. These incantations come from the teachings of your mentor, and their effects vary based on their nature. When you gain this class feature, choose between Wandering Jinx, Forgotten Voice or Hermit.
Spells or saving throws granted to you have a DC equal to 8 + your proficiency bonus + your Strength modifier.
Wandering Jinx
While you are raging, at the start of your turn, choose a creature within 30 feet of yourself that you can see. The target creature’s next skill check or saving throw is reduced by 1d4. If you end your rage before the target’s next skill check or saving throw, the effect fails.
Forgotten Voice
These subconscious incantations cause arcane energy to surround and protect you from harm. While you are raging and unarmored, add your proficiency bonus to your AC.
Hermit
The incantations you recite rouse the energy inside yourself, allowing you to cause unpredictable effects. While raging, you can use a bonus action to cast a cantrip. When you do, choose a target and pick from aid, harm or change. Then roll on the table below to determine which cantrip is cast. You can use this feature a number of times equal to your Strength modifier, regaining them on a long rest


TypeCantrip
Aid1: Guidance
2: Resistance
3: Spare the Dying
4: True Strike
Harm1: Acid Splash
2: Chill Touch
3: Poison Spray
4: Shocking Grasp
Change1: Light
2: Mage Hand
3: Minor Illusion
4: Prestidigitation

Level 6 Feature:


Traveller's Witchmark.


At 6th level, the magical energy in your body is able to manifest stronger effects, based on your mentor
Wandering Jinx
When a creature makes an attack roll against you, you can use your reaction to give them disadvantage. If the attack misses, you then teleport 5 feet to an unoccupied space that you can see. You can use this ability a number of times equal to half your Barbarian level, rounded down (minimum of 1). In addition, you gain proficiency with the Deception skill.
Forgotten Voice
As a bonus action, you can touch a weapon to imbue it with ancient power. Until the start of your next turn, the weapon does an additional 1d6 force damage.
Hermit
You gain resistance to poison damage, and are immune to the poisoned condition. In addition, you can treat any organic material as rations, provided you have at least 2 pounds of material.


Level 10 Feature:


Arcane Offering.


At 10th level, you learn how to give others a sample of your arcane energy. As an action, choose a creature within 30 feet of you that you can see. That creature then benefits from one of the following abilities, chosen by you when you use this ability:
-Unarmoured Defence
-Reckless Attack 0
-Your Traveller's Witchmark
You can only have one creature affected by this ability at a time. You can use an action to end the effect or choose a different creature. When you choose a different creature, or end the effect, you can spend 1 hour cursing the creature losing the ability. They then take 3d8 psychic damage and suffer one level of exhaustion. This condition lasts 1d6 days and can only be removed by Remove Curse or a similar spell.


Level 14 Feature:


Final Teachings.


At 14th level, the arcane energy inside you has broken its limits. You gain access to powerful magics unfamiliar to most witches, based on your mentor.
Wandering Jinx
While you are raging, you can cause minor curses to affect enemies. When a creature hits you with a melee attack, you can use your reaction to impose one of the following conditions on them: blinded, charmed, feared, deafened, or prone. This condition lasts until the end of your next turn.
Forgotten Voice
While you are raging, your incantations are followed by a thunderous voice that only your foes can hear. Each chosen creature within 15 feet of you must succeed on a Constitution saving throw or take 2d8 thunder damage.
Hermit
While you are raging, a spectral night hag appears within 5 feet of you. The hag is immune to all damage except force. As a bonus action, you can command the hag to make one claw attack at a target within range. If she is not given a command by the end of your turn, she will cast magic missile on randomly chosen targets.




 

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