CT: Witch's Hut

Mystic | Warlock | Witch

 
Witch's Hut

You can create a super natural haven, fit for your allies or those whom you or they protect.

Added Arcanum: Magnificent Mansion is added to your Spell Library or your Spell Repertoire. It is always prepared/known to you.

Passive Effect: Your Magnificent Mansion, Planar Palace, and Resplendant Abode are all semi-permanent structures held in demi-planes only you can access. Additionally, you may create a permanent structure that houses a portal to each, doing so by taking a pre-established structure (a hut, small house, covered wagon, tent, or similar construction of up to Huge size or larger), or a willing creature with a necessary structure (such as a turtle). Doing so requires Performing a Ritual that takes at least 1 day per Size category.

 

When the ritual is complete, the prior interior (rooms, objects, all) becomes a separate room of the Mansion, Palace, or Abode within, while the entrance and exits to such become portals to the inside. Likewise, the structure, if it is not a creature, becomes capable of movement and autonomy, sprouting the necessary means to do so (legs, wheels, etc). If it is a creature, the creature gains a physical representation of the structure on its body, such as a gem, a key, or a fluffy mane.

 

If the hut is an animated structure, it uses your AC, saving throw modifiers, and Passive Perception, and has 150 HP. The hut can’t attack or attempt skill checks. You can give the hut a command as a single action, which has the auditory and concentrate traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command.

 
  • Guard. The hut watches for trespassers within 120 feet using your Perception modifier and screams if it spots any.
  • Hide. The hut appears to be a normal, mundane object of its type. This is a 10th-rank illusion effect.
  • Leap. The hut spins around or leaps into the air, then casts 10th rank teleport, transporting itself and all creatures within it.
  • Lock. With a slam, each entrance to the hut becomes sealed with a lock spell. You can give this command again to unlock its entrances.
  • Move. The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as “follow me” or “move that direction.” While perfectly suitable for overland travel, the hut’s broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count.
  You can have only one structure at a time. If you animate a new structure, your previous hut immediately reverts to its original, mundane form. If you die, the animated structure continues following the last order you gave it indefinitely.

Prerequisites

Appropriate Class Level 15

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