Warlock Patron: The Witch

by moonroonz

Search GM Binder Visit User Profile

Otherworldly Patron: The Witch

You have made a pact with an ancient spellcaster, a renowned wizard who has risen to near godhood. They likely see your pact as a way to learn the new, blooming magic of the world. As ages advance, so does magic. New forms, schools or even entire sources may be discovered. They are not a patron of pure evil, instead seemingly more curious to discover and push boundaries.

Expanded Spell List

The Witch lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Witch Expanded Spells
Spell Level Spells
1st find familiar, detect magic
2nd arcane lock, nystul's magic aura
3rd glyph of warding, bestow curse
4th arcane eye, polymorph
5th bigsby's hand, legend lore

Books and Charms

Bookworm

At 1st level, your patron bestows a Grimoire to you. This can be used as a spellcasting focus for your Warlock and Wizard spells. You may copy Wizard and Warlock spells into your Grimoire following the wizard spell copying rules. Spells gained through Mystic Arcanum count as a spell for the purposes of this. You may not copy spells you learn through leveling into your Grimoire, except for Mystic Arcanum. You may perform a 1 hour long ritual to get your Grimoire back should you lose it.

Charmcraft

At 1st level, your patron bestows the knowledge of creating magical charms upon you. You may create a number of charms equal to half of your level in this class + half of your proficiency bonus per long rest.

During a long rest, you may spend some time to infuse these charms with spells you know, or are in your Grimoire. Spells you infuse can be no higher level than a quarter of your level in this class rounded up, and spells must be infused at no higher than their base level plus 2. Infusing a spell this way requires you to infuse a number of charms equal to the spells level. This infusion ritual requires you to use the material components of the spell if the spell states that they are consumed, and additionally a handful of natural material each. This can be rocks, leaves, grass, anything from nature. You can infuse the same spell a number of times equal to half of your proficiency bonus per long rest. These charms become mundane after a long rest. Only you can consume your charms to cast a spell this way.

As a bonus action, you may cast an infused spell by consuming the amount of charms equal to the spells level.

Magical Trinkets

Starting at 6th level, you gain one Pact of the Tome invocation available at your level. This invocation only applies to your Grimoire. If you already have Pact of the Tome, your invocations count your Grimoire as the Tome obtained from that pact. This enhanced tome also grants you the following bonuses:

  • Your tome cannot be destroyed by nonmagical means
  • Casting ritual spells using your Grimoire only takes an extra minute, instead of 10.

As a bonus action you may gift a creature one of your charms. A creature with one of your charms may add 1d4 to one ability check, saving throw or attack roll of its choice. This charm becomes mundane after a long rest.

Gifted Magicks

Beginning at 10th level, you may unbind the magic infused into your charms, allowing you to cast a spell you had not prepared once per day. To cast a spell this way, you must know the spell or have it copied into your Grimoire. This requires you to consume a number of infused charms equal to the spell's level plus 2.

You may also use your action to cast Magic Missile at a level equal to half of your Warlock level rounded up. This can exceed 9th level. Casting Magic Missile this way requires you to consume a number of charms equal to the level you cast it at.

Witch's Baubles

Starting at 14th level, you may create a number of permanent charms up to your proficiency bonus. If you create any more, the old ones are destroyed. The spells enchanted into these charms can be cast without the material or somatic components, but require you to speak the name of the spell in your mother tongue. If the spell is higher than 1st level, it can only be cast once per day. These have the normal infusion requirement for charms, but also require a gem worth 100gp for each level of the spell infused. You can create new charms this way once every 7 days, as the magic used is raw and powerful. Once the charm is unenchanted via replacement or some other form such as dispel magic (the charm's level for dispel magic is equal to the level of the spell contained), the charm is destroyed. These charms cannot be used in combination with your basic charms from Books and Charms for casting infused spells from that feature.

Credits

Art:

Witch: Daniel Comerci
Background: Sqeezi Games

1
PART 1 | The Witch