Witchcraft

Many of the traditional schools of magic in modern society focus excusively on acedemia and developing arcane abilities through strict guidelines and examinations. Those belonging to the school of witchcraft, however, take a less cultured approach to thier wizardry. They learn by studying the traditions and acrane rites of thier covens, a blood or adopted family of other witches that specialize in a specific aspect of thier craft.

Witches typically live on the outskirts of society, devoting thier lives to practicing thier crafts, aiding plants and animals in need, and deeping thier connection with the spirits of their terrain. Sometimes mistaken for druids, the nature of a witch differs from them in that druids serve as vessels through which natural energies flow, whereas witches use these energies to amplify and manipulate thier own spells.

Ritual Savant

Beginning at 2nd level, the gold and time you must spend to copy a spell with the ritual tag into your spellbook is halved.

Craft Fetish

Starting at 2nd level, you can spend 4 hours to construct an object, known as a fetish, that serves as a supernatural tether between yourself and the natural world. The fetish can be a doll, a fist-sized piece of crystal, an animal part, or a stone engraved with runic symbols.

After you finish crafting your fetish, you become attuned to it and choose a focus from the focus chart. A fetish can only have 1 focus.

You can make 1 additional fetish at 9th, 12th, and 15th level. If you create a new fetish or attune to a new one, the fetish that you are currently attuned to ceases to function. You can only be attuned to 1 fetish at a time. You can attune to a fetish by performing a 1 hour ritual.

Fetish Focus

Focus Effect Fortune Whenever you make an attack roll, an ability check, or a saving throw, you can roll an additional d20 after you roll the die, but before the outcome is determined. Choose which d20 to use. If you do, you can't do so against until you finish a long rest. Misfortune When an attack roll is made against you, roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If you do, you can't do so against until you finish a long rest. Enlightenment You gain +2 to your Wisdom and Intelligence ability checks and saving throws. Protection You gain the effects of Detect Evil and Good while you hold the. Love You gain +1 to your Charisma score (max of 20) and gain proficiency in persuasion.

Blood Bond

Credit to kiikii-sempai

At 6th level, you gain the ability to create a bond between your fetish and another living being of your choice. You can use an action to mark your fetish with an acrana mark using the blood of a creature. When you cast a spell with a range of touch, your cast the spell into the fetish instead.

The targeted creature is affected by the spell as if your touched them. The targeted creature must be within 40 feet of you. If the spell requires an attack roll, you use your Aattack modifier for the roll. If the spell inflicts damage to the creature and it's hit point reach 0, the fetish is destroyed. Ones the spell is cast, the blood mark is burned away. You can only use this fetish on 1 creature at a time.