Aelyra (3.5e Sourcebook)/BC/SeaWitch

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Sea Witch

The Sea Witch is a full nature spellcaster that gathers its power from the “spirit of the sea”. They have a mix of lightning, wind, cold, curse, divination, enchantment, conjuration, and healing magic.

Hit Die: d6
Ability Score Bonus: +2 to Charisma and Wisdom
Starting Age: As Wizard.
Alignment: Any.
Starting Gold: 150gp

Table: Sea Witch

Level BAB Saving Throws Special Spells per Day
Fort Ref Will Can 1st 2nd 3rd
1st +0 +0 +0 +2 Spellcasting 4 2
2nd +1 +0 +0 +3 5 3
3rd +1 +1 +1 +3 6 4 2
4th +2 +1 +1 +4 6 5 3
5th +2 +1 +1 +4 6 6 4 2
6th +3 +2 +2 +5 6 6 5 3

Class Skills (2 + Int modifier per level)
Arcana (Int),

Spellcasting: Once between the time the sun sets, the sea witch may spend an hour preparing spells. At that time, all spell effects you have sustained with a duration less than Permanent end. You prepare 4 cantrips, and 6 spells up to the maximum tier the Sea Witch has access to. The Sea Witch knows all spells on their spell list. The Sea Witch’s Save DCs are 10 + 1/2 level + Charisma. You have a number of Spell Charges equal to your Wisdom Modifier plus your Sea Witch level. You may expend a Spell Charge to cast any of your prepared spells. Add your wisdom modifier to any damage or healing dealt by spells you cast.

Signature Spells: At each level, you choose a signature spell from the spell tiers you can cast. Whenever you prepare spells, your signature spells are added to your prepared spells list.

Cantrips: Spark, Ice Bolt, Gust, Geyser, Curse of ???

1st Tier: Flood, Chameleon, Lightning Bolt, Sleep, Hideous Laughter, Disguise Self, Cone of Cold, Entangle, Submerge, Crushing Waves, Ink Cloud, Float, Endure Elements, Dispel Magic, Fog Cloud, Gust of Wind, Charm Person, Blessing of the Sea, Invisibility, See Invisibility, Sea Monster Form I, Summon Sea Monster I

Metamagic: Each level, the Sea Witch chooses a Metamagic. Metamagics are abilities that augment your spellcasting in various ways.