Witchbreed

Witchbreed

Sometimes anyone who practice magic without divine aid are referred to as Witchbreed; but, more technically Witchbreed refers to those people who are touched by magic in a way that alters them from the norm. They are magically, and often physical, altered beyond what is natural for the standard races (standard being human and the core demi-humans). Other demi-humans may or may not be considered too far altered depending on the degree of physical alteration and the prejudice of the viewer. Certainly if the creature exhibits any overt natural magical traits then they must be Witchbreed.

Witchbreed are the only ones who practice Necromancy. And they are the only ones who bind their souls to demonic powers (divine and other characters might work with and/or be tricked by infernal powers but they don’t bind their souls to the infernal powers) engaging in Demonology. These connections do not bode well for other Witchbreed.

There are other things they are said to do that are untrue (or at least untrue of the majority): drink blood, eat babies, sacrifice first born child, dance naked by the light of the full moon, et cetera.

Whether it is a blessing or a curse is a matter of debate amongst the more liberal philosophers. In either case, it is a matter of great import for those affected. Some try to hide their gift, others flaunt it.

The PCs are Witchbreed. Mechanically, this manifests as a bonus Magic Initiate feat (however, the character can use any ability regardless of the spell list). Alternately the PC can start with the Astral Adept feat or the Natural Shapechanger feat.

Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, yo umust finish a long rest before you can cast it again.

Your spellcasting ability for these spells can be whatever you choose.

Astral Adept

The Astral Adept Feat grants a bonus to your astral activities depending on what level of capabilities you had when you took the feat.

  • Characters who had no magic use and thus no astral abilities before taking the feat gain Astral Perception.
  • Characters who have Astral Perception are improved to have Astral Projection.
  • Characters who already have Astral Projection only loose 1 point of Con for each hour that their astral form is absent from their physical bodies. The base time to find your body if it gets moved is 3 hours.

Regardless of which above benefit they gain, they also gain +1 to their choice of Wis, Int, or Cha to a maximum of 20.

Natural Shapechanger

You have the natural ability to change your shape. When killed you stay in whatever form you were in when you are slain.

Choose a beast with a CR of 1/4 or less (with no flying or swimming speed). You can use the Druid Wild Shape with this form twice per long rest staying in beast shape up to your level in hours.

At 4th level choose a second beast of up to CR 1/2 or less (with no flying speed). You can choose between this shape and the first shape you picked when changing shape.

At 8th level choose a third beast of up to CR 1. You can choose between any of your three beast shapes when using your Wild Shape power.

When you advance a level you can change any of your beast forms to another animal, but only one at a time under normal circumstances.