One with the Land ================= One with the land (OWL) is the kind of Witch you find in secluded cottage. The kind of Witch people fear, yet they come to her for help. On default she is friendly with the local villages, she takes care of them as any other Witch would. However, she cares more for the land itself as she believes that it is in the interest of all that the land is healthy. She cares for the land: the trees, the animals, the insects, the fertile soil, the temperamental weather. OWL gain proficiency at Intelligence and Wisdom saving throws. OWL may be provided additional spells from the land she is currently on, if the land supports her actions. At lower levels the Witch has to be guessing what the land wants, but from level 6 OWL learns to listen to the land: The Witch can find a prominent place in the local land/biome and meditate listening to the ailments and affinities of the land, even receiving explicit quests. Typically land will be approving of certain actions and species and dislike others. There might be something ailing the land that it wants resolved, e.g. lumber jacks cutting key part of the local forest. The OWL depends heavily on the DM, so do have a conversation with the DM about playing this. The DM needs to understand what does the land itself want, in each location the Witch finds herself in. There are some spells below that can be given for certain domains, but some homebrew will always be required here. In rare circumstances the land may stand against the Witch, but there should always be course of action that will make the land adopt the Witch. OWL gets perks if staying in land she considers her home (e.g. at DM discretions some spell require only one spell slot, as it is cast with the magic borrowed from the land) If OWL has a good knowledge of an animal specie, she can speak freely with it without requiring "speak with animals". Player can specify 1 specie like this at the start of the campaign. OWL recovers 1 spell slot per short rest when resting in land that supports her. OWL is the Witch subclass that is most accustomed to :ref:`Borrowing` in it's natural form (i.e. controlling animals). OWL gets increased range to everywhere in the same “land”, if the land is supporting Witch’s actions she can pick up animals consciousness at any range. OWL's special perk for :ref:`your_pain_my_pain` is that she takes only half the damage immediately, other half at the end of combat (when she considers to be safe, this delayed damage is none-lethal - meaning the lowest it can bring the Witch is 1hp). From level 7 onwards, OWL gets +2 constitution and proficiency in constitution saving throws when she is staying the same land for more than 2 days (regardless of affinity with the land). On level 7 OWL also gets proficiency in 2 of the wisdoms based skills (can improve her existent proficiency). The capstones differ only to some extent between subclasses, refer to :doc:`Leveling` at level 20 for details. An OWL NPC lends itself to some great legendary actions! (TODO) Suggested land spells --------------------- The spells below are suggested options to allocate to specific lands, these do not include the spells on :doc:`Spells List` but those can also be used. DM should feel free to customise selection to settings. It is recommended that each land gives 2-5 spells of various levels to go topically with the place. Spells marked with * are promoted, as author would deem those really nicely fitting with certain settings, making the interaction between Witch and the land natural. **Spells level 2** - Animal messenger (headology) * - Earthbind - Find traps - Gust of Wind * - Locate and animals or plants * - Warding wind * - Warp sense - Web * - Wither and bloom **Spells level 3** - Animate dead - Call lightining - Conjure animals * - Create food and water - Erupting Earth * - Fear - Fireball - Fly - Gaseous Form - Haste - Hunger of hadar - Lightning bolt - Meld into stone - Plant growth * - Protection from energy - Slow - Stinking cloud - Tidal way - Thunder step - Wall of Sand * - Wall of water * - Water Breathing * - Water walk * - Wind wall * **Spells level 4** - Conjure minor elementals * (specific kind maybe) - Control water - Dimension door - Evard's black tentacles - Fire shield - Grasping vine - Ice Storm * - Stoneskin * - Watery Sphere - Hallucinatory terrain * **Spells level 5** - Cloudkill - Cone of cold * - COnjure Elemental * - Control Winds * - Destructive wave - Enervation - Far Step - Freedom of the Winds - Negative Energy Flood - Mass cure wounds - Maelstrom - Legend Lore - Insect Plague * - Reincarnate - Telekinesis - Tree Stride * **Spells level 6** - Chain Lightning - Investiture of Flame/ice/stone/wind * - Move Earth - Transport via Plants * - Wall of Ice - Wall of Thorns - Heroe's Feast **Spells level 7** - Dream of the blue veil - Fire Storm - Prismatic Spray - Summon Hydra (U) - Unique spell that allows the Witch to materialize a full size Hydra from the local marshland. (This Hydra classifies as both a construct and a beast). It will be loyal to the Witch for about an hour. If it survives longer it will ignore the Witch and simply become part of local fauna. **Spells level 8** - earthquake * - control weather * - Incendiary Cloud * - maze - tsunami - sunburst **Spells level 9** - shapechange (limited to local creatures, beasts etc...) - Storm of Vengeance - Land Provides (U) (similar to wish spell, but the Wish has to be related to the land Witch is staying it, and the wish must be directly supporting the land) Example lands ------------- The level of the areas below is not considered, but quests and given spells need to be appropriate to the party level. **Rural forested area** :underline:`Description:` Lush hilly forests full of streams and dense growth. Home to many large animals and beasts. Tales of magical fog and swamp deep inside the woods that nobody ever comes back from. :underline:`Spells offered:` Speak with animals, fog, hallucinatory terrain, entangle, animal messenger (potentially passive making Witch temporarily immune to difficult terrain) :underline:`Land mission:` Prevent the human loggers cutting 500 year old trees, or any trees for that matter - and progressing further inside the forest. :underline:`Affinity:` animals, nature, trolls, dryads :underline:`Aversion:` loggers, miners, dwarves, goblins, large constructions **Forgotten castle** :underline:`Description:` Castle which is no longer inhabited, outlaws and goblins camp in the outskirts of the castle. Castle itself is inhabited by a demon/fiend/necromancer... who does not belong. Spells offered: pass without trace, find traps, enhance ability, guidance Land mission: remove the main inhabitant of the castle who is corrupting it. Affinity: Order, cleanliness, busy life. Aversion: Undead, fiends, demons, pigeons. **Cave system** Description: deep caves and caverns full of giant spiders and pockets of wild magic. Spells offered: web, darkvision, darkness Affinity: spiders, sorcerers, drow , insects Aversion: noise, demons, fire **Exposed Mountain peaks** Desription: high peaks towering over the landscape, need to be passed through between two major areas. Dangerous to cross due to temperamental weather, large beasts living in these parts, bandits, and paths snaking around the sides of mountains. Mission: Remove roaming bandits that cause problems for travelers, bring the city guards here, causing escalating amounts of conflicts. Spells offered: Cone of Cold, Ice Knife, Frostbite, passive granting cold resistance to the Witch Affinity: religious worship, divinity, humility, serenity Aversion: lingering humanoids, aggression, arrogance ** Swamp ** Description: Difficult to travers wet-lands with, mostly covered by humid swamp with tall trees. The few solid pieces of land in the area contain pits of quicksand. Spells Offered: Summon Hydra (U), Insect Plague, Water Walk, fog cloud Affinity: crocodiles, snakes, insects Aversion: humanoids ,constructions, birds Mission: Local towns are trying to create a bridge through the swamp-land, drying the swamp, displacing it's creatures and allowing for more humanoids to travers this otherwise secluded land. The land would like you to stop or at least hinder this construction.