Witch (Ichlope Class)

Witches are supreme Froth-users. Drawing on the subtle weave of Froth that permeates the cosmos, witches cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their Froth conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

# Witch Information

## Witch Lore

### Scholars of the Froth

Witches live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other witches, from ancient tomes or inscriptions, and from ancient creatures that are steeped in Froth.

### The Lure of Knowledge

Witches’ lives are seldom mundane. The closest a witch is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other witches sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge and power calls even the most unadventurous witches out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most witches believe that their counterparts in ancient civilizations knew secrets of Froth that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any Froth available in the present age.

### The Creation of Froth?

As far as scholars are aware, Froth is never created nor destroyed. It merely exists. The exact source of Froth is but a mystery to all throughout time. Some are born with it, some are not. Some families rule as great Froth-users for generations until one day their line stops at some non-casters.

Curious enough, when a Froth-user dies, their Froth is always transferred to another being. Often called Next Kin, these secondary users are possessed with all of the same abilities as the previous caster. No one in this process has ever had a say in where or who Froth goes. The dead user can be galaxies, universes, dimensions, or feet apart from the Next Kin. The process is arbitrary and uncaring.

Rarely has the world ever seen a non-caster summon the ability of Froth without being born or death-given it. In fact, it almost never happens. Though, there have been cases. These cases have been unique and quite mysterious.

## Creating a Witch

Creating a witch character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with Froth? Did it come to you at birth? Or did it arrive from the death of a loved one? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply practice hard and hone in on your abilities? Did you encounter a Frothal creature or an ancient script that taught you the basics of Froth?

What drew you forth from your life of practice? Did your first taste of Frothal knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other witch? Perhaps you’re simply eager to put your newfound Frothal skills to the test in the face of danger.

## Froth Limitation

In the world of Ichor, a froth-user is limited by the higher ranking of froth specaliziation. Any froth-user in the higher ranks can use up to level six spells and lower of the ranks directly below it. Each following lower rank, the froth-user can use one spell level lower than the rank that came before it. So, if you are a Body Witch, then you can cast up to level 6 of Dream, level 5 of Reality, level 4 of Death, and so on. The only exception is Time Witches, which can not cast any Space spells above a cantrip level.

If you are below the level, then you can not cast a spell of a higher level, even in other ranks of Froth. For example, if you are a level 3 Reality Witch, you can not cast a level 6 Death spell, even though Reality froth-users can cast up to level 6 death spells.

All User Types can use any cantrip spell from any Froth Rank.

From lowest to highest, here is the ranking of Froth ranks: Space, Mind, Death, Reality, Dream, Life, Body, Time.

## Class Features

As a witch, you gain the following class features.

## Hit Points

Hit Dice: 1d6 per witch level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st

## Proficiencies

Armor: None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Tools: None

Saving Throws: Intelligence, Constitution

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

## Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a quarterstaff or (b) a dagger
* (a) a component pouch or (b) an Froth focus
* (a) a scholar’s pack or (b) an explorer’s pack
* A spellbook

## Spellcasting

See Rules of Froth for the general rules of spellcasting.

### Cantrips

At 1st level, you know three cantrips of your choice from any Froth rank You learn additional cantrips of your choice at higher levels.

### Spellbook

At 1st level, you have a spellbook containing six 1st-level spells of your choice. Your spellbook is the repository of the spells you know, except your cantrips, which are fixed in your mind.

### Froth points

The number of froth points you have to spend is based on your level as a spellcaster, as shown in the froth points by Level table. Your level also determines the maximum-level froth spell you can create. Even though you might have enough points to create a spell above this maximum, you can't do so.

The froth points by Level table applies to all froth-users, include Superheros. For a superhero, the “spell level” is equivalent to the level they receive the ability at.

If one casts a lower level spell, but with higher level spells, one must use the higher point cost.

### Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since the power of your magic relies on your ability to project your will into the world. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

## Spellcasting Focus

You can use an Froth focus (see the Adventuring Gear section) as a spellcasting focus for your spells.

Learning Spells of 1st Level and Higher

Each time you gain a witch level, you can add two spells of your choice to your spellbook for free. Each of these spells must be of a level for you are able to cast, as shown on the Witch table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

### YOUR SPELLBOOK

The spells that you add to your spellbook as you gain levels reflect the Froth research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil witch’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the witch who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many witches keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

## Froth Recovery

You have learned to regain some of your Frothal energy by practiceing your spellbook. Once per day when you finish a short rest, you recover two froth points.

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

## Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that are in your spellbook. You can cast those spells at their lowest level without expending a froth point. If you want to cast either spell at a higher level, you use higher froth point equivalent as normal.

By spending 8 hours in practice, you can exchange one or both of the spells you chose for different spells of the same levels.

## Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without using froth points. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must use higher froth point equivalent as normal.

## Froth Ranks

Upon being blessed (or cursed) with Froth (level 1), a caster is granted one of the eight tenets of Froth: space, mind, death, reality, dream, life, body, and time. This ranking determines the level and tenet of spells you use at any given point. A being who receives their abilities from the act of death has the same ranking as the being who died.

Unless experienced otherwise, a person’s ranking of Froth can not be altered.

### Space

A caster capable of exploring the many world, universes, and dimensions the multiverse has to offer. Their abilities are centered around the stars and the concept of spacial movement.

### Mind

A caster able to alter, read, and transfer messages among minds. A mind-caster is able to control anything within a creature’s head: whether that be mood or their own reality. Their Froth often centers around singular people rather than groups.

### Death

A caster who dabbles in the macabre. Someone with Death-given abilities can manipulate decomposing bodies, curse others, and necromancy.

### Reality

A caster who manipulates the very fabric of existence around them. Able to conjure anything in their imagination, a reality-based Witch can create storms, move objects, and create a real, physical weapon out of nothing but air.

### Dream

A caster devoted to the world of illusion. Any being near these witches will never know what’s true and what’s false.

### Life

A caster whose Froth centers around goodness and healing. Their abilities reflect nature and its ever-changing and ever-growing presence.

### Body

A caster blessed with shapeshifting abilities. Their body is their limit, but their limit is infinite. Able to manipulate anything relating to flesh, these witches can alter their own shape and others.

### Time

A caster whose immense power weaves through the very concept of time itself. Hours and minutes are nothing but hallways they walk, they are often feared within the Froth community. Rare as they might be, they are often found keeping the timeline intact.