schm0
2021-04-20, 09:28 AM
The Coven
You have made a bargain with a powerful hag or coven of hags, entering into their service as a minion in exchange for power. Hags do not enter into bargains unless they can use that bond to bring about the downfall of another, especially the virtuous. The magic a hag wields is both strange and powerful, and the methods the hag may use to this end are no different. As part of your pact, you may be asked to work directly towards this goal or bring about change unforeseen ways. Example patrons might include Baba Yaga, Glurinda, Malagard, Igglwiv, or the Daughters of Sora Kell.
Expanded Spell List
The Coven lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level
Expanded Spells
1
bane, Tasha's caustic brew*
2
augury, locate object
3
clairvoyance, stinking cloud
4
locate creature, vitriolic sphere
5
creation, legend lore
* - appears in Tasha's Cauldron of Everything
Corruption's Curse
Starting at 1st level, you gain the ability to place a corrupting curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you target receives the following effects:
If the target attempts to make a save against a spell or similar magic effect, your spell DC is increased by 1.
The target has disadvantage on ability checks that use Charisma.
The physical appearance of the target changes to something hideous and ugly. For example, boils or scabs may appear on the surface of their skin, hair turns white and falls out, or teeth rot and blacken.
This feature has no effect on fey creatures. You can't use this feature again until you finish a short or long rest.
Witches Cauldron
At 1st level, your introduction to witchcraft allows you to concoct elixirs, potions and even poisonous maladies. Pick two tools from the following: alchemist's supplies, herbalism kit or poisoner's kit. You gain proficiency with the chosen tools.
Over the course of an hour you imbue a cauldron or similar container with strange and powerful magic. The container has an AC of 16, 30 hit points, and is immune to poison or psychic damage. The container can replace the need for several tools, and at any time can substitute for alchemist's supplies, herbalism kit or a poisoner's kit. If this object is destroyed, you can perform a ritual to magically conjure an identical cauldron or similar container over the course of an hour.
Wicked Ride
At 6th level, you gain a magical form of transportation. You can transform one mundane object no greater than 5 feet cube, such as a cauldron or dragon skull, into a vehicle by performing a special ritual. You perform the ritual over the course of 1 hour, which can be done during a short rest. Upon completion of the ritual the object begins to hover above the ground and gains a flying speed of 40 feet. It can carry up to 400 pounds, but its flying speed is halved while carrying over 200 pounds. As an action, you can speak a command word and the vehicle is transformed into a glass marble or similar trinket. Conversely, you can use an action to speak another command word to restore the trinket to its former shape and function.
Corruption Grows Within
At 6th level, your power to corrupt grows more powerful. If the target cursed by your Corruption's Curse makes a save against your spell save DC, you can use your reaction to force them to make the save again. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the save succeeds or fails.
Beyond the Veil
Starting at 10th level, you know the scrying spell, and this spell doesn't count against your spells known. When you cast this spell, you may bend your strange magic to twist time and fate to see more than the typical diviner. When casting the spell in this way, you may also describe a previous time period in addition to a creature or location, such as "on her sixteenth birthday" or "when the last person died in this room". The nature of what is revealed by the spell is determined by the DM, but the visions and sounds you see are vague, foggy or muffled. In addition, when you cast the spell in this way the duration is reduced to 1 minute.
The Power of Three
At 14th level, you gain an eerie insight into the mysterious nature of the weave. Pick three spells from the warlock spell list no greater than 5th level from the divination, enchantment or illusion schools. The chosen spells don't count against the number of warlock spells you know. You may cast each of these spells once without expending a spell slot. If the spell allows you to cast at a higher level, you cast the spell as if you were expending a 5th level spell slot. You regain the ability to cast each of these spells using this feature when you finish a long rest.
Recommended eldritch invocations:
Appearances
Mask of Many Faces, Sculptor of Flesh, Master of Myriad Forms - Witches and hags are known to hide their true appearances from all but their kin. You are no different.
Curses
Sign of Ill Omen, Maddening Hex - Curses are bread and butter for witches, and most prefer to watch their victims suffer from a distance.
Revealing and Prophecy
Witch Sight, Whispers of the Grave, Visions of Distant Realms - Reaching beyond the material plane is something witches do quite often... for a price.
Any and all feedback or constructive criticism is welcome. One of the things I am most open to is the 10th level feature. I wanted to create something that played into the crystal ball/scrying/fortune-telling aspect of witches and hags without making it too powerful. Open to suggestions for a thematic replacement.
You have made a bargain with a powerful hag or coven of hags, entering into their service as a minion in exchange for power. Hags do not enter into bargains unless they can use that bond to bring about the downfall of another, especially the virtuous. The magic a hag wields is both strange and powerful, and the methods the hag may use to this end are no different. As part of your pact, you may be asked to work directly towards this goal or bring about change unforeseen ways. Example patrons might include Baba Yaga, Glurinda, Malagard, Igglwiv, or the Daughters of Sora Kell.
Expanded Spell List
The Coven lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level
Expanded Spells
1
bane, Tasha's caustic brew*
2
augury, locate object
3
clairvoyance, stinking cloud
4
locate creature, vitriolic sphere
5
creation, legend lore
* - appears in Tasha's Cauldron of Everything
Corruption's Curse
Starting at 1st level, you gain the ability to place a corrupting curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you target receives the following effects:
If the target attempts to make a save against a spell or similar magic effect, your spell DC is increased by 1.
The target has disadvantage on ability checks that use Charisma.
The physical appearance of the target changes to something hideous and ugly. For example, boils or scabs may appear on the surface of their skin, hair turns white and falls out, or teeth rot and blacken.
This feature has no effect on fey creatures. You can't use this feature again until you finish a short or long rest.
Witches Cauldron
At 1st level, your introduction to witchcraft allows you to concoct elixirs, potions and even poisonous maladies. Pick two tools from the following: alchemist's supplies, herbalism kit or poisoner's kit. You gain proficiency with the chosen tools.
Over the course of an hour you imbue a cauldron or similar container with strange and powerful magic. The container has an AC of 16, 30 hit points, and is immune to poison or psychic damage. The container can replace the need for several tools, and at any time can substitute for alchemist's supplies, herbalism kit or a poisoner's kit. If this object is destroyed, you can perform a ritual to magically conjure an identical cauldron or similar container over the course of an hour.
Wicked Ride
At 6th level, you gain a magical form of transportation. You can transform one mundane object no greater than 5 feet cube, such as a cauldron or dragon skull, into a vehicle by performing a special ritual. You perform the ritual over the course of 1 hour, which can be done during a short rest. Upon completion of the ritual the object begins to hover above the ground and gains a flying speed of 40 feet. It can carry up to 400 pounds, but its flying speed is halved while carrying over 200 pounds. As an action, you can speak a command word and the vehicle is transformed into a glass marble or similar trinket. Conversely, you can use an action to speak another command word to restore the trinket to its former shape and function.
Corruption Grows Within
At 6th level, your power to corrupt grows more powerful. If the target cursed by your Corruption's Curse makes a save against your spell save DC, you can use your reaction to force them to make the save again. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the save succeeds or fails.
Beyond the Veil
Starting at 10th level, you know the scrying spell, and this spell doesn't count against your spells known. When you cast this spell, you may bend your strange magic to twist time and fate to see more than the typical diviner. When casting the spell in this way, you may also describe a previous time period in addition to a creature or location, such as "on her sixteenth birthday" or "when the last person died in this room". The nature of what is revealed by the spell is determined by the DM, but the visions and sounds you see are vague, foggy or muffled. In addition, when you cast the spell in this way the duration is reduced to 1 minute.
The Power of Three
At 14th level, you gain an eerie insight into the mysterious nature of the weave. Pick three spells from the warlock spell list no greater than 5th level from the divination, enchantment or illusion schools. The chosen spells don't count against the number of warlock spells you know. You may cast each of these spells once without expending a spell slot. If the spell allows you to cast at a higher level, you cast the spell as if you were expending a 5th level spell slot. You regain the ability to cast each of these spells using this feature when you finish a long rest.
Recommended eldritch invocations:
Appearances
Mask of Many Faces, Sculptor of Flesh, Master of Myriad Forms - Witches and hags are known to hide their true appearances from all but their kin. You are no different.
Curses
Sign of Ill Omen, Maddening Hex - Curses are bread and butter for witches, and most prefer to watch their victims suffer from a distance.
Revealing and Prophecy
Witch Sight, Whispers of the Grave, Visions of Distant Realms - Reaching beyond the material plane is something witches do quite often... for a price.
Any and all feedback or constructive criticism is welcome. One of the things I am most open to is the 10th level feature. I wanted to create something that played into the crystal ball/scrying/fortune-telling aspect of witches and hags without making it too powerful. Open to suggestions for a thematic replacement.