Base Class: Sorcerer
Witches are individuals who possess innate magical abilities, often inherited through generations of family lineage. Their powers are usually awakened during the start of puberty, manifesting in small, inexplicable phenomena that gradually grow stronger with age and practice. The other sign may be a witchmark that is passed down to each new child. These witches are often guided by their ancestors living in tightknit covens, learning the ancient arts and secrets of witchcraft. This lineage of magic creates a profound connection to their forefathers and foremothers, infusing their very blood with the essence of witchery.
Coven's Gift
At 1st level, your connection with your bloodline grants you one of the following:
Cobbled Rat
From remains of a deceased creature, you can spend an hour to create an undead rat to act as your servant. The rat understands one language you speak and will carry out any verbal commands you give to the best of its ability. It has the statistics of a rat and is considered undead. When you create another cobbled rat any previous rat you created falls apart.
Poison Apple
You gain proficiency in the Deception skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make using Deception.
Witches' Brew
You gain proficiency in alchemists supplies and herbalism kits. At the end of a long rest that can consume a brew of your own creation that grants you temporary hit points equal to your sorcerer level.
Soul Decanter
One of your most prized possessions, whether that be a bag made of human skin, a trinket box to hold a heart or a hand-me-down cauldron becomes a vessel known as a Soul Decanter for you to use in your craft.
Your prized possesion has the properties of a bag of holding, but also can also hold portions of creatures' souls. Whenever a creature with a soul drops to zero, you may use your reaction to put a small portion of that creatures soul into the item. You may perform this reaction a number of times equal to your charisma modifier per short rest. The Soul Decanter can only ever hold a maximum number of souls equal to your Charisma Modifier.
At 1st level, your soul die is 1d4. At 5th it becomes 1d6. At 10th, it becomes 1d8. At 15th, it becomes 1d10.
The small portions of souls within the Soul Decanter can be used for a number of different purposes:
Steal Life: As a bonus action, you may use one of the souls in the Soul Decanter to restore hit points to yourself or a creature you touches. The die you rolls is equal to yout Soul Die.
Borrow Experience: As a reaction, you may use one of the souls in the Soul Decanter to add their Soul Die to one of their attack rolls, ability checks, or saving throws.
Refined Soul Decanter
Your prized possession becomes enhance as your craft develops. Your Refined Sould Decanter has two new functions: Query Soul and Soul Conversion.
Query Soul: You may use an action to force one of souls you have trapped since your last short rest to ask it a question. The communication between you and the soul is done telepathically, and you understand it perfectly even if you don't speak the language. The soul can only provide information it knows, but it is compelled to be truthful. Though it may speak cryptically. This uses up the soul.
Soul Conversion: At the end of a short rest, you may convert any number of souls that remain in their Soul Bag into sorcery points. These points may not go over your maximum.
Witches' Staff
At 14th level, as part of a long rest, you can craft a witches' staff using any staff or similar item. The staff becomes a magic item if it wasn't already, that gains the magical properties of a
broom of flying. If you use this feature again, any previous coven staves created by you with this feature cease to function.
You may use the broom of flying as your arcane focus.
Covenant
At 18th level, you gain the ability to form a coven. Any creature able to make a conscious choice can join your coven. Those who join have to undergo a profane ritual that must take at least 24 hours.
If a creature is charmed when asked to join, they have to make a Wisdom saving throw against your spell save DC. If they succeed, they may refuse to join and cannot be asked to join while being charmed for 1 year. If the saving throw fails, they are not aware of the charm effect that made them join the coven. They remember joining as a choice that they gladly made.
Every member of your coven shares a bond with you. You can send telepathic messages to them and they can send messages in the same manner to you. They cannot communicate in that way with another member of the coven. You always know the exact location of every member of your coven and can communicate telepathically as long as they are on the same plane of existence.
Any member who wants to break free from this bond has to be released from it by you. If you refuse to release them, the only way they can break free from this bond is by killing you. Every attack roll a member of your coven makes against you has disadvantage. Every saving throw you make to contest a member of your coven has advantage.
A creature can only be a member of a single coven at any given time.
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