Base Class: Sorcerer
Magic is strongest when woven together. Whether through ancient bloodlines, a forgotten ritual, or an unholy bargain, your sorcery is tied to the concept of the coven—a shared pool of magic that binds you and your allies. Unlike the solitary witches of legend, you do not stand alone; your power flourishes when linked with others, forging an unbreakable mystical bond between you and those who walk beside you.
Level 3: Coven Spells
When you reach a Sorcerer level specified in the Coven Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Bane, Magic Mouth, Faerie Fire, See Invisibility |
| 5 | Bestow Curse, Clairvoyance |
| 7 | Blight, Arcane Eye |
| 9 | Mislead |
Level 3: Countercharm
When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to force that creature to make a Charisma saving throw against your spell save DC.
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On a failed save, the creature becomes Charmed by you until the end of its next turn.
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While charmed in this way, the creature regards you with unnatural fondness and hesitates to harm you, but its behavior otherwise remains normal.
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This charm ends early if you target the creature with an attack or harmful ability, or if the creature takes damage from you.
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A creature that succeeds on this saving throw is immune to this feature until the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses when you finish a long rest.
Level 6: Hexwoven Magic
Your connection to your coven allows you to weave enhancements into your magic, twisting fate and empowering your spells in ways unnatural to lone sorcerers. When you or a party member within 45ft cast a spell or uses an ability, you can channel your coven’s shared power to amplify its effect.
As a reaction, you can spend 1 sorcery point to imbue a spell you or a party member within 45ft cast with one of the following enhancements:
- Fate of Failure: If the spell or ability forces a creature to make a saving throw, (and are not already at disadvantage) you can force them to roll 1d8 and subtract the results of that die roll from their save.
- Empowered Casting: If the spell or ability requires a damage roll, they can reroll a number of dice equal to 1/2 your charisma modifier with a minimum of 1.
- Potent Tonics: If the spell or ability restores hit points, you can roll one additional die.
Each enhancement can be used once per short/long rest. [Enhancements are not stackable with meta magic features]
Level 14: Veil of the Coven
Your connection to the Coven deepens, allowing you to pierce through deception and obfuscate your presence.
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You gain the spells Scrying and True Seeing, and you can cast each of them once per long rest for free.
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The free castings of these spells do not require Verbal, Somatic, or Material components.
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Additionally, when you cast any Divination or Illusion spell, of 1st level or higher you can choose to become invisible for 1 minute or until you cast a spell or attack.
Level 18: Hexwoven Dominion
Your mastery over the arcane web of your coven allows you to weave fate itself, ensuring your allies’ reach their full potential. When a coven member you can see within 60 feet casts a spell or uses an ability, you can invoke your Hexwoven Magic to enhance its potency in one of the following ways:
- Doomed Resistance: If the spell or ability requires a saving throw, the target subtracts 1d12 from their roll.
- Unleashed Power: If the spell or ability deals damage, roll the damage at advantage, taking the higher result.
- Overflowing Vitality: If the spell or ability restores hit points, it heals for the maximum possible amount instead of rolling.
Once you use an enhancement from this feature, it cannot be used again until you finish a long rest unless you spend sorcery points to restore them:
- 3 sorcery points to restore one enhancement.
- 7 sorcery points to restore all three enhancements.
Previous Versions
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