Warlock
Base Class: Warlock

You played around, hoping to find some natural magic within you.  All the teens do it, once or twice, hoping to discover that they have fantastical abilities that will make their lives into something.  Who wants to be a farm hand or a milk maid all their lives?  Only you had an edge over all those other wannabe's, because you found that ragged book in the old attic you were told to clean out.  You couldn't read the words, but they seemed to hold some kind of power.  The drawings certainly looked like something magic.  And when the lady of the house asked you to kill a chicken for dinner, you couldn't help but take notice of all the blood, which you caught some of and used it to draw a few of those magic symbols on the floor of your bedroom that night.  And sure enough they began to glow, but when the smoke started to gather and quickly fill the room, you panicked and started for the window.  Then out of the smoke, she stepped into the room, a woman so beautiful you couldn't help but pause.  With but a smile, and an offer to give you the magic you craved, you gladly knelt before her as she took your hand in hers.  Then you noticed her reflection in the mirror, a grotesque hag so ugly you nearly screamed.  Before you could pull away, however, she had her dagger out and was sliding its blade across the palm of your hand, and your blood was dripping onto the glowing symbols you had drawn on the floor.  As the room began to grow darker around you, you could feel your very soul binding with that of the creature standing before you.  As the darkness overcame you, she spoke, her voice now ancient and foreboding.  "The Bond is made!  Welcome to the Coven . . . my pretty."  The last you can remember is her laugh, and the way it seemed to make dogs howl and babies cry.

Level 3: Witch's Initiate

Hag's Cry: You find that you can mimic animal sounds and humanoid voices almost perfectly, as long as you have heard the sound or voice yourself.  To succeed, you must roll a Performance check with advantage.  The DC is set by your DM, depending on how familiar your character is with the sound.  You gain proficiency in Nature checks, and have advantage on rolls to determine a type of plant and what it might be used for.  

Witch's Familiar:  You gain the services of a familiar.  When one of you is injured, both suffer.  When one of you is healed, both benefit.  When one of you dies, both of you die.  (Your familiar will live an abnormally long life).  Your familiar's physical abilities will remain the same, but their mental abilities (INT, WIS, & CHA) will mirror your own.  Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar cannot attack, but it can take other actions as normal.  While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.  When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it.  If the spell requires an attack roll, you use your attack modifier for the roll.  Your familiar (chosen by your DM using your character's alignment and disposition) will be one of the following:  Blood HawkFlying SnakeGiant Fire BeetleImpPseudodragonCockatriceGazerIce MephitMortePixieSmoke MephitSprite, or Stirge

Level 3: Spells of the Witch

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Witch Spells table, you thereafter always have the listed spells prepared.

Fiend Spells
Warlock Level Spells
3 Enlarge/Reduce, Heat Metal, Locate Object, Augury
5 Plant GrowthCall Lightning
7 Conjure Woodland Beings, Polymorph
9 Contagion, Geas

Level 6: Witch's Adept

Bane or Balm.  Whenever you cast a touch spell of 1st level or higher (including through your familiar), you can add one of the following modifiers to the spell:

  • It grants one affected target temporary hit points equal to your Charisma modifier. Only one creature can have these temporary hit points at a time.
  • It deals additional damage equal to your Charisma modifier to one affected creature.
  • It adds or subtracts (your choice) 1d4 from the target's next attack roll or saving throw before the start of your next turn.

You can confer these effects as an action without casting a spell by touching a target (making a melee spell attack to do if the target is an unwilling creature).

Telepathic Utterance. You can speak telepathically to any creature you can see within 60 feet of yourself.  Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language.  Your communication doesn’t give the creature the ability to respond to you telepathically.  This feature does not have a limit.

Witch's Broom.  As a 1 hour ritual, you can turn a non-magical broom into a broom of flying. The broom must be within your reach throughout the ritual. Doing so turns a previously existing broom of flying created with this feature into a non-magical broom.  Only you (and your familiar) can ever use your broom of flying in this way.

Level 10: Witch's Acolyte

Hex.  You can hurl out hex magic towards foes with a flash of color in your eyes.  As a bonus action, choose one creature within 30 feet that you can see and that can see your face.  Choose one ability.  That creature must succeed on a Charisma saving throw or have disadvantage on any ability and saving throw checks with that ability for 1 minute.  Creatures do not know you did anything of ill will unless you permit them to.  If for some reason they suspect you, they must roll a Arcana (Intelligence) check against your Deception (Charisma) to determine if you had used some form of magical assault.  Once you use this feature, you cannot do so again until you finish a short or long rest. 

Insect Reaction.  The spirit of the witch imbues you with sinister resilience. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to cause a swarm of stinging insects to engulf the attacker. The target must make a Dexterity saving throw, taking 6d8 poison damage on a failed save or half as much on a successful save. Creatures that fail this saving throw cannot target you with a melee attack again until the end of your next turn.  Once you use this feature, you must finish a short or long rest before you can use it again.

Level 14: Elder Witch

The Witch Among Them.  You gain the natural ability to turn invisible once per short rest.  This ability requires no action to perform.  This invisibility will last until you end it, until you cast a spell or attack someone, or until your concentration ends (as if concentrating on a spell).  While invisible, you leave no physical evidence of your passage (you can be heard or touched), so you can only be tracked by magic.  Any equipment you wear or carry is invisible with you.

Witch's Hut.  You can create a magical home in 7 days time using an hour long ritual spell.  Select a structure that contains less than  10,000 cubic feet within its walls.  It could be a fine wooden house, a tower of stone, a ramshackle mansion of clockwork and magic, a garden enclosed in a fence of black thorns or any other domicile. Remaining within the structure for the entire ritual, you create an extra-dimensional space up to 3 times its original volume, while its exterior remains exactly as it was before the spell was cast.  You determine the shape of the inner space, as well as where doors, windows and inner walls might be located.  The inner space of this hut will be modestly furnished with non-magical furniture, and will include a sink with running water as well as a fully functioning bathing facility.  Though you must use conventional methods of securing your hut, you are aware when anyone enters the hut no matter how far away you are from it.  The home can be moved once per week in a ritual that takes one hour to a location within 10 miles that you have previously seen.  All items and living creatures within the hut are transported with the hut, including yourself.

Ancient Witch Patron Image

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