Base Class: Warlock
Your patron is not an entity, so much as it is a special bond shared with two other members of your coven, and a stalwart belief in oneself and the principals of mind over matter. It helps that you keep up the appearances, too, wearing eccentric hats and robes, so that even strangers believe wholeheartedly in your power.
Witches or Warlocks of the Coven most often fulfil one of three archetypes within their communities. The Guardian, the Youth, and the Elder. A coven must contain one of each, or the power of the others will begin to fade. Covens traditionally train a first or seventh born child to fulfil this role, but others can be sought out if they are deemed to have the aptitude. In these roles, witches and warlocks tend to thrive at the edges of villages and small towns, serving as healers, teachers, fortune tellers, and leaders.
| The Guardian | Witches of the "Guardian" or "Mother" archetype typically live within a tight-knit community, where they nurture and foster those around them like family. |
| The Youth | The "Youth" or "Maiden" serves by teaching and entertaining: playing with children, inspiring the common folk, and bringing change. |
| The Elder | The "Elder" or "Crone" traditionally takes on a strict demeanour to keep mischief in line, and inspires others as a dependable leader and a force to be reckoned with. |
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.
Coven Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Just A Scratch
Members of a Coven are highly adept in using the art of deception for the benefit of others, as well as themselves. Starting at 1st level, you become proficient in the Charisma (Deception) skill. At 3rd level, you double your proficiency bonus to all Charisma (Deception) checks.
As an action, you can attempt to convince any creature, that is not undead or a construct, that their wounds are not as bad as they seem. If the target can understand you, and currently has less than their maximum hit points, make a Charisma (Deception) check against their passive Wisdom (Insight). If your roll exceeds the target DC, the creature gains a number of temporary hit points equal to the difference. For example, if you roll a 19 Charisma (Deception) check against a passive Wisdom (Insight) of 10, the creature gains 9 temporary hit points. Once a creature has received temporary hit points from this ability, they cannot benefit from it again until they finish a short or long rest.
Rule Tip: You’re a Creature. A creature is anything that belongs to one of the creature types listed in the introduction of the Monster Manual. Player characters—including your character— are all creatures, and most of them are humanoids, one of the game’s types.
Rule Tip: Temporary Hit Points Don’t Stack. If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. See chapter 9 of the Player’s Handbook for more information on temporary hit points.
Borrowing
During a long rest, you can choose to "borrow" the mind of a nearby beast. Your body enters a state indistinguishable from death, and you reach your mind out to beasts within a 1 mile radius. Your DM determines what beasts, if any, you sense.
Choose a beast with an intelligence of 4 or less, and a CR no higher than 6, that isn't a swarm. You instantly gain knowledge of up to three facts of the DM's choice about any of the following subjects the beast may know about the area. If no such beasts can be found, the Borrowing ends and you return to your body.
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings
Additionally, you can see through the beast's eyes and hear what it hears until the Borrowing ends. As an action, if the beast's CR is 2 or lower, you can establish a telepathic link with the beast for up to 1 hour, allowing you to send telepathic messages to it, which it can understand and reply to by communicating simple emotions and concepts back to you. While this link is active, you can attempt to persuade the beast to carry out simple tasks such as "Find food," or "Keep watch," but it is under no obligation to follow your instructions. The telepathic link ends early if the creature identifies you as hostile, or you tell the creature to do something contrary to its nature, such as approach civilisation, or attack a predator.
At the end of the hour, you continue to perceive through the beast's senses until the Borrowing ends. To end the Borrowing and return to your body, you must make a Wisdom saving throw. The DC is equal to 10 + the number of hours spent borrowing (rounded up), up to a maximum total of 18. On a success, the Borrowing ends, and you are unable to use this feature again until you finish a long rest.
On a failed save, you can repeat the saving throw in 1 hour, and then each hour thereafter.
For the purposes of your long rest, Borrowing is considered light activity. For example, if you spend two hours Borrowing , you must sleep for at least 6 hours to complete the long rest.
Iron Stare
By 10th level, you have perfected your piercing gaze, such that it can reduce even the most fearless liars to a nervous wreck. As an action, you can force one creature of your choice that can see you to make a Wisdom saving throw. On a failed save, the creature's movement speed becomes 0, and the creature is both charmed and frightened for 1 minute, or until you lose concentration, as if concentrating on a spell. The effect ends early if the creature takes any damage. You cannot do so again until you finish a short or long rest.
A creature that is normally immune to being charmed or frightened, except for constructs, must still make a Wisdom saving throw, but it is made with advantage, and the saving throw can be repeated at the end of each of its turns.
Additionally, as a bonus action, you can glare intently at creature, forcing it to make a Wisdom saving throw. On a failed save, the creature is unable to tell a deliberate lie for up to 1 minute. The affected creature is aware of the effect, and can avoid answering questions to which it would normally tell a lie. The effect ends early if you lose concentration, as if concentrating on a spell. Constructs are unaffected by this ability. You can use this ability a number of times up to your Charisma modifier, and regain all uses when you finish a short or long rest.
Mind Over Matter
At 14th level, you have mastered the art of thwarting the very forces of nature with your simple mind games and beguiling deceptions.
Once per long rest, while conscious, you are able to bend reality according to a somewhat niche opinion of how the world "should" work. In order to do so, make a Charisma (Persuasion) or a Charisma (Deception) check. The DC equals 13 plus your own Wisdom modifier. On a success, choose one of the effects below. On a failure, you cannot attempt the same effect for one hour.
“Flying is just falling, but with extra steps. You have to have your attention suddenly distracted by something else, so that you are no longer thinking about falling, or about the ground, or about how much it's going to hurt if you fail to miss it.”
Light as a Feather - While falling, you can use your reaction to distract yourself from your unfortunate downward momentum. Your rate of descent slows to 60 feet per round for one minute, until you land, or until you lose concentration, as if concentrating on a spell. If you begin concentrating on another spell, this effect persists as long as you maintain concentration on that. If you land before the effect wears off, you take no fall damage. Once you use this feature, you cannot do so again until you finish a short or long rest.
Ignorance Is Bliss - When an attacker you can see hits you with a spell, you can use your reaction to reduce the damage taken by half, and automatically succeed one saving throw to retain concentration on a spell. If you use the feature to succeed the saving throw, you must choose to do so before you roll the saving throw, and you cannot do so again until you finish a short or long rest.
Walk It Off - As a bonus action on your turn, you can suppress one condition affecting you for one hour. The condition can be blinded, deafened, paralyzed, or poisoned. Alternatively you can suppress one level of exhaustion for one hour. You cannot do so again until you finish a long rest.
I Ate'nt Dead - When you fail a death saving throw, you can use this feature to instead succeed. You can only do so once per long rest.
Hysterical Strength - By convincing yourself of dire circumstances as a free action, your Strength score becomes equal to your Charisma score for up to 1 minute, or until you lose concentration, as if concentrating on a spell. When the effect ends, you take two points of exhaustion. You cannot do so again until you finish a short or long rest.
Previous Versions
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