Warlock
Base Class: Warlock

You have entered into a pact with a powerful and ancient wielder of occult magics. Such witches infest fetid swamps and accursed ruins, sickening the land for miles around. These patrons grant their warlocks power under the expectations that the gifts will be repaid. Witches long to strike deals that work for their benefit, often using gambles or coercion to meet their ends. The motivations of such a being are often cryptic and rarely unfold in a predictable manner.

Across the multiverse, Witch patrons include powerful covens of hags, the former Lord of the Sixth of the Nine Hells the Hag Countess, and Baba Lysaga in the hidden realm of Barovia.

Witch Expanded Spells

Spell Level Spells
1st bane, faerie fire
2nd detect thoughts, silence
3rd bestow curse, stinking cloud
4th confusion, giant insect
5th geas, insect plague

The Witch's Baleful Gaze

At 1st level, you gain the ability to strike fear into the hearts of your foes. As an action, you can cause yourself to take on the disturbed visage of your patron for a number of rounds equal to your Charisma modifier (minimum of 1). During this time, you have advantage on Charisma (Intimidation) checks. If you use this feature in combat, targets of your choice within 30 feet must make a Wisdom saving throw or be frightened of you for the duration.

Once you use this feature, you must finish a short or long rest before you can use it again.

Collector of Souls

When you reach 6th level, your patron grants the ability to rend the souls from your foes. When you reduce a creature to 0 hit points with a warlock spell, you can use your reaction seal its soul into an item on your person. Even if you reduce multiple creatures to 0 hit points at once, this reaction can only capture a single soul. This feature cannot be used on constructs or undead. You can seal a number of souls equal to your Charisma modifier (minimum of 1). For each soul you have sealed, your spell save DC and your spell attack bonus increase by 1. These souls remain sealed until you finish a long rest after which they are released and your bonuses return to normal.

Swarming Armor

Beginning at 10th level, 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.

Herald of Venom and Flies

At 14th level, when you hit a creature with an attack, you can use this feature to create a nightmare of monstrous insects. A creature under this effect believes itself to be swarmed by abnormal insects. At the start of the target’s turn, the target runs in a random direction. The target will not move into obviously dangerous terrain. During this movement, the target also takes 5d8 psychic damage. At the end of its turn, the target makes a Wisdom saving throw against your spell save DC, ending this feature on a success. This feature lasts a number of rounds equal to your Charisma modifier (minimum of 1).

Once you use this feature, you can’t use it again until you finish a long rest.

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