Animals of the City. Witch's have the ability to comprehend and verbally communicate with beasts that dwell within the city they reside in.
Innate Spellcasting. The Witch's innate spellcasting ability is Intelligence (Spell save DC 16, + 6 to hit with spell attacks). She may cast the following spells requiring no material components.
Cantrips: Thaumaturgy, Prestidigitation
At will: Detect Magic, Witch Bolt, Sending
2/ day each: Blink, Animate Objects
Magic Resistance. The Witch has advantage on saving throws against spells and other magical effects.
Shared Spellcasting. While all three members of a Witch coven are within their lair, they can each cast the following spells but must share the spell slots among themselves:
1st level (4 slots): Catapult, Fog Cloud
2nd level (3 slots): Hold Person, Locate Object
3rd level (3 slots): Clairvoyance, Hypnotic Pattern, Remove Curse
4th level (3 slots): Banishment, Hallucinatory Terrain
5th level (2 slots): Bigby's Hand, Scrying
6th level (1 slot): Contingency
Ritual Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) piercing damage.
Here boy! As an action the Witch reaches out toward dark corners in the surroundings and summons two Shadow Mastiff's that will defend her.
Eyes of Zariel. As an action the Witch pulls magic from the Nine Hells granting her Devil's Sight. For 10 minutes the Witch can see through magical darkness.
Lair and Lair Actions
A Witch's lair is their home, could be any house or manor that they reside in. One can find all the amenities a person needs to live comfortably here as well as many tools and ingredients one may find in a doctors office or apothecary. Animals come and go as they please, birds, cats, raccoons and other small city dwelling beasts come and trade information to the Witches for food and a safe haven.
Lair Actions
On initiative count 20 (losing initiative ties), the Witch takes a lair action to cause one of the following effects; the Witch can’t use the same effect two rounds in a row:
- Room Shift, the rooms within the Witch's lair shift and separate and the layout changes. This could separate not only any invaders but the Witches as well.
- The Witches work together to cast Cloud of Daggers by animating the utensils around their home.
- One of the Witches shouts 'Lights Out' and all the lights in their home turn off and fill the rooms with magical darkness. The darkness fades as the lights turn back on at the start of the next round.
Regional Effects
The region containing a Witch's Coven is effected only subtly. The following effects occur within the city or town the Witch's Coven is in.
- Small animals such as birds, rats, raccoons, foxes, cats that may scavenge in the city act as eyes and ears for the Witches. Bringing them information in exchange for food and shelter.
- The Witches work together to cast Control Weather within a mile of their coven. Creating clear skies and removing smog from pollution.
If the Witches die or the coven is abandoned, these effects fade over the course of 1d6 days.
Previous Versions
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1/12/2020 5:05:18 PM
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7
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1.0
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1/16/2020 12:10:45 AM
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24
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Coming Soon
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