Base Class: Warlock
Witches need a mentor to teach them witchcraft. Warlocks need a patron to grant them their powers. As a Pact of the Witch warlock, your mentor and your patron are one and the same. An incredibly powerful witch taught you witchcraft, and through your cov- enant they also became both your mentor and your patron. Your magic stems both from the spirits you summon and from your mentor themselves. You are able to tap into your patron’s immense source of magic for your own means -- so long as they agree with your actions.
Under the watchful eye of your familiar, your pa- tron sees your every move. Whether this is to protect you from harm or to ensure you fulfill their evil goals depends on the mentor and patron you choose. Your training under such an immensely powerful witch has taught you the importance and strength of be- longing to a coven, a powerful coterie of magic us- ers who enhance each other’s magical abilities. You know that there’s strength in numbers, and with both your coven and your familiar at your side, there’s lit- tle on this plane, or any other, that can oppose you.
Witchmark
Witch warlocks have the most diversity in their witchmarks, since they depend entirely on their pa- tron and mentor. Some noble witch mentors use their family’s coat of arms for their students’ witchmark, while other patron-mentors choose a witchmark in the shape of a ring around the finger of their pupil to illustrate their bond. The most common motif is chains snaking around the body of the student, sym- bolizing the unbreakable covenant between the pa- tron-mentor and their student.
Expanded Spell List
The Witch lets you choose from an expanded list of spells when you learn a warlock spell. The follow- ing spells are added to the warlock spell list for you.
Spell Level Spells
1st Fairie Fire, Shield
2nd Animal Messenger, Moonbeam
3rd Fireball, Phantom Steed
4th Polymorph, Dominate Beast
5th Insect Plague, Cloudkill
Greater Familiar
Starting at 1st level, you acquire a special familiar that will accompany you on your journey. This fa- miliar is intrinsically tied to your mentor and patron, and they serve them as much as they serve you. They are your companion, but also the eyes and ears of the powerful witch that gives you your warlock and witch powers. They have their own will and their own opin- ions, and will not hesitate to make them known.
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, the follow- ing modifications are made:
• Your familiar’s Intelligence is either 10 or the
Intelligence marked in the creature’s stat block,
whichever is higher.
• Your familiar knows all languages you do, and
can communicate telepathically with any creature
within 100 feet with whom they share a language.
• When seeing through the eyes of your familiar,
you are not deaf or blind.
• Your familiar adds your charisma modifier to
their AC, and both your charisma and proficiency
modifier to their HP.
• The material cost to cast the spell find familiar is
ignored, and the time to cast the spell is halved.
Coven Magic
Starting at 1st level, you gain the ability to make your own coven in order to empower you and all other members. The bond that ties those within the coven is arcane in nature; their magical abilities are enhanced by the mere presence of another coven member.
Choose a willing creature with whom you share a close bond and who can cast spells. This creature is now a member of your coven. Your magic, as well as theirs, is empowered while in proximity to one another.
When all members of the coven are within 30 feet of each other:
• The time and material cost for casting spells as rituals is halved for all members of the coven.
• Members of the coven can’t be targeted by any divination magic that aims to see them or hear them.
• Choose a spell that all members of the coven already know. When one member of the coven casts that spell, any other member of the coven can use their reaction to cast it as well, provided they have the necessary spell slot to cast it. The spell in question can’t be cast with a higher level spell slot. Once you’ve chosen a spell, you can’t change it to a different spell until all members of
the coven finish a long rest.
Once a member of the coven
has used this ability to cast a spell
as a reaction, they can’t do so again until they finish a long rest.
Any member of a coven can leave the coven whenever they please. When they leave, they no longer enjoy any of the benefits that come from being part of the coven.
Familiar Bond
At 6th level, your bond between you and your familiar rises to new heights of power. You are able to call on spirits through the veil to protect your familiar and keep them from harm when in battle.
• The familiar can use the Help action both as a bonus action and as an action in one turn. If using the Help action to help you, its range is 30 feet.
• Whenever the familiar is required to make a saving throw, they can do so using your stats instead of their own.
• If your familiar goes down to 0 HP, you can use an action and a spell slot of 1st level or higher to bring them back to full HP without needing to cast find familiar, provided you do so within 1 minute of their death. Once you’ve brought back your familiar through the use of this ability, you can’t do so again until you finish a long rest.
Coven Bond
At 10th level, your mastery over witchcraft has grown, and so has your coven. One additional willing creature with whom you share a close bond, and who is able to cast spells, can now join your coven, bring- ing it to a total of three members, including you. The magic of your coven is further empowered as your bonds grow stronger.
When all members of the coven are within 50 feet of each other:
• Members of the coven cannot be charmed or
frightened.
• Members of the coven have advantage on charis-
ma saving throws.
• Members of the coven do not receive any damage
caused by a spell cast by another member of the coven, as long as that spell has an area of effect. For example, fireball cast by one member of the coven does not affect the other members, but eldritch blast does. Members of the coven do not need to make saving throws when entering the area of effect of another member’s spell if the sav- ing throw is used to determine how much damage they would take. Other effects, such as blindness or deafness, are not negated, and members of the coven must make the appropriate saving throws if in the spell’s area of effect.
Final Familiar
You call on spirits from beyond the veil and on your own witch patron, to greatly empower your familiar in battle.
As an action, you can empower your familiar. The powers granted to your familiar stay for a number of minutes equal to your Charisma modifier. While this ability is active:
• Your familiar grows one size larger.
• Your familiar’s speed increases by 10 feet. If the familiar is able to fly or possesses another type of movement, such as swimming or burrowing, it is also increased by 10 feet.
• Your familiar’s HP is equal to your HP.
• Your familiar’s Charisma modifier is equal to your
Charisma modifier.
• Your familiar can attack on their initiative turn.
They have one action, one bonus action, and one
reaction.
• On their turn, your familiar can cast any cantrip
you know. When casting a cantrip, it acts as if you cast it when considering warlock levels. Additionally, any eldritch invocations that empower or otherwise affect the cantrip for you also affect the cantrips cast by your familiar.
You can end this ability early by using a bonus action. When this ability comes to an end, your familiar’s HP drops to 0. Only casting the find familiar spell can bring it back to your side, and you cannot use your Familiar Bond ability to bring it back. Once you’ve empowered your familiar through the use of this ability, you can’t do so again until you finish a long rest.
Previous Versions
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