Witchmark:
A tell-tale sign of a witch following this tradition is their unusual witchmark. Rather than resembling a tattoo or a specific marking, the witchmark of these witches is their hands themselves. They twist and change due to the prolonged contact with spirits. You can roll on the table below to select how your hands look or use it as inspiration to come up with your own:
| 1 |
Your hands are covered with burn marks. When you summon spirits to them, they are encircled in bright blue flames. As you gain levels in this class, the scars creep up towards your shoulders — and so do the flames. |
| 2 |
The tips of your fingers are inky black. When you summon spirits to them, a dark liquid flows from your fingertips. As you gain levels in this class, the inky blackness rises to your elbows and reaches the sides of your neck. |
| 3 |
Your hands are clear, as if they were made of glass or ice. When you summon spirits, they crack, encircling them in tiny shards of glass. As you gain levels in this class, your hands turn to bright colors, like stained glass. |
| 4 |
Your hands become almost transparent in places, as if they were perpetually shifting between the Material and Ethereal Plane. When you summon spirits, a mist gathers around them. As you gain levels in this class, a faint mist constantly wafts around your hands. |
| 5 |
Your nails grow disproportionately quickly and curve downwards. When you summon spirits, they acquire an unnatural sheen, as if made of metal, appearing golden, silver, or iron-black. As you gain levels in this class, your nails turn more and more into sharp talons. |
| 6 |
Your hands are marked by the runes used during the ritual that you undertook to become a witch. When you summon spirits, the runes glow brightly. As you gain levels in this class, a string of runes rises from your hands to your arms, forming the script of the covenant you agreed to. |
Weakening Blows
You summon spirits that encircle your fists or weapons, and you use them to weaken the bodies of those receiving your blows. When you successfully hit a creature with an attack, you can spend 1 ki point to force the creature to make a Constitution saving throw. On a failure, the creature’s vitality is weakened as the spiritual energy from your blows courses through their bodies. The creature takes one level of exhaustion. You can spend 1 ki point per attack to repeat this effect, but you cannot inflict more than three levels of exhaustion to one creature. At the end of each of the affected creature’s turns, they lose one level of exhaustion. For instance, if you inflict three levels of exhaustion on a creature, at the end of the creature’s following turn they will drop to two levels of exhaustion; the following round it will drop to one; and the following round it will lose all exhaustion.
Death Spiral
You learn to manipulate the spiritual energy you have injected with your blows within a creature’s body, further damaging the target from the inside. Whenever you hit an enemy with at least one level of exhaustion with an unarmed strike, you deal one additional damage die of the attack you make against that creature for each level of exhaustion that creature is under.
Siphoned Life
By injecting spirits into the body of a foe, you siphon out their energy to replenish your own. Whenever you use Weakening Blows to give a creature a level of exhaustion, you are healed for an amount equal to the damage roll of that attack. You can use this ability a number of times equal to your Wisdom modifier. You regain all uses of this ability after a long rest.
Siphoned Essence
You have gained mastery over driving spirits into your foes’ bodies, and are now able to affect their very essence. Select an ability score you want to damage other than Constitution. When you make an unarmed strike, you can use 5 ki points to force your target to make a saving throw. The saving throw will correspond to the ability score you are targeting. If the creature isn’t surprised, they make this saving throw with advantage. If your target fails the saving throw, roll your martial arts damage die. The ability score you chose is lowered for your target by half of the martial arts roll. If the creature’s ability score reaches 0, they automatically fail any ability check or saving throw using that ability score. You must maintain concentration on this ability as if it were a spell, although it cannot be ended by spells like dispel magic. The effects of this ability end after 1 minute, when you or the creature’s hit points reach 0, or you lose concentration. You can use this feature a number of times equal to your Wisdom modifier. Whether your target succeeds or fails their saving throw, you cannot use this ability again on the same creature until you finish a long rest. You regain all uses of this ability after a long rest.