Base Class: Warlock
The witch knight is are soldiers of powerful or divine beings whom are not driven by conviction or faith, but by an exchange of powers. The witch knight sells their martial prowess in exchange for magical powers.
Level 3: Warrior Training
You gain proficiency in medium armour and martial weapons.
Cursed Blade
When you hit a creature with an attack as part of the Attack Action, you can immediately use your bonus action to curse the target. Choose one curse effect:
- Chains of Guilt: If the target deals damage to a creature other than you, it has disadvantage on it's next attack roll until the end of the current turn.
- Exposed Weakness: When you hit the target with an attack roll, you get a critical hit if you roll a 19 or 20 on the d20.
- Life Drain: The target makes a Constitution saving throw at the end of each of its turns, on a failure it takes 2d6 necrotic damage.
The target remains cursed for 1 minute or until you use this feature again, or you become incapacitated or die.
Level 3: Witch Knight Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Witch Knight Spells table, you thereafter always have the listed spells prepared.
Warlock Level | Spells |
---|---|
3 | Bane, Ensnaring Strike, Magic Weapon, Spiritual Weapon |
5 | Blink, Haste |
7 | Phantasmal Killer, Death Ward |
9 | Animate Objects, Contagion |
Level 6: Spell and Blade
You gain the following abilities:
Spell-Strike. When you use the Magic Action to cast a spell of 1st level or higher with a casting time of 1 Action, you can make one weapon attack as part of that action.
Arcane Shield. You learn the Shield spell, you can cast it twice without expending a spellslot. You regain all uses when you finish a short or long rest.
Level 10: Hag's Curses
When you use your Cursed Blade feature, you gain the following options for the curse effect:
- Transformation. The target makes a Wisdom saving throw, on a failure it is transformed into a Tiny harmless creature. You choose it's appearance, while in this form it cannot make attacks or cast spells. The creature reverts to its normal form if it takes any damage or when your Curse end on it, it also repeats the save at the end of each turn reverting to its normal form on a success.
- Weightlessness. The target makes a Constitution saving throw, on a failure it becomes weightless for the duration of your Curse. The target's jump distance is doubled, and if it is subject to forced movement it moves twice as far as normal. In addition, the target does not fall a the end of its jump/forced movement, but instead remains hovering in space. When your Curse ends the target floats down harmlessly to the ground. If the target has a fly speed it can fly normally while hovering weightlessly.
- Sudden Aging. The target makes a Charisma saving throw, on a failure it appears to rapidly age. The target's movement speeds are reduced by half, and it has disadvantage on melee attack rolls, and Strength and Dexterity saving throws for the duration of your Curse.
You can use this ability 3 times, regaining all uses when you finish a long rest. You can expend one of your Pact Magic spellslots to regain a use of this ability (no action required).
Level 14: Irresistible Hexes
When a creature succeeds on a saving throw against one of the spells in the Witch Knight Spell table, or against your Cursed Blade feature, you can use your reaction to force the target to reroll and use the new result. If the creature still succeeds, you gain temporary hit points equal to your Warlock level.
Once you use this feature, you can’t use it again until you finish a Long Rest.
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