Druid
Base Class: Druid

Drifting through trench systems and coral forests where light dares not reach, the Coven of the Bioluminescent Veil are quiet, luminous beings. Their wisdom is piercing, contemplative, and often ascetic, drawn from the subtle shifts in water pressure that carry whispers from the vanished city of their origin. Veil witches tend to their fellow wanderers, cryptic researchers, and hermits with no one else to watch over them, and to those compelled to travel the hard path, deep and far, to seek them out. Their care is harsh and truthful, often veiled in riddles or illusions, but they fiercely protect their territory and those within it against invasion, particularly psychic intrusion, and the crude exploitation of unseen truths.

Veil Spells

3rd-level feature

When you reach a Witch level specified in the Coven of the Bioluminescent Veil Spells table, you thereafter always have the listed spells prepared. 

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the witch spell list, the spell is nonetheless a witch spell for you.

Coven of Bioluminescent Veil Spells
Witch Level Spells
3rd animal friendship Lure of the Lights, animal messenger Message of the Deep Glow, poison spray Blinding bioluminescence, speak with animals Speak with the Currents, spider climb Climb the Reef Walls
5th haste Blurring Aura, water breathing Abyssal Respiration
7th dominate beast Mind of a Predator, aura of life Aura of Waves
9th insect plague Swarm of Glow worms, hold monster Paralyzing gaze

Level 3: Curse of the Veil

 

As a Bonus Action, you can veil a creature within 60 feet of you in a psychic curse, marking it as your veiled quarry for 1 hour. 

While the creature is cursed in this way:

- You have Advantage on the first attack roll against it you make on a turn. 

- You don’t provoke Opportunity Attacks from it. 

- You have Advantage on any Wisdom (Perception or Survival) check you make to find it, sensing its psychic signature.

- You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. 

 

Level 3: Shimmering Gift

Witches of the Coven of the Bioluminescent Veil are attuned to the hidden and psychic nature of the ocean as few other witches are. 

When you choose this coven, you gain the following benefits: 

- While you aren’t wearing Medium or Heavy armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. 
- Your Hit Point maximum increases by 2, and each time you gain a level in the witch class your Hit Point maximum increases by an additional 1 Hit Point. 
- In addition, your physical form now subtly shimmers, hiding a nature that no longer belongs to the simplistic world of clear sight, but rather the enigmatic deep. 
- You can manifest adaptations like bioluminescent filaments, deceptive lures, or hardening chitinous plates, or different natural weapons of your choice that shimmer with unseen energies. 
- When you make a melee attack using a natural weapon, you can instead choose to make a melee spell attack that deals 1d6 Bludgeoning, Piercing, or Slashing damage, as appropriate to the natural weapon you chose, and you add your Wisdom modifier to the damage. 
- You can change these adaptations to your form as a Bonus Action. 

Level 6: Luminous Familiar

6th-level  feature

You always have Call of the Abyssal Veil prepared. You can cast it as a Transmutation spell that targets your familiar, transforming it into a glowing spirit-creature suffused with oceanic magic. Its game statistics change to match the Abyssal Veil Companion stat block. The spell lasts for 1 minute, does not require concentration, and its  Hit Points go to 20. While transformed, the familiar emits dim bioluminescent light in a 20-foot radius and grants advantage on Stealth checks made while hiding in dim light or darkness within water.

You can cast Call of the Abyssal Veil once per long rest expending a 2nd level spell slot or higher.

🌊 Call of the Abyssal Veil

2nd-level Transmutation (Witch)

Casting Time: 1 bonus action
Range: Familiar in line of sight up to 60ft
Components: V, S
Duration: 1 minute (no concentration)


Description:

You summon the deep’s luminous magic to cloak your familiar in the power of the Abyssal Veil. Threads of glowing bioluminescence weave around it, transforming it into an Abyssal Veil Companion, a spirit-creature suffused with oceanic and lunar light.

For the duration, your familiar gains new statistics and abilities (see the Abyssal Veil Companion stat block). The companion emits dim light in a 20-foot radius and gains the ability to assist you actively in battle.


Effects:

  • Your familiar transforms into the Abyssal Veil Companion form for 1 minute.

  • While transformed, it can make attacks and use its unique Glow Pulse feature.

  • It has 20 HP on transformation. +5 temp HP for every level over 2nd you cast it at.

  • The familiar counts as magical for the purposes of overcoming resistance to damage.

  • If reduced to 0 HP, its magical cloak fails and it goes into death saves ( note your pet can die if you bring it into battle)


At Higher Levels. When cast using a spell slot of 3rd level or higher, the damage of its Glow Pulse increases by 1d6 per slot level above 2nd and add +5 temp hit points per level.

You may cast this spell once per long rest, expending a spell slot.

🦑 Abyssal Veil Companion

Small Celestial/Fey, Neutral

Armor Class: 12 + your proficiency bonus
Hit Points: 20 
Speed: 30 ft., swim 30 ft.


STR 8 (-1)
DEX 15 (+2)
CON 14 (+2)
INT 6 (-2)
WIS 14 (+2)
CHA 10 (+0)


Saving Throws: Dex + your proficiency bonus
Skills: Perception +2, Stealth +3
Damage Resistances: Cold
Senses: Darkvision 60 ft., passive Perception 14
Languages: Understands your languages but cannot speak
Proficiency Bonus: Equals your own


Traits:

Amphibious. The companion can breathe both air and water.

Bioluminescent Aura. The companion sheds dim light in a 20-foot radius. You and allies within this light gain advantage on Stealth checks in underwater environments (as predators are drawn to other light sources).

Familiar Bond. While within 30 feet of you, the companion can deliver your touch spells.


Actions:

Glow Pulse (Recharge 5–6). The companion emits a pulse of dazzling bioluminescent energy in a 10-foot radius. Creatures of your choice must succeed on a Constitution saving throw (DC = your Spell Save DC) or take 2d6 radiant damage  and granting them advantage on attacks against them until the start of your next turn.

Tentacle Snap. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your proficiency bonus bludgeoning damage.


 

Level 10: Radiant Bloom

10th-level  feature

When you take the Attack action or cast a spell that targets a single creature, you can cause motes of magical bioluminescence to dance in the water around you. You may make an additional attack or cast a cantrip that deals damage as a bonus action. In addition, any ally within 30 feet who begins their turn in your glowing field (10-foot radius around you) gains temporary hit points equal to your Wisdom modifier.

Level 14: Shroud of the Deep

14th-level feature

You gain one of the following feature options of your choice, representing the deep bond between your magic and the abyssal sea:

-Luminous Step: As a bonus action, you may dissolve into a burst of glowing plankton and reappear in an unoccupied space within 30 feet that you can see. All enemies within 10 feet of where you reappear take psychic damage equal to 2d6 + your Wisdom modifier. You regain this use after a long rest or by expending a 3rd-level spell slot.

- Abyssal Camouflage: You can, as a bonus action, dim your light and vanish from sight. You become invisible until the end of your next turn or until you attack or cast a spell. Your next attack from invisibility deals an additional 4d6 radiant damage.

- Ebbing Curse:When you damage a creature marked by your Curse of the Veil , it begins to "bleed light" At the start of its turn, it takes radiant damage equal to 5 HP, which increases by 5 each time you hit it again (max 20 per turn). The effect ends if the curse ends or the creature is healed with magical restoration.

- Will of the Veil: You can’t lose concentration on curse spells from taking damage, and you have advantage on saving throws against being charmed, frightened, or stunned.

Level 1: Witch Spells

Note that all spells are not prepared. You will follow the druid rules for number of prepared compared to the known spells. 

Cantrips (Level 0 Witch Spells)
Acid Splash 
Cackle* 
Chill Touch 
Guidance 
Light
Mending 
Message 
Minor Illusion 
Produce Flame 
Resistance 
Shillelagh 
True Strike 

 

 

Level 1 Witch Spells

Animal Friendship 
Alarm 
Bane 
Bless 
Command 
Cure Wounds 
Detect Evil and Good 
Detect Magic 
Detect Poison and Disease 
Disguise Self 
Fog Cloud 
Heroism 
Hideous Laughter 
Inflict Wounds 
Protection from Evil and Good 
Shield 
Silent Image 
Sleep 
Witch’s Grasp* 


Level 2 Witch Spells

Aid 
Animal Messenger 
Arcane Lock 
Augury 
Blindness/Deafness 
Breath of Belladonna* 
Cleansing Crystal* 
Continual Flame 
Darkness 
Darkvision 
Detect Thoughts 
Enhance Ability 
Enlarge/Reduce 
Gust of Wind 
Heat Metal 
Hold Person 
Invisibility 
Lesser Restoration 
Levitate 
Magic Mouth 
Protection from Poison 
Ray of Enfeeblement 
Scorching Ray 
See Invisibility 
Shatter 
Silence 
Spider Climb 
Tongue-Tie* 
Web 

 

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