Base Class: Cleric
Edge witches focus on the edges in life - the edge between life and death, between childhood and adulthood, between good and evil. While they serve their communities in the same ways as clerics, they would not traditionally be considered among that number. Edge Witches don't truly believe in the gods. They know that the gods exist, of course, but why believe in something so... real? You might as well believe in cheesemongers. An Edge Witch's power comes from her own strong sense of self. There is no need for a god to tell her right from wrong. She lives in this world, knows its people - why should she trust in a god's judgement above her own? When the world is not as it should be, she doesn't pray to some god who would have acted already if they'd intended to; no, she looks inside herself for the power to tell the world: "You will change. You will be as I say." And, if she is truly a witch, the world listens.
Level 3: Cat's Eyes
Like cats, you can see death as it draws near. You can sense when any person or creature within 150 feet of you has 10% or fewer of their maximum hit points remaining. You also know the results of every death saving roll made within 150 feet of you (including knowing if it is a Natural 1 or Natural 20). This includes enemies or others whose results you would not ordinarily know.
Level 3: Edge Witch Domain Spells
Your connection to this domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Edge Witch Domain Spells table, you always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Cure Wounds, Gentle Repose, Lesser Restoration,See Invisibility, Suggestion |
| 5 | Bestow Curse, Mass Healing Word, Revivify, Speak With Dead |
| 7 | Compulsion, Death Ward |
| 9 | Geas, Greater Restoration, Mass Cure Wounds |
| 11 | Mass Suggestion, True Seeing |
Level 3: Common Sense Ain't Common
Witches are sensible. It's surprising how few people are. An Edge Witch has the ability to impart the occasional bit of common sense onto even the most fantastical of thinkers.
You have advantage on persuasion and intimidation rolls when you are:
- De-escalating a situation
- Giving sensible advice
- Convincing someone to act in a reasonable manner
In order to use this advantage, you must speak to the person you are persuading or intimidating and may not use a threat of violence. The target of this common sense advice must be able to hear you, either audibly or mentally, and must understand the language you are speaking.
Additionally, once per short rest, you may use "The Look." "The Look" requires no words and can be used even if you cannot speak or when the target does not understand your language. However, the target of "The Look" must be able to see your face. When hit with "The Look", the target will feel a moment of self-doubt regarding a recent decision and may re-roll a failed wisdom check, adding your Wisdom bonus (including any proficiency or expertise bonuses you may have) to their roll.
Level 6: Standing at the Edge
An Edge Witch stands at the edges of reality. As you grow in your power and self-certainty, you start to see the ways in which those edges can be affected. You may take the following Edge Abilities a number of times per long rest equal to half your proficiency bonus, rounded down.
The Edge of Life and Death:
A witch's judgement isn't about cruelty or mercy. It's about timing. As an action, you may declare that any person or creature is at a tipping point and help them along. The next damage or healing affecting that target is amplified by 20%, rounded up.
The Edge of Here and There:
When a witch draws a line, reality itself respects it. As an action, you may draw a 5ft x 60ft line which is not to be crossed. Any person or creature that tries to cross the line must succeed on a wisdom saving throw (DC 15). If the saving throw succeeds, the person's speed is reduced such that they require 15 feet of movement to cross 5 feet of the line. If the throw fails, they cannot physically cross the line. Only other edge witches may cross the line without a saving throw or speed penalty. Ranged attacks may still cross the line.
The Edge of Before and After:
A witch can see the threads of fate winding from the past to the future. On occasion, those threads can be subtly moved and help can arrive just in the nick of time. As an action, you may move yourself or a willing creature up to 30 feet instantaneously.
Level 17: The Ultimate Edge
Once per long rest, you may choose to add or subtract your proficiency bonus to any death saving throw made within 150 feet of you, other than your own. If doing so drops a roll to 1 or less, then that counts as 2 failures. If doing so raises a roll to 20 or greater, then that counts as 2 successes. You may not use this ability on your own saving throws.
A Witch's Farewell
All witches are granted knowledge of their own deaths. On your own permanent death, you may choose to enact one of the following farewells:
- The Last Word: You may cast one spell at level 5 or lower with your final moments of life. You may do this while unconscious and even if you have no remaining spell slots available. All verbal and somatic requirements are ignored, though any material components must have been in your possession at the time of your death (and will be consumed, if specified by the spell, upon casting.)
- Lingering Echoes: You may imbue one non-magical item you are holding with a minor or moderate magic effect, as approved by your DM (e.g., a +1 bonus or once-per-day spell). The effect is permanent and the item is now considered a magic item.
- Parting Knowledge: Choose a number of people equal to your wisdom modifier. You may impart them with a final burst of wisdom. They may each claim advantage on one wisdom check per day for the next 7 days.
Additionally, you may choose to have left a Final Will and Testament to divide out your possessions among your survivors. These possessions can include as many addressed letters relating secrets or information as you wish.
True Finality: If you choose to issue A Witch's Farewell, you cannot be resurrected by any means.
Comments