Cleric
Base Class: Cleric

A witch has made a pact, a covenant, with the other members of the coven, and it is from this pact that their magic flows. A witch's covenant ritual often involves fire, blood, and sacrifices, and fundamentally changes the witch's soul, binding it to their coven and its members.

Gift of The Brewer

When you choose this domain at 1st level, you gain proficiency with herbalism kits and poisoner's kits. 

Gift of The Weave

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips. 

Channel Divinity: Gift of The Oracle

At 2nd level, when a creature within 30 feet of you makes an attack roll, ability check, or a saving throw, you can use your reaction to grant them advantage on that roll, using your Channel Divinity. 

Gift of The Maiden

When you join this domain at 1st level, healing others momentarily deters their pain. When a creature regains hit points as a result of a spell you cast or a racial ability you use, it gains temporary hit points equal to your Wisdom modifier.

A creature can benefit from this feature once per casting of a spell or use of an ability.

Gift of The Mother

At 8th level, as a bonus action, you can channel the love of the Mother. 

For one hour, you emit bright light in a 120-foot radius. Any hostile creature within that 120-foot radius suffers disadvantage on their attacks. Any creature that hits you with a spell or attack immediately suffers 4d6 radiant damage and is knocked prone. Once this ability is used, it can't be used again until you take a long rest.

Gift of The Crone

At 17th level you gain the ability to lay the most unsettling of gaze upon a creature. As a reaction to a creature hitting you with a melee attack, you can unleash the evil eye at them. The target creature must make a Wisdom saving throw or take 12d6 psychic damage and become frightened of you until the end of your next turn. On a successful save the target takes half damage and is not frightened. Once a creature has passed a save against this ability, they are immune to it for 24 hours.

Additionally, you gain proficiency in the Intimidation skill.

 

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