Warlock
Base Class: Warlock

Witches need a mentor to teach them witchcraft. Warlocks need a patron to grant them their powers. As a Pact of the Witch warlock, your mentor & your patron're 1 & the same. An incredibly powerful witch taught you witchcraft, & thru your covenant they also became both your mentor & your patron. Your magic stems both from the spirits you summon & from your mentor themselves. You're able to tap into your patron’s immense source of magic for your own means-so long as they agree w/ your actions.

Under the watchful eye of your familiar, your patron sees your every move. Whether this is to protect you from harm or to ensure you fulfill their evil goals depends on the mentor & patron you choose. Your training under such an immensely powerful witch has taught you the importance & strength of belonging to a coven, a powerful coterie of magic users who enhance each other’s magical abilities. You know that there’s strength in #s, & w/ both your coven & your familiar at your side, there’s little on this plane, or any other, that can oppose you.

Greater Familiar

Starting at 1st level, you acquire a special familiar that'll accompany you on your journey. This familiar's intrinsically tied to your mentor & patron, & they serve them as much as they serve you. They're your companion, but also the eyes & ears of the powerful witch that gives you your warlock & witch powers. They've their own will & their own opinions, & won't hesitate to make them known.

You learn the find familiar spell & can cast it as a ritual. The spell doesn’t count against your # of spells known. When you cast the spell, the following modifications're made:

  • Your familiar’s Int is either 10 or the Int marked in the creature’s stat block, whichever's higher.
  • Your familiar knows all languages you do, & can communicate telepathically w/ any creature w/in 100ft w/ whom they share a language.
  • When seeing thru the eyes of your familiar, you aren't deaf or blind.
  • Your familiar adds your Cha modifier to their AC, & both your Cha & proficiency modifier to their HP.
  • The material cost to cast the spell find familiar is ignored, & the time to cast the spell's halved.
 

Coven Magic

Starting at 1st level, you gain the ability to make your own coven in order to empower its members, including yourself. The bond that ties the covenmates is arcane in nature; their magical abilities're enhanced by the mere presence of another coven member.

Choose a willing creature w/ whom you share a close bond & who can cast spells. This creature's now a member of your coven. Your magic, as well as theirs, is empowered while in proximity to 1 another.

When all members of the coven're w/in 30ft of each other:

  • The time & material cost for casting spells as rituals is halved for all members of the coven.
  • Members of the coven can’t be targeted by any divination magic or perceived thru magical scrying sensors.
  • Choose a spell that all members of the coven already know. When 1 member of the coven casts that spell, any other member of the coven can use their reaction to cast it as well, provided they've the necessary spell slot to cast it. The spell in question can’t be cast w/ a higher level spell slot. Once you’ve chosen a spell, you can’t change it to a different spell until all members of the coven finish a long rest. Once a member of the coven has used this ability to cast a spell as a reaction, they can’t do so again until they finish a long rest.

Any member of a coven can leave the coven whenever they please. When they leave, they no longer enjoy any of the benefits that come from being part of the coven.

 

Familiar Bond

At 6th level, your bond between you & your familiar rises to new heights of power. You're able to call on spirits thru the veil to protect your familiar & keep them from harm when in battle.

  • The familiar can use the Help action both as a bonus action & as an action in 1 turn. If using the Help action to help you, its range's 30ft.
  • Whenever the familiar's required to make a saving throw, they can do so using your stats instead of their own.
  • If your familiar goes down to 0 HP, you can use an action & a spell slot of 1st level or higher to bring them back to full HP w/o needing to cast find familiar, provided you do so w/in 1 minute of their death. Once you’ve brought back your familiar thru the use of this ability, you can’t do so again until you finish a long rest.
 

Coven Bond

At 10th level, your mastery over witchcraft has grown, & so has your coven. 1 additional willing creature w/ whom you share a close bond, & who's able to cast spells, can now join your coven, bringing it to a total of 3 members, including you. The magic of your coven's further empowered as your bonds grow stronger.

When all members of the coven're w/in 50ft of each other:

  • Members of the coven can't be charmed or frightened.
  • Members of the coven've advantage on Cha saving throws.
  • Members of the coven don't receive any damage caused by a spell cast by another member of the coven, as long as that spell has an area of effect. For example, fireball cast by 1 member of the coven doesn't affect the other members, but eldritch blast does. Members of the coven don't need to make saving throws when entering the area of effect of another member’s spell if the saving throw's used to determine how much damage they would take. Other effects, such as blindness or deafness, aren't negated, & members of the coven must make the appropriate saving throws if in the spell’s area of effect.
 

Final Familiar

You call on spirits from beyond the veil & on your own witch patron, to greatly empower your familiar in battle

As an action, you can empower your familiar. The powers granted to your familiar stay for a # of minutes = to your Cha modifier. While this ability's active:

  • Your familiar grows 1 size larger.
  • Your familiar’s speed increases by 10ft. If the familiar's able to fly or possesses another type of movement, such as swimming or burrowing, it's also increased by 10ft.
  • Your familiar’s HP is = to your HP.
  • Your familiar’s Cha modifier's = to your Cha modifier.
  • Your familiar can attack on their initiative turn. They've 1 action, 1 bonus action, & 1 reaction.
  • On their turn, your familiar can cast any cantrip you know. When casting a cantrip, it acts as if you cast it when considering warlock levels. Additionally, any eldritch invocations that empower or otherwise affect the cantrip for you also affect the cantrips cast by your familiar.

You can end this ability early by using a bonus action. When this ability comes to an end, your familiar’s HP drops to 0. Only casting the find familiar spell can bring it back to your side, & you can't use your Familiar Bond ability to bring it back. Once you’ve empowered your familiar thru the use of this ability, you can’t do so again until you finish a long rest.

 

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