Saturday, April 14, 2018

Naryan Class Option: Warlock's Elemental Patron

The elemental planes are the nexus through which the elements of earth, fire, air and water spring into the material plane and whence they, inevitably, return. It is home to hosts of alien entities that embody and control their element with supernatural affinity. These beings are arguably purer than anything in the material world and some have powers that rival the gods. And yet, within the material plane, they are weak and must submit to the whims of the gods of Narya. To avoid risking to much of themselves by personally invading or exploring the material plane, these entities prefer to send servants or, in the case of today's subject, enlist emmissaries.

Warlocks who make a pact with an elemental patron either did so to merely seek power, to repay a debt to such an entity, or to become closer to an element that they felt a deep connection towards. As part of the pact, their body and magicks are imbued with the affinity of their patron.

Whether they are a stubborn and immovable earth warlock, a fiery passionate and furious fire warlock, a flexible and easy-going air warlock or the ever-shifting and deep water warlock, these spellcasters are specialists with ties to beings that are both alien and universal.

PLANE OF EARTH
Stoneheart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of earth that resonates through your mind, body and soul.
You learn to speak, understand, read and write in Primordial.
You gain the Mold Earth cantrip. It does not count towards your number of known cantrips.
Also, as a bonus action you can activate your stoneheart ability. While active, you gain a base AC of 13+ your Constitution and stone shards cover your skin. This effect lasts until you end it as a bonus action or you are incapacitated.

Also, the elemental patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
1st Absorb Elements, Earth Tremor

2nd Earthbind, Dust Devil
3rd Meld into Stone, Erupting Earth

4th Conjure Minor Elementals, Stone Shape, Stone Skin
5th Conjure Elementals, Wall of Stone

Earthswimmer
Starting at 6th level, you move through the earth like a fish through the water or a bird through the air. While your stoneheart is active, you gain a burrow speed of 30 feet. You can choose to either create a tunnel of your size as you burrow or to move through the earth without disturbing the material as you move through it. Furthermore, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Also, you do not need to eat, drink or breathe. Instead, you can sustain yourself by consuming 1 lb. of natural minerals per day. Also, you are no longer affected by atmospheric pressure.

Unbreakable Aegis
Starting at 10th level, your stoney armor becomes even more durable. While your stoneheart ability is active, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.

Titan of Earth
Starting at 14th level, you can bring the elmental plane of earth to build and destroy your surroundings. While your stoneheart ability is active, you gain a number of charges equal to your Charisma. As an action, you can expend charges to cause a number of pillar of stone, up to the amount of expended charges, to burst from an earth surface, such as the ground or cavern wall, within 120 feet that you can see. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The earth surface where a pillar appears must be wide enough for its diameter. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw based on your spellcasting save or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Once you have summoned a number of stone pillars equal to your Charisma modifier, you must take a short rest before you can use this feature again.



PLANE OF FIRE
Blazing Heart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of fire that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the Control Flames cantrip. It does not count towards your number of known cantrips.
Also, as a bonus action, you can activate your blazing heart ability and your body emits heat and light as hot a burning ember. You gain resistance to fire damage, sheds bright light in a 30-foot radius and dim light in an additional 30 ft, and if you touch or are touched by a creature or a flammable object, you can choose for it to ignite. This effect lasts until you end it as a bonus action or you are incapacitated.

Also, the elemental patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
1st Burning Hands, Grease
2nd Scorching Ray, Flaming Sphere

3rd Fireball, Flame Arrows
4th Conjure Minor Elementals, Fireshield, Wall of Fire

5th Conjure Elementals, Flamestrike

Fire Dancer
Starting at 6th level, you move with ferocity and speed of an out of control flame. While your blazing heart ability is active, your gain a fly speed equal of 30 and you are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.

Also, you can sustain yourself on smoke alone. Instead of eating or drinking or breathing oxygen, you can sustain yourself by burning 1 pound of organic material with your spells or blazing heart ability per day.

Through the Fire and Flames 
Starting at 10th level, you relish fire's wrath. While your blazing heart ability is active, you gain immunity to fire damage. Furthermore, you can use a bonus action to teleport to any source of flame within 30 feet.

Titan of Fire
Starting at 14th level, you become an inferno incarnate. While your blazing heart ability is active, you gain a number of charges equal to your Charisma modifier. You can expend a charge to hurl flames or erupt into flames as an action.

When you hurl flames, you make a spell attack against a creature within 120 feet. The attack deals 6d6 fire damage on a hit and ignites all flammable objects.

When you erupt into flames, all flammable objects within 30 feet ignite and all creatures within 30 feet must make a Dexterity saving throw against your warlock's spell save or take the remaining number of charges multiplied by 6d6 fire damage. Half damage on save.

Once you have hurled flames a number of times equal to your charisma modifier or erupted into flames, you must take a long rest before you can use this feature again.


PLANE OF AIR
Soaring Heart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of air that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the Gust cantrip. It does not count towards your number of known cantrips.

Also, as a bonus action, you can activate your soaring heart ability, and your body becomes wrapped in an aetheral aura of wind. You gain a fly speed of 30 and you are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so. This effect lasts until you end it as a bonus action or you are incapacitated.

Also, the elemental patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
1st Thunderwave, Fog Cloud
2nd Dust Devil, Gust of Wind

3rd Lightning Bolt, Wind Wall

4th Conjure Minor Elementals, Storm Sphere, Freedom of Movement

5th Conjure Elementals, Control Winds

Graceful as the Wind

Starting at 6th level, you move like the wind. While your soaring heart ability is active, your fly speed increases 60 feet.

You also gain a hover speed of 30. If you are knocked prone, you can use a reaction to hover but only have up to half your speed on your next turn. If you are falling, you can use a reaction to reduce your falling damage to 0. While hovering, you ignore difficult terrain at the discretion of the dungeon master. You do not lose your hover speed when you are incapacitated and can still use a reaction to reduce your falling damage to 0.

Stormchild

Starting at 10th level, you find the power of the wind-- to create weather. While your soaring heart ability is active, you gain resistance to cold, lightning and thunder damage. In addition, when you activate the soaring heart ability, your aura of wind becomes a thick stormy vapor. When you are attacked, you can use a reaction to give the attack disadvantage. If the attack misses, the cloud disappears.

You do not regain the ability to summon this cloud until you finish a short rest.


Titan of Air
Starting at 14th level, you tear apart the battlefield like a hurricane. While your soaring heart ability is active, you gain a number of charges equal to your Charisma modifier. As an action, you can expend a charge to either summon a whirlwind or release the tempest as an action.

When you summon a whirlwind, you create a small tornado on a point in space that is within 120. All creatures within 5 feet of the point must make a Strength saving throw against your warlock's spell save. On a failure, a target takes 3d6 bludgeoning damage and is flung up 30 feet away from the point in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your warlock's spell save or take the same damage and be knocked prone.

When you release the tempest, you discharge an intense burst of electric energy. You direct the energy as a bolt of lightning in a 5 foot wide and 120 foot long line. Each creature in the line must make a Dexterity saving throw against your warlock's spell save or take the remaining number of charges multiplied by 6d6 lightning damage
 
Once you summoned a whirlwind a number equal to your charisma modifier or release the tempest you must take a long rest before you can use this feature again.

PLANE OF WATER
Weeping Heart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of water that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the Shape Water cantrip. It does not count towards your number of known cantrips.

Also, as a bonus action, you can activate your soaring heart ability, and your body secretes a chilling bubble of water. While active, you gain the ability to breathe underwater and you gain a swim speed equal to your speed.This effect lasts until you end it as a bonus action or you are incapacitated. You are gain resistance to cold damage. You are also not affected by water pressure or depth.

Also, the elemental patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
1st Create/Destroy Water, Fog Cloud

2nd Snilloc’s Snowball Swarm, Misty Step
3rd Wall of Water, Tidal Wave
4th Conjure Minor Elementals, Control Water, Watery Sphere

5th Conjure Elementals, Cone of Cold

From the Sea
Starting at 6th level, you are as welcome in the sea as on land. While your weeping heart ability is active, your swim speed increases to 60 feet and you are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.

Also, you can sustain yourself on liquid alone. Instead of eating or drinking or breathing oxygen, you can sustain yourself by drinking 1 gallon of pure water.

The Deep's Embrace
Starting at 10th level, you fall through your enemy's grasp like water. While your weeping heart ability is active, you are surrounded by a shield of water. While the shield is active, you have resistance to fire damage and any ranged weapon attack against you has disadvantage on the attack roll. If the shield takes cold damage, you lose the shield.

If you lose the shield, you regain it after taking a short rest.

Titan of Water
Starting at 14th level, you are the raging malestrom. While your weeping heart ability is active, you gain a number of charges equal to your Charisma modifier. As an action, you can expend a charge to either to summon an overwhelming wave or a cold snap.

When you summon an overwhelming wave, you create a wave of water that crashes down on an area within 60 feet. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw against your warlock's spell save. On a failure, a target takes 3d6 bludgeoning damage and is knocked prone. The water disperses and douses all flames in the immediate area.

When you cold snap, you create a blast of frigid air against all targets and creatures within 30 feet. Each creature within 30 feet must make a Constitution saving throw against your warlock's spell save or take the remaining number of charges multiplied by 6d6 cold damage. Half damage on save.

A creature killed by this spell becomes a frozen statue until it thaws.

Once you have summoned a number of overwhelming waves equal to your charisma modifier or cold snapped, you must take a long rest before you can use this feature again.

Thursday, February 22, 2018

Faiths of Sublanarya: The Bringer-of-Rain (Danu, Apep, Shambara, Vritra)


Dyeus the Sky-Father and Tefnas the Earth-Mother were fighting all the time and the world suffered for it. One of the Old Ones, Danu the Liquid Goddess, slipped past the safeguards and even the watchful eye of Ptah-Ra, and combined her essence with that of the Cosmic Serpent, Apep. Though their union was brief, with Dyeus and Tefnas subduing the alien goddess, it brought about the creation of a new threat that the sky and earth, exhausted from destroying Danu and spreading her across the wind and sea, could not subdue. From Apep and Danu was born, Vritra the Consumer.

Vritra was a great wyrm, a dragon with serpentine features, born of disharmony and darkness. As an embodiment and harbinger of Izft, the Envoloper cast darkness upon the River Iru, choking the river, from which all life sprang in ancient Hamutia, with his form.

Along the river, Vritra's asuran servant, Shambara the Builder, built 100 fortresses,like massive temple complexes, in the name of the draconic deity. Around these 100 fortresses, Vritra wrapped a wall of darkness and began choking the life from the world.

Dyeus and Tefnas were weakened but settled their arguments long enough to have more children. Firstborn of the east was the mighty Indra, fierce as a tiger, fast as lightning and with a warcry like thunder. Indra immediately set about trying to tear down the wall of shadow alongside his twin brother, Agni and his four other brothers. But the darkness pushed them back and no amount of force could surpass it. Only the demon ships of Shambara's men were allowed to pass from the sea, through the wall, and along the river.

Mithras had a plan.



Mithras was the youngest and wisest of the brothers. He knew of all creatures big and small that swam in the ocean. For his plan, he knew of a great fish, Apa.

Together, the brothers got Indra drunk on soma, the divine drink of the gods, disguised him as an ox's head, and cast him into the deep part of the sea. The great fish Apa swallowed Indra whole but suffered terrible indigestion. Fighting the beast from the inside, Indra guided it towards a demon pirate ship and killed Apa from the inside. The massive fish floated to the surface. The greedy demons netted Apa, dragged it from the primordial sea, traveled through the wall of darkness and up the river Iru.

Indra had been stuck in the belly of the fish for too long. He was furious and hungry. The golden god ate a whole out of Apa's belly and killed the pirates. He then turned his attentions on the 100 fortresses of Shambara. Each fortress fell to the might of Indra, lightning crashed and thunder roared, as he made his way to the 100th fortress.

There he faced Shambara. The asuran warlord was angry, proud and spiteful. He insulted Indra's smell, from the guts of Apa, and this caused Indra to fly into a drunken rage. The storm king threw Shambara down and tore his head from his shoulders, so he could never hold his nose or snark at the god again, before tossing the head into the heavens. To this day, the head circles the cosmos as a comet that returns periodically called "Shambara's Head".

100 fortresses destroyed and Shambara slain, Vritra descended on Indra to avenge his servants and slay his immortal foe. The two fought a legendary battle with Vritra breaking Indra's jaw but, as the fiend gloated, Indra flew into his mouth and summoned a storm inside of Vritra that destroyed him, casting his body down, and crushing the rest of his servants. Indra then gathered up all the water and threw it into the heavens. From that day on, he was known as the Bringer of Rain and the Storm King.

Together, with his brothers help, Indra buried the Wyrm deep within the earth but his servants still hear his whispers.

Sunday, February 18, 2018

Faiths of Sublanarya: The She-Lion and the Buffalo Demon (Mahisha, Durga)

It was during the Wyrd Wars, that the battle between the She-Tiger and the Buffalo demon came to pass. The lesser Raj-Hamutian gods, the Devi, has been at war with the asura, their fiendish enemies, led by the buffalo demon, Mahisha. Indra the Storm King led the devi bravely and it seemed assured that he would lead them to victory over the asura but Mahisha gained a powerful boon that tipped the war in his favor:

He gained the gift that no man could kill him. The devi were defeated and forced to retreat into the mountains. There they prayed for help and the goddess Shakti hearing the devi, who were like her own children, crying out in despair came to render aid with her mercy. Their prayers coalesced and the Mother-Of-Many transformed into a form that was as terrible and mighty as it was beautiful and serene: Durga the Merciful.

Their leader, Mahisha, laughed heartily as he thought that he could hear the wailing of his foes atop the mountain. He led his army up the mountainside, slowly, soaking in the assured victory that would see him reign over all of Hamutia. But the sound he heard wasn't the wailing of the gods. It was the warcry of just one goddess. Durga came down the mountain astride a golden lion like a sunrise coming over the horizon. The demons fell back at the sight of her majesty but Mahisha stood to meet the goddess in combat. He had not considered the technicality of his invincibility.

No man could kill Mahisha. But Durga was no man. Durga was a goddess.

She knocked him off of his own buffalo and the lion that durga rode upon swallowed the buffalo in one bite. Mahisha's joy turned to fear. He backpedaled and tried to join his fleeing army. The goddess and her lion maimed and devoured his forces as they chased him, turning the soil red with their blood, until finally the lion pounced upon him. The demon was scared, overwhelmed and desperate but the goddess was calm, collected, and serene as she took his life.

The buffalo was slain and Durga, the merciful counterpart of Kali, completed the female Trimurti.

Durga the Merciful

Title(s)
The She-Lion, The Serene, The Warrior Princess, The Wailing of the Gods

Pantheon(s)
Hamutian

Power Level
Greater Deity

Alignment
Lawful Good

Symbol
A warrior goddess astride a lion
Portfolio
Singing, mercy, grace, female warriors, combat

Domains
War

Worshipers
Warriors, righteously vengeful women (especially mothers), catfolk, dancers
 
Favored Weapon
Trident
Mahisha the Buffalo Demon
 
Title(s)
The Stubborn Bull, The Invincible General, The Iron Buffalo


Pantheon(s)
Hamutian

Power Level
Lesser Deity

Alignment
Chaotic Evil

Symbol
A water buffalo's horns with an upside down crown
Portfolio
Strength, durability, pride, determination, cruelty

Domains
War

Worshipers
Warlords, minotaurs, beastfolk, demons, cultists
 
Favored Weapon
Swords

Tuesday, February 13, 2018

Faiths of Sublanarya: Elephants, Snakes and the Moon (Shakti, Heramba, Kali, Manasa, Murugan, Thoth-Khonshu, Aubi)

Heramba is a famous and well-loved god in much of Raj-Hamut. Heramba is the god of the common man due to his virtues of perseverance, good-humor but also his role as a problem solver. He is popular and his worship is widespread with temples across the land. He is called the "remover of obstacles" and is a humble, flawed but clever god. His life began one hot summer, a long time ago...

The goddess Shakti was lonely in the home of her husband, the all-powerful Shiva, who was busy aboard. She was shaping clay into objects for her home and she had an idea: to form a child, a boy, out of the clay. As she did so, she was enamored with the handsome little figure and so, with the boundless love and power of the motherly goddess, a power that was a match for even Shiva, she gave it life and called her son Heramba.

Heramba had a mighty hunger and so, telling Heramba to guard the palace until she returned, Shakti went to the jungle to find food for him.

Shiva returned to surprise his wife and found a handsome youth blocking his entry. He told the boy to let him pass but the boy said that no one could enter without his mother's permission. Not realizing that the boy was his own son, Shiva fought the boy. He was surprised by the boy's courage and strength but none can resist the destructive power of Shiva. He beheaded the boy and went inside his palace.

When Shakti returned, she was mad with grief at the sight of her fallen boy and transformed into her most terrible form, Kali the Annhilator.

Even Shiva fears Kali; she is his equal in power and purpose but guided with a righteous ferocity that is a horror to behold. She set upon Shiva, beating and berating him for his callous act of violence against Heramba, until the mightiest of gods was forced to relent and beg his wife for forgiveness. He called out to his servants and told them to find his son a worthy replacement for his head-- and fast to placate his wife's fury.

The first creature they found was an elephant and, in their haste, this is how Heramba was given his iconic appearance and wisdom. Kali reverted to Shakti and Shiva welcomed his son into heart with open arms. But this was not the only story of Heramba. The other is of how he lost one of his tusks...


Heramba had two siblings: Murugan the Divine Spear, the handsome, swift and proud warrior god, and Manasa the Green Physician, the beautiful serpentine goddess and divine doctor. Manasa was known to play her two brothers against each other in contests since Murugan was cocky and Heramba was stubborn. It often made for an amusing contest between the two brothers but none was more famous than the "Cake Race".

Manasa was making cakes. Murugan and Heramba both wanted the cakes but Manasa decided to make a game out of it. She said that they were wedding cakes and that the first brother to get married would receive the cake. They set-up a challenge that the first brother to encircle the world would be the first to be married and therefore get the first slice of cake. Murugan took the bet out of pride and Heramba took it more out of desire for cake.

Manasa immediately took off on his peacock and shot off across the sky. Heramba did not leave the palace. Instead, he found his parents and embraced them seven times. He had put into practice the idiom: "He who circles his parents in his embrace, circles the world in his arms". Before Murugan could make it to the horizon, Heramba had already crossed the world and won the bet.

Heramba was married and got to take the first slice of cake. Unfortunately, Heramba's weakness is food. The god could not control himself and, after tasting the first bite of the cake, gobbled the rest of it down. The gods were furious and chased him from his own wedding party. He escaped on the back of his loyal mouse steed Kroncha.


Manasa was madder than the others and decided to punish Heramba by sending one of her snakes to cross his path. The snake startle Kroncha and Heramba was thrown from his perch. The god's belly split wide open and the cake tumbled from his belly. The cake formed the Ondon mountains. Wounded, the god grabbed the snake and wrapped it around his belly to seal the wound, showing his ingenuity. He climbed back atop Kroncha when he heard laughter from above.

Thoth-Khonshu the Moon Counselor to the gods of Ptah-Hamut laughing and mocking him. Heramba broke off one of his own tusks and, with a force like a hurricane, threw the tusk with such force that it split the moon into three pieces. Raj-Hamutians say this is why there are three moons in the sky.

Thoth-Khonshu's wife Aubi the Scribe is said to use the tusk as a quill so he never forgets diligence and restraint again.

SHAKTI THE MOTHER OF MANY
Title(s)
The Divine Cow, The Triumvirate Goddess, The Forgiver, She of Three Sides, The Supreme Chakra

Pantheon(s)
Hamutian

Power Level
Greater Deity

Alignment
Neutral Good

Symbol
A heart framed in a cows horns

Portfolio
Love, creation, destruction, forgiveness, energy

Domains
Life


Worshipers
Mothers, healers, midwives, women, shepherds
 
Favored Weapon
Trident


HERAMBA THE GENTLE GIANT
Title(s)
The Remover of Obstacles, Leader of the Group, Humble Headed, One-Tusk, The Elephant God

Pantheon(s)
Hamutian

Power Level
Lesser Deity

Alignment
Neutral Good

Symbol
An elephant's head

Portfolio
Prosperity, Peace, Perseverance, Cunning, Animals


Domains
Nature, Protection


Worshipers
Druids, haathraji, beastfolk, elephant herds, common folk
 
Favored Weapon
Swords


KALI THE ANNHILATOR
Title(s)
The Destroyer Goddess, The Unforgiving, The Fury, The Dark Mother, The Horned Dragon

Pantheon(s)
Hamutian

Power Level
Greater Deity

Alignment
 Chaotic Evil


Symbol
A bleeding skull

Portfolio
Destruction, annihilation, violence, assassination, rage

Domains
Death, War


Worshipers
Assassins, witches, demons, warriors, women
 
Favored Weapon
Sickle

MANASA THE GREEN PHYSICIAN
Title(s)
The Snake Goddess, The Divine Doctor, The God's Physician, The Python Queen, The Wisewoman

Pantheon(s)
Hamutian

Power Level
Lesser Deity

Alignment
Neutral Good

Symbol
A python curled around a lotus scepter

Portfolio
Snakes, poison, medicine, healing, forests

Domains
Life, Nature


Worshipers
Healers, doctors, wisewomen, druids, yuan-ti
 
Favored Weapon
Dagger


MURUGAN THE DIVINE SPEAR
Title(s)
The Peacock, The Warrior of Heaven, The Proud and Handsome Son, True-Of-Aim, The Battle Dancer

Pantheon(s)
Hamutian

Power Level
Lesser Deity

Alignment
Neutral

Symbol
A peacock clutching a spear

Portfolio
War, battle, courage, victory, fury

Domains
War


Worshipers
Warriors, bachelors, athletes, princes, lovers
 
Favored Weapon
Spears, Bows

THOTH-KHONSHU THE MOON COUNSELOR
Title(s)
The Ibis, The Loremaster, The Lunar Prince, The Wisest Son of Yasar, The

Pantheon(s)
Hamutian

Power Level
Greater Deity

Alignment
Lawful Neutral

Symbol
An ibis and a quill

Portfolio
The moon, history, wisdom, justice, education

Domains
Knowledge


Worshipers
Judges, advisors, teachers, loremasters, scholars
 
Favored Weapon
Darts

AUBI THE SCRIBE
Title(s)
The Writer, The Author, The Spotted Goddess, The Knower-Of-Knowledge, The Ink-Spotted

Pantheon(s)
Hamutian

Power Level
Lesser Deity

Alignment
Neutral

Symbol
Cheetah with a palm leaf

Portfolio
Writing, scribes, astronomy, learning, poetry

Domains
Knowledge


Worshipers
Scribes, catfolk, assistants, writers, bards
 
Favored Weapon
Swords

Sunday, February 11, 2018

Naryan Class Options: The Witch (5e) CURRENT VERSION

THE WITCH
“Are you a good witch or a bad witch?” - The Wizard of Oz (1939)


A squat human hums a song, petting her black cat, and stirs a small cauldron filled with a bubbling blue liquid that will grant her invisibility when she sneaks into the tower of the dread lord to steal back the gold he has been taking from the overtaxed peasants in her village.


A halfling bobs up and down on a flying butter churn as she races her cackling raven through the canyon with a wyvern hurdling after them, probably wanting her eggs back, as the thieves escape her lair.


A purple octopus climbs up the shoulder of her blue skinned tiefling master and watches as he prepares to summon a demonic servant to help them open the large iron door that separates them from the next steps in their quest for power.


In the world of Narya, a witch is a spellcaster that not only taps into the arcane but also draws upon the divine and natural to empower their spells. Whether their mother taught them everything she learned from her mother or they became an apprentice to a local coven one foggy night, witches are naturally drawn to the unnatural and strange. Whether that supernatural attraction is like a moth to the flame or two lovers in harmony is up to the witch.


THE QUICKENING
Every now and then a child is born that finds themselves extremely sensitive to the supernatural. Perhaps they inherited it from their bloodline or they witnessed some weird event or perhaps it is just a result of the chaotic nature of reality, but these children are born and their sensitivity causes them to chafe with society. This sensitivity causes them to see things that others wouldn’t, to ask questions that no good mannered person would ask and to think differently than others . They are eccentric, to say the least, and they seek out the unusual instinctually. They are drawn to it.


After some time, either in childhood or youth, they begin having strange dreams. In their dreams, they are accompanied by a friend-- usually a cat, a small dog, a bird, a doll or an octopus-- that all can talk. One morning, they wake up, and, sitting on the bedpost, the friend becomes real. The friend explains that the child has begun the quickening, that they are the child’s familiar and that the child is a witch.


This is the strange manner that witches not born into a witching family are introduced to their gift and to the world of Witchcraft.


PERSECUTION
Witches are usually found in a society where magic is suppressed. In the world of Narya, there are places like Thule where magic, whether arcane, divine or natural, are discouraged and practitioners are rejected, if not persecuted, by the locals.
This is especially true among women in the more backwards parts of the realm. After all, a woman with power is dangerous in a patriarchy. If women are expected to be subservient and seen but not heard, then a woman who can tap into incredible power is not only a danger to those around her but to the community in the eyes of the local authorities. For this reason, witches are often scapegoated and hunted down.


This persecution caused magical knowledge to become a scarcity in these regions and actually furthers the Craft. After all, if a youth who is sensitive to magic was in a land where magical education is prevalent, they would become a druid, a cleric or a wizard. And so the common folk, the wise women and medicine women, mix the practices of several spellcasting traditions into an art called the Craft and pass it on to the next generation of witches.


THE CRAFT
The Craft of Witchery, witchcraft, is what some elitist spell-casters would call "common magic" or even "country magic". The most common witch practices a mix of medicine, fortune telling, and, for a price, putting hexes on people. A witch does specialized jobs from midwifery to exorcism. In many communities, such women have learned the trade from an older witch, even passed down from mother to daughter, and are respected cornerstones of country living. While reclusive, some witches form small groups called Covens. It is generally considered bad luck to gather more or less than three witches at a time: the Elder, is the oldest and is usually childless (called the "Crone" in evil covens), the Mother, has children and may even have a family, and the Maiden, a childless youth. They generally gather at special meetings to discuss local occurrences and collaborate on solutions to problems too big for a single witch.


These "good witches", according to those that call themselves such, help people. This doesn't mean, necessarily, doing what people want. Good isn't nice. Good does what's needed. Sometimes this means witches manipulate people, often relying on their knowledge and cunning over actual magic application, but always for the greater good. A good witch is a welcome member to any community in need. And yet, witches have a bad reputation in places, such as Thule and, perhaps, this is a mix of superstition and misogyny. After all, most spell-casters and those who seek and use power are at risk of being corrupted. But still, the prevalence and infamy of bad witches in folklore is indisputable.
 
There are plenty of reasons for a witch to go bad: they live alone, they are touched by magic, they are eccentric, they are persecuted and they meddle in the affairs of the outer planes. Some witchcraft relies upon drawing upon patrons, like demons or devils, for magic and that takes a toll. Their interests in the community turn from helping to hurting; they give potions with bad effects, they steal away livestock and children for dark purposes and, generally, become crazier and crueler. They basically become hags. And then somebody has to stop them.


Bad witches give their good counterparts such a bad reputations that, generally, good witches don't advertise their talents widely. After all, nobody wants to be burned at the stake.

THE WITCH
Level
Proficiency Bonus
Features
Cantrips Known
Brew Points
Spells Slots per Spell Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
2
Witch’s Familiar, The Craft
2
-

2
-
-
-
-
-
-
-
-
2nd
2


Witch's Brew
2
1

3
-
-
-
-
-
-
-
-
3rd
2
Witch's Coven
2
1

4
2
-
-
-
-
-
-
-
4th
2
Ability Score Improvement
3
1

4
3
-
-
-
-
-
-
-
5th
3
-
3
2

4
3
2
-
-
-
-
-
-
6th
3
Witch's Coven Feature
3
2

4
3
3
-
-
-
-
-
-
7th
3
Witch's Ride
3
2

4
3
3
1
-
-
-
-
-
8th
3
Ability Score Improvement
3
2

4
3
3
2
-
-
-
-
-
9th
4
-
3
3

4
3
3
3
1
-
-
-
-
10th
4


Witch's Coven Feature
4
3

4
3
3
3
2
-
-
-
-
11th
4



Superior Familiar
4
3

4
3
3
3
2
1
-
-
-
12th
4
Ability Score Improvement
4
3

4
3
3
3
2
1
-
-
-
13th
5



-
4
4

4
3
3
3
2
1
1
-
-
14th
5
Witch's Coven Feature
4
4

4
3
3
3
2
1
1
-
-
15th
5
-
4
4

4
3
3
3
2
1
1
1
-
16th
5
Ability Score Improvement
4
4

4
3
3
3
2
1
1
1
-
17th
6
-
4
5

4
3
3
3
2
1
1
1
1
18th
6
Witch Queen
4
5

4
3
3
3
3
1
1
1
1
19th
6
Ability Score Improvement
4
5

4
3
3
3
3
2
1
1
1
20th
6
Unbreakable Bond
4
5

4
3
3
3
3
2
2
1
1


CREATING A WITCH
As you make your witch, consider thinking about how they came to the quickening. Were they raised by a witch? Or were they unaware of their gift until they got it? Also consider if and how they interact with their coven: Do they regularly meet with their coven? Do they get along with their coven? Are the other members of the coven good or bad? How many witches are in the coven? Or do you choose to be a coven of one? You should also consider how the personality of your witch reflects your witch’s familiar: does the familiar act like a facsimile of you or does it have a very distinct personality? You should also carefully consider your Coven role and the coven you’re going to be linked to: do you take on the aspects of the charming maiden, the intuitive mother or the cunning crone? Do you feel connected to the desire the ambition in Air and Darkness or the control of Ash and Dust or the destructive zeal of the Fire and Blood or the kindness of Light and Laughter or do you seek the strange justice of Tears and Vengeance?
Work with your DM to figure out how witches fit in their setting and in their campaign.


QUICK BUILD
You can make a witch quickly by following these suggestions. First, choose the witch’s cat as your witch’s familiar. Second, pick the aspect of the Crone: Intelligence should by your highest score, followed by Constitution and Dexterity. Third, pick the hermit background. Fourth, choose poison spray and produce flame cantrips, along with the 1st-level spells hex and witch bolt.


CLASS FEATURES
As a witch, you gain the following class features.


Hit Points
Hit Dice: 1d6 per Witch level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels 1d6 (or 4) + your Constitution modifier per witch level after 1st


Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Herbalism Kit


Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Insight, Medicine, Nature, and Religion.


Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • Any simple weapon
  • An explorer’s pack
  • A herbalism kit


WITCH’S FAMILIAR


At 1st level, upon connecting to the raw magicks of the world by the quickening, natural and unnatural, you are approached by a witch’s familiar. A witch’s familiar is a creature that serves the witch as her spell focus.


As opposed to a familiar found through the find familiar spell, a witch’s familiar is instead part of the witch’s spirit that is a literal embodiment of the witch’s connection to magic gained by the quickening. Otherwise, it functions identically to a familiar in the Find Familiar spell except you choose from the following list: witch’s cat, witch’s dog, witch’s doll, witch’s octopus, or witch’s raven.


You learn the Find Familiar spell and can cast it as a ritual without a spell focus or material components. The spell doesn’t count towards your spells known.


THE CRAFT
Your connection to the arcane trinity, the quickening, has granted you the ability to cast spells with the aid of your familiar and practice the Craft.


CANTRIPS
You know two cantrips of your choice from the Witch cantrip spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.


SPELL SLOTS
The Witch table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest.


SPELLS KNOWN OF 1ST LEVEL AND HIGHER
At 1st level, you know a number of witch spells equal to your spellcasting ability modifier + your witch level (minimum of one spell). The spells must be of a level for which you have spell slots.


For example, if you're a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With an spellcasting ability of 16, your list of known spells includes six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell Color Spray, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You learn new spells through your quickening. You learn one new spell from the Witch Class spell list if you gain a witch level, except at level 3, 5, 7, 9, you only learn your coven spells, or permanently increase your spellcasting modifier. You do not forget known spells if your spellcasting ability modifier or witch level is temporarily decreased and you do not gain spells if your spellcasting ability modifier or witch level is temporarily increased.


SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your witch spells, since you gain your spells through your connection to the quickening-- your supernatural and inherent magical intuition You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell attack modifier= your proficiency bonus + your spellcasting ability modifier


RITUAL CASTING
You can cast a witch spell as a ritual if that spell has the ritual tag.
SPELLCASTING FOCUS
You can use a familiar as a spellcasting focus for your witch spells as long as the familiar is within 100 feet.

COVEN ASPECT
Within a coven of witches, there are three members: the maiden, the mother, and the crone. These roles represent the aspects of different stages of life and the aspect a witch represents in her actions, personality and appearance. It also determines an additional proficiency. Pick one of the following:

THE MAIDEN
This aspect is associated with youth, curiosity, energy, and passion. Witches that choose the aspect of the Maiden are beautiful and youthful, supernaturally so, regardless of their age, that may be alluring to some and off putting to others. A maiden witch is most likely to have romantic flirtations with others and spend time in/or around social gathering places


A witch of the Maiden Aspect gains Persuasion or Deception as a skill.
THE MOTHER
This aspect is associated with maturity, responsibility, intuition and courage. Witches that choose the aspect of the Mother are intuitively tied to their surroundings and are very empathetic to others. Their appearance tends to be the most natural among witches. A mother witch is most likely to have or care for children and animals and live in a village


A witch of the Mother Aspect gains Perception or Insight as a skill.
THE CRONE
This is aspect is associated with experience, diligence, patience and determination. Witches that choose the aspect of the Crone seek power and knowledge, often pushing others away, and have a reputation for preferring a life of solitude. Their appearance takes on unusual or even unattractive characteristics with warts, birthmarks or moles, unusual skin, hair and/or eye coloration, and other extreme features. A crone is most likely to live far from civilization


A witch of the Crone Aspect gains one knowledge skill from the follow options: Arcana, History, Nature, or Religion.
WITCH’S BREW
Starting at 2nd level, you get a brew point and gain additional brew points at higher levels, as shown in the Brew Points column of the Witch table. You can create special potions or “witch’s brews” with a “brew spell”. A brew spell is a spell included on the witch’s brew spell list.


In order to create a witch’s brew, you must perform the follow three requirements in this order:
  • Use a herbalism kit or spend an amount of time deemed adequate by the dungeon master gathering herbs/ingredients from the surrounding area if possible to create the liquid or liquid-like base for the brew. The brew will also require a container such as a vial but a bowl, cup, water skin, etc. will suffice per the dungeon master’s discretion.
  • Expend a brew point.
  • Expend a spell slot of the spell’s level or higher, expend necessary materials with a cost as if you were casting the spell, and maintain concentration as you craft the brew for an amount of time equal to the greater amount of time between 1 minute or the spell’s casting time.


If you succeed in performing those steps, you will have created a witch’s brew. If you stop the process or are interrupted, you fail and regain your brew point, spell slot and expended materials with a cost.

When consumed or absorbed through the skin, the witch’s brew grants the consumer the effects of that spell as if they are the spell’s target. All brews use the witch’s spell save DCs but any effect that requires concentration is based on the concentration of the brew consumer.


You determine the variant effects of a brew spell when creating a witch’s brew. For example, if you create a Polymorph witch’s brew, you can decide that anyone who consumes the brew will become a toad. If you expend more spell slots to increase the number of creatures that would normally be affected by the spell, you may create additional doses. For example, when casting the Invisibility spell, for every level of spell slot above level 2 that you use, you increase the number of targeted additional creatures by one. So, if you use a level 3 spell slot to create an Invisibility brew, you can create an additional dose.


Also if a spell would normally target more than one creature, you may make additional doses equal to the number that can be affected. For example, if you create a Mass Suggestion brew, you can create up to 12 doses.


After 24 hours, any brews that have not been used expire and lose their potency. When a brew expires, you regain all expended materials with a cost used to create the brew.


You can only have a number of active brews equal to your brew point maximum. If and/or when you make another brew past the number of max brew points available to you at this level, the oldest brews expires and loses its potency.


You regain your brew points when you finish a long rest.


BREW SPELL LIST
The following spells can be made into witch’s brews:
1st Level
Charm Person, Cure Wounds, Expeditious Retreat, False Life, Jump, Longstrider, Ray of Sickness, Sleep, Speak with Animals
2nd Level
Alter Self, Barkskin, Blindness/Deafness, Comprehend Languages, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Invisibility, Lesser Restoration, Protection from Poison, Ray of Enfeeblement, Suggestion, Spider Climb
3rd Level
Bestow Curse, Feign Death, Fly, Gaseous Form, Haste, Nondetection, Protection from Energy, Remove Curse, Revivify, Slow, Speak with Plants, Tongues, Water Breathing,
4th Level
Banishment, Greater Invisibility, Polymorph, Stoneskin
5th Level
Animate Objects, Awaken, Create Undead, Dominate Person, Geas, Greater Restoration, Mass Suggestion, Modify Memory, Raise Dead
6th Level
Flesh to Stone, Mass Suggestion, True-Seeing
7th Level
Regenerate, Resurrection
8th Level
Animal Shape, Dominate Monster, Feeblemind, Mindblank, Power Word Stun, Telepathy,
9th Level
Power Word Kill, Shapechange, True Polymorph, True Resurrection


WITCH’S COVEN


Starting at 3rd level, you have become part of a coven (whether you know it or not), including two other witches from your homeland or with at least two allies of your choice or with your family/clan/community, and your witch’s familiar grants you benefits based on your contract with the coven: Air & Darkness, Ash & Dust, Fire & Blood, Light & Laughter, and Tears & Vengeance, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th and 14th level.


ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


WITCH’S RIDE
At 7th level, you gain the ability to turn a mundane object of your size, or up to a large item, into a witch’s ride (a flying vehicle). It is up to you to pick the object, whether the classic broomstick, a cauldron, a wash pot, a fancy carpet or something more unique like a dragon’s skull, but they all have the same properties. It takes one hour of concentration on the object to turn it into a witch’s ride. The witch’s ride functions like the mundane item until you stand astride it and speak its command word. It then hovers beneath you and can be ridden into the air. It has a flying speed of 60 feet. It can carry up to 500 pounds, but its flying speed becomes 30 feet while carrying over 250 pounds. The ride stops hovering when you land.
You can send the ride to travel alone to a destination within 1 mile of you, if you speak the command word, name the location, and are familiar with that place. The ride comes back to you when you speak a command word, provided that the ride is still within 1 mile of you.


At 9th level, your witch’s ride improves. You can turn a mundane object of tiny size or up to a large item into a witch’s ride (a flying vehicle). At your command, the witch’s ride can increase or decrease between the tiny and large size categories. It can also carry up to 1,000 lbs, but its flying speed becomes 30 feet while carrying over 500 pounds.


At 13th level, your witch’s ride improves. At your command, the witch’s ride can now carry up to 1,500 lbs, but its flying speed becomes 30 feet while carrying over 1,000 pounds.


SUPERIOR FAMILIAR
At 11th level, you gain the ability to cast all of your witch’s spells from your witch’s familiar as long as you can telepathically communicate with it and you can communicate telepathically with your familiar up to a mile away.


WITCH QUEEN
At 18th level, your mastery of the Craft grants you the ability to sustain yourself so that you age more slowly and your lifespan is expanded tenfold. For example, as a human, for every 10 years that pass, your body ages only 1 year.


UNBREAKABLE BOND
At 20th level, as long as your familiar is alive, it can cast True Resurrection on you to bring you back to life without needing to expend any components or spell slots.


WITCH COVENS
At 3rd level, a witch has gained enough power and notoriety that she cannot ignore the draw of a coven and, even if she does, she still becomes connected to one. Connecting to a coven grants a witch special powers that inform the type of witch she is going to be from an alluring enchantress to a manipulator of the relationship between life and death to a cackling pyromaniac to a charitable white witch to a scheming sea witch.


COVEN SPELLS
Each coven has a list of spells-its coven spells-that you gain at the witch levels noted in the coven description. Once you gain a coven spell, you always have it prepared, and it doesn't count against the number of spells you know. If you would gain a coven spell from your coven but already know it, you may learn another witch spell of your choice..


If you have a coven spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.


AIR & DARKNESS
Perhaps your coven styles their magic on the Queen of Air & Darkness from the Twilight Realm, dread ruler of the gloaming court, a being of terrible beauty and power. On the other hand, you may very well sympathize and admire the cunning and style of the Kingslayer, Morgana la Fey.


When you call upon the powers of Air and Darkness, you draw them from the Queen’s Unseelie Court, the elemental plane of Air, the winds from North to South and East to West and from other gods and goddesses of air, darkness, and magic.


COVEN SPELLS
The knowledge you draw upon, whispers and secrets carried on the wind, lets you add these spells to your arsenal.


AIR & DARKNESS COVEN SPELLS
3 Charm Person, Command
5 Suggestion, Darkness
7 Sending, Compulsion
9 Dominate Person, Geas


BEAUTIFUL AND TERRIBLE
At 3rd level, your abilities to turn your beauty into a terrifying and enchanting power have begun to bear fruit. As a bonus action, you can radiate your beauty or fury in a way that is guaranteed to turn heads, make a grand entrance, or make others tremble in their boots. When you do so, choose a humanoid within 60 feet of you who can see and/or hear you. The target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target is enchanted by your magnificence, it is more willing to take your suggestions seriously, give you their attention, more willing to argue or speak on your behalf, be scared by you and avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its save against this effect, the target has no hint that you tried to charm it.


You can use this feature a number of times equal to your spellcasting modifier (minimum 1). After using it a number of times equal to your spellcasting modifier, you can’t use it again until you finish a short or long rest.


You also gain the Friends cantrip. It does not count towards your number of known cantrips.


UNSEELY DOMINATION
Starting at 6th level, whenever you use an enchantment spell on a creature, if when the spell ends the creature the creature realizes that you used magic to influence it, the creature must roll a Wisdom saving throw against your witch spell save DC. It if fails the saving throw, it instead doesn’t realize you used magic to influence it.


MIND OF IRON
Starting at 10th level, after years of manipulating others, you have realized the dangers of mind-affecting magic and have developed defenses against it. You are immune to being charmed, and when another creature attempts to charm you, you can use a reaction to attempt to turn the charm back on that creature. The creature must success on a Wisdom saving throw against your witch spell save DC or be charmed by you for 1 minute or until the creature takes any damage. You regain this ability on a short or long rest.


LOVE ME AND DESPAIR
Starting at 14th level, your ability to dominate your lessers allows you to manifest terrible beauty that overwhelms their senses.


As an action you can choose any number of creatures that can see or hear you within 60 feet. They must make a Wisdom saving throw against your witch spell save DC. On a failed save, they are charmed or frightened by you (your choice) for 1 minutes or until your concentration is broken (as if you are concentrating on a spell).


You must finish a long rest before you can use this feature again.


ASH & DUST
Your coven is interested in the passage of time, the old ways and the new, and knows that all will come to ruin in time: ashes to ashes, dust to dust.


Your coven might worship Angboda, the Witch of the Iron Wood or revere a powerful lich or other undead entity. You draw your power from manipulating the natural order of time, from death and from the passage of season, and revere gods of nature, death and time like Sylvanus, Mort, and even the dead Kronos.


COVEN SPELL LIST
You find your path in the dust and ash left behind by ruin and gain these spells as nettles in your bush.


ASH & DUST COVEN SPELLS
3, Ray of Sickness, Entangle
5 Ray of Enfeeblement, Spike Growth,
7 Blight, Grasping Vine
9 Insect Plague, Wall of Thorns


EVERYTHING IN ITS TIME
At 3rd level, you draw strength and reap life when surrounded by death. Once per turn, when you kill a creature or witness a creature being killed, you may expend a witch class hit die and regain a number of hit points equal to your spellcasting modifier.


Also, you have the ability to stall death as much as you draw upon it. You learn the Spare the Dying cantrip. It does not count towards you number of known cantrips.


MATRON OF THE DEAD
Starting at 6th level, you learn the animate dead spell. It does not count towards your number of spells known.


You also gain the ability to Turn Undead. As an action you call upon the powers of time and each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.


You regain this ability when you take a long rest.


DEATH HOST
At 10th level, you have resistance to necrotic damage and your hit point maximum can’t be reduced.


PAST, PRESENT AND FUTURE QUEEN
Starting at 14th level, you can become an embodiment of ruin itself and feed of the possible future of another creature. As an action, you choose a living creature that you can see within 30 feet of you. That creature must make a Constitution saving throw against your witch spell save DC. It it succeeds, you can’t use this feature on it again until you take a long rest. If it fails, you begin absorbing the creature’s essence. It can repeat the saving throw at the end of every round. It ends if you fail to maintain concentration (as if concentrating on a spell), are no longer within 30 feet of this creature at the end of one of your turns or until it makes a saving throw, and every time it fails the saving throw, the creature is ravaged by time and you regain a hit die. The creature also takes 8d8 + your witch spellcasting modifier necrotic damage, loses that number of maximum hit points, and decreases its Constitution ability score by a number equal to your witch spellcasting modifier. If this damage reduces the target to 0 hit points or its Constitution ability score becomes 0, it is disintegrated.


A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell.


You may also use this ability on undead creatures and constructs. Instead of dealing necrotic damage, instead you deal force damage.


You regain this ability when you take a short rest or take a long rest.


You also gain the Create Undead spell. It does not count towards your number of spells known.


FIRE & BLOOD
They say apples don’t fall far from the tree and, in the case of Fire & Blood witches, the egg doesn’t fall far from Baba Yaga’s chicken legged hut. Fire & Blood witches are carnal beings and take pleasure in destroying their enemies.


When a Fire & Blood hurls a fireball, they call upon the infinite roil of the Abyss and the fiery pits of the Nine Hells, they draw their ire from the elemental plane of fire, and are granted power and knowledge by the gods of fire and destruction.


COVEN SPELL LIST
When you walk into a room, you contemplate the quickest way to burn it all down. You add these spells as fuel in your quest.


FIRE & BLOOD COVEN SPELLS
3 Burning Hands, Scorching Ray
5 Flaming Sphere, Fireball
7 Fire Shield, Wall of Fire
9 Conjure Elemental, Flamestrike


HELL OR HIGH WATER
Beginning at 3rd level, your fire spells are beyond the normal hunger of worldly flame. Spells you cast ignore fire resistance. You also gain resistance to fire damage.


You also learn the Fire Bolt cantrip. It does not count towards your number of known cantrips.


BURN.
Staring at 6th level, your inner flame consumes your enemies with a ravenous vigor. Whenever you hit a creature or creatures with a spell that deals fire damage, you may use a bonus action and, when you do so, flames wreathe them. The creatures must make a Dexterity saving throw against your witch spell save DC. They take 2d6+ your witch spellcasting modifier fire damage on a failed save, or half as much damage on a successful one. On a failed save, the creatures also burns as long as you maintain concentration. The burning creatures sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the creatures repeat the saving throw. They take 2d6+ your witch spellcasting modifier fire damage on a failed save, and the effect ends on a successful one. These magical flames can’t be extinguished through non-magical means.
If damage from this spell reduces a target to 0 hit points, the creature is turned to ash.


You regain this ability when you destroy a creature with it or take a short or long rest.


I AM FIRE
Beginning at 10th level, the hunger of your fire spells becomes all consuming. Spells you cast ignore fire immunity. You also gain immunity to fire damage.


Also, whenever you take fire damage from an enemy creature’s attack, spell, aura, actions, etc., you may spend a healing surge as a reaction.


QUEEN OF THE ETERNAL FLAME
Starting at 14th level, your Burn ability increases to 4d6 + your spellcasting modifier damage.


You also can transform into an Adult Red Dragon as if using the Shapechange spell and all breath weapons you use in this form also use your Burn ability.


You regain this ability after taking a long rest.


LIGHT & LAUGHTER
Not all witches are cruel or grim. Some witches are kind and fair and, in some cases, there are witches downright sugary sweet.


You take after the goodness of Hylda Fairer-Than-Fairy in your devotion and dedication to use your craft to help others. You draw upon the Queen of Summer’s court, the goodly and kindly fey, you seek counsel from merciful gods and attract the well wishes, blessing and prayers of the innocent and good.


COVEN SPELL LIST
You seek to protect and help those that can’t protect or help themselves. You also use tools to protect them against the evils of the world. These are your blessings.


LIGHT AND LAUGHTER COVEN SPELLS
3 Healing Word, Cure Wounds
5 Mass Healing Word, Revivify
7 Daylight, Death Ward
9 Mass Cure Wounds, Raise Dead


WHITE WITCH
Starting at 3rd level, you are immune to disease.


Your goodness grants you unusual restorative powers. A kind word, a smile or a kiss from you can cure the afflicted. You can use an action to choose a target within 30 feet. You can remove a disease or one condition afflicting the target. The condition can be blinded, deafened, paralyzed, or poisoned. This spell has no effect on constructs or undead.


You can perform this action a number of times equal to your spellcasting modifier (minimum 1). You regain this ability when you take a short or long rest.


You learn the Spare the Dying cantrip. It does not count towards your number of known cantrips.


MIRACULOUS SAVE
Starting at 6th level, you can take a reaction to help a creature that has failed a saving throw that you can see or hear. When you do so, they reroll the saving throw. They use the higher result.


You regain this ability after taking a long rest.


BLESSED AND BELOVED
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be charmed or frightened while you are conscious.


PAX EX MACHINA
Starting at 14th level, you have the ability to beguile creatures into pacifism with your goodness either by performing a ballad or giving a touching speech. You can take an action to can choose any number of creatures that can see or hear you within 60 feet. They must make a Charisma saving throw against your witch spell save DC. On a failed save, they are charmed and they can’t attack for 1 minute or until your concentration is broken (as if you are concentrating on a spell). During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw.
This effect ends if they are attacked, take damage, or are forced to make a saving throw or if
they witness any of those things happening to their allies.


You must finish a long rest before you can use this feature again.


You also can take a reaction to help a creature you can see that has been hit by a spell or attack or failed a saving throw from a spell. Instead of being hit or failing, instead you send that creature to another plane of existence for an instant. It then reappears in the nearest unoccupied space by you.


You must finish a long rest before you can use this feature again.


TEARS & VENGEANCE
Your coven most likely meets near a large body of water, such as a lake or by the sea, or by a waterfall, river, or even in the sewers of a major sewer. You seek the power to punish those that have wronged you in the design of Caecillia the Sea Witch.


When a Sea Witch, such as yourself, uses her craft, she summons strength from the darkest depths of the ocean, she peers into the endless and maddening void of Otherworldly horrors, and calls upon gods of the sea, storm and vengeance.


COVEN SPELL LIST
You fish your spells from the eb and wave of the depths.Your knowledge reflects that terrible truth you found there.


TEARS & VENGEANCE COVEN SPELLS
3 Misty Step, Arms of Hadar
5 Water Breathing, Water Walking
7 Control Water, Evard's Black Tentacles
9 Cone of Cold, Conjure Elemental


WAY OF THE TENTACLE
Beginning at 3rd level, you gain the ability to breathe underwater and you gain a swim speed equal to your speed. You are gain resistance to cold damage. You are also not affected by water pressure or depth.


You also gain proficiency with the trident and can use it as a spellcasting focus.


You also gain the cantrip Thorn Whip but, instead of creating a long vine-like whip, your whip is like a toothed tentacle, it deals bludgeoning instead of piercing damage, can be used to push the creature hit 10 feet away instead of pulled 10 feet closer, and can grapple a creature your size or smaller (Escape DC equal to your witch’s spell save DC). It does not count towards your number of known cantrips.


MYSTERIES OF THE DEEP
Starting at 6th level, you can take an action to cause a tidal wave of water that is 10 feet wide and 10 feet thick that travels 60 feet in all directions, extinguishing all flames and soaking all objects within 60 feet. Each creature that would be affected by this tidal wave must make a Strength saving throw against your witch spell save DC or be pushed 30 feet away from you and must make a Dexterity saving throw against your witch spell save DC or be knocked prone. Furthermore, elemental creatures of fire within 60 feet must make a Constitution saving throw against your witch spell save DC, taking 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. For one minute, you have resistance to acid, fire, lightning and thunder damage.


You must finish a long rest before you can use this feature again.


EBB AND FLOW
Beginning at 10th level, you can cast the cantrip Thorn Whip as a bonus action. You cannot target the same creature twice with Thorn Whip in one round if you have already hit them with Thorn Whip. You also increase the distance pushed or pulled to 20 feet.


You gain resistance to lightning damage.


RELEASE THE KRAKEN
Starting at 14th level, increase the distance pushed or pulled by Thorn Whip to 30 feet.


Also, you can take an action to summon squirming ebony black tentacles that fill the ground within a 30 foot cube centered on you. For the duration, these tentacles turn the area into difficult terrain.
When an enemy creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw against your witch’s spell save DC or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.


A creature restrained by the tentacles can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (its choice) against your witch spell save DC. On a success, it frees itself.


You may also use a bonus action to fling any number of restrained targets up to 30 feet away and it is knocked prone. If a thrown target strikes a solid surface or falls, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target thrown at another creature, the creature must succeed a Dexterity saving throw against your witch’s spell save DC or take the same damage and be knocked prone.


The tentacles disappear when you dismiss them, after 1 minute, or until concentration is broken (as if you are concentrating on a spell).


You must finish a long rest before you can use this feature again.


WITCH’S SPELL LIST


Cantrips
Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Friends, Light, Mage Hand, Mending, Message, Minor Illusion, Poison Spray, Produce Flame, Ray of Frost, Shocking Grasp, True Strike, Witchcraft


Level 1
Alarm, Burning Hands, Charm Person, Cure Wounds, Chromatic Orb, Color Spray, Command
Create/Destroy Water, Detect Magic, Detect Poison/Disease,, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Find Familiar, Fog Cloud, Grease, Hex, Inflict Wounds, Jump, Longstrider, Mage Armor, Protection from Evil and Good, Ray of Sickness, Shield, Sleep, Tasha’s Hideous Laughter, Thunderwave, Unseen Servant, Witch Bolt


Level 2
Alter Self, Augury, Barkskin, Blindness/Deafness, Blur, Calm Emotions, Cloud of Daggers, Continual Flame, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Gentle Repose, Gust of Wind, Heat Metal, Hold Person, Invisibility, Knock, Levitate, Lesser Restoration, Locate Animals/Plants, Misty Step, Moonbeam, Protection from Poison, Ray of Enfeeblement, Scorching Ray, See Invisibility, Shatter, Silence, Spider Climb, Suggestion, Web


Level 3
Animate Dead, Bestow Curse, Blink, Call Lightning, Clairvoyance, Counterspell, Daylight, Dispel Magic, Fear, Feign Death, Fireball, Fly, Gaseous Form, Haste, Lightning Bolt, Meld into Stone, Nondetection, Plant Growth, Protection from Energy, Remove Curse, Revivify, Sending, Sleet Storm, Slow, Stinking Cloud, Speak with Plants, Tongues, Vampiric Touch, Water Breathing


Level 4
Arcane Eye, Banishment, Blight, Confusion, Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dimension Door, Evard's Black Tentacles, Divination, Fire Shield, Giant Insect, Greater Invisibility, Ice Storm, Locate Creature, Polymorph, Stone Shape, Stoneskin, Wall of Fire


Level 5
Animate Objects, Awaken, CloudkilI, Cone of Cold, Conjure Elemental, Contact Other Plane, Contagion, Dominate Person, Dream, Geas, Greater Restoration, Insect Plague, Hold Monster, Legend Lore, Mass Cure Wounds, Modify Memory, Passwall, Planar Binding, Raise Dead, Scrying, Telekinesis, Teleportation Circle, Wall of Force, Wall of Stone


Level 6
Arcane Gate, Chain Lightning, Circle of Death, Conjure Fey, Create Undead, Disintegrate, Eyebite, Find the Path, Flesh to Stonem Globe of Invulnerability, Guards and Wards, Harm, Magic Jar, Mass Suggestion, Move Earth, Otiluke’s Freezing Sphere, Otto's Irresistible Dance, Planar Ally, Sunbeam, True Seeing, Wall of Ice


Level 7
Delayed Blast Fireball, Etherealness, Finger of Death, Firestorm, Forcecage, Plane Shift, Prismatic Spray, Regenerate, Reverse Gravity, Sequester, Symbol, Teleport


Level 8
Animal Shape, Antimagic Field, Antipathy/Sympathy, Control Weather, Demiplane
Dominate Monster, Earthquake, Feeblemind, Incendiary Cloud, Mind Blank, Power Word Stun, Sunburst, Telepathy, Trap the Soul, Tsunami


Level 9
Astral Projection, Foresight, Gate, Imprisonment, Meteor Swarm, Power Word Kill, Shapechange, Storm of Vengeance, True Polymorph, True Resurrection

UPDATE: Xanathar's Guide  to Everything added a bunch of spells. Here are the spells from Xanathar's that witches can learn. I also added additions to the brew list.

Level 0
Control Flames, Create Bonfire, Frostbite, Gust, Infestation, Mold Earth, Shape Water, Thunderclap, Toll the Dead
Level 1
Absorb Elements, Catapult, Cause Fear, Earth Tremor, Ice Knife, Snare,
Level 2
Dragon's Breath, Dust Devil, Earthbind, Healing Spirit, Mindspike, Pyrotechnics, Shadow Blade,  Skyrwrite, Warding Wind
Level 3
Catnap, Enemies Abound, Erupting Earth, Flame Arrow, Life Transference, Summon Lesser Demons, Thunder Step, Tidal Wave, Tiny Servant, Wall of Sand, Wall of Water
Level 4
Charm Monster, Elemental Bane, Sickening Radiance, Storm Sphere, Summon Greater Demon, Vitriolic Sphere, Watery Sphere
Level 5
Control Winds, Danse Macabre, Dawn, Enervation, Far Step, Immolation, Infernal Calling, Maelstrom, Negative Energy Flood, Skill Empowerment, Steel Wind Strike, Synaptic Static, Transmute Rock, Wall of Light
Level 6
Bones of the Earth, Create Homunculus, Mental Prison, Primordial Ward, Scatter, Soul Cage
Level 7
Crown of Stars, Power Word Pain, Whirlwind
Level 8
Maddening Darkness
Level 9
Invulnerability, Mass Polymorph, Psychic Scream
Witchcraft
Transmutation
Level: Cantrip
Casting Time: 1 Action
Range: 30 feet
Component: V
Duration: Up to 1 minute
Concentration: Yes
Tapping into the forces of nature, magic and the divine, you produce one of the following otherworldly effects within range until you break concentration:
  • You cause a deck of cards to shuffle itself, a spoon to stir a pot, a knife to cut vegetables, an unlocked door or window to open or close, or some other small but impressive household task via telekinesis.
  • You can cause a stir in a flame, pool of water, or mote of dust that resembles moving figures, animals or objects.
  • You can cause your features to become more exaggerated, grow younger or older, grow beautiful or hideous, or change your appearance in an impressive manner.


Unique Witch’s Familiars
Witch's Cat.png
Witch's Dog.png
Witch's Doll.png
Witch's Octopus.png
Witch's Raven.png