Friday, December 1, 2017

Monster Mash: Q is for Questing Beast

Is there more comedy or tragedy in equal parts found on the mortal plane than in the ironic quest to find the "Questing Beast"?

A Tradition.
The Glatisant or "Questing Beast" started as a tradition played upon young squires: their mentors would take them into the woods to hunt down a beast that has been troubling the local peasants without telling them anything about the creature. The older knight would treat this hunt with all seriousness. After night falls, the mentor would build up the size, speed and ferocity of the creature before describe the beast:

The creature has the spotted body of a leopard, the neck and head of a great serpent, the legs and hooves of a hart, and a long lion's tail. Its footfalls are silent and it can climb a tree as easily as a spider. You can hear the Glatisant call, the barking of thirty hounds hunting prey, right before it ambushes its prey!

Just as the knight finishes the story, the sound of barking hounds come from nearby, and the knight tells the squire to seek out the beast. Of course, there is no beast. The sound of the barking came from a hidden accomplice with several hounds or a dog call. The squire then spends the night, frightened of his own shadow, scrambling around the woods until morning. When they reveal the trick, the squire is embarrassed but gets to borrow the tradition and use it on the next apprentice.

It is all in good fun... until the gods get involved.

A Cosmic Joke Turned Real. Perhaps, a heroic god was displeased with a family of knights or a trickster god wanted to teach a do-gooder a lesson, but the Questing Beasts was made real.

The Glatisant is a large and solitary ambush predator that hunts small birds, lizards and fish. They spend most of their time lounging about in the branches of trees, running at break neck speed that defies their awkward body shape and barking in excitement when they see humanoids. Their call does sound like dozens of dogs yipping. Their natural instinct is to run from humanoids and they seem to enjoy the chase.

They are most vulnerable when they stop running to cool off with a drink.

The Quest. Many knights are tasked with hunting these creatures by the gods but they are difficult to catch. Some families hunt the same beast for generations, since these creatures live for hundreds of years, and the creature is a symbol found on many family crests. While some knights perhaps driven mad by the quest would slay the beast for a trophy but it is considered bad luck to harm one of these creatures. They are not known to attack humans. It is better to release them back into the wild so that future heroes can prove their mettle by catching the Questing Beast. And who knows, perhaps the Questing Beast will reward this act of mercy by coming to the aid of their favorite Questing hunter in their time of need.


Friday, November 17, 2017

Monster Mash: P is for Psobakka

Something has been digging up the graves and fouling up the corpses. Some nights the graveyard keeper hears a single pair of hooves walking up and down the gravel pathway that winds through the foggy graves and the strangled howl of a wolf. The village priest tells him that is just some of the local boys up to mischief but he knows better. The graveyard keeper locks his door at night. He prays that the trespasser doesn't grow bored of corpses. 

Necromancer's Pet. Psobakka are fiendish creations of evil spellcasters to serve as guards and corpse thieves. As a combination of demonic ritual and necromancy, they are crafted with the tail of a devil, the legs of a horse, the upper torso of a man, and the head of a wolf or jackal embedded with the chaotic yellow eye of a demon in the middle of their head and a jaw full of metallic teeth. They serve their creators, in exchange for souls, by guarding the spellcaster and hunting down more valuable body parts from nearby graveyards.

Anthrophagus Beasts. The psobakka only eat dead flesh. When they kill living humanoids, they often keep body parts as trophies to later be consumed when they start to rot. Psobakka also gain the memories of those they consume. If a psobakka's creator dies, they will consume their dead master and continue to try to carry out his will.

Pack Dynamics.  A powerful necromancer with the proper parts can create a psobakka alpha, a larger and more powerful variant, that often serves as the leader of a pack of psobakka. Psobakka Alpha always tend to be smarter than their lesser counterparts, often requiring multiple brains to function, and have psionic abilities.

Sunday, November 12, 2017

Naryan Class Options: Way of the Unblinking Eye Monk

Monks are disciplined warriors who find balance between mind, spirit and body, honing their energy--their ki-- into supernatural techniques that enhance their offensive and defensive abilities in battle. Each monastery has different ideals that inform their disciplines; some are guardians who learn mastery of the body to defend their order, some are stealthy assassins who move like shadows to seek out their enemies and destroy them, and some master the elements to help the people with mage like abilities. Others are scholars who seek knowledge. Some go too far.

Some monks look for answers to questions that no mortal should ask. And sometimes someone answers. The answers they give are not for mortal minds to bear. The monks that survive and keep guard the world from these truths are the monks of The Unblinking Eye. They are corrupted by the void, the mysterious enigmas of space and time, and by forces beyond even the gods. Yet, they manage to contain the madness, tame the impossible and repurpose it as armor and weapons against their foes.

The Unblinking Eye monks are interested in attaining knowledge, protecting forbidden knowledge, and protecting the world from the forces that would corrupt it.


Corrupted Ki

Starting when you choose this path at 3rd level, your mind echoes out of itself as it tries to escape the horrible truth. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Also, you can spend a ki point to add your proficiency bonus to an Arcana, History, Nature or Religion skill check.

Also, your ki has been corrupted by the unknowable knowledge that you learned but cannot unlearn. You gain the ability to disable your opponents with your ki. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
  • It must succeed on a Constitution saving throw or be blinded, deafened, or poisoned until the end of their next turn.
  • It must succeed on an Intelligence saving throw. If they fail, the creature can't cast spells, use psionics, activate magic items, understand language, or communicate in any intelligible way until the end of their next turn.
  •  If the target can hear you (though it need not understand you) or your thoughts, it must succeed on a Wisdom saving throw or take 1d4 psychic damage. The psychic damage increases to 2d4 at 5th, 3d4 at 11th, and 4d4 at 17th.

Fading Spirit
Starting at 6th level, you gain the ability to destabilize reality to blink in and out of existence. As a bonus action, you can spend 2 ki points to cast blur or misty step.


Reforged Mind
 By 11th level, you have learned ways to shield your mind from invasion. Your thoughts can’t be read by telepathy or other means unless you allow it. Furthermore, you cannot be charmed while conscious and have advantage on saving throws against abilities that would compel your actions.

You also have resistance to psychic damage, and, whenever a creature deals psychic damage to you, they must make a Wisdom saving throw or take your monk level in psychic damage.

The Ethereal Eye
At 17th level, by gazing into the void, you have obtained truth. You gain true sight up to 120 feet. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic.

Furthermore, you can see into the Ethereal Plane and interact/affect creatures and objects within the ethereal plane as if they were part of the material plane.

Friday, November 10, 2017

Naryan Class Options: Oath of the Crusader

We previously covered the Nameless God before and the Crusaders of the Holy Imperium.

Today, we look at the paladins of the Nameless God and their oath, the Oath of the Crusader. Paladins of the Nameless God are zealots who put their god above all others and opposing the gods of other faiths. They believe that they are holy warriors fighting an uneven war against blasphemers and heretics, worshipers of false and traitorous gods, and unnatural forces that would destroy the world in the absence of its creator. They seek to spread the truth, destroy the falsehoods and defend the children of the Nameless God until his prophesied return.

Tenets of the Crusader
The exact words and interpretations of the Oath of the Crusader may change, but they all hold these truths close to their hearts.

There is Only One Truth. There is only one god, the Nameless God. He is the creator. We are his children. He is lost, but not forgotten.

All Other Truths are False. All others 'gods' are false. They betrayed him. I will not suffer their falsehoods. I will spread the truth.

I Am His Sword. I shall destroy those that would prey upon the world in his absence: aberrations, celestials, elementals, fey, fiends, and undead. I will oppose the authority of the false gods and the outsiders. The unnatural and the traitors are not his children.

I Am His Shield. I shall purge the Imperium of blasphemers and heretics. I will protect the faithful. I will not falter.


The Lost Shall Be Found. Those that follow false gods are lost. It is my duty to bring them into the fold. Those that would oppose their salvation are his enemies.

He Shall Return. His faithful children will be rewarded. His enemies will submit to his glory. The world will be saved.



Oath of the Crusader Spells
You gain oath spells at the paladin levels listed.

3rd Shield, Protection from Good and Evil
5th Silence, Zone of Truth
9th Counterspell, Dispel Magic
13th Banishment, Freedom of Movement
17th Commune, Hallow

Channel Divinity

Spell-Breaker. You can use your Channel Divnity to call upon the Nameless God to defy the unnatural. As a reaction, which you take when you see a creature within 60 feet casting a spell, you cast the Counterspell spell without expending spell slot as if you cast it at 3rd level.

Crusader's Stand. You can use your Channel Divnity to survive the impossible. As a reaction, until the end of your next turn, if damage would reduce you to 0 points this round, you instead are reduced to 1 hit points and are unaffected by all active conditions.


Aura of the Crusader
Starting at 7th level, you can take an action to pick one creature type: aberrations, celestials, elementals, fey, fiends, and undead. You and all allies within 10 feet of you are under the effect of a Protection from Good and Evil spell. This effect ends when you pick another creature type from the list.
At 18th level, the aura increases to 30 feet.


Unbroken
Beginning at 15th level, you have resistance to damage from spells and other magical effects.


Sainthood
At 20th level, as an action, you can say the name of the Nameless God.

As an action, your body becomes abjured against death itself. For 1 minute, if you would be reduced to 0 hit points, instead you are reduced to 1 hit point.

Once you use this feature, you cannot use it again until you finish a long rest.

Also, during the minute, you can choose to perform an act of martyrdom to become a saint. You succeed at an impossible act but drop to 0 hit points and fail three death saving throws. You cannot be resurrected by any means after performing an act of martyrdom.

No one knows for sure if the miracle you achieved is by the shear force of your own faith, the faith of the Imperium, interference by past saints or by the distant influence of the Nameless God.

Character Crunch: Satyrs, Centaurs & Minotaurs of Geleda

Ability Score Increase You increase your Dexterity by 2 and your Charisma by 1.
Alignment. Satyrs have little to no interest in questions of morality or ethics. They are interested in one thing and one thing only: partying. Some satyrs will stoop to any low to entertain themselves, others play cruel games, and others are more benevolent in their merry-making. Satyrs tend to be chaotic neutral.
Size. Your are similarly sized to a human. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Merry-Maker. You have proficiency with the Performance skill and in one instrument.
Ram. Your horns are a strong natural melee weapon, which can be used to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 2d4+ your Strength modifier. 
Charging Ram. When you use the Dash action on your turn, you may use a bonus action to make a ram attack. If you hit with a ram attack against a Medium sized or smaller creature, after taking a Dash action, they must also make a Strength saving throw equal to 8 + your proficiency bonus + your Strength modifier. If they fail, they are knocked prone or pushed away 5 feet (your choice).
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Extra Languages. In addition to speaking Common, satyrs speak Elvish and Sylvan.



Ability Score Increase You increase your Strength by 2 and your Dexterity by 1.
Alignment. Centaurs are peace-loving nomads that try to avoid conflict but, when pressed, are fierce opponents to evil. They tend to be neutral good but those that have had a bad experience with civilized people may be more chaotic.
Size. Your are similarly sized to a draft horse. Your size is Large. You can carry twice the weight of a medium sized creature and double the weight you can push, pull, lift and drag.
Speed. Your base walking speed is 40 feet.
Runner. You have proficiency in the Athletics skill.
Charge. If you move at least 30 feet towards a target and hit it with a melee weapon attack, they also take an additional weapon dice. You can only use this once per turn.
Hooves. Your kicks are a strong natural melee weapon, which can be used to make unarmed strikes. Each attack with your hooves deal bludgeoning damage equal to 1d6 + your Strength modifier. Once per round, you may deal an additional weapon dice with one of your hoof attacks.
Trample. When you take the Dash action on your turn, you can move through the squares of Medium sized or smaller creature. They can take a reaction to move five feet into the nearest unoccupied square but, if they do so, they cannot take an opportunity attack against you during this turn. If they do not move, you can make a hoof melee attack against them as a free action.
Barding Required: Armor made for a centaur costs four times as much as a medium sized humanoid and weighs twice as much.
Extra Languages. In addition to speaking Common, centaurs speak Elvish and Sylvan.



Ability Score Increase You increase your Strength by 2 and your Wisdom by 1.
Alignment. Labyrinthine minotaurs follow strict codes of honor and tradition passed down through their culture. They are loyal companions and dangerous foes. Living in the World Below is harsh, often brutal and extremely competitive, and therefore their race tends toward evil.
Size. Labyrinthine minotaurs are smaller than their more monstrous savage cousins. They are Medium size.
Speed. Your base walking speed is 30 feet.
Gore. Your horns are a deadly natural melee weapon, which can be used to make unarmed strikes. You attack with your horns (a gore attack) and, if you hit, you deal piercing damage equal to 1d10+ your Strength modifier. If you move at least 30 feet before your hit the creature, they must also make a Strength saving throw equal to 8 + your proficiency bonus + your Strength modifier. If they fail, they are knocked prone or pushed 10 feet away from you (your choice).
Raging Bull. When you use the Dash action on your turn, you may use a bonus action to make a gore attack and if you hit you deal an extra weapon dice.
Beast of Burden. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Labyrinthine Recall. Labyrinthine minotaurs can perfectly recall any path they have traveled.
Languages. You can speak, read and write Common.

Monday, November 6, 2017

Character Crunch: The Onijin, The Civil Servants of the Mugen Empire

Onijin are the descendants of an oni warlord that was married by alliance into their family at the behest of the Jade Empress. They are often employed as body guards and advisors to important nobles, due to their innate abilities, and almost all onijin receive some education in the arcane either by tutor or the Imperial Mage Academy. While they are respected by the Mugen nobility, they are often feared and even persecuted by the common folk.

Ability Score Increase. Your Charisma score increases by 2 and your Strength score increases by 1.
Age. Onijin reach maturity at the same rate as humanoids until their prime and can live for up to 500 years.
Alignment. Onijin are almost always nobility and have a tendency towards lawful alignments.
Size. Onijin have builds similar to most humans and are medium sized.
Speed. Your base walking speed is 30 feet.
Dark Vision. You have the fierce eyes of an oni, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Elemental Resistance. You have a oni ancestor. Choose one type of oni demon (Acid, Cold, Fire, Lightning or Poison). You have resistance to the elemental damage associated with that oni ancestor and you gain a cantrip. If you choose acid, you have resistance to acid and you know the acid splash cantrip spell. If you choose lightning, you have resistance to lightning damage and you known the shocking grasp cantrip spell. If you choose poison, you have resistance to poison and you know the poison spray cantrip spell. If you choose fire, you have resistance to fire and you know the firebolt cantrip spell. If you choose cold, you have resistance to cold and you know the chilling ray cantrip spell. You use Charisma as the spellcasting ability for this cantrip.
Enlarge. For 1 minute, the onijin magically increases in size, along with anything it is wearing or carrying. While enlarged, the onijin is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength Checks and Strength saving throws with advantage. If the onijin lacks the room to become Large, it attains the maximum size possible in the space available.

You regain this ability after taking a long rest.
Student of the Arcane. Onijin are almost all educated in the ways of the arcane. You gain proficiency in the Arcana skill.
Extra Languages. You can speak, read and write in common and giant.



Monster Mash: N is for Nuruvilu

Travelers see what appears to be a glowing sword with a gem encrusted hilt in the deep end of the river. A youth swims out to pull the sword up but his hands pass right through it. His companions shout out to him, but it is too late. The powerful muscular form of the nuruvila is wrapping around his body and he hears a chuckle before his shoulder is punctured by a mouth full of fangs. The nuruvila drags his prey to a nearby den but never takes its eyes off of the slain youth's companions.

They will never take a river crossing for granted again.

River Predators. The nuruvila is a creation of some mad wizard or cruel god, resembling a fox that has been given a serpentine form and the fangs to match, but with a twist that sets it apart from creatures like the owl bear; the nuruvila can create illusions to lure its prey or frighten off threats from its hunting ground.

They generally seek out river crossings that are isolated but necessary for a community to cross and will remain there until their prey stops using the crossing or they're scared off.

Bully Illusionists. Nuruvila are not terribly smart but the make up for that with cruelty and a bit of imagination. These creatures are ambush predators that usually attract prey with illusionary traps such as food for lesser prey but they prefer to hunt and consume sentient creatures. Often they rely on greed to get the better of their prey but they are known to also appeal to their sense of duty. Too often does a hero leap into a pool of water saving a struggling child, only to struggle for their own life.

And the nuruvila relishes the suffering they cause. They are known to taunt survivors and many travelers are haunted by the laughter of these beasts.

Cowardly Beasts. Usually, when a nuruvila takes up residence they can be exterminated by brute force or, more commonly, the local shaman will instead rely on threatening the creature rather than engaging it directly. Nuruvila are notoriously cowardly. This can be used to the advantage of unscrupulous villages-- a shaman could recommend that the nuruvila terrorizes the waterway of a rival village or make a deal for the nuruvila to serve as a guardian of some important crossing.

The nuruvila is usually willing to go along with such an arrangement as long as it is well-fed and kept in check by the shaman's threats.

Friday, November 3, 2017

Naryan Class Options: The Gladiator (Fighter Subclass)

Arenas are found throughout fantasy worlds from the decadent empire to the criminal underground to the glorious tournament. The gladiator takes pit fighting to an artistic height: they have titles, they have catchphrases or signature moves, they know how to work a crowd, how to pull or take a punch, and how to create a show. 

Generally, gladiators are too valuable to their owners to risk actual death and much of the blood sport is theater. That said, gladiators are incredible athletes and those that find themselves in death sport, whether by accident or intent of the arena owner, must learn to fight to survive and how to win the crowd's approval. A popular fighter can survive a defeat if the crowd demands it.

The gladiator as a fighter archetype takes the best parts of this identity and works into their fighting style. Gladiators inspire their allies, demoralize their opponents and do it all practically naked. What's not to love? They're the pro-wrestlers of the fantasy world.

Show Some Skin
Beginning at 3rd level, your showmanship makes for a fine substitute for armor by wowing your opponents with your shear gall. While gladiators often wear masks, belts and boots, these are mostly for show and tend to be costume pieces. While not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

You also gain proficiency in the Performance and Intimidate skills.

Executioner's Heart
At 3rd level, you become an harbinger of death against your opponents. As a bonus action, you can attempt an Intimidate check against one creature. They must make a Wisdom saving throw against the result. If they fail, you gain a bonus to all attack rolls and damage rolls against this creature until the end of your turn equal to your Charisma modifier. If they succeed, they're immune to this effect until you land a critical hit or reduce a creature to 0 hit points.

Work the Crowd
Also, at 3rd level, your ability to demoralize your opponents and inspire your allies come from your ability to make impressive displays of violence.

Inspire
Whenever you land a critical hit or reduce an creature to 0 hit points, you may choose to rally your allies with a theatrical flourish. You make a Performance check as a free action and each ally within 60 feet, that can see or hear you, gains a bonus to their next ability check, attack roll or saving throw equal to your Charisma modifier. If you landed a critical hit, you can add your Performance check total to the damage.

You regain this feature whenever you finish a short or long rest.

Demoralize
Whenever you land a critical hit or reduce an opponent to 0 hit points, you may choose to demoralize your opponents with a terrifying display. You make an Intimidation check, and each enemy within 30 feet, that can see or hear you, must make a Wisdom saving throw against the result. If they fail, they become frightened of you until the end of your next turn. You gain a number of temporary hit points equal to your Charisma modifier.

You regain this feature whenever you finish a short or long rest.


Dramatic Reversal
Starting at 7th level, you know how to make a surprising comeback. Whenever you drop to 0 hit points but are not killed outright, you can drop to 1 hit point instead. In addition, you make a Performance or Intimidation skill check as a free action and regain a number of hit points equal to the check + your Fighter level. Each ally within 60 feet that can see or hear you gains a number of gains a bonus to their next ability check, attack roll or saving throw equal to your Charisma modifier and each enemy within 60 feet that can see or hear or you has disadvantage on all attack rolls against you until the end of your next turn.

You regain this feature whenever you finish a long rest.

Additional Fighting Style
At 10th level, you choose an additional fighting style from the Fighting Style class feature.

Tag Team Champion
At 15th level, you inspire your are an expert in bolstering your ally's attacks in battle. You can use the Help action to aid a friendly creature in attacking a creature within 5 feet of you, instead of one of your extra attacks. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

You may only do this once per attack action.

Legend of the Arena
At 18th level, while note wearing armor, you gain resistance to all bludgeoning, piercing and slashing damage from nonmagical weapons.


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 the other children in their village. 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.


Additionally, a witch’s familiar can attack on its own turn.


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
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 new spells if you gain a witch level. 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
Unlike with most spellcasting classes, your spellcasting modifier for your Witch spells is determined by a choice. 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 determine which of three ability scores she uses to cast spells. 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 uses Charisma as her spellcasting ability since her magic draws upon her personality and charm.


A witch of the Maiden Aspect also gains Persuasion 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 Aspects uses Wisdom as her spellcasting ability since she draws upon her instinctual connection to magic.


A witch of the Mother Aspect also gains Perception 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 uses Intelligence as her spellcasting ability since her magic draws upon her knowledge and understanding of magic.


A witch of the Crone Aspect also gains one knowledge skill from the follow options: Arcana, History, or Religion.
The ability determined by the witch’s aspect is used whenever a spell refers to your spellcasting modifier. In addition, you use that ability when setting the saving throw DC for a witch spell you can 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.


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



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