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- Expanded Spell List:
- Lv1 Spells: Bane, Sleep
- Lv2 Spells: Levitate, Phantasmal Force
- Lv3 Spells: Clairvoyance, Revivify
- Lv4 Spells: Arcane Eye, Confusion
- Lv5 Spells: Commune, Animate Objects
- ~~~
- Blood of the Coven
- Starting at 1st level, each time you take a long rest, you can choose to align yourself with one of the following aspects: the Mercy of the Maiden, the Might of the Mother, or the Cunning of the Crone. When you do so, the associated spells are added to your list of spells known until your next long rest, once you reach the warlock levels listed.
- The Mercy of the Maiden
- 1st Level - Heroism
- 3rd Level - Healing Spirit
- 5th Level - Haste
- 7th Level - Death Ward
- 9th Level - Greater Restoration
- The Might of the Mother
- 1st Level - Chaos Bolt
- 3rd Level - Moonbeam
- 5th Level - Call Lightning
- 7th Level - Ice Storm
- 9th Level - Destructive Wave
- The Cunning of the Crone
- 1st Level - Command
- 3rd Level - Silence
- 5th Level - Stinking Cloud
- 7th Level - Polymorph
- 9th Level - Seeming
- ~~~
- Eye of Newt, Toe of Frog
- By the time you reach 6th level, the coven’s knowledge of the olden, esoteric ways of harnessing the arcane has been cemented in your mind, teaching you to draw the very essence of magic out of the materials you use. You gain proficiency in Arcana, or if you already had proficiency in Arcana, your proficiency bonus is doubled. When you cast a Warlock spell, if you choose to use material components rather than a spellcasting focus, you can supplement the material components with an additional ingredient that corresponds to an additional effect. The additional effects are found in the Sorcerer’s Metamagic table.
- > Distant Spell; evoked by a [DM’s discretion]; 10gp
- > Extended Spell; evoked by a [DM’s discretion]; 10gp
- > Careful Spell; evoked by a [DM’s discretion]; 10gp
- > Empowered Spell; evoked by a [DM’s discretion]; 30gp
- > Heightened Spell; evoked by a [DM’s discretion]; 30gp
- > Quickened Spell; evoked by a [DM’s discretion]; 50gp
- > Subtle Spell; evoked by a [DM’s discretion]; 50gp
- > Twinned Spell; evoked by a [DM’s discretion]; 50gp
- ~~~
- Occultist’s Occlusion
- Starting at 10th level, you can actively intervene in the attempts of others to wield arcane energies. If a magical effect with a saving throw originates within 30 feet of you, then you can use your reaction to expend a spell slot. Reduce the DC of the effect by the value of your spell attack bonus.
- ~~~
- Mistresses of Hexing
- Starting at 14th level, you gain the ability to weave a powerful hex based on the member of the coven with whom you are currently aligned through the Blood of the Coven feature. Any of these hexes can be ended early through the use of a Remove Curse spell or similar magic, or, as an action, you can end the hex yourself. You cannot have the effects of multiple of these hexes active simultaneously.
- The Mercy of the Maiden grants the Hex of the Meek and Mild. As an action, you can target one creature you can see within 60 feet. If the creature was hostile, then its body language turns passive; its facial expression turns to one of polite passivity, if it has a face. The creature cannot take any actions out of hostility against you; it cannot harm you, nor do anything it expects might harm you, nor do these things against anyone that it might perceive as being your ally. The creature can make a Wisdom saving throw against your spell save DC at the end of each of its turns. On a success, the hex ends.
- The Might of the Mother grants the Hex of Potent Vulnerability. As an action, you can target one creature you can see within 60 feet. The hex has no immediately noticeable effect, but after you deal damage to the creature with a Warlock spell you have cast, the creature takes Force damage equal to the damage dealt as the hex manifests itself in a sickly golden aura, melting the flesh or matter around the site of the injury. The creature can then make a Charisma saving throw against your spell save DC. On a success, the hex ends.
- The Cunning of the Crone grants the Hex of Gnarling Flesh. As an action, you can target one creature you can see within 60 feet, and that is made of organic material. The target’s flesh warps horribly, becoming a tangle of sinewy tissue and muscle that bulges beneath the skin. They are blinded and deafened, and for every five feet of movement they attempt, they must make a Dexterity saving throw, falling prone on a failure. The affected creature can make a Constitution saving throw against your spell save DC at the end of each of its turns, and on a success the hex ends - the target is no longer blinded or deafened, and they do not need to make a Dexterity saving throw to move. But even when the magic of the Hex of Gnarling Flesh ends, the severity of the transformation may, at your DM’s discretion, leave lasting physical effects that might only be reversed with a Greater Restoration or equivalent effect.
- You must finish a long rest before you can use this feature again.
- ~~~
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