Coven of Shangri-la
Expanded Spell List
Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the Shangri-la Spells table. The spell counts as a Witch spell for you, but it doesn't count against the number of Witch spells you know.
Shangri-la Spells
Witch Level | Spell |
---|---|
3rd | sleep |
5th | phantasmal force |
7th | clairvoyance |
9th | confusion |
11th | dream |
13th | mass Suggestion |
Cosmic Calling
At 3rd level, you learn the mind sliver cantrip if you don’t already have it known. If you do, choose another cantrip from the Witch Spell List. Additionally, when you summon your familiar, you may choose its creature type to instead be aberration.
Sandman
At 3rd level, when you cast a witch spell you can cause the traces of residual magic magic to take the form of a fine golden dust, that remains for 1 minute.
This golden dust surrounds you in a 5ft. radius sphere centered on you. This sphere increases by 5ft. times the level of spell cast, with a maximum size equal to 5 times your Proficiency bonus.
Creatures who end their turn within this area must make a Wisdom saving throw. On a failed save, the creature sees a nightmarish figment and must use their turn to either attack the figment or move until they are outside this area.
Jinx: Familiar of Morpheus
At 6th level, you gain an additional option to use with your jinx feature. You can as a bonus action, expend a Jinx Die to empower your familiar with nightmares.
When your familiar attacks a creature it deals additional psychic damage equal to a roll of a Jinx Die and that creature must make a Wisdom saving throw. On a failed save, that creature is filled with the imagery of dreams and nightmares. Until the end of your next turn that creature has disadvantage on any saving throws from witch spells.
Figment in the Corner
At 14th level, while you are concentrating on a witch spell, you can as a bonus action, teleport into an unoccupied space within the vision of a creature you can see.
Additionally, you gain resistance to psychic damage.
Hanging Garden of Dreams and Nightmares
At 18th level, as an action, you can transform the area coved by the dust from your Sandman feature in to the perfect domain of Shangri-la for the next minute. This grants the following benefits;
- Hostile creature perceive this as a land of nightmares. Any attempt they make to leave this area forces them to make a Wisdom saving throw. On a failed save, they are blocked by shadows and demons, reducing their movement speed to 0 until the start of their next turn and take 1d6 psychic damage.
- Friendly creatures perceive this as a land of dreams and gold. When they end their turn within this domain they regain 1d12 hit points as they are aided by the dream like inhabitants of Shangri-la.
You can use this feature once and regain all uses upon finishing a long rest.
Art Credit
- (Yuumei) Wenqing Yan - https://www.artstation.com/artwork/2qmk1A