Warlock: The Witch v1

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Warlock: The Witch Queen's Coven
The Witch Queen Patron

Lore

28 Supporting Invocations

Connect with nature, divine the future, curse your foes, heal your coven, and awaken your inner witch with this Warlock Patron and new invocations!

Art: Cartomancer | Robynn Frughn

Art: Morrigan|Dafne Stavridi

Warlock Patron
The Witch

To become a member of the Witch Queen's coven is one of the highest honors, but it comes with a price. The Great Hag, as many know her, you have agreed to give a part of your vitality in a cursed exchange for great power. The Witch Queen always knows where you are and at any time can listen in to your conversations after she obtains a bit of your hair, nails, blood, or a lost tooth. Many would trade even more to gain the power to charm others, curse enemies, create sanctuary, and even live forever...

Spells of Beast and Moon

At 1st level, you may pick one spell off the Druid spell list of a level you can cast. At 3rd, 5th, 7th, and 9th levels you may pick an additional spell off the Druid list up to five spells. These spells count as Warlock spells and do not count against the total number of spells you can cast.

Witch’s Brew

Also at 1st level, you gain proficiency with either the herbalist kit or poisoner's kit.

At the end of a long rest, using either a herbalist kit or poisoner's kit, you may brew a number of potions up to your Charisma Modifier that spoil after finishing your next long rest. Each potion takes an action to consume and the consumer must make a Charisma saving throw; a creature can choose to fail this saving throw if they wish.

On a failure, the consumer is charmed by you for 1 hour and either gains hit points or takes necrotic damage (your choice) equal to half your Warlock level + 2.

Spite

At 6th level, woe to those that hurt you or yours. When you or an ally take damage from a creature you can see, you may use a reaction twice per short rest to place a curse on the attacking creature.

For the next minute, at the start of your turn, choose one of the following effects against the cursed target to be applied until the start of your next turn:
Bewilder. The first attack roll the cursed makes is done with disadvantage.
Bleed. The cursed takes necrotic or psychic damage (your choice) damage equal to your Warlock level once from the next attack received.
Hunted. You can see where the curse is unless they are behind full cover.
Rust. If the cursed would normally be immune to a type of damage, they instead have resistance to that damage.

Coven's Hiding

At 10th level, once per long rest, you may create a hiding for you and your coven. By spending 10 minutes in concentration, you may expend a spell slot to simultaneously cast galder's tower at 5th level and hallucinatory terrain. Each creature that spends at least an hour within your tower is under the effects of either the spell disguise self or sanctuary (their choice) for 8 hours after leaving the tower.

Hag's Curse

At 14th level, you have come in to your own as a witch. You may cast the spell alter self as if it were a ritual. When cast this way, concentration is no longer required and lasts until you finish a long rest.

If you deal at least 20 damage to a humanoid that is marked with a single attack, you may use your reaction to choose an ally you can see within 30 feet of you. That ally gains temporary hit points equal to your Warlock level and, until a dawn and dusk have passed, they cannot die of natural causes.

Art: into the chill night | hammerling

Witch's Mark

A creature is marked by you if you charm, frighten, or place them under the effects of any feature or spell with the word "curse" in its description, such as bestow curse, geas, hex, or your Spite feature. The mark is tenuous, lasting for 10 minutes, fading earlier if a dispel magic or remove curse spell is cast within 30 feet of the marked.

While a creature is marked, you cannot roll with disadvantage on Charisma ability checks against that creature and, if you can see the marked, you may use an action to learn the marked’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else; if the marked is immune to being charmed, you sense that it is calm.

Invocations

There are many boons for those that follow the Witch Queen, invocations to shield your coven

A Drop of Blood

With just a drop of vitality, I will break your mortality."
You may take irreducible necrotic damage equal to your Warlock level as a bonus action, empowering your witch magics for the next 10 minutes. While empowered, any effect that causes you to place a mark does not require concentration, any creature marked can no longer roll a saving throw with advantage, and you add your proficiency bonus to each roll of damage against a marked creature.

Consume

5th level

You've prepared a meal for yourself, now you may feast!
As a bonus action, you may instantly end a marked effect on a creature, instantly dealing necrotic damage equal to your Warlock level + 1d6 and gaining hit points equal to the damage dealt. After dealing damage with this invocation, you cannot die of old age until a dawn and dusk have passed.


Enchanting to Enlightened

You swap your Wisdom and Charisma ability scores. Where your Warlock features would normally use Charisma, you instead use Wisdom. Additionally, you may learn a 1st-level spell from the Cleric spell list and gain proficiency in an Wisdom skill.

Knife of the Witch

Pact of the Blade

With just a drop of vitality, I will break your mortality."
As part of the attack action against a creature that is marked, you may instantly end the mark on that target to gain advantage on the attack and, if you hit, the next saving throw the target makes within a minute is made with disadvantage.

Art: Solve the Equation | Lie Setiawan

Covens

A coven is a beautiful thing, a collection of bonded friends and allies who share a connection few will ever know. A coven must have at least one witch in it. The amount of humanoids who can be in your coven is equal to 3 + your proficiency bonus.

Locket of Animus

7th level, Pact of the Talisman

Put a bit of your life force in to your Talisman, for safe keeping.
As an action, you may decrease your maximum hit points by an amount equal to your Warlock level and take irreducible necrotic damage equal to your Warlock, you store a bit of vitality in your Talisman. If the bearer of the Talisman drops to 0 hit points, they may revive with twice the amount of hit points placed in to the Talisman any time in the next hour (no action required). When a creature revives using your Talisman, your hit point maximum returns to normal.

Quid Pro Quo

As an action, you may cast a divination or necromancy spell that takes less than a minute to cast from any spell list of a level not above your Warlock spell slots. A spell slot is not expended by casting a spell in this way, but you must follow all the other rules of casting spells.

Once cast, until the end of your next long rest your maximum hit points cannot be increased and are reduced by a number of d8s equal to the level of spell cast (minimum 1d8).

Sense Coven

9th level

Connection to your coven is everything!
By spending 1 minute in concentration, any member of your coven can learn the distance and direction to any other member of your coven or learn what plane they are on if they are not on your plane. Additionally, once per long rest you may cast scrying on a coven member once per long rest.

Witch's Tome

5th level, Pact of the Tome

When you expend a spell slot to cast a spell from the divination or enchantment school, you gain temporary hit points equal to twice your proficiency bonus and a number of times per long rest equal to your proficiency bonus, if the spell calls for a saving throw, you may choose one creature to make that saving throw with disadvantage.

Empowered Connection

Pact of the Chain

The bond you share with your familiar deepens, giving you both strength. Your familiar's hit points increase by your Warlock level and once on each of their turns when they deal damage, they add your Charisma modifier. Additionally, while you can see your familiar or they are within 30 feet, you gain temporary hit points equal to your proficiency bonus at the start of each of your turns and have advantage on Charisma (Deception) checks.

If your familiar dies or you dismiss them, your maximum hit points decrease by your Warlock level.

 

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