Livspoeng
Kyndigheter
Witch
| Niva | Dyktighetsbonus | Egenskaper | Curses Known | Cantrips Known |
|---|---|---|---|---|
| 1 | + 2 | Spellcasting Curses Witch's Familiar | 2 | 3 |
| 2 | + 2 | Spellcasting Curses Witch's Familiar | 2 | 3 |
| 3 | + 2 | Spellcasting Curses Witch's Familiar | 2 | 3 |
| 4 | + 2 | Spellcasting Curses Witch's Familiar | 2 | 4 |
| 5 | + 3 | Spellcasting Curses Witch's Familiar | 2 | 4 |
| 6 | + 3 | Spellcasting Curses Witch's Familiar | 3 | 4 |
| 7 | + 3 | Spellcasting Curses Witch's Familiar | 3 | 4 |
| 8 | + 3 | Spellcasting Curses Witch's Familiar | 3 | 4 |
| 9 | + 4 | Spellcasting Curses Witch's Familiar | 3 | 4 |
| 10 | + 4 | Spellcasting Curses Witch's Familiar | 4 | 5 |
| 11 | + 4 | Spellcasting Curses Witch's Familiar | 4 | 5 |
| 12 | + 4 | Spellcasting Curses Witch's Familiar | 4 | 5 |
| 13 | + 5 | Spellcasting Curses Witch's Familiar | 4 | 5 |
| 14 | + 5 | Spellcasting Curses Witch's Familiar | 5 | 5 |
| 15 | + 5 | Spellcasting Curses Witch's Familiar | 5 | 5 |
| 16 | + 5 | Spellcasting Curses Witch's Familiar | 5 | 5 |
| 17 | + 6 | Spellcasting Curses Witch's Familiar | 5 | 5 |
| 18 | + 6 | Spellcasting Curses Witch's Familiar | 6 | 5 |
| 19 | + 6 | Spellcasting Curses Witch's Familiar | 6 | 5 |
| 20 | + 6 | Spellcasting Curses Witch's Familiar | 6 | 5 |
Spell Slots per Spell Level
| Niva | Dyktighetsbonus | Egenskaper | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Curses Witch's Familiar | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Curses Witch's Familiar | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Curses Witch's Familiar | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Curses Witch's Familiar | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Curses Witch's Familiar | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Curses Witch's Familiar | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Klassetrolldommer
Klasseegenskaper
Niva 1
Niva 10
Niva 12
Niva 14
Niva 16
Niva 18
Niva 19
Niva 2
Niva 20
Niva 4
Niva 5
Niva 6
Niva 8
Kasterutvikling
Cantrip-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Kjent | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Kyndigheter
simple
Startutstyr
Klasseegenskaper
Spellcasting (Level 1)
Drawing upon your arcane knowledge, you can cast spells to influence those around you. See chapter 10 of the PHB for the general rules of spellcasting, and here for the Witch's spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the witch spell list. You gain additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.
Preparing and Casting Spells
The Witch table shows how many spell slots you have to cast your witch 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.
You prepare the list of witch spells that are available for you to cast, choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Intelligence 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 are a 3rd-level witch, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell witch bolt, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent recalling the rituals and incantations for the spells: at least 1 minute per spell Level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your witch spells, as your power comes from your study of the dark arts. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You can cast any witch spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use an arcane focus (see chapter 5 of the PHB "Equipment") as a spellcasting focus for your witch spells.
Curses (Level 1)
Curses are words of power, simple words or phrases that carry enough malicious intent to bring their meaning to life. Many witches often find themselves uttering a curse by accident, simply through force of habit or a slip of the tongue. Most curses only last for a short period of time, and can be resisted by the target if they have a strong enough body or mind. The 'Remove Curse' spell instantly ends any curse.
Starting at 1st level, you gain the ability to use curses. You learn two curses of your choice, which are detailed at the end of this class description. You gain one additional curse at 6th, 10th, 14th, and 18th level. Additionally, when you gain a level in this class, you may choose one curse and replace it with another one.
As a bonus action on your turn, you can attempt to curse a creature within 60ft of you. You may only have one curse active at a time, and the curse automatically ends if the creature moves more than 60ft away from you. You can use your curses twice at 1st level, and gain additional uses of your curses as you level up, as shown in the Curses column of the Witch table. You regain all expended uses of your curses when you finish a long rest.
Witch's Familiar (Level 1)
Also at 1st level, you gain a familiar, a fey creature who is able to transform itself into other animals. You learn the find familiar spell. You always have the spell prepared, and it does not count towards the number of spells you can prepare. When you gain this feature, choose one of the forms that a familiar can take. This becomes your familiar's base form. When you summon your familiar in this form, the gold in materials you must spend to summon it is halved.
Optional Rule: Intelligent Familiar
Some players may like their familiar to be sentient, capable of speaking and giving advice. In such a situation, increase the familiar's intelligence to 10, and give them the ability to speak any language that the witch speaks.
Witch's Coven (Level 2)
Witches often band together in groups called covens, sharing information and magical secrets. The witches in these covens often specialize in a certain form of magic, such as summoning or augury. While joining one of these covens is the easiest way to learn these secrets, some witches prefer to keep to themselves, and instead learn the coven's secrets in other ways.
At 2nd level, you join a coven, which will shape the kind of witch you will become. Choose one of the following archetypes: Coven of Seers, Coven of the Wyld, Coven of Spirits, Coven of Spite, Coven of Crones, or Coven of the Moon.
Your choice grants you features at 2nd level, and again at 6th, 10th, 14th, and 18th level.
Coven Spells
Each coven has a list of spells -it's coven spells- that you gain at witch levels noted in the domain description. Once you gain a Coven Spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a coven spell that does not appear on the witch spell list, the spell is nontheless a witch spell for you.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Metamorphic Familiar (Level 5)
At 5th level, you've grown accustomed to summoning and changing the form of your familiar, opening up new possibilities. When you summon your familiar in its base form, you can choose to give it one of the following traits. You can change your familiar's trait during a long rest. At 15th level, you can choose to give your familiar two traits, and you can change one or both of them during a long rest.
Flight. Your familiar gains a a flying speed of 30 feet if it didn't already have it. Additionally, your familiar doesn't provoke attacks of opportunity when it flies out of an opponents reach.
Aquatic Adaptation. Your familiar gains a swim speed of 30 feet if it didn't already have it, and it is able to breathe underwater.
Invisibility. As an action, your familiar can magically turn invisible until it attacks, you cast a spell through it, or its concentration ends (As if concentrating on a spell).
Magic Resistance. Your familiar has advantage on saving throws against spells and other magical effects. Your familiar shares this trait with you if you are within 10 feet of your familiar.
Telepathy. You are able to telepathically communicate with a creature, as long as your familiar is touching them, and you are both on the same plane of existence.
Coven Feature (Level 6)
At 6th level, you gain a feature granted by your Witch Coven.
Additional Curse (Level 6)
You gain one additional curse at 6th level.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Coven Feature (Level 10)
At 10th level, you gain a feature granted by your Witch Coven.
Greater Familiar (Level 10)
At 10th level, your familiar becomes more powerful, enabling it to better serve you. Your familiar gains the following features:
Your familar's hit point maximum is equal to twice your witch level.
You can cast any spell through your familiar, regardless of the spells range.
Additional Curse (Level 10)
You gain one additional curse at 10th level.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Coven Feature (Level 14)
At 14th level, you gain a feature granted by your Witch Coven.
Additional Curse (Level 14)
You gain one additional curse at 14th level.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Coven Feature (Level 18)
At 18th level, you gain a feature granted by your Witch Coven.
Additional Curse (Level 18)
You gain one additional curse at 18th level.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Split Mind (Level 20)
At 20th level, you and your familiar share an unbreakable bond, allowing them to carry the burden of your spells for you. When you are concentrating on a spell, you can use a bonus action to share the spell with your familiar, allowing them to concentrate on it for you. While your familiar is concentrating on a spell, you cannot cast other spells through your familiar, however you are free to concentrate on a different spell. Your familiar makes concentration checks in the same way that you do, but does not benefit from features that affect concentration checks, such as the War Caster feat.
Multiklassing
Multiklassekrav
{"int":13}
Underklasser
Underklasse-egenskaper
Coven of Crones
Covenant of Three (Level 2)
Starting at 2nd level, your study of hags has granted you the ability to perform a ritual to form a coven. You can perform a 10 minute ritual with 2 other willing humanoids, forming a coven with them. This coven lasts until you finish a long rest, one of the members of the coven falls to 0 hit points, or one of the coven members chooses to end the coven (No action required). A creature can only be in one coven at a time.
When you create the coven, choose up to two spells. These must be spells that you have prepared and they must be of 5th level or lower. While the coven is active, you can use your reaction on one of the coven member's turns to allow them to cast one of these spells. The spell is cast using your spellcasting ability, and thus uses your spell attack bonus and spell save DC, and casting the spell consumes one of your spell slots. The number of spells you can choose to share increases to three at 6th level, four at 10th level, five at 14th level, and six at 18th level.
After one of your coven members casts a spell using this feature, you cannot cast spells other than cantrips until the end of your next turn. Additionally, if one of your coven members uses this feature to cast a concentration spell, you lose concentration on any spells you are concentrating on, and vice versa.
Fey Protection (Level 6)
At 6th level, working with the fey has granted your protection against some of their magic. You have advantage on saving throws against being charmed or frightened.
Hag's Eye (Level 10)
At 10th level, you have learned how to create a Hag's Eye, an amulet that allows you and your coven members to observe the world around it. By performing a 1 hour ritual with your coven members, you can create a Hag's Eye. The eye has an AC of 10 and hit points equal to your witch level. As an action, a coven member can see through the eye, seeing whatever the eye does, as long as the eye is on the same plane of existence. While looking through the eye, a creature is blind and deaf.
If the coven is broken, then the eye becomes inert until the coven is reformed. If the eye is destroyed, then members of the coven have disadvantage on attack rolls and perceptions checks that rely on sight until they finish a long rest.
Bond of Magic (Level 14)
At 14th level, the magical bond you share with the members of your coven allows you to share your magical protection. You and your coven members share your resistances and immunities.
Additionally, when a member of the coven is affected by a spell, you can choose for the spell to affect all members of the coven. Once you use this ability, you cannot do so again until you finish a long rest.
Protection of the Covenant (Level 18)
At 18th level, the members of your coven are able to use your magical bond to protect each other. You gain a second reaction that can only be used for your 'Covenant of Three' or 'Protection of the Covenant' features.
Additionally, when one of the coven members is attacked or forced to make a saving throw, another coven member can use their reaction to grant the target their AC or saving throw Modifier. For example, if the witch is being attacked, a fighter in the coven can use their reaction to grant the witch their AC. Similarly, if the fighter is forced to make an Intelligence saving throw, the witch can allow the figher to use their Intelligence saving throw Modifier instead of the figher's. You must choose to use this feature before any rolls are made.
Coven of Moon
Mantle of Moonlight (Level 2)
Starting at 2nd level, you are able to shroud yourself in moonlight, granting you a brief moment of invisibility and deceiving your foes. As a bonus action on your turn, you can turn invisible. When you do so, you leave behind an illusiory duplicate of yourself. This effect lasts until the start of your next turn, at which point you become visible and the illusiory duplicate disappears.
You can use this feature twice. You regain all expended uses when you finish a long rest.
Eye for Illusions (Level 6)
At 6th level, your knowledge of illusions makes it easier for you to identify magical deceptions. You have advantage on checks made to discover and see through illusions.
Blessing of the Moon (Level 10)
At 10th level, you've learned how to hide your spellcasting, making it nearly impossible to tell when your weaving lies. You no longer require verbal or somatic components to cast your illusion spells.
Shattered Reality (Level 14)
At 14th level, the illusions that you create are near perfect, to the point where breaking the illusion is enough to shatter a person's mind. Whenever a creature targets one of your illusions with an attack, spell, or effect, you can use your reaction to cause the illusion to disappear. When you do so, the creature that targeted the illusion must make an Intelligence saving throw. On a failure, they suffer 2d8 psychic damage, and are incapacitated until the start of their next turn. On a success, they take half damage and are not incapacitated.
Mass Invisibility (Level 18)
At 18th level, you can weave an illusory dome that veils you and your allies from your enemies sight. As an action, you can create a 30-foot radius at a point within 60 feet of you. While inside of this radius, you and any amount of creatures (which you choose when you create this radius) are invisible. You can use a bonus action on subsequent turns to move the radius up to 30 feet. The radius lasts for 1 minute, or until you dismiss it early as a bonus action.
Once you use this feature, you cannot do so again until you finish a long rest.
Coven of Seers
Prediction (Level 2)
Starting at 2nd level, you can peer into the near future, and attempt to force the future you see to come to pass. When you see creature make an attack roll, ability check, or saving throw, you can use your reaction to roll a d4, adding or subtracting the result to the creature's roll. You can do this after the creature rolls but before the outcome of the roll is determined.
You can use this ability a number of times equal to your Intelligence modifier. When you finish a long rest, you regain all expended uses.
Mind's Eye (Level 6)
At 6th level, you become able to sense the presence of others around you, even when you cannot see or hear them. You can use a bonus action to grant yourself blindsight within 30ft, out to a range of 30 feet for 1 minute. When you do so, you become blinded if you aren't already. You can end this effect early as a bonus action.
Pierce the Veil (Level 10)
At 10th level, you can extend your senses to discover is you are being watched from afar. You can use an action to determine if you are being watched via magic, such as the scrying or clairvoyance spells, or the scar curse. You do not know who is watching you or how, simply that you are being observed.
Between the Lines (Level 14)
At 14th level, you recognize that fate holds more than one outcome, and that your prediction is only one of many possibilities. When you use your 'Prediction' ability, you roll twice instead of once, and take the higher number.
Prophecy (Level 18)
At 18th level, you have learned how to predict everything that will happen in the near future, giving you the ability to prevent it. As an action, you can choose to begin predicting the future. Until the start of your next turn, allies that can hear you within 60ft have advantage on all attack rolls, ability checks, and saving throws, and enemies have disadvantage on attack rolls against those allies.
Once you use this ability, you cannot do so again until you finish a long rest.
Coven of Spirits
Bonus Proficiencies (Level 2)
When you choose this coven at 2nd level, you gain proficiency with shields and martial weapons.
Ethereal Form (Level 2)
Starting at 2nd level, your connection to the Ethereal Plane allows you to partially phase in and out. As a bonus action on your turn, you can transform for 1 minute. While in your Ethereal Form, you gain the following benefits:
While not wearing armour, your AC equals 13 + your Intelligence modifier. You can use a shield and still gain this benefit.
You gain a fly speed equal to your movement speed. You fall if you end your turn in the air and nothing else is holding you aloft. At 14th level, you no longer fall if you end your turn in the air.
Creatures have disadvantage on attacks of opportunity against you.
You can choose to have your attacks deal force damage instead of their normal damage types.
You have two uses of this feature. The number of uses of this feature increases to three at 6th level, four at 10th level, five at 14th level, and six at 18th level. You regain all expended uses when you finish a long rest.
Swift Strike (Level 6)
At 6th level, when you cast a spell that has a range of self or touch, you can make one attack as a bonus action.
Spirit Caller (Level 10)
Also at 10th level, your connection to the Ethereal Plane allows you to call on the spirits of the dead. You gain the ability to call on the spirit of a creature that you know is dead.
You can perform a 1 hour ritual to cast the speak with dead spell on a creature without expending a spell slot. When you cast the spell using this feature, you do not need the creature's corpse to be within range. However, you need to know the name of the creature that died.
Once you use this ability, you cannot do so again until you finish a long rest.
Death Walker (Level 14)
At 14th level, your attunement to the ethereal plane has strengthened your spirit, allowing it to exist separately from your body. When you are reduced to 0 hit points and not killed outright, you can choose to separate your spirit from your body, allowing you to continue fighting. While in your spirit form, you continue making death saving throws as normal, but you also gain the following benefits:
Your spirit is immune to all damage, as well as the exhaustion, grappled, incapacitated, paralyzed, petrified, poisoned, restrained, stunned, and unconscious conditions.
Your spirit is able to move freely, and has a fly speed of 30ft, however it must remain within 60ft of your body.
You are able to attack, cast spells, and use curses as normal, however you cannot affect your own body.
Your spirit remains until you are stabilized, regain any hit points, or you die. Once you use this feature, you cannot do so again until you finish a long rest.
Emergency Shift (Level 18)
By 18th level, your body has grown used to partially shifting in and out of the Ethereal Plane. Now, you've gained the ability to quickly shunt yourself into the Ethereal Plane to avoid harm. When you are hit with an attack, targeted by a spell or ability that would deal damage, or caught within an area of affect that would deal damage, you can use your reaction to quickly shift into the Ethereal Plane, avoiding all of the damage. You remain in the Ethereal Plane until the start of your next turn.
Once you use this ability, you cannot do so again until you finish a long rest.
Coven of Spite
Coven of Spite (Level 2)
For many, the path of the witch is one of freedom. While many witches are stigmatized as dark magicians and demon summoners, most choose this path as a way to be free of the restrictions of other mages. However, a select few choose to become witches not to be free to study magic in any way they see fit, but as a way to cause pain and suffering. Witches of the Coven of Spite see the potential in magic to torture and inflict pain, taking influence from demons, vampires, and other creatures of such ilk.
| Witch Level | Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Curse of Spite
Starting at 2nd level, you've begun delving into the darker side of magic. The magic is simple to learn, as it only has one purpose; to cause pain. You have a pool of d6s called curse die. The number of dice is equal to your witch level.
When you cast a spell of 1st level or higher that targets another creature, you can choose to expend a number of curse die, dealing necrotic damage equal to the number rolled on the dice. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die).
Your pool regains all expended dice when you finish a long rest.
Hexmaster (Level 6)
At 6th level, you're proficiency with magic allows you to cut through a target's defenses. Your spells and abilities ignore resistance to necrotic damage. In addition, your visage strikes fear into the hearts of those around you, giving creatures within 10ft of you disadvantage on saving throws against spells and abilities that cause the 'Frightened' condition.
Image of Fear (Level 10)
At 10th level, your visage strikes fear into the hearts of those around you, giving hostile creatures within 10ft of you disadvantage on saving throws against spells and abilities that cause the 'Frightened' condition.
Vampiric Curse (Level 14)
At 14th level, you've taken inspiration from vampires and other creatures that drain the life force of others. When you deal damage with your curse die, you reduce the target's hit point maximum by an equal amount. Additionally, you regain hit points equal to half the damage dealt by your curse die.
Cackle (Level 18)
At 18th level, your voice alone is enough to cause pain to those around you. As an action, you can begin cackling manically. For the next minute, creatures you choose within 60ft of you that can hear you must make a Wisdom saving throw at the start of their turn. On a failure, the creature is frightened of you. While frightened in this way, the creature has disadvantage on saving throws against your spells. The creature may repeat the saving throw at the start of their turn, taking 2d10 psychic damage on a failure, and ending the effect on a success.
Once you use this ability, you cannot use it again until you finish a long rest.
Coven of the Wyld
Bonus Proficiency (Level 2)
When you choose this coven at 2nd level, you gain proficiency with the Nature skill and you learn the druidcraft cantrip.
Potion Brewing (Level 2)
Starting at 2nd level, you learn to spend your spare time brewing potions. You learn to create two potions, which are detailed here. You learn to create an additional potion type at 6th, 10th, 14th, and 18th level.
During a long rest, you can choose to spend some of that time brewing potions. At the end of a long rest, you create one potion. When creating potions that have multiple options, such as 'Elixir of Resistance', you must choose one of the options while creating the potion. The potions do not require any herbs or material components, as they are primarily magical. Because of this, you are only able to create a maximum of 3 potions. If you create a 4th potion, one of your other potions loses its magical properties (Your choice).
One with Nature (Level 6)
At 6th level, you can disguise yourself as a part of your environment. As an action, you can transform into a plant, such as a small tree or a bush. While in this form, you have vulnerability to fire damage. A creature can make an intelligence (investigation) check against your Spell Save DC to see through your disguise.
This disguise lasts for 10 minutes, until you are reduced to 0 hit points, or until you end it early (no action required). You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses at the end of a long rest.
Alchemical Knowledge (Level 10)
At 10th level, you have become very accustomed to creating potions, and have a deep understanding of how they function. You have advantage on checks based on identifying potions and poisons. In addition, the maximum number of potions you can have at once is increased from 3 to 4.
Budding Defence (Level 14)
At 14th level, you can conjure a large flower bud to protect yourself from harm. When you take damage, you can use your reaction to encase yourself in a large flower bud. The bud has a number of hit points equal to 5 times your witch level, and takes as much of the triggering damage as possible. While you are in the bud, your speed is reduced to 0, you are incapacitated, and you cannot be targeted by any spells or effects.
You remain inside of the bud until the start of your next turn, or until the bud is reduced to 0 hit points.
Once you use this feature, you cannot do so again until you finish a long rest.
Dual-Mix (Level 18)
At 18th level, when you create a potion, you can choose to infuse it with two effects, instead of one. For example, you could create a potion that has the effects of an Elixir of Healing and an Elixir of Life. However, these potions count as two instead of one for the sake of your maximum number of potions.
When creating a potion with two effects, both effects must be of the same type. For example, you cannot create a potion that has an elixir effect and a poison effect.