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Mokes Witch Class DND 5e

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0% found this document useful (0 votes)
892 views18 pages

Mokes Witch Class DND 5e

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Moke's Witch Class

The Witch Class Idols


An old woman with a massive nose wart brews together a Starting at 1st level, you begin to create ritualistic tools of
blend for a traveling adventurer who came to her in a time of magic known as idols. Idols are objects that you carry on
need. The woman says the brew will cure his sickness but for your person that you can use to cast certain spells and can be
a price. Luckily, the ailment does not affect cats, and the awoken with enough magical power. Select two idols from
woman now has a new cat familiar. the list detailed later in this class. You learn to make new
A goblin wanders towards a nearby caravan and begins idols as you level up as shown in the Idols column of the
blasting lightning from her fingers, cackling manically as Witch class table.
people die; she poisons the cargo as to kill future raiders, Idols can be used as a spellcasting focuses for your spells.
granting her more souls to use for her misdeeds. When an idol is broken or you lose it, you may no longer
An abomination of a creature appears from the cliff-side, a benefit from that idol's abilities and you may not cast any
house standing atop chicken legs as it plants itself in a nearby spells from that idol again. You may craft another by spending
hamlet. The woman inside offers the hamlet riches, and over 25GP worth of materials such as blood, straw, needles, or
time, the hamlet slowly becomes a city, yet, every now and precious gem stones, and performing an hour long ritual to
again, a person wanders into the legendary house and never imbue the idol with magical properties.
returns. Idol Level
Witches are known for their practices in the dark arts and Your idol's level determines how powerful the spells cast
strange magics. Magic that abuses the evil side of the laws of from it are and how powerful it's abilities are. The idol level is
nature yet not quite edging into creating pacts with entities; shown in the Max Idol Level column of the Witch class table.
not quite Druid, not quite Warlock, yet somewhere in
between. They use their dark magic to study and harness the Idol Passives and Actives
darkest parts of the world for any number of purposes such Each idol has a passive and active and each idol is different in
as to satisfy a lust for power or a want to protect their homes how it uses it's benefits. Whenever you use an idol's active
and the life they've built for themselves. ability, you drain the idol's magic, causing it's active abilities
to be unusable until you finish a long rest. You may still use
Creating a Witch an idol's spells and passive ability after using it's active ability.
To quickly create a Witch, make Charisma your highest
score, followed by Constitution. Next, select the Hermit Idol Spellcasting Ability / Spell Slots
background. Charisma is your Spellcasting Ability for your Idol Spells and
any other features presented in this class whenever a spell or
feature refers to your Spellcasting Ability or Spell Save DC.
Class Features You must expend a spell slot to cast a spell from one of your
As a Witch, you gain the following class features idols. You regain all of your spell slots when you finish a short
or long rest.
Hit Points
Hit Dice: 1d8 per Witch level Spell Save DC = 8 + your proficiency bonus +
Hit Points at 1st Level: 8 + your Constitution modifier your Charisma modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per Witch level after 1st Spell attack modifier = your proficiency bonus +
Proficiencies your Charisma modifier
Armor: Light Armor, Shields
Weapons: Simple Weapons Additionally, when you level up, you may replace one idol you
Tools: Alchemist's Supplies, Herbalism Kit currently have with a different idol you do not currently have.
Saving Throws: Wisdom, Charisma
Skills: Choose two from Deception, Intimidation, Dark Knowledge
Persuasion, Religion, Nature, Medicine, Animal Handling Starting at 1st level, your practices in the dark natural arts
Equipment have provided you with insight on how to command it's
You start with the following equipment, in addition to the darker natures. Select one of the following skills, Arcana,
equipment granted by your background: History, Nature, Religion, or Medicine.
You become proficient in that skill and you may use your
(a) A quarterstaff or (b) A light crossbow and 20 bolts. Charisma modifier in place of the skill's normal modifier.
(a) An explorer's pack or (b) a priest's pack
Leather armor, and a dagger Spiritual Recovery
(a) Alchemist's supplies or (b) a herbalism kit You've learned to gain some control over the spiritual magics
Multiclass that reside inside your idols. Starting at 2nd level, when you
To multiclass into the Witch, you need to have at least a 13 in take a short rest, you may select one of your idols that has
Charisma. used it's active ability and recover the magical properties
within. The idol may use it's active ability again. You must
finish a long rest before using this feature again.

2
The Witch
Level Proficiency Bonus Features Idols Spirits Max Idol Level Spell Slots
1st +2 Idols, Dark Knowledge 2 — 1st 1
2nd +2 Spirits, Spiritual Recovery 2 1 1st 2
3rd +2 Coven, Dark Consultation 3 1 2nd 2
4th +2 Ability Score Improvement 3 1 2nd 2
5th +3 — 3 2 3rd 2
6th +3 Coven Feature 3 2 3rd 2
7th +3 — 3 2 4th 2
8th +3 Ability Score Improvement 3 2 4th 2
9th +4 Spiritual Loyalty 3 3 5th 2
10th +4 Coven Feature 3 3 5th 2
11th +4 Spiritual Arcanum (6th Level), Effigy 3 3 5th 3
12th +4 Ability Score Improvement 3 3 5th 3
13th +5 Spiritual Arcanum (7th Level) 3 3 5th 3
14th +5 Coven Feature 3 3 5th 3
15th +5 Spiritual Arcanum (8th Level), Effigy (2) 3 4 5th 3
16th +5 Ability Score Improvement 3 4 5th 3
17th +6 Spiritual Arcanum (9th Level) 4 4 5th 4
18th +6 Effigy (3) 4 4 5th 4
19th +6 Ability Score Improvement 4 4 5th 4
20th +6 Unbreakable Idol 4 4 5th 4

Spirits An unwilling creature that enters the same space as a spirit


must succeed a Wisdom saving throw against the Witch's
Starting at 2nd level, you learn to summon and command Spell Save DC or become bound to the spirit. The creature
otherworldly creatures known as spirits. Choose one spirit may reattempt this save at the end of each of it's turns. A
from the list detailed at the end of this class. You learn to willing creature that is hostile to the Witch cannot bind itself
summon new spirits as you level. to a spirit. While a spirit is bound to a creature, the spirit is
immune to area of effect features and spells such as the
Summoning Spirits Fireball spell but can still be directly targeted for spells and
You may summon a spirit in a space you can see within 60ft attacks.
as a bonus action. You may only have one spirit summoned at
a time. As a bonus action, you may call a spirit back to it's Spirit Information
realm and summon a new one in a space you can see within When a spirit binds to a creature, their size category changes
60ft. Additionally, you may command a spirit to move an to be able to fit in the same space as the bound creature. A
amount of feet equal to it's movement speed as a bonus spirit uses your proficiency bonus when making skill checks
action. or saving throws. When a spirit's hit points reach 0, it retreats
back to the realm it was summoned from and cannot be
Spirit Binding resummoned until you finish a long rest. Lastly, when you
When a spirit enters a creature's space or a creature enters level, you may chose to unlearn how to summon one of your
the spirit's space, the spirit "binds" to them, visibly floating spirits and replace it with another.
above the creature's head. While bound to a creature, the
spirit continues to reside in that creature's space until the
Witch forces the spirit to unbind by moving it or until the A Witch may choose to flavor their idols and spirits
bound creature becomes incapacitated. When the spirit is for the purposes of roleplay, for example, having
forced out, the creature it was bound to choses a space the Fire Idol be flavored as a torch of sorts.
within 5ft for it to reside.

3
Coven Idols
Starting at 3rd level, you partake in a coven, a grouping of You may select from the following list of idols.
witches all practicing to become masters of the dark arts.
Your choice in coven grants you features at 3rd level, and Insect Idol
again at 6th, 10th, and 14th levels. This Idol gives the Witch the power to control bugs and can
Dark Consultation take on the appearance of a taxidermy bug or a staff with a
hive at the end of it.
Starting at 3rd level, you may consult with the spirits for
knowledge, allowing you to add double your proficiency Insect Idol Spells
bonus to the skill you selected as part of your Dark Level Spells
Knowledge feature. Additionally, when you take a short or Cantrip Infestation
long rest, you may choose to no longer be proficient in the
skill you've chosen as part of your Dark Knowledge feature 1st Bane
and instead select a different available skill to become 2nd Web
proficient in.
3rd Stinking Cloud
Ability Score Improvement 4th Giant Insect
When you reach 4th level, and again at 8th, 12th, 16th, and 5th Insect Plague
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 Passive
using this feature. A spirit that binds to a hostile creature loses it's resistances
to poison damage, immunity to poison damage instead
Spiritual Loyalty becomes resistance to poison damage, and the creature is no
longer immune to the poisoned condition so long as the spirit
When you reach 9th level, you've garnered much respect is bound to them.
umong the supernatural forces of the world. Spirits you Additionally, this also occurs when a creature takes poison
summon have advantage on saving throws against being damage from one of your spells or spirit's attacks, but only
charmed or frightened and are immune to being charmed or until the end of that creatures turn when done this way.
frightened by creatures of the same type as them.
Active
Effigy As an action, you may target a number of creatures within
Starting at 11th level, you gain a special feature or object 60ft of you equal to your Max Idol Level + 2. Each of those
known as an effigy, which are detailed at the end of this class. creatures become targets for the Infestation cantrip. You add
You may choose another when you reach 15th level, and your Charisma modifier to damage rolls made when casting
again at 18th level. the Infestation cantrip this way.
Spiritual Arcanum Healing Idol
Starting at 11th level, you learn one 6th level spell from the This Idol gives the Witch the power to heal and revive and
Witch spell list and can cast it once per long rest. can take on the appearance of a quartz crystal or a sprig of
At higher levels, you learn an additional spell you can cast herbs.
this way; one 7th level spell at 13th level, one 8th level spell at Healing Idol Spells
15th level, and one 9th level spell at 17th level. Level Spells
Unbreakable Idol Cantrip Spare the Dying
Starting at 20th level, you may perform a minute long ritual to 1st Healing Word
recharge each of your idols, allowing you to regain each of 2nd Lesser Restoration
your idols actives.
Once you use this feature, you cannot use it again until you 3rd Revivify
finish a long rest. 4th Aura of Life
5th Greater Restoration

Passive
Restoring another creature's hit points causes your Spell
Save DC to increase by an amount equal to half your Max
Idol Level (rounded down) until the end of your next turn.

4
Active each of their turns if the creature is in combat. Otherwise, the
As an action, target a creature within 5ft of you or that is possession lasts for 1 minute if your Max Idol Level is 1, 10
bound to your spirit, that creature's hit points are restored by minutes if your Max Idol Level is 2, 1 hour if your Max Idol
1d6. This healing increases by an additional 1d6 for each Idol Level is 3, 8 hours if your Max Idol Level is 4, or a day if your
level beyond the 1st. Max Idol Level is 5, or until you willingly end the possession,
at which point your mind returns to your unconcious body.
Darkness Idol Earth Idol
This Idol gives the Witch the power to control shadows and This Idol gives the Witch the power to control rock and dirt, it
the darkenss and can take on the appearance of an eyeball or can take on the appearance of a course gem or a bundle of
a piece of coal. stones in a net.
Darkness Idol Spells Earth Idol Spells
Level Spells
Level Spells
Cantrip Toll the Dead
Cantrip Mold Earth, Magic Stone
1st Arms of Hadar
1st Earth Tremor
2nd Darkness
2nd Maximilian’s Earthen Grasp
3rd Hunger of Hadar
3rd Erupting Earth
4th Shadow of Moil
4th Stone Shape
5th Hallow
5th Wall of Stone

Passive Passive
You and a spirit you currently have summoned gain 60ft of You and a spirit you have summoned's ACs increase a
Darkvision or 120ft if you already have it. number equal to half your Max Idol Level (rounded up). If a
Active spirit you have summoned is bound to an allied creature, that
As a bonus action, you may cause yourself to see through allied creature gains the AC increase instead of the spirit.
magical darkness an amount of time equal to 1 x (your Max Active
Idol Level) hours. As an an action, you may target a number of creatures equal
Mind Idol to your Max Idol Level, they gain temporary hit points equal
to 5 x your Max Idol Level.
This Idol gives the Witch the power to control minds and can
take on the appearance of a bundle of brain meat or a set of Water Idol
puppet strings. This Idol gives the Witch the power to control water and can
Mind Idol Spells take on the appearance of a shell or a dead fish.
Level Spells
Water Idol Spells
Cantrip Friends Level Spells
1st Charm Person Cantrip Shape Water
2nd Detect Thoughts 1st Create or Destroy Water
3rd Fear 2nd Misty Step
4th Confusion 3rd Tidal Wave
5th Geas 4th Watery Sphere
5th Maelstrom
Passive
You and the creature bound to a spirit you have summoned Passive
add a bonus to saving throws against being charmed or When you cast the Shape Water cantrip, you may choose to
frightened an amount equal to your Max Idol Level. create a whip of water and perform a melee spell attack with
Active a range of 10ft.
You may target a humanoid creature you can see within 60ft On a hit, the target creature takes 1d10 bludgeoning
of you, that creature must succeed a Wisdom saving throw or damage and must succeed a Dexterity saving throw or be
become possessed by you. You fall unconcious while doing knocked prone or pulled 5ft closer to you (your choice).
this, controlling the target creature's body and using the Lastly, spirits you have summoned may cast the Shape Water
creature's senses, taking it's turn on it's initiative. The cantrip this way using your Spellcasting Modifier.
possessed creature may repeat this saving throw at the end of This damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10).

5
Active Nature Idol
As an action, you and a number of creatures equal to your This Idol gives the Witch the power to control nature and can
Max Idol Level gain the ability to breathe underwater for 1 take on the appearance of a bundle of a flower or a bramble
hour. of thorns.
Air Idol Nature Idol Spells
This Idol gives the Witch the power to control air and can Level Spells
take on the appearance of a fan or bird's feather. Cantrip Thorn Whip
Air Idol Spells 1st Entangle
Level Spells 2nd Locate Animals or Plants
Cantrip Gust 3rd Plant Growth
1st Fog Cloud 4th Guardian of Nature
2nd Gust of Wind 5th Wrath of Nature
3rd Wind Wall
4th Storm Sphere Passive
At the start of each of your turns, you may cause a target
5th Control Winds creature that has taken damage sometime before your turn
began within 60ft of you to gain temporary hit points equal to
Passive 2 x your Max Idol Level.
When you cast the Gust cantrip, it gains the following
benefits Active
Target a number of creature within 60ft of you equal to your
The cantrip can affect large or smaller creatures and Max Idol Level, those creature must succeed a Strength
pushes them an additional 5ft x your Max Idol Level. Saving Throw or become restrained for 1 minute as vines
The cantrip can move objects up to an additional 5 x your wrap around them. A creature may use their action on each
Max Idol Level pounds. of their turns to repeat this saving throw.
Active Light Idol
As an action, you and a number of target creatures equal to
your Max Idol Level you can see within 60ft gain an This Idol gives the Witch the power to control light and can
additional 5ft x your Max Idol Level movement speed. take on the appearance of a candle or a lantern of lightning
bugs.
Fire Idol Light Idol Spells
This Idol gives the Witch the power to control fire and can Level Spells
take on the appearance of a bundle of flint or charred wood. Cantrip Light
Fire Idol Spells 1st Faerie Fire
Level Spells
2nd Moonbeam
Cantrip Produce Flame, Control Flame
3rd Daylight
1st Burning Hands
4th Wall of Fire
2nd Flaming Sphere
5th Dawn
3rd Fireball
4th Wall of Fire Passive
5th Immolation
You and a creature bound to a spirit you have summoned may
use their bonus action to become affected by the Light spell.
Additionally, an a action, you may target a creature within
Passive 60ft to shine a light in their face. That creature must succeed
You may choose for fire spells you cast to not cause nearby a Constitution saving throw against your Spell Save DC or
flammable objects to catch fire. take 1d4 radiant damage and become blinded until the end of
your next turn. This damage increases by an additional 1d4
Active for each Idol level beyond the 1st.
As an action, you and an allied creature bound to a spirit
become coated in fire for 1 hour. While coated in fire, a Active
creature may choose for there melee attacks to deal fire As an action, you create a beam of light in a 10ft radius
damage and may use their reaction when hit by a melee centered on a spot you can see within 120ft. Each creature in
attack to deal 3 x your Max Idol Level fire damage to the that radius must succeed a Dexterity saving throw or take
creature that hit them.

6
2d10 radiant damage and become blinded until the end of
your next turn or half as much on a successful save. This
damage increases by an additional 1d10 for each Max Idol Soul
Level beyond the 1st. The Soul is an unintelligent, incorporeal remnant of
a dead creature's life essence.
Spirits
Tiny Undead, Unaligned
You may select from the following list of Spirits.
Armor Class 7 + your Max Idol Level
Hit Points 4 + your Max Idol Level
Witchlight Speed fly (float) 25ft
The witchlight is a floating construct that produces Drain. A creature bound to the Soul takes 1d6
light necrotic damage at the start of their turn. A creature
bound to the soul cannot attack it. A creature with
Tiny construct, unaligned the Soul bound to it cannot restore hit points
through any means. If this damage were to cause a
Armor Class 8 + your Max Idol Level creature to drop to 0 hit points, that creature cannot
Hit Points 4 + your Max Idol Level be revived through any means short of a Wish spell
Speed fly (float) 20ft. as the creature's corpse withers up. The corpse can
still be animated through the Animate Dead spell.
Skills +3 Perception
Damage Resistances Radiant Quick Escape. When a creature the Soul is bound to
Senses Darkvision 60ft. falls to 0 hit points, the Witch may use their
reaction to command the Soul to move a number of
feet equal to it's movement speed. This movement
Guide. As a bonus action, the Witch or the creature
does not provoke attacks of opportunity.
the witchlight is bound to can command it to
produce 20ft of bright light of a color of the user's
choice and dim light for an additional 20ft.

Actions
Light Ray. As a bonus action, the Witch or the Weapon Spirit
creature bound to the Witchlight can command it to The Weapon Spirit is a spirit that can take the form
fire a ray of light at a creature within 120ft of the of a weapon to be used for attacks.
Witchlight. The Witch rolls a ranged spell attack for
the Witchlight. On a hit, the target creature takes Small Construct, Unaligned
1d6 radiant damage. This ray deals an additional 1d6
radiant damage to incorporeal undead such as Armor Class 11 + your Max Idol Level
ghosts. Hit Points 15 + your Max Idol Level
Speed fly 10ft

Equip. A creature bound to the Weapon Spirit can


equip it and use it as a weapon. The weapon spirit is
considered magical and any creature wielding it may
use the Witch's Charisma Modifier for attack and
damage rolls instead of their Strength or Dexterity
Modifiers. Attacks made with this weapon are
considered magical.
Extra Attack. If the creature using the weapon spirit
as a weapon is 5th level or higher, they may use it to
attack twice instead of once when they take the
Attack action on their turn.
Actions
Requip. As a bonus action, the Witch or a creature
bound to the Weapon Spirit can change the Weapon
Spirit's form to any weapon that lacks the two-
handed property.

7
Crackler Boggle
The Boggle is a small, black, humanoid, fey pest that
The Crackler is a collection of sentient floating can produce slippery oil.
stones that can cause small tremors.
Small Fey, Chaotic Neutral
Small Elemental, Unaligned
Armor Class 10 + your Max Idol Level
Armor Class 12 + your Max Idol Level Hit Points 9 + your Max Idol Level
Hit Points 2 + your Max Idol Level Speed 30ft
Speed 5ft., fly (float) 30ft
Senses Darkvision 60ft.
Minor Geomancy. A creature bound to the Crackler
may cast the Magic Stone and Mold Earth cantrips
Slippery. While the Boggle is bound to a creature,
using the Witch's Spellcasting Ability.
that creature gains advantage on Dexterity
(Acrobatics) checks made to escape grapples.
Actions
Tremor. As an action, the Witch or a creature bound Actions
to the Crackler can command the Crackler to create Oil Puddle. As a bonus action, the Witch or a
a tremor in the ground in a 10ft radius centered on creature bound to the Boggle can command the
it. Each creature other than the creature bound to Boggle to lob a puddle of non-flammable slippery oil
the Crackler must succeed a Dexterity saving throw in a space it can see within 30ft. A creature that
against the Witch's Spell Save DC or take 1d6 enters the area or starts it's turn there must succeed
bludgeoning damage. The radius becomes difficult a Dexterity saving throw against your Spell Save DC
terrain. Creatures bound to the Crackler are not or fall prone. The oil dissipates after a creature fails
affected by difficult terrain created by it's tremor it's save, after 1 minute, or when you create another
feature. puddle of oil.

Blightbeetle
A blight beetle is a tiny winged insect with a
poisonous horn that can cause creatures it stings to
become incredibly sick.

Tiny beast, unaligned

Armor Class 9 + your Max Idol Level


Hit Points 2 + your Max Idol Level
Speed fly 20ft. , climb 20ft.

Damage Resistances Poison

Venom Jaws. While bound to a creature, that


creature has disadvantage on Constitution saving
throws.

Actions
Poisonous Sting. As a bonus action, the Witch can
command the beetle to attack a creature within 5ft
of it, or the creature it is bound to with it's stinger.
The Witch rolls a melee spell attack for the beetle.
On a hit, the target creature takes 1 piercing
damage + 1d8 poison damage and must succeed a
Constitution saving throw against the Witch's Spell
Save DC or become poisoned until the end of the
Witch's next turn.

8
Spirit Prerequisite: 5th Level
Trickster Spirit
The Trickster Spirit is a spirit that takes the form of
Witch's Mount a pixie or fairy and can perform devious tricks.
The Planter is a humanoid creature made of vines
with the ability to constrict and bind enemies. Tiny Fey, Chaotic Neutral

Large (Witch's Choice), (Witch's Alignment) Armor Class 8 + your Max Idol Level
Hit Points 8 + your Max Idol Level
Armor Class 9 + your Max Idol Level Speed Flying 30ft
Hit Points 15 + your Max Idol Level
Speed 60ft Skills +3 Stealth +2 Deception

Mount. The Witch's Mount is considered bound to a Trickster. While the Trickster Spirit is bound to a
creature while that creature is mounting it and when creature, that creature can cast the Disguise Self
the Witch's Mount binds to a creature, rather than spell at will using the Witch's Spellcasting modifier.
floating above the creature's head, the Witch can
choose for the Witch's Mount to allow a creature to
mount it.
Actions
Invisibility. As an action, the Witch or the creature
Preference Rider. When the Witch's Mount is bound to the Trickster Spirit can command it to cast
summoned, the Witch can choose for it's physical the Invisibility spell on the bound creature. Rather
appearance and creature type to change. than it's normal duration, the spell lasts until the
end of the bound creature's next turn.
Actions
Natural Weapons. As a bonus action, the Witch or
the creature bound to the Witch's Mount can
command it to attack with any of the natural
weapons that Witch gave when summoning it such
as it's hooves, fangs, or claws. The Witch rolls a
Stormhopper
melee spell attack. On a hit, the target creature The Stormhopper is a tiny creature made of
takes 1d12 bludgeoning, piercing, or slashing lightning resembling a cricket.
damage, appropriate for whatever the Witch's
mount used to attack with such as using piercing Tiny Elemental, Unaligned
damage if it attacked with it's fangs.
Armor Class 9 + your Max Idol Level
Hit Points 8 + your Max Idol Level
Speed 50ft, climb 50ft

Grave Vision Joltwalk. A creature bound to the Stormhopper has


their movement speed increased by 10ft.
The Grave Vision is an undead spirit that frightens
enemies. Weathersense. A creature bound to the Stormhopper
can always predict when it will rain and the severity
Medium Undead, Lawful Evil of the rain including whether or not it will be a light
shower or a dangerous thunderstorm. Additionally,
Armor Class 13 + your Max Idol Level they can also discern whether or not the rain was
Hit Points 7 + your Max Idol Level brought upon naturally or through magic.
Speed Flying 30ft
Actions
Skills +3 Intimidate Electric Twitch. As a bonus action, the Witch or the
creature the Stormhopper is bound to may
command the Stormhopper to fire a bolt of
Invoke Premonition. While the Grave Vision is bound lightning that is 5ft wide and 30ft long. Each
to a creature, that creature becomes frightened of creature in the line must succeed a Dexterity saving
the Witch. throw against the Witch's Spell Save DC or take
1d10 lightning damage or half as much on a
Actions successful save.
Invoke Stress. As a bonus action, the Witch can
command the Grave Vision to stress the mind of
the creature it is bound to. The Witch rolls a melee
spell attack. On a hit, the bound creature takes 2d6
psychic damage and has disadvantage on their next
Wisdom saving throw.

9
Frost Parasite
The Frost Parasite is a parasite that slowly freezes
it's victims to death.
Death Speaker
Tiny Elemental, Unaligned The Death Speaker is an undead spirit that can
speak for the dead.
Armor Class 14 + your Max Idol Level Medium Undead, Lawful Evil
Hit Points 2 + your Max Idol Level
Speed fly 20ft
Armor Class 12 + your Max Idol Level
Slow Freeze. The Frost Parasite reduces a creature's Hit Points 12 + your Max Idol Level
movement speed by 5ft for every turn it is bound to Speed 30ft
it. This movement speed reduction lasts until the
parasite unbinds to them. A creature bound to the Skills +4 History, +2 Religion
parasite cannot target it for attacks. A creature must
use their action to perform a Constitution saving Senses Darkvision 120ft
throw, unbinding from the parasite on a success.
Translate the Dead. A creature bound to the Death
Actions Speaker is constantly affected by the Speak With
Dead spell.
Frost Sting. As a bonus action, the Witch can
command the Frost Parasite to bite the creature it is Spiritual Senses. The Witch can use their action to
bound to. That creature must succeed a see through the eyes of the creature bound to the
Constitution saving throw or take 1d6 cold damage Death Speaker or back to their own eyes.
and have their movement speed reduced by 5ft.
This movement speed reduction lasts until the Actions
parasite unbinds to them. This attack stuns a Whisper of Rot. As a bonus action, the Witch or the
creature until the end of it's next turn if it's creature the Death Speaker is bound to can
movement speed is 0 . command it to target a creature within 60ft of it and
rot it's flesh away. That creature must succeed a
Constitution saving throw against the Witch's Spell
Save DC or take 3d6 necrotic damage or half as
much on a successful save. When a creature that
Cherub fails this save drops to 0 hit points, the Witch can
capture a piece of their soul, gaining 5 temporary hit
The Cherub is a small angel with a bow made of points.
gold.

Small Celestial, Lawful Good

Armor Class 10 + your Max Idol Level


Hit Points 9 + your Max Idol Level Great Bear
Speed 30ft flying The Great Bear is a massive creature capable of
mauling the Witch's enemies to death.
Skills +2 Perception +2 Religion
Large Beast, Unaligned
Harp of Angels. During a short rest, the Cherub
grants the creature it's bound to temporary hit Armor Class 11 + your Max Idol Level
points equal to the Witch's level. These last until the Hit Points 15 + your Max Idol Level
creature takes a long rest. A creature can only Speed 30ft
benefit from this feature once per long rest.
Skills: Survival +4
Actions
Golden Arrow. As a bonus action, the Witch or the Actions
creature bound to the Cherub can command it to
fire an arrow at a creature within 120 ft of the Multiattack. As an action, the Witch or the creature
Cherub. The Witch rolls a ranged spell attack. On a the Great Bear is bound to can command it to attack
hit, the target creature takes 2d6 radiant damage. with it's bite and claws. The Witch rolls two melee
spell attacks. On a hit, the attack deals 2d8 piercing
or slashing damage (your choice).

Spirit Prerequisite: 13th Level

10
Spirit Prerequisite: 17th Level
Bomb
The Bomb is a circular fire elemental with high
explosive power. Terra
The Terra is an earth elemental with the ability to
Medium Elemental, Chaotic Neutral create massive pillars of rock.

Armor Class 9 + your Max Idol Level Medium Elemental, Unaligned


Hit Points 10 + your Max Idol Level
Speed Fly 30ft Armor Class 13 + your Max Idol Level
Hit Points 16 + your Max Idol Level
Damage Immunities: Fire Speed 30ft

Resist. A creature bound to the Bomb is resistant to Damage Resistances Bludgeoning, Piercing, and
fire damage and is immune to the Bomb's Self Slashing from non-magical weapons.
Destruct feature.
Rock Warp. A creature bound to the Terra can cast
Actions the Meld Into Stone spell at will. If a creature bound
Lob Bomb. As an action, the Witch or the creature to the Terra is casting this spell, the creature can
the Bomb is bound to can command it to fire a warp from the stone they are melded into to
bomb at a space it can see within 120ft. An another stone within a number of feet equal to half
explosion occurs in a 30ft radius centered on the their movement. When doing this, all of their
chosen space. Each creature in that space must movement is expended. A creature can still use the
succeed a Dexterity saving throw against the abilities of the Terra while melded into stone.
Witch's Spell Save DC or take 3d8 fire damage or
half as much on a successful save. Actions
Self Destruct. As an action, Witch or the creature the Stalagmite. As an action, the Witch or the creature
Bomb is bound to can command it to self destruct, bound to the Terra can command it to grow a
reducing it's health to 0 and causing each creature stalagmite and stab a creature within 5ft of it. The
within a 30ft radius of it to roll a Dexterity saving Witch rolls a melee spell attack. On a hit, the
throw against the Witch's Spell Save DC. Taking creature takes 3d6 piercing damage.
10d6 fire damage on a failed save or half as much
on a successful save. Create Pillar. As a bonus action, the Witch or the
creature bound to the Terra can command it to just
a pillar out of a surface within 15ft of it. This pillar is
30ft tall with a 5ft diameter. The Terra can create up
to 5 pillars per short or long rest. If a pillar is created
under a creature, that creature must succeed on a
Angelic Dexterity saving throw or be lifted by the pillar. A
creature can choose to fail the save. If a pillar is
The Angelic is a holy figure that constantly heals and prevented from reaching its full height because of a
protects the creature it is bound to. ceiling or other obstacle, a creature on the pillar
takes 4d6 bludgeoning damage and is restrained,
Medium Celestial, Lawful Good pinched between the pillar and the obstacle. The
restrained creature can use an action to make a
Armor Class 8 + your Max Idol Level Strength or Dexterity check (the creature’s choice)
Hit Points 8 + your Max Idol Level against the Witch's Idol Save DC. On a success, the
Speed Fly 60ft creature is no longer restrained and must either
move off the pillar or fall off it.
Skills. Religion +5

Holy Scab. When the creature the Angelic is bound


to is damaged by an attack, the bound creature may
use their reaction to gain 8 temporary hit points.
Spiritual Protection. The creature the Angelic is
bound to is affected by the Protection From Evil and
Good and the Detect Evil and Good spells.
Burn Unholy. Any undead creature that deals damage
to the Angelic using a melee attack takes 2d6
radiant damage.

11
Spirit Shroud Hagfeather
The Spirit Shroud is a ghost like undead that can The Hagfeather is an ugly raven like spirit with a
make it's master invisible. humanoid face, known for bringing prey high in the
air and dropping them to their doom.
Medium Undead, Unaligned
Medium Fey, Lawful Evil
Armor Class 8 + your Max Idol Level
Hit Points 8 + your Max Idol Level Armor Class 9 + your Max Idol Level
Speed 30ft, Fly 40ft Hit Points 11 + your Max Idol Level
Speed 30ft, Fly 60ft
Ethereal. The Spirit Shroud is entirely invisible and
can only be seen by creatures with blindsight, Carry Binder. A creature bound to the Hagfeather is
truesight, or that can see into the Ethereal Plane. considered grappled by it. When the Witch uses
The Witch and the creature the Spirit Shroud is their bonus action to command the Hagfeather to
bound to can still see it. move, the creature bound to the Hagfeather moves
as if it is being grappled by it as well unless the
Witch chooses for the Hagfeather to unbind from
Actions the creature.
Shroud. As a bonus action, the creature bound to the
Spirit Shroud can command it to make turn the
bound creature invisible until the start of the bound
Actions
creature's next turn. Creatures with blindsight, Special Unbind. As an action, the Witch can
truesight, or that can see into the Ethereal Plane can command the Hagfeather to unbind from a creature
still see the bound creature. rather than using their bonus action to forcefully
unbind the Hagfeather. Doing so causes any
creature the Hagfeather is carrying to no longer be
grappled and thus, fall if the Hagfeather is carrying
them while flying.
Great Judge Talons. As an action, the Witch can command the
The Great Judge is a celestial creature that fights Hagfeather to attack a creature within 5ft of it using
using the weight of a creature's sins. it's sharp talons. The Witch rolls a melee spell
attack. On a hit, a creature takes 3d8 piercing
Medium Celestial, Lawful Good damage.

Armor Class 11 + your Max Idol Level


Hit Points 16 + your Max Idol Level
Speed 30ft Effigies
At 11th level, and again at 15th and 18th levels, you may
Transport to Courtroom. A creature bound to the select from the following list of effigies.
Great Judge is transported with it to a pocket
dimension known as the Courtroom. A creature Idol's Magic Powder
remains in the Courtroom until it becomes unbound
to the Great Judge or it dies, at which point, the You gain a magical powder that, when sprinkled on an idol,
creature returns the same space it was in before the can reawaken it's power. As a bonus action, you may target
Great Judge transported them to the Courtroom. If one of your idols that has used it's active, allowing you to use
that space is currently occupied, the creature is it's active abilities again
instead transported to the closest unoccupied You only have enough powder to use this effigy a single
random space. time and must spend a long rest creating more.
Actions Elemental Tuning Orb
Gavel of Judgement. As a bonus action, the Witch Prerequisite: Coven of the Elements
commands the Great Judge to attack a creature You gain an orb that can attune to the elements of the world.
within 5ft of it. The Witch rolls a melee spell attack. When you take a short or long rest, you may prepare one of
On a hit, a creature takes 2d6 bludgeoning damage. the following spells, Investiture of Flame, Investiture of
If the creature's alignment is evil or the creature is Stone, Investiture of Ice, Investiture of Wind.
currently in the Courtroom, that creature takes an Once per short or long rest, you may cast your prepared
additional 2d6 radiant damage. spell.

12
Witch's Oven Spiritual Revive
Prerequisite: Coven of the Kitchen Prerequisite: Coven of the Hedge
The witch's oven is a magical, summonable oven that can Once per short or long rest, as an action, you summon a spirit
cook creature's alive. As a bonus action, you may cause the that has previously dropped to 0 hit points.
oven to appear in an unoccupied space within 60ft. The oven
is considered a large object with 20 hit points and an AC of Minor Pact
16. As an action, you may target a large or smaller creature Prerequisite: Coven of Dealings
within 5ft of the oven to attempt to swallow them into the You gain one Eldritch Invocation from the Warlock class list
oven. That creature must succeed a Strength saving throw that you meet the prerequisites for. When you level up, you
against your Spell Save DC or be swallowed by the oven, may choose to replace this Eldritch Invocation. You may take
being forced inside the oven's space. While inside the oven, this effigy multiple times to gain another Eldritch Invocation.
the creature is restrained, blinded, deafened, and takes 2d6
fire damage at the start of each of their turns. The creature
may reattempt this saving throw at the end of their turn. Covens
When a creature inside the oven succeeds this saving throw, You may select from the following covens.
they exit the oven in an unoccupied space within 5ft of the
oven. If a living creature dies while inside the oven, that Coven of the Kitchen
creature becomes enough edible food to feed up to two
creatures. This creature cannot be an undead or a construct. Sometimes known as hearth or home witches, the Coven of
If the oven is destroyed, the witch cannot summon another the Kitchen produces magic that's made to improve the lives
one until they finish a long rest. of others, as well as create potions and food. Of course, this
magic could also be used the opposite way morally, as these
Baba Yaga witches could also become hermits that use their magic to
seclude themselves for the purposes of studying their dark
The Baba Yaga is a hut with bird-like legs which you summon arts in solitude.
by performing a ritual over the course of a long rest. The
Baba Yaga is considered a large land vehicle animated Portable Kitchen
through the effects of the Animate Objects spell. Additionally, Starting at 3rd level, you gain proficiency in Cook's Utensils
the entrances to the Baba Yaga such as windows and doors and gain access to a magical, summonable kitchen. This
have the Arcane Lock spell cast on them. kitchen is treated as the Cook's Utensils tool and the
The Baba Yaga comes equipped with standard household Alchemist's Supplies tool and can be used when making
furnishings such as a fireplace, tables, chairs, rugs, and checks with either of those tools. You may perform an hour
storage closets. The Baba Yaga can hold up to 10 creatures long ritual to create a potion or cook food. You may do each of
inside comfortably and can travel at a fast pace with no these once per long rest.
penalty to a creature's passive perception. The Baba Yaga
does not participate in combat unless it was specifically Cooking
attacked and it's life were in enough danger that it needed to You may magically create enough food and beverages to
defend itself. sustain a number of creatures equal to 2 + your Witch level.
If the Baba Yaga's hit points become 0, it vanishes, and all This food spoils after 8 hours if not consumed.
objects and creatures inside that were not inside when it was
created fall to the ground. Potion Making
You may create any potion of a rarity of uncommon or lower.
Awakened Familiar You may create more potions as you level, 2 potions at 6th
Prerequisite: Coven of the Green level and 3 at 14th level.
You learn the Find Familiar spell and can cast it without These potions lose their potency and evaporate if not drank
expending material components once per long rest. When over the course of 8 hours.
you cast it, you may choose to summon a beast of CR 1/4 or Witch's Hearth
below. That beast is affected by the Awaken spell as if the
spell were cast by you. You may use your action to have the Starting at 6th level, when you take a short rest or long, you
familiar take the attack action on it's turn. may cause the area to become more safe and homey. You
create a 20ft by 20ft square. This square increases in size by
Witch's Hand Makeup 5ft for each Max Idol Level beyond 3rd.
This square's temperature is controlled to be a comfortable
You gain magical makeup that allows you to become far more temperature, a hostile or unknown creature that enters the
beautiful and captivating or take on a horrific and square triggers the Alarm spell, creatures inside the square
intimidating look. Your Charisma score increases by 2 to a gain a +2 bonus to their Passive Perception, and non-magical
maximum of 22. light cannot exit the square.
Witch's Broom Blessing of the Hearth
You gain a magical flying broom or other flying object such as Starting at 10th level, you may cast the Guards and Wards
a carpet. While holding this broom, you gain a flying speed spell without expending a spell slot once per long rest. When
equal to your movement speed. you do, the time it takes for the spell to become permanent is
halved.
13
Invigorating Potion Coven of the Elements
Starting at 14th level, your potions begin to invigorate those Witches of the Coven of the Elements focus their dark
who drink them and can cause them to become temporarily magics on manipulating the elements around them and using
more powerful. them for their deeds, usually having several alters dedicated
Once per turn, when a creature drinks a potion created to specific elements.
from your Portable Kitchen, that creature gains a +2 to their
AC until the end of their next turn and they gain advantage on Elemental Attunement
their next attack roll, ability check, or saving throw. Starting at 3rd level, when you finish a short or long rest, you
may chose to attune to one of the following elements, earth,
Special Idol: Kitchen Idol fire, water, or air. Your choice grants you one of the following
When you select a new idol, this idol option is available to you features
as a member of the Coven of the Kitchen. This idol gives the Fire: You may choose for spells you cast and your spirit's
witch the ability to command food as well and create homey attacks to deal fire damage and whenever you deal fire
structures. damage with a spell of 1st level or higher or an Idol, you add
Kitchen Idol Spells an amount of damage do it equal to your Max Idol Level.
Level Spells
Water: You may choose for spells you cast and your spirit's
Cantrip Prestidigitation attacks to deal cold damage and you or a spirit you have
1st Purify Food and Drink, Grease
summoned (your choice) become affected by the Armor of
Agathys spell. The spell's level is equal to your Max Idol Level
2nd Locate Object and the duration lasts until your next short or long rest.
3rd Create Food and Water
Earth: You may choose for spells you cast and your spirit's
4th Leomund's Secret Chest attacks to deal bludgeoning damage and when one of your
5th Animate Objects spells or a spirit deals bludgeoning damage, you may choose
for a target creature affected by the spell to attempt a
Strength saving throw against your Spell Save DC or be
Passive knocked prone. You may do this a number of times equal to
You are constantly under the effect of the Detect Poison and your Max Idol Level per long rest.
Disease spell and can cast the Purify Food and Drink spell as
a ritual without expending a spell slot. Air: You may choose for spells you cast and your spirit's
Active
attacks to deal thunder damage and when you cast a spell of
1st level or higher or your spirit successfully hits a creature,
As an action, you may cast the Polymorph spell. When you you may use your reaction to move or cause your spirit to up
cast the spell, you may transform the target creature into a to 15ft. This movement increases by 5 for every Max Idol
tiny piece of food such as a piece of candy or a cake with 1 Level beyond the 2nd, is considered flying speed, and does
HP for a number of turns equal to your Max Idol Level. While not provoke attacks of opportunity.
transformed this way, the creature is blinded, deafened,
stunned, and cannot speak. The creature reverts back to it's Sense Elements
original form once the spell ends. Starting at 6th level, you can always sense whenever their is
an elemental within 120ft of you and you can accurately
discern what elemental it is.
Additionally, while you are attuned to an element, you can
always detect specific instances of that element and whether
or not the instance you are detecting is magical such as ores
in stone if you are attuned to earth or a torch if you are
attuned to fire.
Elemental Protection
Starting at 10th level, you may cast the Absorb Elements
spell as a 2nd level spell at will without expending a spell slot.
Elemental Strike
Starting at 14th level, as an action, you may cast one of the
following spells without expending a spell slot once per long
rest according to which element you are attuned to. Fire
Storm (Fire), Whirlwind (Air), Erupting Earth at 7th level
(Earth), or Tidal Wave at 7th level (Water).

14
Special Idol: Elemental Idol Once the spirit's task is complete, it can teleport back to
you.
When you select a new idol, this idol option is available to you
as a member of the Coven of the Elements. This idol gives Additional Spirit
the witch the ability to command several elemental magics at Starting at 14th level, you may add an additional spirit from
once. the spirit list.
Kitchen Idol Spells Special Idol: Astral Idol
Level Spells When you select a new idol, this idol option is available to you
Cantrip Thaumaturgy as a member of the Coven of the Hedge. This idol gives the
1st Chromatic Orb
witch astral and spiritual abilities. This idol can take on the
looks of a floating star or a deck of tarot cards.
2nd Dragon's Breath
Astral Idol Spells
3rd Glyph of Warding
Level Spells
4th Elemental Bane
Cantrip Guidance
5th Flame Strike
1st Detect Evil and Good

Passive 2nd Zone of Truth


You and an allied creature bound to a summoned spirit have 3rd Blink
resistance to the damage type associated with the element 4th Banishment
you are attuned to.
5th Commune
Active
When you cast a spell that deals damage associated with the Passive
element you are attuned to, you may cause creatures affected Creatures have disadvantage on attack rolls against bound
by the spell to lose resistances or immunities to the damage spirits.
type for 1 minute.
Active
Coven of the Hedge When a spirit binds to a hostile creature or uses an ability
Witches of the Coven of the Hedge focus their magics on that forces a hostile creature to roll a saving throw, you may
improving their relationships with their spirits and the astral use your reaction to force one affected creature to have
forces. disadvantage on the saving throw.
Spirit Guard Coven of the Green
Starting at 3rd level, your spirits can no longer be surprised Witches of the Coven of the Green focus their magics on
and they have advantage on Wisdom (Perception) checks affecting the nature around them and are usually mistaken
made to look for potential dangers while you are taking a for druids or hermits despite witches following the darker
short or long rest. natural arts. Witches of the Coven of the Green can speak
Additionally, when a creature bound to a spirit were to be with animals, control plants, and summon both to their side
targeted for an attack roll, you may use your reaction to at a moments notice. They are often shown to isolate
switch the attack to the spirit. You can do this after the attack themselves in the woods, cursing or attacking any would be
is rolled but before the outcome is determined. travelers or adventurers that come within their woods.
Quick Swap In Touch With Nature
Starting at 6th level, when you use your bonus action to Starting at 3rd level, you become one with the darker parts of
summon a new spirit, you may have the newly summoned nature. You learn the Druidic language. Additionally, you can
spirit use it's movement or perform any actions that require a communicate with beasts through gestures and ideas. The
bonus action it may have as part of the same bonus action. beasts will understand you and a beast can communicate
Spirit Messenger back through simple gestures that you can understand as
Starting at 10th level, by performing a 10 minute ritual, you well.
may have one of your spirits deliver a message as if you were Lastly, when you summon a spirit, it takes on a beastly or
casting the Animal Messenger spell. The spirit travels twice plant-like form. You can choose for a spirit you summon to
as fast than normal, the message word limit is tripled, the have the Beast or Plant creature type instead of it's current
spell's duration is treated as if you cast it at 5th level, the type.
creature recieving the message can respond in a number of
words equal to the newly tripled word limit, and if the
creature you are sending the message to is a creature you
have physically met and interacted with over the course of a
week, the spirit simply teleports to the creature to deliver the
message rather than traveling.

15
Lashing Idol Active
Starting at 3rd level, when you cast a spell of 1st level or As an action, you may choose to transform your currently
higher from an idol, you may cause a vine to appear from the summoned spirit into a beast or plant of CR 1/4 or higher.
idol, roll a melee spell attack against a creature within 10ft of The transformation lasts until you finish a short or long rest.
you. On a hit, the creature takes 1d6 slashing damage and The transformed spirit retains it's current hit points but
must succeed a Strength saving throw against your Spell regains hit points an amount equal to 5 + your Max Idol Level
Save DC or fall prone or be pulled 5ft closer to you (your when it is transformed if it's current hit points are lower than
choice). the new form's maximum hit points.
The new form uses your proficiency bonus rather than it's
Call of the Wild own and adds your proficiency bonus to it's AC and damage
Starting at 6th level, you learn the Conjure Animals spell and rolls. Lastly, the spirit retains any features it has as a spirit in
can cast it at a level equal to your Max Idol Level. When you it's new form. You use a bonus action on each of your turns to
cast the spell using this feature, you may choose to summon command the new form to move and use the Attack, Dash,
creatures of the Plant creature type as well rather than just Dodge, or Help actions or any actions it is has a spirit.
the Beast creature type. When the transformed spirit drops to 0 hit points, it
When you reach 9th level, you can use this feature to cast retreats back the realm it was summoned from as normal
the Conjure Elemental spell instead. When casting the spell and cannot be resummoned until you finish a long rest.
this way, rather than summoning an elemental, you summon A spirit cannot be transformed by this idol more than once
a Beast or Plant creature, using a pelt or bundle of animal per long rest.
bones when summoning a Beast or a bundle of herbs or a
tree branch when summoning a plant.
Lastly, when you reach 20th level, you may use your
Unbreakable Idol feature to cast either of these spells at 9th
level.
After casting a spell gained through this feature, you must
finish a long rest before casting one of the spells gained
through this feature again.
Wild Spirit
Starting at 14th level, when your hit points fall to 0 and you
are not killed or you become incapacitated, you may summon
a spirit you know or that you currently have summoned to a
space within 5ft of you to protect you. The spirit has
advantage on all attacks it makes and you may command it
even while you are unconscious or incapacitated, having it act
on your turn using your bonus action as normal.
If that spirit falls to 0 hit points, you gain 1 hit point and
creatures have disadvantage on attacks made against you
until the end of your next turn. You must finish a long rest
before using this feature again.
Special Idol: Green Idol
When you select a new idol, this idol option is available to you
as a member of the Coven of the Green. This idol gives the
witch power natural control over animals and plants and can
take the form of an animal's pelt or a bundle of sticks.
Green Idol Spells
Level Spells
Cantrip Druidcraft
1st Animal Friendship
2nd Barkskin
3rd Speak With Plants
4th Dominate Beast
5th Commune With Nature

Passive
Beast and plant type creatures have disadvantage on attack
rolls against you.

16
Coven of Dealings After making this contract, at your DMs discretion, your
contract gives the creature what it agreed upon. The DM may
Witches of the Coven of Dealings are the infamous dark choose for the effects of this contract to not occur
witches that scribe pacts and deals with gullible travelers. immediately for the purposes of storytelling and may choose
They gain power from making deals with individuals and as to lessen the benefits of your contract to the target creature
such, are quite powerful when it comes to persuading people for the same reason. A creature can end your contract
and leading them to take deals that are bound to end through the use of a Remove Curse spell. You may end your
miserably. contract at any time.
You may only have one contract at a time. When you reach
Fine Print 11th level, you may have an additional contract, and again at
Starting at 3rd level, you may cast the Illusory Script spell at 17th level.
will and without using any verbal, somatic, or material
components. Soul Steal
Starting at 14th level, as an action, you may attempt to steal
Imbue Scroll the soul of a creature within 5ft of you. That creature must
Starting at 3rd level, you may perform a 10 minute ritual to succeed a Constitution saving throw or take 10d6 necrotic
imbue one of your idols in a scroll. When you do this, you may damage or half as much on a successful save. On a failed
no longer benefit from the idol's passive or use the idol's save, the creature is marked for their soul to be stolen. When
active. As a bonus action, a creature holding the scroll may that creature dies, you steal their soul, giving you there
summon the idol's power, allowing them to gain it's passive memories and giving you an additional spell slot. Additionally,
effect until they finish a long rest. when a creature you have made a contract with dies, you may
Lastly, as an action, a creature imbued with this power may choose to steal their soul.
cast one of the idols spells as an action a level equal to your After using this feature, you must finish a long rest before
Max Idol Level, or use the idol's active ability. A creature may using it again.
only use either of these abilities once per long rest.
Special Idol: Scribing Idol
Create Contract
Starting at 6th level, you may make a dark magical deal with When you select at new idol, this idol option is available to
a willing creature. You and this creature must spend at least you as a member of the Coven of Dealings. This idol gives the
10 minutes together, creating a magical contract, a physical witch the power of writing and lore and can take the form of a
piece of paper imbued with ritualistic symbols and the pen or scroll.
binding rights of your contract. When creating this contract, Scribing Idol Spells
you may secretly imbue it with an Illusory Script spell to hide
parts of the contract from the creature you are making the Level Spells
deal with. When creating the contract, you and the creature Cantrip Word of Radiance
must agree to what you are giving and what you are taking 1st Comprehend Languages
though you may choose to be intentionally vague or lie about
terms in the contract. You may choose to take one of the 2nd Magic Mouth, Skywrite
following things from the creature you are making a deal with 3rd Bestow Curse, Remove Curse
You may steal the creature's eyesight, causing them to 4th Shadow of Moil
become blinded. You gain 60ft of darkvision or 120ft of
darkvision if you already had it. 5th Legend Lore
You may steal the creature's looks of beauty, causing them
to have disadvantage on all Charisma (Persuasion) checks Passive
and become horrifically ugly as you become beautiful. You You add a bonus to skill checks made to find lore on
gain a bonus to your Charisma checks equal to your Max creatures, items, or events equal to your Max Idol Level.
Idol Level.
You may steal the creature's physical health, reducing Active
their movement speed to 10 and giving them disadvantage As an action, you may select a target creature within 60ft of
on Constitution saving throws. Your movement speed you and create a scroll of lore on it. The scroll of lore
increases by 10ft and you have resistance to poison contains information on the creature's statistics and any
damage. information provided at your DMs discretion. While you have
You may steal the creature's mental health, causing them the scroll of lore on a creature, you have advantage on skill
to forget one random language (except common) and add checks made to find additional information on the creature
no bonuses to Wisdom or Intelligence saves or checks, such as weaknesses or potential habits, as well as Charisma
you learn an additional language of your choice and gain a checks made against that creature as the information you've
+1 bonus to Wisdom and Intelligence skill checks. learned allows you to learn how to persuade it.
At your DMs discretion, you may choose to create an You may only have a number of scrolls of lore equal to your
unlisted option that involves stealing something from the Max Idol Level. When you create one, you may choose to
creature. magically destroy another in order to maintain your limit of
These effects last so long as the contract remains in tact. scrolls of lore.

17
Shapechange
Spiritual Arcanum Spells Storm of Vengeance
True Polymorph
6th Level Weird
Bones of the Earth Wish
Chain Lightning
Circle of death Credits and Links
Conjure Fey This class and all of it's artwork was created by me,
Eyebite MommyMoke. The document was created using GMBinder. If
Harm you wish to support me to help me continue to make artwork,
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Finger of Death
Fire Storm
Forcecage
Mirage Arcane
Mordenkainen's Magnificent Mansion
Plane Shift
Power Word Pain
Project Image
Sequester
Simulacrum
Symbol
Temple of the Gods
8th Level
Abi-Dalzim's Horrid Wilting
Animal Shapes
Antipathy/Sympathy
Control Weather
Dominate Monster
Feeblemind
Glibness
Illusory Dragon
Incendiary Cloud
Maddening Darkness
Maze
Mind Blank
Power Word Stun
Telepathy
Trap the Soul
9th Level
Astral Projection
Foresight
Imprisonment
Invulnerability
Mass Heal
Mass Polymorph
Power Word Heal
Power Word Kill
Psychic Scream

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