Your patron is a trio of hags who have imbued you with unearthly power. You can hear their voices in your mind, behind your eyes, and though they sometimes squabble with one another, they drive you inexorably to wicked deeds, guiding others to ruin and gradually increasing the evil within the world. Those whose patron is a coven of hags are known as Hag Initiates.
Expanded Spell List The coven teaches you from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 1st level: Identify, Ray of sickness 2nd level: Alter self, Locate object 3rd level: Bestow curse, Lightning bolt 4th level: Phantasmal killer, Polymorph 5th level: Dominate person, Modify memory Fey Presence Starting at 1st level, your coven bestows upon you the ability to project the beguiling and fearsome presence of a true hag. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of our next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Entropic Ward At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Beguiling Defenses Beginning at 10th level, your coven teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell), and takes 2d6 psychic damage each round at the start of its turn. This effect ends early if the creature takes any damage other than the psychic damage inflicted by this ability. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
May 2022
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