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Coven of the Claw

Living far from civilization in remote places of wilderness and isolation, the Coven of the Claw’s wisdom is piercing, contemplative, and often ascetic. Claw witches tend to their fellow outsiders, trappers and hunters and hermits with no one else to watch over them, and to those compelled to travel the hard path, deep and far, to seek them out. Their care is harsh and truthful, but they fiercely protect their territory and those within it against harm and exploitation.

Claw Spells

2nd-Level Coven of the Claw Feature 
Your philosophical understanding of the laws of wild places grants you access to certain spells. At 2nd level, you learn the poison spray and primal savagery cantrips. You gain access to additional spells when you reach certain levels in this class, as shown in the Coven of the Claw Spells table.   Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the witch spell list, the spell is nonetheless a witch spell for you.
Coven of the Claw Spells
Witch Level  Spells
2nd  hunter’s mark, speak with animals
3rd  alter self, spider climb
5th  conjure animals, haste
7th  dominate beast, wyrding*
9th  insect plague, hold monster

Curse of the Claw

2nd-Level Coven of the Claw Feature
When you cast hunter’s mark or a curse spell on one or more creatures, for the duration of the spell you can use a bonus action to make a melee weapon attack against an affected target within 5 feet of you using an unarmed strike or simple weapon.

Crimson Gift

2nd-Level Coven of the Claw Feature
Witches of the Coven of the Claw are trained for battle as few other witches are. When you choose this coven, you gain the following benefits:
  • You gain proficiency with light and medium armor, and with shields.
  • Your hit point maximum increases by 2, and each time you gain a level in the witch class your hit point maximum increases by an additional 1 hit point.
  • You can use Wisdom instead of Strength or Dexterity for your weapon attack and damage rolls, including unarmed strikes.[/li

Call to the Hunter

6th-Level Coven of the Claw Feature
You can call an allied Beast to your side in times of need, drawing on your reciprocal connection to the living things around you. When you summon this ally, choose its native environment: Air, Land, or Water. The creature has the form of an animal native to the chosen environment, which determines certain traits in its stat block. The creature disappears after 1 minute or when it is reduced to 0 hit points.   In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it defends itself from hostile creatures or takes the Dodge action, using its movement to avoid danger.   Once you use this feature, you can’t use it again until you finish a short or long rest, or until you expend a spell slot of 2nd level or higher as an action to regain the use of this feature.

Red Frenzy

10th-Level Coven of the Claw Feature
You can attack twice, instead of once, whenever you take the Attack action on your turn or make an attack as part of casting the primal savagery cantrip. Alternatively, when you take the Attack action on your turn, you can cast one of your witch cantrips in place of one of those attacks.

Steady Will

14th-Level Coven of the Claw Feature
You can’t lose concentration on hunter’s mark or curse spells that you cast as a result of taking damage. Additionally, you have advantage on saving throws against the frightened and stunned conditions.

World's Beyond Number

Allied Hunter CR: —

Small to Medium beast,
Armor Class: 10 + PB (natural armor)
Hit Points: 10 (Air Only) or 20 (Land and Water Only) plus (5 × PB)
Speed:

STR

18 +4

DEX

12 +1

CON

16 +3

INT

6 -2

WIS

14 +2

CHA

5 -3

Skills: Stealth +1 plus PB, Survival +2 plus PB
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge Rating:
Proficiency Bonus: equals your Proficiency Bonus

Speed 30 ft.; climb 30 ft. (Land only fly 40 ft. (Air only swim 30 ft. (Water only)   Claw-Called. The hunter has advantage on attack rolls against a creature that is frightened, grappled, incapacitated, or under the effects of a curse spell you cast.   Curse Eater. Once per turn, when the hunter deals damage to a creature that is under the effects of a curse spell that you cast, the hunter regains PB hit points.   Aquatic Adaption (Water Only). The hunter can breathe only underwater. It has advantage on Dexterity checks and saving throws in aquatic environments.   Tenacious (Land Only). The hunter has advantage on Strength checks made to grapple a target or escape from a grapple.

Actions

Multiattack. The hunter makes a number of attacks equal to half your proficiency bonus (rounded down).   Hunter’s Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 plus PB piercing damage

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