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Coven of the Heart

Of all witches, witches of the heart take the most interest in the lives and troubles of ordinary people, and they excel as matchmakers, advice-givers, and gossips. Whether they dwell in the charmingly odd house at the edge of town or in the attic apartments above a busy store, heart witches tend to live among the people that their magic serves and become fixtures of community life, attending town halls and festivals and helping out around town until others hardly think there’s anything remarkable about a witch living among them.

Heart Spells

2nd-Level Coven of the Heart Feature
Your connection to the magic of emotions and bonds grants you access to certain spells. At 2nd level, you learn the prestidigitation and spare the dying cantrips. You gain access to additional spells when you reach certain levels in this class, as shown in the Coven of the Heart 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 Heart Spells
Witch Level  Spells
2nd  healing word, sanctuary
3rd  calm emotions, warding bond
5th  mass healing word, revivify
7th  death ward, resilient sphere
9th  telepathic bond, raise dead

Curse upon the Heartless

2nd-Level Coven of the Heart Feature
When you cast a curse spell on one or more creatures, you also reduce the targets’ ability to inflict harm on others. For the duration of your curse, once per round when a target of your spell deals damage, you can roll a d8 and reduce the damage it deals to one target by that amount. If the target of your curse is a Fiend or Undead, roll the die twice and use the higher roll.

Heart’s Gift

2nd-Level Coven of the Heart Feature
When you cast spare the dying or a spell that restores hit points to a creature, you can expend a number of Hit Dice up to your proficiency bonus to roll an equal number of d6s and add the total to the number of hit points one target of your spell regains.

Overflowing Heart

6th-Level Coven of the Heart Feature
You begin to channel your true feelings into your magic. When you finish a long rest, you can select a number of willing creatures up to your proficiency bonus + your Wisdom modifier. When you cast a spell that targets one or more of these creatures, you can replace one verbal or somatic component, or one material component worth up to 500 gp. You replace that component with the target’s laughter or tears, or a shared kiss or embrace.

Sympathetic Bond

10th-Level Coven of the Heart Feature
The bonds of the heart care nothing for distance. When a creature gives you an object that symbolizes their friendship or love, such as a lock of hair or a rose in bloom, you can target them with spells you cast as if you can see and touch them while you hold the object. If the creature’s friendship or love toward you ends, the object loses this feature and you are aware of it.

Witch’s Grace

14th-Level Coven of the Heart Feature
The power of your sympathy and empathy can overwhelm the hardest of hearts, making you a powerful force for reconciliation. When a creature that you and your allies haven’t harmed or insulted deals damage to you or an ally of yours that you can see, you can use an action on your turn to implore the creature to cease hostility. At the start of your next turn, if the creature has not been attacked, threatened, or forced to make a saving throw by you and your allies since you used this feature, it feels the presence of a curse waiting to inflict consequences should it harm you or your allies. For the next 24 hours, or until you or your allies attack,   threaten, or force the creature to make a saving throw, the act of harming you or your allies causes the curse to immediately take effect. While cursed in this way, the creature has disadvantage on all ability checks, attack rolls, and saving throws for the following 24 hours, including the action that triggered the curse.   Creatures that can’t understand a language can’t be affected by this feature. If you or your allies have harmed or insulted a creature but made sufficient amends (as determined by the GM), you can use this feature as if you have not done harm or given insult.   Once you use this feature, you can’t do so again until you expend a 7th-level spell slot as an action to regain the use of it.

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