Witchcraft Domain Spells
Cleric level |
Spells |
1st |
speak with animals, hideous laughter |
3rd |
augury, suggestion |
5th |
conjure animals, fly |
7th |
hallucinatory terrain, polymorph |
9th |
dream, geas |
Bonus Cantrips
When you select this domain at 1st level, you learn the
produce flame cantrip and either the prestidigitation cantrip
or druidcraft cantrip, if you do not already know them.
Witch’s Familiar
When you select this domain at 1st level, you learn the find
familiar spell, which is treated as a domain spell for you.
When you cast find familiar, the creature you summon has
its Intelligence, Wisdom, and Charisma scores increased
to 14, and it can speak any language you can. When your
familiar would take damage or be targeted by an effect or
spell, you can use your reaction to dismiss your familiar
instead, preventing it from taking damage or being targeted.
Wicked Curse
Also at 1st level, you learn to call upon the strange arcane rites
of your faith to inflict a malignant curse upon those who vex
you. As an action, you can force a creature you can see to lock
eyes with you. The target must make a Charisma saving throw.
If it fails, it is cursed by you for 1 week. If it succeeds, it is not
cursed and is immune to this curse for 1 day. If you successfully
use this feature to curse a second creature, the first curse ends.
The first time you cast a cantrip that requires the
cursed target to make a saving throw, it automatically
fails. When you do this, the curse ends.
You can use your action to see and hear from the eyes and
ears of any creature you have cursed using either this feature
or another feature or spell that curses a creature, during
which time you are deaf and blind to your own senses. This
effect lasts until you choose to end it (no action required).
Channel Divinity: Vile Brew
At 2nd level, you can use your Channel Divinity as an action
to conjure a potion of strange power. As part of this action, you
cast a cleric spell of your choice that you have prepared that
has a casting time of 1 action and doesn’t have a range of Self,
which has no effect and is stored within the potion. A creature
can use its action to consume the potion. When it does, the
spell takes effect with the creature as the target, or as the point
of origin if the spell targets an area. The potion retains potency
until you finish a short or long rest, after which it has no effect.
Dark Witness
At 6th level, when you use your Wicked Curse feature
to see through the eyes of another creature, you can use
your action to force a creature that you can see to lock
eyes with the eyes you are seeing through, using your
Wicked Curse feature to attempt to curse a new target.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier
to the damage you deal with any cleric cantrip.
Raven’s Eclipse
At 17th level, the otherworldly blessings bestowed upon
you allow you to cloak the world in shadowed eyes and
dark feathers. As an action, you can cause magical darkness
to pour forth from yourself or from a cursed creature you
can see, filling a 30-foot radius sphere around source and
following it as it moves. Creatures friendly to you within
the area can see clearly through the magical darkness. If a
creature within the radius is hostile to you, it must make
a Wisdom saving throw. If it fails, it is frightened of the
creature of origin until the end of your next turn, and can see
the creature of origin despite the darkness. If it succeeds, it
can’t be frightened by this feature for 1 minute. The darkness
lasts until the start of your next turn unless you use your
action to maintain the effect, extending the duration until
the start of your following turn with each consecutive use.
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