Mordred Blackwood

Mordred Blackwood (a.k.a. Red)

A Firbolg from the jungles of Khao, exiled from her home in one of the last groves, as she had destroyed it after she made a bad deal, in an attempt to protect it.   She spent 40 years surviving in Khao alone, miserable, scared. Her misery opened a connection the the Weeping Stone, a patron of the Fey who gave her power to be an avatar, to share and help lift the sorrows of others.   10 years after, while she learned to control her abilities, an image of a witch bade her travel to Dolten, an invitation to join the Great Coven, and to be part of something to protect people in a dangerous land. She accepted, hoping to find vengeance and to be something better.

Physical Description

General Physical Condition

Well built, 7’11” with a giants build, thick curly red hair with random beaded braids, and hazel eyes.

Facial Features

Burn over her right eye in the shape of a boar’s hoof.

Identifying Characteristics

red triangle tattoos, point down

A Firbolg, who found the Weeping Stone while wandering the Jungles of Khao, searches for redemption and justice

View Character Profile
Alignment
Neutral Good
Age
117
Date of Birth
Uhhhhh
Children
Gender
Female
Eyes
Hale
Hair
Red Orange
Skin Tone/Pigmentation
Charcoal blue
Height
7’11”

Mordred Blackwood

Firbolg Race
Khao - Jungle Exile Origin
Archfey Warlock 10 Class & Level
Neutral Good Alignment
None (Patron: The Weeping Stone) Deity
The Great Coven Faction
Member Rank/Position
9 Loyalty
Company

Strength 13
+1
Dexterity 10
+0
constitution 14
+2
intelligence 15
+2
wisdom 16
+3
charisma 18
+4
Total Hit Dice 10
Hit Die
1d8+2
+4 proficiency bonus
+1 Strength
+0 Dexterity
+2 Constitution
+2 Intelligence
+7 Wisdom
+8 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+6 Arcana
+1 Athletics
+4 Deception
+2 History
+3 Insight
+4 Intimidation
+2 Investigation
+3 Martial
+3 Medicine
+6 Nature
+3 Perception
+4 Performance
+4 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+7 Survival
skills

 
49
MV
0
Prestige
2
Attunement Slots
16
Armor Class
78
Hit Points
+0
Initiative
30
Speed
Spear 1d20+3 1d6+1
Versatile Spear 1d20+3 1d8+1
Attacks
Skill Proficiencies -
Arcana, Nature, Survival

Languages -
Common, Giant, Elven, Sylvan(Hewn Blackwood), Wicked

Saves -
WIS, CHA

Light Armor, Chain Mail, Simple Weapons, Poisoners Kit, Alchemists Supplies, Cook Utensils, Woodcarving Kit

Guitar(Dulcimer)
Proficiences
Cantrips:

Blade Ward

Abjuration
Level: Cantrip
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks

 


Chill Touch

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 


Eldritch Blast

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

 


Frostbite

Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Mage Hand

Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.


Prestidigitation

Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor m agical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff o f wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot o f nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end o f your next turn.

If you cast this spell multiple times, you can have up to three o f its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 


Toll the Dead

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

 


10 spells known

Lvl 1:

Sleep

1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch o f fine sand, rose petals,
or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points o f creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

 



Faerie Fire

1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in
blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw.
For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object
has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible

 


Lvl 3:

Counterspell

3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.


Hypnotic Pattern

3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: S, M (a glowing stick o f incense or a
crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute
You create a twisting pattern o f colors that w eaves
through the air inside a 30-foot cube within range.
The pattern appears for a moment and vanishes. Each
creature in the area w ho sees the pattern must make
a W isdom saving throw. On a failed save, the creature
becomes charmed for the duration. While charmed
by this spell, the creature is incapacitated and has
a speed o f 0.
The spell ends for an affected creature if it takes any
damage or if someone else uses an action to shake the creature out o f its stupor.

 


Plant Growth

3rd-level transmutation
Casting Time: 1 action or 8 hours
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels vitality into plants within a specific
area. There are two possible uses for the spell, granting
either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point
within range. All normal plants in a 100-foot radius
centered on that point become thick and overgrown. A
creature moving through the area must spend 4 feet of
movement for every 1 foot it moves.
You can exclude one or more areas o f any size within
the spell’s area from being affected.
If you cast this spell over 8 hours, you enrich the
land. All plants in a half-mile radius centered on a point
within range become enriched for 1 year. The plants
yield twice the normal amount o f food when harvested.

 


Hunger of Hadar

3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pickled octopus tentacle)
Duration: Concentration, up to 1 minute
You open a gateway to the dark between the stars, a
region infested with unknown horrors. A 20-foot-radius
sphere of blackness and bitter cold appears, centered
on a point with range and lasting for the duration. This
void is filled with a cacophony of soft whispers and
slurping noises that can be heard up to 30 feet away. No
light, magical or otherwise, can illuminate the area, and
creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the
area is difficult terrain. Any creature that starts its turn
in the area takes 2d6 cold damage. Any creature that
ends its turn in the area must succeed on a Dexterity
saving throw or take 2d6 acid damage as milky,
otherworldly tentacles rub against it

 


Blink

3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Roll a d20 at the end of each o f your turns for the
duration o f the spell. On a roll o f 11 or higher, you
vanish from your current plane o f existence and appear
in the Ethereal Plane (the spell fails and the casting is
wasted if you w ere already on that plane). At the start of
your next turn, and when the spell ends if you are on the
Ethereal Plane, you return to an unoccupied space of
your choice that you can see within 10 feet o f the space
you vanished from. If no unoccupied space is available
within that range, you appear in the nearest unoccupied
space (chosen at random if more than one space is
equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear
the plane you originated from, which is cast in shades
o f gray, and you can’t see anything there more than 60
feet away. You can only affect and be affected by other
creatures on the Ethereal Plane. Creatures that aren’t
there can’t perceive you or interact with you, unless they
have the ability to do so.

 


Level 4:

Sickening Radiance

4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

 


Level 5:


Synaptic Static

5th-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

 



Wall of Light

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a hand mirror)
Duration: Concentration, up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall's area takes 4d8 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.
At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

 


EIs -
(Dark Gift)
Add CHA to Eldritch Blast dmg


Cloak of Flies
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can't use it again until you finish a short or long rest.


Misty Visions
You can cast Silent Image at will without expending a spell slot
1st-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some
other visible phenomenon that is no larger than a 15-foot
cube. The image appears at a spot within range and
lasts for the duration. The image is purely visual; it isn't
accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to
any spot within range. As the image changes location,
you can alter its appearance so that its movements
appear natural for the image. For example, if you create
an image of a creature and move it, you can alter the
image so that it appears to be walking.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature
that uses its action to examine the image can determine
that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the creature
can see through the image


Devil's Sight
See normally in darkness, normal and magic, to a distance of 120 ft


Repelling Blast
Push creature away in 10 ft line when hit by EB


Gift of the Ever Living Ones
When healing and familiar is within 100 ft, treat all dice rolled as having rolled max


Spellcasting
6 invulnerability potion
6 heroism potion
6 supreme healing potion

Bandolier 1 (Max 3)- Potions of Healing, Holy Water, Potion of Invulnerability
Bandolier 2 - Fire Breath, Potion of superior healing, shield of faith
Bandolier 3 - Potion of Healing, scroll of Healing word, potion of invulnerability
Chain Mail - AC 16 / STR 13 / Stealth Disadvantage / 55 lbs

Currencies

3810 GP 9 SP 7 CP
2 crafting tokens


Potions


  • 8 healing
    Greater Healing
    Clairvoyance
    Growth
    Superior healing
    5 Anti-Toxin
    bottled breath
    Water Breathing
    Holy water
    2 invulnerability

     


    Scrolls


  • False Life
    Shield of Faith
    Silence
    Invisibility Scroll
    Healing Word
    Hold Person
    Healing Word
    Chaos bolt
    3 magic missile

     


    Miscellaneous

    4 uses of Find Familiar Components
    Pole of Collapsing (Xan PG 139) - 10 ft pole collapse into 1 ft,
    Alchemist Supplies
    Cook's Utensils
    Woodcarving Kit
    Dulcimer Guitar
    Spear
    Burglars Kit - Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
    Dark robes
    Component Pouch,
    Arcane Focus
    Cauldron,
    Vestaments
    Potion Belt
    Fancy dress
    Pocket Mimic(RP ITEM ONLY, Now in room as black square)
    Barbed Brass Ring - Show membership of the Coven

    In Room at Home:
    5 plushies - 2 unflavored, black scarred dragon, black green eyed ram, Tortle with red bandana, sai and pizza
    4ft Hyena plushie
    A scarab plushie
    A cute fern
    3 blue stargazers(?)
    Elk horn Hookah 5 connections
    Couple blocks of normal hashish
    Wood Guardian Adornments (Arm bracelets,talon finger rings, antlered full mask)

     



    Hewn Blackwood - attuned
    Spear - Major Uncommon (850gp, 9 days) - Attunement

    *A spear carved from wood grown by druids and later petrified, looking as though stone grew in the shape of a branch. Purple iridescence can be seen when it is moved about, the curved spear head shining atop it. The names of ones lost to the maker of this spear are carved near the bottom end in elvish, and at the top, the names of those they wish to protect.*

    You can speak, read and write Sylvan (Seelie).

    While a creature with the Fey type is within 30 feet of you, you regain 1d4 additional hit points whenever you would regain hit points. This effect can occur up to three times, with all uses replenishing on a long rest.

    [Base, Adornment, Spell invocation x1]
    Druid Grown Wood, A pinch of Sphinx hair, Faerie Fire

     


    Crafting

    Residue of the Flaming Fields
    Flawless

    Mystic Fey Branch - Moderate (Shields)

    Holy Arcane Shield
    Superior
    Base Material Adornment
    Weapons, Armor, Wondrous
    Strength
    Abjuration, Momentum Restoration
    Blessed
    "The arcane failings of a worshipper of Runethares, his created bulwark slowly dissipating, yet ever restoring itself to completion."

    Dark Side of the Moon
    Superior
    Base Material Enchantment
    Weapons, Armor
    Dexterity, Wisdom
    Arcana, Chaos, Moon, Void
    Expedited - 15%

    Melon Vine
    Moderate quality
    Base Material, Enchantment
    Wondrous only
    Constitution aligned
    Family, Creativity, Prosperity
    God-aligned: Silloway

     


    Weight of Redemption - Attuned

    [Base Material Shamed Soldiers Will, Adornment Crow-Fathers Kiss , Enhancement Solitaire Clover, Spell Invocation x2 Bless Cure Wounds]
    Being crafted by Mordred Blackwood
    Wondrous (Chain Bracelet) – Major Very Rare (5700gp, 57 days) – Attunement

    *A bracelet of chain, most often seen on a prisoner, but an apt symbol of the repentant. A weight borne so that forgiveness is found, or perhaps so that others need not bear it. So to do these bear a great weight, their dull grey possessing a carved image of a flower found in Orde. They feel burdensome, and heavier than they should. A reminder that redemption is a heavy task to all, but a weight worth bearing.*

    *Your Wisdom score increases by 1 and Charisma score increases by 2, to a maximum equal to your ability score cap.*

    **Martyred Bloodletting**: *As an action, you can take up to 30 sacrificial damage. For every 5 hit points you lose in this way, not including temporary hit points, you can restore 5 hit points to a number of allies up to your Charisma modifier (minimum of 1) that you can see within 30 feet of you. This ability has three uses, and you regain spent uses when you complete a long rest.*

    **Protect the Redeemed**: *As an action, choose an ally you can see within 30 feet of you. For the next minute, they gain resistance to bludgeoning, piercing, or slashing damage, chosen when you activate this ability. For the same duration, you gain vulnerability to the same damage type chosen. You can end this ability early as a bonus action, and only one creature can benefit from this ability at a time. This ability has two uses, and you regain both uses when you finish a long rest.*

    **Sacrifice Made**: *When an allied creature you can see within 10 feet suffers damage from a hostile source, you can use your reaction to magically take that damage instead. Taking damage in this way does not prevent any effects associated with the damage. You can do this twice, regaining spent uses when you complete a short or long rest.*

     


    Familiar’s Throne

    Hat (Wondrous) - Minor Rare (1300gp)

    *Both elegant and comfortable, this throne shaped hat acts as a convenient seat for any tiny sized creature. Your familiar will feel like royalty as it puts its little feet up and relaxes, letting its human do all of the leg work.*

    **Conceal.** The wearer of this hat can use their bonus action to shift the throne shaped hat into a large striped top hat instead. If the wearer's familiar is currently sitting on the throne, the hat reshapes around it, leaving them safely under the hat. The wearer can shift the hat back by using their bonus action again. Doing so returns the familiar to sitting on the throne if they were underneath the top hat when it was activated.

    **Rump Return.** The wearer of this hat can temporarily dismiss their familiar as a reaction when the creature is hit by an attack and can cause it to reappear immediately in the same reaction onto the throne. The wearer must be within 100 feet of their familiar. If the throne is currently concealed as a top hat, the familiar instead reappears underneath the hat. This ability has one use that refreshes at dawn.

    [Base Material, Spell Invocation x1]


     


    Equipment
    The Great Coven
    Faction
    The Madman
    Stat Array
    Firbolg Magic
    Cast Detect Magic and Disguise Self using Wisdom, recharge after shrt/lng rest

     


    Hidden Step
    BAB, turn invisible until action, recharge after shrt/lng rest

     


    Great Coven Attribute Increase
    +2 Max CON

     


    Powerful Build
    You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

     


    Speech Beast/Leaf
    Limited communication with animals/plants, adv on charisma influence, CANNOT UNDERSTAND IN RETURN

     


    Fey Presence
    Action, cause each creature within 10 ft to make WIS save against spell DC, failure causes fear/charm on choice until the end of my next turn, short/long recharge

     


    Misty Escape
    Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
    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 patron 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.

     


    Exile Caster
    Spells that extend past one round and that affect only me last 3x as long(gained survival and poisoner kit proficiency)

     


    ASI Increase
    Level:4 +1 CHA/WIS
    Level 8: +1 STR/WIS

     


    Ignore

    DO NOT HAVE NEED TO RETRAIN FEAT
    You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

    You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
    You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.


    Blessings of the Patrons

    Loyalty 5: Members of the Great Coven learn two Warlock Cantrips of their choice. These cantrips cannot be retrained, and are lost when leaving the Great Coven, or when falling out of favor of the Witches’ Council. These cantrips use the Witch or Warlock’s highest mental stat.


    Warded Ring
    The Coven Member's Barbed Brass Ring is upgraded and imbued with protections against madness and similar effects. While wearing the Ring the Coven member gains advantage on all saving throws made against Madness, Fear, Charm, Domination, and other mind altering effects.


    Friendship with KC!

    Class/Racial Features & Traits