Coven Upbringing
Ability Score Increase: Your Charisma score
increases by 2.
Broomstick: When you reach 3rd level, you can enchant a long, cylindrical item that has a value of 100 gp or more and is fashioned from rare wood. Enchanting the item is a ritual that takes 1 hour. If you enchant another item with this trait, the first item loses its enchantment.
Once enchanted, the item functions as a broom of flying that works only for you. In addition, you can use the item as your spellcasting focus. Macabre Kill. As a reaction taken immediately after you kill a living creature, you can make its death especially unnerving. Each creature of your choice that is within 60 feet of you and able to see you must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only falteringly; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this trait for the next 24 hours.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Languages: You are fluent in any two standard languages and any one other language of your choice.
Broomstick: When you reach 3rd level, you can enchant a long, cylindrical item that has a value of 100 gp or more and is fashioned from rare wood. Enchanting the item is a ritual that takes 1 hour. If you enchant another item with this trait, the first item loses its enchantment.
Once enchanted, the item functions as a broom of flying that works only for you. In addition, you can use the item as your spellcasting focus. Macabre Kill. As a reaction taken immediately after you kill a living creature, you can make its death especially unnerving. Each creature of your choice that is within 60 feet of you and able to see you must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only falteringly; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this trait for the next 24 hours.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Languages: You are fluent in any two standard languages and any one other language of your choice.
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