The Medium: Domain of Witchcraft
A Cleric Witch Subclass for Hexbound
Preserving an oral tradition requires dedicated
members devoting their lives to the safekeeping
of that knowledge. Clerics of Witchcraft are traditionally
the custodians of the oral tradition
of witchcraft. The biggest threat to
the survival of any oral tradition is
the death of those that practice
it, which is why these clerics’
ability to invite spirits into
their minds and
learn their
knowledge
is vital to the
survival of
the practice.
They are
experts in
the art of
possession: both
self-possession to
learn the secrets of those
that have passed, and also
possession of others
to weaken their foes
from the inside. The
clerics of this domain
who choose to serve
the divine generally
serve the gods that rule
over magic, knowledge, and
death; some even act as psychopomps
for them thanks to their ability
to act as a bridge between the material
and the ethereal planes.
Covens of Witchcraft clerics are often tasked
to live within the covens of other witches in order
to preserve the specific teachings of that coven,
but this is not what all these cleric witches do.
Some Witchcraft clerics do not dedicate
their lives to keeping the tradition of
witchcraft alive, but rather decide to
use their talents for possession to
serve as a bridge between planes,
giving others the
opportunity to
speak to
those that
have left the
world of the
living. Many of
these clerics go by
the term medium,
as more than any witch
they are the bridge that
parts the veil between
the worlds
of the living
and the dead,
letting the dead
communicate to
the living through
themselves.
Whether they do so
out of the kindness of their hearts,
the prospective monetary gain, or to
right the wrongs of those that have
been killed unjustly depends on
the witch.
Witchmark
Mediums usually have their witchmarks on
their eyes, symbolizing their ability to contact
the realm of the dead. These witchmarks often
take the shape of eyes, although some mediums
have pupils in the shape of stars as a witchmark.
Other Domain of Witchcraft clerics sport witchmarks
on their hands or tongues, once again
to symbolize the connection between the two
realms. When using their gift and inviting spirits
into their bodies or the bodies of others, the
witchmark’s color and glow is known to reflect
the emotional state of the spirit.
1st Level: Witchcraft
Domain Spells:
Starting at 1st level, you learn an additional
spell when you reach certain levels in this class,
as shown in the Witchcraft Domain Spells table.
The spell counts as a cleric spell for you, but it
doesn’t count against the number of cleric spells
you know.
Level | Spell |
---|---|
1st | bane, command |
3rd | hold person, ray of enfeeblement |
5th | animate dead, speak with dead |
7th | compulsion, phantasmal killer |
9th | dominate person, raise dead |
1st Level: Medium Possession
Starting when you choose this domain at 1st
level, you can allow spirits to come into your
mind, acting as the bridge between the planes of
the living and the dead. By spending 10 minutes
meditating, you can reach into the ethereal plane
and summon a creature that has died.
You must know the true name of the creature
you summon. When you do so, your intentions
and your character become clear to the spirit of
that creature, at which point it may choose to
come into your mind and speak through you at
the GM’s discretion.
The spirit can speak the languages they
knew in life through you, but they can’t move
your body unless you allow them. If you do,
their movements are slow and laborious. When
speaking while possessed by a spirit, your voice
changes to the voice of the spirit when they were
alive. The connection lasts for 5 minutes, after
which you must immediately take a short rest or
gain 1 level of exhaustion. Once you’ve used this
feature you can’t use it again until you finish a
short or long rest.
1st Level: Whispered Secrets
Starting at 1st level, you can ask spirits to infiltrate
the body of a creature to know their weaknesses.
As a bonus action, you send spirits into
the body of a creature within 30 feet that you
can see. Unless the creature has a witch subclass,
they are unaware of the spiritual incursion. On
your next turn, the spirits come back to you and
tell you what that creature’s damage resistances,
immunities, and weaknesses are, if any. You can
use this feature a number of times equal to your
Wisdom modifier. You regain all expended uses
when you finish a long rest.
2nd Level: Channel Divinity - Weakening Possession
Starting at 2nd level, you can use your
Channel Divinity to weaken the body of a creature
through spiritual possession. As an action,
you send spirits into the body of a creature
within 30 feet that you can see. The creature
must make a Wisdom saving throw against
your spell save DC. On a failure, they are now
vulnerable to radiant, necrotic, or psychic damage - your choice. If the creature was resistant
or immune to the type of damage selected, they
lose the resistance or immunity for the duration
of this feature. This feature lasts for 1 minute, or
until you lose your concentration (as if you were
concentrating on a spell).
6th Level: Channel Divinity - Envoy of Feebleness
At 6th level, you use spirits to pass a debilitating
effect from your body to your foes. As an
action, whenever you are under one of the following
conditions: blinded, charmed, deafened,
frightened, paralyzed, poisoned, exhausted, or
stunned, you can attempt to become free of that
condition and pass it to another creature within
30 feet of you that you can see. The creature receiving
the condition must make a Constitution
saving throw against your spell save DC. On a
failure, the creature is now afflicted with the
condition you were under and you are no longer
affected by it. If you were able to make saving
throws against a DC to be freed of that condition,
the creature is able to make those same saving
throws to be freed, against the same DC.
If the creature is immune to the condition, it
must still make a saving throw. On a failure,
both you and the creature are not affected by
that condition.
If the condition is exhaustion, the creature
receiving the exhaustion condition has the same
exhaustion levels as you had.
8th Level: Potent Spellcasting
Starting at 8th level, you add your Wisdom
modifier to the damage you deal with any
cleric cantrip.
17th Level: Master Medium
At 17th level, your mastery over spirits and
possession knows no bounds, emboldening your
abilities of possession and granting you new uses
for them:
When you target a creature with Whispered
Secrets you know which of their ability scores
is the highest and lowest, as well as the damage
resistances, inmunities and vulnerabilities.
You can use any other creature you can see
that is under a negative condition as a source to
pass a condition when using Envoy of Feebleness.
When a creature is under the effects of the
Channel Divinity option Weakening Possession,
the spirit possessing them can take control of the
body of the possessed target. If the creature fails
their saving throw when targeted by Weakening
Possession, they are also under the effects of one
of the following spells: command, compulsion,
or irresistible dance, your choice. If the target
breaks out of the spell effect through a successful
saving throw at the end of their turn, they are
still vulnerable to the damage type selected when
using the Channel Divinity option.
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