Patron: Coven

Expanded Spell List

Spell Level Spells 1st Animal Friendship, Tasha's Hideous Laughter 2nd Blindness/Deafness, Nystul's Magic Aura 3rd Bestow Curse, Call Lightning 4th Fire Shield, Phantasmal Killer 5th Contagion, Mislead

Familiar Connections





Starting at 1st level, you can spend 1 minute to magically brew a boiling potion in some container at least 3 feet to a side (you do not need to supply anything except water and the container).





When you have created it, as an action you can look into the potion and see through the eyes of any creature you have seen in the last 24 hours. You do not get the benefits of any special vision the creature has, but keep any special senses you possess. The creature is aware you are doing this, and if it has a Charisma of 4 or greater it can prevent you. There is no visible sign that you are doing this. If it is a creature under the effect of a spell you cast, it are unaware and cannot prevent you.





You can use your action to continue looking through the creatures eyes or choose another creature. The broth loses potency once you are more than 5 feet away from it or it is moved at all.

Hidden Curses





Starting at 6th level, you learn the art of being so subtle with your spells that you can cast them undetected around others. Whenever you cast a spell of 1st level or higher using a warlock class feature, you can forego both verbal and somatic components.





In addition, when you cast an enchantment or necromancy spell using the above featurethat doesn't deal direct damage, nobody except you is aware of you casting it or the spell effect unless there is a specific physical or visual effect.

Collective Aid





Starting at 10th level, you can access a network of luck within the coven. When you roll a natural 1 on an attack roll, ability check, or saving throw, you can reroll the dice and use the new roll. You regain the use of this feature after a short or long rest. You can also regain the use of this feature by rerolling a natural 20 on an attack roll, ability check, or saving throw and using the new roll.

Summon the Elder





Starting at 14th level, as an action you can call an elder of the coven to take control of an enemy and aid you. One small, medium, or large creature within 30 feet of you must suceed on a Charisma saving throw against your spell save DC or become posessed by an elder.





While it is posessed, its eyes glow white, and it retains all statistics but gains proficiency in Intelligence, Wisdom, and Charisma saves. The elder follows your instructions to the best of its ability, but cannot cast spells, use legendary or lair actions, or harm the posessed creature.





The posession lasts for 1 hour or until you lose concentration (as if concentrating on a spell). Whenever the creature takes damage, it can make another charisma saving throw, ending the posession on a success.