The Witch's Coven

The witch's coven is a place of strange magical secrets, creating one or more of the following effects at the GM's discretion.

Demesne Effects Shapes and symbols of the witch's choosing appear in the environment around the coven - carved figurines, markings in stone, etc, often reflecting the witch's talisman.

Whenever someone speaks of the witch within the demesne, the witch hears what they say.

The witch can send whispers as per the message cantrip to anyone in their demesne as an action. These whispers may sound like they are coming from the sounds of the environment, such as the susurrations of the trees or the creaking of floorboards.

Attempting to find the witch's coven requires a Wisdom (Survival) check against the witch's spell save DC, unless the witch allows it. Otherwise on a failed save, the creatures attempting to find it end up lost and possibly separated from one another. The witch can cause creatures traveling through to make the check or else end up at their stronghold accidentally.

Stronghold Actions On initiative count 20 (losing initiative ties), the witch can take a stronghold action to cause one of the following effects. The witch must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short or long rest. The witch casts true polymorph on a creature, which lasts for up to 1 hour then ends. The maximum challenge rating of creature that can be made with this spell is your stronghold level plus your Wisdom modifier, and these creatures cannot cast spells. The polymorphed creature may have an appearance similar to the witch's talisman, such as looking like a rag doll or being made of crystal.

For one round, the witch can pass through solid walls, doors, ceilings and floors as if the surfaces weren't there, and does not provoke attacks of opportunity.

The witch states the true name of a creature they can see within 60 feet of them. If the name is correct, they become paralyzed for one minute (making a saving throw each round to end the effect) or are banished into a maze that leads them out of the witch's demesne (your choice).

Class Feature Improvement:

Master of Concoctions When you make an infusion, you can create a potion of necessity. It does not require a spell slot to be made. You decide the effect of the potion when it is used, choosing from any spell on your spell list. The spell is assumed to be cast at the highest level for which you have slots. You can do this once per rest and a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability. Witch Followers d100 Follower 01-05 Regular Light Infantry (Size 1d6), Unit 06-10 Regular Light Flying (Size 1d4), Unit 11-14 Spirit Warden (3rd level), Retainer 15-18 Acolyte of the Way (3rd level), Retainer 19-22 Skinwalker (3rd level), Retainer 23-26 Cavalier (3rd level), Retainer 27-30 Executioner (3rd level), Retainer 31-34 Chaos Mage (3rd level), Retainer 35-38 Healer (5th level), Retainer 39-42 Diabolist (5th level), Retainer 43-47 Loremaster (7th level), Retainer 48-52 Swordmaster (7th level), Retainer 53-55 Captain 56-59 Alchemist 60-63 Carpenter 64-68 Mason 69-72 Sage 73-76 Spy 77-80 Farmer 81-90 Roll on the Special Familiar table (see below) 91-100 Roll on the Special Allies table (S&F Page 67)