Path of the Morrigan

"Ravens gnaw the necks of men. Blood flows. Battle is fought ... Hail to the men of Ulster! Woe to the Érainn! Woe to the men of Ulster! Hail to the Érainn!"

–The Táin Bó Cúalnge

The Path of the Morrigan is a trail of bloodshed and prophecy. It embraces war as an inevitability, a grand design in which kings and soldiers alike are mere cogs. A brave warrior's doom is a spectacle not only for the divine, but for all who follow after, drinking legends like honey.

Though the Morrigan is wise in the ways of fate, she is no mere magician; her home is the fray. On the eve of battle she reads bloody omens to the general, and on the morn she dives into the press, spear thrusting with the weight of destiny. Her victims are each offerings to the gods, and her rage is no fury, but a laughing lust for the battle that will be her destiny.

The rest is for the crows.

Morrigan Path Quirks

d6 Quirk 1 Raven feathers sprout throughout your hair. 2 Your war paint changes pattern while worn. 3 In a rage, your eyes become featureless black marbles . 4 You know the hour of your death, and chose to meet it. 5 You feel deeply bound by gifts or hospitality. 6 Sometimes your raven speaks in your place.

A Harbinger of Grim News

When you join this path at 3rd level, you attract a grim omen. You can cast the find familiar spell, but only as a ritual. Your familiar is a fey spirit that always takes the form and game statistics of a raven.

This raven is a channel for bloody divinations. As a bonus action, you can order it to reveal a creature's hit point maximum and current hit point total.

A Presage to Bloodshed

Also at 3rd level, your presence becomes a sign of glory and ruin. When you enter a rage, a number of creatures up to your rage damage bonus + 1 within 30 feet of you (or 5 feet of your familiar) must make a Charisma save or they suffer the effects of the bane spell until your rage ends.

In addition, while you are raging, friendly creatures can gain advantage on melee weapon attacks if they are within 30 feet of you (or 5 feet of your familiar). If they do, attacks against them gain advantage until their next turn.

Witch and Warrior, Weal and Woe If a Morrigan feature calls for a save, the DC is 8 + your Wisdom modifier + your proficiency bonus.

A Blade of Ill Fortune

Starting at 6th level, death treads in your shadow. If a friendly creature within 30 feet of you or 5 feet of your familiar makes a successful weapon attack while you are raging, you can use your reaction to curse their target.

The creature suffers 1d8 necrotic damage. This damage increases by 1d8 if the target is below half of its hit point maximum, or is under the effects of the bane spell. This extra damage stacks.

An Eye to the Fates

Also at 6th level, your familiar warns you of impending doom or urges you to glory. Your raven can cast the augury spell, without requiring a spell slot or material components. You must finish a short or long rest before it does so again.

If a creature kills your familiar while you are raging, it must make a Charisma saving throw or suffer the effects of the bane spll until your rage ends.

A Shadow in the Night

Beginning at 10th level, you blend into the fabric of fate, as cryptic as any prophecy. You and your familiar are always under the effects of a nondetection spell, and no magic can read your thoughts.

A Choice Without Regret

When you reach 14th level, you abandon the last pretension of mortality. Your type becomes fey, and you no longer age.

Whenever you come across a creature whose destiny has been twisted, such as a revenant, a victim of divine intervention, or the recipient of the Fates card in a Deck of Many Things, you instantly become aware of that fact.

A Wing for the Fallen

Also at 14th level, when a creature dies within 30 feet of you or 5 feet of your familiar, you can bind its soul within your raven. If your familiar is absent, it is immediately conjured in the space the creature previously occupied. This binding works just as described in the soul cage spell, except that it has an indefinite duration.

You can also release the soul early to replace the material components for any spell that would have the sole effect of returning the trapped spirit to life.

Your raven can only bear one soul at a time. While it does so, its personality and preferences change to reflect that of its passenger. It remains loyal, however.

You must finish a long rest before you use this feature again.