The Witch-Queen Your patron is the first and oldest of witches, who taught her daughters the secrets of witchcraft in times long forgotten. Whether born a goddess or a mortal who attained unimaginable power, the Witch-Queen now often serves as an object of worship for wise women & hedge witches. The Witch-Queen bears many faces encompassing her nature, but most often manifests three: The Maiden, a young and beautiful woman encompassing hope for the future; the Mother, a serene, mature woman who embodies nurturing and healing; and the Crone, an elderly Hag embodying fear, ruin, and Death. Her motives for granting power are equally multifaceted and rarely known, and one is as likely to encounter a witch who strives to help those around her as one who brings curse and ruin wherever she goes. Her warlocks, whether male or female, are typically known as Witches. Sample Patrons: Hecate, The Morrigu, Galadriel, Morgan Le Fey, Old Mab, Circe, Medea, Baba Yaga Features The Three-Fold Visage Your connection to your patron allows you to take on characteristics of the Witch-Queen. Starting at level 1, when you finish a short or long rest, you pick a Face to wear until you complete another rest: The Face of the Maiden, Face of the Mother, or Face of the Crone. While you wear a face, your appearance changes to mirror the aspect of the Witch-Queen you've taken on. How dramatic the change in appearance is up to you. While you wear a Face, you know the spells included on the bonus spell list below, and they do not count against your number of spells known. When not wearing a Face, you may not cast that spell, and you are considered to not know it. Spells Known by Face Maiden: 0: Guidance

1: Detect Magic

2: Augury

3: Clairvoyance

4: Arcane Eye

5: Legend Lore Mother: 0: Spare the Dying

1: Cure Wounds

2: Aid

3: Revivify

4: Death Ward

5: Raise Dead Crone: 0: Thaumaturgy

1: Ray of Sickness

2: Blindness/Deafness

3: Bestow Curse

4: Blight

5: Contagion

witch's brew "Eye of newt, and toe of frog, Wool of bat, and tongue of dog, Adder's fork, and blind-worm's sting, Lizard's leg, and howlet's wing,-- For a charm of powerful trouble, Like a hell-broth boil and bubble." ―Macbeth Maiden’s Blessing: Starting at first level, during a long rest, you may brew a witch’s potion. The potion has a number of doses equal to twice your total Pact Magic spell slots. The potion may be bottled in any combination of whole doses (ex: a potion with four doses may be split into 4 bottles of one dose each, or 2 bottles containing two doses, etc.) A witch may one of three brews, as described below. The witch creates a hearty, stew-like brew redolent of spices. When the witch utters a command over the potion as anaction, it gains a benefit as described below. Augment: The drinker gains one of the following effects (drinker’s choice) for 1 hour: Darkvision 30 feet, Underwater Breathing, Climb Speed 10 feet

Bewitch: The target gains advantage on all social checks with creatures that would ordinarily be attracted to it for 10 minutes.

Enhance: The drinker gains the effect of the Enhance Ability spell as if cast at second level. The drinker must maintain concentration to maintain the effect. Mother’s Medicine: The witch creates a bubbling, foul-smelling concoction. When the witch utters a command over the potion as anaction, it gains a benefit as described below. Heal: The target gain HP as if the witch had cast Healing Word using a Pact Magic spell slot.

Vitality: The target gains temporary hp equal to 4 times the witch’s Pact Magic Spell Slot Level.

Cure: The target removes one negative ability as if targeted by a Lesser Restoration spell. Crone’s Cunning: The witch brews an enticing, beautiful ruby red drink. As an action, the witch may present a bottle to a creature that can understand language. Beasts and creatures with an intelligence of 3 or lower are unaffected. The target must make a Charisma saving throw against the witch’s DC. On a failure, the creature remains still as the witch approaches and gives it the potion; the creature then immediately drinks it and suffers the potion’s effects, as determined by the command the witch utters over the potion as part of the action of giving it. Sleep: The target falls asleep for 1 minute. It cannot be shaken awake, but awakens if damaged. Creatures immune to mind affecting magic are unaffected. The effect may be removed with a restoration or remove curse spell.

Fear: The witch names a creature as part of the command. The creature must use its movement to flee the named creature on its next turn. This movement does not provoke attacks of opportunity. The witch may concentrate on the effect to extend it for up to 1 minute.

Love: The target’s mind is enslaved by an overwhelming love for the witch until the end of the witch’s next turn. The creature is considered charmed by the witch for the duration. It positions itself in front of the witch and uses its reaction to impose itself between any attack made against the witch, taking the damage instead. Any damage taken ends the effect. The witch may concentrate on the effect to extend it for up to 1 minute. Witch's Cottage On they walked and walked, till suddenly they came upon a strange cottage in the middle of a glade. "This is chocolate!" gasped Hansel as he broke a lump of plaster from the wall. "And this is icing!" exclaimed Gretel, putting another piece of wall in her mouth. Starving but delighted, the children began to eat pieces of candy broken off the cottage. "Isn't this delicious?" said Gretel, with her mouth full. She had never tasted anything so nice. "We'll stay here," Hansel declared, munching a bit of nougat. They were just about to try a piece of the biscuit door when it quietly swung open. "Well, well!" said an old woman, peering out with a crafty look. "And haven't you children a sweet tooth?" ―Hansel and Gretel A witch’s power is tied to hearth and home, and she carries it with her wherever she goes. Starting at level 6, when not in combat, the witch may spend 1 minute in concentration and ritual to summon her cottage to her. The cottage may be any shape and internal configuration, but is no larger than a 20 foot cube and a single story. The cottage may only be summoned in an interior area if there is sufficient space for the cottage (including vertically). The cottage functions as a normal house. The witch’s possessions are contained inside and travel along with the house. The house also creates an illusory wood around it, extending 15 feet from each wall. The house and surrounding woods may appear welcoming or forbidding at the witch’s discretion. Enemies who enter the illusory area are either quaintly bemused until they leave (if welcoming) or uneasy and afraid until they leave (if forbidding). While the house can be seen, the creatures inside it cannot be perceived from outside by any means, or attacked by physical or magical means while inside it. The witch may dismiss the house as an action, at which point it returns to its usual location. This feature cannot be used again until you finish a long rest.

Terrible and Beautiful At Once “And now at last it comes. You will give me the Ring freely! In place of the Dark Lord you will set up a Queen. And I shall not be dark, but beautiful and terrible as the Morning and the Night! Fair as the Sea and the Sun and the Snow upon the Mountain! Dreadful as the Storm and the Lightning! Stronger than the foundations of the earth. All shall love me and despair!” She lifted up her hand and from the ring that she wore there issued a great light that illuminated her alone and left all else dark. She stood before Frodo seeming now tall beyond measurement, and beautiful beyond enduring, terrible and worshipful. ―J.R.R. Tolkien, The Fellowship Of The Ring Starting at 10th level, the witch gains a greater understanding of her patron’s multi-faceted nature. You may now switch Faces as a bonus action. Witch-Queen's Avatar “...Granny Weatherwax, who had walked nightly without fear in the bandit-haunted forests of the mountains all her life in the certain knowledge that the darkness held nothing more terrible than she was...” ―Terry Pratchett Maiden: Starting at 14th level, you may assume the guise of your patron’s most awesome or terrible aspect. Your appearance becomes even more like that of the Face you wear, an eldritch wind whips around you, and you begin to levitate as if affected by the levitation spell. The effect lasts for 1 minute. You may take no actions while using this ability. You cannot use this ability again until you finish a long rest. Your eyes go white as you read the future and transmit your knowledge to your allies. Any creatures you choose within 30 feet of you gain advantage on their attack rolls for up to 1 minute as ghostly visions of future events show them where their enemies will be. Mother: A green and gold nimbus surrounds you as you channel the Mother’s healing grace. Any creatures within 30 feet of you that you choose are cleansed of any charm or fear effects they are currently experiencing. In addition, any creatures you choose within 30 feet of you at the beginning of their turn regenerates 10 hit points. Crone: Any creatures within 30 feet of you that you choose must make a Wisdom saving throw against your spell save DC. On a failure, a creature is cursed as if under the effect of the Bestow Curse spell until the end of the witch’s next turn. The witch may concentrate to maintain this effect for up to 1 minute. If she does so, she may cause one creature not under the ability’s effect must make a save against the witch’s spell save DC at the start of each of the witch’s turns, becoming cursed on a failure until the effect ends. Invocations The Wolves That Hecate Fed Prerequisite: Witch-Queen Patron, Pact of the Chain You gain the hound of the Witch-Queen as a familiar. The hound's fur is midnight black, and its eyes are pupilless and glow yellow in dim light. Regardless of its shape, it uses the Dire Wolf statistics as per the MM. Witch's Broom Prerequisite: Witch-Queen Patron You can summon a magical broom at your command. The broom can perform the same functions as an Unseen Servant, but cannot become invisible. You may dismiss the broom into an extradimensional space as a bonus action. In addition, starting at 5th level, you may speak the broom's command word to empower it to fly; the broom then acts as a Broom of Flying for 1 hour. You cannot use this ability again until you finish a long rest.