New Warlock Patron: The Coven
You have made a pact with one of the Covens of Three that rule over fate. These beings see time as a warp and weft, with the lives of men and women threaded and entwined throughout. They likely see your existence as but another thread in the great tapestry, albeit one they can pluck and manipulate to achieve their own ends. Your pact with them grants you a fragment of their power over fate and physical forms.
Beings of this sort include Clotho, Lachesis, and Atropos; the Morrigan; the Norn; Artemis, Demeter, and Hecate; or the Maiden, the Mother, and the Crone.
Expanded Spell List
The Coven lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Coven Expanded Spells
|2nd||augury, warding bond|
|3rd||conjure animals, plant growth|
Starting at 1st level, you can channel the mad fury of the Crone to extend the duration of your fate-twisting effects. As a bonus action, you cackle madly. Any creature within 30 feet of you that is under the effect of your evil eye cantrip, Agony Hex, Charm Hex, or Misfortune Hex has the duration of that effect extended by one round (until the end of your next turn). Each time you cackle, targets may make a new saving throw against any effects that are extended by this class feature.
You gain the evil eye cantrip as a bonus cantrip. This does not count towards your limit of cantrips known.
Starting at 6th level, your herbalist’s kit contains a cauldron, alembic, or other device for brewing potions. At the end of a long or short rest, you may brew one of the following potions: climbing, growth, healing, or water breathing. You may have only one potion active at a time; if you brew a second potion before the first has been consumed, the first loses its effect.
Starting at 10th level, your body becomes supernaturally light. You take half damage from falling, and if thrown into water, you float. In addition, as a bonus action, you can touch a household object and enchant it with the power of flight. When you ride on this object or hold it aloft, you gain a fly speed equal to your current speed.
Commonly enchanted objects include brooms, cauldrons, oversized mortars and pestles, and parasols. This enchantment lasts until you dismiss it as a bonus action, and the object functions only for you.
Starting at 14th level, you gain the power to turn men into beasts. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw or be shapechanged into a beast of CR 1 or lower. A shapechanger automatically succeeds on this saving throw. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it drops to 0 hit points, it reverts to its normal form and any excess damage carries over to its normal form. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Credit: Richard G. Martin
New Warlock Options
New Warlock Spells
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Special
You call down bad luck on one creature you can see within range. The target must make a Charisma saving throw. The target experiences bad luck for one minute if they fail this saving throw, or for one round (until the end of your next turn) if they succeed. Choose one of the following types of rolls: ability checks, attack rolls, or saving throws. Whenever the target makes a roll of the chosen type for the duration of this spell, the target must roll a d4 and subtract the number rolled from their total.
You can affect two targets with this spell at 5th level, three targets at 11th level, and four targets at 17th level.
New Warlock Invocations
Prerequisite: 9th level
As an action, target a creature within 60 feet that you can see. The target must succeed on a Constitution saving throw or be wracked with supernatural pain, rendering them unable to take actions or reactions for one round (until the end of your next turn). Whether or not the saving throw is successful, that creature cannot be the target of your Agony Hex again until you finish a long rest.
As an action, target a creature within 60 feet that you can see. The target must make a Wisdom saving throw or be charmed by you for one round (until the end of your next turn). Whether or not the saving throw is successful, that creature cannot be the target of your Charm Hex again until you finish a long rest.
Prerequisite: 12th level
As an action, you can create a crude and unnerving waxen doll of a creature you can see within 30 feet. As an action on a subsequent turn, you can cause the target creature to make a Wisdom save. If they fail, you can manipulate the doll to force them to do one of the following: move up to their speed in any direction, deal damage to themselves with one of their melee weapons or natural weapons, fall prone, or drop everything they are holding. These actions occur immediately, on your turn, and do not use the target’s action or reaction. You can use this doll a number of times equal to your Charisma modifier before it melts. Once a target succeeds on a saving throw against this effect, or once all uses of the doll have been expended, that creature cannot be affected by your Hex Doll again until you finish a long rest.
Prerequisite: evil eye cantrip
You can turn bad luck for your enemies into good luck for your friends. When a target fails their saving throw against your evil eye, choose one ally within 60 feet (including yourself). That ally can choose to gain advantage on one ability check, attack roll, or saving throw that they make before the end of your next turn. The ally must choose to gain advantage before they make their roll.
Prerequisite: evil eye cantrip
Your curses grow in power. When a target fails their saving throw against your evil eye, they have disadvantage on rolls of the same type chosen when you cast evil eye for one round (until the end of your next turn). If the creature succeeds on their saving throw against your evil eye, that creature cannot be affected by your Misfortune Hex again until you finish a long rest.
As a bonus action, you cause your hair (or eyebrows, or beard/mustache) to grow up to 10 feet in length. Treat your hair as a limb with a Strength score equal to your Charisma score. Your hair can manipulate objects as dexterously as a human hand, though it cannot wield weapons. You can use your hair to interact with an object as a bonus action on your turn. You can also use your hair as though it were a natural weapon with which you are proficient. Your hair deals 1d3 bludgeoning damage, and you can use your Charisma modifier for its attack and damage rolls. If any part of your prehensile hair is cut, it shrivels up and vanishes.
Prerequisite: 5th level
As an action, target a creature within 60 feet that you can see. That creature must make a Wisdom saving throw or fall unconscious for 1 minute, until they take damage, or until someone uses an action to shake or slap them awake. Undead, creatures immune to being charmed, and creatures with a CR higher than your warlock level aren’t affected by this spell. Whether or not the saving throw is successful, that creature cannot be the target of your Slumber Hex again until you finish a long rest.
Prerequisite: Witch’s Brew class feature; 9th level
When using your Witch’s Brew class feature, you may have two potions active at a time. If you brew a third potion, the oldest potion brewed loses its effect. Additionally, you may choose to brew one potion from the following list: greater healing potion, invisibility potion, philter of love, or a sleeping draught. You may have only one potion from this list active at a time, and it counts as one of the two potions you may have active. These potions all function as printed in the DMG, with the exception of the sleeping draught which functions as the Slumber Hex.