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Witch Patron
Source: Hexbound
Witches need a mentor to teach them witchcraft. Warlocks need a patron to grant them their powers. As a Witch Patron warlock, your mentor and your patron are one and the same. An incredibly powerful witch taught you witchcraft, and through your covenant they also became both your mentor and your patron. Your magic stems both from the summoning of spirits and from your mentor themselves. You are able to tap into your patron’s immense source of magic, so long as they agree with your actions.
Under the watchful eye of your familiar, your patron sees your every move. Whether this is to protect you from harm or to ensure you carry on their evil deeds depends on the mentor and patron you chose. Your training under an immensely powerful witch has taught you the importance and strength that lies in belonging to a coven; a powerful coterie of magic users that enhance each other’s magical abilities. You know that there’s strength in numbers, and with both your coven and your familiar at your side, there’s little in this plane or any other that can oppose you.
Witchmark
Witch Warlocks have the most diversity in their witchmarks, since they depend solely on their patron and mentor. Some noble witch mentors use their family’s coat of arms as their witchmark, while other patron mentors choose a witchmark in the shape of a ring around the finger of their pupil to illustrate their bond. The most common motif is chains snaking around the body of the pupil symbolizing the unbreakable covenant between the patron mentor and the student.
Coven Magic
Starting at 1st level, you gain the ability to make your own coven to empower you and all other members. The bond that ties those within the same coven is arcane in nature, and their magical abilities are enhanced by the mere presence of another coven member.
Choose a willing creature with whom you share a close bond who can cast spells. This creature is now a member of your coven, both their and your magic is empowered when in the proximity of one another.
When all members of the coven are within 30 feet of each other:
- The time and material cost for casting spells as rituals is halved for all members of the coven.
- Members of the coven cannot be targeted by divination magic that aims to see them or hear them, such as arcane eye, clairvoyance, or scrying.
- Choose a spell that all members of the coven know. When one member of the coven casts that spell, any other member of the coven can use their reaction to cast it as well, provided they have the necessary spell slots to cast it. The spell in question can’t be cast at a higher spell level. Once you’ve chosen a spell, you can’t change that spell until all members of the coven finish a long rest. Once a member of the coven has used this ability to cast a spell as a reaction, they can’t do so again until they finish a long rest.
Any member of a coven can leave the coven whenever they please. When they leave, they do not enjoy any of the benefits that came with the coven anymore.