CC:Warden-Coven

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Conclave of Covens

Wardens from the Conclave of Covens are witches, hexers, witch-doctors and wise women of the wilds. Unlike other wardens, those of the Coven do not see themselves as guardians of the wild, but as exploiters of it. Using nature to fuel their powers, most acts of a Coven warden can be seen as “unnatural” and otherwise malevolent.

Conclave of Covens Features
Level Feature
2nd Black Grimoire, Mark of Cursing, Coven Conclave Spells
6th Ill Intent
10th Dark Words
14th Bewitching Gaze

Black Grimoire

2nd-Level Conclave of Covens features

When you choose this conclave, you gain access to a powerful artifact known as a Black Grimoire. You can inscribe magical rituals in your Black Grimoire. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Black Grimoire in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means.

On your adventures, you can add other ritual spells to your Black Grimoire. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warden level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Mark of Cursing

2nd-Level Conclave of Covens features

When a creature is marked as an Enemy from your Mark of Balance feature take damage from your warden cantrips, you can impose an additional effect on the target:

  • Blinding. You weave into you crafting of your spell, shadowy foul darkness. The creature hit by your cantrip attack takes an extra 2d6 necrotic damage, and it must succeed on an Endurance saving throw or be blinded until the start of your next turn.
  • Deafening. Your spell produces a concussing blast of sound. The creature hit by your cantrip attack takes an extra 2d6 thunder damage, and it must succeed on an Endurance saving throw or be deafened until the start of your next turn.
  • Slowing. Your draw out the essence of warm as your spell strikes its target. The creature hit by your cantrip attack takes an extra 2d6 cold damage, and it must succeed on an Endurance saving throw or have it’s speed reduced by half and cannot take reactions until the start of your next turn.
  • Weakening. You interweave sickening harm into your cantrips. The creature hit by your cantrip attack takes an extra 2d6 poison damage, and it must succeed on an Endurance saving throw or be weakened until the start of your next turn.

The extra damage from these options increases to 3d6 when you reach 10th level in this class, and to 4d6 at 14th level.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Conclave Spells

2nd-Level Conclave of Covens features

Your dark connection with the vile magic infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to conclave spells connected with the covens of Tamriel.

Once you gain access to a conclave spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the warden spell list, the spell is nonetheless a warden spell for you.

Coven Conclave Spells
Warden Level Conclave Spells
3rd augury, darkness
5th bestow curse, fear
7th black tentacles, divination
9th arcane hand, cloudkill

Ill Intent

6th-Level Conclave of Covens features

As a reaction to seeing a creature within 60 feet of you fail a saving throw from a spell effect, you can further inflict suffering upon that target. The creature takes necrotic damage equal to your warden level + your spellcasting attribute modifier.

Once you use this feature, you can’t do so again until you finish a short or long rest, unless you expend 5 magicka to use it again.

Dark Words

10th-Level Conclave of Covens features

When a hostile creature makes an attack roll at a target you can see within 60 feet of you with an attack, you can use your reaction to force that creature to make a Personality saving throw against your warden spell Save DC. On a failed save the attacker must make their attack against another creature (other than itself) of your choice. The attacking target must hear and see you in order to be affected by this feature.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest, unless you expend 6 magicka to use it again.

Bewitching Gaze

14th-Level Conclave of Covens features

Your mastery of the fates and manipulation of creatures has granted you unparalleled magical strength. On your turn, you can target one creature you can see within 60 feet of you (no action required). If the target can see you, it must succeed on a Willpower saving throw against this magic or become charmed until the end of your next turn (as if it were affected by the charm monster spell). If the target fails the saving throw by 5 or more, it is also dominated (as if it were affected by the dominate monster spell) for the same duration. A target that succeeds on the saving throw is immune to this feature for the next 24 hours.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest, unless you expend 7 magicka to use it again.