Belonging to a witch coven is more than being part of a club; a coven member shares a bond with their covenmates that permeates the very magic they wield. For most witches, this magical bond is subtle, showing itself during gatherings or in times of arcane collaboration. For some, however, their bond is the very source of their power. These Warlocks form pacts with their covens, allowing them to tap into the ambient magic that flows through the collective, granting them access to the coven's secrets, skills, and, more importantly, its spellcraft. In exchange for this power, they serve as an emissary for their covens.

image - Coven Patron

Historic Title

The "Ambassador Pact" is an arcane tradition passed down from a bygone era of witchcraft. In a time when covens did not always see eye to eye and conflicts among them would stir unrest across the island, an agreement was made between covens for the betterment of Obojima—disputes would be settled by an individual rather than the many.

Covens would form a unique pact with a chosen witch, channeling their vast knowledge and specialized magics into a single spellcaster. This ambassador would act as the coven's voice and body, fighting for its place within the arcane arts.

Centuries later, the Ambassador Pact is still used in modern magic, though its role has changed slightly. Now, covens often make several pacts at the same time, splitting their power and knowledge across a handful of talented Warlocks. These skilled mages are often sent across the island to represent their coven in all manner of ways, from challenges and festivals to dangerous quests and secretive meetings.

Collective Strength

Although larger covens naturally generate more ambient magic from which they can flow into their chosen Warlock, smaller covens are still able to form the Ambassador Pact with one of their members. So long as a coven has at least three spellcasters, it can choose to share its magic with a fourth. The potential of a coven's ambassador is limited only by the combined strength of the collective; more members do not necessarily equate to a more powerful ambassador. That said, as a coven grows in membership, its pool of knowledge and power deepens, granting its ambassador access to more resources.

Your Coven

You have made a pact with one of Obojima's witch covens. These organizations are crucial for the growth of the island's arcane traditions and studies and are relied upon by communities of all sizes across the island. From soothsayers and potion brewers to curse binders and enchanters, the members of Obojima's greatest covens are often highly regarded individuals, and you have now taken up one of the coven's most pivotal roles. Choose which coven you’ve joined or determine it randomly using the coven table. If the coven you’ve joined isn’t listed on the table, choose one of the following covens as a surrogate for determining which abilities this subclass grants you.

d6Coven
1Crowsworn
2Cloud Cap Coven
3Fish Head Coven
4League of the Gilded Gourd
5Patchwork Robe Coven
6The Tall Hats

Level 3: Coven Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Coven Spells table, you thereafter always have the listed spells prepared.

Level 3: Collective Knowledge

You can call on your coven's knowledge of the arcane at a moment's notice. You gain the following benefits.

Borrowed Talent. When you make an ability check using a skill or tool you don’t have proficiency with, you can choose to gain proficiency with that skill or tool (no action required). Alternatively, you can take a Magic action to learn one language of your choice. You retain this proficiency or language until you finish a Long Rest. Once you use this ability to gain a proficiency or language, you can’t do so again until you finish a Long Rest.

Spell Swap. Over the course of 10 minutes, you can perform a ritual to telepathically commune with another witch in your coven and swap a spell with them. While doing so, you can ask one question that can be answered with yes, no, or unclear. The witch you’re communing with answers to the best of their ability. At the completion of the ritual, choose one level 1+ Warlock spell you have prepared and one spell of your choice of the same level or lower from the Druid or Wizard spell list. Until you finish a Long Rest, you no longer have that Warlock spell prepared, replacing it with the chosen Druid or Wizard spell. In addition, you can cast the chosen spell once without expending a spell slot. Once you perform this ritual, you can’t do so again until you finish a Long Rest.

Level 6: Coven’s Bond

Like the bond to your coven, you’re able to bind a creature to yourself. As a Bonus Action, you can forge a bond between you and another creature you can see within 60 feet of you, as specified in the bond. The bond lasts for 1 hour, and once you forge this bond, you can’t do so again until you finish a Long Rest. While bound to a creature in this way, you can use the effect below that corresponds to your coven. You can use this effect a number of times equal to your Charisma modifier (minimum of once) before the bond ends. If either creature dies, the bond ends early.

Crowsworn & Fish Head Coven. You forge this bond with an enemy. When you take damage, you can cause the damage you take to be halved (round down); the bound creature takes the same amount of damage.

Cloud Cap Coven & The Tall Hats. You forge this bond with a willing creature. When you fail a saving throw, you can choose for the bound creature to make the same save and use its result instead. Alternatively, when the bound creature fails a saving throw, you can choose to make the same save and allow it to use your result instead.

League of the Gilded Gourd & Patchwork Robe Coven. You forge this bond with a willing creature. As a Bonus Action, you can teleport up to 60 feet to an unoccupied space within 5 feet of the bound creature, or cause it to teleport up to 60 feet to an unoccupied space within 5 feet of you, provided it’s willing. Alternatively, when you use this Bonus Action, you can cause both creatures to teleport, swapping places, provided they’re willing and within 60 feet of one another.

Level 10: Distant Protections

Whenever you take 10 or more damage from an enemy, you can take a Reaction to call upon your coven’s defensive magic, which they prepare for you each day. You immediately regain a number of Hit Points equal to 1d10 plus your Charisma modifier, and you gain one of the following benefits of your choice until the end of your next turn.

  • You gain a +5 bonus to AC.
  • You have the Invisible condition.
  • You have a Fly Speed equal to your Speed.

This feature is used automatically when you are reduced to 0 Hit Points but not killed outright. Once you use this feature, you can’t do so again until you finish a Short or Long Rest.

Level 14: Voice of the Many

Your important role within your coven has garnered you respect and a modicum of sway within the organization, allowing you to call on powerful coven members and tap into secretive powers. You gain one of the following benefits, determined by your coven. Once you use this benefit, you can’t do so again until you finish a Long Rest.

Fish Head Coven & League of the Gilded Gourd. As a Magic action, you briefly become the vessel of a powerful coven member, allowing their magic to flow through you. Choose a level 6 or lower Evocation spell from the Druid or Wizard spell list that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components.

Cloud Cap Coven & Crowsworn. A trio of witches from your coven share their defensive attributes with you from afar. As a Bonus Action, roll three d6 and assign the numbers rolled as bonuses to your AC and two saving throw bonuses of your choice. This effect lasts for 1 minute.

Patchwork Robe Coven & The Tall Hats. The same magic that binds you to your coven, can also be used to share spells. When you or a creature that you can see is targeted by a spell of level 6 or lower, you can take a Reaction to cause the spell to also target any other creature of your choice that you can see.

Source: Obojima Tales from Yatamon, Coven Patron Warlock

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