Coven of the Claw
Coven of the Claw
Living far from civilization in remote places of wilderness and isolation, the Coven of the Claw’s wisdom is piercing, contemplative, and often ascetic. Claw witches tend to their fellow outsiders, trappers and hunters and hermits with no one else to watch over them, and to those compelled to travel the hard path, deep and far, to seek them out. Their care is harsh and truthful, but they fiercely protect their territory and those within it against harm and exploitation.
Source: Homebrew - Worlds Without Number
Sub-Class Features
Level 3
Coven of the Claw Spells
When you reach a Witch level specified in the Coven of the Claw Spells table, you thereafter always have the listed spells prepared.
| Witch Level | Prepared Spell |
|---|---|
| 3 | Animal Friendship, Animal Messenger, Poison Spray, Speak With Animals, Spider Climb |
| 5 | Haste, Water Breathing |
| 7 | Dominate Beast, Wyrding* |
| 9 | Insect Plague, Hold Monster |
Curse of the Claw
As a Bonus Action, you can curse a creature within 60 feet of you and mark it as your prey for 1 hour. While the creature is cursed in this way:
- You have Advantage on the first attack roll against it you make on a turn.
- You don’t provoke Opportunity Attacks from it.
- You have Advantage on any Wisdom (Perception or Survival) check you make to find it.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Crimson Gift
Witches of the Coven of the Claw are trained for battle as few other witches are. When you choose this coven, you gain the following benefits:
- While you aren’t wearing Medium or Heavy armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
- Your Hit Point maximum increases by 2, and each time you gain a level in the witch class your Hit Point maximum increases by an additional 1 Hit Point. In addition, your physical form now hides a nature that no longer belongs to the world of civilization. You can grow fearsome claws, fangs, spines, horns, or different natural weapons of your choice. When you make a melee attack using a natural weapon, you can instead choose to make a melee spell attack that deals 1d6 Bludgeoning, Piercing, or Slashing damage, as appropriate to the natural weapon you chose, and you add your Wisdom modifier to the damage. You can change these adaptations to your form as a Bonus Action.
Level 6
Fierce Familiar
You always have Call to the Hunter prepared, and you can cast it as a Transmutation that targets your familiar and changes its game statistics to match the Allied Hunter stat block. If you do, the spell’s duration becomes 1 minute, it doesn’t require Concentration, and its maximum Hit Points increase by 10.
You can cast Call to the Hunter once without expending a spell slot. Once you do so, you can’t cast it in this way again until you finish a Long Rest.
Improved Crimson Gift
When you hit with a melee spell attack using your Crimson Gift feature, you deal an extra 1d6 damage.
Level 10
Red Frenzy
You can attack twice, instead of once, whenever you take the Attack action on your turn, so long as both attacks are made using your natural weapons.
Level 14
On the Hunt
The hunter’s tactics. The predator’s instincts. The thrill of the chase. Pursuing your prey is second nature to you, as a creature of the wilds yourself. You gain one of the following feature options of your choice:
- Lash Out - As a Reaction when you take damage from a creature within 30 feet of you, you can move up to your Speed and make a melee spell attack with your Crimson Gift feature against the triggering creature. Alternatively, your Allied Hunter (or familiar transformed by your Fierce Familiar feature) can make a Hunter’s Strike attack against the creature.
- Lurk - As a Bonus Action, you gain the Invisible condition until the end of your next turn, you deal any damage, or you force a creature to make a saving throw. If you hit with an attack while Invisible, you deal an extra 4d6 damage. You can use this feature once, and regain the use of it when you finish a Short or Long Rest, or expend a 2+ level spell slot as a Bonus Action.
- Red in Tooth and Claw - When you damage a Curse of the Claw target that isn’t an Undead or a Construct with a melee spell attack, you inflict a wound that causes it to lose 5 Hit Points at the start of each of its turns. The first time on subsequent turns you hit a target wounded with this feature, the Hit Points it loses at the start of each turn increase by 5. This damage ends if the creature is no longer affected by your Curse of the Claw; you can also choose to end the effect at any time. A creature can take an action to stanch the wound with a successful Wisdom (Medicine) check (the DC of this check equals your spell save DC).
- Steady Will - You can’t lose Concentration on curse spells as a result of taking damage. Additionally, you have Advantage on saving throws to avoid or end the Charmed, Frightened, and Stunned conditions on yourself. Whenever you gain a Witch level, you can replace the chosen option with another one.