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Votre patron est une ancienne force maléfique du monde qui balance entre ses instincts maternels et ses instincts destructeurs. De telles créatures couvent avec beaucoup d'attention ceux auxquelles elles tiennent et rejettent sans pitié et avec cruauté tous ceux qui s'opposent à elles, parfois oscillant entre ces deux extrêmes sans aucun avertissement. Vous avez choisi un patron rancunier et étouffant, un patron dont vous vous retrouvez à imiter de plus en plus le caractère.

Liste de sorts étendue

La vieille bique vous permet de choisir parmi une liste étendue de sorts lorsque vous apprenez un sort de sorcier. Vous ajoutez les sorts suivants à la liste de sorts de sorcier.

Niveau de sort Sorts
1 Amitié animale, Bénédiction
2 Amélioration de caractéristique, Augure
3 Délivrance des malédictions, Malédiction
4 Invocation d'êtres de la forêt, Localiser une créature
5 Contagion, Sanctification

Effort et Difficulté

Au niveau 1, vous pouvez préparer une concoction enchantée pendant un repos court ou long. Lorsque c'est le cas, choisissez une des potions suivantes à créer :

Everdream. When consumed as a bonus action this tonic puts its drinker under a heavy lethargy as if you had cast the spell sleep with your highest level Pact Magic spell slot.

Hale & Hearty. When consumed as a bonus action this tonic heals its drinker as if you had cast healing word equivalent to your highest level Pact Magic spell slot.

Love Potion. When created you make a number of these potions equal to the highest spell level Pact Magic spell slot you have. When consumed as a bonus action the drinker falls under the effect of a charm person spell as if you had cast it.

Each of the brews smells delicious and sweet. When you offer a brew to a creature you make a Charisma (Deception) skill check against their Wisdom (Insight). If you succeed, they take and consume the potion. If you fail, they choose whether to take the potion and consume it or not.

These brews only stay potent until your next short or long rest, whichever comes first. After that they turn putrid, foul and impotent. You can use this feature again during your next short or long rest.

Blood of the Coven

Starting at 6th level when you cast a spell you can call out to your companions to shed blood for your power. One ally within 30 feet of you can spend their reaction to take 1d6 necrotic damage per level of the spell slot and your spell is empowered. If your spell includes a spell attack roll it gains advantage. If your spell includes a saving throw, the target creatures gain disadvantage on that roll.

Walking Hovel, Flying Broom

Starting at 10th level you can cast the spell animate objects. You can use this feature again after a short or long rest.

Familiar Curse

Starting at 14th level you can touch an unconscious creature and turn it into any beast with a CR of 1 or lower. That beast then acts as your familiar as if you had cast the find familiar spell. As your familiar the creature fears your mystical power and cannot summon the courage to do anything to defy your will. This effect ends when someone casts remove curse on the target or you use this feature again. In addition, you must name a condition that, if it comes to pass, functions as if a remove curse spell had been cast on the target. Choose one of the following conditions;

Devotion. If the target has a sincere change of heart and is repentant for his transgression against you, a loyal servant to you for a year and a day, and begs your forgiveness. The Familiar Curse returns if they transgress you again and you have not used the feature again. In this case you do not select a condition.

Sacrifice. If someone who cares for the target sheds tears over them and begs to serve their fate instead. The person who was pleading then takes over the Familiar Curse but you do not select a condition.

True Love. If the target is recognized for who they are and kissed by someone who sincerely loves them and who they sincerely love. The Familiar Curse returns if they betray that person romantically and you have not used the feature again. In this case you do not select a condition.

If the effect ends due to a remove curse the creature reverts to its normal form and is conscious, if the effect ends due to you using this feature again the creature reverts to its normal form and remains unconscious until they are stirred awake or they have slept one hour for every month they lived as your familiar.