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Coven of the Roiling Hearth

Witches in the Coven of the Roiling Hearth find their strength in the home. You hold community especially dear, and you cherish nothing more than the vitality of the bonds of chosen family. You fight to protect the tittering of shared laughter, the smell of bread fresh from the oven, and the warmth and crackle of the fire.

Coven Spells

You learn additional spells when you reach certain levels in this class, as shown on the Roiling Hearth Spells table. Each of these spells counts as a witch spell for you, but it doesn’t count against the number of witch spells you know.
 

Roiling Hearth Spells

Witch Level Spells
1st Burning Hands, Protection from Evil and Good
3rd Calm Emotions, Scorching Ray
5th Fireball, Magic Circle
7th Fire Shield, Otiluke's Resilient Sphere
9th Flame Strike, Hallow

 

Forged in Flame

When you choose this coven at 1st level, you gain proficiency with medium armor and shields.
 

Drawing the Hearth

Starting at 1st level, you can use an action to summon spirits of soot and ash that swirl around you for 1 minute. The number of spirits that appear is equal to your proficiency bonus. While the spirits are present, any creature that attacks you must first make a Charisma saving throw against your spell save DC. On a failed save, the attack targets one of the spirits instead of you. A spirit’s AC equals 10 + your proficiency bonus. If an attack hits a spirit, that spirit is destroyed. Once you summon these spirits, you can’t do so again until you finish a short or long rest.
 

Flame’s Embrace

At 6th level, you can infuse your hexes with slow-burning heat. When you use your Hex feature against a creature, the target must make a Constitution saving throw against your spell save DC at the end of its turn. The Hex die doesn’t apply to this saving throw. If the target fails the saving throw, it has vulnerability to fire damage for 1 minute. Each time the target takes fire damage, it can repeat the saving throw, ending the vulnerability on a success.
 

Rain of Cinders

At 10th level, whenever a creature you can see within 60 feet of you is attacked while Drawing the Hearth is active, you can use your reaction to send one of your spirits to intercept the attack. The attacker must make a Charisma saving throw against your spell save DC. On a failed save, the attacker attacks the spirit instead.
 

Blazing Spirit

At 14th level, you can use an action to free your spirit from its corporeal housing. You transform into a fiery spirit, burning away your body from the inside out. When you transform, your equipment and any objects you are wearing or carrying are absorbed into the new form. You otherwise retain all your statistics and gain the following benefits while in this form:
  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage, and you are immune to fire damage.
  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • You can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 11 (2d10) fire damage. In addition, you can enter a hostile creature’s space and stop there. The first time you enter a creature’s space on a turn, that creature takes 11 (2d10) fire damage.
  • You remain a fiery spirit for 1 minute, until you are incapacitated, or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.


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    ColTigh128.

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