Coven of the Hidden Moon
Witches in the Coven of the Hidden Moon find their strength in the moon, especially when it is waning and new. Dancing along to the crickets, loam under your bare feet, while under the starry night sky? If it were possible, you’d never stop.
Coven Spells
You learn additional spells when you reach certain levels in this class, as shown on the Hidden Moon 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.
Hidden Moon Spells
Gift of the Moon
When you choose this coven at 1st level, you gain darkvision out to a range of 30 feet. If you already have darkvision, the range of your darkvision increases by 30 feet.
Drawing the Moon
Starting at 1st level, you can use an action to call on the spirits of the moon to cover you with a disorienting glamour that lasts for 1 minute. While the glamour is active, attack rolls against you have disadvantage. If an attack hits you, the glamour is disrupted, and it ceases to function until the beginning of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Dead Spot
At 6th level, you can infuse your hexes with shadow. When you use your Hex feature against a creature, the target must make a Wisdom 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 save, you are invisible to it for 1 minute. Whenever you attack the target or cast a spell that affects the target, it can repeat the saving throw. On a success, you are no longer invisible to it.
Glancing Shadows
At 10th level, whenever you succeed on a saving throw against a spell targeting only you while your Drawing the Moon glamour is active, you can use your reaction to force a creature within 5 feet of you to be the target of the spell instead.
Empty Vastness
At 14th level, you can use an action to open a creature’s mind to the inky expanse between the stars. One creature you can see within 60 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the target is incapacitated for 1 minute or until you lose your concentration (as if you were concentrating on a spell). This effect ends early if the creature is moved or takes any damage. Once a creature fails this saving throw, you can’t use this feature again until you finish a long rest.