Kindred Spirit. Even though you may not be of actual Fey blood or racial stock all Fey you encounter will recognize you as Feytouched and treat you as one of their own. You know the customs and culture of Fey society and find acceptance in their communities. Feytouched that leave the Feywild will automatically succeed on any saving throws needed to retain their memories of their stay in the Feywild but such memories can be jumbled or a little hazy and contribute to their overall eccentric behaviors.
Quickening. At 1st level, you gain the ability to enter a trance known as the witch’s quickening, letting you see beyond the borders of the material world. Entering the trance is an action and allows you to see into the Ethereal Plane up to 60 feet. You also gain insight into the emotional energy surrounding you, letting you know if and what spirits are bound within 60 feet, as well as granting you advantage to Wisdom (Insight) checks. Finally, any spells you cast which deal necrotic damage may deal psychic damage instead if you choose whine in your quickening. The quickening requires concentration up to a minute as if it were a spell. You may use this ability 3 times. You regain any expended uses when you finish a long rest.
War Caster. You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Features & Traits