This page will contain all the information that you need to know about each coven your character will join. Although multi tracking will be allowed, for now, please pick ONE track for your character to follow, and look at the information applicable. This will include things such as spells you are allowed to use, levels those spells are/access to them, and spellcasting slots. There should also be general information on this page that will be important as well.
Here lies information that everyone will want to know:
Level Up Information
We are going to be using the Sorcerer spell table for how many spells you know at each level. Any # of cantrips you have will go towards your staff.
Palisman Staff: Rules, Regulations, Etc.
This is the staff that will hold your best and closest companion. As a fledgling magic user, you are not yet given the staff that gives your Palisman will be attached to- you must earn it. Instead, upon starting at Hexside, you are given a training staff, which you can use when you run out of spells. Here are the things you should know about this staff:
Upon an Action...
Cast a Cantrip
Use for attack (1 d6 bludgeoning one-handed, 1d8 bludgeoning two-handed)
Please make your character XP based (at least for now)
Multitracking --> will be allowed, but not yet. Be patient!
Hit Points!: How to Calculate
D6: Sorcerer or Wizard
D8: Artificer, Bard, Cleric, Druid, Monk, Rogue, Warlock
D10: Fighter, Paladin, Wizard, Ranger
D12: Barbarian
As of 5/19, that means that…
Abomination, Illusion, and Oracle Coven are d6 hit point
Bard, Healing, Plant, Potion Coven are d8 hit point
Beast-Keeping Coven d10 hit point
Construction Coven 12 hit point
(This is plus your constitution modifier makes your heatlh :))
To calculate your Ability modifiers:
|| (Your Ability Score - 10) / 2 ||
Example: so if I decided I wanted my character to have a Constitution of 14, that would mean...
14 - 10 = 4
4/2 = 2
+2 would be my Constitution Modifier :)
The Abomination Coven seeks power and uses it through the creation of Abominations. These creatures are made out of a material known as "Abomination Goo". Not only can abominations be created, but people following this coven are able to use this goo to make things such as protective walls, cover their fists to do more damage in hand to hand combat, and possibly other applications.
General Information:
Base Class: Sorcerer
Spell Casting based on: Dexterity
School Uniform Color: Orchid Purple
Choose 4 proficiencies:
Dexterity
Acrobatics
Sleight of Hand
Stealth
Strength:
Athletics
Intelligence:
Arcana
Nature
Other:
Summoning an Abomination- this follows partially familiar stats, and here is the basic stat block for a *basic* abomination:
Abomination Construct (Medium Ooze, Unnaligned)
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Armor Class: 10 + PB (natural armor)
Hit points 4 + (character PB x2)
Speed: 30 ft.
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STR: 16 (+3), DEX: 10 (+0), CON 15 (+2d), INT 6(-3), WIS 12 (+1), CHA 8 (-)
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Saving Throws: Dex +1
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Acid, Poison
Condition Immunities: Acid, Poison
Senses: Blindsight 30 ft., Passive Perception 11 + PB
Languages: Understands the languages of its creator but can't speak
Challenge: equals half your proficiency Bonus (rounded down)
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Fluid: the abomination can move through other creatures as if they were difficult Terrain
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Actions:
Slam: Melee Weapon Attack: +3 plus PB to hit, REach is 5ft. One target, and on hit, 1d6 plus PB bludgeoning damage.
People in this coven have a love for a good performance, and are deeply passionate about music. Students who follow this track are encouraged to use their skills in a variety of ways, and won't hide from solving something creatively. Witches that are apart of this coven use instruments as their main spell casting usage, however in a pinch people may be able to whistle or use other ways of getting music to help them win a battle.
General Information:
Base Class: Bard
Spellcasting: Performance (Charisma)
Instrument! (as a Bard you must pick at least one instrument, but up to two when you first start out).
School Uniform Color: Red
Choose 4 proficiencies
Charisma
Deception
Intimidation
Performance
Persuasion
Dexterity
Acrobatics
Sleight of Hand
The Boiling Isles are full of mysterious creatures, and who better to help them than people who care deeply about nature itself? Similarly to the Plant Coven, the Beast Keeping Coven finds nature beautiful and a source of overflowing magic, although they find more mystery and interest in the zoology (and demonology) of the Isles. They are experts of their field, and find great passion in befriending and gaining the trust of demons and creatures alike. Maybe they're researchers, looking to discover more about the ecosystem, or maybe they just want an army of creatures to help them. There are lots of paths the Beast-Keeping coven can take, so what path will you take?
General Information:
Base Class: Ranger
Spell Casting: Dexterity
School Uniform Color: Orange
Choose 4 proficiencies:
Dexterity
Acrobatics
Sleight of Hand
Stealth
Intelligence
Arcana
History
Investigation
Nature
Isn't demolition and building much more fun? Even though the Construction Coven is all about building and helping those around them, sometimes what you build needs a little help.. falling apart. The Construction Coven is full of inventors and tinkerers, and are not necessarily the brutes you would expect them all to be. Strength is what they search for, and will use it to build up the people around them. They aren't afraid to pack a punch when it's needed, and harming their friends is a bad move. The Construction Coven thrives in building, and loves to help support those who are in need!
Base Class: Barbarian
Spellcasting Ability: Strength
School Uniform Color: Brown
Choose 4 proficiencies:
Strength
Athletics
Intelligence
Arcana
History
Investigation
Nature
Religion
All magic comes from the Titan, and the Healing Coven is very much aware of this. Even though not all Healing Coven worship the Titan, they also aren't unaware of the importance of the Titan. While many people search for power of their own, those of the Healing Coven much prefer to help keep their friends happy and healthy. While support maybe isn't the most glamorous, they are very attuned to people, and can be very compassionate. They are on their own path, and will help people who will help support them in their path.
General Information:
Base Class: Cleric
Spellcasting Ability: Constitution
School Uniform Color: Blue
Please choose 4 proficiencies:
Wisdom
Survival
Medicine
Perception
Intelligence
Arcana
Investigation
Nature
Religion
Illusions may seem useless to some, but you should never underestimate a good illusionist. While some illusions merely mess with the minds of others, some can do a little bit more damage. Many illusionists love the spotlight, and search for any sort of attention they can. Otherwise, they tend to stick to themselves, and delve into academic nature. Who knows the path of the illusionist- maybe the truth is hidden in plain sight?
General Information:
Base Class: Sorcerer
Spellcasting Ability: Wisdom
School Uniform Color: Light Blue
Choose 4 proficiencies:
Wisdom
Insight
Perception
Charisma
Deception
Intimidation
Performance
Persuasion
Nothing is hidden from Oracles. While some aren't believed, what comes to pass by Oracles tends to come true, eerily or not. They are attuned to the countless realms, can gain insights to their enemies attacks, and can cause ghostly spirits to appear. Who knows what an Oracle sees within their mind, which causes much mystery shrouding around them. One potentially useful ability perhaps, is that sometimes maybe, just maybe, they can see cross realms and ask a question. A question to whom you may ask? Something called a "DM"....
General Information:
Base Class: Sorcerer
Spellcasting Ability: Charisma
School Uniform Color: Purple
Coven Ability: Cross-Realm Hop: Once per LONG REST, you may use your abilities to ask the DM one question about the campaign, henceforth breaking the 4rth wall. The DM is required to answer the question, but only one.
Choose 4 proficiencies:
Charisma
Deception
Intimidation
Performance
Persuasion
Intelligence:
Arcana
History
While some dont' see the interest in plants, the Plant Coven understands. Many abilities, skills, and potions need plants whether medicinal or otherwise. While humans might just see those of this coven as plant people, you don't want to mess with them. With their skills of medicine and nature, you may just end up with a poison rather than something to heal you. They also can cause plants to grow drastically, and have them do your bidding. Plants are cool, and you see the interest in them. No Plant Coven witch is the same, and some find passions in different things. What about you?
General Information:
Base Class: Druid
Spellcasting Ability: Wisdom
School Uniform Color: Green
Choose 4 proficiencies:
Wisdom
Survival
Animal Handling
Insight
Medicine
Perception
Intelligence
Nature
Potion Coven may seem like they are unable to help in combat, but with their skills and knowledge, you would be surprised how fast they are able to whip up a potion. While most can be created with their magical know-how, more complex potions may need more direct ingredients. There is a lot that they can accomplish, and even though they are held down to one coven, they are not held down to one magic. In fact, much can be accomplished by these witches. While not many people still join the Potion Coven, those that do are not afraid to get their hands dirty and work hard. Why they joined the Potion Coven? Well that's for you to find out.
General Information:
Base Class: Artificier
Spellcasting Ability: Intelligence
School Uniform color: Yellow
Choose 4 proficiencies:
Intelligence
Arcana
Investigation
Nature
Charisma
Deception
Performance
Persuasion
Other Information:
At Level 3, you gain new ability:
Experimental Elixirs:
Whenever you long rest, you are able to make one mystery elixir, which is determined by rolling a d6. (Additional Experimental Elixirs can be made with additional spell slots).
1: Healing
2: Swiftness
3. Resilience
4: Boldness
5: Flight
6: Transformation