




Coven Domain
Not all power comes from communication with
the divine. Some band together and link their
individual powers from the domains chosen so
that they may be shared and utilised by those they
trust and ally with. Typically, this is done in a group
of three, and those three become a triumvirate for
their power. The ones who accept the Coven Domain themselves, linked to a deity of witchcraft and dark arts,
are those who typically get called witch or occultist unlike those who might join their coven.
When shall we three meet again?
The Coven domain is one that can work two ways. It is intended to work well if the party consists of multiple clerics, which considering the cleric class currently has 18 varied domains who do different things could be an easy reality, and linked together to make the features of this archetype work.
But your fellow players may not wish to play another flavour of cleric. In this case work with your DM when deciding to go with this domain.
If the campaign is limited to a small area then some NPCs could substitute to make this domain work, with regular meeting up, or the option to attempt to recruit new cleric NPCs you meet on the road into your coven ideals.
Coven Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | detect magic, snare |
| 3rd | animal messenger, moonbeam |
| 5th | conjure animals, speak with plants |
| 7th | confusion, polymorph |
| 9th | awaken, wrath of nature |
Covenant Initiate
When you select this domain at 1st level, you learn the druidcraft cantrip, and it counts as a cleric cantrip for you. You also gain proficiency in one of the following skills of your choice: Deception, Nature, Survival.
United Bond
Also at 1st level you may link yourself to up to two other willing clerics of different domains. You, an those linked, become your Coven.
When preparing spells all members of your Coven are able to prepare spells from all domains present in your Coven as long as they prepare spells together.
Additionally whenever you are healed by magical means you may split the healing with any or all members of your Coven.
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Channel Divinity: Evil Eye
Starting at 2nd level, you can use your Channel Divinity to hex those who would attempt to do you harm.
As an action, you may choose up to four creatures to make a Constitution saving throw. On a success, they are poisoned until the start of your next turn.
On a failure, they also lose immunity to the poisoned condition and resistance or immunity to poison damage for 1 minute.
Cursed Vengeance
At 6th level, whenever you suffer damage, you can use your reaction to mark the creature that damaged you with small symbol of your choosing.
While the target is marked, you can use an action to bring forth a curse upon them.
The target must make a Wisdom saving throw. If they fail, they have disadvantage on any attack rolls made against you or members of your Coven and disadvantage on ability checks and saves for an ability score of your choice until the start of your next turn. They also take 2d8 necrotic damage.
On a success, the mark is removed.
You can only mark one creature at a time using this feature but it lasts until a new creature is marked or you choose to remove it. The mark cannot be altered or concealed through mundane nor magical means.
You can use this feature once, and this use recovers whenever you finish a long rest.
Potent Spellcasting
Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blood is thicker than water
At 17th level, your coven's bond intensifies and you can enhance that bond for a small amount of time. As an action, you may hold your holy symbol up and bring forth an ethereal connection between you and members of your Coven within 120 feet. For one minute you gain the following benefits:
- You and members of your Coven share a single pool of hit points. Temporary hit points are applied individually, and should be tracked separately. When this effect ends, the remaining hit points are divided equally between you based on the percentage total of the pool. If the total reaches 0, your Coven's hit points are reduced to zero and must make death saving throws as normal.
- Each time a member of your Coven suffers damage, including yourself, another member of the Coven may be chosen within 30 feet of you. That member can use their reaction to make a single attack or cast a single cantrip.
Credits
Created by /u/Soirgriffe using GM Binder. L Blood of the Coven cover by Lie Setiawan.