Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Among the Dead
Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
A Dark Gift
You gain the Eldritch Sight invocation and may use it normally. If you are a warlock you may instead choose a single invocation of your choice that is available at level 1.
Majital Origin
The dark secrets in your mind ward you against intrusions from those against your nature. You gain a +2 bonus to saving throws vs spells.
The Wordless Wyrm
Requires 1 Loyalty to the Great Coven.
The Wordless Wyrm is a silent opposition to the throne of the Witch Queen, although he serves with loyalty, he disagrees with the manner in which Baba Yaga is governed.
If you posses the Armor of Shadows Invocation, the Armor bonus is 15 + Dex instead of 13 + Dex
Your Eldritch Sight is now permanent and doesn't not need to be activated. You can see magic at all times as natural as sunlight. You may shut this off should the need arise as a free action on your turn.
You gain a +1 to Charisma saving throws.
Blessings of the Patrons
Prerequisite: 5 Loyalty
Members of the Great Coven learn two Warlock Cantrips of their choice. These cantrips cannot be retrained, and are lost when leaving the Great Coven, or when falling out of favor of the Witches’ Council. These cantrips use the Witch or Warlock’s highest mental stat.
Warded Ring
Prerequisite: 7 Loyalty
The Coven Member's Barbed Brass Ring is upgraded and imbued with protections against madness and similar effects. While wearing the Ring the Coven member gains advantage on all saving throws made against Madness, Fear, Charm, Domination, and other mind altering effects.
Invocations
-Armor of Shadows*
-Improved Pact Weapon
-Thirsting Blade
-Eldritch Smite
-Devil's Sight
Class/Racial Features & Traits