On the appearance of Rituals
This document is intentionally vague on what performing a Ritual looks. You may choose what you do
to conduct the ritual, whether it be a personal rite you did when young or something you got as a vision
from the Urdvoices.
Ritual of Purity
Your body and mind resists death.
Effect: You have advantage on Wisdom and death saving throws.
Curse: Defying death puts a strain on your body. Whenever you fail a saving throw you take 1d6 necrotic damage.
Activation: When an ally you can see fails a Wisdom or death saving throw you can use your reaction to turn it into a success. If this was a death saving throw, they regain 1 Hit Point.
Ritual of Dread
Your Malisons bring with them an even stronger flood of eldritch energy.
Prerequisite: 7th level
Effect: Whenever you attack a frightened creature within your Malison aura, you add your Witch Modifier to the attack and damage roll.
Curse: The surge of eldritch energy resists health. During your Malison, and for one turn after it ends, you cannot receive healing of any kind.
Activation: As a bonus action, you can end your Malison. When you do, all creatures of your choice within 30 ft. are frightened for 1 minute. At the end of their turns, they can make a Wisdom save to end this effect.
Ritual of Conviction
Your strikes are filled with your conviction, smiting those who oppose your ideals.
Prerequisite: Good or Evil alignment
Effect: Whenever you attack a creature that is your opposite alignment (Good or Evil) you add 1d4 to the attack roll. This has no effect on Neutrally aligned creatures.
Curse: Whenever you attack a creature that is your alignment (Good or Evil) you subtract 1d4 to the attack roll. This has no effect on Neutrally aligned creatures.
Activation: When you hit a creature that is your opposite aligment you can choose to deal an additional 2d10 damage. This increases to 4d10 at 11th level and 6d10 at 17th.
Ritual of Immutability
The stasis of the world is perpetuated by you.
Prerequisite: Witch of Gård
Effect: At the start of your turn, choose a conscious creature you can see within 30 ft. other than you that took damage last turn. They regain 1d6 hit points.
Curse: Opening up your body to the eldritch is a dangerous, dangerous act. You have disadvantage on Wisdom saving throws.
Activation: As an action, choose any amount of creatures you can see that took damage last turn. They regain 1d8 + your Witch Modifier hit points. This can target unconscious creatures.
Ritual of the Blightbearer
Nauseating blight follows your every step.
Effect: Whenever you are hit by a melee attack you can use your reaction to force the attacker to make a Constitution saving throw. On a failure,
they are poisoned until the end of your next turn. Additionally, you are resistant to poison damage and immune to the poisoned condition.
Curse: Inuring your body to poison is arduous. When you spend Hit Dice during a short rest to heal, you do not add your Constitution modifier to the result.
Activation: As an action, choose any amount of creatures that you can see that are poisoned. For each creature you can choose to either end the poisoned condition or deal 2d6 poison damage to them.
Ritual of Bone
You grow a thin exoskeleton, protecting you.
Effect: Your Armor Class is increased by +1.
Curse: Your movement speed is reduced by 5 ft..
Activation: When you are reduced to 0 Hit Points, you can molt this new skin. Expend Hit Die and roll them. You cannot expend more than half your total.
If the total rolled is greater than the excess damage taken, you heal the remainder (
for example, if you take 20 damage while at 10 hit points your excess damage is 10. If you then roll 12
total, you heal for 2 hit points). Finally, you can roll the die one by one.
Name
Smak
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Smak
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Smak
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