Witch Patron

Source: Hexbound

Witches need a mentor to teach them witchcraft. Warlocks need a patron to grant them their powers. As a Witch Patron warlock, your mentor and your patron are one and the same. An incredibly powerful witch taught you witchcraft, and through your covenant they also became both your mentor and your patron. Your magic stems both from the summoning of spirits and from your mentor themselves. You are able to tap into your patron’s immense source of magic, so long as they agree with your actions.
Under the watchful eye of your familiar, your patron sees your every move. Whether this is to protect you from harm or to ensure you carry on their evil deeds depends on the mentor and patron you chose. Your training under an immensely powerful witch has taught you the importance and strength that lies in belonging to a coven; a powerful coterie of magic users that enhance each other’s magical abilities. You know that there’s strength in numbers, and with both your coven and your familiar at your side, there’s little in this plane or any other that can oppose you.

Witchmark

Witch Warlocks have the most diversity in their witchmarks, since they depend solely on their patron and mentor. Some noble witch mentors use their family’s coat of arms as their witchmark, while other patron mentors choose a witchmark in the shape of a ring around the finger of their pupil to illustrate their bond. The most common motif is chains snaking around the body of the pupil symbolizing the unbreakable covenant between the patron mentor and the student.

Familiar Bond

At 6th level, the bond between you and your familiar rises to new heights. You are able to call on the spirits through the veil to protect your familiar and keep it from harm when in battle.

  • The familiar can use the help action both as a bonus action and as an action in one turn. If using the help action to help you, its range is 30 feet.
  • Whenever the familiar needs to make a saving throw, it can do so using your stats instead of its own.
  • If your familiar goes down to 0 HP, you can use a spell slot to bring them back to full HP as an action without needing to cast the spell find familiar, provided you do so within 1 minute of their death. Once you’ve brought back your familiar through the use of this ability, you can’t do so again until you finish a long rest.