Coven of Vistani

*Vistani witches are a hereditary clan of sorcerers the founding members of which were human. Their magic is sorcerous but has no "sorcerous spark" instead drawing its power from a druidic source as witchcraft. While those of the modern day Vistani culture are not all descended from this particular bloodline, those who are often act as important members of their communities. Vistani witchcraft has a background laden in the practices of the witch Circe and her quest to destroy the gods through attaining omniscience beyond Vaatias. Those who attain mastery of the coven's craft can not only gain knowledge but use it to slay their enemies, particularly gods.*

## ***2nd Level:***

### ***The Evil Eye***

When you take this coven, your gaze warps the minds of the cursed. As an action you may choose a creature you can see that is currently under the effects of a curse (such as your jinx feature or lycanthropy). That creature must make a wisdom saving throw vs your spell save DC. On a success, they suffer no ill effects and become immune to your evil eye until you complete a long rest. On a failure the creature is charmed or frightened by you (your choice) for 1 minute. A creature who is charmed is no longer charmed if you or your companions do anything harmful to it. A creature who is frightened can make another saving throw at the end of each of their turns, ending the fear but not the curse on a success.

### ***Seer's Jinx***

Beginning at 2nd level when you choose this coven, you learn to mark jinxed creatures with a special curse based divination. When you jinx a creature you can choose to make the jinx a seer's jinx. A seer's jinx has double the normal duration and the victim suffers no disadvantage on ability checks nor penalty to healing so long as it remains unaware that it is cursed. Additionally, while the jinx lasts unless the jinxed creature is hidden from divination magic you know their location. This tells you the direction to the creature's location within 30 degrees as well as the exact distance that they are from you if they are within a mile of you. You are always considered to be able to see creatures under the effects of a seer's jinx for the purposes of witch spells and abilities.

### ***Gift of Warning***

At 2nd level, you learn the true strike, guidance, and resistance cantrips, these cantrips are considered divination spells and witch spells, and do not count against your witch cantrips known.

## ***6th Level:***

### ***Token of the Tribe***

At 6th level you learn to create a magical object as a foci for your Vistani magic. This object could be a crystal ball, a Tarokka deck, a tea set, bone dice, or any other tool used for divination. As an action you may conjure your token in your hands, it remains until it is left outside your possession for 10 minutes, until you conjure another one, or until you dismiss it as a free action. The object can be used as a spellcasting focus for your witch spells. The token is magical in nature and also obviously a conjured object to anyone familiar with such things.

While your token is on your person you can’t be targeted by any divination magic or perceived through magical scrying sensors unless you choose to be. Additionally you may use your action while holding it to cast the clairvoyance or augury spell requiring no components. Once you use the token in this way you cannot use it again until you complete a short or long rest.

## ***14th Level:***

### ***Decide***

At 14th level as an action while holding your Token Of The Tribe, you may choose one creature you can see within 120ft of you. That creature must make a charisma saving throw vs your spell save DC or suffer psychic damage equal to your witch level in d10s and be stunned until the end of your next turn. A creature suffers half damage on a success. A deity, saint, angel, cleric, paladin, or another creature connected to the gods makes their saving throw with disadvantage. A god cannot benefit from any defensive apotheosis features against this attack and suffers a deific splinter with quartered duration if killed by it. Once you use this feature it cannot be used again until you complete a long rest. Once a creature is affected by your deicide they become immune to it from then on.