Zilyana

* Zilyana
* Fullbody

#### Class: Witch

**Witch's Curse**: You are wracked by a terrible curse, which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.

Loveless. You are cursed to never find true love. Jaded and disaffected, not even magic can turn your heart; as a result, you are immune to being charmed.

**Hexes**: You can learn a number of powerful incantations, known as hexes, derived from the same insidious magic that cursed you. At 1st level, you gain two hexes of your choice. Your hex options are detailed on this page. When you reach certain levels in this class, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex.

Unless otherwise stated, if a hex requires an attack roll or saving throw, it uses your spell attack bonus and spell save DC. All hexes require either verbal or somatic components (your choice at the time of casting the hex).

Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a spell. You lose your concentration on a hex if you cast another hex; however, you can concentrate on a hex and a spell at the same time, making only one Constitution saving throw to maintain your concentration on both.

* Misfortune: As an action, choose one creature you can see within 60 feet of you. Until the end of your next turn, whenever this creature rolls a 20 on a d20 roll, the roll instead becomes a 1.
* Charm: As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed by you.
* Finagle: As an action, you can invisibly manipulate objects within 60 feet of you, causing one of the following effects
	+ Push each object within 5 feet of you weighing less than 100 pounds up to 10 feet away from you.
	+ Instantaneously cause an unlocked door or window to fly open or slam shut.
	+ Break one small nonmagical object with fewer than 10 hit points that can fit within a 1-foot cube. Lift and throw an object weighing less than 100 pounds that isn’t being worn or carried up to 60 feet in a straight line. Whenever you do so, you can make a spell attack roll against one creature you can see within range. The object and the target both take 1d10 + your Charisma modifier bludgeoning damage.

**Cackle**: At 2nd level, you can use your bonus action to cackle. The duration of a hex on which you are concentrating extends by 1 round. If the hex has one or more target, a target must be within 60 feet of you for the hex's duration to extend for it. Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as if casting a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.

**Familiar**: At 2nd level, you learn the find familiar spell and can cast it as a ritual without using material components. This spell doesn't count against your number of spells known. The spell is improved in the following ways:

* Your familiar takes its turn immediately before or after your turn each round (your choice).
* Once on each of your turns as an action or a bonus action, you can mentally command your familiar to use its reaction to make one attack.
* You can use the find familiar spell to deliver spells that have ranges other than touch through your familiar.

**Insidious Spell**: At 5th level, when you cast a witch spell that affects a creature that is under the effect of your hex, that creature has disadvantage on its first saving throw against the spell. This feature only applies to a hostile creature that is the sole target of your hex.

#### Subclass: Lunar Magic

Hex: Lunacy: When you join this craft at 3rd level, you gain the ability to drive people mad. As an action, choose one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the creature suffers from one long-term madness effect, selected at random, until the end of your next turn

#### Feat

**War Caster**: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
* You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
* When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.