The Witch of Tide and Pressure
Force and Cold / Tides and DrowningLore
The ocean does not hate you. It simply does not care whether you survive.
Neither does she.
Sea Witches are the only ones born directly from a natural force rather than a corruption of society. They emerge from the deep water because the deep water is not, at its core, alive. It is pressure and cold and the indifferent logic of weight. The Sea Witch is what happens when that logic decides it wants to be able to look at you.
She does not understand fear in the way most creatures do. She understands pressure. She understands inevitability. She understands that you can thrash as long as you like, but you are moving toward the bottom regardless.
She watched the sailor fight the current. He was strong. Experienced. He had survived worse, probably. She waited. The ocean waited. Strength was beside the point.
Playable Abilities
A preview of the core mechanics. Full class chassis, level progression, and coven magic in the book.
You drag a creature with tidal force. Target within 60 feet makes a STR save or is pulled up to 30 feet in a direction you choose. If they collide with a solid surface, they take 2d6 force damage. This movement does not provoke opportunity attacks.
A burst of force radiates from you in a 20-foot cone. Creatures in the area make a STR save or are pushed 15 feet back and knocked prone. The wave deals 3d8 cold damage on a failed save, half on success.
You reveal your true face. Each creature within 30 feet that can see you makes a WIS save or is frightened until the end of their next turn. Creatures frightened by this ability have their speed reduced to 0 if a coven member is within 10 feet of them.
Early Access
Get it free when it drops, plus updates as each class is finalised.