Witch
PrestigeEntry Requirements
All groups are required (AND). Within a group, requirements combine using that group’s operator (AND/OR).
- Druid level 6+
- Warlock level 6+
- Alchemy — Expert
Prestige Level Progression
| Prestige Level | Counts-As Mode | Counts As |
|---|---|---|
| L0 | Choose | Druid Warlock |
| L1 | Choose | Druid Warlock |
| L2 | Choose | Druid Warlock |
| L3 | Choose | Druid Warlock |
| L4 | Choose | Druid Warlock |
| L5 | Choose | Druid Warlock |
| L7 | Choose | Druid Warlock |
| L8 | Choose | Druid Warlock |
| L9 | Choose | Druid Warlock |
| L10 | Choose | Druid Warlock |
| L11 | Choose | Druid Warlock |
| L12 | Choose | Druid Warlock |
| L13 | Choose | Druid Warlock |
Features
Hex are considered spells of a cantrip level. A hex uses the V and F component. A hex cause 1 action to cast.
Hex are considered to be using part of your core spell list, be it occult or primal and its DC and spell casting modifier is always 2 less than your spell DC. If a hex has no stated range, assume 30ft
Hex's can be cast unlimited amount of times. When you gain this feature gain 2 Hexs. For every 2 Prestige Levels Afterwards, you learn 2 more of your choice.
Amelioring
You touch a willing creature to ignore the effects of sickened, poison, dazzled or exhausted condition for 1 turn. Alternatively, give the creature a +4 bonus for 1 turn for saving throws that cause that effect.
Purify
The witch’s aura purifies the air around her. Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.
Induce Rust
Reduce the target’s non magical armor for 1 turn by a value equal to the number of prestiege class levels you have.
Discen Secrets
Gain a +1 bonus to memory, insight and the seek action.
Exhaust
Apply the first tier of exhaustion on the target for one turn
Clinging Ice
Freezing
sleet and heavy snowfall collect on the target's feet and legs, dealing
1d4 cold damage and other effects depending on its Reflex save.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage and 10ft penalty for 1 turn.
Critical Failure The target takes double damage and a 15ft penalty to speed for 2 turns.
Rebuking Vengence
Select a target. For the next turn, any creature who targets the creature with a hostile action take 1D4 psyhic damage.
Evil Eye
Select a target, for one turn the creature gains the following based on a will save
CF: Become sick and weakened(body) 2 for 2 turns
F Become sick and weakened(body) 1 for 1 turns
S Weakened(body) 1 for 1 turns
CS No effect
Pact Broker
You offer
to broker a pact of peace. If the target accepts and doesn’t take
hostile actions against you and your allies during the hex’s duration,
you take a –1 penalty to deception checks to them. If they refuse and take a hostile action against you or an
ally during the hex’s duration, they must first attempt a Will save. If
they accepted the offer and then take a hostile action against you or an
ally during the hex’s duration, they must first attempt a Will save and
treat the result as one category worse. Regardless of the outcome, the
target is then temporarily immune for 1 minute.
Success The target is unaffected.
Failure The target takes 2d4 psyhic damage and a –1 status penalty to attack and damage rolls against you and your allies for the hex’s duration.
Critical Failure As failure, but the penalty is –2.
Scrounger Glee
With a cruel laugh and a flash of your canines, you make a target understand that death is coming to claim it and that its demise will serve to strengthen another. Force a target to make a basic will save, On a failure, it gains a -3 to will saves against frightened effects for 2 turns. If an ally critically hits the target or frightens it, that ally gains 3D4 hitpoints
Infestation of Dreams
Force a target to make a will save. For one turn based on the roll
Critical Success The target is unaffected.
Success
The target takes a –1 status penalty to Perception, attack rolls, and
Will saves. This penalty increases to –2 for Will saves against sleep effects.
Failure As success, and any time the target attempts to concentrate or sustain a spell. it must succeed at a DC 5 flat check or the action is disrupted.
Yout let out a burst of hideous laughter, increasing the duration of a spell that is ending or just casted by one turn. If the spell is of 5th level or higher, these requires 2 action.
When you do the cackle action, you can recast the same Hex you cast in the previous or a hex that you recasted with a cackle as part of the action
You know the recipe of 2 Rare and 4 uncommon or common potions. In addition you are able to craft a witch cauldron.
When using the witch cauldron, the maz amount of potions you can make per batch increases by 50%.
In addition, you can make temporary potions. These potions have half the making time and half the cost but cannot be sold and expire after 12 + your witch prestiege level hours.
Your familiar gains the following property based on if you are a primal or occult caster. If you are both pick one.
In addition, you are able to give your familiar basic instructions which it follows to the best of its ability instead of you needing to control it,.
Primal: Your familiar now gains the ability of the plant empathy and animal empathy(Druid Lvl1 features)
Occult: Your familiar now gains the ability to teleport 30ft in any direction of its choice, but disappears immediately if it eneters a solid space
You gain the ability to learn the following hexes.
Blood Ward
Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 bonus to its saving throws as well as +1 Ward
Phase Familiar
Make you familiar immune to non-magical damage for one turn.
Trade Death for Life
Select an target and select an ally. The targe makes a fortitude save, on a failure they take 1D6 necrotic damage or twice as much an a critical failure. Your ally then heal for that damage
Censure Falsehoods
You call on your patron to reprimand a creature that has attempted a Deception or Stealth check against you or an ally within the past month. You must be aware they did so. Whenever the target speaks, toads and serpents fall from their lips. The target attempts a Fortitude saving throw. The spell lasts as long as the target remains sickened by it.
Critical Success A few animals fall from their lips, but they’re otherwise unaffected.
Success The target is sickened.
Failure The target is sickened and if they perform an action that has the auditory trait or attempt to Cast a Spell, they must succeed at a DC 5 flat check, or the action is disrupted as they choke on an animal.
Critical Failure As failure, and if the target attempts a Deception or Stealth check, they gain Weakened(body)5 for 2 turns,
Life Boost
For the next turn, the creature regains 25% additional hit points from healing effects.
Fit of Laughter
Select a target, whom you compel to break into fits of laughter
CF: Stun 1, cannot cast spells with the F component and gain stupefied 1 for 2 turn
F: Cannot cast spells with the F component and stupefied 1 for 1 turn
S Cannot cast spells with the F component for one turn
CS: N/A
Using your cauldron, you can brew a witch bottle after 1 hour. This contains any of your hex, a creature who consumes or is hit by a projectile dipped in the bottle is affected as if the hex spell was casted on it. You can cackle into the bottle, extending the duration by 1 turn. If you do so, upon openeing the bottle, it lets out a cackle.
A bottle spoils after 24 hour and can only be used once to dip or consume.
You can ritually enhance a flying broom for 1 day. After you do so, the broom obeys only your command.
It's movement speed and carrying speed is then doubled and you gain Ward 2 and a +2 to defence when flying on it
You can learn the following hexes.
Stumbling Curse
Force the target to make a reflex save for one turn,
CF: You reduce the target defence, reflex save, atheletics and acrobatics check by 2 and at the start of its turn, you force it move 5ft of your choice
F You reduce the target defence, reflex save, atheletics and acrobatics check by 1 and at the start of its turn, you force it move 5ft of your choice
S You reduce the target defence, reflex save, athletics and acrobatics check by 1
CS N/A
Information Overload
Force the target to make a will save
CF: Target is stupefied and gains weakened(mind) 2
F: Target is stupefied and weakened(Mind) 1
S: Target is weakened(Mind) 1
CS: N/A
Stoke the Heart
Select a target for the next turn it gains a +7 bonus to damage rolls.
Mycological Madness
Spend an additional action:
You infect your target with fungal spores to hasten the cycle of decay. The target must attempt a Fortitude saving throw. Undead that aren’t incorporeal, such as skeletons and zombies, don’t have their normal immunity to this disease, as the spores can still colonize their remaining flesh and bone. This might also apply to other non-living creatures made of organic material at the GM’s discretion.
Critical Success The target is unaffected.
Success The target sprouts mushrooms and is Weakened(Body) for 1 round.
Failure The target is afflicted with voidcap spores at stage 1.
Critical Failure The target is afflicted with voidcap spores at stage 2.
Voidcap Spores (disease) This disease ends when the spell ends
Stage 1 Weakened(Body) 2 (1 round)
Stage 2 Weakened(Body)2, speed reduced by 10ft (1 round)
Stage 3 Weakened(Body) 2, speed half, and stupefied (1 round)
Agnosing twist
Select a target, for the next turn. If it takes the same type of damage on separate instance, For each instance it takes 2D6 psychic damage, increasing by 2D6 if it takes it again
Intellect Bane
Select a target with a intelligence score half of yours. You force it to make a will save to gain the following penalties for 1 turn
CF: It gains stun 1, stupefied and has a -5 to will save
F: It gains a -5 to will save
S: It gains a -2 to will save
CS: N/A
Select one of the following benefits
Enduring Cackle
Using the cackle actions allows you to sustain a spell
Terrifying Cackle
Your cackle causes those in a 50ft radius to make a basic will save or be frightened by you until they succeed repeated saves. One they succeed they are immune for 1 Week.
You can target 2 enemies with hex with a -2 to your DC
If a creature within 30ft of you falls below 0 HP, once per long rest. You can cause it to regain 12D8 hitpoints. However, it is afflicted with 3 hexes of your choice that requires a save all of which it fails,
Your home is an animated structure that obeys your commands. By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size.
The hut uses your, saving throw modifiers, and Perception modifier and has 150 HP and an armor value of 2 times your spellcasting modifier. It has the construct armor ability, meaning once it’s reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its armor is reduced by 10 until it is repaired.
The hut can’t attack or attempt skill checks. You can give the hut a command as a single action, which has the auditory and concentrate traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command.
Guard The hut watches for trespassers within 120 feet using your Perception modifier and screams if it spots any.
Hide The hut appears to be a normal, mundane object of its type. This is a 10th-rank illusion effect.
Leap The hut spins around or leaps into the air, then casts 10th rank teleport, transporting itself and all creatures within it.
Lock With a slam, each entrance to the hut becomes sealed with a lock spell. You can give this command again to unlock its entrances.
Move The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as “follow me” or “move that direction.” While perfectly suitable for overland travel, the hut’s broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count.
You can have only one witch’s hut at a time. If you animate a new hut, your previous hut immediately reverts to its original, mundane form. If you die, the hut continues following the last order you gave it indefinitely.