Witch

Prestige
Whether drawing power from ancient beings, spirits or nature itself,. Witches are powerfull beings often feared and hated, for their form of magic is strange and twisted. While not outright an abomination like Necromancy or Dark magic. It's ways are nevertheless heavily frowned upon. Witches are defined by their hexes and familiars as well as their strange and esoteric ways of alchemy. Spellcaster must have a core spell list of Primal OR Occult and have the Familiar Class Feat

Entry Requirements

All groups are required (AND). Within a group, requirements combine using that group’s operator (AND/OR).

Group 1
Inside group: OR
  • Druid level 6+
  • Warlock level 6+
Group 2
Inside group: AND
  • 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

L2 — Adept’s Hex
Code: PWT1-1 · Mechanics: Adept’s Hex
Prestige Feature
Class Feature: Adept’s Hex (PWT1-1)

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

Become sick and weakened(body) 1 for 1 turns

S W
eakened(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.



L2 — Cackle
Code: PWT1 · Mechanics: Cackle
Prestige Feature
Class Feature: Cackle (PWT1)

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.


L2 — Witch Dedication
Code: PWT1-2 · Mechanics: Witch Dedication
Prestige Feature
Class Feature: Witch Dedication (PWT1-2)
Witch has no requirements, all that is require is to follow your core class rules
L3 — Echoing Cackle
Code: PWT2 · Mechanics: Echoing Cackle
Prestige Feature
Class Feature: Echoing Cackle (PWT2)

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

L4 — Witch Cauldron
Code: PWT3 · Mechanics: Witch Cauldron
Prestige Feature
Class Feature: Witch Cauldron (PWT3)

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.

L5 — Witch's Familiar
Code: PWT4 · Mechanics: Witch's Familiar
Prestige Feature
Class Feature: Witch's Familiar (PWT4)

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

L6 — Lessons for a Witch
Code: PWT5 · Mechanics: Lessons for a Witch
Prestige Feature
Class Feature: Lessons for a Witch (PWT5)

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

L7 — Witch Bottle
Code: PWT6 · Mechanics: Witch Bottle
Prestige Feature
Class Feature: Witch Bottle (PWT6)

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.

L8 — Witch's Broomstick
Code: PWT7 · Mechanics: Witch's Broomstick
Prestige Feature
Class Feature: Witch's Broomstick (PWT7)

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

L9 — Greater Lesson
Code: PWT8 · Mechanics: Greater Lesson
Prestige Feature
Class Feature: Greater Lesson (PWT8)

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

L10 — Masterfull Cackle
Code: PWT9 · Mechanics: Masterfull Cackle
Prestige Feature
Class Feature: Masterfull Cackle (PWT9)

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.


L11 — Split hex
Code: PWT10 · Mechanics: Split hex
Prestige Feature
Class Feature: Split hex (PWT10)

You can target 2 enemies with hex with a -2 to your DC

L12 — Witch Intervention
Code: PWT11 · Mechanics: Witch Intervention
Prestige Feature
Class Feature: Witch Intervention (PWT11)

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,

L13 — WItch Hut
Code: PWT12 · Mechanics: WItch Hut
Prestige Feature
Class Feature: WItch Hut (PWT12)

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.