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=== Witch Entry Talent ===
=== Witch Entry Talent ===
After gaining the Witch Entry talent, you can take talents from any of the Witch tracks.
After gaining the Witch Entry talent, you can take talents from any of the Witch subclass tracks.
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Witch Entry'''
|'''Witch Entry'''
|Character Level 2
|Character Level 2
|When you take this entry talent, you gain the following abilities.
|When you take this entry talent, you gain the following benefits.
 
'''Dark Presence.''' Gain the Dark Presence ability.
 
* '''Dark Presence.''' On your turn, you may take 1d4 damage to regain 1 SP. You may use this ability as many times as you would like.
 
'''Familiar.''' You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action.
 
You can spend some of your AP, make your familiar take its action, and then complete your own AP expenditure; or you could simply have your familiar go before or after you.
 
Familiars are corporeal fae spirits that cannot be attacked or damaged.
 
You can command your familiar to take more actions by spending 1 AP per additional action your familiar takes.
 
Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your familiar’s form when you Take a Rest. Regardless of its form, you always use one of the three stat blocks: Crawling Familiar, Flying Familiar, or Hunting Familiar.
 
'''Witch Magic.''' Choose one: Occult or Primal.
 
If you choose Occult, gain Initiate of the Occult unless you already have it. If you already have it, gain +1 Occult Power and +5 SP instead.
 
If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead.
 
Whichever you choose, END is your magic attribute.
 
'''Witch Power.''' Each time you level up and spend your Talent Point on a Witch talent, you gain +5 SP and +1 Power in the source you chose.


* '''Dark Presence.''' On your turn, you may take 1d4 damage to regain 1 spell point. This costs 0 AP and you may use this feature as many times as you want on your turn.
* '''Familiar.''' You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action. You can spend some of your AP, make your familiar take its action, and then complete your own AP expenditure; or you could simply have your familiar go before or after you. Familiars are corporeal fae spirits that cannot be attacked or damaged. You can make your familiar take more actions by spending 1 AP per additional action your familiar takes. Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your familiar’s form during a Rest. Regardless of its form, you always use one of the three stat blocks: Flying Familiar, Crawling Familiar, or Hunting Familiar.
* '''Witch Magic.''' Choose one: Occult or Primal. If you choose Occult, gain Initiate of the Occult unless you already have it. If you already have it, gain +1 Occult Power and +5 SP instead. If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. Whichever you choose, END is your magic attribute.
* '''Witch Power.''' Each time you level up and spend your Talent Point on a witch talent, you gain +5 SP and +1 Power in the source you chose'''.'''
|''Witch, Class Entry''
|''Witch, Class Entry''
|}
|}

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