Witch

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yla Greoghal, potions brewer

"Secrets wait to be embraced in the whispers of primeval spirits. Curiosity never hurt anyone brave enough to go looking. So long as I draw breath and have strength to explore, I will ever look to deepen my understanding of things within our world and things beyond." - Lyla Greoghal, potions brewer

Signs that you were somehow different began at an early age. Animals and plants might behave strangely around you, either shying away or seeking to embrace you. Odd weather phenomena seem to follow you about, though perhaps this is coincidence. Whatever the case, the adults in your community noticed these strange behaviors. In your adolescence you felt a growing connection with the dark and strange side of nature, leading you to look for answers on your own. When a coven of witches found you and invited you into their ranks, you began to truly master your powers.

Witches often have many hobbies and one or two crafts that they pursue to perfection. What are you most interested in, and what do you fiddle with in your spare time? Does the ephemeral quality of music fascinate you, or are you more inclined to get your hands dirty making pottery or whittling toys? Are you more interested in brewing potions or training your familiar to achieve its maximum potential?

Witch Class Tracks

Dark Hex. Curate a collection of poppets and cast sympathetic magic on them to extend your range of knowledge and power.

Fae. By communing with the six conclaves of the Everwilds, you gain the power of the fae.

Familiar. Enhance your familiar, or summon a pack or flock of familiars.

Pagan Attunement. You are one with the natural world and can draw power from the soil itself through ritual and meditation.

Witch’s Brew. By mixing strange ingredients, you can create a variety of unique potions for your allies.

Aranea. Harker's Guide to Vampire Hunting. Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids.

Core Subclass Tracks

Witch Entry Talent

After gaining the Witch Entry talent, you can take talents from any of the Witch subclass tracks.

Talent PreReq Description Tags
Witch Entry Character Level 2 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.

Witch, Class Entry

Familiars

Crawling Familiar

Tiny. Beast (Occult or Primal)
STR DEX END AWR INT CHA
-2 3 0 1 -3 -2
Speed 20 ft, Climb 20 ft Senses Darkvision 30 ft
Features
Frightening. When your familiar is within 5 ft of you, you gain Intimidating +4.
Actions
Move. The Familiar can move up to its speed.
Spy. You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you.
Ward. If your familiar is within 5 ft of you, it protectively crouches nearby. The next time you take damage from another creature before the start of your next turn (provided that you are still within 5 ft of your familiar), reduce the damage by 1d4 + your number of Witch talents.


Flying Familiar

Tiny. Beast (Occult or Primal)
STR DEX END AWR INT CHA
-2 2 0 2 -3 -2
Speed 10 ft, Fly 30 ft Senses Darkvision 30 ft
Skills (AWR) Perceiving +3, Tracking +3
Actions
Move. The Familiar can move up to its speed.
Spy. You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you.
Help. The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.
Spook (1/Catch Breath). Ranged 30 ft Magical Attack. + Your END vs WILL. Hit: The creature is Frightened of your familiar for 30 seconds.


Hunting Familiar

Tiny. Beast (Occult or Primal)
STR DEX END AWR INT CHA
-1 2 0 1 -3 -2
Speed 20 ft Senses Darkvision 30 ft
Skills (DEX) Sneaking +3; (AWR) Tracking +3
Actions
Move. The Familiar can move up to its speed.
Spy. You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you.
Help. The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.
Pounce (1/Round). Reach 5 ft Natural Weapon. +2 vs AR. Hit: 1d4+2 sharp.

Dark Hex Track

Dark Hex Track Progression
Dark Hex Track Progression
Talent PreReq Description Tags
Dark Magic Witch Entry Repeatable. Each time you take this talent, choose two spells, invocations, or rituals from the Hex list. Note that you must meet certain prerequisite Witch levels in order to gain some spells.

For you, these spells count as the Source that you chose from your Witch Magic benefit (either primal or occult).

If there is a spell on the Hex list that you already know or learn through other means, you may still consider it a hex spell but do not have to. You cannot upcharge hex spells without additional talents.

Hex List
Witch Level Hex Spells
2
4
8
13
22
Witch, Dark Hex, Repeatable
Greater Hex Dark Magic Gain the Greater Hex ability.
  • Greater Hex (2/Rest). You may cast a hex spell as though you upcharged it one time, without spending additional SP.
Witch, Dark Hex
Innate Hex Greater Hex Gain the Innate Hex ability.
  • Innate Hex (2/Rest). You may cast a hex spell without meeting Verbal, Visual, or Gesture requirements. You must still meet Line of Sight or Line of Effect requirements.
Witch, Dark Hex
Greater Hex II Innate Hex Greater Hex becomes AWR/Rest. Witch, Dark Hex
Innate Hex II Greater Hex II Innate Hex becomes 2/Recoup. Witch, Dark Hex
Innate Hex III Innate Hex II Innate Hex becomes AWR/Recoup. Witch, Dark Hex
Dark Enchantment Dark Magic Gain the Dark Enchantment ability.
  • Dark Enchantment (1/Rest). Spend 2 AP to designate a target that you can see. For the next minute, gain +2 TA on rolls made with hex spells against that target.
Witch, Dark Hex
Sympathetic Magic Dark Enchantment Choose one creature with whom you are familiar (having spent at least 10 minutes in conversation).

By expending 10 sc worth of materials, you can create a poppet in the likeness of that creature. You may create a poppet of any willing ally or of a creature if its ML is equal to or less than your Witch level. You may only make one poppet. If you make a second one, the first one unravels immediately.

Gain the Sense Likeness ability.

  • Sense Likeness. By spending 1 minute touching the poppet and staying completely focused on it, you may sense exactly how far away the creature is and in which direction, unless they are on a different plane of existence. This information is only fleeting.
Witch, Dark Hex
Sympathetic Magic II Sympathetic Magic When you use your Sense Likeness ability, you may choose for the effect to last for 10 minutes. Furthermore, you may see and hear through your poppet’s senses for the duration. If you do, make a magic attack against their ANT. On a hit, they are unaware that you are doing this; on a miss, they know. Witch, Dark Hex
Sympathetic Magic III Sympathetic Magic II When you use your Dark Enchantment ability, you do not expend a use of the ability if you have a poppet of the target creature. Witch, Dark Hex
Sympathetic Magic IV Sympathetic Magic III Gain the Sympathetic Link ability.
  • Sympathetic Link (AWR/Rest). You may cast hex spells with your sympathetic magic creature as the target even if you cannot see them, provided they are within 1 mile of you. The target is aware that you cast such a spell, regardless of whether the spell is successful.
Witch, Dark Hex
Sympathetic Magic V Sympathetic Magic IV When you use your Sympathetic Link ability, you may also impose Dark Enchantment on your target. Witch, Dark Hex
Sympathetic Magic VI Sympathetic Magic V Gain the Puppetmaster ability.
  • Puppetmaster. When using your Sense Likeness ability, you may make a magic attack against the target’s WILL. On a hit, impose Charmed or Shaken (your choice) on the creature (if Charmed, it is Charmed by you). The condition lasts for 1 minute and the target is aware that you are the caster.
Witch, Dark Hex
Sympathetic Magic VII Sympathetic Magic VI When you use your Sympathetic Link ability and cast a hex spell that has an SPC of 10 or less, you do not expend a use of your Sympathetic Link.

Sympathetic Link’s range increases to 5 miles.

Witch, Dark Hex
Sympathetic Magic VIII Sympathetic Magic VII You can now create two poppets and can use Sense Likeness, Dark Enchantment, Sympathetic Link, and/or Puppetmaster on either one. If you make a third poppet, choose which of your previous poppets unravels. Witch, Dark Hex
Sympathetic Magic IX Sympathetic Magic VIII You are always aware of the surface-level emotional state of the creatures whose likeness your poppets represent while within range of Sympathetic Link.

Sympathetic Link’s range increases to 10 miles.

Witch, Dark Hex
Sympathetic Magic X Sympathetic Magic IX When you use your Sympathetic Link or Puppetmaster ability, you may also make a magic attack against the creature’s ANT. On a hit, they are not magically aware that you caused the effect.

Sympathetic Link’s range increases to 20 miles.

Witch, Dark Hex
Bond Soul Sympathetic Magic X

Incompatible: Collector

Choose one poppet to be your Bound Soul. If you have a physical piece of the likeness that the Bound Soul poppet represents, such as hair or nail clippings, teeth, saliva, blood, etc., then using Sympathetic Link against this creature does not expend a use of your Sympathetic Link. Witch, Dark Hex
Bond Soul II Bond Soul Gain the Sympathetic Tether ability.
  • Sympathetic Tether (1/Recoup). When using Sympathetic Link to cast a hex spell against your Bound Soul, you may spend only 1⁄2 the SP. Sympathetic Link’s range increases to 100 miles for your Bound Soul poppet.
Witch, Dark Hex
Grand Puppetmaster Bond Soul II You always know the surface level thoughts and deeper emotions/desires of your Bound Soul poppet.

Gain the Poppet Possession ability.

  • Poppet Possession (1/Rest). You may cast the Possession spell as a hex spell without spending SP. You cannot upcharge the spell when casting it in this way and can cast this spell regardless of distance provided that you are on the same plane of existence. When you use this ability, you may use your Sympathetic Magic X benefit to attempt to hide your magical presence.
  • Level 30: You may permanently possess the subject of your Bound Soul poppet provided they are ML 15 or lower or a willing ally. When you end the possession, you may choose if they are catatonic, as if sleeping, or regain control when you are not actively possessing them.
Witch, Dark Hex, Capstone
Collector Sympathetic Magic X

Incompatible: Bond Soul

You can have a number of poppets equal to 1⁄2 your AWR.

Gain the Mass Hex ability.

  • Mass Hex (1/Recoup). When you cast a hex spell that has an SPC of 10 or fewer, you may target 2 creatures if you have poppets of both of them.
Witch, Dark Hex
Collector II Collector You can have a number of poppets equal to your AWR. Mass Hex works on hex spells with an SPC of 20 or lower. Witch, Dark Hex
Soul Collector Collector II You always know the surface level thoughts and surface desires of your poppets. Additionally, when the bonded creature of one of your poppets dies, you can retire the poppet. Doing so does not destroy the poppet and allows you to make a new poppet.

Retired poppets look frayed and corrupted, and they contain the soul of the poppet’s likeness.

Gain the Archive of Souls ability.

  • Archive of Souls (1/Recoup). You may commune with one retired poppet. The retired poppet retains all of its bonded creature’s formative memories and basic information that the creature would have known. The poppet’s disposition towards you will range from sullen to hostile as determined by your MC, and so gleaning information from a retired poppet might take multiple conversations or coercion. If a retired poppet is destroyed, its soul departs.
  • Level 30: Now, if you destroy a retired poppet, the bonded creature’s soul is dispersed and it can never be resurrected. Casting Lesser Restoration or similar magic on a retired poppet will harmlessly detach the creature’s soul from the poppet, allowing it to pass on peacefully or to be resurrected.
Witch, Dark Hex, Capstone

Fae Track

Fae Track Progression
Fae Track Progression
Talent PreReq Description Tags
Fae Magic Witch Entry, Warden of the Primal Gain the Warp Step ability.
  • Warp Step (1/Recoup). You can cast the Warp Step occult spell without spending SP.

If you do not know this spell, this is the only way you can cast it until you learn it.

Witch, Fae
Boon of Etalun Fae Magic Gain +6 Skill Points that you can spend on any skills with the observation or survival tag. Witch, Fae
Wylla’s Stride Boon of Etalun or Caliban’s Cackle Gain the Wylla’s Stride ability.
  • Wylla’s Stride (CHA/Rest). Ignore Difficult Terrain imposed by foliage or loose sand, rocks, and similar natural phenomena for 1 hour.
Witch, Fae
Gaard’s Resistance Wylla’s Stride or Prowess of Sekh Repeatable. Gain Resist +2 to one elemental damage type of your choice (cold, corrosive, fire, lightning, or toxic). If you take this talent multiple times, choose a new elemental type each time. Witch, Fae, Repeatable
Caliban’s Cackle Fae Magic Gain the Caliban’s Cackle ability.
  • Caliban’s Cackle (CHA/Rest). On a hit with a magic attack against a single creature, the creature is also Shaken for 1 minute.
Witch, Fae
Prowess of Sekh Boon of Etalun or Caliban’s Cackle Gain +6 Skill Points that you can spend on any skills with the athleticism, acrobatics, or stamina tag. Witch, Fae
Rosen’s Blessing Wylla’s Stride or Prowess of Sekh Gain Resist Charmed +2. Witch, Fae
Fae Magic II Gaard’s Resistance or Rosen’s Blessing Gain the Mists of the Everwilds ability.

If you do not know this spell, this is the only way you can cast it until you learn it.

Witch, Fae
Latisk’s Keen Eyes Fae Magic II You can see in darkness to a limit, even without any light source. Gain Darkvision +30 ft. Witch, Fae
Okart's Skin Latisk’s Keen Eyes or Puck’s Pernicious Pleasure When you are not wearing armor, your AR cannot be less than 13. Witch, Fae
Wrath of Aeshir Okart’s Skin or Claws of Kleppar Gain the Wrath of Aeshir ability.
  • Wrath of Aeshir (CHA/Recoup). When you deal elemental damage, add CHA to the damage.
Witch, Fae
Puck's Pernicious Pleasure Fae Magic II Gain the Puck’s Pernicious Pleasure ability.
  • Puck’s Pernicious Pleasure (CHA/Rest). On a hit with a magic attack against a single creature, the creature is also Charmed for 1 minute or until you or one of your allies damage it.
Witch, Fae
Claws of Kleppar Latisk’s Keen Eyes or Puck’s Pernicious Pleasure Gain the Claws of Kleppar ability.
  • Claws of Kleppar (CHA/Rest). Gain a climb speed equal to your walking speed for 1 hour.
Witch, Fae
Strack’s Stoicism Okart’s Skin or Claws of Kleppar Whenever making checks to resist extreme cold, roll 2d20 and take the higher. Witch, Fae
Fae Magic III Wrath of Aeshir or Strack’s Stoicism Gain the Polymorph ability.
  • Polymorph (1/Rest). You can cast the Polymorph primal spell without spending SP.

If you do not know this spell, this is the only way you can cast it until you learn it.

Witch, Fae
Boon of Daropmet Fae Magic III You can never be Partially Surprised. Witch, Fae
Cedrian’s Communion Boon of Daropmet or Edmari’s Emotional Emancipation When you Recoup and are in direct sunlight or touching a coniferous tree, then you gain Shield HP equal to your CHA. Witch, Fae
Yasheri’s Explosion Cedrian’s Communion or Gift of Gusper Gain the Yasheri’s Explosion ability.
  • Yasheri’s Explosion (CHA/Rest). When you cast a primal spell that deals damage to multiple creatures and deals elemental damage, increase its cone or line by 10 ft or its radius by 5 ft.
Witch, Fae
Edmari’s Emotional Emancipation Fae Magic III Gain +2 Skill Points that you can spend on any skills with the influence tag.

Gain the Edmari’s Emotional Emancipation ability.

  • Edmari’s Emotional Emancipation (1/Rest). You can cast the Relaxing Presence primal spell without spending SP.

If you do not know this spell, this is the only way you can cast it until you learn it.

Witch, Fae
Gift of Gusper Boon of Daropmet or Edmari’s Emotional Emancipation Gain the Gift of Gusper ability.
  • Gift of Gusper (CHA/Rest). Gain a swim speed equal to your walking speed for 1 hour.
Witch, Fae
Wythen’s Protection Cedrian’s Communion or Gift of Gusper Gain Resist Necrotic +2. Witch, Fae
Fae Magic IV Yasheri’s Explosion or Wythen’s Protection Gain the Summon Monster ability.
  • Summon Monster (1/Rest). You can cast the Summon Monster primal spell without spending SP.

If you do not know this spell, this is the only way you can cast it until you learn it.

Witch, Fae
Letspina Conclave’s Perception Fae Magic IV You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog or heavy underbrush. Witch, Fae
Pashak Conclave’s Passage Letspina Conclave’s Perception or Stravon Conclave’s Serenity Gain the Pashak Conclave’s Passage ability.
  • Pashak Conclave’s Passage (CHA/Rest). When you touch a tree, you can spend 2 AP to teleport to another tree of that same type within a 5 mile radius.
Witch, Fae
Ashyidir Conclave’s Affinity Pashak Conclave’s Passage or Shibmar Conclave’s Splendor Gain the Ashyidir Conclave’s Affinity ability.
  • Ashyidir Conclave’s Affinity (CHA/Rest). Choose one elemental damage type. Gain Affinity to that type for 1 hour.
Witch, Fae
Stravon Conclave’s Serenity Fae Magic IV Gain +2 Skill Points that you can spend on any skills with the influence tag.

Gain the Stravon Conclave’s Serenity ability.

  • Stravon Conclave’s Serenity (1/Rest). You can cast Reorient primal invocation without it counting against the number of invocations you can cast in a day.

If you do not know this invocation, this is the only way you can cast it until you learn it.

Witch, Fae
Shibmar Conclave's Splendor Letspina Conclave’s Perception or Stravon Conclave’s Serenity Gain the Shibmar Conclave’s Splendor ability.
  • Shibmar Conclave’s Splendor (CHA/Rest). Sprout eagle wings and gain a fly speed equal to your walking speed for 1 minute.
Witch, Fae
Vertumna Conclave’s Veneration Pashak Conclave’s Passage or Shibmar Conclave’s Splendor Gain Resist Frightened +3. Witch, Fae
Friend of the Fae Ashyidir Conclave’s Affinity or Vertumna Conclave’s Veneration The fae sing your praises. Fae creatures tend to view you favorably and will generally look for nonviolent solutions to conflicts with you.

You learn the Summon Fae primal spell if you did not already know it. It costs you 20 fewer SP to cast.

Gain the Faefriend ability.

  • Faefriend (1/Rest). When you cast Summon Fae, you may ignore rolling to determine the fae’s behavior and assume that it is friendly to you as though you succeeded on the roll and it failed.
  • Level 30: Your Summon Fae spell costs you no SP the first time you cast it after Taking a Rest if you use it to summon a fae of ML 10 or lower.
Witch, Fae, Capstone

Familiar Track

Familiar Track Progression
Familiar Track Progression
Talents PreReq Description Tags
Adaptive Witch Entry You can change your familiar’s form each time you Recoup. Witch, Familiar
Flock of Familiars Adaptive

Incompatible: Evolution

Gain the Flock of Familiars ability.
  • Flock of Familiars (2/Rest). You may summon a second familiar identical to your primary familiar for 10 minutes. Both familiars share a turn. On their turn, they can both take the move action. Alternatively, one familiar can take a different action.
Witch, Familiar
Flock of Familiars II Flock of Familiars The second familiar summoned from Flock of Familiars lasts for 30 minutes. Witch, Familiar
Evolution Adaptive

Incompatible: Flock of Familiars

When you could change your familiar’s form, you can evolve your familiar instead of, or in addition to, changing its form by using the Evolution ability.
  • Evolution (2/Rest). When you evolve your familiar, you can choose Evolve 1. The evolution that you choose lasts until you use it again or change your familiar’s form.
    • Evolve 1: The familiar is one Size larger than it was previously. When larger, they gain a slight benefit:
      • Crawling: +1 to the damage reduced when defending you with Ward.
      • Flying: +5 ft to Help range.
      • Hunting: +1 to attack and damage with any attacks it has.
Witch, Familiar
Evolution II Evolution When you use the Evolution ability, you can choose Evolve 2.
  • Evolve 2: The familiar is two Sizes larger. Familiars that are two Sizes larger gain the benefits below:
    • Crawling: +2 to the damage reduced when defending you with Ward.
    • Flying: +10 ft to Help range.
    • Hunting: +1 to attack and damage with any attacks it has, and the damage die size of its attacks each increase by +1 (e.g., from 1d4 to 1d6).
Witch, Familiar
Familiar Enhancement Familiar 3 Choose one Familiar Enhancement with the “Enhancement” prerequisites; you learn that selection. Gain the Enhance ability.
  • Enhance (2/Rest). By spending 3 AP on your primary familiar as though summoning it, you may give it that enhancement for the next hour, provided it is the right kind of familiar.
Witch, Familiar
Flock of Familiars III Familiar Enhancement, Flock of Familiars II When you use Enhance and have Flock of Familiars active, apply the enhancement to all of your familiars of the same type as your primary familiar. Witch, Familiar
Flock of Familiars IV Flock of Familiars III On your familiars’ turn, they can both take one action. This can be the same action or different actions. Witch, Familiar
Flock of Familiars V Flock of Familiars IV Flock of Familiars becomes 2/Recoup. Witch, Familiar
Evolution III Familiar Enhancement, Evolution II When you use the Evolution ability, you can choose Evolve 3.
  • Evolve 3: The familiar is three Sizes larger. Familiars that are three Sizes larger gain Evolve 2 benefits, and can be used as mounts with 1 MCAP.
Witch, Familiar
Evolution IV Evolution III When used as a mount, your familiar now has 2 MCAP and grants you one MCAP option based on its type:
  • Crawling: Fangs (1/Round). 1 MCAP; Reach 5 ft Natural Weapon. +DEX vs FORT. Hit: 1d6 toxic.
  • Flying: Clutch (1/Round). 1 MCAP; Pick up a willing creature and carry them as the Flying Familiar moves up to its speed.
  • Hunting: Roar (1/Round). 1 MCAP; Ranged 30 ft Natural Weapon. +AWR vs WILL. Hit: Target is Shaken until the end of their next turn.
Witch, Familiar
Evolution V Evolution IV Evolution becomes 2/Recoup. Witch, Familiar
Familiar Enhancement II Familiar 7 Choose one Familiar Enhancement with the “Enhancement” or “Enhancement II” prerequisites; you learn that selection.

When using Enhance, you can apply one or both selections, provided it is the right kind of familiar. Enhance becomes 2/Recoup.

Witch, Familiar
Flock of Familiars VI Familiar Enhancement II, Flock of Familiars V When you summon a second familiar, it no longer needs to be the same kind as the first. It can be Crawling, Flying, or Hunting. Witch, Familiar
Flock of Familiars VII Flock of Familiars VI When using Enhance, you can apply any enhancements that you know to all familiars of the appropriate type that you control, even if they are not the same type of familiar as your primary familiar. Witch, Familiar
Flock of Familiars VIII Flock of Familiars VII Gain the Throng ability.
  • Throng (2/Rest). When using Flock of Familiars, you may summon a third familiar identical to your primary one for 30 minutes. It shares a turn with your other familiars. While you have 3 familiars active, on their turns they may all move or two of them can take any action.
Witch, Familiar
Evolution VI Familiar Enhancement II, Evolution V When you use the Evolution ability, you can choose Evolve 4.
  • Evolve 4: The familiar is four Sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options:
    • Crawling: Fangs also make the target Sickened on the next d20 roll that it makes before the end of its next turn.
    • Flying: Clutch allows the familiar to pick up and move two willing creatures, but this costs 2 MCAP.
    • Hunting: Roar causes the Frightened condition for the duration.
Witch, Familiar
Evolution VII Evolution VI Gain the Strengthen Familiar ability.
  • Strengthen Familiar (2/Rest). When you Evolve a familiar, you can increase one of its attributes by +3, one by +2, and one by +1.
Witch, Familiar
Evolution VIII Evolution VII Learn an additional Familiar Enhancement option, choosing from any Enhancement. Witch, Familiar
Familiar Enhancement III Familiar 11 Learn an additional Familiar Enhancement option, choosing from any Enhancement.

When using Enhance, you can apply any number of unique enhancements, provided it is the right kind of familiar.

Enhance becomes 2/Catch Breath.

Witch, Familiar
Flock of Familiars IX Familiar Enhancement III, Flock of Familiars VIII Your third familiar need not be the same type as primary anymore and can be Crawling, Flying, or Hunting. When your familiars act, all three of them may take one action of their choice. Witch, Familiar
Flock of Familiars X Flock of Familiars IX Your familiars summoned with the Flock of Familiars ability last for 1 hour. Each time you use Flock of Familiars, you can summon a third familiar. Witch, Familiar
Flurry of Familiars Flock of Familiars X You gain renown as having lots of animal companions. In most settlements, children remember you and love you for having so many pets and being rather eclectic. Domestic animals tend to act strange around you, either acting nervous or seeming overly friendly.

Gain the Flurry of Familiars ability.

  • Flurry of Familiars (1/Recoup). When all three of your familiars are active and within 20 ft of one another, you may spend 3 AP to turn them into a creature with the swarm tag of ML 6 or lower. The swarm lasts for 10 minutes or until defeated. At the end of the swarm’s duration, the three familiars reappear. This counts towards the length of time they can remain active.
  • Level 30: All three of your familiars are now permanently summoned.
Witch, Familiar, Capstone
Evolution IX Familiar Enhancement III, Evolution VIII Strengthen Familiar becomes 2/Recoup and increase one Attribute by +4, one by +2, and two Attributes by +1 each. Witch, Familiar
Evolution X Evolution IX You can change your Familiar’s form every time you Catch your Breath. Furthermore, your Enhance has no recharge and you can use it indefinitely. Witch, Familiar
Apex Evolution Evolution X Your bond with your familiar transcends the normal bonds of magic. Your familiar is able to intuit what you want it to do, allowing it to change its form even in the middle of combat.

Learn two additional Familiar Enhancements. Once on each of your turns, you may spend 1 AP to change your Familiar’s Form and/or reassign Enhancements. You can Evolve your familiar any number of times and can Evolve your familiar each time you change its form using this feature.

  • Level 30: Your familiar gains independence from your magical energy and will live on for generations after you are gone as a manifestation of raw magical energy. Bonding with this creature takes 30 Essence for another being as if it were a magical item, and the familiar only bonds with a new creature if it deems the creature worthy.
Witch, Familiar, Capstone

Familiar Enhancements

Enhancement PreReq Description
Flighty Enhancement Repeatable. Your Flying Familiar gains +5 ft speed.
Prowl Enhancement Repeatable. Your Hunting Familiar gains +5 ft speed.
Scuttle Enhancement Repeatable. Your Crawling Familiar gains +5 ft speed.
Great Pounce Enhancement As part of the Pounce action, your Hunting Familiar can move 5 ft immediately before making the attack.
Talons Enhancement Your Flying Familiar gains a Talon attack.

Talons (1/Turn). Reach 5 ft Natural Weapon. +DEX vs AR. Hit: 1d4 sharp damage.

Underfoot Enhancement Your Crawling Familiar gains a special attack.

Tangle. Reach 5 ft Natural Weapon. +DEX vs REF. Hit: Knock the creature Prone if it is no more than 2 Sizes larger than the familiar.

Carapace Enhancement II The Ward action reduces damage by +1d4.
Eagle Eye Enhancement II Your familiar gains +5 to Perceiving and Tracking and has 60 ft of Darkvision.
Great Pounce II Enhancement II, Great Pounce If you hit with a Great Pounce, knock the target Prone if it is Gargantuan or smaller.

Pagan Attunement Track

Pagan Attunement Track Progression
Pagan Attunement Track Progression
Feature PreReq Discreption Tags
Pagan Attunement Witch Entry Pick one environment from the Environment List. You can attune to that environment.

Gain the Pagan Attunement ability.

  • Pagan Attunement. When you finish Taking a Rest, attune to one environment. When you Recoup in an environment to which you are attuned, you gain its relevant benefit.
Witch, Pagan Attunement
Pagan Attunement II Pagan Attunement Pick a second environment from the Environment List. You can attune to that environment. Witch, Pagan Attunement
Pagan Attunement III Pagan Attunement II Pick a third environment from the Environment List. You can attune to that environment.

Pagan Attunement becomes: When you complete Taking a Rest, attune to two environments. Whenever you Recoup in either of those environments, gain its benefit. If you are in an environment that might activate multiple abilities (such as a coastal jungle or a snowy mountain), you nevertheless only get one benefit of your choosing.

Witch, Pagan Attunement
Pagan Attunement IV Pagan Attunement III Repeatable. Pick one additional environment from the Environment List. You can attune to that environment. Witch, Pagan Attunement, Repeatable
Pagan Attunement V Pagan Attunement IV Gain the Hasty Communion ability.
  • Hasty Communion (1/Rest). When you Catch your Breath, you may gain the benefit of one of your environments that you are attuned to if you are in that environment.
Witch, Pagan Attunement
Pagan Attunement VI Pagan Attunement V When you Recoup in an environment that could be considered two or more environments, you gain the benefits of both relevant environments if you are attuned to both. Witch, Pagan Attunement
Pagan Attunement VII Pagan Attunement VI Pick one additional environment from the Environment List. You can attune to that environment.

You no longer need to pick two environments at the end of Taking a Rest; you can benefit from any environment to which you are attuned, but can still only gain a maximum of two environmental benefits at once.

Witch, Pagan Attunement
Pagan Attunement VIII Pagan Attunement VII Choose one environment for which you already have attunement. This choice is permanent. Gain the Ultimate

Attunement ability for that environment.

  • Ultimate Attunement (1/Rest). When you gain its attunement benefit, double all numeric values in that ability.
Witch, Pagan Attunement

Environment List

Environment Benefit from Recouping
Aquatic You gain Shield HP equal to your number of Witch talents.
Coastal For the next 2 hours, you gain a swim speed equal to your walking speed.
Desert For the next 4 hours, you become Immune to Fatigue from heat exposure.
Forest Your ANT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal ANT defense in their place.
Grassland For the next hour, your speed increases by +5 ft while in combat.
Jungle Your FORT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal FORT defense in their place.
Mountain For the next 4 hours, standing from Prone costs you 0 AP, and when you take falling damage, reduce that damage by 1d12.
Subterranean For the next 2 hours, gain a climb speed equal to your walking speed.
Swamp For the next 4 hours, gain Resist Toxic +5 and Resist Corrosive +5.
Tundra For the next 4 hours, you become Immune to Fatigue from cold exposure.
Volcanic For the next 1 hour, deal +2 fire damage on all of your weapon attacks and chants.

Witch's Brew Track

Witch's Brew Tack Progression
Witch's Brew Tack Progression
Talent PreReq Description Tags
Witch’s Brew Witch Entry Gain the Witch’s Brew ability.
  • Witch’s Brew (1/Rest). When you Take a Rest, brew two potions of your own making. Pick two spells (or pick the same spell twice) from the Primal Source that have both the altering and the intrinsic tags. These spells cannot be higher than 15 SP and you cannot upcharge them when using this feature.

These spells are synthesized into potions and do not cost SP for you to create. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”

These potions become impotent after 24 hours.

Witch, Witch’s Brew
Reagent Witch’s Brew Gain the Reagent ability.
  • Reagent (1/Week). When you brew a potion, you may count it as being upcharged one time. This potion is considered a Reagent and only becomes impotent after 1 week.
Witch, Witch’s Brew
Witch’s Brew II Reagent The number of potions you can brew is equal to 1⁄2 your INT (min 2). Witch, Witch’s Brew
Potion Witch’s Brew II You can brew potions that replicate occult chants or spells with the charm tag as Witch’s Brews, following standard Witch’s Brew rules. Witch, Witch’s Brew
Vitality Potion Gain the Vitality ability.
  • Vitality. When you brew potions, you may imbue one potion with Vitality. That potion also grants 1d8 Shield HP in addition to its normal effects.
Witch, Witch’s Brew
Poison Witch’s Brew II You can brew potions that replicate occult chants or spells with the curse tag and that cost 12 SP or fewer. This potion is considered a Poison. These follow standard Witch’s Brew rules. Witch, Witch’s Brew
Antidote Poison Gain the Antidote ability.
  • Antidote. When you brew potions, you may designate one potion as an Antidote. Instead of gaining the normal effects of a potion, consuming an Antidote immediately ends the effects of one of your other potions. When you brew an Antidote, you must choose which potion the Antidote cancels. It is potent for 24 hours.
Witch, Witch’s Brew
Witch’s Brew III Vitality or Antidote The number of potions you can brew is equal to your INT (min 2). Witch, Witch’s Brew
Reagent II Witch’s Brew III Your Reagent ability allows you to brew one additional Reagent. Witch, Witch’s Brew
Witch’s Brew IV Reagent II Your potions now become impotent after 48 hours. Witch, Witch’s Brew
Potion II Witch’s Brew IV, Potion Gain the Hearty Stew ability.
  • Hearty Stew (1/Rest). Choose one potion you brew, count it as being upcharged one time if a spell, or cast at Occult 7 if a chant.
Witch, Witch’s Brew
Vitality II Potion II The Witch’s Brew you brew with Vitality now grants 2d8 Shield HP in addition to its normal effects. Witch, Witch’s Brew
Poison II Witch’s Brew IV, Poison When a creature drinks a Poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote). Witch, Witch’s Brew
Antidote II Poison II Each time you brew potions, also make one Antidote. Witch, Witch’s Brew
Witch’s Brew V Vitality II or Antidote II Gain the Overflowing Cauldron ability.
  • Overflowing Cauldron (1/Week). You can make a number of potions equal to your Witch level in place of the normal number of Brews.
Witch, Witch’s Brew
Signature Brew Witch’s Brew V

Incompatible: Improvised Brew

Each time you use Witch’s Brew, choose one primal or occult spell or chant that you can turn into a potion. Produce two additional unmodified potions of that choice. Witch, Witch’s Brew
Signature Brew II Signature Brew Your Signature Brews are each upcharged one time if spells, or cast at Occult 7 if chants. Witch, Witch’s Brew
Improvised Brew Witch’s Brew V

Incompatible: Signature Brew

Gain the Improvised Brew ability.
  • Improvised Brew (1/Rest). When you Recoup, you may re-brew one of your potions, turning it into a different potion.
Witch, Witch’s Brew
Improvised Brew II Improvised Brew You can use Improvised Brew whenever you Recoup. Witch, Witch’s Brew
Reagent III Signature Brew II or Improvised Brew II Your Reagent ability allows you to make a number of reagents equal to 1⁄2 your INT. Witch, Witch’s Brew
Deadly Poison Reagent III You are known far and wide as a skilled poisoner and unscrupulous nobles and politicians would pay top coin for your services.

Gain the Deadly Poison ability.

  • Deadly Poison (1/Week). You can make a deadly poison that models the effects of an occult ritual with the curse tag or a disease that is common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30, then the poison fails. If you succeed, then the poison is potent for 48 hours.
  • Level 30: Once a week, you create one dose of the Perfect Poison. This Perfect Poison does not expire, and imbibing this poison kills a creature that has under 100 HP. If a creature has more than 100 HP, it becomes Helpless for 24 hours.
Witch, Witch’s Brew, Capstone
Font of Potions Reagent III You are known far and wide as a prolific brewer of myriad potions.

All of your potions now have a 1 month potency.

  • Level 30: Your potions no longer expire.
Witch, Witch’s Brew, Capstone
Miracle Brew Reagent III You are known far and wide as a brewer of miraculous cures. Politicians, kings, and scholars would pay top coin for your services.

Gain the Miracle Brew ability.

  • Miracle Brew (1/Week). You can make a miracle brew that has the effects of up to three of your Witch’s Brew options, one of which can be considered upcharged one time. It also cures nonmagical poisons and diseases that are common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30 then the spell fails. If you succeed, then the potion is potent for 48 hours.
  • Level 30: Your Miracle Brew no longer expires.
Witch, Witch’s Brew, Capstone

*Updated to v1.2

Additional Subclass Tracks

Aranea Track

Source: Harker's Guide to Vampire Hunting Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids.

Talent PreReq Description Tags
Arachnid Familiar Witch Entry Your familiar aesthetically looks like a spider regardless of its current form, using silk threads to float on the wind if it is a flying familiar.

Regardless of its form, it gains a special attack that it can make using its 1 AP.

  • Web Spit (1/Recoup): Ranged 20 ft Natural Weapon. +DEX vs ANT. Hit: Target is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END. The webbing remains on that 5 ft area after the creature is no longer Suppressed. It is Difficult Terrain and is highly flammable. It disintegrates after 10 minutes.
Witch, Aranea
Web Weaver Arachnid Familiar As your affinity with the strange powers of arachnids deepens, you may spend SP to cast lines or nets of webbing.

Gain the following unique spell. This counts as an occult or primal spell for you depending on the source you chose for

Witch Magic.

Aranea's Web

Occult or Primal Spell, Altering, Nature

APC: 2

SPC: 4

Range: Special

Requires: Gesture, Visual

Duration: 10 minutes

The webbing is a 20 ft line originating from you, or a 5 ft radius centered on a point within 40 ft of you.

The webbing is Difficult Terrain. A creature may make a DEX check to ignore Difficult Terrain created by a line by beating a DC of 10 + your END. If they succeed, they are unhindered; if they fail, they fall Prone and lose the rest of their movement from their current action.

When you create a net of webbing, you may make a magic attack against the ANT of each creature in the radius.

On a hit, the creature is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END.

All webbing created by this spell is highly flammable. It dissolves after 10 minutes.

Upcharge: Depending on your casting choice, +20 ft line or +5 ft radius per +4 SP

Witch, Aranea
Aranea I: Spider Swarm Web Weaver Gain the Spider Swarm ability.
  • Spider Swarm (1/Recoup). For 4 AP, you may cause a swarm of diminutive spiders to wriggle around you in a 10 ft radius. This area is Difficult Terrain for creatures hostile to you. When you crit against a hostile creature in this area, it falls Prone. This swarm lasts for up to 10 minutes, but you can end it at any time for 1 AP.
Witch, Aranea
Aranea I: Eight Eyes Web Weaver When you Recoup, you may choose to manifest six more beady black or red eyes on your face. This causes you to suffer a -4 penalty to all Influence skill checks besides Intimidating, but you gain a +4 bonus to all Observation skill checks. You do not suffer TD when targeting a Concealed creature.

When you Recoup and have this ability active, you may choose to end it.

Witch, Aranea
Aranea I: Silk Rope Web Weaver When you finish Taking a Rest, you may produce 50 ft of silk rope. This rope is strong enough to support any Large or smaller creature. Rope made in this way dissolves after 24 hours. Witch, Aranea
Aranea II: Greater Arachnid Familiar Arachnid Familiar Your arachnid familiar is unusually strong for a witch familiar. Choose two familiar forms out of flying, crawling, or hunting. Your familiar gains the skills, features, and actions of both selections, and uses the attributes of one of the selections of your choice. Witch, Aranea
Aranea II: Wall Walker Aranea I: Any You gain a climb speed equal to your walking speed. Witch, Aranea
Aranea II: Clinging Silk Aranea I: Silk Rope Silk rope that you have made using your Silk Rope talent has a strong adhesive property that you may activate, securely affixing it to a surface that you touch. The rope cannot be removed from such a surface, and it dissolves 1 hour after you adhere it to a surface. Witch, Aranea
Aranea III: Deadly Swarm Aranea II: Any, Aranea I: Spider Swarm When you activate your Spider Swarm, choose one of the following abilities, which remains active for the duration of your swarm.
  • Arachnid Venom: Hostile creatures in the radius of the swarm have Vulnerable Toxic +1 unless they have Immune Toxic.
  • Crawling Skin: Hostile creatures in the radius are Demoralized.
  • Elevate: Thousands of spiders cluster up beneath you, elevating you. You ignore Difficult Terrain and Hazardous Terrain that is not the result of a dangerous liquid.
Witch, Aranea
Aranea III: Night Eyes Aranea II: Any, Aranea I: Eight Eyes While your Eight Eyes ability is active, you gain +30 ft Darkvision. Witch, Aranea
Aranea III: Greater Web Weaver Aranea II: Any You may use your Web Weaver spell vertically, spreading the radius of your net over an opening or along a wall provided that there are at least two surfaces for the web to stick to. You may climb webbing secured in such a fashion. Witch, Aranea
Aranea IV: Hypnotic Eyes Aranea III: Any You gain the Hypnotic Eyes ability.
  • Hypnotic Eyes (1/Catch Breath). For 3 AP, make a CHA attack against the WILL of a creature within 30 ft of you. On a hit, that creature is Charmed by you until the end of your next turn. While Charmed in this way, the creature is also Suppressed. You may spend 1 AP on each of your turns to maintain eye contact and extend this effect by 1 round.The creature cannot willingly avert its eyes, but if eye contact is broken by a barrier that would offer Cover or otherwise obstructs your eye contact, the effect ends. One of the creature’s allies may spend 4 AP to blindfold the creature and shake it out of its daze, ending the effect.

If you miss the initial attack, you do not expend this ability.

Witch, Aranea
Aranea IV: Fearful Gaze Aranea III: Any Gain the Fearful Gaze ability.
  • Fearful Gaze (1/Catch Breath). For 3 AP make a CHA attack against the WILL of a creature within 40 ft of you. On a hit, the creature is Broken until the end of your next turn. If you miss, you do not expend this ability.
Witch, Aranea
Aranea IV: Websense Aranea III: Any While within 5 ft of your webbing created by Aranea’s Web, you are aware of the exact location of any creature also within 5 ft of your webs provided that you can trace an unbroken line of web between you. If you are aware of an Unseen creature in this way, treat them as if they do not have this condition. Witch, Aranea
Aranea V: Cascading Swarm Aranea IV: Any, Aranea III: Deadly Swarm When you activate your Spider Swarm ability, you may also summon a Swarm of Spiders in an unoccupied space within 10 ft of you. It acts immediately after you in Initiative and follows your mental commands. The swarm remains until you use this ability again or spend 1 AP to dismiss it. Witch, Aranea
Aranea V: Ceiling Walker Aranea IV: Any, Aranea II: Wall Walker You may effortlessly walk on upside-down surfaces such as ceilings. Witch, Aranea
Aranea V: Grand Web Weaver Aranea IV: Any, Aranea III: Greater Web Weaver Your Aranea's Web upcharge feature improves. It becomes:

Upcharge: Depending on your casting choice, +20 ft line or +5 ft radius per +2 SP

Witch, Aranea
Aranea VI: Charming Eyes Aranea V: Any, Aranea IV: Hypnotic Eyes A creature that is Charmed by your Hypnotic Eyes ability is also Demoralized. Hypnotic Eyes becomes 2/Catch Breath. Witch, Aranea
Aranea VI: Unnerving Gaze Aranea V; Any, Aranea IV: Fearful Gaze When a creature was Broken by your Fearful Gaze ability, even after the effects wear off, they remain Frightened of you for an additional 1 minute. Witch, Aranea
Aranea VI: Web Walker Aranea V: Any You gain +10 ft speed when moving exclusively along spaces occupied by webbing that you have created from any of your Aranea talents. Witch, Aranea
Aranea VII: Grand Arachnid Familiar Aranea VI: Any, Aranea III: Greater Arachnid Familiar Regardless of your familiar's form, it gains a Bite attack that it can use once on each of its turns by spending 1 AP.
  • Bite: Reach 5 ft Natural Weapon. +DEX vs ANT. Hit: 1d2+DEX toxic damage and the target gains Vulnerable Damage +2 until the first time it is hit before the end of your next turn.
Witch, Aranea
Aranea VII: Venomous Fangs Aranea VI: Any You gain a Bite attack.
  • Bite: (2 AP) Reach 5 ft Natural Weapon. +DEX vs. AR Hit: 1d4+DEX sharp and 1d4 toxic damage.

If you already had a bite attack, add +1d4 toxic damage to your standard damage with your bite.

Witch, Aranea
Aranea VII: Exoskeleton Aranea VI: Any Reduce your Endurance threshold by 1, as though your END were 3 fewer than it is. When taking this talent you must recalculate your max HP based on the new threshold.

When you are not wearing armor, increase your AR and physical defenses by +3.

Witch, Aranea
Aranea VIII: Enthralling Eyes Aranea VII: Any, Aranea VI: Charming Eyes Gain the Enthralling Eyes ability.
  • Enthralling Eyes (2/Rest). When you hit a creature with Hypnotic Eyes, you may choose to forego the normal effects of Hypnotic Eyes. Instead, the creature is Enthralled by you for 1 minute.
Witch, Aranea
Aranea VIII: Enduring Fear Aranea VII: Any, Aranea VI: Unnerving Gaze Gain the Enduring Fear ability.
  • Enduring Fear (2/Rest). When you hit a creature with Fearful Gaze, you may make it Phobic of spiders. It may make a CHA check against a DC of 10 + your magic attribute each time it finishes Taking a Rest, ending the Phobic condition on a successful check.
Witch, Aranea
Aranea VIII: Clinging Webbing Aranea VII: Any Creatures Suppressed by your Aranea’s Web spell are also Demoralized and Shaken. Witch, Aranea
Aranea IX: Grand Swarm Aranea VIII: Any, Aranea V: Cascading Swarm Gain the Grand Swarm ability.
  • Grant Swarm (1/Rest). When you activate your Spider Swarm, you may choose for it to be a 20 ft radius.
Witch, Aranea
Aranea IX: Deadly Fangs Aranea VIII: Any, Aranea VII: Venomous Fangs When you hit a creature with your Bite attack, the creature gains Vulnerable Damage +1 until the first time it is hit before the end of your next turn. Witch, Aranea
Aranea IX: Greater Exoskeleton Aranea VIII: Any, Aranea VII: Exoskeleton Witch, Aranea
Aranea X: Supreme Arachnid Familiar Aranea IX: Any, Aranea VII: Grand Arachnid Familiar Your familiar gains +6 to (DEX) Sneaking and (AWR) Perceiving checks. The Bite attack from the Grand Arachnid Familiar talent becomes: Hit: 1d2+DEX toxic damage and the target gains Vulnerable Damage 3 until the first time it is hit before the end of your next turn. Witch, Aranea
Aranea X: Marionette Aranea IX: Any Gain the Aranea's Marionette ability.
  • Aranea's Marionette (CHA/Rest). For 4 AP, make an END attack against the WILL of a creature within 40 ft of you. On a hit, deal 1d8 psychic damage, and create ethereal strands of silk connecting you to the target creature. For the next 1 minute, at the start of each of the target creature’s turns, you may spend 2 Reactive AP to take its first action. You cannot force the creature to expend its rechargeable abilities, but might dictate which direction it moves or force it to make an attack against one of its allies. On a miss, you do not expend this ability.
Witch, Aranea
Aranea X: Spider Senses Aranea IX: Any You cannot be Completely Surprised, even while sleeping. Any time you would be Completely Surprised, you are Partially Surprised instead, and any time you would be Partially Surprised, you are not Surprised. Witch, Aranea
Aranea XI: Supreme Swarm Aranea X: Any, Aranea IX: Grand Swarm When you activate your Spider Swarm, the additional ability you choose gains another effect, which remains active for the duration of your swarm.
  • Arachnid Venom: The radius is Hazardous Terrain (1d2 toxic) to hostile creatures.
  • Crawling Skin: Hostile creatures in the radius are Shaken.
  • Elevate: Spiders bunch up beneath you, elevating you. You ignore all Hazardous Terrain. Furthermore, as your spiders cluster underneath you, they may elevate you anywhere between 1 ft and 20 ft above the ground. Changing your elevation requires 1 AP.
Witch, Aranea
Aranea XI: Paralyzing Terror Aranea X: Any, Aranea VIII: Enduring Fear Gain the Paralyzing Terror ability.
  • Paralyzing Terror (1/Rest). While a creature is Frightened as a result of your Fearful Gaze ability, you may choose for it to also become Paralyzed.
Witch, Aranea
Aranea XI: Arachnid Avatar Aranea X: Any You gain the following ability: Arachnid Avatar.
  • Arachnid Avatar (2/Catch Breath). For 4 AP, you may transform your body into that of an enormous arachnid. Your face remains identifiable as you, although you gain eight eyes and grotesque fangs while you are in this form (the eyes and fangs offer no mechanical benefit unless you have talents that grant them).

While in this form, you retain your attributes, skill points, talents, spell points, and magic. You lose any weapon attacks that you had, except for natural weapons. You gain the features, actions, and reactive actions of a Dire Spider.

Moving costs 1 AP, your Fangs and Pursue actions cost 2 AP, and your Webspit action costs 3 AP.

Once reduced to 0 HP in this form, you revert to your normal form at your previous HP, taking any excess damage that caused you to revert. You may also spend 1 AP on your turn to manually revert.

Witch, Aranea
Talent Weave Aranea 13
  • (1/Week) You may reselect which Aranea talents you know, but must still know Arachnid Familiar, Web Weaver, and Talent Weave.
Witch, Aranea
Unbreakable Webbing Talent Weave Webbing created from your Aranea’s Web spell now dissolves after 24 hours. Furthermore, for 1 AP on each of your turns, you may make a magic attack against the ANT of a creature within 5 ft of your webs. On a hit, the creature is Restrained, and must overcome a DC of 10 + your magic attribute to escape this restraint. It is considered Suppressed by the spell while Restrained in this way.
  • Level 30: Aranea's Web now has a base SPC of 0.
Witch, Aranea, Capstone