Witch
"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.
Witch Entry Talent
After gaining the Witch Entry talent, you can take talents from any of the Witch tracks.
Talent | PreReq | Description | Tags |
---|---|---|---|
Witch Entry | Character Level 2 | When you take this entry talent, you gain the following abilities.
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Witch, Class Entry |
Familiars
Crawling Familiar | |||||
Tiny. Beast (Occult or Primal) | |||||
STR | DEX | END | AWR | INT | CHA |
---|---|---|---|---|---|
-2 | 3 | 0 | 1 | -3 | -2 |
Ref: 13 | Fort: 10 | Ant: 11 | Log: 7 | Will: 8 | |
Speed 20 ft, Climb 20 ft | Senses Darkvision 30 ft | ||||
Actions | |||||
Frightening. When your familiar is within 5 ft of you, you gain Intimidating +4 | |||||
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 Witch level. |
Flying Familiar | |||||
Tiny. Beast (Occult or Primal) | |||||
STR | DEX | END | AWR | INT | CHA |
---|---|---|---|---|---|
-2 | 2 | 0 | 2 | -3 | -2 |
Ref: 12 | Fort: 10 | Ant: 12 | Log: 7 | Will: 8 | |
Speed 10 ft, Fly 30 ft | Senses Darkvision 30 ft | ||||
Skills (AWR) Perceiving +3, Tracking +3 | |||||
Actions | |||||
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 TA on attacks against that creature until the start of your next turn | |||||
Spook. (1/Catch Breath) Your familiar spooks a creature within 30 ft of it. Make a magic attack (using your END) against that creature’s WILL. If you 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 |
Ref: 12 | Fort: 10 | Ant: 11 | Log: 7 | Will: 8 | |
Speed 20 ft | Senses Darkvision 30 ft | ||||
Skills (DEX)Sneaking +3; (AWR)Tracking +3 | |||||
Actions | |||||
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 TA on attacks against that creature until the start of your next turn. | |||||
Pounce. (1/Turn) Reach 5 ft Natural Weapon. +2 vs AR. Hit: 1d4+2 sharp. |
Dark Hex Track
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 feature (either Primal or Occult) and you may cast these spells as Witch spells 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. When casting hex spells, spend the normal amount of SP. You cannot upcharge hex spells without additional talents.
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Witch, Dark Hex, Repeatable | ||||||||||||
Greater Hex | Dark Magic | Gain the Greater Hex ability.
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Witch, Dark Hex | ||||||||||||
Innate Hex | Greater Hex | Gain the Innate Hex ability.
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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.
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Witch, Dark Hex | ||||||||||||
Sympathetic Magic | Dark Enchantment | Choose one creature with whom you are familiar (having spent at least 10 mins in conversation).
By expending 10 sc worth of materials, you can create a poppet in the likeness of that creature if its ML is equal to or less than your Witch level. You may only make one doll. If you make a second one, the first one unravels immediately. Gain the Sense Likeness ability.
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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 doll’s likeness’s senses for the duration. If you do, make a magic attack against their ANT. If you hit, they are unaware that you are doing this; if you miss, they are aware. | Witch, Dark Hex | ||||||||||||
Sympathetic Magic III | Sympathetic Magic II | When you use your Dark Enchantment ability, you do not expend your usage 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.
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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.
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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 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 dolls 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. If you 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 doll to be your primary doll. If you have a physical piece of the likeness that the primary doll 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 | (1/Recoup) When using Sympathetic Link to cast a hex spell against your Bound Soul, you may spend only ½ the SP.
Sympathetic Link’s range increases to 100 miles for your primary doll. |
Witch, Dark Hex | ||||||||||||
Grand Puppetmaster | Bond Soul II | You always know the surface level thoughts and deeper emotions/desires of your primary doll. Additionally, you may cast the Possession spell 1/Rest as a hex 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 ability to attempt to hide your magical presence.
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Witch, Dark Hex, Capstone | ||||||||||||
Collector | Sympathetic Magic X
Incompatible: Bond Soul |
You can have a number of poppets equal to ½ your AWR.
Gain the Mass Hex ability.
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Witch, Dark Hex | ||||||||||||
Collector II | Collector | You can have a number of poppets equal to your AWR. Mass Hex works on hexes 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 dolls dies, you can retire the doll. Doing so does not destroy the doll and allows you to make a new doll.
Retired dolls look frayed and corrupted, and they contain the soul of the doll’s likeness. As part of a Recoup, you may commune with one retired doll. The retired doll retains all of its bonded creature’s formative memories and basic information that the creature would have known. The doll’s disposition towards you will range from sullen to hostile as determined by your MC, and so gleaning information from a retired doll might take multiple conversations or coercion If a retired doll is destroyed, its soul departs.
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Witch, Dark Hex, Capstone |
Fae Track
Talent | PreReq | Description | Tags |
---|---|---|---|
Fae Magic | Witch Entry, Warden of the Primal | (1/Recoup) You can cast Warp Step without spending SP, you cannot upcharge it. 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 tags. | Witch, Fae |
Wylla’s Stride | Boon of Etalun or Caliban’s Cackle | Gain the Wylla’s Stride ability.
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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. | Witch, Fae, Repeatable |
Caliban’s Cackle | Fae Magic | Gain the Caliban’s Cackle ability.
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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 endurance tags. | Witch, Fae |
Rosen’s Blessing | Wylla’s Stride or Prowess of Sekh | Gain Resist 2 against Charmed. | Witch, Fae |
Fae Magic II | Gaard’s Resistance or Rosen’s Blessing | (1/Rest) You can cast Mists of the Everwilds without spending SP, you cannot upcharge it. 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 | Gain +30 ft Darkvision. | 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.
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Witch, Fae |
Pucks Pernicious Pleasure | Fae Magic II | Gain the Puck’s Pernicious Pleasure ability.
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Witch, Fae |
Claws of Kleppar | Latisk’s Keen Eyes or Puck’s Pernicious Pleasure | Gain the Claws of Kleppar ability.
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Witch, Fae |
Strack’s Stoicism | Okart’s Skin or Claws of Kleppar | Whenever making checks to resist the natural effects of cold, roll 2d20 and take the higher. | Witch, Fae |
Fae Magic III | Wrath of Aeshir or Strack’s Stoicism | (1/Rest) You can cast Polymorph 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 | Gain the Cedrian’s Communion ability.
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Witch, Fae |
Yasheri’s Explosion | Cedrian’s Communion or Gift of Gusper | (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 | Magic III | Gain +2 Skill Points that you can spend on any skills with the influence tag.
Gain the Edmari’s Emotional Emancipation ability.
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Witch, Fae |
Gift of Gusper | Boon of Daropmet or Edmari’s Emotional Emancipation | Gain the Gift of Gusper ability.
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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 | (1/Rest) You can cast Summon Monster without spending SP, you cannot upcharge it. If you do not know this spell, this is the only way you can cast it until you learn it. | Witch, Fae |
Petsina Conclave’s Perception | Fae Magic IV | You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog and heavy underbrush. | Witch, Fae |
Pashak Conclave’s Passage | Petsina Conclave’s Perception or Stravon Conclave’s Serenity | Gain the Pashak Conclave’s Passage ability.
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Witch, Fae |
Ashyidir Conclave’s Affinity | Pashak Conclave’s Passage or Shibmar Conclave’s Splendor | Gain the Ashyidir Conclave’s Affinity ability.
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Witch, Fae |
Stravon Conclave’s Serenit | 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.
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Witch, Fae |
Shibmar Conclave's Splendor | Petsina Conclave’s Perception or Stravon Conclave’s Serenity | Gain the Shibmar Conclave’s Splendor ability.
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Witch, Fae |
Vertumna Conclave’s Veneration | Pashak Conclave’s Passage or Shibmar Conclave’s Splendor | Gain Resist 3 Frightened. | 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 spell if you did not already know it. It costs you 20 fewer SP to cast. Gain the Faefriend ability.
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Witch, Fae, Capstone |
Familiar Track
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.
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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.
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Witch, Familiar |
Evolution II | Evolution | When you use the Evolution ability, you can choose Evolve 2.
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Witch, Familiar |
Familiar Enhancement | Familiar 3 | (2/Rest) Choose one Familiar Enhancement from the Familiar Enhancement table with the "Enhancement" prerequisite; you learn that selection. By spending 3 AP on your 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 Familiar Enhancement and have Flock of Familiars active, apply the bonus 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.
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Witch, Familiar |
Evolution IV | Evolution III | When your familiar is large enough to be a mount, it has 2 MCAP and grants you one MCAP option based on its type:
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Witch, Familiar |
Evolution V | Evolution IV | Evolution becomes 2/Recoup. | Witch, Familiar |
Familiar Enhancement II | Familiar 7 | Choose one Familiar Enhancement from the Familiar Enhancement table with the " Enhancement" or the “Enhancement II” prerequisite; you learn that selection. By spending 3 AP on your familiar as though summoning it, when using Enhance, you can apply one or both selections, provided it is the right kind of familiar.
Familiar Enhancements become 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 Familiar Enhancement, 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 | (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.
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Witch, Familiar |
Evolution VII | Evolution VI | Gain the Strengthen Familiar ability.
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Witch, Familiar |
Evolution VIII | Evolution VII | Gain an additional Familiar Enhancement option, choosing from any Enhancement. | Witch, Familiar |
Familiar Enhancement III | Familiar 11 | Choose one Familiar Enhancement from the Familiar Enhancement table with the " Enhancement" or the “Enhancement II” prerequisite; you learn that selection. By spending 3 AP on your familiar as though summoning it, when using Enhance, you can apply one or more selections, provided it’s the right kind of Familiar.
Enhancements become 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.
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Witch, Familiar, Capstone |
Evolution IX | Familiar Enhancement III, Evolution VIII | (2/Recoup) Strengthen Familiar becomes: 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 Familiar Enhancements have no recharge and you can use them 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.
Gain two additional Familiar Enhancements from the Familiar Enhancements table. 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.
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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: (1/Turn) Reach 5 ft Natural Weapon +DEX vs AR. Hit: 1d4 sharp damage. |
Underfoot | Enhancement | Your Crawling Familiar gains a Trip attack: Reach 5 ft Natural Weapon, +DEX vs REF. Hit: Knock a creature Prone. The creature is immune if more than 2 Sizes larger than the familiar.. |
Carapace | Enhancement II | Your Ward feature reduces damage by 2d4. |
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. |
Pagan Attunement Track
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.
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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.
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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 two relevant environments of your choice. | 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, 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.
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Witch, Pagan Attunement |
Environment List
Environment | Benefit from Recouping |
---|---|
Aquatic | You gain Shield HP equal to your Witch level x1. |
Coastal | You gain a swim speed equal to your walking speed for the next 2 hours. |
Desert | You become immune to Fatigue from heat exposure for the next 4 hours. |
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 1 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 and Corrosive 5. |
Tundra | You become immune to Fatigue from cold exposure for the next 4 hours. |
Volcanic | For the next 1 hour, deal +2 fire damage on all of your weapon attacks and chants. |
Witch's Brew Track
Talent | PreReq | Description | Tags |
---|---|---|---|
Witch’s Brew | Witch Entry | Each time you Take a Rest, you can use Witch’s Brew.
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.
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Witch, Witch’s Brew |
Witch’s Brew II | Reagent | The number of potions you can create is equal to ½ your INT (min 2). | Witch, Witch’s Brew |
Potion | Witch’s Brew II | You can create 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 | When you make Witch’s Brews, you may choose one brew. That brew also grants 1d8 Shield HP in addition to its normal effects. | Witch, Witch’s Brew |
Poison | Witch’s Brew II | You can create poisons that replicate occult chants or spells with the curse tag and that cost 12 SP or fewer. These follow standard Witch’s Brew rules | Witch, Witch’s Brew |
Antidote | Poison | You may designate one of your Witch’s Brews as an antidote. Consuming that brew immediately ends the effects of one of your other Witch’s Brews and has no other effects. It is potent for 24 hours. | Witch, Witch’s Brew |
Witch’s Brew III | Vitality or Antidote | The number of potions you can create is equal to your INT (min 2). | Witch, Witch’s Brew |
Reagent II | Witch’s Brew III | Your Reagent ability allows you to make one additional reagent. | Witch, Witch’s Brew |
Witch’s Brew IV | Reagent II | Your Witch’s Brews now become impotent after 48 hours. | Witch, Witch’s Brew |
Potion II | Witch’s Brew IV, Potion | When you make a potion, 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 | This replaces Vitality.
When you make Witch’s Brews, you may choose one brew. That brew also 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 create Witch’s Brews, make one antidote for free. | Witch, Witch’s Brew |
Witch’s Brew V | Vitality II or Antidote II | Gain the Overflowing Cauldron ability.
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Witch, Witch’s Brew |
Signature Brew | Witch’s Brew V
Incompatible: Improvised Brew |
Choose one primal or occult spell or chant that you can turn into a Witch’s Brew. Each time you use Witch’s Brew, produce two additional unmodified brews of that choice. | Witch, Witch’s Brew |
Signature Brew II | Signature Brew | Your Signature Brews are each upcharged 1 time if spells, or cast at Occult 7 if chants. | Witch, Witch’s Brew |
Improvised Brew | Witch’s Brew V
Incompatible: Signature Brew |
(1/Rest) When you Recoup, you may change one Witch’s Brew into another Witch’s Brew that you know. | Witch, Witch’s Brew |
Improvised Brew II | Improvised Brew | You can use Improvised Brew whenever you Recoup. | Witch, Witch’s Brew |
Reagent III | Witch’s Brew 13 | Your Reagent ability allows you to make a number of reagents equal to ½ 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.
(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.
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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 brews now have a 1 month potency.
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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.
(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.
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Witch, Witch’s Brew, Capstone |