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.
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.
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

| 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.
|
Witch, Dark Hex, Repeatable | ||||||||||||
| Greater Hex | Dark Magic | Gain the Greater Hex ability.
|
Witch, Dark Hex | ||||||||||||
| Innate Hex | Greater Hex | Gain the Innate Hex ability.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
Witch, Dark Hex, Capstone |
Fae Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Fae Magic | Witch Entry, Warden of the Primal | Gain the Warp Step ability.
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.
|
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.
|
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.
|
Witch, Fae |
| Puck's Pernicious Pleasure | Fae Magic II | Gain the Puck’s Pernicious Pleasure ability.
|
Witch, Fae |
| Claws of Kleppar | Latisk’s Keen Eyes or Puck’s Pernicious Pleasure | Gain the Claws of Kleppar ability.
|
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.
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.
|
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.
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.
|
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.
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.
|
Witch, Fae |
| Ashyidir Conclave’s Affinity | Pashak Conclave’s Passage or Shibmar Conclave’s Splendor | Gain the Ashyidir Conclave’s Affinity ability.
|
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.
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.
|
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.
|
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.
|
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.
|
Witch, Familiar |
| Evolution II | Evolution | When you use the Evolution ability, you can choose Evolve 2.
|
Witch, Familiar |
| Familiar Enhancement | Familiar 3 | Choose one Familiar Enhancement with the “Enhancement” prerequisites; you learn that selection. Gain the Enhance ability.
|
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.
|
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:
|
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.
|
Witch, Familiar |
| Evolution VI | Familiar Enhancement II, Evolution V | When you use the Evolution ability, you can choose Evolve 4.
|
Witch, Familiar |
| Evolution VII | Evolution VI | Gain the Strengthen Familiar ability.
|
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.
|
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.
|
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

| 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.
|
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.
|
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.
|
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

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Witch’s Brew | Witch Entry | Gain the Witch’s Brew ability.
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
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.
|
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.
|
Witch, Aranea |
| Aranea VII: Venomous Fangs | Aranea VI: Any | You gain a Bite attack.
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.
|
Witch, Aranea |
| Aranea VIII: Enduring Fear | Aranea VII: Any, Aranea VI: Unnerving Gaze | Gain the Enduring Fear ability.
|
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.
|
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.
|
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.
|
Witch, Aranea |
| Aranea XI: Paralyzing Terror | Aranea X: Any, Aranea VIII: Enduring Fear | Gain the Paralyzing Terror ability.
|
Witch, Aranea |
| Aranea XI: Arachnid Avatar | Aranea X: Any | You gain the following ability: Arachnid Avatar.
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 |
|
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.
|
Witch, Aranea, Capstone |