Witch: Difference between revisions

674 bytes added ,  25 April 2025
no edit summary
No edit summary
No edit summary
Line 622: Line 622:
|Gain the Flock of Familiars ability.
|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 or one of them can take a different action
* '''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''
|''Witch, Familiar''
|-
|-
Line 635: Line 635:
|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.
|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.
* '''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:  
** '''Evolve 1:''' The familiar is one Size larger than it was previously. When larger, they gain a slight benefit:
** ''Flying'': +5 ft to Help range
*** '''''Crawling:''''' +1 to the damage reduced when defending you with Ward.
** ''Crawling'': +1 to defending you with Ward
*** '''''Flying:''''' +5 ft to Help range.
** ''Hunting'': +1 to attack and damage  
*** '''''Hunting:''''' +1 to attack and damage with any attacks it has.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Evolution II'''
|'''Evolution II'''
|Evolution
|Evolution
|When you use the Evolution ability, you can choose Evolve 2.  
|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:  
* '''Evolve 2:''' The familiar is two Sizes larger. Familiars that are two Sizes larger gain the benefits below:
** ''Flying'': +10 ft to Help range
** '''''Crawling:''''' +2 to the damage reduced when defending you with Ward.
** ''Crawling'': +2 to defending you with Ward
** '''''Flying:''''' +10 ft to Help range.
** ''Hunting'': +1 to attack and damage, and +1 damage die size (e.g., from 1d4 to 1d6)
** '''''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''
|''Witch, Familiar''
|-
|-
|'''Familiar Enhancement'''
|'''Familiar Enhancement'''
|Familiar 3
|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.
|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''
|''Witch, Familiar''
|-
|-
| '''Flock of Familiars III'''
| '''Flock of Familiars III'''
|Familiar Enhancement, Flock of Familiars II
|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.
|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''
|''Witch, Familiar''
|-
|-
Line 676: Line 678:
|When you use the Evolution ability, you can choose Evolve 3.
|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
* '''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''
|''Witch, Familiar''
|-
|-
|'''Evolution IV'''
|'''Evolution IV'''
|Evolution III
|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:  
|When used as a mount, your familiar now has 2 MCAP and grants you one MCAP option based on its type:


* ''Flying'': '''Clutch'''. (1/Round) 1 MCAP; Pick up a willing creature and carry them as the Flying Familiar moves up to 1⁄2 its speed.
* '''''Crawling: Fangs (1/Round).''''' 1 MCAP; ''Reach 5 ft Natural Weapon.'' +DEX vs FORT. '''Hit:''' 1d6 toxic.
* ''Crawling'': '''Fangs'''. (1/Round) 1 MCAP; +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; ''Reach 5 ft Natural Weapon,'' +AWR vs WILL. '''Hit:''' Target is Shaken until the end of their next turn.
* '''''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''
|''Witch, Familiar''
|-
|-
Line 695: Line 697:
|'''Familiar Enhancement II'''
|'''Familiar Enhancement II'''
|Familiar 7
|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.  
|Choose one Familiar Enhancement with the “Enhancement” or “Enhancement II” prerequisites; you learn that selection.
Familiar Enhancements become 2/Recoup.
 
When using Enhance, you can apply one or both selections, provided it is the right kind of familiar. Enhance becomes 2/Recoup.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Flock of Familiars  VI'''
|'''Flock of Familiars  VI'''
|Familiar Enhancement II, Flock of Familiars V
|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
|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''
|''Witch, Familiar''
|-
|-
|'''Flock of Familiars  VII'''
|'''Flock of Familiars  VII'''
|Flock of Familiars VI
|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.
|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''
|''Witch, Familiar''
|-
|-
|'''Flock of Familiars  VIII'''
|'''Flock of Familiars  VIII'''
|Flock of Familiars VII
|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.
|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''
|''Witch, Familiar''
|-
|-
Line 718: Line 723:
|When you use the Evolution ability, you can choose Evolve 4.
|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:  
* '''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:
** ''Flying'': The Clutch ability allows the Flying Familiar to move up to its speed.
** '''''Crawling:''''' Fangs also make the target Sickened on the next d20 roll that it makes before the end of its next turn.
** ''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.
** '''''Hunting:''''' Roar causes the Frightened condition for the duration.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Evolution VII'''
|'''Evolution VII'''
|Evolution VI
|Evolution VI
|Gain the Strengthen Familiar ability.  
|Gain the Strengthen Familiar ability.


* '''Strengthen Familiar.''' (2/Rest) When you evolve a creature, you can increase one of its attributes by 3, one by 2, and one by 1.
* '''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''
|''Witch, Familiar''
|-
|-
|'''Evolution VIII'''
|'''Evolution VIII'''
|Evolution VII
|Evolution VII
|Gain an additional Familiar Enhancement option, choosing from any Enhancement.
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Familiar Enhancement III'''
|'''Familiar Enhancement III'''
|Familiar 11
|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.
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.
Enhancements become 2/Catch Breath.
 
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''
|''Witch, Familiar''
|-
|-
|'''Flock of Familiars IX'''
|'''Flock of Familiars IX'''
|Familiar Enhancement III, Flock of Familiars VIII
|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.
|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''
|''Witch, Familiar''
|-
|-
Line 754: Line 762:
|'''Flurry of Familiars'''
|'''Flurry of Familiars'''
|Flock of Familiars X
|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  
|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.
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 Swarm with ML 6 or lower. The swarm lasts for 10 mins 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.
* '''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.
* '''''Level 30:''''' All three of your familiars are now permanently summoned.
|''Witch, Familiar, '''Capstone'''''
|''Witch, Familiar, '''Capstone'''''
|-
|-
|'''Evolution IX'''
|'''Evolution IX'''
|Familiar Enhancement III, Evolution VIII
|Familiar Enhancement III, Evolution VIII
|(2/Recoup) Strengthen Familiar becomes: Increase one Attribute by 4, one by 2, and two Attributes by 1 each.
|Strengthen Familiar becomes 2/Recoup and increase one Attribute by +4, one by +2, and two Attributes by +1 each.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Evolution X'''
|'''Evolution X'''
|Evolution IX
|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.
|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''
|''Witch, Familiar''
|-
|-
|'''Apex Evolution'''
|'''Apex Evolution'''
|Evolution X
|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.
|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.


* '''Level 30:''' Your familiar gains independence from your magical energy and will live on for generations after you’re 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
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'''''
|''Witch, Familiar, '''Capstone'''''
|}
|}
Line 788: Line 798:
|'''Flighty'''  
|'''Flighty'''  
|Enhancement  
|Enhancement  
|''Repeatable''. Your Flying Familiar gains +5 ft Speed.
|''Repeatable''. Your Flying Familiar gains +5 ft speed.
|-
|-
|'''Prowl'''  
|'''Prowl'''  
|Enhancement  
|Enhancement  
|''Repeatable''. Your Hunting Familiar gains +5 ft Speed.
|''Repeatable''. Your Hunting Familiar gains +5 ft speed.
|-
|-
|'''Scuttle'''  
|'''Scuttle'''  
|Enhancement  
|Enhancement  
|''Repeatable''. Your Crawling Familiar gains +5 ft Speed.
|''Repeatable''. Your Crawling Familiar gains +5 ft speed.
|-
|-
|'''Great Pounce'''  
|'''Great Pounce'''  
Line 804: Line 814:
|'''Talons'''  
|'''Talons'''  
|Enhancement  
|Enhancement  
|Your Flying Familiar gains a Talon attack: (1/Turn) ''Reach 5 ft Natural Weapon'' +DEX vs AR. '''Hit:''' 1d4 sharp damage.
|Your Flying Familiar gains a Talon attack.
 
'''''Talons (1/Turn).''''' ''Reach 5 ft Natural Weapon''. +DEX vs AR. '''Hit:''' 1d4 sharp damage.
|-
|-
|'''Underfoot'''  
|'''Underfoot'''  
|Enhancement  
|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..
|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'''  
|'''Carapace'''  
|Enhancement II  
|Enhancement II  
|Your Ward feature reduces damage by 2d4.
|The Ward action reduces damage by +1d4.
|-
|-
|'''Eagle Eye'''  
|'''Eagle Eye'''  
Line 820: Line 834:
|'''Great Pounce II'''  
|'''Great Pounce II'''  
|Enhancement II, Great Pounce  
|Enhancement II, Great Pounce  
|If you hit with a Great Pounce, knock the target prone.
|If you hit with a Great Pounce, knock the target Prone if it is Gargantuan or smaller.
|}
|}


Line 833: Line 847:
|'''Pagan Attunement'''
|'''Pagan Attunement'''
|Witch Entry
|Witch Entry
|Pick one environment from the ''Environment List''. You can Attune to that environment.  
|Pick one environment from the Environment List. You can attune to that environment.
 
Gain the Pagan Attunement ability.
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.
* '''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''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement II'''
|'''Pagan Attunement II'''
|Pagan Attunement
|Pagan Attunement
|Pick a second environment from the ''Environment List''. You can Attune to that environment.
|Pick a second environment from the Environment List. You can attune to that environment.
|''Witch, Pagan Attunement''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement III'''
|'''Pagan Attunement III'''
|Pagan Attunement II
|Pagan Attunement II
|Pick a third environment from the ''Environment List''. You can Attune to that Environment.
|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.
 
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''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement IV'''
|'''Pagan Attunement IV'''
|Pagan Attunement III
|Pagan Attunement III
|''Repeatable.'' Pick one additional environment from the ''Environment List''. You can Attune to that environment.
|''Repeatable.'' Pick one additional environment from the Environment List. You can attune to that environment.
|''Witch, Pagan Attunement, Repeatable''
|''Witch, Pagan Attunement, Repeatable''
|-
|-
Line 859: Line 875:
|Gain the Hasty Communion ability.
|Gain the Hasty Communion ability.


* '''Hasty Communion.''' (1/Rest) When you Catch your Breath, you may gain the benefit of one of your active environments.  
* '''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''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement VI'''
|'''Pagan Attunement VI'''
|Pagan Attunement V
|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.
|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''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement VII'''
|'''Pagan Attunement VII'''
|Pagan Attunement VI
|Pagan Attunement VI
|Pick one additional environment from the ''Environment List''. You can Attune to that environment.
|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.
 
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''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement  VIII'''
|'''Pagan Attunement  VIII'''
|Pagan Attunement VII
|Pagan Attunement VII
|Choose one environment for which you already have Attunement. This choice is permanent.  
|Choose one environment for which you already have attunement. This choice is permanent. Gain the Ultimate
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.
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''
|''Witch, Pagan Attunement''
|}
|}
Line 888: Line 906:
|-
|-
|'''Aquatic'''
|'''Aquatic'''
|You gain Shield HP equal to your Witch level x1.
|You gain Shield HP equal to your number of Witch talents.
|-
|-
|'''Coastal'''
|'''Coastal'''
|You gain a swim speed equal to your walking speed for the next 2 hours.
|For the next 2 hours, you gain a swim speed equal to your walking speed.
|-
|-
|'''Desert'''
|'''Desert'''
|You become immune to Fatigue from heat exposure for the next 4 hours.
|For the next 4 hours, you become Immune to Fatigue from heat exposure.
|-
|-
|'''Forest'''
|'''Forest'''
Line 900: Line 918:
|-
|-
|'''Grassland'''
|'''Grassland'''
|For the next 1 hour, your speed increases by 5 ft while in combat.
|For the next hour, your speed increases by +5 ft while in combat.
|-
|-
|'''Jungle'''
|'''Jungle'''
Line 912: Line 930:
|-
|-
|'''Swamp'''
|'''Swamp'''
|For the next 4 hours, gain Resist Toxic and Corrosive 5.
|For the next 4 hours, gain Resist Toxic +5 and Resist Corrosive +5.
|-
|-
|'''Tundra'''
|'''Tundra'''
|You become immune to Fatigue from cold exposure for the next 4 hours.
|For the next 4 hours, you become Immune to Fatigue from cold exposure.
|-
|-
|'''Volcanic'''
|'''Volcanic'''
Line 931: Line 949:
|'''Witch’s Brew'''
|'''Witch’s Brew'''
|Witch Entry
|Witch Entry
|Each time you Take a Rest, you can use Witch’s Brew.  
|Gain the Witch’s Brew ability.


* '''Witch’s Brew.''' 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.
* '''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 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.
These potions become impotent after 24 hours.
Line 944: Line 962:
|Gain the Reagent ability.
|Gain the Reagent ability.


* '''Reagent.''' (1/Week) When you make a potion, you may count it as being upcharged one time. This potion is especially potent and only becomes impotent after 7 days.
* '''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, Witch’s Brew''
|-
|-
|'''Witch’s Brew II'''
|'''Witch’s Brew II'''
|Reagent
|Reagent
|The number of potions you can create is equal to ½ your INT (min 2).
|The number of potions you can brew is equal to 1⁄2 your INT (min 2).
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Potion'''
|'''Potion'''
|Witch’s Brew II
|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
|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''
|''Witch, Witch’s Brew''
|-
|-
|'''Vitality'''
|'''Vitality'''
|Potion
|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.
|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''
|''Witch, Witch’s Brew''
|-
|-
|'''Poison'''
|'''Poison'''
|Witch’s Brew II
|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
|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''
|''Witch, Witch’s Brew''
|-
|-
|'''Antidote'''
|'''Antidote'''
|Poison
|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.
|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, Witch’s Brew''
|-
|-
|'''Witch’s Brew III'''
|'''Witch’s Brew III'''
|Vitality or Antidote
|Vitality or Antidote
|The number of potions you can create is equal to your INT (min 2).
|The number of potions you can brew is equal to your INT (min 2).
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Reagent II'''
|'''Reagent II'''
|Witch’s Brew III
|Witch’s Brew III
|Your Reagent ability allows you to make one additional reagent.
|Your Reagent ability allows you to brew one additional Reagent.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Witch’s Brew IV'''
|'''Witch’s Brew IV'''
|Reagent II
|Reagent II
|Your Witch’s Brews now become impotent after 48 hours.
|Your potions now become impotent after 48 hours.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Potion II'''
|'''Potion II'''
|Witch’s Brew IV, Potion
|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.
|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''
|''Witch, Witch’s Brew''
|-
|-
|'''Vitality II'''
|'''Vitality II'''
|Potion II
|Potion II
|This replaces Vitality.
|The Witch’s Brew you brew with Vitality now grants 2d8 Shield HP in addition to its normal effects.
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''
|''Witch, Witch’s Brew''
|-
|-
|'''Poison II'''
|'''Poison II'''
|Witch’s Brew IV, Poison
|Witch’s Brew IV, Poison
|When a creature drinks a poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).
|When a creature drinks a Poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Antidote II'''
|'''Antidote II'''
|Poison II
|Poison II
|Each time you create Witch’s Brews, make one antidote for free.
|Each time you brew potions, also make one Antidote.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Witch’s Brew V'''
|'''Witch’s Brew V'''
|Vitality II or Antidote II
|Vitality II or Antidote II
|Gain the Overflowing Cauldron ability.  
|Gain the Overflowing Cauldron ability.


* '''Overflowing Cauldron.''' (1/Week) You can make a number of Witch’s Brews equal to your Witch level.
* '''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''
|''Witch, Witch’s Brew''
|-
|-
Line 1,018: Line 1,041:
|Witch’s Brew V
|Witch’s Brew V
<u>Incompatible</u>: Improvised Brew
<u>Incompatible</u>: 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.
|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''
|''Witch, Witch’s Brew''
|-
|-
|'''Signature Brew II'''
|'''Signature Brew II'''
|Signature Brew
|Signature Brew
|Your Signature Brews are each upcharged 1 time if spells, or cast at Occult 7 if chants.
|Your Signature Brews are each upcharged one time if spells, or cast at Occult 7 if chants.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
Line 1,029: Line 1,052:
|Witch’s Brew V
|Witch’s Brew V
<u>Incompatible</u>: Signature Brew
<u>Incompatible</u>: Signature Brew
|(1/Rest) When you Recoup, you may change one Witch’s Brew into another Witch’s Brew that you know.  
|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''
|''Witch, Witch’s Brew''
|-
|-
Line 1,039: Line 1,064:
|'''Reagent III'''
|'''Reagent III'''
|Witch’s Brew 13
|Witch’s Brew 13
|Your Reagent ability allows you to make a number of reagents equal to ½ your INT.
|Your Reagent ability allows you to make a number of reagents equal to 1⁄2 your INT.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Deadly Poison'''
|'''Deadly Poison'''
|Reagent III
|Reagent III
|You are known far and wide as a skilled poisoner and unscrupulous nobles and politicians would pay top coin for your services.
|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.  


* '''Level 30:''' (1/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.
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'''''
|''Witch, Witch’s Brew, '''Capstone'''''
|-
|-
|'''Font of Potions'''
|'''Font of Potions'''
|Reagent III
|Reagent III
|You are known far and wide as a prolific brewer of myriad potions.
|You are known far and wide as a prolific brewer of myriad potions.
All of your brews now have a 1 month potency.


* '''Level 30:''' Your brews no longer expire.
All of your potions now have a 1 month potency.
 
* '''''Level 30:''''' Your potions no longer expire.
|''Witch, Witch’s Brew, '''Capstone'''''
|''Witch, Witch’s Brew, '''Capstone'''''
|-
|-
|'''Miracle Brew'''
|'''Miracle Brew'''
|Reagent III
|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.  
|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.  
 
Gain the Miracle Brew ability.


* '''Level 30:''' Your Miracle Brew no longer expires.
* '''''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'''''
|''Witch, Witch’s Brew, '''Capstone'''''
|}
|}
<nowiki>*</nowiki>''Updated to v1.2 (except track images)''


== Additional Subclass Tracks ==
== Additional Subclass Tracks ==