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* <u>Dark Presence</u>: On your turn, you may take 1d4 [[damage]] to regain 1 spell point. This costs 0 AP and you may use this feature as many times as you want on your turn. | * <u>Dark Presence</u>: On your turn, you may take 1d4 [[damage]] to regain 1 spell point. This costs 0 AP and you may use this feature as many times as you want on your turn. | ||
* <u>Familiar</u>: You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action. You can make your familiar take more actions by spending 1 AP per additional action your Familiar takes. 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. Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your Familiar’s form during a Rest. Regardless of its form, you always use one of the three stat blocks: Flying Familiar, Crawling Familiar, or Hunting Familiar. | * <u>Familiar</u>: You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action. You can make your familiar take more actions by spending 1 AP per additional action your Familiar takes. 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. Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your Familiar’s form during a Rest. Regardless of its form, you always use one of the three stat blocks: Flying Familiar, Crawling Familiar, or Hunting Familiar. | ||
* <u>Witch Magic</u>: Choose | * <u>Witch Magic</u>: Choose a magic source: [[Occult]] or [[Primal]]. If you choose Occult, gain Initiate of the Occult. If you already have it, gain +1 Occult Power and +5 SP instead. If you choose Primal, gain Warden of the Primal. If you already have it, gain +1 Primal Power and +5 SP instead. END is your magic attribute for witch magic. Each time you level up and spend your talent point on a witch talent, you gain +5 SP and +1 Power in the source you chose. | ||
|''Witch, Class Entry | |''Witch, Class Entry'' | ||
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