Witch

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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.

After gaining the Witch Entry talent, you can take talents from any of the witch stacks.

WITCH ENTRY

Feature PreReq Discreption
WITCH ENTRY Character Level 2 When you take this entry talent, you gain the following

abilities.

Dark Presence. 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.
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 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.
Witch Magic Choose one: Initiate of the Occult or Warden of the Primal. Learn that talent unless you already knew one or both of these talents. Whichever you choose, END is your magic attribute for witch magic. If you choose Warden of the Primal, then each time you level up and spend your talent point on a witch talent, you gain +5 SP and +1 Primal Power.

If you choose Initiate of the Occult, then each time you level up and spend your talent point on a witch talent, you gain +5 SP and +1 Occult Power.

FAE TRACK

Feature Tags PreReq Discreption
FAE MAGIC Witch, Fae Witch Entry, Warden of the Primal You can cast Warp Step without spending SP. If you do not know this spell, then you cannot cast this spell normally. (1/Recoup)
BOON OF ETALUN Witch, Fae ae Magic Gain +6 Skill Points that you can spend on any skills with the Observation and/or Survival tags.
WYLLA’S STRIDE Witch, Fae Boon of Etalun or Caliban’s Cackle Gain the Wylla’s Stride ability.

Wylla’s Stride Ignore difficult terrain imposed by foliage or loose sand, rocks, and similar natural phenomena for 1 hour. (CHA/Rest)

GAARD’S RESISTANCE Witch, Fae, Repeatable Wylla’s Stride or Prowess of Sekh 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.
CALIBAN’S CACKLE Witch, Fae Fae Magic Gain the Caliban’s Cackle ability.

Caliban’s Cackle. When you make a magic attack against a single creature, if you hit it, you can also make the creature Shaken for 1 min. (CHA/Rest)

PROWESS OF SEKH Witch, Fae Boon of Etalun or Caliban’s Cackle Gain +6 Skill Points that you can spend on any skills with the Athleticism, Acrobatics, and/or Endurance tags.
ROSEN’S BLESSING Witch, Fae Wylla’s Stride or Prowess of Sekh Gain Resist 2 against Charmed.
FAE MAGIC II Witch, Fae Gaard’s Resistance or Rosen’s Blessing You can cast Mists of the Everwilds without spending SP. If you do not know this spell, then you cannot cast this spell normally. (1/Rest)
LATISK’S KEEN EYES Witch, Fae Fae Magic II Gain +30 ft Darkvision.
OKART’S SKIN Witch, Fae Latisk’s Keen Eyes or Puck’s Pernicious Pleasure When you are not wearing Armor, your AR cannot be less than 13.
WRATH OF AESHIR Witch, Fae Okart’s Skin or Claws of Kleppar Gain the Wrath of Aeshir ability.

Wrath of Aeshir When you deal elemental damage, add your CHA to the damage. (CHA/Recoup)

PUCK’S PERNICIOUS PLEASURE Witch, Fae Fae Magic II Gain the Puck’s Pernicious Pleasure ability.

Puck’s Pernicious Pleasure When you make a magic attack against a single creature, if you hit it, you can also make it Charmed for 1 min or until you or one of your allies damage it. (CHA/Rest) CLAWS OF KLEPPAR

CLAWS OF KLEPPAR Witch, Fae Latisk’s Keen Eyes or Puck’s Pernicious Pleasure Gain the Claws of Kleppar ability.

Claws of Kleppar Gain a climb speed equal to your walking speed for 1 hour. (CHA/Rest)

STRACK’S STOICISM Witch, Fae Okart’s Skin or Claws of Kleppar Whenever making checks to resist the natural effects of cold, roll 2d20 and take the higher.
FAE MAGIC III Witch, Fae Wrath of Aeshir or Strack’s Stoicism 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. (1/Rest)
BOON OF DAROPMET Witch, Fae Fae Magic III You can never be partially surprised.
CEDRIAN’S COMMUNION Witch, Fae Boon of Daropmet or Edmari’s Emotional Emancipation Gain the Cedrian’s Communion ability. Cedrian’s Communion When you Recoup and are in direct sunlight or touching a coniferous tree that is, then you gain Shield HP equal to your CHA.
YASHERI’S EXPLOSION Witch, Fae Cedrian’s Communion or Gift of Gusper 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. (CHA/Rest)
EDMARI’S EMOTIONAL EMANCIPATION Witch, Fae Magic III +2 Skill Points that you can spend on skills with the Influence tag.

Gain the Edmari’s Emotional Emancipation ability. Edmari’s Emotional Emancipation. You can cast Calming Presence without spending SP. If you do not know this spell, this is the only way you can cast it until you learn it. (1/Rest)

GIFT OF GUSPER Witch, Fae Boon of Daropmet or Edmari’s Emotional Emancipation Gain Gift of Gusper.

Gift of Gusper. Gain a swim speed equal to your walking speed for 1 hour. (CHA/Rest)

WYTHEN’S PROTECTION Witch, Fae Cedrian’s Communion or Gift of Gusper Gain Resist Necrotic 2.
FAE MAGIC IV Witch, Fae Yasheri’s Explosion or Wythen’s Protection You can cast Summon Monster without spending SP. If you do not know this spell, this is the only way you can cast it until you learn it. (1/Rest)
PETSINA CONCLAVE’S PERCEPTION Witch, Fae Fae Magic IV You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog and heavy underbrush.
PASHAK CONCLAVE’S PASSAGE Witch, Fae Petsina Conclave’s Perception or Stravon Conclave’s Serenity Gain the Pashak Conclave’s Passage ability.

Pashak Conclave’s Passage When you touch a tree, you can spend 2 AP to teleport to another tree of that same type within a 5 mile radius. (CHA/Rest)

ASHYIDIR CONCLAVE’S AFFINITY Witch, Fae Pashak Conclave’s Passage or Shibmar Conclave’s Splendor Gain the Ashyidir Conclave’s Affinity ability.

Ashyidir Conclave’s Affinity Choose one Elemental type. Gain Affinity to that type for 1 hour. (CHA/Rest)

STRAVON CONCLAVE’S SERENITY Witch, Fae Fae Magic IV +2 Skill Points that you can spend on skills with the Influence tag. Gain the Stravon Conclave’s Serenity ability.

Stravon Conclave’s Serenity You can cast Reorient without it counting against the number of invocations you can cast in a day. If you do not know this invocation, this is the only way you can cast it until you learn it. (1/Rest)

SHIBMAR CONCLAVE’S SPLENDOR Witch, Fae Petsina Conclave’s Perception or Stravon Conclave’s Serenity Gain the Shibmar Conclave’s Splendor ability.

Shibmar Conclave’s Splendor Sprout eagle wings and gain fly speed equal to your walking speed for 1 min. (CHA/ Rest)

VERTUMNA CONCLAVE’ SVENERATION Witch, Fae Pashak Conclave’s Passage or Shibmar Conclave’s Splendor Gain Resist 3 Frightened.
FRIEND OF THE FAE Witch, Fae, Capstone 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. Faefriend When you cast Summon Fae, you may ignore rolling to determine the Fae’s behavior and assume that it is friendly to you as though you succeeded the roll and it failed. (1/Rest) Level 30: Your Summon Fae spell costs you no SP the first time you cast it after Taking a Rest if you use it to summon a Fae of ML10 or lower.

FAMILIAR TRACK

Feature Tags PreReq Discreption
ADAPTIVE Witch, Familiar Witch Entry You can change your Familiar’s form each time you Recoup.
FLOCK OF FAMILIARS Witch, Familiar Adaptive

Incompatible: Evolution

Gain the Flock of Familiars ability.

Flock of Familiars 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. (2/Rest)

FLOCK OF FAMILIARS II Witch, Familiar Flock of Familiars The second familiar summoned from Flock of Familiars lasts for 30 minutes.
EVOLUTION Witch, Familiar Adaptive

Incompatible: Flock of Familiars

When you could change your Familiar’s form, you can evolve your Familiar instead of, or in addition to, changing its form by using the Evolution ability.

Evolution 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. (2/Rest) 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 defending you with Ward Hunting: +1 to attack and damage

EVOLUTION II Witch, Familiar Evolution When you use the Evolution ability, you can choose Evolve 2. Evolve 2. The familiar is two sizes larger. Familiars that are two Sizes larger gain the benefits below: Flying: +10 ft to Help range Crawling: +2 to defending you with Ward Hunting: +1 to attack and damage, and +1 damage diesize (e.g., from 1d4 to 1d6)
FAMILIAR ENHANCEMENT Witch, Familiar Familiar 3 Choose one Familiar Enhancement; 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. (2/Rest)
FLOCK OF FAMILIARS III Witch, Familiar 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.
FLOCK OF FAMILIARS IV Witch, Familiar Flock of Familiars III On your familiars’ turn, they can both take one action. This can be the same action or different actions.
FLOCK OF FAMILIARS V Witch, Familiar Flock of Familiars IV Flock of Familiars becomes 2/Recoup.
EVOLUTION III Witch, Familiar Familiar Enhancement, Evolution II When you use the Evolution ability, you can choose Evolve 3.

Evolve 3. The familiar is three Sizes larger. Familiars that are three Sizes larger gain Evolve 2 benefits, and can be used as Mounts with 1 MCAP.

EVOLUTION IV Witch, Familiar 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: Flying: Clutch. 1/Round, 1 MCAP to 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; +DEX vs FORT. Hit: 1d6 toxic. Hunting: Roar. 1/Round, 1 MCAP; +AWR vs WILL. Hit:Target is Shaken until the end of their next turn.
EVOLUTION V Witch, Familiar Evolution IV Evolution becomes 2/Recoup.
FAMILIAR ENHANCEMENT II Witch, Familiar Prerequisites: Familiar 7 Choose one Familiar Enhancement from the original enhancement options or from new options with the “Familiar 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’s the right kind of Familiar. Familiar Enhancements become 2/Recoup.
FLOCK OF FAMILIARS VI Witch, Familiar 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.
FLOCK OF FAMILIARS VII Witch, Familiar 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.
FLOCK OF FAMILIARS VIII Witch, Familiar Flock of Familiars VII 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. (2/Rest)
EVOLUTION VI Witch, Familiar Familiar Enhancement II, Evolution V When you use the Evolution ability, you can choose Evolve 4.

Evolve 4. The familiar is four sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options: 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. Hunting: Roar causes the Frightened condition for the duration.

EVOLUTION VII Witch, Familiar Evolution VI Gain the Strengthen Familiar ability. Strengthen Familiar: When you evolve a creature, you can increase one of its Attributes by 3, one by 2, and one by 1. (2/Rest)
EVOLUTION VIII Witch, Familiar Evolution VII Gain an additional Familiar Enhancement option, choosing from any Enhancement.
FAMILIAR ENHANCEMENT III Witch, Familiar Familiar 11 Choose one Familiar Enhancement from the original enhancement options or from the Enhancement 2 options; 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.
FLOCK OF FAMILIARS IX Witch, Familiar 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 be one action of their choice.
FLOCK OF FAMILIARS X Witch, Familiar 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.
FLURRY OF FAMILIARS Witch, Familiar, Capstone Prerequisites: 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 the Flurry of Familiars ability.

Flurry of Familiars. 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 ML6 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. (1/Recoup) Level 30: All three of your familiars are now permanently summoned.

EVOLUTION IX Witch, Familiar Familiar Enhancement III, Evolution VIII Strengthen Familiar becomes: Increase one Attribute by 4,one by 2, and two Attributes by 1 each. (2/Recoup)
EVOLUTION X Witch, Familiar 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.
APEX EVOLUTION Witch, Familiar, Capstone 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. 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 anew creature if it deems the creature worthy.

FAMILIAR ENHANCEMENTS

Talent Name Prerequisites Talent Description

Talent Name PreReq Discreption
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: +DEX vs AR. Hit: 1d4 sharp damage. Can only be done once on its turn even if you spend AP.
Underfoot Enhancement Your Crawling Familiar gains an attack: +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 can see in darkness for 60 ft.
Great Pounce II Enhancement II, Great Pounce If you hit with a Great Pounce, knock the target prone.

DARK HEX TRACK

Feature Tags PreReq Discreption
DARK MAGIC Witch, Dark Hex, Repeatable Witch Entry Each time you take this talent, choose two spells, invocations, or rituals from the Dark 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.

GREATER HEX Witch, Dark Hex Dark Magic Gain Greater Hex.

'Greater Hex.' You may cast a Hex as though you upcharge it one time, without spending additional SP. (2/Rest)

INNATE HEX Witch, Dark Hex Greater Hex Gain Innate Hex.

Innate Hex You may cast a Hex spell without meeting Verbal, Visual, or Gesture Requirements. You must still meet Line of Sight or Line of Effect Requirements. (2/Rest)

GREATER HEX II Witch, Dark Hex Innate Hex Greater Hex becomes AWR/Rest.
INNATE HEX II Witch, Dark Hex Greater Hex II Innate Hex becomes 2/Recoup.
INNATE HEX III Witch, Dark Hex Innate Hex II Innate Hex becomes AWR/Recoup.
DARK ENCHANTMENT Witch, Dark Hex Dark Magic Gain the Dark Enchantment ability.

Dark Enchantment By spending 2 AP, designate a target that you can see. For the next 1 minute, gain +2 TA on rolls made with Hex spells against that target. (1/Rest)

SYMPATHETIC MAGIC Witch, Dark Hex 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. Sense Likeness By spending 1 minute touching the doll and completely focused on it, you may sense exactly how far away the creature is and in which direction, unless they are on a different plane of existence. This information is only fleeting.

SYMPATHETIC MAGIC II Witch, Dark Hex 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.
SYMPATHETIC MAGIC III Witch, Dark Hex 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.
SYMPATHETIC MAGIC IV Witch, Dark Hex Sympathetic Magic III Gain the Sympathetic Magic ability.

Sympathetic Magic You may cast Hex spells with your sympathetic magic creature as the target even if you cannot see them, provided they are within 1 mile of you. The target is aware that you cast such a spell, regardless of whether the spell is successful. (AWR/Rest)

SYMPATHETIC MAGIC V Witch, Dark Hex Sympathetic Magic IV When you use your Sympathetic Magic ability, you may also impose Dark Enchantment on your target.
SYMPATHETIC MAGIC VI Witch, Dark Hex Sympathetic Magic V You gain the Puppetmaster ability: When using your Sense Likeness ability, you may make a Magic attack vs the target’s WILL. If you hit, impose Charmed or Shaken (your choice) on the creature (if Charmed, it is Charmed by you). The condition lasts for 1 minute
SYMPATHETIC MAGIC VII Witch, Dark Hex Sympathetic Magic VI When you use your Sympathetic Magic ability and cast a Hex Spell that has an SPC of 10 or less, you do not expend a use of your Sympathetic Magic. Sympathetic Magic’s range increases to 5 miles.
SYMPATHETIC MAGIC VIII Witch, Dark Hex Sympathetic Magic VII You can create two poppets and can use Sense Likeness, Dark Enchantment, Sympathetic Magic, and or Puppetmaster on either one. If you make a third poppet, choose which of your previous dolls unravels.
SYMPATHETIC MAGIC IX Witch, Dark Hex Prerequisites: 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 Magic. Sympathetic Magic’s range increases to 10 miles.
SYMPATHETIC MAGIC X Witch, Dark Hex Sympathetic Magic IX When you use your Sympathetic Magic 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 Magic’s range increases to 20 miles.
BOND SOUL Witch, Dark Hex 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 Magic against this creature does not expend a use of your Sympathetic Magic.
BOND SOUL II Witch, Dark Hex Prerequisites: Bond Soul When using Sympathetic Magic to cast a Hex spell against your Bound Soul, you may spend only 1⁄2 the SP. (1/Recoup) Sympathetic Magic’s range increases to 100 miles for your primary doll.
GRAND PUPPETMASTER Witch, Dark Hex, Capstone Prerequisites: 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.

Level 30: You may permanently possess the subject of your Primary doll provided they are ML 15 or lower. When you end the possession, you may choose if they are catatonic, as if sleeping, or regain control when you’re not actively possessing them.

COLLECTOR Witch, Dark Hex Sympathetic Magic X

Incompatible: Bond Soul

You can have a number of poppets equal to 1⁄2 your AWR. Gain the Mass Hex ability.

Mass Hex When you cast a Hex that has an SPC of 10 or fewer, you may target 2 creatures if you have poppets of both of them. (1/Recoup)

COLLECTOR II Witch, Dark Hex Prerequisites: Collector You can have a number of poppets equal to your AWR. Mass Hex works on Hexes with an SPC of 20 or lower.
SOUL COLLECTOR Witch, Dark Hex, Capstone Prerequisites: 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. Level 30: Now, if you destroy a retired doll, the bonded creature’s soul is dispersed and it can never be resurrected. Casting Lesser Restoration or similar magic on a retired doll will harmlessly detach the creature’s soul from the doll, allowing it to pass on peacefully or to be resurrected.

PAGAN ATTUNEMENT TRACK

Feature Tags PreReq Discreption
PAGAN ATTUNEMENT Witch, Pagan Attunement Witch Entry Pick one environment from the Environment List. You can Attune to that environment. Gain the Pagan Attunement ability.

Pagan Attunement When you finish Taking a Rest, Attune to one environment. When you Recoup in an environment to which you are Attuned, you gain its relevant benefit.

PAGAN ATTUNEMENT II Witch, Pagan Attunement Pagan Attunement Pick a second environment from the Environment List. You can Attune to that environment.
PAGAN ATTUNEMENT III Witch, Pagan Attunement 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.

PAGAN ATTUNEMENT IV Witch, Pagan Attunement, Repeatable Pagan Attunement III Pick one additional environment from the Environment List. You can Attune to that environment.
PAGAN ATTUNEMENT V Witch, Pagan Attunement Pagan Attunement IV Gain the Hasty Communion ability

Hasty Communion When you Catch your Breath, you may gain the benefit of one of your active Environments. (1/Rest)

PAGAN ATTUNEMENT VI Witch, Pagan Attunement 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.
PAGAN ATTUNEMENT VII Witch, Pagan Attunement 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.

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

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

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

Feature Tags PreReq Discreption
WITCH’S BREW Witch, Witch’s Brew Witch Entry Each time you Take a Rest, you can use Witch’s Brew. 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 Tier 1 and you cannot Upcharge them when using this feature.

These spells are synthesized into potions and do not cost SP for you to create. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s Range to be “Self.” These potions become impotent after 24 hours.

REAGENT Witch, Witch’s Brew Witch’s Brew You gain the Reagent ability.

Reagent. 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. (1/Week)

WITCH’S BREW II Witch, Witch’s Brew Reagent The number of potions you can create is equal to 1⁄2 your INT (min 2).
POTION Witch, Witch’s Brew 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.
VITALITY Witch, Witch’s Brew 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.
POISON Witch, Witch’s Brew 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.
ANTIDOTE Witch, Witch’s Brew Prerequisites: 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’S BREW III Witch, Witch’s Brew Prerequisites: Vitality or Antidote The number of potions you can create is equal to your INT (min 2).
REAGENT II Witch, Witch’s Brew Witch’s Brew III Your Reagent ability allows you to make one additional reagent.
WITCH’S BREW IV Witch, Witch’s Brew Reagent II Your Witch’s Brews now become impotent after 48 hours.
POTION II Witch, Witch’s Brew 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.
VITALITY II Witch, Witch’s Brew 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.
POISON II Witch, Witch’s Brew Witch’s Brew IV, Poison When a creature drinks a Poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).
ANTIDOTE II Witch, Witch’s Brew Poison II Each time you create Witch’s Brews, make one antidote for free.
WITCH’S BREW V Witch, Witch’s Brew Vitality II or Antidote II Gain the Overflowing Cauldron ability. Overflowing Cauldron. You can make a number of Witch’s Brews equal to your Witch level. (1/Week)
SIGNATURE BREW Witch, Witch’s Brew Prerequisites: 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.
SIGNATURE BREW II Witch, Witch’s Brew Signature Brew Your Signature Brews are each upcharged 1 time if spells, or cast at Occult 7 if chants.
IMPROVISED BREW Witch, Witch’s Brew Witch’s Brew V

Incompatible: Signature Brew

When you Recoup, you may change one Witch’s Brew into another Witch’s Brew that you know. (1/Rest)
IMPROVISED BREW II Witch, Witch’s Brew Improvised Brew You can use Improvised Brew whenever you Recoup.
REAGENT III Witch, Witch’s Brew Prerequisites: Witch’s Brew 13 Your Reagent ability allows you to make a number of reagents equal to 1⁄2 your INT.
DEADLY POISON Witch, Witch’s Brew, Capstone Prerequisites: 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 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. (1/Week) Level 30: You create one dose of the Perfect Poison. (1/Week) 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.

FONT OF POTIONS Witch, Witch’s Brew, Capstone Prerequisites: 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.

Level 30: Your brews no longer expire.

MIRACLE BREW Witch, Witch’s Brew, Capstone 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 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. (1/Week) Level 30: Your Miracle Brew no longer expires.