Witch
Foundations | |||
Required Abilities |
San |
Secondary Ability |
San |
Axiom |
Disciple |
Affinity |
Primal |
Spell Save |
Kno |
Spell Attack |
San |
Attack Rolls |
-3 |
Saving Throws |
Con, Per, Wis |
Hit Dice |
D6 |
Hp @ Lvl 1 |
Your Con Modifier + 1d6 or 4. |
HP @ Higher Lvls |
Your Con Modifier + 1d6 / Level after 1st |
Archetype |
Nature Mage Nature Magic |
Introduction
Hedge, Hearth, or Highway, the witch is a master of practical magic; the potion, the hex, the useful bauble, or the needed amulet. Which is not to detract from the fact that a powerful witch is readily a match for a powerful wizard, merely that they generally aren’t as invested in the idea of magic and an ends to itself and see it more as an aid and a tool to a particular end.
Witches are well known for three things: their Hat, their Broom, and their Cauldron. While the Broom and Cauldron are absolutely things most folks should consider, it is the hat that draws the most attention, and is a sort of calling card for them, even though not all witches will wear the hat. The hat is wide brimmed (a proper hat has a brim slightly wider than the shoulders of the witch), pointy crowned, soft hat that is often given to the crown slouching or draping. Enough famous witches have worn it over the years since they first appeared, following the Skyfall, that they have almost become synonymous with the idea of witches, and people are startled to find out they do not always wear them, nor do all witches own one.
Tales, songs, and even some dances exist now to tell the tales of magical witch’s hats, and the mischief and merriment they may cause.
The humor around the hat helps to hide a few key things about witches the general public doesn’t know. Witches do not stay close to settlements. They are, as a result, often on their own, and readily make friends with Rangers and Animists.
Role
Proficiencies | |
Skills (Pick 2) |
Nature, Medicine, Husbandry, Detect, Identify, Forage, Distract, Gaming, Primalism, Hospitality, Imbuing, Ingraining, Handiwork, Physicry, Brewery, Pigmentry, Weavery, Cookery, Peasantry |
Spell Proficiency |
Simple, Rudimentary, Intermediate, Advanced, Expert |
Armor Training |
Standard |
Weapon Training |
Simple, Common |
The Protectorate
Witches are the bulwark against Faerie, which is why there is so great an import on the exchange for them. Oppose Hags, Phantasms, Specters, guardians of the Astral and the Ethereal.
The Exchange
Witches require an exchange of value. Each spell requires a trade, an exchange, and it must be completed before the spell. This exchange is critical, because it places Witches in a position of service to others, while recognizing that nothing is free. That is a key aspect of the natural world in which Witches interact – they must give back what they take, and what is taken must be given back. Exchange allows and enables this to happen – and without it, the magic of a Witch is empty.
Moon Dance
Witches are famous for loving a good party, and there is, for them at least, no greater party than the season ones undertaken during a full moon, where they dance beneath the moon with others to recharge and re-establish their connection to the primal flow of the world.
This dance is done every evening, as well, though too often solo and alone, which saddens and is said to weaken witches, who thrive in groups. The dance is part of their Long Rest and is what recharges their Mana – a Witch can recharge her Mana in a single long rest.
Apprenticeship
Starting Gear | |
Gear |
Small Backpack, Tinderbox, Large Sack, 30’ Rope, Waterskin, Broom. |
Tools or Kit |
Any one of Apothecary, Alchemist, Brewer, Cleaning, Cook, Garden, Herbal, Laundry, Midwife, Perfumery, Pigmentry, Weaver |
Focus |
Baton, Wand, Rod |
Armor |
None |
Weaponry |
None |
Wealth Bonus |
30 |
Taught by a Dam (He-, Ma-, De-), always one of three pupils, who are taught and tested together, with a final test involving a journey and a task to perform.
They have to undertake the journey as a group, but each has some particular thing they must achieve that feeds into the whole of the task, and they are not joined by their Dam.
The task usually involves the gathering of ingredients by one, the making of something by another, and the delivery of it by a third, while something attempts to stop them, sometimes fatally.
Features
Spell Casting
Tenets
Affinity |
Primal |
Cipher | |
Glyphs |
Axiom |
Manifestation |
Shine |
Mana |
Cie |
Spell |
Hex |
Source |
The World |
Ability Score |
San |
Spell Book |
Occultaire |
At 1st Level, you gain 1 Simple Mystery.
At 5th Level, you gain 1 Rudimentary Mystery, or 1 Simple Mystery.
At 9th Level, you gain 1 Intermediate Mystery, or 1 Rudimentary Mystery, or 2 Simple Tenets.
At 13th Level, you gain 1 Advanced Mystery, or 1 Intermediate Mystery, or 2 Rudimentary Tenets, or 2 Simple Tenets.
At 17th Level, you gain 1 Expert Mystery, or 1 Advanced Mystery, or 2 Intermediate Tenets, or 2 Rudimentary Tenets, or 3 Simple Tenets.
Starting Spells
You gain a +2 on any rolls for Simple spells to start with.
Brewed Spells
You can craft any spell of 3rd Level or lower that you know into a potion.
Mana Recovery
Witches can recharge their Mana in a long rest, if they dance within a natural setting at least 24 miles away from any settlement.
Failing that, they recharge as normal.
Mana Stored & Spells Per Level
Complexity -> |
Mana Stored |
Simple |
Rudimentary |
Intermediate |
Advanced |
Expert | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Mastery |
Level |
Cantrip |
1st Level |
2nd Level |
3rd Level |
4th Level |
5th Level |
6th Level |
7th Level |
8th Level |
9th Level | |
Novice |
1 |
12 |
3 | |||||||||
2 |
25 |
4 |
1 | |||||||||
3 |
37 |
4 |
1 | |||||||||
4 |
50 |
4 |
2 |
1 | ||||||||
Yeoman |
5 |
62 |
5 |
2 |
1 | |||||||
6 |
75 |
5 |
3 |
2 |
1 | |||||||
7 |
87 |
5 |
3 |
2 |
1 | |||||||
8 |
100 |
6 |
4 |
3 |
2 |
1 | ||||||
Adept |
9 |
112 |
6 |
4 |
3 |
2 |
1 | |||||
10 |
125 |
6 |
5 |
4 |
3 |
2 |
1 | |||||
11 |
137 |
7 |
5 |
4 |
3 |
2 |
1 | |||||
12 |
150 |
7 |
6 |
5 |
4 |
3 |
2 |
1 | ||||
Master |
13 |
162 |
7 |
6 |
5 |
4 |
3 |
2 |
1 | |||
14 |
175 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 | |||
15 |
187 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 | |||
16 |
200 |
8 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 | ||
Grand Master |
17 |
212 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 | |
18 |
225 |
9 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 | |
19 |
237 |
10 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 | |
20 |
250 |
10 |
10 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
Witches may specialize in any one Simple or Common Ranged weapon. All Witches are proficient in the use of a quarterstaff – what, you think those brooms are just for cleaning?
Witches’ mastery is debuffs and buffs. | |
Clean Water |
Dispel Poison |
Locate Person |
Locate Object |
Fortune Telling |
Potion Making |
Exorcism (light) |
Talisman making |
Brooms |
Cauldrons |
Houses |
Hearth
Cauldron Arts
Craft Arts
At 1st Level, you
At 5th Level, you
At 9th Level, you
At 13th Level, you
At 17th Level, you
Hedge
Witches Grace
Witches Curse
Witches Reserve
At 1st Level, you
At 5th Level, you
At 9th Level, you
At 13th Level, you
At 17th Level, you
Highway
Call Portent
Rite of One
Manifest Will
At 1st Level, you
At 5th Level, you
At 9th Level, you
At 13th Level, you
At 17th Level, you
Helper
Broom
Familiar
Talismans
At 1st Level, you begin to attract Familiars. Familiars are fauna, animals who become drawn to and attached to the Witch, and will follow them wherever they go, even sacrificing themselves for the witch. A witch will have one familiar for every level. Witch familiars are not called or summoned – they simply appear, and begin following them around, and while they are around the witch, they become slightly more, as they will start to find ways to aid and assist the witch in her daily tasks.
Familiars always have a d4 hit die, an AC of 8, and never weigh more than 1 pound per level of the witch, and may include birds, rats, mice, snakes, bats, squirrels, and other small creatures. They will come when called, and perform simple tasks, but they cannot attack – though they will defend, rushing in to take a potential blow. A familiar will do this no more than once a day, and the attack they intercept will carry over to the Witch any damage beyond their own hit points.
This applies even to larger familiars. Lawdinum, out of Lynese, often had a tiger by her side – but the tiger was actually little more than a house cat with an inflated sense of self.
Familiars can warn the witch of things, can communicate with you in simple, emotional terms, and
At 5th Level, you gain a Witch’s Broom.
At 9th Level, you gain a Talisman.
At 13th Level, you
At 17th Level, you
Aspects
Forms
At 1st Level, you gain 1 First Form.
Precepts
At 3rd Level, you can choose one aspect from the Postulant list.
At 7th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.
At 11th Level you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 15th Level you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 19th Level you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
Maxims
At 4th Level, you can choose one Dedicated Maxim.
At 8th Level you can choose one Persistent Maxim or one Dedicated Maxim.
At 12th Level you can choose one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
At 16th Level you can choose one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
At 20th Level you can choose one Absolutist Maxim or one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
Esoterica
Witches can exchange any single one Esoterica for a Mystery whenever they gain such, if they choose.
At 2nd Level, you can choose one aspect from the Postulant list.
At 6th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.
At 10th Level, you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 14th Level, you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 18th Level, you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
Proficiencies
At 2nd Level, you gain 2 proficiency slots.
At 6th Level, you gain 2 proficiency slots.
At 10th Level, you gain 3 proficiency slots.
At 14th Level, you gain 2 proficiency slots.
At 18th Level, you gain 2 proficiency slots.
Ability Score Increases
At 3rd Level, You gain 2 points.
At 7th Level, You gain 2 points.
At 11th Level, You gain 3 points.
At 15th Level, You gain 2 points.
At 19th Level, You gain 1 point.
Leveling Table
Level |
Mastery |
Prof Bonus |
Skill |
Forte |
ASI |
Maxims |
Precepts |
Tenets |
Forms |
Esoterica |
---|---|---|---|---|---|---|---|---|---|---|
1 |
Novice |
0 |
Yes |
Simple |
First | |||||
2 |
0 |
Yes |
Yes | |||||||
3 |
0 |
Yes |
Yes | |||||||
4 |
+1 |
Yes |
Rudiments | |||||||
5 |
Yeoman / Doyen |
+1 |
Yes |
Second | ||||||
6 |
+1 |
Yes |
Yes | |||||||
7 |
+1 |
Yes |
Yes | |||||||
8 |
+2 |
Yes |
Medial | |||||||
9 |
Adept |
+2 |
Yes |
Third | ||||||
10 |
+2 |
Yes |
Yes | |||||||
11 |
+2 |
Yes |
Yes | |||||||
12 |
+3 |
Yes |
Advanced | |||||||
13 |
Master |
+3 |
Yes |
Fourth | ||||||
14 |
+3 |
Yes |
Yes | |||||||
15 |
+3 |
Yes |
Yes | |||||||
16 |
+4 |
Yes |
Expert | |||||||
17 |
Grand Master |
+4 |
Yes |
Fifth | ||||||
18 |
+4 |
Yes |
Yes | |||||||
19 |
+4 |
Yes |
Yes | |||||||
20 |
+5 |
Yes |