Witch
About this class
As a witch, you weave together the mysterious powers of earth, sky, and spirit to craft protective charms and hex your enemies.
Included subclasses
Domains
Grace
Starting stats
Hope feature
Class features
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Hex
When a creature causes you or an ally within Close range to mark any number of Hit Points, you can mark a Stress to Hex them. Action and damage rolls against a Hexed creature gain a bonus equal to your tier.
This condition lasts until the GM spends a number of Fear equal to our Spellcast trait to remove it or you Hex another creature. Otherwise, remove it when the scene ends. -
Commune
Once per long erst, during a moment of calm, you can commune with an ancestor, deity, nature spirit, or otherworldly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one value from the rolled results and reference the chart below for the effect.
1-3: You taste a flavor, smell a scent, or feel a sensation relevant to the answer.
4-5: You hear sounds or see a vision relevant to the answer.
6: You psychically experience a scene relevant to the answer as if you were there.
Class items
- A small, harmless pet
- A talking skull
Character questions
Background prompts
- How did you first discover your affinity for magical craft?
- You once used your power to help someone in a dire situation. Who were they and why did they come to you?
- Your magic once opened a door best left closed. Who or what was on the other side?
Connection prompts
- What about my magical practice makes you most ill at ease?
- I once appeared to you in a dream and shared a vision of the future. What did I tell you?
- Why do you come to me for advice?
Subclass cards
Printable via header menu
Hedge
Foundation
SPELLCAST TRAIT: Knowledge
Tethered Talisman: Once per rest, you can imbue a small item with your protective essence. When the person holding the talisman takes damage, you can expend its magic to reduce the number of Hit Points they mark by one. You can't create a new talisman until the old one has been used.
Hedge
Specialization
Enhanced Hex: Attacks you make against Hexed creatures gain a damage bonus equal to your proficiency.
Hedge
Mastery
Moon
Foundation
SPELLCAST TRAIT: Presence
Moon
Specialization
Ire of Pale Light: When a Hexed creature within Far range fails an attack roll, they must mark a Stress.
Moon
Mastery
Witch
As a witch, you weave together the mysterious powers of earth, sky, and spirit to craft protective charms and hex your enemies.
Domains
Grace + Dread
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A small, harmless pet
- • A talking skull
Witch’s Hope Feature
Witch's Charm : When you or an ally within Far range rolls a failure on an action roll, you can spend 3 Hope to change it into a success with Fear instead.
Class Features
Hex
When a creature causes you or an ally within Close range to mark any number of Hit Points, you can mark a Stress to Hex them. Action and damage rolls against a Hexed creature gain a bonus equal to your tier. This condition lasts until the GM spends a number of Fear equal to our Spellcast trait to remove it or you Hex another creature. Otherwise, remove it when the scene ends.
Commune
Once per long erst, during a moment of calm, you can commune with an ancestor, deity, nature spirit, or otherworldly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one value from the rolled results and reference the chart below for the effect. 1-3: You taste a flavor, smell a scent, or feel a sensation relevant to the answer. 4-5: You hear sounds or see a vision relevant to the answer. 6: You psychically experience a scene relevant to the answer as if you were there.
Witch Subclasses
Choose either the Hedge or Moon subclass.
Hedge
Spellcast Trait
Knowledge
Foundation Features
- Herbal Remedies: When you or an ally clear one or more Hit Points or Stress as the result of using a consumable, increase the number cleared by one.
Tethered Talisman: Once per rest, you can imbue a small item with your protective essence. When the person holding the talisman takes damage, you can expend its magic to reduce the number of Hit Points they mark by one. You can't create a new talisman until the old one has been used.
Specialization Feature
- Walk Between Worlds: Make a Spellcast Roll (13) to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. You return to the mortal realm when the last token is removed.
Enhanced Hex: Attacks you make against Hexed creatures gain a damage bonus equal to your proficiency.
Mastery Feature
- Circle of Power: Once per rest, mark a circle on the ground around you up to Very Close range and place a number of tokens equal to your Spellcast trait on this card. Each time you or any ally within the circle makes an action roll or is hit with an attack, remove a token. This spell lasts until the last token is removed or you step out of the circle. While within this circle, you and any allies: -Gain a +4 bonus to your damage thresholds. -Gain a +2 bonus to your attack rolls. -Gain a +1 bonus to your Evasion.
Moon
Spellcast Trait
Presence
Foundation Features
- Night's Glamour: Mark a Stress to Glamour yourself in a magical facade that lasts until you mark a Hit Point, make an attack, or take a rest. While Glamoured, you can: -Disguise yourself to look like any creature of your approximate size that you've seen. -Enhance your own appearance. You gain advantage on Presence Rolls that leverage this change.
Specialization Feature
- Moonbeam: Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and any allies gain a +1 bonus to Spellcast Rolls and advantage on rolls to see through illusions.
Ire of Pale Light: When a Hexed creature within Far range fails an attack roll, they must mark a Stress.
Mastery Feature
- Lunar Phases: Your spirit ebbs and flows like the phases of the moon. At the beginning of each session, roll a d4 and gain the matching effect until the end of the session: -1: New - You can always spend a Hope to reduce Minor damage to None. -2: Waxing - Gain a +2 bonus to your damage rolls. -3: Full - Gain a +2 bonus to your damage thresholds. -4: Waning - Gain a +1 bonus to your Evasion.
Background Questions
Answer any of the following, or create your own.
- • How did you first discover your affinity for magical craft?
- • You once used your power to help someone in a dire situation. Who were they and why did they come to you?
- • Your magic once opened a door best left closed. Who or what was on the other side?
Connections
Ask one of the following, or improvise.
- • What about my magical practice makes you most ill at ease?
- • I once appeared to you in a dream and shared a vision of the future. What did I tell you?
- • Why do you come to me for advice?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.