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About this class

Magical practitioners who commune with the forces of nature and entities from realms beyond. Witches call forth their power through craft, rituals, incantations, herbs, stones, candles, and other tools to enact their will and conjure powerful spells.

Domains

Core domain
Sage
Homebrew domain

Starting stats

Evasion
10
Hit points
6

Hope feature

Witche's Charm
When you or an ally within Far range rolls a failure on an action roll, you can spend 3 Hope to change 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 your Spellcast trait to remove it or you Hex another creature. Otherwise, remove it when the scene ends.

  • Commune

    Once per long rest, 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

  • handwritten journal, runestones, etc.

Character questions

Background prompts

Connection prompts

Discussion

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