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Witch (v1.5)

Classes Designed by battybright

Domains

Core domain
Sage
Homebrew domain

Starting stats

Evasion
10
Hit points
6

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 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

  • a small, harmless pet
  • a talking skull

Character questions

Background prompts

  1. How did you first discover your affinity for magical craft?
  2. You once used your power to help someone in a dire situation. Who were they and why did they come to you?
  3. Your magic once opened a door best left closed. Who or what was on the other side?

Connection prompts

  1. What about my magical practice makes you most ill at ease?
  2. I once appeared to you in a dream and shared a vision of the future. What did I tell you?
  3. 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.