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Critter

About these subclasses

The idea of an animal friend-based Witch is something I wanted to do for a while, but I didn’t quite know how. I didn’t want to just give them the Beastbound Ranger sheet, because I feel like A. That deminishes the uniqueness of the Beastbound Ranger somewhat, and B. Having an animal fight alongside you doesn’t feel purely Witchy to me (although a Witch/Ranger multiclass sounds like a fun idea). I thought about having a similar idea to the Beastbound Ranger, but the summon is a lot more passive than active, but I couldn’t think of a way to make that work either.
I landed on this idea where you call upon different creatures who are helpful at doing different things. It is random, although I’ve included options to alleviate the randomness somewhat. I think the options are good, but (hopefully) not too powerful on their own. This suite of abilities is great, but it is limited by its randomness, which I think works well, and allows you to have fun if you feel like embracing chaos.

Designed for class

Witch image
Core class
Witch

Critter

Spellcast Trait: Instinct

Call upon the animal kingdom to aid your journey.

Foundation

Critter: At the beginning of each session, and after every rest, you call upon a Critter to assist you. Roll 1d4, and take the result below:

  • 1-Mouse-Whenever an adversary misses you with an attack, you may spend a Hope to make your next attack against them with Advantage. If they are Hexed, you gain an additional Advantage die.

  • 2-Rabbit-Spend a Hope to gain advantage on Reaction rolls. On a success, you may 1d4 to your next action roll.

  • 3-Sheep-You may Mark a Stress to reduce damage by one Threshold. If you reduce damage from Minor to None this way, you gain advantage on your next roll.

  • 4-Raven-Whenever someone within Far range fails an action roll, Mark a Stress to add 1d4 to the roll.

Critter Changer: Mark a Stress, and Make a Spellcast Roll (14). On a success, you may reroll your Critter die.

Specialization

Critters Aplenty: Your Critter die becomes 1d8, and you gain the following options:

  • 5-Boar-Add an additional 1d6 physical damage to damage rolls. If the target is Hexed, the damage becomes 2d6.

  • 6-Frog-Add an additional 1d6 Magic damage to damage rolls. If the target is Hexed, the damage becomes 2d6.

  • 7-Aligator-When you make a successful attack, spend a Hope to force the target to make a reaction roll (14). On a failure, the target becomes temporarily Restrained.

  • 8-Cat-Whenever you Hex a creature, roll 1d6. On a 6, you don't Mark a Stress.

Critter Commune: If you use your Commune feature outside of a rest, you may reroll your Critter die at the end of the Commune.

Mastery

Critters Abound: Your Critter die becomes 1d12, and you gain the following options:

  • 9-Snake-When you make a successful attack, you may Spend a Hope to force the target to make a reaction roll (15). On a failure, they become temporarily Vulnerable.

  • 10-Newt-Make a Spellcast Roll (18). On a success, Mark any number of Stress to Clear an equal amount of Hit Points.

  • 11-Owl-When you Hex a creature, Mark an additional Stress to gain advantage on all rolls targeting the Hexed creature, and all reaction rolls imposed by the Hexed creature.

  • 12-Butterfly-Mark a Stress, and make a Spellcast Roll (20). On a success, all allies may Gain a Hope.

Critter Compendium: You may replicate any Critter ability a number of times per rest equal to your Instinct Trait.

Printable cards

Foundation / Specialization / Mastery
Witch

Critter

Foundation

SPELLCAST TRAIT: Instinct

Critter: At the beginning of each session, and after every rest, you call upon a Critter to assist you. Roll 1d4, and take the result below:

  • 1-Mouse-Whenever an adversary misses you with an attack, you may spend a Hope to make your next attack against them with Advantage. If they are Hexed, you gain an additional Advantage die.

  • 2-Rabbit-Spend a Hope to gain advantage on Reaction rolls. On a success, you may 1d4 to your next action roll.

  • 3-Sheep-You may Mark a Stress to reduce damage by one Threshold. If you reduce damage from Minor to None this way, you gain advantage on your next roll.

  • 4-Raven-Whenever someone within Far range fails an action roll, Mark a Stress to add 1d4 to the roll.

Critter Changer: Mark a Stress, and Make a Spellcast Roll (14). On a success, you may reroll your Critter die.

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Card Backing
Witch

Critter

Specialization

Critters Aplenty: Your Critter die becomes 1d8, and you gain the following options:

  • 5-Boar-Add an additional 1d6 physical damage to damage rolls. If the target is Hexed, the damage becomes 2d6.

  • 6-Frog-Add an additional 1d6 Magic damage to damage rolls. If the target is Hexed, the damage becomes 2d6.

  • 7-Aligator-When you make a successful attack, spend a Hope to force the target to make a reaction roll (14). On a failure, the target becomes temporarily Restrained.

  • 8-Cat-Whenever you Hex a creature, roll 1d6. On a 6, you don't Mark a Stress.

Critter Commune: If you use your Commune feature outside of a rest, you may reroll your Critter die at the end of the Commune.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Witch

Critter

Mastery

Critters Abound: Your Critter die becomes 1d12, and you gain the following options:

  • 9-Snake-When you make a successful attack, you may Spend a Hope to force the target to make a reaction roll (15). On a failure, they become temporarily Vulnerable.

  • 10-Newt-Make a Spellcast Roll (18). On a success, Mark any number of Stress to Clear an equal amount of Hit Points.

  • 11-Owl-When you Hex a creature, Mark an additional Stress to gain advantage on all rolls targeting the Hexed creature, and all reaction rolls imposed by the Hexed creature.

  • 12-Butterfly-Mark a Stress, and make a Spellcast Roll (20). On a success, all allies may Gain a Hope.

Critter Compendium: You may replicate any Critter ability a number of times per rest equal to your Instinct Trait.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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