Sorcerer
Base Class: Sorcerer

Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.

Hex/Witches Familiar

Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is an action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Charisma modifier.

 

At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path, this acts as the find familiar spell. Familiars also aid a witch by acting as both her spell book and spellcasting focus, and help with some types of magic. While your familiar is within 30ft of you, you gain advantage on concentration checks.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar.

Ameliorating

The witch can touch a creature to suppress or protect it from negative conditions. The witch chooses one of the following conditions each time she uses this hex: stunned, exhaustion, frightened, or poisoned. If the target is or later becomes afflicted with the chosen condition, that condition is suppressed for a number of minutes equal to the witch’s level. Alternatively, the witch can grant her target a +4 bonus on saving throws against effects that cause any two of the listed conditions (which condition is always the witch’s choice) for 24 hours. Once a creature has benefited from this hex, it cannot benefit from the hex again for 24 hours.

Aura of Purity

Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.

Beast of Ill Omen

The enemy must make a Wis save or be affected by the spell bane. The witch can use this hex on her familiar at a range of up to 60 feet. The affected enemy must be no more than 60 feet from the familiar to trigger the effect; seeing the familiar from a greater distance has no effect (though if the enemy and familiar approach to within 60 feet of each other, the hex takes effect). The bane affects the closest creature to the familiar (ties affect the creature with the highest initiative score).

 

Whether or not the target’s save is successful, the creature cannot be the target of the bane effect for 1 day (later uses of this hex ignore that creature when determining who is affected).

Blight

Blighting an area takes 1 round, during which time the witch and her familiar must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A witch can affect an area with a radius equal to her class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse:

 

Blight Hex—type curse; save Wis negates; frequency 1/day; effect 1 Con damage.

Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

Cackle

A witch can cackle madly using all of their movement. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

 

Cauldron

The witch receives the ability to brew potions and poisons as if they had a set of alchemists tools they also gain a +4 bonus to medicine and survival checks to either diagnose medical issues or find herbs and materials required to brew potions or poisons

Charm

A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.

This improves the attitude of an animal or humanoid, as if the witch had successfully used the spell friends, with the exception that if they fail the wisdom save. Enemies that see you as hostile see you as an ally, but are not compelled in any way to follow your orders. This is a charm effect. The effect lasts for a number of rounds equal to the Witch’s Charisma modifier. A Wis save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves by acting as the spell charm person.

Combat Hypnosis

The witch can lull her enemies into a trance, even in the chaos of combat. This hex functions as hypnotic pattern, except it can affect only one creature at a time. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Congeal

The witch can make the water in a 10-foot radius around her sludgy and viscous for 1 minute, causing it to function as difficult terrain for all swimming creatures except herself and her allies. This also provides half cover against physical effects that pass through the affected area.

Coven

The witch chooses one spellcaster in their party other than themselves. That willing target forms a coven with the witch. While under the effects of a coven, while within 30ft of that other caster, both spellcasters gain a bonus to spell attack rolls and spell damage rolls equal to half the sorcerers charisma modifier.

Cursed Wound

For a number of days equal to 3 + the witch’s charisma modifier (minimum 1), whenever the victim is the target of a healing spell or magical healing effect, the caster of the healing effect must succeed at a caster level check (DC = 11 + the witch’s level) to end the hex. If the check fails, the healing effect functions as normal, except it cannot remove the last 10 points of damage the victim suffered. Similarly, regeneration and other means of healing fail to cure the victim’s last 10 points of damage. Thus, the victim’s effective maximum number of hit points is 10 fewer than normal. A successful Wis save reduces the duration of this hex to 1 round. At 5th level, the victim of this hex also takes a –2 penalty on Con saving throws to avoid contracting a disease or poison from an injury.

 

This is a curse effect and can be removed by remove curse.

Dark Apothecary

Witches are often masters of herbalism, crafting potent drugs and poisons. The witch receives a +4 bonus on checks to craft and use poisons. Additionally, poisons applied by the witch that do damage so an additional d4 of poison damage.

Deathcall

The witch’s presence makes death more likely for wounded foes. The witch chooses an enemy they can see within 30ft of them. The witch let's out a deafening wail akin to a banshee. If the target is below 25 health they will begin to have a dark aura swirling around them as visible only to you (determined by the DM) the target must make a con saving throw with advantage or drop to 0 HP. Regardless of pass or fail, the target is immune to this hex for 1 day after initial casting. Creatures that are immune to death affects or are under the effects of the spell "death ward" are completely unaffected

At 8th level, the threshold changes to 50hp, and at 16th level, it changes to 100hp

Discord

The witch can make an animal or humanoid within 30 feet distrust another creature within line of sight. The target is affected as if by the spell crown of madness. A successful Wis save negates this effect. The effect lasts for a number of rounds equal to the witch’s charisma modifier. The duration can be extended with the cackle hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect lasts twice as long.

 

This is a mind-affecting charm effect.

Disguise

A witch can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Disrupt Connection

The hexer disrupts the connection between a summoned creature within 30 feet and its master. The summoned creature must succeed at a Wis save or be confused for 1d4 rounds as if by the spell confusion. While it’s confused in this way, during any round in which the percentile die roll to determine the creature’s confusion result is 76–100, the affected creature instead acts as if the hexer had summoned it (attacking the hexer’s enemies or performing such other tasks that the hexer can communicate to it).

 

At 8th level, this hex causes the summoned creature to act as if the hexer had summoned it on a result of 51–100.

Distraction

The witch can cause a creature within 30 feet to suffer hallucinatory distractions whenever it tries to cast a spell or use a spell-like ability for 1 round. Anytime the creature attempts to do so, it must succeed at a concentration check (DC = 15 + twice the spell level) or lose the spell. A successful Wis saving throw negates this hex.

 

At 8th level and 16th level, the duration of this hex is extended by 1 round. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Hexes that affect the misfortune hex, such as cackle, also affect distraction.

Enemy Ground

The target takes a –4 penalty on Acrobatics checks and dexterity saving throws to move over slippery or uneven surfaces and to avoid falling prone .This effect lasts for 1 minute. On a successful Wis save, the penalty is reduced by half and the duration is only 1 round. At 8th level, this penalty increases to –8.

Enhanced Scent

You gain the ability to use your scent to detect any humanoids within a range of 60ft regardless of whether or not you can see them. You know the creatures location relative to the area you are standing. If the target is stealthed or in any way trying to mask their presence be it by hiding or other means, make a perception check with advantage. If your result exceeds their stealth check you notice their location. If the target is masking themselves with magic. You know they are in the radius somewhere but cannot determine exactly where.

Evil Eye

The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, or saving throws. This hex lasts for a number of rounds equal to 3 + the witch’s charisma modifier. A Wis save reduces this to just 1 round.

 At 8th level the penalty increases to –4.

Feral Speech

This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way.

At 12th level, the witch can use this hex to communicate with vermin.

Flight

Upon taking this hex, the witch can use feather fall at will and gains a +4 bonus on checks made to swim or navigate through water. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Floating Lotus

The witch can conjure a large lotus flower that floats by her side for a number of minutes per day equal to her level. This duration doesn’t need to be consecutive, but must be spent in 1-minute increments. While summoned, the witch can use the lotus to cross water as if she was affected by water walk. She can also use the flower for short bursts of flight, gaining a +10 bonus on checks made to high jump and long jump. This bonus increases by 10 at 5th level, and again at 9th level.

Fortune

The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Gift of Consumption

The witch curses a creature to share any effects that target her vitality.

Whenever the witch is exposed to an effect that requires her to attempt a Con save, as a reaction she can curse a creature within 30 feet to share the effect. The hexed creature must also attempt a Con save at the same DC as the witch’s, and on a failure it is subject to the same effects as the witch. Regardless of the outcome of the saving throw, the creature can’t be targeted by this hex again for 1 day. This hex does not function with effects that require two different types of saves for the same effect.

Gift of Greater Consumption

Requirement: Gift of Consumption hex

The witch can more effectively redirect effects to her proxy chosen by the gift of consumption hex.

When the witch succeeds at her Con save against an effect that she has redirected to a proxy, the hexed creature takes a –4 penalty on its Con save against the redirected effect. If the witch ever fails a Con save or intentionally exposes herself to an effect that requires a Con save, such as by ingesting a poison, she can redirect that effect to affect only the hexed creature, though the hexed creature can still attempt a saving throw to resist the effects. Once she has redirected an effect to another creature in this way, that creature cannot be affected by the gift of consumption hex again for 24 hours. The witch must have the gift of consumption hex to select this hex.

Healing

This acts as a cure wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure wounds but upcasted to a level equal to half the witches level rounded down. This does not expend a spell slot.

Heralding Bloom

A witch can compel a plant within 30 feet to spread a message, which must be 25 words or fewer and in a language the witch speaks. This message can’t contain verbal spell components, command words, or other magical effects. An intelligent plant that’s targeted can attempt a Wis save to negate the effect. If the save fails, the plant is magically compelled to “speak” this message in an audible voice, repeating it each time one or more intelligent creatures to whom the message has not yet been repeated comes within range, until 24 hours after the hex has been placed. The plant under the effect of the hex does not gain any special intelligence from this hex or gain any ability to understand the message if it does not normally understand the language the message is delivered in, and it is in no way otherwise compelled to act in any way it would not normally.

 

A witch can have a number of heralding blooms active equal to her witch level + her Charisma modifier.

Iceplant

This hex grants the witch and her familiar a +2 natural armor bonus and the ability to use the effects of the spell absorb elements once per round. The witch regains the ability to use this feature at the start of her turn.

The effect leaves the witch’s skin thick and stiff to the touch.

Jewelbound Familiar

The witch bonds her familiar to a jewel, allowing it to change shape into a grape-sized jewel as an action. When her familiar in her square or in an adjacent square, it transforms in a way that the witch is holding he jewel when the transformation is complete. Alternatively, the witch’s familiar can orbit her head as an ioun stone or affix itself to an amulet, belt, or ring she is wearing or a staff, wand, or weapon she is wielding.

 

While in this form, treat the familiar as an intelligent magic item with the familiar’s mental ability scores but no magical abilities. While in jewel form, the familiar retains its original hit points, but gains the AC of the item it transforms into. If the familiar takes enough points of damage in item form to become broken, it automatically reverts to its familiar form and cannot change to item form again until it is healed to its maximum hit point total. In its true form, the familiar’s eyes appear as cut, sparkling gemstones

Leshy Summoning

The witch's familiar gains the plant creature type in addition to its other type. Once every 24 hours, the witch can cast the spell summon fey without expending a spell slot, this can be affected by meta magic.

Minor Prophecy

The witch can call on her prophetic ancestors to cast augury once per day. She can spend a full hour casting the spell to negate the need for material components, but this reduces the accuracy of the spell by 5%.

Misfortune

The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Wis save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Mother's Eye

The witch can see through plant matter in a range of 60ft as if it were transparent for a number of minutes per day equal to her witch level. These minutes do not need to be consecutive, but must be spent in 1-minute increments.

Mud Witch

Requirements: Swamp Hag Hex

A witch with this hex can assume the form of viscous brown mud. The witch’s type changes to ooze and she is able to squeeze through even the smallest cracks, but she can’t make attacks or cast spells with verbal, somatic, material, or focus components while in this form, and she loses her supernatural abilities. If the witch has a touch spell ready to use, that spell is discharged harmlessly when she uses this hex. While the witch is in mud form, her speed becomes 10 feet and she gains a swim speed of 20 feet. The witch reduces all cold and slashing damage taken while in this form by 10 points. At 10th level, while the witch is in mud form, her speed increases to 20 feet and her swim speed increases to 40 feet. She can use this ability for a number of minutes per day equal to her level.

 

The duration doesn’t need to be consecutive, but it must be spent in 1-minute increments. This hex affects only the witch.

Murk Sight

The witch can see through natural fog, mist, and rain without penalty, ignoring any concealment bonuses gained from such effects. If the effect is created by magic, the witch can see up to 15 feet without penalty, with normal penalties and effects applying beyond that distance. This ability functions underwater as well, allowing the witch to see in murky water as though it were clear. This does not allow the witch to see anything she could not see otherwise, such as an invisible creature.

Nails

The witch’s nails are long and sharp, and count as natural weapons that deal 1d3 points of slashing damage (1d2 for a Small witch). The target must make a Con save or be poisoned for the next minute. A target can attempt a new saving throw at the end of its subsequent turns, ending the effect on a success. If trimmed, the witch’s nails regrow to their normal size in 1d4 days.

No Place Like Home

She chooses a target for the hex within 30 feet. If she chooses an ally, that ally gains a +2 bonus to AC against traps and on Dex saves against traps. If she chooses an opponent, that opponent takes a –2 penalty to AC against traps and on Dex saves against traps. Either way, the effects last for 1 minute. The target can attempt a Wis save to negate the effects of the hex. At 8th level, the bonus or penalty increases to 4. At 16th level, the bonus or penalty increases to 6. A creature targeted by this hex cannot be targeted again by this hex for 1 day.

Peacebond

A witch can use this hex on a creature to prevent it from drawing a weapon for a number of rounds equal to the witch’s level. This hex has no effect on natural weapons or weapons already in a creature’s hands, but does prevent an archer from drawing arrows. A Wis save negates this effect, and whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Poison Steep

Requirements: Cauldron hex

The witch can use her cauldron to brew a foul toxin in which she can steep fruits and other delicious edibles, transforming them so that when eaten, they have the same effect as a poison they choose with a gold cost equal to or less than 25 x their level. Brewing the toxin and then steeping the food takes 1 hour in total; steeping can affect up to 1 pound of food. The food is poisoned for 24 hours, and the poison cannot be transferred to other objects. The food tastes normal, but magic detects it as poisonous. Using this feature without crafting the poison first can only be done once per day without penalty. Using this ability more than once in 24 hours without brewing the poison first requires you to expend your highest level spell slot.The witch must have the cauldron hex to select this hex.

Poison Touch

The witch empowers herself or an ally within 30 feet with poisonous nails.

The affected creature gains a claw attack as a natural attack that deals 1d3 points of damage (1d2 for Small creatures) and has the following poison ability:

Witch Toxin: Claw—injury; save Con DC 10 + half the witch’s level + the witch’s Charisma modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Pollute Water

The witch can corrupt bodies of water with foul energies. This functions as the blight hex, except it affects only either an area of standing water or a creature with the aquatic or water subtype. a creature of any type that drinks water from a polluted area must succeed at a Con saving throw or become poisoned for 1d3 rounds and afflicted as if blighted with the blight hex curse. A creature that succeeds at this saving throw is immune to the effects of polluted water from this area for 24 hours. Polluted water does not quench thirst.

Polluting Glance

Requirements: Pollute Water Hex

The witch can corrupt non-magical liquid items (such as alchemical remedies) with a look. The witch can choose one liquid item she can see within 30 feet and change its contents into polluted water as per her pollute water hex (see above). The number of polluting glance hexes the witch can have active at one time is equal to her Charisma bonus (minimum 1). The witch must have the pollute water hex to select this hex.

Prehensile Hair

The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Charisma score. Her hair has reach 10 feet, and she can use it as a natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

The hair cannot be attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Protective Luck

The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result.

At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.

Scar

This hex curses a single target touched with horrible scars of the witch’s choosing, whether something as simple as a single letter on the target’s forehead or blotchy, burn-like scars on his body.

The target may make a Wis save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. The witch can use her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging.

The witch can withdraw this hex from a target as a free action at any range. The number of supernatural scars the witch can maintain at once is equal to her Charisma bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.

Seduction

The witch uses enthralling movements to stun a single creature within 60 feet that can see the witch. A Wis save negates this effect. If the target is (or could be) sexually attracted to the witch, the save DC is increased by 2. The effect lasts for 1 round, but the witch can extend this effect for 1 additional round (up to a total number of rounds equal to her class level) by taking a action to continue her enthralling movements. Whether or not the target succeeds at its save, it cannot be the target of this ability again for 1 day. At 8th level, the stun effect lasts for 2 additional rounds after the witch ceases taking an action to maintain it. This is a charm effect.

Sight Loss

On a failed Con save, the subject loses the use of darkvision, low-light vision, or abilities that grant the target the ability to see in the dark, and other visual abilities beyond simple sight, but not nonvisual means of perception like blindsight, scent, or tremorsense. This effect lasts 1 minute. At 8th level, this effect lasts for 10 minutes instead. Whether or not the creature succeeds at the saving throw, it can’t be the target of this hex again for 1 day.

Sink

The witch can cause a creature in water to struggle, imposing a –4 penalty on checks made to swim or navigate through water and reducing its swim speed (if any) by 10 feet for 1 minute unless it succeeds at a Con saving throw; on a successful save, the effect’s duration is reduced to 1 round. The duration of this hex can be extended with the cackle hex. This hex does not stack with itself.

Skullbound Shapechanger

The witch makes disguise checks with advantage.If she possesses the skull or face of the individual whom she wishes to transform into, she gains a +10 bonus to her disguise checks if the target is not familiar with that individual. If the target is familiar with the person the witch is disguised as, the bonus to disguise checks is only a +5.

Slumber

A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Wis save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with an action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Soothsayer

When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect.

The hex is wasted if it is not triggered within 24 hours.

Summers Heat

The witch surrounds her target with oppressive heat, dealing a number of points of nonlethal damage equal to her witch level and causing the target to take a level of exhaustion. The target can attempt a Con save to reduce this nonlethal damage by half and negate the exhaustion. Whether or not the target succeeds at this save, it can’t be the target of this hex again for 1 day.

Swamp Hag

While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked, as the trackless step druid ability. The witch can walk through mud and even quicksand as if it were normal ground.

Swamp's Grasp

One 10-foot square per witch level within 90 feet becomes difficult terrain for a number of rounds equal to 3 + the witch’s Charisma modifier. If the witch uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately.

Swine

The witch can partially transform an enemy into a pig. The effects of the transformation are mostly cosmetic and do not change the creature’s size category or overall shape, but the affected creature takes a –2 penalty on Wis saving throws for a number of rounds equal to the witch’s Charisma modifier (Will negates). At 8th level, the affected creature’s hands (or paws) turn into hooves, preventing it from using claw attacks or taking any action that would require the creature to use its fingers.

Tongues

A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a witch can use this ability to speak any language, as per tongues.

Unnerve Beasts

The target becomes offensive to animals (Wis negates). Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the witch’s Charisma modifier. A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a charm effect, but the hex on the target is not.

Verdant Familiar

Requirements: Leshy Summoning Hex

Your familiar gains immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.

Ward

The warded creature receives a +2 bonus to AC and a +2 bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

Water Lung

An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.

Witch's Bottle

Requirements: Cauldron Hex

Once per day, the witch can perform a 10-minute ritual to create a potion imbued with the power of one of her hexes. Any creature that consumes this potion is affected by the hex as if cast by its creator. The witch can’t use that hex until the potion is consumed or rendered inert.

Only hexes that can target a creature other than the witch can be distilled in this way. The potion remains potent until consumed or rendered inert by the witch as a free action. A witch must have the cauldron hex to select this hex.

Familiar Bond

You gain a closer magical bond with your familiar, granting you the following benefits:

-Any spell the witch casts on herself with a range of self also affects the familiar with the same spell and concentration as the original.This applies to hexes as well but only on hexes that target the witch.

-as a bonus action you can verbally or telepathically instruct your familiar to concentrate on a spell that you are already concentrating on, essentially maintaining concentration on your behalf, allowing you to cast another spell that requires concentration with no penalty should you have the ability to cast it.

-as an action, you can choose to siphon health from yourself or your familiar to bolster one another. You can choose to heal yourself for any number of hit points (no higher than your familiars HP max) and in doing so your familiar loses that many hit points. You can also in turn heal your familiar for any number of hit points (no higher than your HP max) and in turn lose that many hit points. You can use this feature once per day.

Major Hexes

Starting at 14th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.

Agony

With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is stunned for a number of rounds equal to the witch’s level. A Con save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Animal Skin

The witch can become any animal of a size from Tiny to Large whose skin she wears. This ability is similar to the druids wild shape, except she takes on the appearance of the specific individual from which the skin came.

Beast Eye

The witch can project her senses into an animal within 100 feet, sensing whatever it senses. She cannot control the animal’s actions. She can project her senses from that animal to another within 100 feet of it as an action, and can continue to make these sensory leaps, potentially viewing things very far from her actual location. She may return her senses to her own body as a free action. Normal animals get no saving throw against this ability, but animal companions, paladin mounts, and similar unusual animals may resist with a Wis save; the witch may use this ability on her own familiar as if it were an animal. If the witch has the coven hex, all other witches within 10 feet of her who also have the coven hex can see through this animal at will, although the acting witch still controls the ability. The witch can use this ability for a number of minutes per day equal to her level. These minutes need not be consecutive, but they must be spent in 1-minute increments.

Beast's Gift

The witch can use her magic to grant her allies ferocious animal abilities. The witch can partially transform a willing ally, granting him natural attacks for a number of minutes equal to the witch’s level. Choose one: the creature gains one bite attack that deals 1d8 points of damage and one natural attack of the witch’s choice that deals 1d6 points of damage, or the creature gains two claw attacks that deal 1d4 points of damage each. These attacks follow the standard rules for natural attacks.

Delicious Fright

The target of this hex becomes frightened for a number of rounds equal to 3 + the witch’s Charisma modifier. As long as the witch remains within 30 feet of her target, she gains a +1 bonus on attack rolls and a +1 bonus on saving throws as long as this effect persists. A successful Wis save reduces the duration of this hex to 1 round. This is a fear effect.

Drugged

The witch can combine her magic with her poisons to weaken her enemies’ minds. When the witch creates a poison, she can require the target of the poison to attempt a Wis save rather than a Con save. The witch must use this hex when she crafts the poison, and once used, the hex can’t be undone without remaking the poison.

False Hospitality

Some witches are known for greeting travelers with warmth only to reveal their powers once their enemies have lowered their defenses. A witch can use this hex to gain the benefits of glibness. This hex can be used once per day.

Hag's Eye

This functions as per the spell arcane eye. If the witch has the coven hex, all other spellcasters in the coven within 10 feet can see through this sensor as well, although the witch that created it still controls it. The witch can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Harrowing Curse

The witch can curse a target creature by touching it with a card randomly drawn from a harrow deck she owns. The target is affected as if by the spell bestow curse upcast to a level equal to half the witch's level, except that the curse is rolled randomly to determine which the target is affected by. Whether or not the save is successful, a creature cannot be targeted by this hex more than once in 24 hours.

 

At 15th level, this hex allows you to choose two curses to inflict on the same target.

Hidden Home

The witch can conceal or disguise her home and the area around it as if using hallucinatory terrain. Before using the hex, she must spend 1 day pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define her home territory. Thereafter, she can use the hex to change the appearance of that area as an action as long as she is within the area. The illusion persists until the witch changes or dismisses it. For the purpose of this ability, a witch can only have one “home” at a time.

Hoarfrost

The target is rimed with a shell of frost needles that slowly work their way into its flesh (Con negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured. dispel magic, remove curse, and similar spells end the effect. If the target saves, it is immune to this hex for 1 day.

Ice Tomb

A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Con half). If the target fails its save, it is paralyzed but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is stunned for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.

Infected Wounds

The target’s wounds become infected (Con negates). The target takes 1 point of Constitution damage per day. After the first day, the target may save once per day to cure the infection. This is a disease

Major Ameliorating

The witch can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses this hex, the witch either chooses the blinded or deafened condition, or chooses a type of effect: curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the witch’s level. Alternatively, for 24 hours the witch can grant her target a +4 bonus on saving throws against effects that cause any two of the above conditions or effects (witch’s choice; she can choose any combination of conditions or effects, as long as she chooses only two total). At 15th level, the witch can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a bonus against each time she uses the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Major Healing

This hex acts as cure wounds, upcast to a level equal to half your level +1. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like it did prior, but the healing is maximized.

Nightmares

Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject with a level of exhaustion and renders them unable to regain spell slots for the next 24 hours. A Wis save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.

Pariah

The witch can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to the witch’s Charisma modifier. Any other creature attempting to directly assist the target with a harmless spell or aid another action must attempt a Wis save. If the save succeeds, the aiding creature is unaffected by this hex. If the save fails, the aiding creature can’t follow through, the action is lost, and the aiding creature can’t directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area of effect spells.

Prophecy

The witch can call on her prophetic ancestors and cast divination once per day. She can spend a full hour casting the spell in place of providing the usual material components.

Regenerative Sinew

The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly.

The target either heals 5hp at the start of its turn for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice).

 

At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Restless Slumber

Requirements: Slumber Hex

The witch causes a creature within 30 feet to fall into a sleep riddled with nightmares. This functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to violently toss and turn, dealing 1d10 points of psychic damage to itself each turn.

 

This damage does not wake the creature. When it wakes, the creature’s addled state causes it to be confused as by the spell confusion for a number of rounds equal to half the witch’s level. The witch must have the slumber hex to select this hex.

Retribution

A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch’s Charisma modifier. A Wis save negates this effect.

Speak in Dreams

The witch can contact a creature as if using dream. The witch can use this ability on a number of creatures per day equal to her Charisma bonus, but can dream-speak to those creatures as often as desired throughout that time period.

Steal Voice

The witch can steal the voice of one creature within 30 feet, causing it to lose, for a number of rounds equal to the witch’s Charisma bonus, all abilities that rely on speech, including talking, casting spells with verbal components, and using auditory bardic performances. A successful Wis saving throw negates this effect. If this hex is used upon a willing target, the duration lasts for a number of hours equal to the witch’s Charisma bonus. Additionally, the witch can change her voice to match that of any creature whose voice she has stolen with this hex.

Vision

Granting a vision takes 1 minute, during which time the witch and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of the witch that granted them. For example, the visions granted by a chaotic evil witch often show scenes of death and destruction, while those of a neutral good witch tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A witch cannot use this ability on herself. Unwilling creatures receive a Wis save to negate the vision.

Waxen Image

The witch can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Wis save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Wis save to end the effect. This effect occurs on the witch’s turn and does not impede the creature’s actions on its turn. The witch can use the waxen image a number of times equal to her Charisma modifier before it melts. As an action, the witch can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both poisoned and stunned on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.

Weather Control

A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar.

Witch's Bounty

The witch may bless a bush, plant, or tree that is planted in the ground, so that it creates a plentiful harvest.

Each day at dawn, this blessed bush grows a number of goodberries equal to twice her witch level. Berries on the tree remain until they are picked, but the tree can never manifest a number of berries greater than twice her level at one time. The witch may only have one witch’s bounty active at a time, but can shift her blessing to a new plant with a ritual requiring 1 hour.

Witch's Brew

Requirements: Cauldron Hex

When the witch uses her cauldron to brew a potion, she may spend double the cost to create 2 identical potions that day instead of just 1. At 15th level, she may spend triple the cost to create 3 identical potions that day. The witch must have the cauldron hex to select this hex.

Witch's Charge

Once per day when preparing spells, a witch can designate a willing creature as her charge. She can target it with beneficial touch spells from a range of 30 feet. The creature remains her charge until she designates a new one.

Withering

The witch causes a creature within 30 feet to age rapidly, empowering the witch in the process.

The target ages to the next age category (adult to middle-aged, and so on). The witch gains a number of temporary hit points equal to 1d10 + her witch level and a +2 bonus to either Strength, Dexterity, or Constitution for a number of hours equal to her Charisma modifier. These effects last for a number of hours equal to the witch’s level.

A creature cannot be aged past venerable age by this hex, and it can attempt a Con save to negate the effect altogether. Once a creature has successfully saved against the withering hex, it cannot be affected by it again.

Grand Hex

Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex.

Abominate

The witch transforms a creature within 30 feet into an aberration. This hex acts as polymorph, except the target is transmuted into a Small, Medium, or Large aberration. Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day.

Animal Servant

The witch can use this hex to turn a humanoid enemy into an animal and rob it of its free will.

The transformation works as polymorph and is negated by a successful Wis save. The transformed creature retains its Intelligence score and known languages, if any, but the witch controls its mind. This effect functions as dominate monster, except the creature does not receive further saving throws to resist the hex. The effect can be removed only with wish or similar magic, although slaying the witch also ends the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Curse of Nonviolence

If the target fails its Wis save, it cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only. This is a compulsion effect. The curse is permanent but can be removed with the wish spell. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Death Curse

This hex has a range of 30 feet. The hexed creature receives a Wis save to negate the effect. If this save is failed, the creature receives a level of exhaustion the first round of the hex. On the second round of the hex, the creature gains another. On the third round, the creature dies unless it succeeds at a Con save. Creatures that fail the first save but succeed at the second retain the exhaustion and take 4d6 points of damage + 1 point of damage per level of the witch. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.

Death Interrupted

A witch with this grand hex can pluck a dead creature’s soul and store it in her familiar for safekeeping and eventual resurrection.

In order to use this ability, the witch must be adjacent to the target dead creature and her own familiar, and the ally’s soul must be free and willing to return at the witch’s behest. When the witch touches the creature’s remains (some small portion of the creature’s body must still exist, and it may have been dead for any amount of time), its soul enters the body of the witch’s familiar as per familiar melding, as if the witch’s familiar were the target’s familiar. The creature’s soul can remain within the witch’s familiar for up to 1 hour per class level the witch has. During this time, the witch can telepathically communicate with the creature’s soul (though the soul cannot do anything else), and the witch can return the ally to life. Doing so is an action that returns the creature’s soul to its body, brings it back to life with a number of hit points equal to 5d8 + 1 hit point per the witch’s caster level. The witch must be within 300 feet of the creature’s body to return it to life.

If a creature’s soul is in the witch’s familiar and this effect expires, or if the witch attempts to return the creature to life but is out of range, the creature remains dead. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Dire Prophecy

The witch curses the target so he is doomed to die (Wis negates). As long as the curse persists, the target takes a –4 penalty to his armor class and on attack rolls, saves, and ability checks While the curse persists, the witch may end it by bringing its full force upon her victim all at once. Doing so gives the victim a penalty equal to the witch’s caster level to his armor class or on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw.

The witch must decide to apply this penalty before the roll to be modified is made. If the witch does not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect.

Eternal Slumber

The creature receives a Wis save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect. The witch can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Forced Reincarnation

The witch causes a creature within 30 feet to die and be immediately reincarnated into a new body. A Wis save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnation. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Lay to Rest

The witch may target a single undead creature with this hex, this hex acts as circle of death but only damages undead. A Wis save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Life Giver

Once per day the witch can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.

Natural Disaster

This functions as an earthquake that occurs on the second round of the effect (while acid is raining from the sky). Otherwise the hex functions as such:

Casting time: one action

Range: 400ft

Effect: 360ft radius

You create a huge black storm cloud in the air. Each creature under the cloud must succeed on a Con save or be deafened for 1d4 x 10 minutes. Each round you continue to concentrate, the spell generates additional effects as noted below. Each effect occurs on your turn.

 

2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).

 

3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of lightning damage. A creature struck can attempt a Dex save for half damage.

 

4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).

 

5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

 

Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance‘s save DC + the level of the spell the caster is trying to cast.

 

A witch must concentrate for the duration of this effect. If disrupted, the effect immediately ends. A witch can only use this ability once per day.

Summon Spirit

The witch calls forth the ghost of a humanoid creature with no more than 18 Hit Dice. The ghost has its own personality and desires, but is willing to bargain with the witch, as if she had cast greater planar ally. To seal an agreement with the witch, the ghost requires life energy equal to 2 levels of exhaustion (this is in addition to the standard payment for the ghost’s service). This exhaustion persists as long as the ghost remains in the service of the witch; the witch can end the agreement as an action, immediately removing the exhaustion

Witch's Hut

The witch can animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut has resistance to all damage and its hit points double. The witch can give the hut the following commands: guard (the hut watches for trespassers within 120 feet using the witch’s Perception modifier and screams if it spots any), hide (all entrances are hidden by illusory wall spells and locked with arcane lock), and move (moves at speed 60 on giant bird or bone legs as directed by the witch, even obeying commands such as “follow me from 100 feet away”). The hut remains animate for 24 hours, until she dismisses it or she animates another, at which time the hut stops where it is and reverts to its nonmagical state.

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