Witch Abilities

Witch Features
Stigmatized Witch Features
Hagbound Features
Hex Channeler Features
Ley Line Guardian Features
Elemental Witch Features
Witch of the Veil Features

 

Witch Features

Witch's Familiar

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. Familiars also aid a witch by granting her skill bonuses, additional Spells, and help with some types of magic.

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. A Witch's familiar begins play storing all of the 0-level witch Spells plus three 1st level Spells of the witch's choice. The Witch also selects a number of additional 1st-level Spells equal to her Intelligence modifier to store in her familiar. At each new Witch level, she adds two new Spells of any spell level or levels that she can cast (based on her new Witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Patron

At 1st level, when a Witch gains her familiar, she must also select a Patron. This Patron is a vague and mysterious force, granting the Witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch's Patron adds new Spells to a witch's list of Spells known. These Spells are also automatically added to the list of Spells stored by the familiar. The Spells gained depend upon the patron chosen.

Hex

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.

Using a Hex is a Standard Action that doesn't provoke an Attack of Opportunity unless otherwise noted. The saving throw DC to resist a Hex is equal to 10 + half the Witch's level + the Witch's Intelligence modifier. For Stigmatized Witch the saving throw use Charisma modifier instead of Intelligence modifier.

 

Major Hex

Starting at 10th level, and every two levels thereafter, a Witch can choose one of the following Major Hexes whenever she could select a new hex.

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.

Simple Weapon Proficiency

You become proficient with all Simple Weapons.

 

 

Stigmatized Witch Features

Witch's Familiar

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. Familiars also aid a witch by granting her skill bonuses, additional Spells, and help with some types of magic.

Witch must commune with her familiar each day to prepare her SpellsFamiliars store all of the Spells that a Witch knows, and a Witch cannot prepare a Spell that is not stored by her familiar. A Witch's familiar begins play storing all of the 0-level witch Spells plus three 1st level Spells of the witch's choice. The Witch also selects a number of additional 1st-level Spells equal to her Intelligence modifier to store in her familiar. At each new Witch level, she adds two new Spells of any spell level or levels that she can cast (based on her new Witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Simple Weapon Proficiency

You become proficient with all Simple Weapons.

Hex

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.

Using a Hex is a Standard Action that doesn't provoke an Attack of Opportunity unless otherwise noted. The saving throw DC to resist a Hex is equal to 10 + half the Witch's level + the Witch's Intelligence modifier. For Stigmatized Witch the saving throw use Charisma modifier instead of Intelligence modifier.

 

Major Hex

Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.

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.

Oracle's Curse

Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her Oracle level plus one for every two levels or Hit Dice other than oracle.

 

 

Hagbound Features

Witch's Familiar

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. Familiars also aid a witch by granting her skill bonuses, additional Spells, and help with some types of magic.

Witch must commune with her familiar each day to prepare her SpellsFamiliars store all of the Spells that a Witch knows, and a Witch cannot prepare a Spell that is not stored by her familiar. A Witch's familiar begins play storing all of the 0-level witch Spells plus three 1st level Spells of the witch's choice. The Witch also selects a number of additional 1st-level Spells equal to her Intelligence modifier to store in her familiar. At each new Witch level, she adds two new Spells of any spell level or levels that she can cast (based on her new Witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Hagbound Patron

A Hagbound must select one of the following patrons: Deception, Endurance, Shadow, Strength.

Hex

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.

Using a Hex is a Standard Action that doesn't provoke an Attack of Opportunity unless otherwise noted. The saving throw DC to resist a Hex is equal to 10 + half the Witch's level + the Witch's Intelligence modifier. For Stigmatized Witch the saving throw use Charisma modifier instead of Intelligence modifier.

 

Major Hex

Starting at 10th level, and every two levels thereafter, a Witch can choose one of the following Major Hexes whenever she could select a new hex.

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.

Hunched Muscle

At 2nd level, warty growths and knobby muscles twist the Hagbound’s body. She gains a +2 size bonus to her Strength score. This bonus increases by 2 at 8th level and 14th level, to a maximum of +6.

 

Vile Curse

At 10th level, the Hagbound becomes exceptionally skilled at cursing others. She can cast Bestow Curse at will, but its duration becomes 24 hours. Once a creature has been affected by this ability, it is immune to the Witch's vile curse ability for 24 hours.

Hag's Claws

A Hagbound’s hands grow into a pair of hideous claws that deal 1d4 points of damage for a Medium hagbound (1d3 for a Small creature).

Hag Transformation

At 20th level, the Hagbound transforms into a true hag, purging all goodness and light from her in exchange for dark power. Her type changes to monstrous humanoid; she gains immunity to charm and fear effects. She also gains Spell Resistance 31.

Simple Weapon Proficiency

You become proficient with all Simple Weapons.

 

 

Hex Channeler Features

Witch's Familiar

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. Familiars also aid a witch by granting her skill bonuses, additional Spells, and help with some types of magic.

Witch must commune with her familiar each day to prepare her SpellsFamiliars store all of the Spells that a Witch knows, and a Witch cannot prepare a Spell that is not stored by her familiar. A Witch's familiar begins play storing all of the 0-level witch Spells plus three 1st level Spells of the witch's choice. The Witch also selects a number of additional 1st-level Spells equal to her Intelligence modifier to store in her familiar. At each new Witch level, she adds two new Spells of any spell level or levels that she can cast (based on her new Witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Patron

At 1st level, when a Witch gains her familiar, she must also select a Patron. This Patron is a vague and mysterious force, granting the Witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch's Patron adds new Spells to a witch's list of Spells known. These Spells are also automatically added to the list of Spells stored by the familiar. The Spells gained depend upon the patron chosen.

Hex

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.

Using a Hex is a Standard Action that doesn't provoke an Attack of Opportunity unless otherwise noted. The saving throw DC to resist a Hex is equal to 10 + half the Witch's level + the Witch's Intelligence modifier. For Stigmatized Witch the saving throw use Charisma modifier instead of Intelligence modifier.

 

Major Hex

Starting at 10th level, and every two levels thereafter, a Witch can choose one of the following Major Hexes whenever she could select a new hex.

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.

Channel Energy (Hex Channeler)

At 2nd level, a Hex Channeler can call upon her patron to release a wave of energy from herself. A good witch channels positive energy (like a good cleric), and an evil witch channels negative energy (like an evil cleric). A witch who is neither good nor evil must choose whether she channels positive or negative energy; once this choice is made, it cannot be reversed.

Channeling Energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Witch. The Witch can Channel Energy a number of times per day equal to 3 + her Charisma modifier (minimum 1). The Hex Channeler uses her Witch level has her Cleric level for all other effects dependent upon channel energy (except increasing the amount of damage healed or dealt). The Hex Channeler can choose whether or not to include herself or her familiar in this effect.

This burst heals or deals 1d6 points of damage. Every time the Hex Channeler is able to learn a new Hex (Including major or Grand Hexes), she can instead increase her channel energy amount by 1d6.

Simple Weapon Proficiency

You become proficient with all Simple Weapons.

 

 

Ley Line Guardian Features

Ley Line Powered

Instead of preparing her Spells, a Ley Line Guardian draws the power casting Spells directly from Ley Lines. A Ley Line Guardian is a spontaneous spellcaster. She knows the same number of Spells and receives the same number of Spells slots per day as a Sorcerer of her Witch level. Bonus Spells granted by a Ley Line Guardian's patron are added to the Ley Line Guardian's total Spells known at the appropriate levels.

Patron

At 1st level, when a Witch gains her familiar, she must also select a Patron. This Patron is a vague and mysterious force, granting the Witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch's Patron adds new Spells to a witch's list of Spells known. These Spells are also automatically added to the list of Spells stored by the familiar. The Spells gained depend upon the patron chosen.

Hex

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.

Using a Hex is a Standard Action that doesn't provoke an Attack of Opportunity unless otherwise noted. The saving throw DC to resist a Hex is equal to 10 + half the Witch's level + the Witch's Intelligence modifier. For Stigmatized Witch the saving throw use Charisma modifier instead of Intelligence modifier.

 

Major Hex

Starting at 10th level, and every two levels thereafter, a Witch can choose one of the following Major Hexes whenever she could select a new hex.

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.

Simple Weapon Proficiency

You become proficient with all Simple Weapons.

Conduit Surge

At 1st level, a Ley Line Guardian is adept at channeling energy from Ley Lines to enhance her own Spells. As a Swift Action, she can increase her effective caster level for the next spell she casts in that round by 1d4-1 levels. After performing a Conduit Surge, the Ley Line Guardian must succeed at a Fortitude Save (DC = 10 + level of spell cast + number of additional caster levels granted) or become staggered for a number of minutes equal to the level of the spell cast. At 8th level, the caster level increase becomes 1d4. She can use this ability a number of times per day equal to 3 + her Charisma modifier.

 

 

Elemental Witch Features

Witch's Familiar

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. Familiars also aid a witch by granting her skill bonuses, additional Spells, and help with some types of magic.

Witch must commune with her familiar each day to prepare her SpellsFamiliars store all of the Spells that a Witch knows, and a Witch cannot prepare a Spell that is not stored by her familiar. A Witch's familiar begins play storing all of the 0-level witch Spells plus three 1st level Spells of the witch's choice. The Witch also selects a number of additional 1st-level Spells equal to her Intelligence modifier to store in her familiar. At each new Witch level, she adds two new Spells of any spell level or levels that she can cast (based on her new Witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Simple Weapon Proficiency

You become proficient with all Simple Weapons.

Hex

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.

Using a Hex is a Standard Action that doesn't provoke an Attack of Opportunity unless otherwise noted. The saving throw DC to resist a Hex is equal to 10 + half the Witch's level + the Witch's Intelligence modifier. For Stigmatized Witch the saving throw use Charisma modifier instead of Intelligence modifier.

 

Major Hex

Starting at 10th level, and every two levels thereafter, a Witch can choose one of the following Major Hexes whenever she could select a new hex.

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.

Elemental Ray

At 1st level, Elemental Witch selects one type of energy. She gains the ability to use this energy to create a ray of destruction, dealing 1d6 Energy Damage plus 1d6 of additional damage for every 3 Witch levels as a ranged Touch Attack.
At 11th level, she selects one more energy type.

 

Elemental Patron

At 1st level, when a Witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen.

 

 

 

 

 

Witch of the Veil Features

Witch's Familiar

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. Familiars also aid a witch by granting her skill bonuses, additional Spells, and help with some types of magic.

Witch must commune with her familiar each day to prepare her SpellsFamiliars store all of the Spells that a Witch knows, and a Witch cannot prepare a Spell that is not stored by her familiar. A Witch's familiar begins play storing all of the 0-level witch Spells plus three 1st level Spells of the witch's choice. The Witch also selects a number of additional 1st-level Spells equal to her Intelligence modifier to store in her familiar. At each new Witch level, she adds two new Spells of any spell level or levels that she can cast (based on her new Witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Shrouded Step

At 2nd level, Witch of the Veil gains the ability to become invisible for a number of rounds equal to her Intelligence bonus as a Swift Action.

At 8th level, she also can teleport 30 feet and then become invisible, as per invisibility spell.

At 16th level, she gains the benefits of Greater Invisibility spell instead.

Hex

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.

Using a Hex is a Standard Action that doesn't provoke an Attack of Opportunity unless otherwise noted. The saving throw DC to resist a Hex is equal to 10 + half the Witch's level + the Witch's Intelligence modifier. For Stigmatized Witch the saving throw use Charisma modifier instead of Intelligence modifier.

 

Major Hex

Starting at 10th level, and every two levels thereafter, a Witch can choose one of the following Major Hexes whenever she could select a new hex.

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.

Secrecy

Witch of the Veil gains Stealth and Trickery as class skills.

 

Deception

This patron grants the Witch  a list of known Spells: Vanish, Invisibility, Displacement, Confusion, Phantasmal Web, Serenity, Invisibility, Mass, Angelic Aspect, Greater, Weird.

 

Simple Weapon Proficiency

You become proficient with all Simple Weapons.

 

 

 

 

 




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