Witch, 4th Variant (5e Class)
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Creating a Wiccan ==
A Wiccan, or witch, is a practitioner of the old faiths and a worshiper of forgotten gods. This is important to keep in mind as you ask the following questions while creating your Wiccan character. Why does your character subscribe to the old faith? Does your character hate and/or distrust practitioners of 'modern magic'? (Eg: Wizards and Bards) Does your character's practice of the old faith lead them away from society and modernity, or does it simply enrich their lives within their community?
- Quick Build
You can make a Wiccan quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Outlander or Hermit background.
As a Wiccan you gain the following class features.
- Hit Points
Armor: Light, Shields
Weapons: Simple Weapons, Shortswords, Longbows
Tools: Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: Choose three from Animal Handling, Athletics, History, Insight, Medicine, Nature, Perception and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- Leather Armor and a melee weapon with which you are proficient
- A Longbow and a quiver of 20 arrows
- An Herbalism Kit
- An Explorer's Pack
- If you are using starting wealth, you have 4d4*10 in funds.
|Cantrips Known||Features||—Spell Slots per Spell Level—|
|1st||+2||2||Spellcasting, Wiccan Mark, hex||2||—||—||—||—||—||—||—||—|
|3rd||+2||2||hex, witch's hand||4||2||—||—||—||—||—||—||—|
|4th||+2||3||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|5th||+3||3||Elder Magics (1), hex||4||3||2||—||—||—||—||—||—|
|6th||+3||3||Wiccan Mark Feature||4||3||3||—||—||—||—||—||—|
|7th||+3||3||Elemental Focus Feature, hex||4||3||3||1||—||—||—||—||—|
|8th||+3||4||Ability Score Improvement, witch Talisman||4||3||3||2||—||—||—||—||—|
|11th||+4||4||Elder Magics (2), hex||4||3||3||3||2||1||—||—||—|
|12th||+4||4||Ability Score Improvement, witch blood||4||3||3||3||2||1||—||—||—|
|13th||+5||4||Wiccan Mark Feature, hex||4||3||3||3||2||1||1||—||—|
|14th||+5||4||Elemental Focus Feature||4||3||3||3||2||1||1||—||—|
|16th||+5||5||Ability Score Improvement, cursebinder||4||3||3||3||2||1||1||1||—|
|17th||+6||5||Elder Magics (3), hex||4||3||3||3||2||1||1||1||1|
|18th||+6||5||Wiccan Mark Feature, Grand Hex||4||3||3||3||3||1||1||1||1|
|19th||+6||6||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
|20th||+6||6||Elder Witch, hex||4||3||3||3||3||2||2||1||1|
Calling upon the old gods, you can channel natural magics
At 1st level, you know 2 cantrips of your choice from the Wiccan spell list, detailed at the end of the class description. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wiccan table.
- Preparing And Casting Spells
The Wiccan table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Wiccan spells that are available for you to cast during a short or long rest, choosing from the Wiccan spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your Wiccan level (minimum of one spell). The spells must be of a level for which you have spell slots.
Additionally, you can learn spells in a manner similar to wizards by studying the root of the spells and experimenting until you get it right. Each spell learned this way costs 20gp and takes 4 hours per level of the spell.
- Ritual Casting
You can cast Wiccan spells as a ritual if that spell has the ritual tag. You do not need to have the spell prepared.
- Spellcasting Ability
Wisdom is your spellcasting ability for your Wiccan spells, as it is through your connection to the elder gods that you can manipulate magic. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Wiccan spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
Your Wiccan Mark is your spellcasting focus.
When not wearing any armor or wielding a shield, your AC equals 11 + your Constitution modifier + your Wisdom modifier
At 1st level, you choose to be branded with a mark denoting the old gods. This mark is the channel through which you control your magic and provides you with additional benefits.
You choose from the following marks: Head, Neck, Chest, Back, or Wrist. Note that once you have chosen your mark, you may never change it.
- Head: An intricate tattoo marks your forehead, chin and mouth, or the back of your head. Your mark calls upon the knowledge of the old gods. Upon selecting this mark, you gain proficiency in any 2 skills of your choice.
At 6th level, your mark provides you with greater magical knowledge, increasing the spell attack bonus and the spell save DC of your Wiccan spells by 2.
At 18th level, you learn to speak, read and write all languages. Additionally, the bonus to spell attack rolls and spell save DC from the 6th level feature increases to +4.
- Neck: The side or back of your neck is adorned with a small tattoo depicting the five elements. Your mark is one of grace and freedom. Upon selecting this mark, you increase your movement speed by 10.
At 6th level, you gain advantage on Dexterity(Acrobatics) and Strength(Athletics) checks made to resist grapples.
At 13th level, all checks made to grapple you are made at disadvantage. Additionally, you gain a climb speed equal to your walking speed.
At 18th level, you gain a flying speed equal to your walking speed, allowing flight and ground movement divided among your speed total. This flight only works in short bursts, and if you end your turn in the air, you will fall to the ground and take any damage associated with the fall.
- Chest: Your chest is scarred with ritualistic wounds from an athame. Your mark is one of vitality and strength of will. Upon selecting this mark, you gain 1 additional hit point and an additional hit point for each Wiccan level.
Beginning at 6th level, when you are knocked down to zero hit points but not killed outright, you are instead knocked to one hit point. This feature may be used once before requiring a long rest to do so again.
At 13th level, While at or below half of your hit point maximum,so long as you have at least 1 hit point, you regain 3 hit points at the beginning of each of your turns.
At 18th level, you maintain consciousness even while dying. While you are at 0 hit points, you still make death saving throws as normal, but so long as you are not dead, you may still use your action (But not your bonus action) and half of your movement speed. When you are stabilized, you are returned to 1 hit point. This feature may be used once before requiring a long rest to do so again.
- Back: Your back is tattooed to depict the Wheel of the Year. Your mark is one of protection. Upon selecting this mark, your unarmored AC increases to 13 + your Wisdom modifier.
At 6th level, you may add your Wisdom modifier to all saving throws.
At 13th level, you take no extra damage from critical hits.
At 18th level, your unarmored AC equals 15 + your Wisdom modifier.
- Wrist: Your wrist, hand or finger is tattooed with the mark of your Coven. Your mark is one of power and strength. Upon selecting this mark, you gain proficiency with any simple or martial weapon of your choice. This weapon is your Coven weapon, and you gain +1 to attack rolls with this weapon type.
At 6th level, you may add your Wisdom modifier as additional damage to damage rolls with your Coven weapon. Additionally, attacks with your coven weapon are now considered magical if they are not already.
At 13th level, if you use your action to cast a wiccan cantrip, you may use your bonus action to make a single weapon attack with your coven weapon.
At 18th level, you add +2 to attack rolls with your Coven weapon. Additionally, you land a critical hit on a roll of 19 or 20 with your coven weapon.
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 3nd level and for every 2 levels. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a bônus 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 Wisdom modifier Listed end of the class
Upon reaching 2nd level, you claim your Elemental focus. You may choose from one of the following: Fire, Water, Air, Earth and Aether. These options are detailed at the end of the class description.
Upon reaching 3th level. Your helpful nature incite's your ancestors to give you aid, lending you their hands to extend specific spells beyond their own limitations, spells with a range of "touch" have their range increased by 25-feet.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, you may select any two spells from the Cleric or Sorcerer spell lists. These spells must be of a level that you can cast (or be a cantrip) and do not count against the number of spells you know or can prepare daily. At 11th level, you may select two additional spells from the aforementioned spell lists. At 18th level, you may select two additional spells from the aforementioned spell lists.
At 8st level, you choose a witch talisman. A talisman is a highly personal item that the witch has imbued with a part of their soul, acting as a channel to the ambient magical energies of the universe.
Talismans, regardless of type, have half the amount of health that you do and an AC of 20. They can only be hit if targeted specifically and cannot be included in areas of effect. If a talisman is destroyed, a witch loses their spellcasting abilities and any ongoing spells they cast immediately end. Witch's also take 50% of their maximum health in damage when a talisman is destroyed. A talisman is restored to full hit points and automatically created anew if destroyed after the witch takes a long rest.
Your choice of talisman also gives you a special ability associated with it, based on its type as listed below. This choice cannot be changed.
Amulet: Your talisman is a magical amulet with a design unique and iconic to you. While you wear it you gain a +2 bonus to your AC. (Examples: A lucky coin, a shiny button that replaces a button on anything you wear, a scarab beetle necklace, a silver belt buckle, a four leaf clover that never wilts, a bone pentacle.)
Athame: Your talisman is an ornate or rustic magical weapon. Typically this weapon takes the form of a dagger, short sword or other onehanded blade, but could also be a spear, hammer, or any other melee weapon. You are proficient in the use of your athame and it deals 2d6 bludgeoning, piercing, or slashing damage, chosen when you select this class feature. Attacks with your athame use your spell attack bonus on attack rolls and add your Intelligence modifier on damage rolls. Over the course of a long rest, you can choose to desummon your athame and resummon it as a different type of melee weapon.(Examples: A black glass dagger, a silver longsword, a stone handaxe, a bone spear, a gleaming glove that produces a deadly blade, a barbed scourge.)
Headpiece: Your talisman is a hat, pendant, barette, hairband, headband or head piece of some sort with a design unique to yourself, generally with a jewel or bone centerpiece. While you wear it you gain proficiency in any 4 skills, chosen when you select this class feature. (Examples: A pointed, conical hat. A gem that hangs from a chain on the center of the forehead. A butterfly barette. A beautiful sapphire pin.)
Focus: Your talisman is a magic wand, broom, staff, crystal, tome or rod with a design unique to you. While you wield it your spell attack and spell DC both increase by 3. (Examples: A carved wand of bone, a twined ivy bracelet, a crystal ball that floats above the hand, a tome of fairy tales and poems, a staff made from a single ancient oak branch, a gnarled broom, a giant pestle.)
Ring: Your talisman is a ring of power with a unique design. It could be chased metal, fine wire with a jewel or bone setting, a thick band, a wedding ring, a cage ring, a claw ring or any other finger adornment. While you wear your ring you can speak, read, and understand the following languages: Celestial, Abyssal, Sylvan, and Draconic.
When a witch dies, their talisman is destroyed in a spectacular display of magical power. It cracks, streams of light pouring from it until it shatters and explodes in a cloud of glittering dust, elemental energy, shrapnel and arcane force. One piece of it always remains: the burned husk of a witch’s broom, the blackened crystal from a gorgeous necklace, the broken hilt of a cruel knife.
Starting at 9th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.
Upon reaching 10th level, you gain the ability to spare a creature from the effects of their ails. As an action, you can touch a willing creature suffering from one or more of the following conditions - Blinded, Deafened, Paralyzed, Poisoned, or Stunned, or petrify - and cure them of a two condition plaguing them. If the creature is suffering from a disease, you may choose to cure it rather than ending one of the aforementioned conditions. Using this feature will cause you to take 1d4 points of necrotic damage that ignores resistance and immunity. You may use this feature a number of times equal to your Wisdom modifier before requiring a long rest to do so again.
Upon reaching 12th level. Your selfless nature inspires you to find new ways to bend spells, in your best effort to aid your allies, you can cast any spell with a range of "self" as a touch spell on a willing creature.
Upon reaching 16th level. You can share any curse, such as from the spells hex and bestow curse, or madness effect you suffer from with another creature. Choose a creature within 30 ft of you. The target must succeed on a Wisdom check (DC = 13 + your proficiency bonus + your Wisdom modifier) or suffer from an exact copy of your curse or madness. The effect stops if the target falls unconscious or the curse or madness ends.
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.
When you reach 20th level, you have become an integral part of the cycle of nature. If you are no older than 30 years of age, you cease to age and if you are older than that, you are reverted to a younger version of yourself, no older than 30 years of age and cease to age. From this point on, no magic effect can age you. Additionally, you and every friendly creature within 15 feet of you gains advantage on death saving throws and you increase your Wisdom score by 6. (To a maximum of 26)
Wiccans that focus on the element of Earth have domain over the foundations of earthbound life.
When you take this Focus at 2nd level, you are unaffected by nonmagical difficult terrain caused by craggy earth or jagged stone. Additionally, you learn Blade Ward and may treat it as a Wiccan cantrip. This does not count against your known cantrips.
Bones of the Earth
When you reach 7th level, you become resistant to bludgeoning damage. Additionally, as an action, you may create a reactive shield around yourself. Until the beginning of your next turn, any creature that successfully makes a melee attack against you takes magical bludgeoning damage equal to 1/2 the damage they do to you. This feature may be used once and is regained upon completion of a long or short rest.
When you reach 14th level, you gain advantage on all saving throws against being knocked prone and when an effect would push you back, the distance you are pushed is reduced by half to the nearest interval of 5 (Rounded down). (Ex: You would be pushed back 15 feet, you are instead pushed back 5 feet.)
Those who study the domain of Air have an uncanny understanding of the cycles of weather.
Cradling Winds When you take this Focus at 2nd level, you can safely fall any distance up to 10 times your proficiency bonus before taking fall damage. Additionally, you learn Thaumaturgy and may treat it as a Wiccan cantrip. This does not count against your known cantrips.
As the Winds When you reach 7th level, you become resistant to thunder damage. Additionally, when you take damage from any attack, you may use your reaction to move up to half of your speed without provoking attacks of opportunity. This feature may be used a number of times equal to your Wisdom Modifier before completion of a long or short rest.
Hand of the Sky When you reach 14th level, your melee attacks and touch ranged spells now have a range of 10 feet.
Wiccans aligned with Fire know the passion and power that can create or destroy life.
Sunward When you take this Focus at 2nd level, you are unaffected by intense weather conditions of up to 160 degrees Fahrenheit. Additionally, you learn one of the following cantrips and may treat it as a Wiccan cantrip: Light, Produce Flame, or Sacred Flame.
Embrace the Inferno When you reach 7th level, you gain resistance to fire damage. Additionally, as an action, you can wreath yourself in magical flames for 1 minute, shedding bright light in a 10 foot radius and dim light for an additional 10 feet. While these flames are active, once on each of your turns, if you deal fire damage to a creature in this radius, they take an additional fire damage equal to your wiccan level. This feature may be used once before completion of a long or short rest.
Burning Beacon When you reach 14th level, attack rolls made against friendly creatures that are within 10 feet of you are made at disadvantage.
Those who align themselves with Water understand the ebb and flow of life.
When you take this focus at 2nd level, you gain the ability to breath water. In addition, you learn Spare The Dying as a Wiccan cantrip.
Child of The Seas
When you reach 7th level, you become resistant to cold damage. In addition, as an action you may create a 10 foot radius sphere of buffeting waves to throw your foes away from you. Until the beginning of your next turn, any creature of your choice that starts their turn in this area takes 2d8 cold damage and is pushed back 10 feet. This feature may be used once before completion of a long or short rest.
Ebb and Flow
When you reach 14th level, when you heal a creature (Including yourself) with a spell of 1st level or greater, you may re-roll any number of dice used by the spell (once) and take the higher value rolled.
Wiccans whose focus is Aether can see the connection between all of the elements.
Connection of Life
When you take this focus at 2nd level, you may use your reaction when a friendly creature within 30 feet of you is harmed to grant them resistance to that instance of damage. You may use this feature a number of times equal to your Wisdom modifier (Minimum 1) before requiring a long rest to do so again.
Shield of Spirits
When you reach 7th level, you become resistant to force damage. Additionally, as an action, you may select a creature within 30 feet of you to create an arcane shield around them. any damage that this creature takes is reduced by a value equal to your Wisdom modifier. And this creature healing your Wisdom modifier in the turn beginning
All Things Are Connected
When you reach 14th level, if you pass a saving throw against a status condition, you may use your reaction to impose a Wisdom saving throw on whatever creature tried to affect you. If the creature fails, they are effected by whatever condition they tried to impose on you until the end of their next turn. You may use this feature once before requiring a short or long rest to do so again. And the save DC of any spell you cast that does not directly do damage increases by 2.
list of hex
Blight (Su): The witch can curse an animal, plant creature, or plot of land, causing it to wither and die. 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 Will 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 (Su): A witch can cackle madly as a move action. 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 (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
Charm (Su): 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 creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch's Intelligence modifier. A Will 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 the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.
Coven (Ex): The witch counts as a hag for the purpose of joining a hag's coven. The coven must contain at least one hag. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch's caster level for 1 round. This bonus applies to the witch's spells and all of her hexes.
Disguise (Su): A witch can change her appearance for a number of hours 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.
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4. At 16th level the penalty increases to -6.
Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. 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.
Fortune (Su): 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.
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light 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 moderate wounds.
Misfortune (Su): 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 Will 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.
Slumber (Su): 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 Will 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 a standard 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.
Tongues (Su): 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.
Ward (Su): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance 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.
Agony (Su): 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 nauseated for a number of rounds equal to the witch's level. A Fortitude 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.
Hag's Eye (Su): A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex 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.
Major Healing (Su): By calling upon eerie powers, the witch's touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the witch's caster level. 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 cure critical wounds.
Nightmares (Su): 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. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.
Retribution (Su): 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 Intelligence modifier. A Will save negates this effect.
Vision (Su): A witch with the vision hex can grant a glimpse of the future to a creature touched. 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 Will save to negate the vision.
Waxen Image (Su): 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 Will 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 Will 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 Intelligence modifier before it melts. As a standard 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 sickened and staggered 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 (Su): 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.
Death Curse (Su): This powerful hex seizes a creature's heart, causing death within just a few moments. This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted 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.
Eternal Slumber (Su): The witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will 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 (Su): The witch causes a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Life Giver (Su): 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 (Su): A witch using this hex calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). 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.
- spell list of witch *.
- 1st Level
Alarm, bane, color spray, comprehend languages, cure wounds, detect evil and good, detect magic, detect poison and disease, find familiar, floating disk, fog cloud, grease, healing word, identify, illusory script, mage armor, protection from evil and good, purify food and drink, sanctuary, shield.
- 2nd Level
Arcanist’s magic aura, augury, binding pact, blindness/deafness, crown of madness, darkness, darkvision, detect thoughts, enhance ability, find steed, find traps, flock of familiars, gentle repose, gift of gab, hold person, knock, lesser restoration, locate object, mental barrier, prayer of healing, ray of enfeeblement, rope trick, see invisibility, skywrite, suggestion, summon beast, thought shield, web, wristpocket, zone of truth.
- 3rd Level
Beacon of hope, bestow curse, catnap, clairvoyance, conjure animals, counterspell, create food and water, daylight, dispel magic, fast friends, fear, feign death, fly, glyph of warding, haste, incite greed, intellect fortress, life transference, magic circle, mass healing word, protection from energy, remove curse, revivify, sending, spirit shroud, summon lesser demons, summon shadowspawn, summon undead, Tiny Hut, tongues, wall of sand, water breathing, water walk, wind wall.
- 4th Level
Arcane eye, compulsion, confusion, conjure minor elementals, death ward, dimension door, divination, dominate beast, ego whip, find greater steed, guardian of nature, locate creature, polymorph, private sanctum, secret chest, shadow of moil, summon aberration, summon construct, summon elemental, summon greater demon.
- 5th Level
Antilife shell, awaken, commune, conjure elemental, contact other plane, creation, dispel evil and good, greater restoration, hold monster, legend lore, mass cure wounds, modify memory, passwall, planar binding, reincarnate, scrying, skill empowerment, summon celestial, telekinesis, telepathic bond, teleportation circle.
- 6th Level
Arcane gate, contingency, conjure fey, create homunculus, create undead, find the path, flesh to stone, globe of invulnerability, guards and wards, heal, instant summons, magic jar, mass suggestion, planar ally, soul cage, summon fiend, true seeing, wall of ice, wind walk, word of recall.
- 7th Level
- 8th Level
- 9th Level
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: 15 Wisdom
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: nature and simple weapon