Magical practitioners who commune with the forces of nature and entities from realms beyond. Witches call forth their power through craft, rituals, incantations, herbs, stones, candles, and other tools to enact their will and conjure powerful spells.
When you or an ally within Far range rolls a failure, you can spend 3 Hope to change into a success with Fear instead.
Hex
When a creature causes you or an ally within Close range to mark any number of Hit Points, you can mark a Stress to Hex them. While Hexed, they gain a penalty to their damage thresholds equal to your Spellcast trait and a penalty to their Difficulty equal to your tier. You can only have one target Hexed at a time.
Commune
During a long rest, you can commune with an entity (an ancestor, deity, spirit, aspect of nature, etc.). Ask them a question, then roll 4d6. If any of the dice have matching values, reference the chart below for the effect. If there are multiple matches, you get more than one effect.
When you take a downtime action that requires rolling, you can roll twice and take the higher result.
Tethered Talisman
Once per rest, during a moment of peace, you can enchant a small object and give it to anally to Tether to them. While a Tethered ally holds this object, when they are hit by an attack, you can expend the magic in the totem to deal 1 Hit Point to the attacker.
Specialization Features
Walk Between Worlds
Make a Spellcast Roll (13) in an area containing one or more dead bodies. On a success, you can watch the last few moments leading to their death by bringing the surroundings of the past to life in spectral form. You can mark a Stress during this spell to also hear the sounds that were made during this moment in time. On a failure, the bodies turn to dust.
Enhanced Augury
Increase the amount of dice you roll for your “Commune” feature to 6d6.
Mastery Features
Circle of Power
Once per rest, mark a circle on the ground up to Very Close range and place a number of tokens equal to your Spellcast Trait on this card. Each time you make an action roll or are hit with an attack, remove a token. This spell lasts until you’ve
spent your last token or you step out of the circle. While within this circle:
Herbal Remedies: When you take a downtime action that requires rolling, you can roll twice and take the higher result.
Tethered Talisman: Once per rest, during a moment of peace, you can enchant a small object and give it to anally to Tether to them. While a Tethered ally holds this object, when they are hit by an attack, you can expend the magic in the totem to deal 1 Hit Point to the attacker.
Witch
The Void v1.4
Hedge
Specialization
Walk Between Worlds: Make a Spellcast Roll (13) in an area containing one or more dead bodies. On a success, you can watch the last few moments leading to their death by bringing the surroundings of the past to life in spectral form. You can mark a Stress during this spell to also hear the sounds that were made during this moment in time. On a failure, the bodies turn to dust.
Enhanced Augury: Increase the amount of dice you roll for your “Commune” feature to 6d6.
Witch
The Void v1.4
Hedge
Mastery
Circle of Power: Once per rest, mark a circle on the ground up to Very Close range and place a number of tokens equal to your Spellcast Trait on this card. Each time you make an action roll or are hit with an attack, remove a token. This spell lasts until you’ve
spent your last token or you step out of the circle. While within this circle:
When you are in moonlight, you have a +1 bonus to your Spellcast Rolls.
Ire of Pale Light
When a creature within Far range that you have cursed with your Hex fails an attack roll, they must mark a Stress.
Specialization Features
Moonglow
Mark a Stress to Glamour yourself and create a magical facade over your form. Your Glamour automatically drops the next time you take damage or at your next rest. While Glamoured you can:
Take the form of any creature of your approximate size that you’ve seen.
Enhance your own appearance. Gain advantage on Presence Rolls that leverage this change to its purpose.
Mastery Features
Lunar Phases
During a long rest, instead of Communing, you can roll your Communion Dice to alter your form. If any of the dice have matching values, reference the chart below for the effect. If you have multiple matches, choose one. If none match, choose a different downtime action. The effects last until your next rest.
5-6: Eclipse - Gain a +1 bonus to your Evasion.
2-4: Waxing - Gain a +2 bonus to all damage rolls.
1-2: Waning - You can always spend a Hope to reduce Minor damage to None.
Nightwatcher: When you are in moonlight, you have a +1 bonus to your Spellcast Rolls.
Ire of Pale Light: When a creature within Far range that you have cursed with your Hex fails an attack roll, they must mark a Stress.
Witch
The Void v1.4
Moon
Specialization
Moonglow: Mark a Stress to Glamour yourself and create a magical facade over your form. Your Glamour automatically drops the next time you take damage or at your next rest. While Glamoured you can:
Take the form of any creature of your approximate size that you’ve seen.
Enhance your own appearance. Gain advantage on Presence Rolls that leverage this change to its purpose.
Witch
The Void v1.4
Moon
Mastery
Lunar Phases: During a long rest, instead of Communing, you can roll your Communion Dice to alter your form. If any of the dice have matching values, reference the chart below for the effect. If you have multiple matches, choose one. If none match, choose a different downtime action. The effects last until your next rest.
5-6: Eclipse - Gain a +1 bonus to your Evasion.
2-4: Waxing - Gain a +2 bonus to all damage rolls.
1-2: Waning - You can always spend a Hope to reduce Minor damage to None.
Witch
Class Items
Recieve one of following items at character creation
A handcrafted besom
A pouch of animal bones you found in the wild
Background Questions
Answer any of the following background questions. You can also create your own questions.
How did you first discover your affinity for magical craft?
You once used your power to help some in a dire situation. Who were they and why did they come to you?
Your magic once opened a door best left closed. Who or what was on the other side?
Connections
Ask your fellow players one of the following questions for their characters to answer, or create your own questions.
What about my magical practice makes you most ill at ease?
I once appeared to you in a dream and shared a vision of the future. What did I tell you?
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