Specials

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Specials

Familiar Special 1

Your patron has sent you a familiar, a mystical creature that teaches you magic and facilitates your spells. This familiar follows the
rules beginning on page 212, though as it’s a direct conduit between you and your patron, it’s more powerful than typical familiars.
Your familiar gains two additional familiar abilities: one of these is a unique ability based on your patron and is always selected, and
the other is an additional familiar ability that can be selected daily as normal. Your familiar gains another extra ability at 6th, 12th,
and 18th levels.Spells: Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must
commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10
cantrips, five 1st-rank spells, and one additional spell determined by your patron’s initial lesson. You choose these spells from the
common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you
gain a level, your patron teaches your familiar two new spells of any rank for which you have spell slots, chosen from common
spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.Learning Spells: Your
familiar can learn new spells independently of your patron. It can learn any spell on your tradition’s spell list by physically consuming
a written version of that spell over the course of 1 hour. This can be a scroll of that spell, or you can prepare a written version using
the Learn a Spell exploration activity. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from
another witch’s familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting
tradition’s spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar’s patron.
You can’t prepare spells from another witch’s familiar.Undying: If your familiar dies, your patron replaces it during your next daily
preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows
the same spells your former familiar knew regardless. Your familiar’s death doesn’t affect any spells you have already prepared.
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Familiar of Restored Spirit Special 1

Your familiar is pleasantly warm and soft, seeming to wash away worries with its mere presence. When you Cast or Sustain a hex,
one willing creature within 15 feet of your familiar gains temporary Hit Points equal to 2 + half your level, which last until the start of
your next turn.
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Heritage Special 1

You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your
ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not
the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular
heritage.
CRB
Woodland Elf Special 1

You’re adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage. When
Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and
you move at full Speed on a success if you have Quick Climb). This doesn’t affect you if you’re using a climb Speed.

You can always use the Take Cover action when you are within forest terrain to gain cover, even if you’re not next to an obstacle
you can Take Cover behind.
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Hex Spells Special 1

As a favored agent of your patron, you can invoke their power for a more direct magical intervention. A hex is a spell shaped by your
patron and sent to you through your familiar, rather than an ability you use directly. Your patron expects you to advance its interests
and does not take kindly to repeated requests for aid; as such, you can use only one hex each turn, and any attempts to use a
second hex on that turn fail and the actions are lost.

Hex spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point.
You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the
Refocus activity to commune with your familiar.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots,
and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can
hold is equal to the number of focus spells you have, but it can never be more than 3 points.

You learn your choice of the patron’s puppet hex or phase familiar hex, which let you command your familiar or defend it from harm,
respectively. You learn most other hexes from witch lessons.

Hex Cantrips Hex cantrips are special hexes that don’t cost Focus Points, so you can cast them as often as you like, though you can
still use only one hex each round. Hex cantrips are in addition to the cantrips you choose with witch spellcasting and aren’t counted
toward your prepared cantrips. You gain a hex cantrip determined by your choice of patron.
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Patron's Puppet Special 1

You gain the Patron's Puppet hex.

Casting free action


Trigger Your turn begins.

At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to
take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its
agent directly.
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Low-Light Vision Special 1

You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
CRB

Patron Special 1

When your patron first makes contact, they usually reveal little more of themself than glimpses or specific manifestations—you
might see eyes from the shadows of the forest or hear a wordless voice echoing across the frozen tundra before your familiar
makes itself known. Your patron’s true identity might be a powerful hag, a fey lord, a deity or demigod, an archdevil, or a similarly
powerful entity, or perhaps multiple such figures working in tandem, but that identity is for you to attempt to discover as you learn
more of your patron’s lessons. Some patrons are multifaceted, appearing in different guises, and granting different powers to
different witches. In some cases, the witch may know of their patron’s identity, but have some other aspect shrouded in uncertainty;
they might know their patron’s name but not motive, or perhaps even if they know the patron’s identity, they have been cursed to
never reveal it to others.

Your patron determines the following.


Spell List You use this magical tradition and spell list; Patron Skill You become trained in the skill associated with your patron’s
magical tradition.
Initial Lesson This is the first lesson your patron teaches you and is unique to your patron.
Familiar Ability One of your familiar’s two bonus abilities is always the one listed here, a mark of your patron’s indelible influence.
The benefit can occur only once per round when you Cast or Sustain a hex, and you can choose whether it occurs before or after the
effects of Casting or Sustaining the hex.
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Faith's Flamekeeper Special 1

Your patron contacted you in a moment your willpower was close to sputtering out. Their reassuring presence was like breath
and kindling bringing an ember back aflame, their magic giving you the strength to carry on and bring others to your cause. Your
patron is likely a divine being like an angel or aeon acting covertly, though the possibility exists they might be a more sinister
entity, using you to unknown ends.
Spell List divine; Patron Skill Religion
Lesson of Fervor's Grasp Your patron has taught you that nothing can seize the heart like faith, whether used to inspire or direct.
You gain the stoke the heart hex cantrip and your familiar learns command.
Familiar of Restored Spirit Your familiar is pleasantly warm and soft, seeming to wash away worries with its mere presence.
When you Cast or Sustain a hex, one willing creature within 15 feet of your familiar gains temporary Hit Points equal to 2 + half
your level, which last until the start of your next turn.
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Witch Spellcasting Special 1

Using your familiar as a conduit, your patron provides you the power to cast spells. You are a spellcaster, and you can cast spells of
your patron’s tradition using the Cast a Spell activity. As a witch, when you cast spells, your incantations might rhyme, your gestures
might be as simple as an ominous pointing finger or a complex folk sign, and your familiar might even echo your words or
movements slightly as your patron’s magic surges.

At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells your familiar knows (see page
181). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you
can prepare each day is called your spell slots.

As you increase in level as a witch, the number of spells you can prepare each day increases, as does the highest rank of spell you
can cast.

Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell
DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your
Intelligence modifier.

Heightening Spells

When you get spell slots of 2nd-rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases
the spell’s rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain
ranks.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any
number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the
highest rank of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-rank spells, and as a 5th level witch,
your cantrips are 3rd-rank spells.
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