Specials

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

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.
PC1

Familiar of Balanced Luck Special 1

Your familiar has a spot on its body that looks like a good luck charm or a bad omen, depending on the angle.
When you Cast or Sustain a hex, one creature within 15 feet of your familiar gets your choice of either a +1
status bonus to its AC or a –1 status penalty to its AC until the start of your next turn.
PC1

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
Seer Elf Special 1

You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic
cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level
rounded up.

In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a
magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
PC1

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.
PC1
Phase Familiar Special 1

You gain the Phase Familiar hex.

Casting reaction
Trigger Your familiar would take damage.
Range 60 feet; Targets your familiar
Your patron momentarily recalls your familiar to the ether, shifting it from its solid, physical form into a
ghostly version of itself. Against the triggering damage, your familiar gains resistance 5 to all damage
and is immune to precision damage.

Heightened (+1) Increase the resistance by 2.


PC1

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.
PC1
Spinner of Threads Special 1

You met your patron in a memory of an encounter yet to come or a premonition of something long since
passed, as they untangled and re-spun the tapestry of time and fate. Could it even be a single individual
appearing at three or more points in its timeline—multiple versions of the same being, parallel threads
converging on a single moment?
Spell List occult; Patron Skill Occultism
Lesson of Fate's Vicissitudes Your patron's harsh lesson is that fate spares no one, rising and falling in
turn for all. You gain the nudge fate hex cantrip and your familiar learns sure strike.
Familiar of Balanced Luck Your familiar has a spot on its body that looks like a good luck charm or a bad
omen, depending on the angle. When you Cast or Sustain a hex, one creature within 15 feet of your
familiar gets your choice of either a +1 status bonus to its AC or a –1 status penalty to its AC until the
start of your next turn.
PC1

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.
PC1

You might also like