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Class - Witch Remaster

The document outlines the Witch class, which channels magic from a mysterious Patron, granting spells and hexes. Key features include initial proficiencies, spellcasting abilities, and a unique Familiar that aids in spell preparation and learning. Advancement through levels provides new spells, abilities, and feats, emphasizing the relationship between the Witch and their Patron.

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Matthew Malecki
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0% found this document useful (0 votes)
10 views15 pages

Class - Witch Remaster

The document outlines the Witch class, which channels magic from a mysterious Patron, granting spells and hexes. Key features include initial proficiencies, spellcasting abilities, and a unique Familiar that aids in spell preparation and learning. Advancement through levels provides new spells, abilities, and feats, emphasizing the relationship between the Witch and their Patron.

Uploaded by

Matthew Malecki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Witch

You command powerful magic, not through study or devotion to any ideal, but as a vessel or agent for a mysterious, otherworldly Patron that even
you don’t entirely understand. This entity might be a covert divinity, a powerful fey, a manifestation of natural energies, an ancient spirit, or any
other mighty supernatural being—but its nature is likely as much a mystery to you as it is to anyone else. Through a special Familiar, your Patron
grants you versatile spells and powerful Hexes to use as you see fit, though you’re never certain if these gifts will end up serving your Patron’s
larger plan.

Key Ability
Int
1st character lvl, +2 to Int.
Hit points (HP)
6 + Con

Initial Proficiencies
Perception
Trained in Perception
Saving Throws
Trained in Fort
Trained in Ref
Expert in Will
Skills
Trained in 1 skill determined by Patron
1st character lvl, Trained in 3 + Int
Attacks
Trained in Simple Weapons
Trained in Unarmed Attacks
Defenses
Trained in Unarmored Defense
Spells
Trained in Spell Attacks
Trained in Spell DCs
Class DC
Trained in Witch Class DC

Witch Advancement
Lvl Class Features
1 Initial Proficiencies, Ancestry and Background, Patron, Familiar, Witch Spellcasting, Hexes, General Feat
2 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
3 2nd Rank Spells, General Feat, Skill Increase, Ability Boosts
4 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
5 3rd Rank Spells, Fortitude Expertise, Skill Increase, Ability Boosts
6 Familiar Ability, Skill Feat, Witch Feat Archetype/Class Feats
7 4th Rank Spells, Expert Spellcaster, General Feat, Skill Increase, Ability Boosts
8 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
9 5th Rank Spells, Reflex Expertise, Skill Increase, Ability Boosts
10 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
11 6th Rank Spells, General Feat, Perception Expertise, Skill Increase, Weapon Expertise
12 Familiar Ability, Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
13 7th Rank Spells, Unarmored Expertise, Skill Increase, Weapon Specialization, Ability Boosts, Ancestry Feats
14 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
15 8th Rank Spells, General Feat, Master Spellcaster, Skill Increase, Ability Boosts, Ancestry Feats
16 Skill Feat, Witch Feat Archetype/Class Feats
17 9th Rank Spells, Skill Increase, Will Mastery, Ability Boosts, Ancestry Feats
18 Familiar Ability, Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
19 General Feat, Legendary Spellcaster, Patron’s Gift, Skill Increase Ability Boosts, Ancestry Feats
20 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
Class Features
Gain these abilities as a Witch. Abilities gained at higher lvls list requisite lvls next to the features’ names.
Initial Proficiencies (1st)
Noted at start of this class.
Patron (1st)
Patron’s Theme determines Spellcasting Tradition, Skill, First Witch’s Lesson and a Unique Familiar Ability.
 Faith’s Flamekeeper
Patron contacted in a moment willpower was close to sputtering out. Their reassuring presence was like breath and kindling bringing an ember
back aflame, their magic giving strength to carry on and bring others to cause.
 The Inscribed One
No words passed patron’s lips in moment met; instead, words and glyphs danced across their skin while symbols and numbers swam in depths
of their eyes, spelling out their will in a torrent of words and wisdom.
 The Resentment
A single feeling radiated from patron in moment met them, as palpable as heat from a fire: desire to see every tall poppy felled and every proud
nail hammered down, whether to righteously bring justice for small folk or base urge to see powerful defeated.
 Silence in Snow
Bitter cold heralded patron’s appearance, in depths of winter solstice or on a frozen peak at end of world.
 Spinner of Threads
Met patron in a memory of an encounter yet to come or a premonition of something long since passed, as they untangled and re-spun tapestry of
time and fate.
 Starless Shadow
Patron first contacted at witching hour, as body lay paralyzed by sleep while mind had yet to escape waking world.
 Wilding Steward
When patron appeared, they moved with grace and ferocity of wilderness, their voice creaking of trees and sound of hoof against unspoiled
earth.
Familiar (1st)
Patron sent Familiar, a mystical creature that teaches and facilitates spells. This Familiar is a direct conduit between you and Patron, it’s more
powerful than other Familiars. Familiar gains 1 unique ability based on patron and is always selected, and +1 familiar ability that can be selected
daily as normal. +1 familiar ability at 6th, 12th, and 18th.
 Spells: Familiar is source and repository of spells patron has bestowed upon you, and must commune with familiar to prepare spells each day
using Witch Spellcasting. Familiar starts off knowing 10 Cantrips, 5 1st rank spells, and 1 spell determined by patron’s Initial Lesson. Choose
these spells from common spells of tradition determined by Patron or from other spells of that tradition gain access to. Each time gain a lvl,
patron teaches familiar 2 new spells of any rank for which have spell slots, chosen from common spells of tradition or others gain access to.
Feats can also grant familiar additional spells.
 Learning Spells: Familiar can learn new spells independently of patron. It can learn any spell on tradition’s spell list by physically consuming a
written version of that spell over course of 1 hr. This can be a scroll of that spell, or can prepare a written version using Learn a Spell
Exploration activity. You can use Learn a Spell activity to teach familiar a spell from another witch’s familiar. Both familiars must be present
for entirety of activity, spell must be on spellcasting tradition’s spell list, and must pay usual cost for that activity, typically in form of an
offering to other familiar’s patron. Can’t prepare spells from another Witch’s Familiar.
 Undying: If familiar dies, patron replaces it during next [Daily Prep]. New familiar might be a duplicate or reincarnation of former familiar or a
new entity altogether, but it knows same spells former familiar knew regardless. Familiar’s death doesn’t affect any spells already prepared.
Witch Spellcasting (1st)
Can cast spells of Patron’s tradition using Cast Spell activity. Incantations might rhyme, gestures might be as simple as an ominous pointing finger or
a complex folk sign, and familiar might even echo words or movements slightly as patron’s magic surges.
At 1st lvl, can prepare 2 1st rank spells and 5 Cantrips each morning from spells familiar knows. Prepared spells remain available until cast or until
prepare spells again. Number of spells can prepare each day is called Spell Slots.
When gaining lvls, number of Spell Slots per day increases, as does highest rank of spells can cast, as shown on Table below.
Some spells require Spell Attack roll to see how effective they are, or have enemies roll against Spell DC. Spell Attack Rolls and Spell DCs use Int.
 Heightening Spells
When you get spell slots of 2nd rank and higher, can fill those slots with stronger versions of lower-rank spells. This increases spell’s rank to
match spell slot. Many spells have specific improvements when they are heightened to certain ranks.
 Cantrips
A Cantrip is a special type of spell that doesn’t use spell slots. Can cast Cantrip at will, any number of times per day. A cantrip is auto
heightened to ½ lvl rounded up, which equals highest rank of spell slots have. (1st lvl Druid, Cantrips are 1st rank Spells, and 5th lvl Druid,
Cantrips are 3rd rank Spells.
Spell Lvl
Lvl
Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 2 - - - - - - - - -
2 5 3 - - - - - - - - -
3 5 3 2 - - - - - - - -
4 5 3 3 - - - - - - - -
5 5 3 3 2 - - - - - - -
6 5 3 3 3 - - - - - - -
7 5 3 3 3 2 - - - - - -
8 5 3 3 3 3 - - - - - -
9 5 3 3 3 3 2 - - - - -
10 5 3 3 3 3 3 - - - - -
11 5 3 3 3 3 3 2 - - - -
12 5 3 3 3 3 3 3 - - - -
13 5 3 3 3 3 3 3 2 - - -
14 5 3 3 3 3 3 3 3 - - -
15 5 3 3 3 3 3 3 3 2 - -
16 5 3 3 3 3 3 3 3 3 - -
17 5 3 3 3 3 3 3 3 3 2 -
18 5 3 3 3 3 3 3 3 3 3 -
19 5 3 3 3 3 3 3 3 3 3 1*
20 5 3 3 3 3 3 3 3 3 3 1*
* 10th-lvl spell slot that works a bit differently from other spell slots.

Hex Spells (1st)


A hex is a spell shaped by patron and sent through familiar, rather than an ability use directly. Patron expects you to advance its interests and does
not take kindly to repeated requests for aid; as such, 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 Hex Point to cast Hex spell and start with a Hex pool of 1 Hex Point. Refill Hex pool during [Daily
Prep] and can regain 1 Hex Point by spending 10 min using Refocus activity to both commune with Familiar.
Hex spells are auto heightened to ½ Witch lvl rounded up, much like Cantrips. Hex spells don’t require spell slots and can’t cast them using spell
slots. Taking feats can give more Hex spells and increase size of Hex pool.
Learn choice of Patron’s Puppet Hex or Phase Familiar Hex. Learn most other Hexes from Witch Lessons.
 Patron’s Puppet Hex 1
At unspoken plea, patron temporarily assumes control over familiar.
Witch Focus Hex Uncommon
Cast: [FA]; Trigger: Turn begins.
Command familiar, allowing it to take its normal actions this turn. Command does not have Concentrate Auditory traits; Patron simply
moves its agent directly.
 Phase Familiar Hex 1
Patron momentarily recalls familiar to ether, shifting it from its solid, physical form into a ghostly version of itself.
Witch Focus Hex Uncommon Manipulate
Cast: [RA]; Trigger: Familiar would take dmg.
Range: 60’; Targets: Familiar
vs triggering dmg, Familiar gains 5 Resistance All Dmg and immune to Precision dmg.
Heightened (+1): +2 Resistance All Dmg.
 Hex Cantrips
Hex Cantrips are special Hexes that don’t cost Hex Points, can cast them as often as like, though can still cast only one Hex each round. Hex
Cantrips are in addition to Cantrips choose with Witch spellcasting and aren’t counted toward prepared Cantrips. Hex Cantrips are determined
by Patron.
General Feats (1st, 3rd, 7th, 11th, 15th, 19th)
+1 General feat.
Witch Feats (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th)
+1 Witch class feat.
Skill Feats (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th)
+1 Skill feat.
Archetype/Class Feats (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th)
+1 Archetype or Class feat.
Ability Boosts (2nd, 3rd, 4th, 5th) (7th, 8th, 9th, 10th) (12th, 13th, 14th, 15th) (17th, 18th, 19th, 20th)
+1 Ability Boost. A character can’t boost same ability score more than once per set.
Skill Increase (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th)
+1 Skill increase.
Increase proficiency rank to Trained in one skill Untrained in, or Increase proficiency rank to Expert in one skill Trained in.
7th lvl, Above or Increase proficiency rank to Master in one skill Expert in.
15th lvl, Above or Increase proficiency rank to Legendary in one skill Master in.
Fortitude Expertise (5th)
Expert in Fort.
Expert Spellcaster (7th)
Expert in Spell Attack rolls
Expert in Spell DCs
Reflex Expertise (9th)
Expert in Ref.
Perception Expertise (11th)
Expert in Perception.
Weapon Expertise (11th)
Expert in Simple Weapons
Expert in Unarmed Attacks
Ancestry Feats (13th, 15th, 17th, 19th)
+1 Ancestry feat.
Unarmored Expertise (13th)
Expert in Unarmored Defense
Weapon Specialization (13th)
If Expert with Weapons and Unarmed Attacks deal +2 dmg.
If Master with Weapons and Unarmed Attacks deal +3 dmg.
If Legendary with Weapons and Unarmed Attacks deal +4 dmg.
Master Spellcaster (15th)
Master in Spell Attack rolls
Master in Spell DCs
Will Mastery (17th)
Master in Will. When roll Success, get Crit instead.
Patron’s Gift (19th)
Gain 1 10th lvl Spell Slot and can prepare a spell in that slot using Witch Spellcasting. Unlike with other spell slots, don’t gain more 10 th lvl spells as
lvl up, though can take Patron’s Truth feat to gain a 2nd Slot.
Legendary Spellcaster (19th)
Legendary in Spell Attack rolls
Legendary in Spell DCs
Patrons
Patron’s Theme determines Spellcasting Tradition, Skill, First Witch’s Lesson and a Unique Familiar Ability.
Spell List: Use this magical tradition and spell list.
Patron Skill: Trained in the skill associated with Patron’s Magical Tradition.
Initial Lesson: This is First Lesson Patron teaches and is unique to Patron.
Familiar Ability: One of familiar’s 2 bonus abilities is always one listed here, a mark of Patron’s indelible influence.
 Faith’s Flamekeeper
Patron has taught that nothing can seize the heart like faith, whether used to inspire or direct.
Familiar is pleasantly warm and soft, seeming to wash away worries with its mere presence.
Spell List: Divine
Patron Skill: Religion
Lesson of Fervor’s Grasp: Gain Stoke the Heart Hex Cantrip and Familiar learns Command.
Familiar of Restored Spirit: When Cast or Sustain Hex, one willing creature in 15’ of familiar gains 2 + ½ lvl temp HP, which last until start
of next turn.
 Stoke the Heart Hex Cantrip 1
Patron fills a creature with fervor, empowering their blows.
Witch Cantrip Hex Uncommon Concentrate Emotion
Cast: [1A]; Patron: Faith’s Flamekeeper
Range: 30’; Targets: 1 Creature
Duration: Sustained up to 1 min
+2 Status to dmg rolls.
Heightened (+2): +1 Status to dmg rolls
 Command Spell 1
Shout a command that’s hard to ignore.
Concentrate Manipulate Auditory Linguistic Mental
Cast: [2A]; Traditions: Arcane, Divine, Occult
Range: 30’; Targets: 1 Creature
Defense: Will; Duration: Until end of target’s next turn
Can command target to approach you, run away (as if it had Fleeing condition), release what it’s holding, drop prone, or stand in place. It
can’t Delay or take any [RA] until it has obeyed command.
 Crit: Target must use all its actions on its next turn to obey command.
 Success: Target must spend first action on its next turn to obey command.
 Fail: Target unaffected.
Heightened (5th): Targets: Up to 10 Creatures
 The Inscribed One
Patron teaches that written word can accomplish so much more than it seems.
Familiar is covered in a pattern that looks like an unknown language, one that seems to draw attention even as it eludes understanding.
Spell List: Arcane
Patron Skill: Arcana
Lesson of Glyph’s Supremacy: Gain Discern Secrets Hex Cantrip and Familiar learns Runic Attack.
Familiar of Flowing Script: When Cast or Sustain Hex, letters begin to rapidly change, causing a distraction. Until start of next turn, familiar
can provide flanking for you and allies as though it were able to attack and had a reach of 5’; this is a Visual effect.
 Discern Secrets Hex Cantrip 1
Patron deigns to whisper a few secrets.
Witch Cantrip Hex Uncommon Manipulate
Cast: [1A]; Patron: The Inscribed One
Range: 30’; Targets: 1 Creature
Duration: Sustained up to 1 min
[FA] Target can Recall Knowledge, Seek, or Sense Motive. +1 Status to statistic used for roll and as long as Sustain spell. After temp
immune to Discern Secrets 1 min.
Heightened (5th): Targets: Up to 2 Creatures.
 Runic Attack Spell 1
Glowing runes appear on target’s Body or Weapon.
Concentrate Manipulate
Cast: [2A]; Traditions: Arcane, Divine, Occult, Primal
Range: Touch; Targets: 1 Willing Creature or 1 Weapon that is unattended or wielded by a Willing Creature
Duration: 1 min
 Creature: Target’s Unarmed Attacks gains +1 Striking, +1 Item to Attack Rolls and increase number of dmg dice to two.
 Weapon: Target gains +1 Striking, +1 Item to Attack Rolls and increasing number of weapon dmg dice to two.
Heightened (6th): +2 Greater Striking, +2 Item to Attack Rolls and increase number of dmg dice to three.
Heightened (9th): +3 Major Striking, +3 Item to Attack Rolls and increase number of dmg dice to four.
 The Resentment
Patron has taught that power can be taken much more easily that it can be built.
Familiar seems hostile to all creatures other than you, hissing at them if they get too near.
Spell List: Occult
Patron Skill: Occultism
Lesson of Strength’s Impermanence: Gain Evil Eye Hex Cantrip and Familiar learns Enfeeble.
Familiar of Ongoing Misery: When Cast or Sustain Hex, familiar can curse a creature in 15’, prolonging duration of any negative conditions
affecting it by 1 rd. This is a Curse effect. This prolongs only conditions with a timed duration (such as “1 rd” or “until end of next turn”) and
doesn’t prevent conditions from being removed by other means. Each condition can only be affected by Ongoing Misery once.
 Evil Eye Hex Cantrip 1
Patron’s resentment manifests in a baleful, envious gaze.
Witch Cantrip Hex Uncommon Manipulate Curse
Cast: [1A]; Patron: The Resentment
Range: 30’; Targets: 1 Creature
Defense: Will; Duration: Sustained up to 1 min
 Crit: Sickened 2
 Success: Sickened 1.
Condition can’t be reduced below 1 while spell is active and can see target.
 Enfeeble Spell 1
Sap target’s strength.
Concentrate Manipulate Attack
Cast: [2A]; Traditions: Arcane, Divine, Occult
Range: 30’; Targets: 1 Creature
Defense: Fort; Duration: Varies
 Crit: Enfeebled 3 for 1 min.
 Success: Enfeebled 2 for 1 min.
 Fail: Enfeebled 1 until start of next turn.
 Fumble: Target unaffected.
 Silence in Snow
Patron taught power of winter firsthand by subjecting to frost and snow.
Familiar is cold to touch, its breath always visible.
Spell List: Primal
Patron Skill: Nature
Lesson of Winter’s Chill: Learn Clinging Ice Hex Cantrip and Familiar learns Gust of Wind.
Familiar of Freezing Rime: When Cast or Sustain Hex, can cause ice to form in 5’ Burst centered on familiar’s square. Those squares are
Difficult Terrain until start of next turn.
 Clinging Ice [One-Action] Hex Cantrip 1
Freezing sleet and heavy snowfall collect on the target’s feet and legs.
Witch Cantrip Hex Uncommon Manipulate Cold
Cast: [1A]; Patron: Silence in Snow
Range: 30’; Targets: 1 Creature
Defense: Ref; Duration: Sustained up to 1 min
1d4 Cold dmg.
 Crit: x2 dmg and -10’ Circumstance to its Speeds until spell ends.
 Success: Full dmg and -5’ Circumstance to its Speeds until spell ends.
 Fail: ½ dmg.
 Fumble: Target unaffected.
Heightened (+1): +1d4 Cold dmg.
 Gust of Wind Spell 1
A violent wind issues forth from palm, blowing to line’s opposite end.
Concentrate Manipulate Air
Cast: [2A]; Traditions: Arcane, Primal
Area: 60’ Line; Targets: Creatures in area
Defense: Fort; Duration: Until start of next turn
Wind extinguishes small non-magical fires, disperses fog and mist, blows objects of Light Bulk or less around, and pushes larger objects.
Large or smaller creatures in area Spell DC vs Fort save. Large or smaller creatures that move into gust must attempt Fort vs Spell DC
upon entering.
 Crit: Target Pushed 30’ in wind’s direction, knocked Prone, and takes 2d6 Bludgeoning dmg.
 Success: Target knocked prone. If flying, it takes effects of Crit instead.
 Fail: Target can’t move against wind.
 Fumble: Target unaffected.
 Spinner of Threads
Patron’s harsh lesson is that fate spares no one, rising and falling in turn for all.
Familiar has a spot on its body that looks like a good luck charm or a bad omen, depending on angle.
Spell List: Occult
Patron Skill: Occultism
Lesson of Fate’s Vicissitudes: Gain Nudge Fate Hex Cantrip and Familiar learns Sure Strike.
Familiar of Balanced Luck: When Cast or Sustain Hex, one creature in 15’ of familiar gets either +1 Status to its AC or -1 Status to its AC
until start of next turn (Choice).
 Nudge Fate Hex Cantrip 1
Barest spin of Patron’s spool is enough to alter fate.
Witch Cantrip Hex Uncommon Concentrate
Cast: [1A]; Patron: Spinner of Threads
Range: 30’; Targets: 1 Creature
Defense: Will; Duration: 1 min
When target fails an Attack Roll, Skill, or Save and +1 Status would turn Fumble into Fail, or Fail into Success, grant target +1 Status to
check retroactively, changing outcome appropriately. Spell then ends. If cast Nudge Fate while a previous casting of this Hex is still in
effect, previous effect ends.
 Sure Strike Spell 1
A glimpse into future ensures next blow strikes true.
Concentrate Fortune
Cast: [1A]; Traditions: Arcane, Occult
Duration: Until end of turn
Next time make an Attack Roll before end of turn, roll attack twice and use better result. Attack ignores Circumstance penalties to Attack
Roll and any flat check required due to target being Concealed or Hidden.
 Starless Shadow
Patron taught that darkness can hide all manner of things best left unseen.
Familiar is dark of fur or feather, and light seems to disappear into it.
Spell List: Occult
Patron Skill: Occultism
Lesson of Night’s Terrors: Gain Shroud of Night Hex Cantrip, and Familiar learns Fear.
Familiar of Stalking Night: When Cast or Sustain Hex, and familiar is adjacent to an enemy to which it’s Concealed, Hidden, or Undetected,
enemy becomes Frightened 1.
 Shroud of Night Hex Cantrip 1
Patron blankets target’s eyes in darkness.
Witch Cantrip Hex Uncommon Manipulate Darkness
Cast: [1A]; Patron: Starless Shadow
Range: 30’; Targets: 1 Creature
Defense: Will; Duration: Sustained up to 1 min
If cast on willing ally, ally can choose which result it gets without rolling.
 Success: Target treats Bright Light as Dim Light, and unless it has Greater Darkvision, all creatures are Concealed to it.
 Fail: Target unaffected.
 Fear Spell 1
Plant fear in target.
Concentrate Manipulate Emotion Fear Mental
Cast: [2A]; Traditions: Arcane, Divine, Occult, Primal
Range: 30’; Targets: 1 Creature
Defense: Will; Duration: Varies
 Crit: Frightened 3 and Fleeing 1 rnd.
 Success: Frightened 2.
 Fail: Frightened 1.
 Fumble: Target unaffected.
Heightened (3rd) You can target up to five creatures.
 Wilding Steward
Patron has taught complexities of nonverbal speech, able to influence and call animals and plants.
Familiar has glinting eyes, twitching ears, or some other sign of a beast’s powerful senses.
Spell List: Primal
Patron Skill: Nature
Lesson of Wild Speech: Gain Wilding Word Hex Cantrip and Familiar learns Summon Animal or Summon Plant or Fungus (Choice).
Familiar of Keen Senses: When Cast or Sustain Hex, Familiar gains Imprecise Scent, Tremorsense, or Wavesense, (Choice) Range 60’ until
start of next turn, and [FA] immediately Point Out.
 Wilding Word Hex Cantrip 1
Patron’s majesty - or their displeasure - comes in a growl from throat, making other creatures reluctant to harm you.
Witch Cantrip Hex Uncommon Mental
Cast: [1A]; Patron: Wilding Steward
Range: 30’; Targets: 1 Creature
Defense: Will; Duration: Sustained up to 1 min
vs Animal, Fungus, or Plant -1 Circumstance to their DC
 Crit: When target attempts Attack Roll or Skill check that would harm you, -2 Status to roll and Sickened 2 each time it dmgs you.
 Success: When target attempts Attack Roll or Skill check that would harm you, -2 Status to roll and Sickened 1 each time it dmgs you.
 Fail: When target attempts Attack Roll or Skill check that would harm you, -2 Status to roll.
 Fumble: Target unaffected.
 Summon Animal Spell 1
Summon an Animal to fight for you.
Concentrate Manipulate Summon
Cast: [3A]; Traditions: Arcane, Primal
Range: 30’
Duration: Sustained up to 1 min
Summon a common creature that has the Animal trait and whose lvl -1 to fight for you.
Creature gains Summoned trait, and it must appear in an unoccupied space in range large enough to contain it. Highest lvl of creature spell
can summon depends on rank of spell. Spell can still summon a creature of a lower lvl if choose.
Heightened (2nd): lvl 1.
Heightened (3rd): lvl 2.
Heightened (4th): lvl 3.
Heightened (5th): lvl 5.
Heightened (6th): lvl 7.
Heightened (7th): lvl 9.
Heightened (8th): lvl 11.
Heightened (9th): lvl 13.
Heightened (10th): lvl 15.
 Summon Plant or Fungus Spell 1
Summon a Plant or Fungus to fight for you.
Concentrate Manipulate Summon
Cast: [3A]; Traditions: Primal
Range: 30’
Duration: Sustained up to 1 min
Summon a common creature that has the Plant or Fungus trait and whose lvl is -1 to fight for you.
Creature gains Summoned trait, and it must appear in an unoccupied space in range large enough to contain it. Highest lvl of creature spell
can summon depends on rank of spell. Spell can still summon a creature of a lower lvl if choose.
Heightened (2nd): lvl 1.
Heightened (3rd): lvl 2.
Heightened (4th): lvl 3.
Heightened (5th): lvl 5.
Heightened (6th): lvl 7.
Heightened (7th): lvl 9.
Heightened (8th): lvl 11.
Heightened (9th): lvl 13.
Heightened (10th): lvl 15.
Witch Lessons
 Basic Lessons
Select from these lessons when a feat or another effect grants Basic Lesson.
o Lesson of Dreams: Gain Veil of Dreams Hex, Familiar learns Sleep.
 Veil of Dreams Hex 1
Patron draws target into a drowsy state, causing daydreams and sluggishness.
Witch Focus Hex Uncommon Manipulate Mental
Cast: [1A]; Lesson: Dreams
Range: 30’; Targets: 1 Creature
Defense: Will; Duration: Sustained up to 1 min
 Crit/Success: -1 Status to Perception, Attack Rolls, and Will. -2 Status to Will vs Sleep effects. When target uses Concentrate,
DC 5 flat check or action is disrupted.
 Fail: -1 Status to Perception, Attack Rolls, and Will. -2 Status to Will vs Sleep effects.
 Fumble: Target unaffected.
 Sleep Spell 1
Targets become drowsy, possibly nodding off.
Concentrate Manipulate Incapacitation Sleep Mental
Cast: [2A]; Traditions: Arcane, Occult
Range: 30’; Area: 5’ Burst; Targets: Creatures in Area
Defense: Will
Target that falls Unconscious from this spell doesn’t fall Prone or release what it’s holding. This spell doesn’t prevent creatures from
waking up due to a successful Perception, limiting its utility in combat.
 Crit:. Target falls Unconscious. If it’s still Unconscious after 1 hour, it wakes up automatically.
 Success: Target falls Unconscious. If it’s still Unconscious after 1 min, it wakes up automatically.
 Fail: Target takes -1 Status to Perception checks for 1 rd.
 Fumble: Target unaffected
Heightened (4th): Target that falls Unconscious from this spell falls Prone and release what it’s holding and can’t attempt Perception
to wake up.
 Crit:. Target falls Unconscious for 1 min. When duration ends, target is sleeping normally.
 Success: Target falls Unconscious for 1 rd. When duration ends, target is sleeping normally.
 Fail: Target takes -1 Status to Perception checks for 1 rd.
 Fumble: Target unaffected
o Lesson of the Elements: Gain Elemental Betrayal Hex, Familiar learns Breathe Fire, Conductive Weapon, Flourishing Flora, Gust of
Wind, Hydraulic Push, or Pummeling Rubble (Choice).
 Elemental Betrayal Hex 1
Patron uses its superior command of elements, empowering them to undermine foe.
Witch Focus Hex Uncommon Concentrate
Cast: [1A]; Lesson: Elements
Range: 30’; Targets: 1 Creature
Duration: Sustained up to 1 min
Choose Air, Earth, Metal, Fire, Water, or Wood.
Target gains 2 Weakness to trait.
Heightened (+2): +1 Weakness to trait
 Breathe Fire Spell 1
A gout of flame sprays from mouth.
Concentrate Manipulate Fire
Cast: [2A]; Traditions: Arcane, Primal
Area: 15’ Cone; Targets: Creatures in Area
Defense: Basic Ref
2d6 Fire dmg.
Heightened (+1): +2d6 Fire dmg.
 Conductive Weapon Spell 1 old
Channel powerful electric current through metal of a weapon, zapping anyone item hits.
Concentrate Manipulate Electricity Metal
Cast: [2A]; Traditions: Arcane, Primal
Range: Touch; Targets: 1 metal weapon that is unattended or attended by a willing creature
Duration: 1 min
Target becomes a +1 Shock weapon. (Success: +1d6 Electricity dmg. Crit: +1d6 Electricity dmg and arcs out to deal +1d6 Electricity
dmg to up to two other creatures (choice) in 10’ of target.)
If any target of an attack with weapon is wearing metal armor or is primarily made of metal, Electricity dmg die from Shock rune is
1d12.
 Flourishing Flora Spell 1 old
Plants rapidly grow up from ground.
Concentrate Manipulate Plant Wood
Cast: [2A]; Traditions: Arcane, Primal
Range: 30’; Area: 5’ Burst; Targets: Creatures in area
Defense: Basic Ref
2d4 dmg. Type of dmg depends on type of plant grown. Type of plant and its effects are chosen when you Cast Spell.
 Cacti: Piercing dmg, Success: Full dmg, Cit: x2 dmg and 1 Persistent Bleed dmg.
 Flowers: Poison dmg, Success: Full dmg, Cit: x2 dmg and Dazzled 2 rds.
 Fruits: Bludgeoning dmg, Success: Full dmg, Cit: x2 dmg and Clumsy 1 for 2 rds.
 Roots: Bludgeoning dmg, Success: Full dmg, Cit: x2 dmg and falls Prone.
Heightened (+1): +1d4 dmg, and +1 Persistent Bleed dmg.
 Gust of Wind Spell 1
A violent wind issues forth from palm, blowing to line’s opposite end.
Concentrate Manipulate Air
Cast: [2A]; Traditions: Arcane, Primal
Area: 60’ Line; Targets: Creatures in area
Defense: Fort; Duration: Until start of next turn
Wind extinguishes small non-magical fires, disperses fog and mist, blows objects of Light Bulk or less around, and pushes larger
objects.
Large or smaller creatures in area Spell DC vs Fort save. Large or smaller creatures that move into gust must attempt Fort vs Spell DC
upon entering.
 Crit: Target Pushed 30’ in wind’s direction, knocked Prone, and takes 2d6 Bludgeoning dmg.
 Success: Target knocked prone. If flying, it takes effects of Crit instead.
 Fail: Target can’t move against wind.
 Fumble: Target unaffected.
 Hydraulic Push Spell 1
Call forth a powerful blast of pressurized water that bludgeons target and knocks it back.
Concentrate Manipulate Attack Water
Cast: [2A]; Traditions: Arcane, Primal
Range: 60’; Targets: 1 Creature or Unattended Object
Defense: AC (Ranged)
3d6 Bludgeoning dmg
 Crit: x2 dmg and knocked back 10’.
 Success: Full dmg and knocked back 5’.
Heightened (+1): +2d6 Bludgeoning dmg.
 Pummeling Rubble Spell 1
A spray of heavy rocks flies through air in front of you.
Concentrate Manipulate Earth
Cast: [2A]; Traditions: Arcane, Primal
Area: 15’ Cone; Targets: Creatures in Area
Defense: Ref
2d4 Bludgeoning dmg.
 Crit: x2 dmg and Pushed 10’ away.
 Success: Full dmg and Pushed 5’ away.
 Fail: ½ dmg.
 Fumble: Target unaffected.
Heightened (+1): +2d4 Bludgeoning dmg.
o Lesson of Life: Gain Life Boost Hex, Familiar learns Spirit Link.
 Life Boost Hex 1
Life force from Patron floods into target, ensuring they can continue doing Patron’s will for just a little longer.
Witch Focus Hex Uncommon Manipulate Healing Radiant
Cast: [1A]; Lesson: Life
Range: 30’; Targets: 1 Creature
Duration: 4 rds
Fast Healing 2.
Heightened (+1): Fast Healing +2.
 Spirit Link Spell 1
Form a spiritual link with another creature, taking in its pain.
Concentrate Manipulate Healing Spirit
Cast: [2A]; Traditions: Divine, Occult
Range: 30’; Targets: 1 Willing Creature
Duration: 10 mins (D)
When Cast Spell and at start of your turns, if target is below max HP, it regains 2 HP (or difference between current and max HP, if
lower). You lose as many HP as target regained. This is a spiritual transfer, so no effects apply that would increase HP target regains
or decrease HP you lose. This transfer also ignores any Temp HP you or target has. Since this effect doesn’t involve Radiant or
Necrotic energy, Spirit Link works even if you or target is Undead. While duration persists, you gain no benefit from Regeneration or
Fast Healing. If you’re ever at 0 HP, Spirit Link auto ends
Heightened (+1) +2 HP transferred.
o Lesson of Protection: Gain Blood Ward Hex, Familiar learns Mystic Armor.
 Blood Ward Hex 1
Patron’s aegis descends to shield a target from harm.
Witch Focus Hex Uncommon Manipulate
Cast: [1A]; Lesson: Protection
Range: 30’; Targets: 1 Creature
Duration: Sustained up to 1 min
Choose a creature traits: Aberration, Animal, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Fungus, Monitor, Ooze,
Plant, or Undead.
+1 Status to AC and Save vs creatures with that trait.
Heightened (5th): +1 Status.
 Mystic Armor Spell 1
Ward self with shimmering magical energy
Concentrate Manipulate
Cast: [2A]; Traditions: Arcane, Divine, Occult, Primal
Duration: Until next [Daily Prep]
+1 Item to AC and max Dex +5. While wearing Mystic Armor, use Unarmored Proficiency to calculate AC.
Heightened (3rd): +1 Item to AC Total, and +1 Item to Saves Total.
Heightened (5th): +2 Item to AC Total, and +1 Item to Saves Total.
Heightened (7th): +2 Item to AC Total, and +2 Item to Saves Total.
Heightened (9th): +3 Item to AC Total, and +2 Item to Saves Total.
Heightened (10th): +3 Item to AC Total, and +3 Item to Saves Total.
o Lesson of Vengeance: Gain Needle of Vengeance Hex, Familiar learns Phantom Pain.
 Needle of Vengeance Hex 1
A long, jagged needle jabs into target foe’s psyche whenever it tries to attack a creature patron holds in special regard.
Witch Focus Hex Uncommon Manipulate Mental
Cast: [1A]; Lesson: Vengeance
Range: 30’; Targets: 1 Enemy
Defense: Basic Will; Duration: Sustained up to 1 min
2 Mental dmg
Name self or an ally. Target takes dmg any time it uses a hostile action vs named creature.
Heightened (+1): +2 Mental dmg
 Phantom Pain Spell 1
Illusory pain wracks target.
Concentrate Manipulate Illusion Mental Nonlethal
Cast: [2A]; Traditions: Occult
Range: 30’; Targets: 1 Creature
Defense: Will; Duration: 1 min
2d4 Mental dmg + 1d4 Persistent Mental dmg.
 Crit: Full initial and Full Persistent dmg and Sickened 2. If recovers from Sickened, Persistent dmg ends and spell ends.
 Success: Full initial and Full Persistent dmg and Sickened 1. If recovers from Sickened, Persistent dmg ends and spell ends.
 Fail: Full initial dmg and no Persistent dmg and spell ends immediately
 Fumble: Target unaffected.
Heightened (+1): +2d4 Mental dmg + 1d4 Persistent Mental dmg.
 Greater Lessons
Select from these lessons when a feat or another effect grants Greater Lesson.
o Lesson of Mischief: Gain Deceiver’s Cloak Hex, Familiar learns Mad Monkeys.
 Deceiver’s Cloak Hex 3
Patron drapes a cloak of illusion about you, appear as another creature
Witch Focus Hex Uncommon Concentrate Manipulate Illusion
Cast: [2A]; Lesson: mischief
Duration: Sustained up to 1 hr
New creature shape needs to be same body shape with roughly similar height and weight as self.
Disguise is typically good enough to hide identity, or impersonate a specific individual. Spell changes appearance, voice, or ancestry,
but not mannerisms. Can change appearance of clothing and worn items, such as making armor look like a dress. Held items are
unaffected, and any worn item removed returns to its true appearance.
This spell counts as setting up a disguise for Impersonate use of Deception; it ignores any Circumstance penalties for disguising self as
a dissimilar creature, gives +4 Status to Deception to prevent others from seeing through disguise, and add lvl to such Deception
checks even if Untrained. Can appear as any creature of same size, even a specific individual. Must have seen an individual to
replicate its appearance and must have heard its voice to replicate its voice.
Heightened (6th): Can appear as any creature of the same size, even with a completely different body shape.
 Mad Monkeys Spell 3
Magical monkey spirits fill area as they pile and climb on top of one another.
Concentrate Manipulate
Cast: [2A]; Traditions: Primal
Range: 30’; Area: 5’ Burst
Duration: Sustained up to 1 min
Because monkeys are magical spirits, they can’t be attacked or hurt.
Choose kind of mischief monkeys make when Cast Spell and when Sustain spell. When Sustain/Activate spell, can move area of
monkeys by 5’.
 Flagrant Burglary: Monkeys try to Steal any one item from 1 creature in area. Use Spell DC - 10 as monkeys’ Thievery. Their
attempt relies more on distraction than subtlety, so the victim knows what item monkeys were trying to take and whether it was
taken. Getting a stolen item from monkeys - even for caster - requires Stealing it from them or Disarming them, using Spell DC.
When spell ends, any stolen items fall to ground in any square of spell’s area you choose.
 Raucous Din: Monkeys screech loudly. Each creature in spell’s area must attempt Fort vs Spell DC.
o Crit: Creature unaffected and Temp immune 10 mins.
o Success: Creature unaffected.
o Fail: Creature Deafened 1 rnd.
o Fumble: Creature Deafened 1 min.
 Tumultuous Gymnastics: Monkeys jump and climb all over creatures in area. Each creature in spell’s area must attempt Ref vs
Spell DC.
o Crit: Creature unaffected and Temp immune 10 mins.
o Success: Creature unaffected.
o Fail: For 1 rd, creature makes DC 5 flat check whenever it attempts Manipulate action. Fail: Action is disrupted.
o Fumble: Until spell ends, creature makes DC 5 flat check whenever it attempts Manipulate action. Fail: Action is disrupted,
due to monkeys tenaciously clinging to creature, even if creature leaves spell’s area.
Casting Calm or a similar effect over monkeys makes them docile, causing them to cease making mischief for duration of Mad
Monkeys.
o Lesson of Shadow: Gain Malicious Shadow Hex, Familiar learns Chilling Darkness.
 Malicious Shadow Hex 3
Patron warps target’s shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or like.
Witch Focus Hex Uncommon Concentrate Manipulate Shadow
Cast: [2A]; Lesson: Shadow
Range: 30’; Targets: 1 Creature
Defense: AC; Duration: Sustained up to 1 min
Choose Bludgeoning, Piercing, or Slashing
Shadow moves with target, always remaining in reach. When Cast Spell, and when Sustain/Activate, shadow Strikes target.
Shadow’s Strikes are Melee Spell Attacks that deal 1d10+Int type chosen. Shadow uses and contributes to Multi Attack Penalty.
Shadow doesn’t take up space, grant flanking, or have any other attributes a creature would. Shadow can’t make any attacks other than
its Strike. Shadow vanishes if target ceases to cast a shadow (complete darkness or light). If another effect is controlling target’s
shadow when cast Malicious Shadow, attempt to counteract that effect to take control of the shadow for Malicious Shadow’s duration.
Heightened (+2): +1d10 type chosen.
 Chilling Darkness Spell 3
Shoot an utterly cold ray of darkness tinged with unholy energy.
Concentrate Manipulate Attack Cold Unholy Darkness
Cast: [2A]; Traditions: Divine
Range: 120’; Targets: 1 Creature
Defense: AC (Ranged)
5d6 Cold dmg + 5d6 Spirit dmg vs Holy.
 Crit: x2 dmg.
 Success: Full dmg.
If ray passes through an area of magical light or targets a creature affected by magical light, Chilling Darkness attempts to counteract
light. If need to determine whether ray passes through an area of light, draw a line between self and spell’s target.
Heightened (+1): +2d6 Cold dmg +2d6 Spirit dmg vs Holy.
o Lesson of Snow: Gain Personal Blizzard Hex, Familiar learns Wall of Wind.
 Personal Blizzard Hex 3
Patron’s breath becomes a blizzard of obscuring, scouring ice that follows target.
Witch Focus Hex Uncommon Cold
Cast: [1A]; Lesson: Snow
Range: 30’; Targets: 1 Creature
Defense: Fort; Duration: Sustained up to 1 min
1d6 Cold dmg and 1d6 Persistent Cold dmg
 Crit: x2 dmg and x2 Persistent dmg. Persistent dmg auto ends when spell ends. Target Concealed to and from other creatures.
 Success: Full dmg and Full Persistent dmg. Persistent dmg auto ends when spell ends. Target Concealed to and from other
creatures.
 Fail: Full dmg and No Persistent dmg, and spell ends.
 Fumble: Target unaffected.
Heightened (+1): +1d6 Cold dmg and +1d6 Persistent Cold dmg
 Wall of Wind Spell 3
Create a barrier of gusting winds that hinders anything moving through it.
Concentrate Manipulate Air
Cast: [3A]; Traditions: Arcane, Primal
Range: 120’; Area: 5’ Thick x Up to 30’ High x Up to 60’ Long straight line.
Duration: 1 min
The wall of swirling winds is 5’ thick, 60’ long, and 30’ high. Wall stands vertically but can shape its path. Though Wall of Wind
distorts air, it does not hamper sight. Wall has following effects.
 Ammunition from Ranged Attacks
o Small Ranged Weapons (Arrows, Bolts, Sling Bullets, and other objects of similar size) can’t pass through wall.
o Medium Ranged Weapons (Javelins, Spears, etc.) -2 Circumstance to Attack Rolls if pass through wall.
o Massive Ranged Weapons and Spells that don’t create physical objects pass through wall with no penalty.
 Gases, including creatures in Vapor Form, can’t pass through wall.
 Land Creatures that Move through wall treat it as Difficult Terrain.
 Flying Creatures that Move through wall make Fort vs Spell DC.
o Crit: Creature moves through wall this turn, normally.
o Success: Creature moves through wall this turn, as Difficult Terrain.
o Fail: Creature can’t Fly through wall this turn, and any movement left from action is wasted.
o Fumble: Creature can’t Fly through wall this turn, creature is pushed 10’ away from wall and any movement left from
action is wasted.
 Major Lessons
Select from these lessons when a feat or another effect grants Major Lesson.
o Lesson of Death: Gain Curse of Death Hex, Familiar learns Raise Dead.
 Curse of Death Hex 5
Patron wraps a hand around target’s heart.
Witch Focus Hex Uncommon Concentrate Manipulate Curse Death Necrotic
Cast: [2A]; Lesson: Death
Range: 30’; Targets: 1 Creature
Defense: Fort; Duration: Sustained up to 1 min
 Crit: Afflicted with Curse of Death at Stage 2.
 Success: Afflicted with Curse of Death at Stage 1.
 Fail: Afflicted with Curse of Death at Stage 1 and can’t increase beyond Stage 1.
 Fumble: Target unaffected.
Regardless of result, target is temp immune to all Curses of Death for 1 day.
Curse of Death (Curse, Death, Necrotic) This curse ends when spell ends; Stage 1: 4d6 Necrotic dmg and Fatigued (1 rd); Stage 2:
8d6 Necrotic dmg and Fatigued (1 rd); Stage 3: 12d6 Necrotic dmg and Fatigued (1 rd); Stage 4: Death
Heightened (+1): +1d6 Necrotic dmg for Stages 1-3.
 Raise Dead Spell 6
Attempt to call forth dead creature’s soul, requiring creature’s body to be present and relatively intact.
Uncommon Concentrate Manipulate Healing
Cast: [10 min]; Traditions: Divine
Cost: Gemstones worth total value of target’s lvl (min 1) × 200 gp
Range: 10’; Targets: 1 Dead Creature of 13th lvl or lower that died within past 3 days
Flat Resurrection DC Check.
If Pharasma has decided that creature’s time has come (DM’s discretion), or if creature doesn’t wish to return to life, this spell auto
fails, but cost isn’t consumed in casting.
If Resurrection Check successful, creature returns to life with 1 HP & 1 WP, no spells prepared or spell slots available, no points in
any pools or any other daily resources, and still with any long-term debilitations of old body. Time spent in Boneyard leaves target
Temp debilitated, making it Clumsy 2, Drained 2, and Enfeebled 2 for 1 week; these conditions can’t be removed or reduced by any
means until week has passed. Creature is also permanently changed by its time in afterlife, such as a slight personality shift, a streak of
white in hair, or a strange new birthmark.
Heightened (7th): Targets: 1 Dead Creature of 15th lvl or lower. Cost: Gemstones worth total value of target’s lvl (min 1) × 400 gp
Heightened (8th): Targets: 1 Dead Creature of 17th lvl or lower. Cost: Gemstones worth total value of target’s lvl (min 1) × 800 gp
Heightened (9th): Targets: 1 Dead Creature of 19th lvl or lower. Cost: Gemstones worth total value of target’s lvl (min 1) × 1,600 gp
Heightened (10th): Targets: 1 Dead Creature of 21st lvl or lower. Cost: Gemstones worth total value of target’s lvl (min 1) × 3,200 gp
o Lesson of Renewal: Gain Restorative Moment Hex, Familiar learns Field of Life.
 Restorative Moment Hex 5
Patron weaves threads of time around target, giving them some benefits of a day’s passage.
Witch Focus Hex Uncommon Concentrate Manipulate
Cast: [2A]; Lesson: Renewal
Range: 30’; Targets: 1 Creature
-1 Doomed, Drained and Wounded conditions and immediately attempt one Save vs each affliction it has with Stage length of 1 day or
less. Target then temp immune to Restorative Moment for 1 day.
 Field of Life Spell 6
A field of life energy fills area, exuding warmth and rejuvenating those within.
Concentrate Manipulate Healing Radiant
Cast: [1A] to [3A]; Traditions: Divine, Primal
Range: 30’; Area: Varies; Targets: Each creature that starts its turn in area
Duration: Sustained up to 1 min
[1A] Area: 10’ Burst; [2A] Area: 20’ Burst; [3A] Area: 30’ Burst;
 Living Creatures Regains 1d8 HP
 Undead Creatures takes 1d8 Radiant dmg.
Heightened (8th): Healing and dmg increase to 1d10.
Heightened (9th): Healing and dmg increase to 1d12.
Roleplaying the Witch
During Combat Encounters…
 You cast spells to change the course of battle. You use magical Hexes to hamper enemies and aid allies, while leveraging more powerful
spells to control the battlefield, heal, or harm, aided by your extraordinary Familiar, brewed potions, and magical items.
During Social Encounters…
 You provide knowledge on numerous topics, including a variety of magical matters, and you might call upon your Patron’s magic to charm
or deceive others.
While Exploring…
 You remain alert for magical traps and treasures, employing a clever array of spells to overcome obstacles that stand in your way.
Your Familiar might aid you through its own considerable set of exceptional abilities.
In Downtime…
 You brew potions, craft other magical items, or hunt for new spells for your Familiar to learn. You might try to learn more about your
Patron, their aims, or your own powers, and you might seek out the company of other witches for collaboration or community.
You Might…
 Strive to learn more about your Patron or Familiar, your Patron’s goals, why they chose to empower you, and how you fit into their plans.
 Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your Patron provides.
 View your Familiar as a steadfast ally, a dear friend, or a necessary nuisance, depending on its personality.
Others Probably…
 Wonder about the nature of your Patron and the source of your magic, worrying you’ll turn on them or that you unknowingly serve to a
foul power3).
 Appreciate your ability to aid them with magic, whether you do so by helping them directly or by hampering their adversaries.
 Take care not to offend you, fearful that you’ll place a malicious Hex on them if you’re angered.

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