Adapted from Archives of Nethys- Witch Player Core pg. 178
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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 serve your patron's larger plan.
Key Ability: Intelligence
Hit Points: 6 plus your Constitution modifier
Witch Features
Patron
You weren't born with the power to cast spells, nor have you spent years dedicated to worship, study, or uncovering mystical secrets. Your magic instead has been gifted to you by a potent being, one who knows that by empowering you so, you'll further the being's agenda in the world, whatever it may be. This entity is formed from the essence of the Drift, knit togeterd from the very mana that powers life in real space. They make their will known to you in abstract signs such as omens, dreams, or similar subtleties rather than words.
Rather than interacting with you directly, your patron works through a familiar—a mystical creature that teaches you, serves as the conduit for your patron's magic, and maybe even keeps an eye on you to ensure you're furthering your patron's nebulous ends.
Familiar
Your patron has sent you a familiar, a mystical creature that teaches you magic and facilitates your spells. This familiar is a direct conduit between you and your patron, it's more powerful than typical familiars.
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.
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.
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.
Witch Spellcasting
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.
Hex Spells
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. You can use only one hex each turn.
Witch Feats
Witch Adventure Hooks
The Whispering Woods
On an isolated Planet on the edge of the sector, A deep, ancient forest whispers secrets on the wind and local colonists claim strange creatures have emerged. The witch's patron has taken an unusual interest in this forest. The witch might be tasked with investigating the cause of the disturbance or placating the entity within.
Stolen Familiar
Another witch's familiar has been abducted. Your shared patron is displeased and demands the familiar is recovered, no matter the cost. The trail leads into a covert society of arcane scholars who seek to uncover the mysteries of Drift entities.
Pact with a Rival
A powerful entity, potentially a rival patron, offers the witch an enticing deal that promises increase their power substantially. The witch must decide if the contract is worth risking the ire of their current patron or if the offer has a hidden, malevolent cost.
Cursed Artifact Discovery
An ancient artifact with a dark history has been unearthed. The witch's patron feels connected to the artifact and compels the witch to retrieve it. The artifact could offer incredible power, but it also carries a terrible curse that could corrupt the witch or their surroundings.
Visions of the Future
The witch begins experiencing vivid and disturbing visions from their patron, hinting at a catastrophic event. The witch is tasked with interpreting the visions and finding a way to prevent the disaster, leading them down a path of ancient prophecies, hidden rituals, and dangerous foes.
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