The Witchwarper is a spellcaster who bends reality, defying the limits of space, time, and fate. Mechanically, Witchwarpers wield spells from either the arcane or occult tradition, depending on their chosen Paradox. Their power flows from a unique quantum field mechanic—an ability to alter the environment and manifest existential effects in the heat of adventure.
Witchwarper
"From the moment of the Riftstorm, I saw the spiral. Infinite realities flickered before my eyes—some bleak, others bursting with hope, each one real for an instant. That day, I became a Witchwarper."
The Witchwarper is a paradox incarnate—a figure forever marked by an encounter with the cosmic unknown. Witchwarpers dwell at reality’s bleeding edge, haunted by unending visions of variant timelines and parallel worlds. To travel the galaxy as a Witchwarper is to court possibility itself. At any moment, a Witchwarper might reach into the quantum foam and pluck out a solution, a disaster, or an unexpected path.
Society fears them—witchwarpers may seem unmoored, lost in visions, or distracted by possibilities unseen. Yet, for those who accept their gifts, Witchwarpers can rewrite fate: alter the outcome of conflicts, stretch space to shield allies, or reshape environments to crack open mysteries no one else can solve. Their anchor—a cherished memory, object, or concept—holds them steady against the tides of unreality.
Witchwarpers are cosmic mystics, paradoxical wanderers, and quantum magicians all rolled into one. They are the galaxy’s last word when reality must bend.
You Might...
Hunt for forbidden knowledge across lost worlds and starships.
Struggle with staying ‘present’ amidst overwhelming alternate possibilities.
Remember every moment of a paradoxical encounter that reshaped you.
Others Probably...
Fear the consequences of your warps and changes to reality.
Dismiss your visions as delusion—or secretly covet your insights.
Hope you can fix the unfixable by breaking the boundaries of the real.
Witchwarpers excel at creative play, breaking through adventure bottlenecks by changing the rules of engagement—perfect for players who want to invent, adapt, and surprise both their allies and their adversaries. Their spells and abilities encourage improvisation, narrative subversion, and reward clever problem-solving. GMs can build mystery, horror, or interdimensional intrigues around Witchwarpers, making them central to Starfall Galaxy’s most memorable plot arcs.
Adventuring Roles: Battlefield control, magical support, secret knowledge recovery, solution-finding, and high-risk cosmic negotiation.
Notable Weaknesses: Occasional focus limitations, social suspicion, risk of quantum backlash.
Witchwarper Mechanics
Key Attribute: Charisma or Intelligence.
Hit Points: 8 plus your Constitution modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Perception: Trained in Perception
Saving Throws: Trained in Fortitude, Trained in Reflex, Expert in Will
Skills: Trained in one skill determined by your paradox Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks: Trained in simple weapons, Trained in unarmed attacks
Defenses: Trained in light armor, Trained in unarmored defense
Spell DC: Trained in Spell Attack, Trained in Spell DC
Class DC: Trained in Witchwarper DC
Witchwarper Feats
Level 1
Feat: Words.
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