Witch

Call Upon Arcane Magics to Protect Your Friends

Art by Taran Lopez

Class Creation and Editing by Mina Guadalupe

Level 1

Patron’s First Lesson: Choose a magical patron. Roll +WIT

  • Circe: Hex of Nature: send a ball of pure natural energy at a target. 2 dmg. POISON on crit. 

  • Baba Yaga: Hex of Mind: attack your opponent’s mind. 2 dmg. CONFUSE on crit. 

  • Isis: Hex of Power: drain your opponent of their energy. 2 dmg. CONFUSE on crit. 

Level 2

Get a familiar, to help guide you on your journey through magic. 

  • Cat: +1 Health Point

  • Dog: Fetches, 2 dmg bite or finds objects

  • Owl: living bestiary. 

  • Rat: POISONs opponent

  • Raven: Boon on first roll. 

  • Floating eyeball: dodge first attack against you. 

Level 3

Potion making I: you can now craft Healing Potions (heals 2 HP) and Cooldown Potions (reduces Cooldown by 1 turn) Roll +DIVINE. This ability can only be used 3 times per session out of combat. 

Level 4

Hexes of the Mind: Affect your opponent’s mind. ROll +WIT

  • Hex of Distraction: Reach into your opponent’s mind to find the perfect way to distract them from what’s going on. Lasts 2 turns in battle. 

  • Hex of Friendship: Make a hostel or suspicious figure suddenly very nice to you. Spell ends if the creature is attacked by your allies. Lasts 2 turns in battle. 

Level 5

Hexes of the Body: affect your target’s body. ROll +WIT. 

  • Hex of Weakness: Put a hex on your target’s soul. Does 1 dmg for 3 turns. Cooldown: 3 turns. 

  • Hex of Vitality: Drain your target of their health (max 10 HP) and use it to heal you or an ally. Cooldown: 2 turns. 

Level 6

Hexes of the Soul: affect your target’s soul. Roll +WIT

  • Hex of Mindlessness: your target’s highest stat will drop to 0 for 2 turns. Cooldown: 2 turns. 

  • Hex of Forgetfulness: Your target forgets the last attack they’ve used for the rest of the battle. 

Level 7

Gain 1 health point, +1 WIT, +1 DIVINE

Level 8

Patron’s Second Lesson: You have tapped into the true potential of your first spells. Cooldown: 2 turns. Roll +WIT. 

  • Circe: Hex of Wrath: Bring down the fury of the natural world. Does 4 dmg. Poisons target on a hit. STUNS on crit. 

  • Baba Yaga: Hex of Nightmares: plant seeds of fear in your target’s mind. Deals 4 dmg. Instill FEAR on a hit. SLEEP on crit. 

  • Isis: Hex of Pain: overload the mind and body. Does 4 dmg. CONFUSE target on a hit. STUNS on crit. 

Level 9

Potion Making II: You can now craft stamina potions (extra action on a turn) and greater health potions (heals up to 4 health points) Roll +DIVINE. This ability can only be used 3 times out of combat. 

Level 10: 

Patron’s Final Lesson: Your patron teaches you the full extent of her power. Cooldown: Entire session. Roll +WIT. 

  • Circe: Hex of Transformations: turn your target into a large boar. This spell only works on minor and adept level targets for 3 turns. STUNs expert level targets. Deals initial 5 dmg. 

  • Baba Yaga: Hex of Undeath: Summon 1 zombie per enemy. They last for 2 turns. Deal 4 dmg when they attack. Cause FEAR on crit. 

  • Isis: Hex of Debilitation: curse your minor and adept level targets with DOOM and CONFUSION and your major and expert level targets with BURN and STUN. Deals initial 5 dmg.

Level 11

Blessing to the Mind: your abilities bring blessings to your ally’s minds and devastation to your enemies. Roll +WIT

  • Gift of Restoration: You shield yourself or an ally from status ailments for 2 turns. Cooldown: 1 turn.

  • Hex of Shattering: You shatter the mind of your enemies. 4 dmg. CONFUSE on a crit. Cooldown: 1 turn.

Level 12

Path of the Caster: your abilities as a caster have surpassed your mentor and your knowledge of magic is expanding, Roll +WIT

  • Hex of Shielding: A magical shield appears to protect you or an ally. You gain +1 AC for 2 turns. For the duration, you can choose to let your shield absorb the damage inflicted on you. Cooldown: 2 turns. 

  • Hex of Sickness: A beam of sickening light leaves your enemies unwell. You curse a target with POISON for 2 turns on a hit. Deals initial 4 dmg. Cooldown: 2 turns.

  • Hex of Screams: A piercing scream shoots through your enemy’s mind. You deal 4 dmg and FEAR on a crit. Cooldown: 1 turn. 

Level 13

Potion Making III: You can now craft Rejuvenation Potions (Allow a single turn without cooldown wait time) and Panacea (heal any Status Ailment). Roll +DIVINE. This ability can only be used 3 times out of combat. 

Level 14

Blessings to the Body: your abilities bring blessings to your ally’s bodies and devastation to your enemies. Roll +WIT

  • Gift of Protection: Magical armor covers your body. You gain +2 AC for the duration of your battle.

  • Hex of Fragility: You drain a target of their fortitude. All melee attacks do an additional +5 dmg for 3 turns. Cooldown: 2 turns. 

Level 15

Path of the Caster II: new knowledge brings new power, Roll +WIT

  • Hex of Reflection: You can reflect any incoming attack that should hit back at the wielder. Cooldown: Entire Battle

  • Hex of Madness: Madness leaves your enemies immobile. Inflicts 5 dmg. Inflict STUN or FEAR for 2 turns. Cooldown: 2 turns.

  • Hex of Twofold: You or an ally’s damage is doubled for 1 turn. Cooldown: 3 turns


Level 16

Familiar Enhancement: As you learn, so does your familiar. 

  • Cat: +5 to initiative

  • Dog: +2 to first attack roll

  • Owl: HASTE on your first turn in battle

  • Rat: RESISTANCE to poison damage

  • Raven: +1 DIVINE

  • Floating Eyeball: +1 Health Point

Level 17

Gain 2 Health Point, +1 WIT, +1 DIVINE

Level 18

Potion Making IV: You can now craft Supreme Healing Potion (heals all HP) and Doom Drought. Roll +DIVINE. This ability can only be used 3 times out of combat. 

Level 19

Blessings to the Soul: your abilities bring blessings to your ally’s souls and devastation to your enemies. Roll +WIT 

  • Gift of True Fear: Your power shakes your enemies to their core. You curse up to 3 minor and/or adept level targets or one major/expert level target with FEAR for 2 turns. Deals an initial 5 dmg. Cooldown: 2 turns.

  • Hex of Destruction: Your power can destroy the very being of your enemy. Your attacks deal an additional 4 dmg for 3 turns. Cooldown: 2 turns.

Level 20

Accession: Your power rivals the gods themselves, Roll +WIT

  • Hex of Petrification: You leave your enemies frozen in fear. All targets within view are PETRIFIED on a hit. Deals 8 dmg. On a crit, up to three minor and major level targets immediately crumble to dust. Cooldown: Entire session.

  • Hex of True Strike: Nothing can stand in the way of your attack. You or an ally’s next attack is an auto hit at double damage. Cooldown: Entire session.

  • Hex of Void: Reality bends to your will. You can manipulate the terrain to your will. Inflict HINDRANCE for 3 turns on a hit. Deals 7 dmg to all enemies on the field. Cooldown: 3 turns.