You walk the line between two worlds, and have created something new in its wake. Artisans fear you, for you collude with forces that cannot be fully understood, and it in turn despises your brazenness. You are both mentor and student, caregiver and warrior.
You are a Witch, with all that entails.
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For more information: part 1, part 2, part 3 (must rewrite eventually) Art by Zhang Shu |
You can have as many hexes active at one time as you have
Witch levels. It is possible to replenish Magic Dice that're currently invested in a hex, such as through rest, but any MD returned while your dice pool is full are lost. Hexes cannot generate Temerity (see below).
You learn two hexes when you take your first template in this class. For a comprehensive list of hexes available to all Witches, see the list at the bottom of the page.
Finally, while wearing your big hat, any hexes you cast are as if you invested +1 MD, though most people will now immediately identify you as a Witch.
You don't know any Invocations when you become a Witch, but you will eventually gain enough knowledge (and experience) for your Coven to teach you their signature curse. You might also be able to find them (along with new spells & hexes) in other, more distant places...
- Colorful Witches (links to come)
- Blood Witches
- Tide Witches
- Lead Witches
Hybrid Tutelage
Should either scale exceed your Witch level, you become Unbalanced. In this state, you must consume Temerity or Serenity in order to cast spells — though you can consume either, not just the resource at fault — and doing so harms you: one Hit Point & one Strain per slot, respectively. However, you add +X to the total [sum] of your MD rolls for each slot of Temerity you consume, and +X to the total [dice] of your MD rolls for each slot of Serenity. You remain Unbalanced until these totals no longer exceed your Witch level.
[note:
You have ten memory slots, which function like inventory slots. Spells
go here, as well as new languages, curses, and other nasty—or beneficial—effects. Strain is, similarly, a psychological companion to HP. Your hexes, like cantrips, don't take up slots.]
You lose all of your Temerity & Serenity when you finish a long rest. Some Witch spells are vulnerable to the presence of your scale resources, however, and can be cast as modified versions if one is inserted into its slot. This prevents you from losing that resource until either the modified spell is cast or another spell consumes it while you are Unbalanced.
Study Group
Share The Load
Additionally, the first time you cast a spell each day that removes you from the Unbalanced state, your party regains one Strain.
This Too Shall Pass
Once per day, if a spell you cast while Unbalanced would deal damage or strain to you, you may ignore it. As a reaction, you may instead activate this feature targeting another Witch you can see who would become injured in the same way.
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Trust In The Goodly Moon 'Frpth' by Marina Krivenko |
You may adopt a hireling into your coven given a month of downtime, after which they become a Witch A. You can train any number of witches, but only [# of Witch templates] may travel with you at one time.
Save vs Mutation, with a +1 bonus for each Witch template you possess. On a success, gain the Druid A template and choose an inserted spell: that spell is added to your Coincidence table. On a failure, you are cursed by the green door and begin your transformation into a Hag.
[note: While a lot easier to achieve at low levels, you put yourself at risk of Hagdom—a death sentence for fledgling Witches. Matrons and experienced Witches, however, have much higher chances of success, although they must seek out other means if they wish to store all of the necessary spells inside of their head.]
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I love the headless vulture in this one Art by Aleksander Brodzinski |
Witch's Hexes
R: touch T: a poppet, totem, or figurine you've crafted (1 hour) D: until slain
- Your familiar can fly, swim, and climb uneven terrain, if it couldn't before. It does not need wings to fly, nor does it require air to breathe.
- Your familiar gains two inventory slots, which also serve as memory slots. Items placed within these slots can be accessed by others using a password.
- You can see and hear through your familiar's senses, so long as you are within one mile of each other. Your own senses are muffled while doing so.
- The afterimage is blinding—both characters have -1 Save for the duration.
- Your visual effects are tripled, allowing you to see through three feet of stone or an inch of lead.
- A
red-hot phosphene of your inner face flashes across their vision.
Target must Save vs Fear. Replaces normal effect, unless you invest in
multiple benefits. You cannot use this effect again for the next minute.
- Flickering
spirits form a trail towards the target, which lasts for the duration.
If the target moves away from you, the trail follows their movements
exactly, even when out of sight.
- You may speak a command word to call the object to you, so long as it is within shouting distance. This command can also be used to deactivate its flight, turning it into a mundane object or back at will.
- The object will now (begrudgingly) carry an additional passenger, so long as they are no bigger than yourself and could reasonably fit.
- You
can now engage in limited bouts of true flight. Pointing and speaking a
command word will cause the object to fly you to a location that you
can see adjacent to a physical object, where it will remain until you
either dismount or make another command. Every third time you do this,
Save vs Destruction or the object breaks—only once you're safely
dismounted.
- Your movement speed is tripled when sprinting while mounted.
R: self T: 15' radius D: one hour
- Magic
can detect your presence within a crowd, but not your exact location.
Fails against spells cast in quick succession, exceptionally powerful
divination, or creatures with true-sight.
- Allies gain +X Stealth within your radius, where X equals the number of characters present with Witch templates. This does not stack with itself.
- Your sensory obscurement extends to allies for the duration.
R: touch T: self (1 hour) D: one hour
- You may speak normally while disguised.
- While standing still, you can remove your arms and legs from under the glamour, allowing you to interact with objects or cast spells.
- Taking damage no longer ruins the glamour. You gain a bite or claw attack that deals 1d8 damage.
- You gain five additional hit points while disguised.
Fear The Hound Who Speaks In Threes 'Shape on the Stairs' by Dappermouth |
- Witch's Hammer.
A square-headed mallet, adorned with runic symbols. Twice per day, you
can crush a small object (such as a mug, stone, or coin purse) to break
it into its constituent parts. Larger hammers can separate bigger
objects.
- Skeelo Whistle. This reed whistle gives off an eerie shrill when blown. Upon use, any familiars within earshot must Save vs Paralysis. If used for longer than a few seconds, the whistle falls apart, and affected familiars gain a favor against their master.
- Mimicry Kit.
This collection of pelts, dyes and concoctions cover a menagerie of
beasts. As part of a 1-hour ritual, you can disguise yourself as a Deer or Owl (or an equivalent) without investing any MD, and the glamour lasts four hours. If you possess the Shroud hex, you may invest MD to gain benefits as listed. One slot.
- Pixie Flytrap. Not as bad as it sounds; a catch-and-release system for nature spirits. +2 MD, but can only be spent on your hexes, and are expended until they're recovered + a Long Rest. Two slots.
- Burial Urn. About the size of a wine bottle. Anything kept inside won't rot, although it will slowly dry up. One slot.
- Cauldron. Doubles as a cooking pot, so long as you remember to clean it out beforehand. Comes with some neat wheels, otherwise two slots.
- Bag of Bones. Knucklebones, specifically. These
have been whittled into something fierce, allowing for their use as
caltrops, as well as whatever else bones are used for.
- Bronze Broomstick. Once per day, you may speak a command word and fly to a location that you can see. If you possess the Fly hex, this does not count towards your three uses before needing to make a Save. Usable as a blunt object in a pinch. Two slots.
- Talisman. Protects you from one source of Strain before becoming inert. Activates automatically, unless you decide not to use it—suit yourself! Two to a bundle, one slot.
- Tea Set. Great for lunch time. Includes four cups, as well as appropriate dining ware.
- Ritual Dagger. Sharp as a line, about as thin as one. +1 damage. One slot.
- Bag of Salt. Good for ghosts, apparently. Can be used in ritual circles, recipes, and for throwing in someone's eyes. Ten doses, one slot.