Classes

Witch

Witch The Void v1.5

Magical practitioners who commune with the forces of nature and entities from realms beyond. Witches call forth their power through craft, rituals, incantations, herbs, stones, candles, and other tools to enact their will and conjure powerful spells.

Class Features

Witch's Charm

When you or an ally within Far range rolls a failure on an action roll, you can spend 3 Hope to change it into a success with Fear instead.

Hex

When a creature causes you or an ally within Close range to mark any number of Hit Points, you can mark a Stress to Hex them. Action and damage rolls against a Hexed creature gain a bonus equal to your tier.

This condition lasts until the GM spends a number of Fear equal to your Spellcast trait to remove it or you Hex another creature. Otherwise, remove it when the scene ends.

Commune

Once per long rest, during a moment of calm, you can commune with an ancestor, deity, nature spirit, or otherworldly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one value from the rolled results and reference the chart below for the effect:

  • 1-3: You taste a flavor, smell a scent, or feel a sensation relevant to the answer.
  • 4-5: You hear sounds or see a vision relevant to the answer.
  • 6: You psychically experience a scene relevant to the answer as if you were there.

Subclasses

Spellcast Trait

Foundation Features

Herbal Remedies

When you or an ally clear one or more Hit Points or Stress as the result of using a consumable, increase the number cleared by one.

Tethered Talisman

Once per rest, you can imbue a small item with your protective essence. When the person holding the talisman takes damage, you can expend its magic to reduce the number of Hit Points they mark by one. You can’t create a new talisman until the old one has been used.

Specialization Features

Walk Between Worlds

Make a Spellcast Roll (13) to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. You return to the mortal realm when the last token is removed.

Enhanced Hex

Attacks you make against Hexed creatures gain a damage bonus equal to your Proficiency.

Mastery Features

Circle of Power

Once per rest, mark a circle on the ground around you up to Very Close range and place a number of tokens equal to your Spellcast Trait on this card. Each time you or any ally within the circle makes an action roll or is hit with an attack, remove a token. This spell lasts until the last token is removed or you step out of the circle. While within this circle, you and any allies:

Cards

The Void v1.5

Hedge

Foundation

Spellcast: Knowledge

Herbal Remedies: When you or an ally clear one or more Hit Points or Stress as the result of using a consumable, increase the number cleared by one.

Tethered Talisman: Once per rest, you can imbue a small item with your protective essence. When the person holding the talisman takes damage, you can expend its magic to reduce the number of Hit Points they mark by one. You can’t create a new talisman until the old one has been used.

Witch

The Void v1.5

Hedge

Specialization

Walk Between Worlds: Make a Spellcast Roll (13) to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. You return to the mortal realm when the last token is removed.

Enhanced Hex: Attacks you make against Hexed creatures gain a damage bonus equal to your Proficiency.

Witch

The Void v1.5

Hedge

Mastery

Circle of Power: Once per rest, mark a circle on the ground around you up to Very Close range and place a number of tokens equal to your Spellcast Trait on this card. Each time you or any ally within the circle makes an action roll or is hit with an attack, remove a token. This spell lasts until the last token is removed or you step out of the circle. While within this circle, you and any allies:

Witch

Spellcast Trait

Foundation Features

Night's Glamour

Mark a Stress to Glamour yourself in a magical facade that lasts until you mark a Hit Point, make an attack, or take a rest. While Glamoured, you can:

  • Disguise yourself to look like any creature of your approximate size that you’ve seen.
  • Enhance your own appearance. You gain advantage on Presence Rolls that leverage this change.

Specialization Features

Moonbeam

Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and any allies gain a +1 bonus to Spellcast Rolls and advantage on rolls to see through illusions.

Ire of Pale Light

When a Hexed creature within Far range fails an attack roll, they must mark a Stress.

Mastery Features

Lunar Phases

Your spirit ebbs and flows like the phases of the moon. At the beginning of each session, roll a d4 and gain the matching effect until the end of the session:

Cards

The Void v1.5

Moon

Foundation

Spellcast: Instinct

Night’s Glamour: Mark a Stress to Glamour yourself in a magical facade that lasts until you mark a Hit Point, make an attack, or take a rest. While Glamoured, you can:

  • Disguise yourself to look like any creature of your approximate size that you’ve seen.
  • Enhance your own appearance. You gain advantage on Presence Rolls that leverage this change.

Witch

The Void v1.5

Moon

Specialization

Moonbeam: Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and any allies gain a +1 bonus to Spellcast Rolls and advantage on rolls to see through illusions.

Ire of Pale Light: When a Hexed creature within Far range fails an attack roll, they must mark a Stress.

Witch

The Void v1.5

Moon

Mastery

Lunar Phases: Your spirit ebbs and flows like the phases of the moon. At the beginning of each session, roll a d4 and gain the matching effect until the end of the session:

Witch

Class Items

Recieve one of following items at character creation

  • A small, harmless pet

  • A talking skull

Background Questions

Answer any of the following background questions. You can also create your own questions.

  • How did you first discover your affinity for magical craft?

  • You once used your power to help some in a dire situation. Who were they and why did they come to you?

  • Your magic once opened a door best left closed. Who or what was on the other side?

Connections

Ask your fellow players one of the following questions for their characters to answer, or create your own questions.

  • What about my magical practice makes you most ill at ease?

  • I once appeared to you in a dream and shared a vision of the future. What did I tell you?

  • Why do you come to me for advice?

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