Legal Information/Open Game License, Fan Labs Summon Spirit (Sp): Ghosts are very powerful, and if your GM is open-minded this can let you gain a very powerful ally. Witches also have Focus Spells called Hexes, including Hex Cantrips. Also, many GMs allow the creation of multiple items in a day as a house rule because spening 8 hours to create one potion which takes up 5% of the gold worth of magic items that you can create in a day seems completely ridiculous. Disguise Self isn't on the Witch spell list, so this can add an extra option otherwise not available to the Witch. Ok so let me explain what I'm asking: A wizard wants to cast sleep on a guard without tipping the other guard off. I support a limited subset of Pathfinder's rules content. | FateCoreSRD She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. The scaling at 5th level is a nice nod, but not enough to keep this relevant as your level increases. Curse Your Enemies The Way Your Patron Would Want! Hag's Eye (Su): Arcane Eye is a very solid divination, but it's already on the Witch spell list. Fly is not on the Witch spell list, and flight is crucial for spellcasters, especially at high levels. Icicle Dagger: Masterwork ice dagger deals +1 cold damage. Dire Prophecy (Su): Good debuff; adds all of the potential penalties of Evil Eye simultaneously. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil. Starting at 10th level, and every two levels thereafter, a witch can choose a major hex whenever she could select a new hex. Hauntings and hexes is a magical themed story with themes of friendship and doing the right thing. Hexes are a great way to customize your Witch. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. Forced Reincarnation (Su): Hillarious, but very unpredictable. Witch Hex: The shaman selects any one hex normally available through the witch's hex class feature. The target doesn’t need to eat, breathe, or drink. The DC scales to keep pace with your spells, and affects creatures of any hit die. At 1st level, a witch gains one hex of her choice. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. A witch cannot select an individual hex more than once. Agony is the only applicable Hex from the Major Hex list, but it isn't the best option. Water Lung (Su): Hugely situational, but Water Breathing isn't on the Witch spell list. Communing with that source and using her familiar as a conduit, the witch gains not only a host of spells, but also a number of strange abilities known as hexes. Eternal Slumber (Su): Like Slumber on steroids. I can't think of any other source which adds a Hair attack, so this is a great way way to add an extra attack to your full attacks. Feral Speech (Su): Animals very rarely have anything interesting to discuss. | PF2 SRD. Grand Hexes: The following grand hexes complement the mountain witch archetype: eternal slumber, natural disaster, and witch's hut. You do gain the animals senses, which is nice for Scent, but you don't get control of the creature. Hoarfrost (Su): Horrifying and deadly, but because the damage only ticks once per minute, this is totally useless in combat. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. Life Giver (Su): No big deal, just Resurrection as a Standard Action with no material component. The Witch is a prepared caster, so you need to prepare a spell in each of your spell slots during your Daily Preparations. On round 2, you hex the target’s attack rolls, so the target now has two evil eye hexes on it. Downloads Shop the Open Gaming Store! This guide will cover the new Witch class in Pathfinder (PF) in detail, from class features, to feat choices, to the spell list. In the second printing of PRG:UM, the text says, “A storm of ice and freezing wind envelops the creature…,” so it only affects creatures, not objects. Also note that many colored items are also links to the Paizo SRD. However, this can be a good choice for class dipping or for the Hexcrafter Magus. Sample Hexes: Nudge Fate, Restorative Moment; Sample Feats: Basic Lesson (Witch), Major Lesson (Witch), Dubious Knowledge; Pathfinder 2E Witch Class – Double Bubble. Natural Disaster (Su): Storm of Vengeange and Earthquake are both big, flashy spells, but they are complicated to use without doing just as much damage to yourself and your party. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. She treats her shaman level as her witch level when determining the powers and abilities of the hex. Poison Steep (Sp): Getting access to the Poison spell as early as 2nd level is great, but this is very difficult to bring into play. | Swords and Wizardry SRD hex is instantaneous in effect, rather than ongoing. The +4 bonus to Craft (Alchemy) is just icing on the cake. | d20 Anime SRD RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. Has anyone tried to add a new witch hex before? It's unfortunate that you or your allies need to take damage for the Hex to take effect, but the reality of combat is that your allies are going to take damage at some point. Evil Eye and Misfortune are the best options: their durations are short, but their effects are crippling. Heck, you could sit outside while your party goes into the dungeon and support them with Hexes at long range. | Starjammer SRD Nails (Ex): You really shouldn't be spending a lot of time in melee combat. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. Instead, use it for skill checks on things like disabling traps, and on saving throws against ongoing effects outside of combat. Prehensile Hair (Su): This is fantastic for class dips for Rogues or characters focues on natural weapons. Hidden Spring: Discover a temporary spring of fresh, flowing water Hide Bruises: Disguise a creature's injuries, making them more difficult to heal Hypnotism: Fascinates 2d4 HD of creatures. At 3rd level the area that the hex covers expands to a 20 foot cube and at 8th level the witch can also determine what the poisons are. This ability replaces familiar. 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1). that makes them more prone to breaking. A witch cannot select an individual hex more than once. Wizards, on the other hand, have to fill spell slots of their highest level with a save-or-die to rival the DC. | 13th Age SRD Agony (Su): Nauseated largely disables the target, and makes them very vulnerable. Recent Changes Healing (Su): This provides a bit of free healing every day. Slumber (Su): Single target save or suck. Infected Wounds (Su): Totally useless in combat, and disease effects can be removed very easily, so this won't be very effective. The hex fills in a save DC spot--witches don't have to worry about keeping a save-or-die spell prepared for low will combatants, it's always covered by the sleep hex. With the ability to cast Hexes on your allies from up to a mile away, you can use Hexes like Healing, Fortune, or Ward while you are off doing other things. Your hex cantrips are determined by your patron theme. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Here is the new hex: Lethe Ward (Su): A witch can cause an undead creature within 30 feet to become transfixed, as per the spell halt undead. Beast Eye (Su): Conceptually very cool, but Arcane Eye is probably better. Child-Scent (Ex): Unless you are playing pedo-bear or stealing puppies, this is not useful. This affects the casting of any However, you may find that you are often better served by casting a spell. Even with a successful save, the target still takes the penalty for 1 round, which can really help weaken a tough enemy. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. Disguise (Su): Excellent for infiltration, but somewhat situational. This can be extended with Cackle, which can lead to you standing and cackling like a mad man while your new friend stares at you uncomfortably. Each of these new hexes allows a witch to help her allies or deal with her enemies in ways that are specific to her chosen patron. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. Pathfinder: Are Witch Hexes Subtle by default unless stated otherwise? Age resistance is already on the Witch spell list and has a considerably longer duration than one hour, so don't waste your time on that effect. This site may earn affiliate commissions from the links on this page. Scar (Su): This has some interesting options. Hex Vulnerability: Reuse a hex on a specific target. For a number of rounds equal the witch's Intelligence modifier, any time the hexed device is used, it has a 25% chance of gaining the broken condition. | 5th Edition SRD Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Sell at the Open Gaming Store! However, a typicaly witch will have trouble using this for anything but flavor. Cook People (Su): A one-hour duration is pretty great for spells like Bull's Strength, which typically have durations in minutes per caster level. Vision (Su): Entirely dependant on your GM. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Because you can uses Hexes as often as you like, you can just spam this against enemies until it works. A witch cannot select an individual hex more than once. Granted, this could work pretty easily by throwing poisoned meat into rooms with unintelligent (and hungry) monsters or animals. Like most major hexes, the range is 60 feet. Hidden Home (Sp): Very cool for NPC witches or for campaigns where you spend a lot of time in one place, but otherwise not useful for a typical adventurer. You will use this all the time instead of wasting potions/money. Similar to Rogue Talens or Barbarian Rage Powers, you get one at every even numbered Witch level. I am trying to create a new hex using Hero Lab for my witch and I have no idea how to do it using the editor. Starting at 18th level, and every two levels thereafter, a witch can choose a grand hex whenever she could select a new hex. | d20HeroSRD Its ability to hold spells functions identically to a witch’s familiar. The witch is, in many ways, very similar to a wizard. Nightmares (Su): Hugely situational. FAQ. The most obvious is to scar a recurring enemy, but a better option is to scar your allies. | OGN Articles Fortune (Su): Because it costs your standard action to use this, don't expect to use this in combat. Blight (Su): Hugely situational, and not very good even in situtions where it would apply. This duration makes it possible to replace ability enhancing items, assuming you have enough bodies to keep your cookie jar full. The witch grows lighter as she gains power, eventually gaining the ability to fly. One free healing spell for anyone every day. Check out our other SRD sites! Patrons reveal power to their witches through spells, and now you can wield their power with unique hexes. While this is incredibly useful at first level, it will quickly be eclipsed by a Wand of Cure Light Wounds. There are lots of flavorful hexes available to a witch but for most of them actual value to the party is questionable. Consider making the target move in combat to draw attacks of opportunity, or making your enemy staggered before he can charge. However, Slumber puts things to sleep and will have the same save DC. A witch cannot select an individual hex more than once. New Pages Waxen Image (Su): This is a cool way to control or debuff a target. Witch's Hut (Su): Very cool. Tongue­tied (Su): The witch can cause a creature within 30 feet to have difficulty speaking. There is no Witch for whom this is not a fantastic option. | Here Be Monsters Hex Ward Y: Target gains +4 on saves against witch hexes. Non-magical items do not receive a saving throw against this effect. If you dislike someone enough to curse them with this, it's generally better to just kill them. Rerolling every attack will greatly improve your party's chances of survival, and rerolling saving throws will make the target considerably more vulnerable to effects of all kinds. Similar to Rogue Talens or Barbarian Rage Powers, you get one at every even numbered Witch level. Pathfinder: Patron Hexes for Your Witch. Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. A witch cannot select an individual hex more than once. Ward (Su): Throw this on your party's Defender before and after every fight. However, unlike Rogues, Barbarians, and many other classes with similar customization mechanics, Witches get a Hex at first level in addition to the typical every-even-level progression. Witch's Brew (Ex): By this level, potions are usually not relevant. | The Modern Path SRD Unnerve Beasts (Su): Hugely situational, and will probably hurt you more than anyone else. Cackle (Su): Cackle's effectiveness is defined entirely by the effectiveness of the Hex you are extending. Hexes have three levels of power, Common, Major, and Grand. 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