The World Born Dead
Granted power by a pact with one of the Archfey of the Plane of Faerie. Witches gain the services of a familiar, a magical animal that instructs them on how to use their new found gifts and serves as an intermediary with their capricious patron and communicates the patron’s desires and commands.
Hit die: d4
Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Base attack equal to 1/2 HD, poor fortitude save, poor reflex save, and a good will save.
Weapon and Armor Proficiency: Fey witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Although they can ignore arcane spell failure chance with any armor that they become proficient with in the future.
Spells: Fey witches prepare and cast a limited number of arcane spells drawn from the Witches spell list. They learn most of these spells from their familiar or their patron but every four levels they can add a new spell of the divination, enchantment, illusion, or necromancy school from another arcane spellcaster or a spellbook. To learn or cast a spell, a Fey Witch requires a Charisma score of 10 + the spells level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Charisma modifier.
A fey witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is identical to the Bard. In addition, she receives bonus spells per day if she has a high Intelligence score and she may learn any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare for the day.
Cauldron (Su): A fey witch with access to a cauldron gains the use of the brew potion feat.
Eldritch Blast (Su): At first level, a witch gains the ability to unleash a blast of untamed magical energy with a maximum range of 100-feet as a standard action once per round. This eldritch blast deals 1d6 points of howling flashy energy of which untyped damage. At 2nd level the damage increases by a die to 2d6 and it increases again at every even numbered fey witch level to a maximum of 10d6 at 20th level.
At 5th level, a fey witch can invoke her patron to grant her great power to destroy her enemies. As as swift action once per day she can draw power directly from her patron and infuse her eldritch blast with it. If she succeeds on a DC 15 + 1/2 her fey witch level she adds a number of d6s of damage equal to her Charisma modifier, but should she fail to control the influx of power, it backlashes and inflicts damage to her as if she had struck herself with her own eldritch blast.
The type of energy is determined by her Archfey patron: Gloamling fey tend to grant acid or fire damage, Summer fey usually grant electricity damage, and Winter fey always grant cold damage.
Familiar (Ex): As the sorcerer/wizard class feature of the same name except that the familiar is chosen at random but doesn’t require 100 gp worth of materials to summon. All fey witch familiars can speak Sylvan. Levels in other classes that grant familiars stack to determine the power of the familiar. The familiar can memorize any spell of the divination, enchantment, illusion, or necromancy school as well as any Fey Witch spell but cannot cast these spells, instead their master communes with them
Invocations (Su): At first level a witch knows two minor invocations from the Witches invocation list and gains another invocation at 3rd level and every other level after that to s maximum of six at 10th level. At 11th level and every other level after she gains a major invocation from the same list. Unless otherwise noted these invocations can be used at will.
Unless otherwise noted, using a invocation is a standard action that provokes an attack of opportunity. The save to resist a invocation is equal to 10 + 1/2 the fey witch’s level + the fey witch’s Charisma modifier.
Seelie/Unseelie: When a fey witch casts a spell with the [good] or [law] descriptor flowers sprout and bloom from her footsteps for one minute and she can cause a dancing lights effect for the duration of the spell or 1 round. When she casts a spell with the [chaos] or [evil] descriptor though her shadow wilts plants and curdles milk and she can shroud the immediate area with a darkness spell which lasts until the spell ends or 1 round as she chooses.
Blight (Su): The witch can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area or creature takes 1 round, during which time the witch and her familiar must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A witch can affect an area with a radius equal to her class level × 10 feet. If used on a creature of the animal or plant type, the creature gains the following curse:
Blight; save Will negates; frequency 1/day; effect 1 Con damage.
Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight is invoked, the first immediately ends.
Charm (Su): As the spell charm person except that the effect lasts for a number of rounds equal to the Witch’s Charisma modifier. Whether or not the save is successful, a creature cannot be the target of this invocation again for 1 day.
Disguise (Su): A witch can change her appearance for a number of hours equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This invocation lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. At 8th level the penalty increases to –4.
Fortune (Su): With a touch, the witch can grant a creature a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this invocation is extended by 1 round.
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing invocation, it cannot benefit from it again for 24 hours.
Misfortune (Su): With a touch, a witch can cause a creature to suffer grave misfortune for 1 round. Any time the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this invocation. At 8th level and 16th level, the duration of this invocation is extended by 1 round. This invocation affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this invocation again for 1 day.
Slumber (Su): With a touch, a witch can cause a creature to fall into a deep, magical sleep, as per the spell sleep except that it can affect a total number extra HD equal to the fey witches Charisma modifier.
Tongues (Su): A witch with this invocation can understand any spoken language for a number of rounds per day equal to her level, as comprehend languages. Activating this ability is a free action. At 5th level, a witch can use this ability to speak any language, as per tongues, and she instinctively knows the common name of anyone listens to if she makes a DC 15 concentration check as an immediate action.
Ward (Su): A witch can use this invocation to place a protective ward over one creature by dusting the creature with a pinch of salt. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
Agony (Su): With a quick incantation, a witch can invoke this curse on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this invocation again for 1 day.
Death Curse (Su): This powerful invocation require a sacrifice from the fey witch. To invoke a Death Curse a witch must voluntarily take 1d4+1 points of Charisma and Strength damage that doesn’t heal until the target creature either shakes off the curse or dies. If the sacrifice is made and the power invoked the targets heart will seize up and begin to shrink causing death within just a few moments. The target creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round. On the second round of the invocation, the creature must make a second save or become exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 points of damage + 1 point of damage per level of the witch. Slaying the witch that invoked the Death Curse ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this invocation again for 1 day.
Eternal Slumber (Su): The witch sacrifice 1d4+1 Wisdom as temporary drain to can touch a creature, causing it to drift off into a permanent slumber until a specific condition is met. The creature receives a Will save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect. The witch can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this invocation again for 1 day. The witch cannot recover the Wisdom damage until the creatures awaken.
Flight (Su): As the spell fly, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Hag’s Eye (Su): A witch with this invocation can fashion a magic sensor from a dead creature’s eye that she can see through. This functions as per the spell arcane eye. The witch can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Major Healing (Su): The witch’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the witch’s caster level. Once a creature has benefited from the major healing invocation, it cannot benefit from it again for 24 hours.
Natural Disaster (Su): As the spell storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A witch can only use this ability once per day and suffers 1d4+1 Constitution damage when she does so.
Nightmares (Su): As the spell nightmare only it is triggered each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest or regain spells or power points.
Retribution (Su): A witch can invoke a retribution on a creature, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the target creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch’s class level. A Will save negates this effect.
Vision (Su): A witch with the vision invocation can grant a glimpse of the future to a creature touched. Granting a vision takes 1 minute, during which time the witch and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of the witch that granted them. For example, the visions granted by a Chaotic Evil witch often show scenes of death and destruction, while those of a Neutral Good witch tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A witch cannot use this ability on herself. Unwilling creatures receive a Will save to negate the vision.
Weather Control (Su): A witch with this invocation can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar.
1st level Witch Spells: burning hands, cause fear, charm person, chill touch, command, comprehend languages, cure light wounds, detect magic, detect secret doors, detect undead, enlarge person, grease, hideous laughter, hypnotism, identify, light, mount, nightshield, obscuring mist, ray of enfeeblement, read magic, reduce person, sleep, summon monster I, swift invisibility, unseen servant.
2nd level Witch Spells: alter self, augury, blindness/deafness, cure moderate wounds, daze monster, death knell, delay poison, detect thoughts, enthrall, false life, find traps, fog cloud, gentle repose, glitterdust, hold person, inflict light wounds, levitate, scare, see invisibility, spectral hand, status, summon monster II, summon swarm, touch of idiocy, web, zone of truth
3rd level Witch Spells: arcane sight, bestow curse, clairaudience/clairvoyance, deep slumber, dispel magic, fly, glyph of warding, heroism, inflict moderate wounds, invisibility, lighting bolt, locate object, rage, ray of exhaustion, remove blindness/deafness, remove curse, remove disease, sleet storm, speak with dead, stinking cloud, suggestion, summon monster III, tongues, vampiric touch, water walk
4th level Witch Spells: arcane eye, black tentacles, charm monster, confusion, crushing despair, cure serious wounds, death ward, detect scrying, dimension door, discern lies, divination, enervation, fear, geas-lesser, ice storm, inflict serious wounds, locate creature, minor creation, neutralize poison, phantasmal killer, poison, scrying, secure shelter, solid fog, summon monster IV
5th level Witch Spells: blight, break enchantment, cloudkill, contact other plane, cure critical wounds, dominate person, feeblemind, hold monster, magic jar, major creation, mark of justice, mind fog, overland flight, prying eyes, polymorph other, reincarnate, secret chest, summon monster V, symbol of pain, symbol of sleep, teleport, waves of fatigue
6th level Witch Spells: analyze dweomer, animate objects, cone of cold, dispel magic-greater, eyebite, find the path, flesh to stone, geas, guards and wards, heroism-greater, inflict light wounds-mass, legend lore, raise dead, slay living, stone to flesh, summon monster VI, symbol of fear, symbol of pain, transformation, true seeing
Prerequisite: Fey Witch with Winter Fey patron Benefit: You gain cold resistance 5 + 1/2 your Fey Witch level and extra damage granted by your patron to your eldritch blast ignores cold resistance equal to or less than your own.