As a witch, you weave together the mysterious powers of earth, sky, and spirit to craft protective charms and hex your enemies.
| Topic | Information |
|---|---|
| Domains | Dread & Sage |
| Starting Evasion | 10 |
| Starting Hit Points | 6 |
| Class Items | a small, harmless pet OR a talking skull |
| Hope Feature | 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. |
| Class Feature | 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. |