User:Leziad/Awakened Witch

From Dungeons and Dragons Wiki
< User:Leziad
Revision as of 04:31, 9 July 2024 by Leziad (talk | contribs) (Swine {{Su}})
Jump to: navigation, search

Awakened Witch

The witch is largely a powerful class thanks to its access to powerful hexes. However the hex list leave somewhat to be desired, with only a few hexes ever being worth it. The awakened witch makes little changes to the witch itself, instead focusing on changing some hexes.

Changes

  • Class Skill: A witch adds both Perception and Sense Motive to her list of class skills.
  • Patron Spells: A witch no longer gain access to her patron spells at a set level, instead she always counts as knowing any patron spells of any levels she can cast. She may convert prepared spell into her a patron spell of an equal level or lower spontaneously. If a witch becomes a spontaneous caster, she merely adds her patron spells to her list of spell known whenever she gain access to a new spell level.
  • Cackle: The cackle hex becomes a class feature gained at 3rd level.

New & Revised Hexes

Bewitching Charm (Su)

Prerequisites: Grand Hex, Charm Hex

The witch may use this powerful hex to place a potent and everlasting charm on a touched target. The target is allowed a Will save, and if successful it is simply left staggered for 1 round. If the hex is delivered through a gentle gesture or kiss, accepted willingly, then they take a –2 penalty on their Will save to resist. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

If the target fails their Will save they fall under the effect behaving as the charm monster spell, except for the following:

  • The hex is quite difficult to remove, requiring a remove curse or break enchantment spell with a successful opposed caster level check to break.
  • The effect of this hex does not automatically break if your allies threaten, but if you threaten the target or refuse to defend them they are allowed another Will save to end the effect.t
  • The target also develops an extremely strong love and loyalty toward the witch, either in a platonic or romantic sense. They will seek to please the witch and gain their favor, often going above and beyond. As a result the target is always helpful toward the witch, and takes a –4 bonus on their opposed Charisma checks made to resist obeying an order. The restriction against obviously harmful or suicidal order remains.
  • The target is also unable to willingly lie to the witch.

The loyalty and love manifested by this hex lingers even if it is removed, the target remains helpful toward the witch even after the spell is removed. Although the target is now able to change their mind, especially if the deception is pointed out to them.

Charm (Su)

This is a revision of the charm hex.

A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. If used against a non-hostile target outside of combat, it improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the diplomacy skill. A Will save negates this effect. At 8th level, this effect improves the attitude of the target creature by 2 steps. This effect is permanent, but effects of multiple charms overlap. Additionally the creature's attitude may improve or worsen based on the witch's action.

In combat, the witch may use this hex as an immediate action to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. This ability can affect creatures regardless of their type.

If a creature succeeds in saving against this hex it cannot be the target of it again for 24 hours. This hex is a mind-affecting enchantment (charm) effect.

Deep Hypnotism (Su)

This is a revision of the combat hypnosis hex.

The witch can lull her enemies into a trance, even in the chaos of combat. This hex functions as hypnotism, except it can affect only one creature at a time without a HD limit, and the target creature does not receive the usual +2 bonus on its saving throw while in combat. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 3rd level, a creature made fascinated by this hex only break of its fascination if directly harmed.

Disguise (Su)

This is a revision of the disguise hex.

A witch with this hex gain disguise as a class skills. Additionally she can change her appearance for a number of hours per day 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. Unlike the spell, this disguises touch and sound, and it doesn’t allow a saving throw to disbelieve). If the witch consume a minor portion of the body of a creature (such as blood or an hair) while using this hex, she gain a +8 on Bluff check to impersonate that creature for as long as the hex is maintained.

At 8th level, while under the effect of this hex, the witch is under a constant nondetection effect. This does not apply to the 5th level ability.

Healing (Su)

This is a revision of the healing hex.

This acts as a cure light wounds spell, using the witch class level as caster level. The witch may use this hex on herself as a swift action. Once a creature has benefited from the healing hex, it cannot benefit from it again for 8 hours.

At 5th level, this hex acts like cure moderate wounds and may affect a given creature each 4 hours. Additionally, the witch gain the skill unlock of the heal skill.

The healing granted by this hex has no caster level maximum amount, unlike the spells.

Hexing Talisman (Ex)

A witch with this hex gains the Craft Wondrous Item feat as a bonus feat. Additionally any creature currently wearing an item crafted by the witch takes a –2 penalty on saving throws against the witch's hexes or spells.

Green Thumb (Su)

As a standard action, a witch may affect a single plants she can touch with either plant growth spell or the diminish plant. At 5th level she adds both plant growth and diminish plant to her list of patron spells.

Swine (Su)

This is a revision of the swine hex.

The witch can partially transform an enemy within 60 feet into a pig. The effects of the transformation are mostly cosmetic and do not change the creature’s size category or overall shape, but the affected creature becomes shaken and takes a –6 penalty on Charisma-based skill checks for a number of rounds equal to the witch’s Intelligence modifier (Will negates).

At 8th level the witch may further transform the affected target by using the hex consecutively. While affected by this hex, any further failed save deals 1d6 damage per two witch level to the creature and renders it staggered for 1 round. If the creature is reduced to 6 hit points or lower by this effect, it instead permanently transform into a pig as per baleform polymorph, except that it retains a maximum hit point of 6.

A break enchantment or remove curse ends the effect of this hex.

Twilight Sage (Ex)

Prerequisites: Advanced Hex, Shadow Patron

When a witch with this hex casts shades, shadow conjuration, shadow evocation, and similar illusion spells that have a listed fraction of the strength of real effects, she increases the percentage of damage caused by the spell’s effect or summoned creatures by one-fifth (+20%) against creatures that make their saving throw against the effect, up to a maximum of 100% of the strength.