Witch

As a witch, you weave together the mysterious powers of earth, sky, and spirit to craft protective charms and hex your enemies.




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 FEATURES

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:

SUBCLASSES

Choose either the Hedge or Moon subclass.

BACKGROUND QUESTIONS

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

CONNECTIONS

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