{ "_meta": { "sources": [ { "json": "mfovw", "abbreviation": "MFoV", "full": "Middle Finger of Vecna: Witch (3pp)", "authors": [ "Middle Finger of Vecna" ], "convertedBy": [ "Jafner" ], "version": "1.1", "url": "http://mfov.magehandpress.com/2016/09/witch.html", "targetSchema": "1.0.0" } ], "dateAdded": 1529515620 }, "class": [ { "name": "Witch", "source": "mfovw", "hd": { "number": 1, "faces": 8 }, "proficiency": [ "wis", "cha" ], "classTableGroups": [ { "colLabels": [ "Hexes Known" ], "rows": [ [ 2 ], [ 3 ], [ 3 ], [ 3 ], [ 4 ], [ 4 ], [ 4 ], [ 4 ], [ 5 ], [ 5 ], [ 5 ], [ 5 ], [ 6 ], [ 6 ], [ 6 ], [ 6 ], [ 7 ], [ 7 ], [ 7 ], [ 7 ] ] }, { "colLabels": [ "{@filter Cantrips Known|spells|level=0|class=Witch (MFoV)}", "Spells Known" ], "rows": [ [ 2, 4 ], [ 2, 5 ], [ 2, 5 ], [ 3, 6 ], [ 3, 6 ], [ 3, 7 ], [ 3, 7 ], [ 3, 8 ], [ 3, 8 ], [ 4, 9 ], [ 4, 10 ], [ 4, 10 ], [ 4, 11 ], [ 4, 11 ], [ 4, 12 ], [ 4, 12 ], [ 4, 13 ], [ 4, 13 ], [ 4, 14 ], [ 4, 14 ] ] }, { "title": "Spell Slots per Spell Level", "colLabels": [ "{@filter 1st|spells|level=1|class=Witch (MFoV)}", "{@filter 2nd|spells|level=2|class=Witch (MFoV)}", "{@filter 3rd|spells|level=3|class=Witch (MFoV)}", "{@filter 4th|spells|level=4|class=Witch (MFoV)}", "{@filter 5th|spells|level=5|class=Witch (MFoV)}", "{@filter 6th|spells|level=6|class=Witch (MFoV)}", "{@filter 7th|spells|level=7|class=Witch (MFoV)}", "{@filter 8th|spells|level=8|class=Witch (MFoV)}", "{@filter 9th|spells|level=9|class=Witch (MFoV)}" ], "rows": [ [ 2, 0, 0, 0, 0, 0, 0, 0, 0 ], [ 3, 0, 0, 0, 0, 0, 0, 0, 0 ], [ 4, 2, 0, 0, 0, 0, 0, 0, 0 ], [ 4, 3, 0, 0, 0, 0, 0, 0, 0 ], [ 4, 3, 2, 0, 0, 0, 0, 0, 0 ], [ 4, 3, 3, 0, 0, 0, 0, 0, 0 ], [ 4, 3, 3, 1, 0, 0, 0, 0, 0 ], [ 4, 3, 3, 2, 0, 0, 0, 0, 0 ], [ 4, 3, 3, 3, 1, 0, 0, 0, 0 ], [ 4, 3, 3, 3, 2, 0, 0, 0, 0 ], [ 4, 3, 3, 3, 2, 1, 0, 0, 0 ], [ 4, 3, 3, 3, 2, 1, 0, 0, 0 ], [ 4, 3, 3, 3, 2, 1, 1, 0, 0 ], [ 4, 3, 3, 3, 2, 1, 1, 0, 0 ], [ 4, 3, 3, 3, 2, 1, 1, 1, 0 ], [ 4, 3, 3, 3, 2, 1, 1, 1, 0 ], [ 4, 3, 3, 3, 2, 1, 1, 1, 1 ], [ 4, 3, 3, 3, 3, 1, 1, 1, 1 ], [ 4, 3, 3, 3, 3, 2, 1, 1, 1 ], [ 4, 3, 3, 3, 3, 2, 2, 1, 1 ] ] } ], "startingProficiencies": { "armor": [ "light" ], "weapons": [ "simple", "blowguns", "shortswords", "whips" ], "tools": [ "Alchemist's supplies", "Poisoner's kit" ], "skills": { "choose": 2, "from": [ "Arcana", "Deception", "Insight", "Intimidation", "Persuasion", "Nature", "Religion" ] } }, "startingEquipment": { "additionalFromBackground": true, "default": [ "(a) a whip and blowgun, (b) a light crossbow and 20 bolts, or (c) any simple weapon", "(a) a component pouch or (b) a totem", "(a) a scholar's pack or (b) a dungeoneer's pack", "Leather armor, any simple weapon, and a dagger" ], "goldAlternative": "4d4 x 10" }, "classFeatures": [ [ { "name": "Spellcasting", "entries": [ "You have learned to mold and reshape the magic that curses you into spells.", { "type": "entries", "name": "Cantrips", "entries": [ "You know two cantrips of your choice from the witch spell list. You learn two additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table." ] }, { "type": "entries", "name": "Spell Slots", "entries": [ "The Witch table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", "For example, if you know the 1st-level spell {@spell bane} and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot." ] }, { "type": "entries", "name": "Spells Known of 1st Level or Higher", "entries": [ "You know four 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice.", "Each of these spells must be of a level for which you have spell slots, as shown of the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.", "Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots." ] }, { "type": "entries", "name": "Spellcasting Ability", "entries": [ "Charisma is your spellcasting ability for your witch spells. Your magic originates deep within yourself, where your insidious curse stirs endlessly. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.", { "type": "abilityDc", "name": "Spell", "attributes": [ "cha" ] }, { "type": "abilityAttackMod", "name": "Spell", "attributes": [ "cha" ] } ] }, { "type": "entries", "name": "Ritual Casting", "entries": [ "You can cast any witch spell you know as a ritual if that spell has the ritual tag." ] }, { "type": "entries", "name": "Spellcasting Focus", "entries": [ "You can use an arcane focus as a spellcasting focus for your witch spells." ] } ] }, { "name": "Witch's Curse", "entries": [ "You are wracked by a terrible curse which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.", "Hideous. Your appearance is ghastly to behold. You have proficiency with the Intimidation skill. When you roll initiative, you can choose one humanoid you can see to scare. That creature must make a Wisdom saving throw or be frightened until the end of your next turn.", "Hollow. Your soul has been divorced from your body, trapping you in a limbo between life and death. When you or your familiar reduce a hostile creature to 0 hit points, you drain some of its life force, and gain temporary hit points equal to your witch level + Charisma modifier (minimum of 1).", "Possessed. Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional witch spell at a level for which you have spell slots at 1st level, and again at 4th level, 8th level, and 12th level. These spells do not count against your total number of spells known." ] }, { "name": "Hexes", "entries": [ "You can learn a number of powerful incantations, known as Hexes, derived from the same insidious magic which cursed you.", "At 1st level, you gain two hexes of your choice. See the Invocations page (filter to exclude Warlock pacts and any pact) for the list of available options. When you gain certain witch levels, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex that you could learn at that level.", "Unless otherwise noted, you can only have one hex active at a time and you concentrate on this hex like a spell. You can concentrate on a hex and a spell at the same time, and you make only one check to maintain your concentration on both." ] } ], [ { "name": "Cackle", "entries": [ "At 2nd level, you can use your bonus action to cackle. The duration of all your hexes within 60 feet extends by 1 round.", "Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards." ] }, { "name": "Familiar", "entries": [ "At 2nd level, you learn the find familiar spell and can cast it as a ritual without material components. The spell doesn't count against your number of spells known.", "Additionally, once per turn as an action or a bonus action, you can allow your familiar to use its reaction to make one attack or cast a spell. When your familiar makes an attack, it uses your spell attack bonus instead of its own attack bonus on attack rolls, and deals damage equal to your proficiency bonus, if it would otherwise deal less. You also add twice your witch level to your familiar's maximum hit points.", "When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: homunculus, pseudodragon, or sprite." ] } ], [ { "name": "Witch's Craft", "entries": [ "Your knowledge of magic has culminated in learning a Craft, an innate variety of magic which exists apart from the schools of magic. When you reach 3rd level, choose White Magic or Black Magic. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.", { "type": "entries", "name": "Craft Spells", "entries": [ "Each craft is associated with a branch of arcana, represented by a number of spells which you learn. The levels of these spells are noted in the craft description. These spells count as witch spells for you and don't count against your total number of spells known." ] } ], "gainSubclassFeature": true } ], [ { "name": "Ability Score Improvement", "entries": [ "When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "If your DM allows the use of feats, you may instead take a feat." ] } ], [ { "name": "Insidious Spell", "entries": [ "Starting at 5th level, you can maximize the damage of a witch cantrip you cast that only damages a single creature that is sole target of your hex." ] } ], [ { "name": "Craft feature", "entries": [ "At 6th level, you gain a feature granted by your Witch's Craft." ], "gainSubclassFeature": true } ], [ { "name": "Improved Familiar", "entries": [ "At 7th level, you can cast a spell with range Self on your familiar as if your familiar had cast the spell itself. Your familiar concentrates on this spell for its duration.", "Additionally, you can choose the following forms for you familiar: brass dragon wyrmling (without breath weapons), imp, quasit, shadow, or will-o-wisp." ] } ], [ { "name": "Ability Score Improvement", "entries": [ "When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "If your DM allows the use of feats, you may instead take a feat." ] } ], [ { "name": "Cauldron", "entries": [ "At 9th level, you can brew potions in a bubbling cauldron using raw components scavenged from nature. Once per day during a short rest, you can expend a number of spell slots to brew up to 3 potions. These potions must have a total cost no greater than the total number of spell slot levels expended.", "You can brew potions of animal friendship, healing, and poison for 1 spell slot level each. At 13th level, you can brew potions of heroism and mind reading, and philters of love for 2 spell slot levels each. The potions retain potency 24 hours, after which they become inert." ] } ], [ { "name": "Craft feature", "entries": [ "At 10th level, you gain a feature granted by your Witch's Craft." ], "gainSubclassFeature": true } ], [ { "name": "Grand Hex", "entries": [ "By 11th level, you have perfected deeply malevolent forms of magic. You learn one Grand Hex, and you learn another at 15th and 18th level. See the Invocations page (filter to exclude Warlock pacts and any pact) for the list of available options." ] } ], [ { "name": "Ability Score Improvement", "entries": [ "When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "If your DM allows the use of feats, you may instead take a feat." ] } ], [ { "name": "Cauldron Improvement", "entries": [ "At 13th level, you can brew potions of heroism and mind reading, and philters of love for 2 spell slot levels each." ] } ], [ { "name": "Craft feature", "entries": [ "At 14th level, you gain a feature granted by your Witch's Craft." ], "gainSubclassFeature": true } ], [ { "name": "Grand Hex", "entries": [ "You learn another Grand Hex at 15th level. Grand hexes are detailed at the end of the class description." ] } ], [ { "name": "Ability Score Improvement", "entries": [ "When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "If your DM allows the use of feats, you may instead take a feat." ] } ], [], [ { "name": "Grand Hex", "entries": [ "You learn another Grand Hex at 18th level. Grand hexes are detailed at the end of the class description." ] } ], [ { "name": "Ability Score Improvement", "entries": [ "When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", "If your DM allows the use of feats, you may instead take a feat." ] } ], [ { "name": "Hexmaster", "entries": [ "By 20th level, you have mastered your foul magic. Humanoid creatures have disadvantage on saving throws against your hexes." ] } ] ], "subclassTitle": "Witch's Craft", "subclasses": [ { "name": "Black Magic", "subclassFeatures": [ [ { "name": "Black Magic", "entries": [ "Black magic is associated with hexes that cause pain and suffering, and spells which give rise to undeath. Harnessing such a craft can lend to great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.", { "type": "table", "caption": "Black Magic Bonus Spells", "colLabels": [ "Spell Level", "Spells" ], "colStyles": [ "col-3 text-align-center", "col-9" ], "rows": [ [ "1st", "{@spell false life}, {@spell inflict wounds}" ], [ "2nd", "{@spell gentle repose}, {@spell magic weapon}" ], [ "3rd", "{@spell animate dead}, {@spell vampiric touch}" ], [ "4th", "{@spell blight}, {@spell death ward}" ], [ "5th", "{@spell cloudkill}, {@spell contagion}" ] ] }, { "type": "entries", "name": "Hex: Agony", "entries": [ "Starting at 3rd level, you have mastered a hex that wracks a creature with waves of pain. As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature is in agony. The creature has disadvantage on concentration checks. At the beginning of its turn, roll any die. On an odd roll, the creature has disadvantage on attack rolls until the end of its turn. This effect lasts until the beginning of your next turn." ] } ] } ], [ { "type": "entries", "name": "Voodoo Doll", "entries": [ "By 6th level, you have fashioned a voodoo doll to enhance your black magic. As an action, you can modify this voodoo doll to resemble a humanoid creature you can see within 60 feet. For 1 minute, while the doll resembles this creature, you can target the creature with spells, melee weapon attacks, and hexes by targeting the doll instead. The creature takes half damage from effects targeting it in this way.", "If you modify your doll with a possession of the target, such as fabric from its garment or a lock of its hair, the creature has disadvantage on saving throws against the next hex or spell you target it with." ] } ], [ { "type": "entries", "name": "Share Pain", "entries": [ "At 10th level, as a reaction when you take damage, you can transfer some of that damage to another target. Choose a creature you can see within 30 feet to make a Charisma saving throw. On a failed save, the creature takes the damage that would have been dealt to you, and you take no damage. After using this ability, you must take a short or long rest before you can use it again." ] } ], [ { "type": "entries", "name": "Disrupt Life", "entries": [ "At 14th level, you can wither away living things with a wave of necrotic energy. As an action, you can expend 1 spell slot. Each living creature you choose within 20 feet of you must make a Constitution saving throw. On a failed save a creature takes 1d10 necrotic damage for each level of the spell slot expended + your Charisma modifier, or half as much on a successful save." ] } ] ], "source": "mfovw", "shortName": "Black Magic" }, { "name": "White Magic", "subclassFeatures": [ [ { "name": "White Magic", "entries": [ "White magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world.", { "type": "table", "caption": "White Magic Bonus Spells", "colLabels": [ "Spell Level", "Spells" ], "colStyles": [ "col-3 text-align-center", "col-9" ], "rows": [ [ "1st", "{@spell bless}, {@spell cure wounds}" ], [ "2nd", "{@spell lesser restoration}, {@spell spiritual weapon}" ], [ "3rd", "{@spell beacon of hope}, {@spell revivify}" ], [ "4th", "{@spell death ward}, {@spell guardian of faith}" ], [ "5th", "{@spell hallow}, {@spell raise dead}" ] ] }, { "type": "entries", "name": "Hex: Remedy", "entries": [ "At 3rd level, you learn a hex which closes wounds and eases pain. As an action, choose one creature you can see within 60 feet. This creature regains a number of hit points equal to 1d10 + your witch level. A creature affected by this hex can't be affected by it again until it takes a short or long rest." ] } ] } ], [ { "type": "entries", "name": "Talisman of Protection", "entries": [ "At 6th level, you can craft a talisman which wards off harm. You can only have one of these talismans at a time. A creature wearing this talisman has a +2 bonus to AC while not carrying a shield, and can add a d4 to all saving throws it makes." ] } ], [ { "type": "entries", "name": "Benevolent Surge", "entries": [ "At 10th level, as a reaction when you, your familiar, or one of your allies within 30 feet takes damage, that creature regains hit points equal to 1d10 + your Charisma modifier. After using this ability, you must take a short or long rest before using it again." ] } ], [ { "type": "entries", "name": "Witch's Gift", "entries": [ "Starting at 14th level, when you cast a spell or hex which restores a creature's hit points, that creature gains a +3 bonus to AC until the end of your next turn." ] } ] ], "source": "mfovw", "shortName": "White Magic" } ], "fluff": [ { "entries": [ "Three old crones stoop over a boiling cauldron filled with all manner of bizarre filth, churning and bubbling with a noxious fume. In the smoke and vapor above the pot, the trio can make out shapes and figures of great import, and one even cackles loudly at what she sees.", "A young girl sits underneath a tree, far from where the other children play. She glances about to make sure noone is watching, and snaps her fingers once to the empty air. After a moment of silence, a black cat appears around the tree's bend and locks eyes with the girl, staring with a strange intelligence for a long moment. She gestures at one of the playing children, a heavy-set boy with a permanently affixed scowl; the cat understands. It wanders close to the boy, stretches its claws, and gets very low, ready to pounce for the boy's eyes.", "A young elf intently mutters something underneath his breath each time he exhales. Visible only to him, a string of the foulest magic winds out from him and seizes a charging orc, which drops to its knees in agony.", "Witches are stricken by magic so dark it imprints a lasting shadow upon their essence. Through force of personality alone, they can spin this darkness outward, hexing creatures, casting manipulative spells, and even commanding a familiar with their thoughts.", { "type": "entries", "name": "Cursed", "entries": [ "While others are blessed with magic, witches are cursed by it. Afflicted by some hateful arcana, whether accidentally or intentionally, witches are twisted inside and out by its daily tortures. With gruesome effort, they can warp this power into spells to wrack others with the same torture which plagues them." ] }, { "type": "entries", "name": "Pariahs and Outcasts", "entries": [ "Almost without exception, witches are feared and hated. They are victim to a number of misconceptions about them, usually relating them to hags and other evil creatures of the night which prey on innocent people. As a result, known witches are in great personal danger and can usually be found dwelling on the outskirts of civilization where townsfolk seldom tread. This does little to stop witch hunting and burnings, but provides some measure of safety from them.", "In reality, very few choose to become witches, and many of them can hide adeptly in society, using their magic to fill a number of roles, from seer to healer to apothecary. Being accused as a witch carries grave consequences, no matter the validity of the claim, so wise witches move frequently, never residing in one place for too long." ] }, { "type": "entries", "name": "Familiar Masters", "entries": [ "It is rare to find a witch without his or her constant companion, the familiar. Though familiars might be conjured by other spellcasters as well, a witch's familiar with good reason is ubiquitous to common folk. Witches command intuitive magic, and have a deep link to their familiars. As a result, they can conjure more exotic familiars, and command them more swiftly than other spellcasters." ] } ] } ], "classSpells": [ "Acid Splash", "Animal Friendship", "Animal Messenger", "Antipathy/Sympathy", "Arcane Eye", "Astral Projection", "Bane", "Banishment", "Bestow Curse", "Blindness/Deafness", "Calm Emotions", "Charm Person", "Chill Touch", "Clairvoyance", "Comprehend Languages", "Compulsion", "Confusion", "Dancing Lights", "Darkness", "Demiplane", "Detect Magic", "Detect Thoughts", "Dimension Door", "Disguise Self", "Dispel Evil and Good", "Dispel Magic", "Dominate Monster", "Dominate Person", "Dream", "Enthrall", "Etherealness", "Expeditious Retreat", "Eyebite", "Faerie Fire", "Fear", "Feeblemind", "Fog Cloud", "Forcecage ", "Foresight", "Geas", "Glibness", "Greater Invisibility", "Guards and Wards", "Hellish Rebuke", "Hideous Laughter", "Hold Monster", "Hold Person", "Hypnotic Pattern", "Imprisonment", "Insect Plague", "Invisibility", "Knock", "Locate Creature", "Mage Hand", "Magic Circle", "Magic Jar", "Major Image", "Mass Suggestion", "Message", "Mind Blank", "Minor Illusion", "Mirage Arcane ", "Mislead", "Misty Step", "Modify Memory", "Nondetection", "Phantasmal Killer", "Planar Binding", "Plane Shift", "Power Word Stun", "Prestidigitation", "Programmed Illusion", "Project Image", "Protection from Evil and Good", "Ray of Enfeeblement", "Remove Curse", "Resistance", "Scrying", "Seeming", "Sending", "Sequester", "Shatter", "Silent Image", "Sleep", "Slow", "Spare the Dying", "Speak with Dead", "Speak with Plants", "Stinking Cloud", "Suggestion", "Symbol", "Thunderwave", "Tongues", "True Seeing", "True Strike", "Unseen Servant", "Weird" ] } ], "optionalfeature": [ { "source": "mfovw", "name": "Abate", "entries": [ "You can use your action to temper those around you. Creatures you choose within 30 feet cannot take reactions. This effect lasts until the end of your next turn." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Beckon Familiar", "entries": [ "You can cast the find familiar spell as an action without expending a spell slot or spell components.", "You must have the Familiar feature to choose this hex." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Bleeding", "entries": [ "As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, each time this creature takes damage, it takes an additional 1d4 damage. This effect lasts until the end of your next turn." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Charm", "entries": [ "As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed." ], "featureType": "Hex" }, { "prerequisite": [ { "type": "prereqPact", "entry": "Grand Hex" } ], "source": "mfovw", "name": "Coven", "entries": [ "Through a dark bargain, you have become a member of a hag's coven. You can enlist the help of one of your foul sisters, a green hag, by summoning her in a one minute long ritual. Doing so dismisses your familiar, and you cannot summon your familiar while your hag ally is summoned.", "In combat, the hag rolls its own initiative and acts on its own turn. On each of your turns, you can use a bonus action to mentally command the hag. You decide what action the hag will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. The hag can choose to ignore this action if she sees fit. If you issue no commands, the hag acts and moves as she chooses. The hag is friendly to you and your allies.", "At the end of one hour, or when the hag is reduced to zero hit points, it flees, instantly teleporting away.", "After performing the ritual to summon your hag ally, you must finish a long rest before you can do it again." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Cripple", "entries": [ "As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature can move a maximum of 10 feet or half its movement speed on its turn, whichever is lower, until the end of your next turn." ], "featureType": "Hex" }, { "prerequisite": [ { "type": "prereqPact", "entry": "Grand Hex" } ], "source": "mfovw", "name": "Dark Hex", "entries": [ "Choose one hex you know. Creatures have disadvantage on saving throws made to resist this hex's effects." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Dire Familiar", "entries": [ "As an action, you can bolster your summoned familiar. For 1 minute, your familiar's current and maximum hit points is increased by your witch level and it gains a bonus to its damage rolls equal to your Charisma modifier.", "You can cast other hexes while this hex is in effect. Once you cast this hex, you can't cast it again until your familiar is dismissed, or until its duration expires.", "You must have the Familiar feature to choose this hex." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Discord", "entries": [ "As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature must use its action before moving to make a melee weapon attack a creature that you choose. If no creatures are within its reach, the creature acts normally. This effect lasts until the end of your next turn." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Disorient", "entries": [ "As an action, choose one creature that you can see within 60 feet to make a Constitution saving throw. On a failed save, whenever this target makes an attack roll before the end of your next turn, it must roll a d6 and subtract the number rolled from the attack roll." ], "featureType": "Hex" }, { "prerequisite": [ { "type": "prereqPact", "entry": "Grand Hex" } ], "source": "mfovw", "name": "Dual Hex", "entries": [ "When you cast a hex which targets one creature, you can target two creatures instead." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Duplicity", "entries": [ "As an action, you can create a duplicate self, composed of shadowstuff, to confuse your enemies. When a creature attacks you, roll any die. On an odd number, the attack roll misses. This effect lasts until the end of your next turn. This effect lasts until the end of your next turn or until you attack or cast a spell." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Evil Eye", "entries": [ "As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn." ], "featureType": "Hex" }, { "prerequisite": [ { "type": "prereqPact", "entry": "Grand Hex" } ], "source": "mfovw", "name": "Forceful Personality", "entries": [ "Your Charisma score increases by 3, to a maximum of 23. You gain proficiency in Intimidation and Persuasion, if you did not have it before. When you make a Charisma (Intimidation) or a Charisma (Persuasion) check, you can add twice your proficiency bonus to the roll." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Fortune", "entries": [ "As an action, choose one friendly creature other than yourself you can see within 60 feet. The creature has advantage on saving throws until the end of your next turn." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Go Unseen", "entries": [ "As an action, you and your familiar become invisible. The effect ends at the end of your next turn, or if you or your familiar attack or cast a spell.", "Once you cast this hex, you can't cast it again for 1 minute." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Hesitate", "entries": [ "As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On its turn, the target can move or use an action to make an attack, but not both. This effect lasts until the end of your next turn." ], "featureType": "Hex" }, { "prerequisite": [ { "type": "prereqPact", "entry": "Grand Hex" } ], "source": "mfovw", "name": "Into a Toad", "entries": [ "You learn the spells animate objects, flesh to stone, polymorph, and two other 5th level or lower transmutation spells of your choice. These spells don't count against your total number of spells known. You can cast one of them without expending a spell slot. After doing so, you must complete a long rest before doing so again." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Mire", "entries": [ "As an action, you can transform the ground within 30 feet of where you cast this hex into murky swamp, which is difficult terrain. You can move without penalty in this area. This effect lasts until the end of your next turn." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Misfortune", "entries": [ "As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, whenever this target makes an ability check or a saving throw before the end of your next turn, it must roll a d6 and subtract the number rolled from the ability check or saving throw." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Nails", "entries": [ "You grow unnaturally long and sharp fingernails. Your unarmed strikes deal 1d6 slashing damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.", "Starting at 5th level, once per turn when you hit a target with an unarmed strike, you can deal an additional 1d6 necrotic damage to that target. At 11th level, this bonus damage improves to 2d6 and at 17th level, this damage increases to 3d6.", "This hex is always active and you can cast other hexes while it is in effect." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Obfuscate", "entries": [ "As an action, you create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. This effect lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Pestilence", "entries": [ "As an action, you create a 5-foot radius cloud of toxic gas around you. Each creature other than you and your familiar that enters this area or begins its turn there must make a Constitution saving throw or be poisoned until the end of your next turn. This cloud follows you as you move, and disperses at the end of your next turn." ], "featureType": "Hex" }, { "prerequisite": [ { "type": "prereqPact", "entry": "Grand Hex" } ], "source": "mfovw", "name": "Remote Hex", "entries": [ "The range of your hexes double and you can target creatures within range of your hexes even if you cannot see the target, provided you have seen the target in the last minute and know that the target is within range." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Ruin", "entries": [ "As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature's AC decreases by 4, to a minimum of 10, until the end of your next turn." ], "featureType": "Hex" }, { "prerequisite": [ { "type": "prereqPact", "entry": "Grand Hex" } ], "source": "mfovw", "name": "Slow Death", "entries": [ "As an action, choose 1 creature within your reach to make a Constitution saving throw. On a failed save, the creature takes 1 necrotic damage each hour for the next 100 days. The damage can only be healed by magical means. A remove curse spell ends this effect. You can cast other hexes while this hex is active, but casting this hex again ends its effect on its first target." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Slumber", "entries": [ "As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature falls unconscious until the target takes damage, or until the end of your next turn. Undead, creatures which are immune to being charmed, and creatures whose current hit points are greater than five times your witch level are immune to this effect.As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature falls unconscious until the target takes damage, or until the end of your next turn. Undead, creatures which are immune to being charmed, and creatures whose current hit points are greater than five times your witch level are immune to this effect." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Telepathy", "entries": [ "You can communicate telepathically with any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.", "This hex is always active and you can cast other hexes while it is in effect." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Tremors", "entries": [ "As an action, you can create a small quake. Each creature on the ground within 10 feet of you must make a Dexterity saving throw or be knocked prone." ], "featureType": "Hex" }, { "source": "mfovw", "name": "Ward", "entries": [ "As an action, choose 1 creature you can see other than yourself within 60 feet. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the end of your next turn." ], "featureType": "Hex" }, { "prerequisite": [ { "type": "prereqPact", "entry": "Grand Hex" } ], "source": "mfovw", "name": "Weave of Fate", "entries": [ "When you take a long rest, you can peer into the threads of fate and foresee paths the future might take. Roll 2d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.", "Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls." ], "featureType": "Hex" }, { "prerequisite": [ { "type": "prereqPact", "entry": "Grand Hex" } ], "source": "mfovw", "name": "Witch's Broom", "entries": [ "While wearing no armor and carrying no shield, you can enchant a mundane object ─ like a broom, cauldron, or rug ─ to fly for you. You gain a flight speed equal to your base movement speed while holding this item." ], "featureType": "Hex" }, { "prerequisite": [ { "type": "prereqPact", "entry": "Grand Hex" } ], "source": "mfovw", "name": "Witch's Hut", "entries": [ "When you begin a long rest, you can summon a magical domicile for the night. This domicile is an enchanted hut with the properties of the tiny hut spell, but it also physically resembles a witch's abode. While you are inside, only creatures you choose can approach the hut. If a creature you did not designate comes within 10 feet of the hut, it rises up on a pair of magical legs, becoming a huge animated object, as per the spell animate objects, and defends itself. The huts occupants are physically safe and undisturbed within. When your long rest is finished, or when the hut is reduced to 0 hit points, it vanishes, and all its occupants are deposited in its space." ], "featureType": "Hex" } ] }