{"name":"Witch","overview":"","hit_dice":"1d8","hit_points_at_1st_level":"8 + Constitution Modifier","hit_points_at_higher_levels":"1d10 (or 8) + your constitution Modifier","armor_proficiencies":"Light","weapon_proficiencies":"Martial and Simple weapons","tools":"2 Tool kits of your choice","saving_throws":"Strength, Dexterity","skills":"Choose three from Athletics, Acrobatics, History, Investigation, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Persuasion,","starting_equipment":"[ul]\r\n[li]A Crossbow of your choosing with 30 bolts and 10 Silver bolts (or) a Silver Dagger[\/li]\r\n[li]A Handaxe (or) A simple Melee Weapon[\/li]\r\n[li]A Shortsword (or) A Martial Weapon[\/li]\r\n[li]a Memento[\/li]\r\n[li]Witch's Pack[\/li]\r\n[li]one of your chosen weapons are coated in silver.[\/li]\r\n[\/ul]\r\n","spellcasting":"","class_features":"[h2]Coven[\/h2]\r\nOnce Upon a time at 1st level, a mysterious adventurer decided to embrace the ways of a Witch, but before they could do so they had to embrace a Coven's Mark. With a specific Coven's mark, the Witch can understand symbols and hidden messages specific to that coven, and even recongize other Witches with that mark.\r\n\r\n[b]Mark of The Spectral[\/b] tells the tale of Witches with the ability to manipulate their spirit to enhance themselves, call upon lingering and bonded spirits, and even split their own spirit in two.\r\n\r\n[b]Mark of the Wild[\/b] tells the tale of Witches who accept or invite a beast's spirit to merge with theirs, and dedicate their Witchhood to taming the beast within.\r\n\r\n[b]Mark of the Void[\/b] tells a tale unknown to most, of Witches who know things about people they shouldn't, able to torment people with memories they don't have, and absorb all light with presence alone.\r\n\r\n[b]Mark of the Soul[\/b] tells a tale of light and dark, of Witches who balance both, or embrace one over the other.\r\n\r\n[b]Mark of the Crimson[\/b] tells a tale of blood, the latent power within the veins of every living creature, and the Witches able to turn their blood into weapons, who siphon the lifeforce from their opponents, and who can move as fast as nightmares.\r\n\r\n[b]Death's Mark[\/b] Is a tale as old as time. All that is living must die, an escapeless fate that is feared by some and accepted by others. Witches who embrace this mark are known to linger around recent tragedies to ease the passing of restless spirits, or take fate into their own hands and hurry along the clocks of their enemies.\r\n\r\n[h2]Witches' Way[\/h2]\r\nOnce upon a time at 1st level, a mysterious adventurer chose one of three Witches' Ways, and begun their journey as a Witch. These forms are enhanced and gain unique abilities, depending on the Coven the Witch is a part of.\r\n\r\n[h3]Fable[\/h3]\r\nAttacks with silver weapons cause bleeding, you also gain the spells Detect Magic and Hunter's Mark.\r\n\r\n[h3]Hag[\/h3]\r\nGain 3 cantrips from any spell table. Also gain 3 Hag points, which recharge after a long rest. After a long rest, or after choosing Hag, you can spend up to 3 hag points to gain a Spell slot and gain a spell, the level of both being deterimined by how many Hag points you spent on that Spell Slot. Gain an additional Hag point every 3 levels.\r\n\r\n[h3]Boogeyman[\/h3]\r\n+3 to any roll using an item after swapping to it for 1 turn, your first weapon swap does not consume an action. If you are dual wielding, add your proficiency bonus to attack rolls with your offhand weapon.\r\n\r\n\r\n\r\n[h2]Witchcraft[\/h2]\r\nOnce upon a time at 2nd level, the Witch is capable of harvesting magical properties, including formless ones, and storing them in any non-organic container with an enchanted or magical lid. This operation takes at least 1 hour, and requires Witch's Tools. You can infuse these properties into Effigies to craft spells, wards, and curses. To craft an effigy you just need organic materials and magical binding. An Effigy's durability is determined by quality of the materials. Crafted spells use Dexterity or Strength stat, whichever is higher.\r\n\r\n\r\n[h2]Lamb Dressed as the Shepard[\/h2]\r\n\r\nOnce upon a time at 3rd level a Lamb decided to dress as the Shepard and go into town, which took an hour. The Lamb knew the town inside and out, as they have been there for at least three days, and knew their disguise would work as long as they acted and went where the shepard would. As soon as their day was over, they quietly returned to the farm and returned the farmer's clothes, but remebered exactly what they looked like, allowing them to cast Disguise Self to mimic the shepard's outfit at will.\r\n\r\n[h2]Hero's Journey.[\/h2]\r\nSevenths upon a time, starting at 4th level, the Witch had grown since their journey began, and can increase any one ability score by 2 or any two ablity scores by 1, or choose a feat of strength. This chapter repeats itself at\r\n6th, 8th, 12th, 14th, 16th, and 19th level.\r\n\r\n[h2]Extra Attack[\/h2]\r\nThrice upon a time starting at 5th level, the Witch's combat experience had grown refined enough to allow them to perform an extra attack. This chapter repeats itself at 11th and 20th level.\r\n\r\n[h2]Wicked Witch[\/h2]\r\nOne upon a time at 6th level, the Witch gains an ability tied to the form of Witchcraft they chose at 1st level.\r\n\r\n[h3]Fable[\/h3]\r\nYou can coat your weaponry in magic silver, granting them the properties of silver weapons. Silver weapons have +3 to attack rolls, weapons already silver that are coated in magical silver gain +4 and can be recalled when thrown.\r\n\r\n[h3]Hag[\/h3]\r\nSpells that don't require concentration can be cast as a bonus action, but if a spell is cast a bonus action you cannot cast a spell that costs an action. If a spell can already be cast as a bonus action, that spell can be cast without consuming a bonus action, but only once per turn. spells use Dexterity or Strength stat, whichever is higher.\r\n\r\n[h3]Boogeyman[\/h3]\r\nYou can bind up to six items to effigies, allowing you to summon them and desummon, does not use actions.\r\n\r\n\r\n[h2]Twisted Alchemy[\/h2]\r\nOnce upon a time at 8th level, the Witch learned how to combine harvested magical properties in a ritual, which requires a sturdy non-organic container, twice as many Effigies as magical properties, and a silver string or rope. Bind the containers of the properties with the silver rope and connect them to the Effigies laid out like a cage, and put the sturdy empty container in the middle. Open the sturdy container and put the lid outside the cage, then open both containers containing the magical properties. If done correctly, the Magical properties will flee into the sturdy container and be forced to merge.\r\n\r\n[h2]The Eyeless Hare[\/h2]\r\nOnce upon a time at 9th level An Eyeless Hare went looking for its friends in the forest. Grown accustomed to moving around thanks to its Blindsight, said to be so precise it could distinguish predator from prey from 30ft away by pawstep alone. While looking for its friends, it encounters a lone weasel, who says the Hare's friends have gone to the river. The hare, able to hear the Weasel's heartbeat being within 10ft of them, knew they were lying. When they tried to run, the Weasel snapped, but the Hare was not surprised, for it's heartrate had increased in anticipation of the ambush.","subclass_options":"[h1]Mark of The Wild[\/h1]\r\nOnce upon a time a wolf fell victim to a poacher, which angered their spirit. The wolf, restless and not yet ready to go out, at least not on such terms, finds a lone wanderer capable of seeing them. The wanderer makes a pact with the beast, the wanderer will help fufill the wolf with its unfinished business, and in turn, instead of passing on, the beast will join with the wanderer's spirit within his body. The wolf, of course, agreed.\r\n\r\n[h2]Packt together.[\/h2]\r\nOnce upon a time at 1st level, the Witch chose or already had chosen a beast's who's spirit has merged or joined theirs within the Witch's body. Whether they have merged conciousness, or live seperately in the same body is up to the Witch and the Beast to decide. the Witch can allow their newfound primal instincts to take over, during this time the Witch is unable to use weapons, forms features of the chosen beast (horns, claws, etc) and gains the Beast's attacks, features, movement speed, and stats (Witch's stats cannot fall below 10). The Witch has to roll a Wisdom saving throw DC:10 to wrestle back control of the body. For every turn after the first you fail to wrestle back control, DC increases by 1 and your beast-like features become more prominent, upon reaching DC 20 the Witch loses complete control of the body to the Beast.\r\n\r\n\r\n[h2]Ways of the Wild[\/h2]\r\n\r\nOnce upon a time at 4th level, the Witch is granted new features based on the way they chose at 1st level.\r\n\r\n[h3]Full Moon (Fable)[\/h3]\r\nWhen in Beast Mode, the beast's attacks are coated in Silver magic.\r\n\r\n[h3]Black Cat (Hag)[\/h3]\r\nWhenever an effigy is destroyed through usage you regain 1 Hag point.\r\n\r\n[h3]Big Bad Beast (Boogeyman)[\/h3]\r\nGoing Beast Mode refreshes your actions and Bonus Actions. Three turn cooldown.\r\n\r\n[h2]Mutual Frenzy[\/h2]\r\nOnce upon a time at 7th level level, the Witch learned how to tap into the beast's more subtle instincts. Whichever the Beast's lowest stat is that is still higher than one of yours can be used instead on rolls with that stat. If that beast has any Saving Throw Proficiencies the Witch does not, the Witch can choose one of them to benefit from. While in Beast Mode, the Witch can throw items, and may retain one of the Witch's stats of their choosing.\r\n\r\n[h2]Wildheart[\/h2]\r\nonce upon a time at 10th level, The Witch no longer needs [b]Speak with Animals[\/b] to speak with animals, and when speaking to animals, other Mark of The Wild Witches, or Druids, The Witch's charisma modifier is equal to the highest stat of their Bestial Spirit. Animals will recongize their Mark, and most will be non-hostile to them without external circumstances. While in Beast Mode they can use weapons as long as they are proficient in them, and their beast features become even more pronounced. DC to wrestle back control is now 15, however the Witch can sacrifice an effigy to wrestle back control without requiring a roll.\r\n\r\n[h2]The Wolf and the Hare[\/h2]\r\nOnce upon a time at 13th level, the Wolf with no Howl met an Eyeless Hare while wandering the forest. The Hare did not flee from the wolf, and the wolf did not bear its teeth, instead the Hare simply asked if the Wolf had seen its friends anywhere. The wolf had no clue, but could not say anything to the Hare without its howl. When the Wolf began to move on, to continue its own search, the Hare began to follow. \"Perhaps\" said the Hare, \"We could both find what we're looking for if we travel together?\"\r\n\r\n[h3]Spirit Guardian (Fable)[\/h3]\r\nBeast Mode triggers the first time you are knocked unconcious, and gain temporary health equal to xd8 with x being your proficiency modifier, however you are unable to wrestle back control until you are knocked unconcious again, regain health, or combat ends. While in Beast mode you are proficent in any weapon coated in Silver, and can make an unarmed attack or beast attack after your first primary weapon attack per turn for free.\r\n\r\n[h3]Shapechanger (Hag)[\/h3]\r\nYou can astral project your spirit as your pact beast, or change your form into that of your pact beast once per short rest. Effigies adorn your changed shape, and can be used while your shape is changed. Your beast-like features are prominent and obvious.\r\n\r\n[h3]Little Red (Boogeyman)[\/h3]\r\nRegaining control refreshes your actions and bonus actions, three turn cooldown. Your first attack when you swap forms has advantage, effigies bound with items no longer lose durability.\r\n\r\n\r\n[h1]Mark of The Spectral[\/h1]\r\nOnce upon a time there lived an old dollmaker who lived in a carriage. The Dollmaker could make the most incredible dolls, if only they could afford the material. Instead, the only doll they managed to make with what materials they had was subpar at best. The leather they had was rough, and worn, and barely changed shape, The doll would hardly be cuddly. The porciline was rough and faded, so much so that they would make lifeless eyes. And the sand and rice they would fill the doll with was clumpy, thanks to the frequent storms, making it mishapen and ugly.\r\n\r\nThe old dollmaker poured his blood, sweat, and spirit into that doll, and the old dollmaker would pass soon after its completion. Upon coming to, and witnessing the corpse of the Dollmaker, the ugly doll began to weep.\r\n\r\n[h2]Poppet[\/h2]\r\nOnce upon a time at 1st level the Witch could create Poppets (a doll in the shape of a person) that has a spirit bound or linked to them. That Poppet can be used to call upon a bound spirit in times of need. To create a Poppet, The Witch needs a material for the body, a material for the eyes, and something to fill the poppet with. The Poppet must be in the shape of the spirit you wish to house in it when sewn, stitched, or bound together. Poppet Durability is determined by the materials used.\r\n\r\nTo bind a spirit, that spirit must be recently passed and you must have access to the body. Once per short rest you can use your Spectral Mark to call upon the spirit, using the Husk as a relay. If the spirit is willing it links to your Poppet Automatically, if it is unwilling it must make a Wisdom Saving Throw to avoid being bound. Larger and powerful spirits require stronger poppets.\r\n\r\nBound spirits can be called upon once per short rest (per poppet), and can persist for 1d6 hours, during that time the spirit is commanded by you, retains the equipment they had before death, as well as their memories.\r\n\r\n\r\n[h2]Hallow's Eve[\/h2]\r\nOnce upon a time at 4th level, the Witch's combative expertise merges with their mastery of spirits.\r\n\r\n[h3]Omen[\/h3]\r\nAttacks with Silver Weapons can deal Spectral Damage, which attacks the spirit directly and ignores physical resistances. Killing a creature with Spectral damage rips their spirit from their husk with half health and forces them to fight for you for 1d4 turns.\r\n\r\n[h3]Banshee[\/h3]\r\nWhen you bind a spirit to a poppet you can choose up to 3 of their known spells (if any) that are bound to the poppet. You can cast each of those spells once per short rest from the Poppet.\r\n\r\n[h3]Poltergiest[\/h3]\r\nYou can swap to a projection of weapons of bound spirits that deal spectral damage, you are proficient in weapon projections.\r\n\r\n[h2]Suffer Me Now![\/h2]\r\nOnce upon a time at 7th level you can harness your mark to rip a creatures spirit from their body temporarily for 1d4 turns once per short rest. The Target can make a constitution saving throw to resist the pull, if they succeed you can cast this again. The Husk benefits from \"sanctuary\" while the spirit is removed. The ripped spirit has no immunities and no vulnerabilites, and can still fight. However, after the Spirit returns to the body, all damage dealt to the spirit transfers to the body. If the damage would kill the target, the spirit can be automatically forced into a Poppet.\r\n\r\nYou can cast Astral Projection once per short rest.\r\n\r\n[h2]Me and Me[\/h2]\r\nOnce Upon a time at 10th level the Witch can perform a ritual to split their shadow and their spirit, creating a Spirit Shade of the Witch that is linked to the Witch, shares all of the Witch's Memories, hopes, passions, and ideals, but does not have the ability to speak. The Shade looks almost exactly like the Witch, but may take its own form over time, and can do all the actions the Witch could do (aside from speak) and has hp equal to half of the Witch's maximum HP. When the Shade is not active it rests within the Witch's husk.\r\n\r\nYour Shade cannot move farther than 50ft from you, and doing so forces the Shade to rejoin you in your body for 1 turn.\r\n\r\nYour Shade has no immunities, resistances, or vulnerabilites.\r\n\r\nIf your Shade runs out of HP, it returns to your body to regain 1d10 + your constitution Modifier per turn.\r\n\r\nIf you summon your Shade during Combat, it's initative is the same as yours.\r\n\r\nIf your shade is already out when combat starts, it's initative is half of yours.\r\n\r\n[h2]Spirit's Dance[\/h2]\r\nOnce Upon a Time at 13th level, there was a town that had not a single denizen. The streets were always quiet, the stores were always closed, and not a single breathing being even looked upon the town's magnificent well. Then, one day, a Shepard came into town, lost but not afraid, and found the well. The shimmering pure water glowed with the hopes and dreams of a thousand wishes, the magical energy drifting up into the air. The Shepard leaned down, cupped their hands, and took a sip.\r\n\r\n[h3]Folktale[\/h3]\r\nYour summoned spirits act as if their weapons are silver, and can now do physical damage rather than Spectral Damage. You can call upon a random nearby spirit once per short rest as a bonus action that lasts for 1d6 hours.\r\n\r\n[h3]Puppeteer[\/h3]\r\nYour Shade can attempt to possess a creature once per turn, targeted creature must make a Wisdom Saving Throw to resist. Possessed creature cannot be ordered to death, Survival instinct's too strong.\r\n\r\n[h3]Horror[\/h3]\r\nYou can swap positions with your summoned spirits and your Shade as a bonus action, which grants both you and the swapped target +3 to their next attack and 2d4 additional Spectral Damage. You can Also swap weapons with active spirits and your Shade once per turn.\r\n\r\nYou can summon a non-combative spirit of any creature your size or smaller, this spirit cannot make attack actions and persists for 1d6 +2 turns.\r\n\r\n[h1]Mark of The Void[\/h1]\r\n\r\n\r\n\r\n[h2]Dreamwalker[\/h2]\r\nOnce upon a time at 1st level you can enter a [b]Dreamwalking[\/b] state while your character is asleep and allowing you to invade the minds, memories, and dreams of other beings. you can utilize your Void Mark to attempt to pry into a creature's active thoughts, or communicate telepathically. If you have any allies near you when you sleep, they can join you during your dream hopping (provided they are sleeping too and you visit their dream to pick them up).\r\n\r\nOnce per short rest you can harness your Mark to try to manifest a target's dreams or nightmares (you choose which). Succeeding to do so turns the Nightmare or Dream into an entity, whether it was beforehand or not. If you kill the Manifestation you can bind it to yourself, and manifest it once per short rest as an action. You can store up to 4 Manifestations, and can only summon one manifestation at a time.\r\n\r\nBlank Effigies can be filled while Dreamwalking, allowing you to bind nightmares and dreams to them.\r\n\r\n\r\n[h2]In The Abyss[\/h2]\r\n\r\nOnce upon a time at 4th level the Witch's peerance into the void has blessed them with wicked darkness.\r\n\r\n[h3]Curse[\/h3]\r\nYour silver weapons can extend any negative status effect by 1 turn or can apply any mental negative status effect (that is not race or creature specific).\r\n\r\n[h3]Cultist[\/h3]\r\nAs an action you can try to absorb a target within 40ft's spell slot, if you succeed you can cast any of their spells capable of utilizing that spell slot's level. Costs 1 Hag point per spell slot level.\r\n\r\n[h3]Jumpscare[\/h3]\r\nYou can bind any weapon (or weapons if duel wielding) to your Void Mark. You can teleport to that weapon as an action, which grants you +3 to your next attack. If there is a creature within 5ft of where you teleport, they must make a wisdom saving throw or become frightened.\r\n\r\n\r\n[h2]Daydreamer[\/h2]\r\nOnce upon a time at 7th level you can Dreamwalk while awake, while doing so your body will either resume any action it's actively doing when you dreamwalk, remain in place, or attempt any simple task you set it to. Dreamwalking in Combat allows you to invade concious minds, and attacks against their dream form will deal half damage to the concious body, but any status effects inflicted are doubled in length and damage (if any).\r\n\r\nYou'll retain partial control of your body if you Dreamwalk in combat, allowing you to make basic actions. Your body cannot attack a creature you are invading with Dreamwalk, or else you are forced back into your body.\r\n\r\nIf you have an active Manifestation, you can choose to pull that Manifestation into the Dreamwalking state with you, or keep it on the material plane.\r\n\r\n[h2]Lucid[\/h2]\r\nOnce upon a time at 10th level, you can create dream and nightmare manifestations of your own by taking the traits of your stored Manifestations.\r\n\r\nTo create a Manifestation you'll need a base (stats), an attack type, and a feature. Additional traits can be added. Taking traits from other manifestations destroys them.\r\n\r\n\r\n[h2]Grim's Counting[\/h2]\r\nOnce upon a time at 13th level, a starving weasel was running urgently through a thick and wicked forest. The Shadows chase them relentlessly, twisting the branches and making them reach out to try to hamper the Weasel's progress. Faster and faster it ran, feeling its paws getting grazed by the vengeful hands. But before the Weasel could be claimed by the woods, it burst into a clearing where the sun shone brightly on a peaceful wooden cabin. Sitting on the porch was a woman with black hair, black clothes, and black eyes, and she was humming a tune that the weasel used to hear all the time when it was younger.\r\n\r\n[h3]Lullabye[\/h3]\r\nYour Manifestations gain the benefits of your Silver weapon attacks, and are no longer vulnerable to silver weaponry. You can cast [b]Sleep[\/b] once per short rest.\r\n\r\n[h3]Summoner[\/h3]\r\nYour created Manifestations can have up to 3 Effigiy effects bound to them while being created. Effegies with elemental effects give that manifestation that elemental effect.\r\n\r\n[h3]Cryptid[\/h3]\r\nInstead of summoning a manifestation you can choose to change into (or take on the traits of) that manifestation. When you run out of hp while your form is changed, you return to your normal self. If you [b]Dreamwalk[\/b] while in your manifested form, you can choose to invade with your manifested form or your actual form, whichever you do not choose remains in the material plane.\r\n\r\n\r\n[h1]Mark of the Soul[\/h1]\r\nOnce Upon a Time, on a land with very little life, a Lone tree grew lonely with its existence. So lonely that it grew two apples one as white as the clouds, and one darker than the tree's shade. When these apples fell from the branches, and onto the ground, they shattered, and hatched two lizards. One representing Willpower, Truth, and Heart, the other representing Logic, Desire, and Hope. The tree rejoiced, it finally had company, and the two lizards grew large and powerful, sprouting wings, talons, and horns, to better protect the tree from the cascade of new beings. And, of course, each other, but they'll never let the other one [i]know[\/i] that.\r\n\r\n[h2]Soulforged[\/h2]\r\nOnce Upon a Time at 1st level the Witch is capable of harnessing the power of their Soul, the fuel to their body and spirit, through an action. If they choose to do this, they choose one of three forms, harnessing the Shadow, the Light, or balancing both aspects of their soul.\r\n\r\n[h3]Light[\/h3]\r\nGlittering light scales armor your body and spirit, your AC is increased by 2 and you gain Unarmored Defense if you are unarmored. When you take damage that you are vulnerable to, you are resistant to that damage type for the next attack of that type. You can make a movement action (jump, Sprint, etc) before making an attack action. Disadvantage on Wisdom Saving Throws, resistant to Radiant damage.\r\n\r\n[h3]Balance[\/h3]\r\nBlack and white scales increase your AC by 1, attacks with advantage deal 1d6 extra damage. Stealth rolls have advantage and you are proficient with Wisdom Saving Throws.\r\n\r\n[h3]Shadow[\/h3]\r\nShadowy scales makes your movements as silent as still air, and help you vanish into the darkness. You have advantage on stealth, attacks with advantage deal 2d6 extra damage, and once per short rest you can teleport between shadows that are 50ft apart or closer. Proficency with Wisdom Saving Throws, Vulnerable to radiant damage.\r\n\r\n[h2]Subtle Corruption[\/h2]\r\nOnce upon a time at 4th level, the Witch's skin has slightly lost saturation, and their sclera seems... dimmer.\r\n\r\n[h3]Ethereal[\/h3]\r\nAs a bonus action you can harness soul magic to summon a weapon forged of Soul Scales that takes on the damage type of the forged weapon, is considered Silver, and deals 1d8 additional radiant damage.\r\n\r\n[h3]Wicked[\/h3]\r\nWhen you cast a spell that uses Hag Points, your soul fluxuates with power, you can roll a 1d4 and apply the rolled effect.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table][tr][th]Roll[\/th][th]Effect[\/th][\/tr]\r\n[tr][td]1[\/td]\r\n[td]Glittering scales heal you and nearby allies for\r\n1d4 per Witch Level.[\/td]\r\n[\/tr]\r\n[tr][td]2[\/td]\r\n[td]A vortex of Shadow Scales surrounds you, decreasing\r\nranged attack rolls by 2d4 for 2 turn[\/td]\r\n[\/tr]\r\n[tr][td]3[\/td]\r\n[td]You can cast a second spell of a lower spell slot level.[\/td]\r\n[\/tr]\r\n[tr][td]4[\/td]\r\n[td]You gain resistance to the cast damage type for 3 turns.[\/td]\r\n[\/tr][\/table]\r\n[h3]Terror[\/h3]\r\nAfter making your first attack action you can swap forms without using an action.\r\n\r\n[h2]Soulfury[\/h2]\r\nOnce upon a time at 7th level, the Witch's Soul has grown so potent that they can swap or enter a form through Bonus Actions, and their Soul forms have grown in power. The Witch's Soul Scales can now take the form of their chosen primordial element (fire, Water, Earth, Air, and its counterparts). Their Sclera is a bottomless black, and their iris glows vibrantly. It is said that the Witch who has embraced the mark to this point have [b]Soulsight[\/b], which allows them to see the fuel of every living being if they concentrate and close their eyes.\r\n\r\n[h3]Light[\/h3]\r\nYou are resistant to your Soul Scale's Element, if you did not choose an element, you are resistant to one physical damage type of your choice. Attacks while using [b]Soulsight[\/b] have advantage, and melee attacks against you have disadvantage, However ranged attacks have advantage.\r\n\r\n[h3]Balance[\/h3]\r\nYou are resistant to your Soul Scale's Element and your attacks take on its properties.\r\n\r\n[h3]Shadow[\/h3]\r\nYou can silence the intent of your next 2 actions as a bonus action, doing so creates a blur of false illusions as no being can comprehend or read you, so they'll percieve you doing many possible things at once, giving them advantage if those actions effect a creature. You can silence the hum of your soul, your spirit, and your husk, at will when standing still. Making it completely invisible to creatures with [b]Blindsight[\/b] or [b]Soulsight[\/b]. Attacks can take on the properties of your Soul Scale Element.\r\n\r\n\r\n\r\n[h2]Soul Speaker[\/h2]\r\nOnce upon a time at 10th level, You can understand most languages, provided the creature speaking has a soul of light and shadow. When using [b]Soulsight[\/b] you can read the soul's of beings, learning their alignment, mood, stats, and features.\r\n\r\nYou can rip a small chunk of Soul out from a willing creature that is suffering a non-physical status effect, removing that status effect and allowing you to store that effect. Removing a portion of the soul this way deals 1d10 damage + the targeted creatures hit die.\r\n\r\n[h2]The Lamb Earns its Fangs[\/h2]\r\nOnce upon a time at 13th level, there was a little village, with a farm that had aLamb. One day, the shepard came home with a brand new lamb as a gift for their daughter. The Lamb watched in jealousy as the New Lamb followed the daughter all through town, without a care, without a disguise, from its barn on the hill. \"Why, if that Lamb can roam the village as it pleases, than I am to roam where it cannot!\" The Black Lamb decided. So, one day, as usual it turned on its disguise, but instead of going into the village, the Black Lamb went away, into the thick forest. There, it met a peculiar Owl...\r\n\r\n\r\n[h3]Fairy[\/h3]\r\nSilver weapon attacks do not break stealth if you make a successful dexterity saving throw. Your chosen Soul Element now enhances your weapon, dealing 2d8 of bonus of that damage type, and attacks with your Soul Scale Element are considered Silver.\r\n\r\n[h3]Hex[\/h3]\r\nSpells that use the primordial elements can instead use your Soul Scale Element and deal that damage type or radiant damage.\r\n\r\n[h3]Bladeborne[\/h3]\r\nSwapping weapons infuses that weapon with your Soul Scale Element, having it deal 1d12 + 1d8 Elemental damage, if you make a ranged attack with that weapon it explodes with your Soul Scale element on impact in a 10ft radius, dealing the bonus damage.\r\n\r\n[h1]Mark of Crimson[\/h1]\r\nOnce upon a time there was a starving weasel. It was unable to catch food, due to its weakness, something caused by its starvation. One day, after it was unable to catch even a blind hare, the Weasel strayed to the river, to drink. It stared into its reflection and grew angry, so angry that it snapped in outrage, and bit its reflection. But it could not feast upon itself, instead, it just harvested a little bit of sustinence, enough to catch its next prey at least.\r\n\r\n[h2]Light Craving[\/h2]\r\nYour Mark of Crimson allows you to harness the powers of Blood Magic, you gain a Blood Burst charge whenever you take damage, and can choose to make an attack that deals half damage -1d4 per Witch level to yourself as a bonus action that generates 2 Blood Burst charges.\r\n\r\nYou can also gain a Bloodburst charge for damaging a Bleeding Enemy or suffering bleed damage.\r\n\r\nBloodburst Charges can be consumed to perform a variety of abilities.\r\n\r\nWhenever you Consume a Bloodburst charge, you heal for 1d4 per proficiency bonus.\r\n\r\n[h3]Crystalline Burst[\/h3]\r\nConsume 1 Blood Burst to Dash 20ft in any direction along a surface, does not trigger opportunity. If you pass an enemy, you can make them make a dexterity saving throw, if they fail you make a free attack action as you pass.\r\n\r\n[h3]Blood Letting[\/h3]\r\nAs a bonus action, consume 1 Blood Burst to rupture a bleed in any target for 2d4 turns, using this on an already bleeding target makes the bleeding worse and extends duration. Purges poisons, minor diseases, and the most recently applied negative status effect (that isn't a poison or disease). You can harvest purged effects for Witchcraft at 2nd level.\r\n\r\n[h3]Clot[\/h3]\r\nAs an action, consume a Blood Burst charge to stop the bleeding of any creature for 1d4 turns. When Bleeding resumes, they roll the bleed damage they avoided and take half damage. you can choose to amplify this effect to cause immense pain for the targeted creature, giving disadvantage on their actions and saving throws until bleeding resumes. If bleeding is reapplied the effect ends early.\r\n\r\n[h2]Just a Dash of Mania[\/h2]\r\nOnce upon a time at 4th level, the Witch's teeth, or at least a couple of them, are slightly sharper than usual, and their eyes are a tad red.\r\n\r\n[h3]Huntsman (Fable)[\/h3]\r\nYou can consume a Blood Burst charge to create a Thrown Blood Weapon that hovers around you (max 4). Blood Weapons have the properties of Silver weaponry, and can be telekinetically thrown once per turn as a bonus action, which makes it vanish once it makes contact. If the Blood Weapon is light, you can throw a second blood weapon provided it is also light. If the Blood Weapons are unused, up to 2 can be stored in your veins (don't question it).\r\n\r\n[h3]Occultist[\/h3]\r\nYou can consume 2 blood Burst charges to make your next damaging spell heal you for half of the damage dealt, or 1 Blood charge to make a healing spell apply half of the healing as Temporary Health. Effigies can be infused with blood upon creation, which allows you to apply 1d4 turns of bleeding to any target of your choosing when it breaks.\r\n\r\n[h3]Lunatic[\/h3]\r\nYour first attack with a swapped weapon generates a Blood Burst Charge and can apply bleeding. You can consume a Blood Burst charge to make every bleeding creature within 10ft take a turn of bleed damage instantly.\r\n\r\n[h2]Light Bleeder.[\/h2]\r\nOnce upon a time at 7th level, the Witch only bleeds for half as long, and only takes half damage from them. Their sharpened teeth only become sharper, their eyes are very vibrantly red, and the scent of blood makes them a little thirsty.\r\n\r\n[h2]Feast of Hysteria[\/h2]\r\nOnce upon a time at 10th level, the Witch can dig their fangs into flesh and drain their victims of their Blood Essence, for each turn the target fails a constitution saving throw they are drained for 1d10 + your constitution modifer health and gains a stage of exaughstion. For every turn the Witch feeds, they gain two Blood Burst charges and are inflicted with a turn of [b]Hysteria[\/b], making them violent to the nearest creature if they fail a wisdom saving throw on the start of their turn. The Witch can also use a concentrated spell to harvest the blood essence of victims magically, which is only half as effective.\r\n\r\n\r\nWhile inflicted with [b]Hysteria[\/b] The Witch attacks with manic laughter, which can frighten their targets. And has their initiative increased by 3.\r\n\r\nCreatures inflicted with [b]Hysteria [\/b]must succeed a wisdom saving throw or they will temporarily fall under The Witch's control. If the Witch is suffering from [b]Hysteria[\/b], the saving throw automatically fails.\r\n\r\nThe Witch also gains additional uses for their Blood Burst Charges.\r\n\r\n[h3]Peer Pressure[\/h3]\r\nYou can consume up to 3 Blood Burst Charges as a bonus action to inflict a creature with [b]Hysteria[\/b] for 1d4 per charge spent.\r\n\r\n[h3]Laugh Through the Bloodshed[\/h3]\r\nFor 2 Blood Burst Charges, as a reaction to you or a friendly creature taking damage, apply bleeding and [b]Hysteria[\/b] to them to halve the damage.\r\n\r\n[h3]Crystal Skin[\/h3]\r\nSpend up to 5 Blood Burst charges as an action to increase the AC by 1 per Blood Burst Charge spent of yourself or a creature you can touch (max 25). If that creature has bleeding, the bleeding is cured, if they don't they are inflicted with [b]Hysteria[\/b] for 1 turn per Blood Burst Charge.\r\n\r\n[h2]The Doll and the Panther[\/h2]\r\nOnce upon a time at 13th level, a Panther with fur like the Eclipse met an ugly leather doll, sitting by the lake one day. The Doll could move and speak, like the hunters and poachers the Panther had evaded before. But it looked at the Panther with loving eyes, as if the Panther was the best friend its ever had, or the only friend. The Panther and the Doll continued to meet by the lake almost every day, until one day the Panther was just a tad to slow when outrunning the hunters, and had brought them to the lake.\r\n\r\nTo the Panther's surprise, the Doll did not stop smiling when the hunters gave chase, instead it simply pulled out its stitching tools.\r\n\r\n[h3]Mirror Mirror[\/h3]\r\nBlood Forged weapons can be recalled instead of vanishing upon use, and one weapon (or two provided both are light) can be thrown once per turn instead of using a bonus action.\r\n\r\n[h3]Hemalurgy[\/h3]\r\nIn reaction to a vocal spell being cast within 30ft, you can break an effigy and consume both a Hag point and a Blood Burst Charge to cause the spell caster to violently vomit blood, dealing 1d10 damage per spell slot level of the cancelled spell.. You can cast Silence once per short rest.\r\n\r\n[h3]Slasher[\/h3]\r\n\r\nConsume 3 Bloodburst charges, your next successful attack action against a bleeding target deals makes that target suffer all of the bleeding damage remaining at once. (ex: 3 turns of 1d4 bleeding becomes 3d4 damage.)\r\n\r\n[h1]Death's Mark[\/h1]\r\nOnce upon a time, Death decided to take a wander through the realms of the living. There he met all sorts of interesting creatures, a Hare, a Wolf, a couple Lambs, even an Owl. All of which looked at her with familiarity, as it wasn't the first time they've met. Everyone wanders through Death's Garden at some point, but Death was not interested in inviting them so soon, not when they have still have the rest of their lives. Then Death met a doe, one that was still growing and had barely seen a winter's half. Her eyes met Death's, and challenged them.\r\n\r\n\r\n[h2]Death's Garden[\/h2]\r\nOnce upon a time at 1st level, the Witch has been given Death's Mark, either through wish or need. A Witch with Death's Mark must have met or crossed Death's path, meaning they either had a very close encounter with them, or has died before. A Witch with Death's Mark can, through a ritual, create a portal to a pocket realm of death known as a Garden. A Garden can house passed spirits, allowing you to provide them sanctuary or imprison them in bramble.\r\n\r\nThe Ritual requires 10ft of bramble or vine, a bowl, a bundle of dead sticks and a handful of thorns, a Flame, and a musical instrument you are proficient in. Create a circle with the vine or bramble, put the sticks and thorns in a bowl and put the bowl in the center, then light them on fire. Play a tune with the instrument and call upon your Mark. A portal of green flame shall open, and persist until the bowl's materials burn away completely. If the portal closes while you are still in the garden, the portal remains on the Garden's end, and will reopen as a one way portal when used from the garden. Your Garden portal can only be opened by you, as it is linked to your mark.\r\n\r\nThe Witch's Garden is a blank canvas at first, but will often mirror the biome the Witch is most comfortable in.\r\n\r\nThe Witch can infuse their weapons with death magic, making it deal Necrotic damage in place of its normal damage type.\r\n\r\nThe Witch can communicate with passed spirits, and assist them in passing into the afterlife, invite them to The Witch's Garden, or imprison them there in Bramble.\r\n\r\n\r\nYou can have as many spirits equal to your Witch Level in your Garden.\r\n\r\n[h2]Dabda[\/h2]\r\nOnce upon a time at 4th level, the Witch's head had sprouted a small, budding pair of antlers.\r\n\r\n[h3]Reaper[\/h3]\r\nYour attacks with silver weapons create a necrotic wave, allowing them to hit a second creature within 5ft for half damage.\r\n\r\n[h3]Beldam[\/h3]\r\nYour spells can entangle targets in death's Bramble, dealing 1d4 necrotic damage per turn. (Dexterity saving throw). Effigies that break apply their effects to a target creature of your choosing.\r\n\r\n[h3]Undertaker[\/h3]\r\nKilling a creature refreshes your actions once per turn.\r\n\r\n[h2]Inescapable[\/h2]\r\nOnce upon a time at 7th level, the Witch gained resistance to Necrotic damage. Once per long Rest, the Witch can play their instrument to create a Death Portal between two locations within 100ft they have visited before and can picture clearly in their head.\r\n\r\nThe Witch can mimic the process of the Garden Portal, but instead of a bundle of sticks they can use an effigy to \"store\" that ritual in the Effigy. If the Effigy is planted, the Witch can create a Death Portal to it regardless of distance, doing so breaks the effigy. Your antlers are longer, and have began to branch.\r\n\r\n[h2]Cultivation[\/h2]\r\n\r\nOnce upon a time at 10th level, the Witch gained the ability to put any spirit that resides within their garden into the Husk of a dead creature for half a day once per short rest. The husk has to be the same size the spirit was in life, and cannot be reused once inhabited. The spirit that controlled the body won't inhabit another body until a long rest. You can feel when creatures are close to their natural death, and can pre-emptively ease their passing or claim their spirit for your garden.\r\n\r\nThe Witch's antlers are much more noticable, with several branches, the ends of which are stained a lime green.\r\n\r\n[h2]The Poacher[\/h2]\r\nOne upon a time at 13th level, there was a poacher that never had any luck. Everytime they'd go into the cursed woods to hunt, they'd turn up empty. So one day the Poacher walked into the cursed woods without a weapon, and met a starving Weasel that was suffering from the same. The two knew they could slay each other then, to the victor would go the bounty, but the weasel carried news from the forest, and the poacher's village is the only place the Weasel will be safe, so the two agree to return to the Poacher's village..\r\n\r\nOnly to find it abandoned, standing in the center was a doe with burning green eyes...\r\n\r\n[h3]The Poacher[\/h3]\r\nyou can hit an additional creature with your silver weaponry. [b]Hunter's Mark[\/b] is now [b]Poacher's Mark[\/b], which lasts as long as you desire, and can be applied to three seperate creatures.\r\n\r\n[h3]The Weasel[\/h3]\r\nYou no longer suffer disadvantage on spells when within 5ft of your target. You can split concentration on up to two spells at once. If an action would break concentration, you can choose to break an effigy or spend a hag point to remain concentrated.\r\n\r\n[h3]The Doe[\/h3]\r\nYou can create a Death Portal as a bonus action once per turn to a creature that has failed a death saving throw or dead creature within 40ft that you're aware of.","table_data":"","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1379484","world":"e65f3914-db51-4331-a2d0-5d77df54b9c8","folder":"2b1e7c94-a37b-11f0-b3cc-1224bc67b5c8"}