Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach (Core Rulebook 244), you spend that number of days of Regular Setup in Table 1, and then attempt the Crafting check to determine your success. You can instead rush the process (Treasure Vault 158), taking days off the time needed to setup the item while introducing a greater risk of failure.
Below, you may change your Crafting Proficiency Rank and your Crafter Level.
Take the DC from Table 1. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. That choice sets the Setup Time and the Crafting DC.
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest (30 gp). If you want to try again, you must start over.
If your Crafting check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item’s Price in materials. Alternatively, you can spend additional downtime days working on the item. Above, you may change your Proficiency Rank and your Crafter Level. Below you can choose your Crafting Check Result from Step 3 and you may select the Additional Days of Work. This webtool calculates the Remaining Balance.
If you are at least an Expert in Crafting, you can rush the finishing process (toggle the Rush the Finish), reducing the value of the materials you must expend to complete the item. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a DC flat check.
Success the item is complete and works perfectly.
Failure the item is still completed, but it gains a quirk.
Critical Failure the item is ruined or might become a cursed item attached to you.
To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like darkvision, altered Speed, and unique abilities like a halfling’s keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry’s strengths and weaknesses. For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.
| Ancestry | New Trait | Senses | New Languages | Speed Change | Special |
|---|---|---|---|---|---|
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ANADI | — | Anadi, Mwangi | — | Fangs |
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ANADI | — | Anadi, Mwangi | — | Fangs |
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ANDROID | — | Androffan | — | — |
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AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
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AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
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AZARKETI | — | Alghollthu | -5 feet | — |
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CATFOLK | Low-Light Vision | Amurrun | — | Land on your Feet |
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CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
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CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
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DOPPELGANGER | — | — | — | — |
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DOPPELGANGER | — | — | — | — |
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DRAGON | — | Draconic | — | — |
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DWARF | Darkvision | Dwarven | -5 feet | — |
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ELF | Low-Light Vision | Elven | +5 feet | — |
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FETCHLING | Darkvision | Shadowtongue | — | — |
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GHORAN | Low-Light Vision | Sylvan | — | — |
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GNOLL | — | Gnoll | — | Bite |
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GNOLL | — | Gnoll | — | Bite |
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GNOME SMALL | Low-Light Vision | Gnomish, Sylvan | — | — |
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GOBLIN SMALL | Darkvision | Goblin | — | — |
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GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GRIPPLI SMALL | — | Grippli | — | — |
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GRIPPLI SMALL | — | Grippli | — | — |
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HALFLING SMALL | Keen Eyes | Halfling | — | — |
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GOBLIN | Darkvision | Goblin | — | — |
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HUMAN | — | — | — | — |
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KASHRISHI SMALL | — | Kashrishi | — | — |
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KASHRISHI SMALL | — | Kashrishi | — | — |
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KITSUNE | — | — | — | — |
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KOBOLD SMALL | Darkvision | Draconic | — | Draconic Exemplar |
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LESHY SMALL | Low-Light Vision | Sylvan | — | Plant Nourishment |
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LIZARDFOLK | — | Iruxi | — | Aquatic Adaptation |
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NAGAJI | Low-Light Vision | Nagaji | — | — |
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NAGAJI | Low-Light Vision | Nagaji | — | — |
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ORC | Darkvision | Orcish | — | — |
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RATFOLK SMALL | Low-Light Vision | Ysoki | — | — |
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SHISK | — | Mwangi, Shisk | — | — |
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SHISK | — | Mwangi, Shisk | — | — |
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SHOONY SMALL | Low-Light Vision | Shoony | — | Blunt Snout |
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SKELETON | — | Necril | — | — |
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SKELETON | — | Necril | — | — |
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SLIME | — | — | -5 feet | — |
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SPRITE | — | Sylvan | -5 feet | — |
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STHENO | — | — | — | — |
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STHENO | — | — | — | — |
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STRIX | — | Strix | — | — |
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TENGU | Low-Light Vision | Tengu | — | Sharp Beak |
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VANARA | — | Vanaran | — | — |
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VANARA | — | Vanaran | — | — |
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VISHKANYA | — | Vishkanya | — | — |
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VISHKANYA | — | Vishkanya | — | — |
To use one of the creature adjustments in this section, just click the adjustment and the changes will be present in the card.
| - | 0 | No adjustment will be applied. | |
| Book of the Dead | Target Creature | Level | Description |
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Any creature | 0 | The ephemeral form of a ghostly creature lets it pass through solid objects and float in the air. |
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Any creature | 0 | Ghoul creatures are typically hairless and gaunt with blue or purple skin and pointed ears. |
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Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
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Any creature | 0 | This creature is a reanimated mindless corpse. |
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Any creature | 0 | All types of creatures can have their corpses preserved and rise as mummies. |
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Any creature | 0 | A shadow creature is little more than a sentient shadow powered by negative energy. |
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Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
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Any creature | 0 | This creature is a reanimated corpse. |
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Any creature | 0 | A vampiric creature consumes the blood of the living for sustenance. |
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Any creature | 0 | All wights can drain life through their unarmed attacks, but some can draw life force through weapons as well. |
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Any creature | 0 | A zombified creature is a mindless, rotting corpse that attacks everything it perceives. |
| Dark Archive | Target Creature | Level | Description |
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An existing creature | +1 | An experimental cryptid has been purposefully altered through alchemy, engineering, magic, or ritual to contain some degree of construct components. Although powerful, the process is volatile and imperfect. |
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An existing, living creature | +1 | Some strange creatures defy what’s expected from others of their kind due to a peculiar mutation. A mutation can come from a wide variety of sources: a quirk in their lineage, effects from their environment, radiation from bizarre crystals, or exposure to uncontrolled magic. |
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An existing, living creature | +1 | Scholars dream of discovering primeval creatures: remnants of an older age, long thought extinct. Primeval cryptids are resilient survivors of their kind or particularly clever individuals. |
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An existing creature | +1 | As stories spread about a rumored cryptid, the weight of collective belief transforms the creature to match the tales. The limits of its physical body no longer confine it. |
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An existing creature | +1 | A secret society member is an NPC or creature that belongs to a covert organization with influence and connections throughout its local setting and perhaps beyond. |
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The DiceRoller allows you to roll dices from Creatures description and typing an easy formula.
Each creature has some skills or saves with a bonus or penalty to roll. If you click on those modifiers the Diceroller will give you the roll as a popup! Furthermore, you can also click on all the attacks and damages dice descriptors and you'll have the roll has a popup.
These rolls are logged in the diceroller window and you can check them after and repeat them clicking on the pencil at the end of each roll row.
If you want to type the roll, I give you some examples:
1d20+52d20kh Keeps Higher result (fortune)2d20kl Keeps Lower result (misfortune)2d8 bludgeoning + 1d6 fire
When the group overcomes an encounter with a hazard or creature, each character gains XP equal to the XP of the hazard or creature in the encounter. Match the Party level in the following table to know the XP awarded:
See Experience Points.
Here there is a list of the various monster parts you can gather from this creature. After defeating the monster, players can determine how to best use the parts to refine and imbue items.
You can find rules for refining and imbuing items from a monster at Battlezoo Bestiary.
I update a lot of data from all the Rulebooks and adventure books. I'm developing new features each week. You can collaborate and make suggestions in our Discord Server where we plan and iron out all the webtools. You can access to the Discord Server once you become a Patron. My work updating all data and adding new features to this webtool is only possible to the generous actions of this people:
Visit my patreon webpage and be aware of all the stuff I'm working on.
Help keep running this webtool and become a patron!
You command powerful magic, not through study or devotion to any ideal, but as a vessel or agent for a mysterious, otherworldly patron that even you don’t entirely understand. This entity might be a covert divinity, a powerful fey, a manifestation of natural energies, an ancient spirit, or any other mighty supernatural being—but its nature is likely as much a mystery to you as it is to anyone else. Through a special familiar, your patron grants you versatile spells and powerful hexes to use as you see fit, though you’re never certain if these gifts will end up serving your patron’s larger plan.
KEY ABILITYINTELLIGENCEAt 1st level, your class gives you an ability boost to Intelligence. | HIT POINTS6 plus your Constitution modifierYou increase your maximum number of HP by this number at 1st level and every level thereafter. |
You cast spells to change the course of battle. You use magical hexes to hamper enemies and aid allies, while leveraging more powerful spells to control the battlefield, heal, or harm, aided by your extraordinary familiar, brewed potions, and magical items.
You provide knowledge on numerous topics, including a variety of magical matters, and you might call upon your patron’s magic to charm or deceive others.
You remain alert for magical traps and treasures, employing a clever array of spells to overcome obstacles that stand in your way. Your familiar might aid you through its own considerable set of exceptional abilities.
You brew potions, craft other magical items, or hunt for new spells for your familiar to learn. You might try to learn more about your patron, their aims, or your own powers, and you might seek out the company of other witches for collaboration or community.
| PERCEPTION | |||
| U | T | E | Proficiency in |
| ✔ | Perception | ||
| SAVING THROWS | |||
| U | T | E | Proficiency in |
| ✔ | Fortitude | ||
| ✔ | Reflex | ||
| ✔ | Will | ||
| SKILLS | |||
| U | T | E | Proficiency in |
| ✔ | one skill determined by your patron | ||
| ✔ | a number of additional skills equal to 3 plus your Intelligence modifier | ||
| ATTACKS | |||
| U | T | E | Proficiency in |
| ✔ | simple weapons | ||
| ✔ | unarmed attacks | ||
| DEFENSES | |||
| U | T | E | Proficiency in |
| ✔ | unarmored defense | ||
| SPELLS | |||
| U | T | E | Proficiency in |
| ✔ | spell attack rolls of your spellcasting tradition, determined by your patron | ||
| ✔ | spell DCs of your spellcasting tradition, determined by your patron | ||
| Level | Ancestry Feats |
Class Feats |
General Feats |
Skill Feats |
Skill Increase |
Ability Boost |
Extra |
| 1 | ✔ | ancestry and background, elemental magic, familiar, flexible spell preparation, hexes, patron, witch spellcasting | |||||
| 2 | ✔ | ✔ | |||||
| 3 | ✔ | ✔ | |||||
| 4 | ✔ | ✔ | |||||
| 5 | ✔ | ✔ | ✔ | magical fortitude | |||
| 6 | ✔ | ✔ | familiar | ||||
| 7 | ✔ | ✔ | expert spellcaster | ||||
| 8 | ✔ | ✔ | |||||
| 9 | ✔ | ✔ | lightning reflexes | ||||
| 10 | ✔ | ✔ | ✔ | ||||
| 11 | ✔ | ✔ | alertness, weapon expertise | ||||
| 12 | ✔ | ✔ | familiar | ||||
| 13 | ✔ | ✔ | defensive robes, weapon specialization | ||||
| 14 | ✔ | ✔ | |||||
| 15 | ✔ | ✔ | ✔ | master spellcaster | |||
| 16 | ✔ | ✔ | |||||
| 17 | ✔ | ✔ | resolve | ||||
| 18 | ✔ | ✔ | familiar | ||||
| 19 | ✔ | ✔ | legendary spellcaster, patron’s gift | ||||
| 20 | ✔ | ✔ | ✔ |
| Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 5 | 2 | — | — | — | — | — | — | — | — | — |
| 2 | 5 | 3 | — | — | — | — | — | — | — | — | — |
| 3 | 5 | 3 | 2 | — | — | — | — | — | — | — | — |
| 4 | 5 | 3 | 3 | — | — | — | — | — | — | — | — |
| 5 | 5 | 3 | 3 | 2 | — | — | — | — | — | — | — |
| 6 | 5 | 3 | 3 | 3 | — | — | — | — | — | — | — |
| 7 | 5 | 3 | 3 | 3 | 2 | — | — | — | — | — | — |
| 8 | 5 | 3 | 3 | 3 | 3 | — | — | — | — | — | — |
| 9 | 5 | 3 | 3 | 3 | 3 | 2 | — | — | — | — | — |
| 10 | 5 | 3 | 3 | 3 | 3 | 3 | — | — | — | — | — |
| 11 | 5 | 3 | 3 | 3 | 3 | 3 | 2 | — | — | — | — |
| 12 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | — | — | — | — |
| 13 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — | — | — |
| 14 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | — | — |
| 15 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — | — |
| 16 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | — |
| 17 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — |
| 18 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — |
| 19 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1* |
| 20 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1* |
| * The patron conduit class feature gives you a 10th-level spell slot that works a bit differently from other spell slots. | |||||||||||
| Level 1 Class Feats | Traits | Prerequisites | Benefits |
| CackleAPG | — | — | You can extend one of your spells with a quick burst of laughter. |
| CauldronAPG | — | — | You can use the Craft activity to create oils and potions. |
| Counterspell APG | abjuration | — | When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it. |
| Reach Spell APG | concentrate, metamagic | — | You can extend the range of your spells. |
| Widen Spell APG | manipulate, metamagic | — | You manipulate the energy of your spell, causing it to affect a wider area. |
| WortwitchAPG | — | — | You have a particular affinity for leafy plants. |
| Level 2 Class Feats | Traits | Prerequisites | Benefits |
| Basic LessonAPG | — | — | Your witch spellcasting. |
| Cantrip ExpansionAPG | — | — | Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells. |
| Conceal Spell APG | concentrate, manipulate, metamagic | — | You can hide your magical gestures and incantations within your speech and movement in an attempt to conceal the fact that you are Casting a Spell. |
| Enhanced FamiliarAPG | — | a familiar | You infuse your familiar with additional magical energy. |
| Familiar’s LanguageAPG | divination | a familiar | You’ve learned to speak with your familiar and other creatures like it. |
| Living HairAPG | — | — | You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn’t fine enough for more dexterous tasks. |
| Level 4 Class Feats | Traits | Prerequisites | Benefits |
| Devil’s EyeDA | aftermath | You made a bargain with a devil or won a legal case or other similar duel of wits against a devil. | Your experience in the finer points of bargaining with a devil has awakened a sinister power that now inhabits your left eye. |
| Echo of the FallenDA | aftermath | You helped to lay a haunt, ghost, or spirit to rest. | With the utmost gratitude for your help in releasing them from their unearthly coil, a tiny sliver of a ghostly entity has remained attached to you. |
| Eldritch NailsAPG | — | — | Your nails are supernaturally long and sharp. |
| Improved FamiliarAPG | — | — | You find it easy to attract a powerful and unusual familiar to your side. |
| Lingering ChillDA | aftermath, cold | You’ve been brought to 0 Hit Points by an enemy that has the cold trait or an enemy’s ability that has the cold trait. | The chill of ice entered your veins and never left, adjusting the internal temperature of your body. |
| Rites of ConvocationAPG | — | — | Your patron grants you the power to summon other creatures to aid you. |
| Syu Tak-Nwa’s Skillful TressesFRP-01 | — | Living Hair (Advanced Player’s Guide 102) | You can expertly control your living hair and use it to perform various tasks. |
| Level 6 Class Feats | Traits | Prerequisites | Benefits |
| Detonating Spell LOKL | concentrate, metamagic | — | Your spell becomes volatile and explosive. |
| Divine EmissaryLOKL | — | a familiar, you follow a good-aligned deity or patron | Your familiar is a divine emissary, sent to you by your deity or patron and infused with celestial powers. |
| Elysium’s CadenceDA | aftermath | You’ve partied extensively with an azata or entered a romantic relationship with an azata. | You’ve been ensnared by an azata’s infectious enthusiasm for life, love, and freedom that manifests as a pearlescent afterimage in your graceful movements, a spring in your soft steps, an ever-present melody in your euphonic voice, and eddies of passionate colors in your mesmerizing eyes. |
| Greater LessonAPG | — | — | Your patron grants you greater knowledge. |
| Jelly BodyDA | aftermath, magical, transmutation | You’ve been reduced to 0 Hit Points while engulfed by an ooze. | Some of the ooze that surrounded you made its way permanently into parts of your body, turning you soft to the touch and semitransparent enough to show bones. |
| Steady SpellcastingAPG | — | — | Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. |
| Syu Tak-Nwa’s Deadly HairFRP-01 | — | Living Hair (Advanced Player’s Guide 102) | Your hair unarmed attack deals 1d6 bludgeoning damage and gains the grapple trait. |
| Witch’s ChargeAPG | detection, divination | — | You forge a magical link with another creature, granting you awareness of that creature’s condition and creating a conduit for spellcasting. |
| Level 8 Class Feats | Traits | Prerequisites | Benefits |
| Helt’s Spelldance LOF | — | expert in Performance | Ranik Helt knows a special technique to hide his spells as part of a performance, and you’ve learned this technique. |
| Incredible FamiliarAPG | — | Enhanced Familiar | Your familiar is imbued with even more magic than other familiars. |
| MurksightAPG | — | — | Your vision pierces through non-magical fog, mist, rain, and snow. |
| Syu Tak-Nwa’s Hexed LocksFRP-01 | — | Living Hair (Advanced Player’s Guide 102) | Your hair unarmed attack gains the reach trait. |
| Witch’s BottleAPG | — | Cauldron | You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. |
| Level 10 Class Feats | Traits | Prerequisites | Benefits |
| Gift of the HoardDA | aftermath, magical, transmutation | You have succeeded at an important task given by a dragon, such as procuring a special treasure for their hoard. | In pleasing the cravings of a mighty dragon, they have deigned to impart some of their magical essence into your body. |
| Glass SkinOATSG | abjuration, aftermath | You were present at the death of the medusa Alethsia, whose vitrumantic powers were passed on to you in the wake of her destruction. | Even if vitrumancy is a mystery to you, your blood and flesh know the secrets of the art of arcane glass. |
| Major LessonAPG | — | — | Your patron grants you even greater secrets. |
| Quickened Casting APG | concentrate, metamagic | — | If your next action is to cast a witch cantrip or a witch spell that is at least 2 levels lower than the highest-level witch spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). |
| Siphon Life DA | aftermath, flourish, magical, necromancy, negative | You’ve been reduced to 0 Hit Points by an enemy with the negative trait. | Experiences with necromantic energy have left a permanent mark on you, casting you in a deathlike pallor, chilling your body temperature to be ice-cold, turning your very blood black, and giving you the power to rip out an enemy’s life force. |
| Temporary PotionsAPG | — | Cauldron | During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know. |
| Witch’s CommunionAPG | — | Witch’s Charge | You can keep watch over multiple charges. |
| Level 12 Class Feats | Traits | Prerequisites | Benefits |
| Familiar’s Eyes APG | concentrate, divination | a familiar | You use your familiar’s senses as easily as your own. |
| Hex FocusAPG | — | — | Your patron’s teachings have allowed you to achieve a deeper focus. |
| Petrified SkinDA | aftermath, transmutation | You have been petrified by an enemy. | It might have been a medusa, dracolisk, or even a fossil golem; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. |
| Level 14 Class Feats | Traits | Prerequisites | Benefits |
| Dormant EruptionDA | aftermath, fire | You’ve been brought to 0 Hit Points by an enemy that has the fire trait or an enemy’s ability that has the fire trait. | A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body. |
| Reflect SpellAPG | — | Counterspell | When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. |
| Rites of TransfigurationAPG | — | — | You can adapt your patron’s power to transform other creatures into forms more befitting their behavior or your whims. |
| Sink and SwimDA | aftermath, water | You’ve been brought to 0 Hit Points by an enemy that has the water trait or an enemy’s ability that has the water trait. | Your body looks like it’s made of flowing water, clear and pristine, providing a natural grace to all your movements. |
| Level 16 Class Feats | Traits | Prerequisites | Benefits |
| Effortless Concentration APG | — | — | You maintain your active spells with hardly a thought. |
| Fey LifeDA | aftermath, healing, necromancy, primal | You helped to save a fey from a terrible fate, and you’re not a fey. | There are some fates worse than death–and you worked to save a fey from one such fate. |
| Siphon Power APG | — | — | You draw upon the reservoir of your patron’s magic that resides within your familiar. |
| Walk on the WindDA | aftermath, air, magical, transmutation | You’ve been brought to 0 Hit Points by an enemy that has the air trait or an enemy’s ability that has the air trait. | A flighty breeze follows you wherever you go, granting a dramatic flair to everything you do. |
| Level 18 Class Feats | Traits | Prerequisites | Benefits |
| Hex WellspringAPG | — | Hex Focus | Focus flows from your patron each time you commune with your familiar. |
| Split Hex APG | concentrate, metamagic | — | You siphon some of the power from an offensive hex you cast to direct it at a second target as well. |
| Level 20 Class Feats | Traits | Prerequisites | Benefits |
| Demon’s HairFRP-03 | — | Living Hair | Your hair constantly wriggles and writhes like that of your rival, Syu Tak-nwa. |
| Hex MasterAPG | — | — | You embody the link to your patron so completely that you can cast your hexes in rapid succession. |
| Patron’s TruthAPG | — | patron’s gift | You have mastered the greatest secrets of your patron’s magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. |
| Witch’s HutAPG | — | — | Your home is an animated structure that obeys your commands. |
| Hex Cantrips | Patron Theme | Level | Summary |
| uClinging iceAPG | Winter | 1 | Freezing sleet and heavy snowfall collect on the target’s feet and legs, dealing 1d4 cold damage and other effects depending on its Reflex save. |
| uDiscern secretsAPG | Rune | 1 | You call upon your patron’s power to better uncover secrets. |
| uEvil eyeAPG | Curse | 1 | You fix your eye on the target, imposing a malevolent hex. |
| uNudge fateAPG | Fate | 1 | You read slightly into the future and give fate a tiny push to achieve the result you desire. |
| rPact brokerDA | – | 1 | You offer to broker a pact of peace. |
| uShroud of nightAPG | Night | 1 | Drawing your hand in a sweeping gesture, you shroud the target in a veil of night. |
| rSpirit objectLOL | Baba Yaga | 1 | Using a sliver of Baba Yaga’s power, you briefly bring an object to life. |
| uStoke the heartAPG | Fervor | 1 | Intense fervor fills the target creature, empowering their blows. |
| uWilding wordAPG | Wild | 1 | With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. |
| Hex Spells | Level | Summary | |
| uBlood wardAPG | 1 | You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. | |
| uCackleAPG | 1 | With a quick burst of laughter, you prolong a magical effect you created. | |
| uElemental betrayalAPG | 1 | You call upon the elements to undermine your foe. | |
| uLife boostAPG | 1 | You temporarily bolster the target’s vitality. | |
| uNeedle of vengeanceAPG | 1 | A long, jagged needle jabs into the target foe’s psyche whenever it tries to attack a specifically forbidden creature. | |
| uPhase familiarAPG | 1 | You draw upon your patron’s power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. | |
| uStumbling curseST-01 | 1 | With a twist of a finger, you send a creature careening on a haphazard trajectory. | |
| uVeil of dreamsAPG | 1 | You draw the target into a drowsy state, causing daydreams and sluggishness. | |
| uDeceiver’s cloakAPG | 3 | You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. | |
| uMalicious shadowAPG | 3 | You reshape the target’s shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target. | |
| uPersonal blizzardAPG | 3 | You summon an isolated blizzard of obscuring, scouring ice to follow your target. | |
| rReturn the favorDA | 3 | You’re unable to leave any debts unpaid. | |
| uCurse of deathAPG | 5 | You focus your malevolent gaze on a target, causing their heart to seize in dread. | |
| rGlacial heartLOL | 5 | Ice and bone-deep cold assail the target, freezing it from the inside out. | |
| rOver the coalsDA | 5 | You accuse the target of breaking its word to you and invoke the wrath of your patron to claim what’s due, demanding the target pay you in currency, fulfill an order, or stand down. | |
| uRestorative momentAPG | 5 | You manipulate the threads of time around the target, giving them some of the benefits of a day’s passage. | |