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Minerva Hecate
"There are secrets the gods hid from mortals. I intend to find them."
 
image.png.4363bc541d79c8c57a1d158bdf2c1919.png
 

Human
ANCESTRY
 


 

Occult Librarian
BACKGROUND

 


 

Witch 1
CLASS

 

 


Level 1
HP 16
AC 16

 

 
 

STR
10 (+0)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

WIS
12 (+1)

CHA
10 (+0)

 
 
BASICS SAVES
Perception +4 🅣🅔🅜🅛 (WIS)
Speed 25 feet
Alignment True Neutral
Fortitude +5 🅣🅔🅜🅛 (CON)
Reflex +5 🅣🅔🅜🅛 (DEX)
Will +6 🅣🅔🅜🅛 (WIS)
SKILLS PROFICIENCIES
Acrobatics +5 🅣🅔🅜🅛 (DEX)
Arcana +7 🅣🅔🅜🅛  (INT)
Athletics +0🅣🅔🅜🅛 (STR)
Crafting +7 🅣🅔🅜🅛 (INT)
Deception +0 🅣🅔🅜🅛 (CHA)
Diplomacy +0 🅣🅔🅜🅛 (CHA)

Intimidation +3 🅣🅔🅜🅛 (CHA)
Lore: Academia +7 🅣🅔🅜🅛 (INT)
Medicine +0🅣🅔🅜🅛 (WIS)
Nature +4 🅣🅔🅜🅛 (WIS)
Occultism +7 🅣🅔🅜🅛 (INT)
Performance +0🅣🅔🅜🅛 (CHA)
Religion +4 🅣🅔🅜🅛 (WIS)
Society +7 🅣🅔🅜🅛 (INT)
Stealth +5 🅣🅔🅜🅛 (DEX)
Survival +0🅣🅔🅜🅛 (WIS)
Thievery +0🅣🅔🅜🅛 (DEX)
Arcane Spell Attack Rolls +7 🅣🅔🅜🅛
Arcane Spell DC 17 🅣🅔🅜🅛


Unarmed Attacks  🅣🅔🅜🅛
Simple Weapons  🅣🅔🅜🅛
Martial Weapons 🅣🅔🅜🅛
Advanced Weapons 🅣🅔🅜🅛

Unarmoured Defence 🅣🅔🅜🅛
Light Armour🅣🅔🅜🅛
Medium Armour🅣🅔🅜🅛
Heavy Armour🅣🅔🅜🅛

Languages Common, Elvish, Draconic, Fey, Dwarvish, Diabolic
 
FEATS AND ABILITIES
ANCESTRY FEATS CLASS FEATS GENERAL FEATS
Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Source: Level 1

General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special You can select this feat multiple times, choosing a different feat each time.

Source: Ancestry Paragon 1
CauldronYou can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.

Source: Natural Ambition
 
SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS

Arcane SensePrerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Source: Versatile Heritage

Dubious KnowledgePrerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but not critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Source: General Training

Schooled in SecretsPrerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

Source: Occult Librarian Background

Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon

FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.
 

 

Spellcasting
Cantrips Level 1 (2/2) Level 2
Electric ArcCast [two-actions]
Range 30 feet; Targets 1 or 2 creatures
Defense basic Reflex
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d4.

Ghost SoundCast [two-actions] somatic, verbal
Range 30 feet
Duration sustained
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).
Heightened (3rd) The range increases to 60 feet.
Heightened (5th) The range increases to 120 feet.

IlluminateCast [one-action]
Area 30-foot emanation (see text)
You light all non-magical light sources in the area that use fire to provide their light—such as candles, lamps, and sconces. You can choose to make the emanation smaller than its maximum, to any distance of your choice. If a light source is attended by an unwilling creature, that creature can attempt a Reflex save to snuff the light out before it becomes noticeable.
Heightened (+1) The maximum area increases by 10 feet.

LightCast [two-actions] somatic, verbal
Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
Duration until the next time you make your daily preparations
The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).

Mage HandCast [two-actions] somatic, verbal
Range 30 feet; Targets 1 unattended object of light Bulk or less
Duration sustained
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.

Needle DartsCast [two-actions]
Range 60 feet; Targets 1 creature
Defense AC
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.

Critical Success The target takes double damage and 1 persistent bleed damage.
Success The target takes full damage.
Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.

PrestidigitationCast [two-actions] somatic, verbal
Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

Read AuraCast 1 minute (somatic, verbal)
Range 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.

If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.

ShieldCast [one-action] verbal
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.

Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.

Slashing GustCast [two-actions] ; Requirements You have at least one free hand.
Range 60 feet; Targets 1 or 2 creatures
Defense AC
You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.

Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes 1d4 persistent bleed damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks.

Critical Success The target takes double damage and 1d4 persistent bleed damage.
Success The target takes full damage.
Heightened (+1) The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.
BefuddleCast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 round
You sow seeds of confusion in your target’s mind, causing their actions and thoughts to become clumsy.

Critical Success The target is unaffected.
Success The target is clumsy 1 and stupefied 1.
Failure The target is clumsy 2 and stupefied 2.
Critical Failure The target is clumsy 3, stupefied 3, and confused.

FearCast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You plant fear in the target; it must attempt a Will save.

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.

Illusory ObjectCast [two-actions] somatic, verbal
Range 500 feet; Area 20-foot burst
Duration 10 minutes
You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. The duration increases to 1 hour.
Heightened (5th) As the 2nd-level version, but the duration is unlimited.

Magic WeaponCast [two-actions] somatic, verbal
Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally
Duration 1 minute
The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

Summon AnimalCast [three-actions] material, somatic, verbal
Range 30 feet
Duration sustained up to 1 minute
You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is –1, such as those below. Heightening the spell increases the maximum level of creature you can summon.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.

Wall of ShrubsCast [three-actions]
Range 120 feet
Duration 1 minute
You call forth a line of bushes native to the region to spring from the ground. The wall of shrubs stands in a line 60 feet long, is less than 5 feet tall, and is a foot thick, providing lesser cover.
Heightened (3rd) The shrubs are now 10 feet tall and 5 feet thick and provide standard cover. The duration of the spell increases to 10 minutes.
Heightened (5th) Instead of a line, the shrubs can be made in a ring with a diameter of up to 30 feet that's 10 feet tall and 5 feet thick. The shrubs provide greater cover. The duration of the spell increases to 1 hour.
 
Level 3 Level 4 Level 5

 

   
Level 6 Level 7 Level 8

 

   
Level 9 Level 10 Hexes

 

  Discern SecretsCast [one-action] somatic
Range 30 feet; Targets 1 creature
Duration sustained up to 1 minute
You call upon your patron's power to better uncover secrets. When you Cast the Spell, the target can Recall Knowledge, Seek, or Sense Motive. The target gains a +1 status bonus to the skill or Perception used for the roll, and this bonus remains as long as you Sustain the Spell. The target is temporarily immune to discern secrets for 1 minute.
Heightened (5th) You can target two creatures instead of one.

Phase FamiliarCast [reaction] somatic; Trigger Your familiar would take damage.
Range 60 feet; Targets your familiar
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. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.
Heightened (+1) Increase the resistance by 2.

 

Familiar
Stats Traits
BASICS SAVES
Perception +5
Speed 25 feet
HP 5/5
AC 15
Fortitude +5
Reflex +5
Will +6
Familiar Ability: Fly
Familiar Ability: Speech
Master Ability: Share Senses

Recipes Known: Healing Potion (Minor), Ration Tonic, Potion of Emergency Escape, Shielding Salve

 
Inventory
Readied Stored
Explorer's Clothing
Sling (20 bullets)
Sickle
Staff
Material Component Pouch
Adventurer's Pack

22 gp, 6 sp, 8 cp
Minerva Hecate
"There are secrets the gods hid from mortals. I intend to find them."
 
image.png.4363bc541d79c8c57a1d158bdf2c1919.png
 

Human
ANCESTRY
 


 

Occult Librarian
BACKGROUND

 


 

Witch 1
CLASS

 

 


Level 1
HP 16
AC 16

 

 
 

STR
10 (+0)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

WIS
12 (+1)

CHA
10 (+0)

 
 
BASICS SAVES
Perception +4 🅣🅔🅜🅛 (WIS)
Speed 25 feet
Alignment True Neutral
Fortitude +5 🅣🅔🅜🅛 (CON)
Reflex +5 🅣🅔🅜🅛 (DEX)
Will +6 🅣🅔🅜🅛 (WIS)
SKILLS PROFICIENCIES
Acrobatics +5 🅣🅔🅜🅛 (DEX)
Arcana +7 🅣🅔🅜🅛  (INT)
Athletics +0🅣🅔🅜🅛 (STR)
Crafting +7 🅣🅔🅜🅛 (INT)
Deception +0 🅣🅔🅜🅛 (CHA)
Diplomacy +0 🅣🅔🅜🅛 (CHA)

Intimidation +3 🅣🅔🅜🅛 (CHA)
Lore: Academia +7 🅣🅔🅜🅛 (INT)
Medicine +0🅣🅔🅜🅛 (WIS)
Nature +4 🅣🅔🅜🅛 (WIS)
Occultism +7 🅣🅔🅜🅛 (INT)
Performance +0🅣🅔🅜🅛 (CHA)
Religion +4 🅣🅔🅜🅛 (WIS)
Society +7 🅣🅔🅜🅛 (INT)
Stealth +5 🅣🅔🅜🅛 (DEX)
Survival +0🅣🅔🅜🅛 (WIS)
Thievery +0🅣🅔🅜🅛 (DEX)
Arcane Spell Attack Rolls +7 🅣🅔🅜🅛
Arcane Spell DC 17 🅣🅔🅜🅛


Unarmed Attacks  🅣🅔🅜🅛
Simple Weapons  🅣🅔🅜🅛
Martial Weapons 🅣🅔🅜🅛
Advanced Weapons 🅣🅔🅜🅛

Unarmoured Defence 🅣🅔🅜🅛
Light Armour🅣🅔🅜🅛
Medium Armour🅣🅔🅜🅛
Heavy Armour🅣🅔🅜🅛

Languages Common, Elvish, Draconic, Fey, Dwarvish, Diabolic
 
FEATS AND ABILITIES
ANCESTRY FEATS CLASS FEATS GENERAL FEATS
Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Source: Level 1

General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special You can select this feat multiple times, choosing a different feat each time.

Source: Ancestry Paragon 1
CauldronYou can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.

Source: Natural Ambition
 
SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS

Arcane SensePrerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Source: Versatile Heritage

Dubious KnowledgePrerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but not critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Source: General Training

Schooled in SecretsPrerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

Source: Occult Librarian Background

Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon

FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.
 

 

Spellcasting
Cantrips Level 1 (2/2) Level 2
Electric ArcCast [two-actions]
Range 30 feet; Targets 1 or 2 creatures
Defense basic Reflex
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d4.

Ghost SoundCast [two-actions] somatic, verbal
Range 30 feet
Duration sustained
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).
Heightened (3rd) The range increases to 60 feet.
Heightened (5th) The range increases to 120 feet.

IlluminateCast [one-action]
Area 30-foot emanation (see text)
You light all non-magical light sources in the area that use fire to provide their light—such as candles, lamps, and sconces. You can choose to make the emanation smaller than its maximum, to any distance of your choice. If a light source is attended by an unwilling creature, that creature can attempt a Reflex save to snuff the light out before it becomes noticeable.
Heightened (+1) The maximum area increases by 10 feet.

LightCast [two-actions] somatic, verbal
Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
Duration until the next time you make your daily preparations
The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).

Mage HandCast [two-actions] somatic, verbal
Range 30 feet; Targets 1 unattended object of light Bulk or less
Duration sustained
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.

Needle DartsCast [two-actions]
Range 60 feet; Targets 1 creature
Defense AC
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.

Critical Success The target takes double damage and 1 persistent bleed damage.
Success The target takes full damage.
Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.

PrestidigitationCast [two-actions] somatic, verbal
Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

Read AuraCast 1 minute (somatic, verbal)
Range 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.

If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.

ShieldCast [one-action] verbal
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.

Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.

Slashing GustCast [two-actions] ; Requirements You have at least one free hand.
Range 60 feet; Targets 1 or 2 creatures
Defense AC
You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.

Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes 1d4 persistent bleed damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks.

Critical Success The target takes double damage and 1d4 persistent bleed damage.
Success The target takes full damage.
Heightened (+1) The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.
BefuddleCast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 round
You sow seeds of confusion in your target’s mind, causing their actions and thoughts to become clumsy.

Critical Success The target is unaffected.
Success The target is clumsy 1 and stupefied 1.
Failure The target is clumsy 2 and stupefied 2.
Critical Failure The target is clumsy 3, stupefied 3, and confused.

FearCast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You plant fear in the target; it must attempt a Will save.

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.

Illusory ObjectCast [two-actions] somatic, verbal
Range 500 feet; Area 20-foot burst
Duration 10 minutes
You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. The duration increases to 1 hour.
Heightened (5th) As the 2nd-level version, but the duration is unlimited.

Magic WeaponCast [two-actions] somatic, verbal
Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally
Duration 1 minute
The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

Summon AnimalCast [three-actions] material, somatic, verbal
Range 30 feet
Duration sustained up to 1 minute
You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is –1, such as those below. Heightening the spell increases the maximum level of creature you can summon.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.

Wall of ShrubsCast [three-actions]
Range 120 feet
Duration 1 minute
You call forth a line of bushes native to the region to spring from the ground. The wall of shrubs stands in a line 60 feet long, is less than 5 feet tall, and is a foot thick, providing lesser cover.
Heightened (3rd) The shrubs are now 10 feet tall and 5 feet thick and provide standard cover. The duration of the spell increases to 10 minutes.
Heightened (5th) Instead of a line, the shrubs can be made in a ring with a diameter of up to 30 feet that's 10 feet tall and 5 feet thick. The shrubs provide greater cover. The duration of the spell increases to 1 hour.
 
Level 3 Level 4 Level 5

 

   
Level 6 Level 7 Level 8

 

   
Level 9 Level 10 Hexes

 

  Discern SecretsCast [one-action] somatic
Range 30 feet; Targets 1 creature
Duration sustained up to 1 minute
You call upon your patron's power to better uncover secrets. When you Cast the Spell, the target can Recall Knowledge, Seek, or Sense Motive. The target gains a +1 status bonus to the skill or Perception used for the roll, and this bonus remains as long as you Sustain the Spell. The target is temporarily immune to discern secrets for 1 minute.
Heightened (5th) You can target two creatures instead of one.

Phase FamiliarCast [reaction] somatic; Trigger Your familiar would take damage.
Range 60 feet; Targets your familiar
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. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.
Heightened (+1) Increase the resistance by 2.

 

Familiar
Stats Traits
BASICS SAVES
Perception +5
Speed 25 feet
HP 5/5
AC 15
Fortitude +5
Reflex +5
Will +6
Familiar Ability: Fly
Familiar Ability: Speech
Master Ability: Share Senses

Recipes Known: Healing Potion (Minor), Ration Tonic, Potion of Emergency Escape, Shielding Salve

 
Inventory
Readied Stored
Explorer's Clothing
Sling (20 bullets)
Sickle
Staff
Material Component Pouch
Adventurer's Pack

12 gp, 6 sp, 8 cp
codexgigas

codexgigas

Minerva Hecate
"There are secrets the gods hid from mortals. I intend to find them."
 
image.png.4363bc541d79c8c57a1d158bdf2c1919.png
 

Human
ANCESTRY
 


 

Occult Librarian
BACKGROUND

 


 

Witch 1
CLASS

 

 


Level 1
HP 16
AC 16

 

 
 

STR
10 (+0)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

WIS
12 (+1)

CHA
10 (+0)

 
 
BASICS SAVES
Perception +4 🅣🅔🅜🅛 (WIS)
Speed 25 feet
Alignment True Neutral
Fortitude +5 🅣🅔🅜🅛 (CON)
Reflex +5 🅣🅔🅜🅛 (DEX)
Will +6 🅣🅔🅜🅛 (WIS)
SKILLS PROFICIENCIES
Acrobatics +5 🅣🅔🅜🅛 (DEX)
Arcana +7 🅣🅔🅜🅛  (INT)
Athletics +0🅣🅔🅜🅛 (STR)
Crafting +7 🅣🅔🅜🅛 (INT)
Deception +0 🅣🅔🅜🅛 (CHA)
Diplomacy +0 🅣🅔🅜🅛 (CHA)

Intimidation +3 🅣🅔🅜🅛 (CHA)
Lore: Academia +7 🅣🅔🅜🅛 (INT)
Medicine +0🅣🅔🅜🅛 (WIS)
Nature +4 🅣🅔🅜🅛 (WIS)
Occultism +7 🅣🅔🅜🅛 (INT)
Performance +0🅣🅔🅜🅛 (CHA)
Religion +4 🅣🅔🅜🅛 (WIS)
Society +7 🅣🅔🅜🅛 (INT)
Stealth +5 🅣🅔🅜🅛 (DEX)
Survival +0🅣🅔🅜🅛 (WIS)
Thievery +0🅣🅔🅜🅛 (DEX)
Arcane Spell Attack Rolls +7 🅣🅔🅜🅛
Arcane Spell DC 17 🅣🅔🅜🅛


Unarmed Attacks  🅣🅔🅜🅛
Simple Weapons  🅣🅔🅜🅛
Martial Weapons 🅣🅔🅜🅛
Advanced Weapons 🅣🅔🅜🅛

Unarmoured Defence 🅣🅔🅜🅛
Light Armour🅣🅔🅜🅛
Medium Armour🅣🅔🅜🅛
Heavy Armour🅣🅔🅜🅛

Languages Common, Elvish, Draconic, Fey, Dwarvish, Diabolic
 
FEATS AND ABILITIES
ANCESTRY FEATS CLASS FEATS GENERAL FEATS
Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Source: Level 1

General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special You can select this feat multiple times, choosing a different feat each time.

Source: Ancestry Paragon 1
CauldronYou can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.

Source: Natural Ambition
 
SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS

Arcane SensePrerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Source: Versatile Heritage

Dubious KnowledgePrerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but not critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Source: General Training

Schooled in SecretsPrerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

Source: Occult Librarian Background

Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon

FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.
 

 

Spellcasting
Cantrips Level 1 (2/2) Level 2
Electric Arc
Ghost Sound
Illuminate
Light
Mage Hand
Needle Darts
Prestidigitation
Read Aura
Shield
Slashing Gust
Befuddle
Fear
Illusory Object
Magic Weapon
Summon Animal
Wall of Shrubs
 
Level 3 Level 4 Level 5

 

   
Level 6 Level 7 Level 8

 

   
Level 9 Level 10 Hexes

 

  Discern Secrets
Protect Familiar

 

Familiar
Stats Traits
BASICS SAVES
Perception +5
Speed 25 feet
HP 5/5
AC 15
Fortitude +5
Reflex +5
Will +6
Familiar Ability: Fly
Familiar Ability: Speech
Master Ability: Share Senses

Recipes Known: Healing Potion (Minor), Ration Tonic, Potion of Emergency Escape, Shielding Salve

 
Inventory
Readied Stored
Explorer's Clothing
Sling (20 bullets)
Sickle
Staff
Material Component Pouch
Adventurer's Pack

12 gp, 6 sp, 8 cp
codexgigas

codexgigas

Minerva Hecate
"There are secrets the gods hid from mortals. I intend to find them."
 
image.png.4363bc541d79c8c57a1d158bdf2c1919.png
 

Human
ANCESTRY
 


 

Occult Librarian
BACKGROUND

 


 

Witch 1
CLASS

 

 


Level 1
HP 16
AC 16

 

 
 

STR
10 (+0)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

WIS
12 (+1)

CHA
10 (+0)

 
 
BASICS SAVES
Perception +4 🅣🅔🅜🅛 (WIS)
Speed 25 feet
Alignment True Neutral
Fortitude +5 🅣🅔🅜🅛 (CON)
Reflex +5 🅣🅔🅜🅛 (DEX)
Will +6 🅣🅔🅜🅛 (WIS)
SKILLS PROFICIENCIES
Acrobatics +5 🅣🅔🅜🅛 (DEX)
Arcana +7 🅣🅔🅜🅛  (INT)
Athletics +0🅣🅔🅜🅛 (STR)
Crafting +7 🅣🅔🅜🅛 (INT)
Deception +0 🅣🅔🅜🅛 (CHA)
Diplomacy +0 🅣🅔🅜🅛 (CHA)

Intimidation +3 🅣🅔🅜🅛 (CHA)
Lore: Academia +7 🅣🅔🅜🅛 (INT)
Medicine +0🅣🅔🅜🅛 (WIS)
Nature +4 🅣🅔🅜🅛 (WIS)
Occultism +7 🅣🅔🅜🅛 (INT)
Performance +0🅣🅔🅜🅛 (CHA)
Religion +4 🅣🅔🅜🅛 (WIS)
Society +7 🅣🅔🅜🅛 (INT)
Stealth +5 🅣🅔🅜🅛 (DEX)
Survival +0🅣🅔🅜🅛 (WIS)
Thievery +0🅣🅔🅜🅛 (DEX)
Arcane Spell Attack Rolls +7 🅣🅔🅜🅛
Arcane Spell DC 17 🅣🅔🅜🅛


Unarmed Attacks  🅣🅔🅜🅛
Simple Weapons  🅣🅔🅜🅛
Martial Weapons 🅣🅔🅜🅛
Advanced Weapons 🅣🅔🅜🅛

Unarmoured Defence 🅣🅔🅜🅛
Light Armour🅣🅔🅜🅛
Medium Armour🅣🅔🅜🅛
Heavy Armour🅣🅔🅜🅛

Languages Common, Elvish, Draconic, Fey, Dwarvish, Diabolic
 
FEATS AND ABILITIES
ANCESTRY FEATS CLASS FEATS GENERAL FEATS
Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Source: Level 1

General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special You can select this feat multiple times, choosing a different feat each time.

Source: Ancestry Paragon 1
CauldronYou can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.

Source: Natural Ambition
 
SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS

Arcane SensePrerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Source: Versatile Heritage

Dubious KnowledgePrerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but not critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Source: General Training

Schooled in SecretsPrerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

Source: Occult Librarian Background

Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon

FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.
 

 

Spellcasting
Cantrips Level 1 (2/2) Level 2
Electric Arc
Ghost Sound
Illuminate
Light
Mage Hand
Needle Darts
Prestidigitation
Read Aura
Shield
Slashing Gust
Befuddle
Fear
Illusory Object
Magic Weapon
Summon Animal
Wall of Shrubs
 
Level 3 Level 4 Level 5

 

   
Level 6 Level 7 Level 8

 

   
Level 9 Level 10 Hexes

 

  Discern Secrets
Protect Familiar

 

Familiar
Stats Traits
BASICS SAVES
Perception +5
Speed 25 feet
HP 5/5
AC 15
Fortitude +5
Reflex +5
Will +6
Familiar Ability: Fly
Familiar Ability: Speech
Master Ability: Share Senses

Recipes Known: Healing Potion (Minor), Ration Tonic, Potion of Emergency Escape, Shielding Salve

 
Inventory
Readied Stored
Explorer's Clothing
Sling (20 bullets)
Sickle
Staff
Material Component Pouch
Adventurer's Pack

12 gp, 6 sp, 8 cp
codexgigas

codexgigas

Minerva Hecate
"There are secrets the gods hid from mortals. I intend to find them."
 
image.png.4363bc541d79c8c57a1d158bdf2c1919.png
 

Human
ANCESTRY
 


 

Occult Librarian
BACKGROUND

 


 

Witch 1
CLASS

 

 


Level 1
HP 16
AC 16

 

 
 

STR
10 (+0)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

WIS
12 (+1)

CHA
10 (+0)

 
 
BASICS SAVES
Perception +4 🅣🅔🅜🅛 (WIS)
Speed 25 feet
Alignment True Neutral
Fortitude +5 🅣🅔🅜🅛 (CON)
Reflex +5 🅣🅔🅜🅛 (DEX)
Will +6 🅣🅔🅜🅛 (WIS)
SKILLS PROFICIENCIES
Acrobatics +5 🅣🅔🅜🅛 (DEX)
Arcana +7 🅣🅔🅜🅛  (INT)
Athletics +0🅣🅔🅜🅛 (STR)
Crafting +7 🅣🅔🅜🅛 (INT)
Deception +0 🅣🅔🅜🅛 (CHA)
Diplomacy +0 🅣🅔🅜🅛 (CHA)

Intimidation +3 🅣🅔🅜🅛 (CHA)
Lore: Academia +7 🅣🅔🅜🅛 (INT)
Medicine +0🅣🅔🅜🅛 (WIS)
Nature +4 🅣🅔🅜🅛 (WIS)
Occultism +7 🅣🅔🅜🅛 (INT)
Performance +0🅣🅔🅜🅛 (CHA)
Religion +4 🅣🅔🅜🅛 (WIS)
Society +7 🅣🅔🅜🅛 (INT)
Stealth +5 🅣🅔🅜🅛 (DEX)
Survival +0🅣🅔🅜🅛 (WIS)
Thievery +0🅣🅔🅜🅛 (DEX)
Arcane Spell Attack Rolls +7 🅣🅔🅜🅛
Arcane Spell DC 17 🅣🅔🅜🅛


Unarmed Attacks  🅣🅔🅜🅛
Simple Weapons  🅣🅔🅜🅛
Martial Weapons 🅣🅔🅜🅛
Advanced Weapons 🅣🅔🅜🅛

Unarmoured Defence 🅣🅔🅜🅛
Light Armour🅣🅔🅜🅛
Medium Armour🅣🅔🅜🅛
Heavy Armour🅣🅔🅜🅛

Languages Common
 
FEATS AND ABILITIES
ANCESTRY FEATS CLASS FEATS GENERAL FEATS
Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Source: Level 1

General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special You can select this feat multiple times, choosing a different feat each time.

Source: Ancestry Paragon 1
CauldronYou can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.

Source: Natural Ambition
 
SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS

Arcane SensePrerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Source: Versatile Heritage

Dubious KnowledgePrerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but not critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Source: General Training

Schooled in SecretsPrerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

Source: Occult Librarian Background

Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon

FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.
 

 

Spellcasting
Cantrips Level 1 (2/2) Level 2
Electric Arc
Ghost Sound
Illuminate
Light
Mage Hand
Needle Darts
Prestidigitation
Read Aura
Shield
Slashing Gust
Befuddle
Fear
Illusory Object
Magic Weapon
Summon Animal
Wall of Shrubs
 
Level 3 Level 4 Level 5

 

   
Level 6 Level 7 Level 8

 

   
Level 9 Level 10 Hexes

 

  Discern Secrets
Protect Familiar

 

Familiar
Stats Traits
BASICS SAVES
Perception +5
Speed 25 feet
HP 5/5
AC 15
Fortitude +5
Reflex +5
Will +6
Familiar Ability: Fly
Familiar Ability: Speech
Master Ability: Share Senses

Recipes Known: Healing Potion (Minor), Ration Tonic, Potion of Emergency Escape, Shielding Salve

 
Inventory
Readied Stored
Explorer's Clothing
Sling (20 bullets)
Sickle
Staff
Material Component Pouch
Adventurer's Pack

12 gp, 6 sp, 8 cp
codexgigas

codexgigas

Minerva Hecate
"There are secrets the gods hid from mortals. I intend to find them."
 
image.png.4363bc541d79c8c57a1d158bdf2c1919.png
 

Human
ANCESTRY

 
 

Occult Librarian
BACKGROUND

 


 

Witch 1
CLASS

 

Level 1
HP 16
AC 16

 

 
 

STR
10 (+0)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

WIS
12 (+1)

CHA
10 (+0)

 
 
BASICS SAVES
Perception +4 🅣🅔🅜🅛 (WIS)
Speed 25 feet
Alignment True Neutral
Fortitude +5 🅣🅔🅜🅛 (CON)
Reflex +5 🅣🅔🅜🅛 (DEX)
Will +6 🅣🅔🅜🅛 (WIS)
SKILLS PROFICIENCIES
Acrobatics +5 🅣🅔🅜🅛 (DEX)
Arcana +7 🅣🅔🅜🅛  (INT)
Athletics +0🅣🅔🅜🅛 (STR)
Crafting +7 🅣🅔🅜🅛 (INT)
Deception +0 🅣🅔🅜🅛 (CHA)
Diplomacy +0 🅣🅔🅜🅛 (CHA)

Intimidation +3 🅣🅔🅜🅛 (CHA)
Lore: Academia +7 🅣🅔🅜🅛 (INT)
Medicine +0🅣🅔🅜🅛 (WIS)
Nature +4 🅣🅔🅜🅛 (WIS)
Occultism +7 🅣🅔🅜🅛 (INT)
Performance +0🅣🅔🅜🅛 (CHA)
Religion +4 🅣🅔🅜🅛 (WIS)
Society +7 🅣🅔🅜🅛 (INT)
Stealth +5 🅣🅔🅜🅛 (DEX)
Survival +0🅣🅔🅜🅛 (WIS)
Thievery +0🅣🅔🅜🅛 (DEX)
Arcane Spell Attack Rolls +7 🅣🅔🅜🅛
Arcane Spell DC 17 🅣🅔🅜🅛


Unarmed Attacks  🅣🅔🅜🅛
Simple Weapons  🅣🅔🅜🅛
Martial Weapons 🅣🅔🅜🅛
Advanced Weapons 🅣🅔🅜🅛

Unarmoured Defence 🅣🅔🅜🅛
Light Armour🅣🅔🅜🅛
Medium Armour🅣🅔🅜🅛
Heavy Armour🅣🅔🅜🅛

Languages Common
 
FEATS AND ABILITIES
ANCESTRY FEATS CLASS FEATS GENERAL FEATS
Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Source: Level 1

General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special You can select this feat multiple times, choosing a different feat each time.

Source: Ancestry Paragon 1
CauldronYou can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.

Source: Natural Ambition
 
SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS

Arcane SensePrerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Source: Versatile Heritage

Dubious KnowledgePrerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but not critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Source: General Training

Schooled in SecretsPrerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

Source: Occult Librarian Background

Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon

FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.
 

 

Spellcasting
Cantrips Level 1 (2/2) Level 2
Electric Arc
Ghost Sound
Illuminate
Light
Mage Hand
Needle Darts
Prestidigitation
Read Aura
Shield
Slashing Gust
Befuddle
Fear
Illusory Object
Magic Weapon
Summon Animal
Wall of Shrubs
 
Level 3 Level 4 Level 5

 

   
Level 6 Level 7 Level 8

 

   
Level 9 Level 10 Hexes

 

  Discern Secrets
Protect Familiar

 

Familiar
Stats Traits
BASICS SAVES
Perception +5
Speed 25 feet
HP 5/5
AC 15
Fortitude +5
Reflex +5
Will +6
Familiar Ability: Fly
Familiar Ability: Speech
Master Ability: Share Senses

Recipes Known: Healing Potion (Minor), Ration Tonic, Potion of Emergency Escape, Shielding Salve

 
Inventory
Readied Stored
Explorer's Clothing
Sling (20 bullets)
Sickle
Staff
Material Component Pouch
Adventurer's Pack

12 gp, 6 sp, 8 cp
codexgigas

codexgigas

Minerva Hecate
"There are secrets the gods hid from mortals. I intend to find them."
 
image.png.4363bc541d79c8c57a1d158bdf2c1919.png
 

Human
ANCESTRY

 
 

Occult Librarian
BACKGROUND

 


 

Witch 1
CLASS

Level 1
HP 16
AC 16

 

 
 

STR
10 (+0)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

WIS
12 (+1)

CHA
10 (+0)

 
 
BASICS SAVES
Perception +4 🅣🅔🅜🅛 (WIS)
Speed 25 feet
Alignment True Neutral
Fortitude +5 🅣🅔🅜🅛 (CON)
Reflex +5 🅣🅔🅜🅛 (DEX)
Will +6 🅣🅔🅜🅛 (WIS)
SKILLS PROFICIENCIES
Acrobatics +5 🅣🅔🅜🅛 (DEX)
Arcana +7 🅣🅔🅜🅛  (INT)
Athletics +0🅣🅔🅜🅛 (STR)
Crafting +7 🅣🅔🅜🅛 (INT)
Deception +0 🅣🅔🅜🅛 (CHA)
Diplomacy +0 🅣🅔🅜🅛 (CHA)

Intimidation +3 🅣🅔🅜🅛 (CHA)
Lore: Academia +7 🅣🅔🅜🅛 (INT)
Medicine +0🅣🅔🅜🅛 (WIS)
Nature +4 🅣🅔🅜🅛 (WIS)
Occultism +7 🅣🅔🅜🅛 (INT)
Performance +0🅣🅔🅜🅛 (CHA)
Religion +4 🅣🅔🅜🅛 (WIS)
Society +7 🅣🅔🅜🅛 (INT)
Stealth +5 🅣🅔🅜🅛 (DEX)
Survival +0🅣🅔🅜🅛 (WIS)
Thievery +0🅣🅔🅜🅛 (DEX)
Arcane Spell Attack Rolls +7 🅣🅔🅜🅛
Arcane Spell DC 17 🅣🅔🅜🅛


Unarmed Attacks  🅣🅔🅜🅛
Simple Weapons  🅣🅔🅜🅛
Martial Weapons 🅣🅔🅜🅛
Advanced Weapons 🅣🅔🅜🅛

Unarmoured Defence 🅣🅔🅜🅛
Light Armour🅣🅔🅜🅛
Medium Armour🅣🅔🅜🅛
Heavy Armour🅣🅔🅜🅛

Languages Common
 
FEATS AND ABILITIES
ANCESTRY FEATS CLASS FEATS GENERAL FEATS
Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Source: Level 1

General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special You can select this feat multiple times, choosing a different feat each time.

Source: Ancestry Paragon 1
CauldronYou can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.

Source: Natural Ambition
 
SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS

Arcane SensePrerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Source: Versatile Heritage

Dubious KnowledgePrerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but not critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Source: General Training

Schooled in SecretsPrerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

Source: Occult Librarian Background

Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon

FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.
 

 

Spellcasting
Cantrips Level 1 (2/2) Level 2
Electric Arc
Ghost Sound
Illuminate
Light
Mage Hand
Needle Darts
Prestidigitation
Read Aura
Shield
Slashing Gust
Befuddle
Fear
Illusory Object
Magic Weapon
Summon Animal
Wall of Shrubs
 
Level 3 Level 4 Level 5

 

   
Level 6 Level 7 Level 8

 

   
Level 9 Level 10 Hexes

 

  Discern Secrets
Protect Familiar

 

Familiar
Stats Traits
BASICS SAVES
Perception +5
Speed 25 feet
HP 5/5
AC 15
Fortitude +5
Reflex +5
Will +6
Familiar Ability: Fly
Familiar Ability: Speech
Master Ability: Share Senses

Recipes Known: Healing Potion (Minor), Ration Tonic, Potion of Emergency Escape, Shielding Salve

 
Inventory
Readied Stored
Explorer's Clothing
Sling (20 bullets)
Sickle
Staff
Material Component Pouch
Adventurer's Pack

12 gp, 6 sp, 8 cp
codexgigas

codexgigas

Minerva Hecate
"There are secrets the gods hid from mortals. I intend to find them."
 
image.png.4363bc541d79c8c57a1d158bdf2c1919.png
 

Human
ANCESTRY

 
 

Occult Librarian
BACKGROUND

 


 

Witch 1
CLASS

Level 1
HP 16
AC 16

 

 
 

STR
10 (+0)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

WIS
12 (+1)

CHA
10 (+0)

 
 
BASICS SAVES
Perception +4 🅣🅔🅜🅛 (WIS)
Speed 25 feet
Alignment True Neutral
Fortitude +5 🅣🅔🅜🅛 (CON)
Reflex +5 🅣🅔🅜🅛 (DEX)
Will +6 🅣🅔🅜🅛 (WIS)
SKILLS PROFICIENCIES
Acrobatics +5 🅣🅔🅜🅛 (DEX)
Arcana +7 🅣🅔🅜🅛  (INT)
Athletics +0🅣🅔🅜🅛 (STR)
Crafting +7 🅣🅔🅜🅛 (INT)
Deception +0 🅣🅔🅜🅛 (CHA)
Diplomacy +0 🅣🅔🅜🅛 (CHA)

Intimidation +3 🅣🅔🅜🅛 (CHA)
Lore: Academia +7 🅣🅔🅜🅛 (INT)
Medicine +0🅣🅔🅜🅛 (WIS)
Nature +4 🅣🅔🅜🅛 (WIS)
Occultism +7 🅣🅔🅜🅛 (INT)
Performance +0🅣🅔🅜🅛 (CHA)
Religion +4 🅣🅔🅜🅛 (WIS)
Society +7 🅣🅔🅜🅛 (INT)
Stealth +5 🅣🅔🅜🅛 (DEX)
Survival +0🅣🅔🅜🅛 (WIS)
Thievery +0🅣🅔🅜🅛 (DEX)
Arcane Spell Attack Rolls +7 🅣🅔🅜🅛
Arcane Spell DC 17 🅣🅔🅜🅛


Unarmed Attacks  🅣🅔🅜🅛
Simple Weapons  🅣🅔🅜🅛
Martial Weapons 🅣🅔🅜🅛
Advanced Weapons 🅣🅔🅜🅛

Unarmoured Defence 🅣🅔🅜🅛
Light Armour🅣🅔🅜🅛
Medium Armour🅣🅔🅜🅛
Heavy Armour🅣🅔🅜🅛

Languages Common
 
FEATS AND ABILITIES
ANCESTRY FEATS CLASS FEATS GENERAL FEATS
Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Source: Level 1

General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special You can select this feat multiple times, choosing a different feat each time.

Source: Ancestry Paragon 1
CauldronYou can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.

Source: Natural Ambition
 
SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS

Arcane SensePrerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Source: Versatile Heritage

Dubious KnowledgePrerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but not critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Source: General Training

Schooled in SecretsPrerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

Source: Occult Librarian Background

Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon

FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.
 

 

Spellcasting
Cantrips Level 1 (2/2) Level 2
Electric Arc
Ghost Sound
Illuminate
Light
Mage Hand
Needle Darts
Prestidigitation
Read Aura
Shield
Slashing Gust
Befuddle
Fear
Illusory Object
Magic Weapon
Summon Animal
Wall of Shrubs
 
Level 3 Level 4 Level 5

 

   
Level 6 Level 7 Level 8

 

   
Level 9 Level 10 Hexes

 

  Discern Secrets
Protect Familiar

 

Familiar
Stats Traits
   

 
Inventory
Readied Stored
   
codexgigas

codexgigas

Minerva Hecate
"There are secrets the gods hid from mortals. I intend to find them."
 
image.png.4363bc541d79c8c57a1d158bdf2c1919.png
 

Human
ANCESTRY

 
 

Occult Librarian
BACKGROUND


 

Witch 1
CLASS

 
 

STR
10 (+0)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

WIS
12 (+1)

CHA
10 (+0)

 
 
BASICS SAVES
Perception +4 🅣🅔🅜🅛 (WIS)
Speed 25 feet
Alignment True Neutral
Fortitude +5 🅣🅔🅜🅛 (CON)
Reflex +5 🅣🅔🅜🅛 (DEX)
Will +6 🅣🅔🅜🅛 (WIS)
SKILLS PROFICIENCIES
Acrobatics +5 🅣🅔🅜🅛 (DEX)
Arcana +7 🅣🅔🅜🅛  (INT)
Athletics +0🅣🅔🅜🅛 (STR)
Crafting +7 🅣🅔🅜🅛 (INT)
Deception +0 🅣🅔🅜🅛 (CHA)
Diplomacy +0 🅣🅔🅜🅛 (CHA)

Intimidation +3 🅣🅔🅜🅛 (CHA)
Lore: Academia +7 🅣🅔🅜🅛 (INT)
Medicine +0🅣🅔🅜🅛 (WIS)
Nature +4 🅣🅔🅜🅛 (WIS)
Occultism +7 🅣🅔🅜🅛 (INT)
Performance +0🅣🅔🅜🅛 (CHA)
Religion +4 🅣🅔🅜🅛 (WIS)
Society +7 🅣🅔🅜🅛 (INT)
Stealth +5 🅣🅔🅜🅛 (DEX)
Survival +0🅣🅔🅜🅛 (WIS)
Thievery +0🅣🅔🅜🅛 (DEX)
Arcane Spell Attack Rolls +7 🅣🅔🅜🅛
Arcane Spell DC 17 🅣🅔🅜🅛


Unarmed Attacks  🅣🅔🅜🅛
Simple Weapons  🅣🅔🅜🅛
Martial Weapons 🅣🅔🅜🅛
Advanced Weapons 🅣🅔🅜🅛

Unarmoured Defence 🅣🅔🅜🅛
Light Armour🅣🅔🅜🅛
Medium Armour🅣🅔🅜🅛
Heavy Armour🅣🅔🅜🅛

Languages Common
 
FEATS AND ABILITIES
ANCESTRY FEATS CLASS FEATS GENERAL FEATS
Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Source: Level 1

General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special You can select this feat multiple times, choosing a different feat each time.

Source: Ancestry Paragon 1
CauldronYou can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.

Source: Natural Ambition
 
SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS

Arcane SensePrerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Source: Versatile Heritage

Dubious KnowledgePrerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but not critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Source: General Training

Schooled in SecretsPrerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

Source: Occult Librarian Background

Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon

FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.
 

 

Spellcasting
Cantrips Level 1 (2/2) Level 2
     
Level 3 Level 4 Level 5

 

   
Level 6 Level 7 Level 8

 

   
Level 9 Level 10 Hexes

 

   

 

Familiar
Stats Traits
   

 
Inventory
Readied Stored
   
codexgigas

codexgigas

Minerva Hecate
"There are secrets the gods hid from mortals. I intend to find them."
 
image.png.4363bc541d79c8c57a1d158bdf2c1919.png
 

Human
ANCESTRY

 
 

Occult Librarian
BACKGROUND


 

Witch 1
CLASS

 
 

STR
10 (+0)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

WIS
12 (+1)

CHA
10 (+0)

 
 
BASICS SAVES
Perception +4 🅣🅔🅜🅛 (WIS)
Speed 25 feet
Alignment True Neutral
Fortitude +5 🅣🅔🅜🅛 (CON)
Reflex +5 🅣🅔🅜🅛 (DEX)
Will +6 🅣🅔🅜🅛 (WIS)
SKILLS PROFICIENCIES
Acrobatics +5 🅣🅔🅜🅛 (DEX)
Arcana +7 🅣🅔🅜🅛  (INT)
Athletics +0🅣🅔🅜🅛 (STR)
Crafting +7 🅣🅔🅜🅛 (INT)
Deception +0 🅣🅔🅜🅛 (CHA)
Diplomacy +0 🅣🅔🅜🅛 (CHA)

Intimidation +3 🅣🅔🅜🅛 (CHA)
Lore: Academia +7 🅣🅔🅜🅛 (INT)
Medicine +0🅣🅔🅜🅛 (WIS)
Nature +4 🅣🅔🅜🅛 (WIS)
Occultism +7 🅣🅔🅜🅛 (INT)
Performance +0🅣🅔🅜🅛 (CHA)
Religion +4 🅣🅔🅜🅛 (WIS)
Society +7 🅣🅔🅜🅛 (INT)
Stealth +5 🅣🅔🅜🅛 (DEX)
Survival +0🅣🅔🅜🅛 (WIS)
Thievery +0🅣🅔🅜🅛 (DEX)
Arcane Spell Attack Rolls +7 🅣🅔🅜🅛
Arcane Spell DC 17 🅣🅔🅜🅛


Unarmed Attacks  🅣🅔🅜🅛
Simple Weapons  🅣🅔🅜🅛
Martial Weapons 🅣🅔🅜🅛
Advanced Weapons 🅣🅔🅜🅛

Unarmoured Defence 🅣🅔🅜🅛
Light Armour🅣🅔🅜🅛
Medium Armour🅣🅔🅜🅛
Heavy Armour🅣🅔🅜🅛

Languages Common
 
FEATS AND ABILITIES
ANCESTRY FEATS CLASS FEATS GENERAL FEATS
Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Source: Level 1

General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

Special You can select this feat multiple times, choosing a different feat each time.

Source: Ancestry Paragon 1
CauldronYou can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.

Source: Natural Ambition
 
SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS

Arcane SensePrerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Source: Versatile Heritage

Dubious KnowledgePrerequisites trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but not critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Source: General Training

Schooled in SecretsPrerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

Source: Occult Librarian Background

Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon

FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.
 

 

Spellcasting
Cantrips Level 1 (2/2) Level 2
     
Level 3 Level 4 Level 5

 

   
Level 6 Level 7 Level 8

 

   
Level 9 Level 10 Hexes

 

   

 

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