Upheaval

Witch

All spell casters learn arcane power in different ways. Whereas some channel power from their deities or learn arcane secrets through intense research, witches are gifted power by a mysterious, other-worldly patron.


LevelHexesSpells per DayCombat Proficiency BonusTechniques
1st2nd3rd4th5th6th7th8th9th
1st1st2--------+01st
2nd2nd3--------+1
3rd 31-------+12nd
4th3rd32-------+2
5th 321------+2
6th4th332------+33rd
7th 4321-----+3
8th5th4332-----+4
9th 44321----+44th
10th6th44332----+5
11th 444321---+5
12th7th444332---+65th
13th 4444321--+6
14th8th4444322--+7
15th 44444321-+76th
16th9th44444322-+8
17th 444443221+8
18th10th444443321+97th
19th 444443322+9
20th11th444443332+10
LevelHexesCombat Proficiency Bonus
1st1st +0
2nd2nd +1
3rd +1
4th3rd +2
5th +2
6th4th +3
7th +3
8th5th +4
9th +4
10th6th +5
11th +5
12th7th +6
13th +6
14th8th +7
15th +7
16th9th +8
17th +8
18th10th +9
19th +9
20th11th +10
LevelSpells per Day
1st2nd3rd4th5th6th7th8th9th
1st 2--------
2nd 3--------
3rd 31-------
4th 32-------
5th 321------
6th 332------
7th 4321-----
8th 4332-----
9th 44321----
10th 44332----
11th 444321---
12th 444332---
13th 4444321--
14th 4444322--
15th 44444321-
16th 44444322-
17th 444443221
18th 444443321
19th 444443322
20th 444443332

Class Features

Prime Ability: Intelligence

Hit Points: d6 + Con bonus per level

Skill Points: Low (2 per level)

Knowledge Points: Low (2 per level)

Save DC: 10 + Character Level + Int Bonus

Spell Attack Bonus: Character Level + Int Bonus

Starting Proficiencies

Weapon Proficiency: Simple Weapon Proficiency

Armor Proficiency: None

Patrons

All witches have a patron -- a mysterious, otherworldly being that grants them their power. Patrons need not be malevolent or evil. They might be aspiring demi-gods, enigmatic fey creatures, or powerful outsiders who have taken notice of your character. You don't need to identify exactly who your patron is, at first. In fact, most of the time, the witch doesn't know the true nature of the being with whom he has communed. But you should have a vague idea of how you first formed a connection with this being.

Witch magic is usually pact magic. That is, you have made a bargain with your patron for power in exchange for something the being wants. While creatures of infernal nature love to make such pacts, this relationship doesn't have to be nefarious. You may instead be granted power by force of the supreme goodness looking only for a vessel to spread its message. Likewise, the pact you make with your patron doesn't have to be explicit. You might instead only have a vague connection with a being you know little about, a connection that has started to grant you power little-by-little. The exact nature of the being and its ultimate plans for you may be something you discover as your character grows.

Finally, while the term witch has a gendered connotation in some contexts, as a character class, witches can be of any gender. Most patrons don't care about the witch's gender, as long as you are willing to fulfill the terms of their pact.

Witch's Familiar (Ex)

Regardless of who your patron is, you commune with them through a familiar -- a magical creature that acts as a conduit. Your familiar grants you spells each day, teaches you new magical abilities, and is often the only direct connection you have with your patron. At level 1, you start with a familiar. See Familiars for stats and abilities.

Spells

As a witch, you cast arcane spells drawn from the witch spell list. You must choose and prepare your spells ahead of time by getting a long rest and spending 1 hour communing with your familiar, which functions as a conduit to your patron. While communing, you decide which spells to prepare for the day. You may choose to prepare any spell that is on the witch's spell list that you are able to cast. The number you can prepare is equal to 2 + your level + your intelligence bonus.

Your familiar provides you with all your spells, except for find familiar, which you intuitively know. If your familiar dies, you cannot prepare spells again until you recast find familiar to re-summon it.

You can cast any spells you have prepared by expending one of your daily allotment of spells lots. Once a spell is cast, a slot is used up though the prepared spell is still available for you to cast again. A first-level witch has two 1st-level spell slots per day. These increase as you level up (see table).

Cantrips

Some spells are so minor or intuitive that they don't require spell slots. At level 1 you start by knowing three cantrips of your choice. Once chosen, you cannot change these, though you gain a new cantrip at level 5 and every fifth level afterward. Cantrips are cast like normal spells, except they don't require spell slots. You can cast them as many times as you wish. See cantrips.

Extra Attack (Ex)

At level 12 you gain an extra attack that you can make when making a full attack. In a full attack, all attacks except for your first are made at a -5 penalty.

Hex

Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, you gain one hex of your choice. You gain an additional hex at 2nd level and for every 2 levels attained after 2nd level. You cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action. The save to resist a hex is always your DC.

At level 1, you have access to all common hexes. Starting at level 10, you can also choose from Major Hexes. At level 18, you can also select Grand Hexes.

Unless otherwise noted, all hexes are supernatural abilities and function and cannot be counterspelled or interrupted.

Common Hexes

Aura of Purity - Your aura purifies the air around you. Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around you for a number of minutes equal to your level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half your level are unaffected.

Beast of Ill Omen - You are able to hex enemies through your familiar. Use a hex on your familiar when it is within 60 feet of you. The familiar isn't affected by the hex, but the next enemy that sees it is instantly targeted by the hex. The target can make any saving throws associated with the hex to negate the effect as usual. Only hexes that target other creatures can be used through your familiar. Any restrictions the hex usually has apply when using Beast of Ill Omen, including range restrictions, though these are centered on your familiar instead of you.

Blight - You can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time you and your familiar must be in contact with the target. If it's used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. You can affect an area with a radius equal to your class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse:

Blight Hex--type curse; save WIS negates; frequency 1/day; effect 1 Con damage.

Both types of curses can be removed with a remove curse or similar magic, using your save DC. You can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

Cackle - You can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, discord, disrupt connection, evil eye hex, fortune hex, misfortune, or sink hex caused by you has the duration of that hex extended by 1 round.

Cauldron (Ex) - You gain a cauldron and learn the Brew Potion proficiency. When using your cauldron, you gain advantage on checks made to brew potions, alchemical items, or herbal creations.

Poison Steep - You can use your cauldron to brew a foul toxin in which you can steep fruits and other delicious edibles, transforming them so that when eaten, they have the same effect as a poison spell. Brewing the toxin and then steeping the food takes 1 hour in total; steeping can affect up to 1 pound of food. The food is poisoned for 24 hours, and the poison cannot be transferred to other objects. The food tastes normal, but magic detects it as poisonous. You must have the cauldron hex to select this hex.

Witch's Bottle - Once per day, you can perform a 10-minute ritual to create a potion imbued with the power of one of you hexes. Any creature that consumes this potion is affected by the hex as if cast by its creator. You can't use that hex until the potion is consumed or rendered inert. Only hexes that can target a creature other than you can be distilled in this way. The potion remains potent until consumed or rendered inert by you as a free action. A witch must have the cauldron hex to select this hex.

Charm - You can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, even in combat. The effect lasts for a number of rounds equal to your Intelligence modifier. A Cha save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This enchantment is a mental effect.

City Sight - You curse a target with the simple vision of urban mortals. On a failed Con save, the subject loses the use of darkvision, greensight, low-light vision, see in darkness, and other visual abilities beyond simple sight, but not nonvisual means of perception like blindsight, scent, or tremorsense. This effect lasts 1 minute. At 8th level, this effect lasts for 10 minutes instead. Whether or not the creature succeeds at the saving throw, it can't be the target of this hex again for 1 day.

Congeal - You can make the water in a 10-foot radius around you sludgy and viscous for 1 minute, causing it to function as difficult terrain for all swimming creatures except yourself. This also provides partial cover against physical effects that pass through the affected area.

Coven (Ex) - You count as a hag for the purpose of joining a hag's coven. The coven must contain at least one hag. In addition, whenever a witch with this hex is within 30 feet of another witch with this hex, she can use a standard action to enhance the next spell she casts.

Cursed Wound - You can curse a living creature, preventing it from healing completely. For a number of days equal to 3 + your Intelligence modifier (minimum 1), whenever the victim is the target of a magical healing effect, the caster of the healing effect must succeed at spell attack check. If the check fails, the healing effect functions as normal, except it cannot remove the last 10 points of damage the victim suffered. Similarly, natural healing, fast healing, and regeneration fail to cure the victim's last 10 points of damage. Thus, the victim's effective maximum number of hit points is 10 fewer than normal. A successful WIS save reduces the duration of this hex to 1 round. At 5th level, the victim of this hex also takes a -2 penalty on CON saving throws to avoid contracting a disease or poison from an injury. This is a curse effect and can be removed by remove curse.

Discord - You can make an animal or humanoid within 30 feet distrust another creature within line of sight. The target's attitude toward the other creature decreases by one step. A successful CHA save negates this effect. The effect lasts for a number of rounds equal to your Intelligence modifier. The duration can be extended with the cackle hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect decreases the attitude of the target creature by two steps.

Disguise - You can change your appearance for a number of hours per day equal to your class level, as if using the disguise spell. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Disrupt Connection - You disrupts the connection between a summoned creature within 30 feet and its master. The summoned creature must succeed at an INT save or be disoriented for 1d4 rounds. While disoriented, there is a 1 in 4 chance each round that the summoned creature will obey you instead of its master. At 8th level, this increases to a 2 in 4 chance, and at 16th level, it becomes a 3 in 4 chance. Once a creature has been the target of this hex, that creature is immune to this hex for 24 hours.

Enemy Ground - You curse a target with clumsiness when in dangerous terrain. The target takes disadvantage on Acrobatics checks to move over slippery or uneven surfaces and to avoid attacks of opportunity while moving through threatened squares. This effect lasts for 1 minute.

Evil Eye - You can cause doubt to creep into the mind of a foe within 30 feet that you can see. The target takes a -2 penalty on one of the following (your choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + your Intelligence modifier. A WIS save reduces this to just 1 round. This is a mental effect. At 8th level the penalty increases to -4.

Feral Speech - This hex grants you the ability to speak with and understand the response of any animal as if using Speak with Animals, though each time you use the hex, you must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. You can make yourself understood as far as you voice carries. This hex does not predispose any animal so addressed toward you in any way. At 12th level, you can use this hex to communicate with vermin.

Flight - At 1st level, you can use feather fall at will. At 3rd level, you can cast Levitate once per day. At 5th level, you can fly, as per the spell, for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects you.

Fortune - You can grant a creature within 30 feet a bit of good luck for 1 round, allowing them to make one roll at advantage. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Gift of Consumption - You curse a creature to share any effects that target your vitality. Whenever you are exposed to an effect that requires you to attempt a CON save, as a reaction you can curse a creature within 30 feet to share the effect. The hexed creature must also attempt a CON save at the same DC as yours, and on a failure, it is subject to the same effects as you. Regardless of the outcome of the saving throw, the creature can't be targeted by this hex again for 1 day. This hex does not function with effects that require additional types of saves, such as phantasmal killer.

Healing - You heal a target 1d8+1 hit points of damage (2d8+2 hit points at level 5). Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Misfortune - You can cause a creature within 30 feet to roll at disadvantage for 1 round. A WIS save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Mother's Eye - You gain greensight (the ability to see through plant matter), for a number of minutes per day equal to your witch level. These minutes do not need to be consecutive but must be spent in 1-minute increments.

Murksight - You can see through natural fog, mist, and rain without penalty, ignoring any concealment bonuses gained from such effects. This ability functions underwater as well, allowing you to see in murky water as though it were clear. This does not allow you to see anything you could not see otherwise, such as an invisible creature.

Nails (Ex) - Your nails are long and sharp and count as natural weapons that deal 1d6 points of damage. If trimmed, your nails regrow to their normal size in 1d4 days.

Peacebound - You can use this hex on a creature to prevent it from drawing a weapon for a number of rounds equal to your level. This hex has no effect on natural weapons or weapons already in a creature's hands but does prevent an archer from drawing arrows. A WIS save negates this effect, and whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Poison Touch - You empower yourself or an ally within 30 feet with poisonous nails. The affected creature gains a claw attack that deals 1d6 points of damage and has the following poison ability:

Witch Toxin: Claw--injury; save your DC; effect 1d4/2 Str per round for 5 rounds or until saved

The creature gains this claw attack for a number of minutes equal to your level. If the target already has a claw attack, that attack gains the poison ability listed above. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Pollute Water - You can corrupt bodies of water with foul energies. This functions as the blight hex, except it affects only an area of standing water or a creature with the aquatic or water subtype. A creature of any type that drinks water from a polluted area must succeed at a CON saving throw or spend the next 1d3 rounds throwing up. During this time, they cannot take any actions other than movement. A creature that succeeds at this saving throw is immune to the effects of polluted water from this area for 24 hours. Polluted water does not quench thirst.

Polluting Grace - You can corrupt non-magical liquid items (such as alchemical remedies) with a look. You can choose one liquid item you can see within 30 feet and change its contents into polluted water as per the pollute water hex (see above). The number of polluting glance hexes you can have active at one time is equal to your Intelligence bonus (minimum 1). You must have the pollute water hex to select this hex.

Prehensile Hair - You can instantly cause your hair (or even your eyebrows, beard, or mustache) to grow up to 10 feet long or to shrink to its normal length. You can manipulate your hair as if it were a limb with a Strength score equal to you Intelligence score. Your hair has a 10 feet reach, and you can use it as a natural attack that deals 1d6 points of damage. Your hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from your elongated hair shrink away to nothing. Using your hair does not harm your head or neck, even if you lift something heavy with it. You can manipulate your hair a number of minutes each day equal to you level; these minutes do not need to be consecutive but must be spent in 1-minute increments.

Scar - This hex curses a single target touched with horrible scars of your choosing, whether something as simple as a single letter on the target's forehead or blotchy, burn-like scars on his body. The target may make a WIS save to resist this hex. These scars do not interfere with the target's senses or prevent it from using abilities but may affect social interactions. You can use your hexes on the scarred target at a range of up to 1 mile, and you are considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging. You can withdraw this hex from a target as a move action at any range. The number of supernatural scars you can maintain at once is equal to your Intelligence bonus; once you reach this limit, you must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.

Seduction - You use enthralling movements to fascinate a single creature within 60 feet that can see you. A CHA save negates this effect. If the target is (or could be) sexually attracted to you, the save DC is increased by 2. The effect lasts for 1 round, but you can extend this effect for 1 additional round (up to a total number of rounds equal to you class level) by taking a standard action to continue your enthralling movements. Whether or not the target succeeds at its save, it cannot be the target of this ability again for 1 day. At 8th level, the fascination effect lasts for 2 additional rounds after you cease taking a standard action to maintain it. This enchantment is a mental effect.

Sink - You can cause a creature in water to struggle, imposing disadvantage on its swim checks and reducing its swim speed (if any) by 10 feet for 1 minute unless it succeeds at a CON saving throw; on a successful save, the effect's duration is reduced to 1 round. This hex does not stack with itself.

Slumber - You can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a CHA save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to your level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Soothsayer - Your predictions become self-fulfilling prophecies. When you use the evil eye hex, fortune hex, misfortune hex, or retribution major hex, you can choose to delay the effect. If you do so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target's AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours.

Swamp Hag - While traveling through swamps, mires, bogs, and similar terrain, you leave no trail and cannot be tracked, as the trackless step druid ability. You can walk through mud and even quicksand as if it were normal ground.

Swamp's Grasp - You can cause an area to become an entangling quagmire. One 10-foot square per level within 90 feet becomes difficult terrain for a number of rounds equal to 3 + your Intelligence modifier. If you use this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately.

Tongues - A witch with this hex can understand any spoken language for a number of minutes per day equal to you level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a witch can use this ability to speak any language, as per tongues.

Unnerve Beasts - The target becomes offensive to animals (WIS negates). Animals become distraught and aggressive in the victim's presence--horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to your Intelligence modifier. A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is an enchantment but the hex on the target is not.

Ward - You can use this hex to place a protective ward over one creature. The warded creature receives a +2 dodge bonus to AC and a +2 competence bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. You know when a warded creature is no longer protected. A witch can have only one ward active at a time. If you use this ability again, the previous ward immediately ends. You cannot use this ability on yourself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

Water Lung - An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If you use this hex on yourself, you can maintain it while you sleep, allowing you to safely sleep underwater.

Major Hexes

Agony - With a quick incantation, you can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated and unable to take standard actions for a number of rounds equal to your level. A Con save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Animal Skin - You can become any animal of a size from Tiny to Large whose skin you wear. This ability is similar to a level 4 polymorph spell, except you take on the appearance of the specific individual animal from which the skin came.

Beast Eye - You can project your senses into an animal within 100 feet, sensing whatever it senses. You cannot control the animal's actions. You can project your senses from that animal to another within 100 feet of it as a standard action, and can continue to make these sensory leaps, potentially viewing things very far from your actual location. You may return your senses to your own body as a free action. Normal animals get no saving throw against this ability, but animal companions, paladin mounts, and similar unusual animals may resist with a Wis save; you may use this ability on you own familiar as if it were an animal. If you have the coven hex, all other witches within 10 feet of you who also have the coven hex can see through this animal at will, although the acting witch still controls the ability. You can use this ability for a number of minutes per day equal to your level. These minutes need not be consecutive, but they must be spent in 1-minute increments.

Cook People - Using this hex creates one meal or serving of food of your choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: age resistance, bear's endurance, enhance ability, neutralize poison (instantaneous), remove disease (instantaneous). Alternatively, you can shape the dough into a Small, human-like creature, animating it as a homunculus for 1 hour. You must have the cauldron hex to select this hex. Using this hex or knowingly eating its food is an evil act.

Delicious Fright - The target of this hex gains level 1 fear for a number of rounds equal to 3 + your Intelligence modifier. As long as you remain within 30 feet of your target, you gains favor on attack rolls and saving throws as long as this effect persists. A successful WIS save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect.

Hag's Eye - This functions as per the spell arcane eye. If you have the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it. You can use this eye for a number of minutes per day equal to you level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Hidden Home - You can conceal or disguise your home and the area around it as if using mirage arcana. Before using the hex, you must spend 1 day pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define you home territory. Thereafter, you can use the hex to change the appearance of that area as a standard action as long as you are within the area. The illusion persists until you change or dismiss it. For the purpose of this ability, you can only have one "home" at a time.

Hoarfrost - The target is rimed with a shell of frost needles that slowly work their way into its flesh (Con negates). The target turns pale and blue and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured. Break enchantment, dispel magic, remove curse, and similar spells end the effect. If the target saves, it is immune to this hex for 1 day. This is a cold effect.

Ice Tomb - A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Con half). If the target fails its save, it is stunned (level 2) and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this hex again for 1 day.

Infected Wounds - The target's wounds become infected (Con negates). The target takes 1 point of Constitution damage per day. After the first day, the target may save once per day to cure the infection. This is a disease effect.

Major Ameliorating - You can touch a creature to suppress or protect it from more debilitating negative conditions. Each time you use this hex, you either chooses the blinded or deafened condition, or chooses a type of effect: curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to your level. Alternatively, for 24 hours you can grant you target advantage on saving throws against effects that cause any two of the above conditions or effects (your choice; you can choose any combination of conditions or effects, as long as you choose only two total). At 15th level, you can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a circumstance bonus against each time you use the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Major Healing - This hex cures 3d8+3 hit point. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex cures 4d8+4 hit points.

Nightmares - Calling upon fell powers, you can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. A Wis save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.

Pariah - You can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to your Intelligence modifier. Any other creature attempting to directly assist the target with a harmless spell or aid another action must attempt a Cha save. If the save succeeds, the aiding creature is unaffected by this hex. If the save fails, the aiding creature can't follow through, the action is lost, and the aiding creature can't directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area of effect spells.

Regenerative Sinew - You can cause the debilitating wounds of a creature you touch to quickly close, helping it heal rapidly. The target either gains fast healing 5 for a number of rounds equal to 1/2 your level or it heals up to 4 points of ability score damage from any two ability scores (your choice). At 15th level, in addition to the chosen effect, the target's severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Restless Slumber - You cause a creature within 30 feet to fall into a sleep riddled with nightmares. This functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to violently toss and turn, dealing 1d10 points of damage to itself each turn. This damage does not wake the creature. When it wakes, the creature's addled state causes it to be confused for a number of rounds equal to half your level. You must have the slumber hex to select this hex.

Retribution - You can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage ignores any vulnerabilities, resistances or immunities the creature possesses. This effect lasts for a number of rounds equal to your Intelligence modifier. A Wis save negates this effect.

Speak in Dreams - You can contact a creature as if using dream. You can use this ability on a number of creatures per day equal to you Intelligence bonus but can dream-speak to those creatures as often as desired throughout that time period.

Vision - Granting a vision takes 1 minute, during which time you and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of you that granted them. For example, the visions granted by a chaotic evil witch often show scenes of death and destruction, while those of a neutral good witch tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A witch cannot use this ability on yourself. Unwilling creatures receive a Wis save to negate the vision.

Waxen Image - You can spend a full-round action to create a crude and unnerving wax duplicate of a creature you can see within 30 feet. Once the image is complete, the subject must make a Wis save. If the subject fails, you gain a small measure of control over the creature. Whenever you exercise this control, the creature receives a new Wis save to end the effect. This effect occurs on your turn and does not impede the creature's actions on its turn. You can use the waxen image a number of times equal to you Intelligence modifier before it melts. As a standard action, you can cause the subject to do any one of the following things: move up to the creature's speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, you can spend one of your uses to simply torture the image, causing the creature to be both sickened with level 2 fatigue and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.

Weather Control - You can use control weather once per day but creating the weather takes 1 full hour of chanting, dancing, and communing with you familiar.

Witch's Bounty - Each day at dawn, this blessed bush grows a number of goodberries equal to twice you witch level. Berries on the tree remain until they are picked, but the tree can never manifest a number of berries greater than twice you level at one time. You may only have one your bounty active at a time but can shift you blessing to a new plant with a ritual requiring 1 hour.

Witch's Charge - Once per day when preparing spells, you can designate a willing creature as you charge. You gain a constant status effect on this creature and can target it with beneficial touch spells from a range of 30 feet. The creature remains your charge until you designate a new one.

Witch's Brew - When you use your cauldron to brew a potion, you may spend double the cost to create 2 identical potions that day instead of just 1. At 15th level, you may spend triple the cost to create 3 identical potions that day. You must have the cauldron hex to select this hex.

Grand Hexes

Abominate - You transform a creature within 30 feet into an aberration. This hex acts as polymorph creature, except the target is transmuted into a Small, Medium, or Large aberration. Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day.

Curse of Nonviolence - If the target fails its Wis save, it cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only. This is an abjuration effect. The curse is permanent but can be removed with a Break enchantment, miracle, or wish spell. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Death Curse - This hex has a range of 30 feet. As long as you maintain concentration on a creature you slowly drain their life force away until they die. Each round, provided your concentration is uninterrupted, the target must make a CON save or take 2d4 CON damage. The effect ends if you lose concentration, die, or if the target makes a successful save. Afterward, the creature cannot be a target of this hex again for 1 day.

Death Interrupted - You can pluck a dead creature's soul and store it in your familiar for safekeeping and eventual resurrection. In order to use this ability, you must be adjacent to the target dead creature and your own familiar, and the ally's soul must be free and willing to return at your behest. When you touch the creature's remains (some small portion of the creature's body must still exist, and it may have been dead for any amount of time), its soul enters the body of your familiar. The creature's soul can remain within your familiar for up to 1 hour per level. During this time, you can telepathically communicate with the creature's soul (though the soul cannot do anything else), and you can return the ally to life. Doing so is a standard action that returns the creature's soul to its body, brings it back to life with a number of hit points equal to 5d8 + 1 hit point per your caster level. You must be within 300 feet of the creature's body to return it to life. If a creature's soul is in your familiar and this effect expires, or if you attempt to return the creature to life but is out of range, the creature remains dead. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Dire Prophesy - You curse the target so he is doomed to die (Wis negates). As long as the curse persists, the target takes a -4 penalty to his armor class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, you may end it by bringing its full force upon you victim all at once. Doing so gives the victim a penalty equal to your caster level to his armor class or on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw.

You must decide to apply this penalty before the roll to be modified is made. If you do not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target's save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect.

Eternal Slumber - You must make a touch attack against your target for this hex to work. The creature also receives a Cha save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although if you die the effect ends. You can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. You can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Forced Reincarnation - You cause a creature within 30 feet to die and be immediately reincarnated into a new body. You must make a touch attack to perform this hex, and a Wis save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Lay to Rest - You may target a single undead creature with this hex as if with an undeath to death spell. A Wis save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Life Giver - Once per day you can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.

Natural Disaster - This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). You must concentrate for the duration of this effect. If disrupted, the effect immediately ends. You can only use this ability once per day.

Summon Spirit - You call forth the ghost of a humanoid creature with no more than 18 Hit Dice. The ghost has its own personality and desires but is willing to bargain with you, as if you had cast greater planar ally. To seal an agreement with you, the ghost requires life energy equal to 1 HD worth of life drain (this is in addition to the standard payment for the ghost's service). This life drain persists as long as the ghost remains in the service of you; you can end the agreement as a standard action, immediately removing it.

Your Hut - You can animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut's hardness increases to 8 and its hit points double. You can give the hut the following commands: guard (the hut watches for trespassers within 120 feet using your Perception modifier and screams if it spots any), hide (all entrances are hidden by illusory wall spells and locked with arcane lock), and move (moves at speed 60 on giant bird or bone legs as directed by you, even obeying commands such as "follow me from 100 feet away"). The hut remains animate for 24 hours, until you dismiss it or you animate another, at which time the hut stops where it is and reverts to its nonmagical state.