GEARS & ITEMS Invested Items:Wayfinder, Walking Cauldron Worn Items: Dagger, Throwing Knife, Cold Iron Chunk, Silver Chunk, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 1.4 (Encumbered 5.0, Maximum 10.0)
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KNOWN SPELLS BY THE FAMILIAR:
Known (10) Primal CantripsCaustic Blast, Electric Arc, Frostbite, Ignition, Live Wire, Needle Darts, Protect Companion, Scatter Scree, Slashing Gust, Tangle Vine Known (5) Primal Spells
Rank 1: Breathe Fire, Dehydrate, Gust of Wind (granted spell from patron), Horizon Thunder Sphere, Pet Cache, Protector Tree, Snowball
CAULDRON:
1st Level: minor healing potion, nectar of purification, minor potion of retaliation, shielding salve
4th Level:
6th Level:
8th Level:
10th Level:
12th Level:
14th Level:
16th Level:
18th Level:
20th Level:
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FEATS Level 1 Skill Feat (from background) Seasoned – Prerequisites trained in Crafting, Alcohol Lore, or Cooking Lore. You’ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2. General Feat (from Heritage) Wintertouched Human – The power of winter flows through you. This heritage is most common among the Jadwiga of Irrisen, due to their descent from Baba Yaga, and certain Erutaki touched by the spirits. You gain cold resistance equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on). Ancestry Feat Natural Ambition – You 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. > Cauldron – You can brew magic in your cauldron, creating useful magical concoctions. You 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. During your daily preparations, you can create one temporary oil or potion using a formula you know. If you have master proficiency in spell DC, you can create a batch of two temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of three. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value. Class Feature Witch Spellcasting
Class Feature Familiar
Class Feature Patron – You weren't born with the power to cast spells, nor have you spent years dedicated to worship, study, or uncovering mystical secrets. Your magic instead has been gifted to you by a potent being, one who knows that by empowering you so, you'll further the being's agenda in the world, whatever it may be. This entity is typically mysterious and distant, revealing little of their identity and motivations. They make their will known to you in abstract signs such as omens, dreams, or similar subtleties rather than words. Rather than interacting with you directly, your patron works through a familiar—a mystical creature that teaches you, serves as the conduit for your patron's magic, and maybe even keeps an eye on you to ensure you're furthering your patron's nebulous ends. At 1st level, choose your patron, which determines your spellcasting tradition and grants you the skill for that tradition of magic, your first witch's lesson and a unique familiar ability. > Silence in Snow – Bitter cold heralded your patron's appearance, in the depths of the winter solstice or on a frozen peak at the end of the world. Your patron might be a winter hag, ice yai, or other spirit of the cold, but one thing is clear as ice—their power is not to be underestimated. Spell List: primal; Patron Skill: Nature; Lesson of Winter's Chill: Your patron taught you the power of winter firsthand by subjecting you to frost and snow. You learn the clinging ice hex cantrip and your familiar learns gust of wind; Familiar of Freezing Rime: Your familiar is cold to the touch, its breath always visible. When you Cast or Sustain a hex, you can cause ice to form in a 5-foot burst centered on a square of your familiar's space. Those squares are difficult terrain until the start of your next turn.
Level 2 Class Feat Enhanced Familiar – You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two. Special [Witch] Add the bonus familiar abilities you gain for being a witch to this amount. Skill Feat Root Magic – Prerequisites trained in Occultism. Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally; the ally cannot be yourself. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in Occultism or +3 if you're legendary.
Level 3 General Feat Magical Crafting
Level 4 Class Feat Basic Lesson > Lesson of Elements
Skill Feat ---