My Witch Adjustments


Homebrew and House Rules


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I had posted some of these earlier; this is the full list of my changes to the Common Hexes, plus Dreamshaping.

Beast of Ill-Omen (Su) [Ultimate Magic]: This hex persists on the witch's familiar until the bane effect has targeted a number of creatures equal to the witch's Intelligence modifier (minimum 1).
Blight (Su): The witch draws vitality from the target of her blight. Once per day, when the witch uses her blight hex on a creature of the animal or plant type, she gains a +2 profane bonus to Fortitude saves for as long as her blight hex persists on her target or until the witch fails a Fortitude save, or 1 hour per witch level passes, whichever comes first. At 6th level, the witch may instead gain immediate power once per day when an animal or plant creature fails to save against her blight hex. She gains 1d8 temporary hit points, a +2 enhancement bonus to Strength, and a +1 bonus to her caster level. When used this way, the hex only lasts 10 minutes, and the witch may not use it again this way for 24 hours.
Bound to the Land (Sp): This hex replaces Swamp Hag. When this hex is taken, the witch chooses a terrain type: cold, desert, forest, jungle, mountain, plains, planar (pick one, other than the Material Plane), swamp, underground, urban, or water. While in her chosen terrain, the witch possesses no trail and cannot be tracked unless she choses so, and automatically confirms saving throws against natural hazards. Natural features in her chosen terrain are not counted as difficult terrain for her.
Healing (Su): At 4th level, this hex acts like cure moderate wounds. At 8th level, this hex acts like cure serious wounds.
Nails (Ex): This is a single primary natural attack. If used in a full attack, nails becomes a secondary natural attack. At 5th level, the witch’s nails count as either cold iron or silver, chosen when the hex is chosen and whenever the nails are trimmed. At 8th level, the nails can be used to deliver the blight, cursed wound, misfortune, scar, or slumber hexes, and can be affected by the poison steep hex (see also). At 12th level, the nails can be used to deliver the agony, hoarfrost, ice tomb, infected wounds, pariah, or retribution major hexes, and can deliver one attack through dreamshaping per night (see Dreamshaping, Major Hexes). At 15th level, the witch’s nails bypass damage reduction based on the witch’s alignment. At 20th level, nails can be used to deliver the death curse, eternal slumber, or lay to rest grand hexes.
Poison Steep (Sp): [Ultimate Magic] If the witch is at least 8th level and also possesses the nails hex, she may instead safely apply the poison spell to her nails, causing her next successful attack with her nails to inflict the same effect as a poison spell. This still takes 1 hour to prepare.
Scent of Ages (Ex): This hex replaces Child-Scent. A witch with this hex gains the Scent special quality, and may attempt a Perception check (DC 15) as a move action to determine the age categories of those she can smell (child, young adult, adult, middle-aged, old, venerable). If she smells more than one target, the result is muddled unless a clear majority of the targets are of one age category.
Slumber (Su): A witch can cause a creature within 30 feet to become fatigued and staggered. Alternatively, with a touch attack, the target will fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature is affected for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. If made to sleep, 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. This is an enchantment (compulsion), mind-affecting effect.
Unnerve Beasts (Su) [Ultimate Magic]: Alternatively, this hex may be used on an animal to frighten it for one round per point of the witch's Intelligence modifier (minimum 1, Will negates). At 8th level, this hex affects all animals in a 30 ft. cone. Whether the save is successful or not, an animal cannot be affected by it again for 24 hours.
Ward (Su): A witch may use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1. At 10th level, Ward also grants temporary hit points: 1 when it is first placed on a creature, increasing by 1 each round, up to a maximum of the witch’s level.
Warping Grasp (Su): This hex replaces Swamp Grasp. One 10-foot square per witch level within 90 feet becomes difficult terrain for a number of rounds equal to 3 + the witch's Intelligence modifier. If the witch uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately. If the witch possesses the bound to the land hex and is in her favored terrain, she is not hindered by terrain altered by this hex.

Major Hexes
Dreamshaping This hex replaces Nightmares. The witch can use this hex to manipulate the dreams of a creature. This can function as the Nightmares hex, or can enhance peaceful sleep. If using nightmares and the witch possesses the Nails hex, and is 12th level or higher, the witch can deliver one nails attack to the target through their nightmares. This attack is not enhanced by any other hex, and appears on the target as if they had been physically struck. This damage does not wake the target. If they were exhausted, the condition is removed rather than being replaced with the fatigued condition, if the target sleeps for 8 hours. If used on a creature under a magical sleep effect, this instead lowers fatigue by one category, if the sleeper rests for the full duration of the sleep effect. A sleeper can only be affected by this hex once per day. The witch can use this effect on themselves while they sleep.


I rather like some of the changes you've made. You've made some hexes, which didn't even need to be printed (I'm looking at you, child-scent), useful.

I think I actually like your solution to slumber better than my own, as well. Making it a melee touch attack for the sleep effect is a good way to put some risk in there, for what is otherwise a "save or die" effect, in many cases (my solution was to move it to a major hex).


All of these modifications are awesome. I officially add them to my own home-brew rule book. Thank you for your contribution ^^


Here's another:
Coven A witch may join or lead a coven consisting of 3 members, who may be hags or witches with the Coven hex in any combination. Whenever all three members of a witch-lead coven are within 10 feet of each other, all three of them may work together to cast a spell on the Patron list for a contributing witch as a spell-like ability. All three members must take a full-round action to take part in this form of cooperative magic. If the spell being cast has a longer casting time than a full-round action, then each member must instead spend that amount of time on this casting. If a spell has material components, they must be supplied (though only once per casting) and are consumed in the casting. The resulting spell-like ability is cast at the coven leader's caster level, and the save DC, if any, is based on the coven leader's Charisma modifier. A witch-lead coven cannot cast the spell-like abilities unique to hag covens, and a hag-lead coven cannot cast Patron spells as spell-like abilities.

Whew. That turned out more wordy than I wanted it to, but I think the concept is simple enough. This may be more powerful of an ability than I believe it to be; in combat, the action economy setback should overcome any potential spamminess.

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