Homebrew witch hex ideas


Homebrew and House Rules

Liberty's Edge

For the most part, the nightmare hex is generally impractical since it can only be used on a sleeping target, and if the person is sleeping, they are vulnerable to coup de grace attacks from everyone. To counter this uselessness, I have an idea for a hex designed to make nightmare more viable in combat.

Hex name:waking dream
Type:unknown(not sure if it should be a major or normal hex)
What it does: Waking dream causes the target to begin experiencing dreams, despite being conscious, causing penalties to hit and dodge(due to being asleep and awake at the same time) for up to 10x players level minutes, after which the target can not be targeted by sleep based hexes or spells(of any kind) and is no longer affected by the debuff. In addition, any opponent suffering from waking dream counts as sleeping for the purposes of the nightmare hex.

So now you can target people in battle with nightmare after hitting them with waking dream, giving them penalties to hit and dodge while also dealing a lot of damage to the target.

Any thoughts on this hex? Do you have any ideas for Homebrew hexes of your own? Please leave your thoughts and ideas below. Thank you

Liberty's Edge

Other Hex Ideas i have includes some form of summoning ritual, polymorphic hexes(both for inflicting on enemies and using to transform into a more powerful bestial form), direct damage hexes(because there are not that many actual ones) and Reanimation and destruction of the dead hexes(Voodoo style or otherwise).

Scarab Sages

Needless to say, there ought to be a "passive" Flotation Hex.

You should also be able to turn people into a newt (but they'll get better - unlike baleful polymorph).

Liberty's Edge

I'm Hiding In Your Closet wrote:

Needless to say, there ought to be a "passive" Flotation Hex.

You should also be able to turn people into a newt (but they'll get better - unlike baleful polymorph).

Especially handy for sea witches

and the newt thing could be handy for intimidation/negotiation with people you have little time for.

Also I imagine turning into a monstrous 'Hag?/Beast?' form would be really handy for actually building more melee focused witches. The look on the enemies face when the (generally) weak and feeble witch suddenly becomes a monsterous cackling Abberant witch with strength bonus and equivalent constitution linked to intelligence instead of the normal stats. As a counter to its power, the form only lasts so long and you are less effective at spell casting. you still get all your hexes though.

Liberty's Edge

As for the summoning hex, I would imagine being able to summon a monster, but not necessarily control it(or even predict what was going to be summoned, though you can shortlist). The Hex could work well for npc witches and hags(that can also be witches), but might be interesting in the hands of the party with the random element(which can be made more accurate by the use of specific components like the summon spirit spell).

Without components, you might need to shortlist intent for greater accuracy(like including alignment, grouping, species, strength), which the player must spend one whole round action on to compile the shortlist. So summoning a random good angel might take 3 rounds of shortlisting(plus one of casting), rather than one round of Shortlisting(plus one of casting). Key aspects for quicker summoning might be the use of a name, a piece of its clothing or person, or even the sacrifice of some blood(1 point of slashing/piercing damage). failure during one stage affects what happens at what stage(from flubbing the summoning to accidentally summoning an evil(or good, if the player is evil) monster of great power. Pray to never accidentally summon the tarrasque because then you will die horribly(either from the thing stomping on you, eating you, or(if underground)Crushing you as the colossal monster suddenly fills up the passageway.

Liberty's Edge

What kind of direct damage hexes would make sense for a witch. I would imagine ice attacks(ice witch Classic), fire attacks(Wizard of Oz style, or burning'hell hath no wrath' style), lightning(Blasting people with electric doom, since time immemorial), but there are likely more. Definitely going to be some kind of pain inflicting hex(like causing blood to literally boil).

RPG Superstar Season 9 Top 16

I created a witch hex for kitsunes called "Kumiho Shifting." It allows a kitsune to use their shape change ability to assume the form of other humanoid creature types, provided they have a fetish with a sample of that creature. This form's appearance remains consistent

Liberty's Edge

Cyrad wrote:
I created a witch hex for kitsunes called "Kumiho Shifting." It allows a kitsune to use their shape change ability to assume the form of other humanoid creature types, provided they have a fetish with a sample of that creature. This form's appearance remains consistent

Nice, Good job, and works very well for kitsunes.

Liberty's Edge

The 'beast' form is what I'm interested in getting right. The general idea is suddenly increase size, gain 1d10+intelligence mod temporary max hit points, lose spell casting but retain hexes, with hexes like nails and hair receiving a bonus based on size and using intelligence modifier instead of strength, for 10min + level min(cackle extends). Probably would use this as a major hex.

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