Homebrew for Witch


Homebrew and House Rules

Horizon Hunters

Hello! I'm on my "downtime" resting from my last adventure. So I have time and decide to make a homebrew for the Witch class. I think the class is very good, but it leaves something to be desired in some specific builds. This time I decided to pay a visit to Eldritch Nails and despite being just a draft I would like to have feedback from anyone who wants to comment.

Eldritch Nails (Feat 4) Reaction
- Trigger: A creature within your range deals damage to you.
- Frequency: Once per day.
- Fluffy: Your nails temporarily grow to be supernaturally long and sharp.
- Make an attack using your Spell Attack modifier. Your attack deals 1d6 slashing damage + Strength Modifier and it is considered magical and cold iron.
- You can deliver Hexes through your attacks. You can only use Hexes with two to three actions that does not require an attack roll. If you miss the attack the hex has no effect.

Vicious Revenge (Feat 8)
- Requirements: Eldritch Nails
- Fluffy: Your nails become deadlier against those who dare lay hands on you.
- When using Eldritch Nails you can choose to deal piercing damage instead of slashing damage. If you cast a Hex Focus Spell against your target, the target will also take persistent bleed damage equal to the level of the Hex used by you. The damage persists as long as you sustain the. Focus Hex spell or until the target successfully rolls a flat check.

Empowered Nails (Feat 10)
- Requirements: Vicious Revenge.
- Your nails are now Silver and Cold Iron. It Deals two dice of damage. It has a frequency once per hour. And it gains an extra effect according to the magical tradition granted by your patron.

- Arcane: As part of your reaction to Using Eldritch Nails you can make a knowledge recall check about your target with a +1 Status Bonus. While the target is taking persistent bleed damage, you can attempt a new recall knowledge check about your target when sustaining your hex focus spell.

- Occult: Your Nails gain the properties of the Ghost Touch rune.

- Divine: Choose between positive or negative damage. When using Eldritch Nails you now deal 1 extra damage based on your choice.

- Primal: When using Eldritch Nails to deal persistent bleed damage you can replace it with persistent poison damage.


I don't have enough time at this moment to analyze it fully, but I think it should be in the homebrew forum.

Horizon Hunters

Eoran wrote:
I don't have enough time at this moment to analyze it fully, but I think it should be in the homebrew forum.

Ops my bad-_- i didn't know we have one lol

Edit: How can i delete this thread? (O.o)


Romão98 wrote:
Eoran wrote:
I don't have enough time at this moment to analyze it fully, but I think it should be in the homebrew forum.

Ops my bad-_- i didn't know we have one lol

Edit: How can i delete this thread? (O.o)

No worries. It can be transferred. Have flagged accordingly.

For me... it's an interesting way to try to salvage the feat, but the fact that it's one-per-day is kind of crippling. Also, you ahve it acting as cold iron and magical at the level 4 version, and then you make it cold iron again at level 10.

Oh, and since it's basically pretending to be a melee attack while being dependent on feats to take care of the gear-based scaling, it'll inevitably fall behind as you level up. That's not so great.

Horizon Hunters

Sanityfaerie wrote:


For me... it's an interesting way to try to salvage the feat, but the fact that it's one-per-day is kind of crippling. Also, you ahve it acting as cold iron and magical at the level 4 version, and then you make it cold iron again at level 10.

I wasn't sure how impactful this feat would be so I left it "once a day" until you reach level 10. I took into account that it was a reaction for a spellcaster class and not martial.

Sanityfaerie wrote:


Oh, and since it's basically pretending to be a melee attack while being dependent on feats to take care of the gear-based scaling, it'll inevitably fall behind as you level up. That's not so great.

For me the BOOM of this feat is the fact that you are able to use a Hex Spell as a reaction. While dealing damage, persistent damage and triggering weakness of certain themed enemies. I think if I increased the damage by more dices this feat would be too strong.


Romão98 wrote:
Sanityfaerie wrote:


Oh, and since it's basically pretending to be a melee attack while being dependent on feats to take care of the gear-based scaling, it'll inevitably fall behind as you level up. That's not so great.
For me the BOOM of this feat is the fact that you are able to use a Hex Spell as a reaction. While dealing damage, persistent damage and triggering weakness of certain themed enemies. I think if I increased the damage by more dices this feat would be too strong.

Okay. It's true that getting off a two-action spell as part of a reaction is pretty strong... but from my read the witch literally only has three two-action enemy-targeted focus spells in the repertoire, none of which is available before level 6. So if you've got access to Malicious Shadow, Curse of Death, or Glacial Heart, then that's pretty solid, but....

It also requires you to hold back one of your focus points just in case someone winds up attacking you, rather than throwing them around on one-action hexes.

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