The Witch is a spellcaster who draws power not from rigorous study or innate talent, but through a binding pact with a supernatural patron. Devils, ancient spirits, fae lords, and unknowable eldritch forces—these beings offer power at a price, and the Witch is one who has agreed to pay. Whether the bargain was struck in desperation, ambition, or curiosity, the Witch’s magic is a gift—bestowed, not earned—and it often comes with strings attached.
Every Witch is shaped by their patron’s nature. A Witch in league with a devil might wield fire and coercion, binding others with iron words and infernal authority. One bound to a fae lord may command illusions, transformation, or fate itself, but be bound by strange taboos and whimsical rules. Spirits of the dead or the land may grant healing, communion with the otherworld, or dominion over nature’s cycles. And some Witches walk darker paths, drawing power from alien intelligences whose motives defy mortal comprehension.
Unlike other spellcasters, Witches do not choose or prepare spells from a vast library. Instead, their patron grants them a specific array of powers—often tailored to the terms of their pact or the patron’s domain. This makes each Witch unique, and sometimes unpredictable. While a Magician may master theory and a Scion follow instinct, the Witch channels something other, something beyond mortal ken. Their power is deeply personal, a reflection of both the patron and the pact they’ve forged.
But magic is never given freely. Witches are often tasked with carrying out their patron’s will—whether that means protecting a sacred grove, retrieving a forbidden relic, sowing discord, or simply watching and waiting. Some Witches rebel against their obligations, seeking to twist the deal in their favour. Others embrace their role with zeal, becoming instruments of fate, vengeance, or unknowable designs. Whatever their path, a Witch always walks in shadow—between worlds, between allegiances, and between power and peril.
Stamina: A Witch begins play with 10 stamina, plus an amount equal to your Strength bonus.
Recovery Dice: When you select Witch as your background, you gain two six-sided dice (2d6) as Recovery dice. This is in addition to any Recovery dice you gained due to your ancestry.
Defences: Add two training ranks to your Will defence.
Place one training rank in the Lore skill. You must choose a specialty related to your Patron. In addition, choose any three additional skills from the following list: Animal Handling, Blades, Blunt Weapons, Crafting, Deception, Diplomacy, Insight, Intimidation, Medicine, Perception, Performance, Sleight of Hand, Society, Stealth, Survival, Unarmed Combat. Place one training rank in each of the selected skills.
You have gained your magic by making a deal with a powerful being. Choose a type of Patron from the list below.
Patron | Discipline | Spell Casting Skill | Boon or Curse |
---|---|---|---|
Ancestor | Arcane | Arcane Spellcasting | Boon of Ancestor's Wisdom |
Archmind | Mystic | Mystic Spellcasting | Boon of Collective Echo |
Celestial | Sacred | Sacred Spellcasting | Boon of the Divine Gift |
Devil | Sacred | Sacred Spellcasting | Curse of the Evil Eye |
Dragon | Nature | Nature Spellcasting | Boon of Might |
Jotun | Arcane | Arcane Spellcasting | Curse of Ill Fortune |
Fae | Nature | Nature Spellcasting | Curse of the Veiled Eyes |
Outer God | Mystic | Mystic Spellcasting | Curse of Madness |
You should work with the Director to outline your Patron's goals and desires. This will be important, because you will need to complete a quest for your Patron before selecting certain traits.
Your Patron gives you some small amount of ability to manipulate your fate beyond merely the magic that they grant. Each Patron grants you a Boon or Curse that you may use. Such Boons and Curses are fuelled by Fate Dice.
You begin each day with a number of Fate Dice equal to your Charisma modifier, and your Fate Dice are d6. Later traits can increase the size of your Fate Dice. Fate Dice are consumed when used, so when you are out of Fate Dice, you can no longer use your Boons or Curses. Consumed Fate Dice are replenished as part of your daily preparations.
Your Patron will grant you Channeling Magic, and your choice of Discipline will be determined by your Patron. You will gain the Boon or Curse offered by your Patron, from the table above.
Choose one of the following traits, and add it to your character. In addition, the following traits are available to your character as Apprentice-tier traits.
The following traits are available to your character as Journeyman-tier traits, available starting at level five.
You begin play with the following equipment: