Faye Witch
Faye witches have made a pact with a powerful Faye Entity such as a Great Fairy or Arch Faye and have been granted unique Faye witchcrafts.
Faye Witches are powerful and potentially mind bending spellcasters. All Faye witches and warlocks have made a pact with an incredibly powerful Faye in exchange for their magical powers. They often have these powers increased over time by doing the bidding of their Faye benefactor. The terms "witch" and "warlock" are interchangeable and not gendered, as some people simply prefer one term over the other.
As a Faye Witch, players can tap into a range of spells and abilities from the Faye Realms. Their uncanny magic and fey-touched spells can provide entertaining and amusing solutions to difficult challenges.
Playing a Faye Witch
XP Cost: 4 Prerequisites: Charisma, Intellect or Wisdom Score of 12 or higher.
When you Choose this Archetype and pay its XP cost you gain the Following:
Faye Pact
Powerful Entities from the Faye Realms are mysterious and foreign. Their desires and motivations are quite different from those of most mortals. They are, however, bound by laws and their word. They are known to offer a portion of their power as part of a bet or deal in which they feel they have the upper hand. Occasionally they lose and are forced to honor their word. In these cases they grant the power, but usually attach a caveat, making the magic less convenient to access. For the Faye are nothing, if not mischievous.
Faye Pacts
Choose a pact in exchange for your powers.
Equivalent Exchange
You Regularly Sacrifice an Aspect of yourself in exchange for your Powers.
Choose an Aspect from the list below:
Beauty - In addition to the Cost of your Magic your outward appearance becomes more withered and deformed each time you cast a Spell. You gain a cumulative -1 to your Charm Skill each time you cast a spell. This resets when you complete a full sleep cycle.
Wits - In addition to the Cost of your Magic your mind fractures a bit each time you cast a Spell. You gain a cumulative -1 to your Knowledge Skill each time you cast a spell. This resets when you complete a full sleep cycle.
Love - In addition to the Cost of your Magic your heart hardens a bit each time you cast a Spell. You gain a cumulative -1 to your Insight Skill each time you cast a spell. This resets when you complete a full sleep cycle.
Magic by Day, Mundane by Night
You can only access your spells After Sunrise and Before Sundown.
Magic by Night, Mundane by Day
You can only access your spell After Sundown and Before Sunrise.
Training
Gain Training in Arcana and 2 of the following Skills: Knowledge, Medicine, Engineering, Investigation, Perception, Insight, Charm, Debate, Deception, Apocathy and Survival.
You gain Training in the use of 1 Melee Ranged or Thrown Weapon Type.
Equipment
Acquire a Common suit of Light Armor of your choice.
Acquire a Common Weapon of your choice.
Acquire a Common Bundle of your choice.
Ability
Faye Magic You gain access to and the Ability to Cast Faye Magic Spells.
You memorize every Faye Spell you Acquire and Never need a spell book or to consult notes while casting.
Trait
Faye Pact Mana Pool You gain +2 Maximum Mana and you may convert Panache Points into Mana.
Archetype Ability
Faye Witch’s Defense When you Roll Initiative you may Reduce your Mana Maximum by -1 to gain a bonus to your AC equal to your CHA Modifier until the end of Active Combat. You may use a Motion or Reaction to Drop this Magic Defense and Immediately Regain the Mana Used to Initiate this Ability.
You may never gain the benefit of more than 1 Magic Defense type at any time.
Traits and Abilities
Purchase with XP
Traits
Faye Spell Bank
XP Cost: 1 Prerequisites: Faye Witch
You have acquired a standard collection of Faye Spells
Acquire 3 Tier I, or 2 Tier II Faye Spells of your choice or any combination thereof.
Faye Spell Vault
XP Cost: 2 Prerequisites: Faye Witch, Spell Bank
You have acquired more than the average accompaniment of Faye Spells
Acquire 4 Tier II, 6 Tier I, or 1 Tier III Faye Spells of your choice or any combination thereof.
Faye Spell Hoard
XP Cost: 3 Prerequisites: Faye Witch, Spell Vault
You have acquired a trove of Faye Spells
Acquire 2 Tier III, 6 Tier II or 9 Tier I Faye Spells of your choice or any combination thereof.
Strong Willed
XP Cost: 2 Prerequisites: Faye Witch
Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.
Mental Fortitude
XP Cost: 2 Prerequisites: Faye Witch
Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.
Emotional Awareness
XP Cost: 2 Prerequisites: Faye Witch
Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.
Nimble
XP Cost: 2 Prerequisites: Faye Witch
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Faye Witch
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resilient
XP Cost: 2 Prerequisites: Faye Witch
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Faye Senses
XP Cost: 2 Prerequisites: Faye Witch
You gain Training in Wisdom Saving Throws.
You gain Advantage on Wisdom Saving Throws when attempting to Save against Mind Affecting Spells or Abilities.
Faye Trickery
XP Cost: 1 Prerequisites: Faye Witch
You gain a Misc. +2 on all Arcane Skill Rolls made to Create, Modify or Animate Faye Illusion Spells.
Faye Blood
XP Cost: 1 Prerequisites: Faye Witch
Choose a single Faye Spell you currently know with an Initial Mana Cost of 1 or less.
You may now cast that spell at no mana cost. If the spell normally Requires an Action or Spell Attack Action to Cast, you may instead cast it using a Motion. You cannot Overcast the Spell when casting it in this manner.
You are now considered to have a Severe Allergy to Iron and Iron rich Materials, including Steel.
Lethal Spells
XP Cost: 1 Prerequisites: Faye Witch
Whenever a Faye Spell you cast deals Damage you may add an additional 1d4 of the same type of damage as the triggering spell.
Font of the Faye
XP Cost: 1 Prerequisites: Faye Witch
All your Faye Spells Sustain Mana costs are reduced by ½ .
Mana Recycling
XP Cost: 2 Prerequisites: Faye Witch
You have learned to reabsorb the energy from spells that do not connect with their intended target. You do not lose the Initial Mana when your Targeted Spells Miss, only when they Hit. Any Mana used to Overpower a Spell is still considered to have been spent. This effect only applies to spells that have an attack roll and/or require a Spell Attack Action to Cast.
Battle Casting
XP Cost: 2 Prerequisites: Faye Witch
You can now choose to exclude a number of tiles in the area of your spell effects equal to your Spell Casting Modifier. Items and Creatures in those excluded tiles are not targeted and do not receive damage or effects from the spell.
Subtle Casting
XP Cost: 2 Prerequisites: Faye Witch
Spells that would usually require a full free arm or hand to execute now only require a single free finger. Essentially allowing you to cast spells in a less noticeable manner and even cast some spells while moderately bound or restricted.
Silent Casting
XP Cost: 2 Prerequisites: Faye Witch
You have found the Mana Stream can hear your thoughts if you speak them loud enough and you may use this method to cast rather than using any Verbal Components for your spells. This allows the caster to only need to perform the hand movements required to cast the spell. Ideal for casters that need to be stealthy or incognito.
Non-Lethal Spells
XP Cost: 2 Prerequisites: Faye Witch
You may choose to have any of your Faye Spells deal non-lethal damage equal to the damage listed in the spell’s effect.
Faye Incantations
XP Cost: 2 Prerequisites: Faye Witch
Your Faye Spells Saving Throw DC’s are increased by 2 and you deal + 2 Damage on all Ranged and Melee Faye Spell Attacks.
Faye Accent
XP Cost: 2 Prerequisites: Faye Witch
Your spells pour out with a Faye accent, allowing you to cast more quickly than the average caster.
Gain 1 Additional Spell Attack Action.
Faye Words
XP Cost: 4 Prerequisites: Faye Witch
Your spells sound like the words of a powerful Faye, allowing you to cast spells rapidly.
Gain 1 Additional Spell Attack Action.
Wellspring of the Faye
XP Cost: 2 Prerequisites: Faye Witch
You’ve been granted a greater portion of your benefactors power.
Gain +1 to your Maximum Mana Pool.
Faye Boon
XP Cost: 4 Prerequisites: Faye Witch, Wellspring of the Faye
You’ve been granted an even greater portion of your benefactors power.
Gain +2 to your Maximum Mana Pool.
Portal the Faye
XP Cost: 6 Prerequisites: Faye Witch, Faye Boon
Your body is now considered to be a permanent connection to the Faye realm, granting you incredible power.
Gain +3 to your Maximum Mana Pool.
Abilities
Self Siphoning
XP Cost: 2 Prerequisites: Faye Witch
When you have no remaining Mana you may use a Motion to Sacrifice 2d6 HP to regain a single point of Mana.
Faye Power
XP Cost: 2 Prerequisites: Faye Witch
A gift from your Faye benefactor. You gain your choice of one of the following:
Fairy Dust - You can spend 1 Mana and use your Action to generate 1 gram of fairy dust at will. Fairy Dust remains potent for up to 24 Hours and can be consumed using a motion to instantly restore 1 Mana to magic casters.
Creative Caster - You can substitute the damage of any Targeted Faye Spell or Faye Spell Attack to instead be considered to be Immobilized, Knocked Prone or Silenced until the end of their next turn.
Living Fairy Portal - Your initial cost to cast the Faye Spells "Faye Blink", "Fairy Lightning" and "Mirage" are reduced by 1 mana.
Mana Vampire
XP Cost: 2 Prerequisites: Faye Witch
When you have no remaining Mana you may make a Melee Spell attack vs a creature that requires no Mana. If the Attack Hits, the creature loses 1 Willpower and the caster regains 1 Mana. If the Attack misses the caster is considered to be Dazed until the end of their next turn.
Faye Mana Surge
XP Cost: 3 Prerequisites: Faye Witch
When you use your action to regain Mana in active combat you regain 2 Mana instead of the standard 1.