Outsider Witch
Outsider witches have come into contact with a powerful extraplanar entity and have been granted unique outsider witchcrafts due to their exposure to interdimensional energies.
Outsider Witches are powerful and potentially diabolical spellcasters. All Outsider witches and warlocks have made a pact with an unimaginably powerful interdimensional entity in exchange for their magical powers. They often have these powers increased over time by doing what they perceive to be the bidding of their outsider benefactor. The terms "witch" and "warlock" are interchangeable and not gendered, as some people simply prefer one term over the other.
As a Outsider Witch, players can tap into a range of psychic and mind bending abilities. Their otherworldly magics and odd spells can provide seemingly inconceivable solutions to difficult challenges.
Playing an Outsider 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:
Outsider Pact
Outsiders are creatures from realms, dimensions or technological levels which cannot be or are not completely understood by those that interact with them. It could be anything from a super powerful insane sorcerer, a rogue A.I. entity, meddling time travelers, experimenting aliens to a great old one.
Outsider Pacts
Choose a pact in exchange for your powers.
Conversions
You have sworn to regularly convert souls to the teachings of your chosen entity in exchange for your Powers.
Eternal Soul
You have bargained your "Eternal Soul" in exchange for your Powers.
Firstborn
You have sworn to deliver your firstborn child unto your chosen entity on the year of their 17th Birthday in exchange for your Powers.
Regular Sacrifices
You are sworn to regularly make offerings unto your chosen entity in exchange for your Powers.
Choose a Sacrifice type from the List Below:
Life - You have sworn to regularly sacrifice living things in a fire to appease your chosen Entity.
Food - You have sworn to regularly sacrifice large quantities of food in a fire to appease your chosen Entity.
Servant in Life
You have sworn and have been magically bound to do the bidding of your Chosen Entity for as long as you live in exchange for your Powers.
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
Outsider Magic You gain access to and the Ability to Cast Outsider Spells. You memorize every Outsider Spell you Acquire and Never need a spell book or to consult notes while casting.
You are considered to have a line of communication with your Benefactor but they are not obligated to answer you. You on the other hand, are, as you may be granted additional power for fulfilling demands made by your Benefactor.
Trait
Outsider Pact Initiate You gain +2 Maximum Mana. Gain 1 Tier I Outsider Spell of your choice. Choose an Attribute Resource Pool between the following: Panache, Brainstorms or Willpower, from now on and you may convert the chosen Resource Pool Points into Mana.
Archetype Ability
Outsider 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, INT or WIS 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
Outsider Spell Bank
XP Cost: 1 Prerequisites: Outsider Witch
You have acquired a standard collection of Outsider Spells
Acquire 3 Tier I, or 2 Tier II Outsider Spells of your choice or any combination thereof.
Outsider Spell Vault
XP Cost: 2 Prerequisites: Outsider Witch, Spell Bank
You have acquired more than the average accompaniment of Outsider Spells
Acquire 4 Tier II, 6 Tier I, or 1 Tier III Outsider Spells of your choice or any combination thereof.
Outsider Spell Hoard
XP Cost: 3 Prerequisites: Outsider Witch, Spell Vault
You have acquired a trove of Outsider Spells
Acquire 2 Tier III, 6 Tier II or 9 Tier I Outsider Spells of your choice or any combination thereof.
Strong Willed
XP Cost: 2 Prerequisites: Outsider Witch
Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.
Mental Fortitude
XP Cost: 2 Prerequisites: Outsider Witch
Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.
Emotional Awareness
XP Cost: 2 Prerequisites: Outsider Witch
Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.
Nimble
XP Cost: 2 Prerequisites: Outsider Witch
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Outsider Witch
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resilient
XP Cost: 2 Prerequisites: Outsider Witch
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Ingenious Madness
XP Cost: 1 Prerequisites: Outsider Witch
Your prolonged exposure to Outsider magic/energies has caused your mind to mutate and even brushing against it mentally is jarring for most.
You gain +1 to your Outsider Spell Save DCs. Creatures who successfully Save against any of your Targeted Outsider Spells receive 1d4 Psychic Damage in addition to any other effects listed on the Spell.
Lethal Spells
XP Cost: 1 Prerequisites: Outsider Witch
Whenever a Spell you cast deals Damage you may add an additional 1d4 of the same type of damage as the triggering spell.
Font of the Outsider
XP Cost: 1 Prerequisites: Outsider Witch
All your Outsider Spells Sustain Mana costs are reduced by ½ .
Mana Recycling
XP Cost: 2 Prerequisites: Outsider 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.
Master Manipulator
XP Cost: 2 Prerequisites: Outsider Witch
You gain advantage on Skill Rolls made to create psychic illusions of any kind.
Shattered Mind
XP Cost: 2 Prerequisites: Outsider Witch
You gain Training in Intellect Saving Throws.
You gain Advantage when Making Intellect Saving Throws to Resist Visual Illusions and to Resist having your thoughts Read, Viewed, Heard or Perceived.
Convoluted Will
XP Cost: 2 Prerequisites: Outsider Witch
You gain Training in Wisdom Saving Throws.
You gain Advantage when making Wisdom Saving Throws to Resist Behavior Affecting Spells or Abilities and to Resist having your Emotions: Read, Understood, Intuited or Perceived.
Outlandish Magic
XP Cost: 2 Prerequisites: Outsider Witch
Your Outsider Spells Saving Throw DC’s are increased by 2 and you deal + 2 Damage on all Ranged and Melee Spell Attacks.
Battle Casting
XP Cost: 2 Prerequisites: Outsider 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: Outsider 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: Outsider 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.
Spell-Tongue
XP Cost: 2 Prerequisites: Outsider Witch
Your spells roll off the tongue in a distinct and strange pronunciation, allowing you to cast more quickly than the average caster.
Gain an Additional Spell Attack Action.
Outsider Tongue
XP Cost: 4 Prerequisites: Outsider Witch
Your spells sound like the words of an unimaginable outsider, allowing you to cast spells rapidly.
Gain 1 Additional Spell Attack Action.
Wellspring of the Outsider
XP Cost: 2 Prerequisites: Outsider Witch
You’ve been granted a greater portion of your benefactors power.
Gain +1 to your Maximum Mana Pool.
Outsider Boon
XP Cost: 4 Prerequisites: Outsider Witch, Wellspring of the Outsider
You’ve been granted an even greater portion of your benefactors power.
Gain +2 to your Maximum Mana Pool.
Ocean of Insanity
XP Cost: 6 Prerequisites: Outsider Witch
Your mind has become an endless ocean of madness that none but you can tread, granting you incredible power as a byproduct.
Gain +3 to your Maximum Mana Pool.
Abilities
Outlandish Power
XP Cost: 2 Prerequisites: Outsider Witch
A gift from your Outsider benefactor. You gain your choice of one of the following:
Superior Telekinesis - You may acquire the Outsider Spell Telekinesis. You may use this spell without spending mana to perform non-skill roll, non-attack Actions and Motions. You can easily hold a number of items equal to your spellcasting modifier using your telekinesis. Weapon Attack made using telekinesis can use your training bonus + your spellcasting modifier for attack Rolls an you may add your spellcasting modifier to melee damage rolls made using telekinesis.
Creative Caster - You can substitute the damage of any Targeted Spell or Spell Attack to instead be considered to be Immobilized, Knocked Prone or Silenced until the end of their next turn.
Mind Shattering Wounds - When you deal a Wound to a living creature with Psychic Damage, you cause that creature to be suffer from the Stunned Condition until the end of their next turn; this is in addition to any other effects dealt by the wound.
Self Siphoning
XP Cost: 2 Prerequisites: Outsider Witch
When you have no remaining Mana you may use a Motion to Sacrifice 2d6 HP to regain a single point of Mana.
Mana Vampire
XP Cost: 2 Prerequisites: Outsider 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.
Outsider Mana Surge
XP Cost: 3 Prerequisites: Outsider Witch
When you use your action to regain Mana in active combat you regain 2 Mana instead of the standard 1.