Underworld Witch
Underworld witches have made a pact or deal with an underworld entity such as a demon or devil and been granted Underworld Witchcrafts as per the deal.
The Underworld Witch is a powerful and potentially dangerous magic user. All underworld witches and warlocks have made a pact with an underworld entity in exchange for their magical powers. They often have these powers increased over time by doing the bidding of their underworld benefactor. The terms "witch" and "warlock" are interchangeable and not gendered, as some people simply prefer one term over the other.
As an Underworld Witch, players can tap into a range of dark and forbidden magic to enhance their abilities. Their unconventional magics and underworld spells can provide unique solutions to difficult challenges.
Playing an Underworld 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:
Underworld Pact
Underworlders are powerful entities from one of the Underworld, Dark Afterlife or Hell Realms. They use mortals as pawns in their various schemes and grant them power in order to accomplish goals or simply to entertain themselves.
Underworld 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.
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.
Pain - In addition to the Cost of your Magic, you experience immense pain each time you cast a Spell. You gain a cumulative -1 to your Perception Skill each time you cast a spell. This resets when you complete a full sleep cycle.
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.
Lineage Service Tour
You have sworn yours and the service of your entire lineage to a 7 year tour of duty unto your chosen entity 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.
Money - You have sworn to regularly sacrifice money and riches in a fire to appease your chosen Entity.
Training
Gain Training in the Arcana Skill 2 of the following Skills: Medicine, Knowledge, Engineering, Investigation, Perception, Insight, Charm, Intimidate, 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
Underworld Magic - You gain access to and the Ability to Cast Underworld Magic Spells. You memorize every Underworld Spell you Acquire and Never need a spell book or to consult notes while casting.
Trait
Underworld Pact Mana Pool - Your Maximum Mana is increased by 2 and you may convert Panache Points into Mana.
Archetype Ability
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 & Abilities
Purchase with XP
Traits
Spell Bank
XP Cost: 1 Prerequisites: Underworld Witch
You have acquired a standard collection of Underworld Spells
Acquire 2 Tier I, or 1 Tier II Underworld Spell of your choice.
Spell Vault
XP Cost: 2 Prerequisites: Hedge Underworld Witch, Spell Bank
You have acquired more than the average accompaniment of Underworld Spells
Acquire 2 Tier II, 4 Tier I, or 1 Tier III Underworld Spell of your choice.
Spell Hoard
XP Cost: 3 Prerequisites: Underworld Witch, Spell Vault
You have acquired a trove of Underworld Spells.
Acquire 2 Tier III, 3 Tier II or 6 Tier I Underworld Spells of your choice.
Strong Willed
XP Cost: 2 Prerequisites: Underworld Witch
Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.
Mental Fortitude
XP Cost: 2 Prerequisites: Underworld Witch
Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.
Emotional Awareness
XP Cost: 2 Prerequisites: Underworld Witch
Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.
Nimble
XP Cost: 2 Prerequisites: Underworld Witch
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Underworld Witch
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resilient
XP Cost: 2 Prerequisites: Underworld Witch
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Devilish
XP Cost: 1 Prerequisites: Underworld Witch
You are now considered to have Resistance to Burn, Frost or Unholy Damage, However, you are now considered to be Vulnerable to Holy Damage.
Damnation
XP Cost: 1 Prerequisites: Underworld Witch
You may choose to deal Unholy Damage on any Underworld Targeted Spell or Devil Spell Attack instead of the standard Damage Type listed on the Spell.
Lethal Spells
XP Cost: 1 Prerequisites: Underworld Witch
Whenever an Underworld Spell you cast deals Damage you may add an additional 1d4 of the same type of damage as the triggering spell.
Font of the Underworld
XP Cost: 1 Prerequisites: Underworld Witch
All your Underworld Spells Sustain Mana costs are reduced by ½ .
Battle Casting
XP Cost: 2 Prerequisites: Underworld 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: Underworld 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: Underworld 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.
Devil Tongued
XP Cost: 2 Prerequisites: Underworld Witch
You gain Training in Charisma Saving Throws. You gain a Misc. +2 to either your Charm or Deception Skill.
Underworld Incantations
XP Cost: 2 Prerequisites: Underworld Witch
Your Underworld Spells Saving Throw DC’s are increased by 2 and you deal + 2 Damage on all Ranged and Melee Underworld Spell Attacks.
Mana Recycling
XP Cost: 2 Prerequisites: Underworld 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.
Spell-Stream
XP Cost: 2 Prerequisites: Underworld Witch
Your spells pour out of you like water, allowing you to cast more quickly than the average caster.
Gain 1 Additional Spell Attack Action.
Spell-Spring
XP Cost: 4 Prerequisites: Underworld Witch, Spell-Stream
Your spells pour out of you like a wellspring, allowing you to cast spells rapidly.
Gain 1 Additional Spell Attack Action.
Wellspring of the Underworld
XP Cost: 2 Prerequisites: Underworld Witch
You’ve been granted a greater portion of your benefactors power.
+1 to your Maximum Mana Pool.
Underworld Gift
XP Cost: 4 Prerequisites: Underworld Witch, Wellspring of the Underworld
You’ve been granted an even greater portion of your benefactors power.
+2 to your Maximum Mana Pool.
Channel to the Underworld
XP Cost: 6 Prerequisites: Underworld Witch, Underworld Gift
Your body has become a permanent channel to the underworld, granting you incredible amounts of power.
+3 to your Maximum Mana Pool.
Abilities
Mana Vampire
XP Cost: 2 Prerequisites: Underworld 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.
Self Siphoning
XP Cost: 2 Prerequisites: Underworld Witch
When you have no remaining Mana you may use a Motion to Sacrifice 2d4 HP to regain a single point of Mana.
Power of the Underworld
XP Cost: 2 Prerequisites: Underworld Witch
A gift from your underworld benefactor. You gain your choice of one of the following:
Reflexive Caster - Choose a single Tier I Underworld Spell that would normally require an Action or Spell Attack Action to cast. You now have the option to cast the chosen spell as a Motion or Reaction.
Creative Caster - You can substitute the damage of any Targeted Underworld Spell or Underworld Spell Attack to instead be considered to be Immobilized, Knocked Prone or Silenced until the end of their next turn.
Hellfire Anointed - When an underworld Spell you cast deals Burn Damage, that damage is considered to be Brutal(if a 1 is rolled on a brutal damage die, it is re-rolled, the second result is then used, even if it is a 1).
Underworld Surge
XP Cost: 3 Prerequisites: Underworld Witch
When you use your action to regain Mana in active combat you regain 2 Mana instead of the standard 1.