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.

Underworld Witch

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.