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# Witch As the elderly human watched his apprentice struggle to lift the pebble with his mind, he thought back to his youth, and the years of training it had taken to unlock his own supernatural gift. After traveling the world he had realized that true enlightenment was only found within, and he retreated to the cave he called home. As his remaining years had grown fewer in number, he had taken the young lad who now stood before him as an apprentice to pass on all he had learned. Selected at birth due to her Force potential, the young twi'lek had been molded into the perfect inquisitor. As held her latest mark firmly beneath her, the senator let out a soft cry as a blade of invisible energy pierced his heart. The next morning, the baron's guards would find him dead, though the cause of his untimely demise would forever remain a mystery. The young wookie fled into the forest, consumed with the terror of what he'd done. For as long as he could remember, there was something within his mind that he struggled to keep bottled up. That morning, in a moment of weakness, his focus slipped, and a torrent of wild power erupted from within him. He had awoken in the rubble of his home to find his family buried in the ruins. Deep down, he had always known this power would break free. He would live his life as a hermit in the wild where he couldn’t harm anyone else. \columnbreak ### Muddled Tradition In contemporary ages, the dogmatic ways of the Force - such as those seen and deconstructed during the Pan-Galactic Clone Wars - leave little room for flexibility in their teachings without being branded as a Sith. This development in the galaxy's view of the Force has led witches to become little more than craven, jaded hoarders of forbidden knowledge, exploiting the cosmic doctrines of the Force to their own whims. In reality, however, this could not be farther from the truth. Before there were Jedi and Sith, there were witches: Force users who cared only for development and prosperity in their mystical ways, not for any one particular morality except their own. A handful of truly ancient orders, such as the Nightsisters of Dathomir or Offspring of Abeloth, may still cling to these self-contained beliefs. To the witches, one's virtue is the guiding principle of the Force, not the light and dark which is essential in keeping the Force in balance; if that virtue just so happens to align with the Light or Dark Side, then so be it. ### The Old Ways Due to the volatile nature of the Force as commanded by a witch, they are always a careless thought away from harming those around them. For a witch, the line between thinking and doing can be very thin, forcing them to keep their thoughts and emotions in check, lest their powers run amok. This leads to many of them developing odd behaviors or mannerisms to help them control their state of mind, frequently seeming quite eccentric to an outside observer. Consider how your witch keeps their powers in check, and how much their power bleeds into their everyday life; how reading minds may affect their body language or habits. ### Creating a Witch When creating a witch, consider your character's background. How did you become a witch? Were you born with latent powers and guided by the prenatural insitcts of the Force? Or did something happen to you granting your powers that obligated you to seek counsel from a master? Did you intentionally train yourself through rigorous mental exercise to leverage them, or simply allow yourself to be guided be their flow? Consider how developing a rare and mysterious power would have affected your interactions with people. Consider what your purpose is with your newfound powers, or how you plan to use your powers. Do you intend to be taken for a humble and fortuitous Jedi, or are you freely open about being of a... different nature? \pagebreak
##### The Witch | Level | Proficiency Bonus | Features | Force Powers Known | Force Points | Max Power Level | Mystic Talents | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Forcecasting, Force Wellspring | 6 | 2 | 1st | — | | 2nd | +2 | Force Aspect, Mystic Talents | 7 | 4 | 1st | 2 | | 3rd | +2 | Witch Virtue | 8 | 6 | 2nd | 3 | | 4th | +2 | Ability Score Improvement | 9 | 8 | 2nd | 3 | | 5th | +3 | ─ | 10 | 10 | 3rd | 4 | | 6th | +3 | Virtue Feature | 11 | 12 | 3rd | 4 | | 7th | +3 | ─ | 12 | 14 | 4th | 5 | | 8th | +3 | Ability Score Improvement | 13 | 16 | 4th | 5 | | 9th | +4 | ─ | 14 | 18 | 5th | 6 | | 10th | +4 | Force Essence | 15 | 20 | 5th | 6 | | 11th | +4 | ─ | 16 | 22 | 6th | 7 | | 12th | +4 | Ability Score Improvement | 16 | 24 | 6th | 7 | | 13th | +5 | ─ | 17 | 26 | 7th | 8 | | 14th | +5 | Virtue Feature | 17 | 28 | 7th | 8 | | 15th | +5 | ─ | 18 | 30 | 8th | 8 | | 16th | +5 | Ability Score Improvement | 18 | 32 | 8th | 9 | | 17th | +6 | ─ | 19 | 34 | 9th | 9 | | 18th | +6 | Virtue Feature | 19 | 36 | 9th | 9 | | 19th | +6 | Ability Score Improvement | 20 | 38 | 9th | 10 | | 20th | +6 | Limitless | 20 | 40 | 9th | 10 |
## Class Features As a witch, you gain the following class features #### Hit Points ___ - Hit Dice: 1d6 per Witch level - Hit Points at 1st Level: 6 + your Witch modifier - Hit Points at Higher Levels: 1d6 (or 4) + your Witch modifier per witch level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple vibroweapons, simple lightweapons, simple blasters - **Tools:** None ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion #### Equipment You start with the following equipment, in addition to the equipment granted by your background - (a) a simple lightweapon or (b) a simple blaster and a power cell - (a) two vibrodaggers, (b) two lightdaggers, or (c) a simple vibroweapon - (a) a scholar’s pack or (b) an explorer’s pack - A combat suit #### Quick Build You can make a witch quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the hermit background. #### Variant: Starting Wealth In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below: | Class | Funds | |:-|-:| | Witch | 5d4 x 100 cr | \pagebreak ### Forcecasting ***Witch:*** 1st level In your meditations on the Force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list. #### Force Powers Known You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the witch table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. #### Force Points You have a number of force points equal to your witch level x 2, as shown in the Force Points column of the consular table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest. #### Max Power Level Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular table. You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest. #### Forcecasting Ability Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.
**Force Save DC** =
8 + your proficiency bonus +
your forcecasting ability modifier
**Force attack modifier** =
your proficiency bonus +
your forcecasting ability modifier
### Force Wellspring ***Witch:** 1st level* You can use a bonus action on your turn to clear your mind and regenerate a number of expended force points equal to twice your universal forcecasting modifier (minimum of 1). Once you use this feature you must finish a long rest before you can do so again. When you reach 11th level in this class, you can use this feature twice between each long rest. \columnbreak ### Force Aspect ***Witch:** 2nd level* You have embraced a truth of the nature of the Force and its two sides, granting you one of the following benefits: #### Emboldening When you restore hit points or grant temporary hit points with a force discipline or talent, you can add your Wisdom modifier to the result. #### Empowerment When you deal damage with a force discipline or talent, you can add your Charisma modifier to the result. #### Equivalence Your force power damage rolls gain a minimum roll threshold, discussed in chapter 7. ### Mystic Talents ***Witch:** 2nd level* In the solace of training, each witch manifests unique powers known as Mystic Talents. At 2nd level, you learn two Mystic Talents of your choice from the list at the end of this class. As you gain witch levels, you learn additional talents, as shown in the Mystic talents column of the witch table. Whenever you gain a level in this class, you can choose one of the Mystic Talents you know and replace it with another talent of your choice for which you meet the prerequisites. ### Witch Virtue ***Witch:** 3rd, 6th, 14th, and 18th level* You choose an witch virtue, which is detailed at the end of the class description. ### Ability Score Improvement ***Witch:** 4th, 8th, 12th, 16th, and 19th level* You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature. ### Force Essence ***Witch:** 10th level* In times of great need, you can draw upon your life force to manifest the Force. Starting at 10th level, whenever you would expend force points, you can expend your hit points instead. When you do, reduce your current and maximum hit points by twice the number of force points you would have expended. This reduction cannot be lessened in any way. A reduction to your maximum hit points from this feature returns to normal when you finish a long rest. \pagebreak ### Limitless ***Witch:** 20th level* Your body is but a humble vessel of the Force, granting you the following benefits: * Your Wisdom and Charisma scores increases each by 2, and your maximum for these scores increases by 2. * You gain resistance to kinetic, energy, and psychic damage. * You no longer age, you are immune to all disease, to poison damage, and to the poisoned condition. * You regain 1 expended force point every minute when you are engaging in light activity, such as traveling at a normal place, eating and drinking, meditating, or talking with another creature. ## Witch Virtues Choose a Witch Virtue that best represents how your witch learned to manifest the mystical power of the Force: Chaos, Empathy, Enlightenment, Immortality, or Nascency. ### Virtue of Chaos By far the most volatile of witches, those who embody the Virtue of Chaos are those who never truly learn to control the wondrous power of the Force. They often discover their abilities unexpectedly as a result of a traumatic event or violently manifest their mystic power after years of attempting to contain it. Chaos witches are as erratic as they are powerful and rarely have masters. By the time these uncontrolled abilities develop, it is often too late to gain control of the torrent of power within them. #### Chaos Surge ***Virtue of Chaos:** 3rd level* The Force can have unpredictable effects when you unleash it. Immediately after you cast a force power of 1st-level or higher, roll a d10. If the result of the roll is equal to the level you cast the force power at, you create a Chaos Surge along with the normal effects of the power. Roll a d100 on the Chaos Surge table on the following page to determine the Chaos Surge effect that takes place. You can spend 2 force points to reroll the d100 and use either result. \columnbreak #### Inscrutable Mind ***Virtue of Chaos:** 3rd level* The unpredictable storm that is the Force makes it difficult for others to dominate you. Whenever you are forced to make a saving throw to resist being charmed, frightened, or have your thoughts read, you have advantage on your roll. Also, when you succeed on an Intelligence, Wisdom, or Charisma saving throw, you can expend 1 force point to force the attacker to make an Intelligence saving throw against your universal forcecasting DC. On a failed save, it takes psychic damage equal to your witch level. #### Wild Burst ***Virtue of Chaos:** 6th level* When you cast a force power, you can expend a number of force points up to your universal forcecasting modifier to unleash a burst of energy around you. Creatures of your choice within 15 feet of you must succeed on an Intelligence saving throw or take 1d8 psychic damage per additional force point you spent. The radius of this feature increases as you gain levels in this class: 20 feet at 10th level, 25 feet at 14th level, and 30 feet at 18th level. #### Torrential Force ***Virtue of Chaos:** 14th level* The Force you project hinders the thoughts of those near you. When you force a creature within 15 feet of you to make an Intelligence, Wisdom, or Charisma saving throw, it has disadvantage on its initial roll. In addition, when you damage a creature with a force power while it is concentrating on a power, it has disadvantage on its Constitution saving throw to maintain concentration. #### Ascended Entropy ***Virtue of Chaos:** 18th level* Not even you know your full potential. When you roll damage for a force power and roll the highest result possible on any of the damage dice for that power, you can roll that die again, and add its result to the total damage roll of the power. If you roll the highest result possible again, you roll that die again and continue until you roll less than the highest result. Finally, the range of your Mental Torrent feature increases to 30 feet. \pagebreak
##### Chaos Surge Table | d100 | Effect | d100 | Effect | |:---:|:---:|:---:|:---:| | 01-02 | For 1 minute, roll on this table at the start of each of your turns, ignoring this result on subsequent rolls. | 51-53 | Up to three creatures you choose within 30 feet of you take psychic damage equal to 2d10 + your witch level. | | 03-05 | Up to five creatures you choose within 120 feet of you take 1d4+1 force damage. | 54-56 | You regain all expended Hit Dice. | 06-08 | For 1 hour, you can float up to 1 foot off the ground. | 57-59 | For 1 minute, your Strength score becomes 4. | 09-11 | You teleport to a random unoccupied space within 60 feet of you. | 60-62 | You manifest the *cloud mind* power centered on yourself, at a level equal to the force power that triggered this surge. | 12-14 | For 1 minute, you can only speak Shyriiwook for 1 minute. | 63-65 | Each creature within 20 feet of you cannot take reactions until the start of your next turn. | 15-17 | You gain temporary hit points equal to 1d10 + your witch level. | 66-68 | Up to four creatures you choose within 60 feet of you must succeed on Dexterity saving throws or fall prone. | 18-20 | For 1 hour, you shed a trail of glowing dust. | 69-71 | You are frightened of the creature nearest to you until the end of your next turn. | 21-23 | For 1 minute, your jumping distance is tripled. | 72-74 | For 1 minute, you gain resistance to all damage. | 24-26 | You manifest the *holographic disguise* tech power, taking on the appearance of the nearest humanoid to you. | 75-77 | You manifest the *mass malacia* force power centered on yourself, without requiring concentration. | | 27-29 | You gain a flying speed equal to your walking speed for 10 minutes. | 78-80 | For 1 minute, you regain 2d4 expended force points at the start of each of your turns. | 30-32 | Your skin becomes translucent for 1 minute. | 81-83 | You can immediately take one extra action. | 33-35 | You manifest the *force sight* power. | 84-86 | You manifest the *force blur* force power. | 36-38 | Until your next long rest, you lose all distinctive features and appear as an average member of your species. | 87-89 | For 1 minute, a random creature within 60 feet of you gains a flying speed of 60 feet. | 39-41 | For 1 minute, you emit dim light out to a radius of 10 feet. | 90-92 | The next force power you cast within 1 minute deals maximum damage. | 42-44 | You briefly see a fond childhood memory of a random creature within 60 feet of you. | 93-95 | For 1 minute, you can teleport up to 20 feet as a bonus action on each of your turns. | 45-47 | For 1 minute, you are proficient in all skills. | 96-98 | You manifest the *infiltrate* tech power on yourself, without requiring concentration. | 48-50 | You regain a number of force points equal to twice your proficiency bonus. | 99-00 | You regain all expended force points.
\pagebreak ### Virtue of Empathy One thing that sets the civilized species of the galaxy above the beasts and monsters is their ability to experience emotions. A rare few are so in-tune with their emotions that they can use their intense feelings to draw out their inner potential. Those witches who embody the Virtue of Empathy are experts at controlling the emotions of others. #### Aura Sight ***Virtue of Empathy:** 3rd level* You can see emotional auras, ethereal colors that surround all creatures which can be used to read its current emotional state. You gain proficiency in Insight, and whenever you make a Wisdom (Insight) check you gain a bonus to your roll equal to your Charisma modifier (minimum of +1). As an action, you can expend 2 force points to decipher the aura of a creature that you can see with 60 feet. You learn its most powerful surface-level emotion. For example, you might learn that a creature is excited, fearful, angry, sad, or content. Whenever you make a Charisma check to interact with a creature whose aura you have read, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1). A creature that is hidden from enhanced forms of detection or immune to having their mind read is immune to this feature. #### Emotional Flood ***Virtue of Empathy:** 3rd level* You use your empathic abilities to manipulate the emotional state of other creatures. As an action, you can inflict one of the following emotions on one creature within 30 feet: * ***Depress.*** The target must succeed on a Charisma saving throw or have its speed reduced by a number of feet equal to 5 times your universal forcecasting modifier (minimum reduction of 5 feet) and it cannot take reactions until the start of your next turn. * ***Elate.*** The target gains temporary hit points equal to 1d4 + your universal forcecasting modifier. While these temporary hit points remain, the target has advantage on saving throws to resist being charmed or frightened. * ***Enrage.*** The target must succeed on a Charisma saving throw or immediately use its reaction to make a single melee attack against one target of its choice within range. If there are no targets within range it takes psychic damage equal to 1d6 + your universal forcecasting modifier. \columnbreak #### Mantle of Serenity ***Virtue of Empathy:** 6th level* You exude stagnant emotions in a 10-foot radius as long as you are not incapacitated. When you or a friendly creature within this range makes an Intelligence, Wisdom, or Charisma saving throw, it gains a bonus to its roll equal to your universal forcecasting modifier (minimum of +1). Also, you can use your Aura Sight to decipher the aura of creatures within this radius without expending force points. #### Empathic Control ***Virtue of Empathy:** 14th level* You can emotionally cripple the minds of other creatures. When you successfully charm or frighten a creature with a force power, you can spend 1 additional force power to enhance that effect for one target of the power. For the duration of the effect, it is incapacitated and its speed is reduced to 0. Also, you are immune to being charmed and frightened. #### Ascended Channeling ***Virtue of Empathy:** 18th level* You have awakened the full potential of your innate empathic abilities. This power grants you the benefits listed below: * The radius of your Mantle of Serenity becomes 30 feet. * When you charm a creature with a force power, it will do anything within its power to defend you for the duration, regardless of any previous loyalties. * When you frighten a creature with a force power, it is stunned for the duration so long as you are within 30 feet of it and it can see you. \pagebreak ### Virtue of Enlightenment Those witches who embody the Virtue of Enlightenment meticulously hone their potential through practice and dedication. Whether they studied under a great mentor or unlocked their power on their own over the course of years, they exercise a precise degree of control over the Force. Due to the years of training required to control their gifts, enlightened witches are known for their unrivaled dedication, nearly-limitless patience, and impressive tenacity. #### Third Eye ***Virtue of Enlightenment:** 3rd level* You have awakened the eye of your mind, known as the Third Eye, which grants you wondrous perceptive abilities. You gain proficiency in Perception, and whenever you make a Wisdom (Perception) check you gain a bonus to your roll equal to your Charisma modifier (minimum of +1). Your Third Eye also grants you blindsight in a 10-foot radius. As an action, you can expend a maximum number of force points equal to your universal forcecasting modifier to increase the radius of your Third Eye by 10 feet per force point spent for 1 minute. #### Unseen Precision ***Virtue of Enlightenment:** 3rd level* Through intense dedication and practice, you have learned to use the Force in subtle ways unnoticeable to the untrained eye. Whenever you cast a force power, you can expend 1 additional force point to cast it without manifesting the any of the normal outward signs of using the Force. #### Harmonic Mastery ***Virtue of Enlightenment:** 6th level* Your diligent study allows you to transcend the ways of Light and Dark, granting you the benefits of all three Force Aspect options listed under the witch's 2nd-level class feature. \columnbreak #### Force Lift ***Virtue of Enlightenment:** 14th level* The Force has suffused every fiber of your physical form, allowing you to subvert the laws of nature. You gain a flying speed equal to your walking speed. While flying in this way you can hover in place. #### Ascended Form ***Virtue of Enlightenment:** 18th level* You can briefly unleash your mind and take on an Ascended Form. As a bonus action, you can transform your physical body into pure energy and gain the benefits below: * You become translucent and emit otherworldly bright light, in a 5-foot radius, and dim light 5 feet beyond that. * You gain resistance to all damage. * You can move through other creatures and objects as if they were difficult terrain. If you end your movement inside another object or creature, you are immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel. You can remain in your Ascended Form for 1 minute. It ends early if you are incapacitated or you end it as a bonus action. Once you use this feature, you must finish a long rest before you can use it again. If you have no uses of this feature remaining, you can spend 10 force points to transform again. \pagebreak ### Virtue of Immortality Raised from birth to master both body and mind, those witches who embody the Virtue of Immortality are extremely difficult to kill. They use their Force abilities to enhance their bodies and perform great feats of athleticism and martial skill. Immortal witches spend years honing their combat abilities, making them ideal insurgents, assassins, and bodyguards, for those that can afford them. #### Esoteric Proficiency ***Virtue of Immortality:** 3rd level* As an Immortal, you have trained to augment your physical abilities with the Force. You gain proficiency in one skill of your choice from the following list: Acrobatics, Athletics, Perception, Sleight of Hand, or Stealth. When you make an ability check that uses this proficiency, you can expend 1 force point to use either your Wisdom or Charisma in place of the normal ability score you would use for that check. At the end of a long rest, you can replace this proficiency with another proficiency of your choice from the list above. #### Immortal Training ***Virtue of Immortality:** 3rd level* Unlike most witches, you have honed both body and mind for combat. You gain proficiency with martial vibroweapons and martial lightweapons. Additionally, your hit point maximum increases by 3, and increases by 1 again each time you gain a witch level. #### Extra Attack ***Virtue of Immortality:** 6th level* You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can manifest one of your at-will force powers in place of one of those attacks. #### Immortal Will ***Virtue of Immortality:** 14th level* You have mastered the technique from which Immortals draw their name, and your mind can will you to survive blows that would normally kill you. When you are reduced to 0 hit points, but not killed outright, you can expend 10 force points to immediately regain hit points equal to your Wisdom modifier + your Charisma modifier + your witch level. #### Phase Walk ***Virtue of Immortality:** 18th level* You can phase through solid objects. When you take the Dash action, you can expend 2 force points to enter an ethereal state that lasts until the end of your current turn. While in this ethereal state, you can move through solid objects and creatures as if they were difficult terrain. If you end your movement inside an object, you are shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were forced to travel. \columnbreak ### Virtue of Nascency Those witches who embody the Virtue of Nascency have been twisted by incomprehensible alien powers. Some were touched by the strange light of Mordis; others are the results of cruel experiments of aberrations from other worlds and times. Witch orders who teach the Virtue of Nascency often intentionally seek out these eldritch sources, often for religious or ritual purposes. Whatever their origin, nascent witches can wield the Force with terrifying primordial might, often at the cost of their own sanity. #### Aberrant Form ***Virtue of Nascency:** 3rd level* The unknowable presence within you will overtake you when you are weak. When you have 0 force points remaining, you instantly mutate into your Aberrant Form. As an action, you can expend your remaining force points to mutate at will. The appearance of your Aberrant Form can vary based on the source of your otherworldly power but is horrid to look upon. While in Aberrant Form the following rules apply: * You can no longer concentrate on powers or abilities. * You gain temporary hit points equal to twice your witch level. These temporary hit points are dispelled if you revert to your normal form. * Your hands mutate into writhing tentacles which count as simple melee weapons with the light property. You use your universal forcecasting modifier for your attack and damage rolls with the tentacles, and on hit, they deal 1d6 psychic damage. If you hit a creature that is your size or smaller with a tentacle attack, you can choose to grapple the creature. The escape DC is equal to your universal forcecasting DC. * Your Armor Class equals 8 + your Wisdom modifier + your Charisma modifier if it was not already higher. You remain in your Aberrant Form until you regain at least 1 force point, or you are reduced to 0 hit points. #### Nascent Being ***Virtue of Nascency:** 3rd level* Your exposure to eldritch powers has changed you. You gain one feature of your choice from the options below. You gain another feature of your choice at 6th, 14th, and 18th level. * ***Amorphous.*** Your body is pliable, though you can maintain your shape and can use objects as normal. You can squeeze yourself through spaces and gaps as narrow as 1 inch wide. * ***Amphibian.*** You grow gills. You can breathe air and water, and you gain a swimming speed equal to your walking speed. * ***Arachnid.*** You grow serrated suckers or small hairs on your limbs. You gain a climbing speed equal to your walking speed, and you can climb on difficult surfaces, including upside down on ceilings without making an ability check. * ***Armored.*** Your body is covered in viscous mucus or insectoid plates. So long as you aren't wearing armor or wielding a shield, you gain a +2 bonus to your Armor Class. \pagebreak #### Cosmic Inhibition ***Virtue of Nascency:** 6th level* Your innate power has grown, allowing you to exert control over the otherworldly presence in your mind. You can mutate into your Aberrant Form as a bonus action on your turn. As long as you have at least 1 force point, you can maintain your concentration on force powers, features, and talents, and you can use a bonus action to revert back to your normal form. #### Eldritch Rift ***Virtue of Nascency:** 14th level* Your otherworldly power allows you to move through cracks in reality itself. Immediately after you cast a force power of 1st-level or higher, you can teleport to an unoccupied space of your choice within 30 feet that you can see. #### Glimpse What Lies Beyond ***Virtue of Nascency:** 18th level* You can reveal otherworldly horrors beyond this reality to lesser minds. As an action, you can force one creature you can see within 60 feet to make a Charisma saving throw. On a success, the target is immune to this feature for 24 hours. On a failure, the target is shunted into the void of darkness between the stars. At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space. If it is not an aberration, it takes 10d12 psychic damage. Once you use this feature you must finish a long rest before you can use it again. When you have no uses remaining you can expend 10 force points to use it again. \columnbreak ## Mystic Talents Below are the Mystic Talents available to a witch. If a Talent has a prerequisite, like your witch level or another Talent, you can learn it at the same time you meet the prerequisites. If a talent grants you a force power, it doesn't count against your limit of Force Powers Known. ### Celerity Witches who master Celerity use the Force to move at blinding speeds, enhance their reflexes, and overcome any obstacles that may stand in their way. #### Basic Celerity Your walking speed increases by 10 feet, and you can take the Dash action as a bonus action on your turn. #### Improved Celerity *Prerequisites: 5th level witch, Basic Celerity* Your walking speed increases by another 5 feet, and when you Dash, opportunity attacks against you have disadvantage. #### Greater Celerity *Prerequisites: 11th level witch, Improved Celerity* Your walking speed increases by an additional 5 feet. Also, when you Dash, you ignore the effects of all difficult terrain, and you can move along vertical surfaces and across liquids without falling during your movement on that turn. #### Master Celerity *Prerequisites: 16th level witch, Greater Celerity* When you make a Dexterity saving throw to take only half damage from a power or effect, you instead take no damage if you succeed on the save, and only half damage if you fail. Also, when you make a Dexterity check or saving throw, you can use your universal forcecasting modifier in place of Dexterity. ### Durability Witches who master Durability use the Force to enhance their physical forms. While they may appear normal, they are as durable and resilient as iron. #### Basic Durability So long as you are not wearing armor or wielding a shield, your Armor Class is equal to 13 + your Constitution modifier. #### Improved Durability *Prerequisites: 5th level witch, Basic Durability* As a bonus action, you can spend 1 force point to grant yourself temporary hit points equal to your universal forcecasting modifier (minimum of 1 temporary hit point). #### Greater Durability *Prerequisites: 11th level witch, Improved Durability* Whenever you take damage, you can use your reaction to expend 5 force points and gain resistance to the triggering damage type until the start of your next turn. \pagebreak #### Master Durability *Prerequisites: 11th level witch, Greater Durability* Whenever you make a saving throw you gain a bonus to your roll equal to your universal forcecasting modifier (minimum of +1). ### Metamorphosis Witches who master Metamorphosis use the mystical power of the Force to manipulate the size and shape of their bodies. Transformations from this Talent last for 10 minutes and require your concentration. #### Basic Metamorphosis You learn the *psychic charge* force power, and when you cast *psychic charge*, you can use your universal forcecasting modifier, in place of Strength or Dexterity, for the attack and damage rolls. #### Improved Metamorphosis *Prerequisites: 5th level witch, Basic Metamorphosis* As a bonus action you can expend 2 force points to transform, becoming Large or Tiny, gaining the respective benefits: * ***Large.*** You gain temporary hit points equal to your witch level + your Wisdom modifier + your Charisma modifier, your reach increases by 5 feet, and your melee attacks deal 1d4 extra damage on hit. * ***Tiny.*** You have advantage on Dexterity (Stealth) checks and you can fit through 6-inch gaps without having to squeeze. #### Greater Metamorphosis *Prerequisites: 11th level witch, Improved Metamorphosis* You can cast the *alter self* tech power at will, which counts as a force power for you. #### Master Metamorphosis *Prerequisites: 16th level witch, Greater Metamorphosis* As a bonus action you can expend 10 force points to transform, becoming Huge or Diminutive, gaining the following benefits: * ***Huge.*** You gain temporary hit points equal to twice your witch level + your Wisdom modifier + your Charisma modifier, your reach increases by 10 feet, and your melee attacks deal 2d6 extra damage on hit. * ***Diminutive.*** You gain a +10 bonus to Dexterity (Stealth) checks, attacks made against you have disadvantage, and you can fit through 1-inch gaps without squeezing. While you are Diminutive, you are too small to make weapon attacks. \columnbreak ### Precognition Witches who master Precognition use the Force to gain flashes of insight into the near future, and use these insights to better defend themselves from attacks. #### BasiC Precognition You cannot be surprised unless you are unconscious, asleep, or incapacitated, and you gain a bonus to your initiative rolls equal to your universal forcecasting modifier (minimum of +1). #### Improved Precognition *Prerequisites: 5th level witch, Basic Precognition* As a reaction when you are hit by an attack, you can roll a d4 and add the result to your Armor Class against the triggering attack, potentially turning a hit into a miss. #### Greater Precognition *Prerequisites: 11th level witch, Improved Precognition* As a bonus action on your turn, you can spend 5 force points to enter a heightened precognitive state for 1 minute. While in this state, attacks targeting you cannot be made with advantage, and critical hits become normal hits. You must concentrate on this ability. #### Master Precognition *Prerequisites: 16th level witch, Greater Precognition* When you roll initiative you can take a special turn before any other creature acts. You can use one action, bonus action, or move your speed without provoking opportunity attacks. Also, while you are in your heightened precognitive state, all attacks targeting you are made with disadvantage. \pagebreak ### Restoration Witches who master Restoration uses the Force to stimulate the healing process in themselves and others. #### Basic Restoration You learn the *spare the dying* force power. When you cast *spare the dying,* the power's range increases to 30 feet. #### Improved Restoration *Prerequisites: 5th level witch, Basic Restoration* As an action, you can touch a creature and expend any number of force points. That creature regains 5 hit points for each force point expended. #### Greater Restoration *Prerequisites: 11th level witch, Improved Restoration* As an action, you can touch a willing creature and expend 3 force points to end one of the following conditions affecting it: blinded, charmed, deafened, frightened, poisoned, or stunned. #### Master Restoration *Prerequisites: 16th level witch, Greater Restoration* As an action, you can touch a creature that has died within the last minute and expend 5 force points to immediately bring it back to life with 1 hit point. This ability has no effect on a creature that has died of old age or natural causes. ### Telekinesis Often considered the purest Talent a witch can master, those who master Telekinesis use the Force to manipulate objects and creatures with only their thoughts. #### Basic Telekinesis You learn the *force push/pull* force power. #### Improved Telekinesis *Prerequisites: 5th level witch, Basic Telekinesis* You learn the *force throw* force power. #### Greater Telekinesis *Prerequisites: 11th level witch, Improved Telekinesis* You learn the *telekinesis* force power. #### Master Telekinesis *Prerequisites: 16th level witch, Greater Telekinesis* You can cast *telekinesis* at will without spending force points. \columnbreak ### Telepathy Witches who master Telepathy use the Force to mentally communicate with other creatures. Some can even weaponize this connection to mentally attack their enemies. #### Basic Telepathy You can telepathically communicate with any creature you can see within 60 feet. You don’t need to share a language, but the target must speak at least one language to respond. You can only communicate with one creature at a time. #### Improved Telepathy *Prerequisites: 5th level witch, Basic Telepathy* The range of your telepathy becomes 120 feet. As an action, you can form a telepathic network connecting yourself and a number of creatures equal to your universal forcecasting modifier for 1 hour. So long as these creatures are within the range of your telepathy they can mentally communicate with each other. #### Greater Telepathy *Prerequisites: 11th level witch, Improved Telepathy* The range of your telepathy becomes 1 mile. To establish a telepathic connection with a creature that you can't see you must have previously connected telepathically with them. In addition, you can cast force powers on creatures you are telepathically connected to regardless of whether or not you can see them. #### Master Telepathy *Prerequisites: 16th level witch, Greater Telepathy* The range of your telepathy is the entirety of the planet you are on. Also, you can form a telepathic network connecting yourself and a number of creatures up to your witch level. If the total number of creatures in your telepathic network exceeds your Wisdom modifier + your Charisma modifier, you must concentrate on the network.