2nd Level Witch Feats

Basic Lesson (Feat 2)

Witch

Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.

Lesson of Dreams


You gain the veil of dreams hex, and your familiar learns sleep.

Lesson of Life


You gain the life boost hex, and your familiar learns spirit link.

Lesson of Protection


You gain the blood ward hex, and your familiar learns mage armor.

Lesson of the Elements


You gain the elemental betrayal hex. Your familiar learns your choice of burning hands, air bubble, hydraulic push, or pummeling rubble.

Lesson of Vengeance


You gain the needle of vengeance hex, and your familiar learns phantom pain.


Cantrip Expansion (Feat 2)

Witch

A greater understanding of your magic broadens your range of simple spells. You can prepare two additional cantrips each day.


Conceal Spell [A] (Feat 2)

Witch
Concentrate
Metamagic

Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.

This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.


Enhanced Familiar (Feat 2)

Witch

Prerequisites a familiar


You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two. Add the bonus familiar abilities you gain for being a witch to this amount.


Familiar's Language (Feat 2)

Witch
Divination

Prerequisites a familiar


You've learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the Diplomacy skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others). This ability doesn't make them more friendly than normal. If your familiar ever changes to a different creature, you can't use this ability for 1 week while you absorb your new familiar's language.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).


Living Hair (Feat 2)

Witch

You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks. You gain a hair unarmed attack that deals 1d4 bludgeoning damage; is in the brawling group; and has the agile, disarm, finesse, trip, and unarmed traits.

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