Eldritch Nails (Feat 4)
Witch
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Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals 1d6 slashing damage. Your nails are in the brawling group and have the agile and unarmed traits. You can etch your nails with runes with the same cost and restrictions as for etching runes onto handwraps of mighty blows; runes etched onto your nails apply to nails unarmed attacks with both hands but not to other unarmed attacks.
You can deliver hexes through your nails. When you successfully cast a non-cantrip hex that requires 2 actions or more to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a nails Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.
Improved Familiar (Feat 4)
Witch
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You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.
Rites of Convocation (Feat 4)
Witch
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Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as summon animal, summon construct, and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you've prepared in one of your witch spell slots with the spell you chose, heightened to the same level. The spell you replaced must be of at least the summon spell's minimum spell level.
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