Horrifically Overpowered Class Features for Pathfinder 1e - The Witch (Patreon)
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If you want more context on this article, check out the Horrifically Overpowered Fighter Class Features article. Paying members of this Patreon also have access to an Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up.
While there are other base classes left, with the Horrifically Overpowered Witch I'll be just 1 shy of completing the HO treatment for all the classes from the Advanced Player's Guide, which is a major benchmark toward creating HO content for Every. Single. Official. Pathfinder. Class.
And this is a LONG one, so let's get to it!
(Horrifically Overpowered Witches may look old... or young... or just seem to be one of many. Art by Arthur Rackham, 1867-1939.)
Horrifically Overpowered Wizard Class Features
You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).
Horrifically Overpowered Witch Class Skills (Horrifically Overpowered): Every time you gain a new hex (including major and grand hexes), you gain an additional class skill, and an extra 1 skill point per Witch level.
Horrifically Overpowered Witch Weapon Proficiency (Horrifically Overpowered): When you hit a foe with an attack from a simple weapon, as a free action you can target that foe with one of your hexes. If the hex requires you to touch the foe, hitting it with your weapon qualifies. When you are wearing no armor and not using a shield, and you use a hex or have a hex with a duration ongoing, you gain a luck bonus to your AC and saving throws equal to your Intelligence bonus.
Horrifically Overpowered Hex (Horrifically Overpowered): When you take a hex, you get the Horrifically Overpowered version of it, as described below.
Ameliorating: You can use this hex as a move, swift, or immediate action. Creatures are only immune to this hex for 1 minute.
Aura of Purity: This effect is constant, though you can end or restart it as move actions, if you wish to.
Beast of Ill-Omen: Your familiar always has this power, though you can end or restart it as move actions, if you wish to. Creatures are only immune to the effects of this hex for 10 minutes.
Blight: You can use this hex as a move, swift, or immediate action. You can have a number of active blight hexes equal to your Intelligence bonus.
Cackle: The duration of hexes affected by cackle are extended by 1d4+1 rounds. Multiple cackles stack, but the extended duration cannot exceed 5 rounds.
Cauldron: You can brew potions in 1/10th the normal time. Brewing a potion costs you 10% less than normal. When using a potion you brewed, you can draw and drink it or draw and apply it to an adjacent creature as a move action, which does not provoke an attack of opportunity. You can turn 4th-6th level Witch spells into potions (even though potions are normally limited to 3rd level or lower) as long as they otherwise qualify to be potions.
Charm: The effects of this hex last for a number of minutes equal to your Intelligence score x 10 minutes. Creatures are only immune to the effects of this hex for 10 minutes.
Child-Scent: You gain find the path at will, only to find a creature you have smelled using child-scent.
City Sight: The duration of this hex is increased by x10. Creatures are only immune to the effects of this hex for 10 minutes.
Combat Hypnosis: There is no HD limit to the creature you can use this on. Creatures are only immune to the effects of this hex for 10 minutes.
Congeal: You can extend the duration and area of this hex by up to x10, if you wish. You can choose to have specific creatures not affected by this hex.
Coven: You count as a hag's coven, by yourself.
Cursed Wound: The DC for this hex's caster level check is (16 + the witch’s level).
Dark Apothecary: You and your familiar gain the poison use rogue talent. You can deliver any poison you have in your possession with a simple weapon attack or a natural attack from your familiar, without having to first apply the poison to your weapon of familiar.
Deathcall: Creatures in the area of this hex have half the normal number of hit points until they die, and you always know how many HP they have remaining.
Discord: You can choose to extend the duration of this hex by up to x10. It affects mindless creatures despite being mind-affecting. Creatures are only immune to the effects of this hex for 10 minutes.
Disguise: There is no limit to the duration of your disguise, and you can also use it on willing creatures by touching them (to a maximum number of disguises at a time equal to your Intelligence bonus). For magical senses (such as true seeing) to penetrate your disguise, the creature with the sense must make a HD check with a DC equal to 15 + your Witch level. Such checks may only be made once per day.
Disrupt Connection: You can choose to control creatures affected by this hex as if you had cast charm monster on them. Creatures are only immune to the effects of this hex for 10 minutes.
Distraction: The DC for the concentration check to cast spells is increased by an amount equal to your Intelligence bonus plus 1 per 5 Witch levels you have. Creatures are only immune to the effects of this hex for 10 minutes.
Enemy Ground: An affected target treats all surfaces as if they had been hit with a grease spell.
Evil Eye: A target you affect with this hex takes the penalty to AC, ability checks, attack rolls, saving throws, and skill checks.
Feral Speech: A number of times per day equal to your Intelligence bonus you can cast charm monster on a creature you speak to with this ability.
Flight: You gain the 5th-level version of this hex at 1st level, and it has no duration limit. At 5th level, you can also use it to carry a number of willing creatures equal to your Intelligence bonus. The creatures move with you, as you direct, remaining within 15 feet of you. Large creatures count as 2 creatures towards your limit, Huge count as 4, and Gargantuan count as 8. Colossal are too big for you to carry.
Floating Lotus: There is no duration limit to how long you can use this hex, and you can grant its benefits to a number of allies equal to your Intelligence bonus.
Fortune: This hex lasts for 1d4+1 rounds, and the target can use it for a number of rolls equal to your Intelligence bonus during this time. Creatures are only immune to the effects of this hex for 1 minute.
Gift of Consumption: The Fort DC of other creatures to avoid being affected by this hex is 5 higher than the Fort DC you had to attempt. Creatures are only immune to the effects of this hex for 1 minute.
Greater Gift of Consumption: Creatures do not become immune to this hex.
Healing: A creature can be affected by this hex a number of times per day equal to your Intelligence bonus. At 5th level, a creature can be affected by the cure light wounds and the cure moderate wounds effects that number of times each.
Heralding Bloom: You can cast entangle at will, but can only have one entangle active at a time.
Iceplant: The armor bonus increases to +8, and there is no change to your skin's texture or appearance unless you want their to be.
Leshy Summoning: You can summon one of the leshys without expending a spell to do so once every 10 minutes.
Minor Proficy: You can cast augury a number of times per day equal to your Intelligence bonus, and your chance of receiving a meaningful answer is never less than 80%.
Misfortune: The duration of this hex is 1d4+1 rounds, and a creature can be targeted by it again after 10 minutes.
Mother's Eye: There is no time limit to this ability, and you can grant it to a number of creatures at a time equal to your Intelligence bonus.
Mud Witch: There is no duration limit to this hex.
Murksight: You gain darkvision 60 feet (or add 60 feet to any darkvision you already possess). You can grant the base hex benefit to a number of creatures at a time equal to your Intelligence bonus.
Nails: The nails do 1d8 and are primary attacks.
No Place Like Home: Bonuses and penalties are doubled. Targets do not become immune to this hex.
Peacebond: You can affect a number of targets equal to your Intelligence bonus with one use of this hex. Targets do not become immune to this hex.
Poison Steep: Poisoned food lasts until consumed or you use this hex again.
Poison Touch: The claws do 1d6 and are a primary attack if they are the only weapon used that round. The poison cure is 2 saves. A target can benefit from this ability again in 10 minutes.
Pollute Water: The nausea lasts 1d6 rounds and creatures are only immune to this hex for 10 minutes.
Polluting Glance: The range is 150 feet, and you can have a number of active hexes equal to your Intelligence score.
Prehensile Hair: The range is 15 feet, it is a primary natural attack that deals 1d6, and there is no maximum duration.
Protective Luck: You can use this hex on yourself. It's duration is 1d4 rounds longer than usual.
Scar: You can have a number of scars active equal to your Intelligence score, rather than Int bonus. Efforts to remove it as a curse must overcome Spell Resistance of the hex equal to 15 + your Witch level.
Seduction: The duration is 1d4 rounds longer than usual. Creatures affected are only immune to additional uses of your seduction for 10 minutes.
Sink: You can hit the same target with this hex multiple times. The effects stack (to a minimum swim speed of 0).
Slumber: The range is 120 feet. Creatures affected are only immune to additional uses of your slumber for 10 minutes.
Soothsayer: Any save against your hexes listed in soothsay are at -4. The hex can last one day per witch level before being triggered.
Summer Heat: A creature can be targeted by this hex as often as you want.
Swamp Hag: You can breathe underwater and gain a 30 foot swim speed.
Swamp's Grasp: The hex does not have a time limit, though it does end if you use it again.
Swine: At 9th level, the witch gains baleful polymorph (pig only) as a bonus witch spell known. The witch can spontaneously cast this spell by expending a prepared spell slot of 5th level or higher.
Tongues: There is no time limit to the use of this hex.
Unnerve Beasts: The hex also affects the reaction of magic beasts. A creature that saves against the hex is only immune for 10 minutes.
Verdant Familiar: As a full-round action you can choose to switch your own creature type to plant, or back from plant to your normal type.
Ward: You can use this ability on yourself. You can have a number of active ward hexes equal to your Intelligence bonus.
Water Lung: You can maintain this constantly on a number of creatures equal to your Intelligence bonus.
Witch's Bottle: The ritual takes 1 minute. You can have a number of hex potions at a time equal to your Intelligence bonus. Having a hex in a hex potion does not prevent you from using the hex.
Horrifically Overpowered Witch's Familiar (Horrifically Overpowered): Your familiar gains two familiar templates of your choice. You can change what templates it has each day when you prepare your spells. If your familiar dies, you can restore it to life with a ritual that takes 1 hour.
Horrifically Overpowered Patron Spell (Horrifically Overpowered): For each level of spell you gain from your patron, you gain two additional spells. You may select these spells from the druid, psychic, witch, or wizard spell lists. You treat these bonus spells as if they were on the witch's spell list. You can cast these spells spontaneously by expending a prepared spell of the same or higher level.
Horrifically Overpowered Major Hex (Horrifically Overpowered): When you get to select a new hex, you may select one major hex and one normal hex, or three normal hexes. (No, I am NOT writing a HO version of every major hex, you maniacs. After doing it for hexes, I'm not going through that again unless I do a crowdfunding campaign of some kind).
Horrifically Overpowered Grand Hex (Horrifically Overpowered): When you get to select a new hex, you may select one grand hex and one major hex, or one grand hex and three normal hexes.
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