Legendary Witch Hexes

Legendary Witch Hexes

The following hexes can be chosen by a legendary witch as she advances in level or by taking the Extra Hex feat.

Aura of Purity (Su)

The legendary witch’s aura purifies their surroundings.

Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 5-foot radius around the legendary witch. Creatures within 10 ft. of the legendary witch gain a +4 bonus on saving throws against these same effects and also completely negate these effects on a successful save even if they would still have a partial effect. This ability can be used for a number of minutes per day equal to the legendary witch’s class level which do not need to be consecutive but must be used in 1-minute increments. Activating this hex is an immediate action.

Beast of Ill-Omen (Su)

The legendary witch imbues their familiar with baleful sign, cursing enemies who look upon it. Inscribing this rune is a process that takes 1 hour and costs 100 gp. Thereafter when an enemy looks upon the familiar they must make a Will save or be shaken as long as they are within 30 ft. of the familiar or the legendary witch, Leaving this radius ends the effect, and once a creature has been affected by this ability, or saved against it, they cannot be affected again for 24 hours. This is a fear effect.

Blight (Su)

The legendary witch can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time the legendary witch and their familiar must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A legendary witch can affect an area with a radius equal to their class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse:

  • Blight Hextype curse; save Will negates; frequency 1/day; effect 1 Con damage.

Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

Candlemaker (Su)

A legendary witch who selects this hex gains the ability to craft a special magical candle.

This takes 1 hour of work and costs 100 gp in magical supplies and a potion must also be provided, which becomes a part of the candle. Thereafter the legendary witch may light the candle and release the potion inside, any creature who begins their turn within 5 feet of such a burning candle gains the benefit of the potion used in its making. One of these candles, once lit, burns for 5 rounds and lighting the candle is a move action. A creature can only benefit from the candle once, regardless of how many rounds it begins its turn in the affected area.

Charm (Su)

A legendary witch who selects this hex becomes more appealing to others. Diplomacy becomes a class skill for the legendary witch and they may use their Intelligence modifier in place of their Charisma modifier for diplomacy checks. In addition, the legendary witch can charm living creatures within 30 feet by beckoning and speaking soothing words. This allows the legendary witch to use the diplomacy skill to improve a creature’s attitude as a standard action.

The effect lasts for a number of minutes equal to the legendary witch’s Intelligence modifier and a creature can only be subject to this ability once per day. This is a mind-affecting charm effect and does not require the legendary witch and the target to share a language.

Congeal (Su)

The legendary witch can cause nearby water in a 10-foot radius to darken and become thick like mud causing it to function as difficult terrain for all swimming creatures except themself. This also provides concealment while underwater. This ability can also create difficult terrain within 10 feet of the legendary witch on natural earth, but not stone, as the moisture in the air condenses and falls to the ground creating several inches of mud, which does not affect the legendary witch’s movement. Water affected by this hex returns to its previous state after 10 minutes.

Eyes Unclouded (Su)

The legendary witch can see through smoke, fog, and other similar effects as though they were not there. They still see a hazy outline of the effect and are aware of it.

Feral Speech (Su)

This hex grants the legendary witch the ability to speak with and understand the response of any animal as if using speak with animals. The legendary witch can make themself understood as far as their voice carries. This hex does not predispose any animal so addressed toward the legendary witch in any way.

At 10th level, the legendary witch can use this hex to communicate with vermin.

Flight (Su)

A legendary witch who selects this hex grows lighter as they gain power, eventually gaining the ability to mimic flight. At 1st level, the legendary witch can use feather fall at will and gains a +4 racial bonus on swim checks and acrobatics checks to jump. At 3rd level, they add levitate to their familiar as a spell known at no cost. At 5th level, they can fly, with a speed of 40 feet and good maneuverability for a number of minutes per day equal to their level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. At 10th level the flight improves to a speed of 60 ft. with perfect maneuverability. At 15th level, the legendary witch is no longer limited in how long they may fly per day.

Healing (Su)

A legendary witch can soothe the wounds of those they touch. This acts as a cure light wounds spell, using the legendary witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds. At 11th level this hex acts as a cure serious wounds spell. At 15th level this hex acts as a cure critical wounds spell.

Icy Hide (Su)

The legendary witch gains the ability to grow armor made from magically infused ice which does not harm the legendary witch. The legendary witch is considered proficient in this armor and it does not interfere with their ability to cast spells. The armor provides a +2 armor bonus with a maximum Dexterity bonus of +4 and a check penalty of -2. It weighs 10 pounds.

At 4th level the armor gains a +1 enhancement bonus when formed. At 8th level and every 4 levels thereafter it gains an additional +1 enhancement bonus. The legendary witch may instead add armor special abilities as long as the armor possesses at least a +1 enhancement bonus first. Donning and removing the armor is a standard action and each time it is formed the legendary which may choose new abilities for the armor.

Stolen Secrets, lesser (Su)

When a legendary witch selects this hex they gain new spells known of 1st, 2nd, and 3rd level and adds them to their familiar at no cost. They select one spell of each level and they must be arcane spells of the abjuration or evocation schools. The legendary witch must still be of the appropriate level to cast these spells.

Legendary Witch Major Hexes

Blight, Greater (Su)

The legendary witch’s blight hex may now affect any living creature. In addition, the legendary witch may now blight an area with a radius up to 20 ft x their class level.

Stolen Secrets (Su)

When a legendary witch selects this hex they gain new spells known of 4th, 5th, and 6th level and adds them to their familiar at no cost. They select one spell of each level and they must be arcane spells of the abjuration or evocation schools. The legendary witch must still be of the appropriate level to cast these spells.

Legendary Witch Grand Hexes

Blight, Supreme (Su)

The legendary witch’s blight hex can now affect an area with a radius of up to 5 miles.

Elemental Mastery: After selecting this hex the legendary witch embodies the full power of the elements. Whenever a boon, hex, or spell originating from the legendary witch would deal energy damage the legendary witch may alter the damage dealt to any of the following: acid, cold, fire, or electricity. This is a free action as part of activating a boon or hex or casting a spell that deals energy damage. The spell’s descriptor changes to match the new energy type.

Stolen Secrets, Greater (Su)

When a legendary witch selects this hex, they gain new spells known of 7th, 8th, and 9th level and adds them to their familiar at no cost.

They select one spell of each level and they must be arcane spells of the abjuration or evocation schools. The legendary witch must still be of the appropriate level to cast these spells.

Section 15: Copyright Notice

Legendary Witches © 2022, Legendary Games; Authors Norman Mitchell, Connor Bates, Margherita Tramontano

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