Feytouched Hexer

Great faerie beings make strange and unique patrons for witches, granting them powers somewhat different from a more traditional patron. These witches seem to have a supernatural beauty and presence, and use their sheer force of personality for their powers rather than occult learning.

The feytouched hexer is an archetype of the witch class.


A feytouched hexer casts arcane spells drawn from the witch spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a feytouched hexer must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a feytouched hexer’s spell is 10 + the spell level + the feytouched hexer’s Charisma modifier

A feytouched hexer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a sorcerer of the same level. In addition, she receives bonus spells per day if she has a high Charisma score. A feytouched hexer’s selection of spells is limited. She has the same number of spells known as a sorcerer of the same level, and can choose new spells to replace old ones at 4th level and every 2 levels after that, just as a sorcerer does. A feytouched hexer’s spells known are stored in her familiar, and she must commune with her familiar to regain her spells each day.

This replaces the witch’s spells class feature.

Patron Spells

A feytouched hexer adds her patron spells to her list of spells known stored in her familiar. She replaces some of her patron spells with the following: 2nd – charm person, 4th – unnatural lust, 6th – bestow curse, 8th – hallucinatory terrain, 10th – mind fog, 12th – cloak of dreams, 14th – waves of ecstasy, 16th – irresistible dance, 18th – wail of the banshee.


The save to resist a feytouched hexer’s hex is equal to 10 + 1/2 her witch level + her Charisma modifier.

Faerie Wings

At 5th level, a feytouched hexer can grow faerie wings and fly at a speed of 60 feet (40 feet if speed is slowed by armor or encumbrance) with good maneuverability for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

This ability replaces the witch’s 5th-level hex.

Section 15: Copyright Notice

Advanced Archetypes © 2014, Flaming Crab Games; Authors: Tanner Wahlin, Alex Abel, and C. J. Withers

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