Witch Class Updates from Birthday Stream
Hello all! I am starting my first campaign as a GM soon, and one of my players is running a Witch. I was thrilled to see them show off the Hope and Fear Witch pages in the Birthday Stream yesterday and planned to let my player see the updated class/subclass information, so I typed everything up from the stream that appeared to have changes and thought I would share! I've included some notes for comparison to what was in the Void content as well. (*Note: I think I got everything correct, but hard to read some areas.)
Class Items
A small, harmless pet or a scrying stone [instead of talking skull].
Class Features
Hex: Mark a stress to temporarily Hex a target within far range. While Hexed, the target gains a penalty to their damage rolls and Difficulty equal to your tier. The maximum number of creatures you can Hex at one time is equal to your Spellcast trait. [No requirement for you or an ally to mark a Hit Point before Hexing, and named a range limit for the target of the Hex. Target gains a penalty instead of players gaining a bonus. Max number of simultaneous Hexes added, and no specific text on ending the Hex (would now be covered by normal GM rules of ending status effects).]
Commune: [Appears to be the same as the Void, except that "nature spirit" was updated to just say "a spirit."
Hedge Subclass
Foundation Features
- Herbal Remedies - When you or an ally [a few added words, don't appear to be limiting] clear 1 or more Hit Points or Stress as the result of using a consumable, increase the number cleared by 1.
- Enchanted [not Tethered] Talisman - Once per rest, you can imbue a small item with your protective essence. Spend any number of Hope to place an equal number of tokens on this card. When the person holding the talisman takes damage, spend a token to reduce the number of Hit Points they mark by one. Clear all tokens from this card when you take a rest. [Added a Hope cost/token expenditure for how many times the magic effect works. Removed limit on creating a new talisman until the old one has been used (maybe some thought an unused talisman persisted through a rest instead of resetting?).]
Specialization Feature
- Walk Between Worlds - During a moment of calm, make a Spellcast Roll (13). Once per rest on a success, you can mark a Stress to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. When the last token is removed or at the end of the scene, you return to the Mortal Realm in the same spot you left it. [Limited to once per rest, added a Stress cost, added "or at the end of the scene" for returning, and added "in the same spot you left it."]
- Vexing Malison [instead of Enhanced Hex] - You have advantage on attacks against Hexed creatures. [Advantage instead of damage bonus.]
Mastery Feature
- Circle of Power - Once per rest, mark a circle on the ground outlining a Very Close area around you, and place a number of tokens equal to your Spellcast trait on this card. While within this circle, you and your allies gain a +2 bonus to damage thresholds, attack rolls, and Evasion. Remove a token each time you or an ally within the circle makes an action roll or evades an attack. This spell lasts until the last token is removed or you exit the circle. ["Outlining a Very Close area" instead of "up to Very Close range." In addition to action rolls, remove a token on evaded attacks rather than getting hit. Made all bonuses the same rather than varying amounts.]
Moon Subclass
Foundation Feature
- Night's Glamour - Make a Spellcast Roll (13) to Glamour yourself in a bewitching facade. While Glamoured, you have advantage on rolls that leverage your illusory appearance. Additionally, adversaries within Close range must mark a Stress to attack you. Unless you mark a Stress to maintain Glamour, it drops when you mark a Hit Point or deal damage. [Removed size limitation for disquise. Advantage on any rolls that leverage disguise, not just Presence. Added ability to maintain illusion by marking a Stress. Changed what can cause illusion to drop - removed taking a rest and swapped making an attack for dealing damage.]
Specialization Feature
- Moonbeam - Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and your allies gain a +1 bonus to Spellcast Rolls and can see through illusions. [Can see through illusions, rather than advantage on rolls to do so.]
- Ire of Pale Light - When a Hexed creature within Very Far range fails an attack, they must mark a Stress. [Changed from Far to Very Far.]
Mastery Feature
- Lunar Phases - At the beginning of each session, roll a d6 and place it on this card. You gain the matching effect until the end of [the] session: * 1 = New - Spend a Hope to negate Minor damage. * 2-3 = Waxing - +2 to damage rolls. * 4 = Full - +3 to damage thresholds. * 5-6 = Waning - +1 to Evasion.
- Once per rest, you can Spend a Hope to increase the value of this die by one. If you increase the value of a 6, it becomes a 1.
- [Changed from a d4 to a d6, with Waxing and Waning becoming ranges. Changed Full effect to +3, up from +2. Added ability to modify the die once per rest.]
[Edit: Added to/clarified note on Hex feature.]