Weird Witch (Witch Archetype)

Bind Spirit: A weird witch may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the weird witch must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit for more information on this process. A weird witch begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice that belongs to her chosen constellation (see soul-bound familiar).

Each day, a weird witch may bind one spirit to her familiar’s soul using pact magic; see Performing a Pact Ritual. This spirit’s level may not exceed the weird witch’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three witch levels thereafter, the weird witch’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level.

A weird witch’s binder level is equal to her level. The DC to resist a weird witch’s supernatural powers is equal to 10 + 1/2 the weird witch’s binder level + the weird witch’s Charisma modifier.

This ability replaces the witch’s 1st-level hex, major hex, and grand hex. A weird witch may not select hexes from the witch’s list of major or grand hexes, but she may still select witch hexes from the standard list at 10th level and beyond.

Diminished Spellcasting: A weird witch possesses 1 fewer spell per day at each spell level. If the weird witch would receive 0 spells per day, then he or she only receives bonus spells, if any, due to a high Intelligence score.

Occult Familiar: After successfully sealing a pact with a spirit, a weird witch does not bind the spirit onto her own soul. Rather, she binds the spirit onto her familiar’s soul. Both witch and familiar manifest the spirit’s physical sign, but only the familiar suffers the spirit’s personality influence and benefits from the spirit’s granted abilities, favored allies, and favored enemies. The familiar uses the weird witch’s binder level when determining the effects of its granted abilities and powers. The familiar cannot receive a spirit’s vestigial companion and it does not receive the granted ability (or abilities) that must be exchanged for the spirit’s granted ability. For example, if a weird witch seals a pact with Aza’zati, her familiar cannot summon Aza’zati’s viper vestigial companion and it does not gain Aza’zati’s smaller is better granted ability.

The familiar uses its master’s ability modifiers in place of its own when determining the effects of its granted abilities, including uses per day and saving throw DC. If the familiar dies while bound to the spirit, the pact ends and the weird witch cannot seal a new pact with any spirits until she replaces her familiar. A multiclass weird witch must bind any spirit she seals a pact with onto her familiar, but if the weird witch gains the additional spirit class feature, she seals additional spirits onto her own soul rather than her familiar’s, following the normal rules while doing so. Spirits sealed onto her familiar’s soul count against the total number of spirits that she can seal a pact with at once.

This ability modifies witch’s familiar.

Tunneled Patron: At 1st level, when a weird witch gains her familiar, she must also select a patron from the list of occult patrons. She may only seal pacts with spirits belonging to her chosen patron’s constellation. All other constellations are barred to her.

At 2nd level, and every two levels thereafter, a weird witch’s occult patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its constellation, though often times its actual name corresponds to an actual occult spirit belonging to that constellation. Its actual name is up to the GM and the weird witch to decide.

This ability replaces patron.

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