To-Do: - Finish Spell List changes.
- Reword to use Archetype wording.
- Continue updating "Special Rules for Spell Hexes" section with special rules for which Spell Hexes need 24-hour limits on targeting, which area effects can only have 1 in place at a time, which need duration changes, and so on.
Witch Spell List: Remove the following spells from the Witch Spell List:
- 1st-- Comprehend Languages, Cure Light Wounds;
- 2nd-- Cure Moderate Wounds;
- 3rd-- ;
- 4th-- Cure Serious Wounds;
- 5th-- Cure Critical Wounds;
- 6th-- ;
- 7th-- ;
- 8th-- ;
- 9th-- .
Hex: At 1st level, the Witch gains one Hex from the list of Witch Hexes. The Witch gains an additional Hex at 2nd level and each even-numbered level after that (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th). The Witch cannot select an individual Hex more than once. Unless otherwise noted, using a Hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + ½ the Witch's level + the Witch's Intelligence modifier.
Patron: At 1st level, the Witch selects a patron from the list of Witch patrons.
Spell Hexes: At 1st level, the Witch chooses one 0th-level spell and one 1st-level spell from the Witch Spell List and gains those spells as Spell Hexes. At each odd-numbered level after that (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th), the Witch chooses one additional spell from the Witch Spell List of a level up to half the Witch's class level rounded up, to a maximum of a 9th level spell at 17th level, and gains that spell as a Spell Hex. The Witch cannot choose an individual spell more than once. A Spell Hex is a Hex and thus follows all rules for Hexes, except using it requires the action listed in the casting time of the spell. In all other respects, it behaves like the spell. Spell Hexes also have a few unique rules and some Spell Hexes have special rules, listed below. (See the "Special Rules for Spell Hexes" section below.)
Spell Hexes with spell levels 0, 1, 2, 3, or 4 are Hexes.
Spell Hexes with spell levels 5, 6, 7, or 8 are Major Hexes.
Spell Hexes with spell level 9 are Grand Hexes.
A Spell Hex that targets one or more creatures cannot target any of those creatures again for 24 hours.
For each Spell Hex that has an Area and a Duration other than Instantaneous or Permanent, the Witch can only have one of that Spell Hex in effect at a time. If another of that Spell Hex is made, the first immediately ends.
This section will be expanded per the note at the start.
Q: Does having a Spell Hex allow a Witch to meet prerequisites as though it possessed the Hex class feature?
A: Having a Spell Hex does not allow a character to qualify as possessing the Hex class feature, although the Witch will usually already have the Hex class feature if it has a Spell Hex. Likewise, having a Spell Hex that is a Major Hex does not allow a character to qualify as possessing the Major Hex class feature and having a Spell Hex that is a Grand Hex does not allow a character to qualify as possessing the Grand Hex class feature.
Q: Can a Witch with the Major Hex feature choose Spell Hexes that are Major Hexes whenever the Witch would gain a Hex?
A: No. Spell Hexes are created when a Witch chooses a spell and gains that spell as a Spell Hex. There is no list of Spell Hexes from which to choose. Likewise, a Witch with the Grand Hex feature cannot choose Spell Hexes that are Grand Hexes whenever the Witch would gain a Hex.
Q:
A:
Witch's Familiar: At 1st level, the Witch chooses a Familiar from the Witch's Familiar list and gains that Familiar.
Share Spell Hexes: To be added. Will function with Spell Hexes (and maybe other applicable Hexes, if any).
Patron Hex: At 2nd level and each even-numbered level after that, up to 18th (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th), the Witch gains the spell listed at the corresponding level from the patron chosen at 1st level as a Spell Hex. (See the Spell Hexes class feature.)
Major Hex: Beginning at 10th level, whenever the Witch would gain a Hex, the Witch may select a Major Hex instead of a Hex.
Grand Hex: Beginning at 18th level, whenever the Witch would gain a Hex, the Witch may select a Grand Hex instead of a Hex.
Jinxes: At 1st level, the Witch gains a number of Jinxes, which are Hex versions of Witch Cantrips, equal to 3 + the Witch's Intelligence bonus (if any). Whenever the Witch gains a Jinx, that Jinx is stored in the Witch's Familiar. When the Witch communes with the Witch's Familiar, the Witch may choose 3 of these Jinxes and leash them, unleashing all other Jinxes. This number increases to 4 at 5th level, 5 at 9th level, 6 at 13th level, and 7 at 17th level. The Witch can use any Jinx the Witch has leashed as a Hex.
Spell Hexes: At 1st level and each odd-numbered level after that (1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th), the Witch chooses one spell from the Witch Spell List of a level up to half the Witch's class level rounded up, to a maximum of a 9th level spell at 17th level), and gains that spell as a Spell Hex. A Spell Hex is a Hex and thus follows all rules for Hexes, except using it requires the action listed in the casting time of the spell. In all other respects, it behaves like the spell. Spell Hexes also have a few unique rules and some Spell Hexes have special rules, listed below. (See the "Special Rules for Spell Hexes" section below.) Whenever the Witch gains a spell as a Spell Hex, that Spell Hex is stored in the Witch's Familiar. When the Witch communes with the Witch's Familiar, the Witch may choose a number of these Spell Hexes equal to half the Witch's class level rounded up and leash them, unleashing all other Spell Hexes other than Spell Hexes from the Witch's patron.