Feiya
Witch 5
N Medium Human Versatile Heritage Humanoid
Perception +10;
Languages Aklo, Common, Goblin, Jotun, Skald, Tien, Undercommon
Skills Acrobatics +5, Arcana +11, Athletics +2, Crafting +11, Lore: Cult +11, Medicine +12, Nature +10,
Occultism +13, Religion +10, Stealth +10, Survival +10, Thievery +10
Str +0, Dex +3, Con +2, Int +4, Wis +3, Cha +0
Items Unarmored
AC 20, Fort +11, Ref +10, Will +12
HP 53
Recognize Spell Prerequisites trained in Arcana, Nature, Occultism, or Religion Trigger A creature within line
of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts
such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s
tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to
get a critical success, but can’t get a worse result than success). The highest level of spell you automatically
identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a
secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being
cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success You correctly
recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success
You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the
spell as another spell entirely, of the GM’s choice.
Speed 25 feet
Melee Staff +7 (Two-Hand d8), Damage 1d4 (B)
Melee Dagger +10 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 (P)
Ranged Crossbow +10 (), Damage 1d8 (P)
Occult Prepared Spells DC 21, attack +11 3rd Hypnotic Pattern, Vampiric Touch; 2nd Vomit Swarm; 1st Ill
Omen, Ray of Enfeeblement, Spirit Link; Cantrips Dancing Lights, Detect Magic, Forbidding Ward, Guidance,
Mage Hand
Focus Spells (3 points) Evil Eye Range 30 feet; Targets 1 creature Saving Throw Will; Duration sustained up
to 1 minute Your fix your eye on the target, imposing a malevolent hex. The target becomes frightened based
on the results of its Will save. This condition value can't be reduced below 1 while the spell is active and you
can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute. Success
The target is unaffected. Failure The target is frightened 1. Critical Failure The target is frightened 2.
Phase Familiar Range 60 feet; Targets your familiar You draw upon your patron's power to momentarily shift
your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar
gains resistance {v1} to all damage and is immune to precision damage. These apply only against the
triggering damage. Heightened (+1) Increase the resistance by 2.
Life Boost Range 30 feet; Targets 1 creature Duration 4 rounds You temporarily bolster the target's vitality.
The target gains fast healing equal to double the spell's level.
Cackle With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.
Additional Feats Basic Lesson, Cackle, Continual Recovery, Eldritch Nails, Oddity Identification, Schooled in
Secrets, Toughness, Untrained Improvisation
Additional Specials Basic Lesson (Lesson of Life), Familiar, Hexes, Patron (Curse), Witch Spellcasting