Apothecary

Source: Hexbound

Feature: Pills and Potions

Your expertise with ointments and potions lets you ascertain the nature of any liquid you come across, knowing the components that were used in its making and if there’s magic contained within.

You are an apothecary. You mix liquids, herbs, powders, and salts to create the salves that will save a person’s life. You might not be a doctor, but a doctor can do all the diagnosing they want: no healing may happen without your products. You live your life surrounded by vials, pots, decanters, and canisters, and with a pinch of this and a pinch of that you can make a remedy for the deadliest of diseases, or the smallest of peeves. You’ve found that this talent comes in very handy when out on the road adventuring. After all, adventurers do tend to get hurt often, and when they do you’ll be the first one they turn to for aid.

Skills

Nature, Medicine

Tool Proficiencies

Alchemist Supplies, Herbalism Kit

Language

One language of your choice

Equipment

10 glass vials in which to keep liquids, a pouch filled with dried herbs, a small pewter cauldron, and a pouch containing 10 gold pieces

Popular Tonic

As an apothecary, you are well known for one specific salve you make and sell at your shop. Your regular clients know of it and it has a fantastic reputation. Choose one potion, or roll in the table below.

d6 Popular Tonic
1 Energy Philter: Helps regain vigor and energy, and keeps you awake
2 Hair Growth Tonic: Stimulates hair growth (allegedly)
3 Sleeping Aid Brew: Makes sleep come easier to those that drink it
4 Dreamless Cordial: Those that drink it do not have dreams when sleeping
5 Cleaning Concoction: Gets stains off of fabric and all surfaces
6 Smelling Salve: Remedies fainting and mitigates the effects of mild illnesses

Apothecary

Source: Compendium of Craft and Creation

Feature: Herblore

You know what the potions people drink are actually made of. Whenever traveling at half speed or less through wilderness or camping in wilderness, you can acquire 15 gp a day worth of potion reagents that can be used as ingredients for the next potion you craft.

You were a mixer of potions, a master of the subtle art of producing potent magical effects from the right distillations. Hailing from the largest cities or the smallest villages, an apothecary's work is always in demand, though many that would demand it do not fully appreciate the care that goes into making a potion safe and effective.

Skills

Medicine, Nature

Tools

Alchemist's supplies, herbalism kit

Equipment

A potion of healing, a set of alchemist's supplies, an herbalism kit, and a set of common clothes

Ideals

d6 Ideals
1 Practice. I work to become the greatest at my craft.(Neutral)
2 Discovery. Every combination of reagents deserves to be tried. (Chaotic)
3 Communication. I make sure my patients know exactly what they are about to consume. (Lawful)
4 Fairness. Those divine folks only treat their followers, everyone deserves my services. (Good)
5 Greed. Never cure a disease, it's more profitable to treat the symptoms. (Evil)
6 Precision. There's a tonic for any ailment. (Any)

Bonds

d6 Bond
1 A book of passed down recipes was lost or destroyed, I aim to recreate it.
2 A magical malady still plagues my hometown, I adventure in hopes of a cure.
3 I recite or make up rhymes to remember alchemical properties.
4 I was unable to cure a sick child, I will not fail anyone like that again.
5 I come from a long line of apothecaries and my surname has renown or infamy.
6 I have a different scented incense for every occasion and mood.

Engineer

Source: Compendium of Craft and Creation

Feature: Blueprints

Given one day to plan, you can produce blueprints or schematics for bridges, siege equipment, buildings, dams, or any other common feat of engineering that anyone proficient with the necessary artisan tools could follow to craft the outlined construction given the time and resources. Buildings more fantastical in nature may still be within your grasp to plan with skill-appropriate ability checks at the GM’s discretion.

Scholars and academics are great, but many a kingdom has needed those of the more intellectual bent to put their ability to more practical uses: designing everything from siege equipment to bridges. While construction may or may not have used magic here and there, at the end of the day something built without an engineer’s oversight is much more likely to fall back down when it is needed most.

Skills

Investigation, Nature

Tools

Carpenter’s tools, mason’s tools

Equipment

A bottle of black ink, a quill, a small knife, the blue prints to the last project you were working on, a set of common clothes, and a belt pouch containing 10 gp

Engineering with Blueprints
If you are using crafting, these blue prints can reduce the time and DC for engineering projects, reducing the crafting DC by your proficiency bonus for the construction project.

Ideals

d6 Ideals
1 Accomplishment. I love nothing more than the feeling of completing a project. (Neutral)
2 Innovation. Rules and assumptions get in the way of true innovation. (Chaotic)
3 Documentation. All knowledge should be codified so it can be applied to future projects. (Lawful)
4 Equality. Anything I make needs to benefit everyone, from the mightiest king to the king to the lowliest peasant. (Good)
5 Glory. Lesser structures and people need to be relocated for my great works. (Evil)
6 Discovery. I travel to see the great works created by

others and to inspire my own work. (Any)

Bonds

d6 Bond
1 I found part of an extremely complicated blueprint I could not decipher, I seek the other pages of this design.
2 I carry an antiquated set of tools to remind me of where I came from.
3 One day I want a building or structure named after me.
4 I studied at a prestigious institution.
5 Someone destroyed one of my prized creations and I will have my revenge.
6 I failed an important exam and lost my spot in the academy where I studied.

Flaws

d6 Flaw
1 | IHAFE (I have acronyms for everything).
2 | I will spend hours automating a task that would have taken minutes.
3 | I scoff at and belittle what I consider less practical professions.
4 | I won’t stop talking about the prestigious institution where I studied.
5 | I require invigorating hot bean juice in order to get my best work done.
6 | I explain everything in great detail at anyone who

Half Dragon Brood

Source: Children of the Dragon

Feature: An Eye for Treasure

You've seen your fair share of treasure over the years, as many half dragons (and those raised among them) tend to have the same love for treasure as all dragons have. You can use your knowledge of luxurious goods to help identify worth (but not magical properties) and to bargain a fair selling or buying price from shopkeepers. With time others may seek out your knowledge of antiquities, and your knowledgeable view is valued by those of high society.

You were raised amongst a subrace of half dragons, leading you to know many things about their unique culture. You pick a color of half dragon you grew up amongst from the chart below. The type of half dragon you were raised among determines your skill and tool proficiencies, as well as the languages) you can speak. If you would gain the same proficiency (skill or tool) or language from a different source, you can choose a different proficiency of the same kind (skill or tool) or different language instead. You receive the same equipment regardless of choice.

Skills

Color Skills Tools Languages
Black Survival, Stealth Smith's Tools Draconic
Blue Persuasion, Intimidation Disguise Kit Draconic
Brass History, Persuasion . Draconic and 2 other languages.
Bronze Intimidation, Insight Mason's Tools Draconic
Celestial Insight, Perception Herbalism Kit Draconic
Copper Performance, Persuasion One musical instrument Draconic
Gold Arcana, Insight Jeweler's Tools Draconic
Green Deception, Nature Poisoner's Kit Draconic
Red Intimidation, Athletics Navigator's Tools Draconic
Sapphire Insight, Perception Jeweler's Tools Draconic
Silver Arcana, Persuasion Cook's Utensils Draconic
Steel Insight, Persuasion Smith's Tools Draconic
White Survival, Perception Herbalism Kit Draconic

Equipment

A tool that you are proficient in (if any), a set of fine clothes (as those raised by half dragons tend to be vain in the same way dragons are), and a pouch with 20 gold.

Suggested Characteristics

The coloration of your half dragon community shapes a large part of your life; as those living there often have characteristics that reflect the temperament of the dragon ancestors tied to that coloration. The characteristics in the tables below however are fitting for all half dragon broods.

Personality Traits

d8 Trait
1 face dangerous situations with a cheerful smile as if it's a challenge.
2 Nothing can shake my greed for treasure.
3 I expect everyone to fear or respect me.
4 I go out of my way to help an innocent in need.
5 My age allows me to see humor in almost every situation. (Half Dragon)
6 I can't stop talking and expect everyone to listen to me.
7 I can't shake a desire to fight anyone encroaching on what I believe to be mine.
8 My pride won't let me back down from a challenge.

Ideals

d6 Ideal
1 Greed. Coins and shiny baubles are all I care about. (Evil)
2 Tradition. I am a vault of stories, and they must be preserved for future generations to learn from. (Lawful)
3 Power. I will become as powerful as I can possibly be, and use that power as I see fit. (Any)
4 Freedom. To fly is to be free, and I'll do anything to be able to take flight. With wings or otherwise. (Chaotic)
5 Aspiration. Someday I'll be able to ascend to dragon-hood, and become a full dragon. (Neutral, Half Dragon)
6 Duty. It is my duty to continue to protect those I care for, as well as any innocents who need my help. (Good)

Bonds

d6 Bond
1 l owe a great debt to my family and village, who have always supported me.
2 Territory was stolen from me or my people, and I'll do anything to get it back.
3 Those who gain my trust have a friend for life.
4 Those who dare insult me or belittle dragon kind will rue the day they incurred my wrath!
5 A valuable possession was stolen from me and it will be mine again.
6 I will protect my people, and those I care about.

The culture of each half dragon subrace varies, due to the influences of their dragon bloodlines.
Black: Half black dragons tend to be survivors in an ever changing world, willing to use any trick they can to thrive. They have also found an appreciation for metal working, creating tools of war unmatched by most other races.
Blue: Half blue dragons tend to serve their full blooded kin, working as Stormscale agents or sorcerers to aid them. Even so, they interact a lot with mortal societies, using their draconic charms to negotiate prices when trading, and their skill at disguises to complete their missions.
Brass: Half brass dragons love interacting with other races and cultures, and their communities often bring forth great intermediates, as well as gifted paladins.
Bronze: Half bronze dragons tend to build mighty cities out of stone, usually near bodies of water, and often have strict yet fair laws. Sharks are a delicacy among them. Their communities often raise relentless yet just crusaders, and they are the most militaristic of the half dragons.
Celestial: Celestial dragons are worshipped in eastern cultures, yet most half celestial dragon communities seem to exist outside such nations. These communities often raise many gifted monks, rangers, and sorcerers.
Copper: Half copper dragons tend to be more carefree, and they have a reputation for making riddles and playing pranks. Their communities are often lively yet chaotic.
Gold: Half gold dragons have an affinity towards magic and the divine, and many renowned clerics and monks were raised in their communities. The worship of Asgorath and Bahamut, as well as the Arcana and Dragon domains, are popular among clerics that come from such communities.
Green: Half green dragon communities are well hidden, and they often produce skilled manipulators or reclusive and wise druids, depending on the half green dragon.
Red: Half red dragons are infamous for their mighty and deadly raiders, who sail on their longboats across the sea and river beds to raid and pillage. Many however are peaceful, but still enjoy testing their mettle against others.
Sapphire: Half sapphire dragon communities are reclusive, and often underground. Those that make contact with other races prefer to trade with gnomes and dwarves.
These communities often produce gifted psychics, and wage war against mindflayers wherever they find them.
Silver: Half silver dragons are often found in human villages and cities, either living among them (in disguise or as half dragons), or in their own conclaves. They love humanity's drive and how it forces them to action.
Steel: Many half steel dragons are unaware of their true heritage, as their appearance is that of a (half) human from birth if they live among humans. Those that are aware are part of a secret organization known as the Confluence.
White: Half white dragons are survivors whose tribes try to steer away from other cultures, unless those cultures encroach on their (often expanding) territories. Their societies are less developed compared to those of the other races, as they tend towards tribalism.

Librarian

Source: Hexbound

Feature: Speed Reader

Your reading speed is increased. Reading any text takes you half as long as it would take a normal person.

You are a librarian. You have been tasked with keeping an unfathomable amount of books containing an unfathomable amount of knowledge in their right place, and you do it very well. There’s no nook, cranny, gap, or hollow in your library that you do not know as if it was your own home, because the library is your home. You’ve spent days bathing in the quiet of your sanctum, hearing only whispers from those that visit these hallowed halls of learning. Now that you have become an adventurer, you’re not in the library anymore, but that does not make you any less of a librarian.
Wherever the road leads you, you will maintain order, alphabetical order

Skills

Investigation, History

Language

Two languages of your choice

Equipment

5 pots of ink, a quill, 5 scrolls of parchment, a ledger with the entire catalogue of the library you worked at, and a pouch containing 10 gold pieces

Preferred Reading

Few can claim to be more well-read than you, but everybody has a subject they gravitate to most. Choose one, or roll on the table below.

d8 Preferred Reading
1 Botany and Herbalism 5 History
2 War and Strategy 6 Erotica
3 Romance 7 Philosophy and Essays
4 Horror 8 Fairy Tales and Folklore

Magic-Touched

Source: Hexbound

Feature: Intuitive Connection

You are always aware of any powerful natural source of magic in your immediate vicinity, such as a ley line. You are also aware if a ritual spell has been cast wit hin the last seven days in the space you are currently occupying.

You are one of the magic-touched. Magic flows through the earth in ley lines, and magic flows through your veins in much the same way. Either by birth right, coincidence, or unknown cause, you have an intrinsic connection to pure, raw magic, and this bond has changed you and molded your very core. You might have a hard time empathizing with those that do not share this link, and you may see it as a curse more than a blessing in more ways than one, but when you’ve needed to sense magic most, your gift has saved you.

Skills

Arcana, Insight

Language

Primordial

Equipment

One instrument that helps you ascertain the presence of magic, such as a lamp that only lights when near a source of magic, a set of traveling clothes, and a pouch containing 10 gold pieces

Medium

Source: Hexbound

Feature: Whispers from the Grave

You are able to understand undead and they can understand you, regardless of the languages you share. This does not make it so undead are friendly to you, only that you can understand them better.

You are a medium. You have an intrinsic connection with the spirits that roam beyond the plane of the living. You can feel their presence, and even sometimes hear their words. It’s not like talking to a person that’s alive, for you can only hear bits and pieces of a sentence, but it’s sometimes enough for you to understand what their intent is. It falls on you whether to listen to the whispers of the dead or ignore them, as you’ve been told to do ever since your gift revealed itself to you.

Skills

Insight, Perception

Equipment

A set of tools you use to connect with spirits, such as a set of carved bones or a crystal ball, 10 pieces of parchment for you to scribble the messages from the spirits as they come to you, and a pouch containing 10 gold pieces

The Gift

Mediums have a special gift to communicate with the dead, and this gift comes from somewhere. Choose how you acquired the gift, or roll in the table below.

d6 The Gift
1 The gift has been passed down through generations in my family. I’m its latest recipient.
2 I had a brush with death that connected me with the plane where spirits lie, and now I’m able to hear them.
3 After the death of the most important person to me, the will of their spirit to communicate with me was so strong that I acquired the gift, and I’m now able to hear all spirits.
4 My soul has an intrinsic quality that is enticing to spirits. They are drawn to me and I can hear them. I do not know what makes me especially interesting to them.
5 I have trained all my life to develop my gift, despite having no natural inclination for it. I am now able to hear their whispers after countless nights trying to do so.
6 I wasn’t able to hear spirits, and I just pretended I could for a carnival act. One day however, I could suddenly hear them. I have no idea what changed to make me an actual medium.

Nanny

Source: Hexbound

Feature: A Spoonful of Sugar

You are uncannily good at dealing with children and young people. They are more likely to trust you and follow your suggestions or commands. You can also find employment and lodging in a well-to-do household with young children as a nanny, provided you agree to stay at least seven days.

You are a nanny. You’ve been tasked with taking care of children who are not your own. You love these children, and yet must remain somewhat detached, for you are not their parent and won’t see them grow into adults. It takes a special kind of person to do the work you do. Some commend you for it, while others incessantly comment that they’d never be able to do what you do. Either way, you pay their comments no mind as you love what you do. There is something beautiful about being part of people’s lives in such a formative stage in their development, and you intend to have the time the children spend with you be as good as it can possibly be. Now that you’re in the business of adventuring, you find that years of experience dealing with rowdy and rambunctious children, who don’t often do as they are told, comes in handy very often, maybe too often. Just like you loved the children you took care of before, you love your party members too, and are ready to see them become the best they can possibly be.

Skills

Persuasion, Intimidation

Language

One additional language of your choice

Equipment

A set of fine servant clothes fit to be worn at a noble household, 10 rations, a big purse, 3 games appropriate for children with no small parts that could be swallowed, a vial of medicine to treat childhood illnesses like a cold, and a coin purse containing 10 gold pieces

Outcast

Source: Hexbound

Feature: Birds of a Feather

Outcasts recognise and trust each other, at least as much as they allow themselves to trust. People on the fringes (or completely outside) of society, such as vagrants, hermits, or outlaws, are more likely to talk to you and share information with you.

You are an outcast. After a perceived or real slight against the rules of society, you’ve been ostracized and forced to live in the fringes of your community. The reason for this might be the choices you made, or because of something completely outside of your control, however the result is the same. Although life as an outcast is not easy, you are not alone, for outcasts find community in those that have also been rejected. To be proud or ashamed of where you stand in the eyes of others is up to you.

Skills

Deception, Stealth

Equipment

A set of traveling clothes, a compass, a token of the place where you once lived before being cast out, 3 vials of oil, an oil lamp, and a pouch containing 5 gold pieces

Ostracized

All outcasts are outcasts for a reason. Whether that reason is their fault or not depends on the outcast in question. Choose one reason, or roll in the following table.

d6 Ostracized
1 I committed what is considered a great mistake in my culture, and was ostracized for it by my community.
2 An enemy accused me of having committed a crime I never commited. I’ve been wrongfully ostracized from my community because of it.
3 I fundamentally disagree with a core aspect of my culture, and I’ve decided to leave society of my own free will.
4 I was blackmailed into leaving my residence and becoming an outcast if I didn’t want my terrible secret to see the light of day.
5 An intrinsic characteristic of my nature, that I had no choice over, is seen as “wrong” in my culture, and I’ve been ostracized for it since I was a child.
6 In search of enlightenment and to find my true purpose, I cut off contact with all other people and retreated into the wild willingly.

Seer

Source: Hexbound

Feature: Second Sight

Once a day, you can perform a small ritual to see into the future. You use the tools you are comfortable with, like cards, a crystal ball, or scattered bones, for they do not matter; the gift is within you. Your GM can either choose whether to give you a vision, or flip a coin. The contents of the vision can be as clear or as obscure as your GM decides, and they can be anything that hasn’t happened yet. Visions don’t have to relate to you, and they don’t have to be about something important. A vision could be something as inconsequential as “you see the baker burning his bread, having to open the bakery later than usual”, but they could also be as major as “you see falling stars crashing into the countryside, ending the lives of every living thing”. It’s for your GM to decide.

You are a seer. You have a gift to see the past, the present, and into the future. The visions that come to you do not come to you clearly, they are more like trying to read a book at the bottom of a murky pond, but you do see the book, and some- times you can make out a sentence or two. Many would kill for the gift of clairvoyance, but you understand the burden that comes with knowing what’s to come. How do you idly chat with some- one you know will meet their end tomorrow? Is there a point to try and stop them from meeting their end? Or is there nothing you can possibly do to prevent what is meant to happen? These are the questions you’ve been made to ponder because of your gift, and it falls on you to make these choices.

Skills

Insight, Perception

Equipment

A set of tools you use for divination, such as tarot cards or an armillary sphere, a book to write down your visions, a quill and bottle of ink, and a pouch containing 10 gold pieces

A Tool for the Job

Seers can see the future in their visions, and you use a method to see these visions more clearly. Choose a way of seeing the future, or roll on the table below.

d8 A Tool for the Job
1 Aeromancy: Looking at the movement of atmospheric conditions, such as clouds, to divine the future
2 Runic Divination: Casting tokens with runes on them to interpret the future
3 Cartomancy: See into the future by using cards, like tarot cards
4 Astragalomancy: Casting dice to interpret the future
5 Astrology: Divine the future by looking at the movement and placement of celestial bodies such as planets, stars, and comets
6 Botanomancy: Burn plants and flowers to divine the future
7 Arithmancy: Divine the future by using numbers and algebraic equations
8 Capnomancy: Interpret the movement and shape of smoke to divine the future

Tinker

Source: Compendium of Craft and Creation

Feature: Know-How

You’ve been around the block, and fixed more than one problem you had no business fixing with some application of ingenuity. When you need to construct or fix an item, you can often tinker up a replacement part from an alternate source. Any item that you could craft with Tinker’s Tools for less then 50gp pieces, you can craft for free with miscellaneous knick-knacks. At the GM’s discretion, this feature may help with larger crafting pieces as appropriate

Falling somewhere between a merchant, a sage, and—if you ask some villagers—a vagabond, a Tinker wanders from town to town bringing a cart (or sometimes just a donkey) of knickknacks and knowhow. While not always welcomed with open arms, they can be a lifeline to the smallest and most widely flung towns, as no route is too odd and winding for them to wander. Tinkers may be wanderers by nature, but what opens doors is their useful knack for being able to fix problems with a dash of knowhow and ingenuity.

Skills

Insight, Nature

Tools

Tinker’s tools

Languages

One of your choice

Equipment

A set of tinker’s tools, a set of traveler’s clothes, a set of saddle bags, and a pack horse

Ideals

d6 Ideals
1 Study. I will someday understand the intricate motions of the world itself. (Neutral)
2 Overhaul. Everything in the world is made up of parts, I can use old parts to make new things. (Chaotic)
3 Maintenance. Everything needs a tune up now and then to keep it functioning as intended. (Lawful)
4 Upgrade. Just because something isn’t broken doesn’t mean it can’t be improved. (Good)
5 Greed. If I wait until a problem worsens, people will pay me more to fix it. (Evil)
6 Synergy. I do my job so others can keep doing theirs, like the gears of a clock. (Any)

Bonds

d6 Bond
1 One of my creations backfired in front of a noble leaving me humiliated and disgraced.
2 A mentor trained me in tinkering to keep me out of trouble.
3 I once accidentally removed the screws... to a lock... to the town jail. The guards still view me as an accomplice.
4 The people of a distant town view me as family, and give me the warmest of welcomes.
5 I made an intricate mechanical creation... that wandered off in the night.
6 A wizard started offering magical solutions to mechanical problems, driving me out of business.

Flaws

d6 Flaw
1 I can’t resist taking things apart to see how they work, I can mostly put them back together.
2 Stress testing is mandatory. Even things I don’t own. Even without permission.
3 Aesthetics are irrelevant to function.
4 I solve problems with a depth first methodology, often creating new problems.
5 I can never remember which pocket or pouch the item I am looking for is stored.
6 I’ll start attaching new “features” to anything around

Town Doctor

Source: Hexbound

Feature: Bedside Manner

Older and sick folk in a small community are more likely to trust you and see you as a figure of authority. They see you as a pillar of their community.

You are a town doctor. You are an institution where you live, and nobody knows as much of the people of your town as you do. You are well learned, probably more than most in your county, and although it may feel somewhat lonely from time to time, you cherish the fact that you are able to help these people in their most dire time of need. Your treatments and diagnoses have saved many a life back in your town, and now they are saving the lives of your adventuring companions. Nobody gets quite as hurt as adventurers do.

Skills

Perception, Medicine

Tool proficiencies

Herbalism Kit

Language

Two additional languages of your choice

Equipment

A set of fine clothes, a set of dark robes and leather gloves with which to practice medicine, a bag with tools used when treating patients, a certificate that proves that you are a certified doctor, and a coin purse containing 10 gold pieces

Urban Legend

Source: Hexbound

Feature: I Heard a Rumor

People in the vicinity of the place you live know of you, and travelers might have heard about you as well. These people know the legends that encircle you, and believe them to be true. As such, they are more likely to be scared of you, intimidated by you, and will try not to incur your wrath.

You are an urban legend. Maybe you are the woman that lives in the hut in the middle of the woods, the man that has taken residence in the derelict manor atop a hill at the edge of town, or the hooded figure that can sometimes be seen at the town’s cemetery on moonless nights. People in your town or city know all too well of you and the rumors that surround you, and though many boast of not believing a word, deep down you know they are all scared of you.

Skill

Intimidation, Deception

Equipment

A tattered hooded cloak, an object directly related to the legends that surround you, and a pouch containing 10 gold pieces

Urban Lore

Urban legends are stories, and stories have lore. You are known as an urban legend for a specific reason, whether it’s true or not. Choose your lore, or roll in the following table.

d6 Urban Lore
1 I’m a witch that lures children with song and then absorbs their vital energy to remain
young and beautiful forever.
2 I turn into a dreadful beast hungering for human flesh when the clock strikes midnight.
3 I killed a series of partners to inherit my fortune and estate. Their countless bodies are interred
in the beautiful gardens that surround my ostentatious manor, giving the roses in my garden their
distinct red hue.
4 I made a deal with a powerful devil to never age. I must provide this devil one soul a month or I
will turn to dust.
5 I may appear alive, but in reality I’m a ghost that haunts the derelict house I live in. Those that sit
down at my table are trapped in my manor for eternity.
6 I was jilted at the altar and died of a broken heart. I now roam the earth searching for a new
love, although they must be as dead as me if the match is to work.

Witch

Source: Hexbound

Feature: Witch Eye

You instinctively know if the person you are speaking to is a spellcaster of any sort, or has a witch subclass. Additionally, you are more likely to gain preferential treatment at covens that are not your own, and among other witches.

You are a witch. You made a covenant with another witch to harness the power of witchcraft. This mentor taught you the oral traditions that witches have been following and perfecting for millennia, and now they are yours to use. You are able to manipulate the energy of spirits to your advantage, whether you use it for spellcasting or martial prowess. The bond you share with your mentor is deeper and stronger than any other, as it’s the source of your craft. The path of the witch is arduous, but you have the knowledge of those that came before you and the guidance of both your mentor and the spirits you summon to your aid. You do not walk alone.

Skills

Arcana, Perception

Language

One exotic language of your choice: Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primodial, Sylvan, or Undercommon

Equipment

5 sticks of incense, a witch’s pouch where you keep all the instruments and ingredients you need to practice your craft, a token that identifies you as a member of your coven if you have one, and a pouch containing 10 gold pieces

Witch Mentor

You made a covenant with another witch to access the power of witchcraft. That witch is now your mentor. Choose who your mentor is, or roll on the following table.

d6 | Witch Mentor
|
1 | My mentor is one of my parents. Our family has been practicing witchcraft for generations and
I’m ready to pick up the mantle of the witch.
2 | I found my mentor when I ran away from home at a young age. They took me in when no one
else would. They live in the wilderness as a hermit, and although they can be cold and emotionally
distant, I love them and I know they love me too, in their own way.
3 | My family owed a gargantuan debt to a powerful and rich witch. The witch said that if I became
their pupil the debt would be settled, and my parents agreed. I have lived in their manor ever since
as both a servant and a witch pupil.
4 | My mentor is the high witch of a powerful coven in a bustling city. I was taught witchcraft from
an early age along with many other pupils. Their name is known among witch circles the world
over, and I’m hoping that some day my name will overshadow theirs.
5 | My mentor died at the hands of those that see witchcraft as evil. I am hunting down those that
killed them to avenge them.
6 | My mentor is one of my parents. Our family has been practicing witchcraft for generations, and I
was forced to become a witch against my will to continue the family line.