Witches of Colabria

You met something, didn’t you? I need not tell you the dangers of that, they’re echoed often enough in stories and song. Whatever deal you made, I just hope that it’s worth it, and that you don’t lose yourself in the vast Dream that consumed whichever being you met in the first place.

Starting Stat: Wit +4

Starting Feature: Gaze of the Acolyte: You have an uncanny ability to sense direct influence on your mind beyond that of your connected entity. As such whenever any enchantments are cast on you, your GM must flip a coin. On heads, you are aware of the spell being used and can shrug off its effects.

Subclass Overview

There are four entities that you can be linked to for your power as a Witch, each with different and unique forms of manifestation and with different drawbacks and dangers. They are as followes:

  • Dream Guardian - Your powers are drawn from the connections of a Dream Guardian who grants you strength in exchange for fealty. Be careful where you tread, for even power gained for good is often twisted for bad. - Protection Manifestations.

  • Dream Trapped - A prisoner of The Dream has their eyes on you. Drawn into their orbit and connected through desire you now have gained your own wraith-like aura and powers to do whatever you want… For a price. - Blood Manifestations.

  • Dream Wanderer - The divines often forget the power of the souls that get left behind. Some linger for a millenia and gain power that rivals the stars themselves, and one such wanderer has latched itself to you. You have knowledge well beyond your years, but are you sure that you’re still you? - Spirit Manifestations.

  • Dream Eater - There are some entities in the night who are best avoided, not monsters you can see and fight but predators of the mind. Instead of running from its eternal hunger you did the unthinkable… You offered it a deal. - Psychic Manifestations.

Each Subclass’ leveling table and information is listed below in order.

Being a Witch in Colabria

In the Colabrian System, your class is also your character’s origin. That is to say it shapes what your character was before they met the party or began their great adventure. We encourage you to colaborate with you GM to figure out what exactly being a Witch did to your characters backstory and how it shaped them into who they are in Session Zero of your game. It is important to note that a Witch is normally their entitie's only connection to Life’s Dream, as the entities do not possess forms to exist fully within the mortal plane alone. It is thus perhaps most important to figure out what your entity is gaining or hoping to gain from it’s relationship with you, and what lengths it is willing to go to, to make sure that it gets what it wants.

If you’re stuck for ideas or just want a nudge, here are a few ideas (one for each connecting entity type) to help get those creative juices flowing!

1 - Your entity thinks that waking dreams are more delicious than those in the Greater Dream, dreams of power and knowledge, the sparkle in someones eye. They want you to help them try them all. (Eater).

2 - Your entity is secretly hoping to learn enough about you to be able to take over your physical form and roam free in Life’s Dream without you. (Trapped).

3 - Your entity finds great joy in new knowledge, and thinks it knows all that it can about the Greater Dream, so it wants to learn more about Life’s Dream through your eyes. (Wanderer).

4 - Your entity is determined that there are beings slipping through the fabrics of the Dreams into Life’s Dream that shouldn’t be there, and so wants you to help them find them and send them back. (Guardian).

Guardian Witches

Your powers are drawn from the connections of a Dream Guardian who grants you strength in exchange for fealty. Be careful where you tread, for even power gained for good is often twisted for bad.

Starting Stat: Endurance +2

Starting Trait: Indifferent Demeanor: Most are scared of the shadow under their bed, but you know it’s face and trust it to have your back. As such, you are immune to aura fear effects of any monsterous or spirit type enemies. You also gain advantage on Temperament checks made against any skills they use against you.

Guardian Witches, due to their connected entity’s nature, are often the least feared and most common of all Witches. They tend to lean more towards protective tendancies over destructive ones and have less negative connotations in societies eyes. That is not to say that they are fully accepted though. Many still fear the unknown nature of Guardian Manifestations and those who wield them, especially as all powers come at a cost.

  • Subclass Selection
    When you select this subclass, you gain access to the Dream Guardian Spell List. Be warned, this kind of Manifestation is more powerful than Dreamweaving but most spells have negative effects as well as positive ones.

    Spectral Shield
    Your spectral partner gives you the ability to use Shields to greater effect, giving an additional +1 to Armour and Ward when wielding one.

  • Life Link
    Twice per day you can use a minor action to link your Guardian to an ally within 10 metres of you. For five minutes, any damage they take is redirected to you. For the duration of this ability, you gain Armour and Ward equal to your Dream Guardian Level.

  • Dream Defender
    As you sleep, you are protected by your guardian who keeps nightmares at bay. This means that you cannot suffer from natural nightmares. Curses or magic nightmares will, however, still effect you as they are outside your Guardian’s control.

  • Phantom Armour
    Your Guardian takes on a naturally protective aura around you, granting a passive +5 to Armour and Ward at all times, regardless of if Armour is being used. This does not get effected by the Optional Durability Rule.

  • Soul Shunt
    Twice per day using your major action you can get your guardian soul to displace a target’s soul by 10 metres. Whilst the soul is not in the owners physical form, the physical form is incapacitated. The target must make a Willpower Check, mark 50+Level to resist the shunt, otherwise it is successful. The displaced soul may move up to 5 metres per turn on the owners turn back towards its body. It cannot move through a hostile entity’s space. Once the soul reaches the body, the effect ends.
    Range: 20 metres.

Mark of the Damned

Every Witch has something about them that isn’t quite normal that identifies their type to someone with the right knowledge. You can make one up yourself if you like or here is a suggestion for this kind of Witch:

Phantom Barrier: Your protective patron has a visible effect on the very air around you, making it slightly hazy in the right light as they wrap themselves around you. The air feels thicker, making it harder to physically touch you.

Trapped Witches

A prisoner of The Dream has their eyes on you. Drawn into their orbit and connected through desire you now have gained your own wraith-like aura and powers to do whatever you want… For a price.

Starting Stat: Presense +2

Starting Trait: Trap Sense: The entity that has linked itself to your soul was trapped once, and vows to not suffer the same fate through you. It’s waryness manifests as advantage on any Awareness checks made to identify traps, and checks made to identify plausible ambush locations based on the setting.

Trapped Witches are the rarest and most unpredictable kind of Witch there is. This unpredictablity is often the reason for the wariness of others when dealing with them, and is why they have such a bad name. This is due to their connected entity’s often being erratic, paranoid and dangerous, using manifestations to effect the soul and mind of any who may pose a threat to them or their connected host. No one knows their intentions, but everyone thinks they can’t be good.

  • Subclass Selection
    When you select this subclass, you gain access to the Dream Trapped Spell List. Be warned, this kind of Manifestation is more powerful than Dreamweaving but most spells have negative effects as well as positive ones.

    NEW ABILITY / TRAIT.
    DESCRIPTION.

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Mark of the Damned

Every Witch has something about them that isn’t quite normal that identifies their type to someone with the right knowledge. You can make one up yourself if you like or here is a suggestion for this kind of Witch:

Void Stare: The blackness of your entity’s prison has seeped into your soul, marking your eyes as dark as it was. As such, your iris is as black as your pupil, leaving a colourless void in their place.

Wanderer Witches

The divines often forget the power of the souls that get left behind. Some linger for a millenia and gain power that rivals the stars themselves, and one such wanderer has latched itself to you. You have knowledge well beyond your years, but are you sure that you’re still you?

Starting Stat: Temperament +2

Starting Trait: Historic Memory: The memories of a thousand years flood your mind, allowing you to recall many histories through the mind of your wanderer. But memories are fickle things, and it can be easy to be lost in the past. Whenever you make a Mind roll related to recalling information or knowing historical events or people, you may use this trait to gain advantage on your roll. However, there is a 25% chance you get lost in your mind for 1d12 minutes after the roll result, incapacitating you completely for that time.

Wanderer Witches are some of the most known and studied Witches in the world. Like most other witches, they aren’t that common, though the entities also generally stick to themselves or hide well within their host. They are generally considered to be the most passive kind of Witch and have a reputation for being good to seek out for forgotten knowledge and secrets. This often puts a target on their backs though, hense their tendancy to hide their connection to their host from others.

  • Subclass Selection
    When you select this subclass, you gain access to the Dream Wanderer Spell List. Be warned, this kind of Manifestation is more powerful than Dreamweaving but most spells have negative effects as well as positive ones.

    NEW ABILITY / TRAIT.
    DESCRIPTION.

  • NEW ABILITY / TRAIT.
    DESCRIPTION.

  • NEW ABILITY / TRAIT.
    DESCRIPTION.

  • NEW ABILITY / TRAIT.
    DESCRIPTION.

  • NEW ABILITY / TRAIT.
    DESCRIPTION.

Mark of the Damned

Every Witch has something about them that isn’t quite normal that identifies their type to someone with the right knowledge. You can make one up yourself if you like or here is a suggestion for this kind of Witch:

Twin Shadow: You no longer walk alone, Witch. The powerful entity who gives you power travels with you, attached to your soul, leaving its own shadow visible alongside yours.

Eater Witches

Starting Stat: Insight +2

Starting Trait: Deadly Empathy: Dream Eaters are master manipulators, able to read people like picture books, and some of that power has rubbed off on you. As such you know exactly what you can say to influence weaker minds, so using this ability gives advantage on an insight roll used in conversation with the target. But be careful not to say too much or your words will only reap paranoia and fear. When you use this ability the GM must flip a coin (d2). On the side you don’t choose, the target of your roll becomes frightened of you for 1d4 days.

There are some entities in the night who are best avoided, not monsters you can see and fight but predators of the mind. Instead of running from its eternal hunger you did the unthinkable… You offered it a deal.

Eater Witches are the most feared of all, and it is their existance that makes most of society wary of Witches as a whole. Known to break minds, devour hope and turn dreams to nightmarish voids, those who align themselves with the Dream Eaters are brandished immediately as dangerous enemies of society in most parts of the world. Eater Witches tend to be those with a more evil pre-disposition or who are traumatised in some way that makes them seek out dangerous powers. They are not to be messed with. Their magic is focused around mind manipulation and consumption, but it is a double-sided weapon as it can deteriorate the Witches mind as much as it does their foes.

  • Subclass Selection
    When you select this subclass, you gain access to the Dream Eater Spell List. Be warned, this kind of Manifestation is more powerful than Dreamweaving but most spells have negative effects as well as positive ones.

    NEW ABILITY / TRAIT.
    DESCRIPTION.

  • NEW ABILITY / TRAIT.
    DESCRIPTION.

  • NEW ABILITY / TRAIT.
    DESCRIPTION.

  • NEW ABILITY / TRAIT.
    DESCRIPTION.

  • NEW ABILITY / TRAIT.
    DESCRIPTION.

Mark of the Damned

Every Witch has something about them that isn’t quite normal that identifies their type to someone with the right knowledge. You can make one up yourself if you like or here is a suggestion for this kind of Witch:

Static Aura: The very air around you is charged with an undeniable power. Hairs stand on end when close to you and static shocks are common when you touch things or people.

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