{"name":"Backwoods Beldam","overview":"[i]\u201cHold him,\u201d said the cowled woman, dressed in stained leathers and uncured pelts. At her feet, the young nobleman struggled in vain against her henchmen, some of whom only looked vaguely human. His eyes went wide with fear as she approached, carrying a brand from her fire. \u201cNow you belong to my forest,\u201d she declared, driving the brand into his exposed flesh, and his screams soon became distorted with an animal howl as shape was bent to unnatural will.[\/i]\r\n\r\n[hr]\r\n\r\n[i]\u201cA gift for the beautiful lady?\u201d The old gnomish crone offered an unpolished wooden carving to a passing couple. Judging by how they quietly laughed and whispered, clutching at each other, they we married (though likely not to each other). They took the time to share a look at the offering, and their laughter became decidedly disdainful at the peddler. She watched them go off, before whispering \u201cshame,\u201d like she would command a dog. Despite being well out of earshot, the couple gradually separated from each other, looking disquieted. They felt unclean in their embrace, and in their own skins, and would long after no matter how they washed.[\/i]\r\n\r\n[hr]\r\n\r\n[i]\u201cAlmost got \u2018em,\u201d cried the master huntsman with a note of desperation. They were supposed to entertain important dignitaries for his lord, but the damnable woods seemed cleared of any respectable game to hunt. Even the trees were devoid of birdsong. Then luck would have it they saw a deer, which led them on a merry chase; had they paid closer attention they\u2019d catch parts of the trail where the hoof-prints turned to paws or feet. Alas, it was only when they had exhausted themselves that their quarry turned, baring a grin with long, needle-sharp fangs as it stood tall on hind legs...[\/i]","hitdice":"d6","hitpointsfirstlevel":"6 + Constitution modifier","hitpointsathigherlevels":"d6 (or 4) + Constitution modifier per witch level after 1st.","armorproficiencies":"None","weaponproficiences":"Any simple weapon","tools":"Fetish (see below)","savingthrows":"","skills":"","spellcasting":"","equipment":"","features":"[h3]Alignment[\/h3] \r\nBecause of the dark nature of her magic, a Beldam must be of an evil alignment. If a character with the Beldam archetype ceases to be evil, she loses the ability to use all alternate class features granted by this archetype (but still retains all other witch class features), though she\u2019s still considered to be a Beldam when taking further levels in the witch class. A bouda regains use of all archetype alternate class features if she atones for her violations (see the atonement spell).\r\n\r\n[h3]Totems & Talismans[\/h3]\r\nn place of a familiar, the Backwoods Beldam can choose to use carved fetishes or mystical symbols to channel the will of the spirits they take power from. This can be a necklace made of fangs, a badge of bark heavy enough to sink in brackish water, a pouch of dried blood from a sentient reptile, or a carved bone or antler taken from their first kill.\r\n\r\nThe Beldam can use these grisly symbols to deliver spells that would otherwise need to be delivered by touch from a distance up to 15 ft. This increased to 90 ft at 18th level.\r\n\r\nThis ability replaces the familiar class feature.\r\n\r\n[h3]Malevolent Look (Su)[\/h3]\r\nA Beldam can use their frightful stare to pass on a curse or hex that would otherwise need to be delivered by touch, from up to 30ft, so long as they have visual on their target.\r\n\r\nThe Beldam can also use this ability to spy on their target for up to an hour each day, so long as they remain within 90 ft of each other and the target is unaware. Walls, physical barriers, and cover of darkness are all ignored, but the effects halt as soon as it is discovered.\r\n\r\nThis hex must be taken as a Beldam\u2019s 1st-level hex, and only a Beldam can take this hex.\r\n\r\n[h3]Terrifying Abode[\/h3]\r\nAt the 7th level, a Beldam marks their place of power with charms and hexmarks, increasing the potency of their magic in their place of power. Within this set area, 100 ft of area marked accordingly over a 2 day ritual, their totems and talismans increase in range up to 60 ft. \r\n\r\nAdditionally they can cast an additional spell per day so long as it is lower than their most advanced spell whilst within their territory. \r\n\r\n[h3]Foul Shape (Su)[\/h3]\r\nAt 14th level, as a standard action, the Beldam can transform into an unnerving animal form, similar to a Druid\u2019s beast shape ability, but discerning eyes can spot the difference and other animals are disquieted by their presence. The shape must be decided at the beginning of each day. It must be of an animal or beast that the Beldam has seen and touched (preferably slain) previously. \r\n\r\nAt 18th level, the Beldam can change into chosen shape at will as a free action, and they do not lose ability to speak in this shape. The transformation lasts one hour. Once used it may not be used again until the Beldam has finished a long rest.\r\n\r\nThis ability replaces the major hex granted at 14th level.","subclasses":"","tabledata":"","tags":"Witch,Subclasses and Archetypes","isShared":"1","templateId":"25","blockId":"81150"}