Backwoods Beldam
Hit Points
Hit Dice: d6 per Backwoods Beldam level
Hit Points at first Level: 6 + Constitution modifier
Hit Points at Higher Levels: d6 (or 4) + Constitution modifier per witch level after 1st.
Proficiences
Armor: None
Weapons: Any simple weapon
Tools: Fetish (see below)
Saving Throws:
Skills:
Overview & Creation
“Hold him,” 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. “Now you belong to my forest,” 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.
“A gift for the beautiful lady?” 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 “shame,” 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.
“Almost got ‘em,” 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’d 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...
Class Features
Alignment
Because 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’s 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).
Totems & Talismans
n 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.
The 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.
This ability replaces the familiar class feature.
Malevolent Look (Su)
A 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.
The 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.
This hex must be taken as a Beldam’s 1st-level hex, and only a Beldam can take this hex.
Terrifying Abode
At 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.
Additionally they can cast an additional spell per day so long as it is lower than their most advanced spell whilst within their territory.
Foul Shape (Su)
At 14th level, as a standard action, the Beldam can transform into an unnerving animal form, similar to a Druid’s 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.
At 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.
This ability replaces the major hex granted at 14th level.