Wyrmbound (Familiar-less Unarmed Melee-focused Class Archetype for the Witch)

Wyrmbound (Class Archetype)

Whether by design or pure coincidence, a powerful wyrm has chosen you as its liege. While other witches gain magic from familiars, your power is far more direct and intimate.
    Additional Feats: 4th Bespell Strikes (Player Core 202); 8th Intimidating Spell (Battlecry! 69); 12th Magic Sense (Player Core 204)

Wyrmbound

1th

    Your body takes on the traits of your draconic patron, granting you a more resilient body and deadly weapons, along side magical abilities. In return, you are forced to pay with your most precious "treasure," which will be added to their collection.
    The dragon, considering you its "valuable asset," is reluctant to part with you, so your bond with it is more intimate, allowing it to communicate directly with you, appealing to your spiritual bonds. Your life is inextricably linked with the dragon, and if they perish, so will you. Because of your closeness, you involuntarily begin to adopt the character traits of your patron, not simply imitating them, but becoming them. You must select Wyrmbound Witch Dedication as your 2nd-level class feat.
    Prerequisites: You must be a witch.
    Wyrmbound Adjustments: You don't gain Familiar class feature. You don't learn the patron's puppet hex or phase familiar hex.
      You gain Toughness (Player Core 263) and Scaly Hide (Player Core 2 46) as a bonus feats, but you cannot gain any armor proficiency. You gain Defensive Robes class feature at 11th level instead of 13th. You also gain the "Dragon" trait.
      You gain Witch's Armaments (Player Core 186) class feat with additional adjustments depending on your choice and refer to them as Dragon's Armament, changing their appearance*:

  • Eldritch Nails become Wyrm's Claws gaining finesse trait.
  • Iron Teeth become Wyrm's Fangs gaining forceful trait.
  • Living Hair become Wyrm's Tail gaining parry trait.
        * Instead of changing your nails, teeth and hair, your body physically and permanently transforms to have scaly hands, bigger mouth or growing tail.
    If later you gain Wild Witch's Armaments (Howl of the Wild 63), you gain additional effects for your new weapon respectively.

    Spellcasting Adjustment: Instead of preparing spells with a familiar, you are doing it through your Dragon Bond — the source and repository of the spells your patron has bestowed upon you. You start off knowing 4 cantrips, 2 1st-rank spells, one additional cantrip and spell from your initial lesson. Reduce your number of spell slots of each spell level by 1.
Reduce the number of cantrips you gain from your class by 1. You can add new spells to your Dragon Bond by Learning them.
    Patron Adjustment: Instead of choosing, your patron theme is Wyrm of Might.

Wyrm of Might

rare

Your patron is a dragon who shares a drop of their power with you.

Your Spell List and Patron Skill are tied to which Draconic Patron.
Lesson of Superiority Your patron taught you, that being a dragon gives you brand new opportunities to gain what should be yours. You gain the Draconic Inheritance hex cantrip, you learn Command spell and one cantip that deals damage type of your Draconic Patron.

Table 1: Draconic Patron
Draconic Patron Spell List Patron Skill Damage Type*
Arcane Arcane Arcana Force
Divine Divine Religion Spirit
Occult Occult Occultism Mental
Primal Primal Nature Physical
* You and your GM should choose Damage Type appropriate for your Dragon, usually the same, as its Breath Weapon, such as void for Resurrection Dragon and fire for Cinder Dragon, etc.

Wyrmbound Witch Dedication

Feat 2


rarearchetypeclassdedication

Prerequisites Wyrmbound Witch


Your Dragon Bond grows stronger, seeping into your blood and soul. You learn Wyrm's Strike hex.
    When you have Draconic Inheritance hex cantrip active and you deal damage with your Dragon's Armaments, hex is sustained for this round.
    You gain Adopted Ancestry as a bonus feat with Dragonblood heritage.
 

Wyrmbound Witch Feats

Mighty Armaments

Feat 4


archetype

Prerequisites Wyrmbound Witch Dedication


Your patron grants more powerful Dragon's Armament. You gain additional effects for any of the unarmed Strikes you chose from Witch's Armaments, or gain a new one with the same choice as at 1st level.

  • Dragon's Claws gains twin trait.
  • Dragon's Fangs gains deadly d10 trait.
  • Dragon's Tail gains reach trait and you can perform simple limited Interact actions with your tail, which doesn't require manual dexterity or any check to do, such as opening an unlocked door, or picking up and holding objects for up to 1 Bulk.
     
    Special You can take this feat more than once, gaining an additional benefit each time.

Draconic Fervor

Feat 6


archetypeflourish

Prerequisites Wyrmbound Witch Dedication


You gain one of these activities with your Armaments.

  • Flurry of Claws a Make two Dragon's Claws Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
  • Devastating Bite a Make Dragon's Fangs Strike, increasing its damage die by one step and deal extra die of damage on hit.
  • Lunging Tail a Make Dragon's Tail Strike, increasing your reach by 5 feet for that Strike. You can use Disarm or Trip action instead of a Strike.

You can’t use these activities again for 1d4 rounds.
    
Special When you critically hit an opponent with this activity, regain 1 Focus Point. You can use it only to cast Wyrm's Strike.

Absorb Magic

Feat 10


archetype

Prerequisites Wyrmbound Witch Dedication


During your daily preparation you can absorb your staff, transfering all of its magic into your scales. You gain staff’s activations and other benefits, as if you were holding it in 1 hand and increase your Focus Point pool by 1 point. Any weapon potency and property runes are transfered onto your Dragon's Armaments. This doesn't go above the regular limit on amount of property runes, so you must choose, which ones are suppresed.
    You can have only one absorbed staff at a time. You can extract this staff into its regular state at your next daily preparation.

Wyrmbound Focus Spells

Draconic Inheritance a

cantrip 1


rarecantripconcentratehexwitch

Target self Duration sustained up to 1 minute


You let the dragon's power wash over you, enhancing your draconic traits. When casting and each time you sustain this hex, you choose one aspect, effect of which lasts until the start of your next turn:

  • Dragon's Cunning: gain +2 status bonus to your next Charisma-based check and to Recall Knowledge checks of your Patron Skill during this turn and to your saves against emotion effects. You also gain darkvision.
  • Dragon's Might: gain +1 status bonus to your attack rolls and +2 to your damage rolls made with your Dragon's Armaments.
  • Dragon's Defence: gain +1 status bonus to your AC and saves against the same magical tradition as of your patron.

Heightened (3th) Dragon's Defence gives resistance 5 to Damage Type of your Draconic Patron and Dragon's Might increases its damage bonus to +4.

Heightened (5th) You choose two aspects at the same time.

Heightened (6th) Dragon's Might increases its attack roll bonus to +2 and damage bonus to +8.

Heightened (7th) Dragon's Defence increases its AC and saves bonus to +2 and its resistance to 10.

Heightened (8th) Dragon's Cunning increases its bonus checks to +4.

Heightened (9th) You choose three aspects at the same time. It is no longer sustained and the duration is permanent.

Wyrm's Strike aa

focus 1


rarefocusconcentratemanipulatehexwitch

Range touch Defence AC


You invoke your patron's magical essence and channel it to your Dragon's Armament. You cast a cantrip that you gained with Lesson of Superiority. You imbue its effects into an attack instead of executing the spell normally. Make a melee Strike with your Dragon's Armament, granting it trait of your spell tradition and making it magical. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Wyrm's Strike. If the spell required a spell attack roll, use your Strike’s results to determine the effects of both the Strike and the spell. If it required a save, the target of the Strike rolls its saving throw normally, though if your Strike was a critical failure, the target is unaffected.
    If the spell has an area of a burst (emits from the target), cone or line (emits from you),it affects all creatures in the area, except for you.


Heightened (2th) If your Stike was a critical success, you deal splash damage equal to half your level as same damage type as your cantrip. You are immune to this splash damage.

Heightened (3th) Target takes a –1 circumstance penalty to its save against this cantrip, or a –2 penalty if the triggering Strike was a critical hit.

Heightened (4th) If the spell required a spell attack roll, missed Strike deals half of the cantrip's damage to the target.

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