Bruxa (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Work In Progress


  • Bruxa pronunciation: Broosha

(singular and plural = Bruxa)

Bruxa Basics[edit]

Description: The correct term for a Witch.
The Bruxa (Broosha) excels at understanding the motivations of people, animals, and the environment, by observation, wisdom, knowledge, and a bit of psychology and magic. They hold positions as healers, midwives, veterinarians, strange woman who helps other women, deals with unwanted pregnancies, someone to scare children, and the voice of competence. This is what the people who live in the County or Village overseen by the Bruxa. The Bruxa however doesn't bother with claiming any position and does what she will, which often happens to be exactly what is needed by the various county folk. The Bruxa does not put up with stupidity, ignorance, or bullshit and will always speak her mind, unless to not do so at a specific time is part of her plan.

The Bruxa gains her powers and skills from other Bruxa. She is apprenticed to an established Bruxa first, and over time will be sent to learn from others until she is recognized by the local coven. All Bruxa belong to a coven, which can must have a minimum of 3 Bruxa and a maximum of 13 Bruxa.

A Bruxa whose apprentice fails suffers from Disgrace. If the apprentice succeeds however, the elder Bruxa gains status in her local coven and the grand coven.

There is always a cost when dealing with Bruxa. This is part of their creed.

The Bruxa also learns from other supernatural and natural entities. Including Spirits, Elementals, Souls, Ghosts, Angels, Demons, Fey, the Local Baker, etc. Unlike Wizards who bind and force a being the Witch generally strikes a bargain for the knowledge; usually 1 to 1 ratio.

Bruxa can Bind and Force others if they have the spells, or “abilities” but this is only in Great Need.

Bruxa do not like to be in Debt.

The Bruxa Creed[edit]

  • Harming None, do what One will.
  • Give Respect, as Respect is given.
  • All Things come back to You Threefold.
  • Remember the Past, to guide your Future.
  • People can change only if they chose to.
  • Life and Death are the Way of Things.
  • Fairness is Transitory.
  • Everything has a Cost.

The Rules of Hospitality[edit]

The Rules of Hospitality are ancient rules stemming from the Fae, and the Bruxa expects everyone in her area to follow them as she does. The Bruxa knows that some people have forgotten these rules, and will make efforts to educate those who are ignorant...

  • For the Homeowner: Should a being or beings enter your home one must be gracious and offer A Drink, A Meal, A Rest and A Conversation to these guests until such time as they show they are no longer deserving of such hospitality by their words and deeds.
  • For the Guest: Should you enter another's home one must treat the Homeowner with the same courtesy as they receive. Only accept what is offered as one needs; give thanks for what is offered; speak with courtesy and what etiquette one is shown.
  • For Both: Do not be Rude, Disgusting, Crass, Insulting, or Inhospitable. Should one, Guest or Homeowner, break these rules, action and response is warranted.

The Bruxa Adventurer[edit]

Adventuring: The young Bruxa adventures to gain experience and knowledge of the world and everything in it. Older Bruxa adventure due to boredom, a specific quest for knowledge, to repay a debt, or they are nearing the end of their life and need to find a suitable apprentice.

Primary Stat: Charisma.

Races: Any Race, however they must be female. Male characters cannot be Bruxa, they turn to Sorcerer, Warlock, or Wizard.

Alignment: Any. Though it is a rare Bruxa who is evil.

Starting Gold: 99 Gp

Starting Age: Young Adult

Multiclass: Bruxa are barred from taking any other class that casts spells. (See Below.) They can multiclass into Fighter, Monk, Psion, Psychic Warrior, or Rogue; or another non-spell casting class available in your campaign.

Roleplay: (OOG) This class was influenced by Terry Pratchet's Wyrd Sisters and they way Witches are portrayed in his books.
Bruxa tend to find villages, hamlets, or small towns that have no local Bruxa, or she is taking over for the Bruxa of the area. They learn all they can of the area including geography, history, lineages and families, and many secrets. They spend months and years travelling her territory until they know it so well then can never become lost, even in a pitch black night. They also learn the flora and fauna both natural and supernal of the area, and spends a lot of time building trust, and respect, especially to any Fae type creatures. They are learned healers of both animals and "People", and are often around during birthing times, harvests, sick times, and often aid single women, single mothers, women who come of age that may have questions, and elderly who need help. They learn how to create medicines from every plant and animal or monster in her territory and beyond.

Debt: Bruxa hate being in debt, and they understand how most folk do not want to accept charity. The people of a Bruxa's territory quickly learn to trade for her services, even if they are destitute. Bruxa will accept favors as payment, but woe to any who refuse the the Bruxa who comes to collect.

Poise:The Bruxa abhor rudeness, ignorance, hatred, bullying behavior, and wanton violence. The Bruxa will take action, often indirectly and with careful planning, to teach the offending person the better way, or if that fails, sometimes accidents happen. They remember and still follow the old ways of hospitality and make sure to instruct those within her territory to follow the same.

Table1: The Bruxa[edit]

Hit Die: D8

Level Base
Attack Bonus
Saving Throws Bruxa Powers: Ghela Hexes per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Cast Spells, Find Familiar 1 1
2nd +1 +1 +0 +3 Cauldron, Ritual Magic 2 1
3rd +2 +1 +1 +3 Brew Witches Potion 2 1 1
4th +3 +2 +1 +4 Tiny Animal Form 2 2 1
5th +4 +2 +2 +4 Animal Empathy 3 2 1 1
6th +4 +3 +2 +5 Witches Flight 3 2 1 1
7th +5 +3 +3 +5 Speak with Animals 4 3 2 1 1
8th +5 +3 +3 +6 Know Weather 4 3 2 1 1
9th +6/+1 +4 +3 +6 Witches Mettle 4 3 2 2 1 1
10th +6/+1 +4 +4 +7 Witches Finding 4 3 3 2 2 1
11th +7/+2 +5 +4 +7 Speak with Plants 5 4 3 2 2 1 1
12th +7/+2 +5 +5 +8 Witches Cottage 5 4 3 3 2 2 1
13th +8/+3 +6 +5 +8 Witches Healing 5 4 4 3 3 2 1 1
14th +8/+3 +6 +6 +9 Witches Hearing 5 4 4 3 3 2 2 1
15th +9/+4 +7 +6 +9 Witches Seeing 5 5 4 4 3 3 2 1 1
16th +9/+4 +7 +7 +10 Eye of Newt 5 5 4 4 4 3 2 1 1
17th +10/+5 +8 +7 +10 Witches Lore 5 5 5 4 4 3 3 2 1 1
18th +10/+5 +8 +8 +11 Control Weather 5 5 5 5 4 4 3 2 2 1
19th +11/+6 +9 +6 +11 Rend Matrix 5 5 5 5 5 4 3 2 2 1
20th +12/+7 +9 +9 +12 Mend Matrix 5 5 5 5 5 4 4 3 2 2

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise, Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Heal, Hide, Intimidate, Listen, Ride, Sense Motive, Spell Craft, Spot, Survival, Knowledge (All).

Table 2: Bonus Hexes[edit]

Table: Ability Modifiers and Bonus Spells[edit]
Score Modifier Bonus Spells (by Spell Level)
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 –5 Can’t cast spells tied to this ability
2–3 –4
4–5 –3
6–7 –2
8–9 –1
10–11 0
12–13 +1 1
14–15 +2 1 1
16–17 +3 1 1 1
18–19 +4 1 1 1 1
20–21 +5 2 1 1 1 1
22–23 +6 2 2 1 1 1 1
24–25 +7 2 2 2 1 1 1 1
26–27 +8 2 2 2 2 1 1 1 1
28–29 +9 3 2 2 2 2 1 1 1 1
30–31 +10 3 3 2 2 2 2 1 1 1
32–33 +11 3 3 3 2 2 2 2 1 1
34–35 +12 3 3 3 3 2 2 2 2 1
36–37 +13 4 3 3 3 3 2 2 2 2
38–39 +14 4 4 3 3 3 3 2 2 2
40–41 +15 4 4 4 3 3 3 3 2 2
42–43 +16 4 4 4 4 3 3 3 3 2
44–45 +17 5 4 4 4 4 3 3 3 3
etc. . .

Bruxa Hex's Known[edit]

  • Level 0 Hexes May Know 10 + Charisma Mod
  • Base = Hexes Per Day + Charisma Bonus Spells per day + 3.
  • Example: Yannifer: 6th Level Bruxa.
  • Level 0: 10+3=13
  • Level 1: 2+1+3=6
  • Level 2: 1+1+3=5
  • Level 3: 1+1+3=5

Bruxa Class Features[edit]

Weapon and Armor Proficiency[edit]

Light Armor and Simple Weapons.

Ghela[edit]

Ghela are Powers and Abilities Natural and Supernal in Nature not classified as Hexes.
(oog: Ghela stems from the Proto-Indian root word Ghel, meaning to shine.) (ig: The Basra (Common) Language root for Magic Spell).

Cast Spells (Ex)[edit]

Bruxa use Charisma as their Casting Ability Score, and gain bonus spells based on there Current Charisma. Ability Modifiers

Bruxa Spells are called Hexes and are neither Arcane nor Divine. They are best described as Spiritual, Natural, and Mental (mind affecting). They are still magic, but they are wholly Bruxa.

Bruxa do not need to write down their spells in a Grimoire, but they can, often in their diaries, journals, herbalism, etc. to provide for other Bruxa and Apprentices. Once a Hex is known then the Bruxa knows it, but they still must choose what Hexes they will cast that day like Clerics, Druids, or Wizards. The Time to "Pick" said spells should fit within the Campaign World Rules for such.

A Bruxa cannot multiclass into any other spell caster class, doing so is forbidden and if a Bruxa tries this she will be warned and punished by her local coven (they just know), and if she tries again she will be censured by all Bruxa, expelled from her Coven, and placed under a Geas to make amends. Should a Bruxa try a third time, they disappear. Rumors abound about shadowy creatures tracking her, a strange portal appears below her sucking her down into whatever realm it leads to, or even hearing the Hunting Horn of Cernuous of the Fae, and is soon torn to shreds and then to nothing by the Fae Hounds. There are many Rumors.

Find Familiar (Su):[edit]

SRD:Familiars

A Bruxa can obtain a familiar (link above). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The Bruxa chooses the kind of familiar she gets. As the Bruxa advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the Bruxa, the Bruxa must attempt a DC 15 Fortitude saving throw. Failure means the Bruxa loses 2 Constitution points. Success reduces the loss to 1 Constitution Point.
A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

Cauldron (Ex):[edit]

The Bruxa can acquire their own Cauldron, a Special type of Bruxa Focus, which allows the Bruxa to use many of their special abilities. The Cauldron can be purchased, commissioned, "acquired" or made by the Bruxa themselves. Each Cauldron must be a master work, costing around 100gp initially. The Bruxa then must spend 1 week consecrating the Cauldron. This involves seasoning the metal, performing oblations to their teacher, local spirits, their coven (if any), and any other things that are personal to the Bruxa in question along with an expenditure of gp for recourses (100-10000gp) depending on quality and preference. After the week has passed the nearest established coven comes by (they just know) to inspect the work. The Bruxa makes a Spell Craft Check vs DC 13. If they pass the Cauldron is approved and now a Focus for that Bruxa and or their coven. If they fail, the cauldron breaks, and they must start over again.

Ritual Magic (Su):[edit]

To Perform Ritual Magic the Bruxa must use their Cauldron, along with all associated Components of the spell, and spend 10 minutes per spell level to cast. This allows the Bruxa to cast a spell without using a spell slot. Any interruption will cause the casting to fail. The Ritual Spell does not avoid standard range, target, or visual requirement rules.

Brew Witches Potion (Su):[edit]

Duration 24 hours. 33 GP of Material Ingredients per Spell Level. Turns 1 Memorized Spell into a potion. The Witch must have a Cauldron and the Materials before the Spell is cast. The Bruxa can make a maximum of 3 Witches Potions per day.
Once the Potion Expires it becomes a incredibly bitter inert liquid that makes a good fertilizer. Nothing with tastebuds will ever voluntarily drink this inert liquid, and it will make whoever drinks it violently vomit as the body desperately seeks to get rid of it. The taste is often described as rotten pickles, dog shit, burnt hair, and Garum.
For the DM: Inert Bruxa Potions are not designed to be used as poisons, and only cause vomiting when ingested. That being said, if someone can force another to drink it, violent vomiting should happen regardless of Constitution Score, Resistance to Poisons or Toxins, etc.

Tiny Animal Form (Sp):[edit]

The Witch can turn into a Tiny sized animal. Bird, Reptile, Mammal, Amphibian once per day for a maximum of 12 hours. Most Witches have their favorite forms, but are not limited. The Bruxa retains their personality, Intelligence, and Wisdom, but are physically limited to the Animal Form chosen. If the Tiny Animal takes enough damage to kill it, the Bruxa returns to her normal form with 0 hp.

Animal Empathy (Su):[edit]

Animal Empathy (Ex): A Bruxa can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Bruxa rolls 1d20 and adds her Bruxa level and her Charisma modifier to determine the animal empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use Animal Empathy, the Bruxa and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Bruxa can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Witches Flight (Sp):[edit]

Similar to the Fly Spell, with modifications 3 times a day.
Components: V,S,M. Special: The Bruxa must have a Material Component that they can sit on. Broom, Log, Chair, Rug, Cauldron, Pestle, etc and the Component must be able to hold the Witches weight. Casting Time: 1 Full Action. Duration: 10 Minutes per Bruxa Level. Save: None. Resistance: No.
The Bruxa enacts the Ghela on the material component mounts their "ride" and then flies. For Combat the Flight Speed is 60 Feet per Round. If being used out of combat as travel, it is recommended to have the witch fly at a Maximum of 30 Miles per hour.

Speak with Animals (Sp):[edit]

Per the Spell SRD:Speak with Animals at will 3 x Day.
The Bruxa can comprehend and communicate with animals. She is able to ask questions of and receive answers from animals, although the Ghela doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Witches Know Weather (Su):[edit]

The Witch can know the exact Natural weather forecast for the next 24 hours at a range of 1 Mile per level of the Witch.

Witches Mettle (Su):[edit]

The Bruxa gains a +4 Bonus Save to mind affecting powers.

Witches Finding (Sp):[edit]

Once per day the Bruxa can divine one of the following, if it is available, within range. Rage 500 Yard Radius from the Witches Starting Point. Cast Time: 1 Turn (10 min). Water, Edible Plants, Medicinal Plants, Lost Pet, Lost Person, Lost Livestock (One), A Specific Animal.
This does not work on Outsider types. If the item is not within the Radius/Range it will not be found by this power.

Speak with Plants (Sp):[edit]

The Bruxa can 3e SRD:Speak with Plants At Will 3 x Day.
Duration: 1 Minute per Level per Use.
The Bruxa can comprehend and communicate with plants, including normal plants and plant creatures. The Bruxa is able to ask questions of and receive answers from plants. A regular plants sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.
The Ghela doesn't make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If the plant creature is friendly, it may do some favor or service for the character (as determined by the DM).

Witches Cottage (Sp):[edit]

The Bruxa can enact this Ghela SRD:Secure Shelter once per day with the below modifications.

Secure Shelter
[[3.5e SRD:Conjuration Spells|SRD:Conjuration]]
Level: Ghela
Components: V, S, M, see text
Casting time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.
The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue.

The secure shelter contains rude furnishings —eight bunks, or one comfy bed for the Bruxa, a trestle table, eight stools, and a writing desk.

Material Component: A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood.

Witches Hearing (Sp):[edit]

The Witch, using her Cauldron, can use this power Witches Hearing (Clairaudience) once per day.

Witches Seeing (Sp):[edit]

The Witch, using her Cauldron, can use this power Witches Seeing (Clairvoyance) once per day.

Eye of Newt (Ex):[edit]

The Witch can substitute one material component for a spell she knows, magic item creation feat, or potion, (per Brew Potion Feat) as long as the replacement is of the same Quality, Cost, and Rarity.

Witches Lore

Witches Lore (Su):[edit]

Once a week the Witch can “Divine”, or “Know” one thing, secret, or unknown thing about a person (This could be something the target themselves do not know, or have forgotten). The Target can negate by a successful dc 17 will save. The Bruxa imposes a penalty equal to her Charisma Modifier to the Target’s Save. The Bruxa must be familiar with the person, & (know their true name, or have biological material of the person no older than 1 week. (Hair, Nail clippings, Blood, a Tooth, etc.))

Rend Matrix (Su):[edit]

With this power the Bruxa can tear apart flesh and matter by will once per day. The Bruxa can inflict up half her hp in entropic damage rending flesh to ash, or material to dust. Cast Time: 1 Full Action: Range: 10 Feet + 10 Feet per Level. Must have Line of Sight. Duration: Instantaneous. The Bruxa must declare how much damage the attack will inflict, and the target can make a Fortitude Saving Throw vs DC 19 + Cha Bonus to take 1/2 damage and magic resistance can negate all damage if successful.

Mend Matrix (Su):[edit]

With this power the Bruxa can restore matter or heal flesh once per day. The Bruxa can repair matter (like a stone bridge, door, sword, etc) or heal flesh by will once per day. The Bruxa can heal up to half her hp. She must be touching the target. Cast Time: 1 Full Action. Range: Touch. Duration: Instantaneous. The Target can resist just like Rend Matrix if the wish, and spell resistance can negate the healing.

Spells[edit]

Bruxa choose their spells from the following list:

0 Level: Bruxa Minor Hexes[edit]

Corrosive Spit Spits Corrosive Glob for 1d3 acid damage.
Char Causes target flesh to char for 1d3 heat damage.
Daze Humanoid creature of 4 HD or less loses next action.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Frostbite Inflicts 1d3 hp cold damage.
Ghost Sound Figment sounds.
Mending Makes minor repairs on an object.
Message Whispered conversation at distance.
Minor Mend Flesh Cures 1 point of damage.
Light Object shines like a torch.
Open/Close Opens or closes small or light things.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Read Magic Read scrolls and spellbooks.
Touch of FatigueTouch attack fatigues target.

1st Level: Bruxa Hexes[edit]

Alarm Wards an area for 2 hours/level.
Animate Rope Makes a rope move at your command.
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
Charm Person Makes one person your friend.
Color Spray Knocks unconscious, blinds, and/or stuns weak creatures.
Command One subject obeys selected command for 1 round.
Comprehend Languages You understand all spoken and written languages.
Detect Special.
Disguise Self Changes your appearance.
Enlarge Person Humanoid creature doubles in size.
Feather Fall Objects or creatures fall slowly.
Hardened Skin Barkskin grants a +3 natural armor bonus to AC.
Hold Portal Holds door shut.
Hypnotism Fascinates 2d4 HD of creatures.
Obscuring Mist Fog surrounds you.
Protection Special.
Ray of Enfeeblement Ray deals 1d6 +1 per two levels Str damage.
Reduce Person Humanoid creature halves in size.
Remove Fear Opponents can’t attack you, and you can’t attack.
Sleep Puts 4 HD of creatures into magical slumber.
Silent Image Creates minor illusion of your design.
Summon I Special
Ventriloquism Throws voice for 1 min./level.

2nd Level: Bruxa Hexes[edit]

Augury Learns whether an action will be good or bad.
Blindness/Deafness Makes subject blinded or deafened.
Blur Attacks miss subject 20% of the time.
Calm Emotions Calms creatures, negating emotion effects.
Darkness 20-ft. radius of supernatural shadow.
Daze Monster Living creature of 6 HD or less loses next action.
Detect Thoughts Allows “listening” to surface thoughts.
EnthrallCaptivates all within 100 ft. + 10 ft./level.
Fog Cloud Fog obscures vision.
Ghoul Touch Paralyzes one subject, which exudes stench that makes those nearby sickened.
Glitterdust Blinds creatures, outlines invisible creatures.
Gust of Wind Blows away or knocks down smaller creatures.
Hideous Laughter Subject loses actions for 1 round/level.
Hold Person Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern Fascinates (2d4 + level) HD of creatures.
Knock Opens locked or magically sealed door.
Magic Circle Special
Minor Image As silent image, plus some sound.
Mirror Image Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Remove ParalysisFrees one or more creatures from paralysis or slow effect.
Resist Energy Ignores 10 (or more) points of damage/attack from specified energy type.
Scare creatures of less than 6 HD.
Shatter Sonic vibration damages objects or crystalline creatures.
Silence Negates sound in 20-ft. radius.
Spider Climb Grants ability to walk on walls and ceilings.
Summon II Calls creature to fight for you.
Summon Swarm Summons swarm of bats, rats, or spiders.
Touch of Idiocy Subject takes 1d6 points of Int, Wis, and Cha damage.
Witches Scream Deals 1d8 sonic damage to subjects; may stun them.
Web Fills 20-ft.-radius spread with sticky spiderwebs.
Whispering Wind Sends a short message 1 mile/level.

3rd Level: Bruxa Hexes[edit]

Arcane Sight Magical auras become visible to you.
Curse –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion Infects subject with chosen disease.
Daylight 60-ft. radius of bright light.
Deep Slumber Puts 10 HD of creatures to sleep.
Dispel Magic Cancels magical spells and effects.
Displacement Attacks miss subject 50%.
Heroism Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person Paralyzes one humanoid for 1 round/level.
Dispel Magic Cancels magical spells and effects.
Gaseous Form Subject becomes insubstantial and can fly slowly.
Major Image As silent image, plus sound, smell and thermal effects.
Energy Protection Absorb 12 points/level of damage from one kind of energy.
Rage Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Ray of Exhaustion Ray makes subject exhausted.
Remove Blindness/Deafness Cures normal or magical conditions.
Remove Curse Frees object or person from curse.
Sepia Snake Sigil Creates text symbol that immobilizes reader.
Shrink Item Object shrinks to one-sixteenth size.
Sleet Storm Hampers vision and movement.
Stinking Cloud Nauseating vapors, 1 round/level.
Suggestion Compels subject to follow stated course of action.
Summon Calls creature to fight for you.
Tongues Speak any language.
Wind Wall Deflects arrows, smaller creatures, and gases.

4th Level: Bruxa Hexes[edit]

Bestow Curse –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Black Tentacles Tentacles grapple all within 20 ft. spread.
Charm Monster Makes monster believe it is your ally.
Confusion Subjects behave oddly for 1 round/level.
Crushing Despair Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Death Ward Grants immunity to death spells and negative energy effect.
Detect Scrying Alerts you of magical eavesdropping.
Dimensional Anchor Bars extradimensional movement.
Discern Lies Reveals deliberate falsehoods.
Dismissal Forces a creature to return to native plane.
Fear Subjects within cone flee for 1 round/level.
Freedom of Movement Subject moves normally despite impediments.
Giant Vermin Turns centipedes, scorpions, or spiders into giant vermin.
Globe of Imvulnerability Stops 1st- through 3rd-level spell effects.
Hallucionatory Terrain Makes one type of terrain appear like another (field into forest, or the like).
Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
Lesser Geas Commands subject of 7 HD or less.
Lesser Planar Ally Exchange services with a 6 HD extraplanar creature.
Polymorph Gives one willing subject a new form.
Resilient Sphere Force globe protects but traps one subject.
Sending Subject is immune to one spell per four levels.
Shout Deafens all within cone and deals 5d6 sonic damage.
Solid Fog Blocks vision and slows movement.
Stoneskin Ignore 10 points of damage per attack.
Summon IV Calls extraplanar creature to fight for you.
Witches Eye Invisible floating eye moves 30 ft./round.

5th Level: Bruxa Hexes[edit]

Animal Growth One animal/two levels doubles in size.
Baleful Polymorph Transforms subject into harmless animal.
Blight Withers one plant or deals 1d6/level damage to plant creature.
Break Enchantment Frees subjects from enchantments, alterations, curses, and petrification.
Contact Other Plane Lets you ask question of extraplanar entity.
Dismissal Forces a creature to return to native plane.
Dispel +4 bonus against attacks.
Dominate Person Controls humanoid telepathically.
Dream Sends message to anyone sleeping.
Feeblemind Subject’s Int and Cha drop to 1.
Greater Command As command, but affects one subject/level.
Hold Monster As hold person, but any creature.
Insect Plague Locust swarms attack creatures.
Lesser Planar Binding Traps extraplanar creature of 6 HD or less until it performs a task.
Mind Fog Subjects in fog get –10 to Wis and Will checks.
Mirage Arcana As hallucinatory terrain, plus structures.
Persistent Image As major image, but no concentration required.
Sending Delivers short message anywhere, instantly.
Spell Resistance Subject gains SR 12 + level.
Summon V Calls extraplanar creature to fight for you.
Telekinesis Moves object, attacks creature, or hurls object or creature.
True Seeing Lets you see all things as they really are.
Wall of Stone Creates a stone wall that can be shaped.
Waves of Fatigue Several targets become fatigued.

6th Level: Bruxa Hexes[edit]

Analyze Dweomer Reveals magical aspects of subject.
Animate Objects Objects attack your foes.
Antilife Shell 10-ft. field hedges out living creatures.
Antimagic Field Negates magic within 10 ft.
Banishment Banishes 2 HD/level of extraplanar creatures.
Eyebite Target becomes panicked, sickened, and comatose.
Flesh to Stone Turns subject creature into statue.
Forbiddance Blocks planar travel, damages creatures of different alignment.
Geas As lesser geas, plus it affects any creature.
Globe of Invulnerability As lesser globe of invulnerability, plus 4th-level spell effects.
Greater Dispel Magic As dispel magic, but up to +20 on check.
Greater Heroism Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Guards and Wards Array of magic effects protect area.
Legend Lore Lets You learn tales about a person, place, or thing.
Mass Suggestion As suggestion, plus one subject/level.
Planar Ally As lesser planar ally, but up to 12 HD.
Planar Binding As lesser planar binding, but up to 12 HD.
Probe Thoughts Read subject’s memories, one question/ round.
Programmed Image As major image, plus triggered by event.
Repulsion Creatures can’t approach you.
Stone to Flesh Restores petrified creature.
Summon VII Calls extraplanar creature to fight for you.
True Seeing Lets you see all things as they really are.
Veil Changes appearance of group of creatures.

7th Level: Bruxa Hexes[edit]

Banishment Banishes 2 HD/level of extraplanar creatures.
Control Weather Changes weather in local area.
Ethereal Jaunt You become ethereal for 1 round/level.
Forcecage Cube or cage of force imprisons all inside.
Greater Arcane Sight As arcane sight, but also reveals magic effects on creatures and objects.
Greater Teleport As teleport, but affects a touched object.
Insanity Subject suffers continuous confusion.
Mass Hold Person As hold person, but all within 30 ft.
Phase Door Creates an invisible passage through wood or stone.
Plane Shift As many as eight subjects travel to another plane.
Project Image Illusory double can talk and cast spells.
Repulsion Creatures can’t approach you.
Reverse Gravity Objects and creatures fall upward.
Sequester Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning Reflect 1d4+6 spell levels back at caster.
Statue Subject can become a statue at will.
Teleport Object As teleport, but no range limit and no off-target arrival.
Summon Calls extraplanar creature to fight for you.
Waves of Exhaustion Several targets become exhausted.

8th Level: Bruxa Hexes[edit]

Antimagic Field Negates magic within 10 ft.
Antipathy Object or location affected by spell repels certain creatures.
Binding Utilizes an array of techniques to imprison a creature.
Brain Spider Listen to thoughts of up to eight other creatures.
Demand As sending, plus you can send suggestion.
Dimensional Lock Teleportation and interplanar travel blocked for one day/level.
Greater Planar Ally As lesser planar ally, but up to 18 HD.
Greater Spell Immunity As spell immunity, but up to 8th-level spells.
Summon VIII Calls extraplanar creature to fight for you.
Iron Body Your body becomes living iron.
Irresistible Dance Forces subject to dance.
Maddening Scream Forces subject to scream and drop defenses.
Maze Traps subject in extradimensional maze.
Mind Blank Subject is immune to mental/emotional magic and scrying.
Greater Planar Binding As lesser planar binding, but up to 18 HD.
Polymorph any Object Changes any subject into anything else.
Protection from Spells Confers +8 resistance bonus.
Greater Prying Eyes As prying eyes, but eyes have true seeing.
Screen Illusion hides area from vision, scrying.
Greater Shout Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Summon VIII Calls extraplanar creature to fight for you.
Sympathy Object or location attracts certain creatures.
Temporal Stasis Puts subject into suspended animation.

9th Level: Bruxa Hexes[edit]

Astral Projection Projects you and companions onto Astral Plane.
Dominate Monster As dominate person, but any creature.
Etherealness Travel to Ethereal Plane with companions.
Freedom Releases creature from imprisonment.
Gate Connects two planes for travel or summoning.
Foresight “Sixth sense” warns of impending danger.
Imprisonment Entombs subject beneath the earth.
Mass Hold Monster As hold monster, but all within 30 ft.
Shapechange Transforms you into any creature, and change forms once per round.
Summon IX Calls extraplanar creature to fight for you.
Wail of the Banshee Kills one creature/level.

Ex-Bruxa[edit]

Any Bruxa who forsakes the Witch's Way suffers heavily, though there have been a few times where a Bruxa willingly chose to give up their way, and sought permission from both her local Coven and Grand Coven. They still had to pay a hefty cost to make amends, but they were allowed to do so. Their names have been striken from the Great Coven's records, and finding that information is supernaturally hard. (DC40)

Ex-Bruxa lose the following:
  • Access to all Hexes and Supernatural Abilities provided by the Class.
  • All benefits or penalties earned based on the Bruxa Level are Lost and the Bruxa levels are converted to the new class but halved, but may keep any levels they have in other classes.
    • Example: If a 8th level Bruxa, 5th level Rogue chooses to become a Wizard, they become a 4th level Wizard, 5th level rogue. Knowledge of the new class is not automatically given and must be learned over time.
  • Their Cauldron Breaks.
  • Any remaining Bruxa Potions become inert.
  • Any deals, oaths, pledges, sworn to by the Ex-Bruja become broken, and this information is spread to all other Bruxa and those who made the deals.
  • They are often "Disappeared". Sometimes this is by Assasination, Some Power Coming to Collect, Her Coven finding and Inhuming her, or in some rare cases she manages to survive and become a different person.

Epic Bruxa[edit]

Table: The Epic Bruxa

Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise, Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Heal, Hide, Intimidate, Listen, Ride, Sense Motive, Spell Craft, Spot, Survival, Knowledge (All).

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Bruxa in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Bruxa Lore[edit]

Characters with ranks in Arcane can research Bruxa to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Bruxa in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: