Witch Razor

The Witch Razor discipline was invented and developed by a coven of hexblades, warlocks, and, of course, witches. It’s members were nothing if not power hungry, so when a few among them caught wind of the invention of blade magic, spies were sent to the temple of nine swords in the hope of learning its secrets. They were relatively successful; when they returned they had at least a rudimentary understanding of martial power. The other members of the coven soon began studying under the spies. Over time, they learned to augment and enhance their strikes with their own natural magic, and their fighting style eventually came to look more like magic invocations than any of the existing disciplines. The coven was eventually broken up by a party of well-meaning heroes, but initiators of the discipline still remain, wielding their own baleful magic and occasionally teaching its use to the next generation.

Key Skill: Spellcraft

Associated Weapons: Light Blades, Monk Weapons, Spears

Level 1 Maneuvers

Maneuver Type Description
Sickening Strike Strike Baleful attack may leave the struck foe sickened.
Baleful Blast Strike Fire a ray of destructive magic.
Witch's Eye Stance Gain the ability to see magic effects and avoid them more easily.
Traitorous Return Counter Force a failed melee attack to turn on the initiator.

Level 2 Maneuvers

*Requires level 3

Maneuver Type Description
Mystic Edge Boost You weapon deals untyped damage for a short time.
Entropy Shield Counter Deflect mundane projectiles for one round.
Blade of Terror Strike Attack a creature and cause those nearby to be overcome with fear.
Warlock Burst Strike Deal 2d4 damage to all nearby foes and potentially knock them back.

Level 3 Maneuvers

*Requires level 5

Maneuver Type Descrption
Vengeful Repulsion Counter Propel a creature that harms you backward.
Cloak of Fear Stance Gain bonuses against foes who fear you.
Dread Visage Strike Phantom image causes nearby creatures to become shaken or frightened.
Hexblade's Knife Strike Deal 3d4 extra damage and place a curse upon the target.

Level 4 Maneuvers

*Requires level 7

Maneuver Type Description
Misdirection Boost Turn invisible and leave behind an illusion of yourself.
Antimagic Razor Strike Your attack deals extra damage to spellcasting creatures and hinders their spellcasting ability.
Distant Slash Strike Attack a distant foe with a melee weapon.

Level 5 Maneuvers

*Requires level 9

Maneuver Type Description
Curse of Alienation Strike Cause allies near the struck creature to become sickened.
Venomous Edge Boost Your weapon is poisoned for one attack.
Kill Magic Counter Destroy a spell before it can harm you.

Level 6 Maneuvers

*Requires level 11

Maneuver Type Descrption
Otherworldly Knowledge Stance Gain limited insights into your foes’ abilities.
Half Death Strike Deal an extra 8d4 damage and animate the foe if you kill him.
Deathly Malady Strike Flood of sickening energy may render the foe nauseated.

Level 7 Maneuvers

*Requires level 13

Maneuver Type Description
In the Stars Strike You receive a bonus to hit your target and invoke a terrible curse should you miss.
Blink Counter Gain 25% miss chance or better against one attack.

Level 8 Maneuvers

*Requires level 15

Maneuver Type Description
Being of Magic Stance Gain immunity to effects which target humanoids and other bonuses.
Wizard's End N/A Casters you threaten cannot cast defensively and you are treated as having a readied action to disrupt spells.

Level 9 Maneuvers

*Requires level 17

Maneuvers Type Description
Hope Destroyed Strike Force your enemy into a position of utter weakness and fear, demoralizing his allies.
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