Cunning Folk
Cunning Folk are always part of a community, be it a single village or an ethnic diaspora, and hold considerable respect within that community. They have practical wisdom, herb lore, and history, and will generally be literate in a context where this is not common. They are often relied on to settle disputes within the community, and their advice is sought after and taken seriously.
It is rare, but not unheard of, for one of the cunning folk to leave their community behind. Perhaps your law demands it (think the voluntary exile scene in Princess Mononoke), perhaps you are fleeing persecution, perhaps you have grown bored of your station and responsibilities.
Starting Skills:
Midwifery, Herb Lore, Jurisprudence (you will know your community's laws, but will also have some understanding of how the legal systems of the societies that surround you operate. The operation of the law is a kind of magic).
Starting Equipment:
Traveller's clothing, dagger, sickle, hunting bow and 20 arrows, quill pen, ink, 15 sheets of cheap parchment.
A: One of the People, Look Me in the Eye, Researcher
B: Curse, Hotpot
C: Curse Breaking, The Next Generation
D: True Seeing, Valuation
One of the People: If you wish to make yourself known you will always be recognised by members of your community. They will give you and your companions shelter and aid, and will take anything that you say seriously. You will be given audience with the heads of the community, and can make and witness binding contracts. If you give obviously bad or malicious advice, these benefits will be formally withdrawn.
Look Me in the Eye: You can tell infallibly when someone is lying. You need to close enough to that person to reasonably look them in the eyes while they are talking, and it doesn't work if they don't have eyes. It also doesn't work on anyone who has a higher charisma score than you.
Researcher: If there is a specific piece of information in an archive, and you are looking for it, you can reliably access it in the shortest time that this would be practically possible. Examples: How did the Baron acquire his title? How do you kill the Questing Beast? What do angels want? This skill is limited by what is actually in the archive and can lead you astray if the person recording the information got it wrong in the first place.
Evil Eye: You gain the power of the evil eye. By meeting someone's gaze you can curse them with one of the effects listed below, which will last for one year. You can use this power once per week, and in most settled places the penalty for getting caught doing it is death.
- Nightmares. The target has a 50 percent chance of not getting a restful night's sleep.
- Rot. The target finds that their food and drink spoils much too quickly. They must expend twice as many rations as usual to keep fed/spend twice as much money on food if settled.
- Doom. Either by fire, water, or darkness - your choice. For fire, they take double damage from fire of all kinds. For water, they sink instead of floating. For darkness, all hits bypass HP and roll directly on the death and dismemberment table while the target is in total darkness. Someone who is doomed develops a crippling phobia of their corresponding doom. Dooming someone weakens your soul: you lose 1 charisma for every doom that is active.
Hotpot: Your cooking, always excellent, is now nourishing in a way that most people associate with their most intimate childhood memories. If you have access to good quality ingredients (worth 5s), and an hour of preparation time you can serve a meal that will give one point of non-magical healing to everyone who eats it, or provide half damage from fear attacks for the next eight hours. This meal can feed up to 15 people.
Curse Breaking: You can recognise curses in others by observing them. With study and questioning you understand what the curse is and the steps required to break it, if it can be broken (Lycanthropy cannot, for instance). If the curse can be broken, you can perform a ritual to break it outside of its usual requirements. This takes a night without rest for both you and the curse victim, and requires regents worth 50s. The negative energies need to ground themselves somewhere - one of you will lose 1 max HP, and the other will lose d4+1 max HP. You choose which party takes which penalty before rolling. You can also now remove the effects of evil eye with a touch, your own and others'.
The Next Generation: You gain a follower from your people, provided that your station remains intact. They are a young and inexperienced fighter or thief with basic equipment, and are very loyal. They will travel the world with you until they consider themselves a man or woman grown, and seasoned enough to return home and marry.
True Seeing: You can see invisible and hidden things. You lose 1d6 Charisma, 1d6 Wisdom, or 1d6 max HP in exchange, your pick.
Valuation: You know the precise value of things. This has many mundane uses, but also extends into the metaphysical: you know the value of a demon's contract, you know the value of a regent's promise, you know the value of an oral tradition, etc. By speaking with someone on the topic, you can intuit what people really want (even is this is not something that they fully understand themselves).
Design Notes
I wanted the class to be focussed on social power and their community, and not so much on combat or magic. Being learned, practical, and intelligent, with clear utility to the people that they associate with. From the beginning they get a powerful social tool, a reliable lie detector, which is a kind of 'cheat' in negotiations, but which becomes less useful in openly confrontational situations. The knights of the realm who are here to forcibly acquire your land don't care that you know that they're lying, etc. They also get social bonds they can rely on, and a powerful intel gathering mechanic that they can use to get specific information from the DM.
Level two gives them a useful semi-magical meal (eating together is an important bonding ritual), and the ability to lay frightening curses. Curses are a key part of the witch flavour, and an important reason why they were feared, and you can absolutely see why the penalty for throwing them around would be death. I wanted to strike a balance between combat effective and more nebulous, long-term effects that erode quality of life and good health.
Three gives them a unique ability to break curses, but at a steep cost to max HP. There is a player choice between taking more HP from the target, or from the player character, which codifies selfish/selfless styles of play. You also gain a squire type follower, which helps to enforce the position of mentor in the social group. A quest to proves oneself before marriage is a staple of these types of characters, and I thought it would be cool to include a young, brash, optimistic hopeful that isn't your player character.
Last level gets into properly mystical stuff, ancient crone lore and deep understanding of people and things. Also includes a variant on Goblin Punch's original wizard vision, because the mechanic is great and elegant, and fits the theme perfectly.