Library / Character Options

Witch

Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown.

Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.

Fort poor Ref poor Will good
Craft Fly Heal Intimidate Knowledge Knowledge Knowledge Knowledge Profession Spellcraft Use Magic Device

Weapons: Simple

Armor: None

Table: Witch
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day
01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Cantrips, hex, witch's familiar 31
2nd+1+0+0+3Hex42
3rd+1+1+1+3421
4th+2+1+1+4Hex432
5th+2+1+1+44321
6th+3+2+2+5Hex4332
7th+3+2+2+544321
8th+4+2+2+6Hex44332
9th+4+3+3+6444321
10th+5+3+3+7Hex, major hex444332
11th+5+3+3+74444321
12th+6/+1+4+4+8Hex4444332
13th+6/+1+4+4+844444321
14th+7/+2+4+4+9Hex44444332
15th+7/+2+5+5+9444444321
16th+8/+3+5+5+10Hex444444332
17th+8/+3+5+5+104444444321
18th+9/+4+6+6+11Hex, grand hex4444444332
19th+9/+4+6+6+114444444433
20th+10/+5+6+6+12Hex4444444444

Type: Prepared (Arcane)

Casting Ability: INT

Progression: Full

Casts cantrips/orisons at will, not counted against spells prepared/known.

Hex (unlocks at level 1)
Hex

Major Hex (unlocks at level 10)
Major Hex

Grand Hex (unlocks at level 18)
Grand Hex

Patron (unlocks at level 1)

Weapon and Armor Proficiency

Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Spells

A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips Level 1 F · Gated Unlock

Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex Level 1 A · Selection Pool

Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.

Witch's Familiar Level 1 G · Fixed Package Selection

At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

Major Hex Level 10 A · Selection Pool

Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.

Grand Hex Level 18 A · Selection Pool

Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex.

Patron

↪ see Patron options

At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Agility

2nd—jump, 4th—cat's grace, 6th—haste, 8th—freedom of movement, 10th—polymorph, 12th—cat's grace (mass), 14th—ethereal jaunt, 16th—animal shapes, 18th—shapechange.

Animals

2nd—charm animals, 4th—speak with animals, 6th—dominate animal, 8th—summon nature's ally IV, 10th—animal growth, 12th—antilife shell, 14th—beast shape IV, 16th—animal shapes, 18th—summon nature's ally IX.

Deception

2nd—ventriloquism, 4th—invisibility, 6th—blink, 8th—confusion, 10th—passwall, 12th—programmed image, 14th—invisibility (mass), 16th—scintillating pattern, 18th—time stop.

Elements

2nd—shocking grasp, 4th—flaming sphere, 6th—fireball, 8th—wall of ice, 10th—flame strike, 12th—freezing sphere, 14th—vortex*, 16th—fire storm, 18th—meteor swarm.

Endurance

2nd—endure elements, 4th—bear's endurance, 6th—protection from energy, 8th—spell immunity, 10th—spell resistance, 12th—bear's endurance (mass), 14th—restoration (greater), 16th—iron body, 18th—miracle.

Plague

2nd—detect undead, 4th—command undead, 6th—contagion, 8th—animate dead, 10th—giant vermin, 12th—create undead, 14th—control undead, 16th—create greater undead, 18th—energy drain.

Shadow

2nd—silent image, 4th—darkness, 6th—deeper darkness, 8th—shadow conjuration, 10th—shadow evocation, 12th—shadow walk, 14th—shadow conjuration (greater), 16th—shadow evocation (greater), 18th—shades.

Strength

2nd—divine favor, 4th—bull's strength, 6th—greater magic weapon, 8th—divine power, 10th—righteous might, 12th—bull's strength (mass), 14th—giant form I, 16th—giant form II, 18th—shapechange.

Transformation

2nd—jump, 4th—bear's endurance, 6th—beast shape I, 8th—beast shape II, 10th—beast shape III, 12th—form of the dragon I, 14th—form of the dragon II, 16th—form of the dragon III, 18th—shapechange.

Trickery

2nd—animate rope, 4th—mirror image, 6th—major image, 8th—hallucinatory terrain, 10th—mirage arcana, 12th—mislead, 14th—reverse gravity, 16th—screen, 18th—time stop.

Water

2nd—bless water/curse water, 4th—slipstream*, 6th—water breathing, 8th—control water, 10th—geyser*, 12th—elemental body III (water only), 14th—elemental body IV (water only), 16th—seamantle*, 18th—tsunami*.

Wisdom

2nd—shield of faith, 4th—owl's wisdom, 6th—magic vestment, 8th—globe of invulnerability (lesser), 10th—dream, 12th—globe of invulnerability (greater), 14th—spell turning, 16th—protection from spells, 18th—mage's disjunction.

Class Info
Hit Die
d6
BAB
1/2
Spellcasting
Prepared (Arcane)
Skills/Level
2 + Int
Source
Advanced Player's Guide
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.