Witch

You command powerful magic, not through study or devotion, but as an agent for an otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, an ancient spirit, or any other mighty supernatural being—but its nature is likely as much a mystery to you as it is to others. Through a special familiar, your patron grants you versatile spells and powerful hexes to use as you see fit, though you're never certain if you're merely serving your patron's larger plan.

Class Details

Hit Points6
Key AbilityINT
PerceptionTrained
FortitudeTrained
ReflexTrained
WillExpert

Class Progression

FeatureLevels
Class Feats2, 4, 6, 8, 10, 12, 14, 16, 18, 20
Skill Feats2, 4, 6, 8, 10, 12, 14, 16, 18, 20
General Feats3, 7, 11, 15, 19
Skill Increases3, 5, 7, 9, 11, 13, 15, 17, 19

Roleplaying the Witch

During Combat Encounters...

You cast spells to change the course of battle. You use magical hexes to hamper enemies and aid allies, while leveraging more powerful spells to control the battlefield, heal, or harm, aided by your extraordinary familiar, brewed potions, and magical items.

During Social Encounters...

You provide knowledge on numerous topics, including a variety of magical matters, and you might call upon your patron's magic to charm or deceive others.

While Exploring...

You remain alert for magical traps and treasures, employing a clever array of spells to overcome obstacles that stand in your way. Your familiar might aid you through its own considerable set of exceptional abilities.

In Downtime...

You brew potions, craft other magical items, or hunt for new spells for your familiar to learn. You might try to learn more about your patron, their aims, or your own powers, and you might seek out the company of other witches for collaboration or community.

You Might...

  • Strive to learn more about your patron or familiar, your patron's goals, why they chose to empower you, and how you fit into their plans.
  • Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your patron provides.
  • View your familiar as a steadfast ally, a dear friend, or a necessary nuisance, depending on its personality.

Others Probably...

  • Wonder about the nature of your patron and the source of your magic, worrying you'll turn on them or that you unknowingly serve to a foul power.
  • Appreciate your ability to aid them with magic, whether you do so by helping them directly or by hampering their adversaries.
  • Take care not to offend you, fearful that you'll place a malicious hex on them if you're angered.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in one skill determined by your patron

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in witch class DC

Class Features

You gain these features as a Witch. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, initial proficiencies, patron, familiar, witch spellcasting, hexes
2Skill feat, witch feat
32nd-rank spells, general feat, skill increase
4Skill feat, witch feat
53rd-rank spells, attribute boosts, ancestry feat, magical fortitude, skill increase
6Familiar ability, skill feat, witch feat
74th-rank spells, expert spellcaster, general feat, skill increase
8Skill feat, witch feat
95th-rank spells, ancestry feat, reflex expertise, skill increase
10Attribute boosts, skill feat, witch feat
116th-rank spells, general feat, perception expertise, skill increase, weapon expertise
12Familiar ability, skill feat, witch feat
137th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization
14Skill feat, witch feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Skill feat, witch feat
179th-rank spells, ancestry feat, skill increase, will of the pupil
18Familiar ability, skill feat, witch feat
19General feat, legendary spellcaster, patron's gift, skill increase
20Attribute boosts, skill feat, witch feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Patron

You weren't born with the power to cast spells, nor have you spent years dedicated to worship, study, or uncovering mystical secrets. Your magic instead has been gifted to you by a potent being, one who knows that by empowering you so, you'll further the being's agenda in the world, whatever it may be. This entity is typically mysterious and distant, revealing little of their identity and motivations. They make their will known to you in abstract signs such as omens, dreams, or similar subtleties rather than words.

Rather than interacting with you directly, your patron works through a familiar—a mystical creature that teaches you, serves as the conduit for your patron's magic, and maybe even keeps an eye on you to ensure you're furthering your patron's nebulous ends.

At 1st level, choose your patron, which determines your spellcasting tradition and grants you the skill for that tradition of magic, your first witch's lesson and a unique familiar ability.


Witch Spellcasting

Using your familiar as a conduit, your patron provides you the power to cast spells. You are a spellcaster, and you can cast spells of your patron's tradition using the Cast a Spell activity. As a witch, when you cast spells, your incantations might rhyme, your gestures might be as simple as an ominous pointing finger or a complex folk sign, and your familiar might even echo your words or movements slightly as your patron's magic surges.

At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots. As you increase in level as a witch, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Witch Spells per Day table.

Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.

Heightening Spells

When you get spell slots of 2nd-rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-rank spells, and as a 5th-level witch, your cantrips are 3rd-rank spells.


Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152---------
253---------
3532--------
4533--------
55332-------
65333-------
753332------
853333------
9533332-----
10533333-----
115333332----
125333333----
1353333332---
1453333333---
15533333332--
16533333333--
175333333332-
185333333333-
1953333333331*
2053333333331*
* The patron conduit class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Familiar

Your patron has sent you a familiar, a mystical creature that teaches you magic and facilitates your spells. This familiar follows the rules for familiars, though as it's a direct conduit between you and your patron, it's more powerful than typical familiars. Your familiar gains two additional familiar abilities: one of these is a unique ability based on your patron and is always selected, and the other is an additional familiar ability that can be selected daily as normal. Your familiar gains another extra ability at 6th, 12th, and 18th levels.

Spells: Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-rank spells, and one additional spell determined by your patron's initial lesson. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Learning Spells: Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a written version of that spell over the course of 1 hour. This can be a scroll of that spell, or you can prepare a written version using the Learn a Spell exploration activity. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

Undying: If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.


Hex Spells

As a favored agent of your patron, you can invoke their power for a more direct magical intervention. A hex is a spell shaped by your patron and sent to you through your familiar, rather than an ability you use directly. Your patron expects you to advance its interests and does not take kindly to repeated requests for aid; as such, you can use only one hex each turn, and any attempts to use a second hex on that turn fail and the actions are lost.

Hex spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points.

You learn your choice of the Patron's Puppet hex or Phase Familiar hex, which let you command your familiar or defend it from harm, respectively. You learn most other hexes from witch lessons.

Hex Cantrips

Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still use only one hex each round. Hex cantrips are in addition to the cantrips you choose with witch spellcasting and aren't counted toward your prepared cantrips.

You gain a hex cantrip determined by your choice of patron.


Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Witch Feats Level 2

At 2nd level and every even-numbered level, you gain a witch class feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Magical Fortitude Level 5

Your patron's power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.

Expert Spellcaster Level 7

You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Reflex Expertise Level 9

Your reflexes are lightning fast, helping you to avoid danger. Your proficiency rank for Reflex saves increases to expert.

Perception Expertise Level 11

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.


Weapon Expertise Level 11

Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.

Defensive Robes Level 13

The flow of magic and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.


Weapon Specialization Level 13

You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.


Master Spellcaster Level 15

You've achieved mastery over your patron's magic. Your proficiency ranks for spell attack modifier and spell DC increase to master.

Will of the Pupil Level 17

You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.


Legendary Spellcaster Level 19

You've perfected your command of the magic your patron provides. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.

Patron's Gift Level 19

Your patron grants you the power to command incredible works of magic. You gain a single 10th-rank spell slot and can prepare a spell in that slot using witch spellcasting. Unlike with other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the Patron's Truth feat to gain a second slot.


Patrons

When your patron first makes contact, they usually reveal little more of themself than glimpses or specific manifestations—you might see eyes from the shadows of the forest or hear a wordless voice echoing across the frozen tundra before your familiar makes itself known. Your patron's true identity might be a powerful hag, a fey lord, a deity or demigod, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem, but that identity is for you to attempt to discover as you learn more of your patron's lessons. Some patrons are multifaceted, appearing in different guises, and granting different powers to different witches. In some cases, the witch may know of their patron's identity, but have some other aspect shrouded in uncertainty; they might know their patron's name but not motive, or perhaps even if they know the patron's identity, they have been cursed to never reveal it to others.

Your patron determines the following.

Spell List You use this magical tradition and spell list;

Patron Skill You become trained in the skill associated with your patron's magical tradition.

Initial Lesson This is the first lesson your patron teaches you and is unique to your patron.

Familiar Ability One of your familiar's two bonus abilities is always the one listed here, a mark of your patron's indelible influence. The benefit can occur only once per round when you Cast or Sustain a hex, and you can choose whether it occurs before or after the effects of Casting or Sustaining the hex.

Choir Politic

Devourer Of Decay

Faith's Flamekeeper

The Inscribed One

Paradox Of Opposites

The Resentment

Ripple In The Deep

Silence In Snow

Spinner Of Threads

Starless Shadow

The Unseen Broker

Wilding Steward

Whisper Of Wings

  • Rare

Baba Yaga

Mosquito Witch

Witch Lessons

A witch's knowledge from their patron comes in the form of lessons, which you can learn by selecting feats like Basic Lesson. Each lesson grants you a hex and teaches your familiar a new spell, adding it to the spells you can prepare using your witch spellcasting. You gain this spell even if it's not on your tradition's spell list.

BASIC LESSONS

You can select from these lessons when a feat or another effect grants you a basic lesson.

Lesson of Dreams You gain the Veil Of Dreams hex, and your familiar learns Sleep.

Lesson of the Elements You gain the Elemental Betrayal hex. Your familiar learns your choice of Breathe Fire, Air Bubble, Hydraulic Push, or Pummeling Rubble.

Lesson of Life You gain the Life Boost hex, and your familiar learns Spirit Link.

Lesson of Protection You gain the Blood Ward hex; your familiar learns Mystic Armor.

Lesson of Vengeance You gain the Needle Of Vengeance hex, and your familiar learns Phantom Pain.

  • Uncommon

Lesson of Calamity: You gain the Stumbling Curse hex, and your familiar learns Ill Omen.

GREATER LESSONS

You can select from these lessons when a feat or other effect grants you a greater lesson.

Lesson of Mischief You gain the Deceiver's Cloak hex, and your familiar learns Mad Monkeys.

Lesson of Shadow You gain the Malicious Shadow hex, and your familiar learns Chilling Darkness.

Lesson of Snow You gain the Personal Blizzard hex, and your familiar learns Wall Of Wind.

Lesson of Favors You gain the Return The Favor hex, and your familiar learns Mind Of Menace.

Lesson of Decay All living things eventually decay, feeding fungus and insect. You gain the Mycological Malady hex, and your familiar learns Insect Form.

Lesson of the Flock Power flows when many work as one. You gain the Sheltering Wings hex, and your familiar learns Levitate.

Lesson of the Shark Learn the ways of this deadly oceanic predator. You gain the Blood In The Water hex, and your familiar learns Feet To Fins.

MAJOR LESSONS

You can select from these lessons when a feat or other effect grants you a major lesson.

Lesson of Bargains You gain the Over The Coals hex, and your familiar learns Subconscious Suggestion.

Lesson of Death You gain the Curse Of Death hex, and your familiar learns Raise Dead.

Lesson of Renewal You gain the Restorative Moment hex, and your familiar learns Field Of Life.

  • Rare

Lesson of Frozen Queen You gain the Glacial Heart hex and your familiar learns Wall Of Ice.


Class Features

Level 1

  • Witch Spellcasting
  • Familiar (Witch)
  • Hexes
  • Patron

Level 5

  • Magical Fortitude

Level 7

  • Expert Spellcaster

Level 9

  • Reflex Expertise

Level 11

  • Weapon Expertise
  • Perception Expertise

Level 13

  • Defensive Robes
  • Weapon Specialization

Level 15

  • Master Spellcaster

Level 17

  • Will of the Pupil

Level 19

  • Legendary Spellcaster
  • Patron's Gift