Witch

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.

Role

While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them.

The blend of witches’ spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight.

Table: The Witch

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Hex, patron, witch's familiar31
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
Hit Die: d4
Class Skills (2 + Int modifier per level): Arcane Lore, Heal, Intimidate, Natural Lore, Profession, and Theology
Starting Wealth: Respectable (3d6 × 10 gp, Average 105 gp)

Class Features

Weapon and Armor Proficiency

A Witch is proficient with Basic weapons. They do not gain proficiency with any type of armor or shield.

If not using weapon groups, a Witch gains no proficiency with any type of weapon

Arcane Spellcasting

As a witch, you cast arcane spells which are drawn from the witch spell list. You must choose and prepare your spells ahead of time.

Your key ability score is Intelligence.

To learn, prepare, or cast a witch spell, you must have a key ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your witch spells is 10 + the spell level + your key ability modifier.

Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table: The Witch. In addition, you receive bonus spells per day if you have a high key ability score.

You may know any number of witch spells. You must choose and prepare your spells ahead of time by taking a long rest and spending 1 hour communing with your familiar. While communing, you decide which spells to prepare.

Cantrips

You can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: The Witch under “Spellcasting.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using higher level spell slots, due to metamagic feats for example, are expended normally.

Patron

At 1st level, you must select a patron, who grants you a familiar (see below). This patron is a vague and mysterious force, granting you power for reasons that you might not entirely understand. While these forces need not be named, they typically hold influence over one or more forces from which you choose.

At 2nd level, and every two levels thereafter, your patron adds new spells to your list of witch spells known. These spells are also automatically added to the list of spells stored by your familiar. 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 player to decide.

List of Witch Patrons

Hexcraft

You learn a number of magic tricks, called hexes, that grant you powers or weaken your foes. At 1st level, you gain one witch hex of your choice. You gain an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: The Witch. You 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 your witch level + your key ability modifier.

Witch’s Familiar

At 1st level, you form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Familiars also aid a witch by granting you skill bonuses, additional spells, and help with some types of magic. This functions like the Obtain Familiar feat, except as noted in the Witch’s Familiar section, and counts as the Obtain Familiar feat for the purposes of meeting prerequisites.

You must commune with your familiar each day to prepare your witch spells. Familiars store all of the witch spells that you know, and you cannot prepare a spell that is not stored by your familiar. Your witch’s familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of your choice. You also select a number of additional 1st-level spells equal to your Intelligence modifier to store in your familiar.

At each new witch level, you add two new spells of any spell level or levels that you can cast (based on your new witch level) to your familiar. You can also add additional spells to your familiar through a special ritual.

Major Hex

Starting at 10th level, and every two levels thereafter, you can choose a major hex whenever you select a new hex.

Grand Hex

Starting at 18th level, and every two levels thereafter, you can choose a grand hex whenever you select a new hex.