top of page

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 lies.

Alignment: Any

Hit Die: d6

Class Skills: The witch’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Influence (Cha), Knowledge (arcane) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (occult ) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier

Table: The Witch

Witch.png

CLASS FEATURES

The following are the class features of the witch:

 

Weapon and Armor Proficiency:

A witch is proficient with all simple weapons and light armor.


Casting:

The witch may combine spheres and talents to create magical effects. The witch is considered a High-Caster and uses Intelligence as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)


Spell Pool:

The witch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.


Magic Talents:

A witch gains a magic talent every time she gains a caster level. This does not stack with caster levels gained from other sources.

Familiar (Ex):

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 and help with some types of magic. This functions like the wizard’s arcane bond class feature, except the witch’s familiar must take the Sage familiar archetype.


Patron:

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 listed forces. The witch’s patron grants a special ability to the witch’s familiar and also grants access to exclusive hexes.

All of the available patrons can be found HERE.


Tradition:

Witches draw power from their tradition, blending magic and hidden knowledge to powerful effect. A witch chooses a tradition at 1st level, gaining its class skills (or a +1 bonus to any that were already class skills) and tradition power, and its tradition mastery at 20th level.

All of the available traditions can be found HERE.

Hex:

Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 2nd level and every 2 levels thereafter, a witch gains one hex of her choice. 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.

All of the available hexes can be found HERE.


Major Hex:

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

All of the available major hexes can be found HERE.


Grand Hex:

At 20th level, a witch can choose one of the following grand hexes (or one granted by her patron) when she selects a new hex.

  • Abominate (Sp): The witch transforms a creature within 30 feet into an aberration. This talent acts as baleful polymorph, except the target is transmuted into a Small, Medium, or Large aberration. The target’s abilities are modified as monstrous physique IV. Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day.

  • Dominion (Su): The witch establishes an area of up to 40,000 square feet (approximately 200 feet by 200 feet) as her dominion. Within this area, she can control some aspects of reality. To establish dominion over an area, the witch must spend 1 day walking the periphery while performing a ritual. She cannot establish dominion over an area containing unfamiliar or unexplored portions. At the ritual’s completion, the witch alters one feature or planar trait within any bounds allowable by the greater create demiplane spell as if the area was her demiplane. Multiple uses of this ability in the same area allow the witch to alter additional planar traits. The witch may only have dominion over one area at a time. The effects are permanent until the witch establishes a new area as her dominion, which immediately ends the first effect.

  • Immortality (Ex): The witch ceases aging and is immune to any affect that alters her age. She takes no penalty to physical ability scores from advanced age and does not die when her age exceeds the maximum age for her race. If she has already taken aging penalties, they are removed.

  • Sovereign (Su): The witch radiates a sacrosanct bearing, making it difficult to strike a blow against her. Any opponent attempting to directly attack the witch, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the witch until this effect ends. Those not attempting to attack the witch remain unaffected. This effect does not prevent the witch from being attacked or affected by area of effect spells. The witch cannot attack or harm an affected creature without breaking the effect but may use non-attack spells or otherwise act. This effect is permanent, but can be removed with a remove curse or similar, magic, using the using the save DC as the DC to remove the curse. Whether the creature succeeds on the Will save or has the effect broken by some other means, the creature can never again be affected by this ability. This is a mind-affecting compulsion effect.

  • True Name (Su): The witch selects a true name which may be as short or long as she desires. The witch is made immediately aware whenever a creature speaks the witch’s true name aloud knowing the name refers to the witch. She may then choose to scry on the target (as the spell) as an immediate action (use her witch level as her caster level). This operates across planar boundaries as the scry spell. The witch always acts as if she had familiar knowledge of the subject, but does not inflict Will save penalties based on connections unless she has an actual connection to the subject on her person.

  • Witch’s Hut (Su): The witch can animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut’s hardness increases to 8 and its hit points double. The witch can give the hut the following commands: guard (the hut watches for trespassers within 120 feet using the witch’s Perception modifier and screams if it spots any), hide (all entrances are hidden by illusory wall spells and locked with arcane lock), and move (moves at speed 60 on giant bird or bone legs as
    directed by the witch, even obeying commands such as “follow me from 100 feet away”). The hut remains animate for 24 hours, until she  dismisses it or she animates another, at which time the hut stops where it is and reverts to its nonmagical state.

ARCHETYPES

The following archetypes are available to the witch

ASHIFTAH

BEAST-BONDED

GRAVEWALKER

HAGBOUND

WHITE-HAIRED WITCH

WITHERING WITCH

bottom of page