Witch
Being a Witch is steeped in tradition. Practitioners learn from their elders in an oral tradition. Their magic aligns with the ability to use and bend nature, animals, people, appearance, and fortune. They use guile and intimidation to coax the magic around them to do their bidding and are Charisma-based casters.
Alignment
Any (usually non-lawful)
Hit Die
d8
Class Skills
The Witch's class skills (and key abilities for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Intimidation (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Performance (Cha), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)
Skill Points at 1st level
(2 + Int Modifier)x4
Skill Points at Each Additional Level
2 + Int Modifier.
Class Features
All of the following are class features of the Witch.
Weapon and Armor Proficiency
Witches are proficient with all simple weapons. They are proficient with light armor, light shields, and bucklers. Medium and Heavy armor interferes with a witch’s gestures, which can cause their spells with somatic components to fail.
Tradition
A witch's tradition is the way in which they were taught and influences some of the spells they can access. A wise-one or green witch focuses on nature, balance, and utility. A weird-one or pale witch focuses on cold, misfortune, and negative energy. A crafty-one or seiðr (seidhr) witch focuses on fate, creation, and the sea.
Spells
A witch casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the witch spell list given below. They can cast any spell they know without preparing it ahead of time the way a cleric or wizard must.
A witch's selection of spells is extremely limited. A witch begins play knowing four 0-level spells and two 1st-level spells of their choice taken from the primary witch spell list. They also know an additional two spells from their tradition witch spell list. At each new witch level, they gain one or more new spells, as indicated in the Spells Known table below.
At 4th level and every even level after that, a witch can choose to learn a new spell in place of one they already know. In effect, the witch "loses" the old spell in exchange for the new one. The spell must be the same level and from the same list (or if replacing an advanced learning spell, eligible for advanced learning).
To cast a spell, a witch must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a witch's spell is 10 + the spell's level + the witch's Charisma modifier. Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the table below. In addition, they receive bonus spells for a high Charisma score (see Table 1—1, page 8 of the Player's Handbook).
Armored Mage
Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause their spells to fail (if those spells have somatic components). A witch's naturalistic training, however, allows them to avoid arcane spell failure as long as they stick to light armor and light shields (including bucklers). This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.
Summon Witch's Familiar
A witch can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The witch chooses the kind of familiar they get. As the witch advances in level, their familiar also increases in power. The increase in power is governed by the table here. However, a witch's familiar has a much stronger connection to the witch, as such the familiar has abilities as if the witch's class level was five higher than their current level. This specifically affects the familiar's Natural Armor Adjustment, Int score, and Special Abilities. This virtual higher level does not affect the familiar's other attributes. Also, this virtual higher level does not allow earlier access to advanced familiars.
If the familiar dies or is dismissed by the witch, the witch must attempt a DC 15 Fortitude saving throw. Failure means they loses 200 experience points per witch level; success reduces the loss to one-half that amount. However, a witch’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
Other core and base classes that allow you to summon a familiar do not stack with the Witch for improving the Witch's Familiar. Instead you can summon a second familiar based on that class as if you already did not have a familiar.
Prestige classes and other things that advance familiars can advance your Witch's familiar. If you have more than one familiar, you must choose which is advanced.
Channel Familiar
The witch's strong connection to their familiar allows them to use it as a magical conduit. When they cast a spell, the spell can originate from their familiar instead of from them. This is an advanced version of the share spells and deliver touch spells familiar abilities.
Magical Bloodline
A which gets her powers because they have magic within them. This can be from a magical bloodline. Being taught in a coven helps them hone this power in a way that Sorcerors don't normally do. However by having a magical bloodline, a witch can qualify for feats and prestige classes that require levels in the Sorceror class. For the purpose of meeting prerequisites for feats, prestige classes, items, or other things, witches count as a sorceror of their witch level in addition to counting as witches. If a character has levels in both witch and sorceror, these levels do not stack, and whichever is higher is the character's equivalent sorceror level.
Brew Potion
At 2nd level, a witch gains Brew Potion as a bonus feat ignoring any prerequisites.
Advanced Learning
At 3rd, 6th, 10th, and every 5 thereafter, a witch can add a new spell to their list, representing the result of personal study and experimentation. The spell must be one of two options
- A spell on the following lists
- Witch Primary Spells
- Witch Green Tradition Spells
- Witch Pale Tradition Spells
- Witch Seiðr Tradition Spells
- A wizard, cleric, or druid spell with
- one of the following
- No material or focus components
- A material component less than 1gp
- A divine focus, which is replaced by the material component "a small bit of sage or other herbs"
- In addition the spell may not have any of the following components
- XP
- corruption
- sacrifice
- incarnum
- truename
- one of the following
In all cases the spell added must be of a level they could cast two levels previously or lower (1st at 3rd level, 2nd at 6th level, 4th at 10th level, 6th at 15th level, 9th at 20th level). Once a new spell is selected, it is forever added to that witch's spell list and can be cast just like any other spell on the witch's list.
Splash Potion
A witch can brew a special kind of potion called a splash potion.
- A spell made into this kind of potion must follow the rules for making a potion with exceptions noted below.
- Normally potions require a target, but splash potions can also be made from spells without targets or with multiple targets.
- In addition to the normal means of making a potion, a splash potion can be made from a spell a Witch casts using a scroll or something like the spell Anyspell. In this case the spell can be any spell known a witch has learned through a feat or class ability, or any spell on the Witch's Primary class list, or any spell on the Witch's Tradition list, but not a spell that is on the list for a different tradition. These spells still must be of a low enough level to be made into a potion.
- A spell made into this kind of potion can not have a range of personal or a target of self.
- This potion can be thrown as a splash weapon, with a range increment of 15ft.
- If the thrower misses the target, the potion hits elsewhere following the same rules as missing with an alchemical item.
- When the potion lands it breaks applying the effects of the spell. However the spell's area and targets are changed to match the information below.
- If the potion hits a valid target, that target has the spell applied to them, and if the spell would normally allow a Reflex save for Half damage, the target hit automatically fails that save.
- The potion also affects valid targets in the squares within 5 ft of where the potion lands (similar to the splash from an alchemical item). These targets automatically succeed any initial saving throw offered by the spell even if the spell is normally harmless. For example, a potion of Cure Light wounds would splash and heal secondary targets half of 1d8+1 hp.
- If the spell allows more than one save, only the first save is affected by being a splash potion, all other saves are made as normal.
Magic Circle
At 6th level, the witch must choose one version of the spell magic circle to learn. The spell chosen cannot be against their own alignment.
Magic Circle Against Chaos, Magic Circle Against Evil, Magic Circle Against Good, Magic Circle Against Law
Efficient Brewer
When brewing a potion, a witch can brew three doses of a potion with a single casting of a spell. Doing this takes 2 days instead of 1 day, and it still costs the same amount of gold as brewing the three potions separately. However, since the spell is only cast once, costly material components only need to be spent once. This can be used when making splash potions.
Advanced Potion
A witch can brew a potion containing any witch spell they know (including from advanced learning) up to 6th level.
This can be used when making splash potions, but all other requirements need to be followed. Additionally this can also be combined with Efficient brewing. Normally a potion can only contain a 3rd level or lower spell.
| Level | BAB | Fort | Ref | Will | Special | Spells per Day | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
| 1st | +0 | +0 | +0 | +2 | Tradition, Spellcasting, Armored Mage, Summon Familiar, Channel Familiar, Magical Bloodline |
5 | 3 | ||||||||
| 2nd | +1 | +0 | +0 | +3 | Brew Potion | 6 | 4 | ||||||||
| 3rd | +1 | +1 | +1 | +3 | Advanced Learning | 6 | 5 | ||||||||
| 4th | +2 | +1 | +1 | +4 | 6 | 6 | 3 | ||||||||
| 5th | +2 | +1 | +1 | +4 | Splash Potion | 6 | 6 | 4 | |||||||
| 6th | +3 | +2 | +2 | +5 | Advanced Learning, Magic Circle | 6 | 6 | 5 | 3 | ||||||
| 7th | +3 | +2 | +2 | +5 | 6 | 6 | 6 | 4 | |||||||
| 8th | +4 | +2 | +2 | +6 | Efficient Brewer | 6 | 6 | 6 | 5 | 3 | |||||
| 9th | +4 | +3 | +3 | +6 | 6 | 6 | 6 | 6 | 4 | ||||||
| 10th | +5 | +3 | +3 | +7 | Advanced Learning | 6 | 6 | 6 | 6 | 5 | 3 | ||||
| 11th | +5 | +3 | +3 | +7 | 6 | 6 | 6 | 6 | 6 | 4 | |||||
| 12th | +6 | +4 | +4 | +8 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | ||||
| 13th | +6 | +4 | +4 | +8 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | ||||
| 14th | +7 | +4 | +4 | +9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |||
| 15th | +7 | +5 | +5 | +9 | Advanced Learning | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | ||
| 16th | +8 | +5 | +5 | +10 | Advanced Potion | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |
| 17th | +8 | +5 | +5 | +10 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | ||
| 18th | +9 | +6 | +6 | +11 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |
| 19th | +9 | +6 | +6 | +11 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | |
| 20th | +10 | +6 | +6 | +12 | Advanced Learning | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 |
| Level | Spells Known1 | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| 1st | 4 | 2+2+0 | ||||||||
| 2nd | 5 | 2+2+0 | ||||||||
| 3rd | 5 | 3+2+12 | ||||||||
| 4th | 6 | 3+2+1 | 1+2+0 | |||||||
| 5th | 6 | 4+2+1 | 2+2+0 | |||||||
| 6th | 7 | 4+2+1 | 2+2+12 | 1+2+13 | ||||||
| 7th | 7 | 5+2+1 | 3+2+1 | 2+2+1 | ||||||
| 8th | 8 | 5+2+1 | 3+2+1 | 2+2+1 | 1+2+0 | |||||
| 9th | 8 | 5+2+1 | 4+2+1 | 3+2+1 | 2+2+0 | |||||
| 10th | 9 | 5+2+1 | 4+2+1 | 3+2+1 | 2+2+12 | 1+2+0 | ||||
| 11th | 9 | 5+2+1 | 5+2+1 | 4+2+1 | 3+2+1 | 2+2+0 | ||||
| 12th | 9 | 5+2+1 | 5+2+1 | 4+2+1 | 3+2+1 | 2+2+0 | 1+2+0 | |||
| 13th | 9 | 5+2+1 | 5+2+1 | 4+2+1 | 4+2+1 | 3+2+0 | 2+2+0 | |||
| 14th | 9 | 5+2+1 | 5+2+1 | 4+2+1 | 4+2+1 | 3+2+0 | 2+2+0 | 1+2+0 | ||
| 15th | 9 | 5+2+1 | 5+2+1 | 4+2+1 | 4+2+1 | 4+2+0 | 3+2+12 | 2+2+0 | ||
| 16th | 9 | 5+2+1 | 5+2+1 | 4+2+1 | 4+2+1 | 4+2+0 | 3+2+1 | 2+2+0 | 1+2+0 | |
| 17th | 9 | 5+2+1 | 5+2+1 | 4+2+1 | 4+2+1 | 4+2+0 | 3+2+1 | 3+2+0 | 2+2+0 | |
| 18th | 9 | 5+2+1 | 5+2+1 | 4+2+1 | 4+2+1 | 4+2+0 | 3+2+1 | 3+2+0 | 2+2+0 | 1+2+0 |
| 19th | 9 | 5+2+1 | 5+2+1 | 4+2+1 | 4+2+1 | 4+2+0 | 3+2+1 | 3+2+0 | 3+2+0 | 2+2+0 |
| 20th | 9 | 5+2+1 | 5+2+1 | 4+2+1 | 4+2+1 | 4+2+0 | 3+2+1 | 3+2+0 | 3+2+0 | 3+2+12 |
|
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Witch's Familiar
Witch Spell List
| A Witch can only learn spells for which they meet the minimum ECL due to book access restrictions |
|---|
| Primary Spell List |
— 5th Level —baleful polymorph dream false vision feeblemind greater command magic jar major creation mirage arcana nightmare seeming sending — 6th Level —animate objects control weather eyebite find the path geas/quest greater scrying heroes' feast legend lore mass suggestion mislead repulsion shadow image mage's transformation true seeing — 7th Level —creeping doom finger of death insanity live oak repel wood transport via plants — 8th Level —antipathy — 9th Level —earthquake |





