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Witch


Hit Points

At first level and every level thereafter, you increase your maximum hit points by 6 plus your constitution modifier.

Key Ability

At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogue’s rackets).
Key Ability: Intelligence

Initial Proficiencies


Saves

Trained in Perception
Trained in Reflex Saves
Expert in Will Saves
Trained in Fortitude Saves

Weapons

Trained in unarmed attacks
Trained in simple weapons

Armor

Trained in unarmored
Untrained in all armor

Skills

Trained in one skill determined by your patron
Trained in a number of skills equal to 3 plus your intelligence modifier

Class Features


LevelFeatures
1Ancestry Feat, Patron, Hexes, Witch Spellcasting, Familiar
2Class Feat, Skill Feat
3General Feat, Skill Increase
4Class Feat, Skill Feat
5Ability Boost, Ancestry Feat, Skill Increase, Magical Fortitude
6Class Feat, Skill Feat
7General Feat, Skill Increase, Expert Spellcaster
8Class Feat, Skill Feat
9Ancestry Feat, Skill Increase, Lightning Reflexes
10Ability Boost, Class Feat, Skill Feat
11General Feat, Skill Increase, Alertness, Weapon Expertise
12Class Feat, Skill Feat
13Ancestry Feat, Skill Increase, Weapon Specialization, Defensive Robes
14Class Feat, Skill Feat
15Ability Boost, General Feat, Skill Increase, Master Spellcaster
16Class Feat, Skill Feat
17Ancestry Feat, Skill Increase, Resolve
18Class Feat, Skill Feat
19General Feat, Skill Increase, Legendary Spellcaster, Patron's Gift
20Ability Boost, Class Feat, Skill Feat

Patron Feature 1


Witch​

You weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures workingin tandem. As you gain more of your patron's power, you might learn more about who or what they are-certain combinations of themes and lessons suggest particular patrons or agendas-but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar.


Hexes Feature 1


Witch​

Your patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes 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. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.

You learn the Phase Familiar hex, which you can cast as a reaction to protect your familiar from harm. 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 cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.


Witch Spellcasting Feature 1


Witch​

Using your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level 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 is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase.

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

Heightening Spells

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

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 level of spell you can cast as a witch. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.


Familiar Feature 1


Witch​

Your patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the normal familiar rules, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

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 (see below). Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. 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 level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional 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 scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. 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.

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.


Magical Fortitude Feature 5


Oracle, Sorcerer, Wizard Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.


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


Expert Spellcaster Feature 7


Bard Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.


Druid Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for primal spell attack rolls and spell DCs increase to expert.


Oracle The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.


Sorcerer Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to expert.


Witch You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to expert.


Wizard Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.

Magus Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.


Summoner As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for spell attack rolls and spell DCs for spells of your eidolon's tradition increase to expert.


Lightning Reflexes Feature 3


Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.


Alertness Feature 3


Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.


Weapon Expertise Feature 5


Swashbuckler​

You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.


You gain access to the critical specialization effects of all weapons for which you have expert proficiency.


Weapon Specialization Feature 7


Champion, Fighter, Gunslinger, Inventor, Investigator, Magus, Monk, Ranger, Rogue, Swashbuckler: You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Alchemist, Bard, Cleric, Druid, Oracle, Sorcerer, Summoner, Witch, Wizard You've learned how to inflict grave wounds with your most practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Barbarian: Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary.

You gain your instinct's specialization ability. See specific instincts for more information.


Defensive Robes Feature 13


Sorcerer​Summoner​Witch​Wizard​

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.


Master Spellcaster Feature 15


Bard You've mastered the occult. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.


Druid Primal magic answers your command. Your proficiency ranks for primal spell attack rolls and spell DCs increase to master.


Oracle You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.


Sorcerer You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to master.


Witch You've achieved mastery over your patron's magic. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to master.


Wizard You command superlative spellcasting ability. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.

Magus You fortify your spells with masterful prowess. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.


Summoner Your connection to your eidolon is strong enough to grant you mastery over associated spells. Your proficiency ranks for spell attack rolls and spell DCs for spells of your eidolon's tradition increase to master.


Resolve Feature 7


You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.


Legendary Spellcaster Feature 19


Bard​Druid​Oracle​Sorcerer​Witch​Wizard​

Bard Your command of occult magic is the stuff of legends. Your proficiency ranks for occult spell attack rolls and spell DCs increase to legendary.


Druid You have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for primal spell attack rolls and spell DCs increase to legendary.


Oracle You can harness divine power at a level few others can match. Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.


Sorcerer You demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to legendary.


Witch You've perfected your command of the magic your patron provides. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to legendary.


Wizard You are a consummate spellcaster, with a comprehensive understanding of both arcane theory and practical spellcraft. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to legendary.


Patron's Gift Feature 19


Witch​

Your patron grants you the power to command incredible works of magic. You gain a single 10th-level spell slot and can prepare a spell in that slot using witch spellcasting.

Unlike with other spell slots, these spell slots can't be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You don't gain more 10th-level spells as you level up, though you can take the Patron's Truth feat to gain a second slot.