Witch Feats
Cackle Feat 1
Source Pathfinder Advanced Player's Guide
You can extend one of your spells with a quick burst of laughter. You learn the Cackle hex. Increase the number of Focus Points in your focus pool by 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Cauldron Feat 1
Source Pathfinder Advanced Player's Guide
You can use the Craft activity to create oils and potions.
You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on).
If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.
You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Counterspell (Prepared) Feat 1
Source Pathfinder Advanced Player's Guide
Trigger A creature Casts a Spell that you have prepared
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AbjurationEffects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.
ArcaneThis magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Reach Spell Feat 1
Source Pathfinder Advanced Player's Guide
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
MetamagicActions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Widen Spell Feat 1
Source Pathfinder Advanced Player's Guide
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
MetamagicActions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Wortwitch Feat 1
Source Pathfinder Advanced Player's Guide
You have a particular affinity for leafy plants.
Your patron grants you a leshy familiar. If you already had a familiar, this leshy replaces your previous familiar, as if your previous familiar had been slain.
In addition, you gain the ability to see through leaves, vines, and other foliage. You don't take circumstance penalties to ranged spell attacks or Perception checks caused by foliage, and your targeted attacks don't require a flat check to succeed against a target Concealed only by such vegetation.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Basic Lesson Feat 2
Source Pathfinder Advanced Player's Guide
Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a Basic Lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Cantrip Expansion (Prepared Caster) Feat 2
Source Pathfinder Core Rulebook
A greater understanding of your magic broadens your range of simple spells.
You can prepare two additional cantrips each day.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ClericThis indicates abilities from the cleric class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Conceal Spell Feat 2
Source Pathfinder Advanced Player's Guide
You can hide your magical gestures and incantations within your speech and movement in an attempt to conceal the fact that you are Casting a Spell.
If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers' Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers' Perception DC. If you succeed at your check (or checks) against an observer's DC, that observer doesn't notice you're Casting a Spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.
This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
MetamagicActions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Enhanced Familiar Feat 2
Source Pathfinder Advanced Player's Guide
Prerequisites a familiar
(Druid) You infuse your familiar with additional primal energy, increasing its abilities.
(Magus) You infuse your familiar with more magical energy.
(Sorcerer, Wizard, Witch) You infuse your familiar with additional magical energy.
(Thaumaturge) By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy.
You can select four familiar or master abilities each day, instead of two.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
MagusThis indicates abilities from the magus class.
SorcererThis indicates abilities from the sorcerer class.
ThaumaturgeThis indicates abilities from the thaumaturge class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Familiar's Language Feat 2
Source Pathfinder Advanced Player's Guide
Prerequisites a familiar
You've learned to speak with your familiar and other creatures like it.
You can ask questions of, receive answers from, and use the Diplomacy skill with creatures of the same family of animals as your familiar.
For example, if your familiar were a cat, you could gain the effects of Speak with Animals for any felines (including leopards, lions, and tigers, among others).
This ability doesn't make them more friendly than normal. If your familiar ever changes to a different creature, you can't use this ability for 1 week while you absorb your new familiar's language.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DivinationThe divination school of magic typically involves obtaining or transferring information, or predicting events.
WitchThis indicates abilities from the witch class.
Living Hair Feat 2
Source Pathfinder Advanced Player's Guide
You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks.
You gain a hair unarmed attack that deals 1d4 bludgeoning damage; is in the brawling group; and has the agile, disarm, finesse, trip, and unarmed traits.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Eldritch Nails Feat 4
Source Pathfinder Advanced Player's Guide
Your nails are supernaturally long and sharp.
You gain a nails unarmed attack that deals 1d6 slashing damage. Your nails are in the brawling group and have the agile and unarmed traits. You can etch your nails with runes with the same cost and restrictions as for etching runes onto Handwraps of Mighty Blows; runes etched onto your nails apply to nails unarmed attacks with both hands but not to other unarmed attacks.
You can deliver hexes through your nails. When you successfully cast a non-cantrip hex that requires 2 actions or more to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a nails Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Improved Familiar (Witch) Feat 4
Source Pathfinder Advanced Player's Guide
You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Rites Of Convocation Feat 4
Source Pathfinder Advanced Player's Guide
Your patron grants you the power to summon other creatures to aid you.
Choose one summon spell (such as Summon Animal, Summon Construct, and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you've prepared in one of your witch spell slots with the spell you chose, heightened to the same level.
The spell you replaced must be of at least the summon spell's minimum spell level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Syu Tak-nwa's Skillful Tresses Feat 4
Prerequisites Living Hair
You can expertly control your living hair and use it to perform various tasks. You can perform simple Interact actions with your hair such as opening an unlocked door or picking up objects. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. Your hair can hold items of up to 1 Bulk, but can't Activate or attack with any items it's holding.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
WitchThis indicates abilities from the witch class.
Detonating Spell Feat 6
Source Pathfinder Lost Omens: Knights of Lastwall
Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the level of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
MetamagicActions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Divine Emissary Feat 6
Source Pathfinder Lost Omens: Knights of Lastwall
Prerequisites a familiar, you follow a good-aligned deity or patron
Your familiar is a divine emissary, sent to you by your deity or patron and infused with celestial powers. You can select one additional familiar ability each day, which must be one of the following divine emissary familiar abilities. You can't select more than one divine emissary familiar ability at a time.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
Greater Lesson Feat 6
Source Pathfinder Advanced Player's Guide
Your patron grants you greater knowledge.
Choose a greater or basic lesson from the list of witch lessons. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Steady Spellcasting Feat 6
Source Pathfinder Advanced Player's Guide
Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat. If you succeed, your action isn't disrupted.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ClericThis indicates abilities from the cleric class.
DruidThis indicates abilities from the druid class.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Syu Tak-nwa's Deadly Hair Feat 6
Prerequisites Living Hair
Your hair unarmed attack deals 1d6 bludgeoning damage and gains the grapple trait.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
WitchThis indicates abilities from the witch class.
Witch's Charge Feat 6
Source Pathfinder Advanced Player's Guide
You forge a magical link with another creature, granting you awareness of that creature's condition and creating a conduit for spellcasting.
During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge's direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
Effect: Witch's Charge
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DetectionEffects with this trait attempt to determine the presence or location of a person, object, or aura.
DivinationThe divination school of magic typically involves obtaining or transferring information, or predicting events.
WitchThis indicates abilities from the witch class.
Incredible Familiar (Witch) Feat 8
Source Pathfinder Advanced Player's Guide
Prerequisites Enhanced Familiar
Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four.
Special Add the bonus familiar abilities you gain for being a witch to this amount.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Murksight Feat 8
Source Pathfinder Advanced Player's Guide
Your vision pierces through non-magical fog, mist, rain, and snow. You don't take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don't require a flat check to succeed against a target Concealed only by such effects.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Syu Tak-nwa's Hexed Locks Feat 8
Prerequisites Living Hair
Your hair unarmed attack gains the reach trait. You can deliver hexes through your hair. When you successfully cast a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
WitchThis indicates abilities from the witch class.
Witch's Bottle Feat 8
Source Pathfinder Advanced Player's Guide
Prerequisites Cauldron
You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex.
If the hex has a sustained duration and you have Cackle, you can cast cackle into the bottle just before you seal it. If you do, the hex's duration is extended as if you had cast cackle the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed.
Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the concentrate trait. You can't regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast cackle) until the potion is consumed or loses its magic.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Major Lesson Feat 10
Source Pathfinder Advanced Player's Guide
Your patron grants you even greater secrets. Choose a major, greater, or basic lesson from the list of witch lessons. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.
Special You can select this feat a second time if you're 14th level or higher, and a third time if you're 18th level or higher. Choose a different lesson each time.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Quickened Casting Feat 10
Source Pathfinder Advanced Player's Guide
Frequency once per day
If your next action is to cast a class cantrip or a class spell that is at least 2 levels lower than the highest-level class spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
MetamagicActions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Temporary Potions Feat 10
Source Pathfinder Advanced Player's Guide
Prerequisites Cauldron
During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know. These items follow the normal rules to Craftthem, except for the time they take, with some additional restrictions. They must both be the same type of oil or potion, and their level must be 6 or more levels lower than your level. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value.
If you have master proficiency in your tradition's spell DCs, you can create a batch of three temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of four.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Witch's Communion Feat 10
Source Pathfinder Advanced Player's Guide
Prerequisites Witch's Charge
You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Familiar's Eyes Feat 12
Source Pathfinder Advanced Player's Guide
Prerequisites a familiar
You use your familiar's senses as easily as your own.
You project your senses into your familiar. When you do, you lose all sensory information from your own body, but you can sense through your familiar's body until you Dismiss the effect.
While projecting your senses in this way, you can converse telepathically with your familiar if it understands a language.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DivinationThe divination school of magic typically involves obtaining or transferring information, or predicting events.
WitchThis indicates abilities from the witch class.
Hex Focus Feat 12
Source Pathfinder Advanced Player's Guide
Your patron's teachings have allowed you to achieve a deeper focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Reflect Spell Feat 14
Source Pathfinder Advanced Player's Guide
Prerequisites Counterspell
When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster.
When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Rites Of Transfiguration Feat 14
Source Pathfinder Advanced Player's Guide
You can adapt your patron's power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns Baleful Polymorph, even if baleful polymorph isn't on your tradition's spell list.
By spending 10 minutes in communion with your familiar, you can replace one spell of 6th level or higher you've prepared in one of your witch spell slots with a baleful polymorph spell of the same level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Effortless Concentration Feat 16
Source Pathfinder Advanced Player's Guide
Trigger Your turn begins
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
DruidThis indicates abilities from the druid class.
SorcererThis indicates abilities from the sorcerer class.
SummonerThis indicates abilities from the Summoner class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Siphon Power Feat 16
Source Pathfinder Advanced Player's Guide
Frequency once per day
Requirements You haven't acted yet on your turn.
You draw upon the reservoir of your patron's magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron's theme or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least 1 level lower than your highest-level witch spell slot.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Hex Wellspring Feat 18
Source Pathfinder Advanced Player's Guide
Prerequisites Hex Focus
Focus flows from your patron each time you commune with your familiar. You can recover 3 Focus Points when you Refocus instead of 1 if you have spent at least 3 Focus Points since the last time you Refocused.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Split Hex Feat 18
Source Pathfinder Advanced Player's Guide
You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to Cast a Spell to cast a harmful hex with a single target, reduce its level by 2 (making it 2 levels lower than the maximum spell level you can cast). If you do, you can select a second target for that hex to affect.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
MetamagicActions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.
WitchThis indicates abilities from the witch class.
Demon's Hair Feat 20
Prerequisites Living Hair
Your hair constantly wriggles and writhes like that of your rival, Syu Tak-nwa. Your damage die of your hair unarmed Strike increases by one step and it gains the reach and versatile slashing traits. Your familiar assumes partial control over your hair; as long as your familiar is alive and within 30 feet, you are permanently quickened, and you can use the extra action only to make a hair Strike.
You can deliver hexes through your hair. When you successfully cast a non-cantrip hex that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair Strike against them before applying any effects of the hex. If this Strike misses, the hex has no effect.
Special If your hair already has the reach trait, it instead gains the sweep trait.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
WitchThis indicates abilities from the witch class.
Hex Master Feat 20
Source Pathfinder Advanced Player's Guide
You embody the link to your patron so completely that you can cast your hexes in rapid succession.
You are no longer limited to casting only a single hex each turn. In addition, when you cast Cackle to sustain a hex, you gain the effects of Sustain a Spell for all your active hexes that have a duration of sustained.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Patron's Truth Feat 20
Source Pathfinder Advanced Player's Guide
Prerequisites patron's gift
You have mastered the greatest secrets of your patron's magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. You gain an additional 10th-level spell slot.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.
Witch's Hut Feat 20
Source Pathfinder Advanced Player's Guide
Your home is an animated structure that obeys your commands. By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size.
The hut uses your AC, saving throw modifiers, and Perception modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it's reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired.
The hut can't attack or attempt skill checks. You can give the hut a command as a single action, which has the auditory and concentrate traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command.
- Guard The hut watches for trespassers within 120 feet using your Perception modifier and screams if it spots any.
- Lock Each entrance to the hut is sealed with a Lock spell.
- Move The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as "follow me" or "move that direction." While perfectly suitable for overland travel, the hut's broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count.
- Hide The hut appears to be a normal, mundane object of its type. This is a 10th-level illusion effect.
You can have only one hut at a time. If you animate a new hut, your previous hut immediately reverts to its original, mundane form. If you die, the hut continues following the last order you gave it indefinitely.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
WitchThis indicates abilities from the witch class.