The spells gained depend upon the patron chosen. These spells are also automatically added to the list of spells stored by the familiar. While these forces need not be named, they typically hold influence over one of the following forces.Īt 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.Īt 1st level, when a witch gains her familiar, she must also select a patron. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. A witch cannot select an individual hex more than once. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. At 1st level, a witch gains one hex of her choice. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally. While communing, the witch decides which spells to prepare.Ĭantrips Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).Ī witch may know any number of spells. Her base daily spell allotment is given on Table: Witch. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.Ī witch can cast only a certain number of spells of each spell level per day. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. A witch must choose and prepare her spells ahead of time. SpellsĪ witch casts arcane spells drawn from the witch spell list. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail. They are not proficient with any type of armor or shield. Witches are proficient with all simple weapons.
The following are the class features of the witch. Table: Witch LevelĬantrips, hex, patron spells, witch’s familiar
The witch’s class skills are Craft ( Int), Fly ( Dex), Heal ( Wis), Intimidate ( Cha), Knowledge (arcana) ( Int), Knowledge (history) ( Int), Knowledge (nature) ( Int), Knowledge (planes) ( Int), Profession ( Wis), Spellcraft ( Int), and Use Magic Device ( Cha). Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less. 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. Role: While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. Some are even afraid of that source, fearful of what it might be or where its true purposes lie. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. 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. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power.
Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown.