Elemental Witch

Witch Archetype

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Fortitude
Low
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Will
High
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Reflex
Low
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Base Attack Bonus
Low
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HP per level
4/ Level
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HP
6
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Max level of Spells
10
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Caster ability
Intelligence
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Elemental Witch is a sub-class in Pathfinder: Wrath of the Righteous. Generally feared and misunderstood, the Elemental Witch draws her magic from a pact made with an otherworldly power. Communing with that source and using her familiar as a conduit, the witch gains not only a host of spells, but also a number of strange abilities known as hexes. 

 

"Witches sometimes dive deep into elemental energies, allowing to evoke destructive powers upon their enemies."

 

Elemental Witch Information

 

Elemental Witch Progression

 

Level

Abilities

 1 Witch's Familiar, Simple Weapon Proficiency, Elemental Ray, Elemental Patron
 2 Hex
 3  
 4 Hex
 5  
 6  
 7  
 8 Hex
 9  
 10  
 11 Elemental Ray
 12 Hex
 13  
 14  
 15  
 16 Hex
 17  
 18  
 19  
 20 Hex

 

Witch's Familiar

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, additional Spells, and help with some types of magic.

Witch must commune with her familiar each day to prepare her SpellsFamiliars store all of the Spells that a Witch knows, and a Witch cannot prepare a Spell that is not stored by her familiar. A Witch's familiar begins play storing all of the 0-level witch Spells plus three 1st level Spells of the witch's choice. The Witch also selects a number of additional 1st-level Spells equal to her Intelligence modifier to store in her familiar. At each new Witch level, she adds two new Spells of any spell level or levels that she can cast (based on her new Witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Simple Weapon Proficiency

You become proficient with all Simple Weapons.

Hex

Witches learn a number of magic tricks, called Hexes, that grant them powers or weaken foes. At 1st level, a Witch gains one Hex of her choice. She gains an additional Hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual Hex more than once.

Using a Hex is a Standard Action that doesn't provoke an Attack of Opportunity unless otherwise noted. The saving throw DC to resist a Hex is equal to 10 + half the Witch's level + the Witch's Intelligence modifier. For Stigmatized Witch the saving throw use Charisma modifier instead of Intelligence modifier.

 

Major Hex

Starting at 10th level, and every two levels thereafter, a Witch can choose one of the following Major Hexes whenever she could select a new hex.

Grand Hex

Starting at 18th level, and every two levels thereafter, a Witch can choose one of the following Grand Hexes whenever she could select a new hex.

Elemental Ray

At 1st level, Elemental Witch selects one type of energy. She gains the ability to use this energy to create a ray of destruction, dealing 1d6 Energy Damage plus 1d6 of additional damage for every 3 Witch levels as a ranged Touch Attack.
At 11th level, she selects one more energy type.

 

Elemental 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 following forces.

At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen.

 

 

 

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard

 




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    • Anonymous

      probably the closest thing available (thematically and gameplaywise) to 5e warlocks, for those who are curious

      the elemental ray is your stand-in for eldritch blast, 'cantrips' which scale their damage are otherwise pretty nonexistent in pathfinder

      kineticists also have blasts and some of their features are kind of like invocations at times, but thematically they're entirely different

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