Witch

fortitude icon pathfinder wotr wiki guide
Fortitude
Low
will icon pathfinder wotr wiki guide
Will
High
reflex icon pathfinder wotr wiki guide
Reflex
Low
bab icon pathfinder wotr wiki guide
Base Attack Bonus
Low
hp icon pathfinder wotr wiki guide
HP per level
+4 (d6)
casual2 difficulty icon pathfinder wotr wiki guide200px
Skill Points
+2
magic icon pathfinder wotr wiki guide
Max level of Spells
10
magic icon pathfinder wotr wiki guide
Caster ability
Intelligence
magic icon pathfinder wotr wiki guide
Caster type
Memorizing Spells

Class Initial Features

Class Skills

Witch is a class in Pathfinder: Wrath of the Righteous. Generally feared and misunderstood, the 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. 

 

"Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the 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. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even fearful of what that source might be, or where its true purposes lie."

 

Witch Information

Stats

  • Alignment Requirement: Any
  • Hit Die: +4
  • Skill Points per Level: 2
  • Level 1 Base Attack Bonus: +0

Skills

Difficulty

difficulty class pathfinder wotr wiki guidedifficulty class pathfinder wotr wiki guidedifficulty class pathfinder wotr wiki guidedifficulty class pathfinder wotr wiki guidedifficulty 2 pathfinder wotr wiki guide (copy)

 

Witch Features

 

Spellcasting

  • The Witch can cast up to 9th level spells. Witches cast spells drawn from the Witch spell list.
  • The Witch must prepare their spells ahead of time and they know a limited number of spells. (The Stigmatized Witch archetype instead casts spells spontaneously from a limited list of spells known)
  • The Witch is an arcane spellcaster, and is subject to a chance to have their spells fail when wearing armor.
  • The Witch uses their Intelligence score to determine their bonus spell slots and spell save DCs. (The Stigmatized Witch archetype uses Charisma instead)
  • Witches gain access to additional spells based on their Patron.

 

Witch Video Guide

Ember Build:  Here

 
 
 
 
 
 
 
 
 

 

 

Witch Archetypes

Stigmatized Witch

 Bonus: Oracle's Curse

 Penalty: No Patron

Hex Channeler

 Bonus: Channel Energy

 Penalty: 1 less Hex

 

Ley Line Guardian

 Bonus: Conduit Surge, Ley Line Powered

 Penalty: 2 less Hex

Elemental Witch

 Bonus: Elemental Ray, Elemental Patron

 Penalty: Altered Patron, 5 less Hex

 

Witch Progression

 

Level

BAB

Fort

Ref

Will

Abilities

Spells

 1 0 0 0 2 Hex, Witch's Familiar, Patron 3/1
 2 1 0 0 3 Hex 4/2
 3 1 1 1 3   4/2/1
 4 1 1 1 4 Hex 4/3/2
 5 2 1 1 4   4/3/2/1
 6 2 2 2 5 Hex 4/3/3/2
 7 3 2 2 5   4/4/3/2/1
 8 3 2 2 6 Hex 4/4/3/3/2
 9 4 3 3 6   4/4/4/3/2/1
 10 4 3 3 7 Hex, Major Hex 4/4/4/3/3/2
 11 5 3 3 7   4/4/4/4/3/2/1
 12 5 4 4 8 Hex 4/4/4/4/3/3/2
 13 6/1 4 4 8   4/4/4/4/4/3/2/1
 14 6/1 4 4 9 Hex 4/4/4/4/4/3/3/2
 15 7/2 5 5 9   4/4/4/4/4/4/3/2/1
 16 7/2 5 5 10 Hex 4/4/4/4/4/4/3/3/2
 17 8/3 5 5 10   4/4/4/4/4/4/4/3/2/1
 18 8/3 6 6 11 Hex, Grand Hex 4/4/4/4/4/4/4/3/3/2
 19 9/4 6 6 11   4/4/4/4/4/4/4/4/3/3
 20 9/4 6 6 12 Hex 4/4/4/4/4/4/4/4/4/4

 

Witch Abilities

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 Spells. Familiars 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.

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.

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.

Simple Weapon Proficiency

You become proficient with all Simple Weapons.

 

 

Witch Patrons in Pathfinder: Wrath of the Righteous

At 1st level, a witch must 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.

 

Patron

Witch Level

2

4

6

8

10

12

14

16

18

Agility Expeditious Retreat Cat's Grace Haste Freedom of Movement Polymorph Cat's Grace, Mass Polymorph, Greater Polymorph, Greater Polymorph, Greater
Ancestors Bless Aid Prayer Shield of Dawn Burst of Glory Heroism, Greater Bestow Grace of the Champion Angelic Aspect, Greater Weird
Deception Vanish Invisibility Displacement Confusion Phantasmal Web Serenity Invisibility, Mass Angelic Aspect, Greater Weird
Devotion Divine Favor Invisibility Magical Vestment Confusion Flame Strike Bull's Strength, Mass Bestow grace of the champion Holy Aura Heal, Mass
Elements Shocking Grasp Acid Arrow Fireball Dragon's Breath Flame Strike Acid Fog Caustic Eruption Polar Ray Icy Prison, Mass
Endurance Stunning Barrier Bear's Endurance Protection from Energy Thorn Body Spell Resistance Bear's Endurance, Mass Restoration, Greater Polar Ray Seamantle
Healing Remove Fear Restoration, Lesser Remove Disease Restoration Cleanse Pillar of Life Restoration, Greater Cure Critical Wounds, Mas Heal, Mass
Insanity Color Spray Hideous Laughter Hold Person Confusion Mind Fog Serenity Insanity Cure Critical Wounds, Mass Overwhelming Presence
Mercy Cure Light Wounds Eagle's Splendor Remove Curse Restoration Cleanse Inspiring Recovery Resurrection Euphoric Tranquility Heal, Mass
Shadow Vanish Blur Displacement Shadow Conjuration Shadow Evocation Phantasmal Putrefaction Shadow Conjuration, Greater Shadow Evocation, Greater Shades
Strength Divine Favor Bull's Strength Heroism Divine Power Righteous Might Bull's Strength, Mass Legendary Proportions Frightful Aspect Heroic Invocation
Transformation Longstrider Bear's Endurance Beast Shape I Beast Shape II Beast Shape III Dragonkind I Dragonkind II Dragonkind III Shapechange
Winter Snowball Resist Fire Protection from Fire Ice Storm Icy Prison Cold Ice Strike Ice Body Polar Ray Polar Midnight

 

 

 

Witch Hexes in Pathfinder: Wrath of the Righteous

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier. Witch hexes are not subject to spell resistance.

Name

Type

Effects

Ameliorating Hex

The witch can touch a creature to suppress or protect it from negative conditions. The witch chooses one of the following conditions each time she uses this hex: dazzled, fatigued, shaken, or sickened. If the target is or later becomes afflicted with the chosen condition, that condition is suppressed for a number of minutes equal to the witch’s level. Alternatively, the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause the chosen conditions for 24 hours. A creature can benefit from the hex twice in 24 hours, one for each of the two conditions.

Aura of Purity Hex

Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.

Cackle Hex

A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an evil eye hex, fortune hex, protective luck, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye Hex

The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

This is a mind-affecting effect. At 8th level the penalty increases to –4.

Fortune Hex

The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Healing Hex

This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Iceplant Hex

This hex grants the witch and her familiar a +2 natural armor bonus to AC.

The effect leaves the witch’s skin thick and stiff to the touch.

Misfortune Hex

The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Nails Hex

The witch's nails are long and sharp, and count as natural weapons that deal 1d3 points of damage (1d2 for a Small witch).

Protective Luck Hex

The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result.

At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.

Slumber Hex

A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Vulnerability Curse Hex The witch can make her enemies vulnerable to energy. This hex lasts for a number of rounds equal to the witch's level, during which any energy resistance or energy immunities on the target are suppressed. A successful Will save reduces this to just 1 round.
Ward Hex The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
Agony Major Hex With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Animal Skin Major Hex The witch can become an animal. This ability is similar to beast shape II, polymorphing the witch into a leopard.
Beast's Gift Major Hex

The witch can use her magic to grant her allies ferocious animal abilities. The witch can partially transform a willing ally, granting him natural attacks for a number of minutes equal to the witch’s level. Choose one: the creature gains one bite attack that deals 1d8 points of damage and one secondary attack of the witch’s choice that deals 1d6 points of damage, or the creature gains two claw attacks that deal 1d4 points of damage each. These attacks follow the standard rules for natural attacks.

Delicious Fright Major Hex The target of this hex becomes shaken for a number of rounds equal to 3 + the witch’s Intelligence modifier. As long as the witch remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect.
Hoarfrost Major Hex The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured. Break enchantment, dispel magic, remove curse, and similar spells end the effect. If the target saves, it is immune to this hex for 1 day. This is a cold effect.
Major Ameliorating Major Hex The witch can touch a creature to suppress and protect it from negative conditions. The witch chooses one of the following conditions each time she uses this hex: blinded, cursed, diseased, or poisoned. If the target is afflicted with the chosen condition, that condition is suppressed for a number of minutes equal to the witch's level. Additionally, the witch grants her target a +4 circumstance bonus on saving throws against effects that cause the chosen conditions for 24 hours. A creature can benefit from the hex twice in 24 hours, once for each of two different conditions.
Major Healing Major Hex This hex acts as cure serious wounds, using the witch's caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like cure critical wounds.
Regenerative Sinew Major Hex

The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly.

The target either gains fast healing 5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice).

Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Restless Slumber Major Hex

The witch causes a creature within 30 feet to fall into a sleep riddled with nightmares. This functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to violently toss and turn, dealing 1d10 points of damage to itself each turn.

This damage does not wake the creature. When it wakes, the creature’s addled state causes it to be confused for a number of rounds equal to half the witch’s level. The witch must have the slumber hex to select this hex.

 
Animal Servant Grand Hex

The witch can use this hex to turn a humanoid enemy into an animal and rob it of its free will.

The transformation works as beast shape II and is negated by a successful Will save. The transformed creature retains its Intelligence score and known languages, if any, but the witch controls its mind. This effect functions as dominate monster, except the creature does not receive further saving throws to resist the hex. The effect can be removed only with wish or similar magic, although slaying the witch also ends the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Death Curse Grand Hex This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 points of damage + 1 point of damage per level of the witch. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.
Lay to Rest Grand Hex The witch may target a single undead creature with this hex as if with an undeath to death spell. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Life Giver Grand Hex Once per day the witch can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.

 

 

 

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  ♦  Wizard



Tired of anon posting? Register!
Load more
⇈ ⇈