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WITCH

CLASS

You command powerful magic, not through study or devotion to any ideal, but as a vessel or agent for a mysterious, otherworldly patron that even you don’t entirely understand. This entity might be a covert divinity, a powerful fey, a manifestation of natural energies, an ancient spirit, or any other mighty supernatural being—but its nature is likely as much a mystery to you as it is to anyone else. Through a special familiar, your patron grants you versatile spells and powerful hexes to use as you see fit, though you’re never certain if these gifts will end up serving your patron’s larger plan.

KEY ABILITY

INTELLIGENCE

At 1st level, your class gives you an ability boost to Intelligence.

HIT POINTS

6 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

DURING COMBAT ENCOUNTERS...

You cast spells to change the course of battle. You use magical hexes to hamper enemies and aid allies, while leveraging more powerful spells to control the battlefield, heal, or harm, aided by your extraordinary familiar, brewed potions, and magical items.

DURING SOCIAL ENCOUNTERS...

You provide knowledge on numerous topics, including a variety of magical matters, and you might call upon your patron’s magic to charm or deceive others.

WHILE EXPLORING...

You remain alert for magical traps and treasures, employing a clever array of spells to overcome obstacles that stand in your way. Your familiar might aid you through its own considerable set of exceptional abilities.

IN DOWNTIME...

You brew potions, craft other magical items, or hunt for new spells for your familiar to learn. You might try to learn more about your patron, their aims, or your own powers, and you might seek out the company of other witches for collaboration or community.

YOU MIGHT...

  • Strive to learn more about your patron or familiar, your patron’s goals, why they chose to empower you, and how you fit into their plans.
  • Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your patron provides.
  • View your familiar as a steadfast ally, a dear friend, or a necessary nuisance, depending on its personality.

OTHERS PROBABLY...

  • Wonder about the nature of your patron and the source of your magic, worrying you’ll turn on them or that you unknowingly serve to a foul power).
  • Appreciate your ability to aid them with magic, whether you do so by helping them directly or by hampering their adversaries.
  • Take care not to offend you, fearful that you’ll place a malicious hex on them if you’re angered.
TABLE 1: WITCH INITIAL PROFICIENCIES
PERCEPTION
U T E Proficiency in
    Perception
SAVING THROWS
U T E Proficiency in
    Fortitude
    Reflex
    Will
SKILLS
U T E Proficiency in
    one skill determined by your patron
    a number of additional skills equal to 3 plus your Intelligence modifier
ATTACKS
U T E Proficiency in
    simple weapons
    unarmed attacks
DEFENSES
U T E Proficiency in
    unarmored defense
SPELLS
U T E Proficiency in
    spell attack rolls of your spellcasting tradition, determined by your patron
    spell DCs of your spellcasting tradition, determined by your patron
TABLE 2: WITCH CLASS FEATURES
Level Ancestry
Feats
Class
Feats
General
Feats
Skill
Feats
Skill
Increase
Ability
Boost
Extra
1           ancestry and background, elemental magic, familiar, flexible spell preparation, hexes, patron, witch spellcasting
2         
3         
4         
5       magical fortitude
6        familiar
7        expert spellcaster
8         
9         lightning reflexes
10       
11        alertness, weapon expertise
12        familiar
13         defensive robes, weapon specialization
14         
15      master spellcaster
16         
17         resolve
18        familiar
19        legendary spellcaster, patron’s gift
20       
TABLE 3: TABLE 2–7: WITCH SPELLS PER DAY
Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152
253
3532
4533
55332
65333
753332
853333
9533332
10533333
115333332
125333333
1353333332
1453333333
15533333332
16533333333
175333333332
185333333333
1953333333331*
2053333333331*
* The patron conduit class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.
TABLE 4: WITCH CLASS FEATS
Level 1 Class Feats Traits Prerequisites Benefits
CackleAPG You can extend one of your spells with a quick burst of laughter.
CauldronAPG You can use the Craft activity to create oils and potions.
Counterspell APG abjuration When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it.
Reach Spell APG concentrate, metamagic You can extend the range of your spells.
Widen Spell APG manipulate, metamagic You manipulate the energy of your spell, causing it to affect a wider area.
WortwitchAPG You have a particular affinity for leafy plants.
Level 2 Class Feats Traits Prerequisites Benefits
Basic LessonAPG Your witch spellcasting.
Cantrip ExpansionAPG Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells.
Conceal Spell APG concentrate, manipulate, metamagic 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.
Enhanced FamiliarAPG a familiar You infuse your familiar with additional magical energy.
Familiar’s LanguageAPG divination a familiar You’ve learned to speak with your familiar and other creatures like it.
Living HairAPG 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.
Level 4 Class Feats Traits Prerequisites Benefits
Devil’s EyeDA aftermath You made a bargain with a devil or won a legal case or other similar duel of wits against a devil. Your experience in the finer points of bargaining with a devil has awakened a sinister power that now inhabits your left eye.
Echo of the FallenDA aftermath You helped to lay a haunt, ghost, or spirit to rest. With the utmost gratitude for your help in releasing them from their unearthly coil, a tiny sliver of a ghostly entity has remained attached to you.
Eldritch NailsAPG Your nails are supernaturally long and sharp.
Improved FamiliarAPG You find it easy to attract a powerful and unusual familiar to your side.
Lingering ChillDA aftermath, cold You’ve been brought to 0 Hit Points by an enemy that has the cold trait or an enemy’s ability that has the cold trait. The chill of ice entered your veins and never left, adjusting the internal temperature of your body.
Rites of ConvocationAPG Your patron grants you the power to summon other creatures to aid you.
Syu Tak-Nwa’s Skillful TressesFRP-01 Living Hair (Advanced Player’s Guide 102) You can expertly control your living hair and use it to perform various tasks.
Level 6 Class Feats Traits Prerequisites Benefits
Detonating Spell LOKL concentrate, metamagic Your spell becomes volatile and explosive.
Divine EmissaryLOKL 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.
Elysium’s CadenceDA aftermath You’ve partied extensively with an azata or entered a romantic relationship with an azata. You’ve been ensnared by an azata’s infectious enthusiasm for life, love, and freedom that manifests as a pearlescent afterimage in your graceful movements, a spring in your soft steps, an ever-present melody in your euphonic voice, and eddies of passionate colors in your mesmerizing eyes.
Greater LessonAPG Your patron grants you greater knowledge.
Jelly BodyDA aftermath, magical, transmutation You’ve been reduced to 0 Hit Points while engulfed by an ooze. Some of the ooze that surrounded you made its way permanently into parts of your body, turning you soft to the touch and semitransparent enough to show bones.
Steady SpellcastingAPG Confident in your technique, you don’t easily lose your concentration when you Cast a Spell.
Syu Tak-Nwa’s Deadly HairFRP-01 Living Hair (Advanced Player’s Guide 102) Your hair unarmed attack deals 1d6 bludgeoning damage and gains the grapple trait.
Witch’s ChargeAPG detection, divination You forge a magical link with another creature, granting you awareness of that creature’s condition and creating a conduit for spellcasting.
Level 8 Class Feats Traits Prerequisites Benefits
Helt’s Spelldance LOF expert in Performance Ranik Helt knows a special technique to hide his spells as part of a performance, and you’ve learned this technique.
Incredible FamiliarAPG Enhanced Familiar Your familiar is imbued with even more magic than other familiars.
MurksightAPG Your vision pierces through non-magical fog, mist, rain, and snow.
Syu Tak-Nwa’s Hexed LocksFRP-01 Living Hair (Advanced Player’s Guide 102) Your hair unarmed attack gains the reach trait.
Witch’s BottleAPG 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.
Level 10 Class Feats Traits Prerequisites Benefits
Gift of the HoardDA aftermath, magical, transmutation You have succeeded at an important task given by a dragon, such as procuring a special treasure for their hoard. In pleasing the cravings of a mighty dragon, they have deigned to impart some of their magical essence into your body.
Glass SkinOATSG abjuration, aftermath You were present at the death of the medusa Alethsia, whose vitrumantic powers were passed on to you in the wake of her destruction. Even if vitrumancy is a mystery to you, your blood and flesh know the secrets of the art of arcane glass.
Major LessonAPG Your patron grants you even greater secrets.
Quickened Casting APG concentrate, metamagic If your next action is to cast a witch cantrip or a witch spell that is at least 2 levels lower than the highest-level witch spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).
Siphon Life DA aftermath, flourish, magical, necromancy, negative You’ve been reduced to 0 Hit Points by an enemy with the negative trait. Experiences with necromantic energy have left a permanent mark on you, casting you in a deathlike pallor, chilling your body temperature to be ice-cold, turning your very blood black, and giving you the power to rip out an enemy’s life force.
Temporary PotionsAPG Cauldron During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know.
Witch’s CommunionAPG Witch’s Charge You can keep watch over multiple charges.
Level 12 Class Feats Traits Prerequisites Benefits
Familiar’s Eyes APG concentrate, divination a familiar You use your familiar’s senses as easily as your own.
Hex FocusAPG Your patron’s teachings have allowed you to achieve a deeper focus.
Petrified SkinDA aftermath, transmutation You have been petrified by an enemy. It might have been a medusa, dracolisk, or even a fossil golem; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you.
Level 14 Class Feats Traits Prerequisites Benefits
Dormant EruptionDA aftermath, fire You’ve been brought to 0 Hit Points by an enemy that has the fire trait or an enemy’s ability that has the fire trait. A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body.
Reflect SpellAPG 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.
Rites of TransfigurationAPG You can adapt your patron’s power to transform other creatures into forms more befitting their behavior or your whims.
Sink and SwimDA aftermath, water You’ve been brought to 0 Hit Points by an enemy that has the water trait or an enemy’s ability that has the water trait. Your body looks like it’s made of flowing water, clear and pristine, providing a natural grace to all your movements.
Level 16 Class Feats Traits Prerequisites Benefits
Effortless Concentration APG You maintain your active spells with hardly a thought.
Fey LifeDA aftermath, healing, necromancy, primal You helped to save a fey from a terrible fate, and you’re not a fey. There are some fates worse than death–and you worked to save a fey from one such fate.
Siphon Power APG You draw upon the reservoir of your patron’s magic that resides within your familiar.
Walk on the WindDA aftermath, air, magical, transmutation You’ve been brought to 0 Hit Points by an enemy that has the air trait or an enemy’s ability that has the air trait. A flighty breeze follows you wherever you go, granting a dramatic flair to everything you do.
Level 18 Class Feats Traits Prerequisites Benefits
Hex WellspringAPG Hex Focus Focus flows from your patron each time you commune with your familiar.
Split Hex APG concentrate, metamagic You siphon some of the power from an offensive hex you cast to direct it at a second target as well.
Level 20 Class Feats Traits Prerequisites Benefits
Demon’s HairFRP-03 Living Hair Your hair constantly wriggles and writhes like that of your rival, Syu Tak-nwa.
Hex MasterAPG You embody the link to your patron so completely that you can cast your hexes in rapid succession.
Patron’s TruthAPG 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.
Witch’s HutAPG Your home is an animated structure that obeys your commands.
TABLE 5: WITCH FOCUS SPELLSHEX SPELLS
Hex Cantrips Patron Theme Level Summary
uClinging iceAPG Winter 1 Freezing sleet and heavy snowfall collect on the target’s feet and legs, dealing 1d4 cold damage and other effects depending on its Reflex save.
uDiscern secretsAPG Rune 1 You call upon your patron’s power to better uncover secrets.
uEvil eyeAPG Curse 1 You fix your eye on the target, imposing a malevolent hex.
uNudge fateAPG Fate 1 You read slightly into the future and give fate a tiny push to achieve the result you desire.
rPact brokerDA 1 You offer to broker a pact of peace.
uShroud of nightAPG Night 1 Drawing your hand in a sweeping gesture, you shroud the target in a veil of night.
rSpirit objectLOL Baba Yaga 1 Using a sliver of Baba Yaga’s power, you briefly bring an object to life.
uStoke the heartAPG Fervor 1 Intense fervor fills the target creature, empowering their blows.
uWilding wordAPG Wild 1 With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you.
Hex Spells Level Summary
uBlood wardAPG 1 You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe.
uCackleAPG 1 With a quick burst of laughter, you prolong a magical effect you created.
uElemental betrayalAPG 1 You call upon the elements to undermine your foe.
uLife boostAPG 1 You temporarily bolster the target’s vitality.
uNeedle of vengeanceAPG 1 A long, jagged needle jabs into the target foe’s psyche whenever it tries to attack a specifically forbidden creature.
uPhase familiarAPG 1 You draw upon your patron’s power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist.
uStumbling curseST-01 1 With a twist of a finger, you send a creature careening on a haphazard trajectory.
uVeil of dreamsAPG 1 You draw the target into a drowsy state, causing daydreams and sluggishness.
uDeceiver’s cloakAPG 3 You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself.
uMalicious shadowAPG 3 You reshape the target’s shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target.
uPersonal blizzardAPG 3 You summon an isolated blizzard of obscuring, scouring ice to follow your target.
rReturn the favorDA 3 You’re unable to leave any debts unpaid.
uCurse of deathAPG 5 You focus your malevolent gaze on a target, causing their heart to seize in dread.
rGlacial heartLOL 5 Ice and bone-deep cold assail the target, freezing it from the inside out.
rOver the coalsDA 5 You accuse the target of breaking its word to you and invoke the wrath of your patron to claim what’s due, demanding the target pay you in currency, fulfill an order, or stand down.
uRestorative momentAPG 5 You manipulate the threads of time around the target, giving them some of the benefits of a day’s passage.