Witch

## Basic Features

Base Attack: ½

Base Caster: 1          Base Manifester: ½

Base Saves: Poor Fortitude / Poor Reflex / Good Will

Hit-Die: D4 (3)

Skill Points: 2

Skill Training: 2 (Arcana, Athletics, Biology, Bluff, Diplomacy, Dweomer, Geo, Stealth, Survival)

Weapon Group Proficiency: 1 (Bow, Flail, Grenade, Mace, Siege, Spear, Sword, Tool, Unarmed)

Combat Proficiency: Feint

Initiative: Int

Key Attribute Score: Intelligence

Witch Spells

Invocations

## Level Progression

### **Spells**

Learning Spells: When gaining the first level in Witch, the Witch adds 3+Int {C1} Witch spells to their spellbook; at each additional level, they add 2 Witch spells of any circle for which they have a slot. The Witch may add a Witch spell of any circle for which they have a slot to their spellbook from another spellbook or Witch scroll, by spending {C} hours & succeeding Dweomer (DC 10 + 2x {C}); they may retry this process until successful, but may not take 10.

Spell Preparation: After resting for 8 hours, the Witch may refresh their spell slots. The Witch may, at any time, spend 1 hour studying their spellbook(s), &/or scrolls they have written, to prepare any number of their available spell slots, replacing each with a specific spell of up to that slot's circle from those written works. The Witch may utilize another person's written works, making an Arcana check for each spell prepared this way (DC 10 + 2x {C}); the Witch may not take 10 on this check. The Witch may also use spells they currently have prepared as their own written work by succeeding Dweomer (DC 5 + the highest {C} prepared this way).

Casting Spells: To cast a Witch spell they have prepared, the Witch must expend the spell's slot, also expending the action noted in the spell's Cast Time & providing its listed components. When casting a Witch spell with a somatic component, the Witch must check Arcane Spell Failure for their equipped items.

Metamagic: The Witch may add the circle adjustment from a metamagic feat they know to a spell's circle to determine the slot needed to prepare the spell, & apply the metamagic feat's effects to the prepared spell.

## Class Features

### **Cantrips (Sp):**

The Witch may cast their cantrips at will while their familiar is Close.

### **Familiar (Su):**

See Familiars (Barrister). The Witch’s familiar is a Court Fey resembling a tiny or smaller Animal. The familiar speaks Sylvan.

### **Fey Heritage (Ex):**

The Witch gainsFey Heritage as a bonus feat.

### **Minor Witchcraft (Su):**

The Witch gains an ability chosen from the list below:

**Blood Component:** When casting a spell, the Witch may take {C} empathic damage (forcing Concentration) to add 1 to {L} for that spell; they may also forgo any focus or material components up to KASgp. The Witch may also take 1 Constitution burn to have the spell ignore SR.

**Divine Inspiration:** The Witch learns one spell of a circle they can cast, up to {C3}, from the Cleric list. This spell may be prepared as if it had been chosen for Spell Mastery. This ability may be taken multiple times.

**Enhanced Familiar:** The Witch’sfamiliar gains +4 Strength, Dexterity, Constitution, & Natural Armor.

**Glamer Resistance:** The Witch gains a +2 bonus on saving throws against Glamers; 1/day they may expend an immediate action to reroll a failed save against a Glamer.

**Guise:** The Witch may use *Disguise Self* at will. They must make a Concentration check (DC 10+number of minutes) each minute or lose the disguise. They may dismiss Guise as a standard action. When Guise ends, it may not be used again for 1 minute.

**Invocation:** The Witch learns an additional invocation of any grade they can cast. This ability may be taken multiple times.

**Lesser Arcana:** The Witch learns one spell of a circle they can cast, up to {C3}, from the Wizard list. This spell may be prepared as if it had been chosen for Spell Mastery. This ability may be taken multiple times.

**Lesser Soul Bond:** The Witch's familiar may cast Stabilize (affecting only the Witch) at will, as an innate spell. Damaging a creature with Eldritch Blast grants the Witch's familiar 1 THP per die.

**Nature’s Allure:** The Witch learns one spell of a circle they can cast, up to {C3}, from the Druid list. This spell may be prepared as if it had been chosen for Spell Mastery. This ability may be taken multiple times.

**Potion Mastery:**  The Witch gains Brew Potion as a bonus feat, & the Alchemy Trick.

**Silver Tongue:** The Witch gains a +1 bonus on Bluff checks, & 1/day they may reroll a Bluff check.

**Soothing Voice:** The Witch’s penalty for making a rushed Diplomacy check is halved. They gain a +1 bonus on Diplomacy, & 1/day they may reroll a Diplomacy check.

### **Invocations (Sp)**:

The Witch learns 2 invocations at CL3, & learns an addition invocation at each CL. The Witch readies 1/3CL invocations with their Witch spells, & may cast ready invocations at will.

### **Bonus Feat (Ex):**

The Witch may select a Metamagic feat, a Fey Heritage feat, or Spell Mastery.

### **Major Witchcraft (Su):**

The Witch learns an ability from the list below, or from the Minor list:

**Commune with the Court:** Once per day, while their familiar is adjacent, the Witch may use *Commune* to contact a powerful unknown Fey creature.

**Familiar Completion:** Up to 3/day while adjacent, the Witch's familiar may expend a swift action to complete the verbal or somatic component of a spell the Witch is casting.

**Greater Arcana:** The Witch learns one spell of a circle they can cast, up to {C6}, from the Wizard list. This spell may be prepared as if it had been chosen for Spell Mastery. This ability may be taken multiple times.

**Greater Divine Inspiration:** The Witch learns one spell of a circle they can cast, up to {C6}, from the Cleric list. This spell may be prepared as if it had been chosen for Spell Mastery. This ability may be taken multiple times.

**Greater Nature’s Allure:** The Witch learns one spell of a circle they can cast, up to {C6}, from the Druid list. This spell may be prepared as if it had been chosen for Spell Mastery. This ability may be taken multiple times.

**Share Pain:** If the Witch would be reduced to 0 or fewer HP, they may make a Concentration check (DC 10 + ½ gross damage) as a reaction. If successful, the Witch takes ½ damage (rounded down), & their Familiar takes the remainder as empathic damage. Once per day this ability may be activated as an immediate action in response to any amount of damage.

**Soul Bond (requires Lesser Soul Bond):** The Witch's familiar gains vigor 1 while Close. While Close, 1/day The Witch's familiar may expend a standard action & take ½HDd8 empathic damage to heal the Witch for the same amount.

**Spell Swap:** Up to 3/day, the Witch may spend 1 minute studying their spellbook with their familiar to swap a currently prepared spell or invocation with another of the same circle or grade. The Witch must Concentrate (DC 15 + 2x{C}) each round while in a stressful situation; on a failure the prepared spell or invoctation to be swapped is consumed and a use of this ability is wasted.

**Thousand Faces:** As the Druid ability.

### **Grand Witchcraft (Su):**

The Witch learns an ability from the list below, any from the Major list, or 2 from the Minor list:

**Court Perfection:** The Witch gains the Court subtype matching their familiar's. The Witch ages at 1/3 the normal rate for their race & gains a +10 bonus on saves against aging effects.

**Greater Soul Bond (requires Soul Bond):** The Witch & their familiar have advantage on saves against [Death] while Close. The familiar's vigor from Soul Bond increases to 3. If the Witch dies, their soul transfers to their familiar, if Close. The familiar gains 1 TNL each day they carry the Witch's soul.

**Improved Blood Component:** Reduce the damage from Blood Component to ½{C}, negate the Concentration, & double the value of components that may be forgone. The Witch may gain ½{C} negative levels (lasting ½{C} hours) to cast a spell as though its casting time were swift.