Class - Witch Remaster
Class - Witch Remaster
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
Int
1st character lvl, +2 to Int.
Hit points (HP)
6 + Con
Initial Proficiencies
Perception
Trained in Perception
Saving Throws
Trained in Fort
Trained in Ref
Expert in Will
Skills
Trained in 1 skill determined by Patron
1st character lvl, Trained in 3 + Int
Attacks
Trained in Simple Weapons
Trained in Unarmed Attacks
Defenses
Trained in Unarmored Defense
Spells
Trained in Spell Attacks
Trained in Spell DCs
Class DC
Trained in Witch Class DC
Witch Advancement
Lvl Class Features
1 Initial Proficiencies, Ancestry and Background, Patron, Familiar, Witch Spellcasting, Hexes, General Feat
2 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
3 2nd Rank Spells, General Feat, Skill Increase, Ability Boosts
4 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
5 3rd Rank Spells, Fortitude Expertise, Skill Increase, Ability Boosts
6 Familiar Ability, Skill Feat, Witch Feat Archetype/Class Feats
7 4th Rank Spells, Expert Spellcaster, General Feat, Skill Increase, Ability Boosts
8 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
9 5th Rank Spells, Reflex Expertise, Skill Increase, Ability Boosts
10 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
11 6th Rank Spells, General Feat, Perception Expertise, Skill Increase, Weapon Expertise
12 Familiar Ability, Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
13 7th Rank Spells, Unarmored Expertise, Skill Increase, Weapon Specialization, Ability Boosts, Ancestry Feats
14 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
15 8th Rank Spells, General Feat, Master Spellcaster, Skill Increase, Ability Boosts, Ancestry Feats
16 Skill Feat, Witch Feat Archetype/Class Feats
17 9th Rank Spells, Skill Increase, Will Mastery, Ability Boosts, Ancestry Feats
18 Familiar Ability, Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
19 General Feat, Legendary Spellcaster, Patron’s Gift, Skill Increase Ability Boosts, Ancestry Feats
20 Skill Feat, Witch Feat Archetype/Class Feats, Ability Boosts
Class Features
Gain these abilities as a Witch. Abilities gained at higher lvls list requisite lvls next to the features’ names.
Initial Proficiencies (1st)
Noted at start of this class.
Patron (1st)
Patron’s Theme determines Spellcasting Tradition, Skill, First Witch’s Lesson and a Unique Familiar Ability.
Faith’s Flamekeeper
Patron contacted in a moment willpower was close to sputtering out. Their reassuring presence was like breath and kindling bringing an ember
back aflame, their magic giving strength to carry on and bring others to cause.
The Inscribed One
No words passed patron’s lips in moment met; instead, words and glyphs danced across their skin while symbols and numbers swam in depths
of their eyes, spelling out their will in a torrent of words and wisdom.
The Resentment
A single feeling radiated from patron in moment met them, as palpable as heat from a fire: desire to see every tall poppy felled and every proud
nail hammered down, whether to righteously bring justice for small folk or base urge to see powerful defeated.
Silence in Snow
Bitter cold heralded patron’s appearance, in depths of winter solstice or on a frozen peak at end of world.
Spinner of Threads
Met patron in a memory of an encounter yet to come or a premonition of something long since passed, as they untangled and re-spun tapestry of
time and fate.
Starless Shadow
Patron first contacted at witching hour, as body lay paralyzed by sleep while mind had yet to escape waking world.
Wilding Steward
When patron appeared, they moved with grace and ferocity of wilderness, their voice creaking of trees and sound of hoof against unspoiled
earth.
Familiar (1st)
Patron sent Familiar, a mystical creature that teaches and facilitates spells. This Familiar is a direct conduit between you and Patron, it’s more
powerful than other Familiars. Familiar gains 1 unique ability based on patron and is always selected, and +1 familiar ability that can be selected
daily as normal. +1 familiar ability at 6th, 12th, and 18th.
Spells: Familiar is source and repository of spells patron has bestowed upon you, and must commune with familiar to prepare spells each day
using Witch Spellcasting. Familiar starts off knowing 10 Cantrips, 5 1st rank spells, and 1 spell determined by patron’s Initial Lesson. Choose
these spells from common spells of tradition determined by Patron or from other spells of that tradition gain access to. Each time gain a lvl,
patron teaches familiar 2 new spells of any rank for which have spell slots, chosen from common spells of tradition or others gain access to.
Feats can also grant familiar additional spells.
Learning Spells: Familiar can learn new spells independently of patron. It can learn any spell on tradition’s spell list by physically consuming a
written version of that spell over course of 1 hr. This can be a scroll of that spell, or can prepare a written version using Learn a Spell
Exploration activity. You can use Learn a Spell activity to teach familiar a spell from another witch’s familiar. Both familiars must be present
for entirety of activity, spell must be on spellcasting tradition’s spell list, and must pay usual cost for that activity, typically in form of an
offering to other familiar’s patron. Can’t prepare spells from another Witch’s Familiar.
Undying: If familiar dies, patron replaces it during next [Daily Prep]. New familiar might be a duplicate or reincarnation of former familiar or a
new entity altogether, but it knows same spells former familiar knew regardless. Familiar’s death doesn’t affect any spells already prepared.
Witch Spellcasting (1st)
Can cast spells of Patron’s tradition using Cast Spell activity. Incantations might rhyme, gestures might be as simple as an ominous pointing finger or
a complex folk sign, and familiar might even echo words or movements slightly as patron’s magic surges.
At 1st lvl, can prepare 2 1st rank spells and 5 Cantrips each morning from spells familiar knows. Prepared spells remain available until cast or until
prepare spells again. Number of spells can prepare each day is called Spell Slots.
When gaining lvls, number of Spell Slots per day increases, as does highest rank of spells can cast, as shown on Table below.
Some spells require Spell Attack roll to see how effective they are, or have enemies roll against Spell DC. Spell Attack Rolls and Spell DCs use Int.
Heightening Spells
When you get spell slots of 2nd rank and higher, can fill those slots with stronger versions of lower-rank spells. This increases spell’s rank to
match spell slot. Many spells have specific improvements when they are heightened to certain ranks.
Cantrips
A Cantrip is a special type of spell that doesn’t use spell slots. Can cast Cantrip at will, any number of times per day. A cantrip is auto
heightened to ½ lvl rounded up, which equals highest rank of spell slots have. (1st lvl Druid, Cantrips are 1st rank Spells, and 5th lvl Druid,
Cantrips are 3rd rank Spells.
Spell Lvl
Lvl
Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 2 - - - - - - - - -
2 5 3 - - - - - - - - -
3 5 3 2 - - - - - - - -
4 5 3 3 - - - - - - - -
5 5 3 3 2 - - - - - - -
6 5 3 3 3 - - - - - - -
7 5 3 3 3 2 - - - - - -
8 5 3 3 3 3 - - - - - -
9 5 3 3 3 3 2 - - - - -
10 5 3 3 3 3 3 - - - - -
11 5 3 3 3 3 3 2 - - - -
12 5 3 3 3 3 3 3 - - - -
13 5 3 3 3 3 3 3 2 - - -
14 5 3 3 3 3 3 3 3 - - -
15 5 3 3 3 3 3 3 3 2 - -
16 5 3 3 3 3 3 3 3 3 - -
17 5 3 3 3 3 3 3 3 3 2 -
18 5 3 3 3 3 3 3 3 3 3 -
19 5 3 3 3 3 3 3 3 3 3 1*
20 5 3 3 3 3 3 3 3 3 3 1*
* 10th-lvl spell slot that works a bit differently from other spell slots.