Witch"You think me wicked? I prefer… misunderstood."Making a WitchWitches are arcane casters that focus on casting certain enchantments, transmutations, and curses. She also has limited control over plants, animals, and a limited ability with divination. In addition, she is skilled at creating potions, oils, and poisons.
Certain cultures shun witches due to fear or superstition, so many witches are loners or prefer to live on the outskirts of civilization. Many witches are not evil or cruel, but the focus of their abilities tends to lead others to assume the worst about them.
Abilities: Intelligence determines how well the witch can cast her spells. Dexterity helps the witch avoid attacks, which helps given that she is not proficient in armor. Constitution helps the otherwise frail witch withstand physical attacks. Charisma helps with some of the witch’s skills, including Intimidate, which is useful for her cackle ability.
Races: Any.
Alignment: Any.
The Witch Hit Die: d4
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Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Spells, summon familiar
2 +1 +0 +0 +3 Advanced learning, cackle
3 +1 +1 +1 +3 Potion making
4 +2 +1 +1 +4 Advanced learning
5 +2 +1 +1 +4 Flight
6 +3 +2 +2 +5 Advanced learning
7 +3 +2 +2 +5 Covey
8 +4 +2 +2 +6 Advanced learning, improved cackle
9 +4 +3 +3 +6 Improved Flight
10 +5 +3 +3 +7 Advanced learning
11 +5 +3 +3 +7 Reaching curse
12 +6/+1 +4 +4 +8 Advanced learning
13 +6/+1 +4 +4 +8 Greater cackle
14 +7/+2 +4 +4 +9 Advanced learning
15 +7/+2 +5 +5 +9 Chain curse
16 +8/+3 +5 +5 +10 Advanced learning
17 +8/+3 +5 +5 +10 Irresistible curse
18 +9/+4 +6 +6 +11 Advanced learning
19 +9/+4 +6 +6 +11 Improved reaching curse
20 +10/+5 +6 +6 +12 Advanced learning
Class Skills (4 + Int modifier per level): Bluff (cha), Concentration (con), Craft (int), Disguise (cha), Handle Animal (cha), Heal (wis), Intimidate (cha), Knowledge (Arcana) (int), Knowledge (Geography) (int), Knowledge (Local) (int), Knowledge (Nature) (int), Knowledge (The Planes) (int), Profession (wis), Ride (dex), Sense Motive, (wis), Spellcraft (int), and Survival (wis).
Class FeaturesAll of the following are class features of the Witch class:
Weapon and Armor Proficiency:The witch is proficient with all simple weapons, but is not proficient with armor. Any spells with a somatic component cast by a witch are subject to arcane spell failure.
Spells:A witch casts arcane spells which are drawn from her spell list (see below). She need not prepare her spells ahead of time, and may spontaneously cast any spell she knows from her list so long as she has remaining spell slots of the appropriate level.
To learn, prepare, or cast a spell, the witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.
Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. She has the same number of spell slots available equal to a sorcerer of the same level.
Summon Familiar (Ex):The witch can obtain a familiar the same as a sorcerer or wizard.
Advanced Learning (Ex):At 2nd level and every even level thereafter, the witch adds a new spell to her list of spells known. The spell comes from the Advanced Learning List (see below) and cannot be of a level higher than what the witch can cast.
Cackle (Ex):At 2nd level, the witch can let out a frightening cackle. She can use her Intimidate skill to demoralize any opponents within 30 feet as a standard action.
Potion Making (Su):At 3rd level, the witch can use a cauldron to brew potions, poisons, and contagions. When crafting a potion, the witch follows the normal rules, except she can create one potion per hour per class level, and the cost is only 10 x spell level x caster level gp.
The witch can create ingested poisons, but must spend sixth the market cost in materials, and the poisons only remain potent for 24 hours. Similarly, she can create a dose of the disease blinding sickness for 25 gp. This also loses potency in 24 hours. The witch can brew a number of doses of either equal to her class level in one hour.
In addition, the witch gains a +4 circumstance bonus to Craft (Alchemy) checks when using her cauldron to create an alchemic substance.
Flight (Su):At 5th level, the witch can fly on an item on which she can sit. This item is typically a broom, but any similar-sized item could work, such a chair, small tub, or even her cauldron (if it is large enough). In order to use the item to fly, the witch must imbue it with magic, which takes one hour of uninterrupted work. The item stays enchanted until it is either dispelled or she imbues another item with this ability.
To fly the item, the witch must sit on it and maintain a grip with at least one hand. It is possible to dismount the witch just as a mounted rider, so the witch may wish to train in the Ride skill to help protect against this.
While flying, the witch can fly at a speed equal to her base land speed with average maneuverability. The witch can fly up to 10 minutes per day per class level. This time does not need to be used consecutively.
Covey (Ex):A witch of at least 7th level can form a covey with two other witches and/or hags. See Covey under Hag in the Monster Manual (page 144) for more details. The witch is unable to use any spell-like abilities of a higher level than what she can currently cast. She can participate in creating a hag eye as normal.
Improved Cackle (Ex):At 8th level, the witch can use her cackle as a move action and may affect any opponents within 60 feet.
Improved Flight (Su):At 9th level, the witch’s Flight ability improves. Her movement speed increases to 150% of her base land speed and the maneuverability increases to good. She is no longer limited on how long she may use this ability during a day. Other than that, this ability faces the same restrictions as the Flight ability.
Reaching Curse (Su):At 11th level, the witch can cast Bestow Curse and Greater Bestow Curse with a range of close (25 feet + 5 feet / 2 levels) instead of touch. This requires a ranged touch attack.
Greater Cackle (Ex):At 13th level, the witch can use her cackle as a swift action, may affect any opponents within 60 feet, and the duration of the effect is increased to one minute.
Chain Curse (Su):At 15th level, when the witch casts Bestow Curse or Greater Bestow Curse, she may affect a number of targets equal to her class level. Each target must be within 30 feet of each other and within range of the spell (which might be increased by Reaching Curse).
Irresistible Curse (Su):At 17th level, if witch casts Greater Bestow Curse and the target succeeds on their saving throw, she can choose to have the target be affected by Bestow Curse instead, with no save.
Improved Reaching Curse (Su):At 19th level, the witch can cast Bestow Curse and Greater Bestow Curse with a range of medium (100 feet + 10 feet level). This requires a ranged touch attack.
Spell ListLevel 0:Arcane Mark, Create Water, Cure Minor Wounds, Dancing Lights, Daze, Detect Poison, Detect Magic, Know Direction, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Touch of Fatigue
Level 1:Cause Fear, Charm Animal, Charm Person, Detect Animals or Plants, Disguise Self, Endure Elements, Faerie Fire, Identify, Pass without Trace, Reduce Person, Sleep, Speak with Animals, Ventriloquism
Level 2:Blindness/Deafness, Continual Flame, Darkness, Delay Poison, Detect Thoughts, Fog Cloud, Gust of Wind, Hold Animal, Misdirection, Scare, See Invisibility, Touch of Idiocy, Whispering Wind
Level 3:Bestow Curse, Clairaudience/Clairvoyance, Contagion, Deep Slumber, Diminish Plants, Dispel Magic, Dominate Animal, Hold Person, Neutralize Poison, Plant Growth, Poison, Speak with Plants, Suggestion, Water Breathing
Level 4:Blight, Charm Monster, Confusion, Fear, Hallucinatory Terrain, Lesser Geas, Mass Reduce Person, Phantasmal Killer, Remove Curse, Scrying
Level 5:Baleful Polymorph, Break Enchantment, Commune with Nature, Death Ward, Dominate Person, Dream, Feeblemind, Hold Monster, Insect Plague, Nightmare, Sending
Level 6:Analyze Dweomer, Find the Path, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Legend Lore, Mass Suggestion, Mislead, Stone to Flesh, True Seeing, Veil
Level 7:Banishment, Creeping Doom, Forcecage, Greater Bestow Curse*, Greater Scrying, Insanity, Transmute Metal to Wood, Vision
Level 8:Animal Shapes, Antipathy, Demand, Discern Location, Mass Charm Monster, Screen, Sympathy
Level 9:Foresight, Freedom, Imprisonment, Weird
*Spell CompendiumAdvanced Learning ListLevel 1:Cure Light Wounds, Entangle, Hypnotism, Inflict Light Wounds, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Ray of Enfeeblement
Level 2:Alter Self, Command Undead, Cure Moderate Wounds, Daze Monster, Hideous Laughter, Inflict Moderate Wounds, Invisibility, Lesser Restoration, Shatter, Soften Earth and Stone
Level 3:Cure Serious Wounds, Halt Undead, Inflict Serious Wounds, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Ray of Exhaustion, Slow, Stinking Cloud
Level 4:Animate Dead, Cure Critical Wounds, Detect Scrying, Freedom of Movement, Greater Invisibility, Inflict Critical Wounds, Polymorph, Restoration, Solid Fog
Level 5:Cloudkill, Control Winds, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Unhallow, Wall of Thorns, Waves of Fatigue
Level 6:Circle of Death, Create Undead, Eyebite, Harm, Heal, Move Earth, Repulsion, Shadow Walk, Transport via Plants, Undeath to Death
Level 7:Control Weather, Ethereal Jaunt, Finger of Death, Greater Restoration, Horrid Wilting, Mass Hold Person, Phase Door, Power Word Blind, Regenerate, Sequester, Waves of Exhaustion
Level 8:Create Greater Undead, Earthquake, Irresistible Dance, Maze, Mind Blank, Polymorph Any Object, Power Word Stun, Temporal Stasis, Whirlwind, Word of Recall
Level 9:Dominate Monster, Etherealness, Mage’s Disjunction, Mass Hold Monster, Power Word Kill, Shapechange, Wail of the Banshee