Pathfinder 2 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 + Con 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...

Others Probably...

Table: Witch Advancement
Level Class Features
1Ancestry and background, familiar, hexes, initial proficiencies, patron, witch spellcasting
2Skill feat, witch feat
3General feat, skill increase
4Skill feat, witch feat
5Ability boost, ancestry feat, magical fortitude, skill increase
6Skill feat, witch feat
7Expert spellcaster, general feat, skill increase
8Skill feat, witch feat
9Ancestry feat, lightning reflexes, skill increase
10Ability boost, skill feat, witch feat
11Alertness, general feat, skill increase, weapon expertise
12Skill feat, witch feat
13Ancestry feat, defensive robes, skill increase, weapon specialization
14Skill feat, witch feat
15Ability boost, general feat, master spellcaster, skill increase
16Skill feat, witch feat
17Ancestry feat, resolve, skill increase
18Skill feat, witch feat
19General feat, legendary spellcaster, patron’s gift, skill increase
20Ability boost, skill feat, witch feat

Class Features

You gain these abilities as a Witch. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.


You weren’t born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron’s power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron’s theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar.


Your patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules at Familiars, though as it’s a direct conduit between you and your patron, it’s more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting (see below). Your familiar starts off knowing 10 cantrips, five 1st- level spells, and one additional spell determined by your patron’s theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your 1 familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition’s spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch’s familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition’s spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar’s patron. You can’t prepare spells from another witch’s familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar’s death doesn’t affect any spells you have already prepared.

Witch Spellcasting

Using your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Heightened Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.


A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a witch. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

Table: Witch Spells per Day
Your LevelCantripsSpell Level
* The patron conduit class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.


Your patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron’s magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips

Hex cantrips are special hexes that don’t cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren’t counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.

Skill Feats [Level 2]

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Witch Feats [Level 2]

At 2nd level and every 2 levels thereafter, you gain a witch class feat.

General Feats [Level 3]

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases [Level 3]

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Ability Boosts [Level 5]

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats [Level 5]

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Magical Fortitude [Level 5]

Your patron’s power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.

Expert Spellcaster [Level 7]

You’ve learned to better control the power your patron has granted you. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to expert.

Lightning Reflexes [Level 9]

Your reflexes are lightning fast, helping you avoid danger. Your proficiency rank for Reflex saves increases to expert.

Alertness [Level 11]

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Weapon Expertise [Level 11]

Through sheer experience, you’ve improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.

Defensive Robes [Level 13]

The flow of magic through your spellcasting and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.

Weapon Specialization [Level 13]

You can inflict greater injuries with the weapons you know. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master and 4 if you’re legendary.

Master Spellcaster [Level 15]

You’ve achieved mastery over your patron’s magic. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to master.

Resolve [Level 17]

Communion with your familiar has steeled your mental fortitude. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Legendary Spellcaster [Level 19]

You’ve perfected your command of the magic your patron provides. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to legendary.

Patron’s Gift [Level 19]

Your patron grants you the power to command incredible works of magic. You gain a single 10th-level spell slot and can prepare a spell in that slot using witch spellcasting. Unlike with other spell slots, these spell slots can’t be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You don’t gain more 10th-level spells as you level up, though you can take the Patron’s Truth feat to gain a second slot.

Patron Themes

Each patron has a theme, regardless of their nature or identity. This theme describes the forces over which the patron grants a witch influence. Some patrons are multifaceted, granting different themes and teaching different lessons to different witches. Your patron’s theme determines the following.

Spell List You use this magical tradition and spell list.
Patron Skill You become trained in the listed skill.
Hex Cantrip You gain this special hex cantrip.
Granted Spell Your familiar automatically learns the spell listed here, in addition to those you gain through witch spellcasting.


Foiling foes and undermining those who stand in your way are the tools of the curse patrons.

Spell List occult
Patron Skill Occultism
Hex Cantrip evil eye
Granted Spell ray of enfeeblement


Through your patron, you gain glimpses of the future and insight into the ever-woven tapestry of time.

Spell List occult
Patron Skill Occultism
Hex Cantrip nudge fate
Granted Spell true strike


Your patron represents a grand ideal or goal, granting you magic to further their mission and bring others to the cause

Spell List divine
Patron Skill Religion
Hex Cantrip stoke the heart
Granted Spell command


Your patron speaks from the shadows, granting you power over darkness and dreams.

Spell List occult
Patron Skill Occultism
Hex Cantrip shroud of night
Granted Spell sleep


Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon


The wild places of the world feel the touch of your patron.

Spell List primal
Patron Skill Nature
Hex Cantrip wilding word
Granted Spell your choice of summon animal or summon plant or fungus


Your patron reflects the frozen reaches of the world, bitterly cruel to those who underestimate that power.

Spell List primal
Patron Skill Nature
Hex Cantrip clinging ice
Granted Spell gust of wind

Witch Lessons

A witch’s knowledge from their patron comes in the form of lessons, which you can learn by selecting feats like Basic Lesson. Each lesson grants you a hex and teaches your familiar a new spell, adding it to the spells you can prepare using your witch spellcasting. You gain this spell even if it’s not on your tradition’s spell list.

Basic Lessons

You can select from these lessons when a feat or another effect grants you a basic lesson.

Lesson of Dreams: You gain the veil of dreams hex, and your familiar learns sleep.
Lesson of the Elements: You gain the elemental betrayal hex. Your familiar learns your choice of burning hands, air bubble, hydraulic push, or pummeling rubble.
Lesson of Life: You gain the life boost hex, and your familiar learns spirit link.
Lesson of Protection: You gain the blood ward hex; your familiar learns mage armor.
Lesson of Vengeance: You gain the needle of vengeance hex, and your familiar learns phantom pain.

Greater Lessons

You can select from these lessons when a feat or other effect grants you a greater lesson.

Lesson of Mischief: You gain the deceiver’s cloak hex, and your familiar learns mad monkeys.
Lesson of Shadow: You gain the malicious shadow hex, and your familiar learns chilling darkness.
Lesson of Snow: You gain the personal blizzard hex, and your familiar learns wall of wind.

Major Lessons

You can select from these lessons when a feat or other effect grants you a major lesson.

Lesson of Death: You gain the curse of death hex, and your familiar learns raise dead.
Lesson of Renewal: You gain the restorative moment hex, and your familiar learns field of life.

Witch Feats

At every level that you gain a Witch feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.


Feat 1

You can extend one of your spells with a quick burst of laughter. You learn the cackle hex. Increase the number of Focus Points in your focus pool by 1.


Feat 1

You can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you’re 4th level, a 6th-level potion if you’re 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.


Feat 1
Abjuration Witch

Trigger A creature Casts a Spell that you have prepared.

When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).

Reach Spell

Feat 1
Concentrate Metamagic Witch

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Widen Spell

Feat 1
Concentrate Metamagic Witch

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and doesn’t have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn’t affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.


Feat 1

You have a particular affinity for leafy plants. Your patron grants you a leshy familiar. If you already had a familiar, this leshy replaces your previous familiar, as if your previous familiar had been slain. In addition, you gain the ability to see through leaves, vines, and other foliage. You don’t take circumstance penalties to ranged spell attacks or Perception checks caused by foliage, and your targeted attacks don’t require a flat check to succeed against a target concealed only by such vegetation.

Basic Lesson

Feat 2

Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson from the list on page 100. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.

Cantrip Expansion

Feat 2

Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells. You can prepare two additional cantrips each day.

Conceal Spell

Feat 2
Concentrate Manipulate Metamagic Witch

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. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re Casting a Spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.

This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

Enhanced Familiar

Feat 2

Prerequisites a familiar

You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day instead of two.

Special Add the bonus familiar abilities you gain for being a witch to this amount.

Familiar's Language

Feat 2
Diviniation Witch

You’ve learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the Diplomacy skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others). This ability doesn’t make them more friendly than normal. If your familiar ever changes to a different creature, you can’t use this ability for 1 week while you absorb your new familiar’s language.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).

Living Hair

Feat 2

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. You gain a hair unarmed attack that deals 1d4 bludgeoning damage; is in the brawling group; and has the agile, disarm, finesse, trip, and unarmed traits.

Eldritch Nails

Feat 4

Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals 1d6 slashing damage. Your nails are in the brawling group and have the agile and unarmed traits. You can etch your nails with runes with the same cost and restrictions as for etching runes onto handwraps of mighty blows; runes etched onto your nails apply to nails unarmed attacks with both hands but not to other unarmed attacks.

You can deliver hexes through your nails. When you successfully cast a non-cantrip hex that requires 2 actions or more to cast and that doesn’t require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a nails Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.

Improved Familiar

Feat 4

You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.

Rites of Convocation

Feat 4

Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as summon animal, summon construct, and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you’ve prepared in one of your witch spell slots with the spell you chose, heightened to the same level. The spell you replaced must be of at least the summon spell’s minimum spell level.

Greater Lesson

Feat 6

Your patron grants you greater knowledge. Choose a greater or basic lesson from the list on page 100. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.

Steady Spellcasting

Feat 6

Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If another creature’s reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

Witch's Charge

Feat 6
Detection Diviniation Witch

You forge a magical link with another creature, granting you awareness of that creature’s condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge’s direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).

Incredible Familiar

Feat 8

Prerequisites Enhanced Familiar

Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four.

Special Add the bonus familiar abilities you gain for being a witch to this amount.


Feat 8

Your vision pierces through non-magical fog, mist, rain, and snow. You don’t take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don’t require a flat check to succeed against a target concealed only by such effects.

Witch's Bottle

Feat 8

Prerequisites 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. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have cackle, you can cast cackle into the bottle just before you seal it. If you do, the hex’s duration is extended as if you had cast cackle the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed.

Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the concentrate trait. You can’t regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast cackle) until the potion is consumed or loses its magic.

Major Lesson

Feat 10

Your patron grants you even greater secrets. Choose a major, greater, or basic lesson from the list on page 100. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.

Special You can select this feat a second time if you’re 14th level or higher, and a third time if you’re 18th level or higher. Choose a different lesson each time.

Quickened Casting

Feat 10
Concentrate Metamagic Witch

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 you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).

Temporary Potions

Feat 10

Prerequisites Cauldron

During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know. These items follow the normal rules to Craft them, except for the time they take, with some additional restrictions. They must both be the same type of oil or potion, and their level must be 6 or more levels lower than your level. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value.

If you have master proficiency in your tradition’s spell DCs, you can create a batch of three temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of four.

Witch's Communion

Feat 10
Concentrate Divination Witch

Prerequisites Witch’s Charge

You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one.

Familiar's Eyes

Feat 12

You use your familiar’s senses as easily as your own. You project your senses into your familiar. When you do, you lose all sensory information from your own body, but you can sense through your familiar’s body until you Dismiss the effect. While projecting your senses in this way, you can converse telepathically with your familiar if it understands a language.

Hex Focus

Feat 12

Your patron’s teachings have allowed you to achieve a deeper focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Reflect Spell

Feat 14

Prerequisites 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. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.

Rites of Transfiguration

Feat 14

You can adapt your patron’s power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns baleful polymorph, even if baleful polymorph isn’t on your tradition’s spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th level or higher you’ve prepared in one of your witch spell slots with a baleful polymorph spell of the same level.

Effortless Concentration

Feat 16

Trigger Your turn begins.

You maintain your active spells with hardly a thought. You immediately gain the effects of a Sustain a Spell action, allowing you to extend the duration of one of your active witch spells.

Siphon Power

Feat 16

Frequency once per day

Requirements You haven’t acted yet on your turn.

You draw upon the reservoir of your patron’s magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron’s theme or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least 1 level lower than the highest-level spell you can cast.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).

Hex Wellspring

Feat 18

Prerequisites Hex Focus

Focus flows from your patron each time you commune with your familiar. You can recover 3 Focus Points when you Refocus instead of 1 if you have spent at least 3 Focus Points since the last time you Refocused.

Split Hex

Feat 18
Concentrate Metamagic Witch

You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to Cast a Spell to cast a harmful hex with a single target, reduce its level by 2 (making it 2 levels lower than the maximum spell level you can cast). If you do, you can select a second target for that hex to affect.

Hex Master

Feat 20

You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast cackle to sustain a hex, you gain the effects of Sustain a Spell for all your active hexes that have a duration of sustained.

Patron's Truth

Feat 20

Prerequisites 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. You gain an additional 10th-level spell slot.

Witch's Hut

Feat 20

Your home is an animated structure that obeys your commands. By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size.

The hut uses your AC, saving throw modifiers, and Perception modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it’s reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired.

The hut can’t attack or attempt skill checks. You can give the hut a command as a single action, which has the auditory and concentrate traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command.

  • Guard The hut watches for trespassers within 120 feet using your Perception modifier and screams if it spots any.
  • Lock Each entrance to the hut is sealed with a lock spell.
  • Move The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as “follow me” or “move that direction.” While perfectly suitable for overland travel, the hut’s broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count.
  • Hide The hut appears to be a normal, mundane object of its type. This is a 10th-level illusion effect.

You can have only one hut at a time. If you animate a new hut, your previous hut immediately reverts to its original, mundane form. If you die, the hut continues following the last order you gave it indefinitely.

Section 15: Copyright Notice

Pathfinder Advanced Player's Guide © 2020, Paizo Inc.; Authors: Amirali Attar Olyaee, Alexander Augunas, Kate Baker, Brian Bauman, Logan Bonner, Carlos Cabrera, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Jesse Decker, Fabby Garza Marroquín, Steven Hammond, Sasha Laranoa Harving, Joan Hong, Nicolas Hornyak, Vanessa Hoskins, James Jacobs, Erik Keith, Lyz Liddell, Luis Loza, Ron Lundeen, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Jessica Redekop, Mikhail Rekun, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Jason Tondro, Clark Valentine, and Andrew White.