In many ways, the witch is the antithesis of the modern world presented in this setting. The arcane counterpart of the druid, a witch (regardless of gender) is fiercely connected to nature, especially to beasts and the unknowable connections between different forms of life. This is most exemplified in the witch’s familiar companion, a strange beast which is in many ways identical to a wizard’s familiar, but is otherwise more similar to a druid’s animal companion. A witch’s familiar is more than a friend, it’s a piece of their being, a receptacle of their memories and emotions, an extension of their will, and a symbol of their power.

Each witch over the course of their career refines a nebulous undefined grand “question” which drives their progress as a witch. The question might be cosmic, personal, relational, factual, or any combination of these and more, but is never easy to answer. Witches quest and become explorers and adventurers in search of their “answer” to this question. Witches frequently correspond with druids, spirit shamans, totemists, mystics, binders, truenamers, and even masters and monks in the course of their studies, all of whom are valuable resources in their search for their “answer”. The life of a witch is one of constant mystery and contradiction. They connect to the natural world through their magic and their familiar companion (a trait typically associated with Wisdom), they enforce their will upon the world to use that magic (which requires Charisma), and they continually seek knowledge and truth (a trait typically associated with Intelligence).

Game Rule Information

Witches have the following game statistics.

Abilities: Charisma determines how powerful a spell a witch can cast, how many spells a witch can cast per day, and how hard those spells are to resist (see Spells, below). A witch’s Intelligence helps them be effective at identifying creatures with their Collector of Stories and Knowledge Devotion abiltiies. Like a
sorcerer or wizard, a witch benefits from high Dexterity and Constitution scores.

Alignment: Any chaotic. A witch’s powers come from their ethos of self-direction, stimulation, hedonism, and universalism (some aspects more-so than others).

Hit Die: d4

Starting gold: As Sorcerer

Class Skills

The witch’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at Each Level: 8 + Int modifier (includes the normal increase)

Table: The Witch
NPC Lvl BAB Fort Save Ref Save Will Save Special SP/Day Max Level
1st +0 +0 +0 +2 Wedded to History, Summon Familiar Companion 3 1st
2nd +1 +0 +0 +3 Improved Familiar, Advanced Learning 5 1st
3rd +1 +1 +1 +3 Brew Potion, Potion Cookbook 8 1st
4th +2 +1 +1 +4 Magical Artisan (Brew Potion) 14 2nd
5th +2 +1 +1 +4 Advanced Learning 19 2nd
6th +3 +2 +2 +5 Knowledge Devotion 29 3rd
7th +3 +2 +2 +5 Visions of Apocalypse 37 3rd
8th +4 +2 +2 +6 51 4th
9th +4 +3 +3 +6 Advanced Learning 63 4th
10th +5 +3 +3 +7 81 5th
11th +5 +3 +3 +7 Wisdom +2 97 5th
12th +6 / +1 +4 +4 +8 115 6th
13th +6 / +1 +4 +4 +8 131 6th
14th +7 / +2 +4 +4 +9 149 7th
15th +7 / +2 +5 +5 +9 Advanced Learning 165 7th
16th +8 / +3 +5 +5 +10 183 8th
17th +8 / +3 +5 +5 +10 Intelligence +4 199 8th
18th +9 / +4 +6 +6 +11 217 9th
19th +9 / +4 +6 +6 +11 233 9th
20th +10 / +5 +6 +6 +12 Baccob’s Favor 249 9th

Class Features

All the following are class features of the witch.

Weapon and Armor Proficiency: witches are proficient with all simple weapons. They are not proficient with any armor or shields.

Spells: A witch casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the witch spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a witch gains access to a new level of spells, he automatically knows all the spells for that level listed on the witch’s spell list. Essentially, his spell list is the same as his spells known list. Witches also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).

To cast a spell, a witch must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell’s level + the witch’s Charisma modifier. Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. His base daily spell point allotment is the same as a sorcerer. In addition, he receives bonus spell points for a high Charisma score.

Unlike a cleric or a wizard, a witch need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spell points required that spell level.

Wedded to History: If you take this class at your first hit die, you gain the Wedded to History feat (Dragon Magazine #354, p. 54) as a bonus feat if you do not already have it, and with it you gain the endless quality. If you do not take this class at your first hit die, you instead gain this feat at your 10th level in this class. A witch has such a strong connection with nature that they do not age.

Familiar Companion: You have a familiar. This ability counts as a wizard’s summon familiar ability or as the druid’s animal companion ability in all ways (meaning it can be traded out with an Alternative Class Feature), with the following exceptions:

  • A familiar companion counts as both a familiar and as an animal companion, and gains all of the benefits of an animal companion based on class level as if you were a druid.
  • You still choose your familiar from the list of familiars available to a wizard or sorcerer (and later the Improved Familiar lists).
  • It does not have a normal animal companion’s Link ability nor does it have tricks (or gain bonus tricks).
  • Use the familiar rules for determining saves, but the animal companion rules for determining bonus hit dice and hit points.
  • You can transform your current familiar into another familiar you qualify for by using the same ritual as for summoning a familiar over again.
  • It is a familiar for all other rules purposes.

Advanced Learning (Ex): At 2nd, 5th, 9th, and 15th levels, a witch can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a spell of the divination school from any spell list, and of a level no higher than that of the highest-level spell the witch already knows. You cast these spells as arcane spells, ignoring any need for a divine focus. Once a new spell is selected, it is forever added to that witch’s spell list and can be cast just like any other spell on the witch’s list.

Improved Familiar: If you can summon a familiar companion, you gain Improved Familiar as a bonus feat at 2nd level, and your caster level from witch levels is doubled for the purposes of qualifying for a particular familiar.

Brew Potion: You gain the Brew Potion feat as a bonus feat at 3rd level.

Potion Cookbook: For the purposes of creating potions, you may treat spells you’ve deciphered (from scrolls and spellbooks, etc) as spells on your class spell list (and thus available to be cast into the potion). Brewing a potion from a scroll does not expend the scroll. You must have physical access to that scroll or spellbook while crafting the potion.

Magical Artisan (Brew Potion): You gain the “Magical Artisan (Brew Potion)” feat (Player’s Guide to Faerûn, p. 41) as a bonus feat at 4th level.

Knowledge Devotion: You gain the Knowledge Devotion feat as a bonus feat at 6th level.

Visions of Apocalypse (Sp): When a witch who follows a deity reaches 7th level, they unlock knowledge to tap into powerful divine magics. They add the following sanctified spells (Book of Exalted Deeds, p. 83) to their witch spell list at their sanctified spell level and may cast them as arcane spells without their sacrifice, abstinence, or divine focus components, even if the witch wouldn’t normally be qualified to cast them because of their alignment: divine inspiration (1st), vision of punishment (1st), path of the exalted (3rd), telepathy tap (3rd), animate with the spirit (4th, but the outsider can be any alignment), inquisition (5th).

Ability Score Increases: At 11th level, your Wisdom score gains a +2 increase permanently. At 17th level, your intelligence score gains a +4 increase permanently.

Potion Mastery (Ex): At 13th level, when you craft a potion, you determine its caster level for crafting normally (including the benefits of Magical Artisan), but after it’s completed its actual caster level may be set as up to double the caster level from crafting (max CL 20).

Baccob’s Favor (Su): Upon reaching 20th level, Baccob has recognized your humble desire for knowledge and allows you to access his Library of Lore in the Outlands, bypassing The Great Seal (because if anyone knows how to bypass The Great Seal, it’s the god of magic). At-will as a standard action, you may teleport yourself and your familiar companion to a private room in the library (which only you and Baccob can access). You are allowed to research any topic here (although Baccob may forbid access to certain knowledge). Your private room likewise allows you to teleport from there to any location on the material plane which would qualify as “very familiar” to you (as in a teleport spell). Both of these teleportation effects cannot be prevented in any way (except by Baccob). Once per month, you may as a free action telepathically ask Baccob an open-ended question and get a completely truthful answer (although Baccob may refuse to answer certain questions or specifics). Baccob gives you this answer telepathically over the next minute, at the normal speed of speech. If Baccob refuses to answer a question entirely, you do not expend your question for that month.

Witch Spell List

GM’s Note: Per Maginomicon’s House Rules, all summoning spells with a listed duration of “1 round/level” instead have a duration of “2 rounds + 1 round/level”.

0-Level (13 spells): amanuensis (SpC) , cure minor wounds , deathwatch , deftness (Dragon Magazine #302, p.49) , detect evil , detect good , detect law , detect magic , detect poison , know direction , naturewatch (SpC) , omen of peril , prestidigitation , purify food and drink , read magic

1st Level (18 spells): babau slime (SpC) , beast claws (SpC) , bless water , blood wind (SpC) , charm person , claws of the bear (SpC) , curse of ill fortune (SpC) , curse water , familiar pocket (SpC) , magic fang , mount , ride of the valenar (RoE) , summon component (CM) , summon monster i , summon nature’s ally i , summon undead i (SpC) , traveler’s mount (SpC) , winged watcher (CSco).

2nd Level (16 spells): align fang (SpC) , augury , augment familiar (SpC) , binding winds (SpC) , curse of impending blades (SpC) , energize potion (BoED) , know vulnerabilities (SpC) , leap into animal (MoE) , lesser mana restoration , see invisibility , spectral hand , summon swarm , summon monster ii , summon nature’s ally ii , summon undead ii (SpC) , swift fly (SpC) , quick potion (SpC).

3rd Level (14 spells): arcane sight , bedevil (CoR) , clairaudience/clairvoyance , detect curse (OA) , dispel magic , enhance familiar (SpC) , fortify familiar (SpC) , greater magic fang , magic circle against evil , magic circle against good , magic circle against law , summon monster iii , summon nature’s ally iii , summon undead iii (SpC).

4th Level (14 spells): charm monster , cursed blade (SpC) , detect scrying , dimensional anchor , discern lies , displacer form (SpC) , divination , gaseous form , mana restoration , scrying , summon monster iv , summon nature’s ally iv , summon pest swarm (Ci) , summon undead iv (SpC).

5th Level (10 spells): commune , greater dispel magic , heal animal companion (SpC) , hold monster , mass curse of ill fortune (SpC) , overland flight , summon monster v , summon nature’s ally v , summon undead v (SpC) , teleport .

6th Level (8 spells): eyes of the king (SpC) , familiar refuge (CM) , imbue familiar with spell ability (SpC) , planar binding , probe thoughts (SpC) , summon monster vi , summon nature’s ally vi , true seeing .

7th Level (7 spells): banishment , greater bestow curse (SpC) , greater arcane sight , greater scrying , mass hold person , summon monster vii , summon nature’s ally vii.

8th Level (6 spells): discern location , illusion purge , greater planar binding , mass charm monster , summon monster viii , summon nature’s ally viii.

9th Level (6 spells): abyssal army (SpC) , foresight , soul bind , summon elemental monolith (SpC) , summon monster ix , summon nature’s ally ix .


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