Witch
A mysterious patron speaks through a bound familiar, granting hexes and versatile magic whose ultimate purpose stays unclear.
You command powerful magic, not through study or devotion, but as an agent for an otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, an ancient spirit, or any other mighty supernatural being—but its nature is likely as much a mystery to you as it is to others. 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 you're merely serving your patron's larger plan.
Witch
Key Ability Intelligence · Hit Points per Level 6 + Constitution modifier · Perception Trained · Saves FORT Trained · REF Trained · WILL Expert
Casting Prepared · Spell Ability Intelligence · Cantrips 5 · 1st-Rank Slots 2 at level 1
Granted Features
This product includes content derived from the Pathfinder Second Edition rules system, which is available under the ORC License (https://paizo.com/orclicense). Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.