The Witch studies magic on the very bleeding edge of modern knowledge. Using a mysterious connection with other planes of existence, they gain the ability to summon and command ghostly companions known as Familiars. Each Familiar is different and unique to the Witch who summons it, and they act as both a focus for their magic and as an adventuring companion.
Witches are specialists in spectral magic, a form which is generally frowned upon by other mages such as those in the Torchlight Society. As a result, they often become social outcasts and tend to associate with others of their own discipline.
Difficulty | ★★★ Advanced |
Hit Point Increment | 4 or 1d6 + your CON modifier per Witch level |
Magic Skill Points | 4 |
Magic Studies |
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Natural Skills |
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You support your party using your familiar's unique abilities. Depending on the form your familiar takes, you might have it scout ahead, keep watch for danger, listen in on distant conversations, or enter a dangerous room to check for traps.
You're wary of socializing with other mages, and careful not to reveal the nature of your powers. You mostly keep to yourself, the company of your familiar, and other Witches.
You and your familiar fight as a team. You coordinate your moves with your familiar to attack, defend, and support your party in a multitude of ways.
You practice your obscure and advanced magic away from prying eyes. You might brew potions or spend time with your familiar to strengthen your bond.
When creating a leveled character that starts with this class, consult the Investigator Starting Equipment table to determine what items you start with. You receive all of the items listed for your starting level and all levels below it. You can choose to replace any number of items with their equivalent value in credits (CR).
Level | Feature | Familiar Hit Points | Dark Energy | Caster Level |
---|---|---|---|---|
1 | Witch Specialties, Spellcasting, Spell Studies | 1 | ||
2 | Natural Skill Improvement, Learning Experience | 1 | ||
3 | Familiar | +0 | 1 | |
4 | Specialty Improvement, Witch Bonus | +0 | 1 | |
5 | Spell Studies, Learning Experience | +2 | 2 | |
6 | Ability Score Improvement, Spiritual Connection | +4 | 2 | |
7 | Dark Energy | +6 | 15 | 2 |
8 | Spell Studies, Natural Skill Improvement | +8 | 20 | 3 |
9 | Familiar Feature, Specialty Improvement | +10 | 25 | 3 |
10 | Familiar Focus, Learning Experience | +12 | 40 | 3 |
11 | Ability Score Improvement | +15 | 45 | 3 |
12 | Spiritual Connection, Natural Skill Improvement | +18 | 50 | 3 |
13 | Familiar Feature, Spell Studies | +21 | 55 | 4 |
14 | Witch Bonus, Specialty Improvement | +24 | 60 | 4 |
15 | Collective Might | +28 | 65 | 4 |
16 | Natural Skill Improvement, Spell Studies | +32 | 70 | 5 |
17 | Ability Score Improvement | +36 | 75 | 5 |
18 | Familiar Feature, Witch Bonus | +40 | 80 | 5 |
19 | Learning Experience, Specialty Improvement | +45 | 85 | 5 |
20 | Strengthened Bond, Spell Studies | +50 | 100 | 6 |
21 | Natural Skill Improvement, Spiritual Connection | +55 | 110 | 6 |
22 | Ability Score Improvement | +60 | 120 | 6 |
23 | Familiar Feature, Spell Studies | +70 | 125 | 7 |
24 | Witch Bonus, Learning Experience | +80 | 140 | 7 |
25 | Collective Subconscious | +90 | 155 | 7 |
26 | Spell Studies, Specialty Improvement | +100 | 175 | 8 |
27 | Ability Score Improvement | +110 | 200 | 8 |
28 | Spell Studies, Natural Skill Improvement, Learning Experience | +120 | 225 | 9 |
29 | Witch Bonus x3, Specialty Improvement | +130 | 250 | 9 |
30 | Legendary Summoner, Spell Studies | +150 | 300 | 10 |
At Level 1, choose three natural skills from the Witch's Natural Skills list. Then choose two of the following specialties:
At Level 1, you may begin to learn and cast spells. Increase your caster level to 1.
Assign initial values to your magical skills. As a Witch, you have 4 points to spend on these skills, and you can choose from the forms that are a part of your training (Spectral, Elemental, and Physical.)
At each level where you receive this bonus, you may learn new spells from the Spell Study Guide. This usually, but not always, occurs at each level where your caster level increases.
You may choose to learn a spell of lesser rarity with this ability. For example, whenever you have the option to learn a Rare spell, you may choose to learn an Uncommon or Common spell instead. If you do, you lose the opportunity to learn a Rare spell at that level.
At each level you receive this bonus, increase each of your natural skills by one level.
This feature can't increase any skill higher than 7 unless you're level 20 or higher. This feature cannot be used to become Legendary.
TIP: To increase a skill beyond 7 at an earlier level, use the Skill Improvement General Feat.
At each level you receive this bonus, choose one of your knowledges and increase its level by 1, or gain 1 point in a new knowledge subject of your choice. If your Intelligence score is 15 or greater, you may do this twice each time you receive this bonus. If it's 20 or greater, you may do this three times.
Knowledges can't be increased beyond 10 at any level.
The ability to summon and control a Familiar, a guardian spirit that takes the form of an animal, is the Witch's signature power. At Level 3, you gain the ability to summon your own Familiar. Choose a form for your Familiar to take from the list below, or roll a d10.
d8 | Form | |
---|---|---|
1 | Raven | Creature Stats |
2 | Snake | Creature Stats |
3 | Cat | Creature Stats |
4 | Hawk | Creature Stats |
5 | Wolf | Creature Stats |
6 | Spider | Creature Stats |
7 | Owl | Creature Stats |
8 | Bear | Creature Stats |
You learn the Summon Familiar spell. Your familiar acts as a follower. It always obeys your commands, acts on its own turn, and conveys its sense of sight, hearing, and smell to you. When your familiar dies, you must wait until the next time you rest before you can summon it again.
Each form of familiar has different stats and unique abilities. Your familiar gains additional hit points as you level up as shown in the Witch table. Familiars have a base turn length of 1.
Your familiar gains additional features at levels 9, 13, 18, and 23.
At each level you receive this bonus, choose one of your specialties and increase its level by 1. Specialties can't be increased above 3.
If you don't have any specialties that can be improved when you receive this bonus, you may gain 1 point in a new specialty of your choice..
At each level where you receive this bonus, choose one of the following:
At each level where you receive this bonus, increase one of your ability scores by 2, or two different scores by 1 each.
Ability scores can't be increased above 20 using this feature until your overall level reaches 15, and no ability score can be increased above 30 at any level.
After updating your score, be sure to update the relevant modifiers, including skills and other calculated stats that factor in the increased scores.
Your familiar becomes stronger and able to act more quickly as you level up. At Level 6, your Familiar's turn length increases to 2.
At Level 12, your familiar's turn length increases to 3.
At Level 21, your familiar's turn length increases to 4.
Not only can Witches use their spectral magic to absorb energy from other creatures, they can use their own energy to enhance other spellcasters' abilities. Starting at Level 7, you gain Dark Energy. This is a shared pool of energy that can be used by any allied creature with 30 feet. Your Dark Energy increases with your level according to the Witch table, and is separate from your normal energy pool which increases with your caster level as normal.
Starting at Level 10, you can have your Familiar cast spells. You can cast any spell you know through your Familiar, but it can't be amplified and must draw from your Dark Energy. The cast difficulty of the spell is the same as it would be for you to cast it. Spells cast through your familiar that have a range of Self affect your familiar.
Your Dark Energy produces more powerful magic than most mages. Starting at Level 15, whenever a spell is cast using your dark energy, one other creature within range can assist on the spellcasting skill check. The assisting creature has disadvantage unless they also know the spell being cast. Spells cast successfully this way are automatically amplified to the next-highest factor.
(The cast difficulty remains based on the initiator's skill level, as normal.)
Starting at Level 20, the magic that binds your familiar to reality becomes stronger. Your familiar is able to take on a more corporeal form, which makes its attacks far stronger. All of your familiar's attacks increase by +2d damage, and it gains the ability to cast amplified spells.
Starting at Level 25, you and your allies can use Dark Energy as a powerful mental bond.
You, members of your party, and non-player companions can cast any spell a party member knows using Dark Energy. When casting a spell this way, a creature may use the highest spellcasting skill modifier among members of the party.
(Creatures that are incapable of casting spells or who haven't unlocked magical abilities can't benefit from this feature.)
At Level 30, your summoning ability exceeds the bounds of current human knowledge of magic. You gain the ability to summon an exceptionally powerful familiar by amplifying the Summon Familiar spell to a level greater than 10.
For each level above 10 you amplify the spell to, the resulting familiar gains:
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: Alchemical Experimentation I
Learn one additional potion recipe of a level you already know at least one recipe of or lower.
You've dabbled in the practice of alchemy. You learn two Basic-level alchemy recipes from the potions list.
Prerequisite: 3 Technology
Learn one Apprentice-level recipe.
Prerequisite: Witch Level 10, 4 Technology
Learn one Intermediate-level recipe.
Prerequisite: Witch Level 15, 6 Technology
Learn one Advanced-level recipe.
Prerequisite: Witch Level 20, 7 Technology
Learn one Expert-level recipe.
Prerequisite: Familiar
Increase two of your familiar's ability scores by 1 point each, or one ability score by 2 points.
Ability scores can't be increased beyond 20 using this feat.
Prerequisite: Familiar
As an action , you can swap up to 10 hit points between your familiar and yourself. This ability can be used to overheal your familiar, but not you. You can't reduce your own familiar to less than 1 hit point this way.
Prerequisite: Familiar, 16 Wisdom
You learn the Recall Familiar spell, which can be used to teleport your familiar to your location from anywhere.
Prerequisite: Witch Level 5
The range of all Targeting spells you cast is doubled.
(A targeting spell is any spell that has the Targeting keyword. You must still be able to see your target as usual.)
Prerequisite: Dark Energy
When you use your dark energy to summon your familiar, it spawns with 2d8 additional hit points.
Prerequisite: Witch Level 8
You may cast standard spells as though they were quick spells (in one frame, and as reactions.) When you do, the spell is cast as though it were amplified one factor higher.
Prerequisite: Alchemical Experimentation, Witch Level 8
You can designate one small container in your inventory as your Alchemist's Pouch.
Once per day, you can use your alchemist's pouch to satisfy the material costs of a Common spell or enchantment at or below your skill level.
Prerequisite: Witch Level 10, 3 Spectral Magic
You may control up to two summoned creatures (not founting your familiar) at a time.
Prerequisite: Witch Level 20, 6 Spectral Magic
You may control up to three summoned creatures (not founting your familiar) at a time.
Prerequisite: Witch Level 10, 3 Technology
Potions you brew can be used by semi-corporeal creatures.
Prerequisite: Witch Level 10
You can re-summon your familiar 4 hours after it dies.
Prerequisite: Witch Level 20
You can re-summon your familiar immediately after it dies.
Prerequisite: Quick Casting, Witch Level 12
You may cast charged spells in three frames as non-delayed actions. When you do, the spell consumes an additional 20 energy.
Prerequisite: Witch Level 8
See: Magical Focus
You gain the ability to create a Focus, an object such as a wand or staff that stores spells for later use. You learn the Create Focus spell. Your focus can store up to 50 energy total.
Prerequisite: Magical Focus
Increase the energy capacity of your focus by 20.
Prerequisite: Witch Level 12
You decide to try your hand at Spellcraft the art of creating new spells.
Set your Spellcraft skill level to 1. As a Witch, you can increase your Spellcraft skill via the Skill Improvement general feat.
Prerequisite: Strengthened Bond
You gain the ability to summon a second familiar.
Optionally, you may choose a second familiar form from the table. You gain that form as a secondary archetype and gain all of its core features for your current Witch level. You can then summon one familiar of each form, or two of the same form.
When one of your familiars dies, you can resummon it immediately if you haven't summoned both familiars since your last full rest; otherwise, your summons reset at your next full rest.
Prerequisite: Legendary Summoner
You gain the ability to choose and summon a third form of familiar.
Prerequisite: Strengthened Bond, 5 Physical Magic
Main Page: Familiar Chimera
You gain the ability to fuse your physical form with that of your familiar, becoming a single more powerful being.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
Alchemy Studies | ✪35 | Alchemical Experimentation I | Details ▶ | |
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Alchemical Experimentation | ✪30 | Details ▶ | |
⬆ | Familiar Improvement | ✪60 | Familiar | Details ▶ |
Life Share | ✪50 | Familiar | Details ▶ | |
Recall Familiar | ✪100 | Familiar, 16 Wisdom | Details ▶ | |
Long-Range Casting | ✪60 | Witch Level 5 | Details ▶ | |
Spiritual Connection | ✪25 | Dark Energy | Details ▶ | |
Quick Casting | ✪110 | Witch Level 8 | Details ▶ | |
Alchemist's Pouch | ✪50 | Alchemical Experimentation, Witch Level 8 | Details ▶ | |
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Multiple Summons | ✪100 | Witch Level 10, 3 Spectral Magic | Details ▶ |
Alchemical Familiarity | ✪120 | Witch Level 10, 3 Technology | Details ▶ | |
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Rapid Resummon | ✪50 | Witch Level 10 | Details ▶ |
Quick Charge | ✪120 | Quick Casting, Witch Level 12 | Details ▶ | |
Magical Focus | ✪200 | Witch Level 8 | Details ▶ | |
⬆ | Powerful Focus | ✪30 | Magical Focus | Details ▶ |
Spellcraft | ✪140 | Witch Level 12 | Details ▶ | |
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Arcane Menagerie | ✪250 | Strengthened Bond | Details ▶ |
Chimera | ✪300 | Strengthened Bond, 5 Physical Magic | Details ▶ |