BoLS logo Today's Tabletop & RPG News
Advertisement

Pathfinder Guide: How to Play a Witch

6 Minute Read
May 20 2025
Advertisement

Bubble bubble toil and trouble. We’re getting Witchy, casting spells, and getting a familiar with Pathfinder classes this week.

The Pathfinder Witch is one of the most magic-heavy classes. But unlike a Wizard who treats magic like a science, the Witch gets their power from their relationship with a powerful patron. Along with and through their familiar, they can draw upon a deep well of spells. But pick your patron carefully. Because you can never really be sure if you’re working for yourself alone, or working towards their greater plan for you.

The Pathfinder Witch Basics

Witches are a class that focuses most strongly on Intelligence, taking an additional boost to the attribute at character creation. They start with Expert level training in their Will saving throw. But also have training in Perception, Fortitude, Reflex, simple weapons, unarmed attacks, and unarmored defense. Witches will also start off trained in a number of skills of their choice equal to their intelligence modifier plus three, and one specific skill determined by their patron.

In combat and out of combat, a Witch is a well of seemingly random information. On the battlefield, they will use their magic to hex enemies and help allies. But in a more social encounter, they will prove helpful and knowledgeable about wide range of topics. They may even call upon their patron to help charm or deceive people. Or they may keep an eye out for magical tricks, traps, or treasures.

A Witch’s familiar is sent by their patron. But unlike other familiars in Pathfinder, these have their own abilities and act as a conduit between the Witch and their patron. They teach the Witch their magic and facilitates their spell use as well as acts as a repository of spells.

Patrons

A Pathfinder Witch’s patron is chosen at level one. The patron is who the Witch is dedicated to in study or worship. And in return they are gifted certain magic abilities. Patrons don’t tend to interact with their Witches directly, instead doing so through a familiar.

Patrons also determine quite a few things about the Witch and how they are played in an adventure. Your patron will effect the magical tradition and spell list you use, will impart a Patron Skill, an Initial lesson, and your Familiar’s bonus abilities.

Patron’s Powers & Gifts

Faith’s Flamekeeper: This patron is a reassuring presence that gives you the strength to help others and draw them into your cause. Their spell list is ‘Divine’ and their Patron Skill is Religion. The lesson they impart is ‘Fervor’s Grasp,’ or that nothing can seize and inspire the heart like faith; teaching your familiar the spell ‘command.’ And their Familiar Ability is ‘Restored Spirit,’ which makes your familiar a pleasant and warm presence, giving temporary Hit Points to a willing creature nearby when you cast or sustain a hex.

The Inscribed One: This patron is silent, but you know them by the words and glyphs on their skin. Their spell list is ‘Arcane’ and their Patron Skill is Arcana. The lesson is ‘Glyph’s Supremacy’ which gives the Witch the ‘Discern Secrets’ hex and their familiar the ‘Runic Weapon’ spell. The Ability their familiar would receive is ‘Flowing Script,’ which gives your familiar a constantly changing script on their body which is distracting to foes and allows them to flank.

Advertisement

The Resentment: Choosing this patron could feel a lot like envy, or it could be righteous justice for the underrepresented. Their spell list is ‘Occult’ and their Patron Skill is Occultism. The Patron Lesson for this one is ‘Strength’s Impermanence’ which gives a Witch the Evil Eye hex cantrip and their familiar the Enfeeble spell. And their Familiar Ability is ‘Ongoing Misery,’ which makes your familiar hostile to everyone besides you and allows them to curse creatures.

Silence in Snow: This is a patron of ice, snow, and all things freezing. Their spell list is ‘Primal’ and their Patron Skill is Nature. The Patron Lesson you would get is ‘Winter’s Chill’ which gives the Witch the Clinging Ice hex cantrip and their familiar the Gust of Wind spell. And their Familiar Ability is ‘Freezing Rime.’ This makes the familiar cold to the touch and can cause ice to form around where the familiar is.

Spinner of Threads: It’s hard to know where or when you met this patron. It could have been long ago, or not yet. Their spell list is ‘Occult’ and their Patron skill is Occultism. This patron’s lesson is ‘Fate’s Vicissitudes,’ or a harsh lesson that fate spares no one. Witches gain the Nudge Fate hex cantrip and their familiar gains the Sure Strike spell. Their Familiar Ability is ‘Balanced Luck,’ which can make the familiar a good luck charm…. Or a bad omen. they will give either a +1 AC boost or a -1 penalty to creatures around them.

Starless Shadow: This patron is one with darkness and the night. Their spell list is ‘Occult’ and their Patron Skill is Occultism. The lesson you’ll gain from them is ‘Night’s Terror’ which tells you that darkness can hid all manner of things. The witch will learn the Shroud of Night’ hex cantrip and their familiar will learn the Fear spell. Their Familiar Ability is ‘Stalking Night’ which allows your familiar to disappear into the night and remained concealed and hidden.

Wilding Steward: This patron comes with the grace and ferocity of the wilderness. Their spell list is ‘Primal’ and their Patron Skill is Nature. The Patron Lesson they offer is ‘Wild Speech’ which let’s you influence and fall animals and plants to you. Witches learn the Wilding Word hex cantrip and familiars learn either the Summon Animal or Summon Plant or Fungus spell. Their Familiar Ability is ‘Keen Senses,’ which gives the familiar additional powerful senses as well as the ability to point their finding out to you as a free action.

Advertisement

Multiclassing a Pathfinder Witch

For an adventurer looking to add a few spells to their toolkit, listening for the whispers of a potential patron and multiclassing as a Witch may be a good move. They gain spells and cantrips, as well as a familiar. Though the familiar won’t work quite the same as someone who’s primarily a Witch.

Multiclassing a Witch gives the player access to the feats Witch Dedication, Basic, Expert, and Master Witch Spellcasting, Basic and Advanced Witchcraft, and Patron’s Breadth.

How to Play a Pathfinder Witch

Some things about Witches are familiar. Especially if you’ve played other magic users or even came to Pathfinder after playing a D&D Warlock. There is definitely some overlap with other classes within Pathfinder, and even in other games. But they are also a very unique player class.

Players should try to remember and spread their focus between their familiar, hexes, and spells. It can be especially easy for a Pathfinder Witch to become a bit overwhelmed. This may be one of those classes where planning and reading up on your class between turns, or even between game sessions may be a good idea. There is a lot to do here and you’ll have a great time. But familiarizing yourself with all of it. It will definitely help you to not panic and cast the same spell repeatedly.

Toil and Trouble

Pathfinder Witches are one of the most versatile classes out there. There is a lot you can do, any many strategies you can form. So combine your hexes, spells, and familiar in strategic ways. Experiment with different abilities and see what’s most effective in your adventure and in your fight. And if you have to scare some children, try to make it the ones that really deserve it.

Happy adventuring!

Advertisement

Advertisement
  • D&D: Five Extraordinary Locations For Your Next Adventure