Legendary Witch Patrons and Boons

Contents

Each patron option presents a short list of common creatures that might be patrons of that type, though nearly any creature could represent these powers and you should work with your GM to develop a story for how your power came to be and the relationship you have with your patron.

Agility Patron

Legendary witches with a patron of agility are quick of body and mind, using the power granted by their patrons to become blurs on the horizon, darting from place to place. They often are travelers and sometimes couriers for their patrons. These legendary witches tend to value freedom above most things.

Example Patrons: The most common kinds of agility patrons include fey, unique air elementals, and powerful vulpinals.

Bonus Spells Known: Add the following spells to the witch’s familiar as spells known. The witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1stjump, 2ndcat’s grace, 3rdhaste; 4thfreedom of movement, 5thoverland flight; 6th—mass cat’s grace, 7thethereal jaunt, 8thirresistible dance, 9thride the lightning

Boons: The following boons are granted by these patrons.

Leaps and Bounds (Ex)

At 1st level, the legendary witch has been blessed with a well of spritely energy, gaining a +10 bonus to their movement speed and a bonus on Acrobatics checks to jump equal to 1/2 their legendary witch level. In addition, the legendary witch also gains Lightning Reflexes as a bonus feat.

Unbound Reflexes (Su)

At 3rd level, the legendary witch has supernatural ability to respond to danger, gaining a +2 bonus to initiative checks. In addition, they may still act even during a surprise round and are not considered flat footed before taking their first turn in initiative.

Speed Incarnate (Su)

At 7th level, the legendary witch gains the ability to cast the spells jump and haste as swift actions, as though they were affected by Quicken Spell, but without increasing the spell’s level. This does not stack with other feats and special abilities which might reduce the casting time for these spells.

Confounding Stride (Su)

At 11th level, the legendary witch seems to blur while moving due to their superior speed. The legendary witch gains an additional +10 bonus to their movement speed and whenever they move at least 10 feet in a round they gain 20% concealment until the beginning of their next turn, increasing the concealment gained by 5% for every additional 10 feet they moved to a maximum of 75% concealment.

Reliable Reflexes (Su)

At 15th level, the legendary witch’s reflexes are unparalleled. The legendary witch increases their base Reflex save to match their base Will save and can no longer fail a Reflex save on a natural 1.

Like the Wind (Su)

At 19th level, the legendary witch’s speed reaches its height and rivals even teleportation.

By expending a spell slot as a free action, the legendary witch multiplies their base speed by the expended spell’s level for one round. In addition, while under the effects of this hex the legendary witch is not affected by difficult terrain and if the legendary witch does nothing else on their turn except move, they can pass through solid objects along their path as long as they end their movement in an unoccupied space.

Hexes

The following hexes are available to legendary witches with an agility patron.

Finesse Over Force: A legendary witch who selects this hex chooses to focus on agility to do more with less strength than others and so uses Dexterity in place of Strength for climb and swim checks. In addition, they do not lose their Dexterity bonus to AC while climbing and move twice as far with a successful climb or swim check, unless they possess a climb or swim speed.

Hustling Hex: A legendary witch who selects this hex is a boon to any adventuring company. The legendary witch’s understanding of their limits and ability to surpass them can be shared with allies on long marches.

When calculating the distance traveled in 8 hours for a group containing the legendary witch, treat the distance traveled as though the group had been marching for 10 hours instead. In addition, any effect which would cause the legendary witch to become fatigued on a failed saving throw allows the witch to make a new save to end the fatigued condition at the beginning of each of their turns as a free action.

Major Hexes

Wind In Your Wake: A legendary witch who selects this hex can choose to leave a wind wall as the spell behind them as they move. Activating this hex is a swift action, until the end of the current turn the legendary witch leaves a 20 ft. tall wind wall in squares they pass through, this wind wall remains until the beginning of the legendary witch’s next turn. The legendary witch may use this hex a number of times per day equal to their class level.

Enhanced Familiar Options: Whenever a legendary witch with an agility patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar gains 20% concealment against ranged attacks.

The familiar increases its speed for all movement modes by 20 ft. and gains the Run feat.

Community Patron

Through a strong sense of protection and camaraderie these legendary witches take the power granted by their patron and use it to maintain communities, large or small. Witches who have a relationship to this power are often healers, doctors, and protectors though they may also serve as diplomats. When part of an adventuring party they are typically guardians and healers.

Example Patrons: The most common kinds of community patrons are good outsiders, good fey, or good dragons.

Bonus Spells Known: Add the following spells to the witch’s familiar as spells known. The witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1stsanctuary, 2ndcalm emotions, 3rdcreate food and water, 4thimbue with spell ability, 5thtelepathic bond, 6th—heroes’ feast, 7thguards and wards, 8thcreate demiplane, 9th—resplendent mansion

Boons: The following boons are granted by these patrons.

Vigilant Hearth (Su)

At 1st level, the legendary witch gains the ability to produce a magical campfire or to impart magic to hearth or fireplace, this fire does not burn out until the legendary witch allows it to do so. It sheds light as a torch and does not consume fuel. The legendary witch can maintain only one such flame at a time. In addition, the legendary witch can designate a number of creatures equal to their Intelligence modifier to be more wary at rest. Such creatures suffer no penalty to perception checks while asleep within the radius of a legendary witch’s empowered campfire. Once selected these creatures keep this benefit until the legendary witch wishes to choose different targets. The legendary witch can choose themself as one of these creatures.

Break Bread (Su)

At 3rd level, the legendary witch has learned to use their patron connection to help others heal. By spending one hour preparing and sharing a meal the legendary witch can grant fast healing 5 to themselves and up to 3 creatures per class level for one minute. At 7th level at the end of this ritual each affected creature also heals 1 point of ability damage to each ability score and may make a new saving throw against any disease, curse, or negative level currently affecting them. At 9th level affected creatures also recover 1 point of ability drain to each ability score. This ability requires one full uninterrupted hour, any interruption means the ritual must start again.

Mutual Aid (Su)

At 7th level, the legendary witch can choose two allies (or themself ) they can see within 10 ft. per legendary witch level and link them as per shield other as a standard action. Additionally, if either creature is the subject of a spell cast by an ally it affects both creatures. A legendary witch can only maintain one such connection at a time and it lasts for a number of minutes equal to the legendary witch’s Intelligence modifier. At 13th level and again at 19th level, the legendary witch may link an additional creature in this way. If this link contains three or more creatures when one of them takes damage, they take half damage as per shield other and may choose how to distribute the rest between the other linked creatures.

Sheltered Sanctum (Su)

At 11th level, the legendary witch gains the ability to cast mage’s private sanctum as a spell like ability at will though casting it in this way requires it be cast within or including a structure used for rest in its area. This could be anything from a barn to a tent. A legendary witch can maintain only one sanctum at a time.

At 13th level, the legendary witch may have two sanctums active at a time as long as their areas are contiguous, choosing which to dismiss when creating a third. At 15th level, the legendary witch can maintain three sanctums.

At 17th level, the legendary witch can make one sanctum permanent as the spell permanency without needing to pay the gold cost normally associated with doing so.

Homeward Bound (Su)

At 15th level, a legendary witch may craft a magic bauble connected to the feelings of safety one feels in a secure community. Doing so takes 24 hours of uninterrupted work and costs 5000 gp. At any point after its creation the bauble can be shattered, instantly teleporting the legendary witch, their familiar and up to one additional willing creature for every three character levels within 100 ft. to a location the legendary witch has slept in the last 7 days. This effect has no chance of failure as greater teleport. Destroying the bauble is a standard action and the legendary witch may only have one such bauble constructed at a time. At 20th level, the bauble is no longer destroyed when used and may be used again. This ability allows the legendary witch (and their accompanying allies) to teleport into a demiplane they have created or any other area the legendary witch has otherwise warded against such magic.

Sovereign (Su)

At 19th level, the legendary witch gains Leadership as a bonus feat, if they already possess Leadership instead increase their leadership score by 4. In addition, if the legendary witch maintains a permanent residence in a settlement where at least 10% of the population is made up of their followers, so long as the legendary witch is within the settlement’s borders they are aware of every citizen in the settlement as though by a status spell. This effect can be blocked by any magical means that would normally block a divination effect such as mage’s private sanctum or mind blank.

Hexes

The following hexes are available to legendary witches with a community patron.

Imbue Stratagem: The legendary witch’s patron grants them the power to share experiences and training with others. Once per day as a full-round action the legendary witch and their familiar gain a bonus teamwork feat for which the legendary witch qualifies and designates a number of creatures within 30 ft equal to their Intelligence modifier to gain the same teamwork feat. The legendary witch may also expend spell slots to activate this hex additional times. When a spell slot is expended to activate this hex instead of choosing a number of additional creatures equal to their Intelligence modifier the legendary witch selects a number of additional creatures equal to the level of the spell slot expended.

Coordinated Effort: There is power in numbers and legendary witches with community patrons can help it manifest when fighting alongside many allies. When adjacent to two or more allies the legendary witch and those creatures gain a +1 bonus to all saving throws.

In addition, whenever the legendary witch has two or more adjacent allies, whenever an adjacent ally or the legendary witch makes an attack roll against an enemy, each adjacent ally who attacks the same enemy before the beginning of the attacker’s next turn gains a +2 bonus to the attack roll.

Major Hexes

Root Out Deceivers: A strong community requires trust and compassion. Legendary witches who select this hex are gifted with an extraordinary ability to see through deception. The legendary witch is under the constant effect of a discern lies spell with a caster level equal to their character level. In addition the legendary witch can spend a standard action fixing their gaze upon a creature within 30 ft.. The target must make a Will save.

Failure means the legendary witch pierces its thoughts and discovers the creature’s name and true form. If the creature is wearing a disguise it seems to become increasingly uncomfortable to the target and they suffer a -2 penalty on all attack rolls, skill checks, and saving throws so long as they continue to wear the disguise without revealing themselves. If the target creature is under the effects of any shape changing or illusion magic or supernatural ability it immediately assumes its true form and those effects and abilities are suppressed for 1 minute.

Enhanced Familiar Options: Whenever a legendary witch with a community patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar can share senses with the legendary witch as long as both are within 100 ft. of each other, activating and deactivating this ability requires the legendary witch to take a move action.

As long as the legendary witch and their familiar are in adjacent squares or occupying the same square, neither can be flanked.

Creation Patron

The power to shape magic into physical form and manipulate the corporeal world is among the most coveted. Witches who wield this power are often held in awe as miracle workers and the allure of this power draws many to its sway.

Example Patrons: The most common kinds of creation patrons are ancient fire giant smiths, unique axiomites, djinni, or other powerful creatures associated with crafting and artifice.

Bonus Spells Known: Add the following spells to the legendary witch’s familiar as spells known. The legendary witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1st—crafter’s fortune, 2ndwood shape, 3rdstone shape, 4thminor creation, 5thfabricate, 6thmajor creation, 7thwall of iron, 8thstatue, 9thprismatic sphere.

Boons: The following boons are granted by these patrons.

Conjure Implement (Su)

At 1st level, the legendary witch gains Eschew Materials as a bonus feat. In addition, the legendary witch can convert gold into material components with a value of up to 100 gp. For example, a legendary witch of creation does not need a 100 gp pearl to cast identify; they may convert 100 gold pieces into the material component for the spell.

Duplicate Minor Object (Su)

At 3rd level, the legendary witch gains the ability to create and maintain a duplicate of any non-magical object worth up to 10 gp per legendary witch level. Using this ability is a standard action. The duplicate lasts indefinitely, until the legendary witch duplicates a second object. If food or other consumable is duplicated it provides sustenance as well as any other normal effects. At 7th level and every four levels thereafter, the legendary witch can maintain an additional duplicated item. At 11th level, the legendary witch can duplicate a magical item, though the legendary witch can only duplicate a magic item with a value up to 5gp per legendary witch level.

Reveal Potential (Su)

At 7th level, the legendary witch gains the ability to bring out the latent power in an object. As a standard action the legendary witch touches an object and temporarily grants it power. If the touched object is a suit of armor, a shield, or a weapon the legendary witch can grant the object a +1 enhancement bonus or add a special ability to the armor, shield, or weapon. This lasts for a number of rounds equal to the legendary witch’s Intelligence modifier. At 12th and 17th levels increase the total bonus the legendary witch may add to the armor, shield, or weapon by +2 to a maximum of +5 at 17th level.

When targeting any other object, the legendary witch may replicate the effects of a magic version of that item with a value up to 1000 gp per legendary witch level.

The legendary witch may use this ability once per day.

At 12th level and again at 17th level, the legendary witch gains an additional use of this ability.

Conjure Servant (Su)

At 11th level, the legendary witch can form creatures from the environment and energy around them, although temporarily. As a full-round action the legendary witch can create an elemental from their surroundings or create the facsimile of an animal that would live in the surrounding climate. Treat this as a summon nature’s ally spell with a spell level equal to one half the legendary witch’s caster level to determine what elementals and animals the legendary witch may conjure. Any animal created with this effect is treated as a construct, gaining darkvision 60 ft. if it did not already possess it and +10 hit points for each size category above medium, but otherwise uses all of the statistics of a normal animal of its kind.

Summon Stronghold (Su)

At 15th level, the legendary witch gains a truly incredible power over matter and magic.

By spending 1 hour and 5000 gp in raw materials they may summon a well-stocked stronghold into existence.

There must be at least 500 square feet with no other buildings. Trees and other vegetation are not harmed by the structure, it becomes a part of its construction or is hidden in a pocket dimension. The legendary witch chooses the general layout and appearance of their stronghold, though it always comes with barracks to accommodate up to three dozen soldiers, private quarters for five additional soldiers and lavish personal quarters.

The stronghold includes a stocked kitchen and mess with food for 50 people for one week, basic chainmail, shortswords, spears, light crossbows and 20 bolts for the same number stored in an armory. The structure is multiple stories and made of a mix of stone and wood.

The legendary witch can maintain a single stronghold at a time, it has no duration and cannot be dispelled, the legendary witch may unsummon it as a standard action.

Escape Route (Su)

At 19th level, the legendary witch has learned to not only summon and create with magic, but also to teleport. With a full-round action the legendary witch may choose a number of willing creatures equal to their character level within 100 feet and teleport them all as per greater teleport and the legendary witch may choose whether or not they are also teleported. All creatures arrive at the same general location within 100 feet of each other. This ability may be used once per day and the legendary witch may expend a 9th level spell slot to activate it an additional time.

Hexes

The following hexes are available to legendary witches with a creation patron:

Reinforce Object: A legendary witch who selects this hex may increase the hardness of an object as a standard action, granting it bonus hardness equal to one half the legendary witch’s class level. The legendary witch can maintain a number of objects in this way equal to their Intelligence modifier, when at this limit the legendary witch can choose which object to end the effect on.

Expanded Conjuration: A legendary witch who selects this hex may add up to 4 levels of conjuration spells from the sorcerer/wizard spell list to the legendary witch spell list.

Major Hexes

Craft Construct: The legendary witch gains Craft Construct as a bonus feat without meeting its prerequisites. In addition, the legendary witch only increases the craft DC for accelerated work by 2 rather than 5 when creating constructs with a caster level lower than the legendary witch’s caster level.

Enhanced Familiar Options: Whenever a legendary witch with a creation patron gains the enhanced familiar class feature, they may also choose from among the following options.

Your familiar’s type changes to construct, it gains DR 2/- and darkvision 60 feet. If your familiar already has darkvision its darkvision range increases by 30 feet.

Your familiar gains the ability cast mending and spark each three times per day as a spell-like ability.

Darkness Patron

There is power in dark places. Shadows hide and shadows empower. Witches who seek power from the dark revel in scheming, plotting and cavorting with that which lurks where few can see. They move through shadows unseen and bring the terror of the dark to those in the light.

Example Patrons: The most common kinds of darkness patrons are creatures native to the shadow plane, powerful creatures from the dark places deep in the earth or some night-haunting undead.

Spellcasting: A legendary witch with a shadow patron only casts spells up to 6th level as shown on the table below. Otherwise, they learn and prepare spells normally. Additionally, they add all spells that have the shadow school or spell descriptor and all spells that create a darkness effect to their spell list.

Shadow Familiar: A legendary witch gains a familiar, but they are a vessel for their shadow companion (see below). The familiar continues to progress as usual but when the shadow companion is summoned forth, the familiar is subsumed into its form.

Bonus Spells Known: Add the following spells to the witch’s familiar as spells known. The witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1st—touch of blindness, 2ndshadow anchor, 3rd—shadowmind, 4thshadow conjuration, 5thshadow evocation, 6thhungry darkness

Level Shadow Patron Spells per Day 0 1st 2nd 3rd 4th 5th 6th
1st 3 2
2nd 4 3
3rd 4 4
4th 4 4 2
5th 4 4 3
6th 5 4 4
7th 5 5 4 2
8th 5 5 4 3
9th 5 5 4 4
10th 5 5 5 4 2
11th 5 6 5 4 3
12th 5 6 5 4 4
13th 5 6 5 5 4 2
14th 5 6 6 5 4 3
15th 5 6 6 5 4 4
16th 5 6 6 5 5 4 2
17th 5 6 6 6 5 4 3
18th 5 6 6 6 5 5 4
19th 5 6 6 6 5 5 4
20th 5 6 6 6 6 5 5

Boons: The following boons are granted by these patrons.

Shadow Companion (Su)

At 1st level, the legendary witch gains a shadowy protector. This shadow might be an extension of themselves drawn from the plane of shadow, a creature born of the dark hidden places or a creature native to the plane of shadow. They can summon an eidolon as if they were an unchained summoner of a level equal to their legendary witch level. The caster level and evolution points are determined by the legendary witch’s class level. The shadow companion eidolon must take the shadow subtype, though it may be of any alignment.

If the shadow companion is destroyed, it reverts to the witch’s familiar and the familiar is reduced to 1 hit point. If the witch’s familiar is destroyed, the shadow companion cannot be summoned until the familiar is replaced. Any spells that work on the witch’s familiar work on the shadow companion. The Shadow companion does not gain any of the benefits and improvements of the familiar nor does it gain the benefit of the enhanced familiar options. Once destroyed, the shadow companion cannot be re-summoned for 24 hours.

In addition, the shadow companion and the legendary witch must remain within 100 feet of one another for the shadow companion to remain at full strength. If the shadow companion is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If it is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane and reverts to the familiar as if it were destroyed.

Current hit points lost in this way are not restored when the shadow companion gets closer to its legendary witch, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Hidden in the Dark (Su)

At 3rd level, when the legendary witch is within their shadow companion’s reach they are covered by their companions shifting shadows granting them a 5% concealment and a +2 circumstance bonus on Stealth checks. At 10th level, the benefits increase to 10% concealment and +4 circumstance bonus on Stealth checks. They improve again at 17th level to 15% and +6. The concealment granted does not stack with concealment from other sources such as the darkness spell. This ability does not work in areas of bright light or against creatures with the see in darkness monster ability, though, it works against creatures with darkvision.

Shifting Shadows (Su)

At 7th level, if the legendary witch and their shadow companion are within 50 feet of each other, as a standard action the legendary witch can teleport to their companion’s side or the companion can teleport to the legendary witch’s side. Both of them must be in dim light or darkness for the ability to work.

If there are no open squares adjacent to the target, the ability fails. This ability is usable once per day plus one additional time per day every 4 levels beyond 7th.

Empowered Shadow Magic (Ex)

At 11th level, any spell the legendary witch casts with the shadow descriptor that has a percent chance of affecting the target or dealing damage like shadow evocation or shadow enchantment, has the percent chance of success increased by 2% per legendary witch level. The percent chance cannot exceed 100%.

Melding into Shadows (Su)

At 15th level, as a full-round action, the legendary witch can merge with their shadow companion. This operates as the merge forms ability of the unchained summoner.

Reaching Hands of Shadow (Su)

At 19th level, the legendary witch may target any creature within 60 feet that is in an area of dim light or darkness with touch spells and effects. Additionally, in areas of normal light, they may extend their own shadow across a surface to touch a creature within 30 feet.

Hexes

The following hexes are available to legendary witches with a darkness patron:

Shadow Jump: As a standard action the legendary witch can move up to 30 feet per level per day as the spell dimension door except the beginning and ending points must be in dim light or darkness. This ability must be used in 5-foot increments but does not provoke attacks of opportunity. they may bring willing creatures with them but the legendary witch must expend an equal amount of distance for each additional creature teleported. The legendary witch may expend prepared spells to grant 30 additional feet per spell level to a single jump as a free action.

Darksight: A legendary witch who selects this hex gains darkvision 60 feet. At 4th level it extends to 90 feet and at 8th level it is at any distance. At 12th level, the sight becomes the see in darkness monster ability. If the legendary witch already has darkvision, their existing darkvision is increased by 30 feet at 1st and 4th levels.

Major Hexes

Cloak of Night: The legendary witch gains the ability to create an area of darkness centered on them as the spell deeper darkness for a number of minutes equal to their legendary witch class level. The minutes need not be consecutive but must be used in 1-minute increments. The legendary witch, their familiar (or shadow companion) and a number of allies equal to their Intelligence modifier can see through the darkness effect as though it were not there. This ability can suppress, but not counter or dispel any light effect with a spell level lower than the highest spell level the witch can cast. The legendary witch can expend a prepared spell as a standard action to create this effect for a number of minutes equal to the spell slot used.

These minutes do not count against the legendary witch’s total. In all cases, the cloak of night can be dismissed as a free action, though it still consumes a full minute of duration.

Enhanced Familiar Options: Whenever a legendary witch with a darkness patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar becomes incorporeal when standing in the legendary witch’s shadow (adjacent). This ability does not function in areas of bright light.

The edges of the familiar’s form become wispy and indistinct and it gains 5% concealment. This enhancement may be chosen more than once and its effects stack, though not with other sources of concealment like fog cloud or invisibility.

Death Patron

Some witches embrace the less savory parts of their reputation. Gaining power in order to gain mastery over life. Legendary witches who serve a patron of death often hold this power fiercely and can fall to evil more easily than others. The more powerful the legendary witch becomes the more they blur the line between life and death.

Example Patrons: The most common death patrons are powerful undead such as liches, but also outsiders associated with death such as daemons or psychopomps.

Bonus Spells Known: Add the following spells to the witch’s familiar as spells known. The witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1stchill touch, 2nddesecrate, 3rdspeak with dead, 4threst eternal, 5thslay living, 6thcircle of death, 7thfinger of death, 8thsymbol of death, 9thpower word kill

Boons: The following boons are granted by these patrons.

Channel Negative Energy (Su)

At 1st level, the legendary witch gains the channel negative energy ability as a cleric.

They use their legendary witch level in place of their cleric level to determine the number of dice rolled for this ability. A legendary witch can use this ability a number of times per day equal to 3 + their Charisma modifier.

Hand of Death (Su)

At 3rd level, the legendary witch may channel negative energy as a touch attack. Expending a use of channel negative energy and making a melee touch attack to damage only a single target. At 7th level, the legendary witch may project a ghostly hand at a creature within 100 ft. as a ranged touch attack. This ability counts as the Channel Smite feat for the purpose of meeting prerequisites.

Aura of Unrest (Su)

At 7th level, the legendary witch’s presence is unsettling to the living, and pulls at their souls whenever they are in mortal danger. Whenever a living creature within 30 ft. of the legendary witch takes more than 10 points of damage from an attack, they must succeed on a Fortitude save with a DC of 10 + ½ the legendary witch’s class level + the legendary witch’s Intelligence modifier or take a -1 penalty to Wisdom for a number of minutes equal to the legendary witch’s Intelligence modifier. This penalty stacks but can only occur once per round.

Feast on Souls (Su)

At 11th level, whenever a living or undead creature is reduced to zero or fewer hit points within 30 feet of the legendary witch they regain a number of hit points equal to the slain creature’s HD as part of their essence is consumed by the legendary witch’s connection to death.

Claim Vessel (Su)

At 15th level, whenever the legendary witch slays a living creature with their channel negative energy ability or any of the bonus spells granted by their patron the body of the creature rises as a skeletal version of that creature one round later under the control of the legendary witch. After one hour per Intelligence modifier the legendary witch possesses, this skeleton crumbles to dust and the original creature may only be resurrected via wish or miracle.

Undead Apotheosis (Su)

At 19th level, the legendary witch’s connection to the powers of death and decay reach their height alongside their magical prowess and they become a lich, creating a phylactery at no cost, though it must be an item of some significance to the legendary witch.

Hexes

The following hexes are available to legendary witches with a death patron:

Pale Rider (Sp)

A legendary witch who selects this hex gains the ability to cast mount once per day as a spell-like ability. At 5th level they may instead cast communal mount and at 7th level, the legendary witch also gains the ability to cast phantom steed at will. In any case the legendary witch uses their class level as the caster level for these spells. Mounts created through the use of this ability appear gaunt and near skeletal and do not pass as normal horses.

Cruelty (Su)

A legendary witch who selects this hex may choose from among the cruelties normally available to antipaladins. Whenever the legendary which channels negative energy against a single target they may affect the target with one of their known cruelties. The legendary witch may select this hex multiple times. The legendary witch uses their class level in place of antipaladin levels to qualify for cruelties and determine their effects.

Major Hex: Death Master (Ex)

The legendary witch adds animate dead, create undead and create greater undead to the legendary witch’s spell list and to their familiar as spells known, the legendary witch must still be of the appropriate level to prepare and cast these spells.

Enhanced Familiar Options: Whenever a legendary witch with a death patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar’s type changes to undead, and gains darkvision 60 ft if they did not already possess it.

The familiar gains lifesense as the universal monster ability with a range of 30 feet.

Deception Patron

Deception is a powerful and versatile tool in the arsenal of any spellcaster, but for a legendary witch who gains this power, it becomes fundamental to who they are and how they exert their influence on the world at large.

Example Patrons: The most common patrons are fey, devils, and azata.

Bonus Spells Known: Add the following spells to the witch’s familiar as spells known. The witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1stmirror image, 2ndinvisibility, 3rdblink, 4th—greater invisibility, 5thmind fog, 6thmislead, 7th—mass invisibility, 8thscreen, 9thweird

Boons: The following boons are granted by these patrons.

Silver Tongue (Ex)

At 1st level, the legendary witch gains a bonus to Bluff and Intimidate checks equal to ½ legendary witch level, minimum one.

Shifting Features (Sp)

At 3rd level, the legendary witch gains the ability to cast disguise self at will using their legendary witch level as the caster level. At 10th level this effect no longer has a magical aura.

Scatter Image (Su)

At 7th level whenever, whenever the legendary witch casts mirror image they can imbue it with a bit of extra power to disrupt foes that attack their doubles. Whenever an image is destroyed it bursts into a bright light in a 10-foot-radius spread. All creatures in this radius must make a Reflex save, DC 10 + ½ the legendary witch’s class level + the legendary witch’s Intelligence modifier. Failure means they were unable to cover their eyes from the blast and are staggered for one round from the sensory overload. On a success, creatures in this spread are still dazzled for one round.

The legendary witch may also end any silent image or similar spell they cast as a standard action to replicate this effect.

Hidden Strings (Su)

At 11th level, the legendary witch’s magic becomes much more subtle and hard to detect. A number of times per day equal to the legendary witch’s Intelligence modifier, they may cast a spell as though it had no components, this increases the casting time to a full-round action.

Unsteady Reality (Su)

At 15th level, whenever the legendary witch casts a targeted illusion spell and the target, or targets, succeed at their saving throw, the target must save again at the beginning of their next turn or be affected by the spell.

Prison of the Mind (Su)

At 19th level, the legendary witch may impart a terrible curse onto a creature, a grand deception that will harrie after them forevermore.

As a full-round action the legendary witch brings to bear their full connection to the power of deception against a single target within 60 feet. The target must succeed on a Will save with a DC of 20 + the legendary witch’s Intelligence modifier, failure means the creature believes all that they perceive to be a dream, that nothing and no one is real. This is a permanent curse effect which can only be removed by wish or miracle.

Hexes

The following hexes are available to legendary witches with a deception patron.

Talent for Illusion (Su)

A legendary witch who selects this hex adds one illusion spell of each spell level 1-3 from the sorcerer/wizard spell list to their familiar as spells known and to the legendary witch spell list. The legendary witch must still be of the appropriate level to prepare and cast these spells.

Resilient Illusion (Su)

A legendary witch who selects this hex increases the strength of their illusions. All DCs to dispel an illusion created by the legendary witch increase by two.

Major Hex: Hidden Talents (Su)

A legendary witch who selects this hex is particularly skilled at integrating their illusions into reality. All illusions cast or created by the legendary witch are under the effects of nondetection as the spell with a caster level equal to the legendary witch’s caster level.

Enhanced Familiar Options: Whenever a legendary witch with a deception patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar gains the ability to cast invisibility, targeting only itself, once per day with a caster level equal to the legendary witch’s character level.

The familiar gains the ability to change into a specific small humanoid form and back into its true form at will as a standard action. While in humanoid form it can also speak a single language known by the legendary witch, chosen at the time this ability is selected.

Fate Patron

In myth, witches are traditionally associated with deities or forces that govern fate. Many of these deities are represented as witches themselves. Whether presiding to births, comings of age, marriages, and deaths, delivering prophecies that cannot be baffled, or meting rightful karma on evildoers, the mortal agents of Wyrd are often ruthless or even cruel in the pursuit of their duties, though some of them can be guided by genuine compassion for the living and faith in an eventual happy ending.

Example Patrons: The most common patrons of fate are cyclops demigods, graeae, or norns.

Spellcasting: A legendary witch with a fate patron uses the cleric spell list instead of the witch spell list and their spells are considered divine spells. Their spellcasting ability is changed to Wisdom. They must still prepare spells with their familiar and learn spells as a standard legendary witch.

Ability Scores: A legendary witch with a fate patron substitutes their Wisdom modifier for their Intelligence modifier for their abilities and effects. DCs and durations that rely on Intelligence now rely on Wisdom.

Bonus Spells Known: Add the following spells to the witch’s familiar as spells known. The witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1still omen, 2nd—cleromancy, 3rdunravel destiny, 4thdebilitating portent, 5th—grand destiny, 6th—geas/quest, 7thjolting portent, 8thprediction of failure, 9thforesight

Boons: The following boons are granted by these patrons.

Shears of Fate (Ex)

At 1st level, the legendary witch gains Martial Weapon Proficiency in a piercing or slashing weapon as a bonus feat. At 10th level, they gain the Weapon Specialization feat in the chosen weapon as a bonus feat.

Seer’s Curse (Su)

At 3rd level, the legendary witch gains an oracle curse, treating their witch level -2 as their oracle level. A legendary witch with the Fate patron can qualify for the Rage Prophet prestige class, treating their patron boons as revelations for the purposes of that prestige class.

Ineludible Fate (Su)

At 7th level, whenever the legendary witch casts a spell with the curse descriptor or a spell that grants morale bonuses to a creature, the spell’s duration doubles as per the Extend Spell feat, without increasing its level.

Soothsayer (Su)

At 11th level, the legendary witch gains Psychic Sensitivity and Psychic Maestro as bonus feats and must select among Automatic Writing, Prognostication, Psychometry, and Read Aura as their occult skill unlocks to use more often. If the legendary witch already possesses one or both these feats, they can instead gain any one or two feats with “Psychic” in their name for which they qualify.

Judgment Pronounced (Su)

At 15th level, the legendary witch can pronounce judgment against a creature based on its actions in life and grant it a new chance at life or an eternity of torment or bliss. Once per day, the legendary witch can cast hasten judgment, judgment undone, reincarnate, or resurrection on a dead creature as a spell-like ability.

Self-Fulfilling Prophecy (Sp)

At 19th level, the legendary witch is able to predict a creature’s future, imposing it to pursue that specific future. This functions as geas/quest, except it has instantaneous duration and as long as the target creature obeys, it receives a +4 bonus to its AC and on attack rolls, saves, ability checks, and skill checks. Only a limited wish, wish, or miracle can end a self-fulfilling prophecy.

Hexes

The following hexes are available to legendary witches with a fate patron:

Minor Prophecy (Su)

The legendary witch can call on their prophetic ancestors to cast augury once per day; they can spend a full hour casting the spell to negate the need for material components, but this reduces the accuracy of the spell by 5%.

Alter Fortune (Su)

The legendary witch can grant a creature within 30 feet a bit of good or bad luck for 1 round. With good luck, the target can call upon this good luck once per round, allowing them to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. They must decide to use this ability before the first roll is made.

With bad luck, the target is forced to reroll any one ability check, attack roll, saving throw, or skill check in a round (the legendary witch’s choice) and take the worst result. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has been targeted by the alter fortune hex, it cannot be targeted again for 24 hours.

Major Hex: Prophecy (Su)

The legendary witch can call on their prophetic ancestors and cast divination once per day. They can spend a full hour casting the spell in place of providing the usual material components.

Enhanced Familiar Options: Whenever a legendary witch with a fate patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar is able to speak one language that its master knows and can cast augury once per day.

The familiar gains Improved Initiative as a bonus feat.

Fauna Patron

A patron of fauna is a guardian of creatures great and small that might be impacted by the growth and progress of the more civilized creatures. Legendary witches that are granted the power of a fauna patron tend to use their powers to defend animals from poaching, ensuring the continuing of species endangered by civilization’s progress and sometimes opposing civilization itself.

Example Patrons: The most common patrons of fauna are typically fey but some are other nature spirits or powerful awakened animals.

Spellcasting: A legendary witch with a fauna patron only casts spells up to 6th level as shown on the spellcasting table for the shadow patron. Otherwise, they learn and prepare spells normally.

Bonus Spells Known: Add the following spells to the legendary witch’s familiar as spells known. The legendary witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1stmagic fang, 2ndanimal messenger, 3rd—greater magic fang, 4th—watchful animal, 5thanimal growth, 6th—share skin

Boons: The following boons are granted by these patrons.

Companion Familiar (Ex)

At 1st level, a legendary witch with a fauna patron gains a larger and more capable familiar. The witch may choose any animal available to the druid to serve as an animal companion or from the familiar list. They do not get a familiar boon unless they choose a creature from the familiar list. The familiar gains the benefit of both the animal companion progression as a druid of the legendary witch’s level and as a familiar. Where there is overlap between the two progressions (e.g. HP, natural armor bonus, saves, etc.) use the animal companion progression table’s value. In addition, this animal companion gains the benefit of the enhanced familiar options. Familiar archetypes can be applied to this animal companionfamiliar hybrid.

Faunasense (Su)

At 3rd level, a legendary witch with a fauna patron gains the ability to sense other living creatures nearby. They can locate creatures within 10 feet as if they had blindsense. This sense is only able to detect animals, dragons, fey, humanoids, magical beasts, monstrous humanoids, and vermin. At 6th level and every 3 levels thereafter, the sense extends another 10 feet.

Wildshape (Su)

At 7th level, a legendary witch with a fauna patron can wild shape as a druid of the legendary witch’s level. However, they never gain the ability to assume the shapes of elementals or plants.

Dispersed Form (Su)

At 11th level, using their wildshape, the legendary witch can take on the form of an animal or vermin swarm.

Animal Gate (Sp)

At 15th level, a legendary witch with a fauna patron can, as a full-round action and using a use of their wildshape, teleport through an animal or magical beast they can sense arriving adjacent to the target creature. If there is no safe space adjacent to the creature, the ability fails. This can include their familiar over a much longer distance or creatures affected by a spell like scry as long as the legendary witch and the creature are on the same plane.

Mastery of Fauna (Ex)

At 19th level, a legendary witch with a fauna patron is seen as a master of the orders of fauna. Any creature of the animal or magical beast type has a minimum starting disposition toward the legendary witch of indifferent and will not willingly attack them unless attacked first. Additionally, the legendary witch may use charm monster on an animal or magical beast by expending a use of wild shape if the creature has an Intelligence lower than 10.

Hexes

The following hexes are available to legendary witches with a fauna patron:

Beast Speech: You can speak to animals as if you shared a common language. This allows you to use Diplomacy in place of Handle Animal to improve the attitude of an animal.

Hidden from the Primal Eye: You may cast hide from animals as a swift action.

Major Hexes

Animal Spell Origination: You may cast a spell as if it were originating from an animal within 30 feet. Additionally, you may cast any spell with the range of personal on an animal within 30 feet.

Enhanced Familiar Options: Whenever a legendary witch with a fauna patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar can change their form to another animal of the same size or smaller.

The familiar can speak one language.

Flora Patron

A patron of Flora grants their power to legendary witches that protect the wild places. Overgrowth and verdant energy are what allows this magic to thrive, legendary witches who heed these patrons are often champions of the wild lands associating closely with druids and communities of other like-minded peoples.

Example Patrons: The most common flora patrons are powerful dryads, ancient treants or veranallias.

Spellcasting: A legendary witch with a flora patron only casts spells up to 6th level as shown on the spellcasting table for the shadow patron. Otherwise, they learn and prepare spells normally.

Bonus Spells Known: Add the following spells to the legendary witch’s familiar as spells known. The legendary witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1stentangle, 2ndbarkskin, 3rd—thorny entanglement, 4thgrove of respite, 5thwall of thorns, 6thtree stride.

Boons: The following boons are granted by these patrons.

Verdant Companion (Ex)

At 1st level, the legendary witch attracts the service of a semi intelligent plant creature to serve as their companion. This works as the Plant Bond ability of the Treesinger druid archetype.

Use the legendary witch’s class level as their druid level to determine their plant companion’s abilities.

Viny Sinew (Ex)

At 3rd level, the legendary witch’s muscles and skin become tough like thick vines. Their base natural armor bonus increases by one. This bonus increases by an additional +1 at 8th, 13th, and 18th levels.

Power of the Green (Su)

At 7th level, the legendary witch gains some measure of healing power through their connection to floral magic. Whenever they cast a spell that creates vegetation or plant life, they heal a number of hit points equal to twice that spell’s level. In addition, the legendary witch adds all spells from the druid spell list that create or control plants to their spell list and may learn them just as they would learn a legendary witch spell and adds two such spells to their familiar immediately at no cost.

Explosion of Growth (Su)

At 11th level, the legendary witch gains mastery over the plant life of the world around them. As a standard action, they may choose a number of targets equal to their Intelligence modifier within 100 feet. Each target must make a Reflex save or become grappled by vines, roots, or other plant life which grows instantly from the ground and wraps around them.

If a creature is larger than Medium it is considered to be an additional target for each size category above medium it is. For example, a Huge-sized creature would count as three targets. The legendary witch may use this ability once per day and may expend spell slots of 3rd level or higher to activate it additional times.

Army of the Woodlands (Su)

At 15th level, the legendary witch gains the ability to cast a special version of the spell wooden phalanx as a spell-like ability once per day. The duration is increased to one day per caster level and the legendary witch always summons three golems.

Clone Companion (Su)

At 19th level, the legendary witch can cultivate an additional plant companion. This process takes 24 hours, magical reagents, and ritual materials costing 10,000 gp. At the end of this process the legendary witch creates a second plant companion identical to the first. The legendary witch is limited to only a single clone companion at a time. If their original companion is slain, they may replace it through the normal means and maintain the clone of their previous companion.

Hexes

The following hexes are available to legendary witches with a flora patron:

Greensight (Su)

A legendary witch who selects this hex gains greensight as the universal monster ability of the same name with a range of 60 feet.

Photosynthesis (Ex)

A legendary witch who selects this hex can subsist on one hour of sunlight and one gallon of water a day and requires no other food or water to survive.

Major Hex: Forestfriend (Su)

The legendary witch gains the ability to cast a special version of awaken as a spell-like ability. This ability can only affect trees and requires no material component, in addition only one tree may be awakened at a time by the legendary witch. It has a starting attitude of helpful rather than friendly and will generally do as the legendary witch asks, though it will not carry out self-destructive actions beyond aiding the legendary witch in combat.

Enhanced Familiar Options: Whenever a legendary witch with a flora patron gains the enhanced familiar class feature, they may also choose from among the following options.

Your familiar’s type changes to plant. It gains DR 5/slashing.

Your familiar gains the ability to cast goodberry once per day as a spell-like ability using your caster level.

Life Patron

A patron of life directs their powers in the creation, preservation and enjoyment of life. Legendary witches that are granted the power of a life patron use their abilities as healers, town counselors or protectors of life against the darker forces.

Example Patrons: The most common patrons of life are good celestials and fey.

Spellcasting: A legendary witch with a life patron uses the druid spell list instead of the witch spell list and their spells are considered divine spells. Additionally, they add all conjuration (healing) spells from the cleric spell list to their available spells at the cleric spell level.

Their spellcasting ability is changed to Wisdom. They must still prepare spells with their familiar and learn spells as a standard legendary witch.

Ability Scores: A legendary witch with a life patron substitutes their Wisdom modifier for their Intelligence modifier for their abilities and effects. DCs and durations that rely on Intelligence now rely on Wisdom.

Bonus Spells Known: Add the following spells to the legendary witch’s familiar as spells known. The legendary witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1stremove fear, 2ndheroism, 3rdgood hope, 4thserenity, 5th—greater heroism 6thjoyful rapture 7th—hymn of peace, 8theuphoric tranquility, 9thtrue resurrection

Boons: The following boons are granted by these patrons.

Life Channeling (Su)

At 1st level, a legendary witch with a life patron can channel positive energy as a cleric equivalent to their legendary witch class level (minimum 22). The legendary witch can use this ability a number of times per day equal to 3 + their Wisdom modifier.

Life Preservation (Su)

At 3rd level, a legendary witch with a life patron can preserve the lives of their allies.

If an ally within 30 feet is reduced below 0 hit points by hit point damage, as an immediate action, the legendary witch can spend a use of their life channeling to cast a conjuration (healing) spell or channel energy concentrated on the one ally. This ability can prevent the death of the ally by hit point damage if the healing used brings their hit points back to an amount above their threshold.

Powerful Healing (Su)

At 7th level, a legendary witch can expend a use of their life channeling to maximize the dice of a conjuration (healing) spell up to a spell level of one less than the highest spell level, the legendary witch is able to prepare.

Adaptive Restoration (Su)

At 11th level, a legendary witch with a life patron can expend a use of their life channeling to shift the effect of a conjuration (healing) spell or channel positive energy to neutralize a poison, cure a disease or restore ability damage. For the neutralizing a poison and curing a disease, they operate as neutralize poison and remove disease, however, instead of 1d20 plus the caster level, it is 1d20 plus twice the number of dice provided by the spell or channel used. If used to restore ability damage, the spell or channeling heals 1 ability damage per healing dice. For example, the legendary witch could use a cure serious wounds spell to neutralize a poison or remove a disease with a 1d20+6 check or heal 3 ability damage to the target.

Suppress Death (Su)

At 15th level, a legendary witch with a life patron can expend a use of their life channeling to exude a 30 foot aura of irrepressible life. No spells with the death descriptor that deal negative energy damage or impose energy drain can be cast within the aura or on a creature within the aura. If the aura overlaps the radius of an area-of-effect spell or ability that does one of those things, the effect is negated within the area. This aura lasts for a number of rounds equal to the legendary witch’s class level. The aura cannot protect against such effects created by a creature with more HD than your legendary witch level plus your Wisdom modifier.

Thwart Death (Ex)

At 19th level, a legendary witch with a life patron can counter a spell that deals negative energy damage, has the death descriptor or inflicts energy drain with a conjuration (healing) spell of at least one spell level lower.

Hexes

The following hexes are available to legendary witches with a life patron:

Donate Life: As a standard action, a legendary witch can transfer their hit points to another creature within 30 feet. The amount of hit points transferable is an amount equal to their legendary witch class level.

Folk Remedies: A legendary witch may perform all Heal skill checks without a healer’s kit and gains a +2 bonus on Heal skill check.

Major Hexes

Bolster Spirits: The legendary witch can speak supportive and caring words to one creature within 60 feet. The target gains the benefit of the heroism spell for 1 round per legendary witch level. When a creature has benefited from this spell, they cannot be the target of this hex again for 1 day.

Enhanced Familiar Options: Whenever a legendary witch with a life patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar can share hit points with the legendary witch. They can transfer hit points back and forth as a move action.

The familiar gains a bonus on saves against energy drain and death effects equal to the legendary witch’s class level.

Seasons Patron

The seasons are an ancient and well respected source of power. Witches have long wielded the power of spring to bring new life, summer to allow bountiful growth, fall to cause the world to wither, and winter to end life when needed. Transitory and vast, channeling the power of the seasons is among the most common practices of a legendary witch.

Example Patrons: The most common patrons of the seasons are ancient dryads, unique hags, and powerful fey.

Bonus Spells Known: Add the following spells to the legendary witch’s familiar as spells known. The legendary witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1stshocking grasp, 2ndacid arrow, 3rdfireball, 4thwall of ice, 5thcleanse, 6thcontrol water, 7thchain lightning, 8thpolar ray, 9thstorm of vengeance

Boons: The following boons are granted by these patrons.

Weatherproof (Su)

At 1st level, the legendary witch is under the constant effects of endure elements as the spell. In addition, the legendary witch may grant energy resistance with a touch to a willing creature, or to themselves. As a standard action, with a touch, the legendary witch can focus and grant energy resistance 5 against one of the following energy types; acid, cold, 23 electricity, or fire, for a number of rounds equal to their Intelligence modifier. This ability overlaps but does not stack with existing energy resistance. At 11th level this increases to resistance 10 and the legendary witch may also choose force or sonic for this energy resistance. At 19th level activating this ability grants immunity to the selected energy type.

Spring’s Embrace (Su)

At 3rd level, the legendary witch is filled with the essence of new life and fresh growth and this verdant energy gifts them with an incredible ability to heal some wounds. The first time each day the legendary witch is dealt damage they gain fast healing 1 for 5 rounds. At 7th level this becomes fast healing 2 for one minute. At 13th level this becomes fast healing 5 for one minute. Finally at 19th level this becomes fast healing 10 for one minute.

Summer’s Warmth (Su)

At 7th level, the legendary witch learns to channel the bounty of midsummer. The legendary witch now exudes an aura which hinders foes and helps allies. Whenever an enemy begins its turn within 5 feet of the legendary witch they take fire damage equal to the witch’s Intelligence modifier. An ally which begins their turn within 5 feet of the legendary witch gains temporary hit points equal to the legendary witch’s Intelligence modifier instead until the beginning of their next turn. At 13th level this ability deals damage or grants temporary hit points equal to twice the legendary witch’s Intelligence modifier and the aura now extends to 10 feet. The legendary witch can raise and lower this aura as a free action.

Autumn’s Withering Gaze (Su)

At 11th level, the legendary witch can weaken foes just as autumn seems to weaken the world. As a standard action, the legendary witch focuses their power on a single foe within 60 ft..

That creature must make a Fortitude save. A creature failing the save is sickened for 1 minute. At 15th level the target becomes nauseated instead.

Winter’s Chill (Su)

At 15th level, the legendary witch can chill the very souls of their enemies. Once per day as a standard action, the legendary witch can extend an aura of supernatural cold to a range of 5 ft per two class levels.

The temperature within this aura drops to -40 degrees and waves of cold ripple forth from the legendary witch dealing 1d6 cold damage for every 2 legendary witch levels per round. A successful Fortitude save, DC 10 + ½ the legendary witch’s class level + Intelligence modifier halves this damage. The aura lasts for a number of rounds equal to the legendary witch’s Intelligence modifier. The legendary witch can expend spell slots to maintain this aura, expending a spell slot extends the duration of this aura by the spell’s level. The legendary witch may use this ability an additional time per day at 17th level and again at 19th level for a total of three uses per day. The legendary witch is unaffected by the temperature created by this ability. The legendary witch may not have both this aura and the one granted by Summer’s Warmth active at the same time.

Season’s Wrath (Su)

At 19th level, the legendary witch embodies the potential ruin in the seasons. Whenever a boon, hex, or a spell cast by the witch would do energy damage it gains an additional effect based on the energy type dealt as follows:

Acid: Creatures that take acid damage from a boon, hex, or spell originating from the legendary witch are covered in acid unless they succeed on a Reflex save using the same DC as the effect which caused the damage. Failure means they are covered in acid which persists for a number of rounds equal to the legendary witch’s Intelligence modifier and deals 6d6 acid damage per round.

Cold: Creatures that take cold damage from a boon, hex, or spell originating from the legendary witch are frozen to the core unless they succeed on a fortitude saving throw using the same DC as the effect which dealt the damage. Failure means the creature is paralyzed for one round, and then stunned for 1d4 rounds thereafter. On a successful save the creatures are stunned for one round.

Electricity: Creatures that take electricity damage from a boon, hex, or spell originating from the legendary witch become charged with electricity unless they succeed at a fortitude saving throw using the same DC as the effect which dealt the damage. Failure means that the creature is carrying a charge of electricity and takes 4d6 electricity damage each time it moves, if two (or more) such creatures are adjacent at the end of either creature’s turn they all take an additional 4d6 electricity damage. This effect lasts for a number of rounds equal to the legendary witch’s Intelligence modifier.

Fire: Creatures that take fire damage from a boon, hex, or spell originating from the legendary witch have their spirit set ablaze as well as their flesh unless they succeed on a will saving throw using the same DC as the effect which dealt the damage. Failure means that the creature’s spirit has been burned and they receive 50% of the damage again, though it bypasses any resistance to fire the creature may have.

Hexes

The following hexes are available to legendary witches with a seasons patron:

Autumn’s Veil: The legendary witch becomes adept at camouflage, drawing on the power of autumn’s many colors to enhance their own stealth. They gain Stealth as a class skill and may use Intelligence in place of Dexterity for Stealth checks. In addition, the legendary witch may impart a measure of this power to their allies, as long as the legendary witch is within 30 feet of an ally and both are using the Stealth skill, that ally gains a bonus equal to the legendary witch’s Intelligence modifier to their Stealth checks.

Spring’s Youthful Vigor: Spring is a time of new life and growth and boundless energy. The legendary witch no longer ages and cannot be magically aged, though they still die when they reach their maximum lifespan. In addition, their maximum lifespan doubles.

Major Hexes

Weather Witch: The legendary witch gains the ability to affect local weather. They can accurately predict the weather up to one week in advance. In addition, the legendary witch may choose an area with a radius of up to 100 feet per legendary witch level to be unaffected by adverse weather conditions by performing a ritual taking 8 hours and costing 500 gp per legendary witch level in special supplies. The legendary witch may permit the weather to affect the area in lesser severity, such as a downpour only affecting the area as a light rain. If the legendary witch is at least 17th level they may completely control the weather inside this area as the control weather spell, except that they may choose unseasonable weather so long as it is from an adjacent season in the cycle. For example, the legendary witch could summon a blizzard in the spring or fall, but not in the summer. The legendary witch can maintain this area by performing the ritual yearly, with an increased cost based on current legendary witch level at the time of the ritual and can only maintain one such area at a time. The area is stationary and set when the ritual is performed.

Enhanced Familiar Options: Whenever a legendary witch with a seasons patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar gains resistance 5 to an energy type of the legendary witch’s choice or improves an existing resistance by 5. The familiar may take on some physical characteristics indicating the energy type chosen (sparking fangs, eyes like embers, etc) This ability may be chosen more than once.

The familiar becomes elementally charged, dealing damage equal to 1d4 + the legendary witch’s Intelligence modifier to any creature that attacks the familiar within 30 feet. The legendary witch may choose from among acid, cold, electricity, and fire for the type of damage dealt by this ability when they prepare their spells.

Stars Patron

A stars patron is a powerful, ancient and often chaotic creature from beyond the known planes of existence.

Their motives are inscrutable and their power is terrifying. Legendary witches that are granted the power of a stars patron use their abilities to perform dark rituals, call upon creatures and furthering the goals given to them by the ancient beings.

Example Patrons: The most common patrons of the stars are the dark and chaotic creatures from the beyond.

Spellcasting: A legendary witch with a stars patron uses the psychic spell list instead of the witch spell list and their spells are considered psychic spells. They must still prepare spells with their familiar and learn spells as a standard legendary witch. However, the witch cannot learn spells through scrolls or studying other arcane casters. Rather, they can only learn new spells from self-study (leveling up) or from shards of psychic power.

Bonus Spells Known: Add the following spells to the legendary witch’s familiar as spells known. The legendary witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1stunseen servant, 2nd—contact entity I, 3rdcountless eyes, 4thblack tentacles, 5th—contact entity III, 6th—phobia, 7thinsanity, 8thfrightful aspect, 9th—maze of madness and suffering

Boons: The following boons are granted by these patrons.

Answered from Unknown Places (Ex)

At 1st level, any creature that the legendary witch with a stars patron summons with a conjuration (summoning) spell is more unnerving and powerful than normal. Once per day, the legendary witch may add the star-borne template (see below) to the creature. At 5th level, and every 5 levels thereafter, they gain an additional use of this ability.

Visions of the Void (Su)

At 3rd level, a legendary witch with a stars patron can grant a target they touch a glimpse of the terrors and creatures of the dark alien spaces far away as a standard action. The target is immune to mind-affecting effects but takes a -2 penalty on attack rolls and skill checks for 1d4 rounds. This ability can grant a new save against an ongoing mind-affecting effect.

Changing Form (Ex)

At 7th level, a legendary witch with a stars patron begins to change from their prolonged contact with the creatures from beyond the stars. They gain 25% fortification and a +2 bonus to CMB and CMD vs. grapple combat maneuvers, Escape Artist, Acrobatics (to avoid attacks of opportunity), and AC against attacks of opportunity. Their limbs and body begin to move and bend in unnatural ways making it hard to hold them or track their movements.

Exuded Invisibility (Ex)

At 11th level, a legendary witch with a stars patron can exude a form of tenuous natural invisibility. This functions as the natural invisibility universal monster ability except it is subject to invisibility purge and effects that outline invisible creatures (such as glitterdust and faerie fire). It cannot be dispelled. The legendary witch may exude this invisibility as a move action for a number of rounds equal to their legendary witch class levels. The rounds need not be continuous.

The legendary witch may end this invisibility as a free action on their turn.

Child of the Stars (Ex)

At 15th level, a legendary witch with a stars patron can travel the stars as their patron creatures. They gain cold immunity and no longer need to breathe. Additionally, they can go a number of months equal to their Constitution modifier (minimum 1 month) without needing to eat or drink.

Conduit of the Space Between (Su)

At 19th level, a legendary witch can, as a standard action, open themselves up as a conduit to the dark hideous spaces between the stars. While acting as a conduit, the witch can take no actions other than babbling incoherently or dealing damage to themself as per the confusion spell (50% chance of each). If the legendary witch has immunity to mind affecting effects they are still affected by this special form of confusion. While the connection is open any creatures within 60 feet of the legendary witch, including themself, are exposed to a random effect from the table below. The legendary witch may channel the connection for a number of rounds equal to their legendary witch level. The rounds need not be consecutive but to end the effect early, the legendary witch must make a Will saving throw. The DC to end the conduit early and for the effects below is 10 + 1/2 the legendary witch’s class level + their Wisdom modifier.

Effect Saving Throw
Confused for 1 minute Will negates (mind-affecting)
Panicked for 1 minute (or until 100 feet away from the legendary witch) Will negates (mind-affecting)
2d6 cold damage Fortitude half
2d6 acid damage Reflex half
1d10+4 bludgeoning damage from some otherworldly appendage Attack bonus +10

Hexes: The following hexes are available to legendary witches with a stars patron:

Gibber (Su)

A legendary witch with this hex can make a disturbing gibbering sound that clouds and confuses the mind of their target. The target is confused for a number of rounds equal to the legendary witch’s Intelligence modifier. A successful Will save reduces this to 1 round.

Unuttered Words (Su)

The legendary witch can speak telepathically with one target for a number of minutes equal to their legendary witch class level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, they may use their telepathy to communicate with any and all creatures they can sense.

Major Hex: Limb Growth (Ex)

A legendary witch with this hex grows an additional appendage, the nature of which is usually odd but determined by the legendary witch. This extra appendage does not aid in movement.

However, it can hold or use items, though not attacking with weapons, and can deliver a slam attack which deals 1d4 damage. This limb can deliver touch spell attacks.

Enhanced Familiar Options: Whenever a legendary witch with a stars patron gains the enhanced familiar class feature they may also choose from among the following options.

The familiar gains an extra appendage, the nature of which is usually odd but determined by the legendary witch. This extra appendage does not aid in movement or using weapons but it can be used to hold an item for the legendary witch or deliver a 1d4 slam attack.

The familiar’s anatomy is odd and rubbery granting them 25% fortification.

Strength Patron

Through devotion to perfecting their physical form and the power granted them by their patron the legendary witch becomes a formidable foe. Foregoing the typical magical prowess of other witches, those with a patron representing strength enter battle bearing arms and armor and augmenting their bodies with powerful alchemical concoctions.

Example Patrons: Unique and powerful earth elementals, dragons, and demons are among the most common patrons for strength.

Alternate Class Features: Make the following adjustments to the Legendary Witch.

Base attack bonus increases to be equal to that of a rogue equal to the legendary witch’s class level.

The legendary witch’s hit die is a d8 rather than a d6.

The legendary Witch gains 4 + Intelligence modifier skill ranks per level.

Alchemy (Su)

A legendary witch with a strength patron does not prepare and cast spells, instead they prepare extracts as the legendary alchemist and use the Legendary Alchemist formulae list.

Familiar (Su)

The legendary witch’s familiar holds their formulae but otherwise follows all the normal rules of a legendary witch’s familiar, this means that a legendary witch’s familiar can learn a formulae from scrolls and spell books just as a legendary alchemist would and may learn spells on their formula list from other witch’s familiars.

Bonus Formulae: Add the following spells to the legendary witch’s formula list and to the legendary witch’s familiar as formulae known of the level indicated. The legendary witch must still be of the appropriate level to prepare their extracts in order to prepare these formulae.

Bonus Formulae: 1stdivine favor, 2nd—bull’s strength, 3rd—monstrous physique I, 4thdivine power, 5thrighteous might, 6th—legendary proportions
LevelExtracts per Day1st2nd 3rd 4th 5th 6th1st1—————2nd2—————3rd3—————4th31————5th42————6th43————7th431———8th442———9th543———10th5431——11th5442——12th5543——13th55431—14th55442—15th55543—16th55543117th55544218th55554319th55555420th555555

Boons: The following boons are granted by these patrons.

Tools of the Trade (Ex)

At 1st level, the legendary witch gains proficiency in light and medium armor as well as four martial and/or exotic weapons of their choice. The legendary witch also gains a bonus combat feat, using their legendary witch level in place of their base attack bonus for any prerequisites.

Proper Conditioning (Ex)

At 3rd level, the legendary witch gains a +1 alchemical bonus to their Strength score. This bonus increases by an additional +1 at 7th level and every four levels thereafter.

Solid Footing (Su)

Beginning at 7th level, the legendary witch may take 10 on all strength checks and strength based skill checks even when distracted or otherwise normally unable to take 10. In addition, once per day the legendary witch may call out to the raw power of their patron and take 20 on a strength check or strength based skill check without increasing the time needed to do so and when otherwise distracted or normally unable to take 20. The legendary witch may take 20 an additional time and become exhausted after the attempt whether or not it was successful as connecting directly to their patron’s power is stressful on a mortal form.

This exhaustion lasts for only one hour and cannot be mitigated by any means other than rest.

Unbowed (Ex)

Beginning at 11th, you gain stalwart as the inquisitor ability of the same name. Additionally, the legendary witch adds their strength modifier in addition to their Constitution modifier to Fortitude saves.

Manifest Might (Su)

Beginning at 15th level, the legendary witch gains an enhancement bonus to natural armor equal to their strength modifier. Additionally, they are treated as one size category larger for the purposes of determining what weapons they may wield, carrying capacity, for magical effects that would move them (such as gust of wind), and CMD.

Flawless Form (Su)

At 19th level, the legendary witch has become an embodiment of the very idea of strength.

Their carrying capacity is treated as though they had twice their strength score. Additionally, their base attack bonus becomes equal to their legendary witch level and whenever they roll for initiative they roll twice and take the better result.

Hexes

The following hexes are available to legendary witches with a strength patron:

Battle Trance: A legendary witch who selects this hex can enter a state of calm focus during battle as a standard action. The trance lasts for a number of rounds equal to the legendary witch’s Intelligence modifier. During this time the legendary witch gains a bonus on melee weapon damage rolls equal to their Intelligence modifier.

Wreak Havoc: A legendary witch who selects this hex may cast shatter as a spell like ability a number of times per day equal to their Intelligence modifier. The legendary witch’s caster level for this effect is equal to their character level. The legendary witch may expend an extract of 2nd level or higher, rendering it inert, to use this spell-like ability an additional time.

Major Hexes

Ironclad Enforcer: The legendary witch gains proficiency in heavy armor and their speed is no longer reduced by the armor they wear. As long as the legendary witch is wearing metal medium or heavy armor which grants an enhancement bonus to AC they also gain a +10-foot enhancement bonus to their movement speed, this bonus extends to any movement mode they possess as long as they are still wearing the armor.

Enhanced Familiar Options: Whenever a legendary witch with a strength patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar gains 2 additional hit points for each character level, the legendary witch possesses. Each time the legendary witch gains a level the familiar gains 2 additional hit points.

The familiar gains a combat feat for which it meets the prerequisites, this option may be selected more than once.

Time Patron

A patron of time is either a steward over time, long-lived beings, or beings of time itself. Legendary witches that are granted the power of a time patron spend their time observing the ebbs and flows of time or punishing those who seek to change it.

Example Patrons: The most common patrons of time are aeons, inevitables and creatures that are part of the unending cycle.

Bonus Spells Known: Add the following spells to the legendary witch’s familiar as spells known. The legendary witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1stanticipate peril, 2nd—anticipate thoughts, 3rdhaste and slow, 4thdimension door, 5th—glimpse of truth, 6thlegend lore, 7th—memory of function, 8thtemporal stasis, 9thtime stop

Boons: The following boons are granted by these patrons.

Peer Along the Timestream (Su)

Starting at 1st level, a legendary witch that has a time patron can see things coming in time before they arise. They add half their legendary witch class levels as an insight bonus to their initiative (to a maximum of their Intelligence bonus, minimum +1) and Sense Motive checks.

Insight of the Multitude (Su)

At 3rd level, a legendary witch that has a time patron has some connection to their past and future selves. Once per day, the legendary witch may exchange their ranks and class skill status from one skill to another for a single skill check. For example, the legendary witch may take their 4 ranks and class skill status in Knowledge (planes) and apply it to an Appraise check for which they have no ranks nor class skill bonus.

They may call upon this insight an additional time per day per 4 levels after 3rd, to a maximum of 5/day at 19th level.

Alter Time (Sp)

At 7th level, a legendary witch gains some control over the flow of time of others. Once per day as a standard action, the legendary witch may speed up or slow down time for a target creature. That creature may make a Will save (DC 10 + 1/2 the legendary witch’s class levels + their Intelligence modifier) to resist the effects.

The legendary witch grants the target the benefits of the spells haste or slow. The legendary witch gains another use of this ability at 11th level and every 4 levels thereafter.

Rewind Time (Sp)

At 11th level, a legendary witch is able to reset and change the flow of time. The legendary witch may expend a use of alter time as an immediate action at the end of a target creature’s turn to rewind time for that target, even an ally. To do so, they must make a caster level check against a DC of 11 + the HD of the creature. If the caster level check succeeds the actions and effects of the target’s turn are undone and they begin their turn anew. The legendary witch is unable to use this ability on themself.

Time Distortion Sphere (Su)

At 15th level, the legendary witch can project a sphere of time distortion that slows objects going in or out with a radius of 30 feet. All ranged attacks that pass into or out of the sphere take a -4 penalty to the attack roll. Additionally, all creatures gain a +4 dodge bonus to Reflex saves if the effect originates from the other side of the sphere’s radius. For example, if a fireball were to explode within the sphere, the creatures within the sphere would not gain any bonus to their Reflex save, while those outside the sphere and still within the radius of the fireball would gain a bonus to their saving throw. Additionally, the edge of the radius of the sphere is considered difficult terrain, though it can be charged through. The legendary witch may raise or lower the sphere as a free action on their turn.

Mastery Over Time (Su)

At 19th level, the legendary witch’s mastery over time is reaching its zenith. They may expend a use of alter time to automatically dispel any one spell that affects age, time or speed of 6th level or lower. Additionally, they may use their alter time, to temporarily stop time for a target. The target must make a Will save DC (DC 10 + 1/2 the legendary witch’s class levels + their Intelligence modifier) or be frozen in time.

This acts as the paralyzed condition except any creature normally immune to paralysis is not immune to this effect. The time stopping remains in effect as long as the legendary witch uses their swift action to maintain it to a maximum of 1 minute. The target is allowed a Will saving throw each round to end the effect.

Hexes

The following hexes are available to legendary witches with a time patron:

Shift in Time: A legendary witch who selects this hex can shift where a target (including themself ) is in the timestream. They move 5 feet per 5 legendary witch levels East or West (or whichever direction their plane/planet moves physically through time) from their current position. A creature may make a Will saving throw to prevent this movement.

If the target would be put into a dangerous area they gain a +5 bonus on the saving throw. This movement does not provoke attacks of opportunity.

Time Stutter: A legendary witch who selects this hex causes a target (including themself ) to stutter violently in the timestream. The target gains 50% concealment but the violent stuttering makes it hard to track other’s movements. Melee attacks take a -2 penalty, ranged attacks take a -5 penalty, and they are considered flatfooted against all attacks.

Major Hexes

Time Jaunt: A legendary witch who selects this hex can temporarily stop time for themself. This hex acts as the spell time stop for the remainder of their turn. However, either the rapid stopping and starting of time in this manner is physically jarring or time seeks a balance. In either case, the legendary witch is staggered on their next turn.

Enhanced Familiar Options: Whenever a legendary witch with a time patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar stutters in and out of the current time, continually shifting its position, it gains 5% concealment for every 5 legendary witch levels their master possesses.

The familiar can predict the movements of their foes in the time stream. If they focus on a target as a move action, they gain +1 insight bonus to attack rolls and a +1 dodge bonus to AC against the target. This enhancement may be taken multiple times, increasing the bonus by 1 each time.

Transformation Patron

A patron of transformation grants the power to not only be whoever, but whatever your heart desires. To such beings the question is not simply who do you want to be, but what do you want to be? Legendary witches granted the power of transformation gain mastery over their own forms, able to bend and shape themselves to suit any need or want, ensuring that they can be ready for any situation.

Example Patrons: The most common transformation patrons are powerful dopplegangers, rakshasa, azatas, and proteans.

Bonus Spells Known: Add the following spells to the legendary witch’s familiar as spells known. The legendary witch must still be of the appropriate level to cast the spell.

Bonus Spells: 1stexpeditious retreat, 2ndalter self, 3rdbeast shape I, 4thbeast shape II, 5th—monstrous physique I, 6th—monstrous physique II, 7th—form of the dragon I, 8th—form of the dragon II, 9thshapechange

Boons: The following boons are granted by these patrons.

Manifest Claws (Su)

At 1st level, the legendary witch gains the ability to shift their hands into wicked claws.

These claws deal 1d6 damage if the legendary witch is medium size. Activating the claws is a swift action. At 3rd level, attack and damage rolls made with the claws use the legendary witch’s Intelligence modifier in place of their strength modifier. At 7th level the claws are considered magic for the purpose of overcoming damage reduction.

Twist Form (Ex)

At 3rd level, the legendary witch gains more control over their joints and muscles, gaining a +4 bonus on escape artist checks to escape grapples and acrobatics checks to squeeze through tight spaces, in addition they are treated as one size category smaller for squeezing rules.

Enduring Alteration (Su)

At 7th level, each transmutation spell cast by the legendary witch on themselves has its duration increased by one step as follows. From one round per level to one minute per level, from one minute per level to ten minutes per level, from ten minutes per level to one hour per level. A spell with a duration of one hour per level does not have its duration adjusted.

Toughen Hide (Ex)

At 11th level, the legendary witch’s skin grows thick and rough, protecting vital areas. The legendary witch gains a +2 to their existing natural armor and also has a 25% chance to ignore damage from precision damage and critical hits.

Adapted for Anything (Su)

At 15th level, the legendary witch has mastery over their body’s needs. The legendary witch has altered their biology to the point that they do not need to eat or sleep, though they still require 8 hours of rest before preparing spells. In addition, the legendary witch can hold their breath for up to one hour per legendary witch level, may breathe water, and can survive in a vacuum (until they need to breathe).

Eternal Alteration (Su)

At 19th level, any transmutation spell with a duration of one hour per level that the legendary witch casts upon themselves (including a spell whose duration was increased to one hour per level by their Enduring Alteration boon) has its duration increased to 24 hours. The legendary witch may only benefit from one Eternal Alteration at a time. If the legendary witch wishes to cast a second spell on themselves which would be affected by this ability they may choose to use the spell’s duration or end their previous Eternal Alteration and apply it to the new spell.

Hexes

The following hexes are available to legendary witches with a transformation patron:

Coat Claws (Su)

A legendary witch who selects this hex gains the ability to modify natural weapons they possess.

By fashioning a ring from a weapon special material and performing a bonding ritual, while wearing the ring the legendary witch’s natural weapons are treated as that special material, following all its normal rules.

Fashioning the ring and performing the bonding ritual costs 500 gp and takes 4 hours of work.

Whip Tailed (Su)

A legendary witch who selects this hex grows a long slender tail which can be used as a natural attack dealing 1d3 slashing damage and has a reach of up to 10 feet. This tail can also be used to transfer items to the legendary witch’s hand as a swift action.

Major Hexes

Split Transformation (Su)

A legendary witch who selects this hex gains the ability to share transmutation spells with their familiar. Whenever the legendary witch casts a transmutation spell which affects only themselves they may choose to split the duration of the spell between their familiar and themselves, affecting both with a single casting of the spell.

Enhanced Familiar Options: Whenever a legendary witch with a transformation patron gains the enhanced familiar class feature, they may also choose from among the following options.

The familiar gains the ability to change shape into another animal which is a suitable familiar at will as a standard action, with no duration. This does not change the bonus granted by the familiar and the familiar can only have one alternate form.

The familiar gains one of the following: scent, darkvision 60 ft., or low-light vision.

Section 15: Copyright Notice

Legendary Witches © 2022, Legendary Games; Authors Norman Mitchell, Connor Bates, Margherita Tramontano

 

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