
Atlatl Jones |

I wrote some of the following in another thread, but it's a different enough idea that I think it deserves its own thread.
There seem to be three basic archetypes of witch that people think of, and this can be most clearly seen in the threads about whether they should use intelligence, wisdom, or charisma as their casting stat.
In his thread describing an alternate witch class, SmiloDan wrote this:
Coven Role. At 1st level, the Witch selects her Coven Role from one of the following: Charisma-based Maiden, Wisdom-based Mother, or Intelligence-based Crone.
Maidens add Bluff, Diplomacy, Disguise, and Perform to their list of Class Skills.
Mothers add Heal, Perception, Sense Motive, and Survival to their list of Class Skills.
Crones add Appraise, Knowledge (all), and Linguistics to their list of Class Skills.
I really like having different "builds" for witches, since the witch encompasses many different archetypes. I would probably change the titles though, to be more gender-neutral: Enchanting Witch, Wise Witch, and Cunning Witch. Also, cunning witches really should have Bluff and Disguise as class skills, and enchanting witches shouldn't have disguise. The quintessential western cunning witch is the sleeping beauty queen, who uses disguises and trickery. The witch in Stardust is also a manipulative, disguise-wearing crone.
Each witch role could be tied to a different casting attribute. Enchanting Witches could base their spells and hexes off of Charisma, Wise Witches could base their spells and hexes off of Wisdom, and Cunning Witches could base their spells and hexes off of Intelligence. (If going this route, I would recommend raising the witch's skill points to 4/level, so enchanting and wise witches have enough points for their archetypal skills.)
Each witch role could also have additional bonuses to certain spell types. Perhaps enchanting witches could add +1 to the save DCs of their enchantment spells, and cunning witches could gain the same for their necromancy and transmutation spells (the curses, basically). Wise witches could be better at healing and divination.
I really like this approach to making witches more interesting and flexible. It goes a long way to making the witch feel like its own unique class.
SmiloDan also wrote the following:
Hag Apotheosis (Ex). At 20th level, the Witch gains some of the qualities of the Night Hag. She becomes an Outsider (native, augmented humanoid (or whatever type she was before)). She is immune to Charm, Fear, and Sleep Effects, has Cold Resistance 20, Fire Resistance 20, and gains DR 10/cold iron and magic.
I love the idea of a witch becoming an Outsider at 20th level, with the qualities of a hag. It's especially good if it makes the witch count as a hag for the purpose of forming a Coven. I don't think the energy resistances are necessary though. You should also add the following, cribbed from the Monk's Perfect Self capstone: "Unlike other outsiders, the witch can still be brought back from the dead as if she were a member of her previous creature type."

Dabbler |

Nice, I like these. But you forgot the fourth aspect ... that's OK, most people want to forget about her. She's the one you DO NOT want to meet, and is epitomised by such as the Morrigan and Kalli among others, the death aspects while the other three are life aspects (arguably the threshold for the crone).

Skizzy |

Rather than fufilling a role in a coven specifically. I would say that we have these witch archtypes be something different instead.
I've come up with 4 main archtypes of my own.
Hexer - Basically like the cunning witch, uses the original hexes with some slight variations. In addition to tricks for spell casting
Demon Binder - Uses ancient pacts from devils or demons to augment spell casting, or add fiendish abilities to the witch
White Witch - Focuses on spellcasting that augments healing, restoration, divination, and support for the party.
Elementalist - Something of the Arcane Version of a Druid, will allow have some modifications to differentiate this class from it's divine counterpart.
The class gets these universal skills:
Craft, Fly, Knowledge (Arcana), Knowledge (History), Profession, Spellcraft, Use Magic Device.
Points/Level 4+INT
Each archtype gets additional skills depending on role
Hexer - Bluff, Disguise, Sleight of Hand.
Demon Binder - Intimidate, Knowledge (Planes), Linguistics.
White Witch - Diplomacy, Heal, Knowledge (Religion).
Elementalist - Handle Animal, Knowledge (Nature), Survival.
So far I am just up to skills on this kind of variation.
But I do plan on posting level progression, what each archtype does to differentiate themselves from the others, and how familiars play into the roles.
I would like to do it now, but it is almost 8 am where I live and have been up for nearly 24 hours.

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Each of the familliar types is effectively a different "build" for witch.
I also think perhaps that folks are a bit too tied to the pointy hat rustic woman motif. Other models...
An Anton Levey model, perhaps a Hecate/Asmodeus coven
A sophisticated intellectual figure who's not a wizard... think Golden Dawn or Rosicrucian.... or perhaps a Shriner's lodge like the one in "Peggy Sue Got Married" only with spells that work!

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This is my take on an iconic witch. In this case I was looking at the Queen from Snow White. As I looked over the class, several of the abilities seemed to be built just for her.