
ForsakenM |

Original thread here for some context.
So our party just barely survived the head of a group of polar bear werebears, a cult that was making a demonic construct that was twice the size of the Iron Giant, and some guy covered in stitches who was rescued by some ancient Ozzy-looking mf who can use some sort of cigarette magic it seems. This was all one encounter, and I almost died from it...but more importantly, we are jumping from 3rd lvl to 5th lvl and I get to pick a number of spells and at least one new Hex if not two if I grab Extra Hex again.
In the fight against the leader of the polar werebears, I dunked on him with Slumber which gave us a free coup de grace into his second phase, which Evil Eye and Bungle were somewhat helpful...but the giant construct after that I was mostly useless against once I used the two charges of my Frost Fall staff on it.
So ideally, even though I would like to take water-themed and some of the 'grosser' themed spells that could be tied to transmutation, I would like to pick up a Hex that I can use in basically any scenario. I've learned that a number of the better hexes don't work against Undead and Constructs, so I need something for that. My hexes so far are Cauldron, Slumber and Evil Eye. I was looking at Misfortune, but I've seen conflicting information that it works on Undead/Constructs because it requires a Will save.
Adhesive Spittle, Bungle, Cure Light Wounds, Ear-Piercing Scream, Enlarge Person, Hex Vulnerability, Identify, Interrogation, Mage Armor, Snowball, Cure Moderate Wounds, Staggering Fall are my current spells, and Cheetah Sprint and Bone Fists are my first two Patron spells that I have gotten and the rest are transmutation spells as well.
I have two unique gimmicks (everyone on the team has some homebrew in this vein), and they are being able to eat certain spells that are cast and then spit them back out for various results (currently untested), and that I can Wild Shape but it is based off Monstrous Physique. So far, while I can AC stack with Mage Armor and my 'Monstrous Shape', we've been getting handed a lot of AoE attacks that require saves...and my saves suck because I have an 11 in all but Int and Dex due to rolling like garbage.
I also get a feat choice that I haven't picked yet, but was leaning towards Extra Hex so that I might be able to the one hex that lets you deal Touch Attacks with your hair over the Spectral Hand spell since I have a negative con and only 25 HP.
Basically, first and foremost I need a hex recommendation that can be useful no matter the enemy I go against, as well as some spells that might make more useful than flying around to heal people when we already have a Warpriestess on the team. And yes, I've been reading the guides here, but I wanted to ask anyway as the guides tend to be slightly outdated.
*Edit: We will have a chance to go shopping on character after my witch recovers, and there are multiple magic shops in there area. Any recommendations for some good Magic Items for a 5th lvl witch to have but aren't TOO OP would be appreciated. I plan on having her craft magic items in the future as well.*

DeathlessOne |

Protective Luck and Cackle. Avoid Soothsayer because it can be abused in such a manner as to ruin the GM's fun at the table. Protective Luck is about as annoying as Misfortune but doesn't care about the enemy saves/immunities, though only works on their attack rolls.
I'd also recommend the Flight hex, but since you've got some sort of wildshape ability, its not needed if you can already get flight that way.

Northern Spotted Owl |
I agree with Deathless on hexes, though I'll emphasize the Flight hex. Five separate 1 minute flights/day is a lot of utility at 5th level.
For spells I like area effect ones since hexes are single-target.
2nd
Blindness - Yes, this is a single-target spell, but the save is Fort while Slumber targets a Will save. And its effect is brutal.
Euphoric Cloud -- Area effect, targets Fort.
Glitterdust -- Area effect, targets Reflex
Vomit Swarm -- Honestly, this is the most enjoyable witch spell. At 1d6/turn in a movable 10x10 square it can do decent damage. But really you should have it because it's more fun than any other spell.
Web -- Area effect, targets Reflex. Nice synergy with Vomit Swarm -- watch as a few opponents struggle through a web full of spiders.
3rd
Dispel Magic -- At higher levels you'll always want this memorized. At 5th level a scroll probably suffices.
Qlippoth Appearance -- Paralyze an opponent for 1 round, once per level.
Remove Blindness, Curse, Disease -- These are each worth having on a scroll.
Sleet Storm -- This spell is a powerhouse. It shuts down all sight, slows movement. Cast it in a room and wait for opponents to stumble out the door one by one, or cast it over 2/3 of your opponents so you can divide & conqueror.

Derklord |

So far, while I can AC stack with Mage Armor and my 'Monstrous Shape', we've been getting handed a lot of AoE attacks that require saves...and my saves suck because I have an 11 in all but Int and Dex due to rolling like garbage.
For saves, Greater Gift of Consumption is amazing. It takes two hexes, but it lets you outright ignore a fortitude save per round. That sounds like exactly what you need.
I rated all hexes and commented on them, you can find that here.
@Owl: No love for Barrow Haze?

Northern Spotted Owl |
ForsakenM wrote:So far, while I can AC stack with Mage Armor and my 'Monstrous Shape', we've been getting handed a lot of AoE attacks that require saves...and my saves suck because I have an 11 in all but Int and Dex due to rolling like garbage.For saves, Greater Gift of Consumption is amazing. It takes two hexes, but it lets you outright ignore a fortitude save per round. That sounds like exactly what you need.
I rated all hexes and commented on them, you can find that here.
@Owl: No love for Barrow Haze?
Our mid-level party was poisoned by a spy master who had previously cast Delay Poison, and was consuming the poison with us. Our witch used Greater Gift of Consumption to redirect a dose to the spy. A sorcerer cast Dispel Magic on him, and he failed his saves against both doses.
So that was fun.
And yes, Barrow Haze is pretty great.

ForsakenM |

Hey guys, I'm reviving this thread since my witch got another two level jumps to Lvl 7 and I would like some more advice.
Trying to make this quick, the Feats I've taken so far are:
Accursed Hex, Accursed Hex Mythic, and Extra Hex twice. Everything else is extra feats that the DM let us have at character creation. Hitting 7th lvl gives me another feat choice.
My Patron is a custom one of Metamorphosis that focuses on Transmutation spells, and gives me the homebrew abilities to shapeshift into only Monsters and Magical Beasts, but only 3 times a day and of a limited variety. Jumping past 6th lvl will add Eruptive Pustules to my Patron Spells of Cheetah Sprint and Bone Fists; my current transformations are Harpy, Burrowling, Shocker Lizard and Boreal Wolf.
The Hexes I took are: Cauldron, Gift of Consumption, Evil Eye, Protective Luck, and Slumber. Jumping past 6th lvl gives me another Hex choice.
My spells outside of Cantrips and Patron spells are:
Adhesive Spittle, Bungle, Cure Light Wounds, Ear-Piercing Scream, Enlarge Person, Hex Vulnerability, Identify, Interrogation, Mage Armor, Snowball, Undine’s Curse, Blindness/Deafness, Cure Moderate Wounds, Glitterdust, Vomit Swarm, Web, Dispel Magic, and Siphon Might.
My current magic items are:
A self-equipping shield that is a tiny golem.
A magic bracelet that guides me to the PC I was introduced with that is now retired from play.
A crossbow that can become a sentry that I have yet to use once.
A plushie that heals me extra on short rests.
My witch hat being a minor bag of holding.
A ring of Spider Climb that I have yet to use.
An amulet that lets me summon minor insects and have minor control over them.
Dope rainbow robes that has access to the spells Hypnotism, Color Spray, Blend With Surroundings and Hypnotic Pattern, but only has 3 charges per day that are shared between any spells cast from the robes.
A cloak the spawn ethereal tentacles that can either have me hover off the ground at reduced speed or can cast the Blur spell once a day.
Ice gauntlets that give 1d4 extra cold dmg to unarmed attacks and attacks with metal weapons, as well as 3 charges a day to cast Cone of Cold with.
A magic glove the can fill the needle phials on it and be used as a weapon in fluid that either gives a saving throw with advantage against poison/disease, 2d6 poison damage (half on save), or a Will save to resist truth serum. Haven't used this yet, but I have plans...
A staff that can cast Frost Fall 2 times a day.
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With all that out of the way so you have an idea of what I have and don't have, I have a bunch of spells, skill ranks, a feat and a hex to mess with here...but I have an issue.
I think the choice for the hex is easily Greater Gift of Consumption, but my real issue is getting so all the time with a negative constitution and having only 25 right now, 35 after lvl up.
We keep going up against really strong stuff, stuff that with my Magus wasn't that rough, but as my Witch I'm easily downed in one or two attacks. Hiding has only worked so well, and my shield is currently functioning as armor since my character is so small (thematically she will grow, but I can't wield a shield as a witch so I would end up dropping that for some sort of armor, not ending up with any gain in AC).
Without anything extra, my AC is 17 (10 + Shield as armor + Dex Mod 3 + two racial feats giving me +1 AC), which is a problem when the tanky people in the party have over 20 AC and are still getting hit. With a a Monstrous Physique change and Mage Armor applied beforehand, I can hit a 23...which, you guessed it, hasn't been enough for the stuff we have been going against.
However, status effects have been pretty handy, with one boss battle we were in I put in work with Color Spray into Siphon Might the next round to buff our Witch Hunter. I get plenty of time to make potions and various other consumables, and they are always relevant and have kept the party alive thus far.
My current plans are that I would like to start making Magic Items for the party outside of consumables, I would like to find a way to either hike up my AC or have serious defensive options for AC-targeting attacks, and as much as I like the flavor of the Witch spell list I think I would like some advice on some of the 'meta' spells to grab so that I can offer more in combat. I have it in mind to upgrade my cauldron to be a minion that spits out potions in combat and to try and upgrade my cloak to have the tentacles be materialized so I can have them deliver Melee Touch spells for me since the Witch spell list is full of touch spell curses.