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Pathfinder - Witch Patrons Breakdown


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The Witch's patron is much like the Sorceror's bloodline: it adds new spells which may not otherwise be available to the Witch, and can define a major portion of the Witch's spell list.

Many patrons provide one or more Polymorph spells. Polymorph is not normally on the Witch spell list, and polymorphing is something that you need to be built for if you want to be good at it. See my Practical Guide to Polymorph for suggestions.


The Agility domain provides some good buffs and a splash of polymorph. The spells are a great selection, and provide some excellent options. Unfortunately, because you only get a few polymorph spells, its hard to justify devoting your character to polymorphing with this archetype.


The Ancestors patron introduces several essential buffs from the Cleric spell list, giving the Witch a lot of excellent Support options. If you have a Bard or Cleric in the party, skip this option.


The Animals patron adds some animal-related spells, but because animals are such a small subset of encounters, it's largely useless. If you like animals so much, play a Druid.


While the low level spells are situational, the high elvel spells are excellent save or die spells.


The Deception domain has some very good spells, but most are very situational.


The Blaster Witch's go-to option. With the exception of Wall of Ice, every spell in the list is a damage spell, and the list includes many of the best Blaster spells around.


The Enchantment school is one of the most powerful schools of magic, and includes some very powerful save or suck spells. The first few spells aren't great, but you get several fantastic high level options.


The Endurance patron provides a collection of defensive buffs, Greater Restoration for some reason, and finished with Miracle. Altogether it's a passable support patron, but it doesn't have anything especially exciting.


Despite the name, the Healing patron provides surprisingly little actual healing. If you have access to hit points from a wand or something, this patron allows you restore other status conditions which hit points alone won't fix.


The Insanity domain contains a lot of bad options, and only a few truly good options.


The Light patron is difficult to assess purely due to the inclusion of Sunbeam and Sunburst. The other options are generally good.


Despite a very strong start, the Moon patron is mostly a collection weird situational spells chosen solely because they are vaguely moon-related.


The Occult patron is a really cool collection of spells. It involves things that are creepy, weird, and generally... well, generally occult. Many of the spells are very good, especially at higher levels.


"Rot" might be a more appropriate name for this patron since only two spells (Contagion and Giant Vermin) could be considered plagues. This patron centers mostly on the creation and control of undead.


The Portents patron provides a list of useful Divination spells, combining some good buffs with information-gathering spells.


The Shadow domain is largely defined by the Shadow Conjuration/Evocation spells. By preparing these spells, you open up huge portions of the Wizard spell list, which adds a lot of versatility to the Witch, who otherwise would be required to guess which spells they will need at the beginning of the day.


Many of the spells provided by the the Spirits patron are very good, but they are also very situational.


An excellent mix of good, bad, and situational spells. Several great options for handling invisibility.


The Strength domain would be really fantastic if you were something like a Cleric, which makes sense because most of the spells are from the Cleric spell list.


Almost every option provided by the Time Patron is great, including the more situatinal options.


The Transformation patron is a polymorph spell list. You get all of the best self-polymorph spells, which is really all that you ever need. Beast Shape gives you all of the good animal forms, and Dragon Shape fills out your high level polymorph options.


The Trickery patron is primarily devoted to illusions. Illusions can be very powerful in the hands of a creative player with an equally creative GM, but if your GM tends to be uninpsired or rules lawyer-y, your illusions may not work as well as they probably should.


Like most water-themed options, the Water patron is mostly useful when in, on, or around water. Otherwise, you will find that many of the spells are useless.


Most of the spells are weak or situational. The only good options are very high level.


Despite a couple of poor low-level open, the Winter patron provides a nice mix of damage and area control spells, making it a good choice for a Witch who needs to succeed in a variety of roles.


The Wisdom patron provides several excellent defensive buffs.