SFS Standard Witchwarper

A strange paradoxical event forever altered your existence, and now you can manipulate reality. You explore the infinite possibilities of the multiverse, possibly visualizing variant timelines or parallel worlds. You create fields that subvert space and time, allowing you to cast powerful magic. You've learned to focus on an anchoring memory, concept, or object to help you identify reality.

Key Attribute: Charisma or Intelligence
At 1st level, your class gives you an attribute boost to your choice of Charisma or Intelligence.

Hit Points: 8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Witchwarper

During Combat Encounters…

You reshape terrain and manipulate events to match other realities. You cast powerful spells and recenter yourself through your anchor when pushed to your limits.

During Social Encounters…

You might solve problems with deductive reasoning or by determining mathematic probabilities, drawing on your deep knowledge of the multiverse.

While Exploring…

You seek magical auras and provide guidance regarding supernatural phenomena you encounter while analyzing the environment around you. You might use spell gems to bypass obstacles and protect yourself from dangerous environments.

In Downtime…

You craft magic items for your party. You might travel to other dimensions or distant star systems as part of your training or embark on such journeys by accident.

You Might…

  • Travel to distant destinations and hunt for secret knowledge.
  • Struggle to remain present without being distracted by all the possibilities.
  • Remember an encounter with bizarre forces that changed you.

Others Probably…

  • Fear your abilities or worry your warps might be dangerous.
  • Dismiss your precognition or doubt your grip on your current reality.
  • Hope you can solve their problems by rewriting reality.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude
Trained in Reflex
Expert in Will

Skills

Trained in one skill determined by your paradox
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in unarmed attacks

Defenses

Trained in light armor
Trained in unarmored defense

Class DC

Trained in witchwarper class DC

Spells

Trained in spell attack modifier
Trained in spell DC

Class Features

You gain these abilities as a Witchwarper. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your Level Class Features
1 Ancestry and background, attribute boosts, initial proficiencies, paradox, anchor, quantum field, witchwarper spellcasting, spell repertoire
2 Skill feat, witchwarper feat
3 2nd-rank spells, general feat, isolated spell matrix, signature spells, skill increase
4 Skill feat, witchwarper feat
5 3rd-rank spells, ancestry feat, attribute boosts, reflex expertise, skill increase
6 Skill feat, witchwarper feat
7 4th-rank spells, expert spellcaster, general feat, skill increase
8 Skill feat, witchwarper feat
9 5th-rank spells, ancestry feat, magical fortitude, skill increase
10 Attribute boosts, skill feat, witchwarper feat
11 6th-rank spells, general feat, perception expertise, skill increase, weapon expertise
12 Skill feat, witchwarper feat
13 7th-rank spells, ancestry feat, quantum defenses, skill increase, weapon specialization
14 Skill feat, witchwarper feat
15 8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16 Skill feat, witchwarper feat
17 9th-rank spells, ancestry feat, quantum will, skill increase
18 Skill feat, witchwarper feat
19 General feat, legendary spellcaster, quantum thesis, skill increase, warped infinities
20 Attribute boosts, skill feat, witchwarper feat
Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 3
2 5 4
3 5 4 3
4 5 4 4
5 5 4 4 3
6 5 4 4 4
7 5 4 4 4 3
8 5 4 4 4 4
9 5 4 4 4 4 3
10 5 4 4 4 4 4
11 5 4 4 4 4 4 3
12 5 4 4 4 4 4 4
13 5 4 4 4 4 4 4 3
14 5 4 4 4 4 4 4 4
15 5 4 4 4 4 4 4 4 3
16 5 4 4 4 4 4 4 4 4
17 5 4 4 4 4 4 4 4 4 3
18 5 4 4 4 4 4 4 4 4 4
19 5 4 4 4 4 4 4 4 4 4 1*
20 5 4 4 4 4 4 4 4 4 4 1*
* The quantum thesis class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Paradox

Your existence is contrary to the status quo of the universe, causing quantum ripples that empower your spellcasting talent and open doorways to other worlds. Perhaps you're from an alternate reality or a different timeline, or perhaps you experienced an unnatural phenomenon that altered your path, discovered a time-glitching alien device, or wrote a treatise on quantum magical theory. Whatever your story, you've become a living paradox.

At 1st level, choose your paradox. Your chosen paradox determines the tradition of your spells, additional trained skills, additional spells you learn, and the effects of your quantum field. You also gain Focus Points and special focus spells called warp spells based on your paradox.

Anchor

Whatever paradox altered the course of your existence, something helps keep you anchored to reality. This might be a physical object you carry, memories of your home, or loved ones. At 1st level, select an anchor.

Quantum Field

You can draw on paradoxical forces to create a reality-warping quantum field. It might manifest as a haze in the air that shows shimmers of alternate realities, appear as walls of glowing magical equations, or any other display you choose. The effects of your quantum field are determined by your paradox. You can further enhance and manipulate your quantum field through your witchwarper feat selections and by casting warp spells. You can activate or extend the duration of your quantum field by using reality-warping magic.

You have the Warp Reality action, which lets you activate your quantum field. This action gains the arcane or occult trait based on the tradition of your selected paradox. You also have Quantum Pulse, which lets you establish your quantum field quickly at the start of combat.

Witchwarper Spellcasting

Your paradox grants you magical power. You can cast spells using the Cast a Spell activity. As a witchwarper, when you cast spells, you might describe your revelations about other realities aloud, accompanied by elegant gestures while arcane equations or occult symbols blaze around you.

Each day, you can cast up to three 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a witchwarper, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the table.

Some of your spells require you to attempt a spell attack to see how effective they are or have your enemies roll against your spell DC (typically by attempting a saving throw). Your spell attack modifiers and spell DCs use your Charisma or Intelligence modifier, depending on which you chose for your key attribute.

Heightening Spells

When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they're heightened to certain ranks.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of witchwarper spell slot you have. For example, as a 1st-level witchwarper, your cantrips are 1st-rank spells, and as a 5th-level witchwarper, your cantrips are 3rd-rank spells.

Warp Spells

You can create powerful magical phenomena known as warp spells. Warp spells are a type of focus spell. It costs 1 Focus Point to cast a warp spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to contemplate infinite worlds or conduct quantum magical research.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.

Warp spells have the anchoring trait, unlike other focus spells. This trait means you can only use warp spells while your quantum field is active, and you automatically Sustain your quantum field when you cast warp spells.

You learn warp spells based on your paradox.

Spell Repertoire

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice as well as an additional spell and cantrip from your paradox. You choose these from the common spells from the tradition corresponding to your paradox. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Witchwarper Spells per Day), you add a spell to your spell repertoire of the same rank. At 2nd level, select another 1st-rank spell; at 3rd level, you gain a new spell from your paradox and two other 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

Swapping Spells In Your Repertoire

As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out spells gained from your paradox. You can also swap out spells by retraining during downtime.

Skill FeatsLevel 2

At 2nd level and every even-numbered level thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

Witchwarper FeatsLevel 2

At 2nd level and every even-numbered level thereafter, you gain a witchwarper class feat.

Isolated Spell MatrixLevel 3

You can cast spells directly into your quantum field. You gain the Isolated Spell Matrix action.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Signature SpellsLevel 3

You've learned to cast some of your spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

Skill IncreasesLevel 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Ancestry FeatsLevel 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.

Reflex ExpertiseLevel 5

Your awareness of possible dangers, through incredible analysis or an understanding of the wider multiverse, increases your reflexes. Your proficiency rank for Reflex saves increases to expert.

Expert SpellcasterLevel 7

Extended practice of magic has improved your capabilities. Your proficiency ranks for class DC, spell attack modifier, and spell DC increase to expert.

Magical FortitudeLevel 9

Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.

Perception ExpertiseLevel 11

You remain alert to threats. Your proficiency rank for Perception increases to expert.

Weapon ExpertiseLevel 11

You've gained a broader understanding of conventional weaponry to augment your unconventional spellcasting. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Quantum DefensesLevel 13

The flow of your spellcasting and your defensive training combine to help you avoid attacks. Your proficiency ranks in light armor and unarmored defense increase to expert.

Weapon SpecializationLevel 13

You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master and 4 if you're legendary.

Master SpellcasterLevel 15

Your spells are among the most potent across all possible worlds. Your proficiency ranks for class DC, spell attack modifier, and spell DC increase to master.

Quantum WillLevel 17

The intense experiences you've accumulated through your studies or travels have strengthened your mental fortitude. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Legendary SpellcasterLevel 19

You push way past the boundaries of magical theory to embody the pinnacle of spellcasting. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.

Quantum ThesisLevel 19

You command the most potent magic and can cast spells of truly incredible power. Add two common 10th-rank spells of your tradition to your repertoire. You gain a single 10th-rank spell slot you can use to cast these spells, using witchwarper spellcasting. Unlike with other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the Quantum Research feat to gain a second slot.

Warped InfinitiesLevel 19

You've mastered your reality and a thousand realities beyond. The radius of your quantum field becomes 100 feet. When you activate or Sustain your quantum field, you can modify the area of its effect by excluding any number of squares.