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Example TestCharacter in Pathfinder 2e

Example TestCharacter

HALFLING HUMANOID

Played by Jacob

Remastered
Class
Witch
Size
Small
XP
0
Level
  1  
Hero Points
1
Deity
Twilight Halfling
Cook
25ft.
-1
Strength
Modifier
+0
Dexterity
Modifier
+0
Constitution
Modifier
+0
Intelligence
Modifier
+0
Wisdom
Modifier
+0
Charisma
Modifier
Total
13
Base
10
Key
0
Item
0
Prof
3
U T E M L
  +2      

 
HP
13/13
Temp. HP
0
Total
3
Prof. Mod
3
Att. Mod (Wis)
0
Item Mod
0
U T E M L
  +2      

 
Senses
Keen Eyes, Low-light vision
Total
10
AC Base
10
Dex Bonus (or AC Cap)
0
Item
0
Prof
0
U T E M L
+0        

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
+0        

 
Medium
U T E M L
+0        

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 3 0 3 0 2
Reflex (DEX) 3 0 3 0 2
Will (WIS) 5 0 5 0 4
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
+0        

 
Unarmed AttacksTrained
WeaponAttackDamageType
Sickles 1d20+6 1d4-1 Slashing;
WeaponAttackDamageType
Staff 1d20+2 1d4-1 Bludgeoning
WeaponAttackDamageType
Sling 1d20+6 1d6-1 Bludgeoning
Total Prof. Mod Att. Mod Item Mod Armor Mod
+0 Acrobatics (dex)   0 0 0
+3 Arcana (int) 3 0 0
-1 Athlethics (str)   -1 0 0
+3 Crafting (int) 3 0 0
+0 Deception (cha)   0 0
+3 Diplomacy (cha) 3 0 0
+0 Intimidation (cha)   0 0
+0 Lore: cooking 0 Trained 0
+3 Medicine (wis) 3 0 0
+3 Nature (wis) 3 0 0
+3 Occultism (int) 3 0 0
+0 Performance (cha)   0 0
+0 Religion (wis)   0 0
+3 Society (int) 3 0 0
+0 Stealth (dex)   0 0 0
+3 Survival (wis) 3 0 0
+0 Thievery (dex)   0 0 0
Backpack, Sling Bullets (20), Bedroll, Flint & Steel, Rope, Torch (5), Chalk (10), Rations (2), Soap, Waterskin, Explorer's Clothing, Staff, Sickle, Sling
Spell Attack Roll
Total Key Prof
3 0 3
Spell DC
Total Base Key Prof
13 10 0 3
Magic Tradition
Primal
Spells Per Day
Per Day 2
Rank 1 2 3 4 5 6 7 8 9 10
Current
Focus Points
1
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Ancestry Feats & Abilities

Halfling Luck (Free Action) - Feat 1
FORTUNEHALFLING

Requirements You have the Halfling trait
Trigger You fail a skill check or saving throw.
Description Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.
Keen Eyes - Ancestry Feature
TRAIT

Description Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. 
Applications You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Low-Light Vision - Special Feature 1
Description You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.

Skill Feats

Seasoned - Feat 1
GENERALSKILL

Requirements Trained in Alcohol Lore, Cooking Lore, or Crafting
Description You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.

Class Feats & Abilities

Familiar - Special Feature 1
WITCHAWARDED SPECIAL FEATURE

Requirements Witch
Description Your patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.   Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1stlevel spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.   Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.   Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.   If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.
Hexes - Special Feature 1
WITCHAWARDED SPECIAL FEATURE

Requirements Witch
Description Your patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.   Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus 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 commune with your familiar. Focus spells are automatically heightened to half your level rounded up.   Focus spells don't require spell slots, and you can't cast them using spell slots. Certain 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. The full rules for focus spells appear here.   You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons
Witch Spellcasting - Special Feature 1
WITCHAWARDED SPECIAL FEATURE

Requirements Witch
Description Using your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.   At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.   As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.   Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

Statblocks for your spells.

Focus Spells

Patron's Puppet - Focus 1
HEXUNCOMMONUNKNOWNWITCH

Traditions Components
Cast Range Target Duration Saving Throw
- - - - -
Description

TRIGGER: your turn begins. At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly.

Cantrips

Detect magic - Divination 1
CANTRIPDETECTIONDIVINATIONDOUBLE ACTION

Traditions Components
arcane divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
2 actions Area 30 foot emanation - - -
Description
You send out a pulse that registers the presence of magic.
You receive no information beyond the presence or absence of magic.
You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highestlevel effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic.
Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Guidance - Divination 0
CANTRIPDIVINATION

Traditions Components
divine occult primal verbal
Cast Range Target Duration Saving Throw
1 action 30 feet 1 creature until the start of your next turn -
Description
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Ray of Frost - Evocation Cantrip 1
ATTACKCANTRIPCOLDEVOCATION

Traditions Components
arcane primal somatic verbal
Cast Range Target Duration Saving Throw
2 Actions 120 ft 1 Creature Instant -
Description
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.   Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round. SuccessThe target takes normal damage.   Heightened (+1) The damage increases by 1d4.
Prestidigitation - Evocation 1
CANTRIPEVOCATION

Traditions Components
arcane divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
2 actions 10 feet 1 object (cook, lift or tidy only) sustained -
Description
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.   Cook Cool, warm, or flavor 1 pound of nonliving material. Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component. Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.   Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
Read aura - Divination 1
CANTRIPDETECTIONDIVINATION

Traditions Components
arcane divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
1 minute 30 feet 1 object - -
Description
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298). If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
Puff of Poison - Evocation Cantrip
INHALEDPOISON

Traditions Components
arcane primal somatic verbal
Cast Range Target Duration Saving Throw
5 feet 1 creature - Fortitude
Description
You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes poison damage equal to your spellcasting modifier and 2 persistent poison damage, depending on its Fortitude save.   Critical Success The creature is unaffected.
Success The target takes half initial and persistent damage.
Failure The target takes full initial and persistent damage.
Critical Failure The target takes double initial and persistent damage.   Heightened (+2) The initial poison damage increases by 1d8 and the persistent poison damage increases by 1.
Spout - Evocation Cantrip 1
CANTRIPEVOCATIONWATER

Traditions Components
arcane primal somatic verbal
Cast Range Target Duration Saving Throw
2 Actions 30 Ft 5 ft cube Instant Reflex
Description
Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a basic Reflex saving throw.   You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub.   Heightened (+1) The damage increases by 1d4.
Stabilize - Necromancy 1
CANTRIPDOUBLE ACTIONHEALINGNECROMANCYPOSITIVE

Traditions Components
divine primal somatic verbal
Cast Range Target Duration Saving Throw
- 30 feet 1 dying creature - -
Description
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
Gouging Claw - Transmutation Cantrip
ATTACKMORPH

Traditions Components
arcane primal somatic verbal
Cast Range Target Duration Saving Throw
touch 1 creature - -
Description
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.   Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4 .
Know the Way - unknown Cantrip 1
CANTRIPCONCENTRATEDETECTIONMANIPULATE

Traditions Components
divine occult primal
Cast Range Target Duration Saving Throw
- - - -
Description

In your mind's eye, you magically reorient yourself. You immediately know which direction is north (if it exists at your current location), and you can choose a location you were at within the last 24 hours and learn what direction it lies.


Heightened (3rd) You can choose a location you were at within the last week.

Heightened (7th) You can choose a location you were at regardless of how long ago you were there.

Level 1 Spells

Fear - Enchantment 1
EMOTIONENCHANTMENTFEARMENTAL

Traditions Components
arcane divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
2 actions 30 feet 1 creature varies will
Description
You plant fear in the target; it must attempt a Will save.   Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.
Pet Cache - unknown 1
EXTRADIMENSIONALMANIPULATE

Traditions Components
arcane divine occult primal
Cast Range Target Duration Saving Throw
1 action touch 1 willing creature that is your companion 8 hours -
Description

You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.

You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).

Pest Form - Transmutation 1
ARCANEPOLYMORPHPRIMALTRANSMUTATION

Traditions Components
arcane primal somatic verbal
Cast Range Target Duration Saving Throw
2 actions - - 10 Minutes -
Description
You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.   You gain the following statistics and abilities:
  • AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.
  • Speed 10 feet.
  • Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
  • Low-light vision and imprecise scent 30 feet.
  • Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier –4.
  Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
Alarm - Abjuration 1
ABJURATION

Traditions Components
arcane divine occult primal material somatic verbal
Cast Range Target Duration Saving Throw
10 minutes touch Area: 20 foot burst - 8 hours -
Description
Requirements: 3gp silver bell focus   You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area.     Heightened (3rd) You can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people.
Goblin Pox - unknown 1
CONCENTRATEMANIPULATE

Traditions Components
arcane primal
Cast Range Target Duration Saving Throw
touch 1 creature - Fortitude
Description
Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is sickened 1.
Failure The target is afflicted with goblin pox at stage 1.
Critical Failure The target is afflicted with goblin pox at stage 2.
  Goblin Pox (disease) Level 1; Creatures that have the goblin trait and goblin dogs are immune; Stage 1 sickened 1 (1 round) Stage 2 sickened 1 and slowed 1 (1 round) Stage 3 sickened 1 and the creature can’t reduce its sickened value below 1 (1 day).

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