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Player > Class > Witchwarper > Paradigm Shifts

Witchwarper Paradigm Shifts

You learn your first paradigm shift at 2nd level and an additional paradigm shift every 3 levels thereafter. Paradigm shifts require you to be a certain level to learn them and are organized accordingly. See above for more information about paradigm shifts.

2nd level

You must be 2nd level or higher to choose these paradigm shifts.

Disrupt Attack (Su) [LINK]

Starfinder Character Operations Manual p.63

As a reaction when you or an ally is targeted with an attack originating within 100 feet, you can spend 1 Resolve Point to impose a –2 penalty on the attack roll. If the attack is coming from a creature, that creature can attempt a Will saving throw to negate this effect. Once you’ve targeted an attacker with this paradigm shift, you can’t target the same attacker with this paradigm shift again for 24 hours. At 8th level, the penalty changes to –3, and at 14th level, the penalty changes to –4.


Disrupt Creature (Su) [LINK]

Starfinder Character Operations Manual p.63

As a standard action, you can expend an unused spell slot to target a creature within 100 feet and swap in alternate physiologies or circuitry in its body in this version of existence, imposing the shaken condition for a number of rounds equal to the level of the spell slot expended.


Eldritch Secret [LINK]

Starfinder Character Operations Manual p.63

You can draw specific magic effects from other realities, allowing you to access spells normally not available to witchwarpers. Select one spell from the mystic or technomancer spell list. It must be of a level no greater than 1 lower than the highest-level spell you can cast. Add this to your list of witchwarper spells known. Each time you gain the ability to cast a higher level of witchwarper spells, you may swap out the spell gained with this paradigm shift for a new spell of a maximum level no greater than 1 lower than the highest-level spell you can cast.


Overlapping Forms (Su) [LINK]

Starfinder Character Operations Manual p.63

As a standard action, you can overlay faint outlines of yourself from multiple alternate realities, giving yourself a +1 enhancement bonus to your AC. At 5th level, you can spend 1 Resolve Point when using this ability to instead give an ally you touch a +1 enhancement bonus to AC.


Prevent Wounds (Su) [LINK]

Starfinder Character Operations Manual p.63

As a reaction when you or an ally within 100 feet takes Hit Point damage, you can spend 1 Resolve Point to prevent 1d4 points of that damage for every 2 witchwarper levels you have.


Push Grenade (Su) [LINK]

Starfinder Character Operations Manual p.63

As a reaction when a grenade would explode within 100 feet, you can shift the grenade’s position by 5 feet before it detonates, and your allies within its area of effect gain a +2 insight bonus to their saving throws against the grenade’s effects. You can also use this ability against an instantaneous effect or spell defined as a burst radius that requires a saving throw. At 8th level, you can shift the grenade’s detonation position by 10 feet. At 11th level, you can shift the grenade’s detonation position by 15 feet.


Shift Resistance (Su) [LINK]

Starfinder Character Operations Manual p.64

As a standard action, you can change the type of a single energy resistance (but not immunity) of a creature within 100 feet (from cold to fire, for example) for 1 round. The creature can attempt a Will saving throw to negate this effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours.


Thwart Ability (Su) [LINK]

Starfinder Character Operations Manual p.64

As a reaction when you or an ally within 100 feet is affected by a spell or ability that allows a saving throw and would deal Stamina Point, Hit Point, or ability damage, you can spend 1 Resolve Point to grant the target a new saving throw with a +2 bonus to avoid or mitigate the effect’s damage and effects.


5th level

You must be 5th level or higher to choose these paradigm shifts.

Inhibit (Sp or Su) [LINK]

Starfinder Character Operations Manual p.64

As a standard action, you can prevent a creature within 100 feet from taking its best course of action by overwhelming it with visions of its failures in other realities as a supernatural ability. The target must succeed at a Will save or become staggered for 1 round. At 8th level, alternatively, you can spend 1 Resolve Point to instead use slow as a spell-like ability. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours.


Optimize (Sp or Su) [LINK]

Starfinder Character Operations Manual p.64

You can show a creature a glimpse of the results of its choices in other realities, allowing it to act more efficiently. As a standard action, you can touch a willing creature to increase all of its speeds by 10 feet. This is considered an enhancement bonus and is a supernatural haste effect. At 8th level, alternatively, you can spend 1 Resolve Point to instead use haste as a spell‑like ability. Once you’ve targeted a creature with this paradigm shift, you can’t target them with this paradigm shift again for 24 hours.


Resist Elements (Su) [LINK]

Starfinder Character Operations Manual p.64

As a reaction when you or a creature within 100 feet would take energy damage, you can spend 1 Resolve Point to grant the target resistance 5 against that energy type (acid, cold, electricity, fire, or sonic). This resistance is applied before the damage from the triggering attack. At 8th level, the resistance granted increases to 10. At 11th level, the resistance granted increases to 15.


Shifting Offensive (Su) [LINK]

Starfinder Character Operations Manual p.64

As a standard action, you can touch a weapon that deals damage and temporarily change its damage type. If the weapon deals kinetic damage, you can change it only to another type of kinetic damage; if it deals energy damage, you can change it only to another type of energy damage. This effect lasts until the end of your next turn.
At 11th level, you can instead spend 1 RP to cause a touched weapon to deal any type of kinetic or energy damage, regardless of its normal damage type. For example, you could cause a zero rifle to deal piercing damage instead of cold. This ability never causes a weapon to target a different Armor Class.


8th level

You must be 8th level or higher to choose these paradigm shifts.

Flash Teleport (Su) [LINK]

Starfinder Character Operations Manual p.65

As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.


Hobble Creature (Su) [LINK]

Starfinder Character Operations Manual p.65

As a standard action, you can expend an unused spell slot to target a creature within 100 feet and swap in alternate physiologies or circuitry in its body in this version of existence, imposing the staggered condition for a number of rounds equal to the level of the spell slot expended. You must know the disrupt creature paradigm shift to learn this paradigm shift.


Magic Deletion (Su) [LINK]

Starfinder Character Operations Manual p.65

As a reaction when you are targeted by a spell, you can spend 1 Resolve Point to gain spell resistance equal to 12 + your witchwarper level until the end of your next turn.


11th level

You must be 11th level or higher to choose these paradigm shifts.

Dart Aside (Su) [LINK]

Starfinder Character Operations Manual p.65

As a reaction when you are hit by an attack but before the attack’s damage is resolved, you can spend 2 RP to teleport up to 10 feet away. This movement does not provoke attacks of opportunity. If your new location would cause you to be an invalid target for the triggering attack (for example, because you are out of range of a melee attack or the attacker no longer has line of effect to you), the attack is treated as a miss.


Shaped Infinities (Su) [LINK]

Starfinder Character Operations Manual p.65

When you use infinite worlds, you can exclude up to one 5-foot square per witchwarper level from the effect’s area.


Substitute Mind (Su) [LINK]

Starfinder Character Operations Manual p.65

You can free a creature from mental control or conditions that hamper it. Once per day as a standard action, you can touch a willing or unconscious creature. When you do, the affected part of its mind is replaced with a nearly exact duplicate from an alternate reality, ending all mind-affecting effects the target has as well as all conditions removed by greater remove condition that were imposed on the creature by mind-affecting effects. The subject is stunned until the end of its next turn.
You can also attempt to use this ability on an ally who is unwilling due to the influence of a mind-affecting effect. In this case, the ally can attempt a new saving throw against the effect at the same DC. If they succeed, the ally can allow their mind to be substituted, but if they fail, you waste the action and this use of substitute mind. This does not grant the ally a new saving throw if the effect did not originally allow one.
At 14th level, you can use this ability on yourself, even if you’re otherwise unable to take actions because of a mind‑affecting effect. If you do, it must be the first thing you do on your turn, and you are stunned until the end of your next turn.


14th level

You must be 14th level or higher to choose these paradigm shifts.

Shifting Immunity (Su) [LINK]

Starfinder Character Operations Manual p.65

As a reaction when a creature with immunity to a type of energy damage within 100 feet is affected by energy damage, you can change the creature’s immunity to another type of energy (acid, cold, electricity, fire, or sonic) before the damage is resolved. The effect of this paradigm shift lasts for 3 rounds. This does not affect the creature’s ability to survive environmental hazards or conditions, only what damage it takes from attacks and special abilities. (For example, a creature normally immune to fire that has its immunity shifted to cold by this ability and then swims in lava still doesn’t take damage from the lava even though it’s now vulnerable to fire weapons and spells.) The creature can attempt a Will saving throw to negate this effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours. You must know the shift resistance paradigm shift to learn this paradigm shift.


Swapping Step (Su) [LINK]

Starfinder Character Operations Manual p.65

Once per round as a move action, you can switch the positions of two creatures within 100 feet, instantaneously swapping their places. This movement does not provoke attacks of opportunity. You can’t swap creatures’ positions in a way that would cause either creature to take damage or be forced into an inappropriate physical space. (For example, you could not swap the positions of two creatures of different sizes if doing so would cause the larger creature to risk falling off a cliff or into a hazard, or cause one of the creatures to be placed within a solid object). Each targeted creature can attempt a Will save to avoid this effect. If either creature succeeds, this paradigm shift has no effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours.


Unveil Reality (Su) [LINK]

Starfinder Character Operations Manual p.65

As a standard action, you can target one creature within 100 feet and tear back the veils of all worlds, overwhelming the target with a bewildering phantasmagoria. This causes the creature to gain the stunned condition for 3 rounds unless it succeeds at a Will saving throw. This is a mind-affecting effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours.

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