Complete Witch PDF
Complete Witch PDF
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Complete Witch is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2017 Mage Hand Press. All Rights Reserved
Chapter 1: Witch
Three old crones stoop over a boiling cauldron
filled with all manner of bizarre filth, churning
and bubbling with a noxious fume. In the smoke
and vapor above the pot, the trio can make out
shapes and figures of great import, and one
even cackles loudly at what she sees.
A young girl sits underneath a tree, far
from where the other children play. She glances
about to make sure noone is watching, and snaps
her fingers once to the empty air. After a moment
of silence, a black cat appears around the tree's
bend and locks eyes with the girl, staring with a
strange intelligence for a long moment. She gestures
at one of the playing children, a heavy-set boy with a
permanently affixed scowl; the cat understands. It wanders
close to the boy, stretches its claws, and gets very low,
ready to pounce for the boy's eyes.
A young elf intently mutters something underneath his
breath each time he exhales. Visible only to him, a string of
the foulest magic winds out from him and seizes a charging
orc, which drops to its knees in agony.
Witches are stricken by magic so dark it imprints a
lasting shadow upon their essence. Through force of
personality alone, they can spin this darkness outward,
hexing creatures, casting manipulative spells, and even
commanding a familiar with their thoughts.
Cursed
While others are blessed with magic, witches are cursed by In reality, very few choose to become witches, and
it. Afflicted by some hateful arcana, whether accidentally many of them can hide adeptly in society, using their magic
or intentionally, witches are twisted inside and out by its to fill a number of roles, from seer to healer to apothecary.
daily tortures. With gruesome effort, they can warp this Being accused as a witch carries grave consequences, no
power into spells to wrack others with the same torture matter the validity of the claim, so wise witches move
which plagues them. frequently, never residing in one place for too long.
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The Witch
Proficiency Hexes Cantrips Spells
Level Bonus Features Known Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Witch's 2 2 4 2 ─ ─ ─ ─ ─ ─ ─ ─
Curse, Hexes
2nd +2 Cackle, Familiar 3 2 5 3 ─ ─ ─ ─ ─ ─ ─ ─
3rd +2 Witch's Craft 3 2 5 4 2 ─ ─ ─ ─ ─ ─ ─
4th +2 Ability Score Improvement 3 3 6 4 3 ─ ─ ─ ─ ─ ─ ─
5th +3 Insidious Spell 4 3 6 4 3 2 ─ ─ ─ ─ ─ ─
6th +3 Craft feature 4 3 7 4 3 3 ─ ─ ─ ─ ─ ─
7th +3 Improved Familiar 4 3 7 4 3 3 1 ─ ─ ─ ─ ─
8th +3 Ability Score Improvement 4 3 8 4 3 3 2 ─ ─ ─ ─ ─
9th +4 Cauldron 5 3 8 4 3 3 3 1 ─ ─ ─ ─
10th +4 Craft feature 5 4 9 4 3 3 3 2 ─ ─ ─ ─
11th +4 Grand Hex 5 4 10 4 3 3 3 2 1 ─ ─ ─
12th +4 Ability Score Improvement 5 4 10 4 3 3 3 2 1 ─ ─ ─
13th +5 Cauldron improvement 6 4 11 4 3 3 3 2 1 1 ─ ─
14th +5 Craft feature 6 4 11 4 3 3 3 2 1 1 ─ ─
15th +5 Grand Hex 6 4 12 4 3 3 3 2 1 1 1 ─
16th +5 Ability Score Improvement 6 4 12 4 3 3 3 2 1 1 1 ─
17th +6 ─ 7 4 13 4 3 3 3 2 1 1 1 1
18th +6 Grand Hex 7 4 13 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 7 4 14 4 3 3 3 3 2 1 1 1
20th +6 Hexmaster 7 4 14 4 3 3 3 3 2 2 1 1
Creating a Witch
Creating a witch necessarily involves a powerful, malicious Work with your GM to determine how witches are
curse in your backstory. Who cast it? Did you take a curse perceived in the world. Are they feared, burned, and
upon yourself for power? Was your entire lineage cursed persecuted? Are you an openly-known witch? Do the other
generations ago, leading to a bloodline of witches? Or did characters in your party know of your witchhood? Some
another spellcaster use sinister, forbidden magic to curse witches keep the source of their magic a secret, or claim to
you for life? Decide on the nature of your witch's curse and be wizards or sorcerers to conceal the true darkness of their
think about how you relate to it now. Do you feel like the magic.
curse was secretly a blessing, or does the desire for
vengeance burn in your heart? Quick Build
What negative effects does the curse leverage on your To build a witch quickly, make Charisma your highest
personality and mind? Are you haunted by spirits, or is ability score, followed by Constitution. Then, choose the
your mind plagued by destructive thoughts? How do you chill touch and minor illusion cantrips, and the spells bane,
feel manipulating the power of this curse outwards into hellish rebuke, hideous laughter, and thunderwave. Lastly,
hexes and spells? choose the Hideous Witch's Curse, and the hexes Evil Eye
and Misfortune.
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Class Features Male and Female Witches
Witches are commonly considered to be only
As a witch, you gain the following class features. female, but in reality, male and female witches exist
in equal number. This misconception is due to the
Hit Points fact that male witches are often called Hexers, or are
Hit Dice: 1d8 per witch level incorrectly deemed Warlocks by common folk.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per witch level after 1st Spells Known of 1st
Level or Higher
Proficiencies You know four 1st-level spells of your choice from the
Armor: Light armor witch spell list. The Spells Known column of the Witch
Weapons: Simple weapons, blowguns, shortswords, and table shows when you learn more witch spells of your
whips choice.
Tools: Alchemist supplies, poisoner's kit Each of these spells must be of a level for which you
Saving Throws: Charisma, Wisdom have spell slots, as shown on the table. For instance, when
Skills: Choose two from Arcana, Deception, Insight, you reach 3rd level in this class, you can learn one new
Intimidation, Persuasion, Nature, and Religion. spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you
Equipment can choose one of the witch spells you know and replace it
You start with the following equipment, in addition to the with another spell from the witch spell list, which also must
equipment granted to you by your background: be of a level for which you have spell slots.
• (a) a whip and blowgun, (b) a light crossbow and 20
bolts or, (c) any simple weapon Spellcasting Ability
• (a) a component pouch or (b) a totem Charisma is your spellcasting ability for your witch spells.
• (a) a scholar’s pack or (b) a dungeoneer’s pack Your magic originates deep within yourself, where your
insidious curse stirs restlessly. You use your Charisma
• Leather armor, any simple weapon, and a dagger
whenever a spell refers to your spellcasting ability. In
Spellcasting addition, you use your Charisma modifier when setting the
saving throw DC for a witch spell you cast and when
You have learned to mold and reshape the magic that
making an attack roll with one.
curses you into spells.
Spell save DC = 8 + your proficiency bonus + your
Cantrips Charisma modifier
You know two cantrips of your choice from the witch spell
Spell attack modifier = your proficiency bonus + your
list. You learn additional witch cantrips of your choice at
Charisma modifier
higher levels, as shown in the Cantrips Known column of
the Witch table. Ritual Casting
You can cast any witch spell you know as a ritual if that
Spell Slots spell has the ritual tag.
The Witch table shows how many spell slots you have to
cast your spells of 1st level and higher. To cast one of these Spellcasting Focus
spells, you must expend a slot of the spell’s level or higher. You can use an arcane focus as a spellcasting focus for
You regain all expended spell slots when you finish a long your witch spells.
rest.
For example, if you know the 1st-level spell Witch’s Curse
bane and have a 1st-level and a 2nd-level spell
You are wracked by a terrible curse which infects your
slot available, you can cast bane using either
body and soul. At 1st level, choose the form that this curse
slot.
takes from the options below.
Burned. Almost all of your body has been scorched by
arcane flames, leaving you with striking black scars and
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embers of magic that burn under the skin. As a result, you Possessed. Your soul is occupied by a foreign spirit that
have resistance to fire damage, and you know the cantrip sometimes tries to wrest away your consciousness.
produce flame, which does not count against your total However, while you sleep, the spirit whispers magical
number of cantrips known. secrets to you. You learn an additional witch spell at a level
Feral. Through your curse, you have forgotten the for which you have spell slots at 1st level, and again at 4th
manners and customs of civilized men and gone to live level, 8th level, and 12th level. These spells do not count
among beasts in the wild. Hunting and fighting daily, you against your total number of spells known.
have become savage. You have proficiency in the Nature Starving. No matter how much you eat, food turns to
skill. Also, whenever you take bludgeoning, piercing, or ash in your mouth. Your curse nourishes you, nonetheless,
slashing damage from a nonmagical weapon, you can but only at the edge of starvation, and you are constantly
reduce the damage taken by 1. At 7th level, you can reduce wracked by pangs of hunger as a result. You don't need to
this damage by 2, and at 15th level, you can reduce this eat or drink, and don't suffer levels of exhaustion from
damage by 3. starvation or dehydration. Additionally, you are immune to
Hideous. Your appearance is ghastly to behold. You being poisoned.
have proficiency with the Intimidation skill. When you roll Visions. You are cursed to have terrible visions of the
initiative, you can choose one humanoid you can see to future, presaging the death of your friends, family, and
scare. That creature must make a Wisdom saving throw or yourself. However many of these visions are cruel
be frightened until the end of your next turn. deceptions, they are sometimes grimly accurate. You can
Hollow. Your soul has been divorced from your body, add your Charisma modifier to your initiative rolls.
trapping you in a limbo between life and death. When you
or your familiar reduce a hostile creature to 0 hit points, Hexes
you drain some of its life force, and gain temporary hit You can learn a number of powerful incantations, known as
points equal to your witch level + Charisma modifier Hexes, derived from the same insidious magic which
(minimum of 1). cursed you.
Infested. You are constantly followed by vermin, like At 1st level, you gain two hexes of your choice. Your
insects and rats, which crawl on your skin and swarm in hex options are detailed at the end of the class description.
your wake. As a result, you are immune to the biting of When you gain certain witch levels, you gain additional
gnawing of tiny things; you take no damage from the bite hexes of your choice, as shown in the Hexes Known
attacks of tiny creatures or swarms of tiny creatures. column of the Witch table. Additionally, when you gain a
Additionally, you can command these pests as your level in this class, you can choose one of the hexes you
own. Starting at 2nd level, once per day when you summon know and replace it with another hex that you could learn
your familiar, you can choose a swarm of rats as its form. at that level.
Starting at 5th level, you can choose a swarm of insects. Unless otherwise noted, you can only have one hex
Loveless. You are cursed to never find true love. Jaded active at a time and you concentrate on this hex like a spell.
and disaffected, not even magic can turn your heart; as a You can concentrate on a hex and a spell at the same time,
result, you are immune to being charmed. and you make only one check to maintain your
concentration on both.
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Cackle
At 2nd level, you can use your bonus action to cackle. The
duration of all your hexes within 60 feet extends by 1
round.
Not all witches laugh maniacally when they cackle, but
all cackles require a verbal component, as a spell. These
range from mundane curses and insults, to the murmuring
of dead languages and speaking backwards. Additionally, you can choose the following forms for
you familiar: brass dragon wyrmling (without breath
Familiar weapons), grep, imp, quasit, or spook. The statistics for
At 2nd level, you learn the find familiar spell and can cast these creatures are in Chapter 2.
it as a ritual without material components. The spell doesn’t
count against your number of spells known. Cauldron
Additionally, once per turn as an action or a bonus At 9th level, you can brew potions in a bubbling cauldron
action, you can allow your familiar to use its reaction to using raw components scavenged from nature. Once per
make one attack or cast a spell. When your familiar makes day during a short rest, you can expend a number of spell
an attack, it uses your spell attack bonus instead of its own slots to brew up to 3 potions. These potions must have a
attack bonus on attack rolls, and deals damage equal to total cost no greater than the total number of spell slot
your proficiency bonus, if it would otherwise deal less. You levels expended.
also add twice your witch level to your familiar's maximum You can brew potions of animal friendship, healing, and
hit points. poison for 1 spell slot level each. At 13th level, you can
When you cast the spell, you can choose one of the brew potions of heroism and mind reading, and philters of
normal forms for your familiar or one of the special forms love for 2 spell slot levels each. The potions retain potency
found in Chapter 2. 24 hours, after which they become inert.
Craft Spells
Hexmaster
Each craft is associated with a branch of arcana, By 20th level, you have mastered your foul magic.
represented by a number of spells which you learn. The Humanoid creatures have disadvantage on saving throws
levels of these spells are noted in the craft description. against your hexes.
These spells count as witch spells for you and don’t count
against your total number of spells known.
Hexes
Insidious Spell The Hexes below are presented in alphabetical order.
Starting at 5th level, you can maximize the damage of a Unless otherwise stated, if a hex calls for an attack roll or
witch cantrip you cast that only damages a single creature saving throw, it uses your spell attack bonus or spell save
that is sole target of your hex. DC. All hexes require verbal or somatic components
(caster's choice at the time of casting.)
Improved Familiar Abate
At 7th level, you can cast a spell with range Self on your You can use your action to temper those around you.
familiar as if your familiar had cast the spell itself. Your Creatures you choose within 30 feet cannot take reactions.
familiar concentrates on this spell for its duration. This effect lasts until the end of your next turn.
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Apathy Discord
As an action, choose one creature you can see within 60 As an action, choose one creature you can see within 60
feet to make a Wisdom saving throw. On a failed save, feet to make a Wisdom saving throw. On a failed save, the
until the end of your next turn, the creature becomes creature must use its action before moving to make a melee
indifferent toward one creature of your choice that it is weapon attack a creature that you choose. If no creatures
hostile towards. This indifference ends if the target is are within its reach, the creature acts normally. This effect
attacked or harmed by a spell or if it witnesses any of its lasts until the end of your next turn.
friends being harmed. When the hex ends, the creature
becomes hostile again, unless the GM rules otherwise. Disorient
As an action, choose one creature that you can see within
Beckon Familiar 60 feet to make a Constitution saving throw. On a failed
You can cast the find familiar spell as an action without save, whenever this target makes an attack roll before the
expending a spell slot or spell components. end of your next turn, it must roll a d6 and subtract the
You must have the Familiar feature to choose this hex. number rolled from the attack roll.
Bleeding Doomward
As an action, choose one creature you As an action, choose one friendly creature other than
can see within 60 feet to make a yourself you can see within 60 feet. If this creature drops to
Constitution saving throw. On a failed 0 hit points before the end of your next turn and doesn’t die
save, each time this creature takes outright, it drops to 1 hit point instead. This hex then ends
damage, it takes an additional 1d4 and can’t be used to target the same creature
damage. This effect lasts until the end until you finish a short or long rest.
of your next turn.
Charm
As an action, choose one creature you
can see within 60 feet to make a Wisdom
saving throw. On a failed save, the
creature is charmed by you until the end of your next turn.
When the hex ends, the creature knows it was charmed.
Cripple
As an action, choose one creature you can see within 60
feet to make a Constitution saving throw. On a failed save,
the creature can move a maximum of 10 feet or half its
movement speed on its turn, whichever is lower, until the
end of your next turn.
Dire Familiar
As an action, you can bolster your summoned familiar.
For 1 minute, your familiar's current and maximum hit
points is increased by your witch level and it gains a bonus
to its damage rolls equal to your Charisma modifier.
You can cast other hexes while this hex is in effect.
Once you cast this hex, you can't cast it again until your
familiar is dismissed, or until its duration
expires.
You must have the Familiar feature to Witch’s
choose this hex. Hut
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Duplicity Go Unseen
As an action, you can create a duplicate self, composed of As an action, you and your familiar become invisible. The
shadowstuff, to confuse your enemies. When a creature effect ends at the end of your next turn, or if you or your
attacks you, roll any die. On an odd number, the attack roll familiar attack or cast a spell.
misses. This effect lasts until the end of your next turn or Once you cast this hex, you can't cast it again for 1
until you attack or cast a spell. minute.
Fortune Misfortune
As an action, choose one friendly creature other than As an action, choose one creature you can see within 60
yourself you can see within 60 feet. The creature has feet to make a Wisdom saving throw. On a failed save,
advantage on saving throws until the end of your next turn. whenever this target makes an ability check or a saving
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throw before the end of your next turn, it must roll a d6 and This hex is always active and you can cast other hexes
subtract the number rolled from the ability check or saving while it is in effect
throw.
Ruin
Nails As an action, choose one creature you can see within 60
You grow unnaturally long and sharp fingernails. Your feet to make a Constitution saving throw. On a failed save,
unarmed strikes deal 1d6 slashing damage and count as the creature's AC decreases by 4, to a minimum of 10, until
magical for the purpose of overcoming resistance and the end of your next turn.
immunity to nonmagical attacks and damage. You can use
Dexterity instead of Strength for the attack and damage Scurry
rolls of your unarmed strikes. As an action, a nonmagical object you choose within 30
Starting at 5th level, once per turn when you hit a target feet sprouts legs and runs away. You can't target an object
with an unarmed strike, you can deal an additional 1d6 that weighs more than 10 pounds, nor can you target one
necrotic damage to that target. At 11th level, this bonus that is being worn as clothing or armor; however, you can
damage improves to 2d6 and at 17th level, this damage target certain objects that are being carried, as long as they
increases to 3d6. are not affixed entirely around a creature's body and are not
This hex is always active and you can cast other hexes being held in a hand. For example, you can't target a
while it is in effect. creature's helmet or a sword it is wielding, but you can
target a drawstring pouch it is wearing or a dagger that is
Obfuscate sheathed at its side.
As an action, you create a 20-foot-radius sphere of fog The object animates, wriggles free of its owner, if it has
centered on yourself. The sphere spreads around corners, one, sprouts two legs, and moves 20 feet in a direction you
and its area is heavily obscured. This effect lasts until the choose. At the beginning of your turn, you can choose
end of your next turn or until a wind of moderate or greater which direction the object moves. The object has an AC of
speed (at least 10 miles per hour) disperses it. 10, if its AC was not already higher, and remains animated
until the end of your next turn, or until it is picked up.
Peacebond
As an action, you can lock weapons to their owners. The Shriek
weapons and ammunition of each creature within 30 feet As an action, you release an ear-piercing wail. Each
become locked in their sheaths, quivers, or holsters until creature within 15 feet of you must make a Charisma
the end of your next turn. During this time, a creature can saving throw or be deafened until the end of your next turn.
use its action to free its weapon with a Strength check, Creatures that can't hear you are immune to this effect.
opposed by your Spell save DC.
Slumber
Pestilence As an action, choose one creature you can see within 60
As an action, you create a 5-foot radius cloud of toxic gas feet to make a Wisdom saving throw. On a failed save, the
around you. Each creature other than you and your familiar target falls unconscious until it takes damage, or until the
that enters this area or begins its turn there must make a end of your next turn. Undead, creatures which are immune
Constitution saving throw or be poisoned until the end of to being charmed, and creatures whose current hit points
your next turn. This cloud follows you as you move, and are greater than five times your witch level are immune to
disperses at the end of your next turn. this effect.
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Tremors At the end of one hour, or when the hag is reduced to
As an action, you can create a small quake. Each creature zero hit points, it flees, instantly teleporting away.
on the ground within 10 feet of you must make a Dexterity After performing the ritual to summon your hag ally,
saving throw or be knocked prone. you must finish a long rest before you can do it again.
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possessed; you gain control of its body but don't deprive Witch’s Hut
the target of its awareness. While possessing the creature, When you begin a long rest, you can summon a magical
you can't be targeted by any attack, spell, or other effect. domicile for the night. This domicile is an enchanted hut
You maintain your Intelligence, Wisdom, and Charisma with the properties of the tiny hut spell, but it also
ability scores, and your alignment, but otherwise use the physically resembles a witch's abode. While you are inside,
creature's statistics. You don't gain access to the target's only creatures you choose can approach the hut. If a
knowledge, class features, or proficiencies. creature you did not designate comes within 10 feet of the
For the purposes of spells and effects which can end hut, it rises up on a pair of magical legs, becoming a huge
possession, such as the spell dispel evil and good, you are animated object, as per the spell animate objects, and
treated as an undead spirit and can be banished from the defends itself. The huts occupants are physically safe and
target, returning to your own body, which rematerializes undisturbed within. When your long rest is finished, or
within 5 feet of the body. when the hut is reduced to 0 hit points, it vanishes, and all
This possession lasts for 1 hour, or until the body drops its occupants are deposited in its space.
to 0 hit points or you are forced out by a spell or other
magical effect that ends possession.
Once you use this hex, you can't do so again until you
Witch’s Crafts
finish a long rest. A witch's craft is distinct from a school of magic. Whereas
magical schools seek to categorize spells, crafts are defined
Remote Hex by the use of magic, and seek to capture the essence of
The range of your hexes double and you can target spells. There are dozens of varieties, from those practiced by
creatures within range of your hexes even if you cannot see covens in secret, to those plied in marketplace potion shops.
the target, provided you have seen the target in the last
minute and know that the target is within range. Black Magic
Slow Death Black magic is associated with hexes that cause pain and
As an action, choose 1 creature within your reach to make a suffering, and spells which give rise to undeath. Harnessing
Constitution saving throw. On a failed save, the creature such a craft can lend you great power, but inevitably carries
takes 1 necrotic damage each hour for the next 100 days. a cost. Darkness cannot be contained, after all; it merely
The damage can only be healed by magical means. A seeps forth from wherever it is kept.
remove curse spell ends this effect. You can cast other
Black Magic Bonus Spells
hexes while this hex is active, but casting this hex again
Spell Level Spells
ends its effect on its first target.
1st false life, inflict wounds
Weave of Fate 2nd gentle repose, magic weapon
When you take a long rest, you can peer into the threads of 3rd animate dead, vampiric touch
fate and foresee paths the future might take. Roll 2d20s and 4th blight, death ward
record the numbers rolled. You can replace any attack roll, 5th cloudkill, contagion
saving throw, or ability check made by you or a creature
that you can see with one of these foretelling rolls. You Hex: Agony
must choose to do so before the roll, and you can replace a Starting at 3rd level, you have mastered a hex that wracks a
roll in this way only once per turn. creature with waves of pain. As an action, choose one
Each foretelling roll can be used only once. When you creature you can see within 60 feet to make a Constitution
finish a long rest, you lose any unused foretelling rolls. saving throw. On a failed save, the creature is in agony.
The creature has disadvantage on concentration checks. At
Witch’s Broom the beginning of its turn, roll any die. On an odd roll, the
While wearing no armor and carrying no shield, you can creature has disadvantage on attack rolls until the end of its
enchant a mundane object ─ like a broom, cauldron, or rug turn. This effect lasts until the beginning of your next turn.
─ to fly for you. You gain a flight speed equal to your base
movement speed while holding this item. Voodoo Doll
By 6th level, you have fashioned a voodoo doll to enhance
your black magic. As an action, you can modify this
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voodoo doll to resemble a humanoid creature you can see action, you invite dark forces into your blood, warding you
within 60 feet. For 1 minute, while the doll resembles this from peril. Until the end of your next turn, whenever you
creature, you can target the creature with spells, melee take damage from a creature you can see, that creature
weapon attacks, and hexes by targeting the doll instead. takes 1d8 necrotic damage.
The creature takes half damage from effects targeting it in
this way. Deathseeker
If you modify your doll with a possession of the target, At 6th level, you can see those near death shrouded in a
such as fabric from its garment or a lock of its hair, the crimson aura. Even in heavily obscured conditions, you can
creature has disadvantage on saving throws against the next detect the location of injured creatures within 60 feet that
hex or spell you target it with. have 10 or fewer hit points. This sense can penetrate most
barriers, but it is blocked by 1 foot of stone, 1 inch of
Share Pain common metal, a thin sheet of lead, or 3 feet of wood or
At 10th level, as a reaction when you take damage, you can dirt.
transfer some of that damage to another target. Choose a
creature you can see within 30 feet to make a Charisma Life Tether
saving throw. On a failed save, the creature takes the By 10th level, you've learned how to drain the life from
damage that would have been dealt to you, and you take no others. You can cast the spell hollowing curse once without
damage. After using this ability, you must take a short or using a spell slot. When you do, you gain temporary hit
long rest before you can use it again. points equal to half the necrotic damage dealt. Temporary
hit points you gain from necrotic damage dealt on
Disrupt Life subsequent turns add to temporary hit points you already
At 14th level, you can wither away living things with a have.
wave of necrotic energy. As an action, you can expend 1 Once you use this ability, you can't use it again until you
spell slot. Each living creature you choose within 20 feet of finish a short or long rest.
you must make a Constitution saving throw. On a failed
save a creature takes 1d10 necrotic damage for each level Sanguine
of the spell slot expended + your Charisma modifier, or Starting at 14th level, you can draw magic from your own
half as much on a successful save. blood. As an action, you can choose to lose a number of hit
points to regain an expended spell slot. You lose 10 hit
Blood Magic points per slot level, up to a maximum of 50 hit points for a
5th level spell slot. Once you use this ability, you can't
Forbidden by most witch covens, blood magic centers on
regain hit points for 1 minute.
the use of dark spells and mortal hexes that draw from the
spellcaster's very essence. It is fundamentally more perilous
than other witch crafts, but its many risks come with
Blue Magic
copious rewards. Compared to all other crafts of magic, blue magic is
unique, in that it reflects the essence of magic itself.
Blood Magic Bonus Spells Witches that specialize in blue magic forgo the ability to
Spell Level Spells learn magic normally, instead adopting magic only by
1st false life, hollowing curse absorbing the energy of spells that affect them and letting
2nd hold person, ray of enfeeblement the arcana imprint upon their souls.
3rd ruby-eye curse, vampiric touch
4th blight, death ward Blue Magic Spells
5th curse weapon, hold monster Beginning at 3rd level, the only way you can learn new
spells is to experience them. Unlike other witches, you no
longer learn new spells as you grow in level (though you
Hex: Vengeance retain the spells you have already learned.) When a spell is
Starting when you choose
cast on you, you are in the area of a spell’s effect, or you
this craft at 3rd level, as an
are targeted by the effect of a spell, and you experience any
effect of the spell, you can use your reaction to learn that
spell. You do not learn a spell if you are required to make a
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saving throw, you succeed, and the spell has no effect on
you.
Cloud Magic
The Cantrips Known and the Spells Known columns of Although all witches appreciate the value of a good Broom
the Witch table shows how the maximum number of of Flying, the Cloud Magic craft takes things to another
cantrips and spells of 1st level or higher you can learn level. Known colloquially as ‘sky witches’, they spend as
through Blue Magic. The number of spells of 1st level or much time aloft as they do on the ground, claiming that the
higher that you can learn increases by an additional 4 at 3rd thrill of flight is the only thing that helps them forget the
level (4 spells), and an additional 2 at 5th level (6 spells), pain and loneliness that comes with a witch’s curse.
7th (8 spells), and 9th level (10 spells).
Cloud Magic Bonus Spells
The spells learned need not be from the Witch spell list.
Spell Level Spells
You can use your action to forget a spell you know.
1st feather fall, fog cloud
Hex: Arcane Awareness 2nd gust of wind, misty step
At 3rd level, you have a second-sense for ambient magical 3rd call lightning, fly
energy. You can use your action to cast the spell detect 4th hallucinatory terrain, ice storm
magic without using a spell slot. The effects of this spell 5th cloudkill, commune with nature
last until the end of your next turn. In addition, while this
spell is active, you can use an action or bonus action to Hex: Light Heels
detect if a creature you can see within 60 feet has the When you adopt this craft at 3rd level, you can twist a hex
Spellcasting feature, Innate Spellcasting trait, or any other to hold you aloft. As an action, you can gain a flight speed
ability that allows the creature to cast a spell. equal to your base movement speed. However, you must
end your movement on solid ground, otherwise you fall.
Turquoise Efficiency This effect lasts until the end of your next turn.
By 6th level, you have learned to be frugal with the magical
energy you absorb from spells. You have advantage on Corvid Familiar
saving throws against spells that you know. At 6th level, your witch’s familiar becomes a monstrous
In addition, if you make a successful save against a spell hybrid, with black feathers and beady eyes. It gains a flying
that you know, you can regain an expended spell slot of the speed of 50 feet (unless it already has a faster flying speed),
same level. Once you regain a spell slot in this manner, you the ability to speak Common and the following trait:
can't do so again until you finish a long rest. Keen Sight. The familiar has advantage on Wisdom
(Perception) checks that rely on sight.
Copycat
At 10th level, you can copy a creature's skills, in addition to Hex: Vortex
their magic. When you see another creature make an ability At 10th level, you can tangle the winds into howling
check using a skill in which it is proficient, you can gain vortices. As an action, choose three 5-foot cubes that you
proficiency with that skill, if you are not already proficient, can see, which are each filled with a twisting vortex of
until you take a long rest. Once you use this ability, you wind until the end of your next turn. The vortices are
must finish a long rest before using it again. difficult terrain and push fog, smoke, and other gases out of
their area. Small or smaller flying creatures or objects can't
Cerulean Reflection pass through the vortices, and loose, lightweight materials
Beginning at 14th level, you can use your body as a conduit brought into them fly upward. Arrows, bolts, and other
to transmit magic back at other casters. When you are projectiles launched at targets behind a vortex are deflected
subjected to a spell that allows you to make a saving throw upward and automatically miss. (Boulders hurled by giants
to take only half damage, you instead take no damage if or siege engines, and similar projectiles, are unaffected.)
you succeed on the saving throw, and only half damage if Creatures in gaseous form can't pass through them.
you fail. If you succeed the saving throw by 10 or more,
you can use your reaction to cast the spell back at the Cloud Dancer
caster, as though it originated from you, turning the caster When you reach 14th level, your affinity for the skies
into the target. Once you reflect a spell in this way, you grants you a supernatural grace while airborne. Whenever
can't do so again until you finish a long rest. you are flying, falling, or levitating, you add your Charisma
modifier to your armor class.
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Fragrant Magic Adventuring Gear
In the time before time, ancient wood elves practiced a
Essential Oil (Vial). 25 gp. Essential oil can be used
primitive form of herbalism based on the aromas of strong-
to produce a fragrance like incense (see below) by
smelling plants, which were believed to cleanse and purify evaporating the contents of the vial using a special
the spirit. More recently the role of healer has been taken burner. When you do so, creatures within 60 feet of
up by druidic and clerical magic, causing aromatherapy to the burner have advantage on saving throws against
fall out of use in mainstream society. The tradition has been being frightened.
kept alive through the efforts of small covens of travelling Incense (Block). 10 gp. When an incense block is set
witches, who blend it with old fortune-telling rituals and alight, it burns for 1 hour, producing a fragrant
their own strange magic. smoke. The scent of the incense is obvious to
Aromatherapists use their time-honored skills to humanoids within 60 feet and detectable (with a DC
empower and fortify their allies, making them valued 15 Wisdom (Perception) check) within 120 feet;
companions for adventurers of all kinds. creatures with the Keen Smell trait double these
distances.
Fragrant Magic Bonus Spells Smelling Salts (Vial). 50 gp. When this vial is
Spell Level Spells crushed as an action, it produces vapors which
1st color spray, fog cloud arouse consciousness. A creature that inhales the
2nd calm emotions, enhance ability vapors gains advantage on saving throws against
3rd gaseous form, stinking cloud being stunned for 1 hour. It confers no benefit to
4th aura of life, hallucinatory terrain undead, constructs, or creatures that don't breathe.
5th cloudkill, hallow
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Hex: Twin Familiar Hex: Shine
Starting at 3rd level, you can use your action to cause your At 3rd level, you learn a hex for inspiring your allies. As an
familiar to split into a pair of identical creatures for 1 action, you can perform a thrilling and exciting display to
minute. Both familiar twins have half the hit points and kindle the inner fire of a friendly creature that can see you
maximum hit points of the original, rounded up. All spells within 60 feet. Until the end of your next turn, that creature
and hexes affecting your familiar affect both twins. The adds 1d4 to the first attack roll that it makes on its next
twins move independently, and can each make an attack turn.
when you command them to as a bonus action. When one
twin dies, the remaining familiar's hit point maximum Believing Heart
returns to normal. At 6th level, your confidence is so strong that it has a
You can cast other hexes while this hex is in effect. tangible effect on the world, making it easier for you to
perform mundane tasks. You can add a +1 bonus to all
Friend of the Forest ability checks you make.
By 6th level, you can find allies anywhere in nature. Once
per day, you can perform a 10-minute long ritual to call a Transformative Alchemy
beast of challenge 1 or lower from the environment. This Starting at 10th level, you can use the potions you brew
beast is friendly to you and your companions and follows with your Cauldron feature to perform unique alchemical
your commands. After 1 hour passes, or if you or one of reactions. As an action, you can spend one of your potions
your companions harms the target, the effect ends and the to produce the following effects. These effects are not
beast returns to the wild. magical in nature and cannot be dispelled.
Fertilize. You pour out your potion onto the ground and
Sacrifice Familiar whisper an incantation. This has the same effect as casting
At 10th level, you can drain your familiar's vitality as a a plant growth spell on that spot, except that the radius is
bonus action. You regain hit points equal to half your 30 feet and the effects are reversed after 10 minutes.
familiar's hit points (rounded down) and your familiar dies. Puppet. You pour your potion onto a tiny nonmagical
You can't summon your familiar again until you finish a object. It comes to life as per the animate objects spell.
short or long rest. Transmute. You speak a magic word and transform
your potion into a flask containing one of the following:
Ancient Aura acid, alchemist’s fire, holy water, or lamp oil. The flask
Starting at 14th level, you have advantage on saving throws disintegrates after 24 hours.
from spells.
Heart Magic
Witches practice the Heart craft because they want to
change the world. Some might want to make it a better
place or bring joy to the masses, but others seek to reshape
it in their own, more sinister, image. Generally, they are
following a dream they have had since childhood and,
whatever goal they are striving for, you can count on a
heart-witch to put their whole self into it.
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Seven Magic Words light are still visible; only the illumination they provide is
By 14th level, you have discovered the words that unlock reduced.
the seals on an ancient power. As an action, you can chant After using this ability, you must take a short or long
the words and unleash the power. All creatures of your rest before using it again.
choice within 60 feet of you are no longer blinded,
charmed, deafened, diseased, frightened, invisible,
Moonsight
At 14th level, you can see through illusions with ease. You
paralyzed, or poisoned and lose one level of exhaustion, if
have truesight out to a range of 60 feet and you perceive a
they have any. If they are suffering from an effect that
shimmering halo of moonlight around any creature you can
reduces their maximum hit points, the effect ends and their
see that has the shapechanger subtype.
hit point maximum is restored.
Once you have used this ability, you must complete a
long rest before you can use it again.
Purple Magic
Purple magic holds sway over the domains of illusions and
Lunar Magic enchantments that take hold over people's minds, and
anything that is not quite as it seems. Practitioners of this
The moon is a potent symbol for many witches – especially
form of magic are puppet masters, shaping the apparent
those who are forced to practice their art incognito. To
reality of those around them to their advantage.
them it represents a guiding light in the darkness, a
confidant or keeper of secrets, and a link to the powerful Purple Magic Bonus Spells
natural forces that govern time and tide. Lunar witches are Spell Level Spells
the masters of the night: shadowy, quiet, and exceptionally 1st charm person, silent image
difficult to pin down. 2nd enthrall, invisibility
3rd hypnotic pattern, major image
Lunar Magic Bonus Spells
4th confusion, private sanctum
Spell Level Spells
5th modify memory, seeming
1st faerie fire, sleep
2nd darkvision, moonbeam Hex: Delusion
3rd hypnotic pattern, nondetection Starting at 3rd level, you can infect the minds of other
4th confusion, private sanctum creatures. As an action, choose one creature you can see
5th dream, seeming within 60 feet to make a Wisdom saving throw. On a failed
save, the target creature experiences one of the following
Hex: Lunacy illusions of your choice until the end of your next turn:
When you join this craft at 3rd level, you gain the ability to
• You and one other creature of your choice exchange
drive people mad. As an action, choose one creature you
places. Sounds appear to originate from the illusory
can see within 60 feet to make a Charisma saving throw.
source, and the subjects of the illusion are rotated to
On a failed save, the creature suffers from one long-term
face the appropriate direction.
madness effect, selected at random, until the end of your
• An imposing physical obstacle, such as a boulder or a
next turn.
tree, exists in a place that you choose. This obstacle
Under Cover of Darkness must fit inside a 20-foot cube.
By 6th level, you have developed a supernatural affinity for • A creature you choose is twice as large or twice as
shadows. When you are in an area of dim light or darkness, small.
you can use your bonus action to take the Hide action. While this hex is active, the target creature does not
recognize the sudden appearance of an illusion – to the
Everlasting Night creature, the illusion has always been there.
At 10th level, you can use your accursed powers to
Physical interaction with an illusion immediately ends
suppress light around you. As an action, you can cause all
this hex, and the target creature instantly recognizes that it
areas of direct sunlight within 300 feet of yourself to
has been the subject of a hex. A creature that uses its action
become bright light, bright light to become dim and dim
to examine an illusion can determine that it is an illusion
light to become total darkness for ten minutes. Sources of
with a successful Intelligence (Investigation) check against
your Spell save DC, ending the hex on successful save. If
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another creature notices that the target creature is under the can see within 60 feet to make a Constitution saving throw,
effect of this hex, it can use its action to make the creature and choose any one damage type. On a failed save, the
aware of the illusion, ending this hex. creature loses resistance to the given damage type until the
end of your next turn, or is treated as having only
Hex: Ignore resistance, if it is immune.
Starting at 6th level, you can erase yourself from others'
minds. As an action, choose one creature you can see Convolute Energy
within 60 feet to make a Wisdom saving throw. On a failed At 6th level, when you deal damage, you can change the
save, the target creature can neither see nor hear you until type of damage from acid into poison, from cold into fire,
the end of your next turn. This hex ends immediately if you from lightning into thunder, from necrotic into radiant, or
or your familiar deals damage to the creature. vice versa.
Additionally, you can use your reaction when you take
Compel damage of one of these types to subtract your Charisma
At 10th level, you can use your action to violently seize modifier from the damage dealt.
control of a crowd. Choose up to 3 humanoid creatures you
can see within 60 feet to each make a Wisdom saving Invulnerability
throw, and choose an action for those creatures to take. You Beginning at 10th level, when an attacker that you can see
can choose for the creatures to take no action, but you hits you with an attack, you can use your reaction to briefly
cannot choose an action that would be directly harmful to become invulnerable. Subtract 50 from the damage dealt, to
the creature. On a failed save, a creature moves 15 feet in a a minimum of 0.
direction that you choose at the beginning of its turn, then Once you use this ability, you can’t use it again until
takes the action that you chose. you finish a long rest.
Once you use this ability, you must finish a long rest
before using it again. Elemental Annihilation
Starting at 14th level, when you cast a spell which deals
Deceiver acid, cold, fire, lightning, or thunder damage, you can
Starting at 14th level, creatures have disadvantage on expend another spell slot of equal or higher level to
saving throws against illusion and enchantment spells of maximize the damage dealt.
3rd level or lower you cast, and disadvantage on saving Once you use this ability, you can’t use it again until
throws against the following hexes: Charm, Delusion, you finish a long rest.
Discord, Disorient, Hesitate, Ignore, and Slumber.
Salt Magic
Red Magic While red witches focus on channeling their curses into raw
Arcane magic tied to channeling the elements is deemed destructive energy, adherents of the salt craft – known as
red magic, and is extremely hazardous when used. Witches water witches – use their command of elemental water in
that specialize in red magic are among the deadliest more subtle, flexible ways. Many seek peaceful roles in
spellcasters in existence, channeling their curse into society as irrigators of farmland, defenders against flooding
unhindered arcane wrath. and rescuers of sailors, but those that take to adventuring
can be formidable warriors, controlling the ebb and flow of
Red Magic Bonus Spells
battle as if it were water.
Spell Level Spells
1st burning hands, magic missile Salt Magic Bonus Spells
2nd acid arrow, scorching ray Spell Level Spells
3rd fireball, protection from energy 1st create or destroy water, thunderwave
4th ice storm, wall of fire 2nd gust of wind, hold person
5th cone of cold, telekinesis 3rd lightning bolt, water walk
4th control water, freedom of movement
Hex: Imperil 5th frolicking fountain, scrying
Starting at 3rd level, you know how to strip away your foes'
magical defenses. As an action, choose one creature you
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Hex: Water Wings
When you enter this craft at 3rd level, you learn to use your
magic to manifest wings made from water, or to propel
yourself on aquatic jets. As an action, you can cast this hex
and activate your watery powers. As long as this hex is
active, your long and high jump distances are doubled and,
if you would fall, you instead glide gently downward at a
rate of 60 feet per round. While gliding, you can move up
to 30 feet laterally without using any of your movement.
Casting this hex requires a half-gallon of water.
Fluid Movement
By 6th level, your body moves like flowing water.
Whenever you take damage, you can use your reaction to
Sand Magic Bonus Spells
move 5 feet without provoking opportunity attacks.
Spell Level Spells
Oceanic Tomb 1st create or destroy water, inflict wounds
At 10th level, you can summon chains of water to bind 2nd ray of enfeeblement, scorching ray
your opponents. As an action, choose a creature you can 3rd daylight, create food and water
see within 60 feet. This creature is paralyzed until the start 4th blight, hallucinatory terrain
of your next turn. 5th insect plague, pharaoh’s curse
Once you use this ability, you can't use it again until you
finish a long rest. Hex: Sandstorm
When you start practicing this craft at 3rd level, you gain
Tidal Stride the ability to kick up a sandstorm around you. As an action,
When you reach 14th level, you gain the ability to enter a you create a swirling 30-foot-radius sandstorm centered on
body of water and move within it or from it into another yourself. The sphere spreads around corners, its area is
body of water. Any bodies of water you enter must be at lightly obscured, and all ranged attacks in the area have
least the same size as you. You must use 5 feet of disadvantage. This effect lasts until the end of your next
movement to enter a body of water. You instantly know the turn.
location of all other bodies of water within 300 feet and, as
part of the move used to enter the water, can either pass Dust to Dust
into one of those bodies or step out of the water you’re in at By 6th level, your spells drain the vitality from the
any point within 300 feet of your entry point. You appear in creatures they strike. Whenever you cast a spell that drops a
a spot of your choice within 5 feet of the destination, using creature to 0 hit points, you can reduce the target to a fine
another 5 feet of movement. If you have no movement left, gray dust.
you appear within 5 feet of the water you entered.
You can use this transportation ability once per round. Sandpit
Starting at 10th level, you can use your action to transform
Sand Magic the ground beneath a target’s feet into a sinking sand pit,
threatening to swallow them whole. A 10-foot radius area
In cramped, mud-brick hovels hidden among the shifting of natural earth or stone you choose becomes sinking sand.
desert dunes, the sand witches ply their trade, providing This area is difficult terrain. Any creature that ends its turn
food, shelter and magical expertise to nomadic tribesmen there is pulled underneath and must hold its breath or begin
and wandering adventurers. Fickle, misanthropic loners suffocating. This effect lasts for 1 minute, after which the
with withered skin and glowing eyes, one must tread sand hardens back into earth and all creatures submerged in
carefully around these witches, lest they bring you to a it are ejected to an unoccupied space within the area.
fiery doom. Once you use this ability, you can’t use it again until you
finish a long rest.
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Withering Hex
At 14th level, when a single creature is the target of one of replace any attack roll, saving throw, or ability check made
your hexes, it also gains one level of exhaustion while it is by you or a creature that you can see with this foretelling
hexed. roll. You must choose to do so before the roll.
Your foretelling roll can be used only once. If you have
Tea Magic not used your foretelling roll when you finish a long or
short rest, it is lost forever.
Tea witches are among the calmest and friendliest of
witches, radiating warmth and contentment despite their
hideous faces and hollow souls. At their very worst, they
White Magic
can be cranky (if forced to drink their tea in a hurry), or White magic is fundamentally good and benevolent for all
twitchy (after too much tea), but even then, they are likely living things. Witches that adopt this craft, in spite of the
to look for peaceful solutions to their problems. hateful curse that infects them, often dedicate themselves to
healing and caretaking, with the intent of bettering the
Tea Magic Bonus Spells world.
Spell Level Spells
1st hideous laughter, purify food and drink White Magic Bonus Spells
2nd augury, calm emotions Spell Level Spells
3rd clairvoyance, sending 1st bless, cure wounds
4th fabricate, private sanctum 2nd lesser restoration, spiritual weapon
5th greater restoration, legend lore 3rd beacon of hope, revivify
4th death ward, guardian of faith
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Chapter 2: Familiars
The idea of a witch is inseparable from their familiar. The
fluidity and ease by which they command a summoned
companion makes it almost an extension of the witch's self;
a second set of eyes and a willing set of claws for any
dangerous situation. And while many witches opt to
summon inconspicuous familiars, like cats, frogs, and owls,
even more gather their focus while conjuring to bring forth
creatures from the furthest reaches of the multiverse or to
bestow sentience on an inanimate object.
This chapter contains additional familiars that can be
summoned by a witch. The brass dragon wyrmling, grep,
imp, quasit, or spook can only be summoned by a witch Imp
starting at 7th level. Familiar
⎯ ⎯ ⎯
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Flying Book Grep
Tiny construct, unaligned Tiny monstrosity, neutral
Armor Class 13 (natural armor) Armor Class 15 (natural armor)
Hit Points 2 (1d4) Hit Points 22 (4d4 + 4)
Speed 0 ft., fly 30 ft. (hover) Speed 15 ft., fly 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 11 (+0) 1 (-5) 4 (-3) 1 (-5) 3 (-4) 18 (+4) 13 (+1) 13 (+1) 15 (+2) 10 (+0)
Damage Immunities poison, psychic Skills Perception +4, Sleight of Hand +6, Stealth +6
Damage Vulnerabilities fire Condition Immunities poisoned
Condition Immunities blinded, charmed, deafened, frightened, Senses darkvision 60 ft., passive Perception 12
paralyzed, petrified, poisoned Languages Understands Common and Undercommon but can’t
Senses blindsight 60 ft. (blind beyond this radius), passive speak
Perception 7 Challenge 1 (10 XP)
Languages ⎯
Challenge 0 (10 XP) Ambusher. The grep has advantage on attack rolls against any
creature it has surprised.
Antimagic Susceptibility. The flying book is incapacitated while in Keen Hearing and Smell. The grep has advantage on Wisdom
the area of an antimagic field. If targeted by dispel magic, the (Perception) checks that rely on hearing or smell.
flying books must succeed on a Constitution saving throw against
the caster's spell save DC or fall unconscious for 1 minute. Mimicry. The grep can mimic animal sounds and humanoid
voices. A creature that hears the sounds can tell they are
False Appearance. While the flying book remains motionless, it is imitations with a successful DC 14 Wisdom (Insight) check.
indistinguishable from a normal book.
ACTIONS
ACTIONS
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Slam. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) slashing damage.
1 bludgeoning damage.
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Vile, manipulative, and capricious, imps are among the
STR DEX CON INT WIS CHA
lesser devils, and will proudly serve any master which 9 (-1) 11 (+1) 14 (+2) 4 (-3) 13 (+1) 6 (-2)
summons them. With the ability to transform into small
beasts, an imp might make a capable spy or informant, but Damage Resistance acid
Condition Immunity prone
can never be relied upon for more substantial tasks.
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 11
Imp Languages ⎯
Tiny fiend (devil, shapechanger), lawful evil Challenge 1/2 (100 XP)
Armor Class 13
Hit Points 10 (3d4 + 3) Shapechanger. The mock can use its action to polymorph into a
Speed 20 ft., fly 40 ft. tiny object or back into its true, amorphous form. Its statistics are
the same in each form. Any equipment it is wearing or carrying
STR DEX CON INT WIS CHA isn't transformed. It reverts to its true form if it dies.
2 (-4) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Adhesive (Object Form Only). The mock adheres to anything that
touches it. A medium or smaller creature adhered to the mock is
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
also grappled by it (escape DC 9). Ability checks made to escape
Damage Resistances cold; bludgeoning, piercing, and slashing
this grapple have disadvantage.
from nonmagical weapons that aren't silvered
Damage Immunities fire, poison False Appearance (Object Form Only). While the mock remains
Condition Immunities poisoned motionless, it is indistinguishable from an ordinary object.
Senses darkvision 120 ft., passive Perception 11 Grappler. The mock has advantage on attack rolls against any
Languages Infernal, Common creature grappled by it.
Challenge 1 (200 XP)
ACTIONS
Shapechanger. The imp can use its action to polymorph into a
beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly Pseudopod. Melee Weapon Attack: +1 to hit, reach 5 ft., one
60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. target. Hit: 1 bludgeoning damage. If the mock is in object form,
Its statistics are the same in each form, except for the speed the target is subjected to its Adhesive trait.
changes noted. Any equipment it is wearing or carrying isn't Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit:
transformed. It reverts to its true form if it dies. 2 (1d6-1) piercing damage plus 3 (1d6) acid damage.
Devil's Sight. Magical darkness doesn't impede the imp's
darkvision. Though incapable of surviving on land, moon jellies are
Magic Resistance. The imp has advantage on saving throws favored for their bioluminescence by witches that intend to
against spells and other magical effects. explore deep underwater.
ACTIONS
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach
Moon Jelly
Tiny beast, unaligned
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target
must make on a DC 11 Constitution saving throw, taking 10 (3d6) Armor Class 11
poison damage on a failed save, or half as much damage on a Hit Points 1 (1d4 - 1)
successful one. Speed 0 ft., swim 25 ft.
Invisibility. The imp magically turns invisible until it attacks or STR DEX CON INT WIS CHA
until its concentration ends (as if concentrating on a spell). Any 1 (-5) 13 (+1) 8 (-1) 2 (-4) 11 (+0) 3 (-4)
equipment the imp wears or carries is invisible with it.
Senses darkvision 60 ft., passive Perception 10
The diminutive relative of the mimic, the mock is a tiny Languages ⎯
Challenge 0 (10 XP)
shapechanger that replicates small, valuable objects to lure
in its victims. In the desert, a mock might take the form of a Water Breathing. The moon jelly can only breathe underwater.
canteen of precious water, and in a dungeon, it may Bioluminescence. The moon jelly sheds dim light in a 10-foot
replicate a sizeable jewel or a spare gold piece. If an radius.
adventurer is caught by surprise, a mock is just as
Widely considered to be the perfect familiar, requiring no
dangerous as its larger relatives, for can hide in far less
food or water and possessing extremely high natural
conspicuous places.
defenses, a pet rock can be conjured by most spellcasters.
Mock Though it does not act with any agility (indeed, it does not
Tiny monstrosity (shapechanger), neutral move at all), it can make a formidable weapon when
Armor Class 11 (natural armor)
thrown.
Hit Points 9 (2d4 + 4)
Speed 15 ft.
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Pet Rock Cowardly and deceptive, a quasit is one of the lowliest of
Tiny elemental, unaligned demons, and will serve any evil master, albeit unwillingly.
Armor Class 15 (natural armor) When they actually perform their duties, instead of
Hit Points 5 (1d4 + 3) procrastinating or shirking responsibility, quasits are
Speed 0 ft.
exceptional familiars, capable of taking the form of beasts,
STR DEX CON INT WIS CHA turning invisible, and poisoning their victims.
1 (-5) 1 (-5) 16 (+3) 1 (-5) 5 (-3) 1 (-5)
Quasit
Damage Vulnerability thunder Tiny fiend (demon, shapechanger), chaotic evil
Damage Immunities necrotic, poison, psychic
Armor Class 13
Damage Resistances fire, lightning, radiant; bludgeoning, piercing,
Hit Points 7 (3d4)
and slashing from nonmagical weapons
Speed 40 ft.
Condition Immunities charmed, exhausted, frightened, paralyzed,
petrified, poisoned, prone, unconscious STR DEX CON INT WIS CHA
Senses passive Perception 5 5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)
Languages ⎯
Challenge 0 (10 XP) Skills Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
False Appearance. The pet rock is indistinguishable from an
and slashing from nonmagical weapons
ordinary rock with a face drawn on it.
Damage Immunities poison
Just a Rock. The pet rock counts as an object for the purposes of Condition Immunities poisoned
spells such as magic stone. Additionally, the rock cannot take Senses darkvision 120 ft., passive Perception 10
actions that are not specified in its statistics. Languages Abyssal, Common
Challenge 1 (200 XP)
It's generally inadvisable to confuse a true dragon for their
Shapechanger. The quasit can use its action to polymorph into a
pseudodragon cousins. Whereas all true dragons can beast form that resembles a bat (speed 10 ft. fly 40 ft.), a
summon forth a destructive breath from their fundamentum, centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or
pseudodragons are merely equipped with a stinger of sleep- back into its true form. Its statistics are the same in each form,
except for the speed changes noted. Any equipment it is wearing
inducing poison and grow only as large as cats. or carrying isn't transformed. It reverts to its true form if it dies.
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Rag Doll
Tiny construct, neutral good
Armor Class 11
Hit Points 2 (1d4)
Speed 20 ft.
ACTIONS
STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 10 (+0) 3 (-4) 5 (-3) 16 (+3) Life Drain. Melee Spell Attack: +4
to hit, reach 5 ft., one creature. Hit: 9
Skills Persuasion +5, Stealth +5 (2d8) necrotic damage. The target must
Damage Immunities poison, bludgeoning from nonmagical succeed on a DC 10 Constitution saving throw or its
weapons hit point maximum is reduced by an amount equal to the
Damage Vulnerabilities fire damage taken. This reduction lasts until the creature finishes a
Senses darkvision 60 ft., passive Perception 7 long rest. The target dies if this effect reduces its hit point
Languages ⎯ maximum to 0.
Challenge 0 (10 XP)
In stark contrast to the capricious and fun-loving pixies,
False Appearance. While the rag doll remains motionless, it is
spites are tiny, but hearty warriors of the fey, which protect
indistinguishable from a normal stuffed toy.
the forest with their lives. If conjured, a sprite will serve
Mimicry. The rag doll can mimic simple sounds it has heard, such
as a person whispering, a baby crying, or an animal chittering. A any master that honors their ways, but will abandon any
creature that hears the sounds can tell they are imitations with a master they deem cowardly.
successful DC 10 Wisdom (Insight) check.
ACTIONS Sprite
Tiny fey, neutral good
Headbutt. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Armor Class 15 (leather armor)
Hit: 1 bludgeoning damage. Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
Hauntings can usually be attributed to the usual spectral
STR DEX CON INT WIS CHA
suspects: ghosts, specters, shadows, and poltergeists. But
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
benign hauntings, where the restless spirit merely plays
tricks on the living, is usually caused by a spook. These Skills Perception +3, Stealth +8
spirits are usually the artifacts of children or entertainers, Senses passive Perception 13
Languages Common, Elvish, Sylvan
clinging to the afterlife for company and a semblance of Challenge 1/4 (50 XP)
affection, and are as such preoccupied with fun. They never
willingly harm others when they haunt a house, and will ACTIONS
serve any master that conjures them, if only for the sake of Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.
inclusion.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft.,
Spook one target. Hit: 1 piercing damage, and the target must succeed
Small undead, chaotic neutral on a DC 10 Constitution saving throw or become poisoned for 1
minute. If its saving throw result is 5 or lower, the poisoned target
Armor Class 11
falls unconscious for the same duration, or until it takes damage
Hit Points 14 (4d6)
or another creature takes an action to shake it awake.
Speed 40 ft. fly (hover)
Heart Sight. The sprite touches a creature and magically knows
STR DEX CON INT WIS CHA the creature's current emotional state. If the target fails a DC 10
1 (-5) 14 (+2) 10 (+0) 10 (+0) 9 (-1) 13 (+1) Charisma saving throw, the sprite also knows the creature's
alignment. Celestials, fiends, and undead automatically fail the
Damage Resistances acid, cold, fire, lightning, necrotic, thunder; saving throw.
bludgeoning, piercing, and slashing from nonmagical weapons
Invisibility. The sprite magically turns invisible until it attacks or
Damage Immunities poison
casts a spell, or until its concentration ends (as if concentrating on
Condition Immunities charmed, exhaustion, grappled, paralyzed,
a spell). Any equipment the sprite wears or carries is invisible with
petrified, poisoned, prone, restrained, unconscious
it.
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can't
speak Full of ticking clockwork and mechanical gizmos, tin
Challenge 1 (200 XP) soldiers are mechanical creations fashioned by arcanists as
Incorporeal Movement. The spook can move through other servants and messengers. With some patience and skill,
creatures and objects as if they were difficult terrain. It takes 5 almost anyone can build a tin soldier, but spellcasters have
(1d10) force damage if it ends its turn inside an object.
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long devised methods to conjure them wholesale from the
Plane of Law's excess energies.
Tin Soldier
Tiny construct, lawful neutral
Armor Class 14 (natural armor)
Hit Points 3 (1d4 + 1) Bat
Speed 30 ft. Familiar
STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 12 (+1) 5 (-3) 10 (+0) 10 (+0) The greatest of golems are formed of iron, stone, and clay,
but the least of them are constructed of yarn. Balled and
Skills Perception +2
Damage Immunities poison sewn into a vaguely humanoid shape, yarn golems are
Senses darkvision 60 ft., passive Perception 12 among the first animated objects that arcanists learn to
Languages ⎯ create, practicing with them obsessively until they master
Challenge 0 (10 XP)
the basics and move onto more rigid materials. Yarn
False Appearance. While the tin soldier remains motionless, it is golems are friendly and playful, but risk foolishly
indistinguishable from a normal toy.
unraveling themselves if they catch on sharp objects.
Formation. The tin soldier has advantage on attack rolls when it is
within 5 feet of another tin soldier. Yarn Golem
ACTIONS Tiny construct, chaotic neutral
Armor Class 12
Bayonet. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit Points 2 (1d4)
Hit: 1 piercing damage. Speed 30 ft.
Rifle (Recharge 6). Ranged Weapon Attack: +3 to hit, range 20/60
ft., one target. Hit: 2 (1d4) piercing damage. STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 10 (+0) 1 (-5) 10 (+0) 8 (-1)
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Chapter 3: Spells
A witch’s magic is dark, rooted in the agony of a sinister 6th Level
Ruby-Eye Curse Corruption Curse
curse. But darkness begets darkness, and a witch’s curse
Sending Elemental Curse
begets even greater curses.
Slow Eyebite
The chapter begins with the witch’s spell list, followed
Speak with Dead Guards and Wards
by spell descriptions for new spells and a collection of
Speak with Plants Magic Jar
powerful, story-oriented spells called Dark Rituals.
Stinking Cloud Mass Suggestion
4th Level
Programmed Illusion
True Seeing
Cantrips (0 Level) 2nd Level Arcane Eye 7th Level
Acid Splash Animal Messenger
Banishment Curse of Binding
Chill Touch Blindness/Deafness
Black Tentacles Etherealness
Dancing Lights Calm Emotions
Compulsion Forcecage
Mage Hand Curse Ward
Confusion Mirage Arcane
Message Darkness
Curse of Aging Project Image
Minor Illusion Detect Thoughts
Curse of Youth Plane Shift
Prestidigitation Enthrall
Dimension Door Sequester
Produce Flame Hold Person
Greater Invisibility Symbol
Resistance Intrusive Thought
Locate Creature
Spare the Dying Invisibility 8th Level
Phantasmal Killer
True Strike Knock Antipathy/Sympathy
Misty Step 5th Level Demiplane
1st Level Curse Weapon Dominate Monster
Ray of Enfeeblement
Animal Friendship
Shatter Dispel Evil and Good Feeblemind
Accursed Act
Suggestion Dominate Person Glibness
Bane
Dream Mind Blank
Charm Person 3rd Level Geas Power Word Stun
Comprehend Languages Bestow Curse
Hold Monster
Curse of Chains Clairvoyance 9th Level
Insect Plague
Curse of Tomes Curse of Blades Astral Projection
Mislead
Detect Magic Dispel Magic Foresight
Modify Memory
Disguise Self Fear Identity Curse
Pharaoh’s Curse
Expeditious Retreat Hypnotic Pattern Imprisonment
Planar Binding
Faerie Fire Magic Circle Weird
Scrying
Flawed Reconstruction Major Image
Seeming
Fog Cloud Nondetection
Hellish Rebuke Remove Curse
Hideous Laughter
Hollowing Curse
Protection from Evil and
Good
Silent Image
Sleep
Thunderwave
Unseen Servant
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Spell Descriptions A creature you touch must succeed on a Wisdom saving
throw or become cursed to age and wither. While cursed,
These spells are presented in alphabetical order. the target ages at twice their normal rate, becoming two
days older for every day that passes. In addition, it has
Accursed Act disadvantage on all Strength checks and saving throws.
1st-level enchantment A remove curse spell ends this curse.
Casting Time: 1 action
Range: 60 feet
Curse of Binding
7th-level enchantment (ritual)
Components: V, S, M (incense and a black candle)
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 60 feet
Lighting a candle, you speak dark curses in a lost tongue,
Components: V, S, M (a body part from the intended
directed at one creature you can see within range. That
target, such as a fingernail, a lock of hair, or a drop of
creature must make a Wisdom saving throw or be cursed
blood)
for the duration. While cursed, whenever that creature takes
Duration: Until dispelled
the Attack or Cast a Spell action, it takes psychic damage
equal to 1d8 + your spellcasting modifier. The creature can You bind one creature or object to a location, cursing it so
repeat their saving throw at the end of their turn, ending the that it may never leave. Choose a target and a location
effect on a success. within range, both of which you must be able to see. If the
A remove curse spell ends this curse early. target is a creature, it must make a Charisma saving throw
At Higher Levels. When you cast this spell using a spell (a willing creature may choose to fail this save), or be
slot of 2nd-level or higher, you deal an additional 1d8 cursed to be permanently bound to the chosen location.
psychic damage for each slot level above 1st. While cursed, the target can act and move around freely, as
long as it remains within 20 feet of the point it is bound to.
Corruption Curse If the target begins its turn outside of this area, it must
6th-level necromancy make a Strength saving throw against your spell save DC or
Casting Time: 1 action be dragged 60 feet towards the point it was bound to.
Range: 60 feet In addition, if the creature attempts to teleport or use any
Components: V, S other means of extraplanar travel, it must make another
Duration: Concentration, up to 1 hour Charisma saving throw. On a failure, the travel attempt
fails and any resources used are wasted. On a success, the
With a piercing glare and sinister gesture, you send a
curse is suppressed until the creature returns to the plane on
ribbon of dark magic into a target’s body. A creature you
which it was bound, at which point the dragging effect
can see within range is cursed for the duration and suffers
resumes.
from one of the following effects of your choice while
A remove curse spell ends this curse.
cursed:
Dull Reflexes. The target has disadvantage on Dexterity Curse of Blades
checks and saving throws. 3rd-level necromancy
Feeble Fortitude. The target has disadvantage on Casting Time: 1 action
Constitution saving throws and can't regain hit points. Range: 60 feet
Weak Will. The target has disadvantage on Wisdom Components: V, S
saving throws as well as spell attack rolls. Duration: Concentration, up to 1 minute
A remove curse spell ends this curse early. Unholy bands of black energy tie a creature to its weapon.
Choose a creature you can see that is holding a weapon
Curse of Aging within range to make a Wisdom saving throw. On a failed
4th-level transmutation
save, the creature is cursed for the duration. A cursed target
Casting Time: 1 action can't willingly drop or stow its weapon. Additionally,
Range: 60 feet whenever it takes the Attack action on its turn, it makes one
Components: V, S additional attack using its weapon targeting itself, against
Duration: Until dispelled its own AC, dealing damage as normal on a hit.
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A remove curse spell ends this curse early. You reach out your hand and touch a willing target within
your reach, raising a smoke-like barrier around it. For the
Curse of Chains duration, the target has resistance to necrotic damage and
1st-level necromancy can't be cursed, possessed, or targeted by a hex. Also, its
Casting Time: 1 action maximum hit points can't be lowered. If the target is
Range: 120 feet already affected by one of these effects, the effect is
Components: V, S suspended until the spell ends.
Duration: Concentration, up to 1 minute
Curse Weapon
A black brand resembling iron shackles darkens the ankles
5th-level transmutation
of two creatures you can see. Choose two creatures you can
see within range of the spell and within 30 feet of each Casting Time: 1 action
other to make a Constitution saving throw. A willing Range: Touch
creature can choose to fail this saving throw. On a failed Components: V, S
save, a target is cursed for the duration. If only one target is Duration: Until dispelled
cursed by this spell, you can use your action or bonus You touch a weapon. Until the spell ends, the weapon
action on a subsequent turn to choose another target within becomes magical (if it wasn’t already) and gains the
30 feet of the cursed creature to make a saving throw. following property in addition to any others it has:
While two creatures are cursed by this spell, they are Curse. This weapon is cursed, and touching it extends
unable to willingly move further away from each other. this curse to you, unless you are a fey creature, in which
A remove curse spell ends this curse early. case you suffer no ill effect. As long as you remain cursed,
Curse of Tomes you are unwilling to part with the weapon, keeping it
within reach at all times.
1st-level enchantment
Whenever you roll a 1 on an attack roll with this
Casting Time: 1 action
weapon, roll a d6 and apply the result from the table below.
Range: 60 feet
Components: V, S d6 Effect
Duration: 24 hours 1 You fall prone and your turn ends immediately.
You speak the backward words of a dead language, 2 You are blinded until the end of your next turn.
scrambling the letters in a target's mind. Choose one 3 You are deafened until the end of your next turn.
creature within range to make a Wisdom saving throw. On 4 You are immediately teleported 20 feet in a
a failed save, the target is cursed for the duration. A cursed random direction. If you would end up within a
target can't read or write any language for the duration,
prepare spells from a spellbook, perform rituals, or cast any
spells that involve writing runes or sigils. At the end of
each hour, the target can repeat this save, ending the
effects early on a success.
A remove curse spell ends this curse early.
Curse Ward
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
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solid obstacle, you take 2d6 bludgeoning damage revert to original age, and begins making death saves as
and end up as close to the destination as possible. normal. On a success, the effects end.
5 All food items within ten feet of you immediately
spoil, becoming completely inedible. Elemental Curse
6 The weapon transforms into a live goose (or 6th-level evocation
another animal chosen by the GM), which is Casting Time: 1 action
magically bound to your hand and cannot be Range: Touch
removed by any means (except by ending the Components: V, S,
curse). It reverts to its original form after one Duration: Concentration, up to 1 minute
minute. A spark leaps from your finger to a creature you touch,
A remove curse spell ends this curse. spreading in bright cracks across its skin. The target must
make a Constitution saving throw or be cursed for the
Curse of Youth duration. While cursed, the target has vulnerability to your
4th-level transmutation choice of acid, cold, fire, lightning, or thunder damage. If
Casting Time: 1 action creature has resistance to the chosen damage type, it instead
Range: 60 feet only loses that resistance. If the target has immunity to the
Components: V, S, M (a child’s toy) chosen damage type, it is treated as having only resistance
Duration: Concentration, up to 1 hour to that damage.
This spell reverses time for a creature that you can see
Flawed Reconstruction
within range until it becomes a helpless baby. An unwilling
1st-level transmutation
creature must make a Wisdom saving throw to avoid the
effect. Shapechangers and creatures that do not experience Casting Time: 1 action
infancy automatically succeed on this saving throw. Range: Touch
If the target drops to 0 hit points, it reverts back to its Components: V, S, M (a needle and thread)
original age, and excess damage carries over to its normal Duration: Instantaneous
form. As long as the excess damage doesn’t reduce the You stitch together the wounds of a creature you touch,
creature’s normal form to 0 hit points, it isn’t knocked which regains 4d6 hit points. However, the mending is
unconscious. imperfect, and the target's maximum hit points is decreased
The target retains all of its game statistics except its base by the same amount until it finishes a long rest. A creature
movement speed, hit points, and size, which are changed to that regains hit points due to this spell will be left with
10 feet, half of the target's maximum, and one size category some permanent scars.
smaller, respectively. It cannot take any actions, bonus At Higher Levels. When you cast this spell using a spell
actions, or reactions, cannot cast spells, and cannot slot of 2nd level or higher, the healing increases by 1d6 for
communicate, except by crying (a person using the spell each slot level above 1st.
comprehend languages or similar abilities can interpret
such crying to gain a rough understanding of the baby’s Frolicking Fountain
5th-level enchantment
emotional state). While under the effects of this spell, the
target is prone and cannot stand up without the help of an Casting Time: 1 action
adult. Range: 120 feet
The target’s gear is unaffected by this spell; it will likely Components: V, S, M (a conductor’s baton)
fall off the target due to being vastly oversized. Duration: Concentration, up to 1 minute
A remove curse spell ends this curse early. You cause a 5-foot cube of water within range to animate
At Higher Levels. If you cast this spell using a spell slot in a hypnotic motion. The water swirls for the duration, not
of 7th level or higher and maintain your concentration on it leaving its space except to send small jets up to five feet
for the entire possible duration, the target makes another into the air. Each creature except for the caster within 60
Wisdom saving throw. On a failure, the target is cursed to feet which sees the fountain must make a Wisdom saving
remain as a baby until a remove curse spell ends the curse. throw or become charmed by you for the duration. While
Additionally, if the target drops to 0 hit points, it does not charmed by this spell, a creature must use its movement on
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each of its turns to get as close to the water as possible. A willingly make use of them. If left to its own devices, the
charmed creature can’t willingly move away from the target will quickly adopt a new name and begin to build a
fountain. At the end of its turn, a charmed creature can new identity.
attempt the saving throw again, ending the effect on a A remove curse spell ends this curse. When this curse
success. Once a creature has succeeded on a save against ends, the target regains all its past memories.
this spell, it cannot be affected by the same instance of it
again. Intrusive Thought
If a creature is within 5 feet of the dancing waters, you 2nd-level transmutation
can use a bonus action to command the water to lash out at Casting Time: 1 reaction, which you take when you see a
that creature. Make a melee spell attack against the target. creature within 60 feet of you taking an action
On a hit, the water deals 4d6 bludgeoning damage to the Range: 60 feet
target. If the target is charmed by this spell, it can attempt Components: V, S
the saving throw again after taking damage from it. Duration: Instantaneous
As a reaction when a creature you can see within range
Hollowing Curse
takes the Attack, Dash, Dodge, or Disengage action, you
1st-level necromancy
can attempt to distort its thinking. The target makes a
Casting Time: 1 action Wisdom saving throw. On a failed save, the creature
Range: 30 feet instead takes your choice of those actions.
Components: V, S
Duration: Concentration, up to 1 minute Pharaoh’s Curse
Tendrils of black mist extend from your fingertips, latching 5th-level necromancy
onto a creature and draining its vitality. Choose a creature Casting Time: 1 action
you can see within range to make a Dexterity saving throw. Range: 10 feet
On a failed save, the target takes 1d12 necrotic damage and Components: V, S
is cursed for up to one minute. While the target is cursed, Duration: Until dispelled
you can use your action to deal 1d12 necrotic damage to it Opening your palm, you release a puff of dust, the
automatically. The curse ends early if you use your action pestilence of mummy rot. Choose one creature within range
to do anything else, or if the target is ever outside the to make a Constitution saving throw. On a failed save, the
spell’s range or if it has total cover from you. A remove target is cursed with mummy rot. The cursed target can’t
curse spell also ends this curse. regain hit points, and its hit point maximum decreases by
At Higher Levels. When you cast this spell using a spell 10 (3d6) for every 24 hours that elapse. If the curse reduces
slot of 2nd level or higher, the initial damage increases by the target’s hit point maximum to 0, the target dies, and its
1d12 for each slot level above 1st. body turns to dust.
The curse lasts until removed by the remove curse spell
Identity Curse
or any other spell or magical effect that cures mummy rot.
9th-level enchantment
Casting Time: 1 action Ruby-Eye Curse
Range: Touch 3rd-level necromancy
Components: V, S Casting Time: 1 action
Duration: Until dispelled Range: Touch
You extend a finger to a creature's temple, who then forgets Components: V, S
its own name. Choose one creature you can touch to make a Duration: Concentration, up to 10 minutes
Wisdom saving throw. On a failed save, the target falls A red haze clouds the eyes of a creature that meets your
unconscious for 1 hour and is cursed to forget its identity. gaze. Choose one creature you can see within range to
When the target awakes, it loses all its personal memories, make a Constitution saving throw. On a failed save, the
though the target retains all of its general knowledge, creature is cursed for the duration. A cursed target can see
proficiencies, and other statistics. The target will not realize normally out to 5 feet, but is blind beyond this radius.
it has any class features or special abilities, and so does not A remove curse spell ends this curse early.
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Dark Rituals a dark ritual, the ritual fails just before it would be
completed, consuming material components as normal.
Not all rituals are performed in the daylight, and not all Spellcasters. In addition to the other attributes a spell
magic was meant to be known. Dark rituals provide a way normally has, a dark ritual might require multiple
to replicate potent magic effects that stretch far beyond the spellcasters to be present for the entire duration of casting.
reach and control of a single spellcaster. Often taking an All participating spellcasters must be in a spellcasting
hour or longer to perform, dark rituals are conducted with a circle, which is typically no larger than 5 feet in diameter
number of spellcasters at once, and require grisly material for each spellcaster involved. You are assumed to be one of
components. these spellcasters. The number of spellcasters is detailed in
Deeply sinister, and carrying dire risks and the Spellcasters entry along with the level that all the
consequences, dark rituals are forbidden to the vast spellcasters must be to perform the ritual.
majority of spellcasters. Cabals of witches and loose Ending a Ritual. Though dark rituals are fraught with
associations of warlocks preserve a handful of these rituals, peril, they are exceptionally difficult to end once
but the most powerful are remembered only in dusty, completed; a simple dispel magic or even a wish spell can’t
forgotten tomes. Uncovering one might open doors to stop their effects. Most rituals, however, have some special
unspeakable power or portend your very doom. means of being ended early, knowledge of which intrepid
Dark rituals might be welcome in your campaign as plot adventurers should hope to learn should a dark ritual go
points and McGuffins for the heroes and villains alike. awry.
Uncovering a ritual provides a tantalizing boon to be fought
over, and such a ritual falling into enemy hands creates a Apocalypse
ticking clock for the action to work against. The most Dark ritual evocation
powerful rituals even create convincing doomsday Casting Time: 24 hours
scenarios to serve as a failure state, should the heroes' quest Spellcasters: 10 of 11th level or higher
go awry. Range: Self (100-mile radius)
Certain dark rituals, like beckon the dark one, earthrend, Components: V, S, M (a sacrifice of 10 intelligent, pure-
and, apocalypse, can fundamentally change campaigns, and hearted humanoids and 10 gemstones with a total value
should be employed with caution. of 10,000 gp, which the spell consumes)
Spell Slots. All dark rituals can effectively be Duration: 1 minute
considered 10th level spells. This type of spell does not
You call upon the darkest forces to decimate the landscape,
consume a single spell slot; rather, a dark ritual drains all
razing entire cities, leveling forests, and reducing
participating spellcasters of all their spell slots. If a
mountains to rubble. When this ritual is complete, each
spellcaster does not have all of its spell slots when it begins
participating spellcaster dies instantly and their souls are
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destroyed; a creature that has cast this ritual can only be Black Sun
returned to life by means of a true resurrection or wish Dark ritual transmutation
spell.
Casting Time: 8 hours
The sky becomes blood red and fiery rocks rain down
Spellcasters: 3 of 13th level or higher
from it. Each creature within a 100-mile radius of the
Range: Unlimited
location this spell was cast takes 12d10 force damage at the
Components: V, S, M (Powdered black diamond, obsidian,
beginning of each of its turns for the duration. Nonmagical
and onyx, with a total value of at least 1,000 gp, which
structures and objects in the spell’s area destroyed, and
the spell consumes)
flammable objects, such as trees and grass, are burned to
Duration: Concentration, until dispelled
ash.
Leaving only a ring of dim light in the sky, this spell blots
Beckon the Dark One out the sun and blankets the land in darkness, which brings
Dark ritual conjuration with it plagues and dark omens. Grasses and trees in the
Casting Time: 24 hours spell’s area begin to wither within 1 day, crops and
Spellcasters: 7 of 15th level or higher livestock in the spell’s area begin to die after 1 week, and
Range: Self the water in the spell’s area becomes poisonous after 1
Components: V, S, M (a sacrifice of a willing spellcaster, month (each creature drinking it must make a DC 18
ancient scrolls containing the Words of Creation, written Constitution saving throw or take 1d6 poison damage and
backwards, and at least 7 abyssal black diamonds, worth be poisoned for a minute). If the sun remains dark for 1
at least 10,000 gp, which the spell consumes) year, every humanoid in the spell’s area takes 1d4 necrotic
Duration: Instantaneous damage each day at dawn and the recently dead have a
chance of rising from their graves. When a creature dies,
This ritual prods awake a slumbering terror, which comes
there is a 10% chance of it reanimating as a zombie 24
to unmake all things. To complete it, one spellcaster must
hours after its death.
willingly be sacrificed and forfeit its soul to travel the Void
You and the other two spellcasters must share
in search of Erebus, the Dark One. This spellcaster cannot
concentration on this spell; if all three break their
be returned to life by any means.
concentration on this spell, the spell ends and each
The sign of Erebus is then fixed in the sky above where
spellcaster takes 10d10 + 50 necrotic damage. A spellcaster
the spell was completed, and all spellcasters are burned
can resume concentrating on this spell as an action and can
darkly over their entire bodies with the sign's shape, much
break its concentration at any time (no action required.)
like a tattoo. During the next week, the sign in the sky
grows and becomes ever more elaborate, and gloomy mists Deluge of Legend
swell around the world as Erebus draws near. Dark ritual conjuration
After seven days, Erebus descends from its sign and
Casting Time: 8 hours
comes crashing to the earth, beginning an onslaught of
Spellcasters: 2 of 15th level or higher
destruction that results either in its death, or the end of the
Range: Unlimited
world itself.
Components: V, S, M (A sacrifice of 100 animals, in pairs
Statistics for Erebus are at the end of this chapter.
of male and female, and 5,000 gold pieces, which the
spell consumes)
Duration: Concentration, up to 40 days
This spell throws open the floodgates of the Plane of
Water, causing interminable rain and rising sea levels
across the Material Plane. As this ritual is cast, dark
storm clouds gather across the ritual’s radius and
rains begins to fall, continuing for the spell’s
duration, swelling from a squall to a torrential
downpour. Sea, lakes, and ocean levels rise,
overflowing streams and ponds after 1 day,
and rivers and lakes after 1 week, until all
but the peaks of mountains are submerged
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underwater. Nonmagical structures that are not carved from Jamming a stake into the earth at a fault line, you summon
stone are destroyed completely by the water, and creatures earthquakes and open great rifts in the earth to reshape the
that do not escape to high ground or otherwise secure a land. A wave of geologic devastation spreads out in a
boat which can weather the storm are almost certain to direction that you choose (north, south, east, or west),
drown. beginning along the geologic fault at which this spell is cast
You and the other spellcaster must share concentration and affecting a 500-mile wide area. This wave moves at a
on this spell; if both of you break their concentration on rate of 10 miles per hour and continues indefinitely until it
this spell, the spell ends. After the spell is ends, the rain completes a cycle around the world.
stops and sea levels retreat at twice the rate at which they An affected region experiences incredible earthquakes,
grew, restoring sea levels in time equal to half of the spell’s sinkholes, fissures, and other immense geological
duration. disturbances which reshape the landscape. A creature in the
spell’s area takes 1d8 bludgeoning damage each hour for
Demon of Vengeance 24 hours. The GM may also introduce additional hazards,
Dark ritual conjuration such as collapsing buildings, sinkholes, and falling trees.
Casting Time: 4 hours Following one day of the spell’s effects, earthquakes
Spellcasters: 1 of 5th level or higher cease and the area is unrecognizable; its elevation has
Range: 20 feet shifted, its rivers have moved completely, its mountains
Components: V, S, M (An arcane circle made with a pint have vanished and new mountains have emerged
of human blood and a gemstone worth at least 5,000 gp, elsewhere. All structures rooted in the ground have been
which the spell consumes) destroyed. All other aspects of the landscape, from the
Duration: Until dispelled coastlines, to the islands, forests, and hills, have also
The instant you complete this blood curse, a demon ascends changed in a manner decided by the GM.
to your side from the arcane circle, ready to wreak This spell can be ended early if an ivory stake is rooted
vengeance on your behalf. This spell can be cast by any in the earth at the fault line where the spell was cast.
spellcaster of 5th level or higher, but a spellcaster of 15th
Hateful Curse
level or lower will be killed by the demon after a number of
Dark ritual necromancy
days equal to the spellcaster’s level.
A demon of challenge rating 20 or lower, selected by the Casting Time: 4 hours
GM, appears in an unoccupied space that you can see Spellcasters: 1 of 11th level or higher
within range. This demon disappears only when you or it Range: 1 mile
are reduced to 0 hit points, even if a spell would otherwise Components: V, S, M (A pint of human blood and poisons
banish it to its home plane. worth at least 500 gp, which the spell consumes)
The demon is bound to wreak vengeance for one act or Duration: Until dispelled
upon one individual that has wronged you. When it is Spitting curses into a boiling cauldron, you bring forth the
summoned, you describe the events or the individual that foulest hex that can be placed upon a mortal soul. The
you seek vengeance against. Though the demon is friendly entire ritual must be completed while the target remains
to you, it is not obligated to follow any of your commands within the spell's area; if the target leaves that area, the
and can choose any course the GM deems appropriate to spell fails.
seek vengeance on your behalf. The demon leaves when its The target is cursed. While cursed, all of the target's
task is completed. ability scores are reduced by 4, to a minimum of 6. In
addition, the target's hit point maximum is halved. This
Earthrend curse can only be ended by a wish spell, or if the target
Dark ritual transmutation dies, and returns to life via a resurrection spell.
Casting Time: 24 hours This spell draws its sinister power from your life force.
Spellcasters: 3 of 15th level or higher Casting it brings your death a decade closer: you die of old
Range: Self age 10 years earlier than a normal member of your race.
Components: V, S, M (An onyx stake, worth at least
15,000 gp, which the spell consumes) Miasma
Duration: Until dispelled Dark ritual necromancy
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Casting Time: 8 hours Rite of Lichdom
Spellcasters: 1 of 15th level or higher Dark ritual necromancy
Range: Self (100-mile radius)
Casting Time: 10 days
Components: V, S, M (500 or more corpses that have been
Spellcasters: 1 of 17th level or higher
rotting for at least 1 week, and a carved stone altar worth
Range: Self
at least 5,000 gp, placed at the center of the gathered
Components: V, S, M (an object worth at least 5,000 gp
corpses)
that will become your phylactery, and an elixir of
Duration: Special
defilation worth 100,000 gp, which the spell consumes)
Upon completion of this ritual, the gathered corpses begin Duration: Instantaneous
emitting an inky, noxious vapor that burns the eyes and
This vile rite, which involves creating and consuming an
throat and spreads at a rate of 30 feet per round, stopping
elixir of defilation, binds your soul to a phylactery, granting
when it reaches the spell’s radius, and covering an area up
you corrupt immortality as a lich. You can only conduct
to 40 feet above the ground. The radius is extended by 5
this ritual under the light of a full moon, while holding your
miles for each additional 50 corpses gathered over the 500-
phylactery. Once you prepared your body for
corpse minimum. The area within the vapor is considered
transformation and spoken a long incantation, you drink the
lightly obscured.
elixir and immediately die; no spell or effect can prevent
The deadly miasma feeds on the caster’s life force. Your
this death.
maximum hit points decrease by 1 each day of the spell’s
Make a DC 20 Wisdom saving throw. If you fail the
duration, and you can’t restore your hit point maximum by
saving throw, the ritual fails and your soul becomes a
any means, short of a wish spell. You can end the effect of
wraith under the DM’s control. Otherwise, you begin
the spell by concentrating on it for 1 minute. If your hit
transforming into a lich. For the next 10 days, your soul is
point maximum drops to 0, the spells ends, you die, and
considered to be concentrating on the ritual; if your body or
you instantly wither to ash.
phylactery are disturbed in any way during the casting time,
Each creature within the vapor must succeed on a
the ritual fails and your soul is forever trapped outside the
Constitution saving throw each hour or become afflicted
planes of existence.
with a fast-acting magical disease that decays flesh and
If the transformation is successfully completed, you
saps strength. A diseased creature is poisoned and its hit
become a lich. Your statistics change in the following
point maximum decreases by 1 each hour that it remains
ways:
diseased. The disease lasts for as long as the creature
remains in the spell’s area. A diseased creature that leaves • You are now an undead creature.
the area can fight the disease by making a Constitution • Your alignment changes to evil if it was not already.
saving throw once every hour. After succeeding on three • Your AC when not wearing armor is equal to 14 + your
saving throws, the creature recovers from the disease. Dexterity modifier.
A remove curse spell cures the disease, as do magical • You have resistance to cold, lightning, and necrotic
effects which cure magical disease. When a creature is damage, and immunity to poison damage as well as
cured of the disease, its hit point maximum is restored and bludgeoning, piercing and slashing damage from
it automatically succeeds on saving throws against the nonmagical weapons.
disease for the next 24 hours. • You are immune to being charmed, exhausted,
frightened, paralyzed, and poisoned.
• You have truesight with a range of 120 feet.
Elixir of Defilation • You gain the Legendary Resistance, Rejuvenation,
Potion, legendary Turn Resistance, and Paralyzing Touch traits from the
The formula for this elixir is one of the most sought- lich stat block.
after secrets ever conceived. It is contained in • You learn the spell imprisonment if you do not know it
legendarily evil tomes and, of course, it is known to already. You can cast this spell without using a spell
every lich in the Realm. Creation of this elixir is a
slot or spell components while holding your phylactery.
difficult process that requires numerous acts of evil:
• You no longer require air, food, drink, or sleep.
one of its main ingredients is the blood of a human
infant, slain by the would-be lich’s own hand. • You are immortal and can only be killed if your
phylactery is destroyed.
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You otherwise retain the ability scores, class levels,
features, traits, abilities, memories and proficiencies that
Phylactery you had in life. You can continue to gain class levels and
Wondrous item, legendary (requires attunement by a learn new skills as normal.
lich)
A phylactery is a small object, usually a locket or
Temporal Loop
Dark ritual transmutation
box, that houses a lich's soul. If a lich is reduced to 0
hit points, their body crumbles to dust, but their will Casting Time: 1 week
and mind escape to the phylactery. After 1d4 + 1 Spellcasters: 1 of 17th level or higher
days, a new body for the lich coalesces as near to the Range: Self (10-mile radius)
phylactery as possible. The new body is identical in Components: V, S, M (Rare temporal crystal worth at least
every way to the one that was destroyed.
10,000 gp, which the spell consumes)
However, the lich must feed souls to its
Duration: Special
phylactery to sustain the magic preserving its body
and consciousness. It does this using the You twist the fabric of time into a torus, causing events to
imprisonment spell to magically trap the target's repeat indefinitely.
body and soul inside its phylactery. The phylactery This spell requires 1 week of preparation to gather
must be on the same plane as the lich for the spell to enough arcane energy to distort time, during which time
work. A lich's phylactery can hold only one creature you are expending the spell's material components. Once it
at a time, and a dispel magic spell cast as a 9th-level
is prepared, you can cast this spell as an action. If it is not
spell upon the phylactery releases any creature
cast within 1 week, it must be prepared again. During
imprisoned within it. A creature imprisoned in the
phylactery for 24 hours is consumed and destroyed
preparation, you must specify a circumstance that causes
utterly, whereupon nothing short of divine time to repeat or a circumstance that causes time to stop
intervention can restore it to life. repeating.
A lich that fails or forgets to maintain its body When you cast this spell, time rewinds one hour, and
with sacrificed souls (at least one soul every ten events play out as normal within the area of the spell. When
days) begins to physically fall apart, becoming time reaches the present, time again rewinds. This hour of
unable to recover hit points until a soul is fed to the time continues repeating until you die or the specified
phylactery and taking 10d10 radiant damage at the
circumstance causes time to stop repeating. Alternatively,
end of the tenth day. Such a lich might eventually
time may only repeat if a circumstance you specified
become a demilich if it does not feed its phylactery
occurs.
for a year and a day.
Every phylactery has a unique weakness that Creatures within the area of the spell do not age when
allows it to be destroyed. Determine this weakness time rewinds, though other creatures outside the area of the
by rolling on the table below or choosing your own. spell continue to age normally. Creatures that die or are
injured during the hour are restored to their original
d10 The phylactery can be destroyed by
condition when time repeats. Spells, the uses of class
1 Casting it into an active volcano
2 Submerging it in holy water for 24 features, magic item charges, and other abilities also restore
hours to their original state when time repeats. Creatures other
3 Smashing it with a legendary weapon than you that are within the area of the spell when it is cast
4 Opening it with a specific key also forget the events of the hour, as well as the fact that
5 Taking it to the upper planes time is looping, when times repeats.
6 Solving a puzzle-lock on the item The area affected by the spell is sealed off from the rest
7 Performing a 1-hour ritual known only of the world by an invisible dome of force.
to the creator
No creature or object can exit the dome by any means short
8 Reciting a secret passphrase
of a wish spell, though creatures can enter the dome at the
9 Playing it a certain song
10 Bathing it in the blood of a demon
beginning of a cycle using teleportation magic. Any
creature that looks through the dome can see the area
beyond, frozen in time at the moment the spell was cast.
Time outside the dome continues as normal, even as time
within the dome repeats.
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Erebus
Erebus has many names: The Dark One, the Shadow
Undead Interminable, Firstborn of Chaos, and the Last Primordial.
Berserker His appearance shall certainly spell doom for the world and
bring a reckoning to the gods.
Firstborn of Chaos. From Chaos the world was born,
and once again to Chaos shall it return.
Before the primeval gods laid the universe's
foundations, a groundwork upon which they could shape
and form the interminable Chaos, they devised a failsafe to
ensure their success. Before all else, they drew forth
Erebus, a being of unmaking, from the Chaos to unravel
and destroy their creations. For the gods, in their infinite
wisdom, realized that not even they could forge a perfect
world on the first try – indeed, countless universes were
created and discarded before the gods settled for the current
one, with its particular compromises and imperfections.
Erebus was the tool for erasure, made to consume flawed
Undead Plague universes and return them to the Chaos so that the gods
Dark ritual necromancy might try again.
Casting Time: 1 week Shadow Interminable. Erebus is absent in the universe
Spellcasters: 3 of 13th level or today; the gods could not abide a being with the power to
higher destroy them, and indeed, all of creation. Where Erebus has
Range: Self (100-mile radius) gone is another matter entirely. Most speculate that Erebus
Components: V, S, M (a sacrifice of 1,000 humanoid is in the Void, the plane between all other planes, devoid of
corpses, dead for less than 30 days, and 13 specially- existence; the destination of dead gods.
carved rubies with a total value of 1,300 gp, which the Occult scholars claim that Erebus is a vestige, a
spell consumes) fragment persisting in Void, slumbering and waiting for the
Duration: 1 year end of time. His sigil is that of great power to binders, but
none can say if the vestige is Erebus itself.
By your curse, the dead rise from their graves, and those
But legends of the primordial gods paint a stranger
slain by undead also join their ranks. You and the other two
picture – in ancient languages, the word Erebus means
spellcasters which cast this spell die and are reanimated
Darkness, and is used both as the name of the Dark One,
instantly as zombies upon completing the ritual.
and the name for the Void itself. This implies either the
When you cast this spell, each humanoid corpse within
ancients saw no reason to distinguish between the two, or
the spell’s area that died in the last 30 days becomes
simply believed the two were one and the same.
undead. These humanoids can’t be returned to life by any
Last Primordial. Erebus appears as a thing of
means short of a resurrection or wish spell. Corpses
nightmares, an embodiment of the Void itself. Hundreds of
animate into a randomly-selected or GM-selected ghast,
feet long and dozens wide, without appendages of any sort,
ghoul, shadow, skeleton, wight, or zombie, based on how
Erebus most resembles a serpent or worm, though it is not
the individual lived their life and died.
always cylindrical down its length. It is always
For the spell’s duration, those slain by the undead
accompanied by a haunting drone, and a rush of winds
created by this spell also become undead 24 hours later, if
surging toward it.
not sooner returned to life.
Its most striking characteristic, however, is its incredible
This spell ends early if all undead created by this spell
maw. Occupying the entirety of what might otherwise be
are slain. It also ends early if a special ritual requiring 1
considered a face, Erebus's mouth is always open, ever-
hour, powdered rubies with a total value of 1,000 gp, and
consuming, and lined with rows of sharp teeth. Even seeing
the corpses of the spellcasters which cast this spell, is
conducted.
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into it pushes the mind to its breaking point: inside is the
deepest black, a strangely enticing Void, from which
escapes no light. At its edges, space warps in strange ways,
giving it the appearance that everything somehow is
perched precariously, ready to fall into its gaping mouth.
Its outer skin – if it can be called that – is stretched relief
of tortured faces, whose mouths are frozen in an eternal
scream, exposing pinpoints of the abyss underneath. The
skin, and its impressions of anguishing vestiges, appears to
be paper-thin, but extraordinarily tough; there is nothing
underneath it, for Erebus's true substance is the Void.
Erebus gain advantage on two of its Deadlight attacks, or it can use its
Obliterate ability.
Gargantuan aberration (titan), chaotic evil
Armor Class 25 (natural armor) Deadlight. Ranged Spell Attack: +12 to hit, range 120 ft., one
Hit Points 553 (27d20 + 270) target. Hit: 27 (6d6 + 6) radiant damage.
Speed burrow 60 ft., fly 60 ft. (hover) Frightful Presence. Each creature of the Erebus's choice within 120
feet of it and aware of it must succeed on a DC 21 Wisdom saving
STR DEX CON INT WIS CHA throw or become frightened for 1 minute. A creature can repeat
18 (+4) 22 (+6) 30 (+10) 14 (+2) 16 (+3) 12 (+1) the saving throw at the end of each of its turns, with disadvantage
if Erebus is within line of sight, ending the effect on itself on a
Saving Throws Int +14, Wis +16, Cha +12 success. If a creature's saving throw is successful or the effect ends
Damage Immunities cold, fire, poison; bludgeoning, piercing, and for it, the creature is immune to Erebus's Frightful Presence for the
slashing from nonmagical weapons next 24 hours.
Condition Immunities blinded, charmed, deafened, exhaustion,
Doom Burst. Each creature within 60 feet of Erebus must make a
frightened, prone
DC 21 Constitution saving throw or take 39 (6d12) force damage
Senses truesight 120 ft., passive Perception 17
and be knocked prone.
Languages ⎯
Challenge 30 (155,000 XP) Obliterate. Erebus makes one melee attack (+13 to hit) against a
target within 15 feet of it. On a hit, the target is restrained as it is
Legendary Resistance (3/Day). If Erebus fails a saving throw, it can pulled into Erebus’s teeth, and risks plunging into the Void beyond.
choose to succeed instead. At the beginning of each of the creature’s turns, it must make a DC
Annihilator. Erebus obliterates any nonmagical object that touches 21 Dexterity saving throw or take 21 (6d6) necrotic damage. On a
it. If an object is larger than Erebus touches it, only parts of it successful save, the creature escapes the teeth and is no longer
within 5 feet of the point of contact are disintegrated. Any restrained. If the creature falls unconscious or fails three
creature that directly touches it takes 8d10 forces damage. successive saves, it falls to its death and is disintegrated in the
Void. No means, short of a wish spell, can return to life a creature
Magic Resistance. Erebus has advantage on saving throws against slain by this ability.
spells and other magical effects.
LEGENDARY ACTIONS
Limited Magic Immunity. When Erebus is targeted by a spell, roll a
d4. On a 1, Erebus is unaffected. Erebus can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Regeneration. Erebus regains 50 hit points at the start of its turn. If
only at the end of another creature's turn. Erebus regains spent
a wish spell is used to stop Erebus's regeneration, this trait doesn't
legendary actions at the start of its turn.
function for 10 minutes. Erebus only dies if it starts its turn with 0
hit points and doesn't regenerate. Deadlight. Erebus makes one deadlight attack with advantage.
Multiattack. Erebus can use its Frightful Presence and its Doom Obliterate (Costs 2 Actions). Erebus uses its Obliterate ability
Burst. It then makes four attacks using Deadlight. Erebus can either against one a creature within 15 feet.
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Appendix: Epic Boons
Though characters that achieve 20th level no longer gain Boon of Hex Mastery
class levels or other forms of advancement, they can gain Prerequisite: Hexes class feature
special powers called Epic Boons, which are awarded by
You learn an additional Hex of your choice. You can
the GM. Each boon should represent a character’s growth
receive this boon multiple times.
in some way, and should accompany an appropriately
important moment, such as when a character completes a Boon of Ill Fortune
major quest, defeats a nemesis, or learns a crucial piece of When a creature you can see rolls a natural 20 on an attack
information. Each boon can only be awarded to a player roll, saving throw or ability, you can use your reaction to
once, unless otherwise specified. change it into a natural 1. Once you use this ability, you
must finish a short or long rest before using it again.
Boon of Anathema
Prerequisites: Ability to cast a spell that curses a target Boon of the Jinx
Whenever you hit a target you have cursed with an attack, Prerequisite: Ability to cast the bane spell
you deal an additional 1d6 fire damage. Additionally, any You can now cast the spell bane without expending a spell
creature that has been cursed by you also has disadvantage slot. Furthermore, hostile creatures have disadvantage on
on ability checks while cursed. their saving throws against this spell when you cast it.
Boon of Torment
Prerequisite: Witch class
You gain a second Witch's Curse, in addition
to the one you were afflicted with at 1st level.
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Producers
Michael Quinn Alexander Jason Ford Joe Shine
Justin Forkner Garcia Skeleton Jester Eddie Freeman
Bryce Clark Ariel Drissman Austin Ridgard Brandon
James Tyler brandon johnson Gregory Guðmundur
Richie Data Frag Karl Bludworth Guðmundsson
Julien Therrien The Knuckle of Pandric Kurt C Yost
M. Maxwell Vecna Anthony
luke maxwell
Matuszak JA Zackary D
Daniel
Brandon Martin John Daniel Lamoureux Szechenyi
Grif Zillman Wes Decker
Neyd Harlequin
Emily Noelle Kody Travis Prosser
Matthew Atkins
tyrell hayward Wyrm_f00d Ryan Ely
LeoSaysNO
Chris Alfieri Charles Koeppel The Palm of
William Dunbar
Kura Tenshi Flynn Patrick Vecna
Joshua Cates
Harne Patrick van der
Michael Jeanes Jordan Snyder
Robert Field Linde
Jared Masouras SixAughtFive
Dreydon Barber Patrick Jackson
EroCK Garrett Lloyd
Drew Hayes bolthawk
Art Credits
Cover Pg. 1. 14, 19, 20, 26, 27, 30, 35 by Martin Kirby
All other art is public domain, CC0.
License
This material is being released under the Open Gaming License.
OPEN GAME LICENSE Version 1.0a
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Complete Witch Copyright 2017, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason
Sinclair
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