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CREDITS

Designer: Goob The Goblin


Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover & Interior Illustrators: Goob The Goblin

ON THE COVER
The whimsical witch Merida, first of her name, protecter
of the west, Alderman of Montoled, last of the eight.
Vicious and fierce, she holds back armies and manipulates
the lands to her will. She prepares to cast a spell that shall
rip someone in two.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Spelljammer, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2023 by Gabriel Menzie and published under the Community Content
Agreement for the Dungeon Masters Guild.

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TABLE OF CONTENTS
Credits..................................................................................... 1
Table of Contents .................................................................. 2
Class: Witch ........................................................................... 3
Class Features................................................................................ 4
Witches Magic ......................................................................... 4
Power of the Oracle ................................................................ 4
Witches Ritual ......................................................................... 4
Coven ......................................................................................... 4
Witches Familiar ..................................................................... 5
Mystic ........................................................................................ 6
Warded ...................................................................................... 6
Covens ............................................................................................. 7
The Academic .......................................................................... 7
Friend of A Spirit ..................................................................... 7
The Wild One ............................................................................ 8
Background: The Prophet.................................................... 10
Feature: Foresight .......................................................................10
Suggested Characteristics....................................................10
Magic Items .......................................................................... 11
Bag of Healing .............................................................................. 11
Bell of Notification ...................................................................... 11
Cloak of Teleportation................................................................ 11
Hat of Manipulation ................................................................... 11
Hat of a Witch ............................................................................... 12
Prophets Blindfold ...................................................................... 12
Whistle of the Worgs .................................................................. 12
Witch’s Cauldron ......................................................................... 12
Witch’s Hut ................................................................................... 13
Witch’s Spell List ................................................................. 14

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CLASS: WITCH
WITCH’S MAGIC
Witches are mystical beings with strange magic, often
finding themselves the focus of myths and legends little
is widely known of them. Most witches use a form of
natural magic, typically pulling magic from the world
around them. Witch’s magic tend away from the massive
destruction that many wizards and sorcerers can cause,
preferring spells that can aid themselves and their
communities in daily life. Although many witches are
experts in the filed of curses and banes.

WITCH’S REPUTATION
Witches are notorious for being hermits and oracles,
which often broods rumors of their cunningness and
trickery. Many witches are seen as curse spitters and
devil talkers, however most of these comments are
unfounded. Most witches are kind old women and caring
people, often being pillars of communities. Although
many enjoy having ill-begotten gossip and use it to aid
their endeavors.

WITCH’S CULTURE
Witches are often deeply spiritual, having an innate
sense for the supernatural. They are regularly viewed
and used as a bridge between our world and that of the
spirits. Along with this, witches tend to form small groups
with each other, usually in the lines of 2 to 5. These groups
can take different forms; from distant relations that aid
each other on occasion to tight nit families that work
together as one.

WITCH’S APPRENTICE
Many witches take on an apprentice, young witches to aid
them and to whom they aid. Due to the secretive nature of
a witch’s power most have to be taught how to use their
gifts by another witch. Neither of these tasks are simple or
easy, as a result witch apprentices tend to be the children
of other witches and have been in training their entire
lives. Even when a witch is not the child of another, the
relationship between the mentor and apprentice is often
very strong and lasts several life times.

3
CLASS FEATURES POWER OF THE ORACLE
At 1st level you gain the ability to create potions and mixes,
HIT POINTS read palms, and see signs in nature. You gain proficiency in
Hit Dice: 1d8 per Witch Level
the Druidic Language. Additionally, every time you take a
Hit Points at 1st Level: 8 + your Constitution modifier
short or long rest you gain a number of oracle points equal
Hit Points at Higher Levels: 2d4 (or 5) + your Constitution
to your proficiency bonus. These points last until used and
modifier per Witch level after 1st
may be used on the following.
PROFICIENCIES • Five oracle points can be spent to make a common potion,
Armor: None
this takes one hour and can be done over a long rest
Weapons: Simple Weapons
without penalty.
Tools: (a) Alchemist's Supplies and one Artisans Tool of
• Ten oracle points may be spent to make an uncommon
your choice or (b) Herbalism Kit and one Musical
potion. This takes two hours and cannot be done over a
Instrument
long rest without penalty.

Saving Throws: Wisdom, Charisma • When a short rest is taken you may spend any number of

Skills: Choose two from Nature, Survival, History, Animal oracle points, healing everyone participating an equal

Handling, Perception, Persuasion, Deception, Intimidation number of hit points.


• You may spend 2 oracle points to perform a 1-minute
EQUIPMENT ritual on a willing participant who isn't you. The creature
You start with the following equipment, in addition to the
gains advantage on its next skill check, saving throw, or
equipment from your background.
attack roll.
• (a) a component pouch and a spell book

• (a) a quarterstaff or (b) a simple weapon WITCHES RITUAL


• (a) an explorer's pack or (b) a scholar's pack Starting at 2nd level you learn the magic of ritual. Once a
rest you may cast one of the following ritual spells as a
WITCHES MAGIC ritual with this ability; Alarm, Ceremony, Detect Magic,
Starting at 1st level you gain a number of cantrips equal to Identify, Illusory Script, and Speak with Animals.
your Wisdom modifier. Additionally, you gain a number of Starting at 6th level you may cast a ritual spell in this way
known spells equal to twice your proficiency bonus. These twice a rest. Additionally, you gain access to the following
spells must be of a level equal to or lower than your max ritual spells; Animal Messenger, Augury, Gentle Repose,
spell level as seen on the class table and from the Witch Leomund’s Tiny Hut, and Skywrite.
spell list. You may prepare a number of spells equal to your Starting at 11th level you may use this ability three times a
proficiency bonus at the end of every long rest. Prepared rest. You also gain access to the following ritual spells;
spells of 5th level or lower may be cast once a short or long Commune with Nature, Contact Other Plane, Forbiddance,
rest, while all other prepared spells may be cast once a long Instant Summons, and Telepathic Bond.
rest. When you level up you; may exchange up to two of your
existing known spells, gain additional cantrips from an COVEN
increase in your Wisdom modifier, and gain new spells from At 3rd level you choose one of three covens as your subclass.
an increase in your proficiency bonus. Your spellcasting Either; The Academic, Friend of a Spirit, or The Wild One.
ability is Wisdom. You gain one feature from this coven now and more at
Spell Save DC= 8+ PB+ Wis Mod 7th, 10th, and 14th levels.

Spell Attack Mod= PB +Wis Mod

4
WITCHES FAMILIAR THE ALL-SEER
Starting at 5th level you gain the admiration of an animal in You and your familiar share a deep and unbreakable bond.

the form of a familiar. This familiar takes the form of any Connected on many levels.

medium or smaller beast of CR 1 or lower. • We Are One (5th Level): As an action, you may inhabit
Your familiar always appears with max hit points and has
your familiar's body. When doing so you enter a trance
its intelligence raised to 10 if not already there. Your
and act as if you were your familiar. This lasts until you
familiar cannot attack but may take other actions on your
dismiss it or one of you falls unconscious. You may not do
turn, acting independently. You may communicate with
this while you and your familiar are on separate
your familiar as if you shared a language and could verbally
planes. While in this trance you are considered
talk, but no one else may communicate with your familiar in
incapacitated.
this way. As an action, you may summon your familiar to an • Magic Touch (9th Level): As a bonus action, you may
unoccupied space within 5 ft. of you, as long as you are on
transfer a spell to your familiar. The spell must be cast on
the same plane of existence.
the same turn and cannot have taken effect yet. When this
If your familiar dies you may spend an hour summoning
is done the spell acts as if it has been cast from the
their spirit back from death, or you may lay them to rest and
position of your familiar. Your familiar must be able to
summon a new familiar. The latter may take time and effort
see or hear you to do this.
to convince a new animal to bond with you. If either of these • Sanctuary (13th Level): As an action you may place your
things ever occurs you may choose a new bond type.
familiar into an object, this object must be small enough
When you form a pact with a familiar you choose a bond
to fit within your hand. While in this object your familiar
type, this bond type will give you a special ability now, and
is perfectly safe and is a place of comfort for them. As an
again on further levels.
action, you may summon your familiar back into this

THE BEASTLY
dimension. When this is done, they return with max hit
points, as long as they spent at least a minute within the
Your familiar is big and bulky, acting not only as a friend
object.
and assistant but as a guard.
• Saving Grace (15th Level): As a ritual taking one minute
• Monstrous (5th Level): Your familiar can now be any
you may create an illusion around your familiar, this
medium or smaller monstrosity of CR 1 or lower, with a illusion lasts for one minute and you must maintain
base intelligence of 5 or lower. Additionally, they may concentration on it. While active your familiar looks like
now take the attack action. Your familiar loses the you, in whatever clothing you wish, and may interact with
multiattack feature if they have it. objects as if this was their real body. The illusion
• Beastly Might (9th Level): Your familiar may now add
disappears if you lose concentration or your familiar
your proficiency modifier to damage rolls they add their takes any damage.
Strength or Dexterity modifier to.
• Beastly Cry (13th Level): When your familiar dies it may

use its last moments to cry out. Every creature of the


familiar's choice that can hear it, gains temporary hit
points equal to half your level rounded down.
• Take Me (15th Level): As a reaction when you are hit by an

attack that would reduce you to zero hit points your


familiar may swap places with you, your familiar must be
within 10 ft. of you. Your familiar is reduced to zero hit
points instead of you. Once this is done you must
complete a long rest before doing so again.

5
THE GALIVANTRESS
Your familiar is more than a companion, it is your steed.

• Ride (5th Level): Your familiar may now take the form of

a large beast, and must be big enough for a creature of


your size to ride. While riding your familiar they may take
the attack action as described in the “Mounted Combat”
section of the PHB. While mounted on your familiar you
have advantage with melee attacks against any target
smaller than them.
• Charge (9th Level): While riding your familiar you may

take the dash action as a bonus action. Additionally, when


you move at least ten feet before making a melee attack,
you may add both you and your mount's Strength
modifiers to the damage roll.
• Soaring Mount (13th Level): While riding your familiar

you may use an action to leap into the air. When this is
done your familiar gains a flying speed equal to their
walking speed, this lasts for 30 seconds or until they
touch the ground. Once this ability is used you must take a
short or long rest before doing so again.
• Lifeless Retreat (15th Level): As an action your familiar

may pick up an unconscious creature of its size or


smaller. An unconscious creature carried by your familiar
has advantage on death saving throws.

MYSTIC
At 17th level you gain access to more powerful spells than
can be imagined, you may add one spell of 9th level from
the Witches spell list to your known spells.
At 20th level, you may add one more 9th-level spell from
the Witches spell list to your known spells.
Neither of these spells counts against your number of
known spells.

WARDED
At 18th level you gain access to powerful wards, which can
protect your team from attacks. Once a short rest you may
touch a creature activating your wards, for the next 30
seconds (6 rounds) all attacks against them are made with
disadvantage, they have advantage on saving throws
against magical attacks, and all weapon attacks deal half
damage to them.

6
COVENS POWER OF MAGIC
Starting at 10th level magic begins flowing through you at
Your connection to magic is deeply primal, not learned in a
an accelerated rate. You may now cast 3rd level spells and
book or taken from higher beings. However, a little help
lower twice a rest.
here or there can’t hurt. Most witches form covens, to aid
them in their journeys. Finding resources, friends, and
SCROLLS O’ PLENTY
knowledge to help them succeed. Are you an academic, Starting at 14th level your magical knowledge increases.
relying on books and prior caretakers for your knowledge? When you take a long rest, you may spend 10 oracle points
Or you could be a Friend of a Spirit, calling to otherworldly creating a spell scroll. The spell must be on the Witch's Spell
friends to grant you affinity. Maybe you're a Wild One, List of 4th level or lower, you do not have to have the spell
leaning deep into the primal nature of your magic, on your spells known list.
strengthening your connection to the nature witch you draw If you spend 20 oracle points you may make a scroll of
your power. spells 6th level or lower.

THE ACADEMIC FRIEND OF A SPIRIT


Your enchantments are known worldwide for their quality You’ve worked hard to grow your connection with the
and cunning. Slinging spells is what your hands and mind spirits of other worlds becoming a bridge for their power
were made for. and will. As a result, you have been granted a power from an
otherworldly spirit, from the fey wilds or the shadowfell,
KNOWLEDGE and can use their power to assist you.
At 3rd level you may choose two additional skill
proficiencies from Arcana, Investigation, Insight, Religion,
FRIEND OF A SPIRIT
Medicine, or any skill listed in the witch’s proficiencies that At 3rd level you become the friend of a spirit. You may work
you did not take. together with your DM to determine what that spirit is,
choose one of the four options below to represent this
SCHOOL OF MAGIC being. The option you choose should constitute this being's
At 7th level you gain a school. You gain additional spells
dominant characteristic. You use this same option for later
based on your school, these spells are always considered
features in this coven.
prepared and do not count against your spells known or
prepared. • Good: You gain the Spare the Dying and Guidance

• School of Abjuration: Blade Ward, Shield, Aid,


cantrips. These do not count against your known cantrips.
• Evil: You gain the Minor Illusion and Vicious Mockery
Counterspell
cantrips. These do not count against your known cantrips.
• School of Conjuration: Create Bonfire, Fog Cloud, Vortex
• Lawful: You gain proficiency in martial melee weapons.
Warp, Thunder Step
• Chaotic: The number of prepared spells you may have is
• School of Divination: Guidance, Identity, Mind Spike,
increased by one.
Tongues

HONORED FRIEND
• School of Enchantment: Encode Thoughts, Bane,

Enthrall, Incite Greed At 7th level you gain additional features based on your
• School of Evocation: Booming Blade, Burning Hands, choice at 3rd level.
Darkness, Daylight • Good: Whenever you reduce a hostile creature's hit points
• School of Illusion: Minor Illusion, Illusionary Script,
to zero you gain temporary hit points equal to your
Mirror Image, Fear
Wisdom modifier.
• School of Necromancy: Chill Touch, Cause Fear,
• Evil: Your familiar is more cunning and powerful than
Blindness/ Deafness, Animate Dead
most, it can now take the form of a Pseudodragon or an
• School of Transmutation: Thaumaturgy, Longstrider,
Imp.
Barkskin, Blink • Lawful: You gain the Searing Smite, Branding Smite, and

Blinding Smite spells to your known spell list. These do


not affect your spells known.

7
• Chaotic: As an action you may choose one creature you to your true state and the hit points you had at the time of
can see within 30 ft. Your target gains advantage or transforming, carrying over any extra damage.
disadvantage (your choice) on the next skill check, saving While in a wild shape form, you cannot cast spells that
throw, or attack roll they make. Once this feature has require verbal, somatic, or material components.
been used you must complete a short rest before doing so
again.
SPIRITUAL MOTHERLAND
At 7th level you gain access to a spiritual motherland and

THANK YOU, SPIRIT, gain additional known spells based on the motherland you
At 10th level you can call upon your spirit’s power to infuse choose. These spells can be prepared as normal but do not
within your spells. This feature gives you a number of count against your spells known.
charges equal to your Wisdom modifier, these charges • Motherland of Elements: Acid Splash, Absorb Elements,
refresh on a long rest. When you cast a spell, you may use
Burning Hands, Continual Flame, Gust of Wind, and Call
your bonus action to spend any number of charges you Lightning
wish, for every charge you spend the spell you cast is • Motherland of The Animal: Primal Savagery, Animal
considered to have been cast one level higher. You cannot
Friendship, Beast Bond, Animal Messenger, Beast sense,
cast a spell at a level higher than is available to you, as seen
Summon Fey
on the Witch’s Class Table. • Motherland of Earth: Thaumaturgy, Earth Tremor,

SPIRIT’S BLOOD
Entangle, Earthbind, Pass Without Trace, Plant Growth

Starting at 14th level your blood boils with the might of your • Motherland of Plague: Chill Touch, Arms of Hadar, Inflict

spiritual guide, whenever you fall unconscious there's a Wounds, Blindness/ Deafness, Ray of Enfeeblement,

chance that you will stabilize. When you fall unconscious, Hunger of Hadar

you may roll percentiles; 1%-50% nothing miraculous


occurs, 51%-80% you gain a death saving throw success,
SPIRITS GROVE
Starting at 10th level you gain the ability to commune with
81%- 99% you are immediately stabilized, and 100% you
nature, summoning a temporary Grove. As a ritual taking 1
return to 1 hit point. Additionally, your max age range in
minute and requiring you to be in a space surrounded by
increased by 100 years.
substantial nature. When this is done you may choose one of

THE WILD ONE


the Grove Effects to put in place.
Alternatively, you may spend 10 oracle points to make
Your friendship with nature has gone far beyond that of a
this effect last for 1 week. At the end of the week, when the
normal person, you and nature share a bond like no other.
effect would disappear, you may come back and spend an

WILD SHAPE additional 10 oracle points to refresh the time limit. If this is
Starting at 3rd level you gain the ability to shapeshift. When done 3 weeks in a row the effect becomes permanent.
you gain this ability choose one beast of CR 0, such as a cat
or eagle. As a bonus action, you may transform into this Grove Effects
creature as many times as you wish. Using a bonus action to
• Nature's Guardian: You cause any number of creatures of
turn back to your normal form.
your choice to become hidden as if they were under effect
Additionally, as a bonus action, you may assume the
of the “pass without trace” spell. The effect is broken if
shape of other creatures you have seen. These creatures
the affected creature moves more than 30 ft. from where
must be of a CR equal to half your level or lower. This form
this ritual was performed. This effect lasts for 8 hours.
lasts for one minute or until you dismiss it as a bonus
• Woodland Tower: You cause a 30 ft. radius 10 ft’ tall
action. You may transform in this way a number of times
cylinder to appear. The structure appears to be formed
equal to your Wisdom Modifier.
naturally and is made from natural materials. It has a
When transforming in these ways you retain all your
singular doorway big enough for a medium creature,
mental stats, but physical stats and all other attributes are
although any beast can enter the structure. Any beast that
shifted to that of the creature (including hit points.). Any
enters the structure is considered neutral to you for the
items you are carrying are transformed with you. Your
time spent within. Once you have left the structure for
transformation drops if you fall to 0 hit points, you return
more than an hour it is; consumed into nature becoming

8
part of the natural landscape, subsiding into a non-
magical element such as an oasis, or is claimed by the
spirits of the land becoming inaccessible to most. Your
DMs choice.
• Spring of Birth: An oasis of your choice appears,

encompassing a 30 ft. sphere. The oasis contains all that a


creature could need to survive including food, water, and
shelter. Any beast born within the oasis is stronger and
smarter than usual, a beast that is born in and spends its
entire development within the oasis has a 50% chance to
become sapient, roll percentiles. Anything above 50% is
considered to have the intelligence of an average human,
above 75% is considered to have greater intelligence than
any human and a 100% is considered to have equivalent
intelligence to an immortal being.

MASTER OF NATURE
At 14th level the time limit that appears on some of your
wild-shape forms is increased. You may now enter your
limited wild-shape forms for an hour instead of one
minute.
Additionally, you gain the ability to cast some spells
within your wild-shape forms. You can now complete verbal
and somatic components within a wild-shape form,
however, material components still cannot be
administered.

9
BACKGROUND: THE d8

PROPHET
4 Others see me as sporadic; some call me insane, I exist in a
world inconceivable to them.
5 I see the world in black and white, what has come and what
Prophets are praised around the world for their intelligence is to come.

and their prowess. Seen as predictors of the future and 6 Nothing can shake my belief in myself or my visions.

leaders of the present prophets often find themselves as 7 My gifts are too important to waste time with the trivial
things in life.
high-ranking members of religious orders or coveted town
8 I fixate on every detail around me, I can’t afford to miss an
elders.
omen.
Most prophets put forth a vestige of knowledge and
I DEALS
grace, however many view their gifts as a curse. Prophets
d6
can often be plagued by terrible visions of bloody futures
1 Messiah. I see what others cannot, it is my duty to lead
and terrible atrocities spending their life seeking solutions them where they can’t go. (Good)
to these problems. 2 Chosen. I am the chosen one, my visions come from gods.
All prophets are different coming from various cultures, (Lawful)
which greatly affects their foresight and how they use it. 3 Broken. My visions are random and unconnected, but not
Some prophets see one major recurring image in their
useless. (Neutral)
4 Will. My visions are not predictions but instructions, they
minds, while others see seemingly random images, and
must come to pass. (Evil)
others only see bits and pieces never forming a full vision.
5 Worthless. My visions have no deeper meaning, my mind
No matter how their prophetic visions manifest they can be pulls them out of the either at random. (Chaotic)
changed, a prophet only sees what is likely to come, not 6 Power. I hope to one day use my gifts to save the world.
what will come. (Any)

B ONDS
Skill Proficiencies: Insight, Investigation, Persuasion d6
Tool Proficiencies: One set of artisan’s tools 1 I keep my friends close; they are my family.

Equipment: A prophetic book containing recollections of 2 I do everything I can to seem “normal,” others may not trust
the true me.
visions incomprehensible to most, incense, ink, ink pen, a
3 True power comes from belief and faith.
holy symbol, common clothes, and a pouch containing 10
4 Everything I do is for my family and the people of the world.
gp.
5 My visions predict things long in the future, I must preserve

FEATURE: FORESIGHT
them as best I can for future generations.
6 I would do anything to rid myself of my visions, but I
You see glimpses of the future and can occasionally channel
understand their importance.
that power onto specific moments. You gain access to the
F LAWS
Guidance cantrip.
d6

SUGGESTED CHARACTERISTICS 1 I trust my visions implicitly, whether I believe them to come


to pass or not.
Prophets are often alien to most, experiencing the world
2 I tend to be overly trusting of other people’s claims of
through a lens that many cannot conserve. They typically
visions.
prefer solitude, needing time and energy to decrypt their 3 I often lie about the truth in my visions to manipulate the
often-vague visions. However, most keep a small group of people around me.
closely guarded and trusted friends. 4 I judge others harshly based on my visions.
5 I obsess over my visions, to the detriment of myself.
P ERSONALITY T RAITS
6 I tend to be untrusting of those I haven't received visions of.
d8
1 I’m distant from most people, it’s hard to know who is truly
a friend and who is using me for my power.
2 I try to find common ground between me and my enemies.
3 I see omens and signs everywhere I go; my visions have
made me overly superstitious

10
MAGIC ITEMS HAT OF MANIPULATION
Wondrous item, uncommon

BAG OF HEALING A top-hat made of black velvet with a large purple bow
raped around the base. The Hat of Manipulation has the
Wondrous item, common
ability to manipulate forms, both of creatures and objects.
A small black bag, no bigger than a coin pouch containing
As an action an object, small enough to fit within the hat
1d6+4 eyeballs, the eyes are glasslike and covered in a
fully, may be placed within the hat and the command word
slimy residue. As a bonus action, you may have one willing
may be spoken. The object instantaneously transforms,
creature eat one of the eyes curing them of a minor illness,
roll on the Object Table, and for the following hour, it
a non-magical condition, or healing them 1d4 hit points,
retains this new shape. At the end of the hour, the new
your choice. Once the bag is depleted there's a chance that
form disappears and the original object is destroyed.
it will magically refill, roll percentiles, there is a 50%
Additionally, you may place the hat upon the head of a
chance that the bag will refill with 1d6+4 eyes and will
willing creature and speak the command word. The
have the chance of refilling once depleted again. If you fail
creature is mutilated into a new form, roll on the Creatures
to roll above 50% the bag refills with 1d4+4 eyeballs and
Table, this new shape lasts for 1 hour or until a spell such
will not refill once depleted.
as remove curse is cast on them. The creature's equipment

BELL OF NOTIFICATION changes with them as well if needed. The Hat of

Wondrous item, uncommon (requires attunement) Manipulation may be used 3 times a day.

While attuned the small gold bell floats around your waist.
O BJECTS T ABLE
At the end of each long rest, you may choose a creature
d6 Effect
type; aberration, beast, celestial, construct, dragon,
1 A small rock shining with magic. The rock is a +3
elemental, fey, fiend, giant, humanoid, monstrosity, ooze,
magical weapon, with a range of 30/60, that deals 1d6
plant, or undead. Until the end of your next long rest, the bludgeoning damage on a hit. The wilder is considered
bell will ring (waking you if asleep) when the designated proficient with the rock while holding it.

creature comes within 50 ft. of you. The bell cannot tell the 2 Two bonnets, if worn they provide fire resistance to
their wearers.
difference between specific people or differentiate specific
3 Three bones that play a jaunty tune. Anyone within 30
monsters within a creature type.
feet of the bones is automatically cured of any non-
magical conditions and gain advantage on saving
CLOAK OF TELEPORTATION throws to overcome magical conditions.
Wondrous item, uncommon 4 Four wooden hands, while holding one of the hands the
A scratchy brown cloak that perfectly wraps around a creature gains an extra reaction. This reaction cannot
be used at the same time as their other reaction.
medium humanoid. While wearing the cloak you can
5 Five rideable clouds with a 40 ft. fly speed.
teleport in times of need. Once an encounter when you are
6 Six mugs full of milk, the milk is constantly cool and
hit with an attack, you may use your reaction to escape,
refills after being drunk. As an action the milk may be
taking half the attack's damage and teleporting 1d12 drunk, allowing the drinker to spend a hit die to heal.
squares away. (You must teleport the max distance
possible) Additionally, when you fail a saving throw for an C REATURES T ABLE
area effect, such as the spell fireball, you may teleport in d6 Effect
the same way and be affected as if you had saved. When 1 The creature grows 2 feet taller.
you teleport in either of these ways the cloak stays behind, 2 The creature grows substantial facial hair.
falling to the ground where you once stood undamaged. 3 The creature gains weight, increasing its size by 100 lb.
4 The creature shrinks, becoming one size smaller.
5 The creature's face, manipulates to look like that of the
closest intelligent being to it.
6 The creature's ancestry changes, determined by the
DM.

11
HAT OF A WITCH WITCH’S CAULDRON
Wondrous item, common (requires attunement) Wondrous item, very rare
The hats of witches come in many different shapes and The witch's cauldron allows a witch to create better and
sizes; some are wrinkly, others are covered in moss, and more complex potions. Every potion takes two hours to
many sprout little mushrooms, but they can all be given make and requires intense focus, as a result, they cannot
away by their cone shape and large brim. While wearing a be completed over a rest without receiving a penalty.
witch’s hat the wear gains proficiency in the perception, Additionally, these higher-level potions may require
medicine, and arcana skills. Additionally, the hat allows its unique materials outside of those that correspond to your
wearer to cast Detect Evil and Good once per long rest. oracle points, unlike lower-level potions.

PROPHETS BLINDFOLD
• 20 oracle points may be spent to make a rare potion.

• 30 oracle points may be spent to make a very rare potion.


Wondrous item, very rare (requires attunement by
• 50 oracle points may be spent to make a legendary
someone with the prophet background)
potion.
Wearing the blindfold allows the attuned creature to more
easily channel and focus their visions. While wearing the
blindfold they may cast Augury, Clairvoyance, Legend
Lore, and True Seeing. Once the blindfold is used to cast
any spell it cannot be used again until the end of a long
rest, spells requiring concentration require the blindfold to
be worn for the entire duration to succeed. The blindfold
acts as a spellcasting focus for these spells and replaces
any material components required for casting.

WHISTLE OF THE WORGS


Wondrous item, uncommon
A large bone whistle grants the welder power over worgs
and similar beings. While in possession of the whistle, you
have advantage on checks to control a worg, such as
animal handling, persuasion, or intimidation. As an action,
you can blow the whistle, and any worgs within 40 ft. of
you must make a Wisdom saving throw. The DC is equal to
8, plus your proficiency bonus, plus your Wisdom
modifier. On a failure the worg is considered frightened by
you, further, you may utter a one-word command to one
affected worg. The outcome of the command is determined
by your DM. This effect may also be used on any dogs, or
dog-like beings with an intelligence of 4 or lower,
however, the DC is reduced by 5.

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WITCH’S HUT death-saving throws and dies upon reaching zero hit

Wondrous item, legendary (requires attunement by a points. Once the hut has died it cannot be revived and the
witch) hut cannot be re-enchanted or be tied to another spirit.
A small hut (no bigger than 10 ft. by 15 ft. on the interior
with two levels) that when dormant has no necessary
distinction from any other. However, it is no ordinary hut, Huge construct, unaligned

this hut is alive and on occasion will bond with a witch. All Armor Class 10+Pb
witch's huts have some form of movement, some walk on Hit Points 15+ 1d12 for every level of witch the attuned character
has.
tall spindly legs while others magically skid along the
Speed 100 ft.
ground.
The hut is an intelligent being that shares a deep STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 10 (+0) 8 (-1) 8 (-1)
connection with its attuned witch. When the hut is
separated from its attuned witch for more than a day it will Saving Throws Str +3+PB, Con +3+PB
begin to take every action in its power to get back to its Skills Athletics +3+PB
Senses Passive Perception 9
witch, unless commanded to do otherwise. Some huts are
Languages Can understand one language of your choice.
themselves sapient beings, having been awakened by
magic. Other huts are themselves not magical or alive but Internal Knowledge. The hut can sense where everything inside
of it is and tell what it is as if it was looking at the object or
have been linked to a spirit as a sort of armor. creature.
These huts come about in many ways, some natural and Just a Hut. When the hut sits perfectly still it has advantage on
others by forceful magic. Some witches find their huts stealth checks. If hidden the hut appears to be a non-magical
building.
naturally in the wild while others make them themselves.
Strength of Structure. The witch's hut has a damage threshold of
If a witch wishes to create or summon their own hut there
10.
are several ways of going about it. The Awaken spell may
be cast on an existing hut, requiring additional material
Smash. Melee Weapon Attack: +3+PB to hit, reach 5 ft., one target.
components of gold dust worth 1,000 gp and the heart of a;
Hit: 2d8+3 bludgeoning damage.
beast, celestial, dragon, fey, or fiend of CR 12 or higher all
Shake (1/day). The hut hits the ground as hard as it can, every
of which the spell consumes. A hut may also be summoned creature within 30 ft. of it must make a Dexterity saving throw, the
with a greater casting of the Wish spell. DC is equal to equal to 11+PB. On a failure, the targets fall prone
and take 4d8 bludgeoning damage. On a success, they take half as
While inside the hut spellcasters may use it as a
much damage.
component pouch, in place of their spellcasting focus or a
pre-existing component pouch. Using the hut as a
component pouch allows the caster to wave the cost of
material components costing 30 gp or less. Additionally,
ritual spells cast within the hut have their casting time
reduced by 5 minutes.
Represented by the Witches Hut stat block below (where
PB is indicated add your proficiency bonus) the hut knows
you and your allies and can be commanded to move or act
by anyone you designate. While inside the hut any
designated person can spend their entire turn operating
the hut, once the hut has taken a turn in this way it may
not be commanded again until the start of the
commanding creature's next turn. The attuned witch may
command the hut from anywhere within 50 ft. of it, when
no commands are given to the hut it will take the dodge
action.
If the witch's hut ever reaches zero hit points its magic
withers away and its spirit dies. A witch's hut makes no

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WITCH’S SPELL LIST
Life Transference
C ANTRIPS Tree Stride
Magic Circle
Dancing Lights Mass Healing Word 6TH L EVEL
Friends Melf’s Minute Meteors
Chain Lightning
Mage Hand Remove Curse
Contingency
Mending Sending
Create Homunculus
Poison Spray Slow
Disintegrate
Prestidigitation Speak with Dead
Guards and Wards
Shillelagh Speak with Plants
Harm
Thaumaturgy Spirit Guardians
Heal
Toll the Dead Spirit Shroud
Hero’s Feast
Vicious Mockery Stinking Cloud
Magic Jar
World of Radiance Summon Shadowspawn
Mass Suggestion
Tiny Servant
1ST L EVEL Tongues
Mental Prison
Planer Ally
Animal Friendship
Bane
4TH L EVEL Primordial Ward
Summon Fiend
Beast Bond Banishment True Seeing
Chromatic Orb Compulsion Word of Recall
Color Spray Death Ward
Cure Wounds Faithful Hound 7TH L EVEL
Detect Magic Find Greater Steed
Crown of Stars
Dissonant Whispers Freedom of Movement
Draconic Transformation
Hellish Rebuke Greater Invisibility
Etherealness
Hex Locate Creature
Forcecage
Protection From Evil and Mordenkainen’s Private
Prismatic Spray
Good Sanctum
Plane Shift
Purify Food and Drink Polymorph
Sequester
Ray of Sickness Sickening Radiance
Teleport
Sleep Summon Construct
Witch Bolt Vitriolic Sphere 8TH L EVEL
2ND L EVEL 5TH L EVEL Antimagic Field
Control Weather
Aid Animate Objects
Demiplane
Arcane Lock Arcane Hand
Maddening Darkness
Borrowed Knowledge Awaken
Maze
Detect Thoughts Circle of Power
Mind Blank
Find Steed Cone of Cold
Tsunami
Flame Blade Contagion
Invisibility Creation 9TH L EVEL
Protection from Poison Danse Macabre
Astral Projection
Rope Trick Dawn
Shatter Foresight
Dispel Evil and Good
Spider Climb Power Word Kill
Dream
Web Power Word Heal
Geas
True Polymorph
Zone of Truth Greater Restoration
Weird
Far Step
3R D L EVEL
Hallow
Beacon of Hope Immolation
Bestow Curse Legend Lore
Catnap Maelstrom
Clairvoyance Mass Cure Wounds
Create Food and Water Modify Memory
Dispel Magic Pass Wall
Fear Planer Binding
Fly Scrying
Glyph of Warding Steel Wind Strike
Haste Telekinesis
Hypnotic Pattern Teleportation Circle

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