Mercy's Wicked Tome of Witchcraft

by MercyHeart

Search GM Binder Visit User Profile
Mercy's Wicked Tome of Witchcraft
Hags

Hag (Playable Race)

Dark Sorority

Given their nature as an all-female race, hags had to find other ways to reproduce beyond the conventional methods. There were many tales of the bizarre means through which hags came into the world. A young hag was born, new to the world of magic and dragon. They are on their way searching for the purpose of their life and what kind of hag they will become.

Journey of a Young Hag

As a newborn Hag out of their mother's coven, either by fleeing or abandoned, you must journey to find your place in the world. When you found a place or location where your magic lingers, you'll grow into the type of Hags you are meant to be.

Hag Traits

Ability Score Increase. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Creature Type. You are a Fey.

Age. A Hag born as an old female and generally lives around 500 years. Your life span may change according to what kind of Hags you become.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Coven Knowledge. You gain proficiency with two of the following skills of your choice: Arcana, Deception, Perception, and Stealth.

Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Resilience. You have advantage on Wisdom saving throws.

Illusory Witchcraft. You know the minor illusion cantrip. Starting at 3rd level, you can cast the disguise self spell with this trait. Starting at 5th level, you can also cast the invisibility spell with this trait, without requiring a material component. Once you cast disguise self or invisibility with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

1

Hag Racial Feats

Each Hag Heritage represents different kinds of Hags. Some that bound themselves near the swamp might become a Green Hag, and those who bound to the sea might become a Sea Hag. Your hag heritage starts to surface, a young hag gain their lineage after making a connection with a particular site of nature, others reveal their nature as they age—particularly if an older hag influenced them early in life or even before their birth:

Hag Heritage

A Playable Character can only take the Hag Heritage feat once. The Prerequisites are they have to play as a Hag character and must be 8th-level or higher.

Prerequisite: Hag race, 8th level or higher

Hag Heritage (Annis Hag)

  • Bulk. You gain 1 additional hit point per your level.
  • Cold Resistance. You gain resistance to cold damage.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the amount you can push, drag, or lift.
  • Stalwart. You have advantage on saving throws against being grappled, moved, or knocked prone.

Hag Heritage (Bheur Hag)

  • Cold Resistance. You gain resistance to cold damage.
  • Ice Walk. You can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost the hag extra moment.
  • Winter Witchcraft. You can use your action to exhale a cold breathe of winter. Each creature in that 30-feet cone area must make a Constitution saving throw. On a failed save, a creature takes 2d10 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice. Intelligence, Wisdom, or Charisma is your save DC for this feature (choose when you gain this feat). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hag Heritage (Green Hag)

  • Amphibious. You can breathe air and water.
  • Mimicry. You can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your DC which equals to 8 + your proficiency bonus + your Charisma, Intelligence, or Wisdom modifier (choose when you gain this feat).
  • Invisible Escape. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hag Heritage (Night Hag)

  • Fire Resistance. You gain resistance to fire damage.
  • Dream Walker. You can touch an unconcious humanoid, forcing them into a stage of dreaming. You can force the target to dream of nightmare, the creature must make a Wisdom saving throw against a DC equals to 8 + your proficiency bonus + your Charisma, Intelligence, or Wisdom modifier (choose when you gain this feat). On a failed save, the creature gains no benefit from its rest. Alternatively, you can probe deeper into the same creature's mind. The target makes a Wisdom saving throw against the DC. On a failed save, you can look into the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can use this feature once per long rest.

Hag Heritage (Sea Hag)

  • Sea Witch. You can breathe air and water. You also gain 30 feet of swimming speed.
  • Horrific Gaze. As an action, choose one creature you can see within 30 feet. You reveal your true horrific fey form, the target must make a Wisdom saving throw against a DC equals to 8 + your proficiency bonus + your Charisma, Intelligence, or Wisdom modifier (choose when you gain this feat). On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Horrific Gaze for the next 24 hours.
2

Hag Coven Magic

A Playable Character can take the Hag Coven Magic more than once but they have to be a different type: Standard, Prophecy, Nature, and Death.

Prerequisite: Hag race, 8th level or higher

When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.

Hag Coven Magic (Standard)

You learn additional spells when you reach certain levels, as shown on the Coven Spells table. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn locate object and dispel magic, each of which you can cast once without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feature (choose when you gain this feat).

Hag Level Spells
1 detect magic
3 locate object
5 dispel magic

Hag Coven Magic (Prophecy)

You learn additional spells when you reach certain levels, as shown on the Coven Spells table. You learn the identify spell and can cast it at will, without expending a spell slot. You also learn augury and clairvoyance, each of which you can cast once without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feature (choose when you gain this feat).

The power to affect the future or perceive things out of the norm could make these spells attractive to a coven:

Hag Level Spells
1 identify
3 augury
5 clairvoyance

Hag Coven Magic (Nature)

You learn additional spells when you reach certain levels, as shown on the Coven Spells table. You learn the entangle spell and can cast it at will, without expending a spell slot. You also learn barkskin and speak with plants, each of which you can cast once without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feature (choose when you gain this feat).

Hags might seek to exert control over their environment and the creatures in it by mastering the following group of spells:

Hag Level Spells
1 entangle
3 barkskin
5 speak with plants

Hag Coven Magic (Death)

You learn additional spells when you reach certain levels, as shown on the Coven Spells table. You learn the false life spell and can cast it at will, without expending a spell slot. You also learn gentle repose and speak with dead, each of which you can cast once without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feature (choose when you gain this feat).

For a coven whose members are obsessed with death and the ability to manipulate it, an appropriate spell list would be:

Hag Level Spells
1 false life
3 gentle repose
5 speak with dead
3

Circle of the Ancient Secrets

The Triple Goddess has been adopted by many as one of their primary deities. In common usage the three female figures are frequently described as the Maiden, the Mother, and the Crone, each of which symbolizes both a separate stage in the female life cycle and a phase of the Moon.

Since ages long past, the unholy trinity of goddesses taught the secrets of magic. Way before it was contained to be what it is in your present time, a small group of druids still possess this power and keep its secret hidden from the eyes of men, waiting for their time to rise again.

Circle Spells

2nd-level Circle of the Ancient Secrets feature

Your circle hidden knowledge to the Old Magic infuses you with the ability to cast certain spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Spells
3 arcane lock, invisibility
5 counterspell, nondetection
7 banishment, hallucinatory terrain
9 contact other plane, teleportation circle

Power of Three

2nd-level Circle of the Ancient Secrets feature

As a bonus action, you can expend a use of your Wild Shape feature to take on an Unholy Trinity form, rather than transforming into a beast. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Maiden. Full of youthful enthusiasm of the Maiden. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can teleport up to 15 feet to unoccupied spaces you can see.

Mother. Power and life represented by the Mother. When you activate this form, and at the beginning of your subsequent turns while it lasts, you and any creature of your choice within 30 feet of you gains temporary hit points equal to 1d4 + your Wisdom modifier.

Crone. Experience and wisdom of the Crone. While you're in this form, as a reaction when you see a creature within 60 feet of yourself make an attack roll, an ability check, or a saving throw. You can add a bonus or penalty (your choice) to the creature’s roll equals to your Wisdom modifier.

The Crossroads

6th-level Circle of the Ancient Secrets feature

You gain the ability to magically sense the teleportation magic like, misty step or teleport, within 1 mile of you.

As an action, you detect the distance and direction to the magical effect. If the effect takes the caster from one place to another within the same plane of existence, you know both location as long as it's within range.

Old Magic Awakening

10th-level Circle of the Ancient Secrets feature

Your Power of Three forms improve.

Maiden. You can now teleport up to 30 feet.

Mother. The 1d4 of the Mother becomes 2d4.

Crone. You have advantage on Wisdom checks while you're in this form.

Three Who Are One

14th-level Circle of the Ancient Secrets feature

When you use your Power of Three feature, you can choose to spend two uses of Wild Shape at the same time to transform into the Unholy Trinity. You gain all the benefits of the Maiden, the Mother, and the Crone at the same time. This form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, or die.

4

Sorcerous Origin: Enchantress Soul

Your innate magic comes from when you were cursed as a child or being exposed to a Fey magic. Infused with eldritch magic, fey energy, or mysterious witchcraft, you harness those power and use it for your own goal or to discover the mysteries of your magic.

Enchantress Spells

1st-level Enchantress Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Enchantress Spells table. Each of these spells counts as a sorcerer spell for you if not already, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1 hex, Tasha's hideous laughter
3 gift of gab, suggestion
5 hypnotic pattern, major image
7 charm monster, dominate beast
9 awaken, dominate person

Enchanting Presence

1st-level Enchantress Soul feature

Your charming nature makes people around you feel enchanted. You learn the charm person spell, it doesn’t count against the number of sorcerer spells you know.

When you cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. After the spell ends, instead of the creature knows it was charmed by you, you can choose to make a Charisma saving throw against DC 10. On success, the creature doesn't know it was charmed by you.

The next time you use this feature again, the DC goes up by 5. The DC resets when you finish a long rest.

Swift Enchantment

6th-level Enchantress Soul feature

When you cast any spell of 2nd level or higher from your Enchantress Spells feature, you can cast it by expending a spell slot or by spending a number of sorcery points equal to the spell’s level. Then you can cast charm person as a bonus action on that turn, without expending a spell slot.

Any creature who is charmed by you have disadvantage on their saving throw against your spell.

Battle Charm

14th-level Enchantress Soul feature

Any creature who is charmed by you cannot target you with their harmful attack, offensive spell, or any of their detrimental feature. In addition, even if you are fighting it, it won't trigger the charmed creature to make another saving throw.

Long Lasting Enchanted

18th-level Enchantress Soul feature

When you cast an enchantment spell, the spell duration is double. If the enchantment spell requires concentration, you can cast it as 4 levels higher to ignore the concentration requirement.

5

Otherworldly Patron: Secret Sorority

Your patron is a coven of witches ruled by the infamous Charir Witch. Together, you and your sisters work as an elite force of supernatural talented spies and assassins. Gathering intel and assasinate a target of your mistress or for your own personal vengence.

Your coven provides you with the abilities to share knowledge among your sisters. Granting you an access to the pool of knowledge. But be ware, there is no power without a price.

Expanded Spell List
Warlock Level Spells
1 silvery barbs, sleep
3 detect thought, gift of gab
5 sending, tiny servant
7 greater invisibility, find greater steed
9 legend lore, modify memory

Well of Knowledge

When you join the Coven at 1st level, you have a pool of d6s that you can use when you make an Intelligence, Wisdom, or Charisma ability check. You can wait until after it rolls the

d20 before deciding to use the Well of Knowledge die, but must decide before the DM says whether the roll succeeds or fails.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Glamour

At 1st level, you gain access to your coven’s secret rite of glamour. You can manipulate the appearance of your glamour dress as you please (no action required). As a bonus action, you can activate one of the following effects on your garment:

Damsel. Your AC is equal to 13 + your Charisma modifier. You can roll a d4 and add the number rolled to a Charisma (Performance) and Charisma (Persuasion) check.

Deceiver. You have the effect of disguise self cast upon you. You can roll a d4 and add the number rolled to a Charisma (Deception) and Dexterity (Sleight of Hand) check.

Infiltrator. You gain a climbing speed equal to half of your walking speed. You can roll a d4 and add the number rolled to a Dexterity (Acrobatic) and Dexterity (Stealth) check.

The effect lasts for 10 minutes or until you use this feature again. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

6

Sorority of Secret

By 6th level, your Coven is a master of magical scrying and how to ward against it. You’re always under the effect of Nondetection spell and your thoughts can’t be read by telepathy or other means unless you allow it.

In addition, as a reaction, you can now expend one of your uses of Well of Knowledge on a Dexterity ability check. You can wait until after it rolls the d20 before deciding to use the Well of Knowledge die, but must decide before the DM says whether the roll succeeds or fails.

Borrowed Power

Starting at 10th level, you can perform a 2-hour ceremony to borrow some of your sisters' knowledge which can be done during a long rest. Their power is yours to wield temporarily. Choose one spell from any class, a spell you choose must be of a level you can cast (including a level of spell from Mystic Arcanum feature), the chosen spells count as warlock spells for you but are not included in the number of Spells Known you can prepare.

You may cast the spell from this feature once per long rest, expend your Warlock spell slot as normal, if its level is higher than your Warlock spell slot you can expend a use of your Mystic Arcanum with the level required.

Greater Glamour

At 14th level, your glamours are greatly enhanced. Each options got additional effects:

Damsel. Your AC is equal to 15 + Charisma modifier and you gain a bonus to your saving throws equal to half of your proficiency bonus (round down).

Deceiver. When you make a Charisma ability check, you can treat a d20 roll of 9 or lower as a 10. In addition, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Infiltrator. Your walking speed increases by 20 feet and you gain a climbing speed equal to your walking speed. When you are in dim light or darkness, as a bonus action you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.

7

School of the Old Magic

Your school of witchcraft came from the arcane secret of Old Magic. Surviving the flow of time and witch hunt, some of your sisters were thought to be pagans doing the Devil’s work. Many, however, were simply natural healers or so-called “wise women” whose choice of profession was misunderstood.

The study of magic pre-existance of the goddess of magic used to be about the true nature of life. Civilization rises and falls in many cycles, but the trail of Old Magic remains in the form of sorcerer and their innate power.

Hexed Cauldron

2nd-level School of the Old Magic feature

Using enchanted metal or clay and ancient incantations passed down by your occult circle, you have carved runes of Old Magic onto your cauldron.

While you are holding the cauldron, it grants you the following benefits:

  • Your cauldron is considered as alchemist's supplies and herbalism kit for you.
  • When your Spellcasting feature lets you learn or replace a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the druid spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.

If the cauldron is destroyed or you lose it, you can perform a 1-hour ceremony to create a new one. This ceremony can be performed during a short or long rest, and the previous cauldron is destroyed if it still exists.

Runes of Old Magic

2nd-level School of the Old Magic feature

When you cast a wizard spell of 1st level or higher, you can invoke one of the old rune, altering your spell in a certain way. Only one rune can apply to a spell at a time:

  • Rune of the Beast’s Ferocity: You reroll any 1s on the damage roll of the spell. You must use the new rolls.
  • Rune of the Fey’s Trickery: You can cast the spell without its verbal or somatic components.
  • Rune of the Formless Ooze: Until the end of this turn, you can move through other creature’s space, this movement doesn’t trigger an attack of opportunity. However you must end your turn in an unoccupied space.
  • Rune of the Undead’s Resilience: You regain hit points equal to your Intelligence modifier + the spell’s level.

You can invoke the old rune a number of times equal to your proficiency bonus, you regain its uses after a long rest.

8

Greater Old Runes

6th-level School of the Old Magic feature

You learn additional old runes, adding to your options:

  • Rune of the Aberrant Mind: One target of the spell you cast receives a penalty to its saving throw it makes against your spell equals to your intelligence modifier.
  • Rune of the Dragon’s Scales: Until the end of your next turn, reduce any damage you take equals to your intelligence modifier.
  • Rune of the Giant’s Might: You can add your intelligence modifier to the next saving throw you make.
  • Rune of the Machine’s Memory: This rune doesn't require you to cast a spell of 1st-level or higher before its activation. You can activate this rune to cast a wizard spell from your spell book that you hadn’t prepared, expending a spell slot as normal.

Otherworldly Old Runes

10th-level School of the Old Magic feature

You learn additional old runes, adding to your options:

  • Rune of the Celestial’s Grace: You gain temporary hit points equal to your wizard level + the spell’s level.
  • Rune of the Elemental’s Bane: You can change the damage type of the spell to another. Choose one from acid, cold, fire, lightning, and thunder. You gain a bonus to one of the spell’s damage rolls equal to your intelligence modifier.
  • Rune of the Fiendish Corruption: The spell you cast gain a bonus to its attack roll and spell save DC. The bonus equals to half of your proficiency bonus (round down).

Head Witch

14th-level School of the Old Magic feature

Starting at 14th level, your mastery of old magic and witchcraft has reached its peak. You can blend various techniques in your casting and your knowledge of magic allows you to duplicate almost any spell.

  • You can apply multiple old runes in one spell.
  • Your old runes recharge after a short or long rest.

9

Spell Descriptions

The spells are presented in alphabetical order.

When the clocktower strikes midnight,

A magical night, along with dreams of a better life

seem to be coming to an end…

Or maybe, it’s just the beginning.

Cackle

Enchantment cantrip


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You reveal your ominous laughter that pierce into mortals' soul, weaken their will power to resist. Choose one creature you can see within range. The target must succeed on a Charisma saving throw or subtract 1d4 from the next saving throw it makes before the end of your next turn.

Classes: Druid, Sorcerer, Warlock

Enchanted Carriage

4th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a pumpkin or a fruit or vegetable in similar size)
  • Duration: Special

You touch a pumpkin or a fruit or vegetable in similar size and transform it into a Large vehicle. You decide the appearance of the carriage and its mount, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the carriage. When you cast this spell, if you do not have a driver for your carriage. You can choose to summon a woodland spirit in a form of a talking animal or a humanoid commoner to drive the carriage and do your bidding around the carriage for you as per the tiny servant spell except it is bounded within 10 feet from the carriage. The carriage can move by itself with or without a driver.

For the duration, a creature you choose up to 4 creatures can ride inside the carriage and 2 creatures on the outside. The carriage has a speed of 50 feet and can travel 10 miles in an hour. When the spell ends, the carriage gradually fades, giving the passengers 1 minute to exit. While your carriage is within 1 mile of you, you can communicate with each other telepathically. While you are on the carriage, as an action, you can boost the speed of the carriage by expending a spell slot. The speed increase equals to the spell slot level times 10 (additional 10 feet of movement and 1 mile in an hour), this speed lasts until the end of this spell.

The carriage and its mount are considered one Large object with 80 hit points and 15 AC. The carriage regains 2d6 hit points if the mending spell is cast on it. The spell ends if you use an action to dismiss it or if the carriage is reduced to 0 hit point.

On the stroke of twelve, the spell will be broken, and everything will be as it was before. If you are in a plane where time flows, the carriage will revert back to its original form at the stroke of the next midnight. If not, the carriage will revert after 24 hours.

Classes: Druid, Sorcerer

Enchanted Gown

3th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a glass slipper or a gem worth at least 100 gp)
  • Duration: Special

You touch a glass slipper or a gem that is equipped on a humanoid creature you can see. Whatever they are wearing transform into an expensive beautiful-looking gown. While wearing this gown, any creature who targets the creature in enchanted gown with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

Whenever you make a Charisma check, you gain a bonus to the check equal to your spellcasting modifier (minimum of +1).

On the stroke of twelve, the spell will be broken, and everything will be as it was before. If you are in a plane where time flows, the gown will revert back to its original form at the stroke of the next midnight. If not, the gown will revert after 24 hours or until the glass slipper or the gem that used as the spell component was removed from the creature.

Classes: Druid, Sorcerer

10

Witch's Dancing Hut

5th-level transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a hut worth at least 1,000 gp)
  • Duration: Instantaneous

After spending the casting time whispering the word of Old Magic, a hut of your choosing becomes a Large animated object. It is 10-foot-radius and 15 feet high on the outside, inside of the hut is linked to an extradimensional space, as per the magnificent mansion spell.

It has an AC equals to your spell save DC and hit points equal to double of your hit point maximum. When the dancing hut drops to 0 hit points, it inanimate back to a normal hut. But casting this spell again connects the new hut to the same extradimensional space.

As an action, you can command the hut to travel from one point to another. The hut has 50 feet of walking speed and can travel 5 miles in an hour, or 7 miles at a fast pace. Alternatively, you can perform 1 hour ritual to teleport your Dancing Hut to an unoccupied space within 30 feet of you.

You can't have more than one Dancing Hut bonded by this spell at a time. As an action, you can release the Dancing Hut from its bond at any time, causing it to revert back to an inanimated hut. The hut harmlessly settle down if possible, causing no damage to other creatures or its surrounding.

Classes: Druid, Sorcerer, Warlock

Witch's Mount

4th-level transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a broom stick or a Large nonmagical object)
  • Duration: Instantaneous

Many stories tell of witches using strange, enchanted creatures and objects for travel, and most of those stories are accurate. After spending the casting time whispering the word of Old Magic, a mundane object like a broom, cauldron, or rug gains 60 feet of flying speed and becomes your Witch's Mount.

As long as you are not wearing medium or heavy armor, or wielding a shield, you can ride your Witch's Mount. Only you can ride your mount. It has an AC equals to your spell save DC and hit points equal to half of your hit point maximum.

When the mount drops to 0 hit points, it revert back to an inanimated object. You can also dismiss your mount at any time as an action, causing it to temporarily disappear to a pocket dimension. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 10 feet of you. In either case, as long as the mount has at least 1 hit point, casting this spell again restored to its hit point maximum.

You can't have more than one mount bonded by this spell at a time. As an action, you can release the mount from its bond at any time, causing it to revert back to an inanimated object.

Classes: Druid, Sorcerer, Warlock

11

Sleeping Curse

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a poison worth at least 500 gp, which the spell consumes)
  • Duration: 7 days

You touch a creature. That creature must succeed on a Wisdom saving throw or become cursed and falls into a catatonic sleep, remaining unconscious for up to 7 days. A remove curse spell or similar magic can awaken this creature early. A creature under a sleeping curse doesn't require air, food, and drink while they are cursed with this spell.

Alternatively, you can cast this spell over 1 hour. One Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature becomes a focus of your sleeping curse. This focus could be something like a needle on top of a spinning wheel or an apple.

Sleeping Curse Focus. The focus is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the focus' true nature.

If a creature consume the sleeping curse focus or inflict wounds on themselves with it, they fall into an everlasting slumber immediately. No saving throw required.

The caster can only have one creature affected by this spell at any one time. If you curse another creature with a sleeping curse, the previous creature will be released from the curse and awaken.

At the DM’s option, an act of true love could end a sleeping curse.

At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 30 days with a 6th-level slot, to 180 days with a 7th-level slot, to a year with an 8th-level slot, and to until it is dispelled with a 9th-level spell slot.

Classes: Druid, Sorcerer, Warlock

12

Item

The items are presented in alphabetical order.

Love Them,

But Leave Them Wild.

Druidic Headdress

Wondrous Item, uncommon (requires attunement by a druid or ranger)

The headdress is made of wit deer antlers and forest bird's-nest or any nature's gift the guardians of the wilderness found on their journey. While wearing this headdress, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the headdress as a spellcasting focus for your druid and ranger spells.

You can cast shapechange spell once per dawn without expending a spell slot. When you cast it this way, it has these following restrictions:

  • You can only assume the shape of a beast or a plant that you have seen before.
  • The chosen shape must have a challenge rating of half of your druid or ranger level (round down). You can use the half of your druid and ranger levels combine (round down) in case of multiclassing.
  • The spell has only 1 minute duration.
  • You must abide by the movement limitation in the Beast Shapes table of Wild Shape feature. Ranger level is considered druid level, you can combine them in case of multiclassing.
  • Wisdom is your spellcasting ability for it. For the purpose of dispel magic or counterspell, the DC of this spell equals 10 + your proficiency bonus.
Variation

Just like class specific items from TCoE, there are rare and very rare variation of this item. With different bonus to spell attack rolls and the saving throw DCs of your druid and ranger

  • Rare: +2
  • Very Rare: +3

13

Mercy's

Wicked Tome

of

Witchcraft

A multitude of additional race and classes in witchy theme. Includes a new playable Hag race, Druid's Circle of the Ancient Secrets, Sorcerer's Enchantress Soul, Warlock's Secret Sorority Patron, Wizard's School of the Old Magic, 6 new wicked spells, and a headdress for your druid or ranger as your options.

Version 1.1.0

Art Credit:

My other Homebrew contents, including spells, subclasses, and playable races, can be found for free on GM Binder.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.