Standing on moss-covered steps in the path of an advancing ogre, a young shrine maiden carefully pours a hot cup of tea. She whispers a word of thanks into the rising steam, and as she raises the drink, the ogre drops the greatclub from his hand as he sits in wonder, gazing at the offering.
Peering over a bubbling cauldron, a mother watches her child breathe raggedly under a patchwork quilt. A crow alights upon her shoulder with white-blossoming herbs in its beak, and she sighs with relief as she adds them to the magic brew.
Striding through the great mead hall, a wizened crone strikes terror into the hearts of once-brave warriors. She points a bony finger at the old king, and as shadow and fire leap to the fury of her cackling command, the king dies knowing he has earned this fate.
Witches are powerful mages as well as devoted caretakers, combining patience, insight, and subtlety with extraordinary willfulness. While other spellcasters might use magic in grand gestures that bend the world to their whims, a witch’s power works in harmony with the people, plants, animals, and magical forces around them. The practice of witchcraft is often rooted in everyday rituals and chores, emphasizing the value in doing things with care and deliberation rather than taking shortcuts.
Powerful Consequences
Witches are infamous for their curses, but they don’t curse others on a whim. A witch’s curse is most often a consequence for causing harm or engaging in disrespectful behavior, to the witch themself or the people and places under their care. Curses range from a minor, temporary rebuke—causing a bully to startle at their own shadow—to permanent ramifications meted out as justice for wicked acts—transforming a greedy poacher into a helpless deer. If the recipient of the curse demonstrates increased understanding and remorse for their actions, the witch may be persuaded to lift the spell.
Connection and Community
A home—both a location and the people who live there—is a foundational part of witchcraft. A witch often serves as a protector, counselor, and healer to the people (and animals, plants, and spirits) who live near them, whether or not this role is sanctioned by the local authorities.
Often, this spellwork is seamlessly incorporated into simple home goods and handcrafts, familiar gifts that comfort their recipients and lie dormant until needed. While a witch doesn’t necessarily stay in one place, they understand the importance of community, and work to preserve balance between people, the natural world, and supernatural forces wherever they go.
Creating a Witch
When making a witch, consider your character’s relationship to the world and the creatures around them. How
closely do they live to the subjects of their care, and what would it take to make your witch break away from them? How did they meet their familiar, and what do they do for each other? What everyday rituals ground them in their work?
Perhaps your character is new to witchcraft, or perhaps they spent years as an apprentice learning traditions, rituals, and hexes from their mentor. If your character had a mentor, what was your relationship with that witch, and what lessons did they impart to you beyond the practices of spellcasting and magic?
Quick Build
You can make a witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the cackle, guidance, and mending cantrips (the cackle cantripis included at the end of this class).
man, way to do exactly what they asked not to do lol.