A D&D 5e sourcebook · Coming to Kickstarter
For once, you're the thing they're running from.
Command dark magic. Curse kingdoms. Bargain with powers older than memory. Rewrite fate.
Six playable witch classes for D&D 5e, built from scratch. A full villain campaign that's been run at a real table. And a question D&D has spent 50 years avoiding: what does the other side of the story look like?
What is Roll Evil?
Roll Evil is a D&D 5e sourcebook about what it means to wield power the world was never meant to give you. Six playable witch classes. A full villain campaign. Coven mechanics designed for parties who want to act as one.
These are not the witches who live quietly at the edge of the village. They are the ones who traded something they will not name for power the world was never meant to hand out. Six of them, and each is dangerous in a way the others are not.
Volume 1: Daughters of the Black Forest. Six playable witches, a full villain campaign, and a question this game has spent fifty years avoiding.
Join the Early Access ListVolume 1 · The Coven
Every witch in this book is a different philosophy of power. Click any one to read her lore, abilities, and coven spell.
Cinder Witch
She is not the fire. She is what is left after. Cinder Witches are born from catastrophe: villages razed, forests burned, lives ended in an hour. Something in the ash decides to get up.
They are not angry creatures, despite what their nature suggests. Anger requires investment in the outcome. A Cinder Witch has no investment. She burns because burning is what she does, the way a river flows downhill.
Ash follows where you walk. Enemies who pass through spaces you occupied this turn take 1d4 fire damage.
Press your palm to a surface and leave a burning rune of ash. Creatures that touch it make a CON save or take 2d6 fire and are blinded.
Mark a creature. Any fire damage they take is also dealt to the nearest adjacent creature.
Black ash erupts in a 40-foot radius. CON save or take fire damage and be blinded. At level 4 the cloud lingers. At level 8 hitting it with fire detonates the whole cloud.
Green Witch
She is whoever you need her to be. The Green Witch is the most dangerous of the six because she never lets you know you are in danger. She lives in the forest that is supposed to be magical and good. She speaks with the voice of the grandmother who raised you.
By the time you understand what she is, she has already taken what she came for. The worst part is you gave it to her willingly.
Take on the appearance of any humanoid you have observed. Lasts until you choose to drop it or take damage.
Steal a creature's voice when they speak within 30 feet. Reproduce it exactly. The target makes a CHA save or loses their voice for the same duration.
Whisper a truth so twisted it becomes a lie. Target believes one sentence you speak absolutely, for up to 24 hours.
All coven members adopt one perfect disguise simultaneously. Insight checks are made at disadvantage. At level 8 the disguise copies a specific real person perfectly.
Night Witch
She does not hurt you. She visits you. The Night Witch wants something the others cannot harvest: your despair over time. Pure, cultivated suffering, bottled in a soul gem and traded on the lower planes for power that even elder witches cannot buy.
She is patient. She has been patient since before the oldest tree in the forest was a seed. She will visit you for months. You will not sleep well. You will not know why.
Enter a creature's dreams. Observe, introduce images, or implant one sentence they believe was their own thought on waking.
Look at a creature and learn their highest ability score, their deepest fear, and whether they have broken any promise in the last month.
Plant a recurring nightmare. The target gains one level of exhaustion each long rest until they receive 3rd-level magical healing.
Every sleeping creature within a mile makes a WIS save or wakes exhausted with a false memory chosen by the coven.
Sea Witch
The ocean does not hate you. It simply does not care whether you survive. Neither does she. Sea Witches emerge from the deep water because the deep water is not, at its core, alive. It is pressure and cold and the indifferent logic of weight.
The Sea Witch is what happens when that logic decides it wants to be able to look at you.
Drag a creature with tidal force. Target within 60 feet makes a STR save or is pulled up to 30 feet. Collision with a surface deals 2d6 force damage.
20-foot cone of force. STR save or pushed 15 feet back, knocked prone, and take 3d8 cold damage.
Reveal your true face. Creatures within 30 feet make a WIS save or are frightened. If a coven member is nearby, frightened creatures have their speed reduced to 0.
A 40-foot area fills with phantom waist-deep water. Movement costs double. CON save or take 2d6 cold damage and begin suffocating.
Iron Witch
She is not the strongest thing in the forest. She just breaks things with more patience than the strongest things. Iron Witches are the only witches that other monsters physically fear. A troll will avoid an Iron Witch's territory.
She does not rage. She calculates exactly how much pressure it takes to break the thing she is holding, and she applies it methodically. There is nothing personal about it.
On hit, the target is grappled with a DC 18 escape check. They take 2d6 bludgeoning at the start of each turn and have disadvantage on concentration checks.
Pull a grappled creature's armour or limb. 4d8 bludgeoning damage. Either reduce their armour's AC permanently or give disadvantage on attacks with one limb.
Move toward a creature. Everything in your path makes a STR save or is pushed aside 10 feet, or takes 2d6 bludgeoning if they cannot move.
All coven members move as a bonus action. Creatures surrounded by two or more witches have speed reduced to 0 and cannot use reactions. At level 8, the circle deals 3d8 bludgeoning per round.
Snow Witch
She does not chase. She waits. Everything freezes eventually. Snow Witches are the most patient creatures in the known world, which makes them the most dangerous. She has outlasted kingdoms. She does not need to hurry.
Her magic does not explode. It does not ignite. It slows. It accumulates. The frost builds one layer at a time until movement becomes impossible, and by then, you have already lost.
Mark a creature invisibly. After 3 rounds of cold damage from your abilities, they become Slowed: half speed, -2 AC and DEX saves, no reactions.
Drop the temperature around a target instantly. CON save or take 3d8 cold damage and lose cold resistance until end of their next turn.
Encase a Frost Marked creature in spreading ice. They are restrained. Each turn, STR save or be paralysed until start of their next turn.
Killing frost fills a 100-foot radius for 10 minutes. All creatures without cold resistance take 2d6 cold per round and accumulate Frost Marks twice as fast.
The Campaign · Daughters of the Black Forest
This isn't a campaign written for a book and then tested. It was run for real players first, then written down. The premise: the kingdom thinks you are monsters. The kingdom is correct. Unfortunately, something worse is coming, and you need the kingdom alive to stop it.
Now your coven needs the village it would happily burn. You need a kingdom you despise to stay standing long enough to matter. Witches with their own ambitions, forced into something that almost resembles cooperation.
Art Preview
The Creator
Roll Evil started as a home campaign for friends. Born from running the Daughters of the Black Forest campaign for real players, and wanting to share what happened when the players got to be the monsters.
Every illustration is original hand-painted art. Every class mechanic has been tested at the table. Every campaign beat has been laughed through, argued over, and run again.
From the Coven
Most playable monster homebrew just maps the creature onto an existing class. That's not good enough. Here's how we built six witch paths that actually feel like power.
Read more →Most evil campaigns fall apart by session four. Here's why, and what the coven structure does differently.
Read more →Nobody runs from a gelatinous cube. They should. A preview of what Volume 2 looks like.
Read more →Early Access
Sign up and you'll get a free PDF of the Sea Witch class when it's ready, design notes as each path is finalised, and first notice when the Kickstarter goes live. Early backers get a price that won't exist after launch.
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