Team Mechanics
What happens when three witches decide to act as one. Six coven spells, scaling mechanics, and synergies that make a villain party feel like a single terrifying thing.
How it works
In official D&D, hag coven magic is passive. Three hags in the same place get bonus spells. That's it.
Roll Evil's coven system is built differently. Each witch has her own coven spell, tied to her nature. The spell changes depending on which other witches are present when it's cast. And every spell scales at level 4 and again at level 8, growing from nuisance to threat to something that reshapes the encounter entirely.
You can only cast coven magic once per long rest. That means the question isn't whether to use it. It's when. And that one decision will define the session.
The Six Spells
Cinder Witch
Burning Ash
Fire / Ash / Area Control
Black ash erupts in a 40-foot radius. All creatures make a CON save or take fire damage and are blinded.
Green Witch
Shared Mask
Illusion / Deception / Social
All coven members adopt a single perfect disguise. Insight checks to see through it are made at disadvantage.
Night Witch
The Long Dream
Psychic / Sleep / Memory
All sleeping creatures within 1 mile make a WIS save or wake exhausted with a false memory.
Sea Witch
Drowning Tide
Cold / Force / Terrain Control
A 40-foot area fills with phantom waist-deep water. Movement costs double. CON save or take cold damage and begin suffocating.
Iron Witch
Iron Circle
Physical / Restraint / Suppression
All coven members move as a bonus action. Creatures surrounded by two or more witches have their speed reduced to 0.
Snow Witch
White Winter
Cold / Accumulation / Zone
Killing frost fills a 100-foot radius. All creatures without cold resistance accumulate Frost Marks twice as fast.
Coven Synergies
When two or more specific witches cast their coven spell together, the effects combine in ways that reward players who learn their party's strengths.
Drowning Tide followed by Burning Ash creates a scalding steam cloud. Creatures in the area take both cold and fire damage and have disadvantage on all Perception checks for 1 minute.
Shared Mask cast while a Long Dream is active: the false identity also appears in the target's planted dream memory, creating two independent sources of false belief that reinforce each other.
Creatures held in Iron Circle take double damage from Burning Ash. The encirclement traps them in the ash cloud with no escape route.
Creatures slowed or paralysed by White Winter cannot satisfy the STR save DC to escape Iron Grip. The Snow Witch stalls. The Iron Witch closes in.
Playing the coven
Every session, your coven has one. One catastrophic option that the enemy cannot ignore. The question the system asks you is not what the spell does. It is: what does winning this encounter actually require? And is now the right moment?
Most tables use it wrong the first time. They use it too early, before the terrain is set or the target is isolated. By the second campaign, every player around the table is thinking three turns ahead.
That is the design goal. Not to give you a big button. To make you think like a coven.
All Witch Classes
Fire and Ash
Cinder Witch
She reduces things to nothing.
Illusion and Mimicry
Green Witch
She is whoever you need her to be.
Dreams and Souls
Night Witch
She visits. You will not sleep well.
Tides and Pressure
Sea Witch
The ocean does not care. Neither does she.
Iron and Bone
Iron Witch
She breaks things methodically.
Frost and Patience
Snow Witch
She has been waiting since before the oldest tree.
Early Access
Sign up and we'll send it free. Plus design notes as each class is finalised.