Team Mechanics

Coven Magic

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

One coven. One action. Something the world remembers.

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.

Core Rules

1Each witch has one coven spell tied to her nature.
2The spell is cast by one witch, using her as the initiator.
3If other coven members are within 30 feet, their presence modifies the spell's effect.
4Each coven spell can only be cast once per long rest, across the whole coven.
5Spells scale at player level 4 and level 8. The level 8 version requires at least two coven members present.
6Coven spells are not class spells and cannot be counterspelled through normal means. They are a feature, not a slot.

The Six Spells

Every witch brings something different.

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.

Base: (Level/2 x Players)d6 fire, blind on fail
Lv 4: Ash lingers 10 min. CON save each turn or take 1d6 fire and blind again
Lv 8: Any fire damage hitting the cloud detonates it for 6d6 fire to all creatures inside

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.

Base: 1 hour disguise, disadvantage on Insight checks
Lv 4: Magical detection requires a contested CHA check to succeed
Lv 8: The disguise copies a specific person. Even those who know the target cannot distinguish the witch without a DC 20 Investigation check

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.

Base: WIS save or wake with 1 exhaustion level
Lv 4: Failed saves also implant one false memory chosen by the coven
Lv 8: Those who fail by 5 or more wake believing the coven is allied with a faction of your choice

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.

Base: 2d6 cold, difficult terrain, suffocation risk
Lv 4: Creatures who fail by 5 or more are knocked prone by a current
Lv 8: The tide rises. Prone creatures must succeed on a STR save each round or begin truly drowning

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.

Base: Speed 0, cannot use reactions while encircled
Lv 4: Encircled creatures have disadvantage on attack rolls against anyone outside the circle
Lv 8: The circle crushes. 3d8 bludgeoning damage to each encircled creature at the start of each round until they escape

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.

Base: 2d6 cold per round, Frost Mark acceleration, 10 min duration
Lv 4: Creatures who fail a CON save are slowed (half speed, -2 AC and DEX saves)
Lv 8: At the end of each round, creatures with 3+ Frost Marks make a CON save or be paralysed until the start of their next turn

Coven Synergies

The combinations change everything.

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.

Cinder + Sea

Steam and Blindness

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.

Night + Green

Dream and Mask

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.

Iron + Cinder

The Forge

Creatures held in Iron Circle take double damage from Burning Ash. The encirclement traps them in the ash cloud with no escape route.

Snow + Iron

Still and Broken

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

The coven spell is your closing argument.

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

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