IMG_RE_007 Iron Witch full-body portrait. Iron-grey skin, massive frame, clawed hands large enough to close around a human torso. Torn armour plates embedded in her skin. Expression calculating, not angry. Dark rust-brown background.
Playable Witch ยท D&D 5e

Iron Witch

The Witch of Iron and Bone

Brutality / Crushing and Breaking

Lore

Who she is.

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. Giants have been known to relocate. This is not because Iron Witches are larger or more powerful in a raw sense. It is because she is the only witch that makes other large creatures feel fragile.

She does not rage. She does not lose control. 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.

In the coven, she is the answer to every problem that patience cannot solve.

They sent twelve guards. She appreciated the gesture. She broke the first two slowly, so the others would understand she wasn't in a hurry.
IMG_RE_C05 Iron Grip ability. Iron Witch's massive hand locked around a fully armoured knight, lifting them single-handed. The knight's armour is visibly dented and cracking. Her expression is bored.

Playable Abilities

What she can do.

A preview of the core mechanics. Full class chassis, level progression, and coven magic in the book.

Iron Grip Action

Melee attack. On hit, the target is grappled. While grappled this way, they take 2d6 bludgeoning damage at the start of each of their turns. The escape DC is 18 regardless of your STR modifier. Creatures grappled by Iron Grip have disadvantage on concentration checks.

Rend Action (requires grappled target)

You grip a grappled creature's armour or limb and pull. The target takes 4d8 bludgeoning damage and either their armour loses 2 AC permanently, or they suffer disadvantage on attack rolls with one limb until magical healing is applied. Your choice which.

Crushing Advance Bonus Action

You move up to your speed toward a creature. Any creature in your path must succeed on a STR save or be pushed aside 10 feet. If they cannot move, they take 2d6 bludgeoning damage instead. This movement does not provoke opportunity attacks.

Coven Magic

Iron Circle

The coven closes in. All three witches move up to their speed as a bonus action simultaneously. Any creature surrounded by two or more coven members at the end of this movement has their speed reduced to 0 and cannot benefit from the Help action until the start of the coven's next turn.

See all Coven Magic

Early Access

The Iron Witch class PDF is coming.

Get it free when it drops, plus updates as each class is finalised.