IMG_RE_006 Sea Witch full-body portrait. Drowned-pale skin, kelp and barnacles woven into hair. Eyes the colour of deep water, no pupils. Tide-soaked clothing. Background is dark ocean with light bleeding in from above. Vertical portrait.
Playable Witch ยท D&D 5e

Sea Witch

The Witch of Tide and Pressure

Force and Cold / Tides and Drowning

Lore

Who she is.

The ocean does not hate you. It simply does not care whether you survive.

Neither does she.

Sea Witches are the only ones born directly from a natural force rather than a corruption of society. They 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.

She does not understand fear in the way most creatures do. She understands pressure. She understands inevitability. She understands that you can thrash as long as you like, but you are moving toward the bottom regardless.

She watched the sailor fight the current. He was strong. Experienced. He had survived worse, probably. She waited. The ocean waited. Strength was beside the point.
IMG_RE_C04 Undertow spell. A tendril of water pulling a knight sideways along the ground. The knight struggles against it uselessly. The Sea Witch watches from a distance, hand extended, expression blank.

Playable Abilities

What she can do.

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

Undertow Action

You drag a creature with tidal force. Target within 60 feet makes a STR save or is pulled up to 30 feet in a direction you choose. If they collide with a solid surface, they take 2d6 force damage. This movement does not provoke opportunity attacks.

Pressure Wave Action

A burst of force radiates from you in a 20-foot cone. Creatures in the area make a STR save or are pushed 15 feet back and knocked prone. The wave deals 3d8 cold damage on a failed save, half on success.

Hideous Visage Bonus Action

You reveal your true face. Each creature within 30 feet that can see you makes a WIS save or is frightened until the end of their next turn. Creatures frightened by this ability have their speed reduced to 0 if a coven member is within 10 feet of them.

Coven Magic

Drowning Tide

The coven calls the tide into a space it has no right to be. A 40-foot area fills with waist-deep phantom water. All movement in the area costs double. Creatures who start their turn in the area make a CON save or take 2d6 cold damage and begin suffocating.

See all Coven Magic

Early Access

The Sea Witch class PDF is coming.

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