Amphibious Muse
A jar with an overweight toad crammed into it that sings when lifted. You may have it sing a lullaby and cast catnap upon five willing creatures. The toad can also act as a sentry, singing out alerts as a creature approaches your vicinity. Twice per long rest, as an action, you may have it sing a random song by rolling on the chart below. The spell sung by the toad is cast at the highest level of spell slot you possess and lasts for its full duration without requiring concentration. The spell behaves as if you were the caster, using your spell save DC and allowing you to select targets accordingly.
d6 Spell
1 sleep
2 calm emotions
3 enthrall
4 compulsion
5 confusion
6 Otto's irresistible dance
Astragali
A set of preserved knucklebones or other small bones engraved with old markings known only to you. You may use these bones as your focus to ritually cast the spells augury, divination, and commune. Whenever you perform these rituals, you may apply the effects of Nystul's Magic Aura, pass without trace, and nondetection to yourself. Once per long rest, you can perform a group reading to grant up to four other creatures these effects as well.
Cast Cauldron
An old, but well-maintained black iron cauldron of middling size. As an action, you can identify a potion by placing its container within the interior. When making potions or alchemical goods using the cast cauldron, you make them 25% faster than normal. You are also able to use the cauldron to quickly create unstable potions over the course of a short rest.
You must expend both a spell slot and materials (whose worth is denoted by gp) needed to create a potion. The maximum combined level of spell slots you can expend to create potions is 6th. If the spell has a material component that is consumed, you must provide it for the potion; you must also have empty flasks to bottle your concoctions. Each potion's effect lasts for an hour; if not drunk by you or an ally, it expires following a long rest.
Slot Cost (gp) Spell
1 10 barkskin, dark vision
2 15 enhance ability, enlarge/reduce,
spider climb
3 20 gaseous form, waterbreathing (5 uses)
4 30 freedom of movement, stoneskin
Chain of Language
An iron chain bracelet lined with teeth and adorned with three preserved tongues, each symbolizing a particular ability that may only be used once before requiring a long rest. When you utilize an ability, the corresponding tongue curls up until it can be used again. While at least one is still available, you can cast the spell dissonant whispers as if you have it prepared; while at least two tongues are available, this spell is automatically cast at one level higher than the spell slot actually expended.
The bracelet grants the following abilities: first, while listening to a language unknown to you, you may acquire it temporarily until the end of your next long rest. Secondly, you may cast silence without any components. This version of the spell can be moved using a bonus action until the duration ends. Finally, you can cast zone of truth centered on yourself without any components. This version of the spell does not affect you nor does it make itself known to the affected creatures, though they may become aware of the effect.
Eye of Dagon
A strange corrupted hag eye, with a deep azure sclera and warm golden iris punctuated by a W-shaped pupil. In order to utilize this charm, you must hold it to your forehead and recite its command chant. Upon doing so, it burrows into your head and attunes to you permanently. If the eye is ever removed, you die. You may open and close the eye at will. All of the benefits granted by the eye are only active while it remains open. When closed, its presence is imperceptible. The eye's power is great, but you can only scratch the surface. You become proficient with Insight or gain double the bonus when making a check with it if already so, and are immune to magic that allows other creatures to discern a target's location, read thoughts, or determine lying. As an action, you can target a creature you can see within 30 feet. The target must win a contest with its Charisma (Deception) check against your Wisdom (Insight) check. If it fails, you magically learn one fact or secret about the target. Additionally, once per short rest, you may cast detect thoughts without need for a spell slot or components.
When selecting additional Arcane Oddities, you may choose to forego selecting one to instead awaken the eye. It now creates an area of antimagic, as in the spell antimagic field, 5 feet directly in front of you. At the start of your turn, you decide which way you are facing and whether the effect is active. Additionally, it grants you truesight out to a range of 15 feet and the ability to innately cast foresight using your highest level spell slot. Once used to cast this spell, the eye closes until the dawn of the following day.
The Giant of Akriot
An ancient and worn, but still magnificent, marble statue of an idealized classical man, minus a head. The statue is a Large unaligned construct; refer to the stone golem stat block for its details. This giant recognizes you as its owner and serves you loyally, however, it can use its action and bonus action both to perform non-damaging options only, e.g. disengaging, hiding, searching, etc., and is incapable of attacking in any manner. Instead, it operates as your packbearer and mount, forming an instinctive bond with you that allows you to perform as a seamless unit together.
You may ride it in several ways: astride its shoulders, sitting on a single shoulder, piggyback, etc. The giant can carry up to three medium or two large targets at once. You may craft barding and equipment for it at your DM's discretion. For instance, you may wish to craft a backpack for the giant, both to stow your belongings in as well as for you to ride within. Other ideas include harnesses or a rickshaw.
While the statue is within 1 mile of you, you can issue orders to it telepathically. You may command it to return to you regardless of distance so long as you are on the same plane; when you issue this call, it gains the effects of freedom of movement until it reaches you. If the mending spell is cast on it, it regains 2d6 hit points. Every short rest, it begins to automatically repair itself if not tasked by you, regaining hit points equal to twice your hag level upon completion of the rest. When finishing a long rest, it is fully healed.
Greystaff
Prerequisite: Bheur Apprentice/Hag
While apprenticing under a Bheur Hag, you have been instructed on how to carve a Greystaff, a length of grey wood that is a focus for your innate power. This staff counts as a focus for your spellcasting and enhances your innate spellcasting from your Bheur transformation.
Innate Spellcasting. You can innately cast certain spells, using your spell save DC, and require no material components:
1/Short or Long Rest: Hold Person
1/Long Rest Each: Cone of Cold, Ice Storm, Wall of Ice
Greyflight
Prerequisite: Bheur Witch of Ruin
You imbue your Graystaff with further power, allowing it to ferry you through the air. In order to use this effect, you stand astride your staff and will it to fly. It then hovers beneath you and can be ridden. It has a flying speed of 60 feet and can carry up to 500 pounds, but its speed is reduced to 30 feet while carrying in excess of 250 pounds.
The staff stops hovering when you will it to stop. You can send your Graystaff to travel alone to a destination within 1 mile of you if you can name and are familiar with the location. It flies back to you when desired. While riding on the staff, your spells' range increases by 30 feet.
Heartstone
Prerequisite: Night Witch of Ruin
A lustrous black gem known as a heartstone. While in your possession, you are immune to diseases, and following a long rest, can designate a plane to be bound to. You cannot be forcefully removed from this plane or teleported against your will while on it. At any time while on another plane, you may use Border of Reality to return to a random location upon your bound plane.
Additionally, you may now use a charge of Border of Reality to gain the effects of blink and three charges to innately cast etherealness. When cast in this manner, you may choose to remain on the Ethereal Plane when the spell ends.
The Iron Price
Prerequisite: Annis Witch of Ruin
An 4” iron ball, that you can use as a crystal ball that you can perform a 10 minute ritual with to hear and see everything within 15 feet of an iron piece for up to 10 minutes or your concentration is broken. You can select which iron token to see and hear out of based on the distance and direction or just your knowledge of which one is which. If it is in the possession of a creature, then they may make a Wisdom saving throw to block the scrying.
Additionally, you may cast a spell through your Iron Price to affect the area it is in. If a creature is carrying it on their person then in addition to normal saving throws the spell has, the target can make a Wisdom saving throw to block the spell being transmitted through the token.
If either the scrying or spellcasting is blocked, then you cannot use your Iron Price on the token again or even use your connection to communicate to a creature holding it for the next 24 hours. You are still able to discern the approximate distance and direction the token is from you.
Masque de Viande
Prerequisite: Level 14
A stone mask with narrow eye slots, a ridge running vertically down the forehead, and small fangs protruding downward over its lower lip. As an action, you may don the mask to invoke its power, taking 1d12 piercing damage as immaterial tendrils extend from its edge and pierce your skull to stimulate the brain.
Upon doing so, for the next 10 minutes, you gain the effects of Tenser's Transformation. This does not require concentration nor can it be counterspelled or dispelled. You cannot remove the mask until the effect has ran its course. While utilizing the mask's power, you do not suffer the effects of exhaustion. You may use the mask twice before needing to finish a long rest to regain expended uses.
Refractory Mirror
Prerequisite: Green Witch of Ruin
A dull silver hand mirror housed within a simple and dark mahogany frame. The spell mirror image is always prepared for you; you may consume a duplicate generated by the spell as a reaction to gain the effects of shield.
Additionally, once per short rest, when a creature attempts to charm or frighten you but you succeed on the save, you may use a reaction to reverse the effect, causing the creature to make the same saving throw against your spell save DC else suffering the condition towards you instead. The reversed effect lasts until the creature succeeds on a save.
Servant of Evil
A small chunk of obsidian shaped into a realistic miniature heart. When unobserved visually, it beats like the real organ.
As an action, you may cut yourself on the heart, taking 1d4 slashing damage as your blood seeps into the aorta, and then press it against a tiny unattached nonmagical object not being carried by another creature. The heart magically melds into and animates the object, causing it to sprout little arms and legs and becoming a tiny servant under your control. Refer to the tiny servant stat block for details. Its hit point maximum is 10 + your hag level and it is considered an extra member of your coven.
You may issue general commands to it mentally while it is within your line of sight. Until completed, it will pursue its objective to the best of its ability. If no orders are issued, it remains in sight and protects you. The tiny servant, though unaligned, has a penchant for mischief and will once a day perform a minor prank on your companions, whether sticking a pebble in their boots or attempting to 'jumpscare' them.
Once per long rest, you may choose to swap locations with the servant as an action. When reduced to 0 hit points, your tiny servant becomes unconscious. It is automatically revived with its full hit points following a short or long rest. The servant remains active so long as the heart remains within it. As an action, you may have it remove and return the heart back to you, becoming inanimate once more.
Shadow Puppet
A child's patchwork doll, missing a button eye and stained in blood. If you possess a body part, lock of hair, clipping from a nail, or some other similar portion of a creature's body, you may undo the doll's stitching and place it within the stuffing. As part of this hour long ritual, you then attempt to bond the creature to the doll; it becomes aware of your goal and if unwilling, it must make a Wisdom saving throw against your spell save DC. On a success, the target is unaffected and immune to this ritual for 24 hours, and a new bit of it is required for the doll's stuffing. Upon failure and thus completion of the ritual, the doll warps to resemble the creature it has been bonded to.
While you possess the bonded doll, you always know the target's location, and it cannot become hidden from you as long as the two of you are on the same plane of existence. Once per long rest, when casting a spell, you may choose to target the bonded creature regardless of distance. This link remains active until seven days have passed, a greater restoration spell is cast upon the creature, or you break the bond yourself by removing the connecting piece from within the doll's stuffing.
Soul Bag
Prerequisite: Night Apprentice/Hag
A black sack made of stitched flesh that can be used to catch a soul with. Crafting a soul bag takes 7 days and a humanoid sacrifice whose flesh is used to make the bag. When an evil humanoid dies to your Nightmare Haunting ability, its soul is automatically pulled into the Soul Bag. If a humanoid has died within the last round, then you can use an action to use the Soul Bag to attempt to rip its soul out, the creature makes a Wisdom saving throw using its stats it had in life versus your spell save DC.
A soul can be extracted by the owner of the bag, oftentimes sold to demons and devils. Additionally, the night witch can make use of the soul herself in her spellcasting:
As an action they can use a soul trapped within the bag to fuel a spell, casting a spell from the witch spell list of a level of up to 1/4 of the soul’s hit die in life (rounded down, minimum of a 1st level spell, maximum of a 9th level spell).
As a part of casting a spell they can use the soul as an extra material component, increasing the DC of the spell save by 1/5 of the soul’s hit die in life (rounded down, minimum of a +1).
As an action they can consume the soul and either gain 2 temporary hit points for each hit die the soul had in life until the next long rest, or gain the use of one of the souls abilities, attributes, or class features for a number of rounds equal to your spellcasting modifier (minimum of 1). If an ability gained by this requires an action to activate, then you may use it as a part of the action used to consume the soul.
Traveler's Reliquary
Paired set consisting of a ring with seven keys on it and a tall medium sized locked chest with attached straps, capable of being worn as backpack. Though the keys are nondescript and look to be copies of each other, while holding the key ring you are innately aware which key is which. Other creatures can use the keys as well, but do not gleam any information from the key ring. The chest measures 2" x 2" x 4" feet and its weight remains static regardless of its contents.
When a creature attempts to pick the lock (DC 25) or cast knock upon the chest, they must also succeed on a Charisma saving throw against your spell save DC. On failure, the chest becomes a Giant Mimic and hostile against that target until either creature is reduced to 0 hit points, wherein it reverts back into a normal chest. On a success, roll a d6; the chest behaves as if you used the corresponding key. In order to check other key interiors, the creature has to pick the lock or cast knock, and perform the save again.
As an action, you can unlock the chest and either place or remove an item from its interior. When retrieving a specific object, the item is always magically on top.
1st Key. Upon turning the key, the chest splits and opens vertically as an armoire. Within are 1d4 complete outfits of various types, e.g. formal, casual, etc. for the user of the key. Clothes removed from the wardrobe crumble into dust at the beginning of the next day.
2nd Key. The interior is normal, however the temperature within is extremely low. There is a dial inside to control the climate of the container, ranging from arctic freezing to a cool autumn chill.
3rd Key. The interior space is larger than the chest's outer dimensions, measuring 5" x 5" x 5" feet. This space can hold up to 1000 lbs, not exceeding a volume of 125 cubic feet.
4th Key. The bottom of the interior is an opening into an air pocket of a submerged cavern. Despite the lack of wind, the water's surface constantly ripples and the depth cannot be judged due to its murkiness. At any moment, random corpses of creatures murdered by the keyholder float within the pool, passing in and out of view of the aperture. Attempts to interact with the contents of this interior all fail to elicit any response. Any item dropped into the liquid is lost forever.
5th Key. The interior appears to be completely normal and befitting the dimensions of the chest.
6th Key. Upon turning the key, the lid pops open and the user is immediately sucked in as the chest slams shut again. The user is banished to a harmless demiplane that appears to be an empty room 30 feet in each dimension, made of wood and stone. They remain there until a minute has passed, at which point the user reappears in the space they left or in the nearest unoccupied space. Once used, this key cannot unlock the chest again until the dawn of the following day.
7th Key. Upon inserting the key, the chest becomes primed. Turning the key instantly destroys the chest and tears a hole to the Astral Plane. The chest's contents are scattered across the plane and any creature within 10 feet of the rift is sucked through to a random location on the plane. The hole then seals permanently.
Shroud of Mist/Seafoam
Prerequisite: Illusory Appearance feature
A green witch of ruin creates a Shroud of Mist while a sea witch of ruin has a Seafoam Shroud. Both items allow them to use their Illusory Appearance a number of times equal to their spellcasting modifier. They regain one usage upon a short rest and all usages on a long rest. They each have a unique ability as well.
Seafoam Shroud. While a sea witch of ruin is wearing her shroud in a body of water or rain, she can dash or disengage as a bonus action.
Shroud of Mist. While a green witch of ruin is wearing her shroud, when she casts an enchantment or illusion spell on her turn, she can use a bonus action to seemingly fade into mist and become transparent. After becoming transparent, even if she is in plain sight, it takes a successful Wisdom (Perception) check vs her spell save DC to spot her, as long as she hasn't moved since becoming transparent. A creature that tries to enter her space while unaware of her is surprised.
Trichobezoar
A stone made of hair, formed within the intestines of a humanoid creature. Unable to be digested, swallowed hair accumulates within the bowels and eventually forms a mass of compacted material, a type of bezoar. A willing creature may use an action to swallow or regurgitate this stone.
While the bezoar remains within their body, the creature is resistant to poison damage and has advantage against being poisoned, and is always considered within range whenever you cast a spell. Once per long rest, you can use your action to end any spell, condition, or curse affecting it.
Two-faced Chalice
A decorated goblet depicting celestials and fiends locked in vicious battle that poisons any liquid inside of it with cyanide when you speak the command word. Upon ingestion, a creature must make a Constitution saving throw vs your spell save DC with disadvantage, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. This damage cannot be mitigated unless a creature is immune to poison.
Twice per long rest, as an action, you may choose to have the goblet fill with a potent healing draught instead. When consuming this invigorating brew, a creature regains 30 (6d4 + 6) hit points. While this chalice is in your possession, whenever you are healed by a potion or deal poison damage, you may roll a d8 and add it to the result.
Vermintide Band
A dirt-crusted copper ring that has a rat's chewing marks along its length. While worn, you gain an affinity for rats and are considered proficient with animal handling when interacting with them.
Whenever you cast find familiar and select a rat, you may choose to instead receive a swarm of rats. Additionally, once per long rest, you may choose to polymorph into a giant rat without requiring a spell slot or any components.
As a reaction, you may choose to summon a swarm of rats to cover your body and interpose themselves between you and enemies. This swarm can absorb up to 25 points of damage; any damage exceeding this limit is dealt to you. Upon the start of your next turn, any remaining rats on your person disperse. You may only use this ability once and can do so again following a long rest.
War Crucible
Prerequisite: Annis Witch of Ruin
A small bone-white ceramic container engraved with runic markings upon its surface, the interior space of which is much larger than its outer dimensions would imply. As part of a ritual, you can insert a magical piercing or slashing weapon of maximum very rare rarity into the crucible, it seemingly accepting a weapon of any size so long as it is made of metal.
As the ritual proceeds, the crucible is heated up to extreme temperatures and the weapon destroyed. The amount of time necessary to liquefy a weapon is based on its rarity; a very rare weapon requires 8 hours and for each rarity level lower, the time is decreased by 1 hour.
Upon completion of this process, you may ingest the resulting metallic slurry. By using this method to consume a weapon, you enhance your nails and teeth, gaining a bonus to attack and damage rolls, gaining a +1 bonus for an uncommon weapon, a +2 bonus for a rare weapon, and a +3 bonus for a very rare weapon. These effects last until you choose to devour another weapon.
Wayside Chalk
A stick of sickly white chalk made with marrow and bone extracted from various creatures. The charm has 5 charges and regains 1d4+1 expended uses daily at dawn. If all the charges are expended, the chalkstick crumbles into dust.
As part of an hour long ritual, you may inscribe your origin sigil upon a door. A door can be any material suitably covering an aperture. Upon completion of the process, this sigil is indelible unless you, the original creator, take an action to erase it to create another one elsewhere. By using an action to draw a connecting sigil upon another door and then expending a charge of the chalk, a link between the two sigils is created for 1 minute. When the connecting door is opened or shifted, the area beyond is that beyond the origin door. As long as the door remains ajar, the effect persists for the time limit. If sealed prematurely, the magic immediately ends. Whatever the case, another charge is required to prime the connection. A connecting sigil can be erased by anyone.
When drawing the origin sigil, you may create a passcode; you can change this trigger word by working on the origin sigil for an hour. When using a connecting sigil, you must voice this password before opening the door. If a creature attempts to open the connecting door without this code, it is knocked back 15 feet, taking 5d10 lightning damage, and the link between the two sigil fails.
Yin Comb
Prerequisite: Sea Witch of Ruin
A timeworn comb with fine teeth, carved from a single solid piece of ancient ivory. While in your possession, the oceans and seas recognize your authority. You have the following spells prepared and can become invisible when fully immersed in water.
Spell Level |
Spell |
Cantrip |
Shape Water |
1st |
Create/Destroy Water |
2nd |
Moonbeam |
3rd |
Wall of Water |
4th |
Control Water, Watery Sphere |
Once per short rest, when you would be reduced to zero hit points, you can use a reaction to burst into a pool of water, becoming untargetable and immune to all damage except fire and cold, and may move up to your movement speed. At the beginning of your following turn, you recoalesce with a single hit point.