Green Witch

You know the wisdom of the elders, and the mountain, forest, and river. Your cunning craft is older than the Church, powerful enough for more ignorant folk to fear you. But green witches help anyone, even those who do not follow the small gods of the Coeden Way.

  • 3d6 sp, mix of imperial minted coins and hacksilver
  • Rations (3 uses)
  • Torch
  • Wooden effigy of a local god
  • Dagger (d6)
  • Mortar and pestle

What do people come to you for?

  1. Funeral rites. Take a bag of 30 hag coins that you can place over the eyes of the dead. Any dead with your coins over their eyes cannot become undead, and any undead is quieted.
  2. Seances. Take a candle (petty) whose flame turns black when a spirit is near.
  3. Cooking and herbs. Take healing herbs (restore 1d4 STR, 3 uses).
  4. Divination. Take an scrying glass (1 charge). Fill with water and the hair, blood, or nails of a person whose name you know and peer into its reflection to spy on that person. Powerful entities can see you back. Recharge: Feed the glass your own blood (1 STR damage) over the course of a day.
  5. Energy healing. You carry crystals (3 uses) that trap illnesses and curses afflicting a victim. The crystal stores it until it is invoked, but once invoked, the crystal breaks and the affliction seeks another host. Your nails are made of the same crystalline material.
  6. Warding. You can identify a spell-caster by studying them long enough. You wear a necklace of resin-covered eyes (3 uses) that dispel curses.

What familiar have you bound yourself to?

  1. Cat. Passes through walls, but cannot bring anything with it. Needs constant attention. Resummon: Jingle something shiny during a watch.
  2. Raven. Can mark a single creature and know where it is at all times. Easily startled, noisy. Resummon: Build them a nest in a tree.
  3. Snake. Has a constriction attack and a venomous bite attack. You are immune to its venom. Always doubts your plans. Resummon: Bind yourself in vines or similar cords overnight. It returns as one of the binds.
  4. Owl. You can cast a spell through it. Insists on feeding you. Resummon: Offer vermin.
  5. Fox. Static cling: Stores 1 fatigue from your spellcasting. When storing this fatigue, it cannot be touched without inflicting 1d4 STR damage. Resummon: Sing a ballad by a river at sunset.
  6. Raccoon. Invisibility at will. Eats coins. Resummon: Offer 13 coins.

Familiar: 6 GD, 6 STR, 14 DEX, d6 attack, speaks in animal sounds only you can understand, and requires food. Familiars are allies (not subordinates). Mistreatment may lead to them abandoning or turning on you. Resummoning a familiar is more like convincing or coaxing them to return.

Go to Bonds to round out your character.


This site uses Just the Docs, a documentation theme for Jekyll.