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The Witch's Hut - A secretive diviner ready to drop into your existing 5e world!
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You can find the free formatted PDF HERE, along with my previous releases!

The Witch's Hut

On the outskirts of town, hidden away from curious eyes and the hustle and bustle of society, lies an unremarkable cottage. Rumors in town claim that the cottage is home to a witch – a diviner and enthusiastic polymorpher who would sooner turn you into a beetle than say hello. But rumors are just rumors…right?

Sounds of nature surround you as you make your way farther from town. Slowly, the calls of birds and rustling of small animals fade, until you are blanketed in an eerie silence. Finally, you see it.

The witch’s hut is a weathered, single-story cabin. An uneven path of large stones meanders up to the front door, which stands alone on the windowless building. Connected to the side of the home stands a small, fenced area, and you can make out the shapes of several goats moving within.

Suddenly, the oppressive silence is broken. The creaking of old wood fills your ears as the front door shudders open, just slightly, and now stands ajar. Beckoning.

Shrouded in Mystery

Rumors surround Alysia like a thick mist. While accounts vary, most agree that she is a powerful and dangerous soothsayer. Only those brave or desperate enough venture into the woods to seek a favor from Alysia – for she is said to have the power to answer questions about the future and perform acts of strange magic.

Those who have visited her hut (and have returned) tell tales of walls decorated with rows of glass bowls and terrariums crawling with insects, spiders, lizards, and other creepy crawlers. It is whispered that within this small menagerie reside those poor souls who asked a favor of Alysia and failed to pay, or who wandered too close to her home without being invited.

More rumors can be found on the table at the end of this document.

Alysia, the "Witch"

To those with whom she is unfamiliar, Alysia appears as a haggard, sinister old witch with tangled gray hair and glassy eyes. To those whom she considers friends, however, Alysia reveals her true appearance.

Alysia is, in fact, a young, blonde half-elf with sharp emerald eyes. While Alysia is aware of the nasty rumors surrounding her, she does nothing to change the opinions of the locals. In fact, Alysia enjoys the privacy that comes with her reputation, and will often use her magic to enhance the charade.

Before removing herself from society, Alysia was an accomplished diviner. Unfortunately, that power came at a high cost. She couldn’t handle any more hopeful faces; people begging for a glimpse into their future, then falling into despair or outright anger when her premonitions were not what they had hoped for.

So, Alysia ran away from the world. She left her home in a metropolitan city and made a new life for herself on the outskirts of a small, sparsely populated town. These days, Alysia only uses her gifts for those who are brave enough to seek her out in the wilderness.

Keeping Up Appearances

While not a “witch” in the traditional sense, Alysia is an accomplished spellcaster. She enjoys using her magic to keep the stories in town flowing and reduce the number of curious eyes on her in the process. Examples of her tactics may include:

· Using an Arcane Eye spell, Alysia can see visitors approaching her cottage and creak open the door as they arrive.

· When greeting newcomers, Alysia uses an Alter Self spell to take on a hag-like appearance. By slightly changing her appearance for each person she meets, no two accounts in town are the same.

· Before leaving her home, Alysia commissioned a magic item from an artificer dubbed the “Peacekeeper”. This magical item covers her home and surrounding clearing in a Silence spell when active. This helps Alysia concentrate on her divining, while also adding an eerie ambiance to the hut.

Many other spells from the wizard spell list can work in fun and creative ways. Alysia may use Spider Climb to greet her guests from the ceiling. She may send a Message while her guests are standing outside to whisper into their minds. If she is feeling particularly averse to visitors, she may just cast a Fear spell from her door and be done with it!

Goods and Services

Alysia is willing to provide her services to those persistent enough to find her – if they can pay.

Spell Level Cost
Identify 1st 30 gp
Locate Object 2nd 50 gp
Through the Looking Glass* 3rd 150 gp ( 50 add'l/level)
Divination 4th 200 gp
Detect Lifeforce* 5th 400 gp
Scrying 5th 400 gp
Pinpoint* 7th 600 gp

Cosmetic Alterations

Alysia can alter someone’s appearance, causing the same effects as the “Change Appearance” section of the Alter Self spell. These changes to someone’s eyes, hair, or other facial features are permanent, unless Alysia reverts them. The changes can also be reverted by a Greater Restoration spell.

Alysia typically charges a high sum for these alterations. Depending on the complexity of the changes, Alysia may charge up to 500 gp, or may require a favor from her customer.

Hooks

Alysia may make a request of characters in exchange for her goods and services, or she may seek the characters aid once she becomes aware of their presence.

Runaway Goat

One of Alysia’s goats has escaped its pen. It has been missing for less than a day, so Alysia figures it can’t have gotten far. She asks the characters to track the goat down in the surrounding forest, as she can’t leave her home unattended for too long.

As the characters follow the goat’s tracks, however, something strange occurs. An hour into their search, the tracks abruptly change from goat hooves to human footprints.

Did a thief steal the goat from Alysia? Is Alysia playing a prank on the characters? Or is there maybe something more to those rumors about Alysia turning indebted customers into animals…

Unhappy Customer

Recently, a customer of Alysia’s had a rather unpleasant reaction to one of her prophecies. Concerned over the loyalty of their new spouse, the client asked Alysia if she could see any acts of unfaithfulness in their new spouse’s future.

Using a Divination spell, Alysia begrudgingly informed the customer that she foresaw their new spouse engaging in carnal acts with their neighbor in the next few days. Seemingly forgetting their original suspicions, the heartbroken villager stormed out of Alysia’s hut, accusing her of deceit and scamming innocent folks. They promised to return soon, intending to “shut her lying mouth for good!”

Worried at the potential of the disgruntled customer raising a force in town against her, Alysia pleads the characters to help her clear her name. In fact, should the characters find proof of the new spouse’s unfaithfulness, Alysia’s reputation as a diviner will be bolstered. “Besides,” Alysia adds with a smirk, “I may enjoy stirring the pot a little bit from time to time.”

Placing the Witch's Hut

To anyone well-versed in spellcasting, it is quickly obvious that Alysia is simply a talented spellcaster with a gift for divination. For that reason, it makes the most sense for her to appear in a low-magic town or area.

While the denizens of the neighboring village are surely aware that magic exists in the world, they may not have the education or worldly experience to identify the spells that Alysia is casting or deduce that they are mostly harmless and meant to simply intimidate passersby.

Alysia deliberately relocated to such an area to avoid the constant demand of her services from those who recognize her power, but she will still likely find it refreshing to speak with a group of adventurers well-versed in magic themselves.

Rumors Table

d10 Rumor
1 The witch’s hut in the woods is blanketed in silence, so you can’t scream or call for help when she gets you!
2 If you visit the witch, you had better be able to pay. She turns her debtors into lizards and keeps them as pets!
3 My friend said that before he even reached the hut, the front door flew open and noxious gas came pouring out! He ran back to town and didn’t look back.
4 When you approach the hut, the witch’s goats all stare at you. It’s like they’re trying to warn you…
5 The witch must be centuries old. She reminds me of the evil hags my mother told stories about to scare us as children.
6 My uncle said that when he entered the hut, the witch was leering at him from the ceiling! He says he fainted dead away and woke up on the edge of town. He swears he wasn’t drinking that night.
7 The witch whispers into your mind if you get too close! For a silver, I’ll sell you this charm my gran made to keep the witch out of your head and dreams!
8 At night, the witch sneaks into town and puts evil curses on our children! Make sure you lock your windows up tight after sundown.
9 The witch can tell you your future, but they say she demands your soul as payment.
10 My wife always wished for blue eyes. After visiting the witch, she came back home with the most beautiful blue eyes I’d ever seen. No matter how many times I ask, though, she won’t tell me what she had to give the witch in trade for them…

New Spells

Detect Lifeforce

5th-level divination

Casting Time: 10 minutes

Range: Self

Components: V, S, M (a likeness of the target)

Duration: Instantaneous

You reach out to feel for the lifeforce of a particular creature you choose that is on the same plane of existence as you. To target the creature, you must know their full name and have a picture or drawing of their likeness. The likeness must show their face at an age within 10 years of their current age (an image of the target from their childhood, etc. will not work).

When you cast the spell, you become aware of the targeted creature's status. You know whether they are alive or dead, and if they are injured, poisoned, cursed, or otherwise incapacitated.

Pinpoint

7th-level divination (ritual)

Casting Time: 1o minutes

Range: Self

Components: S, M (a map)

Duration: Instantaneous

You touch a map while concentrating on a creature or object with which you are familiar. If the target is currently located somewhere within the bounds of the map, a dot of magical red ink appears on the map, marking the target's current location. The dot shows the target's location at the time of the casting, even if the target then moves away. The dot remains on the map until the following sunrise, or until the spell is recast on the map, at which point the dot fades away.

Through the Looking Glass

3rd-level divination (ritual)

Casting Time: 1 action

Range: 5 feet

Components: V, S, M (a mirror)

Duration: Concentration, up to 10 minutes

You touch a mirror or other reflective surface, such as a still pool of water, that you can see within 5 feet of you. For the duration, when you look into the mirror, you can see out of any other mirror within a 100-foot radius of you.

When you cast the spell, you become aware of all mirror surfaces within the range of the spell that you can connect to. Once connected to another mirror, you may use your action to move the connection to another mirror within range.

At Higher Levels. When you cast this spell using a spell slot of 4nd level or higher, the range increases by 50 feet for each slot level above 3rd.

Thank you!

If you enjoy my work, considering checking out my Patreon and Discord (both available HERE) to get updates on future weekly releases!

Previous Places and Faces Releases: The Fiery Fox Apothecary, Gloom's Shrooms

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