
A D&D 5e sourcebook · Coming to Kickstarter
Six playable hags, five classes, and a campaign where you are the villains.
Build a hag, join a coven, and play the thing a party spends a whole campaign trying to stop.
Ten subclasses across twenty levels, coven rules for a party that acts as one, and a full campaign that has been run at multiple tables.
What is Roll Evil?
Roll Evil is a D&D 5e sourcebook about playing the monster instead of hunting it. Six playable hags and five classes. A full villain campaign. Coven rules for a party that would rather act as one.
These are not the hags who keep to themselves at the edge of the village. They are the ones who traded away something they would rather not talk about, and there are six of them, dangerous in six different ways.
Daughters of the Black Forest. Six playable hags and a full villain campaign, run at multiple tables and devilishly fun every time.
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What is in it
A 5e supplement lives or dies on what it actually adds. Roll Evil adds four things, and all four are finished, playable and already run at multiple tables.
Cinder, Green, Night, Sea, Annis and Bheur. Each is a lineage, not a reskin: your hag decides your element, your coven spell, and the weakness that keeps you honest.
Meet the six 5 / 10The Witch, the Brute, the Apothecary, the Summoner and the Oracle, each with two paths. Full progressions to level 20, with 46 feats written for them.
Read the five 25From 1st level to 8th, gated by element so a Cinder Hag never sees a cold spell. Plus six coven spells only a circle of hags can cast together.
Read all of them 1A full arc written for a party of hags rather than adapted for one, with a twenty-card Fate Deck that decides what each day costs you.
See the campaignThe Coven
Each one has her own element, her own coven spell and her own weakness. Click any of them for the lore and the rules.

Cinder Hag
She is not the fire. She is what is left after. Cinder Hags are born from catastrophe: villages razed, forests burned, lives ended in an hour. Something in the ash decides to get up.
They are not angry creatures, despite what their nature suggests. Anger requires investment in the outcome. A Cinder Hag has no investment. She burns because burning is what she does, the way a river flows downhill.
Damaging spells must match her elements: fire, thunder. Necrotic, physical and utility spells are open to every hag.
Rain, water and snow sting and weaken you. While you are in a wet or cold environment, and for 1 hour after you leave it, your spell attack rolls and spell save DC take a -2 penalty, and you cannot cast or assist in Coven Magic.
Fire / Area Control. The coven sprays black ash across a 40-foot radius.

Green Hag
She is whoever you need her to be. The Green Hag is the most dangerous of the six because she never lets you know you are in danger. She lives in the forest that is supposed to be magical and good. She speaks with the voice of the grandmother who raised you.
By the time you understand what she is, she has already taken what she came for. The worst part is you gave it to her willingly.
Damaging spells must match her elements: poison, acid, plant. Necrotic, physical and utility spells are open to every hag.
You draw your strength from corrupted nature: cursed woods, swamps, land tainted by dark magic. After a full day away from it you cannot use Coven Magic, you have disadvantage on all saving throws and skill checks, and your speed is halved, until you return to corrupted ground.
Acid / Terrain Control. A 30-foot diameter of ground sinks into caustic bog, thorned roots and steaming water.

Night Hag
She does not hurt you. She visits you. The Night Hag wants something the others cannot harvest: your despair over time. Pure, cultivated suffering, bottled in a soul gem and traded on the lower planes for power that even elder hags cannot buy.
She is patient. She has been patient since before the oldest tree in the forest was a seed. She will visit you for months. You will not sleep well. You will not know why.
Damaging spells must match her elements: psychic, mind, death, force. Necrotic, physical and utility spells are open to every hag.
You need corrupted souls to keep your strength. When you have not fed on a soul for 24 hours, you lose one spell slot of your highest level and cannot cast Coven Magic until you harvest a fresh one. You always know Harvest Essence and Nightmarish Binding, the spells you feed with.
Psychic / Domination. The coven reaches into the minds of H creatures it can see within 60 feet.

Sea Hag
The ocean does not hate you. It simply does not care whether you survive. Neither does she. Sea Hags 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 Hag is what happens when that logic decides it wants to be able to look at you.
Damaging spells must match her elements: thunder, lightning, water, cold, air. Necrotic, physical and utility spells are open to every hag.
You must spend 1 hour a day submerged in water. After a full day without it your skin dries and flakes: you have disadvantage on all saving throws and skill checks, vulnerability to fire damage, and you cannot cast or assist in Coven Magic, until you submerge again.
Storm / Forced Movement. A vortex of dark water and lightning opens in a 20-foot radius within 60 feet.

Annis Hag
She is not the strongest thing in the forest. She just breaks things with more patience than the strongest things. Annis Hags are the only hags that other monsters physically fear. A troll will avoid an Annis Hag's territory.
She does not rage. 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.
Damaging spells must match her elements: earth, thunder, force. Necrotic, physical and utility spells are open to every hag.
When you take more than twice your level in damage in a single turn, or are hit by a critical hit, make a DC 14 Wisdom saving throw. On a failure you fly into a berserker rage: advantage on melee attack rolls and +2 damage on each attack, but you must attack the nearest creature, friend or foe, with your full strength, and you cannot cast or contribute to Coven Magic. Repeat the save at the start of each of your turns to regain control. The DC rises by 2 for each save you fail.
Earth / Knockdown. The ground within a 40-foot radius heaves and splits.

Bheur Hag
She does not chase. She waits. Everything freezes eventually. Bheur Hags are the most patient creatures in the known world, which makes them the most dangerous. She has outlasted kingdoms. She does not need to hurry.
Her magic does not explode. It does not ignite. It slows. It accumulates. The frost builds one layer at a time until movement becomes impossible, and by then, you have already lost.
Damaging spells must match her elements: cold, water, air. Necrotic, physical and utility spells are open to every hag.
When you are hit by a critical hit or take bludgeoning or fire damage, make a DC 13 Constitution saving throw. On a failure your icy form cracks and any Coven Magic you have running ends. Until you are back above half your hit points, you have vulnerability to bludgeoning, fire and force damage, your AC drops by 2, and you cannot use Coven Magic.
Cold / Zone. A blizzard descends on a 40-foot radius.
The Campaign · Daughters of the Black Forest
Plenty of different groups have played this one, and every single one of them found a way to be horrible that we had not thought of.

The world has decided you are monsters, and the world is right. You are hags. You live to watch man and mer suffer, and you are good at your work.
The trouble is arithmetic. They outnumber you a thousand to one, and every road, every harvest and every crown belongs to them. Nothing your coven wants can simply be taken. So you lie. You scheme. You make yourself necessary to people who would drown you on sight, and you collect the debts later.
The free adventure starts on the night you turn thirteen. You wake in a swamp with a power you did not ask for, sisters you have only just met, and a mother the nearest village has paid off every Midwinter for three generations. That arrangement has always held. This winter it is holding badly.
A young priestess has come up the road to Abbotshire. She is kind, she is capable, and she heals for nothing what your mother used to charge for. The village is beginning to say there is no need for the old bargain any more. Your mother would like you to walk in wearing someone else's face and have a look at her.
Nothing has been decided yet. That is what makes it dangerous.
Five chapters, free. Hagspawn, The New Healer, The Gloaming Bazaar, Swamp Pox and The Broken Ward. What happens in each is on the campaign page.
Read the five chaptersExtras
20 cards, in the hand
The Oracle draws one every dawn and carries it all day. It works as a d20 and a lookup table. It works better as a card somebody has to turn over.
Six sets, one per hag
Coloured off the hag and filled with what she throws. Ember for the Cinder Hag, drowned teal for the Sea Hag, bruised violet for the Night Hag.
Foundry and Roll20
Maps with the walls already in, tokens for all six, the twenty five new spells as rollable items, and the deck as a deck.
The Creator
Roll Evil started as a home campaign for friends. Born from running the Daughters of the Black Forest campaign for real players, and wanting to share what happened when the players got to be the monsters.
Every class mechanic has been tested at the table. Every campaign beat has been laughed through, argued over, and run again.
From the Coven

Most playable hag homebrew maps each hag onto an existing 5e class. Here is why that fails, and the two-axis design we built instead.
Read more →
Lair actions are the clearest way 5e says this ground is mine, and players never get them. Roll Evil coven magic hands them over.
Read more →
Evil D&D campaigns collapse for two predictable reasons. Here is what causes each one and the five fixes that keep a villain party together.
Read more →Early Access
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