Those who have close encounters with the witch Baba Yaga are rarely the same afterward. Some go mad, and others flee their homes and are never heard from again. To speak with Grandmother is to hear the answers to questions you hadn’t dreamed of, and see futures and pasts from parallel worlds. The effect of conversing with Baba Yaga takes a different toll on each person. Some abandon their former lives and dedicate themselves to further pursuing the secrets of the witch. These warlocks of Baba Yaga are found roaming across Torar, rattling off portents and seeing meaning in each small coincidence. The warlocks are convinced that Grandmother leaves messages and signs behind her as she travels—and they believe the witch travels everywhere. Though they lack unity, sometimes the warlocks come together to share what they have learned. These gatherings might last weeks as the followers of the crone pile meaning upon meaning to one another’s stories.
| Spell Level | Spells |
| 1st | dissonant whispers, identify |
| 2nd | augury, mind thrust |
| 3rd | bestow curse, speak with dead |
| 4th | locate creature, polymorph |
| 5th | commune, teleportation circle |
| d100 | Result |
|---|---|
| 1-6 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
| 7-12 | The character begins babbling and is incapable of normal speech or spellcasting. |
| 13-18 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
| 19-24 | The character does whatever anyone tells him or her to do that isn't obviously self-destructive. |
| 25-30 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
| 31-36 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
| 37-42 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
| 43-48 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. |
| 49-54 | The character experiences a powerful delusion. Your DM chooses a potion. The character imagines that he or she is under its effects. |
| 55-60 | The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. |
| 61-66 | The character is blinded (25%) or deafened (75%). |
| 67-72 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |
| 73-78 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. |
| 79-84 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. |
| 85-90 | The character loses the ability to speak. |
| 91-99 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. This lasts until the end of your next round. |
| 100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
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