Wanda Maximoff is a native of Sokovia who grew up with her twin brother, Pietro. In an effort to help purge their country of strife, the twins joined HYDRA and agreed to undergo experiments with the Scepter under the supervision of Wolfgang von Strucker, and received superpowers as a result, with Wanda attaining various abilities including telekinesis, telepathy, and energy manipulation. (Source: MCU Fandom)
Medium humanoid (human), neutral good
Armor Class 12 (15 with mage armor)
Hit Points 110 (20d8 + 20)
Speed 30 ft., fly 60 ft. (hover)
Abilities Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 13 (+1), Wis 14 (+2), Cha 20 (+5)
Saving Throws Str +6, Dex +8, Con +7, Int +7, Wis +9, Cha +11
Skills Arcana +7, Perception +8, Stealth +8
Damage Resistances damage from spells, psychic
Senses passive Perception 18
Languages English, Sokovian, telepathy 60 ft.
Challenge 19 (22,000 XP)
Innate Spellcasting (Psionics). Scarlet Witch’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She can innately cast the following spells, requiring only somatic components:
- At will: Bigby’s hand (the hand appears as red energy), calm emotions, charm, crown of madness, command, fear, light, mage armor, mage hand (the hand appears as red energy), prestidigitation, shield, sleep, suggestion, telekinesis
- 1/day each: disintegration, dominate monster, forcecage, modify memory, Otiluke’s resilient sphere
Inscrutable. Scarlet Witch is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.
Magic Resistance. Scarlet Witch has advantage on saving throws against spells and other magical effects.
Quick Caster. Scarlet Witch can use her bonus action on each of her turns to cast one of her at-will spells that has a casting time of 1 action.
Multiattack. Scarlet Witch can use or maintain her focused energy blast. She can then make three energy bolt attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Energy Bolt. Ranged Weapon Attack: +11 to hit, range 120 ft., one target. Hit: 32 (6d8 + 5) force damage and the target must succeed on a DC 19 Strength saving throw or be pushed back 10 feet and knocked prone.
Focused Energy Blast (Recharge 6). Scarlet Witch targets one creature or object she can see within 120 feet of her. The target must make a DC 19 Dexterity saving throw. On a failed save, the target takes 75 (10d6 + 40) force damage and its speed is reduced by half. If this damage reduces the target to 0 hit points, it is disintegrated. This effect automatically disintegrates a Large or smaller nonmagical object or a creation of magical force.
As long as Scarlet Witch concentrates (as if concentrating on a spell), she can use her action to deal 75 (10d6 + 40) force damage to the target automatically for up to 1 minute. This effect ends if she uses her action to do anything else. The effect also ends if the target ever moves further than 60 feet away from Scarlet Witch or it has total cover against her.
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Thumbnail art by Disney/Marvel.