Hag's Child Image

“My Mother? She was...eccentric...”    ~ Nimir, Apothecary of Honour's Crest

 

You are the child of a Hag, a hideous monster of the unseelie fey. After turning thirteen you realised you had begun to change: you aged rapidly, your muscles and bones stretching and deforming. Your body filled with new heights of terrible magic that you can imbue into items or tear into the psyches of others.

 
Skill Proficiencies: Choose two from among Arcana, Insight, Intimidation, or Medicine
Languages: You can speak, read, and write either Infernal, or Sylvan.
Equipment:  An monster hunter’s pack, a set of common clothes, and one artisan's tools set.
 
Feature: Cursed Collection

You can spend 1 hour and 10 gp worth of materials to enchant a Tiny magical item. These items are single use only, once they are used the magic fades, or you can use your action to disenchant it and reclaim the materials used to create it. At any one time you can only imbue up to a maximum number of items equal to your character level plus your Intelligence modifier, and you can only imbue only one type of item at a time. Your spellcasting ability modifier for these items is Intelligence, with your save DC being 8 + your Intelligence modifier + your proficiency bonus.

When you create a magic item, choose one of the following options:

Adrenaline Gum. This magical tree gum can temporarily boost a creature's energy, with a toll once it wears off. As a Bonus Action a creature can chew the gum and for 1 minute it gains the following benefits: 

  • Advantage on Strength and Dexterity ability checks, attack rolls and saving throws.
  • Increased armour class by 2.
  • The creature can Dash as a Bonus Action.

Once the effects of the gum wear off the user gains 3 levels of exhaustion.

Avian Message. You enchant piece of paper that is folded into the shape of a bird. You speak the name of a creature to the bird, of whom you already know the location of, and it flies to the named creature. The paper bird can only travel up to 120 feet, beyond which it shreds into tiny pieces.

Badberry. You create a small coloured berry. If this berry is ingested by a creature it takes 3d4 poison damage after 1 minute.

Ball of Binding Bands. This ball of wool or elastic is activated with a spoken command word you choose upon creation. When you make a ranged attack with this ball you can speak the command word and the ball unravels and binds the first medium or smaller creature, or object, it hits. A creature bound by this ball must make a Strength saving throw or become grappled by the threads. A bound creature can use an Action to reattempt the saving throw, breaking the threads on a success. Once the ball's threads are broken, the item becomes disenchanted.

Bottled Vines. This bottle filled with plant matter can be thrown, allowing the user to cast Entangle once before wilting away.

Blue Candle. This candle is made from blue wax. Upon lighting the candle it burns rapidly and casts the Detect Magic spell centred on the candle. The candle burns fully over the course of the spell's duration.

Brewed Hive. This small beer keg is filled with a Swarm of Insects, once the swarm is released you can issue it a one word command. The insects wither and die 10 minutes after being released.

Broomstick Servant. This broomstick is unassuming and indistinguishable from a regular broomstick. As an Action, you can give a one word command to the broom and it's shaft splits, turning into an Awakened Shrub. After 1 hour the Awakened Shrub wilts and dies.

Burning Gloves. These gloves allow the wearer to cast Burning Hands once at 1st level before turning to ash.

Candle Sword. This enormous sword-shaped candle is made with silver-infused wax. It can be lit using a Bonus Action, and then can be used as a magical weapon that deals an additional 1d4 fire damage when used in a melee weapon attack. Initially, at full length the candle is a Greatsword, after 1 minute it has melted into a Longsword, then after another minute it becomes a shortsword. A minute later the candle has melted into a dagger, after 1 last minute the candle has fully melted. Whilst lit the candle emits 30 feet of bright light, and a further 30 feet of dim light.

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. Winding the toy and setting it on the ground causes it to move 5 feet in a random direction emitting sounds of screaming and crying. Any creatures (except creatures that enjoy such noises) within 15 feet of the toy must make a Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute or until the toy is destroyed or disenchanted. An effected creature can reattempt the saving throw at the end of each of their turns, ending the effect on a success.

Dread Bell. Ringing this bell allows the user to cast Toll The Dead once before disenchanting.

Dream Dust. This dust allows the user to enter and observe, but not alter, another creature's dream. The user must sprinkle 5 grams of dust on a sleeping target who must make a Wisdom saving throw, on a failure, the user then immediately falls asleep and enters the target's dream. On a success the target awakens.

Exotic Candy. Eating this piece of candy casts Absorb Elements on the eater. The spell is held without concentration and expended as soon as the consumer receives damage of a type the spell can absorb.

Festering Heart. You take the heart of a once living creature that died within 1 hour, enchanting it causes it to resume beating. Consuming this heart casts the Cure Wounds spell at first level, healing the consumer.

Fetishistic Mirror. When a creature pears into this mirror it shows them their darkest desire. The creature must make a Wisdom saving throw or become magically charmed by the reflection, a creature charmed this way is considered restrained until the effect ends. The charm ends after the creature receives damage, the mirror is destroyed or disenchanted, or if the creature is unable to see the mirror for 1 minute. If a creature is in combat when it makes its saving throw, it has advantage on the roll.

Fiendish Contract. You can create an infernal contract signed between a devil or yugoloth and a mortal. This contract cannot summon the fiend, but can be signed by both parties. If the fiend is a devil, it is magically forced to uphold every clause of the contract and the mortal's soul enters the Nine Hells as a devil after death. If the fiend is a yugoloth, neither party are forced to uphold the contract and so can break it at any time. Once the contract is signed it is spontaneously combusts and is destroyed, though the terms of the contract still hold.

Flash Sticks. You can create up to 3 wooden, engraved sticks. When snapped a flash stick emits a sudden burst of bright magical light causing every creature within 30 feet that can see the stick to make a Dexterity saving throw or become blinded until the end of their next turn.

Gel of Hair Growth. This grey salve is held in a small container. Applying the salve to a creature before a long rest causes the creature to grow a full head of hair, increased body hair, and an enormous facial beard. Creatures that already have hair, have their hair double in length and thickness.

Glacial Mist. This item appears as a clear liquid in a flask. When the flask is shattered ice sprouts over the ground covering up to 20 squared feet, creating difficult terrain in this area. This can also be used to flash freeze large slabs of water into ice platforms.

Hag's Eye. This small wooden eye is useful for spying and scrying. As an action you can activate this item from anywhere on the same plane. At any time you can focus your vision into the eye and see through it as though it were your own eye. The enchantment fades 1 hour after activation.

Hag Vehicle. (Costs an additional 1300 gp and 1 week to create.) Your enchanting prowess, along with a minor fortune, can enchant a large object such as a cauldron or bed and create your own personal land vehicle. This object is infused with a spirit from the elemental plane of air, if you are within 30 feet of the vehicle it responds to your telepathic commands but you may choose to affix physical steering controls. The vehicle appears to be inanimate when stationary and has a carrying capacity of 180 kg, past which the vehicle's movement speed is halved up to a maximum capacity of 360 kg. The object gains a flying (hover) speed of 60 feet, the vehicle hovers 5 feet above the ground, when going over bodies of water it can be driven through water on the surface, treating it as difficult terrain, but not fly over it or swim under the surface. The vehicle can be modified with only one of the following upgrades at any given time:

  • (100 gp) Mounted Crossbow. You mount a Heavy Crossbow onto the vehicle which can be used whilst steering.
  • (500 gp) Armoured Vehicle. You affix shielding to the vehicle granting all creatures within half cover.
  • (1000 gp) Nimble Caravan. Once per day, as an action you can teleport the vehicle into an unoccupied space you can see within 60 feet. This ability resets at dawn.
  • (2000 gp) Amphibious. The vehicle gains a swim speed of 60 feet and can now be driven under the surface of water.
  • (5000 gp) Seige Breaker. You mount a ranged or melee siege weapon onto your vehicle. Attacking with the weapon uses your Intelligence modifier, and on a hit, deals 5d10 bludgeoning damage to creatures, and double damage to objects.
  • (10000 gp) Zephyr's Gale. The vehicle gains a flying speed of 60 feet and can now be driven into the air without falling.

Incendiary Brew. This dark, watery concoction must be stored in a waterproof container. As an Action, a creature can drink this brew which they then immediately spit out as ignited fluid which also sets fire to flammable objects. The creature can spew fire in a 10 foot line, creatures within this line must make a Dexterity saving throw. On a failed save a creature takes 2d4 fire damage and half damage on a successful save.

Jack in the Box. This box has a handle crank that winds up the clockwork inside. Once wound, the box emits a metallic tune for the same amount of time as the box was cranked. When the tune ceases the box explodes, all creatures within 5 feet of the box must make a Dexterity saving throw, taking 3d6 thunder damage on a failed save or half damage on a successful save.

Jester's Crown. This motley crown has bells attached, causing the wearer to have Disadvantage on Dexterity (Stealth) checks. Whilst wearing the crown, if the wearer is reduced to 0 hit points by an attack, the attacker suffers the same damage dealt by the attack to the wearer. Once this occurs the crown is plucked away by an extra-planar entity.

King's Crown. This crown appears glittering and majestic. A creature that puts on the crown must make a Wisdom saving throw as the crown attempts to magically charm them. On a failed save, the creature becomes charmed and is enamoured with their own importance, beginning to arrogantly yell orders to surrounding creatures or objects. Whilst charmed in this way the creature has disadvantage on Intelligence, Wisdom and Charisma ability checks. After 1 hour, or if the creature succeeds its saving throw the crown snaps in two.

Laudable Focus. This amulet or reliquary is a false replica of a holy symbol you have seen previously. If a creature attempts to cast a spell using this item as a divine, arcane focus the creature's spell is reflected back, centred on the caster. Once a spell is reflected in this way the item melts into a tar-like ooze.

Lightning Rod. This iron javelin is seemingly normal until the skies grey. During a lightning storm, critically succeeding a ranged attack against a creature with the javelin causes lightning to strike the rod, dealing an additional 6d6 lightning damage to the creature. Lightning also strikes if the rod is embedded into the ground. Once lightning strikes the rod it shatters then melts.

Lightning Whistle. This carved bone whistle produces no audible sound, but can be blown using an Action or Bonus Action causing the nearest tree to you on the material plane to be struck by lightning.

Manticore's Tail. This whip appears normal until you use a Bonus Action to grow long thin spikes all along it causing it to deal an additional 1d8 piercing damage. The whip's spines remain for 1 hour before crumbling to dust.

Naming Brand. You speak a name into the end of a red hot poker and brand a creature with the implement. The creature must make a Wisdom saving throw or its True Name is changed to the name you spoke, and the poker instantly cools and becomes disenchanted. The creature can only ever refer to itself as this new name, even in its own thoughts and dreams. This can be performed on the same creature multiple times.

Nightmare Catcher.  When this dream catcher is hung above a sleeping creature's head, it must make a Wisdom saving throw. On a failure, the creature dreams of suffering horrible torment and anguish awaking with one level of exhaustion. On a successful save, the creature enjoys good dreams and a good night's rest granting it 10 temporary hit points that last 8 hours.

Optic Focus. This thin glass lens is placed on the eye, which is invisible to other creatures. The wearer can use the lens to cast one spell silently without spell components (unless the spell has a gold cost higher than 10 gp). Once the lens is used in this way it melts into water, giving the appearance of the user crying in one eye.

Pen of Secrets. When enchanting this writing implement, you can choose to expend a spell slot which the pen stores. When attempting to repair a spell scroll, book, runes, formation or ritual that requires writing language, you can speak the pen's command word and it will attempt to restore the magic. It can only restore magic up to the power of the spell slot you expended to create it. For example, to repair a scroll of Fireball the pen must have stored a 3rd level spell slot.

Primordial Valve. This ring, once adorned grants 24 hours of resistance to a chosen elemental damage type, such as fire or cold. After the 24 hours the ring violently shrinks into nothingness, crushing and severing the finger on which it was placed.

Quest Finder. This small device is reminiscent of a compass. The user can speak the name of a creature, object or location and must then make an Intelligence saving throw. On a failed save the compass spins violently making the user dizzy for a moment. On a successful save, the compass points in the direction of the named subject. Once the device is used in this way it becomes disenchanted.

Ready-Made Ooze. This powder is added to at least 1 litre of water and transforms into an Oblex Spawn. This ooze is hostile, and will attack the closest creature it can sense.

Ring of Poison. This inconspicuous silver or golden ring appears ordinary until it is dropped into a liquid that is not water. The ring swiftly and silently dissolves in the liquid infusing it with poison. A creature that ingests this liquid takes 1d4 poison damage and must make a Constitution saving throw, becoming poisoned for 1 hour on a failed save.

Screeching Bolt. This arrow or crossbow bolt has a specialised tip. When fired from a ranged weapon it emits a high pitched whistle and explodes upon impact dealing 2d4 thunder damage to all creatures within 5 feet of the point of the bolt.

Searing Screwdriver. This thin metal tool must be held by a creature to be used. When placed in a lock you can activate the tool and cause it to emit a sudden burst of heat, melting the end of the tool, destroying it, and the lock.

Seeking Darts. These darts can be thrown, allowing the user to cast Magic Missile once at 1st level before disenchanting.

Substitution Gem. This is a clear crystal. Any two creatures who make eye contact looking through the crystal are magically disguised as the other. The illusion only covers the face and fades away after 1 hour, or if the gem is shattered.

Tear Cloud. This small parcel or tin container can be thrown up to a range of 30 feet. Upon impact the container bursts into a 10 foot diameter cloud centred on the container. Any creatures within this cloud must make a Constitution saving throw or become blinded until the end of their next turn by an overflow of tears. Creatures that are incapable of crying are immune to this effect, as well as those who are melancholic.

Urn of Glibness. This urn is filled with with magical incense. Once lit, it emits smoke in a 20 foot diameter sphere centred on the urn. Every other creature in this smoke must make a Wisdom saving throw. On a failed save, the user has advantage on Charisma checks and saving throws against the creature. On a successful save, the creature has advantage on Charisma checks and saving throws against the user.

Vitriolic Blade. (Costs an additional 100 gp and 12 hours to create.)This blade gains sentience, this personality has only once facet: pure hatred for one individual whom you name when you enchant this item. The item can be any bladed weapon. When attacking the object of the blade's hatred the weapon emanates with power: 

  • A successful hit against this enemy with the blade will deal an additional 1d10 negative energy damage.
  • A critical success will instantly decapitate the enemy if the blade is long enough to cut through its neck in one strike.
  • A failed hit against this enemy with the blade will deal an additional 1d10 negative energy damage to the wielder of the weapon.
  • A critical failure will instantly decapitate the wielder of the weapon.

Once used in this way the spirit of the sword bursts from the weapon and is flung into the Nine Hells, disenchanting the weapon in the process.

Wrist Stinger. This tiny clockwork device is easily mistaken for a bracelet. It allows the wearer to cast Shocking Grasp once before breaking.

Xenophobic Arrow. This arrow possesses limited sentience, and feels nothing but perpetual fear for everything it does not know. When used as ammunition for a ranged attack the arrow deals an additional 2d4 psychic damage to creatures whose names are unknown to you. Creatures who are nameless are immune to all damage dealt by this arrow. Once used, the arrow splinters.

Yugoloth Servant. You can summon a unique Tiny yugoloth fiend known as a Microloth. This Microloth can be ordered to perform simple tasks, such as cleaning, searching or helping a creature with a skill check. The contract with this Microloth expires if the Microloth is reduced to 0 hit points or after 24 hours, after which you can spend  another 10 gp to extend the contract by another 24 hours. The yugoloth is not magically compelled to obey your orders, but acts to earn the gold promised to it. If treated poorly or you break the contract by taking harmful actions against the Microloth, the yugoloth plane shifts back to Gehenna.

Zephyr's Landing. A small disk made from bone, metal or wood that is thrown into the air. After 10 feet of movement, after being thrown, the disk shatters and a horizontal invisible disk of force 1 inch thick and 10 foot diameter appears. This disk can be stepped on or grabbed like any solid surface and cannot be moved. The disk remains for 1 minute before dissipating, with anything previously on the disk falling.

Zephyr's Wings. A small charm necklace made from the feathers of a bird that was killed without the feathers becoming bloodied. As an Action the wearer can snap the necklace and gains a flying speed equal to their walking speed for 10 minutes.

 
Suggested Characteristics

You have learnt much from your Hag heritage, too much. Your strange and monstrous magics have shaped your personality into extremes, what some would call eccentricities and others...madness.

d20 Personality Trait
1 Animalism. It's like lycanthropy, but without the cool transforming part. You are prone to scrabbling around on all fours, aggressive biting and other kinds of animal behaviours.
2 Cannibalism. The only food that has any real taste for you is the flesh of your own kind.
3 Conspiracy. You see hidden secrets and details everywhere, even places where there are none to be found.
4 Empathy. You are acutely sensitive to the emotions of others, whilst this can be useful, more than often you are overwhelmed by the massive tides of feelings.
5 Existential. The world is strange. Wrong. Reality is wrong. Maybe it's all a dream, or just a game played by an incomprehensible alien god? Or maybe it's not...
6 Gibbering. Your words are twisted and you can only be understood by those who have spent a full year as your companion, are telepathic, or are trying to kill you.
7 Heroism. I shall save others! Even if I receive no prize! Even if I must hurt and kill. Even if they don't want to be saved. I am the Hero of this story!
8 Insomniac. Sleep does not come easy to you, your rampant thoughts keep you awake and dark circles grow under your eyes.
9 Kleptomania. A shiny thing? Give me that shiny thing! It's mine! All of it's mine! My precious...
10 Melancholy. Sadness. It's everywhere. Even the happy times are sad. Crying offers solace, if you have any tears left.
11 Outbursts. You are prone to outbursts of emotion, violence and shouting. Your outbursts can get you in tricky situations and test the patience of your allies.
12 Paranoia. Everyone is out to get you. You have a contingency plan for every loose end, any minute chance of betrayal.
13 Possession. Your body is not your own, another intelligent being inhabits your form. It may be a ghost, a tricky fey spirit or a scheming devil. Whatever it is, it's bad news.
14 Split Identity. You hold in a second personality brought on by the curse, but it also believes it was the original owner of your body.
15 Visions. You are prone to terrible visions, are they of a hideous future? Some far off plane? Whatever it is, it's super distracting.
16 Naivety. The world is looking bright for you. There's a pip in your pep and a skip in your step! You smile and wave, surely no one has ill-intent?
17 Sanity. There's nothing mad about you. It's everyone else who are the crazy ones.
18 Promiscuity. The temptations of carnal pleasures of the flesh are too much for your feeble will.
19 Invincible. No one can kill you! You're invincible! Death holds no sway over your immortal form! That being said you do still seem to bleed...
20 Legend. You are a great figure from the past, or the grand hero of a novel. Somehow you find yourself in this new body, people calling you a name you do not recognise.
d6 Ideal
1 I try to help those in need, no matter what the personal cost. (Good)
2 I’ll live free, without constraints. (Any)
3 I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
4 I have a dark calling that puts me above the law. (Chaotic)
5 I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)
6 I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)
d6 Bond
1 I keep my thoughts and discoveries in a journal. My journal is my legacy.
2 I would sacrifice my life and my soul to protect the innocent.
3 My mother drove away the person I love. I strive to win back the love I’ve lost.
4 A terrible guilt consumes me. I hope that I can find redemption through my actions.
5 There’s evil in me, I can feel it. It must never be set free.
6 I have a child to protect. I must make the world a safer place for him (or her).
d6 Flaw
1 I have certain rituals that I must follow every day. I can never break them.
2 I assume the worst in people.
3 I feel no compassion for the dead. They’re the lucky ones.
4 I have an addiction.
5 I am a purveyor of doom and gloom who lives in a world without hope.
6 I talk to spirits that no one else can see.
 

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Hag's Child Image

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