Base Class: Warlock
Many beings of the multiverse--mostly beyond the Material Plane--are able to conjure power great enough to bestow to their champions. These beings deemed with semi-divine powers from fiends, celestials, and gods long forgot, are referred to as "warlocks." Many are gifted their powers from beyond our own world, but select few are able to take power from beings on the same plane as you and I.
Hags are not just the witches and crones many think them to be in folklore. They are, simply, powerful conduits of the arcane and mystical, perhaps warlocks themselves. The essence of any hag, however, is the ability to make deals and bargain with other creatures, often trading in souls, powerful artifacts, favors, and even gold in some cases. Hags are the most diverse of patrons because they can be attuned to any part of the magical aura of life--necromantic or divine in nature like many legends explore--but they could simply be aged druids hidden in the dens, ancient mummified sorcerers found beneath a tomb, or even decaying dracoliches willing to bestow a piece of their abilities to worthy adventurers.
More specifically, a hag is essentially any being that is intertwined with the arcane. Distinct from other patrons, the follower of a hag is often someone who desires incredible arcane abilities that no other person could achieve without such a pact. Pacts with hags are far-ranging, but often involve giving up a portion of your life, making one who makes the pact often aware of their fate or a piece of their own destiny. Their ability to weave and alter fate is reflected in their skill set and their ability to accurately predict outcomes is reflected in their expanded spell list. These people are the oracles, the pseudo-clerics, and the priests of fate that are often so intertwined with the essence of time and destiny that they are indistinguishable at times from their patrons. Perhaps it was ancient knowledge, a lost memory, or a promise of a wealthy future that encouraged this pact. Regardless of the reason, your fate will literally be in your own hands.
Expanded Spell List
The Hag lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Hag Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | bane, hunter's mark |
| 2nd | augury, crown of madness |
| 3rd | bestow curse, slow |
| 4th | compulsion, confusion |
| 5th | commune, geas |
Temporal Rites
At 1st level, you become so infused with magical energy that spells cost little to your physical form.
As an ability granted to you by your patron, you can cast any spell you know as a ritual, even if the spell doesn't have the "ritual" tag. To know how long a spell takes to cast as a ritual without the ritual tag, subtract your charisma modifier (minimum of 0) from 10 minutes. When a spell is cast this way, a spell slot is not expended, as described with the ritual spell traits in the PHB. Eldritch Invocations cannot be cast this way.
After casting a spell of 4th level or higher in this way, you must make a constitution saving throw against your own spell save DC. On a failure, you suffer one point of exhaustion and cannot cast a spell of that level or higher this way for 24 hours. On a success, the ritual succeeds and no exhaustion is suffered.
Additionally, you can spend one long rest to perform temporal rites. By doing this, you can swap any number of spells you know with others on the warlock spell list for no additional cost. You can only add a spell to your known spells if you have seen it cast before or if you have a scroll containing the spell you wish to copy. However, these rites require that you sit idle, meditating and communing with your patron. No spells can be cast upon you for the duration and any spells that were cast upon you at the start of the short rest are dispelled if they are active within 30 feet of you. If your body is disturbed in any way, whether physically or mentally, the rites end. You are considered incapacitated in this state. This process does not grant you the benefits of a rest and these rites can only be done once per dawn.
Weaver of Destinies
Using the power encased within the branching possibilities of fate, you are able to produce alternate snippets of timelines to appear, changing a creature's destiny at will.
As a reaction, you can target yourself or a creature within 30 feet of you. An unwilling target must make an Charisma saving throw against your spell save DC. On a success, nothing happens. On a failure, choose from the following outcomes:
- Feign: you alter your position in time and space; you can move up to half speed without provoking attacks of opportunity
- Gore: you cause an outcome to become more volatile; half the damage dealt by the target in the next round is added to your next weapon attack
- Reap: you alter who performs the task; the target gains an action
- Wane: you minimize the outcome's severity; the action does not complete until the target's next turn
Once you use this feature, you cannot use it again until you finish a long rest.
Grand Foresight
Starting at 6th level, you may perform divination rituals during a short or long rest. These may be reading animal bones, rolling dice, watching for flight patterns in birds, or even deciphering cloud formation. By doing this, you gain a number of d6s equal to your Charisma modifier that you can distribute among any other character. Any one character can only have 1d6 with them and any unused d6s are ignored. These dice can be added to any ability check, saving throw, attack roll, or damage roll of their choosing but can only be used once. This ability resets after 24 hours.
Reprival
Beginning at 10th level, as a reaction you can roll a d20 and replace another creature's attack roll or saving throw with yours, adding any subsequent bonuses to the roll upon replacing the original. You can use this ability a number of times equal to your Charisma modifier. This ability recharges after a short or long rest.
Augur's Blessing
Starting at 14th level, you can spend a long rest to look into the future, becoming unconscious for the time you use to look through time. In addition, roll a d6. The number result indicates the boon you are granted for the next 8 hours:
- 1-Armored Mind: you gain resistance to all nonmagical damage for the duration and gain temporary AC bonus equal to your Charisma modifier.
- 2-Black Soul: you become resistant to death, granting you advantage on all saving throws, even death saving throws.
- 3-Radiant Sight: you gain advantage on Perception, Stealth, and Survival checks for the duration.
- 4-Honed Aura: you gain advantage on attack rolls against one creature type of your choice and can identify the position of such a creature within 120 feet of you for the duration.
- 5-Balanced Form: whenever you take damage, you can cause one willing creature to take half of the damage; otherwise you take full damage
- 6-Scourge of Blood: you can add your Charisma modifier to all damage dealt and cause all allies to gain HP equal to your Charisma modifier whenever you take damage.
This ability can only be used once per long rest and cannot be stacked.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/8/2019 7:34:48 PM
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122
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4
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1.0
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Coming Soon
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