Base Class: Warlock
Your patron is an ancient canker on the mortal world, a creature of nightmares and horrific stories told to children late at night. This being is corruption incarnate and its motivations equally so and often involve striving for greater magical power or the settling of age-old grudges. Hags powerful enough to forge a pact might include the head of a large coven or one of the first spawned from the rot of the feywild such as Mama yaga, the council of thirteen or D'shilla the tempest.
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
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Witches Lore
Starting at 1st level, you learn the druidcraft and message cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Additionally your tutelage under your patron has taught you how to corrupt nature to your purpose. You gain proficiency with the Herbalism kit and the Poisoners kit as well as proficiency in the survival and nature skills.
Horrific Trinkets
Starting at 6th level your patron has begun to educate you in the craft of disturbing yet potent magical trinkets. A level prerequisite refers to your level in this class. At 6th level your patron teaches you to create a single Horrific trinket, each entry also details how to craft the trinket though the cost may be great. You learn to craft additional Horrific trinkets at 9th, 12th and 15th level.
Unless otherwise stated only 1 of each trinket can be crafted. If another is crafted the original crumbles to dust and becomes unusable.
Crones Brew
Prerequisite: 9th level
This vial is filled with black ichor and smells strongly of blood. When you drink this potion you gain 40 temporary hit points that last until you take a long rest. This is not a natural mixture however and you must make a DC 14 constitution saving throw or be poisoned for the duration.
The ritual to create this magic item takes 6 hours and 1000 gp in materials, during which you must sacrifice a significant amount of your own blood, draining your vitality. At the rituals conclusion your maximum hit points are reduced by 4d8. This penalty can be removed through the greater restoration spell otherwise you recover your maximum hit points after 1d4 days. You can create a number of potions during this ritual equal to your CON modifier (min 1), creating additional potions does not affect the reduction of your maximum hit points.
Gruesome Bowstring
Prerequisite: 12th level and you must posses at least one arm
This revolting bowstring appears to be made of slick sinew and tendon and is only large enough to be fitted to a shortbow.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. The rot contained in the Bowstring deals an extra 1d6 necrotic damage when you hit with this magic weapon. Additionally when you make a ranged attack roll with this weapon against a frightened enemy, you have advantage on the roll. The ritual to create this magic weapon takes 6 hours and 5000 gp in materials, during which you must slowly and painfully remove all the tendons from your dominant arm, leaving it limp and unusable. After which whenever you are required to make a Strength saving throw or ability check you roll with disadvantage. You may regain the use of your arm through the use of the regenerate or wish spell.
Heartstone
Prerequisite: 15th level
This lustrous black gem seems to thump in the hand as though it were a still beating heart. When attuned to this magic item you can use an action cast etherealness on yourself at 7th level without consuming a spell slot. Additionally you gain immunity to the charmed condition while attuned to this magic item. The ritual to create this magic item is one the most grueling and painful, it requires 7 days of preparation and 15000 gp in materials, during which you must carve out your own heart. Doing so leaves a black void in your chest that may never be filled, your maximum hit points are permanently reduced by 3d10. This void cannot be healed through anything short of a wish spell.
Horrid Claw
Prerequisite: 12th level and you must posses at least one hand
This weapon takes the form of a gnarled, clawed hand attached to a wooden handle by a length of chain.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. This surprisingly effective morningstar has the finesse property and deals slashing damage instead of the usual piercing damage. The rot contained in the claw deals an extra 1d6 necrotic damage when you hit with this magic weapon and the target must succeed on a DC 10 constitution saving throw or be stunned until the end of it's next turn. The ritual to create this magic weapon takes 6 hours and 5000 gp in materials, during which you must violently slice off one of your hands leaving a gnarled stump in it's place. The hand can be restored through the use of the regenerate or wish spell.
Muttering Tooth
Prerequisite: 6th level and you must posses at least one tooth
This ring is fashioned from fine silver and platinum, inset with a revolting blackened tooth. Those attuned to this Muttering Tooth can have a whispered conversation with the creator, provided the wearer and the creator are on the same plane of existence and within 10 miles of each other.
The ritual to craft this magic item takes 3 hours and 2000 gp in materials during which you must rip out one of your own teeth leaving a blackened and bleeding section of gum in the mouth. Up to three of these trinkets can be created, each requiring another tooth to be removed.
Soul Bag
Prerequisite: 15th level
This grimy black sack is unmistakably made from stitched flesh. While attuned to this magic item you can use your reaction to cast soul cage without expending a spell slot. this magic item also takes the place of the material component and is capable of containing a soul indefinitely rather than the standard 8 hours. The Soul Bag can also contain up to 3 souls at once, though each can only be exploited a certain number of times as described in the soul cage spell before it is released. The ritual to create this magic item is one the most grueling and painful, it requires 7 days of preparation and 15000 gp in materials, during which you must flay a significant amount of your skin from your body. Doing so leaves you raw and vulnerable. Whenever you are required to make a Constitution saving throw against an effect that would cause you to be poisoned you roll with disadvantage, you also become vulnerable to Acid and Poison damage. Your ruined flesh cannot be restored through anything short of a wish spell.
The Hags Eye
Prerequisite: 6th Level and you must posses at least one eye
This pendant is made from a real eye coated in varnish. As an action the creator of this magic item can perceive what the Hags Eye can see if it is on the same plane of existence. The Hags Eye has darkvision with a radius of 60 feet. If the pendant is destroyed the creator it is attuned to takes 2d8 psychic damage and is blinded for 6 hours.
The ritual to craft this magic item takes 1 hour and 500 gp in materials during which you must sacrifice one of your own eyes leaving an empty scarred socket in its place. The eye can be restored through the use of the regenerate or wish spell.
Wretched Wand
Prerequisite: 9th level and you must posses at least one finger
This magic wand is crafted from a severed index finger fused to a stick or reed. The finger still bleeds as though it were freshly severed. This wand has 5 charges. While holding it you can use a bonus action to expend 1 of its charges to cast the eldritch blast cantrip from it. The wand regains all expended charges at dawn.
The ritual to craft this magic item takes 6 hours and costs 3000 gp in materials, during which you must painfully hack off you dominant index finger leaving a permanently bleeding and painful stump that will never heal. Doing so permanently reduces your DEX attribute by 1. This penalty can be removed through a greater restoration spell though the finger can not be restored by anything short of a wish spell.
Cackling Withdrawl
At 10th level your patron has gifted you with knowledge on how to avoid danger and move unseen.
Immediately after you take damage, you can use a reaction to cackle maniacally and magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke when you reappear. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. Once you use this ability, you can’t do so again until you finish a short or long rest.
Witches Scrying
At 14th level your patron reveals the secrets of the Hags method of scrying to you. You learn the scrying spell. This does not count against your number of spells known. You can use this feature to cast scrying once without expending a spell slot or material components.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Previous Versions
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Posted Mar 10, 2020Thank you! Glad to know that someone will be playing this, please feel free to drop some notes on how it plays.
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Posted Mar 7, 2020This is an awesome patron! One of my players is going to be using it for a campaign we'll be starting soon. I'm excited to see it in action.