Base Class: Warlock
You have made a pact with a powerful hag or a coven of hags - horrible witches of wicked intent and ancient origin, dark fey tied to primal forces whose foul magic and mysterious malevolence haunted fairy tales and nightmares. Baba Yaga or the King of the Cursed are examples of this type of patron, hags whose powers span across the multiverse and instill nightmares in the most powerful of fey.
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.
Fiend Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Jinx
Starting at 1st level, as a bonus action you can choose to place a Jinx, a minor curse, on a creature you can see within 60 feet of you that lasts until the end of your next turn. While the creature is Jinxed it must subtract your number of pact slots from any saving throw, ability check or attack roll it makes
You can’t use this feature again until you finish a short or long rest.
Curse Amplification
Starting at 6th level, you can use your patron's dark powers to amplify the power of your curses. When you cast hex, bestow curse, geas, or modify memory, if you have a belonging from the target or a piece of their body: like a fingernail, a handful of hair or flesh, an eye, a finger or a toe. You can consume that item as part of the material component of casting the spell on the creature and be able to cast the spell without the need to see them and from any range as long as you are in the same plane as the creature. A belonging or body part must have last been in contact with the target for no longer than a number of weeks equal to your warlock level for the magic to take place.
Additionally, those spells can be cast against any creature within 30ft of you whose presence you are aware of.
Weird Magic
Starting at 6th level, you learn about the weird nature of the magic wielded by the Hags, magic that doesn't follow the normal rules for the arcane. When you finish a long rest, choose a spell from any list of level equal to your number of pact slot or lower that doesn't have a material component with a gold cost, you can cast that spell without using a pact slot and without any components.
You can’t use this feature again until you finish a long rest.
The Art of Dealmaking
Starting at 10th level, you learn how to use the magic of curses not only to the detriment of your enemies but also to your benefit. As an action, you can offer a creature within 30 feet of you a deal to allow it to improve its power. If the creature accepts your deal it gains temporary hit points equal to your warlock level and while the deal remains the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
The deal lasts until the end of a long rest when it fades away, until the creature dies and is freed from the deal, or until you would drop to 0 hit points when you claim your part of the bargain. When you claim your part of the bargain, you drop to 1 hit point instead of 0 and the creature you made the deal with takes necrotic damage equal to your warlock level and you regain hit points equal to the damage taken. This damage cannot be reduced in any way. Additionally, the creature must roll a d3 whenever making an attack roll or an ability check and subtract the number rolled from the d20 roll. This effect lasts until the creature finishes a long rest or is affected by a spell that removes curses.
You can’t use this feature again until you finish a long rest.
Dark Arcanum
Starting at 14th level, you learn how to elevate your magic to reach levels of incredible power. At the end of a long rest you may choose to temporarily replace one of your mystic arcanum spells by a higher level casting of one warlock spell you know.
The change remains until the chosen mystic arcanum is used or until you finish a long rest.
Accursed Magic
Starting at 14th level, you become infused with the dark magics of your patron, able to bend magic with your curses and resist the strongest forms of control. You become immune to the charmed condition. Additionally, as a reaction when you are targeted by a spell, if you can see the caster, you can force them to make a Wisdom saving throw against your warlock spell save DC. If they fail, their spell automatically fails, and they become frightened of you until the end of their next turn as a magical curse takes hold of their spell making it backfire. If it succeeds you regain the use of this feature.
Once you use this feature, you can’t use it again until you finish a short rest, unless you expend a pact slot to use it again.
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