Base Class: Warlock
You wandering the cold, dark forest, lost. soon you hear a laugh echo from the shadows, seemingly from everywhere. Soon, stepping out of the darkness a nearly skeletal hag with leather cloaths and long, thin hair. She gives a smile, revealing her long, sharp teeth, this wasn't any old hag. This is the hag of the mountain, she is more powerful. A legendary hag.
Instead of getting eaten, a deal was made. You agreed to make a deal to forever feed her instead. You're now bound to her hunger
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 |
Find Familiar, Inflict Wounds |
|
2nd |
Spike Growth, Web |
|
3rd |
Fireball, Lightning Bolt |
|
4th |
Polymorph, Black Tentacles |
|
5th |
Animate Objects, Insect Plague |
The Rites of Hunger
Starting at 1st level, you gain almost instinctive knowledge of three rituals; you can feel the intense urge and almost laugh from your inner soul, or maybe just your patron's desires become your own. You learn three rituals, each giving you abilities with a possible negative price.
- The Rite of Blood: This ritual requires 5 GP of sage, an iron pot, and a gallon of humanoid, beastial, or draconic blood. The ritual takes an hour to perform. The effects last five days. You must not be directly stopped throughout the time, and it takes a DC 10 Charisma check for the effects to take place; after the ritual is done, you need to make a Wisdom Saving throw, of which the Game Master determines the DC.
- The Rite of Blood, when done successfully, gives you advantage on saving throws against magic and an extra 5 of movement.
- The Rite of Flesh: This ritual requires 10 GP of sage or incense, an iron pot, two iron stakes, and 20 lbs of flesh from a humanoid, dragon, or beast. The ritual takes two hours to complete; the effects last 8 days or until the results are used up. You must not be directly stopped throughout the time, and it takes a DC 15 Charisma check for the effects to take place; after the ritual is done, you need to make a Wisdom Saving throw, of which the Game Master determines the DC.
- The Rite of Flesh, when done successfully, gives you an extra 4d12 + Charisma modifier temporary Hit Points (does not fade until used)
- The Rite of Soul: This ritual requires 300 GP of incense or sage, an iron pot, four iron stakes, an iron cage (at least three cubic inches inside), and a living humanoid, beast of size huge or larger, or a dragon. The ritual takes eight hours, and the effects last 20 days. You must not be directly stopped throughout the time, and it takes a DC 12 Constitution check for the effects to take place; after the ritual is done, you need to make a Wisdom Saving throw, of which the Game Master determines the DC.
- The Rite of Soul, when done successfully, increases your Spell Save DC by 3, and gives you advantage on Wisdom and Intelligence Checks.
Whenever a Rite is completed, successfully or unsuccessfully, you take one Instability; if one completes a rite successfully, they must make a Wisdom Save as directed; if they fail that Wisdom Saving Throw, they take 1+1d4 Instability; if they succeed, they take only one instability.
Instability is the slow process of losing oneself; you descend into the reaches and horror of what the hag asks, holding onto oneself against what boils up from the shadows of one's mind. As one gains Instability, certain effects can be brought forth, meaning, if you have instability able to bring forth say, 3 - 4, you would also be affected by the instability of 1- 4. Instability is lost at a rate of one Instability per long rest.
1- 2 Instability - You have advantage on Wisdom (perception) checks and are vulnerable to Psychic damage.
3 - 4 Instability - You are immune to being surprised, you no longer have advantage on Wisdom (perception), and you have disadvantage on Intelligence Saving Throws.
5 - 6 Instability - You tend to burst out laughing in the worst situations; when making a Dexterity (stealth) check, you need to make a DC 15 Charisma Saving Throw or Laugh Maniacally.
7 - 8 Instability - You have disadvantage on Wisdom Saving Throws, and you start to see things out of the corner of your eyes; needing to make a DC 12 Wisdom Saving Throw every few hours or become under the frightened condition of a random ally.
9 - 10 Instability - You have an extra spell slot, and you have disadvantage on all Saving Throws other then Intelligence Saving Throws, whenever you use an Eldritch Invocation, roll on 1d6, if you roll a 1, you roll on the wild magic table.
11 - 49 Instability - You take 10 - Instability number psychic damage every time you finish a long rest, and every time you start a combat.
50 Instability - You die.
Call of Shadows
Starting at 6th level, you can pull up on the threads of the hag's influence, shadows of nature, hunger, and deep wizarding; her age and knowledge are almost reflected in your ability and her laugh. Whenever you cast a spell that affects an area and not a few or one targeted individuals, you can use your previous bonus action to add an extra 2d12 + your level necrotic damage, and you can add your proficiency bonus to the damage dice for all damage done with the same spell.
You can expend an Instability to increase the amount of damage die by 1 for each one expended.
Witches Aura
Starting at 10th level, you channel the stories and knowledge of the hag- unintentionally making an aura of monstrous hunger and psychological horror. Whenever you cast a spell, or an eldritch invocation is used anyone within 15 ft of the warlock must make an Intelligence saving throw DC half your level + 5 or takes 2d6 psychic damage.
The Hags Laugh
Starting at 14th level, you can start a laugh, a psychic deasese that spreads through the air, marigcally jumping from one to the next. Its the essence, you learned the ability to become fully immersed in the depths of Instability, and for the hag to become oneself. When concentrating on an area of effect spell, you can use a bonus action and four Instability to start a laugh; whenever you begin a laugh, you choose a target outside the area of effect, and they must make a Wisdom Saving Throw or become apart of the laugh, in doing so they become stunned, throwing their head back and laughing loudly. For the next minute, they must make a save at the top of every other turn, if they succeed they are immune to this effect if it runs back to them. If they fail, the next closest non-ally must make a Wisdom Saving Throw or become inflected themselves, possibly passing it to the next.
If they are infected, while stunned they take 1d6 psychic damage every turn.
Previous Versions
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6/3/2021 4:45:43 AM
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11/17/2023 5:37:01 PM
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