Warlock
Base Class: Warlock

You made a pact with an old, wise and powerful hag, revered among her own kin as a Grandmother. Those twisted feys live in isolation and you've journeyed deep into the heart of a swamp, to the highest peak of a mountain or the coldest parts of an icy tundra to meet with one, in search for power. Hags feed on the misery they set upon other creatures' paths, often in convoluted and obscure way. As such, the bargain you made might end up bearing more bad than good for you. But this is something that shall come in its own time and for now, you are enjoying the new found magic that has been bestowed upon you by the Grandmother.

More information about hags, their lairs, their trinkets and the bargain they make can be found in Chapter 1 of Volo's Guide to Monsters.

Expanded Spell List

1st-level Grandmother feature

The Grandmother 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.

Grandmother Expanded Spells
SPELL LEVEL SPELLS

1st

  disguise self,  fog cloud,  identify

2nd

  detect thoughts,  locate object

3rd

  bestow curse,  lightning bolt

4th

 arcane eye,  locate creature,  polymorph

5th

  dominate person, mislead

 

Trinkets & Baubles

1st-level Grandmother feature

Your patron has bestowed upon you a curious trinket that links you to the her. The trinket is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Grandmother's Trinket table.

Grandmother's Trinket
D6 TRINKET
1 A necklace which pendant is a cage, containing an eye with no pupil
2 A vial containing teeth and nails of various fey creatures
3 A hollow wooden staff covered with purple and brown moss
4 A shawl sewn of giant spiders' web
5 A crown of brambles and thorns
6 An oversized rusted and twisted nail

Shared Spellcasting. While you are touching the trinket, you can use it to access the Grandmother's arcane reserve. When you cast a spell, instead of expanding one of your spell slots, you can draw from the Grandmother's magical ressources. Once you've cast a spell in this manner, you can't do so again until you take a long rest. The number of times you can use this feature increases with your level: it becomes 2 at 6th level, 3 at 10th level and 4 at 14th level. 

If the trinket is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron, though she may ask for something in return. This ceremony can be performed during a short or long rest, and the previous trinket is destroyed if it still exists. The trinket vanishes when you die.

 

Potions & Poisons

1st-level Grandmother feature

The Grandmother shared her knowledge of potion- and poison-making with you. You have proficiency with the herbalism and poisoner's kit.

A Hag's Companion

6th-level Grandmother feature

You can cast the find familiar spell at will with the following adjustments:

  • The spirit is always a fey.
  • The spirit understands any language that you understand.
  • The spirit has the same Intelligence, Wisdom and Charisma scores as you.
  • The spirit is able to cast the minor illusion cantrip at will, using your spell save DC if necessary.

Hag's Resilience

10th-level Grandmother feature

Your patron's influence starts affecting your body and some of the Grandmother's natural resilience transfers unto you. You have resistance to bludgeoning, piercing and slashing damage from non-magical attacks and weapons.

Hexes & Jinxes

14th-level Grandmother feature

The Grandmother taught you the secrets of a few basic hag hexes and jinxes. Once per long rest, you can use your action to force a creature that you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. If the creature fails the saving throw, it becomes cursed for the next 24 hours or until a remove curse is used on it. When you use this feature, choose the nature of the curse from the following options:

Curse of the Abhorrent. You have disadvantage on all Charisma checks that you make.

Curse of the Absent-Minded. You have disadvantage on Wisdom(Perception) and Intelligence(Investigation) checks.

Curse of the Feeble. You have disadvantage on any attack rolls that you make. If you roll a 20 on an attack roll, it is considered as a normal hit instead of a critical hit.

Curse of the Frail. You have disadvantage on Constitution saving throws and you loose any damage resistance that you have.

Curse of the Silent. You are befelled by magical silence. You are deafened and unable to produce any sound. Casting a spell that includes a verbal component is impossible as long as you are under the effect of this curse.

Curse of the Sluggish. Any speed you have is divided by 3. Additionally, you can't use bonus actions or reactions in combat. 

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