Base Class: Warlock
“Amongst the many planes of the multiverse, few are so stories and mysterious as the Feywild. This mystical realm has tantalized and titillated the material planes with its wondrous and mysterious inhabitants since time immemorial. The fantastical fey are always nearby, whether you know it or not. That thing you briefly see in the mirror, the dancing lights at night, and the creaking of the floorboards…all of these could be a fey. Many have made pacts with fey before. Some have been swept off their feet by powerful and beautiful archfey, some have made lifelong friendships with playful fairies, and some have sought fell magics from the gloomy Unseelie Court.”
But you didn’t form a pact with any of those. You formed a pact with something far worse.
You’ve formed a pact with a hag, either intentionally or intentionally. These evil, wretched fey take pleasure in ruining others for eternity. Whereas devils obey laws and clauses in their pacts, hags use tricky wording and false promises to deprive their victims of everything, twisting them into accursed existences whose suffering has no end in sight.
How you formed a pact with a hag is up to you. Maybe you lost something, and in desperation made a pact to get it back. Maybe you gambled away something physical or metaphysical and lost, forcing you to serve your cruel mistress forever. Or maybe you just wanted power and the hag was the only one who gave it to you. However it may have happened, you are bound to a being that wants you to suffer, and it’s up to you to determine if that power was worth the cost.
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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1st |
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2nd |
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3rd |
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4th |
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5th |
Form Coven
At 1st level, you have inheirited your patron's ability to form covens with their fellow hags, granting them power they could not normally wield. At the end of a long rest, you can choose two friendly creatures, and form a coven with them that lasts until the end of your next long rest. While you and your covenmates are all within 30 feet of one another, each of you can, once per short rest using your spellcasting ability score, cast a single spell from your selected spells without expending a pact slot.
You cannot form a new coven until after you finish a long rest.
Baneful Magics
Starting at 6th level, you can use your fey magic to not only affect a creature's mind, but body as well. While a creature is under the effects of a spell cast by you that is targeting them, you can choose a damage type you think or know the creature is resistant to, and remove that weakness for the duration of the spell. You choose the resistance if the dungeon master announces the creature fails the saving throw. If you choose a resistance the creature does not posess, this ability does not take effect. This ability does not affect immunities.
Once used, this ability cannot be used again until you finish a short or long rest.
Improved Magic
Starting at 10th level, your magics have grown more powerful.
Bonded Coven. Your ability to create covens has grown. You and members of your coven can cast two of your spells per short/long rest instead of one.
Empowered Bane. Additionally, your Baneful Magics have grown in strength. When you expose a resistance, you can choose an immunity to a condition to remove.
Illusory Escape
At 14th level, you've mastered the trickery of the hag, and can use it to survive in sticky situations. Once per long rest when your hit points are reduced to zero, you can choose to instead drop to 1 hit point, teleport up to 60 feet away into an unnocupied space you can see, and create up to four illusory doubles, which appear 60 feet away from your original space as well. These doubles share your armor class and saving throw bonuses, and have one hit point. They mimic your actions as if you were in their space, and visually appear to do everything you do, including casting spells, though only your spells are real (For example, if you cast Ray of Sickness, all of them fire illusory rays at your target, but only yours takes effect). To discern the real you, a creature must succeed on a contested roll using their Investigation or Perception against your Deception score. These doubles last for one minute or until dismissed.
Previous Versions
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7/16/2025 2:31:56 AM
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4
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1.0
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Coming Soon
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