Base Class: Warlock
From Night Hags of the hells, to Ancient Hags dwelling deep within the Shadowfell, Hags love to manipulate the mortals of the realms. Granting a wish, desire or request binds even the most mundane to the Hags power. Some bindings go so far as to create a Hag Witch Warlock, granting a measure of the Hags ancient power but always with a price. Is the Hag Witch acting on behalf of a Hags manipulations, or working to undo its patrons past pacts.
Level 3: Hexing Wrath
You draw on the strange and ancient horrors of the land for power. When you cast Hex, you may transform, gaining the following benefits for the duration of the spell.
Ancient Armour. You gain a bonus to your AC equal to your Charisma modifier (minimum of +1). Your body is wreathed in rotten bark or beastly bristles.
Unnerving Aura. When an enemy starts its turn within a 10-foot Emanation originating from you, it makes a Wisdom saving throw against your spell save DC. On a failed save, it can take either an action or a Bonus Action on this turn, not both. Your shadow lengthens and twists around you, or you sprout unnatural growths like bloody antlers or putrid fangs.
Level 3: Hag Magics
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Hag Magics table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Bane, Command, Ray of Enfeeblement, Suggestion, Hex |
| 5 | Fear, Stinking Cloud |
| 7 | Conjure Minor Elementals, Private Sanctum |
| 9 | Geas, Insect Plague |
Level 6: Manipulative Fates
You can call on the manipulations of your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
Level 10: Ancients Resilience
When you take damage from the cursed target of your Hex, you can take a Reaction to reduce the damage taken by an amount equal to 2d8 plus your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a Long Rest
Level 14: Fall Through Shadow
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the darkness of the Shadowfell. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fey, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
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