Sorcerer
Base Class: Sorcerer

A finely dressed nobleman smirks as his guards usher him into his private vault, his form shifting back into that of a young elf once "his" guards are out of sight. A halfling meticulously braids small stones into a bracelet already flickering with arcane power.  Travelers on a country path avert their gaze from the human child they meet along the road, nervously ignoring the patches of green on her skin and how her eyes glow in the dark like orange lamplight.

When a hag gives birth, the child initially appears as an unremarkable mortal baby of the same race of the last child that the hag devoured. The hag leaves its child in a humanoid settlement, where she will grow up like a normal child until she reaches her thirteenth birthday. The child will then develop magical abilities, strange deformities, and bouts of sociopathic behavior. Left unchecked, the child will transform into a hag, body and mind. However, if the process is halted through magical means, the child can avoid this fate and live their lives as a normal humanoid. These women and their decedents maintain a connection to the twisted fey magic that hags wield, and can master this power for their own ends.

Odd Knowledge

At first level, you can call upon knowledge which all hags know inherently. You have advantage on Intelligence and Charisma skill checks relating to hags, the Feywild, and fey creatures. You also have advantage on saves against magical illusions and being charmed.

Additionally, you know Sylvan and one other language; Giant, Abyssal, or Infernal.

Beguiling Disguise

You know the spell Disguise Self, if you do not already know it. This spell counts as a sorcerer spell for you, but does not count against your number of sorcerer spells known. You may choose to replace this spell with Alter Self at later levels. The duration of both spells is three hours for you.

At higher levels, you may expend sorcery points to cast these spells (two for Disguise Self and three for Alter Self). If cast in this way, you may cause any of these additional effects to occur.

  • You can perfectly imitate the voice and mannerisms of a humanoid that you are impersonating with the spell.
  • One creature of your choice must succeed on a Wisdom saving throw or become charmed by you. A charmed creature is entirely convinced of your disguise, will insist that they know you, and will assist your efforts to the best of their abilities. This charm effect ends if you inflict damage to the creature or any of its allies.
  • If you end the spell early, you may use your action to immediately turn invisible and increase your move speed by 10 feet until the beginning of your next turn.

Magic Trinkets

Starting at 6th level, you gain the ability to create small items with temporary magical. You spend three sorcery points to take 10 minutes imbuing a trinket with one of the listed magical effects. These trinkets can be any Small, non-magical object that is not a weapon. They can be crafted by you, or you can imbue an existing object with an enchantment. They will retain the enchantment until the effect is activated by you or an ally in possession of the trinket as an action, or you dismiss the magic as bonus action. If you dismiss the magic before the trinket was used, you regain one of the sorcery points used to create the trinket.

Trinkets that force creatures to make saving throws use your spell save DC. You may not have more than one enchantment on the same object. You cannot have multiple objects with the same type of enchantment at the same time.

At 6th level you can have up to four enchantments active at once. You gain additional enchantments at level 8, 11, 13, and 15.

Bag of Entrapment

You create a miniature prison within a trinket. Upon activation, one creature that the user touches must make a Charisma saving throw against your spell save. On a failure, the target is magically pulled into the trinket for up to a minute. The target is blind and deaf while trapped in this way. The only action they may take is to remake the saving throw, freeing themselves and appearing in the nearest unoccupied area on a success. The creature is released to the nearest unoccupied area to you if the trinket is destroyed.

Bheurstaff

You imbue an object with the power of winter winds. When this enchantment is activated, the user gains a fly speed of 40 feet and resistance to cold damage for one hour. If the enchantment ends while the user is in the air, the user falls 60 feet per round until they touch solid ground, taking no damage from falling.

Dream Web

You weave a psychic net into an object. When this trinket is activated, any five creatures of the user's choice within 20 feet of the trinket become resistant to psychic damage for one hour. Creatures that are asleep within 20 feet of the object when it is first activated cannot be targeted by the Dream spell or any similar magic that contacts their dreams for the remainder of their rest.

Heartstone

You create an imitation of the fabled Heartstones carried by Night Hags. Activating this trinket allows the user to cleans one disease or effect afflicting one creature that they can touch. The disease or effect is stored within the trinket for one minute, after which, the magic fades from the trinket. While the effect is stored, the user may use their action to force one creature they can touch to make a Constitution saving throw. The creature is cursed with the disease or effect on a failed save.

Iron Tokens

You create a trinket that splits into synchronized halves. Upon activating one half of the trinket, any two creatures that are in possession of each half can speak to each other as long as they are within five miles of each other. The creatures can only hear the one bearing the trinket, and not any noise around them. Once one is activated, both halves of the trinket loose their enchantment after ten minutes.

Silent Passage

You fuse a trinket with the essence of dreams. After the trinket is activated, for the next hour the user's moments are completely silent and they cannot be tracked by non-magical means. 

Once, while the trinket is active, the user can force one creature they can see to make a Wisdom saving throw or become charmed by the user. The charmed creature ignores the user and anything they do. The charm ends if the creature takes damage.

Surrogate Sentry

You trap an illusion inside a trinket. Upon activation, the user places the trinket on an unoccupied surface.The trinket remains active for 3 days, or until a creature with an intelligence score of 3 or higher enters a space within 20 feet of the trinket. The user is aware of when this happens, and my use their action to create a illusory duplicate of themselves in the trinket's place. The user may specify certain creatures to be ignored by the trinket.

The user sees, hears and speaks through the duplicate. The duplicate cannot touch any creatures or objects, cannot move further than 20 feet of the trinket, and cannot cast any spells. The user my control the duplicate's actions for 1 minute, or until it takes damage, after which the illusion fades and the magic dies in the trinket.

This trinket still counts against the total number of trinkets that you have active until it is no longer magical.

Tide-Walker's Charm

You create a trinket to keep the user aloft and untouched by harmful magic. Upon activation, the user is not hindered by magical difficult terrain for one minute. During this time, the user also gains the benefits of a water walk spell.

Violent Hex

You trap a spirit of violence inside a trinket that is released when it strikes a creature. The trinket counts as an improvised ranged weapon. The trinket loses its enchantment regardless of it hitting or missing the target.

On a hit, every creature within 25 feet of the target feels compelled to attack it. Unless they are immune to being charmed, these creatures use their movement and action on their next turn to attack the target. If the creatures would not normally attack the targeted creature, they may make a Wisdom saving throw to resist the compulsion. This charm effect ends when a creature succeeds on the saving throw, or when they make an attack against the target.

Warding Horror

When this trinket is activated, it releases an aura of supernatural repulsiveness around the user. All creatures within 25 feet of the user must succeed on a Wisdom saving throw or be forced to look away from the user and cannot willingly move towards them. These creatures may remake this Wisdom saving throw at the end of their subsequent turns, ending the effects on a success. The creatures cannot see the user until they succeed on their saving throw.

Power of Three

You can enhance the magical talents of yourself and your allies. As an action, you choose two willing humanoids within 30 feet of you to forge a magical connection with that lasts ten minutes. While your allies are within 30 feet of you, you may add your charisma modifier to you and your allies' magical attack modifiers and saving throws against magical effects. Additionally, you and your allies have access to each other's prepared spells while within 30 feet of you. You and your allies can cast any spell of a level that they are capable of casting. When casting from another creature's spell list, the caster expends one of their own spell slots and the spell counts as a spell for whatever class the caster possesses the most levels in.

Once you use this action you can not do so again until you complete a long rest.

Twist Magic

At 18th level, you can channel the strange power in your blood to warp magic around you. If a creature within 60 feet of you that you can see succeeds on a saving throw against a magical effect, you can spend 5 sorcery points as a reaction to negate the effects completely for the creature. Instead, you can force another creature withing 60 feet of you to make the same saving throw against your spell DC. The new creature suffers the same effects that the original target of the magic would have on a success or a failure.

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