Base Class: Sorcerer
- Credits to fadingstarlights for the base and to Override367 for the 18th level feature -
Most Hags have children by consuming the life force of a human infant or fetus and giving birth a week later to a hag child that looks human for thirteen years, or more rarely from their union with a humanoid creature. Such individuals or even those from many generations later may display this inheritance. Whatever it might be in your case, this power.. It is part of your bloodline.
You have the power of the hags in your blood, but it's up to you as for how you use it.
Hag's Claws
A resurgent trait of your bloodline, one that may even have manifested first, gave you the ability to extend your nails into long, iron--like claws. At 1st level, you can make unarmed strikes with your claws that deal 1d4 slashing damage (1d6 for Annis and Night Hags). Your claws count as finesse weapons and you are proficient with them.
Additionally, the magic that runs in your veins grants your body a fortitude reminiscent of hags. When you aren’t wearing armor, your AC equals 11 + your Dexterity modifier.
Hag Ancestor
When you take this subclass at 1st level, you must choose what kind of Hag your ancestor was; Annis, Bhuer, Green, Night, or Sea.
You also get advantage when doing any social-based checks involving Hags.
Select one of the following hag types. At 1st and 3rd level, you learn the spells associated with your choice. These spells count as sorcerer spells, but don’t count against the number of spells known.
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Hag Type |
Spells at 1st Level |
Spell at 3rd Level |
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Annis Hag |
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Bheur Hag |
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Green Hag |
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Night Hag |
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Sea Hag |
Mother's Gift
At 6th level you get a specific feature based on your Hag Mother;
- Annis - Blood of the Bully - Your fortitude becomes even more impressive, as such, your AC is now equal to 13 + your Dexterity or Constitution modifier when you are not wearing armor. You also gain proficiency with the Charisma (Intimidation) skill if you did not have it yet.
- Bheur - Frozen Home - You gain resistance to cold, in addition, spells you cast ignore resistance to cold damage. Also, you are able to ignore difficult terrain caused by ice and snow.
- Green - Invisible Passage - You can learn any illusion spell from any spell list so long as you are of a high enough level to cast it, though it counts against your spells known. You can also cast the invisibility spell once with this trait requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest.
- Night - Outsider's Nature - You gain advantage on saves against magic. Additionally, a hit that would have reduced your hit points to zero makes you slip into the ethereal plane instead. Getting back from it requires of you to succeed a Wisdom saving throw of 10. Once this feature is used, it cannot be used again until you finish a long rest.
- Sea - Ghastly Presence - Every time you spend a sorcery point or anytime you inflict necrotic damage, up to three creatures that you can see within 30 feet are subjected to a dread reminiscent of the horrid sea hags and feel algae-like tentacles creeping up and ensnaring them. These creatures must succeed on a Wisdom saving throw against your spell save DC or suffer psychic damage equal to your Charisma modifier (minimum of 1) . Creatures must succeed on successive saving throws in the case of more than one sorcery point spent.
The Coven
At 14th level, you can form a coven with two to six other spell casters of any class. When you form a coven, each member chooses to share 2-6 spells of levels up to the highest spell the lowest level caster can cast. From this pool, you and your coven members can cast any of the spells, using your own spell slots and spell casting ability, as if it were a prepared spell. The spells are selected after a long rest.
If a coven member dies, their spells are no longer available and the connection to them is broken. If you die, as the founder of the coven, the coven is broken and all benefits and effects are void and null.
When members the coven are gathered within 100 feet of each other, they can share spell slots at will, or can preform one round rituals where each present member can offer a spell slot of 1st or 2nd level to cast a spell of 5th level or higher that at least one present member knows, without using a spell slot of that level.
Hags' Periapts
At 14th level, you also know how to craft the infamous Hag Eye as part of your newfound understanding of the covens' workings. A hag eye is made from the real eye of a coven's previous victim. It appears to the casual observer to be no more than a low-value gem, but if viewed through a gem of True Seeing, a disembodied eye can be seen trapped in the hag eye's interior. This hidden eye is magically connected to the coven that created the hag eye. All members of the coven can see whatever the hag eye is pointed at. Hag eyes are usually placed on a medallion or brooch worn by one of the hag's polymorphed servants. Occasionally hag eyes are given as gifts to unsuspecting victims whom the hags want to monitor.
Crafting Time: 13 days - Components: One of your victim's eyes, and at least 30 to 50gp worth of gem and metals for the jewelry. Linked to any member of the coven.
Additionally, continued from your Hag ancestry, at 14th level you are now able to build the following items based on your origins;
- Annis - Iron Token (in the form of a coin, ring, or tiny mirror) - Crafting Time: 1 minute - Components: One of your teeth or nails (will regrow after a long rest) - Up to three active at one time. You can have a whispered conversation with one of the token holders as long as your are on the same plane of existence and within 10 miles of each other. You can always locate an active token. You can only hear the voice of the token holder, no back background noise or other voices, and vice versa. You can deactivate the token instantly with a thought.
- Bheur - Graystaff - Crafting Time: 20 days - Components: A large tree branch or tree that was fell by a storm or snow/winter conditions. - Only you and Bheur Hags can use a graystaff, and works as a +1 spellcasting focus. Requires attunement. Can be increased to a +2 spellcasting focus by spending 90 more days refining it in the heart of frozen places.
- Green - Mask of Many Faces - Crafting Time: 15 days - Components: A thick piece of bark carved from a swamp tree or from a tree in the Fey Wild - Use the mask to cast disguise self at will without using a spell slot. - Only you and Green Hags can use a mask of many faces. Requires attunement.
- Night - Heart Stone (any alignment) - Crafting Time: 30 days - Components: A gemstone worth at least 500gp - This lustrous black gem allows you to become ethereal for one hour once per day, while ethereal you can cast Dream without a spell slot. The touch of a Heartstone also cures any disease. Only you and Night Hags can use a heart stone. Requires attunement.
- Night - Soul Bag (evil alignments only) - Crafting Time: 13 days - Components: A humanoid creature as a sacrifice for materials - When a creature within 20ft of you dies, you can use a reaction to catch the soul of the creature in the soul bag. The bag can only hold one soul at a time. You can consume the soul to regain 3 sorcery points or 10HP. Requires attunement.
- Sea - Strands of the Depths - Crafting Time: 25 days - Components: Seaweed, sea hag hair/your hair (will regrow after a long rest), and fish hooks - These algae-like strands feel almost like.. organic chains. These strands act like a whip would but its attack rolls are considered melee spell ones.
Its damage is 1d4+1 (all of which are necrotic damage) and it possesses the Reach property. Additionally, you may choose to grapple the creature with it by imposing a Wisdom throw on your target (of your DC spell save). Only you and Sea Hags can use these strands. Requires attunement.
From Abyss to Feywild
At 18th level, the final, fated moment has finally come. The time for you to choose.
Will it be to become one of the most powerful hags that ever came into existence, a rightful heir to Baba Yaga or even Cegilune herself?
Or will it be to carve a new path for witchcraft, back into the courts of the Feywild, its home before Cegilune fell to her heresy?
You have this power in your blood, but it's up to you, for how you use it.
From the Abyss
Your path was quite interesting, young one. To tread on the edge for so long, and give in to it in the end.. But worry not, child, or should I say.. Dear one. This legacy you embraced, this power. It is yours now. So wield it. Wield it, claim what is yours. Everything, can be yours.
You came to terms with your legacy, and in the end, embraced it in full. Your new nature is reflected on you as well but not in the matter of crones themselves, maybe with time.. but not for now. Your skin turns ashen or coal-like and your eyes barely hide an ominous light. Looking closely, trails can be seen glowing through your skin in strange, vein-like patterns.
- Your creature type is both humanoid and fiend.
- You gain Darkvision (60ft) and can see even in magical darkness.
- You gain resistance to Bludgeoning, Piercing, And Slashing damage from nonmagical weapons that aren't silvered.
- You know how to read, speak, and write Abyssal.
To the Feywild
What a surprise, to come from wickedness, and still choose the hardest path to walk upon. From Abyss to Feywild. Is it really your way, to walk among the Fey? Then be it, take your pick, should you be Seelie or Unseelie, Titania herself gave you her blessing.
- Your creature type is both humanoid and fey.
- You gain Darkvision (60ft).
- Resistances granted by your Fey side.
- You know how to read, speak, and write Sylvan.
- You also get advantage when doing any social-based checks involving Fey creatures.
Fey sides:
- The Seelie, Court of Summer
Your skin takes on the hues of amber and copper, your eyes and hair also display vivid and rich colors. Up close, one can smell the scents of a forest after a rainstorm emanating from you. Standing near you is much like feeling the warm sun on one's skin too.
- You gain resistance to Fire (Immunity if you already had such resistance) and Poison damage.
- The Unseelie, Court of Winter
Your skin tone is now something between pure white and cold blue, your eyes and hair also display such colors, either pale or black as ink. Up close, one can smell the cold scents of resins, cedar and pine trees. Your breath is also visible to anyone who pays attention.
- You gain resistance to Cold (Immunity if you already had such resistance) and Poison damage.
- The Wyldfae, the In-Between
Your skin is hued in jade and emerald tones, your hair also displays many shades of colors, from spring's to autumn's. Your eyes are the most captivating of your features as they genuinely glow like fireflies.
- You gain your pick of two resistances between either Fire, Cold, and Poison damage. Or immunity to Poison damage.
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Posted Jun 21, 2025Any plans to fix the hag ancestor selection option?
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Posted Jan 12, 2021Hello,
First off, thank you for the kind words, really appreciate it !
As for the selectable options issue, I've been working on it for a while now, but have been encountering a certain number of issues regarding the matter of multiple and distinct additional spells per option and level. I must admit that this and the fact the subclass uses Xanathar's content are quite a.. bother to try and work around.
Since the beginning it's been brought to my attention that, well, as it is, it does not work as a viable option for people using DnD Beyond as to create and/or play. Despite a number of attempts to solve that, it remains rather tricky. So for now, it sadly remains more of a shared content / source of inspiration than a ready-to-go thing. So yeah, sorry about that ^^'
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Posted Jan 9, 2021Love the concept. Would really appreciate an update allowing the hag ancestors to be selectable options
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Posted Aug 31, 2020Great idea. Unfortunately it doesnt work.
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Posted Nov 22, 2019unfortunately when making a character you cant choose an option for hag ancestor, nothing shows up. otherwise its a great class