Warlock
Base Class: Warlock

While some hags follow the laws of the archfey of the feywild, others are bound to no such rules. Those who call to these night mothers and medicine women of the vast untamed are bound by a different sort of pact. 

Expanded Spell List

The Hagbound 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.

Hagbound Expanded Spells
SPELL LEVEL SPELLS

1st

cure wounds, sleep

2nd

augury, moonbeam

3rd

tiny hut, revivify

4th

confusion, conjure woodland beings

5th

contagion, insect plague

Hag's Hex Bag

You learn the spell hex. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Damage can’t break your concentration on this spell.

Hag's Cauldron

Whenever you finish a long rest, you can magically create a Tiny cauldron in your free hand. As an action, you can touch this cauldron and store a spell in it from among warlock spells you know that requires 1 action to cast (you spend the spell slot). When you reach 10th level in this class, you can create two Tiny cauldrons, both of which can store spells. 

While holding the cauldron, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the cauldron until it's been used, or until you spend an action to store another spell in the cauldron. 

You can use this feature a number of times equal to half your proficiency bonus. You regain expended uses when you finish a long rest. 

Poor Unfortunate Hex

When you reach 6th level, you have learned to worsen the hexes and curses on those you have bewitched. As a bonus action, you cause some misfortune to befall a target cursed by your hex spell or by a warlock feature of yours, such as Needle in the Eye and Sign of Ill Omen. When you do so, the cursed target must succeed on a Wisdom saving throw against your warlock spell save DC or be cursed by one of the following options until the end of your next turn:

  • Choose one ability score. While cursed, the target has disadvantage on saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls.
  • While cursed, attack rolls against the target have advantage.

If the hex spell or warlock feature ends on the target, so does the curse. 

Cobbled Coven

At 10th level, you have gained enough power to form a temporary coven with your allies. You can perform a ritual over the course of 1 hour which binds up to two of your allies who are spellcasters to your coven. Each ally must carry one of your hag's cauldrons to use this feature. 

When you cast a spell of 1st level or higher, one or more of your allies in your coven within 60 feet of you that can see you can use their reaction to strengthen your spellcasting. If they do, the spell is cast at 1 spell slot higher for each ally that used their reaction to strengthen your spell. 

When an an ally in your coven within 60 feet of you that you can see casts a spell of 1st level or higher, you can use your reaction to strengthen their spellcasting. If you do, the spell is cast at 1 spell slot higher. 

This feature can be used a total number of times (including uses by allies in your coven) equal to your proficiency bonus. You regain all expended uses on a long rest. 

Needle in the Eye

Upon reaching 14th level, you gain the power to put many powerful hexes on your enemies. As an action, one creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw against your warlock spell save DC or be affected by one of the following effects for the duration. You can use your action on a subsequent turn on the same creature even if it has succeeded on a saving throw against one of these hexes, but can't target it with the same hex.

Sleeping Curse. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. 

Frightening Curse. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. 

Sickening Curse. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

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