Touched By The Arch-Hag Image
Prerequisite: Made a pact with a hag.
 

Contamination Score

Each time you take interact with corrupted places or magic, or use a Crone-Touched feature, make a DC 12 Constitution save. On a failure, you gain 1 Contamination Score (max 12). Additionally, you gain a Contamination point when you touch upon your forbidden deal to perform one of the following:

  • Up-cast a spell by 2 levels.
  • Add 1 extra damage dice to a spell-cast/attack. In case their are multiple damage types (e.g d8 and a d6), choose the highest of the dice types.
  • Automatically roll max damage on a spell-cast/attack.
  • Regain a spell slot (any).
  • Automatically succeed any D20 roll.

You may perform multiple such deeds at once, however you receive the according amount of contamination.


Boons of the Crone

- Learn Druidcraft and one of: Thorn Whip, Hex, or Disguise Self (your spell list).
- Add your Contamination Score to one ability check roll per turn.
- 
For each even-numbered Contamination level (2, 4, 6), roll a mutation on the minor mutations table below. 

Crone's Bargain (1/day)
Once per long rest, whisper a secret or offer blood to your patron to reroll a failed save, regain a spell slot, or ignore components.

Flesh Anathema (Optional at Contamination 3) (1/long rest)

To activate this, the player must recite the following: “Meat remembers. Bone remembers. We stitch you from their end.”
You gain +3 Contamination score. Can be cast while unconscious/incapacitated/stunned/paralyzed.
Once per long rest, as an action, you can activate Witchflesh Harvest for 1 minute. During this time, you gain a series of buffs based on how many creatures are affected by your flesh-draining aura.

  • Each creature within 30 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier).
  • On a failed save, a creature takes 4d10 necrotic damage, and you harvest its meat and bones.
  • On a successful save, they take half damage.
  • You can harvest up to 5 creatures per pulse.

For each creature harvested you gain the following:

  • +20 temp HP per creature.
  • Bloodcasting (utilize 5 hp/spell slot instead of normal slots - HP loss ignores resistances but cannot reduce you below 1 HP - cannot be concentration spells).
  • Bone Rend (melee attack) (add you spell modifier to your attack roll, 5ft range, 5d10 slashing)(attacks considered magical).

Crone’s Vessel (Optional at Contamination 6)
At max Contamination, the DM may offer a powerful transformation (see below). 

  • Gain one major mutation.

  • Gain temporary spell resistance.

  • Downside: Every time you drop to 0 HP, you must roll a d20. On a 1, you become a full servant of the Crone, possibly losing control (DM’s call).

 

3d12

Corruption level Minor Mutations

3

Your teeth become sharp and uneven. You can bite (1d4 damage) but have trouble with clear speech.

4

Your skin grows moss or lichen. Advantage on Stealth in wilderness, but vulnerable to fire.

5

One eye becomes glassy and inhuman. Gain +2 to Perception, but -2 to Charisma.

6

A tail grows (ratlike, leafy, or scaled). Can hang from branches or use Mage Hand once/day.

7

Legs become digitigrade (like a deer or dog). Movement speed +5 ft, but cannot wear normal boots.

8

Hair constantly writhes or moves in unseen wind. Immune to sleep spells, but Disadvantage on stealth in wind.

9

You have a cold, earthy smell. Gain resistance to poison, but Disadvantage on social checks.

10

Eyes reflect moonlight like a cat’s. Darkvision +30 ft, but visible in darkness.

11

A raven or owl follows you wherever you go. Counts as a familiar but cannot fight.

12

You develop a minor phobia (e.g., mirrors, running water). Gain +1 to one ability save, but must roleplay the fear.

13

Your voice sounds like three overlapping whispers. You have advantage on Intimidation, but cannot cast Silenc

14

Fingernails grow into claws (1d4 slashing). You may attack as a bonus action, but can't wield two-handed weapons.

15

You bleed black sap. Immune to poison, but vulnerable to radiant damage.

16

Eyes become beetle-like. Advantage on Perception, but light sensitivity (Disadvantage in sunlight).

17

You exhale fog while speaking. Gain Minor Illusion cantrip, but people always feel uneasy near you.

18

Toads follow you at night. They serve as familiars, but croak constantly, making stealth difficult

19

You gain tiny antlers. +1 Nature checks, but wild beasts react with fear or hostility.

20

Hair turns into writhing vines. Resistance to grapple, but fire damage increases by 1.

21

You smell of wild mushrooms. Fey treat you as kin, but Disadvantage on Persuasion with civilized folk.

22

Your reflection whispers secrets. Gain one random secret from the DM, but take 1 psychic damage per long rest.

23

An eye appears in your hand. Can cast Detect Magic once/day, but always feels like it’s watching you.

24

Feet grow roots. Advantage on saves vs. being moved, but movement speed reduced by 5 ft.

25

You speak in rhyme involuntarily. Gain +2 to Insight checks, but Disadvantage on Persuasion.

26

You forget proper nouns, including your own name. Immune to Suggestion, but -2 on History checks.

27

You occasionally hear the Crone whispering advice. Once/day ask a yes/no question (DM answers cryptically).

28

You know one additional language, but forget a native one.

29

Dreams become prophetic nightmares. +1 to initiative, but cannot benefit from the first short rest each day.

30

You must ask permission before entering homes. Gain +1 AC against fey and undead while outside.

31

Your laughter causes unease. Gain Thaumaturgy cantrip, but animals avoid you.

32

Your tears freeze into tiny icicles. Resistance to cold, but you cry involuntarily when frightened.

33

You compulsively collect bones, teeth, or buttons. Gain +1 to Arcana checks involving death or fey.

34

You forget recent conversations (short-term memory lapse). Immune to fear.

35

You must tell truths in metaphor. Gain Comprehend Languages once/day.

36

Your shadow detaches during sleep and sometimes wanders. The DM may use this to feed you secret information — or trouble.

d10 Major Mutation (Crone's Claim)
1 Hag's Tongue: You can cast Suggestion once/day without components. You can no longer lie directly.
2 Tree-Root Legs: You gain Tremorsense (10 ft) and can’t be knocked prone. Your speed is reduced by 10 ft.
3 Third Eye: A glowing eye opens on your chest or forehead. Gain advantage on Wisdom (Perception), but vulnerable to psychic damage.
4 Witch’s Familiar: A shadowy forest beast binds to you. It can spy for you across great distance, but the Crone may use it to speak or watch.
5 Living Hair: Your hair animates and acts like Mage Hand. Can be used to grapple once per short rest.
6 Thornheart: You cannot be charmed or frightened. Healing spells heal only half as much on you.
7 Swampborn Lungs: You can breathe underwater and in poisonous fog, but sunlight gives you Disadvantage on all rolls for 1 round after exposure.
8 Voice of the Woods: Gain Speak with Plants and Animals permanently. Once per day, you can command a forest creature as if under Dominate Beast.
9 Iron Nails: Your unarmed strikes count as magical and deal 1d8 slashing. You can no longer cast spells with somatic components unless you draw blood.
10 Crone’s Mark: Fey and undead recognize you as a hag’s heir. You may command lesser ones with a Charisma (Intimidation) check (DC set by DM), but powerful fey may see you as a threat.

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Touched By The Arch-Hag Image

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