Homebrew Sea Hagspawn Species Details
Sea Hagspawn
Hagspawn were outcast creatures, the sons sired from the mating of hags and humanoids. Often abandoned at birth, the all-male progeny of an all-female race inherited the worst traits of their mothers but received the moral malleability of their fathers.
Your mother is a sea hag. You have aquatic adaptations and can assume a startling appearance.
Sea Hagspawn Traits
You have aquatic adaptations and can assume a startling appearance.Illusory Appearance
You cover yourself and anything you are wearing or carrying with a magical illusion that makes you look
like a creature of your general size and humanoid shape. The effect ends if you take a bonus action to
end it or if you die.
The changes wrought by this effect fail to hold up to physical inspection. For example, you could
appear to have no claws, but someone touching your hand might feel the claws. Otherwise, a creature
must take an action to visually inspect the illusion and succeed on an Intelligence (Investigation) check
to discern that the hag is disguised. The DC of this check is 8 + your proficiency bonus + your Charisma
modifier.
Once you use this trait, you can’t use it again until you finish a short or long rest
Fey
Your creature type is Fey.
Amphibious
You can breathe air and water, and you have a swimming speed of 30 feet.
Ability Score Increase
Your Wisdom Increases by 2 and your Constitution Increase by 1
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Horrific Appearance
As a bonus action, you can assume a horrific appearance. Surprised creatures within 30 feet must attempt a Wisdom saving throw. On a failure, the creature is frightened for 1 round. The DC for this saving throw is 8 + your proficiency bonus + your Charisma modifier.
Once you use this trait, you can’t use it again until you finish a short or long rest.
Claws
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Macabre Kill
As a reaction taken immediately after you kill a living creature, you can make its death especially unnerving. Each creature of your choice
that is within 60 feet of you and able to see you must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The DC for this saving throw
equals 8 + your Charisma modifier + your proficiency bonus. While frightened in this way, a creature is
incapacitated, can’t understand what others say, can’t read, and speaks only falteringly; the DM controls the
creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect
ends for it, the creature is immune to this trait for the next 24 hours.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Darkvision
You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades
of gray.
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