Homebrew Beldam Species Details
Beldams, known formally to the well-educated as “Hexbloods”, are created by Hags out of another species as a way to complete an incomplete coven. Hags cannot reproduce more Hags sexually so they rely on “metamorphic brood parasitism” to reproduce by taking a member of another species and turning it into a Hag. Although another way to create more Hags exist, this way is usually much faster, leading to less fighting between the other two, the reason the Beldam was created in the first place. Beldams can only be created by two Hags of the same subspecies- resulting in a Beldam of that subspecies, or by a Blood Hag and a Hag of another subspecies- resulting in a Beldam of the non-Blood Hag subspecies.
Beldams have as wide of a variety of skin tones and hair colors as Hags, dictated by their subspecies. There is one thing in common between them all though- the Witch’s Turn. The Witch’s Turn is a set of horns that starts from one point on the bottom of the skull on the back and wrap around the front. These horns are surprisingly flexible and can be styled with heat tools like hair. When a Beldam believes themself to be ugly and evil enough and likes it- or at least has no desire to change it- the horns fall off and they become immortal full-blooded Hags. The horns continue to grow even after they have fallen off.
Blood Hag
Blood Hags are often known as “baby Arch-Hags” because most Arch-hags are blood hags. They often spend far more time in the Feywild than other Hag subspecies because of their innate resistance to magic. Blood Hags, and by extension the Beldams they create, have a normal human variety of skin, hair, and eye colors with black claw-like nails, blackened fingers and toes and often have dark veins extending from these areas as well as on other areas like their chests and around their eyes.
Green Hag
Green Hags are the most common Hags, especially on the Material Realm. They are known for their more powerful Illusory Appearance which lends itself quite nicely to infiltrating humanoid societies. Green Hags, and by extension the Beldams they create, have skin of varying shades of green, eyes typically green or yellow, and gray hair although some have been known to have brown hair.
Sea Hag
Sea Hags are the known as the most repulsive of the Hags. Their ability to literally scare fishermen to death with just a glance has been well documented. Sea Hags, and by extension the Beldams they create, have scaly skin of bluish-green to greenish-blue, their hair is usually green or brown, and their eyes are like that of a fish.
Bheur Hag
Bheur Hags are known for living in inhospitably cold climates. They are particularly powerful in innate magic when compared to other Hags, especially in the use of ice magic. Bheur Hags, and by extension the Beldams they create, have skin and eyes of varying shades of blue and white or light gray hair.
Annis Hag
Annis Hags are the physically strongest of the Hags. They often have larger, stronger builds than the other Hags and tend to live in mountains. Annis Hags, and by extension the Beldams they create, have skin of gray or stony beige-ish with a pebble like texture, often with brown eyes, and black or brown hair.
Night Hag
Night Hags haunt nightmares. They have the ability to touch a sleeping creature and make it have horrifying visions, weakening it terribly. Night Hags, and by extension the Beldams they create, have bruise colored skin- usually splotchy purple, red or yellow eyes, and black or dark gray hair.
Beldam Traits
Creature Type: Humanoid
Size: Medium or Small (about 3–7 feet tall)
Speed: 30 feet
Illusory Appearance
At will, you can magically disguise yourself as a member of your original species in your biological late-thirties. This disguise is always the same whenever you don it. For example, if you were a Halfling with blonde hair and green eyes, your Illusory Appearance will always be the exact same Halfling with blonde hair and green eyes. This does not disguise clothing or gear. Illusory Appearance does not hold up to physical inspection, meaning if your disguise has smooth skin and you do not, the inspector will feel your real skin. Otherwise, a creature must succeed a DC 16 intelligence (investigation) check to discern that you are disguised. If you have the Glamour cantrip, the effects also affect Illusory Appearance. The illusion ends only when you die or if you end it as a bonus action.
Hag Subspecies
Some of your powers stem from a specific Subspecies. Choose the kind of Hag from the Hag Subspecies table.
| Hag Subspecies | Traits |
|---|---|
| Blood Hag |
Resistance to magic While not wearing armor, carrying a shield, or under the effects of Rage, you take half damage from spells of 4th level or lower. You also have advantage on saving throws against spells and magical effects 5th level or lower. |
| Green Hag |
Trickery You have the glamour cantrip prepared at all times. When you use Illusory Appearance, the DC is 20 and you have +2 to all deception and persuasion rolls. You can use wisdom, intelligence, or charisma for these rolls. |
| Sea Hag |
Horrific Appearance Horrify: You can target one creature you can see within 30 feet. If the target can see you, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 30 seconds. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you within line of sight, ending the effect on itself on a success Death glare: You can target one frightened creature you can see within 30 feet. If the target can see you, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. |
| Bheur Hag |
Frigid You have the ray of frost cantrip prepared at all times. You can cast ice storm and create or destroy water once a day each. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost you extra movement. |
| Annis Hag |
Unnatural Strength Powerful build: You count as a large sized creature for determining your carrying capacity. You gain +1 to all checks related to pushing, dragging, or lifting of objects. You have advantage when attempting to grapple or pin down another creature. Crushing Hug: Melee Weapon Attack: reach 5 ft., one target. Hit: (half your level in d6s + strength modifier) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes (half your leave in d6s + strength modifier) bludgeoning damage at the start of each of your turns. You can’t make attacks while grappling a creature in this way. |
| Night Hag |
Nightmare Haunting You can cast the sleep spell twice per day using this trait. You can magically touch a sleeping creature. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. |
Hex Magic
You can cast the Hex spell with this trait. Once you cast this spell with this trait, you can’t cast it again until you finish a long rest. You can also cast this spell using any spell slots you have.
Darkvision
You have Darkvision with a range of 60 feet.
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