Sorcerer
Base Class: Sorcerer

Your magic originates from the potent witchcraft that hags specialize in. Your powers may come from being cursed by a hag, or perhaps even being raised by one, taught in the ways of their magical secrets. Perhaps you were born as a hexblood and your innate hag magic grew past what typical hexbloods are capable of.

Children of Hags sorcerers are typically elves, hexbloods, eladrin, or other creatures that live in close proximity to hags. Witch hunters see this type of sorcery as a step to becoming a true hag and often target those that utilize it.

Seeker of Magical Secrets

Starting at 1st level, you can use the supernatural knowledge you gained from hags to learn more about a person or object. You learn how to speak, read, and write Sylvan. Additionally, as a bonus action, you can make an Intelligence (History) or Intelligence (Arcana) check to learn something about a creature or item within 30 feet of you. When you make this check, you also learn any association the creature or object has with a school of magic. You don’t know if the creature or item is being influenced by that school of magic, but you know if it is related to one in some capacity.

Witch's Hex

Starting at 1st level, you gain the ability to inflict a curse of misfortune against someone. As a bonus action, you can choose a creature within 30 feet of you to make a Charisma saving throw against your spell save DC. On a failed save, the creature is cursed by you for 1 minute. While cursed, whenever the target makes an attack roll against another creature you can see within 30 feet of you, you can use a reaction to roll a d4 and subtract the total from the attack roll.

Additionally, once on each of your turns when you make an attack roll against the cursed target, you can roll a d4 and add the total to your attack roll. The curse ends early if the target dies, you die, or you’re incapacitated. Once you use this feature, you can’t do so again until you finish a short or long rest. When you reach certain levels in this class, the size of the die you use increases: 5th level (d6), 11th level (d8), and 17th level (d10).

Illusory Guise

At 6th level, you can use illusion magic to hide your form from others. After finishing a long rest, you can hide yourself and the things you’re carrying with an illusion that makes you look like a humanoid creature with the same general size as you. A creature can discern your guise is an illusion by making an Intelligence (Investigation) check against your spell save DC. The illusion also doesn’t hold up to physical inspection.

For example, if you use the illusion to make it seem like you were wearing different clothing, any creature that tried to touch the clothing would feel your actual clothing underneath. The illusion ends if you start another long rest, you end the illusion as a bonus action, you are reduced to 0 hit points, or you die. If you end the illusion as a bonus action, you can’t reactivate the illusion again until you finish a long rest or you spend 3 sorcery points as a bonus action.

Bond of the Covenless

At 14th level, you can make a bond with others to strengthen your own skills and magic. During a long rest, you can perform a ritual with two other willing creatures to form a pact similar to that of a coven. You and the two other creatures must spend the entirety of your long rest performing this ritual or the effect is lost until you attempt to perform the ritual during another long rest. If the ritual is completed, you infuse the two other creatures with your hag magic. While you are bonded to these creatures, they gain access to the benefits of your hex. Once on each of the bonded creatures’ turns when they make an attack roll against a creature that is cursed by your Witch’s Hex, the bonded creature can roll the die from the feature and add the result to their attack roll.

At any time, you can dismiss a creature from being bonded to you, but any effects provided from the bond can’t be used by any other bonded creatures until you perform the ritual during another long rest. You can also replace one or both of the creatures you are currently bonded to with any other willing creatures by successfully performing the ritual with them during a long rest. Neither of the current bonded creatures need to participate in the ritual to be replaced. There is a maximum of two creatures you can be bonded with at a time, but if you are only bonded with one other creature they can’t use the effects of this feature until you have performed the ritual with another creature.

Bonded Magic

Starting at 18th level, the magic you’ve infused your bonded creatures with has become more potent, allowing you to use them to cast your spells. When a creature you have bonded with through your Bond of the Covenless feature is within 30 feet of you, you can cast one of your known spells from the bonded creature by expending the designated spell slot or by spending a number of sorcery points equal to the level of the spell you cast, maximum of 5th level.

You cannot cast a spell higher than it’s normal spell slot level when you use this feature, nor can you cast cantrips from one of your bonded creatures. This feature only works for you, so if any of your bonded creatures are also spellcasters, they cannot cast spells through each other or through you. 

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