Base Class: Sorcerer
Hag blooded sorcerers are master manipulators, able to cause and create chaos in social settings and on the battlefield. Able to create temporary allies and sow fear and hate into the hearts of those they encounter.
Naturally cursed
Hag-blood sorcerers tend to have strange changes in there body. This can manifest in many ways, such as one finger being significantly longer then another, a long bent nose or glassy eyes or even horns and strange coloured skin for your race. Choose one of the following, or roll 1d6 to see which cosmetic changes you acquire.
- You have a large, crooked nose.
- You have small, pointy black horns on the crown of your head.
- Your skin has a blue haze to it.
- Your nails grow out quickly, forming claw like nails but break easily.
- your eyes are glassy but work normally
- You have a single, large wart on your face.
Hag-Blood Magic
You learn additional spells when you reach certain levels in this class, as shown on the Hag-blood magic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Hag Born
At level one, your Hag’s blood manifests. You are an expert in social situations, you gain proficiency in persuasion and deception.
Once per long rest you may take the form of a beautiful man or woman. While in this form, you have an enchanting aura and gain advantage on deception and persuasion checks. This form lasts for 1 hour per level in sorcerer you have, or until you take damage. Creatures with true sight, or with a passive investigation greater then your spell-casting DC are immune to this effect.
Sow Doubt
At level 6, you gain the ability to charm people into different states of emotion. As an action you select a creature that can see you within 60ft and force it to make a wisdom saving throw vs your spell save DC, creatures currently fighting you or your allies have advantage on the save. If a creature is immune to charm, this ability has no effects. This is classified as a charm effect.
Sow doubt has chargers equal to your 1+ your charisma modifier.
Sow doubt regains its charges on a long rest.
Love
You cause the creature to fall in love with you. For the next minute, or until it takes damage from you or one of your allies, the creature acts very friendly towards you. The creature will fight to protect you, but every time it takes damage, it must repeat the saving throw.
Fear
You cause the creature to be terrified of you, or an object or another creature that it can see for one minute. It must. It must stay 60ft away from the targeted creature or object, and refuses to go near it. If the creature takes damage, it makes a wisdom saving throw to overcome this effect.
Hate
You cause the creature to hate another creature or target that you and it can both see. For the next minute, the creature is hostile against that target and will try to attack, or destroy the target creature or object. If the creature affected by this charm takes damage, it makes a wisdom saving throw to overcome this effect.
Hag’s blessing
At level 14, you have advantage on wisdom and charisma saving throws against magical effects. Creatures that are effected by your charms have disadvantage on wisdom and intelligence saving throws.
Ethereal Jaunt
At level 18, you gain hearthstone-like powers that allow you to jaunt the ethereal plane. You permanently can see into the ethereal plane, as well as having the ability to see invisible creatures.
When you become the target of an attack, or are caught in an magical effect you may use your reaction to jaunt into the ethereal plane, this means the attack or spell automatically misses and no damage/negative effects are dealt to you. At the start of your next turn you return to the material plane, within 30ft of your original location. Once you have used ethereal Jaunt you can't use it again until you finish a long rest.
Previous Versions
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12/14/2021 3:14:40 PM
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648
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3
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1.2v
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Coming Soon
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