Warlock
Base Class: Warlock

Older, wiser, and more dangerous than the average hag, grandmother hags are powerful beings who warp the world to suit their will. Living alone or ruling over covens, the domain of a grandmother hag is completely under her control. Her magic permeates the area surrounding her lair and bends it to her desires. Grandmother hags live anywhere they find dreamers, twisting the very shadows to horrify their prey.

With little exception, grandmothers are the only hags powerful enough on their own to serve as a patron, sometimes grooming warlocks to become hags and serve in their coven when the time suits.

Horrific Appearance

At 1st level, you can use a bonus action to make your appearance monstrous with massive, knobbly clawed hands for 1 minute. When you change your appearance, each creature you choose within 30 feet of you that can see you must make a Wisdom saving throw against your spell save DC or become frightened of you until you no longer appear monstrous. A frightened creature can repeat the saving throw at the end of each of its turns, at disadvantage if you are still in line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to your Horrific Appearance for the next 24 hours.

While your appearance is monstrous, you can use an action to make an attack against a creature within 5 feet of you with your claws, which deal 1d6+2 slashing damage on a hit. You can use your Charisma modifier for the claws’ attack and damage rolls. You cannot use other weapons or cast spells while in this form.

Once you use this feature, you can’t use it again until you finish a long rest.

Bonus Cantrip

At 1st level, you learn the vicious mockery cantrip.

It counts as a warlock cantrip for you, but doesn't count against your number of cantrips known.

Expanded Spell List

The Hag lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Archfey Expanded Spells
Spell Level Spells

1st

magic missile, sleep

2nd

alter self, blindness/deafness

3rd

blink, slow

4th

faithful hound, phantasmal killer

5th

insect plague, mislead

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

Grandmother Audra Image

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