Base Class: Warlock
Parents tell their children scary stories about old hideous hags to warn them about the danger of the outside world. These hags however are not made up fairy tales. Far away in the Feywild these hags conjoin into small communities of Covens. These covens of hags practice their magic together and share in each other's secrets. A coven might have ‘adopted’ you as a small child, promised you some of their knowledge, or have turned your loved ones into toads. Whatever reason you might have for working together with hags, always remember one thing:
“In the feywild everything comes with an unforeseen price.”
- Tjuff the Bright Bugbear
Expanded Spell List
Expanded Spell List:
The Coven 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.
|
Spell Level |
Spells |
|---|---|
|
Cantrip |
Druidcraft, Encode Thoughts |
|
1st |
Goodberry, Animal Friendship |
|
2nd |
Pass without Trace, Blindness/Deafness |
|
3rd |
Bestow Curse, Plant Growth |
|
4rt |
Phantasmal Killer, Grasping Vine |
|
5th |
Reincarnate, Awaken |
Coven Connection
Starting at 1st level your connection to the Coven allows you to share in their knowledge. You gain proficiency with a herbalism kit and you can add your charisma modifier to your intelligence checks.
Share the pact
Starting at 1st level you share your magical connection with the Coven and other creatures associated with the Coven. After taking a long rest you can expand the magic that the Coven granted you to two of your allies. You and these Coven allies gain the following features:
- Your allies’ nails grow longer, warts appear on your face, and any unflattering elements of your appearance are exaggerated. While under the effect you and your Coven allies have disadvantage on Charisma (Persuasion) checks unless you are able to mask your form with magic.
- While all of your Coven allies are within 30 feet of each other you are able to share your spellslots. When you cast a spell you can choose to use the spellslot of a willing Coven ally instead of your own.
Haggling for more
Starting at 6th level you deepen your connection to the Coven, granting you the following boosts to previous abilities:
- Your creature type chances to Fey
- When you or one of your Coven allies lose concentration on a spell or class feature another Coven ally can use their reaction and the appropriate spellslot to shift the concentration to them. The level of the spellslot is equal to the level of which the original spell was cast.
Advanced Hexing
Starting at 10th level you have mastered the hags methods of hexing. When a creature is under the effect of your Hex or Bestow Curse spell it has disadvantage on saving throws against your spells.
Creature of the Coven
Starting at 14th level your connection to the Coven has deepened and you can now challenge one of the hags for her spot in the Coven. If you defeat the hag you gain some of her physical traits depending on which type of hag she was.
Annis Hag:
Your body deforms and fills itself with bulging spots of magical warts and muscles.
Annis physicality:
- Your size changes to large
- You have advantage on strength (Athletics) checks
- When you take the attack action of your turn you can make 3 attacks.
Bheur Hag:
Your hair grows white and your skin turns blue/white and is extremely cold to the touch.
Cruel Winter:
- You gain immunity to cold damage
- When you cast a spell that deals cold damage you can choose to ignore a creature's resistance.
- The Cone of cold and Fire shield (Chill shield only) are added to your known warlock spells.
Fate Hag:
Your hair grows thick and oily and your hands long and thin.
Tangle threads:
When a creature within 30 feet of you takes damage or restores hitpoints you can use your reaction to tie its fate to another creature within 30 feet of you. For the next minute the creatures share any damage taken and any hitpoints restored. This feature can be used equal to your proficiency bonus times per long rest.
Green Hag:
Your hair grows white and your skin turns a damp green.
Trick and threat:
You can use your bonus action to turn invisible and take the hide action. This invisibility lasts for 1 minute. Casting a leveled spell or dealing damage ends the invisibility early. While you are hidden using this invisibility you can cast the minor illusion cantrip without revealing yourself. This feature can be used equal to your proficiency bonus times per long rest.
Night Hag:
Your hair grows long and black while your skin turns a faint purple.
Ethereal Step:
As an action you can magically enters the ethereal plane from the material plane, or vice versa. You can travel to the ethereal plane twice per long rest, and stay there no longer than 10 minutes.
Nightmare Haunting:
When you see a creature sleeping you can use your bonus action to fill its mind with nightmares of your choosing. The creature does not benefit from the long rest, and its maximum hit points are reduced by 2d10. The reduction to the target's maximum hit points lasts until it finishes a long rest, or is removed by a greater restoration spell.
Magic Resistance:
You have advantage on saving throws against spells.
Sea Hag:
Sea Hag:
Your hair grows green like seaweed and your skin turns a faint blue.
Death Glare:
Your appearance is so appalling to people that they wrench at the sight of you.
As a bonus action you can reveal your true face. Every creature within 10 feet of you that can see you must make a wisdom saving throw (equal to your spellcasting dc) or be stunned until the start of your next turn. This feature can be used equal to your proficiency bonus times per long rest.
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Posted Jan 22, 2024Any reflection or feedback is very appreaciated :)