Base Class: Sorcerer
Level 3: Hag Lineage
When you choose this subclass, choose one of the following lineages: Green, Night, or Sea Hag. This is the hag you descended from and you gain the following effects below based on the lineage you relate to.
Mimicry (Green Hag)
You gain proficiency in the Performance and you can mimic animal sounds and creature's voices extremely well. A creature can take the Search action while listening to your mimicry to attempt a contesting Wisdom (Insight) check against your Charisma (Performance). On a success, they can tell the sounds are not from the actual creature. Additionally, you learn the Ray of Sickness spell without it counting against your total prepared spells and can cast it once without expending a spell slot as a Bonus Action. You can cast the spell again this way whenever you finish a Long Rest.
Soul Bag (Night Hag)
You have a soul bag. While holding or carrying the bag, when a creature dies within 30 feet of you, you can use your Reaction to capture their soul and gain a number of Temporary Hit Points equal to your Charisma modifier plus your Sorcerer level. Additionally, while a soul is in your bag, you can ask it one question that is must answer truthfully. After answering, it passes onto the afterlife, leaving your soul bag. The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. You can create a new bag after finishing a Long Rest and by spending 10+ GP of cloth and stiches.
Vile Appearance (Sea Hag)
You gain a Swim Speed equal to your Speed and can breathe in both air and water. Additionally, as a Bonus Action, you can expend one Sorcery Point to force a creature that can see you within 30 feet to make a Wisdom saving throw with the DC equal to your spell save DC. On a failed save, they are Frightened of you for 1 minute. If the target’s Hit Points are equal to or below two times your Sorcerer level when they fail this saving throw, they drop to 0 Hit Points. At the end of each of their turns, they may repeat the saving throw, ending the effect on themself on a success.
Level 3: Tongue Twister
Your innate hag magic can uniquely impact your spells, granting you the additional Metamagic option. This option is always available and doesn’t count against your total prepared Metamagic options.
Tongue Twister
Cost: 1 Sorcery Point
When you cast a spell on a creature that requires a saving throw, no matter the result of the saving throw, they speak the exact opposite of what they mean to say for 1 minute. While this effects them, they can't meet the Verbal component requirements of any spells. At the end of each of their turns, they can make a Wisdom saving throw against your spell save DC, ending the effect on themself on a success.
You can use Twisted Tongue even if you’ve already used a different Metamagic option during the casting of the spell.
Level 6: Coven Magic
While with allies, your spellcasting ability from your hag lineage is enhanced. While within 10 feet of at least two allies, you can cast certain spells as shown on the Coven Magic Table below without expending a spell slot and requiring no Material components from the spell. If the spell has any other casting time besides an Action, then its casting time becomes an Action when using this feature. To cast a spell from the table, you must expend Sorcery Points equal to the spell's level.
| Sorcerer Level | Spells |
|---|---|
| 6 | Augury, Find Familiar, Identify, Locate Object |
| 10 | Clairvoyance, Glyph of Warding, Leomund's Tiny Hut |
| 14 | Awaken, Hallucinatory Terrain, Scrying |
| 18 | Flesh to Stone, Tasha's Bubbling Cauldron |
Level 14: Curses
Your hag magic has now manifested itself in a new way: the ability to curse foes. As a Magic action, you can cause one of the following curses to occur. You can affect any creature you can see (even through spells). You can use this feature once per Long Rest. You can regain your use of this feature by expending a level 5+ spell slot (no action required). When you use a curse, a creature must make a Charisma saving throw with the DC equal to your spell save DC. All curses last until the curse is removed such as by the spell Remove Curse unless they succeed on their saving throw, in which it then only lasts 24 hours or until Remove Curse is cast.
Curse of Confusion
The target creature has Disadvantage on all Intelligence and Wisdom checks and they automatically fail all Intelligence (History) checks. At the start of each of the creature's turns in combat, they must roll a 1d10. On a 1-2, they get to take their turn as normal. On a 3-5, they can only use their Action, Bonus Action, or movement (not multiple) on their turn. On a 6-7, they can only use their movement. On a 8-10, they skip their turn and do not use their Reaction or any other actions. On a success, the target creature takes 5d6 + Charisma modifier Psychic damage that reduces from their Hit Point Maximum.
Curse of Enfeeblement
The target creature deals half damage from all of their attacks, abilities, and other effects originating from them and their Speed is reduced by 10 feet. If they succeed on the saving throw, they are Poisoned and their Speed is still reduced by 10 feet while Poisoned.
Curse of Loneliness
The target creature has Disadvantage on all Intelligence, Wisdom, and Charisma saving throws and they have Disadvantage on Charisma ability checks. In addition, they no longer have any allies and cannot consider any creature an ally while the curse in in effect. On a successful save, they are Frightened of you (though they don't know the source of their fear).
Level 18: Symbol of the Hag
You always have the Symbol spell prepared. Additionally, once per Long Rest, you can modify the spell so it has the casting time of an Action, it doesn't expend a spell slot, and it doesn't require Material components.
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