Sorcerer
Base Class: Sorcerer

Most Hags have children by consuming the life force of a human infant or fetus and giving birth a week later to a hag child that looks human for thirteen years, or more rarely from their union with a  humanoid creature. Such individuals or even those from many generations later may display this inheritance.  Whatever it might be in your case, this power.. It is part of your bloodline.

You have the power of the hags in your blood, but it's up to you as for how you use it

Hag Ancestor

At 1st level, you choose one type of hag as your ancestor. The hag type you choose is used by features you gain later:

Hag Ancestry 
Hag Class features

Annis Hag

 Giant Blood (Giants)

Bheur Hag

 Ice Blood (Giants)

Dusk Hag

 Infernal Blood (Fiends)

Green Hag

 Fey Blood (Fey)

Night Hag

 Dark Blood (Fiends)

Sea Hag

 Sea Blood (Fey)

You can speak, read, and write Sylvan. Additionally, whenever you make a Charisma check when interacting with fey, your proficiency bonus is doubled if it applies to the check.

Annis Hag

At 1st level, you choose one type of hag as your ancestor. The hag type you choose is used by features you gain later.

Bheur Hag

At 1st level, you choose one type of hag as your ancestor. The hag type you choose is used by features you gain later.

Dusk Hag

At 1st level, you choose one type of hag as your ancestor. The hag type you choose is used by features you gain later.

Green Hag

At 1st level, you choose one type of hag as your ancestor. The hag type you choose is used by features you gain later.

Night Hag

At 1st level, you choose one type of hag as your ancestor. The hag type you choose is used by features you gain later.

Sea Hag

At 1st level, you choose one type of hag as your ancestor. The hag type you choose is used by features you gain later.

Hag Endurance

As magic flows through your body, it causes traits of your hag ancestors to emerge. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class.

Evil Blood

Starting at 6th level, you gain some abilities specific to your bloodline:

  • Giant Blood:You grow claws that deal 1d8 + your Strenght modifier slashing damage for your unarmed attacks . Additionaly, your skin becomes harder and more dificult to damage, while you are not wearing armor your AC is 13+ your Constitution modifier.
  • Ice Blood: You gain resistance to cold, in addition, spells you cast ignore resistance to cold damage. Also, you are able to ignore difficult terrain caused by ice and snow.
  • Infernal Blood: Your touch is maddening, when you attack a creature with an unnarmed attack it deals 2d6 + your Charisma modifier psychic damage.
  • Fey Blood: You learn the Disguise Self spell and you can cast it at will without requiring material components. You also learn the Invisivility spell and can cast it the same way once per short or long rest. This spells do not count against the spells you know and are considered sorcerer spells for you.
  • Dark Blood: You grow black claws that deal 1d8 + your Strenght modifier slashing damage for your unarmed attacks. Additionaly, you gain advantage on saves against magic.
  • Sea Blood: Your unarmed attacks are bites that deal 1d8 + your Streanght modifier piercing damage. Additionaly, you can breath under water and gain a swimming speed of 40 ft. Also you are able to ignore difficult terrain caused by water or flooded.
Dark Blood

You grow black claws that deal 1d8 + your Strenght modifier slashing damage for your unarmed attacks. Additionaly, you gain advantage on saves against magic.

Fey Blood

You learn the Disguise Self spell and you can cast it at will without requiring material components. You also learn the Invisivility spell and can cast it the same way once per short or long rest. This spells do not count against the spells you know and are considered sorcerer spells for you

Giant Blood

You grow claws that deal 1d8 + your Strenght modifier slashing damage for your unarmed attacks . Additionaly, your skin becomes harder and more dificult to damage, while you are not wearing armor your AC is 13 + your Constitution modifier.

Ice Blood

You gain resistance to cold, in addition, spells you cast ignore resistance to cold damage. Also, you are able to ignore difficult terrain caused by ice and snow

Infernal Blood

Your touch is maddening, when you attack a creature with an unnarmed attack it deals 2d6 + your Charisma modifier psychic damage

Sea Blood

Your unarmed attacks are bites that deal 1d8 + your Streanght modifier piercing damage. Additionaly, you can breath under water and gain a swimming speed of 40 ft. Also you are able to ignore difficult terrain caused by water or flooded.

Corrupting Tongue

At 14th level, you gain the ability to corrupt and intimidate those you choose. You gain proficency in the Deception and Intimidation skills if you were not already proficient and you double your proficency bonus with those skills. You also have advantage in any check regarding manipulate someone to do an evil act. 

Supernatural Presence

Beginning at 18th level, you can channel the fey presence of a hag, causing those around you to become charmed or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of charm or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose charm) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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