Sorcerer
Base Class: Sorcerer

As a Hag Ancestry sorcerer, you were swapped out at birth with the child of a night hag. But instead of transforming into a night hag yourself, your hag mother forgot about you and you aged like a normal child until your thirteenth birthday when you discovered your magical powers. Hag Ancestry sorcerers always have dark black hair and dark color eyes such as black, maroon, and dark green.

Cursecraft

Starting at 1st level, you can place a minor curse on a foe to weaken their abilities. As a bonus action, you force a creature you can see to make a wisdom saving throw against your spell save DC. On a failure, they have disadvantage on ability score checks made with an ability of your choice and attack rolls against you have disadvantage until they successfully hit you. After they hit you they no longer have disadvantage on attack rolls against you but still have disadvantage on ability checks. This effect lasts for 1 minute. On a success, they are unaffected. You can only have one person cursed at a time, if you place another one on a person the certain one disappears. You can do this a number of times equal to your charisma modifier (minimum of 1), you regain all uses on a short or long rest.

Daymare

At 1st level, your night hag nature lets you dominate the minds of your foes when they aren't expecting it. When you use a spell attack against a surprised creature you add an extra 1d10 necrotic damage to the damage roll, if it has a damage roll. This affect doesn't work if your foe has the protection from evil and good or magic circle spell cast on them.

At higher levels the damage increases to 2d10 at 6th level, and 3d10 at 14th level.

Coven

Starting at 6th level, you learn how to form a coven with your party members. At the end of a long rest you pick two humanoids of either equal or lower level. You gain temporary hit points equal to both of their charisma modifiers combined, if any of them have levels in a spellcasting class (Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) you start the day with two extra sorcery points. The party members you marked gain temporary hit points equal to your charisma modifier and if they are sorcerers they gain 2 extra sorcery points for the day.

Change Shape

At 6th level, you started experimenting with stronger magics granted to you by your true mother. You can spend 5 sorcery points to cast polymorph on yourself with the duration being a number of hours equal to half your sorcerer levels rounded down.

At 7th level, you add polymorph to your sorcerer spell list. It does not count against your number of spells.

Heartstone

At 14th level, the manipulation of your hag blood has turned your heart into the legendary heartstone the night hags would wield. You become immune to all poisons and diseases.

Etherealness

Starting at 18th level, you've peaked in your hag powers. You learn the spell Etherealness and add it to your sorcerer spell list and does not count against your number of spells. You can also spend 7 sorcery points to cast Etherealness if you have no spell slots remaining.

Comments

Posts Quoted:
Reply
Clear All Quotes