Sorcerer
Base Class: Sorcerer

You're something special, you noticed that early on. An enormous amount of magical energy flows within you, you are connected with nature and with some of its creatures. Within you flows the blood of a hag. Stories tell the young girl on her 13 birthday transforming into a full-fledged hag and losing all her humanity. But something must have gone wrong with you. A ritual of your biological parents? A mistake by your witch mother? A blessing from a deity? Whatever the reason is that you haven't turned yet. You need to find a way to avert your fate. One thing is clear, if you fail, you will become more powerful than ever, but it will also cost you your friends, your family, and most importantly your precious mortal self.

Children of a hag are exclusively girls. Once stolen as an infant by the family, taken to the woods by a hag, the child became the victim of a terrible ritual by being eaten alive by the hag, just to be reborn a week later. After this, the child were brought back to the family to grow up until its 13 birthday, to finally transform and join her hag mothers coven deep in the woods.

 

Hag Ancestry

As the child of a specific type of Hag, you gain special abilities once you grow stronger.
Choose one of the following Hag-Types: Green Hag, Sea Hag, Night Hag, Bheur Hag, Annis Hag.
Once you chose your type, you can't change it anymore. 

Due to your Hag-type you gain following benefits:

Annis Hag

Stone Skin. You're bigger and chunkier than others of your kind. Your skin is rough and sometimes very hard. You get a bonus of +1 on your AC (Natural Armor). 

Bheur Hag

Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost you extra movement.

Green Hag

Mimicry. You can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your Spell Save DC.

Night Hag

Ethereal Senses. You can magically take a look into the Ethereal Plane from the Material Plane, or vice versa.

Sea Hag

Amphibious. You can breathe air and water.

Hags Familiar

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the Natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a raven, a spider, a badger, a weasel, a snake, a fox or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it.

You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your animal companion has abilities and game statistics determined in part by your level. 

Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. 

For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Coven

At the 6th level, you start to form a bond with your group. You gain the ability to share a Spell 2nd Level Spell or lower with your Teammates without expanding a slot.
A Teammate within 30 feet of you is able to channels magical energie due to your bond to use its Action to cast a Spell from your Spells List. Also you can use this Ability to cast a Spell at the same Spell-Level restrictions from another Member of your Team. In both ways, the Spell-Owner can deny it.
Once you or a Teammate have used this Ability, you must finish a long rest before you can use it again.

Spell-Level increase at Level 12 to up to a 3th Level-Spell and at Level 18 to a 4th Level-Spell.

Hag gene

As the Child of a specific type of Hag, you gain special abilities once you grow stronger. 
Due to your Hag-type you gain following benefits:

Annis Hag

Crushing Hug. Your arms are longer than they should be, your strength is also increasing. This makes you a dangerous opponent in close combat. If you make a grappling attack against a smaller or a large creature, you initially inflict 9d6 + 5 bludgeoning damage to the enemy. If you can keep the grip upright, the opponent takes additional 9d6 + 5 damage per round. You can’t make attacks while grappling a creature in this way.
Once you use this feature, you can’t use it again until you finish a short or a long rest.

Bheur Hag

Maddening Feast. You feast on the corpse of one enemy within 5 feet of you that died within the past minute. Each creature of your choice that is within 60 feet of you and able to see you must succeed on a Wisdom saving throw against your Spell Save DC or be frightened of you for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Maddening Feast ability for the next 24 hours.
Once you use this feature, you can’t use it again until you finish a short or a long rest.

Green Hag

Invisible Passage. You magically turn invisible until you attack or cast a spell, or until your concentration ends (as if concentrating on a spell). While invisible, you leave no physical evidence of your passage, so you can be tracked only by magic. Any equipment you wear or carry is invisible with you.
Once you use this feature, you can’t use it again until you finish a short or a long rest.

Night Hag

Nightmare Haunting. While on the Ethereal Plane, you can magically touch a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
Once you use this feature, you can’t use it again until you finish a short or a long rest.

Sea Hag

Illusory Appearance. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes.
You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
Once you use this feature, you can’t use it again until you finish a short or a long rest.

Visage

Beginning at 18th level, your instincts takes you for a second and shows your true self, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to show of your hag visage. The attack automatically misses you, and every creature within 30 feet of you must make a Wisdom saving throw against 10 + your proficiency-modifier or is frightened. At the End of each turn a frightened creature can repeat a Wisdom saving throw. On a successful save, the effect ends for that creature. 
Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes