Sorcerer
Base Class: Sorcerer

Hag Ancestry Features

Sorcerer Level                                          Feature

1st                                                              Cursecraft, Daymare

6th                                                         Coven, Daymare(Increase)

14th                                  Heartstone, Improved Cursecraft, Daymare(Increase)

18th                                                                Etherealness

Cursecraft

Starting at 1st level you can curse a creature to weaken their abilities. As a bonus action, you chose one creature to curse. The curse lasts for 1 minute. The creature must make a wisdom saving throw against your sorcerer spell save DC. If successful the target is unaffected. On failure, they have disadvantage on ability score checks made with an ability of your choice. Attack rolls against you are made with disadvantage until the curse ends or they successfully hit you. If you curse another creature before another ends the curse is moved from the original creature to the new one. You can do this a number of times equal to your charisma modifier (min of 1) you regain 1 use on a short rest and all on a long rest.

At 14th level, your curses have improved in strength. Now curse adds disadvantage to skill checks and savings throws of a ability you chose. They also can not remove the disadvantage to attack with a successful hit.

Daymare

At 1st level you 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.

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, of 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 chose gain temporary hit points equal to your charisma modifier and if they are sorcerers they gain 2 extra sorcery points for the day.

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. It 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.

Cursecraft

Starting at 1st level you can curse a creature to weaken their abilities. As a bonus action, you chose one creature to curse. The curse lasts for 1 minute. The creature must make a wisdom saving throw against your sorcerer spell save DC. If successful the target is unaffected. On failure, they have disadvantage on ability score checks made with an ability of your choice. Attack rolls against you are made with disadvantage until the curse ends or they successfully hit you. If you curse another creature before another ends the curse is moved from the original creature to the new one. You can do this a number of times equal to your charisma modifier (min of 1) you regain 1 use on a short rest and all on a long rest.

At 14th level, your curses have improved in strength. Now curse adds disadvantage to skill checks and savings throws of a ability you chose. They also can not remove the disadvantage to attack with a successful hit.

Daymare

At 1st level you 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 psionic damage.

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, of 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 chose gain temporary hit points equal to your charisma modifier and if they are sorcerers they gain 2 extra sorcery points for the day.

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.

Improved Cursecraft

At 14th level, your curses have improved in strength. Now curse adds disadvantage to skill checks and savings throws of a ability you chose. They also can not remove the disadvantage to attack with a successful hit.

Etrherealness

Starting at 18th level, you've peaked in your hag powers. You learn the spell Etherealness and add it to your sorcerer spell list. It 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.

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