Sorcerer
Base Class: Sorcerer

Most Hags have children by consuming the life force of a human infant or fetus, and give birth a week later to a hag child that looks human for 13 years. But you were born from the union of a Hag and humanoid creature. Because you took after your father in physical appearance, but you were born female, you have the physical traits of your non-hag fathers race, but the magical abilities of a Hag. You have the power of the Hag in your blood, but it's up to you how you use that power.

Hag Mother

When you take this subclass at 1st level, you must choose what kind of Hag your mother was; Annis, Bhuer, Green, Night, or Sea.  You may also pick one language and one spell free from your mother's spell options.

  • Annis - Languages: Giant or Sylvan. Spells: Disguise Self or Fog Cloud.
  • Bhuer - Languages: Auran or Giant. Spells: Ice Knife or Zephyr Strike.
  • Green - Languages: Draconic or Sylvan. Spells: Dancing Lights, Minor Illusion, or Vicious Mockery.
  • Night - Languages: Abyssal, Infernal, or Primordial. Spells: Detect Magic or Magic Missile.
  • Sea - Languages: Aquan or Giant. Spells: Shape Water or Create or Destroy Water.

You also get advantage when doing any social based checks involving Hags.

Hag's Claws

Starting at 1st level, you can make unarmed strikes with your claws that deal 1d4 slashing damage (1d6 for Annis and Night Hags). Your claws count as finesse weapons.

The Coven

At 6th level, you can form a coven with two to six other spell casters of any class. When you form a coven, each member chooses to share 2-6 spells of levels up to the highest spell the lowest level caster can cast. From this pool, you and your coven members can cast any of the spells, using your own spell slots and spell casting ability, as if it were a prepared spell. The spells are selected after a long rest.

If a coven member dies, their spells are no longer available and the connection to them is broken. If you die, as establisher of the coven, the coven is broken and all benefits and effects are void.

When the coven is gathered within 100 feet of each other, they can share spell slots at will, or can preform one round rituals where each present member can offer a spell slot of 1st or 2nd level to cast a spell of 5th level or higher that at least one present member knows, without using a spell slot of that level.

When the coven has at least three members gathered, they may also cast slower but stronger spells as a ritual. This rituals include, but are not limited too;

  • Bonding the Coven - A one hour ritual that bonds all spell casters into a proper coven.
  • Curse From Afar - (Requires: The Bestow Curse spell from the Player's Handbook and something that belonged to the target)  This half hour ritual curses someone with one of the following effects; paralysis, infatuation (with a target of your choice), disease (they take 1d8 necrotic damage a day that cannot be healed), altered state (form or race is changed to your choice of any beast of humanoid creature), or amnesia (as far you choose). This curse can only be removed by a Greater Restoration or Remove Curse spell.
  • Army's Feast(Requires: Heroes Feast spell,  five goblets worth 1,000gp, and an empty 60ft cube) Summon enough food for 100 people with all the effects of a Heroes Feast.
  • Mass Hallucination(Requires: Fear spell and an illusion spell cast at 4th level or higher) For up to 24 hours (concentration), the coven members can pick up to a 5 mile cube of land within 30 miles and make every creature within make a WIS save or be physically and mentally assaulted by terrifying hallucinations and visions. They each take 1d8 psychic damage for every hour.
  • Mass Sleep(Requires: Sleep spell, 100gp of incense, and sheep's wool.) In fifteen minutes, the coven can make every creature in a 5 mile radius fall fast asleep for up to two hours.

Mother's Nature

Continued from the Hag Mother feat, at 6th level you get a specific feature based on your Hag Mother;

  • Annis - Blood of the Bully - Proficiency with the Charisma (Intimidation) skill. Advantage on Intimidation checks against Ogres, Trolls, and other "loutish" creatures at the DM's discretion.
  • BhuerIcy Home - You are naturally acclimated to cold climates. You are immune to difficult terrain caused by ice or snow, which doesn't impede you unless it is magical. You can also move across and climb icy surfaces without need to make an ability check.
  • GreenNatural Illusionist - You learn any illusion spell from any spell list so long as you are of a high enough level to cast it, thought it counts against your spells known. You can also mimic the sounds of humanoid voices and animals, using our spell DC for your target to notice it is fake.
  • Night Magic Resistance - Advantage on saves against magic.
  • Sea Born In The Sea - You can breathe air and water, and your swim speed is equal to your base speed.

Hag's Toys

Continued from the Hag Mother feat, at 14th level you are now able to build the following items based on your Hag mother;

  • Annis - Iron Token (in the form of a coin, ring, or tiny mirror) - Build Time: 1 minute - Components: One of your teeth or nails (will regrow after a long rest) - Up to three active at one time. You can have a whispered conversation with one of the token holders as long as your are on the same plane of existence and within 10 miles of each other. You can always locate an active token. You can only hear the voice of the token holder, no back background noise or other voices, and vice versa. You can deactivate the token instantly with a thought.
  • Bheur - Graystaff - Build Time: A year and a day - Components: A large tree branch or tree that was fell by a storm or snow/winter conditions. - Only you and Bhuer Hag can use a graystaff, it can be used as a broom of flying and +2 spell casting focus. Requires attunement.
  • Green - Mask of Many Faces - Build Time: 2 weeks  - Components: A thick piece of bark carved from a swamp tree or from a tree in the Fey Wild - Use the mask to cast disguise self at will without using a spell slot.
  • Night - Heart Stone - Build Time: 30 days - Components: None - Makes you ethereal for one hour, while ethereal you can cast Dream without a spell slot. Requires attunement.
  • Night - Soul Bag (evil alignments only) - Build Time: 7 days - Components: A humanoid creature as a sacrifice/materials - When a creature in 20ft of you dies, you can use a reaction to catch the soul of the creature in our bag. The bag holds one soul at a time. You can consume the soul to regain 3 sorcery points or 10HP. Requires attunement.
  • Sea - Net of Curses - Build Time: 30 days - Components: Seaweed, sea hags hair/your hair, and fish hooks - This net holds one of several properties that your choose when you make the net. Whoever the net is cast over must make a Strength check (your spell DC) to get it off, but that will not end the effects the net causes. Obedience - The creature must make a Wisdom saving throw or become your unwilling slave for an hour. Drowning - The victim's lungs will fill with water and they will begin to drown unless they can breath under water. Paralysis - The creature must make a Wisdom saving throw or become paralyzed for up to 10 minutes. Torture - 1d10 piercing damage (rolled when you make the item) is dealt for every round that this net is on the creature. The pain is two times worse than the actual damage. Disfiguration - The creature you cast the net over must make a Dexterity saving throw or become permanently and irreparably disfigured to the point that all creatures have difficulty looking at them and will always have disadvantage to any Charisma checks.

The Pact

At 18th level, you gain the ability to make pacts with NPC’s, player characters, or whoever you wish.

When you make a pact, the pact maker must ask for something that you must be able to give, and they have to give something in return. You set the price and gain the benefits, but the moment you draw on the benefit, the consequences will hit the pact maker. For example if you were to take “an ounce of luck” as their price, you can make your next roll with advantage, but the next role they make is done at disadvantage.

You may keep up your side of the pact in any way that you see fit, so long as it is within your power and capability to do so. (e.g. spells, potion making, problem solving)

Failure to keep up your end of the bargain within a 30 days of invoking the price will have serious negative repercussions. At the end of the time limit, you need to make a constitution saving throw or suffer 10d10 necrotic damage (half on a successful save). You cannot heal this damage until you complete your end of the deal. Everyday that you do not complete your end, you must make another constitution save or suffer another 10d10 necrotic damage (half on success).

You can only have 5 pacts active at any given time.

The prices listed below are suggestions, and you can work with your DM to figure out any others as is appropriate;

  • An ounce of luck. Gives player advantage on any one roll of choice per ounces charged. The pact maker gets disadvantage to their next roll after you use this ability.
  • A year of life. Regain 1d20 HP as a bonus action or immediately stabilize when unconscious. 1d20 per years taken.
  • Proficiency. You take one or more skills or proficiencies from the pact maker, which they permanently lose.
  • Ability Score Improvement. Gain up to two points into one of your ability scores to a max of 20. Your Charisma score can go up to 24. The pact maker loses all the points they traded away.

Pact Example

A man comes to you and tells you that he desires the heart of someone he’s been infatuated with for some time.

You agree to grant his request, but he must give you his “skill as a warrior” in exchange.

You can either work with your DM to make or find a love potion for him to give to the person he desires, or you can attempt to trick or persuade them into loving this man. Or, if you’re really evil, you could exploit word choice and rip out the desired’s heart and give that to him.

When the pact is complete, you get their weapon and armor proficiencies permanently.

Meanwhile, the man permanently loses all levels in whatever warrior type he was in and his weapon and armor proficiencies.

But he has what he wanted. The heart of the desired.

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