Warlock
Base Class: Warlock

You have either knowingly or unknowingly made a pact with a powerful coven of hags or a mighty hag acting on her own. The hag's or coven's haunting visage now looms over you and grants you powers so that you, as her or their disciple, can aid her or them in gaining knowledge on the quest for power and unknowignly assist her or them in fulfilling devious plans.

You choose your patron's kind as well as wether you have made a pact with a single hag or a coven of hags.

Hag's Blood Quirks

You can chose to adopt one of the quirks below as part of forming a pact with a hag.

D6 QUIRKS

1

Your laughter is that of a maniacal old woman or a child (your choice).

2

Your eyes are foggy, though you still see normally.

3

Your blood is thick and black.

4

There is always at least one raven or black cat within sight, though they flee when approached and leave behind no corpse when killed.

5

You have grown a liking to the taste of humanoid flesh.

6

A spider or small insect occasionally crawls in your hair or on your skin.

Expanded Spell List

The Hag's Blood pact lets you choose from an expanded list of spells when you learn a warlock spell. The Hag's Blood Expanded Spells table shows the hag spells that are added to the warlock spell list for you, along with the spells associated in the table with your hag's kind: bheur, green, night, or sea.

Hag's Blood Expanded Spells
Spell Level Hag Spells Bheur Hag Green Hag Night Hag Sea Hag

1st

ray of sickness

frost fingers

animal friendship

sleep

fog cloud

2nd

blindness/deafness

snilloc's snowball swarm

spike growth (appear as thorns)

phantasmal force

warding wind

3rd

bestow curse

sleet storm

plant growth

blink

tidal wave

4th

polymorph

ice storm

grasping vine

phantasmal killer

control water

5th

contagion

cone of cold

wrath of nature

modify memory

maelstrom

9th

mass polymorph

-

-

-

-

Expanded Spell List (Optional)

The Hag's Blood pact lets you choose from an expanded list of spells when you learn a warlock spell. The Hag's Blood Expanded Spells table shows the hag spells that are added to the warlock spell list for you, along with the spells associated in the table with your coven's kind: death, nature, or prophecy.

Spell Level Coven Spells Death Coven Nature Coven Prophecy Coven

1st

ray of sickness

inflict wounds

entangle

bless

2nd

blindness/deafness

maximilian's earthen grasp (appears skeletal)

spike growth (appear as thorns)

augury

3rd

bestow curse

animate dead

call lightning

clairvoyance

4th

polymorph

death ward

dominate beast

divination

5th

contagion

raise dead

insect plague

scrying

9th

mass polymorph

-

-

-

Maddening Gaze

Starting at 1st level, as an action, you can choose a creature within 60 feet that both you can see and that can see you. The creature must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 1d10 psychic damage and is either charmed or frightened by you (your choice) for one minute. It takes half as much damage on a success but suffers no other effects. The creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. This damage increases by 1d10 at certain levels in this class for a total of 2d10 at 6th level, 3d10 at 10th level and 4d10 at 14th level.

Once you use this feature, you can't use it again until you finish a short or long rest.

False Appearance

Starting at 1st level, you learn the disguise self spell which doesn't count against the number of warlock spells you know. You can cast the disguise self spell once without using a spell slot. If you already know the disguise self spell, you instead learn the silent image spell and can instead cast the silent image spell once without using a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.

Vile Body

Starting at 6th level, you have advantage on saving throws against being charmed. You also have resistance to a damage type determined by your patron's kind: necrotic (night hag), thunder (sea hag), poison (green hag), or cold (bheur hag).

Optionally, if you chose a coven instead of a type of hag, you instead have resistance to a damage type determined by your coven's kind: necrotic (death coven), poison (nature coven), or psychic (prophecy coven).

Additionally, you can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d4 in place of the normal damage of your unarmed strike and the damage type you deal is the same as the type you gain resistance to. When you reach 10th level in this class, the damage increases to 2d4.

Animated Aid

Starting at 10th level, you learn the animate objects spell which doesn't count against the number of warlock spells you know. You can cast the animate objects spell once without using a spell slot. Once you use this feature, you can't use it again until you finish a long rest.

Coven of Three

Starting at 14th level, you can summon two illusory duplicates of yourself and while a creature is looking at you or one of the illusions, the other two appear hag-like to the creature.

As an action, you summon two illusions that last for 10 minutes. The illusions have hit points, AC, and stats equal to the amount you have at the time of summoning them. The illusions appear in an unoccupied space that you can see within 30 feet of you. On your turn, you can move the illusions up to 30 feet to a space you can see, but they must remain within 90 feet of you. For the duration, you can cast spells and use Maddening Gaze as though you were in the illusion's space, but you must use your own senses.

As a bonus action, you can teleport, magically swapping places with one of your illusions at a cost of 15 feet of your movement, regardless of the distance between the two of you. If swapping positions with one of the illusions would cause the other illusion to be further than 90 feet away from you, both illusions fade after swapping places, ending the ability.

Once you use this feature, you can’t use it again until you finish a long rest.

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