Sorcerer - Wicked Witch

Most hags can assume a variety of appearances and aren’t opposed to dallying with humanoids, especially if the mortals serve their interests. The offspring of these liaisons demonstrate an early gift for magical trouble-making. Some hags raise these children as their own as minions and might even allow them to join the coven. Others stay with their mortal parents, who are typically shocked when their toddler starts invading their dreams or ripping apart their best clothing with vicious claws.  

Granny's Gifts

  Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Granny’s Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.   Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the sorcerer, warlock, or wizard spell list.   In addition, your ancestor offers you certain resistances you can pass on to others. When you finish a long rest, choose yourself or a creature within 30 feet of you that you can see. The target has advantage on saving throws against being charmed or frightened until the end of your next long rest or until you die.  
Granny's Gifts Spells
(Sorcerer Level / Spell)
1st / bane, hideous laughter
3rd / animal messenger, mirror image
5th / fear, hypnotic pattern
7th / confusion, greater invisibility
9th / dream, mislead
 

Hag Ancestor

  Also at 1st level, choose your ancestor’s kind or determine it randomly on the Ancestor Kind table below. The magic specialty associated with each hag is used by features you gain later.   You can speak, read, and write the language of your ancestor, and you gain the bonus proficiency determined by the kind. Additionally, you have advantage on Charisma checks made to influence hags.   (See D&D Beyond for a list of Ancestors, Specialties, Languages, and Bonus Proficiencies)  
Dusk Hag Ancestor
  Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of dreams dusk hags might share with unsuspecting sleepers.  
Green Hag Ancestor
  The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts.  
Sea Hag Ancestor
  Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters. Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair. If it inspires courage, the sea hag wants it to cause fear.  

Clever Little Witch

  At 6th level, you can turn your enemies’ spells against them. When a creature targets you or an ally within 15 feet of you with a spell of 1st level or higher that targets only one creature and requires an attack roll or forces the target to make a saving throw, you can use your reaction immediately after the spell resolves and spend a number of sorcery points equal to the spell’s level to cast it back at the caster, without expending material components. This spell uses your spell save DC and spell attack bonus, and if it is from your ancestor’s specialty school, it costs half the number of sorcery points (rounded down).  

Fly, My Pretty

  At 14th level, when you finish a long rest, you can touch a Small or Medium object of your choice, such as a broom, bedroll, or bagpipes, and enchant it to fly.   The enchanted item functions as normal until you or another creature stands astride it and uses an action or bonus action to speak its command word (chosen by you upon enchanting the object). It then hovers and can be ridden in the air. Using another action or bonus action to speak the command word again causes the item to stop hovering.   While hovering, the item has a flying speed of 60 feet. It can carry a Small or Medium creature, along with everything the creature is wearing or carrying. While a creature is flying on the item, it can’t be charmed or frightened.   If you enchant a new flying item, the previous one ceases to function.  

Coven Calling

  By 18th level, you seek vengeance on the spellweavers who would not accept you or your ancestors. When you use Clever Little Witch, you can cast any spell of 1st level or higher you saw the triggering creature cast in the last minute by spending sorcery points equal to the spell’s level or, if it is from your ancestor’s specialty school, half the number of sorcery points (rounded down).   Additionally, you can spend 2 sorcery points as an action to conjure two hag-like duplicates of yourself in your space. They function like the duplicates in the mirror image spell, but they can act on the same initiative count immediately after you. On its turn, a duplicate can only take one action to cast a spell you know of 1st, 2nd, or 3rd level with an instantaneous duration. You must spend sorcery points equal to the spell’s level for the duplicate to cast it.

Comments

Please Login in order to comment!