Warlock - The Hag

Grandmother hags never stop scheming and relish the assistance of a minion...warlock...same thing. They train assistants inclined toward herbalism, animal care, spellwork, and menace. With time, these warlocks rely upon their grandmothers for magical gifts.   Hags are involved patrons. Quick to punish her warlocks for acting against her interests, a hag patron is opinionated and dedicated to molding her “grandchildren.” Warlocks who have an entire coven mentoring them typically also have to work around inter-coven politics, with each hag using the warlock to gain advantage over the other hags.  

Hag Kind

  Choose your patron’s kind or determine it randomly, rolling on the Hag Kind table below. If your patron is a coven of hags, you gain the coven features of this subclass, regardless of the kind of hags that make up the coven.  
Dusk Hag
  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
  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
  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.  
Hag Coven
  Occasionally, groups like the Sanguine or Candle Covens will bestow a fraction of their power on an individual. Adventurers with a coven as their patron will receive different boons than those of a singular (Grandmother) patron as the hags pool their varied vicious resources.  

Expanded Spell List

  The Hag lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you, determined by your patron’s kind: green, dusk, sea, or coven.  

(See D&D Beyond for these spell lists)

 

Bonus Cantrip

  Your Hag Grandmother patron grants you access to the vicious mockery cantrip.  

Horrifying Appearance

  At 1st level, you can use a bonus action to make your appearance monstrous with massive, knobbly clawed hands for 1 minute. When you change your appearance, each creature you choose within 30 feet of you that can see you must make a Wisdom saving throw against your spell save DC or become frightened of you until you no longer appear monstrous. A frightened creature can repeat the saving throw at the end of each of its turns, at disadvantage if you are still in line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to your Horrific Appearance for the next 24 hours.   While your appearance is monstrous, you can use an action to make an attack against a creature within 5 feet of you with your claws, which deal 2d8 slashing damage on a hit. You can use your Charisma modifier for the claws’ attack and damage rolls.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

Auntie's Travel Guide

  Starting at 6th level, your patron grants you one of her favorite abilities to expedite your escape or spy on your foes.   Green. As an action, you magically turn invisible for 10 minutes or until you attack, cast a spell, or 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. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Dusk. You learn to craft a lesser heartstone, a magical lustrous black gem. Crafting a lesser heartstone requires 4 hours of uninterrupted work, which can coincide with a long rest.   While holding the stone, you can use an action to cast the etherealness spell without expending a spell slot, but the spell ends after a number of rounds equal to your proficiency bonus. After you use the lesser heartstone in this way, it is destroyed.   If you create a new lesser heartstone, the previous one ceases to function.   Sea. You gain a swimming speed of 40 feet, and you can breathe underwater. When you are fully submerged, any creature that is also fully submerged can understand your speech if you share a language, and you can understand theirs.   Additionally, you can pollute the very ground upon which you walk or waters where you swim. As an action, you release noxious vapors in a 15-foot-radius sphere centered on yourself for 10 minutes. Any nonmagical plant in the area that is not a creature withers and dies.   Any creature of your choice that enters the area for the first time on a turn or starts its turn there must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Once you pollute your environment in this way, you can’t do so again until you finish a long rest.   Coven. You learn to create a lesser hag’s eye by coating an eye in varnish and performing a ritual upon it. Crafting a lesser hag’s eye requires 1 hour of uninterrupted work, which can coincide with a short or long rest. While you are on the same plane of existence as the lesser hag’s eye, you can use an action to see through it until the start of your next turn. While you see through the eye, you can see invisible creatures and objects as if they were visible, though you are blind with regard to your own senses. A lesser hag’s eye has AC 10 and 1 hit point. If it is destroyed by someone other than you, you take 3d8 psychic damage.   If you create a new lesser hag’s eye, the previous one ceases to function.  

Wicked Claws

  Beginning at 10th level, when taking on your Horrifying Appearance, your claws are empowered with the fear of your enemies. Your claws deal 2d8 psychic damage on a hit (instead of slashing), plus an additional 3d8 psychic damage if the target is frightened.   Your Horrifying Appearance now lasts a number of minutes equal to your warlock level.   While your Horrifying Appearance is active, you can’t be charmed or frightened.  

Grandmother's Wrath

  Starting at 14th level, you torment and bewilder your foes in a style according to your patron’s hag type.   Green. You can expertly mimic animal sounds and humanoid voices you have heard. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your spell save DC.   Additionally, while mimicking a sound or voice, you can target one creature that can hear and understand you within 60 feet of you, reminding them of all their failures, flaws, and insecurities. That creature must make a Wisdom saving throw against your spell save DC. On a success, the target takes 4d10 psychic damage. On a failure, it is charmed by you for 1 minute. While charmed in this way, the target falls prone and is incapacitated for the duration, thinking only of its faults. A charmed target can repeat the saving throw whenever it takes damage, ending the condition on itself on a success and taking no psychic damage as a result of the effect ending. Once you attempt to charm a creature with this feature, you can’t do so again until you finish a long rest.   Dusk. While in possession of a lesser heartstone, you hold the power of disease and death in your hands. As a bonus action, you can touch your lesser heartstone to a creature and choose one of the following two options: cure the target of all diseases affecting it or cast finger of death without expending a spell slot (targeting the creature you touch with the lesser heartstone) and gaining temporary hit points equal to half the damage dealt by the spell. Once you use the lesser heartstone in this way, you can’t use this feature again until you finish a long rest.   Sea. No one can stand against your horrifying gaze. As an action, you can target one frightened creature you can see within 30 feet of you. If the target can see you, it must make a Wisdom saving throw against your spell save DC. On a failed save, its hit points are reduced to 0. On a successful save, it takes 5d10 psychic damage. Once you use this feature, you can’t use it again until you finish a long rest.   Coven. Your lesser hag’s eye is imbued with the power of your coven. Your hag’s eye can hover up to 15 feet in the air as long as it is within 120 feet of you. On your turn, you can move a floating eye up to 30 feet in any direction (no action). If the eye is more than 120 feet from you, it falls.   Additionally, when you cast a spell with a casting time of 1 action, you can use a bonus action to cast it from the eye as if you were in the eye’s space.   You can also use an action to explode your hag’s eye in a 60-foot-radius sphere of psychic energy. All creatures in the area must make a Wisdom saving throw against your spell save DC, taking 4d10 psychic damage on a failed save, or half as much damage on a successful one.

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