Green Hag Parentage

Frightening tales surround hags. Some say they eat the flesh of murdered children, carry young women into deep woods, and break the minds of those who would defy them. Men caution their wives and daughters against hags, lest they turn as hideous and foul as they. But these are merely old men’s tales, and the truth lies deeper still.
In reality, hags are people who refuse to live by humanoid society’s rules. Hags may have been human once, but they made pacts with fey creatures and strange powers to challenge the injustices and corruption of man’s laws and traditions. They traded vanity, popularity, and praise for strength, magic, and a brother and sisterhood on their own terms.
There are five types of hags, roughly corresponding to the environment in which they’re found: annis and bheur hags on the cold and wintry slopes, green hags in the world’s woods and swamps, night hags on the outskirts of and under towns and cities, and sea hags on saltwater coasts. All of them live in or near humanoid settlements. That way they can take in the mistreated, oppressed, and abused found wherever people dwell.

Green Hag Traits

You have a pool of 16 points to spend between your two birth parents. If either or both of your birth parents are hags, choose from the following.

Claws (2 Points)

  • Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Darkvision (4 Points)

  • You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Green Hag Magic (8 Points)

  • You know the minor illusion cantrip. When you reach 3rd level, you can cast the water breathing spell (self only) once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest.
  • You can also cast either of these spells using any spell slots you have of the appropriate level. 
  • Charisma is your spellcasting ability for these spells.

Illusory Appearance (2 Points)

  • You cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like a creature of your general size and humanoid shape. The effect ends if you take a bonus action to end it or if you die.
  • The changes wrought by this effect fail to hold up to physical inspection. For example, you could appear to have no claws, but someone touching your hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on an Intelligence (Investigation) check to discern that the hag is disguised. The DC of this check is 8 + your proficiency bonus + your Charisma modifier.
  • Once you use this trait, you can’t use it again until you finish a short or long rest.

Long-Lived (0 Points)

  • If you inherit this trait from your other birth parent also, your lifespan is relatively long.

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