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Hexlord

Hag

Hag Hexlords or “Little Witches” as Hags affectionately call them. Each Hag Hexlord has a particular relationship with a Hag whether they realize what they are or not. It is not an uncommon tale to hear that on a dark bitter night of loss a Hexlord asked for aid for vengeance and a passing Hag heard them and pledged their services and the individual then gained the potential to become a Hag Hexlord. Eventually a Hag Hexlord comes into full power after they become powerful enough to put the Hag’s teachings into practice. The influence of a Hag is a powerful one that affects the mind of the Hexlord over time. Many witches over the centuries have been Hexlords who choose to entangle themselves further in the influence of Hags.

Hag Deal: The creation of a Hag Hexlord involves a simple deal that is universal for all Hags and has been made infamous over time. The cost is the firstborn of the Hag Hexlord. Killing the Hag voids the agreement as well as denying them your child. Doing this would cause you to discuss with the DM and choose a new subclass or class.

Subclass Features

Lv 3

Origin Curse Spells

Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Level Prepared Spells
3Charm Person, Dancing Lights, See Invisibility, Sleep, Suggestion
5Wind Wall, Lightning Bolt
7Charm Monster, Divination
9Dream, Scrying

Specialized Jinxes

When you use a Jinx feature you can instead roll on this table or choose one if you fulfilled the requirements to choose one.

Specialized Jinx Table

1D6 Jinx
1Ugly Jinx: The next time the target looks into a reflective surface they see themselves as slightly uglier than they are and have a 1D4 penalty to CHA based checks for one hour as they overthink the situation.
2Filthy Jinx: For the next hour the target collects filth at an astonishing rate as food falls from their forks, mud is splashed on them, and dusty baubles fall on them.
3Cruel Jinx: The next time the target is slighted they act with cruel words reflexively.
4Reclusive Jinx: The target feels overwhelmed and burnt out and seeks to spend one hour alone at the soonest available time.
5Mischievous Jinx: The target feels impulsive and sets a harmless prank within the next hour.
6Spiteful Jinx: The target feels vindictive, the next time they are wronged they lash out with anger.

Hag Influence

A Hag’s influence over someone connected to them is in some ways more potent than the whisperings of a Fiend. You gain at least one of the following traits dependent on the Hag you dealt with:

Annis Hag Influence

  • Personality Trait: I love to inflict torment on others.

  • Ideal: Physical strength is the only way to be respected.

  • Bond: I like the company of Evil creatures, they just get me.

  • Flaw: I like to make small cuts or burns so that I end up with many scars.

Bheur Hag Influence

  • Personality Trait: I love nothing more than to watch people suffer.

  • Ideal: Hard trials that are deadly are exciting and the only true source of entertainment.

  • Bond: I love frigid nights and have a passing kindred with creatures built to survive them.

  • Flaw: I tend to skip meals so I can become scrawny and emaciated.

Bog Hag Influence

  • Personality Trait: I speak in riddles and love to catch people in their lies.

  • Ideal: Sitting in a hovel surrounded by filth is the best reward one can ask for after a long day.

  • Bond: Things like mushrooms and scavenging creatures are just delightful.

  • Flaw: If I see a flaw in someone I want to shove it in their face.

Dune Hag Influence

  • Personality Trait: I see myself as extremely charismatic even when I’m not.

  • Ideal: Scorching deserts and fires that are just a bit too hot are the place to be.

  • Bond: I find myself constantly pondering about how to make a trap and just love to study traps.

  • Flaw: When I see a loner I just want to make their life even harder.

Dusk Hag Influence

  • Personality Trait: I often see signs and omens in the events around me.

  • Ideal: You love being viewed as wise with many seeking your wisdom and dispensing none of it.

  • Bond: You are fascinated with all forms of fortune telling and divination.

  • Flaw: I like to give bad or useful advice.

Fate Hag Influence

  • Personality Trait: I often tell half lies and mostly truths.

  • Ideal: I see after whimsy and would prefer to pursue things that just feel interesting.

  • Bond: I have a great respect for beings that can tell the future.

  • Flaw: I am extremely fickle, trust me to hold something or keep a secret of your own peril.

Green Hag Influence

  • Personality Trait: I love clutter and mess, cleaning my stuff will put me in a foul mood.

  • Ideal: Nothing warms my frigid heart like a good tragic tale or event.

  • Bond: Simple plans are boring and offensive, the more complex, the better.

  • Flaw: I can’t seem to be able to tell the truth to save my life.

Night Hag Influence

  • Personality Trait: I never have enough friends and family, well ones that listen to and obey me.

  • Ideal: I just love dealing with Fiends, I can’t help it. And for some reason Liches just irk me.

  • Bond: My word is an oath which I keep sacred.

  • Flaw: I just see a scripture or shrine and just have to throw a bit of mud on it or set it on fire.

Sea Hag Influence

  • Personality Trait: I prefer to have large amounts of alone time.

  • Ideal: Both the sea and general ugliness make me feel at ease.

  • Bond: If I see an ugly person or object I can’t help but like them.

  • Flaw: I will go out of my way to belittle and hurt attractive people.

Shrieking Hag Influence

  • Personality Trait: I take grudges to the extreme.

  • Ideal: Sometimes, I just want things to crumble to ruin.

  • Bond: I do my best work while angry.

  • Flaw: I refuse to let go of every slight and insult hurled at me. They will pay.

Channel Hag Energy

You call upon the power of the Hag. If the effect involves a saving throw the saving throw DC is equal to your spell save DC. You can use an action and choose one of the following effects.

  • Iron Claws: You grow iron claws that grant you an unarmed strike damage die of 1D6 magical Slashing damage for one hour.

  • Illusory Disguise: You cast the spell Disguise Self without expending a spell slot.

  • Aquatic: For the next hour you can breathe air and water and gain a Swimming speed equal to your movement speed.

  • Discern Alignment: You target one creature you can see within 60 ft of you and you discern their Alignment.

You can use this feature a number of times per long rest equal to your Proficiency Bonus.

Lv 6

Specialized Hex

When you use a Hex feature you can use the following Hex:

Bubble, Bubble, Toil, and Trouble: You can use a Hex feature and spend one hour performing a ritual involving a cauldron, a 1 gallon of water, and assorted ingredients that are strange or arcane totalling 15 gps. You brew 1D4 doses of a random portion. Roll 1D12 to determine the potion. You do not know the effect of the potion until a creature ingests it. Potions last for a number of days equal to your Proficiency Bonus then become inert liquids with no properties.

1- Draft of Twilight: For one hour, the creature has disadvantage on attack rolls and Perception checks that rely on sight while in Sunlight and have advantage on Stealth checks in Dim Light or Darkness.

2- Serpent’s Tonic: For one hour, the creature can communicate with Beasts that are scaled as if they shared a language and can communicate simple thoughts and ideas.

3- Briar Draft: The creature takes 1D10 Piercing damage as briars and thorns cover them for ten minutes. Each time the creature is hit with an unarmed strike or melee attack within 5 ft of them the attacker takes 1D8 Piercing damage.

4- Craggy Swig: The creature grows stonelike skin and for the next minute gains Resistance to Piercing and Slashing damage and Vulnerability to Bludgeoning damage.

5- Cup of Tunnel Vision: The creature becomes Blinded to all objects and creatures not within a 5 ft cone but cannot lose Concentration on a spell unless they become Incapaciated.

6- Ashclaw Potion: The creature grows large claws and cannot hold items with their hands for 10 minutes. Their unarmed attacks have a range of 10 ft and deal 1D6 magical Slashing damage + 1D8 Fire damage.

7- Breakneck Brew: The creature becomes enraged for one minute and cannot cast spells and must attack each turn with advantage. They deal an additional 1D6 damage on a hit.

8- Smoldering Sip: The creature takes 1D10 Fire damage and for the next ten minutes they have Resistance to Fire damage and their attacks deal an additional 1D6 Fire damage.

9- Fuzzy Fizz Fizzer: The creature is Polymorphed into one of the following Race for one hour. They use the abilities and features of the Race for the duration and have advantage on Performance and Persuasion checks to convince others they are a natural born member of the Race and speak the language of the Race fluently (For instance, a Dwarf can speak Dwarvish). Roll 1D6 to determine the Race:

1- Bainligor

2- Bugbear

3- Dwarf

4- Gnoll

5- Minotaur

6- Tabaxi

10- Inkstep Elixir: For ten minutes, the creature leaves inky footprints when they move. They can use a bonus action while in Dim Light or Darkness to teleport to a point they can see within 15 ft that is in Dim Light or Darkness.

11- Blink Drink: For one minute the creature can use a bonus action and teleport in a random direction, the creature determines the distance of the teleportation from a range of 5-90 ft.

12- Bestial Infusion: For ten minutes the creature Polymorphs into one of the following forms: Giant Bat, Wolf, Black Bear, Crocodile, or Giant Spider.

Channel Greater Hag Energy

You can call upon more powers from the Hag. You can use an action and choose one of the following effects:

  • Monstrous Strength: For one hour you can interact with creatures and objects as if you were one size larger.

  • Untrackable: For one hour you leave no tracks and cannot be tracked by any means less than magical means.

  • Invisibility (2/ Long Rest): You cast the spell Invisibility (Self only) without expending a spell slot.

  • Greater Familiar (1/Long Rest): You cast the spell Find Familiar without expending a spell slot and summon one of the following options. The Familiar can attack in combat. Choose one of the following: Flying Snake, Giant Rat, Giant Bat, or Giant Frog.

You can use this feature a number of times per long rest equal to your Proficiency Bonus.

Lv 10

More Basic Curses

When you use your Basic Curse feature you can use the following option:

Destined Failure

  • Spell Level: 5

  • Duration: 1 minute

  • Trigger: Instantaneous

  • Effect: The target has disadvantage on D20 tests and each time they fail a D20 test they take 3D6 Psychic damage.

  • Removal Condition: The spell Remove Curse or the target fails four D20 tests.

Channel Mighty Hag Energy

You can call upon more powers from the Hag. You can use an action and choose one of the following effects:

  • Festering Presence: For ten minutes creatures within 20 ft of you cannot regain hit points by any means.

  • Teleport: You teleport to a point you can see within 90 ft of you.

  • Frost Touch: You make a melee attack using your spell to hit bonus as part of the action and on a hit the target takes 3D10 Cold damage and their movement speed is halved and they cannot take reactions until the end of their next turn.

  • Sap Strength: You make a melee attack using your spell to hit bonus as part of the action and on a hit the target takes 3D10 Necrotic damage and they make attacks that involve strength with disadvantage and deal half as much damage for those attacks until the end of their next turn.

You can use this feature a number of times per long rest equal to your Proficiency Bonus.

Lv 14

More Potent Curses

When you use your Potent Curse feature you use the following option:

Vulnerability

  • Spell Level: 7

  • Duration: 10 minutes

  • Trigger: Instantaneous

  • Effect: The target gains become Vulnerable to one damage type that is not Bludgeoning, Piercing, or Slashing. If the target is Immune to the chosen damage type, the target becomes Resistant and if the target is Resistant to the chosen damage type, damage is applied normally.

  • Removal Condition: The spell Remove Curse or Greater Restoration.

Channel Superior Hag Energy

You can call upon more powers from the Hag. You can use an action and choose one of the following effects:

  • Flight: For 10 minutes you gain a Flying speed equal to your movement speed.

  • Thunderous Shriek (1/Long Rest): You unleash a horrid screech forcing each creature within 90 ft of you to make a CON save and on a failed save they take 3D6 Thunder damage or half as much on a successful save and if they fail the save by 5 or more they are Stunned until the end of their next turn.

  • Maddening Shriek: You unleash a horrid screech forcing each creature within 90 ft of you to make a WIS save and on a failed save they take 3D6 Psychic damage or half as much on a successful save. If they fail the save by 5 or more they have disadvantage on D20 tests until the end of their next turn.

  • Mantle of Whispers: For the next minute disturbing whispers sound around you and whenever a creature attacks you with a melee or unarmed strike within 5 ft of you they take 1D8 Psychic damage. You can have Mantle of Whispers active at a time.

You can use this feature a number of times per long rest equal to your Proficiency Bonus.