Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although most of these origins involve draconic or wild magic bloodlines, some are tainted with the twisted magic of the dark sisterhood.

Grandmother's Gift

Your innate magic comes from the blood of an ancient hag, passed down through twisted offspring and the corruption of your family over time. Some with this power have it because of a grandmother hag's curse- others got their power by having ancestors who bargained with a powerful coven. Some people come into power after direct dealings with a hag, having their sorcerous powers grow from a dark fey ritual.

Restriction: Females Only

While hags enjoy tormenting all souls, only women can acquire power from them. Only female characters can select this sorcerous origin.

Hag's Influence

Some sorcerers who gain their power from a Grandmother's Gift adopt an ideal or trait they share with this powerful hag.

When you select this origin at first level, you can choose to adopt a quirk from the table below.

Origin Quirk
d6 Quirk
1 You enjoy atypical food
2 You are eager to make deals that cause suffering
3 You despise pretty people, and find true beauty in your ugliness
4 You make petty remarks that point out people's flaws
5 You see premonitions in groupings of three, even when they are not really there
6 You keep an odd assortment of trinkets you claim have magical properties

Cursed Appearance

Starting at 1st level, your bloodline has been cursed with a twisted appearance. Choose one of the Hag families to adopt at this level. You adopt the physical traits and an ability of that family.

Hag Family Physical Traits Ability
Annis Your skin becomes thick and grey. You grow bulbous warts. Choose one of the following damage types: bludgeoning, slashing or piercing. You have resistance to the selected damage type. Natural difficult terrain in mountainous regions costs you no extra movement.
Bheur Your skin turns pale blue and always seems dry to the touch. You have resistance to cold damage, and difficult terrain composed of ice or snow costs you no extra movement.
Green Your skin turns a pale shade of green and your hair grows twice as fast. You learn the Find Familiar spell, and can cast it as a ritual spell. Once you cast it in this way, you can not again until you complete a long rest. A familiar gained using this ability must have the Fey type.
Night Your skin turns a dark purple shade and you grow two small black horns from your head. As an action, you can magically polymorph yourself into a Small or Medium female humanoid for one minute. Any equipment you are carrying isn't transformed with you. You can revert to your true form as an action, and you revert to your true form when you die. Once you use this feature, you must complete a short or long rest before using it again.
Sea Your skin is soggy to the touch and covered in wrinkles. You can breathe in both air and water.

Coven Spells

Additionally at 1st level, you adopt one of three Covens: Death, Nature or Prophecy. Choose one of the these Covens. The related spells are added to the sorcerer spell list for you.

Spell Level Death Spells Nature Spells Prophecy Spells
1st Hex, Inflict Wounds Faerie Fire, Entangle Bane, Bless
2nd Gentle Repose,Ray of Enfeeblement Moonbeam, Pass Without Trace Augury, Locate Animals or Plants
3rd Bestow Curse, Speak With Dead Plant Growth, Conjure Animals Glyph of Warding, Nondetection
4th Death Ward, Phantasmal Killer Conjure Woodland Beings, Giant Insect Divination, Locate Creature
5th Antilife Shell, Contagion Commune with Nature, Tree Stride Commune, Dream

Noxious Casting

At 6th level, your spellcasting can manipulate the weave, disturbing and disrupting your enemies by infusing noxious energy into your spells.

When you cast a damaging or mind altering spell that requires one or more targets to make a saving throw, you can spend 1 sorcery point per affected medium or smaller target and 2 sorcery points per affected large or larger creature to attempt to poison them. Creatures that fail the spell's saving throw are poisoned until the end of your next turn.

Grandmother's Visage

Additionally at 6th level, your powers adjust to accommodate looking like a hag.

You can cast the following spells by consuming sorcery points equal to their spell level: disguise self, alter self, fear. Casting a spell in this manner still requires Verbal, Somatic and Material components and consumes any material components used.

Fate in Threes

At 14th level, you understand the omens otherwise unclear to your allies.

When you or an ally rolls a natural 3 on an attack roll, ability check or saving throw, as a reaction you can have the target immediately reroll the die.

Once you use this feature, you must complete a short or long rest before you can use it again. If any creature with advantage or disadvantage on an attack roll, ability check or saving throw rolls two threes simultaneously, you regain use of this feature and can use it immediately.

Ever Changing Image

At 18th level, your powers have grown to match those of the ancient grandmother's that cursed you with their twisted magic.

Upon completing a short rest, you can choose to switch your Cursed Appearance family to any other. You can suppress or show the physical signs of your current family as a bonus action on your turn.

Coven Sisterhood

Additionally at 18th level, you have become an equal part (willing or not) with the ancient coven magic. You can cast any spell from your chosen Coven's spell list by consuming sorcery points equal to the spell’s level. You can spend additional sorcery points to increase the level of the spell cast by 1 per 2 sorcery points spent. You can not cast 6th level or higher spells using this feature. Casting spells in this fashion still require Verbal, Somatic and Material components, and consume any material components used.