```metadata title: 'Warlock: The Hag' description: '' tags: - '' systems: - 5e renderer: legacy theme: 5ePHB ``` ### Warlock: The Hag *Whatever your circumstances were before this point, they were enough for you to take drastic action and make a pact with a Hag. Both ancient in origin and appearance, Hags are malevolent forces of dark magic that enjoy using their powers to make others suffer. They mostly achieve this through the use of a variety of nasty spells, curses, voodoo, hoodoo, and even a dash of bewitchment if they feel so inclined. The also make deals with desperate mortals, always carefully wording their contracts so they get everything out of it while the mortal is left to suffer. When dealing with hags it is best to remember that, regardless of your relationship with your patron, one slip up is all it takes for them to direct their terrible temper upon you.* ___
You choose your patron’s kind or determine it randomly, by using the Hag Table. Each kind of Hag is associated with a particular damage type, as shown in the table below.
| d6 | Kind | |:---:|:------------| | 1 | Annis Hag | | 2 | Bheur Hag | | 3 | Dusk Hag | | 4 | Green Hag | | 5 | Night Hag | | 6 | Sea Hag | ``` ``` | | Damage Type | |:|:------------| | | Bludgeoning | | | Cold | | | Psychic | | | Acid | | | Force | | | Lightning |
#### Expanded Spell List ### The Hag lets you choose from an expanded spell list when you learn a warlock spell. The Hag Expanded Spells table shows the hag spells that are added to the warlock spells list for you, along with the spells associated with your patron’s kind: Annis, Bheur, Dusk, Green, Night, and Sea. ##### Hag Expanded Spells | Spell Level |Hag Spells| |:----:|:----------| | 1st | Caustic Brew | | 2nd | Alter Self | | 3rd | Bestow Curse| | 4th | Greater Invisibility | | 5th | Contagion | ___ ##### Annis Hag Spells | Spell Level | Annis Spells | |:----:|:-------------| | 1st | Wrathful Smite | | 2nd | Enlarge/Reduce (Enlarge only) | | 3rd | Haste | | 4th | Staggering Smite | | 5th | Destructive Wave | ___ ##### Bheur Hag Spells | Spell Level | Bheur Spells | |:----:|:-------------| | 1st | Ice Knife | | 2nd | Pass Without Trace | | 3rd | Slow | | 4th | Ice Storm | | 5th | Cone of Cold | ___ ##### Dusk Hag Spells | Spell Level | Dusk Spells | |:----:|:-------------| | 1st | Identify | | 2nd | Augury | | 3rd | Catnap | | 4th | Locate Creature | | 5th | Legend Lore | ___ ##### Green Hag Spells | Spell Level | Green Hag Spells | |:----:|:-------------| | 1st | Disguise Self | | 2nd | Gift of Gab | | 3rd | Fast Friends | | 4th | Polymorph | | 5th | Dominate Person | ___ ##### Night Hag Spells | Spell Level | Night Hag Spells | |:----:|:-------------| | 1st | Sleep | | 2nd | Phantasmal Force | | 3rd | Blink | | 4th | Phantasmal Killer | | 5th | Telepathic Bond | ___ ##### Sea Hag Spells | Spell Level | Sea Hag Spells | |:----:|:-------------| | 1st | Fog Cloud | | 2ns | Warding Wind | | 3rd | Tidal Wave | | 4th | Control Water | | 5th | Maelstrom | ___
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#### Cruel Hex Starting at 1st level, you gain the power to cast a nasty hex upon your foes. You learn the Hex spell, and add it to your spells list if you don’t already have it. This spell doesn’t count against the number of warlock spells you know. You can cast this spell without expending a spell slot a number of times equal to half your Charisma Modifier rounded up (minimum of 1), regaining all expended uses when you finish a short or long rest. ___ Your empowered hexes also cause great pain upon your enemies when you or an ally strike them. When you or an ally successfully hit a creature under the effects of your Hex spell with a weapon or spell attack, the extra damage dealt to the creature is increased to 2d6 and the damage type is changed to the one that corresponds to the type associated with the kind of Hag you chose for your patron. ___ #### Dark Ritual At 6th level, your patron has begun to instruct you in the art of ritual casting and other forms of magic favored by hags, giving you forbidden insight into how to bend the rules of spellcasting. Whenever you learn or replace a spell; you can forgo choosing from the warlock spell list and instead pick one enchantment, illusion, or transmutation spell from any other class's spell list. Also, when you cast an enchantment, illusion, or transmutation spell you can choose to cast that spell as a ritual even if the spell doesn't have the ritual tag. ___ #### Witch's Flight At 10th level, your patron shares with you the ancient magiks that allow one to imbue mundane objects with the power of flight. As an action, you can touch a medium or smaller object and imbue it with a fly speed equal to your movement speed. You can only have one object at a time imbued with a fly speed, if you imbue another object then the original one will lose its fly speed and return to being an ordinary object. You can mount the imbued object as if you were mounting a creature. Once mounted, you are able to use the imbued object’s fly speed. Any other creature that attempts to mount the imbued object and use its fly speed will automatically fail. Once you use your action in this way, you must complete a long rest before you can do so again. ___ #### Hag's Curse Starting at 14th level, your patron grants you the ability to channel their fury in order to place terrible curses on your foes . As an action, you can expend as many spell slots as you currently have and select one creature whose name you know and is on the same plane of existence as you. This creature becomes the target of the curse and must make a Wisdom saving throw against your spell save DC. If you know the target's true name or possess something of great importance to them, such as a treasured heirloom or a dark secret, the DC for the save increases by an amount equal to half your Warlock level rounded up. On a failed save, choose one of the following curses to inflict upon the target: - **Eternity's Embrace.** The target's body begins to rapidly age, aging 1 year for every second that passes. Once the target's body has been aged by 100 years, their body stops aging all together and they become immune to any effect that attempts to alter their age. The rapid aging has caused their bones to turn brittle, their muscles to atrophy, their skin to cling tighlty to their form, and their hair to turn white. The target has disadvantage on all Constitution saving throws they make, their Strength or Dexterity (your choice) is reduced to 5, and their walking speed is reduced to 10 feet. When this curse is broken, the target's body immediately reverts to the age it was before the curse was placed on it. ___


**Image Sources:** - Fantasy Pics Inc - **Heartless Husk.** The target has their heart stolen from them by you, with the still-beating organ being whisked away into your cruel clutches, causing the target to lose their ability to feel or express emotions of any kind. The target’s alignment changes to true neutral, its Charisma stat is reduced to 5, and it can no longer take bonus actions or reactions. If the heart is ever lost or forcibly taken from you, you can use a bonus action to have it immediately return to you. The heart immediately returns to the target's body once the curse is broken. - **Never-Ending Nightmare.** The target can only see their greatest fears whenever it looks at others. While cursed in this manner, the target is considered frightened of every other creature that it sees. This curse still works even if the target has immunity to the frightened condition. While frightened in this way, the target must use its full movement speed to run away from any creature that it can see. - **Obedient Servant.** The target has it’s free will drained away until it is nothing more than a puppet, awaiting for you to pull its strings so that it can dance. If you and the target are in different locations when the curse is cast, the target will be immediately teleported to your location. While cursed in this manner, you can command the target to perform any activity/service you require of them, short of one that would result in their death. Should you issue a suicidal command, the target instead does nothing. - **Rotten Luck.** The target is constantly assailed by bad luck, as nothing can seem to go its way. The target suffers disadvantage on all attacks rolls, saving throws, and ability checks that it makes. - **Transfigured Form.** The target’s form is completely changed, your magic molding their flesh like a potter molds clay. The target's new form can be any abberation, beast, dragon, elemental, fey, fiend, monstrosity, or plant with a CR equal to or lower than your warlock level. The target retains its mental stats, alignment, and personality but is only able to speak the languages that its new form can speak. A creature with this curse becomes immune to any effect that attempts to alter their current form. When the curse is broken, the target reverts back to their original form. - **Wicked Imprisonment.** The target's soul is viciously ripped out of their body and imprisoned within an object that you can see within 60 feet of you. The chosen object can be Medium or smaller in size and cannot have a material worth greater than 10 times your warlock level in gold pieces.. While the target's soul is trapped within the object, their body enters into a comatose like state. The trapped soul is conscious while within the object and is fully aware of its immediate surroundings. As long as the creature's soul remains inside the object, it cannot be broken by any means. When this curse is broken, the object turns into a pile of dust and the soul returns to its physical body, which remains completely unchanged from the moment the soul was torn away from it. ___ You always know a cursed target's exact location as long as you are on the same plane of existence as it. The curse lasts until you die or another creature attempts to cast a Remove Curse spell on the target. If this occurs, the caster must make an ability check using their spell casting modifier against your spell save DC. On a successful check the curse is broken and the creature is freed from its effects, however you are immediately made aware that someone has broken your curse. Once you use this feature, you must wait 6 days before you can use it again. ___