How To Become a Hag
The Ooze bubbled in the natural cauldron of tree roots and moss, streaks of an unsightly red colour rose to the surface and shone before being swallowed by the black liquid that boiled without heat or sound. Viewing it brought to mind a bubbling pot of liquorice and blood. Strange shapes appeared on the surface and a small green puff of smoke started to seep from the far edge of the natural container. The shadowy figure before you lowered a ladle to the fluid and you shuddered to see it Jump into the spoon. She worked quickly and quietly before handing over five bottles of the dark fluid. Drink deeply …. Once every two days … and learn the secrets of root rock and blood...
Process:
A special concoction must be consumed 5 times, but may only be consumed once every 48 hours. To rush the process is to invite certain death, or worse (wyrd magic, ingester dies is replaced with some hagspawn).
Stage One
Invisible Changes
Perk:
Fey Aspect
As an action, you can cause each creature in a 15-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. If a creature is unaware of the nature of the warlock, they roll with disadvantage. The creatures that fail their saving throws are all charmed, frightened or stunned by you (your choice) until the end of your next turn.
This ability replaces the “Fey Presence” feature.
Flaw:
Nothing visible, however, if someone casts detect good and evil or a similar spell, your aura will appear as a small spiral of fey and fiend energy.
Stage Two
First signs showing
Perk:
You gain access to the Detect Wyrd Magic spell (see appendix).
Flaw:
Hair shows tinges of grey.
Eyes glow like hot coals when concentrating on wyrd spells.
Your aura now appears as a roiling storm of fey and fiend energy.
Stage Three
Moderate Changes
Perk:
While you have your warlock tome, you gain access to the “disguise self” spell. Additionally, it has an increased duration of 8 hours when used appear unchanged
Flaw:
Your skin begins to twist and gnarl, making you look appear than your years.
Your aura now appears as a whirlwind of fey and fiend energy.
Your aura becomes visible to the detect magic spell, though the specific nature is not revealed.
Stage 4
Major changes
Perk:
Immunity to Charm, Sleep and Fear effects
You gain the Dusk Hag’s innate immunity to the Charm, Sleep and Fear conditions.
Flaw:
You become hideous. Your hair has now lost all colour, and twists and weaves into a knotted mess.
Your aura becomes faintly visible to the naked eye. This cannot be hidden with a disguise self spell.
Stage 5
Full transformation
Perk:
You may cast the Detect Wyrd Magic spell at will, without using a spell slot. (see appendix)
You also gain the ability to Instill a non magic item with Wyrd Magic (see appendix)
Your aura is no longer visible to detect magic or the naked eye.
Flaw Your aura becomes indistinguishable from that of a Dusk Hag. You regular form is now clearly hag-touched. Your visage is grotesque and will cause fear in common folk. While in your regular form, suffer disadvantage to all Charisma (Persuade) checks.
Miserable Mischief
Hags are defined by their unpleasant nature to cause mischief and misery. If you have not committed an act of mischief or misery in the last 48 hours. Gain the “Mischievous Spells” condition.
Mischievous Spells When casting a spell of 1st level or higher, if you have this condition, the DM or player rolls 2d12 and looks for the outcome on the table below. This condition can be lost by performing a willful action intended to cause mischief or misery for others.
| 2D12 | Outcome |
|---|---|
| 2 | The Spell Goes Wyrd the Spell slot is consumed A Flash of smoke encompasses you. Your form shrinks and you drop to the ground. You're now a child's play thing. You transform into a doll resembling yourself for one minute during this time you are considered petrified |
| 3 | The Spell Goes Wyrd the Spell slot is Consumed Multi Colour lights flash across your vision and your thoughts become scattered.. Where are you? What’s happening.. You are confused until the end of your next turn, as though you were affected by the confusion spell. |
| 4 | The Spell goes Wyrd the Spell slot is Consumed Black energy flows out from you in bolts that strike nearby creatures, then returns a vibrant green. As it does you feel a warmth penetrates your soul. Each creature within 10 feet of you takes 1d4 necrotic damage. You regain hit points equal to the sum of damage dealt. |
| 5 | The Spell Goes Wyrd the Spell Slot is Consumed Vibrant green energy bolts flow out from your spell focus and seek nearby creatures. As it does your arm goes numb and you feel cold that penetrates your soul. Each creature within 10 feet of you heals 1d4 damage. You take necrotic damage equal to the sum of damage dealt. |
| 6 | The Spell Goes Wyrd the Spell slot is Consumed The energy disperses into particles in front of you, which begin to buzz, pulse and grow… into… are those.. Bees? A swarm of angry bees apparates in front of you. They’re very angry. They take their turn immediately after yours, and attack. They will disappear after 1d4 rounds. |
| 2D12 | Outcome |
|---|---|
| 7 | The Spell Goes Wyrd. The spell slot is consumed You alone hear.. Soft music.. a rhythmic beat. When your words don’t rhyme, the beat pauses and is replaced with a deafening intense pain. For the next ten minutes, everything that you say must rhymeIf it doesn't you take 1d4 psychic damage |
| 8 | The Spell goes Wyrd. The spell slot is consumed The world shifts and warps in a 30ft cube, flashes of multicoloured lights flare. Everyone has the sensation of being weightless and immaterial. Until the end of your next turn, all creatures (including yourself) within a 30ft cube are transported to the ethereal plane. All creatures transported this way are returned, regardless of their proximity at the time of return. |
| 9 | The Spell goes Wyrd. The Spell slot is consumed A column of water falls from the sky, drenching you. As the water runs off, you find that your hair (and feathers) have become long strands of seaweed… and then you smell it. The stench of rotten fish emanates from you. For the next hour, your hair/feathers turn into seaweed and gives you the odour of dead fish. This will deter most folk, but make you appealing to predators. |
| 10 | The Spell goes Wyrd. The Spell slot is consumed There is a piercing squeal and a gust of wind rushes out 30ft in all directions. All creatures within a 30ft cube lose the ability to smell. The DM secretly rolls 1d4 to determine duration in hours. |
| 11 | The Spell goes Wyrd. The spell slot is consumed As you cast the spell, the world seems to bend and pulse around you. Choose new targets for the spell. You must choose new targets If it is an AoE spell, roll a d8 and the targeted point moves 5 spaces in that direction.If it targets yourself, it affects everyone in a 5ft radius except yourself. |
| 12 | The Spell goes Wyrd. The Spell slot is consumed As you focus on the spell, the sound of thunder booms and the sky goes dark above you. Hail begins to rain torrentially down.. But.. not hail… they’re coins.. Gold coins! A storm cloud appears above the spellcaster in a 40ft radius circle, for the next minute it will rain golden coins. All players that start their turn under the cloud without shelter take 1d6 bludgeoning damage. DM Rolls secretly: the storm cloud will produce (1d12 x 100) gold coins that will vanish in 1d6 hours. |
| 2D12 | Outcome |
|---|---|
| 13 | The spell Goes Wyrd. The spell slot is consumed As you focus on the spell, the energy is drawn to your mouth and acrid black smoke billows from your lungs For the next hour, you can only verbally speak infernal, whether or not you know the language. You can still cast spells that require a verbal component. |
| 14 | The Spell goes Wyrd. The spell slot is consumed As you release the spell, a multicoloured cloud of smoke appears before you before coalescing into the form of a …. A minor denizen of the feywild or the nine hells appears in front of you. DM decides. A DC 16 perception/insight check will determine that it is an illusion. |
| 15 | The spell goes wyrd. The spell slot is consumed. Your spell works. totally. Your spell looks like it works, however it has no effect. You can’t cast further spells this turn. (e.g. a fireball will look like it explodes, but cannot deal damage) |
| 16 | The spell goes wyrd. The spell slot is NOT consumed. Before you can even bring to mind the spell you wish to cast, you begin to regurgitate litres of seawater. Nothing else happens, but you can’t talk or cast spells that require a verbal component until the end of your next turn, when you stop vomiting. |
| 17 | You cast the spell successfully AND goes Wyrd. The spell slot is consumed. A white line of light shines from your forehead, then blinks out. You blink… and start to see triple. After a beat, your vision returns to normal, but appears sharper. Your spell works as normal but you also gain a third eye for 1d6 hours. You gain advantage on all perception checks to do with sight for the duration. |
| 18 - 23 | You cast the spell succesfully. The spell slot is consumed |
| 24 | Your spell succeeds, but goes wyrd. The spell slot is consumed. A cacophony of cackling laughter erupts around you. You collapse to your knees, let out a scream and fall prone. You take 2d6 psychic damage, fall prone then promptly fall asleep for 1d4 rounds. Lose the "Mischievous Spells" condition. |