Tome of Transformation

by Subjectivesloth

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Tome of Transformation

Transformations

Adventurers will often come across powerful and dangerous forces on their travels, and many will threaten to change them into dark and hideous forms. A vampire's bite, the light of a full moon, and the creeping urges of starvation.

When you become affected by a transformation, you immediately gain the effects of that transformation's traits, and gain your 1st transformation level. You can only be under the effects of one Transformation at any time, unless otherwise noted.

Transformation Levels

When you gain a level in any class, your transformation can slip forward, granting you a transformation level in addition to the normal benefits of gaining a level. When you gain a Transformation Level, you gain the effects of that level as detailed under your transformation.

Traits & Features

You gain the traits associated with your transformation, as well as its first transformation feature, when it begins. If any of the traits or features you would gain here contradict or overlap those of your race or class, the transformation's traits override them.

Resisting the Transformation

You can choose to resist the advancement of your transformation. When you gain a level, make a Constitution saving throw. The DC for this save equals 10 + double your current Transformation Level. On a successful save, you don't gain a Transformation Level. A successful save does not stop your transformation, it can only delay it until the next level when you can resist and delay it again.

Certain transformations can have repercussions when they are unsuccessfully resisted, aside from the transformation progressing to its next stage. The effects of a failed resistance save are described under certain transformation features, labeled as "Resistance Penalty". The threat of these repercussions can start to take effect after a certain point in your transformation, or from the very beginning.

Curing or Reversing a Transformation

The transformations presented here do not have specific cures or methods of reversing their effects. The process of removing a transformation is a pursuit that should be highly specific to the characters and their situation. Work with your DM to establish whether reversal is even possible, and how it can be done.

Transformation Requirements

Certain transformations are specialized to a certain kind of character. The process of becoming a lich, for example, is one steeped in magical lore, and as such can't be undertaken by those without magical prowess. If a transformation requires some special qualification to take effect, it will be noted under the Transformation requirements section. Transformations without such a section have no special requirements.

Transformations in Play

The transformations presented here have the potential to be very mechanically powerful, but they can also fuel some powerful role-playing. Work with your DM to set the rules and establish an understanding of where your transformation fits into the greater story, and where the character is headed as their transformation progresses. You may want to speak about:

  • Your character's alignment, and how their worldview is affected by their new form, power, and struggles.
  • Your character's opinion on the transformation, whether they are enthusiastic about changing or scared of what it will do to them. This ties into alignment, but it's worth thinking about besides when deciding whether or not to resist a transformation level.
  • Whether or not your character will be lost to their transformation in the end, becoming an NPC under the DM's control once their new form takes over.
  • When your character's transformation will officially start. You may be bitten by a werewolf but not exhibit any abilities associated with that for months or years. DMs should consider what level their characters are before starting the transformation, as the extra abilities or weaknesses may be overwhelming at lower levels.

Cover Art: Medea by Frederick Sandys, Public Domain

Vampirism

The curse of Vampirism is one as old as myths and folk tales themselves. Vile creatures of the night that Thirst for blood and fear the light of the sun.

Born from Death

Vampires can be formed in a number of ways - age-old curses, the bite of a vampire spawn, or dark rituals - but most originate as the spawn of another vampire. Most of a true vampire's victims become vampire spawn - ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.

Dark Desires

Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.

The Vampire's Lair

As they evolve, vampires tend to establish a lair. The nature of this lair is dependent upon their origin as a vampire - some are bound to the coffin or grave dirt they were buried in, others may rest in the grave of a loved one, the place where they were killed or turned, etc. Many vampires will make an effort to move this place of significance to their desired location if possible, while others will simply build their territory around it.


Vampirism
Transformation Level Features Bite Damage
1st Bloodthirst 2d6
2nd Sanguine Strength 2d6
3rd Vampiric Vitality 3d6
4th Shapechanger 3d6
5th Lord of Unlife 4d6

Vampirism Traits


  • Physical Transformation. Your body begins to lose mass, becoming slightly more gaunt, your skin starts to turn translucent and grey in patches. If you have consumed a vial of blood in the last 7 days, these changes revert temporarily, and you feel awake and lively.
  • Ability Score Adjustment. Your Constitution score decreases by 2 to a minimum of 2.
  • Vampiric Bite. Your teeth are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1 piercing damage, instead of the bludgeoning damage normal for an unarmed strike. If you use your teeth to successfully hit a creature that is a willing target, unaware of your presence, incapacitated, or who has a speed of 0, you can choose to consume 1 vial of blood from them as a bonus action and deal an additional 2d6 necrotic damage. This necrotic damage changes as you gain transformation levels, as shown in the Bite Damage column of the Vampirism table.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Undeath. You have two creature types: humanoid and undead. You can be affected by a game effect if it works on either of your creature types. Additionally, you age slower as undeath takes hold of you, and you no longer need to breathe to survive. Your lifespan increases by about 40 years.

Bloodthirst

When you begin your transformation, you crave the taste of blood. Your craving is not overpowering, and you don't yet need to consume blood to survive. If you drink 1 vial of blood, you immediately regain a number of hit points equal to 1d6 + your proficiency bonus. Once you are healed in this way, you can't use this trait to restore hit points until you finish a short or long rest.

Sanguine Strength

When you gain your 2nd transformation level, your body grows in strength as your reliance on blood deepens. When you consume at least 1 vials worth of blood, you become sanguine for the next 12 hours. While sanguine, your walking speed increases by 10 feet, you have advantage on athletics and acrobatics checks, and you can roll a d8 in place of the normal damage of your unarmed strikes.

When you go 12 hours without consuming blood, you are no longer sanguine and you gain 1 level of exhaustion. You gain an additional level of exhaustion for every 12 hours you go without blood. Levels of exhaustion gained in this way can only be removed by consuming blood, and you recover from 1 level of this exhaustion for every vial you consume, in addition to the normal benefits.

Additionally, the healing you receive from your Bloodthirst feature increases to 1d8 + your proficiency bonus.

Vampiric Vitality

When your transformation progresses to its 3rd level, you start to gain the powers of a true vampire. Your hit points increase by 8 x your vampirism level. Additionally, while you are sanguine and have at least 1 hit point, you gain temporary hit points equal to 4 x your proficiency modifier at the beginning of each of your turns. You don't gain these hit points if you start your turn in sunlight or running water.

You also begin to develop the weaknesses of a vampire. When you start your turn in direct sunlight, you take 20 radiant damage. When you end your turn in running water, you take 20 acid damage.

Shapechanger

At the 4th transformation level, your vampiric form becomes malleable. While you are sanguine, and not exposed to sunlight or running water, you can use an action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form.

While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than size and speed, are unchanged. Items you are wearing transform with you, but those you are carrying don't.

While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. If air can pass through a space, you can do so without squeezing. You can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage, except the damage you take from sunlight.

In exchange for the ability to shapeshift, your vampiric nature inherently forbids you from entering a residence without an invitation from one of the occupants.

Art By Jeff Brown, Free Creator's Resource Pack, DM's Guild

Lord of Unlife

When you reach the 5th level of your transformation, you become a true vampire. You can designate a location as your lair. This designation does not have to be by way of some magical ritual (though it certainly could be), your lair is simply the location you feel to be your home or place of rest.

You gain the following benefits:

  • You no longer age.
  • When you reduce a humanoid to 0 hit points with your bite attack and bury their body, the creature will rise the following night as a vampire spawn under your control.
  • You know the charm person spell and can cast it at will without expending a spell slot or material components. Charisma is your spellcasting ability for it. A creature that fails its saving throw to resist this spell also becomes a willing target for your bite attack.

Additionally, when you drop to 0 hit points, you can transform into a cloud of mist (as described in your Shapechanger feature) instead of falling unconscious, provided that you aren't in sunlight or running water. While you have 0 hit points in mist form, you can't revert to your true form, and you must reach your lair within 2 hours. If you can't transform or do not reach your lair, you are destroyed and become a vampiric mist.

Once in your lair, you revert to your true form. you are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your lair with 0 hit points, you regain 1 hit point. If a piercing weapon made of wood is driven into your heart while the you are incapacitated in your lair, you are paralyzed until the stake is removed.

Variations on Vampirism

A vampiric character can be an overpowering presence or a tragic metamorphosis, and it can lead to some excellent roleplaying opportunities. On the other hand, it is important that the vampire's myriad abilities neither inhibit nor overpower the rest of the party. Here are some aspects that you may want to alter to better suit the needs of your table:


  • Lust for Blood. If the character is easily acquiring large quantities of blood with no repurcussions, you may want to rule that the blood they consume must be fresh, or only from humanoids. You may also want to rule on the amount of blood that is considered "1 vial".
  • Weaknesses. The inability to enter new locations without invitation may be a damning one in certain campaigns. It can be interesting, but if it's a problem, consider bending the rules and allowing allies to invite the vampire in.

Lycanthropy

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. Lycanthropes can hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Some choose instead to live a life of isolation, feeling reclusive and uncomfortable around other civilized creatures.

A Living Curse

A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or by birth if one of its parents are lycanthropes. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Children of the Moon

By resisting the curse, a lycanthrope can retain its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.

The Lair of a Lycanthrope

A lycanthrope that chooses to separate itself from society will usually develop a lair in the wilderness where they can comfortably be alone. The changing sensibilities of the cursed lend themselves well to a lair devoid of man-made items, or sometimes even light sources.


Lycanthropy
Transformation Level Features Natural Weapons
1st Shapeshifter 1d8
2nd Monstrous Beast 1d8
3rd Rabid Predator 1d10
4th Shapechanger 1d10
5th Beast of the Night 2d6

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Photo by Robert Karkowski


Lycanthropy Traits


  • Physical Transformation. Your body does not appear any different while you are in your humanoid form. Your senses sharpen, and any impairments to your vision, hearing, or sense of smell are cleansed. Your mannerisms may also become more bestial and your may find yourself caring less about hygiene and grooming than before.
  • Ability Score Adjustment. Your Intelligence score decreases by 2 to a minimum of 2
  • Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Silver Vulnerability. Your skin burns when you touch silver. You take double the normal damage from silver weapons, and you take 1d6 fire damage when you begin your turn in contact with silver.

Shapeshifter

When you begin your transformation, you gain the ability to partially transform into your chosen animal, becoming a hideous humanoid hybrid. Choose from the Lycantrhope Forms table below. The ability score associated with your form increases by 2, to a maximum of 22.

Additionally, As an action, you can polymorph into your hybrid form or back to your true form. Any equipment you are wearing or carrying isn't transformed. While in hybrid form, you have advantage on saving throws with your form's ability score. You also gain a natural melee weapon as shown in the Lycanthrope Form table.

Lycanthrope Forms
Form Ability Score Natural Weapon
Werebear Strength Claws (Slashing)
Wereboar Strength Tusks (Piercing)
Wererat Dexterity Bite (Piercing)
Weretiger Dexterity Bite (Piercing)
Werewolf Strength Claws (Slashing)

Your natural melee weapons can be used to make unarmed strikes. If you hit with them, you deal 1d8 damage of the appropriate type, instead of the bludgeoning damage normal for an unarmed strike. The damage of your natural weapons changes as you gain transformation levels, as shown in the Natural Weapons column of the Lycanthropy table.

Monstrous Beast

When you gain your 2nd transformation level, your hybrid form takes hold. While you are in your hybrid form, you have advantage on all Wisdom checks that rely on your beast-like senses or instincts. Your hybrid form also becomes more monstrous. You can no longer benefit from armor while in hybrid form, and any attacks made with weapons are done so at disadvantage. While in hybrid form, your AC equals 10 + your Dexterity modifier + your Transformation Level

Resistance Penalty

If you gained this feature as a result of a failed saving throw to resist your transformation, your inner beast lashes out. During the next full moon (whether you can see it or not), you go berserk, transforming into your hybrid form and attempting to kill and eat the nearest prey you can find. You can't stop this process or change your form until dawn. You can't benefit from a rest during this transformation. You repeat this process every time you gain a lycanthropy transformation level as a result of a failed save.

Rabid Predator

When your transformation moves to its 3rd level, your hybrid form evolves, becoming faster and more deadly. While in your hybrid form, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Additionally, your attacks while in hybrid form can spread the curse of Lycanthropy. When you hit a humanoid creature with an unarmed strike using your natural weapons, that creature must succeed on a DC 14 Constitution saving throw or be cursed with your form of lycanthropy. A creature that succeeds on this save can't be cursed by your lycanthropy for the next 24 hours.

Shapechanger

Once your transformation reaches its 4th level, you gain the ability to transform into a true beast. You can now polymorph into the beast associated with your form of lycanthropy. While in this form, you gain all the benefits of your hybrid form. Your statistics, aside from size, are otherwise unchanged. Any equipment you are wearing or carrying isn't transformed. You can't speak while in beast form, but you have advantage on all checks made to communicate with other animals. You revert to your true form if you die.

With the advent of your beast form, the moon's call is louder than ever. Whenever you are exposed to the light of a full moon, make a Wisdom saving throw. The DC for this save is equal to 10 + your proficiency modifier + your transformation level. On a failed save, you enter into a trance and transform into your beast form. You act as your beast would, hunting and foraging, though you are more vicious than normal beasts, and view humans as potential prey. you transform back to your true form at dawn. You can't benefit from a rest during this transformation.

Beast of the Night

At your 5th transformation level, you are a full-blooded lycanthrope. The ability score bonus granted by your shapeshifter feature increases to +4, to a maximum of 24. Your senses elevate further, granting you the ability to see in dim light within 120 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. You gain this benefit regardless of what form you are in.

Additionally, when you are exposed to the light of a full moon, you can choose not to make your Wisdom saving throw and enter your hybrid form instead. While you are in this form and bathed in the light of a full moon, you have advantage on all ability checks, attack rolls, and saving throws. After gaining this benefit, you must roll a d20 the next time you attempt to revert to your true form. If you roll a 1, you lose the ability to revert to your true form.

Variants on Lycanthropy

A lycanthrope character hold a great deal of role playing potential. Maybe the character hasn't told their allies the truth of their "moonlight strolls", or maybe the party is eager to use this power to their advantage, but the host is unwilling to give themselves over to the beast. Here are some alterations that could be used to make things run smoother, or in a more interesting direction for the character.


  • Monstrous Hybrid. If the player is constantly benefitting from Hybrid Form without the fear of being seen, or simply never using their true form, it may be appropriate to impose disadvantage on checks made in social encounters while in hybrid form. A harder move against this behavior would be to escalate the behavior of the public to open hostility or terror toward a lycanthrope in their midst.
  • The Full Moon. The effects of a full moon on the lycanthrope are written as a very vague guideline, but there may be more appropriate actions to take rather than simply hunting. The lycanthrope may find themselves freed of worldly inhibitions when transformed, and may warp and escalate the desires of their normal self. Perhaps the character has a grudge against a local noble, the berserk lycanthrope may choose to simply take care of that problem rather than hunt another rabbit.
A Note on Player Agency

The lycanthrope's powers and features pose a unique threat to the party, and this is the core threat of lycanthropy and shouldn't be altered on a whim. That said, player agency is key in roleplaying, and lycanthropy has the potential to make players frustrated with their own characters if it is not handled well. Be sure to work with your players to ensure that they understand the actions they may take while berserk, and come to an agreement on what the character would do.

Lichdom

Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. Scheming and insane, Most hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition.

Secrets of Undeath

No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities.

A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.

With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.

A Lich's Lair

A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich's lair reflects its mindset and ideals, including the myriad traps - both magic and mundane - that secure it.

Lichdom Requirements

One's transformation into a Lich represents a uniquely demanding set of rituals, and as such is not something that can be undertaken by anything less than a skilled spellcaster. In order to become a Lich, you must have the ability to cast at least one spell of 5th level or higher.


Lichdom
Transformation Level Features Lich Spells
1st Phylactery 3
2nd Intrinsic Arcana 4
3rd Necrotic Power 5
4th Death Aura 6
5th Undying Overlord 7

Art by OpenClipart-Vectors on Pixabay


Lich Traits


  • Physical Transformation. Your entire body becomes gaunt and skeletal, and your eyes begin to wither in their sockets, becoming replaced with points of light burning in their place.
  • Ability Score Adjustment. Your Strength score decreases by 4 to a minimum of 2
  • Lich Spellcasting. Your lichdom combines and amplifies all of your magical knowledge. Choose your spellcasting ability from Intelligence, Wisdom, or Charisma. You can choose to cast any spell you know using your lich spellcasting ability instead of your normal class spellcasting ability.
  • Lich Spells. You learn 3 spells from the Wizard spell list. A spell you choose must be of a level you can cast. These spells are cast using your lich spellcasting ability, they are always prepared, and do not count towards your total number of spells known. You learn more lich spells as your transformation progresses, as shown in the Lich Spells column of the Lichdom table
  • Undeath. You have two creature types: humanoid and undead. You can be affected by a game effect if it works on either of your creature types. Additionally, you do not age, and you no longer require air, food, or drink.

Phylactery

When you begin your transformation, your soul is trapped in a powerful magical artifact, known as a phylactery. The object can be a locket, a small box, or any other object of significance to you. At this stage in your transformation, your phylactery is no more durable than a mundane object. Your Phylactery is tiny, has 10 hit points, and has an AC of 10. One casting of the mending cantrip returns your phylactery to it's maximum hit points. If the phylactery is reduced to 0 hit points, it breaks, and you are destroyed.

In order to maintain your lichdom, you must trap and consume the souls of other sentient beings. While wielding your phylactery, you can force a living creature with less than 10 hit points that you can see within 30 feet of you to make a Wisdom saving throw against your lich spell save DC. On a failed save, the creature is pulled, body and soul, into your phylactery. A creature that succeeds on this save is immune to this effect for the next 24 hours.

You can have a number of creatures in your phylactery equal to your lich spellcasting modifier. Every 24 hours, one creature of your choice is destroyed
completely. When you finish a long
rest without a sentient creature
in your phylactery, make a
Constitution saving throw against
your own spell save DC. On a failed
save, you gain a level of exhaustion,
and do not recover from any
exhaustion you may already
be suffering from.

If your Phylactery is
destroyed, all creatures
inside are ejected in the
closest available space.

Intrinsic Arcana

When you reach the 2nd level of your transformation, your magical power is such that you need not even cast certain spells, they are a part of you. Choose one of the following spells: comprehend languages, mage armor, alter self, or detect thoughts. As long as you are conscious, you are under the effect of this spell as if you had cast it normally. The spell does not require concentration. With a 1 minute ritual, you can change the active spell to another from the same list.

When you reach your 4th Transformation level, you can benefit from a second spell at the same time. You also gain the following options: enhance ability, fly, nondetection, or speak with dead.

Necrotic Power

The 3rd level of your transformation brings with it the first hints of true lichdom. Your skin and muscles begin to flake off your bones until you are entirely skeletal. Your Dexterity score decreases by 4, to a minimum of 2.

This transition brings with it the promise of great magical power. As a bonus action on your turn, you can recover one spell slot of 5th level or lower. You can use this feature a number of times equal to your Lich spellcasting modifier. When you finish a long rest, you regain all expended uses.

Additionally, Your Phylactery's maximum hit points increase to 60, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Death Aura

At your transformation's 4th level, undeath takes its full effect, granting you powerful magic and a frightening aura. As an action, you can channel your arcane might to perform a special spell attack, taking one of the following forms:


  • Paralyzing Touch. Make a melee spell attack against a creature within touch range. On a hit the target takes 3d6 Cold damage and must succeed on a Constitution saving throw against your lich spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this effect for the next 24 hours.
  • Frightening Gaze. Choose a target you can see within 30 feet. You reveal your true form to it briefly, the target must succeed on a Wisdom saving throw against your lich spell save DC or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this effect for the next 24 hours.

Your presence is now that of death itself. Any non-hostile creature (aside from your allies) that looks upon your true form becomes hostile toward you. One prone to violence may attack you immediately, others may flee and attempt to protect themselves, or inform their protectors of your presence. Even while your true visage is hidden, you give off an eerie presence to people, animals may still hide or attack you, and plants always wither when you're near.

Undying Overlord

When you reach your transformation's final stage, you become a true Lich. Your lich spellcasting modifier increases by 4, to a maximum of 24. Additionally, when you cast a spell of 1st level or higher, you can also expend uses of your Necrotic Power feature to increase the level that spell is cast at by 1 for each use.

Your phylactery is now immune to all damage. You can designate the method by which it may be destroyed. The method can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can't be based on intangible elements such as level, class, or number of hit points. Regardless of the method you designate, a dispel magic spell cast at 9th level will also destroy your phylactery.

If you are destroyed while you have an intact phylactery, you gain a new body in 1d10 days, regaining all of your hit points and gaining the benefits of a long rest. This body appears within 5 feet of your phylactery.

Variants on Lichdom

The Lich is a magical master, and can be very powerful in play. To counter to their power, however, they have very few true weaknesses. those presented here have been inflated to balance the power of their magic, but you may wish to adjust these to the type of game that's being run. Presented here are some possible variations:


  • Soul Sustenance. The need to consume souls is intentionally a heavy burden for a Lich character, however if it seems they are struggling to find sentient subjects for their phylactery, you may wish to alter the save DC they must beat when avoiding exhaustion. Alternatively, you may want to make the process of sustaining the lich more difficult, in which case you may require that in order to be absorbed into the phylactery, a creature must be unconscious, or even charmed.
  • Rituals and Incantations. In the case of Lichdom, it might be appropriate to require special rituals be performed before moving up to the next transformation level. These rituals may require myriad components and plenty of gold, which can both serve to throttle how quickly a player progresses and keep their power in line with the party's level.
  • Castigate the Enemies of the Godhead. A lich represents a powerful evil force, even if the player is not truly evil. Many different knightly orders and holy protectors could seek to destroy such an undead, especially before the player is allowed to reach their true potential. If you are finding that your player is getting along too well with the locals despite being a skeleton fueled by the souls of the innocent, consider bringing the church (or any other anti-undead group) to the battlefield.

Hags

Hags are ancient crones who represent the corruption of ideals and goals, and they delight in seeing the innocent and good brought low. They are inhuman monsters, their forms twisted by evil.

Welcome to the Family

Hags make more hags by snatching and devouring human infants, birthing daughters who turn into hags on entering the thirteenth year of their lives. Fortunately for humanity and the rest of the world, such an occurrence is rare.

Annis Hags

Annis Hags live in mountains or hills. The terrain is easy for them to navigate because they are the most physically capable hags. Even with her hunched posture, an annis hag is as tall as an ogre. Her skin is bruise-blue or black and her claws are like rusty blades. Annis hags love tormenting the weak and fearful, and seeing others feel fear.

Bheur Hags

Bheur Hags live in wintry lands, favoring snow-covered mountain peaks. They are gaunt, have blue-white skin, white hair, and are known for their gray wooden staffs that give them access to extraordinary ice magic. Bheur hags love seeing mortals freeze to death and have little if any room in their hearts for kin and community.

Green Hags

Green Hags inhabit dismal forests, swamps, and moors. A green hag's body, whether broad, narrow, fat, or thin, is topped with a tangled mane of hair. A green hag thrives on creating despair and tragedy in the lives of her victims, using her skill with illusion magic to help in this goal. Destroying the hopes of others brings her unbridled joy.

Night Hags

Night Hags have left behind the world of the fey to roam the Lower Planes. They have dark blue or purple-black skin with light-colored eyes and thin, curving horns. A night hag is as tall as a human, and most are stout or have a medium build rather than being thin or emaciated.

Night hags enjoy corrupting the dreams of good people, compromising the ideals of their victims to get them to eventually perform evil acts.

Sea Hags

Sea Hags live underwater or on the shore, favoring bleak and despoiled places. They have pale skin like that of a fish, covered in scales, with glassy dead eyes and hair like lank seaweed. Sea hags are emaciated, but one might be tall or short, frail or large-boned. A sea hag hates beauty in any form and seeks to attack, deface, or corrupt it so it has the opposite effect on its viewers.

Hag Requirements

Hags must have the ability to cast at least one spell of 1st level or higher. Hags are traditionally female. a male child birthed by a hag is considered a Hagspawn and does not normally gain the powers of a Hag as described in these transformations.

Hag Traits


  • Physical Transformation. Your features wither as your body ages rapidly. Your hair thins and greys, and your voice becomes shrill and grating. Your appearance shifts to become more in line with your type of hag.
  • Ability Score Adjustment. Your Charisma score increases by 2, up to a maximum of 20
  • Darkvision. Your hag nature alters your senses, granting you the ability to 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.
  • Hag Spellcasting. When you cast a spell or cantrip, you can choose to use Charisma as your spellcasting ability for it instead of your normal spellcasting ability.
  • Hag Coven. Hags are strongest when they join forces with others in a Coven. When you begin this transformation you gain the ability to form a Coven and gain its benefits, as described in the "Hag Covens" Section.

Hags
Transformation Level Green Hag Night Hag Sea Hag Annis Hag Bheur Hag
1st Mimicry Shapechange Horrific Appearance Horrible Transformation Cold Visage
2nd Vile Manifestation Dreamweaver Ghastly Illusion Iron Token Graystaff Magic
3rd Weird Magic Night Hag Magic Weird Magic Weird Magic Weird Magic
4th Invisible Passage Soulmonger Death Glare Multiattack Maddening Feast
5th Illusory Double Eternal Slumber Salt and Darkness Crushing Hug Greater Graystaff Magic

Green Hag

The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts.

Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations.

Mimicry

When you begin your transformation, you gain the ability to mimic sounds with near perfect accuracy. You can mimic animal sounds and humanoid voices when you speak. A creature that hears the sounds and suspects them to be false can tell they are imitations with a successful Wisdom (Insight) check against your spell save DC.

Additionally, you can cast the silent image spell at will without expending spell slots or material components.

Vile Manifestation

At your 2nd transformation level, you begin your transformation into a Green Hag in earnest. You skin becomes a deep, sickening green and your base physiology shifts, allowing you to breathe both air and water.

Additionally, your illusory powers begin to manifest. As an action, you can cover yourself and anything you are wearing or carrying with a magical illusion. The illusion makes you look like another creature of your general size and humanoid shape. The illusion 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 smooth skin, but someone touching you would feel your rough, hideous flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on an Intelligence (Investigation) check against your spell save DC to discern that you are disguised.

Weird Magic

Hags often curate eldritch rituals, lore, and trinkets, which they greedily hoard and protect. When you reach your 3rd transformation level, you develop the greed of a hag, as well as their skill with weird magic.

You gain the ability to create trinkets that can produce magic-like effects. During a long rest, you can choose a spell from your class' spell list that is of a level you can cast, or is a cantrip. At the end of that rest you create a vile trinket that produces an effect similar to that spell, which can be used as an action on your turn without consuming a spell slot or requiring concentration or components. The trinket uses your spellcasting ability for the purposes of the spell. For example, you might make an ornate hand mirror that produces a cloud of glass shards when smashed using cloud of daggers. The spell effect stops if the item is destroyed

Simultaneously, you are stricken with the greed and envy of a hag. You become paranoid of others wishing to steal from you, and you become envious of their treasures. As a result of this, you only ever keep one of your magical trinkets on your person at a time, out of fear that they should go missing. Any other trinkets can be stored in a lair, buried in a secret stash, or destroyed to spite those that would take it from you.

Invisible Passage

When your transformation reaches its 4th stage, your illusory powers evolve. As an action on your turn, you can magically turn invisible. This ability requires constant concentration (as if concentrating on a spell) and ends if you attack or cast a spell. While invisible, you leave no physical evidence of your passage, and can only be tracked by magic. Any equipment you wear or carry becomes invisible as well.

Illusory Double

When you reach the final level of your transformation, your powers of illusion are unmatched even among hags. As an action, you can create an illusory duplicate of yourself, which appears in its own space. As long as you can see the duplicate, you can move it a distance equal to your walking speed, as well as make the illusion speak on your turn (no action required). The illusion has the same statistics as you but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until you dismiss it on your turn (no action required) or can no longer see it. If you use this action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession.

Sea Hag

Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters. Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair.

Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag's hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll's. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best.

Horrific Appearance

When you begin your transformation, your face twists into a hideous visage and your hands and feet extrude into horrible claws. You can breathe air and water, and you gain a set of claws, natural melee weapons that can be used to make unarmed strikes. If you hit with them, you deal 1d8 slashing damage, instead of the bludgeoning damage normal for an unarmed strike. You gain a swimming speed of 40 feet.

Additionally, any humanoid that starts its turn within 30 feet of you and can see your true form must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

Ghastly Illusion

As your transformation progresses to its 2nd level, you learn to hide your visage through hereditary illusion magic. As an action, you can cover yourself and anything you are wearing or carrying with a magical illusion. The illusion makes you look like an ugly creature of your general size and humanoid shape. The illusion 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 that you do. Otherwise, a creature must take an action to visually inspect the illusion and succeed on an Intelligence (Investigation) check against your spell save DC to discern that you are disguised.

Weird Magic

Hags often curate eldritch rituals, lore, and trinkets, which they greedily hoard and protect. When you reach your 3rd transformation level, you develop the greed of a hag, as well as their skill with weird magic.

You gain the ability to create trinkets that can produce magic-like effects. During a long rest, you can choose a spell from your class' spell list that is of a level you can cast, or is a cantrip. At the end of that rest you create a vile trinket that produces an effect similar to that spell, which can be used as an action on your turn without consuming a spell slot or requiring concentration or components. The trinket uses your spellcasting ability for the purposes of the spell. For example, you might use cause fear to make a grotesque totem that twists its shape to resemble those who look at it and cause them an otherworldly dread. The spell effect stops if the item is destroyed

Simultaneously, you are stricken with the greed and envy of a hag. You become paranoid of others wishing to steal from you, and you become envious of their treasures. As a result of this, you only ever keep one of your magical trinkets on your person at a time, out of fear that they should go missing. Any other trinkets can be stored in a lair, buried in a secret stash, or destroyed to spite those that would take it from you.

Death Glare

Your horrible powers blossom when your transformation reaches its 4th stage. As an action on your turn, choose one creature that is frightened by you, which is also within 30 feet of you. If the target can see you, it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 10d10 necrotic damage, or half as much on a successful save. If the target failed its save and the damage reduces it to 0 hit points, it immediately dies.

Once you use this ability, you can't do so again until you finish a short or long rest.

Salt and Darkness

At 5th level, you are a terrifying creature of evil, and your power is befitting of such. As a bonus action on your turn, you can create a 10-foot cube of magical darkness centered on a point within 60 feet of you. If the area of darkness is created underwater, it is a 30-foot cube instead. You can see through this darkness as if it were not there. Creatures of your choice that start their turn within this darkness or enter it for the first time on their turn must succeed on a Wisdom saving throw against your spell save DC or take 2d8 psychic damage and become frightened for 1 minute. While the creature is frightened by this effect, their speed becomes 0, and they are considered a valid target for your Death Glare ability even if they can't see you. A creature that passes the Wisdom saving throw ends this effect on themselves and is immune to it for the next 24 hours. If you use this action to create a new area of darkness, the previous one vanishes.

Additionally, you can cast the eyebite spell at will, without expending spell slots or material components. Once you do, you can't do so again until you finish a short or long rest.

Night Hag

Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take a perverse joy in corrupting mortals.

Using their powers of manipulation and nightmare haunting, a Night Hag steals the souls of her victims. They will then use that soul to manipulate others, or curry favor with their infernal masters in Hades.

Shapechange

When you begin your transformation, your body twists into wicked forms, your skin becomes dark and cracked with age, and your nails lengthen into black talons. You gain a set of claws, natural melee weapons that can be used to make unarmed strikes. If you hit with them, you deal 1d8 slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Additionally, you gain the duplicitous ability to hide this hideous form. As an action you can magically polymorph into a small or medium humanoid of your gender, or back into your true form. Any equipment you are wearing isn't transformed. You revert to your true form if you die.

Dreamweaver

As your transformation progresses to its 2nd level, you develop the power to manipulate the dreams of humans and twist them into hideous nightmares. While you are in your true form, you can use your action to touch a sleeping humanoid and manipulate their dreams. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. You can manipulate a creature's dreams for up to 8 hours, but must be in contact with them for the duration. For each hour you spend manipulating the dream, you can create up to one instance of each of the following effects:


  • Message. Convey a message of no more than 10 words to the target, whether it be through words, images, or other psychic sensations. If you spend more than 4 hours on this effect, you can magically insinuate a command into the message. The creature must make a Wisdom saving throw against your Spell Save DC. On a failed save the creature attempts to fulfill the command as if it was under the effects of the suggestion spell.
  • Terrify. The target must make a Wisdom saving throw against your Spell Save DC. On a failed save, it takes 3d6 psychic damage when it wakes up. This damage increases by 1d6 for each additional hour spent on the effect.
  • Nightmare Haunting. You can only use this effect if you are in the ethereal plane for the effect's duration. The target's hit point maximum is reduced by 1d10, and it gains no benefits from this rest. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. If the target's hit point maximum is reduced to 0 by this effect, the target dies.

Night Hag Magic

When you reach your 3rd transformation level, you develop the greed of a hag, as well as their skill with weird magic.

You gain the ability to create trinkets that can produce magic-like effects. During a long rest, you can choose a spell from your class' spell list that is of a level you can cast, or is a cantrip. At the end of that rest you create a vile trinket that produces an effect similar to that spell, which can be used as an action on your turn without consuming a spell slot or requiring concentration or components. The trinket uses your spellcasting ability for the purposes of the spell.

As a Night Hag, you have the ability to craft a special trinket known as a Heartstone. Crafting a heartstone takes 30 days of work and ritual. while it is in your possession, you can cast the etherealness spell at will without expending a spell slot or material components. The touch of a heartstone also cures any disease.

Simultaneously, you are stricken with the greed and envy of a hag. You become paranoid of others wishing to steal from you, and you become envious of their treasures. As a result of this, you only ever keep one of your magical trinkets on your person at a time, out of fear that they should go missing. Any other trinkets can be stored in a lair, buried in a secret stash, or destroyed to spite those that would take it from you.

Soulmonger

As your transformation progresses to its 4th level, you hunger for souls. You can craft a Soul Bag: a special magical item that a night hag carries with her. Crafting a soul bag takes 7 days of work and ritual, and a humanoid sacrifice (whose flesh is used to make the bag). When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it.

Captured souls can be ransomed to the loved ones of the soulless to manipulate them into doing the hag's bidding. They are also highly valuable to demons and devils, and are often used by hags to broker infernal deals.

Eternal Slumber

When you reach your 5th transformation level, your hellish power peaks. Over the course of 7 days, you can prepare two doses of a magical concoction that causes a creature to fall into an eternal slumber, as if they had been afflicted by the slumber effect of the imprisonment spell. The potion must be ingested or administered into the target's blood, and takes effect within 1d4 hours. While in this state, the target automatically fails saving throws.

In addition, when you use your Dreamweaver ability on a creature trapped in an eternal slumber, you can delve into the target's mind. You learn who they care the most for, and who they despise most. If either of these creatures is on the same plane of existence as you, you can reach through the target to use your Dreamweaver effects on these other creatures' dreams as well, regardless of where they are.

The target can be awoken by a dispel magic spell cast at 9th level, or similar magic. They also wake if you are killed, or if they are affected by another dose of the potion.

Annis Hag

Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall.

Despite their ability to crush villages with brute strength alone, these hags prefer to lure and corrupt children with whispers of evil and sickly treats.

Horrible Transformation

When you begin your transformation, your body twists and contorts into a sickly hunchback, eight feet or more in height. your teeth turn to iron in your mouth and your nails do the same. This body is stronger than before, and your Strength score increases by +2, to a maximum of 20. Your arms grow long and club-like, tipped with clawed fingers. you gain a set of claws, natural melee weapons that can be used to make unarmed strikes. If you hit with them, you deal 2d6 slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Iron Token

Upon reaching your 2nd Transformation level, you begin to take on the desires of an Annis Hag: to corrupt and manipulate others through coercion or intimidation. You can pull out one of your iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with you, provided you and the creature are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only your voice, not those of any other creatures or any ambient noise around you. Similarly, you can hear the holder of the token and not the noise around it. You can have up to three iron tokens active at one time. As an action, you can discern the direction and approximate distance to all of your active tokens.

You can instantaneously deactivate any of the tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties.

Weird Magic

Hags often curate eldritch rituals, lore, and trinkets, which they greedily hoard and protect. When you reach your 3rd transformation level, you develop the greed of a hag, as well as their skill with weird magic.

You gain the ability to create trinkets that can produce magic-like effects. During a long rest, you can choose a spell from your class' spell list that is of a level you can cast, or is a cantrip. At the end of that rest you create a vile trinket that produces an effect similar to that spell, which can be used as an action on your turn without consuming a spell slot or requiring concentration or components. The trinket uses your spellcasting ability for the purposes of the spell. For example, you might use cloudkill to make a jar of putrid gas that can bee thrown or uncapped to release it. The spell effect stops if the item is destroyed

Simultaneously, you are stricken with the greed and envy of a hag. You become paranoid of others wishing to steal from you, and you become envious of their treasures. As a result of this, you only ever keep one of your magical trinkets on your person at a time, out of fear that they should go missing. Any other trinkets can be stored in a lair, buried in a secret stash, or destroyed to spite those that would take it from you.

Multiattack

At your 4th transformation level, your strength and size make you a monstrous beast in combat. You can attack twice, instead of once, whenever you take the Attack action on your turn and use your claws for the attack.

Crushing Hug

When your transformation progresses to its 5th level, your strength grows to its peak. Your Strength score increases by +2, to a maximum of 22. As an action you can make a single attack with your claws. On a hit, the target takes half the normal damage and is grappled by you if it is a Large or smaller creature. While you are grappling them, you can use your action to deal them 6d6 bludgeoning damage each turn. While you are grappling a creature in this way, you can't make any other attacks.

Bheur Hag

Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.

A bheur hag loves watching unprepared people suffer and die for their mistakes during the winter. She is delighted when mortals make petty, pathetic attempts to survive, such as eating boots and leather scraps when no real food is to be found.

Cold Visage

When you begin your transformation, your body twists, becoming short and squat, with long, gaunt arms that reach the floor. Your skin shifts a pals shade of blue, suggesting a cold, frozen death. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra moment. Your sight can't be obscured by heavy weather.

Graystaff Magic

Upon reaching your 2nd Transformation level, you lean some fragment of hag magic, known as Graystaff Magic. You gain a graystaff, a length of gray wood that is a focus for your inner power. You can ride the staff as if it were a broom of flying. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.

While holding the staff, You can cast one of the following spells at its lowest level, without expending a spell slot or material components: hold person, cone of cold, ice storm, wall of ice. Once you have cast one of these spells, you can't cast that same spell in this way until you finish a long rest.

Weird Magic

Hags often curate eldritch rituals, lore, and trinkets, which they greedily hoard and protect. When you reach your 3rd transformation level, you develop the greed of a hag, as well as their skill with weird magic.

You gain the ability to create trinkets that can produce magic-like effects. During a long rest, you can choose a spell from your class' spell list that is of a level you can cast, or is a cantrip. At the end of that rest you create a vile trinket that produces an effect similar to that spell, which can be used as an action on your turn without consuming a spell slot or requiring concentration or components. The trinket uses your spellcasting ability for the purposes of the spell. For example, you might use frostbite as an insect whose bite inflicts a deadly chill to the body. The spell effect stops if the item is destroyed

Simultaneously, you are stricken with the greed and envy of a hag. You become paranoid of others wishing to steal from you, and you become envious of their treasures. As a result of this, you only ever keep one of your magical trinkets on your person at a time, out of fear that they should go missing. Any other trinkets can be stored in a lair, buried in a secret stash, or destroyed to spite those that would take it from you.

Maddening Feast

Your 4th transformation level comes with an irresistible craving for flesh. As an action, you can feast on the corpse of one enemy within 5 feet of you that died within the past minute. Each creature of your choice that is within 60 feet of you and can see you must succeed on a Wisdom saving throw against your Spell Save DC or be frightened of you for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Maddening Feast for the next 24 hours.

Greater Graystaff Magic

At your 5th transformation level, you master the secrets of Graystaff Magic. You can cast the hold person, cone of cold, ice storm, and wall of ice spells from your graystaff twice before requiring a long rest, instead of just once. Additionally, while you are holding your graystaff, you can cast the control weather spell at will, without expending spell slots or material components. once you do, you can't do so again until you finish a long rest.

Hag Covens

All Hags have the power to form powerful coalitions called covens. Once you have begun your transformation, you can form a coven with 2 other willing humanoids. The coven members must all be able to cast at least 1 spell of 1st level or higher. A creature can only ever be a member of a single coven.

Coven Types

When you form a coven, you and your coven members determine what type of coven you're forming. Choose one type that best fits your objectives from the coven types provided.

Hag Eye

All hag covens can craft a magic item called a hag eye, which is made from a real eye coated in varnish, and is often fitted to a pendant or other wearable item. Any coven member can take an action to see what the hag eye sees if the hag eye is on the same plane of existence as them. The hag eye has AC 10, 1 hit point, and darkvision with a range of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.

A coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the coven can't perform it while blinded. During the ritual, if the coven members take any action other than performing the ritual, they must start over.

Coven Concentration

When a coven member is concentrating on a spell, they can use their action to transfer concentration to another coven member, who must then use their reaction to receive that concentration.

Alternatively, when a coven member fails a check to maintain concentration on a spell, another coven member that can see them and was aware of their concentration can use their reaction to make the same save, maintaining the spell and taking over concentration on a success. A coven member already concentrating on a spell instantly loses concentration on that spell if they attempt to take over concentration of another.

All saves or rolls for active spells use the Spellcasting ability modifier and spell save DC of the member that is currently concentrating on the spell.

Coven Spellcasting

When you reach your 3rd transformation level, you learn the secrets of true hag magic. Covens you form gain access to specialized magic, used to further the goals of the union. Your coven has a spell list as shown in the tables below. Coven members learn these spells and always have them prepared. These spells do not count against a character's number of spells known.

Coven Rituals

When you reach your 5th transformation level, you delve deeper into the weird magic of covens. You can now lead special rituals with your coven to increase your magical might. Coven rituals can be used to create powerful alterations of normal spells.

A Hag of 5th transformation level can start a ritual by choosing a spell from their coven's spell list and casting it using any appropriate spell slot. Then, consult the Coven Ritual table on how that spell should be changed. Each participant in the ritual can choose one aspect of the spell to change from Range, Duration, Damage, Save Modifier, and number of targets. Based on how much they wish to improve the aspect, each member then makes a skill check using their spellcasting ability modifier against a DC determined by the table. On a success, the spell is modified successfully. On a failure, the modification is botched and that member rolls on the Partial Botch table to determine the consequence. If all three members fail their checks, or if any member falls unconscious, the ritual is ended and the leader of the ritual rolls on the Full Botch table.

A ritual of this sort takes a minimum of 6 hours, plus an additional 6 hours per modification made after the first. All coven members must be present for the entire casting. Once the ritual is finished with at least one successful modification, the spell is complete. The hag that initiated the ritual can now choose to cast it immediately, or imbue it into an item for later use. If imbued, the spell can be cast later using its normal casting time, returning the imbued item to normal (or destroying it, if appropriate)


Death Coven

Death covens are enthralled by death and the ability to exert control over it or manipulate life force


  • 1st level: false life, inflict wounds
  • 2nd level: gentle repose, ray of enfeeblement
  • 3rd level: animate dead, speak with dead
  • 4th level: blight, death ward
  • 5th level: contagion, raise dead
  • 6th level: circle of death

Nature Coven

Nature covens seek control over nature and its denizens, or wishes to twist and corrupt nature around them


  • 1st level: entangle, speak with animals
  • 2nd level: moonbeam, spike growth
  • 3rd level: call lightning, plant growth
  • 4th level: dominate beast, grasping vine
  • 5th level: insect plague, tree stride
  • 6th level: wall of thorns

Prophecy Coven

Prophecy covens are obsessed with their future, the ability see and influence the futures of other creatures


  • 1st level: bane, bless
  • 2nd level: augury, detect thoughts
  • 3rd level: clairvoyance, nondetection
  • 4th level: arcane eye, locate creature
  • 5th level: geas, legend lore
  • 6th level: true seeing

Coven Rituals

Modification DC Range Duration Damage Save DC # of Targets Material Components
10 +20 ft. +1 Round +1d - +1 Target 50gp
12 +100 ft. +1 Minute +2d +1 - 100gp
14 +500 ft. +10 minutes +3d - +2 Targets 150gp
16 +1 Mile +1 Hour - +2 - 300gp
18 +10 Miles +4 Hours +4d - +3 Targets 400gp
20 +100 Miles +1 Day - +3 +4 Targets 800gp
22 On the same Plane +1 Month +5d - +5 Targets 1000gp
24 On any Plane Until Dispelled +6d +4 +10 Targets 2000gp

Partial Botch
d6 Effect
1 Your magic backfires at you, causing you to take force damage equal to triple the modification DC of your check.
2 You partially destabilize the ritual. All Modification checks have Disadvantage for the remainder of the ritual.
3 Your magic explodes, nearly overpowering your coven. All participants in the ritual take force damage equal to your spell save DC.
4 Power is siphoned from you by the ritual. All of your spell slots are expended immediately and you gain 2 levels of exhaustion.
5 Your magic is twisted and inverted. You are under the effect of the antimagic field spell for1d12 hours after the ritual has ended.
6 You are blown back 5 feet from the ritual circle, taking 2d6 damage in the process. You are otherwise unaffected.
Full Botch
d3 Effect
1 The ritual is completely destabilized and opens a gate to the Astral Plane. The gate originates at the center of the ritual. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate remains open for 1d6 days before closing permanently.
2 The dying ritual calls out violently, resonating with all magical items within 100 feet of its center. Roll a d20 for each magical item affected. On a roll of 5 or less, the item is rendered nonmagical. The ritual's material components are all destroyed automatically.
3 The ritual ends abruptly, destroying all of its material components but without further catastrophe
Ritual Spell Aspects

  • Range. Increases the range of a spell. Spells with a range of self or touch are treated as having 0ft. range to start with, but only gain half the normal modifier (i.e. +20ft. would result in a spell with a 10 ft. range). Unless otherwise specified, spell targets in range must also be visible to the caster to be targeted.
  • Duration. Increases a spell's duration. Instantaneous or 'until dispelled' spells can't have their durations increased.
  • Damage. Increases the number of damage dice rolled for the spell. (i.e. a spell dealing 3d6 fire damage, given a +2d modifier would instead deal 5d6 fire damage.)
  • Save DC. Modifies the caster's spell save DC for the purposes of this spell. No effect on spells with no saving throw.
  • # of targets. Increases the number of creatures that can be affected by the spell. All targets must still meet the requirements of the spell to be targeted (being in range, being visible to the caster, etc.).

Multiple Modifications

Modifying multiple aspects of a spell makes the ritual more difficult. Increase the DC of each modification check by +1 for each aspect you are modifying beyond the first.

Material Components

Large rituals require costly components to perform. Each modification has one or more material components it needs during the ritual. The total cost of the material components can be found on the Coven Ritual Table, and corresponds to the difficulty of the modification.

Changelog v5

Lycanthropy

Monstrous Beast. +2 to Wisdom score replaced with Advantage on Wisdom checks made with bestial senses, to avoid changing Ability scores constantly

Lichdom


  • Phylactery. Added wording that allows for creatures trapped within the Phylactery to be freed if the Phylactery is destroyed.
  • Death Aura. Wording changed to specify that even when the lich's true form is obscured, their aura is not completely eliminated, only suppressed.

Hags


  • Hag Coven. New inherent trait of hags, allowing Covens to be a set of rules on the side that all hags get access to.
  • Weird Magic. New ability for all hags that elaborates on a hag's selfish and insular nature while offering them the opportunity to craft and create weird magical things for their Hag. Special for Night hags who use it for their Heartstone.
  • Illusory Double. New Capstone for Green Hags, unlimited illusory double based on the Green Hag Lair Action in Volo's Guide.
  • Salt and Darkness. New Capstone for Sea Hags, darkness with a fear effect to power their Death glare, based loosely off the lair action in Volo's Guide
  • All-New Night Hags. New class of hag focused on dream manipulation and soul-stealing
  • All-New Annis Hags. New class of hag focused on melee combat and Strength