Hags

Hags resemble elderly women, and delight in the corruption and destruction of mortals. Selfish and cruel, they collect artifacts of magical power, and form deals with mortals to further spread misery. They form covens with other hags only of necessity to increase their own powers.

Hag Traits

Hags are intelligent and devious, and the traits common among them reflect that. Your hag character comes with a number of traits common to their vile race.

Ability Score Increase. Your Intelligence score increases by 2.

Age. Hags typically reach maturity at the age of 13, when their formally mortal bodies transform into wretched haghood. Hags don't have a known lifespan, and can live for thousands of years.

Alignment. Hags are malevolent at heart, and their alignment is almost always evil. They have no particular penchant for the laws or even a personal code of conduct, and tend to either be neutral or chaotic.

Size. Hags tend to have the height of human females. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to dank caves and dark huts, your vision easily cuts through darkness. You can 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 grey.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.

Weird Magic. Hags have a natural affinity for magical items. You can attune to magical items as an action, rather than over a short rest.

Illusory Appearance. Hags can appear frightening to many normal folk, and they have a need to (and a talent for) masking their hideous appearances. Once you reach third level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for this spell.

Languages. You can speak, read, and write Common and one additional language of your choice.

Subraces. Hags vary greatly, and five subraces of them exist. Choose one of them for your character.

Annis Hag

Annis hags typically make their homes in rocky terrain, and are the largest variety of hags. They particularly delight in tormenting children.

Ability Score Increase. Your Strength score increases by 1.

Terrifying Strength. You have proficiency in the Athletics skill.

Innate Spellcasting. You know the Mold Earth cantrip. When you reach fifth level, you can cast the Enlarge/Reduce spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Natural Armor. You skin is naturally tougher than most mortals, owing to the harsh, rocky environment you hail from. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Bheur Hag

At home in freezing environments, Bheur hags are most pleased by acts of evil committed to survive the cold.

Ability Score Increase. Your Constitution score increases by 1.

Innate Spellcasting. You know the Ray of Frost cantrip. When you reach fifth level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Cold-Hearted. You have resistance to cold damage. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Pragmatic. Bheur hags are adept at surviving in harsh environments, especially at the expense of others. You are proficient in the Survival skill.

Green Hag

Making their homes in swamps and forests, green hags love tragedy and despair, and endeavor to cause it among mortals.

Ability Score Increase. Your Wisdom score increases by 1.

Innate Spellcasting. You know the Dancing Lights cantrip. When you reach fifth level, you can cast the Mirror Image spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Vermin Speech. You have the ability to communicate in a limited manner with beasts. They understand the meaning of your words, but you have no special ability to understand them in return. If the beast you are speaking to is one listed on the find familiar spell, you have advantage on any Charisma check you make to influence it.

Swamp-Dweller. You have proficiency in the Nature skill, and can breathe both air and water.