Hag Heritage Table Heritage Rank Additional Abilities Expanded Spell List 1st Watery Movement identify*, ray of sickness 2nd Hideous Appearance hold person, locate object 3rd Improved Movement Vicious Claws bestow curse, counterspell, lightning bolt 4th Illusory Appearance Hag's Curse phantasmal killer, polymorph 5th Underwater Sight Hag's Curse II contact other plane, scrying 6th Death GlareHag's Curse III eye bite

Watery Movement At 1st rank of Hag Heritage, your body adapts a more aquatic appearance. You choose the nature of these changes: fins might sprout from your elbows and knees, webbing might form between your fingers, your body might become covered in thin scales, etc. You gain a swim speed of 30 feet.

Hideous Appearance At 2nd rank of Hag Heritage, your facial features become warped and hideous, pock-marked and strange. As an action, you can intensify this heritage, causing any humanoid within 30 feet that can see you to make a Wisdom saving throw against your Sorcerer Spell DC. On a failed save, the creature is frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, 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 Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Once you use this feature, you may not do so again until you finish a short or a long rest.

Improved Movement At 3rd rank of Hag Heritage, your aquatic mutations become more pronounced. The DM might impose disadvantage on Charisma (Persuasion) checks when dealing with humanoids in certain situations. While in salt water your swimming speed becomes 40 feet.

Vicious Claws Also at 3rd rank, vicious claws extend from your hand, becoming natural weapons which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Illusory Appearance Starting at 4th rank, You cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like an ugly creature of your general size and shape. The effect ends if you take a bonus action to end it or if you fall unconcious. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

Underwater Sight When you reach 5th rank of hag heritage, your eyes become fit for the oceans. While in or on a body of saltwater, you gain darkvision out to a range of 60 feet and can see through non-magical obstructions in water without penalty (such as dirt or blood clouds).