Half-Hag (5e Race)
From D&D Wiki
Though hags represent all that is evil and cruel. Their half-hag spawn face a contest between their hag nature and the morality that their other parent granted them.
|Witch Maggie by Anna Nagibina, A Half Green Hag|
Half-hags resemble their non-hag parent most of their life and may even be beautiful humanoids that are respected within their community, and reach mental maturity at the age of 10. However, on the night of their 13th birthday, a half-hags magic becomes apparent. A half night hag may dream walk for the first time, a half sea hag may realize they can breathe both water and air while they bath and a half green hag may accidentally turn invisible. While half hags of good alignments may view these as blessings those of evil alignments receive these abilities as well as rapidly age as they become withered crones that resemble their hag parent. Their skin changing color, their eyes becoming sunken and their fingers becoming as sharp as daggers. The closer a half hag becomes to the evil alignment of their hag parent the more hideous their form becomes. Half-hags are always female, male half-hags are practically unheard of.
There is nothing mortal about a hag, these monstrous creatures, whose forms reflect only the wickedness in their hearts, this is more true for half-hags then full hags. Unlike normal hags who are born from a hag consuming an infant and then rebirthing that infant as a hag. Half-hags are the product of often forced sexual intercourse with other creatures. Given their appearance hags often cannot find a willing suitor, and resort to deceitful illusions, dream intrusions and/or other forceful means to mate. Often they abandoned their young, who are mostly human in nature. But occasionally, sometimes they will raise their young. While a half-hag once found out will face prejudice and discrimination it is often impossible to tell a half-hag apart from a normal young child or a normal old lady.
Unlike a half-orc, you will be shunned by society. More often than not people will keep their distance from you. Hags are not viewed upon well in society, and neither are you. Most Half-hags often become hermits or outsiders to escape the judgemental eyes of those around them. Others seek to learn more about their heritage, bringing more uneasy feelings towards the race.
Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. Half-hags that embrace their heritage will often take on such names. Those that do not will take names from the culture that they grew up in. In which case see page 31 of the Players Handbook.
Tall and lanky, born from hags who bed mortal men. At least they still retain minor qualities of their hag mothers.
Ability Score Increase. Your Charisma score increases by 2.
Age. Half-hags physically mature by age 18 and usually live at least a century but not much past it.
Alignment. Half-hags, unless they actively fight against their nature, find themselves to be of an evil alignment and even those that do resist find themselves to be more neutral than good.
Size. Good aligned half-hags find themselves to be as varied as humans in height and weight, while neutral and evil hags find themselves to be taller and heavier by quite a bit. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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 gray.
Claws. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Illusionary Appearance. At the end of a long rest you may change your appearance as per the disguise self spell which lasts until your next long rest. This effect ends if you lose any hit points, stand under the light of a full moon or if you choose to end it as a bonus action.
Languages. You can speak, read, and write Common and one additional language of your choice. Half-hags will usually learn the primary or secondary language of the society they grew up in or learn the language of their hag parent. Sylvan for green hags, Abyssal for night hags, and Aquan for sea hags.
Subrace. Pick a subrace based on which type of hag you were born from. The options are Green Hag, Night Hag, and Sea Hag. Annis hags, Bhuer hags, and Dusk hags are also available if your Dungeon Master allows it.
The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Like their hag parents, half green hags prefer such settings and enjoy manipulating other creatures into doing their bidding too, masking their intentions behind layers of deception. They're known for playing the victim playing on the goodwill of other creatures as they lure their victims through mimicry and deceit. Half green hags are also dramatics and are known for their inherent love of tragedy.
Mimicry. You can mimic sounds you have heard, including humanoid voices and animals. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Deceptive. You have proficiency in the Charisma (Deception) skill.
Invisible Passage. You can cast the invisibility spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Green Hag Blood. Your creature type is both humanoid and fey.
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 perverse joy in corrupting mortals as do their half-hag offspring. The child of a night hag faces far more prejudice from particularly the fey due to night hags history of being exiled from the Feywild. On the other side of this, is their connection to fiends and the lower planes that sings true to the divine sense of any paladin. It is said, that sleeping next to a half night hag will lead to one seeing them occasionally in their dreams and creatures with truesight are said to be able to see their soul as it sleepwalks through the dreams of those around it.
Superior Darkvision. Your darkvision has a range of 120 feet.
Dreamer Walker. When you sleep during your long rest you subconsciously wander the Ethereal Plane in your immediate area. This often leads you into the minds and dreams of nearby creatures within 60 feet of you. You have advantage on Wisdom (Insight) and Charisma checks against those creatures for 24 hours.
Sand Keeper. You can cast the sleep spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Night Hag Blood. Your creature type is both humanoid and fiend.
Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters. Their children feel a sense of comfort in these environments. 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. If it inspires courage, the sea hag wants it to cause fear. 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. This is true for their generally marginally better-looking offspring, though they look less like a drowned corpse than a sea hag would.
Amphibious. You can breathe both air and water.
Death Glare. As an action, target one creature you can see within 30 feet. If the target can see you, it must succeed on a Wisdom saving throw against this magic or become frightened 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. You regain use of this trait once you complete a short or long rest.
Horrific Appearance. While most half-hags are simply unpleasant to look at, your appearance is almost as horrifying as the sea hag that spawned you. You are proficient in the Intimidation skill.
Sea Hag Blood. Your creature type is both humanoid and fey.
Annis hags are the largest and most physically imposing of their kind. Their rare half-blood children, while not quite as strong, are no pushovers, standing a little over 7 feet tall, even with a hunched back. Much like their mothers, half-annis hags may attempt to befriend small children, or rule over a tribe of ogres or trolls. Whether they truly care for them as a mother would her child, or they pervert them into seeds of corruption is dependent on how willing the half-hag is to take up their wicked mother's heritage.
Ability Score Increase. Your Strength score increases by 2.
Iron Token. 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, ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with you, provided that you and the creature are on the same plane of existence and within 10 miles of each other. The holder of the token can only hear 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 once. As an action, you can discern the direction and approximate distance to all of your active tokens. As a bonus action, you can deactivate any of your tokens at any distance, whereupon the token retains its current form but loses its magical properties.
Annis Hag Blood. Your creature type is both humanoid and fey.
Drawn to the cold, Half-Bheur Hags are always prepared for the wintery lands that they were born to inherit. These children are often very pale, with hair as silver as a warrior’s blade, and a hunger similar to their mother’s. While some may see their appearance as beautiful, others will often look at them as if they were a corpse discovered on the mountaintops. Just as their mothers, Half-Bheur Hags are often drawn to acts of desperation in the cold. It’s up to them, however, to decide wether they’ll help those in need or just sit back and watch.
Icy Walk. Difficult terrain made up of ice or snow doesn’t cost you extra movement.
Cold Heart. You have resistance to Cold damage.
Sickening Feast. As an action, you can choose a corpse no older than 1 minute within 5 feet of you and feast upon it. By doing so, you gain temporary hit points equal to your Constitution Modifier (minimum of one), and enemies within 30 feet that can see you must make a Wisdom saving throw or become frightened until the end of your next turn. Those who succeed on the saving throw are immune to being frightened by Sickening Feast for 24 hours. This ability recharges after a long rest.
Bheur Hag Blood. Your creature type is both Humanoid and Fey.
Dusk Hag (Eberron)
The dusk hags of myth are said to be able to tell the future through their dreams and influence the dreams of others to twist their minds. Their Half-hag kin share similar fortune telling abilities that their parents always had. These half hags don the goat like horns, red hot eyes and shriveled orange skin of their parents, though their proportions are quite more humanlike.
Minor future sight. While you are unconscious, you sometimes have visions of the future. When you are asleep, you can choose to roll a 1d100, if the total is equal to 5x your level or lower, you have a vision of the future. The dungeon master may choose to reveal a piece of information that you wouldn’t know at the current time like “An army is invading the city you are in in the next 5 days”, or something useless like “You will eat a nice meal at the local restaurant today”.
All seeing eye. You are immune to the blinded condition.
Nightmare touch. As an action you can touch a creature and rack their mind with horrid thoughts. Make a melee spell attack using your charisma modifier against the creature, on a hit they take 1d6 + your charisma modifier psychic damage. If the creature is unconscious they take an extra 1d4 psychic damage. This extra damage increases by an additional 1d6 and 1d4 at the 5th level (2d6, 2d4 extra), 11th level (3d6, 3d4 extra), and 17th level (4d6, 4d4 extra).
Dream eater. When you use your nightmare touch against an unconscious creature, you regain hit points equal to the amount of damage the creature took. You regain the use of this ability when you complete a long rest.
Dusk hag blood. Your creature type is both Humanoid and Fey.