Pact of the Hagsfiend

## The Hagsfiend

In the ancient days, there was only one type of each avian race. Over the next one thousand years, these would then be separated into different species as children were reared. At one time, there was a crossover between the primordial owl and crow which resulted in a hybrid bird with the qualities of both races; also known as a crowl. These two would eventually separate into different species as their forefathers had, but some crowls refused. These remaining crowls became the first of a race known as hagsfiends. Residing in hell, these demonic birds wield a dark magic called nachtmagen; born from a genetically warped gizzard. They have since made their way into the material world, and have begun to twist other beings and bring them into their dark covens.

Hagsfiends can be up to two times larger than a regular owl, with burning golden eyes that can put near any creature into a paralyzed state of fear. They resemble a hyrbrid mixture of an owl and a crow. With dark ragged feathers, they are incredibly noisy in flight. Another telling cue is a foul scent, and a collection of symbiotic half-hags (half-crow/half-bat hybrid fiend) that live within their large feathers to feast on pests.

These demonic beings rarely go near seawater, as they have no oil in their feathers to protect themselves from the salt in the seawater. As a result, they can't shed salt water from their feathers, which makes their wings ice over in frozen temperatures. In this case, flying over oceans is almost always a death sentence for a hagsfiend.

Forming a pact with one such being can grant you access to numerous abilities in tune with dark magic. Were one to become well attuned to their hagsfiend patron, one might even begin to develop golden irises, and utilize the greatest weapon in their arsenal: *Fyngrot*.

#### Expanded Spell List:

* 1st level: *Disguise Self*, *Charm Person*
* 2nd level: *Crown of Madness*, *Darkness*
* 3rd level: *Fear*, *Counterspell*
* 4th level: *Blight*, *Confusion*
* 5th level: *Dominate Person*, *Hold Monster*

#### Hagsfiend's Curse (1st Level):

Starting at 1st level, your connection to the dark powers of the Hagsfiends allows you to tap into their foul magic. You gain the ability to cast *Charm Person* as a 1st-level spell at will without expending a spell slot. Additionally, you can cast *Disguise Self* once without expending a spell slot. You regain the use of these spells after completing a short or long rest.

You also gain the ability to channel the hypnotic power of fyngrot. As an action, you can target a creature within 30 feet of you. The target must make a Wisdom saving throw against your warlock spell save DC or become charmed by you for 1 minute. The charmed creature's speed becomes 0, and it is incapacitated. The effect ends if the charmed creature takes any damage or if someone uses an action to shake it out of its stupor. Once you use this feature, you can't use it again until you finish a short or long rest.

#### Fyngrot Gaze (6th Level):

At 6th level you begin to exhibit traits of a Hagsfiend, and your Fyngrot Gaze gains additional power. When a creature fails its Wisdom saving throw against your Fyngrot Gaze, it becomes paralyzed for 1 minute instead of being charmed. The paralyzed creature can repeat the saving throw at the end of each of its turns to end the paralysis. Once you use this feature, you can't use it again until you finish a short or long rest.

#### Haggish Transformation (10th Level):

At 10th level, your transformation into a Hagsfiend becomes more pronounced. You gain resistance to poison damage and advantage on saving throws against being frightened. Additionally, you can cast *Darkness* once without expending a spell slot. You regain the use of this spell after completing a short or long rest.

You gain the ability to fly at a speed of 30 feet. This flight is innate and does not require wings. Additionally, you retain your resistance to poison damage and advantage on saving throws against being frightened.

#### Half-Hag Familiar (14th Level):

Starting at 14th level, you can summon a Half-Hag familiar to aid you in battle. This familiar acts as a separate entity in combat and has its own initiative, attacks, and abilities. The Half-Hag familiar has the following traits:

* It has its own hit points and is immune to poison damage.
* Its attacks can deliver a poison that paralyzes the target for 1 minute (Constitution saving throw or be paralyzed). The target can repeat the saving throw at the end of each of its turns to end the paralysis.
* You can communicate telepathically with your familiar as long as it is within 100 feet of you.
* The familiar remains until it is dismissed or reduced to 0 hit points. If it is dismissed, you can summon it again with a short or long rest.

**OLD VERSION BELOW**

**Expanded Spell List**

The Hagsfiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

**Hagsfiend Expanded Spells**

Fear the Light of Nachtmagen

Starting at 1st level, your eyes are tinged with natchmagen. You gain 60ft of darkvision if you didn't already have it; if you did, you gain superior darkvision.

In addition, you may choose one haggish feature from the list of haggish features:

Bewitching Gaze

* You are able to use your nachtmagen to enthrall an individual. As an action, you choose a creature within range that you can see and it must make a Wisdom saving throw or will be put under the effects of the Suggestion spell. If they succeed the save, they don't know that you attempted to charm them.

Half-Hags

* You gain a following of half-hags that cling to you and protect you. As a reaction, when an enemy enters your range, you can have them make a Constitution saving throw. If they fail, they are Poisoned for ten minutes. In addition, they can track prey for you. Checks made to track a creature within 5 miles are made with advantage.

Wings of Night

* Once per short rest, you can use your action to gain a set of black, ragged wings. You gain a flying speed of 30ft for ten minutes.

**Fyngrot**

Starting at 6th level, you have fully allowed the nachtmagen to take within you, and are gifted with the power of Fyngrot. Your eyes take on a new sickly yellow light as they surge with newfound power. In addition, any boundary coverings such: hair, feathers, and fur, are tinged black and have a ragged texture.

As an action, you can use your newly granted Fyngrot to cast your gaze in a 30ft cone which lasts for 1 minute. All creatures of your choosing within that cone must make Wisdom saving throw. If the target fails this saving throw, they are paralyzed while you maintain line of sight on it for the duration. Once line of sight is broken, it may repeat the saving throw to break out.

You may do this a number of times equal to your proficiency bonus, which restores on a long rest.

**Haggish Transformation**

Starting at 10th level, you may draw upon the power of nachtmagen and transform yourself into a hagsfiend for 10 minutes. You gain the following benefits until the duration ends:

* You are immune to fire, necrotic, and poison damage.

* You are immune to the poisoned and charmed condition.

* A set of black wings sprout from you, giving you a flying speed of 40 feet.

* You have a +2 bonus to AC.

* All creatures have disadvantage on saves made against your Fyngrot ability.

* You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

You may end this form prematurely as a free action, and this ability may only be used once per long rest.

**Arch-Fiend**

Starting at 14th level, your power of the dark magic of nachtmagen is so absolute that you have been crowned an Arch-Fiend. Boundary coverings such as: hair, feathers, and fur, become longer, ragged, oily, and jet black. Your iris is now a pure sickly yellow or the edges of your eyelids are permanently lit with yellow light.

While enemies are affected by Fyngrot, or have been affected by it before, they have disadvantage on all saving throws made against spells. In addition, Fyngrot is no longer broken by Line of Sight, and lasts for the duration.