Hag Blooded Sorcerer Origin

Whether the magic flowing in your veins is because you are descended from a hag or because a hag has inflicted a powerful curse upon your bloodline, coercion and deception are your birthrights.


At 1st level, you learn additional spells when you reach certain levels as detailed below. Each of these spells counts as a sorcerer spell for you (regardless of what spell list it originally came from), but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st witch bolt, hex
3rd alter self, beast sense
5th bestow curse, fear
7th confusion, polymorph 9th dominate person, insect plague

Mind Meddling

At 1st level, you know the cantrip vicious mockery and it doesn’t count against the number of cantrips known.

Seductive Sorcery

Starting at 6th level, as a bonus action, you can spend 1 sorcery point to gain a bonus on the next Charisma (Deception or Persuasion) check you make equal to +5 for every point you spend, to a maximum of +20 for 4 points.

Power in Numbers

At 14th level, you think of your allies as your coven and gain confidence in their presence. Whenever you make a melee attack or melee spell attack roll, you gain a bonus on it equal to +1 for every ally that is within 10 feet of you, to a maximum of +3.


Beginning at 18th level, as a bonus action, you can spend 5 sorcery points to take on the appearance of a specific humanoid creature that you can see for 10 minutes. (The creature doesn’t need to remain in your field of view once you have assumed its appearance.) You retain all of your own statistics, abilities, and proficiencies, but you look, sound, and feel exactly like the creature you are impersonating. All of your gear continues to function as normal, but it looks exactly like the clothing and equipment of the creature you have copied—only truesight reveals you for yourself. If detect magic is cast upon you, transmutation magic is revealed, but nothing more. For the duration of this effect, any surface thoughts the copied creature has automatically pop into your mind as soon as the creature thinks them (as long as the creature is still on the same plane as you), and as a bonus action on each of your turns, you can search the creature’s mind to discover the answer to one question that can be answered with a yes or no response. The creature does not gain a saving throw against this search. If the creature knows the answer to your question, the GM will provide the answer. If the creature does not know the answer to your question, the GM responds “unknown”. You must finish a long rest before you can use this feature again.

Section 15: Copyright Notice

Eldryn. © 2021, d20pfsrd.com Publishing; Author: Beth Jones.

This is not the complete section 15 entry - see the full license for this page