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Mummified Hag Hand
wand, rare (requires attunement by a spellcaster)
This wand is made from the mummified hand of a green hag, which once had long nails and was covered in warts.
Attunement
To attune to the wand, you can follow the standard rules for attuning to a magic item. Alternatively, you can cut off your hand and fuse the mummified hag hand with your arm. Doing so allows you to use the wand without attunement, and it functions as a normal hand. However, this procedure comes with a cost. You gain a character flaw that reflects the hag’s nature. The flaw is determined by your DM, or by rolling on the table below:d6 | Flaw |
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1 | Compulsive Bargainer: You have a compulsion to bargain with others, even when it’s not in your best interest. You might offer deals that are too good to be true, or you might try to negotiate for things that you don’t really need. |
2 | Deceptive: You have a tendency to deceive others, whether it’s for your own gain or just for fun. You might tell lies or half-truths, or you might use illusions to trick people. |
3 | Obsessive Collector: You have an obsession with collecting things, especially items that have sentimental or magical value. You might hoard objects that remind you of your past, or you might seek out rare and exotic artifacts. |
4 | Sadistic: You take pleasure in causing pain and suffering to others, whether it’s physical or emotional. You might enjoy torturing your enemies, or you might manipulate people into hurting themselves. |
5 | Vengeful: You hold grudges and seek revenge against those who have wronged you. You might go to great lengths to get even with your enemies, even if it means putting yourself in danger. |
6 | Wishful Thinker: You have a tendency to believe in things that aren’t real, whether it’s superstitions, legends, or your own delusions. You might see omens in everyday events, or you might believe that you have magical powers that you don’t actually possess. |
Green Hag Spells
While attuned to the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: (1 charge), (2 charges), (1 charge), or (2 charges). The wand has 6 charges and regains expended charges daily at dawn.Green Hag's Curse
Once per day, while holding the wand, you can use a bonus action to point it at a creature you can see within 30 feet of you and speak a curse in the hag’s tongue. The target must succeed on a Wisdom saving throw against your spell save DC or be affected by one of the following curse effects, determined by rolling a d6. The curse lasts for 1 minute and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.d6 | Curse Effect |
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1 | The target’s appearance is altered to look like a hag. |
2 | The target becomes invisible to everyone except you. |
3 | The target hears illusory whispers that distract it. The target has disadvantage on Wisdom checks and saving throws. |
4 | The target sees a phantasmal image of its worst fear at a point of your choice within 30 feet of the target. The target is frightened and must use its action to move away from the image. |
5 | The target is affected by the spell. |
6 | The target is affected by the spell. You are the caster of the spell and can issue a suggestion as a part of the curse. |
Mummified Hag Hand
wand, uncommon (requires attunement by a spellcaster)
This wand is made from the mummified hand of a sea hag, which once had webbed fingers and scales.
Attunement
To attune to the wand, you can follow the standard rules for attuning to a magic item. Alternatively, you can cut off your hand and fuse the mummified hag hand with your arm. Doing so allows you to use the wand without attunement, and it functions as a normal hand. However, this procedure comes with a cost. You gain a character flaw that reflects the hag’s nature. The flaw is determined by your DM, or by rolling on the table below:d6 | Flaw |
---|---|
1 | Compulsive Bargainer: You have a compulsion to bargain with others, even when it’s not in your best interest. You might offer deals that are too good to be true, or you might try to negotiate for things that you don’t really need. |
2 | Deceptive: You have a tendency to deceive others, whether it’s for your own gain or just for fun. You might tell lies or half-truths, or you might use illusions to trick people. |
3 | Obsessive Collector: You have an obsession with collecting things, especially items that have sentimental or magical value. You might hoard objects that remind you of your past, or you might seek out rare and exotic artifacts. |
4 | Sadistic: You take pleasure in causing pain and suffering to others, whether it’s physical or emotional. You might enjoy torturing your enemies, or you might manipulate people into hurting themselves. |
5 | Vengeful: You hold grudges and seek revenge against those who have wronged you. You might go to great lengths to get even with your enemies, even if it means putting yourself in danger. |
6 | Wishful Thinker: You have a tendency to believe in things that aren’t real, whether it’s superstitions, legends, or your own delusions. You might see omens in everyday events, or you might believe that you have magical powers that you don’t actually possess. |
Sea Hag Spells
While attuned to the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: (1 charge), (1 charge), (1 charge), or (2 charges). The wand has 5 charges and regains expended charges daily at dawn.Sea Hag's Curse
Once per day, while holding the wand, you can use a bonus action to point it at a creature you can see within 30 feet of you and speak a curse in the hag’s tongue. The target must succeed on a Wisdom saving throw against your spell save DC or be affected by one of the following curse effects, determined by rolling a d6. The curse lasts for 1 minute and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.d6 | Curse Effect |
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1 | The target is frightened of you. |
2 | The target is blinded by a thick fog in a 10-foot radius that moves with it. |
3 | The target takes poison damage at the start of each of its turns. |
4 | The target is poisoned. |
5 | The target is affected by the spell. |
6 | The target is affected by the spell. You are the caster of the spell and can issue commands to the target as a bonus action. |
Mummified Hag Hand
wand, rare (requires attunement by a spellcaster)
This wand is made from the mummified hand of a green hag, which once had long nails and was covered in warts.
Attunement
To attune to the wand, you can follow the standard rules for attuning to a magic item. Alternatively, you can cut off your hand and fuse the mummified hag hand with your arm. Doing so allows you to use the wand without attunement, and it functions as a normal hand. However, this procedure comes with a cost. You gain a character flaw that reflects the hag’s nature. The flaw is determined by your DM, or by rolling on the table below:d6 | Flaw |
---|---|
1 | Compulsive Bargainer: You have a compulsion to bargain with others, even when it’s not in your best interest. You might offer deals that are too good to be true, or you might try to negotiate for things that you don’t really need. |
2 | Deceptive: You have a tendency to deceive others, whether it’s for your own gain or just for fun. You might tell lies or half-truths, or you might use illusions to trick people. |
3 | Obsessive Collector: You have an obsession with collecting things, especially items that have sentimental or magical value. You might hoard objects that remind you of your past, or you might seek out rare and exotic artifacts. |
4 | Sadistic: You take pleasure in causing pain and suffering to others, whether it’s physical or emotional. You might enjoy torturing your enemies, or you might manipulate people into hurting themselves. |
5 | Vengeful: You hold grudges and seek revenge against those who have wronged you. You might go to great lengths to get even with your enemies, even if it means putting yourself in danger. |
6 | Wishful Thinker: You have a tendency to believe in things that aren’t real, whether it’s superstitions, legends, or your own delusions. You might see omens in everyday events, or you might believe that you have magical powers that you don’t actually possess. |
Green Hag Spells
While attuned to the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: (1 charge), (2 charges), (1 charge), or (2 charges). The wand has 6 charges and regains expended charges daily at dawn.Green Hag's Curse
Once per day, while holding the wand, you can use a bonus action to point it at a creature you can see within 30 feet of you and speak a curse in the hag’s tongue. The target must succeed on a Wisdom saving throw against your spell save DC or be affected by one of the following curse effects, determined by rolling a d6. The curse lasts for 1 minute and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.d6 | Curse Effect |
---|---|
1 | The target’s appearance is altered to look like a hag. |
2 | The target becomes invisible to everyone except you. |
3 | The target hears illusory whispers that distract it. The target has disadvantage on Wisdom checks and saving throws. |
4 | The target sees a phantasmal image of its worst fear at a point of your choice within 30 feet of the target. The target is frightened and must use its action to move away from the image. |
5 | The target is affected by the spell. |
6 | The target is affected by the spell. You are the caster of the spell and can issue a suggestion as a part of the curse. |
Mummified Hag Hand
wand, very rare (requires attunement by a spellcaster)
This wand is made from the mummified hand of a night hag, with blackened skin and sharp claws.
Attunement
To attune to the wand, you can follow the standard rules for attuning to a magic item. Alternatively, you can cut off your hand and fuse the mummified hag hand with your arm. Doing so allows you to use the wand without attunement, and it functions as a normal hand. However, this procedure comes with a cost. You gain a character flaw that reflects the hag’s nature. The flaw is determined by your DM, or by rolling on the table below:d6 | Flaw |
---|---|
1 | Compulsive Bargainer: You have a compulsion to bargain with others, even when it’s not in your best interest. You might offer deals that are too good to be true, or you might try to negotiate for things that you don’t really need. |
2 | Deceptive: You have a tendency to deceive others, whether it’s for your own gain or just for fun. You might tell lies or half-truths, or you might use illusions to trick people. |
3 | Obsessive Collector: You have an obsession with collecting things, especially items that have sentimental or magical value. You might hoard objects that remind you of your past, or you might seek out rare and exotic artifacts. |
4 | Sadistic: You take pleasure in causing pain and suffering to others, whether it’s physical or emotional. You might enjoy torturing your enemies, or you might manipulate people into hurting themselves. |
5 | Vengeful: You hold grudges and seek revenge against those who have wronged you. You might go to great lengths to get even with your enemies, even if it means putting yourself in danger. |
6 | Wishful Thinker: You have a tendency to believe in things that aren’t real, whether it’s superstitions, legends, or your own delusions. You might see omens in everyday events, or you might believe that you have magical powers that you don’t actually possess. |
Night Hag Spells
While attuned to the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: (3 charges), (2 charges), (1 charge), or (1 charge). The wand has 7 charges and regains expended charges daily at dawn.Night Hag's Curse
Once per day, while holding the wand, you can use a bonus action to point it at a creature you can see within 30 feet of you and speak a curse in the hag’s tongue. The target must succeed on a Wisdom saving throw against your spell save DC or be affected by one of the following curse effects, determined by rolling a d8. The curse lasts for 1 minute and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.d8 | Curse Effect |
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1 | The target’s speed is halved. |
2 | The target’s AC is reduced by 2. |
3 | The target takes necrotic damage at the start of each of its turns. |
4 | The target is unable to speak or cast spells that require verbal components. |
5 | The target is affected by the spell. |
6 | The target is affected by the spell. |
7 | The target is affected by the spell. The DM chooses the new form, which must be a beast with a CR equal to or less than the target’s level or CR6. |
8 | The target is affected by the spell. You are the caster of the spell and can issue commands to the target as a bonus action. |
Mummified Hag Hand
wand, legendary (requires attunement by a spellcaster)
This wand is made from the mummified hand of a bheur hag, with frostbitten fingers and icicles.
Attunement
To attune to the wand, you can follow the standard rules for attuning to a magic item. Alternatively, you can cut off your hand and fuse the mummified hag hand with your arm. Doing so allows you to use the wand without attunement, and it functions as a normal hand. However, this procedure comes with a cost. You gain a character flaw that reflects the hag’s nature. The flaw is determined by your DM, or by rolling on the table below:d6 | Flaw |
---|---|
1 | Compulsive Bargainer: You have a compulsion to bargain with others, even when it’s not in your best interest. You might offer deals that are too good to be true, or you might try to negotiate for things that you don’t really need. |
2 | Deceptive: You have a tendency to deceive others, whether it’s for your own gain or just for fun. You might tell lies or half-truths, or you might use illusions to trick people. |
3 | Obsessive Collector: You have an obsession with collecting things, especially items that have sentimental or magical value. You might hoard objects that remind you of your past, or you might seek out rare and exotic artifacts. |
4 | Sadistic: You take pleasure in causing pain and suffering to others, whether it’s physical or emotional. You might enjoy torturing your enemies, or you might manipulate people into hurting themselves. |
5 | Vengeful: You hold grudges and seek revenge against those who have wronged you. You might go to great lengths to get even with your enemies, even if it means putting yourself in danger. |
6 | Wishful Thinker: You have a tendency to believe in things that aren’t real, whether it’s superstitions, legends, or your own delusions. You might see omens in everyday events, or you might believe that you have magical powers that you don’t actually possess. |
Bheur Hag Spells
While attuned to the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: (5 charges), (4 charges), (3 charges), or (1 charge). The wand has 9 charges and regains expended charges daily at dawn.Bheur Hag's Curse
Once per day, while holding the wand, you can use a bonus action to point it at a creature you can see within 30 feet of you and speak a curse in the hag’s tongue. The target must succeed on a Wisdom saving throw against your spell save DC or be affected by one of the following curse effects, determined by rolling a d8. The curse lasts for 1 minute and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.d8 | Curse Effect |
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1 | The target is encased in a block of ice. The target is restrained and has resistance to all damage except fire damage. |
2 | The target is surrounded by a swirling storm of snow and hail in a 10-foot radius that moves with it. Creatures other than you inside the storm are blinded and takes cold damage at the start of each of their turns. |
3 | The target is chilled to the bone. The target has disadvantage on Strength and Dexterity checks and saving throws. |
4 | The target is frozen in fear. The target is frightened and paralyzed. |
5 | The target’s body temperature drops rapidly, causing them to become sluggish and lethargic. The target gains one level of exhaustion at the start of each of their turns. |
6 | The target is affected by the spell. |
7 | The target’s limbs become stiff and numb, making it difficult to move. The target’s movement speed cannot exceed 10 feet. |
8 | The target’s skin freezes and becomes brittle and fragile, it is vulnerable to bludgeoning damage. |