TEXT: Created by DM Tuz
  HAGSPAWN
   
  ”Being a Hagspawn is as simple as this: when
   
  bad things happen it is because of you and
   
  when good things happen it is in spite of you.
   
  Better get used to it.”
   
   
   
   
   
   
   
   
   
   
  ’Wayward Witch’ Abigail
  Hagspawn are, as the name implies, the children of hags and 
  human men. They are often abandoned or forgotten by their 
  mothers, who often produce many children as they traverse the 
  world. Some of them grow up as orphans, some grow up under 
  their hag mothers, who are bearing a disguise of a loving mother, 
  but most of them do not live to grow up at all. The ones that sur-
  vive will forever be marked by their relation to their vile mothers, 
  making them eternal outcasts... a position only a few hagspawn 
  have been able to escape.
  Forgotten Children
  As hags are manifesting as a singular gender, they are in need 
  of other races to procreate. Being able to mingle in a magical 
  disguise among any race of the world, it is easy for hags to blend 
  in, and even easier to find partners. It is an encounter that most 
  of the time ends deadly for the mate, who has quickly outgrown 
  their usefulness. The child is carried to term and then either left 
  on a stranger’s door step, abandoned, or raised by herself, depen-
  ding on the hag’s motivation for creating a spawn.
  Most hags have more children that they can keep track off. 
  Carrying a child to term does not pose much of a strain to the 
  hag as it would be for other humanoids, thus some hags chose to 
  populate their locale with their offspring as an ample supply for 
  daughters who can come in handy for a hag finding herself in a 
  sudden need for assistance. Most of these children will remain 
  forgotten and left behind by the hag without a second thought in 
  case she is driven out of her territory by circumstances.
  Considering how rarely hags raise their spawn to full hags, and 
  how many potential daughters they sire throughout the continent, 
  the common folk brush off the idea of hags being able to uplift 
  their children into full haghood as a myth. In those few cases 
  where the hag claims its child it is often assumed that the troubled 
  child ran off or otherwise simply disappeared into the night never 
  to be seen again.
  horriFiC heritage
  Being the children of hags, hagspawn only inherit a minor part 
  of their abilities. These abilities and the nature of hagspawn do 
  not manifest themselves as soon as they are born. In fact, most 
  hagspawn are born like normal human infants. As they grow 
  older and become toddlers their traits become apparent. Their 
  eyes change to their characteristically bright colors and their 
  noses grow. Upon reaching  adolescence their specific hagspawn 
  heiritage manifests.
  Hagspawn do not only inherit their mother’s powers; a 
  common trait that many hagspawn share is an inherit underlying 
  spitefulness. Feeling a minor satisfaction in seeing someone fail 
  or being stricken with misfortune, as well as a tendency to bear 
  grudges and develop ill tempers, make it hard for hagspawn to 
  befriend others. Though some hagspawn are able to use their 
  inherit spitefulness in a more constructive manner, many perform 
  impressive feats to prove their nay-sayers wrong.
  Physiology
  Hagspawn are highly similar to humans except that they grow 
  a few inches shorter on average, possessing a more fragile frame, 
  and have pale and often dry skin. They bear dark hair, ranging 
  from jet black,to night blues,and to dark purples. Their facial 
  features are defined by their distinctive long noses and piercing 
  bright-colored eyes that can range from yellow, to green, to pur-
  ple, or even light gray.
  hagsPawn names
  Hagspawn’s names are usually the ones given to them by their 
  adoptive parents, who are in most cases human. Therefore their 
  names are heavily determined by which region of the world the 
  Hagspawn ends up in. Those Hagspawn that end up in orphana-
  ges take on the last name associated with the orphanage as is com-
  mon practice. In some cases though a Hagspawn might dismiss 
  their given name and assume a new one. Most of these names are 
  a symbol for the hagspawn to empower themselves in the face of 
  an unwelcoming world.
  Artwork by MisterCrowbar
  
  Created by DM Tuz
  Male Names: Albus, Anders, Bale, Burgloom, Caspis, Corvo,  
  Damian, Drake, Ebon, Falk, Gabe, Grigg, Hero, Jake, Lutz, 
  Mart, Niko, Ozz, Sieg, Symon, Trist, Ull, Volk, Walt, Wenz
  Female Names: Abby, Agnes, Berth, Cecil, Doro, Elz, Gridd,
  Hella, Hild, Irm, Jutt, Kirst, Lenn, Maru, Nele, Ottil, Pheebe, 
  Sabin, Sall, Trixx, Urs, Vero, Ysen
  Orphanage Names: Bewell, Ehrlich, Flowers, Goodchild,
  Kindheart, Liebkind, Lovely, Pleasant, Trustworthy,
  Wohlgemut, White, Zart
  hagsPawn traits
  Your hagspawn’s heritage manifests in an assortmen of traits, 
  mostly determined by your mother’s nature.
  Age. Hagspawn have a similar growth to humans, reaching 
  adulthood in their late teens, but are known to live a few decades 
  longer than the average human, but do not retain their youthfull-
  ness like other races do.
  Alignment. Hagspawn that grow up to resent the society that 
  labled them as outcasts tend towards a chaotic alignment. Those 
  that are able to integrate into the society they were born into tend 
  towards staying neutral in most matters, preferring to stay out of 
  affairs of others one way or another.
  Size. Hagspawn vary in size between 5 to 6 feet. Your size is 
  Medium.
  Speed. Your base walking speed is 30 feet.
  Languages. You can speak, read and write Common and one 
  extra language of your choice. Hagspawn tend to learn the lan-
  guage of other people they deal with but it is not uncommon for 
  some of them to learn an obscure or ancient language, if they live 
  on the fringes of society or as studious shut ins.
  Spite. You are able to utilize your ill temper to push yourself 
  beyond your limits. Whenever a hostile creature scores a critical 
  hit against you, or you roll a 1 on the d20 for a saving throw 
  against an effect of a hostile creature you can see, you gain advan-
  tage on all attack rolls, ability checks, and saving throws until the 
  end of your next turn.
  Bloodlines. Five subraces of hagspawn are found among the 
  world: Annis Hag, Bheur Hag, Green Hag, Night Hag, and Sea 
  Hag.
  annis hag
  Your mother was an annis hag. These sadistic creatures delight 
  in destruction and misery. They are disfigured hags of immen-
  se strength that are able to tear a grown man apart with ease. 
  Though your body might seem frail at first glance it harbors your 
  mother‘s inhuman strength.
  Ability Score Increase. Your Strength Score increases by 2, 
  and your Charisma score increases by 1.
  Claws. You possess powerful claws 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.
  Cruelty. When you damage a creature with a weapon or spell 
  attack that is made with advantage, you can cause the attack to 
  deal extra damage to the creature. The extra damage equals your 
  total character level. You can use this trait only once per combat 
  (or once per minute).
  Annis Hag Legacy. Your Annis Hag legacy allows you to sum-
  mon a fleeting fog cloud around you. You can use a bonus action 
  to summon a 10-foot radius fog cloud centered on yourself. The 
  fog spreads arounds corners and heavily obscures the area. The 
  fog cloud lasts until the end of your next turn or until a wind of at 
  least 10 miles per hour blows it away.  Once you use this trait, you 
  can‘t use it again until you finish a short or long rest.
  Bheur hag
  Your mother was a bheur hag. Bhuer hags stalk the winter 
  wastes to bring icy doom onto unsuspecting travelers and then 
  feast on their frozen corpses. Latent wintermagic flows through 
  your veins, as well as a macabre disposition.
  Ability Score Increase. Your Charisma score increases by 2, 
  and your Dexterity score increases by 1.
  Winterborn. You have resistance to cold damage and are 
  adapted to cold climates.
  Ice Walk. Moving across or climbing icy surfaces does not 
  impose disadvantage on your ability checks. Additionally, difficult 
  terrain composed of ice or snow does not cost you extra move-
  ment.
  Maddening Display. Utilizing your Bheur blood, you are 
  capable of horrific displays of wickedness, like a disturbing psy-
  chotic grin, licking the blood off your blades, or simply describing  
  to your foe how you will feast on their marrow. As an action you 
  can do a maddening display. A creature that is able to see and hear 
  you within 30 feet must make a Wisdom saving throw. On a fai-
  led save the creature is terrified by your Maddening Display and 
  must use its reaction to move away as far as its speed allows from 
  you. The creature doesn‘t move into hazards, like a pit or an open 
  fire. A creature that is immune to fear automatically succeeds the 
  saving throw. The DC for the Wisdom saving throw is equal to 
  8 + your proficiency bonus + your Charisma modifier. After the 
  saving throw the creature becomes immune to your Maddening 
  display for 24 hours. Once you use this trait, you can‘t use it again 
  until you finish a short or long rest.
  Bheur Hag Legacy. You know the Ray of Frost cantrip. When 
  you reach 5th level you can cast the Hold Person spell once with 
  this trait and regain the ability to do so when you finish a long 
  rest. Your spellcasting ability for these spells is Charisma.
  As a DM, consider allowing a hagspawn character to use 
  their Spite trait in a social encounter as well; for exam-
  ple when an antagonistic non-player character severely 
  mocks, insults, or otherwise humiliates the hagspawn. 
  Beware of players looking for reasons to be offended to 
  abuse this lenience in their favor.
  Heartstone
  Artwork by MisterCrowbar
  
  Created by DM Tuz
  green hag
  Your mother was a green hag, who uses their magical powers 
  to lure unsuspecting victims into their death. You inherited your 
  mother’s desceptive charm and ability to allure and manipulate 
  people.
  Ability Score Increase. Your Charisma score increases by 2, 
  and your Strength score increases by 1.
  Born Liar. You are proficient with the Deception skill.
  Vanish. As a bonus action you can vanish from sight of 
  another creature. Choose a creature you can see within 120 ft. of 
  yourself. That creature must succeed on a Wisdom saving throw 
  or you become invisible to it until the beginning of your next 
  turn. The DC for this saving throw equals 8 + your proficiency   
  bonus + your Charisma modifier.  Once you use this trait, you 
  can’t use it again until you finish a short or long rest.
  Green Hag Legacy. You know the Friends cantrip. When you 
  reach 3rd level, you can cast the Charm Person spell once with this 
  trait and regain the ability to do so when you finish a long rest. 
  Charisma is your spellcasting ability for these spells.
  night hag
  Your mother was a night hag, the most vile kind of hag in 
  existence. They are known for their ability to walk in the dreams 
  of mortals and their mastery over fear itself.
  Ability Score Increase. Your Charisma score increases by 2, 
  and your Intelligence score increases by 1. 
  Made out of Nightmare. Being part creature that spreads 
  dread and horror wherever it goes, there is not much that can 
  affect you. You have advantage on saving throws against being 
  charmed and frightened.
  Inherently Scary. You are proficient with the Intimidation 
  skill.
  Night Hag Legacy. You know the Prestidigitation cantrip. 
  When you reach 3rd level, you can cast the Sleep spell once with 
  this trait and regain the ability to do so when you finish a long 
  rest. When you reach 5th level, you can cast the Misty Step spell 
  once with this trait and regain the ability to do so when you finish 
  a long rest. Charisma is your spellcasting ability for these spells.
  sea hag
  Your mother was a sea hag, which are cruel and jealous beings 
  lurking in murky waters to prey upon the flesh of sentient crea-
  tures.
  Ability Score Increase. Your Strength score increases by 2, 
  and your Constitution score increases by 1.
  Speed. In addition to your base walking speed, you have a 
  swimming speed equal to your walking speed.
  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. 
  Amphibious. You can breathe  air and water.
  Sea Hag Legacy. You can use an action to give a creature a 
  death glare. The targeted creature must be within 30 feet of you 
  and able to see you. The creature must succeed on a Wisdom 
  saving throw or be stunned until the end of your next turn. The 
  DC for this saving throw equals 8 + your proficiency bonus + 
  your Constitution modifier. Once you use this trait, you can’t use 
  it again until you finish a short or long rest.
  Artwork by DM Tuz
  
  Created by DM Tuz
  hagsPawn Quirks
  In rare cases, hagspawn can develop physical traits and quirks 
  correlating with their heirtage. These commonly manifest after 
  typical hagspawn traits when reaching adulthood. The manifesta-
  tion of these quirks seem to follow no rhyme or reason, as some 
  hagspawn develop several quirks as they approach old age. Some 
  manifest a single one along with their common hagspawn traits, 
  while then other hagspawn manifest none of these quirks at all 
  throughout their life.
  In case you, as a player, want a more monstrous appearance 
  for your hagspawn character, feel free to pick several hagspawn 
  quirks from the tables on this page or make up some of your own. 
  If you want to keep the appearance of your Hagspawn humanoid 
  and unassuming (besides your character’s nose), you can disregard 
  rolling for any hagspawn quirks.
  hagsPawn uniQue Feats
  Hagspawn characters have access to unique feats when they 
  level up in a class. Some DMs allow the use of feats to further 
  customize a character, see chapter 6, “Customization Options”, of 
  the Player’s Handbook.
  The following special feats allow your character to deepen and 
  expand upon their hag nature, as each feat represents an evolution 
  of your character‘s innate power and hag legacy.
  Cruel Claws
  Prerequisite: Hagspawn (Annis Hag)
  The vile annis hags cruel nature manifests in your claws, which 
  you are able to wield with great efficiency and wickedness. You 
  gain the following benefits:
  • Increase your Strength or Charisma score by 1, to a maxi-
  mum of 20.
  • When making an attack with your claws, you use your choice 
  of your Strength or Charisma modifier for the attack and 
  damage rolls. You must use the same modifier for both.
  • When you attack with your claws, you can use a bonus ac-
  tion to make another claw attack with your other hand.
  • When you hit a creature with a claw attack and hit the same 
  creature with your bonus action claw attack in the same turn, 
  you can use your Cruelty trait against the target as if you hit 
  it with advantage.
  deeP night hag magiCs
  Prerequisite: Hagspawn (Night Hag)
  You unlock more of the innate Magic that lies within your night 
  hag legacy. You gain the following benefits:
  • Increase your Intelligence or Charisma score by 1, to a maxi-
  mum of 20.
  • You learn additional spells to use with your Nighthag Legacy 
  trait, which you can cast in place of a spell of equal level. 
  You learn Magic Missile, and Ray of Enfeeblement. You also 
  learn the Detect Magic spell and can cast it at will, without 
  expending a spell slot. Charisma is your spellcasting ability 
  for this spell.
  Annis HAg
  d6
  Hagspawn Quirk
  1
  You have a hunchback.
  2
  One of your arms is larger or longer than the 
  other.
  3
  Your hair grows weak and is prone to fall out, 
  causing you partial baldness.
  4
  One or both of your eyes are covered in a milky 
  haze that does not impair your vision.
  5
  Parts of your skin are covered in warts or 
  similar growths.
  6
  Your fingernails grow at an abnormal rate and 
  resemble grotesque claws.
  Bheur hag
  d6
  Hagspawn Quirk
  1
  Your breath is unusually chilly, and your skin is 
  cold to the touch.
  2
  No matter how hard you try, you are only able 
  to smile in a creepy or offputting way.
  3
  Your hair is snow white and brittle, prone to 
  snap like icicles.
  4
  Your eyeballs appear entirely black.
  5
  You possess an unusual amount of incisor teeth 
  instead of the usual array of teeth.
  6
  Your skin is leathery and has a blue hue.
  Green HaG
  d6
  Hagspawn Quirk
  1
  Your teeth appear crooked and rotten.
  2
  Your nose is particularly long and pronounced, 
  even for a hagspawn.
  3
  Your hair grows unusually fast and long and 
  sometimes moves as if it has its own mind.
  4
  Your spine is crooked, which prevents you from 
  holding an upright posture.
  5
  Your laugh tends to sound like a sadistic cackle.
  6
  Your skin is green.
  Night hag
  d6
  Hagspawn Quirk
  1
  Dogs always seem to bark at you and animals 
  flee from your presence, except for cats.
  2
  Your blood and saliva are dark, which causes 
  your lips to be black.
  3
  Your lips are thin or entirely absent, exposing 
  your teeth at all times.
  4
  When sleeping, you sometimes find yourself in 
  other’s dreams, but may not always remember.
  5
  Your skin is wrinkly and has a purple hue.
  6
  You have a pair of small horns that grow from 
  your temples.
  Sea Hag
  d6
  Hagspawn Quirk
  1
  You smell like foul swamp water.
  2
  Your hair always appears to be wet and heavy.
  3
  You skin is clammy with a slimy sheen, and small 
  objects tend to get stuck to you and your hands 
  especially.
  4
  You have webbed hands and feet.
  5
  Your mouth is abnormaly wide, almost reaching 
  ear to ear.
  6
  You possess bulging, fishlike eyes.
  Hagspawn UniqUe Feats
  Bloodline
  Feat
  Any
  Many Faces
  Any
  Unyielding Spite
  Annis Hag
  Cruel Claws
  Annis Hag
  Mist Eyes
  Bheur Hag
  Winter Magics
  Green
  Disappear
  Night Hag
  Deep Night Hag Magics
  Night Hag
  Hag Jaunt
  Sea Hag
  Paralyzing Glare
  
  Created by DM Tuz
  disaPPear
  Prerequisite: Hagspawn (Green Hag)
  Trickery and furtiveness lie in the nature of the green hag. 
  Drawing from the blood of your mother, you can disappear from 
  sight. You gain the following benefits:
  • You learn the Invisibility spell, which you can cast without 
  expending a spell slot. Once you do so, you can’t use it again 
  until you have finished a long rest. Charisma is your spellcas-
  ting ability for this spell.
  • Additionally you are able to use your Vanish trait at will. If 
  the target’s saving throw is successful, or if the effect ends on 
  it, the target is immune to your Vanish for 1 hour.
  hag Jaunt
  Prerequisite: Hagspawn (Night Hag), Level 5
  Night hags are able to traverse planes, and shift between the 
  material and ethereal. You learned to draw upon a sliver of this 
  power. You gain the following benefits:
  • Once you cast Misty Step with your Night Hag Legacy Fea-
  ture, you can use it again after finishing a short rest.
  • When you cast Misty Step with your Nighthag Legacy trait, 
  you remain insubstantial and have resistance to bludgeoning, 
  piercing and slashing damage until the end of your next turn.
  many FaCes
  Prerequisite: Hagspawn, 13 Charisma
  You manifest your mother’s ability to move undetected among the 
  societies of the mortal races. You gain the following benefits:
  • Increase your Wisdom or Charisma score by 1, to a maxi-
  mum of 20.
  • You learn the Disguise Self spell, which you can cast without 
  expending a spell slot. Once you do so, you can’t use it again 
  until you have finished a short or long rest. Charisma is your 
  spellcasting ability for this spell.
  • You have advantage on Deception checks to pass as member 
  of another humanoid race of your own gender.
  misty eyes
  Prerequisite: Hagspawn (Annis Hag)
  You deepen your connection to your annis legacy, which gives 
  you mastery over mist and fog. You gain the following benefits:
  • You gain darkvision, allowing you to 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.
  • Natural or magical mist does not impede your vision up to 
  60 feet.
  • The radius of the mist you create with your Annis Hag Lega-
  cy trait is increased by 10 feet. Additionally you can center it 
  at any point you can see within 60 ft. of yourself.
  Paralyzing glare
  Prerequisite: Hagspawn (Sea Hag)
  You further manifest your mother’s lethal glare ability. You gain 
  the following benefts:
  • You can use your Sea Hag Legacy trait one additional time 
  (twice) before having to finish a short or long rest to use it 
  again. If the target’s saving throw is successful, or if the effect 
  ends on it, the target is immune to your glare for 1 hour.
  • A target stunned by your Death Glare becomes paralyzed 
  until the end of your next turn instead.
  unyielding sPite
  Prerequisite: Hagspawn
  You learned how to channel your spite to great effect. You will 
  deny your foe the satisfaction of victory over you. You gain the 
  following benefits:
  • When you use your Spite trait, you gain temporary hit points 
  equal to twice your proficiency bonus [you gain the tempora-
  ry hit points before you take the damage].
  • When you are hit by an attack or fail a saving throw and can 
  see the attacker or source of the saving throw, you can use a 
  reaction to direct your spite and use your Spite trait as if you 
  suffered a critical hit. Once you use this feature, you can’t use 
  it again until you have finished a short rest or long rest.
  winter magiCs
  Prerequisite: Hagspawn (Bheur Hag)
  While bheur hags were dependant on their gray staffs to utilize 
  their winter magic, you learned to utilize it through your blood 
  alone. You gain the following benefits:
  • You learn the Armor of Agathys spell, which you can cast wit-
  hout expending a spell slot at a maximum level equal to half 
  of your proficiency modifier, rounded down. Once you do 
  so, you can’t use it again until you have finished a long rest. 
  Charisma is your spellcasting ability for this spell.
  • Whenever you cast a spell that deals cold damage or is a spell 
  cast through your Bheur Hag Legacy trait, you can cover 
  your weapon or hands in bitter cold. The next weapon attack 
  or unarmed strike you make before the end of your next 
  turn deals an additional 3 (1d6) cold damage and reduces the 
  target’s movement speed by 10 ft. until the end of your next 
  turn.
  Cruel Claws
  Artwork by MisterCrowbar
  
  Created by DM Tuz
  heartstone
  Due to their cruel and vile nature, hags are considered heart-
  less creatures, so much so that there is a legend surrounding the 
  loss of their hearts. It is said that in the moment of it’s creation the 
  hag rejected it’s own heart, tearing it from it’s body and procee-
  ding to carry around this shriveled vestige of an organ, an item 
  referred to as a heartstone.
  Not much is known of the true nature of these gemstones, 
  except that they harbor mysterious powers that allow hags to 
  perform their unique and often strange magic. Each hag treasures 
  their heartstone and would defend it with their life to protect it.
  Even hagspawn are on a subconcious level allured by these 
  heartstones, knowing deep within that they are needed to tap 
  further into their hag nature. Legends say that these heartstones 
  are the key for hagspawn to perform their transformation into 
  full hags, leaving behind their humanity to ascend into their full 
  potential. Alone, the possession of one of such stones has a huge 
  impact on the innate abilities of a hagspawn, dramatically increa-
  sing their inherited powers.
  HEARTSTONE
  Wonderous item, Very Rare (requires attunement by a hag-
  spawn)
  You are able to use the Disguise Self spell at will. Charisma is 
  your spellcasting ability for this spell.
  This item awakes the latent powers of a hagspawn. The 
  bonuses granted depend on the subrace of the hagspawn 
  attuned to the item.
  Annis Hag. Your strength score increases by 2, to a maximum 
  of 22.
  You have resistance to bludgeoning, piercing and slashing 
  damage from nonmagical attacks.
  You are able to cast the Fog Cloud spell at will, using Charisma 
  as your spellcasting ability.
  Your claws now deal 1d10 + Strength modifier slashing dama-
  ge and are considered magical.
  Green Hag. You are able to cast the Invisibility spell once per 
  short rest. You are able to cast the Mass Suggestion spell once per 
  long rest without any material components needed. Charisma is 
  your spellcasting ability for it.
  You have advantage on attack rolls against any creature that is 
  charmed by you. In addition, any hit you score against a creature 
  charmed by you is a critical hit.
  Nighthag. You are able to cast the Sleep spell at second level 
  once per short rest and you can cast the Misty Step spell once per 
  short rest. Charisma is your spellcasting ability for these spells.
  You are able to cast the Plane Shift spell without any com-
  ponents twice per day, but you are limited to traveling to the 
  ethereal plane or the dream of a sleeping creature and back to the 
  Material Plane from either of these planes. You cannot use this 
  spell to banish an unwilling creature to another plane.
  Whether while you are on the Ethereal Plane or on the 
  Material Plane, when you touch a sleeping humanoid, that is not 
  under the effect of Protection from Evil and Good or Magic Circle, 
  you can afflict the creature with nightmares for as long as you 
  touch the creature. If these nightmares last for at least 1 hour, the 
  target gains no benefit from its rest, and its hit point maximum 
  is reduced by 2d10. If this effect reduces the target‘s hit point 
  maximum to 0, the target dies. The reduction of the target‘s hit 
  point maximum lasts until removed by the Greater Restoration spell 
  or similar magic.
  Sea Hag. Your swimming speed is increased by 10 feet and you 
  are able to understand and speak Aquan. 
  You can cast the spell Eyebite once per long rest. Constitution is 
  your spellcasting ability for this spell.
  Your death glare causes a creature on a failed save to take d6 
  necrotic damage equal to half your character level (for example a 
  level 12 hagspawn’s death glare would deal 6d6 necrotic damage).
  Bheur Hag. You become immune to cold damage.
  As a bonus action, you can choose to have any bludgeoning, 
  piercing or slashing damage you deal with weapon attacks to 
  become cold damage instead until the end of your turn.
  You are able to cast the Hold Person spell at will and are able to 
  cast one of the following spells once per long rest:  Cone of Cold, 
  Wall of Ice, and Control Weather. Charisma is your spellcasting 
  ability all of these spells.
  Be aware that when designing the effects of the 
  Heartstone, balancing was not one my main concerns. A 
  Heartstone is first and foremost designed to be a story 
  element. Read through the effects and consider how 
  they can affect your game before awarding this item to 
  a hagspawn character!
  Artwork by DM Tuz
  
  Created by Dungeon Master Tuz
  You can find more of my content here:
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   https://dm-tuz.tumblr.com/
  Check out https://www.patreon.com/DMTuz or https://ko-fi.com/dmtuzoh
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  loCalisation
  In case your gaming group’s main language is not english 
  and you want to feature hagspawn in your game, here are some 
  appropriate translations for other languages.
  Feel free to contact me to expand the list of translations, or 
  if you are a native speaker of one of the listed languages and 
  have a better suggestion for a name. Any help and suggestion is 
  welcome!
  original insPiration
  The original spark of inspiration for the Hagspawn found 
  in this supplement came from the The Ecology of the Night Hags 
  article written by F. Wesley Schneider in Dragon Magazine #324. 
  The article discribes how night hags specifically reproduce, using 
  their shape changing abilities, give birth to a normal darkhaired 
  child, which they then leave for another family to raise. Then at 
  the night of the child’s 13th birthday, the Night Hag would return 
  and collect said child to transform it into a true night hag in a 
  macabre ritual.
  The question that I asked myself was “What if the hag would 
  never return to collect the child?“. Little did I know that at the 
  time Hagspawns were an already established player race in the 
  Forgotten Realms setting, which I learned once I was looking into 
  an appropriate english name for the race. My hope is that this 
  supplement somewhat marries my own take with the established 
  hagspawn, by giving people the option to make their hagspawns 
  as monstrous as they wish.
  sPeCial thanks
  A big thank you to Cannon, Crowbar, Dan, and Nicki, all 
  members of my private D&D group that helped me explore and 
  flesh out the concept of hagspawn in our homebrew game!
  An additional thank you to Cailen Crow for taking the time 
  proofreading this supplement which was quite a mess when I 
  handed it to him!
  Lastly, big thank you to all folk that even when I first released 
  the first version of the hagspawn player race in 2018, who despite 
  the obvious flaws it had in its initial release, still gravitated 
  towards them. Thank you for played them in your private games, 
  and even posting art of your hagspawn characters!
  my other works
  I only occasionally dabble in character options. The main bulk 
  of my homebrew work for D&D 5e are monster statblocks! If any 
  of these sound interesting to you, consider checking out my other 
  works:
  Darkest Dungeon Monster Manual (Apprentice Levels) - A 
  monster manual that features low level monsters of Red Hook 
  Studio’s Darkest Dungeon
  Bloodstained Notes - A Hunter’s Bestiary - A complete mons-
  ter manual fan adaptation of From Software’s Bloodborne
  Unbound Monsters: Slaughterhouse Horrors - A small col-
  lection of horrific monsters given as a free sample of my patreon 
  exclusive monsters
  Language
  Hagspawn Translation
  Dutch
  Heksenkind
  German
  Vettelkind
  French
  Enfant du Guenaude
  Spanish
  Gente de Bruja
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DM TUZ/Hagspawn.pdf