Half-Hag (continued)
Ability Score Increase N/A
Size Medium
Speed
Ritual of Vitality
The ritual of vitality is a crude method of creating a potion meant to extend a hag's life, reinforcing their moral alignments, and retaining their physical appearance.
Those who choose to not use this ritual always end up succumbing to the evil that is hidden within them, eventually turning wicked and permanently being stuck in their Crone form.
Effects
Upon attempting to create this potion the maker must state the manner in which they acquired each of the required ingredients, the GM will determine if the ingredient was either obtained in a manner that would either count as good or evil. Once this has been completed the potion is created, and must be consumed promptly or stored in some form of frozen environment.
When the potion is consumed, the player is to roll a D100. By default rolling between 1-70 results with the potion taking on the effects of the "Ritual of Malevolent Vitality", while rolling between 71-100 causes the potion bestows the effects of the "Ritual of Benevolent Vitality".
The manner in which the player acquired their ingredients can result with the scale shifting in favour of one of the two variants of the ritual.
Ingredients |
Unicorn Blood |
Angel's Feather |
Infant's Soul |
Good |
50-100 |
30-100 |
10-100 |
Neutral |
70-100 |
70-100 |
50-100 |
Evil |
1-80 |
1-90 |
1-100 |
Ritual Of Malevolent Vitality
After drinking this variant of the potion and completing the Ritual of Malevolent Vitality the witch ceases to naturally age past the age of 25, and reverts to her 25 year old self if older. The witch also gains an additional 50 years to their maximum age and 5 hit die that increase her maximum hit points.
Finally, their alignment shift from Good to Neutral or from Neutral to Evil.
Ritual Of Benevolent Vitality
After drinking this variant of the potion and completing the Ritual of Benevolent Vitality the witch with cease to naturally age past the age of 70, but will not revert to how she looked when she was 70 if she has aged past that age. The witch also gains an additional 5 years of life to the maximum age and 2 hit die that increase her maximum hit points.
Finally, their alignment shifts from Evil to Neutral or Neutral to Good.
Additional Information
This race was designed to be complex and interactive for both the player and the GM, allowing for intricate mechanical modularity as well as utilizing the alignment system as an anchor for potential roleplaying opportunities.
If you wish to use this race as intended, it is important to note that the player's decision to be good or evil is a major pillar that will determine what they will have available to them. Evil characters DO NOT have access to
The Forms of the Wardens. While good aligned characters will most likely not get the health bonuses an evil hag may reap from
Ritual of Vitality.
Additionally, it is important to note, that the Rituals of Vitality are primarily a feature intended for roleplay. A player should not be allowed to benefit from the increase to Hit Points more than once in a campaign, UNLESS a period equal to the number of years gained to their maximum health has passed.