Swamp Hag (3.5e Class)
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A swamp-themed non-caster that gets curses, a minion and transformation abilities. 10 1 Moderate Good Poor Good Other Other
Swamp Hag[edit]
Swamp hags are empowered by the natural spirits of the swamp. They're highly durable, able to outlast opponents and wear them down gradually with curses that reduce ability scores. Hags are empowered with the abilities of creatures of the swamp and often bring more to bear than their opponents might expect, after all, a full-plate wearing, touch attack dealing, plant-toad-snake powered master of the bog doesn't exactly sound like what you might expect to be able to make out of this class at first glance.
Making a Swamp Hag[edit]
Swamp hags are support characters but can function on the front-lines thanks to their hardiness.
Abilities: Many swamp hags choose to focus on their Hag Focus key ability score as their primary or secondary score, with a physical ability next (usually either Dexterity for maneuverability or Strength for damage output and higher attack success rate). Some choose to boost Constitution to become highly resistant and difficult to kill.
Starting Gold: 4d4 ×10 gp (100 gp).
Starting Age: Moderate.
Class Features[edit]
All of the following are class features of the swamp hag.
Weapon and Armor Proficiency: A swamp hag is proficient with simple weapons, light armor and shields (but not tower shields).
Special Aptitude: A 1st level swamp hag must choose which special aptitude to focus on. Choose one of the following:
Armor Mastery: A swamp hag gains Armor Proficiency (Medium), Armor Proficiency (Heavy) and proficiency with tower shields. An armor mastery swamp hag only applies half of the penalty gained by her armor check penalty.
Finesse Mastery: A swamp hag gains Weapon Finesse as a bonus feat. A finesse mastery swamp hag may, as a non-action at any time, trade any remaining uses of her attacks of opportunity for the round to gain an extra immediate action for the round. She must have at least one attack of opportunity usage available to do so.
Weapon Mastery: A swamp hag gains Exotic Weapon Proficiency as a bonus feat for one weapon of her choice. A weapon mastery swamp hag may deliver her Hex Touch through a melee weapon attack that successfully strikes the target.
Hag Focus: Swamp hags are a diverse bunch and must choose which of their mental ability scores to focus on. Each focus grants a different feature and ties her swamp hag class features to this hag focus key ability. A 1st level swamp hag must choose one of the following:
Scientific Hag (Intelligence): She uses trial and error to learn to succeed. If she fails an action against a check or opponent and tries a different action against the same target, she gains a +2 bonus to the check or DC of the ability. If that action succeeds, she continues to gain the bonus until she tries something different against that target.
Perceptive Hag (Wisdom): She remembers how to avoid problems that come up again. Whenever a creature fails against her with an ability (such as with an attack roll or a spell), they apply a –2 penalty to that ability against her (or she is provided with a +2 bonus on her check against it). She may only use this feature against a single opponent at a time. She may use the Aid Another action as a swift action to grant this benefit to an adjacent ally.
Intuitive Hag (Charisma): She has a sense of her ability. She gains the Intuitive Initiative feat as a bonus feat. If she already has this feat, she may choose another feat she meets the prerequisites for.
Affinity (Ex): At 1st level, a swamp hag may make Handle Animal checks in place of Diplomacy to improve the attitudes of animals and vermin. Domestic creatures default to indifferent while wild creatures default to unfriendly. The swamp hag and the target creature must be within close range (25 ft. + 5 ft. per 2 swamp hag levels) and aware of each other. The check takes 1 minute and only works on creatures of Int 2 or less (though she may still use Diplomacy on smarter creatures).
At 4th level, her affinity grows to affect magical beasts and plant creatures. At 8th level, her affinity grows to affect aberrations, fey and oozes.
She can speak with and understand any creature she has a swamp hag affinity with, similar to the speak with animals spell, though as an extraordinary ability. Mindless creatures generally only mutter about whatever they're currently doing.
Hex Touch (Su): A swamp hag can curse creatures with a melee touch attack as an attack action that allows a Fortitude save for half effectiveness (DC is 10 + 1/2 her swamp hag level + her hag focus key ability modifier). The penalty gained by Hex Touch lasts for 1 minute since the last Hex Touch was applied to the target. Hex Touch cannot reduce a score via this penalty below 1. These penalties stack with each other. A casting of dispel magic (with a caster level equal to the swamp hag's level) or remove curse removes any penalty gained by Hex Touch. Creatures that are immune to curses are immune to Hex Touch.
On a successful touch, a swamp hag deals two 1d2 penalties to the same or different ability scores (Strength, Dexterity or Constitution, Intelligence, Wisdom or Charisma).
A Weapon Mastery swamp hag may apply her Hex Touch through a successful melee attack.
Disturb (Ex): A swamp hag possesses the uncanny ability to disturb her foes. At 1st level, she may target a living creature within close range (25 feet + 5 feet per 2 HD) with a special Intimidate check as she would to demoralize as a swift action. However, instead of demoralizing, the target is sickened for a number of rounds equal to her hag focus ability modifier (minimum of 1 round). The target must be able to see or otherwise detect her to be affected by this ability.
Improved Disturb (Ex): A swamp hag can further exacerbate targets already affected by her disturb. At 3rd level, if she targets a creature sickened by her Disturb ability, she can force a Fortitude save (DC 10 + 1/2 her swamp hag level + her hag focus key ability modifier) against that target or become nauseated for 1 round and then continues any remaining duration of being sickened. On a successful save, targets are immune for 24 hours to that swamp hag's Improved Disturb.
Mass Improved Disturb (Ex): A swamp hag can spread her focus of further, afflicting more targets. At 5th level, as part of her action, she may choose a number of targets up to 1/2 her swamp hag level within range to be affected by her Disturb or Improved Disturb abilities.
Minion: At 1st level, a swamp hag gains a minion. Her swamp hag levels are her master level for determining her minion's abilities. At 10th swamp hag level she may add half her HD/ECL from other non-master classes/LA as part of her master level.
Resistances (Ex): A swamp hag is resistant to diseases (including magical and supernatural diseases), nauseation, poisons and sickness. At 1st level, a swamp hag gains a +1 bonus against these effects and conditions, never automatically fails on a check result of a natural 1 and is immune to any such effect that has a DC less than 5 + 1/2 her swamp hag level + her hag focus key ability modifier. Her bonus increases as she gains swamp hag levels (+2 at 3rd, +3 at 5th, +4 at 7th and +5 at 9th and above).
Baleform Ray (Su): At 2nd level, a swamp hag learns to fire a hideous ray of transformative, weakening energy. As a standard action, she may fire a ray at a creature within close range (25 ft. + 5 ft./2 HD) dealing 1d6 + her hag focus ability modifier in nonlethal damage as a ranged touch attack.
Upon dealing enough nonlethal damage to a living target with the ray so that its nonlethal damage exceeds its current HP, the swamp hag has the option of permanently transforming the creature into an ordinary Tiny or smaller animal (at half total HP with any nonlethal removed). The target can attempt a Fortitude save (DC 10 + 1/2 her swamp hag level + her hag focus ability modifier) to negate the transformation and take the damage normally. A creature that saves is rendered immune to the transformation for 24 hours.
While dispel magic has no effect on restoring a baleformed creature, a remove curse or similar ability returns the creature to its previous form, though only with as many HP as its animal form had at the time. A swamp hag may dismiss this curse with a touch as a full-round action. When a creature returns to its previous form, it still only has as many current HP as its animal form had at the time.
Such a becursed creature cannot become a familiar, animal companion or minion. Such creatures do radiate faint Transmutation magic when examined with detect magic.
Additionally as an immediate action, a swamp hag may, at her option, apply this fate to herself upon reaching 0 or lower hp or being knocked out from nonlethal damage from an attack. In this animal form, she would be unable to dismiss this herself until reaching 10th level when she gains Total Transformation and her will remains in control of her form, and then only when she's at full HP.
Low-Light Vision (Ex): At 2nd level, she gains low-light vision.
Darkvision (Su): At 3rd level, a swamp hag gains darkvision out to 60 feet. If she already has darkvision from another source, it extends another 60 feet.
Hybrid Form (Su): At 3rd level, a swamp hag has learned how to imbue herself with the powers of the animals of the swamp, gaining animalistic features and abilities. She starts by knowing how to transform herself with a single creature's powers (and back again) as a standard action with no duration. This alteration changes any gear to fit the hybrid form. Employing a hybrid form may incur a –4 penalty on Disguise checks applied to the creature, depending on the circumstances.
At 5th level, a swamp hag may grant a hybrid form to her minion (or dismiss a form) as a standard action.
At 6th level, she may assume two hybrid form powers at the same time. Racial bonuses overlap from these hybrids. Example: A leech toad swamp hag only gains a +4 bonus on Swim skill checks.
At 7th level, as a standard action touch, she may transform a willing creature with a single hybrid form. She may have a number of hybrid allies equal to her swamp hag level. These creatures may dismiss the form as a standard action on their own or as a free action at the start of their turn, leaving them fatigued until the end of their turn. If she goes over her limit of hybrid creatures, the oldest transformations vanish from their targets, leaving them fatigued for 1 round.
At 9th level, she may assume three hybrid form powers at the same time.
Bat Powers: This hybrid form isn't available until a swamp hag reaches ECL 5. Bat powers grant:
- Fly speed equal to the creature's land speed (poor maneuverability).
- Dazzled in areas of bright illumination.
- No hands to grasp tools, weapons or use somatic spell components.
Leech Powers: Leech powers grant:
- +4 racial bonus on Swim skill checks.
- +2 racial bonus on grapple checks.
- Swim speed equal to the creature's land speed and the ability to breathe while underwater.
- A leech power creature may suck blood from a willing creature or from a pinned or helpless creature, dealing 1d4 points of damage (piercing, slashing and bludgeoning) and gives her the option of neutralizing any poison currently affecting the target as she draws it out. The leech power creature heals an amount of damage equal to the damage dealt from drawing blood.
Plant Powers: Plant powers grant:
- +4 racial Hide bonus when hiding among plants.
- damage reduction X/slashing where X is equal to 1/2 the creature's HD total.
- Natural healing at 1 hp per 10 minutes exposed to natural sunlight.
- Fire weakness, taking an extra 50% from fire damage.
Toad Powers: Toad powers grant:
- +2 natural armor bonus.
- +4 racial bonus on Jump and Swim skill checks.
- Swim speed equal to half the creature's land speed.
Snake Powers: Snake powers grant:
- +4 racial bonus on Escape Artist, Hide, Move Silently and Swim checks.
- Swim speed equal to half the creature's land speed.
- Squeeze through a space as if one size smaller.
Hag Boon: At 4th level and every even level afterwards, a swamp hag gains a single hag boon from the following list.
Affinity Stance (Ex): A swamp hag may enter a non-threatening affinity stance at the start of her turn as a free action and maintain this stance indefinitely. While in this stance, she doesn't threaten spaces within her reach. Creatures she has swamp hag affinity with (which are either mindless or of 1–2 Intelligence) have an initial attitude one step higher (wild creatures default to indifferent and domestic creatures default to friendly) when met while she is under this stance.
Command Swarm (Su): With a standard action, a swamp hag may attempt to gain control of an animal or vermin swarm within 100 feet + 10 feet per her HD. She must make an opposed check (1d20 + 1/2 her HD + her hag focus key ability modifier) against a caster level check (1d20 + caster level for summoned swarms) or a DC of 10 + CR×2 for uncontrolled swarms. She may command the swarm with her move action.
She gains immunity to effects and damage generated by a swarm under her control. She loses control if the swarm leaves her range. If the swarm was previously under the control of another creature, their command is resumed.
Drain Appearance (Su): A swamp hag can drain a creature's appearance with a touch attack. The target is allowed a Fortitude save (DC 10 + 1/2 the swamp hag's level + the swamp hag's hag focus ability modifier). A creature that saves is unaffected. A creature that fails has their appearance drained away, warping and distorting its features. The swamp hag them makes a Disguise check, with the result being applied to the target and the swamp hag with a +8 bonus. The swamp hag's disguise goes toward her changing to look like a member of her target's race, while her target's disguise goes toward not being recognized as itself. The effects last 2 hours per swamp hag level (though the swamp hag may dismiss both disguises simultaneously).
Hybrid Alligator Power (Su): The power of the alligator is added to her Hybrid Form list. An alligator hybrid gains:
- +8 racial bonus on Hide (while in water) and Swim skill checks.
- Swim speed equal to the creature's land speed.
- +4 natural armor bonus.
- May hold breath twice as long.
- Proficient masterwork bite attack (as though wielding a light weapon).
Alligator Power Bite
Light Melee
Cost: | — gp |
---|---|
Damage (Small): | 1d4 |
Damage (Medium)1: | 1d6 |
Critical: | ×2 (×3 while grappling) |
Weight2: | — lbs |
Type3: | Bludgeoning, Piercing and Slashing |
HP4: | — |
Hardness: | — |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
Improved Baleform Ray (Su): Her baleform ray damage increases to 1d10 with a critical threat range of 19-20/×2.
Improved Hex Touch (Su): Her Hex Touch deals two 1d2+1 penalties.
Improved Hybrid Bat Power (Su): Improved hybrid powers enhance her hybrid forms, adding features and abilities. A swamp hag must have access to her Hybrid Form Bat Power before gaining this ability. Improved bat power grants:
- Fly speed equal to the creature's land speed (average maneuverability).
- Blindsight out to 30 feet or the creature's darkvision range.
- dazzled in areas of bright illumination.
- No hands to grasp tools, weapons or use somatic spell components.
Improved Hybrid Leech Power (Su): Improved hybrid powers enhance her hybrid forms, adding features and abilities. Improved leech power grants:
- +8 total racial bonus on Swim skill checks.
- +4 total racial bonus on grapple checks.
- Swim speed equal to the creature's land speed and the ability to breathe while underwater.
- A leech power creature may suck blood from a willing creature or from a pinned or helpless creature, dealing 1d6 points of damage (piercing, slashing and bludgeoning) and gives her the option of neutralizing any poison currently affecting the target as she draws it out. The leech power creature heals an amount of damage equal to the damage dealt from drawing blood.
Improved Hybrid Plant Power (Su): Improved hybrid powers enhance her hybrid forms, adding features and abilities. Improved plant power grants:
- +8 total racial Hide bonus when hiding among plants.
- damage reduction X/slashing where X is equal to the creature's HD total.
- Natural healing at 1 hp per 5 minutes exposed to natural sunlight.
- Fire weakness, taking an extra 50% from fire damage.
Improved Hybrid Toad Power (Su): Improved hybrid powers enhance her hybrid forms, adding features and abilities. Improved toad power grants:
- +4 total natural armor bonus.
- +8 total racial bonus on Jump and Swim skill checks.
- Swim speed equal to half the creature's land speed.
Improved Hybrid Snake Power (Su): Improved hybrid powers enhance her hybrid forms, adding features and abilities. Improved snake power grants:
- +8 total racial bonus on Escape Artist, Hide, Move Silently and Swim checks.
- Swim speed equal to the creature's land speed.
- Squeeze through a space as if two sizes smaller.
Hybrid Hydra Power (Su): The power of the hydra is added to her Hybrid Form list. A hydra hybrid gains:
- +8 racial bonus on Swim skill checks.
- Swim speed equal to the creature's land speed.
- Maximizes all magical healing received on it. May regrow lost body parts by spending 1 minute of full-round actions at the cost of 2 points of constitution burn, which only heals naturally.
Master Level Minion (Ex): A swamp hag uses her total ECL as her master level for the purposes of her minion. She only suffers a weakened state for 1/2 the normal time when her minion is killed or dismissed.
Mudwalker (Ex): A swamp hag may move through mud, sludge, quicksand, shallow water, thick undergrowth, brambles and similar terrain without harm or impediment to her movement. She may use weapons underwater without penalty from the environment.
Naturally Armored (Su): A swamp hag gains an enhancement bonus to her natural armor equal to 1/2 her swamp hag level. For every point of natural armor she has (not including enhancement), she gains an equal amount of armor bonus.
Redirect (Su): If a swamp hag takes no effect on a successful save against a magical or supernatural ability, she may redirect the ability to another target within range (if possible) as a non-action. She may only redirect abilities from creatures equal to or lower than her own ECL/CR.
Slimy Skin (Su): A swamp hag has slime-covered skin that protects her. She gains energy hindrance 50% against acid, fire and electricity. A swamp hag suffering from dehydration loses the benefit of this ability. This ability also negates the Plant Powers' fire weakness.
Spell Immunity (Su): A swamp hag gains a supernatural spell immunity (as unbeatable spell resistance) against 1 spell per 3 swamp hag levels (to a maximum of 3 at 9th level). These spells may be of no higher level than 1/2 her swamp hag level (to the limit of 4th level spells). She may change her immunities with 1 hour of meditation. She gains no protection from spells which do not offer spell resistance.
Swamp Life Power (Su): A swamp hag gains a number of healing dice equal to her HD total usable per day. Each die restores 1d4+1 hp to the target creature with a touch. She may choose to use any number of her available dice as a standard action touch attack.
Touch-Back (Su): A swamp hag can deliver a touch attack against a target she is engaged with in melee combat as an immediate action when struck (channeling the touch's effect through any wielded weapon her opponent may have used against her). Her touch attack is resolved after her opponent's attack is resolved.
Warty Touch (Su): With an attack action touch attack, a swamp hag can imbue a creature with warts that instantly pop up on its skin unless it succeeds on a Fortitude save (DC 10 + 1/2 her swamp hag level + her swamp hag focus key ability modifier). These warts weaken the target's resistance to disease and poison, granting as much penalty as she gains from her Resistance ability. The warts can be removed with a Heal skill check equal to the same DC, a remove disease spell or any amount of cold damage.
Total Transformation (Su): At 10th level, when at full HP, a swamp hag may, as a standard action fully transform into any non-mindless creature she has swamp hag affinity with. Her gear melds into her new form (unless her new form has proficiency with anything worn, in which case her gear changes shape to suit the new form) and she loses all features and abilities of her normal form (save for the ability to turn back as a standard action when at full HP). She gains the features and abilities of her new form, though she retains her own motivation, alignment and will. She may only choose forms equal or less than her own ECL/CR –4 or her own ECL/CR –2 for creatures native to swamps and marshes. Any other statuses or conditions carry over between forms (unless the new form is immune).
Example: A 10th level swamp hag transforms into a nine-headed hydra when at full HP. The swamp hag's player sets aside her character sheet and uses the monster's stat block. When the player is ready to change her character back (and at full HP), she uses a standard action and starts using her character's sheet again.
Swamp Hag Lore[edit]
Characters with ranks in Knowledge (geography or nature) can research swamp hags to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | Swamp hags place temporary curses with a touch. They often command minions. |
10 | Swamp hags imbue themselves and their allies with powers from the creatures of the swamp, gaining resistances, supernatural abilities and are able to ally themselves with wild monsters. |
15 | Swamp hags are durable and varied. They're able to disturb almost anyone and the most powerful of their kind transform into wild beasts. |
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Article Balance | High + |
Author | Ganteka Future + |
Base Attack Bonus Progression | Moderate + |
Class | Melee + |
Class Ability | Other + |
Class Ability Progression | Other + |
Cost | — gp + |
Critical | ×2 (×3 while grappling) + |
Damage | 1d6 + |
Damage Type | Bludgeoning +, Piercing + and Slashing + |
Fortitude Save Progression | Good + |
Hardness | — + |
Hit Points | — + |
Identifier | 3.5e Class + |
Length | 10 + |
Minimum Level | 1 + |
Proficiency | None + |
Range | — + |
Rating | Undiscussed + |
Reflex Save Progression | Poor + |
Size | Light + |
Skill | Balance +, Bluff +, Climb +, Craft +, Diplomacy +, Disguise +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Search +, Sense Motive +, Spot +, Survival +, Swim + and Tumble + |
Skill Points | 6 + |
Summary | A swamp-themed non-caster that gets curses, a minion and transformation abilities. + |
Title | Swamp Hag + |
Weight | — + |
Will Save Progression | Good + |