School of Hexmastery (Homebrew, Restricted)
Hit Points
Hit Dice: d4 per School of Hexmastery (Homebrew, Restricted) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The ancient and often forbidden arcane art of Hexmastery involves a specialized focus of the enchantment school of magic to creature one deadly and dangerous tradition. Followers of this tradition, known as ‘hex mages’ or ‘curse masters’, learn how to acquire deadly hexes, a special type of magic that can curse and debilitate others. These wizards learn how to acquire more of these hexes, and learn how to make them incredibly efficient.
Cursed Savant
By 2nd level, you know how to identity curses, and have acquired additional hexes and curses of your own. Whenever you make an Intelligence (Arcana) related to curses and hexes, you are considered proficient in the Arcana skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Additionally, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a spell from the cleric or warlock spell list, so long as it belongs to the school of enchantment. The spell must be of a level for which you have spell slots. Any cleric or warlock spell you gain from this feature is considered a
wizard spell for you, but other wizards can’t copy cleric and warlock spells from your spellbook into their own
Spellbooks.
Book of Curses
Beginning when you choose this tradition at 2nd level, you can acquire unique magical hexes into your spellbook. These hexes do not require concentration, and any hex that requires a saving target to make a saving throw does so against your wizard spell save DC. A creature affected by a hex cannot be affected by another hex until the effects of the first hex wear off.
Hexes
You learn two hexes of your choice at 2nd level, which are listed in the Hexes List at the end of this subclass. You learn two additional hexes of your choice at 6th, 10th, and 14th level. Each time you learn a new hex to add to your Book of Curses, you can also replace one hex you know with a different one.
Distant Casting
At 6th level, you have learned how to curse others from afar. Whenever you cast an enchantment spell of 1st level or higher or use your action to cast one of your hexes, the range of the spell or hex is doubled.
Heightened Malediction
By 10th level, you have become adept at implementing hexes and curses. Whenever you cast one of your hexes that affects only one target, you can affect two targets, provided that they are both within range of the hex.
Curse Lord
At 14th level, your curses and hexes have become legendary for their potency. Other creatures have disadvantage on saving throws against your hexes. Additionally, you can target creatures within range of your hexes even if you cannot see the target, provided you have seen the target in the last minute and the target is within range.
Hex List
Soothing Hex
You attempt to quell the anger within another. As an action,
choose a creature that you can see within 30 feet of you to
make a Charisma saving throw. On a failed save, the
creature is calmed, and cannot use its action, bonus action,
or reaction to attack another creature until the end of its
next turn.
Fragile Hex
You attempt to bring debilitating pain to another. As an
action, choose a creature that you can see within 30 feet of
you to make a Constitution saving throw. On a failed save,
the target’s speed is reduced to 0 until the end of the
creature’s next turn, and the target falls prone.
Levitating Hex
You attempt to make a creature float into the air. As an
action, choose a creature that you can see within 60 feet of
you to make a Strength saving throw. On a failed save, the
target begins to float into the air at a rate of 10 feet per
round, and the creature cannot use any other form of
movement. This effect lasts for 1 minute. The affected
creature can repeat the saving throw at the end of each of
their turns, ending the effect on a successful save.
Debilitating Hex
You attempt to bring a withering curse upon another
creature. As an action, choose a creature that you can see
within 30 feet of you to make a Constitution saving throw.
On a failed save, the target’s body begins to shrivel and dry
out, and until the end of their next turn, whenever the
creature makes a saving throw, the creature must subtract
an amount equal to your Intelligence modifier from the roll
result.
Weakening Hex
You attempt to weaken the protection of another creature.
As an action, choose a creature that you can see within 60
feet of you to make a Constitution saving throw. On a failed
save, the target’s AC is reduced by 4 until the end of their
next turn.
Deadly Hex
You attempt to remove a creature’s ability to regenerate. As
an action, choose a creature that you can see within 30 feet
of you to make a Constitution saving throw. On a failed
save, the creature cannot have any of its hit points restored
until the end of its next turn.
Unintelligible Hex
You attempt to curse a creature’s ability to speak. As an
action, choose a creature within 30 feet of you to make a
Wisdom saving throw. On a failed save, the creature loses
its ability to speak clearly. The creature has disadvantage
on all Charisma checks and cannot cast spells that include
vocal components until the end of its next turn.
Combative Hex
You attempt to curse a creature to fight with itself. As an
action, choose a creature you can see within 30 feet of you
to make a Wisdom saving throw. On a failed save,
whenever the creature takes the Attack action, the creature
takes half the damage dealt. This effect lasts until the end
of the creature’s next turn.
Clumsy Hex
You attempt to curse a creature with unstable movement.
Choose a creature within 30 feet of you to make a Wisdom
saving throw. On a failed save, the creature has
disadvantage on Dexterity saving throws until the end of its
next turn.
Doomed Hex
You attempt to sow doom for another. Choose a target
within 30 feet of you that you can see to make a Dexterity
saving throw. On a failed save, blackened energy surrounds
the target, and the next attack made against the target is
considered a critical hit. This effect lasts until the end of
the creature’s next turn, or until it has been attacked once
while this hex is active.
Drowning Hex
You attempt to drown a creature in blackened water.
Choose a creature within 30 feet of you to make a
Constitution saving throw. On a failed save, the creature
feels its lungs and mouth suddenly fill with blackened
water. The creature begins suffocating, and must spend its
next turn trying to cough up the water. This effect lasts
until the end of its next turn.
Bloody Hex
You attempt to increase the severity of a creature’s wounds.
Choose a creature within 30 feet of you that is below its hit
point maximum to make a Constitution saving throw. On a
failed save, whenever the creature takes damage, it takes
additional damage equal to your Intelligence modifier. This
effect lasts until the end of its next turn.