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Hexer


Hit Points

Hit Dice: d6 per Hexer level
Hit Points at first Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per Hexer level after first

Proficiences

Armor: None
Weapons: Daggers, Staffs, Scythes, Sicles
Tools: One musical instrument of your choice or a Poisoner’s kit.
Saving Throws: Wisdom, Charisma
Skills: Choose two from Stealth, Insight, Medicine, Deception, Intimidation, & Persuasion.

Class Features

Cursed tongue: At 1st level you can utilize your voice to manipulate some of the darknest kinds of magic, curses. When useing the Intimidation, Deception, or Persuasion skill against a humanoid creature, you may add your proficiecny to the skill if you are not already proficicent, or double your proficeicny if you already are proficeint in the skill. When utaliazing curses, you have a limited number at your disposal per long rest, the total being 5 at 1st level, this total increses by 5 every other level to a total of 50 at 20th level.   Curses: At 1st level you have learned a few of the ancient words to bring down curses upon your enemies, crippling them greatly with a comparatively small amount of effort. At first level you have four Curses you can cast, though you will gain more as you level up. All Curses cost a single action, however additional effects can be gained from spending more Curse points on a single Curse at once. All Curses, their effects, saves, and additional effects listed below.   Sapping Curse (LV 1): As an action, you can target a single creature within your sight and spend a single Curse to try and debilitate it. The creature must pass a DC 13+Cha Constitution saving throw or take a penility to their damage rolls equal to your Charisma modifier for the next 18 seconds. [Boosted] You can spend two Curses at once to use this ability as a free action.   Frailty Curse (LV 1): As an action, you can target a single creature within your sight and spend a single Curse to try and debilitate it. The creature must pass a DC 13+Cha Constitution saving throw or take a penility to their AC equal to your Charisma modifier for the next 18 seconds. [Boosted] You can spend two Curses at once to doubt the AC reduction on the chosen target.   Leaden Curse (LV 1): As an action, you can target a single creature within your sight and spend a single Curse to try and debilitate it. The creature must pass a DC 13+Cha Dexterity saving throw or take a penility to their movement speed equal to your charisma modifier x 5 for the next 18 seconds. [Boosted] You can spend two Curses at once to allow this Curse to target up to three creatures of your choice at once.   Deceit Curse (LV 1): As an action, you can target a single creature within your sight and spend a single Curse to try and debilitate it. The creature must pass a DC 13+Cha Wisdom saving throw Or take a penility to their attack rolls eqaul to your Charisma modifier for the next 18 seconds. [Boosted] You can spend two Curses at once to use this ability as a free action.   Cranial Curse (LV 5): As an action, you can target a single creature within your sight and spend two Curses to try and debilitate it. The creature must pass a DC 10+Cha Intelligence saving throw or they recive a massive migrane gicing them disadvantae on concentration checks and makeing them unable to cast spells that requial verbal components for the next 18 seconds. [Boosted] You can spend four Curses at once to give the targeted creature disadvantage on their saving throw.   Abdominal Curse (LV 5): As an action, you can target a single creature within your sight and spend two Curses to try and debilitate it. The creature must pass a DC 10+Cha Strength saving throw or suffer from horrible chest and arm pains, gaining disadvantage on all attack rolls and being unable to cast spells that require somatic components for the next 18 seconds. [Boosted] You can spend four Curses at once to give the targeted creature disadvantage on their saving throw.   Immobile Curse (LV 5): As an action, you can target a single creature within your sight and spend two Curses to try and debilitate it. The creature must pass a DC 10+Cha Dexterity saving throw or suffer terrible leg pains, reducing their movement speed to 5 feet and giving them disadvantage on all Dexterity saving throws for the next 18 seconds. [Boosted] You can spend four Curses at once to give the targeted creature disadvantage on their saving throw.   Blinding Curse (LV 10): As an action, you can target a single creature within your sight and spend three Curses to try and debilitate it. The creature must pass a DC 12+Cha Wisdom saving throw or they become blinded, suffering from the blind condition for the next 30 seconds. [Boosted] You can spend six Curses at once to double the duration of this Curse’s effect.   Madness Curse (LV 10): As an action, you can target a single creature within your sight and spend three Curses to try and debilitate it. The creature must pass a DC 12+Cha Intelligence saving throw or they become panicked, lashing out wildly at any moving creature around them. for the next 30 seconds. The afflicted creature must attack the closest moving creature to them until the effect of this Curse wears off. [Boosted] You can spend six Curses at once to target up to three creatures at once with this curse.   Torpor Curse (LV 10): As an action, you can target a single creature within your sight and spend three Curses to try and debilitate it. The creature must pass a DC 12+Cha Constitution saving throw or they are forced into a sleeping state for the next 30 seconds. A creature under the effect of this Curse has the Unconscious condition until the effect wears off or they take any form of damage. [Boosted] You can spend six Curses as once to to target up to three creatures at once with this curse.   Corruption Curse (LV 15): As an action, you can target a single creature within your sight and spend five Curses to try and debilitate it. The creature must pass a DC 10+Cha Wisdom saving throw or whenever the cursed creature deals damage to any other creature, it will also take damage of the same type equal to ½ as much as they delt for the next 30 seconds. [Boosted] You can spend ten Curses at once to make the afflicted creature take full damage equal to the amount of damage they delt.   Stoning Curse (LV 15): As an action, you can target a single creature within your sight and spend five Curses to try and debilitate it. The creature must pass a DC 10+Cha Constitution saving throw or their bodys will become as stiff and rigid as stone for the next 30 seconds. [Boosted] You can spend ten Curses at once to make this curses effect last for one hour.   Revenge Curse (LV 15): As an action, you can target a single creature within your sight and spend five Curses to try and harm it. The creature must pass a DC 13+Cha Intelligence saving throw or take psychic damage equal to 2d12 + # Hexer Hp away from maximum. [Boosted] You can spend ten Curses at once to make this curse unavoidable and considered magical for the purpose of bypassing resistence.   Miasma Armor: At second level you have tapped into the dark miasma, learning how to shape and bend it to your will you know how to form the Miasma Armor. You can activate the Miasma armor as a bonus action a number of times per short rest equal to your prodifiency bonus, while Miasma Armor is active you gain +2 to your AC and +5ft to your base movement speed. The Miasma Armor will eventually erode away on its own after 60 seconds at 2nd level, this time increses by 30 seconds at 5th, 9th, 13th, & 17th level.   Miasmic command: At 2nd level you have command over the dark miasma and know how to use it to ail your foes. You can push this miasma out from yourself either in a 60ft cone in a single direction or in a 30ft circle around yourself. You have access to three forms of Miasma at 2nd level but gain more as you level up. While you have your Miasma armor active, all of your miasmic commands gain added effects or otherwise become stronger. You can use a number of Miasmic commands equal to your Prof + Wis per short rest. Miasmic commands listed below.   Eroding Miasma (LV 2): As an action you can manipulate the Miasma and direct it at your foes. When you manipulate the Miasma all creatures you deem as hostile within it's area of effect must pass a DC 12+Wis Constitution saving throw or take a -2 to their AC for one minute. [Miasma Armor] While Miasma Armor is active the AC pentility increses to -4 and the save DC increses to 12+Wis+Prof.   Stifling Miasma (LV 2): As an action you can manipulate the Miasma and direct it at your foes. When you manipulate the Miasma all creatures you deem as hostile within it's area of effect must pass a DC 12+Wis Strength saving throw or get disadvantage on all damage rolls for one minute. [Miasma Armor] While Miasma Armor is active the creatures also gain disadvantage on attack rolls for one minute and the save DC increses to 12+Wis+Prof.   Sluggish Miasma (LV 2): As an action you can manipulate the Miasma and direct it at your foes. When you manipulate the Miasma all creatures you deem as hostile within it's area of effect must pass a DC 12+Wis Dexterity saving throw or have their movement speed lowered by 10 feet for one minute. [Miasma Armor] While Miasma Armor is active the targeted creatures movement speed is lowered by 20 ft and the save DC increses to 12+Wis+Prof.   Wilting Miasma (LV 6): As an action you can manipulate the Miasma and direct it at your foes. When you manipulate the Miasma all creatures you deem as hostile within it's area of effect must pass a DC 12+Wis Wisdom saving throw or have disadvantage on all Wisdom, Intelligence, and Charisma saving throws for one minute. [Miasma Armor] While Miasma Armor is active the save DC increses to 12+Wis+Prof.   Binding Miasma (LV 6): As an action you can manipulate the Miasma and direct it at your foes. When you manipulate the Miasma all creatures you deem as hostile within it's area of effect must pass a DC 12+Wis Constitution saving throw or have disadvantage on all Strength, Dexterity, and Constitution saving throws for one minute. [Miasma Armor] While Miasma Armor is active the save DC increses to 12+Wis+Prof.   Terminal Miasma (LV 11): As an action you can manipulate the Miasma and Direct it at your foes. When you manipulate the Miasma all creatures you deem as hostile within it's area of effect must pass a DC 12+Wis Constitution saving throw or take 1d10 + Wis mod psychic damage every six seconds for one minute, or until they pass a another Constitution saving throw of the same DC. [Miasma Armor] While Miasma Armor is active the damage for this ability increases to 2d6+Wis+Prof psychic damage, and the save DC increses to 12+Wis+Prof.   Subclass: Subclass fluff text goes here, Chose Nightmare or Grim. Both detailed at the end of the class description. Your choice grants you features at level 3 and again at 7th, 12th, and 18th level.   ABILITY SCORE IMPROVEMENT: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score by 1. As normal, you can’t increase an ability score above 20 using this feature.   Atonement: At 5th level you gain access to this your first Miasma dispersal ability. This ability Requires Miasma Armor to be active. As long as half your durration for Miasma armor still remains, as an action, you can dispell your Miasma armor as a mist around you. All allied creatures within a 20ft diameter of you may gain temporary hit points equal to your Wisdom plus half your Hexer level.   Death Tolerance: At 6th level your connection to the dark magic of curses and your own miasma have given your body enhanced immunties and made you less susptible to infections and diseses. You gain an imunity to poison damage, and you gain resistence to all status conditions while Miasma Armor is active.   Miasma Wall: At 7th level you gain access to another Miasma dispersal ability. This ability Requires Miasma Armor to be active. As long as half your durration for Miasma armor still remains, as an action, you can dispell your Miasma armor as a mist around you. All allied creatures within a 20ft diameter of you gain resistence to status conditions for one minute.   Black Wave: At 9th level, your connection with your Miasma has grown stronger. As long as your Miasma armor is active, you regain a number of hit points equal to your Wisdom modifier at the end of every round.   Endless Armor: At 10th level your control over the Miasma has gotten stronger, and you know how to bind it into a more solidified form. Once per long rest, as an action, you can activate Endless Armor, when activated your Miasma Armor increases your AC boost to +6 and your movement speed to +20 feet. This boosted form of the Miasma Armor also allows the armor to persist for twice as long as it normally would before it starts to dissipate.   Sacrifice: At 13th level you gain access to one of the darkest curses known to the Hexer, the Sacrificial Curse. As an action, once per long rest, you may use this ability. When using Sacrifice, chose a single willing creature, and drain their lifeforce; reducing their Hit Points to zero. You may then use that gathered life force as an attack to a number of creatures within your sight equal to your Wisdom modifier. Creatures targeted by this attack must make a DC 14+Cha Constitution saving throw, takeing 1/2 Sacrificed HP force damage on a failed save, or half as much damage on a successful save.   Spirit Absorption: At 14th level, whenever a creature fails a saving throw for one of your curses or your miasma, you have a chance equal to 1/2 your Hexer level x 5% to regain either a number of curses equal to your Charisma modifier or one use of your Miasma armor.   Spirit Barrier: At 15th level, you gain access to the final Miasma dispersal ability. This ability Requires Miasma Armor to be active. As long as half your durration for Miasma armor still remains, as an action, you can dispell your Miasma armor as a mist around you. All allied creatures within a 20ft diameter of you gain a single use immunity to death for one minute, whenever a creature with this effect would be dropped to 0 hitpoints or lower, they are instead dropped to one hitpoint. This ability can only be used once per long rest.   Life Trade: At 17th level you have learned more ways to utilize the power you command with mere spoken words. As an action, once per day, you can target a number of hostile creatures equal to your Cha modifier and the same number of allied creatures, which can include yourself. The hostile creatures must make a DC 12+Cha Wis saving throw or take 3d10 + Cha mod psychic damage, taking half as much on a successful save. The damage is then totaled and split between the chosen allied creatures evenly as regained HP.   Miasma Tsunami: At 18th level your power of the Miasma has grown to it's fullest, and you can utaliaze it to devistating effect. Once per 24 hours, as an action, you can summon forth a great swirling of Miasma and push it out from you in a 60ft diameter. All hostile creatures within the radus of the Miasma must pass a DC 15+Wis Consitution saving throw or suffer the effects of the Eroding, Stiffaling, Sluggish, Wilting, Binding, and Terminal Miasmas all at once.   Reincarnate: At 20th level your knowledge of the dark and secret arts of the Hexer have reached their peak and with them you have grow so powerful your words can even bring back the dead. Once per seven days you can use this ability, taking one hour to preform you can bring back the soul of someone once dead back into their body, or into a new body. The soul’s willingness does not matter, After the ability is performed however both yourself and the newly revived soul suffer from four levels of exhaustion.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: A sickle, two daggers, 1 bell, and 3d4 x 10 GP


Subclass Options

PUT SPECIAL THING FOR SUBCLASSES HERE (Description of the two paths here)   Nightmare   Evil Eye: Upon taking the Nightmare Subclass at 3rd level you have started down the path of a true curse master, unlocking a skill known only to those truly dedicated to the ways of cursing. A number of times per long rest equal to your charisma modifier, as an action, you can use Evil Eye. When useing this ability you may target a single creature that you can see, the target must then pass a DC 13+Cha Wisdom saving throw or become frightened for a number of minutes equal to your Charisma modifier. Once a creature has become frightened by this ability, you can also cause additinal effects to the creature through the use of other spesfic curses listed below.   Staggering Word (LV 3): When a creature you can see is under the effect of Evil Eye, as an action, you can spend 3 curses to use Staggering word. The targeted creature must pass a DC 12+Cha Wisdom saving throw Wis saving throw or become stunned for 1 minute.   Muting Word (LV 9): When a creature you can see is under the effect of Evil Eye, as an action, you can spend 6 curses to use Muting word. The targeted creature must pass a DC 12+Cha Wisdom saving throw Wis saving throw or for the next minute all attackers have advantage on both attack and damage rolls against them.   Conflict Word (LV 13): When a creature you can see is under the effect of Evil Eye, as an action, you can spend 9 curses to use Conflic word. The targeted creature must pass a DC 12+Cha Wisdom saving throw Wis saving throw or start attacking the closest living creature to it for 1 minute.   Suicide Word (LV 18): When a creature you can see is under the effect of Evil Eye, as an action, you can spend 12 curses to use Suicide word. The targeted creature must pass a DC 12+Cha Wisdom saving throw Wis saving throw or it will attempt to kill itself in any way possible for 1 minute.   Luring Whisper: At 7th level you have learned of an enchanting invocation that can lure those who can hear it towards you blindly. Once per short rest, as an action, you can use the Luring Whisper causeing all creatures within 80ft of your location who fail a DC 10+Cha Wisdom to become charmed by you. The charmed creatures will move towards your location at the time of the whisper at their base walking speed. The charm wears off if the creature takes damage of any kind or if they re-roll and pass the will save. Once at your location you can give the creature one simple command for them to follow, as long as the command will not cause them harm they will follow it.   Relapse Incantation: At 12th level your knowledge of curses has expanded greatly and another new trick has entered into your arsonal of magical words, with the force of your will you can make enemies re-live their suffering. Once per short rest, as an action, you can recite the Relapse Incantation. Chose a single creature that you can see and that can hear you, the selected creature must pass a DC 10+Cha Wisdom saving throw or retake all the damage they took within the last six seconds again as psychic damage; taking half as much on a successful save.   Curse Mastery: At 18th level you have taken a true hold of your cursing power becoming a real master of curses, your words able to completely shape the outcome of any confrontation, physical or otherwise. You may now add your Proficecny bonus to the save DC for all your curses, and you can focus your mind to regain up to 1/2 your Hexer level + your Charisma modifier number of curses once per long rest; you may not gain more then your maximum number of curses per long rest by regaining them in this way.   Harbinger   Reaper: When picking the Harbinger subclass at 3rd level you have given yourself to the training of miasma and vicariously the scythe. While learning the power of Miasma you also take to mastering the Scythe, changing it’s damage from 1d10 slashing to 2d8 slashing you also gain access to “Reaping” strikes with Scythes, all Reaping skills listed below.   Darkness Reap (LV 3): A number of times per short rest equal to your Dexterity modifier, as an action, you can choose a single target within melee range and preform a melee weapon attack against it. On a hit the creature must pass a DC 10+Wis Constitution saving throw, or become blinded for one minute. [Miasma Armor] While Miasma Armor is active, this ability can be used as a bonus action.   Toxic Reap (LV 6): A number of times per short rest equal to your Dexterity modifier, as an action, you can choose a single target within melee range and preform a melee weapon attack against it. On a hit the creature must pass a DC 10+Wis Constitution saving throw, or become poisoned for one minute; taking 1d8 poison damage every six seconds. [Miasma Armor] While Miasma Armor is active, this ability can be used as a bonus action.   Paralyzing Reap (LV 9): A number of times per short rest equal to your Dexterity modifier, as an action, you can choose a single target within melee range and preform a melee weapon attack against it. On a hit the creature must pass a DC 10+Wis Constitution saving throw, or become Paralyzed for one minute. [Miasma Armor] While Miasma Armor is active, this ability can be used as a bonus action.   Chaos Reap (LV 12): A number of times per short rest equal to your Dexterity modifier, as an action, you can choose a single target within melee range and preform a melee weapon attack against it. On a hit the creature must pass a DC 10+Wis Wisdom saving throw, or become Panicked for one minute. [Miasma Armor] While Miasma Armor is active, this ability can be used as a bonus action.   Ephemeral Reap (LV 15): A number of times per short rest equal to your Dexterity modifier, as an action, you can choose a single target within melee range and preform a melee weapon attack against it. On a hit the creature must pass a DC 10+Wis Strength saving throw, or gain one level of exhaustion. [Miasma Armor] While Miasma Armor is active, this ability can be used as a bonus action.   Fatal Reap (LV 18): A number of times per short rest equal to your Dexterity modifier, as an action, you can choose a single target within melee range and preform a melee weapon attack against it. On a hit the creature must pass a DC 8+Wis Constitution saving throw, or have their HP instantly drop to zero. [Miasma Armor] While Miasma Armor is active, this ability can be used as a bonus action.   Endless Shroud: At 7th level your power of the Miasma has strengthened, allowing you to control it more freely, and have better command over it. When using a Miasma skill you have a 50% chance of activating the Miasma armor. Activating the armor in this way will do so without using up one of your Miasma Armor uses per short rest.   Black Shroud: At 12th level Your control over the Miasma has improved greatly, allowing your Miasma armor to truly take shape and form, giving even greater protection. Your Miasma armor now gives you a +4 bonus to your AC and a +15 bonus to your movement speed while active. As well, Miasma Armor's durration limmit is doubled.   Enduring Armor: At 18th level your command over Miasma has grown so strong the force itself wishes to cling to you and follow where you go. Whenever your Miasma armor is not fully active you still gain a passive +2 Bonus to AC against all non magical attacks and a +5 bonus to your movement speed. All your Miasma and Reaping abilitys also have a 50% chance to use their added effects as if the Miasma Armor was active, so long as you still have at least one use of Miasma Armor still avalible.


LevelProficiency BonusFeaturesCursesMiasma Armor Duration
1st+2Cursed tounge, Curses5 per long restN/A
2nd+2Miasma Armor, Miasmic command5 per long rest60 seconds
3rd+2Subclass (Nightmare/Harbinger) Subclass feature10 per long rest60 seconds
4th+2Ability score improvement10 per long rest60 seconds
5th+3Attonment15 per long rest90 seconds
6th+3Death tolorance15 per long rest90 seconds
7th+3Miasma Wall20 per long rest90 seconds
8th+3Ability score improvement20 per long rest90 seconds
9th+4Black wave25 per long rest120 seconds
10th+4Endless armor25 per long rest120 seconds
11th+4-Nothing-30 per long rest120 seconds
12th+4Ability score improvement30 per long rest120 seconds
13th+5Sacrifice35 per long rest150 seconds
14th+5Spirit absorption35 per long rest150 seconds
15th+5Spirit barrior40 per long rest150 seconds
16th+5Ability score improvement40 per long rest150 seconds
17th+6Life Trade45 per long rest180 seconds
18th+6Miasma tsunami45 per long rest180 seconds
19th+6Ability score improvement50 per long rest180 seconds
20th+6Reincarnate50 per long rest180 seconds

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DarksonNico.

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