Hexer
A Hexer has delved into some of the darker side of the arcane arts, they use curses, hexes and other magics to bend the wills of other creatures to their own, and to twist fate to their advantage.
Creating a Hexer
When creating a Hexer consider what was the source of their powers, were they born with it? were they cursed themselves, or did they learn through study and seeking other practitioners? if so consider what led them to learn such magics over the other more direct forms of magic that are easier to learn and are not quite as shunned.
Hexer
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spell Casting, Hex Tokens | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Life Siphoning, names have power | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Hex Pact | 3 | 6 | 3 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 8 | 3 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 9 | 3 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Hex Pact Feature | 4 | 10 | 3 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 11 | 3 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 12 | 3 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 13 | 3 | 3 | 3 | 3 | — | — | — | — | — |
10th | +4 | Supreme Influence, Tincture Creator | 5 | 15 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
11th | +4 | — | 5 | 16 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
14th | +5 | Hex Pact Feature | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
16th | +5 | Ability Score Improvement | 6 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | - | 6 | 23 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Hex Pact Feature | 6 | 24 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Master | 6 | 26 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Hexer, you gain the following class features.
Hit Points
- Hit Dice: 1d6 per Hexer level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Hexer level after 1st
Proficiencies
- Armour: Light armor
- Weapons: Simple weapons, scimitar, whip, trident, net, blowgun
- Tools: Herbalist Supplies, alchemist's tools
- Saving Throws: Charisma, Constitution
- Skills: Choose three from Arcana, Deception, Insight, Intimidation, Medicine, Nature, Perception, Stealth, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor and a simple weapon of your choice
- (a) a component pouch
- (a) a dungeoneer's pack or (b) an explorer's pack
Hex Tokens
You have a physical manifestation of the power you hold over others, you have a number of hex points equal to your charisma modifier which reset on a short rest, your hex points are physically represented by a nonmagical item of your choice that you carry on yourself, you rip or break the item when you use the hex points and it is magically repaired when you restore your hex points. when casting a spell you can use a hex point to cast it without vocal or verbal components, there are other uses for hex points which are decided by your pact.
Spell Casting
You have learned to untangle and reshape the fabric of reality with the power of your knowledge and spells. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Hexer spell list.
Cantrips You know three cantrips of your choice from the Hexer spell list. You learn additional Hexer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Hexer table.
Spell Slots The Hexer table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell hex and have a 1st-level and a 2nd-level spell slot available, you can cast hex using either slot.
Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the Hexer spell list.
The Spells Known column of the Hexer table shows when you learn more Hexer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Hexer spells you know and replace it with another spell from the Hexer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability Charisma is your spellcasting ability for your bard spells. Your magic comes from the control you carry over other beings. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Hexer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting You can cast any Hexer spell you know as a ritual if that spell has the ritual tag.
Life Siphoning
At 2nd level you can use the energy of others for your own goals, when you decrease a creature to 0 hit points you regain a number of hit points equal to 1d6 + your charisma modifier.
Names Have Power
Also at 2nd level you learn how to gain a level of control when combating a creature you know the true name of. At the start of your turn you can hex a creature that you can see within 120 feet of you. By spending one hex point you pick one of the following effects.
- You gain advantage on attack rolls against the hexed creature till the end of your next turn
- The creature has disadvantage on attack rolls until the end of it's next turn
- The creature has disadvantage on the next saving throw it makes against one of your spells
Hex Pact
Starting at 3rd level, your studies have revealed a method of harnessing the powers of other greater creatures for your own means, even without their permission, you harness said power into a pact to empower yourself. Your pact choice grants you features which are detailed at the end of your class description.
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 scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Supreme Influence
Starting at 10th level, you can use an action to cause a creature that you can see within 120 feet of to become over whelmed by your essence and force of personality, the creature must succeed on a charisma saving throw against your spell save DC or become charmed or frightened by you (your choice) for 1 minute or until you deal damage to them, you also learn the creature's true name if they become charmed or frightened. You can use this ability a number of times equal to your charisma modifier, resetting after a long rest.
Tincture Creator
Also at 10th level, you are adept at crafting magical potions, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a potion are halved
Hexing Mastermind
Starting at 20th level, your ingenuity to always be able to bring your hexes onto others knows no bounds, when you kill a creature that has an intelligence of 4 or higher, you draw it's essence to yourself regaining one hex token.
Hex Pact: Pact of Pain
You seek to use your hex powers to cause as much pain as possible on your foes.
Pact Spells
Hexer Level | Spells |
---|---|
1st | Chaos Bolt, Guiding Bolt |
3rd | Shatter, Spiritual Weapon |
5th | Fireball, Lightning Bolt |
7th | Storm Sphere, Vitriolic Sphere |
9th | Destructive Wave, Steel Wind Strike |
Demolishing Hex
When you choose this pact, you gain an additional use for your hex points, you select a creature you can see within 120 feet of you, expending a hex point you hex them for 1 minute, when you cast a cantrip targeting the hexed target, the cantrip is considered 1 tier higher (Additional d10 for firebolt, additional beam for eldritch blast, additional d8 for the hit damage and move damage of a booming blade, etc.)
Painful Casting
Starting at 6th level, You can add your charisma modifier to the damage rolls of your cantrips that are targeting a creature that is hexed or cursed by you with a spell or a class feature.
Curse of Suffering
Starting at 14th level, You can cause a creature to be bound to suffer, as a bonus action, you choose one creature you can see within 120 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. Once you do so you can't do so again until you finish a short or long rest.
Hex of Masochism
Starting at 18th level, you may hex a target you can see within 120 feet of you, expending 2 hex points, the target must succeed on a charisma saving throw against your spell save dc, the target automatically fails if you know their true name. if the target fails the saving throw they are hexed for 1 minute and an iron crown grows out of their head for the duration they are hexed, while they are hexed in this way every time the creature makes a weapon attack or casts a spell, they take 5d4 force damage. The creature can repeat the saving throw at the end of their turn, ending the effect on a success.
Hex Pact: Pact of Suffering
You use your abilities to bind other creatures of different planes to your will.
Pact Spells
Hexer Level | Spells |
---|---|
1st | Find Familiar, Unseen Servant |
3rd | Flock of Familiars, Spiritual Weapon |
5th | Summon Lesser Demons, Crusader's Mantle |
7th | Conjure Minor Elementals, Summon Greater Demon |
9th | Far Step, Dawn |
Targeting Hex
When you choose this pact, you gain an additional use for your hex points, you select a creature you can see within 120 feet of you, expending a hex point you hex them for 1 minute, Creatures you summon or conjure with spells or other magical effects gain advantage on attack rolls against a target hexed in this way.
Enchanted Summons
Starting at 6th level, The attacks of creatures you summons with spells or other magical effects are considered magical for the purpose of overcoming resistance or immunity if they aren't already, additionally such creature's damage rolls deal an additional 1d6 force damage.
Curse of Sympathy
Starting at 14th level, You can cause a creature to begin feeling incredible sympathy to all those surround it, as a bonus action you choose one creature you can see within 120 feet of you, the creature must succeed on a charisma saving throw against your spell save dc or become cursed for 1 minute, the creature can repeat the saving throw at the end of each of it's turns ending the curse on a success. while cursed in this way, when the creature attempts to target another with an attack or a harmful spell, it must first make a Charisma saving throw against your spell save dc. On a failed save, the creature must choose a new target or lose the attack or spell. Once you use this feature you can't do so again until you finish a short or long rest.
Hex of Summoning
Starting at 18th level, you may hex a target you can see within 120 feet of you, expending 2 hex points, when you do so, 3 night hags appear, the night hags have a bonus to their attack and damage rolls equal to your charisma modifiers, and can only target the hexed creature with their attacks and spells. The hags stay on the plane you are on for 1 minute or until the hexed creature is dead or until you lose your concentration (as if you were concentrating on a spell). roll initiative for the hags separately from you as a group.
Hex Pact: Pact of Whimsy
You use your abilities to create chaos and aid yourself and those around you.
Pact Spells
Hexer Level | Spells |
---|---|
1st | Bless, Faerie Fire |
3rd | Aid, Nathair’s Mischief |
5th | Aura of Vitality, Motivational Speech |
7th | Death Ward, Freedom of Movement |
9th | Skill Empowerment, Mass Cure Wounds |
Inspiring Hex
When you choose this pact, you gain an additional use for your hex points, you select a number of creatures equal to your charisma modifier you can see within 120 feet of you, expending a hex point you hex them until the end of their next turn, The creatures have advantage on attack rolls until the end of their next turn.
Whimsy's Call
Starting at 6th level, you can push creatures past their normal capabilities with your whimsical aid. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
Curse of Unawareness
Starting at 14th level, You can overwhelm a creature's senses, as a bonus action you choose one creature you can see within 120 feet of you, cursing it until the end of your next turn. while cursed in this way, the creature has disadvantage on wisdom (perception) checks, additionally the creature has disadvantage on ranged weapon attack rolls and ranged spell attack rolls for 1 minute. Once you use this feature you cannot do so again until you finish a short or long rest.
Hex of disarming
Starting at 18th level, you may hex a target you can see within 120 feet of you, expending 2 hex points, when you do so, all attack rolls against the creature are made with advantage for 1 minute, and if the creature attempts to cast the spell, it must first roll a d20, on a 1-10 the spell doesn't resolve unless the creatures uses an action on it's subsequent turn to finish the casting, on an 11-20 the spell resolves normally.
Spell List
Cantrips
Acid Splash, Blade Ward, Chill Touch, Control Flames, Create Bonfire, Dancing Lights, Druidcraft, Eldritch Blast, Frostbite, Gust, Infestation, Mage Hand, Magic Stone, Mending, Message, Mind Sliver, Minor Illusion, Mold Earth, Poison Spray, Produce Flame, Ray of Frost, Shape Water, Shillelegh, Thorn Whip, Toll the Dead, Vicious Mockery
1st Level
Absorb Elements, Animal Friendship, Bane, Catapult, Cause Fear, Charm Person, Color Spray, Command, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Disguise Self, Dissonant Whispers, Earth Tremor, Entangle, False Life, Fog Cloud, Goodberry, Grease, Hail of Thorns, Hellish Rebuke, Hex, Hideous Laughter, Illusory Script, Inflict Wounds, Jump, Longstrider, Magic Missile, Protection from Evil and Good, Ray of Sickness, Sleep, Tasha's Caustic Brew, Witch Bolt
2nd Level
Acid Arrow, Aganazzar’s Scorcher, Augury, Blindness/Deafness, Borrowed Knowledge, Cloud of Daggers, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Earthbind, Enlarge/Reduce, Enthrall, Flaming Sphere, Fortune's Favor, Hold Person, Gift of Gab, Invisibility, Knock, Lesser Restoration, Locate Object, Mind Spike, Mirror Image, Misty Step, Pass without Trace, Phantasmal Force, Ray of Enfeeblement, See Invisibility, Shatter, Silence, Skywrite, Spider Climb, Spike Growth, Suggestion, Summon Beast, Tasha's Mind Whip, Web, Wither and Bloom, Zone of Truth
3rd Level
Animate Dead, Bestow Curse, Blink, Call Lightning, Clairvoyance, Conjure Animals, Dispel Magic, Enemies Abound, Erupting Earth, Fast Friends, Fear, Gaseous Form, Haste, Hunger of Hadar, Hypnotic Pattern, Intellect Fortress, Major Image, Nondetection, Phantom Steed, Remove Curse, Sending, Slow, Speak with Dead, Speak with Plants, Spirit Shroud, Summon Fey, Summon Shadowspawn, Summon Undead, Tiny Hut, Tiny Servant, Tongues, Vampiric Touch
4th Level
Arcane Eyes, Banishment, Black Tentacles, Blight, Charm Monster, Compulsion, Confusion, Conjure Woodland Beings, Dimension Door, Divination, Giant Insect, Grasping Vine, Greater Invisibility, Locate Creature, Phantasmal Killer, Polymorph, Private Sanctum, Raulothim's Psychic Lance, Resilient Sphere, Shadow of Moil, Stoneskin, Summon Abberation, Summon Construct, Summon Elemental, Wall of Fire
5th Level
Animate Objects, Antilife Shell, Arcane Hand, Awaken, Cloudkill, Commune, Cone of Cold, Conjure Elemental, Contact Other Plane, Contagion, Dispel Evil and Good, Dominate Person, Dream, Enervation, Geas, Greater Restoration, Hallow, Hold Monster, Infernal Calling, Insect Plague, Legend Lore, Modify Memory, Negative Energy Flood, Planar Binding, Telepathic Bond, Scrying, Summon Celestial, Summon Draconic Spirit, Synaptic Static, Telekinises
6th Level
Arcane Gate, Bones of the Earth, Chain Lightning, Circle of Death, Conjure Fey, Contingency, Disintegrate, Eyebite, Find the Path, Forbiddance, Globe of Invulnerbility, Harm, Magic Jar, Mass Suggestion, Mental Prison, Soul Cage, Summon Fiend, Tasha's Otherworldly Guise, True Seeing, Wind Walk
7th Level
Conjure Celestial, Create Magen, Divine Word, Draconic Transformation, Dream of the Blue veil, Etherealness, Finger of Death, Forcecage, Plane Shift, Power Word Pain, Regenerate, Reverse Gravity, Symbol, Tether Essence
8th Level
Abi-Dalzim's Horrid Wilting, Antimagic Field, Antipathy/Sympathy, Clone, Demiplane, Dominate Monster, Earthquake, Feeblemind, Glibness, Maddening Darkness, Maze, Mind Blank, Power Word Stun, Telepathy
9th Level
Astral Projection, Foresight, Gate, Imprisonment, Mass Polymorph, Power Word Kill, Psychic Scream, Time Stop, True Polymorph , Weird