Hexer, Variant (3.5e Class)

From D&D Wiki
Revision as of 04:53, 4 February 2020 by Coaldstone (talk | contribs) (Updating breadcrumb.)
Jump to navigation Jump to search


Hexer

A hexer is a magic user who has learned how to manipulate the fate of himself and others through hexes that he bestows.

This magic comes from the ability of the hexer to partially break apart, analyze, and then reassemble the logic of the universe. Such an endeavor is no mean feat and is both physically and intellectually demanding but the rewards can be absolutely incredible in a vast number of situations. The origins of this magic come from the hexes that witches used to bestow being analyzed by learned scholars of magic. As such, most other people tend to believe that it is only capable of inflicting harm due to its history.

Making a Hexer

A hexer is very capable both on and off the battlefield through use of his hexes but is usually not as effective in areas where his magic is ineffective. A hexer becomes particularly effective when in a diverse party as he can make almost any party member more effective than they would normally be.

Abilities: The two most important ability scores to a hexer are his constitution and his intelligence as they both influence his abilities in different ways. A hexer more inclined towards combat may often choose to supplement his other physical ability scores as well.

Races: Races with an affinity for spontaneous magic such as kobolds and any other race with favored class of "sorcerer" or "any" are particularly likely to become hexers.

Alignment: Any. Hexers are more often neutral aligned but a hexer may be of any alignment.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Complex.

Table: The Hexer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Base Hex Points Maximum Hexing Investment Maximum Hex Aura Investment
Fort Ref Will
1st +0 +2 +0 +2 Hex Aura, Hexing, Trapfinding 2 1 1
2nd +1 +3 +0 +3 Hexer's Servant, Unusual Swiftness 1/day 4 1 1
3rd +2 +3 +1 +3 Woeful Strike 1/day 6 1 1
4th +3 +4 +1 +4 Unusual Swiftness 2/day 8 2 1
5th +3 +4 +1 +4 Extended Hexing +1 10 2 1
6th +4 +5 +2 +5 Unusual Swiftness 3/day 12 2 1
7th +5 +5 +2 +5 Hexer's Servant (Aura Projection) 14 3 1
8th +6/+1 +6 +2 +6 Woeful Strike 2/day, Unusual Swiftness 4/day 16 3 1
9th +6/+1 +6 +3 +6 Hexer's Servant (Hexing Projection) 18 3 1
10th +7/+2 +7 +3 +7 Double Jinx, Extended Hexing +2, Unusual Swiftness 5/day 20 4 2
11th +8/+3 +7 +3 +7 Hexer's Servant (Hexing Projection +1) 22 4 2
12th +9/+4 +8 +4 +8 Unusual Swiftness 6/day 24 4 2
13th +9/+4 +8 +4 +8 Woeful Strike 3/day 26 5 2
14th +10/+5 +9 +4 +9 Unusual Swiftness 7/day 28 5 2
15th +11/+6/+1 +9 +5 +9 Extended Hexing +3 30 5 2
16th +12/+7/+2 +10 +5 +10 Unusual Swiftness 8/day 32 6 2
17th +12/+7/+2 +10 +5 +10 Hexer's Servant (AC bonus) 34 6 2
18th +13/+8/+3 +11 +6 +11 Woeful Strike 4/day, Unusual Swiftness 9/day 36 6 2
19th +14/+9/+4 +11 +6 +11 Hexer's Servant (Save Bonus) 38 7 2
20th +15/+10/+5 +12 +6 +12 Extended Hexing +4, Hex Master, Unusual Swiftness 10/day 40 7 3

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The hexer’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Open Lock (Dex), and Search (Int), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha).

Class Features

All of the following are class features of the hexer.

Weapon and Armor Proficiency: A hexer is proficient with all simple weapons, light armor, and shields (except tower shields).

Hex Points: The power to alter reality comes with limits but with experience and hardiness a hexer can push these limits ever further. A hexer gains 2 hex points per level and has a bonus number of hex points equal to double his constitution modifier which he uses to enable his abilities. Hex points can be moved around existing investments (starting new ones is almost always swift action however) and abilities with free actions but the total hex points used at any 1 time can never exceed the maximum amount the hexer has available.

Hex Aura (Su): The mere presence of a hexer can cause shifts in reality in a limited space around him. A hexer can generate 1 of 3 types of auras out to 60 feet as long as he is conscious. Activating, deactivating, or changing auras is a swift action. At 1st level the amount of hex points a hexer can invest in his hex aura is 1. This amount increases by 1 at 10th level and every 10 levels thereafter. Incorporeal targets have a 50% chance to be affected each round (this accounts for the 50% chance incorporeal targets ignore most magical effects). The aura's of multiple hexer's never stack for the purpose of bonuses, penalties, or other purposes (only the highest bonus, penalty, or effect applies though an enemy hexer's aura will usually only interact in the case of two aura's of balance).

Aura of Transference: A number of creatures the hexer chooses, up to half his hexer level (rounded down) + his Con modifier (if any), within the aura take an amount of untyped damage each round at the beginning of his turn equal to the number of hex points invested and then the hexer may choose any number of other creatures within the radius to be healed for an amount equal to the total damage dealt split up as the hexer chooses (this ability cannot heal subjects above half their maximum hit point total).

Aura of Shifting: The hexer chooses any number of creatures within the aura to gain a bonus to all their movement speeds equal to 5 feet times the number of hex points invested and the hexer may choose any number of creatures within the aura to receive a penalty to all their movement speeds equal to 5 feet times the number of hex points invested (to a minimum of half their given movement speed (after enhancements) for any particular movement mode).

Aura of Balance: The hexer chooses any number of creatures within the aura to gain a luck bonus to certain rolls equal to the number of hex points invested and the hexer may choose any number of creatures within the aura to receive a luck penalty to certain rolls equal to the number of hex points invested. This bonus or penalty is applied to every dice that is rolled with the exception of damage dice in which case it is applied only once per source (even in cases such as magic missile or scorching ray). The rolls affected by this ability are: attack rolls, bardic knowledge checks, wild empathy checks, damage rolls, caster level checks, dispel checks, saving throws, skill checks, grapple checks, ability checks, turning checks, and turning damage. This luck bonus from this ability can stack with the bonuses that might be provided from the hexing ability.

Hexing (Su): The most straightforward expression a hexer can perform is to directly impose a shift in the probability of events in reality. A hexer can invest a number of hex points in any creature within close range (25 feet + 5 feet per 2 levels) as a swift action to grant them a luck bonus or penalty to a specific type of d20 roll (melee attack rolls, ranged attack rolls, bardic knowledge checks, wild empathy checks, caster level checks, dispel checks, grapple checks, fortitude saving throws, reflex saving throws, will saving throws, specific skill checks (i.e. jump checks), specific ability checks (i.e. strength checks), turning checks). The maximum number of hex points that can be invested for a given specific bonus or penalty in any given creature is 1 at first level and increases by 1 ever 3 levels thereafter (4th, 7th, 10th, etc.). As such, two or more hexer should not attempt to stack the same type of specific bonus or penalty for a single creature. An investment in another creature lasts a number of rounds equal to 2 + his intelligence modifier (if any) after which time the hex points are refunded. If the hexer tranfers some the invested hex points away to use in another means the hexing still retains the duration it had. However, if the hexer tranfers all of the invested hex points away the hexing ends. If a creature is unwilling to be affected they are allowed a will save DC 10 + the hexer's intelligence modifier + 1/2 the hexer's class level (rounded down) to negate the effect and the hexer is refunded the hex points (though his swift action is wasted and he may not use this ability against that target again for 2 rounds).

Trapfinding: A hexer's ability to break down things and reassemble them allows him to appreciate the nuances of entities such as traps more than many others.

A hexer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

A hexer can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A hexer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it.

Hexer's Servant (Su): At 2nd level, a hexer gains a small servant that follows him around and assists him in using his abilities. The hexer's servant exists outside reality and cannot be affected by spells, spell-like abilities, or any sort of antimagic effect or dispel check. It cannot, however, release provide benefits within an antimagic field or similar effect. It appears as a diminuitive hexagon and has an energy pool as described below. The servant is an extension of the consciousness of the hexer (though it has no mind of it's own and he cannot see through it) and he can move it to anywhere within his hex aura as a free action (it automatically appears next to him if it would go further than this distance).

Energy Pool: The hexer's servant has an energy pool equal to twice the maximum number of hex points the hexer has. This energy pool is restored each day at a time chosen by the hexer at the start of the week.

At 2nd level, the servant can warp a hexer's aura of transference to transfer power from itself to an ally it shares a space with to heal it at a rate equal to the number of hex points invested in the aura per round for an energy cost equal to the amount healed per round without having to deal damage to an enemy. This ability can heal above half up to maximum hit points.

At 7th level, a hexer can choose to project his hex aura from his servant as well as himself (this does not stack the effects and the servant projects the aura out to only half the distance the hexer does) at a cost per round in energy equal to the amount of hex points invested in the aura.

At 9th level, a hexer can choose to bestow a hexing from the location of his servant if it is within 30 feet of him at a cost in energy equal to the amount of hex points that would be invested in the hexing.

At 11th level, when bestowing a hexing on an unwilling target the DC of the save is increased by 1 if the hexer bestows it from his servant.

At 17th level, a hexer gains a +2 bonus to AC whenever his servant is within 10 feet of him.

At 19th level, a hexer gains a +1 bonus to Saving Throws whenever his servant is within 10 feet of him.

Unusual Swiftness (Ex): At 2nd level, a hexer gains a benefit from the constant combination mental/physical workouts he undergoes in that he can perform small actions much more quickly. Once per day, a hexer may take 1 extra swift or immediate action in a round for the purpose of his hexing or hex aura abilities. The hexer gains another daily use of this ability at 4th level and every 2 levels thereafter (he cannot use this ability more than once in a round). The hexer also gains a 10 foot bonus to all his movement modes.

Woeful Strike (Su): At 3rd level, a hexer can cause his physical strikes to hit with more power than they would normally appear to possess. Once per day, a hexer may attempt a woeful strike with in place of any melee attack he would make. He adds his Constitution bonus (if any) to his attack roll and deals 1 extra point of damage per hexer level.

At 8th level, and at every five levels thereafter, the hexer gains one additional use of this ability per day.

This ability counts as smite for the purpose of feats and a hexer may use his Intelligence score in place of his Charisma score for the purpose of qualifying for smite related feats.

Extended Hexing (Ex): A hexer gradually learns to naturally stabilize his changes for longer times with less effort. At 5th level and every 5 levels thereafter the duration of any hexing the hexer bestows on another creature is increased by 1 round.

Double Jinx (Ex): At 10th level, a hexer can partially schism his mind while bestowing a hexing to perform more hexings. A hexer can use his hexing ability twice as a swift action instead of once.

Hex Master (Ex): At 20th level, a hexer has reached such a level of mastery with his abilities that he can transcend some limiting conditions that had could not have previously imagined as possible to overcome. A hexer can use his hexing ability without any action requirement at long range (400 feet + 40 feet per level) and his unusual swiftness ability can grant him an extra standard or move action instead of an extra swift or immediate action. Furthermore, the hexer's hex aura, hexing, hexer's servant, and woeful strike abilities are treated as both extraordinary and supernatural abilities whenever it would be beneficial for either ability type (thus he could treat them as both an extraordinary ability to use them in an antimagic field and a supernatural ability to affect an incorporeal creature outside the antimagic field).

Epic Hexer

Table: The Epic Hexer

Hit Die: d8

Level Special
21st
22nd Unusual Swiftness 11/day
23rd Bonus Feat, Woeful Strike 5/day
24th Unusual Swiftness 12/day
25th Extended Hexing +5
26th Bonus Feat, Unusual Swiftness 13/day
27th
28th Woeful Strike 6/day, Unusual Swiftness 14/day
29th Bonus Feat
30th Extended Hexing +6, Unusual Swiftness 15/day

2 + Int modifier skill points per level.

Hex Points: A hexer continues to gain 2 hex points every level.

Hex Aura: The number of points a hexer may invest in his hex aura increases by 1 every 10 levels past 20th.

Hexing: The number of points a hexer may invest in a hexing increases by 1 every 3 levels past 19th (8 at 22nd, 9 at 25th, 10 at 28th, and so on).

Hexer's Servant: Determine energy pool size based off of hex point pool size as normal.

Unusual Swiftness: The hexer gains an additional use of this ability per day every 2 levels past 20th.

Woeful Strike: The hexer gains an additional use of this ability per day at 23rd level and every 5 levels thereafter.

Extended Hexing: The duration of any hexing the hexer bestows on another creature increases by 1 for every 5 levels past 20th.

Bonus Feats: The epic hexer gains a bonus feat (selected from the list of epic hexer bonus feats) every 3 levels after 20th.

Epic Hexer Bonus Feat List: Armor Skin, Blinding Speed, Distant Hexing, Epic Prowess, Epic Spellcasting, Epic Trapfinding, Expand Hex Aura, Expanded Hex Reserve, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Smiting, Great Strength, Great Wisdom, Improved Extended Hexing, Improved Hex Capacity, Instantaneous Hex, Tenacious Hexing, Unbound Hexing.

Epic Hexer Feats


Back to Main Page3.5e HomebrewClassesBase Classes