Hex Mage (5e Class)

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Hex Mage[edit]

Magic has existed through many forms as long as mortals can recall. However, long before the first true spell was created, magic was harnessed through more macabre methods. Rituals, hexes, curses, and more, all means to bind magical energy in its raw form to one's soul, granting them the ability to cast it forth in a more manageable form. This practice would create Hex Mages, those whose lives are not their own anymore, but rather belonging to the arcane, the divine, or maybe something far more sinister. They are signified through the markings branded into their flesh, symbols used to channel the magic within and around them like veins do blood.

Cursed Caster[edit]

Hex mages are victims of some form of curse, be it willing or unwilling. This is what allows them to use the magic around them. In a sense, they are their own arcane focus. A hex mage has different practices, known as hex practices, that define how a hex mage fights their foes or aids their allies. All of it stems from their ancient rites, granted by the hex mage class itself as well as their practice.

Creating a Hex Mage[edit]


Quick Build

You can make a hex mage quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength, Dexterity, or Charisma depending on your choice of subclass. Second, choose the Acolyte background. Third, choose equipment based on your subclass and how they function in combat.

Class Features

As a Hex Mage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Hex Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Hex Mage level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple weapons, hand crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Intimidation, Perception, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a hand crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) a explorer's pack
  • Leather armor
  • 2 daggers
  • If you are using starting wealth, you have 3d4x10 in funds.

Table: The Hex Mage

Level Proficiency
Bonus
Features Cantrips Known Spells Known Ancient Rite Uses —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Hex Practice, Ancient Rite 4 2 2 2
2nd +2 Crippling Curse 4 3 2 3
3rd +2 Hex Practice Feature 4 4 2 4 2
4th +2 Ability Score Improvement 5 5 3 4 3
5th +3 5 6 3 4 3 2
6th +3 Stained Soul, Hex Practice Feature 5 7 3 4 3 3
7th +3 5 8 3 4 3 3 1
8th +3 Ability Score Improvement 5 9 4 4 3 3 2
9th +4 5 10 4 4 3 3 3 1
10th +4 Soul to Cinders 6 11 4 4 3 3 3 2
11th +4 6 12 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 12 5 4 3 3 3 2 1
13th +5 6 13 5 4 3 3 3 2 1 1
14th +5 Hex Practice Feature 6 13 5 4 3 3 3 2 1 1
15th +5 6 14 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 14 6 4 3 3 3 2 1 1 1
17th +6 6 15 6 4 3 3 3 2 1 1 1 1
18th +6 Hex Practice Feature 6 15 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 6 4 3 3 3 3 2 1 1 1
20th +6 Hex Mastery 6 15 Unlimited 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Upon taking the burden of whatever has granted you your powers, you unlock the ability to cast magic through your body into more precise forms.

Cantrips

You know four cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Hex Mage table.

Spell Slots

The Hex Mage 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 Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Hex Mage table shows when you learn more bard 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 bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your bard spells. Your magic comes from your physical being, putting a strain on your body and even your soul to produce the effects. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You yourself are the spellcasting focus for your spells. Any spells you cast are channeled through you.

Hex Practice[edit]

At 1st level, you chose a hex practice. This will define how your hex mage behaves in and out of combat and how they obtained their abilities. Choose between Shattered Embers, Devil's Catalyst, Favored Being, and Soul Summoner, all detailed at the end of the class description. At 1st level, your hex practice grants you your ancient rite. Your choice also grants you features at 3rd level and again at 6th, 14th, and 18th level.

Ancient Rite[edit]

Also at first level, you unlock the knowledge hidden away by the hex mages from long past. You gain an ancient rite as detailed in your hex practice. You can use your ancient rite a number of times per day as shown on the Ancient Rite Uses column on the hex mage table. Some Ancient Rite effects require saving throws. When you use such an effect from this class, the DC equals your hex mage spell save DC.

Crippling Curse[edit]

At 2nd level, you learn to hinder an enemy's resistance to your ancient rite. When a creature makes a saving throw due to the effect of your ancient rite, you may cast Silvery Barbs without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Ability Score Improvement[edit]

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.

Stained Soul[edit]

At 6th level, while a creature is affected by your ancient rite, you may use the lingering effects to your benefit (no action require). You always know the direction to the branded creature as long as it's on the same plane as you. Further, each time the creature deal damage to you or a creature you can see within 20 feet of you, the branded creature takes psychic damage equal to half your hex mage level rounded down (minimum of 1 damage). Once you use this feature, you can't use it again until you finish a short or long rest.

Soul to Cinders[edit]

At 10th level, you learn to singe your life force to regain uses of your spells. As an action, you may temporarily reduce your maximum hit points by 5 to regain a 1st level spell slot. You may regain spell slots of up to 5th level in this way. For each level of spell slot above 1st, the maximum hit point reduction increases by 5 (i.e. 10 for 2nd, 15 for 3rd, etc.) You may restore a number of spell slots equal to your proficiency bonus. You regain all expended uses of this feature and restore the total amount of your hit point maximum affected by this feature after a long rest.

Hex Mastery[edit]

At 20th level, you unlock the full extent of your powers. Once per day, when a creature must make a saving throw due to the effect of your ancient rite, you may treat it as a critical failure. In addition, when a creature rolls a critical failure on a saving throw against your ancient rite, if your ancient rite allows a creature to make the saving throw again, that creature is unable to do so for the next minute. You regain the use of this feature after finishing a long rest.

Shattered Embers[edit]

A hex mage that has learned to draw out raw magical essence and break it down into a more manageable form, allowing one to slowly singe away the life force of any foe.

Ancient Rite: Hungering Aura

At 1st level, you unlock the ancient rite of the Shattered Embers, allowing you to harness raw magic at your command. As an action, you may invoke your ancient rite. Upon doing so, magic energy erupts from your body and splits into interweaving, flickering embers. Choose a creature that you can see within 60 feet. That creature must make a Intelligence saving throw. If the creature fails the saving throw, the creature is imbibed by the embers. As a bonus action, you may will the embers to drain the creature's energy. The creature takes psychic damage equal to your hex mage level + your Constitution modifier halved, rounded down (minimum of 1 damage). The creature may attempt the saving throw again at the start of each of its turn, ending the effect upon a success. This effect lasts for 1 minute or until the creature succeeds the saving throw.

Weary Bones

At 3rd level, your ancient rite begins to drain a target's vigor even further. While a creature is under the effect of your ancient rite, the creature's speed is reduced by 10 feet. In addition, if the affected creature makes a Dexterity saving throw, you may subtract your proficiency bonus from the result.

Slipping Sanity

At 6th level, the power of your ancient rite begins to age a creature's mind and memories. While a creature is under the effect of your ancient rite, the creature has disadvantage on any Intelligence checks to recall information as well as Wisdom or Charisma checks to deduce if a person is being truthful or sincere. Upon your ancient rite ending, the creature recalls any and all details of what had happened during the time it was affected.

Descent into Madness

At 14th level, your ancient rite begins to creep into a creature's mind, further steeping it into insanity. While a creature is under the effect of your ancient rite, the creature has disadvantage on Wisdom saving throws. In addition, the creature becomes vulnerable to psychic damage. When the affected creature is dealt psychic damage, you may add your proficiency bonus to the damage.

Soul Consumption

At 18th level, your ancient rite has realized its full potential, draining the last shreds of life from a foe to reinvigorate you. When a creature under the effect of your ancient rite is reduced to 0 hit points, you gain temporary hit points equal to your hex mage level + your Constitution modifier halved, rounded down (minimum of 1).

Soul Summoner[edit]

A hex mage that has dabbled into the macabre side of magic, you have had the souls of the dead bound to your own, allowing you to command those souls to possess your enemies and make them into your weapons.

Ancient Rite: Possessive Spirits

At 1st level, you unlock the ancient rite of the Soul Summoner, allowing you to control your foes. As an action, you may invoke your ancient rite. Upon doing so, ghostly wails of the souls you have bound to you begin to echo. Choose a humanoid creature that you can see within 30 feet of you. That creature must make a Charisma saving throw. If the creature fails the saving throw, that creature is now Charmed. You may have no more than one creature under the effect of your ancient rite at a time. While a creature is Charmed in this way, you may use your bonus action to command it. The affected creature's capabilities are limited, however. The creature's speed is halved, it can only make one attack per turn, and it cannot communicate. At the start of the creature's turn, it may attempt the saving throw again. The effect lasts for 1 minute or until the creature succeeds the saving throw.

Open House

At 3rd level, you gain the ability to inhabit a fresh corpse with your ancient rite. As an action, you may target a humanoid creature's corpse that has been dead no longer than 1 day. You may use your ancient rite to place a soul within the corpse, reviving it. A creature revived by your ancient rite is Charmed.

Settling In

At 6th level, a possessed creature under your control no longer suffers the drawbacks of not quite having its bearings. Any creature under the effect of your ancient rite now has their speed, attacks, and communicative capabilities are treated as normal. The creature still speaks the same languages it did before being Charmed by your ancient rite.

Renovations

At 14th level, your ancient rite allows your souls more freedom while possessing a creature. A creature under the effect of your ancient rite can now function normally as it did before being possessed due to the soul melding into the creature's memories. You still have full control over the creature even when it's acting self-sufficient. In addition, your ancient rite now lasts for 10 minutes, as well as any creature that fails the saving throw three times is Charmed for the full duration.

Liquidation

At 18th level, your souls are able to defy death again. When a creature under the effect of your ancient rite is reduced to 0 hit points, you may use your reaction to invoke the full extent of your power, allowing the creature to survive with 1 hit point remaining. Once you use this feature, you cannot use it again until after finishing a long rest.

Devil's Catalyst[edit]

Ancient Rite: Devilish Form

At 1st level, you unlock the ancient rite of the Devil's Catalyst, allowing you to harness a devil's power. Upon gaining this ancient rite, you choose the devil you are bound to. Each devil provides different benefits. As a bonus action, you may use your ancient rite to assume your devilish form. While you are in this form, you gain the benefits associated with your chosen devil. Your transformation lasts for 1 minute or until you are knocked Unconscious.

Cutthroat: You have the Two-Weapon Fighting Style. In addition, when you transform with your ancient rite, you may choose from fire, cold, or thunder. Any attacks you make with a melee weapon that deals slashing damage deals an additional d4 of the chosen damage. This damage increases to a d6 at 6th level, a d8 at 12th level, and a d10 at 18th level. At 10th level, you can choose from acid, necrotic, and lightning as well.

Pummeling: You have the Great Weapon Fighting Style. While you are transformed by your ancient rite, when you make an attack with a melee weapon that deals bludgeoning damage, you may use your reaction to attempt to force the enemy to the ground. The creature must make a Strength saving throw. If the creature fails the saving throw, it is now Prone. You may use this reaction a number of times equal to your proficiency bonus.

Injection: You have the Dueling Fighting Style. While you are transformed by your ancient rite, when you make an attack with a melee weapon that deals piercing damage, your weapon deals a d4 poison damage. This damage increases to a d6 at 6th level, a d8 at 12th level, and a d10 at 18th level. In addition, you may use your reaction to force a larger dose of poison into the creature's body. Upon doing so, the creature must make a Constitution saving throw. If the creature fails the saving throw, the creature takes an extra 2d4 poison damage and is Poisoned, or half damage on success and the creature is not Poisoned. You may use this reaction a number of times equal to your proficiency bonus.

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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