Hex Master (5e Feat)

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Hex Master

Prerequisites: Ability to cast Hex
Become a master in everything Hex(agonal)

  • When rolling for initiative, you may cast the Hex spell on a creature within 90 feet of you. It does not count as an action, bonus action, or reaction.
  • Your attack rolls on creatures under you Hex spell can score a Critical Hit on a roll of 19 or 20 on the d20.
  • Instead of taking a Bonus Action to curse a new creature once the first target drops to 0 Hit Points, you can let the curse jump immediately to the next hostile creature


  • While on a hexagonal map, your Speed increases by 5 feet and you advantage on Investigation and Perception checks.
  • With the help of some honeycomb, you can find a bee. The bee eats the entire honeycomb, but it with a Nature check of DC 20 you can befriend the bee. It counts as a familiar as per the Find Familiar spell, but it cannot help with skill checks outside of Charisma checks and you cannot dismiss the bee to a pocket dimension.
  • You have advantage on making a skill check to analyze or remember something hexagonal or with a least one hexagon.
  • You can telepathically communicate with turtles and turtle-like creatures.
  • You have advantage on persuasion checks on DMs to switch to hexagonal battle maps.
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