Hexer (3.5e Class)

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Hexer[edit]

Hexers are casters of primal spells something like witch-doctors or Hoodoo shamans who do hidden rituals and cast their spells from the safety of a distance. They use their power to torment, weaken or even induce bad luck upon their enemies. Contrary to popular belief not all hexers are evil, though a great many of them are, and may indeed use their powers for the good of others. Hexers of good alignment often use suggestion spells and other means to weaken the resolves of those who would seek to do evil. However certain stereotypes do have a basis in reality as some hexers do make Hoodoo dolls and jab them with pins and knives to hurt or even kill their victems. Hexers often work well with others, particularly combat oriented players, because of their ability to hinder their enemies while others do the fighting or because they can often use their abilities to coerce NPCs in ways that most others cannot.

Making a Hexer[edit]

Table: The Hexer
Hit Die: d6

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar 3 1
2nd +1 +1 +1 +3 4 2
3rd +1 +1 +1 +3 5 2 1
4th +2 +1 +1 +4 6 3 2
5th +2 +2 +2 +4 Power Curse I 6 3 2 1
6th +3 +2 +2 +5 6 4 3 2
7th +3 +2 +2 +5 6 4 3 2 1
8th +4 +3 +3 +6 6 4 4 3 2
9th +4 +3 +3 +6 6 4 4 3 2 1
10th +5 +3 +3 +7 Bonus Feat 6 4 4 4 3 2
11th +5 +4 +4 +7 6 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 6 4 4 4 4 3 2
13th +6/+1 +4 +4 +8 6 4 4 4 4 3 2 1
14th +7/+2 +5 +5 +9 6 4 4 4 4 4 3 2
15th +7/+2 +5 +5 +9 Power Curse II 6 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 6 4 4 4 4 4 4 3 2
17th +8/+3 +6 +6 +10 6 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 6 4 4 4 4 4 4 4 3 2
19th +9/+4 +6 +6 +11 6 4 4 4 4 4 4 4 3 3
20th +10/+5 +7 +7 +12 Bonus Feat 6 4 4 4 4 4 4 4 4 4

Class Skills (Int modifier +3 per level; ×4 at 1st level)
.

Class Features[edit]

Spells Known:

Table: Hexer Spells Known
Level Spell Level
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 1
2nd 5 2
3rd 5 2 1
4th 6 3 2
5th 6 3 2 1
6th 6 4 3 2
7th 6 4 3 2 1
8th 6 4 4 3 2
9th 6 4 4 3 2 1
10th 6 4 4 4 3 2
11th 6 4 4 4 3 2 1
12th 6 4 4 4 4 3 2
13th 6 4 4 4 4 3 2 1
14th 6 4 4 4 4 4 3 2
15th 6 4 4 4 4 4 3 2 1
16th 6 4 4 4 4 4 4 3 2
17th 6 4 4 4 4 4 4 3 2 1
18th 6 4 4 4 4 4 4 4 3 2
19th 6 4 4 4 4 4 4 4 3 2
20th 6 4 4 4 4 4 4 4 4 3

Class Features[edit]

All of the following are class features of the Hexer:

Power Curse I:

Once per encounter the hexer may cast a curse with extraordinary power. This ability causes all numeric variables such as damage, number of targets, area etc. to have maximum effect (10 instead of 1d10 or 18 instead of 3d6). Additionally the spell's save DC increases by 10.

Power Curse II:

Once per day the hexer may cast a curse with overwhelming power. This causes all numeric variables of the spell to be double their maximum (20 instead of 1d10 or 72 instead of 6d6). Additionally the spell's save DC increases by 15.

Spells:

The hexer's spells known and per day are based on his charisma modifier. Hexers may only cast spells if their charisma is greater than or equal to 10 plus the spell's level. Curses are treated exactly the same as arcane spells.

Hexers can cast the following spells and curses:

0— Detect Magic Touch of Fatigue, Weak Will, Distract, Fluster, Dizzy Spell

1st—Charm Person, Hypnotism, Sleep, Cause Fear, Ray of Enfeeblement, Clumsiness, Reduce Preservation, Fester, Hex, Lesser Curse of Thorns

2nd—Glitterdust, Stiffen, Touch of Idiocy, Hideous Laughter, Ghoul Touch, Hypnotic Pattern, Blindness/Deafness, Terrifying Object, Minor Jynx, Reduce Resistance, Lesser Reciprocity

3rd—Suggestion, Hold Person, Dispel Magic, Ray of Exhaustion, Slow, Terrify, Vex, Cursed Armor, Burning Skin, Whip of Pain, Greater Hex, Curse of Thorns

4th—Dying Flesh, Black Tenticles, Charm Monster, Crushing Despair, Shout, Fear, Enervation, Contagion, Lingering Death, Jynx, Blast of Enfeeblement, Eliminate Resistance

5th—Nightmare, Incendiary Weapon, Greater Curse of Thorns, Reciprocity, Wicked Aura

6th—Deathly Hex, Dread, Curse of The Naked Heart, Expose, Omen

7th—Faelty, Grizzly Fate, Eliminate Immunity, Magic Drain, Summon Gant

8th—Greater Jynx, Break Creature, Greater Reciprocity, Mind Venom

9th—Greusome Fate, Dust To Dust, Bittersweet Vengance, Psychoticysm

Ex-Hexers[edit]

.

Epic Hexer[edit]

Table: The Epic Hexer

Hit Die: d

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:


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

Epic Bonus Feat List: .

Hexer Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Hexer[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Hexers in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Hexer Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Hexers in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .


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