Hexer Variant (5e Class)

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Hexer[edit]

An old woman knitting a sweater is hunted by a mob of angry villagers, shouting "Kill the witch!" as they approach her house. When they get close enough a rain of arrows flies through the sky, killing most of them, and causing the remaining villagers to flee. The old witch pets her fey familiar, and then goes back to knitting.

An elf is surrounded by thugs. As they get closer, the elf pulls out a dagger and cuts himself. Together with his blood, arcane energy flows from the wounds and attaches itself to the thugs, cursing them with his hexes. Then while they suffer from the effects, he uses his spells to escape.

A young woman, strapped to a stake, is burned alive by a vicious group of witch hunters. While her red dragon familiar watches her from above, as she feigns suffering from the flames, until she gets bored and unleashes terrible spells and hexes to her assailants.

Hexers are spellcasters that use their arcane energies to create curses. While most of them are feared for their penchant for dark spells, and how they can use blood to fuel their arcane energies.

Curseslingers[edit]

A hexer's most famous power comes from their hexes. A hex can have many different effects, ranging from weakening a foe, to causing them to be stricken by panic. These are also the main reason as to why they are so feared. Hexers create their curses through the magic that courses through their blood, so they must let their blood flow.

Contracts[edit]

Hexers are also known for making pacts with powerful entities. Unlike warlocks though, hexers seek companions, a familiar that follows them, and has a much deeper connection than a normal familiar. Through these pacts, hexers gain new powers and hexes.

Creating a Hexer[edit]

A hexer is a caster deeply connected to dark magic. What would interest you into creating one? Would you like to make a witch, that controls minds, or undead? Would you like to have a deep connection with fiends, or dragons or other powerful entities? Why would your character have pursued this arcane path? Vengeance? Are they searching for power? Think of these types of questions if you want to make a hexer.

Quick Build

You can make a Hexer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a Hexer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Simple Weapons, Hand Crossbows, Rapiers
Tools: Thieves Tools
Saving Throws: Wisdom, Charisma
Skills: Choose three from Arcana, Deception, Insight, Intimidation, Persuasion and religion

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 witchcraft focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • two daggers (an Athame has the stats of a dagger, but even if you choose it as your witchcraft focus you still gain both of these)
  • If you are using starting wealth, you have 5dx4 x 10 in funds.

Table: The Hexer

Level Proficiency
Bonus
Hex Points Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Witchcraft, Familiar Contract, Overcast 3 6 2
2nd +2 4 Hexes, Sacrifice 3 7 3
3rd +2 5 Witch's Focus, Blood Sacrifice 3 8 4 2
4th +2 6 Ability Score Improvement 4 9 4 3
5th +3 7 4 10 4 3 2
6th +3 8 Familiar Contract Feature 4 11 4 3 3
7th +3 9 5 12 4 3 3 1
8th +3 10 Ability Score Improvement 5 13 4 3 3 2
9th +4 11 Hex 5 14 4 3 3 3 1
10th +4 12 Familiar Contract Feature 5 15 4 3 3 3 2
11th +4 13 6 16 4 3 3 3 2 1
12th +4 14 Ability Score Improvement 6 17 4 3 3 3 2 1
13th +5 15 6 18 4 3 3 3 2 1 1
14th +5 16 Hex 7 19 4 3 3 3 2 1 1
15th +5 17 Familiar Contract Feature 7 20 4 3 3 3 2 1 1 1
16th +5 18 Ability Score Improvement 7 21 4 3 3 3 2 1 1 1
17th +6 19 Hex 7 22 4 3 3 3 2 1 1 1 1
18th +6 20 Witcher Heart 8 23 4 3 3 3 3 1 1 1 1
19th +6 21 Ability Score Improvement 8 24 4 3 3 3 3 2 1 1 1
20th +6 22 Hex Rebound 8 25 4 3 3 3 3 2 2 1 1

Witchcraft[edit]

At 1st level, you gain the ability to cast spells.

Witchcraft can be a terrifying thing to witness. A hexer controls many dark and fearsome spells, to destroy and control those that oppose them. But, surprisingly, they are also able to heal, although that is in and on itself a scary process, as they know spells that siphon the health of others and transfer it to another, or gift creatures a false sense of health, when truly they are only ignoring the pain and suffering in their bodies.

Spells Know of 1st level and higher

The hexer table shows how many spells you know at first level, and how many you gain each level thereafter.

Spell Slots

The hexer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these hexer 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.

Spellcasting Ability

Charisma is your spellcasting ability for your hexer spells, since your arcane powers come from your own influence to the world around you. 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 hexer spells as a ritual if the spell has the ritual tag and it is prepared.

Spellcasting Focus

You can use a witchcraft focus (found on the table below) as a spellcasting focus for your hexer spells.

Item Cost Weight
Athame 2 gp 1 lb
Broom 1 gp 4 lb
Garb 5 gp 4 lb
Hat 2 gp -
Mirror 2-5 gp varies
Staff 3 gp 4 lb
Wand 3 gp -

Familiar Contract[edit]

You form a contract with a familiar. This familiar will give you features at 1st, 5th, 10th and 15th levels. You can make your choice of familiar from the following: Draconic Familiar, Demonic Familiar, Fey Familiar, Elemental Familiar.

Overcast[edit]

You can use this feature to cast a spell that uses an action using a bonus action, taking 3d4 of necrotic damage, you take an additional 1d4 damage for every spell slot higher than lvl 1.

Hexes[edit]

A hexer is called that for their ability to cast, and control terrible curses on their enemies. They have a pool of dark arcane energy surging through their blood, and by spilling their blood they can cast hexes. A creature must make a Wisdom saving throw against your spell save DC, on a failure the targeted creature becomes afflicted by your hex. A creature can only be affected by one hex at a time, but you can have as many creatures affected by hexes as you can, based on how many hex points you have.

A hexer can spend their spell slots to gain hex points. You gain a number of hex points equal to the level of the spell slot spent.

At 2nd level a hexer learns 4 hexes. And they learn one more hex at 9th, 14th and 17th levels. A hexer also gains special hexes from their familiar. They choose from the hex list bellow:

List of Hexes[edit]

Frightening Hex: This hex afflicts the target's mind, bringing forth its greatest fears when you attack it. If you hit a creature afflicted by this hex with a spell of 1st level or higher they become frightened of you for a number of rounds equal to your Charisma modifier. This hex costs 2 hex points.

Trembling Hex: This hex causes the target to shake uncontrollably, as if pure panic had taken control of their bodies. Creatures afflicted by this hex automatically fail checks against being disarmed, and they have disadvantage on attack rolls against you. This hex costs 4 hex points.

Hex of Unending Flow: This hex incrises the flow of blood on the affected creature's wounds. When you deal piercing or slashing damage to a creature affected by this hex they will start bleeding profusely, causing 1d4 damage to it at the start of its turns for a number of rounds equal to your Charisma modifier. This hex costs 1 hex point.

Shattering Hex: This hex will react to your arcane powers and form cracks on the targeted creature's defenses. If you hit a creature affected by this hex with a spell of 1st level or higher they lose 1 point from their Armor Class. This hex ends after its effect is activated. This hex costs 1 hex point.

Contagious Hex: This hex connects to creatures, and your spells will travel through this connection. If you hit or affect a creature with a spell that targets any creature, it will also affect any other creature of your choice within 5 ft of the first target. A creature connected to the original target also makes a saving throw if your spell requires one, if they fail they are affected by the spell as well. On completing the saving throw, if the spell deals damage the connected target takes half damage on save, if the spell has a duration, for the connected target this duration is halved upon save. This hex costs 3 hex points, but for each 1 extra hex point you spend you can connect an extra creature within 5 ft of the original target.

Hex of Enfeeblement: This hex will weaken the body of the afflicted creature. When a creature is affected by this hex, choose which ability will be affected, between Strength, Dexterity or Constitution. For the duration of the hex the affected creature has disadvantage on ability checks and saving throws with the chosen ability. This hex costs 3 hex points.

Hex of the Weak Mind: This hex will weaken the mind of the afflicted creature. When a creature is affected by this hex, choose which ability will be affected, between Intelligence, Wisdom and Charisma. For the duration of the hex the affected creature has disadvantage on ability checks and saving throws with the chosen ability. This hex costs 3 hex points.

Sustaining Hex: This hex is a favorite to most, as it connects with your spells and takes the place of your focus to sustain the spell. When you cast a concentration spell on a creature affected by this hex, you don't need to maintain concentration on the spell for the duration of the hex (as you can cast hexes on yourself, this hex could work with concentration spells that target yourself). Another special feature of this hex is, if the hexer casts Witch Bolt on the afflicted creature, you only need to use a bonus action each turn if you want to cause the extra damage of Witch Bolt. This hex costs 2 points.

Warding Hex: This hex shields you from within the afflicted target's body. When a creature affected by this hex makes a melee attack against you and hits they don't add their ability modifiers on the attack. This hex costs 1 hex point.

Hex of Warning: While afflicted by this hex, creatures can't hide from you. You have advantage on Perception checks against creatures afflicted by this hex. This hex costs 1 hex point.

Exploding Hex: When a creature dies affected by this hex, you make sure any creature around them is taken down as well. When you kill a creature afflicted by this hex with a spell of 1st level or higher, this hex causes an explosion in a circle with a 30 ft diameter centered on the afflicted creature. All the creatures in the explosion's area must make a Dexterity saving throw. On a failure they take 5d6 of damage, or half of that damage on a success. The damage type of the explosion is the same as of the spell which killed the affected creature. This hex costs 2 hex points.

Hex of Confusion: This hex confuses the mind of a creature. When a creature affected by this hex makes an attack, it has a 50% chance of attacking another random creature. This hex costs 1 hex point.

Hex of the Puppet: This hex conjures a puppet of the creature. The creature makes a Wisdom saving throw, if it is not successful the creature is inflicted by the hex. The hexer can use its bonus action to stab the puppet with a needle, causing 3d10 of energetic damage and add 1 Needle to the doll. The hexer can consume the doll and destroy the doll afflicting 4d12 of energetic damage if the creature dies, the hexer recovers the hex points spent by this hex and the level of the creature in spell slots. This hex costs 2 hex point.

The damage of the hexes increase in one die in 9th level, 14th level and 17th level respectively.

Sacrifice[edit]

Also starting at 2nd level, a hexer learns how to make a special type of sacrifice, with which they can regain their arcane energies. When you kill a creature that's within 5 feet of you you can use a bonus action to make a sacrifice. When you make one, you regain a number of expended spell slots that have a combined level equal to or less than half your hexer level (rounded up), these slots can't be of 6th level or higher. You can use this feature once per long rest.

Witch's Focus[edit]

At 3rd level your witchcraft focus has become something much more precious to you. So you have learned how to infuse it with magical power, turning it into a true witch's magical focus. You must make a 30 minute ritual to infuse your focus. After the ritual is complete your witchcraft focus gains special properties based on what type of focus you chose. One thing that every witch's focus has in common is that they can't be wielded properly by anyone else. You can only have one witch's focus connected to you. If you make a new ritual, your old focus crumbles to dust.

Athame

The more sadistic, cruel or combatant hexers have an Athame, a cerimonial blade with a black handle. As a bonus action and while casting a spell of 1st level or higher, you can deal 1d4 slashing damage to yourself. The result of the damage is then added to either your spell save DC or you spell attack bonus for the spell used. For exemple, if you roll a 3 while casting Charm Person your spell DC will increase by 3. If you cast a spell that continuously requires saving throws, the following saves keep half of the bonus (rounded down) until the target succeed on their saving throws or the spell ends. This feature can be used once per short or long rest.

At 13th level you increase the die to a 1d6.

Broom

Your broom becomes magical, gaining the same properties of a magical quarterstaff (no bonuses). With an action you can activate your broom's other magical property, turning it into a broom of flying with a speed of 60 ft. This feature lasts for 1 hour. After using it you must finish a short or long rest before using it again.

At 13th level the broom's flight lasts for 8 hours.

Garb

Your garb's treads are infused with arcane energy. Whenever you wear your garb without armor or a shield, your armor class is 13 + your Dexterity modifier.

At 13th level you can remake the ritual with your current garb. While wearing it, you also gain resistance to one type of damage of your choice, between: Slashing, Piercing and bludgeoning.

Hat

You witch "hat", can actually be any type of head wear you choose, but hats are the most common choice between hexers. With your power coursing through it, your hat gives you advantage against charm and fear effects, magical or not.

At level 13 your hat grants you immunity against charm and fear, magical or not.

Mirror

The mirror you carry now serves as a link, between you, and an entity from which you can gain assistance. A spirit enters your mirror. This spirit's type must be a dragon, fiend, celestial, fey or elemental. Normally hexers choose spirits connected to their familiar contract, but this is not obligatory. Once per long rest, you can make a question to the spirit, related to their type, and they must answer it truthfully. The spirit usually knows the answer to any question, unless it's something extremely specific or secret. While they only need to answer one question per day, your DM might allow the spirit to interact more with your player, but that is up to the DM.

At level 13 the spirit in your mirror can lend you one of it's subordinates once per long rest. For 1 hour you gain a creature of the same type as the spirit that obeys your commands to the best of it's abilities. The creature can't have a CR higher than 5. It rolls it's own initiative, but if you don't give it any commands it will simple try to protect you as best as it can.

Staff

Your staff turn into a magical staff, gaining the properties of a magical quarterstaff (no bonuses). Your staff also grants you 1 extra spell slot that is of a level which you have spells for.

At 13th level your staff grants you 1 more extra spell slot.

Wand

Your wand starts to crackle with arcane energy. Once per long rest, you can use your wand to cast Magic Missile at your highest spell level without spending a spell slot.

At level 13 the wand can also cast Alter Self only at yourself, once per short or long rest.

Blood Sacrifice[edit]

Also at 3rd level you gain the ability to give away a bit of your life force to fuel your hexes. Using a bonus action you can take xd4 damage that can't be reduced and gain a number of Hex points equal to the number of d4s you took (maximum of 10)

Ability Score Increase[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.

Witcher Heart[edit]

At 18th level the dark arcane energies that course through your veins turn you into a darker being. You gain resistance to necrotic damage, and you gain darkvision of 60 ft. If you already had darkvision, increase its range by 60 ft.

Hex Rebound[edit]

At level 20, when you kill a creature affected by one of your hexes with a spell of 1st level or higher, you regain 1 hex point, and 1 extra hex point for every 5 levels of the creature's CR. So, let's say, if you killed a creature with a Fireball spell, the creature was under one of your hexes and its CR was 20, you would regain 4 hex points.

Familiar Contracts[edit]

Your familiar contract will determine which type of familiar you will receive, and what they will grant you in return to this contract. A mark is placed on the hexer when forming their contract, this mark varies depending on what type of entity form the pact with the hexer. Creature of the same type as your contract partner might recognize this mark, if they are well versed with these types of contracts.

Draconic Familiar[edit]

The draconic familiar comes from a pact between a hexer and a vastly powerful dragon. The mark of a hexer with a draconic familiar is on their chest, a huge scar right above their heart. Draconic hexers usually are motivated by wealth, power or control, they seek that which dragons are most famous for.

Dragon Familiar

At 1st level you gain a familiar in the form of a tiny dragon that follows you and treats you as its owner. This familiar works almost exactly like the Find Familiar spell. But with the following modifications.

Your familiar can attack as any normal creature. And its stats are as follows: Its ability score is decided by a point system. You have 80 points to divide through it's abilities, but no ability score can be bigger than 18 at 1st level. When you gain the Ability Score Improvement feature you can increase your familiar's scores as well. Its hit points are the same as your, as its connected to you. It uses your proficiency on any saving throws you have, on its attack and damage rolls and on its armor class.

Your dragon familiar has a bite attack, that uses either its Dexterity or its Strength, that deals 1d4 + its Strength/Dexterity modifiers, and once per short or long rest it can use an action to use a breath weapon attack that works just like a 1st level Magic Missile spell, except that the damage is based on what type of dragon it is, and the range if of 90 ft. At 5th level the breath weapon is considered a 2nd level Magic Missile, at 10th its considered a 3rd level spell and at 15th its considered a 4th level spell. The dragon also has resistance to the type of damage related to its colour.

Draconic Hex

At 6th level you learn a hex connected to your draconic partner. You can use a bonus action to spend 2 hex points to cast the draconic hex. While affected by this hex, the target becomes vulnerable to your dragon's damage type, if they have resistance to that type, they lose it, and if they have immunity to it, it become resistance. This hex lasts for 1 minute.

Dragon Heart

Starting at 10th level a hexer gains a more physical connection with their draconic partner. Your body changes, accommodating scales, claws and horns. These changes can be hidden as a bonus action at any time, but even hidden they give you some special features, related to the type of dragon you form a pact with. You gain resistance to your dragon's damage type, and while your claws and horns are visible you can make unarmed attacks with them, that deal 1d4 slashing/piercing damage.

But the real power you gain from this form appears when you enter a state called Dragon Rage. With a bonus action, you can spend 3 hex points to enter dragon rage. While in dragon rage, you gain a dragon's breath. With an action you can make a breath weapon attack, that has a shape of a 20 ft cone or a 5 by 40 ft line, depending on what type of dragon you chose. The breath has a damage of 8d6, and it uses your spell DC for it saving throws. You can use your breath three per transformation. Also, while transformed, your claw and horn attacks gain an extra 1d4 of damage based on your dragon's type. This transformation lasts for 1 hour, and it can be used once per short or long rest.

At level 15 the range of your breath doubles, and the extra damage of your claw and horn attacks grows to 1d6.

Avatar of the Dragon

At 15th level, your familiar can become an avatar of the entity with which you formed your contract. Or at least that is what the creatures afflicted by your hexes see. Once per long rest, you can use your hexes the force creatures affected by them to see your familiar as a much more menacing entity. Any creature affected by your hexes that can see your familiar must make a Wisdom saving throw against your spell save DC, on a failure they become frightened of your familiar for 1 minute. As long as your hex affects the creatures that failed their saving throws they stay frightened. On a success, a creature isn't affected by this feature.

Demonic Familiar[edit]

The demonic familiar comes from a pact between a hexer and a terrifying demonic entity. The mark of a hexer with a demonic familiar is on their neck, a brand is burned on their necks out of thin air. Demonic hexers usually are motivated by vengeance, lust, and envy. The most common types of demons hexers choose are Balors, Succubus and Goristos.

Demon Familiar

At 1st level you gain a familiar in the form of a tiny demon that follows you and consideres you its master. This familiar works almost exactly like the Find Familiar spell. But with the following modifications.

Your familiar can attack as any normal creature. And its stats are as follows: Its ability score is decided by a point system. You have 80 points to divide through it's abilities, but no ability score can be bigger than 16 at 1st level. When you gain the Ability Score Improvement feature you can increase your familiar's scores as well. Its hit points are the same as your, as its connected to you. It uses your proficiency on any saving throws you have, on its attack and damage rolls and on its armor class.

You choose the attacks of your demon familiar, these being based on the types of demons you can choose. It can have either, a sword, a trident, claws or horns. The familiar's attacks deal 1d4 of damage, using either its Strength or Dexterity. You also make a choice for its special attack, between, a fire whip, which deals 2d6 fire damage, and the target must make a Strength saving throw against your spell DC or be pulled 5 ft in the direction of your familiar, a draining kiss which deals 2d6 necrotic damage and heals you for the damage done, or a bull charge that deals 2d6 damage and the target must make a Strength saving throw against your spell DC or be knocked prone. The chosen feature can be used once per short or long rest. Each feature gains 1 additional d6 at levels 5, 10 and 15. The demonic familiar also has advantage against charm effects.

Demonic Hex

At 5th level you learn a hex connected to your demonic partner. You can use a bonus action to spend 2 hex points to cast the demonic hex. While affected by this hex, any effect of charm or fear you cause on the targeted creature has its duration doubled, also if you are attacked by the creature suffering from this hex while concentrating on a spell, you have advantage on your concentration checks.

Demon Soul

Starting at 10th level a hexer gains a more physical connection with their demonic partner. Your body changes, accommodating claws, horns and hooves. These changes can be hidden as a bonus action at any time, but even hidden they give you some special features, related to the type of demon you form a pact with. You gain resistance to fire, necrotic or poison, you can't change this choice after its made, and while your claws and horns are visible you can make unarmed attacks with them, that deal 1d4 slashing/piercing damage.

But the real power you gain from this form appears when you enter a state called demon form. With a bonus action, you can spend 3 hex points to enter your demon form. While in demon form, you gain one of two choices, which you can't change after making. You can cast enlarge on yourself, while in this form, you gain an extra 1d4 fire and 1d4 lightning damage to your weapon attacks. Your other choice gives you wings, and a flight speed of 60 ft. And you can magically charm up to 3 creatures within 30 ft of you. The target must make a Wisdom saving throw against your spell save DC, if the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to your Charm for the next 24 hours. This form lasts for 1 hour, and it can used once per short or long rest.

At level 15 the first choice of form you can choose gains double damage to structures. If you choose the other form, your charm lasts for 2 days.

Avatar of the Fiend

At 15th level, your familiar can become an avatar of the entity with which you formed your contract. Or at least that is what the creatures afflicted by your hexes see. Once per long rest, you can use your hexes the force creatures affected by them to see your familiar as a monstrous creature or a beautiful entity. Any creature affected by your hexes that can see your familiar must make a Wisdom saving throw against your spell save DC, on a failure they become either frightened or charmed by your avatar, depending on what demon you chose, for 1 minute. As long as your hex affects the creatures that failed their saving throws they stay frightened or charmed. On a success, a creature isn't affected by this feature.

Fey Familiar[edit]

The fey familiar comes from a pact between a hexer and a fey creature. The mark of a hexer with a fey familiar is on the back of their right hands, a tattoo appears to have being painted magically on your hand. Fey hexers usually are motivated by glory, fame or, simply, fun.

Fey Familiar

At 1st level you gain a familiar in the form of a tiny fey that follows you around and adores your company. This familiar works almost exactly like the Find Familiar spell. But with the following modifications.

Your familiar can attack as any normal creature. And its stats are as follows: Its ability score is decided by a point system. You have 80 points to divide through it's abilities, but no ability score can be bigger than 16 at 1st level. When you gain the Ability Score Improvement feature you can increase your familiar's scores as well. Its hit points are the same as your, as its connected to you. It uses your proficiency on any saving throws you have, on its attack and damage rolls and on its armor class.

Your fey familiar has a weapon attack with a bow, which deals 1d8 plus its Dexterity modifier, and has a range of 60/90 ft. And once per short or long rest it can use an action to make a rain of arrows. This feature works in a cube area, of 60 ft, that appears in a point within 30 ft of the familiar. Any creature inside the area of effect must make a Dexterity saving throw against your spell save DC, if they fail they take 3d8 piercing damage, and they are under the effect of the Faerie Fire spell. If they succeed they take half damage and aren't affected by Faerie Fire. At levels 5, 10 and 15 the damage increases by 1d8. The fey familiar also can't be put to sleep by magic.

Fey Hex

At 5th level you learn a hex connected to your fey partner. You can use a bonus action to spend 2 hex points to cast the fey hex. While affected by this hex, the target glows lightly, making it so it can't hide itself, even by magical means, like invisibility or magical darkness. You always know where the creature affected by this hex is unless it is in other plane of existence.

Fey Body

Starting at 10th level a hexer gains a more physical connection with their fey partner. Your body changes, your hair and eyes gain beautiful and vibrant colours, and you gain wings. These changes can be hidden as a bonus action at any time, but even hidden they give you some special features, related to the fey you formed a pact with. You gain resistance to poison, and while you aren't wearing medium or heavy armor, and isn't carrying more than your normal carry weight you gain a 30 ft flight speed. You also need clothes or armor that accommodates your wings, or else they won't appear.

But the real power you gain from this form appears when you enter a state called fey trance. With a bonus action, you can spend 3 hex points to enter your fey trance. While in fey trance, you gain the ability to turn yourself invisible as a bonus action. While you are invisible, if you are hit by a melee attack, you force the creature that hit you to make a Wisdom saving throw against your spell save DC, if they fail they become confused for 1d6 rounds, while confused they walk in random directions, even towards danger, and they have a 50% chance of hitting anyone they get into melee range with, no matter who their target is (the DM might decide to have the confused creature do other things, these are simply their basic behavior). Your invisibility can end just like a normal Invisibility spell. While in this form you can also spend your movement action to teleport to any living plant within 30 ft of you. This form lasts for 1 hour, and it can used once per short or long rest.

At level 15 the duration of the confusion you cause lasts for 1d12 rounds, and you can teleport to plants up to 60 ft of you.

Avatar of the Fey

At 15th level, your familiar can become an avatar of the entity with which you formed your contract. Or at least that is what the creatures afflicted by your hexes see. Once per long rest, you can use your hexes the force creatures affected by them to see your familiar as a gracious being. Any creature affected by your hexes that can see your familiar must make a Wisdom saving throw against your spell save DC, on a failure they become charmed by your avatar for 1 minute. As long as your hex affects the creatures that failed their saving throws they stay charmed. On a success, a creature isn't affected by this feature.

Elemental Familiar[edit]

The elemental familiar comes from a pact between a hexer and an elemental. The mark of a hexer with an elemental familiar is on one of their limbs, depending on which type of elemental, a mark appears on the hexer's right arm if they chose a fire elemental, in their left arm if they chose an air elemental, in their right leg if they chose an earth elemental or in their left leg if they chose a water elemental. Elemental hexers usually are motivated by the search of arcane knowledge, or seeking the understanding of the planes.

Elemental Familiar

At 1st level you gain a familiar in the form of a tiny elemental that follows you as its master. You must choose between a fire, water, earth and air elemental, this choice can't be changed. This familiar works almost exactly like the Find Familiar spell. But with the following modifications.

Your familiar can attack as any normal creature. And its stats are as follows: Its ability score is decided by a point system. You have 80 points to divide through it's abilities, but no ability score can be bigger than 16 at 1st level. When you gain the Ability Score Improvement feature you can increase your familiar's scores as well. Its hit points are the same as your, as its connected to you. It uses your proficiency on any saving throws you have, on its attack and damage rolls and on its armor class.

Your elemental familiar has a ranged attack which deals 1d4 plus their Charisma modifier, dealing fire, cold, acid or thunder damage, depending on your choice of elemental (fire, water, earth or air). It also can, once per short or long rest, use its action to create a prison with its natural element to restrain a creature. A creature within 30 ft of the familiar must make a Dexterity saving throw against your spell save DC, on a failure they become restrained for 1d4 rounds. The restrained creature creature also takes 1d4 of damage, related to your familiar's type, at the start of its turns. On a success, nothing happens to the targeted creature. At levels 5, 10 and 15 the damage increases by 1d4. The elemental familiar also has advantage against grapples and effects that try to restrain it.

Elemental Hex

At 5th level you learn a hex connected to your elemental partner. You can use a bonus action to spend 2 hex points to cast the elemental hex. While affected by this hex, the target suffer an effect based on the type of your elemental familiar. For fire elementals, the target takes 1d4 fire damage at the start of its turns and when it makes a melee weapon attack, the result of the dice rolled for the damage is halved (rounded up). For water elementals, the target takes 1d4 cold damage at the start of its turns and it has disadvantage on grapple checks and to try and resist a disarm check. For earth elementals, the target takes 1d4 acid damage at the start of its turns and its speed is halved. For air elementals, the target takes 1d4 thunder damage at the start of its turns and it can't make ranged weapon attacks from nonmagical weapons.

Elemental Being

Starting at 10th level a hexer gains a more physical connection with their elemental partner. Your body changes, depending on your familiar's type of elemental. For fire elementals you have flames for hair, and your eyes glow like suns. For water elementals your hands and feet become webbed and you gain gills. For an earth elementals rocks cover your skin like scales. And for air elementals your entire body crackles with static energy and your eyes look like storm clouds. These changes can be hidden as a bonus action at any time, but even hidden they give you some special features, related to the elemental you formed a pact with. You gain resistance to the type of damage related to your elemental, and you have advantage against effects that transform your body.

But the real power you gain from this form appears when you enter a state called elemental state. With a bonus action, you can spend 3 hex points to enter your elemental state. While in elemental state, you gain all the features and special movements of a CR 5 elemental of the same type as your familiar, but you don't gain its immunities and resistances. This form lasts for 1 hour, and it can used once per short or long rest.

At level 15 the hexer gains the elemental's resistances while in their elemental state.

Avatar of the Elemental

At 15th level, your familiar can become an avatar of the entity with which you formed your contract. Or at least that is what the creatures afflicted by your hexes see. Once per long rest, you can use your hexes the force creatures affected by them to see your familiar as a towering extra-planar. Any creature affected by your hexes that can see your familiar must make a Wisdom saving throw against your spell save DC, on a failure they become stunned by your avatar for 1 minute. As long as your hex affects the creatures that failed their saving throws they stay stunned. On a success, a creature isn't affected by this feature.

Hexer Spell List[edit]

These are your hexer spells.

Cantrip

Arcane Bolt, Bladeward, Bloodbrige, Chill Touch, Dancing Lights, Friends, Fire bolt, Mage Hand, Mending, Minor Illusion, Poison Spray, Resistance, Thaumaturgy, True Strike

1st Level

Animal Friendship, Burning Hands, Charm Person, Cure Wounds, Detect Magic, Detect Poison and Disease, Faerie Fire, Feather Fall, Hex, Longstrider, Mage Armor, Magic Missile, Protection from Evil and Good, Purify Food and Drink, Sleep, Unseen Servant, Witch Bolt

2nd Level

Alter Self, Arcane Lock, Bane, Binding Pact, Blindness/Deafness, Crown of Madness, Darkness, Darkvision, Enhance Ability, Enthrall, Find Traps, Flame Blade, Hold Person, Lesser Restoration, Locate Animals or Plants, Locate Object, Misty Step, Moonbeam, Protection from Poison, Ray of Enfeeblement, Suggestion

3rd Level

Animate Dead, Bestow Curse, Blink, Call Lightning, Clairvoyance, Counterspell, Dispel Magic, Fear, Fireball, Fly, Galder's Tower, Gaseous Form, Hypnotic Pattern, Magic Circle, Major Image, Protection from Energy, Remove Curse, Slashing Darkness, Tongues, Vampiric Touch, Water walk

4th Level

Anesthesia, Arcane Eye, Banishment, Black Tentacles, Blight, Confusion, Dimension Door, Dominate Beast, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Locate Creature, Polymorph, Stoneskin

5th Level

Antilife Shell, Awaken, Commune, Conjure Elemental, Contact Other Plane , Contagion, Dominate Person, Dream, Geas, Greater Restoration, Hold Monster, Insect Plague, Legend Lore, Mass Cure Wounds, Modify Memory, Planar Binding, Raise Dead, Reincarnate, Scrying, Telekinesis

6th level

Arcane Gate, Circle of Death, Conjure Fey, Contingency, Create Undead, Disintegrate, Eyebite, Find the Path, Flesh to Stone, Investiture of Darkness, Mass Suggestion, Sunbeam, True Seeing, Wall of Thorns

7th level

Etherealness, Finger of Death, Mirage Arcane, Mordenkainen’s Magnificent Mansion, Plane Shift, Regenerate, Sequester, Simulacrum, Symbol

8th level

Abi-Dalzim's Horrid Wilting, Antimagic Field, Antipathy/Sympathy, Dominate Monster, Feeblemind, Mind Blank, Power Word Stun, Sunburst, Trap the Soul

9th level

Astral Projection, Foresight, Imprisonment, Power Word Kill, Storm of Vengeance, True Polymorph, Weird, Wish

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hexer class, you must meet these prerequisites: Charisma 13.

Proficiencies. When you multiclass into the Hexer class, you gain the following proficiencies: None



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