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The Hexer

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Antonis Mpekris
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0% found this document useful (0 votes)
6 views

The Hexer

Uploaded by

Antonis Mpekris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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The Hexer

In the blood-soaked aftermath of battle, a human strides amidst


the carnage, their darkened silhouette a stark contrast against
the crimson-stained earth. Eyes ablaze with a feral hunger, a half-
elf moves with an eerie grace, a dance of death that leaves their
foes trembling in terror. Each swing of their blade is a symphony
of violence, a cacophony of screams echoing through the night, as
they unleash the primal fury of their cursed lineage upon those
who dare challenge their supremacy. And as the moon rises high,
casting its pale light upon the battlefield, the Hexer stands alone
amidst the mangled corpses, a haunting reminder of the savage
beauty that lurks within the heart of darkness.
The Hexer, born of ancient curses and honed by eldritch rituals,
melds martial prowess with dark magic to combat supernatural
threats. Embodying a precarious balance between humanity and
monstrosity, they roam the world as enigmatic hunters, wielding
their fearsome abilities to vanquish darkness wherever it may
lurk.

When you become a Hexer your eyes become catlike and they
have a faint glow a color of your choice (it doesn’t bother your
stealth) and you become sterile.
Choose at least two mutations from the list or roll a d6 twice:
Your skin becomes pale gray and your temperature drops low
Your expressions become very subtle
Your hair lose all pigment becoming white
You have intricate arcane symbols that mark your face and/or your body
Veins pulsating with faint glowing eldritch energy around your eye/eyes or on your neck
Growling, deep and very animalistic voice

Hit Die: d10


Armor: Light, Medium
Weapons: All melee and thrown, Slings
Tools: Alchemist’s Supplies, Brewer’s Supplies, Herbalism Kit
Saves: Constitution, Intelligence
Skills: 4 from Animal Handling, Arcana, Athletics, Acrobatics,
Investigation, Intimidation, Medicine, Perception, Stealth, Survival,
Insight, Nature, History
Multiclass: 1 Class Skill, Light and Medium armor, All weapons,
Class Tools, The Class counts as a 1/3 caster for spell slot
progression purposes
LVL1: Mutation
You gain the following:
Resistance to poison and the poisoned condition.
You age 4 times slower.
Your speed increases by 5ft.
Darkvision 60ft or +30ft.
You can use DEX for any non heavy, non two-handed weapon.
LVL1: Fighting Style
Dueling
Defense
Adaptable
Blind Fighting
Evasive
Melee Specialist
Tunnel Fighter
Two-weapon Fighting
LVL1: Hexer School
Choose between Wolf, Cat, Griffin, Bear, Manticore, Crane
LVL2: Signs
Choose 3 signs from the list. Choose 1 extra sign at levels 5, 8,
11, 14, 17. You Sign Ability Score is INT. All Signs require a free
hand to cast. A Sign can only be cast once per turn.
LVL2: Alchemy
You can make a number of potions per long rest up to you INT+PB
.The rarity is Common(lvl2), Uncommon(lvl5), Rare(lvl8), Very
Rare(lvl11), Legendary(lvl14)
LVL3: School Feature
LVL4, 8, 12, 16, 19: ASI or Feat
LVL5: Extra Attack
LVL5: Blade and Sorcery
You can now replace one of your attacks with a sign that is casted
as an action.
LVL6: True Hunter
By observing a creature unbothered for 1 minute you can learn 1
of it’s resistances or immunities, the information you get increase
by 1 in lvls 9, 12, 15, 18, 20. Gain 2 expertise.
LVL7: School Feature
LVL9: Greater Mutation
Gain proficiency on a save of your choice. Gain resistance on fear
and charm, become immune if already resistant.
LVL10: Cold Blooded
Insight rolls against you have DISADV. When you threaten using
violence you have ADV on the roll.
LVL11: School Feature
LVL14: Light Footed Combatant
You gain ADV on Stealth and your movement doesn’t invoke
Opportunity Attacks.
School of the Wolf
LVL1: Heightened Senses
You can track by smell and have ADV on Perception (smell and
hearing). You can hear and smell perfectly (though a roll might be
need if there is noise) up to 1kmxPB away.
LVL1: Restless Hunter
You cannot be surprised unless you are unconscious. You don’t
need to sleep and instead you meditate for 4 hours to get a full
rest in which state you are fully aware of your immediate
surroundings.
LVL3: Tracker’s Senses
You gain proficiency (or expertise if already proficient) and ADV in
Survival and Investigation. Your Attacks crit on 19 and 20.
LVL3: Lone Wolf
When fighting with no ally within 10 feet of you or your enemy
and in close quarters your attacks deal an extra 1d4(lvl3),
2d4(lvl8), 3d4(lvl14).
LVL7: Alpha
You can make attacks of opportunity without using your reaction.
You can use this feature a number of times equal to your PB per
long rest.
LVL7: Senses of the White Wolf
You have blind sense of 10ft (or +10ft if you had already). You can
cast Detect Magic and Identify as 1min rituals. You gain ADV on
Insight. You can sense when a shape changer or illusion is nearby
and have ADV to identify them.
LVL11: Crippling Strike
Any creature you hit has DISADV against the first save it rolls until
it’s next turn.

School of the Cat


LVL1: Cat’s Eye
You don’t get DISADV from heavily obscuring
phenomena/spells/abilities. You can see perfectly up to 1kmxPB.
LVL1: Fast Reflexes
You add you INT to your initiative.
LVL3: Deadly Grace
The first attack on a surprised enemy is an auto-crit if it hits.
LVL3: Feline Cunning
You gain proficiency in Deception or Intimidation and can use your
INT when rolling for the chosen skill.
LVL7: Killer Instinct
When you kill a creature or you score a critical hit you can make
an extra attack, this can be used only once per turn. Also you add
your INT to your Stealth.
LVL7: Go for the Throat
When you crit you triple the Dmg dice instead of double and
maximize the 2 instead of 1. Also your crits ignore Dmg
resistances and immunities.
LVL11: Agile Dodge
When an effect has you roll a save to reduce Dmg you take half
Dmg on a fail and no Dmg on a success.

School of the Griffin


LVL1: Magic Sensitive
You learn 3 cantrips of any list that count as Signs to you.
LVL1: Educated
You gain proficiency to Arcana and Persuasion.
LVL3: Versed in Magic
You learn a number of Spells, equal to you INT+ a third of your
level, of a level up to your PB from any spell list. You have a
number of spell slots, whose level equals your PB, per short rest
equal to your INT to cast your spells. You can change any number
of these spells, your signs and your cantrips every time you level
up.
LVL7: Words of Knowledge
When you roll Persuasion using information you know you add
your INT to the roll.
LVL7: Potent Signs
Add you INT to the Dmg/shield/etc. of your Signs.
LVL11: Mage Slayer
Can cast Counterspell as a sign a number of times equal to your
INT per long rest. You are proficient in this casting.

School of the Bear


LVL1: Heavy Hunter
You gain proficiency with heavy armor. You have ADV against
effects that would move you, restrain you or knock you prone as
well as being grappled.
LVL1: Ursine Build
Your HP increases by 1 for each level you have in this class.
LVL3: Shrug it Off
As a bonus action you heal yourself for 1d8+CON+ Witchkin lvl.
You can use this ability PB times per long rest.
LVL3: Strong Grip
When wielding a versatile weapon you always using the higher die
even when using it one-handed.
LVL7: Mettle
When you roll CON save to reduce Dmg from an effect, you take
half Dmg on a fail and no Dmg on a success.
LVL7: Superior Ursine Build
You add half your PB to any save you aren’t proficient with.
LVL11: Primal Fury
You have ADV on the first attack against any creature that injured
you before your turn while in a fight.

School of the Manticore


LVL1: Shield Expert
You gain proficiency with shields and can cast your Signs or drink
potions without a free hand while using a shield. Also the
Protection and Interception fighting style become available to
you.
LVL1: Shield Warrior
As a bonus action you can use your shield as an off-hand weapon
with the finesse property dealing 1d4 bludgeoning Dmg, you don’t
add your modifier to the Dmg unless it’s negative or you have the
Two-Weapon Fighting fighting style.
LVL3: Protector
You can use your defensive Signs (Quen, Heliotrope) one other
creatures. You can take the Help action as a bonus action.
LVL3: Alchemical Adept
When you consume a potion you gain Temp HP equal to your INT.
Your daily alchemical potions increase by your PB.
LVL7: Flesh Shield
As a reaction you can force an attack against a creature 5ft from
you to target you instead.
LVL7: Iron Wall
While holding a shield you have resistance to non-magical
slashing, piercing and bludgeoning Dmg.
LVL11: Pulling Defense
Creatures that miss you with a melee attack must succeed on a
DEX save against you spell DC on fall prone.

School of the Crane


LVL1: Mariner
You gain a climbing and swimming speed equal to your walking
speed. You can easily hold your breath for 1 hour and you reduce
falling Dmg equal to your DEX+ lvl in this class.
LVL1: Marksman
You gain proficiency in hand crossbows. You ignore the loading
property of firearms and being 5ft from an enemy doesn’t invoke
DISADV to your ranged attacks. Also the Archery fighting style
becomes available to you,
LVL3: To the Ground
When you hit a flying enemy it must succeed on a DEX save
against your Sign DC or fall to the ground taking fall Dmg if
applicable.
LVL3: Ever Ready
When rolling initiative and aren’t surprised you can use your
reaction to make a ranged attack with ADV.
LVL7: Curving Shot
When you miss a ranged attack you can as a reaction make
another range attack against a different target with 30ft of the
original target.
LVL7: Danger Zone
Creatures provoke ranged opportunity attacks from you when
they move within 30ft of you.
LVL11: Death From Bellow, Scourge of the Deep
When fighting from lower ground or while swimming you have
ADV on your attack rolls.

Signs
Aard
Abjuration
Save: CON
Range: 10ft cone
Bonus Action: Creatures are pushed back 5ft.
Action: Creatures pushed back 5ft and fall prone.
Reaction: One creature that comes within 5ft of you.
+5ft push on every cantrip upscale
Axii
Enchantment
Save: WIS
Range: 20ft
Bonus Action: One creature you can see can’t use reactions for
the round.
Action: One creature you can see. You add your INT to all CHA
against it for 10 mins. It ends early if that creature is attacked.
Also works for Animal Handling.
Reaction: One creature that misses an attack against you must
attack a creature of your choice within 5ft of you.
+1 target on every cantrip upscale (not the reaction)
Igni
Evocation
Save: DEX
Bonus Action: Creatures in a 5ft cone take 1d6 fire Dmg.
Action: Creatures in a 30ft cone take 1d6 fire Dmg.
+1d6 Dmg on every cantrip upscale
Hatri
Enchantment
Save: WIS
Range: 10ft
Action: One creature you can see is frightened of you for 1 round.
Bonus Action: One creature you can see has DISADV on attacking
anyone but you for 1 round.
+1 target on every cantrip upscale
Heliotrope
Abjuration
Reaction: Add your PB to your AC for 1 attack or half your PB to
one save roll.
Moak
Conjuration
Range: 10ft cone
Bonus Action: Creature get soaked in water for 1 round. When
dealt lighting or thunder Dmg the take an extra 2d6.
Quen
Abjuration
Duration: For hits equal too your PB
Action: Reduce incoming Dmg by 1d4.
+1d4 on every cantrip upscale
Shadi
Illusion
Range: 20ft
Duration: Concentration 1hour
Bonus Action: When the caster and allies within range remain still
while hiding creature have DISADV to spot them.
Somne
Enchantment
Save: WIS
Range: Touch
Action: Target falls asleep for 1 hour or until touched or by loud
noise. If the target is in combat or in any way alerted it has ADV
on the save.
Supire
Divination
Range: 60ft
Duration: Concentration 1 week
Bonus Action: You always now if your target is alive and can
always tell it’s general direction. You also have ADV to Perception
and Survival to find it.
Action: For 1 min you deal an extra 1d8 Dmg to the target but
have -2 AC against any other creature.
Vintyr
Evocation
Save: CON
Range: 15ft cone
Bonus Action: Creatures take 1d6 cold Dmg.
Action: Creatures take 1d6 cold Dmg and have -10ft movement
for 1 round.
+1d6 on every cantrip upscale
Volun
Evocation
Range: 90ft
Action: Make spell attack to a creature within range. If hit the
target takes 1d10 lightning Dmg.
+1 beam on every cantrip upscale
Yrden
Abjuration
Range: Self (15ft radius), Stationary
Duration: 1 min concentration
Action: The ground becomes difficult terrain for hostiles and
creatures cannot stay or become incorporeal nor teleport to and
from the area or planar shift to and from the circle. Can have only
1 active.

Feats
Sign Prodigy: You choose 2 Hexer Signs to learn.

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