The Hexer
The Hexer
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
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.