Hexer (3.5e Class)
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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
|Special||Spells per Day|
|5th||+2||+2||+2||+4||Power Curse I||6||3||2||1||—||—||—||—||—||—|
|15th||+7/+2||+5||+5||+9||Power Curse II||6||4||4||4||4||4||3||2||1||—|
Class Skills (Int modifier +3 per level; ×4 at 1st level)
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.
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
+ 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
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Hexer
Other Classes: .
Hexers in the World
Daily Life: .
NPC Reactions: .
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.
Hexers in the Game
Sample Encounter: .
EL : .