Hexer Origin (5e Subclass)

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Hexer Origin[edit]

A sorcerer that is proficient with using powerful curses and hexes to manipulate foes to his/her advantage.


Hexed Defense[edit]

When you choose this subclass at level 1, when not wearing armor or wielding a shield, your armor class is 10 + your Dexterity modifier and your Charisma modifier.


Hexes[edit]

Starting at 6th level, you start with an extra amount of sorcery points equal to your charisma modifier. This Sorcery points are added to the sorcery point pool from font of magic.

With your sorcery points you have access to new hexes. You can select 2 of the hexes from the list below, one more at level 10, and one more at level 20.

Elemental Hex - When you cast a spell that deals elemental damage, you may expend 1 sorcery point to change the type of damage dealt.

Hex of Shatter Armor - when you cast a damaging spell and it hits a target, you may spend 2 sorcery points to reduce the AC of the enemy by 2. This effect ends at the end of your next turn.

Hex of power- when you cast a spell on you or a party member, you may spend 2 sorcery points to increase the attack bonus by 2 and damage by 2.

Mirroring Hex - when you cast a spell that targets one enemy, you may use one sorcery point per spell level to cast the same spell twice on the same target. You can use this Hex once after a long rest.

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 sorcery points.

Hex of weakening - This hex causes the target to lose strength. Creatures afflicted by this hex automatically fail checks against being disarmed, and they have disadvantage on attack rolls against you. This hex costs 4 sorcery points.

Ruinous Hex — When you make a spell attack roll, you may expend 3 hex points to make a single target of the spell become vulnerable to that kind of damage for the attack. This may not change a creature's damage immunities, but it may change a creature's damage resistances to standard damage, not vulnerability.

Hex of Hemorrhage - This hex increases 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.

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.

Reality Hex[edit]

At 14th level the sorcerer can reroll one attack roll, ability check or safe roll. you can use this ability again after a short rest.

Super Hex[edit]

At 18th level, you can spend 6 sorcery points to cast a Fireball spell or a Lightning Bolt spell without spending a spell slot. The chosen spell gets 3 hexes of your choice. All targets are affected by the hexes. This ability can be used once after a long rest.


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