At 7th rogue level, learn a major and greater hex.
Afterwards, upgrade a hex you know once.
At 7th rogue level, you have a number of hex dice equal to your dexterity modifier (min 1.)
A hex dice is a 1d8
hex dice can be spent as a free action to do one of the following:
Used in place of rest dice when casting a hex that requires a rest dice.
Cause a sneak attack to deal extra necrotic, fire, or cold damage equal to the hex dice.
Reroll a hexes cooldown dice.
All hex dice are restored each rest.
Future abilities may require the use of hex dice, and unless otherwise stated, their expenditure is done as a free action.
At 8th rogue level, choose one upgrade:
Warrior of shadow - Gain an extra attack. You can spend 1 hex dice to gain it as a bonus to AC as a reaction.
Hexer knowledge - Learn a minor, major, and greater hex. Upgrade every hex you know once. You gain +1 max hex dice.
Hex power - Learn one hex of choice. Then upgrade a hex you know three times. Your hex dice are increased by 1 dice size category (1d10)
Hexmage - Learn one major hex. Learn an occult or arcane cantrip, and use dexterity as the casting modifier. Then upgrade a cantrip or hex you know once. Learn a lvl 3 arcane or occult spell which can be cast by spending 1 hex dice, and which uses your dexterity as the casting modifier.Â
Duskstep - You can spend 1 hex dice to grant yourself duskstep for a number of rounds equal to the hex dice roll / 2 (rounded up. min 1.) While under the effects of duskstep, your movement speed is increased by 30ft, you can traverse through the air so long as the movement ends on a solid surface and so long as the path is not illuminated (resulting in falling otherwise,) and have a +1 bonus to AC.
Facestealer - You can spend 1 hex dice to steal a characters appearance when you either land the killing blow, or have a full round of access to them. Afterwards you can spend 1 hex to appear as a stolen appearance. This is an illusion effect that requires a DC 20 wisdom save to perceive. You cannot have more stolen appearances available than your wisdom bonus(min 1.)
Mojo lore - You can spend 1 hex dice to gain a bonus to medicine, nature, religion, arcana, alchemy tools, thieves tools, or tinkers tools checks.
At 9th rogue level, gain an extra Hexer traits upgrade
At 9th rogue level, your hex dice maximum is increased by 1.
At 9th rogue level, choose one:
Shadow ward - while in shadow, you can spend a hex dice to gain its roll as a bonus to a save vs a spell or magical effect.
Feed - when you slay a creature in darkness, you restore 1 hex dice.
True shadowling - you can spend 1 rest dice or 1 hex dice to become ethereal for 1d3 rounds. Your movement speed is doubled while ethereal, and you have an extra attack while ethereal or while in the ethereal plane.
Hex master - you learn a minor, major, and greater hex. Upgrade every hex you know twice. Your maximum amount of hex dice is increased by 1.