Unlike the other 4 classes of magic, hex magic can be taught by imitation and discipline, uses dexterity or wisdom as the modifier, and involves the invocation of hand-signs and runes, and can consume either stamina(fatigue), rest dice, or class resources. All hexes have a verbal and somatic component, and so require at least 1 free casting hand.
As a hex invocation is a movement-based power, most animals react to it with fear. Some companions and servant animals can be trained to avoid this, but most will still react with shock, spook, and disturbance, as they can understand it partially (Subject to GM.)
There are minor hexes, major hexes, and greater hexes. All hexes are however treated as cantrips, as they can be cast indefinitely. If a hex does not feature a cost, it is presumed to not have one.
Every time a character gains a feat, they also upgrade every hex they know once, if they can.
Type: Necromancy, Hex 1
Casting time: bonus action
Duration: 1 round
Cost: 1 rest dice or 1 fatigue
Target: creature or magical
Range: 15ft
Effect: As a bonus action, force a creature maintaining concentration within 15ft to make a concentration check. Alternatively, make an arcana check vs an ongoing tile, creature, or object affecting spells DC. On a success, it is dissipated for 1 round, after which it returns to full effect.
Upgrades:
Double range, geometrically. Repeatable.
Increase dissipation duration by 1 round.
Type: Necromancy, Hex 1
Casting time: bonus action
Duration: 1 round
Cost: 1 rest dice or 1 fatigue
Target: self
Range: self
Effect: As a bonus action, cast a hex of frenzy by spending 1 rest dice or 1 fatigue, gaining a 1d3 bonus to your next attack and its damage. Per point of fatigue lost at time of casting, the bonus is increased by 1 dice size category, granting an extra 1d3 and 1d4 dice at 7 and 8 fatigue, respectively.
Upgrades:
Can be cost for free when at 0 rest dice and 0 fatigue.
You can choose to cast lesser frenzy, ignoring the rest dice or fatigue cost to 0 but also reducing the bonus by 1 size category(in which case 1d3 can become 1d2)
Duration is increased by 1 round.
Type: Enchantment, Hex 1
Casting time: bonus action
Cooldown: 1d3 >2
Duration: 1 hour
Target: creature
Range: 15ft
Effect: As a bonus action force a creature within range to make a wisdom save. On a failure, it is hexed for 1 hour to take a 1d3 penalty to attacks and skill checks.
A creature cannot be hexed in such a way more than once. And you cannot hex more than one creature at a time in this way.
Upgrades:
Double range, geometrically. repeatable.
Type: Abjuration, Hex 1
Casting time: bonus action
Cooldown: 1d3 >3
Duration: 1d10 minutes
Target: creature
Range: 15ft
Effect: As a bonus action, force a creature within range to make a wisdom save. On a failure, it is hexed for 1d10 minutes and has a -1d3 penalty to saves vs spells for the duration.
A creature cannot be hexed in such a way more than once. And you cannot hex more than one creature at a time in this way.
Upgrades:
Increase limit of creatures that can be doomed by 1. Repeatable.
Type: Abjuration, Necromancy, Hex 1
Casting time: bonus action
Cooldown: 1d3 >3
Duration: 1d12 rounds
Target: creature
Range: 15ft
Effect: As a bonus action, force a creature within range to make a charisma save. On a failure, it is hexed for 1d12 rounds, having a 1d3 penalty to their spell, ability, maneuver, or block DC.
A creature cannot be hexed in such a way more than once. And you cannot hex more than one creature at a time in this way.
Upgrades:
Increase range to 60ft.
Increase penalty to 1d4.
Type: Evocation, Hex 1
Casting time: bonus action
Cooldown: 1d2 >1
Duration: instant
Target: special
Range: 15ft cone or touch
Effect: As a bonus action, spark a flame, dealing 1d4 fire damage to creatures in a 10ft cone, or in a controlled manner in your palm, allowing you ignite an object at will.
Upgrades:
Increase damage dice by 1 size category. Can be taken twice.
Increase range by 5ft. Repeatable.
Allow invoking the hex in reverse: either extinguishing a target tile where you would ignite instead, or dealing cold damage when you would deal fire damage with the spell. Doing so deals double damage to fire elementals.
Allows applying the hex as bonus damage and bonus effect, alongside its upgrades, to other fire or ignite spells or abilities you cast.
Type: Evocation, Hex 1
Casting time: bonus action
Cooldown: 1d3 <2
Duration: 1 turn
Target: self
Range: self
Effect: As a bonus action, empower your next melee or thrown attack to deal 1d10 extra lightning damage. The bonus is lost if you do not attack by the end of your turn, and you suffer 1d4 lightning damage instead.
Upgrades:
You can increase lightning damage by 1d10, but increase the next cooldown chance dice by 1 size category. Repeatable, up to a maximum cooldown dice of 1d12.
Type: Evocation, Hex 1
Casting time: bonus action
Duration: 1 minute
Target: object
Range: touch
Effect: As a bonus action, imbue an object with light for 1 minute. It sheds a light of choice in a 30ft radius for the duration. If cast on a projectile, it deals +1d3 radiant damage.
Upgrades:
Increase radiant damage dealt by 1 dice size category and increase duration by 1 minute. Repeatable.
You can instead make a melee spell attack, dealing 1d3 radiant damage. The damage cannot be blocked.
Type: Transmutation, Hex 1
Casting time: bonus action
Cooldown: 1d4 >3
Duration: 1 round
Target: self
Range: self
Effect: As a bonus action, grant your next melee slashing weapon attack an extra feature for 1 round: If unblocked, creatures hit take and extra 1d4 force damage and must make a constitution save or receive the bleed condition. On a critical constitution failure, the attack critically strikes instead.
Upgrades:
Increase bonus damage by 1d4 and effect DC by 1.
Type: Abjuration, Hex 1
Casting time: bonus action
Duration: 1 round
Target: self
Range: self
Effect: As a bonus action, invoke a rune of shielding, granting you a +1d4 bonus to your next block checks until the start of your next turn.
Upgrades:
Increase strength bonus dice by 1 size category. Repeatable (1d8 max.)
Can be cast while raising a shield for temporary block, combining the actions as one bonus action. This makes raising the block a hex.
Increase duration to 2 rounds instead.
Type: Transmutation, Hex 1
Casting time: bonus action
Cooldown: 1d3 <2
Duration: 1 round
Target: self
Range: self
Effect: As a bonus action, invoke a hex of strength. Until the start of your next turn, you have a +2 bonus to strength.
Upgrades:
Increase strength bonus by +1
Type: Illusion, Hex 1
Casting time: bonus action
Duration: 1d3 turns
Target: self
Range: self
Effect: As a bonus action, shroud yourself and become invisible for 1d3 rounds. Attacking, casting other spells, or using objects from your person or inventory(such as potions, wands, scrolls, or similar) will end the effect. Disturbing objects, smells, noise, and leaving tracks may still attract attention ( Subject to GM.)
Repeating the hex still briefly makes you visible.
Upgrades:
+1 rounds to duration. Repeatable.
Type: Necromancy, Evocation, Hex 2
Casting time: bonus action
Duration: instant
Target: 5ft surface tile
Range: 30ft
Effect: as a bonus action, force a creature within range to make a wisdom save. On a failure, they are hexed for 1 minute, taking an extra 1d6 necrotic damage from all your attacks for the next hour.
Only the last target of this spell is hexed, dispelling previous targets.
Upgrades:
Increase damage by 1d6. Repeatable.
Increase range by 30ft. Repeatable.
Type: Evocation, Hex 2
Casting time: bonus action
Duration: instant
Cooldown: 1d4 >3
Target: self
Range: 15ft cone
Effect: As a bonus action, force creatures and objects in a cone to make a constitution or strength save. On a failure they are pushed 10ft back, on a success the distance is halved, and on a critical failure they are knocked prone.
Creatures that collide take 1d4 force damage. Can be cast in such a way as to put out mundane fires.
Upgrades:
Increase range by 10ft. Repeatable.
Range can be Increased from cone to wide cone ( half circle )
Type: Divination, Hex 2
Casting time: bonus action
Duration: 1 round
Cooldown: 1d12 >11
Target: self
Range: self
Effect: As a bonus action, blink with enchanted eyes until the end of your turn, gaining darkvision and perceiving which creatures have heartbeats and which do not and extending the critical range of melee attacks against such creatures by 1 for the duration.
If you slay a creature while under this effect, you gain a permanent +1 bonus to max HP, up to a total maximum of +2.
Upgrades:
Increase duration by 1 round(till the end of your next turn.) repeatable.
Increase total max HP that can be gained by 3. Repeatable.
Gain permanent darkvision at 60ft, repeatable.
Type: Evocation, Hex 2
Casting time: bonus action
Duration: instant
Cooldown: 1d8 <3
Target: self
Range: touch
Effect: As a bonus action, empower your next ranged attack until the start of your next turn. The duration is extended for up to 1 extra turn if you do not move.
The empowered ranged attack has double the range, has its block DC increased by 1d4, and counts as magical.
On a critical strike, it deals an extra 2d6 damage of the casters choice from either: fire, force, lightning, sonic, piercing, bludgeoning, or radiant.
Upgrades:
Increase extra critical damage by 1d6 and block DC bonus by 1 dice size category. Repeatable.
If you have another windup/aim/mark bonus action effect, you can merge this hex into it, applying its bonuses, and using the longer duration of the two(permitting for the turns extended by standing still by 1)
Make the damage dealt by the attack cursed, meaning it cannot be healed until the creature passes a rest.
Type: Abjuration, Hex 1, Concentration
Casting time: bonus action
Cooldown: 1d8 >7
Duration: special
Target: special
Range: special
Effect: As a bonus action, spend 1 rest dice to cast a lesser rune of protection in the air. Choose a target:
Self
Target object you hold
Target creature you touch
Then choose a specific magical effect or ongoing spell that they are subject to.
Afterwards, you must remain in place an maintain concentration, breaking the runes effect otherwise. While maintaining concentration, you may spend an action, or a move and bonus action to attempt to dispel the target effect or spell by making an arcana check vs its DC. On a failure, you take 1d4 psychic and force damage per equivalent spell level of the effect(Subject to GM.)
Upgrades:
You can add the following to the list of valid targets: Target 5ft area within 15ft of range.
You are no longer required to move in order to maintain the runes effect. The runes effect is however lost if you move further than 60ft from the target.
When casting the hex, make an initial arcana check. If it is a success, the effect is suppressed(negated) for as long as you maintain concentration.
You can take 1d2 damage to fatigue to cast the rune instead of a rest dice.
You can cast it on a caster or creature originating a spell or magical effect. When doing so, you can instead spend an action, or bonus and move action to try and end the spell or effect. The target can make an arcana check vs your arcana check to try and negate it.
Type: Necromancy, Evocation, Hex 2
Casting time: bonus action
Duration: instant
Target: 5ft surface tile
Range: 30ft
Effect: as a bonus action, mark an area within range with a rune that affects up to a 10ft square area. Creatures that enter or start their turn in the area marked by the rune take 1d8 cold damage and have disadvantage on dexterity saves while in the area. You can break the rune as a bonus action or reaction to force creatures within the marked area to make a dexterity save. On a failure, they take 2d10 cold damage and are hexed to have disadvantage to saves vs spells for the next 1d10 rounds.
Only one rune can be placed at a time.
Upgrades:
Increase both instances of damage by 1 dice. Repeatable
Increase cast range by 15ft and max rune area size by 5ft. repeatable.
Increase number of runes/areas you can mark to 2.
Allows you to split the rune into smaller 5ft tiles within range, equivalent to the area covered, but doing so reduces the damage dice used by 1 size category.
Type: Transmutation, Hex 2
Casting time: bonus action
Duration: instant
Cooldown: 1d4 >2
Target: 5ft surface tile
Range: 5ft
Effect: As a bonus action, mark a magical rune on a surface within 5ft of you which quickly fades. You can only create one such rune at a time. You can activate it as a reaction, forcing any creature standing on it to make a dexterity save. On a failure, they are snared until they spend a bonus action or action to make a strength save to escape.
You are alerted when a creature enters a runed area.
Upgrades:
Increase area that a rune can cover to become a 2x2 tile area. Can be taken again to make it be 3x3.
Increase number of simultaneous runes you can create by 1. Repeatable.
Increase range at which you can create a rune to 30ft.
Cause enemies that fail the save to become blinded for 1d4 rounds.
Cause enemies that fail the save to take 1d10 poison damage. Can be taken multiple times to increase poison damage by 1d10.
Type: Abjuration, Hex 2
Casting time: bonus action
Duration: instant
Cooldown: 1d10 <2
Target: self
Range: self
Effect: As a bonus action, grant yourself 1d8 temporary health which lasts 1d10 rounds, and grant yourself a +1 bonus vs necromancy spells and spells cast by undead or eldritch creatures.
Upgrades:
Increase temporary health by 1d8. Repeatable.
Increase the bonus by 1. Repeatable.
Increase duration by 1d10 rounds
Type: Abjuration, Hex 2
Casting time: bonus action
Duration: instant
Cooldown: 1d10 <3
Target: 10ft surface area
Range: touch
Effect: As a bonus action, mark a 10ft diameter circle surface adjacent or overlapping you. While standing within it, all hexes cast are upgraded an additional time.
Ethereal creatures lose physical damage immunity or resistance and lose cold, acid, and lightning resistances while in the area.
Upgrades:
Increase diameter by 5ft, repeatable.
Undead creatures within the circle lose poison and acid resistances or immunities.
Eldritch creatures within the circle either have their psychic immunity downgraded to a resistance, or lose resistance.
Type: Conjuration, Hex 3
Casting time: bonus action
Duration: instant
Cooldown: 1d10 >9
Target: self/area
Range: 30ft
Effect: As a bonus action, blink to a target area within range that you can see.
Upgrades:
Increase range by 20ft. Repeatable.
Either increase cooldown chance dice by 1 size category or reduce success requirement by 2.
Type: Conjuration, Hex 3
Casting time: bonus action
Cost: 1 rest dice or 1 fatigue
Duration: instant
Cooldown: 1d10 >8
Target: self/area
Range: 30ft
Effect: As a bonus action, mark hex your ranged weapon for the next 2d3 rounds. For the duration, you have a +1 bonus to block and perception checks while wielding it. The next attack you make with it ends the effect and has the following benefits: +2d8 force damage, +2 block DC, and +1 to crit range.
Upgrades:
Increase duration by 2d3 rounds. Repeatable.
Increase damage bonus damage by 1d8 and block DC by 1. Repeatable.
Applies to an extra attack for the duration. Repeatable.
Type: Illusion, Hex 3
Casting time: bonus action and action
Cost: 1 rest dice
Duration: instant
Cooldown: 1d12 >11
Target: special
Range: 25ft
Effect: As a bonus action, spend 1 rest dice, and create a semi-illusory decoy of yourself at the target tile within range. It lasts for 2d6 rounds, has a -3 to skill checks and saves, and deals 1/2 damage, cannot cast spells or hexes that are higher than lvl 2, has 0 rest dice, takes x3 damage, and behaves as you choose on your turn, but does not share vision or perception with the you.
Upgrades:
Grant the decoy +20 max HP. Repeatable.
Increase duration by 2d6 rounds. Repeatable.
The decoy shares vision and perception, and has 1 rest dice. Repeatable to grant an extra rest dice.
Type: Necromancy, Hex 3
Casting time: bonus action
Cost: 1 rest dice
Duration: instant
Cooldown: 1d10 >8
Target: creature
Range: 30ft
Effect: As a bonus action, spend 1 rest dice force a creature within range to make a constitution save. On a failure, they take 1d10 poison damage and 1d10 necrotic damage. On a critical failure, they must make a death save and take 1 damage to fatigue.
Upgrades:
Increase poison and necrotic damage by 1d6. Repeatable.
Increase range by 15ft. Repeatable.
Increase fatigue damage to 1d3.
Creatures slain by this hex immediately refresh its cooldown.
All poison and necrotic damage you deal is increased by 1.
Type: Abjuration, Hex 3
Casting time: bonus action
Cost: 1 rest dice
Duration: instant
Cooldown: 1d12 >10
Target: 10ft surface tile
Range: 30ft
Effect: As a bonus action, spend a rest dice and sign a greater rune of Yjs at a target 10ft square area within range. Creatures within the area that died within 1 round are revived to 0hp. All creatures within the area are healed for 2d10 health and are allowed to remake another save vs an ongoing effect.
Upgrades:
Increase healing by 1d10, and increase duration within which a target can be revived by 1 turn. Repeatable.
Type: Abjuration, Hex 3
Casting time: bonus action
Cost: 1 rest dice
Duration: instant
Cooldown: 1d12 >10
Target: 10ft surface tile
Range: 30ft
Effect: As a bonus action, spend a rest dice and sign a greater rune of Wotan to channel at a target 10ft square area within range. Creatures within the area must make a dexterity save, taking a full 4d10 + casting bonus lightning damage on a failure and half on a success.
Upgrades:
Increase damage by 1d10. Repeatable.
Critical failure doubles damage.
Increase range by 30ft and affected square area by 5ft. Repeatable.
You can invoke the rune when casting a lightning damage dealing spell, adding its damage to it instead of manifesting the effect.
Type: Evocation, Necromancy, Hex 3
Casting time: bonus action and action
Cost: 1 rest dice
Duration: instant
Cooldown: 1d12 >11
Target: special
Range: 25ft
Effect: As a bonus action and action, spend 1 rest dice, invoke a great rune of chaos. For any number of different tiles of choice within range, roll a 1d10 chance dice. On a 7 or higher, deal 1d8 radiant and 1d8 necrotic damage to creatures and objects on the chosen tile. Repeat the chance dice effect for every tile.
Upgrades:
Increase range by 25ft. Repeatable.
Add 1d8 fire damage to the damage dealt.
Add 1d8 psychic damage to the damage dealt.
Type: Necromancy, Hex 3
Casting time: bonus action and action
Duration: instant
Cooldown: 1d12 >101
Target: creature
Range: 25ft
Effect: As a bonus action and action, force a creature within range to make a constitution or wisdom save. On a failure, they are paralyzed while you maintain concentration. Every round, they can remake the save at the start of their turn.
Type: Evocation, Necromancy, Hex 3
Casting time: bonus action and action
Cost: 1 death save
Duration: instant
Cooldown: 1d10 >8
Target: special
Range: 25ft
Effect: As a bonus action, make a death save, locking the slot on a failure. You restore 2d20 hp, remake a save vs all ongoing negative effects and conditions, and gain 5 power dice, which are 1d4 each.
Every time you use the power dice, you lose one. When you use them, you roll them all and add the total.
You can use power dice to add them as damage to a melee or thrown weapon attack, damage of a spell, duration of a spell, or affected areas or range of a spell or ability, or an athletics check.
Upgrade:
Add 1 dice. Repeatable.
Type: Abjuration, Hex 3
Casting time: bonus action and action
Cost: 1 rest dice
Duration: instant
Cooldown: 1d12 >11
Target: special
Range: 25ft
Effect: As a bonus action, spend 1 rest dice, and invoke a ward hex. The next instance of damage you take within the next 2d4 rounds can be automatically blocked without expending block.
Upgrades:
Reduce the cooldown success criterion by 2. Increase duration by 1d4 rounds. Repeatable.
For the duration of the effect, you can block projectiles at no block cost as a reaction and gain a +1 bonus to saves vs spells.