Rogue
Base Class: Rogue

The Hex Wraith is often someone who was taken at birth by a Hag, a ghost, or a creature of the Shadowfell and has had a powerful curse lain upon them. The curse is woven into the very fiber of their being granting them power but leaving them teetering at the edge of life and death. The rarest of creatures are those who seek out such a curse in hopes of finding power and survive to harness it for themselves. Those that do should be feared. Using the power of their own curse they learn to manifest powerful hexes that they can place on other creatures. Some are subtle appearing as bad luck or misfortune but others can be terrible and filled with guile. As their curse grows in power so do their abilities allowing them to eventually step between life and death and when they have mastered their own curse take control of those who have been cursed by them. Is the cost of a soul worth the potential one can achieve by harnessing such dark power? Delve into the secrets of the Hex Wraith and you may find the answer. 

Cursed Touch

Starting when you choose this architype at 3rd level, as a reaction after you hit a creature with a sneak attack or make a successful slight of hand check to touch a creature, you may afflict a creature with a curse. 

Curses. You learn three curses of your choice. You can use only one curse per attack.

You learn two additional curses of your choice at 9th, 13th, and 17th level. Each time you learn new curses, you can also replace one curse you know with a different one.

Saving Throws. Some of your Curses require your target to make a saving throw to resist the curse’s effects. The saving throw DC is calculated as follows:

Curse save DC = 8 + your proficiency bonus + your Charisma modifier

You may use this ability a number of times equal to your proficiency bonus. All uses of this ability reset after a short or long rest.

Accident Prone

For 1 minute the first time each turn the target attempts to move it must succeed on a Dexterity saving throw or fall prone ending its movement.

Arcane Feedback

When you strike the creature your curse interferes with the weave around it. For 1 minute any time the creature tries to use a spell it must succeed on an Intelligence saving throw or suffer a roll of your sneak attack dice as psychic damage forcing a concentration check on any active concentration spells. On a successful save the creature is silenced until the start of its next turn and the curse ends.

Dementia

Your curse tampers with the mind of the creature causing it to forget what it was doing for 1 hour. The creature can not use reactions and must make an Intelligence saving throw at the start of each of its turns, on a failure the creature must chose to use only its action, bonus action, or move action. On a success the creature may take its turn as normal and the curse ends.

Muddled Mind

you curse a creature that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

Rock Joint

The creature has +1AC for 1 minute and suffers disadvantage on all attack rolls and Dexterity Saves. The creature must make a Constitution saving throw at the start of each turn for the duration of the curse. After 3 failed saves the creature is petrified for your proficiency bonus days and then returns to normal. On 3 successes the curse ends.

Rumble Guts

the creature becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

Sensory Deprovation

Your curse dampens the senses of the creature. The creature suffers disadvantage on perception checks for 1 hour. The creature must make a Wisdom saving throw, on a failed save the creature becomes blind, deaf, or mute (your choice). On a successful save the creature is not effected. The creature may repeat the saving throw at the start of each of its turns ending this effect on a success.

Skittish

You magnify the adrenaline in the body of a creature within 5 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature. When a successful Intimidation check occurs the creature must make a Charisma saving throw or become frightened and flee.

Strain

The target takes 1 level of exhaustion and must succeed on a Strength saving through or suffer disadvantage on attacks, on a successful save the target does not suffer disadvantage to attacks. The target may repeat the saving throw at the end of each of its turns, ending the curse on a success.

Tongue Tied

Your curse effects the creatures ability to speak clearly. The creature suffers disadvantage on all social skill checks for 1 minute. The creature must make a Charisma saving throw, on a failed save the creature suffers disadvantage on spell attack rolls and reduce their spell save DC by 2. On a successful save the creature does not suffer disadvantage or reduced spell save DC. The creature may attempt the save at the end of each of its turns ending this effect on a success.

Vital Points

You reduce the a number of hit dice on the creature equal to your proficiency bonus. The creature must make a Constitution saving throw, on a failure the creature is unable to heal by magical or mundane methods for 24 hours. On a success the curse ends. Each time the creature tries and fails to restore HP it may repeat the saving throw ending the curse on a success.

Weak Link

Attacks on the target have advantage until the end of your next turn. The target must succeed on a Dexterity saving throw or suffer -2 AC.

Weakness

The target suffers disadvantage on grabbles for 1 minute and must make a strength saving throw or its movement speed is reduced to 0 and they can’t use reactions until the end of your next turn. On a successful save movement is not reduced and does not lose reactions. The creature may repeat the saving throw at the start of its turn, ending the curse on a success.

Ethereal Form

You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest.

Overwhelming Hexes

At 13th level you strike terror into the hearts of those touched by your curses. As an action target one creature you can see within 30 feet of you suffering from one of your curses. The target must make a Wisdom saving throw. On a failure, the target is paralyzed until it takes damage, or until the end of your next turn. When the paralysis ends, the target is frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see you, ending the frightened condition on itself on a success.

You may use this action a number of times equal to your proficiency bonus. All uses of this ability reset after a long rest.

Marionette

At 17th level those afflicted by your curses suffer your wrath. As an action Dark Hex tendrils flow from you freely. you immediately activate your ethereal form even if you have used it already. Your speed and flight speed become 0 and you suffer disadvantage to Dexterity saving throws. You target all creature you can see within 30 feet of you that are under one of your curse abilities. If the target isn’t a Construct or an Undead, it must succeed on a Wisdom saving throw or suffer a roll of your sneak attack damage as psychic damage and Hex tendrils attach to the target for 1 minute. On a successful save the creature takes only half damage and the tendril does not attach.

While attached, if you or the creature are attacked you take only half damage dealt (round down), and the creature takes the remaining damage.

You can telepathically control the target’s move, action, or both either one at a time or all at once issuing the same command using your action. When controlled this way, the target can take only the Attack action (you choose the target) or the Dash action. The attached target can repeat the saving throw at the end of each of its turns, detaching from the hex tendril on a success.

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