Base Class: Barbarian
Barbarians who walk the Path of the Hex Snare are hunters of magic and masters of battlefield control. Their Hexhook lashes through the air, pulling foes into their fury or propelling themselves across the battlefield with predatory precision. They intercept spells mid-flight, converting enemy magic into Curse Eater charges that heal them or can be released as devastating aetheric energy.
Where others charge blindly, the Hex Snare barbarian strikes with cunning and force, punishing casters and bending the weave of reality around them. With every hook thrown, every spell absorbed, and every enemy dragged into the storm of their rage, they prove that magic is not safe from the wrath of a Hex Snare.
You are no mere berserker — you are a living conduit between the material world and the failing weave, punishing those who rely on arcane power and dragging them into your storm.
Hexhook
You gain a reinforced grappling hook built into your arms, ready for combat and mobility.
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Hooking a Creature: As a bonus action, you can hurl your Hexhook at a creature within 30 feet. On a hit, the target takes 1d6 slashing damage and is pulled up to 15 feet closer to you. Snaring Strike- You can immediately make a melee attack against it as part of the same bonus action; this attack automatically hits and deals an extra 1d6 damage of the same type as the weapon used.
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Hooking a Surface: You can target a solid surface instead, pulling yourself up to 30 feet toward that point.
The Hexhook counts as a finesse simple melee weapon for you, allowing you to use Strength or Dexterity for attack and damage rolls, and it benefits from your Rage damage bonus.
Additionally, your Hexhook counts as a magical weapon for overcoming resistance and immunity to nonmagical attacks and damage.
Witchbane
You have learned to channel your rage into denying magic itself. When a creature you can see casts a spell that targets only you, you can use your reaction to expend a number of Witchbane Points equal to the spell’s level (maximum 5) to cause that spell to fail.
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You have a pool of Witchbane Points equal to double your proficiency bonus.
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Witchbane Points are replenished on a short or long rest.
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You must be raging to use this feature.
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This feature only works on spells that target you directly; area effects or global spells are unaffected.
Curse Eater
6th-level Path of the Hex Snare feature
Whenever a creature within 30 feet of you casts a spell, or you take damage from a spell, you can use your reaction to absorb lingering arcane residue and gain 1 charge per level of spell stopped.
You can store a number of maximum number of charges equal to twice your proficiency bonus.
As a special action, you can expend one or more charges to heal yourself for 2d8 hit points per charge spent.
When you use your Reckless Attack feature, any creature that casts a spell before the start of your next turn has disadvantage on attack rolls against creatures other than you. This effect doesn’t grant you resistance or immunity
Half of all unused charges fade when you finish a long rest.
Hook Storm
10th-level Path of the Hex Snare feature
Dimensional Hex Lock
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When you hit a creature with your Hexhook, that creature can’t teleport or travel to another plane until the start of your next turn.
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The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or become restrained until the start of your next turn.
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Your Hexhook becomes a +1 magical weapon
Aether Torrent
You can expend any number of Curse Eater charges to release stored energy and force creatures of your choice to make a Constitution saving throw within the area in one of the following ways:
- Explosion (15-foot radius): Each creature in range makes a Dexterity saving throw, taking 2d6 force damage per charge on a fail, half on a success
- Cone (30-foot): Each creature in the cone makes a Constitution saving throw, taking 2d6 force damage per charge on a fail, half on a success
- Line (60-foot by 5-foot): Each creature in the line makes a Dexterity saving throw, taking 2d6 force damage per charge on a fail, half on a success
Weave Reaver
14th-level Path of the Hex Snare feature
Your Hexhook lashes out with spectral extensions, intercepting spellwork mid-flight.
When a creature within 90 feet of you casts a spell that requires an attack roll, you can use your reaction to make an attack roll with your Hexhook against a DC equal to 8 + the caster’s proficiency bonus + the spell’s level.
On a success, the spell fizzles and fails, and you gain Witchbane charges equal to half the spell’s level (rounded up).
On a failure, the spell still hits you instead of its intended target — you take its full damage, but your ally takes none — and you gain 1 Witchbane charge.
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