Cleric
Base Class: Cleric

Clerics who fall under the Hex domain often ride the line between light and dark. Many Hex domain clerics worship the same entities that grant patronage to warlocks. Thus, many consider the Hex deities to be sinister, or even evil, beings though there are virtuous deities who claim stake in the Hex domain. Gods and goddesses of the Hex exist to curse their enemies, exact revenge on another, or commune with mysterious entities to gain knowledge or wisdom. Many gods existing within the realms of arcana and knowledge can claim this domain as well as most trickster gods. A fair few gods of the grave and death domains also hold sway of the Hex. Collectively, the gods and goddesses of the Hex domain are referred to as the Loa. To many, being marked as a Loa is a curse unto itself while others relish the title. Mystra, Azuth, Vecna, and Beshaba are all gods who hold sway over the Hex domain.

Hex Domain Spells

Cleric Level Spells
1st find familiar, hex
3rd augury, web
5th bestow curse, speak with dead
7th blight, confusion
9th danse macabre, modify memory

Bonus Cantrip

At 1st level, you learn two cantrips of your choice from the warlock spell list. These cantrips count as cleric cantrips for you and do not count against the number of cantrips you know, as shown in the Cantrips Known column of the Cleric table.

Blessing of Divine Mystery

When you choose this divine domain at 1st level, your deity grants you the ability to temporarily twist reality in your favor. Whenever a creature within 60 feet that you can see, other than yourself, makes an ability check, saving throw, or attack roll, you can use your reaction to grant the creature advantage or disadvantage, your choice, on the roll. You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature once you finish a long rest.

Channel Divinity: Spirit of Hex

Starting at 2nd level, you can use an action to target a creature within 30 feet. This creature must be able to see or hear you. The targeted creature must make a Wisdom saving throw or suffer necrotic damage equal to 2d8 + your cleric level, or half as much damage on a successful save. A creature that fails its saving throw is also stunned until the end of your next turn.

Channel Divinity: Sign of the Effigy

Beginning at 6th level, if you spend 10 minutes interacting with a creature, you can use your Channel Divinity to form a psychic link to the creature. This link creates a small wood or stone effigy of the targeted creature. Until you use this feature on another creature, or until the linked creature dies, you can use a bonus action to discern the direction and approximate distance of the linked creature in relation to you so long as it is on the same plane of existence.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Bindings of the Loa

When you reach 17th level, your deity gifts you the ability to destroy the very being of another creature. While a creature is linked with your Sign of the Effigy feature, you can use an action to destroy the physical effigy of the creature. For 1 minute after, that creature has disadvantage on saving throws against your spells. Furthermore, your attacks and spells ignore any damage resistances the creature may have. If the creature has immunity to any damage type, this feature does not negate the immunity. Once you use this feature, you must finish a long rest before you can use it again.

Previous Versions

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