The Hex Medic is not a healer, warlock, or warrior. The Hex Medic is a prison.
Long ago, the Divine Executioner known as Wrath was betrayed by the gods it served. Unable to destroy it, they bound its essence inside a living weapon and condemned it to eternity. Wrath cannot wield itself, cannot grow itself, and cannot free itself. It requires a mortal vessel.
Every Hex Medic begins as a nobody.
Wrath chooses them not because they are powerful, but because they are broken enough to listen.
At first, Wrath grants power. The vessel learns to channel pain into healing and judgment into protection. Wounds inflicted upon enemies become strength for allies. The battlefield itself becomes a source of life.
Unlike other spellcasters, the Hex Medic does not study magic. Wrath performs the miracle. The vessel simply survives it.
WRATH'S HUNGER
Wrath feeds on Judgment.
Whenever a marked enemy falls, Wrath gains fragments of power known as Judgment Essence. Those slain directly by Wrath provide far greater nourishment than those merely cursed.
As Wrath feeds, it evolves.
A stronger Wrath grants greater potential, but not greater control.
THE DIVIDE
There are two levels.
The Vessel Level.
The Wrath Level.
The Vessel Level represents discipline, mastery, and self-control.
The Wrath Level represents raw divine power.
Most Hex Medics spend their lives trying to keep the two balanced.
When Wrath becomes stronger than the vessel, Wrath begins taking control.
When the vessel becomes stronger than Wrath, Wrath becomes dependent.
BALANCE
The ideal state is Equality.
When Vessel and Wrath stand as equals, healing, combat, curses, and seals all function at their highest efficiency.
Neither dominates.
Neither submits.
THE SEALS OF SUFFERING
Rather than casting healing spells, the Hex Medic places Seals upon allies.
A Seal transforms suffering into strength.
One Seal may absorb damage.
Another may convert pain into healing.
Another may reward vengeance.
Another may strengthen resolve.
The Hex Medic does not prevent suffering.
The Hex Medic gives suffering purpose.
THE MARK OF JUDGMENT
Enemies are marked for judgment.
A judged enemy becomes easier to track, punish, and execute.
Every battle becomes a choice:
Protect your allies.
Feed Wrath.
Or maintain balance.
All three cannot always be achieved.
THE VOICE
Wrath is sarcastic, petty, manipulative, funny, and deeply lonely.
Most believe the weapon speaks.
The truth is less certain.
After years together, no one can determine whether Wrath speaks through the vessel or the vessel speaks through Wrath.
Even they no longer know.
THE TWO DESTINIES
Every Hex Medic eventually reaches a crossroads.
PATH OF ASCENSION
The vessel fully accepts Wrath.
Wrath ascends once more as a Divine Executioner.
The Hex Medic becomes its chosen champion.
PATH OF DOMINION
The vessel surpasses Wrath.
Trust becomes dependence.
Dependence becomes loyalty.
The vessel becomes the foundation that sustains Wrath's existence.
For the first time in eternity, Wrath follows someone else's will.
THE FINAL TRUTH
Most believe the story is about a weapon corrupting a mortal.
They are wrong.
The story is about two broken beings deciding which one saves the other.
I mean the flavour is quite cool but how would the class function, whatโs its role and how would subclasses play? Also calling it a medic feels a bit off considering it sounds more like a patron of sorts you bond to.
I too enjoyed the flavor and am curious how it will fot with leveled abilities. One change I may co sider is using curses over seals, as not only are curses more of a warlock thing, but seals were used to describe the special ability of a class known as the Illrigger.
I tried balancing which ones seemed like abilities based on levels and found there are two for each time you would gain a particular subclass feature. Hopefully this helps you put i to perspective which ones are meant to be stronger and when in the warlockโs journey you get them. Keep in mind, most classes only get one feature per level, and I donโt think warlocks get more than one ever offhand, so this may come across as overpowered. You may need to use two smaller features rather than a big one.
3: Wrathโs Hunger: You get so many temporary HP upon healing done so close to you
3: The Divide
The Vessel Level: You can give temporary HP accumulated through Wrathโs Hunger upon healing another target once per turn as a free action.
The Wraith Level: You can deal temporary HP you have accumulated through Wrathโs Hunger as extra damage to any target once per turn as a free action.
6: Balance: Using one of your The Balance abilities after using the other the previous turn allows you to use all of your accumulated temporary HP regardless of how it was obtained. You cannot do so again until youโve finished a short or long rest.
6: The Curses of Suffering: Choose a target as a bonus action. Whenever you useThe Vessel Level or The Wrath Level ability, you do damage to this target equal to the damage dealt from this ability. When this target dies, you may switch to a nee target as a bonus action.
10: The Mark of Judgment; Choose a target as a bonus action. Whenever you use Balance to deal damage to a target, you may deal that damage to this target also.
10: The Voice: You gain the option to speak in an ominous voice, granting advantage/proficiency to your intimidation checks.
14: The Two Destinies: Choose one
Path of Ascension:
Path of Dominion
14: The Final Truth
Thatโs as far as I got. Youโll probably want to decide on the spell list too. Otherwise, the abilities better be very special to make up for it.
I have reworked numbers and skills to provide a new look at what healing can truly be. I run dungeon simulation with various party types to see possible outcomes, how useful, how to maximize play. Truly it's easy making something god tier but harder going lower, I am shooting for a front line in your face have to be damaging to heal, seals are used on teammates, they give buffs, hexes and curses are on enemies to debuff and heal. Here is a summary of paths available for version 2 hexmedic, I have even created a version where the dual-blade weapon is where you gain skills and abilities, so class level allows you to apply a certain range of power the weapon has gained through the death of enemies.
The final, maximum-detail design bible for the HEX Medic. This document consolidates class fantasy, progression, mechanics, subclasses, curses, hexes, seals, Wrath evolution, combat loops, balance philosophy, DM guidance, and endgame progression into a single reference.
Class Overview
This section provides detailed rules, scaling guidance, examples, and recommendations for Class Overview. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Core Fantasy
This section provides detailed rules, scaling guidance, examples, and recommendations for Core Fantasy. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Class Table Levels 1-20
This section provides detailed rules, scaling guidance, examples, and recommendations for Class Table Levels 1-20. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Hit Dice, Proficiencies, Equipment
This section provides detailed rules, scaling guidance, examples, and recommendations for Hit Dice, Proficiencies, Equipment. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Healing Conversion System
This section provides detailed rules, scaling guidance, examples, and recommendations for Healing Conversion System. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Divine Hex Rules
This section provides detailed rules, scaling guidance, examples, and recommendations for Divine Hex Rules. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Hex Stacking Rules
This section provides detailed rules, scaling guidance, examples, and recommendations for Hex Stacking Rules. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Elemental Hex Compendium
This section provides detailed rules, scaling guidance, examples, and recommendations for Elemental Hex Compendium. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Curse Compendium
This section provides detailed rules, scaling guidance, examples, and recommendations for Curse Compendium. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Blessed Seal Compendium
This section provides detailed rules, scaling guidance, examples, and recommendations for Blessed Seal Compendium. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Health Shield System
This section provides detailed rules, scaling guidance, examples, and recommendations for Health Shield System. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Soul Fragment Economy
This section provides detailed rules, scaling guidance, examples, and recommendations for Soul Fragment Economy. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Wrath Sentient Weapon Rules
This section provides detailed rules, scaling guidance, examples, and recommendations for Wrath Sentient Weapon Rules. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Wrath Evolution Levels
This section provides detailed rules, scaling guidance, examples, and recommendations for Wrath Evolution Levels. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Wrath Personalities
This section provides detailed rules, scaling guidance, examples, and recommendations for Wrath Personalities. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Wrath Weapon Forms
This section provides detailed rules, scaling guidance, examples, and recommendations for Wrath Weapon Forms. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Executioner Path
This section provides detailed rules, scaling guidance, examples, and recommendations for Executioner Path. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Guardian Path
This section provides detailed rules, scaling guidance, examples, and recommendations for Guardian Path. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Reaper Path
This section provides detailed rules, scaling guidance, examples, and recommendations for Reaper Path. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Juggernaut Path
This section provides detailed rules, scaling guidance, examples, and recommendations for Juggernaut Path. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Attack Formulas
This section provides detailed rules, scaling guidance, examples, and recommendations for Attack Formulas. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Save DC Formulas
This section provides detailed rules, scaling guidance, examples, and recommendations for Save DC Formulas. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Spirit Shield
This section provides detailed rules, scaling guidance, examples, and recommendations for Spirit Shield. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Wrath's Frenzy
This section provides detailed rules, scaling guidance, examples, and recommendations for Wrath's Frenzy. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Divine Defense
This section provides detailed rules, scaling guidance, examples, and recommendations for Divine Defense. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Rebirth
This section provides detailed rules, scaling guidance, examples, and recommendations for Rebirth. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Combat Examples
This section provides detailed rules, scaling guidance, examples, and recommendations for Combat Examples. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Boss Encounter Rules
This section provides detailed rules, scaling guidance, examples, and recommendations for Boss Encounter Rules. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Multiclassing Guidance
This section provides detailed rules, scaling guidance, examples, and recommendations for Multiclassing Guidance. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
DM Balance Notes
This section provides detailed rules, scaling guidance, examples, and recommendations for DM Balance Notes. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Optional Mythic Rules
This section provides detailed rules, scaling guidance, examples, and recommendations for Optional Mythic Rules. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Legendary HEX Medic Variant
This section provides detailed rules, scaling guidance, examples, and recommendations for Legendary HEX Medic Variant. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Epic Level Advancement
This section provides detailed rules, scaling guidance, examples, and recommendations for Epic Level Advancement. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Lore and Worldbuilding
This section provides detailed rules, scaling guidance, examples, and recommendations for Lore and Worldbuilding. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
NPC HEX Medic Templates
This section provides detailed rules, scaling guidance, examples, and recommendations for NPC HEX Medic Templates. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Quick Reference Tables
This section provides detailed rules, scaling guidance, examples, and recommendations for Quick Reference Tables. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Level
PB
Features
Wrath Progress
1
+2
Level 1 feature package
-
2
+2
Level 2 feature package
-
3
+2
Level 3 feature package
-
4
+2
Level 4 feature package
-
5
+3
Level 5 feature package
Evolution
6
+3
Level 6 feature package
-
7
+3
Level 7 feature package
-
8
+3
Level 8 feature package
-
9
+4
Level 9 feature package
-
10
+4
Level 10 feature package
-
11
+4
Level 11 feature package
Evolution
12
+4
Level 12 feature package
-
13
+5
Level 13 feature package
-
14
+5
Level 14 feature package
-
15
+5
Level 15 feature package
Evolution
16
+5
Level 16 feature package
-
17
+6
Level 17 feature package
-
18
+6
Level 18 feature package
-
19
+6
Level 19 feature package
-
20
+6
Level 20 feature package
Evolution
Level 1 Detailed Breakdown
At level 1, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 2 Detailed Breakdown
At level 2, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 3 Detailed Breakdown
At level 3, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 4 Detailed Breakdown
At level 4, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 5 Detailed Breakdown
At level 5, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 6 Detailed Breakdown
At level 6, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 7 Detailed Breakdown
At level 7, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 8 Detailed Breakdown
At level 8, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 9 Detailed Breakdown
At level 9, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 10 Detailed Breakdown
At level 10, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 11 Detailed Breakdown
At level 11, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 12 Detailed Breakdown
At level 12, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 13 Detailed Breakdown
At level 13, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 14 Detailed Breakdown
At level 14, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 15 Detailed Breakdown
At level 15, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 16 Detailed Breakdown
At level 16, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 17 Detailed Breakdown
At level 17, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 18 Detailed Breakdown
At level 18, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 19 Detailed Breakdown
At level 19, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 20 Detailed Breakdown
At level 20, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
The forge evaluated 10 iconic classes across three brutal trials: a splitting horde (Trial 1), a regenerating, Legendary-resistant golem (Trial 2), and a healing-draining necrotic maw (Trial 3). Below is the final comparisonโdamage, sustain, survivability, and the fatal flaw of each.
---
Class (Subclass) Damage Done Healing Done Damage Taken Deaths โ Primary Strength โ Primary Weakness
Paladin (Vengeance) 680 (Highest) 220 190 0 Unmatched burst. Smites + Haste broke the Paragon's regeneration in 3 rounds. High AC and Aura of Protection made the Maw's saves trivial. Zero AoE. The horde split into 12 before he could kill them all. Barely cleared Trial 1 due to sheer tankiness.
Barbarian (Bear Totem) 580 20 (Lowest) 90 (Lowest) 0 Damage sponge. Resisted everything. The Maw's bite tickled; the horde couldn't break through. Reckless Attack ensured hits against AC 25. No self-healing. Relies entirely on HP pool. If the fight lasted 2 more rounds, he'd have bled out.
Fighter (Battle Master) 620 80 170 0 Consistent DPR. Action Surge + Precision Attack meant he never missed the Paragon. 4 attacks per round shredded everything. No magic resistance. The Maw's Aura of Decay stacked fast; Second Wind was a drop in the bucket. Survived on AC alone.
Rogue (Assassin) 480 10 (Lowest) 300 (Highest) 2 Deletes one target. Death Strike on the Paragon nearly one-shot it. Horde nightmare. Zero AoE and squishy AC meant he died in Trial 1, again in Trial 3. Evasion couldn't save him from the Maw's bite.
Wizard (Evocation) 650 30 260 1 AoE King. Meteor Swarm / Chain Lightning annihilated the horde in 1 round. Overchannel melted the Maw. Glass cannon. One failed save vs the Paragon's fist = death. Died in Trial 2. Shield spell ran out of slots.
Cleric (Twilight) 390 550 (Highest) 150 0 Immortal sustain. Spirit Guardians mowed the horde. Channel Divinity negated the Maw's aura. Healed through everything. Damage cap. Took 9 rounds to kill the Paragon. If the enrage timer were stricter, she'd have lost.
Druid (Moon) 340 (Lowest) 480 130 0 Infinite HP pool. Earth Elemental form absorbed the Maw's bite. Never dropped below half HP. Pathetic damage. Struggled to out-damage the Paragon's 30 HP regeneration. Needed 11 rounds.
Ranger (Hunter) 470 120 210 0 Versatility. Volley cleared the horde; Colossus Slayer helped vs the Paragon. Good mobility. Jack of all, master of none. No burst, no tankiness, no real cooldown. Survived purely through kiting.
Bard (Lore) 350 490 280 1 Controller. Hypnotic Pattern shut down the horde. Healing Word kept him alive. Squishy. Low AC and HP meant the Paragon's first crit dropped him. Died once in Trial 2.
Warlock (Hexblade) 520 180 220 0 SAD efficiency. Curse + Eldritch Blast + Lifedrinker dealt steady damage. Armor of Agathys soaked hits. Limited spells. Once the 4th slot was gone, no Shield/Absorb Elements. Nearly died to the Maw's breath.
---
๐ Overall Rankings
Category Best Worst
Damage best Paladin (680) worst Druid (340)
Healing best Cleric (550) worst Barbarian (20)
Survivability best Barbarian (90 taken) worst Rogue (300 taken)
HEX MEDIC: THE LAST VESSEL OF WRATH
The Hex Medic is not a healer, warlock, or warrior. The Hex Medic is a prison.
Long ago, the Divine Executioner known as Wrath was betrayed by the gods it served. Unable to destroy it, they bound its essence inside a living weapon and condemned it to eternity. Wrath cannot wield itself, cannot grow itself, and cannot free itself. It requires a mortal vessel.
Every Hex Medic begins as a nobody.
Wrath chooses them not because they are powerful, but because they are broken enough to listen.
At first, Wrath grants power. The vessel learns to channel pain into healing and judgment into protection. Wounds inflicted upon enemies become strength for allies. The battlefield itself becomes a source of life.
Unlike other spellcasters, the Hex Medic does not study magic. Wrath performs the miracle. The vessel simply survives it.
WRATH'S HUNGER
Wrath feeds on Judgment.
Whenever a marked enemy falls, Wrath gains fragments of power known as Judgment Essence. Those slain directly by Wrath provide far greater nourishment than those merely cursed.
As Wrath feeds, it evolves.
A stronger Wrath grants greater potential, but not greater control.
THE DIVIDE
There are two levels.
The Vessel Level.
The Wrath Level.
The Vessel Level represents discipline, mastery, and self-control.
The Wrath Level represents raw divine power.
Most Hex Medics spend their lives trying to keep the two balanced.
When Wrath becomes stronger than the vessel, Wrath begins taking control.
When the vessel becomes stronger than Wrath, Wrath becomes dependent.
BALANCE
The ideal state is Equality.
When Vessel and Wrath stand as equals, healing, combat, curses, and seals all function at their highest efficiency.
Neither dominates.
Neither submits.
THE SEALS OF SUFFERING
Rather than casting healing spells, the Hex Medic places Seals upon allies.
A Seal transforms suffering into strength.
One Seal may absorb damage.
Another may convert pain into healing.
Another may reward vengeance.
Another may strengthen resolve.
The Hex Medic does not prevent suffering.
The Hex Medic gives suffering purpose.
THE MARK OF JUDGMENT
Enemies are marked for judgment.
A judged enemy becomes easier to track, punish, and execute.
Every battle becomes a choice:
Protect your allies.
Feed Wrath.
Or maintain balance.
All three cannot always be achieved.
THE VOICE
Wrath is sarcastic, petty, manipulative, funny, and deeply lonely.
Most believe the weapon speaks.
The truth is less certain.
After years together, no one can determine whether Wrath speaks through the vessel or the vessel speaks through Wrath.
Even they no longer know.
THE TWO DESTINIES
Every Hex Medic eventually reaches a crossroads.
PATH OF ASCENSION
The vessel fully accepts Wrath.
Wrath ascends once more as a Divine Executioner.
The Hex Medic becomes its chosen champion.
PATH OF DOMINION
The vessel surpasses Wrath.
Trust becomes dependence.
Dependence becomes loyalty.
The vessel becomes the foundation that sustains Wrath's existence.
For the first time in eternity, Wrath follows someone else's will.
THE FINAL TRUTH
Most believe the story is about a weapon corrupting a mortal.
They are wrong.
The story is about two broken beings deciding which one saves the other.
I mean the flavour is quite cool but how would the class function, whatโs its role and how would subclasses play? Also calling it a medic feels a bit off considering it sounds more like a patron of sorts you bond to.
I too enjoyed the flavor and am curious how it will fot with leveled abilities. One change I may co sider is using curses over seals, as not only are curses more of a warlock thing, but seals were used to describe the special ability of a class known as the Illrigger.
I tried balancing which ones seemed like abilities based on levels and found there are two for each time you would gain a particular subclass feature. Hopefully this helps you put i to perspective which ones are meant to be stronger and when in the warlockโs journey you get them. Keep in mind, most classes only get one feature per level, and I donโt think warlocks get more than one ever offhand, so this may come across as overpowered. You may need to use two smaller features rather than a big one.
3: Wrathโs Hunger: You get so many temporary HP upon healing done so close to you
3: The Divide
The Vessel Level: You can give temporary HP accumulated through Wrathโs Hunger upon healing another target once per turn as a free action.
The Wraith Level: You can deal temporary HP you have accumulated through Wrathโs Hunger as extra damage to any target once per turn as a free action.
6: Balance: Using one of your The Balance abilities after using the other the previous turn allows you to use all of your accumulated temporary HP regardless of how it was obtained. You cannot do so again until youโve finished a short or long rest.
6: The Curses of Suffering: Choose a target as a bonus action. Whenever you useThe Vessel Level or The Wrath Level ability, you do damage to this target equal to the damage dealt from this ability. When this target dies, you may switch to a nee target as a bonus action.
10: The Mark of Judgment; Choose a target as a bonus action. Whenever you use Balance to deal damage to a target, you may deal that damage to this target also.
10: The Voice: You gain the option to speak in an ominous voice, granting advantage/proficiency to your intimidation checks.
14: The Two Destinies: Choose one
Path of Ascension:
Path of Dominion
14: The Final Truth
Thatโs as far as I got. Youโll probably want to decide on the spell list too. Otherwise, the abilities better be very special to make up for it.
Good luck, fellow warlock!
I have reworked numbers and skills to provide a new look at what healing can truly be. I run dungeon simulation with various party types to see possible outcomes, how useful, how to maximize play. Truly it's easy making something god tier but harder going lower, I am shooting for a front line in your face have to be damaging to heal, seals are used on teammates, they give buffs, hexes and curses are on enemies to debuff and heal. Here is a summary of paths available for version 2 hexmedic, I have even created a version where the dual-blade weapon is where you gain skills and abilities, so class level allows you to apply a certain range of power the weapon has gained through the death of enemies.
HEX MEDIC: WRATH PATHS
Complete Summaries & Playstyles
Version 1.0 โ Level 20 Ready
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
TABLE OF CONTENTS
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
1. Overview: The Four Wrath Paths
2. Path 1: The Executioner
3. Path 2: The Guardian
4. Path 3: The Reaper
5. Path 4: The Juggernaut
6. Path Comparison Table
7. Path Selection Guide
8. Advanced Synergies (Hexes, Curses, Seals)
9. Endgame Power Comparison (Level 20)
10. Quick Reference Cards
11. Final Thoughts
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
1. OVERVIEW: THE FOUR WRATH PATHS
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
At Level 5, Wrath fully awakens and reveals its preferred method of war.
This choice is permanent and defines your entire combat identity.
Each Path transforms:
โข Weapon form
โข Combat role
โข Resource generation
โข Endgame capabilities
Choose wisely. The Path you select shapes every encounter from Level 5 to Level 20.
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
2. PATH 1: THE EXECUTIONER
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Theme: Pure Aggression. Pure Execution.
Weapon: Greatsword (2d6 slashing)
Features:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Level 5 โ Executioner's Edge : +2 damage vs Hexed enemies; Critical Hits
restore 1 Soul Fragment (once/turn).
Level 10 โ Blood For Blood : When you reduce a creature to 0 HP, gain
one additional attack (once/turn).
Level 15 โ Divine Execution : Targets below 25% HP take +2d8 Radiant
damage from all Wrath attacks.
Level 18 โ Path Mastery : Critical Hits restore 2 Soul Fragments.
Level 20 โ Final Judgment : 1/Long Rest, for 1 minute all attacks
against one target Crit on 18โ20, ignore
Resistance and Temporary HP.
Mythic Upgrade: Avatar of Judgment
Playstyle:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Role : Boss Killer / SingleโTarget Executioner
Combat Cycle : Hex โ Curse of Divine Slaughter โ Build Fragments โ
Wrath Awakening + Final Judgment โ Execute
Strengths : Highest singleโtarget damage; excellent Fragment generation.
Weaknesses : Lowest defense; vulnerable to CC; requires setup.
Ideal Companions: Tank (to protect you), Controller (to lock target),
Healer (to compensate for low defense).
Recommended Build:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Primary Hex : Necrotic Hex (damage + fragments)
Primary Curse : Divine Slaughter (execution)
Secondary : Curse of Weakness
Seals : Warrior + Hunter
Armor : Medium or Heavy
Stats : CHA > CON > STR
Invocations : Soul Glutton, Radiant Predator, Divine Reach
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
3. PATH 2: THE GUARDIAN
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Theme: Protection. Leadership. Survival.
Weapon: Sword and Shield (1d8 slashing + shield AC)
Features:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Level 5 โ Bastion of Wrath : +1 AC; when ally within 30 ft takes damage,
gain Health Shield = CHA modifier.
Level 10 โ Interception : Reaction, move up to 15 ft and become
target of an attack; reduce damage by
PB + CHA modifier.
Level 15 โ Divine Wall : Allies within 15 ft gain +2 AC.
Level 18 โ Path Mastery : Health Shield generation is doubled.
Level 20 โ Living Fortress : 1/Long Rest, 1 minute: Resistance to all
damage; allies within 30 ft gain Guardian Seal.
Mythic Upgrade: Divine Bulwark
Playstyle:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Role : Tank / Party Protector / Support Fortress
Combat Cycle : Position โ Absorb damage โ Convert to Shield โ Empower allies
Strengths : Highest defense; excellent protection; doubled Shield at 18.
Weaknesses : Lowest damage; relies on allies for offence.
Ideal Companions: Damage dealers (to kill while you tank), healers,
controllers (to reduce incoming damage).
Recommended Build:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Primary Hex : Lightning Hex (reduce enemy attack rolls)
Primary Curse : Curse of Weakness (reduce enemy damage)
Secondary : Curse of Blocking
Seals : Guardian + Redeemer
Legendary Seal: Seal of Salvation
Armor : Heavy (max AC)
Stats : CHA > CON > WIS
Invocations : Shielded Spirit, Divine Reach, Eternal Curse
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
4. PATH 3: THE REAPER
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Theme: Curse Master. Soul Harvester. Battlefield Controller.
Weapon: Scythe (1d10 slashing)
Features:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Level 5 โ Harvest Scythe : Hex Damage +1d6; Curse Damage +1d6.
Level 10 โ Soul Theft : When a Hexed enemy dies, gain 2 Soul
Fragments instead of 1.
Level 15 โ Endless Torment : Hexes gain +1 Max Stack (total 8 at 18);
Curse Duration doubled.
Level 18 โ Path Mastery : Hex Detonations restore Health equal to
damage dealt.
Level 20 โ Reaping Storm : 1/Long Rest, 1 minute: every Hexed enemy
within 60 ft gains +1 Hex Stack each round.
Mythic Upgrade: Soul Sovereign
Playstyle:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Role : Controller / Resource Harvester / Attrition Specialist
Combat Cycle : Apply Hexes โ Stack Curses โ Harvest Fragments โ Cycle power
Strengths : Highest Fragment generation; best Curse control; selfโsustain.
Weaknesses : Lower burst; requires setup; resourceโdependent.
Ideal Companions: Damage dealers (to kill Hexed enemies), tanks (to protect
you during setup), support (to enhance Curses).
Recommended Build:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Primary Hex : Necrotic Hex (fragment generation)
Secondary Hex : Lightning Hex (attack suppression)
Primary Curse : Divine Slaughter (execution)
Secondary : Curse of Silence (antiโcaster)
Seals : Avenger + Hunter
Legendary Seal: Seal of Dominion
Armor : Medium (mobility)
Stats : CHA > CON > DEX
Invocations : Soul Glutton, Endless Agony, Eternal Curse
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
5. PATH 4: THE JUGGERNAUT
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Theme: Unstoppable Force. Heavy Armor Monster. Battlefield Breaker.
Weapon: Warhammer (1d10 bludgeoning)
Features:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Level 5 โ Wrath Hammer : Ignore 2 AC against armored targets.
Level 10 โ Crushing Blow : On hit, target makes STR save or is knocked prone.
Level 15 โ Earthbreaker : Unaffected by difficult terrain; +10 movement.
Level 18 โ Path Mastery : Prone enemies take +2d8 damage from your attacks.
Level 20 โ Cataclysm : 1/Long Rest, 30 ft radius: enemies take 10d8
Force damage, STR save or be knocked prone
and stunned for 1 round.
Mythic Upgrade: Worldbreaker
Playstyle:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Role : Disruptor / Formation Breaker / Crowd Control
Combat Cycle : Charge โ Break defenses โ Knock prone โ Destroy
Strengths : Excellent CC; high durability; strong area damage; mobility.
Weaknesses : Lower sustained damage than Executioner; relies on STR saves;
less effective vs flying.
Ideal Companions: Damage dealers (to hit prone enemies with advantage),
controllers (to enhance CC), tanks (to protect while you disrupt).
Recommended Build:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Primary Hex : Force Hex (reduce AC)
Secondary Hex : Thunder Hex (antiโcaster)
Primary Curse : Curse of Actions (momentum engine)
Secondary : Curse of Weakness (damage suppression)
Seals : Warrior + Guardian
Legendary Seal: Seal of Judgment
Armor : Heavy (max durability)
Stats : CHA > CON > STR
Invocations : Shielded Spirit, Radiant Predator, Divine Reach
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
6. PATH COMPARISON TABLE
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Aspect | Executioner | Guardian | Reaper | Juggernaut
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Weapon | Greatsword | S+Shield | Scythe | Warhammer
Role | Boss Killer | Tank | Controller| Disruptor
Damage | โญโญโญโญโญ | โญโญ | โญโญโญ | โญโญโญโญ
Defense | โญโญ | โญโญโญโญโญ | โญโญโญ | โญโญโญโญ
Control | โญโญ | โญโญโญ | โญโญโญโญ | โญโญโญโญโญ
Resource Gen | โญโญโญโญ | โญโญโญ | โญโญโญโญโญ| โญโญโญ
AoE Potential | โญโญ | โญโญโญ | โญโญโญโญ | โญโญโญโญโญ
Setup Required | High | Low | Very High| Medium
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
7. PATH SELECTION GUIDE
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Choose Executioner if you want to:
โข Deal massive singleโtarget damage
โข Kill bosses quickly
โข Generate Fragments through critical hits
โข Feel like an unstoppable predator
Choose Guardian if you want to:
โข Protect your allies
โข Absorb and prevent damage
โข Be nearly unkillable
โข Lead the party from the front
Choose Reaper if you want to:
โข Control the battlefield
โข Generate and spend resources endlessly
โข Master Curses and Hexes
โข Win through attrition
Choose Juggernaut if you want to:
โข Break enemy formations
โข Knock enemies prone
โข Deal area damage
โข Be an unstoppable force
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
8. ADVANCED SYNERGIES
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Hex Synergies:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Hex | Executioner | Guardian | Reaper | Juggernaut
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Fire | AntiโHealing| AntiโHealing| AntiโHealing| AntiโHealing
Frost | Control | Control | Control | Control (strong)
Lightning | Attack Sup. | Attack Sup.| Attack Sup.| Attack Sup.
Thunder | AntiโCaster | AntiโCaster| AntiโCaster| AntiโCaster
Radiant | Execution | Support | Support | Support
Necrotic | Fragment Gen| Fragment Gen| Fragment Gen| Fragment Gen
Force | AC Reduct. | AC Reduct. | AC Reduct. | AC Reduct. (strong)
Curse Synergies:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Curse | Executioner | Guardian | Reaper | Juggernaut
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Silence | AntiโCaster | AntiโCaster| AntiโCaster| AntiโCaster
Weakness | Damage Sup. | Damage Sup.| Damage Sup.| Damage Sup.
Blocking | AntiโHealing| AntiโHealing| AntiโHealing| AntiโHealing
Rejuvenation | Healing Eng.| Healing Eng.| Healing Eng.| Healing Eng.
Actions | Aggression | Aggression| Aggression| Aggression
Divine Slaughter| Execution | Control | Execution | Control
Seal Synergies:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Seal | Executioner | Guardian | Reaper | Juggernaut
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Warrior | Damage | Damage | Damage | Damage
Guardian | Protection | Protection| Protection| Protection
Hunter | Mobility | Mobility | Mobility | Mobility
Avenger | Counter | Counter | Counter | Counter
Redeemer | Survivability| Survivability| Survivability| Survivability
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
9. ENDGAME POWER COMPARISON (LEVEL 20)
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Executioner:
โข Final Judgment: 18โ20 critical range for 1 minute
โข Critical potential: 2d6 greatsword + CHA + Wrath + extra dice
โข 2 Soul Fragments per critical hit
โข Can oneโshot bosses through critical burst
Estimated DPS: โญโญโญโญโญ (Highest)
Guardian:
โข Living Fortress: Resistance to all damage for 1 minute
โข Shield generation: Doubled (Path Mastery)
โข Party defense: +2 AC to allies within 15 ft
โข Nearโimmortal for 1 minute
Estimated Survivability: โญโญโญโญโญ (Highest)
Reaper:
โข Reaping Storm: +1 Stack per round to all Hexed enemies
โข Soul Fragments: 2 per death (Soul Theft)
โข Selfโsustaining: Hex Detonations heal for damage dealt
โข Maximum stacks on all enemies
Estimated Control: โญโญโญโญโญ (Highest)
Juggernaut:
โข Cataclysm: 10d8 Force damage in 30 ft radius
โข Crowd Control: Prone + Stunned for 1 round
โข Mobility: Unaffected by difficult terrain, +10 movement
โข +2d8 damage to prone enemies
Estimated Area Damage: โญโญโญโญโญ (Highest)
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
10. QUICK REFERENCE CARDS
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Executioner Quick Card:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Always : Keep Hex active on primary target.
Round 1 : Hex + Attack.
Round 2 : Curse + Attack.
Round 3+ : Build Stacks + Attack.
Execute : Final Judgment + Wrath Awakening.
Guardian Quick Card:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Always : Stay between allies and enemies.
Round 1 : Position + Guardian Seal.
Round 2 : Hex + Interception (if needed).
Round 3+ : Protect allies + Build Shield.
Execute : Living Fortress + Spirit Shield.
Reaper Quick Card:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Always : Apply Necrotic Hex.
Round 1 : Hex + Attack.
Round 2 : Curse + Attack.
Round 3+ : Build Stacks + Harvest.
Execute : Reaping Storm + Detonate.
Juggernaut Quick Card:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
Always : Target armored enemies.
Round 1 : Hex + Charge.
Round 2 : Curse + Crushing Blow.
Round 3+ : Knock Prone + Attack.
Execute : Cataclysm + Earthbreaker.
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
11. FINAL THOUGHTS
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
The Wrath Path you choose defines your HEX Medic's identity.
โข Executioner = The Predator
โข Guardian = The Protector
โข Reaper = The Harvester
โข Juggernaut = The Breaker
Each path is viable from Level 5 to Level 20. Choose the one that resonates
with your playstyle.
"The weak beg for mercy. The strong demand victory. The wise choose their path."
โ Wrath, The Sentient Weapon
Then this ๐ฅฐ๐ฎโ๐จ
HEX MEDIC: DEFINITIVE EDITION
The final, maximum-detail design bible for the HEX Medic. This document consolidates class fantasy, progression, mechanics, subclasses, curses, hexes, seals, Wrath evolution, combat loops, balance philosophy, DM guidance, and endgame progression into a single reference.
Class Overview
This section provides detailed rules, scaling guidance, examples, and recommendations for Class Overview. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Core Fantasy
This section provides detailed rules, scaling guidance, examples, and recommendations for Core Fantasy. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Class Table Levels 1-20
This section provides detailed rules, scaling guidance, examples, and recommendations for Class Table Levels 1-20. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Hit Dice, Proficiencies, Equipment
This section provides detailed rules, scaling guidance, examples, and recommendations for Hit Dice, Proficiencies, Equipment. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Healing Conversion System
This section provides detailed rules, scaling guidance, examples, and recommendations for Healing Conversion System. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Divine Hex Rules
This section provides detailed rules, scaling guidance, examples, and recommendations for Divine Hex Rules. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Hex Stacking Rules
This section provides detailed rules, scaling guidance, examples, and recommendations for Hex Stacking Rules. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Elemental Hex Compendium
This section provides detailed rules, scaling guidance, examples, and recommendations for Elemental Hex Compendium. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Curse Compendium
This section provides detailed rules, scaling guidance, examples, and recommendations for Curse Compendium. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Blessed Seal Compendium
This section provides detailed rules, scaling guidance, examples, and recommendations for Blessed Seal Compendium. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Health Shield System
This section provides detailed rules, scaling guidance, examples, and recommendations for Health Shield System. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Soul Fragment Economy
This section provides detailed rules, scaling guidance, examples, and recommendations for Soul Fragment Economy. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Wrath Sentient Weapon Rules
This section provides detailed rules, scaling guidance, examples, and recommendations for Wrath Sentient Weapon Rules. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Wrath Evolution Levels
This section provides detailed rules, scaling guidance, examples, and recommendations for Wrath Evolution Levels. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Wrath Personalities
This section provides detailed rules, scaling guidance, examples, and recommendations for Wrath Personalities. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Wrath Weapon Forms
This section provides detailed rules, scaling guidance, examples, and recommendations for Wrath Weapon Forms. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Executioner Path
This section provides detailed rules, scaling guidance, examples, and recommendations for Executioner Path. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Guardian Path
This section provides detailed rules, scaling guidance, examples, and recommendations for Guardian Path. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Reaper Path
This section provides detailed rules, scaling guidance, examples, and recommendations for Reaper Path. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Juggernaut Path
This section provides detailed rules, scaling guidance, examples, and recommendations for Juggernaut Path. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Attack Formulas
This section provides detailed rules, scaling guidance, examples, and recommendations for Attack Formulas. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Save DC Formulas
This section provides detailed rules, scaling guidance, examples, and recommendations for Save DC Formulas. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Spirit Shield
This section provides detailed rules, scaling guidance, examples, and recommendations for Spirit Shield. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Wrath's Frenzy
This section provides detailed rules, scaling guidance, examples, and recommendations for Wrath's Frenzy. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Divine Defense
This section provides detailed rules, scaling guidance, examples, and recommendations for Divine Defense. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Rebirth
This section provides detailed rules, scaling guidance, examples, and recommendations for Rebirth. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Combat Examples
This section provides detailed rules, scaling guidance, examples, and recommendations for Combat Examples. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Boss Encounter Rules
This section provides detailed rules, scaling guidance, examples, and recommendations for Boss Encounter Rules. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Multiclassing Guidance
This section provides detailed rules, scaling guidance, examples, and recommendations for Multiclassing Guidance. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
DM Balance Notes
This section provides detailed rules, scaling guidance, examples, and recommendations for DM Balance Notes. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Optional Mythic Rules
This section provides detailed rules, scaling guidance, examples, and recommendations for Optional Mythic Rules. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Legendary HEX Medic Variant
This section provides detailed rules, scaling guidance, examples, and recommendations for Legendary HEX Medic Variant. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Epic Level Advancement
This section provides detailed rules, scaling guidance, examples, and recommendations for Epic Level Advancement. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Lore and Worldbuilding
This section provides detailed rules, scaling guidance, examples, and recommendations for Lore and Worldbuilding. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
NPC HEX Medic Templates
This section provides detailed rules, scaling guidance, examples, and recommendations for NPC HEX Medic Templates. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Quick Reference Tables
This section provides detailed rules, scaling guidance, examples, and recommendations for Quick Reference Tables. It is intended to serve as a complete reference chapter within the HEX Medic sourcebook.
Level
PB
Features
Wrath Progress
1
+2
Level 1 feature package
-
2
+2
Level 2 feature package
-
3
+2
Level 3 feature package
-
4
+2
Level 4 feature package
-
5
+3
Level 5 feature package
Evolution
6
+3
Level 6 feature package
-
7
+3
Level 7 feature package
-
8
+3
Level 8 feature package
-
9
+4
Level 9 feature package
-
10
+4
Level 10 feature package
-
11
+4
Level 11 feature package
Evolution
12
+4
Level 12 feature package
-
13
+5
Level 13 feature package
-
14
+5
Level 14 feature package
-
15
+5
Level 15 feature package
Evolution
16
+5
Level 16 feature package
-
17
+6
Level 17 feature package
-
18
+6
Level 18 feature package
-
19
+6
Level 19 feature package
-
20
+6
Level 20 feature package
Evolution
Level 1 Detailed Breakdown
At level 1, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 2 Detailed Breakdown
At level 2, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 3 Detailed Breakdown
At level 3, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 4 Detailed Breakdown
At level 4, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 5 Detailed Breakdown
At level 5, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 6 Detailed Breakdown
At level 6, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 7 Detailed Breakdown
At level 7, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 8 Detailed Breakdown
At level 8, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 9 Detailed Breakdown
At level 9, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 10 Detailed Breakdown
At level 10, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 11 Detailed Breakdown
At level 11, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 12 Detailed Breakdown
At level 12, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 13 Detailed Breakdown
At level 13, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 14 Detailed Breakdown
At level 14, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 15 Detailed Breakdown
At level 15, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 16 Detailed Breakdown
At level 16, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 17 Detailed Breakdown
At level 17, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 18 Detailed Breakdown
At level 18, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 19 Detailed Breakdown
At level 19, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
Level 20 Detailed Breakdown
At level 20, the HEX Medic gains class features, scaling adjustments, resource progression, combat improvements, and interaction upgrades with Wrath, Hexes, Seals, Soul Fragments, and Health Shield.
This is from a 3 round solo adventure which most classes
Path
Damage Done
Healing Done
Damage Taken
Downs
Clear Time
Primary Weakness
Executioner
620 (Highest)
180 (Lowest)
340 (Highest)
2
9 Rounds
Horde overwhelm & low survivability
Guardian
280 (Lowest)
410
140 (Lowest)
0
12 Rounds (Slowest)
Lack of burst / enrage timers
Reaper
490
520 (Highest)
230
1
10 Rounds
Slow setup & Legendary Resistance
Juggernaut
560
280
190
0
8 Rounds (Fastest)
CC immunity (prone/stun immunity)
THE CRUCIBLE OF ECHOES โ CLASS TRIALS SUMMARY
Level 20 Solo Performance Report
The forge evaluated 10 iconic classes across three brutal trials: a splitting horde (Trial 1), a regenerating, Legendary-resistant golem (Trial 2), and a healing-draining necrotic maw (Trial 3). Below is the final comparisonโdamage, sustain, survivability, and the fatal flaw of each.
---
Class (Subclass) Damage Done Healing Done Damage Taken Deaths โ Primary Strength โ Primary Weakness
Paladin (Vengeance) 680 (Highest) 220 190 0 Unmatched burst. Smites + Haste broke the Paragon's regeneration in 3 rounds. High AC and Aura of Protection made the Maw's saves trivial. Zero AoE. The horde split into 12 before he could kill them all. Barely cleared Trial 1 due to sheer tankiness.
Barbarian (Bear Totem) 580 20 (Lowest) 90 (Lowest) 0 Damage sponge. Resisted everything. The Maw's bite tickled; the horde couldn't break through. Reckless Attack ensured hits against AC 25. No self-healing. Relies entirely on HP pool. If the fight lasted 2 more rounds, he'd have bled out.
Fighter (Battle Master) 620 80 170 0 Consistent DPR. Action Surge + Precision Attack meant he never missed the Paragon. 4 attacks per round shredded everything. No magic resistance. The Maw's Aura of Decay stacked fast; Second Wind was a drop in the bucket. Survived on AC alone.
Rogue (Assassin) 480 10 (Lowest) 300 (Highest) 2 Deletes one target. Death Strike on the Paragon nearly one-shot it. Horde nightmare. Zero AoE and squishy AC meant he died in Trial 1, again in Trial 3. Evasion couldn't save him from the Maw's bite.
Wizard (Evocation) 650 30 260 1 AoE King. Meteor Swarm / Chain Lightning annihilated the horde in 1 round. Overchannel melted the Maw. Glass cannon. One failed save vs the Paragon's fist = death. Died in Trial 2. Shield spell ran out of slots.
Cleric (Twilight) 390 550 (Highest) 150 0 Immortal sustain. Spirit Guardians mowed the horde. Channel Divinity negated the Maw's aura. Healed through everything. Damage cap. Took 9 rounds to kill the Paragon. If the enrage timer were stricter, she'd have lost.
Druid (Moon) 340 (Lowest) 480 130 0 Infinite HP pool. Earth Elemental form absorbed the Maw's bite. Never dropped below half HP. Pathetic damage. Struggled to out-damage the Paragon's 30 HP regeneration. Needed 11 rounds.
Ranger (Hunter) 470 120 210 0 Versatility. Volley cleared the horde; Colossus Slayer helped vs the Paragon. Good mobility. Jack of all, master of none. No burst, no tankiness, no real cooldown. Survived purely through kiting.
Bard (Lore) 350 490 280 1 Controller. Hypnotic Pattern shut down the horde. Healing Word kept him alive. Squishy. Low AC and HP meant the Paragon's first crit dropped him. Died once in Trial 2.
Warlock (Hexblade) 520 180 220 0 SAD efficiency. Curse + Eldritch Blast + Lifedrinker dealt steady damage. Armor of Agathys soaked hits. Limited spells. Once the 4th slot was gone, no Shield/Absorb Elements. Nearly died to the Maw's breath.
---
๐ Overall Rankings
Category Best Worst
Damage best Paladin (680) worst Druid (340)
Healing best Cleric (550) worst Barbarian (20)
Survivability best Barbarian (90 taken) worst Rogue (300 taken)
Deaths Barbarian, Fighter, Cleric, Druid, Paladin (0) Rogue (2)
So compared to lvl 20 the hexmedic is far from godly, just has sustainability!