| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +2 |
| DEX | 14 | +2 | +8 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 11 | +0 | +0 |
| CHA | 14 | +2 | +8 |
Cracked Focus (Misfire). When the Cracked-Orb Hexer casts a spell of 1st level or higher, roll 1d20. On a 1–2, a misfire occurs (roll on the Misfire table). On a 3–20, nothing happens.
Misfire Table (roll 1d6):
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Backlash. The hexer takes 2d6 force damage.
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Wild Arc. A random creature within 15 feet of the hexer takes 1d8 lightning damage.
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Frost Bloom. A 10-foot-radius patch of ground centered on the hexer becomes icy until the end of the hexer’s next turn. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 12 Dexterity saving throw or fall prone.
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Spell Sputter. The spell fails and has no effect, but the spell slot is still spent.
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Orb Flare. A bright flash erupts. Each creature within 10 feet of the hexer must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn.
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Crack Widens. The misfire range increases by 1 until the hexer finishes a short rest (so it becomes 1–3).
Cunning Action. On each of its turns, the hexer can take the Dash, Disengage, or Hide action as a bonus action.
Spellcasting. The Cracked-Orb Hexer is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): mage hand, minor illusion, shocking grasp
1st level (4 slots): charm person, magic missile, shield
2nd level (2 slots): hold person, misty step
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Orb Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 7 (1d10 + 2) force damage.
Cracked Orb Surge (Recharge 6). The hexer releases unstable energy from its orb. Each creature of the hexer’s choice within 10 feet must make a DC 12 Dexterity saving throw, taking 9 (2d8) force damage on a failed save, or half as much damage on a successful one. After using this action, roll on the Misfire table.
Cunning Action. The hexer takes the Dash, Disengage, or Hide action.
Shield (Spell). When the hexer is hit by an attack or targeted by the magic missile spell, the hexer casts shield.
Description
Cracked-Orb Hexer is a roadside arcanist turned bandit, a desperate talent who never earned a proper mentor and learned magic the way criminals learn locks: by breaking things until they work. He carries a fist-sized orb shot through with fractures and old burn scars, wrapped in wire and cloth to keep it from falling apart. The orb amplifies his spells, but it also fights him. When he pushes too hard, it spits sparks, howls with cold-light, and occasionally misfires into the air or back into his own hands. He stays behind tougher brigands, talks fast when cornered, and fights like a man who is always planning his escape route. Up close he smells like wet ash and cheap spirits, his eyes are ringed with sleeplessness, and his confidence is half performance and half fear that the next spell will be the one that finally cracks the orb wide open.
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