Your mastery of curses has guided you down a treacherous path that few dare to tread. When you craft a hex, you gather a small set of bones, or if you employ a spell focus, some chalk, and create a cursed vessel to house the hex's power. The vessel can be up to medium in size, starting with 5 hit points when tiny and gaining an additional 5 hit points for each size category above that. The vessel harbors the hex, which remains in effect for 3 hours or until another creature destroys the vessel.
While the vessel is active, you can choose a single living creature within 500 feet of you whose location you know. This creature becomes the target of the hex.
Once the creature is designated and the vessel is created, you can select one of the following effects to impose upon the target creature:
- Crippling Despair: The creature must make a Wisdom saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed. Choose two abilities, the target suffers disadvantage on all checks that use that ability as their modifier.
- Tangled Steps: The creature must make a Dexterity saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed, and it may only move up to 15 feet on its turn. Additionally, the creature has disadvantage on Dexterity saving throws.
- Muddled Mind: The creature must make an Intelligence saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed. It's intelligence and charisma ability scores become equal to their proficiency modifier.
- Weakened Resilience: The creature must make a Constitution saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed. It has vulnerability to all damage types and disadvantage on Constitution saving throws.
- Faltering Strikes: The creature must make a Strength saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed. It has disadvantage on attack rolls, its attacks deal half damage and its carry weight is halved.
- Haunted Vision: The creature must make a Wisdom saving throw against a DC equal to your spell save DC. On a failed save, the creature becomes hexed. It has disadvantage on Perception checks and saving throws against being blinded or frightened. Additionally, the maximum range for all of their senses becomes capped at 60 feet.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/15/2023 4:15:55 PM
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2
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1
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W5e
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Coming Soon
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