Base Class: Wizard
The Hex creation started at Vapor Era in the central territories of main land called Republic of Leitend, in the past Republic of Leitend has the biggest and most capable archives protected by special caster monks, in these days this archives called Grand Archives and it is a homeplace for Cobalt Souls Monks. After the technological upgrades in the Central Republic Trade Union, the caster monks in the Grand Archives wanted to increase their abilities without technological upgrades, but Republic of Leitend already started to make upgrades with technologies and gadgets. Cause of this untraditional upgrades in the country the Traditional Bigoted monks wanted to use Ancient forbidden scrolls in the Grand Archives. They learn how to create abjurational energies with necromantic and evocational arcane powers, the hexical sources coming from the mixing of abjurational arcane and ancient necromancy. After the Hex Rebellion in Republic of Leitend, the government try to negotiate with the monks and they give territory to Hexers for living with their own traditions and spell creations. In the future Hexers negotiated with Republic of Leitend Government and they build a school for spreading the hexcasting in the main land.
(This subclass can be an option if you're playing in Void of Ages Campaign Setting)
Defensive Hexcasting
Beginning when you select this school at 2nd level, when you cast an abjuration or necromancy spell of 1st level or higher, you gain temporary hit points (if you have temporary hit points already you gain temporary hit points equal to spell's level + half of your Inelligence modifier round up) equal to your wizard level + your Intelligence modifier (minimum of +1).
Combat Hexer
Starting at 2nd level, you add the Hex spell to your spellbook and if you hit a target with a melee weapon attack while it affected by any hex effect casted by another person (Hexblade's Curse and Sign of Ill Omen or normal hex spell casted by any person) you can use the hex effect. Also you gain proficiency for one one-handed melee weapon of your choice and light armors.
Combat Endurance
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Also you gain proficiency for your constitution saving throws if you already haven't.
Counter Hex
Beginning at 10th level, when you cast dispell magic or counterspell on a living creature (undeads or constructs doesn't counts) this creature cannot regain hit points until the end of it's next turn, and if it tries to regain hit points it must take necrotic damage equal to regaining number
Hexical Transmutation
Starting at 14th level, you can chance a spell's or weapon's damage type to necrotic or force damage as a part of the action, when you do this you can deal extra necrotic damage equal to your intelligence modifier (minimum of +1) + your proficiency bonus. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d10 necrotic damage for each level of the spell (if you try to use on a weapon you take necrotic damage equal to 2d10 + weapon's damage dice), immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d10. This damage ignores resistance and immunity.
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