Base Class: Artificer
Taught to weave Magic and Swordplay to halt Casters from running amok. Hex-Hunters are known for covering their mouths as a measure to veil the verbal aspects of their spellcasting.
Lier, Overmaster of the coterie of Hex-Hunters gained the moniker Disciple of the Drowned. He was given this title after visiting a guild of rival mages. None of them were able to speak a single syllable toward an incantation.It was as if their lungs were filled with water.
There are those who abuse that power at the suffering of others. Who better to hunt vile magic users than that of their ilk?
Flawless Preparation
When you adopt this specialization at 3rd level, You gain proficiency with heavy and finesse weapons. Addtionally, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Hex-Hunter Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Hex-Hunter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Hex-Hunter Spell List | |
|---|---|
| Artificer Level | Hex-Hunter Spells |
| 3rd | Armor of Agathys, Thunderous Smite |
| 5th | Silence, Rime's Binding Ice |
| 9th | Counterspell, Thunder Step |
| 13th | Gravity Sinkhole, Watery Sphere |
| 17th | Temporal Shunt, Steel Wind Strike |
Anti-Mage Training
When you reach 3rd level, your training in protecting others from magic have paid off in numerous ways:
- You can use the Subtle metamagic when casting a spell that require somatic or verbal components a number of times equal to your proficiency bonus, you regain all expended uses when you finish a long rest.
- As an Action target a creature. When they cast their next spell it fizzles out. They retain the spell slot that would've been consumed. You can do this a number of times equal to half your proficiency bonus(rounded-up), you regain all expended uses when you finish a long rest.
- When you see a creature cast a spell you can use a bonus action to disrupt the spell. The creature must make a Wisdom saving throw; if they fail the spell targets the creatures ally chosen at random. If no allies are present the spell targets the caster. If the spell is a buff or heal it miscasts to target you or a chosen ally. You can’t use this feature again until you finish a short or long rest.
Arcane Strike
At 5th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Evasion
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Twofold Pursuit
Starting at 15th 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.
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