Base Class: Wizard
These wizards study the magic of curses: how to prevent them and how to shift the energies of curses toward their enemies to weaken them in combat. Hexenmeister may be of any alignment and unlike the Warlock class, Hexenmeister do not hold a pact with otherworldly beings or patrons. These wizards may also use healing magic to prevent harmful conditions and transfuse life forces to heal their allies. Hexenmeister often support skirmishing parties in battles to weaken and startle enemies during combat. Many Hexenmeisters take up careers in dungeon delving, curse breaking, and the studying of ancient and ‘incurable’ curses.
Wielder of Hexes
Starting at 2nd level you gain the following abilities:
- You know the Hex spell and it is added to your spell list; you are also able to cast it without requiring material components. Each short or long rest, you can cast Hex once without expending a spell slot.
- If a target of Hex dies, you gain temporary hit points equal to your intelligence modifier.
- You automatically have hex prepared and it does not count against the number of spells you have prepared.
- Whenever you cast a spell of 1st level or higher that deals damage, you may add extra necrotic damage to the spell effects equal to half of your intelligence modifier ( rounded up).
Accursed Magic
At 2nd level you are given a pool of 3d8’s that are called Curse die. You can spend one (or more depending on the curse) to weave one of the Accursed Magic options below. You regain all curse die on a short or long rest.
You gain more curse die as you level up, 4d8 at level 6, 5d8 at level 10, and 6d8 at level 14.
- Siphon - You spend a curse die as an action to target a creature within 60ft of you and make a ranged spell attack. If it hits, that creature takes necrotic damage equal to 1d8 plus your intelligence modifier and you gain temporary hit points equal to the damage taken. You may add more curse die to the attack to increase the amount of damage and the amount of temporary hit points you gain.
- Enfeeblement - You spend a curse die as an action to target a creature within 60ft of you, the creature must make a constitution saving throw equal to your spell save DC plus 1d8. If the creature fails the saving throw it takes 1d8 poison damage and is poisoned for the next minute.The creature may make saving throws each turn; a successful save dissipates the curse.
- Arcane Parry - You spend a curse die as a reaction and use this ability to render any cantrip or 1st level spell cast within 60ft of you useless, expending the caster’s spell slot in the process. You can expend extra cure die to increase the number of spells you can prevent, however, it only goes up to 3rd level spells
- Transfusion - Prerequisite: 4th level. You spend a curse die as an action to target a creature within 60ft of you and make a ranged spell attack. If it hits, that creature takes necrotic damage equal to 1d8 plus your intelligence modifier and an ally within 30ft of your choice gains temporary hit points equal to the damage taken. You may add more curse die to the attack to increase the amount of damage and the amount of temporary hit points given to the ally.
- Puppet Master - Prerequisite: 4th level AND requires two curse die to be spent instead of one. As an action you target an enemy within 30ft of you, that creature must make a charisma saving throw equal to your spell save DC, if they fail you control their body and can make them move and use their action as your bonus action until the end of your next turn. You are unable to make the target harm theirself.
Uncoil Conditions
At 6th level you can spend a spell slot to take off any negative conditions from an ally. A 1st level spell slot cures one condition and 2nd level cures two.
Skills of Execration
At 10th level you can manipulate magic to protect yourself from curses and further enhance the curses you place on your opponents:
- You gain resistance to poison and necrotic damage
- Any creature affected by a curse that uses curse die due to negative effects is now also blinded and deafened until the start of your next turn; this effect does not apply to the Puppet Master curse.
- Whenever you cast a spell that involves negative effects the target takes 2d8 necrotic damage as well
- You have advantage on saving throws against being magically poisoned, frightened, blinded, and deafened
Malediction
At 14th level once after each long rest, you may take an action to target a creature within 60ft of you who can hear your voice; that creature must make a Charisma saving throw equal to your spell save DC plus1d8. If the target fails the following effects take hold:
- They have disadvantage on all checks and saving throws on an ability score of your choice for the next minute.
- They have disadvantage on attack rolls for the next minute
- At the start of each of their turns for the next minute the target must make a Charisma saving throw equal to the previous Charisma saving throw they had to make, if they fail they can’t move or make any actions.
- The target takes an initial 3d8 necrotic damage
Concentration is required for the duration of this curse, otherwise the effects are lifted.
Previous Versions
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6/28/2023 10:16:24 PM
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