Warlock
Base Class: Warlock

The power of ancient and secret curses runs through your veins. You can be the descendant of ancient hags and powerful feys, or maybe, you were exposed to a profane ritual that imbued your body with this power. Your control over hexes could even be the unexpected effect of a cursed bloodline. Either way, you have the innate power to manipulate the world, place maledictions, and bring fortune or misfortune.

Expanded Spell List

The hexer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexer Expanded Spells
Spell Level Spells

1st

bane, illusory script

2nd

calm emotions, magic mouth

3rd

bestow curse, nondetection

4th

compulsion, resilient sphere

5th

contagion, mislead

Black Magic Blessing

When you choose this subclass at 1st level, you gain a cursed aura that protects you from harm in the form of runic symbols over your skin. You receive a bonus to your AC and saving throws equal to your Charisma modifier. 

Hexer Lore

Starting at 6th level, you learn how to use special hexes to manipulate reality around you. You can select a minor hex from the List of Hexes. You may switch out a minor hex during a long rest.

You may use a minor hex twice per long rest. 

Hex of Confusion

This hex confuses the mind of a creature. When you target a creature with a spell that requires a saving throw to avoid its effects, you can use a bonus action to force the creature to make the saving throw at disadvantage as the creature's mind becomes befuddled with confusing images and sounds.

Hex of Debilitation

You curse a creature's power. When you cast a spell against a target you may use a bonus action to target it with this hex. For 1 minute, when this creature makes an attack, it has a -1 to all attack and damage rolls.

Hex of Hemorrhage

This hex increases the flow of blood to the affected creature's wounds. As a bonus action, you can force a creature to make a Constitution saving throw against your warlock spell save DC. On a failure, the creature is hexed. When someone deals piercing or slashing damage to a creature affected by this hex it will start bleeding profusely, dealing 1d4 necrotic damage at the start of its turns. The creature can make a Constitution saving throw at the beginning of each of it's turns to stop the bleeding. This effect lasts for 1 minute.

Hex of Shattered Armor

You lower the durability of a creature. When you cast a damaging spell and it hits a target, you may use a bonus action to give a −2 penalty to its AC for 1 minute.

Hex of the Elements

You cause a creature to become barraged with the elements. When you next target a creature with an attack, you may use a bonus action to place this hex on that creature. For 1 minute, whenever you deal damage to that creature you may deal an additional 1d4 elemental damage of your choice between fire, cold, thunder, and lightning. 

Greater Hex

Starting at 10th level, You gain access to a Major Hex from the List of Hexes. You can swap out a Major Hex during a long rest and can use it once per long rest.

Additionally, When you cast a spell against a creature you can use a bonus action to bestow an amalgamated hex upon your enemies. You can use a Major and Minor hex against the creature at one time. Once you use this feature, you can't use it again until you complete a long rest.

Hex of Boiling Blood

This hex targets a creature's blood. If a creature attacks you or an ally within 5 feet, you may use a reaction to force the creature to make a Constitution saving throw. On failure, the target stops its attack and takes 2d8 Necrotic damage as its blood boils from the inside. If it is holding a weapon or item, it drops it as its limbs spasm in pain.

Hex of Enfeeblement

This hex will weaken the body of the afflicted creature. When you target a creature with a damaging spell, you may use a bonus action to hex the target. The creature must make a Constitution saving throw. On a failure, choose which ability will be affected between Strength, Dexterity, or Constitution. For 1 minute, the affected creature has disadvantage on ability checks and saving throws with the chosen ability.

Hex of Mirrors

When a creature tries to attack you with a damaging spell or attack, you can use a reaction to force the target to make a Charisma saving throw. On a failure, it receives the damage and effects from its own attack as it is mirrored back to them.

Hex of Ruin

When you make a successful attack against a creature, you may use a bonus action to remove an immunity from the target for 1 minute. This immunity can be innate or granted from a magical ability or item.

Hex of the Ashen Circle

This hex is prepared using an Action. The user summons a magic circle of ash where they are standing. For the next minute, the user may use a bonus action or reaction to switch spots with any living creature within 60 feet of the Ashen Circle. The creature takes the spot of the Ashen Circle, and the user takes their former spot. The Ashen Circle appears beneath the user each time until the duration ends. 

Fated Hex

At 14th level, you learn how to alter someone's fate by hexing it. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, a skill check, or a saving throw, you may alter the outcome of the roll by making it pass or fail. In the course of doing so, you take 2d6 necrotic damage. You may use this feature twice per long rest.

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