Fighter
Base Class: Fighter

Hexers are outcasts and pariahs social, but are highly sought after to deal with monstrous problems.  Through training and mutagenic potions, Hexers become something different.  Hexers use their enhanced physical attributes and minor magical abilities to seek out and destroy monsters.  While their abilities can be used on any living creatures, most Hexers stick to a specific code.

This being version 1, it is up for balancing and testing.  If you try this, please leave feedback.  I am trying to use what this is based off as inspiration and not wholly working towards a 100% faithful adaptation.  Trying hard to keep this from being OP just for the funsies.

Hexes

When you reach 3rd level, you augment your martial prowess with the ability to cast Hexes.  If a Hex requires a saving throw from the target, the saving throw DC equals 8 + your proficiency bonus + your Constitution modifier.  You may cast a number of Hexes equal to half your Fighter level (rounded up).  Hexes follow the same casting rules as spells.

You must be able to use at least one hand and speak to cast a Hex.

Charm

As an action, you may draw the symbol of Charm. You attempt to charm someone to be  your ally for up to 1 hour.  A target in sight up to 30 ft away must succeed on a WIS saving throw or become your ally up to 1 hour.  They will carry out tasks, perform commands that seem reasonable, and even fight for you.  They will not harm themselves or anyone else they deem an ally.

Fire

As an action, you may draw the symbol of Fire.  This allows you to cast the spell fire bolt.

Push

As an action, you may draw the symbol of Push.  Each creature in a 20 ft cone must make a DEX saving throw or be pushed back 5 ft and knocked prone.

Shield

As an action, you may draw the symbol of Shield.  Your AC increases by 3 for 1 round.

Trap

As an action, you may draw the symbol of Trap.  You place a magical trap on the ground in a 5 ft circle for up to 4 hours.  When an enemy enters the area, the must make a WIS saving throw or take 1d4+CON  psychic damage and are stunned until the end of their next turn. This damage decreases by 1D4 at 7th, 10th, 15th levels.

Hexer Mutation

At 3rd level, you have been mutated through the ingestion of various mutagenic poisons over the course of your training to become a Hexer.  Because of the process you now have the following abilities. 

  • You gain darkvision up to 60 feet. 
  • You also gain the ability to create the Hexer potion.  Creating the potion takes 5g of material and 3 hours. This potion is technically a poison that will deal 4d8 poison damage to anyone that drinks it that is not trained to do so.
  • You may drink your Hexer potion as an action.  Drinking this potion will double your proficiency bonus, increase your walking speed by 20 feet, increases your darkvision up to 120 feet and increase your AC by 1 for up to 1 hour.  After the effects of this potion wear off, you suffer 2d8 poison damage and 1 level of exhaustion.  This damage is not effected by any immunity or resistance to poison effects.
  • For each level of exhaustion you have, you may roll 1 extra hit die during a short rest when healing.

Hexer Synergy

Beginning at 7th level, when you use your action to cast a  Hex, you can make one weapon attack as a bonus action.

Hexer Body

At 10th level, you are now immune to the poisoned condition and are resistant to poison damage.  In addition, when you use hit dice to heal, you may roll 2 extra hit dice for each level of exhaustion you currently have.

Arcane Surge

At 15th level, you gain the ability to cast another Hex using your Action Surge.  You may only use one Action Surge for this ability.

Improved Hexer Synergy

Starting at 18th level, when you use your action to cast a Hex, you can make two weapon attacks as a bonus action.

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