Base Class: Wizard
Hex weavers use their arcane prowess and vast knowledge of forbidden magic to craft potent curses and hexes to weaken, confuse and debilitate their enemies. They are masters of their craft, unrivaled in the potency of their curses by even the most powerful of hags.
Weaver’s Mark
Beginning when you select this tradition at 2nd level, you’ve learnt how to create a special arcane brand and place it on creatures to weaken them. As a bonus action, you can target a creature within 60 feet and place your Weaver’s Mark on them. You can only have one Weaver’s Mark active at a time. When you place the mark on a creature, you must also decide a hex for your mark, choosing from the following list of options:
Hex of Weakening. The bearer of your mark must subtract 1d4 + your Intelligence modifier from any damage they deal.
Hex of Fatigue. The speed of the bearer of your mark is reduced by 20 feet.
Hex of Fragility. The bearer of your mark has a -2 reduction to their AC.
Hex of Revealing. The bearer of your mark cannot turn invisible or change their form via magical spells.
Hex of Bewilderment. The bearer of your mark has disadvantage on any Wisdom (Insight), Wisdom (Perception) or Intelligence (Investigation) checks it makes.
Hex of Charming. You have advantage on any Charisma checks you make against the bearer of your mark.
The Weaver’s Mark remains on a target for a number of minutes equal to three times your wizard level but can disappear early if you are incapacitated, the bearer of your mark is reduced to 0 hit points or if you choose to remove your Weaver’s Mark (no action required by you).
You can use this feature a number of times equal to your Intelligence modifier per long rest.
Cursed Vitality
At 6th level, you’ve learnt how to siphon the lifeforce of creatures that are placed under the effects of your hexes. Whenever a bearer of your Weaver’s Mark is reduced to 0 hit points, you gain temporary hit points equal to your wizard level.
Additionally, you have advantage on saving throws against harmful effects caused by cursed objects.
Weaver Adept
At 10th level, you’ve become an expert at weaving hexes. You can now place your mark on two different creatures within 60 feet of you at the same time, requiring only one use of your Weaver’s Mark ability to do so. When you place your mark on two different creatures, you can have a different hex active on either creature, or choose the same hex for both. All other rules for your Weaver’s Mark apply as normal.
Hex Ward
Also at 10th level, you’ve learnt how to use the hexes you weave using your Weaver’s Mark to protect yourself. A creature bearing your Weaver’s Mark has disadvantage on attack rolls against you, and you have advantage on saving throws against spells they cast.
Mark of Ruin
At 14th level, the hexes you weave have grown stronger and more potent than ever before. A creature bearing your Weaver’s Mark is considered vulnerable to damage you deal with your wizard spells. If the creature is resistant to the damage type of the spell, the spell ignores the resistance, dealing damage as normal instead. If the creature is immune to the damage type of the spell, they are considered resistant to it instead.
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