Hexer - Rogue

by Soirgriffe

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Roguish Archetype: Hexer

A bit of blood, a lock of hair, a fingernail nervously
bitten off. All of these things end up in the tool bag
of a witch out to make your life difficult and it should
be noted that witches are not all crones that
live in the woods and commune with nature or
otherworldly beings. Some witches are those who
use their hexes and their curses to climb the social
ladder, or to protect a town, or even to bring justice
on those who'd bring wrong to her doorstep.

Of those kinds there are still not many that can
utilize actual magic and instead rely on sympathetic magic through the use of poppets, effigies, or fetishes against their foes. They look the correspondence in the nature of things and use it to their advantage in alchemy and various hexes.

Witch Lore

At 3rd level, you gain proficiency in Arcana and Nature skills. You also gain proficiency in Alchemist's supplies and learn the Sylvan language.

Take a little

At 3rd level, you have advantage on Sleight of Hand skill checks to steal things like hair, a bit of blood, or a scrap of clothing from a creature to use for creating Poppets.

Poppets and Effigies

Also at 3rd level you gain access to creating Poppets in order to hex your targets. You can make a Poppet with a small amount of materials, something from the creature, and a small bag or doll to keep them in.

You may have one Poppet at a time at 3rd level. You may have an additional one at 6th level, and every 3 levels afterwards.

You may use the Poppets to inflict hexes upon your targets. At 3rd level, you know two hexes. You use your Wisdom modifier when setting the saving throw for your hexes.

Basic Cursing

At 9th level, you begin to learn the ways of curses and how to utilize and remove them.You gain the ability to cast Bestow Curse and Remove Curse without expending a spell slot and may use this feature to cast them a number of times equal to your Wisdom modifier. All uses of this feature recover when you finish a long rest. You also learn an additional hex.

You also learn an additional hex

Hide in the trees

At 13th level, your affinity to nature through sympathetic magic becomes much stronger and allows you to take advantage of the wilds. You and all you carry touch and meld into a tree. This uses your movement. Once in, you cannot be detected by non-magical means. You can see what happens around you but do have disadvantage on Perception checks. If the tree is destroyed, you are expelled and fall prone in the nearest empty space. You may use 5 foot of your movement to teleport to another of the same kind of tree within 150 feet and appear in an empty space adjacent to the tree.

Once you use this feature you cannot do so again until you have finished a short or long rest.

You also learn an additional hex.






















Stuck with a pin

At 17th level, your power with your Poppets intensifies. You may use your Sneak Attack on any creature that you have a Poppet linked to even if you don't have advantage.

Hexes

You gain two hexes at 3rd level, plus an additional one at 8th and 13th levels. The spell save DC is 8 + your proficiency modifier + your Wisdom modifier.

Once you have used a Poppet to cast a hex, the Poppet cannot be used again until fresh hair, blood, etc. has been used to reactivate it. It also cannot be used on the same target within 12 hours.

You may make multiple Poppets of the same person.

Hexer | Soirgriffe | Rcain Script

Finding

As an action, you place a compass onto the Poppet and the needle will point in the direction the target is for one hour per level as long as the target is within 500 feet. This grants advantage to Survival checks to track the creature.

Hush

As an action, you press on the Poppet's mouth and throat. The creature linked must make a Wisdom saving throw. On a failed save, the creature feels suffocated and unable to speak. They cannot cast spells until the end of it's next turn. On a successful save, the creature is not affected.

Instill Fear

As an action, you push the Poppet onto a blade to threaten the creature linked to it. The creature must make a Wisdom saving throw. On a failed save, the creature becomes Frightened of you until the start of your next turn. On a successful save, the creature is not affected.

Manacle

As an action, you can wrap the Poppet in string or rope. The creature linked to it must make a Dexterity saving throw as ethereal chains come to drag it down. If the creature is Prone, it has disadvantage on this saving throw. On a failed save, the creature becomes restrained

Mental Ward

As an action, you can rub your fingers on the temples of your Poppet. The creature linked to it gains advantage on saving throws for Intelligence, Wisdom, or Charima saving throws, your choice, until the start of your next turn.

Retribution

Pre-requiste: 9th level

As a reaction, when a creature you have a Poppet of deals melee damage to you, you may crush the Poppet in response. The creature immediately takes half the damage dealt to you. They then take half of any melee damage they deal to any creature until the end of your next turn.

Stroke of luck

As a reaction, whenever a creature you have a Poppet linked with must make a saving throw or ability check, you may press a pair of dice into it. The target may roll with advantage.

Turn to Toad

Pre-requisite: 9th level

You may cast the Polymorph spell without expending a spell slot on a creature linked to one of your Poppets. This can only turn the target into a frog. The Polymorph lasts a minute or until the target is damaged.

Credits

Created by /u/Soirgriffe using GM Binder. I Rogue by India Lee-Crews. I felt the bandolier of strange items around the chest fit the concept of effigies.

Hexer | Soirgriffe | Rcain Script
 

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