{"name":"School of Hexmastery (Homebrew, Restricted)","overview":"The ancient and often forbidden arcane art of Hexmastery involves a specialized focus of the enchantment school of magic to creature one deadly and dangerous tradition. Followers of this tradition, known as \u2018hex mages\u2019 or \u2018curse masters\u2019, learn how to acquire deadly hexes, a special type of magic that can curse and debilitate others. These wizards learn how to acquire more of these hexes, and learn how to make them incredibly efficient.\r\n[h1]Cursed Savant[\/h1]\r\nBy 2nd level, you know how to identity curses, and have acquired additional hexes and curses of your own. Whenever you make an Intelligence (Arcana) related to curses and hexes, you are considered proficient in the Arcana skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Additionally, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a spell from the cleric or warlock spell list, so long as it belongs to the school of enchantment. The spell must be of a level for which you have spell slots. Any cleric or warlock spell you gain from this feature is considered a\r\nwizard spell for you, but other wizards can\u2019t copy cleric and warlock spells from your spellbook into their own\r\nSpellbooks.\r\n\r\n\r\n[h1]Book of Curses[\/h1]\r\nBeginning when you choose this tradition at 2nd level, you can acquire unique magical hexes into your spellbook. These hexes do not require concentration, and any hex that requires a saving target to make a saving throw does so against your wizard spell save DC. A creature affected by a hex cannot be affected by another hex until the effects of the first hex wear off.\r\n\r\n[h1]Hexes[\/h1]\r\nYou learn two hexes of your choice at 2nd level, which are listed in the Hexes List at the end of this subclass. You learn two additional hexes of your choice at 6th, 10th, and 14th level. Each time you learn a new hex to add to your Book of Curses, you can also replace one hex you know with a different one.\r\n\r\n[h1]Distant Casting[\/h1]\r\nAt 6th level, you have learned how to curse others from afar. Whenever you cast an enchantment spell of 1st level or higher or use your action to cast one of your hexes, the range of the spell or hex is doubled.\r\n\r\n[h1]Heightened Malediction[\/h1]\r\nBy 10th level, you have become adept at implementing hexes and curses. Whenever you cast one of your hexes that affects only one target, you can affect two targets, provided that they are both within range of the hex.\r\n\r\n\r\n[h1]Curse Lord[\/h1]\r\nAt 14th level, your curses and hexes have become legendary for their potency. Other creatures have disadvantage on saving throws against your hexes. Additionally, you can target creatures within range of your hexes even if you cannot see the target, provided you have seen the target in the last minute and the target is within range.\r\n\r\n\r\n[h1]Hex List[\/h1]\r\n[b]Soothing Hex[\/b]\r\nYou attempt to quell the anger within another. As an action,\r\nchoose a creature that you can see within 30 feet of you to\r\nmake a Charisma saving throw. On a failed save, the\r\ncreature is calmed, and cannot use its action, bonus action,\r\nor reaction to attack another creature until the end of its\r\nnext turn.\r\n\r\n[b]Fragile Hex[\/b]\r\nYou attempt to bring debilitating pain to another. As an\r\naction, choose a creature that you can see within 30 feet of\r\nyou to make a Constitution saving throw. On a failed save,\r\nthe target\u2019s speed is reduced to 0 until the end of the\r\ncreature\u2019s next turn, and the target falls prone.\r\n\r\n[b]Levitating Hex[\/b]\r\nYou attempt to make a creature float into the air. As an\r\naction, choose a creature that you can see within 60 feet of\r\nyou to make a Strength saving throw. On a failed save, the\r\ntarget begins to float into the air at a rate of 10 feet per\r\nround, and the creature cannot use any other form of\r\nmovement. This effect lasts for 1 minute. The affected\r\ncreature can repeat the saving throw at the end of each of\r\ntheir turns, ending the effect on a successful save.\r\n\r\n[b]Debilitating Hex[\/b]\r\nYou attempt to bring a withering curse upon another\r\ncreature. As an action, choose a creature that you can see\r\nwithin 30 feet of you to make a Constitution saving throw.\r\nOn a failed save, the target\u2019s body begins to shrivel and dry\r\nout, and until the end of their next turn, whenever the\r\ncreature makes a saving throw, the creature must subtract\r\nan amount equal to your Intelligence modifier from the roll\r\nresult.\r\n\r\n[b]Weakening Hex[\/b]\r\nYou attempt to weaken the protection of another creature.\r\nAs an action, choose a creature that you can see within 60\r\nfeet of you to make a Constitution saving throw. On a failed\r\nsave, the target\u2019s AC is reduced by 4 until the end of their\r\nnext turn.\r\n\r\n\r\n[b]Deadly Hex[\/b]\r\nYou attempt to remove a creature\u2019s ability to regenerate. As\r\nan action, choose a creature that you can see within 30 feet\r\nof you to make a Constitution saving throw. On a failed\r\nsave, the creature cannot have any of its hit points restored\r\nuntil the end of its next turn.\r\n\r\n\r\n[b]Unintelligible Hex[\/b]\r\nYou attempt to curse a creature\u2019s ability to speak. As an\r\naction, choose a creature within 30 feet of you to make a\r\nWisdom saving throw. On a failed save, the creature loses\r\nits ability to speak clearly. The creature has disadvantage\r\non all Charisma checks and cannot cast spells that include\r\nvocal components until the end of its next turn.\r\n\r\n[b]Combative Hex[\/b]\r\nYou attempt to curse a creature to fight with itself. As an\r\naction, choose a creature you can see within 30 feet of you\r\nto make a Wisdom saving throw. On a failed save,\r\nwhenever the creature takes the Attack action, the creature\r\ntakes half the damage dealt. This effect lasts until the end\r\nof the creature\u2019s next turn.\r\n\r\n[b]Clumsy Hex[\/b]\r\nYou attempt to curse a creature with unstable movement.\r\nChoose a creature within 30 feet of you to make a Wisdom\r\nsaving throw. On a failed save, the creature has\r\ndisadvantage on Dexterity saving throws until the end of its\r\nnext turn.\r\n\r\n[b]Doomed Hex[\/b]\r\nYou attempt to sow doom for another. Choose a target\r\nwithin 30 feet of you that you can see to make a Dexterity\r\nsaving throw. On a failed save, blackened energy surrounds\r\nthe target, and the next attack made against the target is\r\nconsidered a critical hit. This effect lasts until the end of\r\nthe creature\u2019s next turn, or until it has been attacked once\r\nwhile this hex is active.\r\n\r\n[b]Drowning Hex[\/b]\r\nYou attempt to drown a creature in blackened water.\r\nChoose a creature within 30 feet of you to make a\r\nConstitution saving throw. On a failed save, the creature\r\nfeels its lungs and mouth suddenly fill with blackened\r\nwater. The creature begins suffocating, and must spend its\r\nnext turn trying to cough up the water. This effect lasts\r\nuntil the end of its next turn.\r\n\r\n[b]Bloody Hex[\/b]\r\nYou attempt to increase the severity of a creature\u2019s wounds.\r\nChoose a creature within 30 feet of you that is below its hit\r\npoint maximum to make a Constitution saving throw. On a\r\nfailed save, whenever the creature takes damage, it takes\r\nadditional damage equal to your Intelligence modifier. This\r\neffect lasts until the end of its next turn.","hitdice":"d4","hitpointsfirstlevel":"","hitpointsathigherlevels":"","armorproficiencies":"","weaponproficiences":"","tools":"","savingthrows":"","skills":"","equipment":"","spellcasting":"","features":"","subclasses":"","tabledata":"","tags":"","templateId":"25","blockId":"489416","world":"0741b052-677d-47e0-94e1-5d2c72b0bd70","folder":"","isShared":"on"}