Hexer
Masters of malevolent energy and forbidden knowledge, Hexers wield dark powers to curse, harm, and disrupt their enemies. They draw upon eldritch forces and the whispers of ancient entities, excelling at inflicting curses and manipulating the battlefield to their advantage. Their abilities focus on debilitating opponents, draining their strength, and turning even their mistakes into painful consequences. Hexers are not just spellcasters; they are also strategic thinkers, weaving curses that linger and reshape the tide of battle.
On either side of the wall, Hexers are often associated with factions like The Forsaken, which revere ancient and forbidden powers, or The Veil, which uses curses as tools of manipulation and retribution. A Hexer may be a scholarly occultist, a vengeful outcast, or a mysterious figure who bargains with void entities for power. Players who enjoy wielding dark magic, imposing penalties on their foes, and uncovering forbidden secrets will find the Hexer archetype an enticing choice, offering tactical depth and narrative intrigue.
Hex Bolt
1st - Action - Manifest - 12 Spaces
A bolt of dark energy erupts from the Hexer's hand, striking an enemy with malevolent force.
Select an opponent within range. They must succeed on a contested Manifest check or suffer escalation damage.
When using this power, you can take additional action to inflict disadvantage on the affected creature’s on the next capacity check.
Forbidden Knowledge
1st - Passive - Glean - Self
The Hexer's connection to otherworldly entities grants them access to forbidden knowledge and ancient secrets.
Whenever you make a Glean check to understand or recall lore about otherworldly entities, you do so with advantage.
Void Tendrils
2nd - Action - Manifest - 3 Spaces
The Hexer extends their hand, casting dark tendrils of void energy that snake out and reach toward their enemies with a malevolent hunger.
Every creature within a 3-space radius must pass an Endure Check against your Manifest die or suffer escalation damage. You regain 1 health point for every 2 targets that fail their Endurance check.
Eldritch Sense
2nd - Action - Glean - Melee
The Hexer's attunement to the void allows them to sense the presence of supernatural beings and arcane energies.
Whenever you attempt a Glean check to locate or track Supernatural creatures, you do so with advantage.
Withering Curse
3rd - Action - Manifest - 6 Spaces- Focus - 1 Minute
A malevolent curse emanates from the Hexer’s lips, latching onto their target like a leech.
Choose one opponent within range. The target must succeed on a contested Manifest check or have disadvantage on either Endure or Navigate checks (your choice) for the duration of this power. An affected target can use an action to reroll the contested check, ending the power early on a success.
Blood Magic
3rd - Passive - Manifest - Self
The Hexer calls upon forbidden blood magic, drawing upon their own life force to fuel their dark powers.
When you make a Manifest check, you can choose to take escalation damage to roll with advantage.
Rebuke of the Void
4th - Reaction - Manifest - Self
The Hexer conjures an aura of dark energy around themselves.
Whenever you take damage from failing a contested Manifest check, you can cause the other contestant to take the same damage as a reaction.
Void Whisperer
4th - Passive - Influence - Self
The Hexer communicates with void entities, seeking their guidance and assistance.
Whenever you attempt an Influence check to communicate with Supernatural creatures, you do so with an advantage.
Eldritch Storm
5th - Action - Manifest - 12 Spaces
Invoking ancient and terrible powers, the Hexer summons a storm of dark energy.
Choose a space within range. All creatures in or adjacent to the space must succeed on an Endure check against your Manifest die or take escalation damage and have disadvantage on their next Capacity check.
Curse Object
5th - 1 Minute - Manifest - Touch
The Hexer imbues an object with an Eldritch curse that befalls the unaware.
Touch an object for at least 1 minute. The object can weigh no more than the maximum value of your Manifest die in pounds. The object becomes cursed. As an action, you can utter the command word (chosen by you when you curse the object) to trigger the curse. When the curse is triggered, any creature carrying the cursed object must succeed on a contested Manifest check or take 5 points of damage. Raise escalation to at least 5 upon resolving this power.