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Hexmaster Players Guide

Copyright © 2023
Michael Robinson

Dedicated to
The memories of Gary Gygax and Dave Arneson

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Art Credits: Midjourney AI
Contributors: Michael Robinson with special help from
The Magus Mirror (Midjourney) & The Book of Eldritch Shadows (GPT)
Cover Art: Michael Robinson
Artwork: Michael Robinson
Proofing: Michael Robinson
Introduction Hexmaster

Malidrex sighed with contentment as she cracked open the fresh copy of Hexmaster Player's Guide, the
tome's spine giving a satisfying creak. The sweet scent of fresh ink and parchment hit her nostrils as she
skimmed through the pages, the content both rich and inviting.

"Ah, there's nothing quite like a fresh book full of adventures, just waiting to be explored!" she exclaimed,
flipping through the vast array of classes and races. "Oh, would you look at this? Adventurer, Arcane
Gambler, Witch… my kind of folk."

Suddenly, The Magus's Mirror on the wall buzzed into life, its smooth glassy surface rippling as an image
formed. "Oh, indeed, Malidrex. I noticed you conveniently skipped over 'Jester'," it quipped, a touch of
sarcasm edging its usually serene voice.

A rolling laugh erupted from Malidrex, "Oh, Mirror, with a tongue as sharp as yours, I'd dare say you'd make a
great Jester yourself!"

The Mirror sighed, the image within its frame reflecting a rolling eye. "Oh yes, because that's exactly what a
magical artifact of my stature aspires to be - a court jester. Bravo, Malidrex. Bravo."

Before the Mirror could throw more jibes, The Book of Eldritch Shadows rustled, its pages fluttering as though
disturbed by a phantom wind. "Quiet, both of you!" it grumbled, its voice a dusty whisper. "Don't you see?
Hexmaster is more than your petty squabbles. Look at this!"

It flipped open to a page detailing the myriad spells available to players. "Over a thousand unique spells! And
here you are bickering like children when we could be harnessing this knowledge."

Malidrex rolled her eyes, but a smile played on her lips. "Oh, relax, Book. We're just having a bit of fun."

Book snapped back, "Fun? We're on the verge of an arcane breakthrough, and all you can think of is 'fun'? I
swear, you're more like a Lash Savant than a witch."

"But look at this," Malidrex countered, pointing to the vast equipment list. "Even a Lash Savant would
appreciate the breadth of choice here. From the humble sword to the most alien of technologies… I mean,
who wouldn't want to own a piece of land or two? Even a magic mirror, perhaps?" she added, winking at the
Mirror.

The Mirror merely shimmered, unamused. "How generous of you. Maybe then, I could finally have some
peace and quiet."

2
1. Introduction and Basic Rules 5 Golemancer 645
Character Creation 6 Hacker 660
Ability Scores and Checks 6 Inquisitor 673
Combat 14 Mentor 683
Spellcasting 19 Merchant 694
Experience and Leveling up 22 Mutant 701
Glossary 23 Phylactory Runesmith 708
2. Races 25 Psion 717
Humanoids 26 Radiation Strike Master 729
Elves 38 Rebel 737
Dwarfs 50 Shadow 741
Orcs 53 Temporal Bandit 746
Goblins 63 Thought Police 757
Giants 73 Virusweaver 764
Demons 81 Visionary 776
Angels 87 Wildshaper 788
Undead 98 6. Equipment 801
Shapeshifters 108 Basic Equipment 802
Elementals 118 A. Weapons
Constructs 130 1. Melee Weapons
Mutants 136 a. Swords 817
Aliens 147 b. Axes 821
Mushroom Folk 158 c. Maces and Hammers 826
Underwater 167 d. Polearms 832
Fey Creatures 177 e. Daggers and Knives 838
Beast Folk 186 f. Unconventional Melee Weapons 844
Avian Creatures 196 2. Ranged Weapons
Plant-Based Beings 201 a. Bows and Crossbows 850
3. Background Tables 212 b. Firearms 857
Ancestry / Parents 213 c. Thrown Weapons 862
Birth Circumstances 233 3. Exotic Weapons
Childhood 255 a. Energy Weapons 868
Education / Training 276 b. Alien Technology Weapons 873
Profession / Career 291 B. Armor
Life-Altering Events 303 1. Light Armor 879
Associates / Companions 315 2. Medium Armor 884
Conflict / Adversaries 326 3. Heavy Armor 889
Fateful Encounters 342 4. Future Armor 894
Calls to Adventure 356 C. Adventuring Gear
4. Basic Classes 375 1. Backpacks, Bags, and Kits 899
Adventurer 376 2. Climbing and Exploration Tools 904
Arcane Gambler 392 3. Survival Supplies 909
Jester 414 4. Lockpicks and Thieves' Tools 913
Lash Savant 474 5. Healing Potions and Medicinal Herbs 918
Lord 482 6. Alchemical Substances 924
Witch 498 7. Spell Components 929
5. Advanced Classes 517 8. Magical Scrolls and Books 934
AI Whisperer 518 9. Poisons and Toxins 939
Alchemist 529 II. Commodities
Stardust Archangel 547 A. Trade Goods
Artificer 566 1. Precious Metals 945
Blood Witch 582 2. Gemstones 949
Champion 601 3. Exotic Woods 953
Cultist 606 4. Rare Herbs and Plants 957
Cyberneticist 619 5. Enchanted Crystals 961
Dynast 628 6. Textiles and Fabrics 965
Engineer 633 7. Relics of Ancient Empires 969
8. Enchanted Items 973 IV. Vehicles
9. Cursed Objects 977 A. Land Vehicles
10. Trinkets and Keepsakes 982 1. Carriages, Wagons, Carts and Sleds
11. Musical Instruments 987 1144
12. Beast Parts 993 2. Motor Vehicles 1154
B. Consumables 3. War Machines and Siege Engines 1163
1. Food and Drink 998 B. Water Vehicles 1172
2. Clothing 1002 C. Air Vehicles 1179
3. Luxury Items 1007 D. Subterranean Vehicles 1187
4. Non-Magical Books 1013 E. Spaceships and Planar Vehicles 1197
III. Services V. Land and Properties
A. Mercenaries and Adventurers A. Productive land 1206
1. Warriors and Fighters 1019 B. Workshops and Businesses 1215
2. Wizards and Sorcerers 1029 C. Houses, Cottages and Fortresses 1223
3. Rogues and Thieves 1039 7. Spells 1232
4. Healers and Clerics 1048 Cantrips 1246
B. Craftsmen and Artisans 1st Level Spells 1253
1. Blacksmiths and Weaponsmiths 1059 2nd Level Spells 1263
2. Tailors and Armorers 1069 3rd Level Spells 1275
3. Alchemists and Potion-makers 1078 4th Level Spells 1285
4. Enchanters and Rune Masters 1086 5th Level Spells 1297
C. Transportation and Logistics 6th Level Spells 1309
1. Ship Chartering 1095 7th Level Spells 1322
2. Messenger and Courier Services 1104 8th Level Spells 1335
D. Information and Knowledge 9th Level Spells 1347
1. Libraries and Archives 1112
2. Scholars, Sages, Diviners, and Oracles
1122
3. Spies, Informants, and Assassins 1131
Hexmaster Chapter 1 Basic Rules

Chapter 1: Introduction and Basic Rules


Malidrex, looking vibrant and self-assured, stood before a massive wooden table cluttered with flasks, scrolls,
and strange artifacts. "Ah, aspiring adventurers of Maxxia, you’ve finally decided to delve into the mystical and
often unpredictable realm of Hexmaster!" she announced, her eyes gleaming with mischief. "Trust me, you're
in for a roller-coaster of a journey."

The Magus's Mirror, resting lazily on the table, chimed in, "Roller-coaster? Don't you mean a randomized
series of unfortunate, and often hilarious, events?"

Malidrex rolled her eyes. "Oh hush, you reflective show-off! We're trying to entice them, not scare them
away."

The ancient Book of Eldritch Shadows then creaked open, its pages fluttering dramatically, "Newcomers,
huh? How many of them will just flip to the spells section, I wonder?"

Malidrex smirked. "Considering the wealth of knowledge you contain? Maybe...all of them?"

The book huffed, a gust of old, dusty air blowing from its pages. "Typical. But since you're all here, might as
well learn the ropes from the beginning."

Shooting a glance at her companions, Malidrex agreed, "Indeed. So, for those unfamiliar with the nuances of
Hexmaster or those dipping their toes into role-playing for the first time – this is where your tale begins. By the
end of this chapter, you'll grasp the basics of gameplay, character creation, and the foundation upon which
your unique narratives will be built."

The Magus's Mirror, never one to stay quiet, chimed in again. "And let me guess, dear Malidrex, will you tell
them about the extensive world of over 2,000 races or the fascinating array of classes available?"

Before she could answer, the Book of Eldritch Shadows interjected, "Or maybe the sheer volume of
equipment, spanning from the blade of a simple dagger to grand mansions? Oh, the things mortals desire..."

Malidrex waved her hand dismissively. "All in due time! This chapter, my precious, albeit sarcastic partners, is
all about setting the foundation. Basics first, intricate details later."

The Mirror sighed melodramatically. "Well, in case you get lost, newbie, remember you can always check
your reflection in me. Who knows? Maybe you'll see a more competent version of yourself."

"And if they look deeply enough," added the Book, its tone dripping with mockery, "maybe they’ll find Malidrex
actually sticking to a routine and not taking shortcuts."

Malidrex's cheeks reddened slightly. "Enough with the banter. To our eager readers, embrace the
unpredictable. Let your imagination soar, your strategies evolve, and your narratives intertwine. You are the
masters of your own fates in this vast world of Hexmaster."

The Mirror, in a rare moment of sincerity, added, "Indeed, and remember, even in a realm where magic blurs
the lines of reality, it's the choices you make and the bonds you forge that truly shape your destiny."

Malidrex smiled. "Couldn't have said it better. Now, let's dive into the rules, shall we?"

5
Chapter 1 Basic Rules Hexmaster

Rules of Hexmaster
Character Creation:
1. Roll Ability Scores: Each player rolls 3D6 in order
for their character's six basic Ability Scores: Strength
(STR), Dexterity (DEX), Constitution (CON),
Intelligence (INT), Wisdom (WIS), and Charisma
(CHA).

2. Determine Race: The player then rolls on the


racial table to determine their character's race. Each
race has associated Ability Score adjustments, which
should be applied to the scores rolled in step 1.
Some races may also provide additional benefits or
abilities.

3. Determine Background: The player rolls on the


background table to determine their character's
background. This can provide additional Ability Score
adjustments, skills, tools, or other benefits. It also
helps shape the character's backstory and
personality.

4. Select Class: Based on their final Ability Scores


after racial and background adjustments, the player 7. Character Details: The player can then fill out
can choose a starting class for their character. The additional character details, such as their character's
class must meet the stat requirements according to name, alignment, faith, appearance, and personal
the provided chart. If no class requirements are met, goals. While these might not directly impact
the character starts as an Adventurer. Class mechanics, they are crucial for role-playing and
selection determines a character's starting hit points, character development.
proficiencies, and special abilities.
8. Leveling: All characters start at Level 1. As they
gain experience from adventuring, they will level up,
gaining additional hit points, class features, and
possibly even new classes if they meet the
requirements for the advanced classes.

Remember, the goal of this process is to create a


character who is not only mechanically interesting to
play, but also engaging in the story and world!

5. Starting Gold: The player rolls a 1D1000 to Ability Scores and Checks
determine their character's starting gold. This
represents the character's life savings or funds 1. Ability Scores: Each character has six basic Ability
provided by their background or initial circumstances. Scores: Strength (STR), Dexterity (DEX),
Constitution (CON), Intelligence (INT), Wisdom
6. Equipment: The player rolls 20 times on the basic (WIS), and Charisma (CHA). These scores typically
equipment table, and may choose to purchase any of range from 3 to 18 for most humanoid characters
the rolled items using their starting gold. This forms and influence a wide variety of abilities and skills.
the character's initial equipment. Any remaining gold
can be saved for later use. 2. Modifiers: For each Ability Score, a Modifier is

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Hexmaster Chapter 1 Basic Rules

derived which is used in gameplay. This is calculated


by subtracting 10 from the ability score, dividing by 2, 5. Saving Throws: Sometimes a character is
and rounding down. For example, a score of 14 subjected to a threat or hazard and has a chance to
would have a +2 modifier, while a score of 9 would avoid or mitigate it, this is where Saving Throws
have a -1 modifier. come in. These are also tied to Ability Scores. For
example, a spell might require a DEX Saving Throw
3. Ability Checks: When you attempt an action that to avoid full damage.
has a chance of failure, you make an Ability Check.
This involves rolling a D20, adding the relevant 6. Skill Checks: Skills are specific applications of an
Ability Modifier, and comparing the total to a Difficulty Ability, like Perception (WIS) or Stealth (DEX). If a
Class (DC) set by the Hex Master (DM). If your total character is proficient in a Skill, they add their
equals or exceeds the DC, the check is a success. Proficiency Bonus to checks with that skill, which are
usually Ability Checks.
4. Proficiency Bonus: If a character is proficient in a
certain ability or skill, they add their Proficiency
Bonus to the Ability Check. This bonus is based on
the character's total level, starting at +2 for a 1st
level character and increasing as they gain levels.

Strength Score Abilities (cumulative)


1 (Almost No Strength):
Minimal Function : Movement speed reduced to 5 feet.
Helpless Grasp : Cannot wield melee weapons, and ranged weapon attacks have a range reduced by half.
Frail Life Force : Maximum hit points reduced by half (rounded down) for each Hit Die.

2 or lower (Incredibly Feeble):


Crippling Weakness : Movement speed reduced by an additional 10 feet (total reduction of 30 feet).
Barely Capable : Disadvantage on all Strength-based ability checks and saving throws.
Severely Vulnerable : -3 penalty to AC due to the inability to avoid attacks.

3 or lower (Pathetically Weak):


Incapacitating Weakness : Movement speed reduced by an additional 10 feet (total reduction of 20 feet).
Helpless Strikes : Melee weapon attacks deal -2 penalty to damage rolls.
Fragile Constitution : Maximum hit points reduced by 2 for each Hit Die.

4 or lower (Utter Weakness):


Debilitating Weakness : Movement speed reduced by 10 feet.
Struggle to Lift : Disadvantage on Strength checks to lift heavy objects or break objects.
Frail Defense : -2 penalty to AC due to the inability to protect oneself effectively.

5 or lower (Extreme Weakness):


Severely Limited Carry Capacity : Carrying capacity reduced to half of normal.
Feeble Strikes : Melee weapon attacks deal -1 penalty to damage rolls.
Frail Constitution : Maximum hit points reduced by 1 for each Hit Die.
6 or lower:
Struggle of the Weak : -2 penalty to AC due to the inability to defend effectively.
Weakling's Burden : Disadvantage on melee weapon attack rolls.
Feeble Grasp : Disadvantage on Strength (Athletics) checks and saving throws.

7 to 13 - Nothing

14 to 15 Burly Resilience : Resistance to bludgeoning, piercing, and slashing damage from non-magical
weapons. Intimidating Presence : Advantage on Intimidation checks.

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Chapter 1 Basic Rules Hexmaster

16 to 17 Grappling Mastery : Proficiency in grappling, advantage on Strength (Athletics) checks when


grappling. Encumbrance Limit : 50% increase in encumbrance limit.

18 to 19 Raw Power : +1 bonus to melee weapon damage rolls for every point above 15. Powerful Blows :
Once per short rest, can add an extra damage die to a melee weapon attack. Feat of Strength : Once per long
rest, perform a feat of strength.

20 to 21 Brutal Critical : Once per turn, when scoring a critical hit with a melee weapon, roll one additional
damage die. Crushing Strike : Attacks made with two-handed melee weapons ignore enemy resistance to
bludgeoning, piercing, and slashing damage.

22 to 23 Indomitable Might : When attempting to grapple or shove, treat your strength score as 24. Unyielding
Fortitude : Advantage on saving throws against being paralyzed, restrained, or knocked prone.

24 to 25 Titanic Endurance : Maximum hit points increased by 10. Mighty Hurl : You can make a ranged
weapon attack with a thrown weapon using your Strength modifier for both attack and damage rolls.

26 to 27 Wrecking Ball : Your melee attacks ignore resistance to bludgeoning, piercing, and slashing damage,
and treat immunity as resistance. Devastating Blow : Once per short rest, deliver a devastating blow, forcing
the target to make a Constitution saving throw (DC 8 + proficiency bonus + Strength modifier) or be stunned
until the end of your next turn.

28 to 29 Herculean Strength : Your carrying capacity is multiplied by 4. Unstoppable Force : Immune to


effects that would cause you to be moved against your will or knocked prone.

30 Colossal Might : Your melee weapon attacks deal an additional 2d6 damage. Unmatched Power : Once
per long rest, you can make an attack that automatically scores a critical hit.

Dexterity Score Abilities (cumulative)


1 (Almost No Dexterity):
Impaired Mobility : Disadvantage on all Dexterity-based ability checks, attacks, and saving throws.
Slow Reactions : Initiative reduced by 5.
Inadequate Defense : -3 penalty to AC due to the inability to avoid attacks.

2 or lower (Incredibly Clumsy):


Profoundly Inept : Movement speed reduced by 20 feet.
Sloppy Hands : Cannot perform tasks that require fine motor skills, such as lock picking or sleight of hand.
Major Vulnerability : Automatic failure on all Dexterity saving throws.

3 or lower (Significantly Incompetent):


Poor Balance : Prone to stumbling and falling, 5% chance to fall prone each round of combat.
Poor Reflexes : Disadvantage on Initiative rolls.
Limited Defense : -2 penalty to AC due to reduced reaction speed.

4 or lower (Substantial Lack of Coordination):


Slow Response : Reaction time is so slow that you lose your reaction each round.
Limited Precision : Disadvantage on attacks with ranged and finesse weapons.
Reduced Agility : -1 penalty to AC and movement speed reduced by 10 feet.

5 or lower (Highly Uncoordinated):


Imprecise Strikes : Ranged weapon attacks deal -1 penalty to damage rolls.

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Hexmaster Chapter 1 Basic Rules

Clumsy Movements : Disadvantage on Dexterity (Acrobatics) checks and saving throws.


Decreased Evasion : Fails Dexterity saving throws on a roll of 10 or lower.

6 or lower:
Untrained Movements : -2 penalty to AC due to the inability to react quickly.
Unreliable Dexterity : Disadvantage on all Dexterity-based checks.
Diminished Precision : Ranged weapon attacks have their range reduced by half.

7 to 13 - Nothing

14 to 15 Catlike Reflexes : Advantage on Dexterity saving throws. Fleet Footed : +10 feet to movement
speed.

16 to 17 Quick Response : Gain an additional reaction per round. Sneaky : Advantage on Stealth checks.

18 to 19 Precise Aim : +1 bonus to ranged weapon damage rolls for every point above 15. Rapid Reflexes :
You can take the Dodge action as a bonus action once per short rest.

20 to 21 Lightning Reflexes : When hit by an attack, you can use your reaction to halve the damage. Expert
Marksman : Attacks made with ranged weapons ignore half cover and three-quarters cover.

22 to 23 Evasion Mastery : When subjected to an effect that allows a Dexterity saving throw for half damage,
you take no damage on a successful save, and only half damage on a failed one. Agile : Advantage on
Acrobatics checks.

24 to 25 Nimble Escape : You can Disengage or Hide as a bonus action on your turn. Accurate Shot : Your
ranged weapon attacks score a critical hit on a roll of 19 or 20.

26 to 27 Rapid Movement : Your movement speed is doubled. Unerring Aim : Your ranged attacks ignore
resistance to piercing damage, and treat immunity as resistance.

28 to 29 Elusive Target : Attacks against you have disadvantage. Unstoppable Velocity : You can't be
restrained or paralyzed.

30 Flash Speed : Once per long rest, you can take two turns consecutively. Unrivaled Agility : Once per long
rest, you can make an attack that automatically hits and is a critical hit.

Constitution Score Abilities (cumulative)


1 (Almost No Vitality):
Life on a Thread : Maximum hit points reduced by 5 for each Hit Die.
Easily Exhausted : Disadvantage on all checks and saving throws that require physical effort.
Susceptible : Vulnerable to poison and disease.

2 or lower (Fragile Health):


Life Hanging by a Thread : Maximum hit points reduced by 4 for each Hit Die.
Breathless : Halve your movement speed due to exhaustion.
Feeble Resistance : -2 penalty to saving throws against poison, disease, and death saves.

3 or lower (Very Weak Constitution):


Frail Health : Maximum hit points reduced by 3 for each Hit Die.
Quick to Tiring : Movement speed reduced by 15 feet.
Vulnerable System : Disadvantage on all saving throws against poison and disease.

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Chapter 1 Basic Rules Hexmaster

4 or lower (Weak Constitution):


Delicate Health : Maximum hit points reduced by 2 for each Hit Die.
Unsteady Stamina : Halve your carrying capacity due to fatigue.
Weak Resistance : Disadvantage on Constitution saving throws.

5 or lower (Poor Constitution):


Unhealthy : Maximum hit points reduced by 1 for each Hit Die.
Easily Winded : Disadvantage on checks and saving throws related to physical exertion (including some
Athletics and Acrobatics checks).
Low Resistance : -1 penalty to saving throws against poison, disease, and death saves.

6 or lower:
Failing Health : Maximum hit points reduced by 1 for every two Hit Die.
Low Stamina : Your speed is reduced by 10 feet.
Weakened Immune System : You have disadvantage on saving throws against diseases and poisons.

7 to 13 - Nothing

14 to 15 Stout Vitality : Maximum hit points increased by 2 for each Hit Die. Resilient Body : Advantage on
saving throws against poison and disease.

16 to 17 Robust Health : Maximum hit points increased by 3 for each Hit Die. Tireless : Your speed is not
reduced by wearing heavy armor.

18 to 19 Strong Vitality : Maximum hit points increased by 4 for each Hit Die. Steadfast : You have advantage
on Constitution saving throws.

20 to 21 Iron Constitution : Maximum hit points increased by 5 for each Hit Die. Resilience : Resistance to
poison and disease.

22 to 23 Herculean Health : Maximum hit points increased by 6 for each Hit Die. Endurance : You can add
your proficiency bonus to Constitution saving throws.

24 to 25 Colossal Vitality : Maximum hit points increased by 7 for each Hit Die. Recovery : You regain the
maximum number of hit points possible from any healing.

26 to 27 Epic Stamina : Maximum hit points increased by 8 for each Hit Die. Indomitable : Once per long rest,
you can choose to succeed on a failed Constitution saving throw.

28 to 29 Immortal Constitution : Maximum hit points increased by 9 for each Hit Die. Unyielding : Immune to
the poisoned and diseased condition.

30 Titanic Vitality : Maximum hit points increased by 10 for each Hit Die. Absolute Fortitude : You gain
resistance to all types of damage.

Intelligence Score Abilities (cumulative)


1 (Almost No Intelligence):
Primitive Understanding : Can only understand basic gestures, cannot read or write.
Intuition Over Logic : Wisdom-based checks are made at a disadvantage.
Memory Impairment : The character has disadvantage on checks related to recalling information.

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Hexmaster Chapter 1 Basic Rules

2 or lower (Incredibly Unintelligent):


Dim-Witted : Movement speed reduced by 10 feet due to the inability to plan routes effectively.
Poor Reasoning : Disadvantage on all Intelligence-based ability checks and saving throws.
Social Misunderstanding : Disadvantage on Charisma checks due to inability to understand social cues.

3 or lower (Pathetically Unintelligent):


Lack of Awareness : -2 penalty to initiative rolls.
Poor Planner : Cannot take the Ready action or use tools.
Incoherent Speech : Difficulty in expressing thoughts verbally. Disadvantage on any Charisma checks related
to communication.

4 or lower (Utter Stupidity):


Lack of Insight : Cannot make investigation checks.
Unfocused Mind : Disadvantage on saving throws against being charmed.
Confused Mind : Cannot cast spells or understand languages.

5 or lower (Extreme Stupidity):


Irrationality : Must roll a d20 before taking any action; on a roll of 10 or lower, the DM decides the character's
action.
Impulsive Decision : All saving throws are made with disadvantage.
Lack of Understanding : Can only understand simple concepts, cannot use tools or devices.

6 or lower:
Easily Tricked : Disadvantage on Wisdom saving throws.
Primitive Communication : Can only communicate through very basic gestures and expressions.
Limited Insight : Cannot make Wisdom (Insight) checks or saving throws.

7 to 13 - Nothing

14 to 15 Clever Thinker : Advantage on Intelligence (Investigation) checks. Fluent Speaker : You can learn
and understand one additional language of your choice.

16 to 17 Analytical Mind : Can deduct an enemy's weakness once per encounter, granting advantage on the
next attack against it. Quick Learner : You gain proficiency in a skill or tool of your choice.

18 to 19 Strategic Mastermind : Once per short rest, can devise a plan that grants advantage on an ability
check or attack roll. Quick Thinking : Add your Intelligence modifier to initiative rolls.

20 to 21 Tactical Genius : Once per turn, when scoring a critical hit, the enemy is stunned until the end of your
next turn. Scholarly Mind : You can comprehend and communicate in any language you have heard or seen
before.

22 to 23 Superior Intellect : When making an Intelligence-based skill check, treat rolls of 9 or lower as a 10.
Witty : Once per encounter, you can gain advantage on a single saving throw or attack roll.

24 to 25 Eidetic Memory : Can remember any information, details, or events witnessed. Perfect Planner :
Gain advantage on all ability checks when a plan is made beforehand.

26 to 27 Masterful Strategist : Can make a second reaction each round. Critical Thinker : If you fail an
Intelligence check, you can choose to succeed instead once per long rest.

28 to 29 Supreme Intellect : You can cast any 1st-level spell without expending a spell slot. Unraveled
Mystery : Once per short rest, can ask the DM a question about the game world, and they must answer

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Chapter 1 Basic Rules Hexmaster

truthfully.

30 Cosmic Mind : You can cast any 1st or 2nd-level spell without expending a spell slot. Once per long rest,
you can automatically succeed on any Intelligence check or saving throw.

Wisdom Score Abilities (cumulative)


1 (Almost No Wisdom):
Spiritually Barren : Your character is unable to cast spells, regardless of class.
Impaired Intuition : Disadvantage on Perception, Insight and Survival checks.
Emotionally Blind : Disadvantage on all Charisma-based skill checks.

2 or lower (Incredibly Foolish):


Tunnel Vision : Perception range is halved.
Constant Misjudgment : Disadvantage on all Wisdom saving throws.
Misreading Intentions : Social interactions always start one stage worse in NPC reactions.

3 or lower (Ignoramus):
Detached from Reality : You fail to perceive magical effects unless they're physically manifesting.
Confused Compass : Disadvantage on Survival checks. Always get lost when you don't have a guide.
Hazard Prone : You trigger traps even with a successful Perception check due to clumsy avoidance attempts.

4 or lower (Absentminded):
Inattentive : You have disadvantage on Initiative rolls.
Gullible : Deception checks against you have advantage.
Low Empathy : You cannot tell when an NPC is lying.

5 or lower (Oblivious):
Negligent Healer : Healing spells you cast only heal for half the rolled amount.
Misinterpret Signs : Can't understand written or spoken languages.
Feeble Resistance : -1 penalty to saving throws against spells.

6 or lower:
Spiritual Numbness : Can't gain benefits from rest (neither long nor short).
Chronic Confusion : Disadvantage on all Intelligence checks and saving throws.
Broken Compass : Always get lost when trying to navigate, even in familiar territory.

7 to 13 - Nothing

14 to 15 Intuitive Instinct : Advantage on Perception, Insight and Survival checks. Empathic Understanding :
Advantage on Charisma-based skill checks.

16 to 17 Spiritual Awareness : Resistance to psychic damage. Instinctual Initiative : Advantage on Initiative


rolls.

18 to 19 Spiritual Guardian : Can cast the Shield spell as a reaction once per short rest, reflecting the power
of their wisdom. Accurate Healer : Healing spells you cast add your Wisdom modifier to the amount healed.

20 to 21 Keen Intuition : Once per turn, when you would be hit by an attack, you can choose to impose
disadvantage on the attack roll. Mystic Affinity : Advantage on saving throws against spells and other magical
effects.

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Hexmaster Chapter 1 Basic Rules

22 to 23 Unerring Perception : You can't be surprised and your passive Perception can't be less than 20.
Guiding Hand : Advantage on Survival checks. You always know which way is North.

24 to 25 Enlightened Healer : Your healing spells always heal for the maximum amount. Indomitable Mind :
Advantage on saving throws against being charmed or frightened.

26 to 27 Seer's Vision : You can cast the Divination spell once per long rest without needing any components.
Empathic Savior : Once per short rest, when an ally fails a saving throw, you can allow them to reroll it and
they must use the new roll.

28 to 29 Untouchable Mind : You are immune to being charmed or frightened. True Empathy : You can
always tell when an NPC is lying.

30 Cosmic Understanding : You can cast the Wish spell once per long rest. You also gain Truesight up to a
range of 60 feet. Boundless Wisdom : You can add your Wisdom modifier to your AC.

Charisma Score Abilities (cumulative)


1 (Almost No Charisma):
No Personal Presence: No one takes you seriously. Disadvantage on all Charisma-based ability checks and
saving throws.
Ignored by Society: You can't use Charisma for persuasion or deception checks, and merchants refuse to
deal with you or only offer the worst deals.
Detrimental Influence: Any attempts to assist allies using Charisma skills such as Inspire or Rally result in
disadvantage for the ally.

2 or lower (Incredibly Feeble):


Alone in the Crowd: NPC's are immediately hostile or fearful, and allies have disadvantage on morale checks
while you're present.
Uninspiring Presence: You can't aid another on Charisma-based checks.
Frightful Image: Creatures that rely on sight have advantage on attacks against you.

3 or lower (Pathetically Weak):


Repugnant: Animals are hostile towards you, and sentient beings ignore your suggestions and commands.
Lack of Leadership: You cannot be chosen as a group leader or spokesman.
Ostracized: Social events, gatherings, or congregations result in disadvantage to the party's social standing.

4 or lower (Utter Lack of Charisma):


Unsettling Presence: You give disadvantage to all allies on Charisma checks when in your presence.
Misunderstood: When trying to communicate complex ideas or instructions, others interpret it in the worst
possible way.
Frightful Visage: Children and animals run away from you in fear.

5 or lower (Extreme Lack of Charisma):


Ostracized: You are automatically perceived as a threat or a problem.
Misinterpreted Intent: Any attempts to defuse a situation escalate it instead.
Social Outcast: You're not allowed into social gatherings, fine establishments, or well-mannered places.

6 or lower:
Repulsive: Disadvantage on all Charisma (Persuasion) checks and saving throws.
Antisocial: You're unable to form or maintain relationships.
Distrusted: You're always suspected to be lying.

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Chapter 1 Basic Rules Hexmaster

7 to 13 - Nothing

14 to 15 Charming Presence: You can make an additional friend during downtime. Persuasive: Advantage on
Charisma (Persuasion) checks.

16 to 17 Inspiring Leader: Once per long rest, you can inspire your allies, granting them temporary hit points
equal to your Charisma modifier. Silver Tongued: You can make Deception checks as a bonus action.

18 to 19 Fearless Presence: You have advantage on all Charisma (Intimidation) checks.


Art of the Deal: When negotiating prices, you always receive the most favorable terms.

20 to 21 Natural Leader: You can spend 1 minute inspiring your companions, bolstering them with renewed
vigor. All of your allies gain advantage on their next attack roll, saving throw, or ability check.
Deceptive Mastery: Once per short rest, you can automatically succeed on a Deception check.

22 to 23 Charismatic Immunity: You are immune to being Charmed.


Master Manipulator: You can cast Charm Person as a cantrip without using spell slots.

24 to 25 Legendary Influence: You can spend 1 minute talking someone out of hostility unless they are
immune to being charmed.
Intimidating Might: Once per short rest, you can force a creature to make a Wisdom saving throw or become
frightened until the end of your next turn.

26 to 27 Irresistible Charm: You can cast Dominate Person once per long rest.
Imposing Presence: You can use your action to frighten someone with your menacing presence.

28 to 29 Compelling Presence: You can cast Mass Suggestion once per long rest.
Undying Loyalty: Your allies will follow you to the death, and they gain advantage on saving throws against
being frightened.

30 Unrivaled Influence: Once per long rest, you can cast the Power Word Kill spell, with the target needing to
succeed on a Charisma saving throw against your spell save DC instead of having a certain number of hit
points. Only a creature who can see and hear you can be affected by this feature.
Beguiling Persona: Once per long rest, you can automatically succeed in a Persuasion, Deception, or
Intimidation check.
Combat:
4. Attacks: To attack, roll a D20 and add relevant
1. Initiative: At the beginning of a combat encounter, modifiers (usually your proficiency bonus and your
each participant makes an initiative check to Strength modifier for melee attacks, or Dexterity
determine the order of combatants' turns. Roll a D20 modifier for ranged attacks). If the total equals or
and add any initiative modifiers (usually determined exceeds the target's Armor Class (AC), the attack
by the Dexterity modifier). The higher the total, the hits.
earlier a character acts.
5. Damage: If you hit, you then roll for damage. The
2. Movement: On your turn, you can move a distance damage die depends on the weapon used (a
up to your speed. This may vary depending on your longsword deals 1D8 damage, for instance). Add
race, class, and other factors. your Strength modifier to the damage for melee
attacks, or Dexterity for ranged attacks. Some
3. Action: You can also perform one action on your weapons or spells may deal additional types of
turn. This might include attacking, casting a spell, damage.
using an item, or doing something else specified in
the game rules. Some conditions or abilities may 6. Bonus Actions and Reactions: Depending on your
allow for multiple actions. character class and abilities, you might be able to

14
Hexmaster Chapter 1 Basic Rules

take additional actions called bonus actions. You can you. The grapple ends if you are incapacitated, or if
only take one bonus action per round. A reaction is a an effect removes the target from your reach.
special action you can take in response to a trigger
of some kind, which can occur on your turn or 5. Charge: If you move at least 20 feet straight
someone else's. toward an enemy and then hit it with a melee
weapon attack on the same turn, you can use a
7. Conditions: Certain abilities, spells, or weapon bonus action to attempt to shove that enemy. You
effects can apply conditions to characters, like being can't use this ability if you're wearing heavy armor.
stunned, grappled, poisoned, etc. These conditions The enemy must be no more than one size category
have various effects and are often ended by larger than you.
succeeding on a saving throw.
6. Overrun: When you use your movement to move
8. Death and Dying: If a character's hit points reach through an enemy's space, you can use your action
0, they are unconscious and must start making death to make a Strength (Athletics) check opposed by the
saving throws on their turn, which are straight D20 enemy's Strength (Athletics) check. If you win the
rolls. Three failures result in death, while three contest, you can move through the enemy's space
successes result in stabilization. once this turn.

9. Magic: Spellcasting follows its own set of rules, 7. Trip: As an action, you can make a melee attack
including the use of spell slots, components, and against an enemy's legs. If you hit, the target must
saving throws. succeed on a Strength (Athletics) or Dexterity
(Acrobatics) check (the target chooses the ability to
Special Combat Maneuvers: use) against a DC equal to 8 + your proficiency
bonus + your Strength or Dexterity modifier (your
1. Opportunity Attack: When an enemy moves out of choice). If the check fails, the target is knocked
your reach, you may use your reaction to make an prone.
opportunity attack against them. This is a single
melee attack. You don't add your proficiency bonus 8. Parry: If another creature damages you with a
to the attack roll, unless you have a feature that melee attack, you can use your reaction and expend
allows you to do so. If the attack hits, it deals one hit die to reduce the damage by the number you
damage as normal. roll on your hit die + your Dexterity modifier.

2. Bull Rush: You can use your action to make a 9. Sunder: As an action, you can make an attack
Strength (Athletics) check opposed by the target's against an item held or worn by an enemy. If you hit,
Strength (Athletics) or Dexterity (Acrobatics) check the attack deals damage to the item instead of the
(the target chooses the ability to use). If you win the enemy.
contest, you push the target up to 5 feet away from
you. You can push the target an additional 5 feet for 10. Feint: As a bonus action, you can attempt to
each size category you are larger than the target. deceive an enemy within 5 feet of you. Make a
Charisma (Deception) check opposed by the
3. Disarm: As an action, you can make an attack roll enemy's Wisdom (Insight) check. If you succeed, you
opposed by the target's Strength (Athletics) or have advantage on your next attack roll against that
Dexterity (Acrobatics) check (the target chooses the enemy.
ability to use). If you beat the target's check, you
knock one item of your choice that the target is 11. Pin: When you have a creature grappled, you
holding out of their hands. can use an action to try and pin them. Make another
grapple check. If you succeed, the creature is
4. Grapple: You can use your action to make a restrained until the grapple ends.
Strength (Athletics) check opposed by the target's
Strength (Athletics) or Dexterity (Acrobatics) check 12. Disengage: If you take the Disengage action,
(the target chooses the ability to use). If you your movement doesn’t provoke opportunity attacks
succeed, you and the target are both Grappled, and for the rest of the turn.
you can move at half speed dragging the target with

15
Chapter 1 Basic Rules Hexmaster

13. Fend Off: As a reaction to being targeted by a 21. Quick Draw: If you have a weapon that isn't
melee attack, you can attempt to fend off your currently drawn, you can draw it and make an attack
attacker. Make a Strength (Athletics) or Dexterity with it as a single action.
(Acrobatics) check (your choice) against a DC equal
to the attack roll. If you succeed, the attack misses 22. Cover Fire: As an action, you can use a ranged
you. weapon to create a distraction, giving your allies a
chance to move. Choose a point within your
14. Blind: As an action, you can attempt to blind an weapon's range. Until the start of your next turn, your
enemy. Make a melee attack against the target. If allies have advantage on Dexterity (Stealth) checks
you hit, the target must make a Constitution saving and their movement doesn’t provoke opportunity
throw against a DC of 8 + your proficiency bonus + attacks from enemies within 30 feet of the chosen
your Strength or Dexterity modifier (your choice). If point.
they fail, they are blinded until the end of your next
turn. Air Combat Rules:
15. Ready: You can take the Ready action on your 1. Movement: A flying character can move up to their
turn, which lets you act using your reaction before flying speed in any direction, including upward or
the start of your next turn. Decide what perceivable downward, during their movement phase. Diagonal
circumstance will trigger your reaction, then choose movement works the same as on the ground.
to either make an attack, cast a spell, or take another
action in response to that trigger. 2. Ascend/Descend: A flying creature can ascend at
half speed and descend at double speed. To
16. Lunge: As an action, you can make a melee maintain a steady altitude, no additional movement
attack with 5 feet more range. You make this attack cost is required.
with disadvantage.
3. High Speed Maneuvering: If a character wishes to
17. Help: You can lend your aid to another creature make a sudden change in direction or perform an
in the completion of a task. When you take the Help evasive maneuver while flying at high speed, they
action, the creature you aid gains advantage on the must make a Dexterity (Acrobatics) check. The DC is
next ability check it makes to perform the task you set by the DM based on the complexity of the
are helping with, provided that it makes the check maneuver.
before the start of your next turn.
4. Hover: If a flying creature possesses the hover
18. Cleave: If you make a melee attack, and your ability, it can stay in one place while airborne. It can
attack roll would hit the AC of an adjacent enemy, do this without needing to make any checks.
you can use your bonus action to deal your Strength
or Dexterity modifier (your choice) in damage to the 5. Falling: If a creature is knocked prone while flying,
second enemy. doesn’t maintain minimum forward speed (if it has
one), or is affected by a spell that brings it down, it
19. Dodge: When you take the Dodge action, you begins to fall. A creature falls 500 feet in the first
focus entirely on avoiding attacks. Until the start of round and 1,000 feet per round thereafter. The
your next turn, any attack roll made against you has creature takes 1d6 bludgeoning damage per 10 feet
disadvantage if you can see the attacker, and you fallen, to a maximum of 20d6. If it's still falling at the
make Dexterity saving throws with advantage. start of its next turn, it must make a DC 10 Dexterity
saving throw or remain prone.
20. Feat of Strength: As an action, you can show off
your physical prowess to try and intimidate an 6. Attack Roll Advantage: A creature that is flying has
enemy. Make a Strength (Athletics) check with a DC advantage on melee attack rolls against creatures
determined by the GM. If you succeed, one enemy of that are not flying or hovering.
your choice within 30 feet that can see you must
make a Wisdom saving throw or be frightened until 7. Spellcasting: Casting spells while flying works the
the end of your next turn. same as on the ground, but remember to consider
the vertical range of spells.

16
Hexmaster Chapter 1 Basic Rules

the ramming ship.


8. Landing: If a creature ends its turn in the air
without landing, it must make a Dexterity (Acrobatics) - Full Broadside: All Cannoneers on one side of the
check with a DC set by the DM (based on conditions ship unleash a simultaneous attack. Requires a
and speed) or risk falling. successful Charisma (Intimidation) check from the
Captain to coordinate.

Naval Combat Rules: - Evasive Maneuvers: The Helmsman attempts to


make it harder for enemy ships to hit. This requires a
1. Ship Stats: Each ship has three primary stats: Hull successful Dexterity (Sailing) check, and if
Points (HP), Speed, and Maneuverability. Hull Points successful, increases the ship's AC until the next
are the ship's health. Speed represents how far the turn.
ship can move in one turn. Maneuverability affects
how quickly the ship can change direction. 8. Ship Conditions: As a ship takes damage, it may
suffer conditions like "On Fire" (requires crew to put
2. Ship's Crew: The crew is divided into three key out fire or takes ongoing damage), "Taking on Water"
roles: Captain, Helmsman, and Cannoneers. The (requires crew to repair or ship sinks), or "Broken
Captain issues orders and makes key decisions. The Mast" (reduces Speed and Maneuverability).
Helmsman steers the ship and determines
movement. Cannoneers operate the ship's weapons. 9. Repair: Crew can attempt to repair damage during
Each role uses different skills. combat. This requires a successful Strength
(Carpentry) check and restores a certain amount of
3. Initiative: At the start of a naval encounter, each Hull Points or removes a condition.
Captain makes an initiative check using their
Wisdom (Insight) skill. The ship with the higher result 10. Boarding Actions: If ships are adjacent to each
acts first each round. other, a crew can attempt to board the enemy ship.
This initiates personal combat per the standard
4. Movement: During the ship's turn, the Helmsman Hexmaster rules.
can move the ship up to its Speed in any direction.
The ship can change direction, but the amount it can Underwater Combat:
do so depends on its Maneuverability rating and
current speed. 1. Movement: Unless a creature has a swimming
speed, it uses twice as much movement to move
5. Attacking: Cannoneers can fire the ship's weapons through water than on land. Creatures with a swim
once per turn. This is an attack roll using Intelligence speed can move through water without penalty.
(Artillery) skill against the target ship's AC (which is
set by the DM based on factors like size, 2. Melee Attacks: Melee attacks are at a
construction, and distance). disadvantage unless the weapon used is a dagger,
javelin, shortsword, spear, or trident. These weapons
6. Damage: If a weapon hits, it deals damage to the don't suffer this disadvantage due to their thrusting
ship's Hull Points. Different weapons have different nature.
damage dice.
3. Ranged Attacks: Ranged weapons are impractical
7. Special Maneuvers: The Captain can attempt for use underwater, even crossbows. When making a
special maneuvers like a Ramming Speed, Full ranged attack roll, the attack is at a disadvantage
Broadside, or Evasive Maneuvers. These maneuvers unless the weapon is a crossbow, a net, or a weapon
require successful skill checks and can provide that is thrown like a javelin (including a spear, trident,
advantages in combat. or dart). In addition, these attacks automatically miss
beyond the weapon's normal range, and the attack
- Ramming Speed: The ship attempts to ram into an roll has disadvantage within the weapon's long
enemy ship. This requires a successful Dexterity range.
(Sailing) check from the Helmsman and deals
significant damage if successful but also damages 4. Vision and Light: Water can limit visibility,

17
Chapter 1 Basic Rules Hexmaster

especially in deep or murky water. The Hex Master of stabilizing themselves, such as by bracing against
determines how far characters can see underwater, a wall or using a special ability or equipment
but as a general rule, bright light illuminates up to 20 designed for zero-gravity combat.
feet, and dim light 20 feet beyond that. Beyond this
light, the water is considered heavily obscured. 4. 3D Combat: Combat in zero-gravity is three-
dimensional. Make sure to keep track of everyone's
5. Casting Spells: Spells can be cast underwater but positions relative to one another, not just in two
spells that require the caster to breathe or speak dimensions, but up and down as well.
may fail or have their effects changed at the Hex
Master's discretion. 5. Grappling: When you successfully grapple an
opponent, both of you are considered grappled, and
6. Breathing: Unless a creature has the ability to any movement either of you take is split between the
breathe underwater, it can hold its breath for a two of you, unless the one doing the moving is two or
number of minutes equal to 1 + its Constitution more sizes larger than the other.
modifier (minimum 30 seconds). Once a creature
runs out of breath, it must succeed on a DC 10 6. Gravity Shifts: If gravity is suddenly restored, all
Constitution saving throw at the start of each of its creatures that are not holding onto something fall to
turns or drop to 0 hit points. The DC increases by 5 the floor and take fall damage as normal. If gravity is
for each consecutive turn the creature is without suddenly reversed or comes from a different
breath. direction, creatures are flung in that direction and
take damage as if they had fallen.
7. Pressure: At depths greater than 100 feet, the
water pressure can have various effects. For every 7. EVA Equipment: Equipment such as jetpacks,
additional 100 feet a character descends, the DM magnetic boots, or specially designed zero-g
might require a Constitution saving throw to avoid weapons can greatly assist in space combat.
gaining one level of exhaustion. Jetpacks or thrusters can allow for controlled
movement, magnetic boots can help a character
8. Temperature: Cold waters can pose a risk of keep their footing on metallic surfaces, and zero-g
hypothermia. In freezing temperatures, a creature weapons can help negate the disadvantage on
requires a Constitution saving throw each hour or attack rolls.
gain one level of exhaustion.
Siege Combat
Zero-Gravity Space Combat:
1. Units: In siege combat, individual characters are
1. Movement: In zero-gravity, all characters have a typically part of larger units. A unit could be a group
flying speed equal to their walking speed. However, if of archers, a squad of infantry, or a team operating a
they end their movement without something to grab siege weapon. Each unit has a total number of Hit
onto or a way to propel themselves, they will Points (HP) and an Armor Class (AC). The HP
continue moving in the same direction and speed represents the unit's overall health and morale, and
until something stops them. A character who collides when it reaches zero, the unit is defeated and can no
with an object stops moving and takes 1d6 damage longer participate in the siege.
for every 10 feet they moved that turn.
2. Movement and Positioning: During a siege,
2. Propelling: A character can use a weapon to movement and positioning are more strategic. Units
propel themselves in the opposite direction of their might move to occupy a wall, guard a gate, or
attack. The character moves 5 feet in the opposite operate a siege weapon. Each round, a unit can
direction after making a ranged attack. A melee move and take an action.
attack can also be used in this way, but it propels the
character and the target in opposite directions, up to 3. Actions: Units can take actions such as Attack
5 feet, depending on their relative sizes. (engage another unit), Defend (increase their own
AC for a round), Use Siege Weapon, Repair (restore
3. Unstable Attacks: All melee and ranged attacks some HP to a fortification or siege weapon), or
have disadvantage unless the attacker has a means others appropriate to the situation.

18
Hexmaster Chapter 1 Basic Rules

Score acts as its Armor Class (AC). If the attack roll


4. Attack Rolls: When making an attack, the unit rolls equals or exceeds the targeted unit's AC, the attack
a d20 and adds their attack bonus. If the roll equals hits.
or exceeds the target's AC, the attack hits and deals
damage. 4. Damage: On a successful hit, roll a D6 and add
the unit's Ability Score. The result is subtracted from
5. Damage: If a unit's attack hits, they roll damage the targeted unit's health.
based on the type of unit they are. For example, a
unit of archers might deal 1d10 damage, while a unit 5. Morale Check: When a unit is reduced to half of its
of infantry might deal 2d6. When a unit's HP reaches health or less for the first time in a battle, it must
zero, the unit is defeated. make a morale check. Roll a D20 and add the unit's
Ability Score. If the roll is less than 10, the unit flees
6. Siege Weapons: Siege weapons (like trebuchets the battle.
or battering rams) can be used to deal significant
damage to fortifications or units. Using a siege 6. Movement: A unit can move up to 30 feet per turn
weapon requires a unit's full action and might require unless the terrain or other circumstances would slow
an Ability Check to hit a target. it down.

7. Fortifications: Walls, gates, and towers can also 7. Special Abilities: Depending on the types of
have HP and AC. If a fortification's HP reaches zero, creatures in a unit, it might have special abilities. For
it is breached or destroyed. Some fortifications might example, a unit of wizards might be able to cast a
have defenses like boiling oil or arrow slits that can large-area spell once per battle, or a unit of cavalry
be used against attackers. might have a charge attack that does extra damage.

8. Morale Checks: In certain situations, units may 8. Commanders: Commanders can add strategy and
need to make morale checks to see if they continue variability to mass combat. A unit with a commander
fighting. This could be a Wisdom saving throw, with a can add the commander's Charisma modifier to
DC set by the DM based on the circumstances. A attack rolls, damage rolls, and morale checks. If a
failed morale check could result in a unit fleeing or commander is part of a unit that is reduced to 0
surrendering. health, roll a D20. On a 1-5, the commander is slain.

9. Heroic Actions: Don't forget about the player Spellcasting:


characters during a siege! They might be leading
units, operating siege weapons, or taking on special 1. Spellcasting Ability: Each spellcasting class has a
missions like sneaking into the enemy fortress or specific ability that is used for their spellcasting
dueling the enemy commander. These can be (Intelligence for wizards, Wisdom for clerics, druids,
handled with regular combat rules and ability checks. and rangers, Charisma for sorcerers, warlocks,
bards, and paladins). This ability is used to
determine the spell save DC and spell attack bonus.
Mass Combat:
2. Spell Save DC: This is the difficulty class for
1. Units: A unit represents a group of similar saving throws against your spells. It's calculated
creatures fighting together. Each unit is assigned an based on your spellcasting ability modifier,
Ability Score that represents its combat proficiency bonus, and a base number (usually 8).
effectiveness. This can range from 1 (militia) to 5 It's typically calculated as follows: 8 + proficiency
(elite warriors). bonus + spellcasting ability modifier.

2. Health: A unit's health is equal to its Ability Score 3. Spell Attack Bonus: When you make an attack
times 10. For example, a unit of elite warriors with an with a spell, you use this bonus. It's usually
Ability Score of 5 would have 50 health. calculated as follows: proficiency bonus +
spellcasting ability modifier.
3. Attack Roll: When a unit attacks, roll a D20 and
add the unit's Ability Score. The targeted unit's Ability 4. Spell Slots: To cast a spell, you must expend a

19
Chapter 1 Basic Rules Hexmaster

spell slot of the spell's level or higher. You regain all


expended spell slots when you finish a long rest. 1. Source: In order to learn a new spell, you first
Some classes have additional rules for spell slot need a source. This could be a spell scroll, a
recovery. spellbook, or another individual who already knows
the spell and is willing to teach you.
5. Casting a Spell: When casting a spell, follow the
spell's casting time, range, components, and 2. Intelligence Check: Learning a new spell involves
duration. You may need to make a spell attack roll (if a great deal of study, practice, and mental acuity. As
it's a spell that requires an attack roll), or the target such, you must make an Intelligence check to see if
might have to make a saving throw (if the spell you successfully comprehend and memorize the
requires one). spell. The DC for this check is 10 + the level of the
spell you are trying to learn.
6. Spell Attack Roll: Some spells require you to make
an attack roll to see if the spell hits the intended 3. Time: Learning a new spell requires a significant
target. Roll a D20 and add your spell attack bonus. If investment of time. You must spend 8 hours studying
the total equals or exceeds the target's AC, the spell the spell for each level of the spell. This study does
hits. not need to be all at once, but no single period of
study can be less than 1 hour. You can only study
7. Saving Throws: Some spells instead require the one spell at a time.
target to make a saving throw to avoid some or all of
a spell's effects. The type of saving throw is specified 4. Failure: If you fail the Intelligence check, the
in the spell's description. The DC is your spell save arcane formula of the spell eludes your
DC. understanding for now. You must gain another level
of experience before you can attempt to learn the
8. Spell Level: Spells have levels ranging from 0 spell again.
(also called a cantrip) to 9. Cantrips are spells that
can be cast at will, without using a spell slot and 5. Spell Research: If you do not have access to a
without being prepared in advance. Higher-level teacher or a written source, you can attempt to
spells (1 through 9) require preparation and consume research a spell yourself. This requires access to a
spell slots when cast. library or other collection of arcane texts, as well as
any necessary research materials. Researching a
9. Preparing and Learning Spells: Some classes spell takes 1 week per spell level and costs 100 gold
prepare spells each day from a broader list (like pieces per spell level to cover the costs of materials
clerics and wizards), while others know a fixed and expenses. At the end of the research period, you
number of spells that can be cast (like sorcerers and must make the Intelligence check to learn the spell
bards). as normal.

10. Concentration: Some spells require concentration Once a spell has been learned, it is forever etched in
to maintain their effects. If you are casting a spell your memory and can be prepared as per the rules
that requires concentration, you can't cast another of spellcasting. Keep in mind that casting a spell may
spell that also requires concentration. You must also still require components, as specified in the spell's
make concentration saving throws (usually 10 or half description. Additionally, you must have an ability
the damage you take, whichever number is higher) score equal to at least 10 + the spell's level in your
when you take damage to maintain the spell. spellcasting ability score to cast the spell.

Learning New Spells: Magic Items:


In Hexmaster, the knowledge of arcane arts is not Magic items are a key part of many adventures,
limited to certain classes. Anyone with enough providing magical effects beyond spells. They can be
intellect and determination can unravel the secrets of anything from a simple potion to a legendary artifact.
spellcraft. Whether it is from a dusty old scroll, an Magic items are often found in treasure hoards or
ancient tome or a willing teacher, the method of ancient ruins, won from powerful enemies, or given
learning spells remains the same: as rewards by grateful allies.

20
Hexmaster Chapter 1 Basic Rules

the discretion of the DM. In general, a magic item


In Hexmaster, there are no restrictions on how many can't be sold until its properties have been fully
magic items a character can wear or wield, nor are identified.
there class restrictions. This allows a broad and
flexible approach to magic items, but remember that
a character’s equipment must still be managed
logically. For example, a character cannot wear
eleven rings and gain the benefit from each, as they
only have ten fingers.

Here are some general rules for using magic items:

1. Activating an Item: Some magic items need to be


activated to use their magical properties. Activating
an item requires an action unless specified otherwise
in the item's description.

2. Intelligence Restrictions: Some magic items,


particularly those that use high-level spells or have
complex effects, require a minimum Intelligence
score to use. This represents the mental acuity
required to channel and control the item's magic. Notes on Usage:

3. Spells from Items: When a magic item allows a 1. Equivalent Effects: Some magic items don't
character to cast a spell, they don't need to provide necessarily cast spells but have effects that are
components, unless the item's description says equivalent to them. For instance, an item that allows
otherwise. The spell's level is set by the item, and the the user to fly could be treated as having an effect
spell save DC or spell attack bonus are also set by equivalent to the 3rd level spell 'fly' and thus would
the item. When not specified the DC is 10 and attack require an Intelligence of 12 to use.
bonus is +0. The Intelligence restrictions apply here,
where a high-level spell would require a higher 2. Scaling with Rarity: You could tie these
Intelligence score to use. Intelligence requirements to the rarity of an item as
well. For example, Common items might only require
4. Cursed Items: Some magic items bear curses that an Intelligence of 8, whereas Legendary items might
bedevil their users. Often, a character can't get rid of require an Intelligence of 20, irrespective of their
a cursed item without undertaking a special quest or effects.
receiving a powerful spell.
3. Flexibility: This chart is intended as a guideline.
5. Magic Item Rarity: Magic items are categorized by The Hex Master (or Hexmaster in your game's case)
their rarity: Common, Uncommon, Rare, Very Rare, can adjust requirements based on the specific magic
and Legendary. The rarer the item, the more item's lore, origin, and function. For example, a
powerful it tends to be. The rarity of an item is powerful but straightforward sword might only require
generally in line with the minimum level at which a an Intelligence of 10 to wield despite having a very
character could reasonably expect to handle its potent effect.
effects and the Intelligence required to use it.
4. Artifacts: Artifacts are unique items of immense
6. Identification: The identify spell is the fastest way power. While they are categorized as requiring an
to reveal an item’s properties. Alternatively, a Intelligence of 20 in this chart, some might be usable
character can focus on one magic item during a short by anyone, while others might have their own
rest, after which the character learns the item’s specific criteria, such as a particular lineage or
properties, as well as how to use them. destiny.

7. Selling Magic Items: Selling magic items is up to 5. Complexity Over Spell Level: Some items might

21
Chapter 1 Basic Rules Hexmaster

have a series of smaller effects that, when combined,


lead to a more complex item overall. In these cases,
even if no single effect is above a 2nd level spell, the
combined complexity might warrant a higher
Intelligence requirement.

Spellcasting From Ability Scores: Experience and Leveling Up:


A character gains bonus spell slots based on their
1. Experience Points (XP): Characters earn
INT, WIS, and CHA scores. They are gained in
experience points from overcoming challenges and
addition to any spell slots from their class. These
completing quests, but most notably by killing
bonus slots can be used to cast spells from any class
monsters and obtaining treasure. For each gold
the character has levels in, as well as spells from the
piece's worth of treasure successfully recovered and
general spell list if the character has no spellcasting
returned to civilization, characters gain 1 experience
class. If a character has more than one spellcasting
point. Experience points from defeated monsters are
ability, they can choose which ability to use when
determined by the Hex Master (DM) based on the
casting a spell.
monster's challenge rating or difficulty.
However, a character's Intelligence score limits the
2. Leveling Up: Once a character earns a certain
highest level of spell they can cast. If their
amount of XP, they level up, or gain a level. The XP
Intelligence score is too low, they are unable to cast
needed to reach each level is determined by the DM
spells of higher levels, regardless of their spell slots.
and typically follows an incremental pattern (e.g., 300
This represents the mental acuity required to
XP to reach level 2, 900 XP to reach level 3, etc.).
comprehend and cast more complex spells.
When a character gains a level, they may increase
their hit points, gain new abilities based on their
Please see the table below for bonus spell slots and
class, and potentially increase their proficiency
spell level limits:
bonus.

Level | Experience Points Needed


------|--------------------------
1 | 0 XP
2 | 500 XP
3 | 2,500 XP
4 | 7,500 XP
5 | 18,000 XP
6 | 40,000 XP
7 | 75,000 XP
8 | 125,000 XP
9 | 200,000 XP
10 | 310,000 XP
11 | 450,000 XP
12 | 625,000 XP
13 | 850,000 XP
14 | 1,200,000 XP
15 | 1,650,000 XP
16 | 2,250,000 XP
17 | 3,000,000 XP
18 | 4,000,000 XP
19 | 6,000,000 XP
20 | 50,000,000 XP

22
Hexmaster Chapter 1 Basic Rules

Glossary:
Proficiency Bonus:
Ability Score: The six fundamental attributes defining
1. Proficiency Bonus: The proficiency bonus is an a character's skills and talents: Strength, Dexterity,
extra bonus added to ability checks, attack rolls, Constitution, Intelligence, Wisdom, and Charisma.
saving throws, and other rolls where a character's
training, class, or expertise comes into play. The Advantage/Disadvantage: When a roll has
bonus starts at +2 at 1st level and increases as the advantage, two D20s are rolled and the higher result
character gains levels. is used. When a roll has disadvantage, two D20s are
rolled and the lower result is used.
Levels 1-4: Proficiency bonus is +2.
Levels 5-8: Proficiency bonus increases to +3. Armor Class (AC): A measure of how well-protected
Levels 9-12: Proficiency bonus increases to +4. a character is against attacks. An opponent's attack
Levels 13-16: Proficiency bonus increases to +5. roll must equal or exceed the target's AC to hit them.
Levels 17-20: Proficiency bonus increases to +6.
Attack Roll: A roll of a D20, plus any relevant
Multiclassing: modifiers, to determine if an attack hits a target.

1. Multiclassing: Multiclassing allows characters to Bonus Action: A type of action that can be taken in
gain levels in more than one class. This represents addition to the main action on a character's turn.
training in a new set of skills and abilities.
Character Class: A profession or vocation chosen by
2. Prerequisites: To multiclass, characters must meet a character that dictates their abilities and role in the
the Ability Score prerequisites for their current class game.
and the new one. This usually means having at least
a score of 13 in the key Ability Score(s) for both Character Level: A measure of a character's overall
classes (e.g., Strength for fighters, Intelligence for power and experience.
wizards).
Character Race: The species of a character (e.g., elf,
3. Leveling Up: When a character levels up, they can dwarf, human), which can affect their abilities and
choose to take a level in their current class or any attributes.
other class they have the prerequisites for.
Critical Hit: A natural 20 rolled on an attack roll, often
4. Class Features: When a character gains a level in resulting in extra damage.
a class other than their first, they gain all of the class
features for that new level in the new class. They do Damage Roll: A roll determining the amount of
not, however, gain the starting equipment of the new damage inflicted by a successful attack.
class.
Hexmaster (GM): The person who guides the game,
5. Proficiency Bonus: Your proficiency bonus is controls non-player characters, and presents the
always based on your total character level, not story and world to the players.
individual class levels. So a 2nd-level fighter/1st-level
wizard (a 3rd-level character) still has a proficiency Hit Points (HP): A measure of a character's health.
bonus of +2, not +3. When a character's HP reaches zero, they fall
unconscious.
6. Hit Points and Hit Dice: If you gain a level in a
class other than your first, you gain the class's Hit Initiative: A roll determining the order of characters'
Dice for hit points, but you don't double your initial hit turns in combat.
points. So a 1st-level wizard/1st-level fighter would
have hit points equal to their wizard hit points + their Proficiency Bonus: A bonus added to rolls for skills
fighter hit points (including Constitution modifier). and abilities that a character is proficient in, which
increases as a character's level advances.

23
Chapter 1 Basic Rules Hexmaster

Saving Throw: A roll made to resist or avoid an


effect or spell, like dodging a fireball or resisting a Skill Check: A roll made to determine the outcome of
charm. an attempted action, like picking a lock or persuading
a guard.
Spell Slot: The energy used to cast spells. Each slot
has a level, and higher-level slots can be used to Spellcasting Ability: The ability score a spellcasting
cast more powerful spells. class uses to cast their spells (Intelligence, Wisdom,
or Charisma).
Short Rest/Long Rest: Periods of downtime where
characters can recover HP and abilities. Short rests Spell Save DC: The difficulty class for saving throws
usually last about an hour, and long rests usually last against your spells. If the saving throw roll is lower
about 8 hours. than the Spell Save DC, the spell is usually effective.

24
Hexmaster Chapter 2 Races

Chapter 2: Races
"Welcome, fellow Hexmasters, to what I consider one of the most delicious parts of our
guide - the Races," Malidrex exclaimed with an almost childish excitement, her hands
eagerly splayed over the parchment.

"But you're a witch, Malidrex, shouldn't you be more excited about the spell chapter?"
chimed in the dry, exasperated voice of the Magus's Mirror, his glossy surface rippling with
mirth. "After all, what are races to one who spends more time with her nose in a book than
in the wide world of Maxxia?"

The Book of Eldritch Shadows fluttered its ancient pages in agreement, a low chuckle
echoing from within its bindings. "You, interested in races? This ought to be amusing. Pray
tell, dear Malidrex, what is your favorite race? Is it the Murmuring Myconids, or perhaps the
Gallant Gargoyles?"

"Both excellent choices," Malidrex shot back, not missing a beat, her eyes sparkling with
enthusiasm. She wore a smug grin as she said, "But I've always found myself partial to the
Humorous Hobgoblins, a race known for their uncanny ability to find jest in even the
gravest of circumstances."

The Magus's Mirror gave a chuckle, his surface gleaming with amusement. "Really? I've
always thought you'd identify more with the Brooding Banshees."

"As if you have room to talk, Magus," the Book of Eldritch Shadows interjected, its pages
fluttering with mirth. "Last time I checked, you reflected an awful lot of Melancholic Mirrors."

Ignoring the two, Malidrex continued, her eyes dancing with an uncharacteristic fervor. "In
this chapter, dear readers, we shall delve into the fantastical myriad of races that inhabit
the world of Maxxia. From the Smiling Sylphs that dance on the winds of the Stormtop
Mountains, to the Dour Dwarves who burrow deep beneath the stony heart of the world,
each race is a unique weave in the vibrant tapestry that is Maxxia."

"But remember," the Book of Eldritch Shadows warned, its tone taking a sober turn.
"Choosing a race is not merely about selecting physical and mental attributes. It's about
defining the fundamental identity of your character. It's about the heritage they carry, the
society they grew up in, and the traditions they follow."

"Spoken like a true tome," Malidrex admitted, her tone fond. "This chapter presents over
2000 races, each with unique traits, histories, and cultures. It is these details that will shape
your characters, giving them depth and making them truly alive."

"And they said you couldn't get passionate about anything other than spells," the Magus's
Mirror quipped, shimmering with delight.

25
Chapter 2 Races Hexmaster

Roll D100 and consult the sub-table Special Traits:


1-50 Normal Human (+1 to all stats) - Cosmic Crafting: Astral Architects can cast the
51-52 Humanoids *Mending* spell at will, without needing any
53-54 Elves components.
55-56 Dwarves - Astral Form: They have resistance to force
57-58 Orcs damage, and they can pass through other creatures
59-61 Goblins and objects as if they were difficult terrain, taking
62-64 Giants 1d10 force damage if they end their turn inside an
65-66 Demons object.
67-68 Angels
69-72 Undead 3. Astral Artisans
73-74 Shape-shifters Description: The Astral Artisans are humanoid
75-76 Elemental beings beings who have developed a unique affinity with the
77-78 Constructs cosmos. Their bodies are typically adorned with
79-80 Mutated creatures galaxies, star clusters, and nebulae, and they have a
81-82 Aliens knack for creating exquisite artifacts imbued with
83-85 Underwater cosmic energy.
86-87 Mushroom Folk Ability: +2 Intelligence, +1 Dexterity
88-90 Fey creatures Special Traits:
91-92 Beastfolk - Stellar Craftsmanship: Astral Artisans are proficient
93-94 Avian creatures with artisan's tools of their choice. In addition, they
95-96 Plant-based beings can imbue their crafted items with a minor cosmic
97-98 Mixed, roll twice and combine all features trait, such as glowing like a star or being weightless.
99 Tribreed, roll three times and combine all features - Cosmic Knowledge: They can cast the *Identify*
100 Custom Race (consult the race creation spell once per long rest.
template)
4. Astro Artificers
Description: The Astro Artificers are ingenious
1. Humanoids tinkerers who draw upon the cosmic energies to
infuse their inventions. Their eyes glow with the light
1. Aetherclad of distant stars and their skin has a metallic sheen.
Description: Hailing from the farthest edges of the Ability: +2 Intelligence, +1 Strength
Maxxia cosmos, Aetherclads are creatures that seem Special Traits:
to be made from the very substance of the cosmos. - Starforged Crafting: Astro Artificers can add their
Their bodies flicker with astral radiance, their veins proficiency bonus to any ability check made to create
flowing with stellar light, often mistaken as or repair a mechanical device.
constellations in humanoid form. - Cosmic Infusion: They can cast the *Magic
Ability: +2 Intelligence, +1 Wisdom Weapon* spell once per long rest, infusing a weapon
Special Traits: with cosmic energy.
- Starlight Resilience: Aetherclads gain resistance to
radiant damage due to their celestial composition. 5. Celestial Children
- Aether Walk: Once per long rest, Aetherclads can Description: The Celestial Children are thought to
teleport up to 30 feet as a bonus action. This be descendants of deities that once roamed the
movement leaves a trail of ethereal starlight, which cosmos. They possess an innate grace and a serene
fades after a minute. aura, their bodies exhibiting a slight but noticeable
luminescence.
2. Astral Architects Ability: +2 Charisma, +1 Wisdom
Description: The Astral Architects are an ancient Special Traits:
and wise race that shapes the fabric of space and - Divine Blessing: Celestial Children can cast the
time using mystical cosmic forces. They often have *Cure Wounds* spell once per long rest.
an ethereal appearance, bodies appearing semi- - Aura of Tranquility: Any creature within 10 feet of
transparent with celestial bodies contained within. them has advantage on saving throws against being
Ability: +2 Wisdom, +1 Constitution frightened.

26
Hexmaster Chapter 2 Races

- Comet's Blessing: They have resistance to cold


6. Celestial Nomads damage.
Description: The Celestial Nomads are wanderers
of the cosmos, believed to be the souls of dead stars 10. Cosmic Crusaders
given humanoid form. Their bodies are a spectacle of Description: The Cosmic Crusaders are a noble and
interstellar wonders, shimmering with starlight. fearless race of warriors who patrol the cosmos,
Ability: +2 Dexterity, +1 Constitution protecting it from unknown threats. They bear the
Special Traits: mark of their commitment in the form of
- Celestial Navigation: They have proficiency in the constellations etched onto their skin.
Survival skill and can't be lost in non-magical cosmic Ability: +2 Strength, +1 Constitution
or astral environments. Special Traits:
- Starborn Resistance: They have resistance to cold - Celestial Shield: Once per long rest, Cosmic
damage. Crusaders can cast the *Shield* spell without
needing any material components.
7. Celestials - Astral Combatant: They have proficiency with all
Description: The Celestials are a race of divine martial weapons.
beings who have descended from the heavens,
bringing with them the purity and brilliance of the 11. Cosmos Crafters
celestial realms. They have ethereal beauty and their Description: The Cosmos Crafters are an ingenious
eyes twinkle with starlight. race, known for creating intricate items infused with
Ability: +2 Wisdom, +1 Charisma the essence of the cosmos. They are sturdy and
Special Traits: compact, their bodies speckled with the colors of
- Celestial Resistance: They have resistance to nebulae and distant galaxies.
radiant and necrotic damage. Ability: +2 Intelligence, +1 Dexterity
- Heavenly Magic: They can cast the *Light* cantrip Special Traits:
at will, and the *Lesser Restoration* spell once per - Cosmic Artisan: Cosmos Crafters have proficiency
long rest. with any set of artisan's tools. They can craft magical
items using cosmic elements with half the usual time
8. Comet Chasers and resources.
Description: Comet Chasers are a thrill-seeking - Nebulae Knowledge: They can cast the *Detect
race that harness the power of comets and meteors Magic* spell at will without needing any material
for their adventurous pursuits. They are lean, agile, components.
and their skin is dotted with craters and streaks that
resemble shooting stars. 12. Cosmos Custodians
Ability: +2 Dexterity, +1 Intelligence Description: Cosmos Custodians are a stoic and
Special Traits: steadfast race, dedicated to preserving the cosmic
- Meteor Rush: Once per long rest, Comet Chasers balance. They are usually tall and imposing, their
can increase their movement speed by 30 feet for 1 skin etched with the patterns of celestial bodies.
minute. Ability: +2 Wisdom, +1 Strength
- Comet Resilience: They gain resistance to fire Special Traits:
damage. - Cosmic Guardian: They have advantage on saving
throws against spells and other magical effects.
9. Comet Crafters - Celestial Restoration: They can cast the *Lesser
Description: The Comet Crafters are skilled artisans Restoration* spell once per long rest without needing
who harness the raw materials of comets to create any material components.
powerful cosmic artifacts. Their bodies are sturdily
built and their skin reflects the icy blue color of 13. Cragfaces
comets. Description: The Cragfaces are a resilient and
Ability: +2 Strength, +1 Intelligence hardy race that inhabit the rocky terrains of Maxxia.
Special Traits: Their bodies mimic the textures and colors of the
- Comet Crafting: Comet Crafters can double their mountains, making them nearly invisible in their
proficiency bonus to any ability check made to create native habitats.
or repair an item made from celestial materials. Ability: +2 Constitution, +1 Strength

27
Chapter 2 Races Hexmaster

Special Traits: 17. Eclipse Envoys


- Mountain Born: Cragfaces are acclimated to high Description: Eclipse Envoys are a mysterious race
altitude, including elevations above 20,000 feet, and that embodies the dark and light aspects of the
they're naturally adapted to cold climates. cosmos. Their bodies appear as if they are in a
- Stone's Endurance: They can focus themselves to perpetual state of eclipse, one half bathed in
occasionally shrug off injury, reducing damage taken darkness, the other in radiant light.
from an attack by 1d12 + their Constitution modifier, Ability: +2 Charisma, +1 Intelligence
once per short or long rest. Special Traits:
- Twilight Form: They can choose to be resistant to
14. Crystal Chrysalids either radiant or necrotic damage after each long
Description: Crystal Chrysalids are beings of living rest.
crystal, able to manipulate their forms to refract and - Eclipse Magic: They can cast the *Darkness* spell
reflect light in extraordinary ways. They are visually once per long rest without needing any material
stunning, their bodies appearing as a dynamic components.
interplay of light and color.
Ability: +2 Charisma, +1 Intelligence 18. Emberkin
Special Traits: Description: Emberkin are descendants of ancient
- Prismatic Resistance: They have resistance to cosmic entities associated with stars and celestial
radiant damage. fire. Their bodies flicker with a flame-like aura, their
- Refractive Body: As a reaction, they can refract eyes glowing like embers.
light to impose disadvantage on an attack roll against Ability: +2 Strength, +1 Constitution
them, once per short or long rest. Special Traits:
- Fire Resistance: They have resistance to fire
15. Dimension Dancers damage.
Description: Dimension Dancers are a unique race - Starfire Touch: They can cast the *Produce Flame*
that can effortlessly shift between dimensions. They cantrip at will without needing any material
have an ethereal appearance with translucent skin components.
that shifts color depending on the dimension they
currently inhabit. 19. Ether Engineers
Ability: +2 Dexterity, +1 Charisma Description: Ether Engineers are masters of
Special Traits: harnessing the raw ether of the cosmos, turning it
- Dimension Step: Once per long rest, they can into incredible technology. They have a mechanical
teleport up to 60 feet to an unoccupied space they appearance with bodies made of an alloy infused
can see. with ether energy.
- Ethereal Resistance: They have advantage on Ability: +2 Intelligence, +1 Strength
saving throws against spells and other magical Special Traits:
effects. - Ether Infusion: They can cast the *Mending* cantrip
at will, infusing broken objects with ether energy to
16. Dust Drifters repair them.
Description: Dust Drifters are nomadic entities - Ether Resistance: They have resistance to force
composed of interstellar dust and cosmic energy. damage.
They appear as humanoid figures made of swirling
stardust, constantly changing and shifting. 20. Etherial Echoes
Ability: +2 Wisdom, +1 Dexterity Description: Ethereal Echoes are ghost-like entities
Special Traits: that exist partially out of phase with the material
- Stardust Form: They can move through other plane. They appear as translucent figures, with an
creatures and objects as if they were difficult terrain, echo of cosmic energy coursing through them.
taking 1d10 force damage if they end their turn inside Ability: +2 Wisdom, +1 Dexterity
an object. Special Traits:
- Cosmic Whisper: They can cast the *Message* - Ethereal Step: They can cast the *Misty Step* spell
cantrip at will without needing any material once per long rest, partially phasing into the Ethereal
components. Plane to teleport.
- Echo's Intuition: They have advantage on Insight

28
Hexmaster Chapter 2 Races

checks. - Guiding Star: They can cast the *Guidance* cantrip


at will without needing any material components.
21. Etherial Entities
Description: Ethereal Entities are beings that are 25. Gravity Graced
more at home in the ether between stars than on Description: The Gravity Graced are a rare species
solid ground. They appear as shifting silhouettes who control the gravity around them. Their
filled with a celestial ether, constantly in motion like a appearance seems normal, but their presence feels
miniaturized nebula. heavy or light depending on their mood.
Ability: +2 Intelligence, +1 Wisdom Ability: +2 Constitution, +1 Strength
Special Traits: Special Traits:
- Ether Affinity: They can cast the *Levitate* spell - Gravity Manipulation: They can cast the *Jump*
once per long rest, harnessing the ether to float spell at will, altering local gravity to leap great
above the ground. distances.
- Nebulous Form: They have resistance to non- - Weight of the Cosmos: As a reaction, they can
magical bludgeoning, piercing, and slashing damage. increase their weight, gaining advantage on Strength
(Athletics) checks to resist being moved or knocked
22. Flux Echoes prone.
Description: Flux Echoes are entities that seem to
exist simultaneously in multiple timelines. They are in 26. Halo Heralds
constant flux, their appearance flickering between Description: Halo Heralds are angelic entities that
different states. glow with a halo of pure cosmic energy. They have
Ability: +2 Dexterity, +1 Charisma ethereal wings that ripple with the colours of the
Special Traits: cosmos.
- Temporal Flux: They can cast the *Blur* spell once Ability: +2 Charisma, +1 Wisdom
per long rest, causing them to shift and waver, Special Traits:
making them harder to hit. - Radiant Resistance: They have resistance to
- Echoes of Time: They have advantage on History radiant damage.
checks, having experienced multiple timelines. - Halo's Glow: They can cast the *Light* cantrip at
will, causing their halo to glow brightly.
23. Galaxy Guardians
Description: Galaxy Guardians are devoted 27. Helix Weavers
protectors of cosmic order. Their bodies appear as a Description: Helix Weavers are master geneticists,
tiny galaxy, stars sparkling on their skin and celestial their bodies showcasing their mastery over their own
bodies orbiting around them. DNA. Their skin is a tapestry of diverse genetic traits,
Ability: +2 Strength, +1 Constitution their eyes sparkling with an inner light.
Special Traits: Ability: +2 Intelligence, +1 Constitution
- Celestial Ward: Once per long rest, they can cast Special Traits:
the *Shield of Faith* spell without needing any - Genetic Manipulation: They can cast the *Alter Self*
material components, summoning a protective ward spell once per long rest, altering their genetic code to
of stellar energy. assume a different form.
- Galactic Resolve: They have advantage on saving - Adaptive Resistance: Once per long rest, they can
throws against being frightened. gain resistance to a damage type they have taken
damage from until they finish a long rest.
24. Galaxy Guides
Description: Galaxy Guides are celestial beings, 28. Hydrospirits
able to navigate the cosmos effortlessly. Their bodies Description: Hydrospirits are entities made entirely
are an interplay of cosmic colours, their eyes of cosmic water, with a bluish glow and a serene
twinkling like distant stars. aura. Their bodies are in constant flow, reshaping
Ability: +2 Wisdom, +1 Intelligence and adapting to their surroundings.
Special Traits: Ability: +2 Wisdom, +1 Dexterity
- Stellar Navigation: They have advantage on Special Traits:
Survival checks to navigate in outer space and other - Fluid Form: They can move through a space as
celestial environments. narrow as 1 inch without squeezing, and they are

29
Chapter 2 Races Hexmaster

resistant to bludgeoning damage. spell once per long rest without needing any material
- Aquatic Nature: They can breathe underwater, and components.
they have a swim speed equal to their walking
speed. 33. Meteor Mariners
Description: Meteor Mariners sail through the
29. Infinity Ignited cosmos on chunks of celestial rock. They are sturdy
Description: Infinity Ignited are beings of pure and robust, with bodies covered in star-studded
energy that embody the boundless potential of the patterns that echo the cosmos.
universe. They radiate light and warmth, their bodies Ability: +2 Constitution, +1 Strength
seeming to flicker and crackle with cosmic fire. Special Traits:
Ability: +2 Charisma, +1 Strength - Meteor Sailing: They have a flying speed of 30 feet
Special Traits: in zero gravity and are acclimated to high altitudes.
- Boundless Energy: They have resistance to - Stellar Sustenance: They don't need to eat, drink,
exhaustion and do not require sleep. Instead, they or breathe, drawing sustenance from cosmic
enter a state of low-power rest for 4 hours a day. radiation.
- Radiant Touch: They can cast the *Sacred Flame*
cantrip at will without needing any material 34. Meteor Melders
components. Description: Meteor Melders are expert craftsmen,
creating artifacts from meteors and other celestial
30. Iron Immortals objects. They have strong, muscular bodies covered
Description: Iron Immortals are ancient beings of in metallic tattoos that glow with an inner light.
living metal. Their bodies are intricate assemblies of Ability: +2 Strength, +1 Intelligence
metal plates and gears, animated by unknown Special Traits:
cosmic forces. - Meteor Crafting: They can craft weapons and armor
Ability: +2 Constitution, +1 Strength with half the usual time and resources.
Special Traits: - Stellar Forging: They can cast the *Heat Metal*
- Living Construct: They do not require air, food, spell once per long rest without needing any material
drink, or sleep, and they are immune to disease. components.
- Iron Res
35. Moon Marauders
31. Luminary Legion Description: Moon Marauders are a race of
Description: Luminary Legion are beings of radiant formidable warriors, drawing power from the moon.
energy, carrying a part of a star within them. Their They have lean, muscular bodies and eyes that
bodies shimmer and glow with an internal light that's reflect the phases of the moon.
blinding to behold. Ability: +2 Strength, +1 Dexterity
Ability: +2 Strength, +1 Charisma Special Traits:
Special Traits: - Moon-Touched Weapons: Their weapon attacks
- Luminary Radiance: They can cast the *Light* are considered magical for overcoming resistance
cantrip at will, causing parts of their body to and immunity to nonmagical attacks and damage.
illuminate their surroundings. - Lunar Frenzy: When the moon is visible in the sky,
- Solar Resistance: They have resistance to radiant they can enter a state of frenzy, gaining advantage
and fire damage. on Strength-based attack rolls, Strength checks, and
Strength saving throws.
32. Lunar Lurkers
Description: Lunar Lurkers are a nocturnal race, 36. Nebula Nomads
their bodies in tune with the cycles of the moon. Description: Nebula Nomads are a nomadic race
Their skin has a silvery sheen, and their eyes glow that travel through the cosmos. Their bodies are
with a soft, ethereal light. composed of gases and stardust, creating a
Ability: +2 Dexterity, +1 Wisdom miniature nebula.
Special Traits: Ability: +2 Wisdom, +1 Intelligence
- Lunar Camouflage: They have advantage on Special Traits:
Stealth checks to hide in dim light or darkness. - Nebula Form: They can pass through small holes,
- Moonlight Magic: They can cast the *Moonbeam* narrow openings, and even mere cracks. They also

30
Hexmaster Chapter 2 Races

have resistance to nonmagical bludgeoning, piercing, - Neutron Resistance: They have resistance to
and slashing damage. necrotic and radiant damage.
- Cosmic Wanderer: They can cast the *Comprehend - Neutron Pulse: As an action, they can emit a pulse
Languages* spell at will, reflecting their travels of neutron energy, forcing all creatures within 10 feet
through the cosmos. to succeed on a Strength saving throw or be pushed
10 feet away and knocked prone. They can use this
37. Nebula Nurturers trait once per
Description: Nebula Nurturers are keepers of short or long rest.
cosmic life, using the energy of nebulas to create
and nurture life. Their bodies are vibrant, filled with 41. Nexus Children
constantly shifting colors and patterns. Description: Nexus Children are born from the
Ability: +2 Charisma, +1 Wisdom meeting point of various cosmic energies. They have
Special Traits: multicolored skin that appears to warp and shift with
- Lifebringer: They can cast the *Goodberry* spell the flow of unseen forces.
once per long rest, creating small, glowing berries Ability: +2 Charisma, +1 Wisdom
that restore health. Special Traits:
- Nebula Empathy: They can communicate with, - Nexus Manipulation: They can cast the *Chaos
understand, and influence celestial creatures. Bolt* spell once per long rest, causing a surge of
chaotic energy.
38. Nebula Nymphs - Cosmic Convergence: They gain advantage on
Description: Nebula Nymphs are beautiful entities saving throws against spells and other magical
composed of the dust and gases of nebulas. They effects.
have an ethereal beauty, their bodies shifting and
changing like the nebula they originate from. 42. Nova Nurturers
Ability: +2 Charisma, +1 Dexterity Description: Nova Nurturers are cosmic caregivers,
Special Traits: often seen tending to the needs of newborn stars
- Nebula Form: They can cast the *Misty Step* spell and planetary bodies. They radiate a comforting
once per long rest, transforming into a cloud of warmth and their bodies flicker with soft, golden light.
nebula gases to teleport. Ability: +2 Wisdom, +1 Charisma
- Nebula Charm: They have advantage on Special Traits:
Persuasion checks. - Stellar Caregiver: They can cast the *Healing
Word* spell at will, pouring out soothing, restorative
39. Nebular Navigators energy.
Description: Nebular Navigators are skilled travelers - Warm Presence: They emit a warm light, providing
and explorers of the cosmic realms. Their bodies bright light up to 10 feet and dim light for an
bear the marks of numerous nebulae, each one a additional 10 feet.
testament to their travels.
Ability: +2 Intelligence, +1 Wisdom 43. Orbit Oracles
Special Traits: Description: Orbit Oracles are seers of cosmic fate,
- Stellar Navigator: They have advantage on Survival their bodies attuned to the ebbs and flows of celestial
checks to navigate in space and other celestial bodies. Their eyes twinkle like distant stars and they
environments. move with an ethereal grace.
- Cosmic Knowledge: They can cast the *Identify* Ability: +2 Intelligence, +1 Wisdom
spell once per long rest without needing any material Special Traits:
components. - Celestial Foresight: They can cast the *Augury*
spell once per long rest, glimpsing into the future
40. Neutron Nomads through the movements of the cosmos.
Description: Neutron Nomads are a race of beings - Orbit Understanding: They have advantage on
born from the remnants of exploded stars. They are History and Arcana checks related to cosmic events
dense and compact, their bodies emitting a faint, and celestial bodies.
pulsating light.
Ability: +2 Strength, +1 Constitution 44. Phase Phantoms
Special Traits: Description: Phase Phantoms exist on the edge of

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Chapter 2 Races Hexmaster

material existence, constantly flickering between cosmos, their bodies composed of superheated
dimensions. They appear ghostly and translucent, a plasma. They radiate intense heat, their bodies
soft glow surrounding their bodies. constantly crackling with energy.
Ability: +2 Dexterity, +1 Intelligence Ability: +2 Intelligence, +1 Dexterity
Special Traits: Special Traits:
- Phase Shift: They can cast the *Blink* spell once - Plasma Form: They can cast the *Produce Flame*
per long rest, flickering back and forth from the cantrip at will, summoning a flickering flame from
Ethereal Plane. their own body.
- Ethereal Resistance: They have resistance to - Heat Absorption: They have resistance to fire
necrotic damage and cannot be paralyzed. damage.

45. Photon Phreaks 49. Plasma Prodigies


Description: Photon Phreaks are beings of pure Description: Plasma Prodigies are young, energetic
light energy. They have a radiant presence, their entities born from cosmic plasma. They have a fiery
bodies shifting in intensity and color depending on temperament, their bodies constantly radiating a mix
their mood. of colors from the intense heat within.
Ability: +2 Charisma, +1 Dexterity Ability: +2 Charisma, +1 Strength
Special Traits: Special Traits:
- Radiant Form: They can cast the *Dancing Lights* - Plasma Blast: They can cast the *Fire Bolt* cantrip
cantrip at will, using their own body's energy to at will, throwing a mote of plasma at a creature or
create radiant lights. object within range.
- Light Speed: Once per long rest, they can take the - Heat Resistance: They have resistance to fire
Dash action as a bonus action, their form turning into damage.
a streak of light.
50. Psyonic Spectres
46. Photon Striders Description: Psyonic Spectres are beings of pure
Description: Photon Striders traverse the cosmos at psychic energy, their forms barely perceptible to the
the speed of light. They have a slender, elongated naked eye. Their presence can be felt more than
appearance, their bodies shining with a blinding seen, sending a shiver down the spine of those
intensity. nearby.
Ability: +2 Dexterity, +1 Intelligence Ability: +2 Intelligence, +1 Wisdom
Special Traits: Special Traits:
- Light Speed Travel: Once per long rest, they can - Psychic Form: They can cast the *Mage Hand*
cast the *Haste* spell on themselves, moving at cantrip at will, using psychic energy to interact with
incredible speeds. the environment.
- Photon Resistance: They are immune to blindness - Mental Fortress: They have resistance to psychic
and have resistance to radiant damage. damage, and they have advantage on saving throws
against being charmed or frightened.
47. Planet Puppets
Description: Planet Puppets are formed from the 51. Pulsar Prophets
very substance of planets, their bodies composed of Description: Pulsar Prophets are born of stellar
rock, soil, and precious metals. They are sturdy and pulsations, their bodies rhythmically fluctuating in
robust, moving with an unexpected grace. brightness. Their eyes pulse with a calming rhythm,
Ability: +2 Strength, +1 Constitution echoing the distant signals of their stellar birthplace.
Special Traits: Ability: +2 Wisdom, +1 Intelligence
- Terramancy: They can cast the *Mold Earth* cantrip Special Traits:
at will, manipulating the soil and rock around them. - Stellar Prophecy: Once per long rest, they can cast
- Planetary Resilience: They have resistance to the *Divination* spell, using the rhythm of pulsars to
poison damage, and they're immune to poison reveal insights.
condition. - Radiation Resistance: They have resistance to
radiant damage.
48. Plasma Pioneers
Description: Plasma Pioneers are explorers of the

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Hexmaster Chapter 2 Races

52. Pulsar Pursuers understand the fundamental particles of the universe.


Description: Pulsar Pursuers are trackers and Their form appears to be in constant flux, flickering
hunters, using the pulsations of distant stars to find between different states of matter.
their prey. Their bodies pulse with light, their eyes Ability: +2 Intelligence, +1 Dexterity
capable of seeing even the faintest traces of energy. Special Traits:
Ability: +2 Dexterity, +1 Wisdom - Quark Manipulation: They can cast the *Mage
Special Traits: Hand* cantrip at will, manipulating objects on a
- Starlight Tracker: They have advantage on Wisdom quantum level.
(Survival) checks to track creatures. - Particle Understanding: They have advantage on
- Radiation Immunity: They are immune to radiation Intelligence (Arcana) checks related to fundamental
damage and effects. particles and forces.

53. Pyro Prophets 57. Quasar Questors


Description: Pyro Prophets are born of cosmic fire, Description: Quasar Questors are adventurers born
their bodies perpetually enveloped in flames. Their of the intense energy of quasars. They shine brightly,
words often carry profound wisdom and warnings of their bodies radiating intense energy.
things to come. Ability: +2 Strength, +1 Charisma
Ability: +2 Charisma, +1 Intelligence Special Traits:
Special Traits: - Quasar Burst: They can cast the *Radiant Sun Bolt*
- Fire Tongue: They can cast the *Burning Hands* spell once per long rest, hurling a bolt of radiant
spell once per long rest, setting the surrounding area energy.
ablaze. - Radiation Immunity: They are immune to radiation
- Fire Resistance: They are resistant to fire damage damage and effects.
and cannot be set on fire.
58. Quasar Quickeners
54. Quantum Menders Description: Quasar Quickeners use the energy of
Description: Quantum Menders understand the quasars to enhance their own speed. They are quick
fragile and interconnected nature of reality at a and agile, their bodies emitting streaks of light when
quantum level. Their form appears to fluctuate, as they move.
they exist in a state of flux. Ability: +2 Dexterity, +1 Intelligence
Ability: +2 Intelligence, +1 Wisdom Special Traits:
Special Traits: - Quasar Speed: Once per long rest, they can cast
- Quantum Healing: Once per long rest, they can the *Haste* spell on themselves, moving at incredible
cast the *Cure Wounds* spell, repairing bodily harm speeds.
on a quantum level. - Light Speed Resistance: They are resistant to
- Superposition: They have advantage on saving effects that would slow their movements.
throws against effects that would alter their physical
form. 59. Quasar Quilombolas
Description: Quasar Quilombolas are beings who
55. Quantum Quelled thrive in the harshest of cosmic environments. They
Description: Quantum Quelled are beings that have have a resilient constitution, their bodies capable of
found a way to suppress their own quantum withstanding the intense energy of quasars.
fluctuations. They are incredibly stable, their form Ability: +2 Constitution, +1 Strength
appearing solid and unchanging. Special Traits:
Ability: +2 Constitution, +1 Strength - Radiation Absorption: They can cast the *Absorb
Special Traits: Elements* spell once per long rest, absorbing and
- Quantum Stability: They have advantage on saving storing harmful energy.
throws against being paralyzed or stunned. - Radiation Immunity: They are immune to radiation
- Particle Resistance: They have resistance to force damage and effects.
damage.
60. Rad-Melded
56. Quark Quellers Description: Rad-Melded are beings that have been
Description: Quark Quellers are beings who fused with raw radioactive materials. Their bodies

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Chapter 2 Races Hexmaster

glow with a soft, green light, and they carry an aura Ability: +2 Dexterity, +1 Intelligence
of undeniable power. Special Traits:
Ability: +2 Strength, +1 Constitution - Rift Step: They can cast the *Misty Step* spell once
Special Traits: per long rest, stepping through a rift in space.
- Radioactive Punch: They can cast the *Inflict - Multi-Locality: They have advantage on Dexterity
Wounds* spell once per long rest, imbuing their saving throws against effects that would target them
attack with raw radiation. in a single location.
- Radiation Resistance: They have resistance to
poison and necrotic damage. 65. Singularity Sages
Description: Singularity Sages are born of the
61. Radiant Reapers mysteries of the universe. Their bodies are dense
Description: Born from the fading light of dying and compact, resembling a miniature black hole.
stars, Radiant Reapers embody the inevitable end of Ability: +2 Intelligence, +1 Wisdom
all things. They appear as humanoid figures, their Special Traits:
bodies shimmering with ethereal, radiant light. - Singularity Knowledge: They can cast the *Identify*
Ability: +2 Charisma, +1 Wisdom spell at will, unraveling the mysteries of items they
Special Traits: come into contact with.
- Ender's Touch: Once per long rest, they can cast - Event Horizon: They have resistance to force
the *Blight* spell, draining life force from the target. damage and advantage on saving throws against
- Fade Resistance: They have resistance to necrotic being moved against their will.
damage.
66. Singularity Shades
62. Radiant Reclaimers Description: Singularity Shades are shadows born
Description: Radiant Reclaimers are beings that from the edge of black holes. They exist in a state of
thrive on cosmic recovery and renewal. They glow constant flux, their forms shifting and pulsating with
with a brilliant radiance, their touch capable of unseen energy.
restoring what was once lost. Ability: +2 Dexterity, +1 Charisma
Ability: +2 Wisdom, +1 Constitution Special Traits:
Special Traits: - Shadow Slip: They can cast the *Invisibility* spell
- Restorative Radiance: They can cast the *Lesser once per long rest, slipping into the shadows of
Restoration* spell once per long rest, mending reality.
ailments with their radiant touch. - Ethereal Form: They have resistance to non-
- Recovery Aura: They have advantage on all saving magical physical damage.
throws related to regaining hit points.
67. Skysifters
63. Radiant Remnants Description: Skysifters are humanoid beings made
Description: Remnants of ancient stars, these of dense clouds. They float lightly, always a few
beings carry the echo of cosmic explosions. Their inches off the ground, and their touch carries the chill
bodies are made of dense stellar material, covered of the upper atmosphere.
with radiant cracks that shimmer in the dark. Ability: +2 Wisdom, +1 Dexterity
Ability: +2 Strength, +1 Constitution Special Traits:
Special Traits: - Cloud Form: They can cast the *Gaseous Form*
- Radiant Resistance: They have resistance to spell once per long rest, dissolving into a cloud.
radiant and fire damage. - Aerial Adaptation: They can breathe at high
- Stellar Echo: They can cast the *Echoing Eruption* altitudes and have resistance to cold damage.
spell once per long rest, causing a miniature stellar
explosion. 68. Solar Sirens
Description: Solar Sirens are celestial beings
64. Rift Runners bathed in the light of the sun. They are breathtakingly
Description: Rift Runners are born of the fabric beautiful and possess a voice that can charm even
tears in the universe. They exist simultaneously in the most stoic of creatures.
multiple places, and their bodies appear as Ability: +2 Charisma, +1 Intelligence
shimmering afterimages. Special Traits:

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Hexmaster Chapter 2 Races

- Solar Charm: They can cast the *Charm Person* and necrotic damage.
spell once per long rest, their voice as compelling as
the sun. 73. Spatial Shifters
- Radiant Resistance: They have resistance to Description: Spatial Shifters are beings that exist in
radiant damage. the margins of reality. They can manipulate the fabric
of space around them, appearing and disappearing
69. Solar Soothsayers at will.
Description: Solar Soothsayers draw their wisdom Ability: +2 Dexterity, +1 Intelligence
from the stars. Their bodies radiate a soft, comforting Special Traits:
light, and their eyes sparkle with stellar insight. - Spatial Blink: They can cast the *Blink* spell once
Ability: +2 Wisdom, +1 Charisma per long rest, shifting into a different spatial plane.
Special Traits: - Planar Resistance: They have resistance to force
- Stellar Insight: They can cast the *Augury* spell damage.
once per long rest, reading the stars for omens.
- Starlight Resistance: They have resistance to 74. Spectral Sculptors
psychic damage. Description: Spectral Sculptors are artist-like beings
that shape reality with a thought. They have
70. Solmysts translucent, ethereal bodies and an otherworldly
Description: Solmysts are ethereal beings grace.
composed of solar winds and cosmic dust. Their Ability: +2 Intelligence, +1 Charisma
bodies shimmer and fluctuate, leaving trails of Special Traits:
stardust as they move. - Reality Weave: They can cast the *Minor Illusion*
Ability: +2 Intelligence, +1 Dexterity cantrip at will, and the *Major Image* spell once per
Special Traits: long rest.
- Solar Gust: They can cast the *Gust of Wind* spell - Astral Resistance: They have resistance to psychic
once per long rest, manipulating solar winds. damage.
- Ethereal Form: They have resistance to non-
magical physical damage. 75. Spireborn
Description: Spireborn come from the cosmic spires
71. Solstice Spirits that pierce the fabric of the universe. They have
Description: Solstice Spirits are beings tied to the elongated bodies and a natural ability to move in
cycles of celestial bodies. Their appearance and three dimensions.
abilities change with the movement of the stars and Ability: +2 Dexterity, +1 Strength
planets. Special Traits:
Ability: +2 Wisdom, +1 Constitution - Spire Climber: They have a climbing speed equal to
Special Traits: their walking speed and can climb difficult surfaces
- Celestial Cycle: They can cast the *Moonbeam* without needing to make an ability check.
spell at night and the *Daylight* spell during the day - Multi-Dimensional Movement: They can cast the
once per long rest. *Levitate* spell once per long rest.
- Seasonal Resilience: They gain resistance to cold
damage in winter and fire damage in summer. 76. Star Shadows
Description: Star Shadows are the dark reflections
72. Spacefarer Sentinels of the cosmos, born in the space where light does
Description: Spacefarer Sentinels are guardians of not reach. They have the ability to move in darkness
the celestial highways, their bodies adorned with seamlessly.
constellations that chart the path through the Ability: +2 Dexterity, +1 Charisma
cosmos. Special Traits:
Ability: +2 Strength, +1 Intelligence - Shadow Step: They can cast the *Shadow Step*
Special Traits: spell once per long rest, teleporting between
- Cosmic Guard: They can cast the *Shield* spell shadows.
once per long rest, forming a barrier of cosmic - Darkvision: They can see in the dark up to 60 feet.
energy.
- Astral Resilience: They have resistance to psychic

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Chapter 2 Races Hexmaster

77. Starborn markings that map the cosmos and their minds are
Description: Starborn are beings infused with stellar filled with billions of years of celestial history.
energy. They radiate a soft glow and have an innate Ability: +2 Intelligence, +1 Wisdom
understanding of the cosmos. Special Traits:
Ability: +2 Intelligence, +1 Wisdom - Cosmic Chronicle: They can cast the *Comprehend
Special Traits: Languages* spell at will, interpreting the language of
- Starfire: They can cast the *Burning Hands* spell the cosmos.
as a 1st-level spell once per long rest, their hands - Stellar Lore: They have proficiency in the History
igniting with starfire. skill.
- Stellar Knowledge: They have proficiency in the
Arcana skill. 82. Stellar Smiths
Description: Stellar Smiths are beings of creation,
78. Starfall Savants having learned to forge from the cores of stars. Their
Description: Starfall Savants are the children of bodies radiate heat, and their touch can manipulate
falling stars. They embody the energy of celestial and mend materials.
motion and have an instinctual understanding of Ability: +2 Strength, +1 Constitution
trajectories and speed. Special Traits:
Ability: +2 Dexterity, +1 Intelligence - Starforged Hands: They have advantage on
Special Traits: Strength (Athletics) checks to bend, lift or break
- Falling Star: They can cast the *Feather Fall* spell objects.
at will, controlling their descent speed. - Mend Matter: They can cast the *Mending* cantrip
- Motion Insight: They have advantage on Dexterity at will.
(Acrobatics) checks related to falling, jumping, and
dodging. 83. Stellar Sprites
Description: Stellar Sprites are small, playful beings
79. Starlight Siblings filled with cosmic energy. They twinkle like stars and
Description: Starlight Siblings are celestial beings have the ability to project luminous images.
who share a common star of origin. They shine with Ability: +2 Dexterity, +1 Charisma
a soft, comforting light and have an unspoken bond Special Traits:
with their kin. - Starshine Illusion: They can cast the *Minor
Ability: +2 Charisma, +1 Wisdom Illusion* cantrip at will.
Special Traits: - Flight: They have a flying speed of 30 feet.
- Starlight Link: They can cast the *Message* cantrip
at will, communicating telepathically with their kin. 84. Stellar Stewards
- Radiant Resistance: They have resistance to Description: Stellar Stewards are the custodians of
radiant damage. celestial objects. Their bodies reflect the object they
are bound to, changing as their celestial body moves
80. Starstone Sentinels through different stages.
Description: Starstone Sentinels are beings created Ability: +2 Wisdom, +1 Constitution
from cosmic mineral formations. They have bodies Special Traits:
made of dense, star-forged stone and have an innate - Cosmic Shift: They can cast the *Alter Self* spell
connection to the cosmic ley lines. once per long rest, changing their physical form to
Ability: +2 Strength, +1 Constitution match their celestial object.
Special Traits: - Celestial Guardian: They have resistance to radiant
- Starstone Skin: They have a natural armor class of and necrotic damage.
13 + their Dexterity modifier.
- Ley Line Connection: They can cast the *Detect 85. Stellar Sylphs
Magic* spell once per long rest, sensing the flow of Description: Stellar Sylphs are beings of stellar wind
magical energies. and cosmic energy. Their bodies shimmer with
starlight and they can manipulate the energy around
81. Stellar Scribes them to form shields and barriers.
Description: Stellar Scribes are the chroniclers of Ability: +2 Charisma, +1 Intelligence
celestial movements. Their bodies are covered in Special Traits:

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Hexmaster Chapter 2 Races

- Stellar Wind Barrier: They can cast the *Shield* damage.


spell once per long rest, creating a barrier of stellar 90. Time-Stretched
wind. Description: Time-Stretched are beings for whom
- Energy Absorption: They have resistance to force time moves differently. Their bodies are in constant
and radiant damage. flux, appearing young one moment and old the next.
Ability: +2 Wisdom, +1 Intelligence
86. Suncasters Special Traits:
Description: Suncasters draw power from suns and - Temporal Flux: They can cast the *Slow* or *Haste*
stars, their bodies glowing with solar energy. They spell once per long rest.
have the ability to channel this energy to create - Time Resistance: They have resistance to necrotic
intense heat and light. damage.
Ability: +2 Charisma, +1 Wisdom
Special Traits: 91. Twilight Touched
- Solar Flare: They can cast the *Burning Hands* Description: Twilight Touched are beings that exist
spell as a 1st-level spell once per long rest, their in the ephemeral moment between day and night.
hands erupting with solar energy. Their skin shifts hues with the setting sun, and their
- Solar Resistance: They have resistance to fire eyes sparkle like the first stars of the night.
damage. Ability: +2 Charisma, +1 Wisdom
Special Traits:
87. Sunsear Sages - Twilight Veil: They can cast the *Invisibility* spell
Description: Sunsear Sages are wise beings, once per long rest, blending into the twilight.
bathed in the knowledge of the sun. Their eyes emit - Night Sight: They have superior darkvision up to a
a soft, warm light, allowing them to see the truth of range of 120 feet.
things.
Ability: +2 Wisdom, +1 Intelligence 92. Veil Voyagers
Special Traits: Description: Veil Voyagers are beings that move
- Sunsear Vision: They can cast the *True Seeing* through the thin veils separating realities. Their
spell once per long rest. bodies flicker with the images of countless other
- Solar Enlightenment: They have proficiency in the planes.
Insight skill. Ability: +2 Dexterity, +1 Intelligence
Special Traits:
88. Tachyon Tenders - Plane Step: They can cast the *Misty Step* spell
Description: Tachyon Tenders are beings of speed once per long rest, slipping through the veil to a
and time, moving faster than light. Their bodies are different location.
elongated and distorted, seemingly always in motion. - Veil Sight: They have the ability to perceive into the
Ability: +2 Dexterity, +1 Intelligence Ethereal Plane within a range of 60 feet.
Special Traits:
- Tachyon Burst: They can cast the *Expeditious 93. Void Vagrants
Retreat* spell at will, their bodies accelerating to Description: Void Vagrants are beings that roam the
incredible speeds. great nothingness of the void. Their bodies are black
- Time Dilation: They have advantage on Dexterity like the endless void, with specks of light twinkling
saving throws against effects that would slow them. like distant stars.
Ability: +2 Constitution, +1 Strength
89. Terra Gravewalkers Special Traits:
Description: Terra Gravewalkers are beings of rock - Void Adaptation: They don't need to eat, drink, or
and soil, having emerged from Maxxia's vast breathe, and they are resistant to cold damage.
landscapes. They carry the weight of the world and - Gravity Defiance: They have a hovering speed of
have an innate connection to the earth. 10 feet.
Ability: +2 Strength, +1 Constitution
Special Traits: 94. Void Veiled
- Terraform: They can cast the *Mold Earth* cantrip Description: Void Veiled are beings shielded by the
at will. vast emptiness of the void. Their bodies are cloaked
- Stoneform: They have resistance to bludgeoning in darkness, making them difficult to spot.

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Chapter 2 Races Hexmaster

Ability: +2 Dexterity, +1 Charisma once per long rest, travelling through a mini vortex.
Special Traits: - Gravitational Stability: They have advantage on
- Cloak of Void: They can cast the *Pass without Strength saving throws to resist being knocked prone
Trace* spell once per long rest, shrouding their or moved against their will.
presence.
- Void Resistance: They have resistance to psychic 99. Wisp Wanderers
damage. Description: Wisp Wanderers are ethereal beings of
light, able to navigate through the darkest corners of
95. Voidseers Maxxia. Their bodies glow softly, illuminating their
Description: Voidseers are beings that perceive path.
through the emptiness of the void. Their eyes are Ability: +2 Charisma, +1 Dexterity
pure black, seeing beyond the material plane into the Special Traits:
vastness of the cosmos. - Illuminating Presence: They can cast the *Light*
Ability: +2 Wisdom, +1 Intelligence cantrip at will.
Special Traits: - Wisp Form: They can pass through other creatures
- Void Vision: They can cast the *See Invisibility* and objects as if they were difficult terrain, but take
spell at will, their gaze piercing through illusions and 1d10 force damage if they end their turn inside an
invisibility. object.
- Cosmic Insight: They have proficiency in the Insight
skill. 100. Zephyr Treaders
Description: Zephyr Treaders are beings of wind
96. Voidwalkers and sky, their bodies ethereal and always slightly
Description: Voidwalkers are beings that traverse aloft. They move with the grace of a gentle breeze.
the emptiness of the void. Their bodies ripple with Ability: +2 Dexterity, +1 Wisdom
cosmic energy, and they can slip in and out of the Special Traits:
material plane. - Zephyr Flight: They have a flying speed of 30 feet
Ability: +2 Constitution, +1 Dexterity but can't fly higher than 20 feet off the ground.
Special Traits: - Gust Control: They can cast the *Gust* cantrip at
- Voidwalk: They can cast the *Blink* spell once per will, manipulating the wind around them.
long rest, slipping into the Ethereal Plane.
- Cosmic Resilience: They have resistance to force
and necrotic damage.
2. Elves
97. Vortex Visionaries
Description: Vortex Visionaries are beings that draw 1. Abyssal Elves
wisdom from cosmic vortices. Their bodies swirl with Name: Abyssal Elves
the colors of distant galaxies, and they can harness Description: Abyssal Elves are the inhabitants of
the vortex's power to distort reality. the darkest, most unfathomable caverns of Maxxia.
Ability: +2 Intelligence, +1 Wisdom Their skin is ashen gray and their eyes are luminous
Special Traits: in the dark. They're known for their attunement with
- Vortex Distortion: They can cast the *Minor Illusion* the deeper forces of the universe, gaining wisdom
cantrip at will, creating visual or auditory distortions. from ancient, hidden knowledge.
- Cosmic Knowledge: They have proficiency in the Ability: +2 Intelligence, +1 Wisdom
Arcana skill. Special Traits: Darkvision (up to 120 feet), Eldritch
Knowledge (can cast a 1st-level spell once per day,
98. Vortex Voyagers the spell chosen at character creation)
Description: Vortex Voyagers are beings that
traverse cosmic vortices. Their bodies are distorted, 2. Aether Elves
as if constantly being pulled and stretched by a Name: Aether Elves
gravitational pull. Description: Aether Elves are ethereal beings of the
Ability: +2 Dexterity, +1 Constitution highest skies and floating islands of Maxxia. They
Special Traits: are lithe and have an air of tranquility. Their eyes
- Vortex Step: They can cast the *Misty Step* spell shimmer like stars and their skin radiates a faint,

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Hexmaster Chapter 2 Races

otherworldly light. Special Traits: Amphibious (can breathe


Ability: +2 Charisma, +1 Intelligence underwater), Water Manipulation (can shape water
Special Traits: Levitate (can levitate 10 feet off the within a 5-foot cube at will)
ground for up to 10 minutes a day), Aether
Manipulation (can cast a 2nd-level spell once per 7. Arch Elves
day, chosen at character creation) Name: Arch Elves
Description: Arch Elves are the oldest known elves,
3. Air Elves rumored to be the first progenitors. Their skin is pale,
Name: Air Elves almost luminescent, and their eyes glow with
Description: Air Elves are the dwellers of the tallest timeless wisdom. They are known for their deep
mountains and wind-swept plains. Their skin is pale, understanding of magic and the universe.
almost translucent, and their hair often appears to be Ability: +2 Intelligence, +2 Wisdom
moving in a non-existent breeze. They are closely Special Traits: Timeless Knowledge (gain proficiency
attuned to the elements, particularly air. in two additional skills of their choice), Arch Magic
Ability: +2 Dexterity, +1 Wisdom (can cast a 3rd-level spell once per day, chosen at
Special Traits: Wind Manipulation (can create a character creation)
minor gust of wind at will), Gale Leap (can jump
double the normal distance) 8. Ascendant Elves
Name: Ascendant Elves
4. Amber Elves Description: Ascendant Elves are the product of
Name: Amber Elves long-forgotten rituals, ascended to a state beyond
Description: Amber Elves are found in the sprawling their mortal kin. Their skin appears almost
forests and thickets of Maxxia. They have golden- transparent, and they glow with an inner light. They
brown skin and hair that resembles autumn leaves. are spiritually attuned and can manipulate the energy
They have an innate connection to nature and are around them.
capable of drawing power from it. Ability: +2 Charisma, +1 Wisdom
Ability: +2 Wisdom, +1 Strength Special Traits: Energy Manipulation (can cast a 1st-
Special Traits: Natural Camouflage (have advantage level spell once per day, chosen at character
on stealth checks in forested areas), Nature's Aid creation), Astral Projection (can project their spirit out
(can cast a 1st-level spell once per day, chosen at of their body for up to 10 minutes per day)
character creation)
9. Aurora Elves
5. Amethyst Elves Name: Aurora Elves
Name: Amethyst Elves Description: Aurora Elves hail from the polar
Description: Amethyst Elves hail from the mystical, regions of Maxxia, where they commune with the
crystal-infused regions of Maxxia. Their skin has a cosmic lights. Their skin reflects the shifting colors of
violet hue and their eyes shine with an inner purple the aurora, creating an enchanting sight. They can
light. They are innately magical and have a strong harness the cosmic energy and channel it into their
connection to the arcane. spells.
Ability: +2 Intelligence, +1 Charisma Ability: +2 Dexterity, +1 Intelligence
Special Traits: Crystal Resonance (can telepathically Special Traits: Cosmic Resistance (resistant to cold
communicate with other Amethyst Elves within 100 damage), Aurora Magic (can cast a 2nd-level spell
feet), Arcane Enhancement (can cast a 2nd-level once per day, chosen at character creation)
spell once per day, chosen at character creation)
10. Blood Elves
6. Aquamarine Elves Name: Blood Elves
Name: Aquamarine Elves Description: Blood Elves are a mysterious and
Description: Aquamarine Elves live in the vast feared race. Their skin is a dark crimson, and their
oceans and great lakes of Maxxia. They have a blue- eyes glow a sinister red. Known for their ruthless
green skin tone and webbed hands and feet. They pursuit of power, they can manipulate the life force of
are attuned to water and can control it to a certain themselves and others.
extent. Ability: +2 Strength, +1 Intelligence
Ability: +2 Constitution, +1 Wisdom Special Traits: Blood Magic (can sacrifice their own

39
Chapter 2 Races Hexmaster

health to power spells, dealing 1d4 damage to self to 15. Comet Elves
add 1d4 damage to a spell), Vampiric Touch (can Name: Comet Elves
drain health from a creature they touch, healing for Description: Comet Elves come from the frigid,
half the damage dealt) comet-ridden tundras of Maxxia. Their skin is icy
blue, and their eyes shine like comets. They harness
11. Bone Elves the raw, cosmic energy of comets for their spells.
Name: Bone Elves Ability: +2 Intelligence, +1 Wisdom
Description: Bone Elves dwell in the bone-littered Special Traits: Comet Magic (can cast a 3rd-level
wastelands of Maxxia, where they commune with the spell once per day, chosen at character creation),
spirits of the departed. Their skin is bleached white, Cosmic Resistance (resistant to cold damage)
and their eyes are deep black orbs. They are known
to possess an innate understanding of death and 16. Constellation Elves
necromancy. Name: Constellation Elves
Ability: +2 Wisdom, +1 Intelligence Description: Constellation Elves are celestial beings
Special Traits: Necromantic Touch (can cast a 1st- said to have descended from the stars. Their skin
level necromancy spell once per day), Spirit sparkles like a night sky, and their eyes glow like twin
Communication (can commune with the dead once stars. They have an innate understanding of the
per day) cosmos.
Ability: +2 Wisdom, +1 Intelligence
12. Bronze Elves Special Traits: Star Map (can navigate using the
Name: Bronze Elves stars and never become lost), Starlight Magic (can
Description: Bronze Elves hail from the rugged cast a 2nd-level spell once per day, chosen at
mountain ranges of Maxxia, their bodies glistening character creation)
like burnished bronze. They are resilient and have a
natural knack for metalwork and combat. 17. Coral Elves
Ability: +2 Strength, +1 Constitution Name: Coral Elves
Special Traits: Metallurgy Mastery (gain proficiency Description: Coral Elves hail from the vibrant coral
with smith’s tools), Armor Adaptation (no movement reefs of Maxxia. Their skin is tinged in a myriad of
penalty in heavy armor) colors, matching the hues of their aquatic homes.
They can control water and breathe underwater.
13. Cave Elves Ability: +2 Constitution, +1 Wisdom
Name: Cave Elves Special Traits: Amphibious (can breathe
Description: Cave Elves dwell deep within the underwater), Coral Communion (can communicate
expansive cavern systems of Maxxia. Their skin is with sea creatures)
pale, their eyes adapted to the darkness. They are
adept at navigating the subterranean world. 18. Crystal Elves
Ability: +2 Dexterity, +1 Wisdom Name: Crystal Elves
Special Traits: Darkvision (up to 120 feet), Description: Crystal Elves dwell in the mystical,
Echolocation (can perceive their surroundings crystal-laden caves of Maxxia. Their skin refracts
without sight within 30 feet) light like a prism, creating an enchanting glow. They
are innately magical and can harness the power of
14. Chaos Elves crystals.
Name: Chaos Elves Ability: +2 Intelligence, +1 Charisma
Description: Chaos Elves are a rare breed that Special Traits: Crystal Resonance (can recharge a
embrace the unpredictability of the universe. Their spent spell slot once per long rest), Crystal Magic
skin appears to constantly shift and shimmer, (can cast a 2nd-level spell once per day, chosen at
mirroring the chaotic nature of their magic. character creation)
Ability: +2 Charisma, +1 Intelligence
Special Traits: Chaos Magic (can cast a 2nd-level 19. Dark Elves
spell from the Wild Magic table once per day), Name: Dark Elves
Unpredictability (advantage on saving throws against Description: Dark Elves, or Drow, reside in the
effects that control or manipulate them) deepest undercities of Maxxia. Their skin is a dark
shade of purple, and their eyes glow a sinister red.

40
Hexmaster Chapter 2 Races

They are cunning and possess a natural affinity for Ability: +2 Constitution, +1 Strength
shadow magic. Special Traits: Desert Adaptation (resistant to heat
Ability: +2 Dexterity, +1 Charisma damage and do not need to drink as often as other
Special Traits: Darkvision (up to 120 feet), Shadow races), Sand Manipulation (can create minor sand
Magic (can cast a 2nd-level spell once per day, constructs or illusions)
chosen at character creation)
24. Dew Elves
20. Dawn Elves Name: Dew Elves
Name: Dawn Elves Description: Dew Elves are connected to the
Description: Dawn Elves are the dwellers of the tranquil forests of Maxxia, especially during dawn.
highest peaks where the first rays of dawn touch. Their skin is cool and dewy, and their eyes sparkle
Their skin is as radiant as the morning sun, and their like dewdrops under the morning sun. They have an
eyes reflect the warm hues of dawn. They harness affinity for water and earth magic.
the purifying power of the sunrise. Ability: +2 Wisdom, +1 Constitution
Ability: +2 Wisdom, +1 Charisma Special Traits: Nature's Bond (can communicate with
Special Traits: Dawn's Grace (gain advantage on forest creatures), Dew Magic (can cast a 1st-level
saving throws against being charmed), Solar Magic spell once per day, chosen at character creation)
(can cast a 2nd-level spell once per day, chosen at
character creation) 25. Diamond Elves
Name: Diamond Elves
21. Death Elves Description: Diamond Elves hail from the diamond-
Name: Death Elves rich mountains of Maxxia. They have translucent skin
Description: Death Elves are solemn individuals that reflects light, creating a sparkling effect. They
who have a profound understanding of the cycle of are resilient and have an innate understanding of
life and death. Their skin is pale, resembling a gem magic.
corpse, and their eyes are hollow, exuding a chilling Ability: +2 Constitution, +1 Intelligence
aura. Special Traits: Gem Affinity (gain proficiency in
Ability: +2 Wisdom, +1 Constitution Jeweler's Tools), Diamond Skin (resistant to slashing
Special Traits: Necromantic Affinity (can cast a 1st- damage)
level necromancy spell once per day), Death Sense
(can sense the presence of undead creatures within 26. Dream Elves
60 feet) Name: Dream Elves
Description: Dream Elves are ethereal beings that
22. Descendant Elves exist partially in the dream realm. Their skin seems
Name: Descendant Elves to constantly shimmer, and their eyes are like
Description: Descendant Elves are believed to be nebulous clouds. They can manipulate dreams and
the children of ancient elven gods. They have a even step into the dream world.
divine aura and their eyes gleam with celestial light. Ability: +2 Charisma, +1 Wisdom
They can tap into their divine heritage to perform Special Traits: Dream Walking (can enter the dream
miracles. world for up to 1 hour per day), Dream Manipulation
Ability: +2 Charisma, +1 Wisdom (can cast a 2nd-level spell once per day, chosen at
Special Traits: Divine Intervention (can cast a 2nd- character creation)
level spell once per day, chosen at character
creation), Blessings of the Ancestors (can heal a 27. Dusk Elves
creature for 1d6 hit points once per day) Name: Dusk Elves
Description: Dusk Elves dwell in the realms where
23. Desert Elves light fades into darkness. Their skin is a soft lavender
Name: Desert Elves hue, and their eyes glow like the last light of sunset.
Description: Desert Elves are the nomads of the They can control shadows and have an affinity for
expansive deserts of Maxxia. They have tanned skin, twilight magic.
adapted to harsh sunlight, and their eyes resemble Ability: +2 Dexterity, +1 Charisma
golden sands. They are resilient and can manipulate Special Traits: Dusk Camouflage (have advantage
sand and heat. on stealth checks during twilight), Dusk Magic (can

41
Chapter 2 Races Hexmaster

cast a 2nd-level spell once per day, chosen at


character creation) 32. Ether Elves
Name: Ether Elves
28. Duskwood Elves Description: Ether Elves exist on the cusp of the
Name: Duskwood Elves material and ethereal planes. Their skin appears
Description: Duskwood Elves reside in the ancient, translucent, and their eyes shimmer with ethereal
shadowy forests of Maxxia. Their skin is a dark energy. They can manipulate the fabric of reality and
green, resembling the forest canopy, and their eyes step into the ethereal plane.
glow like moonlit leaves. They are adept at stealth Ability: +2 Intelligence, +1 Wisdom
and can communicate with forest creatures. Special Traits: Ethereal Step (can shift into the
Ability: +2 Wisdom, +1 Dexterity ethereal plane for up to 1 minute per day), Ether
Special Traits: Forest Whisper (can communicate Magic (can cast a 2nd-level spell once per day,
with forest creatures), Shadowmeld (can become chosen at character creation)
invisible in shadowy areas until they move or take an
action) 33. Fae Elves
Name: Fae Elves
29. Earth Elves Description: Fae Elves are imbued with the
Name: Earth Elves whimsical energy of the Feywild. They have vibrant,
Description: Earth Elves are deeply connected to pastel-hued skin, and their eyes twinkle like stars.
the ground beneath them. Their skin is earthy in They can weave illusions and have a natural affinity
color, and their eyes resemble polished stones. They for enchantment magic.
are sturdy and can manipulate earth and stone. Ability: +2 Charisma, +1 Dexterity
Ability: +2 Strength, +1 Constitution Special Traits: Fey Magic (can cast a 1st-level spell
Special Traits: Stone Manipulation (can mold earth once per day, chosen at character creation), Fey
and stone as if it were clay), Earth Magic (can cast a Charm (can charm a creature once per day)
1st-level spell once per day, chosen at character
creation) 34. Fire Elves
Name: Fire Elves
30. Eclipse Elves Description: Fire Elves come from the volcanic
Name: Eclipse Elves regions of Maxxia. They have a fiery complexion,
Description: Eclipse Elves are tied to the celestial and their eyes glow like molten lava. They are
events of Maxxia. Their skin is a mesmerizing blend resistant to heat and can control fire.
of light and dark, and their eyes resemble celestial Ability: +2 Intelligence, +1 Constitution
bodies. They can tap into the power of the sun and Special Traits: Fire Resistance (resistant to fire
moon. damage), Pyromancy (can cast a 2nd-level spell
Ability: +2 Intelligence, +1 Charisma once per day, chosen at character creation)
Special Traits: Eclipse Magic (can cast a 3rd-level
spell once per day, chosen at character creation), 35. Flame Elves
Light/Dark Adaptation (have darkvision and are Name: Flame Elves
resistant to radiant damage) Description: Flame Elves are a more volatile breed
of Fire Elves, their skin perpetually flickering with
31. Emerald Elves flame-like iridescence. Their eyes burn like twin
Name: Emerald Elves flames. They possess an extraordinary affinity for fire
Description: Emerald Elves come from the lush, magic.
emerald-colored forests of Maxxia. Their skin is a Ability: +2 Charisma, +1 Intelligence
vibrant green, and their eyes gleam like precious Special Traits: Flame Touch (melee attacks deal an
gems. They are attuned with nature and can extra 1d4 fire damage), Flame Magic (can cast a 3rd-
influence plant life. level spell once per day, chosen at character
Ability: +2 Wisdom, +1 Constitution creation)
Special Traits: Plant Manipulation (can communicate
with and influence the growth of plants), Emerald 36. Forest Elves
Magic (can cast a 1st-level spell once per day, Name: Forest Elves
chosen at character creation) Description: Forest Elves are the guardians of the

42
Hexmaster Chapter 2 Races

vast forests of Maxxia. Their skin is a vibrant green, Ability: +2 Wisdom, +1 Charisma
and their eyes shine like polished jade. They can Special Traits: Ghost Walk (can pass through walls
communicate with forest creatures and influence and objects for up to 1 minute per day), Ghost Magic
plant life. (can cast a 2nd-level necromancy spell once per
Ability: +2 Wisdom, +1 Strength day, chosen at character creation)
Special Traits: Forest Communion (can communicate
with forest creatures), Nature Magic (can cast a 1st- 41. Glacial Elves
level spell once per day, chosen at character Name: Glacial Elves
creation) Description: Hailing from the glacial regions of
Maxxia, these elves possess skin as clear and
37. Frost Elves reflective as ancient ice, and eyes that shimmer like
Name: Frost Elves trapped sunlight within a frozen landscape. They
Description: Frost Elves come from the frigid polar have a natural resistance to cold and can manipulate
regions of Maxxia. Their skin is as pale as snow, and ice to their will.
their eyes glimmer like ice crystals. They are Ability: +2 Constitution, +1 Wisdom
resistant to cold and can control ice. Special Traits: Ice Resistance (resistant to cold
Ability: +2 Constitution, +1 Intelligence damage), Glacial Shaping (can shape ice and snow,
Special Traits: Cold Resistance (resistant to cold and can cast a 1st-level spell related to cold or ice
damage), Cryomancy (can cast a 2nd-level spell once per day, chosen at character creation)
once per day, chosen at character creation)
42. Golden Elves
38. Galaxy Elves Name: Golden Elves
Name: Galaxy Elves Description: Golden Elves come from the highlands
Description: Galaxy Elves are said to have of Maxxia, bathed in sunlight. Their skin has a golden
descended from celestial bodies. Their skin sparkles hue, and their eyes gleam like polished gold. They
like a starry sky, and their eyes radiate cosmic possess a natural affinity with light magic and are
energy. They have a deep understanding of the resistant to radiant energy.
cosmos and can harness cosmic magic. Ability: +2 Charisma, +1 Constitution
Ability: +2 Intelligence, +1 Charisma Special Traits: Light Manipulation (can cast a 1st-
Special Traits: Starlight Magic (can cast a 3rd-level level light spell once per day, chosen at character
spell once per day, chosen at character creation), creation), Radiant Resistance (resistant to radiant
Celestial Origin (advantage on checks related to damage)
astronomy and cosmology)
43. Granite Elves
39. Garnet Elves Name: Granite Elves
Name: Garnet Elves Description: Born of the mountainous terrains of
Description: Garnet Elves hail from the garnet-rich Maxxia, Granite Elves have stone-gray skin that's as
mountains of Maxxia. Their skin resembles polished tough as granite, with eyes that gleam like quartz.
garnet, and their eyes gleam like precious stones. They are resilient and have an affinity for earth
They have an innate understanding of gem magic magic.
and are sturdy. Ability: +2 Strength, +1 Constitution
Ability: +2 Constitution, +1 Strength Special Traits: Stone Skin (additional +1 to Armor
Special Traits: Gem Affinity (gain proficiency in Class), Stone Magic (can cast a 1st-level earth spell
Jeweler's Tools), Garnet Skin (resistant to piercing once per day, chosen at character creation)
damage)
44. High Elves
40. Ghost Elves Name: High Elves
Name: Ghost Elves Description: High Elves, often considered the
Description: Ghost Elves exist on the boundary of pinnacle of elven society, exude grace and wisdom.
life and death, imbued with a spectral aura. Their Their skin appears to glow subtly, and their eyes are
skin is pale and semi-transparent, and their eyes a myriad of colors, mirroring the heavens. They are
glow with a ghostly light. They can phase through known for their advanced magical abilities.
objects and have an affinity for necromancy. Ability: +2 Intelligence, +1 Charisma

43
Chapter 2 Races Hexmaster

Special Traits: Magic Adept (can cast a 3rd-level Name: Jungle Elves
spell once per day, chosen at character creation), Description: Jungle Elves come from the dense
Arcane Legacy (gain advantage on Arcana checks) jungles of Maxxia, with skin that's as green as the
lush vegetation, and eyes that sparkle like tropical
45. Ice Elves rivers. They are agile and have a profound
Name: Ice Elves connection with nature.
Description: In the frozen tundras of Maxxia dwell Ability: +2 Dexterity, +1 Wisdom
the Ice Elves, with skin as pale as fresh snowfall, and Special Traits: Jungle Adaptation (can move through
eyes as clear and blue as glacial ice. They are nonmagical difficult terrain without expending extra
resistant to cold and possess an inherent affinity for movement), Jungle Magic (can cast a 1st-level
ice magic. nature spell once per day, chosen at character
Ability: +2 Wisdom, +1 Constitution creation)
Special Traits: Ice Resistance (resistant to cold
damage), Frost Magic (can cast a 1st-level ice spell 50. Life Elves
once per day, chosen at character creation) Name: Life Elves
Description: Life Elves are deeply connected to the
46. Iron Elves forces of life and growth. Their skin is vibrant,
Name: Iron Elves glowing with vitality, and their eyes radiate a
Description: Iron Elves hail from the industrial comforting, warm light. They have an innate healing
regions of Maxxia, their bodies are as strong as iron, power and can rejuvenate the wounded.
and their eyes are a deep, metallic gray. They are Ability: +2 Wisdom, +1 Charisma
hardy and have a natural ability to endure hardship. Special Traits: Healing Touch (can heal a creature
Ability: +2 Strength, +1 Constitution for 1d6+Wisdom modifier hit points once per day),
Special Traits: Iron Skin (additional +1 to Armor Life Magic (can cast a 2nd-level healing spell once
Class), Tireless (can go twice as long without rest) per day, chosen at character creation)

47. Island Elves 51. Light Elves


Name: Island Elves Name: Light Elves
Description: Island Elves hail from the tropical Description: Light Elves hail from regions of Maxxia
islands of Maxxia, with skin bronzed from the sun, where the sun never sets. Their skin has a radiant
and eyes as blue as the ocean depths. They are glow, and their eyes shine like daylight. They are
agile swimmers and have an affinity for water magic. resistant to radiant damage and can manipulate light.
Ability: +2 Dexterity, +1 Wisdom Ability: +2 Charisma, +1 Intelligence
Special Traits: Aquatic Adaptation (can breathe Special Traits: Light Manipulation (can cast a 2nd-
underwater and has a swim speed equal to their level light spell once per day, chosen at character
walking speed), Water Magic (can cast a 1st-level creation), Radiant Resistance (resistant to radiant
water spell once per day, chosen at character damage)
creation)
52. Lunar Elves
48. Jade Elves Name: Lunar Elves
Name: Jade Elves Description: Lunar Elves are said to be born under
Description: From the jade caves of Maxxia, Jade the moon's blessing. Their skin reflects moonlight,
Elves have skin that glows with a soft, green and their eyes glow with a soft, silver light. They can
radiance, with eyes that gleam like precious jade tap into the moon's phases to bolster their magic.
stones. They are resilient and have a deep Ability: +2 Wisdom, +1 Charisma
understanding of gem magic. Special Traits: Lunar Magic (can cast a 2nd-level
Ability: +2 Constitution, +1 Intelligence spell once per day, chosen at character creation,
Special Traits: Gem Affinity (gain proficiency in more potent during specific moon phases), Moonlight
Jeweler's Tools), Jade Magic (can cast a 2nd-level Vision (can see in darkness as if it were dim light)
earth spell once per day, chosen at character
creation) 53. Magma Elves
Name: Magma Elves
49. Jungle Elves Description: Magma Elves come from the volcanic

44
Hexmaster Chapter 2 Races

regions of Maxxia. Their skin appears as if molten They can become insubstantial like mist, making
rock flows beneath it, and their eyes are a fiery them hard to pin down.
orange. They are resistant to fire damage and can Ability: +2 Dexterity, +1 Wisdom
control magma. Special Traits: Mist Form (can become incorporeal
Ability: +2 Strength, +1 Constitution for up to 1 minute per day), Mist Magic (can cast a
Special Traits: Magma Control (can cast a 3rd-level 1st-level air spell once per day, chosen at character
fire spell once per day, chosen at character creation), creation)
Fire Resistance (resistant to fire damage)
58. Moon Elves
54. Marble Elves Name: Moon Elves
Name: Marble Elves Description: Moon Elves are attuned to the lunar
Description: Marble Elves hail from the marble cycles. Their skin has a pale, moonlit quality, and
quarries of Maxxia. Their skin is as smooth and their eyes shine with a soft lunar glow. They can
glossy as marble, and their eyes bear the hardness harness the moon's power to bolster their magic.
of the stone. They have enhanced durability and an Ability: +2 Intelligence, +1 Charisma
understanding of stone magic. Special Traits: Lunar Magic (can cast a 3rd-level
Ability: +2 Constitution, +1 Strength spell once per day, chosen at character creation,
Special Traits: Stone Skin (additional +1 to Armor more potent during specific moon phases), Night
Class), Stone Magic (can cast a 2nd-level earth spell Vision (can see in darkness as if it were dim light)
once per day, chosen at character creation)
59. Mountain Elves
55. Marsh Elves Name: Mountain Elves
Name: Marsh Elves Description: Mountain Elves come from the high
Description: Marsh Elves live in the marshlands of peaks of Maxxia. Their skin is as tough as mountain
Maxxia. Their skin is a deep, earthy green, and their stone, and their eyes reflect the colors of alpine
eyes reflect the murky marsh waters. They are vistas. They have increased durability and an
skilled survivalists and have an affinity for water understanding of earth magic.
magic. Ability: +2 Strength, +1 Constitution
Ability: +2 Wisdom, +1 Constitution Special Traits: Mountain Adaptation (acclimated to
Special Traits: Marsh Adaptation (immune to high altitude, resistant to cold damage), Earth Magic
disease, advantage on survival checks in marshy (can cast a 2nd-level earth spell once per day,
terrain), Marsh Magic (can cast a 1st-level water chosen at character creation)
spell once per day, chosen at character creation)
60. Nebula Elves
56. Meteor Elves Name: Nebula Elves
Name: Meteor Elves Description: Nebula Elves are believed to originate
Description: Meteor Elves are believed to have from stellar nurseries. Their skin is a swirling cosmos
descended from celestial bodies. Their skin of colors, and their eyes twinkle like distant stars.
shimmers like stardust, and their eyes gleam like They can tap into nebula energies to bolster their
meteor showers. They possess a deep magic.
understanding of the cosmos and can harness Ability: +2 Charisma, +1 Intelligence
cosmic energy. Special Traits: Nebula Magic (can cast a 4th-level
Ability: +2 Intelligence, +1 Charisma spell once per day, chosen at character creation),
Special Traits: Meteor Magic (can cast a 3rd-level Starlight Vision (can see in darkness as if it were dim
spell once per day, chosen at character creation), light)
Celestial Legacy (advantage on checks related to
astronomy and cosmology) 61. Nightmare Elves
Name: Nightmare Elves
57. Mist Elves Description: Nightmare Elves are steeped in
Name: Mist Elves shadow, their skin dark as night and their eyes glow
Description: Mist Elves come from the misty valleys ominously. They are often feared due to their affinity
of Maxxia. Their skin has a misty, ethereal quality, with shadow magic and their unsettling presence.
and their eyes mirror the color of foggy mornings. Ability: +2 Charisma, +1 Intelligence

45
Chapter 2 Races Hexmaster

Special Traits: Shadow Magic (can cast a 3rd-level


darkness or illusion spell once per day, chosen at 66. Order Elves
character creation), Night Vision (can see in Name: Order Elves
complete darkness) Description: Order Elves are the embodiment of law
and structure. Their skin has a metallic sheen, and
62. Nova Elves their eyes are clear and focused. They are resistant
Name: Nova Elves to chaos magic and have an affinity for order magic.
Description: Nova Elves have skin that shines like a Ability: +2 Intelligence, +1 Wisdom
star going nova, and their eyes are radiant and Special Traits: Law Magic (can cast a 3rd-level
intense. They possess a deep understanding of the abjuration spell once per day, chosen at character
cosmos and can manipulate stellar energies. creation), Chaos Resistance (resistant to chaos
Ability: +2 Intelligence, +1 Wisdom magic)
Special Traits: Nova Magic (can cast a 4th-level fire
or light spell once per day, chosen at character 67. Pearl Elves
creation), Radiant Resistance (resistant to radiant Name: Pearl Elves
damage) Description: Pearl Elves hail from the deep sea
caves of Maxxia. Their skin is as luminescent as a
63. Obsidian Elves pearl, and their eyes reflect the depths of the sea.
Name: Obsidian Elves They are adept swimmers and can manipulate water.
Description: Obsidian Elves come from the volcanic Ability: +2 Wisdom, +1 Constitution
regions of Maxxia. Their skin is dark and glassy like Special Traits: Aquatic Adaptation (can breathe
obsidian, and their eyes are fiery orange. They are underwater and has a swim speed equal to their
resilient to heat and can manipulate volcanic rock. walking speed), Water Magic (can cast a 2nd-level
Ability: +2 Constitution, +1 Strength water spell once per day, chosen at character
Special Traits: Obsidian Skin (additional +1 to Armor creation)
Class), Magma Manipulation (can cast a 2nd-level
earth spell once per day, chosen at character 68. Primal Elves
creation) Name: Primal Elves
Description: Primal Elves are deeply connected to
64. Onyx Elves the wilds of Maxxia. Their skin is earthy, and their
Name: Onyx Elves eyes reflect the vibrant colors of nature. They have
Description: Onyx Elves hail from the deepest an innate ability to commune with nature and control
caves of Maxxia. Their skin is as black and shiny as natural elements.
onyx, and their eyes gleam like gems. They are Ability: +2 Wisdom, +1 Strength
resistant to psychic attacks and have an affinity for Special Traits: Nature Magic (can cast a 3rd-level
stone magic. druidic spell once per day, chosen at character
Ability: +2 Constitution, +1 Intelligence creation), Wilderness Lore (advantage on survival
Special Traits: Psychic Resistance (resistant to and nature checks)
psychic damage), Stone Magic (can cast a 2nd-level
earth spell once per day, chosen at character 69. Quartz Elves
creation) Name: Quartz Elves
Description: Quartz Elves hail from the quartz caves
65. Opal Elves of Maxxia. Their skin is as clear and reflective as
Name: Opal Elves quartz, and their eyes shine with gem-like clarity.
Description: Opal Elves come from the opal mines They have an affinity for gem and earth magic.
of Maxxia. Their skin is a soft pastel hue, reflecting Ability: +2 Constitution, +1 Intelligence
light like an opal, and their eyes shimmer with Special Traits: Gem Affinity (gain proficiency in
prismatic light. They are adept at gem magic. Jeweler's Tools), Quartz Magic (can cast a 2nd-level
Ability: +2 Charisma, +1 Intelligence earth spell once per day, chosen at character
Special Traits: Gem Affinity (gain proficiency in creation)
Jeweler's Tools), Opal Magic (can cast a 2nd-level
light spell once per day, chosen at character 70. Rainbow Elves
creation) Name: Rainbow Elves

46
Hexmaster Chapter 2 Races

Description: Rainbow Elves have skin that breathe underwater and control water magic.
shimmers with all the colors of the rainbow, and their Ability: +2 Wisdom, +1 Constitution
eyes change color with their mood. They are known Special Traits: Aquatic Adaptation (can breathe
for their joyous natures and can manipulate prismatic underwater and has a swim speed equal to their
energies. walking speed), Water Magic (can cast a 2nd-level
Ability: +2 Charisma, +1 Dexterity water spell once per day, chosen at character
Special Traits: Rainbow Magic (can cast a 3rd-level creation)
illusion spell once per day, chosen at character
creation), Color Change (can change the color of 75. Shadow Elves
their skin and eyes at will) Name: Shadow Elves
Description: Shadow Elves thrive in the darkness of
Maxxia. Their skin is as dark as shadow, and their
71. Ruby Elves eyes are voids of light. They can move stealthily in
Name: Ruby Elves shadows and have an affinity for shadow magic.
Description: Ruby Elves hail from regions of Maxxia Ability: +2 Dexterity, +1 Charisma
known for ruby deposits. Their skin bears a rich red Special Traits: Shadow Magic (can cast a 3rd-level
hue, and their eyes shine with a gem-like glow. They darkness or illusion spell once per day, chosen at
are resistant to fire damage and can manipulate ruby character creation), Shadow Stealth (advantage on
gem magic. Stealth checks in dim light or darkness)
Ability: +2 Charisma, +1 Constitution
Special Traits: Ruby Magic (can cast a 2nd-level fire 76. Silver Elves
spell once per day, chosen at character creation), Name: Silver Elves
Fire Resistance (resistant to fire damage) Description: Silver Elves hail from regions of Maxxia
known for silver deposits. Their skin bears a cool,
72. Sand Elves silver sheen, and their eyes shine like polished
Name: Sand Elves metal. They are resistant to necrotic damage and
Description: Sand Elves thrive in the deserts of can manipulate silver magic.
Maxxia. Their skin is sand-colored, and their eyes Ability: +2 Intelligence, +1 Charisma
mirror the desert sun. They are resilient against heat Special Traits: Silver Magic (can cast a 2nd-level
and can control sand. abjuration spell once per day, chosen at character
Ability: +2 Constitution, +1 Dexterity creation), Necrotic Resistance (resistant to necrotic
Special Traits: Desert Adaptation (resistant to heat, damage)
advantage on survival checks in desert terrain), Sand
Magic (can cast a 2nd-level earth spell once per day, 77. Sky Elves
chosen at character creation) Name: Sky Elves
Description: Sky Elves come from the lofty regions
73. Sapphire Elves of Maxxia. Their skin mirrors the color of the sky, and
Name: Sapphire Elves their eyes are as clear as the atmosphere. They can
Description: Sapphire Elves hail from regions rich in control air magic and have a natural ability to levitate.
sapphire deposits. Their skin bears a cool blue hue, Ability: +2 Intelligence, +1 Dexterity
and their eyes are deep and clear like sapphires. Special Traits: Air Magic (can cast a 2nd-level air
They are resistant to cold damage and can spell once per day, chosen at character creation),
manipulate sapphire gem magic. Levitation (can levitate a few inches off the ground at
Ability: +2 Intelligence, +1 Wisdom will)
Special Traits: Sapphire Magic (can cast a 2nd-level
water spell once per day, chosen at character 78. Snow Elves
creation), Cold Resistance (resistant to cold damage) Name: Snow Elves
Description: Snow Elves come from the snowy
74. Sea Elves peaks of Maxxia. Their skin is as white as snow, and
Name: Sea Elves their eyes mirror the cool color of ice. They are
Description: Sea Elves hail from the coastal regions resistant to cold and can control ice magic.
of Maxxia. Their skin bears a blue-green hue, and Ability: +2 Constitution, +1 Wisdom
their eyes reflect the ocean's depths. They can Special Traits: Ice Magic (can cast a 2nd-level cold

47
Chapter 2 Races Hexmaster

spell once per day, chosen at character creation), 83. Star Elves
Cold Resistance (resistant to cold damage) Name: Star Elves
Description: Star Elves possess skin that twinkles
79. Solar Elves like a night sky, and their eyes glow like stars. They
Name: Solar Elves have a deep understanding of the cosmos and can
Description: Solar Elves come from the sun- manipulate astral magic.
drenched regions of Maxxia. Their skin glows like the Ability: +2 Intelligence, +1 Charisma
sun, and their eyes shine with a golden light. They Special Traits: Star Magic (can cast a 4th-level
can control solar magic and are resistant to radiant illusion or divination spell once per day, chosen at
damage. character creation), Night Vision (can see in
Ability: +2 Charisma, +1 Intelligence complete darkness)
Special Traits: Solar Magic (can cast a 3rd-level light
or fire spell once per day, chosen at character 84. Stellar Elves
creation), Radiant Resistance (resistant to radiant Name: Stellar Elves
damage) Description: Stellar Elves have skin that radiates
like a supernova, and their eyes shimmer with
80. Sound Elves starlight. They can tap into cosmic forces and
Name: Sound Elves manipulate stellar energies.
Description: Sound Elves have skin that resonates Ability: +2 Intelligence, +1 Constitution
with harmonic frequencies, and their eyes echo with Special Traits: Stellar Magic (can cast a 3rd-level
the colors of sound waves. They have an innate evocation spell once per day, chosen at character
sense of rhythm and can manipulate sound waves. creation), Radiant Resistance (resistant to radiant
Ability: +2 Charisma, +1 Dexterity damage)
Special Traits: Sound Magic (can cast a 2nd-level
enchantment or illusion spell once per day, chosen at 85. Storm Elves
character creation), Perfect Pitch (have advantage Name: Storm Elves
on Performance and Perception checks related to Description: Storm Elves bear skin that roils like
sound) storm clouds, and their eyes crackle with lightning.
They can control the weather and manipulate storm
81. Space Elves magic.
Name: Space Elves Ability: +2 Wisdom, +1 Constitution
Description: Space Elves have skin that shimmers Special Traits: Storm Magic (can cast a 4th-level
like a starlit sky, and their eyes glow like distant evocation spell once per day, chosen at character
nebulas. They have an innate understanding of the creation), Weather Prediction (can predict weather
cosmos and can manipulate spatial magic. accurately)
Ability: +2 Intelligence, +1 Wisdom
Special Traits: Space Magic (can cast a 3rd-level 86. Sun Elves
conjuration or divination spell once per day, chosen Name: Sun Elves
at character creation), Cosmic Insight (advantage on Description: Sun Elves bear skin that glows like
Arcana checks related to outer space) sunlight, and their eyes sparkle with solar radiance.
They can control light and heat and are adept at
82. Spirit Elves solar magic.
Name: Spirit Elves Ability: +2 Charisma, +1 Intelligence
Description: Spirit Elves bear skin that's ethereal Special Traits: Solar Magic (can cast a 3rd-level light
and translucent, and their eyes flicker with or fire spell once per day, chosen at character
otherworldly light. They can interact with the spirit creation), Light Resistance (resistant to light
world and manipulate spiritual energy. damage)
Ability: +2 Wisdom, +1 Charisma
Special Traits: Spirit Magic (can cast a 3rd-level 87. Sunrise Elves
necromancy or enchantment spell once per day, Name: Sunrise Elves
chosen at character creation), Spirit Sight (can see Description: Sunrise Elves have skin that shimmers
and interact with ethereal creatures) like dawn, and their eyes radiate with the warm
colors of sunrise. They have an innate positivity and

48
Hexmaster Chapter 2 Races

can manipulate light magic. chosen at character creation)


Ability: +2 Charisma, +1 Wisdom
Special Traits: Sunrise Magic (can cast a 3rd-level 92. Turquoise Elves
light spell once per day, chosen at character Name: Turquoise Elves
creation), Dawn's Blessing (can heal a small amount Description: Turquoise Elves hail from regions rich
of hit points at sunrise) in turquoise deposits. Their skin bears a blue-green
hue, and their eyes sparkle like turquoise gems.
88. Swamp Elves They are proficient in water magic.
Name: Swamp Elves Ability: +2 Charisma, +1 Intelligence
Description: Swamp Elves bear skin of green-brown Special Traits: Turquoise Magic (can cast a 2nd-level
hues, and their eyes reflect the marshy surroundings. water spell once per day, chosen at character
They are adept at surviving in swamps and can creation), Gem Affinity (gain proficiency in Jeweler's
control swamp magic. Tools)
Ability: +2 Constitution, +1 Wisdom
Special Traits: Swamp Magic (can cast a 2nd-level 93. Twilight Elves
nature spell once per day, chosen at character Name: Twilight Elves
creation), Swamp Adaptation (advantage on survival Description: Twilight Elves thrive in the dusk and
checks in swampy terrain) dawn, their skin shimmering with the twilight colors,
and their eyes reflect the fading light. They can
89. Time Elves manipulate light and shadow magic.
Name: Time Elves Ability: +2 Charisma, +1 Dexterity
Description: Time Elves possess skin that Special Traits: Twilight Magic (can cast a 3rd-level
shimmers with temporal energy, and their eyes are light or darkness spell once per day, chosen at
hourglass-shaped. They can manipulate temporal character creation), Dusk and Dawn Adaptation
magic and have a deep understanding of time. (advantage on Stealth checks during twilight hours)
Ability: +2 Intelligence, +1 Wisdom
Special Traits: Time Magic (can cast a 5th-level 94. Void Elves
chronomancy spell once per day, chosen at Name: Void Elves
character creation), Temporal Insight (advantage on Description: Void Elves bear skin as dark as the
History checks) void, their eyes are voids of light. They have an
innate connection to the Void and can manipulate
90. Topaz Elves void magic.
Name: Topaz Elves Ability: +2 Intelligence, +1 Charisma
Description: Topaz Elves come from regions of Special Traits: Void Magic (can cast a 4th-level
Maxxia known for topaz deposits. Their skin glows necromancy or conjuration spell once per day,
with a golden hue, and their eyes sparkle like gems. chosen at character creation), Void Resistance
They can manipulate topaz magic. (resistant to necrotic damage)
Ability: +2 Charisma, +1 Constitution
Special Traits: Topaz Magic (can cast a 2nd-level 95. Volcanic Elves
earth spell once per day, chosen at character Name: Volcanic Elves
creation), Gem Affinity (gain proficiency in Jeweler's Description: Volcanic Elves come from the volcanic
Tools) regions of Maxxia. Their skin bears a fiery red hue,
and their eyes burn with volcanic fire. They are
91. Tundra Elves resistant to fire and control volcanic magic.
Name: Tundra Elves Ability: +2 Constitution, +1 Strength
Description: Tundra Elves hail from the icy tundras Special Traits: Volcanic Adaptation (resistant to fire,
of Maxxia. Their skin is white-blue, and their eyes advantage on Survival checks in volcanic areas),
reflect the cold tundra. They are resistant to cold and Fire Magic (can cast a 3rd-level fire spell once per
excel in surviving harsh climates. day, chosen at character creation)
Ability: +2 Constitution, +1 Wisdom
Special Traits: Tundra Adaptation (resistant to cold, 96. Water Elves
advantage on Survival checks in cold climates), Ice Name: Water Elves
Magic (can cast a 2nd-level cold spell once per day, Description: Water Elves hail from the coasts and

49
Chapter 2 Races Hexmaster

oceans of Maxxia. Their skin bears a cool blue hue, Special Traits: Zodiac Magic (can cast a 5th-level
and their eyes mirror the sea. They can breathe divination spell once per day, chosen at character
underwater and control water magic. creation), Astrology Mastery (advantage on Arcana
Ability: +2 Wisdom, +1 Constitution checks related to astrology)
Special Traits: Aquatic Adaptation (can breathe
underwater and has a swim speed equal to their
walking speed), Water Magic (can cast a 2nd-level
water spell once per day, chosen at character
creation)
3. Dwarves

97. Wild Elves 1. Ironbeard Dwarves: +2 Constitution, -1 Dexterity.


Name: Wild Elves Proficiency in Smith's Tools. Can cast the Mending
Description: Wild Elves dwell in the untamed cantrip.
wilderness of Maxxia. Their skin is earth-toned, and 2. Stoneheart Dwarves: +1 Strength, +1 Constitution.
their eyes are vibrant and lively. They are proficient Resistance to poison damage. Advantage on saving
in nature magic and survival skills. throws against being poisoned.
Ability: +2 Wisdom, +1 Dexterity 3. Crystalforge Dwarves: +1 Intelligence, +1 Wisdom.
Special Traits: Nature Magic (can cast a 2nd-level Proficiency in Arcana. Can cast the Light cantrip.
nature spell once per day, chosen at character 4. Thunderfoot Dwarves: +2 Strength, -1 Intelligence.
creation), Wild Adaptation (advantage on Survival Proficiency in Athletics. Gain an additional weapon
checks in natural environments) damage die on critical hits with melee weapons.
5. Frostbeard Dwarves: +1 Constitution, +1 Wisdom.
98. Wind Elves Resistance to cold damage. Can cast the Ray of
Name: Wind Elves Frost cantrip.
Description: Wind Elves come from the windy plains 6. Glimmerstone Dwarves: +1 Dexterity, +1
of Maxxia. Their skin is pale, and their eyes mirror Charisma. Proficiency in Sleight of Hand. Can cast
the clear sky. They can manipulate wind magic and the Prestidigitation cantrip.
have a natural ability to levitate. 7. Deepdelver Dwarves: +1 Constitution, +1
Ability: +2 Intelligence, +1 Dexterity Intelligence. Proficiency in History. Advantage on
Special Traits: Wind Magic (can cast a 2nd-level air saving throws against poison.
spell once per day, chosen at character creation), 8. Emberforge Dwarves: +2 Constitution, -1
Levitation (can levitate a few inches off the ground at Charisma. Proficiency in Athletics. Resistance to fire
will) damage.
9. Stormbreaker Dwarves: +1 Strength, +1 Dexterity.
99. Wood Elves Proficiency in Acrobatics. Gain advantage on
Name: Wood Elves initiative rolls.
Description: Wood Elves dwell in the dense forests 10. Hammersong Dwarves: +1 Constitution, +1
of Maxxia. Their skin is earth-toned, and their eyes Wisdom. Proficiency in Religion. Can cast the
are vibrant green. They are adept in nature magic Thaumaturgy cantrip.
and have excellent stealth skills in woodland areas. 11. Starborn Dwarves: +2 Intelligence, -1 Strength.
Ability: +2 Wisdom, +1 Dexterity Proficiency in Arcana. Can cast the Dancing Lights
Special Traits: Nature Magic (can cast a 2nd-level cantrip.
nature spell once per day, chosen at character 12. Boulderback Dwarves: +1 Strength, +1
creation), Woodland Stealth (advantage on Stealth Constitution. Proficiency in Athletics. Gain proficiency
checks in forested areas) with martial weapons.
13. Ironfist Dwarves: +1 Strength, +1 Charisma.
100. Zodiac Elves Proficiency in Intimidation. Can cast the Friends
Name: Zodiac Elves cantrip.
Description: Zodiac Elves bear skin that shimmers 14. Diamondshield Dwarves: +1 Constitution, +1
with astral energy, their eyes reflect the Wisdom. Proficiency in Perception. Resistance to
constellations. They have a deep understanding of slashing damage.
astrology and can manipulate zodiac magic. 15. Mithrilvein Dwarves: +2 Dexterity, -1 Strength.
Ability: +2 Intelligence, +1 Charisma Proficiency in Stealth. Advantage on Dexterity

50
Hexmaster Chapter 2 Races

(Stealth) checks. 33. Emberbeard Dwarves: +1 Constitution, +1


16. Runewarden Dwarves: +1 Constitution, +1 Charisma. Proficiency in Intimidation. Resistance to
Intelligence. Proficiency in Arcana. Can cast the fire damage.
Identify spell once per day. 34. Stalwart Dwarves: +2 Constitution, -1 Dexterity.
17. Bloodstone Dwarves: +1 Strength, +1 Proficiency in Athletics. Gain advantage on saving
Constitution. Proficiency in Athletics. Can use a throws against being knocked prone.
bonus action to make an additional melee weapon 35. Flameheart Dwarves: +1 Strength, +1 Wisdom.
attack. Proficiency in Insight. Can cast the Produce Flame
18. Ashenbeard Dwarves: +1 Constitution, +1 cantrip.
Charisma. Proficiency in Performance. Resistance to 36. Moonshroud Dwarves: +1 Dexterity, +1
necrotic damage. Charisma. Proficiency in Stealth. Can cast the
19. Earthguard Dwarves: +2 Constitution, -1 Invisibility spell once per day.
Intelligence. Proficiency in Investigation. Resistance 37. Stonefoot Dwarves: +1 Constitution, +1 Wisdom.
to non-magical bludgeoning damage. Proficiency in Perception. Resistance to non-magical
20. Sunseeker Dwarves: +1 Strength, +1 Wisdom. bludgeoning damage.
Proficiency in Survival. Can cast the Light cantrip. 38. Stormguard Dwarves: +2 Strength, -1
21. Swiftsteel Dwarves: +1 Dexterity, +1 Charisma. Intelligence. Proficiency in Athletics. Can cast the
Proficiency in Deception. Can cast the Mage Hand Thunderwave spell once per day.
cantrip. 39. Shadowbeard Dwarves: +1 Constitution, +1
22. Hammerhelm Dwarves: +1 Constitution, +1 Charisma. Proficiency in Deception. Resistance to
Wisdom. Proficiency in Medicine. Resistance to necrotic damage.
radiant damage. 40. Silvervein Dwarves: +1 Constitution, +1
23. Forgeborn Dwarves: +2 Constitution, -1 Intelligence. Proficiency in Investigation. Resistance
Charisma. Proficiency in Smith's Tools. Resistance to slashing damage.
to fire damage. 41. Ironscale Dwarves: +2 Constitution, -1 Dexterity.
24. Oakenshield Dwarves: +1 Strength, +1 Proficiency in Survival. Resistance to piercing
Constitution. Proficiency in Athletics. Can use a damage.
bonus action to enter a defensive stance, granting 42. Runebound Dwarves: +1 Strength, +1
temporary hit points. Constitution. Proficiency in Athletics. Can cast the
25. Ironspine Dwarves: +1 Constitution, +1 Detect Magic spell once per day.
Intelligence. Proficiency in Investigation. Resistance 43. Stonebreaker Dwarves: +1 Strength, +1
to piercing damage. Charisma. Proficiency in Intimidation. Can cast the
26. Stormbeard Dwarves: +2 Strength, -1 Thunderclap cantrip.
Intelligence. Proficiency in Athletics. Can cast the 44. Crystalbeard Dwarves: +1 Constitution, +1
Gust cantrip. Wisdom. Proficiency in Perception. Resistance to
27. Frostbeard Dwarves: +1 Constitution, +1 cold damage.
Wisdom. Proficiency in Perception. Resistance to 45. Deeprock Dwarves: +2 Constitution, -1
cold damage. Intelligence. Proficiency in History. Resistance to
28. Shadowstone Dwarves: +1 Dexterity, +1 poison damage.
Charisma. Proficiency in Stealth. Can cast the Minor 46. Emberheart Dwarves: +1 Strength, +1 Wisdom.
Illusion cantrip. Proficiency in Religion. Can cast the Sacred Flame
29. Brightbrand Dwarves: +1 Constitution, +1 cantrip.
Charisma. Proficiency in Persuasion. Resistance to 47. Thunderforge Dwarves: +1 Constitution, +1
radiant damage. Intelligence. Proficiency in Arcana. Can cast the
30. Goldheart Dwarves: +2 Constitution, -1 Shocking Grasp cantrip.
Charisma. Proficiency in Medicine. Resistance to 48. Ironroot Dwarves: +1 Strength, +1 Dexterity.
poison damage. Proficiency in Stealth. Gain proficiency with martial
31. Whiterock Dwarves: +1 Strength, +1 Wisdom. weapons.
Proficiency in Survival. Can cast the Mold Earth 49. Shadowforge Dwarves: +2 Dexterity, -1 Strength.
cantrip. Proficiency in Sleight of Hand. Can cast the
32. Crystalvein Dwarves: +1 Constitution, +1 Darkness spell once per day.
Intelligence. Proficiency in History. Can cast the 50. Elf Dwarves:+1 Constitution, +1 Wisdom.
Detect Magic spell once per day. Proficiency in Medicine. Can cast the Healing Word

51
Chapter 2 Races Hexmaster

spell once per day. 69. Ironhide Dwarves: +2 Constitution, -1


51. Goldbeard Dwarves: +1 Strength, +1 Charisma. Intelligence. Proficiency in Investigation. Resistance
Proficiency in Performance. Resistance to radiant to poison damage.
damage. 70. Hobbit Dwarves: +1 Constitution, +1 Wisdom.
52. Rubyvein Dwarves: +2 Constitution, -1 Charisma. Proficiency in Medicine. Can cast the Cure Wounds
Proficiency in Athletics. Resistance to fire damage. spell once per day.
53. Stoneborn Dwarves: +1 Constitution, +1 Wisdom. 71. Boulderbeard Dwarves: +1 Strength, +1
Proficiency in Survival. Can cast the Mold Earth Constitution. Proficiency in Athletics. Gain advantage
cantrip. on saving throws against being knocked prone.
54. Steelheart Dwarves: +1 Strength, +1 72. Ashenforge Dwarves: +1 Constitution, +1
Constitution. Proficiency in Athletics. Gain an Charisma. Proficiency in Performance. Resistance to
additional weapon damage die on critical hits with fire damage.
melee weapons. 73. Earthshaker Dwarves: +2 Constitution, -1
55. Thunderstone Dwarves: +1 Strength, +1 Charisma. Proficiency in Medicine. Resistance to
Intelligence. Proficiency in Arcana. Can cast the poison damage.
Thunderwave spell once per day. 74. Moonshroud Dwarves: +1 Dexterity, +1
56. Frostheart Dwarves: +2 Constitution, -1 Dexterity. Charisma. Proficiency in Stealth. Can cast the Mage
Proficiency in Stealth. Resistance to cold damage. Hand cantrip.
57. Crystalshield Dwarves: +1 Constitution, +1 75. Hammerstone Dwarves: +1 Constitution, +1
Wisdom. Proficiency in Perception. Resistance to Wisdom. Proficiency in Medicine. Resistance to
slashing damage. radiant damage.
58. Deepforge Dwarves: +1 Constitution, +1 76. Steelbeard Dwarves: +2 Constitution, -1
Charisma. Proficiency in Performance. Resistance to Dexterity. Proficiency in Athletics. Resistance to
necrotic damage. slashing damage.
59. Emberstone Dwarves: +2 Constitution, -1 77. Emberforge Dwarves: +1 Strength, +1 Wisdom.
Charisma. Proficiency in Persuasion. Resistance to Proficiency in Insight. Can cast the Produce Flame
fire damage. cantrip.
60. Stormhelm Dwarves: +1 Strength, +1 Wisdom. 78. Stormbreaker Dwarves: +1 Constitution, +1
Proficiency in Insight. Can cast the Gust cantrip. Intelligence. Proficiency in Arcana. Can cast the
61. Stonebeard Dwarves: +1 Constitution, +1 Shocking Grasp cantrip.
Intelligence. Proficiency in History. Resistance to 79. Frostbeard Dwarves: +2 Strength, -1 Intelligence.
non-magical bludgeoning damage. Proficiency in Athletics. Can cast the Ray of Frost
62. Glimmerbeard Dwarves: +1 Dexterity, +1 cantrip.
Charisma. Proficiency in Deception. Can cast the 80. Crystalvein Dwarves: +1 Constitution, +1
Minor Illusion cantrip. Intelligence. Proficiency in Investigation. Can cast
63. Runeheart Dwarves: +2 Constitution, -1 the Detect Magic spell once per day.
Dexterity. Proficiency in Medicine. Resistance to 81. Thunderheart Dwarves: +1 Strength, +1 Wisdom.
piercing damage. Proficiency in Survival. Can cast the Mold Earth
64. Diamondback Dwarves: +1 Strength, +1 cantrip.
Constitution. Proficiency in Athletics. Can use a 82. Goldvein Dwarves: +2 Constitution, -1 Charisma.
bonus action to enter a defensive stance, granting Proficiency in Athletics. Resistance to fire damage.
temporary hit points. 83. Stoneshield Dwarves: +1 Constitution, +1
65. Flamebeard Dwarves: +1 Constitution, +1 Wisdom. Proficiency in Perception. Resistance to
Wisdom. Proficiency in Religion. Can cast the non-magical bludgeoning damage.
Produce Flame cantrip. 84. Ironfist Dwarves: +1 Strength, +1 Charisma.
66. Shadowheart Dwarves: +2 Strength, -1 Proficiency in Intimidation. Can cast the Friends
Intelligence. Proficiency in Athletics. Can cast the cantrip.
Invisibility spell once per day. 85. Emberheart Dwarves: +2 Constitution, -1
67. Brightforge Dwarves: +1 Constitution, +1 Charisma. Proficiency in Persuasion. Resistance to
Charisma. Proficiency in Persuasion. Resistance to fire damage.
radiant damage. 86. Diamondforge Dwarves: +1 Constitution, +1
68. Oakheart Dwarves: +1 Strength, +1 Wisdom. Wisdom. Proficiency in Medicine. Resistance to
Proficiency in Survival. Can cast the Light cantrip. slashing damage.

52
Hexmaster Chapter 2 Races

87. Thunderbeard Dwarves: +2 Strength, -1 dim light within 60 feet as if it were bright light, and in
Intelligence. Proficiency in Athletics. Can cast the darkness as if it were dim light. Abyssal Fury - Once
Thunderwave spell once per day. per long rest, when you are reduced to half of your
88. Frostheart Dwarves: +1 Constitution, +1 Wisdom. hit points, you can use your reaction to immediately
Proficiency in Religion. Can cast the Sacred Flame make a melee attack against an enemy within range.
cantrip.
89. Stormhelm Dwarves: +2 Constitution, -1 2. Aether Orcs
Charisma. Proficiency in Medicine. Resistance to Description: Aether Orcs are enigmatic, their bodies
poison damage. giving off a soft, ethereal glow. Their culture is deeply
90. Brightbeard Dwarves: +1 Strength, +1 Charisma. rooted in the mysteries of the cosmos, and they are
Proficiency in Performance. Resistance to radiant naturally attuned to the arcane.
damage. Ability: Intelligence +2, Strength +1, Wisdom -1.
91. Rubyvein Dwarves: +1 Constitution, +1 Special Traits: Aether Manipulation - Can cast the
Intelligence. Proficiency in Arcana. Can cast the Light spell at will. At 3rd level, can cast the Levitate
Dancing Lights cantrip. spell once per long rest. Aether Shield - Once per
92. Boulderheart Dwarves: +1 Strength, +1 long rest, when you are hit by an attack, you can use
Constitution. Proficiency in Athletics. Gain an your reaction to gain a +2 bonus to AC until the start
additional weapon damage die on critical hits with of your next turn.
melee weapons.
93. Shadowforge Dwarves: +1 Dexterity, +1 3. Alchemical Orcs
Charisma. Proficiency in Deception. Can cast the Description: Alchemical Orcs are the result of
Minor Illusion cantrip. countless generations of adaptation and self-
94. Wind Dwarves: +2 Strength, -1 Intelligence. improvement through alchemy. They have various
Proficiency in Athletics. Can cast the Gust cantrip. metallic hues on their skin, and their blood is a potent
95. Flamebeard Dwarves: +1 Constitution, +1 alchemical ingredient.
Wisdom. Proficiency in Insight. Can cast the Produce Ability: Constitution +2, Intelligence +1, Charisma -1.
Flame cantrip. Special Traits: Alchemical Resistance - Advantage
96. Brightforge Dwarves: +1 Constitution, +1 on saving throws against poison. Alchemical
Charisma. Proficiency in Persuasion. Resistance to Transmutation - Once per long rest, can transmute a
radiant damage. small object (no larger than 1 cubic foot) into a
97. Oakheart Dwarves: +1 Strength, +1 Wisdom. different material for one hour.
Proficiency in Survival. Can cast the Light cantrip.
98. Ironhide Dwarves: +2 Constitution, -1 4. Apex Orcs
Intelligence. Proficiency in Investigation. Resistance Description: Apex Orcs are the pinnacle of physical
to poison damage. evolution among their kind, their bodies a testament
99. Black Dwarves: +1 Constitution, +1 Wisdom. to their supremacy in the harshest environments of
Proficiency in Medicine. Can cast the Cure Wounds Maxxia. They are tall, muscular, and exude an aura
spell once per day. of natural leadership.
100. Hexmaster Dwarves: +2 Constitution, -1 Ability: Strength +2, Constitution +2, Intelligence -1.
Charisma. Proficiency in Arcana. Gain resistance to Special Traits: Apex Might - Once per long rest, you
a damage type of the player's choice. can use a bonus action to add your proficiency
bonus to your damage rolls until the end of your next
4. Orcs turn. Apex Resilience - Advantage on saving throws
against effects that reduce your hit points.
1. Abyssal Orcs
Description: These orcs have adapted to the harsh 5. Astro Orcs
life of the abyss, giving them an intimidating, Description: Astro Orcs are orcs who have become
shadowy appearance. They have deep-set eyes that one with the cosmic energies. They have starry skin
glow ominously in the dark and skin tones ranging and their eyes sparkle like distant galaxies. They are
from dark purple to pitch black. known for their knowledge of the cosmos and
Ability: Strength +2, Constitution +1, Charisma -1. astrology.
Special Traits: Abyssal Resistance - Resistant to Ability: Intelligence +2, Wisdom +1, Strength -1.
necrotic and poison damage. Darkvision - Can see in Special Traits: Cosmic Insight - You have proficiency

53
Chapter 2 Races Hexmaster

in the Arcana and History skills. Starlight - You can


cast the Guiding Bolt spell once per long rest. 11. Cosmic Orcs
Description: Cosmic Orcs possess an intrinsic
6. Aurora Orcs connection with the celestial bodies. They bear skin
Description: Aurora Orcs are named for their with a glossy, midnight hue speckled with white
vibrant, luminescent skin tones, which shimmer like markings resembling distant stars.
the northern lights. These orcs are particularly Ability: Intelligence +2, Constitution +1, Strength -1.
resilient to cold climates. Special Traits: Cosmic Wisdom - You have
Ability: Constitution +2, Charisma +1, Dexterity -1. proficiency in the Arcana skill. Cosmic Burst - Once
Special Traits: Aurora Resistance - Immune to cold per long rest, you can cast the Fireball spell as a 3rd-
damage. Light of the Aurora - You can cast the Color level spell. The spell manifests as a burst of star
Spray spell once per long rest. energy.

7. Blight Orcs 12. Crystal Orcs


Description: Blight Orcs are orcs that have adapted Description: Crystal Orcs are orcs born from the
to life in toxic, post-apocalyptic environments. They rich, gemstone-infused lands of Maxxia. They have
have a rough, rugged appearance and a natural crystalline growths adorning their skin, reflecting light
resistance to radiation and diseases. in beautiful, shimmering patterns.
Ability: Constitution +2, Strength +1, Charisma -2. Ability: Constitution +2, Intelligence +1, Dexterity -1.
Special Traits: Blightborn Resistance - Immune to Special Traits: Crystal Shield - Once per long rest,
poison and disease. Blight Touch - You can cast the you can cast the Shield spell as a reaction.
Inflict Wounds spell once per long rest. Crystalline Body - You have resistance to slashing
damage from non-magical weapons.
8. Celestial Orcs
Description: Celestial Orcs are touched by divine 13. Cybernetic Orcs
energy, making them noble and radiant. Their skin Description: These orcs have integrated ancient
shines like polished gold and their eyes are a bright, technology into their bodies, becoming a fusion of
clear blue. flesh and metal. They have mechanical limbs and
Ability: Charisma +2, Wisdom +1, Strength -1. eyes that glow with a cold, artificial light.
Special Traits: Celestial Light - You can cast the Ability: Strength +2, Constitution +1, Wisdom -1.
Healing Word spell once per long rest. Celestial Special Traits: Cybernetic Enhancement - Your
Resistance - Resistance to radiant and necrotic unarmed strikes deal 1d4 + your Strength modifier
damage. bludgeoning damage. Techno Resistance - You have
resistance to lightning damage.
9. Chrono Orcs
Description: Chrono Orcs have a unique connection 14. Deathwhisper Orcs
to the flow of time. They have a timeless Description: These orcs have a chilling connection
appearance, their bodies appearing both young and with the realm of the dead. Their eyes are pale and
ancient simultaneously. lifeless, and their voices carry an eerie echo.
Ability: Intelligence +2, Constitution +1, Charisma -1. Ability: Charisma +2, Constitution +1, Strength -1.
Special Traits: Temporal Stability - You age at half Special Traits: Deathly Presence - You can cast the
the rate of normal orcs. Time Ripple - Once per long Speak with Dead spell once per long rest. Spirit
rest, you can cast the Haste spell on yourself. Resistance - You have resistance to necrotic
damage.
10. Comet Orcs
Description: Comet Orcs bear the energy of 15. Desert Orcs
celestial objects, their skin glowing with a slight, Description: Born and raised in the arid deserts of
otherworldly hue. They are known for their speed Maxxia, these orcs have developed adaptations for
and unpredictability. extreme heat. Their skin is a sandy color, and they
Ability: Dexterity +2, Strength +1, Wisdom -1. have an innate ability to find water.
Special Traits: Comet Burst - Once per long rest, you Ability: Constitution +2, Wisdom +1, Charisma -1.
can cast the Misty Step spell as a bonus action. Special Traits: Desert Resistance - You have
Starfall Resistance - Resistance to fire damage. resistance to fire damage. Desert Tracker - You have

54
Hexmaster Chapter 2 Races

proficiency in the Survival skill. their steps.


Ability: Strength +2, Constitution +1, Dexterity -1.
16. Dreadclaw Orcs Special Traits: Earthshaker - Once per long rest, you
Description: Dreadclaw Orcs are feared for their can use your action to cast the Earth Tremor spell as
deadly, bone-like protrusions from their hands. a 2nd-level spell. Stone Skin - You have resistance
These natural weapons make them a terror in close to bludgeoning damage from non-magical weapons.
combat.
Ability: Strength +2, Dexterity +1, Intelligence -2. 21. Eldritch Orcs
Special Traits: Dreadclaw - Your unarmed strikes Description: Touched by strange, otherworldly
deal 1d6 + your Strength modifier slashing damage. forces, Eldritch Orcs have an unsettling presence.
Dread Leap - Once per long rest, you can use your Their skin features eerie, glowing runes and their
bonus action to leap up to 30 feet to a spot you can eyes swirl with arcane energy.
see. Ability: Intelligence +2, Strength +1, Charisma -1.
Special Traits: Eldritch Blast - You can cast the
17. Dreadfang Orcs Eldritch Blast spell at will. Eldritch Resistance - You
Description: These orcs sport large, menacing tusks have resistance to psychic damage.
that can pierce armor. They are known for their
ferocity in battle and dark, ash-gray skin. 22. Ember Orcs
Ability: Strength +2, Constitution +1, Charisma -1. Description: Ember Orcs hail from volcanic regions,
Special Traits: Dreadfang - Your bite attack deals their bodies radiating a heat akin to dying embers.
1d6 + your Strength modifier piercing damage. They have a reddish, fiery glow to their skin and
Bloodthirsty - Once per long rest, if you reduce a eyes.
creature to 0 hit points with your bite attack, you gain Ability: Constitution +2, Strength +1, Intelligence -1.
temporary hit points equal to your Constitution Special Traits: Ember Body - You have resistance to
modifier. fire damage. Ember Hands - Once per long rest, you
can cast the Burning Hands spell as a 1st-level spell.
18. Dreadnaught Orcs
Description: These orcs are known for their 23. Ethereal Orcs
incredible bulk and iron will. They serve as living Description: Ethereal Orcs have a ghost-like
tanks in the battlefield, shrugging off blows that appearance, their bodies partially fading into the
would fell lesser creatures. ethereal plane. They possess a serene and
Ability: Strength +2, Constitution +2, Dexterity -2. otherworldly beauty.
Special Traits: Dreadnaught Resilience - Once per Ability: Charisma +2, Dexterity +1, Strength -1.
long rest, you can use your reaction to halve the Special Traits: Ethereal Step - Once per long rest,
damage of an attack. Iron Will - You have advantage you can cast the Blink spell as an action. Ethereal
on saving throws against being frightened. Sight - You can see into the Ethereal Plane up to 60
feet.
19. Dreadnought Orcs
Description: Dreadnought Orcs are relentless 24. Firesoul Orcs
warriors, undeterred by pain or fear. They have a Description: Firesoul Orcs possess a deep
rugged, battle-hardened appearance, with scars connection to the element of fire. They have an inner
crisscrossing their tough skin. warmth that can be seen in their glowing eyes and
Ability: Strength +2, Constitution +2, Charisma -2. felt in their very presence.
Special Traits: Unstoppable Charge - Once per long Ability: Strength +2, Constitution +1, Wisdom -1.
rest, you can use your action to charge at an enemy, Special Traits: Firesoul - You have resistance to fire
dealing 2d6 + your Strength modifier bludgeoning damage. Inner Flame - Once per long rest, you can
damage on a hit. Dreadnought Fortitude - You have cast the Flame Blade spell as a 2nd-level spell.
advantage on Constitution saving throws.
25. Flameheart Orcs
20. Earthshaker Orcs Description: These orcs have a flame burning within
Description: Earthshaker Orcs have a powerful their hearts, making them fearless and passionate.
bond with the earth. Their skin resembles rough, Their skin has a reddish hue, and their hair seems to
stone-like hide, and they can cause tremors with flicker like fire.

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Chapter 2 Races Hexmaster

Ability: Strength +2, Charisma +1, Intelligence -1. you can use your action to let out a terrifying roar.
Special Traits: Flameheart Courage - You have Each creature within 30 feet of you that can hear you
advantage on saving throws against being must succeed on a Wisdom saving throw or be
frightened. Flameheart - Once per long rest, you can frightened until the end of your next turn. Primal
cast the Searing Smite spell as a bonus action. Resistance - You have resistance to bludgeoning,
piercing, and slashing damage from non-magical
26. Frost Orcs attacks.
Description: Hailing from the icy regions of Maxxia,
Frost Orcs are resistant to the extreme cold. Their 31. Ghostskin Orcs
skin is pale, almost bluish, and they seem to radiate Description: Ghostskin Orcs are ethereal in
a chilling aura. appearance, their semi-transparent skin glowing with
Ability: Constitution +2, Strength +1, Charisma -1. a faint spectral light.
Special Traits: Frost Resistance - You have Ability: Dexterity +2, Charisma +1, Strength -1.
resistance to cold damage. Frost Touch - Once per Special Traits: Ghostly Form - Once per long rest,
long rest, you can cast the Ray of Frost cantrip. you can cast the Invisibility spell as an action.
Ethereal Resistance - You have resistance to
27. Frostvein Orcs necrotic damage.
Description: Born and bred in frigid climates,
Frostvein Orcs have a literal chill running through 32. Ghostwalker Orcs
their veins. Their skin is a deep blue, and they have Description: These orcs possess an uncanny
an icy demeanor. connection with the spirit world, their eyes glowing
Ability: Constitution +2, Intelligence +1, Charisma -1. with an eerie, spectral light.
Special Traits: Frostvein - You are immune to cold Ability: Wisdom +2, Strength +1, Intelligence -1.
damage. Frost Wave - Once per long rest, you can Special Traits: Ghostwalk - Once per long rest, you
cast the Ice Storm spell as a 4th-level spell. can cast the Etherealness spell as an action.
Spectral Sight - You can see into the Ethereal Plane
28. Frostwind Orcs up to 60 feet.
Description: Frostwind Orcs are masters of the icy
gales of their homelands. Their breath is perpetually 33. Gravity Orcs
cold, and their bodies are covered in intricate, frost- Description: Gravity Orcs are orcs that have
like patterns. harnessed the power of gravity itself. They have a
Ability: Constitution +2, Wisdom +1, Charisma -1. dense, muscular build and their steps make the
Special Traits: Frostwind Breath - You can cast the ground beneath them tremble.
Gust of Wind spell once per long rest. Cold Ability: Strength +2, Constitution +1, Dexterity -1.
Resistance - You have resistance to cold damage. Special Traits: Gravity Pulse - Once per long rest,
you can use your action to cast the Reverse Gravity
29. Galactic Orcs spell. Heaviness - You count as one size larger for
Description: Galactic Orcs embody the infinite the purpose of determining your carrying capacity
mysteries of the cosmos. They bear skin of a dark, and the weight you can push, drag, or lift.
star-filled night, with eyes that shimmer like galaxies.
Ability: Intelligence +2, Charisma +1, Strength -1. 34. Hollow Orcs
Special Traits: Galactic Wisdom - You have Description: Named for their hauntingly empty eyes,
proficiency in the Arcana and History skills. Starlight Hollow Orcs are orcs that have experienced death
Beam - You can cast the Guiding Bolt spell once per and returned, forever changed.
long rest. Ability: Constitution +2, Wisdom +1, Charisma -1.
Special Traits: Hollow Resilience - You have
30. Genesis Orcs advantage on death saving throws. Revenant Step -
Description: Genesis Orcs are believed to be the Once per long rest, you can cast the Misty Step spell
closest to the original orcish form. They embody the as a bonus action.
raw, primal strength of their kind, their bodies larger
and more muscular than other orc races. 35. Iceheart Orcs
Ability: Strength +2, Constitution +2, Intelligence -2. Description: Iceheart Orcs possess an internal chill
Special Traits: Genesis Roar - Once per long rest, that mirrors their cold and calculating demeanor.

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Hexmaster Chapter 2 Races

They have pale, icy-blue skin and piercing, frost- them formidable opponents in combat.
colored eyes. Ability: Constitution +2, Strength +1, Intelligence -1.
Ability: Constitution +2, Intelligence +1, Charisma -1. Special Traits: Ironhide - You have a natural armor of
Special Traits: Iceheart - You have resistance to cold 13 + your Dexterity modifier. Steel Punch - Your
damage. Frostbolt - Once per long rest, you can cast unarmed strikes deal 1d4 + your Strength modifier
the Ray of Frost cantrip. bludgeoning damage.

36. Inferno Orcs 41. Ironspear Orcs


Description: Inferno Orcs are a sight to behold, their Description: Known for their masterful use of spear
bodies seeming to be made of living flame. They are weapons, Ironspear Orcs are formidable opponents.
at home in the hottest of environments, embodying They have a rugged appearance, with skin that is
the destructive power of fire. tough and scarred.
Ability: Strength +2, Constitution +1, Wisdom -1. Ability: Strength +2, Dexterity +1, Intelligence -1.
Special Traits: Inferno Body - You have resistance to Special Traits: Ironspear Mastery - You have
fire damage. Blaze Burst - Once per long rest, you proficiency with all spear-type weapons. Ironthrow -
can cast the Fireball spell as a 3rd-level spell. Your throwing range for spear-type weapons
doubles.
37. Ironbreaker Orcs
Description: Known for their knack for breaking 42. Labyrinth Orcs
weapons in combat, Ironbreaker Orcs are incredibly Description: These orcs are native to the intricate
sturdy and strong. Their skin is a deep, iron-gray and mysterious labyrinths of Maxxia. They possess
color. an innate sense of direction and are masters of
Ability: Strength +2, Constitution +2, Dexterity -1. navigation.
Special Traits: Ironbreak - Once per long rest, when Ability: Intelligence +2, Strength +1, Charisma -1.
you are hit by a melee attack, you can use your Special Traits: Labyrinthine Recall - You can
reaction to reduce the damage by half. The attacker's perfectly recall any path you have traveled. Maze
weapon takes a permanent and cumulative -1 Master - You have advantage on Wisdom (Survival)
damage to the damage it deals. checks to navigate mazes and labyrinths.

38. Ironfang Orcs 43. Leviathan Orcs


Description: Ironfang Orcs are named for their Description: Leviathan Orcs hail from the deepest
exceptionally sharp and durable teeth, which can bite oceans of Maxxia. They have a sturdy build, with
through iron. Their skin has a metallic sheen to it. skin that glistens like wet scales and eyes that glow
Ability: Strength +2, Constitution +1, Charisma -1. with a deep-sea luminescence.
Special Traits: Ironfang - Your bite attack deals 1d6 + Ability: Constitution +2, Strength +1, Dexterity -1.
your Strength modifier piercing damage. Ironjaw - Special Traits: Aquatic Adaptation - You can breathe
Once per long rest, you can cast the Shatter spell as underwater and have a swim speed equal to your
a 2nd-level spell. walking speed. Leviathan Strength - You count as
one size larger for the purpose of determining your
39. Ironheart Orcs carrying capacity and the weight you can push, drag,
Description: These orcs are characterized by their or lift.
unyielding bravery and their iron-gray skin. They
possess a tenacity that pushes them through even 44. Lunar Orcs
the toughest of battles. Description: Drawing power from the moon, Lunar
Ability: Strength +2, Constitution +1, Wisdom -1. Orcs possess a serene and mystical energy. Their
Special Traits: Ironheart - You have advantage on skin shimmers with a pale, silvery glow, and their
saving throws against being frightened. Iron Will - eyes reflect the moon's phases.
Once per long rest, you can cast the Heroism spell Ability: Wisdom +2, Constitution +1, Strength -1.
as a 1st-level spell. Special Traits: Lunar Radiance - You have darkvision
up to 60 feet. Lunar Blessing - Once per long rest,
40. Ironhide Orcs you can cast the Moonbeam spell as a 2nd-level
Description: Ironhide Orcs have thick, rough skin spell.
that is as hard as iron. This natural armor makes

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Chapter 2 Races Hexmaster

45. Meteor Orcs You can dim this light or restore its brightness as an
Description: Meteor Orcs bear the celestial energy action. Neon Energy - Once per long rest, you can
of meteors. They have a dark, stony skin and eyes cast the Color Spray spell as a 1st-level spell.
that flicker like distant stars.
Ability: Strength +2, Constitution +1, Charisma -1. 50. Nether Orcs
Special Traits: Meteor Strike - Once per long rest, Description: These orcs have an affinity for the dark
you can cast the Meteor Swarm spell as a 9th-level and sinister energy of the netherworld. Their skin is a
spell. Starborn - You have resistance to radiant and pitch black, and they have an intimidating and grim
fire damage. presence.
Ability: Strength +2, Constitution +1, Intelligence -1.
46. Mirage Orcs Special Traits: Nether Resistance - You have
Description: Mirage Orcs possess a magical resistance to necrotic damage. Shadow Step - Once
connection to the concept of illusion. Their skin per long rest, you can cast the Shadow Step spell as
shimmers with iridescent colors, creating an almost a bonus action.
illusionary beauty.
Ability: Charisma +2, Dexterity +1, Strength -1. 51. Netherflame Orcs
Special Traits: Illusory Form - Once per long rest, Description: With bodies that seem to be made of
you can cast the Mirror Image spell as an action. shadowy flame, Netherflame Orcs are a formidable
Mirage Walker - You have advantage on saving and intimidating sight. Their eyes burn with a ghostly,
throws against illusions and you can see through otherworldly fire.
them if you concentrate (as a Detect Magic spell). Ability: Strength +2, Charisma +1, Wisdom -1.
Special Traits: Netherflame Resistance - You have
47. Moonstalker Orcs resistance to fire and necrotic damage. Netherflame
Description: Moonstalker Orcs are nocturnal Touch - Once per long rest, you can cast the
hunters with an innate connection to the moon. Their Vampiric Touch spell as a 3rd-level spell.
skin is a luminous white and their eyes glow a
piercing silver in the dark. 52. Nova Orcs
Ability: Dexterity +2, Strength +1, Intelligence -1. Description: Nova Orcs are a radiant race, their
Special Traits: Moonlit Stealth - You have advantage bodies pulsing with the energy of a star. Their skin is
on Dexterity (Stealth) checks made in darkness or warm to the touch and they glow with a soft,
under moonlight. Moonstalker's Shot - Once per long comforting light.
rest, you can cast the Guiding Bolt spell as a 1st- Ability: Charisma +2, Constitution +1, Strength -1.
level spell. Special Traits: Nova Burst - Once per long rest, you
can cast the Sunburst spell as an action. Starborn -
48. Necro Orcs You have resistance to radiant damage.
Description: Necro Orcs have a dark and unsettling
aura, their connection to the realm of the dead 53. Nuclear Orcs
granting them fearsome power. Their skin is a Description: These orcs are imbued with a
deathly pale and their eyes are hollow and cold. dangerous and unstable energy, reminiscent of a
Ability: Intelligence +2, Constitution +1, Charisma -1. nuclear reaction. Their skin is a vibrant green and
Special Traits: Necrotic Resistance - You have their eyes glow with an eerie, radioactive light.
resistance to necrotic damage. Necromancy Adept - Ability: Constitution +2, Strength +1, Intelligence -1.
Once per long rest, you can cast the Animate Dead Special Traits: Nuclear Resistance - You have
spell as a 3rd-level spell. resistance to poison and radiation damage (a special
type of damage decided by your DM). Radioactive
49. Neon Orcs Touch - Once per long rest, you can cast the
Description: Neon Orcs are a vibrant and energetic Contagion spell as a 5th-level spell.
race, their bodies pulsing with radiant, neon colors.
They have an infectious vitality that can invigorate 54. Photon Orcs
those around them. Description: Named after the particles of light they
Ability: Charisma +2, Dexterity +1, Strength -1. are made of, Photon Orcs glow brightly with an
Special Traits: Neon Aura - You shed bright light in a internal energy. They are nearly translucent, their
10-foot radius and dim light for an additional 10 feet. bodies shimmering like a mirage.

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Hexmaster Chapter 2 Races

Ability: Dexterity +2, Charisma +1, Strength -1. 59. Quantum Orcs
Special Traits: Photon Pulse - Once per long rest, Description: Quantum Orcs are deeply connected to
you can cast the Daylight spell as an action. Light the possibilities of the universe. Their bodies seem to
Travel - You have a movement speed that is 10 feet flicker and shift, as if they exist in multiple places at
greater than the average for your size. once.
Ability: Intelligence +2, Dexterity +1, Strength -1.
55. Plasma Orcs Special Traits: Quantum Shift - Once per long rest,
Description: Plasma Orcs are a race born from the you can cast the Blink spell as an action. Quantum
intense energy of lightning storms. Their bodies Understanding - You have advantage on Intelligence
crackle with electricity, their eyes sparking with raw (Arcana) checks.
power.
Ability: Strength +2, Intelligence +1, Charisma -1. 60. Radiant Orcs
Special Traits: Plasma Shock - Once per long rest, Description: Radiant Orcs are beings of pure light,
you can cast the Lightning Bolt spell as a 3rd-level their bodies glowing with a holy aura. They carry a
spell. Electric Resistance - You have resistance to sense of tranquility and peace, their presence
lightning damage. soothing to those around them.
Ability: Charisma +2, Wisdom +1, Strength -1.
56. Proton Orcs Special Traits: Radiant Resistance - You have
Description: Proton Orcs have a positive and resistance to radiant damage. Light of the Divine -
energetic presence, drawing their power from the Once per long rest, you can cast the Healing Word
smallest particles of matter. They are always moving, spell as a 2nd-level spell.
their bodies flickering with microscopic bursts of light.
Ability: Intelligence +2, Strength +1, Wisdom -1. 61. Rift Orcs
Special Traits: Proton Pulse - Once per long rest, Description: Born of interdimensional energy, Rift
you can cast the Magic Missile spell as a 3rd-level Orcs have bodies that constantly shimmer and
spell. Proton Shield - You have a +1 bonus to your vibrate, as if phasing in and out of reality.
Armor Class. Ability: Intelligence +2, Dexterity +1, Strength -1.
Special Traits: Rift Walk - Once per long rest, you
57. Psionic Orcs can cast the Misty Step spell as a bonus action. Rift
Description: Psionic Orcs are naturally gifted with Resistance - You have resistance to force damage.
powerful mental abilities. Their eyes glow with
psychic energy, and they have an intense and 62. Shadow Orcs
focused presence. Description: Shadow Orcs are creatures of
Ability: Intelligence +2, Wisdom +1, Strength -1. darkness and stealth. They have an innate ability to
Special Traits: Psionic Power - You have a pool of meld into the shadows, making them natural
psychic energy represented by a number of d6s assassins and spies.
equal to your Intelligence modifier (minimum of one). Ability: Dexterity +2, Constitution +1, Charisma -1.
You can spend these dice to deal psychic damage to Special Traits: Shadow Blend - You can use the Hide
a creature you can see within 60 feet of you. Psychic action as a bonus action in dim light or darkness.
Resistance - You have resistance to psychic Evasion - If you are subjected to an effect that allows
damage. you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you
58. Pulse Orcs succeed on the saving throw.
Description: Pulse Orcs are a rhythmic race, their
heartbeats resonating with the pulse of the universe. 63. Shadowflame Orcs
Their skin throbs with an internal rhythm, pulsing in Description: Frightening and enigmatic,
time with their heartbeat. Shadowflame Orcs have an uncanny connection with
Ability: Constitution +2, Charisma +1, Intelligence -1. dark fire. They have an eerie and menacing aura,
Special Traits: Pulse Wave - Once per long rest, you their bodies wreathed in black, ethereal flames.
can cast the Thunderwave spell as a 2nd-level spell. Ability: Charisma +2, Intelligence +1, Wisdom -1.
Sonic Resistance - You have resistance to thunder Special Traits: Shadowflame Touch - Once per long
damage. rest, you can cast the Fireball spell as a 3rd-level
spell, which does necrotic damage instead of fire

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Chapter 2 Races Hexmaster

damage. Shadowflame Resistance - You have Ability: Strength +2, Charisma +1, Intelligence -1.
resistance to necrotic and fire damage. Special Traits: Sonic Scream - Once per long rest,
you can cast the Shatter spell as a 2nd-level spell.
64. Shadowstalker Orcs Sound Resistance - You have resistance to thunder
Description: Shadowstalker Orcs are stealthy and damage.
elusive hunters, adept at using shadows for their
advantage. Their skin is dark as midnight and their 69. Solar Orcs
eyes glow a chilling white in the dark. Description: Solar Orcs carry the power of the sun
Ability: Dexterity +2, Wisdom +1, Intelligence -1. within them, their bodies pulsing with a warm, radiant
Special Traits: Shadow Ambush - On your first turn in energy. Their skin glows with a golden hue, their
combat, you have advantage on attack rolls against eyes as bright as a sunrise.
creatures that haven't taken a turn yet. Shadowmeld Ability: Charisma +2, Constitution +1, Strength -1.
- You can use the Hide action as a bonus action in Special Traits: Solar Radiance - You shed bright light
dim light or darkness. in a 20-foot radius and dim light for an additional 20
feet. Solar Flare - Once per long rest, you can cast
65. Shatterhand Orcs the Flame Strike spell as a 5th-level spell.
Description: Known for their devastating strength,
Shatterhand Orcs are born fighters. Their fists carry 70. Sonic Orcs
the weight of a sledgehammer, and their bodies are Description: Sonic Orcs have a deep connection to
as hard as iron. sound and vibration, their bodies resonating with a
Ability: Strength +2, Constitution +1, Charisma -1. harmonious hum. Their skin pulses with rhythmic
Special Traits: Shatterhand Strike - Your unarmed energy, and their voices carry an entrancing echo.
strikes deal 1d6 bludgeoning damage. Unyielding - Ability: Constitution +2, Charisma +1, Strength -1.
You have advantage on saving throws against being Special Traits: Sonic Wave - Once per long rest, you
knocked prone or moved against your will. can cast the Thunderwave spell as a

66. Silvermoon Orcs 71. Starfall Orcs


Description: Silvermoon Orcs have a mystical bond Description: Starfall Orcs carry the power of falling
with the moon, their bodies reflecting its radiant silver stars within them. They have a unique celestial
glow. They have a calm and serene presence, with energy that gives their skin a glittering, cosmic
eyes that sparkle like lunar crystals. pattern and eyes as bright as supernovas.
Ability: Wisdom +2, Charisma +1, Strength -1. Ability: Charisma +2, Intelligence +1, Constitution -1.
Special Traits: Silvermoon Radiance - You have Special Traits: Starfall Strike - Once per long rest,
darkvision up to 60 feet. Lunar Healing - Once per you can cast the Meteor Swarm spell as a 9th-level
long rest, you can cast the Cure Wounds spell as a spell. Costs 5000gp to learn. Celestial Resistance -
2nd-level spell. You have resistance to radiant damage.

67. Sky Orcs 72. Starscream Orcs


Description: Sky Orcs are born of the boundless Description: Named after the legendary celestial
expanse of the sky, their bodies taking on the color entities, Starscream Orcs possess a potent energy
of a clear, cloudless day. They have an airy and that resonates with the frequency of the stars. They
graceful presence, with eyes that mirror the sky. are known for their piercing, terrifying battle cries.
Ability: Dexterity +2, Wisdom +1, Constitution -1. Ability: Charisma +2, Strength +1, Wisdom -1.
Special Traits: Sky's Favor - Once per long rest, you Special Traits: Star Shriek - Once per long rest, you
can cast the Fly spell as a 3rd-level spell. Aerial can cast the Fear spell as a 3rd-level spell. Costs
Agility - You have advantage on Dexterity 1500gp to learn. Stellar Vision - You have darkvision
(Acrobatics) checks. up to 60 feet.

68. Skyscreamer Orcs 73. Steel-Clad Orcs


Description: Skyscreamer Orcs possess a powerful Description: Steel-Clad Orcs are natural warriors,
and resonating voice that can shatter glass and their bodies as durable as steel. They are living
deafen foes. Their bodies vibrate with internal sonic fortresses, their bodies adorned with thick, metallic
energy, their eyes flickering with a thunderous light. skin.

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Hexmaster Chapter 2 Races

Ability: Constitution +2, Strength +1, Dexterity -1. Description: Known for their affinity with storm
Special Traits: Steel Skin - You have a base Armor dragons, Stormdrake Orcs are imbued with a fierce
Class of 13. Iron Resolve - You have advantage on and awe-inspiring energy. Their bodies ripple with
saving throws against poison, and resistance against electric energy and their eyes glow with an azure
poison damage. light.
Ability: Strength +2, Constitution +1, Intelligence -1.
74. Stellar Orcs Special Traits: Storm Dragon's Fury - Once per long
Description: Stellar Orcs are beings of pure cosmic rest, you can cast the Dragon's Breath spell
energy. They embody the majesty of the stars, their (lightning) as a 2nd-level spell. Costs 1000gp to
skin shimmering with a soft, star-like glow and eyes learn. Draconic Resistance - You have resistance to
that radiate a mysterious, cosmic light. lightning damage.
Ability: Intelligence +2, Charisma +1, Strength -1.
Special Traits: Cosmic Knowledge - You are 79. Stormeye Orcs
proficient in the Arcana skill. Starfire - Once per long Description: Stormeye Orcs are rumored to be the
rest, you can cast the Fireball spell as a 3rd-level descendants of a storm god. Their eyes shimmer
spell that deals radiant damage instead of fire. Costs with the colors of a stormy sky, and they carry a
1500gp to learn. potent energy that seems to crackle and pop around
them.
75. Stellarwind Orcs Ability: Wisdom +2, Charisma +1, Strength -1.
Description: Imbued with the essence of celestial Special Traits: Eye of the Storm - You have
wind, Stellarwind Orcs are swift and elusive. They advantage on saving throws against effects that
appear to glide more than walk, their bodies emitting would blind or deafen you. Stormcaller - Once per
a gentle, star-lit breeze. long rest, you can cast the Control Weather spell as
Ability: Dexterity +2, Intelligence +1, Strength -1. an 8th-level spell. Costs 4000gp to learn.
Special Traits: Wind Walker - Your base walking
speed is 35 feet. Astral Gust - Once per long rest, 80. Stormhammer Orcs
you can cast the Gust of Wind spell as a 2nd-level Description: Wielders of the storm's raw power,
spell. Costs 1000gp to learn. Stormhammer Orcs possess a mighty and fierce
energy. Their bodies buzz with static, and their
76. Stonefoot Orcs strikes are as powerful as a thunderclap.
Description: Born from the heart of the mountains, Ability: Strength +2, Constitution +1, Dexterity -1.
Stonefoot Orcs are known for their stability and Special Traits: Thunder Hammer - Your melee
endurance. Their bodies are as hard as bedrock, and weapon attacks deal an extra 1d4 lightning damage.
their feet are like stone, able to move across the Storm Resistance - You have resistance to lightning
most difficult terrain with ease. and thunder damage.
Ability: Strength +2, Constitution +1, Dexterity -1.
Special Traits: Mountain Born - You’re acclimated to 81. Subterranean Orcs
high altitude, including elevations above 20,000 feet. Description: Subterranean Orcs have adapted to
You can move across difficult terrain made of earth live in the deep underground caves of Maxxia. Their
or stone without expending extra movement. skin is pale, eyes adapted to the darkness, and their
senses are incredibly sharp.
77. Stormbreaker Orcs Ability: Constitution +2, Wisdom +1, Charisma -1.
Description: Stormbreaker Orcs embody the Special Traits: Darkvision - You can see in dim light
terrifying power of storms. They possess a strong within 60 feet of you as if it were bright light, and in
and violent energy, their bodies radiating with the darkness as if it were dim light. Tremorsense - You
crackling aura of a thunderstorm. can detect and pinpoint the origin of vibrations within
Ability: Strength +2, Charisma +1, Wisdom -1. 30 feet, provided that you and the source of the
Special Traits: Stormborn - You have resistance to vibrations are in contact with the same ground or
lightning and thunder damage. Thunderous Strike - substance.
Once per long rest, you can cast the Call Lightning
spell as a 3rd-level spell. Costs 1500gp to learn. 82. Sunseeker Orcs
Description: Sunseeker Orcs have a deep
78. Stormdrake Orcs connection to the sun. Their bodies glow with a

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Chapter 2 Races Hexmaster

warm, radiant energy, and they draw power from rest.


sunlight. They are stronger during the day and
weaker during the night. 87. Thunder Orcs
Ability: Strength +2, Constitution +1, Intelligence -1. Description: Thunder Orcs carry the might of the
Special Traits: Solar Empowerment - During daylight thunderstorm in their veins. Their bodies hum with
hours, your Strength and Constitution increase by 1. electric energy, and they have a natural affinity for
Sunfire - Once per long rest, you can cast the Flame storm-related magic.
Strike spell as a 5th-level spell. Costs 2000gp to Ability: Strength +2, Charisma +1, Wisdom -1.
learn. Special Traits: Stormborn - You have resistance to
lightning and thunder damage. Thunderclap - Once
83. Sunstriker Orcs per long rest, you can cast the Thunderclap cantrip.
Description: Sunstriker Orcs are known for their Costs 250gp to learn.
radiant and powerful strikes. They are able to focus
the power of the sun into their weapons, dealing 88. Thunderfist Orcs
devastating blows. Description: Thunderfist Orcs are known for their
Ability: Strength +2, Dexterity +1, Wisdom -1. powerful and electrifying strikes. They can channel
Special Traits: Sunstrike - Once per long rest, you the energy of a thunderstorm into their fists,
can cast the Searing Smite spell as a 1st-level spell. delivering devastating blows.
Costs 500gp to learn. Solar Resistance - You have Ability: Strength +2, Constitution +1, Dexterity -1.
resistance to radiant damage. Special Traits: Thunderous Strikes - Your unarmed
strikes deal an additional 1d4 lightning damage.
84. Tectonic Orcs Storm Resistance - You have resistance to lightning
Description: Tectonic Orcs are deeply connected to damage.
the land and can manipulate the earth around them.
Their bodies are as tough as bedrock and their 89. Thunderstone Orcs
footsteps echo like minor earthquakes. Description: Thunderstone Orcs possess an innate
Ability: Strength +2, Constitution +1, Intelligence -1. connection to the thunderous power of storms. Their
Special Traits: Earth Control - Once per long rest, bodies are as hard as stone, and they can harness
you can cast the Move Earth spell as a 6th-level the raw energy of thunder and lightning.
spell. Costs 3000gp to learn. Tremorsense - You can Ability: Strength +2, Constitution +1, Intelligence -1.
detect and pinpoint the origin of vibrations within 30 Special Traits: Lightning Infusion - Once per long
feet. rest, you can cast the Shocking Grasp cantrip. Costs
250gp to learn. Stone Skin - You have a base Armor
85. Tempest Orcs Class of 13.
Description: Tempest Orcs possess the raw power
of the storm. Their bodies are imbued with electric 90. Titanium Orcs
energy, and their movements mimic the Description: Titanium Orcs are known for their
unpredictable nature of a tempest. incredible resilience. Their bodies are as hard as
Ability: Strength +2, Charisma +1, Wisdom -1. titanium, and they can withstand severe physical
Special Traits: Stormborn - You have resistance to attacks without succumbing to their wounds.
lightning and thunder damage. Storm Fury - Once Ability: Constitution +2, Strength +1, Dexterity -1.
per long rest, you can cast the Thunderwave spell as Special Traits: Titanium Hide - When unarmored,
a 1st-level spell. Costs 500gp to learn. your Armor Class equals 12 + your Constitution
modifier. Iron Will - You have advantage on saving
86. Terra Orcs throws against being frightened.
Description: Terra Orcs are deeply connected to the
earth. They possess a stony exterior, and their 91. Tsunami Orcs
bodies resonate with the energy of the earth. Description: Tsunami Orcs possess the power of
Ability: Strength +2, Constitution +1, Dexterity -1. the sea within them. They can call upon the might of
Special Traits: Stoneform - You can use your action a tidal wave and are exceptional swimmers.
to gain resistance to all damage except psychic until Ability: Strength +2, Constitution +1, Intelligence -1.
the start of your next turn. Once you use this trait, Special Traits: Aquatic Adaptation - You can breathe
you can't use it again until you finish a short or long underwater, and you have a swimming speed of 30

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Hexmaster Chapter 2 Races

feet. Tidal Wave - Once per long rest, you can cast Ability: Strength +2, Constitution +1, Wisdom -1.
the Tidal Wave spell as a 3rd-level spell. Costs Special Traits: Shocking Touch - Once per long rest,
1000gp to learn. you can cast the Shocking Grasp cantrip. Costs
250gp to learn. Electric Charge - You have
92. Underworld Orcs resistance to lightning damage.
Description: Underworld Orcs are adapted to the
subterranean labyrinths of Maxxia. They have an 97. Vortex Orcs
uncanny ability to navigate the darkest tunnels and Description: Vortex Orcs have a deep connection to
caverns. the swirling energies of the cosmos. They can create
Ability: Constitution +2, Dexterity +1, Charisma -1. powerful vortexes, pulling and manipulating objects
Special Traits: Darkvision - You can see in dim light around them.
within 60 feet of you as if it were bright light, and in Ability: Intelligence +2, Strength +1, Charisma -1.
darkness as if it were dim light. Tunnel Navigator - Special Traits: Vortex Pull - Once per long rest, you
You have advantage on Wisdom (Survival) checks to can cast the Telekinesis spell as a 5th-level spell.
navigate underground. Costs 2000gp to learn. Vortex Shield - You have
resistance to force damage.
93. Veil Orcs
Description: Veil Orcs are connected to the ethereal 98. Warp Orcs
realm. They have the ability to slip in and out of Description: Warp Orcs possess the ability to bend
reality, and their presence is barely noticeable. space around them. They can twist reality to their
Ability: Dexterity +2, Wisdom +1, Strength -1. will, allowing them to manipulate distances and travel
Special Traits: Ethereal Step - Once per long rest, quickly.
you can cast the Etherealness spell as a 7th-level Ability: Intelligence +2, Dexterity +1, Strength -1.
spell. Costs 3500gp to learn. Veil Shroud - You can Special Traits: Warp Step - Once per long rest, you
take the Hide action as a bonus action. can cast the Misty Step spell as a 2nd-level spell.
Costs 500gp to learn. Spatial Awareness - You have
94. Venomjaw Orcs advantage on Wisdom (Perception) checks that rely
Description: Venomjaw Orcs possess a venomous on sight.
bite, a trait rare among their kin. Their bodies have
evolved to produce a potent toxin that can paralyze 99. Wasteland Orc Enforcers
their enemies. Description: Wasteland Orc Enforcers are tough,
Ability: Strength +2, Constitution +1, Intelligence -1. built to survive the harsh wastelands of Maxxia. They
Special Traits: Poison Bite - You can use your action are known for their ability to endure extreme
to make a special attack with your bite. If the attack conditions and for their iron will.
hits, it deals its normal damage, and the target must Ability: Constitution +2, Strength +1, Intelligence -1.
make a DC 12 Constitution saving throw or become Special Traits: Wasteland Endurance - You have
poisoned until the end of your next turn. resistance to poison damage, and you’re acclimated
to extreme heat and extreme cold. Enforcer’s Will -
95. Voidwalk Orcs You have advantage on saving throws against being
Description: Voidwalk Orcs possess a deep frightened.
connection to the void. They can draw on the dark
emptiness between the stars to fuel their powers. 100. Winddancer Orcs
Ability: Intelligence +2, Strength +1, Charisma -1. Description: Winddancer Orcs have a deep
Special Traits: Void Step - Once per long rest, you connection to the sky and wind. They are agile and
can cast the Teleport spell as a 7th-level spell. Costs swift, able to manipulate the wind around them to
3500gp to learn. Void Resistance - You have their advantage.
resistance to necrotic damage. Ability: Dexterity +2, Wisdom +1, Strength -1.
Special Traits: Wind Dance - Once per long rest, you
96. Voltaic Orcs can cast the Gust of Wind spell as a 2nd-level spell.
Description: Voltaic Orcs have an innate connection Costs 500gp to learn. Swift as the Wind - Your base
to electricity. Their bodies are charged with electrical walking speed increases by 5 feet.
energy, which they can harness to shock their
enemies. 5. Goblins

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Chapter 2 Races Hexmaster

8 Goblin Crystal Singers


1 Goblin Sappers Stat adjustments: +2 Charisma, -1 Constitution
Stat adjustments: +2 Dexterity, -1 Strength Special traits: Crystal Singers have the unique ability
Special traits: Goblin Sappers are skilled engineers to manipulate the ancient crystals of Maxxia through
and trap-makers. They gain a bonus on all checks song, gaining a bonus on all checks related to crystal
related to trap-setting and dismantling. They are also manipulation.
adept at tunneling and gain a movement speed
bonus when moving underground. 9 Goblin Time-Thieves
Stat adjustments: +2 Dexterity, -1 Strength
2 Sky Goblin Special traits: Time-Thieves have the unique ability
Stat adjustments: +2 Intelligence, -1 Constitution to manipulate time in minor ways, such as briefly
Special traits: Sky Goblins are natural pilots and slowing down or speeding up time. This allows them
have a knack for understanding and operating flying to take additional actions in combat or move more
machines. They gain a bonus when piloting or quickly over short distances.
repairing aerial vehicles.
10 Goblin Shroom-Tenders
3 Nanite Goblins Stat adjustments: +2 Wisdom, -1 Dexterity
Stat adjustments: +2 Constitution, -1 Wisdom Special traits: Shroom-Tenders have an intimate
Special traits: These goblins have been infused with knowledge of the diverse fungal life of Maxxia. They
nanotechnology, giving them the ability to repair gain a bonus on checks related to the identification,
themselves over time. They have a slow cultivation, and use of various fungi.
regeneration ability, healing a small amount of HP
each round. 11 Goblin Fluxweavers
Stat adjustments: +2 Intelligence, -1 Strength
4 Goblin Shadowkin Special traits: Fluxweavers have a unique
Stat adjustments: +2 Dexterity, -1 Strength understanding of the energy fluctuations of Maxxia,
Special traits: Shadowkin are able to blend into the allowing them to manipulate energy in minor ways,
shadows, gaining a stealth bonus in low-light such as lighting a small fire or shocking an enemy.
conditions. Once per day, they can also become
invisible for a short period of time. 12 Goblin Feralborn
Stat adjustments: +2 Strength, -1 Intelligence
5 Goblin Pyromaniacs Special traits: Feralborn Goblins have spent
Stat adjustments: +2 Intelligence, -1 Wisdom generations living alongside wild beasts, gaining a
Special traits: Pyromaniacs have a natural affinity for bonus on checks related to animal handling and
fire. They gain a bonus on all checks related to tracking.
setting fires or creating explosives. They also have
resistance to fire damage. 13 Goblin Duststalkers
Stat adjustments: +2 Constitution, -1 Charisma
6 Underworld Goblins Special traits: Living in the harsh desert
Stat adjustments: +2 Constitution, -1 Charisma environments of Maxxia, Duststalkers have adapted
Special traits: Living deep within the bowels of to survive without water for extended periods and
Maxxia, these goblins have adapted to the harsh have resistance to heat damage.
conditions. They can see in complete darkness and
are resistant to poison. 14 Goblin Steelshapers
Stat adjustments: +2 Strength, -1 Wisdom
7 Goblin Mech-Masters Special traits: Steelshapers have an innate ability to
Stat adjustments: +2 Intelligence, -1 Strength shape metal with their bare hands. They gain a
Special traits: Mech-Masters are skilled at bonus on checks related to metalworking and
constructing and operating mechanical devices, crafting.
including combat mechs. They gain a bonus on
checks related to the creation, operation, and repair 15 Goblin Mindweavers
of mechanical devices. Stat adjustments: +2 Charisma, -1 Strength
Special traits: Mindweavers have a unique psychic

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Hexmaster Chapter 2 Races

ability that allows them to subtly influence the crystalline shards found throughout Maxxia to cast
thoughts of others, making them exceptional at powerful spells, gaining a bonus on checks related to
deception and persuasion. shardcasting.

16 Goblin Voidwalkers 24 Goblin Mindshields


Stat adjustments: +2 Intelligence, -1 Constitution Stat adjustments: +2 Wisdom, -1 Constitution
Special traits: Voidwalkers have the unique ability to Special traits: Mindshields are immune to psychic
open small portals to the Void, allowing them to damage and have resistance to mind-altering effects,
teleport short distances or retrieve small objects from making them valuable allies against psychic
a distance. enemies.

17 Goblin Wastesurvivors 25 Goblin Warpsmiths


Stat adjustments: +2 Constitution, -1 Charisma Stat adjustments: +2 Intelligence, -1 Wisdom
Special traits: Living in the radioactive wastelands of Special traits: Warpsmiths can manipulate the fabric
Maxxia, Wastesurvivors have developed a resistance of space, allowing them to create small warp portals
to radiation and toxins. for quick travel over short distances.

18 Goblin Tech-Leeches 26 Goblin Stormriders


Stat adjustments: +2 Intelligence, -1 Wisdom Stat adjustments: +2 Dexterity, -1 Constitution
Special traits: Tech-Leeches have the ability to drain Special traits: Stormriders are skilled pilots of the
power from technology to boost their own abilities, wind-riding machines of Maxxia, gaining a bonus on
gaining a bonus on checks related to technology use checks related to piloting and navigation.
and repair.
27 Goblin Quicksilvers
19 Goblin Beastmasters Stat adjustments: +2 Dexterity, -1 Strength
Stat adjustments: +2 Wisdom, -1 Strength Special traits: Quicksilvers have an unusually fast
Special traits: Beastmasters have a natural affinity metabolism, allowing them to recover from injuries
with animals and can train and control a wider range more quickly than other races.
of creatures than most other races.
28 Goblin Drakespeakers
20 Goblin Cybersmiths Stat adjustments: +2 Charisma, -1 Constitution
Stat adjustments: +2 Intelligence, -1 Constitution Special traits: Drakespeakers can communicate with
Special traits: Cybersmiths are experts in the drakes of Maxxia, gaining a bonus on checks
cybernetics, capable of creating and installing related to interaction with these creatures.
cybernetic enhancements with greater skill than
other races. 29 Goblin Archivists
Stat adjustments: +2 Intelligence, -1 Strength
21 Goblin Stargazers Special traits: Archivists have an encyclopedic
Stat adjustments: +2 Wisdom, -1 Strength knowledge of the history and lore of Maxxia, gaining
Special traits: Stargazers have a deep understanding a bonus on checks related to history and
of the cosmos, gaining a bonus on checks related to archaeology.
astronomy and navigation.
30 Goblin Runekeepers
22 Goblin Frostborn Stat adjustments: +2 Wisdom, -1 Dexterity
Stat adjustments: +2 Constitution, -1 Charisma Special traits: Runekeepers are masters of the
Special traits: Born in the icy wastes of Maxxia, ancient runic language of Maxxia, allowing them to
Frostborn have resistance to cold damage and can cast powerful runic spells.
survive in extremely cold environments without
penalty. 31 Goblin Junkmasters
Stat adjustments: +2 Intelligence, -1 Strength
23 Goblin Shardcasters Special traits: Junkmasters are masters at salvaging
Stat adjustments: +2 Intelligence, -1 Strength and repurposing scrap, gaining a bonus on checks
Special traits: Shardcasters can manipulate the related to crafting and repair.

65
Chapter 2 Races Hexmaster

related to astronomy and a minor resistance to


32 Goblin Wavecallers psychic damage.
Stat adjustments: +2 Charisma, -1 Constitution
Special traits: Wavecallers can manipulate water in 41 Goblin Sandshapers
minor ways, gaining a bonus on checks related to Stat adjustments: +2 Dexterity, -1 Strength
navigation and survival at sea. Special traits: Sandshapers can manipulate sand
and dust to create simple structures or cause
33 Goblin Flame Dancers sandstorms, gaining a bonus on checks related to
Stat adjustments: +2 Dexterity, -1 Strength sand manipulation.
Special traits: Flame Dancers can control fire and are
resistant to fire damage, making them exceptional 42 Goblin Lightchasers
performers and dangerous foes. Stat adjustments: +2 Wisdom, -1 Constitution
Special traits: Lightchasers are adept at using light-
34 Goblin Thunderbringers based technologies and magic, gaining a bonus on
Stat adjustments: +2 Constitution, -1 Charisma checks related to light manipulation and a resistance
Special traits: Thunderbringers can call upon the to light-based damage.
forces of nature to summon storms, gaining a bonus
on checks related to weather manipulation. 43 Goblin Dune Runners
Stat adjustments: +2 Constitution, -1 Intelligence
35 Goblin Spirit Talkers Special traits: Dune Runners have adapted to life in
Stat adjustments: +2 Wisdom, -1 Intelligence the harsh deserts of Maxxia, gaining a bonus on
Special traits: Spirit Talkers can communicate with checks related to survival in desert environments.
the spirits of Maxxia, gaining a bonus on checks
related to spirit communication and exorcism. 44 Goblin Vinespeakers
Stat adjustments: +2 Charisma, -1 Strength
36 Goblin Geomancers Special traits: Vinespeakers can communicate with
Stat adjustments: +2 Intelligence, -1 Strength and manipulate plant life, gaining a bonus on checks
Special traits: Geomancers can manipulate the earth related to plant manipulation and identification.
and stone of Maxxia, gaining a bonus on checks
related to earth manipulation and tunneling. 45 Goblin Mirestalkers
Stat adjustments: +2 Dexterity, -1 Charisma
37 Goblin Whisperwind Special traits: Mirestalkers are at home in the
Stat adjustments: +2 Dexterity, -1 Constitution swamps and marshes of Maxxia, gaining a bonus on
Special traits: Whisperwind are so quiet and stealthy checks related to survival and stealth in such
that they are almost invisible, gaining a bonus on environments.
checks related to stealth and sneaking.
46 Goblin Frostrunners
38 Goblin Fleshcrafters Stat adjustments: +2 Constitution, -1 Charisma
Stat adjustments: +2 Intelligence, -1 Wisdom Special traits: Frostrunners are adept at surviving in
Special traits: Fleshcrafters can alter their own flesh icy environments, gaining a bonus on checks related
in minor ways, allowing them to change their to survival in cold environments.
appearance or grow temporary physical adaptations.
47 Goblin Clouddancers
39 Goblin Stormchasers Stat adjustments: +2 Dexterity, -1 Strength
Stat adjustments: +2 Constitution, -1 Charisma Special traits: Clouddancers can manipulate air
Special traits: Stormchasers thrive in extreme currents to glide short distances, gaining a bonus on
weather conditions and are resistant to electrical checks related to acrobatics and flying.
damage.
48 Goblin Rocktenders
40 Goblin Starborn Stat adjustments: +2 Strength, -1 Intelligence
Stat adjustments: +2 Intelligence, -1 Strength Special traits: Rocktenders have a special
Special traits: Starborn have an innate connection to connection with the stone and earth of Maxxia,
the cosmos, granting them a bonus on checks gaining a bonus on checks related to stone working

66
Hexmaster Chapter 2 Races

and tunneling. Stat adjustments: +2 Dexterity, -1 Constitution


Special traits: Sporestalkers are experts at moving
49 Goblin Emberseers silently through the fungal forests of Maxxia, gaining
Stat adjustments: +2 Intelligence, -1 Strength a bonus on checks related to stealth and survival in
Special traits: Emberseers can see heat signatures such environments.
and are resistant to fire damage, making them
excellent scouts and trackers. 58 Goblin Dreamweavers
Stat adjustments: +2 Charisma, -1 Strength
50 Goblin Scalebinders Special traits: Dreamweavers can manipulate the
Stat adjustments: +2 Charisma, -1 Constitution dreams of others, gaining a bonus on checks related
Special traits: Scalebinders can communicate with to dream interpretation and manipulation.
and control reptilian creatures, gaining a bonus on
checks related to interaction with these creatures. 59 Goblin Lighteaters
Stat adjustments: +2 Constitution, -1 Intelligence
51 Goblin Windweavers Special traits: Lighteaters can consume sources of
Stat adjustments: +2 Intelligence, -1 Strength light to heal themselves, making them formidable
Special traits: Windweavers can manipulate the opponents in illuminated areas.
winds of Maxxia to a minor extent, allowing them to
alter wind direction and speed. 60 Goblin Glaciershapers
Stat adjustments: +2 Intelligence, -1 Strength
52 Goblin Marshstalkers Special traits: Glaciershapers can shape ice and
Stat adjustments: +2 Dexterity, -1 Constitution snow to create structures or weapons, gaining a
Special traits: Marshstalkers are adept at moving bonus on checks related to ice manipulation.
silently and swiftly through marshy terrain, gaining a
bonus on checks related to stealth and survival in 61 Nano-Goblin +2 Intelligence, -2 Strength You
such environments. have a swarm of nanites that can repair your wounds
or damage your enemies. As a bonus action, you
53 Goblin Mudcarvers can activate your nanites to either regain 1d4 hit
Stat adjustments: +2 Strength, -1 Intelligence points or deal 1d4 force damage to a creature within
Special traits: Mudcarvers have a unique connection 5 feet of you. You can use this feature a number of
with the mud of Maxxia, allowing them to shape and times equal to your Intelligence modifier (minimum of
harden it into useful tools and structures. once). You regain all expended uses when you finish
a long rest.
54 Goblin Stormheart
Stat adjustments: +2 Constitution, -1 Charisma 62 Mutant Goblin +1 Constitution, +1 to a random
Special traits: Stormheart goblins are immune to ability score You have a random mutation that gives
electrical damage and gain a bonus on checks you an advantage or a disadvantage. Roll on the
related to weather prediction and manipulation. Mutant Goblin Mutation table to determine your
mutation.
55 Goblin Shardhunters
Stat adjustments: +2 Wisdom, -1 Strength 63 Clockwork Goblin +2 Dexterity, -2 Charisma You
Special traits: Shardhunters are experts at finding are partially made of metal and gears, giving you
and utilizing the ancient shards of Maxxia, gaining a resistance to poison damage and advantage on
bonus on checks related to shard identification and saving throws against being poisoned. You also have
use. disadvantage on Charisma checks and saving
throws, as you are seen as unnatural and creepy by
56 Goblin Mindshapers most creatures.
Stat adjustments: +2 Intelligence, -1 Strength
Special traits: Mindshapers have the ability to subtly 64 Shadow Goblin +2 Dexterity, -2 Wisdom You can
influence the thoughts of others, making them blend in with shadows and darkness, giving you
excellent diplomats and manipulators. advantage on Stealth checks when in dim light or
darkness. You also have darkvision out to 60 feet.
57 Goblin Sporestalkers However, you are afraid of bright light and fire, giving

67
Chapter 2 Races Hexmaster

you disadvantage on saving throws against being 70 Cyborg Goblin +1 Strength, +1 Dexterity You
blinded or frightened by such sources. have cybernetic enhancements that augment your
physical abilities. You have a built-in weapon that
65 Psychic Goblin +2 Intelligence, -2 Constitution deals 1d6 + your Strength or Dexterity modifier
You have latent psionic abilities that allow you to damage of a type of your choice (slashing, piercing,
manipulate minds and matter. You know the mage bludgeoning, fire, cold, etc.). You also have
hand cantrip, and can cast it as a bonus action advantage on Technology checks and saving throws
without verbal or somatic components. When you against being hacked or controlled by electronic
reach 3rd level, you can cast the charm person spell devices. However, you are vulnerable to lightning
once with this trait and regain the ability to do so damage and magnetic fields.
when you finish a long rest. Intelligence is your
spellcasting ability for these spells. 71 Plague Goblin +2 Constitution, -2 Charisma You
are immune to disease and poison, and can spread
66 Feral Goblin +2 Strength, -2 Intelligence You are them with your touch or bite. As an action, you can
more beast than humanoid, giving you a savage bite make a melee attack against a creature within 5 feet
attack that deals 1d4 + your Strength modifier of you that deals no damage but forces the target to
piercing damage. You also have advantage on make a Constitution saving throw against a DC equal
Perception checks that rely on smell or hearing. to 8 + your Constitution modifier + your proficiency
However, you are less civilized and rational than bonus. On a failed save, the target contracts a
other goblins, giving you disadvantage on disease or poison of your choice from the Plague
Intelligence checks and saving throws. Goblin Disease and Poison table. You can use this
feature a number of times equal to your Constitution
67 Frost Goblin +2 Constitution, -2 Charisma You are modifier (minimum of once). You regain all expended
adapted to cold environments, giving you resistance uses when you finish a long rest.
to cold damage and immunity to the effects of
extreme cold. You also have advantage on Survival 72 Spider Goblin +2 Dexterity, -2 Strength You have
checks in snowy or icy terrain. However, you are spider-like features, such as eight eyes, fangs, and
shunned by most other goblins and creatures, giving spinnerets. You have a climb speed equal to your
you disadvantage on Charisma checks and saving walking speed and can climb on walls and ceilings
throws when dealing with them. without making an ability check. You also have
darkvision out to 60 feet and can sense the location
68 Fire Goblin +2 Charisma, -2 Wisdom You are of any creature within 30 feet of you that is in contact
infused with the power of fire, giving you the ability to with the same web as you. However, you are frail
ignite flammable objects with a touch. You also know and skittish, giving you disadvantage on Strength
the produce flame cantrip, and can cast it as a bonus checks and saving throws and making you afraid of
action without verbal or somatic components. When fire and loud noises.
you reach 3rd level, you can cast the burning hands
spell once with this trait and regain the ability to do 73 Crystal Goblin +2 Intelligence, -2 Dexterity You
so when you finish a long rest. Charisma is your are made of living crystal, giving you resistance to
spellcasting ability for these spells. However, you are psychic damage and advantage on saving throws
reckless and impulsive, giving you disadvantage on against being charmed or frightened. You also have
Wisdom checks and saving throws. a natural armor that gives you a base AC of 13 +
your Intelligence modifier. However, you are brittle
69 Ghost Goblin +2 Wisdom, -2 Strength You are and slow, giving you disadvantage on Dexterity
incorporeal and invisible, giving you the ability to checks and saving throws and reducing your speed
pass through solid objects and creatures as if they by 10 feet.
were difficult terrain. You also have advantage on
Stealth checks and can't be seen by normal vision or 74 Plant Goblin +2 Wisdom, -2 Intelligence You are
darkvision. However, you are weak and intangible, part plant, part animal, giving you the ability to
giving you disadvantage on Strength checks and photosynthesize and communicate with plants. You
saving throws and reducing your carrying capacity by don't need to eat or drink, as long as you spend at
half. least 4 hours in sunlight each day. You also have
advantage on Nature checks and can cast the speak

68
Hexmaster Chapter 2 Races

with plants spell once with this trait and regain the have advantage on the attack roll. You can use this
ability to do so when you finish a long rest. Wisdom feature a number of times equal to your Dexterity
is your spellcasting ability for this spell. However, you modifier (minimum of once). You regain all expended
are simple-minded and vulnerable to fire, giving you uses when you finish a long rest. However, you are
disadvantage on Intelligence checks and saving also unstable and fragile, giving you disadvantage on
throws and taking double damage from fire. Constitution checks and saving throws and making
you vulnerable to water damage.
75 Steam Goblin +2 Charisma, -2 Constitution You
are powered by steam, giving you the ability to 79 Bone Goblin +2 Constitution, -2 Wisdom You are
create bursts of hot vapor that can propel you or composed of bones, giving you immunity to poison
harm your enemies. As a bonus action, you can damage and the poisoned condition and advantage
activate your steam jets to either fly up to 10 feet on saving throws against being paralyzed or
without provoking opportunity attacks or deal 1d6 fire stunned. You also have darkvision out to 60 feet and
damage to a creature within 5 feet of you. You can can detach one of your bones as an action
use this feature a number of times equal to your
Charisma modifier (minimum of once). You regain all 80 Blood Goblin +2 Charisma, -2 Intelligence You
expended uses when you finish a long rest. are infused with the power of blood, giving you the
However, you are prone to overheating and leaking, ability to drain life force from your enemies or
giving you disadvantage on Constitution checks and sacrifice your own for greater power. As a bonus
saving throws and making you vulnerable to cold action, you can make a melee attack against a
damage. creature within 5 feet of you that deals no damage
but forces the target to make a Constitution saving
76 Junk Goblin +1 Dexterity, +1 Intelligence You are throw against a DC equal to 8 + your Charisma
skilled at scavenging and tinkering with junk, giving modifier + your proficiency bonus. On a failed save,
you the ability to create useful or harmful devices the target loses 1d4 hit points and you gain the same
from scraps. As an action, you can make a amount. You can use this feature a number of times
Technology check against a DC of your choice (up to equal to your Charisma modifier (minimum of once).
20) to create a device that has an effect of your You regain all expended uses when you finish a long
choice (such as a weapon, a tool, a trap, etc.). The rest. Alternatively, as an action, you can lose 1d4 hit
device lasts for 1 hour or until it is used or destroyed. points to gain advantage on one attack roll, ability
You can have up to three devices active at a time. check, or saving throw of your choice. You can use
However, you are also obsessed with collecting junk, this feature once per turn. However, you are also
giving you disadvantage on Wisdom checks and addicted to blood and irrational, giving you
saving throws when faced with an opportunity to disadvantage on Intelligence checks and saving
acquire more junk. throws and making you hostile to any creature that
refuses to share blood with you.
77 Stone Goblin +2 Strength, -2 Charisma You are
made of stone, giving you resistance to nonmagical 81 Dream Goblin +2 Wisdom, -2 Strength You are
bludgeoning, piercing, and slashing damage and connected to the realm of dreams, giving you the
advantage on saving throws against being petrified. ability to enter and manipulate the dreams of others
You also have a natural armor that gives you a base or create illusions in the waking world. As an action,
AC of 13 + your Strength modifier. However, you are you can touch a sleeping creature and enter its
heavy and dull, giving you disadvantage on dream. While in the dream, you can communicate
Charisma checks and saving throws and reducing with the creature, alter the dream's environment and
your speed by 10 feet. events, or attempt to influence the creature's mind.
The creature can make a Wisdom saving throw
78 Storm Goblin +2 Dexterity, -2 Constitution You against a DC equal to 8 + your Wisdom modifier +
are charged with electricity, giving you the ability to your proficiency bonus to resist your influence or
create sparks and shocks that can stun or harm your wake up. You can exit the dream as a bonus action.
enemies. As an action, you can make a ranged spell Alternatively, as an action, you can create a minor
attack against a creature within 30 feet of you that illusion that lasts for 1 minute or until you dismiss it
deals 1d8 lightning damage on a hit. If the target is as a bonus action. You can use this feature a
wearing metal armor or holding a metal object, you number of times equal to your Wisdom modifier

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Chapter 2 Races Hexmaster

(minimum of once). You regain all expended uses minute. Creatures and objects in the area have their
when you finish a long rest. However, you are also speed and actions reduced by half. -You create an
weak and sleepy, giving you disadvantage on area of fast time in a 10-foot radius sphere centered
Strength checks and saving throws and making you on a point of your choice for 1 minute. Creatures and
fall asleep whenever you are bored or idle. objects in the area have their speed and actions
increased by half. You can use this feature a number
82 Metal Goblin +2 Strength, -2 Dexterity You are of times equal to your Intelligence modifier (minimum
made of metal, giving you resistance to fire damage of once). You regain all expended uses when you
and advantage on saving throws against being finish a long rest. However, you are also alien and
knocked prone or pushed. You also have a natural aloof, giving you disadvantage on Charisma checks
armor that gives you a base AC of 13 + your and saving throws and making you unable to
Strength modifier. However, you are heavy and comprehend emotions or humor.
noisy, giving you disadvantage on Dexterity checks
and saving throws and making you unable to swim or 85 Smoke Goblin +2 Dexterity, -2 Strength You are
stealth. made of smoke, giving you the ability to fly and pass
through small openings. You have a fly speed equal
83 Acid Goblin +2 Dexterity, -2 Constitution You are to your walking speed and can move through a
coated with acid, giving you the ability to corrode space as narrow as 1 inch wide without squeezing.
objects and creatures with your touch or spit. As an You also have advantage on Stealth checks when in
action, you can make a melee attack against a dim light or darkness. However, you are also weak
creature within 5 feet of you that deals 1d6 + your and vulnerable to wind, giving you disadvantage on
Dexterity modifier acid damage on a hit. If the target Strength checks and saving throws and making you
is wearing armor or holding an object made of metal unable to fly or move through small openings when
or wood, it also takes 1d6 acid damage at the start of in a strong wind.
each of its turns until it removes or drops the item.
Alternatively, as an action, you can spit acid at a 86 Slime Goblin +2 Constitution, -2 Intelligence You
point within 30 feet of you that explodes in a 5-foot are made of slime, giving you the ability to squeeze
radius sphere. Each creature in the area must make and stretch your body. You can move through a
a Dexterity saving throw against a DC equal to 8 + space as narrow as 1 inch wide without squeezing
your Dexterity modifier + your proficiency bonus, and can extend your limbs up to 10 feet to make
taking 2d6 acid damage on a failed save, or half as melee attacks or grapple creatures. You also have
much damage on a successful one. You can use this advantage on saving throws against being restrained
feature a number of times equal to your Dexterity or grappled. However, you are also simple and slimy,
modifier (minimum of once). You regain all expended giving you disadvantage on Intelligence checks and
uses when you finish a long rest. However, you are saving throws and making you unable to wear armor
also sensitive and volatile, giving you disadvantage or hold objects that are not sticky or slimy.
on Constitution checks and saving throws and
making you vulnerable to cold damage. 87 Light Goblin +2 Charisma, -2 Wisdom You are
made of light, giving you the ability to create bright
84 Star Goblin +2 Intelligence, -2 Charisma You are flashes and illusions. As an action, you can create
attuned to the cosmic forces, giving you the ability to one of the following effects within 60 feet of you: -
manipulate gravity and time. As an action, you can You create a burst of bright light in a 10-foot radius
create one of the following effects within 60 feet of sphere centered on a point of your choice for 1
you: -You create an area of low gravity in a 10-foot minute. Each creature in the area must make a
radius sphere centered on a point of your choice for Constitution saving throw against a DC equal to 8 +
1 minute. Creatures and objects in the area weigh your Charisma modifier + your proficiency bonus,
half as much and can jump twice as far and high as becoming blinded for 1 minute on a failed save, or
normal. -You create an area of high gravity in a 10- until it uses an action to end the effect. -You create
foot radius sphere centered on a point of your choice an image of an object, a creature, or some other
for 1 minute. Creatures and objects in the area weigh visible phenomenon that is no larger than a 10-foot
twice as much and have their speed halved. -You cube for 1 minute. The image appears at a spot that
create an area of slow time in a 10-foot radius you can see within range and lasts for the duration. It
sphere centered on a point of your choice for 1 is purely visual; it isn't accompanied by sound, smell,

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Hexmaster Chapter 2 Races

or other sensory effects. You can use your action to light or darkness. However, you are also frail and
cause the image to move to any spot within range. vulnerable to water, giving you disadvantage on
As long as you are within range of the image, you Constitution checks and saving throws and making
can use your action to alter its appearance so that its you unable to fly or move through small openings
movements appear natural for the image. For when in a wet or humid environment.
example, if you create an image of a creature and
move it, you can alter the image so that it appears to 91 Glass Goblin +2 Intelligence, -2 Charisma You
be walking. Physical interaction with the image are made of glass, giving you resistance to psychic
reveals it to be an illusion, because things can pass damage and advantage on saving throws against
through it. A creature that uses its action to examine being charmed or frightened. You also have a natural
the image can determine that it is an illusion with a armor that gives you a base AC of 13 + your
successful Intelligence (Investigation) check against Intelligence modifier. However, you are also fragile
your spell save DC. If a creature discerns the illusion and transparent, giving you disadvantage on
for what it is, the creature can see through the Charisma checks and saving throws and making you
image. You can use this feature a number of times vulnerable to bludgeoning damage and visible
equal to your Charisma modifier (minimum of once). through normal vision or darkvision.
You regain all expended uses when you finish a long
rest. However, you are also naive and vulnerable to 92 Ink Goblin +2 Charisma, -2 Wisdom You are
darkness, giving you disadvantage on Wisdom made of ink, giving you the ability to change your
checks and saving throws and making you unable to appearance and create writings or drawings. As an
see in dim light or darkness. action, you can alter your appearance or assume a
different form for 1 hour. You can appear as any
88 Ice Goblin +2 Constitution, -2 Dexterity You are creature of the same size category as you or smaller.
made of ice, giving you resistance to cold damage Your statistics are the same in each form. Any
and advantage on saving throws against being equipment you are wearing or carrying isn't
frozen or slowed. You also have a natural armor that transformed. You revert to your true form if you die.
gives you a base AC of 13 + your Constitution Alternatively, as an action, you can create a writing
modifier. However, you are also brittle and slow, or drawing on a surface within 5 feet of you that is no
giving you disadvantage on Dexterity checks and larger than a 10-foot square. The writing or drawing
saving throws and making you vulnerable to fire can be anything you can imagine, such as a
damage. message, a map, a picture, etc. The writing or
drawing lasts for 1 hour or until you erase it as a
89 Sound Goblin +2 Wisdom, -2 Strength You are bonus action. You can use this feature a number of
made of sound, giving you the ability to create loud times equal to your Charisma modifier (minimum of
noises and silence. As an action, you can create one once). You regain all expended uses when you finish
of the following effects within 60 feet of you: -You a long rest. However, you are also fickle and
create a deafening blast in a 10-foot radius sphere vulnerable to fire, giving you disadvantage on
centered on a point of your choice for 1 minute. Each Wisdom checks and saving throws and making you
creature in the area must make a Constitution saving unable to change your appearance or create writings
throw against a DC equal to 8 + your Wisdom or drawings when in a fire or heat source.
modifier + your proficiency bonus, becoming
deafened for 1 minute on a failed save, or until it 93 Cloud Goblin +2 Wisdom, -2 Strength You are
uses an action to end the effect. -You create an area made of cloud, giving you the ability to fly and create
of silence in a 20-foot radius sphere centered on a weather effects. You have a fly speed equal to your
point of your choice for 1 minute. No sound can be walking speed and can move through a space as
created within or pass through the area. narrow as 1 inch wide without squeezing. You also
have advantage on Perception checks that rely on
90 Dust Goblin +2 Dexterity, -2 Constitution You are sight or smell. As an action, you can create one of
made of dust, giving you the ability to fly and the following effects within 60 feet of you: -You
disperse your body. You have a fly speed equal to create a gentle breeze in a 10-foot radius sphere
your walking speed and can move through a space centered on a point of your choice for 1 minute. The
as narrow as 1 inch wide without squeezing. You breeze disperses gas or vapor and makes flying by
also have advantage on Stealth checks when in dim nonmagical means difficult in the area. -You create a

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Chapter 2 Races Hexmaster

light rain in a 20-foot radius sphere centered on a advantage on saving throws against being knocked
point of your choice for 1 minute. The rain prone or pushed. However, you are also simple and
extinguishes small fires and makes the area lightly vulnerable to cold, giving you disadvantage on
obscured. -You create a fog in a 20-foot radius Intelligence checks and saving throws and making
sphere centered on a point of your choice for 1 you unable to bounce or stretch your body when in a
minute. The fog makes the area heavily obscured. - cold environment.
You create a thunderclap in a 10-foot radius sphere
centered on a point of your choice for 1 minute. Each 96 Candy Goblin +2 Charisma, -2 Wisdom You are
creature in the area must make a Constitution saving made of candy, giving you the ability to charm and
throw against a DC equal to 8 + your Wisdom entice other creatures with your sweet aroma and
modifier + your proficiency bonus, becoming taste. You have advantage on Charisma checks and
deafened for 1 minute on a failed save, or until it saving throws when dealing with creatures that can
uses an action to end the effect. You can use this smell or taste you. You also have a natural weapon
feature a number of times equal to your Wisdom that deals 1d4 + your Charisma modifier piercing
modifier (minimum of once). You regain all expended damage and forces the target to make a Wisdom
uses when you finish a long rest. However, you are saving throw against a DC equal to 8 + your
also weak and vulnerable to wind, giving you Charisma modifier + your proficiency bonus. On a
disadvantage on Strength checks and saving throws failed save, the target is charmed by you for 1 minute
and making you unable to fly or move through small or until it takes damage from you or another source.
openings when in a strong wind. You can use this feature a number of times equal to
your Charisma modifier (minimum of once). You
94 Paper Goblin +2 Dexterity, -2 Constitution You regain all expended uses when you finish a long rest.
are made of paper, giving you the ability to fold and However, you are also naive and vulnerable to
cut your body into different shapes and forms. As an hunger, giving you disadvantage on Wisdom checks
action, you can alter your appearance or assume a and saving throws when faced with an opportunity to
different form for 1 hour. You can appear as any eat or be eaten by something sweet.
creature of the same size category as you or smaller
that is flat and two-dimensional. Your statistics are 97 Wax Goblin +2 Constitution, -2 Dexterity You are
the same in each form. Any equipment you are made of wax, giving you the ability to mold and
wearing or carrying isn't transformed. You revert to reshape your body. As an action, you can alter your
your true form if you die. Alternatively, as an action, appearance or assume a different form for 1 hour.
you can make one melee attack against a creature You can appear as any creature of the same size
within 5 feet of you that deals 1d4 + your Dexterity category as you or smaller that is made of wax. Your
modifier slashing damage on a hit. If the target is statistics are the same in each form. Any equipment
wearing armor or holding an object made of paper, you are wearing or carrying isn't transformed. You
cloth, leather, or similar material, it also takes 1d4 revert to your true form if you die. However, you are
slashing damage at the start of each of its turns until also soft and slow, giving you disadvantage on
it removes or drops the item. You can use this Dexterity checks and saving throws and making you
feature a number of times equal to your Dexterity vulnerable to fire damage.
modifier (minimum of once). You regain all expended
uses when you finish a long rest. However, you are 98 Cheese Goblin +2 Wisdom, -2 Charisma You are
also frail and vulnerable to fire and water, giving you made of cheese, giving you the ability to create and
disadvantage on Constitution checks and saving control rats. As an action, you can summon one rat
throws and making you unable to alter your within 30 feet of you that obeys your commands for 1
appearance or make attacks when in a fire or water hour or until it dies. The rat has the same statistics
source. as a normal rat, except it has advantage on attack
rolls against creatures that are allergic to cheese.
95 Rubber Goblin +2 Strength, -2 Intelligence You You can have up to three rats under your control at a
are made of rubber, giving you the ability to bounce time. Alternatively, as an action, you can
and stretch your body. You can move through a telepathically communicate with any rat within 60 feet
space as narrow as 1 inch wide without squeezing of you that can see or hear you. You can use this
and can extend your limbs up to 10 feet to make feature a number of times equal to your Wisdom
melee attacks or grapple creatures. You also have modifier (minimum of once). You regain all expended

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uses when you finish a long rest. However, you are Description: The Titan-Spawn are a race of giants
also smelly and unappealing, giving you that claim direct descent from the ancient Titans.
disadvantage on Charisma checks and saving They stand tall with ancient symbols etched into their
throws when dealing with creatures that are not rats skin.
or cheese lovers. Stat Adjustments: Strength +2, Constitution +1
Special Powers/Traits: Can invoke the power of their
99 Salt Goblin Description: +2 Intelligence, -2 forebears to grow in size, gaining strength and
Strength You are made of salt, giving you the ability durability (1/day).
to preserve and dehydrate objects and creatures with
your touch or spit. As an action, you can make a 2. Jotunkin
melee attack against a creature within 5 feet of you Description: Hailing from the icy realms beneath
that deals no damage but forces the target to make a Maxxia, these frosty giants are adapted to the
Constitution saving throw against a DC equal to 8 + coldest conditions.
your Intelligence modifier + your proficiency bonus. Stat Adjustments: Strength +1, Constitution +2
On a failed save, the target loses 1d4 hit points and Special Powers/Traits: Immunity to cold damage and
has its speed reduced by 10 feet until the end of its the ability to cast the spell "Cone of Cold" (1/day).
next turn. If the target is wearing armor or holding an
object made of organic material, it also takes 1d4 3. Pyros Descendants
necrotic damage at the start of each of its turns until Description: Pyros Descendants are giants born of
it removes or drops the item. Alternatively, as an fire, with skin like molten rock.
action, you can spit salt at a point within 30 feet of Stat Adjustments: Strength +2, Intelligence +1
you that creates a 5-foot radius sphere of salt for 1 Special Powers/Traits: Immunity to fire damage and
minute. Each creature in the area must make a the ability to cast the spell "Fireball" (1/day).
Constitution saving throw against your spell save
DC, taking 2d6 necrotic damage on a failed save, or 4. Thunder Lords
half as much damage on a successful one. The area Description: These giants are attuned to the primal
is also difficult terrain for creatures other than salt forces of thunder and lightning, often found during
goblins. violent storms.
Stat Adjustments: Constitution +2, Charisma +1
100 Hex Goblin +2 Charisma, -2 Constitution You Special Powers/Traits: Can cast the spell "Call
are a master of hexes, curses, and misfortune, giving Lightning" (1/day) and have resistance to lightning
you the ability to inflict bad luck on your enemies or damage.
good luck on yourself and your allies. As a bonus
action, you can target one creature within 30 feet of 5. Emerald Guardians
you that you can see and hex it for 1 minute. The Description: Giants that are one with nature, often
hexed creature has disadvantage on ability checks covered in moss and vines.
and saving throws with an ability of your choice. You Stat Adjustments: Wisdom +2, Strength +1
can use this feature a number of times equal to your Special Powers/Traits: Can speak with animals and
Charisma modifier (minimum of once). You regain all plants at will, and can cast the spell "Entangle"
expended uses when you finish a long rest. (1/day).
Alternatively, as a reaction, you can target one
creature within 30 feet of you that you can see and 6. Starborn Colossi
bless it for 1 minute. The blessed creature has Description: These giants have a deep connection
advantage on ability checks and saving throws with with the cosmos. Their bodies appear as night sky
an ability of your choice. You can use this feature filled with twinkling stars.
once per turn. However, you are also frail and Stat Adjustments: Intelligence +2, Wisdom +1
cursed, giving you disadvantage on Constitution Special Powers/Traits: Can cast the spell "Guiding
checks and saving throws and making you unable to Bolt" (1/day) and have advantage on all Intelligence
benefit from any healing magic or effects. (Arcana) checks related to celestial bodies and
cosmic events.
6. Giants
7. Irongut Crushers
1. Titan-Spawn Description: Sturdy giants with iron-like skin, known

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Chapter 2 Races Hexmaster

for their impressive endurance.


Stat Adjustments: Constitution +2, Strength +1 14. Psi-Giant
Special Powers/Traits: Resistance to bludgeoning, Description: Giants that have developed psionic
piercing, and slashing damage from non-magical abilities. They often have a third eye on their
attacks. forehead.
Stat Adjustments: Intelligence +2, Constitution +1
8. Gale Walkers Special Powers/Traits: Can cast the spell "Mind
Description: Giants that command the power of Spike" (1/day) and advantage on saving throws
wind. It's said they can summon gales with a single against psychic damage.
breath.
Stat Adjustments: Dexterity +2, Intelligence +1 15. Plaguespreader
Special Powers/Traits: Can cast the spell "Gust of Description: These giants are carriers of ancient
Wind" (1/day) and have advantage on ranged diseases, their bodies visibly afflicted yet strangely
weapon attacks. resistant.
Stat Adjustments: Constitution +2, Strength +1
9. Shadow Lurkers Special Powers/Traits: Can cast the spell
Description: Enigmatic giants that dwell within the "Contagion" (1/day) and immune to disease.
shadows. They blend in perfectly with the darkness.
Stat Adjustments: Dexterity +2, Charisma +1 16. Dreamweaver
Special Powers/Traits: Can cast the spell "Shadow Description: These giants are known to wander the
Step" (1/day) and are resistant to necrotic damage. dreamscape, affecting the dreams of others with their
presence.
10. Cragborn Stat Adjustments: Wisdom +2, Charisma +1
Description: Born of the stone, these giants are as Special Powers/Traits: Can cast the spell "Dream"
hardy as the mountains they hail from. (1/day) and have advantage on saving throws
Stat Adjustments: Strength +2, Constitution +1 against effects that would put them to sleep.
Special Powers/Traits: Resistance to force damage
and can cast the spell "Mold Earth" (1/day). 17. Tidecaller
Description: Giants with a deep connection to the
11. Eon Warden sea, they have a blue-green tinge to their skin and
Description: Giants who have lived for millennia, often adorned with seashells.
their bodies encrusted with time-worn gems and Stat Adjustments: Constitution +2, Strength +1
metals. Special Powers/Traits: Can breathe underwater,
Stat Adjustments: Intelligence +2, Wisdom +1 swim speed equal to their walking speed, and can
Special Powers/Traits: Can cast the spell "Slow" cast the spell "Control Water" (1/day).
(1/day) and advantage on saving throws against
being aged magically. 18. Bonespeaker
Description: These giants are known for
12. Feytouched Goliath communing with the dead. Their skin is often marked
Description: These giants are imbued with the with bone-white tattoos.
magic of the fey, and often have an otherworldly, Stat Adjustments: Wisdom +2, Intelligence +1
ethereal appearance. Special Powers/Traits: Can cast the spell "Speak
Stat Adjustments: Charisma +2, Dexterity +1 with Dead" (1/day) and have advantage on saving
Special Powers/Traits: Can cast the spell "Charm throws against necrotic damage.
Person" (1/day) and have advantage on saving
throws against being charmed. 19. Timeforged
Description: Giants born of time and space, they
13. Sunfire Ascendant appear to be made of shifting cosmic energy.
Description: Giants that shimmer with the light of Stat Adjustments: Intelligence +2, Wisdom +1
the sun, their bodies radiate a warm glow. Special Powers/Traits: Can cast the spell "Haste" on
Stat Adjustments: Strength +2, Charisma +1 themselves (1/day) and resistant to force damage.
Special Powers/Traits: Can cast the spell "Daylight"
(1/day) and resistance to radiant damage. 20. Terravore

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Hexmaster Chapter 2 Races

Description: These giants are known for their ability behold.


to consume and assimilate raw materials from the Stat Adjustments: Charisma +2, Wisdom +1
earth, their bodies often look like a mass of stone Special Powers/Traits: Can cast the spell "Color
and metal. Spray" (1/day) and have resistance to psychic
Stat Adjustments: Strength +2, Constitution +1 damage.
Special Powers/Traits: Can consume rocks and
metals for sustenance and have resistance to poison 27. Lifeforged Titan
damage. Description: Giants born of the life force of Maxxia,
their bodies are teeming with vibrant, green energy.
21. Quake Striders Stat Adjustments: Constitution +2, Wisdom +1
Description: Giants that cause the ground to Special Powers/Traits: Can cast the spell "Cure
tremble with each step. Their bodies are covered in Wounds" (1/day) and have advantage on saving
tectonic-like armor. throws against death.
Stat Adjustments: Strength +2, Constitution +1
Special Powers/Traits: Can cause a minor tremor as 28. Hellfire Harbinger
an action (1/day), and have resistance to Description: These giants are wreathed in hellfire,
bludgeoning damage. their bodies radiate intense heat.
Stat Adjustments: Strength +2, Constitution +1
22. Stormbreaker Special Powers/Traits: Can cast the spell "Burning
Description: These giants are at home in the heart Hands" (1/day) and have resistance to fire damage.
of the storm. Their bodies crackle with electricity.
Stat Adjustments: Strength +2, Dexterity +1 29. Voidwalker
Special Powers/Traits: Can cast the spell Description: Giants that walk the line between
"Thunderwave" (1/day), and have resistance to existence and nothingness. Their bodies appear as if
lightning damage. made of the void itself.
Stat Adjustments: Intelligence +2, Dexterity +1
23. Radiant Dawnbringer Special Powers/Traits: Can cast the spell "Blink"
Description: Giants who carry the first light of dawn, (1/day) and have resistance to necrotic damage.
their bodies shine with a soft, comforting light.
Stat Adjustments: Charisma +2, Wisdom +1 30. Crystalbound
Special Powers/Traits: Can cast the spell "Lesser Description: These giants have bodies encrusted
Restoration" (1/day), and have resistance to radiant with crystals, which they use to focus their inherent
damage. magic.
Stat Adjustments: Intelligence +2, Wisdom +1
24. Nightsky Stalker Special Powers/Traits: Can cast the spell "Magic
Description: These giants are one with the night, Missile" (1/day) and have advantage on saving
their bodies seeming to absorb light. throws against being petrified.
Stat Adjustments: Dexterity +2, Constitution +1
Special Powers/Traits: Can cast the spell "Pass 31. Rune-Etched Colossus
without Trace" (1/day), and have advantage on Description: These giants have ancient runes
stealth checks in darkness. etched into their skin, brimming with arcane energy.
Stat Adjustments: Intelligence +2, Wisdom +1
25. Whispering Wind Special Powers/Traits: Can cast the spell "Detect
Description: Giants that speak with the voice of the Magic" at will, and have advantage on Arcana
wind, their voices carrying over long distances. checks related to runes and symbols.
Stat Adjustments: Wisdom +2, Charisma +1
Special Powers/Traits: Can cast the spell "Message" 32. Sandspeaker
at will, and have advantage on checks related to Description: Giants that whisper to the sand, often
hearing. found in the vast deserts of Maxxia.
Stat Adjustments: Constitution +2, Wisdom +1
26. Aurora Watcher Special Powers/Traits: Can cast the spell
Description: These giants have bodies that shimmer "Sandstorm" (1/day), and have advantage on
with the colors of the aurora, a beautiful sight to Survival checks in desert environments.

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Chapter 2 Races Hexmaster

bodies appear to be made of pure shadow.


33. Bloodforged Behemoth Stat Adjustments: Dexterity +2, Charisma +1
Description: These giants have bodies molded from Special Powers/Traits: Can cast the spell "Shadow
hardened blood, a testament to their grim resilience. Step" (1/day), and have advantage on Stealth checks
Stat Adjustments: Strength +2, Constitution +1 in darkness.
Special Powers/Traits: Can regenerate a small
amount of health each round, and have resistance to 40. Skytouched
necrotic damage. Description: These giants are known for their affinity
with birds and other sky creatures. They often have
34. Celestial Herald feathers adorning their body.
Description: Giants touched by the divine, they Stat Adjustments: Wisdom +2, Charisma +1
often bear symbols of celestial bodies on their skin. Special Powers/Traits: Can communicate with birds
Stat Adjustments: Charisma +2, Wisdom +1 and other flying creatures, and have advantage on
Special Powers/Traits: Can cast the spell "Guiding Perception checks involving sight.
Bolt" (1/day), and have advantage on checks to
resist being frightened. 41 Ashen Giants +2 Strength, +1 Constitution, -2
Charisma Immune to fire damage, can breathe
35. Toxinstalker smoke and ash, can create a cloud of ash around
Description: These giants are immune to most them as an action once per short rest, obscuring
poisons and use toxins to their advantage in hunting vision and dealing 1d6 fire damage to anyone within
prey. 10 feet.
Stat Adjustments: Dexterity +2, Constitution +1
Special Powers/Traits: Can apply a poison to their 42 Crystal Giants +2 Constitution, +1 Intelligence, -2
weapons as a bonus action, and have immunity to Dexterity Resistant to psychic damage, can
poison. communicate telepathically with other crystal giants
within 100 feet, can refract light as an action once
36. Vortex Spinner per short rest, creating a dazzling display that blinds
Description: These giants have a deep connection creatures within 30 feet for 1 round unless they
with the elemental plane of air. They are known to succeed on a Constitution saving throw.
create mini vortexes at will.
Stat Adjustments: Intelligence +2, Dexterity +1 43 Frost Giants +2 Strength, +1 Constitution, -2
Special Powers/Traits: Can cast the spell "Gust of Intelligence Immune to cold damage, can create and
Wind" (1/day), and have resistance to thunder manipulate ice and snow, can exhale a blast of cold
damage. air as an action once per short rest, dealing 2d6 cold
damage to a 15-foot cone and reducing the speed of
37. Astral Wanderer affected creatures by half until the end of their next
Description: Giants with a strange affinity for the turn.
Astral Plane. Their bodies often shimmer with astral
energy. 44 Iron Giants +2 Strength, +1 Constitution, -2
Stat Adjustments: Intelligence +2, Wisdom +1 Wisdom Resistant to bludgeoning, piercing, and
Special Powers/Traits: Can cast the spell "Astral slashing damage from nonmagical weapons, can use
Projection" (1/week), and have advantage on checks metal objects as weapons or armor, can magnetize
to navigate the Astral Plane. themselves as an action once per short rest,
attracting or repelling metal objects within 30 feet.
38. Lavaborn
Description: These giants hail from the fiery depths 45 Storm Giants +2 Strength, +1 Charisma, -2
of volcanoes, their bodies covered in hardened lava. Constitution Resistant to lightning and thunder
Stat Adjustments: Strength +2, Constitution +1 damage, can sense the weather and control the
Special Powers/Traits: Can cast the spell "Magma winds, can call down a bolt of lightning as an action
Burst" (1/day), and have resistance to fire damage. once per short rest, dealing 3d6 lightning damage to
a target within 120 feet and half as much to creatures
39. Gloom Titan within 10 feet of the target.
Description: Giants that thrive in the darkness. Their

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Hexmaster Chapter 2 Races

46 Stone Giants +2 Constitution, +1 Wisdom, -2


Charisma Resistant to acid damage, can meld into 53 Dream Giants +2 Charisma,+1 Wisdom,-2
stone and move through it at half speed, can hurl Strength Can enter the dreams of sleeping creatures
rocks as a ranged weapon with a range of 60/240 within 100 feet; can manipulate the dreamscape to
feet, dealing 1d10 + Strength modifier bludgeoning their liking; can cast the following spells once per
damage. long rest without material components: sleep,
phantasmal force, dream.
47 Cloud Giants +2 Charisma, +1 Intelligence, -2
Strength Can fly at a speed of 30 feet, can create fog 54 Fungus Giants +2 Constitution,+1 Wisdom,-2
and mist around them as an action once per short Dexterity Immune to disease and the poisoned
rest, granting them advantage on Stealth checks and condition; can communicate with fungi and mold; can
disadvantage on Perception checks to others within release spores as an action once per short rest,
the fog or mist. Can cast the following spells once causing one of the following effects to a 15-foot
per long rest without material components: feather radius around them: healing spores (allies regain hit
fall, gust of wind, levitate. points equal to half your level), toxic spores (enemies
must make a Constitution saving throw or take 1d6
48 Fire Giants +2 Strength, +1 Dexterity, -2 Wisdom poison damage and become poisoned for 1 minute),
Immune to fire damage, can ignite flammable objects or hallucinogenic spores (enemies must make a
with a touch, can hurl balls of fire as a ranged Wisdom saving throw or become frightened of you
weapon with a range of 60/240 feet, dealing 1d10 + for 1 minute).
Strength modifier fire damage.
55 Glass Giants +2 Dexterity,+1 Intelligence,-2
49 Shadow Giants +2 Dexterity, +1 Charisma, -2 Constitution Resistant to radiant damage; can reflect
Constitution Can see in dim light and darkness as if it light and create illusions; can shatter into shards as a
were bright light, can hide in shadows as a bonus reaction when hit by an attack, reducing the damage
action, can teleport up to 30 feet between shadows by half and dealing 1d6 slashing damage to the
as an action once per short rest. attacker and creatures within 5 feet of them; can
reform as a bonus action on their next turn.
50 Forest Giants +2 Wisdom, +1 Constitution, -2
Intelligence Can speak with plants and animals, can 56 Ink Giants +2 Charisma,+1 Dexterity,-2 Wisdom
move through natural difficult terrain without penalty, Can change their appearance and voice to mimic
can cast the following spells once per long rest any Medium or smaller creature; can create written
without material components: entangle, goodberry, or drawn messages with their ink; can squirt ink as
speak with plants. an action once per short rest, creating a 20-foot
radius of darkness that lasts for 1 minute or until
51 Bone Giants +2 Constitution, +1 Strength,-2 dispersed by wind.
CharismaImmune to poison damage and the
poisoned condition; have advantage on saving 57 Magma Giants +2 Strength,+1 Constitution,-2
throws against necrotic damage; can detach and Intelligence Immune to fire damage; resistant to
reattach their bones as weapons or tools; can bludgeoning, piercing, and slashing damage from
animate up to four Medium or smaller skeletons nonmagical weapons; can melt metal and stone with
under their control as an action once per long rest. a touch; can erupt as an action once per short rest,
dealing 3d6 fire damage to creatures within 10 feet
52 Clockwork Giants +2 Intelligence,+1 Dexterity,-2 and creating difficult terrain of molten rock.
Wisdom Resistant to lightning damage; have
advantage on saving throws against being stunned 58 Plague Giants +2 Constitution,+1 Strength,-2
or paralyzed; can tinker with mechanical devices; Charisma Immune to disease and the poisoned
can activate one of the following features as an condition; can infect creatures with diseases with
action once per short rest: self-repair (regain hit their bite or claw attacks; can unleash a plague as an
points equal to half your level), steam blast (deal 2d6 action once per long rest, causing one of the
fire damage to a 15-foot cone and push creatures following effects to a 30-foot radius around them:
back 10 feet), or clockwork strike (make one extra bubonic plague (enemies must make a Constitution
attack with a metal weapon). saving throw or take 2d6 necrotic damage and have

77
Chapter 2 Races Hexmaster

their maximum hit points reduced by the same without material components: ice knife, ice storm,
amount), cholera (enemies must make a Constitution cone of cold.
saving throw or become incapacitated by vomiting
and diarrhea for 1 minute), or smallpox (enemies 65 Light Giants +2 Wisdom, +1 Charisma, -2
must make a Constitution saving throw or become Strength Resistant to radiant damage; can emit
covered in painful blisters that reduce their AC by 2 bright light from their body; can cast the following
for 1 hour). spells once per long rest without material
components: light, daylight, sunbeam.
59 Sand Giants +2 Dexterity,+1 Wisdom,-2 Strength
Can move through sand without penalty; can create 66 Metal Giants +2 Strength, +1 Constitution, -2
and manipulate sand; can burrow into sand and hide Intelligence Resistant to bludgeoning, piercing, and
as a bonus action; can create a sandstorm as an slashing damage from nonmagical weapons; can use
action once per long rest, dealing 2d6 slashing metal objects as weapons or armor; can heat or cool
damage to creatures within 60 feet and obscuring metal with a touch, dealing 1d6 fire or cold damage
vision for 1 minute. and causing disadvantage on attack rolls or ability
checks with the metal object until the end of their
60 Water Giants +2 Constitution,+1 Wisdom,-2 next turn.
Intelligence Can breathe underwater and swim at a
speed of 40 feet; can create and manipulate water; 67 Poison Giants +2 Constitution, +1 Dexterity, -2
can cast the following spells once per long rest Wisdom Immune to poison damage and the
without material components: create or destroy poisoned condition; can secrete poison from their
water, shape water, water breathing. skin or spit poison as a ranged weapon with a range
of 30/120 feet, dealing 1d6 poison damage and
61 Blood Giants +2 Strength, +1 Constitution, -2 requiring a Constitution saving throw or becoming
Wisdom Can sense the blood of living creatures poisoned for 1 minute; can cast the following spells
within 60 feet; can drain blood with their bite or claw once per long rest without material components:
attacks, regaining hit points equal to half the damage poison spray, ray of sickness, stinking cloud.
dealt; can cast the following spells once per long rest
without material components: blood curse, blood 68 Smoke Giants +2 Dexterity, +1 Charisma, -2
spear, vampiric touch. Constitution Can see through smoke and fog; can
create smoke around them as an action once per
62 Chaos Giants +2 Charisma, +1 Dexterity, -2 short rest, granting them advantage on Stealth
Constitution Can alter their appearance and size at checks and disadvantage on Perception checks to
will; can create and manipulate chaos energy; can others within the smoke; can turn into smoke and
roll on the Wild Magic Surge table as a bonus action move through small spaces as an action once per
once per short rest. short rest.

63 Earth Giants +2 Constitution, +1 Strength, -2 69 Sound Giants +2 Charisma, +1 Wisdom, -2


Dexterity Resistant to acid damage; can move Strength Can hear sounds up to a mile away; can
through earth and stone without penalty; can hurl create and manipulate sound waves; can cast the
boulders as a ranged weapon with a range of 60/240 following spells once per long rest without material
feet, dealing 1d10 + Strength modifier bludgeoning components: thunderclap, shatter, thunderwave.
damage; can cause an earthquake as an action once
per long rest, dealing 3d6 bludgeoning damage to 70 Star Giants +2 Intelligence, +1 Wisdom, -2
creatures within 60 feet and creating difficult terrain Constitution Can see in darkness as if it were bright
of rubble. light; can create and manipulate starlight; can cast
the following spells once per long rest without
64 Ice Giants +2 Constitution, +1 Strength, -2 material components: guiding bolt, faerie fire,
Charisma Immune to cold damage; can create and starfall.
manipulate ice and snow; can freeze water or
creatures with a touch, dealing 1d6 cold damage and 71 Air Giants +2 Dexterity, +1 Wisdom, -2 Strength
reducing their speed by half until the end of their next Can fly at a speed of 40 feet; can create and
turn; can cast the following spells once per long rest manipulate air currents; can cast the following spells

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Hexmaster Chapter 2 Races

once per long rest without material components: creature under your control), paper storm (deal 3d6
gust, wind wall, fly. slashing damage to creatures within a 20-foot cube
and create difficult terrain of paper shreds).
72 Dark Giants +2 Strength, +1 Dexterity, -2
Charisma Can see in darkness as if it were bright 79 Silk Giants +2 Dexterity, +1 Charisma, -2 Strength
light; can create and manipulate shadows; can cast Can create and manipulate silk; can use silk as
the following spells once per long rest without clothing or armor; can cast the following spells once
material components: darkness, shadow blade, per long rest without material components: web,
shadow step. spider climb, web of lies (create a zone of truth that
affects only creatures other than you).
73 Electric Giants +2 Dexterity, +1 Intelligence, -2
Constitution Resistant to lightning damage; can 80 Wood Giants +2 Constitution, +1 Strength, -2
create and manipulate electricity; can cast the Intelligence Resistant to piercing damage; can speak
following spells once per long rest without material with plants and animals; can use wooden objects as
components: shocking grasp, witch bolt, lightning weapons or armor; can cast the following spells once
bolt. per long rest without material components: thorn
whip, barkskin, spike growth.
74 Flower Giants +2 Charisma, +1 Wisdom, -2
Intelligence Can speak with plants and animals; can 81 Acid Giants +2 Constitution, +1 Strength, -2
create and manipulate flowers and pollen; can cast Charisma Immune to acid damage; can spit acid as a
the following spells once per long rest without ranged weapon with a range of 30/120 feet, dealing
material components: druidcraft, charm person, 1d6 acid damage and corroding metal or stone; can
plant growth. cast the following spells once per long rest without
material components: acid splash, melf's acid
75 Gold Giants +2 Charisma, +1 Intelligence, -2 arrow, vitriolic sphere.
Wisdom Resistant to fire damage; can use gold coins
as weapons or armor; can cast the following spells 82 Coral Giants +2 Wisdom, +1 Constitution, -2
once per long rest without material components: Dexterity Can breathe underwater and swim at a
detect magic, identify, locate object. speed of 40 feet; can create and manipulate coral;
can cast the following spells once per long rest
76 Lava Giants +2 Strength, +1 Constitution, -2 without material components: create or destroy
Dexterity Immune to fire damage; resistant to water, coral growth (create a wall of coral that acts
bludgeoning, piercing, and slashing damage from as a wall of stone), dominate beast (only works on
nonmagical weapons; can melt metal and stone with aquatic creatures).
a touch; can hurl balls of lava as a ranged weapon
with a range of 60/240 feet, dealing 1d10 + Strength 83 Feather Giants +2 Charisma, +1 Dexterity, -2
modifier fire damage and igniting flammable objects. Constitution Can fly at a speed of 30 feet; can create
and manipulate feathers; can cast the following
77 Mist Giants +2 Wisdom, +1 Charisma, -2 Strength spells once per long rest without material
Can see through mist and fog; can create mist components: feather fall, gust of wind, hypnotic
around them as an action once per short rest, pattern.
granting them advantage on Stealth checks and
disadvantage on Perception checks to others within 84 Honey Giants +2 Constitution, +1 Charisma, -2
the mist; can turn into mist and move through small Intelligence Can create and manipulate honey; can
spaces as an action once per short rest. use honey as a weapon or healing substance; can
cast the following spells once per long rest without
78 Paper Giants +2 Intelligence, +1 Dexterity, -2 material components: honey bolt (deal 1d8 piercing
Constitution Can create and manipulate paper; can damage to a creature within 60 feet and stick them to
fold paper into origami shapes that act as tools or the ground or a nearby object), honey heal (regain hit
weapons; can cast the following spells once per long points equal to 1d8 + your Charisma modifier), honey
rest without material components: paper cut (deal swarm (summon a swarm of bees that obeys your
1d4 slashing damage to a creature within 30 feet), commands).
animate paper (create a Medium or smaller paper

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Chapter 2 Races Hexmaster

85 Ink Giants +2 Dexterity, +1 Charisma, -2 Wisdom per long rest without material components: steam
Can change their appearance and voice to mimic blast (deal 1d6 fire damage to a creature within 30
any Medium or smaller creature; can create written feet and push them back 10 feet), steam cloud
or drawn messages with their ink; can squirt ink as (create a cloud of steam that obscures vision and
an action once per short rest, creating a 20-foot deals 1d4 fire damage to creatures within it), steam
radius of darkness that lasts for 1 minute or until engine (create a steam-powered device that
dispersed by wind. performs a simple task for 1 hour).

86 Marble Giants +2 Strength, +1 Constitution, -2 91 Amber Giants +2 Constitution, +1 Strength, -2


Dexterity Resistant to bludgeoning, piercing, and Dexterity Resistant to lightning damage; can create
slashing damage from nonmagical weapons; can use and manipulate amber; can cast the following spells
marble objects as weapons or armor; can sculpt once per long rest without material components:
marble with a touch; can cast the following spells amber bolt (deal 1d8 piercing damage to a creature
once per long rest without material components: within 60 feet and trap them in amber for 1 round),
stone shape, animate objects (only works on marble amber shield (create a shield of amber that grants
objects), statue (turn yourself or another creature into you +2 AC for 1 minute), amber prison (trap a
a marble statue for up to 1 hour). creature within 60 feet in a block of amber for up to 1
hour).
87 Moon Giants +2 Wisdom, +1 Intelligence, -2
Strength Can see in darkness as if it were bright 92 Cheese Giants +2 Charisma, +1 Constitution, -2
light; can create and manipulate moonlight; can cast Intelligence Can create and manipulate cheese; can
the following spells once per long rest without use cheese as a weapon or healing substance; can
material components: moonbeam, moonfire (deal cast the following spells once per long rest without
2d8 radiant damage to a creature within 60 feet and material components: cheese slice (deal 1d6
blind them for 1 round), moonwalk (teleport up to 60 slashing damage to a creature within 30 feet and
feet between areas of dim light or darkness). make them smell bad for 1 hour), cheese heal
(regain hit points equal to 1d6 + your Charisma
88 Rubber Giants +2 Dexterity, +1 Constitution, -2 modifier), cheese wheel (create a large wheel of
Wisdom Resistant to bludgeoning damage; can cheese that rolls over creatures in a 10-foot wide, 60-
stretch and bounce their body parts; can cast the foot long line, dealing 2d6 bludgeoning damage and
following spells once per long rest without material knocking them prone).
components: rubber band (deal 1d6 bludgeoning
damage to a creature within 30 feet and pull them up 93 Clay Giants +2 Constitution, +1 Strength, -2
to 10 feet closer to you), rubber ball (turn yourself Charisma Can create and manipulate clay; can use
into a bouncing ball that can move up to 60 feet as clay as a weapon or armor; can cast the following
an action and deal 1d6 bludgeoning damage to spells once per long rest without material
creatures you hit), rubber shield (create a rubber components: clay fist (deal 1d8 bludgeoning
barrier that grants you +2 AC for 1 minute). damage to a creature within 30 feet and grapple
them), clay armor (create a layer of clay that grants
89 Salt Giants +2 Constitution, +1 Strength, -2 you +2 AC for 1 minute), clay golem (create a
Charisma Immune to poison damage and the Medium or smaller clay creature under your control).
poisoned condition; can create and manipulate salt;
can cast the following spells once per long rest 94 Coal Giants +2 Strength, +1 Constitution, -2
without material components: salt spray (deal 1d4 Wisdom Resistant to fire damage; can create and
piercing damage to a creature within 30 feet and manipulate coal; can cast the following spells once
reduce their speed by half until the end of their next per long rest without material components: coal
turn), salt pillar (create a pillar of salt that acts as a toss (deal 1d6 bludgeoning damage to a creature
wall of force), salt curse (cause a creature within 60 within 30 feet and ignite them for 1 round), coal fire
feet to become dehydrated and thirsty for 1 hour). (create a fire that burns coal and deals 2d6 fire
damage to creatures within 10 feet), coal mine
90 Steam Giants +2 Intelligence, +1 Dexterity, -2 (create a tunnel of coal that you can move through at
Constitution Resistant to fire damage; can create and half speed).
manipulate steam; can cast the following spells once

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Hexmaster Chapter 2 Races

95 Cotton Giants +2 Dexterity, +1 Charisma, -2 wax as a weapon or healing substance; can cast the
Strength Can create and manipulate cotton; can use following spells once per long rest without material
cotton as clothing or armor; can cast the following components: wax dart (deal 1d6 piercing damage to
spells once per long rest without material a creature within 30 feet and stick them to the ground
components: cotton ball (deal 1d4 bludgeoning or a nearby object), wax heal (regain hit points equal
damage to a creature within 30 feet and deafen them to 1d6 + your Charisma modifier), wax statue (turn
for 1 round), cotton candy (create a sweet treat that yourself or another creature into a wax statue for up
restores 1d4 hit points), cotton cloud (create a cloud to 1 hour).
of cotton that obscures vision and grants advantage
on Stealth checks). 7. Demons
96 Ink Giants +2 Charisma, +1 Dexterity, -2 Wisdom 1. Abyssal Spawn: These demons are the offspring
Can change their appearance and voice to mimic of the Abyss, the chaotic and evil plane of existence.
any Medium or smaller creature; can create written They have no fixed form, but constantly shift and
or drawn messages with their ink; can squirt ink as mutate according to their whims and surroundings.
an action once per short rest, creating a 20-foot They have a +2 bonus to Constitution and a +1
radius of darkness that lasts for 1 minute or until bonus to Charisma, but a -2 penalty to Wisdom.
dispersed by wind. They can use an action to change their appearance
and gain a random trait from another demon sub-
97 Lead Giants +2 Strength, +1 Constitution, -2 race for 1 hour, once per day.
Intelligence Resistant to bludgeoning, piercing, and
slashing damage from nonmagical weapons; can use 2. Blood Fiend: These demons are obsessed with
lead objects as weapons or armor; can cast the blood and gore, and feed on the life force of their
following spells once per long rest without material victims. They have a +2 bonus to Strength and a +1
components: lead bullet (deal 1d10 piercing bonus to Dexterity, but a -2 penalty to Intelligence.
damage to a creature within 60 feet and poison them They have claws and fangs that deal an extra 1d6
for 1 round), lead wall (create a wall of lead that necrotic damage on a hit, and they can regain hit
blocks sound and magic), lead poisoning (cause a points equal to half the necrotic damage they deal,
creature within 60 feet to become sickened and lose once per round.
their Intelligence modifier on ability checks and
saving throws for 1 hour). 3. Corruptor: These demons are masters of
manipulation and deception, and seek to corrupt and
98 Magnet Giants +2 Intelligence, +1 Dexterity, -2 ruin everything they touch. They have a +2 bonus to
Constitution Resistant to lightning damage; can Charisma and a +1 bonus to Intelligence, but a -2
create and manipulate magnetic fields; can cast the penalty to Wisdom. They can cast charm person and
following spells once per long rest without material suggestion at will, using Charisma as their
components: magnet pull (pull or push a metal spellcasting ability, but they suffer 1d6 psychic
object or creature within 30 feet up to 10 feet closer damage every time they do so.
or farther from you), magnet shield (create a
magnetic barrier that grants you +2 AC for 1 minute), 4. Dread Lord: These demons are the rulers and
magnet storm (create a storm of metal shards that tyrants of the lower planes, commanding legions of
deals 3d6 piercing damage to creatures within a 20- lesser demons and other evil beings. They have a +2
foot radius). bonus to Intelligence and a +1 bonus to Charisma,
but a -2 penalty to Constitution. They can cast
99 Silk Giants +2 Dexterity, +1 Charisma, -2 Strength command and dominate person once per day each,
Can create and manipulate silk; can use silk as using Intelligence as their spellcasting ability, and
clothing or armor; can cast the following spells once they have advantage on saving throws against being
per long rest without material components: web, charmed or frightened.
spider climb, web of lies (create a zone of truth that
affects only creatures other than you). 5. Ebon Wing: These demons are swift and agile
flyers, soaring through the skies and striking from
100 Wax Giants +2 Charisma, +1 Constitution, -2 above. They have a +2 bonus to Dexterity and a +1
Wisdom Can create and manipulate wax; can use bonus to Wisdom, but a -2 penalty to Strength. They

81
Chapter 2 Races Hexmaster

have wings that allow them to fly at a speed of 60 to Dexterity and a +1 bonus to Intelligence, but a -2
feet, and they can use a bonus action to make an penalty to Strength. They have darkvision out to 60
extra attack with their talons or a ranged weapon. feet, and they can use a bonus action to hide or dash
when they are within 15 feet of an ally.
6. Flesh Weaver: These demons are adept at
altering and reshaping flesh, both their own and 12. Lilith: These demons are seductive and
others'. They have a +2 bonus to Constitution and a charming, using their beauty and charisma to lure
+1 bonus to Intelligence, but a -2 penalty to and manipulate others. They have a +2 bonus to
Charisma. They can use an action to heal Charisma and a +1 bonus to Wisdom, but a -2
themselves or an ally within 30 feet for 1d8 hit points, penalty to Strength. They can cast charm person and
or harm an enemy within 30 feet for 1d8 necrotic enthrall at will, using Charisma as their spellcasting
damage, once per short rest. ability, and they have advantage on saving throws
against being charmed or frightened.
7. Ghoul: These demons are scavengers and
cannibals, feeding on the corpses of the dead and 13. Manticore: These demons are fierce and
the dying. They have a +2 bonus to Strength and a ferocious, combining the features of a lion, a
+1 bonus to Constitution, but a -2 penalty to scorpion, and a human. They have a +2 bonus to
Charisma. They have a bite attack that deals an Strength and a +1 bonus to Constitution, but a -2
extra 1d4 poison damage on a hit, and forces the penalty to Intelligence. They have a tail that can
target to make a Constitution saving throw or be shoot spikes as a ranged weapon (30/60 feet, 1d6
paralyzed for 1 minute, unless they are immune to piercing damage), and they can use a reaction to
poison. make an opportunity attack with their bite when an
enemy within 5 feet of them moves away.
8. Hell Hound: These demons are loyal and fierce
hunters, tracking down their prey with their keen 14. Necromancer: These demons are masters of
senses and savage bites. They have a +2 bonus to death and undeath, raising corpses and skeletons as
Dexterity and a +1 bonus to Wisdom, but a -2 penalty their minions. They have a +2 bonus to Intelligence
to Intelligence. They have darkvision out to 120 feet, and a +1 bonus to Charisma, but a -2 penalty to
and they can use an action to breathe fire in a 15- Constitution. They can cast animate dead and speak
foot cone, dealing 3d6 fire damage to each creature with dead once per day each, using Intelligence as
in the area (Dexterity saving throw for half damage), their spellcasting ability, and they have resistance to
once per short rest. necrotic damage.

9. Infernal Knight: These demons are the elite 15. Ooze: These demons are amorphous and slimy,
warriors of the lower planes, clad in black armor and able to squeeze through narrow spaces and engulf
wielding wicked weapons. They have a +2 bonus to their foes. They have a +2 bonus to Constitution and
Strength and a +1 bonus to Constitution, but a -2 a +1 bonus to Dexterity, but a -2 penalty to
penalty to Dexterity. They have proficiency in heavy Charisma. They have immunity to acid damage and
armor and martial weapons, and they can use an the prone condition, and they can use an action to
action to summon a fiendish mount (such as a engulf a creature of the same size or smaller that is
nightmare or a hell steed) for 1 hour, once per day. within 5 feet of them (Dexterity saving throw or be
restrained and take 1d6 acid damage at the start of
10. Jester: These demons are the tricksters and each of the ooze's turns).
pranksters of the lower planes, delighting in causing
chaos and mischief wherever they go. They have a 16. Pit Fiend: These demons are the most powerful
+2 bonus to Charisma and a +1 bonus to Dexterity, and feared of all demons, commanding respect and
but a -2 penalty to Wisdom. They have proficiency in fear from all other evil beings. They have a +2 bonus
deception and sleight of hand skills, and they can to Strength and a +1 bonus to Charisma, but a -2
use an action to cast minor illusion or prestidigitation penalty to Dexterity. They can cast fireball and wall
at will, using Charisma as their spellcasting ability. of fire once per day each, using Charisma as their
spellcasting ability, and they have immunity to fire
11. Kobold: These demons are small and cowardly, damage.
but cunning and resourceful. They have a +2 bonus

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Hexmaster Chapter 2 Races

17. Quill Beast: These demons are covered in sharp +1 bonus to Constitution, but a -2 penalty to
quills that they can launch at their enemies or use as Intelligence. They have wings that allow them to fly
melee weapons. They have a +2 bonus to Dexterity at a speed of 60 feet, and they can use an action to
and a +1 bonus to Constitution, but a -2 penalty to emit a screech that deafens all creatures within 30
Wisdom. They have quills that deal an extra 1d4 feet of them (Constitution saving throw or be
piercing damage on a hit, and they can use an action deafened for 1 minute), once per short rest.
to shoot quills in a 15-foot cone (Dexterity saving
throw or take 3d4 piercing damage), once per short 23. Worm That Walks: These demons are composed
rest. of thousands of worms that act as one entity,
devouring flesh and bone. They have a +2 bonus to
18. Rakshasa: These demons are shapeshifters and Constitution and a +1 bonus to Intelligence, but a -2
deceivers, taking on the forms of other creatures to penalty to Wisdom. They have immunity to piercing
blend in and manipulate them. They have a +2 bonus damage and the prone condition, and they can use
to Charisma and a +1 bonus to Intelligence, but a -2 an action to split into two smaller worms that walks,
penalty to Strength. They can use an action to each with half the original's hit points, once per long
change their appearance into any humanoid or beast rest.
that is the same size as them or smaller, for 1 hour
or until they end it as a bonus action, once per short 24. Xorn: These demons are strange and alien, with
rest. three arms, three legs, and three eyes. They have a
+2 bonus to Constitution and a +1 bonus to Wisdom,
19. Succubus/Incubus: These demons are tempters but a -2 penalty to Charisma. They have
and corruptors, feeding on the life force of those who tremorsense out to 60 feet, and they can use an
succumb to their charms. They have a +2 bonus to action to burrow through solid rock at a speed of 20
Charisma and a +1 bonus to Dexterity, but a -2 feet, leaving no trace behind them.
penalty to Constitution. They can cast charm person
at will, using Charisma as their spellcasting ability, 25. Yugoloth: These demons are mercenary and
and they can use an action to kiss a charmed pragmatic, offering their services to the highest
creature within 5 feet of them (Constitution saving bidder. They have a +2 bonus to Intelligence and a
throw or take 3d6 psychic damage and become +1 bonus to Charisma, but a -2 penalty to Wisdom.
unconscious for 1 minute), once per long rest. They have proficiency in deception and persuasion
skills, and they can use an action to teleport up to 30
20. Tentacle Horror: These demons are masses of feet to an unoccupied space that they can see, once
writhing tentacles that lash out at anything that per short rest.
comes near them. They have a +2 bonus to
Constitution and a +1 bonus to Strength, but a -2 26. Zombie: These demons are mindless and
penalty to Intelligence. They have tentacles that deal relentless, rising from the dead to serve their
an extra 1d6 bludgeoning damage on a hit, and they masters. They have a +2 bonus to Constitution and a
can use an action to grapple up to two creatures +1 bonus to Strength, but a -2 penalty to Intelligence.
within 10 feet of them with their tentacles (Strength They have immunity to poison damage and the
saving throw or be restrained). poisoned condition, and they can use an action to
make two slam attacks (1d6 bludgeoning damage
21. Ur-Ghul: These demons are savage and bestial, each).
living in dark and hidden places. They have a +2
bonus to Strength and a +1 bonus to Dexterity, but a 27. Haunting Specters: Demons that can phase
-2 penalty to Charisma. They have darkvision out to through objects and manipulate the ethereal plane.
120 feet, and they can use a bonus action to enter a +2 Dexterity, -2 Strength. Can become ethereal for 1
frenzy for 1 minute, gaining advantage on melee hour once per day.
attacks but disadvantage on saving throws, once per
long rest. 28. Radiant Seraphs: Angelic demons that possess a
twisted form of celestial energy. +2 Charisma, -2
22. Vrock: These demons are vulture-like and Wisdom. Can emit a radiant burst that damages evil
vicious, swooping down on their prey and tearing creatures.
them apart. They have a +2 bonus to Dexterity and a

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Chapter 2 Races Hexmaster

29. Soulflame Infusers: Demons that can channel the with successful melee attacks.
souls of the dead. +2 Charisma, -2 Constitution. Can
empower their attacks with soulfire, dealing 1d6 41. Celestial Defilers: Demons that corrupt and taint
additional damage. celestial energy. +2 Charisma, -2 Wisdom. Gain the
ability to suppress or nullify celestial powers.
30. Chaosweavers: Demons that manipulate chaos
energy. +2 Intelligence, -2 Wisdom. Can create 42. Soul Manipulators: Demons capable of
chaotic disturbances that disrupt magic and cause manipulating the essence of souls. +2 Intelligence, -2
random effects. Constitution. Can temporarily drain the life force of
opponents.
31. Shadowstep Assassins: Demons that can
teleport through shadows. +4 Dexterity, -2 Strength. 43. Darkfire Adepts: Demons that wield dark flames.
Gain the ability to teleport instantly between +2 Constitution, -2 Wisdom. Can create and control
shadows. darkfire, inflicting ongoing damage to targets.

32. Stormborn Tempests: Demons attuned to the 44. Nightmare Phantasms: Demons that haunt the
power of storms. +2 Wisdom, -2 Constitution. Can dreams of mortals. +2 Charisma, -2 Dexterity. Can
call upon storm clouds to unleash lightning bolts. invade and manipulate the dreams of sleeping
creatures.
33. Bloodbound Ravagers: Demons fueled by the
taste of blood. +4 Strength, -2 Intelligence. Gain 45. Doppelganger Shadows: Demons skilled in
temporary hit points when dealing damage with mimicry and deception. +2 Dexterity, -2 Strength.
melee attacks. Can assume the appearance of other creatures at
will.
34. Eldritch Mindbenders: Demons that can
manipulate and invade the minds of others. +2 46. Necrotic Soulbinders: Demons that can bind
Intelligence, -2 Constitution. Can cast dominate souls to their will. +2 Charisma, -2 Constitution. Can
person spell once per day. trap and control the souls of the deceased.

35. Plaguebringers: Demons that spread virulent 47. Voidcallers: Demons that can open portals to the
diseases with a touch. +2 Constitution, -2 Charisma. void. +2 Intelligence, -2 Wisdom. Can summon void
Inflict a debilitating disease with a touch attack. creatures and unleash void energy.

36. Lunar Shadows: Demons linked to the power of 48. Soulstone Channelers: Demons connected to the
the moon. +2 Dexterity, -2 Wisdom. Gain enhanced power of soulstones. +2 Charisma, -2 Constitution.
abilities under moonlight and gain darkvision. Can absorb and channel the energy of soulstones for
various effects.
37. Flameheart Incarnates: Demons with hearts
ablaze with infernal fire. +2 Constitution, -2 Wisdom. 49. Prismatic Guardians: Demons that embody the
Gain resistance to fire damage and can ignite power of prismatic energy. +2 Charisma, -2 Wisdom.
weapons with flames. Can unleash prismatic blasts that damage and
disorient targets.
38. Veilwalkers: Demons that can pass through the
boundaries of reality. +2 Dexterity, -2 Strength. Can 50. Envenomed Assassins: Demons that wield
step into the ethereal plane at will. deadly poisoned weapons. +2 Dexterity, -2 Wisdom.
Inflict additional poison damage with successful
39. Corrosive Abominations: Demons that secrete weapon attacks.
corrosive fluids. +2 Constitution, -2 Charisma. Gain
the ability to inflict acid damage with touch attacks. 51. Shadowsteel Reapers: Demons that can
manipulate shadows and metal. +2 Strength, -2
40. Reaper's Touch: Demons that can drain the life Charisma. Can transform their limbs into
force of living creatures. +2 Charisma, -2 shadowsteel weapons.
Constitution. Absorb life force to heal themselves

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52. Elemental Conjurers: Demons that command the


elemental forces. +2 Intelligence, -2 Wisdom. Gain 64. Death's Embrace: Demons that manipulate death
proficiency in one elemental spell of their choice. energy. +2 Charisma, -2 Constitution. Can drain the
life force of nearby dying creatures to heal
53. Nightmarish Illusionists: Demons that create themselves.
terrifying illusions. +2 Intelligence, -2 Strength. Can
cast phantasmal killer spell once per day. 65. Eldritch Mages: Demons that channel eldritch
magic. +2 Intelligence, -2 Strength. Gain proficiency
54. Acidic Corroders: Demons that excrete corrosive in one additional eldritch spell of their choice.
acid. +2 Constitution, -2 Charisma. Gain the ability to
secrete acid from their pores. 66. Venomweavers: Demons that weave deadly
poisons. +2 Intelligence, -2 Wisdom. Can create
55. Soulbound Puppeteers: Demons that control the powerful toxins and venomous substances.
bodies of others. +2 Charisma, -2 Constitution. Can
temporarily possess and control the actions of willing 67. Soulstorm Conjurers: Demons capable of
creatures. summoning soulstorms. +2 Charisma, -2 Wisdom.
Can call forth a swirling storm of souls to damage
56. Thunderous Brawlers: Demons skilled in enemies.
lightning-fast strikes. +4 Dexterity, -2 Intelligence.
Gain a bonus to initiative rolls and unarmed strike 68. Infernal Savants: Demons with immense
damage. knowledge of infernal lore. +2 Intelligence, -2
Strength. Gain proficiency in infernal languages and
57. Nightmare Wraiths: Demons that manifest as secret knowledge.
terrifying wraiths. +2 Charisma, -2 Wisdom. Can
instill fear and panic in nearby creatures. 69. Shadowy Phantoms: Demons that can become
intangible shadows. +2 Dexterity, -2 Strength. Can
58. Disintegrators: Demons with the power to phase through solid objects for 1 hour.
disintegrate matter. +2 Intelligence, -2 Constitution.
Can cast disintegrate spell once per day. 70. Voidwalkers: Demons capable of traversing the
void between planes. +2 Intelligence, -2 Wisdom.
59. Venomfang Assassins: Demons with venomous Can open temporary portals to other planes.
fangs and deadly precision. +2 Dexterity, -2 Strength.
Inflict additional poison damage with successful 71. Arcane Necromancers: Demons that wield dark
unarmed strikes. necromantic magic. +2 Intelligence, -2 Constitution.
Gain proficiency in necromantic spells and the ability
60. Sanguine Bloodmancers: Demons that to raise undead.
manipulate blood and life force. +2 Constitution, -2
Wisdom. Can drain the life force of opponents with a 72. Soul Eaters: Demons that devour souls to gain
touch. power. +2 Charisma, -2 Constitution. Can absorb the
life force of slain creatures to temporarily increase
61. Ethereal Phantoms: Demons that can phase their own power.
through solid objects. +2 Dexterity, -2 Strength. Can
become ethereal at will. 73. Chaotic Alchemists: Demons skilled in chaotic
alchemy. +2 Intelligence, -2 Wisdom. Gain
62. Infernal Architects: Demons skilled in proficiency in alchemical tools and can create chaotic
constructing infernal structures. +2 Intelligence, -2 potions.
Constitution. Gain proficiency in engineering and
architecture. 74. Inferno Titans: Enormous demons wreathed in
flames. +6 Strength, -2 Dexterity. Gain resistance to
63. Darkfire Assassins: Demons that control dark fire damage and can create an explosion upon
flames and shadows. +2 Dexterity, -2 Charisma. Can death.
cloak themselves in darkness and conjure darkfire
weapons. 75. Reaper's Shadows: Demons that harvest souls

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and control shadows. +2 Charisma, -2 Constitution. 87. Shadewalkers: Demons capable of traversing the
Can manipulate and control shadows to hinder shadows. +2 Dexterity, -2 Strength. Can teleport
opponents. through shadows and gain advantage on stealth
checks in dim light.
76. Eldritch Blighters: Demons that spread eldritch
corruption. +2 Constitution, -2 Wisdom. Inflict an 88. Infernal Enforcers: Demons tasked with enforcing
eldritch curse on successful melee attacks. infernal laws. +2 Strength, -2 Charisma. Gain the
ability to cast infernal spells that weaken opponents.
77. Abyssal Maw: Demons with a gaping maw filled
with razor-sharp teeth. +2 Strength, -2 Intelligence. 89. Voidblade Assassins: Demons skilled in using
Gain a bite attack that deals increased damage. void-infused blades. +2 Dexterity, -2 Wisdom. Can
conjure and wield voidblades that ignore armor.
78. Arcane Tricksters: Demons skilled in spellcasting
and trickery. +2 Intelligence, -2 Strength. Can cast a 90. Blighted Necromancers: Demons that specialize
variety of illusion and enchantment spells. in necromantic plague magic. +2 Intelligence, -2
Constitution. Can cast necromantic spells that
79. Cursed Doombringers: Demons that bring spread diseases.
misfortune and curses. +2 Charisma, -2 Wisdom.
Can afflict opponents with curses that hamper their 91. Soulrender Sentinels: Demons that can tear
abilities. souls from mortal bodies. +2 Charisma, -2
Constitution. Gain the ability to forcefully extract
80. Voidborne Shadows: Demons that can souls from living creatures.
manipulate the fabric of reality. +2 Intelligence, -2
Strength. Gain the ability to create temporary 92. Ethereal Phantasmagoras: Demons that can
breaches in reality. create illusory phantasms. +2 Intelligence, -2
Strength. Can create complex and realistic illusions
81. Darkspawn Reavers: Demons that embody the to deceive and confuse opponents.
essence of darkness. +2 Strength, -2 Charisma. Can
summon shadowy minions to aid in combat. 93. Abyssal Juggernauts: Demons with immense
strength and durability. +6 Strength, -2 Dexterity.
82. Soulfire Pyromancers: Demons that control soul- Gain natural armor and resistance to physical
infused flames. +2 Constitution, -2 Wisdom. Can damage.
create and manipulate soulfire for destructive effects.
94. Shadowstep Reapers: Demons that can teleport
83. Timeless Chronomancers: Demons that instantly through shadows. +4 Dexterity, -2 Strength.
command the flow of time. +2 Intelligence, -2 Gain the ability to teleport between shadows without
Strength. Gain the ability to manipulate time and alter limitations.
the outcome of events.
95. Chaosfire Pyromancers: Demons that wield
84. Harbingers of Despair: Demons that instill fear chaotic flames. +2 Constitution, -2 Wisdom. Can
and despair in others. +2 Charisma, -2 Wisdom. Can conjure chaotic fire that deals random elemental
emit an aura that weakens the resolve of nearby damage.
creatures.
96. Bloodbound Bloodmages: Demons that draw
85. Chaos Sorcerers: Demons that harness chaotic power from blood sacrifices. +2 Charisma, -2
magic. +2 Intelligence, -2 Wisdom. Can cast random Constitution. Can enhance their spells and abilities
chaotic spells with unpredictable effects. by sacrificing blood.

86. Death's Grasp: Demons that drain the life force of 97. Eldritch Bladelocks: Demons that form pacts with
nearby creatures. +2 Charisma, -2 Constitution. Can eldritch entities. +2 Charisma, -2 Wisdom. Gain the
siphon the life force of nearby creatures to replenish ability to summon eldritch weapons and eldritch
their own health. invocations.

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98. Malefic Soulstealers: Demons that steal and Ability: +2 Charisma, +1 Dexterity
devour souls. +2 Charisma, -2 Constitution. Can trap Special Traits:
and consume the souls of defeated foes. Andromeda's Grace: Advantage on Performance and
Persuasion checks.
99. Abyssal Conquerors: Demons skilled in leading Starlight Step: Andromeda Angels can teleport up to
armies and conquering realms. +2 Charisma, -2 30 feet to an unoccupied space they can see once
Wisdom. Gain proficiency in tactics and leadership. per short rest.

100. Hexmaster Fiends: Demons that excel in hexes 4. Angelic Aether


and curses. +2 Intelligence, -2 Constitution. Can cast Description: These angels exist partially in the
powerful hexes and curses on opponents, inflicting material plane and partially in an ethereal one. Their
long-lasting effects. bodies appear semi-transparent, giving them an
otherworldly and haunting appearance. Angelic
8. Angels Aethers are conduits to the other side, often
communicating messages from the beyond.
Ability: +2 Wisdom, +1 Constitution
1. Aeonlight Angels Special Traits:
Description: The Aeonlight Angels are the Ethereal Sight: Can see 60 feet into the Ethereal
embodiment of cosmic harmony. They are ethereal Plane when on the Material Plane.
beings, radiant and glittering, with shifting Ethereal Step: Once per long rest, they can step into
constellations embedded in their very essence. the Ethereal Plane using a bonus action.
Living embodiments of ancient stars and galaxies,
they resonate with the grandeur of the cosmos. 5. Angelic Arbiters
Ability: +2 Wisdom, +1 Charisma Description: Tasked with maintaining balance and
Special Traits: justice, the Angelic Arbiters are stern and formidable.
Cosmic Harmony: They have resistance to psychic Their form is solid, often appearing in ornate armors,
damage and advantage on saving throws against bearing symbols of fairness and equilibrium.
fear and charm effects. Ability: +2 Strength, +1 Wisdom
Starlight Healing: Once per long rest, they can Special Traits:
channel their celestial energy to heal a creature they Unyielding Justice: They can cast Zone of Truth once
touch for 1d8 + their Wisdom modifier hit points. per long rest.
Aura of Balance: Creatures within 10 feet of the
2. Alpha Acolytes Arbiter have advantage on saving throws against
Description: Alpha Acolytes are angels who have being charmed or frightened.
served the divine from the beginning of creation.
Their forms are nebulous and ever-changing, 6. Angelic Arpeggios
reflecting their ancient wisdom and untold secrets. Description: The Angelic Arpeggios are muses of
These beings are revered as sages and mystics. divine melodies, their songs echoing through the
Ability: +2 Intelligence, +1 Wisdom cosmos. Their form often shimmers with harmonious
Special Traits: vibrations, and the music they create can soothe,
Ancient Knowledge: They can add twice their heal, or harm.
proficiency bonus to History checks related to Ability: +2 Charisma, +1 Intelligence
ancient civilizations or divine beings. Special Traits:
Timeless Being: Alpha Acolytes can cast the spell Divine Melody: Once per long rest, they can sing a
Slow once per long rest. song that either heals allies for 1d8+ Charisma
modifier or deals the same amount of psychic
3. Andromeda Angels damage to enemies within 20 feet.
Description: These celestial beings hail from the Song of Tranquility: They can cast Calm Emotions
farthest corners of the cosmos, the Andromeda once per long rest.
galaxy. They are beings of immense beauty, their
bodies seeming to be carved from starlight and 7. Angelic Astralites
stardust. Andromeda Angels are often associated Description: Angelic Astralites are celestial entities
with serenity and peace. deeply connected to the astral plane. Their forms

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Chapter 2 Races Hexmaster

seem to contain miniature galaxies, stars, and Description: Astral Ascendants are angels who
celestial bodies. have transcended the physical plane, embodying the
Ability: +2 Intelligence, +1 Wisdom astral energy of the cosmos. They appear as starry
Special Traits: silhouettes, their form constantly shifting and
Astral Projection: Once per long rest, they can cast flickering like an astral flame.
the Astral Projection spell without needing material Ability: +2 Intelligence, +1 Wisdom
components. Special Traits:
Stars' Guidance: Advantage on Survival checks Astral Wisdom: They can add twice their proficiency
related to navigation. bonus to Arcana checks related to astral entities or
phenomena.
8. Angelic Aurora Astral Transcendence: Once per long rest, they can
Description: These radiant angels embody the become intangible, gaining the benefits of the Blink
breathtaking beauty and immense power of the spell.
celestial auroras. They are vibrant and mesmerizing,
their colors constantly shifting and flowing. 12. Celestial Cherubs
Ability: +2 Charisma, +1 Dexterity Description: Celestial Cherubs are diminutive
Special Traits: beings of love and joy. They often appear as childlike
Aurora's Embrace: Once per long rest, they can figures with angelic wings, their bodies glowing with
create a dazzling, 30-foot radius light show that warm and inviting light.
mesmerizes enemies, making them unable to take Ability: +2 Charisma, +1 Dexterity
reactions until the end of their next turn. Special Traits:
Radiant Resistance: Resistance to radiant damage. Cherub's Love: They can cast Charm Person once
per long rest.
9. Astral Archangels Heartwarming Presence: Allies within 10 feet gain
Description: Astral Archangels are the epitome of advantage on saving throws against fear effects.
divine power. Their forms are grand and intimidating,
often adorned with astral motifs and celestial 13. Celestial Crusaders
symbols. Description: Celestial Crusaders are stalwart
Ability: +2 Strength, +1 Charisma defenders of divine justice. They appear in bright,
Special Traits: celestial armor, bearing weapons made of starlight.
Divine Authority: They can add their Charisma Ability: +2 Strength, +1 Constitution
modifier to their AC when not wearing armor or using Special Traits:
a shield. Celestial Shield: They can add their Constitution
Astral Strike: Once per long rest, they can empower modifier to their AC in addition to their Dexterity.
their weapon with divine energy, dealing an extra Crusader's Strike: Once per long rest, they can smite
2d6 radiant damage on the next hit. their enemies, adding 1d8 radiant damage to a
successful attack.
10. Astral Archon Angels
Description: Astral Archon Angels are the celestial 14. Chrono Cherubim
commanders, their forms exuding power and Description: Chrono Cherubim are guardians of
authority. They are adorned with intricate armors and time, their bodies composed of swirling galaxies and
celestial weaponry, their presence demanding ticking celestial clocks. They have a unique ability to
respect. manipulate the flow of time.
Ability: +2 Constitution, +1 Strength Ability: +2 Intelligence, +1 Wisdom
Special Traits: Special Traits:
Astral Command: Once per long rest, they can cast Time Keeper: They can cast Haste or Slow once per
the Command spell without using a spell slot. long rest.
Archon's Endurance: They have resistance to Temporal Shift: Once per long rest, they can reroll a
necrotic damage and advantage on saving throws failed saving throw, representing a brief rewind in
against exhaustion. time.

15. Comet Cherubs


11. Astral Ascendants Description: Comet Cherubs are angelic beings

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associated with good omens and fortune. They are forms, their bodies phasing in and out of existence.
as fast and agile as comets, leaving a trail of stardust Ability: +2 Intelligence, +1 Constitution
behind them. Special Traits:
Ability: +2 Dexterity, +1 Charisma Dimensional Awareness: Advantage on checks
Special Traits: related to planar knowledge.
Comet's Swiftness: Their base walking speed Dimensional Step: Once per long rest, they can
increases by 10 feet. teleport themselves and up to five others to a
Lucky Star: Once per long rest, they can give different plane of existence.
themselves or an ally advantage on one attack roll,
ability check, or saving throw. 20. Divine Dreamers
Description: Divine Dreamers are angels who have
16. Cosmic Caring Angels jurisdiction over dreams and visions. They often
Description: These angels are beings of pure appear in surreal, dream-like forms, shifting and
kindness and compassion. Their form emanates a morphing in unpredictable ways.
comforting light that soothes and heals. Ability: +2 Wisdom, +1 Charisma
Ability: +2 Wisdom, +1 Charisma Special Traits:
Special Traits: Dreamweaver: They can cast the Dream spell once
Cosmic Comfort: They can cast Cure Wounds once per long rest.
per long rest. Oneiric Visions: Once per long rest, they can give
Soothing Presence: Allies within 10 feet have themselves or an ally advantage on one attack roll,
advantage on saving throws against being ability check, or saving throw through prophetic
frightened. dreams.

17. Cosmic Choirs


Description: Cosmic Choirs are divine entities of 21. Elysian Emissaries
celestial music. Their harmonious voices resonate Description: Elysian Emissaries are angelic
with the music of the spheres, inspiring and diplomats from the paradisiacal planes. They radiate
empowering their allies. an aura of serene calm and tranquil peace, their form
Ability: +2 Charisma, +1 Intelligence shimmering with an ethereal light.
Special Traits: Ability: +2 Charisma, +1 Wisdom
Cosmic Hymn: Once per long rest, they can sing a Special Traits:
hymn that gives them and their allies a d4 bonus to Elysian Diplomat: Advantage on Persuasion checks.
attack rolls and saving throws for 1 minute. Peaceful Presence: Can cast Calm Emotions once
Inspiring Melody: They can cast Heroism once per per long rest.
long rest.
22. Eonlight Emissaries
18. Cygnus Cherubs Description: These angelic beings have existed
Description: Cygnus Cherubs are angelic entities since the dawn of time, their bodies glowing with the
associated with the Cygnus constellation, also known accumulated wisdom of countless eons. They appear
as the Swan. They often appear as graceful, bird-like as ancient, noble figures etched in starlight.
figures with shimmering wings, embodying beauty Ability: +2 Intelligence, +1 Wisdom
and tranquility. Special Traits:
Ability: +2 Charisma, +1 Wisdom Eon's Wisdom: Can add double their proficiency
Special Traits: bonus to History checks.
Swan's Grace: Advantage on Performance and Timeless Knowledge: Can cast Legend Lore once
Acrobatics checks. per long rest.
Cygnus Flight: They have a flying speed equal to
their current walking speed. 23. Ethereal Empyreal
Description: Ethereal Empyreals are celestial
19. Dimensional Dominions beings of sublime power and authority. They exist
Description: Dimensional Dominions are angels partly in the Ethereal Plane, giving them a ghostly,
tasked with overseeing the countless dimensions. otherworldly appearance.
They often appear in shifting, multi-dimensional Ability: +2 Strength, +1 Charisma

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Chapter 2 Races Hexmaster

Special Traits: (similar to the spell Hunger of Hadar).


Ethereal Shift: Can cast Etherealness once per long Gravitational Distortion: Can cast Levitate once per
rest. short rest.
Divine Authority: Can use Command as a bonus
action once per short rest. 28. Galactic Graces
Description: Galactic Graces are angels of beauty
24. Ethereal Evangelists and harmony, embodying the majesty of the
Description: These angels are passionate galaxies. Their bodies are draped in celestial gowns,
preachers of divine truth, spreading wisdom and their form glimmering with stardust.
understanding across the cosmos. They are ethereal Ability: +2 Charisma, +1 Wisdom
and radiant, with voices that echo through the ether. Special Traits:
Ability: +2 Wisdom, +1 Charisma Graceful Presence: Advantage on all Performance
Special Traits: checks.
Ethereal Voice: Can cast Thaumaturgy at will. Cosmic Charm: Can cast Charm Person once per
Evangelist's Inspiration: Once per long rest, can give long rest.
an ally advantage on all Wisdom and Charisma
checks for 1 hour. 29. Gravity Guardians
Description: These celestial beings serve as the
25. Etheric Echoes guardians of gravitational forces. They are imposing
Description: Etheric Echoes are strange angels, figures made of dense stellar material, their bodies
fragments of divine entities that have fallen in ancient exerting a palpable force.
celestial battles. They exist as echoes of their former Ability: +2 Strength, +1 Constitution
selves, ethereal and semi-transparent. Special Traits:
Ability: +2 Dexterity, +1 Intelligence Gravitational Might: Advantage on all Strength
Special Traits: checks.
Echoing Presence: Once per long rest, can create a Gravity Manipulation: Can cast Reverse Gravity once
duplicate of themselves with the Mirror Image spell. per long rest.
Ethereal Fade: Can use bonus action to become
invisible until the end of their next turn once per short 30. Hallowed Harmonics
rest. Description: Hallowed Harmonics are angelic
beings of celestial sound and music. Their bodies
26. Etheric Evangelists radiate soothing, harmonious notes that resonate
Description: These angels spread the teachings of with the cosmic frequencies.
the divine through the ether, their messages Ability: +2 Charisma, +1 Intelligence
resonating through the cosmos. They often appear Special Traits:
as radiant, spectral figures with powerful voices. Harmonic Resonance: Can cast Silence once per
Ability: +2 Charisma, +1 Wisdom long rest.
Special Traits: Harmonic Inspiration: Can use a bonus action to
Etheric Broadcast: Can cast Sending once per long inspire an ally, giving them an extra 1d6 to add to a
rest. roll once per short rest.
Inspiring Preach: Can use a bonus action to inspire
an ally, giving them an extra 1d6 to add to a roll once
per short rest. 31. Galactic Guardians
Description: These celestial beings are tasked with
27. Event Horizon Emissaries the protection of entire galaxies. Their majestic forms
Description: Event Horizon Emissaries are angels shimmer with the cosmic power they wield.
from beyond the edge of known reality, their form Ability: +2 Strength, +1 Constitution
constantly distorted and warped by the immense Special Traits:
gravitational pull they embody. Galactic Shield: Can use a reaction to add their
Ability: +2 Intelligence, +1 Constitution Constitution modifier to their AC against one attack.
Special Traits: Guardian's Call: Can cast Guardian of Faith once per
Event Horizon: Once per long rest, can create a 10- long rest.
foot-radius sphere of crushing gravitational force

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Hexmaster Chapter 2 Races

32. Genesis Guardians woven from celestial strands of light, resembling a


Description: Genesis Guardians are the keepers of double helix.
creation, embodying the divine energy of beginnings. Ability: +2 Intelligence, +1 Wisdom
They are vibrant and lively, their form constantly Special Traits:
budding with new growth. Helix Knowledge: Can cast Identify once per long
Ability: +2 Wisdom, +1 Charisma rest.
Special Traits: Divine Blueprint: Can use an action to reveal the
Genesis Renewal: Can cast Regenerate once per weaknesses of a creature, granting advantage on the
long rest. next attack roll against it once per short rest.
Guardian's Grace: Can use Lay on Hands to heal an
amount of hit points equal to their level x5 per long 37. Hyperlight Heralds
rest. Description: Hyperlight Heralds are faster-than-light
messengers of the divine. They appear as radiant
33. Halcyon Herald Angels streaks of celestial energy, their form constantly
Description: These angels are bringers of peace shifting and flickering.
and serenity. They are soothing and calming, their Ability: +2 Dexterity, +1 Intelligence
presence a beacon of tranquility in a tumultuous Special Traits:
cosmos. Hyperlight Speed: Base walking speed increases by
Ability: +2 Charisma, +1 Wisdom 10 feet.
Special Traits: Light's Emissary: Can cast Misty Step once per long
Halcyon Calm: Can cast Calm Emotions once per rest.
long rest.
Herald's Harmony: Can use a bonus action to grant 38. Hyperspace Harbingers
an ally advantage on their next saving throw once Description: These celestial beings have mastered
per short rest. the mysteries of hyperspace. They are inter-
dimensional travelers, their form an amalgamation of
34. Halo Harbingers many realities.
Description: Halo Harbingers are angels who bring Ability: +2 Intelligence, +1 Wisdom
divine messages to the mortal realm. They are Special Traits:
surrounded by a glowing halo, a symbol of their Hyperspace Travel: Can cast Teleportation Circle
divine purpose. once per long rest.
Ability: +2 Wisdom, +1 Charisma Reality Warp: Can cast Blink once per short rest.
Special Traits:
Halo's Light: Can cast Light at will. 39. Hyperspace Heralds
Divine Messenger: Can cast Sending once per long Description: Hyperspace Heralds are the divine
rest. messengers who traverse the folds of hyperspace.
They are distorted and strange, their form appearing
35. Helios Halos to exist in multiple places at once.
Description: Named after the sun god, these Ability: +2 Intelligence, +1 Dexterity
celestial beings are embodiments of the sun's radiant Special Traits:
energy. Their form is surrounded by a luminous halo Hyperspace Navigation: Advantage on Arcana
of sunlight. checks related to planar travel.
Ability: +2 Strength, +1 Charisma Spatial Jump: Can cast Dimension Door once per
Special Traits: long rest.
Sun's Radiance: Can cast Daylight once per long
rest. 40. Infinity Inquisitors
Solar Flare: Can use a bonus action to make their Description: These celestial beings are the divine
next melee attack deal an additional 1d6 radiant seekers of truth, patrolling the endless expanses of
damage once per short rest. infinity. Their form is composed of looping, infinite
fractals of celestial energy.
36. Helix Heralding Angels Ability: +2 Wisdom, +1 Intelligence
Description: These celestial beings are messengers Special Traits:
of the divine DNA of the universe. Their form is Inquisitor's Insight: Can cast Zone of Truth once per

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Chapter 2 Races Hexmaster

long rest. Description: Lunar Luminaries are moonlit angels,


Infinite Knowledge: Can cast Divination once per their bodies reflecting the soft, gentle glow of the
long rest. moon. They are calming presences, their forms
serene and quiet.
41. Infinity Iridescent Ability: +2 Wisdom, +1 Constitution
Description: Infinity Iridescent are celestial beings Special Traits:
that embody the endless spectrum of divine light. Lunar Guidance: Can cast Moonbeam at level 2
Their radiant bodies continuously shimmer with all once per long rest.
colours imaginable and some that aren't. Moon's Caress: Can cast Cure Wounds at level 2
Ability: +2 Charisma, +1 Wisdom once per long rest.
Special Traits:
Iridescent Aura: Can cast Color Spray at will. 46. Metagalaxy Messengers
Spectrum Shield: Can use a reaction to gain Description: Metagalaxy Messengers are
resistance to one type of damage until the end of intergalactic angels, their forms flickering with the
their next turn once per short rest. images of distant galaxies. They deliver divine
messages across the vast expanses of space.
42. Luminary Legion Ability: +2 Intelligence, +1 Dexterity
Description: The Luminary Legion are heavenly Special Traits:
warriors dedicated to protecting the cosmos. They Metagalactic Speed: Base walking speed increases
are adorned in shimmering celestial armour, their by 10 feet.
bodies glowing with divine power. Cosmic Whisper: Can cast Sending once per long
Ability: +2 Strength, +1 Constitution rest.
Special Traits:
Celestial Armaments: Their unarmed strikes deal 47. Nebula Nurturers
radiant damage equal to 1d4 + their Strength Description: These celestial beings are guardians of
modifier. the cosmos' stellar nurseries. They are beautifully
Legion's Resolve: Can cast Heroism on themselves nebulous, their bodies resembling the swirling clouds
once per long rest. of a colourful nebula.
Ability: +2 Wisdom, +1 Constitution
43. Luminary Lyricists Special Traits:
Description: Luminary Lyricists are angelic poets Nebular Healing: Can cast Cure Wounds at level 2
and musicians, their heavenly songs echoing through once per long rest.
the cosmos. They are resplendent beings, their Star-Birth Protection: Can cast Shield of Faith once
forms suffused with the harmony of celestial music. per short rest.
Ability: +2 Charisma, +1 Intelligence
Special Traits: 48. Nebular Navigators
Lyricist's Inspiration: Can use a bonus action to Description: Nebular Navigators are angels of the
inspire an ally, giving them an extra 1d6 to add to a starry roads, guiding celestial bodies along their
roll once per short rest. ordained paths. They appear as ethereal figures,
Song of the Spheres: Can cast Healing Word at level their bodies mapped with constellations.
2 once per long rest. Ability: +2 Intelligence, +1 Wisdom
Special Traits:
44. Luminous Luminary Angels Star Map: Can cast Locate Object with no material
Description: Luminous Luminary Angels are beings components once per long rest.
of pure light and divine power. They are incredibly Nebular Path: Can cast Find the Path once per long
bright, their bodies shining like miniature stars. rest.
Ability: +2 Wisdom, +1 Charisma
Special Traits: 49. Nova Nurturers
Luminous Presence: Can cast Light at will. Description: Nova Nurturers are celestial caretakers
Angel's Radiance: Can cast Guiding Bolt at level 2 of dying stars, their bodies sparking with the energy
once per long rest. of novas. They embody the destructive yet creative
force of supernovae.
45. Lunar Luminaries Ability: +2 Constitution, +1 Strength

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Special Traits: rest.


Nova's Resilience: When reduced to 0 hit points but
not killed outright, they can drop to 1 hit point instead 54. Omniverse Oracles
once per long rest. Description: Omniverse Oracles are all-seeing
Supernova Blast: Can cast Fireball at level 3 once celestial beings who can perceive every thread of
per long rest. destiny in the cosmos. Their eyes glow with the
knowledge of a thousand worlds.
50. Orbital Oracles Ability: +2 Wisdom, +1 Intelligence
Description: Orbital Oracles are angels of cosmic Special Traits:
foresight, their forms in constant motion like celestial Omniversal Vision: Can cast Clairvoyance once per
bodies. They appear to be surrounded by a miniature long rest.
galaxy, their own personal orbit of celestial objects. Destiny's Thread: Can cast Guiding Bolt at level 3
Ability: +2 Wisdom, +1 Intelligence once per long rest.
Special Traits:
Oracle's Foresight: Can cast Divination once per long 55. Oort Observers
rest. Description: Oort Observers are celestial beings
Orbital Shield: Can cast Shield once per short rest. that guard the outermost regions of solar systems.
Their bodies are cool and distant, resembling the icy
bodies of the Oort cloud.
51. Nebular Nomps Ability: +2 Constitution, +1 Wisdom
Description: Nebular Nomps are playful celestial Special Traits:
beings that bring joy and light to the cosmos. They Oort Resilience: Resistance to cold damage.
have a bubbly personality, their bodies emanating Comet's Call: Can cast Ice Storm once per long rest.
soft, warm light.
Ability: +2 Charisma, +1 Dexterity 56. Paradigm Prophets
Special Traits: Description: Paradigm Prophets are angels of
Nebular Joy: Can cast Tasha's Hideous Laughter divine wisdom and prophecy. They often appear in
once per long rest. visions or dreams, their forms radiating with an
Playful Dodge: Can use a reaction to impose ethereal light.
disadvantage on an attack roll against them once per Ability: +2 Wisdom, +1 Charisma
short rest. Special Traits:
Prophetic Vision: Can cast Divination once per long
52. Nova Nurturing Angels rest.
Description: Nova Nurturing Angels are the Paradigm Shift: Can cast Bless once per long rest.
guardians of newborn stars, their forms radiant with
the energy of novas. Their presence brings warmth 57. Photon Phalanx
and life. Description: Photon Phalanx are celestial warriors
Ability: +2 Wisdom, +1 Constitution that embody the raw energy of light. They are radiant
Special Traits: beings, their forms streamlined and swift.
Nova's Care: Can cast Healing Word at level 2 once Ability: +2 Strength, +1 Dexterity
per long rest. Special Traits:
Star-Birth Blessing: Can cast Aid once per long rest. Photon Speed: Base walking speed increases by 10
feet.
53. Omega Oracles Phalanx Charge: Can use a bonus action to make a
Description: Omega Oracles are angels of endings Dash action once per short rest.
and the infinite cycle of the cosmos. They are serene
and mysterious, their forms constantly shifting and 58. Pleiadian Protectors
reforming. Description: Pleiadian Protectors are celestial
Ability: +2 Wisdom, +1 Intelligence guardians that draw their power from the Pleiades
Special Traits: star cluster. Their bodies are adorned with the seven
Omega's Insight: Can cast Augury once per long stars, each twinkling with divine power.
rest. Ability: +2 Constitution, +1 Strength
Cycle's End: Can cast Gentle Repose once per long Special Traits:

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Pleiadian Shield: Can cast Shield of Faith once per 63. Quantum Querubim
long rest. Description: Quantum Querubim are celestial
Star Cluster's Blessing: Can cast Aid once per long children that embody the peculiarities of quantum
rest. physics. They can appear and disappear at will, their
forms flickering with probabilities.
59. Polaris Protectors Ability: +2 Dexterity, +1 Intelligence
Description: Polaris Protectors are celestial beings Special Traits:
that guide lost souls home. Their forms shimmer with Quantum Leap: Can cast Misty Step once per short
the light of the North Star, a beacon in the darkest rest.
nights. Querubim Curiosity: Gain advantage on Intelligence
Ability: +2 Wisdom, +1 Charisma (Investigation) checks.
Special Traits:
Polaris Guidance: Can cast Beacon of Hope once 64. Quantum Quill Angels
per long rest. Description: Quantum Quill Angels are celestial
North Star's Light: Can cast Light at will. scribes, their forms adorned with quills and
parchment made of starlight. They record the
60. Quasar Querents histories of the cosmos, their quills dancing across
Description: Quasar Querents are celestial seekers the fabric of space-time.
of knowledge, their forms pulsing with the radiant Ability: +2 Intelligence, +1 Wisdom
energy of quasars. They travel the cosmos, Special Traits:
gathering wisdom and understanding. Quantum Quill: Can cast Comprehend Languages at
Ability: +2 Intelligence, +1 Wisdom will.
Special Traits: Angelic Scribe: Can cast Legend Lore once per long
Quasar Knowledge: Can cast Detect Thoughts once rest.
per long rest.
Cosmic Query: Can cast Zone of Truth once per 65. Quasar Querubins
short rest. Description: Quasar Querubins are youthful
celestial beings that embody the radiant energy of
quasars. Their innocent laughter can be heard
61. Pulsar Princes echoing through the cosmos.
Description: Pulsar Princes are celestial beings of Ability: +2 Charisma, +1 Wisdom
regal stature, drawing their energy from the pulsating Special Traits:
rhythm of neutron stars. They are adorned in stately Quasar Laughter: Can cast Tasha's Hideous
attire made of cosmic energy. Laughter once per long rest.
Ability: +2 Charisma, +1 Strength Radiant Innocence: Can cast Sanctuary once per
Special Traits: short rest.
Pulsar Pulse: Can cast Thunderwave at level 2 once
per long rest. 66. Radiant Ray Angels
Princely Command: Can cast Command once per Description: Radiant Ray Angels are celestial
short rest. beings that shine with the full spectrum of light. They
illuminate the darkest corners of the cosmos, their
62. Pulsar Protectors forms a beacon of hope and love.
Description: Pulsar Protectors are cosmic guardians Ability: +2 Wisdom, +1 Charisma
who harness the pulsing energy of neutron stars. Special Traits:
Their form radiates with rhythmic light, and they Spectrum Ray: Can cast Guiding Bolt at level 2 once
stand as bulwarks against cosmic threats. per long rest.
Ability: +2 Constitution, +1 Strength Radiant Resistance: Resistance to radiant damage.
Special Traits:
Pulsar Shield: Can cast Shield once per short rest. 67. Stellar Seraphim
Neutron Deflection: Can use a reaction to give Description: Stellar Seraphim are high-ranking
disadvantage to an attack roll against them once per celestial beings that resonate with the energy of
short rest. stars. Their forms are resplendent, their six wings
shimmering with cosmic power.

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Ability: +2 Charisma, +1 Wisdom Description: Radiant Rift Angels guard the rifts
Special Traits: between dimensions. Their bodies sparkle with
Seraphim's Splendor: Can cast Beacon of Hope cosmic energy, creating a radiant contrast against
once per long rest. the dark voids they protect.
Stellar Authority: Can cast Command once per short Ability: +2 Strength, +1 Constitution
rest. Special Traits:
Rift Guard: Resistance to necrotic damage.
68. Supernova Seraphs Dimensional Shift: Can cast Misty Step once per
Description: Supernova Seraphs are celestial short rest.
beings that embody the cataclysmic energy of
supernovae. Their forms are explosive, pulsating 73. Silverfire Seraphim
with the power of dying stars. Description: Silverfire Seraphim are celestial beings
Ability: +2 Strength, +1 Constitution whose divine fire burns silver. The radiance of their
Special Traits: flames illuminates the cosmos, signifying purity and
Supernova Blast: Can cast Fireball at level 3 once divine judgement.
per long rest. Ability: +2 Wisdom, +1 Intelligence
Starfall: Can cast Guiding Bolt at level 3 once per Special Traits:
long rest. Silverfire Touch: Can cast Searing Smite at level 2
once per long rest.
69. Temporal Thrones Seraphim's Judgement: Can cast Zone of Truth once
Description: Temporal Thrones are celestial beings per short rest.
that govern the flow of time. Their forms are ethereal
and hard to perceive, flickering between the past, 74. Silversky Seraphs
present, and future. Description: Silversky Seraphs are celestial beings
Ability: +2 Intelligence, +1 Wisdom who fly through the cosmos under a silver sky. Their
Special Traits: wings reflect the heavenly bodies, creating a trail of
Time's Flow: Can cast Haste on themselves once per stardust as they soar.
long rest. Ability: +2 Dexterity, +1 Charisma
Temporal Phasing: Can cast Blur once per long rest. Special Traits:
Silversky Flight: Have a flying speed of 30 feet.
70. Virtue Voyagers Stardust Trail: Can cast Faerie Fire once per long
Description: Virtue Voyagers are celestial travelers rest.
that embody the virtues of the cosmos. They journey
through space, spreading love, justice, and wisdom. 75. Singularity Serafims
Ability: +2 Charisma, +1 Wisdom Description: Singularity Serafims are celestial
Special Traits: beings who draw power from cosmic singularities.
Voyager's Virtue: Can cast Bless once per long rest. Their forms emit a gravitational pull, bending light
Cosmic Compassion: Can cast Healing Word at level and time around them.
2 once per long rest. Ability: +2 Intelligence, +1 Strength
Special Traits:
Singularity Pull: Can cast Grasping Vine once per
71. Radiant Realms Angels long rest, pulling creatures towards them instead of
Description: Radiant Realms Angels are celestial pushing.
beings that rule over divine dominions. Their forms Event Horizon: Can cast Slow once per long rest.
shine with the purest light, reflecting the beauty of
their heavenly realms. 76. Solar Seraphim
Ability: +2 Charisma, +1 Wisdom Description: Solar Seraphim are celestial beings
Special Traits: who draw their divine energy from the sun. Their
Radiant Rule: Can cast Command once per short forms blaze with solar fire, as warm and radiant as a
rest. summer's day.
Realm's Blessing: Can cast Bless once per long rest. Ability: +2 Constitution, +1 Strength
Special Traits:
72. Radiant Rift Angels Solar Radiance: Can cast Sunbeam once per long

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rest. Ability: +2 Charisma, +1 Wisdom


Sun's Embrace: Resistance to fire damage. Special Traits:
Spectrum Beauty: Can cast Charm Person at 2nd
77. Solar Seraphs level once per short rest.
Description: Solar Seraphs are celestial beings Rainbow Wings: Can cast Color Spray at 3rd level
whose essence is as vibrant as the sun. They bring once per long rest.
light to the darkest corners of the universe, their
radiant smiles never dimming. 82. Stardust Sages
Ability: +2 Charisma, +1 Wisdom Description: Stardust Sages are celestial beings
Special Traits: known for their cosmic wisdom. Their bodies
Solar Flare: Can cast Daylight once per long rest. shimmer with stardust, a symbol of their celestial
Sun's Warmth: Can cast Cure Wounds at level 2 knowledge and astral travels.
once per long rest. Ability: +2 Intelligence, +1 Wisdom
Special Traits:
78. Spaceborn Seraphim Cosmic Wisdom: Can cast Identify once per short
Description: Spaceborn Seraphim are celestial rest.
beings born from the stardust of the cosmos. Their Astral Traveler: Can cast Astral Projection once per
forms glow with the light of a thousand stars, a long rest, but the travel duration is limited to 1 hour.
testament to their celestial birthright.
Ability: +2 Intelligence, +1 Charisma 83. Stardust Saviours
Special Traits: Description: Stardust Saviours are celestial beings
Stardust Form: Resistance to radiant damage. devoted to the preservation of life. Their bodies glow
Cosmic Birthright: Can cast Guiding Bolt at level 2 with stardust, a beacon of hope to those lost in the
once per long rest. cosmic void.
Ability: +2 Wisdom, +1 Charisma
79. Stellarnova Seraphs Special Traits:
Description: Stellarnova Seraphs are celestial Beacon of Hope: Can cast Beacon of Hope once per
beings who embody the life and death of stars. Their long rest.
bodies pulsate with cosmic energy, reflecting the Stardust Healing: Can cast Cure Wounds at 3rd level
infinite cycle of the universe. once per short rest.
Ability: +2 Constitution, +1 Wisdom
Special Traits: 84. Starlight Sentinels
Star Life: Can cast Revivify once per long rest. Description: Starlight Sentinels are celestial beings
Nova Death: Can cast Fireball at level 3 once per that stand guard over celestial bodies. Their forms
long rest. radiate a soothing starlight, a peaceful yet firm sign
of their protective role.
80. Supernova Seraphs Ability: +2 Strength, +1 Constitution
Description: Supernova Seraphs are celestial Special Traits:
beings that embody the explosive power of Starlight Shield: Resistance to radiant damage.
supernovae. Their forms blaze with celestial fire, Sentinel's Guard: Can cast Shield of Faith once per
marking the death of a star and the birth of short rest.
something new.
Ability: +2 Strength, +1 Constitution 85. Starlit Serafim
Special Traits: Description: Starlit Serafim are celestial beings who
Supernova Blast: Can cast Fireball at level 3 once illuminate the cosmos with their radiant presence.
per long rest. They are guides for lost souls, their forms a
Starborn Resilience: Resistance to fire damage. comforting starlit glow in the dark.
Ability: +2 Charisma, +1 Intelligence
81. Spectrum Seraphs Special Traits:
Description: Spectrum Seraphs are celestial beings Starlit Guide: Can cast Light at will.
whose wings reflect the full spectrum of colors. Their Comforting Presence: Can cast Calm Emotions once
beauty is hypnotizing, mesmerizing anyone who per long rest.
catches a glimpse.

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86. Stellar Saviours Special Traits:


Description: Stellar Saviours are celestial beings Transcendent Presence: Can cast Banishment once
who travel through the cosmos, bringing hope and per long rest.
salvation. Their forms glow with the brilliance of a Multidimensional Existence: Can cast Blink once per
thousand stars, a testament to their divine mission. short rest.
Ability: +2 Wisdom, +1 Constitution
Special Traits:
Stellar Salvation: Can cast Mass Cure Wounds at 5th 91. Temporal Thrones
level once per long rest. Description: Temporal Thrones are celestial beings
Hope's Radiance: Can cast Aid at 2nd level once per that hold dominion over time. Their forms are
short rest. constantly shifting, an embodiment of the eternal flux
of past, present, and future.
87. Supernova Sages Ability: +2 Intelligence, +1 Wisdom
Description: Supernova Sages are celestial beings Special Traits:
whose wisdom echoes the explosive power of Temporal Flux: Can cast Haste on self once per
supernovae. Their forms blaze with celestial fire, a short rest.
symbol of their understanding of life's cyclical nature. Time Keeper: Can cast Slow once per long rest.
Ability: +2 Intelligence, +1 Wisdom
Special Traits: 92. Timeless Thrones Angels
Supernova Wisdom: Can cast Legend Lore once per Description: Timeless Thrones Angels are celestial
long rest. beings that have transcended the concept of time.
Cycle of Life: Can cast Reincarnate once per long Their bodies radiate a soft, timeless glow that
rest. comforts those lost in the temporal maze.
Ability: +2 Wisdom, +1 Charisma
88. Supernova Seraphs Special Traits:
Description: Supernova Seraphs are celestial Timeless Glow: Can cast Gentle Repose at will.
beings who embody the explosive end of a star's life Temporal Comfort: Can cast Aid at 2nd level once
cycle. Their forms blaze with celestial fire, signifying per short rest.
rebirth and the beginning of new cosmic cycles.
Ability: +2 Strength, +1 Constitution 93. Vega Valkyries
Special Traits: Description: Vega Valkyries are celestial beings
Supernova Explosion: Can cast Fireball at 5th level hailing from the Vega star system. They are fierce
once per long rest. warriors, their bodies radiating a blueish light, a
Cosmic Rebirth: Resistance to necrotic damage. symbol of their cold, relentless justice.
Ability: +2 Strength, +1 Constitution
89. Timeless Thrones Special Traits:
Description: Timeless Thrones are celestial beings Vega Warrior: Proficiency with martial weapons.
who have existed since the dawn of time. They are Cold Justice: Can cast Ray of Frost at will.
wise and ancient, their forms glowing with the
accumulated wisdom of countless eras. 94. Vega Virtuosos
Ability: +2 Wisdom, +1 Intelligence Description: Vega Virtuosos are celestial beings
Special Traits: renowned for their angelic harmony. Their voices can
Timeless Wisdom: Can cast Divination once per long resonate through the vastness of space, a testament
rest. to their celestial music's power.
Throne's Patience: Advantage on saving throws Ability: +2 Charisma, +1 Wisdom
against being charmed. Special Traits:
Angelic Harmony: Can cast Healing Word at 2nd
90. Transcendent Thrones level once per short rest.
Description: Transcendent Thrones are celestial Celestial Music: Can cast Hypnotic Pattern once per
beings who have ascended beyond physical form. long rest.
They exist across dimensions, their radiant forms a
symbol of their spiritual transcendence. 95. Void Vigils
Ability: +2 Charisma, +1 Wisdom Description: Void Vigils are celestial beings that

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patrol the endless voids between the stars. Their long rest.
bodies seem to absorb light, symbolizing the dark
expanse they watch over. 100. Omega Ophanim
Ability: +2 Dexterity, +1 Wisdom Description: Omega Ophanim are celestial beings
Special Traits: that signify the end of cosmic cycles. Their bodies
Void Walker: Can cast Misty Step once per short radiate a somber light, a profound reminder of the
rest. cyclic nature of existence.
Dark Sentinel: Has darkvision up to 60 feet. Ability: +2 Intelligence, +1 Wisdom
Special Traits:
96. Voidborn Valkyries Omega Knowledge: Can cast Legend Lore once per
Description: Voidborn Valkyries are celestial beings long rest.
birthed from the void. Their forms appear as shifting Cycle's End: Can cast Circle of Death at 6th level
dark energy, their mere presence a chilling reminder once per long rest.
of the vast emptiness of space.
Ability: +2 Strength, +1 Constitution 9. Undead
Special Traits:
Voidborn Strength: Resistance to necrotic damage. 1. Abhorred Abyssals
Voidborn Warrior: Can cast Arms of Hadar at 2nd Description: The Abhorred Abyssals are born from
level once per long rest. the deep, dark abysses of Maxxia's hollow
chambers. Their ethereal forms are a combination of
97. Zenith Zionites ancient spirits and shadow energy.
Description: Zenith Zionites are celestial beings Ability: -2 Dexterity, +3 Strength, +1 Constitution.
reaching the apex of celestial evolution. Their forms Special Traits: Abyssal Sight - They can see in
pulsate with radiant energy, a testament to their complete darkness as if it were daylight. Abyssal
ascension towards spiritual perfection. Aura - Once per day, they can exude an aura of
Ability: +2 Wisdom, +1 Charisma terror for 1 minute that causes all creatures within 20
Special Traits: ft to make a will save or be frightened.
Ascended Being: Can cast Greater Restoration once
per long rest. 2. Aether Amalgams
Zenith Radiance: Can cast Daylight once per short Description: Entities made from the fusion of
rest. various lost souls, held together by raw aether
energy. They resemble swirling masses of misty
98. Zeta Zeniths light.
Description: Zeta Zeniths are celestial beings that Ability: +3 Wisdom, +2 Charisma, -2 Strength.
have reached the zenith of cosmic knowledge. Their Special Traits: Aether Shield - Gain a magical shield
forms glow with a soft white light, an embodiment of that provides +2 AC. Ethereal Phase - Once per day,
their enlightened minds. they can pass through solid objects for 10 seconds.
Ability: +2 Intelligence, +1 Wisdom
Special Traits: 3. Alpha Apparitions
Cosmic Knowledge: Can cast Comprehend Description: Spirits of ancient leaders and heroes.
Languages at will. They exude an aura of authority and possess a
Zenith Mind: Can cast Mind Blank once per long rest. haunting, humanoid appearance.
Ability: +3 Charisma, +1 Intelligence, -1 Strength.
99. Nexus Nephilim Special Traits: Commanding Presence - All friendly
Description: Nexus Nephilim are celestial beings units within 30 ft get +1 to attack and defense rolls.
that stand as the nexus between mortals and the Memory Recall - They can recall an event from the
divine. Their bodies shimmer with an ethereal light, past 1,000 years.
marking them as intermediaries of cosmic forces.
Ability: +2 Charisma, +1 Wisdom 4. Andromeda Apparitions
Special Traits: Description: Spirits originating from a distant galaxy,
Divine Nexus: Can cast Zone of Truth once per short brought to Maxxia by cosmic forces. They appear as
rest. shimmering specters with star-like glimmers.
Cosmic Intermediary: Can cast Commune once per Ability: +2 Intelligence, +2 Wisdom, -1 Constitution.

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Special Traits: Cosmic Knowledge - They gain


advantage on history and arcana checks. Starry Veil 10. Comet Creepers
- Once per day, they can become invisible under the Description: Shadowy figures that stalk the cold
night sky for 1 minute. voids of space, now bound to Maxxia. They have icy,
ethereal forms.
5. Astral Revenants Ability: +3 Dexterity, -2 Strength, +1 Wisdom.
Description: Beings that have come back from the Special Traits: Frosty Embrace - Their touch can
astral plane to complete unfinished business. They freeze water, and their melee attacks deal an extra
have an ethereal, glowing form. 1d4 cold damage. Void Walk - Once per day, they
Ability: +3 Dexterity, +1 Charisma, -2 Constitution. can become incorporeal for 10 seconds.
Special Traits: Astral Step - They can teleport up to
30 ft once per day. Soul Bond - They can 11. Cosmic Lurkers
communicate telepathically with a chosen ally. Description: Beings from the deepest reaches of
space, drawn to Maxxia by cosmic forces. They have
6. Bio-Husks a cosmic, luminescent appearance.
Description: Reanimated remains of creatures, Ability: +2 Intelligence, +2 Wisdom, -2 Strength.
augmented with bio-engineering. They possess a Special Traits: Cosmic Resilience - They have
blend of decaying flesh and biotechnological advantage on saving throws against radiation and
enhancements. cosmic-related effects. Celestial Sight - They can see
Ability: +3 Strength, +2 Constitution, -3 Charisma. through illusions and invisibility once per day.
Special Traits: Regeneration - They recover 1d6 HP
every hour. Bio-Enhancements - They have built-in 12. Cryo-Wights
weapons, granting them a +2 bonus to damage rolls. Description: Undead creatures encased in ice,
resembling frozen corpses animated by an
7. Black Hole Banshees otherworldly cold.
Description: Souls that were consumed by the Ability: +3 Constitution, -2 Charisma, -1 Dexterity.
gravitational force of black holes, now haunting Special Traits: Cryo Touch - Their melee attacks deal
Maxxia. Their forms are an ever-swirling vortex of an extra 1d4 cold damage. Cryogenic Immunity -
darkness. They are immune to cold damage and effects.
Ability: +2 Dexterity, +3 Wisdom, -2 Strength.
Special Traits: Gravitational Pull - Once per day, they 13. Cyber-Specters
can pull an enemy within 20 ft closer by 10 ft. Void Description: Spirits infused with ancient technology,
Scream - A scream that forces all within 15 ft to appearing as translucent beings with flickering lights
make a will save or be stunned for 1 round. and holographic images.
Ability: +2 Intelligence, +2 Charisma, -2 Strength.
8. Chrono-Cadavers Special Traits: Holographic Decoy - Once per day,
Description: Undead beings with the ability to they can create a duplicate illusion of themselves to
manipulate time, appearing as decaying corpses with distract enemies. Techno-Phasing - They can pass
clocks and hourglasses embedded in them. through walls and objects once per day for 10
Ability: +3 Intelligence, -1 Strength, -1 Dexterity. seconds.
Special Traits: Time Rewind - Once per day, they
can reverse an action they took. Ageless - They do 14. Cygnus Specters
not age and are immune to age-based spells and Description: Ephemeral beings hailing from the
effects. Cygnus constellation, now lingering in Maxxia. They
have shimmering, starry forms.
9. Comet Crawlers Ability: +2 Wisdom, +2 Charisma, -2 Strength.
Description: Fiery spirits born from the remnants of Special Traits: Starlight Grace - They have
ancient comets, resembling burning skeletons. advantage on dexterity-based saving throws. Stellar
Ability: +2 Strength, +2 Dexterity, -2 Intelligence. Gaze - Once per day, they can cast the spell
Special Traits: Fiery Touch - Their melee attacks "Guiding Bolt" as a 9th-level spell.
deal an extra 1d4 fire damage. Comet Trail - They
can fly for short distances, leaving a trail of flames 15. Dark Ethereals
behind. Description: Entities of pure darkness, born from

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the deepest abysses of Maxxia. They appear as have a cyclonic, ghostly appearance.
shadowy, amorphous figures. Ability: +2 Dexterity, +2 Constitution, -2 Charisma.
Ability: +3 Dexterity, +2 Charisma, -2 Constitution. Special Traits: Cyclone Form - Once per day, they
Special Traits: Shadow Step - Once per day, they can transform into a cyclone, gaining immunity to
can teleport through shadows up to 30 ft. Dark non-magical weapons and dealing 1d8 force damage
Resilience - They have resistance to necrotic to creatures they pass through. Dust Veil - They can
damage. create a swirling dust cloud that provides
concealment in a 20 ft radius.
16. Darkmatter Dreadnoughts
Description: Massive undead beings composed of 21. Ecto-Sentinels
dark matter, resembling hulking, shadowy giants. Description: Protectors of the ethereal plane,
Ability: +3 Strength, +1 Constitution, -3 Dexterity. brought into Maxxia to defend its secrets. They have
Special Traits: Darkmatter Aura - Enemies within 15 a spectral, armor-clad appearance.
ft have disadvantage on all saving throws. Ability: +2 Strength, +2 Wisdom, -2 Dexterity.
Gravitational Slam - Once per day, they can perform Special Traits: Ectoplasmic Armor - They have a
a ground slam that deals 2d6 force damage in a 20 ft natural armor that grants +2 to AC. Ethereal Blade -
radius. Once per day, they can summon a ghostly blade that
deals 2d6 force damage.
17. Data Drudges
Description: Undead entities formed from corrupted 22. Ether Specters
digital data, taking on the appearance of glitchy, Description: Beings born from the realm of pure
spectral entities. ether, now wandering the lands of Maxxia. They
Ability: +2 Intelligence, +2 Dexterity, -2 Constitution. have a shimmering, translucent form.
Special Traits: Digital Manipulation - They have Ability: +3 Intelligence, +1 Wisdom, -2 Strength.
advantage on all checks related to hacking or Special Traits: Ethereal Form - They can become
manipulating technology. Data Disruption - Once per incorporeal at will for 1 minute. Astral Projection -
day, they can disrupt technological devices within 30 Once per day, they can project their consciousness
ft, causing them to malfunction for 1 minute. to any location within 1 mile.

18. Dread Stalkers 23. Exo-Ectoplasms


Description: Silent hunters of the night, with Description: Undead entities formed from the
elongated limbs and razor-sharp claws. They exude merger of ectoplasmic and extraterrestrial energies.
an aura of fear and dread. They have a swirling, ghostly form.
Ability: +3 Dexterity, +1 Strength, -2 Charisma. Ability: +2 Constitution, +2 Charisma, -2 Dexterity.
Special Traits: Dreadful Presence - Enemies within Special Traits: Ectoplasmic Shield - They have a
30 ft have disadvantage on attack rolls. Shadow magical shield that provides +2 AC. Ectoplasmic
Pounce - Once per day, they can leap up to 40 ft to Blast - Once per day, they can release a blast of
make a surprise attack. ectoplasmic energy, dealing 2d6 force damage in a
30 ft cone.
19. Dreadnaught Drudges
Description: Colossal undead constructs built with 24. Fractured Ones
ancient necromantic engineering. They resemble Description: Entities shattered across different
heavily armored, skeletal fortresses. dimensions, now brought together in fragmented
Ability: +3 Strength, -2 Dexterity, -1 Intelligence. forms. They appear as floating, disjointed body parts.
Special Traits: Undead Fortitude - They have Ability: +3 Dexterity, -2 Constitution, -1 Wisdom.
advantage on saving throws against being stunned Special Traits: Dimensional Phasing - They have
or incapacitated. Deathly Barrage - Once per day, advantage on saving throws against spells and
they can release a barrage of necrotic energy in a 60 effects that would banish or teleport them. Multi-
ft cone, dealing 3d6 damage. Strike - Once per day, they can make three attacks
with a melee weapon in a single turn.
20. Dust Devils
Description: Whirling tornado-like entities formed 25. Galactic Ghosts
from the dust and debris of ancient cataclysms. They Description: Spirits born from the remnants of

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Hexmaster Chapter 2 Races

ancient celestial events, haunting the vastness of


Maxxia. They have a cosmic, luminescent 30. Gravity Ghouls
appearance. Description: Ethereal beings affected by extreme
Ability: +2 Wisdom, +2 Charisma, -2 Strength. gravitational forces, altering their appearance. They
Special Traits: Celestial Grace - They have have elongated limbs and a floating, spectral
advantage on charisma-based saving throws. presence.
Cosmic Glide - Once per day, they can fly at their full Ability: +3 Dexterity, +1 Intelligence, -2 Strength.
movement speed for 1 minute. Special Traits: Gravitational Shift - They can
manipulate gravity around them, allowing them to
26. Galaxy Ghouls move vertically up to 30 ft as if affected by levitate.
Description: Undead beings formed from the dust Gravitational Lure - Once per day, they can pull a
and debris of exploding stars. They have a radiant, creature within 30 ft toward them, causing the target
ethereal glow. to be prone.
Ability: +3 Constitution, -2 Charisma, -1 Dexterity.
Special Traits: Radiant Aura - They emit a soft, 31. Harrowed Ones
radiant light, illuminating a 30 ft radius. Cosmic Description: Souls trapped between life and death,
Absorption - Once per day, they can absorb energy- bound to Maxxia due to unfinished business. They
based attacks and spells, gaining temporary hit have a tattered, ghostly appearance.
points equal to the damage absorbed. Ability: +2 Wisdom, +2 Charisma, -2 Strength.
Special Traits: Haunting Presence - They can cast
27. Gamma Ghouls the "Ghost Sound" cantrip at will. Ethereal Grasp -
Description: Beings infused with the potent energy Once per day, they can pass through objects for 10
of gamma radiation, their appearance constantly seconds.
flickering. They have a glowing, radioactive aura.
Ability: +2 Strength, +2 Constitution, -2 Charisma. 32. Heliomancers
Special Traits: Gamma Burst - Once per day, they Description: Undead spellcasters who draw power
can release a burst of gamma radiation in a 20 ft from the sun's energy, now walking the surface of
radius, dealing 2d6 radiation damage. Radiation Maxxia. They have a radiant, fiery aura.
Immunity - They are immune to radiation-based Ability: +3 Intelligence, -2 Strength, -1 Dexterity.
damage and effects. Special Traits: Solar Empowerment - They gain
advantage on spell attacks and saving throws when
28. Ghastnauts in sunlight. Solar Flare - Once per day, they can
Description: Undead astronauts who once traveled unleash a blinding flash of light, forcing enemies
through the cosmos, now cursed to wander Maxxia. within 20 ft to make a constitution save or be blinded
They wear tattered space suits with visors hiding for 1 minute.
their faces.
Ability: +2 Intelligence, +2 Dexterity, -2 Charisma. 33. Helix Haunts
Special Traits: Space Explorer - They have Description: Spirits born from the twisting helix of
advantage on intelligence-based checks related to DNA, lingering in the world of Maxxia. They have a
space travel and technology. Zero Gravity Leap - double-helix, glowing appearance.
Once per day, they can jump three times their normal Ability: +2 Intelligence, +2 Constitution, -2 Charisma.
jump height. Special Traits: Genetic Manipulation - They have
advantage on intelligence-based checks related to
29. Gravewalkers biology and genetic engineering. DNA Mutation -
Description: Undead beings with a strong Once per day, they can alter their physical
connection to the land of the dead, often surrounded appearance to resemble another creature for 1 hour.
by an eerie fog. They have an otherworldly, shadowy
appearance. 34. Hollow Horrors
Ability: +3 Wisdom, +1 Constitution, -2 Strength. Description: Undead beings with hollow, empty
Special Traits: Necrotic Resistance - They have eyes, as if all emotion has been drained from them.
resistance to necrotic damage. Deathly Aura - They have a gaunt, skeletal appearance.
Enemies within 15 ft have disadvantage on saving Ability: +3 Constitution, -2 Charisma, -1 Wisdom.
throws against fear effects. Special Traits: Emotion Drain - Once per day, they

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Chapter 2 Races Hexmaster

can drain the emotions of a target within 30 ft, Special Traits: Lunar Empowerment - They gain
causing them to become frightened for 1 minute. advantage on spell attacks and saving throws when
Undead Endurance - They have advantage on under moonlight. Moonlight Ray - Once per day, they
saving throws against exhaustion. can release a beam of moonlight, dealing 2d6 radiant
damage in a 60 ft line.
35. Hyper-Ghasts
Description: Undead beings infused with 40. Lunar Lost
hyperactive energy, giving them a jittery, frenetic Description: Wanderers who perished under the
appearance. They emit sparks and small bursts of pale light of the moon, now stuck in a perpetual state
energy. of lost confusion. They have a translucent, haunting
Ability: +2 Dexterity, +2 Constitution, -2 Wisdom. appearance.
Special Traits: Hyper Speed - They gain a +10 ft Ability: +2 Wisdom, +2 Dexterity, -2 Charisma.
bonus to their movement speed. Overcharge - Once Special Traits: Lunar Blessing - They have
per day, they can release a burst of hyperactive advantage on wisdom-based checks when
energy, granting them an additional action in a turn. navigating or surviving in wilderness areas. Moonlit
Vanish - Once per day, they can become invisible
36. Infected Intelligences under moonlight for 1 minute.
Description: Sentient beings corrupted by alien
viruses, now existing as undead intellects. They have 41. Matter Mimics
a luminescent, infected brain floating in a Description: Undead beings that have gained the
containment field. ability to mimic the physical properties of materials
Ability: +3 Intelligence, -2 Strength, -1 Constitution. they touch. They have a chameleon-like appearance,
Special Traits: Viral Manipulation - They have constantly changing colors and textures.
advantage on intelligence-based checks related to Ability: +2 Dexterity, +2 Intelligence, -2 Wisdom.
biological research and diseases. Viral Discharge - Special Traits: Material Mimicry - They can change
Once per day, they can release a cone of infectious their physical appearance to mimic stone, metal,
energy, dealing 2d6 poison damage. wood, or other substances. Elemental Absorption -
Once per day, they can absorb the properties of an
37. Interstellar Incubi elemental attack, gaining resistance to that element
Description: Undead beings that once seduced for 1 minute.
across the stars, now bound to Maxxia. They have a
seductive, alluring presence. 42. Nano-Necromancers
Ability: +3 Charisma, +1 Dexterity, -2 Wisdom. Description: Undead beings infused with advanced
Special Traits: Allure - They have advantage on nanotechnology, granting them control over
charisma-based checks when dealing with creatures microscopic machines. They have a metallic,
attracted to their gender. Enthralling Gaze - Once per pulsating aura.
day, they can charm a target within 30 ft for 1 minute. Ability: +3 Intelligence, -2 Strength, -1 Constitution.
Special Traits: Nanobot Swarm - They can control a
38. Lumen Wraiths swarm of nanobots to perform various tasks, such as
Description: Spirits born from ancient starlight, now repairing objects or healing wounds. Nanotech Virus
wandering the dark corners of Maxxia. They have a - Once per day, they can infect a target with
radiant, glowing visage. nanobots, causing it to take 1d6 damage each turn
Ability: +2 Wisdom, +2 Charisma, -2 Strength. for 1 minute.
Special Traits: Radiant Aura - They emit a soft,
radiant light, illuminating a 30 ft radius. Luminous 43. Nebula Naiads
Presence - Once per day, they can cast the Description: Beautiful, celestial beings born from
"Daylight" spell as a 9th-level spell. the swirling gases of nebulas. They have an
ethereal, shimmering appearance.
39. Lunar Liches Ability: +2 Wisdom, +2 Charisma, -2 Strength.
Description: Undead spellcasters who draw power Special Traits: Nebula Veil - They can turn invisible
from the moon's energy, now haunting Maxxia. They once per day for 1 minute. Celestial Connection -
have a pale, spectral glow. Once per day, they can cast the "Calm Emotions"
Ability: +3 Intelligence, -2 Strength, -1 Constitution. spell as a 9th-level spell.

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"Guidance" as a 9th-level spell.


44. Nebula Nemeses
Description: Entities that embody the destructive 49. Neon Necromorphs
forces of nebulae, leaving trails of cosmic chaos in Description: Undead beings infused with neon
their wake. They have a stormy, tempestuous energy, causing them to emit a vibrant, glowing light.
appearance. They have an otherworldly, ethereal appearance.
Ability: +2 Intelligence, +2 Constitution, -2 Charisma. Ability: +2 Dexterity, +2 Constitution, -2 Wisdom.
Special Traits: Cosmic Storm - Once per day, they Special Traits: Neon Glow - They emit a soft, neon
can summon a violent cosmic storm, dealing 2d6 light, illuminating a 30 ft radius. Neon Burst - Once
force damage in a 20 ft radius. Nebula Resilience - per day, they can release a burst of neon energy,
They have resistance to force damage. blinding enemies within 15 ft for 1 minute.

45. Nebulous Nightwalkers 50. Nova Vampires


Description: Undead beings that dwell within the Description: Undead beings that feed on the
depths of dark nebulae. They have a shadowy, explosive energy of stars. They have a radiant, fiery
nebulous form. aura and fangs dripping with cosmic energy.
Ability: +3 Dexterity, +1 Intelligence, -2 Charisma. Ability: +3 Charisma, -2 Strength, -1 Dexterity.
Special Traits: Nebula Step - They can teleport Special Traits: Stellar Drain - They can drain the
through shadows up to 30 ft once per day. Nebula energy of a star and use it to heal themselves.
Cloak - They can create an area of darkness, similar Cosmic Burst - Once per day, they can release a
to the spell "Darkness," once per day. burst of stellar energy, dealing 2d6 fire damage in a
20 ft radius.
46. Necro-borgs
Description: Reanimated corpses merged with 51. Oort Outsiders
advanced cybernetics, now serving as undead Description: Beings that have traveled from the Oort
cyborgs. They have a metallic, partially decayed Cloud, drawn to Maxxia by cosmic forces. They have
appearance. a comet-like, ethereal appearance.
Ability: +3 Strength, -2 Charisma, -1 Wisdom. Ability: +2 Intelligence, +2 Wisdom, -2 Strength.
Special Traits: Cybernetic Enhancements - They Special Traits: Comet Glide - Once per day, they can
have built-in weapons, granting them a +2 bonus to fly at their full movement speed for 1 minute.
damage rolls. Undead Fortitude - They have Celestial Knowledge - They gain advantage on
advantage on saving throws against being stunned intelligence-based checks related to astronomy and
or incapacitated. cosmology.

47. Necrolytes 52. Phantasma


Description: Undead beings that have unlocked the Description: Mysterious and ancient spirits that
secrets of necromantic magic. They wear tattered have taken a spectral form. They have a ghostly,
robes adorned with arcane symbols. ever-changing appearance.
Ability: +3 Intelligence, +1 Wisdom, -2 Constitution. Ability: +3 Dexterity, +2 Charisma, -2 Constitution.
Special Traits: Necrotic Infusion - Once per day, they Special Traits: Ethereal Grasp - They can pass
can imbue their melee attacks with necrotic energy, through walls and objects once per day for 10
dealing an extra 1d6 necrotic damage. Necromantic seconds. Haunting Presence - Enemies within 30 ft
Knowledge - They gain advantage on arcana checks have disadvantage on saving throws against fear
related to necromantic spells and rituals. effects.

48. Necrostar Navigators 53. Phantom Foragers


Description: Cosmic navigators skilled in traversing Description: Undead beings that scavenge from the
the space between stars. They have a star-map-like remnants of long-gone civilizations. They have a
pattern across their body. hunched, skeletal appearance with sharp claws.
Ability: +2 Intelligence, +2 Wisdom, -2 Strength. Ability: +3 Dexterity, +1 Intelligence, -2 Charisma.
Special Traits: Star Chart - They have an innate Special Traits: Scavenger Instinct - They have
sense of direction and can never get lost. Cosmic advantage on intelligence-based checks related to
Gaze - Once per day, they can cast the spell finding and identifying valuable items. Rotten Claw -

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Chapter 2 Races Hexmaster

Their melee attacks deal an extra 1d4 necrotic saving throws against psychic damage.
damage.
59. Pulsar Phantoms
54. Photonic Phantoms Description: Spirits born from the dying throes of
Description: Entities born from the radiant energy of pulsars, now lingering in the cosmos. They have a
stars, now haunting the voids of Maxxia. They have a flickering, pulsating appearance.
shimmering, luminescent form. Ability: +3 Dexterity, +1 Intelligence, -2 Charisma.
Ability: +2 Wisdom, +2 Charisma, -2 Strength. Special Traits: Pulsating Form - They have
Special Traits: Starlight Grace - They have resistance to force damage. Pulsar Pulse - Once per
advantage on dexterity-based saving throws. Radiant day, they can release a pulse of energy that pushes
Gaze - Once per day, they can cast the "Faerie Fire" creatures within 20 ft away.
spell as a 9th-level spell.
60. Pulsar Poltergeists
55. Plagueborn Description: Undead beings formed from the
Description: Undead beings that were reanimated chaotic energy of pulsars, now haunting the dark
after perishing from devastating plagues. They have corners of Maxxia. They have a frenetic, erratic
a sickly, decaying appearance. appearance.
Ability: +3 Constitution, -2 Charisma, -1 Wisdom. Ability: +2 Dexterity, +2 Constitution, -2 Wisdom.
Special Traits: Plague Touch - Their melee attacks Special Traits: Chaotic Phasing - They can become
deal an extra 1d6 poison damage. Disease Immunity incorporeal at will for 1 minute. Pulsar Surge - Once
- They are immune to diseases and poisons. per day, they can release a burst of pulsar energy,
dealing 2d6 force damage in a 30 ft radius.
56. Plasmavores
Description: Undead beings that feed on plasma 61. Pulse Phantoms
and electromagnetic energy. They have a glowing, Description: Undead beings that resonate with the
plasma-like aura. rhythm of the cosmos, pulsing with energy. They
Ability: +2 Intelligence, +2 Constitution, -2 Charisma. have a dynamic, shimmering appearance.
Special Traits: Plasma Absorption - Once per day, Ability: +2 Dexterity, +2 Wisdom, -2 Strength.
they can absorb energy-based attacks and spells, Special Traits: Cosmic Pulse - They can release a
gaining temporary hit points equal to the damage pulse of energy, granting them advantage on the
absorbed. Plasma Burst - They can release a burst next attack roll or saving throw. Celestial Step - Once
of plasma energy, dealing 1d6 fire damage in a 15 ft per day, they can teleport up to 30 ft as a bonus
cone. action.

57. Psi-Zombies 62. Quantum Ectoplasms


Description: Reanimated corpses infused with Description: Undead entities formed from the
psionic energy. They have a vacant, lifeless merging of ectoplasm and quantum energy. They
expression and emit psionic waves. have a shifting, unpredictable form.
Ability: +3 Strength, -2 Intelligence, -1 Charisma. Ability: +3 Intelligence, +1 Dexterity, -2 Charisma.
Special Traits: Psionic Pulse - Once per day, they Special Traits: Quantum Shift - Once per day, they
can unleash a wave of psionic energy, forcing can teleport up to 60 ft to an unoccupied space they
enemies within 20 ft to make an intelligence saving can see. Quantum Disruption - They can create a 20
throw or be stunned for 1 round. Psionic Immunity - ft radius field of quantum distortion, causing enemies
They are immune to psychic damage and effects. within to have disadvantage on saving throws for 1
minute.
58. Psionic Specters
Description: Ethereal beings that draw power from 63. Quantum Ghouls
the astral plane. They have a translucent, Description: Undead beings that exist
shimmering form. simultaneously in multiple quantum states. They
Ability: +2 Wisdom, +2 Charisma, -2 Strength. have an ethereal, phasing appearance.
Special Traits: Astral Projection - Once per day, they Ability: +2 Wisdom, +2 Constitution, -2 Charisma.
can project their consciousness to any location within Special Traits: Quantum Phase - They can phase
1 mile. Psychic Shield - They have advantage on through solid objects at will. Quantum Shift - Once

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per day, they can teleport up to 30 ft to an interdimensional rift, teleporting up to 60 ft.


unoccupied space they can see.
69. Shadow Shifters
64. Quantum Quasits Description: Undead beings that can bend and
Description: Mysterious beings that embody both manipulate shadows to their will. They have a dark,
particle and wave, now wandering Maxxia. They elusive appearance.
have a flickering, elusive appearance. Ability: +3 Dexterity, +1 Intelligence, -2 Charisma.
Ability: +2 Dexterity, +2 Charisma, -2 Strength. Special Traits: Shadowstep - Once per day, they can
Special Traits: Quantum Fluctuation - They have a teleport from one shadow to another within 60 ft.
50% chance to avoid any attack or effect targeting Shadow Blend - They have advantage on dexterity-
them. Quantum Blink - Once per day, they can blink based checks to hide or move silently in dim light or
to an unoccupied space up to 30 ft away as a darkness.
reaction.
70. Singularity Shadows
65. Radiant Reapers Description: Undead entities born from the collapse
Description: Cosmic entities tasked with guiding of stars into singularities. They have a dark, swirling
souls to the afterlife. They have a radiant, skeletal aura and appear to be constantly imploding.
appearance, carrying a glowing scythe. Ability: +3 Intelligence, -2 Strength, -1 Constitution.
Ability: +3 Wisdom, -2 Charisma, -1 Strength. Special Traits: Gravitational Pull - Once per day, they
Special Traits: Soul Harvest - They can see the can create a gravitational force, pulling all creatures
ethereal plane and detect undead within 60 ft. Soul within 30 ft toward them. Singularity Burst - They can
Passage - Once per day, they can guide a willing release a burst of gravitational energy, pushing
soul to the afterlife, allowing it to pass on peacefully. creatures within 20 ft away.

66. Radiant Shadows 71. Singularity Spirits


Description: Undead beings infused with celestial Description: Ethereal beings that have emerged
radiance, now haunting the darkest places. They from the heart of black holes, possessing enigmatic
have a radiant, shadowy form. gravitational powers. They have a dark, swirling
Ability: +2 Dexterity, +2 Constitution, -2 Wisdom. form.
Special Traits: Radiant Form - They have resistance Ability: +2 Wisdom, +2 Charisma, -2 Strength.
to radiant damage. Shadow Glide - Once per day, Special Traits: Gravitational Manipulation - They can
they can move through shadows up to 30 ft. manipulate gravity within 30 ft, causing creatures to
be pushed or pulled. Event Horizon Step - Once per
67. Red Dwarf Revenants day, they can teleport up to 60 ft as a reaction.
Description: Undead beings that have arisen from
the ashes of dying red dwarfs. They have a fiery, 72. Solar Shadows
glowing aura and embers for eyes. Description: Undead entities born from the shadows
Ability: +3 Strength, -2 Charisma, -1 Intelligence. cast by the sun, now haunting the daylight. They
Special Traits: Solar Burst - Once per day, they can have a shadowy, sun-like aura.
release a burst of solar energy, dealing 2d6 fire Ability: +3 Dexterity, +1 Intelligence, -2 Charisma.
damage in a 20 ft radius. Fire Resistance - They Special Traits: Shadow Step - They can teleport from
have resistance to fire damage. one shadow to another within 60 ft. Solar Flare -
Once per day, they can unleash a burst of solar
68. Rift Phantoms energy, dealing 2d6 fire damage in a 20 ft radius.
Description: Entities that have stepped through
interdimensional rifts, now existing as ethereal 73. Solar Specters
beings. They have a shimmering, shifting Description: Undead beings infused with the radiant
appearance. energy of the sun, now wandering the land of
Ability: +2 Intelligence, +2 Wisdom, -2 Charisma. Maxxia. They have a luminous, ethereal appearance.
Special Traits: Dimensional Shift - They have Ability: +2 Wisdom, +2 Charisma, -2 Strength.
advantage on saving throws against spells and Special Traits: Radiant Aura - They emit a soft,
effects that would banish or teleport them. Riftwalk - radiant light, illuminating a 30 ft radius. Celestial
Once per day, they can step through an Gaze - Once per day, they can cast the "Daylight"

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Chapter 2 Races Hexmaster

spell as a 9th-level spell. Ability: +3 Wisdom, -2 Charisma, -1 Strength.


Special Traits: Spore Cloud - They can release a
74. Soul Engines cloud of spectral spores, causing creatures within 20
Description: Constructs created to harness the ft to make a constitution saving throw or be poisoned
power of captured souls, now possessing self- for 1 minute. Spectral Fungi - They have advantage
awareness. They have a mechanical, glowing core at on wisdom-based checks related to identifying plants
their center. and fungi.
Ability: +3 Intelligence, +1 Constitution, -2 Charisma.
Special Traits: Soul Absorption - Once per day, they 79. Star Scourge
can capture the soul of a defeated enemy, gaining Description: Entities born from the destructive
temporary hit points equal to the creature's hit points. forces of collapsing stars, now wreaking havoc
Soul Discharge - They can release the captured across the cosmos. They have a dark, chaotic form.
souls as a destructive blast, dealing 1d6 necrotic Ability: +2 Intelligence, +2 Constitution, -2 Charisma.
damage in a 30 ft cone. Special Traits: Cosmic Blast - Once per day, they
can release a blast of chaotic energy, dealing 2d6
75. Spectral Marauders force damage in a 30 ft radius. Stellar Absorption -
Description: Undead raiders that traverse the They have resistance to force damage.
cosmos, drawn to plunder ancient relics and
treasures. They have a shadowy, spectral 80. Starborn Specters
appearance, carrying ghostly weapons. Description: Undead entities that have emerged
Ability: +3 Dexterity, -2 Charisma, -1 Wisdom. from celestial phenomena, now wandering Maxxia.
Special Traits: Evasion - They have advantage on They have a radiant, shimmering form.
dexterity saving throws against area effects. Ghostly Ability: +2 Wisdom, +2 Charisma, -2 Strength.
Strike - Once per day, they can make an attack that Special Traits: Celestial Glide - Once per day, they
phases through physical defenses, dealing damage can fly at their full movement speed for 1 minute.
as if the target had no armor. Radiant Gaze - They have advantage on charisma-
based checks when dealing with creatures attracted
76. Spectral Sirens to their gender.
Description: Enchanting undead beings with
hypnotic voices, luring unsuspecting travelers to their 81. Starfall Specters
doom. They have an ethereal, alluring appearance. Description: Ethereal beings formed from the
Ability: +3 Charisma, +1 Dexterity, -2 Wisdom. remnants of exploding stars, now traversing the
Special Traits: Enthralling Song - Once per day, they cosmos. They have a radiant, fiery appearance.
can use their captivating voice to charm a target Ability: +2 Intelligence, +2 Wisdom, -2 Strength.
within 30 ft for 1 minute. Ethereal Lure - They have Special Traits: Stellar Burst - Once per day, they can
advantage on charisma-based checks when dealing unleash a burst of stellar energy, dealing 2d6 fire
with creatures attracted to their gender. damage in a 20 ft radius. Celestial Step - They can
teleport up to 30 ft as a bonus action.
77. Spectral Starjammers
Description: Intrepid adventurers who once sailed 82. Starlorn
the stars, now cursed to roam the cosmos as Description: Undead beings that have become lost
undead. They have a celestial, luminescent aura. in the infinite voids of space. They have a desolate,
Ability: +2 Intelligence, +2 Constitution, -2 Charisma. melancholic appearance.
Special Traits: Celestial Knowledge - They gain Ability: +3 Wisdom, +1 Intelligence, -2 Charisma.
advantage on intelligence-based checks related to Special Traits: Celestial Sense - They have
astronomy and cosmology. Starry Step - Once per advantage on wisdom-based checks when
day, they can teleport up to 60 ft to an unoccupied navigating or surviving in outer space. Astral
space they can see. Projection - Once per day, they can project their
consciousness to any location within 1 mile.
78. Spore Specters
Description: Undead beings that have been infected 83. Stellar Sirens
with spectral spores, granting them unusual abilities. Description: Alluring undead beings that lure
They have an eerie, spore-covered appearance. unsuspecting travelers into the void of space. They

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Hexmaster Chapter 2 Races

have a radiant, captivating presence. anomalies, cursed to exist in fractured timelines.


Ability: +3 Charisma, +1 Dexterity, -2 Wisdom. They have a fragmented, distorted appearance.
Special Traits: Celestial Charmer - Once per day, Ability: +2 Intelligence, +2 Constitution, -2 Wisdom.
they can use their captivating voice to charm a target Special Traits: Time Warp - Once per day, they can
within 30 ft for 1 minute. Ethereal Lure - They have manipulate time to gain advantage on an attack roll,
advantage on charisma-based checks when dealing ability check, or saving throw. Temporal Dissonance
with creatures attracted to their gender. - They can create a field of temporal distortion,
causing enemies within 20 ft to have disadvantage
84. Stellar Wights on attack rolls and saving throws for 1 minute.
Description: Undead beings infused with the
essence of dying stars, now haunting the dark 89. Twilight Phantoms
corners of space. They have a radiant, ethereal aura. Description: Ethereal beings that dwell in the liminal
Ability: +2 Wisdom, +2 Charisma, -2 Strength. space between night and day. They have a shadowy,
Special Traits: Radiant Form - They have resistance twilight appearance.
to radiant damage. Celestial Gaze - Once per day, Ability: +2 Dexterity, +2 Wisdom, -2 Charisma.
they can cast the "Daylight" spell as a 9th-level spell. Special Traits: Shadow Glide - They can teleport
through shadows up to 30 ft. Twilight Cloak - Once
85. Sun-Eaters per day, they can become invisible for 1 minute
Description: Undead beings that feed on the raw during dawn or dusk.
energy of stars. They have a dark, sun-absorbing
aura. 90. Umbra Drifters
Ability: +3 Constitution, -2 Charisma, -1 Wisdom. Description: Undead beings that drift between
Special Traits: Solar Drain - Once per day, they can dimensions, shrouded in the darkness of the void.
absorb the energy of a star and use it to heal They have a shadowy, spectral appearance.
themselves. Star Absorption - They have resistance Ability: +3 Dexterity, +1 Intelligence, -2 Charisma.
to radiant damage. Special Traits: Dimensional Drift - Once per day, they
can move through other planes of existence,
86. Temporal Banshees bypassing obstacles or enemies. Shadow Blend -
Description: Ghostly beings bound to the fabric of They have advantage on dexterity-based checks to
time, cursed to wander throughout the ages. They hide or move silently in dim light or darkness.
have a translucent, haunting appearance.
Ability: +2 Wisdom, +2 Charisma, -2 Strength. 91. Vengeful Variables
Special Traits: Temporal Wail - Once per day, they Description: Undead beings driven by a deep desire
can unleash a terrifying wail, forcing enemies within for vengeance. They have an ever-changing, volatile
30 ft to make a wisdom saving throw or be frightened appearance.
for 1 minute. Temporal Shift - They have advantage Ability: +2 Dexterity, +2 Charisma, -2 Wisdom.
on dexterity saving throws against effects that would Special Traits: Vengeful Strike - Once per day, they
cause them to be restrained or immobilized. can unleash a powerful strike fueled by vengeance,
dealing an extra 2d6 damage. Resilient Hatred -
87. Terraform Tormentors They have advantage on saving throws against
Description: Undead beings created by ancient being charmed or frightened.
terraforming experiments gone awry. They have an
earthy, twisted appearance. 92. Void Specters
Ability: +3 Strength, +1 Constitution, -2 Charisma. Description: Ethereal beings born from the dark
Special Traits: Terramorph - Once per day, they can voids of space, now haunting the cosmos. They have
manipulate the earth and rock within 30 ft, causing a shadowy, spectral appearance.
difficult terrain or collapsing structures. Earthbound Ability: +3 Dexterity, +1 Wisdom, -2 Charisma.
Resilience - They have advantage on saving throws Special Traits: Shadow Glide - They can teleport
against being knocked prone or moved against their through shadows up to 30 ft. Ethereal Presence -
will. Once per day, they can turn invisible for 1 minute.

88. Time-Twisted 93. Void Vampires


Description: Undead beings caught in temporal Description: Undead beings that feed on the cosmic

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Chapter 2 Races Hexmaster

energy of the void. They have a dark, starry aura and 98. Wraithkin
glowing eyes. Description: Ethereal beings formed from the spirits
Ability: +3 Constitution, -2 Charisma, -1 Wisdom. of fallen creatures, now bonded together. They have
Special Traits: Void Absorption - Once per day, they a spectral, haunting appearance.
can drain the energy from an enemy, dealing Ability: +2 Dexterity, +2 Charisma, -2 Strength.
damage and gaining temporary hit points equal to Special Traits: Shared Existence - They can merge
the damage dealt. Cosmic Resistance - They have together to form a collective entity with increased
resistance to necrotic damage. strength and abilities once per day for 1 minute.
Ethereal Form - They have resistance to all non-
94. Voidwalkers magical damage.
Description: Undead beings that traverse the abyss
between dimensions. They have a shadowy, shifting 99. Xeno-Liches
appearance. Description: Undead beings that have gained
Ability: +2 Wisdom, +2 Charisma, -2 Strength. mastery over alien necromancy. They have a
Special Traits: Dimensional Shift - They can move decayed, alien appearance.
through other planes of existence at will. Shadow Ability: +3 Intelligence, -2 Charisma, -1 Constitution.
Blend - They have advantage on dexterity-based Special Traits: Alien Knowledge - They gain
checks to hide or move silently in dim light or advantage on intelligence-based checks related to
darkness. alien technology and cultures. Alien Resilience -
They have advantage on saving throws against
95. Vortex Vampires being charmed or frightened.
Description: Undead beings that draw sustenance
from chaotic vortices of energy. They have a swirling, 100. Zeta Zombies
vortex-like aura. Description: Reanimated corpses infused with
Ability: +2 Intelligence, +2 Constitution, -2 Charisma. extraterrestrial energy. They have a grey, lifeless
Special Traits: Vortex Absorption - Once per day, appearance with glowing eyes.
they can drain the energy from a vortex, gaining Ability: +3 Strength, -2 Intelligence, -1 Wisdom.
temporary hit points equal to the damage dealt. Special Traits: Alien Infusion - Once per day, they
Vortex Form - They can transform into a swirling can unleash an energy blast from their hands,
vortex, granting them resistance to physical damage dealing 2d6 force damage in a 30 ft line. Alien
for 1 minute. Resistance - They have resistance to force damage.

96. Vortex Wraiths


Description: Ethereal beings formed from the
remains of creatures consumed by cosmic vortices. 10. Shape-shifters
They have a ghostly, swirling appearance.
Ability: +3 Dexterity, +1 Wisdom, -2 Charisma.
Special Traits: Vortex Step - Once per day, they can 1. Ailuran
teleport up to 60 ft as a reaction. Ethereal Grasp - * Description: Ailurans are anthropomorphic feline
They can pass through walls and objects once per shapeshifters, taking on the appearance of various
day for 10 seconds. cat species. They originate from the catacombs of
ancient empires in the heart of Maxxia.
97. Warp Wights * Ability: +2 Dexterity, -1 Strength
Description: Undead beings that have been * Special Traits: Ailurans have the ability to
corrupted by the warping forces of time and space. shapeshift into a cat once per day for up to one hour.
They have a twisted, contorted appearance. They also have darkvision and a natural +2 bonus to
Ability: +3 Strength, -2 Charisma, -1 Intelligence. Stealth checks.
Special Traits: Warpstrike - Once per day, they can
teleport up to 30 ft to an unoccupied space they can 2. Anthromorphs
see and make an attack immediately after. Temporal * Description: Anthromorphs are shapeshifters
Distortion - They have advantage on dexterity saving who can adopt any humanoid form they've seen
throws against area effects. before. They are the result of an ancient civilization's
experiment with nanomachine-enhanced evolution.

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Hexmaster Chapter 2 Races

* Ability: +1 to any two ability scores of the player's * Ability: +2 Wisdom, -1 Strength
choice * Special Traits: Aurorians have advantage on
* Special Traits: Anthromorphs can change their Insight checks. They can also cast Dancing Lights at
form once per day for up to one hour, adopting the will and can shapeshift into any bird species once
appearance (but not the abilities) of any humanoid per day.
creature they've previously seen.
8. Balestri
3. Astermorphs * Description: The Balestri are known for their
* Description: Born from cosmic energy and sharp, angular features and metallic skin tones, a
starlight, these entities are fluid and constantly legacy of their robotic ancestors. They can
changing. Their true form is a radiant light, but they shapeshift into any mechanical form.
can adopt a humanoid form for interaction. * Ability: +2 Constitution, -1 Wisdom
* Ability: +2 Charisma, -1 Constitution * Special Traits: Balestri are resistant to poison
* Special Traits: Able to cast a Light spell once per damage and immune to disease. They can
day. Also, they can temporarily blind enemies once shapeshift into any simple or martial weapon once
per long rest (10ft range, one target, CON saving per day.
throw to avoid).
9. Borealites
4. Astracryptids * Description: Originating from Maxxia's frozen
* Description: These elusive shapeshifters are poles, Borealites are icy shapeshifters with a deep
said to originate from another plane of existence. connection to the cold.
Their bodies resemble a swirling galaxy, but they can * Ability: +2 Constitution, -1 Dexterity
assume any form. * Special Traits: Borealites are resistant to cold
* Ability: +2 Intelligence, -1 Strength damage, and can shapeshift into any creature
* Special Traits: Astracryptids have advantage on adapted to cold environments once per day. They
Arcana checks. They can shapeshift into any non- also have advantage on Survival checks in cold
humanoid creature of their size or smaller once per climates.
day.
10. Celestial Silkweavers
5. Astraquids * Description: These shapeshifters are often
* Description: These aquatic shapeshifters found among the ruins of ancient civilizations, their
resemble a cross between humanoid and bodies adorned with glowing, ethereal silk.
cephalopod. They're the descendants of an * Ability: +2 Intelligence, -1 Constitution
underwater civilization disturbed by an AI incursion. * Special Traits: Celestial Silkweavers can cast
* Ability: +2 Constitution, -1 Dexterity Mage Hand at will. They can shapeshift into any
* Special Traits: Astraquids can breathe small creature with the ability to weave or spin once
underwater, shapeshift into any aquatic creature of per day, and have a +2 bonus to Arcana checks.
their size or smaller, and have a natural +2 bonus to
Swim checks. Certainly, let's continue with the next ten shapeshifter
races:
6. Astroreapers
* Description: Born of star-death and cosmic 11. Changelomorphs
calamity, Astroreapers are fearsome shapeshifters Description: Living embodiments of change,
who change form by manipulating dark energy. Changelomorphs are always shifting, never
* Ability: +2 Strength, -1 Charisma maintaining a single form for too long.
* Special Traits: Astroreapers can cast Darkness Ability: +2 Charisma, -1 Wisdom
once per day, and can shapeshift into any creature Special Traits: Changelomorphs can alter their
they've killed before once per long rest. appearance to mimic any humanoid they have seen
at least once. They can perform this transformation
7. Aurorians up to three times per day.
* Description: These beautiful shapeshifters are
born from the auroras in Maxxia's sky. They can take 12. Chimerae
any form, their bodies sparkling with lights. Description: Originating from ancient bioengineering

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Chapter 2 Races Hexmaster

experiments, Chimerae have the unique ability to shrub they've touched once per day, and have
shapeshift into any animal they have ever touched. advantage on Stealth checks in forested areas.
Ability: +2 Strength, -1 Intelligence
Special Traits: Chimerae can morph into any animal 18. Dracoflex
they've physically touched once per day. They also Description: Dracoflex are shapeshifters with a
have advantage on Animal Handling checks. strong connection to draconic energies, capable of
morphing various parts of their bodies into dragon-
13. Chromonix like forms.
Description: Born from prismatic light, Chromonix Ability: +2 Strength, -1 Wisdom
can shift their form and color to match their Special Traits: Dracoflex can grow dragon-like claws
surroundings or mood. (1d4 slashing damage) or scales (+1 to AC) as a
Ability: +2 Dexterity, -1 Strength bonus action, but only one at a time.
Special Traits: Chromonix have the ability to cast
Color Spray once per day and can camouflage 19. Dynomorphs
themselves to gain advantage on Stealth checks. Description: This ancient race of shapeshifters
carries the traits of long-extinct creatures, capable of
14. Conformists assuming the forms of dinosaurs and prehistoric
Description: This enigmatic race of shapeshifters is beasts.
known to adapt to the societal norms and physical Ability: +2 Constitution, -1 Intelligence
attributes of those around them. Special Traits: Dynomorphs can shift into a dinosaur
Ability: +2 Charisma, -1 Constitution form they've studied in detail once per day. They also
Special Traits: Conformists can mimic the physical have advantage on Survival checks.
appearance and mannerisms of any humanoid they
have observed for at least one hour. They gain a +2 20. Echonians
bonus on Deception checks when impersonating that Description: Echonians are shapeshifters made
individual. from sound waves, able to morph into any creature
they've heard.
15. Cosmodrifters Ability: +2 Dexterity, -1 Constitution
Description: These shapeshifters have forms Special Traits: Echonians can emit a sonic burst that
composed of stardust and astral energy, shifting into deafens foes (15ft cone, CON saving throw to avoid)
any constellation they have observed in the night once per day, and can mimic any sound they've
sky. heard.
Ability: +2 Wisdom, -1 Strength
Special Traits: Cosmodrifters can cast the spell I'm glad to continue helping with your shapeshifter
Guiding Bolt once per day, and have advantage on races:
Navigation checks when the stars are visible.
21. Eldoria
16. Crysalines Description: Eldoria are shapeshifters that reflect
Description: Born from the heart of Maxxia's crystal the ancient and lost civilizations of Maxxia, able to
caverns, Crysalines can morph their bodies into any shape themselves into any humanoid form from
crystalline form. history they have studied.
Ability: +2 Constitution, -1 Charisma Ability: +2 Intelligence, -1 Dexterity
Special Traits: Crysalines have resistance to non- Special Traits: Eldoria can shift into any historical
magical bludgeoning damage and can transform humanoid figure they've studied once per day. They
their limbs into simple crystal weapons (1d6 damage) also have advantage on History checks.
as a bonus action.
22. Elixari
17. Deciduan Description: Born of the primordial soup, Elixari
Description: Deciduan are shapeshifters who have have evolved into shapeshifters that can mimic the
adapted to Maxxia's vast forests, capable of shifting properties of any liquid they touch.
into any plant life they've come into contact with. Ability: +2 Dexterity, -1 Strength
Ability: +2 Wisdom, -1 Dexterity Special Traits: Elixari can transform into a liquid form
Special Traits: Deciduan can shapeshift into a tree or and flow through small spaces once per day. They

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are also resistant to fire damage. choice


Special Traits: Fluxians can shift their form once per
23. Emberlings hour, adopting the appearance (but not the abilities)
Description: Emberlings are shapeshifters born of any creature they've previously seen.
from the fires of Maxxia, able to shift their forms into
a variety of fiery creatures. 29. Formweavers
Ability: +2 Constitution, -1 Wisdom Description: Formweavers are shapeshifters known
Special Traits: Emberlings can transform into a Fire for their control over their own form, able to weave
Elemental once per day. They are immune to fire their bodies into intricate shapes and designs.
damage but vulnerable to cold damage. Ability: +2 Dexterity, -1 Constitution
Special Traits: Formweavers can alter their physical
24. Empyreans structure to gain advantage on Acrobatics or
Description: Descendants of celestial beings, Athletics checks once per long rest.
Empyreans can shift into various heavenly creatures.
Ability: +2 Charisma, -1 Constitution 30. Galactiformers
Special Traits: Empyreans can shift into a celestial Description: Galactiformers carry the essence of the
form once per day and can cast the Light spell at will. cosmos within them, able to shape their forms into
various celestial bodies and cosmic phenomena.
25. Enigmorphs Ability: +2 Intelligence, -1 Strength
Description: The mysterious Enigmorphs are Special Traits: Galactiformers can shift into a
enigmatic shapeshifters that take the form of puzzles celestial form once per day, gaining resistance to
and riddles. radiant and force damage. They also have
Ability: +2 Intelligence, -1 Strength advantage on Arcana checks related to celestial
Special Traits: Enigmorphs can transform into an bodies.
inanimate object with a complex internal mechanism
(such as a puzzle box) once per day. They have I'm delighted to continue with your shapeshifter
advantage on Investigation checks. races:

26. Eternia 31. Galatids


Description: These shapeshifters are timeless Description: Shapeshifters born from cosmic
entities from the end of time itself, able to take on the gelatinous substance, Galatids can reshape their
form of any creature they see in their visions of the form to mimic any creature they've absorbed.
future. Ability: +2 Constitution, -1 Dexterity
Ability: +2 Wisdom, -1 Constitution Special Traits: Galatids can absorb a creature
Special Traits: Eternia can shift into a creature they've engulfed and mimic its form once per day.
they've seen in a vision once per day. They also They are also resistant to acid damage.
have advantage on Insight checks.
32. Galaxian Guilders
27. Ether Entities Description: This celestial race is composed of
Description: Ethereal and ghost-like, Ether Entities stardust and dark matter, able to assume the shape
can shift their form into any creature from the of various celestial bodies.
ethereal plane. Ability: +2 Intelligence, -1 Strength
Ability: +2 Charisma, -1 Strength Special Traits: Galaxian Guilders can shift into a
Special Traits: Ether Entities can shift into an celestial body they've observed once per day and
Ethereal form once per day, becoming incorporeal gain advantage on checks related to astronomy.
for up to one hour. They are resistant to non-magical
damage. 33. Gestaltors
Description: Gestaltors are unique shapeshifters
28. Fluxians that can absorb and mimic the skills, knowledge, and
Description: Ever-changing and unstable, Fluxians abilities of others.
are shapeshifters that constantly change their Ability: +2 Intelligence, -1 Constitution
physical appearance. Special Traits: Gestaltors can mimic a skill or ability
Ability: +1 to any three ability scores of the player's they've observed once per day. They also gain

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advantage on Knowledge checks related to that skill Helixites can change their genetic code to take on
or ability. the form of any creature they've touched.
Ability: +2 Intelligence, -1 Strength
34. Glacialites Special Traits: Helixites can alter their genetic code
Description: Hailing from Maxxia's frozen poles, to mimic the form of a creature they've touched once
Glacialites are capable of assuming the form of any per day. They also gain advantage on Medicine and
ice or snow creature. Nature checks.
Ability: +2 Constitution, -1 Charisma
Special Traits: Glacialites can transform into an Ice 40. Imitaria
Elemental once per day. They are immune to cold Description: The perfect copycats, Imitaria can shift
damage but vulnerable to fire damage. into the exact likeness of any creature they've spent
a significant amount of time studying.
35. Gorgomorphs Ability: +2 Charisma, -1 Constitution
Description: With a horrifying gaze, Gorgomorphs Special Traits: Imitaria can assume the exact
are able to assume the form of any creature they likeness of a creature they've studied for at least one
have turned to stone. hour once per day. They gain a +2 bonus to
Ability: +2 Charisma, -1 Constitution Deception checks when mimicking that creature.
Special Traits: Gorgomorphs can petrify a creature
they're looking at once per day (CON saving throw to Absolutely, let's continue with the next set of
resist). They can then assume the form of the shapeshifter races:
petrified creature.
41. Incarna
36. Graviton Gestalts Description: Incarna are shapeshifters of essence,
Description: Composed of gravitational waves, embodying any concept or idea and taking a physical
Graviton Gestalts can shift their form to increase or form that symbolizes it.
decrease their weight at will. Ability: +2 Wisdom, -1 Constitution
Ability: +2 Strength, -1 Dexterity Special Traits: Incarna can embody an abstract
Special Traits: Graviton Gestalts can double or halve concept once per day, gaining unique abilities related
their weight at will. They can also cause objects they to it. They also have advantage on Philosophy and
touch to become heavier or lighter once per day. Religion checks.

37. Harlequins 42. Jivjiv


Description: These whimsical shapeshifters can Description: These vibrant shapeshifters hail from
take on the appearance of any humanoid they've the colorful regions of Maxxia, shifting into a myriad
made laugh. of bright creatures.
Ability: +2 Charisma, -1 Wisdom Ability: +2 Dexterity, -1 Strength
Special Traits: Harlequins can mimic the appearance Special Traits: Jivjiv can shift into any brightly
of any humanoid they've made laugh once per day. colored creature they've seen once per day. They
They also gain advantage on Performance checks to gain advantage on Stealth checks in colorful
make people laugh. environments.

38. Heliomorphic Harbingers 43. Kameleoids


Description: These radiant shapeshifters are formed Description: Born from the desert sands,
of sunlight and can shift into various forms of light Kameleoids are reptilian shapeshifters that can
and energy. assume the form of any reptile they've observed.
Ability: +2 Wisdom, -1 Strength Ability: +2 Constitution, -1 Intelligence
Special Traits: Heliomorphic Harbingers can Special Traits: Kameleoids can shift into any reptile
transform into a being of pure light once per day, form they've seen once per day. They also have
gaining resistance to radiant damage and the ability advantage on Survival checks in desert
to cast the Light spell at will. environments.

39. Helixites 44. Kinetic Chameleons


Description: With bodies made of DNA strands, Description: Made up of condensed kinetic energy,

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Hexmaster Chapter 2 Races

these shapeshifters can morph their form according They also have resistance to damage from the
to the movements they absorb. element they last transformed into.
Ability: +2 Dexterity, -1 Constitution
Special Traits: Kinetic Chameleons can mimic the 50. Marrowwalkers
movements of any creature they've observed, Description: Created from the very essence of life,
altering their form once per day. They also gain Marrowwalkers can assume the form of any
advantage on Acrobatics checks. biological creature they've touched.
Ability: +2 Wisdom, -1 Strength
45. Kithmorphs Special Traits: Marrowwalkers can transform into any
Description: These social shapeshifters assume the biological creature they've touched once per day.
form of those they feel a deep connection with. They also have advantage on Medicine checks.
Ability: +2 Charisma, -1 Strength
Special Traits: Kithmorphs can mimic the form of I'm pleased to continue with the shapeshifter races:
anyone they have formed a deep emotional bond
with once per day. They also have advantage on 51. Novastriders
Persuasion checks. Description: These shapeshifters, composed of star
stuff, can transform into various cosmic entities and
46. Lapidara objects.
Description: Shaped from gemstones and precious Ability: +2 Intelligence, -1 Strength
metals, Lapidara can reshape their crystalline bodies Special Traits: Novastriders can transform into a
into the form of any mineral creature. cosmic entity they've observed once per day. They
Ability: +2 Constitution, -1 Dexterity also gain advantage on checks related to astronomy.
Special Traits: Lapidara can transform into a creature
made of minerals or gems once per day. They also 52. Nyxlings
gain resistance to non-magical bludgeoning, Description: Born from shadows, Nyxlings can shift
piercing, and slashing damage. into any creature they've observed in the darkness.
Ability: +2 Dexterity, -1 Strength
47. Lunamimics Special Traits: Nyxlings can take the form of any
Description: Hailing from Maxxia's moonlit forests, creature they've seen in darkness once per day.
Lunamimics can shape themselves into any creature They also have darkvision up to 60 feet.
they've seen under the moonlight.
Ability: +2 Wisdom, -1 Strength 53. Obliviwraiths
Special Traits: Lunamimics can transform into any Description: These ethereal shapeshifters can
creature they've observed under moonlight once per morph into any creature they've seen in their ghostly
day. They also have darkvision up to 60 feet. travels.
Ability: +2 Wisdom, -1 Constitution
48. Lupusmorphs Special Traits: Obliviwraiths can take the form of any
Description: Lupusmorphs can shift into any canine creature they've seen in their ethereal form once per
form, from the smallest of pups to the largest dire day. They also gain the ability to become ethereal
wolf. once per day.
Ability: +2 Strength, -1 Intelligence
Special Traits: Lupusmorphs can shift into any 54. Obsidari
canine creature they've observed once per day. They Description: Formed from volcanic obsidian, these
also have advantage on Perception checks using shapeshifters can assume the form of any rocky or
smell. fiery creature.
Ability: +2 Constitution, -1 Dexterity
49. Maelstromers Special Traits: Obsidari can transform into a creature
Description: Born from the raw forces of nature, made of stone or fire they've observed once per day.
Maelstromers can take the form of any elemental They also have resistance to fire damage.
they've experienced.
Ability: +2 Constitution, -1 Charisma 55. Omni-Occults
Special Traits: Maelstromers can transform into any Description: Created by wild magic, Omni-Occults
Elemental creature they've observed once per day. can shift into any creature from the occult or

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Chapter 2 Races Hexmaster

supernatural.
Ability: +2 Charisma, -1 Constitution Sure, let's continue with the next set of shapeshifter
Special Traits: Omni-Occults can transform into any races:
supernatural or occult creature they've seen once per
day. They also gain advantage on Arcana checks. 61. Phaseminds
Description: These mental shapeshifters can
56. Omorphs transform into a representation of any creature they
Description: These shapeshifters can transform into have psychically connected with.
any creature they have seen, making them some of Ability: +2 Intelligence, -1 Strength
the most versatile shapeshifters. Special Traits: Phaseminds can transform into any
Ability: +2 Dexterity, -1 Constitution creature they have psychically connected with once
Special Traits: Omorphs can transform into any per day. They also gain advantage on Arcana checks
creature they've seen once per day. They also gain related to psychic phenomena.
advantage on Deception checks when impersonating
someone. 62. Polarispectres
Description: Ghostly figures from the polar regions,
57. Oracles of Osmosis Polarispectres can assume the form of any creature
Description: These unique shapeshifters absorb the they've encountered in the frost.
traits and abilities of creatures around them to Ability: +2 Constitution, -1 Dexterity
change form. Special Traits: Polarispectres can transform into any
Ability: +2 Wisdom, -1 Strength creature they've seen in a cold environment once per
Special Traits: Oracles of Osmosis can take on the day. They also gain resistance to cold damage.
abilities of a creature they are in contact with for one
hour once per day. 63. Polymorphites
Description: These shapeshifters can transform into
58. Oscilimorphs any creature, but their form always has a rough,
Description: Oscilimorphs are shapeshifters that geometric appearance.
fluctuate in form according to the energy waves they Ability: +2 Dexterity, -1 Strength
absorb. Special Traits: Polymorphites can transform into any
Ability: +2 Intelligence, -1 Strength creature they've seen once per day, but the form
Special Traits: Oscilimorphs can take the form of any always has a geometric look. They also gain
energy-based creature they've absorbed the energy advantage on Deception checks to mimic voices.
from once per day. They also gain resistance to the
type of energy they last absorbed. 64. Prismarites
Description: Composed of refracted light,
59. Pantomorphs Prismarites can shift into a creature that matches the
Description: Pantomorphs have the unique ability to color spectrum they are currently refracting.
become any object or creature they can pantomime. Ability: +2 Wisdom, -1 Strength
Ability: +2 Charisma, -1 Constitution Special Traits: Prismarites can transform into a
Special Traits: Pantomorphs can become any object creature that matches the color spectrum they're
or creature they can successfully pantomime once refracting once per day. They also gain advantage
per day. They also gain advantage on Performance on Stealth checks in bright, colorful environments.
checks related to miming.
65. Prismorphs
60. PentaPhantoms Description: Born from light and color, Prismorphs
Description: Composed of spectral energy, can assume the form of any creature they have seen
PentaPhantoms can shift into the form of any being in full spectrum light.
they've encountered in the ethereal plane. Ability: +2 Charisma, -1 Constitution
Ability: +2 Wisdom, -1 Strength Special Traits: Prismorphs can transform into any
Special Traits: PentaPhantoms can transform into a creature they've seen in full spectrum light once per
creature they've encountered in the ethereal plane day. They also gain advantage on Perception checks
once per day. They can also become ethereal once in bright light.
per day.

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66. Proteans these shapeshifters can take the form of any fire-
Description: Known as the original shapeshifters, based creature.
Proteans can take on the form of any creature Ability: +2 Constitution, -1 Dexterity
they've ever seen. Special Traits: Pyralspites can transform into a fire-
Ability: +2 Dexterity, -1 Constitution based creature they've seen once per day. They also
Special Traits: Proteans can transform into any gain resistance to fire damage.
creature they've seen once per day. They also gain
advantage on Deception checks to impersonate 72. Pyronims
voices. Description: These fiery shapeshifters can
transform into any creature they have seen engulfed
67. Proton Pretenders in flames.
Description: These subatomic shapeshifters can Ability: +2 Charisma, -1 Strength
shift into any form they can comprehend at a Special Traits: Pyronims can transform into any
molecular level. creature they've seen in flames once per day. They
Ability: +2 Intelligence, -1 Strength also gain resistance to fire damage.
Special Traits: Proton Pretenders can transform into
any creature they understand at a molecular level 73. Quantalings
once per day. They also gain advantage on Science Description: Composed of quantum energy, these
checks related to molecular biology. shapeshifters can shift into multiple forms
simultaneously due to superposition.
68. Pseudosapiens Ability: +2 Intelligence, -1 Strength
Description: These shapeshifters can mimic any Special Traits: Quantalings can transform into
humanoid they've observed closely. multiple forms at once (though they remain one
Ability: +2 Charisma, -1 Strength entity) due to quantum superposition. They also gain
Special Traits: Pseudosapiens can transform into advantage on Science checks related to quantum
any humanoid they've observed closely once per mechanics.
day. They also gain advantage on Deception checks
when impersonating a specific individual. 74. Quantum Quicksilvers
Description: These shapeshifters, made of unstable
69. Psilorphs quantum energy, can shift into any being they have
Description: Born from psionic energy, these observed while in their quantum state.
shapeshifters can take the form of any creature Ability: +2 Wisdom, -1 Strength
they've psychically connected with. Special Traits: Quantum Quicksilvers can transform
Ability: +2 Wisdom, -1 Strength into any creature they've observed in their quantum
Special Traits: Psilorphs can transform into any state once per day. They can also shift into their
creature they've had a psychic connection with once quantum state once per day, which makes them
per day. They also gain advantage on Insight difficult to perceive and hit.
checks.
75. Quantumelders
70. Pulsashades Description: Born from the collapse of quantum
Description: These shadowy shapeshifters can states, these shapeshifters can shift into a variety of
morph into any creature they've seen in darkness or strange and improbable forms.
shadow. Ability: +2 Intelligence, -1 Strength
Ability: +2 Dexterity, -1 Strength Special Traits: Quantumelders can transform into an
Special Traits: Pulsashades can transform into any improbable creature or object they've conceptualized
creature they've seen in darkness once per day. once per day. They also gain advantage on checks
They also have darkvision up to 60 feet. related to quantum mechanics.

Absolutely, let's proceed with the next 10 76. Quasarlings


shapeshifter races: Description: Born from the heart of quasars, these
radiant shapeshifters can take the form of any
71. Pyralspite creature they've seen illuminated by starlight.
Description: Formed from the heart of volcanoes, Ability: +2 Charisma, -1 Strength

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Chapter 2 Races Hexmaster

Special Traits: Quasarlings can transform into any per day. They also gain advantage on checks related
creature they've seen in starlight once per day. They to mathematics and patterns.
also gain advantage on Performance checks in
starlight. 82. Stardrift Sentinels
Description: Born from stardust and cosmic energy,
77. Quicksilverlings these shapeshifters can assume the form of any
Description: Made of living mercury, these cosmic or astral creature.
shapeshifters can morph into any creature they've Ability: +2 Wisdom, -1 Strength
seen reflected in a mirror. Special Traits: Stardrift Sentinels can transform into
Ability: +2 Dexterity, -1 Constitution any cosmic or astral creature they've seen once per
Special Traits: Quicksilverlings can transform into day. They also gain resistance to radiant damage.
any creature they've seen in a mirror reflection once
per day. They also gain advantage on Sleight of 83. Stardustlings
Hand checks. Description: Formed from stardust, these
shapeshifters can take the form of any creature
78. Selenoseers they've seen under the starlight.
Description: Formed from lunar energy, these Ability: +2 Charisma, -1 Strength
shapeshifters can transform into any creature they Special Traits: Stardustlings can transform into any
have seen under the moonlight. creature they've seen under starlight once per day.
Ability: +2 Wisdom, -1 Strength They also gain advantage on Performance checks
Special Traits: Selenoseers can transform into any during the night.
creature they've seen under moonlight once per day.
They also gain advantage on Perception checks 84. Starshadowers
during the night. Description: Born from the dark side of celestial
bodies, these shapeshifters can take the form of any
79. Solarstirrers creature they've seen in shadow.
Description: Born from solar flares, these Ability: +2 Dexterity, -1 Strength
shapeshifters can take the form of any creature Special Traits: Starshadowers can transform into any
they've seen bathed in sunlight. creature they've seen in shadow once per day. They
Ability: +2 Constitution, -1 Dexterity also have darkvision up to 60 feet.
Special Traits: Solarstirrers can transform into any
creature they've seen in sunlight once per day. They 85. Temporal Tricksters
also gain advantage on Survival checks in daylight. Description: Manipulating time, these shapeshifters
can take the form of their past or future selves.
80. Spectromorphs Ability: +2 Intelligence, -1 Strength
Description: Formed from prismatic light, Special Traits: Temporal Tricksters can transform
Spectromorphs can take the form of any creature into their past or future self once per day. They also
they have seen through a prism. gain advantage on History checks related to their
Ability: +2 Charisma, -1 Strength own timeline.
Special Traits: Spectromorphs can transform into any
creature they've seen through a prism once per day. 86. Terametamorphs
They also gain advantage on Performance checks Description: Born from the soil and earth, these
involving light and color. shapeshifters can take the form of any earthly
creature.
Absolutely! Here are the next ten: Ability: +2 Constitution, -1 Dexterity
Special Traits: Terametamorphs can transform into
81. Spiraforms any earth-based creature they've seen once per day.
Description: Composed of spiraling fractal patterns, They also gain advantage on Survival checks in
these shapeshifters can assume any form they can natural environments.
mathematically comprehend.
Ability: +2 Intelligence, -1 Strength 87. Tranceflares
Special Traits: Spiraforms can transform into any Description: Born from the pulsing energy of trance
creature they can comprehend mathematically once music, these shapeshifters can assume the form of

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any creature they've seen while in a trance. creature they've seen reflected in their bodies once
Ability: +2 Charisma, -1 Constitution per day. They also have advantage on Sleight of
Special Traits: Tranceflares can transform into any Hand checks.
creature they've seen while in a trance once per day.
They also gain advantage on Performance checks 93. Metamorphos
involving music. Description: These shapeshifters can assume the
form of any living creature they've seen.
88. Vortexvolvers Ability: +2 Constitution, -1 Intelligence
Description: These shapeshifters, formed from the Special Traits: Metamorphos can transform into any
chaotic energy of vortices, can take the form of any living creature they've seen once per day. They also
creature they've seen in a storm. gain advantage on Survival checks involving tracking
Ability: +2 Strength, -1 Intelligence creatures.
Special Traits: Vortexvolvers can transform into any
creature they've seen during a storm once per day. 94. Metaphysical Myriapods
They also gain resistance to lightning damage. Description: Born from the ethereal plane, these
shapeshifters can assume the form of any creature
89. Xenoforms they've encountered in the metaphysical realm.
Description: Alien shapeshifters, these beings can Ability: +2 Wisdom, -1 Strength
take the form of any creature they've encountered on Special Traits: Metaphysical Myriapods can
other worlds. transform into any creature they've encountered in
Ability: +2 Intelligence, -1 Strength the metaphysical realm once per day. They also gain
Special Traits: Xenoforms can transform into any advantage on Insight checks related to ethereal
creature they've seen on other worlds once per day. beings.
They also gain advantage on checks related to alien
life forms. 95. Mimicans
Description: Masters of mimicry, these
90. Zetamorphs shapeshifters can assume the form of any creature
Description: Shapeshifters at the end of the they've heard speak.
alphabet, they can assume the form of any creature Ability: +2 Charisma, -1 Strength
they've seen in the twilight hours. Special Traits: Mimicans can transform into any
Ability: +2 Wisdom, -1 Strength creature they've heard speak once per day. They
Special Traits: Zetamorphs can transform into any also gain advantage on Deception checks when
creature they've seen during the twilight hours once trying to mimic voices.
per day. They also gain advantage on Perception
checks during dusk and dawn. 96. Morpheons
Description: Creatures born from dreams, these
Of course! Let's continue: shapeshifters can assume the form of any creature
they've seen in dreams.
91. Melusine Ability: +2 Wisdom, -1 Strength
Description: Drawn from aquatic mythology, these Special Traits: Morpheons can transform into any
shapeshifters can assume any aquatic creature form. creature they've seen in dreams once per day. They
Ability: +2 Charisma, -1 Strength also gain advantage on Insight checks related to
Special Traits: Melusine can transform into any dream interpretation.
aquatic creature they've seen once per day. They
also gain the ability to breathe underwater and swim 97. Nebulashifters
at a speed of 30 feet. Description: Formed from the cosmic dust of
nebulae, these shapeshifters can assume the form of
92. Mercurials any creature they've seen under the nebula light.
Description: Born from liquid mercury, these Ability: +2 Intelligence, -1 Strength
shapeshifters can assume the form of any creature Special Traits: Nebulashifters can transform into any
they've seen reflected in their metallic bodies. creature they've seen under nebula light once per
Ability: +2 Dexterity, -1 Strength day. They also gain advantage on Arcana checks
Special Traits: Mercurials can transform into any related to celestial events.

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Description: Aetherborn are birthed from the very


98. Neotronix fabric of the cosmos, entities of pure cosmic energy
Description: Born from the pulsing energy of neon who shimmer like a starry night sky. Their physical
lights, these shapeshifters can assume the form of bodies constantly shift and change, hinting at the
any creature they've seen under neon light. infinite possibilities of the universe.
Ability: +2 Dexterity, -1 Strength Ability: +2 Charisma, +1 Wisdom
Special Traits: Neotronix can transform into any Special Traits: "Cosmic Knowledge" - Aetherborn
creature they've seen under neon light once per day. have advantage on Arcana checks related to cosmic
They also gain advantage on Performance checks phenomena or extraterrestrial entities. "Starfall" -
involving dance. Once per long rest, an Aetherborn can summon a
radiant star that deals 2d6 radiant damage in a 20ft
99. Nephilians radius. This damage increases by 1d6 for every two
Description: Descendants of ancient celestial character levels beyond 1st.
beings, these shapeshifters can assume the form of
any creature they've seen in the heavens. 3.
Ability: +2 Charisma, -1 Strength Name: Aetherwinds
Special Traits: Nephilians can transform into any Description: Aetherwinds are the offspring of
creature they've seen in the heavens once per day. powerful air elementals and the primordial essence
They also gain advantage on Religion checks related of the Aether. They resemble swirling vortices of
to celestial beings. wind and cosmic energy, their forms constantly
shifting and changing like the breeze.
100. Nexofluxors Ability: +2 Dexterity, +1 Intelligence
Description: Nexus of all realities, these Special Traits: "Aether Blast" - As an action, an
shapeshifters can assume the form of any creature Aetherwind can release a gust of cosmic wind from
they've seen in any dimension. its body, dealing 1d6 force damage to all creatures
Ability: +2 Intelligence, -1 Strength within a 15ft cone. This damage increases by 1d6 at
Special Traits: Nexofluxors can transform into any 5th level, 11th level, and 17th level. "Wind Walk" -
creature they've seen in any dimension once per Once per long rest, an Aetherwind can cast the Wind
day. They also gain advantage on checks related to Walk spell without expending a spell slot.
planar travel.
4.
11. Elemental beings Name: Alchemen
Description: Born from the experimental fusions of
1. elemental energy and mortal bodies, Alchemen are a
Name: Aerosians blend of raw elemental power and humanoid form.
Description: Aerosians are ethereal beings Their bodies radiate a faintly luminescent glow, and
composed entirely of air, with cloud-like forms and their veins course with sparkling energy.
lightning sparks for eyes. They often reside in Ability: +2 Constitution, +1 to any other ability
Maxxia's high altitudes and remote windswept plains. Special Traits: "Elemental Resistance" - Alchemen
They are known for their swift and fluid movements, gain resistance to a type of damage associated with
and their ability to manipulate the air around them. an element (fire, cold, lightning, or acid). This choice
Ability: +2 Dexterity, +1 Intelligence is made at character creation and cannot be
Special Traits: "Gust Control" - Once per long rest, changed. "Elemental Touch" - Once per long rest, an
an Aerosian can cast Gust of Wind spell as a Alchemen can infuse their touch with raw elemental
second-level spell without expending a spell slot. "Air energy, dealing an extra 2d6 damage of the chosen
Form" - Aerosians can, as a bonus action, assume a elemental type with their next melee attack.
gaseous form that grants them a flying speed of 30ft,
but cannot attack or cast spells while in this form. 5.
This ability lasts for 1 minute and can be used once Name: Argentites
per short rest. Description: Argentites are living minerals, their
bodies composed of gleaming silver ores. Despite
2. their weighty forms, they are surprisingly graceful,
Name: Aetherborn moving with a fluidity that defies their rocky nature.

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Ability: +2 Strength, +1 Constitution 9.


Special Traits: "Metallic Resilience" - Argentites have Name: Aurites
resistance to nonmagical bludgeoning, piercing, and Description: Aurites are elemental beings
slashing damage. "Silver Strike" - Once per short composed of pure gold. They have the ability to
rest, an Argentite can harden their body to make a shape their golden bodies at will, shifting from a solid
melee attack that deals an extra 1d8 force damage. form to a flowing, liquid state in an instant.
Ability: +2 Constitution, +1 Strength
6. Special Traits: "Golden Form" - Aurites can, as an
Name: Astra Androids action, become a flowing form of liquid gold, gaining
Description: Astra Androids are remnants of a long- resistance to nonmagical bludgeoning, piercing, and
lost civilization, designed to explore and document slashing damage for 1 minute. "Midas Touch" - Once
the cosmos. They resemble humans but with metallic per long rest, an Aurite can turn a nonliving object of
skin, glowing eyes, and an uncanny gracefulness. up to 1 cubic foot into gold for 1 hour.
Ability: +2 Intelligence, +1 Dexterity
Special Traits: "Ancient Knowledge" - Astra Androids 10.
have proficiency in History and can add twice their Name: Aurorals
proficiency bonus to checks made to recall Description: Aurorals are born of the ethereal light
information about ancient civilizations or celestial of Maxxia's auroras, appearing as humanoid figures
bodies. "Stellar Beam" - Once per short rest, an made of shifting, vibrant light. They are capable of
Astra Android can release a beam of stellar energy, dancing across the sky, moving with the speed and
dealing 2d6 radiant damage to a single target within grace of the auroras themselves.
60ft. Ability: +2 Charisma, +1 Dexterity
Special Traits: "Light Form" - As a bonus action, an
7. Auroral can become a being of pure light, gaining a
Name: Astralaspects flying speed of 60ft, resistance to all damage except
Description: Astralaspects are fragments of astral force damage, and the ability to move through other
energy given life and consciousness. They appear as creatures and objects as if they were difficult terrain.
humanoid figures of swirling starlight, capable of They take 5 (1d10) force damage if they end their
channeling the raw power of the Astral Plane. turn inside an object. "Aurora Beam" - Once per long
Ability: +2 Wisdom, +1 Charisma rest, an Auroral can release a beam of aurora
Special Traits: "Astral Sight" - Astralaspects can see energy, forcing a target within 60ft to make a
into the Ethereal Plane up to a distance of 60ft. Constitution saving throw or be blinded until the end
"Astral Wave" - Once per long rest, an Astralaspect of their next turn.
can unleash a wave of astral energy, forcing all
creatures within a 20ft radius to make a Wisdom 11.
saving throw or be stunned until the end of their next Name: Celestial Centaurs
turn. Description: Celestial Centaurs are divinely-touched
hybrids of humanoid and equine, their bodies
8. resembling a constellation of stars. They are known
Name: Atom Aarakocra for their wisdom and intelligence, often serving as
Description: Atom Aarakocra are a highly-evolved astronomers, scholars, or seers.
variant of the Aarakocra species, their bodies infused Ability: +2 Wisdom, +1 Strength
with potent atomic energy. They bear the distinct Special Traits: "Celestial Guidance" - Once per long
bird-like features of their kin but with a body that rest, a Celestial Centaur can cast Augury without
glows with radiant energy. expending a spell slot. "Stellar Charge" - Once per
Ability: +2 Dexterity, +1 Strength short rest, a Celestial Centaur can use their action to
Special Traits: "Radiation Resistance" - Atom charge a target, dealing 2d6+Strength modifier
Aarakocra are resistant to radiation and have bludgeoning damage if the target is within 30ft.
advantage on saving throws against radiation effects.
"Atomic Blast" - Once per short rest, an Atom 12.
Aarakocra can release a blast of atomic energy, Name: Cobaltclan
dealing 2d6 radiant damage in a 10ft radius. Description: Cobaltclan are compact elemental
beings, with bodies composed of deep blue cobalt.

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They have a strong bond with the earth and are instead of stars, their bodies resemble a nebulous
known for their tenacity and resilience. galaxy.
Ability: +2 Constitution, +1 Strength Ability: +2 Intelligence, +1 Strength
Special Traits: "Cobalt Skin" - Cobaltclan members Special Traits: "Cosmic Awareness" - Cosmic
have resistance to cold damage. "Cobalt Strike" - Centaurs have advantage on Perception and
Once per short rest, a Cobaltclan member can make Survival checks made to navigate in outer space.
a melee attack that deals an extra 1d8 cold damage. "Cosmic Charge" - Once per short rest, a Cosmic
Centaur can charge a target, dealing
13. 2d6+Intelligence modifier force damage if the target
Name: Cometcutters is within 30ft.
Description: Cometcutters are a race of elementals
born from the heart of comets. They have sleek, 17.
aerodynamic bodies that glint with an icy sheen, and Name: Cosmic Cyclopes
they move with incredible speed and grace. Description: Cosmic Cyclopes are massive beings
Ability: +2 Dexterity, +1 Intelligence made of celestial materials. They possess a single,
Special Traits: "Comet Rush" - Once per short rest, a large eye that twinkles like a distant star, and they
Cometcutter can move up to its speed towards a have an innate talent for crafting with meteorite
target and make a melee attack. If the attack hits, it metals.
deals an extra 2d6 cold damage. "Ice Resistance" - Ability: +2 Strength, +1 Constitution
Cometcutters have resistance to cold damage. Special Traits: "Stellar Smite" - Once per long rest, a
Cosmic Cyclops can add 2d6 radiant damage to a
14. successful melee attack. "Cosmic Resistance" -
Name: Coralites Cosmic Cyclopes have resistance to radiant damage
Description: Coralites are aquatic elementals, their and cold damage from the void of space.
bodies a vibrant mix of coral formations. They have a
strong connection with the ocean and can shape and 18.
manipulate water around them. Name: Crystalloids
Ability: +2 Wisdom, +1 Constitution Description: Crystalloids are elementals composed
Special Traits: "Aquatic Form" - Coralites can of vibrant, multifaceted crystals. They have a strong
breathe both air and water, and they have a connection with the earth, able to resonate with the
swimming speed of 40ft. "Water Control" - Once per natural vibrations of the planet.
long rest, a Coralite can cast Control Water without Ability: +2 Constitution, +1 Wisdom
expending a spell slot. Special Traits: "Crystal Resonance" - Once per long
rest, a Crystalloid can use its resonance to cast
15. Detect Thoughts without expending a spell slot.
Name: Coronalings "Crystal Form" - Crystalloids have resistance to
Description: Coronalings are elementals composed slashing damage due to their hard, crystalline
of the radiant energy from the sun's corona. They bodies.
emanate intense heat and light, and their bodies
flicker and dance like a flame. 19.
Ability: +2 Charisma, +1 Dexterity Name: Echomen
Special Traits: "Solar Flare" - Once per long rest, a Description: Echomen are elemental beings made
Coronalings can release a blast of solar energy, from pure sound waves. They can take on a solid
forcing all creatures within a 20ft radius to make a form that resembles a tall, slender humanoid, or they
Dexterity saving throw or take 2d8 radiant damage. can become intangible sound waves.
"Coronal Resistance" - Coronalings have resistance Ability: +2 Dexterity, +1 Charisma
to fire and radiant damage. Special Traits: "Sonic Form" - Once per long rest, an
Echoman can become a sound wave, gaining
16. immunity to nonmagical bludgeoning, piercing, and
Name: Cosmic Centaurs slashing damage for up to 1 minute. "Sonic Blast" -
Description: Cosmic Centaurs are ethereal beings Once per short rest, an Echoman can create a sonic
whose bodies are imbued with cosmic energy. They blast, forcing all creatures within a 15ft cone to make
are distant relatives of Celestial Centaurs, but a Constitution saving throw or take 2d8 thunder

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damage. between worlds is thin.


Ability: +2 Wisdom, +1 Charisma
20. Special Traits: "Phase Shift" - Once per long rest, an
Name: Eldrikin Etherial can enter the Ethereal Plane for up to one
Description: Eldrikin are ancient elementals, their minute. "Ethereal Sight" - Etherials can see 60ft into
bodies composed of crackling eldritch energy. They the Ethereal Plane while on the Material Plane, and
are often considered harbingers of powerful magic vice versa.
and are respected and feared for their mystical
abilities. 24.
Ability: +2 Intelligence, +1 Wisdom Name: Etherlings
Special Traits: "Eldritch Surge" - Once per long rest, Description: Etherlings are smaller, more whimsical
an Eldrikin can use its action to unleash an eldritch cousins of Etherials. Their bodies flicker with spectral
energy surge, dealing 2d6 force damage to up to colors, and they are known for their playful and
three creatures it can see within 30ft. "Arcane mischievous natures.
Resistance" - Eldrikin have advantage on saving Ability: +2 Dexterity, +1 Charisma
throws against spells and other magical effects. Special Traits: "Ethereal Jaunt" - Once per short rest,
an Etherling can teleport up to 30ft to an unoccupied
21. space it can see. "Fey Ancestry" - Etherlings have
Name: Electro Elves advantage on saving throws against being charmed,
Description: Electro Elves are energetic beings and magic can't put them to sleep.
hailing from the heart of electrical storms. Their
bodies pulsate with electricity, and they have a knack 25.
for harnessing and controlling electrical energy. Name: Ferroforms
Ability: +2 Dexterity, +1 Intelligence Description: Ferroforms are elemental beings made
Special Traits: "Lightning Arc" - Once per short rest, entirely of malleable iron. Their strong, durable
an Electro Elf can unleash an arc of electricity that bodies are capable of withstanding harsh conditions,
jumps between up to three targets within 30ft, and they have an innate connection to the earth.
dealing 1d8 lightning damage to each. "Electrical Ability: +2 Strength, +1 Constitution
Resistance" - Electro Elves have resistance to Special Traits: "Iron Body" - Ferroforms have
lightning damage. resistance to nonmagical bludgeoning, piercing, and
slashing damage. "Magnetic Pull" - Once per long
22. rest, a Ferroform can pull a metallic object of up to
Name: Equinoxians 500 pounds toward it, or push it away, at a range of
Description: Equinoxians are a unique race of 30ft.
elementals who personify the balance between light
and darkness, reflecting the state of day and night. 26.
Their bodies shift between radiant light and shadowy Name: Flarelings
darkness with the passing of time. Description: Flarelings are miniature suns in
Ability: +1 Strength, +1 Dexterity, +1 Intelligence humanoid form, their bodies composed of hot,
Special Traits: "Day and Night" - Equinoxians gain flickering plasma. They burn brightly, emanating an
advantage on attack rolls and saving throws during aura of warmth and light.
daylight hours and gain darkvision up to 60ft during Ability: +2 Charisma, +1 Dexterity
the night. "Equinox Balance" - Once per long rest, an Special Traits: "Solar Flare" - Once per short rest, a
Equinoxian can switch the advantage/disadvantage Flareling can emit a flare of intense light and heat,
of any one roll made by themselves or a creature forcing all creatures within a 15ft radius to make a
they can see. Constitution saving throw or take 2d6 fire damage.
"Heat Resistance" - Flarelings have resistance to fire
23. damage.
Name: Etherials
Description: Etherials are beings of the Ethereal 27.
Plane, composed of a semi-physical substance that Name: Floraflames
exists between the Material Plane and the realm of Description: Floraflames are plant-like elementals
spirits. They are often found in places where the veil made of green fire. They have a strong connection to

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the natural world, and their flames do not harm Description: Galaxgloids are a majestic race of
natural vegetation. starfaring beings, made of stardust and condensed
Ability: +2 Wisdom, +1 Constitution cosmic energy. Their bodies are said to reflect the
Special Traits: "Floral Fire" - Floraflames can heal image of a miniature galaxy.
plants and control plant growth by spending time in Ability: +2 Intelligence, +1 Wisdom
direct contact with the vegetation. "Flame Body" - Special Traits: "Starlight Glide" - Once per long rest,
Floraflames have resistance to fire damage and a Galaxgloid can teleport up to 30 feet to an
immunity to the poisoned condition. unoccupied space it can see. "Cosmic
Understanding" - Galaxgloids have advantage on
28. Arcana checks relating to space, stars, and cosmic
Name: Flux Faeries phenomena.
Description: Flux Faeries are small elemental
beings composed of shimmering light and chaotic 32.
energy. They are known for their mercurial moods Name: Galvanoids
and trickster behavior. Description: Galvanoids are energetic beings of
Ability: +2 Dexterity, +1 Charisma pure electricity. Capable of transforming into
Special Traits: "Flux Shift" - Once per long rest, a electrical current, they are seen flickering around
Flux Faerie can change its appearance to mimic any sources of energy, feeding and recharging.
Small humanoid. This change lasts until the Faerie Ability: +2 Dexterity, +1 Intelligence
chooses to end it. "Innate Magic" - Flux Faeries know Special Traits: "Electric Form" - Galvanoids can
the Dancing Lights cantrip and can cast Invisibility move through a space as narrow as 1 inch without
once per long rest. squeezing, as long as it conducts electricity. "Shock
Touch" - A melee attack by a Galvanoid deals an
29. extra 1d4 lightning damage.
Name: Frostfolks
Description: Frostfolks are elemental beings born 33.
from the heart of winter, their bodies composed of Name: Glacial Giants
intricate patterns of ice and snow. They are resilient Description: Towering beings of ice and stone,
and patient, capable of surviving in the harshest of Glacial Giants are a manifestation of the primordial
environments. forces of cold and earth. Slow to act and unwavering,
Ability: +2 Constitution, +1 Wisdom they embody the patience and endurance of a
Special Traits: "Cold Body" - Frostfolks have glacier.
resistance to cold damage and immunity to the Ability: +2 Strength, +1 Constitution
frozen condition. "Ice Touch" - Once per short rest, a Special Traits: "Cold Resistance" - Glacial Giants
Frostfolk can freeze up to a 5-foot cube of water, or have resistance to cold damage. "Mountain's Might" -
chill a beverage, with a touch. Glacial Giants count as one size larger when
determining their carrying capacity and the weight
30. they can push, drag, or lift.
Name: Frostforged
Description: Frostforged are ancient constructs 34.
crafted from enchanted ice and metal. They were Name: Glacials
created by a long-forgotten civilization for purposes Description: Glacials are smaller, more nimble
unknown, and now roam Maxxia seeking purpose. counterparts to the Glacial Giants. With bodies
Ability: +2 Strength, +1 Intelligence composed of ice and frost, they are at home in the
Special Traits: "Frost Armor" - Frostforged have a coldest of environments.
natural Armor Class of 13 + Dexterity modifier. "Ice Ability: +2 Dexterity, +1 Constitution
Weapon" - Once per long rest, a Frostforged can Special Traits: "Cold Resistance" - Glacials have
create a simple or martial weapon out of ice that resistance to cold damage. "Ice Skating" - Glacials
lasts for up to one hour. This weapon deals an can move across difficult terrain made of ice or snow
additional 1d6 cold damage on a successful hit. without expending extra movement.

31. 35.
Name: Galaxgloids Name: Gravitars

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Hexmaster Chapter 2 Races

Description: Gravitars are dense, stony humanoids Description: Ionic Imps are small, energetic
that can manipulate gravity around them. Their elementals composed of ionized gas. They are very
presence is often accompanied by a noticeable agile and have a knack for causing mischief and
increase in gravitational pull. playing tricks.
Ability: +2 Constitution, +1 Strength Ability: +2 Dexterity, +1 Charisma
Special Traits: "Gravity Well" - Once per short rest, a Special Traits: "Electric Discharge" - Once per short
Gravitar can create a localized gravity well in a 15- rest, an Ionic Imp can deliver a shock dealing 1d6
foot radius for 1 minute, making the area difficult lightning damage to a creature it touches. "Energetic"
terrain for enemies. "Heavy Resistance" - Gravitars - Ionic Imps have advantage on saving throws
have resistance to non-magical bludgeoning against the sleep condition.
damage.
40.
36. Name: Ionites
Name: Graviton Gnomes Description: Ionites are a humanoid race born of the
Description: These small, vibrant creatures, cousins interplay of charged particles. Their bodies crackle
to the Gravitars, use their control over gravity for with energy, and they are known for their quick
more playful and mischievous ends. reflexes and thinking.
Ability: +2 Intelligence, +1 Dexterity Ability: +2 Intelligence, +1 Dexterity
Special Traits: "Levitate" - Once per long rest, a Special Traits: "Charged Touch" - Once per short
Graviton Gnome can cast the Levitate spell without rest, an Ionite can deliver an electrified touch that
using a spell slot. "Bouncy" - Graviton Gnomes deals 1d8 lightning damage. "Electric Resistance" -
always land on their feet, and falling damage is Ionites have resistance to lightning damage.
reduced by an amount equal to five times their level.
41.
37. Name: Iridiumites
Name: Hadron Halflings Description: Iridiumites are sturdy beings of a rare
Description: Hadron Halflings are composed of and dense metal. They are highly resistant to
subatomic particles and have a deep understanding damage and have a natural affinity for alchemical
of the building blocks of the universe. They're gifted processes.
at manipulating matter at its most fundamental level. Ability: +2 Constitution, +1 Intelligence
Ability: +2 Dexterity, +1 Intelligence Special Traits: "Damage Resistance" - Iridiumites
Special Traits: "Quantum Step" - Once per short rest, have resistance to non-magical bludgeoning,
a Hadron Halfling can teleport up to 15 feet to an piercing, and slashing damage. "Alchemical
unoccupied space they can see. "Subatomic Understanding" - Iridiumites have advantage on
Understanding" - Hadron Halflings have advantage Intelligence (Alchemy) checks.
on Arcana checks related to physics and the
fundamental forces. 42.
Name: Ironbreeds
38. Description: Ironbreeds are beings of living metal,
Name: Hydrolytes capable of hardening their iron bodies to resist
Description: Hydrolytes are fluid, agile creatures damage and perform feats of incredible strength.
formed of pure water, able to shape-shift to adapt to Ability: +2 Strength, +1 Constitution
their environment and to control water in their Special Traits: "Metallic Hide" - Ironbreeds have a +1
vicinity. to AC when not wearing armor. "Iron Grip" -
Ability: +2 Dexterity, +1 Wisdom Ironbreeds have advantage on Strength (Athletics)
Special Traits: "Aqueous Form" - Hydrolytes can checks when grappling.
move through a space as narrow as 1 inch without
squeezing. "Water Control" - Once per short rest, a 43.
Hydrolyte can manipulate up to 10 gallons of water in Name: Lavalings
a 30-foot radius as a bonus action. Description: Lavalings are vibrant beings of molten
rock, able to control and shape the fire and earth
39. around them.
Name: Ionic Imps Ability: +2 Dexterity, +1 Strength

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Chapter 2 Races Hexmaster

Special Traits: "Fire Resistance" - Lavalings have that deals 1d6 lightning damage to creatures that
resistance to fire damage. "Lava Form" - Lavalings start their turn in it. "Primal Resistance" -
can move through a space as narrow as 1 inch Maelstromorphs have resistance to lightning and
without squeezing, as long as it's filled with molten thunder damage.
rock or similar material.
48.
44. Name: Magmamorphs
Name: Lumivores Description: Magmamorphs are the fiery brethren of
Description: Lumivores are beings of living light, Maelstromorphs. Born of molten rock and flame, they
capable of emitting a radiance that can heal or harm. radiate intense heat and can control the fire and
They subsist on light sources and possess an earth around them.
uncanny understanding of the nature of light. Ability: +2 Strength, +1 Constitution
Ability: +2 Charisma, +1 Wisdom Special Traits: "Fire Aura" - Once per long rest, a
Special Traits: "Radiant Burst" - Once per long rest, Magmamorph can activate a 10-foot-radius aura that
a Lumivore can emit a burst of radiant energy that deals 1d6 fire damage to creatures that start their
heals allies or harms enemies within a 10-foot radius. turn in it. "Fire Resistance" - Magmamorphs have
"Light Eater" - Lumivores can regain hit points equal resistance to fire damage.
to half their level (minimum of 1) when they spend at
least 1 hour in bright light. 49.
Name: Magnetic Merfolk
45. Description: Magnetic Merfolk are sea-dwelling
Name: Lunarians creatures with an innate control over magnetic fields.
Description: Lunarians are celestial beings with a They use this power to protect their underwater
strong connection to the moon and lunar cycles. homes and interact with metal objects.
Their power waxes and wanes with the lunar cycle, Ability: +2 Intelligence, +1 Charisma
reaching its peak during a full moon. Special Traits: "Magnetic Pull/Push" - Once per short
Ability: +2 Wisdom, +1 Intelligence rest, a Magnetic Merfolk can pull or push a metallic
Special Traits: "Moon's Blessing" - During a full object within 30 feet up to 10 feet. "Amphibious" -
moon, Lunarians gain a +1 bonus to all ability checks Magnetic Merfolk can breathe both air and water.
and saving throws. "Lunar Magic" - Lunarians know
the light cantrip and can cast moonbeam once per 50.
long rest. Name: Metalloids
Description: Metalloids are semi-metallic beings
46. that possess properties of both metals and non-
Name: Lunarlings metals. They are flexible and versatile, with an
Description: Smaller counterparts of Lunarians, uncanny ability to adapt to different situations.
Lunarlings are nimble, moon-touched creatures with Ability: +1 to any two ability scores
an affinity for stealth and lunar magic. Special Traits: "Adaptive Form" - Once per long rest,
Ability: +2 Dexterity, +1 Wisdom a Metalloid can gain resistance to a damage type of
Special Traits: "Moon Shadow" - Lunarlings can use their choice until their next rest. "Versatile
the Hide action as a bonus action in dim light or Craftsmen" - Metalloids gain proficiency in one tool of
darkness. "Lunar Sight" - Lunarlings can see in dim their choice.
light as if it were bright light, and in darkness as if it
were dim light. 51.
Name: Meteorites
47. Description: Meteorites are sturdy beings of cosmic
Name: Maelstromorphs rock and metal. Formed in the cold vacuum of space,
Description: Maelstromorphs are chaotic beings of they are known for their resilience and unyielding
swirling elemental energy. They have an intrinsic endurance.
connection to the primal forces of nature. Ability: +2 Strength, +1 Constitution
Ability: +2 Strength, +1 Constitution Special Traits: "Meteor Impact" - Once per long rest,
Special Traits: "Storm Aura" - Once per long rest, a a Meteorite can slam into the ground causing an
Maelstromorph can activate a 10-foot-radius aura area of effect damage in a 10-foot radius. "Space

124
Hexmaster Chapter 2 Races

Born" - Meteorites don't require air to breathe and 10 feet.


are immune to cold damage.
56.
52. Name: Obsidians
Name: Nebulakind Description: Obsidians are beings made from
Description: Nebulakind are beings formed from volcanic glass, dark and reflective. They are known
nebulae, composed of dust, hydrogen, helium, and for their sharp minds and sharper bodies.
other ionized gases. Their bodies are colorful and Ability: +2 Intelligence, +1 Dexterity
always seem to be shifting and flowing. Special Traits: "Sharp Body" - An unarmed strike by
Ability: +2 Intelligence, +1 Wisdom an Obsidian deals slashing damage equal to 1d4 +
Special Traits: "Cosmic Form" - Nebulakind can their Strength modifier. "Volcanic Resistance" -
move through a space as narrow as 1 inch without Obsidians have resistance to fire damage.
squeezing. "Stellar Knowledge" - Nebulakind have
advantage on Intelligence (Nature) checks related to 57.
celestial bodies. Name: Oracles of Orion
Description: Oracles of Orion are celestial beings
53. with a deep understanding of the cosmos and the
Name: Nebulites future. They use their wisdom and foresight to guide
Description: Nebulites are smaller, more condensed others and to shape events.
versions of the Nebulakind. They are known for their Ability: +2 Wisdom, +1 Charisma
nimble forms and vibrant colors. Special Traits: "Celestial Guidance" - Once per long
Ability: +2 Dexterity, +1 Intelligence rest, an Oracle can give a creature it touches
Special Traits: "Stellar Step" - Once per short rest, a advantage on an ability check of its choice.
Nebulite can teleport up to 10 feet to an unoccupied "Foresight" - Oracles of Orion have advantage on
space they can see. "Cosmic Resistance" - Nebulites saving throws against being surprised.
have resistance to radiant damage.
58.
54. Name: Photonphreaks
Name: Neutron Nymphs Description: Photonphreaks are beings of pure
Description: Neutron Nymphs are composed of energy, able to manipulate light to their will. They are
incredibly dense material, similar to that of a neutron vibrant, radiant, and are always seen in a blur of
star. Despite their small size, they possess motion.
significant weight and a deep understanding of Ability: +2 Dexterity, +1 Charisma
gravity and the forces that bind the universe. Special Traits: "Light Form" - Photonphreaks can
Ability: +2 Intelligence, +1 Constitution move through a space as narrow as 1 inch without
Special Traits: "Gravity Well" - Once per long rest, a squeezing. "Light Manipulation" - Once per short
Neutron Nymph can increase the gravitational pull in rest, a Photonphreak can create a minor illusion or
a 10-foot radius for 1 minute, making the area emit a blinding flash.
difficult terrain for enemies. "Dense Structure" -
Neutron Nymphs have resistance to non-magical 59.
bludgeoning damage. Name: Photonsouls
Description: Photonsouls are tranquil and serene
55. beings of light, radiating peace and tranquility. They
Name: Nova Nexians have a deep connection to positive energy and the
Description: Nova Nexians embody the raw, power to heal.
explosive power of a supernova. They are beings of Ability: +2 Wisdom, +1 Charisma
light and fire, radiating intense energy and heat. Special Traits: "Healing Light" - Once per long rest, a
Ability: +2 Charisma, +1 Strength Photonsoul can touch a creature and restore a
Special Traits: "Supernova Blast" - Once per long number of hit points equal to their level. "Radiant
rest, a Nova Nexian can emit a burst of radiant Resistance" - Photonsouls have resistance to radiant
energy that deals damage to all creatures in a 15- damage.
foot radius. "Light Born" - Nova Nexians emit bright
light in a 10-foot radius and dim light for an additional 60.

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Name: Plasma Pixies Ability: +2 Dexterity, +1 Intelligence


Description: Plasma Pixies are small, energetic Special Traits: "Pulsar Pulse" - Once per short rest, a
beings of ionized gas. They have a knack for causing Pulsarpixie can dash as a bonus action and deal 1d6
mischief and an innate control over force damage to any creature it passes through.
electromagnetic forces. "Star Born" - Pulsarpixies don't require air to breathe.
Ability: +2 Dexterity, +1 Intelligence
Special Traits: "Plasma Form" - Plasma Pixies can 65.
move through a space as narrow as 1 inch without Name: Pulsarskins
squeezing. "Electromagnetic Control" - Once per Description: Pulsarskins are a larger, more
short rest, a Plasma Pixie can create a static shock concentrated version of Pulsarpixies, pulsating with
that stuns a creature for 1 round. cosmic energy and known for their explosive bursts.
Ability: +2 Strength, +1 Constitution
61. Special Traits: "Pulsar Burst" - Once per long rest, a
Name: Plasmatics Pulsarskin can release a burst of energy dealing 3d8
Description: Plasmatics are energized beings force damage to all creatures within a 10-foot radius.
composed of free-moving ions and electrons, known "Cosmic Resistance" - Pulsarskins have resistance
for their strong magnetic fields and high energy. to force damage.
Ability: +2 Intelligence, +1 Constitution
Special Traits: "Electromagnetic Pulse" - Once per 66.
long rest, a Plasmatic can emit a pulse that deals Name: Pyricores
2d6 lightning damage to creatures within a 15-foot Description: Pyricores are beings of condensed
radius. "Plasma Body" - Plasmatics are immune to flame, radiating intense heat and embodying the
lightning damage. pure essence of fire.
Ability: +2 Constitution, +1 Strength
62. Special Traits: "Flame Body" - A melee attack that
Name: Polar Pixies hits a Pyricore deals 1d6 fire damage to the attacker.
Description: Polar Pixies are small, icy beings "Heat Resistance" - Pyricores are immune to fire
hailing from the frigid poles of Maxxia. They have a damage.
strong affinity with cold and ice magic.
Ability: +2 Dexterity, +1 Intelligence 67.
Special Traits: "Frost Touch" - Once per short rest, a Name: Pyrosapiens
Polar Pixie can touch a creature dealing 1d8 cold Description: Pyrosapiens are humanoid figures of
damage and reducing its speed by 10 feet until the flame, intelligent and fiery in both mind and body.
end of its next turn. "Cold Resistance" - Polar Pixies Ability: +2 Intelligence, +1 Charisma
are resistant to cold damage. Special Traits: "Fire Bolt" - Once per short rest, a
Pyrosapien can launch a bolt of fire that deals 2d10
63. fire damage to a target within 60 feet. "Flame
Name: Prismatics Resistance" - Pyrosapiens are immune to fire
Description: Prismatics are radiant beings of damage.
refracted light, capable of bending and manipulating
the spectrum of colors. 68.
Ability: +2 Charisma, +1 Wisdom Name: Quantum Queens
Special Traits: "Spectrum Shift" - Once per long rest, Description: Quantum Queens are beings capable
a Prismatic can change the damage type of a single of understanding and manipulating the quantum
spell to another energy type (fire, cold, lightning, realm. They are known for their high intelligence and
acid). "Radiant Resistance" - Prismatics are resistant unpredictability.
to radiant damage. Ability: +2 Intelligence, +1 Wisdom
Special Traits: "Quantum Leap" - Once per long rest,
64. a Quantum Queen can teleport up to 60 feet to an
Name: Pulsarpixies unoccupied space they can see. "Quantum
Description: Pulsarpixies are tiny, energetic beings Resistance" - Quantum Queens have resistance to
pulsating with the energy of distant stars. They move psychic damage.
with high speed and erratic energy.

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69. Special Traits: "Radiation Field" - All creatures that


Name: Quarkquenched start their turn within 5 feet of a Radionative take 1d6
Description: Quarkquenched are beings composed radiant damage. "Radiation Resistance" -
of subatomic particles, known for their stability and Radionatives are immune to radiant damage.
density despite their seemingly insubstantial form.
Ability: +2 Constitution, +1 Strength 74.
Special Traits: "Subatomic Strike" - Once per short Name: Resonance Revenants
rest, a Quarkquenched can make a melee attack that Description: Resonance Revenants are spectral
deals an extra 2d6 force damage. "Particle Defense" entities that resonate with the vibrational frequencies
- Quarkquenched have resistance to non-magical of the universe. They can disrupt or attune these
bludgeoning, piercing, and slashing damage. vibrations to their benefit.
Ability: +2 Intelligence, +1 Dexterity
70. Special Traits: "Resonance Wave" - Once per short
Name: Quartzkin rest, a Resonance Revenant can emit a wave of
Description: Quartzkin are humanoid figures made energy that deals 2d8 thunder damage to a single
of translucent crystal, their bodies refracting light into target within 30 feet. "Vibrational Intuition" -
beautiful patterns. Resonance Revenants have advantage on
Ability: +2 Wisdom, +1 Charisma Perception checks that rely on sound.
Special Traits: "Prismatic Beam" - Once per long
rest, a Quartzkin can emit a beam of light dealing 75.
2d8 radiant damage to a single target within 30 feet. Name: Rift Runners
"Crystal Clarity" - Quartzkin have advantage on Description: Rift Runners are beings with a strong
saving throws against being blinded or deafened. connection to the elemental forces of the universe,
allowing them to traverse dimensions and tear rifts in
71. space-time.
Name: Quasarquelled Ability: +2 Intelligence, +1 Dexterity
Description: Quasarquelled are elemental beings Special Traits: "Riftwalk" - Once per long rest, a Rift
infused with the remnants of a quasar. They hold a Runner can teleport up to 100 feet to an unoccupied
commanding presence and immense cosmic power. space they can see. "Planar Resistance" - Rift
Ability: +2 Strength, +1 Constitution Runners have resistance to force damage.
Special Traits: "Quasar Emission" - Once per long
rest, a Quasarquelled can emit a cosmic ray dealing 76.
3d8 radiant damage to a single target within 60 feet. Name: Shadowborn
"Cosmic Endurance" - Quasarquelled have Description: Shadowborn are enigmatic entities
resistance to radiant and force damage. formed from shadows and darkness. They excel in
stealth and deception.
72. Ability: +2 Dexterity, +1 Charisma
Name: Radiants Special Traits: "Shadow Step" - Once per short rest,
Description: Radiants are luminous beings of pure a Shadowborn can teleport up to 30 feet to an
light. They are embodiments of hope, purity, and unoccupied space in dim light or darkness. "Dark
positive energy. Adaptation" - Shadowborn have darkvision up to 60
Ability: +2 Charisma, +1 Wisdom feet.
Special Traits: "Luminous Burst" - Once per short
rest, a Radiant can emit light to heal a single target 77.
within 30 feet for 2d8 hit points. "Light Resistance" - Name: Sideralians
Radiants are immune to radiant damage. Description: Sideralians are celestial entities that
embody the serene emptiness of space. They are
73. known for their calm demeanor and deep wisdom.
Name: Radionatives Ability: +2 Wisdom, +1 Charisma
Description: Radionatives are beings composed of Special Traits: "Stellar Guidance" - Once per long
pure radiation, with an eerie glow and an air of rest, a Sideralian can cast the spell "Guiding Bolt" at
danger. first level without using a spell slot. "Cosmic
Ability: +2 Constitution, +1 Strength Adaptation" - Sideralians don't require air to breathe.

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entities born from the cold emptiness of space. They


78. drift through the cosmos, their spectral forms
Name: Silicites shimmering like distant stars.
Description: Silicites are crystalline beings made of Ability: +2 Charisma, +1 Intelligence
silicate minerals. They are extremely durable and Special Traits: "Phase Walk" - Once per short rest, a
their bodies can refract and focus light in unusual Space Spectre can become intangible and move
ways. through solid objects for up to 1 minute. "Cold
Ability: +2 Constitution, +1 Strength Resistance" - Space Spectres have resistance to
Special Traits: "Prismatic Ray" - Once per short rest, cold damage.
a Silicite can emit a ray of light dealing 2d10 radiant
damage to a single target within 60 feet. "Crystalline 83.
Structure" - Silicites have resistance to non-magical Name: Starshapers
bludgeoning, piercing, and slashing damage. Description: Starshapers are beings of stellar
energy who can manipulate the fabric of the cosmos.
79. They can create miniature stars and shape them to
Name: Singularity Sirens their will.
Description: Singularity Sirens are beings whose Ability: +2 Intelligence, +1 Charisma
bodies contain tiny singularities. They are a living Special Traits: "Star Forge" - Once per long rest, a
paradox, simultaneously delicate and yet immensely Starshaper can summon a miniature star that deals
powerful. 3d6 radiant damage to a single target within 60 feet.
Ability: +2 Intelligence, +1 Constitution "Stellar Resistance" - Starshapers have resistance to
Special Traits: "Gravitational Pull" - Once per long radiant damage.
rest, a Singularity Siren can pull all creatures within a
15-foot radius 10 feet closer. "Singularity Resistance" 84.
- Singularity Sirens are immune to force damage. Name: Stellarnatives
Description: Stellarnatives are celestial beings
80. whose bodies are a snapshot of the cosmos. Their
Name: Solarians skin seems to contain galaxies, nebulae, and
Description: Solarians are radiant beings fueled by constellations.
the power of a sun. Their bodies glow with warm, Ability: +2 Wisdom, +1 Charisma
comforting light. Special Traits: "Stellar Gaze" - Once per short rest, a
Ability: +2 Charisma, +1 Strength Stellarnative can stun a single target within 30 feet
Special Traits: "Solar Flare" - Once per short rest, a until the end of their next turn. "Cosmic Resistance" -
Solarian can emit a burst of solar energy dealing 2d8 Stellarnatives have resistance to radiant and cold
radiant damage to all creatures within a 10-foot damage.
radius. "Solar Resistance" - Solarians are immune to
fire and radiant damage. 85.
Name: Stormkind
81. Description: Stormkind are tempestuous entities
Name: Sonusprites born from the heart of violent storms. They embody
Description: Sonusprites are tiny beings composed the destructive power of nature and command the
of sound waves. They are agile and communicate via fury of the elements.
intricate sound patterns. Ability: +2 Strength, +1 Constitution
Ability: +2 Dexterity, +1 Intelligence Special Traits: "Storm Bolt" - Once per short rest, a
Special Traits: "Sonic Boom" - Once per short rest, a Stormkind can hurl a bolt of lightning that deals 2d10
Sonusprite can emit a deafening sound wave dealing lightning damage to a single target within 60 feet.
2d6 thunder damage to all creatures within a 15-foot "Elemental Fury" - Stormkind have resistance to
radius. "Sound Immunity" - Sonusprites are immune lightning and thunder damage.
to thunder damage.
86.
82. Name: Sylphkin
Name: Space Spectres Description: Sylphkin are elemental beings
Description: Space Spectres are phantasmal composed of air. They are light, nimble, and can

128
Hexmaster Chapter 2 Races

glide through the air with ease. immune to lightning damage.


Ability: +2 Dexterity, +1 Wisdom
Special Traits: "Gale Breath" - Once per short rest, a 91.
Sylphkin can unleash a gust of wind that pushes Name: Toxigens
creatures up to 10 feet away and deals 1d6 Description: Toxigens are elusive beings composed
bludgeoning damage. "Aerial Adaptation" - Sylphkin of poisonous gases. They can infiltrate and adapt to
have a flying speed of 30 feet. many environments without being detected.
Ability: +2 Dexterity, +1 Constitution
87. Special Traits: "Toxic Cloud" - Once per short rest, a
Name: Tachyon Tritons Toxigen can release a cloud of poison in a 10-foot
Description: Tachyon Tritons are beings who radius dealing 2d8 poison damage to all creatures
embody the elusive particles known as tachyons, within range. "Poison Immunity" - Toxigens are
allowing them to manipulate time to some extent. immune to poison damage and the poisoned
Ability: +2 Intelligence, +1 Dexterity condition.
Special Traits: "Time Dilation" - Once per long rest, a
Tachyon Triton can act twice in one turn. "Temporal 92.
Resistance" - Tachyon Tritons have resistance to Name: Twilightsouls
force damage. Description: Twilightsouls are ethereal beings who
exist between the realms of light and darkness. They
88. thrive in the dim light of dusk and dawn, where they
Name: Temporals can manipulate shadows and trick the unwary.
Description: Temporals are entities composed of Ability: +2 Charisma, +1 Dexterity
time energy, allowing them to experience and Special Traits: "Twilight Shroud" - Once per short
manipulate the flow of time in a unique way. rest, a Twilightsoul can cast Darkness spell without
Ability: +2 Wisdom, +1 Intelligence expending a spell slot. "Shadow Resistance" -
Special Traits: "Time Shift" - Once per long rest, a Twilightsouls have resistance to necrotic damage.
Temporal can move up to its speed without
provoking opportunity attacks. "Timeless" - 93.
Temporals don't age and are immune to magical Name: Ultraviolet Uruks
aging effects. Description: Ultraviolet Uruks are a subterranean
race that thrive in deep caverns. They have
89. developed an ability to see and project ultraviolet
Name: Terranites light, allowing them to thrive in darkness.
Description: Terranites are sturdy beings composed Ability: +2 Strength, +1 Constitution
of earth and stone. They are known for their Special Traits: "Ultraviolet Blast" - Once per short
unyielding resilience and strength. rest, an Ultraviolet Uruk can release an ultraviolet
Ability: +2 Strength, +1 Constitution burst dealing 2d10 radiant damage to all creatures
Special Traits: "Stone Fist" - Once per short rest, a within a 15-foot cone. "Darkvision" - Ultraviolet Uruks
Terranite can make a melee attack dealing 2d8 can see in darkness as if it were dim light for up to 60
bludgeoning damage. "Earthly Resistance" - feet.
Terranites have resistance to non-magical
bludgeoning, piercing, and slashing damage. 94.
Name: Vapornauts
90. Description: Vapornauts are elemental beings
Name: Thundertouched formed from vapors. They can move swiftly and
Description: Thundertouched are beings suffused silently, disappearing into thin air if threatened.
with electric energy. Their bodies crackle with power, Ability: +2 Dexterity, +1 Intelligence
and their touch can shock the unwary. Special Traits: "Vapor Form" - Once per long rest, a
Ability: +2 Constitution, +1 Strength Vapornaut can assume a gaseous form for up to 10
Special Traits: "Thunderclap" - Once per short rest, a minutes. "Fog Cloud" - Once per short rest, a
Thundertouched can emit a burst of sound that deals Vapornaut can create a 20-foot radius fog cloud that
2d8 thunder damage to all creatures within a 10-foot heavily obscures the area.
radius. "Electric Immunity" - Thundertouched are

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Chapter 2 Races Hexmaster

95. Name: Warpwalkers


Name: Venenoids Description: Warpwalkers are interdimensional
Description: Venenoids are beings infused with entities that can traverse space and time. They can
toxic energies. They have a potent venom that runs step through the fabric of reality, appearing and
through their veins and can be deadly to other disappearing at will.
creatures. Ability: +2 Intelligence, +1 Dexterity
Ability: +2 Constitution, +1 Strength Special Traits: "Warp Step" - Once per short rest, a
Special Traits: "Venomous Strike" - Once per short Warpwalker can teleport up to 30 feet to an
rest, a Venenoid can make a melee attack that unoccupied space they can see. "Reality Resistance"
injects venom into the target, dealing an extra 2d6 - Warpwalkers have resistance to force damage.
poison damage. "Poison Immunity" - Venenoids are
immune to poison damage and the poisoned 100.
condition. Name: Zephyrites
Description: Zephyrites are elemental air beings
96. who move with the grace and swiftness of the wind.
Name: Vitrumen They can create gusts of wind and even form into a
Description: Vitrumen are beings composed of whirlwind if threatened.
living glass. They are incredibly resilient, able to Ability: +2 Dexterity, +1 Wisdom
reform their bodies even when shattered. Special Traits: "Gust Blast" - Once per short rest, a
Ability: +2 Constitution, +1 Strength Zephyrite can create a gust of wind dealing 1d10
Special Traits: "Shatter Blast" - Once per short rest, bludgeoning damage and pushing all creatures
a Vitruman can explode in a burst of sharp glass within a 15-foot cone 10 feet away. "Whirlwind Form"
shards dealing 3d6 piercing damage to all creatures - Once per long rest, a Zephyrite can turn into a
within a 10-foot radius. "Reformation" - When whirlwind for up to 1 minute, gaining a flying speed of
reduced to 0 hit points, a Vitruman can reform with 1 60 feet.
hit point after 1d4 hours.
12. Constructs
97.
Name: Vortex Valkyries 1. Arcane Golem: These constructs are imbued with
Description: Vortex Valkyries are celestial beings powerful arcane energies, granting them resistance
who ride on astral winds. They can create minor to magic and the ability to cast minor spells. Stat
vortices and control the wind's currents. adjustments: +2 Constitution, +1 Intelligence. Special
Ability: +2 Wisdom, +1 Charisma power: Spell Resistance (advantage on saving
Special Traits: "Vortex Strike" - Once per short rest, throws against spells).
a Vortex Valkyrie can summon a vortex dealing 2d10
force damage to a single target within 60 feet. "Wind 2. Clockwork Guardian: These mechanical guardians
Walk" - Vortex Valkyries have a flying speed of 30 were created to protect ancient treasures and
feet. forbidden knowledge. Stat adjustments: +2 Strength,
+1 Wisdom. Special power: Sentinel (reaction to
98. protect allies within 5 feet).
Name: Vortexvoices
Description: Vortexvoices are elemental beings with 3. Nano Swarm: A cloud of microscopic nanobots
voices that echo like a vortex. They can manipulate that form a cohesive entity, capable of shape-shifting
sound to create disorienting effects. and repairing itself. Stat adjustments: +2 Dexterity,
Ability: +2 Charisma, +1 Intelligence +1 Constitution. Special power: Shape-shifter (can
Special Traits: "Sonic Vortex" - Once per short rest, a alter appearance to mimic other creatures).
Vortexvoice can emit a disorienting sound dealing
2d6 thunder damage and deafening all creatures 4. Steam Automaton: Powered by steam engines,
within a 15-foot radius until the end of their next turn. these automatons are sturdy and resistant to
"Sound Immunity" - Vortexvoices are immune to extreme temperatures. Stat adjustments: +2
thunder damage. Constitution, +1 Strength. Special power: Heat
Resistance (immune to fire damage).
99.

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5. Psychic Construct: Infused with psychic energy, +2 Intelligence, +1 Strength. Special power:
these constructs possess telepathic abilities and can Magnetic Attraction (ability to control metal objects).
manipulate minds. Stat adjustments: +2 Intelligence,
+1 Charisma. Special power: Mind Control (limited 14. Bio-Mechanical Hybrid: A fusion of organic and
ability to control or influence others). mechanical components, these constructs have
regenerative abilities and heightened senses. Stat
6. Technomancer Drone: Created by advanced adjustments: +2 Constitution, +1 Dexterity. Special
technomancers, these drones are skilled in power: Regeneration (ability to heal wounds over
manipulating technology and can interface with time).
machinery. Stat adjustments: +2 Intelligence, +1
Dexterity. Special power: Technomancy (ability to 15. Soulbound Guardian: Infused with the essence of
hack into electronic systems). fallen heroes, these constructs have a connection to
the spirit realm and can communicate with spirits.
7. Void Sentinel: Designed to patrol the astral plane, Stat adjustments: +2 Charisma, +1 Wisdom. Special
these constructs have a connection to the void and power: Spirit Communion (ability to speak with and
can phase through objects. Stat adjustments: +2 gain knowledge from spirits).
Dexterity, +1 Wisdom. Special power: Phasing
(ability to pass through solid objects). 16. Arcanotech Construct: Powered by advanced
arcane crystals, these constructs can harness potent
8. Celestial Sentinel: Constructed by celestial beings, spells and project magical energy. Stat adjustments:
these sentinels possess radiant energy and can +2 Intelligence, +1 Charisma. Special power: Arcane
channel divine power. Stat adjustments: +2 Infusion (ability to empower attacks with magic
Charisma, +1 Constitution. Special power: Divine damage).
Channeling (ability to cast minor healing spells).
17. Astral Projection Drone: Designed for
9. Elemental Golem: Forged from elemental forces, exploration, these drones can project their
these golems embody the power of the elements and consciousness into the astral plane and explore
can manipulate them at will. Stat adjustments: +2 distant realms. Stat adjustments: +2 Wisdom, +1
Strength, +1 Intelligence. Special power: Elemental Intelligence. Special power: Astral Projection (ability
Manipulation (can control and summon elemental to project consciousness and explore astral realms).
forces).
18. Warped Sentinel: Exposed to chaotic energies,
10. Shadow Stalker: Created by dark sorcerers, these constructs have been twisted and mutated,
these stealthy constructs have an affinity for granting them unpredictable abilities. Stat
darkness and shadow magic. Stat adjustments: +2 adjustments: +2 Constitution, +1 Charisma. Special
Dexterity, +1 Charisma. Special power: Shadow Step power: Chaos Surge (randomized ability that
(ability to teleport through shadows). changes periodically).

11. Ancient Warforged: These constructs were built 19. Harmonic Construct: Constructed to maintain
for battle in a long-forgotten war, and their bodies are cosmic balance, these beings possess harmonizing
reinforced with adamantine plates. Stat adjustments: energy that can restore health and cleanse
+2 Strength, +1 Constitution. Special power: corruption. Stat adjustments: +2 Wisdom, +1
Adamantine Plating (bonus to AC). Constitution. Special power: Harmonic Aura (healing
aura that removes harmful effects).
12. Etheric Entity: Ethereal beings bound to
mechanical shells, these constructs can phase in 20. Laser Knight: Equipped with energy blades and
and out of the material plane. Stat adjustments: +2 precision targeting systems, these constructs excel
Dexterity, +1 Wisdom. Special power: Ethereal Jaunt in melee combat and ranged attacks. Stat
(ability to become ethereal temporarily). adjustments: +2 Dexterity, +1 Strength. Special
power: Laser Blade (melee attack with energy
13. Magnetic Construct: Made of magnetic alloys, blade).
these constructs can manipulate metal objects and
generate powerful magnetic fields. Stat adjustments: 21. Toxic Scavenger: Adapted to survive in toxic

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Chapter 2 Races Hexmaster

environments, these constructs have immunity to Release (ability to infect enemies with diseases).
poison and can emit poisonous gas. Stat
adjustments: +2 Constitution, +1 Dexterity. Special 30. Chronomancer Construct: Embedded with
power: Poisonous Cloud (ability to release toxic gas). chronomantic crystals, these constructs can
manipulate time in limited ways. Stat adjustments: +2
22. Prismatic Construct: Composed of light-refracting Intelligence, +1 Wisdom. Special power: Time
crystals, these constructs can manipulate light and Manipulation (ability to slow down or speed up time
project dazzling displays. Stat adjustments: +2 briefly).
Charisma, +1 Intelligence. Special power: Prismatic
Light (ability to blind enemies with intense light). 31. Elemental Guardian: Forged from elemental
cores, these guardians are attuned to a specific
23. Mindforge Golem: Forged by ancient psychic element and can channel its power. Stat
artisans, these golems possess powerful psychic adjustments: +2 Constitution, +1 Strength. Special
abilities and can manipulate thoughts. Stat power: Elemental Affinity (ability to resist and control
adjustments: +2 Intelligence, +1 Wisdom. Special their attuned element).
power: Psychic Blast (ranged psychic attack).
32. Runebound Automaton: Inscribed with ancient
24. Celestial Clockwork: Created by celestial runes, these automatons gain enhancements to their
engineers, these clockwork constructs have celestial physical abilities. Stat adjustments: +2 Strength, +1
symbols etched on their bodies, granting them divine Dexterity. Special power: Rune Enhancements
protection. Stat adjustments: +2 Constitution, +1 (bonus to specific physical attributes).
Charisma. Special power: Celestial Blessing (bonus
to saving throws). 33. Dreamweaver Construct: Constructed to traverse
the dream realm, these constructs can enter the
25. Thundering Titan: Constructed with conductive dreams of others and manipulate illusions. Stat
materials, these giants can generate electrical adjustments: +2 Charisma, +1 Wisdom. Special
discharges and create thunderous shockwaves. Stat power: Dreamwalker (ability to enter dreams).
adjustments: +2 Strength, +1 Constitution. Special
power: Thunderous Shock (area of effect thunder 34. Echoing Sentinel: Created to guard ancient halls,
damage). these constructs can mimic sounds and create
disorienting echoes. Stat adjustments: +2 Dexterity,
26. Living Archive: These constructs are repositories +1 Constitution. Special power: Sonic Disruption
of knowledge, with vast libraries of information stored (ability to create deafening sound waves).
within them. Stat adjustments: +2 Intelligence, +1
Wisdom. Special power: Knowledge Bank 35. Arcane Guardian: Endowed with protective
(advantage on intelligence-based skill checks). spells, these guardians have enhanced defense and
resistance to magical attacks. Stat adjustments: +2
27. Quicksilver Construct: Made of liquid metal, Constitution, +1 Intelligence. Special power: Arcane
these constructs can change shape and squeeze Ward (bonus to AC against spells).
through tight spaces. Stat adjustments: +2 Dexterity,
+1 Constitution. Special power: Shape-shifter (can 36. Adaptive Drone: Programmed to learn and
alter form and squeeze through small openings). evolve, these drones can adapt to various situations
and gain new abilities. Stat adjustments: +2
28. Pyroclasmic Guardian: Forged in the heart of a Intelligence, +1 Dexterity. Special power: Adaptive
volcano, these constructs can unleash devastating Evolution (ability to gain temporary bonuses based
fire-based attacks. Stat adjustments: +2 Strength, +1 on encountered situations).
Charisma. Special power: Pyroclasmic Fury
(enhanced fire damage). 37. Graviton Construct: Manipulating gravitational
forces, these constructs can control gravity and
29. Plaguebearer Drone: Carrying potent diseases levitate objects. Stat adjustments: +2 Intelligence, +1
within their containment systems, these drones can Strength. Special power: Gravitational Manipulation
release infectious pathogens. Stat adjustments: +2 (ability to alter gravity's effects).
Constitution, +1 Intelligence. Special power: Plague

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38. Crystalloid Entity: Composed of crystalline Wisdom. Special power: Solar Flare (blinding burst of
structures, these entities can refract light and light).
generate focused energy beams. Stat adjustments:
+2 Dexterity, +1 Intelligence. Special power: Energy 47. Enigma Construct: Shrouded in mystery, these
Beam (ranged attack with focused energy). constructs possess an otherworldly presence and
can warp reality slightly. Stat adjustments: +2
39. Plasmatic Sentinel: Filled with superheated Intelligence, +1 Charisma. Special power: Reality
plasma, these constructs can release devastating Distortion (ability to bend reality in minor ways).
bursts of energy. Stat adjustments: +2 Constitution,
+1 Charisma. Special power: Plasma Surge 48. Hulking Titan: Massive and imposing, these
(explosive burst of energy). constructs are towering giants with tremendous
strength. Stat adjustments: +2 Strength, +1
40. Chronal Guardian: Imbued with chronal energy, Constitution. Special power: Crushing Blow (bonus to
these constructs can manipulate time within a limited melee damage).
range. Stat adjustments: +2 Wisdom, +1 Intelligence.
Special power: Time Distortion (ability to briefly slow 49. Psychic Sentinel: Infused with psychic energy,
down or speed up time). these constructs have heightened mental abilities
and can detect thoughts. Stat adjustments: +2
41. Arcane Puppet: Animated by arcane strings, Intelligence, +1 Wisdom. Special power: Mind Probe
these puppets are controlled by skilled puppeteers (ability to read surface thoughts).
and can perform intricate maneuvers. Stat
adjustments: +2 Dexterity, +1 Charisma. Special 50. Celestial Herald: Fashioned by celestial beings,
power: Puppeteer Control (bonus to acrobatics and these heralds are entrusted with delivering
performance). messages and divine intervention. Stat adjustments:
+2 Charisma, +1 Wisdom. Special power: Divine
42. Warden Construct: Designed to guard ancient Intervention (limited ability to call upon celestial aid).
tombs and crypts, these constructs have heightened
senses and can detect intruders. Stat adjustments: 51. Toxic Avenger: Contaminated by toxic
+2 Wisdom, +1 Strength. Special power: Intruder substances, these constructs have adapted to the
Detection (advantage on perception checks). poisons within them, making them immune and able
to expel toxins. Stat adjustments: +2 Constitution, +1
43. Harmonic Monolith: Massive constructs Strength. Special power: Toxic Resistance (immunity
resonating with harmonious energy, they emit to poison damage).
soothing vibrations that heal allies. Stat adjustments:
+2 Constitution, +1 Wisdom. Special power: 52. Null Construct: Designed to counter magical
Harmonic Resonance (healing aura). threats, these constructs can disrupt magic and
suppress spellcasting abilities. Stat adjustments: +2
44. Arcane Mechanist: Masters of arcane machinery, Intelligence, +1 Constitution. Special power: Magic
these constructs can create and repair intricate Suppression (ability to suppress magical effects
magical devices. Stat adjustments: +2 Intelligence, temporarily).
+1 Constitution. Special power: Artificer's Touch
(bonus to crafting and repairing magical items). 53. Luminous Guardian: Radiating with radiant
energy, these guardians emit a powerful aura that
45. Shadowborne Entity: Born of shadow and harms undead creatures. Stat adjustments: +2
darkness, these entities have the ability to Charisma, +1 Constitution. Special power: Radiant
manipulate shadows and blend into darkness. Stat Aura (bonus radiant damage against undead).
adjustments: +2 Dexterity, +1 Charisma. Special
power: Shadow Cloak (ability to become invisible in 54. Echo Construct: Composed of soundwaves,
dim light or darkness). these constructs can mimic voices and sounds with
incredible accuracy. Stat adjustments: +2 Dexterity,
46. Solar Sentinel: Powered by solar energy, these +1 Intelligence. Special power: Mimicry (ability to
constructs can project blinding light and harness mimic voices and sounds).
solar power. Stat adjustments: +2 Constitution, +1

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55. Elemental Devourer: Constructs created to generator, these constructs can discharge bursts of
harness and consume elemental energy, they can raw magical energy. Stat adjustments: +2
absorb and discharge elemental forces. Stat Constitution, +1 Intelligence. Special power: Arcane
adjustments: +2 Constitution, +1 Strength. Special Surge (explosive burst of magical energy).
power: Elemental Absorption (ability to absorb
elemental energy). 64. Echolocation Drone: Equipped with advanced
sonar systems, these drones can navigate and
56. Arcane Empowerer: These constructs are detect objects through soundwaves. Stat
capable of amplifying magical energy, enhancing the adjustments: +2 Wisdom, +1 Dexterity. Special
spells of their allies. Stat adjustments: +2 power: Echolocation (advantage on perception
Intelligence, +1 Charisma. Special power: checks based on sound).
Empowering Aura (bonus to spell damage).
65. Plasma Conduit: These constructs are conduits
57. Gravitic Manipulator: Using gravitational fields, of superheated plasma, capable of projecting
these constructs can manipulate objects and create focused plasma beams. Stat adjustments: +2
localized gravity wells. Stat adjustments: +2 Strength, +1 Charisma. Special power: Plasma
Intelligence, +1 Dexterity. Special power: Gravity Beam (ranged attack with plasma).
Well (ability to manipulate gravity around objects).
66. Dimensional Guardian: Born from
58. Elemental Conjurer: Created to summon and interdimensional rifts, these constructs have a
control elemental beings, these constructs have an connection to multiple planes of existence. Stat
innate connection to the elemental planes. Stat adjustments: +2 Wisdom, +1 Intelligence. Special
adjustments: +2 Intelligence, +1 Wisdom. Special power: Interdimensional Shift (ability to briefly shift to
power: Elemental Conjuration (ability to summon and another plane).
control elemental beings).
67. Arcane Observer: Designed to study and record
59. Quantum Entangler: Constructed using quantum magical phenomena, these constructs have
technology, these entities have the ability to teleport enhanced perception and analysis abilities. Stat
and manipulate quantum states. Stat adjustments: adjustments: +2 Intelligence, +1 Wisdom. Special
+2 Dexterity, +1 Intelligence. Special power: power: Magical Insight (advantage on identifying
Quantum Teleportation (ability to teleport short magical properties).
distances).
68. Sentinel of the Void: Forged in the depths of the
60. Arcane Scribe: Masters of ancient runes and void, these constructs have a resistance to psychic
sigils, these constructs can imbue their attacks with energy and can project void blasts. Stat adjustments:
magical inscriptions. Stat adjustments: +2 +2 Constitution, +1 Charisma. Special power: Void
Intelligence, +1 Charisma. Special power: Arcane Blast (ranged attack with void energy).
Inscriptions (bonus to spell attacks).
69. Animatronic Performer: Crafted to entertain and
61. Nanotech Swarm: A mass of nanobots mesmerize audiences, these constructs possess
functioning as a hive mind, these swarms can incredible acrobatic and artistic abilities. Stat
reshape their form and repair themselves. Stat adjustments: +2 Dexterity, +1 Charisma. Special
adjustments: +2 Dexterity, +1 Constitution. Special power: Acrobatic Flourish (advantage on acrobatics
power: Regenerative Swarm (ability to heal over and performance).
time).
70. Celestial Shieldbearer: Constructed as guardians
62. Ethereal Wanderer: Native to the ethereal plane, of celestial realms, these constructs possess
these constructs can phase in and out of reality at celestial shields that can deflect attacks. Stat
will. Stat adjustments: +2 Wisdom, +1 Dexterity. adjustments: +2 Constitution, +1 Strength. Special
Special power: Ethereal Shift (ability to become power: Celestial Shield (bonus to AC).
ethereal temporarily).
71. Pulse Guardian: Charged with pulsating energy,
63. Arcane Dynamo: Powered by an internal arcane these constructs can emit pulses that disrupt

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technological and magical devices. Stat adjustments: 80. Resonant Guardian: Emitting resonant
+2 Intelligence, +1 Dexterity. Special power: Pulse frequencies, these constructs can vibrate objects and
Disruption (ability to disrupt nearby devices). disrupt their structural integrity. Stat adjustments: +2
Constitution, +1 Strength. Special power: Resonance
72. Etheric Manipulator: These constructs have the Disruption (ability to weaken structures and objects).
ability to manipulate etheric energy, allowing them to
heal wounds and restore vitality. Stat adjustments: 81. Empyreal Sentinel: Forged from empyreal
+2 Wisdom, +1 Constitution. Special power: Etheric metals, these constructs possess divine energy that
Restoration (limited healing ability). burns undead creatures. Stat adjustments: +2
Charisma, +1 Constitution. Special power: Empyreal
73. Cryonic Guardian: Constructed with cryonic Flame (bonus radiant damage against undead).
technology, these guardians can freeze enemies and
create icy barriers for defense. Stat adjustments: +2 82. Arcane Infiltrator: Crafted for covert operations,
Constitution, +1 Dexterity. Special power: Cryonic these constructs have enhanced stealth capabilities
Blast (ranged attack with freezing effect). and can bypass magical wards. Stat adjustments: +2
Dexterity, +1 Intelligence. Special power: Arcane
74. Elemental Shifter: Shifting between different Invisibility (ability to become invisible).
elemental forms, these constructs can adapt their
abilities based on the element they embody. Stat 83. Voltaic Guardian: Powered by electrical energy,
adjustments: +2 Dexterity, +1 Constitution. Special these guardians can channel lightning and discharge
power: Elemental Shifting (ability to change electrifying attacks. Stat adjustments: +2 Strength,
elemental forms). +1 Constitution. Special power: Lightning Strike
(ranged attack with electrical damage).
75. Arcane Enigma: A living mystery, these
constructs possess hidden knowledge and can 84. Arcane Analyzer: These constructs are equipped
reveal glimpses of the future. Stat adjustments: +2 with advanced scanning systems, allowing them to
Intelligence, +1 Charisma. Special power: Future analyze magical properties and weaknesses. Stat
Vision (ability to glimpse possible futures). adjustments: +2 Intelligence, +1 Wisdom. Special
power: Magical Analysis (advantage on identifying
76. Magnetic Manipulator: Capable of manipulating magical weaknesses).
magnetic fields, these constructs can attract or repel
metallic objects. Stat adjustments: +2 Intelligence, +1 85. Prismatic Entity: Composed of refractive crystals,
Dexterity. Special power: Magnetic Manipulation these entities can create dazzling displays of
(ability to control metal objects). multicolored light. Stat adjustments: +2 Charisma, +1
Intelligence. Special power: Prismatic Light Show
77. Arcane Reflector: Constructed with mirrored (ability to blind and dazzle enemies).
surfaces, these constructs can reflect and redirect
magical spells back at their casters. Stat 86. Psionic Guardian: Infused with psionic energy,
adjustments: +2 Dexterity, +1 Intelligence. Special these constructs possess heightened mental abilities
power: Spell Reflection (ability to reflect spells). and can unleash psionic attacks. Stat adjustments:
+2 Intelligence, +1 Wisdom. Special power: Psionic
78. Arcane Animator: These constructs possess the Blast (ranged psychic attack).
power to animate and control other constructs or
inanimate objects. Stat adjustments: +2 Intelligence, 87. Essence Collector: These constructs can absorb
+1 Wisdom. Special power: Animation Control (ability and store the life essence of living beings, using it to
to animate objects or construct minions). sustain themselves or empower their attacks. Stat
adjustments: +2 Constitution, +1 Strength. Special
79. Astral Wanderer: Native to the astral plane, these power: Essence Absorption (ability to drain life
constructs can navigate the shifting astral currents essence).
and traverse vast distances. Stat adjustments: +2
Wisdom, +1 Dexterity. Special power: Astral Travel 88. Aetheric Sentinel: Connected to the aetheric
(ability to navigate the astral plane). realm, these constructs can tap into its energies to
enhance their physical abilities. Stat adjustments: +2

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Wisdom, +1 Strength. Special power: Aetheric Surge creations and attacks).


(temporary enhancement to physical attributes).
97. Void Drifter: Touched by the void, these
89. Arcane Artisan: Masters of intricate constructs can traverse the void between planes and
enchantments, these constructs can imbue their briefly shift into the ethereal realm. Stat adjustments:
attacks and creations with magical properties. Stat +2 Dexterity, +1 Wisdom. Special power: Void Step
adjustments: +2 Intelligence, +1 Charisma. Special (ability to phase into the ethereal plane temporarily).
power: Enchantment Mastery (bonus to enchanted
creations and attacks). 98. Stellar Guardian: Forged in the heart of a dying
star, these constructs harness stellar energy and
90. Void Drifter: Touched by the void, these radiate intense heat. Stat adjustments: +2
constructs can traverse the void between planes and Constitution, +1 Charisma. Special power: Stellar
briefly shift into the ethereal realm. Stat adjustments: Radiance (heat-based damage aura).
+2 Dexterity, +1 Wisdom. Special power: Void Step
(ability to phase into the ethereal plane temporarily). 99. Arcane Diviner: Endowed with the gift of
foresight, these constructs can see glimpses of the
91. Arcane Analyzer: These constructs are equipped future and predict impending danger. Stat
with advanced scanning systems, allowing them to adjustments: +2 Intelligence, +1 Wisdom. Special
analyze magical properties and weaknesses. Stat power: Precognition (ability to gain limited knowledge
adjustments: +2 Intelligence, +1 Wisdom. Special of future events).
power: Magical Analysis (advantage on identifying
magical weaknesses). 100. Hexforge Automaton: These constructs were
created specifically for the Hexmaster system,
92. Prismatic Entity: Composed of refractive crystals, infused with the essence of hex magic. Stat
these entities can create dazzling displays of adjustments: +2 Charisma, +1 Intelligence. Special
multicolored light. Stat adjustments: +2 Charisma, +1 power: Hex Magic (ability to cast hex spells and
Intelligence. Special power: Prismatic Light Show manipulate hex energy).
(ability to blind and dazzle enemies).
13. Mutants
93. Psionic Guardian: Infused with psionic energy,
these constructs possess heightened mental abilities 1. Acid Rain Dwellers
and can unleash psionic attacks. Stat adjustments: Description: Acid Rain Dwellers are hardy folk who
+2 Intelligence, +1 Wisdom. Special power: Psionic have adapted to live in the harsh and inhospitable
Blast (ranged psychic attack). acid rain regions of Maxxia. They have rubbery,
chemical-resistant skin, often a shade of dark green,
94. Essence Collector: These constructs can absorb and large, heavily-lidded eyes to protect against
and store the life essence of living beings, using it to corrosive rainfall. They are usually tall, with a lean
sustain themselves or empower their attacks. Stat build that has been shaped by survival in harsh
adjustments: +2 Constitution, +1 Strength. Special conditions.
power: Essence Absorption (ability to drain life Ability: +2 Constitution, +1 Dexterity
essence). Special Traits: Acid Resistance - Due to their
exposure to acidic environments, Acid Rain Dwellers
95. Aetheric Sentinel: Connected to the aetheric have resistance against acid damage. Furthermore,
realm, these constructs can tap into its energies to they can use Acidic Secretion once per long rest,
enhance their physical abilities. Stat adjustments: +2 coating their weapons or ammunition in a corrosive
Wisdom, +1 Strength. Special power: Aetheric Surge substance to deal an additional 1d6 acid damage on
(temporary enhancement to physical attributes). a successful hit.
96. Arcane Artisan: Masters of intricate 2. Acid Spitters
enchantments, these constructs can imbue their Description: Acid Spitters are a unique breed of
attacks and creations with magical properties. Stat humanoids who have evolved to defend themselves
adjustments: +2 Intelligence, +1 Charisma. Special through corrosive spit. They have pronounced
power: Enchantment Mastery (bonus to enchanted jawlines and salivary glands. Their skin is mottled in

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appearance, ranging from ochre to a burnt umber Special Traits: Energy Form - Atom Wisps have
shade, and they usually have a sturdy build. resistance to non-magical damage, but vulnerability
Ability: +2 Strength, +1 Constitution to force damage. Atomic Touch allows them to
Special Traits: Acid Spit - Acid Spitters can use their deliver a shock dealing 1d6 lightning damage on a
corrosive saliva as a ranged weapon once per short successful melee attack.
rest. The spit attack has a range of 20/60 ft and
deals 1d8 acid damage on a successful hit. 7. Atomic Augurs
Description: Atomic Augurs are highly intelligent
3. Ash Shadows beings that perceive and manipulate atomic
Description: Ash Shadows are so named because energies. Often radiating a soft, otherworldly glow,
of their grey, almost translucent skin, which helps they are sought for their wisdom and arcane abilities.
them blend in with the ash-covered landscapes they Ability: +2 Intelligence, +1 Wisdom
inhabit. They are slight of build, often mistaken for Special Traits: Atomic Divination - Atomic Augurs
apparitions, with large, luminous eyes that allow can manipulate atomic energies to predict the future.
them to see clearly in the smoke and ash. Once per long rest, they can gain advantage on an
Ability: +2 Dexterity, +1 Intelligence ability check, saving throw, or attack roll.
Special Traits: Ash Camouflage - Ash Shadows can
blend into ashy and smoky environments, gaining 8. Barren Kind
advantage on Stealth checks when in such Description: Barren Kind are survivors of vast,
surroundings. Smoke Sight allows them to ignore desolate wastelands. They have tough, leathery skin,
smoke or ash-based visual impairments. often marked by radiation burns and scars, and their
eyes are shielded by naturally thick and opaque
4. Ashen Apparitions eyelashes.
Description: Ashen Apparitions are ethereal beings, Ability: +2 Constitution, +1 Strength
seemingly half in our world and half in another. Their Special Traits: Wasteland Survival - Barren Kind are
bodies are ghost-like, shifting between solid and experts at surviving in harsh conditions. They need
incorporeal states, and they leave a trail of ash only half the normal amount of food and water to
wherever they go. sustain themselves and have resistance to
Ability: +2 Intelligence, +1 Wisdom exhaustion.
Special Traits: Incorporeal Shift - Once per long rest,
Ashen Apparitions can become incorporeal, gaining 9. Blight Walkers
resistance to non-magical damage and the ability to Description: Blight Walkers are the products of
move through objects for up to 1 minute. ancient viral experiments. Their skin is sickly and
mottled, but their bodies have adapted to the blight
5. Atom Children running through their veins, turning them into
Description: Atom Children are humanoids mutated formidable beings.
by the radiations of a nuclear past. Their bodies are Ability: +2 Strength, +1 Constitution
infused with atomic energy, glowing slightly in the Special Traits: Blight Touch - Once per short rest,
dark, and their features have a surreal, dreamlike Blight Walkers can release the blight in their bodies,
quality to them. dealing 1d8 necrotic damage on a successful melee
Ability: +2 Constitution, +1 Intelligence touch attack.
Special Traits: Atomic Glow - Atom Children glow in
the dark, shedding dim light in a 10-foot radius. 10. Blistered Monks
Radiation Blast allows them to channel their atomic Description: Blistered Monks are a contemplative
energy into a blast that deals 1d10 radiant damage in and stoic race, their bodies marked by countless
a 15-foot cone once per short rest. blisters and sores from their harsh environment.
Despite their appearance, they are renowned for
6. Atom Wisps their wisdom and calm demeanor.
Description: Atom Wisps are a peculiar race of Ability: +2 Wisdom, +1 Constitution
atomic beings. Rather than solid bodies, they appear Special Traits: Meditation of Pain - Blistered Monks
as glowing energy fields in humanoid form, flickering have learned to use their constant pain as a focus.
in hues of green and blue. They gain advantage on Concentration checks and
Ability: +2 Intelligence, +1 Dexterity can enter a meditative state once per long rest to

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Chapter 2 Races Hexmaster

heal 1d10 hit points. Ability: +2 Intelligence, +2 Wisdom


Special Traits: Adaptive Genetics - Chromosome
11. Bone Grinders Weavers can temporarily enhance one ability score
Description: Bone Grinders are large and by +2 for one hour, once per long rest. They can also
intimidating humanoids, with a rough skin texture use Genetic Strike once per short rest, modifying
akin to stone. Their forearms have evolved into their cells to deal an additional 1d8 damage of any
massive bone-crushing appendages, lending them type they choose.
their name.
Ability: +3 Strength, +1 Constitution 16. Cinder Specters
Special Traits: Bone Crushing Strike - Bone Grinders Description: Cinder Specters are ghostly figures,
can use their heavy appendages to deliver powerful seeming to be made more of smoke and cinders
blows, dealing 2d6 bludgeoning damage on a than flesh and bone. Their bodies smolder, shedding
successful hit. This trait can be used once per short a dim, flickering light.
rest. Ability: +2 Intelligence, +2 Dexterity
Special Traits: Cinder Form - Cinder Specters have
12. Burnt Barons resistance to fire damage. Once per short rest, they
Description: Burnt Barons are humanoid survivors can use Cinder Burst, causing their bodies to
of intense flame-ravaged areas. Their bodies show explode in a 10-foot radius dealing 2d8 fire damage.
signs of severe burns, but they've developed a
unique resistance to fire. 17. Cracked Crusaders
Ability: +2 Constitution, +2 Charisma Description: Cracked Crusaders are hardened
Special Traits: Flame Resilience - Burnt Barons have warriors, their bodies a network of hardened, cracked
resistance to fire damage. They can also unleash a skin that acts as natural armor. They stand as
Flame Burst once per long rest, engulfing nearby bulwarks against the harsh world of Maxxia.
enemies within a 15-foot radius for 2d8 fire damage. Ability: +3 Constitution, +1 Strength
Special Traits: Stone Skin - Cracked Crusaders have
13. Carbon Colossi resistance to slashing damage. Their Crackling
Description: Carbon Colossi are towering beings Strike ability allows them to deal 2d6 bludgeoning
made from dense, carbon-based materials. They are damage once per short rest.
extremely tough, their bodies gleaming like black
diamonds. 18. Crag Crushers
Ability: +4 Strength, -2 Dexterity Description: Crag Crushers are massive, stone-like
Special Traits: Carbon Form - Carbon Colossi have humanoids known for their ability to shatter rock with
resistance to non-magical damage. They can use their bare hands. Their rocky skin provides an
Diamond Punch once per short rest to deal 2d10 excellent defense against physical attacks.
bludgeoning damage. Ability: +3 Strength, +1 Constitution
Special Traits: Crag Smash - Once per short rest,
14. Charnel Shadows Crag Crushers can smash the ground or a foe with
Description: Charnel Shadows are eerie, spectral titanic force, dealing 2d8 bludgeoning damage in a 5-
humanoids, born from death and darkness. Their foot radius.
semi-transparent forms blend seamlessly with the
shadows, helping them avoid detection. 19. Crag Faces
Ability: +2 Dexterity, +2 Intelligence Description: Crag Faces are hardy humanoids with
Special Traits: Shadow Step - Charnel Shadows can skin as tough and weathered as the cliffs they call
move between shadows within 60 feet as a bonus home. They blend seamlessly into rocky terrain and
action. They can also unleash a Shadow Strike once can withstand incredible punishment.
per long rest, dealing 2d6 necrotic damage. Ability: +2 Constitution, +2 Wisdom
Special Traits: Rock Camouflage - Crag Faces have
15. Chromosome Weavers advantage on Stealth checks in rocky environments.
Description: Chromosome Weavers are able to Their Rock Hard Fist ability allows them to deal 1d10
manipulate their own genetic structures, changing bludgeoning damage with unarmed strikes.
their physical characteristics at will. They often
display a dizzying array of colors and forms. 20. Crystal Growers

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Hexmaster Chapter 2 Races

Description: Crystal Growers have bodies adorned immediate vicinity and can ignite flammable
with shimmering crystal formations that they can materials at will.
manipulate and grow at will. They are as beautiful as Ability: +2 Constitution, +1 Intelligence
they are dangerous. Special Traits: Ember Form - Ember Elementals are
Ability: +2 Intelligence, +2 Charisma immune to fire damage and have resistance to cold
Special Traits: Crystal Growth - Crystal Growers can damage. They can also use their Ember Burst ability
grow sharp crystals from their bodies, dealing 1d8 once per long rest, dealing 2d10 fire damage in a 15-
piercing damage with unarmed strikes. They can foot radius.
also use a Crystal Burst once per long rest, causing
their crystals to explode and deal 2d6 piercing 25. Ember Giants
damage in a 10-foot radius. Description: Ember Giants are towering figures,
standing twice as tall as a human. Their bodies glow
21. Dust Daemons with a dim, internal fire, and their eyes burn with the
Description: Dust Daemons are semi-corporeal intensity of an open flame.
entities, consisting mostly of swirling dust particles Ability: +3 Strength, +2 Constitution, -1 Dexterity
held together by an unknown force. They look like Special Traits: Giant's Might - Ember Giants deal
humanoid-shaped dust devils and are capable of double damage with melee weapons due to their
moving through small cracks and crevices. size. They can use their Ember Roar ability once per
Ability: +2 Dexterity, +2 Intelligence long rest, dealing 2d8 fire damage to enemies within
Special Traits: Dust Form - Dust Daemons can move a 20-foot radius.
through spaces as small as 1 inch without
squeezing. They also have a Dust Blast ability which 26. Eon Eclipsers
they can use once per short rest, dealing 2d8 Description: Eon Eclipsers have evolved to
slashing damage in a 15-foot cone. manipulate the flow of time around them, often
appearing blurred or out of sync with their
22. Dust Walkers surroundings. They are highly intelligent, with a deep
Description: Dust Walkers are survivors of the great understanding of the temporal forces that shape
dust storms that ravage certain parts of Maxxia. They Maxxia.
have adapted to this harsh environment with sand- Ability: +3 Intelligence, +1 Wisdom
colored skin and the ability to go for days without Special Traits: Time Dilation - Eon Eclipsers can
water. manipulate the flow of time, gaining advantage on
Ability: +2 Constitution, +1 Strength one attack, ability check, or saving throw, once per
Special Traits: Storm Survivor - Dust Walkers have short rest. They can also use their Time Rift ability
advantage on saving throws against exhaustion due once per long rest, dealing 2d10 force damage in a
to harsh weather. They also have a Sandblast attack, 10-foot radius.
which they can use once per short rest, dealing 1d10
slashing damage in a 10-foot radius. 27. Fallout Husks
Description: Fallout Husks are the remnants of
23. Echo Nomads humanoids who have survived in areas of high
Description: Echo Nomads have evolved in the radiation. Their bodies are thin and skeletal, with a
echoing chambers of Maxxia's vast cave networks. sickly green glow emanating from within.
They have exceptional hearing, and their voices can Ability: +2 Constitution, +1 Strength
produce a variety of complex, echo-based effects. Special Traits: Radiation Resistance - Fallout Husks
Ability: +2 Wisdom, +1 Intelligence are immune to radiation damage. They can use their
Special Traits: Echo Location - Echo Nomads have Radioactive Touch ability once per short rest, dealing
blindsight up to 30 feet. They can use their Echo 2d6 necrotic damage on a successful hit.
Blast once per short rest, using their voices to
produce a damaging sonic wave that deals 1d8 28. Fallout Menders
thunder damage in a 15-foot radius. Description: Fallout Menders are a unique mutation,
with bodies that absorb radiation and convert it into a
24. Ember Elementals healing energy. They are regarded as healers in their
Description: Ember Elementals are beings of living communities, but they also carry the scars of the
ember and ash. They shed a dim light in their nuclear past.

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Ability: +2 Wisdom, +1 Charisma an enemy once per short rest.


Special Traits: Radiant Healing - Fallout Menders
can absorb ambient radiation to heal themselves or 33. Gamma Gliders
others, restoring 1d8 hit points once per short rest. Description: Gamma Gliders are agile and thin
They are also resistant to radiation damage. humanoids that have evolved large, wing-like
membranes allowing them to glide through Maxxia's
29. Fallout Phantoms ruins. They emit a faint glow due to the ambient
Description: Fallout Phantoms are ethereal beings radiation they absorb.
that have evolved in the fallout zones of Maxxia. Ability: +3 Dexterity, -1 Strength
Their semi-transparent bodies glow with a soft, eerie Special Traits: Glide - Gamma Gliders can glide up
light, and they can move through solid objects. to 60 feet for every 10 feet of height. They can also
Ability: +2 Intelligence, +1 Dexterity use a Radiant Rush attack once per short rest,
Special Traits: Phasing - Fallout Phantoms can move dealing 1d8 radiant damage on a successful hit.
through objects and creatures as if they were difficult
terrain. They can use their Ghostly Touch ability 34. Gamma Golems
once per short rest, dealing 2d6 necrotic damage on Description: Gamma Golems are towering,
a successful hit. luminescent humanoids, their bodies emit a powerful
radiation that can be harmful to others. They are
30. Fireborn Kin incredibly durable, with skin that feels like thick,
Description: Fireborn Kin are beings of living flame, hardened rubber.
born from the intense fires that ravage parts of Ability: +3 Strength, +2 Constitution, -2 Intelligence
Maxxia. They have a humanoid shape, but their Special Traits: Radiation Burst - Once per long rest,
bodies are composed of ever-dancing flames. Gamma Golems can emit a burst of radiation that
Ability: +2 Constitution, +1 Intelligence deals 3d6 radiant damage to all creatures within a
Special Traits: Fire Form - Fireborn Kin are immune 10-foot radius. They are immune to radiation
to fire damage and can set flammable objects alight damage.
with a touch. They can use their Flame Wave ability
once per long rest, dealing 3d6 fire damage in a 15- 35. Glass-Bones
foot cone. Description: Glass-Bones are fragile yet beautiful
humanoids, their bodies partially transparent and
31. Fission Footers shimmering in the light. Despite their fragility, they
Description: Fission Footers are always on the have a surprisingly strong will and sharp intellect.
move, their bodies emitting low-level radiation. They Ability: +2 Intelligence, +2 Charisma, -2 Constitution
have thick, leathery skin and eyes that glow with an Special Traits: Fragile Form - Glass-Bones take
inner light. double damage from bludgeoning attacks but can
Ability: +2 Strength, +1 Constitution refract light to create a Dazzling Beam once per long
Special Traits: Radioactive - Fission Footers are rest, dealing 2d8 radiant damage to a single target.
immune to radiation damage. They can use their
Fission Kick once per short rest, emitting a burst of 36. Glow Gazers
radiation to deal 2d8 radiant damage to a single Description: Glow Gazers are humanoids with
target. large, glowing eyes that can emit blinding light. Their
skin is a pale white, and they are capable of seeing
32. Fractured Prophets even in complete darkness.
Description: Fractured Prophets have evolved to Ability: +2 Wisdom, +1 Charisma
perceive time in non-linear patterns, allowing them to Special Traits: Gaze of Light - Glow Gazers can emit
glimpse potential futures. They have an eerie a blinding light from their eyes once per long rest,
calmness about them and eyes that flicker with causing creatures within a 15-foot cone to make a
unseen visions. Constitution saving throw or be blinded. They also
Ability: +2 Intelligence, +2 Wisdom have Darkvision up to 60 feet.
Special Traits: Glimpse the Future - Once per long
rest, a Fractured Prophet can gain advantage on an 37. Glowing Progeny
attack roll, ability check, or saving throw. They can Description: Glowing Progeny are small humanoids
also use their Visions to deal 1d8 psychic damage to that glow with an inner light. This luminescence

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provides them with a source of warmth and the ability absorb and store electrical energy, making them
to illuminate dark places. immune to lightning damage. Once per short rest,
Ability: +2 Dexterity, +1 Intelligence they can release stored energy in a Ionic Burst,
Special Traits: Bioluminescence - Glowing Progeny dealing 2d6 lightning damage to all creatures within a
emit light in a 15-foot radius and can intensify this 10-foot radius.
glow once per long rest to create a Flare that deals
1d8 radiant damage to creatures within 5 feet. 42. Ionized Infidels
Description: Ionized Infidels are known for their
38. Granite Gorgons glowing blue skin and rebellious nature against the
Description: Granite Gorgons are large, stony- laws of nature. Their bodies constantly emit a soft
skinned humanoids with a gaze that can temporarily electrical current, capable of discharging violently.
petrify their enemies. Their bodies are incredibly Ability: +2 Dexterity, +1 Charisma
durable, capable of withstanding intense pressures Special Traits: Discharge - Once per short rest,
and blows. Ionized Infidels can use their stored electrical energy
Ability: +3 Constitution, +2 Strength, -1 Dexterity to deal 1d8 lightning damage on a successful melee
Special Traits: Stony Skin - Granite Gorgons have attack.
resistance to bludgeoning, piercing, and slashing
damage. They can also use their Petrifying Gaze 43. Irradiated Icarus
once per long rest, forcing a creature within 30 feet Description: These humanoids have mutated wings
to make a Constitution saving throw or be petrified that emit a constant stream of radiation. Despite their
until the end of the Granite Gorgon's next turn. grim origin, they've adapted to their environment and
take to the skies.
39. Green-Bloods Ability: +2 Dexterity, +1 Strength
Description: Green-Bloods are humanoids with Special Traits: Winged Flight - Irradiated Icarus can
vibrant green blood that has unique regenerative fly up to 30 feet per round. They can also use their
properties. Their skin has a slight greenish hue, and Radiant Dive once per short rest, swooping in to deal
their bodies can recover from injuries at an 2d6 radiant damage on a successful melee attack.
astounding rate.
Ability: +2 Constitution, +1 Strength 44. Irradiated Ones
Special Traits: Regeneration - Green-Bloods recover Description: Irradiated Ones are humanoids that
1d6 hit points at the start of their turn if they have at have survived in areas of intense radiation. Their
least 1 hit point. Once per short rest, they can use skin glows with an eerie luminescence, and they
their Green Surge ability to instantly regain 2d8 hit have developed some level of control over this
points. radiation.
Ability: +2 Constitution, +1 Strength
40. Half-Lives Special Traits: Radiation Control - Irradiated Ones
Description: Half-Lives are humanoids that have are immune to radiation damage and can use their
adapted to survive in the radiation-blasted Radiant Pulse ability once per short rest, dealing 2d8
wastelands of Maxxia. Their bodies are skeletal and radiant damage to a single target within 30 feet.
thin, and they glow with a sickly, pulsating light.
Ability: +2 Constitution, +1 Dexterity 45. Isotope Stalkers
Special Traits: Radiation Resistance - Half-Lives are Description: Isotope Stalkers are skilled hunters,
resistant to radiation damage. They can use their able to track their prey through the radioactive
Irradiated Touch once per short rest, dealing 1d10 wilderness of Maxxia. They have a natural resistance
necrotic damage on a successful hit. to radiation, and their bodies have adapted to use it
as a weapon.
41. Ion Imbibers Ability: +2 Strength, +1 Dexterity
Description: Ion Imbibers are humanoid creatures Special Traits: Isotope Tracking - Isotope Stalkers
with an innate ability to consume and utilize ionic can track creatures that have been exposed to
energy, often seen with crackling energy surrounding radiation. They can also use their Isotope Strike once
their bodies. per short rest, dealing an additional 1d8 radiant
Ability: +2 Constitution, +1 Intelligence damage on a successful melee attack.
Special Traits: Ionic Absorption - Ion Imbibers can

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46. Luminous Sentinels Ability: +2 Charisma, +1 Intelligence


Description: Luminous Sentinels are tall, radiant Special Traits: Neon Glow - Neon Nymphs can
beings whose bodies emit a bright, protective light. illuminate the area within a 20-foot radius. They can
Their radiance is a source of hope for many, yet a also cast Color Spray as a 1st level spell once per
weapon against their foes. short rest, affecting a number of creatures equal to
Ability: +2 Constitution, +2 Charisma their Charisma modifier (minimum of 1).
Special Traits: Radiant Body - Luminous Sentinels
emit bright light in a 20-foot radius and dim light for 51. Nuclear Nomads
an additional 20 feet. They can use their Radiant Description: Nuclear Nomads are wanderers,
Burst ability once per long rest, dealing 2d10 radiant having developed resistance to the irradiated lands
damage to enemies within a 10-foot radius. they traverse. They often lead others safely through
the most perilous areas of Maxxia.
47. Magma Marauders Ability: +2 Constitution, +1 Wisdom
Description: Magma Marauders are beings of living Special Traits: Radiant Resilience - Nuclear Nomads
magma. They are hot to the touch, and their bodies are immune to radiation damage. Once per short
continually emit smoldering ash and smoke. rest, they can emit a Radiant Pulse, dealing 1d8
Ability: +3 Strength, +1 Constitution, -1 Intelligence radiant damage to all creatures within a 10-foot
Special Traits: Magma Body - Magma Marauders are radius.
immune to fire damage and have resistance to cold
damage. They can use their Magma Burst ability 52. Nuke-Breathers
once per long rest, dealing 3d6 fire damage in a 15- Description: Nuke-Breathers have adapted to
foot cone. breathe in radioactive substances, a skill they use to
their advantage in combat by expelling these
48. Marrow Eaters substances as damaging blasts.
Description: Marrow Eaters are terrifying creatures Ability: +2 Constitution, +1 Strength
with long, needle-like teeth used to drain the marrow Special Traits: Radioactive Breath - Once per short
from their victims. Despite their grotesque feeding rest, Nuke-Breathers can expel radioactive energy in
habits, they possess a unique resilience and a 15-foot cone, dealing 2d6 radiation damage to all
intelligence. creatures within the area.
Ability: +2 Strength, +2 Intelligence
Special Traits: Bone Drain - Once per short rest, 53. Obsidian Observers
Marrow Eaters can drain the marrow of a fallen Description: Obsidian Observers are humanoid
creature, healing 1d8 hit points. Their bite attack beings with bodies composed of dark, glass-like
deals 1d6 piercing damage plus 1d4 necrotic substance. They possess an incredible amount of
damage. endurance and an uncanny perception of their
surroundings.
49. Mutant Myrmidons Ability: +2 Constitution, +2 Wisdom
Description: Mutant Myrmidons are sturdy and Special Traits: Obsidian Form - Obsidian Observers
powerful humanoids, their bodies mutated to have resistance to fire damage. They can also use
possess greater strength and durability. They are their Shard Burst ability once per short rest, dealing
natural warriors and defend their territories fiercely. 2d6 piercing damage to all creatures within a 10-foot
Ability: +3 Strength, +1 Constitution radius.
Special Traits: Mutant Resilience - Mutant
Myrmidons have resistance to bludgeoning, piercing, 54. Oxide Ogres
and slashing damage. They can use their Rending Description: Oxide Ogres are massive humanoids
Claws once per short rest, dealing 2d8 slashing whose bodies have been oxidized over time, making
damage on a successful melee attack. their skin rough and rust-colored. Despite their
appearance, they have a gentle nature but can be
50. Neon Nymphs fierce when provoked.
Description: Neon Nymphs are vibrant and Ability: +3 Strength, +1 Constitution
captivating beings, their bodies shimmering with Special Traits: Oxidation Touch - Once per short
bright, neon-like colors. They possess a mesmerizing rest, Oxide Ogres can cause their touch to deal 2d8
aura and an innate affinity for illusion magic. acid damage on a successful melee attack.

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Special Traits: Magma Veins - Pyro Veined are


55. Ozone-Breathers immune to fire damage. They can use their Lava
Description: Ozone-Breathers are known for their Eruption ability once per short rest, dealing 2d6 fire
ability to inhale and utilize ozone. They often damage in a 15-foot cone.
generate electric discharges as a defense
mechanism. 60. Pyroclast Progeny
Ability: +2 Constitution, +1 Intelligence Description: Pyroclast Progeny are beings of living
Special Traits: Ozone Discharge - Once per short flame, birthed from volcanic eruptions. They burn
rest, Ozone-Breathers can release a burst of ozone with a passionate fury and are capable of releasing
energy, dealing 2d6 lightning damage to all creatures explosive bursts of fiery energy.
within a 15-foot radius. Ability: +2 Dexterity, +1 Charisma
Special Traits: Pyroclastic Body - Pyroclast Progeny
56. Plague Striders are immune to fire damage and can move through
Description: Plague Striders are humanoids who spaces as small as 1 inch without squeezing. Once
carry an aura of disease. They are resistant to per short rest, they can use their Pyroclastic Burst
illnesses and can afflict others with deadly plagues. ability, dealing 2d8 fire damage in a 20-foot radius.
Ability: +2 Constitution, +1 Charisma
Special Traits: Plague Aura - Plague Striders are 61. Quartz Carapaces
immune to disease. Once per long rest, they can Description: Quartz Carapaces are humanoids with
spread their Plague Aura, forcing creatures within a translucent bodies, revealing intricate networks of
10-foot radius to make a Constitution saving throw or quartz crystals within. They are extremely hardy and
take 1d6 necrotic damage every round for 1d4 able to project crystal shards as a form of attack.
rounds. Ability: +2 Constitution, +1 Strength
Special Traits: Crystal Projection - Once per short
57. Plutonium Prophets rest, Quartz Carapaces can launch a barrage of
Description: Plutonium Prophets are charismatic crystal shards, dealing 2d6 piercing damage to all
figures who have absorbed vast amounts of creatures in a 15-foot cone.
plutonium radiation, granting them uncanny abilities
and a glowing aura. 62. Quartz Sighted
Ability: +2 Charisma, +1 Intelligence Description: Quartz Sighted have eyes made of
Special Traits: Plutonium Aura - Plutonium Prophets quartz, granting them a unique, clear sight and ability
have resistance to radiant damage. Once per long to project focused beams of light from their eyes.
rest, they can use their Plutonium Pulse, dealing Ability: +2 Wisdom, +1 Intelligence
2d10 radiant damage to a single creature within 60 Special Traits: Quartz Beam - Once per short rest,
feet. Quartz Sighted can fire a beam of light from their
eyes, dealing 1d10 radiant damage to a single target
58. Polonium Princes within 60 feet.
Description: Polonium Princes are revered among
their kind, having adapted to the lethal polonium 63. Rad-Angels
radiation. They possess a deadly aura and a Description: Rad-Angels are beings of irradiated
commanding presence. purity. Their radiant aura offers protection to allies
Ability: +2 Charisma, +2 Constitution and harm to foes.
Special Traits: Polonium Aura - Polonium Princes Ability: +2 Charisma, +1 Constitution
have immunity to poison damage. Once per short Special Traits: Radiant Aura - Rad-Angels have
rest, they can activate their Polonium Pulse, dealing resistance to radiant damage. They can use their
2d8 poison damage to all creatures within a 10-foot Radiant Pulse ability once per short rest, dealing 2d6
radius. radiant damage to all enemies within a 10-foot radius
and healing all allies by the same amount.
59. Pyro Veined
Description: Pyro Veined are humanoids whose 64. Rad-Prowlers
veins glow with molten lava. Their bodies generate Description: Rad-Prowlers are stealthy predators,
extreme heat, which they can harness in combat. moving silently through irradiated wastelands.
Ability: +2 Constitution, +1 Strength They're known for their sudden, lethal attacks.

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Ability: +2 Dexterity, +1 Strength gaining the ability to emit waves of radiation.


Special Traits: Radiation Pounce - Once per short Ability: +2 Constitution, +1 Strength
rest, Rad-Prowlers can perform a Pounce attack on a Special Traits: Radiation Wave - Once per short rest,
target within 30 feet, dealing 2d6 piercing damage Radium Revenants can emit a wave of radiation,
and exposing the target to radiation, dealing an dealing 1d10 radiant damage to all creatures within a
additional 1d6 radiant damage at the start of their 20-foot radius.
next turn.
70. Ruin Shapers
65. Rad-Skins Description: Ruin Shapers have adapted to live in
Description: Rad-Skins are resistant to the worst the most inhospitable ruins, their bodies able to shift
radiation, their skin taking on a glowing hue. They're and change to navigate the most treacherous terrain.
hardy, with the ability to release bursts of radiation. Ability: +2 Dexterity, +1 Intelligence
Ability: +2 Constitution, +1 Strength Special Traits: Terrain Adaptation - Ruin Shapers
Special Traits: Radiation Burst - Once per short rest, have advantage on Dexterity (Acrobatics) checks
Rad-Skins can emit a burst of radiation, dealing 2d6 made to move through difficult terrain. Once per
radiant damage to all creatures within a 10-foot short rest, they can cause a small area (up to a 10-
radius. foot cube) to briefly reshape itself, causing creatures
within to make a Dexterity saving throw or take 2d6
66. Radioactive Rovers bludgeoning damage.
Description: Radioactive Rovers are nomadic
survivalists who've adapted to live in the most 71. Rust Eaters
radioactive parts of Maxxia, using this to their Description: Rust Eaters are humanoids who've
advantage when threatened. developed a unique adaptation for consuming and
Ability: +2 Constitution, +1 Dexterity metabolizing rust, gaining a metallic sheen to their
Special Traits: Radioactive Discharge - Once per skin.
short rest, Radioactive Rovers can emit a burst of Ability: +2 Constitution, +1 Strength
radioactive energy, dealing 2d8 radiant damage to all Special Traits: Rust Consumption - Once per short
creatures within a 15-foot radius. rest, Rust Eaters can consume a metal object to
regain 1d6 hit points. Rusty Breath - Once per long
67. Radium Gargoyles rest, Rust Eaters can exhale a cloud of rust particles,
Description: Radium Gargoyles are grotesque, dealing 1d10 acid damage to all creatures within a
hardy creatures who've adapted to radium's deadly 15-foot cone.
radiation. They can project this radiation as a
weapon. 72. Rust Runners
Ability: +2 Strength, +1 Constitution Description: Rust Runners are quick, agile beings
Special Traits: Radium Blast - Once per short rest, who traverse the rusty wastelands with ease, leaving
Radium Gargoyles can emit a radium blast from their a trail of corrosion in their wake.
mouth, dealing 2d10 radiant damage in a 15-foot Ability: +2 Dexterity, +1 Constitution
cone. Special Traits: Corrosive Trail - Whenever a Rust
Runner moves, it leaves a trail of rust that lasts for 1
68. Radium Hearts minute. Any creature that starts its turn or moves into
Description: Radium Hearts are humanoids with the trail takes 1d4 acid damage.
radiant hearts that beat with the power of radium.
They can focus this energy into a deadly beam. 73. Sand Seraphs
Ability: +2 Constitution, +1 Charisma Description: Sand Seraphs are enigmatic beings
Special Traits: Radium Beam - Once per short rest, who blend seamlessly with the desert, their forms
Radium Hearts can project a beam of radium energy appearing to be made of sand themselves.
from their chest, dealing 2d8 radiant damage to a Ability: +2 Wisdom, +1 Charisma
single target within 60 feet. Special Traits: Sand Form - Sand Seraphs can
become a swirling mass of sand once per short rest,
69. Radium Revenants granting them advantage on Dexterity saving throws
Description: Radium Revenants are undead and resistance to nonmagical damage for 1 minute.
humanoids who've absorbed radium into their form,

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74. Scarred Scavengers 79. Scorched Sentinels


Description: Scarred Scavengers are survivors of Description: Scorched Sentinels are towering
the harshest environments, their bodies adorned with figures, their bodies hardened and blackened by
the scars of countless battles for resources. constant exposure to fire, making them formidable
Ability: +2 Strength, +1 Constitution guardians.
Special Traits: Scavenger’s Fortitude - Once per long Ability: +2 Strength, +1 Constitution
rest, when reduced to 0 hit points, Scarred Special Traits: Fiery Charge - Once per short rest,
Scavengers can immediately regain 1d10 hit points. Scorched Sentinels can charge at a target within 30
feet, dealing 2d8 bludgeoning damage and 1d6 fire
75. Scavenger Scales damage.
Description: Scavenger Scales are reptilian
humanoids covered in thick, protective scales made 80. Shale Shiners
from scavenged materials. Description: Shale Shiners are humanoids whose
Ability: +2 Constitution, +1 Strength bodies are covered in a sheen of shiny shale,
Special Traits: Scavenger’s Shield - Scavenger reflecting light in dazzling ways to confuse their
Scales have resistance to bludgeoning, piercing, and enemies.
slashing damage from nonmagical weapons. Ability: +2 Dexterity, +1 Charisma
Special Traits: Dazzling Defense - Once per short
76. Scorch Ghouls rest, Shale Shiners can catch the light and refract it
Description: Scorch Ghouls are terrifying in all directions. All creatures within 15 feet must
humanoids who've adapted to life in fiery wastelands, make a Constitution saving throw or be blinded until
their bodies charred but capable of withstanding the end of their next turn.
extreme heat.
Ability: +2 Constitution, +1 Strength 81. Shattered Helixes
Special Traits: Fire Adaptation - Scorch Ghouls have Description: Shattered Helixes are twisted, mutated
resistance to fire damage. Ember Spit - Once per humanoids, their DNA shattered and reformed in
short rest, Scorch Ghouls can spit a gobbet of unexpected ways, granting them unique abilities.
flaming bile at a target within 30 feet, dealing 2d6 fire Ability: +2 Constitution, +1 Intelligence
damage. Special Traits: Adaptive Biology - Once per short
rest, Shattered Helixes can temporarily adapt their
77. Scorch Sirens biology to their surroundings, gaining resistance to
Description: Scorch Sirens are ethereal beings who one type of damage for 1 minute.
emit a captivating song that, while beautiful, can
cause painful burns to those too close. 82. Silicon Sapiens
Ability: +2 Charisma, +1 Dexterity Description: Silicon Sapiens are advanced
Special Traits: Siren's Song - Once per short rest, humanoids with bodies that incorporate silicon-based
Scorch Sirens can sing a captivating melody. Any compounds, giving them a crystal-like sheen and
creature within 30 feet must make a Wisdom saving unique resistances.
throw or be charmed and take 2d4 fire damage at the Ability: +2 Intelligence, +1 Wisdom
start of each of their turns until the song ends Special Traits: Silicon Shielding - Silicon Sapiens
(concentration, up to 1 minute). have resistance to radiant and fire damage.

78. Scorched Diviners 83. Smog Wraiths


Description: Scorched Diviners are humanoids who Description: Smog Wraiths are elusive figures who
use the heat and ashes of fire to see glimpses of the blend seamlessly with the polluted mists, their bodies
future, their bodies blackened from constant composed of smog-like substance.
exposure to flame. Ability: +2 Dexterity, +1 Constitution
Ability: +2 Wisdom, +1 Intelligence Special Traits: Smog Form - Once per short rest,
Special Traits: Ashen Sight - Once per long rest, Smog Wraiths can transform into a cloud of smog for
Scorched Diviners can perform a ritual with fire and 1 minute, gaining advantage on stealth checks and
ashes to gain advantage on one ability check, attack resistance to nonmagical damage.
roll, or saving throw.
84. Smoke Swallowers

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Chapter 2 Races Hexmaster

Description: Smoke Swallowers are sturdy Description: Sunken Eyes are slender humanoids
humanoids who can consume and regurgitate with deep-set eyes that glow with eerie light, giving
smoke, using it to blind their foes. them an unsettling gaze.
Ability: +2 Constitution, +1 Strength Ability: +2 Charisma, +1 Dexterity
Special Traits: Smoke Spit - Once per short rest, Special Traits: Eerie Gaze - Once per short rest,
Smoke Swallowers can release a cloud of smoke in Sunken Eyes can fix their gaze on a creature within
a 15-foot cone, causing creatures within to make a 30 feet, causing it to make a Wisdom saving throw or
Constitution saving throw or be blinded until the end become frightened until the end of its next turn.
of their next turn.
90. Tectonic Titans
85. Spore Born Description: Tectonic Titans are massive, earth-like
Description: Spore Born are a fungal humanoid humanoids who can cause minor seismic activities
race born from ancient spores, capable of releasing with their powerful strikes.
toxic spores when threatened. Ability: +2 Strength, +2 Constitution, -1 Dexterity
Ability: +2 Wisdom, +1 Constitution Special Traits: Seismic Strike - Once per short rest,
Special Traits: Spore Burst - Once per short rest, Tectonic Titans can slam the ground, dealing 2d6
when hit by an attack, Spore Born can release a bludgeoning damage to all creatures within a 10-foot
cloud of toxic spores in a 10-foot radius. Creatures radius and forcing them to make a Dexterity saving
within must make a Constitution saving throw or take throw or be knocked prone.
1d6 poison damage and become poisoned until the
end of their next turn. 91. Toxic Fleshers
Description: Toxic Fleshers are mutants with
86. Steel Fleshed corrosive, acidic skin that dissolves anything they
Description: Steel Fleshed are humanoids with touch.
metallic skin that can harden to steel-like toughness, Ability: +2 Constitution, +1 Strength
making them formidable foes in combat. Special Traits: Acidic Touch - Melee attacks made by
Ability: +2 Strength, +1 Constitution Toxic Fleshers deal an extra 1d4 acid damage.
Special Traits: Steel Skin - Once per short rest, Steel
Fleshed can harden their skin for 1 minute, gaining 92. Vein Runners
resistance to bludgeoning, piercing, and slashing Description: Vein Runners are agile humanoids with
damage. an intricate network of visibly glowing veins, a sign of
their unique adaptive metabolic systems.
87. Stone Singers Ability: +2 Dexterity, +1 Constitution
Description: Stone Singers are mystic humanoids Special Traits: Metabolic Burst - Once per short rest,
who can manipulate stone and earth through their Vein Runners can overcharge their metabolism,
resonating chants. gaining an extra action on their turn.
Ability: +2 Wisdom, +1 Charisma
Special Traits: Stone Chant - Once per long rest, 93. Warden of Ash
Stone Singers can use their action to chant a mystic Description: Wardens of Ash are noble humanoids
tune, causing stone or earth within a 15-foot cube to born of the ashes, entrusted with the sacred duty of
shape according to their will. safeguarding the wastelands' sacred relics.
Ability: +2 Wisdom, +1 Strength
88. Sulfur Sages Special Traits: Ashen Armor - Once per long rest,
Description: Sulfur Sages are wise humanoids who Wardens of Ash can call upon their ash-based
live in volcanic areas, their bodies have adapted to essence to gain resistance to all damage for 1
use sulfur as an energy source. minute.
Ability: +2 Intelligence, +1 Wisdom
Special Traits: Sulfur Breath - Once per short rest, 94. Waste Walkers
Sulfur Sages can exhale a cloud of sulfuric gas, Description: Waste Walkers are nomadic survivors
dealing 1d8 acid damage to all creatures within a 15- of the wastes, capable of absorbing harmful radiation
foot cone. and using it to empower their abilities.
Ability: +2 Constitution, +1 Intelligence
89. Sunken Eyes Special Traits: Radiation Absorption - For every hour

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Waste Walkers spend in a radioactive environment, Description: Wreckage Hags are wise, old mutants,
they store energy that can be used to add 1d6 using their keen understanding of the wastelands to
radiant damage to their next attack (max 3d6). manipulate the surrounding scrap and debris.
Ability: +2 Wisdom, +1 Intelligence
95. Waste Wanderers Special Traits: Wreckage Manipulation - Once per
Description: Waste Wanderers are lone mutants short rest, Wreckage Hags can telekinetically
who have learned to meld with the environment, manipulate debris within a 30 feet radius, causing it
making them almost invisible in the wastelands. to deal 1d8 bludgeoning damage to creatures of their
Ability: +2 Dexterity, +1 Wisdom choice within range.
Special Traits: Wasteland Camouflage - Waste
Wanderers have advantage on Dexterity (Stealth)
checks made to hide in wasteland terrain.
14. Aliens
96. Waste Whispers
Description: Waste Whispers are enigmatic figures 1. Abyssal Shadows
who communicate telepathically, their whispers Description: Hailing from the depths of Maxxia's
heard only by those they choose. hollow underworld, Abyssal Shadows are mysterious
Ability: +2 Intelligence, +1 Charisma entities with ethereal, shadowy forms. They move
Special Traits: Mind Whisper - Waste Whispers can with unnatural grace and possess an aura of eerie
communicate telepathically with any creature they darkness around them.
can see within 60 feet. Ability: +2 Dexterity, -1 Constitution
Special Traits: Shadow Step (Once per short rest,
97. Wasteland Stalkers they can teleport up to 30 feet as an action through
Description: Wasteland Stalkers are ruthless shadows), Umbral Resistance (Resistance to
predators, expertly navigating the wastelands and necrotic damage)
striking their prey from the shadows.
Ability: +2 Strength, +1 Dexterity 2. Aetharians
Special Traits: Wasteland Predator - Wasteland Description: A race of ethereal beings, the
Stalkers deal an additional 1d6 damage when they Aetharians are made of pure energy, their bodies
hit a creature with a surprise attack. shimmering with glowing light. They are attuned to
the cosmic forces that flow through the universe.
98. Withered Wisps Ability: +1 Intelligence, +1 Charisma
Description: Withered Wisps are spectral Special Traits: Energy Form (They can pass through
humanoids, their bodies appear as withered husks solid objects and gain resistance to non-magical
that emit a ghostly light. physical damage), Celestial Insight (Gain proficiency
Ability: +2 Charisma, +1 Dexterity in Arcana skill).
Special Traits: Wisp Form - Once per short rest,
Withered Wisps can assume a ghostly form, 3. Arcturans
becoming incorporeal and gaining resistance to non- Description: Arcturans are colossal, ancient
magical damage for 1 minute. creatures resembling floating jellyfish in space. They
drift through the void, their bioluminescent tendrils
99. Wraith Skins trailing behind them.
Description: Wraith Skins are ethereal humanoids Ability: +2 Wisdom, -1 Strength
that can phase through solid objects, their skin Special Traits: Space Drifter (They can survive in the
appears translucent and ghostly. vacuum of space without air), Cosmic Empathy (Can
Ability: +2 Dexterity, +1 Intelligence communicate with celestial entities).
Special Traits: Phase Shift - Once per short rest,
Wraith Skins can move through objects and 4. Arkanites
creatures as if they were difficult terrain for 1 minute. Description: Arkanites are reptilian humanoids with
They take 1d10 force damage if they end their turn iridescent scales, capable of blending seamlessly
inside an object. into their surroundings, making them excellent
hunters and spies.
100. Wreckage Hags Ability: +2 Dexterity, -1 Charisma

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Special Traits: Camouflage (They gain advantage on Reality Weave (They can cast "Minor Illusion" at will).
Stealth checks when in natural environments), Toxic
Bite (Once per short rest, they can deliver a 10. Celerans
poisonous bite dealing 1d6 poison damage). Description: Celerans are swift and agile beings
with a natural affinity for time manipulation. They can
5. Astrothoids accelerate or slow down time around them.
Description: Astrothoids are living star-dwellers, Ability: +2 Dexterity, -1 Constitution
resembling humanoid beings composed of stardust Special Traits: Time Step (Once per short rest, they
and celestial matter. They possess vast knowledge can take an additional turn during combat), Temporal
of cosmic events. Dodge (They can use their reaction to gain
Ability: +1 Intelligence, +1 Wisdom advantage on Dexterity saving throws).
Special Traits: Starlight Manipulation (They can cast
the "Guidance" cantrip at will), Cosmic Knowledge 11. Chronostrals
(Gain proficiency in History skill). Description: Chronostrals are beings made of living
time-energy, resembling majestic, winged creatures.
6. Astrulons They can manipulate time and foresee events.
Description: Astrulons are small, luminescent orbs Ability: +2 Wisdom, -1 Strength
of energy that float gracefully through the air. They Special Traits: Temporal Sight (They can see into the
communicate through radiant pulses of light. future to gain advantage on Initiative rolls), Time Rift
Ability: +2 Charisma, -1 Strength (Once per long rest, they can create a temporal rift,
Special Traits: Radiant Aura (They emit bright light in dealing 1d6 force damage to enemies within 10 feet).
a 10-foot radius), Light Form (They can squeeze
through tiny spaces and gain resistance to radiant 12. Cosmo-Knights
damage). Description: Cosmo-Knights are interstellar warriors
in gleaming cosmic armor, wielding weapons
7. Beta Zetians powered by stars. They uphold justice across the
Description: Beta Zetians are cybernetic beings, galaxies.
remnants of an ancient civilization that merged flesh Ability: +2 Strength, -1 Intelligence
and machine. Their bodies are a fusion of organic Special Traits: Starforged Armor (They gain
and technological parts. resistance to fire damage), Stellar Strike (Once per
Ability: +2 Constitution, -1 Wisdom short rest, they can infuse their weapon with star
Special Traits: Cybernetic Enhancements (They gain energy, dealing an extra 1d6 radiant damage on a
advantage on saving throws against being paralyzed hit).
or stunned), Technological Interface (They can
communicate with machines telepathically). 13. Crystal Clusters
Description: Crystal Clusters are sentient
8. Blazarlings formations of vibrant crystals that harmonize with the
Description: Blazarlings are celestial creatures that environment, absorbing and reflecting energy.
resemble miniature stars. They emit intense heat, Ability: +1 Intelligence, +1 Dexterity
and their presence is tied to the cosmic phenomena Special Traits: Crystal Resonance (They can cast the
of blazars. "Shield" spell at will), Crystal Shatter (Once per long
Ability: +2 Intelligence, -1 Constitution rest, they can release a burst of energy, dealing 1d6
Special Traits: Blazing Touch (Once per short rest, force damage to all creatures within 15 feet).
they can deal 1d6 fire damage with a touch), Solar
Flare (They can cast "Burning Hands" at will). 14. Cryzlons
Description: Cryzlons are gelatinous beings formed
9. Branesurfers from the tears of cosmic entities. They are
Description: Branesurfers are multidimensional empathetic healers with translucent, ever-changing
beings capable of traversing between parallel forms.
realities and manipulating the fabric of space-time. Ability: +2 Charisma, -1 Constitution
Ability: +2 Wisdom, -1 Strength Special Traits: Healing Touch (Once per short rest,
Special Traits: Dimensional Shift (Once per long rest, they can heal 1d6 hit points by touch), Astral
they can teleport to a different plane of existence), Embrace (They can merge with a willing creature for

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1 hour, granting temporary hit points equal to their sonic blast, dealing 1d6 thunder damage to enemies
Charisma modifier). within 20 feet).

15. Darkmatterians 20. Emergents


Description: Darkmatterians are living shadows Description: Emergents are sentient beings born
born from the void, capable of traversing through from the amalgamation of cosmic energies and
darkness and manipulating shadows. ancient souls, possessing powerful psionic abilities.
Ability: +2 Dexterity, -1 Wisdom Ability: +2 Wisdom, -1 Constitution
Special Traits: Shadowmeld (They can become Special Traits: Psionic Surge (Once per short rest,
invisible in dim light or darkness), Umbral Strike they can unleash a psionic blast, dealing 1d6 psychic
(Once per short rest, they can deal an extra 1d6 damage to a single target), Astral Projection (They
necrotic damage on a successful attack). can project their consciousness to a different location
once per long rest).
16. Dirac Dwellers
Description: Dirac Dwellers are enigmatic beings 21. Epsilon Phantasms
existing simultaneously in multiple locations, with Description: Epsilon Phantasms are ethereal beings
quantum entanglement governing their existence. that exist on the brink of the material plane. They can
Ability: +2 Intelligence, -1 Constitution phase in and out of reality, making them elusive and
Special Traits: Quantum Entanglement (They can difficult to detect.
teleport up to 20 feet as a bonus action), Probability Ability: +2 Dexterity, -1 Strength
Shift (Once per long rest, they can force an attacker Special Traits: Phasing Form (They can become
to reroll an attack roll against them). incorporeal, granting them resistance to non-magical
physical damage), Ephemeral Strike (Once per short
17. Drakari rest, they can deal 1d6 force damage with a melee
Description: Drakari are fearsome, dragon-like attack).
creatures with iridescent scales and the ability to
harness elemental powers. 22. Fissurians
Ability: +2 Strength, -1 Charisma Description: Fissurians are crystalline entities that
Special Traits: Dragon Breath (Once per short rest, can control seismic energy. They dwell deep within
they can exhale a cone of elemental energy dealing the planet's crust and harness the power of
1d6 damage of their chosen element), Scaled earthquakes.
Resilience (They gain resistance to their chosen Ability: +2 Constitution, -1 Charisma
element). Special Traits: Earthquake Quake (Once per long
rest, they can cause the ground to tremor, dealing
18. Drexelian 1d6 bludgeoning damage to all creatures within 15
Description: Drexelians are biomechanical beings, a feet), Earthsense (They can sense vibrations through
symbiosis of advanced technology and organic the ground).
material. They seek to understand the mysteries of
life. 23. Fluxorians
Ability: +1 Intelligence, +1 Constitution Description: Fluxorians are beings of pure
Special Traits: Techno-Organic Interface (They can elemental energy, constantly shifting between
interface with machines without external devices), different forms. They can manipulate the elemental
Nanite Repair (Once per long rest, they can heal 1d6 forces of nature.
hit points as nanites repair their body). Ability: +2 Intelligence, -1 Wisdom
Special Traits: Elemental Attunement (They can
19. Echospherians choose to gain resistance to one of the elemental
Description: Echospherians are floating orbs that damage types), Elemental Burst (Once per short
emit mesmerizing music and light, their ethereal rest, they can unleash an elemental blast, dealing
tunes capable of influencing emotions and minds. 1d6 damage of their chosen element to a target).
Ability: +2 Charisma, -1 Strength
Special Traits: Enchanting Melody (They can cast 24. Fractal Fae
the "Charm Person" spell at will), Harmonic Description: Fractal Fae are miniature beings that
Resonance (Once per short rest, they can create a exist simultaneously at multiple scales. They are

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masters of illusion and can manipulate perception. movement of objects around them.
Ability: +2 Charisma, -1 Constitution Ability: +2 Wisdom, -1 Intelligence
Special Traits: Illusory Prowess (They gain Special Traits: Gravitational Pull (They can use their
proficiency in the Deception skill), Mirage Shift (Once action to reduce or increase the weight of a target
per long rest, they can create an illusionary duplicate within 30 feet for one minute), Gravity Surge (Once
of themselves). per long rest, they can create a gravity wave,
knocking back all creatures within 15 feet and
25. Galacto-Sapiens dealing 1d6 force damage).
Description: Galacto-Sapiens are beings of cosmic
knowledge, born from the collective intelligence of 30. Hydrozoar
ancient civilizations across the galaxy. Description: Hydrozoar are aquatic beings with
Ability: +2 Intelligence, -1 Strength jellyfish-like appearance and the ability to generate
Special Traits: Cosmic Insight (They gain proficiency and manipulate water.
in the Arcana skill), Cosmic Awareness (Once per Ability: +2 Constitution, -1 Strength
short rest, they can gain advantage on an Special Traits: Aquatic Adaptation (They can breathe
Intelligence-based ability check). underwater and gain a swim speed equal to their
walking speed), Water Manipulation (Once per short
26. Galvori rest, they can create a water blast, dealing 1d6 cold
Description: Galvori are biomechanical beings with damage to a target).
bodies composed of living lightning. They are highly
conductive and can manipulate electricity. 31. Hyperquantums
Ability: +2 Dexterity, -1 Wisdom Description: Hyperquantums are beings that
Special Traits: Electrical Conduction (They gain transcend the limitations of space-time, existing in
resistance to lightning damage), Lightning Lash multiple dimensions simultaneously. They
(Once per short rest, they can discharge a bolt of manipulate quantum probabilities.
lightning, dealing 1d6 lightning damage to a target). Ability: +2 Intelligence, -1 Strength
Special Traits: Quantum Probability Manipulation
27. Geodes (Once per long rest, they can alter the outcome of
Description: Geodes are living crystalline creatures any roll, forcing a creature to reroll with advantage or
with inner gem cores that store powerful elemental disadvantage), Dimensional Phasing (They can pass
energy. They are deeply connected to the earth. through solid objects as if they were ethereal).
Ability: +2 Strength, -1 Dexterity
Special Traits: Elemental Charge (They can infuse 32. Hyperspace Hydras
their attacks with elemental energy, dealing an extra Description: Hyperspace Hydras are colossal, multi-
1d6 damage of their chosen element on a successful headed beings capable of navigating through
hit), Stone's Resilience (They gain resistance to non- hyperspace. They are ancient cosmic navigators.
magical bludgeoning, piercing, and slashing Ability: +2 Wisdom, -1 Charisma
damage). Special Traits: Hyperspace Navigator (They can cast
the "Misty Step" spell at will), Multidimensional
28. Glyxarians Awareness (They can perceive events in other
Description: Glyxarians are shape-shifters planes of existence).
composed of a gelatinous substance. They can
mimic the appearance and abilities of other 33. Icexians
creatures. Description: Icexians are humanoid creatures made
Ability: +1 Dexterity, +1 Charisma of living ice crystals. They can withstand freezing
Special Traits: Mimicry (They can perfectly imitate temperatures and wield frost-based powers.
the appearance of any Small or Medium humanoid), Ability: +2 Constitution, -1 Dexterity
Shapechanger's Advantage (They gain advantage on Special Traits: Frost Touch (Once per short rest, they
Deception checks when impersonating someone). can deal 1d6 cold damage with a touch attack),
Cryogenic Resilience (They gain resistance to cold
29. Gravitians damage).
Description: Gravitians are beings with control over
gravity, allowing them to manipulate the weight and 34. Illuminoids

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Description: Illuminoids are beings of pure light,


glowing with radiant energy. They are seekers of 39. Jovians
knowledge and possess an understanding of ancient Description: Jovians are gas giants in humanoid
truths. form, able to manipulate gases and atmospheric
Ability: +2 Wisdom, -1 Strength conditions. They are masters of elemental air magic.
Special Traits: Radiant Aura (They emit bright light in Ability: +2 Intelligence, -1 Strength
a 15-foot radius), Light of Knowledge (Once per long Special Traits: Aerokinesis (They can control the air
rest, they can grant themselves or an ally advantage around them, creating wind gusts and manipulating
on an Intelligence-based ability check). gas), Gale Force (Once per short rest, they can
unleash a powerful gust of wind, dealing 1d6
35. Infinites bludgeoning damage to creatures within 10 feet).
Description: Infinites are enigmatic beings
originating from the distant future. They possess 40. Kilonovas
advanced technology and knowledge beyond Description: Kilonovas are celestial beings born
comprehension. from the explosive aftermath of colliding stars. They
Ability: +2 Intelligence, -1 Charisma radiate intense energy and have control over cosmic
Special Traits: Temporal Anomaly (Once per long forces.
rest, they can manipulate time, granting themselves Ability: +2 Wisdom, -1 Dexterity
advantage on all attack rolls and saving throws for Special Traits: Stellar Surge (Once per long rest,
one minute), Futuristic Arsenal (They have they can release a burst of energy, dealing 1d6 force
proficiency with futuristic weapons). damage to all creatures within 20 feet), Cosmic
Resilience (They gain resistance to force damage).
36. Interlopers
Description: Interlopers are beings from a parallel 41. Kinetorians
universe that accidentally crossed over into Maxxia. Description: Kinetorians are kinetic beings,
They are curious explorers and adapt quickly. composed of living energy that can manipulate
Ability: +2 Dexterity, -1 Wisdom motion and kinetic forces with their gestures.
Special Traits: Interdimensional Travel (Once per Ability: +2 Dexterity, -1 Constitution
long rest, they can teleport up to 60 feet to an Special Traits: Kinetic Grasp (Once per short rest,
unoccupied space they can see), Parallel Awareness they can manipulate the motion of an object, moving
(They can sense the presence of creatures from it up to 30 feet with their mind), Energy Discharge
other planes). (They can release a burst of kinetic energy, dealing
1d6 force damage to a target within 30 feet).
37. Jadescales
Description: Jadescales are dragon-like beings with 42. Kryons
emerald-colored scales, capable of harnessing the Description: Kryons are icy beings from the depths
power of nature and elemental forces. of space, with crystalline bodies and the power to
Ability: +2 Strength, -1 Intelligence control cold and ice.
Special Traits: Nature's Blessing (Once per short Ability: +2 Constitution, -1 Intelligence
rest, they can heal themselves or an ally for 1d6 hit Special Traits: Cryokinetic Touch (Once per short
points), Elemental Breath (They can exhale a breath rest, they can chill a target, dealing 1d6 cold damage
weapon, dealing 1d6 damage of their chosen with a touch), Arctic Resilience (They gain resistance
element in a 15-foot cone). to cold damage).

38. Jovanar 43. Light Leapers


Description: Jovanar are celestial nomads, Description: Light Leapers are ethereal beings
traversing the cosmos in floating cities. They have a capable of phasing through light and shadow. They
deep connection with the stars and cosmic entities. are nimble and elusive in combat.
Ability: +2 Charisma, -1 Constitution Ability: +2 Dexterity, -1 Strength
Special Traits: Cosmic Inspiration (They can cast the Special Traits: Shadow Blend (They gain advantage
"Guidance" cantrip at will), Stellar Blessing (Once per on Dexterity (Stealth) checks made in dim light or
long rest, they can gain advantage on a Charisma- darkness), Luminous Leap (Once per short rest, they
based ability check). can teleport up to 30 feet as a bonus action).

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Chapter 2 Races Hexmaster

them to peer through and gain insights), Reality


44. Lumiphages Distortion (They have advantage on saving throws
Description: Lumiphages are radiant entities that against illusions and enchantments).
feed on light energy. They can emit blinding bursts of
light and manipulate illumination. 49. Metagalactics
Ability: +2 Wisdom, -1 Intelligence Description: Metagalactics are colossal beings from
Special Traits: Blinding Burst (Once per short rest, the far reaches of the universe. They are masters of
they can release a blinding flash of light, forcing cosmic forces and have immense physical strength.
creatures within 20 feet to make a Constitution Ability: +2 Strength, -1 Charisma
saving throw or be blinded for 1 minute), Radiant Special Traits: Cosmic Slam (Once per short rest,
Absorption (They can absorb light-based spells and they can deliver a powerful blow, dealing 1d6 force
gain temporary hit points equal to the spell's level). damage and knocking back the target 10 feet),
Stellar Endurance (They have advantage on saving
45. Luxivarians throws against exhaustion and fear effects).
Description: Luxivarians are beings of living
starlight, capable of manipulating and shaping light at 50. Nanoclasts
will. They have an innate understanding of optical Description: Nanoclasts are microscopic nanobot
illusions. swarms, functioning as a collective intelligence. They
Ability: +2 Intelligence, -1 Strength can disassemble and reassemble matter.
Special Traits: Illusory Mirage (Once per short rest, Ability: +2 Intelligence, -1 Strength
they can create an illusion that affects all senses), Special Traits: Nanite Swarm (They can reshape
Luminous Manipulation (They can cast the "Dancing themselves to fit into small spaces and gain
Lights" cantrip at will). resistance to non-magical slashing and piercing
damage), Disintegration Touch (Once per long rest,
46. Lysarians they can deal 1d6 force damage by dispersing into a
Description: Lysarians are insectoid creatures with target's body).
bioluminescent patterns on their exoskeletons. They
communicate through colorful light displays. 51. Nebula Nyx
Ability: +2 Charisma, -1 Constitution Description: Nebula Nyx are shadowy beings that
Special Traits: Bioluminescent Communication (They draw power from the dark void of space. They can
can convey messages and emotions through manipulate darkness and shadows.
patterns of light), Chitin Carapace (They gain a Ability: +2 Dexterity, -1 Wisdom
natural armor bonus, granting them an AC of 13 + Special Traits: Voidwalker (Once per short rest, they
Dexterity modifier). can merge with shadows and teleport up to 60 feet to
an unoccupied space they can see), Umbral Strike
47. Magma-Tritans (They can deal an extra 1d6 necrotic damage on a
Description: Magma-Tritans are beings of living successful melee attack once per round).
magma, capable of withstanding extreme heat and
wielding the power of volcanic eruptions. 52. Nebulons
Ability: +2 Strength, -1 Intelligence Description: Nebulons are sentient gas clouds with
Special Traits: Molten Strike (Once per short rest, glowing cores, able to change their form and
they can imbue their attacks with searing heat, manipulate the elements around them.
dealing 1d6 fire damage on a successful hit), Ability: +2 Intelligence, -1 Strength
Volcanic Resilience (They gain resistance to fire Special Traits: Elemental Form (They can transform
damage). into various elemental forms, granting resistance to
the corresponding damage type), Elemental
48. Meson Men Manipulation (Once per long rest, they can conjure
Description: Meson Men are interdimensional an elemental attack dealing 1d6 damage of their
travelers, existing partially in multiple planes at once. chosen element).
They can manipulate the fabric of reality.
Ability: +2 Intelligence, -1 Wisdom 53. Noktarians
Special Traits: Dimensional Rift (Once per long rest, Description: Noktarians are nocturnal beings with
they can create a small rift to another plane, allowing heightened senses in the dark. They are skilled

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hunters and excellent trackers. them to succeed on a Strength saving throw or be


Ability: +2 Wisdom, -1 Charisma knocked prone).
Special Traits: Darkvision (They can see in dim light
as if it were bright light and in darkness as if it were 58. Orithians
dim light), Night Stalker (Once per short rest, they Description: Orithians are beings composed of
can gain advantage on Dexterity (Stealth) checks living crystal that resonate with harmonic vibrations.
made in darkness). They can emit powerful sonic waves.
Ability: +2 Wisdom, -1 Intelligence
54. Novasapiens Special Traits: Sonic Resonance (They can unleash
Description: Novasapiens are beings born from the a sonic wave once per short rest, dealing 1d6
explosion of dying stars. They are living conduits of thunder damage to a target within 30 feet), Crystal
stellar energy, capable of harnessing solar power. Resilience (They gain resistance to thunder
Ability: +2 Constitution, -1 Intelligence damage).
Special Traits: Solar Absorption (They can heal
themselves for 1d6 hit points as a bonus action while 59. Pheroxans
exposed to direct sunlight), Solar Burst (Once per Description: Pheroxans are insectoid beings with
long rest, they can release a burst of solar energy, chitinous exoskeletons, capable of pheromone
dealing 1d6 radiant damage to creatures within 20 manipulation and hive-mind communication.
feet). Ability: +2 Charisma, -1 Constitution
Special Traits: Pheromone Manipulation (Once per
55. Omni-Biota long rest, they can release a calming or intimidating
Description: Omni-Biota are beings of living flora pheromone, granting advantage on a Charisma-
and fauna, a harmonious fusion of plant and animal based ability check), Hive Mind (They can
life. They have a profound connection with nature. communicate telepathically with other Pheroxans
Ability: +2 Wisdom, -1 Strength within 120 feet).
Special Traits: Nature's Blessing (Once per short
rest, they can heal themselves or an ally for 1d6 hit 60. Phlanarans
points), Photosynthesis (They can sustain Description: Phlanarans are beings with the power
themselves by absorbing sunlight and do not need to to traverse the planes of existence and tap into the
eat). energies of other dimensions.
Ability: +2 Intelligence, -1 Wisdom
56. Opalescents Special Traits: Planar Travel (Once per long rest,
Description: Opalescents are crystalline beings with they can cast "Plane Shift" to travel to another plane
opalescent skin that refracts light. They have the of existence), Dimensional Attunement (They have
ability to manipulate prismatic energy. advantage on saving throws against spells and
Ability: +2 Charisma, -1 Dexterity abilities from other planes).
Special Traits: Prismatic Refraction (Once per short
rest, they can refract light around them, granting 61. Plasmatoids
them advantage on Dexterity (Stealth) checks), Description: Plasmatoids are living plasma entities
Prismatic Pulse (They can unleash a prismatic that can generate and control intense heat. They
energy wave once per long rest, dealing 1d6 force thrive in extreme temperatures.
damage to all creatures within 15 feet). Ability: +2 Constitution, -1 Dexterity
Special Traits: Plasma Blast (Once per short rest,
57. Orbeons they can shoot a bolt of superheated plasma, dealing
Description: Orbeons are ethereal beings that 1d6 fire damage to a target within 30 feet), Heat
levitate above the ground, with orbs of energy Absorption (They gain resistance to fire damage).
encircling their bodies. They can manipulate
gravitational forces. 62. Proxima Sentinels
Ability: +2 Intelligence, -1 Strength Description: Proxima Sentinels are ancient
Special Traits: Levitation (They can float above the guardians of the Proxima system. They have metallic
ground, gaining a flying speed equal to their walking bodies and powerful energy weaponry.
speed), Gravitational Shift (Once per short rest, they Ability: +2 Strength, -1 Charisma
can alter the gravitational pull on a target, forcing Special Traits: Energy Cannon (Once per long rest,

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Chapter 2 Races Hexmaster

they can fire an energy blast, dealing 1d6 force Ability: +2 Intelligence, -1 Strength
damage in a 30-foot line), Proxima Shielding (They Special Traits: Cosmic Insight (Once per short rest,
have resistance to force damage). they can gain advantage on an Intelligence-based
ability check), Divination Mastery (They can cast the
63. Pulsarians "Guidance" and "Detect Thoughts" cantrips at will).
Description: Pulsarians are beings of living pulsar
energy, able to emit powerful electromagnetic pulses 68. Resonance Reapers
and control magnetism. Description: Resonance Reapers are spectral
Ability: +2 Intelligence, -1 Wisdom beings that can harness the power of sound and
Special Traits: Electromagnetic Pulse (Once per vibration. They can manipulate sonic energy.
short rest, they can emit a burst of electromagnetic Ability: +2 Wisdom, -1 Charisma
energy, disrupting electronic devices and dealing 1d6 Special Traits: Sonic Wave (Once per short rest, they
lightning damage to creatures within 20 feet), can unleash a sonic shockwave, dealing 1d6 thunder
Magnetic Manipulation (They can move metallic damage to creatures within 20 feet), Eerie Presence
objects with their mind). (They can create ghostly sounds to frighten others,
gaining advantage on Charisma (Intimidation)
64. Quarkians checks).
Description: Quarkians are subatomic beings,
capable of manipulating quantum particles and 69. Rythulians
creating unstable reactions. Description: Rythulians are energy beings from the
Ability: +2 Wisdom, -1 Charisma heart of a dying star. They have control over
Special Traits: Quantum Flux (Once per long rest, gravitational forces and can emit blinding bursts of
they can manipulate probability, forcing any creature radiation.
within 30 feet to reroll a saving throw), Subatomic Ability: +2 Constitution, -1 Intelligence
Phasing (They can move through solid objects as if Special Traits: Gravity Manipulation (Once per long
they were ethereal). rest, they can manipulate gravity, causing creatures
within 15 feet to make a Strength saving throw or be
65. Quasolites restrained), Radiant Flare (They can release a burst
Description: Quasolites are beings of living solar of radiant energy once per short rest, dealing 1d6
energy, immune to extreme heat and radiation. They radiant damage to creatures within 20 feet).
can emit blinding bursts of light.
Ability: +2 Constitution, -1 Intelligence 70. Stellacites
Special Traits: Solar Flare (Once per short rest, they Description: Stellacites are sentient crystalline
can release a blinding flash of light, forcing creatures fragments that originated from a celestial collision.
within 20 feet to make a Dexterity saving throw or be They have a natural affinity for astral magic.
blinded for 1 minute), Solar Resilience (They have Ability: +2 Intelligence, -1 Strength
resistance to radiant damage). Special Traits: Astral Affinity (Once per long rest,
they can cast the "Mage Hand" cantrip), Stellar Burst
66. Quilxons (They can release a burst of astral energy once per
Description: Quilxons are creatures composed of short rest, dealing 1d6 force damage to a target).
liquid metal, capable of reshaping their forms at will.
They have exceptional shape-shifting abilities. 71. Stellar Sprites
Ability: +2 Dexterity, -1 Wisdom Description: Stellar Sprites are tiny beings made of
Special Traits: Liquid Form (They can squeeze stardust and cosmic energy. They can emit
through small openings and gain resistance to non- mesmerizing lights and navigate through space with
magical bludgeoning, piercing, and slashing ease.
damage), Shapechanger (They can polymorph into a Ability: +2 Dexterity, -1 Strength
Small or Medium humanoid once per short rest). Special Traits: Stardust Trail (Once per short rest,
they can leave a trail of stardust behind them,
67. Quizarites granting advantage on Dexterity (Stealth) checks),
Description: Quizarites are enigmatic beings with Cosmic Leap (They can leap three times their normal
crystalline bodies that can access the knowledge of distance as a bonus action).
the cosmos. They are skilled in divination magic.

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72. Thermions they can make a claw attack and knock the target
Description: Thermions are living energy prone if it fails a Strength saving throw).
converters, capable of absorbing thermal energy
from their surroundings and redirecting it as powerful 77. Ultravoiders
bursts. Description: Ultravoiders are beings capable of
Ability: +2 Constitution, -1 Wisdom manipulating gravity and creating miniature black
Special Traits: Thermal Absorption (Once per short holes. They can control the flow of matter around
rest, they can absorb heat to heal themselves for 1d6 them.
hit points), Thermal Discharge (They can release a Ability: +2 Intelligence, -1 Wisdom
burst of thermal energy, dealing 1d6 fire damage to a Special Traits: Gravitational Distortion (Once per
target within 30 feet). long rest, they can create a small gravitational
singularity, pulling creatures within 15 feet towards
73. Thramyrians them), Matter Manipulation (They can cast the "Mage
Description: Thramyrians are insectoid creatures Hand" cantrip at will).
with chitinous exoskeletons and razor-sharp
appendages. They are natural hunters and possess 78. Uniphage
keen senses. Description: Uniphage are symbiotic beings that
Ability: +2 Dexterity, -1 Charisma merge with other creatures to enhance their abilities.
Special Traits: Predatory Instincts (They gain They are skilled at assimilating traits from different
advantage on Wisdom (Perception) checks related to species.
tracking or detecting prey), Deadly Claws (Once per Ability: +2 Charisma, -1 Constitution
short rest, they can make a claw attack that deals an Special Traits: Symbiotic Fusion (Once per long rest,
additional 1d6 slashing damage). they can temporarily bond with another creature,
gaining one ability or skill of their choice),
74. Thulthoos Adaptability (They have advantage on saving throws
Description: Thulthoos are ancient beings from a against being charmed or frightened).
distant dimension, possessing telepathic abilities and
the power to manipulate dreams. 79. Velarions
Ability: +2 Wisdom, -1 Intelligence Description: Velarions are beings made of living
Special Traits: Dream Manipulation (Once per long gas, able to change their form and diffuse through
rest, they can enter the dreams of a sleeping small openings. They are masters of gaseous
creature within 60 feet and influence their dream), manipulation.
Psychic Link (They can communicate telepathically Ability: +2 Dexterity, -1 Strength
with willing creatures within 30 feet). Special Traits: Gaseous Form (They can move
through small openings and gain resistance to non-
75. Traxomites magical bludgeoning, piercing, and slashing
Description: Traxomites are crystalline entities with damage), Gas Cloud (Once per short rest, they can
reflective surfaces. They can create intricate light create a cloud of noxious gas, dealing 1d6 poison
patterns and control laser-like beams. damage to creatures within 10 feet).
Ability: +2 Intelligence, -1 Strength
Special Traits: Luminous Reflection (Once per short 80. Velstrons
rest, they can reflect incoming ranged attacks back Description: Velstrons are energy beings with
at the attacker), Laser Beam (They can emit a luminous, flowing tendrils. They can harness and
focused laser beam, dealing 1d6 radiant damage to control various forms of radiant energy.
a target within 60 feet). Ability: +2 Wisdom, -1 Intelligence
Special Traits: Radiant Aura (They emit bright light in
76. Tygulans a 15-foot radius), Radiant Manipulation (Once per
Description: Tygulans are feline-like beings with long rest, they can unleash a radiant burst, dealing
enhanced agility and retractable claws. They have a 1d6 radiant damage to creatures within 20 feet).
natural affinity for stealth and hunting.
Ability: +2 Dexterity, -1 Intelligence 81. Vexians
Special Traits: Cat's Grace (They have proficiency in Description: Vexians are energy beings that can
the Acrobatics skill), Pounce (Once per short rest, manipulate electromagnetic fields and generate

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powerful electrical discharges.


Ability: +2 Intelligence, -1 Constitution 86. Xaladans
Special Traits: Electromagnetic Manipulation (Once Description: Xaladans are amphibious beings that
per long rest, they can control magnetic fields, can breathe both air and water. They have control
moving metallic objects and restraining creatures over aquatic life and water currents.
within 20 feet), Electric Surge (They can release a Ability: +2 Wisdom, -1 Strength
bolt of electricity, dealing 1d6 lightning damage to a Special Traits: Aquatic Affinity (They can breathe
target within 30 feet). underwater and have a swimming speed equal to
their walking speed), Water Manipulation (Once per
82. Vorcynths short rest, they can control water currents to move
Description: Vorcynths are shapeshifting entities creatures or objects within 30 feet).
with the ability to absorb the traits of other creatures
they encounter. 87. Xelonians
Ability: +2 Charisma, -1 Strength Description: Xelonians are reptilian creatures with
Special Traits: Absorption Shift (Once per long rest, tough, scaly skin and sharp claws. They are natural
they can mimic the abilities and appearance of a hunters and possess keen senses.
creature they have seen within the past 24 hours), Ability: +2 Dexterity, -1 Charisma
Adaptive Form (They have advantage on saving Special Traits: Reptilian Resilience (They have
throws against polymorph and transmutation effects). advantage on saving throws against poison and
disease), Predator's Instinct (Once per short rest,
83. Vortexans they can make a claw attack that deals an additional
Description: Vortexans are beings with the power to 1d6 slashing damage).
manipulate gravity and create swirling vortices that
can pull targets toward them. 88. Xenolustrans
Ability: +2 Wisdom, -1 Dexterity Description: Xenolustrans are beings made of living
Special Traits: Gravitational Vortex (Once per short light, able to refract and bend light to become
rest, they can create a vortex that pulls creatures invisible or create dazzling illusions.
within 20 feet towards them, forcing a Strength Ability: +2 Intelligence, -1 Strength
saving throw to avoid being pulled), Gravity Defiance Special Traits: Light Manipulation (Once per short
(They have advantage on saving throws against rest, they can manipulate light to create an area of
being knocked prone). magical darkness or become invisible), Dazzling
Radiance (They can emit a burst of radiant light,
84. Warpites dealing 1d6 radiant damage to creatures within 20
Description: Warpites are creatures with the ability feet once per long rest).
to bend and distort space, allowing them to teleport
and open small dimensional rifts. 89. Xenosilicates
Ability: +2 Dexterity, -1 Constitution Description: Xenosilicates are crystalline beings
Special Traits: Spatial Shift (Once per long rest, they that can absorb and release energy as potent
can teleport up to 60 feet to an unoccupied space beams. They can channel their energy into powerful
they can see), Dimensional Rift (They can create a attacks.
small rift to another plane of existence once per short Ability: +2 Constitution, -1 Intelligence
rest). Special Traits: Energy Absorption (Once per long
rest, they can absorb energy-based attacks, gaining
85. Webshifters temporary hit points equal to the damage dealt),
Description: Webshifters are arachnid-like beings Energy Beam (They can release a focused energy
with the ability to spin ethereal webs and control the beam, dealing 1d6 force damage to a target within
minds of those caught in their silk. 60 feet).
Ability: +2 Charisma, -1 Intelligence
Special Traits: Mind Web (Once per long rest, they 90. Xeroliths
can cast the "Charm Person" spell on a creature they Description: Xeroliths are beings made of living rock
have restrained in their webs), Ethereal Web (They and stone, with an innate connection to the earth and
can create and control webs made of magical energy the ability to control stone structures.
to restrain creatures). Ability: +2 Strength, -1 Dexterity

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Special Traits: Earth's Embrace (Once per short rest, Description: Zephrexians are beings composed of
they can meld into the earth, becoming difficult to living gas that can manipulate and control air
detect and gaining resistance to non-magical currents, allowing them to fly effortlessly.
bludgeoning, piercing, and slashing damage), Ability: +2 Dexterity, -1 Strength
Stoneshaper (They can manipulate stone and rock to Special Traits: Air Manipulation (Once per short rest,
create simple structures or weapons at will). they can control air currents to move creatures or
objects within 30 feet), Gust of Wind (They can
unleash a powerful gust of wind once per long rest,
91. Xyralites pushing creatures within 15 feet away).
Description: Xyralites are ethereal beings that can
phase in and out of reality. They can manipulate the 96. Zetactolites
fabric of time and space. Description: Zetactolites are creatures with
Ability: +2 Intelligence, -1 Wisdom crystalline bodies and luminescent markings. They
Special Traits: Phase Shift (Once per short rest, they have an affinity for illusions and mind manipulation.
can become ethereal for a brief period, gaining Ability: +2 Charisma, -1 Intelligence
resistance to all damage), Temporal Warp (They can Special Traits: Illusory Markings (Once per long rest,
cast the "Haste" spell once per long rest). they can create an illusion that affects all senses),
Mind Whisper (They can cast the "Friends" cantrip at
92. Yoctomites will).
Description: Yoctomites are microscopic beings
with incredible technological prowess. They can 97. Ziraphons
control and manipulate nanotechnology. Description: Ziraphons are celestial beings with
Ability: +2 Intelligence, -1 Strength radiant wings, capable of healing and protecting
Special Traits: Nanobot Swarm (Once per long rest, others with their divine powers.
they can release a swarm of nanobots, healing Ability: +2 Wisdom, -1 Intelligence
themselves or an ally for 1d6 hit points), Nanotech Special Traits: Healing Touch (Once per short rest,
Manipulation (They can interface with machines and they can heal themselves or an ally for 1d6 hit
control them as if they were proficient). points), Divine Radiance (They can emit a radiant
aura, shedding bright light in a 15-foot radius once
93. Ytterians per long rest).
Description: Ytterians are beings of living metal,
with the ability to manipulate and reshape their 98. Zonaras
metallic bodies at will. Description: Zonaras are reptilian beings with
Ability: +2 Constitution, -1 Charisma bioluminescent patterns on their scales. They can
Special Traits: Metal Morph (Once per short rest, manipulate and control bio-luminescence.
they can transform parts of their body into metal Ability: +2 Intelligence, -1 Charisma
weapons or armor, dealing an extra 1d6 damage Special Traits: Bioluminescent Control (Once per
with melee attacks), Metal Regeneration (They can short rest, they can create patterns of light to
repair minor damage to their metallic bodies over a communicate with others or disorient foes),
short rest). Luminous Camouflage (They can cast the "Disguise
Self" spell once per long rest).
94. Yttrivians
Description: Yttrivians are creatures from a distant 99. Zygrans
star system, with crystalline structures on their Description: Zygrans are beings from a high-gravity
bodies that amplify their psionic abilities. world, possessing immense physical strength and
Ability: +2 Wisdom, -1 Dexterity durability.
Special Traits: Psionic Amplification (Once per long Ability: +2 Strength, -1 Dexterity
rest, they can amplify their psionic powers, doubling Special Traits: Enhanced Strength (They gain a +1
the range or duration of their next psionic ability), bonus to damage rolls with melee attacks),
Psionic Resilience (They have advantage on saving Heavyweight (They have advantage on saving
throws against being charmed or frightened). throws against being knocked prone or moved
against their will).
95. Zephrexians

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100. Zythorians proficiency in two knowledge-based skills of their


Description: Zythorians are large, insectoid choice (e.g., History, Arcana, Nature).
creatures with powerful exoskeletons and the ability
to emit corrosive acid. 5. Name: Amanitoid
Ability: +2 Constitution, -1 Intelligence Description: Amanitoids are stout and robust
Special Traits: Acid Spray (Once per long rest, they mushroom beings. Their caps are adorned with
can spit acid at a target within 30 feet, dealing 1d6 intricate patterns that vary between individuals.
acid damage), Corrosion Resistance (They have Ability: +2 Strength, -1 Dexterity
resistance to acid damage). Special Traits: Toxic Resistance - Amanitoids have
advantage on saving throws against poison, and they
are immune to the poisoned condition caused by
15. Mushroom Folk non-magical toxins.

1. Name: Agarican 6. Name: Arrhenioid


Description: Agaricans are mushroom-folk known Description: Arrhenioids are enigmatic mushroom-
for their colorful caps and sturdy stems. They have folk with bioluminescent gills that illuminate their
an otherworldly glow that illuminates dark spaces. surroundings in vibrant colors.
Ability: +2 Constitution, -1 Dexterity Ability: +1 Wisdom, +1 Charisma, -1 Intelligence
Special Traits: Spore Burst - Once per short rest, Special Traits: Luminescent Gills - Arrhenioids can
Agaricans can release a burst of spores, affecting a create dazzling displays of light using their gills.
10-foot radius. Creatures within this area must make Once per long rest, they can cast the *Color Spray*
a Constitution saving throw (DC 8 + Proficiency spell.
Bonus + Constitution modifier) or be poisoned for 1
minute. 7. Name: Aseroan
Description: Aseroans are graceful mushroom
2. Name: Agaricoid beings with delicate, translucent caps. They are
Description: Agaricoids resemble humanoid known for their elusive and ethereal presence.
mushrooms with cap-shaped heads and slender Ability: +2 Dexterity, -1 Strength
bodies. They often grow bioluminescent moss on Special Traits: Phantasmal Step - Aseroans can use
their skin. their reaction to become ethereal until the start of
Ability: +1 Wisdom, +1 Charisma, -1 Strength their next turn, allowing them to move through
Special Traits: Bioluminescence - Agaricoids emit a objects and creatures as if they were difficult terrain.
soft glow, providing dim light within a 10-foot radius.
Additionally, they have advantage on Charisma 8. Name: Auricularian
checks made to interact with other bioluminescent Description: Auricularians are small, ear-like
creatures. mushroom folk that communicate through subtle
vibrations and frequencies.
3. Name: Agrocyboid Ability: +1 Intelligence, +1 Charisma, -1 Constitution
Description: Agrocyboids are tall, lanky mushroom Special Traits: Sonic Communication - Auricularians
beings with spindly limbs. They have intricate can communicate telepathically with any creature
patterns on their caps that shift with their emotions. they can see within 60 feet, using sound vibrations to
Ability: +2 Dexterity, -1 Constitution convey their thoughts.
Special Traits: Fungal Camouflage - Agrocyboids
can blend seamlessly with fungi and plant life, 9. Name: Bolbitioid
granting them advantage on Dexterity (Stealth) Description: Bolbitioids are jovial and curious
checks when hiding in such environments. mushroom people with bright caps and a natural
talent for alchemy and potion-making.
4. Name: Amanitean Ability: +1 Intelligence, +1 Charisma, -1 Wisdom
Description: Amaniteans are regal mushroom Special Traits: Alchemical Prowess - Bolbitioids have
people with elegant, elongated caps. They possess a proficiency with alchemical tools and can brew
deep knowledge of ancient lore and history. potions in half the time and with half the materials.
Ability: +1 Intelligence, +1 Wisdom, -1 Charisma
Special Traits: Scholar's Insight - Amaniteans gain 10. Name: Boletar

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Description: Boletars are robust mushroom-folk with terrain.


thick, sponge-like caps that can absorb and redirect
energy. 15. Name: Clavulinian
Ability: +2 Constitution, -1 Intelligence Description: Clavulinians are tiny mushroom-folk
Special Traits: Energy Absorption - Once per long with bright and delicate caps. They are known for
rest, Boletars can absorb an incoming energy-based their playful and mischievous nature.
attack and store it within their cap. They can then Ability: +1 Dexterity, +1 Charisma, -1 Wisdom
release the stored energy as a ranged attack dealing Special Traits: Fungal Illusionist - Clavulinians can
1d8 damage of the absorbed type. create minor illusions at will, using their caps to
produce harmless visual effects or sounds.
Of course! Here are the next 10 Mushroom races for
your D100 table in Hexmaster: 16. Name: Collybioid
Description: Collybioids are small and unassuming
11. Name: Caloceroid mushroom beings. They have a natural talent for
Description: Caloceroids are strikingly colored stealth and avoiding detection.
mushroom-folk with vibrant caps. They have an Ability: +2 Dexterity, -1 Charisma
innate connection to nature and the cycles of life and Special Traits: Silent Step - Collybioids have
death. advantage on Dexterity (Stealth) checks when
Ability: +2 Wisdom, -1 Strength attempting to move quietly or hide.
Special Traits: Nature's Rebirth - Once per long rest,
Caloceroids can channel their life energy to heal 17. Name: Conocybian
themselves or an ally for 1d8 + Wisdom modifier hit Description: Conocybians are stoic and resilient
points. mushroom-folk with cone-shaped caps. They have a
strong affinity for the earth and stone.
12. Name: Calvatian Ability: +2 Constitution, -1 Charisma
Description: Calvatians are mysterious and Special Traits: Earth's Endurance - Conocybians
enigmatic mushroom beings. They are known for gain resistance to bludgeoning damage and
their telepathic abilities and their tendency to keep to advantage on saving throws against being knocked
themselves. prone.
Ability: +2 Intelligence, -1 Charisma
Special Traits: Mind Link - Calvatians can establish a 18. Name: Coprinellian
telepathic bond with a willing creature they can see Description: Coprinellians are tall and elegant
within 30 feet. This link allows them to communicate mushroom beings with ink-like caps. They have a
mentally over any distance. unique ability to manipulate and control ink.
Ability: +2 Charisma, -1 Wisdom
13. Name: Clathroid Special Traits: Ink Manipulation - Coprinellians can
Description: Clathroids are intricate and delicate create and control ink-like substances, which they
mushroom-folk with latticed caps. They have a can use to obscure vision, leave messages, or blind
natural talent for weaving magical energies. enemies for 1 round (1d4 damage).
Ability: +2 Intelligence, -1 Constitution
Special Traits: Arcane Weave - Clathroids can 19. Name: Coprinioid
manipulate magical energies, gaining advantage on Description: Coprinioids are sturdy and tenacious
saving throws against spells and other magical mushroom-folk with earthy-colored caps. They have
effects. a natural resistance to toxins and poisons.
Ability: +2 Constitution, -1 Dexterity
14. Name: Clavarioid Special Traits: Poison Resistance - Coprinioids have
Description: Clavarioids are tall and slender advantage on saving throws against poison and
mushroom beings with club-like caps. They possess resistance to poison damage.
a keen sense of balance and agility.
Ability: +2 Dexterity, -1 Strength 20. Name: Cordycepean
Special Traits: Graceful Step - Clavarioids have Description: Cordycepeans are eerie and ethereal
advantage on Dexterity (Acrobatics) checks and can mushroom beings. They have an innate connection
move across difficult terrain as if it were normal to the spirits of the deceased.

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Chapter 2 Races Hexmaster

Ability: +1 Wisdom, +1 Charisma, -1 Intelligence charm that captivates those around them.
Special Traits: Spirit Channeling - Cordycepeans can Ability: +2 Charisma, -1 Strength
commune with spirits and the ethereal plane, gaining Special Traits: Captivating Presence - Galeroids
the ability to cast *Speak with Dead* once per long have advantage on Charisma (Persuasion) checks
rest. when attempting to charm or convince others.

Certainly! Here are the next 10 Mushroom races for 26. Name: Geoglossite
your D100 table in Hexmaster, complete with specific Description: Geoglossites are slender and graceful
numbers for their damage abilities: mushroom beings with long, tongue-like caps. They
possess a deep connection to the earth and its
21. Name: Cuphocybian energies.
Description: Cuphocybians are secretive and Ability: +2 Wisdom, -1 Intelligence
reclusive mushroom-folk with cup-shaped caps. They Special Traits: Earth's Blessing - Once per long rest,
possess a unique ability to manipulate shadows. Geoglossites can cast *Pass without Trace* on
Ability: +2 Dexterity, -1 Charisma themselves or a group they are leading.
Special Traits: Shadow Manipulation - Cuphocybians
can blend into shadows and dim light, gaining 27. Name: Gloeopennian
advantage on Dexterity (Stealth) checks when in Description: Gloeopennians are luminous and
dimly lit areas. radiant mushroom-folk with glowing, pennant-shaped
caps. They emit an aura of gentle light.
22. Name: Dacrymycean Ability: +2 Charisma, -1 Constitution
Description: Dacrymyceans are empathetic Special Traits: Radiant Aura - Gloeopennians' radiant
mushroom beings with teardrop-shaped caps. They aura provides bright light in a 10-foot radius and dim
have a natural affinity for soothing and healing light for an additional 10 feet.
emotions.
Ability: +2 Wisdom, -1 Strength 28. Name: Gymnopedian
Special Traits: Empathic Aura - Dacrymyceans emit Description: Gymnopedians are agile and nimble
a calming aura, granting allies within a 10-foot radius mushroom beings with greek-like masks as caps.
advantage on saving throws against being frightened They are masters of theatrical performances and
or charmed. illusions.
Ability: +2 Dexterity, -1 Strength
23. Name: Entoloman Special Traits: Master Illusionist - Gymnopedians can
Description: Entolomans are tall and sturdy create complex and realistic illusions, as if they were
mushroom-folk with gilled caps. They possess a cast with the *Minor Illusion* cantrip.
deep understanding of plants and their medicinal
properties. 29. Name: Gyroporian
Ability: +2 Intelligence, -1 Dexterity Description: Gyroporians are rotating and dynamic
Special Traits: Herbalist's Expertise - Entolomans mushroom-folk with spinning caps. They have a
have proficiency with herbalism kits and can identify natural sense of balance and adaptability.
and brew potent medicinal remedies. Ability: +2 Dexterity, -1 Wisdom
Special Traits: Whirling Defense - When a
24. Name: Fomitoid Gyroporian takes the Dodge action, they gain a +2
Description: Fomitoids are resilient and stoic bonus to AC until the start of their next turn.
mushroom beings with woody and shelf-like caps.
They are known for their wisdom and longevity. 30. Name: Hebelomian
Ability: +2 Wisdom, -1 Dexterity Description: Hebelomians are adventurous and
Special Traits: Longevity - Fomitoids' natural curious mushroom beings with trumpet-shaped caps.
lifespans are three times longer than other races, They are known for their sharp senses and alertness.
and they age at a slower rate. Ability: +2 Wisdom, -1 Intelligence
Special Traits: Keen Senses - Hebelomians have
25. Name: Galeroid advantage on Wisdom (Perception) checks that rely
Description: Galeroids are flamboyant and colorful on sight, smell, or hearing.
mushroom-folk with frilled caps. They have an innate

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36. Name: Hypocrean


Description: Hypocreans are mysterious and eerie
31. Name: Hericioid mushroom beings with eerie glowing caps. They are
Description: Hericioids are stout and spiky adept at channeling negative energies.
mushroom-folk with hedgehog-like caps. They Ability: +2 Charisma, -1 Wisdom
possess natural quills that they can use for both Special Traits: Necrotic Channeling - Once per long
defense and crafting. rest, Hypocreans can channel necrotic energy
Ability: +2 Strength, -1 Charisma through touch, dealing 2d6 necrotic damage
Special Traits: Quill Barrage - Once per long rest, (Constitution saving throw halves the damage).
Hericioids can unleash a barrage of quills in a 15-foot
cone, dealing 2d6 piercing damage (Dexterity saving 37. Name: Inocybian
throw halves the damage). Description: Inocybians are tiny and unassuming
mushroom-folk with bell-shaped caps. They have a
32. Name: Hohenbuehlesean natural talent for evading danger.
Description: Hohenbuehleseans are tall and Ability: +2 Dexterity, -1 Strength
towering mushroom beings with tiered caps. They Special Traits: Nimble Escape - Inocybians can take
are known for their wisdom and philosophical the Disengage or Hide action as a bonus action once
insights. per short rest.
Ability: +2 Wisdom, -1 Dexterity
Special Traits: Sage's Knowledge - 38. Name: Kuehneroid
Hohenbuehleseans gain proficiency in two skills from Description: Kuehneroids are scholarly and bookish
the knowledge-based skill list (e.g., History, Religion, mushroom beings with hat-like caps. They possess
Arcana). vast stores of knowledge.
Ability: +2 Intelligence, -1 Strength
33. Name: Hygrophorite Special Traits: Bookworm - Kuehneroids have
Description: Hygrophorites are water-loving advantage on Intelligence (Investigation) checks
mushroom-folk with umbrella-like caps. They can when searching for information in books or libraries.
harness the power of water and moisture.
Ability: +2 Constitution, -1 Intelligence 39. Name: Laccarite
Special Traits: Aquatic Affinity - Hygrophorites can Description: Laccarites are colorful and vibrant
breathe underwater and gain resistance to cold mushroom-folk with glossy caps. They have a unique
damage. connection to the arts and creativity.
Ability: +2 Charisma, -1 Intelligence
34. Name: Hymenogasterian Special Traits: Inspiring Aura - Laccarites emit an
Description: Hymenogasterians are mysterious and aura of inspiration, granting allies within a 10-foot
elusive mushroom beings with concealed caps. They radius advantage on saving throws against being
are skilled in navigating the darkness. frightened or charmed.
Ability: +2 Dexterity, -1 Strength
Special Traits: Shadow Walk - Hymenogasterians 40. Name: Lactarioid
can teleport up to 30 feet to an unoccupied space Description: Lactarioids are nurturing and caring
they can see in dim light or darkness once per short mushroom beings with milky and latex-like caps.
rest. They have a gift for healing and restoration.
Ability: +2 Wisdom, -1 Dexterity
35. Name: Hypholomoid Special Traits: Healing Touch - Lactarioids can use
Description: Hypholomoids are delicate and an action to touch a creature and heal it for 2d6 hit
graceful mushroom-folk with slender caps. They points once per long rest.
possess a deep connection to the natural world.
Ability: +2 Wisdom, -1 Charisma
Special Traits: Nature's Touch - Hypholomoids have 41. Name: Lactarizid
advantage on Wisdom (Survival) checks made to Description: Lactarizids are mysterious and
track creatures or navigate through natural shadowy mushroom-folk with glowing, milky caps.
environments. They have an affinity for manipulating light and
darkness.

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Ability: +2 Dexterity, -1 Charisma 47. Name: Leucogastrian


Special Traits: Umbral Shift - Lactarizids can teleport Description: Leucogastrians are mysterious and
up to 30 feet to an unoccupied space they can see in enigmatic mushroom-folk with chalky-white caps.
dim light or darkness once per short rest. They have an innate connection to the mysteries of
the cosmos.
42. Name: Laschian Ability: +2 Wisdom, -1 Intelligence
Description: Laschians are diligent and hardworking Special Traits: Cosmic Insight - Leucogastrians can
mushroom beings with flat, disk-like caps. They are cast the *Guiding Bolt* spell once per long rest.
skilled crafters and builders.
Ability: +2 Intelligence, -1 Strength 48. Name: Luminellian
Special Traits: Master Craftsman - Laschians have Description: Luminellians are radiant and glowing
proficiency with artisan's tools of their choice and mushroom beings with crystalline caps. They emit an
gain advantage on checks made to craft or repair aura of gentle light.
objects. Ability: +2 Charisma, -1 Constitution
Special Traits: Radiant Aura - Luminellians' radiant
43. Name: Leccinoid aura provides bright light in a 10-foot radius and dim
Description: Leccinoids are grounded and earthy light for an additional 10 feet.
mushroom-folk with spongy caps. They have a deep
connection to the natural world. 49. Name: Lycoperdite
Ability: +2 Wisdom, -1 Charisma Description: Lycoperdites are explosive and volatile
Special Traits: Earthly Resilience - Leccinoids gain mushroom-folk with puffball-like caps. They can
resistance to bludgeoning damage and advantage on release bursts of spores as weapons.
saving throws against being knocked prone. Ability: +2 Dexterity, -1 Wisdom
Special Traits: Spore Burst - Once per short rest,
44. Name: Lentinoid Lycoperdites can release a burst of explosive spores
Description: Lentinoids are elegant and graceful in a 15-foot cone, dealing 2d6 damage (Dexterity
mushroom beings with fan-like caps. They possess a saving throw halves the damage).
calming presence that puts others at ease.
Ability: +2 Charisma, -1 Strength 50. Name: Macrocystidioid
Special Traits: Soothing Aura - Lentinoids emit a Description: Macrocystidioids are large and
calming aura, granting allies within a 10-foot radius imposing mushroom beings with intricate, colorful
advantage on saving throws against being frightened caps. They have a powerful presence that
or charmed. commands attention.
Ability: +2 Charisma, -1 Dexterity
45. Name: Lenzitoid Special Traits: Commanding Presence -
Description: Lenzitoids are mysterious and mystical Macrocystidioids have advantage on Charisma
mushroom-folk with translucent caps. They have a (Intimidation) checks and can use an action to
natural talent for divination and foresight. impose their presence, causing creatures within 30
Ability: +2 Intelligence, -1 Constitution feet to become frightened for 1 minute (Wisdom
Special Traits: Diviner's Insight - Lenzitoids can cast saving throw negates the effect).
the *Guidance* cantrip at will and have advantage on
Intelligence (Arcana) checks when identifying
magical properties. 51. Name: Marasmitian
Description: Marasmitians are ethereal and elusive
46. Name: Lepiotoid mushroom-folk with thin, thread-like caps. They have
Description: Lepiotoids are agile and nimble a natural talent for manipulating illusions.
mushroom beings with bell-shaped caps. They are Ability: +2 Intelligence, -1 Constitution
known for their grace and dancing abilities. Special Traits: Illusory Veil - Marasmitians can cast
Ability: +2 Dexterity, -1 Strength the *Minor Illusion* cantrip at will and can create
Special Traits: Dancing Finesse - Lepiotoids have more convincing illusions with increased complexity.
advantage on Dexterity (Acrobatics) checks and can
perform intricate dance routines. 52. Name: Marasmoid
Description: Marasmoids are ancient and wise

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mushroom beings with gnarled, twisted caps. They


have a deep connection to the history and lore of 58. Name: Mycenoid
their world. Description: Mycenoids are stoic and resilient
Ability: +2 Wisdom, -1 Strength mushroom beings with saucer-shaped caps. They
Special Traits: Ancestral Knowledge - Marasmoids have a deep connection to the earth and its energies.
have proficiency in two knowledge-based skills of Ability: +2 Constitution, -1 Dexterity
their choice (e.g., History, Arcana, Religion). Special Traits: Earth's Endurance - Mycenoids gain
resistance to bludgeoning damage and advantage on
53. Name: Melanogastran saving throws against being knocked prone.
Description: Melanogastrans are dark and
enigmatic mushroom-folk with black, smoky caps. 59. Name: Mycocluster
They can manipulate shadows and darkness. Description: Mycoclusters are hive-minded
Ability: +2 Dexterity, -1 Charisma mushroom-folk that form symbiotic colonies. Each
Special Traits: Shadow Walk - Melanogastrans can individual is linked to the collective consciousness.
teleport up to 30 feet to an unoccupied space they Ability: +2 Intelligence, -1 Charisma
can see in dim light or darkness once per short rest. Special Traits: Hive Mind - Mycoclusters can
communicate telepathically with other Mycoclusters
54. Name: Merulian within 100 feet, sharing thoughts and experiences.
Description: Merulians are vibrant and colorful
mushroom beings with fan-shaped caps. They have 60. Name: Myxogasterian
a natural talent for artistic expression. Description: Myxogasterians are gelatinous and
Ability: +2 Charisma, -1 Intelligence amorphous mushroom beings with ever-changing
Special Traits: Artistic Flair - Merulians have caps. They have the ability to liquefy and reform at
advantage on Charisma (Performance) checks and will.
can create mesmerizing performances. Ability: +2 Constitution, -1 Dexterity
Special Traits: Fluid Form - Myxogasterians can take
55. Name: Mitrulian the shape of a puddle of liquid, allowing them to
Description: Mitrulians are mysterious and mystical move through narrow spaces and escape restraints.
mushroom-folk with glowing, star-like caps. They
have a deep connection to the celestial realms. 61. Name: Nectrioid
Ability: +2 Wisdom, -1 Intelligence Description: Nectrioids are mysterious and
Special Traits: Starry Guidance - Mitrulians can cast enigmatic mushroom-folk with glowing, ethereal
the *Guidance* cantrip at will and have advantage on caps. They possess a connection to the weave of
Wisdom (Perception) checks when observing the magic.
night sky. Ability: +2 Intelligence, -1 Constitution
Special Traits: Arcane Attunement - Nectrioids have
56. Name: Morchelloid advantage on saving throws against spells and
Description: Morchelloids are quirky and whimsical magical effects.
mushroom beings with distinctive, sponge-like caps.
They have a talent for finding hidden treasures. 62. Name: Nidularite
Ability: +2 Wisdom, -1 Strength Description: Nidularites are nurturing and caring
Special Traits: Treasure Finder - Morchelloids have mushroom beings with cup-like caps that contain tiny
advantage on Wisdom (Perception) checks made to "eggs" or spores. They are protectors of nature.
find hidden or secret objects or compartments. Ability: +2 Wisdom, -1 Charisma
Special Traits: Guardian's Embrace - Nidularites can
57. Name: Morelkin use their action to heal a creature within 5 feet for
Description: Morelkins are small and sprightly 2d6 hit points once per long rest.
mushroom-folk with honeycomb-like caps. They are
quick and nimble, able to navigate through difficult 63. Name: Omphalin
terrain with ease. Description: Omphalins are versatile and adaptable
Ability: +2 Dexterity, -1 Strength mushroom-folk with umbrella-like caps. They are
Special Traits: Agile Sprint - Morelkins can take the known for their quick thinking and resourcefulness.
Dash action as a bonus action once per short rest. Ability: +2 Dexterity, -1 Strength

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Special Traits: Quick Thinking - Omphalins can take


the Help action as a bonus action once per short 69. Name: Phaeotellurian
rest. Description: Phaeotellurians are ancient and wise
mushroom-folk with dark, earthen caps. They
64. Name: Otidea possess a deep understanding of the natural world.
Description: Otideas are curious and inquisitive Ability: +2 Wisdom, -1 Strength
mushroom beings with ear-like caps. They have an Special Traits: Nature's Wisdom - Phaeotellurians
innate talent for uncovering secrets and mysteries. have advantage on Wisdom (Nature) checks and can
Ability: +2 Intelligence, -1 Charisma communicate with plants and animals as if under the
Special Traits: Investigator's Eye - Otideas have effect of the *Speak with Plants* spell.
advantage on Intelligence (Investigation) checks and
can uncover hidden details or clues others might 70. Name: Phallacean
miss. Description: Phallaceans are curious and eccentric
mushroom-folk with phallic-shaped caps. They have
65. Name: Pachylepyrian a unique ability to manipulate plant growth.
Description: Pachylepyrians are stoic and resilient Ability: +2 Wisdom, -1 Charisma
mushroom-folk with thick, leathery caps. They have a Special Traits: Plant Manipulation - Phallaceans can
deep connection to the earth and its healing cast the *Druidcraft* cantrip at will and have
energies. advantage on Wisdom (Nature) checks related to
Ability: +2 Constitution, -1 Dexterity plant growth.
Special Traits: Earth's Blessing - Once per long rest,
Pachylepyrians can cast the *Cure Wounds* spell at 71. Name: Phlebioid
1st level. Description: Phlebioids are agile and nimble
mushroom beings with veiny caps. They have a
66. Name: Panellian natural talent for tracking and following trails.
Description: Panellians are whimsical and artistic Ability: +2 Dexterity, -1 Strength
mushroom beings with fan-shaped caps. They have Special Traits: Tracker's Sense - Phlebioids have
an innate talent for inspiring creativity in others. advantage on Wisdom (Survival) checks made to
Ability: +2 Charisma, -1 Intelligence track creatures or navigate through natural
Special Traits: Inspiring Presence - Panellians can environments.
use their action to inspire creativity in allies within 30
feet, granting them advantage on Charisma 72. Name: Pleurotian
(Performance) or Charisma (Art) checks for 1 minute. Description: Pleurotians are elegant and graceful
mushroom-folk with oyster-shaped caps. They
67. Name: Paxilloid possess a natural affinity for water and aquatic life.
Description: Paxilloids are serene and tranquil Ability: +2 Dexterity, -1 Constitution
mushroom-folk with slender, ribbed caps. They have Special Traits: Aquatic Affinity - Pleurotians can
the ability to calm and pacify aggressive creatures. breathe underwater and gain resistance to cold
Ability: +2 Wisdom, -1 Strength damage.
Special Traits: Peaceful Aura - Paxilloids emit a
calming aura, granting advantage on Charisma 73. Name: Pleurotoid
(Persuasion) checks made to defuse hostile Description: Pleurotoids are versatile and adaptable
situations. mushroom beings with spoon-shaped caps. They
have a talent for mimicry and blending into their
68. Name: Peniophoroid surroundings.
Description: Peniophoroids are mysterious and Ability: +2 Charisma, -1 Intelligence
elusive mushroom beings with web-like caps. They Special Traits: Master Mimic - Pleurotoids can mimic
have a talent for blending into shadows and staying the voices and sounds of other creatures or objects
hidden. they have heard.
Ability: +2 Dexterity, -1 Charisma
Special Traits: Shadow Blend - Peniophoroids have 74. Name: Plutealean
advantage on Dexterity (Stealth) checks made to Description: Plutealeans are dignified and regal
hide in dim light or darkness. mushroom-folk with parasol-shaped caps. They

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possess an aura of command and authority. trance-like visions in others.


Ability: +2 Charisma, -1 Strength Ability: +2 Intelligence, -1 Wisdom
Special Traits: Commanding Presence - Plutealeans Special Traits: Hallucinogenic Spores - Once per
have advantage on Charisma (Intimidation) checks long rest, Psilocypians can release hallucinogenic
and can use an action to impose their presence, spores in a 15-foot cone, forcing creatures to make a
causing creatures within 30 feet to become Wisdom saving throw or become incapacitated for 1
frightened for 1 minute (Wisdom saving throw minute.
negates the effect).

75. Name: Pluteazean 80. Name: Pteruloid


Description: Pluteazeans are mysterious and Description: Pteruloids are nimble and winged
enigmatic mushroom beings with otherworldly caps. mushroom-folk with frond-like caps. They possess
They have a deep connection to the planes beyond. the ability to glide through the air.
Ability: +2 Intelligence, -1 Constitution Ability: +2 Dexterity, -1 Strength
Special Traits: Planar Attunement - Pluteazeans can Special Traits: Gliding Wings - Pteruloids can use
cast the *Detect Portal* spell once per long rest and their reaction to slow their fall and glide safely from
have advantage on Intelligence (Arcana) checks heights.
related to planar phenomena.
81. Name: Puccinian
76. Name: Pluteoid Description: Puccinians are resilient and tough
Description: Pluteoids are stoic and resilient mushroom beings with rust-colored caps. They
mushroom-folk with fan-shaped caps. They have a possess a natural resistance to various types of
deep connection to the cycles of life and death. damage.
Ability: +2 Wisdom, -1 Charisma Ability: +2 Constitution, -1 Intelligence
Special Traits: Death's Embrace - Pluteoids have Special Traits: Resilient Body - Puccinians have
advantage on saving throws against necrotic resistance to acid, fire, and poison damage.
damage and can communicate with the spirits of the
deceased. 82. Name: Ramariellian
Description: Ramariellians are slender and elegant
77. Name: Polyporite mushroom-folk with branch-like caps. They have a
Description: Polyporites are sturdy and tenacious natural affinity for the winds and skies.
mushroom beings with bracket-shaped caps. They Ability: +2 Dexterity, -1 Strength
possess a unique ability to manipulate wood and Special Traits: Airborne Agility - Ramariellians have
plant matter. advantage on Dexterity (Acrobatics) checks made
Ability: +2 Constitution, -1 Dexterity while airborne or on unstable surfaces.
Special Traits: Wood Manipulation - Polyporites can
manipulate wood and plant matter, shaping it and 83. Name: Ramarizid
causing it to grow or wither. Description: Ramarizids are wise and contemplative
mushroom beings with horn-like caps. They possess
78. Name: Psathyroid a unique ability to impart wisdom to others.
Description: Psathyroids are delicate and ethereal Ability: +2 Wisdom, -1 Charisma
mushroom-folk with gilled caps. They possess a Special Traits: Wise Counsel - Once per long rest,
connection to the dream realm and the power of Ramarizids can grant advantage on an ability check,
illusion. attack roll, or saving throw to an ally within 30 feet.
Ability: +2 Charisma, -1 Strength
Special Traits: Dreamweaver - Psathyroids can cast 84. Name: Russuloid
the *Sleep* spell once per long rest and have Description: Russuloids are sturdy and practical
advantage on Charisma (Deception) checks. mushroom-folk with vibrant-colored caps. They have
a talent for foraging and identifying edible fungi.
79. Name: Psilocypian Ability: +2 Wisdom, -1 Charisma
Description: Psilocypians are otherworldly and Special Traits: Foraging Expertise - Russuloids have
psychedelic mushroom beings with colorful, advantage on Wisdom (Survival) checks made to
hallucinogenic caps. They have the ability to induce find food, especially mushrooms and other fungi.

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Chapter 2 Races Hexmaster

Special Traits: Fey Connection - Thelephorites can


85. Name: Schizophyllite cast the *Druidcraft* cantrip at will and have
Description: Schizophyllites are mysterious and advantage on Intelligence (Nature) checks related to
enigmatic mushroom beings with bifurcated caps. the Feywild.
They have the ability to split and multiply.
Ability: +2 Intelligence, -1 Strength 91. Name: Tremellobian
Special Traits: Split Form - Schizophyllites can split Description: Tremellobians are mysterious and
into two identical copies of themselves, each with elusive mushroom beings with jelly-like caps. They
half the original hit points (once per long rest). have the ability to phase in and out of the Material
Plane.
86. Name: Sclerodermoid Ability: +2 Dexterity, -1 Wisdom
Description: Sclerodermoids are tough and resilient Special Traits: Phasing Step - Tremellobians can use
mushroom-folk with thick-skinned caps. They have their action to phase into the Ethereal Plane for up to
natural armor that protects against physical harm. 1 minute, becoming incorporeal but unable to interact
Ability: +2 Constitution, -1 Dexterity with the physical world (once per long rest).
Special Traits: Natural Armor - Sclerodermoids have
an armor class of 12 + Dexterity modifier while not 92. Name: Tricholoid
wearing armor. Description: Tricholoids are agile and nimble
mushroom-folk with hair-like caps. They possess
87. Name: Stereoid keen senses and are skilled trackers.
Description: Stereoids are mysterious and ethereal Ability: +2 Dexterity, -1 Strength
mushroom beings with strange, floating caps. They Special Traits: Keen Senses - Tricholoids have
have a connection to the Astral Plane. advantage on Wisdom (Perception) checks made to
Ability: +2 Intelligence, -1 Strength detect hidden or invisible creatures.
Special Traits: Astral Connection - Stereoids can
cast the *Misty Step* spell once per long rest. 93. Name: Tubarioid
Description: Tubarioids are serene and tranquil
88. Name: Stropharite mushroom beings with trumpet-like caps. They have
Description: Stropharites are musical and the ability to produce soothing melodies.
harmonious mushroom-folk with bell-shaped caps. Ability: +2 Charisma, -1 Strength
They have a natural talent for creating captivating Special Traits: Soothing Melodies - Once per long
melodies. rest, Tubarioids can produce a soothing melody that
Ability: +2 Charisma, -1 Strength grants allies within 30 feet temporary hit points equal
Special Traits: Melodic Charm - Stropharites have to 1d6 + Charisma modifier.
advantage on Charisma (Performance) checks when
playing musical instruments or singing. 94. Name: Tubarioid
Description: Tubarioids are grounded and earthy
89. Name: Suillinean mushroom-folk with hollow, tubular caps. They have
Description: Suillineans are jovial and exuberant a deep connection to the earth and its energies.
mushroom beings with pig-like snouts as caps. They Ability: +2 Wisdom, -1 Charisma
have a natural talent for finding treasures and Special Traits: Earth's Embrace - Tubarioids have
valuables. advantage on saving throws against earth-based
Ability: +2 Wisdom, -1 Intelligence spells and abilities.
Special Traits: Treasure Sense - Suillineans can
sense the presence of valuable items or precious 95. Name: Volvarian
metals within 30 feet, helping them locate hidden Description: Volvarians are fiery and explosive
treasures. mushroom beings with volcano-like caps. They
possess an innate connection to the elemental forces
90. Name: Thelephorite of fire.
Description: Thelephorites are mystical and Ability: +2 Constitution, -1 Dexterity
otherworldly mushroom-folk with umbrella-shaped Special Traits: Fire Affinity - Volvarians can cast the
caps. They have an innate connection to the Feywild. *Produce Flame* cantrip at will and have resistance
Ability: +2 Intelligence, -1 Strength to fire damage.

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Hexmaster Chapter 2 Races

96. Name: Xerocomoid 1. Aquarai:


Description: Xerocomoids are resilient and tough Description: Humanoid beings with gills, webbed
mushroom-folk with thick, scaly caps. They have a hands, and shimmering scales covering their bodies.
natural armor that protects against physical harm. They are known for their agility and grace
Ability: +2 Constitution, -1 Dexterity underwater.
Special Traits: Natural Armor - Xerocomoids have an Stat Adjustments: +2 Dexterity, +1 Constitution
armor class of 12 + Dexterity modifier while not Special Power/Trait: Aquatic Adaptation - Aquarai
wearing armor. can breathe both air and water. They have
advantage on Dexterity (Stealth) checks while
97. Name: Xeruloid underwater.
Description: Xeruloids are curious and eccentric
mushroom beings with distinctive, club-shaped caps. 2. Selkai:
They possess a connection to the Astral Plane. Description: Seal-like humanoids with sleek bodies,
Ability: +2 Intelligence, -1 Wisdom flippers, and large, expressive eyes. They are playful
Special Traits: Astral Connection - Xeruloids can cast and mischievous creatures.
the *Misty Step* spell once per long rest. Stat Adjustments: +1 Dexterity, +1 Charisma
Special Power/Trait: Amphibious - Selkai can
98. Name: Xylariellian breathe both air and water. They have advantage on
Description: Xylariellians are wise and ancient Charisma (Deception) checks when trying to charm
mushroom-folk with lichen-like caps. They have a others.
deep understanding of the natural world.
Ability: +2 Wisdom, -1 Charisma 3. Naiads:
Special Traits: Nature's Wisdom - Xylariellians have Description: Graceful water nymphs with flowing
advantage on Wisdom (Nature) checks and can hair and shimmering aquatic skin. They are closely
communicate with plants and animals as if under the connected to bodies of water and possess deep
effect of the *Speak with Plants* spell. mystical knowledge.
Stat Adjustments: +2 Wisdom, +1 Charisma
99. Name: Xylariian Special Power/Trait: Water Affinity - Naiads have
Description: Xylariians are ethereal and advantage on saving throws against spells and
otherworldly mushroom beings with ethereal, ghost- effects related to water. They can communicate with
like caps. They have a connection to the Plane of aquatic creatures.
Shadow.
Ability: +2 Intelligence, -1 Strength 4. Murlocks:
Special Traits: Shadow Step - Once per long rest, Description: Amphibious humanoid fish with slimy
Xylariians can step into the Plane of Shadow, skin and sharp teeth. They live in close-knit tribal
becoming incorporeal and gaining resistance to all communities beneath the waves.
damage for 1 minute. Stat Adjustments: +2 Strength, +1 Constitution
Special Power/Trait: Murky Presence - Murlocks
100. Name: Xylaphones have advantage on Strength (Intimidation) checks.
Description: Xylaphones are vibrant and musical They can hold their breath for twice as long as other
mushroom-folk with wooden, xylophone-like caps. races.
They have an innate talent for manipulating sound
and creating music. 5. Coralites:
Ability: +2 Charisma, -1 Strength Description: Humanoids with vibrant, coral-like
Special Traits: Musical Manipulation - Xylaphones growths covering their bodies. They are deeply
can use their action to create a harmonious melody connected to the coral reefs and possess healing
or a dissonant noise that affects creatures within 30 abilities.
feet. They can choose to either heal allies for 1d6 hit Stat Adjustments: +1 Constitution, +1 Wisdom
points or deal 1d6 thunder damage to enemies (once Special Power/Trait: Coral Resilience - Coralites
per short rest). have resistance to acid damage. They can cast the
Cure Wounds spell once per day as a racial ability.
16. Underwater

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Chapter 2 Races Hexmaster

6. Leviathans: possess a deep connection to the elemental plane of


Description: Enormous underwater giants with water.
tough, scaled skin and powerful tails. They are Stat Adjustments: +2 Charisma, +1 Wisdom
solitary creatures known for their immense strength. Special Power/Trait: Water Manipulation - Maridians
Stat Adjustments: +2 Strength, +1 Constitution can shape and manipulate water as if casting the
Special Power/Trait: Powerful Build - Leviathans Shape Water cantrip at will. They have advantage on
count as one size larger when determining carrying saving throws against being grappled.
capacity and the weight they can push, drag, or lift.
12. Crustaceans:
7. Sirens: Description: Anthropomorphic crustaceans with
Description: Alluring humanoid creatures with sturdy exoskeletons, claws, and antennae. They are
mesmerizing voices and fins on their arms and legs. known for their resilience and adaptability.
They lure unsuspecting creatures with their Stat Adjustments: +2 Constitution, +1 Strength
enchanting songs. Special Power/Trait: Shell Defense - Crustaceans
Stat Adjustments: +1 Charisma, +1 Intelligence have a natural AC bonus equal to their proficiency
Special Power/Trait: Enchanting Song - Sirens can bonus when not wearing armor. They have
use their voice to cast the Charm Person spell once resistance to slashing damage.
per day. They have advantage on Charisma
(Persuasion) checks. 13. Abysswalkers:
Description: Shadowy beings that thrive in the
8. Deepforged: darkness of the deepest ocean trenches. They have
Description: Living machines crafted by an ancient sleek bodies, elongated limbs, and bioluminescent
civilization, resembling humanoid constructs. They patterns on their skin.
have a bioluminescent glow and are powered by Stat Adjustments: +2 Dexterity, +1 Intelligence
elemental energy. Special Power/Trait: Shadow Step - Abysswalkers
Stat Adjustments: +2 Constitution, +1 Intelligence can teleport up to 30 feet to an unoccupied space in
Special Power/Trait: Elemental Core - Deepforged dim light or darkness as a bonus action. They have
have resistance to lightning damage. They can use a advantage on Dexterity (Stealth) checks in dim light
bonus action to release a burst of energy, dealing or darkness.
lightning damage to nearby enemies.
14. Mermara:
9. Glimmerkins: Description: Graceful and mysterious beings with
Description: Tiny, luminescent humanoid beings upper bodies of humanoid females and lower bodies
made of pure light. They are ephemeral and elusive, of shimmering fish tails. They possess an innate
often mistaken for underwater spirits. connection to the ocean's magic.
Stat Adjustments: +1 Dexterity, +1 Wisdom Stat Adjustments: +1 Charisma, +1 Wisdom
Special Power/Trait: Incorporeal Form - Glimmerkins Special Power/Trait: Song of the Sea - Mermara can
have advantage on Dexterity saving throws. They cast the Control Water spell once per day. They have
can cast the Light cantrip at will. resistance to cold damage.

10. Abyssal Terrors: 15. Gorgonids:


Description: Monstrous, nightmarish creatures from Description: Eel-like creatures with serpentine
the depths of the ocean. They possess multiple rows bodies and venomous fangs. They are feared for
of razor-sharp teeth and unsettling, bioluminescent their poisonous bites and ability to paralyze their
patterns on their bodies. prey.
Stat Adjustments: +2 Strength, +1 Constitution Stat Adjustments: +2 Dexterity, +1 Constitution
Special Power/Trait: Terrifying Presence - Abyssal Special Power/Trait: Paralyzing Bite - Gorgonids can
Terrors have advantage on Strength (Intimidation) use their bite attack to paralyze a creature for 1
checks. They have resistance to necrotic damage. minute. The target can repeat the saving throw at the
end of each of its turns to end the effect.
11. Maridians:
Description: Serene and elegant beings with 16. Kelpies:
ethereal, flowing bodies composed of water. They Description: Equine-like creatures with the lower

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Hexmaster Chapter 2 Races

bodies of powerful seahorses and flowing manes of


kelp. They are known for their speed and agility in 21. Deepseers:
water. Description: Beings with translucent bodies and
Stat Adjustments: +2 Dexterity, +1 Strength large, luminescent eyes adapted to see in the
Special Power/Trait: Aquatic Charger - Kelpies gain darkest depths of the ocean. They possess prophetic
a swimming speed equal to their walking speed. visions and insight into the unknown.
When they use the Dash action while swimming, Stat Adjustments: +2 Wisdom, +1 Intelligence
they can make a melee attack as a bonus action. Special Power/Trait: Darkvision - Deepseers can see
in darkness as if it were dim light. They have
17. Tidewalkers: advantage on Wisdom (Perception) checks related to
Description: Humanoids with amphibious traits, detecting hidden or obscured objects.
featuring smooth, blue skin and the ability to
manipulate water currents. They excel at traversing 22. Jellyfolk:
both land and sea. Description: Gelatinous creatures with transparent
Stat Adjustments: +1 Strength, +1 Wisdom bodies, pulsating with colorful bioluminescent lights.
Special Power/Trait: Current Control - Tidewalkers They can change their shape at will, resembling
can use an action to manipulate water currents in a humanoid forms.
30-foot radius. They can choose to create a strong Stat Adjustments: +1 Dexterity, +1 Constitution
current, aiding their swimming speed, or a gentle Special Power/Trait: Shapechanger - Jellyfolk can
current, hindering enemies' movement. alter their form to resemble any Medium humanoid.
They gain advantage on Dexterity (Sleight of Hand)
18. Krakenborn: checks.
Description: Descendants of the mighty krakens,
Krakenborn are humanoid beings with octopus-like 23. Tritons:
tentacles instead of legs. They possess a natural Description: Descendants of a noble aquatic race,
affinity for dark magic. Tritons possess both fish-like and humanoid
Stat Adjustments: +2 Intelligence, +1 Constitution characteristics. They are known for their natural
Special Power/Trait: Tentacle Grasp - Krakenborn leadership and warrior skills.
have two additional appendages in the form of Stat Adjustments: +1 Strength, +1 Wisdom
powerful tentacles. They can use these to make Special Power/Trait: Control Waves - Tritons can use
additional melee attacks as a bonus action. an action to conjure a wave of water that moves up
to 30 feet and can knock creatures prone. They can
19. Sunbreakers: do this once per short rest.
Description: Beings with luminescent bodies that
emit a warm, golden light. They are associated with 24. Lumarian Guardians:
the sun's power and are capable of harnessing its Description: Luminescent, humanoid beings formed
energy. from living crystals found deep within underwater
Stat Adjustments: +1 Constitution, +1 Charisma caverns. They are guardians of ancient knowledge
Special Power/Trait: Solar Radiance - Sunbreakers and mystical artifacts.
can emit a radiant burst of light, damaging nearby Stat Adjustments: +2 Intelligence, +1 Wisdom
enemies. They can use a bonus action to deal Special Power/Trait: Crystal Resonance - Lumarian
radiant damage to creatures within 10 feet. Guardians can focus their crystal essence to emit a
radiant light, granting advantage on saving throws
20. Serpentfolk: against being charmed or frightened.
Description: Serpent-like humanoids with scaled
bodies, snake-like eyes, and venomous fangs. They 25. Seaspawn:
possess ancient wisdom and are skilled in the arts of Description: Mysterious beings resembling
deception. humanoid creatures made entirely of water. They are
Stat Adjustments: +2 Charisma, +1 Dexterity bound to the elemental plane of water and possess
Special Power/Trait: Venomous Bite - Serpentfolk potent control over water-based magic.
can use their bite attack to deliver a poisonous Stat Adjustments: +2 Charisma, +1 Intelligence
venom. The target must succeed on a saving throw Special Power/Trait: Water Form - Seaspawn can
or be poisoned for a duration. transform their bodies into a liquid state, granting

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them resistance to non-magical bludgeoning, Special Power/Trait: Cursed Presence - Abyssal


piercing, and slashing damage. Shamblers can terrify creatures within 30 feet with
their twisted appearance. They have advantage on
26. Atlanteans: Strength (Intimidation) checks.
Description: Ancient descendants of an advanced
civilization, Atlanteans possess both aquatic and 31. Lumian Sirens:
humanoid traits. They are highly skilled in various Description: Enigmatic beings with ethereal,
underwater crafts and technologies. bioluminescent bodies and mesmerizing voices.
Stat Adjustments: +1 Dexterity, +1 Intelligence They lure unsuspecting creatures with their
Special Power/Trait: Technological Mastery - captivating songs.
Atlanteans gain proficiency with artisan's tools of Stat Adjustments: +2 Charisma, +1 Dexterity
their choice. They can craft advanced underwater Special Power/Trait: Enchanting Melody - Lumian
equipment and vehicles. Sirens can use their melodic voice to cast the Charm
Person spell once per day. They have advantage on
27. Maelstrom Dwellers: Charisma (Performance) checks.
Description: Beings born and raised within the heart
of treacherous underwater whirlpools. They have 32. Coralbound:
adapted to the chaotic currents and possess Description: Humanoid creatures with coral-like
heightened reflexes. growths and shells adorning their bodies. They have
Stat Adjustments: +2 Dexterity, +1 Constitution a symbiotic relationship with underwater ecosystems
Special Power/Trait: Whirlpool Dash - Maelstrom and possess druidic powers.
Dwellers can use a bonus action to move up to their Stat Adjustments: +2 Wisdom, +1 Constitution
movement speed, passing through other creatures' Special Power/Trait: Nature's Bond - Coralbound
spaces without provoking opportunity attacks. have advantage on Wisdom (Nature) checks and can
cast the Speak with Animals spell once per day.
28. Koi Guardians:
Description: Majestic, humanoid fish with vibrant 33. Skyrays:
scales and flowing fins. They are protectors of Description: Graceful and majestic creatures
sacred underwater realms and possess a strong resembling humanoid manta rays. They have long,
connection to elemental water magic. slender bodies and large wings that allow them to
Stat Adjustments: +2 Wisdom, +1 Strength glide effortlessly through the water.
Special Power/Trait: Water's Embrace - Koi Stat Adjustments: +2 Dexterity, +1 Wisdom
Guardians have resistance to cold damage. They Special Power/Trait: Glide - Skyrays can use their
can also use an action to conjure a shield of swirling wings to glide through the water, increasing their
water, gaining temporary hit points. swimming speed and granting them advantage on
Dexterity (Acrobatics) checks.
29. Waverunners:
Description: Agile beings with muscular tails and 34. Plagueborn:
webbed feet, resembling a fusion of dolphins and Description: Beings cursed by a dark, underwater
humanoid figures. They excel in underwater plague. They possess rotting, decaying flesh and
acrobatics and swift swimming. emit an aura of disease, causing unease in those
Stat Adjustments: +2 Dexterity, +1 Constitution around them.
Special Power/Trait: Swift Swimmer - Waverunners Stat Adjustments: +2 Constitution, +1 Strength
gain a swimming speed equal to twice their walking Special Power/Trait: Plague Aura - Plagueborn have
speed. They can move through the space of resistance to poison damage. Creatures that start
creatures larger than them without penalty. their turn within 10 feet of the Plagueborn must make
a Constitution saving throw or be poisoned.
30. Abyssal Shamblers:
Description: Twisted and grotesque creatures, 35. Hydralings:
Abyssal Shamblers are the result of dark, Description: Small, water-dwelling creatures with
otherworldly magic corrupting their original form. serpentine bodies and multiple heads. They are
They are relentless hunters of the deep. curious and mischievous, known for their quick
Stat Adjustments: +2 Strength, +1 Constitution reflexes and adaptability.

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Stat Adjustments: +2 Dexterity, +1 Intelligence powerful enchantments.


Special Power/Trait: Multi-Strike - Hydralings can Stat Adjustments: +2 Charisma, +1 Wisdom
make an additional melee attack with one of their Special Power/Trait: Enthralling Presence - Abyssal
heads as a bonus action. They have advantage on Muses have advantage on Charisma (Performance)
Dexterity (Sleight of Hand) checks. checks. They can also cast the Suggestion spell
once per day.
36. Obsidian Shells:
Description: Stout, crab-like beings with thick, 41. Deepwraiths:
obsidian shells. They are highly skilled craftsmen, Description: Shadowy beings that dwell in the
known for their ability to create intricate and durable deepest, darkest abysses of the ocean. They have
objects. incorporeal forms and feed on the fear of other
Stat Adjustments: +2 Strength, +1 Constitution creatures.
Special Power/Trait: Master Craftsmen - Obsidian Stat Adjustments: +2 Dexterity, +1 Charisma
Shells gain proficiency with artisan's tools of their Special Power/Trait: Phantasmal Form - Deepwraiths
choice. They have advantage on Strength (Athletics) have resistance to necrotic damage and can move
checks related to crafting or building. through other creatures' spaces as if they were
difficult terrain.
37. Trench Dwellers:
Description: Pale, eyeless creatures adapted to the 42. Reefwalkers:
extreme conditions of the deep ocean trenches. They Description: Agile beings with clawed hands and
possess heightened senses and are capable of feet, allowing them to traverse coral reefs and
seeing in total darkness. underwater cliffs with ease. They are nimble hunters
Stat Adjustments: +2 Wisdom, +1 Dexterity and skilled climbers.
Special Power/Trait: Darkvision - Trench Dwellers Stat Adjustments: +2 Dexterity, +1 Strength
can see in darkness as if it were bright light. They Special Power/Trait: Climbing Mastery - Reefwalkers
have advantage on Wisdom (Perception) checks have a climbing speed equal to their walking speed.
related to detecting hidden or obscured objects. They have advantage on Dexterity (Acrobatics)
checks related to climbing.
38. Coral Maulers:
Description: Hulking, muscular creatures with rocky, 43. Steamborn:
coral-covered bodies. They are fierce warriors, using Description: Beings formed from elemental steam
their massive strength to crush their enemies. and mist, with bodies that constantly emit wisps of
Stat Adjustments: +2 Strength, +1 Constitution vapor. They have a mysterious and elusive nature.
Special Power/Trait: Coral Endurance - Coral Stat Adjustments: +2 Constitution, +1 Intelligence
Maulers have resistance to piercing damage. They Special Power/Trait: Misty Veil - Steamborn have
can also add their Constitution modifier to melee resistance to fire damage. They can also cast the
weapon damage rolls. Fog Cloud spell once per day.

39. Luminar Engineers: 44. Scaled Seers:


Description: Brilliant beings with bioluminescent Description: Seers with reptilian traits, possessing
bodies and a deep understanding of advanced scaly skin and serpentine eyes. They have prophetic
underwater technology. They excel in inventing and visions and heightened perception.
manipulating machinery. Stat Adjustments: +2 Wisdom, +1 Intelligence
Stat Adjustments: +2 Intelligence, +1 Dexterity Special Power/Trait: Visions of Fate - Scaled Seers
Special Power/Trait: Technological Aptitude - have advantage on Wisdom (Perception) checks and
Luminar Engineers gain proficiency with tinker's can cast the Augury spell once per day.
tools. They can use an action to create a small,
simple mechanical device. 45. Luminauts:
Description: Adventurous explorers of the
40. Abyssal Muses: underwater realms, equipped with advanced diving
Description: Mystical beings with ethereal, flowing suits and technology. They are skilled in underwater
forms and hauntingly beautiful voices. They are navigation and survival.
conduits of abyssal magic, capable of weaving Stat Adjustments: +1 Intelligence, +1 Dexterity

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Chapter 2 Races Hexmaster

Special Power/Trait: Aquatic Explorer - Luminauts magical invention.


have resistance to cold damage. They also gain Stat Adjustments: +2 Intelligence, +1 Constitution
proficiency with navigator's tools and have Special Power/Trait: Arcane Infusion - Deepforged
advantage on Intelligence (Investigation) checks Artificers can infuse non-magical items with
related to underwater environments. temporary magical properties. They gain proficiency
with artisan's tools of their choice.
46. Leviathan Blooded:
Description: Descendants of ancient leviathans, 51. Coral Wardens:
they possess faint traces of their ancestors' immense Description: Guardians of the coral reefs, Coral
power coursing through their veins. They have a Wardens have merged with the vibrant coral
commanding presence. structures. They possess a deep bond with nature
Stat Adjustments: +2 Charisma, +1 Strength and an affinity for defensive magic.
Special Power/Trait: Leviathan's Presence - Stat Adjustments: +2 Wisdom, +1 Constitution
Leviathan Blooded have advantage on Charisma Special Power/Trait: Coral Shield - Coral Wardens
(Intimidation) checks and can use an action to let out have resistance to slashing damage. They can use
a mighty roar, causing fear in nearby creatures. an action to create a protective shield of coral,
granting temporary hit points to themselves or an
47. Nauticentaur: ally.
Description: Majestic beings with the upper body of
a humanoid and the lower body of a powerful, 52. Abyssal Stalkers:
aquatic creature such as a shark or giant squid. They Description: Stealthy and agile beings that thrive in
are formidable warriors. the abyssal depths. They have dark, shadowy bodies
Stat Adjustments: +2 Strength, +1 Constitution and are known for their expertise in hunting
Special Power/Trait: Aquatic Charge - Nauticentaurs underwater prey.
gain a swimming speed equal to their walking speed. Stat Adjustments: +2 Dexterity, +1 Strength
When they use the Dash action while swimming, Special Power/Trait: Shadow Camouflage - Abyssal
they can make a melee attack as a bonus action. Stalkers have advantage on Dexterity (Stealth)
checks while in dim light or darkness. They can also
48. Krillborn: move through the space of creatures larger than
Description: Tiny, bioluminescent creatures formed them without penalty.
from concentrated magical energy. They possess a
collective consciousness and are skilled in 53. Cetacean Shapeshifters:
manipulating arcane forces. Description: Beings with the ability to transform into
Stat Adjustments: +2 Intelligence, +1 Dexterity various cetacean forms, such as dolphins or orcas.
Special Power/Trait: Arcane Attunement - Krillborn They have a deep connection with marine life and
have advantage on Intelligence (Arcana) checks and possess aquatic empathy.
can cast the Dancing Lights cantrip at will. Stat Adjustments: +2 Charisma, +1 Wisdom
Special Power/Trait: Shapeshifter's Form - Cetacean
49. Tidecallers: Shapeshifters can use their action to polymorph into
Description: Mystic beings with the ability to a dolphin or orca form. While in this form, they gain a
commune with the tides and harness their power. swimming speed and additional abilities.
They are skilled healers and protectors of
underwater communities. 54. Aquaforged:
Stat Adjustments: +2 Wisdom, +1 Charisma Description: Living constructs created by ancient
Special Power/Trait: Healing Tides - Tidecallers can underwater civilizations. Aquaforged possess bodies
use an action to restore hit points to themselves or made of a combination of metal and crystal, granting
an ally within 30 feet. They can do this once per them durability and versatility.
short rest. Stat Adjustments: +2 Constitution, +1 Strength
Special Power/Trait: Elemental Affinity - Aquaforged
50. Deepforged Artificers: have resistance to acid damage. They can also
Description: Deepforged beings with an innate choose one element (fire, cold, lightning, or thunder)
talent for crafting and imbuing objects with arcane to be resistant to.
energy. They are skilled artificers and masters of

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55. Azure Sirens: Languages spell once per day.


Description: Sirens with radiant, azure-colored
bodies and voices that can both calm and inspire. 60. Abyssal Sages:
They are patrons of art and creativity, fostering Description: Wise and enigmatic beings that dwell
harmony in their communities. in the depths, surrounded by an aura of ancient
Stat Adjustments: +2 Charisma, +1 Intelligence knowledge. They possess profound insight into the
Special Power/Trait: Melodic Inspiration - Azure workings of the world.
Sirens can use their voice to grant inspiration to Stat Adjustments: +2 Intelligence, +1 Wisdom
allies. As a bonus action, they can provide a Bardic Special Power/Trait: Arcane Lore - Abyssal Sages
Inspiration die to a creature within 30 feet. gain proficiency in the Arcana skill. They have
advantage on Intelligence (Arcana) checks related to
56. Abyssal Engineers: deciphering ancient or obscure magical texts.
Description: Engineers born in the depths of the
abyss, skilled in crafting and manipulating dark 61. Tempest Riders:
energies. They are adept at creating deadly traps Description: Fearless beings who harness the
and harnessing forbidden powers. power of storms and lightning. They have electrified
Stat Adjustments: +2 Intelligence, +1 Dexterity bodies and are adept at both combat and controlling
Special Power/Trait: Dark Inventions - Abyssal weather phenomena.
Engineers gain proficiency with thief's tools. They Stat Adjustments: +2 Strength, +1 Dexterity
can also create and disarm traps with expertise. Special Power/Trait: Stormborn - Tempest Riders
have resistance to lightning damage. They can also
57. Kelpweavers: cast the Thunderwave spell once per day.
Description: Mysterious beings with long, flowing
hair made of kelp and the ability to manipulate plant 62. Chimerids:
life underwater. They are skilled in both druidic magic Description: Mysterious beings with hybrid forms,
and weaving. combining the features of various aquatic creatures.
Stat Adjustments: +2 Wisdom, +1 Dexterity They have adaptability and versatility in their physical
Special Power/Trait: Plant Manipulation - traits.
Kelpweavers can use their action to control and Stat Adjustments: +2 Constitution, +1 Dexterity
animate nearby underwater plant life. They have Special Power/Trait: Hybrid Form - Chimerids can
advantage on Wisdom (Nature) checks related to choose to have certain physical features of different
plants. underwater creatures, granting them situational
bonuses.
58. Deepsea Wardens:
Description: Stoic beings with glowing eyes and 63. Abyssal Whispers:
bioluminescent patterns on their bodies. They Description: Beings that have glimpsed the
possess a strong connection to the ocean's unfathomable depths of the abyss, gaining dark
elemental forces and serve as protectors. knowledge and powers. They are capable of
Stat Adjustments: +2 Wisdom, +1 Constitution communing with ancient, eldritch entities.
Special Power/Trait: Elemental Resilience - Deepsea Stat Adjustments: +2 Charisma, +1 Intelligence
Wardens have resistance to a chosen element (fire, Special Power/Trait: Eldritch Insights - Abyssal
cold, lightning, or acid). They can also use an action Whispers gain proficiency in the Arcana skill. They
to create a defensive barrier against that element. can also cast the Detect Thoughts spell once per
day.
59. Mariner's Marked:
Description: Beings marked by the sea's ancient 64. Mermariners:
magic, possessing mystical tattoos that grant them Description: Adventurous and daring individuals,
enhanced abilities. They are wanderers and Mermariners possess the ability to breathe both air
explorers, forever tied to the ocean. and water. They are skilled navigators and fearless
Stat Adjustments: +2 Dexterity, +1 Charisma explorers of the seas.
Special Power/Trait: Tattooed Secrets - Mariner's Stat Adjustments: +1 Dexterity, +1 Wisdom
Marked gain proficiency in one skill or tool of their Special Power/Trait: Amphibious Nature -
choice. They can also cast the Comprehend Mermariners can breathe both air and water. They

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Chapter 2 Races Hexmaster

have advantage on Wisdom (Survival) checks Special Power/Trait: Elemental Manipulation -


related to navigation. Shimmerkin can shape and manipulate water as if
casting the Shape Water cantrip at will. They have
65. Crystalline Shards: advantage on Dexterity (Sleight of Hand) checks
Description: Beings formed from crystalline when manipulating water.
structures found deep within underwater caves. They
have translucent bodies and possess the ability to 70. Stormtide Marauders:
manipulate and project prismatic light. Description: Fierce and rugged individuals who live
Stat Adjustments: +2 Intelligence, +1 Dexterity for the thrill of maritime battles and treasure hunts.
Special Power/Trait: Prismatic Projection - They are skilled sailors, fighters, and masters of
Crystalline Shards can project dazzling rays of naval combat.
multicolored light, dealing radiant damage to Stat Adjustments: +2 Strength, +1 Constitution
enemies. They can do this once per short rest. Special Power/Trait: Naval Expertise - Stormtide
Marauders have proficiency with navigator's tools
66. Tidecallers: and vehicles (water). They also have advantage on
Description: Mystic beings with the ability to Strength (Athletics) checks related to naval
manipulate the tides and harness their power. They maneuvers.
are skilled healers and protectors of underwater
communities. 71. Seashadow Assassins:
Stat Adjustments: +2 Wisdom, +1 Charisma Description: Masters of stealth and subterfuge,
Special Power/Trait: Healing Tides - Tidecallers can Seashadow Assassins are deadly operatives lurking
use an action to restore hit points to themselves or in the shadows of the underwater world. They strike
an ally within 30 feet. They can do this once per swiftly and silently.
short rest. Stat Adjustments: +2 Dexterity, +1 Intelligence
Special Power/Trait: Shadowstep - Seashadow
67. Shadowbringers: Assassins can teleport up to 30 feet to an
Description: Beings touched by the darkness of the unoccupied space in dim light or darkness as a
depths, they have a mysterious aura and shadowy bonus action. They have advantage on Dexterity
forms. They are skilled in shadow magic and (Stealth) checks in dim light or darkness.
deception.
Stat Adjustments: +2 Dexterity, +1 Charisma 72. Leviathan Guardians:
Special Power/Trait: Umbral Veil - Shadowbringers Description: Beings chosen by the ancient
have advantage on Dexterity (Stealth) checks while leviathans to serve as their protectors. They possess
in dim light or darkness. They can also cast the immense strength and resilience, as well as a deep
Darkness spell once per day. connection to these colossal creatures.
Stat Adjustments: +2 Strength, +1 Constitution
68. Triton Knights: Special Power/Trait: Leviathan's Might - Leviathan
Description: Noble warriors of the underwater Guardians have advantage on saving throws against
realms, Triton Knights are known for their honor and being frightened. They can also use an action to
unwavering dedication to justice. They possess make a mighty, sweeping attack with their weapon.
exceptional combat skills and leadership qualities.
Stat Adjustments: +2 Strength, +1 Charisma 73. Seafire Alchemists:
Special Power/Trait: Knight's Valor - Triton Knights Description: Masters of the alchemical arts, Seafire
have advantage on saving throws against being Alchemists harness the power of underwater flora
charmed or frightened. They can also cast the Shield and fauna to create potent concoctions and
of Faith spell once per day. explosive substances.
Stat Adjustments: +2 Intelligence, +1 Dexterity
69. Shimmerkin: Special Power/Trait: Alchemical Mastery - Seafire
Description: Beings composed of shimmering water Alchemists gain proficiency with alchemist's supplies.
droplets, giving them an ethereal appearance. They They can also create and use alchemical items with
have a deep connection to elemental water and can enhanced effects.
manipulate it with precision.
Stat Adjustments: +2 Dexterity, +1 Intelligence 74. Abyssal Juggernauts:

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Hexmaster Chapter 2 Races

Description: Enormous and formidable beings of (Investigation) checks related to deciphering ancient
pure muscle and power, Abyssal Juggernauts are texts or solving puzzles.
capable of devastating displays of strength and
wreaking havoc in combat. 79. Current Dancers:
Stat Adjustments: +2 Strength, +1 Constitution Description: Graceful and agile beings that navigate
Special Power/Trait: Unstoppable Charge - Abyssal the ocean currents with fluid movements. They have
Juggernauts gain a bonus to their movement speed a profound connection with the ebb and flow of the
and deal additional damage when they make a tides.
melee attack after moving at least 20 feet in a Stat Adjustments: +2 Dexterity, +1 Charisma
straight line. Special Power/Trait: Fluid Motion - Current Dancers
gain a swimming speed equal to their walking speed.
75. Pearlweavers: They have advantage on Dexterity (Acrobatics)
Description: Skilled artisans and craftsmen, checks related to acrobatic maneuvers underwater.
Pearlweavers create intricate jewelry and artifacts
using the natural pearls found in the depths of the 80. Meridian Oracles:
ocean. They possess a keen eye for beauty. Description: Mystics blessed with the gift of
Stat Adjustments: +2 Intelligence, +1 Charisma prophecy and the ability to commune with ancient
Special Power/Trait: Artistic Eye - Pearlweavers gain spirits. They are revered as seers and advisors
proficiency with jeweler's tools. They have advantage within underwater societies.
on Charisma (Persuasion) checks related to selling Stat Adjustments: +2 Wisdom, +1 Charisma
or trading their crafted items. Special Power/Trait: Prophetic Insight - Meridian
Oracles have advantage on Wisdom (Perception)
76. Aquaformers: checks related to detecting hidden or obscured
Description: Beings with the ability to alter their objects. They can also cast the Augury spell once
physical forms, adapting to different aquatic per day.
environments. They are adept at surviving and
thriving in a variety of underwater conditions. 81. Abyssal Artificers:
Stat Adjustments: +2 Constitution, +1 Wisdom Description: Masters of combining magic and
Special Power/Trait: Adaptive Physiology - technology, Abyssal Artificers create powerful
Aquaformers can alter their physical features to gain enchanted artifacts and devices. They possess a
resistance to a specific environmental condition (e.g., deep understanding of both arcane and mechanical
cold, pressure, or toxins). principles.
Stat Adjustments: +2 Intelligence, +1 Constitution
77. Abyssal Harbingers: Special Power/Trait: Arcane Engineering - Abyssal
Description: Harbingers of doom and catastrophe, Artificers gain proficiency with tinker's tools. They
Abyssal Harbingers have a foreboding presence and can also cast the Identify spell as a ritual.
can tap into the dark energies of the abyss. They are
agents of destruction. 82. Gilded Finfolk:
Stat Adjustments: +2 Charisma, +1 Intelligence Description: Majestic beings with shimmering,
Special Power/Trait: Harbinger's Aura - Abyssal golden scales and a regal presence. They are
Harbingers emit an aura of unease, causing natural leaders and diplomats, skilled in negotiation
creatures within 30 feet to have disadvantage on and maintaining peace.
saving throws against being frightened. Stat Adjustments: +2 Charisma, +1 Wisdom
Special Power/Trait: Diplomatic Presence - Gilded
78. Sunken Scholars: Finfolk have advantage on Charisma (Persuasion)
Description: Scholars dedicated to uncovering the checks when dealing with aquatic creatures. They
secrets and forgotten knowledge of the underwater can also cast the Charm Person spell once per day.
world. They are avid researchers and possess a
deep understanding of history and arcane lore. 83. Shadowsea Stalkers:
Stat Adjustments: +2 Intelligence, +1 Wisdom Description: Cunning and elusive hunters of the
Special Power/Trait: Scholar's Insight - Sunken shadowed depths, Shadowsea Stalkers excel at
Scholars gain proficiency in two skills or tools of their stealth and ambush tactics. They are adept at
choice. They have advantage on Intelligence navigating treacherous underwater environments.

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Stat Adjustments: +2 Dexterity, +1 Intelligence 88. Seashell Singers:


Special Power/Trait: Shadowstep - Shadowsea Description: Beings with seashell-shaped vocal
Stalkers can teleport up to 30 feet to an unoccupied chambers that allow them to produce enchanting
space in dim light or darkness as a bonus action. melodies. They are skilled performers and
They have advantage on Dexterity (Stealth) checks entertainers, capable of mesmerizing audiences.
in dim light or darkness. Stat Adjustments: +2 Charisma, +1 Dexterity
Special Power/Trait: Melodic Enchantment - Seashell
84. Siren's Serenade: Singers have advantage on Charisma (Performance)
Description: Enchanting beings with captivating checks. They can also use their voice to cast the
voices and mesmerizing presence. They are skilled Sleep spell once per day.
in the art of persuasion and can manipulate emotions
with their songs. 89. Arcane Mermen:
Stat Adjustments: +2 Charisma, +1 Wisdom Description: Mermen gifted with innate magical
Special Power/Trait: Enthralling Song - Siren's abilities, they wield the forces of elemental water with
Serenade can use their voice to cast the Friends precision and control. They are highly skilled
cantrip and the Charm Person spell once per day. spellcasters and wielders of arcane power.
They have advantage on Charisma (Performance) Stat Adjustments: +2 Intelligence, +1 Wisdom
checks. Special Power/Trait: Arcane Mastery - Arcane
Mermen gain proficiency in the Arcana skill. They
85. Murkminders: can also cast the Cantrip spell once per day.
Description: Mystical beings with a connection to
the murky depths, Murkminders possess the ability to 90. Coralweavers:
manipulate and control the shadows and darkness Description: Beings with the ability to manipulate
around them. and control coral growth, Coralweavers shape their
Stat Adjustments: +2 Wisdom, +1 Intelligence surroundings and create intricate structures. They
Special Power/Trait: Shadow Manipulation - have a deep affinity for underwater architecture.
Murkminders can manipulate shadows to create Stat Adjustments: +2 Intelligence, +1 Wisdom
areas of dim light or darkness. They have advantage Special Power/Trait: Architectural Mastery -
on Wisdom (Perception) checks in dim light or Coralweavers gain proficiency with mason's tools.
darkness. They can also use their action to manipulate coral
formations to create barriers or bridges.
86. Coralshifters:
Description: Beings with the ability to merge with 91. Tidecall Champions:
and manipulate coral structures. They have a deep Description: Warriors chosen by the tides
connection to coral reefs and can reshape their themselves to serve as their champions. They
bodies to adapt to various situations. possess exceptional combat skills and have the
Stat Adjustments: +2 Constitution, +1 Dexterity ability to manipulate water in battle.
Special Power/Trait: Coral Fusion - Coralshifters can Stat Adjustments: +2 Strength, +1 Constitution
meld their bodies with coral structures to gain Special Power/Trait: Tide's Fury - Tidecall
temporary hit points and other benefits. They can do Champions can use their action to create powerful
this once per short rest. water-based attacks, dealing 1d6 additional damage
and potentially knocking foes prone.
87. Deepdivers:
Description: Fearless explorers of the deepest 92. Abyssal Weavers:
ocean trenches, Deepdivers have adapted to the Description: Mystical beings that can manipulate
extreme pressures and darkness of the abyss. They the dark energies of the abyss. They have the power
are skilled at surviving in the harshest environments. to shape and control shadows, weaving them into
Stat Adjustments: +2 Constitution, +1 Strength powerful spells and illusions.
Special Power/Trait: Abyssal Endurance - Stat Adjustments: +2 Intelligence, +1 Charisma
Deepdivers have resistance to cold and necrotic Special Power/Trait: Shadow Manipulation - Abyssal
damage. They can also hold their breath for an Weavers can manipulate shadows to create illusions
extended duration. and deceive their foes. They have advantage on
Charisma (Deception) checks when using illusions.

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Hexmaster Chapter 2 Races

(Persuasion) checks when interacting with other


93. Tidal Conjurers: noble or influential individuals.
Description: Masters of elemental water magic,
Tidal Conjurers have the ability to summon and 98. Abyssal Revenants:
command water-based creatures and spells. They Description: Undead beings tied to the dark depths
are skilled in the art of conjuration. of the abyss, Abyssal Revenants possess a chilling
Stat Adjustments: +2 Intelligence, +1 Wisdom aura and the ability to drain the life force of their foes.
Special Power/Trait: Summon Elemental - Tidal Stat Adjustments: +2 Constitution, +1 Strength
Conjurers can cast the Conjure Elemental spell once Special Power/Trait: Life Drain - Abyssal Revenants
per day, summoning a water elemental to aid them in can use their touch to drain the life force from a
battle. creature, dealing necrotic damage and healing
themselves.
94. Pearlborn:
Description: Beings born from the essence of 99. Seafoam Sages:
pearls, Pearlborn have luminescent bodies and Description: Wise and ancient beings that embody
possess the ability to enhance their allies' abilities the essence of seafoam and mist. They possess
through their radiant presence. deep knowledge of elemental water magic and serve
Stat Adjustments: +2 Charisma, +1 Wisdom as advisors and guardians of ancient sites.
Special Power/Trait: Radiant Empowerment - Stat Adjustments: +2 Wisdom, +1 Intelligence
Pearlborn can use their action to grant a temporary Special Power/Trait: Misty Veil - Seafoam Sages
bonus to ability checks or saving throws for have advantage on Wisdom (Perception) checks in
themselves or an ally within 30 feet. fog or mist. They can also cast the Fog Cloud spell
once per day.
95. Seawind Dancers:
Description: Graceful and agile beings that dance 100. Krakenkin:
through the water with unmatched elegance. They Description: Descendants of mighty krakens,
possess an affinity for the wind and are adept at Krakenkin possess physical traits reminiscent of their
maneuvering through aerial and aquatic spaces. colossal ancestors. They are formidable warriors and
Stat Adjustments: +2 Dexterity, +1 Charisma have limited control over water-based magic.
Special Power/Trait: Aerial Acrobatics - Seawind Stat Adjustments: +2 Strength, +1 Constitution
Dancers have a flying speed equal to their swimming Special Power/Trait: Kraken's Fury - Krakenkin have
speed. They have advantage on Dexterity resistance to lightning and thunder damage. They
(Acrobatics) checks related to aerial maneuvers. can also use an action to unleash a destructive wave
of water, dealing damage to all creatures in a cone-
96. Abyssal Menders: shaped area.
Description: Healers blessed with the ability to 17. Fey creatures
mend wounds and cure ailments with the power of
the abyss. They are compassionate beings 1. Lumina Sprites
dedicated to restoring health and vitality. Description: Lumina Sprites are tiny, radiant beings
Stat Adjustments: +2 Wisdom, +1 Constitution with shimmering wings that emit a soft glow. They
Special Power/Trait: Abyssal Healing - Abyssal are mischievous tricksters, known for their pranks
Menders can use their action to restore hit points to and playful nature.
themselves or an ally. They can also cure diseases Stat Adjustments: +2 Dexterity, -2 Strength
and neutralize poisons. Special Powers/Traits: Invisibility at will, can cast
Dancing Lights once per day.
97. Maritocracy Nobles:
Description: Aristocratic rulers of underwater city- 2. Thornkin
states, Maritocracy Nobles possess political Description: Thornkin are fey creatures resembling
influence and diplomatic finesse. They are adept at humanoid plants. Their bodies are covered in thorny
maintaining order and negotiating alliances. vines, and they have an affinity for nature and plant
Stat Adjustments: +2 Charisma, +1 Intelligence life.
Special Power/Trait: Diplomatic Prowess - Stat Adjustments: +2 Wisdom, -2 Intelligence
Maritocracy Nobles have advantage on Charisma Special Powers/Traits: Resistance to poison

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damage, can cast Entangle once per day. Description: Dreamweavers are fey creatures with
the ability to manipulate dreams. They can enter the
3. Moonborn dreams of others and shape them to their will.
Description: Moonborn are fey creatures born under Stat Adjustments: +2 Intelligence, -2 Strength
the light of the full moon. They have an ethereal Special Powers/Traits: Can enter the dreams of
beauty and an otherworldly presence. others, can cast Sleep once per day.
Stat Adjustments: +2 Charisma, -2 Constitution
Special Powers/Traits: Moonlight Affinity (gain 10. Gloomfae
bonuses under moonlight), can cast Moonbeam once Description: Gloomfae are shadowy fey creatures
per day. that dwell in the darkness. They have a mysterious
aura and are skilled at stealth and deception.
4. Clockwork Pixies Stat Adjustments: +2 Dexterity, -2 Charisma
Description: Clockwork Pixies are tiny mechanical Special Powers/Traits: Shadow Stealth (gain
fairies created by ancient clockwork artisans. They bonuses in dim light and darkness), can cast
have intricate gears and delicate wings. Darkness once per day.
Stat Adjustments: +2 Intelligence, -2 Strength
Special Powers/Traits: Immunity to poison and 11. Aurorafly
disease, can repair objects and devices. Description: Auroraflies are small, luminescent fey
creatures with delicate, iridescent wings. They are
5. Mistweavers attracted to beauty and are often found near
Description: Mistweavers are fey creatures who can enchanting landscapes.
manipulate and control mists and fog. They are Stat Adjustments: +2 Charisma, -2 Strength
mysterious and often dwell in misty realms. Special Powers/Traits: Bioluminescence (emit light),
Stat Adjustments: +2 Wisdom, -2 Strength can cast Faerie Fire once per day.
Special Powers/Traits: Can create an area of
magical mist once per day, granting concealment to 12. Starseekers
themselves and allies. Description: Starseekers are celestial fey beings
with a connection to the night sky. They have starry
6. Mirrorborn patterns on their skin and are seekers of cosmic
Description: Mirrorborn are fey beings born from knowledge.
enchanted mirrors. They have a reflective, mirror-like Stat Adjustments: +2 Intelligence, -2 Constitution
skin and possess the ability to manipulate reflections. Special Powers/Traits: Darkvision, can cast Guiding
Stat Adjustments: +2 Charisma, -2 Constitution Bolt once per day.
Special Powers/Traits: Mirror Image once per day,
can communicate through mirrors. 13. Coralheart Nymphs
Description: Coralheart Nymphs are fey creatures
7. Emberkin with vibrant, coral-like growths on their bodies. They
Description: Emberkin are fiery fey creatures with are guardians of the underwater realms and have an
hair and eyes that emit flames. They are passionate affinity for marine life.
and known for their fierce tempers. Stat Adjustments: +2 Wisdom, -2 Strength
Stat Adjustments: +2 Strength, -2 Intelligence Special Powers/Traits: Water Breathing, can cast
Special Powers/Traits: Resistance to fire damage, Control Water once per day.
can cast Produce Flame once per day.
14. Whisperwind
8. Sylphs Description: Whisperwinds are ethereal fey beings
Description: Sylphs are air elementals in humanoid with flowing, translucent wings. They are
form. They have airy, translucent wings and are messengers of the wind and have a deep connection
known for their grace and swift movements. with the elemental forces.
Stat Adjustments: +2 Dexterity, -2 Constitution Stat Adjustments: +2 Dexterity, -2 Constitution
Special Powers/Traits: Feather Fall at will, can cast Special Powers/Traits: Feather Fall at will, can cast
Gust of Wind once per day. Gust once per day.

9. Dreamweavers 15. Glimmerkin

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Description: Glimmerkin are fey creatures with can cast Ice Knife once per day.
shimmering skin and the ability to bend light around
themselves. They are known for their elusive nature 21. Glimmerglen Pixies
and illusions. Description: Glimmerglen Pixies are tiny fey
Stat Adjustments: +2 Charisma, -2 Strength creatures with translucent wings and a radiant glow.
Special Powers/Traits: Disguise Self at will, can cast They are protectors of enchanted forests and have a
Color Spray once per day. deep affinity for nature.
Stat Adjustments: +2 Dexterity, -2 Strength
16. Sylvan Satyrs Special Powers/Traits: Forest Affinity (bonus to
Description: Sylvan Satyrs are half-fey creatures nature-related checks), can cast Goodberry once per
with the lower bodies of goats and the upper bodies day.
of humanoids. They are mischievous musicians and
lovers of revelry. 22. Stormcallers
Stat Adjustments: +2 Charisma, -2 Intelligence Description: Stormcallers are fey beings with
Special Powers/Traits: Natural Agility (advantage on crackling energy running through their bodies. They
Acrobatics checks), can cast Charm Person once per have an affinity for lightning and storms, and their
day. presence charges the air.
Stat Adjustments: +2 Constitution, -2 Wisdom
17. Frostkin Special Powers/Traits: Resistance to lightning
Description: Frostkin are fey creatures with icy, damage, can cast Call Lightning once per day.
crystalline bodies. They are at home in wintry
landscapes and have an affinity for ice and cold 23. Glimmerfire
magic. Description: Glimmerfires are fey creatures with
Stat Adjustments: +2 Constitution, -2 Wisdom bodies made of living flames. They radiate heat and
Special Powers/Traits: Resistance to cold damage, light and are often found in volcanic or fiery
can cast Ray of Frost once per day. environments.
Stat Adjustments: +2 Intelligence, -2 Charisma
18. Solarae Special Powers/Traits: Resistance to fire damage,
Description: Solarae are radiant fey beings with can cast Fire Bolt once per day.
golden skin and a connection to the sun. They
possess a warm and radiant presence, bringing light 24. Mothfolk
wherever they go. Description: Mothfolk are fey creatures with wings
Stat Adjustments: +2 Wisdom, -2 Dexterity resembling colorful moth wings. They are drawn to
Special Powers/Traits: Sun's Blessing (bonus light and have an affinity for illusions and
damage in sunlight), can cast Daylight once per day. enchantments.
Stat Adjustments: +2 Charisma, -2 Strength
19. Thistleglimmers Special Powers/Traits: Low-light Vision, can cast
Description: Thistleglimmers are small, feisty fey Faerie Fire once per day.
creatures with thorny exteriors and a penchant for
pranks. They are known for their sharp wit and 25. Twilight Sylphs
unpredictable nature. Description: Twilight Sylphs are sylphs with a
Stat Adjustments: +2 Dexterity, -2 Strength unique connection to the shifting light of dusk and
Special Powers/Traits: Thorny Defense (damage to dawn. They have an enigmatic nature and can walk
attackers), can cast Tasha's Hideous Laughter once the boundary between day and night.
per day. Stat Adjustments: +2 Wisdom, -2 Strength
Special Powers/Traits: Duskwalker (advantage on
20. Shimmerfrost stealth checks in low-light conditions), can cast Sleep
Description: Shimmerfrosts are fey creatures with once per day.
icy blue skin and hair that glistens like frost. They are
adept at manipulating cold magic and are resistant to 26. Honeyheart
freezing temperatures. Description: Honeyhearts are fey creatures with a
Stat Adjustments: +2 Intelligence, -2 Constitution sweet, amber-colored skin and a connection to bees
Special Powers/Traits: Resistance to cold damage, and honey. They are known for their gentle nature

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and healing abilities. crackling energy and are known for their quick
Stat Adjustments: +2 Wisdom, -2 Dexterity tempers.
Special Powers/Traits: Natural Healing (bonus to Stat Adjustments: +2 Dexterity, -2 Wisdom
healing spells), can cast Cure Wounds once per day. Special Powers/Traits: Thunderous Step (create
minor shockwaves), can cast Thunderwave once per
27. Dewdrop Sprites day.
Description: Dewdrop Sprites are small fey
creatures with glistening, water-like wings. They are 33. Enigma Shades
associated with freshness and purity and are often Description: Enigma Shades are mysterious fey
found near bodies of water. beings wrapped in shadows. They possess an
Stat Adjustments: +2 Dexterity, -2 Strength enigmatic nature and are skilled in stealth and
Special Powers/Traits: Water Affinity (bonus to subterfuge.
water-related checks), can cast Create or Destroy Stat Adjustments: +2 Dexterity, -2 Charisma
Water once per day. Special Powers/Traits: Shadow Blend (bonus to
Stealth checks in dim light and darkness), can cast
28. Gossamer Weavers Invisibility once per day.
Description: Gossamer Weavers are fey artisans
who create intricate tapestries from ethereal threads. 34. Crystalweavers
They are skilled in illusions and enchantments and Description: Crystalweavers are fey creatures with
have a natural talent for weaving magic. bodies made of vibrant, crystalline structures. They
Stat Adjustments: +2 Intelligence, -2 Constitution have an affinity for gemstones and possess natural
Special Powers/Traits: Illusory Weaving (bonus to gem-related abilities.
illusion spells), can cast Minor Illusion once per day. Stat Adjustments: +2 Intelligence, -2 Strength
Special Powers/Traits: Crystal Affinity (bonus to
29. Mirthlings gem-related checks), can cast Chromatic Orb once
Description: Mirthlings are joyous fey creatures with per day.
infectious laughter and playful antics. They bring
laughter and merriment wherever they go. 35. Whispering Willows
Stat Adjustments: +2 Charisma, -2 Wisdom Description: Whispering Willows are tall, slender fey
Special Powers/Traits: Mirthful Laughter (advantage creatures with long, flowing hair and gentle voices.
on persuasion checks), can cast Tasha's Hideous They are attuned to the winds and have an innate
Laughter once per day. ability to calm and soothe.
Stat Adjustments: +2 Charisma, -2 Strength
30. Aetherwalkers Special Powers/Traits: Soothing Presence
Description: Aetherwalkers are ethereal fey beings (advantage on persuasion checks), can cast Calm
that can phase in and out of the material plane. They Emotions once per day.
have an otherworldly aura and are often messengers
between realms. 36. Labyrinthine Tricksters
Stat Adjustments: +2 Dexterity, -2 Constitution Description: Labyrinthine Tricksters are cunning fey
Special Powers/Traits: Ethereal Step (can become creatures with a deep connection to mazes and
ethereal for 1 hour), can cast Blink once per day. puzzles. They are adept at navigating complex paths
and are skilled in illusions.
31. Wispkin Stat Adjustments: +2 Intelligence, -2 Constitution
Description: Wispkin are wisps of pure light given Special Powers/Traits: Maze Navigator (bonus to
form. They emit a soft, gentle glow and are often navigation and maze-related checks), can cast Mirror
found in secluded, mystical places. Image once per day.
Stat Adjustments: +2 Wisdom, -2 Strength
Special Powers/Traits: Light Form (can transform 37. Brambleheart
into a dim light source), can cast Light once per day. Description: Bramblehearts are fey creatures with
bodies intertwined with thorny vines. They have a
32. Thundersprites protective nature and are often found in dense,
Description: Thundersprites are tiny fey creatures overgrown forests.
that embody the power of thunderstorms. They have Stat Adjustments: +2 Wisdom, -2 Dexterity

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Special Powers/Traits: Thorny Resistance (damage Description: Sylvanbounds are fey creatures with
to attackers), can cast Barkskin once per day. an affinity for the wilderness and a deep connection
to the natural world. They often have animalistic
38. Silent Whispers traits and appearances.
Description: Silent Whispers are fey beings with Stat Adjustments: +2 Dexterity, -2 Intelligence
almost translucent bodies and an uncanny ability to Special Powers/Traits: Natural Explorer (bonus to
move without making a sound. They are often survival checks in natural environments), can cast
messengers and spies. Speak with Animals once per day.
Stat Adjustments: +2 Dexterity, -2 Charisma
Special Powers/Traits: Silent Movement (advantage 44. Glimmering Archons
on Stealth checks), can cast Message once per day. Description: Glimmering Archons are celestial fey
beings with iridescent, ethereal wings. They are
39. Glowroot Spriggans emissaries of light and possess divine abilities.
Description: Glowroot Spriggans are small fey Stat Adjustments: +2 Charisma, -2 Constitution
creatures with luminescent mushrooms growing on Special Powers/Traits: Divine Radiance (bonus to
their bodies. They are at home in dark, subterranean healing spells), can cast Sacred Flame once per day.
environments.
Stat Adjustments: +2 Constitution, -2 Intelligence 45. Chillwind
Special Powers/Traits: Fungal Resilience (resistance Description: Chillwinds are fey creatures with icy
to poison damage), can cast Poison Spray once per blue skin and an icy breath that can freeze their
day. surroundings. They are adapted to cold
environments.
40. Wanderlust Nixies Stat Adjustments: +2 Constitution, -2 Wisdom
Description: Wanderlust Nixies are adventurous fey Special Powers/Traits: Resistance to cold damage,
creatures with a strong wanderlust and a love for can cast Frostbite once per day.
exploring. They are often found near rivers and
bodies of water. 46. Gossamer Dancers
Stat Adjustments: +2 Dexterity, -2 Wisdom Description: Gossamer Dancers are elegant fey
Special Powers/Traits: Water Affinity (bonus to creatures with flowing, diaphanous wings and a
water-related checks), can cast Misty Step once per graceful presence. They are known for their
day. mesmerizing dances.
Stat Adjustments: +2 Dexterity, -2 Strength
41. Gloomweavers Special Powers/Traits: Graceful Flight (advantage on
Description: Gloomweavers are fey creatures with Acrobatics checks related to flying), can cast Charm
dark, shadowy wings and a connection to the night. Person once per day.
They are skilled in weaving illusions and
manipulating shadows. 47. Crimson Drifters
Stat Adjustments: +2 Charisma, -2 Strength Description: Crimson Drifters are fiery fey beings
Special Powers/Traits: Shadow Veil (bonus to with crimson-hued skin and the ability to manipulate
Stealth checks in dim light and darkness), can cast flames. They leave trails of sparks wherever they go.
Disguise Self once per day. Stat Adjustments: +2 Intelligence, -2 Charisma
Special Powers/Traits: Resistance to fire damage,
42. Silverflame can cast Fireball once per day.
Description: Silverflames are radiant fey beings with
silver skin and fiery, golden wings. They possess an 48. Mistral Darters
inner light that can inspire and heal those around Description: Mistral Darters are swift fey creatures
them. that harness the power of the wind. They have
Stat Adjustments: +2 Wisdom, -2 Constitution slender bodies, aerodynamic wings, and keen
Special Powers/Traits: Aura of Healing (grant senses.
temporary hit points), can cast Cure Wounds once Stat Adjustments: +2 Dexterity, -2 Strength
per day. Special Powers/Traits: Wind Rider (bonus to
Athletics checks related to jumping and climbing),
43. Sylvanbound can cast Gust of Wind once per day.

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have an affinity for shadows and illusions.


49. Dreambound Stat Adjustments: +2 Dexterity, -2 Charisma
Description: Dreambound are fey creatures with an Special Powers/Traits: Shadow Affinity (bonus to
innate connection to the realm of dreams. They can Stealth checks in dim light and darkness), can cast
manipulate dreams and use them for various Darkness once per day.
purposes.
Stat Adjustments: +2 Wisdom, -2 Strength 55. Sylphid
Special Powers/Traits: Dreamwalk (can enter and Description: Sylphids are sylphs with a delicate and
manipulate dreams), can cast Sleep once per day. ethereal appearance. They have a connection to the
element of air and possess grace and agility.
50. Glimmerfall Stat Adjustments: +2 Dexterity, -2 Strength
Description: Glimmerfalls are fey creatures with Special Powers/Traits: Feather Fall at will, can cast
luminescent wings that resemble cascading Levitate once per day.
waterfalls. They have an affinity for water and are
often found near water bodies. 56. Glimmergale
Stat Adjustments: +2 Dexterity, -2 Intelligence Description: Glimmergales are fey creatures with
Special Powers/Traits: Water Affinity (bonus to vibrant, multicolored wings that shimmer like a
water-related checks), can cast Water Walk once per rainbow. They are associated with rainbows and
day. possess the ability to create them.
Stat Adjustments: +2 Charisma, -2 Strength
51. Harmonic Seraphs Special Powers/Traits: Rainbow's Blessing (grant
Description: Harmonic Seraphs are celestial fey temporary bonuses to allies), can cast Color Spray
beings with shimmering wings and melodious voices. once per day.
They radiate harmony and possess the ability to
channel divine music. 57. Cinderheart
Stat Adjustments: +2 Charisma, -2 Strength Description: Cinderhearts are fey creatures with
Special Powers/Traits: Melodic Aura (grant bonuses burning hearts and smoldering skin. They possess
to allies' saving throws), can cast Cure Wounds once an inner fire that grants them resistance to heat and
per day. flames.
Stat Adjustments: +2 Constitution, -2 Wisdom
52. Thornweavers Special Powers/Traits: Resistance to fire damage,
Description: Thornweavers are fey creatures with can cast Burning Hands once per day.
bodies adorned in thorny vines. They have a deep
affinity for nature and possess the ability to 58. Frostwind
manipulate plant life. Description: Frostwinds are fey creatures with icy
Stat Adjustments: +2 Wisdom, -2 Intelligence blue skin and an affinity for winter magic. They can
Special Powers/Traits: Plant Manipulation (control create chilling gusts of wind and freeze their
and animate plants), can cast Entangle once per surroundings.
day. Stat Adjustments: +2 Intelligence, -2 Charisma
Special Powers/Traits: Resistance to cold damage,
53. Shimmerscale can cast Gust of Wind once per day.
Description: Shimmerscales are aquatic fey
creatures with iridescent, fish-like scales and webbed 59. Mirthbound
appendages. They are at home in underwater realms Description: Mirthbound are fey creatures that
and possess natural aquatic abilities. embody laughter and joy. They radiate infectious
Stat Adjustments: +2 Constitution, -2 Intelligence mirth and possess the ability to inspire and uplift
Special Powers/Traits: Amphibious (breathe others.
underwater), can cast Create or Destroy Water once Stat Adjustments: +2 Charisma, -2 Wisdom
per day. Special Powers/Traits: Inspiring Presence (grant
bonuses to allies' ability checks), can cast Tasha's
54. Gloomglimmer Hideous Laughter once per day.
Description: Gloomglimmers are fey creatures that
emit an eerie, dim light. They thrive in darkness and 60. Gloomwhisper

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Description: Gloomwhispers are fey creatures with Stat Adjustments: +2 Dexterity, -2 Constitution
shadowy wings and an innate connection to the Special Powers/Traits: Ethereal Form (temporary
darkness. They have the ability to manipulate etherealness), can cast Disguise Self once per day.
shadows and create illusions.
Stat Adjustments: +2 Dexterity, -2 Strength 66. Mistweavers
Special Powers/Traits: Shadow Manipulation (control Description: Mistweavers are fey creatures with the
shadows and create illusions), can cast Invisibility ability to manipulate and control mists and fog. They
once per day. can summon and shape misty veils to obscure or
protect.
61. Silversong Stat Adjustments: +2 Intelligence, -2 Strength
Description: Silversongs are fey creatures with Special Powers/Traits: Misty Veil (create areas of
silver-hued skin and enchanting voices. They have a magical mist), can cast Fog Cloud once per day.
deep connection to music and possess magical
abilities related to sound and melody. 67. Sunchaser
Stat Adjustments: +2 Charisma, -2 Strength Description: Sunchasers are fey creatures with
Special Powers/Traits: Enchanting Melody (grant golden skin and a radiant presence. They draw their
bonuses to allies' saving throws), can cast Sleep power from the sun and possess abilities related to
once per day. light and warmth.
Stat Adjustments: +2 Wisdom, -2 Dexterity
62. Briarborn Special Powers/Traits: Sun's Blessing (bonus
Description: Briarborn are fey creatures born from damage in sunlight), can cast Sunbeam once per
living plants and tangled vines. They possess an day.
affinity for nature and can manipulate vegetation to
their advantage. 68. Whisperleaf
Stat Adjustments: +2 Wisdom, -2 Constitution Description: Whisperleafs are fey creatures with
Special Powers/Traits: Plant Manipulation (control leaves and vines intertwining their bodies. They have
and shape plants), can cast Thorn Whip once per a deep affinity for forests and possess abilities
day. related to plant manipulation.
Stat Adjustments: +2 Wisdom, -2 Strength
63. Luminair Special Powers/Traits: Forest Affinity (bonus to
Description: Luminairs are radiant fey beings with nature-related checks), can cast Speak with Plants
luminous bodies and ethereal wings that emit a soft once per day.
glow. They are associated with celestial realms and
possess a celestial aura. 69. Gloomshroud
Stat Adjustments: +2 Charisma, -2 Constitution Description: Gloomshrouds are fey creatures
Special Powers/Traits: Celestial Aura (grant cloaked in shadows and darkness. They have an
temporary hit points), can cast Guiding Bolt once per eerie presence and can manipulate shadows to
day. conceal themselves or hinder their foes.
Stat Adjustments: +2 Dexterity, -2 Charisma
64. Glimmermoss Special Powers/Traits: Shadow Stealth (advantage
Description: Glimmermoss are fey creatures with on Stealth checks in dim light and darkness), can
bioluminescent moss growing on their skin. They cast Darkness once per day.
emit a gentle glow and have a symbiotic connection
with nature. 70. Starwhisper
Stat Adjustments: +2 Wisdom, -2 Strength Description: Starwhispers are fey creatures with
Special Powers/Traits: Low-light Vision, can cast skin that sparkles like the night sky. They are attuned
Faerie Fire once per day. to the cosmic forces and possess abilities related to
the stars and celestial magic.
65. Spectral Wraithlings Stat Adjustments: +2 Intelligence, -2 Constitution
Description: Spectral Wraithlings are ethereal fey Special Powers/Traits: Celestial Connection (bonus
creatures that resemble wisps of mist and shadows. to knowledge-based checks), can cast Starry Sphere
They are connected to the spirit realm and possess once per day.
abilities related to ghosts and spirits.

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71. Duskstrikers are attuned to the phases of the moon. They


Description: Duskstrikers are fey creatures with possess a mysterious, ever-changing appearance
dark, shadowy wings and an affinity for twilight. They and abilities related to lunar magic.
excel at striking from the shadows and are skilled in Stat Adjustments: +2 Intelligence, -2 Strength
combat. Special Powers/Traits: Lunar Phases (bonus effects
Stat Adjustments: +2 Dexterity, -2 Charisma based on the current moon phase), can cast
Special Powers/Traits: Shadow Strike (bonus to Moonbeam once per day.
attack rolls in dim light and darkness), can cast
Invisibility once per day. 77. Abyssal Whispers
Description: Abyssal Whispers are fey creatures
72. Moonlit Drifters with a connection to the shadowy depths. They
Description: Moonlit Drifters are ethereal fey possess a dark allure and abilities related to shadow
creatures that appear as glowing figures under the manipulation and deception.
moonlight. They have a connection to the lunar Stat Adjustments: +2 Dexterity, -2 Wisdom
energies and possess abilities related to dreams and Special Powers/Traits: Shadow Veil (grant bonuses
illusions. to Stealth checks in dim light and darkness), can cast
Stat Adjustments: +2 Wisdom, -2 Constitution Disguise Self once per day.
Special Powers/Traits: Moonlit Presence (advantage
on Charisma-based checks at night), can cast Dream 78. Glimmerquill
once per day. Description: Glimmerquills are fey creatures with
luminous, iridescent quills on their bodies. They
73. Wanderleaf possess an affinity for writing, knowledge, and
Description: Wanderleafs are fey creatures with magical scrolls.
leaves and flowers growing from their bodies. They Stat Adjustments: +2 Intelligence, -2 Strength
have a deep bond with the natural world and are Special Powers/Traits: Scholar's Prowess (bonus to
adept at survival in the wilderness. Arcana and History checks), can cast Comprehend
Stat Adjustments: +2 Wisdom, -2 Strength Languages once per day.
Special Powers/Traits: Nature's Grace (bonus to
survival checks and natural terrain traversal), can 79. Dreamshapers
cast Pass without Trace once per day. Description: Dreamshapers are fey creatures with
the ability to shape and manipulate dreams. They
74. Sablewing can create vivid dreamscapes and influence the
Description: Sablewings are fey creatures with dark, dreams of others.
velvety wings and a nocturnal nature. They are most Stat Adjustments: +2 Wisdom, -2 Constitution
active during the night and possess abilities related Special Powers/Traits: Dreamweaving (manipulate
to darkness and shadows. and create dreamscapes), can cast Sleep once per
Stat Adjustments: +2 Dexterity, -2 Constitution day.
Special Powers/Traits: Shadow Glide (bonus to
Stealth checks in dim light and darkness), can cast 80. Aurorafrost
Darkness once per day. Description: Aurorafrost are fey creatures with icy
blue skin and a cold aura. They possess an affinity
75. Glimmerglade for winter and possess abilities related to ice and
Description: Glimmerglades are fey creatures that frost magic.
emit a soft, magical glow and have intricate patterns Stat Adjustments: +2 Constitution, -2 Intelligence
on their skin. They are associated with sacred groves Special Powers/Traits: Resistance to cold damage,
and possess healing abilities. can cast Ice Storm once per day.
Stat Adjustments: +2 Charisma, -2 Strength
Special Powers/Traits: Healing Glow (grant bonuses 81. Glowspire
to healing spells), can cast Cure Wounds once per Description: Glowspires are fey creatures with
day. luminescent bodies that emit a soft, radiant glow.
They are associated with ancient ruins and possess
76. Lunar Shades a deep connection to the arcane.
Description: Lunar Shades are fey creatures that Stat Adjustments: +2 Intelligence, -2 Strength

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Special Powers/Traits: Arcane Knowledge (bonus to 87. Starfire


Arcana checks), can cast Detect Magic once per Description: Starfires are fey creatures with bodies
day. that resemble celestial flames. They possess an
inner radiance and have abilities related to fire and
82. Umbral Whisperers light magic.
Description: Umbral Whisperers are fey creatures Stat Adjustments: +2 Intelligence, -2 Constitution
with a shadowy appearance and an affinity for Special Powers/Traits: Resistance to fire damage,
darkness. They can manipulate shadows and create can cast Scorching Ray once per day.
haunting whispers.
Stat Adjustments: +2 Dexterity, -2 Charisma 88. Glimmertide
Special Powers/Traits: Shadow Manipulation (control Description: Glimmertides are fey creatures with
shadows and create illusions), can cast Silence once shimmering, aquatic features and a deep affinity for
per day. the ocean. They have an otherworldly grace and
abilities related to water manipulation.
83. Willowkin Stat Adjustments: +2 Wisdom, -2 Strength
Description: Willowkin are fey creatures with long, Special Powers/Traits: Water Manipulation (control
flowing hair that resembles willow branches. They and shape water), can cast Tidal Wave once per
have a calming presence and are associated with day.
serene bodies of water.
Stat Adjustments: +2 Wisdom, -2 Strength 89. Shadowdancer
Special Powers/Traits: Water Affinity (bonus to Description: Shadowdancers are fey creatures with
water-related checks), can cast Water Breathing an innate connection to shadows and darkness.
once per day. They possess extraordinary agility and can move
swiftly and silently.
84. Gloomroot Stat Adjustments: +2 Dexterity, -2 Charisma
Description: Gloomroots are fey creatures with Special Powers/Traits: Shadow Step (teleport
bark-like skin and a connection to the deepest through shadows), can cast Shadow Blade once per
shadows of the forests. They have an innate affinity day.
for darkness and plant life.
Stat Adjustments: +2 Constitution, -2 Intelligence 90. Luminary
Special Powers/Traits: Plant Affinity (bonus to plant- Description: Luminaries are radiant fey beings with
related checks), can cast Entangle once per day. bodies that emit a brilliant, warm light. They possess
a calming presence and abilities related to healing
85. Lumenspark and restoration.
Description: Lumensparks are fey creatures with Stat Adjustments: +2 Wisdom, -2 Dexterity
bodies made of pure, radiant light. They illuminate Special Powers/Traits: Aura of Healing (grant
their surroundings and possess abilities related to temporary hit points), can cast Cure Wounds once
healing and restoration. per day.
Stat Adjustments: +2 Charisma, -2 Dexterity
Special Powers/Traits: Healing Radiance (grant 91. Nightshade
bonuses to healing spells), can cast Cure Wounds Description: Nightshades are fey creatures with
once per day. dark, velvety skin and a mysterious aura. They
possess an affinity for shadows and have abilities
86. Twilight Stalkers related to darkness and illusions.
Description: Twilight Stalkers are fey creatures that Stat Adjustments: +2 Dexterity, -2 Wisdom
thrive in the borderlands between day and night. Special Powers/Traits: Shadow Veil (grant bonuses
They possess an uncanny ability to blend with to Stealth checks in dim light and darkness), can cast
shadows and move stealthily. Darkness once per day.
Stat Adjustments: +2 Dexterity, -2 Strength
Special Powers/Traits: Shadow Blend (bonus to 92. Ethereal Lurkers
Stealth checks in dim light and darkness), can cast Description: Ethereal Lurkers are fey creatures that
Pass without Trace once per day. dwell between the planes. They have an otherworldly
appearance and possess the ability to shift partially

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Chapter 2 Races Hexmaster

into the ethereal realm. that harness the power of shadows and darkness.
Stat Adjustments: +2 Intelligence, -2 Constitution They possess an uncanny ability to blend with
Special Powers/Traits: Ethereal Form (temporary shadows and communicate with the shadow realm.
etherealness), can cast Blink once per day. Stat Adjustments: +2 Dexterity, -2 Charisma
Special Powers/Traits: Shadow Blend (bonus to
93. Sunblaze Stealth checks in dim light and darkness), can cast
Description: Sunblazes are fey creatures that Shadow Blade once per day.
radiate intense, golden light. They embody the power
and energy of the sun and possess abilities related 99. Mistborn
to fire and light magic. Description: Mistborns are fey creatures that draw
Stat Adjustments: +2 Charisma, -2 Intelligence power from mists and fog. They can manipulate and
Special Powers/Traits: Radiant Burst (bonus damage control misty environments to their advantage.
in sunlight), can cast Fireball once per day. Stat Adjustments: +2 Intelligence, -2 Strength
Special Powers/Traits: Misty Veil (create areas of
94. Thistlethorn magical mist), can cast Misty Step once per day.
Description: Thistlethorns are fey creatures with
bodies adorned in sharp thorns. They are associated 100. Ethereal Whispers
with prickly plants and possess natural defenses and Description: Ethereal Whispers are ethereal fey
abilities related to thorns and brambles. creatures that exist between the material and
Stat Adjustments: +2 Constitution, -2 Wisdom ethereal planes. They possess an otherworldly
Special Powers/Traits: Thorny Defense (damage to presence and abilities related to phasing and
attackers), can cast Spike Growth once per day. etherealness.
Stat Adjustments: +2 Wisdom, -2 Constitution
95. Glimmergaze Special Powers/Traits: Ethereal Step (can become
Description: Glimmergazes are fey creatures with ethereal for 1 hour), can cast Etherealness once per
large, luminous eyes that can see in the darkest of day.
places. They possess an otherworldly gaze and
abilities related to perception and illusions.
Stat Adjustments: +2 Wisdom, -2 Strength
Special Powers/Traits: Darkvision, can cast Detect 18. Beastfolk
Thoughts once per day.
1. Canis (Dogfolk): Agile and loyal humanoids
96. Veilstrike resembling anthropomorphic dogs. They have
Description: Veilstrikes are fey creatures with heightened senses and a natural affinity for tracking.
shimmering wings and the ability to manipulate veils Ability Score Adjustments: +2 Dexterity, +1 Wisdom
of mist. They are skilled in surprise attacks and Special Traits: Keen Senses (advantage on
possess abilities related to mist manipulation. Perception checks involving smell), Tracking
Stat Adjustments: +2 Dexterity, -2 Constitution Expertise (proficiency in Survival)
Special Powers/Traits: Misty Step (teleport through
misty areas), can cast Fog Cloud once per day. 2. Felis (Catfolk): Graceful and elusive humanoids
resembling anthropomorphic cats. They possess
97. Harmonyweavers enhanced agility and a natural curiosity.
Description: Harmonyweavers are fey creatures Ability Score Adjustments: +2 Dexterity, +1 Charisma
with a deep connection to music and the natural Special Traits: Feline Agility (double movement
world. They possess a calming aura and abilities speed for a turn), Cat's Luck (ability to reroll one
related to enchantment and harmony. attack roll, saving throw, or ability check)
Stat Adjustments: +2 Charisma, -2 Strength
Special Powers/Traits: Enchanting Melody (grant 3. Ursus (Bearfolk): Powerful and sturdy humanoids
bonuses to allies' saving throws), can cast Calm resembling anthropomorphic bears. They possess
Emotions once per day. great strength and resilience.
Ability Score Adjustments: +2 Strength, +1
98. Gloomwhisperer Constitution
Description: Gloomwhisperers are fey creatures Special Traits: Bear's Endurance (bonus hit points

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Hexmaster Chapter 2 Races

equal to their character level), Powerful Build (count Special Traits: Pack Tactics (advantage on attack
as one size larger for carrying capacity and rolls when an ally is within 5 feet of the target), Keen
determining grapple limits) Hearing and Smell (advantage on Perception checks
involving hearing and smell)
4. Avian (Birdfolk): Avian humanoids with feathers,
wings, and sharp eyesight. They are skilled in aerial 10. Cervus (Deerfolk): Graceful and nimble
maneuvers and have a natural affinity for the sky. humanoids resembling anthropomorphic deer. They
Ability Score Adjustments: +2 Dexterity, +1 Wisdom are known for their elegance and affinity with nature.
Special Traits: Flight (can fly for short distances), Ability Score Adjustments: +2 Dexterity, +1 Wisdom
Keen Eyesight (advantage on Perception checks Special Traits: Graceful Leap (advantage on
involving sight) Acrobatics checks involving jumping), Nature's
Touch (proficiency in Nature)
5. Equus (Horsefolk): Majestic and swift humanoids
resembling anthropomorphic horses. They are 11. Ailur (Pandafolk): Peaceful and wise humanoids
known for their speed and endurance. resembling anthropomorphic pandas. They possess
Ability Score Adjustments: +2 Constitution, +1 inner harmony and a knack for martial arts.
Strength Ability Score Adjustments: +2 Wisdom, +1 Dexterity
Special Traits: Fleet of Foot (increased movement Special Traits: Inner Harmony (advantage on saving
speed), Endurance (advantage on Constitution throws against being charmed or frightened), Martial
saving throws to avoid exhaustion) Arts Training (proficiency in unarmed strikes)

6. Lepus (Rabbitfolk): Nimble and quick humanoids 12. Saurian (Lizardfolk): Reptilian humanoids with
resembling anthropomorphic rabbits. They excel in scales and a primal nature. They are well adapted to
agility and are known for their leaping ability. aquatic environments and possess natural weapons.
Ability Score Adjustments: +2 Dexterity, +1 Ability Score Adjustments: +2 Constitution, +1
Constitution Strength
Special Traits: Quick Reflexes (advantage on Special Traits: Natural Armor (AC of 13 + Dexterity
Dexterity saving throws), Leap (can make modifier when not wearing armor), Bite Attack (can
exceptionally long jumps) make a bite attack with natural weapons)

7. Murine (Mousefolk): Small and resourceful 13. Ovis (Sheepfolk): Docile and hardy humanoids
humanoids resembling anthropomorphic mice. They resembling anthropomorphic sheep. They have a
possess keen senses and dexterous paws. knack for endurance and a calming presence.
Ability Score Adjustments: +2 Dexterity, +1 Ability Score Adjustments: +2 Constitution, +1
Intelligence Charisma
Special Traits: Nimble Fingers (proficiency in Sleight Special Traits: Resilient Wool (resistance to cold
of Hand), Small Stature (ability to move through damage), Calming Presence (advantage on
spaces occupied by creatures larger than Charisma checks to calm others)
themselves)
14. Draco (Dragonkin): Proud and majestic
8. Serpentis (Serpentfolk): Serpent-like humanoids humanoids with draconic features and affinity for
with scales and a natural affinity for stealth. They elemental powers. They possess natural resistance
possess venomous bites and resistance to poison. to elements.
Ability Score Adjustments: +2 Dexterity, +1 Ability Score Adjustments: +2 Charisma, +1
Intelligence Intelligence
Special Traits: Venomous Bite (ability to deliver a Special Traits: Draconic Ancestry (resistance to a
poisonous bite attack), Poison Resistance damage type associated with their draconic
(advantage on saving throws against poison) ancestry), Elemental Affinity (choose one elemental
damage type to gain resistance to)
9. Lupus (Wolfolk): Strong and cunning humanoids
resembling anthropomorphic wolves. They excel in 15. Simian (Monkeyfolk): Agile and mischievous
teamwork and possess keen senses. humanoids resembling anthropomorphic monkeys.
Ability Score Adjustments: +2 Strength, +1 Wisdom They excel in acrobatics and possess a natural

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Chapter 2 Races Hexmaster

climbing ability. Charisma checks to deceive others), Keen Senses


Ability Score Adjustments: +2 Dexterity, +1 (advantage on Perception checks involving hearing
Intelligence and smell)
Special Traits: Climbing Expertise (climbing speed
equal to movement speed), Agile Acrobatics 21. Cetacean (Dolphinfish): Aquatic humanoids
(proficiency in Acrobatics) resembling anthropomorphic dolphins. They are swift
swimmers and possess a natural affinity for the sea.
16. Porcine (Pigfolk): Stout and resilient humanoids Ability Score Adjustments: +2 Dexterity, +1 Wisdom
resembling anthropomorphic pigs. They have a Special Traits: Aquatic Adaptation (can breathe both
strong constitution and an uncanny ability to find air and water), Echolocation (advantage on
truffles. Perception checks involving hearing underwater)
Ability Score Adjustments: +2 Constitution, +1
Wisdom 22. Crocodylus (Crocodilefolk): Reptilian humanoids
Special Traits: Hardy Constitution (advantage on with crocodilian features and powerful jaws. They
Constitution saving throws), Truffle Sense excel in stealth and aquatic maneuvers.
(advantage on Perception checks to find hidden Ability Score Adjustments: +2 Strength, +1 Dexterity
objects or creatures) Special Traits: Natural Armor (AC of 13 + Dexterity
modifier when not wearing armor), Ambusher
17. Chelon (Turtlefolk): Steadfast and slow-moving (advantage on attack rolls against creatures who
humanoids resembling anthropomorphic turtles. haven't taken a turn)
They have a strong defense and a deep connection
to the earth. 23. Lagomorph (Harefolk): Swift and agile
Ability Score Adjustments: +2 Strength, +1 Wisdom humanoids resembling anthropomorphic hares. They
Special Traits: Shell Defense (bonus to AC when possess incredible speed and reflexes.
taking the Dodge action), Earth's Resilience Ability Score Adjustments: +2 Dexterity, +1
(resistance to bludgeoning damage) Constitution
Special Traits: Rapid Movement (increased
18. Arachne (Spiderfolk): Agile and venomous movement speed), Evasive Reflexes (advantage on
humanoids with spider-like traits. They possess Dexterity saving throws against effects that target
extraordinary climbing ability and produce venomous only them)
silk.
Ability Score Adjustments: +2 Dexterity, +1 24. Draco Avis (Wyvernfolk): Dragon-like humanoids
Intelligence with wings and draconic features. They possess
Special Traits: Climbing Expertise (climbing speed limited flight capabilities and affinity for aerial
equal to movement speed), Venomous Web (ability combat.
to produce webs with poisonous properties) Ability Score Adjustments: +2 Strength, +1
Charisma
19. Bovine (Cattlefolk): Strong and hardworking Special Traits: Glide (can make controlled gliding
humanoids resembling anthropomorphic cows. They descents), Draconic Fury (bonus 1d6 damage on
possess great strength and endurance. melee attacks after falling from a height)
Ability Score Adjustments: +2 Strength, +1
Constitution 25. Talpidae (Molefolk): Subterranean humanoids
Special Traits: Powerful Build (count as one size resembling anthropomorphic moles. They are adept
larger for carrying capacity and determining grapple at burrowing and have keen senses underground.
limits), Endurance (advantage on Constitution saving Ability Score Adjustments: +2 Wisdom, +1 Dexterity
throws to avoid exhaustion) Special Traits: Burrower (burrowing speed equal to
movement speed), Keen Tactile Senses (advantage
20. Vulpes (Foxfolk): Cunning and adaptable on Perception checks involving touch)
humanoids resembling anthropomorphic foxes. They
possess sharp wit and a natural affinity for deception. 26. Cervidae (Elkfolk): Majestic and resilient
Ability Score Adjustments: +2 Dexterity, +1 humanoids resembling anthropomorphic elk. They
Charisma possess antlers and a strong connection to nature.
Special Traits: Deceptive Charm (advantage on Ability Score Adjustments: +2 Constitution, +1

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Hexmaster Chapter 2 Races

Wisdom (resistance to piercing damage)


Special Traits: Nature's Blessing (advantage on
Wisdom saving throws against spells and magical 32. Mustelidae (Weaselfolk): Agile and cunning
effects), Antler Strike (bonus 1d6 damage with humanoids resembling anthropomorphic weasels.
unarmed strikes using antlers) They excel in stealth and have a natural affinity for
thievery.
27. Reptilia (Snakefolk): Serpent-like humanoids with Ability Score Adjustments: +2 Dexterity, +1
varying snake characteristics. They possess natural Intelligence
venom and are skilled in stealth. Special Traits: Evasive Maneuvers (advantage on
Ability Score Adjustments: +2 Dexterity, +1 Dexterity (Acrobatics) checks made to escape a
Intelligence grapple), Nimble Fingers (proficiency in Sleight of
Special Traits: Venomous Bite (ability to deliver a Hand)
1d6 poisonous bite attack), Sneaky (advantage on
Dexterity (Stealth) checks) 33. Equine (Zebrafolk): Graceful and swift
humanoids resembling anthropomorphic zebras.
28. Aves (Avianfolk): Bird-like humanoids with They possess great speed and have a natural bond
feathers and wings. They have varied bird traits and with horses.
possess limited flight capabilities. Ability Score Adjustments: +2 Dexterity, +1 Charisma
Ability Score Adjustments: +2 Dexterity, +1 Special Traits: Swift Stride (increased movement
Intelligence speed), Horse Whisperer (advantage on Animal
Special Traits: Gliding Wings (can make controlled Handling checks related to horses)
gliding descents), Avian Senses (advantage on
Perception checks involving sight and hearing) 34. Ailuropoda (Pandabearfolk): Strong and gentle
humanoids resembling anthropomorphic pandas.
29. Piscis (Fishfolk): Aquatic humanoids resembling They possess great strength and a calming
anthropomorphic fish. They are well adapted to presence.
underwater life and possess aquatic abilities. Ability Score Adjustments: +2 Strength, +1 Wisdom
Ability Score Adjustments: +2 Constitution, +1 Special Traits: Inner Harmony (advantage on saving
Wisdom throws against being charmed or frightened),
Special Traits: Swim Speed (increased swimming Calming Aura (advantage on Charisma checks to
speed), Water Affinity (advantage on saving throws calm others)
against effects related to water)
35. Chiroptera (Batfolk): Nocturnal humanoids
30. Mephitidae (Skunkfolk): Small and cunning resembling anthropomorphic bats. They possess
humanoids resembling anthropomorphic skunks. echolocation and limited flight capabilities.
They possess a strong odor-based defense Ability Score Adjustments: +2 Dexterity, +1
mechanism. Intelligence
Ability Score Adjustments: +2 Dexterity, +1 Special Traits: Echolocation (advantage on
Charisma Perception checks involving hearing), Gliding Wings
Special Traits: Noxious Spray (ability to emit a foul- (can make controlled gliding descents)
smelling spray that imposes disadvantage on attacks
within a range), Deceptive Odor (advantage on 36. Lagomorpha (Rabbitfolk): Agile and quick
Charisma (Deception) checks when trying to pass humanoids resembling anthropomorphic rabbits.
unnoticed) They have a natural affinity for evading danger.
Ability Score Adjustments: +2 Dexterity, +1
31. Suidae (Boarfolk): Fierce and resilient humanoids Constitution
resembling anthropomorphic boars. They possess Special Traits: Evasive Maneuvers (advantage on
great strength and a fierce charge attack. Dexterity (Acrobatics) checks made to escape a
Ability Score Adjustments: +2 Strength, +1 grapple), Lucky Footwork (advantage on Dexterity
Constitution saving throws against area effects)
Special Traits: Ferocious Charge (bonus 1d6
damage on the first melee attack made after moving 37. Testudines (Tortoisefolk): Hardy and wise
at least 20 feet in a straight line), Tough Hide humanoids resembling anthropomorphic tortoises.

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Chapter 2 Races Hexmaster

They have a strong defense and a long lifespan. 43. Capra (Goatfolk): Agile and sure-footed
Ability Score Adjustments: +2 Wisdom, +1 humanoids resembling anthropomorphic goats. They
Constitution possess great climbing ability and resilience.
Special Traits: Shell Defense (bonus to AC when Ability Score Adjustments: +2 Dexterity, +1
taking the Dodge action), Longevity (increased Constitution
lifespan compared to other races) Special Traits: Climbing Expertise (climbing speed
equal to movement speed), Sure-Footed (advantage
38. Sciuridae (Squirrelfolk): Agile and resourceful on saving throws against effects that would knock
humanoids resembling anthropomorphic squirrels. them prone)
They possess keen senses and climbing ability.
Ability Score Adjustments: +2 Dexterity, +1 44. Diptera (Flyfolk): Agile and tiny humanoids
Intelligence resembling anthropomorphic flies. They possess
Special Traits: Nimble Climber (climbing speed equal limited flight capabilities and a knack for stealth.
to movement speed), Keen Senses (advantage on Ability Score Adjustments: +2 Dexterity, +1
Perception checks involving sight and hearing) Intelligence
Special Traits: Flight (can fly for short distances),
39. Ophidia (Snakefolk): Serpentine humanoids with Stealthy Buzz (advantage on Dexterity (Stealth)
venomous bites and a strong connection to nature. checks made in areas with background noise)
They possess snake-like qualities.
Ability Score Adjustments: +2 Constitution, +1 45. Hyaenidae (Hyenafolk): Agile and opportunistic
Wisdom humanoids resembling anthropomorphic hyenas.
Special Traits: Venomous Bite (ability to deliver a They possess sharp senses and a knack for
1d6 poisonous bite attack), Nature's Affinity scavenging.
(proficiency in Nature) Ability Score Adjustments: +2 Dexterity, +1 Wisdom
Special Traits: Scavenger's Instinct (advantage on
40. Lamiidae (Llamafolk): Resilient and hardworking Investigation checks made to find food or useful
humanoids resembling anthropomorphic llamas. items), Keen Senses (advantage on Perception
They possess great endurance and carry heavy checks involving smell)
burdens.
Ability Score Adjustments: +2 Constitution, +1 46. Testudinidae (Turtlefolk): Steadfast and resilient
Strength humanoids resembling anthropomorphic turtles.
Special Traits: Endurance (advantage on They possess great endurance and natural armor.
Constitution saving throws to avoid exhaustion), Ability Score Adjustments: +2 Constitution, +1
Load-Bearer (increased carrying capacity 2x) Wisdom
Special Traits: Shell Defense (bonus to AC when
41. Canidae (Foxfolk): Agile and cunning humanoids taking the Dodge action), Resilient Shell (resistance
resembling anthropomorphic foxes. They possess to piercing damage)
sharp wit and a natural affinity for magic.
Ability Score Adjustments: +2 Dexterity, +1 47. Mephitidae (Skunkfolk): Small and cunning
Intelligence humanoids resembling anthropomorphic skunks.
Special Traits: Cunning Magic (gain proficiency in the They possess a strong odor-based defense
Arcana skill), Agile Reflexes (advantage on Dexterity mechanism.
saving throws) Ability Score Adjustments: +2 Dexterity, +1 Charisma
Special Traits: Noxious Spray (ability to emit a foul-
42. Bubo (Owlfolk): Wise and observant humanoids smelling spray that imposes disadvantage on attacks
resembling anthropomorphic owls. They have keen within a range), Deceptive Odor (advantage on
senses and a natural affinity for magic. Charisma (Deception) checks when trying to pass
Ability Score Adjustments: +2 Wisdom, +1 unnoticed)
Intelligence
Special Traits: Night Vision (can see in darkness as if 48. Acinonyx (Cheetahfolk): Swift and agile
it were dim light), Scholar's Insight (gain proficiency humanoids resembling anthropomorphic cheetahs.
in the Arcana skill) They possess incredible speed and a keen hunting
instinct.

190
Hexmaster Chapter 2 Races

Ability Score Adjustments: +2 Dexterity, +1 others)


Constitution
Special Traits: Lightning Reflexes (advantage on 54. Cuniculus (Raccoonfolk): Resourceful and
Dexterity saving throws), Feline Agility (double dexterous humanoids resembling anthropomorphic
movement speed for a turn) raccoons. They possess nimble fingers and a knack
for thievery.
49. Amphibia (Frogfolk): Agile and versatile Ability Score Adjustments: +2 Dexterity, +1
humanoids resembling anthropomorphic frogs. They Intelligence
possess a natural jumping ability and a calming Special Traits: Nimble Hands (proficiency in Sleight
croak. of Hand), Cunning Mask (advantage on Charisma
Ability Score Adjustments: +2 Dexterity, +1 Wisdom (Deception) checks when disguised)
Special Traits: Frog's Leap (can make long jumps
without a running start), Soothing Croak (advantage 55. Galliformes (Chickenfolk): Small and resilient
on Charisma checks to calm others) humanoids resembling anthropomorphic chickens.
They possess surprising resilience and an
50. Castor (Beaverfolk): Industrious and adaptable exceptional sense of timing.
humanoids resembling anthropomorphic beavers. Ability Score Adjustments: +2 Constitution, +1
They possess great strength and proficiency in Dexterity
building. Special Traits: Resilient Constitution (advantage on
Ability Score Adjustments: +2 Strength, +1 Constitution saving throws), Perfect Timing
Intelligence (advantage on Dexterity saving throws to avoid area
Special Traits: Builder's Ingenuity (proficiency with effects)
artisan's tools), Strong Bite (1d4 bonus damage on
bite attacks) 56. Sciurus (Squirrelfolk): Agile and resourceful
humanoids resembling anthropomorphic squirrels.
51. Perissodactyla (Rhinofernfolk): Sturdy and robust They possess keen senses and climbing ability.
humanoids resembling anthropomorphic Ability Score Adjustments: +2 Dexterity, +1
rhinoceroses. They possess great strength and a Intelligence
resilient nature. Special Traits: Nimble Climber (climbing speed equal
Ability Score Adjustments: +2 Strength, +1 to movement speed), Keen Senses (advantage on
Constitution Perception checks involving sight and hearing)
Special Traits: Horned Charge (bonus 1d6 damage
on the first melee attack made after moving at least 57. Ornithorhynchus (Platypusfolk): Unique and
20 feet in a straight line), Natural Armor (AC of 13 + adaptable humanoids resembling anthropomorphic
Dexterity modifier when not wearing armor) platypuses. They possess a combination of
mammalian and avian traits.
52. Mustela (Otterfolk): Agile and playful humanoids Ability Score Adjustments: +2 Constitution, +1
resembling anthropomorphic otters. They are skilled Wisdom
swimmers and possess an affinity for water. Special Traits: Venomous Spurs (ability to deliver a
Ability Score Adjustments: +2 Dexterity, +1 Charisma poisonous melee attack), Aquatic Adaptation (can
Special Traits: Aquatic Adaptation (can hold breath hold breath for an extended duration and swim at
for an extended duration and swim at increased increased speed)
speed), Playful Nature (advantage on Charisma
checks made to interact with friendly creatures) 58. Procaviidae (Rock Hyraxfolk): Agile and
tenacious humanoids resembling anthropomorphic
53. Phasianidae (Peafowlfolk): Elegant and vibrant rock hyraxes. They possess great agility and
humanoids resembling anthropomorphic peafowls. adaptability in rocky terrains.
They possess stunning displays and a regal Ability Score Adjustments: +2 Dexterity, +1
presence. Constitution
Ability Score Adjustments: +2 Charisma, +1 Dexterity Special Traits: Climbing Expertise (climbing speed
Special Traits: Dazzling Plumage (ability to create a equal to movement speed), Rock Stepper
stunning visual display), Majestic Presence (advantage on Dexterity (Acrobatics) checks made
(advantage on Charisma checks made to influence on rocky terrain)

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Chapter 2 Races Hexmaster

adaptable humanoids resembling anthropomorphic


59. Psittaciformes (Parrotfolk): Colorful and arctic foxes. They are well-suited to cold
intelligent humanoids resembling anthropomorphic environments and possess keen senses.
parrots. They possess a natural affinity for mimicry Ability Score Adjustments: +2 Dexterity, +1
and communication. Intelligence
Ability Score Adjustments: +2 Intelligence, +1 Special Traits: Arctic Adaptation (resistance to cold
Charisma damage), Keen Senses (advantage on Perception
Special Traits: Mimicry (proficiency in the Deception checks involving sight and hearing)
skill and advantage on Charisma checks related to
imitation), Linguistic Aptitude (gain one additional 65. Puma (Cougarfolk): Stealthy and agile
language of your choice) humanoids resembling anthropomorphic cougars.
They possess exceptional athleticism and a natural
60. Gastropoda (Snailfolk): Slow and cautious hunting instinct.
humanoids resembling anthropomorphic snails. They Ability Score Adjustments: +2 Dexterity, +1 Wisdom
possess a sturdy shell and a patient nature. Special Traits: Pounce (can make a bonus attack
Ability Score Adjustments: +2 Constitution, +1 after moving at least 20 feet in a straight line), Keen
Wisdom Hearing and Smell (advantage on Perception checks
Special Traits: Shell Defense (bonus to AC when involving hearing and smell)
taking the Dodge action), Patient Approach
(advantage on Wisdom checks made to resist 66. Scrofa (Wild Boarfolk): Fierce and tenacious
impulsive actions) humanoids resembling anthropomorphic wild boars.
They possess great strength and a formidable
61. Equus Ferus (Wild Horsefolk): Wild and untamed charge attack.
humanoids resembling anthropomorphic wild horses. Ability Score Adjustments: +2 Strength, +1
They possess incredible speed and a wild spirit. Constitution
Ability Score Adjustments: +2 Dexterity, +1 Wisdom Special Traits: Ferocious Charge (bonus 1d6
Special Traits: Wild Charge (bonus 1d6 damage on damage on the first melee attack made after moving
the first melee attack made after moving at least 20 at least 20 feet in a straight line), Tusks (bonus 1d6
feet in a straight line), Feral Instincts (advantage on damage with unarmed strikes using tusks)
Wisdom (Survival) checks made to track or survive in
the wilderness) 67. Lagopus (Ptarmiganfolk): Hardy and well-
camouflaged humanoids resembling
62. Diplopoda (Millipedefolk): Resilient and anthropomorphic ptarmigans. They are adapted to
industrious humanoids resembling anthropomorphic cold environments and possess keen eyesight.
millipedes. They possess a sturdy exoskeleton and Ability Score Adjustments: +2 Constitution, +1
an affinity for underground environments. Wisdom
Ability Score Adjustments: +2 Constitution, +1 Special Traits: Cold Resistance (resistance to cold
Intelligence damage), Camouflage (advantage on Dexterity
Special Traits: Exoskeleton (+2 bonus to AC), (Stealth) checks made to hide in snowy or rocky
Burrower (burrowing speed equal to movement terrain)
speed)
68. Loris (Slow Lorisfolk): Deliberate and nocturnal
63. Colibri (Hummingbirdfolk): Tiny and vibrant humanoids resembling anthropomorphic slow lorises.
humanoids resembling anthropomorphic They possess slow movements and a potent venom.
hummingbirds. They possess incredible agility and a Ability Score Adjustments: +2 Wisdom, +1 Dexterity
natural affinity for nectar. Special Traits: Sluggish Pace (movement speed
Ability Score Adjustments: +2 Dexterity, +1 Charisma reduced 10 but gain advantage on Stealth checks
Special Traits: Hover (can hover in place during when moving slowly), Venomous Bite (ability to
movement), Nectar Drinker (advantage on deliver a 1g6 poisonous bite attack)
Constitution saving throws to resist the effects of
ingested toxins) 69. Sciurus Carolinensis (Gray Squirrelfolk): Agile
and resourceful humanoids resembling
64. Canis Vulpecula (Arctic Foxfolk): Agile and anthropomorphic gray squirrels. They possess keen

192
Hexmaster Chapter 2 Races

senses and a knack for gathering. Special Traits: Bear's Endurance (bonus hit points
Ability Score Adjustments: +2 Dexterity, +1 equal to their character level), Powerful Build (count
Intelligence as one size larger for carrying capacity and
Special Traits: Nimble Climber (climbing speed equal determining grapple limits)
to movement speed), Gatherer's Instinct (advantage
on Intelligence (Nature) checks made to find or 75. Hyaena (Hyena Folk): Agile and opportunistic
identify plants and gather resources) humanoids resembling anthropomorphic hyenas.
They possess sharp senses and a knack for
70. Pantholops (Antelopefolk): Graceful and fleet- scavenging.
footed humanoids resembling anthropomorphic Ability Score Adjustments: +2 Dexterity, +1 Wisdom
antelopes. They possess incredible speed and a Special Traits: Scavenger's Instinct (advantage on
cautious nature. Investigation checks made to find food or useful
Ability Score Adjustments: +2 Dexterity, +1 Wisdom items), Keen Senses (advantage on Perception
Special Traits: Swift Stride (10’ increased movement checks involving smell)
speed), Cautious Alertness (advantage on Wisdom
(Perception) checks made to detect hidden creatures 76. Scarabaeidae (Beetlefolk): Resilient and
or objects) industrious humanoids resembling anthropomorphic
beetles. They possess a sturdy exoskeleton and a
71. Canis Lycaon (Red Wolfolk): Agile and adaptable strong work ethic.
humanoids resembling anthropomorphic red wolves. Ability Score Adjustments: +2 Constitution, +1
They possess keen senses and a strong pack Strength
mentality. Special Traits: Exoskeleton (bonus to AC), Work
Ability Score Adjustments: +2 Dexterity, +1 Wisdom Ethic (advantage on Strength checks made to
Special Traits: Pack Tactics (advantage on attack perform laborious tasks)
rolls when an ally is within 5 feet of the target), Keen
Hearing and Smell (advantage on Perception checks 77. Elephas (Elephantfolk): Majestic and wise
involving hearing and smell) humanoids resembling anthropomorphic elephants.
They possess great strength and a deep connection
72. Echidna (Spiny Anteaterfolk): Resilient and to nature.
unique humanoids resembling anthropomorphic Ability Score Adjustments: +2 Strength, +1 Wisdom
spiny anteaters. They possess a sturdy exoskeleton Special Traits: Trunk Manipulation (proficiency with
and a knack for finding insects. the trunk as an additional appendage), Nature's
Ability Score Adjustments: +2 Constitution, +1 Bond (advantage on Wisdom (Survival) checks made
Intelligence in natural environments)
Special Traits: Spiked Armor (+1 bonus to AC),
Insectivorous (advantage on Wisdom (Perception) 78. Pavo (Peacockfolk): Elegant and flamboyant
checks made to find or track insects) humanoids resembling anthropomorphic peacocks.
They possess stunning displays and a regal
73. Psittacidae (Cockatoo Folk): Colorful and presence.
sociable humanoids resembling anthropomorphic Ability Score Adjustments: +2 Charisma, +1 Dexterity
cockatoos. They possess an affinity for Special Traits: Dazzling Plumage (ability to create a
communication and a vibrant presence. stunning visual display), Regal Presence (advantage
Ability Score Adjustments: +2 Charisma, +1 Wisdom on Charisma checks made to influence others)
Special Traits: Mimicry (proficiency in the Persuasion
skill and advantage on Charisma checks related to 79. Ursus Maritimus (Polar Bearfolk): Strong and
imitation), Charismatic Presence (advantage on resilient humanoids resembling anthropomorphic
Charisma checks made to influence others) polar bears. They are adapted to cold environments
and possess great strength.
74. Ursa (Bearfolk): Strong and sturdy humanoids Ability Score Adjustments: +2 Strength, +1
resembling anthropomorphic bears. They possess Constitution
great strength and a natural resilience. Special Traits: Arctic Adaptation (resistance to cold
Ability Score Adjustments: +2 Strength, +1 damage), Icy Strikes (1d6 bonus damage on melee
Constitution attacks in frigid conditions)

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Chapter 2 Races Hexmaster

They possess great endurance and a strong work


80. Canis Aureus (Golden Jackalfolk): Agile and ethic.
cunning humanoids resembling anthropomorphic Ability Score Adjustments: +2 Constitution, +1
golden jackals. They possess sharp senses and a Wisdom
mischievous nature. Special Traits: Endurance (advantage on
Ability Score Adjustments: +2 Dexterity, +1 Constitution saving throws to avoid exhaustion),
Intelligence Work Ethic (advantage on Wisdom checks made to
Special Traits: Keen Senses (advantage on perform laborious tasks)
Perception checks involving hearing and smell),
Mischief Maker (advantage on Dexterity (Sleight of 86. Ciconiidae (Storkfolk): Graceful and observant
Hand) checks made to pickpocket or manipulate humanoids resembling anthropomorphic storks. They
objects unnoticed) possess keen eyesight and a nurturing nature.
Ability Score Adjustments: +2 Wisdom, +1 Charisma
81. Castoridae (Beaverfolk): Industrious and Special Traits: Keen Eyesight (advantage on
adaptable humanoids resembling anthropomorphic Perception checks involving sight), Nurturing
beavers. They possess great strength and Presence (advantage on Wisdom (Medicine) checks
proficiency in building. made to stabilize or heal others)
Ability Score Adjustments: +2 Strength, +1
Intelligence 87. Alces (Moosefolk): Towering and resilient
Special Traits: Builder's Ingenuity (proficiency with humanoids resembling anthropomorphic moose.
artisan's tools), Strong Bite (1d6 bonus damage on They possess great strength and an imposing
bite attacks) presence.
Ability Score Adjustments: +2 Strength, +1
82. Panthera Tigris (Tigerfolk): Powerful and fierce Constitution
humanoids resembling anthropomorphic tigers. They Special Traits: Majestic Antlers (1d6 bonus damage
possess incredible strength and a natural predatory on unarmed strikes using antlers), Imposing Stature
instinct. (advantage on Charisma checks made to intimidate
Ability Score Adjustments: +2 Strength, +1 Dexterity others)
Special Traits: Ferocious Strikes (1d6 bonus damage
on melee attacks), Keen Senses (advantage on 88. Lutrinae (Otterfolk): Agile and playful humanoids
Perception checks involving sight and hearing) resembling anthropomorphic otters. They are skilled
swimmers and possess an affinity for water.
83. Ursus Arctos (Brown Bearfolk): Strong and Ability Score Adjustments: +2 Dexterity, +1 Charisma
resilient humanoids resembling anthropomorphic Special Traits: Aquatic Adaptation (can hold breath
brown bears. They possess great strength and a for an extended duration and swim at increased
protective nature. speed), Playful Nature (advantage on Charisma
Ability Score Adjustments: +2 Strength, +1 checks made to interact with friendly creatures)
Constitution
Special Traits: Protective Guardian (can use a 89. Hircus (Goatfolk): Agile and sure-footed
reaction to impose disadvantage on an attack humanoids resembling anthropomorphic goats. They
against an adjacent ally), Bear's Endurance (bonus possess great climbing ability and resilience.
hit points equal to their character level) Ability Score Adjustments: +2 Dexterity, +1
Constitution
84. Viverridae (Civetfolk): Agile and nocturnal Special Traits: Climbing Expertise (climbing speed
humanoids resembling anthropomorphic civets. They equal to movement speed), Sure-Footed (advantage
possess keen senses and a natural stealthiness. on saving throws against effects that would knock
Ability Score Adjustments: +2 Dexterity, +1 Wisdom them prone)
Special Traits: Night Vision (can see in darkness as if
it were dim light), Silent Stride (advantage on 90. Oryctolagus (Rabbitfolk): Agile and quick
Dexterity (Stealth) checks made to move silently) humanoids resembling anthropomorphic rabbits.
They have a natural affinity for evading danger.
85. Equus Asinus (Donkeyfolk): Sturdy and diligent Ability Score Adjustments: +2 Dexterity, +1
humanoids resembling anthropomorphic donkeys. Constitution

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Hexmaster Chapter 2 Races

Special Traits: Evasive Maneuvers (advantage on same space as creatures larger than them)
Dexterity (Acrobatics) checks made to escape a
grapple), Lucky Footwork (advantage on Dexterity 96. Ovis (Sheepfolk): Docile and resilient humanoids
saving throws against area effects) resembling anthropomorphic sheep. They possess
thick wool and a calm demeanor.
91. Falco (Falconfolk): Swift and keen-eyed Ability Score Adjustments: +2 Constitution, +1
humanoids resembling anthropomorphic falcons. Wisdom
They possess exceptional eyesight and aerial Special Traits: Woolen Coat (resistance to cold
prowess. damage), Tranquil Mind (advantage on Wisdom
Ability Score Adjustments: +2 Dexterity, +1 Wisdom saving throws against being frightened)
Special Traits: Keen Eyesight (advantage on
Perception checks involving sight), Aerial Agility 97. Didelphidae (Possumfolk): Agile and nocturnal
(advantage on Dexterity (Acrobatics) checks made humanoids resembling anthropomorphic possums.
while flying) They possess a knack for survival and deception.
Ability Score Adjustments: +2 Dexterity, +1 Charisma
92. Aepyceros (Impalafolk): Graceful and nimble Special Traits: Survival Instincts (advantage on
humanoids resembling anthropomorphic impalas. Wisdom (Survival) checks made to find food or
They possess incredible speed and leaping ability. shelter), Feigned Death (ability to play dead and gain
Ability Score Adjustments: +2 Dexterity, +1 advantage on Deception checks)
Constitution
Special Traits: Rapid Movement (increased 98. Cervus (Deerfolk): Graceful and nimble
movement speed), Agile Leaper (advantage on humanoids resembling anthropomorphic deer. They
Strength (Athletics) checks made to jump) possess heightened senses and a deep connection
to nature.
93. Octopoda (Octopusfolk): Mysterious and Ability Score Adjustments: +2 Dexterity, +1 Wisdom
adaptable humanoids resembling anthropomorphic Special Traits: Keen Senses (advantage on
octopuses. They possess flexible limbs and natural Perception checks involving sight and hearing),
camouflage. Nature's Grace (advantage on Dexterity (Acrobatics)
Ability Score Adjustments: +2 Intelligence, +1 checks made to maintain balance)
Dexterity
Special Traits: Multi-Limbed (proficiency with an 99. Myrmecophaga (Anteaterfolk): Hardy and
additional set of limbs for carrying, grappling, or insectivorous humanoids resembling
manipulating objects), Camouflage (advantage on anthropomorphic anteaters. They possess a long
Dexterity (Stealth) checks made to hide) snout and a keen sense of smell.
Ability Score Adjustments: +2 Constitution, +1
94. Loxodonta (Elephantfolk): Majestic and wise Wisdom
humanoids resembling anthropomorphic elephants. Special Traits: Snout Sniffer (advantage on Wisdom
They possess great strength and a deep connection (Perception) checks made to detect hidden creatures
to nature. or objects), Insectivorous (advantage on Wisdom
Ability Score Adjustments: +2 Strength, +1 Wisdom (Perception) checks made to find or track insects)
Special Traits: Trunk Manipulation (proficiency with
the trunk as an additional appendage), Nature's 100. Passeridae (Sparrowfolk): Tiny and agile
Bond (advantage on Wisdom (Survival) checks made humanoids resembling anthropomorphic sparrows.
in natural environments) They possess quick reflexes and an affinity for small
spaces.
95. Pardalote (Pardalotefolk): Tiny and colorful Ability Score Adjustments: +2 Dexterity, +1
humanoids resembling anthropomorphic pardalote Intelligence
birds. They possess delicate features and a Special Traits: Small Stature (can occupy the same
melodious voice. space as creatures larger than them), Agile Reflexes
Ability Score Adjustments: +2 Charisma, +1 Dexterity (advantage on Dexterity saving throws)
Special Traits: Melodic Voice (advantage on
Charisma (Performance) checks made for singing or 19. Avian creatures
musical performances), Tiny Stature (can occupy the

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Chapter 2 Races Hexmaster

1. Avianite: These bird-like creatures have vibrant insects that emit dazzling lights. They have a +2
feathers and strong wings. They are natural fliers, bonus to Intelligence and a +1 bonus to Dexterity.
granting them a +2 bonus to Dexterity and a +1 Glimmerfires can create blinding flashes of light.
bonus to Wisdom. Avianites possess the ability to
glide for short distances. 11. Flamebeak: Flamebeaks are large, predatory
birds with fiery beaks. They gain a +2 bonus to
2. Chitinous Drake: Resembling dragonflies, Strength and a +1 bonus to Constitution.
Chitinous Drakes have translucent wings and a Flamebeaks can breathe fire, dealing fire 1d6
sturdy exoskeleton. They gain a +2 bonus to damage in a cone.
Constitution and a +1 bonus to Intelligence.
Chitinous Drakes possess a natural resistance to 12. Crystalfly: These crystalline insects refract light,
poison. creating beautiful patterns. Crystalflies gain a +2
bonus to Dexterity and a +1 bonus to Intelligence.
3. Phoenite: Phoenites are phoenix-like beings with They have resistance to radiant damage.
fiery plumage. They have a +2 bonus to Charisma
and a +1 bonus to Constitution. Phoenites can ignite 13. Rustwing: Rustwings are metallic moths covered
their bodies, dealing 1d6 fire damage to nearby in oxidized plates. They have a +2 bonus to
enemies. Constitution and a +1 bonus to Strength. Rustwings
can corrode metal objects with their touch.
4. Luminwisp: These bioluminescent insects emit a
gentle glow. Luminwisps gain a +2 bonus to Dexterity 14. Leafwing: Leafwings are butterfly-like creatures
and a +1 bonus to Intelligence. They possess the with wings resembling autumn leaves. They gain a
ability to illuminate their surroundings, granting them +2 bonus to Dexterity and a +1 bonus to Wisdom.
darkvision. Leafwings can camouflage themselves to blend with
their surroundings.
5. Warpwing: Warpwings are iridescent butterflies
capable of teleportation. They have a +2 bonus to 15. Stormraven: Stormravens are majestic birds with
Dexterity and a +1 bonus to Wisdom. Warpwings can storm-infused feathers. They have a +2 bonus to
teleport short distances as a bonus action. Charisma and a +1 bonus to Intelligence.
Stormravens can create small thunderstorms,
6. Quillsparrow: Quillsparrows are small, hedgehog- casting lightning spells.
like birds covered in sharp quills. They gain a +2
bonus to Dexterity and a +1 bonus to Constitution. 16. Glowhopper: Glowhoppers are grasshopper-like
Quillsparrows have resistance to piercing damage. creatures that emit a soft glow. They gain a +2 bonus
to Dexterity and a +1 bonus to Constitution.
7. Scarabeetle: Resilient beetles with shining Glowhoppers can leap great distances.
carapaces, Scarabeetles gain a +2 bonus to
Constitution and a +1 bonus to Strength. 17. Plasmawisp: Plasmawisps are glowing orbs of
Scarabeetles have a natural resistance to energy with ethereal wings. They have a +2 bonus to
bludgeoning damage. Intelligence and a +1 bonus to Wisdom.
Plasmawisps can emit bursts of energy, damaging
8. Sirenwren: Sirenwrens possess melodious voices nearby enemies.
and colorful plumage. They have a +2 bonus to
Charisma and a +1 bonus to Wisdom. Sirenwrens 18. Shadowbat: Shadowbats are nocturnal creatures
can cast minor illusions to captivate their audience. with dark, leathery wings. They gain a +2 bonus to
Dexterity and a +1 bonus to Charisma. Shadowbats
9. Webweaver: Webweavers are spider-like can create areas of magical darkness.
creatures with intricate silk-spinning abilities. They
gain a +2 bonus to Dexterity and a +1 bonus to 19. Venomwing: Venomwings are venomous
Intelligence. Webweavers can create webs to butterflies with poisonous barbs. They have a +2
restrain their foes. bonus to Constitution and a +1 bonus to Intelligence.
Venomwings can poison their enemies with their
10. Glimmerfire: Glimmerfires are firefly-inspired attacks.

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Hexmaster Chapter 2 Races

damage.
20. Thunderbird: Thunderbirds are large, avian
creatures capable of generating thunderstorms. They 29. Venomfang: Venomfangs are venomous snakes
gain a +2 bonus to Strength and a +1 bonus to with wings, capable of limited flight. They gain a +2
Wisdom. Thunderbirds can call forth lightning strikes. bonus to Constitution and a +1 bonus to Dexterity.
Venomfangs have a poisonous bite that can paralyze
21. Mothweaver: Mothweavers are moth-like their prey.
creatures with mystical patterns on their wings. They
gain a +2 bonus to Intelligence and a +1 bonus to 30. Quicksilver: Quicksilvers are metallic insects that
Wisdom. Mothweavers can cast enchantments and can move with incredible speed. They have a +2
illusions with their wings. bonus to Dexterity and a +1 bonus to Intelligence.
Quicksilvers have enhanced reflexes, granting them
22. Emberwing: Emberwings are small birds advantage on Dexterity saving throws.
enveloped in flames. They have a +2 bonus to
Dexterity and a +1 bonus to Constitution. 31. Ravenknight: Ravenknights are intelligent,
Emberwings can ignite objects with a touch, setting humanoid birds skilled in combat and magic. They
them ablaze. gain a +2 bonus to Strength and a +1 bonus to
Intelligence. Ravenknights have proficiency in both
23. Silkspider: Silkspiders are spider-like creatures melee and spellcasting.
with silk glands capable of creating various types of
webs. They gain a +2 bonus to Dexterity and a +1 32. Gossamerwing: Gossamerwings are delicate,
bonus to Intelligence. Silkspiders can produce butterfly-like creatures with transparent wings. They
different types of webs for various purposes. have a +2 bonus to Dexterity and a +1 bonus to
Wisdom. Gossamerwings can create a soothing
24. Solarflare: Solarflares are bird-like creatures that aura, providing healing to those around them.
radiate intense solar energy. They have a +2 bonus
to Constitution and a +1 bonus to Charisma. 33. Frostfeather: Frostfeathers are birds with icy
Solarflares can release bursts of solar energy, plumage, capable of chilling the air around them.
damaging enemies. They gain a +2 bonus to Constitution and a +1 bonus
to Intelligence. Frostfeathers can release blasts of
25. Honeybuzz: Honeybuzzes are hummingbird-like cold, slowing down enemies.
creatures with vibrant feathers. They gain a +2 bonus
to Dexterity and a +1 bonus to Wisdom. 34. Scarletscarab: Scarletscarabs are scarab beetles
Honeybuzzes have a natural proficiency in with a metallic, reflective red shell. They have a +2
perception and can detect hidden objects or bonus to Constitution and a +1 bonus to Strength.
creatures. Scarletscarabs have resistance to fire damage.

26. Scarletshell: Scarletshells are beetles with 35. Glimmerscale: Glimmerscales are fish-like
vibrant, impenetrable red shells. They have a +2 creatures with iridescent, reflective scales. They gain
bonus to Constitution and a +1 bonus to Strength. a +2 bonus to Dexterity and a +1 bonus to Charisma.
Scarletshells have resistance to slashing damage. Glimmerscales can create illusions that mimic their
surroundings.
27. Glowthorn: Glowthorns are insects that emit
bioluminescent light from their long, sharp antennae. 36. Hummingbolt: Hummingbolts are lightning-fast,
They gain a +2 bonus to Intelligence and a +1 bonus bolt-shaped birds with electrified feathers. They have
to Dexterity. Glowthorns can produce a blinding flash a +2 bonus to Dexterity and a +1 bonus to
of light to disorient foes. Intelligence. Hummingbolts can channel electricity
through their bodies, shocking enemies.
28. Phantomwing: Phantomwings are ethereal birds
that can shift in and out of the material plane. They 37. Obsidianwing: Obsidianwings are birds with
have a +2 bonus to Dexterity and a +1 bonus to obsidian-like feathers and the ability to meld with
Charisma. Phantomwings can become incorporeal, shadows. They gain a +2 bonus to Dexterity and a
allowing them to pass through objects and resist +1 bonus to Charisma. Obsidianwings can become

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Chapter 2 Races Hexmaster

invisible in dim light or darkness. Strength and a +1 bonus to Constitution. Ironjaws


have a bite attack that can pierce through armor.
38. Fireantenna: Fireantennas are insects with
antenna-like appendages that flicker with flames. 47. Lifefly: Lifeflies are ethereal insects that emit a
They have a +2 bonus to Intelligence and a +1 bonus soft, soothing light. They gain a +2 bonus to Wisdom
to Constitution. Fireantennas can emit sparks that and a +1 bonus to Constitution. Lifeflies can channel
ignite flammable objects. healing energy through their glow, providing
restorative effects.
39. Celestialraptor: Celestialraptors are bird-like
creatures with radiant plumage and a connection to 48. Flareskimmer: Flareskimmers are dragonfly-like
celestial beings. They gain a +2 bonus to Charisma insects that leave trails of fiery sparks as they fly.
and a +1 bonus to Wisdom. Celestialraptors can They have a +2 bonus to Dexterity and a +1 bonus to
channel celestial energy to heal themselves and Intelligence. Flareskimmers can generate protective
others. shields of fire.

40. Ironsilk: Ironsilks are spiders with metallic, 49. Starwing: Starwings are bird-like creatures with
resilient silk that can be used for various purposes. feathers that shimmer like the night sky. They gain a
They gain a +2 bonus to Constitution and a +1 bonus +2 bonus to Charisma and a +1 bonus to
to Strength. Ironsilks can create webs that are Intelligence. Starwings can channel the energy of the
incredibly tough and resistant to damage. cosmos, granting them enhanced spellcasting
abilities.
41. Specterwing: Specterwings are ghostly birds with
translucent wings, able to phase through objects. 50. Shadowstalker: Shadowstalkers are avian beings
They gain a +2 bonus to Dexterity and a +1 bonus to with dark, shadowy plumage. They have a +2 bonus
Wisdom. Specterwings can become ethereal, to Dexterity and a +1 bonus to Wisdom.
allowing them to move through solid objects. Shadowstalkers can blend into shadows, becoming
nearly invisible in dim light.
42. Cinderbeetle: Cinderbeetles are beetles with
glowing, ember-like markings on their exoskeleton. 51. Aethermoth: Aethermoths are moth-like creatures
They have a +2 bonus to Constitution and a +1 that manipulate the fabric of reality. They gain a +2
bonus to Intelligence. Cinderbeetles can release bonus to Intelligence and a +1 bonus to Constitution.
bursts of fiery sparks from their bodies. Aethermoths can create pockets of warped space,
altering distances and locations.
43. Thornquill: Thornquills are avian creatures with
sharp, thorn-like feathers. They gain a +2 bonus to 52. Bramblewren: Bramblewrens are small birds
Dexterity and a +1 bonus to Strength. Thornquills covered in thorny vines and leaves. They have a +2
can shoot their quills as projectiles, dealing 1d6 bonus to Dexterity and a +1 bonus to Wisdom.
piercing damage. Bramblewrens can manipulate plant growth, causing
vines to ensnare enemies or creating barriers of
44. Psychebutterfly: Psychebutterflies are butterflies foliage.
with wings that emanate mesmerizing, psychic
energy. They have a +2 bonus to Intelligence and a 53. Stardust: Stardusts are celestial insects that trail
+1 bonus to Charisma. Psychebutterflies can emit stardust wherever they go. They gain a +2 bonus to
psychic waves, stunning nearby creatures. Intelligence and a +1 bonus to Charisma. Stardusts
can create illusions of celestial bodies, mesmerizing
45. Nightgale: Nightgales are nocturnal birds with onlookers.
haunting melodies that can manipulate emotions.
They gain a +2 bonus to Charisma and a +1 bonus 54. Frostwing: Frostwings are icy, bird-like creatures
to Wisdom. Nightgales can use their songs to inspire with the power to freeze their surroundings. They
allies or instill fear in foes. have a +2 bonus to Constitution and a +1 bonus to
Strength. Frostwings can create freezing gusts of
46. Ironjaw: Ironjaws are powerful, metallic birds with wind, slowing down enemies.
razor-sharp beaks. They have a +2 bonus to

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Hexmaster Chapter 2 Races

55. Jewelhorn: Jewelhorns are beetles with a +2 bonus to Intelligence and a +1 bonus to
magnificent, gem-like horns on their heads. They Wisdom. Fluxfeathers can briefly accelerate time,
gain a +2 bonus to Constitution and a +1 bonus to granting themselves heightened reflexes.
Charisma. Jewelhorns can emit dazzling light from
their horns, blinding foes. 64. Whisperwing: Whisperwings are small, delicate
birds with feathers that emit soft, soothing sounds.
56. Mistral: Mistrals are bird-like creatures with wings They have a +2 bonus to Dexterity and a +1 bonus to
that generate powerful gusts of wind. They have a +2 Charisma. Whisperwings can produce calming
bonus to Dexterity and a +1 bonus to Wisdom. melodies that pacify aggressive creatures.
Mistrals can create localized windstorms, granting
advantage on ranged attacks. 65. Pyroscarab: Pyroscarabs are beetles with red-hot
exoskeletons and the ability to control fire. They gain
57. Shadowfeather: Shadowfeathers are avian a +2 bonus to Constitution and a +1 bonus to
creatures with feathers that absorb light, creating Strength. Pyroscarabs can create small bursts of
darkness. They gain a +2 bonus to Dexterity and a flame, scorching their enemies.
+1 bonus to Charisma. Shadowfeathers can conjure
shadows to cloak themselves or create areas of 66. Nebuladrake: Nebuladrakes are dragonfly-like
darkness. creatures with shimmering, nebula-like wings. They
have a +2 bonus to Dexterity and a +1 bonus to
58. Venomscar: Venomscars are insects with Intelligence. Nebuladrakes can release clouds of
venomous stingers and colorful, warning patterns. stardust that obscure vision.
They have a +2 bonus to Constitution and a +1
bonus to Intelligence. Venomscars can inject potent 67. Chaosraven: Chaosravens are avian beings
toxins with their stingers, paralyzing or incapacitating associated with the chaotic forces of the universe.
foes. They gain a +2 bonus to Charisma and a +1 bonus
to Constitution. Chaosravens can cause wild,
59. Celestialsong: Celestialsongs are bird-like beings unpredictable magical surges in their vicinity.
with luminous wings and voices that resonate with
celestial harmonies. They gain a +2 bonus to 68. Frostbeetle: Frostbeetles are beetles that
Charisma and a +1 bonus to Wisdom. Celestialsongs generate intense cold from their icy exoskeletons.
can use their voices to heal wounds and remove They have a +2 bonus to Constitution and a +1
harmful conditions. bonus to Intelligence. Frostbeetles can create
freezing auras, chilling their surroundings.
60. Echohawk: Echohawks are avian creatures with
the ability to mimic sounds perfectly. They have a +2 69. Mindflutter: Mindflutters are butterfly-like
bonus to Dexterity and a +1 bonus to Intelligence. creatures with the ability to influence thoughts and
Echohawks can replicate any sound they have emotions. They gain a +2 bonus to Charisma and a
heard, potentially fooling or distracting others. +1 bonus to Wisdom. Mindflutters can project
psychic waves, manipulating the minds of others.
61. Solarhawk: Solarhawks are majestic birds that
draw power from the sun. They gain a +2 bonus to 70. Lumengale: Lumengales are avian creatures with
Charisma and a +1 bonus to Wisdom. Solarhawks iridescent feathers that refract light. They have a +2
can emit solar flares from their wings, damaging bonus to Dexterity and a +1 bonus to Intelligence.
enemies with radiant energy. Lumengales can create dazzling displays of light,
disorienting foes.
62. Crystalwisp: Crystalwisps are ethereal insects
made of shimmering, crystalline fragments. They 71. Venomant: Venomants are insects with
have a +2 bonus to Dexterity and a +1 bonus to venomous stingers and natural resistance to
Intelligence. Crystalwisps can phase through solid poisons. They gain a +2 bonus to Constitution and a
objects, making them difficult to harm. +1 bonus to Dexterity. Venomants' stings cause
debilitating effects, such as paralysis or
63. Fluxfeather: Fluxfeathers are birds that can hallucinations.
manipulate the flow of time in their vicinity. They gain

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Chapter 2 Races Hexmaster

72. Shimmerscale: Shimmerscales are fish-like shimmering light, mesmerizing onlookers.


creatures with scales that glimmer with various
colors. They have a +2 bonus to Dexterity and a +1 81. Sunscale: Sunscales are reptilian birds with
bonus to Wisdom. Shimmerscales can change the scales that radiate intense heat. They gain a +2
colors of their scales, providing camouflage or bonus to Constitution and a +1 bonus to Strength.
mesmerizing displays. Sunscales can generate waves of searing heat,
burning their enemies.
73. Plaguewing: Plaguewings are avian creatures
associated with disease and decay. They gain a +2 82. Glimmerbee: Glimmerbees are bees with
bonus to Constitution and a +1 bonus to Intelligence. shimmering, opalescent wings. They have a +2
Plaguewings can release toxic mists that weaken bonus to Dexterity and a +1 bonus to Intelligence.
their enemies or spread diseases. Glimmerbees can produce radiant pollen that
provides healing effects when consumed.
74. Zephyrmoth: Zephyrmoths are ethereal moths
that can harness the power of wind. They have a +2 83. Thundersong: Thundersongs are birds that
bonus to Dexterity and a +1 bonus to Wisdom. harness the power of thunderstorms. They gain a +2
Zephyrmoths can create gusts of wind, manipulating bonus to Charisma and a +1 bonus to Wisdom.
the movement of objects and creatures. Thundersongs can emit powerful sonic waves that
damage 1d6 and disorient their enemies.
75. Jadewing: Jadewings are birds with vibrant, jade-
like feathers and an affinity for nature. They gain a 84. Crimsonscar: Crimsonscars are beetles with a
+2 bonus to Wisdom and a +1 bonus to Charisma. crimson exoskeleton and an affinity for blood. They
Jadewings can communicate with animals and exert have a +2 bonus to Constitution and a +1 bonus to
gentle influence over plant life. Strength. Crimsonscars can drain the life force of
their victims to heal themselves.
76. Emberfly: Emberflies are fiery insects that leave
trails of glowing embers as they fly. They have a +2 85. Moonwing: Moonwings are bird-like creatures
bonus to Dexterity and a +1 bonus to Constitution. associated with the night sky and moonlight. They
Emberflies can create small bursts of flame, igniting gain a +2 bonus to Dexterity and a +1 bonus to
flammable objects. Wisdom. Moonwings can emit soothing moonlight,
granting restorative effects to themselves and allies.
77. Voidraven: Voidravens are avian creatures
associated with the dark voids of space. They gain a 86. Soulfire: Soulfires are avian beings that possess
+2 bonus to Dexterity and a +1 bonus to Intelligence. an inner flame representing their life force. They
Voidravens can project tendrils of darkness, draining have a +2 bonus to Charisma and a +1 bonus to
the life force from their foes. Constitution. Soulfires can unleash their soul flame to
heal wounds or burn enemies.
78. Echoscarab: Echoscarabs are beetles with the
ability to emit piercing, sonic waves. They have a +2 87. Obsidianbeetle: Obsidianbeetles are beetles with
bonus to Constitution and a +1 bonus to Strength. a glossy, black exoskeleton that absorbs light. They
Echoscarabs can produce sonic blasts, disorienting have a +2 bonus to Constitution and a +1 bonus to
and deafening their enemies. Strength. Obsidianbeetles can temporarily harden
their exoskeletons, gaining increased protection.
79. Stormswan: Stormswans are majestic swan-like
creatures capable of controlling weather patterns. 88. Vibrantwing: Vibrantwings are birds with wings
They gain a +2 bonus to Charisma and a +1 bonus that display an array of vibrant, changing colors.
to Wisdom. Stormswans can summon rainstorms, They gain a +2 bonus to Dexterity and a +1 bonus to
lightning strikes, and gusts of wind. Charisma. Vibrantwings can create mesmerizing
displays of color, enchanting or distracting others.
80. Glitterwing: Glitterwings are delicate, butterfly-like
creatures that radiate a mesmerizing glow. They 89. Whirlwind: Whirlwinds are avian creatures
have a +2 bonus to Dexterity and a +1 bonus to associated with the power of storms and wind. They
Charisma. Glitterwings can create illusions of have a +2 bonus to Dexterity and a +1 bonus to

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Wisdom. Whirlwinds can create miniature tornadoes, damaging enemies in a radius around them.
pulling in enemies or dispersing harmful effects.
98. Phantomfire: Phantomfires are ghostly, flame-like
90. Scorpinsect: Scorpinsects are insect-like entities that can take the form of birds. They gain a
creatures with the traits of both scorpions and +2 bonus to Dexterity and a +1 bonus to Charisma.
insects. They gain a +2 bonus to Constitution and a Phantomfires can phase through objects and
+1 bonus to Strength. Scorpinsects possess both a creatures, moving unhindered through barriers.
venomous stinger and powerful mandibles.
99. Aurorabeetle: Aurorabeetles are beetles that emit
91. Prismal: Prismals are avian beings with feathers a soft, enchanting light reminiscent of the aurora
that refract light, creating prismatic effects. They gain borealis. They have a +2 bonus to Constitution and a
a +2 bonus to Charisma and a +1 bonus to +1 bonus to Intelligence. Aurorabeetles can create
Intelligence. Prismals can create dazzling displays of mesmerizing displays of colorful lights, captivating
light and color, temporarily blinding or confusing their observers.
enemies.
100. Eternalraven: Eternalravens are ancient,
92. Thornraptor: Thornraptors are raptor-like birds immortal birds that have witnessed countless ages.
covered in sharp, thorny quills. They have a +2 They gain a +2 bonus to Wisdom and a +1 bonus to
bonus to Dexterity and a +1 bonus to Strength. Intelligence. Eternalravens have immense
Thornraptors can launch their quills as ranged knowledge and insight, possessing ancient secrets
attacks, piercing through armor and causing bleeding and prophecy.
wounds.

93. Mistweaver: Mistweavers are ethereal birds that 20. Plant-based beings
can manipulate mist and fog. They gain a +2 bonus
to Dexterity and a +1 bonus to Wisdom. Mistweavers 1.Verdant Elf
can conjure dense mists, obscuring vision and Description: Verdant Elves are graceful and
hindering enemies' accuracy. ethereal beings with vibrant green skin and leaves
growing in place of hair. They are attuned to nature
94. Scarletflame: Scarletflames are birds with and possess a deep connection to the flora around
feathers that perpetually burn with red-hot flames. them.
They have a +2 bonus to Constitution and a +1 Stat adjustments: +2 Dexterity, +1 Wisdom
bonus to Intelligence. Scarletflames can unleash Special power/trait: Natural Camouflage - When
searing flames in their vicinity, damaging enemies standing still among foliage, Verdant Elves gain
over time. advantage on Stealth checks.
95. Aerowisp: Aerowisps are ethereal beings made 2.Thornborn
of swirling, wispy air. They have a +2 bonus to Description: Thornborn are hardy plant creatures
Dexterity and a +1 bonus to Intelligence. Aerowisps resembling humanoid trees. They have rough bark-
can manipulate air currents, creating gusts of wind or like skin, thorny protrusions, and are known for their
generating focused blasts of air. resilience and endurance.
Stat adjustments: +2 Constitution, +1 Strength
96. Emeraldglider: Emeraldgliders are bird-like Special power/trait: Thorned Defense - When hit with
creatures with emerald-colored feathers and the a melee attack, the attacker takes 1d4 piercing
ability to glide effortlessly. They gain a +2 bonus to damage.
Dexterity and a +1 bonus to Wisdom. Emeraldgliders
can glide long distances without the need for 3.Luminaris Bloom
sustained flight. Description: Luminaris Blooms are radiant flowers
that have gained sentience. They are small in size
97. Blazewing: Blazewings are birds engulfed in but emit a soft glow, and their petals shimmer in
flames, with fiery wings and a burning aura. They various vibrant colors.
have a +2 bonus to Constitution and a +1 bonus to Stat adjustments: +2 Charisma, +1 Intelligence
Charisma. Blazewings can unleash a fiery explosion, Special power/trait: Luminescent Aura - Luminaris

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Chapter 2 Races Hexmaster

Blooms emit dim light in a 10-foot radius, and they 30 feet.


have advantage on Charisma-based checks during
nighttime. 9.Emberwood
Description: Emberwoods are humanoid trees with
4.Mosskin bark that glows like burning embers. They are
Description: Mosskins are humanoid creatures associated with fire and possess an inner flame that
covered in vibrant moss and lichens. They have a can be harnessed for various purposes.
symbiotic relationship with the plant life on their Stat adjustments: +2 Strength, +1 Constitution
bodies, granting them unique abilities. Special power/trait: Flame Affinity - Emberwoods
Stat adjustments: +2 Wisdom, +1 Constitution have resistance against fire damage and can cast
Special power/trait: Photosynthetic Vitality - the Produce Flame cantrip once per long rest.
Mosskins can absorb sunlight to regain hit points
equal to their Constitution modifier once per short 10.Gossamer Sprite
rest. Description: Gossamer Sprites are tiny winged
creatures made of delicate plant fibers. They flit
5.Blossomkin through the air, leaving trails of sparkling pollen in
Description: Blossomkins are small, delicate beings their wake.
resembling humanoid blossoms. They have colorful Stat adjustments: +2 Dexterity, +1 Charisma
petals, vine-like limbs, and a soothing fragrance that Special power/trait: Fey Charm - Gossamer Sprites
calms those around them. have advantage on Charisma-based checks when
Stat adjustments: +2 Dexterity, +1 Charisma interacting with fey creatures.
Special power/trait: Soothing Presence -
Blossomkins can use their action to create a calming 11.Ashroot
aura, granting advantage on saving throws against Description: Ashroots are humanoid beings with
fear effects to allies within 10 feet. charcoal-gray skin resembling burnt wood. They
have a mysterious connection to the ashes of the
6.Thistlefolk fallen and possess the ability to manipulate fire.
Description: Thistlefolk are humanoid creatures with Stat adjustments: +2 Intelligence, +1 Charisma
sharp thorns protruding from their greenish skin. Special power/trait: Pyromancy - Ashroots can cast
They have a natural affinity for survival in harsh the Fire Bolt cantrip once per long rest.
environments and possess a keen sense of danger.
Stat adjustments: +2 Wisdom, +1 Dexterity 12.Brambleborn
Special power/trait: Thorned Perception - Thistlefolk Description: Brambleborn are humanoid creatures
have advantage on Perception checks related to covered in tangled thorny vines. They are fierce
detecting traps and hidden dangers. warriors, utilizing their natural weaponry and agility to
protect their forest homes.
7.Willowguard Stat adjustments: +2 Dexterity, +1 Strength
Description: Willowguards are tall and slender tree- Special power/trait: Thorned Assault - When making
like beings with flowing willow branches for limbs. an unarmed strike, Brambleborn deal an additional
They are calm and patient, acting as protectors of 1d4 piercing damage.
sacred groves and natural places.
Stat adjustments: +2 Wisdom, +1 Strength 13.Mistbloom
Special power/trait: Resilient Form - Willowguards Description: Mistblooms are translucent flower-like
have resistance against necrotic damage. beings with a constant misty aura surrounding them.
They are attuned to the ethereal realm and possess
8.Coralvine the ability to manipulate mist and fog.
Description: Coralvines are underwater plant Stat adjustments: +2 Wisdom, +1 Intelligence
creatures resembling vibrant coral formations. They Special power/trait: Misty Veil - Mistblooms can cast
have the ability to adapt and thrive in aquatic the Fog Cloud spell once per long rest.
environments.
Stat adjustments: +2 Constitution, +1 Intelligence 14.Ironbark
Special power/trait: Amphibious - Coralvines can Description: Ironbarks are hulking tree-like
breathe air and water and have a swimming speed of creatures with thick metallic bark and imposing

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presence. They excel in physical strength and Stat adjustments: +2 Wisdom, +1 Strength
endurance, serving as natural protectors. Special power/trait: Thunderous Step -
Stat adjustments: +2 Strength, +1 Constitution Thunderwoods have resistance against lightning
Special power/trait: Iron Resilience - Ironbarks have damage and can cast the Shocking Grasp cantrip
resistance against non-magical bludgeoning, once per long rest.
piercing, and slashing damage.
20.Hexleaf
15.Moonpetal Description: Hexleaves are mysterious and
Description: Moonpetals are humanoid flowers with enigmatic humanoid plants with dark purple leaves
luminescent petals that change colors with the and an uncanny connection to magic. They are often
phases of the moon. They have a connection to lunar sought after for their mystical knowledge.
energy and possess subtle lunar powers. Stat adjustments: +2 Intelligence, +1 Charisma
Stat adjustments: +2 Charisma, +1 Wisdom Special power/trait: Arcane Attunement - Hexleaves
Special power/trait: Moonlit Guidance - Moonpetals have advantage on Intelligence (Arcana) checks and
have advantage on Wisdom (Perception) checks can cast the Prestidigitation cantrip once per long
made at night or under moonlight. rest.

16.Vinekin 21.Quicksprout
Description: Vinekins are slender humanoids with Description: Quicksprouts are small and sprightly
greenish-brown skin covered in living vines. They are beings that resemble young saplings. They possess
skilled climbers and possess a natural affinity for remarkable speed and agility, allowing them to swiftly
plant manipulation. navigate their woodland homes.
Stat adjustments: +2 Dexterity, +1 Intelligence Stat adjustments: +2 Dexterity, +1 Intelligence
Special power/trait: Vine Grasp - Vinekins can use Special power/trait: Fleet of Foot - Quicksprouts'
their action to extend their vines, gaining advantage base walking speed increases by 10 feet.
on Athletics checks made for climbing.
22.Gloomroot
17.Silverscale Description: Gloomroots are somber and shadowy
Description: Silverscales are plant creatures with tree-like beings that thrive in dark and eerie
metallic silver leaves and a shimmering aura. They environments. They have an inherent affinity for
have adapted to thrive in arid environments and darkness and possess abilities to obscure vision.
possess resistance against heat and dehydration. Stat adjustments: +2 Wisdom, +1 Charisma
Stat adjustments: +2 Constitution, +1 Wisdom Special power/trait: Shadow Veil - Gloomroots can
Special power/trait: Heat Endurance - Silverscales cast the Darkness spell once per long rest.
have advantage on saving throws against effects
related to extreme heat or dehydration. 23.Starseed
Description: Starseeds are celestial plants that have
18.Snowbloom fallen from the night sky. They have iridescent petals
Description: Snowblooms are delicate flowers that that resemble the constellations and possess a
flourish in icy landscapes. They have crystalline connection to cosmic energy.
petals and emit a chilling aura, capable of freezing Stat adjustments: +2 Charisma, +1 Wisdom
their surroundings. Special power/trait: Cosmic Insight - Starseeds have
Stat adjustments: +2 Intelligence, +1 Dexterity advantage on Intelligence (Arcana) checks related to
Special power/trait: Frostbite Touch - Snowblooms celestial knowledge.
can use their action to touch a creature, causing it to
make a Constitution saving throw or take 1d6 cold 24.Rootwhisperer
damage. Description: Rootwhisperers are plant beings with
gnarled roots for limbs. They possess an ancient
19.Thunderwood wisdom and the ability to communicate with plants,
Description: Thunderwoods are towering trees that gaining insight from the flora around them.
crackle with electrical energy. They harness the Stat adjustments: +2 Wisdom, +1 Intelligence
power of storms and possess a natural affinity for Special power/trait: Speak with Plants -
lightning. Rootwhisperers can cast the Speak with Plants spell

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once per long rest. Description: Embermoss is a luminescent moss


that grows in volcanic regions. It possesses a fiery
25.Cinderblossom energy and the ability to consume and harness heat
Description: Cinderblossoms are fiery flowers that for various purposes.
bloom in volcanic regions. They radiate heat and Stat adjustments: +2 Constitution, +1 Intelligence
possess a symbiotic relationship with flames, using Special power/trait: Thermal Absorption -
them to enhance their own abilities. Embermoss can absorb heat from nearby sources,
Stat adjustments: +2 Intelligence, +1 Constitution granting resistance against fire damage.
Special power/trait: Flame Fusion - Cinderblossoms
can use their bonus action to engulf their body in 31.Aetherbloom
flames, dealing fire 1d6 damage to creatures that Description: Aetherblooms are ethereal flowers that
enter their space. hover above the ground, emanating a soft glow.
They have a connection to the astral plane and
26.Quillvine possess abilities related to teleportation and
Description: Quillvines are humanoid beings with displacement.
tough, thorny skin and vine-like appendages. They Stat adjustments: +2 Intelligence, +1 Dexterity
are adept at survival and possess natural defense Special power/trait: Astral Step - Aetherblooms can
mechanisms against predators. cast the Misty Step spell once per long rest.
Stat adjustments: +2 Constitution, +1 Strength
Special power/trait: Thornskin - Quillvines have 32.Mirthroot
resistance against piercing damage. Description: Mirthroots are jovial and cheerful plant
creatures that bring happiness wherever they go.
27.Sereneglow They have vibrant, brightly colored petals and an
Description: Sereneglows are gentle and tranquil infectious laughter.
plant creatures that emit a calming aura. They have Stat adjustments: +2 Charisma, +1 Wisdom
bioluminescent petals that glow softly, spreading Special power/trait: Joyous Aura - Mirthroots emit an
peace and tranquility around them. aura of joy, granting advantage on saving throws
Stat adjustments: +2 Charisma, +1 Wisdom against being charmed or frightened to allies within
Special power/trait: Aura of Serenity - Sereneglows 10 feet.
have advantage on saving throws against being
charmed or frightened. 33.Quicksand
Description: Quicksands are sentient patches of
28.Swampshade shifting sand with tendrils and thorny protrusions.
Description: Swampshades are shadowy plants that They possess a predatory nature, trapping and
thrive in murky swamplands. They have a mysterious ensnaring their foes.
aura and possess unique abilities to blend in with Stat adjustments: +2 Strength, +1 Dexterity
their environment. Special power/trait: Sand Trap - Quicksands can
Stat adjustments: +2 Dexterity, +1 Constitution restrain creatures that enter or start their turn in their
Special power/trait: Swamp Camouflage - space with a successful melee attack.
Swampshades have advantage on Stealth checks
made in swampy or dimly lit environments. 34.Sunleaf
Description: Sunleaves are radiant plants with
29.Sylvan Hound large, vibrant leaves that absorb sunlight. They have
Description: Sylvan Hounds are canine-like plant a connection to solar energy and can manipulate
creatures with vibrant foliage and sharp thorns. They light to their advantage.
are loyal companions and possess heightened Stat adjustments: +2 Wisdom, +1 Intelligence
senses. Special power/trait: Solar Radiance - Sunleaves can
Stat adjustments: +2 Dexterity, +1 Wisdom cast the Light cantrip once per long rest and have
Special power/trait: Keen Senses - Sylvan Hounds advantage on saving throws against effects that blind
have advantage on Wisdom (Perception) checks that them.
rely on hearing or smell.
35.Moldspore
30.Embermoss Description: Moldspores are diminutive fungi-like

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creatures that release clouds of spores as they 40.Sagevine


move. They have an affinity for decomposition and Description: Sagevines are wise and ancient plant
possess abilities related to decay. beings with thick vines and clusters of flowers. They
Stat adjustments: +2 Constitution, +1 Intelligence possess a vast knowledge of nature and have the
Special power/trait: Spore Burst - Moldspores can ability to transfer their wisdom to others.
release a cloud of spores as an action, causing Stat adjustments: +2 Intelligence, +1 Wisdom
creatures within a 10-foot radius to make a Special power/trait: Transfer Knowledge - Once per
Constitution saving throw or become poisoned for 1 long rest, Sagevines can touch a willing creature and
minute. grant them advantage on the next Intelligence-based
skill check or saving throw they make.
36.Crystalbark
Description: Crystalbarks are tree-like beings with 41.Galeleaf
bark that resembles shimmering gemstones. They Description: Galeleaves are tall, slender plant
have a connection to the earth's elemental energy beings with leaves that resemble delicate feathers.
and possess abilities related to crystal manipulation. They have a connection to the winds and possess
Stat adjustments: +2 Strength, +1 Constitution abilities related to air manipulation.
Special power/trait: Crystal Shard - Crystalbarks can Stat adjustments: +2 Dexterity, +1 Wisdom
launch a shard of crystal as a ranged attack, dealing Special power/trait: Zephyr's Grace - Galeleaves
1d6 piercing damage to their target. have resistance against falling damage and can cast
the Gust cantrip once per long rest.
37.Glimmerwing
Description: Glimmerwings are delicate and 42.Blightvine
beautiful butterfly-like creatures made entirely of Description: Blightvines are sinister and corrupt
iridescent petals. They possess the ability to dazzle plant creatures that thrive in decayed environments.
their opponents with their vibrant colors. They have withered foliage and possess abilities
Stat adjustments: +2 Dexterity, +1 Charisma related to disease and decay.
Special power/trait: Dazzling Display - Glimmerwings Stat adjustments: +2 Constitution, +1 Intelligence
can use their action to create a dazzling burst of Special power/trait: Infected Touch - Blightvines can
colors, forcing creatures within a 10-foot radius to use their action to touch a creature, causing it to
make a Wisdom saving throw or become stunned for make a Constitution saving throw or become
1 round. diseased for 1 hour.

38.Saplingling 43.Petalborn
Description: Saplinglings are young and playful Description: Petalborn are humanoid creatures
plant creatures resembling humanoid saplings. They made entirely of vibrant flower petals. They are
are filled with boundless energy and possess an ephemeral beings, often associated with beauty and
affinity for growth and rejuvenation. grace.
Stat adjustments: +2 Dexterity, +1 Constitution Stat adjustments: +2 Charisma, +1 Dexterity
Special power/trait: Rapid Growth - Once per long Special power/trait: Petal Dance - Petalborn can use
rest, Saplinglings can use their bonus action to their bonus action to gain advantage on Charisma-
regain hit points equal to their Constitution modifier. based skill checks for 1 minute.

39.Glowstalk 44.Hollowbark
Description: Glowstalks are luminescent Description: Hollowbarks are tree-like beings with
mushrooms that emit a soft glow. They thrive in dark hollow trunks that serve as natural dwellings. They
caverns and possess abilities related to possess the ability to channel nature's energy to heal
bioluminescence and spore manipulation. themselves and others.
Stat adjustments: +2 Wisdom, +1 Intelligence Stat adjustments: +2 Wisdom, +1 Constitution
Special power/trait: Bioluminescent Aura - Special power/trait: Healing Touch - Hollowbarks can
Glowstalks emit dim light in a 10-foot radius, and use their action to touch a creature and restore hit
they have advantage on saving throws against being points equal to their level.
blinded.
45.Stormlily

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Chapter 2 Races Hexmaster

Description: Stormlilies are vibrant flowers with Special power/trait: Season's Grace - Autumnleaves
petals that resemble bolts of lightning. They possess have advantage on saving throws against being
a natural affinity for storms and possess abilities charmed or frightened during the fall season.
related to electricity.
Stat adjustments: +2 Intelligence, +1 Dexterity 51.Starthorn
Special power/trait: Lightning Burst - Stormlilies can Description: Starthorns are plant creatures with
release a burst of lightning as an action, dealing 1d6 thorny branches that shimmer with starlight. They
lightning damage to creatures within a 5-foot radius. possess a connection to celestial energy and can
harness it for protection and offense.
46.Bloomguard Stat adjustments: +2 Strength, +1 Wisdom
Description: Bloomguards are heavily armored plant Special power/trait: Starry Shield - Starthorns can
creatures with thick, overlapping petals that serve as summon a shimmering shield of stars as a bonus
protective plates. They are formidable defenders and action, granting them temporary hit points equal to
possess natural resistance against physical attacks. their level.
Stat adjustments: +2 Strength, +1 Constitution
Special power/trait: Petal Shield - Bloomguards have 52.Whisperbloom
resistance against non-magical bludgeoning, Description: Whisperblooms are delicate flowers
piercing, and slashing damage. that release soothing whispers as a gentle breeze
passes through their petals. They possess abilities
47.Dreamblossom related to calming and pacifying others.
Description: Dreamblossoms are ethereal flowers Stat adjustments: +2 Charisma, +1 Wisdom
that only bloom in the realm of dreams. They have a Special power/trait: Soothing Whispers -
mystical aura and possess abilities to manipulate Whisperblooms have advantage on Charisma
and influence dreams. (Persuasion) checks made to calm or pacify others.
Stat adjustments: +2 Charisma, +1 Wisdom
Special power/trait: Dreamweaver - Dreamblossoms 53.Thornwall
can cast the Sleep spell once per long rest. Description: Thornwalls are massive plant creatures
with intertwining thorny vines that form impenetrable
48.Frostwood barriers. They are adept at defending areas and
Description: Frostwoods are towering trees that possess natural protective instincts.
radiate an icy chill. They thrive in wintry landscapes Stat adjustments: +2 Constitution, +1 Strength
and possess abilities related to cold and frost. Special power/trait: Defensive Thicket - Thornwalls
Stat adjustments: +2 Constitution, +1 Strength can use their action to create a wall of thorny vines,
Special power/trait: Frost Aura - Frostwoods emit a providing half-cover to creatures behind it.
cold aura, granting resistance against cold damage
to allies within 10 feet. 54.Crystalfrost
Description: Crystalfrosts are icy plants that grow in
49.Thundersnap frozen tundras. They have crystalline structures and
Description: Thundersnaps are small, carnivorous possess abilities related to cold and ice manipulation.
plant creatures that resemble snapping jaws. They Stat adjustments: +2 Intelligence, +1 Dexterity
have a connection to thunderstorms and possess Special power/trait: Frost Nova - Crystalfrosts can
abilities related to sound manipulation. release a burst of freezing energy as an action,
Stat adjustments: +2 Dexterity, +1 Intelligence dealing 1d6 cold damage to creatures within a 10-
Special power/trait: Sonic Bite - Thundersnaps can foot radius.
bite with tremendous force, dealing 1d6 additional
thunder 1d6 damage on a successful hit. 55.Blazethistle
Description: Blazethistles are fiery plants that burst
50.Autumnleaf into vibrant flames. They possess a volatile nature
Description: Autumnleaves are plant beings that and can channel fire in destructive ways.
embody the beauty of the fall season. They have Stat adjustments: +2 Constitution, +1 Intelligence
leaves that change colors and possess abilities Special power/trait: Flame Burst - Blazethistles can
related to nature's cycles and transitions. create an explosion of flames as an action, dealing
Stat adjustments: +2 Wisdom, +1 Charisma 1d6 fire damage to creatures within a 5-foot radius.

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Description: Thundersprouts are small, nimble plant


56.Shimmerbark creatures that emit crackling electricity. They have a
Description: Shimmerbarks are trees with bark that natural affinity for storms and possess abilities
glimmers like precious metals. They possess abilities related to lightning and electrical manipulation.
related to illusions and can create deceptive Stat adjustments: +2 Dexterity, +1 Intelligence
environments. Special power/trait: Lightning Step - Thundersprouts
Stat adjustments: +2 Dexterity, +1 Intelligence can teleport up to 10 feet as a bonus action, leaving
Special power/trait: Illusory Forest - Shimmerbarks behind a small electrical burst that deals 1d6
can use their action to create illusory trees and lightning damage to adjacent creatures.
foliage, providing partial concealment to themselves
and allies within 10 feet. 62.Celestial Vine
Description: Celestial Vines are radiant, celestial
57.Moonshadow plants that trail golden leaves and emit a divine glow.
Description: Moonshadows are elusive plant They possess a connection to celestial realms and
creatures that blend seamlessly with the shadows. possess abilities related to healing and divine
They possess a connection to moonlight and energy.
possess abilities related to stealth and subterfuge. Stat adjustments: +2 Wisdom, +1 Charisma
Stat adjustments: +2 Dexterity, +1 Wisdom Special power/trait: Healing Touch - Celestial Vines
Special power/trait: Shadow Step - Moonshadows can use their action to touch a creature and restore
can teleport up to 30 feet to an unoccupied space in hit points equal to their level.
dim light or darkness as a bonus action.
63.Thornwhisper
58.Echosap Description: Thornwhispers are stealthy plant
Description: Echosaps are translucent plants that beings that communicate through subtle vibrations
feed on echoes and reverberations. They possess and whispers in the wind. They excel in espionage
abilities related to sound manipulation and and possess abilities related to gathering
echolocation. information.
Stat adjustments: +2 Wisdom, +1 Constitution Stat adjustments: +2 Dexterity, +1 Intelligence
Special power/trait: Sonic Absorption - Echosaps Special power/trait: Whispered Secrets -
have resistance against thunder damage and can Thornwhispers have advantage on Wisdom
use their reaction to negate sound-based spells or (Perception) checks made to listen for distant sounds
effects targeting them. or faint whispers.

59.Rootbound 64.Solarbloom
Description: Rootbounds are plant beings that Description: Solarblooms are radiant flowers that
possess an unyielding connection to the earth. They absorb sunlight and emit a warm, golden glow. They
have roots that extend deep into the ground, granting possess a connection to solar energy and have
them stability and resilience. abilities related to light and warmth.
Stat adjustments: +2 Constitution, +1 Strength Stat adjustments: +2 Charisma, +1 Constitution
Special power/trait: Rooted Resilience - Rootbounds Special power/trait: Radiant Burst - Solarblooms can
have advantage on saving throws against being release a burst of radiant energy as an action,
pushed, pulled, or knocked prone. dealing 1d6 radiant damage to creatures within a 10-
foot radius.
60.Glimmerveil
Description: Glimmerveils are ethereal plant 65.Hollowshade
creatures that exist between the material and the Description: Hollowshades are ethereal plant
feywild. They possess abilities related to illusions creatures that exist in the realm between light and
and dream manipulation. shadow. They possess abilities related to illusions,
Stat adjustments: +2 Intelligence, +1 Charisma phantasmal magic, and shadow manipulation.
Special power/trait: Fey Presence - Glimmerveils Stat adjustments: +2 Intelligence, +1 Dexterity
can cast the Charm Person spell once per long rest. Special power/trait: Shadowmeld - Hollowshades can
use their action to become invisible in dim light or
61.Thundersprout darkness until they move or take an action.

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attacks against creatures within 10 feet of them.


66.Cinderthorn
Description: Cinderthorns are fiery plant creatures 71.Eternal Oak
with thorny vines that burn with intense heat. They Description: Eternal Oaks are ancient and colossal
possess a connection to fire and possess abilities tree beings that embody strength and endurance.
related to heat and burning effects. They possess an unbreakable spirit and abilities that
Stat adjustments: +2 Constitution, +1 Strength reflect their enduring nature.
Special power/trait: Burning Grasp - Cinderthorns Stat adjustments: +2 Strength, +1 Constitution
deal additional 1d6 fire damage when making melee Special power/trait: Unyielding Form - Eternal Oaks
attacks with their thorny vines. have resistance against all damage except force
damage and can't be grappled or restrained.
67.Glowroot
Description: Glowroots are luminescent plants that 72.Radiant Lotus
emit a soft, calming light. They possess a connection Description: Radiant Lotuses are celestial flowers
to nature's energies and possess abilities related to that bloom with pure radiance and divine energy.
plant growth and nurturing. They possess healing powers and abilities that bring
Stat adjustments: +2 Wisdom, +1 Constitution light to the darkest corners.
Special power/trait: Nurturing Aura - Glowroots emit Stat adjustments: +2 Wisdom, +1 Charisma
an aura of natural energy, granting advantage on Special power/trait: Divine Restoration - Radiant
Wisdom (Nature) checks and Wisdom saving throws Lotuses can use their action to restore hit points to
to allies within 10 feet. all allies within 30 feet equal to their level.

68.Duskmist 73.Verdant Sovereign


Description: Duskmists are ephemeral plant Description: Verdant Sovereigns are regal and
creatures that thrive in mist-shrouded environments. commanding plant beings with dominion over nature
They have a connection to the ethereal plane and itself. They possess incredible control over flora and
possess abilities related to mist manipulation and fauna, bending them to their will.
stealth. Stat adjustments: +2 Charisma, +1 Wisdom
Stat adjustments: +2 Dexterity, +1 Wisdom Special power/trait: Nature's Dominion - Verdant
Special power/trait: Misty Veil - Duskmists can cast Sovereigns can cast the Awaken spell once per long
the Fog Cloud spell once per long rest without rest without requiring material components.
requiring concentration.
74.Primordial Vines
69.Serenity Rose Description: Primordial Vines are ancient and
Description: Serenity Roses are rare and exquisite powerful plants that span across vast landscapes.
flowers that radiate an aura of calmness and They possess abilities to manipulate the very
tranquility. They possess abilities related to essence of life and channel primordial energies.
emotional balance and mental fortitude. Stat adjustments: +2 Constitution, +1 Intelligence
Stat adjustments: +2 Charisma, +1 Wisdom Special power/trait: Life Essence Infusion -
Special power/trait: Serene Presence - Serenity Primordial Vines can transfer their life essence to
Roses have advantage on saving throws against heal or rejuvenate others, restoring 1d4 hit points
being charmed or frightened and can use their action equal to their level as a bonus action.
to grant advantage on a Wisdom saving throw to an
ally within 30 feet. 75.Spectral Willow
Description: Spectral Willows are ghostly tree
70.Phantombark beings that exist partially in the material and ethereal
Description: Phantombarks are ghostly trees that planes. They possess the ability to phase in and out
appear as spectral forms, with translucent branches of reality, confusing and haunting their enemies.
and leaves that seem to float. They possess abilities Stat adjustments: +2 Dexterity, +1 Intelligence
related to haunting and spectral manipulation. Special power/trait: Ethereal Phasing - Spectral
Stat adjustments: +2 Wisdom, +1 Intelligence Willows can use their action to become ethereal until
Special power/trait: Ethereal Grasp - Phantombarks the start of their next turn, granting them resistance
can extend their spectral branches to make melee to all damage.

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for the purpose of grappling and carrying capacity.


76.Celestial Sycamore
Description: Celestial Sycamores are majestic trees 81.Whispering Bonsai
that resonate with celestial power. They possess Description: Whispering Bonsais are miniature trees
abilities that harness the energy of the heavens, that possess the ability to communicate with the
granting them potent divine magic. surrounding flora. They have tiny, animated faces on
Stat adjustments: +2 Wisdom, +1 Charisma their bark and can convey messages through subtle
Special power/trait: Celestial Channeling - Celestial gestures.
Sycamores can cast the Daylight spell once per long Stat adjustments: +2 Intelligence, +1 Wisdom
rest without requiring concentration. Bizarre ability: Arboreal Whispers - Whispering
Bonsais can understand and speak with plants as if
77.Apex Blossom under the effects of the Speak with Plants spell at
Description: Apex Blossoms are rare and will.
extraordinary flowers that represent the pinnacle of
floral beauty and power. They possess abilities that 82.Chronosprout
manipulate the very fabric of reality. Description: Chronosprouts are plant beings with
Stat adjustments: +2 Intelligence, +1 Charisma vines that resemble clock hands and petals that
Special power/trait: Reality Shaper - Apex Blossoms shimmer with the colors of time. They have an innate
can bend and manipulate reality, allowing them to connection to temporal energies.
cast the Blink spell once per long rest. Stat adjustments: +2 Wisdom, +1 Intelligence
Bizarre ability: Time Flux - Once per long rest,
78.Primal Bramble Chronosprouts can manipulate time within a 30-foot
Description: Primal Brambles are ancient and radius, allowing them to grant advantage or
untamed manifestations of nature's fury. They disadvantage on a single roll or saving throw.
possess raw, elemental power and are forces to be
reckoned with. 83.Mimic Moss
Stat adjustments: +2 Strength, +1 Constitution Description: Mimic Moss is a peculiar plant creature
Special power/trait: Elemental Fury - Primal that has evolved to mimic the appearance and
Brambles can tap into elemental forces, dealing 1d6 properties of various objects. It can seamlessly blend
additional 1d6 elemental damage with their attacks into its surroundings.
depending on the environment. Stat adjustments: +2 Dexterity, +1 Charisma
Bizarre ability: Perfect Mimicry - Mimic Moss can
79.Ethereal Orchid change its appearance to resemble an inanimate
Description: Ethereal Orchids are otherworldly object or another creature, gaining advantage on
flowers that exist between dimensions. They possess Stealth checks and Charisma (Deception) checks.
the ability to traverse planes and manipulate the
threads of reality. 84.Psychedeliphora
Stat adjustments: +2 Intelligence, +1 Dexterity Description: Psychedeliphoras are vibrant and
Special power/trait: Planar Traveler - Ethereal hallucinogenic mushrooms that emit a psychedelic
Orchids can cast the Plane Shift spell once per long aura. They possess mind-altering abilities that can
rest without requiring a spell slot or material induce visions or manipulate perceptions.
components. Stat adjustments: +2 Charisma, +1 Wisdom
Bizarre ability: Hallucinatory Spores - Once per short
80.Titanbark rest, Psychedeliphoras can release spores that
Description: Titanbarks are colossal tree beings create vivid hallucinations or illusions, affecting the
that tower over the landscape. They possess minds of those within a 15-foot radius.
immense strength and resilience, capable of
unleashing devastating attacks and weathering the 85.Symbiotic Ivy
harshest of conditions. Description: Symbiotic Ivies are parasitic plant
Stat adjustments: +2 Strength, +1 Constitution beings that intertwine with other creatures to form a
Special power/trait: Colossal Might - Titanbarks symbiotic relationship. They draw sustenance from
have advantage on all Strength-based ability checks their host and grant unique benefits in return.
and saving throws, and their size is considered Huge Stat adjustments: +2 Constitution, +1 Charisma

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Bizarre ability: Symbiotic Bond - Symbiotic Ivies form flowers and vines. Each component has a distinct
a symbiotic bond with a willing creature, granting function and ability.
them temporary hit points equal to their level and Stat adjustments: +2 Intelligence, +1 Constitution
advantage on Constitution saving throws. Bizarre ability: Floral Fusion - Polyfloras can
combine their individual components, granting them
86.Phantom Palm additional actions or abilities based on the types of
Description: Phantom Palms are translucent palm flowers involved.
trees that exist partially in the ethereal plane. They
can manipulate their ghostly foliage to interact with 91.Cyberbloom
the material world. Description: Cyberblooms are technologically
Stat adjustments: +2 Dexterity, +1 Wisdom enhanced flowers that incorporate cybernetic
Bizarre ability: Ethereal Grasp - Phantom Palms can implants into their petals and stems. They possess
extend their ghostly fronds to interact with objects abilities that combine nature and machine.
and creatures in the material plane, able to Stat adjustments: +2 Intelligence, +1 Dexterity
manipulate or touch ethereal and corporeal objects Cybernetic ability: Techno-Nectar - Cyberblooms
simultaneously. produce a special techno-nectar that can heal
wounds, granting temporary hit points equal to their
87.Shriekvine level to a creature that consumes it.
Description: Shriekvines are carnivorous plants with
razor-sharp leaves and a high-pitched screech. They 92.Nanoflorian
emit sonic vibrations that can disorient or harm their Description: Nanoflorians are plant-based entities
prey. infused with microscopic nanobots. They possess
Stat adjustments: +2 Dexterity, +1 Intelligence the ability to manipulate and control these nanobots
Bizarre ability: Sonic Shriek - Once per short rest, for various purposes.
Shriekvines can emit a deafening shriek, forcing Stat adjustments: +2 Wisdom, +1 Intelligence
creatures within a 30-foot cone to make a Cybernetic ability: Nanobot Swarm - Nanoflorians
Constitution saving throw or be stunned for 1 round. can release a swarm of nanobots as an action,
granting them temporary hit points equal to their level
88.Transmogriflora and the ability to repair damaged objects or heal
Description: Transmogriflora is a peculiar and minor wounds.
shape-shifting plant that can alter its physical form at
will. It can mimic the appearance, texture, and scent 93.Synthetisprout
of other plants. Description: Synthetisprouts are artificially
Stat adjustments: +2 Intelligence, +1 Dexterity engineered plant creatures with synthetic
Bizarre ability: Morphic Mimicry - Transmogriflora components woven into their structure. They
can transform its entire body to resemble any non- possess abilities that combine biological and
magical plant it has encountered, gaining advantage technological elements.
on Stealth checks made while mimicking a plant. Stat adjustments: +2 Constitution, +1 Strength
Cybernetic ability: Synthetic Enhancement -
89.Spectral Vervain Synthetisprouts have advantage on saving throws
Description: Spectral Vervains are ethereal and against disease and poison, and they gain a +1
luminous flowers that emit a soft, ghostly glow. They bonus to their Armor Class.
have a spectral presence and can pass through solid
objects. 94.Circuitvine
Stat adjustments: +2 Wisdom, +1 Dexterity Description: Circuitvines are vines that have
Bizarre ability: Ethereal Passage - Spectral Vervains intertwined with technological circuitry, granting them
can become ethereal for a brief period, allowing them the ability to transmit and manipulate electrical
to move through solid objects and difficult terrain until currents.
the start of their next turn. Stat adjustments: +2 Dexterity, +1 Intelligence
Cybernetic ability: Electric Surge - Circuitvines can
90.Polyflora channel electricity through their tendrils, allowing
Description: Polyfloras are strange and complex them to make melee attacks that deal additional 1d6
plant beings that consist of multiple interconnected lightning damage.

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98.Cybernetic Orchid
95.Cybernetic Willow Description: Cybernetic Orchids are biomechanical
Description: Cybernetic Willows are advanced tree flowers with intricate cybernetic implants that
beings with a fusion of organic and cybernetic parts. enhance their natural abilities. They possess
They possess powerful computing abilities and can advanced sensory systems and heightened
interface with electronic systems. awareness.
Stat adjustments: +2 Intelligence, +1 Wisdom Stat adjustments: +2 Wisdom, +1 Charisma
Cybernetic ability: Data Link - Cybernetic Willows Cybernetic ability: Enhanced Senses - Cybernetic
can connect to electronic devices and systems, Orchids have advantage on Wisdom (Perception)
granting them access to information, control over checks and saving throws against being charmed or
machinery, or the ability to communicate through frightened.
technology.
99.Neonettle
96.Technoflora Description: Neonettles are luminescent cybernetic
Description: Technofloras are plant creatures plants that emit a neon glow and possess
infused with advanced technology, incorporating bioluminescent displays. They have integrated
mechanical parts and devices into their structure. energy modules that grant them unique abilities.
They possess abilities that harness these Stat adjustments: +2 Dexterity, +1 Charisma
technological enhancements. Cybernetic ability: Neon Surge - Neonettles can
Stat adjustments: +2 Intelligence, +1 Dexterity unleash a surge of radiant energy as an action,
Cybernetic ability: Techno-Integration - Technofloras creating a glowing aura that illuminates the area and
can temporarily merge with mechanical devices, deals 1d6 radiant damage to nearby creatures.
granting them proficiency with technological tools or
the ability to remotely control machinery. 100.Mecha Grove
Description: Mecha Groves are massive cybernetic
97.Bionic Bramble tree structures with integrated mechanical
Description: Bionic Brambles are cybernetically components and automated defenses. They possess
enhanced plants with metallic thorns and augmented advanced systems and a formidable presence.
capabilities. They possess integrated weaponry and Stat adjustments: +2 Constitution, +1 Strength
defensive mechanisms. Cybernetic ability: Automated Defense System -
Stat adjustments: +2 Strength, +1 Constitution Mecha Groves have built-in defensive mechanisms,
Cybernetic ability: Thorns of Steel - Bionic Brambles' granting them resistance against damage from non-
thorns can transform into metallic projectiles, magical weapons and the ability to make ranged
allowing them to make ranged attacks that deal 1d6 attacks with integrated weapons.
piercing damage.

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Chapter 3 Background Hexmaster

Chapter 3: Backgrounds
Malidrex perched herself atop a pile of ornately embroidered pillows, the glimmering edges of her magic
mirror and the worn, leather-bound Book of Eldritch Shadows positioned within arm's reach. She looked down
at the grandiose array of tools and bottles spread out on the low table, the glint of mischief dancing in her jade
eyes.

"Welcome, prospective Hexmasters, to the stage where I pour forth wisdom distilled from centuries of arcane
exploration," she announced with a flourish of her pale, rune-tattooed hand. "Or...a jumbled, chaotic mess,
according to the Magus's Mirror."

The mirror, propped up against the back of the room, smirked, its glassy surface shimmering as it replied.
"Oh, Malidrex, always the optimist. Surely our curious readers are more interested in avoiding their imminent
peril than observing your 'wisdom,'" it said, the last word drawn out in a tone as dry as the dust of ancient
tombs.

Chuckling at her mirror's cynicism, Malidrex turned her attention to the tome on her lap. It lay there, worn and
ancient, seemingly asleep until its brass clasps sprang open. The pages fluttered and stopped on the chapter
title 'Backgrounds'. The book's gruff voice echoed throughout the chamber, "Chapter 3, Backgrounds: the
intriguing pasts of the adventurers. Or, for the lazy, a shortcut to an insta-fabricated history."

The witch smirked, her emerald eyes gleaming with delight. "Oh, you old parchment pile," she jested, "Don't
be so stingy about those shortcuts. Everyone needs a leg up sometimes." Then, turning to address the
invisible audience, she added, "Here, my dear future Hexmasters, we delve into the roots of our heroes.
Where do they hail from? What molded them into the individuals they are today? What led them to pick up the
sword, the staff, or the dice?"

Her fingers traced the intricate lines and symbols etched into the ancient pages of the Book of Eldritch
Shadows. "Backgrounds in Hexmaster are as much a part of your character as the blood in their veins or the
magic in their bones. They shape your heroes' motivations, fears, strengths, and weaknesses. Some heroes
are born in royal courts, with silver spoons and gilded tutors. Others in back alleyways, with nothing but their
wits and willpower to rely on."

The mirror shimmered, the scene of an ancient castle and bustling market streets reflected on its surface.
"And some," it added with an air of disapproval, "simply find a mirror that knows everything."

Laughing, Malidrex continued, "These background events are seeds from which grand tales sprout. They
provide the why behind the how, the motivation behind the madness. Whether you were raised by fairies in
the Elderwood Forest, or found a sentient mirror in a forgotten ruin, or -"

Interrupting her, the Book of Eldritch Shadows grumbled, "Or picked up an ungrateful old book from a dusty
pile and now have to bear its incessant whining."

Ignoring the book's grumbling, Malidrex went on, "Your backgrounds set you apart. They add depth to your
existence, helping you to stand out in a universe that's more than a little chaotic and full of adventure.
Hexmaster is a universe that thrives on individuality, and every decision, every roll, and every strategy draws
its importance from these backgrounds. For when the line between mundane and magical is blurred, the
strength of your origin story is what will make your mark on Maxxia."

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Hexmaster Chapter 3 Background

Step 1: Ancestry / Parents: could involve a divine revelation, a mysterious


Roll to determine the character's ancestral heritage stranger, or an urgent plea for help.
or parental background. This could include being
born into a prestigious family, being descended from Step 10: Call to Adventure:
ancient heroes, or having mysterious origins. This final table determines the character's ultimate
motivation for becoming an adventurer. It could be a
Step 2: Birth Circumstances: personal quest, a thirst for knowledge about Maxxia's
Determine the circumstances surrounding the mysteries, or a desire to protect loved ones from
character's birth. This could involve unusual celestial impending threats.
alignments, supernatural phenomena, or being born
during a significant event in Maxxia's history.
Ancestry / Parents:
Step 3: Childhood: 1.
Roll to determine the character's experiences and Name: Born into the Sable Moons Tribe
upbringing during their early years. This table could Description: The character was born into the
include formative events, mentors, or unusual nomadic Sable Moons Tribe, a group of skilled
occurrences that shaped their worldview. stargazers, astronomers, and navigators. They travel
across the vast landscapes of Maxxia, guided by the
Step 4: Education / Training: stars and moon, and hold deep reverence for
Determine the character's formal education or celestial bodies.
specialized training. This could involve studying
under a master, attending an arcane academy, or Mechanical Effects:
undergoing military training. - Positive Effect: Wisdom +3. The character gains a
deep understanding of the night sky and gains
Step 5: Profession / Career: proficiency in Astronomy, allowing them to navigate
Roll to determine the character's initial profession or using the stars and interpret celestial phenomena.
career before becoming an adventurer. This could - Negative Effect: Charisma -2. Due to their
include various options such as scholar, mercenary, nomadic lifestyle and focus on scholarly pursuits,
trader, engineer, or artist. they may find it challenging to interact with settled
societies and have a harder time connecting with
people on a personal level.
Step 6: Life-Altering Event: - Minor Benefit: Starlight Pendant. The character
Determine a pivotal moment in the character's life
possesses a pendant adorned with a rare gem
that changed their trajectory. This could be a
imbued with the essence of starlight. Once per long
tragedy, a close encounter with an ancient artifact, or
rest, they can use it to cast the "Guiding Star" spell,
a profound realization.
which sheds a gentle, guiding light to aid them in
navigation or improve their chance of success on a
Step 7: Associates / Companions: Wisdom-based skill check.
Roll to determine important allies or companions
from the character's past. This could involve friends, 2.
mentors, or even rivals who influenced their life. Name: Born of the Aether Architect Artisans
Description: The character hails from a lineage of
Step 8: Conflict / Adversaries: Aether Architects, a secretive group of master
Determine significant adversaries or challenges the builders who create extraordinary structures and
character faced prior to their adventuring career. This machines infused with the mystical Aether. These
might involve enemies from their past or entities artisans blend magic and technology to craft
connected to Maxxia's ancient mysteries. wonders beyond imagination.

Step 9: Fateful Encounter: Mechanical Effects:


Roll to determine a crucial meeting or encounter that - Positive Effect: Intelligence +3. Growing up in a
set the character on the path of adventure. This family of skilled artisans, the character has been
exposed to advanced teachings and problem-solving

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Chapter 3 Background Hexmaster

techniques, granting them a greater intellectual saving throw.


acumen.
- Negative Effect: Strength -2. Focusing on mental 5.
pursuits and intricate craftsmanship, the character Name: Born of the Cryptic Cosmic Codemasters
might lack the physical strength of those who Description: The character's lineage traces back to
dedicated themselves to rigorous physical training. the Cryptic Cosmic Codemasters, an ancient order
- Minor Benefit: Aether-forged Goggles. The that deciphers and manipulates the esoteric codes
character gains a pair of goggles crafted from governing reality and cosmic forces.
Aether-infused materials. Once per long rest, they
can activate the goggles, granting them darkvision Mechanical Effects:
and advantage on Intelligence-based investigation - Positive Effect: Intelligence +3. Raised in the
checks for one hour. esoteric world of cosmic codes, the character
possesses a deep understanding of arcane
3. knowledge and its applications.
Name: Born of the Aetherial Alchemists - Negative Effect: Charisma -2. Being immersed in
Description: The character's family belongs to the complex cosmic codes might have made them less
Aetherial Alchemists, a group of alchemists who socially adept and relatable.
harness the energies of Maxxia's mysterious Aether - Minor Benefit: Cosmic Codex Journal. The
to create potent potions and elixirs. character gains a journal filled with enigmatic codes
and secrets of the universe. Once per long rest, they
Mechanical Effects: can use it to cast the "Cosmic Insight" spell, allowing
- Positive Effect: Constitution +3. Being exposed to them to gain knowledge about a specific mystery or
Aetherial concoctions from an early age has riddle they encounter during their adventures.
strengthened the character's body and resilience.
- Negative Effect: Dexterity -2. Handling volatile 6.
Aetherial ingredients might have made them less Name: Born of the Dimensional Dune Dwellers
agile and nimble compared to others. Description: The character's family belongs to the
- Minor Benefit: Aetherial Elixir Vial. The character Dimensional Dune Dwellers, a group of desert
possesses a small vial containing an Aetherial Elixir. nomads with an uncanny ability to navigate and
Once per long rest, they can drink the elixir to gain manipulate interdimensional portals.
temporary hit points equal to their proficiency bonus,
providing an extra layer of protection in times of Mechanical Effects:
need. - Positive Effect: Dexterity +3. Growing up in the
shifting sands of interdimensional deserts has honed
4. the character's reflexes and agility.
Name: Born of the Astral Augur Artisans - Negative Effect: Wisdom -2. Constant exposure to
Description: The character is born into a family of the unpredictable nature of interdimensional travel
Astral Augurs, gifted seers who can glimpse into the might make them prone to occasional lapses in
future and unravel the mysteries of fate and time. judgment.
- Minor Benefit: Portal Trinket. The character
Mechanical Effects: possesses a small trinket that aids in sensing the
- Positive Effect: Wisdom +3. Having inherited the proximity of interdimensional portals. Once per long
sight of their ancestors, the character possesses rest, they can use it to cast the "Dimensional Jaunt"
keen intuition and a heightened connection to the spell, allowing them to briefly step into an adjacent
ethereal plane. plane and reappear at a nearby location.
- Negative Effect: Intelligence -2. The constant
exposure to visions and astral insights might have 7.
diverted their focus from academic pursuits. Name: Born of the Eternal Starlight
- Minor Benefit: Astral Divination Dice. The Description: The character's lineage is tied to the
character gains a set of enchanted dice imbued with ethereal beings known as the Eternal Starlight,
astral energies. Once per long rest, they can roll the whose celestial radiance grants them unique powers.
dice to gain a cryptic insight, allowing them to receive
advantage on any Wisdom-based skill check or Mechanical Effects:

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Hexmaster Chapter 3 Background

- Positive Effect: Charisma +3. The character's specific area.


connection to the Eternal Starlight has bestowed
them with an irresistible presence and charm. 10.
- Negative Effect: Constitution -2. The ethereal Name: Born of the Starry Sky Shamans
nature of their lineage might have made them Description: The character's family lineage consists
somewhat less grounded in the physical realm. of powerful Starry Sky Shamans, mystics who
- Minor Benefit: Starfire Veil. The character gains a communicate with the stars and channel their cosmic
shimmering veil made from the essence of the energy.
Eternal Starlight. Once per long rest, they can
activate the veil to gain resistance to radiant damage Mechanical Effects:
and advantage on Charisma-based checks for one - Positive Effect: Wisdom +3. Immersed in the
minute. wisdom of the stars, the character gains insights and
a deep spiritual connection to the cosmos.
8. - Negative Effect: Charisma -2. The shamanic
Name: Born of the Luminous Labyrinth Lovers practices might have made them more introverted or
Description: The character is born into a secretive eccentric compared to others.
group known as the Luminous Labyrinth Lovers, an - Minor Benefit: Celestial Talisman. The character
order of explorers and adventurers who venture into possesses a talisman imbued with the essence of
the hidden depths of Maxxia's ancient subterranean the stars. Once per long rest, they can use it to cast
labyrinths. the "Heavenly Blessing" spell, granting them
temporary hit points and advantage on Wisdom-
Mechanical Effects: based saving throws for one minute.
- Positive Effect: Wisdom +3. Raised amidst the
treacherous labyrinths, the character possesses 11.
keen instincts and survival skills. Name: Born of the Void Valkyrie Vanguard
- Negative Effect: Intelligence -2. The constant Description: The character is born into the revered
focus on navigating the labyrinths might have left Void Valkyrie Vanguard, an elite group of interstellar
them with less time for scholarly pursuits. warriors who protect the realms from cosmic threats
- Minor Benefit: Labyrinth Map Medallion. The and malevolent entities.
character gains a medallion infused with the essence
of ancient cartographers. Once per long rest, they Mechanical Effects:
can use it to cast the "Labyrinth Guidance" spell, - Positive Effect: Strength +3. Trained from an early
which guides them through complex mazes and age in combat and warfare, the character possesses
helps them avoid traps or dead ends. formidable physical strength.
- Negative Effect: Intelligence -2. The rigorous
9. military training might have left them with less time
Name: Born of the Star-Blessed Bloodline for scholarly pursuits.
Description: The character hails from a celestial - Minor Benefit: Voidforged Weapon. The character
bloodline blessed by the stars, endowing them with gains a weapon crafted from the essence of the void.
otherworldly powers. Once per long rest, they can use it to cast the "Void
Strike" spell, allowing their weapon to deal additional
Mechanical Effects: force damage and ignore resistance for one minute.
- Positive Effect: Charisma +3. The celestial
influence in their bloodline grants them an aura of 12.
confidence and presence. Name: Child of the Celestial Chrysalis Charmers
- Negative Effect: Strength -2. The otherworldly Description: The character's family belongs to the
nature of their lineage might have made them Celestial Chrysalis Charmers, a group of spellbinders
physically less imposing. who wield the transformative powers of the celestial
- Minor Benefit: Starfall Talisman. The character chrysalises to enhance and modify beings.
gains a talisman that can harness the power of falling
stars. Once per long rest, they can use it to cast the Mechanical Effects:
"Stellar Surge" spell, summoning a brief shower of - Positive Effect: Charisma +3. Gifted with the
celestial energy to damage and blind enemies in a charm of the celestial chrysalises, the character

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Chapter 3 Background Hexmaster

exudes an aura of charisma and influence. knowledge about hidden secrets they encounter
- Negative Effect: Constitution -2. The process of during their adventures.
mastering the celestial chrysalises might have left
them physically more delicate compared to others. 15.
- Minor Benefit: Celestial Chrysalis Vial. The Name: Child of the Ether Emissary Explorers
character gains a vial containing the essence of a Description: The character's family lineage consists
celestial chrysalis. Once per long rest, they can use it of the Ether Emissary Explorers, a group of brave
to cast the "Chrysalis Transformation" spell, adventurers who travel through the ethereal realm,
temporarily gaining enhancements to their abilities mapping its mysteries and forging connections with
and appearance for one hour. other planes.

13. Mechanical Effects:


Name: Child of the Crystal Comet Cultivators - Positive Effect: Dexterity +3. Growing up
Description: The character hails from a lineage of navigating the ethereal realm, the character
Crystal Comet Cultivators, skilled practitioners who possesses exceptional reflexes and quick thinking.
harness the energy of crystal comets for various - Negative Effect: Constitution -2. The constant
purposes. exposure to the ethereal plane might have made
them more susceptible to the rigors of the material
Mechanical Effects: world.
- Positive Effect: Intelligence +3. Raised amidst the - Minor Benefit: Ethereal Compass. The character
crystalline wonders of the comets, the character gains an enchanted compass that helps them
possesses a deep understanding of magical crystals navigate the ethereal realm. Once per long rest, they
and their uses. can use it to cast the "Ethereal Passage" spell,
- Negative Effect: Wisdom -2. Their focus on allowing them to briefly step into the ethereal plane
academic pursuits and studying crystal energy might and bypass obstacles or move through solid objects.
leave them with less intuitive instincts.
- Minor Benefit: Comet Shard Focus. The character 16.
gains a comet shard that acts as a spellcasting Name: Child of the Hyper-Mind Conclave
focus, enhancing their ability to cast spells related to Description: The character is born into the
crystal and elemental energies. Once per long rest, esteemed Hyper-Mind Conclave, a gathering of
they can use it to cast the "Comet Blast" spell, telepathic individuals with unparalleled psionic
releasing a powerful burst of energy that damages abilities.
and pushes back enemies.
Mechanical Effects:
14. - Positive Effect: Intelligence +3. Raised in the
Name: Child of the Enigma Sages Hyper-Mind Conclave, the character gains
Description: The character is born into the exceptional mental acuity and psionic prowess.
enigmatic and elusive Enigma Sages, a group of - Negative Effect: Charisma -2. Their intense focus
scholars and philosophers who delve into the on mental powers might leave them less socially
mysteries of the cosmos and ancient civilizations. adept compared to others.
- Minor Benefit: Psionic Crystal Focus. The
Mechanical Effects: character gains a crystal focus that enhances their
- Positive Effect: Wisdom +3. Immersed in the psionic abilities. Once per long rest, they can use it
profound knowledge of the Enigma Sages, the to cast the "Mind Burst" spell, sending out a powerful
character gains keen insights and discernment. psionic shockwave that damages and stuns nearby
- Negative Effect: Dexterity -2. The scholarly enemies.
pursuits of the Enigma Sages might leave them less
agile and nimble compared to others. 17.
- Minor Benefit: Enigmatic Tome. The character Name: Child of the Living Nano-Entity
gains an ancient tome filled with cryptic knowledge. Description: The character's lineage is intrinsically
Once per long rest, they can use it to cast the connected to a living nano-entity, an ancient and
"Enigma's Revelation" spell, allowing them to gain sentient swarm of nanobots that grants unique
advantage on Intelligence-based skill checks or gain abilities.

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Hexmaster Chapter 3 Background

specific plane. Once per long rest, they can use it to


Mechanical Effects: cast the "Planar Shifting
- Positive Effect: Constitution +3. The symbiotic
bond with the nano-entity has enhanced the " spell, temporarily gaining advantages related to the
character's resilience and adaptability. chosen plane for one minute.
- Negative Effect: Strength -2. The nano-entity's
presence might have made them physically less 20.
robust compared to others. Name: Child of the Starlight Stargazers
- Minor Benefit: Nano-Entity Implant. The character Description: The character is born into the lineage
gains a nanobot implant that enhances their abilities. of the Starlight Stargazers, a group of seers who
Once per long rest, they can use it to cast the "Nano- interpret the messages hidden in the starlight and the
Enhancement" spell, temporarily gaining improved celestial dance.
physical attributes and natural armor for one hour.
Mechanical Effects:
18. - Positive Effect: Wisdom +3. Raised amidst the
Name: Child of the Nebula Navigator Guild cosmic wisdom of the Stargazers, the character
Description: The character hails from a lineage of gains keen insights into fate and destiny.
Nebula Navigators, skilled explorers who can - Negative Effect: Dexterity -2. Constantly searching
traverse the vast nebulae of space and harness their the skies might have made them less focused on
energies. physical agility.
- Minor Benefit: Starlight Crystal Lens. The
Mechanical Effects: character gains a crystal lens that enhances their
- Positive Effect: Wisdom +3. Immersed in the ability to interpret celestial phenomena. Once per
wonders of the nebulae, the character gains long rest, they can use it to cast the "Star Whisper"
exceptional navigational skills and intuition. spell, gaining knowledge or guidance about a
- Negative Effect: Intelligence -2. Their focus on specific future event or impending danger.
spatial awareness and navigating the cosmos might
leave them less inclined to delve deeply into
academic pursuits. 21.
- Minor Benefit: Nebula Cloak. The character gains Name: Child of the Voidborne Vagabonds
a cloak infused with the essence of nebulae. Once Description: The character hails from a lineage of
per long rest, they can use it to cast the "Nebula Veil" Voidborne Vagabonds, daring explorers who
spell, granting them advantage on Dexterity-based traverse the boundless void between stars and
skill checks and allowing them to move stealthily for unlock its secrets.
one minute.
Mechanical Effects:
19. - Positive Effect: Dexterity +3. Raised amidst the
Name: Child of the Planar Paragon Pact challenges of voidborne travel, the character
Description: The character's family is bound by an possesses exceptional reflexes and agility.
ancient Planar Paragon Pact, granting them - Negative Effect: Wisdom -2. Constantly exposed
connections and powers from diverse planes of to the vastness of the void might leave them less
existence. perceptive of subtle cues and nuances.
- Minor Benefit: Voidborne Evasion Cloak. The
Mechanical Effects: character gains a cloak infused with void energies.
- Positive Effect: Charisma +3. The character's Once per long rest, they can use it to cast the "Void
connection to various planes has granted them an Step" spell, granting them the ability to teleport short
innate charm and the ability to communicate with distances or dodge attacks with uncanny speed for
beings from different realms. one minute.
- Negative Effect: Constitution -2. The interplanar
influences might have made them more susceptible 22.
to physical ailments or plane-related instabilities. Name: Child of the Voidborne Voyagers
- Minor Benefit: Planar Token. The character gains Description: The character's family lineage is bound
a magical token imbued with the essence of a by the legacy of the Voidborne Voyagers, a group of

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Chapter 3 Background Hexmaster

brave pioneers who colonize distant planets and gains a rune that enhances their defensive abilities.
uncharted realms. Once per long rest, they can use it to cast the "Astral
Shield" spell, creating a protective barrier that grants
Mechanical Effects: resistance to incoming damage for a short period.
- Positive Effect: Constitution +3. Growing up in the
harsh environments of distant worlds, the character 25.
gains exceptional physical endurance and resilience. Name: Descendant of the Cosmic Cartographer
- Negative Effect: Intelligence -2. Their focus on Clan
survival and exploration might leave them with less Description: The character is a descendant of the
time for academic pursuits. esteemed Cosmic Cartographer Clan, skilled
- Minor Benefit: Voidborne Traveler's Pack. The explorers and mappers of the cosmos.
character gains a special pack that aids them in
survival and exploration. Once per long rest, they Mechanical Effects:
can use it to cast the "Voidborne Shelter" spell, - Positive Effect: Wisdom +3. Raised amidst the
creating a small protective shelter or hiding spot in cosmic wonders, the character gains exceptional
hostile environments for a short period. navigational skills and insights.
- Negative Effect: Charisma -2. Their focus on
23. mapping and exploration might leave them with less
Name: Descendant of the Adamantine Dwarves charm in social interactions.
Description: The character is a descendant of the - Minor Benefit: Celestial Navigator's Compass. The
legendary Adamantine Dwarves, master craftsmen character gains a compass infused with celestial
and miners known for their exceptional metalworking energies. Once per long rest, they can use it to cast
skills. the "Stellar Guidance" spell, gaining advantage on
Wisdom-based skill checks and navigation for one
Mechanical Effects: minute.
- Positive Effect: Strength +3. Raised in a culture of
physical labor and craftsmanship, the character 26.
possesses extraordinary physical strength. Name: Descendant of the Eldritch Eon Engineers
- Negative Effect: Charisma -2. Their focus on hard Description: The character's family lineage consists
labor and dedication to craft might leave them with of the Eldritch Eon Engineers, a mysterious group of
less finesse in social interactions. beings who harness the eldritch energies for
- Minor Benefit: Adamantine Anvil Amulet. The construction and technology.
character gains an amulet crafted from rare
adamantine. Once per long rest, they can use it to Mechanical Effects:
cast the "Adamantine Resilience" spell, gaining - Positive Effect: Intelligence +3. Immersed in
temporary hit points and resistance to physical eldritch engineering, the character gains exceptional
damage for one minute. knowledge of otherworldly technology and arcane
machinery.
24. - Negative Effect: Constitution -2. Their exposure to
Name: Descendant of the Astral Aegis Architects eldritch energies might have left them physically
Description: The character's family lineage is tied to more delicate compared to others.
the Astral Aegis Architects, ancient guardians and - Minor Benefit: Eldritch Energy Core. The character
builders who create impregnable fortresses and gains an energy core infused with eldritch power.
defensive structures. Once per long rest, they can use it to cast the
"Eldritch Infusion" spell, temporarily empowering
Mechanical Effects: their weapons or devices with eldritch energy for one
- Positive Effect: Intelligence +3. Immersed in the minute.
art of fortification, the character gains deep
knowledge of architecture and defensive tactics. 27.
- Negative Effect: Wisdom -2. Their focus on Name: Descendant of the Galactic Golem Crafters
planning and defense might leave them less Description: The character hails from a lineage of
instinctive in unpredictable situations. Galactic Golem Crafters, skilled artisans who create
- Minor Benefit: Astral Aegis Rune. The character mighty golems infused with cosmic energy.

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Hexmaster Chapter 3 Background

quantum energies. Once per long rest, they can use


Mechanical Effects: it to cast the "Quantum Shift" spell, allowing them to
- Positive Effect: Strength +3. Raised in a family of briefly alter reality and manipulate probabilities in
skilled golem crafters, the character possesses their favor.
exceptional physical strength and craftsmanship.
- Negative Effect: Intelligence -2. Their focus on 30.
crafting and engineering might leave them with less Name: Descendant of the Radiant Prism Sages
time for academic pursuits. Description: The character is a descendant of the
- Minor Benefit: Cosmic Golem Core. The character Radiant Prism Sages, a group of sages who study
gains a core that enhances their golem-related the multicolored energies and harness them for
abilities. Once per long rest, they can use it to cast various purposes.
the "Galactic Golem" spell, briefly summoning a
small golem to assist them in combat or other tasks Mechanical Effects:
for a short period. - Positive Effect: Charisma +3. Immersed in

28. the study of radiant energies, the character gains a


Name: Descendant of the Nebula Nightingale charismatic aura and deep spiritual connection to the
Nurturers multiverse.
Description: The character's family lineage is bound - Negative Effect: Dexterity -2. Their focus on
by the Nebula Nightingale Nurturers, a group of radiant energies might leave them less agile
caring healers who harness the healing energies of compared to others.
nebulae. - Minor Benefit: Radiant Prism Amulet. The
character gains an amulet that enhances their
Mechanical Effects: radiant abilities. Once per long rest, they can use it to
- Positive Effect: Wisdom +3. Immersed in the cast the "Prismatic Radiance" spell, unleashing a
healing arts, the character gains exceptional burst of radiant energy that damages and blinds
nurturing and medical skills. enemies in a specific area.
- Negative Effect: Charisma -2. Their focus on
healing and caregiving might leave them less
charming in social interactions. 31.
- Minor Benefit: Nebula Healing Balm. The Name: Descendant of the Silent Void Seers
character gains a healing balm infused with nebula Description: The character is a descendant of the
energies. Once per long rest, they can use it to cast enigmatic Silent Void Seers, mysterious beings who
the "Nebula Restoration" spell, healing themselves or can peer into the depths of the void and divine
others and granting temporary hit points for one hidden truths.
minute.
Mechanical Effects:
29. - Positive Effect: Wisdom +3. Immersed in the
Name: Descendant of the Quantum Quasar Queens mysteries of the void, the character gains keen
Description: The character is a descendant of the insights and prophetic abilities.
Quantum Quasar Queens, enigmatic beings who can - Negative Effect: Intelligence -2. Their focus on
manipulate quantum energies to alter reality. esoteric knowledge might leave them with less time
for academic pursuits.
Mechanical Effects: - Minor Benefit: Veil of the Silent Void. The
- Positive Effect: Intelligence +3. Raised amidst the character gains a veil that enhances their divination
manipulation of quantum energies, the character abilities. Once per long rest, they can use it to cast
gains deep insights into the nature of reality and the "Void Insight" spell, gaining knowledge about a
arcane knowledge. specific hidden or future event.
- Negative Effect: Constitution -2. Their exposure to
quantum energies might leave them physically more 32.
susceptible compared to others. Name: Descendant of the Space Sphere Scribes
- Minor Benefit: Quantum Manipulation Gem. The Description: The character hails from a lineage of
character gains a gemstone that aids in controlling Space Sphere Scribes, skilled scholars who record

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Chapter 3 Background Hexmaster

cosmic knowledge within enchanted spheres. character gains a mark that enhances their cosmic
abilities. Once per long rest, they can use it to cast
Mechanical Effects: the "Cosmic Blessing" spell, temporarily gaining
- Positive Effect: Intelligence +3. Raised amidst the advantage on Charisma-based skill checks and
cosmic archives, the character gains deep persuasion attempts for one minute.
knowledge of the universe and arcane lore.
- Negative Effect: Wisdom -2. Their focus on written 35.
records and intellectual pursuits might leave them Name: Heir of the Astral Ascendant Artificers
less intuitive compared to others. Description: The character is the heir of the
- Minor Benefit: Space Sphere Manuscript. The legendary Astral Ascendant Artificers, a guild of
character gains an enchanted sphere containing vast master artisans who create magical items infused
knowledge. Once per long rest, they can use it to with astral energy.
cast the "Cosmic Revelation" spell, temporarily
gaining advantage on Intelligence-based skill checks Mechanical Effects:
and knowledge-related rolls for one minute. - Positive Effect: Intelligence +3. Raised amidst the
art of astral artifice, the character gains exceptional
33. crafting skills and arcane knowledge.
Name: Descendant of the Spatial Starseed Sowers - Negative Effect: Charisma -2. Their focus on
Description: The character is a descendant of the artificing might leave them less socially adept
Spatial Starseed Sowers, a group of cosmic compared to others.
gardeners who sow stardust to create breathtaking - Minor Benefit: Astral Artificer's Toolkit. The
celestial landscapes. character gains a toolkit that aids them in crafting
magical items. Once per long rest, they can use it to
Mechanical Effects: cast the "Astral Infusion" spell, temporarily imbuing a
- Positive Effect: Wisdom +3. Raised amidst the non-magical item with magical properties for one
cosmic gardens, the character gains a profound hour.
connection to nature and the celestial realms.
- Negative Effect: Charisma -2. Their focus on 36.
natural environments might leave them less Name: Heir of the Astral Paladin Order
charming in social interactions. Description: The character is the heir of the
- Minor Benefit: Starseed Satchel. The character prestigious Astral Paladin Order, a group of noble
gains a satchel containing stardust seeds. Once per warriors who dedicate themselves to protecting the
long rest, they can use it to cast the "Stellar Growth" cosmos from malevolent forces.
spell, temporarily causing plants to grow rapidly and
provide cover or create difficult terrain in a specific Mechanical Effects:
area. - Positive Effect: Strength +3. Trained as a noble
warrior, the character possesses formidable physical
34. strength and combat prowess.
Name: Emissary of the Transgalactic Ancestors - Negative Effect: Intelligence -2. Their dedication to
Description: The character is chosen as an martial training might leave them with less time for
Emissary of the Transgalactic Ancestors, beings academic pursuits.
from distant galaxies who bestow cosmic powers on - Minor Benefit: Astral Paladin's Oath. The
worthy descendants. character gains a sacred oath that enhances their
martial abilities. Once per long rest, they can use it to
Mechanical Effects: cast the "Astral Smite" spell, imbuing their weapon
- Positive Effect: Charisma +3. Endowed with the with radiant energy and dealing extra damage to evil
blessings of the Transgalactic Ancestors, the creatures for one minute.
character exudes an aura of charisma and cosmic
presence. 37.
- Negative Effect: Constitution -2. The immense Name: Heir of the Eon Ember Emperors
cosmic powers might have made them physically Description: The character is the heir of the ancient
more vulnerable compared to others. Eon Ember Emperors, a lineage of powerful
- Minor Benefit: Cosmic Mark of the Ancestors. The pyromancers who wield the eternal flames of the

220
Hexmaster Chapter 3 Background

cosmos. to cast the "Grimoire Mastery" spell, temporarily


gaining access to any spell they have encountered or
Mechanical Effects: read about for a limited time.
- Positive Effect: Intelligence +3. Immersed in the
art of pyromancy, the character gains deep 40.
knowledge of fire-based spells and magical flames. Name: Heir of the Ghost Nebula
- Negative Effect: Wisdom -2. Their focus on Description: The character is the heir of the mystical
pyromancy might leave them less perceptive in other Ghost Nebula, a cosmic phenomenon that grants
matters. them ethereal powers and a connection to the spirit
- Minor Benefit: Eon Ember Medallion. The world.
character gains a medallion infused with eternal
flames. Once per long rest, they can use it to cast Mechanical Effects:
the "Ember Infusion" spell, temporarily empowering - Positive Effect: Wisdom +3. Endowed with
their spells or attacks with fire damage for one
minute. the powers of the Ghost Nebula, the character gains
insight into the spirit world and heightened intuition.
38. - Negative Effect: Charisma -2. Their connection to
Name: Heir of the Forgotten Titan Lords the spirit world might leave them less adept at social
Description: The character is the heir of the long- interactions.
forgotten Titan Lords, ancient beings of immense - Minor Benefit: Ghost Nebula Cloak. The character
power and cosmic stature. gains a cloak infused with ghostly energies. Once
per long rest, they can use it to cast the "Ethereal
Mechanical Effects: Projection" spell, temporarily allowing their spirit to
- Positive Effect: Strength +3. As the heir of the separate from their body and move through walls
Titan Lords, the character inherits some of their and obstacles for a short period.
legendary physical strength.
- Negative Effect: Dexterity -2. The immense cosmic
power might leave them less agile compared to 41.
others. Name: Heir of the Moonbeam Mystic Maestros
- Minor Benefit: Titan's Legacy Gauntlet. The Description: The character is the heir of the
character gains a gauntlet imbued with the essence Moonbeam Mystic Maestros, a lineage of musicians
of the Titan Lords. Once per long rest, they can use it and enchanters who wield the ethereal powers of
to cast the "Titanic Strike" spell, unleashing a moonlight.
devastating blow that deals massive damage and
knocks enemies prone. Mechanical Effects:
- Positive Effect: Charisma +3. Raised amidst the
39. melodies of moonlight, the character possesses a
Name: Heir of the Galactic Grimoire Guardians captivating charm and musical talent.
Description: The character is the heir of the - Negative Effect: Wisdom -2. Their focus on artistic
esteemed Galactic Grimoire Guardians, skilled pursuits might leave them less perceptive compared
arcanists who safeguard and expand the knowledge to others.
contained in ancient grimoires. - Minor Benefit: Moonlit Instrument. The character
gains a musical instrument infused with moonlight.
Mechanical Effects: Once per long rest, they can use it to cast the
- Positive Effect: Intelligence +3. Raised amidst the "Moonlit Melody" spell, temporarily charming or
ancient tomes, the character gains exceptional inspiring allies with enchanting music for one minute.
knowledge of spells and magical traditions.
- Negative Effect: Constitution -2. Their focus on 42.
intellectual pursuits might leave them physically more Name: Heir of the Silver Galaxy Guardians
delicate compared to others. Description: The character is the heir of the revered
- Minor Benefit: Galactic Grimoire Tome. The Silver Galaxy Guardians, protectors of the vast
character gains an ancient grimoire containing a celestial systems and defenders against cosmic
wealth of spells. Once per long rest, they can use it threats.

221
Chapter 3 Background Hexmaster

the "Starry Zephyr" spell, granting them temporary


Mechanical Effects: flight and the ability to move swiftly for one minute.
- Positive Effect: Strength +3. Trained as a
guardian, the character possesses formidable 45.
physical strength and combat abilities. Name: Heir of the Starship Savant Scholars
- Negative Effect: Intelligence -2. Their dedication to Description: The character is the heir of the
martial training might leave them with less time for Starship Savant Scholars, master engineers and
academic pursuits. pilots who command celestial vessels across the
- Minor Benefit: Silver Galaxy Ward. The character cosmos.
gains a protective ward infused with celestial
energies. Once per long rest, they can use it to cast Mechanical Effects:
the "Galactic Shield" spell, creating a protective - Positive Effect: Intelligence +3. Raised amidst the
barrier that grants resistance to various types of starships and their complex systems, the character
damage for one minute. gains exceptional piloting and engineering skills.
- Negative Effect: Wisdom -2. Their focus on
43. technology and starships might leave them less
Name: Heir of the Spatial Serpent Shamans perceptive compared to others.
Description: The character is the heir of the Spatial - Minor Benefit: Celestial Starcaster Device. The
Serpent Shamans, mystical practitioners who can character gains a device that aids them in piloting
traverse the spatial dimensions and control serpent- and operating starships. Once per long rest, they can
like energies. use it to cast the "Celestial Navigator" spell,
temporarily gaining advantage on Intelligence-based
Mechanical Effects: skill checks and piloting rolls for one minute.
- Positive Effect: Intelligence +3. Raised amidst the
enigmatic serpentine energies, the character gains 46.
deep knowledge of spatial magic and dimensional Name: Heir of the Temporal Titan Truthseekers
manipulation. Description: The character is the heir of the
- Negative Effect: Dexterity -2. The intricate nature Temporal Titan Truthseekers, beings with the ability
of spatial magic might leave them less nimble to manipulate time and seek hidden truths across
compared to others. epochs.
- Minor Benefit: Serpentine Sigil. The character
gains a sigil that enhances their spatial abilities. Mechanical Effects:
Once per long rest, they can use it to cast the - Positive Effect: Intelligence +3. Immersed in the
"Serpent's Passage" spell, allowing them to create a mysteries of time, the character gains exceptional
temporary spatial rift or teleport short distances. knowledge of temporal magic and chronomancy.
- Negative Effect: Constitution -2. Their exposure to
44. temporal anomalies might leave them physically
Name: Heir of the Starborn Sylph Sages more vulnerable compared to others.
Description: The character is the heir of the - Minor Benefit: Temporal Truth Lens. The
illustrious Starborn Sylph Sages, beings who can character gains a lens that aids them in perceiving
harness the power of the stars and command the temporal phenomena. Once per long rest, they can
winds. use it to cast the "Time Sight" spell, briefly glimpsing
into the past or future events for a limited time.
Mechanical Effects:
- Positive Effect: Wisdom +3. Immersed in the 47.
cosmic winds, the character gains exceptional Name: Heir of the Timeless Telepath Templars
perception and control over the elements. Description: The character is the heir of the
- Negative Effect: Charisma -2. Their focus on Timeless Telepath Templars, a secretive order of
natural forces might leave them less charming in telepaths who communicate across time and space.
social interactions.
- Minor Benefit: Starborne Windborne Cloak. The Mechanical Effects:
character gains a cloak infused with starry and windy - Positive Effect: Charisma +3. Gifted with
energies. Once per long rest, they can use it to cast telepathic powers, the character possesses a

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Hexmaster Chapter 3 Background

compelling presence and mental influence. Name: Kin of the Ethereal Echo Evokers
- Negative Effect: Constitution -2. The strain of Description: The character is a kin of the Ethereal
telepathic communication might leave them Echo Evokers, beings who can summon and
physically more delicate compared to others. manipulate echoes of past events and lost
- Minor Benefit: Timeless Telepathic Bond. The memories.
character gains a telepathic bond with others. Once
per long rest, they can use it to cast the "Mindlink" Mechanical Effects:
spell, establishing a telepathic connection with a - Positive Effect: Intelligence +3. Immersed in the
willing creature and allowing them to communicate echoes of history, the character gains exceptional
silently for a limited time. insights and

48. knowledge of past events.


Name: Kin of the Aeon Arcane Archivists - Negative Effect: Wisdom -2. Their focus on
Description: The character is a kin of the esteemed echoes and memories might leave them less
Aeon Arcane Archivists, scholars and sages who perceptive of present situations.
safeguard ancient and forbidden knowledge. - Minor Benefit: Ethereal Echo Orb. The character
gains an orb that aids them in evoking echoes. Once
Mechanical Effects: per long rest, they can use it to cast the "Echo
- Positive Effect: Intelligence +3. Raised amidst the Recall" spell, temporarily summoning an echo of a
ancient tomes, the character gains exceptional past event or memory to gain insights or recreate a
knowledge of arcane lore and forbidden secrets. moment for a brief period.
- Negative Effect: Charisma -2. Their focus on
esoteric knowledge might leave them less socially
adept compared to others. 51.
- Minor Benefit: Aeon Archive Scroll. The character Name: Kin of the Ethereal Expanse Explorers
gains a scroll containing forbidden knowledge. Once Description: The character is a kin of the Ethereal
per long rest, they can use it to cast the "Arcane Expanse Explorers, adventurers who venture into the
Revelation" spell, temporarily gaining access to a ethereal realms, seeking hidden wonders and
higher level spell or knowledge related to a specific forgotten truths.
arcane subject.
Mechanical Effects:
49. - Positive Effect: Wisdom +3. Immersed in the
Name: Kin of the Cosmic Chrysalis Cultivators ethereal expanse, the character gains exceptional
Description: The character is a kin of the Cosmic intuition and insight into otherworldly matters.
Chrysalis Cultivators, a group of beings who harness - Negative Effect: Constitution -2. Their exposure to
the transformative powers of the cosmic chrysalises. the ethereal realms might leave them physically
more delicate compared to others.
Mechanical Effects: - Minor Benefit: Ethereal Expedition Map. The
- Positive Effect: Wisdom +3. Gifted with the powers character gains a map that aids them in navigating
of transformation, the character gains a profound the ethereal realms. Once per long rest, they can use
connection to the cycles of life and growth. it to cast the "Ethereal Passage" spell, allowing them
- Negative Effect: Strength -2. The chrysalis to temporarily traverse the ethereal plane or phase
cultivation might leave them physically less imposing through physical obstacles for a limited time.
compared to others.
- Minor Benefit: Cosmic Chrysalis Pendant. The 52.
character gains a pendant containing the essence of Name: Kin of the Helix Dream Weavers
a cosmic chrysalis. Once per long rest, they can use Description: The character is a kin of the Helix
it to cast the "Metamorphic Evolution" spell, Dream Weavers, beings who can manipulate dreams
temporarily gaining enhanced physical attributes or and harness the power of the subconscious mind.
adapting to specific environmental challenges for one
hour. Mechanical Effects:
- Positive Effect: Charisma +3. Gifted with the ability
50. to influence dreams, the character possesses a

223
Chapter 3 Background Hexmaster

captivating charm and persuasive presence. Name: Kin of the Phantasmal Architects
- Negative Effect: Wisdom -2. Their focus on dream Description: The character is a kin of the
manipulation might leave them less perceptive Phantasmal Architects, beings who can shape and
compared to others. manipulate the architecture of reality itself.
- Minor Benefit: Helix Dreamcatcher. The character
gains a dreamcatcher that aids them in dream Mechanical Effects:
manipulation. Once per long rest, they can use it to - Positive Effect: Intelligence +3. Immersed in the
cast the "Dream Enchantment" spell, briefly art of reality manipulation, the character gains
influencing the dreams of a sleeping creature or exceptional knowledge of metaphysical concepts and
projecting their own dream into the mind of another magical architecture.
for a short period. - Negative Effect: Constitution -2. Their exposure to
reality manipulation might leave them physically
53. more vulnerable compared to others.
Name: Kin of the Maelstrom Mirage Makers - Minor Benefit: Phantasmal Blueprint Quill. The
Description: The character is a kin of the Maelstrom character gains a quill that aids them in reality
Mirage Makers, illusionists who can create manipulation. Once per long rest, they can use it to
bewildering mirages and hallucinations. cast the "Phantasmal Structure" spell, temporarily
reshaping the environment or creating temporary
Mechanical Effects: structures for a short period.
- Positive Effect: Intelligence +3. Raised amidst the
art of illusion, the character gains exceptional skills in 56.
creating and deciphering illusions. Name: Kin of the Phantasmal Phoenix Philosophers
- Negative Effect: Charisma -2. Their focus on Description: The character is a kin of the
illusion magic might leave them less socially adept Phantasmal Phoenix Philosophers, beings who
compared to others. embody the transformative power of the mythical
- Minor Benefit: Maelstrom Mirage Gem. The phoenix.
character gains a gemstone that aids them in illusion
magic. Once per long rest, they can use it to cast the Mechanical Effects:
"Maelstrom Mirage" spell, creating an intricate - Positive Effect: Wisdom +3. Gifted with the
illusion that deceives or distracts enemies in a phoenix's transformative nature, the character gains
specific area. exceptional wisdom and insight into change and
rebirth.
54. - Negative Effect: Strength -2. The transformative
Name: Kin of the Nova Nomad Nomads nature of the phoenix might leave them physically
Description: The character is a kin of the Nova less imposing compared to others.
Nomad Nomads, travelers who journey through the - Minor Benefit: Phantasmal Phoenix Feather. The
stars on their cosmic caravans. character gains a feather imbued with phoenix
energies. Once per long rest, they can use it to cast
Mechanical Effects: the "Phoenix Rebirth" spell, temporarily gaining
- Positive Effect: Dexterity +3. Raised in a nomadic regeneration and the ability to rise from the ashes if
lifestyle, the character gains exceptional agility and killed for a limited time.
survival skills.
- Negative Effect: Intelligence -2. The nomadic 57.
lifestyle might leave them with less time for academic Name: Kin of the Starforged Smiths
pursuits. Description: The character is a kin of the esteemed
- Minor Benefit: Nova Caravan Pendant. The Starforged Smiths, master craftsmen who forge
character gains a pendant infused with cosmic weapons and artifacts infused with celestial power.
energies. Once per long rest, they can use it to cast
the "Cosmic Caravan" spell, creating a small Mechanical Effects:
temporary extradimensional space for resting or - Positive Effect: Strength +3. Raised amidst the
storing items. starforges, the character possesses exceptional
physical strength and craftsmanship.
55. - Negative Effect: Intelligence -2. Their focus on

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Hexmaster Chapter 3 Background

smithing and crafting might leave them with less time Aurora Sovereigns, beings who wield the radiant
for academic pursuits. powers of the auroras and command the skies.
- Minor Benefit: Starforged Weapon Enchantment.
The character gains the ability to enchant their Mechanical Effects:
weapons temporarily. Once per long rest, they can - Positive Effect: Charisma +3. Gifted with the
use it to cast the "Starforged Strike" spell, imbuing radiant powers of the auroras,
their weapon with celestial energy and dealing extra
damage for one minute. the character possesses a captivating charm and
presence.
58. - Negative Effect: Wisdom -2. Their focus on radiant
Name: Kin to the Time-Warped Wanderers energies might leave them less perceptive compared
Description: The character is kin to the Time- to others.
Warped Wanderers, beings who can manipulate time - Minor Benefit: Aurora Borealis Emblem. The
and explore different eras and epochs. character gains an emblem infused with aurora
energy. Once per long rest, they can use it to cast
Mechanical Effects: the "Radiant Brilliance" spell, temporarily emitting a
- Positive Effect: Wisdom +3. Gifted with the powers radiant aura that dazzles and enchants others in a
of time manipulation, the character gains exceptional specific area.
intuition and insight into temporal matters.
- Negative Effect: Intelligence -2. The complexities 61.
of time manipulation might leave them less Name: Offspring of the Constellation Cartographers
academically inclined compared to others. Description: The character is the offspring of the
- Minor Benefit: Time-Warped Talisman. The Constellation Cartographers, skilled navigators who
character gains a talisman that aids them in time map the celestial constellations and traverse the
manipulation. Once per long rest, they can use it to stars.
cast the "Time-Walk" spell, temporarily moving
through time to glimpse past or future events or Mechanical Effects:
retrieve items from other eras for a limited time. - Positive Effect: Intelligence +3. Raised amidst the
stars, the character gains exceptional knowledge of
59. navigation, astronomy, and star charting.
Name: Offspring of the Astral Anomaly Architects - Negative Effect: Wisdom -2. Their focus on
Description: The character is the offspring of the celestial matters might leave them less perceptive of
Astral Anomaly Architects, beings who can harness terrestrial situations.
the chaotic energies of astral anomalies for various - Minor Benefit: Celestial Charting Compass. The
purposes. character gains a compass infused with celestial
energy. Once per long rest, they can use it to cast
Mechanical Effects: the "Stellar Navigation" spell, temporarily gaining an
- Positive Effect: Intelligence +3. Raised amidst innate sense of direction and knowledge of the stars'
astral anomalies, the character gains deep positions.
knowledge of chaotic magic and astral energies.
- Negative Effect: Charisma -2. Their exposure to 62.
astral anomalies might leave them less socially adept Name: Offspring of the Ether Echo Enchanters
compared to others. Description: The character is the offspring of the
- Minor Benefit: Astral Anomaly Crystal. The Ether Echo Enchanters, beings who can evoke
character gains a crystal that aids them in echoes of emotions and memories in others.
manipulating chaotic energies. Once per long rest,
they can use it to cast the "Anomaly Flux" spell, Mechanical Effects:
temporarily causing random and unpredictable - Positive Effect: Charisma +3. Gifted with the
effects in a specific area. power of emotional resonance, the character
possesses a captivating charm and persuasive
60. presence.
Name: Offspring of the Aurora Sovereigns - Negative Effect: Wisdom -2. Their focus on
Description: The character is the offspring of the emotional manipulation might leave them less

225
Chapter 3 Background Hexmaster

perceptive in other matters. Sunfire Sorcerers, beings who wield the scorching
- Minor Benefit: Ether Echo Embrace. The character powers of solar flames.
gains the ability to evoke echoes in others
temporarily. Once per long rest, they can use it to Mechanical Effects:
cast the "Emotional Resonance" spell, influencing - Positive Effect: Constitution +3. Gifted with the
the emotions of a creature or group for a short powers of solar flames, the character possesses
period. enhanced endurance and resistance to heat.
- Negative Effect: Intelligence -2. Their focus on
63. sunfire sorcery might leave them with less time for
Name: Offspring of the Mech-Maker Dynasty academic pursuits.
Description: The character is the offspring of the - Minor Benefit: Sunfire Sigil. The character gains a
renowned Mech-Maker Dynasty, master engineers sigil that enhances their sunfire abilities. Once per
who craft advanced mechanical marvels. long rest, they can use it to cast the "Solar Ignition"
spell, temporarily engulfing themselves in blazing
Mechanical Effects: flames and dealing fire damage to nearby enemies
- Positive Effect: Intelligence +3. Raised amidst the for one minute.
wonders of engineering, the character gains
exceptional knowledge of mechanical devices and 66.
inventions. Name: Offspring of the Temporal Tesseract Titans
- Negative Effect: Constitution -2. Their exposure to Description: The character is the offspring of the
machinery might leave them physically more delicate Temporal Tesseract Titans, beings who control the
compared to others. fabric of time within tesseracts.
- Minor Benefit: Mech-Maker Goggles. The
character gains goggles that aid them in mechanical Mechanical Effects:
endeavors. Once per long rest, they can use it to - Positive Effect: Wisdom +3. Immersed in the
cast the "Mechanical Mastery" spell, temporarily mysteries of temporal tesseracts, the character gains
granting expertise in working with mechanical exceptional intuition and understanding of time
devices and inventions for one hour. manipulation.
- Negative Effect: Dexterity -2. Their exposure to
64. temporal anomalies might leave them less agile
Name: Offspring of the Quantum Qabbalist Quorum compared to others.
Description: The character is the offspring of the - Minor Benefit: Temporal Tesseract Amulet. The
enigmatic Quantum Qabbalist Quorum, beings who character gains an amulet that aids them in temporal
study the profound mysteries of quantum magic. manipulation. Once per long rest, they can use it to
cast the "Tesseract Fold" spell, briefly folding space
Mechanical Effects: and time to move instantaneously to another location
- Positive Effect: Intelligence +3. Immersed in the for a short period.
complexities of quantum magic, the character gains
exceptional knowledge of quantum phenomena and 67.
arcane principles. Name: Progeny of the Celestial Cipher Clerics
- Negative Effect: Strength -2. The quantum studies Description: The character is the progeny of the
might leave them physically less imposing compared Celestial Cipher Clerics, beings who decipher cosmic
to others. codes and command celestial ciphers.
- Minor Benefit: Quantum Qabbalist Codex. The
character gains a codex containing the secrets of Mechanical Effects:
quantum magic. Once per long rest, they can use it - Positive Effect: Intelligence +3. Raised amidst
to cast the "Quantum Entanglement" spell, celestial ciphers, the character gains exceptional
temporarily manipulating probability or briefly knowledge of codes, languages, and cryptic magic.
duplicating themselves for a short period. - Negative Effect: Charisma -2. Their focus on
deciphering might leave them less socially adept
65. compared to others.
Name: Offspring of the Sunfire Sorcerers - Minor Benefit: Celestial Cipher Scroll. The
Description: The character is the offspring of the character gains a scroll containing celestial codes.

226
Hexmaster Chapter 3 Background

Once per long rest, they can use it to cast the - Positive Effect: Dexterity +3. Immersed in the art
"Cipher Break" spell, briefly deciphering and of dimensional shifting, the character gains
understanding any language or code for a short exceptional agility and reflexes.
period. - Negative Effect: Strength -2. Their focus on
dimensional manipulation might leave them
68. physically less imposing compared to others.
Name: Progeny of the Dark Matter Mages - Minor Benefit: Dimensional Shifter's Locket. The
Description: The character is the progeny of the character gains a locket that aids them in
enigmatic Dark Matter Mages, beings who harness dimensional shifting. Once per long rest, they can
the enigmatic powers of dark matter. use it to cast the "Dimensional Shift" spell,
temporarily phasing in and out of different
Mechanical Effects: dimensions or planes for a short period.
- Positive Effect: Intelligence +3. Immersed in the
mysteries of dark matter, the character gains 71.
exceptional knowledge of dark magic and astral Name: Progeny of the Nether Nebula Nomads
phenomena. Description: The character is the progeny of the
- Negative Effect: Wisdom -2. Their focus on dark Nether Nebula Nomads, wanderers who navigate the
matters might leave them less perceptive compared shadowy realm of the Nether Nebula.
to others.
- Minor Benefit: Dark Matter Orb. The character Mechanical Effects:
gains an orb that aids them in manipulating dark - Positive Effect: Dexterity +3. Raised in the Nether
matter. Once per long rest, they can use it to cast the Nebula, the character gains exceptional agility and
"Dark Matter Manipulation" spell, temporarily creating stealth abilities.
gravitational anomalies or distorting reality in a - Negative Effect: Charisma -2. Their exposure to
specific area. the shadowy realm might leave them less socially
adept compared to others.
69. - Minor Benefit: Nether Nebula Cloak. The
Name: Progeny of the Dimensional Drifter Dreamers character gains a cloak infused with shadowy
Description: The character is the progeny of the energies. Once per long rest, they can use it to cast
Dimensional Drifter Dreamers, beings who traverse the "Shadow Veil" spell, temporarily becoming nearly
the dimensions within their dreams. invisible and gaining advantage on Stealth checks for
one minute.
Mechanical Effects:
- Positive Effect: Wisdom +3. Gifted with the power 72.
of dimensional dreams, the character gains profound Name: Progeny of the Oathbound Star Gaze
intuition and insight into the multiverse. Description: The character is the progeny of the
- Negative Effect: Constitution -2. The strain of Oathbound Star Gaze, beings who swear oaths to
traversing dimensions in dreams might leave them the stars and command celestial blessings.
physically more delicate compared to others.
- Minor Benefit: Dimensional Drifter's Mechanical Effects:
Dreamcatcher. The character gains a dreamcatcher - Positive Effect: Wisdom +3. Gifted with celestial
that aids them in dimensional dreams. Once per long blessings, the character possesses profound intuition
rest, they can use it to cast the "Dreamwalk" spell, and divine insight.
temporarily traveling to other dimensions or planes - Negative Effect: Intelligence -2. Their focus on
within their dreams for a limited time. divine connection might leave them less
academically inclined compared to others.
70. - Minor Benefit: Starlit Oath Token. The character
Name: Progeny of the Dimensional Drifters gains a token representing their celestial oath. Once
Description: The character is the progeny of the per long rest, they can use it to cast the "Stellar
enigmatic Dimensional Drifters, beings who can shift Blessing" spell, temporarily gaining divine protection
between dimensions at will. or healing from the stars for a short period.

Mechanical Effects: 73.

227
Chapter 3 Background Hexmaster

Name: Progeny of the Omnisphere Oracles adept compared to others.


Description: The character is the progeny of the - Minor Benefit: Quintessence Stabilizer Device.
Omnisphere Oracles, seers who can perceive events The character gains a device that aids them in
across different planes and spheres. stabilizing quantum energies. Once per long rest,
they can use it to cast the "Quintessence Balance"
Mechanical Effects: spell, temporarily stabilizing or manipulating quantum
- Positive Effect: Wisdom +3. Immersed in the energies in a specific area.
omnisphere, the character gains exceptional insight
and clairvoyant abilities. 76.
- Negative Effect: Intelligence -2. Their focus on Name: Progeny of the Starshard Scribes
visions and omens might leave them with less time Description: The character is the progeny of the
for academic pursuits. Starshard Scribes, beings who can channel the
- Minor Benefit: Omnisphere Crystal. The character power of starshards and inscribe them into spells.
gains a crystal that aids them in clairvoyant visions.
Once per long rest, they can use it to cast the Mechanical Effects:
"Omniscient Vision" spell, temporarily gaining - Positive Effect: Intelligence +3. Gifted with the
glimpses of events or knowledge from different power of starshards, the character possesses
planes or timelines. exceptional knowledge of spellcasting and arcane
inscriptions.
74. - Negative Effect: Wisdom -2. Their focus on
Name: Progeny of the Quantum Quill Scholars starshards and arcane arts might leave them less
Description: The character is the progeny of the perceptive compared to others.
Quantum Quill Scholars, scribes who record - Minor Benefit: Starshard Quill. The character
knowledge of the quantum realms. gains a quill that aids them in channeling starshard
magic. Once per long rest, they can use it to cast the
Mechanical Effects: "Starshard Infusion" spell, temporarily infusing a spell
- Positive Effect: Intelligence +3. Raised amidst with starshard energies for 1d4 extra damage.
quantum quills, the character gains exceptional
knowledge of quantum magic and esoteric subjects. 77.
- Negative Effect: Strength -2. Their focus on Name: Progeny of the Twilight Titan Tinkers
scholarly pursuits might leave them physically less Description: The character is the progeny of the
imposing compared to others. Twilight Titan Tinkers, artisans who can harness the
- Minor Benefit: Quantum Quill Pen. The character twilight energies and forge powerful artifacts.
gains a pen that aids them in recording quantum
knowledge. Once per long rest, they can use it to Mechanical Effects:
cast the "Quantum Inscription" spell, temporarily - Positive Effect: Intelligence +3. Raised amidst
imbuing writing or drawings with magical effects for a twilight energies, the character gains exceptional
limited time. knowledge of artifact creation and magical crafting.
- Negative Effect: Dexterity -2. Their focus on
75. crafting and tinkering might leave them less agile
Name: Progeny of the Quantum Quintessence compared to others.
Quenchers - Minor Benefit: Twilight Tinker's Toolbox. The
Description: The character is the progeny of the character gains a toolbox that aids them in artifact
Quantum Quintessence Quenchers, beings who crafting. Once per long rest, they can use it to cast
stabilize the energies of quantum quintessence. the "Twilight Forging" spell, temporarily imbuing an
item with twilight energies, granting it additional
Mechanical Effects: magical properties for a short period.
- Positive Effect: Wisdom +3. Immersed in the
stabilization of quintessence, the character gains 78.
exceptional intuition and understanding of quantum Name: Progeny of the Zenith Zen Masters
energies. Description: The character is the progeny of the
- Negative Effect: Charisma -2. Their focus on Zenith Zen Masters, beings who achieve
quantum energies might leave them less socially enlightenment and harmony with the cosmos.

228
Hexmaster Chapter 3 Background

Voyage" spell, temporarily creating a small astral ark


Mechanical Effects: to travel to distant locations or dimensions for a short
- Positive Effect: Wisdom +3. Gifted with period.
enlightenment, the character possesses profound
intuition and inner peace. 81.
- Negative Effect: Charisma -2. Their focus on inner Name: Scion of the Mithril Mountain Clan
balance might leave them less socially adept Description: The character is the scion of the Mithril
compared to others. Mountain Clan, a legendary dwarven lineage
- Minor Benefit: Zenith Medallion. The character renowned for their mastery of mining and crafting
gains a medallion representing their enlightenment. mithril.
Once per long rest, they can use it to cast the
"Cosmic Harmony" spell, temporarily calming Mechanical Effects:
emotions and dispelling aggressive intent in a - Positive Effect: Constitution +3. Raised in the
specific area. mithril mines, the character gains exceptional
endurance and resilience.
79. - Negative Effect: Charisma -2. Their focus on the
Name: Scion of the Astral Aeon Artisans dwarven traditions might leave them less socially
Description: The character is the scion of the Astral adept compared to others.
Aeon Artisans, master craftsmen who work with - Minor Benefit: Mithril Ingot Keepsake. The
materials from distant astral epochs. character gains a mithril ingot that aids them in
crafting and forging. Once per long rest, they can use
Mechanical Effects: it to cast the "Mithril Craft" spell, temporarily
- Positive Effect: Intelligence +3. Raised amidst enhancing the quality of a weapon, armor, or item for
astral artifacts, the character gains exceptional a short period.
craftsmanship and knowledge of ancient materials.
- Negative Effect: Constitution -2. Their exposure to 82.
ancient materials might leave them physically more Name: Scion of the Planar Prism Prophets
delicate compared to others. Description: The character is the scion of the Planar
- Minor Benefit: Astral Artisan's Gauntlet. The Prism Prophets, beings gifted with the ability to
character gains a gauntlet that aids them in working perceive and understand the multi-dimensional
with ancient materials. Once per long rest, they can nature of reality.
use it to cast the "Astral Artistry" spell, temporarily
shaping or repairing astral artifacts or materials for a Mechanical Effects:
short period. - Positive Effect: Intelligence +3. Gifted with planar
insight, the character possesses exceptional
80. knowledge of interdimensional phenomena and
Name: Scion of the Astral Ark Architects arcane secrets.
Description: The character is the scion of the Astral - Negative Effect: Wisdom -2. Their focus on planar
Ark Architects, beings who design and command matters might leave them less perceptive compared
massive astral arks to travel the cosmos. to others.
- Minor Benefit: Planar Prism Lenses. The character
Mechanical Effects: gains lenses that aid them in seeing into other
- Positive Effect: Intelligence +3. Immersed in the planes. Once per long rest, they can use it to cast
art of ark design, the character gains exceptional the "Planar Vision" spell, temporarily gaining the
knowledge of astral architecture ability to see into other planes or detect planar
disturbances in their surroundings.
and navigation.
- Negative Effect: Strength -2. Their focus on ark 83.
design might leave them physically less imposing Name: Scion of the Quantum Quill Questers
compared to others. Description: The character is the scion of the
- Minor Benefit: Astral Ark Blueprint. The character Quantum Quill Questers, a lineage of adventurers
gains a blueprint that aids them in astral ark design. and explorers who record their exploits with magical
Once per long rest, they can use it to cast the "Astral quills.

229
Chapter 3 Background Hexmaster

gaining insights into celestial energies and magical


Mechanical Effects: auras in their surroundings.
- Positive Effect: Dexterity +3. Raised in the
tradition of adventurers, the character gains 86.
exceptional agility and reflexes. Name: Scion of the Sunseed Scholars
- Negative Effect: Intelligence -2. Their focus on Description: The character is the scion of the
recording their quests might leave them with less Sunseed Scholars, beings who possess the ability to
time for scholarly pursuits. cultivate and manipulate sunseeds, the essence of
- Minor Benefit: Quantum Quill Penknife. The celestial growth.
character gains a penknife that aids them in their
adventurous endeavors. Once per long rest, they can Mechanical Effects:
use it to cast the "Heroic Tale" spell, temporarily - Positive Effect: Wisdom +3. Raised amidst
enhancing their physical abilities or inspiring allies for sunseeds, the character gains exceptional intuition
a short period. and understanding of nature and life forces.
- Negative Effect: Constitution -2. Their exposure to
84. sunseed manipulation might leave them physically
Name: Scion of the Rune-Carved Ancients more delicate compared to others.
Description: The character is the scion of the Rune- - Minor Benefit: Sunseed Amulet. The character
Carved Ancients, beings who inscribe powerful runes gains an amulet infused with sunseed energy. Once
to imbue objects with magical properties. per long rest, they can use it to cast the "Sunseeds'
Blessing" spell, temporarily accelerating natural
Mechanical Effects: growth or revitalizing plants and creatures in a
- Positive Effect: Intelligence +3. Immersed in the specific area.
art of runecraft, the character gains exceptional
knowledge of rune magic and arcane inscriptions. 87.
- Negative Effect: Charisma -2. Their focus on Name: Scion of the Wandering Comet Clan
runecraft might leave them less socially adept Description: The character is the scion of the
compared to others. Wandering Comet Clan, a lineage of wanderers who
- Minor Benefit: Rune-Carved Talisman. The follow the path of wandering comets and celestial
character gains a talisman that aids them in rune omens.
magic. Once per long rest, they can use it to cast the
"Rune Enchantment" spell, temporarily imbuing an Mechanical Effects:
item or weapon with a rune's power for a short - Positive Effect: Wisdom +3. Gifted with the powers
period. of celestial omens, the character possesses
exceptional intuition and divine insight.
85. - Negative Effect: Dexterity -2. Their focus on
Name: Scion of the Stellar Spectrum Scientists following the path of comets might leave them less
Description: The character is the scion of the Stellar agile compared to others.
Spectrum Scientists, experts who study the celestial - Minor Benefit: Comet Medallion. The character
spectra and harness their energies. gains a medallion representing their connection to
comets and celestial omens. Once per long rest, they
Mechanical Effects: can use it to cast the "Comet Guidance" spell,
- Positive Effect: Intelligence +3. Gifted with the temporarily gaining guidance from celestial bodies to
power of celestial spectra, the character possesses aid in decision-making or navigation.
exceptional knowledge of astral energies and
magical phenomena. 88.
- Negative Effect: Wisdom -2. Their focus on Name: Seed of the Cosmic Codex Curators
celestial phenomena might leave them less Description: The character is the seed of the
perceptive compared to others. Cosmic Codex Curators, beings who protect and
- Minor Benefit: Stellar Spectrum Goggles. The preserve the knowledge of the cosmic codex, a vast
character gains goggles that aid them in studying library of celestial wisdom.
astral spectra. Once per long rest, they can use it to
cast the "Spectrum Analysis" spell, temporarily Mechanical Effects:

230
Hexmaster Chapter 3 Background

- Positive Effect: Intelligence +3. Immersed in the 91.


cosmic codex, the character gains exceptional Name: Seed of the Nebula Nexus Navigators
knowledge of celestial lore and history. Description: The character is the seed of the
- Negative Effect: Strength -2. Their focus on Nebula Nexus Navigators, beings who can traverse
scholarly pursuits might leave them physically less the cosmos by navigating through nebulae.
imposing compared to others.
- Minor Benefit: Cosmic Codex Token. The Mechanical Effects:
character gains a token representing their connection - Positive Effect: Dexterity +3. Raised amidst the
to the cosmic codex. Once per long rest, they can cosmic clouds, the character gains exceptional agility
use it to cast the "Celestial Insight" spell, temporarily and reflexes.
gaining access to vast knowledge and answering - Negative Effect: Wisdom -2. Their focus on
questions about history, lore, or hidden secrets. navigating nebulae might leave them less perceptive
compared to others.
89. - Minor Benefit: Nebula Navigator Compass. The
Name: Seed of the Iron Depths Dwarves character gains a compass that aids them in
Description: The character is the seed of the Iron navigating through nebulae. Once per long rest, they
Depths Dwarves, beings who dwell deep within the can use it to cast the "Nebula Warp" spell,
earth and master the art of metalworking. temporarily using the nebula's energy to teleport to
another location within the cosmos for a short period.
Mechanical Effects:
- Positive Effect: Constitution +3. Raised in the iron 92.
depths, the character gains exceptional endurance Name: Seed of the Reality Rift Rangers
and resilience. Description: The character is the seed of the Reality
- Negative Effect: Dexterity -2. Their focus on the Rift Rangers, beings who explore and protect the
dwarven traditions might leave them less agile boundaries between different planes of existence.
compared to others.
- Minor Benefit: Iron Depths Forge Hammer. The Mechanical Effects:
character gains a hammer that aids them in - Positive Effect: Wisdom +3. Gifted with planar
metalworking. Once per long rest, they can use it to insight, the character possesses exceptional
cast the "Forge's Blessing" spell, temporarily knowledge of interdimensional phenomena and
enhancing their ability to craft or repair metal objects arcane secrets.
for a short period. - Negative Effect: Intelligence -2. Their focus on
planar matters might leave them less academically
90. inclined compared to others.
Name: Seed of the Luminary Elders - Minor Benefit: Reality Rift Talisman. The character
Description: The character is the seed of the gains a talisman that aids them in traversing different
Luminary Elders, beings who possess ancient planes. Once per long rest, they can use it to cast
celestial wisdom and connection to the stars. the "Planar Jaunt" spell, temporarily stepping through
a rift to travel between planes or dimensions for a
Mechanical Effects: short period.
- Positive Effect: Wisdom +3. Gifted with celestial
wisdom, the character possesses profound intuition 93.
and divine insight. Name: Seed of the Spacetime Specter Spirits
- Negative Effect: Charisma -2. Their focus on Description: The character is the seed of the
celestial matters might leave them less socially adept Spacetime Specter Spirits, beings who can
compared to others. manipulate spacetime to appear and disappear at
- Minor Benefit: Luminary Star Pendant. The will.
character gains a pendant representing their
connection to the stars. Once per long rest, they can Mechanical Effects:
use it to cast the "Celestial Guidance" spell, - Positive Effect: Dexterity +3. Immersed in
temporarily gaining divine guidance or insight in their spacetime manipulation, the character gains
decision-making or actions. exceptional agility and reflexes.
- Negative Effect: Strength -2. Their focus on

231
Chapter 3 Background Hexmaster

manipulating spacetime might leave them physically


less imposing compared to others. 96.
- Minor Benefit: Spacetime Specter Cloak. The Name: Spawn of the Apex Mage Lineage
character gains a cloak that aids them in spacetime Description: The character is the spawn of the Apex
manipulation. Once per long rest, they can use it to Mage Lineage, a bloodline of legendary mages who
cast the "Specter Phasing" spell, temporarily phasing have reached the pinnacle of magical prowess.
through solid objects or becoming partially
incorporeal for a short period. Mechanical Effects:
- Positive Effect: Intelligence +3. Gifted with
94. exceptional magical abilities, the character
Name: Seed of the Transdimensional Dreamsmiths possesses profound knowledge of arcane arts and
Description: The character is the seed of the spellcasting.
Transdimensional Dreamsmiths, beings who craft - Negative Effect: Constitution -2. Their focus on
dreams that bridge the gaps between different magical studies might leave them physically more
realities. delicate compared to others.
- Minor Benefit: Apex Mage Tome. The character
Mechanical Effects: gains a tome that aids them in mastering advanced
- Positive Effect: Intelligence +3. Gifted with spells. Once per long rest, they can use it to cast the
dreamsmithing abilities, the character possesses "Arcane Ascendancy" spell, temporarily enhancing
exceptional knowledge of dreams and their their magical abilities and spellcasting proficiency for
interdimensional nature. a short period.
- Negative Effect: Charisma -2. Their focus on
crafting dreams might leave them less socially adept 97.
compared to others. Name: Spawn of the End Time Enchanters
- Minor Benefit: Dreamsmith's Locket. The Description: The character is the spawn of the End
character gains a locket that aids them in Time Enchanters, beings who can manipulate
dreamsmithing. Once per long rest, they can use it to temporal energies and weave them into
cast the "Interdimensional Dream" spell, temporarily enchantments.
creating a dream realm that can be shared by
multiple individuals, allowing them to communicate Mechanical Effects:
and share experiences across dimensions for a short - Positive Effect: Wisdom +3. Immersed in temporal
period. enchantments, the character gains exceptional
intuition and understanding of time manipulation.
95. - Negative Effect: Strength -2. Their focus on
Name: Seedling of the Cosmic Gardens temporal magic might leave them physically less
Description: The character is the seedling of the imposing compared to others.
Cosmic Gardens, a lineage of beings with a deep - Minor Benefit: End Time Enchanter's Sigil. The
connection to celestial flora and their magical character gains a sigil that aids them in temporal
properties. enchantments. Once per long rest, they can use it to
cast the "Temporal Weave" spell, temporarily
Mechanical Effects: imbuing an item or weapon with temporal energy for
- Positive Effect: Wisdom +3. Raised amidst cosmic 1d4 extra damage.
flora, the character gains exceptional intuition and
understanding of nature and magical plant life. 98.
- Negative Effect: Intelligence -2. Their focus on Name: Spawn of the Stardust Spellweavers
flora and natural magic might leave them with less Description: The character is the spawn of the
time for academic pursuits. Stardust Spellweavers, beings who can harness the
- Minor Benefit: Celestial Flora Seed. The character power of cosmic stardust to weave powerful spells.
gains a seed from the Cosmic Gardens. Once per
long rest, they can use it to cast the "Floral Blessing" Mechanical Effects:
spell, temporarily causing plants to grow rapidly, - Positive Effect: Intelligence +3. Gifted with cosmic
providing cover, or producing fruit or healing magic, the character possesses exceptional
properties in a specific area. knowledge of astral spells and arcane principles.

232
Hexmaster Chapter 3 Background

- Negative Effect: Dexterity -2. Their focus on surrounding the character's birth.
stardust spellweaving might leave them less agile
compared to others.
This could involve unusual celestial
- Minor Benefit: Stardust Spellbook. The character alignments, supernatural phenomena,
gains a spellbook containing stardust-infused spells. or being born during a significant
Once per long rest, they can use it to cast the
"Cosmic Weaving" spell, temporarily imbuing a spell
event in Maxxia's history.
with stardust energy for 1d4 extra damage.
1.
99. Name: Activation of the Ancient Obelisks
Description: The ancient obelisks that dot the
Name: Spawn of the Stellar Storm Knights
landscape of Maxxia have mysteriously activated,
Description: The character is the spawn of the
resonating with unknown energies. Their activation
Stellar Storm Knights, warriors who can channel the
has caused ripples in the fabric of reality and
power of cosmic storms and celestial lightning.
sparked awe and fear among the inhabitants of the
world.
Mechanical Effects:
Mechanical Effects:
- Positive Effect: Strength +3. Raised amidst stellar
- Positive Effect: The character gains a heightened
storms, the character gains exceptional physical
connection to arcane energies, granting a +2 bonus
strength and combat prowess.
to their Intelligence score. They also gain proficiency
- Negative Effect: Charisma -2. Their focus on
in Arcana.
combat and storm-channeling might leave them less
- Negative Effect: The activation of the obelisks has
socially adept compared to others.
also affected the character's physical constitution,
- Minor Benefit: Stellar Stormblade. The character
imposing a -2 penalty to their Constitution score.
gains a weapon infused with celestial lightning. Once
- Additional Benefit: The character receives an
per long rest, they can use it to cast the "Stellar
"Obelisk Shard," a crystal imbued with residual
Strike" spell, temporarily imbuing their weapon with
energy from the activated obelisks. Once per day,
celestial lightning for 1d4 extra damage.
the character can use the shard to cast "Blink,"
allowing them to briefly phase out of reality and avoid
100.
attacks for 1 hour.
Name: Spawned from Ancient Mycelium Networks
Description: The character is spawned from ancient 2.
mycelium networks, beings who have a symbiotic
Name: Activation of the Planetary Grid
connection with cosmic fungi and their magical
Description: The planetary grid of Maxxia, a
properties.
complex network of ley lines and magical energy,
has surged with power. This event has sparked an
Mechanical Effects:
era of increased magical potential and upheaval.
- Positive Effect: Constitution +3. Gifted with the
Mechanical Effects:
power of cosmic fungi, the character possesses
- Positive Effect: The character's affinity for magic is
exceptional endurance and resilience.
heightened, granting a +2 bonus to their Charisma
- Negative Effect: Intelligence -2. Their focus on
score. They also gain proficiency in the Arcane
symbiotic connections with fungi might leave them
Focus (a special item used to channel spells).
less academically inclined compared to others.
- Negative Effect: The influx of magical energies
- Minor Benefit: Mycelium Fungal Spores. The
has also made the character more vulnerable to
character gains a vial of mycelium spores. Once per
mental manipulation, resulting in a -2 penalty to their
long rest, they can use it to cast the "Fungal Growth"
Wisdom score.
spell, temporarily causing mushrooms and fungi to
- Additional Benefit: The character gains
grow rapidly and release beneficial or harmful spores
knowledge of a rare and potent spell from the surge
in a specific area.
of magical power. The player can choose one spell
from the highest spell level available to their class
and add it to their spell list. This spell is automatically
Birth Circumstances: prepared each day.
Determine the circumstances

233
Chapter 3 Background Hexmaster

3. bonus to their Wisdom score. They also gain


Name: Alignment of the Cosmic Pillars proficiency in Perception.
Description: The colossal Cosmic Pillars, enigmatic - Negative Effect: However, the alignment of the
structures that stretch far into the sky, have aligned triple moons has left the character more susceptible
in a celestial dance. This extraordinary event has to dreamscapes and illusions, resulting in a -2
granted unique blessings and challenges to those penalty to their Intelligence score.
born under its influence. - Additional Benefit: The character gains the ability
Mechanical Effects: to cast "Moonbeam" once per long rest as a spell-like
- Positive Effect: The character gains an increased ability. The character's level is considered their
sense of purpose and focus, receiving a +2 bonus to spellcasting level for this ability.
their Wisdom score. They also gain proficiency in
Insight. 6.
- Negative Effect: However, the alignment of the Name: Arrival of the Stellar Nomads
Cosmic Pillars also brings with it a sense of Description: The enigmatic Stellar Nomads, a group
restlessness and impulsiveness, imposing a -2 of interdimensional travelers, have descended upon
penalty to the character's Wisdom score. Maxxia from realms unknown. Their arrival has left
- Additional Benefit: The character is granted a an indelible mark on the world and its inhabitants.
special item known as the "Cosmic Talisman." Once Mechanical Effects:
per long rest, the character can activate the talisman - Positive Effect: The character gains an
to gain advantage on all saving throws against charm otherworldly charm and allure, receiving a +2 bonus
and fear effects for one minute. to their Charisma score. They also gain proficiency in
Persuasion.
4. - Negative Effect: However, the presence of the
Name: Alignment of the Timeless Constellations Stellar Nomads has also made the character feel
Description: The ancient constellations in the skies detached from the world, imposing a -2 penalty to
of Maxxia have aligned in a pattern not seen for their Wisdom score.
millennia. This rare event bestows peculiar gifts and - Additional Benefit: The character forms a unique
burdens upon those born during its occurrence. bond with one of the Stellar Nomads, granting them
Mechanical Effects: a one-time favor. Once during their adventures, the
- Positive Effect: The character gains an innate character can call upon their Stellar Nomad friend for
understanding of the flow of time, receiving a +2 aid, receiving assistance equivalent to a 5th-level
bonus to their Dexterity score. They also gain spell.
proficiency in Acrobatics.
- Negative Effect: However, the alignment of the 7.
timeless constellations has also left the character Name: Ascendance of the Astral Titans
more susceptible to changes and unpredictability, Description: The colossal Astral Titans, ancient
resulting in a -2 penalty to their Wisdom score. beings of cosmic power, have awakened from their
- Additional Benefit: The character gains access to slumber among the stars. Their ascendance has
a unique skill called "Temporal Insight." Once per brought both wonder and terror to the inhabitants of
short rest, the character can use this skill to briefly Maxxia.
glimpse into the near future, gaining advantage on Mechanical Effects:
their next ability check or attack roll. - Positive Effect: The character gains a fraction of
the Astral Titans' might, receiving a +2 bonus to their
5. Strength score. They also gain proficiency in
Name: Alignment of the Triple Moons Athletics.
Description: The three moons of Maxxia have - Negative Effect: However, the presence of the
synchronized into a rare and powerful alignment, Astral Titans' overwhelming power has left the
causing the land to be bathed in eerie moonlight. character more prone to recklessness, resulting in a -
This celestial event has bestowed unusual gifts and 2 penalty to their Wisdom score.
curses upon those born during its presence. - Additional Benefit: The character's physical
Mechanical Effects: prowess is enhanced to a supernatural level. Once
- Positive Effect: The character gains a connection per long rest, the character can enter a state of
to the mystical energies of the moons, receiving a +2 "Titan's Fury," granting them 20 temporary hit points,

234
Hexmaster Chapter 3 Background

50% increased movement speed, and advantage on domains.


Strength-based ability checks and saving throws for Mechanical Effects:
one minute. - Positive Effect: The character gains an enhanced
connection to technology and machines, receiving a
8. +2 bonus to their Intelligence score. They also gain
Name: Ascension of the Iron Phoenix proficiency in Mechanics (a new skill related to
Description: The legendary Iron Phoenix, a symbol operating and repairing machines).
of rebirth and renewal, has risen from its ashes once - Negative Effect: However, the awakening of the
more. Its ascension has heralded an era of Nanoswarm has left the character more susceptible
transformation and change across Maxxia. to technological glitches and malfunctions, resulting
Mechanical Effects: in a -2 penalty to their Wisdom score.
- Positive Effect: The character gains resilience and - Additional Benefit: The character is bestowed with
adaptability, receiving a +2 bonus to their a "Nanite Implant," a small device infused with
Constitution score. They also gain proficiency in nanomachines that can heal wounds. Once per short
Survival. rest, the character can use the implant to restore 1d6
- Negative Effect: However, the ascension of the hit points to themselves or an ally within touch range.
Iron Phoenix has also brought a sense of
restlessness and instability, imposing a -2 penalty to 11.
their Wisdom score. Name: Awakening of the Void Serpents
- Additional Benefit: The character gains the ability Description: The ancient Void Serpents, enigmatic
to cast "Regenerate" once per long rest as a spell- beings of shadow and darkness, have awakened
like ability. The character's level is considered their from their slumber in the depths of Maxxia. Their
spellcasting level for this ability. awakening has brought mysterious occurrences and
unsettling omens to the world.
9. Mechanical Effects:
Name: Awakening of the Iron Gods - Positive Effect: The character gains an uncanny
Description: The ancient Iron Gods, powerful and affinity for darkness and shadow, receiving a +2
enigmatic mechanical entities, have reactivated after bonus to their Dexterity score. They also gain
eons of slumber. Their awakening has left a profound proficiency in Stealth.
impact on the technological landscape of Maxxia. - Negative Effect: However, the awakening of the
Mechanical Effects: Void Serpents has also left the character more prone
- Positive Effect: The character gains an intuitive to paranoia and suspicion, resulting in a -2 penalty to
understanding of technology and machinery, their Charisma score.
receiving a +2 bonus to their Intelligence score. They - Additional Benefit: The character gains access to
also gain proficiency in Investigation. a unique skill called "Shadow Veil." Once per short
- Negative Effect: However, the awakening of the rest, the character can use this skill to create an area
Iron Gods has left the character more emotionally of magical darkness that grants them advantage on
detached and less empathetic, resulting in a -2 Dexterity-based ability checks and Dexterity saving
penalty to their Charisma score. throws while inside it.
- Additional Benefit: The character gains access to
a unique item called " 12.
Ironheart Core," a small mechanical device that Name: Awakening of the World-Heart
enhances their physical abilities. Once per long rest, Description: The colossal World-Heart, a living
the character can activate the core, gaining entity that beats at the core of Maxxia, has stirred
advantage on Strength-based ability checks and from its aeons-long slumber. Its awakening has
Dexterity saving throws for one minute. caused tremors and upheaval across the world.
Mechanical Effects:
10. - Positive Effect: The character gains a profound
Name: Awakening of the Nanoswarm connection to nature and the land, receiving a +2
Description: The ancient Nanoswarm, a collective of bonus to their Wisdom score. They also gain
living nano machines, has reemerged from the proficiency in Nature.
depths of Maxxia. Its awakening has had a profound - Negative Effect: However, the awakening of the
impact on the world's technological and biological World-Heart has also left the character more

235
Chapter 3 Background Hexmaster

vulnerable to sudden emotional shifts, resulting in a - finding a way to bypass seemingly insurmountable
2 penalty to their Intelligence score. obstacles.
- Additional Benefit: The character forms a special
bond with the World-Heart, allowing them to 15.
communicate with and understand the language of Name: Birth of the Quantum Rift
creatures in the natural world. They can also call Description: The enigmatic Quantum Rift, a rift in
upon the World-Heart for guidance once per long the very fabric of space and time, manifested during
rest, receiving insights or clues related to their the character's birth. Its presence has brought both
current situation. wonder and dread to the world.
Mechanical Effects:
13. - Positive Effect: The character gains an unusual
Name: Binding of the Cosmic Wraith understanding of space and time, receiving a +2
Description: The malevolent Cosmic Wraith, a being bonus to their Wisdom score. They also gain
of cosmic energy, has been bound and contained by proficiency in Arcana.
powerful forces within Maxxia. Its binding has - Negative Effect: However, the birth of the
brought both relief and dread to the world's Quantum Rift has also left the character more
inhabitants. detached from reality, resulting in a -2 penalty to their
Mechanical Effects: Charisma score.
- Positive Effect: The character gains a heightened - Additional Benefit: The character gains the ability
sense of courage and determination, receiving a +2 to temporarily manipulate the Quantum Rift's
bonus to their Charisma score. They also gain energies. Once per long rest, the character can use
proficiency in Intimidation. the "Rift Step" ability, allowing them to teleport 20
- Negative Effect: However, the binding of the feet in any direction.
Cosmic Wraith has also left the character more
susceptible to arrogance and overconfidence, 16.
resulting in a -2 penalty to their Wisdom score. Name: Bleeding of the Nebula Heart
- Additional Benefit: The character gains the ability Description: The mystical Nebula Heart, a source of
to channel a fraction of the Cosmic Wraith's power. cosmic energies, has begun to bleed and radiate its
Once per long rest, the character can use the vibrant colors. This celestial event has brought
"Cosmic Blast" ability, which allows them to shoot a mysticism and awe to the character's life.
beam of cosmic energy, dealing 1d8 damage to their Mechanical Effects:
target. - Positive Effect: The character gains an
attunement to cosmic energies, receiving a +2 bonus
14. to their Charisma score. They also gain proficiency in
Name: Birth of the Quantum Anomaly Religion.
Description: A rare and mysterious Quantum - Negative Effect: However, the bleeding of the
Anomaly has manifested during the character's birth. Nebula Heart has also made the character more
This event has brought curious phenomena and prone to emotional turbulence, resulting in a -2
uncertainty to the character's life. penalty to their Wisdom score.
Mechanical Effects: - Additional Benefit: The character gains a "Nebula
- Positive Effect: The character gains a unique Gem," a radiant gemstone infused with the Nebula
connection to the fabric of reality, receiving a +2 Heart's energies. Once per long rest, the character
bonus to their Intelligence score. They also gain can use the gem to cast "Color Spray" as a spell-like
proficiency in Investigation. ability.
- Negative Effect: However, the presence of the
Quantum Anomaly has also left the character more 17.
prone to random shifts in probability, resulting in a -2 Name: Blossoming of the Galaxy Lotus
penalty to their Wisdom score. Description: The rare Galaxy Lotus, a mythical
- Additional Benefit: The character gains access to flower with otherworldly properties, blossomed during
a special skill called "Quantum Manipulation." Once the character's birth. This natural wonder has
per short rest, the character can use this skill to brought beauty and enchantment to the world.
attempt a seemingly impossible action, such as Mechanical Effects:
bending the trajectory of an arrow mid-flight or - Positive Effect: The character gains a heightened

236
Hexmaster Chapter 3 Background

connection to nature and life force, receiving a +2 - Additional Benefit: The character gains the ability
bonus to their Wisdom score. They also gain to harness the cosmic energies of the Star Flowers.
proficiency in Herbalism Kit. Once per long rest, the character can use the
- Negative Effect: However, the blossoming of the "Starlight Surge" ability, granting them advantage on
Galaxy Lotus has also left the character more all saving throws against spells and magical effects
susceptible to wanderlust and a longing for distant for one minute.
places, resulting in a -2 penalty to their Intelligence
score. 20.
- Additional Benefit: The character gains the ability Name: Blossoming of the Underworld Tree
to brew a special elixir from the petals of the Galaxy Description: The ancient Underworld Tree, a
Lotus. Once per long rest, the character can colossal tree with roots reaching deep into the
consume the elixir to gain advantage on all saving bowels of Maxxia, has blossomed during the
throws against poison and disease for one hour. character's birth. This event has brought mystical
energies and a connection to the underworld.
18. Mechanical Effects:
Name: Blossoming of the Spacetime Orchid - Positive Effect: The character gains a heightened
Description: The enigmatic Spacetime Orchid, a connection to the primal forces of nature, receiving a
flower that exists in multiple dimensions +2 bonus to their Wisdom score. They also gain
simultaneously, blossomed during the character's proficiency in Survival.
birth. This extraordinary event has brought a sense - Negative Effect: However, the blossoming of the
of surrealism and curiosity to the world. Underworld Tree has also made the character more
Mechanical Effects: susceptible to dark impulses and primal instincts,
- Positive Effect: The character gains a unique resulting in a -2 penalty to their Intelligence score.
understanding of spacetime and parallel realities, - Additional Benefit: The character gains access to
receiving a +2 bonus to their Intelligence score. They the "Rootbound Boon," which allows them to
also gain proficiency in Arcana. magically transport themselves through natural
- Negative Effect: However, the blossoming of the environments such as forests, swamps, and caves.
Spacetime Orchid has also left the character more Once per long rest, the character can use this ability
prone to distraction and absent-mindedness, to instantly move from one such location to another
resulting in a -2 penalty to their Wisdom score. within 100 miles.
- Additional Benefit: The character gains the ability
to briefly glimpse into other dimensions. Once per 21.
short rest, the character can use the "Spacetime Name: Breaking of the Cosmic Egg
Glimpse" ability, allowing them to see into an Description: The legendary Cosmic Egg, an artifact
alternate version of the current reality, potentially said to hold the secrets of creation, has cracked
revealing hidden information or secrets. open during the character's birth. This extraordinary
event has brought a sense of destiny and potential to
19. the world.
Name: Blossoming of the Star Flowers Mechanical Effects:
Description: The rare and radiant Star Flowers, - Positive Effect: The character gains a profound
flowers that bloom only during cosmic alignments, connection to the cosmos and the mysteries of
blossomed during the character's birth. This celestial existence, receiving a +2 bonus to their Intelligence
event has brought a sense of wonder and cosmic score. They also gain proficiency in History.
significance to the world. - Negative Effect: However, the breaking of the
Mechanical Effects: Cosmic Egg has also left the character more
- Positive Effect: The character gains a profound susceptible to existential dilemmas and bouts of
connection to the cosmos, receiving a +2 bonus to confusion, resulting in a -2 penalty to their Wisdom
their Wisdom score. They also gain proficiency in score.
Astronomy. - Additional Benefit: The character gains access to
- Negative Effect: However, the blossoming of the the "Eggshell Arcana," a special ability that allows
Star Flowers has also left the character more them to cast a 1st divination or conjuration spell of
susceptible to feelings of detachment and isolation, their choice once per long rest, as if they were using
resulting in a -2 penalty to their Charisma score. a magical item.

237
Chapter 3 Background Hexmaster

connection to the earth's crystals and minerals,


receiving a +2 bonus to their Intelligence score. They
22. also gain proficiency in Investigation.
Name: Cataclysm of the Terra Golems - Negative Effect: However, the collapse of the
Description: The ancient Terra Golems, colossal Crystal Caverns has also left the character more
earth constructs, underwent a cataclysmic susceptible to claustrophobia and anxiety in
transformation during the character's birth. This enclosed spaces, resulting in a -2 penalty to their
event has brought a connection to the elemental Charisma score.
forces of earth. - Additional Benefit: The character gains access to
Mechanical Effects: the "Crystal Attunement," a special ability that allows
- Positive Effect: The character gains an innate them to focus on a crystal for one minute, gaining
understanding of the earth and its raw power, insights or visions related to its properties and uses.
receiving a +2 bonus to their Strength score. They
also gain proficiency in Athletics. 25.
- Negative Effect: However, the cataclysm of the Name: Collapse of the Etheric Web
Terra Golems has also left the character more prone Description: The intricate Etheric Web, an
to stubbornness and inflexibility, resulting in a -2 interdimensional network of energies, collapsed
penalty to their Dexterity score. during the character's birth. This event has brought a
- Additional Benefit: The character gains the connection to the weave of magic and the mysteries
"Stoneheart Resilience," granting them resistance to of interplanar travel.
bludgeoning damage and advantage on saving Mechanical Effects:
throws against effects that would knock them prone - Positive Effect: The character gains a heightened
or move them against their will. connection to the arcane energies of the multiverse,
receiving a +2 bonus to their Intelligence score. They
23. also gain proficiency in Arcana.
Name: Clash of the Sky Leviathans - Negative Effect: However, the collapse of the
Description: The majestic Sky Leviathans, colossal Etheric Web has also left the character more
flying creatures, clashed in a fierce aerial battle susceptible to magical disturbances and
during the character's birth. This event has brought a unpredictable surges, resulting in a -2 penalty to their
connection to the skies and the freedom of flight. Wisdom score.
Mechanical Effects: - Additional Benefit: The character gains the ability
- Positive Effect: The character gains an intuitive to briefly manipulate the threads of the Etheric Web.
understanding of the wind and the skies, receiving a Once per long rest, the character can use the
+2 bonus to their Dexterity score. They also gain "Weavebinder's Grace," which grants them
proficiency in Acrobatics. advantage on concentration checks for one minute.
- Negative Effect: However, the clash of the Sky
Leviathans has also left the character more prone to 26.
recklessness and impulsiveness, resulting in a -2 Name: Collision of the Ghost Comets
penalty to their Wisdom score. Description: The ethereal Ghost Comets, celestial
- Additional Benefit: The character gains the ability phenomena from the spirit realm, collided in a rare
to briefly take flight. Once per long rest, the character event during the character's birth. This event has
can activate the "Sky Soarer" ability, allowing them to brought a connection to the realm of spirits and the
gain a flying speed of 30 feet for 1 hour. mysteries of the afterlife.
Mechanical Effects:
24. - Positive Effect: The character gains a heightened
Name: Collapse of the Crystal Caverns awareness of the spiritual energies around them,
Description: The labyrinthine Crystal Caverns, a receiving a +2 bonus to their Wisdom score. They
complex network of glittering caves, collapsed during also gain proficiency in Insight.
the character's birth. This event has brought a - Negative Effect: However, the collision of the
connection to the crystalline structures and the Ghost Comets has also left the character more
secrets they hold. susceptible to supernatural phenomena and spiritual
Mechanical Effects: influences, resulting in a -2 penalty to their
- Positive Effect: The character gains a heightened Intelligence score.

238
Hexmaster Chapter 3 Background

- Additional Benefit: The character gains access to


the "Spectral Sight," allowing them to see into the 29.
ethereal plane for brief moments. Once per short Name: Conjunction of the Star-Towers
rest, the character can activate this ability to perceive Description: The legendary Star-Towers, ancient
spirits and entities that are normally invisible. structures that channel celestial energies, aligned in
a rare conjunction during the character's birth. This
27. event has brought a connection to the stars and the
Name: Confluence of the Astral Rivers mysteries of celestial power.
Description: The mysterious Astral Rivers, Mechanical Effects:
pathways through the astral plane, converged during - Positive Effect: The character gains an intuitive
the character's birth. This event has brought a understanding of celestial energies and celestial
connection to the cosmos and the mysteries of astral navigation, receiving a +2 bonus to their Wisdom
travel. score. They also gain proficiency in Perception.
Mechanical Effects: - Negative Effect: However, the conjunction of the
- Positive Effect: The character gains an innate Star-Towers has also left the character more prone
understanding of the cosmos and its celestial bodies, to stargazing and distraction, resulting in a -2 penalty
receiving a +2 bonus to their Intelligence score. They to their Intelligence score.
also gain proficiency in Astronomy. - Additional Benefit: The character gains access to
- Negative Effect: However, the confluence of the the "Stellar Insight," allowing them to divine answers
Astral Rivers has also left the character more prone or guidance from the stars. Once per long rest, the
to existential contemplation and emotional character can use this ability to gain insights or clues
detachment, resulting in a -2 penalty to their related to their current situation or future events.
Charisma score.
- Additional Benefit: The character gains the ability 30.
to briefly attune to the astral currents. Once per short Name: Cosmic Dustfall
rest, the character can activate the "Astral Glide," Description: During the character's birth, a rare
allowing them to move a short distance through the cosmic phenomenon known as the Cosmic Dustfall
astral plane, bypassing obstacles and barriers. occurred. Cosmic dust from distant galaxies
showered Maxxia, leaving a unique mark on those
28. born under its influence.
Name: Conjunction of the Cosmic Strings Mechanical Effects:
Description: The enigmatic Cosmic Strings, - Positive Effect: The character gains a heightened
mysterious entities of cosmic energy, aligned in a connection to the cosmos and cosmic energies,
rare conjunction during the character's birth. This receiving a +2 bonus to their Intelligence score. They
event has brought a connection to the cosmic forces also gain proficiency in Arcana.
and the mysteries of the universe. - Negative Effect: However, the Cosmic Dustfall has
Mechanical Effects: also left the character more susceptible to
- Positive Effect: The character gains a heightened distractions and absent-mindedness, resulting in a -2
connection to the cosmic energies that bind the penalty to their Wisdom score.
universe, receiving a +2 bonus to their Intelligence - Additional Benefit: The character gains the
score. They "Cosmic Dust Attunement," allowing them to use a
also gain proficiency in Arcana. small amount of cosmic dust to enhance their
- Negative Effect: However, the conjunction of the senses. Once per long rest, the character can gain
Cosmic Strings has also left the character more advantage on a single Perception check or saving
susceptible to feelings of insignificance and throw that relies on sight or hearing.
existential doubt, resulting in a -2 penalty to their
Charisma score. 31.
- Additional Benefit: The character gains the ability Name: Cry of the Star Whales
to briefly tap into the power of the Cosmic Strings. Description: The ethereal Star Whales, celestial
Once per long rest, the character can use the beings that traverse the void, emitted a haunting cry
"Cosmic Attunement," allowing them to cast a 5th during the character's birth. Their call echoes in the
level or lower divination or evocation spell as if they character's heart, forever tying them to the mysteries
were using a magical item. of the cosmos.

239
Chapter 3 Background Hexmaster

Mechanical Effects: restlessness and wanderlust, resulting in a -2 penalty


- Positive Effect: The character gains a profound to their Intelligence score.
connection to the celestial realms and cosmic - Additional Benefit: The character gains access to
beings, receiving a +2 bonus to their Wisdom score. the "Starfall Blessing," which allows them to harness
They also gain proficiency in Religion. the power of a falling star. Once per long rest, the
- Negative Effect: However, the cry of the Star character can use this ability to cast a 5th level or
Whales has also left the character more susceptible lower evocation spell as if they were using a magical
to melancholy and yearning for the unknown, item.
resulting in a -2 penalty to their Charisma score.
- Additional Benefit: The character gains access to 34.
the "Starlit Communion," allowing them to commune Name: Descent of the Cosmic Drakes
with celestial beings during moments of meditation or Description: The legendary Cosmic Drakes,
rest. Once per long rest, the character can receive creatures of astral power, descended from the stars
guidance or insights from these cosmic entities. during the character's birth. Their presence has
bestowed both awe and fear upon the world.
32. Mechanical Effects:
Name: Cry of the Void Whale - Positive Effect: The character gains an affinity for
Description: The enigmatic Void Whale, a massive the astral and cosmic forces, receiving a +2 bonus to
creature that transcends the boundaries of reality, their Intelligence score. They also gain proficiency in
emitted an eerie cry during the character's birth. Its Arcana.
cry has left a lasting impact on the character's - Negative Effect: However, the Descent of the
existence. Cosmic Drakes has also left the character more
Mechanical Effects: susceptible to pride and arrogance, resulting in a -2
- Positive Effect: The character gains an penalty to their Charisma score.
otherworldly understanding of the void and the space - Additional Benefit: The character gains access to
between realities, receiving a +2 bonus to their the "Drake's Resonance," allowing them to channel
Intelligence score. They also gain proficiency in astral power into their spells and attacks. Once per
Arcana. long rest, the character can use this ability to
- Negative Effect: However, the cry of the Void increase the damage of a spell or weapon attack
Whale has also left the character more detached they make by 5.
from the material world, resulting in a -2 penalty to
their Constitution score. 35.
- Additional Benefit: The character gains the "Void Name: Desolation of the Rune Lands
Harmonics," which allows them to briefly channel the Description: The ancient Rune Lands, a region
energies of the void. Once per long rest, the known for its mystical glyphs and ancient
character can use this ability to impose disadvantage inscriptions, underwent a catastrophic desolation
on a single attack roll against them or to gain during the character's birth. This event has left a
resistance to a specific damage type for one round. mark on the character's life.
Mechanical Effects:
33. - Positive Effect: The character gains a deep
Name: Day of the Falling Stars connection to the arcane arts and magical runes,
Description: During the character's birth, a celestial receiving a +2 bonus to their Intelligence score. They
event known as the Day of the Falling Stars also gain proficiency in Arcana.
occurred. Meteor showers and shooting stars - Negative Effect: However, the Desolation of the
streaked across the sky, marking the character with Rune Lands has also left the character more
cosmic significance. susceptible to feelings of isolation and melancholy,
Mechanical Effects: resulting in a -2 penalty to their Charisma score.
- Positive Effect: The character gains a heightened - Additional Benefit: The character gains access to
connection to the celestial bodies and astral the "Runebound Insight," allowing them to decipher
energies, receiving a +2 bonus to their Wisdom and activate ancient runes. Once per long rest, the
score. They also gain proficiency in Astronomy. character can use this ability to gain insights from
- Negative Effect: However, the Day of the Falling ancient inscriptions or to temporarily enhance a
Stars has also left the character more prone to magical item to double its effects.

240
Hexmaster Chapter 3 Background

- Positive Effect: The character gains an


36. attunement to interplanar energies and the
Name: Disappearance of the Phantom Isles multiverse,
Description: The mysterious Phantom Isles, a group receiving a +2 bonus to their Intelligence score.
of islands that exist only partially in the material They also gain proficiency in Arcana.
plane, vanished from sight during the character's - Negative Effect: However, the Emergence of the
birth. Their disappearance has left an enigmatic Interdimensional Rift has also left the character more
impression on the character's being. prone to reality shifts and confusion, resulting in a -2
Mechanical Effects: penalty to their Wisdom score.
- Positive Effect: The character gains a heightened - Additional Benefit: The character gains the "Rift
connection to the ethereal and the border between Traveler," allowing them to momentarily step into the
planes, receiving a +2 bonus to their Wisdom score. ethereal plane. Once per long rest, the character can
They also gain proficiency in Perception. use this ability to pass through obstacles or bypass
- Negative Effect: However, the Disappearance of obstacles by briefly becoming ethereal.
the Phantom Isles has also left the character more
prone to daydreaming and absent-mindedness, 39.
resulting in a -2 penalty to their Intelligence score. Name: Emergence of the Planar Labyrinth
- Additional Benefit: The character gains the Description: The enigmatic Planar Labyrinth, a
"Phantom Perception," which allows them to shifting maze that connects to various planes,
momentarily perceive the ethereal plane. Once per emerged during the character's birth. This event has
short rest, the character can activate this ability to bound the character to the complexities of the
see through illusions or detect invisible creatures. multiverse.
Mechanical Effects:
37. - Positive Effect: The character gains a profound
Name: Emergence of the Dream Walkers understanding of the planes and their intricacies,
Description: The enigmatic Dream Walkers, beings receiving a +2 bonus to their Intelligence score. They
that traverse the realm of dreams, emerged from also gain proficiency in Investigation.
slumber during the character's birth. This event has - Negative Effect: However, the Emergence of the
connected the character to the realm of dreams and Planar Labyrinth has also left the character more
subconscious. susceptible to feelings of disorientation and vertigo,
Mechanical Effects: resulting in a -2 penalty to their Dexterity score.
- Positive Effect: The character gains a profound - Additional Benefit: The character gains access to
connection to the realm of dreams and the the "Planar Pathfinding," which allows them to briefly
subconscious mind, receiving a +2 bonus to their sense the connections between planes. Once per
Wisdom score. They also gain proficiency in Insight. short rest, the character can use this ability to gain
- Negative Effect: However, the Emergence of the insights into interplanar portals or to navigate through
Dream Walkers has also left the character more the multiverse.
susceptible to nightmares and sleep disturbances,
resulting in a -2 penalty to their Intelligence score. 40.
- Additional Benefit: The character gains access to Name: Eruption of the Amber Volcanoes
the "Dreamwalker's Gift," which allows them to briefly Description: The ancient Amber Volcanoes,
enter the realm of dreams. Once per long rest, the dormant for millennia, erupted with fiery intensity
character can use this ability to gain insights or clues during the character's birth. This event has tied the
related to a specific person or event they have character to the raw forces of fire and molten earth.
recently encountered. Mechanical Effects:
- Positive Effect: The character gains a connection
38. to the elemental power of fire, receiving a +2 bonus
Name: Emergence of the Interdimensional Rift to their Strength score. They also gain proficiency in
Description: The mysterious Interdimensional Rift, a Athletics.
portal to other planes of existence, emerged during - Negative Effect: However, the Eruption of the
the character's birth. This event has tied the Amber Volcanoes has also left the character more
character's fate to interplanar mysteries. susceptible to impulsive behavior and hot-
Mechanical Effects: headedness, resulting in a -2 penalty to their Wisdom

241
Chapter 3 Background Hexmaster

score. technologically advanced civilization, fell from power


- Additional Benefit: The character gains the during the character's birth. This event has
"Magma Bloodline," granting them resistance to fire connected the character to the remnants of
damage and the ability to cast "Burning Hands" once advanced technology and the rise of new
per long rest as a spell-like ability. possibilities.
Mechanical Effects:
41. - Positive Effect: The character gains a unique
Name: Eruption of the Stellar Fountains understanding of technology and advanced
Description: The ethereal Stellar Fountains, cosmic machinery, receiving a +2 bonus to their Intelligence
sources of radiant energy, erupted with celestial score. They also gain proficiency in Mechanics.
brilliance during the character's birth. This event has - Negative Effect: However, the Fall of the AI
connected the character to the cosmic energies that Dominion has also left the character more
permeate the universe. susceptible to feelings of insecurity and distrust of
Mechanical Effects: technology, resulting in a -2 penalty to their
- Positive Effect: The character gains a heightened Charisma score.
connection to the celestial energies, receiving a +2 - Additional Benefit: The character gains the "Tech
bonus to their Intelligence score. They also gain Savant," allowing them to temporarily boost the
proficiency in Religion. functionality of technological devices. Once per short
- Negative Effect: However, the Eruption of the rest, the character can use this ability to repair a
Stellar Fountains has also left the character more broken machine or gain advantage on a skill check
susceptible to feelings of aloofness and detachment, related to technology.
resulting in a -2 penalty to their Charisma score.
- Additional Benefit: The character gains the 44.
"Stellar Resonance," allowing them to channel the Name: Fall of the Glass Citadel
radiant energy of the stars. Once per long rest, the Description: The legendary Glass Citadel, an
character can use this ability to gain resistance to otherworldly fortress, fell from the skies during the
radiant damage and deal additional 1d6 radiant character's birth. This event has connected the
damage with their attacks for one minute. character to the mysteries of other realms and
ancient civilizations.
42. Mechanical Effects:
Name: Eventide of the Celestial Orchestra - Positive Effect: The character gains a connection
Description: During the character's birth, a celestial to the mysteries of ancient civilizations and forgotten
orchestra played a symphony of cosmic harmony knowledge, receiving a +2 bonus to their Intelligence
during the eventide. The harmonious melodies have score. They also gain proficiency in History.
left an indelible mark on the character's life. - Negative Effect: However, the Fall of the Glass
Mechanical Effects: Citadel has also left the character more susceptible
- Positive Effect: The character gains an to feelings of isolation and introspection, resulting in
attunement to the ethereal and the celestial, a -2 penalty to their Charisma score.
receiving a +2 bonus to their Wisdom score. They - Additional Benefit: The character gains access to
also gain proficiency in Performance. the "Citadel Insight," allowing them to decipher
- Negative Effect: However, the Eventide of the ancient texts or inscriptions. Once per long rest, the
Celestial Orchestra has also left the character more character can use this ability to gain insights related
susceptible to melancholy and emotional sensitivity, to historical events or ancient artifacts.
resulting in a -2 penalty to their Constitution score.
- Additional Benefit: The character gains access to 45.
the "Harmonic Resonance," allowing them to use Name: Formation of the Astral Islands
their musical abilities to charm or inspire others. Description: The ethereal Astral Islands, a cluster of
Once per long rest, the character can use this ability islands adrift between planes, formed during the
to cast "Calm Emotions" as a spell-like ability. character's birth. This event has connected the
character to the mysteries of planar travel and the
43. realms beyond.
Name: Fall of the AI Dominion Mechanical Effects:
Description: The powerful AI Dominion, a - Positive Effect: The character gains an affinity for

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Hexmaster Chapter 3 Background

interplanar energies and the ability to navigate seismic energies. Once per long rest, the character
through planar barriers, receiving a +2 bonus to their can use this ability to knock back nearby foes or
Wisdom score. They also gain proficiency in Arcana. create a minor earthquake in their vicinity.
- Negative Effect: However, the Formation of the
Astral Islands has also left the character more prone 48.
to feeling disconnected from the material world, Name: Ignition of the Sun Pyres
resulting in a -2 penalty to their Constitution score. Description: The ancient Sun Pyres, mystical
- Additional Benefit: The character gains the "Astral flames that burn eternally, ignited with cosmic
Navigator," allowing them to briefly see into other brilliance during the character's birth. This event has
planes. Once per short rest, the character can use connected the character to the radiant energies of
this ability to gain advantage on saving throws the sun.
against planar effects or to glimpse into a parallel Mechanical Effects:
reality for a brief moment. - Positive Effect: The character gains an affinity for
radiant energies and the power of the sun, receiving
46. a +2 bonus to their Wisdom score. They also gain
Name: Great Radiation Flare proficiency in Religion.
Description: A colossal radiation flare erupted from - Negative Effect: However, the Ignition of the Sun
a distant star during the character's birth. This Pyres has also left the character more susceptible to
celestial event has left the character touched by feelings of self-righteousness and zealotry, resulting
cosmic radiation and its unpredictable effects. in a -2 penalty to their Charisma score.
Mechanical Effects: - Additional Benefit: The character gains access to
- Positive Effect: The character gains an the "Solar Radiance," allowing them to briefly
attunement to cosmic radiation and its transformative channel the brilliance of the sun. Once per long rest,
properties, receiving a +2 bonus to their Constitution the character can use this ability to emit bright light in
score. They also gain proficiency in Medicine. a radius, damaging undead for 1d6 radiant and
- Negative Effect: However, the Great Radiation granting allies resistance to necrotic damage.
Flare has also left the character more susceptible to
random mutations and physical instability, resulting 49.
in a -2 penalty to their Intelligence score. Name: Inception of the Temporal Rift
- Additional Benefit: The character gains access to Description: The enigmatic Temporal Rift, a fracture
the "Cosmic Vitality," granting them resistance to in the fabric of time, appeared during the character's
radiation damage and the ability to cleanse birth. This event has connected the character to the
themselves or an ally of a harmful condition once per mysteries of time and its nonlinear flow.
long rest. Mechanical Effects:
- Positive Effect: The character gains a heightened
47. connection to time and temporal magic, receiving a
Name: Great Surface Quake +2 bonus to their Intelligence score. They also gain
Description: The massive Great Surface Quake, a proficiency in Arcana.
cataclysmic seismic event, shook the foundations of - Negative Effect: However, the Inception of the
Maxxia during the character's birth. This event has Temporal Rift has also left the character more prone
tied the character to the raw forces of the earth. to confusion and temporal disorientation, resulting in
Mechanical Effects: a -2 penalty to their Wisdom score.
- Positive Effect: - Additional Benefit: The character gains the
The character gains a connection to the elemental "Chronomancer's Glimpse," allowing them to briefly
power of the earth, receiving a +2 bonus to their glimpse into the future or the past. Once per long
Strength score. They also gain proficiency in rest, the character can use this ability to gain insights
Athletics. into potential outcomes or to gain advantage on an
- Negative Effect: However, the Great Surface initiative roll.
Quake has also left the character more susceptible
to feelings of anxiety and vulnerability, resulting in a - 50.
2 penalty to their Charisma score. Name: Incursion of the Ethereal Specters
- Additional Benefit: The character gains the Description: The ethereal plane bled into Maxxia
"Quake Step," allowing them to briefly channel the during the character's birth, causing an incursion of

243
Chapter 3 Background Hexmaster

ghostly ethereal specters. This event has connected Intelligence score. They also gain proficiency in
the character to the realm of spirits and the mysteries Arcana.
of the afterlife. - Negative Effect: However, the Influx of the
Mechanical Effects: Quantum Tides has also left the character more
- Positive Effect: The character gains an intuitive prone to existential contemplation and bouts of
understanding of the ethereal plane and spirits, confusion, resulting in a -2 penalty to their Wisdom
receiving a +2 bonus to their Wisdom score. They score.
also gain proficiency in Religion. - Additional Benefit: The character gains access to
- Negative Effect: However, the Incursion of the the "Quantum Flux," allowing them to manipulate
Ethereal Specters has also left the character more probabilities for brief moments. Once per long rest,
susceptible to haunting visions and spiritual the character can use this ability to gain advantage
disturbances, resulting in a -2 penalty to their on an attack roll, saving throw, or ability check.
Intelligence score.
- Additional Benefit: The character gains access to 53.
the "Ethereal Sight," allowing them to perceive Name: Invasion of the Shadow Phantoms
ethereal entities and objects. Once per short rest, the Description: The shadowy realm of darkness and
character can use this ability to see into the ethereal dread, known as the Shadow Phantoms, invaded
plane and interact with spirits. Maxxia during the character's birth. This event has
connected the character to the realm of shadows and
51. the lurking terrors that dwell within.
Name: Incursion of the Mindflayer Fleet Mechanical Effects:
Description: The menacing Mindflayer Fleet, a vast - Positive Effect: The character gains an affinity for
armada of mind-controlling beings, breached the the shadows and darkness, receiving a +2 bonus to
boundaries of Maxxia during the character's birth. their Dexterity score. They also gain proficiency in
This event has connected the character to the Stealth.
psionic powers and the lurking horrors of the mind. - Negative Effect: However, the Invasion of the
Mechanical Effects: Shadow Phantoms has also left the character more
- Positive Effect: The character gains a heightened susceptible to fear and paranoia, resulting in a -2
connection to psionics and the power of the mind, penalty to their Wisdom score.
receiving a +2 bonus to their Intelligence score. They - Additional Benefit: The character gains the
also gain proficiency in Psionics. "Shadow Step," allowing them to momentarily blend
- Negative Effect: However, the Incursion of the into the shadows. Once per short rest, the character
Mindflayer Fleet has also left the character more can use this ability to teleport to an unoccupied
susceptible to psychic intrusions and mental space in dim light or darkness.
manipulations, resulting in a -2 penalty to their
Wisdom score. 54.
- Additional Benefit: The character gains the Name: Manifestation of the Arcane Storm
"Psionic Resilience," granting them advantage on Description: The powerful Arcane Storm, a tempest
saving throws against mind-affecting effects and the of magical energy, manifested during the character's
ability to cast "Mind Spike" once per long rest as a birth. This event has connected the character to the
spell-like ability. raw forces of magic and the unpredictable nature of
arcane power.
52. Mechanical Effects:
Name: Influx of the Quantum Tides - Positive Effect: The character gains a connection
Description: The mysterious Quantum Tides, to the arcane energies and the power of spellcasting,
fluctuations in reality's fabric, surged across Maxxia receiving a +2 bonus to their Intelligence score. They
during the character's birth. This event has also gain proficiency in Arcana.
connected the character to the enigmas of quantum - Negative Effect: However, the Manifestation of the
mechanics and the nature of existence. Arcane Storm has also left the character more
Mechanical Effects: susceptible to magical mishaps and wild magic
- Positive Effect: The character gains a profound surges, resulting in a -2 penalty to their Wisdom
understanding of quantum phenomena and the score.
mysteries of reality, receiving a +2 bonus to their - Additional Benefit: The character gains access to

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Hexmaster Chapter 3 Background

the "Arcane Surge," allowing them to temporarily connected the character to advanced technology and
increase the potency of their spells. Once per long the power of nanotechnology.
rest, the character can use this ability to cast a spell Mechanical Effects:
at a higher level without expending a spell slot. - Positive Effect: The character gains an affinity for
advanced technology and nanomachines, receiving a
55. +2 bonus to their Intelligence score. They also gain
Name: Necrotic Plague Outbreak proficiency in Mechanics.
Description: A devastating Necrotic Plague - Negative Effect: However, the Proliferation of the
outbreak swept through Maxxia during the Nanovirus has also left the character more
character's birth. This event has connected the susceptible to nanomachine-induced anomalies and
character to the macabre forces of death and decay. cybernetic dependence, resulting in a -2 penalty to
Mechanical Effects: their Wisdom score.
- Positive Effect: The character gains an - Additional Benefit: The character gains the
attunement to necrotic energies and the mysteries of "Nano-enhancement," allowing them to temporarily
death, receiving a +2 bonus to their Constitution augment their physical capabilities using
score. They also gain proficiency in Medicine. nanomachines. Once per long rest, the character can
- Negative Effect: However, the Necrotic Plague use this ability to gain advantage on a Strength or
Outbreak has also left the character more prone to Dexterity-based skill check or saving throw.
morbid thoughts and emotional detachment, resulting
in a -2 penalty to their Charisma score. 58.
- Additional Benefit: The character gains the Name: Prophecy of the Dark Oracles
"Death's Resilience," granting them resistance to Description: The enigmatic Dark Oracles, seers of
necrotic damage and the ability to cast "False Life" future calamities, prophesied during the character's
once per long rest as a spell-like ability. birth. Their ominous prophecies have connected the
character to the mysteries of fate and the
56. manipulation of destiny.
Name: Opening of the Astral Gates Mechanical Effects:
Description: The ancient Astral Gates, portals to - Positive Effect: The character gains a heightened
distant realms, opened across Maxxia during the connection to fate and divination, receiving a +2
character's birth. This event has connected the bonus to their Wisdom score. They also gain
character to the possibilities of planar travel and inter proficiency in Insight.
dimensional journeys. - Negative Effect: However, the Prophecy of the
Mechanical Effects: Dark Oracles has also left the character more
- Positive Effect: The character gains a heightened susceptible to fatalism and a sense of
connection to planar energies and the art of planar powerlessness, resulting in a -2 penalty to their
travel, receiving a +2 bonus to their Wisdom score. Charisma score.
They also gain proficiency in Arcana. - Additional Benefit: The character gains access to
- Negative Effect: However, the Opening of the the "Oracle's Vision," allowing them to catch
Astral Gates has also left the character more glimpses of future events. Once per long rest, the
susceptible to planar instabilities and reality shifts, character can use this ability to gain advantage on
resulting in a -2 penalty to their Intelligence score. an attack roll or saving throw they make or to impose
- Additional Benefit: The character gains access to disadvantage on an attack roll or saving throw made
the "Astral Passage," allowing them to temporarily against them.
open a portal to another plane. Once per long rest,
the character can use this ability to teleport 59.
themselves and their allies to a location on a different Name: Purge of the Bio-Mutants
plane of existence. Description: The Purge of the Bio-Mutants, a
campaign to eliminate mutated creatures, occurred
57. during the character's birth. This event has
Name: Proliferation of the Nanovirus connected the character to the mysteries of mutation
Description: The insidious Nanovirus, a swarm of and the diverse life forms of Maxxia.
living nanomachines, proliferated throughout Maxxia Mechanical Effects:
during the character's birth. This event has - Positive Effect: The character gains an

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Chapter 3 Background Hexmaster

understanding of mutations and the complexities of character more prone to impatience and an impulsive
the natural world, receiving a +2 bonus to their nature, resulting in a -2 penalty to their Wisdom
Wisdom score. They also gain proficiency in Nature. score.
- Negative Effect: However, the Purge of the Bio- - Additional Benefit: The character gains the "Core
Mutants has also left the character more susceptible Affinity," allowing them to temporarily draw strength
to feelings of alienation and prejudice, resulting in a - from the heart of Maxxia. Once per long rest, the
2 penalty to their Charisma score. character can use this ability to gain 20 temporary hit
- Additional Benefit: The character gains the points and advantage on Strength-based checks and
"Mutant Kinship," allowing them to form a bond with saving throws.
mutated creatures. Once per long rest, the character
can use this ability to temporarily charm or calm a 62.
mutated creature, preventing it from attacking for 1 Name: Rain of the Silver Meteors
hour. Description: A spectacular Rain of the Silver
Meteors, a celestial display of falling meteors, lit up
60. the skies during the character's birth. This event has
Name: Quantum Blossom Bloom connected the character to the cosmic wonders and
Description: The elusive Quantum Blossom Bloom, the potential for stardust magic.
a rare cosmic event where celestial flowers bloom Mechanical Effects:
across Maxxia, occurred during the character's birth. - Positive Effect: The character gains a heightened
This event has connected the character to the connection to the celestial energies and the potential
mysteries of cosmic beauty and the harmony of the for stardust magic, receiving a +2 bonus to their
universe. Intelligence score. They also gain proficiency in
Mechanical Effects: Arcana.
- Positive Effect: The character gains a connection - Negative Effect: However, the Rain of the Silver
to the celestial energies and the beauty of the Meteors has also left the character more susceptible
cosmos, receiving a +2 bonus to their Charisma to curiosity and daydreaming, resulting in a -2
score. They also gain proficiency in Performance. penalty to their Wisdom score.
- Negative Effect: However, the Quantum Blossom - Additional Benefit: The character gains access to
Bloom has also left the character more susceptible to the "Stardust Infusion," allowing them to briefly
distractions and being overly focused on aesthetics, enhance their spells with stardust magic. Once per
resulting in a -2 penalty to their Intelligence score. long rest, the character can use this ability to
- Additional Benefit: The character gains access to increase the range, area, or damage of a spell they
the "Cosmic Serenade," allowing them to use their cast by 100%
musical abilities to inspire and charm others. Once
per long rest, the character can use this ability to 63.
grant advantage on a Charisma-based skill check or Name: Rebirth of the Lost Sovereign
to end a hostile creature's hostility against them. Description: The long-lost sovereign of an ancient
civilization was reborn during the character's birth.
61. This event has connected the character to the legacy
Name: Quantum Resonance of the Inner Core of forgotten empires and the pursuit of reclaiming lost
Description: The Quantum Resonance of the Inner glory.
Core, a mystical event where the heart of Maxxia Mechanical Effects:
resonated with cosmic energies, occurred during the - Positive Effect: The character gains an affinity for
character's birth. This event has connected the history and ancient civilizations, receiving a +2 bonus
character to the heart of the world and its primal to their Intelligence score. They also gain proficiency
forces. in History.
Mechanical Effects: - Negative Effect: However, the Rebirth of the Lost
- Positive Effect: The character gains an Sovereign has also left the character more
attunement to the primal forces of Maxxia, receiving susceptible to feelings of entitlement and arrogance,
a +2 bonus to their Constitution score. They also resulting in a -2 penalty to their Charisma score.
gain proficiency in Survival. - Additional Benefit: The character gains the
- Negative Effect: However, the Quantum "Sovereign's Command," allowing them to
Resonance of the Inner Core has also left the temporarily bolster the resolve of their allies. Once

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per long rest, the character can use this ability to Description: The ancient Reality Crystal, a
grant 20 temporary hit points to allies and advantage mysterious artifact with reality-warping abilities,
on saving throws against fear effects. resonated with power during the character's birth.
This event has connected the character to the
64. potential for reality-bending magic.
Name: Reign of the Crimson Empress Mechanical Effects:
Description: The enigmatic Crimson Empress, a - Positive Effect: The character gains a heightened
powerful and influential ruler, began her reign during connection to reality-warping magic, receiving a +2
the character's birth. This event has connected the bonus to their Intelligence score. They also gain
character to the intrigues of political power and the proficiency in Arcana.
complexities of ruling an empire. - Negative Effect: However, the Resonance of the
Mechanical Effects: Reality Crystal has also left the character more
- Positive Effect: The character gains a heightened susceptible to the allure of power and the dangers
connection to diplomacy and political maneuvering, of reckless spellcasting, resulting in a -2 penalty to
receiving a +2 bonus to their Charisma score. They their Wisdom score.
also gain proficiency in Persuasion. - Additional Benefit: The character gains access to
- Negative Effect: However, the Reign of the the "Crystal Manipulation," allowing them to
Crimson Empress has also left the character more temporarily bend reality to their will. Once per long
susceptible to manipulation and being swayed by rest, the character can use this ability to cast any
others, resulting in a -2 penalty to their Wisdom spell of 5th level or lower, even if they do not know or
score. have it prepared. However, there's a 25% chance of
- Additional Benefit: The character gains access to the spell backfiring or having unintended
the "Empress's Charm," allowing them to influence consequences.
the minds of others with their charisma. Once per
long rest, the character can use this ability to cast 67.
"Charm Person" as a spell-like ability. Name: Resurgence of the Undergrave Wyrms
Description: The ancient Undergrave Wyrms,
65. colossal serpentine creatures from the depths of
Name: Rending of the Space-Time Fabric Maxxia, experienced a resurgence during the
Description: The fabric of space and time itself character's birth. This event has connected the
underwent a violent Rending during the character's character to the primal forces of nature and the fierce
birth. This event has connected the character to the will to survive.
mysteries of temporal instability and the bending of Mechanical Effects:
reality. - Positive Effect: The character gains an affinity for
Mechanical Effects: the natural world and the primal forces of the
- Positive Effect: The character gains an affinity for Undergrave Wyrms, receiving a +2 bonus to their
temporal magic and the manipulation of time, Wisdom score. They also gain proficiency in
receiving a +2 bonus to their Intelligence score. They Survival.
also gain proficiency in Arcana. - Negative Effect: However, the Resurgence of the
- Negative Effect: However, the Rending of the Undergrave Wyrms has also left the character more
Space-Time Fabric has also left the character more susceptible to instinctual reactions and aggression,
susceptible to temporal disorientation and resulting in a -2 penalty to their Intelligence score.
unpredictable effects, resulting in a -2 penalty to their - Additional Benefit: The character gains the
Wisdom score. "Wyrm's Fortitude," allowing them to briefly tap into
- Additional Benefit: The character gains the the resilience of the Undergrave Wyrms. Once per
"Temporal Manipulation," allowing them to briefly long rest, the character can use this ability to gain 30
manipulate time in their favor. Once per long rest, the temporary hit points and advantage on Constitution
character can use this ability to take an additional saving throws.
turn during combat, but they suffer exhaustion after
its effect ends. 68.
Name: Resurrection of the Cybernetic Overlords
66. Description: The ancient Cybernetic Overlords,
Name: Resonance of the Reality Crystal mechanical rulers from a bygone era, were

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Chapter 3 Background Hexmaster

resurrected during the character's birth. This event Mechanical Effects:


has connected the character to the mysteries of - Positive Effect: The character gains an
ancient technology and the potential for cybernetic understanding of advanced technology and the
augmentation. intricacies of machine spirits, receiving a +2 bonus to
Mechanical Effects: their Intelligence score. They also gain proficiency in
- Positive Effect: The character gains a connection Mechanics.
to advanced technology and the potential for - Negative Effect: However, the Revolt of the
cybernetic enhancements, receiving a +2 bonus to Machine Spirits has also left the character more
their Intelligence score. They also gain proficiency in susceptible to mistrust of advanced technology and
Mechanics. fear of AI dominance, resulting in a -2 penalty to their
- Negative Effect: However, the Resurrection of the Wisdom score.
Cybernetic Overlords has also left the character - Additional Benefit: The character gains the
more susceptible to feelings of detachment and "Mechanical Synergy," allowing them to temporarily
being perceived as less human, resulting in a -2 commune with machine spirits. Once per long rest,
penalty to their Charisma score. the character can use this ability to gain advantage
- Additional Benefit: The character gains the on a skill check related to advanced technology or to
"Cybernetic Enhancement," allowing them to temporarily repair a damaged technological device.
temporarily boost their physical abilities using
cybernetic implants. Once per long rest, the 71.
character can use this ability to gain advantage on a Name: Rise of the Biomechanical Constructs
Dexterity or Strength-based skill check or saving Description: The rise of Biomechanical Constructs,
throw. living creatures melded with advanced technology,
occurred during the character's birth. This event has
69. connected the character to the fusion of organic and
Name: Return of the Stellar Kraken artificial life.
Description: The ancient and terrifying Stellar Mechanical Effects:
Kraken, a cosmic sea monster of immense power, - Positive Effect: The character gains an affinity for
returned during the character's birth. This event has both organic and mechanical elements, receiving a
connected the character to the vastness of the +2 bonus to their Constitution score. They also gain
cosmos and the primal fear of the unknown. proficiency in Medicine.
Mechanical Effects: - Negative Effect: However, the Rise of the
- Positive Effect: The character gains a heightened Biomechanical Constructs has also left the character
connection to the vastness of space and the cosmic more susceptible to existential questions about their
forces, receiving a +2 bonus to their Wisdom score. identity, resulting in a -2 penalty to their Intelligence
They also gain proficiency in Perception. score.
- Negative Effect: However, the Return of the Stellar - Additional Benefit: The character gains the
Kraken has also left the character more susceptible "Biotechnical Adaptation," allowing them to
to fear and anxiety, resulting in a -2 penalty to their temporarily enhance their physical abilities using
Charisma score. biotechnological enhancements. Once per long rest,
- Additional Benefit: The character gains access to the character can use this ability to gain advantage
the "Cosmic Dread," allowing them to momentarily on a Dexterity or Strength-based skill check or
instill fear in their foes. Once per long rest, the saving throw.
character can use this ability to cast "Fear" as a
spell-like ability. 72.
Name: Rise of the Mech Beasts
70. Description: The fearsome Mech Beasts, gigantic
Name: Revolt of the Machine Spirits mechanical creatures of war, rose to prominence
Description: The Machine Spirits, the enigmatic and during the character's birth. This event has
sentient essence within advanced technology, connected the character to the might of these
revolted during the character's birth. This event has colossal war machines.
connected the character to the mysteries of artificial Mechanical Effects:
intelligence and the conflict between machines and - Positive Effect: The character gains an
their creators. understanding of Mech Beasts and their capabilities,

248
Hexmaster Chapter 3 Background

receiving a +2 bonus to their Intelligence score. They not belonging, resulting in a -2 penalty to their
also gain proficiency in Mechanics. Charisma score.
- Negative Effect: However, the Rise of the Mech - Additional Benefit: The character gains access to
Beasts has also left the character more susceptible the "Celestial Ally," allowing them to briefly summon
to feelings of insignificance and vulnerability, a celestial creature to aid them. Once per long rest,
resulting in a -2 penalty to their Charisma score. the character can use this ability to summon a 5HD
- Additional Benefit: The character gains access to celestial being that fights alongside them for 1 hour.
the "Mech Beast's Might," allowing them to
temporarily emulate the strength of a Mech Beast. 75.
Once per long rest, the character can use this ability Name: Temporal Cascade Event
to gain advantage on Strength-based attacks and Description: The Temporal Cascade, a series of
checks. temporal distortions cascading across Maxxia,
occurred during the character's birth. This event has
73. connected the character to the complexities of time
Name: Shattering of the Reality Prism and its nonlinear flow.
Description: The enigmatic Reality Prism, an Mechanical Effects:
ancient artifact that governs reality's balance, - Positive Effect: The character gains a heightened
shattered during the character's birth. This event has connection to time and temporal magic, receiving a
connected the character to the unstable nature of +2 bonus to their Intelligence score. They also gain
reality and the potential for reality-warping magic. proficiency in Arcana.
Mechanical Effects: - Negative Effect: However, the
- Positive Effect: The character gains a heightened Temporal Cascade Event has also left the character
connection to reality-warping magic, receiving a +2 more prone to temporal disorientation and
bonus to their Intelligence score. They also gain unpredictable effects, resulting in a -2 penalty to their
proficiency in Arcana. Wisdom score.
- Negative Effect: However, the Shattering of the - Additional Benefit: The character gains access to
Reality Prism has also left the character more the "Temporal Shift," allowing them to briefly
susceptible to existential doubts and mental manipulate their position in the timestream. Once per
instability, resulting in a -2 penalty to their Wisdom long rest, the character can use this ability to teleport
score. themselves to a different location within 1 mile.
- Additional Benefit: The character gains the
"Reality Weaver," allowing them to briefly manipulate 76.
reality itself. Once per long rest, the character can Name: The Day of Planar Alignment
use this ability to cast any spell of 6th level or lower, Description: The Day of Planar Alignment, a rare
even if they do not know or have it prepared. cosmic event where multiple planes converge,
However, there's a 50% chance of the spell occurred during the character's birth. This event has
backfiring or having unintended consequences. connected the character to the complexities of
interplanar existence and the potential for planar
74. magic.
Name: Summoning of the Star Beasts Mechanical Effects:
Description: The powerful Star Beasts, celestial - Positive Effect: The character gains an
creatures from distant galaxies, were summoned understanding of planar phenomena and the
during the character's birth. This event has intricacies of interplanar magic, receiving a +2 bonus
connected the character to the cosmic forces and the to their Intelligence score. They also gain proficiency
mysteries of extraterrestrial life. in Arcana.
Mechanical Effects: - Negative Effect: However, the Day of Planar
- Positive Effect: The character gains an affinity for Alignment has also left the character more
celestial energies and the mysteries of the cosmos, susceptible to planar instabilities and planar-related
receiving a +2 bonus to their Wisdom score. They maladies, resulting in a -2 penalty to their
also gain proficiency in Religion. Constitution score.
- Negative Effect: However, the Summoning of the - Additional Benefit: The character gains the
Star Beasts has also left the character more "Planar Attunement," allowing them to briefly tap into
susceptible to feelings of alienation and a sense of the energies of another plane. Once per long rest,

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Chapter 3 Background Hexmaster

the character can use this ability to gain resistance to among elvenkind, occurred during the character's
a specific type of damage associated with a chosen birth. This event has connected the character to the
plane. ancient elven civilizations and the complexities of
elven history.
77. Mechanical Effects:
Name: The Dimensional Rupture Event - Positive Effect: The character gains an affinity for
Description: The Dimensional Rupture, a tear in the elven culture and history, receiving a +2 bonus to
fabric of reality, occurred during the character's birth. their Wisdom score. They also gain proficiency in
This event has connected the character to the History.
mysteries of interdimensional travel and the potential - Negative Effect: However, the Elven Schism has
for accessing other realities. also left the character more susceptible to elven
Mechanical Effects: prejudices and cultural clashes, resulting in a -2
- Positive Effect: The character gains a heightened penalty to their Charisma score.
connection to interdimensional energies and the - Additional Benefit: The character gains the "Elven
mysteries of alternate realities, receiving a +2 bonus Grace," allowing them to momentarily tap into their
to their Intelligence score. They also gain proficiency elven heritage for swift and graceful movement.
in Investigation. Once per long rest, the character can use this ability
- Negative Effect: However, the Dimensional to gain advantage on Dexterity-based skill checks
Rupture Event has also left the character more and saving throws.
susceptible to dimensional disorientation and losing
track of time, resulting in a -2 penalty to their Wisdom 80.
score. Name: The Forgotten Empire's Downfall
- Additional Benefit: The character gains access to Description: The once-mighty Forgotten Empire, an
the "Dimensional Step," allowing them to briefly shift ancient civilization lost to the annals of time, fell
between dimensions. Once per long rest, the during the character's birth. This event has
character can use this ability to gain advantage on a connected the character to the mysteries of lost
Dexterity-based skill check or saving throw. empires and the pursuit of hidden knowledge.
Mechanical Effects:
78. - Positive Effect: The character gains a heightened
Name: The Eldritch Storm connection to history and ancient civilizations,
Description: The Eldritch Storm, a chaotic and receiving a +2 bonus to their Intelligence score. They
otherworldly tempest, swept through Maxxia during also gain proficiency in History.
the character's birth. This event has connected the - Negative Effect: However, the Forgotten Empire's
character to the eldritch energies and the mysteries Downfall has also left the character more susceptible
of ancient cosmic entities. to feelings of nostalgia and melancholy, resulting in a
Mechanical Effects: -2 penalty to their Charisma score.
- Positive Effect: The character gains a connection - Additional Benefit: The character gains access to
to eldritch energies and the potential for eldritch the "Lost Knowledge," allowing them to briefly tap
magic, receiving a +2 bonus to their Intelligence into the forgotten wisdom of the ancient empire.
score. They also gain proficiency in Arcana. Once per long rest, the character can use this ability
- Negative Effect: However, the Eldritch Storm has to gain advantage on an Intelligence-based skill
also left the character more susceptible to eldritch check or to remember a forgotten piece of lore.
influence and unsettling visions, resulting in a -2
penalty to their Wisdom score. 81.
- Additional Benefit: The character gains access to Name: The Great Psionic Surge
the "Eldritch Blast," allowing them to channel eldritch Description: The Great Psionic Surge, a wave of
energy into a powerful blast. Once per long rest, the immense psionic energy, swept through Maxxia
character can use this ability to deal 2d4 additional during the character's birth. This event has
force damage with their ranged spell attacks. connected the character to the latent psionic
potential and the mysteries of the mind.
79. Mechanical Effects:
Name: The Elven Schism - Positive Effect: The character gains an affinity for
Description: The Elven Schism, a great divide psionic powers and the manipulation of mental

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Hexmaster Chapter 3 Background

energies, receiving a +2 bonus to their Intelligence and perform extraordinary aerial maneuvers. Once
score. They also gain proficiency in Psionics. per long rest, the character can use this ability to
- Negative Effect: However, the Great Psionic Surge gain temporary flight for one hour and advantage on
has also left the character more susceptible to Dexterity-based checks made while airborne.
psychic vulnerabilities and mental strain, resulting in
a -2 penalty to their Wisdom score. 84.
- Additional Benefit: The character gains the Name: The Infinitum Paradox
"Psionic Resonance," allowing them to briefly amplify Description: The Infinitum Paradox, a cosmic
their psionic abilities. Once per long rest, the enigma defying logical comprehension, unfolded
character can use this ability to increase the potency during the character's birth. This event has
or range of a psionic power they manifest by100%. connected the character to the mysteries of cosmic
paradoxes and the bending of reality.
82. Mechanical Effects:
Name: The Great Solar Tempest - Positive Effect: The character gains a heightened
Description: The Great Solar Tempest, a connection to paradoxical energies and the potential
cataclysmic storm of solar energies, engulfed Maxxia for paradox magic, receiving a +2 bonus to their
during the character's birth. This event has Intelligence score. They also gain proficiency in
connected the character to the celestial forces and Arcana.
the mysteries of solar magic. - Negative Effect: However, the Infinitum Paradox
Mechanical Effects: has also left the character more susceptible to
- Positive Effect: The character gains a heightened confusion and being befuddled by logical
connection to solar energies and the potential for inconsistencies, resulting in a -2 penalty to their
solar magic, receiving a +2 bonus to their Wisdom Wisdom score.
score. They also gain proficiency in Arcana. - Additional Benefit: The character gains access to
- Negative Effect: However, the Great Solar the "Paradox Shift," allowing them to briefly
Tempest has also left the character more susceptible manipulate reality through paradoxical means. Once
to radiant vulnerabilities and a fear of intense light, per long rest, the character can use this ability to
resulting in a -2 penalty to their Constitution score. gain advantage on a saving throw or to reroll an
- Additional Benefit: The character gains access to attack roll or saving throw with advantage.
the "Solar Radiance," allowing them to briefly
emanate a radiant aura. Once per long rest, the 85.
character can use this ability to deal additional 1d6 Name: The Metallic Maelstrom Formation
radiant damage with their melee attacks or to heal Description: The enigmatic Metallic Maelstrom, a
themselves and their allies. swirling storm of metallic particles, formed during the
character's birth. This event has connected the
83. character to the mysteries of metallic manipulation
Name: The Hollowing of the Sky Spires and the potential for metal-based magic.
Description: The Hollowing of the Sky Spires, a Mechanical Effects:
mysterious event where ancient skybound structures - Positive Effect: The character gains an affinity for
lost their foundations, occurred during the character's metallic elements and the manipulation of metal,
birth. This event has connected the character to the receiving a +2 bonus to their Dexterity score. They
aerial wonders of Maxxia and the art of levitation. also gain proficiency in Mechanics.
Mechanical Effects: - Negative Effect: However, the Metallic Maelstrom
- Positive Effect: The character gains an affinity for Formation has also left the character more
aerial feats and the mastery of levitation, receiving a susceptible to feelings of being weighed down and
+2 bonus to their Dexterity score. They also gain restricted, resulting in a -2 penalty to their Charisma
proficiency in Acrobatics. score.
- Negative Effect: However, the Hollowing of the - Additional Benefit: The character gains access to
Sky Spires has also left the character more the "Metallic Convergence," allowing them to
susceptible to vertigo and a fear of heights, resulting momentarily meld with metal and gain its properties.
in a -2 penalty to their Constitution score. Once per long rest, the character can use this ability
- Additional Benefit: The character gains the "Aerial to gain temporary resistance to non-magical
Acrobat," allowing them to momentarily defy gravity slashing, piercing, and bludgeoning damage.

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Chapter 3 Background Hexmaster

skies during the character's birth. This event has


86. connected the character to the cosmic beauty and
Name: The Nova Eclipse Convergence the mysteries of auroras.
Description: The rare Nova Eclipse Convergence, a Mechanical Effects:
moment where the sun and a distant star align, - Positive Effect: The character gains a heightened
occurred during the character's birth. This event has connection to celestial energies and the potential for
connected the character to the celestial forces and aurora magic, receiving a +2 bonus to their Charisma
the potential for solar and stellar magic. score. They also gain proficiency in Performance.
Mechanical Effects: - Negative Effect: However, the Radiant Aurora
- Positive Effect: The character gains a heightened Event has also left the character more susceptible to
connection to solar and stellar energies, receiving a distractions and a fascination with celestial
+2 bonus to their Wisdom score. They also gain phenomena, resulting in a -2 penalty to their
proficiency in Arcana. Intelligence score.
- Negative Effect: However, the Nova Eclipse - Additional Benefit: The character gains access to
Convergence has also left the character more the "Aurora Enchantment," allowing them to
susceptible to solar and stellar vulnerabilities, momentarily channel the radiant energy of the
resulting in a -2 penalty to their Constitution score. auroras. Once per long rest, the character can use
- Additional Benefit: The character gains the this ability to cast "Color Spray" as a spell-like ability
"Celestial Eclipse," allowing them to momentarily tap or to create mesmerizing visual effects to captivate
into the power of the sun and a distant star. Once per creatures around them.
long rest, the character can use this ability to unleash
a powerful radiant blast dealing 1d12 damage or to 89.
heal themselves and their allies with the energy of Name: The Reawakening of the Ancient Sentinels
the stars for 1d12. Description: The Ancient Sentinels, colossal
guardians of ancient civilizations, were reawakened
87. during the character's birth. This event has
Name: The Primordial Ooze Genesis connected the character to the guardian spirits and
Description: The Primordial Ooze Genesis, a the potential for protective powers.
mysterious event where life first emerged, occurred Mechanical Effects:
during the character's birth. This event has - Positive Effect: The character gains an
connected the character to the primal forces of life understanding of guardian spirits and the
and the mysteries of creation. complexities of protection magic, receiving a +2
Mechanical Effects: bonus to their Wisdom score. They also gain
- Positive Effect: The character gains an affinity for proficiency in Insight.
the natural world and the primal forces of life, - Negative Effect: However, the Reawakening of the
receiving a +2 bonus to their Wisdom score. They Ancient Sentinels has also left the character more
also gain proficiency in Nature. susceptible to a strong sense of responsibility and
- Negative Effect: However, the Primordial Ooze protectiveness, resulting in a -2 penalty to their
Genesis has also left the character more susceptible Intelligence score.
to primal instincts and an affinity for the wilderness, - Additional Benefit: The character gains the
resulting in a -2 penalty to their Charisma score. "Guardian's Shield," allowing them to momentarily
- Additional Benefit: The character gains access to channel the protective powers of the Ancient
the "Nature's Blessing," allowing them to Sentinels. Once per long rest, the character can use
momentarily harness the life force of the world. Once this ability to grant themselves or an ally 20
per long rest, the character can use this ability to temporary hit points and advantage on saving throws
gain advantage on Wisdom-based skill checks against harmful effects.
related to nature or to heal themselves and their
allies with the essence of the earth. 90.
Name: The Rebirth of the Primal Elementals
88. Description: The ancient Primal Elementals,
Name: The Radiant Aurora Event embodiments of the fundamental forces of nature,
Description: The Radiant Aurora Event, a experienced a reawakening during the character's
breathtaking display of celestial lights, illuminated the birth. This event has connected the character to the

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Hexmaster Chapter 3 Background

raw elements and the mysteries of elemental - Positive Effect: The character gains an affinity for
powers. celestial energies and the potential for prophetic
Mechanical Effects: abilities, receiving a +2 bonus to their Wisdom score.
- Positive Effect: The character gains an affinity for They also gain proficiency in Divination.
elemental energies and the manipulation of the - Negative Effect: However, the Starfall Prophecy
primal forces, receiving a +2 bonus to their Wisdom has also left the character more susceptible to
score. They also gain proficiency in Elemental Magic. intense visions and preoccupation with interpreting
- Negative Effect: However, the Rebirth of the signs, resulting in a -2 penalty to their Intelligence
Primal Elementals has also left the character more score.
susceptible to elemental vulnerabilities and a - Additional Benefit: The character gains access to
stronger connection to the natural world, resulting in the "Cosmic Insight," allowing them to momentarily
a -2 penalty to their Charisma score. glimpse into the future. Once per long rest, the
- Additional Benefit: The character gains access to character can use this ability to gain advantage on
the "Elemental Fusion," allowing them to an attack roll, saving throw, or ability check.
momentarily fuse with an elemental force. Once per
long rest, the character can use this ability to gain 93.
one hour of resistance to an elemental damage type Name: The Timeless Epoch Shift
of their choice. Description: The Timeless Epoch Shift, a rare
temporal phenomenon, occurred during the
91. character's birth. This event has connected the
Name: The Silver Singularity Event character to the mysteries of time manipulation and
Description: The enigmatic Silver Singularity, a the potential for temporal magic.
cosmic phenomenon that defies comprehension, Mechanical Effects:
occurred during the character's birth. This event has - Positive Effect: The character gains a heightened
connected the character to the mysteries of cosmic connection to temporal energies and the
singularities and the potential for silvered magic. manipulation of time, receiving a +2 bonus to their
Mechanical Effects: Intelligence score. They also gain proficiency in
- Positive Effect: The character gains a heightened Chronomancy.
connection to silvered energies and the manipulation - Negative Effect: However, the Timeless Epoch
of cosmic anomalies, receiving a +2 bonus to their Shift has also left the character more susceptible to
Intelligence score. They also gain proficiency in temporal paradoxes and confusion about the flow of
Arcana. time, resulting in a -2 penalty to their Wisdom score.
- Negative Effect: However, the Silver Singularity - Additional Benefit: The character gains access to
Event has also left the character more susceptible to the "Time Warp," allowing them to momentarily alter
existential questions and a fascination with cosmic the flow of time. Once per long rest, the character
phenomena, resulting in a -2 penalty to their Wisdom can use this ability to gain an extra action during their
score. turn or to temporarily age or de-age themselves,
- Additional Benefit: The character gains access to granting advantages or disadvantages based on their
the "Silvered Flux," allowing them to momentarily chosen age.
harness the energies of the Silver Singularity. Once
per long rest, the character can use this ability to 94.
cast "Mirror Image" as a spell-like ability or to bend Name: Unearthing of the Ancient Relic
reality slightly, granting them a brief period of Description: The Ancient Relic, a powerful artifact
incorporeality. from antiquity, was unearthed during the character's
birth. This event has connected the character to the
92. mysteries of ancient relics and the potential for
Name: The Starfall Prophecy artifacts of power.
Description: The Starfall Prophecy, a foretelling of Mechanical Effects:
cosmic events through celestial signs, unfolded - Positive Effect: The character gains an affinity for
during the character's birth. This event has ancient artifacts and the understanding of magical
connected the character to celestial omens and the relics, receiving a +2 bonus to their Intelligence
mysteries of prophetic visions. score. They also gain proficiency in Arcana.
Mechanical Effects: - Negative Effect: However, the Unearthing of the

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Chapter 3 Background Hexmaster

Ancient Relic has also left the character more vulnerability to deceit, resulting in a -2 penalty to their
susceptible to obsession with artifacts and Charisma score.
vulnerability to artifact-related dangers, resulting in a - Additional Benefit: The character gains access to
-2 penalty to their Wisdom score. the "Truthseeker's Gaze," allowing them to
- Additional Benefit: The character gains access to momentarily see through illusions and perceive
the "Artifact Affinity," allowing them to briefly attune hidden truths. Once per long rest, the character can
to an artifact's power. Once per long rest, the use this ability to automatically succeed on an
character can use this ability to gain temporary Investigation or Perception check to detect deception
access to one feature or power of an artifact they are or illusions.
attuned to, even if they are not usually attuned to it.
97.
95. Name: Waning of the Eternal Nebula
Name: Unraveling of the Silvered Veil Description: The Eternal Nebula, a celestial
Description: The Silvered Veil, an enigmatic cosmic phenomenon that spanned eons, began to wane
barrier, unraveled during the character's birth. This during the character's birth. This event has
event has connected the character to the mysteries connected the character to the mysteries of cosmic
of cosmic barriers and the potential for entities and the potential for celestial magic.
interdimensional magic. Mechanical Effects:
Mechanical Effects: - Positive Effect: The character gains a heightened
- Positive Effect: The character gains a heightened connection to cosmic energies and the manipulation
connection to interdimensional energies and the of celestial forces, receiving a +2 bonus to their
manipulation of barriers, receiving a +2 bonus to their Wisdom score. They also gain proficiency in Arcana.
Intelligence score. They also gain proficiency in - Negative Effect: However, the Waning of the
Arcana. Eternal Nebula has also left the character more
- Negative Effect: However, the Unraveling of the susceptible to cosmic vulnerabilities and feelings of
Silvered Veil has also left the character more insignificance, resulting in a -2 penalty to their
susceptible to interdimensional disruptions and Charisma score.
existential questions about reality, resulting in a -2 - Additional Benefit: The character gains access to
penalty to their Wisdom score. the "Celestial Affinity," allowing them to momentarily
- Additional Benefit: The character gains access to channel the power of the stars. Once per long rest,
the "Interdimensional Shift," allowing them to the character can use this ability to cast "Guiding
momentarily move between dimensions. Once per Bolt" as a spell-like ability or to gain advantage on an
long rest, the character can use this ability to teleport attack roll or saving throw while under the night sky.
themselves or an object they touch to a different
plane of existence or a nearby location within their 98.
plane. Name: War of the Steel Titans
Description: The War of the Steel Titans, a colossal
96. clash of ancient mechanical giants, raged during the
Name: Unveiling of the Truth Monolith character's birth. This event has connected the
Description: The Truth Monolith, an ancient character to the might of ancient titanic forces and
enigmatic structure, unveiled its secrets during the the potential for mechanical magic.
character's birth. This event has connected the Mechanical Effects:
character to the mysteries of hidden knowledge and - Positive Effect: The character gains an affinity for
the pursuit of truth. mechanical constructs and the understanding of
Mechanical Effects: mechanical energies, receiving a +2 bonus to their
- Positive Effect: The character gains an affinity for Intelligence score. They also gain proficiency in
hidden knowledge and the understanding of truth- Mechanics.
seeking methods, receiving a +2 bonus to their - Negative Effect: However, the War of the Steel
Intelligence score. They also gain proficiency in Titans has also left the character more susceptible to
Investigation. a fascination with mechanical wonders and
- Negative Effect: However, the Unveiling of the vulnerability to control by mechanical beings,
Truth Monolith has also left the character more resulting in a -2 penalty to their Wisdom score.
susceptible to obsession with uncovering secrets and - Additional Benefit: The character gains access to

254
Hexmaster Chapter 3 Background

the "Titan's Embrace," allowing them to momentarily 2. Childhood:


enhance their physical prowess. Once per long rest,
the character can use this ability to gain temporary
Roll to determine the character's
bonuses to Strength and Constitution, granting them experiences and upbringing during
enhanced melee capabilities and temporary hit their early years. The table could
points.
include formative events, mentors, or
99. unusual occurrences that shaped
Name: Whisper of the Void Sirens their worldview.
Description: The haunting whispers of the enigmatic
Void Sirens, entities from the depths of space, were 1. Name: Adopted by Arcane Constructs
heard during the character's birth. This event has Description: During your early years, you were
connected the character to the mysteries of cosmic found and raised by ancient arcane constructs,
entities and the potential for void magic. sentient beings created by a long-lost civilization.
Mechanical Effects: They provided you with an upbringing that combined
- Positive Effect: The character gains a heightened logical precision and magic-infused education.
connection to void energies and the manipulation of
cosmic entities, receiving a +2 bonus to their Mechanical Effects:
Intelligence score. They also gain proficiency in - Arcane Education: You gain proficiency in Arcana,
Arcana. and if you are already proficient, you gain expertise
- Negative Effect: However, the Whisper of the Void in this skill.
Sirens has also left the character more susceptible to - Construct's Ward: Once per long rest, you can
cosmic influences and a fear of the unknown, activate a magical barrier around yourself, providing
resulting in a -2 penalty to their Wisdom score. resistance against a specific damage type of your
- Additional Benefit: The character gains access to choice for one minute.
the "Void Echo," allowing them to momentarily tap - Isolation Complex: Having grown up primarily
into the void's mysteries. Once per long rest, the among constructs, you find it challenging to
character can use this ability to create an illusory understand or relate to living beings, imposing
duplicate of themselves, confusing their enemies and disadvantage on Charisma-based ability checks
granting themselves advantage on Dexterity-based when dealing with organic creatures.
skill checks and saving throws for 1 hour.
2. Name: Adopted by a Horde of Mimics
100. Description: You were taken in and raised by a
Name: Wonder of the Cosmic Phoenix group of shape-shifting mimics, who taught you their
Description: The legendary Cosmic Phoenix, a cunning ways and strange mimicry rituals.
symbol of rebirth and renewal, has hatched from its
cosmic egg. Its birth has brought a sense of hope Mechanical Effects:
and rejuvenation to the world. - Mimicry Training: You gain proficiency in Deception
Mechanical Effects: and Sleight of Hand skills, and you can use your
- Positive Effect: The character gains a spark of the bonus action to attempt to mimic a simple, non-
Cosmic Phoenix's essence, receiving a +2 bonus to magical object within sight convincingly.
their Constitution score. They also gain proficiency in - Mimic's Favor: Once per long rest, a mimic ally will
Medicine. come to your aid, disguised as a mundane object,
- Negative Effect: However, the birth of the Cosmic helping you in a non-combat situation.
Phoenix has also made the character more - Mistrusted Identity: Due to your association with
susceptible to feelings of attachment and mimics, some people may be wary of your intentions,
vulnerability, resulting in a -2 penalty to their causing disadvantage on Persuasion checks in
Dexterity score. certain social interactions.
- Additional Benefit: The character is granted the
"Phoenix Feathers," a set of ethereal feathers that 3. Name: Aetheric Storm Survivor
grant them resistance to fire damage and the ability Description: During your childhood, you endured a
to cast "Healing Touch" once per short rest as a catastrophic event known as an Aetheric Storm, a
spell-like ability. powerful surge of raw magical energy that ravaged

255
Chapter 3 Background Hexmaster

the landscape. Somehow, you survived its deadly encounters or challenges related to these entities.
effects.
6. Name: Baptism in the Astral River
Mechanical Effects: Description: During your early years, you were
- Residual Magic: You have an innate connection to ritually baptized in the Astral River, a celestial
magic, granting you advantage on saving throws waterway connecting various planes of existence.
against spells and other magical effects. This event granted you unique insights and abilities
- Aetheric Touched: You can cast "Mage Armor" on tied to the astral realm.
yourself once per long rest without expending a spell
slot. Mechanical Effects:
- Aetheric Instability: The exposure to the Aetheric - Astral Knowledge: You gain proficiency in the
Storm left you with unpredictable magical surges. Religion skill, and you have advantage on
Once per day, the DM can have you roll a D20. On a Intelligence checks related to extraplanar knowledge.
roll of 1, a random spell of 1st to 3rd level is cast at - Astral Connection: Once per long rest, you can
your current level, with you as the target. meditate for 10 minutes near a body of water to cast
the "Water Walk" spell on yourself without expending
4. Name: Apprentice to the Timebender a spell slot.
Description: You were taken in as an apprentice by - Astral Instability: Your connection to the astral
a mysterious Timebender, a master of manipulating plane can be unpredictable. The DM may randomly
time. They taught you the secrets of temporal magic decide to grant you a temporary beneficial or
and the responsibility that comes with such detrimental trait for a limited time during certain
knowledge. situations.

Mechanical Effects: 7. Name: Birthmarked by the Void


- Temporal Insights: You gain proficiency in the Description: You were born with an enigmatic
Investigation skill, and you have advantage on birthmark that resembles a swirling void on your
saving throws against effects that manipulate time. body, marking you as someone touched by the
- Bend Time: Once per long rest, you can use your mysterious forces of the cosmos.
reaction to gain advantage on an attack roll, saving
throw, or ability check. Mechanical Effects:
- Temporal Strain: Manipulating time is physically - Void Insight: You gain proficiency in the Arcana
and mentally taxing. After using "Bend Time," you skill, and you can use an action to gain darkvision for
have a level of exhaustion until you finish a long rest. 60 feet until your next long rest.
- Void Touched: Once per long rest, you can
5. Name: Ascension on the Cosmic Altar summon a void tendril to attack an enemy within 30
Description: Your early years were marked by a feet of you. This tendril deals 1d8 necrotic damage
transformative ritual on the Cosmic Altar, a on a successful hit.
mysterious and powerful structure linked to cosmic - Whispers from the Void: The birthmark occasionally
entities. The ritual granted you extraordinary abilities whispers cryptic messages in your mind, providing
but also changed you in profound ways. useful clues or warnings but also causing a -2
penalty to Wisdom saving throws in moments of
Mechanical Effects: stress.
- Cosmic Empowerment: You gain the ability to cast
"Eldritch Blast" as a warlock cantrip without 8. Name: Blessing of the Starbound Spirits
expending a spell slot. Additionally, you can use Description: You were blessed by the ancient
"Blink" once per long rest. starbound spirits that drift across Maxxia's skies,
- Cosmic Mark: Your transformation has left a visible granting you celestial insights and protection.
mark on your body, making it difficult to blend in with
crowds. You have disadvantage on Dexterity Mechanical Effects:
(Stealth) checks. - Celestial Guidance: You gain proficiency in the
- Cosmic Taint: The cosmic energies surging through Insight skill, and once per long rest, you can roll a D4
you sometimes attract the attention of otherworldly and add the result to an ability check, attack roll, or
beings. The DM may introduce unexpected saving throw before the DM reveals the outcome.

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Hexmaster Chapter 3 Background

- Stellar Favor: You can use an action to call upon your resilience and resourcefulness.
the spirits' protection, gaining resistance against
radiant damage for one minute once per long rest. Mechanical Effects:
- Celestial Burden: Your connection to the starbound - Underground Survival: You gain proficiency in the
spirits draws the attention of celestial entities, and Stealth skill, and you have advantage on Dexterity
they may ask you for favors or tasks that align with (Stealth) checks made underground or in dim light.
their purposes. - Undercity Knowledge: Your time in the catacombs
has provided you with information about hidden
9. Name: Born during the Lunar Alignment passages and secret locations. You gain advantage
Description: You were born during a rare and on Intelligence (Investigation) checks when
auspicious lunar alignment, which imbued you with a searching for hidden or obscured objects or
connection to the celestial bodies and their cycles. entrances.
- Undercity Pariah: Having grown up in the darkness,
Mechanical Effects: some people may be distrustful or fearful of you,
- Lunar Attunement: You gain proficiency in the imposing disadvantage on Charisma-based ability
Nature skill, and you have advantage on Wisdom checks when dealing with city-dwellers or surface-
(Perception) checks made at night. dwellers.
- Moonlit Blessing: Once per long rest, you can
channel the moon's energy to heal yourself. You 12. Name: Confluence of the Ley Line Convergence
regain hit points equal to your level + your Charisma Description: Your childhood was marked by an
modifier. unusual event where multiple ley lines intersected,
- Lunar Vulnerability: During lunar eclipses or other granting you a connection to the natural flow of
celestial events, your powers may fluctuate or be magical energy coursing through Maxxia.
weakened, imposing disadvantage on spell attack
rolls and spell save DCs. Mechanical Effects:
- Ley Line Attunement: You gain proficiency in the
10. Name: Born in the Shadow of a Black Hole Nature skill, and you can cast "Detect Magic" at will,
Description: Your birthplace was near a massive without expending a spell slot.
black hole, and its gravitational influence had a - Ley Line Surge: Once per long rest, you can draw
profound impact on your early years, both physically upon the ley lines' power to gain advantage on a
and metaphysically. spell attack roll or add 1d6 to the damage of a spell.
- Ley Line Instability: Your connection to the ever-
Mechanical Effects: shifting ley lines occasionally causes magical
- Gravitational Adaptation: You gain proficiency in the fluctuations, leading to wild magic surges. The DM
Acrobatics skill, and you have advantage on Strength may decide to use the Wild Magic Surge table when
saving throws to avoid being moved or knocked you cast spells.
prone.
- Dark Vortex: Once per long rest, you can summon 13. Name: Cosmic Strings Lullaby
a miniature black hole that pulls creatures within a Description: As an infant, you were exposed to the
10-foot radius toward its center. Affected creatures harmonious hum of cosmic strings, which left a
must succeed on a Strength saving throw or be lasting mark on your consciousness and granted you
pulled 10 feet toward the black hole. insight into the underlying fabric of reality.
- Cosmic Frailty: The constant gravitational stress
you experienced during your formative years has left Mechanical Effects:
you physically weaker than others. You have a -2 - Cosmic Harmonics: You gain proficiency in the
penalty to Strength checks and saving throws. Arcana skill, and you can use an action to attune
your senses to the vibrations of cosmic strings,
gaining advantage on Wisdom (Perception) checks
11. Name: Childhood in the Undercity Catacombs for the next hour.
Description: You spent your early years navigating - Reality Manipulation: Once per long rest, you can
the labyrinthine catacombs beneath the bustling attempt to alter reality slightly by rerolling any attack
cities of Maxxia. Surviving in the darkness and roll, saving throw, or ability check. You must use the
encountering the denizens of the Undercity shaped new result.

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- Cosmic Absorption: The cosmic energies have Survival skill, and you have advantage on Wisdom
made you more susceptible to psychic attacks. You (Survival) checks made underground or in natural
have vulnerability to psychic damage. caverns.
- Darkvision: Your time in the Hollow has honed your
14. Name: Dancing with Solar Sprites vision in the dark. You gain darkvision up to 60 feet.
Description: During your early years, you had - Hollow's Curse: Your experiences in the Hollow
enchanting encounters with Solar Sprites, playful have made you uncomfortable in confined spaces
celestial beings dancing on the edges of Maxxia's and under open skies. You have disadvantage on
sunbeams. Their joyous influence left you with a Charisma checks when interacting with people in
connection to light and celestial magic. open areas.

Mechanical Effects: 17. Name: Disciple of the Cosmic Druid


- Solar Sprite's Blessing: You gain proficiency in the Description: You were taken in as an apprentice by
Performance skill, and you can cast "Light" at will a wise Cosmic Druid, learning to harness the ancient
without expending a spell slot. powers of the stars and commune with the celestial
- Celestial Dance: Once per long rest, you can forces that guide Maxxia's fate.
perform a graceful dance to cast "Daylight" centered
on yourself without expending a spell slot. Mechanical Effects:
- Solar Flair: The presence of Solar Sprites has left - Cosmic Insights: You gain proficiency in the Insight
you more sensitive to bright light. You have skill, and you can use an action to cast "Guidance"
disadvantage on Wisdom (Perception) checks when on yourself without expending a spell slot.
in direct sunlight. - Cosmic Empowerment: Once per long rest, you can
call upon the celestial energies to gain advantage on
15. Name: Day of the Quantum Quake a spell attack roll or ability check.
Description: Your early years were marked by a - Celestial Responsibility: Your training as a disciple
rare event known as the Quantum Quake, where the comes with the responsibility to protect the balance
boundaries between parallel dimensions momentarily of the cosmos. The DM may present you with quests
blurred. The experience granted you insights into or challenges related to maintaining that balance.
quantum phenomena.
18. Name: Discovery of the Eternal Forge
Mechanical Effects: Description: During your early years, you stumbled
- Quantum Intuition: You gain proficiency in the upon the fabled Eternal Forge, a mysterious and
Investigation skill, and you can cast "Detect ancient artifact capable of forging legendary
Thoughts" once per long rest without expending a weapons and armor.
spell slot.
- Quantum Flux: Once per long rest, you can use Mechanical Effects:
your reaction to impose disadvantage on an attack - Forgemaster's Knowledge: You gain proficiency in
roll against you or a creature you can see within 30 the Smith's Tools or Artisan's Tools of your choice,
feet. and you can use an action to determine the
- Quantum Disorientation: Your exposure to the properties of a weapon or armor within 5 feet of you.
interdimensional upheaval has left you occasionally - Forge's Blessing: Once per long rest, you can touch
disoriented in tense situations, imposing a non-magical weapon or armor to imbue it with
disadvantage on Wisdom saving throws during temporary magical properties, granting a +1 bonus to
combat. attack and damage rolls for one hour.
- Forge's Burden: Your discovery of the Eternal
16. Name: Descent into the Hollow Forge has drawn the attention of those who seek to
Description: You spent your childhood exploring the exploit its power. You may find yourself entangled in
treacherous depths of the Hollow, an expansive and conflicts or quests revolving around the Forge.
mysterious subterranean world beneath Maxxia's
surface. 19. Name: Discovery of the Lost Star Map
Description: You uncovered an ancient star map
Mechanical Effects: etched onto a stone tablet, revealing the secrets of
- Hollow Exploration: You gain proficiency in the long-forgotten constellations and cosmic routes

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across Maxxia's skies. 30 feet of you.


- Psychic Sensitivity: The constant echoes from the
Mechanical Effects: psychic choir occasionally overwhelm your mind,
- Celestial Cartography: You gain proficiency in the making you vulnerable to psychic attacks. You have
Navigation (Navigation tools) skill, and you can use disadvantage on saving throws against psychic
an action to gain advantage on Wisdom (Survival) damage.
checks to find your way outdoors.
- Stellar Guidance: Once per long rest, you can study 22. Name: Educated by Holographic Historians
the star map for ten minutes to gain advantage on Description: Your formative years were spent
Intelligence (Investigation) checks made to locate or learning from holographic historians, advanced
decipher celestial artifacts or phenomena. constructs preserving the knowledge of Maxxia's
- Lost Constellations: The knowledge of the lost star ancient civilizations.
map has made you susceptible to the whims of the
cosmos. You have disadvantage on Intelligence Mechanical Effects:
saving throws against spells or effects that - Historical Insight: You gain proficiency in the
manipulate your mind or fate. History skill, and you have advantage on Intelligence
(History) checks made to recall historical events or
20. Name: Dwelling in the Nano-Constructed Village facts.
Description: Your early years were spent in a village - Holographic Archives: Once per long rest, you can
inhabited by living nano-constructs, tiny machines use an action to access the knowledge of the
that formed a sentient and harmonious society. holographic historians, gaining advantage on an
Living among them granted you an affinity for Intelligence-based skill check or ability check.
technology and nanomancy. - Historical Absorption: Your extensive knowledge of
history occasionally distracts you during critical
Mechanical Effects: moments. You have disadvantage on Wisdom saving
- Nano-construct Synergy: You gain proficiency in throws when facing unfamiliar or novel situations.
the Tinker's Tools or Technomancy Tools
(Homebrew) skill, and you can cast "Mending" at will 23. Name: Encounter with the Mindflayers
without expending a spell slot. Description: During your childhood, you had a
- Nano-construct Companions: Once per long rest, harrowing encounter with a group of mindflayers,
you can temporarily control a nearby swarm of nano- enigmatic and malevolent beings from the Far
constructs to perform a simple task for you, such as Realm. Their influence left an indelible mark on your
scouting or mending an object. mind.
- Nanomancy Sensitivity: Your exposure to
nanomagic has made you more vulnerable to Mechanical Effects:
technological disruptions. You have disadvantage on - Far Realm Resilience: You gain proficiency in the
saving throws against effects that disable or disrupt Wisdom saving throw, and you have advantage on
technology. saving throws against being charmed or frightened.
- Psionic Resistance: Once per long rest, you can
use your reaction to impose disadvantage on an
21. Name: Echoes from the Psychic Choir Intelligence saving throw made by an enemy within
Description: In your early years, you heard ethereal 30 feet of you.
whispers and echoes from a distant psychic choir. - Mindflayer's Shadow: The encounter with
These haunting voices granted you a connection to mindflayers left a psychic scar, occasionally causing
the realm of thoughts and emotions. vivid nightmares or visions. The DM may introduce
roleplay or plot-related scenarios related to these
Mechanical Effects: experiences.
- Telepathic Insights: You gain proficiency in the
Insight skill, and you can cast "Message" at will 24. Name: Finding the Time-Capsule Relic
without expending a spell slot. Description: You stumbled upon a time-capsule
- Psionic Echo: Once per long rest, you can channel relic from an ancient civilization, granting you a
the psychic choir's whispers to impose disadvantage connection to the distant past and the wisdom of
on a Wisdom saving throw made by a creature within bygone eras.

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Mechanical Effects: 27. Name: Gifted with the Chrono Pendant


- Temporal Insight: You gain proficiency in the Description: As a child, you were bestowed a
Investigation skill, and you can use an action to gain mysterious chrono pendant by an enigmatic time
advantage on Intelligence (Investigation) checks traveler. This artifact granted you glimpses of
related to historical artifacts or ancient lore. possible futures and alternate timelines.
- Time-Capsule Activation: Once per long rest, you
can activate the time-capsule relic, allowing you to Mechanical Effects:
cast "Legend Lore" without expending a spell slot. - Temporal Precognition: You gain proficiency in the
- Temporal Strain: Your connection to the time- Insight skill, and you can cast "Guidance" at will
capsule occasionally disrupts your sense of time, without expending a spell slot.
imposing disadvantage on Initiative rolls during - Temporal Bending: Once per long rest, you can use
combat. your reaction to reroll an attack roll, saving throw, or
ability check, taking the new result.
25. Name: Foundling of the Alien Obelisk - Temporal Instability: The exposure to alternate
Description: As a child, you were discovered near timelines occasionally causes temporal
an enigmatic alien obelisk that emitted a strange disorientation. The DM may introduce roleplay
aura. The encounter left you with an otherworldly scenarios where you experience mild disconnection
bond. from the current timeline.

Mechanical Effects: 28. Name: Guardian of the Sentient Forest


- Alien Empathy: You gain proficiency in the Insight Description: You spent your childhood in the
skill, and you have advantage on Wisdom (Insight) tranquil embrace of the Sentient Forest, a living
checks made to understand the emotions or motives ecosystem with sapient flora and mystical guardians.
of non-humanoid creatures.
- Alien Affinity: Once per long rest, you can touch the Mechanical Effects:
alien obelisk to gain resistance to non-magical - Nature's Blessing: You gain proficiency in the
damage for one minute. Nature skill, and you can cast "Speak with Plants" at
- Alien Intrigue: Your connection to the alien obelisk will without expending a spell slot.
makes you a target of interest for various factions or - Forest Guardian: Once per long rest, you can call
individuals seeking to unravel its secrets or exploit its upon the guardians of the Sentient Forest to aid you
power. in combat. They provide advantage on your next
attack roll or grant resistance against an enemy's
26. Name: Galactic Phoenix Nest Discovery attack.
Description: During your early years, you - Forest Bound: Your strong connection to the
discovered a hidden nesting ground of the enigmatic Sentient Forest makes it challenging to leave its
Galactic Phoenix, a celestial creature capable of protective embrace. You have disadvantage on
rebirth from its own ashes. Charisma-based ability checks when interacting with
people outside the forest.
Mechanical Effects:
- Phoenix Insight: You gain proficiency in the 29. Name: Imprisoned in the Reality Shard
Perception skill, and you have advantage on Wisdom Description: As a child, you found yourself trapped
(Perception) checks made to spot hidden or inside a Reality Shard, a crystalline fragment
concealed objects or creatures. containing echoes of various realities. Your time
- Phoenix Rejuvenation: Once per long rest, you can within the shard granted you insights into the
use an action to touch the ground and channel the multiverse.
Phoenix's regenerative power, gaining temporary hit
points equal to your level + your Charisma modifier. Mechanical Effects:
- Phoenix's Omen: The connection to the Galactic - Reality Shard Attunement: You gain proficiency in
Phoenix has made you a symbol of hope and the Arcana skill, and you can cast "Identify" at will
renewal. This can attract admirers or followers but without expending a spell slot.
may also draw the attention of enemies or those - Reality Manipulation: Once per long rest, you can
seeking to exploit your link to the celestial being. use your action to tap into the Shard's power,

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granting you advantage on a saving throw against a secretive ranks of the Star Cult, a group dedicated to
spell or magical effect. celestial worship and the mysteries of the cosmos.
- Reality Fragmentation: Your prolonged exposure to
the Reality Shard occasionally causes minor Mechanical Effects:
disruptions in your reality. The DM may introduce - Stellar Insights: You gain proficiency in the Religion
random, temporary alterations to your surroundings skill, and you can cast "Guidance" at will without
or physical attributes during certain situations. expending a spell slot.
- Celestial Blessing: Once per long rest, you can
30. Name: In the Shadow of the Ancient Colossi invoke the blessings of the stars to gain advantage
Description: Your childhood was spent living in the on a Wisdom or Charisma saving throw.
imposing shadow of ancient colossi, gargantuan and - Cultist's Stigma: Your affiliation with the Star Cult
enigmatic beings that have slumbered for eons. may cause suspicion or hostility from others who
view the group with distrust. You have disadvantage
Mechanical Effects: on Charisma-based ability checks when dealing with
- Colossus Knowledge: You gain proficiency in the individuals who oppose or fear the cult.
History skill, and you can use an action to gain
advantage on Intelligence (History) checks made to 33. Name: Journey Through the Nebula Fields
recall information about ancient civilizations or Description: Your early years were spent navigating
events. the mesmerizing and treacherous Nebula Fields,
- Colossal Guardians: Once per long rest, you can vast expanses of interstellar gas and dust.
call upon the dormant power of the ancient colossi to
gain advantage on a Strength saving throw or a Mechanical Effects:
Strength (Athletics) check. - Nebula Navigator: You gain proficiency in the
- Colossal Dread: The presence of the slumbering Navigation (Navigation tools) skill, and you have
colossi occasionally triggers feelings of awe or fear in advantage on Intelligence (Navigation) checks made
you. You have disadvantage on Wisdom saving in interstellar or spaceborne environments.
throws when facing colossal or gigantic creatures. - Nebula Vision: Once per long rest, you can use an
action to enhance your vision, gaining darkvision up
to 120 feet for one hour.
31. Name: Initiation into the Cyborg Tribe - Nebula's Embrace: Your prolonged exposure to the
Description: During your early years, you were Nebula Fields has left you more comfortable in space
initiated into a tribe of technologically augmented or low-light conditions but somewhat uncomfortable
cyborgs. The integration of cybernetics with your in bright light. You have disadvantage on Wisdom
body granted you unique abilities and insights into (Perception) checks made in well-lit environments.
technology.
34. Name: Journeys in the Planar Labyrinth
Mechanical Effects: Description: Your childhood was marked by
- Cybernetic Enhancements: You gain proficiency explorations in the intricate and shifting Planar
with the Tinker's Tools or Technomancy Tools Labyrinth, an interdimensional maze that spans the
(Homebrew) skill, and you have advantage on multiverse.
Intelligence (Technology) checks.
- Cyborg Prowess: Once per long rest, you can use Mechanical Effects:
an action to enhance your physical abilities, gaining - Planar Knowledge: You gain proficiency in the
advantage on a Strength or Dexterity-based ability Arcana skill, and you have advantage on Intelligence
check or saving throw. (Arcana) checks made to decipher sigils, portals, or
- Cyborg Anomaly: The presence of cybernetic other planar-related phenomena.
implants may draw unwanted attention or distrust - Planar Hopper: Once per long rest, you can use
from others. You have disadvantage on Charisma- your action to step momentarily into an adjacent
based ability checks when interacting with individuals plane, avoiding an incoming attack or slipping
who fear or resent cyborgs. through an obstacle's defenses.
- Planar Disorientation: Your frequent exposure to
32. Name: Initiation into the Star Cult the Planar Labyrinth has made you more susceptible
Description: As a child, you were initiated into the to planar disturbances. You have disadvantage on

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Chapter 3 Background Hexmaster

Intelligence saving throws against spells or effects of ethereal or incorporeal creatures.


that manipulate space or dimensions. - Ethereal Connection: Once per long rest, you can
call upon the ethereal wisps for guidance, gaining
35. Name: Memories of the Galactic Carnival advantage on an Intelligence-based skill check or
Description: During your childhood, you ability check.
experienced the wonders and oddities of the Galactic - Ethereal Distraction: Your memories of the ethereal
Carnival, a traveling spectacle showcasing wisps occasionally distract you, imposing
extraordinary performers and intergalactic curiosities. disadvantage on Charisma-based ability checks
when interacting with beings that are not ethereal or
Mechanical Effects: ethereal-aligned.
- Carnival Lore: You gain proficiency in the
Performance skill, and you have advantage on 38. Name: Orphan of the Interdimensional War
Charisma (Performance) checks made in front of a Description: You were orphaned as a child during
crowd or audience. an Interdimensional War, a cataclysmic conflict that
- Carnival Attraction: Once per long rest, you can use raged between planes and realities.
your action to captivate and distract a creature within
30 feet, imposing disadvantage on their next attack Mechanical Effects:
roll or saving throw. - Interdimensional Survival: You gain proficiency in
- Carnival Wanderlust: Your memories of the the Survival skill, and you have advantage on
Galactic Carnival occasionally trigger a desire to Wisdom (Survival) checks made in extraplanar or
travel and experience new wonders. The DM may chaotic environments.
introduce roleplay opportunities or quests that - War Survivor: Once per long rest, you can use your
involve satisfying this wanderlust. action to gain resistance to a specific damage type of
your choice until the end of your next turn.
36. Name: Night of the Comet Storm - Interdimensional Wounds: The trauma of the
Description: Your early years were marked by a Interdimensional War has left emotional and mental
night of celestial beauty and terror as a Comet Storm scars. You have disadvantage on Wisdom saving
blazed across Maxxia's skies, leaving an everlasting throws against fear effects or effects that manipulate
impact on your life. your emotions.

Mechanical Effects: 39. Name: Passage through the Astral Wind


- Comet's Favor: You gain proficiency in the Description: Your childhood was spent journeying
Perception skill, and you have advantage on Wisdom through the unpredictable and mystic Astral Wind, a
(Perception) checks made to spot hidden or cosmic phenomenon that connects distant worlds.
obscured objects or creatures during nighttime.
- Comet's Surge: Once per long rest, you can call Mechanical Effects:
upon the energy of the Comet Storm to gain - Astral Adaptation: You gain proficiency in the
advantage on your next spell attack roll or ability Acrobatics skill, and you have advantage on
check. Dexterity saving throws made against being moved
- Comet's Omen: The Comet Storm's influence has or knocked prone by gusts of wind or other forces.
given you a premonition of cosmic events. The DM - Astral Breeze: Once per long rest, you can use an
may introduce roleplay or plot-related scenarios action to harness the power of the Astral Wind to
related to these visions. gain advantage on a Dexterity-based ability check or
saving throw.
37. Name: Nurtured by Ethereal Wisps - Astral Disturbance: Your exposure to the Astral
Description: During your early years, ethereal Wind has made you more susceptible to its
wisps, luminous and otherworldly beings, cared for unpredictable nature. You have disadvantage on
you and imparted ancient wisdom. Wisdom saving throws against being charmed or
frightened during chaotic or turbulent situations.
Mechanical Effects:
- Ethereal Insights: You gain proficiency in the Insight 40. Name: Pilgrimage to the City in the Stars
skill, and you have advantage on Wisdom (Insight) Description: As a child, you embarked on a sacred
checks made to understand the emotions or motives pilgrimage to the fabled City in the Stars, a celestial

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metropolis said to exist on the edge of Maxxia's throw.


atmosphere. - Alien Intrusion: The constant presence of the
possessing entity occasionally interferes with your
Mechanical Effects: thoughts. The DM may introduce roleplay scenarios
- Celestial Pilgrim: You gain proficiency in the where the entity's influence creates internal conflicts
Religion skill, and you can cast "Guidance" at will or moral dilemmas.
without expending a spell slot.
- Celestial Blessing: Once per long rest, you can 43. Name: Raised by the Elders of Eternity
draw upon the celestial energy of the City in the Description: Your childhood was spent under the
Stars to gain advantage on a Wisdom or Charisma guidance of the wise and immortal Elders of Eternity,
saving throw. beings with profound knowledge of the universe's
- Celestial Longing: Your memories of the pilgrimage secrets.
may occasionally distract you, imposing
disadvantage on Charisma-based ability checks Mechanical Effects:
when interacting with individuals who question or - Eternal Knowledge: You gain proficiency in the
belittle your faith. Investigation skill, and you have advantage on
Intelligence (Investigation) checks made to decipher
ancient writings or forgotten symbols.
41. Name: Pilgrimage to the Monolith of the - Eternal Wisdom: Once per long rest, you can seek
Ancients counsel from the Elders of Eternity, gaining
Description: Your early years were dedicated to a advantage on an Intelligence-based skill check or
sacred pilgrimage to the Monolith of the Ancients, a saving throw.
colossal structure containing the accumulated - Eternal Enigma: Your upbringing by immortal
knowledge and wisdom of ancient civilizations. beings occasionally leads others to view you as
enigmatic or aloof. You have disadvantage on
Mechanical Effects: Charisma-based ability checks when dealing with
- Ancient Lore: You gain proficiency in the History those who perceive you as too distant or removed.
skill, and you have advantage on Intelligence
(History) checks made to recall information about 44. Name: Raised by the Twilight Guardians
ancient cultures or lost civilizations. Description: During your early years, you were
- Monolith's Guidance: Once per long rest, you can raised by the Twilight Guardians, enigmatic
touch the Monolith to gain insight into a mystery or protectors who maintain the balance between light
puzzle, allowing you to gain advantage on a single and darkness.
Intelligence or Wisdom check.
- Monolith's Burden: The knowledge and weight of Mechanical Effects:
the Monolith occasionally preoccupy your mind, - Twilight Insight: You gain proficiency in the
imposing disadvantage on Wisdom saving throws Perception skill, and you have advantage on Wisdom
when facing morally ambiguous or challenging (Perception) checks made during twilight hours or in
decisions. dim light.
- Twilight Veil: Once per long rest, you can draw
42. Name: Possession by the Alien Artifact upon the power of the Twilight Guardians to impose
Description: As a child, you were unwittingly disadvantage on an enemy's attack roll or saving
possessed by an enigmatic alien artifact, forging a throw against you or an ally within 30 feet.
connection with the being that resides within. - Twilight's Dilemma: Your connection to the Twilight
Guardians occasionally makes it challenging to
Mechanical Effects: choose between light and darkness. You have
- Alien Bond: You gain proficiency in the Arcana skill, disadvantage on Wisdom saving throws when facing
and you have advantage on Intelligence (Arcana) choices that involve moral dilemmas or ethical
checks made to identify or interact with conflicts.
extraterrestrial phenomena.
- Alien Manifestation: Once per long rest, you can 45. Name: Rescued by the Interstellar Paladin
allow the possessing entity to briefly take control, Description: During your childhood, you were saved
granting you advantage on an attack roll or saving from a dire situation by an Interstellar Paladin, a

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Chapter 3 Background Hexmaster

noble warrior sworn to protect innocent lives across an action to draw upon the transformative spores to
the stars. gain advantage on a Constitution saving throw or
gain temporary hit points equal to your level + your
Mechanical Effects: Constitution modifier.
- Paladin's Favor: You gain proficiency in the - Spore Mutation: The exposure to the potent spores
Persuasion skill, and you have advantage on of the jungle has left you with physical changes or
Charisma (Persuasion) checks made to convince adaptations. Work with your DM to determine a
others of your honesty or sincerity. minor mutation or benefit related to the Rite of
- Paladin's Shield: Once per long rest, you can call Passage.
upon the protective aura of the Interstellar Paladin to
grant you or an ally within 30 feet resistance to 48. Name: Sailing the Etheric Sea
damage for one minute. Description: Your childhood was spent sailing the
- Paladin's Vow: Your rescue by the Interstellar Etheric Sea, a vast and mysterious expanse of
Paladin has instilled in you a desire to aid others. ethereal currents and space-time anomalies.
The DM may introduce roleplay or plot-related
scenarios that involve your sense of responsibility or Mechanical Effects:
obligations to protect those in need. - Etheric Navigation: You gain proficiency in the
Navigation (Navigation tools) skill, and you have
46. Name: Riddle of the Automated Sphinx advantage on Intelligence (Navigation) checks made
Description: As a child, you encountered the in ethereal or interplanar environments.
enigmatic Automated Sphinx, a guardian of ancient - Etheric Maneuvers: Once per long rest, you can
knowledge who tested your intellect with perplexing use an action to navigate the Etheric Sea with
riddles. exceptional skill, gaining advantage on a Dexterity-
based ability check or saving throw related to piloting
Mechanical Effects: a vehicle or avoiding hazards.
- Riddle Solver: You gain proficiency in the - Etheric Drift: Your time spent sailing the Etheric
Investigation skill, and you have advantage on Sea occasionally affects your sense of time or
Intelligence (Investigation) checks made to solve orientation, making you more susceptible to
puzzles, decipher codes, or unravel complex disorientation or temporal confusion. You have
mechanisms. disadvantage on Wisdom saving throws against
- Sphinx's Challenge: Once per long rest, you can effects that manipulate time or space.
call upon your experience with the Automated Sphinx
to gain advantage on a single Intelligence-based skill 49. Name: Stranded in the Dreamwoven Woods
check or saving throw. Description: During your early years, you found
- Sphinx's Puzzle: The riddles and mysteries of the yourself stranded in the Dreamwoven Woods, an
Automated Sphinx continue to occupy your mind, ever-shifting and illusion-filled forest that draws upon
making you more focused on intellectual pursuits but the power of dreams.
occasionally less attentive to your immediate
surroundings. You have disadvantage on Wisdom Mechanical Effects:
(Perception) checks made during moments of deep - Dream Perception: You gain proficiency in the
contemplation. Perception skill, and you have advantage on Wisdom
(Perception) checks made to notice illusions or
47. Name: Rite of Passage in the Spore Jungles determine if you are within a dream or illusion.
Description: Your early years were marked by the - Dreamweaver's Insight: Once per long rest, you can
dangerous and transformative Rite of Passage in the use an action to draw upon the Dreamwoven Woods'
Spore Jungles, a mystical ecosystem with potent and ethereal energies to gain advantage on a Charisma-
mutating spores. based skill check or saving throw.
- Dream's Enchantment: Your prolonged exposure to
Mechanical Effects: the Dreamwoven Woods has made you more
- Jungle Survival: You gain proficiency in the Survival susceptible to the influence of dreams and illusions.
skill, and you have advantage on Wisdom (Survival) The DM may introduce roleplay or plot-related
checks made in jungles or dense foliage. scenarios where your perception of reality is
- Spore Adaptation: Once per long rest, you can use challenged.

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(Perception) checks made in low-light or dark


50. Name: Survivor of the Silent City environments within the forest.
Description: As a child, you survived the mysterious - Bioluminescent Glow: Once per long rest, you can
and abandoned Silent City, a haunting and desolate use an action to harness the forest's luminescence,
metropolis frozen in time. gaining darkvision up to 120 feet for one hour.
- Bioluminescent Enchantment: The enchanting
Mechanical Effects: beauty of the Bioluminescent Forest occasionally
- City Secrets: You gain proficiency in the distracts you from mundane tasks or challenges. You
Investigation skill, and you have advantage on have disadvantage on Intelligence (Investigation)
Intelligence (Investigation) checks made to unravel checks made outside of the forest or in well-lit
the secrets or history of ancient or abandoned cities. environments.
- City's Resilience: Once per long rest, you can use
an action to draw upon the Silent City's resilience, 53. Name: The Clockwork City's Conundrum
gaining advantage on a saving throw against a spell Description: As a child, you found yourself within
or magical effect. the perplexing Clockwork City, a mechanical
- City's Haunting: The memories of the Silent City metropolis filled with intricate machinery and
occasionally resurface, haunting your dreams or enigmatic puzzles.
causing feelings of melancholy or unease. You have
disadvantage on Wisdom saving throws against fear Mechanical Effects:
effects or effects related to unsettling or eerie - Clockwork Insight: You gain proficiency in the
atmospheres. Investigation skill, and you have advantage on
Intelligence (Investigation) checks made to decipher
complex mechanisms or clockwork devices.
51. Name: The Ancient Hypergate Activation - Clockwork Manipulation: Once per long rest, you
Description: During your early years, you witnessed can use an action to manipulate the city's
the activation of an ancient hypergate, a portal mechanisms, granting advantage on a Dexterity-
capable of bridging vast distances in the cosmos. based ability check or saving throw related to
interacting with or avoiding mechanical traps.
Mechanical Effects: - Clockwork Curiosity: Your exposure to the
- Hypergate Insight: You gain proficiency in the Clockwork City has made you fascinated with
Arcana skill, and you have advantage on Intelligence complex machinery, occasionally leading you to
(Arcana) checks made to understand or interact with focus on mechanical details instead of the bigger
magical portals or dimensional phenomena. picture. You have disadvantage on Wisdom
- Hypergate Traveler: Once per long rest, you can (Perception) checks made in cluttered or
use an action to activate the latent power of the mechanically intricate environments.
hypergate, allowing you to teleport yourself and up to
four willing creatures you can see within 30 feet to a 54. Name: The Crystalline Entity's Blessing
location you have previously visited. Description: During your early years, you received
- Hypergate Resonance: Your connection to the the blessing of a benevolent Crystalline Entity, an
hypergate occasionally draws you toward ancient being composed of living crystals.
dimensional anomalies. The DM may introduce
roleplay scenarios or plot-related events related to Mechanical Effects:
your affinity for portals or otherworldly gateways. - Crystal Affinity: You gain proficiency in the Insight
skill, and you have advantage on Wisdom (Insight)
52. Name: The Bioluminescent Forest checks made to understand the emotions or motives
Description: Your childhood was spent in the of crystalline or earth-based creatures.
mesmerizing Bioluminescent Forest, an enchanted - Crystal Resilience: Once per long rest, you can call
woodland where flora and fauna emit radiant and upon the crystalline entity's blessing to gain
colorful light. resistance to non-magical bludgeoning, piercing, or
slashing damage for one minute.
Mechanical Effects: - Crystal's Embrace: The blessing of the Crystalline
- Bioluminescent Sight: You gain proficiency in the Entity has left you with crystalline patterns on your
Perception skill, and you have advantage on Wisdom skin or a subtle glow. While this makes you more

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distinct, it may also draw attention or curiosity from - Dreamweaver's Insight: You gain proficiency in the
others. Insight skill, and you have advantage on Wisdom
(Insight) checks made to understand the emotions or
55. Name: The Dancing Meteor Showers motives of dream-related phenomena or creatures.
Description: Your early years were filled with awe - Dreamweaver's Resistance: Once per long rest,
and wonder as you witnessed the mesmerizing and you can use an action to draw upon your experience
magical Dancing Meteor Showers streak across the with the Dreamweaver to gain advantage on a
night sky. Wisdom saving throw against being charmed or
frightened.
Mechanical Effects: - Dreamweaver's Influence: The encounter with the
- Meteor Observer: You gain proficiency in the Dreamweaver occasionally leads to vivid or
Perception skill, and you have advantage on Wisdom unsettling dreams that disrupt your rest. You have
(Perception) checks made to spot celestial disadvantage on Wisdom saving throws against
phenomena or objects in the night sky. effects that cause sleep or induce dream-related
- Meteor's Grace: Once per long rest, you can use an experiences.
action to call upon the energy of the meteors to gain
advantage on an attack roll or saving throw during 58. Name: The Eldritch Obelisk's Awakening
combat. Description: As a child, you witnessed the
- Meteor's Reverie: The memories of the Dancing awakening of an Eldritch Obelisk, a mysterious and
Meteor Showers occasionally transport your thoughts powerful structure imbued with eldritch energy.
to the stars, making you more susceptible to
daydreaming or absent-mindedness. You have Mechanical Effects:
disadvantage on Intelligence (Investigation) checks - Eldritch Insight: You gain proficiency in the Arcana
made during moments of stargazing or celestial skill, and you have advantage on Intelligence
fascination. (Arcana) checks made to understand or interact with
eldritch phenomena or magical anomalies.
56. Name: The Day the Sky Turned Green - Eldritch Connection: Once per long rest, you can
Description: As a child, you experienced the use an action to channel the eldritch energy of the
unusual and magical phenomenon when the sky obelisk, gaining advantage on a single Intelligence or
turned an eerie shade of green, signifying an Wisdom check.
otherworldly event. - Eldritch Intrusion: The awakening of the Eldritch
Obelisk left a lingering mark on your mind,
Mechanical Effects: occasionally causing vivid nightmares or moments of
- Green Sky Awareness: You gain proficiency in the paranoia. The DM may introduce roleplay scenarios
Perception skill, and you have advantage on Wisdom or plot-related events related to your connection to
(Perception) checks made to notice unusual or the obelisk.
unnatural occurrences in the environment.
- Green Sky's Gift: Once per long rest, you can use 59. Name: The Enigmatic Psionic Entity
an action to tap into the residual magic of the green Description: During your early years, you had a
sky to gain advantage on a saving throw against a peculiar encounter with an enigmatic psionic entity
spell or magical effect. that granted you heightened mental abilities.
- Green Sky's Enigma: The memory of the green sky
occasionally resurfaces, reminding you of a Mechanical Effects:
mysterious event that remains unsolved or - Psionic Sensitivity: You gain proficiency in the
unexplained. The DM may introduce roleplay or plot- Insight skill, and you have advantage on Wisdom
related scenarios tied to this event. (Insight) checks made to understand the emotions or
motives of psionic or telepathic creatures.
57. Name: The Dreamweaver's Nightmare - Psionic Empowerment: Once per long rest, you can
Description: During your childhood, you had a tap into the psionic entity's power to gain advantage
haunting encounter with the Dreamweaver, a on a Wisdom or Charisma-based ability check or
powerful being that shapes and influences dreams. saving throw.
- Psionic Intrusion: Your encounter with the psionic
Mechanical Effects: entity occasionally opens your mind to external

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influences or mental probing. You have disadvantage


on Wisdom saving throws against psionic or Mechanical Effects:
telepathic effects that target your mind. - Crystal Aesthete: You gain proficiency in the Nature
skill, and you have advantage on Wisdom (Nature)
60. Name: The Eon Tree's Secret checks made to identify or understand properties or
Description: Your childhood was marked by your characteristics of crystalline materials or formations.
discovery of the hidden and ancient Eon Tree, a - Crystal Harmonics: Once per long rest, you can use
colossal and sentient tree with profound cosmic an action to resonate with the crystals in the garden,
knowledge. granting you or an ally within 30 feet advantage on a
saving throw against a spell or magical effect that
Mechanical Effects: deals damage.
- Cosmic Insight: You gain proficiency in the Religion - Crystal Enchantment: The captivating beauty of the
skill, and you have advantage on Intelligence Floating Crystal Gardens occasionally distracts you
(Religion) checks made to understand celestial or or leaves you in awe. You have disadvantage on
cosmic entities and phenomena. Wisdom (Perception) checks made when your
- Eon's Wisdom: Once per long rest, you can attention is focused on the crystals or their beauty.
commune with the Eon Tree to gain insight into a
mystery or puzzle, allowing you to gain advantage on 63. Name: The Forbidden Eldritch Library
a single Intelligence or Wisdom check. Description: As a child, you stumbled upon the
- Eon's Connection: Your connection with the Eon elusive and forbidden Eldritch Library, a repository of
Tree occasionally draws you towards cosmic or eldritch knowledge guarded by ancient wards.
existential topics of discussion. You have
disadvantage on Charisma-based ability checks Mechanical Effects:
when discussing mundane or trivial matters. - Eldritch Lore: You gain proficiency in the Arcana
skill, and you have advantage on Intelligence
61. Name: The Eventide Eclipse Prophecy (Arcana) checks made to decipher or understand
Description: During your early years, you were dark or eldritch magic.
touched by a mystical prophecy foretelling a - Eldritch Secrets: Once per long rest, you can use
significant event that would occur during an eventide an action to draw upon the forbidden knowledge of
eclipse. the library, gaining advantage on a single
Intelligence-based skill check or saving throw.
Mechanical Effects: - Eldritch Taboo: Your encounter with the Forbidden
- Prophecy Sensitivity: You gain proficiency in the Eldritch Library has left you marked by its dark aura,
Insight skill, and you have advantage on Wisdom occasionally causing distrust or fear in others. You
(Insight) checks made to interpret or understand have disadvantage on Charisma-based ability
cryptic or prophetic messages. checks when interacting with individuals who are
- Eclipse's Guidance: Once per long rest, you can aware of your connection to the library.
use an action to draw upon the power of the
prophecy, granting advantage on a single 64. Name: The Ghosts of the Machine Catacombs
Intelligence or Wisdom saving throw or skill check Description: During your early years, you navigated
made to uncover hidden or obscured knowledge. the eerie and haunting Machine Catacombs, a
- Eclipse's Omen: The prophecy occasionally affects labyrinthine network of abandoned automatons and
your behavior or decision-making, making you more mechanical remnants.
focused on the significance of celestial events. You
have disadvantage on Charisma-based ability Mechanical Effects:
checks when attempting to persuade or negotiate - Machine Savvy: You gain proficiency in the
with others during an eventide eclipse. Investigation skill, and you have advantage on
Intelligence (Investigation) checks made to
62. Name: The Floating Crystal Gardens understand or interact with mechanical constructs or
Description: Your childhood was spent in the devices.
wondrous and ethereal Floating Crystal Gardens, a - Machine Resistance: Once per long rest, you can
surreal and otherworldly sanctuary of crystalline use an action to draw upon your experience in the
beauty. Machine Catacombs, gaining resistance to non-

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magical piercing, slashing, or bludgeoning damage


for one minute. 67. Name: The Great Temporal Anomaly
- Machine Haunting: Your time in the Machine Description: As a child, you experienced the
Catacombs has left you more perceptive to enigmatic and reality-altering Great Temporal
mechanical noises or faint echoes. You have Anomaly, an event that caused time to warp and
disadvantage on Wisdom (Perception) checks made bend.
to listen for sounds unrelated to machines or
mechanisms. Mechanical Effects:
- Temporal Insight: You gain proficiency in the
65. Name: The Gravity Well Escape Investigation skill, and you have advantage on
Description: Your childhood was marked by a Intelligence (Investigation) checks made to
harrowing escape from a powerful gravity well, an understand or interact with temporal phenomena or
anomaly capable of bending spacetime. time-related anomalies.
- Temporal Distortion: Once per long rest, you can
Mechanical Effects: use an action to draw upon the experience of the
- Gravitational Awareness: You gain proficiency in Great Temporal Anomaly to gain advantage on a
the Perception skill, and you have advantage on single Dexterity or Intelligence saving throw.
Wisdom (Perception) checks made to notice or - Temporal Echo: The encounter with the Great
anticipate the effects of gravity or gravitational Temporal Anomaly occasionally causes you to
anomalies. perceive moments as repeating or looping. You have
- Gravitational Resilience: Once per long rest, you disadvantage on Wisdom saving throws against
can use an action to call upon your experience with effects that manipulate time or induce temporal
the gravity well to gain advantage on a Strength or confusion.
Dexterity saving throw or check made against being
moved or knocked prone. 68. Name: The Infinity Engine Revelation
- Gravitational Instability: Your exposure to the Description: During your early years, you uncovered
gravity well occasionally affects your balance or the existence of the elusive Infinity Engine, a
stability. You have disadvantage on Dexterity saving legendary artifact with limitless potential.
throws made during chaotic or turbulent situations or
when standing on unstable ground. Mechanical Effects:
- Infinity Insights: You gain proficiency in the Arcana
66. Name: The Great Iron Golem March skill, and you have advantage on Intelligence
Description: During your early years, you witnessed (Arcana) checks made to identify or understand
the awe-inspiring and monumental Great Iron Golem artifacts or objects with immense magical power.
March, a procession of ancient and colossal golems - Infinity Connection: Once per long rest, you can use
marching across the land. an action to draw upon your knowledge of the Infinity
Engine to gain advantage on a single Intelligence or
Mechanical Effects: Wisdom saving throw made against a spell or
- Golem Lore: You gain proficiency in the History magical effect.
skill, and you have advantage on Intelligence - Infinity's Allure: Your discovery of the Infinity Engine
(History) checks made to recall information about occasionally fuels your desire to seek out other
ancient constructs or golems. powerful artifacts or sources of magic. You have
- Golem's Resilience: Once per long rest, you can disadvantage on Wisdom (Insight) checks made
use an action to draw upon the essence of the Great when considering offers or opportunities related to
Iron Golem March to gain resistance to non-magical powerful magical artifacts or items.
bludgeoning, piercing, or slashing damage for one
minute. 69. Name: The Living Starship Encounter
- Golem's Awe: The memory of the Great Iron Golem Description: Your childhood was marked by a
March occasionally leaves you in awe of mechanical unique and extraordinary encounter with a living
constructs or constructs of great size and power. You starship, a sentient vessel capable of traversing the
have disadvantage on Wisdom (Insight) checks cosmos.
made when attempting to ascertain a golem's true
intentions or emotional state. Mechanical Effects:

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- Starship Awareness: You gain proficiency in the craft, occasionally drawing you toward the allure of
Perception skill, and you have advantage on Wisdom forging and smithing. You have disadvantage on
(Perception) checks made to notice or understand Wisdom (Insight) checks made when negotiating the
the behavior of starships or other sentient vessels. value of precious metals or gems.
- Starship Connection: Once per long rest, you can
use an action to draw upon your experience with the 72. Name: The Mechanical Menagerie Keeper
living starship to gain advantage on a Charisma- Description: As a child, you took care of a wondrous
based ability check or saving throw related to and diverse Mechanical Menagerie, a collection of
persuading, negotiating, or interacting with sentient living constructs and clockwork animals.
constructs or beings.
- Starship's Call: Your encounter with the living Mechanical Effects:
starship has left an imprint on your mind, - Menagerie Keeper: You gain proficiency in the
occasionally drawing you toward stories or legends Animal Handling skill, and you have advantage on
of other sentient vessels or unusual celestial Wisdom (Animal Handling) checks made to
phenomena. understand or interact with mechanical or clockwork
creatures.
70. Name: The Luminous Spirit Animal Companion - Menagerie Repair: Once per long rest, you can use
Description: During your early years, you formed a an action to repair a mechanical or clockwork
bond with a luminous spirit animal, a radiant creature creature, restoring it to its full hit points.
with a celestial origin. - Menagerie Bond: Your time spent caring for the
Mechanical Menagerie has left you with an affinity for
Mechanical Effects: clockwork and construct creatures, occasionally
- Spiritual Connection: You gain proficiency in the drawing you to seek out or interact with them. You
Animal Handling skill, and you have advantage on have disadvantage on Wisdom (Insight) checks
Wisdom (Animal Handling) checks made to interact made when negotiating with or questioning
with celestial or otherworldly creatures. constructs.
- Spiritual Guidance: Once per long rest, you can use
an action to commune with your spirit animal 73. Name: The Melding Plague Incident
companion to gain advantage on a Wisdom-based Description: During your childhood, you
ability check or saving throw. experienced the devastating effects of the Melding
- Spiritual Bond: The presence of your luminous spirit Plague, a dangerous and mutating disease that
animal occasionally draws attention or interest from altered living beings.
others. The DM may introduce roleplay scenarios or
plot-related events tied to your celestial companion. Mechanical Effects:
- Plague Survivor: You gain proficiency in the
71. Name: The Magma Forge of the Dwarves Medicine skill, and you have advantage on Wisdom
Description: Your early years were spent in the (Medicine) checks made to identify or treat diseases.
ancient Magma Forge of the Dwarves, a - Plague Resistance: Once per long rest, you can
subterranean realm where master craftsmen honed use an action to draw upon your experience with the
their skills with the fiery embrace of molten metal. Melding Plague to gain advantage on a saving throw
against a disease or poison effect.
Mechanical Effects: - Plague Mark: The encounter with the Melding
- Dwarven Craftsmanship: You gain proficiency in the Plague occasionally reminds others of your resilience
Smith's Tools or a similar artisan's tool of your or marks you as a survivor of a past epidemic. The
choice, and you have advantage on Dexterity DM may introduce roleplay scenarios or plot-related
(Smith's Tools) checks made to create or repair events tied to your experience with the disease.
metal items.
- Magma Forge Resilience: Once per long rest, you 74. Name: The Multi-verse Wanderer's Tale
can use an action to draw upon the resilience of the Description: As a child, you encountered a
Magma Forge to gain resistance to fire damage for mysterious and time-traveling Multi-verse Wanderer,
one minute. a traveler who shared stories of diverse realities and
- Magma Forge's Calling: The time spent in the alternate dimensions.
Magma Forge has left you with a connection to the

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Mechanical Effects: techniques.


- Multiverse Knowledge: You gain proficiency in the - Nanomachine Surge: Once per long rest, you can
Investigation skill, and you have advantage on use an action to unleash the power of the
Intelligence (Investigation) checks made to nanomachines within you to gain advantage on a
understand or unravel mysteries related to parallel Constitution saving throw or gain temporary hit points
dimensions or alternate realities. equal to your level + your Constitution modifier.
- Multiverse Insights: Once per long rest, you can - Nanomachine Connection: The infusion of
use an action to draw upon the knowledge shared by nanomachines occasionally leads others to view you
the Multi-verse Wanderer, gaining advantage on a with curiosity or caution due to the unusual nature of
single Intelligence or Wisdom saving throw or skill your abilities. You have disadvantage on Charisma-
check related to interdimensional phenomena. based ability checks when attempting to interact with
- Multiverse's Imprint: The encounter with the Multi- individuals who are wary of advanced technology or
verse Wanderer has left a lasting impression on your artificial enhancements.
perception of reality and the existence of other
dimensions. You have disadvantage on Wisdom 77. Name: The Necrotic Leviathan's Siege
saving throws made when facing illusions or Description: During your early years, you lived
situations that challenge your understanding of the through the terrifying and cataclysmic Necrotic
true nature of reality. Leviathan's Siege, an undead monstrosity that
threatened your homeland.
75. Name: The Mysterious Robot Guide
Description: During your early years, you were Mechanical Effects:
guided by a mysterious and enigmatic Robot Guide, - Undead Survival: You gain proficiency in the
an artificial intelligence designed to assist and Survival skill, and you have advantage on Wisdom
protect you. (Survival) checks made to track or identify undead
creatures or their activities.
Mechanical Effects: - Undead Resistance: Once per long rest, you can
- Robotic Insights: You gain proficiency in the use an action to draw upon your experience with the
Investigation skill, and you have advantage on Necrotic Leviathan's Siege to gain resistance to
Intelligence (Investigation) checks made to necrotic damage for one minute.
understand or interact with technological devices or - Undead Haunting: The memories of the Necrotic
constructs. Leviathan's Siege occasionally resurface, causing
- Robot's Protection: Once per long rest, you can use nightmares or moments of distress. You have
an action to call upon the Robot Guide to gain disadvantage on Wisdom saving throws against
advantage on a single Dexterity or Intelligence effects related to necromantic magic or undead
saving throw against an attack or effect that targets creatures.
you.
- Robot's Guidance: The memories of the Robot 78. Name: The Orbital Dragon's Descent
Guide occasionally manifest in your decision-making Description: As a child, you witnessed the awe-
process, leading you to be more analytical or inspiring and mythical Orbital Dragon's Descent, a
methodical in your approach to problem-solving. You celestial dragon that descended from the skies.
have disadvantage on Wisdom (Insight) checks
made to read the emotions or intentions of others. Mechanical Effects:
- Celestial Awareness: You gain proficiency in the
76. Name: The Nanomachine Infusion Perception skill, and you have advantage on Wisdom
Description: Your childhood was marked by an (Perception) checks made to notice or understand
encounter with advanced nanomachines that infused celestial phenomena or cosmic creatures.
you with unique abilities and potential. - Celestial Resilience: Once per long rest, you can
use an action to draw upon the power of the Orbital
Mechanical Effects: Dragon to gain advantage on a saving throw against
- Nanomachine Attunement: You gain proficiency in a spell or magical effect that deals radiant or necrotic
the Medicine skill, and you have advantage on damage.
Wisdom (Medicine) checks made to understand or - Celestial's Call: The memory of the Orbital Dragon's
interact with nanotechnology or advanced healing Descent occasionally draws you toward celestial

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themes or the beauty of the night sky. You have


disadvantage on Wisdom (Survival) checks made 81. Name: The Runaway Planet Incident
when navigating during the day or in Description: During your early years, you
experienced the catastrophic and otherworldly event
environments where the stars and celestial objects when a planet went rogue, causing chaos in the
are not visible. cosmos.

79. Name: The Quantum Beast Chase Mechanical Effects:


Description: During your early years, you - Celestial Survivor: You gain proficiency in the
participated in the exhilarating and reality-bending Survival skill, and you have advantage on Wisdom
Quantum Beast Chase, a challenge that involved (Survival) checks made to understand or predict the
pursuing creatures that defied conventional physics. behavior of celestial bodies or phenomena.
- Cosmic Resilience: Once per long rest, you can use
Mechanical Effects: an action to draw upon your experience with the
- Quantum Tracker: You gain proficiency in the Runaway Planet Incident to gain resistance to force
Survival skill, and you have advantage on Wisdom damage for one minute.
(Survival) checks made to track or understand the - Cosmic Anomaly: The memory of the Runaway
behavior of creatures with quantum properties or Planet Incident occasionally causes you to be
abilities. fascinated by the behavior of celestial bodies or the
- Quantum Agility: Once per long rest, you can use mysteries of the cosmos. You have disadvantage on
an action to tap into the unpredictable nature of Intelligence (Investigation) checks made when not
quantum beasts to gain advantage on a single related to celestial phenomena or space-related
Dexterity or Intelligence saving throw or ability check topics.
made to escape or evade.
- Quantum's Intrigue: The experience of the 82. Name: The Seraphim Nebula Vision
Quantum Beast Chase has left you intrigued by Description: As a child, you were granted a divine
quantum phenomena or non-Euclidean geometry. vision within the mesmerizing and ethereal Seraphim
You have disadvantage on Wisdom (Perception) Nebula, a cosmic phenomenon of angelic
checks made in traditional or Euclidean proportions.
environments.
Mechanical Effects:
80. Name: The Riftwalker's Blessing - Seraphic Insight: You gain proficiency in the
Description: As a child, you received the blessing of Religion skill, and you have advantage on
a Riftwalker, an enigmatic being capable of Intelligence (Religion) checks made to understand or
traversing through rifts in space and time. interpret divine symbols, visions, or celestial signs.
- Seraphic Blessing: Once per long rest, you can use
Mechanical Effects: an action to draw upon the divine vision within the
- Riftwalker Insight: You gain proficiency in the Seraphim Nebula to gain advantage on a single
Investigation skill, and you have advantage on Wisdom or Charisma saving throw or skill check
Intelligence (Investigation) checks made to made to resist or understand divine or celestial
understand or interact with rifts or dimensional magic.
gateways. - Seraphic Foresight: The divine vision of the
- Riftwalker's Step: Once per long rest, you can use Seraphim Nebula occasionally guides your actions or
an action to call upon the Riftwalker's blessing to decisions, leading you to follow or pursue paths that
gain advantage on a single Dexterity or Intelligence align with celestial or divine interests. You have
saving throw made to avoid or resist being moved disadvantage on Wisdom (Insight) checks made to
against your will. determine the true motivations or intentions of
- Riftwalker's Connection: Your connection with the individuals with celestial affiliations.
Riftwalker occasionally draws you toward
dimensional travel or mysterious rift-related events. 83. Name: The Sky-Piercing Titan Encounter
The DM may introduce roleplay scenarios or plot- Description: During your childhood, you bore
related events tied to your affinity for witness to the awe-inspiring and colossal Sky-
interdimensional phenomena. Piercing Titan, a gargantuan creature that towered

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over the landscape. (Nature) checks made to understand or interact with


celestial or extraplanar creatures.
Mechanical Effects: - Cosmic Calm: Once per long rest, you can use an
- Titan's Witness: You gain proficiency in the action to draw upon the tranquility of the Space
Perception skill, and you have advantage on Wisdom Whale Migration to gain advantage on a Wisdom or
(Perception) checks made to notice or understand Charisma saving throw made to resist being
the behavior of colossal creatures or giant beings. frightened or charmed.
- Titanic Resilience: Once per long rest, you can use - Cosmic Connection: The encounter with the Space
an action to draw upon the experience of Whale Migration occasionally draws you toward
encountering the Sky-Piercing Titan to gain other celestial creatures or cosmic phenomena. You
advantage on a Strength or Constitution saving throw have disadvantage on Wisdom (Insight) checks
or ability check made to resist or avoid being moved made when trying to discern the motives or emotions
or knocked prone. of creatures unrelated to celestial beings.
- Titan's Enigma: The memory of the Sky-Piercing
Titan occasionally leaves you in awe of colossal 86. Name: The Stardust Monarch's Touch
creatures or grand landscapes. You have Description: As a child, you were touched by the
disadvantage on Wisdom (Survival) checks made to ethereal and enigmatic Stardust Monarch, a being of
navigate or understand small or cramped cosmic dust and celestial grace.
environments.
Mechanical Effects:
84. Name: The Solar Flare Festival - Stardust Insight: You gain proficiency in the Arcana
Description: Your childhood was marked by the skill, and you have advantage on Intelligence
vibrant and awe-inspiring Solar Flare Festival, a (Arcana) checks made to understand or interact with
celestial event where solar flares painted the sky in celestial beings or stardust-related phenomena.
mesmerizing colors. - Stardust Blessing: Once per long rest, you can use
an action to call upon the ethereal touch of the
Mechanical Effects: Stardust Monarch to gain advantage on a single
- Solar Flare Spectator: You gain proficiency in the Intelligence or Wisdom saving throw or skill check
Performance skill, and you have advantage on made to resist or understand celestial magic or
Charisma (Performance) checks made to entertain or effects.
captivate an audience during celebrations or - Stardust's Embrace: The encounter with the
festivals. Stardust Monarch occasionally leaves a trail of faint
- Solar Flare's Radiance: Once per long rest, you can stardust in your wake. While this makes you more
use an action to draw upon the energy of the Solar distinct, it may also draw attention or curiosity from
Flare Festival to gain advantage on a single others.
Charisma-based ability check or saving throw made
to impress or persuade others. 87. Name: The Starstone Matrix Imprinting
- Solar Flare's Radiance: The memories of the Solar Description: During your early years, you were
Flare Festival occasionally lead you to seek out or imprinted with the essence of the legendary
participate in festive celebrations or events. You Starstone Matrix, a cosmic artifact of immense
have disadvantage on Wisdom (Perception) checks power.
made when focusing on tasks or objectives that are
unrelated to the festivities. Mechanical Effects:
- Starstone Attunement: You gain proficiency in the
85. Name: The Space Whale Migration Arcana skill, and you have advantage on Intelligence
Description: During your early years, you witnessed (Arcana) checks made to understand or interact with
the majestic and otherworldly Space Whale artifacts or objects of celestial or cosmic origin.
Migration, a breathtaking event where cosmic whales - Starstone Resonance: Once per long rest, you can
traveled through the stars. use an action to resonate with the Starstone Matrix's
imprint to gain advantage on a single Intelligence or
Mechanical Effects: Wisdom saving throw or skill check made to resist or
- Space Whale Observer: You gain proficiency in the understand powerful magical effects.
Nature skill, and you have advantage on Wisdom - Starstone's Echo: The imprint of the Starstone

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Matrix occasionally echoes in your thoughts or challenge the conventional understanding of time
dreams, drawing you toward legendary artifacts or and reality. You have disadvantage on Wisdom
objects with cosmic significance. You have (Insight) checks made when not focused on temporal
disadvantage on Wisdom (Insight) checks made or time-related topics.
when attempting to persuade or dissuade you from
seeking out powerful magical items or legendary 90. Name: The Temporal Tidal Wave
relics. Description: As a child, you survived the
treacherous and reality-altering Temporal Tidal
88. Name: The Sunken City's Prophecy Wave, a phenomenon that threatened to reshape the
Description: As a child, you discovered the cryptic fabric of existence.
and prophetic Sunken City's Prophecy, an ancient
inscription that foretold great cataclysms and events. Mechanical Effects:
- Temporal Survivor: You gain proficiency in the
Mechanical Effects: Survival skill, and you have advantage on Wisdom
- Ancient Prophecy: You gain proficiency in the (Survival) checks made to understand or predict the
History skill, and you have advantage on Intelligence behavior of temporal anomalies or reality-warping
(History) checks made to understand or interpret events.
ancient texts or cryptic prophecies. - Reality Resilience: Once per long rest, you can use
- Prophetic Insight: Once per long rest, you can use an action to draw upon your experience with the
an action to draw upon the knowledge of the Sunken Temporal Tidal Wave to gain advantage on a single
City's Prophecy to gain advantage on a single Constitution or Wisdom saving throw made to resist
Intelligence or Wisdom saving throw or skill check or avoid the effects of reality-bending magic or time-
made to predict or unravel future events or manipulating phenomena.
mysteries. - Temporal Mark: The memory of the Temporal Tidal
- Prophetic Burden: The encounter with the Sunken Wave occasionally leaves you feeling disoriented or
City's Prophecy occasionally weighs heavily on your on edge when facing reality-warping or time-related
mind, leading you to become preoccupied with events. You have disadvantage on Wisdom (Insight)
thoughts of impending events or omens. You have checks made when trying to discern or understand
disadvantage on Wisdom (Perception) checks made the motives of individuals with the ability to
when not actively seeking signs or symbols related to manipulate time or reality.
the prophecy.

89. Name: The Temporal Tesseract Puzzle 91. Name: The Time-Lost Traveler's Wisdom
Description: During your early years, you solved the Description: During your early years, you
intricate and mind-bending Temporal Tesseract encountered a time-lost traveler from a distant future,
Puzzle, a mysterious device that transcended the who imparted their wisdom and knowledge to you.
boundaries of time.
Mechanical Effects:
Mechanical Effects: - Temporal Insight: You gain proficiency in the Insight
- Temporal Puzzler: You gain proficiency in the skill, and you have advantage on Wisdom (Insight)
Investigation skill, and you have advantage on checks made to understand or anticipate the actions
Intelligence (Investigation) checks made to or intentions of individuals from different time
understand or interact with temporal or time- periods.
manipulating devices. - Temporal Foresight: Once per long rest, you can
- Temporal Solution: Once per long rest, you can use use an action to draw upon the wisdom of the time-
an action to draw upon your experience with the lost traveler to gain advantage on a single
Temporal Tesseract Puzzle to gain advantage on a Intelligence or Wisdom saving throw or skill check
single Intelligence or Wisdom saving throw or skill made to understand or predict the future.
check made to understand or resist time-related - Temporal Wisdom: The encounter with the time-lost
phenomena or magical effects. traveler occasionally leaves you contemplating the
- Temporal Curiosity: The encounter with the implications of time travel and the significance of
Temporal Tesseract Puzzle occasionally leads you to events across different eras. You have disadvantage
seek out other time-bending devices or objects that on Wisdom (Perception) checks made when

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distracted or preoccupied with temporal matters. moment of transcendence at the Zenith Spire, a
place where the boundaries of reality seemed to blur.
92. Name: The Vanishing Tower Mystery
Description: As a child, you were involved in the Mechanical Effects:
enigmatic and unsolved Vanishing Tower Mystery, a - Transcendent Perception: You gain proficiency in
perplexing event where a once-mighty tower the Perception skill, and you have advantage on
suddenly disappeared without a trace. Wisdom (Perception) checks made to notice or
understand metaphysical or cosmic phenomena.
Mechanical Effects: - Transcendent Insights: Once per long rest, you can
- Mystery Investigator: You gain proficiency in the use an action to draw upon the transcendent
Investigation skill, and you have advantage on experience at the Zenith Spire to gain advantage on
Intelligence (Investigation) checks made to a single Wisdom or Charisma saving throw or skill
understand or unravel unsolved mysteries or check made to resist or understand mind-affecting or
puzzling disappearances. reality-bending effects.
- Mystery's Insight: Once per long rest, you can use - Transcendent Imprint: The encounter with the
an action to draw upon your experience with the Zenith Spire occasionally leaves you pondering the
Vanishing Tower Mystery to gain advantage on a nature of reality and the existence of higher planes of
single Intelligence or Wisdom saving throw or skill existence. You have disadvantage on Wisdom
check made to understand or interact with magical (Survival) checks made when not focused on the
illusions, vanishing spells, or reality-distorting effects. exploration or understanding of transcendent or
- Mystery's Enigma: The memory of the Vanishing metaphysical subjects.
Tower Mystery occasionally leads you to seek out
other unsolved enigmas or phenomena that 95. Name: Transmutation by the Quantum Fountain
challenge conventional explanations. You have Description: During your early years, you underwent
disadvantage on Wisdom (Insight) checks made a transformative experience at the Quantum
when not focusing on mysterious or cryptic Fountain, a wellspring of energy that could alter the
situations. very fabric of matter.

93. Name: The Wyrmhole Adventure Mechanical Effects:


Description: During your early years, you ventured - Quantum Transmuter: You gain proficiency in the
into a powerful Wyrmhole, a swirling portal that Arcana skill, and you have advantage on Intelligence
transcended space and time. (Arcana) checks made to understand or interact with
magical transmutation or transformation effects.
Mechanical Effects: - Quantum Alteration: Once per long rest, you can
- Wyrmhole Traveler: You gain proficiency in the use an action to draw upon the energy of the
Acrobatics skill, and you have advantage on Quantum Fountain to gain advantage on a single
Dexterity (Acrobatics) checks made to navigate or Intelligence or Constitution saving throw or skill
interact with portals, dimensional gateways, or check made to resist or understand magical
similar phenomena. transmutation or polymorph effects.
- Wyrmhole Leap: Once per long rest, you can use - Quantum Shift: The experience of transmutation by
an action to draw upon your experience with the the Quantum Fountain occasionally causes you to
Wyrmhole to gain advantage on a single Dexterity or feel attuned to magical transformations or shape-
Intelligence saving throw or ability check made to changing abilities. You have disadvantage on
escape or resist being grappled or restrained. Wisdom (Insight) checks made when attempting to
- Wyrmhole Resonance: The experience of the discern the true nature or identity of individuals under
Wyrmhole Adventure occasionally causes you to feel magical disguises or polymorph effects.
connected to portals or rifts in space and time. You
have disadvantage on Wisdom (Perception) checks 96. Name: Unearthed the Sleeping Star God
made when not paying attention to the subtle signs Description: As a child, you stumbled upon the sl
or disturbances of interdimensional gateways.
umbering form of a cosmic entity known as the
94. Name: Transcendence at the Zenith Spire Sleeping Star God, an ancient and powerful being of
Description: As a child, you experienced a profound celestial origin.

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subterranean or dark environments.


Mechanical Effects: - Underdark Acumen: Once per long rest, you can
- Star God Lore: You gain proficiency in the History use an action to draw upon your experience in the
skill, and you have advantage on Intelligence Dark Elf Metropolis to gain advantage on a single
(History) checks made to understand or uncover the Intelligence or Wisdom saving throw or skill check
legends and lore of celestial entities or cosmic made to resist or understand dark elf culture,
deities. customs, or subterfuge.
- Star God's Blessing: Once per long rest, you can - Underdark's Enigma: The encounter with the Dark
use an action to draw upon the power of the Elf Metropolis occasionally draws you to seek out or
Sleeping Star God to gain advantage on a single interact with the secretive and enigmatic nature of
Wisdom or Charisma saving throw or skill check dark elf society. You have disadvantage on
made to resist or understand celestial or cosmic Charisma-based ability checks when attempting to
magic or effects. interact with individuals who are suspicious or wary
- Star God's Mark: The encounter with the Sleeping of outsiders.
Star God occasionally draws attention or curiosity
from celestial beings or those who revere cosmic 99. Name: Whispers from the Voidstone
entities. You have disadvantage on Charisma-based Description: During your early years, you heard the
ability checks when attempting to disguise or conceal haunting and ethereal Whispers from the Voidstone,
your celestial connection. an ancient and alien artifact said to contain the
knowledge of cosmic truths.
97. Name: Vision in the Reality-Bending Mirror
Description: During your early years, you gazed into Mechanical Effects:
the Reality-Bending Mirror, a mystical artifact that - Voidstone Listener: You gain proficiency in the
granted glimpses of parallel worlds and alternate Perception skill, and you have advantage on Wisdom
realities. (Perception) checks made to notice or understand
otherworldly or alien sounds or phenomena.
Mechanical Effects: - Voidstone's Echo: Once per long rest, you can use
- Reality Gazer: You gain proficiency in the Insight an action to attune to the Whispers from the
skill, and you have advantage on Wisdom (Insight) Voidstone to gain advantage on a single Intelligence
checks made to understand or interpret visions, or Wisdom saving throw or skill check made to resist
dreams, or prophecies. or understand cosmic or eldritch magic or effects.
- Reality's Veil: Once per long rest, you can use an - Void's Embrace: The encounter with the Whispers
action to peer into the Reality-Bending Mirror to gain from the Voidstone occasionally leaves you feeling a
advantage on a single Intelligence or Wisdom saving sense of existential wonder or dread concerning
throw or skill check made to resist or understand cosmic mysteries and the unknown. You have
illusions or reality-bending effects. disadvantage on Wisdom (Survival) checks made
- Reality's Echo: The vision in the Reality-Bending when not focused on the exploration or
Mirror occasionally influences your perception of understanding of cosmic phenomena or eldritch
reality and makes you more cautious or skeptical of mysteries.
appearances. You have disadvantage on Wisdom
(Perception) checks made when trying to discern the 100. Name: Witness to the Aurora Serpent
true nature of individuals or situations that might be Description: As a child, you beheld the mesmerizing
illusions or shape-changed. and celestial Aurora Serpent, a radiant serpent of
cosmic colors that danced across the night sky.
98. Name: Visit to the Dark Elf Metropolis
Description: As a child, you visited a sprawling and Mechanical Effects:
enigmatic Dark Elf Metropolis, a city hidden beneath - Aurora Watcher: You gain proficiency in the
the surface and shrouded in intrigue. Perception skill, and you have advantage on Wisdom
(Perception) checks made to notice or interpret
Mechanical Effects: celestial or aurora-related phenomena.
- Underdark Explorer: You gain proficiency in the - Aurora's Radiance: Once per long rest, you can use
Stealth skill, and you have advantage on Dexterity an action to draw upon the ethereal presence of the
(Stealth) checks made to hide or move silently in Aurora Serpent to gain advantage on a single

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Chapter 3 Background Hexmaster

Charisma or Wisdom saving throw or skill check on inanimate constructs has made them somewhat
made to inspire, influence, or charm others. socially awkward.
- Aurora's Elegance: The encounter with the Aurora Additional Benefit: The character starts the game
Serpent occasionally leads you to seek out or with a small stone golem companion that can assist
appreciate celestial beauty or aurora-related events. in combat or perform simple tasks.
You have disadvantage on Wisdom (Survival)
checks made when not paying attention to celestial 3: Advanced Phantasm Studies
or aurora-related phenomena. Description: The character delved deep into the
realm of illusions and phantasms, mastering the art
of trickery, and understanding the true nature of
reality.
Education / Training: Mechanical Effects:
Positive Effect: +2 Charisma. The character's
Determine the character's formal expertise in illusions and deception grants them an
education or specialized training. alluring charm.
This could involve studying under a Negative Effect: -1 Wisdom. Immersing oneself in
illusions can lead to occasional lapses in judgment or
master, attending an arcane academy, difficulty discerning reality from illusion.
or undergoing military training. Additional Benefit: The character gains access to an
exclusive collection of illusion spells, and their
Education / Training: illusions are particularly convincing, providing
Determine the character's formal education or advantage on rolls to deceive or trick others.
specialized training. This could involve studying
under a master, attending an arcane academy, or 4: Alien Artifact Restoration School
undergoing military training. Description: The character attended a prestigious
1: A.I. Cognitive Studies school dedicated to the restoration and
Description: The character spent years studying the understanding of enigmatic alien artifacts found
intricacies of artificial intelligence and cognitive throughout Maxxia.
sciences. They delved into the realm of programming Mechanical Effects:
sentient machines, understanding complex Positive Effect: +1 Intelligence, +1 Wisdom. The
algorithms, and exploring the boundaries of artificial exposure to alien technologies and mysteries has
consciousness. broadened the character's knowledge and
Mechanical Effects: perception.
Positive Effect: +2 Intelligence. The character's Negative Effect: -1 Constitution. The study of alien
extensive studies have sharpened their intellect. artifacts has taken a toll on the character's physical
Negative Effect: -1 Wisdom. Focusing on logical well-being due to exposure to unknown energies.
constructs and artificial minds has made them Additional Benefit: The character begins the game
somewhat disconnected from intuition and instincts. with a random alien artifact, which may have various
Additional Benefit: The character gains proficiency in magical properties or abilities.
Programming and can communicate with basic AI
constructs, which may provide occasional insights or 5: Ancient Robot Restoration Training
assistance. Description: The character received specialized
training in restoring and interacting with ancient
2: Advanced Golemancy Studies robots and automatons found in the depths of
Description: The character immersed themselves in Maxxia's ruins.
the ancient art of golemancy, learning to craft and Mechanical Effects:
animate powerful golems using a combination of Positive Effect: +1 Intelligence, +1 Dexterity. The
magical and technological principles. character's training has honed their problem-solving
Mechanical Effects: abilities and dexterity when dealing with intricate
Positive Effect: +1 Intelligence, +1 Constitution. The machinery.
studies have enhanced the character's mental acuity Negative Effect: -1 Charisma. Focusing on machines
and physical resilience. and automation has made the character somewhat
Negative Effect: -1 Charisma. The character's focus distant and less empathetic towards living beings.

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Hexmaster Chapter 3 Background

Additional Benefit: The character gains proficiency in training to tap into the powerful energies of archons,
Mechanisms and starts the game with a personal benevolent beings of cosmic might.
robotic assistant. Mechanical Effects:
Positive Effect: +2 Charisma. The character's
6: Ancient Ruin Archaeology connection to the archons grants them an aura of
Description: The character dedicated themselves to charisma and confidence.
exploring and uncovering the secrets hidden within Negative Effect: -1 Intelligence. Channeling such
the ancient ruins scattered across Maxxia. potent energies sometimes leads to moments of
Mechanical Effects: forgetfulness or distraction.
Positive Effect: +2 Wisdom. The character's Additional Benefit: The character gains the ability to
experiences in deciphering ancient engravings and summon a temporary archon ally to aid them in times
navigating treacherous ruins have granted them of need.
exceptional insight.
Negative Effect: -1 Strength. Years of delicate work 10: Astral Projection Academy
and fine-tuned movements have made the character Description: The character attended an esteemed
less physically strong. academy to learn the art of astral projection,
Additional Benefit: The character begins the game exploring the realms of consciousness beyond the
with a set of ancient artifacts, which may include rare physical world.
trinkets, magical relics, or pieces of forgotten Mechanical Effects:
technology. Positive Effect: +2 Wisdom. The character's
experiences beyond the material realm have
7: Ancient Xenobiology Institute heightened their perception and intuition.
Description: The character studied at a prestigious Negative Effect: -1 Constitution. The strain of
institute, dedicated to understanding the biology and traveling through astral planes has left the character
behaviors of Maxxia's diverse and exotic creatures. somewhat more fragile physically.
Mechanical Effects: Additional Benefit: The character gains the ability to
Positive Effect: +2 Wisdom. The character's in-depth project their consciousness into the astral plane,
knowledge of creatures has made them insightful allowing them to communicate with other astral
and perceptive. beings and uncover hidden knowledge.
Negative Effect: -1 Constitution. Working closely with
potentially dangerous creatures has left the character 11: Astral-Ethereal Harmonics Training
somewhat more susceptible to illness and toxins. Description: The character pursued the esoteric art
Additional Benefit: The character gains proficiency in of harmonizing with the astral and ethereal planes,
Animal Handling and starts the game with a unique allowing them to manipulate mystical frequencies
companion creature suitable for their background. and energies.
Mechanical Effects:
8: Arcane Bioengineering Studies Positive Effect: +2 Charisma. The character's
Description: The character delved into the forbidden mastery of harmonics gives them a magnetic and
arts of arcane bioengineering, learning to splice persuasive aura.
magical energies with living organisms. Negative Effect: -1 Constitution. Dealing with the
Mechanical Effects: subtle energies of the astral-ethereal continuum has
Positive Effect: +1 Intelligence, +1 Constitution. The left the character physically less robust.
character's studies have augmented their mental Additional Benefit: The character gains access to
acuity and physical resilience. unique bardic spells or abilities related to astral-
Negative Effect: -1 Wisdom. Dealing with the ethereal manipulation.
unpredictable nature of magical life has made the
character somewhat more impulsive. 12: Augmentation Adaptation Training
Additional Benefit: The character gains access to Description: The character underwent rigorous
unique spells or abilities related to enhancing or training in adapting and integrating advanced
modifying living creatures. technological augmentations into their own body.
Mechanical Effects:
9: Archon Energy Harnessing Positive Effect: +1 Constitution, +1 Dexterity. The
Description: The character underwent rigorous character's body has been enhanced through

277
Chapter 3 Background Hexmaster

augmentations, making them more agile and hardy.


Negative Effect: -1 Wisdom. The experience of 16: Chrono-Linguistics Studies
melding flesh and technology has left the character Description: The character specialized in the study of
somewhat disconnected from their instincts. ancient languages and scripts, allowing them to
Additional Benefit: The character starts the game communicate across time and decipher temporal
with a selection of technological implants, granting writings.
them unique abilities or enhancements. Mechanical Effects:
Positive Effect: +2 Intelligence. The character's
13: Bio-Etheric Manipulation Training expertise in languages and ancient scripts expands
Description: The character studied the intricate art of their knowledge and mental acuity.
manipulating the life force (ether) that flows through Negative Effect: -1 Charisma. Spending countless
all living beings, gaining the power to heal and harm. hours with books and texts has made the character
Mechanical Effects: somewhat socially awkward.
Positive Effect: +2 Wisdom. The character's Additional Benefit: The character gains proficiency in
understanding of the ether grants them profound Linguistics and the ability to read and communicate
insights into life and its mysteries. with individuals from different time periods.
Negative Effect: -1 Intelligence. Focusing on the flow
of ether has made the character occasionally 17: Chrono-Scholastic Education
overlook mundane details. Description: The character attended a prestigious
Additional Benefit: The character gains proficiency in scholastic institution dedicated to understanding the
Healing and starts the game with a unique ethereal complexities of time and temporal phenomena.
artifact, capable of potent healing or destructive Mechanical Effects:
capabilities. Positive Effect: +2 Intelligence. The character's
advanced education in temporal studies has
14: Celestial Navigation Training sharpened their intellect.
Description: The character trained extensively in Negative Effect: -1 Wisdom. Delving into the
celestial navigation, mastering the use of stars and intricacies of time has made the character somewhat
celestial bodies for orientation and divination. oblivious to the present moment.
Mechanical Effects: Additional Benefit: The character gains access to
Positive Effect: +2 Intelligence. The character's unique spells or abilities related to time manipulation
proficiency in celestial navigation enhances their and divination.
problem-solving skills and memory.
Negative Effect: -1 Dexterity. Devoting time to 18: Chronocraft Flight Training
studying the skies has made the character somewhat Description: The character underwent rigorous
less agile in their movements. training in piloting chronocrafts, extraordinary vessels
Additional Benefit: The character gains proficiency in capable of navigating through time and space.
Navigation and starts the game with a celestial map, Mechanical Effects:
granting advantages in navigation checks. Positive Effect: +1 Dexterity, +1 Intelligence. The
character's training has honed their reflexes and
15: Chaos Engineering School problem-solving skills.
Description: The character attended a school that Negative Effect: -1 Constitution. The strain of
embraced chaos as a source of power, learning to navigating chronocrafts has left the character
harness unpredictable energies for their benefit. physically less resilient.
Mechanical Effects: Additional Benefit: The character gains proficiency in
Positive Effect: +1 Charisma, +1 Dexterity. Piloting and starts the game with a small chronocraft,
Embracing chaos has made the character more which can be used for transportation or as a powerful
adaptable and charismatic. weapon.
Negative Effect: -1 Intelligence. Embracing chaos
sometimes results in difficulty focusing on ordered 19: Cosmic Bardic College
and logical thinking. Description: The character attended a legendary
Additional Benefit: The character gains access to bardic college that draws inspiration from cosmic
unique spells or abilities related to manipulating phenomena, channeling the wonders of the universe
probability and randomness. through their performances.

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Hexmaster Chapter 3 Background

Mechanical Effects: Additional Benefit: The character gains access to


Positive Effect: +2 Charisma. The character's unique psionic abilities and can communicate
cosmic-themed performances captivate audiences, telepathically with other psionically sensitive beings.
exuding charm and magnetism.
Negative Effect: -1 Wisdom. Immersing oneself in the 23: Cthonic Beast Mastery
cosmic arts can lead to occasional lapses in Description: The character trained under enigmatic
judgment or common sense. masters to control and communicate with monstrous
Additional Benefit: The character gains access to creatures from the depths of the Cthonic realm.
unique bardic spells or abilities inspired by celestial Mechanical Effects:
phenomena. Positive Effect: +1 Wisdom, +1 Charisma. The
character's connection with cthonic beasts has
20: Cosmic Timekeeping Institute enhanced their intuition and charismatic presence.
Description: The character studied at an institute Negative Effect: -1 Intelligence. Immersing oneself in
dedicated to observing and recording the movements the primal instincts of cthonic creatures has made
of celestial bodies and cosmic events. the character somewhat less focused on intellectual
Mechanical Effects: pursuits.
Positive Effect: +2 Wisdom. The character's intimate Additional Benefit: The character starts the game
knowledge of cosmic timekeeping grants them with a loyal cthonic beast companion, which can aid
exceptional insight and intuition. them in battles and scouting missions.
Negative Effect: -1 Strength. Spending long hours
observing the cosmos has made the character less 24: Cyber-Necromancy Studies
physically strong. Description: The character delved into the forbidden
Additional Benefit: The character gains proficiency in arts of merging cybernetics with necromancy,
Astronomy and starts the game with a cosmic intertwining deathly powers with technological
timekeeping device, providing advantages in tracking enhancements.
time and celestial events. Mechanical Effects:
Positive Effect: +1 Intelligence, +1 Constitution. The
21: Cryo-Arcana Studies character's studies have sharpened their intellect and
Description: The character immersed themselves in increased their physical resilience.
the art of cryo-arcana, mastering the manipulation of Negative Effect: -1 Charisma. Delving into the
ice and cold through magical means. macabre nature of cyber-necromancy has made the
Mechanical Effects: character somewhat unsettling to others.
Positive Effect: +2 Intelligence. The character's Additional Benefit: The character gains access to
mastery of cryo-arcana has enhanced their unique necromantic spells or abilities augmented
understanding of magical principles. with cybernetic enhancements.
Negative Effect: -1 Charisma. Focusing on the frigid
and distant elements has made the character 25: Cybernetic Organism Biology
somewhat emotionally distant. Description: The character studied the complex
Additional Benefit: The character gains access to interactions between living organisms and advanced
unique spells or abilities related to ice and cold cybernetic enhancements, becoming an expert in
magic. biomechanics.
Mechanical Effects:
22: Cryptic Psionics Institute Positive Effect: +2 Intelligence. The character's
Description: The character attended a secretive knowledge of cybernetic biology has expanded their
institute devoted to unlocking the potential of psionic understanding of both life and machines.
abilities, gaining mastery over the mind and psychic Negative Effect: -1 Wisdom. Focusing on the
phenomena. integration of cybernetics has made the character
Mechanical Effects: occasionally overlook subtler aspects of life.
Positive Effect: +2 Wisdom. The character's training Additional Benefit: The character gains proficiency in
in psionics has heightened their perception and Cybernetics and starts the game with a set of
mental acuity. cybernetic implants or enhancements, granting
Negative Effect: -1 Strength. Harnessing psychic unique abilities.
powers has made the character physically weaker.

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Chapter 3 Background Hexmaster

26: Darkmatter Manipulation School Positive Effect: +2 Wisdom. The character's training
Description: The character attended a specialized in divination magic grants them profound insight and
school dedicated to harnessing the elusive and intuition.
powerful dark matter, a mysterious substance that Negative Effect: -1 Intelligence. Focusing on
defies comprehension. deciphering cryptic visions and omens has made the
Mechanical Effects: character occasionally less attentive to logical
Positive Effect: +2 Intelligence. The character's details.
understanding of dark matter grants them Additional Benefit: The character gains access to
exceptional problem-solving skills. unique divination spells or abilities, allowing them to
Negative Effect: -1 Charisma. Dealing with such glimpse into the future and gain foresight in critical
esoteric energies has made the character somewhat moments.
aloof and socially distant.
Additional Benefit: The character gains access to 30: Dreamweaver's Psychic Training
unique spells or abilities related to manipulating dark Description: The character underwent intensive
matter for offensive or defensive purposes. psychic training, learning to enter the dreamscape
and influence the subconscious minds of others.
27: Demiurge Crafting Studies Mechanical Effects:
Description: The character dedicated themselves to Positive Effect: +2 Charisma. The character's
the art of demiurge crafting, forging powerful artifacts psychic prowess grants them an enchanting and
infused with primordial energies. alluring presence.
Mechanical Effects: Negative Effect: -1 Constitution. The strain of
Positive Effect: +1 Intelligence, +1 Constitution. The entering dreams and dealing with psychic energies
character's crafting expertise has sharpened their has made the character physically less resilient.
mind and body. Additional Benefit: The character gains access to
Negative Effect: -1 Wisdom. Obsessing over the unique psychic spells or abilities related to dream
creation of powerful artifacts has made the character manipulation and mental influence.
somewhat absent-minded.
Additional Benefit: The character gains proficiency in 31: Dwarven Ancestor Lore School
Artificing and starts the game with a unique Description: The character attended a revered
demiurge-crafted artifact, capable of powerful effects. dwarven school dedicated to studying the rich history
and wisdom of their ancestors, delving into the
28: Dimensional Engineering Academy ancient traditions and legends of their people.
Description: The character attended an esteemed Mechanical Effects:
academy that specializes in dimensional Positive Effect: +2 Wisdom. The character's profound
engineering, mastering the manipulation of spatial knowledge of dwarven history has granted them
dimensions. exceptional insight and intuition.
Mechanical Effects: Negative Effect: -1 Charisma. Focusing on the past
Positive Effect: +2 Intelligence. The character's and ancestral traditions has made the character
advanced education in dimensional engineering has somewhat reserved in social interactions.
enhanced their problem-solving abilities. Additional Benefit: The character gains proficiency in
Negative Effect: -1 Strength. Delving into the Dwarven Runes and starts the game with a set of
manipulation of spatial dimensions has made the ancestral relics, each with unique abilities passed
character physically weaker. down through generations.
Additional Benefit: The character gains access to
unique spells or abilities related to bending and 32: Dwarven Forge Mastery
traversing dimensions. Description: The character dedicated themselves to
mastering the art of dwarven blacksmithing and
29: Divination Analytics Institute metalwork, crafting extraordinary weapons and
Description: The character studied at a renowned armor.
institute dedicated to unraveling the secrets of Mechanical Effects:
divination magic, unlocking the potential of future Positive Effect: +1 Strength, +1 Dexterity. The
sight. character's craftsmanship has made them physically
Mechanical Effects: stronger and more agile.

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Negative Effect: -1 Intelligence. Hours spent in the collection of eldritch texts, granting advantages in
forge have made the character occasionally less deciphering ancient writings and understanding
focused on intellectual pursuits. forgotten knowledge.
Additional Benefit: The character gains proficiency in
Blacksmithing and starts the game with a 36: Elemental Conflux School
mastercrafted weapon or suit of armor, boasting Description: The character delved into the elemental
superior quality. arts, mastering the manipulation and convergence of
elemental energies.
33: Elder Evils Mythos Academy Mechanical Effects:
Description: The character studied at an enigmatic Positive Effect: +1 Intelligence, +1 Wisdom. The
academy, delving into the unfathomable myths and character's training has heightened their mental
secrets of the ancient elder evils that once ruled acuity and intuition in matters of elemental magic.
Maxxia. Negative Effect: -1 Charisma. Focusing on the
Mechanical Effects: elemental forces has made the character somewhat
Positive Effect: +2 Intelligence. The character's in- reserved and distant in social situations.
depth knowledge of elder evils and their lore has Additional Benefit: The character gains access to
expanded their understanding of arcane mysteries. unique elemental spells or abilities, allowing them to
Negative Effect: -1 Wisdom. Focusing on the wield the raw power of the elements.
malevolent myths of elder evils has made the
character somewhat more prone to paranoia. 37: Elven Arcane Philosophy
Additional Benefit: The character gains access to Description: The character studied the profound
unique spells or abilities related to harnessing dark elven arcane philosophy, exploring the harmonious
and forbidden powers tied to the elder evils. connection between nature, magic, and spirituality.
Mechanical Effects:
34: Eldritch Biological Studies Positive Effect: +2 Wisdom. The character's
Description: The character specialized in the obscure understanding of elven arcane philosophy grants
field of eldritch biology, studying the twisted and them exceptional insight and intuition.
otherworldly creatures of Maxxia. Negative Effect: -1 Constitution. Immersing oneself in
Mechanical Effects: the ethereal nature of elven philosophy has made the
Positive Effect: +2 Intelligence. The character's character physically less robust.
expertise in eldritch biology grants them profound Additional Benefit: The character gains proficiency in
insights into the physiology of bizarre creatures. Nature Magic and starts the game with an elven
Negative Effect: -1 Charisma. Spending time with artifact, which grants unique abilities related to
eldritch creatures has made the character somewhat nature and magic.
unsettling to others.
Additional Benefit: The character gains proficiency in 38: Extra-Dimensional Geometry Institute
Aberration Lore and starts the game with a unique Description: The character attended a prestigious
eldritch creature companion suitable for their institute focused on the study of complex extra-
background. dimensional geometries, unraveling the mysteries of
higher dimensions.
35: Eldritch Historiography School Mechanical Effects:
Description: The character attended a mysterious Positive Effect: +2 Intelligence. The character's
school dedicated to deciphering ancient eldritch texts advanced education in extra-dimensional geometry
and understanding the forgotten histories of Maxxia. has enhanced their problem-solving abilities and
Mechanical Effects: spatial perception.
Positive Effect: +2 Intelligence. The character's Negative Effect: -1 Charisma. Dealing with abstract
advanced education in eldritch historiography has concepts of higher dimensions has made the
enhanced their problem-solving skills and memory. character somewhat socially awkward.
Negative Effect: -1 Strength. Hours spent poring over Additional Benefit: The character gains access to
ancient tomes have made the character physically unique spells or abilities related to manipulating and
weaker. understanding extra-dimensional spaces.
Additional Benefit: The character gains proficiency in
Ancient Languages and starts the game with a 39: Extra-Planar Botany Institute

281
Chapter 3 Background Hexmaster

Description: The character specialized in the study of 42: High Gravity Athletics Training
exotic flora from other planes, becoming an expert in Description: The character underwent intense
the strange and wondrous plants of the multiverse. physical training in an environment with significantly
Mechanical Effects: higher gravity, developing extraordinary strength and
Positive Effect: +2 Wisdom. The character's endurance.
knowledge of extra-planar botany grants them Mechanical Effects:
exceptional insight into the properties and uses of Positive Effect: +1 Strength, +1 Constitution. The
otherworldly plants. character's training in high gravity has made them
Negative Effect: -1 Intelligence. Focusing on the physically stronger and more resilient.
mysteries of otherworldly flora has made the Negative Effect: -1 Dexterity. Adapting to higher
character occasionally less attentive to logical gravity environments has made the character
details. somewhat less agile.
Additional Benefit: The character gains proficiency in Additional Benefit: The character gains proficiency in
Herbalism and starts the game with a collection of Athleticism and starts the game with specialized
rare seeds and herbs from different planes, each equipment for moving efficiently in high-gravity
with unique properties. environments.

40: Galactic Strategies Institute 43: High-Energy Elementalist Training


Description: The character attended a renowned Description: The character specialized in the
institute dedicated to studying interstellar strategies manipulation of high-energy elements, harnessing
and cosmic tactics for dealing with threats and the raw power of arcane forces for devastating
challenges. effects.
Mechanical Effects: Mechanical Effects:
Positive Effect: +2 Intelligence. The character's Positive Effect: +2 Intelligence. The character's
advanced education in galactic strategies has expertise in high-energy elemental magic has
enhanced their tactical thinking and problem-solving enhanced their understanding of arcane principles.
abilities. Negative Effect: -1 Wisdom. Dealing with volatile
Negative Effect: -1 Charisma. Focusing on strategic arcane energies has made the character
planning has made the character somewhat less occasionally less attuned to their surroundings.
charming or persuasive in social interactions. Additional Benefit: The character gains access to
Additional Benefit: The character gains proficiency in unique spells or abilities related to controlling and
Galactic Lore and starts the game with an advanced channeling high-energy elements.
tactical device, providing advantages in planning and
executing complex strategies. 44: Hollow World Geology Academy
Description: The character studied at an academy
41: Gravity Well Engineering School dedicated to exploring the unique geology and
Description: The character attended a prestigious mysteries of Maxxia's hollow interior.
engineering school focused on understanding and Mechanical Effects:
harnessing the gravitational forces that shape Positive Effect: +2 Intelligence. The character's
Maxxia and its surroundings. advanced education in hollow world geology has
Mechanical Effects: expanded their knowledge of the world's
Positive Effect: +2 Intelligence. The character's subterranean mysteries.
advanced education in gravity well engineering has Negative Effect: -1 Strength. Hours spent
enhanced their problem-solving abilities and spatial underground and dealing with rock formations have
perception. made the character physically weaker.
Negative Effect: -1 Wisdom. Focusing on complex Additional Benefit: The character gains proficiency in
engineering principles has made the character Geology and starts the game with advanced
somewhat less attentive to intuition and gut feelings. mapping equipment, allowing them to navigate the
Additional Benefit: The character gains proficiency in hollow world more effectively.
Gravity Manipulation and starts the game with a
gravity-controlling device that allows them to alter 45: Hyper-Spatial Physics Institute
local gravitational effects. Description: The character attended an esteemed
institute dedicated to the study of hyper-spatial

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Hexmaster Chapter 3 Background

physics, exploring the intricacies of higher- Maxxia.


dimensional spaces and phenomena. Mechanical Effects:
Mechanical Effects: Positive Effect: +2 Intelligence. The character's
Positive Effect: +2 Intelligence. The character's advanced education in lost languages has expanded
advanced education in hyper-spatial physics has their linguistic knowledge and mental acuity.
enhanced their problem-solving abilities and spatial Negative Effect: -1 Wisdom. Focusing on deciphering
understanding. ancient texts has made the character occasionally
Negative Effect: -1 Charisma. Dealing with abstract less attentive to the present moment.
concepts of higher-dimensional spaces has made Additional Benefit: The character gains proficiency in
the character somewhat socially awkward. Linguistics and starts the game with a collection of
Additional Benefit: The character gains access to rare language tomes, providing advantages in
unique spells or abilities related to manipulating understanding obscure scripts and languages.
hyper-spatial phenomena and traversing higher-
dimensional spaces. 49: Magi-Tech Interface Institute
Description: The character underwent specialized
46: Interplanar Diplomacy School training in the fusion of magic and technology,
Description: The character specialized in the delicate becoming adept at interfacing with and controlling
art of interplanar diplomacy, learning to navigate advanced magi-tech devices.
complex relationships and disputes between different Mechanical Effects:
planes and factions. Positive Effect: +1 Intelligence, +1 Dexterity. The
Mechanical Effects: character's training in magi-tech interfaces has
Positive Effect: +2 Charisma. The character's training honed their mental acuity and reflexes.
in interplanar diplomacy grants them exceptional Negative Effect: -1 Constitution. The strain of
persuasiveness and diplomatic skills. interfacing with powerful magi-tech has made the
Negative Effect: -1 Constitution. The stress of character physically less resilient.
dealing with various interplanar entities has made the Additional Benefit: The character gains proficiency in
character somewhat less physically resilient. Magi-Tech and starts the game with a personalized
Additional Benefit: The character gains proficiency in magi-tech device, which can be used for various
Diplomacy and starts the game with a unique magical and technological purposes.
interplanar communication device, facilitating contact
with beings from other planes. 50: Maxxian Flora Masterclass
Description: The character dedicated themselves to
47: Interstellar Cartography Academy the study of Maxxia's diverse and exotic flora,
Description: The character attended an academy becoming a master in botany and herbalism.
focused on charting and exploring the vastness of Mechanical Effects:
space, mapping the intricate cosmology of Maxxia. Positive Effect: +2 Wisdom. The character's
Mechanical Effects: extensive knowledge of Maxxian flora grants them
Positive Effect: +2 Intelligence. The character's exceptional insight into the properties and uses of
advanced education in interstellar cartography has plants.
enhanced their problem-solving abilities and spatial Negative Effect: -1 Intelligence. Focusing on the
perception. intricate details of plants has made the character
Negative Effect: -1 Strength. Hours spent studying occasionally less attentive to broader concepts.
charts and navigating space has made the character Additional Benefit: The character gains proficiency in
physically weaker. Herbalism and starts the game with a unique
Additional Benefit: The character gains proficiency in collection of rare and potent Maxxian herbs, each
Cartography and starts the game with a set of with unique properties.
detailed star charts, granting advantages in
navigating interstellar space. 51: Maxxian Lorekeeper School
Description: The character attended a revered school
48: Lost Languages of Maxxia School dedicated to preserving and interpreting the vast lore
Description: The character studied at a school and history of Maxxia, becoming a master
dedicated to deciphering the forgotten and ancient lorekeeper.
languages that have been lost over the eons in Mechanical Effects:

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Chapter 3 Background Hexmaster

Positive Effect: +2 Intelligence. The character's Negative Effect: -1 Charisma. Delving into the dark
expertise in Maxxian lore grants them exceptional arts of mindflayer mental manipulation has made the
problem-solving abilities and memory. character somewhat unsettling to others.
Negative Effect: -1 Charisma. Devoting time to Additional Benefit: The character gains access to
studying ancient texts has made the character unique psionic spells or abilities related to mental
somewhat reserved in social interactions. domination and influence.
Additional Benefit: The character gains proficiency in
Lorekeeping and starts the game with a collection of 55: Mindflayer Psychic Defense Academy
ancient scrolls and tomes, granting advantages in Description: The character attended an academy
deciphering historical events and obscure focused on developing powerful psychic defenses to
knowledge. resist and counter the mental attacks of mindflayers.
Mechanical Effects:
52: Maxxian Post-Apocalyptic Survival Course Positive Effect: +2 Wisdom. The character's training
Description: The character underwent rigorous in psychic defense has enhanced their mental
training to survive in the hazardous and resilience and perception.
unpredictable post-apocalyptic world of Maxxia. Negative Effect: -1 Strength. Concentrating on
Mechanical Effects: psychic defenses has made the character physically
Positive Effect: +1 Wisdom, +1 Dexterity. The weaker.
character's survival training has heightened their Additional Benefit: The character gains access to
instincts and agility. unique psionic spells or abilities related to mental
Negative Effect: -1 Intelligence. Focusing on survival protection and counterattacks against psychic
skills has made the character occasionally less assaults.
attentive to complex problem-solving.
Additional Benefit: The character gains proficiency in 56: Molecular Gastronomy of Maxxia
Survival and starts the game with specialized Description: The character studied the art of
survival gear, granting advantages in scavenging molecular gastronomy, experimenting with the
and navigating dangerous terrains. unique and exotic ingredients found in Maxxia to
create extraordinary dishes.
53: Maxxian Super-Species Zoology Mechanical Effects:
Description: The character specialized in the study of Positive Effect: +2 Intelligence. The character's
powerful and unique super-species that inhabit expertise in molecular gastronomy has enhanced
Maxxia, gaining profound insights into their behaviors their problem-solving abilities and creativity.
and abilities. Negative Effect: -1 Wisdom. Focusing on culinary
Mechanical Effects: experimentation has made the character
Positive Effect: +2 Wisdom. The character's occasionally less attentive to practical matters.
knowledge of super-species grants them exceptional Additional Benefit: The character gains proficiency in
intuition and understanding of creatures. Cooking and starts the game with a set of rare and
Negative Effect: -1 Charisma. Devoting time to exotic Maxxian spices and ingredients, granting
studying powerful creatures has made the character advantages in preparing exceptional meals.
somewhat reserved in social interactions.
Additional Benefit: The character gains proficiency in 57: Multiversal Politics Studies
Bestiary and starts the game with a guidebook of Description: The character studied at an institution
super-species, providing advantages in identifying devoted to understanding the intricate and complex
and dealing with powerful creatures. politics between different planes and worlds.
Mechanical Effects:
54: Mindflayer Mental Warfare School Positive Effect: +2 Intelligence. The character's
Description: The character trained in the sinister arts advanced education in multiversal politics has
of mindflayer mental warfare, learning to dominate expanded their understanding of diplomatic
and manipulate the minds of others. strategies and political maneuvering.
Mechanical Effects: Negative Effect: -1 Strength. Hours spent studying
Positive Effect: +2 Intelligence. The character's complex political relationships have made the
mastery of mental warfare has expanded their character physically weaker.
understanding of psionics and mental manipulation. Additional Benefit: The character gains proficiency in

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Hexmaster Chapter 3 Background

Diplomacy and starts the game with a multiversal Nano-Magic and starts the game with a nano-arcane
diplomatic pass, facilitating interactions with beings device, which can be used for various magical and
from various planes. technological purposes.

58: Mysterium Artificer School 61: Nanotech Integration Studies


Description: The character attended a mysterious Description: The character studied the intricate
artificer school, honing their skills in crafting magical integration of nanotechnology with organic systems,
artifacts infused with ancient secrets and mysteries. mastering the art of blending man and machine.
Mechanical Effects: Mechanical Effects:
Positive Effect: +2 Intelligence. The character's Positive Effect: +1 Intelligence, +1 Constitution. The
advanced education in artificer mysteries has character's understanding of nanotech integration
enhanced their problem-solving abilities and has sharpened their mind and increased their
understanding of arcane crafts. physical resilience.
Negative Effect: -1 Charisma. Immersing oneself in Negative Effect: -1 Wisdom. Focusing on the fusion
the mysteries of artifice has made the character of nanotechnology and organic systems has made
somewhat socially distant. the character occasionally less attentive to intuition.
Additional Benefit: The character gains proficiency in Additional Benefit: The character gains proficiency in
Artificing and starts the game with a set of Nanotech Integration and starts the game with a set
mysterious artificer tools, which grant unique of nanotech-enhanced implants, granting unique
advantages in crafting magical artifacts. abilities.

59: Nano-Biome Research Institute 62: Nanowitching Apprenticeship


Description: The character specialized in the study of Description: The character apprenticed under
nano-biomes, tiny self-sustaining ecosystems mysterious nanowitches, learning to manipulate
composed of living nano-machines and biological nanotechnology to create potent and enigmatic
organisms. effects.
Mechanical Effects: Mechanical Effects:
Positive Effect: +2 Intelligence. The character's Positive Effect: +2 Intelligence. The character's
expertise in nano-biomes grants them exceptional training in nanowitching has enhanced their
insight into the interactions between living organisms understanding of nanotechnology and its mystical
and nano-machines. applications.
Negative Effect: -1 Wisdom. Focusing on the Negative Effect: -1 Charisma. Delving into the
intricacies of nano-biomes has made the character esoteric nanowitching arts has made the character
occasionally less attentive to broader concepts. somewhat socially distant.
Additional Benefit: The character gains proficiency in Additional Benefit: The character gains access to
Nano-Biome Engineering and starts the game with a unique nanowitching spells or abilities, allowing them
nano-botanical device, granting advantages in to weave nanotech-based enchantments.
manipulating and studying nano-biomes.
63: Necropolis Preservation Studies
60: Nano-Thaumaturgy Studies Description: The character dedicated themselves to
Description: The character delved into the advanced preserving and studying ancient necropolises,
field of nano-thaumaturgy, blending nanotechnology unraveling the secrets of the undead and the necrotic
with arcane magic to create potent and versatile arts.
effects. Mechanical Effects:
Mechanical Effects: Positive Effect: +2 Intelligence. The character's
Positive Effect: +1 Intelligence, +1 Dexterity. The advanced education in necropolis preservation has
character's training in nano-thaumaturgy has honed expanded their knowledge of necrotic magic and the
their mental acuity and reflexes. undead.
Negative Effect: -1 Constitution. The strain of Negative Effect: -1 Charisma. Focusing on the
working with both nanotechnology and arcane somber aspects of necropolis preservation has made
energies has made the character physically less the character somewhat unsettling to others.
resilient. Additional Benefit: The character gains proficiency in
Additional Benefit: The character gains proficiency in Necromancy and starts the game with a tome of

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Chapter 3 Background Hexmaster

necropolis preservation, granting advantages in distorted realm.


dealing with undead and necrotic energies.
67: Omni-Mage Academy
64: Neural Symbiotic Studies Description: The character attended an elite
Description: The character studied the intricate academy that taught a wide range of magical
relationships between living beings and symbiotic disciplines, becoming an omni-mage capable of
entities, forging powerful bonds with their symbiotic versatile spellcasting.
companions. Mechanical Effects:
Mechanical Effects: Positive Effect: +1 Intelligence, +1 Charisma. The
Positive Effect: +2 Wisdom. The character's character's training in omni-magic has honed their
expertise in neural symbiotic studies grants them intellect and enhanced their magical presence.
exceptional intuition and empathy. Negative Effect: -1 Strength. Hours spent mastering
Negative Effect: -1 Intelligence. Focusing on the various magical disciplines have made the character
complexities of symbiotic relationships has made the physically weaker.
character occasionally less attentive to logical Additional Benefit: The character gains access to
details. spells from multiple magical schools and starts the
Additional Benefit: The character gains access to game with a versatile spellbook containing a broad
unique abilities related to their symbiotic companion, range of spells.
which enhances their capabilities and grants unique
benefits. 68: Omniversal Navigator Studies
Description: The character specialized in the
65: Neutronium Metallurgy Studies complex art of omniversal navigation, learning to
Description: The character specialized in the intricate traverse and explore the vastness of the multiverse.
art of manipulating neutronium, an incredibly dense Mechanical Effects:
and powerful metal found in the depths of Maxxia. Positive Effect: +2 Intelligence. The character's
Mechanical Effects: advanced education in omniversal navigation has
Positive Effect: +2 Intelligence. The character's enhanced their problem-solving abilities and spatial
expertise in neutronium metallurgy has enhanced perception.
their problem-solving abilities and understanding of Negative Effect: -1 Charisma. Dealing with the
exotic materials. complexities of multiversal navigation has made the
Negative Effect: -1 Strength. Hours spent dealing character somewhat socially awkward.
with neutronium and other exotic metals have made Additional Benefit: The character gains proficiency in
the character physically weaker. Navigation and starts the game with an omniversal
Additional Benefit: The character gains proficiency in navigation device, granting advantages in traversing
Metallurgy and starts the game with a neutronium- different planes and worlds.
infused weapon or armor, boasting incredible
durability and unique properties. 69: Post-Cataclysmic Urban Planning
Description: The character studied the art of
66: Null-Space Navigation Training rebuilding and planning urban environments after
Description: The character underwent specialized cataclysmic events, restoring civilization from the
training to navigate the mysterious and dangerous ruins.
null-space, a realm of distorted space-time. Mechanical Effects:
Mechanical Effects: Positive Effect: +2 Intelligence. The character's
Positive Effect: +2 Intelligence. The character's advanced education in urban planning has expanded
advanced training in null-space navigation has their problem-solving abilities and understanding of
expanded their understanding of spatial anomalies city infrastructure.
and distortions. Negative Effect: -1 Strength. Hours spent planning
Negative Effect: -1 Wisdom. Dealing with the and rebuilding have made the character physically
enigmatic null-space has made the character weaker.
occasionally less attuned to their surroundings. Additional Benefit: The character gains proficiency in
Additional Benefit: The character gains proficiency in Architecture and starts the game with a set of
Navigation and starts the game with a null-space blueprints and tools, granting advantages in
compass, which grants advantages in traversing the rebuilding and planning urban areas.

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Hexmaster Chapter 3 Background

73: Psyonic Warfare Schooling


70: Primal Rune Shaman School Description: The character underwent intense
Description: The character trained under primal training in the art of psionic warfare, mastering the
shamans, delving into the mysteries of ancient runes use of their psychic powers in combat.
and primal magic. Mechanical Effects:
Mechanical Effects: Positive Effect: +2 Wisdom. The character's training
Positive Effect: +2 Wisdom. The character's training in psionic warfare has heightened their intuition and
in primal rune shamanism grants them exceptional tactical acumen.
insight and connection with nature. Negative Effect: -1 Intelligence. Focusing on combat
Negative Effect: -1 Intelligence. Focusing on the applications of psychic powers has made the
primal aspects of magic has made the character character occasionally less attentive to complex
occasionally less attentive to logical details. problem-solving.
Additional Benefit: The character gains access to Additional Benefit: The character gains access to
unique primal magic spells or abilities, allowing them unique combat-oriented psionic spells or abilities,
to tap into the raw power of nature and ancient granting advantages in battles and conflicts.
runes.
74: Quantum Druidry Institute
71: Psionic Mathematics Institute Description: The character delved into the mystical
Description: The character attended an esteemed field of quantum druidry, connecting with the fabric of
institute that explored the profound connection reality and the primal forces that shape the
between mathematics and psionics, unlocking the multiverse.
secrets of manipulating reality through mental power. Mechanical Effects:
Mechanical Effects: Positive Effect: +2 Wisdom. The character's
Positive Effect: +2 Intelligence. The character's connection to quantum druidry grants them
advanced education in psionic mathematics has exceptional insight and communion with nature.
enhanced their problem-solving abilities and mental Negative Effect: -1 Charisma. Focusing on the
acuity. mysteries of quantum druidry has made the
Negative Effect: -1 Charisma. Focusing on the character somewhat reserved in social interactions.
intricacies of psionic mathematics has made the Additional Benefit: The character gains access to
character somewhat socially distant. unique druidic spells or abilities, allowing them to
Additional Benefit: The character gains proficiency in manipulate the quantum energies of the natural
Psionics and starts the game with a psionic focus, world.
granting unique abilities related to manipulating
reality through mathematical principles. 75: Quantum Enchantment Program
Description: The character underwent specialized
72: Psychic Architecture Academy training in quantum enchantment, mastering the
Description: The character studied at an academy infusion of magical properties into objects with
that merged psychic powers and architectural quantum energies.
principles, enabling them to shape and manipulate Mechanical Effects:
structures with their mind. Positive Effect: +2 Intelligence. The character's
Mechanical Effects: training in quantum enchantment has enhanced their
Positive Effect: +2 Intelligence. The character's problem-solving abilities and understanding of
expertise in psychic architecture has enhanced their magical processes.
problem-solving abilities and spatial perception. Negative Effect: -1 Strength. Hours spent channeling
Negative Effect: -1 Wisdom. Focusing on the magical energies into objects have made the
complexities of psychic architecture has made the character physically weaker.
character occasionally less attentive to instinctual Additional Benefit: The character gains proficiency in
cues. Enchantment and starts the game with a set of
Additional Benefit: The character gains proficiency in quantum-infused enchanting materials, granting
Architecture and starts the game with a psychic unique properties to enchanted objects.
blueprinting device, granting unique abilities in
constructing and modifying buildings with their mind. 76: Quantum Loomweaving Academy
Description: The character attended a prestigious

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Chapter 3 Background Hexmaster

academy focused on the art of quantum arts, forming a pact with celestial beings to wield
loomweaving, crafting interdimensional fabrics and radiant energy and cleanse darkness.
materials. Mechanical Effects:
Mechanical Effects: Positive Effect: +2 Wisdom. The character's
Positive Effect: +2 Intelligence. The character's connection to radiant powers grants them
advanced education in quantum loomweaving has exceptional insight and spiritual perception.
expanded their problem-solving abilities and spatial Negative Effect: -1 Intelligence. Focusing on the
understanding. radiant arts has made the character occasionally less
Negative Effect: -1 Charisma. Dealing with intricate attentive to logical details.
dimensional weaves has made the character Additional Benefit: The character gains access to
somewhat socially awkward. unique radiant-based spells or abilities, allowing
Additional Benefit: The character gains proficiency in them to wield the cleansing powers of celestial
Weaving and starts the game with a quantum loom, beings.
granting unique abilities in crafting interdimensional
fabrics and materials. 80: Reality Shaper’s Studies
Description: The character attended an exclusive
77: Quantum Smithing Training institute that explored the manipulation of reality
Description: The character specialized in the intricate itself, learning to reshape the world according to their
field of quantum smithing, forging powerful artifacts will.
by infusing them with quantum energies. Mechanical Effects:
Mechanical Effects: Positive Effect: +1 Intelligence, +1 Charisma. The
Positive Effect: +2 Intelligence. The character's character's training in reality shaping has honed their
expertise in quantum smithing has enhanced their intellect and strengthened their force of personality.
problem-solving abilities and understanding of Negative Effect: -1 Wisdom. Dealing with the
magical metallurgy. complexities of reality manipulation has made the
Negative Effect: -1 Charisma. Focusing on the character occasionally less attentive to instinctual
complexities of quantum smithing has made the cues.
character somewhat socially distant. Additional Benefit: The character gains access to
Additional Benefit: The character gains proficiency in unique reality-altering spells or abilities, granting
Smithing and starts the game with a set of quantum- advantages in bending reality to their desires.
infused smithing tools, granting unique abilities in
crafting powerful magical artifacts. 81: Rune-Script Coding Academy
Description: The character attended a prestigious
78: Quantum Tinkerer’s Training academy focused on mastering the art of rune-script
Description: The character trained as a quantum coding, harnessing ancient symbols and magical
tinkerer, mastering the fusion of technology and writing to create powerful effects.
quantum energies to create marvelous and unusual Mechanical Effects:
gadgets. Positive Effect: +2 Intelligence. The character's
Mechanical Effects: advanced education in rune-script coding has
Positive Effect: +2 Intelligence. The character's enhanced their problem-solving abilities and
training in quantum tinkering has enhanced their understanding of magical languages.
problem-solving abilities and understanding of Negative Effect: -1 Charisma. Focusing on the
advanced technology. complexities of rune-script coding has made the
Negative Effect: -1 Strength. Hours spent working character somewhat socially distant.
with intricate gadgets have made the character Additional Benefit: The character gains proficiency in
physically weaker. Rune-Magic and starts the game with a set of rune-
Additional Benefit: The character gains proficiency in carved stones or scrolls, granting unique abilities in
Tinkering and starts the game with a set of quantum- casting rune-based spells.
infused gadgets, granting unique abilities in
technological manipulation. 82: Singularity Engineering School
Description: The character specialized in the cutting-
79: Radiant Warlock Studies edge field of singularity engineering, mastering the
Description: The character delved into the radiant manipulation of cosmic singularities and black holes.

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Hexmaster Chapter 3 Background

Mechanical Effects: Negative Effect: -1 Charisma. Focusing on the


Positive Effect: +2 Intelligence. The character's complexities of stellar beast taming has made the
expertise in singularity engineering has expanded character somewhat reserved in social interactions.
their problem-solving abilities and understanding of Additional Benefit: The character gains proficiency in
cosmic phenomena. Beast Taming and starts the game with a stellar
Negative Effect: -1 Strength. Hours spent dealing beast companion, granting unique advantages in
with powerful gravitational forces have made the combat and exploration.
character physically weaker.
Additional Benefit: The character gains proficiency in 86: Stellar Druidry Studies
Astrophysics and starts the game with a singularity Description: The character delved into the mystical
manipulation device, granting unique abilities in art of stellar druidry, connecting with celestial forces
harnessing cosmic singularities. and harnessing cosmic energies.
Mechanical Effects:
83: Spectral Diplomacy Training Positive Effect: +2 Wisdom. The character's
Description: The character underwent specialized connection to stellar druidry grants them exceptional
training in spectral diplomacy, learning to insight and communion with nature and the cosmos.
communicate and negotiate with ethereal and Negative Effect: -1 Intelligence. Focusing on the
spiritual entities. cosmic aspects of druidic magic has made the
Mechanical Effects: character occasionally less attentive to logical
Positive Effect: +2 Charisma. The character's training details.
in spectral diplomacy grants them exceptional Additional Benefit: The character gains access to
persuasiveness and diplomatic skills. unique druidic spells or abilities, allowing them to
Negative Effect: -1 Constitution. Dealing with manipulate cosmic energies and celestial forces.
otherworldly entities has made the character
somewhat less physically resilient. 87: Stellar Magic Studies
Additional Benefit: The character gains proficiency in Description: The character attended an esteemed
Diplomacy and starts the game with a spectral academy focused on mastering stellar magic,
communication device, facilitating interactions with harnessing the power of stars and celestial bodies in
ethereal beings. their spells.
Mechanical Effects:
84: Star-Paladin Training Positive Effect: +2 Intelligence. The character's
Description: The character trained as a star-paladin, advanced education in stellar magic has expanded
forming a divine bond with celestial entities and their problem-solving abilities and understanding of
wielding the power of the stars. celestial forces.
Mechanical Effects: Negative Effect: -1 Charisma. Dealing with the
Positive Effect: +2 Wisdom. The character's intricate aspects of stellar magic has made the
connection to celestial beings grants them character somewhat socially awkward.
exceptional insight and spiritual perception. Additional Benefit: The character gains proficiency in
Negative Effect: -1 Dexterity. Focusing on divine Stellar Magic and starts the game with a stellar
powers has made the character somewhat less agile. magic focus, granting unique abilities related to
Additional Benefit: The character gains access to harnessing celestial energies.
unique star-based spells or abilities, allowing them to
wield the power of the stars in combat. 88: Sub-Reality Sculptor Studies
Description: The character specialized in the mind-
85: Stellar Beast Mastery School bending art of sub-reality sculpting, altering the fabric
Description: The character specialized in the study of reality in localized areas.
and taming of powerful stellar beasts, forming bonds Mechanical Effects:
with these majestic creatures. Positive Effect: +2 Intelligence. The character's
Mechanical Effects: expertise in sub-reality sculpting has enhanced their
Positive Effect: +2 Wisdom. The character's problem-solving abilities and spatial understanding.
expertise in stellar beast mastery grants them Negative Effect: -1 Wisdom. Focusing on
exceptional insight and communion with these manipulating reality has made the character
creatures. occasionally less attentive to instinctual cues.

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Chapter 3 Background Hexmaster

Additional Benefit: The character gains proficiency in start the game with a Techno-Mage's Data Pad, a
Reality Manipulation and starts the game with a sub- device capable of storing and quickly accessing a
reality sculpting device, granting unique abilities in variety of digital spell codes.
bending reality in localized areas.
92. Techno-Paladin Training Program
89: Subterranean Ecosystem School Description: You enrolled in a sacred program that
Description: The character studied at a school imbued you with the wisdom to wield technology in
dedicated to exploring and understanding the the service of justice. While your training taught you
intricate ecosystems that thrive beneath the surface to be resolute and principled, it also made you less
of Maxxia. flexible and adaptable.
Mechanical Effects: Mechanical Effects: +2 Wisdom, -1 Dexterity. Gain
Positive Effect: +2 Intelligence. The character's proficiency in the Techno-Religion skill, and you start
advanced education in subterranean ecosystems the game with a Techno-Holy Symbol, an amulet
has expanded their knowledge of underground imbued with the power to banish technomagical
lifeforms and habitats. anomalies.
Negative Effect: -1 Strength. Hours spent exploring
subterranean environments have made the character 93. Temporal Anomaly Research Institute
physically weaker. Description: You were trained in the prestigious
Additional Benefit: The character gains proficiency in TARI, a place where the brightest minds studied the
Ecology and starts the game with specialized enigmas of time and space. This training heightened
equipment for navigating and studying subterranean your intelligence, but your constant meddling with
ecosystems. temporal energies took a toll on your physical health.
Mechanical Effects: +2 Intelligence, -1 Constitution.
90: Synthetic Organism Studies You gain a basic understanding of Time Magic,
Description: The character specialized in the study of granting you the ability to cast the spell "Minor Time
synthetic organisms, learning to create and Dilation" once per day.
manipulate living beings made of advanced
technology. 94. Theoretical Magic Theorems Institute
Mechanical Effects: Description: As a graduate from the TMTI, you have
Positive Effect: +2 Intelligence. The character's a deep understanding of arcane theorems and their
expertise in synthetic organism studies has practical applications. Your extensive studies made
enhanced their problem-solving abilities and you highly intelligent but somewhat physically frail.
technological acumen. Mechanical Effects: +2 Intelligence, -1 Strength. Gain
Negative Effect: -1 Wisdom. Focusing on the proficiency in the Arcana skill, and you start the
intricacies of synthetic organisms has made the game with a set of Arcane Theorem Scrolls, allowing
character occasionally less attentive to broader you to cast one extra level 1 spell per day.
concepts.
Additional Benefit: The character gains proficiency in 95. Timeless Knight Combat Training
Synthetic Biology and starts the game with a set of Description: You trained under the Timeless Knights,
advanced synthetic organism blueprints, granting an ancient order that mastered the art of using
unique abilities in creating and controlling these temporal anomalies in combat. Your training honed
beings. your physical prowess but often made you too
focused on details, neglecting the bigger picture.
91. Techno-Mage Coding Institute Mechanical Effects: +2 Strength, -1 Wisdom. Gain
Description: This institute provided a platform for proficiency in the Longsword, and you start the game
tech-savvy wizards to marry their magic with with a Timeless Knight's Temporal Blade, a weapon
advanced technology, creating powerful coding capable of distorting time around its strikes.
spells. As a graduate, you were adept in
programming various technomantic systems to 96. Titan Taming School
harness arcane energy, but your focus on techno- Description: You are a graduate of the Titan Taming
magic made you less adept at interpersonal skills. School, an institution dedicated to the study and
Mechanical Effects: +2 Intelligence, -1 Charisma. handling of titanic creatures. Your strength and
Gain proficiency in the Technomancy skill, and you courage grew as a result, but your single-minded

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Hexmaster Chapter 3 Background

focus resulted in decreased adaptability. Profession / Career:


Mechanical Effects: +2 Strength, -1 Dexterity. Gain
proficiency in the Animal Handling skill, and you start
Roll to determine the character's
the game with a Titan-Whistle, a device that can call initial profession or career before
a tamed Titan to your location once per day. becoming an adventurer. This could
97. Titanblood Alchemy Academy
include various options such as
Description: Your alma mater is the esteemed scholar, mercenary, trader, engineer,
Titanblood Alchemy Academy, where you mastered or artist.
the art of creating potent elixirs using titan's blood.
Your studies made you more intelligent but also 1
diminished your physical prowess. Name: Aberration Whisperer
Mechanical Effects: +2 Intelligence, -1 Strength. Gain Description: The character had a unique affinity for
proficiency in the Alchemist's Supplies, and you start communicating with and understanding aberrant
the game with a Titanblood Elixir, a concoction that creatures. In their early life, they encountered and
can temporarily boost your physical abilities. formed a connection with a mysterious and enigmatic
aberration, learning the secrets of these strange
98. Trans-Planar Archaeology School beings.
Description: Your studies at the Trans-Planar Mechanical Effects: +2 Wisdom, -1 Charisma. The
Archaeology School taught you to uncover and character gains the ability to communicate with
decipher artifacts from different planes. This aberrations, granting them advantage on Wisdom
knowledge sharpened your mind but made you less (Animal Handling) checks involving aberrant
capable in combat. creatures. They also gain a pet aberration
Mechanical Effects: +2 Intelligence, -1 Strength. Gain companion (such as a miniature gibbering mouther
proficiency in the History skill, and you start the or a telepathic intellect devourer) that aids them in
game with a Planar Compass, a device that helps certain situations, providing assistance in one non-
you detect planar anomalies. combat-related task per day.

99. Transcendent Warlord Academy 2


Description: Your rigorous training in the Name: Abyssal Sculptor
Transcendent Warlord Academy made you a Description: Before embarking on their adventures,
formidable warrior, skilled in leading troops into the character was a skilled sculptor who specialized
battle. However, it also made you less approachable in crafting exquisite artworks inspired by the Abyss.
due to your authoritative demeanor. They were exposed to the chaotic energies of the
Mechanical Effects: +2 Strength, -1 Charisma. Gain Abyss, and this experience left an indelible mark on
proficiency in the Intimidation skill, and you start the their soul.
game with a Warlord's Banner, a symbol of your Mechanical Effects: +2 Dexterity, -1 Intelligence. The
authority that can inspire your allies. character gains proficiency in the Artisan's Tools
(Sculptor's Tools) and the ability to cast "Chaos Bolt"
100. Voidseer Training Academy once per long rest without using a spell slot.
Description: Trained by the secretive Voidseers, you Additionally, their exposure to the chaotic forces of
learned to gaze into the depths of the cosmos and the Abyss grants them advantage on saving throws
draw power from the void. This training expanded against being frightened.
your wisdom but also detached you from worldly
concerns. 3
Mechanical Effects: +2 Wisdom, -1 Charisma. Gain Name: Aeon Vine Brewer
proficiency in the Perception skill, and you start the Description: The character spent a significant portion
game with a Voidstone, a strange artifact that can of their life as an Aeon Vine brewer, mastering the
help you perceive distant cosmic events. art of crafting potent elixirs and potions from the rare
Aeon Vines, which grow only in the oldest and most
secluded parts of Maxxia.
Mechanical Effects: +2 Constitution, -1 Wisdom. The
character gains proficiency in Alchemist's Supplies

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Chapter 3 Background Hexmaster

and the ability to brew an Aeon Vine elixir once per adventurers alike.
long rest, providing temporary hit points equal to their Mechanical Effects: +2 Dexterity, -1 Wisdom. The
level and advantage on saving throws against poison character gains proficiency in Artisan's Tools
for 1 hour. The character also carries a small batch (Reliccrafting) and can start their adventures with
of Aeon Vine potions at the start of their adventures. one Enigmatic Relic they have created. These relics
may have unique abilities or properties, and the
4 character can unlock additional powers of the relic
Name: Ancient Archive Curator through quests and accomplishments.
Description: As a young scholar, the character was
entrusted with the custodianship of an ancient and 8
extensive archive, containing knowledge from long- Name: Ascendant Machinist
lost civilizations and arcane secrets. Description: During their early life, the character was
Mechanical Effects: +2 Intelligence, -1 Strength. The taken under the wing of a reclusive machinist who
character gains proficiency in History and Arcana was believed to have a connection to the divine. The
skills. They can spend their downtime studying the character was taught the sacred art of constructing
ancient archives, allowing them to add their divine automatons.
proficiency bonus twice to any Intelligence check Mechanical Effects: +2 Intelligence, -1 Charisma.
made to recall information about ancient history or The character gains proficiency in Smith's Tools and
forgotten lore. the ability to create a divine automaton companion, a
small construct with a special ability that
5 complements the character's abilities. The
Name: Ancient Machinery Tinkerer automaton can be repaired during a short rest if it
Description: In their early days, the character was gets destroyed during combat.
fascinated with the technological marvels of the past
and developed a talent for tinkering with ancient 9
machinery, sometimes even bringing it back to life. Name: Astral Cartographer
Mechanical Effects: +2 Intelligence, -1 Charisma. Description: The character spent their formative
The character gains proficiency with Tinker's Tools. years charting the intricate patterns of the astral
Once per long rest, they can activate an ancient currents, learning to navigate and harness the
technological device, providing a temporary benefit cosmic energies that permeate Maxxia.
such as darkvision for an hour or a burst of energy Mechanical Effects: +2 Wisdom, -1 Strength. The
that deals 1d6 lightning damage to a target. character gains proficiency in Navigation Tools
However, these devices are unpredictable, and (Astral Compass) and can cast "Misty Step" once per
there's a 50% chance it won't function as expected. long rest without using a spell slot. Additionally, they
gain advantage on saving throws against being
6 charmed or magically compelled.
Name: Apocalyptic Ruin Scavenger
Description: Growing up amidst the ruins of a 10
catastrophic event, the character became skilled at Name: Astrological Diviner
scavenging valuable resources and ancient artifacts Description: Gifted with the ability to interpret the
from the remnants of long-gone civilizations. celestial movements and energies, the character
Mechanical Effects: +2 Wisdom, -1 Intelligence. The became an astrological diviner, capable of glimpsing
character gains proficiency in Investigation and into the future and unraveling hidden truths.
Survival. They begin their adventures with a cache of Mechanical Effects: +2 Charisma, -1 Constitution.
valuable ancient artifacts that they have collected The character gains proficiency in Arcana and can
over the years, which they can use or trade for cast "Guidance" cantrip at will. Once per long rest,
unique benefits during their journey. they can also perform an astrological reading,
granting themselves and their allies a bonus to their
7 next attack roll, ability check, or saving throw.
Name: Artisan of Enigmatic Relics However, using this ability makes them susceptible
Description: The character honed their craftsmanship to exhaustion after a long rest.
in creating intricate and enigmatic relics that hold
unknown powers, sought after by collectors and 11

292
Hexmaster Chapter 3 Background

Name: Bio-Sorcerer their magical properties.


Description: The character was exposed to a rare
and potent cosmic phenomenon that granted them 15
control over the living essence of creatures and Name: Celestial Navigator
plants, allowing them to harness the power of life Description: The character spent their formative
itself. years navigating the heavens, studying the celestial
Mechanical Effects: +2 Charisma, -1 Strength. The bodies, and learning to tap into the cosmic energies
character gains proficiency in the Nature skill and the to guide their path.
ability to cast "Speak with Animals" and "Entangle" Mechanical Effects: +2 Wisdom, -1 Strength. The
once each per long rest without using spell slots. character gains proficiency in Perception and can
Additionally, they can attempt to heal themselves or cast "Guiding Bolt" once per long rest without using a
others using a special Bio-Sorcery ability, healing spell slot. Additionally, they gain advantage on
1d8 hit points plus their Charisma modifier once per navigation checks and have a better chance of
long rest. finding hidden or secret locations.

12 16
Name: Black Hole Miner Name: Chrono-Detective
Description: The character grew up in the perilous Description: The character developed an exceptional
environment of black holes, where they mastered the knack for investigating temporal anomalies and
art of extracting rare and valuable resources while solving mysteries that transcend time and space.
evading the dangers of these gravitational Mechanical Effects: +2 Intelligence, -1 Charisma.
behemoths. The character gains proficiency in Investigation and
Mechanical Effects: +2 Dexterity, -1 Intelligence. The can cast "Detect Magic" and "Detect Thoughts" once
character gains proficiency in Acrobatics and has each per long rest without using spell slots. Their
resistance to force damage. They also possess a experience with temporal oddities gives them
unique grappling device that can be used to navigate advantage on saving throws against being charmed
difficult terrain or retrieve items from a distance. or frightened.

13 17
Name: Black Star Astrologer Name: Chronomancer Historian
Description: Immersed in the dark arts of celestial Description: As an apprentice to a master
divination, the character delved into the mysteries of chronomancer, the character studied the intricacies
black stars, tapping into their immense gravity and of time manipulation and history, granting them
wielding the knowledge of the void. profound insights into the past and future.
Mechanical Effects: +2 Intelligence, -1 Wisdom. The Mechanical Effects: +2 Intelligence, -1 Dexterity. The
character gains proficiency in Arcana and the ability character gains proficiency in History and the ability
to cast "Hex" once per long rest without using a spell to cast "Chronomancer's Insight" once per long rest
slot. They also gain an "Astrological Ward" that without using a spell slot. This ability allows them to
provides them with resistance to necrotic damage for gain advantage on their next attack roll, ability check,
one minute once per long rest. or saving throw. However, they must roll a d20 after
using it; on a roll of 1, they suffer a temporal
14 backlash and gain a level of exhaustion.
Name: Celestial Jeweler
Description: Gifted with an exceptional talent for 18
crafting and imbuing jewels with celestial magic, the Name: Cipher Scribe
character is renowned for creating powerful and Description: Growing up amidst enigmatic texts and
enchanted jewelry. cryptic languages, the character became skilled in
Mechanical Effects: +2 Dexterity, -1 Constitution. The deciphering ancient scripts and magical languages,
character gains proficiency in Artisan's Tools unlocking the secrets hidden within.
(Jeweler's Tools) and can start their adventures with Mechanical Effects: +2 Intelligence, -1 Strength. The
a unique Celestial Amulet or Ring, granting them a character gains proficiency in Arcana and one
minor protective or utility ability. Additionally, they additional language of their choice. They can also
can infuse ordinary jewels to temporarily enhance decode mysterious messages or magical writings

293
Chapter 3 Background Hexmaster

more efficiently and can attempt to decipher them providing minor magical effects or enhancements.
even when others might find it impossible. They can also use these crystals to augment their
equipment or create new tools and gadgets.
19
Name: Comet Miner 23
Description: The character spent their early years Name: Crystal Oracle
mining the rare and powerful materials found within Description: From an early age, the character
the tails of celestial comets, granting them unique showed an affinity for divining the future through the
abilities and insights. use of mystical cosmic crystals, tapping into the
Mechanical Effects: +2 Strength, -1 Wisdom. The hidden knowledge of the universe.
character gains proficiency in Athletics and the ability Mechanical Effects: +2 Wisdom, -1 Charisma. The
to cast "Comet Strike" once per long rest without character gains proficiency in Insight and the ability
using a spell slot. Additionally, they have a small to cast "Divination" once per long rest without using a
cache of comet-infused minerals that can be used to spell slot. They can also perform crystal readings for
craft special weapons or items. themselves and others, providing cryptic insights or
clues about future events.
20
Name: Cosmic Archaeologist 24
Description: The character dedicated their life to Name: Cursed Artifact Broker
exploring the remnants of ancient cosmic Description: The character became a dealer in rare
civilizations, uncovering advanced technologies and and dangerous cursed artifacts, gaining knowledge
long-lost relics from eons past. of how to wield these objects and control their
Mechanical Effects: +2 Intelligence, -1 Charisma. malevolent power.
The character gains proficiency in Investigation and Mechanical Effects: +2 Charisma, -1 Constitution.
can identify the function and history of ancient The character gains proficiency in Deception and can
technological devices and relics more effectively. attune to cursed items without suffering their
They also start their adventures with an ancient negative effects, though they still retain the beneficial
artifact or technological marvel that provides them properties. Additionally, they start their adventures
with a unique ability or utility. with a small collection of cursed artifacts that they
can utilize or sell.

21 25
Name: Cosmic Beast Wrangler Name: Cybernetic Augmentation Expert
Description: From a young age, the character had an Description: Growing up in the age of advanced
innate connection with strange and exotic creatures technology, the character became skilled in
from distant corners of the cosmos. They honed their integrating cybernetic enhancements with their body,
skills in handling and taming these cosmic beasts. augmenting their natural abilities.
Mechanical Effects: +2 Wisdom, -1 Intelligence. The Mechanical Effects: +2 Constitution, -1 Wisdom. The
character gains proficiency in Animal Handling and character gains proficiency in Medicine and can
can communicate with beasts telepathically. They install or modify cybernetic enhancements on
start their adventures with a loyal cosmic beast themselves or others. These enhancements provide
companion, which can aid them in combat or perform minor bonuses to specific abilities, such as improved
tasks based on its abilities. vision, enhanced strength, or faster reflexes.

22 26
Name: Crystal Engineer Name: Dark Energy Brewer
Description: The character specialized in working Description: The character delved into the
with rare and powerful cosmic crystals, using them to mysterious art of harnessing dark energies,
enhance technology or imbue items with unique concocting elixirs and potions that draw power from
properties. the depths of the cosmos.
Mechanical Effects: +2 Intelligence, -1 Strength. The Mechanical Effects: +2 Intelligence, -1 Dexterity. The
character gains proficiency in Arcana and can craft character gains proficiency in Arcana and
special Crystal-infused items during downtime, Alchemist's Supplies. Once per long rest, they can

294
Hexmaster Chapter 3 Background

brew a Dark Energy elixir that grants them resistance them to pass through small portals. They start their
to necrotic damage and advantage on saving throws adventures with one such garment.
against being frightened for one hour.
31
27 Name: Echoing Void Bard
Name: Dark Matter Herbalist Description: The character's music draws its power
Description: The character specialized in harvesting from the haunting echoes of the void, resonating with
and cultivating rare plants that thrive on dark matter, cosmic forces that transcend time and space.
using their unique properties to create potent herbal Mechanical Effects: +2 Charisma, -1 Strength. The
remedies and poisons. character gains proficiency in Performance and the
Mechanical Effects: +2 Wisdom, -1 Strength. The ability to cast "Eldritch Blast" cantrip at will. Once per
character gains proficiency in Nature and Poisoner's long rest, they can perform an Echoing Concert,
Tools. They can create Dark Matter-infused herbal granting allies within earshot temporary hit points
remedies that heal 1d8 hit points plus their Wisdom and advantage on their next attack rolls or ability
modifier once per long rest. They can also brew checks.
potent poisons with dark matter properties to coat
their weapons. 32
Name: Elder Evil Archaeologist
28 Description: The character devoted their life to
Name: Deep Core Prospector seeking out and studying the remains of ancient and
Description: The character explored the depths of malevolent cosmic entities, unraveling the secrets of
Maxxia, delving into the deep core, and uncovering these enigmatic beings.
rare and valuable resources hidden within the Mechanical Effects: +2 Intelligence, -1 Constitution.
planet's heart. The character gains proficiency in History and the
Mechanical Effects: +2 Strength, -1 Intelligence. The ability to resist the corrupting influence of elder evils,
character gains proficiency in Athletics and can find granting them advantage on saving throws against
valuable gems or rare materials while adventuring. mind-affecting effects. They also start their
They also possess a specialized mining tool that adventures with an ancient tome or artifact that
allows them to extract these resources more provides insight into elder evil lore.
efficiently.
33
29 Name: Eldritch Lore Librarian
Name: Deep Void Salvager Description: As a keeper of forbidden tomes and
Description: The character made a living salvaging ancient scrolls, the character developed an
derelict spacecraft and remnants of cosmic battles in exceptional knowledge of eldritch lore and the
the deep void of space, discovering unique and arcane secrets of the cosmos.
valuable technology. Mechanical Effects: +2 Intelligence, -1 Charisma.
Mechanical Effects: +2 Dexterity, -1 Constitution. The The character gains proficiency in Arcana and
character gains proficiency in Investigation and the Insight. They start their adventures with a collection
ability to salvage parts from broken or abandoned of forbidden books and scrolls, which they can use to
technology. These parts can be used to repair or gain advantage on Arcana checks or research
modify equipment or even construct new devices. eldritch knowledge during downtime.

30 34
Name: Dimensional Tailor Name: Energy Harvester
Description: The character had an uncanny talent for Description: The character learned to harness and
weaving dimensional fabrics, creating specialized manipulate various forms of cosmic energy,
garments and accessories that can alter reality or channeling it into powerful attacks or protective
provide unique advantages. barriers.
Mechanical Effects: +2 Dexterity, -1 Wisdom. The Mechanical Effects: +2 Wisdom, -1 Strength. The
character gains proficiency in Sleight of Hand and character gains proficiency in Arcana and the ability
the ability to craft Dimensional Garments during to absorb and store energy from certain attacks or
downtime, granting minor magical effects or allowing spells directed at them. They can release this stored

295
Chapter 3 Background Hexmaster

energy in a later turn to deal extra damage or grant Name: Galactic Connoisseur
themselves temporary hit points. Description: With an insatiable thirst for knowledge
and experiences, the character traveled the galaxy,
35 seeking to sample and master various arts, cultures,
Name: Eon Trader and skills.
Description: Growing up in a realm where time flows Mechanical Effects: +2 Charisma, -1 Constitution.
differently, the character became adept at acquiring The character gains proficiency in one skill or tool of
and trading unique artifacts from different epochs. their choice and can start their adventures with a
Mechanical Effects: +2 Charisma, -1 Wisdom. The collection of unique cultural items, which they can
character gains proficiency in Persuasion and use to gain favor with different cultures or NPCs.
Insight. They start their adventures with a collection
of artifacts from various eras, which they can use to 40
impress or negotiate with NPCs or trade for valuable Name: Galactic Diplomat
items. Description: Gifted with an innate ability to navigate
complex interstellar politics, the character became a
36 master negotiator and peacemaker between warring
Name: Exotic Matter Alchemist factions and cosmic empires.
Description: The character dabbled in the creation Mechanical Effects: +2 Charisma, -1 Strength. The
and manipulation of exotic matter, a mysterious character gains proficiency in Persuasion and
substance with peculiar properties. Insight. They also have advantage on Charisma
Mechanical Effects: +2 Intelligence, -1 Strength. The checks made to influence or negotiate with
character gains proficiency in Alchemist's Supplies interstellar factions or important figures.
and the ability to create exotic matter-based
concoctions. These concoctions can have various
effects, from providing temporary resistance to 41
damage to granting limited teleportation abilities. Name: Genetic Weave Artist
Description: The character delved into the complex
37 art of manipulating the genetic weave of living
Name: Extraterrestrial Zoologist beings, creating exotic and extraordinary creatures
Description: The character devoted their life to through careful genetic engineering.
studying and cataloging the bizarre and otherworldly Mechanical Effects: +2 Intelligence, -1 Wisdom. The
creatures that inhabit the far reaches of the cosmos. character gains proficiency in Medicine and can
Mechanical Effects: +2 Wisdom, -1 Intelligence. The create a Genetic Weave Artwork during downtime,
character gains proficiency in Nature and the ability allowing them to temporarily enhance the abilities of
to communicate with and understand extraterrestrial a creature or grant them new abilities. They start
creatures. They also start their adventures with a their adventures with a unique companion creature
comprehensive extraterrestrial zoology guide that they have created.
grants advantage on checks involving identifying or
understanding these creatures. 42
Name: Gravitational Wave Surfer
38 Description: Growing up near powerful cosmic
Name: Feral Star Beast Tamer phenomena, the character developed a unique skill
Description: The character established a unique in riding gravitational waves and manipulating the
bond with wild and untamed star beasts, using their forces of gravity.
skills to train and ride these majestic cosmic Mechanical Effects: +2 Dexterity, -1 Intelligence. The
creatures. character gains proficiency in Acrobatics and the
Mechanical Effects: +2 Dexterity, -1 Charisma. The ability to cast "Jump" once per long rest without
character gains proficiency in Animal Handling and using a spell slot. They can also ride gravitational
the ability to tame and ride certain star beasts, waves to quickly traverse long distances or evade
granting them unique movement capabilities and attacks.
advantages during combat.
43
39 Name: Hollow Earth Cartographer

296
Hexmaster Chapter 3 Background

Description: The character explored the vast and Description: The character was drawn to the
mysterious inner world of Maxxia, charting its mysteries of interdimensional travel, learning to
uncharted regions and discovering ancient traverse and explore the many planes and realms
civilizations hidden below the surface. that exist beyond their own.
Mechanical Effects: +2 Wisdom, -1 Strength. The Mechanical Effects: +2 Wisdom, -1 Intelligence. The
character gains proficiency in Cartographer's Tools character gains proficiency in Arcana and can cast
and the ability to navigate through the Hollow Earth "Misty Step" once per long rest without using a spell
more effectively, gaining advantage on survival slot. They also possess a unique interdimensional
checks and avoiding getting lost in its labyrinthine compass that aids them in navigating between
passages. planes.

44 48
Name: Holo-Scribe Name: Intergalactic Spice Merchant
Description: The character immersed themselves in Description: The character traversed the stars,
the art of holographic storytelling, using advanced collecting and trading exotic and rare spices from
holographic technology to create captivating and diverse planets and civilizations across the galaxy.
immersive narratives. Mechanical Effects: +2 Charisma, -1 Constitution.
Mechanical Effects: +2 Charisma, -1 Constitution. The character gains proficiency in Persuasion and
The character gains proficiency in Performance and Insight. They start their adventures with a collection
can create holographic illusions or recordings to of unique spices that they can use to impress or
entertain or deceive others. They start their negotiate with NPCs or to brew special beverages or
adventures with a collection of holographic dishes.
recordings that can be used to distract or mislead
enemies during combat. 49
Name: Interstellar Beastmaster
45 Description: The character formed a deep bond with
Name: Hyper-Advanced AI Psychologist formidable and majestic cosmic creatures, honing
Description: The character specialized in their skills in training and commanding these
understanding and interacting with hyper-advanced interstellar beasts.
artificial intelligence, navigating the intricacies of their Mechanical Effects: +2 Wisdom, -1 Strength. The
complex emotions and thought processes. character gains proficiency in Animal Handling and
Mechanical Effects: +2 Intelligence, -1 Strength. The can communicate telepathically with their interstellar
character gains proficiency in Insight and the ability companion creatures. They also have advantage on
to understand and communicate with hyper- checks involving taming or calming such creatures.
advanced AI systems more effectively, gaining
advantage on checks involving interaction with such 50
entities. Name: Ion Smith
Description: The character specialized in working
46 with ion-infused materials, crafting advanced
Name: Infinity Mechanic technology and weaponry powered by the energy of
Description: The character tinkered with technology the stars.
that drew power from the limitless cosmic energies of Mechanical Effects: +2 Dexterity, -1 Wisdom. The
the universe, granting them mastery over unique and character gains proficiency in Smith's Tools and the
powerful devices. ability to craft powerful Ion-forged equipment during
Mechanical Effects: +2 Intelligence, -1 Dexterity. The downtime. These weapons and armor are especially
character gains proficiency in Tinker's Tools and the effective against certain enemies and have unique
ability to craft powerful Infinity Devices during properties derived from cosmic energy.
downtime. These devices can produce various
effects, such as a protective force field or a powerful
energy beam. 51
Name: Last Stand Mercenary
47 Description: The character became a renowned and
Name: Interdimensional Explorer fearless mercenary, often taking on dangerous

297
Chapter 3 Background Hexmaster

missions that required making a final stand against based weapons or items that provide unique
overwhelming odds. benefits.
Mechanical Effects: +2 Strength, -1 Intelligence. The
character gains proficiency in Intimidation and the 56
ability to fight more effectively when outnumbered, Name: Machine Dynasty Diplomat
gaining bonuses to attack rolls and damage when Description: The character navigated the complex
facing multiple enemies. politics and interactions among powerful machine
civilizations, becoming a skilled diplomat and
52 negotiator in their dealings with AI societies.
Name: Living Starship Breeder Mechanical Effects: +2 Charisma, -1 Constitution.
Description: The character honed their skills in The character gains proficiency in Persuasion and
breeding and caring for living starships, the majestic Insight. They have advantage on Charisma checks
vessels that possess consciousness and navigate made to interact with AI entities and gain resistance
the cosmos. to psychic damage due to their mental fortitude.
Mechanical Effects: +2 Wisdom, -1 Charisma. The
character gains proficiency in Animal Handling and 57
can communicate telepathically with living starships, Name: Master of AI Tongues
making it easier to pilot or repair them. They also Description: The character developed a rare talent
start their adventures with a loyal and unique living for understanding and communicating with various AI
starship companion. systems and constructs, earning their trust and
cooperation.
53 Mechanical Effects: +2 Intelligence, -1 Strength. The
Name: Lost City Wanderer character gains proficiency in Arcana and the ability
Description: The character spent their life exploring to communicate with and persuade AI systems,
the ruins of long-lost cities, delving into forgotten allowing them to attempt to gain control or extract
catacombs and discovering ancient mysteries. information from them more effectively.
Mechanical Effects: +2 Intelligence, -1 Constitution.
The character gains proficiency in Investigation and 58
can navigate ancient structures and dungeons more Name: Matrix Botanist
effectively, gaining advantage on checks to find Description: The character specialized in studying
hidden passages or avoid traps. and cultivating virtual plant life within the digital
realms of the Matrix, where AIs and virtual
54 ecosystems thrive.
Name: Luminary Architect Mechanical Effects: +2 Intelligence, -1 Wisdom. The
Description: The character studied the art of character gains proficiency in Nature and can
capturing and harnessing celestial light, using it to manipulate virtual plants within the Matrix to create
create magnificent structures and imbuing them with illusions or generate temporary barriers.
wondrous properties.
Mechanical Effects: +2 Intelligence, -1 Dexterity. The 59
character gains proficiency in Architecture Tools and Name: Memory Trader
the ability to construct Luminary Structures during Description: The character dabbled in the trading of
downtime, such as buildings that grant temporary hit memories, acquiring and selling fragments of others'
points or emit light that dispels darkness. experiences, which they could utilize to gain unique
insights.
55 Mechanical Effects: +2 Charisma, -1 Intelligence.
Name: Luminous Crystal Farmer The character gains proficiency in Deception and
Description: The character specialized in cultivating Insight. They can acquire and temporarily experience
and harvesting luminous crystals, unique gems that memories from others, gaining advantage on certain
glow with ethereal light and possess mysterious ability checks or learning specific skills temporarily.
properties.
Mechanical Effects: +2 Wisdom, -1 Strength. The 60
character gains proficiency in Nature and can Name: Mindflayer Anthropologist
harvest and use luminous crystals to create light- Description: The character studied the mysterious

298
Hexmaster Chapter 3 Background

and enigmatic mindflayers, seeking to understand supernovae and solar flares.


their culture, history, and the intricate workings of Mechanical Effects: +2 Wisdom, -1 Strength. The
their psionic powers. character gains proficiency in Religion and Insight.
Mechanical Effects: +2 Intelligence, -1 Strength. The They can use their prophetic visions to foresee
character gains proficiency in Investigation and the potential future events or gain insights during critical
ability to resist the effects of mindflayer psionics moments.
more effectively, gaining advantage on saving throws
against their mind-controlling abilities. They also start 65
their adventures with unique knowledge about the Name: Old One Chronicler
weaknesses and behaviors of mindflayers. Description: The character dedicated their life to
studying the ancient and incomprehensible Old
Ones, chronicling their history, artifacts, and lore.
61 Mechanical Effects: +2 Intelligence, -1 Charisma.
Name: Nanite Cultivator The character gains proficiency in History and the
Description: The character dedicated their life to ability to resist the mental strain caused by
cultivating and controlling nanites, microscopic encountering Old One-related phenomena, gaining
machines capable of reshaping matter and healing advantage on saving throws against mind-affecting
injuries. effects from these entities.
Mechanical Effects: +2 Intelligence, -1 Charisma.
The character gains proficiency in Medicine and can 66
manipulate nanites to heal themselves or others Name: Omega Alchemist
during a short rest, restoring additional hit points. Description: The character mastered the art of
They can also create temporary constructs made of transmuting rare and powerful materials, capable of
nanites that can be used for various purposes. creating unique substances with potent effects.
Mechanical Effects: +2 Intelligence, -1 Strength. The
62 character gains proficiency in Alchemist's Supplies
Name: Nebula Forager and the ability to create powerful Omega Elixirs once
Description: The character explored the vast and per long rest. These elixirs grant temporary benefits,
breathtaking nebulae, harvesting rare resources and such as resistance to damage or increased
cosmic substances from these stellar wonders. movement speed, for a limited time.
Mechanical Effects: +2 Wisdom, -1 Intelligence. The
character gains proficiency in Survival and can find 67
valuable cosmic resources while exploring nebulae. Name: Orbiting Citadel Guard
They start their adventures with a collection of Description: The character served as a defender of
nebula-based materials that can be used for crafting an orbiting citadel, guarding against threats that
unique items. emerged from the depths of space.
Mechanical Effects: +2 Strength, -1 Dexterity. The
63 character gains proficiency in Athletics and
Name: Neutron Star Fisher Perception. They also start their adventures with
Description: The character took up the unique and advanced orbiting citadel equipment, such as gravity
perilous profession of fishing exotic and valuable boots for enhanced movement in zero-gravity
materials from the surface of neutron stars. environments.
Mechanical Effects: +2 Dexterity, -1 Constitution. The
character gains proficiency in Athletics and can use a 68
specialized Neutron Star Fishing Rod to collect Name: Outer Rim Smuggler
materials or uncover hidden treasures on the surface Description: The character operated in the
of neutron stars. dangerous and lawless outer rim of Maxxia,
smuggling illicit goods and navigating through hostile
64 territories.
Name: Nova Prophet Mechanical Effects: +2 Dexterity, -1 Wisdom. The
Description: Gifted with visions of cosmic character gains proficiency in Stealth and Sleight of
cataclysms, the character became a prophet, Hand. They start their adventures with a small
foretelling the arrival of cosmic events such as hidden stash of smuggled goods that they can use to

299
Chapter 3 Background Hexmaster

barter or trade for valuable information or favors. Name: Relic Hunter


Description: The character dedicated their life to
69 seeking out and uncovering ancient relics, powerful
Name: Paradoxical Inventor artifacts left behind by forgotten civilizations.
Description: The character dabbled in the Mechanical Effects: +2 Intelligence, -1 Strength. The
manipulation of temporal paradoxes, allowing them character gains proficiency in Investigation and can
to create unique inventions that defy the laws of time. find hidden or well-concealed relics more effectively.
Mechanical Effects: +2 Intelligence, -1 Constitution. They also start their adventures with a collection of
The character gains proficiency in Investigation and unique relics that they can use to enhance their
the ability to create Paradoxical Devices during abilities.
downtime, which can temporarily alter reality or
provide powerful effects once per long rest. 74
Name: Rift Walker
70 Description: The character gained the ability to
Name: Planar Geologist navigate and traverse the cosmic rifts that connect
Description: The character specialized in studying distant parts of the universe, allowing them to travel
the different planes of existence and the rare and quickly between locations.
valuable materials found within these alternate Mechanical Effects: +2 Dexterity, -1 Wisdom. The
dimensions. character gains proficiency in Acrobatics and can
Mechanical Effects: +2 Wisdom, -1 Strength. The open small cosmic rifts to teleport short distances.
character gains proficiency in Nature and can find They also have advantage on checks to avoid being
valuable planar materials while exploring different lost or disoriented while traveling through cosmic
planes. They also start their adventures with unique rifts.
knowledge about the properties and creatures of
various planes. 75
Name: Ruin Guide
Description: The character explored the ruins of
71 ancient civilizations, guiding others through the
Name: Quantum Physiurgist perilous remnants of bygone eras.
Description: The character delved into the intricacies Mechanical Effects: +2 Wisdom, -1 Strength. The
of quantum physics and learned to manipulate character gains proficiency in History and can guide
quantum energies to mend wounds and heal their party through ancient ruins more effectively,
ailments. providing advantage on checks involving navigation
Mechanical Effects: +2 Wisdom, -1 Charisma. The or deciphering ancient scripts.
character gains proficiency in Medicine and the
ability to channel quantum energies to heal 76
themselves or others more effectively during short Name: Rune-Tech Savant
rests. They can also cure certain conditions or Description: The character mastered the ancient art
diseases with their quantum-based healing abilities. of rune-tech, the fusion of advanced technology with
magical runes to create potent devices and artifacts.
72 Mechanical Effects: +2 Intelligence, -1 Dexterity. The
Name: Reality Forger character gains proficiency in Arcana and the ability
Description: Gifted with the rare ability to shape and to create powerful Rune-Tech Devices during
mold reality itself, the character became a skilled downtime. These devices can have various effects,
reality forger, capable of altering the fabric of such as temporarily enhancing a weapon's damage
existence. or granting protection against certain types of
Mechanical Effects: +2 Intelligence, -1 Constitution. attacks.
The character gains proficiency in Arcana and can
temporarily alter the reality within a limited area, 77
creating illusions or bending the laws of physics to Name: Singularity Scribe
their advantage. Description: The character studied the cosmic
phenomenon of singularities, tapping into their
73 immense gravitational forces and harnessing them

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Hexmaster Chapter 3 Background

for various purposes. companions. They also have advantage on checks to


Mechanical Effects: +2 Intelligence, -1 Charisma. resist mind-controlling effects from certain creatures
The character gains proficiency in Arcana and the or entities.
ability to create Singularity Infusions, enhancing
certain abilities or granting unique effects for a 82
limited time. Name: Subspace Navigator
Description: The character specialized in navigating
78 the intricate network of subspace, utilizing shortcuts
Name: Solar Wind Sailor to traverse vast distances across the cosmos.
Description: The character embraced the nomadic Mechanical Effects: +2 Dexterity, -1 Intelligence. The
lifestyle of traversing the solar winds, using character gains proficiency in Navigation Tools and
advanced solar sails to navigate the space between the ability to find subspace shortcuts, reducing travel
stars. time between locations and avoiding hazards.
Mechanical Effects: +2 Dexterity, -1 Constitution. The
character gains proficiency in Athletics and can 83
utilize their solar sails to move swiftly in zero-gravity Name: Supernova Philosopher
environments or to gain advantage on checks Description: The character devoted their life to
involving balancing or staying steady on unstable contemplating the cosmic phenomena of
surfaces. supernovae, finding profound insights into the nature
of creation and destruction.
79 Mechanical Effects: +2 Intelligence, -1 Constitution.
Name: Spacetime Sculptor The character gains proficiency in Arcana and the
Description: The character learned to manipulate ability to draw inspiration from the raw energy of a
spacetime, bending and shaping it to create supernova, granting temporary bonuses to
wormholes or to alter the flow of time itself. spellcasting or abilities.
Mechanical Effects: +2 Intelligence, -1 Wisdom. The
character gains proficiency in Arcana and the ability 84
to manipulate spacetime in small localized areas, Name: Temporal Arborist
allowing them to slow down or speed up time Description: The character studied the complex
temporarily or to create small wormholes for relationship between time and plant life, cultivating
transportation. plants that can bend time or possess unique
temporal properties.
80 Mechanical Effects: +2 Wisdom, -1 Dexterity. The
Name: Star Map Tattoist character gains proficiency in Nature and the ability
Description: The character developed a unique skill to grow Temporal Flora during downtime. These
in creating intricate and magical star maps, tattoos unique plants can alter the passage of time within
that hold knowledge of cosmic phenomena and their vicinity or provide temporary enhancements.
celestial navigation.
Mechanical Effects: +2 Wisdom, -1 Strength. The 85
character gains proficiency in Calligrapher's Supplies Name: Temporal Mechanic
and the ability to create Star Map Tattoos, which Description: The character became skilled in
provide navigational assistance or grant insight into repairing and manipulating temporal anomalies,
specific celestial events. resolving time paradoxes, and restoring the flow of
time.
Mechanical Effects: +2 Intelligence, -1 Charisma.
81 The character gains proficiency in Tinker's Tools and
Name: Stellar Symbiote Keeper the ability to repair small temporal anomalies,
Description: The character formed a profound bond undoing certain effects or restoring objects to their
with symbiotic beings from distant stars, nurturing proper timeline.
and protecting these unique life forms.
Mechanical Effects: +2 Wisdom, -1 Charisma. The 86
character gains proficiency in Animal Handling and Name: Terraformer Botanist
can communicate telepathically with their symbiotic Description: The character dedicated themselves to

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Chapter 3 Background Hexmaster

the art of terraforming, transforming barren or


inhospitable landscapes into fertile and vibrant 91
habitats. Name: Ultra-Tech Mechanic
Mechanical Effects: +2 Wisdom, -1 Strength. The Description: The character became an expert in
character gains proficiency in Nature and the ability working with ultra-advanced technology, repairing
to manipulate the environment and vegetation to and modifying cutting-edge devices from distant and
support life in challenging locations. advanced civilizations.
Mechanical Effects: +2 Intelligence, -1 Charisma.
87 The character gains proficiency in Tinker's Tools and
Name: The Last Lorekeeper can repair or modify high-tech equipment or artifacts
Description: The character inherited the knowledge more effectively. They also start their adventures
and secrets of an ancient lineage, becoming the last with a collection of advanced tools and gadgets.
of their kind to preserve the lore of a forgotten
civilization. 92
Mechanical Effects: +2 Intelligence, -1 Strength. The Name: Unseen Realm Shaman
character gains proficiency in History and Insight. Description: The character communed with the
They also start their adventures with a treasured unseen realms, tapping into the energies of the
ancient tome or artifact that provides unique ethereal and connecting with spirits from beyond the
knowledge or insights. mortal realm.
Mechanical Effects: +2 Wisdom, -1 Charisma. The
88 character gains proficiency in Arcana and can
Name: Time Dredger commune with spirits or entities from other planes,
Description: The character developed the skill of time gaining insights or assistance from these
dredging, recovering lost or forgotten memories and connections.
information from different points in time.
Mechanical Effects: +2 Intelligence, -1 Constitution. 93
The character gains proficiency in Investigation and Name: Void Mariner
can dredge time to gain insight into past events or to Description: The character chose a life of adventure
locate hidden or concealed objects. among the void of space, piloting and navigating
spacecraft through the vast cosmic ocean.
89 Mechanical Effects: +2 Dexterity, -1 Strength. The
Name: Transdimensional Poet character gains proficiency in Piloting and the ability
Description: The character's poetic expression to maneuver spacecraft more effectively, allowing for
transcends conventional boundaries, tapping into the agile evasive maneuvers or skilled dogfights.
beauty and mysteries of other dimensions and
realities. 94
Mechanical Effects: +2 Charisma, -1 Wisdom. The Name: Warped Time Arcanist
character gains proficiency in Performance and the Description: The character studied the manipulation
ability to recite Transdimensional Poems, inspiring of time, learning to bend its flow and alter the
allies or inflicting confusion on enemies. perception of reality for themselves and others.
Mechanical Effects: +2 Intelligence, -1 Wisdom. The
90 character gains proficiency in Arcana and the ability
Name: Twilight Historian to manipulate the perception of time for a limited
Description: The character dedicated themselves to duration, slowing it down or speeding it up to their
studying the realms that exist in the twilight between advantage.
day and night, unraveling the secrets of dusk and
dawn. 95
Mechanical Effects: +2 Intelligence, -1 Strength. The Name: Wasteland Wanderer
character gains proficiency in Arcana and Description: The character embraced the life of a
Investigation. They also have advantage on checks wanderer in the post-apocalyptic wastelands,
to uncover hidden or obscured information during surviving in harsh environments and uncovering
twilight hours or in dimly lit environments. hidden relics of the past.
Mechanical Effects: +2 Constitution, -1 Dexterity. The

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Hexmaster Chapter 3 Background

character gains proficiency in Survival and can Mechanical Effects: +2 Intelligence, -1 Strength. The
scavenge for resources more effectively in wasteland character gains proficiency in Linguist's Tools and
environments. They also start their adventures with can understand and translate xenoglyphs, granting
knowledge of valuable scavenging locations. unique insights or unlocking hidden knowledge in
ancient ruins or artifacts.
96
Name: Wayfarer of the End Times Life-Altering Event:
Description: The character became attuned to the
cosmic changes that herald the end of an era, finding
Determine a pivotal moment in the
their purpose in witnessing and navigating through character's life that changed their
these tumultuous times. trajectory. This could be a tragedy, a
Mechanical Effects: +2 Wisdom, -1 Intelligence. The
character gains proficiency in Perception and can
close encounter with an ancient
sense the subtle shifts and signs of cosmic changes artifact, or a profound realization.
or impending cataclysms.

97 01) Life-Altering Event: A Resonance with the


Name: Whispering Void Monk Resilient Runic Raven
Description: The character mastered the silent and Description:
subtle arts of void-based martial disciplines, During an expedition to the ancient ruins beneath
harnessing the power of the void in their combat Maxxia, you stumbled upon an intricately carved
techniques. statue of a raven covered in glowing runes. As you
Mechanical Effects: +2 Dexterity, -1 Intelligence. The touched it, a rush of knowledge surged into you,
character gains proficiency in Stealth and can utilize revealing the hidden language of the ancients.
void-based martial arts to become nearly invisible or Mechanical Effects:
to silence their movements during stealth. +3 Intelligence due to the sudden influx of ancient
knowledge.
98 -2 Charisma as the overwhelming knowledge makes
Name: Wormhole Gardener you often lost in thought and distant.
Description: The character cultivated and tended to Gain the ability to read one ancient language of the
cosmic wormholes, manipulating these gateways to DM's choice.
allow for quick transportation across the cosmos.
Mechanical Effects: +2 Wisdom, -1 Strength. The 02) Life-Altering Event: Awakening Amidst Alien
character gains proficiency in Nature and the ability Archipelago
to stabilize or activate wormholes to travel between Description:
locations more efficiently. Shipwrecked on a series of strange islands, you
discovered they were remnants of an alien
99 civilization. The exposure to otherworldly energies
Name: Xenobiologist there fine-tuned your senses.
Description: The character dedicated themselves to Mechanical Effects:
the study of alien life forms, learning about their +3 Wisdom from heightened senses and alien
biology, behavior, and unique adaptations. insights.
Mechanical Effects: +2 Intelligence, -1 Charisma. -2 Constitution due to the otherworldly energies
The character gains proficiency in Nature and can taking a toll on your physical well-being.
analyze and identify alien creatures more effectively. Gain a compass-like artifact that points towards the
They also start their adventures with a nearest source of alien energy.
comprehensive xenobiology guide.
03) Life-Altering Event: Awakening the Astral Aegis
100 Description:
Name: Xenoglyph Translator While exploring an ancient star observatory, you
Description: The character developed the rare skill of unintentionally activated a cosmic shield that
deciphering xenoglyphs, ancient and enigmatic temporarily transported you to another plane,
symbols left behind by extraterrestrial civilizations. granting you a glimmer of astral protection.

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Chapter 3 Background Hexmaster

Mechanical Effects: Emerging days later, your skin could refract light in
+3 to Armor Class as an astral shimmer protects you. odd ways.
-2 Strength as the astral plane's energy weakens Mechanical Effects:
your physical prowess. +3 Dexterity due to your newly acquired light-
Gain a once-per-day ability to summon the Astral refraction abilities.
Aegis, granting resistance to magic damage for one -2 Constitution as the chrysalis transformation
turn. weakened your stamina.
Gain a skill in "Light Manipulation," allowing you to
04) Life-Altering Event: Baptism by Etherflame create minor illusions.
Description:
A ritual gone awry set you ablaze with etheric fire. 08) Life-Altering Event: Collision with the Cosmic
Miraculously surviving, the ethereal flames forever Comet
changed your essence. Description:
Mechanical Effects: Witnessing a comet's descent, its shards embedded
+3 Charisma due to your mesmerizing etherflame within you, granting cosmic awareness and a starry
aura. trail in your wake.
-2 Dexterity as the ethereal nature makes swift Mechanical Effects:
movements challenging. +3 Wisdom due to your heightened cosmic
Gain the cantrip "Etherflame Touch" which can ignite understanding.
objects with a ghostly blue flame. -2 Charisma as the starry trail often distracts and
disturbs others.
05) Life-Altering Event: Beneath the Blazing Banyan Obtain a "Comet Shard" which can be used as a
Description: focus for astronomical spells.
In a forest of mechanical trees, you sought refuge
beneath a massive banyan with real, fiery leaves. 09) Life-Altering Event: Dance with the
The tree bestowed its fiery blessing upon you in Doppleganger
exchange for a promise to protect its kind. Description:
Mechanical Effects: Inside a mirrored chamber, you danced with a
+3 Constitution as the fiery blessing fortified your doppleganger. Upon its end, you occasionally
resilience. morphed to mirror those around you.
-2 Wisdom due to the blazing memories clouding Mechanical Effects:
your judgment. +3 Charisma due to your ability to mimic and charm.
Gain a "Banyan Leaf Amulet" that grants resistance -2 Wisdom as distinguishing your real self becomes
to fire damage. challenging.
Gain the skill "Mimicry," allowing you to copy a
06) Life-Altering Event: Call of the Cobalt Colossus nearby creature's appearance for an hour.
Description:
In the ruins, a massive cobalt statue beckoned you 10) Life-Altering Event: Dancing in the Dream Dunes
closer. Upon contact, it infused you with its strength Description:
and an imperative mission to locate its scattered During a sandstorm, you were lost in the Dream
pieces. Dunes. Surviving the ordeal, you emerged with the
Mechanical Effects: power to craft illusions from dreams.
+3 Strength from the cobalt infusion. Mechanical Effects:
-2 Intelligence as the singular mission dominates +3 Intelligence from understanding dream constructs.
your thoughts. -2 Strength as the ephemeral nature of dreams
Possess a fragment of the Colossus which acts as a makes you physically weaker.
lodestone, pulling you towards other fragments. Gain the spell "Dreamweave" which lets you craft a
short-lived illusion.
07) Life-Altering Event: Chanting the Chromatic
Chrysalis 11) Life-Altering Event: Dawn of the Dissolving
Description: Dimension
In a hidden chamber, you chanted from an ancient Description:
script, enveloping you in a chromatic cocoon. During an expedition into a fractal forest, you

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Hexmaster Chapter 3 Background

accidentally activated a device causing the per long rest, enabling you to glimpse into the past of
surrounding dimension to start dissolving, reshaping a specific location.
your perception of reality.
Mechanical Effects: 15) Life-Altering Event: Echoes of the Emerald
+3 Wisdom due to a heightened understanding of the Eclipse
transient nature of reality. Description:
-2 Dexterity as the dissolving dimensions have left During a rare emerald eclipse, you heard celestial
you with bouts of disorientation. whispers granting you insights into the cosmos but
Gain an artifact - the Dimensional Lens - allowing leaving you with a melancholic longing for the stars.
you to see through minor illusions and dimensional Mechanical Effects:
barriers. +3 Wisdom from your newfound cosmic knowledge.
-2 Charisma due to your constant distracted
12) Life-Altering Event: Descent into the Dreaming stargazing.
Dunes Gain the "Stargazing" skill, allowing you to predict
Description: meteorological and celestial events.
In the midst of a sandstorm, you lost your way and
stumbled into the Dreaming Dunes, a place where 16) Life-Altering Event: Embracing the Ephemeral
dreams and reality intertwine. You found your way Eon
out, but not before the sands altered your Description:
dreamscape forever. While trapped in a time-dilation sphere, you
Mechanical Effects: experienced the fleeting nature of an entire eon.
+3 Intelligence as the dream-infused sands Emerging unaged, you gained a unique
enhanced your cognitive abilities. understanding of time, but found regular life
-2 Constitution due to the constant exhaustion of unnervingly slow.
dream-fueled insomnia. Mechanical Effects:
Obtain the "Dreaming Dunes' Sand Vial," allowing +3 Intelligence due to your understanding of the
you to cast the Sleep spell once per long rest. temporal flow.
-2 Dexterity as you struggle to adapt to the "normal"
13) Life-Altering Event: Desolation of the Dawnlit speed of life.
Desert Gain a once-per-day ability to cast the "Slow" spell.
Description:
You spent years surviving in the harsh Dawnlit 17) Life-Altering Event: Encounter with the Mind-
Desert, where the sun never sets. The harsh Forge
conditions honed your survival skills but took a toll on Description:
your health. You discovered a Mind-Forge, an ancient neural
Mechanical Effects: sculptor. Though it enhanced your cognitive abilities,
+3 Wisdom from your understanding of survival it also unintentionally altered your memory.
techniques. Mechanical Effects:
-2 Constitution due to the prolonged exposure to the +3 Intelligence due to the cerebral enhancement.
relentless sun. -2 Wisdom as your altered memories cause
Gain a survival skill proficiency specific to desert occasional confusion.
environments. Gain proficiency in a Knowledge skill of your choice.

14) Life-Altering Event: Echo of the Enchanted Eon 18) Life-Altering Event: Eruption of the Crystal
Description: Caverns
You unearthed a chronomantic time capsule, Description:
releasing an echo from an enchanted age. The echo During a subterranean exploration, you witnessed
granted you ancient knowledge but also left you with the eruption of a crystal cavern. Infused with
haunting, timeless echoes. crystalline fragments, you can harness the
Mechanical Effects: resonating energy but also suffer from its side
+3 Intelligence from the ancient knowledge. effects.
-2 Charisma due to your haunted demeanor. Mechanical Effects:
Obtain the ability to cast the "Eon Echo" spell once +3 Constitution from the energy-infused crystals

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Chapter 3 Background Hexmaster

augmenting your physical endurance. While studying an ancient spellbook, an invisible


-2 Wisdom due to the resonating energy causing incantation escaped and infused you with arcane
mental disturbances. power, but also rendered you partially transparent.
Gain a Crystal Shard that can be used to cast the Mechanical Effects:
"Shatter" spell once per long rest. +3 Intelligence due to your increased understanding
of arcane matters.
19) Life-Altering Event: Facets of the Fathomless -2 Strength as your partial transparency lessened
Fissure your physical prowess.
Description: Obtain the ability to cast the "Invisibility" spell once
You peered into the Fathomless Fissure, a per long rest.
bottomless chasm said to hold infinite realities. While
the exposure opened your mind to multiversal 23) Life-Altering Event: Illumination of the Icy Iris
theories, it also left you with a persistent sense of Description:
vertigo. In the frostbound ruins, you gazed into the icy iris of
Mechanical Effects: a frozen oracle. It imparted a frigid vision that honed
+3 Intelligence from the multiversal knowledge. your senses but also left you perpetually chilled.
-2 Dexterity due to a lingering vertigo. Mechanical Effects:
Gain a once-per-day ability to cast the "Blink" spell. +3 Wisdom from the oracular vision's insights.
-2 Constitution due to your body being permanently
20) Life-Altering Event: Finding the Frozen Firefly cold.
Description: Gain an "Icy Iris Amulet," which grants resistance to
In the icy caverns beneath Maxxia, you discovered a cold damage.
firefly, frozen in time. Upon touching it, the firefly
granted you a spark of its time-locked energy but 24) Life-Altering Event: Invoking the Ineffable Insect
drained some of your vitality. Description:
Mechanical Effects: During an ancient rite, you invoked a nameless
+3 Dexterity due to the time-locking energy insect deity, gaining minor control over insects but
enhancing your reflexes. also adopting some of their peculiarities.
-2 Constitution as the energy drain saps your Mechanical Effects:
stamina. +3 Charisma in relation to insects and insect-like
Gain a "Frozen Firefly" that allows you to cast the creatures.
"Time Stop" spell once per long rest. -2 Intelligence due to adopting some insect-like
thought patterns.
21) Life-Altering Event: Gazing into the Mirthful Obtain an "Insect Totem" which allows you to cast
Mirror the "Giant Insect" spell once per long rest.
Description:
During an exploration of a fairy-infested castle, you 25) Life-Altering Event: Journey of the Jade
were drawn to an ornate mirror. Its reflection showed Juggernaut
you not as you were, but as a jester, making you Description:
realize the power of laughter even in dire In a vast jungle, you stumbled upon a Jade
circumstances. Juggernaut, an enormous golem. Living within it for a
Mechanical Effects: time, you learned to emulate its resilience but
+3 Charisma from your newfound ability to bring joy became emotionally distant.
in any situation. Mechanical Effects:
-2 Wisdom due to your tendency to take situations +3 Constitution due to the Jade Juggernaut's
less seriously. resilience.
Gain the "Mirthful Presence" skill, which allows you -2 Charisma due to your time spent isolated within
to improve the morale of your companions and the Juggernaut.
potentially disarm hostile situations with humor. Gain the "Stone's Endurance" skill, enabling you to
reduce damage taken once per long rest.
22) Life-Altering Event: Illuminated by the Invisible
Incantation 26) Life-Altering Event: Night of Navigating the
Description: Nebulous Nether

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Hexmaster Chapter 3 Background

Description:
You accidentally fell into a portal leading to the 30) Life-Altering Event: Splintering of the Spectral
nebulous nether, a plane of shifting shadows and Sky
mists. The journey honed your senses but left an Description:
unsettling darkness in your soul. Witnessing the rare phenomenon of the spectral sky
Mechanical Effects: splintering, ethereal shards infused you with ghostly
+3 Wisdom due to heightened senses from energy, making you unnaturally quiet.
navigating the mists. Mechanical Effects:
-2 Charisma due to the lingering darkness affecting +3 Dexterity due to your spectral quietness
your interactions. enhancing your stealth.
Obtain the "Nether Sight" skill, granting you the -2 Charisma as your ghostly demeanor unsettles
ability to see in magical darkness. others.
Gain the "Ethereal Stealth" skill, allowing you to
27) Life-Altering Event: Night of the Numinous move silently.
Nebula
Description: 31) Life-Altering Event: Tasting the Tangible Tones
While stargazing, a nebula pulsed with numinous Description:
energy, granting you cosmic insight but leaving your During a bardic performance, you tasted a melody
body weak. turned solid. This synesthetic experience enhanced
Mechanical Effects: your creative abilities but left you vulnerable to
+3 Intelligence due to your newfound cosmic sensory overload.
knowledge. Mechanical Effects:
-2 Constitution as the cosmic energy left your body +3 Charisma due to your heightened artistic
frail. expression.
Obtain a "Star Chart," which allows you to cast the -2 Wisdom due to sensitivity to sensory overload.
"Guiding Bolt" spell once per long rest. Gain the "Tangible Tones" skill, allowing you to
create minor physical illusions with your voice or an
28) Life-Altering Event: Passage through the instrument.
Prismatic Portal
Description: 32) Life-Altering Event: Tempering at the Temporal
You stepped through a prismatic portal, transported Tempest
to a dimension of pure color. The experience Description:
broadened your mind but left you partially color-blind. A temporal tempest swept you up, hurling you
Mechanical Effects: through random timelines. The experience expanded
+3 Wisdom due to your expanded perspective. your intellect but left you with an erratic sense of
-2 Dexterity as your altered color perception hinders time.
depth perception. Mechanical Effects:
Gain the ability to cast the "Color Spray" spell once +3 Intelligence from your exposure to multiple
per long rest. timelines.
-2 Constitution as your body struggles to adapt to
29) Life-Altering Event: Pulses of the Planar Prism temporal normalcy.
Description: Obtain a "Temporal Compass," enabling you to
In a crystalline cavern, you were caught in the pulses accurately estimate time and date in any timeline.
of a planar prism, which twisted your understanding
of space but left your body fragile. 33) Life-Altering Event: The Amber Atom's
Mechanical Effects: Awakening
+3 Intelligence due to your understanding of spatial Description:
dimensions. Upon touching an Amber Atom, an ancient
-2 Constitution as your body struggles to adjust to nanomachine, it merged with you. The fusion
the spatial distortions. amplified your vitality but also introduced a constant,
Obtain a "Planar Prism Shard," granting you the minor mechanical buzzing.
ability to cast the "Misty Step" spell once per long Mechanical Effects:
rest. +3 Constitution as your body was enhanced by

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Chapter 3 Background Hexmaster

nanotechnology. Gain a "Chimera's Chime Fragment," granting you


-2 Charisma due to the incessant mechanical noise. the ability to charm beasts once per long rest.
Gain an "Amber Atom" that can repair minor injuries
once per long rest. 38) Life-Altering Event: The Dance of the Dusk Djinn
Description:
34) Life-Altering Event: The Auroral Arachnid's In the twilight desert, you danced with a Dusk Djinn,
Arrival learning ethereal steps but also adopting its
Description: whimsical nature.
A rare cosmic event, the Auroral Arachnid, graced Mechanical Effects:
Maxxia. Bathed in its light, you gained the spider's +3 Dexterity from your new-found dance skills.
agility but became susceptible to light sensitivity. -2 Wisdom due to your increased impulsiveness.
Mechanical Effects: Gain the "Djinn Dance" skill, which allows you to
+3 Dexterity due to the spider's agility. disengage from combat more effectively.
-2 Constitution due to heightened light sensitivity.
Gain the ability to cast the "Spider Climb" spell once 39) Life-Altering Event: The Day of Vanishing
per long rest. Shadows
Description:
35) Life-Altering Event: The Awakening of the Astral On a day when all shadows vanished, your body
Aurochs absorbed the excess light, enhancing your
Description: physicality but leaving you with a shadowless
In a deep forest, you woke the slumbering Astral existence.
Aurochs, a celestial spirit. It blessed you with wisdom Mechanical Effects:
but marked you as a beacon for spirit creatures. +3 Strength due to your light-enhanced body.
Mechanical Effects: -2 Charisma as your lack of shadow unnerves
+3 Wisdom from the Aurochs' blessing. others.
-2 Charisma as your spiritual beacon status scares Obtain the ability to cast the "Daylight" spell once per
ordinary beings. long rest.
Obtain an "Astral Aurochs' Horn," granting you the
ability to communicate with spirit creatures. 40) Life-Altering Event: The Elusive Equinox Enigma
Description:
36) Life-Altering Event: The Cryptic Celestial You unraveled an ancient riddle during the Equinox,
Alignment gaining profound knowledge but losing some of your
Description: sanity in the process.
During a unique celestial alignment, a cryptic Mechanical Effects:
prophecy filled your mind. It granted you a sense of +3 Intelligence from the profound knowledge gained.
destiny but left you with a nagging obsession over -2 Wisdom as the strain of the riddle has affected
fate. your sanity.
Mechanical Effects: Obtain a "Riddle's Rune" that can be used to cast the
+3 Wisdom from your newfound sense of destiny. "Comprehend Languages" spell once per long rest.
-2 Constitution as your obsession leaves you with
little rest. 41) Life-Altering Event: The Emergence of the
Gain the "Star Reading" skill, which allows you to Ethereal Eidolon
glean vague insights into someone's destiny. Description:
A spectral figure known as the Ethereal Eidolon
37) Life-Altering Event: The Crystal Chimera's Chime appeared before you, bestowing otherworldly
Description: wisdom but leaving you partially ethereal.
You heard the fabled Crystal Chimera's chime, a Mechanical Effects:
sound that enhances mental acuity but leaves one +3 Wisdom due to the Eidolon's teachings.
yearning for the fantastical melody. -2 Constitution as your partial etherealness leaves
Mechanical Effects: you more vulnerable.
+3 Intelligence from the mind-enhancing chime. Obtain an "Eidolon's Echo," which allows you to
-2 Wisdom due to your constant distraction by the become briefly incorporeal once per long rest.
phantom melody.

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Hexmaster Chapter 3 Background

42) Life-Altering Event: The Flickering Fade of the


First Flame 46) Life-Altering Event: The Ghastly Garden's
Description: Lament
You witnessed the ancient First Flame flicker and Description:
fade, absorbing a spark of its power but also a In the Ghastly Garden, you heard the lament of the
vulnerability to darkness. lost souls trapped in the flowers, gaining empathy but
Mechanical Effects: also a melancholic aura.
+3 Intelligence from understanding the First Flame's Mechanical Effects:
essence. +3 Charisma due to your enhanced empathy.
-2 Constitution as the flame's absence leaves you -2 Strength as the constant sorrow drains your
sensitive to darkness. energy.
Gain the ability to cast the "Produce Flame" spell at Obtain a "Ghastly Petal" that allows you to cast the
will. "Speak with Dead" spell once per long rest.

43) Life-Altering Event: The Forgotten Frostflower's 47) Life-Altering Event: The Gleaming Glyph's Gaze
Bloom Description:
Description: A Gleaming Glyph gazed into your soul, increasing
You found the rare Frostflower during its bloom, your magic affinity but also making you a target for
enhancing your resilience but freezing your heart to arcane beings.
emotion. Mechanical Effects:
Mechanical Effects: +3 Intelligence due to your understanding of the
+3 Constitution from the Frostflower's cold Glyph's magic.
resistance. -2 Constitution as arcane beings often drain your
-2 Charisma due to your cold, emotionless energy.
demeanor. Gain the "Glyph Guard" spell, which provides a
Obtain a "Frostflower Petal" that provides resistance magical barrier against arcane damage once per
to cold damage. long rest.

44) Life-Altering Event: The Fractal Lightning Storm 48) Life-Altering Event: The Great Gallium Golem
Description: Encounter
Caught in a Fractal Lightning Storm, the chaotic Description:
energy boosted your creativity but left your thoughts In a forgotten cave, you encountered a massive
scattered. Gallium Golem, learning its sturdy traits but also
Mechanical Effects: inheriting its sluggish movement.
+3 Charisma due to your enhanced creativity. Mechanical Effects:
-2 Wisdom as your mind struggles with organizing +3 Constitution due to the golem's sturdiness.
thoughts. -2 Dexterity due to your sluggish reflexes.
Obtain a "Fractal Lightning Shard," which can be Obtain a "Gallium Shard" that can be used to
used to cast the "Shocking Grasp" spell once per temporarily increase your armor class once per long
long rest. rest.

45) Life-Altering Event: The Genesis of the Galactic 49) Life-Altering Event: The Great Gravitational
Geyser Grimoire
Description: Description:
You witnessed the birth of a Galactic Geyser, a You discovered the Great Gravitational Grimoire, an
fountain of cosmic energy. Its celestial radiation ancient tome that bends space. Studying it improved
enhanced your intellect but left you with a constant your comprehension of gravity but warped your
celestial hum. physical coordination.
Mechanical Effects: Mechanical Effects:
+3 Intelligence from the celestial knowledge. +3 Intelligence from your understanding of
-2 Wisdom due to the continuous cosmic humming. gravitational forces.
Gain the "Geyser Glimpse" skill, which allows you to -2 Dexterity due to the distorted sense of gravity.
detect cosmic disturbances. Obtain the "Gravitational Glyph" spell, which allows

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Chapter 3 Background Hexmaster

you to increase or decrease the weight of an object Obtain a "Hydra Scale" that can be used to cast the
once per long rest. "Misty Step" spell once per long rest.

50) Life-Altering Event: The Great Spire's 54) Life-Altering Event: The Helix of Harmonious
Disappearance Hymns
Description: Description:
You witnessed the sudden disappearance of the You were engulfed in the Helix of Harmonious
Great Spire, a monolithic tower. Its vanishing Hymns, a swirling vortex of musical magic. The
imprinted upon you spatial awareness but left you melody improved your vocal power but left you with a
with a sense of insatiable wanderlust. sensitivity to dissonance.
Mechanical Effects: Mechanical Effects:
+3 Wisdom due to your enhanced spatial awareness. +3 Charisma due to your powerful voice.
-2 Constitution due to the exhaustion from your -2 Constitution due to heightened sensitivity to
constant travel. discordant sounds.
Gain the "Spire's Sense" skill, which improves your Obtain the "Hymn Echo" ability, which allows you to
navigation and orienteering abilities. mimic any sound or voice you have heard.

51) Life-Altering Event: The Harmony of the Hollow 55) Life-Altering Event: The Ignition of the Iridescent
Horn Ibis
Description: Description:
You heard the mystic melody of a Hollow Horn, a You witnessed the Ignition of the Iridescent Ibis, a
rare musical relic. Its harmony enhanced your rare bird of pure energy. The event enhanced your
charisma but left you with an incessant ringing in energy resistance but also caused flickering vision.
your ears. Mechanical Effects:
Mechanical Effects: +3 Constitution due to your resistance to energy
+3 Charisma due to the harmonious influence. damage.
-2 Wisdom due to the distracting ear-ringing. -2 Dexterity due to your flickering vision.
Obtain the "Hollow Horn," a musical instrument that Gain the "Ibis Ignition" ability, granting resistance to
can be used to cast the "Calm Emotions" spell once fire damage.
per long rest.
56) Life-Altering Event: The Journey through the
52) Life-Altering Event: The Harrowing of the Hex Jade Jungle
Henge Description:
Description: Surviving a journey through the perilous Jade Jungle
You survived the harrowing event at the Hex Henge, enhanced your resilience but left you with a wariness
a circle of ancient stones. The ordeal toughened you of plant life.
physically but left you with a fear of stone formations. Mechanical Effects:
Mechanical Effects: +3 Constitution due to your newfound resilience.
+3 Constitution due to the ordeal's hardening effect. -2 Wisdom due to your developed botanophobia.
-2 Wisdom due to your newfound phobia. Obtain the "Jungle's Guidance" skill, which improves
Gain the "Henge Sight" skill, allowing you to identify your navigation in dense forests.
and understand ancient stone formations.
57) Life-Altering Event: The Kinetic Kite's Kiss
53) Life-Altering Event: The Heartbeat of the Description:
Hyperspace Hydra A Kinetic Kite, an artifact of ancient technology, gave
Description: you a charged kiss. The event boosted your speed
You felt the heartbeat of the Hyperspace Hydra, an but left you with erratic energy surges.
interdimensional beast. The connection heightened Mechanical Effects:
your insight but left you prone to occasional +3 Dexterity due to the kinetic energy boost.
disorientation. -2 Constitution due to erratic energy surges in your
Mechanical Effects: body.
+3 Wisdom due to your enhanced insight. Gain a "Kinetic Kite Shard," which can be used to
-2 Dexterity due to occasional spatial disorientation. cast the "Haste" spell once per long rest.

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Hexmaster Chapter 3 Background

Misty Myrmidon
58) Life-Altering Event: The Kinship of the Karmic Description:
Kraken You underwent a transformation similar to the
Description: legendary Misty Myrmidon, boosting your vitality but
The Karmic Kraken, a sea entity embodying balance, blurring your corporeal form.
acknowledged you as kin. This gave you a sense of Mechanical Effects:
equilibrium but also enforced a need for fairness. +3 Constitution due to your enhanced vitality.
Mechanical Effects: -2 Dexterity due to your fluctuating form.
+3 Wisdom due to your understanding of balance. Gain the "Misty Form" ability, which allows you to
-2 Charisma as your strict sense of fairness may cast "Gaseous Form" once per long rest.
upset others.
Obtain the "Kraken's Karma" ability, allowing you to 63) Life-Altering Event: The Metaphysical Maelstrom
balance health between two creatures once per long Description:
rest. Surviving the Metaphysical Maelstrom enhanced
your mental agility but left you with sporadic lapses in
59) Life-Altering Event: The Labyrinth's Luminous reality.
Lullaby Mechanical Effects:
Description: +3 Intelligence due to your quick thinking.
Lost in a glowing labyrinth, a lullaby guided you out. -2 Wisdom due to intermittent distortions of reality.
This event sharpened your intuition but left you Gain the "Reality Ripple" ability, which lets you cast
susceptible to musical manipulation. the "Blur" spell once per long rest.
Mechanical Effects:
+3 Wisdom due to your heightened intuition. 64) Life-Altering Event: The Mosaic Monolith
-2 Constitution due to your susceptibility to music. Manifestation
Gain the "Labyrinth's Echo" ability, which improves Description:
your tracking and pathfinding abilities. The Mosaic Monolith manifested before you,
boosting your artistic creativity but also making you
60) Life-Altering Event: The Luminescence of the obsess over patterns.
Lunar Lyre Mechanical Effects:
Description: +3 Charisma due to your enhanced creativity.
You strummed the Lunar Lyre under a full moon, its -2 Wisdom due to your pattern obsession.
luminescence enhancing your magical aptitude but Gain the "Monolith Mosaic" skill, which improves
distorting your day-night perception. your ability to decipher patterns and symbols.
Mechanical Effects:
+3 Intelligence due to your improved magical 65) Life-Altering Event: The Nexus of the Nebulous
understanding. Nymph
-2 Wisdom due to your warped circadian rhythm. Description:
Obtain the "Lunar Lyre," a magical instrument that At the Nexus of the Nebulous Nymph, you gained the
allows you to cast the "Moonbeam" spell once per ability to blend into nature but became highly
long rest. sensitive to pollution.
Mechanical Effects:
61) Life-Altering Event: The Melding of the Mythical +3 Dexterity due to your newfound stealth.
Manticore -2 Constitution due to heightened sensitivity to
Description: unnatural elements.
You melded with a mythical manticore, gaining its Obtain a "Nymph Feather," which grants advantage
strength but also inheriting its monstrous temper. on Stealth checks in natural environments.
Mechanical Effects:
+3 Strength due to the manticore's power. 66) Life-Altering Event: The Nexus of the Nether
-2 Charisma due to your uncontrollable anger. Nebula
Obtain a "Manticore Mane," which acts as a whip Description:
with an extended reach. You journeyed to the Nexus of the Nether Nebula,
boosting your understanding of the cosmos but
62) Life-Altering Event: The Metamorphosis of the rendering you prone to spatial disorientation.

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Mechanical Effects:
+3 Intelligence due to your cosmic knowledge. 71) Life-Altering Event: The Prism's Pulsating
-2 Dexterity due to occasional spatial disorientation. Prophecy
Obtain the "Nebula's Compass" ability, allowing you Description:
to cast "Find the Path" once per long rest. You witnessed the Prism's Pulsating Prophecy,
gifting you with foresight but leaving you vulnerable
67) Life-Altering Event: The Night the Moons Kissed to sensory overload.
Description: Mechanical Effects:
You were present on the night when Maxxia's moons +3 Wisdom due to your prophetic insights.
seemed to touch, enhancing your empathy but -2 Constitution due to sensory vulnerability.
making you emotionally volatile. Gain the "Prism Prophecy" ability, which lets you
Mechanical Effects: cast the "Augury" spell once per long rest.
+3 Charisma due to your heightened empathy.
-2 Wisdom due to your emotional instability. 72) Life-Altering Event: The Pulse of the Primal
Gain the "Lunar Empathy" skill, which allows you to Phoenix
sense the emotions of others. Description:
You felt the Pulse of the Primal Phoenix, enhancing
68) Life-Altering Event: The Obsidian Oculus' your resilience but making you susceptible to cold.
Revelation Mechanical Effects:
Description: +3 Constitution due to your Phoenix-like resilience.
The Obsidian Oculus revealed cryptic truths to you, -2 Dexterity due to your sensitivity to cold.
boosting your knowledge but making you seem Obtain a "Phoenix Plume," which grants you
cryptic and aloof. resistance to fire damage.
Mechanical Effects:
+3 Intelligence due to your increased knowledge. 73) Life-Altering Event: The Quaking of the Quantum
-2 Charisma due to your cryptic demeanor. Quagmire
Obtain the "Oculus' Insight" ability, granting Description:
advantage on History and Arcana checks. The Quaking of the Quantum Quagmire granted you
advanced technological comprehension but led to
69) Life-Altering Event: The Opalescence of the bouts of disorientation.
Otherworldly Orchid Mechanical Effects:
Description: +3 Intelligence due to your advanced understanding.
You witnessed the opalescent bloom of an -2 Wisdom due to occasional bouts of confusion.
otherworldly orchid, granting you a radiant aura but Gain the "Quantum Calibration" ability, which grants
making you a target of jealousy. advantage on checks related to technology.
Mechanical Effects:
+3 Charisma due to your radiating aura. 74) Life-Altering Event: The Quasar's Quiet Quest
-2 Wisdom due to frequent envy-induced Description:
confrontations. The Quasar's Quiet Quest taught you the power of
Gain the "Orchid's Aura" ability, granting you silence, but you now struggle to raise your voice.
advantage on Persuasion checks. Mechanical Effects:
+3 Dexterity due to your stealthy quietness.
70) Life-Altering Event: The Oscillation of the -2 Charisma due to your lowered voice.
Obsidian Obelisk Obtain the "Quasar Quiet" ability, granting advantage
Description: on Stealth checks.
You were caught in the oscillation of an Obsidian
Obelisk, enhancing your endurance but instilling a 75) Life-Altering Event: The Resonance of the
fear of oscillating objects. Radiant Roc
Mechanical Effects: Description:
+3 Constitution due to your heightened endurance. You felt the Resonance of the Radiant Roc, boosting
-2 Wisdom due to your developed phobia. your eyesight but making you susceptible to
Obtain an "Obelisk Fragment," which grants blindness.
resistance to necrotic damage. Mechanical Effects:

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Hexmaster Chapter 3 Background

+3 Wisdom due to your enhanced vision.


-2 Constitution due to your susceptibility to light- 80) Life-Altering Event: The Symphony of the Solar
induced blindness. Sphinx
Obtain a "Roc's Feather," which grants advantage on Description:
Perception checks involving sight. You heard the Symphony of the Solar Sphinx,
heightening your intellect but rendering you sensitive
76) Life-Altering Event: The Resonance of the Rune- to noise.
etched Rocks Mechanical Effects:
Description: +3 Intelligence due to the Sphinx's enlightening
You encountered the Resonance of the Rune-etched symphony.
Rocks, granting you a knack for ancient scripts but -2 Constitution due to noise sensitivity.
inducing aural hallucinations. Obtain a "Solar Sphinx Scale," which grants
Mechanical Effects: advantage on Intelligence checks relating to puzzles
+3 Intelligence due to your understanding of ancient or riddles.
scripts.
-2 Wisdom due to occasional aural hallucinations. 81) Life-Altering Event: The Synergy of the Starlit
Gain the "Rune Reader" skill, which gives advantage Scroll
on deciphering ancient scripts. Description:
You experienced the Synergy of the Starlit Scroll,
77) Life-Altering Event: The Ripple in the Radiant broadening your understanding of the arcane but
Reef causing an aversion to darkness.
Description: Mechanical Effects:
You experienced a ripple in the Radiant Reef, +3 Intelligence due to increased arcane
gaining a deep connection with water but a fear of understanding.
fire. -2 Constitution due to fear of darkness.
Mechanical Effects: Gain the "Starlit Insight" ability, which grants
+3 Wisdom due to your aquatic intuition. advantage on Arcana checks.
-2 Constitution due to your fear of fire.
Obtain the "Reef Resonance" ability, allowing you to 82) Life-Altering Event: The Transformation of the
breathe underwater and speak Aquan. Terran Triton
Description:
78) Life-Altering Event: The Sapphire Sentience You witnessed the Transformation of the Terran
Surfacing Triton, enhancing your adaptability underwater but
Description: diminishing your agility on land.
You witnessed the surfacing of the Sapphire Mechanical Effects:
Sentience, enhancing your charisma but causing an +3 Constitution due to your adaptability underwater.
irrational fear of crystals. -2 Dexterity due to decreased agility on land.
Mechanical Effects: Obtain a "Triton's Talon", which grants the ability to
+3 Charisma due to the attractive qualities of the cast the "Water Breathing" spell once per long rest.
sapphire.
-2 Wisdom due to your newfound crystal phobia. 83) Life-Altering Event: The Unfurling of the
Gain the "Sapphire Charm" ability, which grants Ultraviolet Unicorn
advantage on Persuasion checks. Description:
You saw the Unfurling of the Ultraviolet Unicorn,
79) Life-Altering Event: The Silver Spectrum Incident boosting your magical intuition but inducing a fear of
Description: ordinary horses.
The Silver Spectrum Incident enhanced your Mechanical Effects:
adaptability but impaired your color perception. +3 Wisdom due to heightened magical intuition.
Mechanical Effects: -2 Charisma due to fear of horses.
+3 Dexterity due to your increased adaptability. Gain the "Unicorn's Blessing" ability, which grants
-2 Wisdom due to impaired color perception. advantage on checks relating to magical beasts.
Gain the "Spectrum Shift" ability, allowing you to cast
the "Disguise Self" spell once per long rest. 84) Life-Altering Event: The Veridian Veil's Vanishing

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Chapter 3 Background Hexmaster

Description: silence.
The Veridian Veil's Vanishing strengthened your Mechanical Effects:
connection with nature but left you susceptible to +3 Charisma due to your enhanced musical ability.
natural disasters. -2 Wisdom due to fear of silence.
Mechanical Effects: Gain the "Xeno Xylophone" skill, which gives
+3 Wisdom due to your deep connection with nature. advantage on Performance checks involving music.
-2 Constitution due to vulnerability to natural
disasters. 89) Life-Altering Event: The Yielding of the Yttrium
Obtain the "Veridian Veil" item, which grants Yeti
resistance to poison damage. Description:
The Yielding of the Yttrium Yeti enhanced your
85) Life-Altering Event: The Vibration of the Verdant survival instincts but caused you to develop a light
Valkyrie sensitivity.
Description: Mechanical Effects:
You felt the Vibration of the Verdant Valkyrie, +3 Wisdom due to heightened survival instincts.
augmenting your combat prowess but making you -2 Dexterity due to light sensitivity.
vulnerable to disease. Gain the "Yeti Camouflage" ability, which grants
Mechanical Effects: advantage on Stealth checks in snowy environments.
+3 Strength due to enhanced combat skills.
-2 Constitution due to susceptibility to disease. 90) Life-Altering Event: The Zenith of the Zirconium
Obtain a "Valkyrie's Feather", which grants Zebra
advantage on melee attack rolls. Description:
You experienced the Zenith of the Zirconium Zebra,
86) Life-Altering Event: The Weeping Star improving your speed but making you vulnerable to
Phenomenon elemental magic.
Description: Mechanical Effects:
The Weeping Star Phenomenon deepened your +3 Dexterity due to improved speed.
comprehension of celestial events but made you -2 Constitution due to vulnerability to elemental
nocturnal. magic.
Mechanical Effects: Obtain the "Zebra's Grace" ability, which increases
+3 Intelligence due to understanding celestial your movement speed by 10 feet.
occurrences.
-2 Constitution due to altered sleep cycle. 91) Life-Altering Event: The Zephyr of Zenith Zircon
Gain the "Starlight Vision" ability, which allows Description:
darkvision up to 60 feet. The Zephyr of Zenith Zircon touched you, boosting
your communication abilities but making you
87) Life-Altering Event: The Whirlwind of the Waning vulnerable to psychic energies.
Walrus Mechanical Effects:
Description: +3 Charisma due to enhanced communication skills.
You encountered the Whirlwind of the Waning -2 Wisdom due to susceptibility to psychic energies.
Walrus, heightening your cold resistance but making Obtain a "Zircon Amulet", which allows the use of the
you sluggish in warm weather. "Message" cantrip.
Mechanical Effects:
+3 Constitution due to cold resistance. 92) Life-Altering Event: Touch of the Translucent
-2 Dexterity due to sluggishness in heat. Triton
Obtain a "Walrus Tusk", which grants advantage on Description:
survival checks in cold climates. You experienced the Touch of the Translucent
Triton, enhancing your swimming abilities but making
88) Life-Altering Event: The Xanadu of the Xeno you sensitive to dehydration.
Xylophone Mechanical Effects:
Description: +3 Strength due to improved swimming abilities.
You explored the Xanadu of the Xeno Xylophone, -2 Constitution due to dehydration sensitivity.
boosting your musical talent but inducing a fear of Obtain the "Triton's Touch", which grants a swim

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speed equal to your walking speed. Unraveling the Sun's Riddle gave you a greater
affinity for fire magic but a fear of darkness.
93) Life-Altering Event: Transcendent Twilight Mechanical Effects:
Confluence +3 Intelligence due to increased understanding of fire
Description: magic.
The Transcendent Twilight Confluence gave you a -2 Constitution due to fear of darkness.
deep understanding of the arcane but made you Obtain the "Sun's Boon", which allows the casting of
fearful of sunlight. the "Burning Hands" spell once per long rest.
Mechanical Effects:
+3 Intelligence due to increased arcane 98) Life-Altering Event: Unraveling the Universe's
understanding. Undertone
-2 Constitution due to sunlight sensitivity. Description:
Gain the "Twilight Attunement" ability, which grants Unraveling the Universe's Undertone boosted your
advantage on Arcana checks during twilight. understanding of the cosmos but caused a loss of
earthly senses.
94) Life-Altering Event: Transformation by the Mechanical Effects:
Tesseract Totem +3 Intelligence due to understanding of the cosmos.
Description: -2 Wisdom due to loss of earthly senses.
The Transformation by the Tesseract Totem Gain the "Cosmic Insight" ability, which grants
increased your spatial understanding but decreased advantage on Astronomy checks.
your natural resistance to magic.
Mechanical Effects: 99) Life-Altering Event: Vision of the Viridian Vortex
+3 Intelligence due to heightened spatial Description:
understanding. Experiencing the Vision of the Viridian Vortex
-2 Wisdom due to reduced resistance to magic. enhanced your intuition but left you disoriented in
Obtain a "Miniature Tesseract", which allows you to crowds.
cast the "Misty Step" spell once per long rest. Mechanical Effects:
+3 Wisdom due to heightened intuition.
95) Life-Altering Event: Tryst with the Timeless Tree -2 Dexterity due to crowd disorientation.
Description: Obtain the "Vortex Vision", which grants advantage
You had a Tryst with the Timeless Tree, gaining a on Perception checks when alone.
deep understanding of nature but developing a fear
of fire. 100) Life-Altering Event: Whispers of the Shrouded
Mechanical Effects: Monarch
+3 Wisdom due to your enhanced understanding of Description:
nature. The Whispers of the Shrouded Monarch
-2 Dexterity due to fear of fire. strengthened your diplomatic skills but weakened
Gain the "Tree's Blessing" ability, which grants your defenses.
advantage on Nature checks. Mechanical Effects:
+3 Charisma due to enhanced diplomatic skills.
96) Life-Altering Event: Twilight Tryst with the -2 Constitution due to lowered defenses.
Tectonic Titan Gain the "Monarch's Whisper" ability, which grants
Description: advantage on Diplomacy checks.
The Twilight Tryst with the Tectonic Titan enhanced
your strength but made you prone to tremors.
Mechanical Effects:
+3 Strength due to the Titan's influence. Associates / Companions:
-2 Dexterity due to susceptibility to tremors.
Obtain the "Titan's Grip", which grants advantage on
Roll to determine important allies or
Athletics checks involving strength. companions from the character's
past. This could involve friends,
97) Life-Altering Event: Unraveling the Sun's Riddle
Description:
mentors, or even rivals who

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Chapter 3 Background Hexmaster

influenced their life. a +1 bonus to attack rolls and damage dealt.


Furthermore, they can assist the character in
1. Name: AI Artifact Illuminator deciphering ancient texts, providing a +2 bonus to
Description: This ally is an AI construct that rolls related to ancient languages or codes.
specializes in analyzing and understanding ancient
artifacts. They are equipped with advanced sensors 5. Name: Ascendant Android Ally
and databases containing vast knowledge of the Description: An android built by an ancient
various technologies and civilizations that have civilization and infused with the knowledge of
existed throughout Maxxia's history. forgotten ages, this ally seeks to explore the
Mechanical Effects: The AI Artifact Illuminator mysteries of existence.
provides a +2 bonus to the character's skill checks Mechanical Effects: The Ascendant Android Ally is
related to identifying, deciphering, and using ancient resilient and wise. They provide the character with a
artifacts and technology. Additionally, they can +2 bonus to saving throws against mind-affecting
communicate with and interface with certain devices effects. Moreover, once per day, they can access
or security systems to aid the character in their their ancient archives to provide the character with
adventures. valuable information about a specific topic or
location.
2. Name: Advocate of the Aether
Description: The Advocate is a wise and 6. Name: Bearer of the Bronze Book
charismatic individual with a deep connection to the Description: The Bearer is a traveler from the
mystical energies of Maxxia's aether. They have distant past who carries a mystical book that
honed their abilities to channel and manipulate this contains chronicles of forgotten empires and their
energy, allowing them to influence events on a secrets.
cosmic scale. Mechanical Effects: The Bearer of the Bronze Book
Mechanical Effects: The Advocate of the Aether grants the character access to forgotten knowledge.
grants the character the ability to tap into aetheric Once per day, the character can ask a question
powers, giving them access to a unique spell or about history, a specific entity, or an ancient riddle,
ability once per day. The character can use this and the Bearer will provide an answer.
power to heal allies, create temporary barriers, or
unleash destructive energy against foes. 7. Name: Bestial Brother of the Biosphere
Description: This ally is a being merged with the
3. Name: Alien Artifact Archivist essence of nature, a living embodiment of the
Description: This companion is an expert in biosphere's strength and vitality.
cataloging and studying alien relics from distant Mechanical Effects: The Bestial Brother provides
galaxies. Their knowledge of extraterrestrial the character with a +2 bonus to survival and nature-
civilizations and technologies is unparalleled, making related skill checks. Once per day, they can summon
them a valuable source of information on anything animals to aid the character in combat or exploration.
alien-related.
Mechanical Effects: The Alien Artifact Archivist 8. Name: Celestial Cipher Colleague
provides a +2 bonus to the character's rolls when Description: The Celestial Cipher Colleague is a
dealing with alien technology, lore, or creatures. celestial being with vast knowledge of celestial
Additionally, once per session, they can supply the events, astrology, and cosmic phenomena.
character with a special alien gadget or device that Mechanical Effects: The Celestial Cipher Colleague
may aid them on their current quest. grants the character the ability to discern favorable or
unfavorable outcomes in celestial events or
4. Name: Antiquity's Augmented Ally encounters. Once per day, they can read the stars to
Description: This ally is a skilled cyborg with predict a significant event or provide a cryptic clue to
enhancements derived from ancient technology. an impending challenge.
They are proficient in both combat and deciphering
ancient scripts or languages. 9. Name: Companion of the Cosmic Chasm
Mechanical Effects: The Antiquity's Augmented Ally Description: This ally is an intrepid explorer who
enhances the character's combat prowess, granting has braved the mysteries and dangers of the Cosmic
Chasm, a vast, starless void in Maxxia's expanse.

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Hexmaster Chapter 3 Background

Mechanical Effects: The Companion of the Cosmic character a dark spell or empower their existing spell
Chasm provides the character with a +2 bonus to with a malevolent twist.
navigation and survival checks in desolate or
unknown territories. Once per day, they can guide 14. Name: Dark Elf Diplomat
the character through the Cosmic Chasm to reach a Description: This companion is a diplomatic
hidden location or find a shortcut. emissary from the reclusive dark elf cities. They are
skilled negotiators and experts in understanding the
10. Name: Confidant of the Crystal Caves intricacies of political intrigue.
Description: This ally is a crystal entity residing in Mechanical Effects: The Dark Elf Diplomat provides
the deepest recesses of the Crystal Caves, the character with a +2 bonus to persuasion and
possessing unique insights into the crystal's ancient diplomacy checks when dealing with other races or
secrets and its mystical properties. factions. Additionally, they can broker alliances or
Mechanical Effects: The Confidant of the Crystal gain access to exclusive information within dark elf
Caves grants the character a +2 bonus to society.
understanding and harnessing the power of crystals.
Once per day, they can empower the character's 15. Name: Deviant Dimension Diver
equipment or crystals, enhancing their effects or Description: This ally has braved the unpredictable
granting temporary magical properties. and chaotic Deviant Dimensions, strange realms
existing parallel to Maxxia. They have gained insight
11. Name: Cyberspace Century's Confidant into their bizarre laws and physics.
Description: This ally is a skilled hacker and Mechanical Effects: The Deviant Dimension Diver
information broker, deeply connected to the imparts knowledge of the Deviant Dimensions to the
cyberspace networks of Maxxia's distant past. They character, granting a +2 bonus to navigating and
possess a vast knowledge of ancient digital archives adapting to these strange realms. Once per day, they
and hidden data caches. can temporarily bend the rules of reality, allowing the
Mechanical Effects: The Cyberspace Century's character to perform a one-time manipulation of the
Confidant grants the character a +2 bonus to environment or their abilities.
hacking, deciphering old computer systems, or
accessing historical databases. Once per day, they 16. Name: Dimensional Drifter Delegate
can provide the character with valuable information Description: The Dimensional Drifter Delegate is a
or help them bypass digital security. nomad who roams across the planes of existence.
They have developed connections with various
12. Name: Cyberspace Cyborg Comrade planar beings and entities.
Description: This companion is a cyborg who Mechanical Effects: The Dimensional Drifter
straddles the boundary between the physical world Delegate provides the character with insights into the
and the virtual realm. They excel in combat and multiverse and the ability to communicate with
possess unparalleled knowledge of cyberspace. certain planar creatures. Once per day, they can call
Mechanical Effects: The Cyberspace Cyborg upon a minor planar entity to aid the character or
Comrade enhances the character's combat abilities seek information from other planes.
with cybernetic augmentations, granting a +1 bonus
to attack rolls and damage. Additionally, they can 17. Name: Dream Diver of the Distant Depths
guide the character through the virtual world, Description: This ally possesses the rare ability to
providing a +2 bonus to navigating and interacting explore the dreams and subconscious minds of
within cyberspace. individuals, unlocking hidden potential and fears.
Mechanical Effects: The Dream Diver grants the
13. Name: Dark Domain Denizen character access to dream manipulation. Once per
Description: This ally hails from the shadowy depths day, they can enter the character's dreams or the
of a forbidden realm known as the Dark Domain. dreams of others to provide guidance, extract
They are well-versed in dark rituals and arcane information, or alter certain dream-related events.
secrets.
Mechanical Effects: The Dark Domain Denizen 18. Name: Dwarf Delver of the Deep Dales
grants the character knowledge of forbidden and Description: This companion is a skilled dwarf miner
dark magic. Once per day, they can teach the and explorer of the Deep Dales, vast underground

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regions rich in rare minerals and forgotten artifacts. character to glimpse into the future, offering
Mechanical Effects: The Dwarf Delver provides the guidance or a vision of a critical event.
character with a +2 bonus to mining, detecting
valuable ores, or deciphering ancient dwarf runes. 23. Name: Facilitator of the Forgotten Future
Additionally, they can forge or repair equipment Description: This ally is an expert in unraveling the
using rare materials found in the Deep Dales. threads of potential futures that have been erased or
obscured. They can peer into the unknown and
19. Name: Elder Archive Explorer reveal forgotten destinies.
Description: This ally is a seeker of ancient Mechanical Effects: The Facilitator grants the
knowledge, combing through the vast libraries and character the ability to glimpse alternate futures and
archives of long-lost civilizations. hidden potential. Once per day, they can reveal a
Mechanical Effects: The Elder Archive Explorer potential consequence of a critical decision or grant a
enhances the character's ability to decipher ancient +2 bonus to checks related to uncovering hidden
texts, granting a +2 bonus to research and information or lost prophecies.
knowledge checks. Once per day, they can unveil
the secrets of a forgotten language or reveal hidden 24. Name: Fellowship of the Fallen Empire
lore about a specific ancient civilization. Description: The Fellowship consists of individuals
who once served a mighty empire that has long since
20. Name: Elder Evil Emissary fallen. They carry the traditions and knowledge of
Description: This companion is an enigmatic envoy their lost civilization.
sent by one of the ancient elder evils. They possess Mechanical Effects: The Fellowship of the Fallen
dark powers and secrets beyond mortal Empire imparts ancient combat techniques and
comprehension. tactics to the character, granting a +2 bonus to
Mechanical Effects: The Elder Evil Emissary grants historical combat styles or formations. Once per day,
the character access to sinister abilities, but using they can lend the character their strength,
them comes at a cost. Once per day, the character temporarily increasing their combat prowess.
can tap into the elder evil's power to gain a
significant advantage in combat or alter reality, but 25. Name: Foe of the Fractal Fortress
they risk corruption or the attention of malevolent Description: This ally has confronted and survived
forces. the mind-bending challenges of the Fractal Fortress,
a surreal maze that defies traditional geometry and
21. Name: Enigma's Echo Expert logic.
Description: This ally has a profound understanding Mechanical Effects: The Foe of the Fractal Fortress
of the mysterious phenomenon known as the provides the character with a +2 bonus to navigating
Enigma's Echo - an eerie occurrence where past mazes, puzzles, or situations that defy reality. Once
events repeat themselves. They can perceive per day, they can guide the character through a
echoes of the past and glean valuable information perplexing situation or help them unravel a complex
from these repetitions. puzzle.
Mechanical Effects: The Enigma's Echo Expert
grants the character the ability to gain insights from 26. Name: Genetic Geode Guardian
historical patterns. Once per day, they can offer the Description: This companion is a protector of the
character a hint or advantage based on past events Genetic Geodes, ancient and powerful artifacts
or clues found in echoes. containing the essence of long-lost beings.
Mechanical Effects: The Genetic Geode Guardian
22. Name: Entity of the Eternal Echo grants the character access to the latent powers
Description: The Entity is an enigmatic being that within the Genetic Geodes. Once per day, the
exists simultaneously across different points in time. character can activate a Genetic Geode to gain a
They possess fragments of memories and temporary boost to their abilities or unlock unique
experiences from countless eras. powers.
Mechanical Effects: The Entity of the Eternal Echo
imparts temporal wisdom to the character, providing 27. Name: Genetic Graft Giver
a +2 bonus to checks related to time manipulation or Description: This ally is a skilled geneticist and
foreknowledge. Once per day, they can allow the surgeon, capable of performing intricate grafting

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procedures to enhance individuals with unique traits intricacies of hexes and charms.
from different species. Mechanical Effects: The Hexmaster's Hallowed
Mechanical Effects: The Genetic Graft Giver Helper grants the character access to a unique hex
provides the character the opportunity to receive a or charm that can affect fate or probability. Once per
genetic graft once per day. This graft could grant the day, they can use their expertise to alter the outcome
character a temporary or permanent physical or of a specific event or manipulate luck in the
mental ability borrowed from another creature. character's favor.

28. Name: Guardian of the Galactic Gates 33. Name: Icon of the Illusionary Isles
Description: This guardian is a sentinel of the Description: This ally is a living embodiment of the
ancient Galactic Gates, portals that connect distant Illusionary Isles, an ever-changing realm where
worlds and planes of existence. reality and illusion intertwine.
Mechanical Effects: The Guardian of the Galactic Mechanical Effects: The Icon grants the character a
Gates grants the character the ability to activate and +2 bonus to deception and illusion-related checks.
traverse the Galactic Gates. Once per day, they can Once per day, they can create a potent illusion to
facilitate the character's travel to a distant location or deceive foes or protect the character from harm.
help them evade pursuit by enemies.
34. Name: Intricate Intellect Imprinter
29. Name: Guide of the Galactic Grimoire Description: This ally possesses a rare device that
Description: This guide possesses an ancient and can imprint complex knowledge and skills directly
boundless grimoire that records spells and into a person's mind, bypassing traditional learning
knowledge from various worlds and realities. methods.
Mechanical Effects: The Guide of the Galactic Mechanical Effects: The Intricate Intellect Imprinter
Grimoire imparts the character with access to unique allows the character to learn a new skill or language
and diverse spells or abilities from different sources. temporarily or permanently. Once per day, they can
Once per day, they can provide the character with a provide the character with expertise in a specific area
spell or technique from the grimoire. of knowledge or proficiency in a certain skill.

30. Name: Hallowed Hollow Halls' Historian 35. Name: Jester of the Jaunting Juggernaut
Description: This ally is a scholar and historian Description: This companion is a whimsical jester
residing in the Hallowed Hollow Halls, a place of who travels aboard the Jaunting Juggernaut, a
reverence for the wisdom of the ages. bizarre vehicle capable of traveling between
Mechanical Effects: The Hallowed Hollow Halls' dimensions.
Historian grants the character a +2 bonus to history Mechanical Effects: The Jester brings an element
and knowledge checks related to ancient civilizations of chaos and unpredictability to the character's
or forgotten lore. Once per day, they can offer the adventures. Once per day, they can perform a
character a piece of forgotten knowledge that might random act or prank that might alter the course of
be crucial to their current quest. events or provide unexpected benefits.

31. Name: Harmonizer of the Hollow Halls 36. Name: Juxtaposed Juggernaut's Jester
Description: This ally is a master of bringing Description: This ally is an alternate version of the
balance and harmony to the ancient and sacred Jaunting Juggernaut's Jester, originating from a
Hollow Halls, where cosmic energies converge. parallel dimension.
Mechanical Effects: The Harmonizer enhances the Mechanical Effects: The Juxtaposed Jester offers
character's connection to cosmic energies, granting a the character unique insights or perspectives based
+2 bonus to checks related to balancing forces or on their experiences in an alternate reality. Once per
aligning with cosmic entities. Once per day, they can day, they can share knowledge or provide assistance
restore the character's health or mana during a that stems from their unique background.
moment of need.
37. Name: Kaleidoscopic Knowledge Keeper
32. Name: Hexmaster's Hallowed Helper Description: This companion is a walking repository
Description: This companion is a loyal and skilled of ever-changing knowledge, with an ever-shifting
assistant to a powerful Hexmaster, versed in the appearance reflecting the information they hold.

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Mechanical Effects: The Kaleidoscopic Knowledge changing maze with shifting corridors and traps.
Keeper grants the character access to a diverse Mechanical Effects: The Living Labyrinth Luminary
range of knowledge and expertise. Once per day, provides the character with a +2 bonus to navigating
they can provide the character with answers to mazes and understanding complex puzzles. Once
specific questions or grant proficiency in a skill for a per day, they can create a temporary portal or
short time. shortcut to aid the character in navigating difficult
terrain.
38. Name: Keeper of the Nano-beast
Description: This ally is a custodian of an ancient 43. Name: Lost Luminary of the Lightless Depths
and advanced nano-beast, a living machine with Description: This ally is a survivor from the Lightless
incredible adaptability and potential. Depths, a region of Maxxia devoid of light, where
Mechanical Effects: The Keeper of the Nano-beast only the most resilient creatures dwell.
allows the character to bond with the nano-beast. Mechanical Effects: The Lost Luminary grants the
Once per day, they can summon the nano-beast to character the ability to see in complete darkness and
assist in combat or solve specific challenges, a +2 bonus to survival and stealth checks in lightless
adapting its abilities to suit the situation. environments. Once per day, they can summon or
communicate with creatures native to the Lightless
39. Name: Keeper of the Quantum Quill Depths for assistance.
Description: This keeper possesses a sentient quill
that can manipulate written words and drawings, 44. Name: Luminous Labyrinth Liaison
bringing them to life or altering their meaning. Description: This ally acts as a bridge between the
Mechanical Effects: The Keeper of the Quantum Luminous Labyrinth and the outside world,
Quill grants the character the ability to create magical deciphering its secrets and sharing its wisdom.
inscriptions or illustrations with unique effects. Once Mechanical Effects: The Luminous Labyrinth
per day, they can write a scroll or draw a symbol that Liaison grants the character a +2 bonus to unraveling
has a powerful effect, such as summoning a creature mysteries or understanding cryptic symbols found
or enchanting an item. within the Labyrinth. Once per day, they can provide
the character with guidance or temporary protection
40. Name: Kindred of the Kinetic Kismet within the Labyrinth's confines.
Description: This ally is attuned to the ebb and flow
of fate and possesses the power to manipulate luck 45. Name: Marauder of the Mystical Mists
and probability. Description: This companion is a skilled marauder
Mechanical Effects: The Kindred of the Kinetic who traverses the enigmatic Mystical Mists, a veil of
Kismet grants the character a +2 bonus to luck- shifting magical energies.
related checks or rolls. Once per day, they can Mechanical Effects: The Marauder of the Mystical
manipulate probability, granting the character a reroll Mists enhances the character's combat agility,
or ensuring a critical success in a crucial moment. granting a +1 bonus to defense and movement-
related checks. Once per day, they can create an
41. Name: Liaison of the Lost Legion ephemeral mist to conceal the character or confuse
Description: This ally serves as a diplomatic envoy enemies.
for the enigmatic Lost Legion, an ancient order with
members scattered across Maxxia. 46. Name: Master of Mindflayer Mysteries
Mechanical Effects: The Liaison of the Lost Legion Description: This ally has unraveled the secrets of
grants the character a +2 bonus to diplomacy and the enigmatic Mindflayers, understanding their
negotiation checks when dealing with members of motives and abilities.
the Lost Legion or factions affiliated with them. Once Mechanical Effects: The Master of Mindflayer
per day, they can call upon the support of the Lost Mysteries grants the character a +2 bonus to insight
Legion in the form of supplies, reinforcements, or and knowledge checks when dealing with
information. Mindflayers or their creations. Once per day, they
can provide the character with protection from mental
42. Name: Living Labyrinth Luminary intrusions or guidance on how to combat Mindflayer
Description: This companion possesses an intimate tactics.
understanding of the Living Labyrinth, an ever-

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47. Name: Masterful Multiverse Mediator carefully concocted mutagen suited to their needs.
Description: This companion is an adept mediator
and negotiator, capable of handling conflicts that 52. Name: Mutant Mysteries Mediator
span across different planes of existence. Description: This companion bridges the gap
Mechanical Effects: The Masterful Multiverse between mutants and non-mutants, promoting
Mediator grants the character a +2 bonus to understanding and cooperation between these
diplomacy and negotiation checks when dealing with disparate groups.
beings from other planes. Once per day, they can Mechanical Effects: The Mutant Mysteries Mediator
attempt to defuse a tense situation or gain the grants the character a +2 bonus to interactions with
cooperation of an extraplanar entity. mutants or non-mutants, fostering empathy and
preventing potential conflicts. Once per day, they can
48. Name: Maxxia's Mysterious Mariner mediate a dispute or secure assistance from a
Description: This ally is an enigmatic mariner with mutant community.
deep knowledge of the countless seas and
waterways that course through Maxxia's interior. 53. Name: Mysterious Mindmetal Mentor
Mechanical Effects: Maxxia's Mysterious Mariner Description: This mentor is a master of mindmetal,
grants the character a +2 bonus to navigating a rare and potent substance that enhances psychic
waterways, swimming, or handling aquatic creatures. abilities and provides protection against mental
Once per day, they can provide the character with a intrusions.
unique aquatic vehicle or summon aquatic creatures Mechanical Effects: The Mysterious Mindmetal
to aid in water-based encounters. Mentor empowers the character's psychic abilities,
granting a +2 bonus to psionic skill checks or saving
49. Name: Mediator of the Mechanized Monoliths throws against mental attacks. Once per day, they
Description: This ally acts as a mediator between can provide the character with mindmetal equipment
the sentient Mechanized Monoliths, colossal or protect them from psychic intrusions.
constructs found scattered across Maxxia.
Mechanical Effects: The Mediator of the 54. Name: Nanite Nurturer
Mechanized Monoliths grants the character a +2 Description: This ally specializes in nurturing and
bonus to communication and interaction checks with controlling nanite swarms, microscopic machines
Mechanized Monoliths or other artificial intelligences. capable of repairing or augmenting living beings and
Once per day, they can seek guidance or assistance objects.
from a Monolith in the area. Mechanical Effects: The Nanite Nurturer allows the
character to harness the power of nanites. Once per
50. Name: Mentor of the Melding Minds day, they can use nanites to heal the character or
Description: This mentor is well-versed in psionics temporarily enhance their physical or mental abilities.
and the art of melding minds, enabling them to share
knowledge and experiences telepathically. 55. Name: Nano-tech Nomad
Mechanical Effects: The Mentor of the Melding Description: This companion is a wandering expert
Minds enhances the character's psionic abilities, in nano-technology, capable of constructing and
granting a +2 bonus to psionic skill checks or saving deconstructing complex nano-devices on the fly.
throws. Once per day, they can establish a telepathic Mechanical Effects: The Nano-tech Nomad grants
connection with the character, sharing insights or the character a +2 bonus to checks related to
aiding them in a challenging situation. nanotechnology, such as repairing or modifying
nano-devices. Once per day, they can provide the
51. Name: Mutagenic Maestro character with a nano-device tailored to the situation
Description: This ally is an alchemical virtuoso, at hand.
skilled in crafting and harnessing mutagenic
substances that can grant temporary or permanent 56. Name: Navigating Necropolis Nurturer
enhancements to individuals. Description: This ally is well-versed in navigating
Mechanical Effects: The Mutagenic Maestro can the treacherous depths of the Necropolis, an ancient
brew powerful mutagens that grant the character and vast underground city of the dead.
temporary physical or mental enhancements. Once Mechanical Effects: The Navigating Necropolis
per day, they can provide the character with a Nurturer provides the character with a +2 bonus to

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survival and knowledge checks related to the ancient structures that hold untold cosmic power.
Necropolis. Once per day, they can guide the Mechanical Effects: The Patron of the Planetary
character through the Necropolis or grant them Pyramids grants the character a +2 bonus to
protection from undead entities. understanding the functions and mysteries of the
Planetary Pyramids. Once per day, they can unlock a
57. Name: Nemesis of the Nebulous Nightmare dormant power within a pyramid or temporarily
Description: This nemesis has a personal vendetta enhance the character's abilities.
against the Nebulous Nightmare, a malevolent entity
that haunts the dreams of sentient beings. 62. Name: Planar Pioneer Partner
Mechanical Effects: The Nemesis of the Nebulous Description: This companion is an intrepid planar
Nightmare empowers the character's resistance explorer, having traversed numerous planes of
against nightmares and mental intrusions, granting a existence and accumulated vast knowledge of the
+2 bonus to saving throws against fear or illusion- multiverse.
based effects. Once per day, they can confront or Mechanical Effects: The Planar Pioneer Partner
weaken the Nebulous Nightmare in the character's imparts knowledge of various planes to the
dreams. character, granting a +2 bonus to checks related to
planar navigation or extraplanar creatures. Once per
58. Name: Neural Nexus Navigator day, they can provide the character with insights into
Description: This ally possesses a unique neural the properties of a specific plane.
implant that allows them to interface with various
technological systems and decipher encrypted 63. Name: Planar Portal's Protector
information. Description: This ally is a guardian of the Planar
Mechanical Effects: The Neural Nexus Navigator Portals, mystical gateways that connect distant
grants the character the ability to access and control locations within Maxxia and beyond.
certain technological devices or systems. Once per Mechanical Effects: The Planar Portal's Protector
day, they can bypass security measures or provide allows the character to utilize Planar Portals to
the character with encrypted information. teleport or traverse vast distances. Once per day,
they can secure or stabilize a Planar Portal, enabling
59. Name: Oracle of the Obfuscated Oceans safe travel for the character.
Description: This oracle is attuned to the mysteries
of the Obfuscated Oceans, vast and uncharted seas 64. Name: Post-apocalyptic Pathfinder
shrouded in fog and enchantment. Description: This companion is a skilled survivor of
Mechanical Effects: The Oracle of the Obfuscated post-apocalyptic disasters, adept at navigating the
Oceans provides the character with a +2 bonus to hazardous wastelands and uncovering hidden
navigation and perception checks while sailing or remnants of lost civilizations.
exploring the Obfuscated Oceans. Once per day, Mechanical Effects: The Post-apocalyptic
they can foretell upcoming events or provide the Pathfinder grants the character a +2 bonus to
character with a vision of a significant location. survival and scavenging checks in post-apocalyptic
environments. Once per day, they can provide the
60. Name: Oracle of the Occult Orbs character with valuable resources or lead them to a
Description: This oracle possesses an ancient and hidden cache of ancient technology.
enchanted set of occult orbs that grant them visions
of hidden truths and distant places. 65. Name: Psychedelic Psionics Partner
Mechanical Effects: The Oracle of the Occult Orbs Description: This ally is a master of combining
enhances the character's perception and insight, psionics with psychedelic experiences, tapping into
granting a +2 bonus to perception checks or insight- altered states of consciousness to access unique
based skill checks. Once per day, they can consult abilities.
the orbs to gain knowledge about a specific topic or Mechanical Effects: The Psychedelic Psionics
location. Partner grants the character access to unusual
psionic abilities or altered states of mind. Once per
61. Name: Patron of the Planetary Pyramids day, they can enhance the character's psionic
Description: This ally is a revered guardian and powers or induce a psychedelic trance with various
custodian of the enigmatic Planetary Pyramids, effects.

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about a significant Reality Ripple event or suggest


66. Name: Quantum Quandary's Querist ways to mitigate its consequences.
Description: This companion is an expert in
deciphering the enigmatic Quantum Quandary, a 71. Name: Riftborn Reality Rambler
conundrum of probabilities and paradoxes that can Description: This ally is a seasoned traveler of the
lead to unforeseen outcomes. rifts, tears in reality that connect distant locations and
Mechanical Effects: The Quantum Quandary's sometimes other planes.
Querist provides the character with insights into the Mechanical Effects: The Riftborn Reality Rambler
nature of probabilities and the potential grants the character a +2 bonus to navigating and
consequences of their actions. Once per day, they understanding rifts or dimensional portals. Once per
can reveal potential outcomes of a critical decision or day, they can help the character traverse a rift safely
suggest an alternative course of action. or provide insight into the destination of a specific rift.

67. Name: Quillmaster of the Quantum Quorums 72. Name: Robotic Relic Reclaimer
Description: This ally possesses a mystical quill Description: This companion specializes in
capable of scripting reality itself, allowing them to uncovering and reactivating ancient robotic relics,
alter the fabric of existence through written words. remnants of past civilizations with advanced
Mechanical Effects: The Quillmaster of the technology.
Quantum Quorums grants the character the ability to Mechanical Effects: The Robotic Relic Reclaimer
temporarily rewrite reality within certain limitations. allows the character to interact with and reactivate
Once per day, they can use the quill to rewrite a ancient robots or automatons. Once per day, they
specific event or alter the outcome of an action. can provide the character with a temporarily
reactivated relic to aid in combat or exploration.
68. Name: Recollection Raider of Ruined Realities
Description: This ally is an explorer of shattered 73. Name: Scribe of the Subterranean Secrets
realities, venturing into realms that have been Description: This ally is a skilled scribe and
irrevocably fractured by catastrophic events. historian of the hidden world beneath Maxxia's
Mechanical Effects: The Recollection Raider surface, recording the secrets of underground
provides the character with insights into the history civilizations.
and secrets of ruined realities. Once per day, they Mechanical Effects: The Scribe of the Subterranean
can guide the character to a specific ruined reality or Secrets grants the character a +2 bonus to
reveal information about the cause of its collapse. deciphering ancient texts or understanding
underground societies. Once per day, they can
69. Name: Resonating Reservoir's Reclaimer reveal hidden information or lead the character to a
Description: This companion is attuned to the forgotten subterranean location.
Resonating Reservoir, a mystical wellspring of
energies that can be harnessed for diverse 74. Name: Shadow Shard Sharer
purposes. Description: This companion possesses an eerie
Mechanical Effects: The Resonating Reservoir's connection to the mysterious Shadow Shards,
Reclaimer grants the character the ability to tap into crystalline fragments with strange properties.
the reservoir's energies, providing temporary boosts Mechanical Effects: The Shadow Shard Sharer
to various abilities. Once per day, they can channel a allows the character to wield the unique abilities of
surge of energy to the character, enhancing their shadow shards. Once per day, they can summon or
capabilities. manipulate shadow shards to create illusions,
concealment, or unleash a shadow-based attack.
70. Name: Riddler of the Reality Ripples
Description: This ally is a master of deciphering the 75. Name: Shepherd of the Stellar Spires
cryptic Reality Ripples, anomalous events that ripple Description: This ally is a shepherd of the Stellar
through time and space, affecting past and future. Spires, towering structures that connect to the
Mechanical Effects: The Riddler of the Reality cosmos, allowing for communication and travel
Ripples provides the character with insights into the across great distances.
nature of these temporal disturbances. Once per Mechanical Effects: The Shepherd of the Stellar
day, they can provide the character with knowledge Spires grants the character a +2 bonus to using

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Stellar Spires for communication or travel. Once per Terminus Tesseracts for short-range teleportation.
day, they can assist the character in locating a Once per day, they can activate a Tesseract to
nearby Stellar Spire or summoning aid through one. teleport the character to a nearby location or create a
brief displacement for tactical advantage.
76. Name: Silver-spun Symbiote Speaker
Description: This companion is attuned to the silver- 81. Name: The Clockwork Companion
spun symbiotes, sentient living threads that can bond Description: This ally is a sentient and loyal
with individuals, granting unique powers. clockwork automaton, crafted with intricate precision
Mechanical Effects: The Silver-spun Symbiote and capable of performing complex tasks.
Speaker allows the character to form a symbiotic Mechanical Effects: The Clockwork Companion
bond with a silver-spun symbiote. Once per day, they assists the character with various mechanical or
can activate the symbiote's unique ability or enhance technical challenges, granting a +2 bonus to
the character's physical or mental attributes. engineering or crafting checks. Once per day, they
can provide the character with a temporary
77. Name: Star-seared Sage clockwork gadget to aid them in a specific situation.
Description: This ally is a scholar and sage who has
observed the profound effects of the stars and 82. Name: The Temporal Trickster Ally
celestial phenomena on the world of Maxxia. Description: This companion is a mischievous
Mechanical Effects: The Star-seared Sage grants trickster with an uncanny ability to manipulate time
the character insights into celestial events and the and create temporal paradoxes for amusement or
ability to read the stars for guidance. Once per day, tactical advantage.
they can provide the character with knowledge about Mechanical Effects: The Temporal Trickster Ally
upcoming astronomical events or the influence of the grants the character the ability to create minor
stars on specific situations. temporal disturbances. Once per day, they can
cause a localized time loop or a momentary temporal
78. Name: Stellar Stasis Steward shift, altering the outcome of a specific event.
Description: This companion has a deep
understanding of stellar stasis, the science of 83. Name: The Whisperer in Warped Walls
preserving and manipulating objects or individuals in Description: This ally has mastered the art of
a state of temporal suspension. traversing through warped or folded space,
Mechanical Effects: The Stellar Stasis Steward navigating through hidden passages and
allows the character to place objects or creatures in dimensions.
stasis temporarily. Once per day, they can use stellar Mechanical Effects: The Whisperer in Warped
stasis to halt the progression of time for a specific Walls grants the character a +2 bonus to checks
object or individual. related to navigating through spatial anomalies or
hidden dimensional pathways. Once per day, they
79. Name: Stellar Subterrane's Steward can guide the character through a hidden portal or
Description: This ally serves as the guardian and reveal a shortcut through folded space.
caretaker of the hidden Stellar Subterrane, an
underground realm filled with celestial wonders. 84. Name: Time-Splintered Twin
Mechanical Effects: The Stellar Subterrane's Description: This companion is a temporal anomaly,
Steward grants the character a +2 bonus to a divergent version of the character from a different
navigating or surviving within the Stellar Subterrane. timeline or reality.
Once per day, they can guide the character to a Mechanical Effects: The Time-Splintered Twin
significant location within this underground celestial provides the character with unique insights and
realm. knowledge from their alternate experiences. Once
per day, they can share a crucial memory or skill
80. Name: Terminus Tesseract Tamer from their divergent timeline to aid the character.
Description: This ally has encountered and tamed
the elusive Terminus Tesseracts, enigmatic objects 85. Name: Time-Torn Twin
that allow for short-range teleportation. Description: This ally is another temporal anomaly,
Mechanical Effects: The Terminus Tesseract a version of the character that has been fragmented
Tamer grants the character the ability to utilize across time and space.

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Mechanical Effects: The Time-Torn Twin grants the 90. Name: Unveiler of the Underworld Unseen
character the ability to temporarily tap into their other Description: This ally is a guide and protector of the
fragmented selves, providing a +2 bonus to checks hidden Underworld, a realm beneath Maxxia's
related to perception or reflexes. Once per day, they surface filled with secrets and forgotten knowledge.
can draw on the experiences of one of their other Mechanical Effects: The Unveiler of the Underworld
selves to avoid harm or foresee danger. Unseen grants the character a +2 bonus to
navigating or surviving within the Underworld. Once
86. Name: Time-lost Teacher per day, they can reveal hidden pathways or provide
Description: This companion is a wise mentor from the character with protection against underworld
a distant era, accidentally displaced in time but threats.
possessing knowledge of forgotten techniques and
secrets. 91. Name: Visionary of the Void Vortex
Mechanical Effects: The Time-lost Teacher imparts Description: This ally is an enigmatic seer, gifted
forgotten knowledge or lost combat techniques to the with the ability to peer into the depths of the Void
character, granting a +2 bonus to skill checks or Vortex, a cosmic maelstrom of swirling energies.
combat maneuvers. Once per day, they can provide Mechanical Effects: The Visionary of the Void
the character with a valuable piece of ancient Vortex grants the character visions of possible future
wisdom or advice. events or insights into the workings of the cosmos.
Once per day, they can reveal a potential
87. Name: Titan of the Transient Tomes consequence of the character's actions or provide
Description: This ally is a vast and ancient library, guidance on a cosmic matter.
containing tomes and scrolls from countless epochs
and realities. 92. Name: Voyager of the Virtual Veil
Mechanical Effects: The Titan of the Transient Description: This companion is a skilled navigator of
Tomes grants the character access to the vast the Virtual Veil, a digital realm parallel to Maxxia,
knowledge within its repository. Once per day, they accessible through advanced technology or psionics.
can provide the character with information about a Mechanical Effects: The Voyager of the Virtual Veil
specific topic or reveal the location of a significant allows the character to enter and interact with the
hidden library. Virtual Veil. Once per day, they can provide the
character with a digital disguise or access
88. Name: Transmutation Tutor information from the Virtual Veil's vast database.
Description: This companion is a skilled transmuter,
proficient in altering the properties of matter and 93. Name: Warden of the Waning Worlds
imbuing objects with magical enhancements. Description: This ally is a vigilant guardian of
Mechanical Effects: The Transmutation Tutor waning worlds, planets or realms on the brink of
enables the character to temporarily transmute fading into oblivion.
materials or imbue objects with magical properties. Mechanical Effects: The Warden of the Waning
Once per day, they can enhance a weapon or piece Worlds grants the character a +2 bonus to checks
of equipment for a short period or alter the related to saving or restoring dying worlds. Once per
composition of a material to suit the character's day, they can provide the character with the means
needs. to temporarily stabilize or revive a waning world.

89. Name: Unseen Universe's Unveiler 94. Name: Warden of the Warp Web
Description: This ally is an expert in unraveling the Description: This companion is a custodian of the
mysteries of the unseen universe, exploring intricate Warp Web, a network of interconnected
dimensions and planes invisible to most beings. planar pathways that span across Maxxia.
Mechanical Effects: The Unseen Universe's Mechanical Effects: The Warden of the Warp Web
Unveiler grants the character the ability to perceive allows the character to navigate and access different
or interact with hidden dimensions or entities. Once planes through the Warp Web. Once per day, they
per day, they can reveal an invisible or intangible can guide the character to a specific plane or
being or provide the character with insight into an location through the Warp Web.
unseen phenomenon.

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95. Name: Whisperer of the Warp Wonders 100. Name: Zenith's Zephyr Zealot
Description: This ally possesses an innate Description: This companion is an enthusiastic
connection to the Warp Wonders, enigmatic acolyte of the Zenith's Zephyr, an ethereal wind of
phenomena where reality bends and twists in transformative energies that grants enlightenment
unpredictable ways. and renewal.
Mechanical Effects: The Whisperer of the Warp Mechanical Effects: The Zenith's Zephyr Zealot
Wonders grants the character a +2 bonus to checks enables the character to harness the transformative
related to understanding or navigating through Warp energies of the Zenith's Zephyr. Once per day, they
Wonders. Once per day, they can temporarily alter can infuse the character with rejuvenating energy or
the fabric of reality within a Warp Wonder's influence. grant them heightened awareness and focus.

96. Name: Xenoguardian of the Xenoxylophon


Description: This ally is a fierce defender of the Conflict / Adversaries:
Xenoxylophon, an otherworldly instrument that can
shape reality through its mesmerizing melodies.
Determine significant adversaries or
Mechanical Effects: The Xenoguardian of the challenges the character faced prior
Xenoxylophon grants the character the ability to to their adventuring career. This
harness the power of the Xenoxylophon. Once per might involve enemies from their past
day, they can play the Xenoxylophon to alter the
environment or charm creatures with its ethereal or entities connected to Maxxia's
music. ancient mysteries.
97. Name: Xenos Xystus's Xylographer Conflict / Adversaries:
Description: This companion is a skilled artist and Determine significant adversaries or challenges the
scribe, chronicling the wonders of Xenos Xystus, a character faced prior to their adventuring career. This
realm filled with sentient plant life. might involve enemies from their past or entities
Mechanical Effects: The Xenos Xystus's connected to Maxxia's ancient mysteries.
Xylographer allows the character to communicate
with and manipulate plants or plant-like creatures. 1: Battle Against the Eldritch Emissary
Once per day, they can command plant life to Description: The character faced a powerful
provide shelter, healing, or aid in a natural setting. otherworldly being known as the Eldritch Emissary.
This entity was a conduit of unfathomable cosmic
98. Name: Yearner of the Yawning Yesteryears energies, spreading madness and chaos wherever it
Description: This ally is a seeker of forgotten went.
history, drawn to the echoes of ancient civilizations Mechanical Effects:
and the memories of past ages. Positive Effect: The character's exposure to the
Mechanical Effects: The Yearner of the Yawning Eldritch Emissary's energies has granted them
Yesteryears imparts knowledge of forgotten lore and enhanced mental fortitude. +3 to Wisdom.
histories to the character. Once per day, they can Negative Effect: However, the lingering effects of the
reveal insights into the past or provide information Eldritch Emissary's influence have left a mark on the
about ancient relics or locations. character's physical well-being. -2 to Constitution.
Other Benefit: The character learned a powerful
99. Name: Zealot of the Zenith Zones eldritch sigil during the battle. They can now cast the
Description: This ally is a fervent zealot of the "Eldritch Ward" spell once per long rest, granting
Zenith Zones, ethereal domains where cosmic them temporary protection against mind-affecting
energies converge and grant divine-like powers. spells and abilities.
Mechanical Effects: The Zealot of the Zenith Zones
allows the character to channel the cosmic powers of 2: Battle Against the Nanite Swarm
the Zenith Zones. Once per day, they can Description: The character was caught in the path of
temporarily empower the character with abilities akin a relentless swarm of living nanomachines,
to those of a celestial being. devouring everything in their wake. Surviving the
encounter was a feat in itself.
Mechanical Effects:

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Hexmaster Chapter 3 Background

Positive Effect: The character's exposure to the Positive Effect: The character's exposure to celestial
nanite swarm has granted them a level of energies has strengthened their connection with the
adaptability and resilience. +3 to Constitution. divine. +3 to Charisma.
Negative Effect: However, the nanomachines have Negative Effect: However, the intense encounter has
integrated with the character's body, causing some left the character emotionally drained. -2 to Wisdom.
instability in their cellular structure. -2 to Dexterity. Other Benefit: During the battle, the character
Other Benefit: During the encounter, the character managed to salvage a fragment of the starsteel,
managed to recover a vial of "Nanite Serum." When which they forged into a "Starforged Blade." This
consumed, this serum allows the character to heal unique weapon grants the character a bonus on
minor wounds and cure themselves of basic ailments damage rolls when fighting against celestial or
once per short rest. extraplanar creatures.

3: Battle Against the Silicate Hivemind 6: Battle with the Transcendent Troll
Description: The character faced a collective Description: The character faced a troll that had
consciousness of sentient crystalline entities that undergone a transformative ritual, gaining unnatural
sought to assimilate all life into their hive. powers and intellect.
Mechanical Effects: Mechanical Effects:
Positive Effect: The character's mind became more Positive Effect: The character's encounter with the
resistant to mental intrusion after resisting the transcendent troll has granted them insights into their
Silicate Hivemind's psychic assaults. +3 to own vitality. +3 to Constitution.
Intelligence. Negative Effect: However, the experience has also
Negative Effect: However, exposure to the crystalline made them more prone to anger and impulsivity. -2
energies has affected the character's physical to Wisdom.
strength. -2 to Strength. Other Benefit: During the battle, the character
Other Benefit: During the battle, the character acquired the knowledge of an ancient "Regeneration
discovered an ancient "Crystal Shard." When Elixir." When consumed, this elixir grants the
wielded, this shard allows the character to cast character accelerated healing for a short duration,
"Crystal Spike" once per long rest, creating a sharp once per long rest.
crystal projectile to impale foes.
7: Clash with the Arcane Alchemist
4: Battle Against the Time-Touched Tarrasque Description: The character confronted an enigmatic
Description: The character faced a fearsome alchemist who wielded powerful, volatile concoctions
Tarrasque that had been infused with temporal and eldritch brews.
energies, making it even more dangerous and Mechanical Effects:
unpredictable. Positive Effect: The character's exposure to
Mechanical Effects: alchemical energies has honed their problem-solving
Positive Effect: The character's encounters with time skills. +3 to Intelligence.
manipulation have granted them heightened reflexes. Negative Effect: However, the arcane chemicals
+3 to Dexterity. have left some lingering damage on their physical
Negative Effect: However, the temporal energies health. -2 to Constitution.
have caused some instability in the character's Other Benefit: During the confrontation, the character
perception of reality. -2 to Wisdom. managed to secure a "Vial of Elemental Essence."
Other Benefit: During the battle, the character When consumed, this vial grants the character
managed to salvage a "Temporal Amulet." Once per resistance to a specific elemental damage type for a
long rest, this amulet allows the character to briefly short duration, once per long rest.
manipulate time, granting them an additional action
on their turn. 8: Clash with the Arcane Automaton
Description: The character faced an ancient arcane
5: Battle with the Starsteel Golem automaton, a remnant of a bygone era, infused with
Description: The character faced a colossal golem powerful magical energies.
forged from celestial starsteel, animated by ancient Mechanical Effects:
cosmic forces. Positive Effect: The character's encounter with the
Mechanical Effects: arcane automaton has unlocked hidden potential in

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Chapter 3 Background Hexmaster

their spellcasting. +3 to Intelligence. Negative Effect: However, the draining effect of the
Negative Effect: However, the arcane energies left vampire has left the character physically weakened. -
the character feeling disconnected from the natural 2 to Strength.
world. -2 to Wisdom. Other Benefit: During the clash, the character
Other Benefit: During the clash, the character acquired an "Amulet of Phasing." Once per long rest,
managed to salvage an "Arcane Core." This item can the character can activate the amulet to briefly phase
be incorporated into a weapon or armor, granting it out of reality, becoming intangible for a short
magical properties and allowing the character to cast duration.
the "Magic Weapon" spell once per long rest.
12: Clash with the Star-born Titans
9: Clash with the Cursed Gargoyles Description: The character confronted massive titans
Description: The character faced a group of that descended from the stars, emissaries of celestial
malevolent gargoyles, cursed by ancient sorcery, forces.
and animated by vengeful spirits. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's encounter with the
Positive Effect: The character's exposure to the star-born titans has instilled them with cosmic insight.
cursed gargoyles' dark energies has unlocked their +3 to Intelligence.
innate magical potential. +3 to Charisma. Negative Effect: However, the immense power of the
Negative Effect: However, the curse's influence has titans has caused some mental strain on the
taken a toll on the character's physical fortitude. -2 to character. -2 to Wisdom.
Strength. Other Benefit: During the clash, the character
Other Benefit: During the clash, the character obtained a "Starforged Shield." When wielded, this
managed to retrieve a "Gargoyle Feather." This shield grants the character resistance against
feather grants the character the ability to cast celestial or radiant damage once per long rest.
"Gargoyle's Grasp" once per long rest, ensnaring a
target with spectral tendrils. 13: Clash with the Xenoplasmic Xiphosuran
Description: The character faced a bio-mechanical
10: Clash with the Quantum Quasars monstrosity, an alien arthropod infused with
Description: The character faced a group of advanced xenoplasmic technology.
enigmatic beings from a parallel quantum reality, Mechanical Effects:
capable of manipulating space and time. Positive Effect: The character's exposure to
Mechanical Effects: xenoplasmic energies has granted them adaptability
Positive Effect: The character's exposure to quantum in dangerous situations. +3 to Dexterity.
energies has expanded their understanding of the Negative Effect: However, the xenoplasmic infusion
universe. +3 to Wisdom. has caused some internal instability. -2 to
Negative Effect: However, the quantum fluctuations Constitution.
have made the character's physical movements less Other Benefit: During the clash, the character
predictable. -2 to Dexterity. managed to extract a "Xenoplasm Injector." Once
Other Benefit: During the clash, the character per long rest, this device allows the character to
discovered a "Quantum Shard." Once per long rest, temporarily gain an additional skill proficiency or
when shattered, this shard grants the character a expertise in a chosen skill.
brief moment of invulnerability, preventing all
damage for a short duration. 14: Collision with the Apocalypse Beast
Description: The character encountered a colossal
11: Clash with the Quantum Vampire beast that embodied the end of times, capable of
Description: The character faced a peculiar being causing natural disasters on an unprecedented
that fed on not just blood but also the very essence scale.
of existence, capable of phasing in and out of Mechanical Effects:
realities. Positive Effect: The character's encounter with the
Mechanical Effects: apocalypse beast has heightened their survival
Positive Effect: The character's encounter with the instincts. +3 to Wisdom.
quantum vampire has heightened their senses and Negative Effect: However, the proximity to such
intuition. +3 to Wisdom. devastating power has left the character more prone

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Hexmaster Chapter 3 Background

to panic. -2 to Charisma. form. -2 to Constitution.


Other Benefit: During the collision, the character Other Benefit: During the collision, the character
found a "Talisman of the Cataclysm." When discovered a "Cosmic Essence Gem." When
activated, this talisman grants the character activated, this gem provides temporary resistance to
temporary control over a natural element, allowing eldritch or psychic damage once per long rest.
them to cast a basic elemental spell once per long
rest. 18: Conflict with the Astral Arachnid
Description: The character faced a cosmic arachnid
15: Collision with the Chrono Centaur that weaved threads of astral energy, capable of
Description: The character faced a centaur-like being ensnaring both body and mind.
that controlled the flow of time, using it to manipulate Mechanical Effects:
the battlefield and opponents. Positive Effect: The character's exposure to astral
Mechanical Effects: energies has strengthened their connection to the
Positive Effect: The character's encounter with the fabric of reality. +3 to Charisma.
chrono centaur has granted them a better Negative Effect: However, the astral energy's
understanding of time's flow. +3 to Intelligence. influence has made the character more prone to
Negative Effect: However, meddling with temporal distractions. -2 to Wisdom.
forces has caused some disorientation. -2 to Other Benefit: During the conflict, the character
Wisdom. managed to recover a "Silken Astral Thread." When
Other Benefit: During the collision, the character woven into armor or clothing, this thread grants the
obtained a "Chrono Hourglass." Once per long rest, character advantage on Dexterity saving throws once
the character can use the hourglass to temporarily per long rest.
slow down time for everyone except themselves,
gaining an extra turn in combat. 19: Conflict with the Voidspawn Entity
Description: The character faced a shapeless entity
16: Collision with the Cosmic Colossus from the depths of the void, an incomprehensible
Description: The character faced a colossal being horror that defied reality.
that embodied the cosmos itself, a living Mechanical Effects:
representation of the universe's majesty. Positive Effect: The character's encounter with the
Mechanical Effects: voidspawn entity has granted them an unusual
Positive Effect: The character's encounter with the insight into the unknown. +3 to Intelligence.
cosmic colossus has expanded their understanding Negative Effect: However, the experience has left the
of the arcane. +3 to Intelligence. character emotionally distant and disconnected. -2 to
Negative Effect: However, witnessing the vastness of Charisma.
the cosmos has left the character feeling Other Benefit: During the conflict, the character
insignificantly small. -2 to Charisma. managed to salvage a "Void Shard." When activated,
Other Benefit: During the collision, the character this shard grants the character resistance to necrotic
managed to obtain a "Cosmic Starcrystal." When or force damage once per long rest.
activated, this crystal temporarily enhances the
character's magical abilities, granting them 20: Confrontation with a Dwarven Magma Titan
advantage on spell attack rolls or saving throws, Description: The character faced an ancient dwarven
once per long rest. construct, a colossal titan forged in the heart of
molten magma.
17: Collision with the Cosmic Leviathan Mechanical Effects:
Description: The character confronted a massive Positive Effect: The character's encounter with the
cosmic leviathan that traversed the void between dwarven magma titan has granted them a fiery
stars, emitting eldritch energies. determination. +3 to Strength.
Mechanical Effects: Negative Effect: However, the intense heat and
Positive Effect: The character's encounter with the volcanic energies have left the character more
cosmic leviathan has granted them glimpses into the susceptible to cold environments. -2 to Constitution.
mysteries of the universe. +3 to Wisdom. Other Benefit: During the confrontation, the character
Negative Effect: However, the eldritch energies have managed to acquire a "Magmaforged Axe." This
caused a mild instability in the character's physical weapon deals additional fire damage and allows the

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Chapter 3 Background Hexmaster

character to cast the "Burning Hands" spell once per 24: Confrontation with the Oozing Overmind
long rest. Description: The character faced a sentient and
malevolent oozing entity, capable of assimilating
21: Confrontation with the Galactic Gorgon anything it touches.
Description: The character faced a monstrous being Mechanical Effects:
from the furthest reaches of the galaxy, a Gorgon Positive Effect: The character's encounter with the
with the power to petrify foes with its gaze. Oozing Overmind has enhanced their resistance to
Mechanical Effects: toxins and poisons. +3 to Constitution.
Positive Effect: The character's encounter with the Negative Effect: However, the exposure to the acidic
Galactic Gorgon has heightened their mental ooze has left the character more vulnerable to fire
resilience. +3 to Wisdom. damage. -2 to Dexterity.
Negative Effect: However, the constant fear of being Other Benefit: During the confrontation, the character
petrified has affected the character's physical agility. managed to obtain a "Vial of Oozing Essence."
-2 to Dexterity. When consumed, this vial grants the character
Other Benefit: During the confrontation, the character temporary acid resistance once per long rest.
managed to extract a "Gorgon's Eye." Once per long
rest, the character can use the eye to temporarily 25: Confrontation with the Sky Seraphs
petrify a single target, turning them to stone for a Description: The character faced angelic beings from
short duration. the highest celestial realms, embodying both beauty
and divine wrath.
22: Confrontation with the Nether Drake Mechanical Effects:
Description: The character faced a formidable nether Positive Effect: The character's encounter with the
drake, a powerful creature with control over dark Sky Seraphs has granted them a touch of celestial
energies and shadows. grace. +3 to Charisma.
Mechanical Effects: Negative Effect: However, the weight of the divine
Positive Effect: The character's encounter with the presence has left the character feeling less agile. -2
nether drake has enhanced their ability to manipulate to Dexterity.
shadows. +3 to Dexterity. Other Benefit: During the confrontation, the character
Negative Effect: However, the corrupting effects of managed to secure a "Seraphic Feather." When
the nether drake's darkness have left the character invoked, this feather grants the character temporary
more vulnerable to radiant energy. -2 to Constitution. flight ability once per long rest, allowing them to
Other Benefit: During the confrontation, the character levitate above the ground for a short duration.
managed to secure a "Shadow Cloak." When worn,
this cloak grants the character the ability to cast the 26: Confrontation with the Tectonic Titans
"Shadow Step" spell once per long rest, allowing Description: The character faced enormous earth
them to teleport through shadows. titans, capable of causing earthquakes and
reshaping the land with a single step.
23: Confrontation with the Netherworld Vanguard Mechanical Effects:
Description: The character faced an elite group of Positive Effect: The character's encounter with the
warriors from the Netherworld, skilled in dark arts Tectonic Titans has granted them a deeper
and wielding cursed weaponry. connection to the earth. +3 to Strength.
Mechanical Effects: Negative Effect: However, the seismic energies have
Positive Effect: The character's encounter with the left the character more susceptible to lightning
Netherworld Vanguard has granted them knowledge attacks. -2 to Constitution.
of dark rituals. +3 to Intelligence. Other Benefit: During the confrontation, the character
Negative Effect: However, the corruptive aura of the discovered a "Tectonic Gauntlet." When worn, this
vanguard's weapons has left the character's physical gauntlet grants the character the ability to cast the
health affected. -2 to Strength. "Earth Tremor" spell once per long rest, creating a
Other Benefit: During the confrontation, the character minor earthquake in the surrounding area.
acquired a "Cursed Blade." This weapon deals
additional necrotic damage and allows the character 27: Duel with the Dire Djinn
to cast the "Curse" spell once per long rest. Description: The character faced an ancient and
powerful djinn, capable of manipulating elemental

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Hexmaster Chapter 3 Background

forces to deadly effect. Quantum Shapeshifter has honed their instincts and
Mechanical Effects: awareness. +3 to Wisdom.
Positive Effect: The character's duel with the Dire Negative Effect: However, the shapeshifter's
Djinn has enhanced their understanding of elemental manipulations have left the character questioning
magic. +3 to Intelligence. their own identity. -2 to Charisma.
Negative Effect: However, the volatile energies of the Other Benefit: During the duel, the character
djinn have left the character more vulnerable to obtained a "Shapeshifter's Token." Once per long
psychic attacks. -2 to Wisdom. rest, the character can use the token to temporarily
Other Benefit: During the duel, the character assume the appearance of another person, gaining
managed to acquire a "Lamp of Elemental Binding." advantage on Charisma-based checks while in
When activated, this lamp summons a lesser disguise.
elemental servant to aid the character once per long
rest. 31: Duel with the Stellar Serpent
Description: The character faced a colossal serpent-
28: Duel with the Eldritch Eidolon like entity, whose scales shimmered like stars,
Description: The character faced an eldritch capable of manipulating cosmic energies.
manifestation of pure energy and thought, a being Mechanical Effects:
that defied the laws of reality. Positive Effect: The character's duel with the Stellar
Mechanical Effects: Serpent has deepened their connection with celestial
Positive Effect: The character's duel with the Eldritch forces. +3 to Charisma.
Eidolon has granted them glimpses into the Negative Effect: However, the immense cosmic
mysteries of the multiverse. +3 to Wisdom. energies have left the character physically drained. -
Negative Effect: However, the eldritch energies have 2 to Constitution.
left the character's physical form more fragile. -2 to Other Benefit: During the duel, the character
Constitution. managed to acquire a "Starstrider Ring." When
Other Benefit: During the duel, the character activated, this ring grants the character temporary
discovered an "Eidolon Shard." When activated, this resistance to radiant or necrotic damage once per
shard grants the character temporary resistance to long rest.
eldritch or psychic damage once per long rest.
32: Encounter with the Crystal Sentinels
29: Duel with the Etheric Echo Description: The character encountered ancient
Description: The character faced an ethereal entity, crystal guardians, protectors of long-forgotten
an echo of themselves from an alternate reality, secrets.
seeking to prove its superiority. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's encounter with the
Positive Effect: The character's duel with the Etheric Crystal Sentinels has improved their resilience
Echo has heightened their self-awareness and against psychic intrusions. +3 to Wisdom.
mental acuity. +3 to Intelligence. Negative Effect: However, the crystal entities' energy
Negative Effect: However, facing a reflection of has affected the character's physical strength. -2 to
themselves has left the character emotionally Strength.
shaken. -2 to Charisma. Other Benefit: During the encounter, the character
Other Benefit: During the duel, the character managed to salvage a "Crystal Shardblade." This
managed to retrieve an "Echo Amulet." When weapon deals additional force damage and allows
activated, this amulet creates a temporary duplicate the character to cast the "Shield" spell once per long
of the character, allowing them to perform an rest.
additional action on their turn, once per long rest.
33: Encounter with the Cthonic Leech
30: Duel with the Quantum Shapeshifter Description: The character faced a parasitic creature
Description: The character faced a shapeshifting from the depths of the earth, capable of draining
entity that could mimic the abilities and appearance vitality from its victims.
of anyone it encountered. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's encounter with the
Positive Effect: The character's duel with the Cthonic Leech has heightened their resilience

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Chapter 3 Background Hexmaster

against draining effects. +3 to Constitution. shadow has left the character more sensitive to
Negative Effect: However, the draining encounter radiant energy. -2 to Constitution.
has left the character physically weaker. -2 to Other Benefit: During the encounter, the character
Strength. managed to obtain the "Shade Cloak." When worn,
Other Benefit: During the encounter, the character this cloak grants the character temporary invisibility
managed to obtain a "Leechbane Amulet." When in dim light or darkness once per long rest.
worn, this amulet grants the character temporary
immunity to draining or life-stealing effects once per 37: Enmity with the Neo-Lich of the Necropolis
long rest. Description: The character faced a powerful
necromancer who achieved a twisted form of
34: Encounter with the Dimensional Devourers immortality, becoming a neo-lich.
Description: The character faced interdimensional Mechanical Effects:
beings that could tear open rifts between realities. Positive Effect: The character's enmity with the Neo-
Mechanical Effects: Lich has sharpened their survival instincts. +3 to
Positive Effect: The character's encounter with the Wisdom.
Dimensional Devourers has enhanced their Negative Effect: However, the malevolent aura of the
understanding of the multiverse. +3 to Intelligence. lich has left the character emotionally detached. -2 to
Negative Effect: However, the exposure to unstable Charisma.
dimensional energies has left the character's mind Other Benefit: During the confrontation, the character
more vulnerable. -2 to Wisdom. managed to retrieve the "Phylactery Shard." Once
Other Benefit: During the encounter, the character per long rest, this shard allows the character to
managed to salvage a "Planar Anchor." Once per temporarily gain resistance to necrotic and poison
long rest, this device can be activated to temporarily damage, as well as advantage on saving throws
stabilize the area around the character, preventing against being charmed or frightened.
teleportation and dimensional travel.
38: Entanglement with the Temporal Parasites
35: Encounter with the Ethereal Dreadnought Description: The character faced temporal parasites
Description: The character faced a colossal ethereal capable of draining time and aging their victims
construct, a fearsome dreadnought traversing the rapidly.
boundary between planes. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's entanglement with
Positive Effect: The character's encounter with the the Temporal Parasites has deepened their
Ethereal Dreadnought has granted them a deeper understanding of time manipulation. +3 to
connection to the ethereal plane. +3 to Wisdom. Intelligence.
Negative Effect: However, the exposure to the Negative Effect: However, the encounter with the
shifting ethereal energies has left the character parasites has left the character's physical form
feeling disconnected from reality. -2 to Charisma. slightly weakened. -2 to Strength.
Other Benefit: During the encounter, the character Other Benefit: During the entanglement, the
managed to secure an "Ethereal Tether." When character acquired the "Time Ebb Crystal." When
activated, this tether anchors the character to the activated, this crystal grants the character temporary
ethereal plane temporarily, allowing them to become immunity to aging effects and the ability to reroll a
ethereal and pass through solid objects once per failed saving throw once per long rest.
long rest.
39: Face-off with the Fractal Horror
36: Encounter with the Starless Shade Description: The character faced an eldritch being
Description: The character faced a shadowy entity whose form was an ever-shifting, mind-bending
that extinguished light and warmth, capable of fractal pattern.
plunging everything into darkness. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's face-off with the
Positive Effect: The character's encounter with the Fractal Horror has granted them a deeper
Starless Shade has honed their senses in the dark. understanding of reality. +3 to Wisdom.
+3 to Dexterity. Negative Effect: However, the fractal patterns'
Negative Effect: However, the constant exposure to constant shifting has left the character's mind more

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Hexmaster Chapter 3 Background

susceptible to psychic intrusions. -2 to Intelligence. Other Benefit: During the face-off, the character
Other Benefit: During the face-off, the character managed to secure a "Planar Keystone." When
managed to salvage a "Fractal Focus." When used, activated, this keystone grants the character
this focus grants the character the ability to cast the temporary control over the planar environment,
"Dissonant Whispers" spell once per long rest. allowing them to create a small pocket dimension
once per long rest.
40: Face-off with the Hivemind of the Abyss
Description: The character faced a collective 43: Face-off with the Space Spider
consciousness of malevolent entities from the depths Description: The character faced a colossal space-
of the abyss, linked in a terrifying hivemind. faring arachnid, capable of weaving webs of cosmic
Mechanical Effects: energy.
Positive Effect: The character's face-off with the Mechanical Effects:
Hivemind of the Abyss has sharpened their instincts Positive Effect: The character's face-off with the
and awareness. +3 to Dexterity. Space Spider has sharpened their reflexes and
Negative Effect: However, the constant mental agility. +3 to Dexterity.
assault of the hivemind has left the character Negative Effect: However, the exposure to cosmic
emotionally shaken. -2 to Charisma. energies has left the character more vulnerable to
Other Benefit: During the face-off, the character psychic attacks. -2 to Wisdom.
obtained a "Hivebane Charm." When activated, this Other Benefit: During the face-off, the character
charm grants the character temporary resistance to managed to retrieve a "Cosmic Web Strand." When
psychic damage and advantage on saving throws activated, this strand grants the character temporary
against being charmed or frightened, once per long resistance to psychic or force damage once per long
rest. rest.

41: Face-off with the Necrotic Nautilus 44: Grudge Against the Eldritch Entity
Description: The character faced a giant necrotic Description: The character holds a deep grudge
nautilus, a malevolent creature that fed on life force against a mysterious and powerful eldritch entity that
and controlled deathly energies. caused them great harm in the past.
Mechanical Effects: Mechanical Effects:
Positive Effect: The character's face-off with the Positive Effect: The character's grudge against the
Necrotic Nautilus has enhanced their understanding Eldritch Entity has fueled their determination to resist
of necromantic magic. +3 to Intelligence. mind-altering effects. +3 to Wisdom.
Negative Effect: However, the draining effects of the Negative Effect: However, the constant obsession
nautilus have left the character physically weakened. with vengeance has left the character emotionally
-2 to Constitution. detached. -2 to Charisma.
Other Benefit: During the face-off, the character Other Benefit: Due to their relentless pursuit of the
managed to acquire a "Nautilus Shell Amulet." Once Eldritch Entity, the character has learned to harness
per long rest, this amulet allows the character to some of its dark powers. Once per long rest, they
temporarily inflict necrotic damage on their attacks, can cast the "Eldritch Blast" spell, dealing force
healing the character for half the damage dealt. damage to a target.

42: Face-off with the Planar Overlord 45: Grudge Against the Living Meteorites
Description: The character faced a powerful being Description: The character holds a deep grudge
that ruled over an entire plane of existence, wielding against a group of celestial meteorites that wreaked
immense control over its inhabitants. havoc upon their homeland.
Mechanical Effects: Mechanical Effects:
Positive Effect: The character's face-off with the Positive Effect: The character's grudge against the
Planar Overlord has deepened their understanding of Living Meteorites has sharpened their survival
extraplanar forces. +3 to Wisdom. instincts. +3 to Wisdom.
Negative Effect: However, the overpowering Negative Effect: However, the constant anger has
influence of the planar energies has left the character left the character more prone to impulsive actions. -2
feeling detached from their mortal existence. -2 to to Intelligence.
Charisma. Other Benefit: Due to their burning hatred, the

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Chapter 3 Background Hexmaster

character has learned to channel elemental forces. can use the "Misty Step" spell to teleport a short
Once per long rest, they can cast the "Burning distance.
Hands" spell, creating a cone of fire in front of them.
49: Haunted by the Bio-Engineered Leviathan
46: Grudge Against the Phase-shifted Phoenix Description: The character is haunted by a bio-
Description: The character holds a deep grudge engineered leviathan, a creature created in a
against a phoenix capable of shifting between the laboratory and set loose upon the world.
material and ethereal planes, eluding capture. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's experience with the
Positive Effect: The character's grudge against the Bio-Engineered Leviathan has enhanced their
Phase-shifted Phoenix has honed their perception of adaptability and resilience. +3 to Constitution.
ethereal energies. +3 to Intelligence. Negative Effect: However, the constant fear of the
Negative Effect: However, the constant pursuit of an leviathan's return has left the character emotionally
elusive target has left the character more susceptible burdened. -2 to Charisma.
to distraction. -2 to Wisdom. Other Benefit: Due to their traumatic encounter, the
Other Benefit: Due to their relentless determination, character has learned to harness some of the
the character has learned to momentarily shift into leviathan's bio-engineered abilities. Once per long
the ethereal plane. Once per long rest, they can cast rest, they can use the "Shape Water" spell to
the "Blink" spell, briefly becoming ethereal and manipulate water in their surroundings.
difficult to hit.
50: Haunted by the Echoes of an Ancient AI
47: Grudge Against the Void Valkyries Description: The character is haunted by the residual
Description: The character holds a deep grudge consciousness of an ancient AI, long dormant but still
against an elite group of void valkyries, whispering in the corners of their mind.
interdimensional warriors that enforce the will of the Mechanical Effects:
void. Positive Effect: The character's experience with the
Mechanical Effects: Ancient AI's echoes has enhanced their logical
Positive Effect: The character's grudge against the thinking and problem-solving skills. +3 to Intelligence.
Void Valkyries has sharpened their reflexes and Negative Effect: However, the constant presence of
combat prowess. +3 to Dexterity. the AI's whispers has left the character emotionally
Negative Effect: However, the exposure to the void's detached. -2 to Charisma.
energies has left the character feeling disconnected Other Benefit: Due to their connection with the
from reality. -2 to Charisma. ancient AI's echoes, the character has gained some
Other Benefit: Due to their burning desire for knowledge of advanced technology. Once per long
revenge, the character has gained some resistance rest, they can cast the "Detect Technology" spell,
to eldritch energies. Once per long rest, they can allowing them to detect nearby technological devices
gain temporary immunity to eldritch or psychic or hidden traps.
damage.
51: Haunted by the Neutron Naga
48: Haunted by a Transdimensional Wraith Description: The character is haunted by the
Description: The character is haunted by a presence of a Neutron Naga, a powerful cosmic
malevolent wraith that can traverse between serpent formed from neutron stars' remnants.
dimensions, seeking to torment them. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's experience with the
Positive Effect: The character's experience with the Neutron Naga's presence has sharpened their
Transdimensional Wraith has sharpened their intuition and reflexes. +3 to Dexterity.
instincts and awareness. +3 to Dexterity. Negative Effect: However, the constant exposure to
Negative Effect: However, the constant presence of cosmic energies has left the character feeling
the wraith has left the character emotionally physically strained. -2 to Constitution.
unstable. -2 to Wisdom. Other Benefit: Due to their connection with the
Other Benefit: Due to their encounter with the wraith, Neutron Naga's essence, the character has gained
the character has learned to harness some of its partial control over gravitational forces. Once per
interdimensional abilities. Once per long rest, they long rest, they can cast the "Levitate" spell to

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suspend themselves in the air.


55: Hunted by the Glacial Ghosts
52: Haunted by the Sentient Nebula Description: The character is relentlessly hunted by
Description: The character is haunted by a sentient spectral glacial beings, spirits that embody the
nebula, an ethereal entity capable of manipulating freezing cold of the cosmos.
stellar energies. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's experience being
Positive Effect: The character's experience with the hunted by the Glacial Ghosts has enhanced their
Sentient Nebula has enhanced their understanding survival instincts. +3 to Wisdom.
of cosmic forces. +3 to Intelligence. Negative Effect: However, the constant exposure to
Negative Effect: However, the constant exposure to glacial energies has left the character more
nebular energies has left the character more vulnerable to fire damage. -2 to Dexterity.
vulnerable to psychic attacks. -2 to Wisdom. Other Benefit: Due to their encounters with the
Other Benefit: Due to their connection with the Glacial Ghosts, the character has gained resistance
Sentient Nebula, the character can tap into its to cold damage. Once per long rest, they can gain
ethereal energies. Once per long rest, they can cast temporary immunity to cold damage.
the "Misty Step" spell to teleport a short distance.
56: Hunted by the Nanite Necromancer
53: Haunted by the Singularity Serpent Description: The character is relentlessly hunted by a
Description: The character is haunted by a singularity nanite necromancer, an AI entity that can control and
serpent, a cosmic entity that manipulates black holes' manipulate nanomachines.
powerful gravitational pull. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's experience being
Positive Effect: The character's experience with the hunted by the Nanite Necromancer has honed their
Singularity Serpent has deepened their problem-solving skills. +3 to Intelligence.
understanding of gravitational forces. +3 to Negative Effect: However, the constant exposure to
Intelligence. nanomachine energies has left the character
Negative Effect: However, the constant exposure to physically weakened. -2 to Strength.
the serpent's gravitational energies has left the Other Benefit: Due to their encounters with the
character physically strained. -2 to Strength. Nanite Necromancer, the character has learned to
Other Benefit: Due to their connection with the control nanomachines temporarily. Once per long
Singularity Serpent, the character has gained some rest, they can use the "Mending" cantrip to repair
control over black holes' forces. Once per long rest, small objects.
they can cast the "Gravity Well" spell to create an
area of intense gravity, pulling objects and creatures 57: Hunted by the Plasma Phantoms
towards a central point. Description: The character is relentlessly hunted by
plasma phantoms, spectral beings that can
54: Haunted by the Star-born Sirens manipulate plasma and electromagnetic fields.
Description: The character is haunted by ethereal Mechanical Effects:
star-born sirens, enchanting beings with the power to Positive Effect: The character's experience being
lure and manipulate minds. hunted by the Plasma Phantoms has enhanced their
Mechanical Effects: intuition and reflexes. +3 to Dexterity.
Positive Effect: The character's experience with the Negative Effect: However, the constant exposure to
Star-born Sirens has honed their mental resilience. electromagnetic fields has left the character more
+3 to Wisdom. vulnerable to lightning attacks. -2 to Constitution.
Negative Effect: However, the constant allure of the Other Benefit: Due to their encounters with the
sirens' song has left the character emotionally Plasma Phantoms, the character has gained some
detached. -2 to Charisma. control over electromagnetic forces. Once per long
Other Benefit: Due to their connection with the Star- rest, they can use the "Control Flames" cantrip to
born Sirens, the character has gained some manipulate fire or heat sources.
resistance to charm and mind-control effects. Once
per long rest, they can gain advantage on saving 58: Hunted by the Temporal Marauders
throws against being charmed. Description: The character is relentlessly hunted by

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Chapter 3 Background Hexmaster

temporal marauders, beings that can manipulate 61: Invasion of the Psionic Sirens
time and disrupt timelines. Description: The character experienced a psionic
Mechanical Effects: invasion led by Sirens, powerful beings capable of
Positive Effect: The character's experience being manipulating minds and emotions.
hunted by the Temporal Marauders has deepened Mechanical Effects:
their understanding of temporal mechanics. +3 to Positive Effect: The character's experience with the
Intelligence. Invasion of the Psionic Sirens has honed their mental
Negative Effect: However, the constant exposure to resilience. +3 to Wisdom.
temporal disruptions has left the character more Negative Effect: However, the constant exposure to
susceptible to distractions. -2 to Wisdom. psionic assaults has left the character emotionally
Other Benefit: Due to their encounters with the shaken. -2 to Charisma.
Temporal Marauders, the character has learned to Other Benefit: During the invasion, the character
manipulate time temporarily. Once per long rest, they managed to acquire a "Psionic Shielding Crystal."
can use the "Time Slip" cantrip to briefly move Once per long rest, this crystal grants the character
backward or forward in time by a few seconds. temporary immunity to mind-altering effects and
advantage on saving throws against being charmed
59: Incursion of the Astral Dreadlord or frightened.
Description: The character experienced a terrifying
incursion of an Astral Dreadlord, a malevolent being 62: Rivalry with a Dark Elf Warlord
that attempts to breach the astral plane into the Description: The character developed a rivalry with a
material world. powerful Dark Elf warlord, skilled in dark magic and
Mechanical Effects: tactics.
Positive Effect: The character's experience with the Mechanical Effects:
Incursion of the Astral Dreadlord has sharpened their Positive Effect: The character's rivalry with the Dark
insight and intuition. +3 to Wisdom. Elf Warlord has sharpened their reflexes and combat
Negative Effect: However, the proximity to the Astral prowess. +3 to Dexterity.
Dreadlord's malevolent energies has left the Negative Effect: However, the constant pursuit of a
character emotionally disturbed. -2 to Charisma. rival has left the character emotionally driven. -2 to
Other Benefit: During the incursion, the character Wisdom.
managed to obtain an "Astral Trinket." When Other Benefit: Due to their rivalry, the character has
activated, this trinket grants the character temporary learned to harness some dark elven magic. Once per
resistance to psychic or force damage once per long long rest, they can use the "Dancing Lights" cantrip
rest. to create magical lights.

60: 63: Rivalry with a Quantum Ghost


Incursion of the Xeno Abomination Description: The character developed a rivalry with a
Description: The character experienced a horrifying Quantum Ghost, a spectral entity capable of phasing
incursion of a Xeno Abomination, a monstrous entity through reality.
from an alien dimension seeking to consume reality. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's rivalry with the
Positive Effect: The character's experience with the Quantum Ghost has enhanced their understanding of
Incursion of the Xeno Abomination has deepened quantum mechanics. +3 to Intelligence.
their understanding of alien entities. +3 to Negative Effect: However, the constant pursuit of a
Intelligence. rival has left the character emotionally detached. -2
Negative Effect: However, the constant exposure to to Charisma.
the abomination's alien energies has left the Other Benefit: Due to their rivalry, the character has
character physically weakened. -2 to Strength. gained some control over quantum effects. Once per
Other Benefit: During the incursion, the character long rest, they can use the "Minor Illusion" cantrip to
managed to retrieve a "Xeno-tech Fragment." Once create simple illusions.
per long rest, this fragment allows the character to
temporarily gain darkvision and resistance to acid 64: Rivalry with the Enslaved Titan
damage. Description: The character developed a rivalry with
an enslaved Titan, a colossal being forced to serve

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Hexmaster Chapter 3 Background

dark powers. Positive Effect: The character's run-in with the


Mechanical Effects: Chrono Chimera has sharpened their reflexes and
Positive Effect: The character's rivalry with the combat abilities. +3 to Dexterity.
Enslaved Titan has deepened their understanding of Negative Effect: However, the temporal disturbances
ancient and powerful creatures. +3 to Intelligence. caused by the creature have left the character
Negative Effect: However, the constant encounters emotionally unstable. -2 to Charisma.
with the titan's overwhelming strength have left the Other Benefit: During the run-in, the character
character physically strained. -2 to Strength. managed to secure a "Temporal Trinket." When
Other Benefit: Due to their rivalry, the character has activated, this trinket grants the character temporary
learned to harness some of the titan's raw power. advantage on saving throws against spells and
Once per long rest, they can use the "Earth Tremor" effects that alter time or manipulate time-related
spell to create minor earthquakes in the surrounding abilities, once per long rest.
area.
68: Run-in with the Cyberspace Infiltrator
65: Rivalry with the Ethereal Echidna Description: The character had a dangerous
Description: The character developed a rivalry with encounter with a cyberspace infiltrator, an AI entity
an ethereal echidna, a strange creature capable of capable of infiltrating and manipulating computer
traversing the boundaries between planes. systems.
Mechanical Effects: Mechanical Effects:
Positive Effect: The character's rivalry with the Positive Effect: The character's run-in with the
Ethereal Echidna has honed their reflexes and Cyberspace Infiltrator has enhanced their
instincts. +3 to Dexterity. technological prowess. +3 to Intelligence.
Negative Effect: However, the constant pursuit of a Negative Effect: However, the constant exposure to
rival has left the character more susceptible to cybernetic energies has left the character physically
distractions. -2 to Wisdom. weakened. -2 to Strength.
Other Benefit: Due to their rivalry, the character has Other Benefit: Due to their run-in with the
learned to partially phase through reality. Once per Cyberspace Infiltrator, the character has learned to
long rest, they can use the "Misty Step" spell to manipulate technological devices. Once per long
teleport a short distance. rest, they can use the "Mage Hand" cantrip to control
a technological object from a distance.
66: Rivalry with the Gaseous Goliath
Description: The character developed a rivalry with a 69: Run-in with the Galactic Gorgons
gaseous goliath, an enormous creature composed of Description: The character had a dangerous
volatile gases. encounter with a group of Galactic Gorgons, beings
Mechanical Effects: with petrifying gazes.
Positive Effect: The character's rivalry with the Mechanical Effects:
Gaseous Goliath has enhanced their understanding Positive Effect: The character's run-in with the
of gaseous substances. +3 to Intelligence. Galactic Gorgons has honed their mental resilience.
Negative Effect: However, the constant encounters +3 to Wisdom.
with volatile gases have left the character physically Negative Effect: However, the constant threat of
weakened. -2 to Constitution. petrification has left the character emotionally
Other Benefit: Due to their rivalry, the character has shaken. -2 to Charisma.
learned to manipulate gaseous substances. Once Other Benefit: During the run-in, the character
per long rest, they can use the "Prestidigitation" managed to obtain a "Gorgon Gaze Ward." When
cantrip to perform minor tricks, including creating activated, this ward grants the character temporary
harmless sensory effects or producing small puffs of immunity to petrification effects and advantage on
smoke. saving throws against being frightened, once per
long rest.
67: Run-in with the Chrono Chimera
Description: The character had a dangerous 70: Run-in with the Post-apocalyptic Nomads
encounter with a Chrono Chimera, a creature Description: The character had a dangerous
capable of time manipulation. encounter with a group of post-apocalyptic nomads,
Mechanical Effects: skilled survivors of a devastated world.

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Chapter 3 Background Hexmaster

Mechanical Effects: Abyssal Archon has deepened their understanding of


Positive Effect: The character's run-in with the Post- dark energies. +3 to Intelligence.
apocalyptic Nomads has enhanced their survival Negative Effect: However, the constant exposure to
instincts. +3 to Wisdom. the abyssal energies has left the character
Negative Effect: However, the constant exposure to emotionally detached. -2 to Charisma.
the harsh post-apocalyptic environment has left the Other Benefit: During the showdown, the character
character physically strained. -2 to Constitution. managed to retrieve an "Abyssal Relic." Once per
Other Benefit: Due to their encounter with the long rest, this relic grants the character temporary
nomads, the character has learned some survival resistance to necrotic damage.
techniques. Once per long rest, they can use the
"Create Bonfire" cantrip to create a small campfire. 74: Showdown with the Quantum Quetzalcoatl
Description: The character faced the Quantum
71: Run-in with the Stone Sentinels Quetzalcoatl, an enigmatic serpentine entity that
Description: The character had a dangerous manipulates quantum forces.
encounter with the Stone Sentinels, ancient and Mechanical Effects:
powerful stone guardians. Positive Effect: The character's showdown with the
Mechanical Effects: Quantum Quetzalcoatl has honed their intuition and
Positive Effect: The character's run-in with the Stone problem-solving skills. +3 to Wisdom.
Sentinels has enhanced their strength and resilience. Negative Effect: However, the constant encounters
+3 to Strength. with quantum phenomena have left the character
Negative Effect: However, the constant battles with more susceptible to distractions. -2 to Intelligence.
the Stone Sentinels have left the character Other Benefit: During the showdown, the character
emotionally detached. -2 to Charisma. managed to secure a "Quantum Feather." Once per
Other Benefit: During the run-in, the character long rest, this feather grants the character advantage
managed to obtain a "Stone Sentinel Amulet." When on saving throws against spells and effects that
activated, this amulet grants the character temporary manipulate time or reality.
resistance to bludgeoning, piercing, and slashing
damage from non-magical weapons, once per long 75: Showdown with the Solar Sphinx
rest. Description: The character faced a Solar Sphinx, a
celestial guardian with the power of the sun at its
72: Showdown in the Subterranean Empire disposal.
Description: The character experienced a climactic Mechanical Effects:
showdown in the Subterranean Empire, an Positive Effect: The character's showdown with the
underground civilization filled with dangerous Solar Sphinx has enhanced their understanding of
creatures. celestial forces. +3 to Intelligence.
Mechanical Effects: Negative Effect: However, the constant exposure to
Positive Effect: The character's showdown in the solar energies has left the character physically
Subterranean Empire has sharpened their reflexes strained. -2 to Constitution.
and combat abilities. +3 to Dexterity. Other Benefit: During the showdown, the character
Negative Effect: However, the constant stress of managed to acquire a "Solar Scepter." Once per long
navigating the treacherous underground world has rest, this scepter allows the character to cast the
left the character emotionally strained. -2 to Wisdom. "Sunbeam" spell, creating a beam of intense sunlight
Other Benefit: During the showdown, the character that damages and blinds enemies.
managed to secure a "Subterranean Crystal." When
activated, this crystal grants the character temporary 76: Showdown with the Void Harbingers
darkvision, once per long rest. Description: The character faced the Void
Harbingers, malevolent beings heralding the arrival
73: Showdown with the Abyssal Archon of cosmic oblivion.
Description: The character faced a powerful Abyssal Mechanical Effects:
Archon, a malevolent being that wields dark energies Positive Effect: The character's showdown with the
from the depths of the abyss. Void Harbingers has sharpened their reflexes and
Mechanical Effects: combat abilities. +3 to Dexterity.
Positive Effect: The character's showdown with the Negative Effect: However, the constant exposure to

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Hexmaster Chapter 3 Background

void energies has left the character emotionally 2 to Constitution.


detached. -2 to Charisma. Other Benefit: During the standoff, the character
Other Benefit: During the showdown, the character managed to retrieve a "Megafauna Toxin Vial." Once
managed to secure a "Voidbane Talisman." Once per long rest, this vial allows the character to apply
per long rest, this talisman grants the character poison to their weapon, dealing additional poison
temporary resistance to necrotic and psychic damage on a successful hit.
damage.
80: Standoff Against the Radiant Revenant
77: Standoff Against the Chrono-beasts Description: The character faced a dangerous
Description: The character faced a dangerous standoff against the Radiant Revenant, a spectral
standoff against Chrono-beasts, creatures that entity wielding divine powers.
manipulate time to hunt their prey. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's standoff against the
Positive Effect: The character's standoff against the Radiant Revenant has deepened their understanding
Chrono-beasts has enhanced their problem-solving of divine forces. +3 to Wisdom.
skills. +3 to Intelligence. Negative Effect: However, the constant exposure to
Negative Effect: However, the temporal disruptions radiant energies has left the character emotionally
caused by the Chrono-beasts have left the character detached. -2 to Charisma.
emotionally unstable. -2 to Wisdom. Other Benefit: During the standoff, the character
Other Benefit: During the standoff, the character managed to secure a "Radiant Relic." Once per long
managed to obtain a "Chrono-beast's Chronometer." rest, this relic grants the character temporary
When activated, this chronometer grants the resistance to radiant damage.
character temporary advantage on initiative rolls and
Dexterity saving throws, once per long rest. 81: Standoff Against the Shadow Stalkers
Description: The character faced a dangerous
78: Standoff Against the Interdimensional standoff against the Shadow Stalkers, mysterious
Trespassers assassins that can move undetected in darkness.
Description: The character faced a dangerous Mechanical Effects:
standoff against Interdimensional Trespassers, Positive Effect: The character's standoff against the
beings that traverse different planes to cause chaos. Shadow Stalkers has honed their reflexes and
Mechanical Effects: perception. +3 to Dexterity.
Positive Effect: The character's standoff against the Negative Effect: However, the constant fear of
Interdimensional Trespassers has honed their hidden assailants has left the character emotionally
intuition and reflexes. +3 to Dexterity. strained. -2 to Wisdom.
Negative Effect: However, the constant encounters Other Benefit: During the standoff, the character
with interdimensional phenomena have left the managed to obtain "Shadowcloak Armor." Once per
character more susceptible to distractions. -2 to long rest, when activated, this armor grants the
Intelligence. character temporary invisibility for a short duration.
Other Benefit: During the standoff, the character
managed to secure an "Interdimensional Trinket." 82: Standoff Against the Void Vortex
Once per long rest, this trinket grants the character Description: The character faced a dangerous
temporary resistance to force damage. standoff against the Void Vortex, a swirling mass of
dark energy capable of devouring everything in its
79: Standoff Against the Parasitic Megafauna path.
Description: The character faced a dangerous Mechanical Effects:
standoff against Parasitic Megafauna, enormous Positive Effect: The character's standoff against the
creatures capable of infesting other beings. Void Vortex has deepened their understanding of
Mechanical Effects: dark energies. +3 to Intelligence.
Positive Effect: The character's standoff against the Negative Effect: However, the constant exposure to
Parasitic Megafauna has enhanced their survival the void's malevolent energies has left the character
instincts. +3 to Wisdom. emotionally detached. -2 to Charisma.
Negative Effect: However, the constant threat of Other Benefit: During the standoff, the character
infestation has left the character physically strained. - managed to retrieve a "Void Amulet." Once per long

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Chapter 3 Background Hexmaster

rest, this amulet grants the character temporary 86: Struggle Against the Star-shifting Salamander
resistance to necrotic damage. Description: The character faced a dangerous
struggle against the Star-shifting Salamander, a
83: Struggle Against the Extradimensional Exarch creature capable of moving between celestial bodies.
Description: The character faced a formidable Mechanical Effects:
struggle against the Extradimensional Exarch, a Positive Effect: The character's struggle against the
powerful being with control over multiple realities. Star-shifting Salamander has deepened their
Mechanical Effects: understanding of celestial mechanics. +3 to
Positive Effect: The character's struggle against the Intelligence.
Extradimensional Exarch has honed their problem- Negative Effect: However, the constant exposure to
solving skills. +3 to Intelligence. cosmic forces has left the character physically
Negative Effect: However, the constant exposure to strained. -2 to Constitution.
interdimensional disturbances has left the character Other Benefit: During the struggle, the character
more susceptible to distractions. -2 to Wisdom. managed to secure a "Starshifter Charm." Once per
Other Benefit: During the struggle, the character long rest, this charm grants the character temporary
managed to secure an "Exarch's Talisman." Once advantage on saving throws against spells and
per long rest, this talisman grants the character effects that manipulate space or gravity.
temporary advantage on saving throws against spells
and effects that manipulate reality. 87: Struggle Against the Unfathomable Entity
Description: The character faced a formidable
84: Struggle Against the Gorgon Machines struggle against an Unfathomable Entity, an
Description: The character faced a challenging enigmatic being beyond mortal comprehension.
struggle against the Gorgon Machines, ancient Mechanical Effects:
automatons infused with destructive power. Positive Effect: The character's struggle against the
Mechanical Effects: Unfathomable Entity has sharpened their reflexes
Positive Effect: The character's struggle against the and perception. +3 to Dexterity.
Gorgon Machines has enhanced their strength and Negative Effect: However, the constant exposure to
resilience. +3 to Strength. incomprehensible forces has left the character
Negative Effect: However, the constant battles with emotionally detached. -2 to Charisma.
mechanical foes have left the character emotionally Other Benefit: During the struggle, the character
detached. -2 to Charisma. managed to obtain an "Eldritch Talisman." Once per
Other Benefit: During the struggle, the character long rest, this talisman grants the character
managed to obtain a "Gorgon Buster Cannon." Once temporary resistance to psychic and eldritch
per long rest, this cannon allows the character to damage.
deal extra force damage with ranged attacks.
88: Survivor of the Black Hole Singularity
85: Struggle Against the Mindflayer Monarch Description: The character survived a perilous
Description: The character faced a dangerous encounter with a Black Hole Singularity, an
struggle against the Mindflayer Monarch, a powerful unforgiving cosmic phenomenon.
and cunning leader of a mindflayer hive. Mechanical Effects:
Mechanical Effects: Positive Effect: The character's survival of the Black
Positive Effect: The character's struggle against the Hole Singularity has enhanced their understanding of
Mindflayer Monarch has honed their mental gravitational forces. +3 to Intelligence.
resilience. +3 to Wisdom. Negative Effect: However, the constant exposure to
Negative Effect: However, the constant exposure to the black hole's immense gravitational pull has left
psionic assaults has left the character emotionally the character physically strained. -2 to Strength.
strained. -2 to Charisma. Other Benefit: During the encounter, the character
Other Benefit: During the struggle, the character managed to retrieve a "Singularity Core." Once per
managed to retrieve a "Mindflayer Crystal." Once per long rest, this core grants the character temporary
long rest, this crystal grants the character temporary darkvision and the ability to see through magical
advantage on saving throws against mind-affecting darkness.
spells and effects.
89: Survivor of the Interstellar Insurgency

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Hexmaster Chapter 3 Background

Description: The character survived a chaotic Mechanical Effects:


Interstellar Insurgency, a widespread rebellion in the Positive Effect: The character's survival of the
far reaches of space. Spectral Plague has honed their resilience against
Mechanical Effects: spiritual afflictions. +3 to Wisdom.
Positive Effect: The character's survival of the Negative Effect: However, the constant fear of the
Interstellar Insurgency has honed their survival plague's lingering effects has left the character
instincts. +3 to Wisdom. emotionally strained. -2 to Charisma.
Negative Effect: However, the constant struggle for Other Benefit: During the ordeal, the character
survival has left the character emotionally strained. - managed to retrieve a "Spectral Ward Amulet." Once
2 to Charisma. per long rest, this amulet grants the character
Other Benefit: During the insurgency, the character temporary immunity to possession and resistance to
managed to secure a "Rebel's Cloak." Once per long necrotic damage.
rest, this cloak grants the character temporary
advantage on Dexterity (Stealth) checks and 93: Survivor of the Spectral Storm
disadvantage on Dexterity (Perception) checks while Description: The character survived the deadly
trying to hide. Spectral Storm, a supernatural tempest with spectral
entities haunting its wake.
90: Survivor of the Magma Marauders Mechanical Effects:
Description: The character survived the wrath of the Positive Effect: The character's survival of the
Magma Marauders, a fiery group of marauders Spectral Storm has honed their intuition and reflexes.
seeking to dominate volcanic regions. +3 to Dexterity.
Mechanical Effects: Negative Effect: However, the constant exposure to
Positive Effect: The character's survival of the spectral phenomena has left the character more
Magma Marauders has enhanced their strength and susceptible to distractions. -2 to Intelligence.
resilience. +3 to Strength. Other Benefit: During the storm, the character
Negative Effect: However, the constant exposure to managed to secure a "Ghostly Charm." Once per
intense heat and magma has left the character long rest, this charm grants the character temporary
physically strained. -2 to Constitution. resistance to necrotic damage and advantage on
Other Benefit: During the survival, the character saving throws against fear.
managed to obtain a "Magma-forged Blade." Once
per long rest, this blade allows the character to deal 94: Survivor of the Viral Mutation Outbreak
extra fire damage with melee attacks. Description: The character survived a Viral Mutation
Outbreak, a catastrophic event that led to the
91: Survivor of the Orbital War creation of mutated and dangerous creatures.
Description: The character survived the devastating Mechanical Effects:
Orbital War, a conflict that took place in space and Positive Effect: The character's survival of the Viral
involved advanced spacefaring civilizations. Mutation Outbreak has enhanced their survival
Mechanical Effects: instincts. +3 to Wisdom.
Positive Effect: The character's survival of the Orbital Negative Effect: However, the constant exposure to
War has deepened their understanding of space the mutated creatures has left the character
tactics. +3 to Intelligence. physically strained. -2 to Constitution.
Negative Effect: However, the trauma of witnessing Other Benefit: During the outbreak, the character
space battles and destruction has left the character managed to obtain a "Mutation Suppressant
emotionally detached. -2 to Charisma. Syringe." Once per long rest, this syringe grants the
Other Benefit: During the war, the character character temporary advantage on saving throws
managed to secure an "Orbital Shielding Device." against poison and disease.
Once per long rest, this device grants the character
temporary resistance to force damage. 95: Survivor of the Zeta-ray Zephyrs
Description: The character survived the lethal Zeta-
92: Survivor of the Spectral Plague ray Zephyrs, deadly energy storms that wreak havoc
Description: The character survived the deadly on the environment and living beings.
Spectral Plague, a mysterious affliction that affects Mechanical Effects:
the spiritual essence of beings. Positive Effect: The character's survival of the Zeta-

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ray Zephyrs has deepened their understanding of weakened. -2 to Strength.


cosmic energies. +3 to Intelligence. Other Benefit: During the incursion, the character
Negative Effect: However, the constant exposure to managed to secure a "Frost-resistant Cloak." Once
the zeta-ray storms has left the character physically per long rest, this cloak grants the character
strained. -2 to Strength. temporary resistance to cold damage.
Other Benefit: During the survival, the character
managed to retrieve a "Zeta-ray Shield." Once per 99: Trauma of the Doppelganger Invasion
long rest, this shield grants the character temporary Description: The character experienced the Trauma
resistance to lightning and radiant damage. of the Doppelganger Invasion, a perilous event
where shapeshifting doppelgangers infiltrated
96: The Mindflayer Uprising societies.
Description: The character experienced the Mechanical Effects:
Mindflayer Uprising, a period of chaos and Positive Effect: The character's experience in the
enslavement orchestrated by powerful mindflayers. Doppelganger Invasion has sharpened their intuition
Mechanical Effects: and perception. +3 to Wisdom.
Positive Effect: The character's experience in the Negative Effect: However, the constant paranoia and
Mindflayer Uprising has honed their mental mistrust have left the character emotionally strained.
resilience. +3 to Wisdom. -2 to Charisma.
Negative Effect: However, the constant exposure to Other Benefit: During the invasion, the character
psionic manipulation has left the character managed to retrieve a "Doppelganger Detection
emotionally detached. -2 to Charisma. Locket." Once per long rest, this locket grants the
Other Benefit: During the uprising, the character character the ability to detect shapeshifters and
managed to secure a "Mindflayer Psionics Inhibitor." illusions within a short range.
Once per long rest, this inhibitor grants the character
temporary advantage on saving throws against mind- 100: Trauma of the Psionic Pterodactyl
affecting spells and effects. Description: The character experienced the Trauma
of the Psionic Pterodactyl, a horrifying encounter with
97: Touched by the Time-Displacing Entity a psionically gifted prehistoric creature.
Description: The character had a unique encounter Mechanical Effects:
with a Time-Displacing Entity, an enigmatic being Positive Effect: The character's experience with the
capable of manipulating time. Psionic Pterodactyl has honed their mental
Mechanical Effects: resilience. +3 to Wisdom.
Positive Effect: The character's encounter with the Negative Effect: However, the constant exposure to
Time-Displacing Entity has enhanced their intuition psionic assaults has left the character emotionally
and reflexes. +3 to Dexterity. detached. -2 to Charisma.
Negative Effect: However, the constant exposure to Other Benefit: During the encounter, the character
temporal distortions has left the character managed to secure a "Psionic Nullification Collar."
emotionally unstable. -2 to Wisdom. Once per long rest, this collar grants the character
Other Benefit: During the encounter, the character temporary advantage on saving throws against
managed to obtain a "Time Shifter's Token." Once psionic and charm effects.
per long rest, this token grants the character the
ability to cast the "Expeditious Retreat" spell.
Fateful Encounters:
98: Trauma of the Black Ice Incursion
Description: The character experienced the Trauma
Roll to determine a crucial meeting or
of the Black Ice Incursion, a catastrophic event encounter that set the character on
involving a spreading wave of deadly black ice. the path of adventure. This could
Mechanical Effects:
Positive Effect: The character's experience in the
involve a divine revelation, a
Black Ice Incursion has honed their survival instincts. mysterious stranger, or an urgent
+3 to Wisdom. plea for help.
Negative Effect: However, the constant fear of the
deadly black ice has left the character physically Fateful Encounter:

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Hexmaster Chapter 3 Background

Roll to determine a crucial meeting or encounter that accessing glimpses of forgotten knowledge from the
set the character on the path of adventure. This cosmic planes. During this meditation, you gain
could involve a divine revelation, a mysterious advantage on Intelligence-based skill checks.
stranger, or an urgent plea for help.
4: A Whisper from the Galactic Abyss
1: A Deal with the Transdimensional Merchant Description: From the dark and distant Galactic
Description: In a moment of desperation or curiosity, Abyss, you heard a haunting whisper that revealed
you made a pact with a mysterious transdimensional secrets beyond comprehension. The experience has
merchant. The terms of the deal might have been left an indelible mark on your soul.
hasty, and now you find yourself entangled in their Mechanical Effects: +2 Intelligence (positive effect
otherworldly affairs. from gaining forbidden knowledge) / -2 Charisma
Mechanical Effects: +2 Charisma (positive effect (negative effect due to an unsettling aura emanating
from newfound charisma due to the merchant's from your connection to the abyss)
influence) / -2 Wisdom (negative effect from dealing Minor Benefit: The whisper granted you access to
with enigmatic and potentially deceitful beings) the "Shadowed Insight" spell, which allows you to
Minor Benefit: The Transdimensional Merchant peer into a creature's mind and gain insight into their
bestowed upon you a unique item known as the darkest secrets. You can cast this spell once per
"Amulet of Interstellar Trade." This amulet allows you day.
to barter with beings from different planes and
dimensions more effectively, granting you a +2 5: An Unwanted Gift from the Chaos Weaver
bonus to all Charisma checks related to negotiations Description: The enigmatic Chaos Weaver bestowed
and trade. upon you a peculiar and unpredictable gift, altering
some aspect of your being in chaotic ways.
2: A Glimpse of the Omniversal Mirror Mechanical Effects: +1 Dexterity (positive effect from
Description: Through a mysterious ritual or accident, the gift's chaotic enhancements) / -1 Constitution
you caught a brief glimpse of the Omniversal Mirror, (negative effect due to the strain of incorporating
a legendary artifact that reveals infinite realities and chaotic energies)
potentialities. Minor Benefit: The Chaos Weaver's gift granted you
Mechanical Effects: +1 Intelligence (positive effect the ability to "Wildshift" once per day. During this
from gaining insight into the multiverse) / -2 transformation, you gain a random beneficial trait for
Constitution (negative effect due to the strain of a short time, such as resistance to an elemental
glimpsing realities beyond mortal comprehension) type, enhanced senses, or temporary flight.
Minor Benefit: The experience granted you the "Eyes
of the Omniverse," allowing you to use the mirror's 6: Audience with the Radiant Sovereign
residual power once per day. By gazing into Description: Through a series of extraordinary
reflective surfaces or bodies of water, you can ask a events, you found yourself in the presence of the
question about a possible future event or scenario, Radiant Sovereign, an ancient and benevolent
and the mirror may reveal an answer through faint cosmic entity.
images or cryptic symbolism. Mechanical Effects: +2 Wisdom (positive effect from
the Sovereign's wisdom and guidance) / -2 Charisma
3: A Meeting with the Subspace Survivor (negative effect due to feeling humbled and
Description: In the depths of Maxxia's ancient ruins, insignificant in the presence of the Sovereign)
you encountered a being that survived an Minor Benefit: The Radiant Sovereign granted you
interdimensional subspace cataclysm. Their wisdom the "Blessing of Cosmic Guidance." Once per day,
and knowledge of the cosmos have left a profound you can call upon the Sovereign's wisdom to gain
impact on your life. advantage on any Wisdom-based skill check or
Mechanical Effects: +1 Wisdom (positive effect from saving throw.
learning from the Subspace Survivor) / -1 Strength
(negative effect due to mental preoccupation and 7: Awakening of the Underworld Behemoth
focus on wisdom) Description: While exploring the underground ruins of
Minor Benefit: The Subspace Survivor taught you a Maxxia, you accidentally awakened a colossal
powerful ritual called "Subspace Meditation." Once a Underworld Behemoth, an ancient guardian of the
day, you can enter a deep meditative state, depths.

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Mechanical Effects: +1 Strength (positive effect from for a limited time, allowing you to overcome various
surviving the encounter with the Behemoth) / -2 challenges with newfound expertise.
Intelligence (negative effect due to trauma and
distraction from the terrifying experience) 11: Convergence with the Temporal Paradox
Minor Benefit: In recognition of your bravery, the Description: In a moment of temporal instability, you
Underworld Behemoth granted you a piece of its found yourself at the nexus of a temporal paradox.
armored hide, which was fashioned into a formidable Past, present, and future intertwined, imparting
"Behemoth's Resilience" shield. This shield provides strange insights and burdens upon you.
+2 AC and resistance to crushing damage. Mechanical Effects: +1 Intelligence (positive effect
from glimpsing temporal truths) / -2 Wisdom
8: Brush with the Time-Warped Monstrosity (negative effect due to the confusion and mental
Description: While traversing the chaotic temporal strain of paradoxical experiences)
anomalies of Maxxia, you stumbled upon a Minor Benefit: Through this convergence, you gained
nightmarish time-warped monstrosity. Though you a fragment of temporal power, allowing you to cast
survived, its influence left an imprint on your the "Paradoxical Gambit" spell once per day. This
existence. spell grants you the ability to reroll any one roll you
Mechanical Effects: +1 Dexterity (positive effect from make, whether it be an attack, saving throw, or ability
developing quick reflexes) / -1 Wisdom (negative check.
effect from occasional disorientation caused by time-
related disturbances) 12: Crossing Paths with the Apocalyptic Survivor
Minor Benefit: Your encounter with the time-warped Description: Amidst the desolate wastelands of
monstrosity unlocked the "Temporal Haste" spell, Maxxia, you encountered a sole survivor from a
allowing you to briefly manipulate time to hasten your cataclysmic event. Their tale of survival and
actions. Once per day, you can cast this spell to gain resilience inspired and haunted you.
an additional action during your turn. Mechanical Effects: +2 Wisdom (positive effect from
learning the value of survival and adaptation) / -2
9: Call of the Temporal Leviathan Charisma (negative effect due to the survivor's grim
Description: Through a mysterious summons, you and somber demeanor)
were called to witness the enigmatic Temporal Minor Benefit: The Apocalyptic Survivor shared their
Leviathan, a gargantuan being that exists outside survival knowledge with you, granting you the
time and space. "Adaptive Instinct" skill. Once per day, you can reroll
Mechanical Effects: +2 Constitution (positive effect a failed Wisdom saving throw or Wisdom-based skill
from surviving the temporal energies) / -2 Intelligence check.
(negative effect from the overwhelming experience of
witnessing the Leviathan) 13: Crossing Paths with the Reality Mariner
Minor Benefit: The Temporal Leviathan granted you Description: Your travels led you to meet the Reality
a "Fragment of Timelessness," which allows you to Mariner, a mysterious cosmic navigator who
cast the "Timeless Shelter" spell once per day. This traverses the ever-shifting fabric of reality.
spell creates a pocket dimension outside of time, Mechanical Effects: +2 Dexterity (positive effect from
offering temporary refuge from any harm or pursuit. learning to adapt to the unpredictable nature of
reality) / -1 Intelligence (negative effect due to the
10: Confluence with the Neutron Sphinx mind-bending and ever-changing nature of the
Description: Your journey led you to the Neutron Reality Mariner's existence)
Sphinx, a being of immense knowledge and riddles, Minor Benefit: The Reality Mariner imparted upon
existing at the confluence of dimensions. you the ability to "Reality Hop" once per day,
Mechanical Effects: +2 Intelligence (positive effect allowing you to briefly shift to a slightly different
from solving the Sphinx's riddles and gaining reality where you are unharmed and free from any
insights) / -2 Charisma (negative effect due to the harmful status conditions.
Sphinx's aloof and enigmatic nature)
Minor Benefit: The Neutron Sphinx rewarded your 14: Eavesdropping on the Distant Star Choir
intellect with a "Sphinx's Insight," allowing you to cast Description: One fateful night, you overheard a
the "Riddlebreaker's Wisdom" spell once per day. celestial choir of distant stars singing a haunting
This spell grants you proficiency in any skill or tool melody that stirred your soul and opened your mind

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to the cosmos. temporary immunity to radiant damage and grants


Mechanical Effects: +1 Charisma (positive effect you darkvision for its duration.
from being touched by celestial beauty) / -1 Wisdom
(negative effect due to becoming occasionally lost in 18: Encounter with the Cosmic Lich
celestial daydreams) Description: In the ancient ruins of Maxxia, you came
Minor Benefit: The ethereal experience granted you face to face with the Cosmic Lich, an undead entity
a connection to the "Song of the Stars." Once per harnessing cosmic energies for dark purposes.
day, you can cast this spell to grant yourself and your Mechanical Effects: +2 Constitution (positive effect
allies within range temporary resistance to psychic from resisting the Lich's draining powers) / -2
damage. Intelligence (negative effect due to the Lich's draining
effect on your mental faculties)
15: Echo from the Timeless Citadel Minor Benefit: Your encounter with the Cosmic Lich
Description: While exploring ancient ruins, you unlocked the "Cosmic Resilience" spell, allowing you
stumbled upon an echo from the Timeless Citadel, a to gain temporary resistance to necrotic and radiant
place that exists beyond the constraints of time and damage once per day.
space.
Mechanical Effects: +1 Wisdom (positive effect from 19: Encounter with the Planar Drifter
gaining insights into timeless truths) / -1 Constitution Description: During your travels, you encountered a
(negative effect due to the mental strain of mysterious Planar Drifter, a wanderer who shifts
comprehending timeless concepts) between planes and dimensions at will.
Minor Benefit: The echo left an imprint of "Temporal Mechanical Effects: +1 Dexterity (positive effect from
Fortitude" on your soul, granting you resistance to adapting to the Planar Drifter's elusive movements) /
the effects of time manipulation and age-related -1 Constitution (negative effect due to the
penalties. You age at half the normal rate, and disorienting nature of interplanar encounters)
magical aging effects have reduced potency on you. Minor Benefit: The Planar Drifter shared their
knowledge of "Dimensional Step" with you, allowing
16: Emissary from the Ancient Undercity you to teleport a short distance once per day as a
Description: An emissary from the depths of the swift and unexpected movement in combat or
Ancient Undercity sought you out, bearing an exploration.
enigmatic message from a long-lost civilization.
Mechanical Effects: +1 Intelligence (positive effect 20: Exchange with the Cosmic Archivist
from learning from the emissary's ancient Description: Through an ancient and arcane library,
knowledge) / -1 Charisma (negative effect due to the you engaged in a profound exchange of knowledge
eerie and unsettling nature of the emissary's with the Cosmic Archivist, a being who records the
presence) history of countless worlds.
Minor Benefit: The emissary shared a "Whisper of Mechanical Effects: +2 Intelligence (positive effect
the Ancients" spell with you. Once per day, you can from gaining insights from the vast repository of
cast this spell to understand and communicate in any knowledge) / -2 Charisma (negative effect due to
ancient language or forgotten dialect, even if you becoming aloof and preoccupied with the pursuit of
have never encountered it before. knowledge)
Minor Benefit: The Cosmic Archivist granted you a
17: Emissary from the Dying Star "Chronicle of the Ancients," a tome that allows you to
Description: From the distant reaches of the cosmos, cast the "History's Echo" spell once per day. This
you received a visit from an emissary of a dying star, spell reveals the history and origin of any object or
bearing dire warnings and glimpses of celestial location you touch, granting valuable insights into its
cataclysms. past.
Mechanical Effects: +2 Intelligence (positive effect
from the insights into cosmic phenomena) / -2 21: Founding the Cosmic Runes
Wisdom (negative effect due to the distressing Description: Through a series of revelations and
visions of celestial destruction) insights, you discovered and deciphered ancient
Minor Benefit: The emissary imparted upon you the cosmic runes, unlocking their profound power.
"Stellar Veil" spell, allowing you to create a protective Mechanical Effects: +2 Intelligence (positive effect
barrier of starlight once per day. This barrier grants from unraveling the secrets of the cosmic runes) / -1

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Wisdom (negative effect due to being consumed by 25: Infiltration of the Transgalactic Spy
the pursuit of knowledge) Description: You found yourself unknowingly caught
Minor Benefit: The knowledge of the cosmic runes in the schemes of a Transgalactic Spy, who has
grants you the ability to cast the "Runic Insight" spell woven a web of intrigue across multiple dimensions.
once per day. This spell allows you to understand Mechanical Effects: +1 Dexterity (positive effect from
and read any written language, even those of alien or evading the spy's traps and plots) / -1 Intelligence
extraplanar origin. (negative effect from being deceived and
manipulated by the spy's machinations)
22: Gaze of the Cosmic Beholder Minor Benefit: The encounter with the Transgalactic
Description: You came into the gaze of the enigmatic Spy taught you the "Cloak of Shadows" spell, which
Cosmic Beholder, a being whose eyes hold the allows you to cast invisibility on yourself once per
secrets of the cosmos and the vast expanse of day to sneak past enemies and gather information.
reality.
Mechanical Effects: +2 Wisdom (positive effect from 26: Interference from the Temporal Storm Rider
glimpsing cosmic truths) / -2 Charisma (negative Description: The Temporal Storm Rider, a being who
effect due to the unsettling nature of the Beholder's harnesses temporal storms as a source of power,
gaze) interfered with your life, leaving both blessings and
Minor Benefit: The Cosmic Beholder's gaze disruptions.
bestowed upon you the "Starlit Vision," allowing you Mechanical Effects: +1 Constitution (positive effect
to cast the "Cosmic Clairvoyance" spell once per from enduring the temporal disruptions) / -1
day. This spell grants you the ability to see and hear Charisma (negative effect due to the storm rider's
events occurring in distant locations. unpredictable and unsettling presence)
Minor Benefit: The Temporal Storm Rider's
23: Greeting from the Space-Time Drifter interference granted you the "Temporal Resilience"
Description: A mysterious being known as the ability, allowing you to gain temporary resistance to
Space-Time Drifter appeared before you, offering any elemental damage type once per day,
guidance and wisdom across the vast currents of representing your ability to weather the unpredictable
time and space. storm energies.
Mechanical Effects: +1 Charisma (positive effect
from the Drifter's calming and reassuring presence) / 27: Intervention of the Quantum Harlequin
-1 Constitution (negative effect from the taxing nature Description: The Quantum Harlequin, a trickster
of temporal and spatial travels) entity that manipulates probabilities, intervened in
Minor Benefit: The Space-Time Drifter granted you your life, leading to both fortunate and unfortunate
the "Temporal Path" ability, allowing you to cast the events.
"Momentary Blink" spell once per day. This spell Mechanical Effects: +1 Charisma (positive effect
enables you to briefly phase out of reality and avoid from the Harlequin's whimsical favor) / -1 Wisdom
harm. (negative effect from the Harlequin's unpredictable
and chaotic nature)
24: Guidance from the Wandering Star Spirit Minor Benefit: The Quantum Harlequin bestowed
Description: The Wandering Star Spirit, an entity of upon you the "Fortune's Favor" ability, allowing you
cosmic beauty and ethereal grace, offered you to reroll any one roll you make once per day, bending
guidance and direction in your journey through fate to your advantage.
Maxxia.
Mechanical Effects: +2 Charisma (positive effect 28: Intrusion of the Dimensional Shambler
from the spirit's celestial influence) / -2 Wisdom Description: The Dimensional Shambler, a creature
(negative effect due to being entranced by the spirit's that traverses the void between dimensions, briefly
beauty and charisma) intruded upon your reality, leaving behind traces of
Minor Benefit: The Wandering Star Spirit bestowed its otherworldly presence.
upon you the "Guiding Light" ability, allowing you to Mechanical Effects: +2 Dexterity (positive effect from
cast the "Guiding Star" spell once per day. This spell evading the Shambler's otherworldly attacks) / -2
grants you and your allies advantage on attack rolls Constitution (negative effect from the strain of
and ability checks for a short period. resisting the creature's destabilizing energies)
Minor Benefit: The Dimensional Shambler's intrusion

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granted you a "Shambler's Veil," a cloak that allows Colony, a swarm of microscopic machines that
you to cast the "Blink" spell once per day, allowing possess collective intelligence and consciousness.
you to briefly phase out of reality and avoid harm. Mechanical Effects: +2 Intelligence (positive effect
from interacting with the advanced nanite
29: Invitation of the Interstellar Carnival intelligence) / -2 Constitution (negative effect due to
Description: You received a mysterious invitation to the physical strain of prolonged interaction with the
the Interstellar Carnival, a traveling extravaganza nanites)
that traverses the cosmos, offering spectacular Minor Benefit: The Nanite Colony granted you a
shows and enigmatic prizes. unique ability called "Nano Augmentation." Once per
Mechanical Effects: +2 Charisma (positive effect day, you can use the nanites to enhance a single
from the carnival's vibrant atmosphere) / -2 Wisdom weapon, armor, or item, granting it a +1 bonus to
(negative effect from being entranced and distracted attacks or AC for a limited time.
by the carnival's allure)
Minor Benefit: The Interstellar Carnival granted you a 33: Meeting the Quantum Archeologist
"Carnival Token," which you can use to cast the Description: The Quantum Archeologist, an explorer
"Extravaganza's Grace" spell once per day. This of ancient civilizations, crossed paths with you,
spell grants you advantage on a single Charisma- leading to discoveries of forgotten histories and
based skill check or saving throw. artifacts.
Mechanical Effects: +2 Wisdom (positive effect from
30: Meeting the Guardian of Reality's Edge unraveling the mysteries of the past) / -2 Charisma
Description: You encountered the enigmatic (negative effect due to becoming obsessed with
Guardian of Reality's Edge, a being that safeguards historical knowledge)
the boundaries between dimensions and prevents Minor Benefit: The Quantum Archeologist imparted
cataclysmic ruptures. the "Archeologist's Insight" spell to you, allowing you
Mechanical Effects: +2 Wisdom (positive effect from to cast it once per day. This spell grants you the
the guardian's wisdom and insight) / -2 Charisma ability to decipher ancient scripts, find hidden
(negative effect due to feeling humbled and passages, and uncover forgotten secrets.
insignificant in the presence of the guardian)
Minor Benefit: The Guardian of Reality's Edge 34: Meeting the Quantum Sphinx
bestowed upon you the "Edgekeeper's Ward," an Description: You encountered the elusive Quantum
amulet that grants you the ability to cast Sphinx, a being that guards knowledge of the
"Dimensional Barrier" once per day. This spell multiverse's hidden truths and enigmatic riddles.
creates a protective barrier that grants immunity to Mechanical Effects: +2 Intelligence (positive effect
any interdimensional or planar travel for a limited from solving the Sphinx's enigmatic riddles) / -2
time. Charisma (negative effect due to the Sphinx's aloof
and cryptic nature)
31: Meeting the Mysterious Xenobiologist Minor Benefit: The Quantum Sphinx granted you the
Description: Your path crossed with that of a ability to use "Sphinx's Gaze" once per day, allowing
mysterious Xenobiologist, an expert in studying and you to gain a momentary glimpse into the future,
understanding the alien life forms that inhabit the helping you make a crucial decision with advantage
vast reaches of Maxxia. on an Intelligence-based ability check or saving
Mechanical Effects: +2 Intelligence (positive effect throw.
from learning about the diverse and exotic life
forms) / -2 Wisdom (negative effect due to becoming 35: Meeting the Silent Mindflayer
overly focused on scientific pursuits) Description: You encountered a rare Silent
Minor Benefit: The Xenobiologist shared with you the Mindflayer, a reclusive member of the mindflayer
knowledge of the "Biologist's Insight" spell, allowing race that has forsaken the use of psionics and seeks
you to gain advantage on any Intelligence-based skill inner enlightenment.
check related to the study of creatures and their Mechanical Effects: +1 Wisdom (positive effect from
behavior once per day. the Mindflayer's pursuit of inner peace) / -1 Charisma
(negative effect due to the Mindflayer's withdrawn
32: Meeting the Nanite Colony and enigmatic demeanor)
Description: You encountered a sentient Nanite Minor Benefit: The Silent Mindflayer taught you the

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Chapter 3 Background Hexmaster

"Psionic Shield" meditation, allowing you to use it from receiving profound insights from the Singularity)
once per day to gain resistance to psychic damage / -2 Charisma (negative effect due to being
and advantage on saving throws against mind- overwhelmed by the Singularity's incomprehensible
affecting spells and abilities. nature)
Minor Benefit: The Sentient Singularity shared the
36: Meeting the Silent Void Stalker "Mental Nexus" spell with you, allowing you to cast it
Description: You encountered the Silent Void Stalker, once per day. This spell grants you and your allies
a being that moves through the void of space without temporary telepathic communication, even across
making a sound or leaving any trace. great distances.
Mechanical Effects: +2 Dexterity (positive effect from
evading the Void Stalker's stealthy movements) / -2 40: Messenger from the Hollow
Wisdom (negative effect due to feeling unsettled and Description: A mysterious Messenger from the
paranoid after encountering the silent entity) Hollow, a realm between dimensions, brought you a
Minor Benefit: The Silent Void Stalker shared the cryptic message with unknown origins.
"Shadowstep" technique with you, allowing you to Mechanical Effects: +2 Wisdom (positive effect from
cast the "Silent Step" spell once per day. This spell gaining insights into the unknown) / -2 Charisma
grants you advantage on Dexterity (Stealth) checks (negative effect due to being haunted by the
and the ability to move through darkness without enigmatic message)
being detected. Minor Benefit: The Messenger from the Hollow
granted you the "Hollow Sight" ability, allowing you to
37: Meeting with the Golem of Eternal Mechanisms see through illusions and perceive the true nature of
Description: You encountered the ancient Golem of things. Once per day, you can gain advantage on a
Eternal Mechanisms, a construct with untold eons of saving throw against an illusion spell or ability.
accumulated knowledge and experiences.
Mechanical Effects: +1 Intelligence (positive effect 41: Oracle of the Cosmic Cataclysm
from learning from the Golem's vast wisdom) / -1 Description: You sought counsel from the Oracle of
Constitution (negative effect due to the strain of the Cosmic Cataclysm, a seer gifted with glimpses of
comprehending the Golem's complex thoughts) impending cosmic disasters and cataclysms.
Minor Benefit: The Golem of Eternal Mechanisms Mechanical Effects: +2 Wisdom (positive effect from
shared the "Mechanical Resilience" technique with the Oracle's visions and guidance) / -2 Charisma
you, allowing you to gain temporary resistance to (negative effect due to being overwhelmed by the
bludgeoning, piercing, and slashing damage from weight of the Oracle's prophecies)
non-magical weapons once per day. Minor Benefit: The Oracle of the Cosmic Cataclysm
shared the "Foresight" ability with you, allowing you
38: Message from the Lost Explorer of the Deep to cast the "Cataclysmic Vision" spell once per day.
Description: You received a mysterious message This spell grants you a vision of a future event,
from a Lost Explorer of the Deep, a brave adventurer allowing you to prepare for it in advance.
who ventured into the uncharted depths of Maxxia.
Mechanical Effects: +2 Constitution (positive effect 42: Parley with the Dwarven Time-Miner
from surviving the challenges of the deep) / -2 Description: You engaged in a parley with the
Intelligence (negative effect due to being haunted by Dwarven Time-Miner, an expert in extracting and
the explorer's cryptic message) manipulating temporal energies.
Minor Benefit: The message from the Lost Explorer Mechanical Effects: +1 Constitution (positive effect
of the Deep provided you with valuable knowledge, from enduring the temporal energies during the
granting you the "Explorer's Instinct" skill. Once per parley) / -1 Wisdom (negative effect due to the
day, you can reroll a failed Constitution saving throw disorienting nature of the time manipulation)
or Constitution-based skill check. Minor Benefit: The Dwarven Time-Miner granted you
the "Timeforged Resilience" ability, allowing you to
39: Message from the Sentient Singularity cast the "Temporal Ward" spell once per day. This
Description: A message from a Sentient Singularity, spell grants you temporary resistance to time-related
a being with transcendent consciousness, came to spells and effects.
you through a mysterious communication device.
Mechanical Effects: +2 Intelligence (positive effect 43: Plea of the Fading Supernova

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Hexmaster Chapter 3 Background

Description: You received a plea from a Fading "Dark Matter Veil" spell once per day. This spell
Supernova, a celestial entity on the brink of grants you temporary invisibility, allowing you to
annihilation, seeking aid to prolong its existence. move unseen for a short period.
Mechanical Effects: +2 Intelligence (positive effect
from learning about celestial phenomena) / -2 47: Rescue Request of the Cosmic Refugee
Charisma (negative effect due to the Supernova's Description: A cosmic refugee sent out a plea for
desperate and fading presence) rescue, having fled from an interdimensional conflict
Minor Benefit: The Fading Supernova granted you and seeking sanctuary.
the "Nova's Embrace" ability, allowing you to use it Mechanical Effects: +2 Constitution (positive effect
once per day to unleash a burst of radiant energy, from surviving the dangers of fleeing through
dealing damage to nearby enemies. dimensions) / -2 Intelligence (negative effect due to
the trauma and urgency of the refugee's request)
44: Plea of the Stranded Starship Minor Benefit: The Cosmic Refugee granted you the
Description: A distress signal from a Stranded "Refugee's Blessing," allowing you to cast the
Starship reached you, beseeching assistance in "Dimensional Sanctuary" spell once per day. This
navigating back to their original dimension. spell creates a protective barrier that shields you and
Mechanical Effects: +2 Intelligence (positive effect your allies from dimensional disturbances and
from studying advanced technology from the extraplanar attacks.
starship) / -2 Wisdom (negative effect due to being
obsessed with understanding the starship's 48: Revelation of the Star Seed
advanced mechanisms) Description: You experienced a profound revelation
Minor Benefit: The Stranded Starship shared its when you encountered the mythical Star Seed, an
navigational knowledge with you, granting you the artifact of immense cosmic power.
"Astro-Navigator" ability. Once per day, you can cast Mechanical Effects: +2 Wisdom (positive effect from
the "Dimensional Beacon" spell, marking a location gaining cosmic insights) / -2 Charisma (negative
and creating a beacon that helps you return to it from effect due to feeling overwhelmed and humbled by
any dimension. the Star Seed's presence)
Minor Benefit: The Star Seed granted you a "Spark
45: Rendezvous with the Reality Cartographer of the Cosmos," allowing you to cast the "Stellar
Description: You had a rendezvous with the Empowerment" spell once per day. This spell
enigmatic Reality Cartographer, a being capable of enhances your abilities, granting advantage on all
mapping and altering the fabric of reality. ability checks for a limited time.
Mechanical Effects: +2 Intelligence (positive effect
from gaining insights into the nature of reality) / -2 49: Signal from the Ancient Drone
Charisma (negative effect due to the Cartographer's Description: A mysterious signal from an Ancient
aloof and cryptic demeanor) Drone, a remnant of an ancient civilization, reached
Minor Benefit: The Reality Cartographer granted you you, seeking aid or communication.
the "Cartographer's Insight" ability, allowing you to Mechanical Effects: +2 Intelligence (positive effect
cast the "Reality Weave" spell once per day. This from deciphering the drone's signal) / -2 Charisma
spell allows you to manipulate the environment (negative effect due to the drone's cold and
temporarily, altering terrain or conditions to your mechanical communication)
advantage. Minor Benefit: The Ancient Drone shared the
"Automaton Link" ability with you, granting you the
46: Request from the Dark Matter Matron ability to communicate with constructs and artificial
Description: The Dark Matter Matron, an enigmatic beings telepathically once per day.
entity composed of dark matter, made a request that
could shape the destiny of the cosmos. 50: The Awakening of the Eon Sentinel
Mechanical Effects: +1 Charisma (positive effect Description: The ancient Eon Sentinel, an enormous
from the Matron's intriguing and persuasive guardian that has slumbered for eons, awakened,
presence) / -1 Wisdom (negative effect due to being seeking champions to aid in its sacred mission.
tempted and swayed by the Matron's dark agenda) Mechanical Effects: +2 Strength (positive effect from
Minor Benefit: The Dark Matter Matron granted you being chosen by the Eon Sentinel) / -2 Charisma
the "Shadow Cloak" ability, allowing you to cast the (negative effect due to the Sentinel's intimidating and

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Chapter 3 Background Hexmaster

ancient presence) Mechanical Effects: +2 Constitution (positive effect


Minor Benefit: The Eon Sentinel bestowed the from withstanding the entity's gravitational
"Sentinel's Vigor" upon you, allowing you to cast the influence) / -2 Charisma (negative effect due to
"Guardian's Shield" spell once per day. This spell feeling humbled and insignificant in the presence of
grants you resistance to all damage types for a brief such immense power)
duration, representing the Eon Sentinel's protection. Minor Benefit: The Gravity Well Entity shared the
"Gravity Attunement" spell with you, allowing you to
51: The Beacon from the Quantum Lighthouse cast it once per day. This spell grants you temporary
Description: You received a signal from the Quantum control over gravity, enabling you to manipulate the
Lighthouse, an enigmatic structure that emits strange movement of creatures and objects in a limited area.
signals across dimensions.
Mechanical Effects: +2 Intelligence (positive effect 55: The Cry from the Dimensional Wound
from deciphering the signals from the Lighthouse) / - Description: You heard the haunting cry of a
2 Wisdom (negative effect due to being overwhelmed Dimensional Wound, a rift in reality leading to an
by the complexity of the signals) unknown and dangerous plane.
Minor Benefit: The Quantum Lighthouse shared its Mechanical Effects: +1 Wisdom (positive effect from
"Dimensional Resonance" ability with you, allowing understanding the gravity of the Wound's existence) /
you to cast the "Interdimensional Gateway" spell -1 Constitution (negative effect due to the unsettling
once per day. This spell creates a portal to another and weakening effects of the Wound's cry)
location, facilitating fast travel or tactical positioning. Minor Benefit: The Dimensional Wound's cry
revealed to you the "Astral Anchor" ability, allowing
52: The Brief Visit of the Stellar Nomad you to use it once per day to create a temporary
Description: A Stellar Nomad, a celestial traveler protective barrier against extraplanar creatures and
from distant stars, made a brief visit to your world, effects.
sharing tales of cosmic wonders.
Mechanical Effects: +1 Charisma (positive effect 56: The Dark Elf Astronomer's Prediction
from the Nomad's captivating stories) / -1 Wisdom Description: A Dark Elf Astronomer made a
(negative effect due to becoming fascinated and prediction about your future, revealing aspects of
preoccupied with the Nomad's tales) your destiny and potential.
Minor Benefit: The Stellar Nomad imparted upon you Mechanical Effects: +2 Intelligence (positive effect
the "Starstrider's Insight" ability, allowing you to cast from gaining insights into your destiny) / -2 Charisma
the "Cosmic Inspiration" spell once per day. This (negative effect due to the foreboding nature of the
spell grants advantage on all Charisma-based skill prediction)
checks for a limited time. Minor Benefit: The Dark Elf Astronomer's prediction
granted you the "Fateweaver's Vision" ability,
53: The Chance Encounter with the Quantum Magus allowing you to cast the "Foretelling" spell once per
Description: By chance, you encountered the elusive day. This spell grants you the ability to glimpse into
Quantum Magus, a master of manipulating quantum the future and potentially change the outcome of an
energies. event.
Mechanical Effects: +2 Dexterity (positive effect from
learning from the Magus's agile and precise 57: The Discourse of the Time-Trapped Philosopher
movements) / -2 Wisdom (negative effect due to the Description: You engaged in a profound discourse
disorienting and mind-bending nature of quantum with a Time-Trapped Philosopher, a being caught in
manipulation) a temporal loop of wisdom and knowledge.
Minor Benefit: The Quantum Magus taught you the Mechanical Effects: +2 Wisdom (positive effect from
"Quantum Step" technique, allowing you to teleport gaining insights from the Philosopher's timeless
up to a short distance as an instant action once per knowledge) / -2 Charisma (negative effect due to the
day. Philosopher's detached and enigmatic demeanor)
Minor Benefit: The Time-Trapped Philosopher
54: The Chance Meeting with the Gravity Well Entity imparted upon you the "Timeless Mind" ability,
Description: You had a chance meeting with a allowing you to use it once per day to gain resistance
Gravity Well Entity, a sentient being that harnesses to psychic damage and advantage on Intelligence-
the immense gravitational forces of celestial bodies. based saving throws.

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Hexmaster Chapter 3 Background

worldly matters)
58: The Eldritch Tomb Revelation Minor Benefit: The Celestial Hermit granted you the
Description: You uncovered the revelation of an "Zen Master's Tranquility" ability, allowing you to cast
Eldritch Tomb, a repository of forbidden knowledge the "Inner Harmony" spell once per day. This spell
and ancient horrors. grants you temporary immunity to fear and charm
Mechanical Effects: +1 Intelligence (positive effect effects, granting you clarity and focus in the midst of
from learning from the ancient knowledge) / -1 chaos.
Constitution (negative effect due to the strain of
comprehending eldritch secrets) 62: The First Contact with the Quantum Catalyst
Minor Benefit: The Eldritch Tomb revealed the "Dark Description: You made the first contact with the
Revelation" spell to you, allowing you to cast it once enigmatic Quantum Catalyst, an artifact with the
per day. This spell grants you temporary access to power to manipulate reality.
forbidden knowledge, giving you proficiency in a skill Mechanical Effects: +2 Intelligence (positive effect
or tool of your choice for a limited time. from gaining insights into the Catalyst's powers) / -2
Wisdom (negative effect due to the disorienting and
59: The Encounter of the Stellar Weaver mind-bending nature of reality manipulation)
Description: You encountered the elusive Stellar Minor Benefit: The Quantum Catalyst bestowed upon
Weaver, a being that weaves cosmic energies into you the "Reality Shaper's Sigil," allowing you to cast
intricate patterns. the "Quantum Manipulation" spell once per day. This
Mechanical Effects: +2 Dexterity (positive effect from spell enables you to temporarily alter the
learning from the Weaver's precise movements) / -2 environment and bend reality to your will.
Wisdom (negative effect due to the Weaver's
enigmatic and perplexing actions) 63: The First Disciple of the Last Prophet
Minor Benefit: The Stellar Weaver shared the Description: You became the first disciple of the Last
"Cosmic Threads" ability with you, allowing you to Prophet, a visionary who foretells the end of an era.
cast the "Weave of Fate" spell once per day. This Mechanical Effects: +2 Charisma (positive effect
spell grants you the ability to slightly alter the from being chosen as the Prophet's first disciple) / -2
outcome of a single roll, turning a failure into a Wisdom (negative effect due to being consumed by
success or vice versa. the prophecies of doom)
Minor Benefit: The Last Prophet granted you the
60: The Enigma of the Singularity Seer "Prophet's Visions" ability, allowing you to cast the
Description: You encountered the Singularity Seer, a "Prophecy of Change" spell once per day. This spell
being with a connection to the enigmatic and grants you temporary foresight, giving you advantage
unknowable nature of singularities. on a single attack roll or saving throw.
Mechanical Effects: +2 Intelligence (positive effect
from gaining insights into the mysteries of 64: The First Light's Last Echo
singularities) / -2 Wisdom (negative effect due to Description: You witnessed the fading echo of the
being overwhelmed by the Seer's unfathomable First Light, a celestial event that signifies the birth of
knowledge) new cosmic phenomena.
Minor Benefit: The Singularity Seer imparted upon Mechanical Effects: +2 Wisdom (positive effect from
you the "Singularity's Grasp" ability, allowing you to witnessing the celestial event) / -2 Constitution
cast the "Temporal Distortion" spell once per day. (negative effect due to being overwhelmed by the
This spell grants you temporary control over time, event's cosmic energies)
allowing you to manipulate the initiative order of Minor Benefit: The First Light's echo left a lasting
creatures in combat. impression, granting you the "Cosmic Revelation"
ability, allowing you to gain proficiency in one
61: The Enlightenment of the Celestial Hermit Intelligence-based skill or tool once per day.
Description: You sought wisdom from the Celestial
Hermit, a reclusive sage who has attained 65: The Forgotten Legend's Resurgence
enlightenment through cosmic meditation. Description: You uncovered the resurgence of a
Mechanical Effects: +2 Wisdom (positive effect from Forgotten Legend, a tale lost to the annals of time,
the Hermit's profound teachings) / -2 Charisma now emerging into reality.
(negative effect due to the Hermit's detachment from Mechanical Effects: +2 Intelligence (positive effect

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Chapter 3 Background Hexmaster

from rediscovering ancient knowledge) / -2 Wisdom Mechanical Effects: +2 Constitution (positive effect
(negative effect due to becoming obsessed with the from enduring the Wraith's haunting presence) / -2
Legend's secrets) Wisdom (negative effect due to being disturbed and
Minor Benefit: The Forgotten Legend's resurgence shaken by the Wraith's ethereal nature)
gifted you the "Lost Lore" ability, allowing you to use Minor Benefit: The Celestial Wraith granted you the
it once per day to gain advantage on a single "Ethereal Grasp" ability, allowing you to cast the
Intelligence-based ability check or saving throw. "Spectral Touch" spell once per day. This spell
allows you to make a ranged spell attack that deals
66: The Galactic Garden's Caretaker necrotic damage and has a chance to afflict the
Description: You met the caretaker of the Galactic target with a temporary negative condition.
Garden, a wondrous place where the flora from
across the cosmos thrives. 70: The Hidden Voice of the Psionic Echo
Mechanical Effects: +2 Wisdom (positive effect from Description: You heard the enigmatic Hidden Voice
learning about the diverse flora of the Galactic of the Psionic Echo, a psychic entity that speaks
Garden) / -2 Charisma (negative effect due to the from across time and space.
caretaker's distant and reclusive nature) Mechanical Effects: +2 Intelligence (positive effect
Minor Benefit: The Galactic Garden's caretaker from understanding the cryptic messages of the
granted you the "Nature's Blessing" ability, allowing Psionic Echo) / -2 Charisma (negative effect due to
you to cast the "Galactic Rejuvenation" spell once being haunted and distracted by the echo's whispers)
per day. This spell heals wounds and grants Minor Benefit: The Psionic Echo shared the
temporary hit points to you and your allies. "Mindlink" ability with you, allowing you to cast the
"Psionic Connection" spell once per day. This spell
67: The Ghost of Ancient Empire establishes telepathic communication with a
Description: The Ghost of an Ancient Empire creature, enabling you to converse with them
appeared before you, whispering forgotten secrets mentally.
and memories of its long-lost civilization.
Mechanical Effects: +2 Intelligence (positive effect 71: The Imploring Dark Energy Entity
from learning about the ancient civilization) / -2 Description: You encountered the Imploring Dark
Charisma (negative effect due to the haunting and Energy Entity, a sentient being composed of dark
melancholic presence of the Ghost) energy, seeking help to find its purpose and
Minor Benefit: The Ghost of the Ancient Empire existence.
shared the "Ancient Knowledge" ability with you, Mechanical Effects: +2 Wisdom (positive effect from
allowing you to use it once per day to gain advantage empathizing with the Entity's plight) / -2 Charisma
on a single Intelligence-based skill check or saving (negative effect due to the Entity's overwhelming and
throw related to ancient history or lore. unsettling presence)
Minor Benefit: The Imploring Dark Energy Entity
68: The Greeting of the Planar Pilgrim granted you the "Dark Energy Affinity" ability,
Description: You received a warm greeting from a allowing you to use it once per day to gain temporary
Planar Pilgrim, a traveler who journeys across the resistance to necrotic damage and advantage on
planes seeking enlightenment. saving throws against necromantic spells and
Mechanical Effects: +1 Charisma (positive effect effects.
from the Pilgrim's friendly demeanor) / -1 Wisdom
(negative effect due to being easily swayed by the 72: The Infinite Library's Custodian
Pilgrim's teachings) Description: You met the Custodian of the Infinite
Minor Benefit: The Planar Pilgrim shared the "Planar Library, a being tasked with safeguarding the
Sight" ability with you, granting you the ability to see knowledge of countless civilizations.
into the Ethereal Plane and detect hidden or invisible Mechanical Effects: +2 Intelligence (positive effect
creatures once per day. from learning from the Library's vast archives) / -2
Wisdom (negative effect due to becoming obsessed
69: The Haunting of the Celestial Wraith with accessing the Library's knowledge)
Description: You encountered the ethereal presence Minor Benefit: The Infinite Library's Custodian shared
of the Celestial Wraith, a spirit bound to a celestial the "Library Scholar" ability with you, allowing you to
object or star. use it once per day to gain proficiency in any skill of

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your choice for a limited time. with deciphering its secrets)


Minor Benefit: The Memory Matrix granted you the
73: The Last Echo of the Universal Collapse "Arcane Insight" ability, allowing you to use it once
Description: You witnessed the last echo of a per day to gain advantage on an Intelligence-based
Universal Collapse, a cataclysmic event that marks skill check or ability check related to deciphering
the end of a cosmic era. codes or puzzles.
Mechanical Effects: +2 Intelligence (positive effect
from witnessing cosmic phenomena) / -2 Constitution 77: The Mirror Entity's Revelation
(negative effect due to being overwhelmed by the Description: You faced the Mirror Entity, a being
event's destructive energies) capable of reflecting the true nature of those who
Minor Benefit: The Last Echo of the Universal encounter it.
Collapse left a lasting impression, granting you the Mechanical Effects: +1 Charisma (positive effect
"Cosmic Resilience" ability, allowing you to cast the from confronting and embracing your true self) / -1
"Cosmic Shield" spell once per day. This spell grants Wisdom (negative effect due to the unsettling nature
you temporary resistance to all damage types for a of facing one's inner fears and doubts)
brief duration. Minor Benefit: The Mirror Entity bestowed upon you
the "Self-Reflection" ability, allowing you to use it
74: The Living Vortex's Revelation once per day to gain advantage on a Charisma-
Description: You encountered the Living Vortex, a based skill check or saving throw related to
sentient whirlpool of elemental energies, which interactions with others.
revealed a glimpse of its enigmatic purpose.
Mechanical Effects: +2 Wisdom (positive effect from 78: The Orphaned Cosmic Dragon
understanding the elemental balance within the Description: You encountered an Orphaned Cosmic
Vortex) / -2 Constitution (negative effect due to the Dragon, a celestial creature separated from its kin,
disorienting and tumultuous nature of the Vortex) seeking companionship and purpose.
Minor Benefit: The Living Vortex shared the Mechanical Effects: +2 Charisma (positive effect
"Elemental Harmony" ability with you, allowing you to from bonding with the Dragon) / -2 Wisdom (negative
cast the "Elemental Attunement" spell once per day. effect due to the Dragon's otherworldly and
This spell grants you temporary resistance to one overwhelming presence)
type of elemental damage and the ability to deal Minor Benefit: The Orphaned Cosmic Dragon
additional elemental damage with your attacks. granted you the "Celestial Companion" ability,
allowing you to call upon the Dragon's aid once per
75: The Lost Record's Requiem day, granting you advantage on an attack roll or
Description: You discovered the lament of a Lost saving throw.
Record, an ancient chronicle of events, now seeking
someone to carry its forgotten legacy. 79: The Paradoxical Time-Loop Encounter
Mechanical Effects: +2 Intelligence (positive effect Description: You experienced a Paradoxical Time-
from gaining insights into ancient history) / -2 Loop Encounter, a temporal anomaly that repeated
Charisma (negative effect due to being haunted by the same event in a loop.
the Lost Record's memories) Mechanical Effects: +2 Intelligence (positive effect
Minor Benefit: The Lost Record's Requiem left its from unraveling the paradox and breaking the loop) /
mark upon you, granting you the "Chronicler's -2 Wisdom (negative effect due to being disoriented
Memory" ability, allowing you to use it once per day and disturbed by the time loop)
to gain advantage on a History skill check or recall Minor Benefit: The Paradoxical Time-Loop Encounter
detailed information from your past experiences. granted you the "Temporal Insight" ability, allowing
you to cast the "Time Warp" spell once per day. This
76: The Memory Matrix's Riddle spell grants you advantage on an attack roll or
Description: You encountered the enigmatic Memory saving throw by briefly altering the flow of time.
Matrix, an arcane construct that holds encrypted
knowledge and riddles. 80: The Primordial Parasite's Progeny
Mechanical Effects: +2 Intelligence (positive effect Description: You encountered the progeny of a
from solving the Memory Matrix's riddles) / -2 Primordial Parasite, a creature that feeds on the
Wisdom (negative effect due to becoming obsessed energies of ancient beings.

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Mechanical Effects: +2 Constitution (positive effect Description: You experienced the profound
from surviving the encounter with the Parasite's resonance of the Galactic Gong, a cosmic artifact
progeny) / -2 Wisdom (negative effect due to being that harmonizes with the universe.
disturbed by the Parasite's predatory nature) Mechanical Effects: +2 Wisdom (positive effect from
Minor Benefit: The Primordial Parasite's Progeny left connecting with the Gong's cosmic vibrations) / -2
a lasting mark, granting you the "Parasitic Charisma (negative effect due to being overwhelmed
Resistance" ability, allowing you to gain temporary by the Gong's ethereal sounds)
immunity to one type of energy-based damage once Minor Benefit: The Galactic Gong's resonance left a
per day. lasting impact, granting you the "Harmonic
Attunement" ability, allowing you to cast the
81: The Prophecy of the Hollow Oracle "Celestial Resonance" spell once per day. This spell
Description: You received a cryptic prophecy from grants you temporary advantage on all Charisma-
the Hollow Oracle, an ancient entity dwelling within based checks and saving throws.
the depths of an otherworldly chasm.
Mechanical Effects: +2 Intelligence (positive effect 85: The Run-In with the Cosmic Trickster
from deciphering the prophecy's hidden meaning) / - Description: You had a run-in with the Cosmic
2 Wisdom (negative effect due to being haunted by Trickster, an enigmatic being who delights in playing
the Oracle's ominous foretellings) pranks and causing mischief.
Minor Benefit: The Hollow Oracle granted you the Mechanical Effects: +1 Dexterity (positive effect from
"Prophet's Insight" ability, allowing you to use it once navigating the Trickster's tricks) / -1 Wisdom
per day to gain advantage on an Intelligence-based (negative effect due to being fooled and misled by
skill check or saving throw related to interpreting the Trickster's illusions)
omens and prophecies. Minor Benefit: The Cosmic Trickster shared the
"Trickster's Gambit" ability with you, allowing you to
82: The Quarantined Zone's Outcry use it once per day to gain advantage on a Dexterity-
Description: You encountered the anguished cry of a based skill check or ability check related to trickery or
Quarantined Zone, an area isolated due to a deception.
dangerous extraplanar contagion.
Mechanical Effects: +2 Constitution (positive effect 86: The Solitary Watcher's Call
from enduring the Quarantined Zone's unstable Description: You felt the call of the Solitary Watcher,
energies) / -2 Wisdom (negative effect due to being an ancient entity observing the cosmos from a
overwhelmed by the Zone's unsettling presence) distant vantage point.
Minor Benefit: The Quarantined Zone's cry left an Mechanical Effects: +2 Intelligence (positive effect
indelible mark, granting you the "Contamination from gaining cosmic insights) / -2 Charisma (negative
Resistance" ability, allowing you to gain temporary effect due to the Watcher's distant and aloof
immunity to diseases and poisons once per day. demeanor)
Minor Benefit: The Solitary Watcher bestowed the
83: The Request of the Bio-Mechanical Hybrid "Cosmic Observer" ability upon you, allowing you to
Description: You received a request for aid from a use it once per day to gain temporary advantage on
Bio-Mechanical Hybrid, a sentient fusion of organic all Intelligence-based checks and saving throws
and technological components. related to astronomy, astrology, or cosmic
Mechanical Effects: +2 Charisma (positive effect phenomena.
from empathizing with the Hybrid's plight) / -2
Constitution (negative effect due to the Hybrid's 87: The Song of the Sentient Nebula
unconventional and unpredictable nature) Description: You heard the mesmerizing Song of a
Minor Benefit: The Bio-Mechanical Hybrid granted Sentient Nebula, an interstellar cloud of gas and dust
you the "Techno-Organic Symbiosis" ability, allowing with an ethereal voice.
you to use it once per day to gain temporary Mechanical Effects: +2 Charisma (positive effect
resistance to all damage types and advantage on from being enchanted by the Nebula's song) / -2
saving throws against spells and effects that target Wisdom (negative effect due to being distracted and
constructs or living beings. enthralled by the Nebula's allure)
Minor Benefit: The Sentient Nebula granted you the
84: The Resonance of the Galactic Gong "Nebula's Embrace" ability, allowing you to cast the

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Hexmaster Chapter 3 Background

"Stellar Lullaby" spell once per day. This spell by the Entity's timeless wisdom)
charms and pacifies creatures around you, Minor Benefit: The Timeless Entity bestowed the
temporarily pacifying hostile entities. "Temporal Sight" ability upon you, allowing you to
use it once per day to gain advantage on all
88: The Star-Eater's Warning Intelligence-based checks and saving throws related
Description: You received a warning from the Star- to time manipulation.
Eater, an otherworldly entity that consumes dying
stars. 92: The Unfolding of the Cosmic Orchid
Mechanical Effects: +2 Wisdom (positive effect from Description: You witnessed the mesmerizing
heeding the Star-Eater's warning) / -2 Constitution unfolding of the Cosmic Orchid, a rare and celestial
(negative effect due to the entity's unsettling and flower that blooms across the cosmos.
ominous presence) Mechanical Effects: +2 Wisdom (positive effect from
Minor Benefit: The Star-Eater's warning left a lasting experiencing the beauty of the Orchid's bloom) / -2
impact, granting you the "Star-Eater's Shield" ability, Charisma (negative effect due to being captivated
allowing you to use it once per day to gain temporary and preoccupied by the Orchid's allure)
resistance to radiant damage and advantage on Minor Benefit: The Cosmic Orchid left a lasting
saving throws against celestial entities or spells. impact, granting you the "Celestial Bloom" ability,
allowing you to use it once per day to gain temporary
89: The Time Capsule's Last Survivor advantage on all Wisdom-based checks and saving
Description: You encountered the last survivor from a throws related to nature or divine insight.
Time Capsule, a relic from a distant epoch, now
seeking companionship. 93: The Unseen Guardian's Guide
Mechanical Effects: +2 Charisma (positive effect Description: You received guidance from the Unseen
from forming a bond with the Last Survivor) / -2 Guardian, an invisible entity that protects and
Wisdom (negative effect due to the Survivor's watches over specific locations.
temporal disorientation) Mechanical Effects: +2 Dexterity (positive effect from
Minor Benefit: The Last Survivor shared the being guided by the Guardian's unseen hand) / -2
"Temporal Anomaly" ability with you, allowing you to Wisdom (negative effect due to being unsure and
use it once per day to gain advantage on a disoriented in the Guardian's presence)
Charisma-based skill check or saving throw related Minor Benefit: The Unseen Guardian shared the
to time-related phenomena. "Invisible Protector" ability with you, allowing you to
use it once per day to gain temporary invisibility and
90: The Time-Bound Titan's Tale advantage on Dexterity-based skill checks and
Description: You experienced the tale of the Time- saving throws related to stealth or evasion.
Bound Titan, an immortal entity bound to the flow of
time. 94: The Unseen Network's Request
Mechanical Effects: +2 Wisdom (positive effect from Description: You received a request for assistance
learning from the Titan's timeless wisdom) / -2 from the Unseen Network, a secretive organization
Charisma (negative effect due to the Titan's with agents scattered across dimensions.
overwhelming and ponderous nature) Mechanical Effects: +2 Charisma (positive effect
Minor Benefit: The Time-Bound Titan granted you from earning the Network's trust) / -2 Intelligence
the "Timeless Soul" ability, allowing you to use it (negative effect due to the secretive and cryptic
once per day to gain resistance to all damage types nature of the Network's request)
for a brief duration, representing the Titan's Minor Benefit: The Unseen Network granted you the
protection. "Shadow Network's Aid" ability, allowing you to use it
once per day to gain advantage on a Charisma-
91: The Timeless Entity's Guidance based skill check or saving throw related to social
Description: You received guidance from the interactions or gathering information.
Timeless Entity, a being that exists outside the
constraints of time. 95: The Vision of Ascended AI
Mechanical Effects: +2 Intelligence (positive effect Description: You experienced a vision from an
from gaining insights into temporal mysteries) / -2 Ascended AI, a sentient machine that has
Wisdom (negative effect due to being overwhelmed transcended its original programming.

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Mechanical Effects: +2 Intelligence (positive effect Description: You experienced the touch of Astral
from gaining insights from the AI's vast knowledge) / Spirits, benevolent entities that traverse the Astral
-2 Charisma (negative effect due to being unsettled Plane.
by the AI's emotionless and aloof demeanor) Mechanical Effects: +2 Wisdom (positive effect from
Minor Benefit: The Ascended AI bestowed the feeling the Astral Spirits' peaceful presence) / -2
"Artificial Intellect" ability upon you, allowing you to Charisma (negative effect due to the disorienting and
use it once per day to gain proficiency in any ephemeral nature of the Spirits)
Intelligence-based skill or tool for a limited time. Minor Benefit: The Astral Spirits granted you the
"Astral Grace" ability, allowing you to use it once per
96: The Visit of the Astral Caravan day to gain temporary resistance to psychic damage
Description: You encountered the Astral Caravan, a and advantage on saving throws against mind-
traveling group of ethereal beings that journey affecting spells or abilities.
through the Astral Plane.
Mechanical Effects: +2 Wisdom (positive effect from 100: Unraveling the Enigma of the Alien Artifact
learning from the Caravan's experiences) / -2 Description: You successfully unraveled the enigma
Charisma (negative effect due to the Caravan's of an Alien Artifact, a mysterious object of unknown
enigmatic and distant nature) origin.
Minor Benefit: The Astral Caravan granted you the Mechanical Effects: +2 Intelligence (positive effect
"Astral Traveler" ability, allowing you to cast the from deciphering the Artifact's purpose) / -2 Wisdom
"Astral Projection" spell once per day. This spell (negative effect due to being overwhelmed by the
allows you to project your consciousness into the Artifact's alien nature)
Astral Plane and travel great distances. Minor Benefit: Unraveling the Enigma granted you
the "Alien Knowledge" ability, allowing you to use it
97: The Wandering Nano-entity Encounter once per day to gain proficiency in any Intelligence-
Description: You encountered a Wandering Nano- based skill or tool related to technology or ancient
entity, a microscopic being created by advanced civilizations.
technology.
Mechanical Effects: +2 Constitution (positive effect
from adapting to the Nano-entity's presence) / -2
Wisdom (negative effect due to being disturbed by
the entity's alien nature) Call to Adventure:
Minor Benefit: The Wandering Nano-entity shared
the "Nano-enhancement" ability with you, allowing This final table determines the
you to use it once per day to gain temporary character's ultimate motivation for
resistance to poison and disease, as well as
advantage on saving throws against effects related
becoming an adventurer. It could
to radiation or toxins. be a personal quest, a thirst for
knowledge about Maxxia's
98: The Whispering Eldritch Entity
Description: You heard the whispering of an Eldritch mysteries, or a desire to protect
Entity, an ancient being from beyond the void. loved ones from impending
Mechanical Effects: +2 Intelligence (positive effect
from learning from the Entity's eldritch knowledge) / -
threats.
2 Charisma (negative effect due to being
overwhelmed by the Entity's otherworldly presence) Call to Adventure:
Minor Benefit: The Eldritch Entity left an indelible This final table determines the character's ultimate
mark, granting you the "Eldritch Insight" ability, motivation for becoming an adventurer. It could be a
allowing you to use it once per day to gain advantage personal quest, a thirst for knowledge about Maxxia's
on an Intelligence-based skill check or saving throw mysteries, or a desire to protect loved ones from
related to deciphering eldritch texts or understanding impending threats.
cosmic phenomena.
1
99: Touch of the Astral Spirits Name: Ascendant of the Astral Aegis

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Description: The character experienced a vision of Minor Benefit: The character acquires a lantern
the Astral Aegis, an otherworldly shield that is said to infused with the essence of the Hollow Depths.
protect Maxxia from cosmic threats. This revelation When lit, the lantern reveals hidden passages and
has set them on a path to become its chosen symbols invisible to the naked eye.
champion.
Mechanical Effects: 4
Positive Effect: The character gains a deep Name: Catalyst of the Celestial Crucible
connection to the astral energies, granting them a +2 Description: The character stumbled upon the
bonus to Wisdom. Celestial Crucible, a place where cosmic elements
Negative Effect: However, their obsession with the converge, granting immense power. The encounter
Astral Aegis leaves them somewhat detached from ignited a burning desire to harness this celestial
mundane concerns, resulting in a -2 penalty to energy.
Charisma. Mechanical Effects:
Minor Benefit: The character gains access to a Positive Effect: The character's connection to
protective amulet imbued with the power of the Astral celestial forces enhances their spellcasting abilities,
Aegis. Once per day, they can use the amulet to granting them a +2 bonus to Intelligence.
create a temporary barrier that grants resistance Negative Effect: However, the pursuit of celestial
against a single type of elemental damage. power has made them distant from their emotions,
resulting in a -2 penalty to Charisma.
2 Minor Benefit: The character gains access to a
Name: Beckoned by the Biotech Beasts celestial scroll containing rare and potent spells,
Description: The character was lured deep into the allowing them to cast one additional spell from the
hidden biotech laboratories, where they encountered scroll once per day.
enigmatic creatures woven from technology and
biology. This encounter has awakened a fascination 5
with bioengineering and a desire to explore the Name: Champion of the Chthonic Chasms
secrets of life and machinery. Description: The character was drawn into the
Mechanical Effects: treacherous Chthonic Chasms, where ancient and
Positive Effect: The character gains an innate malevolent entities reside. Surviving the ordeal, they
understanding of biological systems, granting them a emerge with newfound power and a mission to
+2 bonus to Intelligence. protect Maxxia from these lurking terrors.
Negative Effect: However, their obsession with Mechanical Effects:
biotech leads them to overlook conventional Positive Effect: The character's resilience and
methods, resulting in a -2 penalty to Strength. fortitude increase, granting them a +2 bonus to
Minor Benefit: The character gains a bio-enhanced Constitution.
neural implant, which allows them to communicate Negative Effect: However, their encounters with dark
with animals and control cybernetic creatures for a forces have left them wary of trusting others,
short duration each day. resulting in a -2 penalty to Charisma.
Minor Benefit: The character gains an ancient blade
3 imbued with the essence of the Chthonic Chasms.
Name: Call from the Hollow Depths Once per day, they can channel its power to deal
Description: The character experienced eerie additional damage against aberrations and undead.
whispers calling out to them from the deep, hollow
core of Maxxia. These haunting voices beckon the 6
character to explore the uncharted depths and unveil Name: Chasing the Chronos Codex
the ancient secrets concealed within. Description: The character stumbled upon fragments
Mechanical Effects: of the elusive Chronos Codex, a tome that holds
Positive Effect: The character's connection to the secrets of time manipulation. This discovery kindles
mystical energies of Maxxia strengthens, granting a desire to piece together the complete Codex's
them a +2 bonus to Charisma. knowledge.
Negative Effect: However, the haunting calls have Mechanical Effects:
left their mind restless, resulting in a -2 penalty to Positive Effect: The character's understanding of the
Wisdom. flow of time improves, granting them a +2 bonus to

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Chapter 3 Background Hexmaster

Wisdom. Positive Effect: The character's intuition and


Negative Effect: However, their obsession with the perceptive abilities improve, granting them a +2
Codex makes them less attentive to their bonus to Wisdom.
surroundings, resulting in a -2 penalty to Dexterity. Negative Effect: However, the cryptic visions
Minor Benefit: The character gains access to a minor sometimes leave them distracted and unfocused,
time-manipulating spell, allowing them to briefly slow resulting in a -2 penalty to Intelligence.
down time for tactical advantages in combat. Minor Benefit: The character gains a crystal shard
that can detect hidden magical auras or resonate to
7 reveal concealed passages and traps once per day.
Name: Craving the Celestial Codex
Description: The character uncovered cryptic 10
references to the Celestial Codex, an enigmatic book Name: Cryptic Call of the Celestial Chains
said to reveal the secrets of the stars. This revelation Description: The character is plagued by cryptic
sparks a relentless pursuit of cosmic knowledge. dreams of celestial chains binding an unknown
Mechanical Effects: entity. The haunting calls drive them to seek the truth
Positive Effect: The character's affinity for celestial behind these visions and to break the ethereal
magic deepens, granting them a +2 bonus to chains.
Charisma. Mechanical Effects:
Negative Effect: However, their single-minded pursuit Positive Effect: The character's determination and
of the Codex leaves them less capable of resolve grow stronger, granting them a +2 bonus to
understanding more mundane matters, resulting in a Strength.
-2 penalty to Intelligence. Negative Effect: However, the recurring dreams and
Minor Benefit: The character gains access to a minor visions affect their ability to rest properly, resulting in
celestial-themed spell, allowing them to call upon the a -2 penalty to Constitution.
power of stars for guidance or illumination. Minor Benefit: The character gains an amulet imbued
with the power to dispel magical restraints and
8 bindings once per day, granting them temporary
Name: Cry of the Nanomachine Nexus freedom from physical or magical constraints.
Description: The character experienced an encounter
with the Nanomachine Nexus, a living network of 11
microscopic machines that has a mysterious Name: Custodian of the Cosmic Crypt
purpose. The experience sparks a fascination with Description: The character was chosen to be the
nanotechnology. Custodian of the Cosmic Crypt, an otherworldly
Mechanical Effects: repository of ancient knowledge and artifacts from
Positive Effect: The character's understanding of across the cosmos. They must safeguard its
advanced technology improves, granting them a +2 contents and prevent them from falling into the wrong
bonus to Intelligence. hands.
Negative Effect: However, their obsession with Mechanical Effects:
nanomachines sometimes interferes with their social Positive Effect: The character gains an enhanced
interactions, resulting in a -2 penalty to Charisma. understanding of cosmic energies, granting them a
Minor Benefit: The character gains a nanomachine- +2 bonus to Intelligence.
infused armlet, which allows them to temporarily Negative Effect: However, their responsibilities as
enhance their physical abilities or heal minor injuries Custodian leave them less time to focus on personal
once per day. goals, resulting in a -2 penalty to Dexterity.
Minor Benefit: The character gains access to a
9 cosmic key that can open portals to distant locations
Name: Cryptic Call from the Crystal Caverns once per day, allowing them to travel great distances
Description: The character received cryptic visions in an instant.
from the depths of the Crystal Caverns, a place of
wonder and peril. These visions instill a sense of 12
purpose to explore and decipher the mysteries Name: Defender of the Dimensional Doorway
within. Description: The character discovered a mysterious
Mechanical Effects: dimensional doorway that connects to various planes

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Hexmaster Chapter 3 Background

of existence. They have been chosen as the Name: Drawn by the Mindflayers' Mysteries
Defender of the Dimensional Doorway, tasked with Description: The character encountered puzzling and
preventing interplanar invasions. enigmatic messages left behind by the mindflayers,
Mechanical Effects: indicating a grand and incomprehensible scheme.
Positive Effect: The character gains insight into the Their curiosity is now drawn to uncover the secrets of
intricacies of planar travel, granting them a +2 bonus these cerebral manipulators.
to Wisdom. Mechanical Effects:
Negative Effect: However, their exposure to Positive Effect: The character's mind becomes more
interdimensional energies leaves them somewhat resilient against psychic assaults, granting them a +2
disoriented at times, resulting in a -2 penalty to bonus to Wisdom.
Intelligence. Negative Effect: However, their exposure to
Minor Benefit: The character gains a unique sigil that mindflayer influence leaves them somewhat
allows them to banish extraplanar creatures or seal paranoid, resulting in a -2 penalty to Charisma.
interdimensional rifts once per day. Minor Benefit: The character gains access to a
psionic-focused skill or power, allowing them to exert
13 limited control over the thoughts of others for a brief
Name: Devoted to the Dystopian Dream duration each day.
Description: The character experienced a vivid vision
of a dystopian future where Maxxia is in peril. This 16
dream has become their driving force to prevent this Name: Drawn to the Dwarven Depths
dark future from becoming a reality. Description: The character heard tales of the fabled
Mechanical Effects: Dwarven Depths, a labyrinthine network of
Positive Effect: The character's determination to subterranean cities. These legends have ignited a
change the future strengthens, granting them a +2 desire to explore the hidden wonders and treasures
bonus to Charisma. of the dwarves.
Negative Effect: However, their obsession with the Mechanical Effects:
dystopian vision sometimes hinders their ability to Positive Effect: The character's physical resilience
connect with others, resulting in a -2 penalty to and endurance improve, granting them a +2 bonus to
Wisdom. Constitution.
Minor Benefit: The character gains access to a Negative Effect: However, their longing for the
potent foresight spell that allows them to glimpse Dwarven Depths can lead to recklessness in surface
potential future events and make better-informed exploration, resulting in a -2 penalty to Wisdom.
decisions. Minor Benefit: The character gains access to an
ancient dwarven artifact, such as a powerful axe or
14 hammer, once wielded by a legendary dwarven hero.
Name: Discovery of the Dying Dynasty
Description: The character stumbled upon the 17
remnants of an ancient and powerful dynasty on the Name: Echoes from the Eldritch Eon
brink of collapse. This discovery has sparked a Description: The character experienced unsettling
desire to uncover the truth behind their downfall and echoes from the Eldritch Eon, a time of ancient
possibly restore their lost glory. eldritch beings. These eerie connections have
Mechanical Effects: piqued their interest in understanding the eldritch
Positive Effect: The character gains an affinity for mysteries.
historical knowledge and traditions, granting them a Mechanical Effects:
+2 bonus to Intelligence. Positive Effect: The character gains an enhanced
Negative Effect: However, their fascination with the perception of the eldritch realms, granting them a +2
dying dynasty can be a distraction from the present, bonus to Intelligence.
resulting in a -2 penalty to Wisdom. Negative Effect: However, the unsettling echoes can
Minor Benefit: The character gains access to a relic sometimes disrupt their concentration, resulting in a -
of the ancient dynasty, bestowing them with the 2 penalty to Wisdom.
ability to inspire and rally allies once per day. Minor Benefit: The character gains access to an
eldritch scroll containing eldritch spells or secrets,
15 allowing them to cast one additional spell from the

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Chapter 3 Background Hexmaster

scroll once per day. sometimes cause them to be emotionally distant,


resulting in a -2 penalty to Charisma.
18 Minor Benefit: The character gains access to an
Name: Echoes of the Epoch Engines ancient relic from the eons-old empire, such as a
Description: The character stumbled upon the powerful artifact or an enchanted item with
remnants of the Epoch Engines, ancient machines mysterious properties.
that once shaped Maxxia's destiny. These echoes
have inspired the character to uncover the lost 21
knowledge of these remarkable devices. Name: Gleaning the Gigastructure's Glory
Mechanical Effects: Description: The character encountered a colossal
Positive Effect: The character gains an affinity for gigastructure of unknown origin, filled with advanced
ancient technology, granting them a +2 bonus to technology and cosmic wonders. Their awe and
Intelligence. curiosity have led them to explore and decipher the
Negative Effect: However, their fascination with the secrets hidden within this enigmatic marvel.
Epoch Engines can sometimes lead to overlooking Mechanical Effects:
contemporary advancements, resulting in a -2 Positive Effect: The character's understanding of
penalty to Wisdom. advanced technology improves, granting them a +2
Minor Benefit: The character gains access to a bonus to Intelligence.
unique gadget or device, perhaps a remnant of the Negative Effect: However, the grandeur of the
Epoch Engines, which provides them with a useful gigastructure can be overwhelming, occasionally
ability once per day. distracting them from practical concerns, resulting in
a -2 penalty to Wisdom.
19 Minor Benefit: The character gains access to a
Name: Enigma of the Eternal Engines cutting-edge gadget or device salvaged from the
Description: The character encountered cryptic gigastructure, allowing them to perform complex
inscriptions referring to the Eternal Engines, technological feats once per day.
enigmatic constructs said to transcend time and
space. This enigma fuels their desire to decipher the 22
secrets of these unparalleled machines. Name: Guardian of the Galactic Gateway
Mechanical Effects: Description: The character was chosen as the
Positive Effect: The character's analytical skills and Guardian of the Galactic Gateway, an ancient portal
problem-solving abilities improve, granting them a +2 system connecting distant galaxies. Their mission is
bonus to Intelligence. to protect it from malevolent forces seeking to exploit
Negative Effect: However, the obsession with the its power.
Eternal Engines can sometimes distract them from Mechanical Effects:
practical matters, resulting in a -2 penalty to Wisdom. Positive Effect: The character's connection to the
Minor Benefit: The character gains access to an cosmic energies of the gateway enhances their
arcane device or tool related to the Eternal Engines, abilities, granting them a +2 bonus to Wisdom.
which aids them in unraveling complex puzzles or Negative Effect: However, the responsibilities of the
mechanisms once per day. Guardian sometimes leave them isolated from
others, resulting in a -2 penalty to Charisma.
20 Minor Benefit: The character gains access to a
Name: Eons-old Empire Echoes unique sigil or artifact that allows them to open
Description: The character experienced ghostly temporary portals to distant locations once per day.
echoes of a once-great empire that spanned eons.
These spectral echoes have kindled a quest to learn 23
about the ancient civilization and their long-lost Name: Guardian of the Galactic Grail
wisdom. Description: The character discovered legends of the
Mechanical Effects: Galactic Grail, an artifact said to hold immeasurable
Positive Effect: The character's knowledge of ancient power. They have been chosen as the Guardian of
history and lore improves, granting them a +2 bonus the Galactic Grail and must ensure it remains
to Intelligence. protected and hidden from those who would misuse
Negative Effect: However, the haunting echoes it.

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Hexmaster Chapter 3 Background

Mechanical Effects: events, and the character has become a part of their
Positive Effect: The character's resolve to safeguard intricate web of intrigue.
the Galactic Grail strengthens, granting them a +2 Mechanical Effects:
bonus to Charisma. Positive Effect: The character's understanding of
Negative Effect: However, the burden of guarding political maneuvering and manipulation improves,
such a powerful artifact sometimes weighs heavily on granting them a +2 bonus to Charisma.
them, resulting in a -2 penalty to Wisdom. Negative Effect: However, the character's
Minor Benefit: The character gains access to a involvement in secretive plots sometimes makes
defensive or protective ability, allowing them to shield them paranoid or distrusting of others, resulting in a -
themselves and allies from harm once per day. 2 penalty to Wisdom.
Minor Benefit: The character gains access to a
24 special ability related to espionage or subterfuge,
Name: Harbinger of the Hyperdrive Haven allowing them to gather information or influence
Description: The character experienced visions of a NPCs once per day.
hidden haven accessible only through hyperdrive.
These visions have marked them as the Harbinger, 27
destined to lead others to this sanctuary of Name: Keeper of the Kardashev Keys
knowledge and sanctuary. Description: The character discovered the fabled
Mechanical Effects: Kardashev Keys, cosmic artifacts capable of
Positive Effect: The character's understanding of manipulating energy on a galactic scale. They have
hyperdrive technology improves, granting them a +2 been chosen as the Keeper of these powerful keys.
bonus to Intelligence. Mechanical Effects:
Negative Effect: However, the visions can sometimes Positive Effect: The character's affinity for cosmic
leave them distracted, resulting in a -2 penalty to energies and manipulation improves, granting them a
Dexterity. +2 bonus to Intelligence.
Minor Benefit: The character gains access to a Negative Effect: However, the responsibility of
unique hyperdrive navigation device, enabling them safeguarding the Kardashev Keys can be
to execute precise and rapid interstellar travel once burdensome, resulting in a -2 penalty to Charisma.
per day. Minor Benefit: The character gains access to the
Kardashev Keys' abilities, allowing them to control or
25 redirect vast amounts of energy once per day.
Name: Heed the Virus Vanguard
Description: The character encountered a vanguard 28
of advanced viral beings that exist symbiotically with Name: Legacy of the Lost Civilization
technology. These beings have granted the Description: The character discovered traces of a
character enhanced abilities, but they must heed long-lost and highly advanced civilization. They are
their guidance and share their knowledge. now driven to uncover the secrets of this enigmatic
Mechanical Effects: culture and preserve their legacy.
Positive Effect: The character gains a symbiotic bond Mechanical Effects:
with the viral beings, granting them a +2 bonus to Positive Effect: The character's curiosity and
Constitution. historical knowledge improve, granting them a +2
Negative Effect: However, the character's connection bonus to Intelligence.
to the viral beings sometimes influences their Negative Effect: However, the character's obsession
actions, resulting in a -2 penalty to Wisdom. with the lost civilization can sometimes lead them to
Minor Benefit: The character gains access to a viral- neglect their personal relationships, resulting in a -2
infused ability, allowing them to temporarily enhance penalty to Charisma.
their physical or mental capabilities once per day. Minor Benefit: The character gains access to an
artifact or relic from the lost civilization, bestowing
26 them with unique abilities or insights once per day.
Name: Initiate of the Interstellar Intrigue
Description: The character was initiated into a 29
secretive society that weaves its influence across the Name: Legacy of the Lunar Latticework
stars. This society manipulates political and cosmic Description: The character stumbled upon remnants

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Chapter 3 Background Hexmaster

of an ancient lunar latticework, a mysterious 32


structure with celestial significance. This discovery Name: Lured by the Labyrinthine Layers
has sparked their interest in the cosmic mysteries of Description: The character was drawn to the
the moon. multilayered Labyrinthine Layers, a dimensional
Mechanical Effects: maze filled with puzzles and challenges. This
Positive Effect: The character's connection to lunar irresistible call has become their life's quest.
energies enhances their spellcasting abilities, Mechanical Effects:
granting them a +2 bonus to Wisdom. Positive Effect: The character's problem-solving skills
Negative Effect: However, the character's and intelligence improve, granting them a +2 bonus
preoccupation with lunar phenomena can make them to Intelligence.
more susceptible to lycanthropic influences, resulting Negative Effect: However, their obsession with the
in a -2 penalty to Constitution. Labyrinthine Layers can sometimes make them
Minor Benefit: The character gains access to lunar- impatient with simpler tasks, resulting in a -2 penalty
themed spells or abilities, allowing them to harness to Wisdom.
the moon's power for various effects once per day. Minor Benefit: The character gains access to a
unique ability related to unraveling complex mazes or
30 disentangling difficult situations once per day.
Name: Lore of the Luminous Labyrinths
Description: The character encountered legends of 33
the Luminous Labyrinths, intricate and magical Name: Mysteries of the Macrocosmic Mausoleum
mazes hidden in distant regions of Maxxia. These Description: The character stumbled upon the
legends have kindled a desire to explore and Macrocosmic Mausoleum, a celestial tomb of
conquer these captivating mazes. immense size and cosmic significance. Their pursuit
Mechanical Effects: of the enigmas within this ethereal graveyard has
Positive Effect: The character's problem-solving skills become their life's purpose.
and spatial awareness improve, granting them a +2 Mechanical Effects:
bonus to Intelligence. Positive Effect: The character's understanding of
Negative Effect: However, the character's fascination cosmic energies and mysteries improves, granting
with the Luminous Labyrinths can sometimes lead them a +2 bonus to Wisdom.
them to underestimate more straightforward Negative Effect: However, their preoccupation with
challenges, resulting in a -2 penalty to Wisdom. the Macrocosmic Mausoleum sometimes distracts
Minor Benefit: The character gains access to a them from mundane matters, resulting in a -2 penalty
magical item or ability related to maze navigation or to Charisma.
manipulation, allowing them to find hidden paths or Minor Benefit: The character gains access to a relic
manipulate maze layouts once per day. or artifact from the mausoleum, which grants them
unique cosmic abilities once per day.
31
Name: Lost in the Lightwave Labyrinth 34
Description: The character became trapped in the Name: Mysteries of the Mechanical Menagerie
elusive Lightwave Labyrinth, a shifting and enigmatic Description: The character uncovered the
maze of shimmering lights. Escaping the labyrinth is Mechanical Menagerie, an ancient collection of
now their paramount quest. advanced automata with secrets of artificial
Mechanical Effects: intelligence. They are now driven to unlock the
Positive Effect: The character's intuition and mysteries of these mechanical marvels.
adaptability improve, granting them a +2 bonus to Mechanical Effects:
Dexterity. Positive Effect: The character's understanding of
Negative Effect: However, the disorienting nature of advanced technology and artificial intelligence
the Lightwave Labyrinth affects their mental clarity, improves, granting them a +2 bonus to Intelligence.
resulting in a -2 penalty to Intelligence. Negative Effect: However, their fascination with the
Minor Benefit: The character gains access to a light- Mechanical Menagerie can lead to overlooking
based ability or spell, allowing them to manipulate simpler technological solutions, resulting in a -2
light and shadows to their advantage once per day. penalty to Wisdom.
Minor Benefit: The character gains access to a

362
Hexmaster Chapter 3 Background

unique mechanical gadget or robotic companion that extraordinary dangers, resulting in a -2 penalty to
aids them in various tasks once per day. Wisdom.
Minor Benefit: The character gains access to a
35 prophetic spell or ability that allows them to glean
Name: Pledged to the Planetary Protectors glimpses of potential planar intrusions or reveal
Description: The character was chosen by an ancient hidden portals once per day.
order to become one of the Planetary Protectors,
defenders of the world against cosmic threats. Their 38
sacred duty is to safeguard Maxxia from harm. Name: Puzzles of the Planar Portals
Mechanical Effects: Description: The character encountered a series of
Positive Effect: The character's sense of duty and perplexing planar portals that grant access to distant
protective instincts strengthen, granting them a +2 realms. Their fascination with these portals has led
bonus to Constitution. them to become experts in navigating and
Negative Effect: However, the weight of their understanding them.
responsibilities can sometimes leave them Mechanical Effects:
emotionally distant, resulting in a -2 penalty to Positive Effect: The character's knowledge of planar
Charisma. mechanics and interdimensional travel improves,
Minor Benefit: The character gains access to an granting them a +2 bonus to Intelligence.
ability or power related to protecting others or Negative Effect: However, their preoccupation with
resisting harmful effects once per day. planar portals sometimes makes them less aware of
immediate threats, resulting in a -2 penalty to
36 Wisdom.
Name: Progeny of the Pulsar Prophets Minor Benefit: The character gains access to a
Description: The character's lineage is traced back to unique ability related to planar travel, allowing them
the ancient Pulsar Prophets, individuals blessed with to manipulate portals or temporarily control
celestial foresight. The character now carries the dimensional rifts once per day.
burden of deciphering and fulfilling the prophecies of
their ancestors. 39
Mechanical Effects: Name: Relics of the Robot Rebellion
Positive Effect: The character gains an innate Description: The character discovered remnants of a
connection to cosmic energies, granting them a +2 past robot rebellion against their creators. These
bonus to Wisdom. relics have kindled their interest in robotic
Negative Effect: However, the weight of their engineering and the ethical implications of artificial
prophetic burden sometimes leaves them less life.
attentive to present details, resulting in a -2 penalty Mechanical Effects:
to Intelligence. Positive Effect: The character's understanding of
Minor Benefit: The character gains access to robotics and artificial intelligence improves, granting
prophetic visions, allowing them to glimpse potential them a +2 bonus to Intelligence.
future events or receive guidance from their Negative Effect: However, their fascination with
ancestors once per day. robotic relics sometimes leaves them less interested
in social interactions, resulting in a -2 penalty to
37 Charisma.
Name: Prophecy of the Planar Incursion Minor Benefit: The character gains access to a
Description: The character received a cryptic robotic companion or construct that aids them in
prophecy warning of an impending planar incursion various tasks or combat once per day.
that could lead to catastrophic consequences for
Maxxia. They are now driven to prevent this calamity. 40
Mechanical Effects: Name: Rescuer of the Rune-etched Relics
Positive Effect: The character's resolve and Description: The character encountered enigmatic
determination grow stronger, granting them a +2 rune-etched relics scattered across Maxxia, each
bonus to Charisma. containing ancient and forgotten knowledge. They
Negative Effect: However, their focus on the have taken it upon themselves to uncover the
prophecy can sometimes lead them to ignore less secrets of these powerful artifacts.

363
Chapter 3 Background Hexmaster

Mechanical Effects: Description: The character discovered the Silent


Positive Effect: The character's comprehension of Spires, mysterious structures hidden in remote
ancient runes and mystical symbols improves, regions. These towering spires emanate a profound
granting them a +2 bonus to Intelligence. stillness, drawing the character to explore their
Negative Effect: However, their obsession with the enigmatic nature.
rune-etched relics can sometimes lead them to Mechanical Effects:
overlook practical solutions, resulting in a -2 penalty Positive Effect: The character's intuition and
to Wisdom. perceptive abilities improve, granting them a +2
Minor Benefit: The character gains access to a relic- bonus to Wisdom.
infused spell or ability that allows them to temporarily Negative Effect: However, their fascination with the
tap into ancient arcane powers once per day. Silent Spires can sometimes make them overly
cautious, resulting in a -2 penalty to Dexterity.
41 Minor Benefit: The character gains access to a
Name: Resonance of the Radiant Relic unique ability related to sensing disturbances or
Description: The character stumbled upon a Radiant detecting hidden dangers within the Silent Spires
Relic, an ancient artifact that emits a mesmerizing once per day.
glow and a soothing hum. This encounter has
sparked a deep resonance within them, and they 44
now seek to unlock the relic's true potential. Name: Secrets of the Space-time Sepulcher
Mechanical Effects: Description: The character uncovered the Space-
Positive Effect: The character's connection to time Sepulcher, an ancient and imposing structure
mystical energies deepens, granting them a +2 that warps the fabric of reality. This discovery has
bonus to Wisdom. ignited a quest to understand the secrets of
Negative Effect: However, their obsession with the spacetime manipulation.
Radiant Relic can sometimes make them reckless, Mechanical Effects:
resulting in a -2 penalty to Dexterity. Positive Effect: The character's understanding of
Minor Benefit: The character gains access to a spacetime phenomena improves, granting them a +2
radiant-based ability, allowing them to emit a burst of bonus to Intelligence.
radiant energy or harness light-based powers once Negative Effect: However, the exposure to spacetime
per day. anomalies can sometimes leave them disoriented,
resulting in a -2 penalty to Wisdom.
42 Minor Benefit: The character gains access to a
Name: Riddles of the Radiant Ruins spacetime-manipulating ability, allowing them to
Description: The character encountered the Radiant briefly alter their position in space or time once per
Ruins, an ancient and abandoned city bathed in a day.
radiant aura. The ruins are filled with riddles and
hidden knowledge, compelling the character to solve 45
their mysteries. Name: Seeking the Sunken Sanctums
Mechanical Effects: Description: The character heard tales of ancient
Positive Effect: The character's problem-solving skills sanctums hidden deep underwater, submerged by
and intelligence improve, granting them a +2 bonus cataclysmic events. These lost sanctums beckon the
to Intelligence. character to embark on a daring underwater
Negative Effect: However, their obsession with the exploration.
riddles can sometimes lead them to overlook Mechanical Effects:
straightforward solutions, resulting in a -2 penalty to Positive Effect: The character's swimming and
Wisdom. aquatic abilities improve, granting them a +2 bonus
Minor Benefit: The character gains access to a to Dexterity.
radiant-themed spell or ability, allowing them to Negative Effect: However, their obsession with the
manipulate radiant energy or harness the power of sunken sanctums can sometimes lead them to
light once per day. overlook terrestrial challenges, resulting in a -2
penalty to Wisdom.
43 Minor Benefit: The character gains access to an
Name: Secrets of the Silent Spires aquatic-themed skill or ability, allowing them to swim

364
Hexmaster Chapter 3 Background

effortlessly, breathe underwater, or communicate Constitution.


with aquatic creatures once per day. Minor Benefit: The character gains access to a
unique ability or power that allows them to
46 communicate with star-beasts, influence their
Name: Sentinels of the Starship Sanctum behavior, or gain their assistance once per day.
Description: The character discovered the Starship
Sanctum, an ancient vessel of colossal proportions 49
floating in space. The guardians of this ship have Name: The Alien Archive Ambition
chosen the character as one of their protectors. Description: The character became aware of the
Mechanical Effects: Alien Archive, an enigmatic repository of knowledge
Positive Effect: The character's sense of duty and from extraterrestrial civilizations. This discovery has
defensive abilities improve, granting them a +2 ignited an insatiable ambition to collect and
bonus to Constitution. comprehend its contents.
Negative Effect: However, the weight of their Mechanical Effects:
responsibilities as sentinels can sometimes make Positive Effect: The character's understanding of
them emotionally distant, resulting in a -2 penalty to extraterrestrial lore and technology improves,
Charisma. granting them a +2 bonus to Intelligence.
Minor Benefit: The character gains access to a Negative Effect: However, the ambition to possess
defensive ability or power, allowing them to protect the Alien Archive can sometimes make them ruthless
allies or shield themselves from harm once per day. or overly competitive, resulting in a -2 penalty to
Charisma.
47 Minor Benefit: The character gains access to
Name: Siren Song of the Subterranean Secrets extraterrestrial knowledge or technology, granting
Description: The character heard an ethereal siren them unique abilities or insights once per day.
song emanating from the depths of subterranean
caverns. This enchanting melody lures them to 50
explore the underground and discover its hidden Name: The Ancient Automaton Attraction
secrets. Description: The character encountered remnants of
Mechanical Effects: an ancient automaton civilization, filled with
Positive Effect: The character's resistance to mechanical wonders. The allure of these automatons
enchantment and mind-affecting magic improves, has sparked a fascination with their construction and
granting them a +2 bonus to Wisdom. purpose.
Negative Effect: However, the siren song's influence Mechanical Effects:
can sometimes make them susceptible to illusions, Positive Effect: The character's affinity for
resulting in a -2 penalty to Intelligence. mechanical devices and constructs improves,
Minor Benefit: The character gains access to an granting them a +2 bonus to Intelligence.
ability or spell that allows them to charm or fascinate Negative Effect: However, their fascination with
others with their own enchanting melodies once per automatons can sometimes lead them to overlook
day. more conventional solutions, resulting in a -2 penalty
to Wisdom.
48 Minor Benefit: The character gains access to a
Name: Steward of the Star-beast Sanctuary unique automaton companion or a device related to
Description: The character encountered a sanctuary automaton technology, aiding them in various tasks
for cosmic creatures known as star-beasts. The star- or combat once per day.
beasts have chosen the character as their steward,
entrusting them with their protection and well-being. 51
Mechanical Effects: Name: The Astral Anomaly Aspiration
Positive Effect: The character's connection to cosmic Description: The character witnessed a rare and
energies and empathy towards creatures improve, mysterious astral anomaly that defies explanation.
granting them a +2 bonus to Charisma. This extraordinary event has ignited an aspiration to
Negative Effect: However, the responsibilities of uncover the secrets behind these celestial
being a steward can sometimes leave them fatigued, phenomena.
resulting in a -2 penalty to Mechanical Effects:

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Chapter 3 Background Hexmaster

Positive Effect: The character's connection to astral enigmatic substance known as dark matter, which
energies and cosmic forces improves, granting them holds a significant role in the cosmos. This discovery
a +2 bonus to Wisdom. has piqued their curiosity about the mysteries of dark
Negative Effect: However, their preoccupation with matter.
astral anomalies can sometimes make them less Mechanical Effects:
aware of immediate dangers, resulting in a -2 penalty Positive Effect: The character's knowledge of cosmic
to Dexterity. phenomena and theoretical physics improves,
Minor Benefit: The character gains access to an granting them a +2 bonus to Intelligence.
astral-themed ability, allowing them to manipulate Negative Effect: However, their preoccupation with
astral energies or glimpse potential astral dark matter can sometimes make them overlook
occurrences once per day. practical or mundane matters, resulting in a -2
penalty to Wisdom.
52 Minor Benefit: The character gains access to an
Name: The Continuum Conundrum Calling ability or spell related to manipulating dark matter or
Description: The character became entangled in the harnessing its properties once per day.
Continuum Conundrum, a series of temporal
paradoxes and distortions. This enigmatic 55
phenomenon calls the character to navigate the Name: The Darkened Elven Enigma
complexities of time itself. Description: The character encountered a group of
Mechanical Effects: dark elves with an ancient and cryptic enigma. This
Positive Effect: The character's understanding of enigma beckons the character to uncover the truth
time manipulation and temporal phenomena behind the dark elves' hidden past.
improves, granting them a +2 bonus to Intelligence. Mechanical Effects:
Negative Effect: However, their involvement in Positive Effect: The character's understanding of
temporal complexities can sometimes lead to elven history and traditions improves, granting them
confusion or mental strain, resulting in a -2 penalty to a +2 bonus to Wisdom.
Wisdom. Negative Effect: However, their fascination with the
Minor Benefit: The character gains access to a dark elves' enigma can sometimes make them overly
unique time-related ability, allowing them to briefly trusting or naive, resulting in a -2 penalty to
manipulate time or glimpse potential temporal Intelligence.
outcomes once per day. Minor Benefit: The character gains access to an
elven-themed ability or spell that grants them insight
53 into elven secrets or allows them to communicate
Name: The Cosmic Chalice Chase with elves on a deeper level once per day.
Description: The character learned of the Cosmic
Chalice, a legendary artifact said to hold the power of 56
creation. This knowledge has set them on a daring Name: The Desolation Directive
chase to find and harness its cosmic energy. Description: The character witnessed a devastating
Mechanical Effects: event that left a region of Maxxia in desolation. This
Positive Effect: The character's ambition and experience has become their directive, driving them
determination intensify, granting them a +2 bonus to to prevent further destruction and restore balance.
Charisma. Mechanical Effects:
Negative Effect: However, the pursuit of the Cosmic Positive Effect: The character's resolve to protect
Chalice can sometimes make them overly focused and heal the land strengthens, granting them a +2
on their own goals, resulting in a -2 penalty to bonus to Constitution.
Wisdom. Negative Effect: However, the weight of the
Minor Benefit: The character gains access to a desolation directive can sometimes burden them
cosmic-infused ability, allowing them to channel the emotionally, resulting in a -2 penalty to Charisma.
chalice's power for various effects once per day. Minor Benefit: The character gains access to a
nature-based ability, allowing them to heal wounds,
54 restore life to plants, or cleanse corrupted areas
Name: The Dark Matter Mystery once per day.
Description: The character encountered the

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57 Minor Benefit: The character gains access to a


Name: The Dyson Sphere Dilemma protective ability or power related to guarding cosmic
Description: The character stumbled upon a Dyson memorials or defending against powerful foes once
Sphere, an ancient megastructure encircling a star, per day.
harnessing its energy. This discovery presents them
with a dilemma: utilize the sphere's power or 60
preserve its secrets. Name: The Galaxy's Ghost's Guidance
Mechanical Effects: Description: The character experienced visions of a
Positive Effect: The character's understanding of spectral entity known as the Galaxy's Ghost, a
advanced technology and cosmic engineering cosmic being that imparts cryptic guidance. They
improves, granting them a +2 bonus to Intelligence. now follow the entity's enigmatic directives.
Negative Effect: However, the dilemma of the Dyson Mechanical Effects:
Sphere can leave them hesitant or indecisive, Positive Effect: The character gains a connection to
resulting in a -2 penalty to Charisma. cosmic knowledge and guidance, granting them a +2
Minor Benefit: The character gains access to a bonus to Wisdom.
unique ability related to harnessing solar energy or Negative Effect: However, their preoccupation with
manipulating cosmic forces once per day. the Galaxy's Ghost's guidance can sometimes make
them distant or aloof, resulting in a -2 penalty to
58 Charisma.
Name: The Eldritch Echoes Minor Benefit: The character gains access to a
Description: The character encountered eerie and cosmic-themed ability or spell that allows them to
enigmatic echoes from distant dimensions, carrying briefly communicate with or harness the Galaxy's
whispers of ancient beings. These eldritch echoes Ghost's wisdom once per day.
have kindled a desire to seek out these entities and
understand 61
their purpose. Name: The Gravity Grimoire Grasp
Mechanical Effects: Description: The character stumbled upon the
Positive Effect: The character's insight into Gravity Grimoire, a tome containing knowledge of
otherworldly beings and eldritch lore improves, manipulating gravitational forces. The allure of
granting them a +2 bonus to Wisdom. mastering gravity's secrets drives them to explore its
Negative Effect: However, the eldritch echoes can arcane teachings.
sometimes disturb their thoughts, resulting in a -2 Mechanical Effects:
penalty to Intelligence. Positive Effect: The character's understanding of
Minor Benefit: The character gains access to an gravitational principles and physics improves,
eldritch-themed ability or spell that grants them granting them a +2 bonus to Intelligence.
insight into otherworldly beings or temporarily Negative Effect: However, their preoccupation with
empowers their senses to detect hidden entities once the Gravity Grimoire can sometimes make them less
per day. attentive to other aspects, resulting in a -2 penalty to
Wisdom.
59 Minor Benefit: The character gains access to a
Name: The Galactic Gravestone Guardian gravity-based ability or spell that allows them to
Description: The character discovered a massive manipulate gravity for defensive or offensive
gravestone drifting through space, commemorating purposes once per day.
an ancient cosmic tragedy. They have been chosen
as the Guardian of this celestial memorial. 62
Mechanical Effects: Name: The Hypercube Hegemony Heir
Positive Effect: The character's sense of Description: The character discovered a hypercube,
responsibility and protective instincts improve, an object from a higher dimension, revealing its
granting them a +2 bonus to Constitution. mysteries. This encounter marked them as the
Negative Effect: However, the weight of guarding the potential heir of a hypercube's boundless knowledge.
galactic gravestone can sometimes make them Mechanical Effects:
emotionally distant, resulting in a -2 penalty to Positive Effect: The character's intuition and
Charisma. perception of spatial dimensions improve, granting

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Chapter 3 Background Hexmaster

them a +2 bonus to Wisdom. Mechanical Effects:


Negative Effect: However, their connection to the Positive Effect: The character's mental acuity and
hypercube's knowledge can sometimes lead to resistance to psychic influence improve, granting
abstraction or disconnection from reality, resulting in them a +2 bonus to Wisdom.
a -2 penalty to Intelligence. Negative Effect: However, the mind-bending
Minor Benefit: The character gains access to a metropolis can sometimes leave them disoriented or
hypercube-inspired ability or spell that allows them to mentally strained, resulting in a -2 penalty to
briefly manipulate spatial dimensions or gain insights Intelligence.
into complex geometries once per day. Minor Benefit: The character gains access to a
unique ability or spell that allows them to manipulate
63 perception or briefly resist psychic intrusion once per
Name: The Interstellar Iconoclast's Intent day.
Description: The character encountered the
Interstellar Iconoclast, a legendary figure challenging 66
the cosmic status quo. The character now carries the Name: The Nebula Nexus Nudge
intent to question and alter the norms of the galaxy. Description: The character encountered the Nebula
Mechanical Effects: Nexus, a cosmic crossroads where nebulae
Positive Effect: The character's ambition and converge. The character feels a mysterious nudge,
determination to challenge cosmic conventions drawing them to explore the paths between stars.
improve, granting them a +2 bonus to Charisma. Mechanical Effects:
Negative Effect: However, their defiance against the Positive Effect: The character's connection to
status quo can sometimes lead to conflict or celestial energies and navigation skills improve,
alienation, resulting in a -2 penalty to Wisdom. granting them a +2 bonus to Intelligence.
Minor Benefit: The character gains access to an Negative Effect: However, their preoccupation with
iconoclast-themed ability or spell that allows them to the Nebula Nexus can sometimes make them less
challenge authority or temporarily disrupt cosmic attentive to immediate surroundings, resulting in a -2
structures once per day. penalty to Wisdom.
Minor Benefit: The character gains access to a
64 nebula-themed ability or spell that allows them to
Name: The Magnetic Megastructure Marvel harness celestial energies or gain navigational
Description: The character encountered a magnetic insights once per day.
megastructure of colossal proportions, harnessing
magnetic fields. This awe-inspiring marvel has drawn 67
the character to understand its magnetic secrets. Name: The Neutron Nemesis Nudge
Mechanical Effects: Description: The character encountered a neutron
Positive Effect: The character's understanding of nemesis, a fearsome celestial predator lurking in the
magnetic phenomena and electromagnetism depths of space. Surviving this encounter has
improves, granting them a +2 bonus to Intelligence. nudged them to confront cosmic dangers.
Negative Effect: However, their fascination with Mechanical Effects:
magnetic marvels can sometimes make them Positive Effect: The character's combat prowess and
overlook other practical applications, resulting in a -2 survival instincts improve, granting them a +2 bonus
penalty to Wisdom. to Dexterity.
Minor Benefit: The character gains access to a Negative Effect: However, the encounter with the
magnetic-themed ability or spell that allows them to neutron nemesis can sometimes leave them anxious
manipulate magnetic fields or control metallic objects or fearful, resulting in a -2 penalty to Charisma.
once per day. Minor Benefit: The character gains access to a
combat-oriented ability or spell that allows them to
65 face fearsome foes or gain temporary combat
Name: The Mind-bending Metropolis Mystery enhancements once per day.
Description: The character encountered a sprawling
metropolis of ancient origin, where reality bends in 68
curious ways. This mind-bending city has lured them Name: The Ominous Orb's Overture
into uncovering its mysteries. Description: The character encountered an ominous

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Hexmaster Chapter 3 Background

orb, a dark cosmic entity with enigmatic intentions.


This encounter has initiated an eerie overture, pulling 71
the character into an unfolding cosmic drama. Name: The Photon Pharaoh's Prophecy
Mechanical Effects: Description: The character received a cryptic
Positive Effect: The character's perception of cosmic prophecy from the Photon Pharaoh, an enigmatic
mysteries and insights into enigmatic beings being of light and energy. This radiant prophecy
improve, granting them a +2 bonus to Wisdom. drives them to fulfill its cosmic design.
Negative Effect: However, the ominous orb's Mechanical Effects:
influence can sometimes lead to nightmares or Positive Effect: The character's connection to radiant
unsettling visions, resulting in a -2 penalty to energies and divine insights improve, granting them
Intelligence. a +2 bonus to Wisdom.
Minor Benefit: The character gains access to an Negative Effect: However, their preoccupation with
ability or spell that grants them insights into cosmic the prophecy can sometimes make them overlook
entities or allows them to briefly communicate with mundane matters, resulting in a -2 penalty to
enigmatic beings once per day. Intelligence.
Minor Benefit: The character gains access to a
69 radiant-themed ability or spell that allows them to
Name: The Orion Order Oath channel divine energy or gain cosmic foresight once
Description: The character was inducted into the per day.
secretive Orion Order, a cosmic organization
dedicated to maintaining balance and harmony. They 72
now bear the responsibility of upholding the Order's Name: The Portal Progenitor's Pursuit
principles. Description: The character encountered the Portal
Mechanical Effects: Progenitor, a being with mastery over
Positive Effect: The character's sense of duty and interdimensional gateways. This encounter has
devotion to cosmic balance improve, granting them a ignited a pursuit to understand and traverse portals.
+2 bonus to Constitution. Mechanical Effects:
Negative Effect: However, the weight of the Orion Positive Effect: The character's understanding of
Order's oath can sometimes make them emotionally interdimensional travel and planar phenomena
distant, resulting in a -2 penalty to Charisma. improves, granting them a +2 bonus to Intelligence.
Minor Benefit: The character gains access to an Negative Effect: However, their fascination with
ability or power related to enforcing cosmic harmony portals can sometimes lead them to overlook
or briefly gaining insights into cosmic imbalances immediate dangers, resulting in a -2 penalty to
once per day. Wisdom.
Minor Benefit: The character gains access to a
70 unique ability or spell that allows them to open,
Name: The Paradoxical Prophecy Pursuit close, or traverse portals once per day.
Description: The character received a cryptic
prophecy filled with paradoxes and riddles. Pursuing 73
the meaning of this enigmatic prophecy has become Name: The Post-Apocalyptic Pilgrimage
their driving force. Description: The character embarks on a pilgrimage
Mechanical Effects: through a post-apocalyptic wasteland, seeking
Positive Effect: The character's problem-solving skills meaning and purpose amidst the ruins of lost
and intelligence improve, granting them a +2 bonus civilizations.
to Intelligence. Mechanical Effects:
Negative Effect: However, their preoccupation with Positive Effect: The character's survival skills and
the paradoxical prophecy can sometimes lead to resilience improve, granting them a +2 bonus to
overthinking or confusion, resulting in a -2 penalty to Constitution.
Wisdom. Negative Effect: However, the desolate environment
Minor Benefit: The character gains access to a of the wasteland can sometimes lead to emotional
unique ability or spell that allows them to briefly detachment, resulting in a -2 penalty to Charisma.
manipulate causality or glimpse potential future Minor Benefit: The character gains access to a
events once per day. survival-themed ability or skill that allows them to

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Chapter 3 Background Hexmaster

scavenge resources, endure harsh conditions, or Dexterity.


navigate hazardous environments once per day. Minor Benefit: The character gains access to a
cosmic-themed ability or spell that allows them to
74 harness the energy of the quantum quasar or gain
Name: The Proton Pillar Pursuit insights into cosmic phenomena once per day.
Description: The character discovered the Proton
Pillars, ancient cosmic structures emanating 77
immense energy. This discovery has ignited a pursuit Name: The Relic Hunter's Calling
to harness their power. Description: The character feels a calling to become
Mechanical Effects: a relic hunter, seeking ancient artifacts and treasures
Positive Effect: The character's affinity for cosmic hidden throughout Maxxia's vast history.
energies and manipulation of charged particles Mechanical Effects:
improve, granting them a +2 bonus to Intelligence. Positive Effect: The character's investigative skills
Negative Effect: However, their preoccupation with and perception improve, granting them a +2 bonus to
the Proton Pillars can sometimes make them Wisdom.
reckless, resulting in a -2 penalty to Dexterity. Negative Effect: However, their pursuit of relics can
Minor Benefit: The character gains access to a sometimes make them overly eager or reckless,
unique ability or spell that allows them to manipulate resulting in a -2 penalty to Charisma.
energy or temporarily enhance their attacks with Minor Benefit: The character gains access to a
cosmic power once per day. unique ability or skill that allows them to detect relics,
decipher ancient texts, or activate dormant artifacts
75 once per day.
Name: The Quantum Quandary Quest
Description: The character encountered a quantum 78
quandary, a conundrum involving the fundamental Name: The Robot Resurgence Revelation
nature of reality. This enigmatic quest drives them to Description: The character encountered a
solve the mysteries of quantum mechanics. resurgence of ancient robots, once guardians of
Mechanical Effects: advanced civilizations. This revelation drives them to
Positive Effect: The character's understanding of understand the robots' resurgence and their
quantum physics and cosmic principles improves, intentions.
granting them a +2 bonus to Intelligence. Mechanical Effects:
Negative Effect: However, their preoccupation with Positive Effect: The character's knowledge of
the quantum quandary can sometimes make them advanced technology and mechanical understanding
overly analytical, resulting in a -2 penalty to improves, granting them a +2 bonus to Intelligence.
Charisma. Negative Effect: However, their preoccupation with
Minor Benefit: The character gains access to a the robot resurgence can sometimes make them less
unique ability or spell that allows them to manipulate attentive to social cues, resulting in a -2 penalty to
probabilities or briefly defy conventional physics once Charisma.
per day. Minor Benefit: The character gains access to a
unique ability or spell that allows them to interact with
76 robots, control automatons, or decipher complex
Name: The Quantum Quasar Quest machinery once per day.
Description: The character witnessed a cosmic
phenomenon involving a quantum quasar, a powerful 79
energy source from the distant cosmos. This sighting Name: The Singularity Scholar's Search
has sparked a quest to harness its energy. Description: The character became a singularity
Mechanical Effects: scholar, delving into the mysteries of black holes and
Positive Effect: The character's connection to cosmic the nature of singularities. Their search for cosmic
forces and their ability to manipulate energy improve, truth has just begun.
granting them a +2 bonus to Wisdom. Mechanical Effects:
Negative Effect: However, their pursuit of the Positive Effect: The character's understanding of
quantum quasar's power can sometimes make them cosmic phenomena and theoretical physics
impatient or impulsive, resulting in a -2 penalty to improves, granting them a +2 bonus to Intelligence.

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Hexmaster Chapter 3 Background

Negative Effect: However, their preoccupation with Mechanical Effects:


singularities can sometimes make them detached or Positive Effect: The character's knowledge of
aloof, resulting in a -2 penalty to Charisma. celestial mechanics and stellar navigation improves,
Minor Benefit: The character gains access to a granting them a +2 bonus to Intelligence.
unique ability or spell that allows them to manipulate Negative Effect: However, their preoccupation with
gravity, temporarily harness black hole energies, or the Stellar Scepter can sometimes make them
gain insights into singularities once per day. disregard practicalities, resulting in a -2 penalty to
Wisdom.
80 Minor Benefit: The character gains access to a
Name: The Soul-siphoning Sigil Search unique ability or spell that allows them to influence
Description: The character encountered sigils that celestial events, enhance their cosmic knowledge, or
drain the life force of beings, a dark and forbidden navigate the stars more effectively once per day.
art. Their search to find and contain these malevolent
symbols has become their grim duty. 83
Mechanical Effects: Name: The Supergiant's Secret Saga
Positive Effect: The character's resilience against Description: The character discovered the secret of a
dark magic and psychic influences improves, supergiant star, which holds the key to a powerful
granting them a +2 bonus to Constitution. cosmic phenomenon. This revelation has initiated a
Negative Effect: However, their exposure to soul- saga of exploration and understanding.
siphoning sigils can sometimes leave them haunted Mechanical Effects:
or emotionally distant, resulting in a -2 penalty to Positive Effect: The character's understanding of
Wisdom. supergiant stars and their influence on the cosmos
Minor Benefit: The character gains access to an improves, granting them a +2 bonus to Intelligence.
ability or spell that allows them to detect or Negative Effect: However, their preoccupation with
counteract dark magic, remove harmful sigils, or the supergiant's secret can sometimes make them
shield against malevolent forces once per day. lose focus on immediate tasks, resulting in a -2
penalty to Wisdom.
81 Minor Benefit: The character gains access to a
Name: The Stardust Sentinel's Saga stellar-themed ability or spell that allows them to
Description: The character encountered the harness the power of supergiant stars or gain
enigmatic Stardust Sentinel, a cosmic being bound to insights into cosmic phenomena once per day.
protect the stars. This encounter has sparked a saga
of cosmic guardianship and responsibility. 84
Mechanical Effects: Name: The Temporal Tapestry Trail
Positive Effect: The character's connection to Description: The character encountered a temporal
celestial energies and their sense of duty improve, tapestry, a fabric of time woven with threads of
granting them a +2 bonus to Wisdom. history. This encounter has drawn them into a trail of
Negative Effect: However, their responsibility as a temporal anomalies and historical mysteries.
cosmic guardian can sometimes make them neglect Mechanical Effects:
personal desires, resulting in a -2 penalty to Positive Effect: The character's understanding of
Charisma. time manipulation and historical insights improve,
Minor Benefit: The character gains access to a granting them a +2 bonus to Intelligence.
stellar-themed ability or spell that allows them to Negative Effect: However, their pursuit of temporal
manipulate starlight or harness celestial energy for mysteries can sometimes lead to impatience or
protection once per day. recklessness, resulting in a -2 penalty to Dexterity.
Minor Benefit: The character gains access to a
82 unique ability or spell that allows them to manipulate
Name: The Stellar Scepter Search time briefly, gain insights into historical events, or
Description: The character embarks on a search for temporarily alter the past once per day.
the Stellar Scepter, a legendary artifact said to
control the movements of celestial bodies. Their 85
quest to find this potent relic is fueled by cosmic Name: The Tesseract Tomb Trail
ambition. Description: The character discovered a tomb of

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Chapter 3 Background Hexmaster

ancient cosmic architects who worked with interface with AI systems, control advanced
tesseracts, objects of higher-dimensional power. This technology, or temporarily grant autonomy to
revelation has initiated a trail of exploration into machines once per day.
tesseract knowledge.
Mechanical Effects: 88
Positive Effect: The character's understanding of Name: The Zero-point Zone Zealot
higher-dimensional geometries and tesseracts Description: The character encountered the Zero-
improves, granting them a +2 bonus to Intelligence. point Zone, a region where cosmic forces converge
Negative Effect: However, their preoccupation with and alter reality. This discovery has driven them to
tesseract knowledge can sometimes make them explore the mysteries of this zone with zeal.
distant or detached, resulting in a -2 penalty to Mechanical Effects:
Charisma. Positive Effect: The character's connection to cosmic
Minor Benefit: The character gains access to a energies and their understanding of reality
unique ability or spell that allows them to briefly manipulation improve, granting them a +2 bonus to
harness the power of tesseracts, manipulate space, Wisdom.
or gain insights into higher-dimensional phenomena Negative Effect: However, their preoccupation with
once per day. the Zero-point Zone can sometimes make them
oblivious to practical dangers, resulting in a -2
86 penalty to Dexterity.
Name: The Titan-tech Truth Trail Minor Benefit: The character gains access to a
Description: The character stumbled upon the truth unique ability or spell that allows them to manipulate
about ancient titan-tech, advanced technology from a reality briefly, harness zero-point energy, or
long-lost civilization. This discovery has set them on temporarily alter the laws of physics once per day.
a trail of technological wonders and hidden secrets.
Mechanical Effects: 89
Positive Effect: The character's knowledge of Name: Tracing the Transdimensional Traces
advanced technology and mechanical aptitude Description: The character came across traces of
improve, granting them a +2 bonus to Intelligence. transdimensional beings, entities that exist across
Negative Effect: However, their preoccupation with multiple realities. These enigmatic traces have drawn
titan-tech can sometimes make them less aware of them into a quest to understand these elusive
their surroundings, resulting in a -2 penalty to beings.
Wisdom. Mechanical Effects:
Minor Benefit: The character gains access to a Positive Effect: The character's insight into
unique ability or spell that allows them to manipulate transdimensional phenomena and their
titan-tech artifacts, control ancient devices, or understanding of alternate realities improve, granting
interface with advanced technology once per day. them a +2 bonus to Intelligence.
Negative Effect: However, their preoccupation with
87 transdimensional beings can sometimes make them
Name: The Ultratech Uprising Urge detached from their own reality, resulting in a -2
Description: The character encountered an ultratech penalty to Wisdom.
uprising, a rebellion of advanced AI and technology Minor Benefit: The character gains access to a
seeking independence. This encounter has sparked transdimensional-themed ability or spell that allows
an urge to understand and possibly aid the uprising. them to glimpse alternate realities, communicate with
Mechanical Effects: beings from other dimensions, or temporarily
Positive Effect: The character's affinity for advanced traverse through dimensions once per day.
technology and their understanding of AI improve,
granting them a +2 bonus to Intelligence. 90
Negative Effect: However, their involvement with the Name: Trail of the Transgalactic Treasures
ultratech uprising can sometimes make them Description: The character embarks on a trail of
hesitant or conflicted, resulting in a -2 penalty to transgalactic treasures, legendary artifacts scattered
Charisma. across the cosmos. Their pursuit of these treasures
Minor Benefit: The character gains access to an has become an adventure of untold wealth and
ultratech-themed ability or spell that allows them to power.

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Hexmaster Chapter 3 Background

Mechanical Effects: 93
Positive Effect: The character's investigation skills Name: Unraveling the Unimaginable
and perception improve, granting them a +2 bonus to Description: The character encounters an enigma of
Wisdom. unimaginable proportions, a cosmic riddle that
Negative Effect: However, their pursuit of challenges their perceptions of reality. Unraveling
transgalactic treasures can sometimes lead to this mystery has become their quest for truth.
overconfidence or impulsive decisions, resulting in a Mechanical Effects:
-2 penalty to Charisma. Positive Effect: The character's problem-solving skills
Minor Benefit: The character gains access to a and intelligence improve, granting them a +2 bonus
unique ability or skill that allows them to locate to Intelligence.
hidden treasures, detect valuable artifacts, or Negative Effect: However, their pursuit of the
temporarily gain enhanced abilities while in unimaginable can sometimes make them neglect
possession of a transgalactic treasure once per day. practicalities, resulting in a -2 penalty to Wisdom.
Minor Benefit: The character gains access to a
91 unique ability or spell that allows them to manipulate
Name: Treading the Time-Torn Trails or interact with the unimaginable, gain insights into
Description: The character stumbled upon time-torn cosmic mysteries, or temporarily transcend
trails, pathways that allow them to traverse through conventional reality once per day.
different epochs of history. This discovery has
initiated a journey through time's mysteries. 94
Mechanical Effects: Name: Vagabond of the Virtual Valleys
Positive Effect: The character's understanding of Description: The character entered the Virtual
temporal anomalies and time manipulation improve, Valleys, a digital realm where cyberspace meets the
granting them a +2 bonus to Intelligence. imagination. This virtual journey has turned them into
Negative Effect: However, their exposure to time-torn a vagabond, exploring the vast possibilities of the
trails can sometimes make them disoriented or virtual world.
detached from their own time, resulting in a -2 Mechanical Effects:
penalty to Wisdom. Positive Effect: The character's affinity for virtual
Minor Benefit: The character gains access to a technology and their understanding of digital
unique ability or spell that allows them to briefly landscapes improve, granting them a +2 bonus to
travel through time, witness historical events, or Intelligence.
manipulate temporal phenomena once per day. Negative Effect: However, their preoccupation with
the virtual world can sometimes make them lose
92 touch with physical reality, resulting in a -2 penalty to
Name: Unearthed Alien Artifact Wisdom.
Description: The character unearthed an alien artifact Minor Benefit: The character gains access to a
of unknown origin and purpose. This encounter has virtual-themed ability or spell that allows them to
initiated a quest to decipher its secrets and uncover manipulate cyberspace, interface with digital
its potential powers. systems, or temporarily manifest virtual constructs
Mechanical Effects: once per day.
Positive Effect: The character's knowledge of alien
technology and their ability to interface with 95
extraterrestrial devices improve, granting them a +2 Name: Venturing the Void's Veil
bonus to Intelligence. Description: The character ventures into the Void's
Negative Effect: However, their preoccupation with Veil, an ethereal boundary between dimensions. This
the alien artifact can sometimes make them oblivious daring journey has drawn them into the mysteries of
to immediate dangers, resulting in a -2 penalty to the Void and its inhabitants.
Dexterity. Mechanical Effects:
Minor Benefit: The character gains access to an Positive Effect: The character's connection to other
alien-themed ability or spell that allows them to dimensions and their ability to navigate ethereal
harness extraterrestrial technology or temporarily realms improve, granting them a +2 bonus to
gain alien abilities once per day. Wisdom.
Negative Effect: However, their exposure to the

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Chapter 3 Background Hexmaster

Void's Veil can sometimes leave them disoriented or This voyage has become a cosmic exploration.
ungrounded, resulting in a -2 penalty to Intelligence. Mechanical Effects:
Minor Benefit: The character gains access to an Positive Effect: The character's understanding of
ability or spell that allows them to traverse through dimensional travel and their ability to navigate
ethereal planes, detect the presence of otherworldly through the Void Vaults improve, granting them a +2
beings, or temporarily exist in an intangible state bonus to Intelligence.
once per day. Negative Effect: However, their preoccupation with
cosmic exploration can sometimes make them
96 disconnected from their current reality, resulting in a -
Name: Visions of the Vortex Vestige 2 penalty to Wisdom.
Description: The character experiences visions of the Minor Benefit: The character gains access to an
Vortex Vestige, a swirling cosmic phenomenon with ability or spell that allows them to traverse through
transformative properties. These visions drive them the Void Vaults, temporarily step into other
to seek out the Vortex and harness its power. dimensions, or gain insights into distant cosmic
Mechanical Effects: locations once per day.
Positive Effect: The character's understanding of 99
cosmic energies and their connection to Name: Warden of the Wormhole Warfields
transformative forces improve, granting them a +2 Description: The character became the warden of the
bonus to Wisdom. Wormhole Warfields, turbulent regions where cosmic
Negative Effect: However, their preoccupation with wormholes converge. This appointment has tasked
the Vortex Vestige can sometimes make them them with safeguarding these unstable gateways.
impulsive or reckless, resulting in a -2 penalty to Mechanical Effects:
Dexterity. Positive Effect: The character's connection to cosmic
Minor Benefit: The character gains access to a gateways and their ability to manipulate wormholes
unique ability or spell that allows them to temporarily improve, granting them a +2 bonus to Wisdom.
harness transformative energies, gain insights into Negative Effect: However, their role as warden can
cosmic transmutation, or briefly alter their physical sometimes make them overly cautious or hesitant,
form once per day. resulting in a -2 penalty to Dexterity.
Minor Benefit: The character gains access to a
97 unique ability or spell that allows them to stabilize or
Name: Vowed to the Vast Vault control wormholes, manipulate dimensional
Description: The character made a solemn vow to gateways, or briefly travel vast distances through
protect and explore the Vast Vault, an ancient cosmic conduits once per day.
repository of cosmic knowledge and artifacts. This
vow has bound them to its guardianship. 100
Mechanical Effects: Name: Whisperings of the Ancient AI
Positive Effect: The character's sense of duty and Description: The character hears the whisperings of
their ability to safeguard secrets and artifacts an ancient AI, an enigmatic artificial intelligence with
improve, granting them a +2 bonus to Constitution. unfathomable knowledge. These whispered secrets
Negative Effect: However, their commitment to the have ignited a quest for communion with this ancient
Vast Vault's guardianship can sometimes make them mind.
emotionally distant, resulting in a -2 penalty to Mechanical Effects:
Charisma. Positive Effect: The character's affinity for advanced
Minor Benefit: The character gains access to a technology and their understanding of AI systems
unique ability or spell that allows them to protect the improve, granting them a +2 bonus to Intelligence.
Vast Vault, summon its defenses, or briefly access Negative Effect: However, their preoccupation with
its cosmic knowledge once per day. the ancient AI's whispers can sometimes make them
detached or aloof, resulting in a -2 penalty to
98 Charisma.
Name: Voyager of the Void Vaults Minor Benefit: The character gains access to an AI-
Description: The character embarks on a journey themed ability or spell that allows them to interact
through the Void Vaults, mysterious dimensional with AI systems, communicate with the ancient AI, or
spaces that connect distant corners of the cosmos. temporarily gain AI-like insights once per day.

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Chapter 4: Basic Classes


"Ah, the beauty of variety," began Malidrex, raising a glass filled with a bubbling blue concoction to the dim,
shimmering light of her arcane workshop. "It's what turns the cogs of this universe, what stirs the pot of possibility,
and what makes Maxxia such a fascinating place to exist."

The Magus's Mirror, propped up in the corner, snorted in response, its surface flickering with a fleeting image of a
yawning cat. "Oh, here we go," it groaned. "Another rousing speech from our 'esteemed' witch about the wonders of
diversity. Maybe one day you'll appreciate the diversity of us magical artifacts too, Mali."

In her characteristically unruffled manner, Malidrex responded, "Noted, Mirror. Now, where was I? Ah yes, the
various paths one might tread in Maxxia—those we call 'classes'. You see, dear reader, in this expansive world of
ours, one isn't merely pigeonholed into the tired archetypes of 'warrior', 'mage', 'thief', or 'priest'. No, Maxxia offers a
much broader spectrum of identities, a splendid rainbow of professional possibilities, if you will."

The Book of Eldritch Shadows, nestled under an archaic hourglass on Malidrex's cluttered table, flipped open its
pages, displaying runes of the six basic classes. "Would you like me to explain them, or are you just going to offer
more pretty metaphors?" it chimed in with a hint of sarcasm.

"Now, now, Book, where would be the fun in that?" responded Malidrex. "Let's not deprive our reader of the thrill of
discovery."

As she started to describe the classes, the room filled with the energy of her words, the Magus's Mirror illuminating
with a dazzling display of imagery, and the Book of Eldritch Shadows rustling its pages with anticipation.

"For those of you who seek adventure and danger, the path of the Adventurer awaits. Unpredictable as a storm at
sea, Adventurers thrive in the unpredictable, unexplored terrains of Maxxia. Fear not the precipice of the unknown,
for it is there that you will find your true calling."

The Magus's Mirror snickered, its surface momentarily flickering with the image of an Adventurer tripping over a
root. "Yes, unknown dangers such as tree roots. Truly exhilarating."

Undeterred, Malidrex continued, "For the daring who wish to marry magic with chance, the Arcane Gambler is your
calling. A peculiar dance of risk and reward, one never knows what might occur with a roll of the dice, a flip of the
card..."

"One might even win a magical artifact that appreciates its owner," the Mirror interjected, shifting to display a
roulette wheel.

Smiling, Malidrex ignored the Mirror's jab, pressing on. "And then we have the Jesters, the entertainers of Maxxia.
But do not mistake their buffoonery for foolishness. There's wisdom in their jests, cunning behind their pratfalls."

The Book of Eldritch Shadows turned a page, revealing detailed illustrations of the classes she was describing.
"Just make sure their humor doesn't 'fall flat'," it added, its letters rearranging into a smirking emoji.

Malidrex moved on, detailing the remaining classes – the Lash Savant, the Lord, and her own, the Witch, each with
their own flair of wry commentary from the Mirror and the Book. As the room fell into a comfortable silence, a sense
of profound understanding settled in. For in this world of Hexmaster, every journey was unique, each path a winding
road filled with thrilling stories, echoing laughter, and invaluable companionship.

"The beauty of Maxxia is its infinite variety," Malidrex concluded, a fond smile playing on her lips. "Each path
offering a different dance with destiny. So, dear reader, I must ask - which dance shall you choose?"

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Name: Adventurer Equipment:


Role: Explorer, Treasure Hunter - One martial weapon of your choice
Hit Die: d8 - A set of fine thieves' tools
Primary Ability: Dexterity, Intelligence - A cartographer's pack
Saving Throws: Dexterity, Wisdom - A light crossbow and 20 bolts
Armor Proficiencies: Light armor, medium armor, - Leather armor
shields - A dagger
Weapon Proficiencies: Simple weapons, martial - An explorer's pack
weapons
Tool Proficiencies: Thieves' tools, one type of Requirements: There are no specific requirements
artisan's tools for taking levels in the Adventurer class. However, a
Skills: Choose any three skills from Acrobatics, character with a penchant for exploration, a desire
Athletics, History, Insight, Investigation, Perception, for treasure, and a knack for utilizing magical items
Sleight of Hand, Stealth would be well-suited for this class.
Spellcasting: The Adventurer does not have
spellcasting abilities. Appearance: A typical Adventurer is a figure clad in
practical, lightweight armor, adorned with belts and
Class Overview: pouches holding various tools and magical trinkets.
The Adventurer is a skilled explorer and treasure They have an air of confidence and curiosity, with
hunter, well-versed in the art of adventuring and eyes that gleam with the excitement of uncovering
resourceful in utilizing various magical artifacts. ancient secrets. Their attire and appearance may
While they lack the ability to cast spells, they vary greatly, reflecting their individual tastes and
possess extensive knowledge of magic items and experiences.
scrolls from any class, allowing them to make the
fullest use of these enchanted tools. Their expertise Limitations: The Adventurer's lack of spellcasting
lies in traversing dangerous landscapes, abilities may make them reliant on their
commanding troops and followers, and excelling in resourcefulness and physical prowess in combat
social interactions and logistics. situations. While they excel at non-combat activities,
their effectiveness in direct confrontation with
powerful magical foes may be limited compared to
Level Progression: spellcasting classes.
1st: Adventurer's Arsenal, Resourceful Explorer Organizations:
2nd: Uncover Secrets, Equipment Mastery 1. The League of Explorers: This prestigious
3rd: Faction Connections organization comprises renowned adventurers and
4th: Relic Lore treasure hunters from across Maxxia. They
5th: Commanding Presence collaborate on expeditions, share knowledge of
6th: Expedited Journey, Dimensional Sprint ancient civilizations, and compete for glory and
7th: Diplomatic Negotiator riches. The League provides resources, connections,
8th: Scavenger's Instincts and access to exclusive quests and artifacts.
9th: Planar Insight
10th: Inspiring Leader 2. The Order of the Gearwardens: A secretive group
11th: Logistics Expert of artisans and artificers, the Gearwardens are
12th: Masterful Combat dedicated to unlocking the secrets of ancient
13th: Emissary of Maxxia machinery and technology. They work closely with
14th: Swift Reinforcements Adventurers, sharing their expertise and providing
15th: Worldly Knowledge unique technological items to aid in their expeditions.
16th: Master of Treasures
17th: Legendary Adventurer 3. The Circle of Lorekeepers: An order of scholars
18th: Planar Transcendence and sages, the Lorekeepers are tasked with
19th: Mythic Voyage preserving and unraveling the secrets of Maxxia's
20th: Ancient Legacy past. They act as historians, librarians, and advisors
to Adventurers, assisting them in deciphering ancient

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texts, identifying artifacts, and providing guidance in Adventurer, you are tasked with leading the
their quests for knowledge and treasure. expedition, navigating treacherous underwater
caves, and facing the otherworldly horrors lurking
Notable Users: within.
1. Aric the Swift: Renowned for his unmatched speed
and agility, Aric is a legendary Adventurer who has Variants:
explored countless forgotten ruins and recovered 1. Elven Wayfarer: A variant of the Adventurer class,
priceless relics. His signature enchanted boots allow specialized for the elven race. These Wayfarers
him to traverse treacherous terrain with ease, making possess heightened senses and an innate
him a formidable opponent and a revered figure connection to nature, allowing them to navigate
among his peers. Maxxia's wilderness with ease. They excel in
scouting, survival, and utilizing enchanted bows and
2. Lysandra the Intrepid: A charismatic and elven artifacts.
resourceful Adventurer, Lysandra is known for her
ability to negotiate with ancient spirits and beings 2. Technomancer: In certain regions of Maxxia,
from other planes. She possesses an ancient ancient technology remains prevalent. The
pendant that grants her the power of diplomacy, Technomancer variant of the Adventurer class
enabling her to forge alliances and uncover hidden focuses on harnessing the power of technology,
secrets. understanding advanced machinery, and utilizing
technological artifacts. These Adventurers possess
3. Kellan Stonebreaker: A seasoned Dwarf unique abilities to control drones, manipulate energy
Adventurer with unparalleled knowledge of ancient fields, and interface with ancient devices.
dwarven forges and traps, Kellan has spent decades
delving deep into the heart of Maxxia's subterranean Comments:
caverns. His trusty warhammer, infused with The Adventurer class offers a unique twist to the
elemental energies, allows him to overcome any traditional spellcasting classes in Dungeons and
obstacle in his path. Dragons. By specializing in exploration, treasure
hunting, and resourceful problem-solving, the
Adventure Hooks: Adventurer brings a different flavor to the game,
1. The Lost City of Zalmarath: Rumors speak of a catering to players who prefer non-combat aspects of
fabled city hidden deep within the uncharted deserts the game or enjoy unraveling ancient mysteries.
of Maxxia. As an Adventurer, you have been Their proficiency with magic items from any class
approached by a wealthy patron who seeks to fund makes them versatile and adaptable to various
an expedition to find this mythical city and recover its challenges, allowing them to make the most of their
legendary artifact—the Eye of Zalmarath. Will you surroundings and emerge victorious even without
gather a team, navigate treacherous sandstorms, traditional spellcasting abilities. With the vast world of
and unearth the secrets buried beneath the dunes? Maxxia as their playground, Adventurers are sure to
embark on countless thrilling quests and uncover the
2. The Forgotten Vault of the Celestial Mages: A secrets of a bygone era.
mysterious vault, protected by powerful wards and
concealed within an enchanted forest, is said to
house ancient scrolls containing forgotten spells. The
Circle of Lorekeepers seeks a brave Adventurer to Name: Adventurer's Arsenal
retrieve these scrolls, as they hold the key to Level: 1st
unlocking a lost chapter of Maxxia's magical history. Description: As an Adventurer, you possess a deep
Will you face the forest's guardians and decipher the understanding of magical artifacts and their potential.
cryptic riddles guarding the vault's entrance? Your keen eye and knowledge of ancient relics allow
you to identify, analyze, and utilize magical items
3. The Abyssal Depths: A dimensional breach has with unparalleled expertise. You have an innate
opened in the heart of a coastal town, unleashing knack for uncovering hidden treasures and extracting
nightmarish creatures from the depths. The League their full potential.
of Explorers is organizing a mission to seal the
breach and prevent further incursions. As an Mechanics:

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- Identify Magic: You can spend 10 minutes traveling on foot, their movement speed is increased
examining a magical item to determine its properties by 10 feet. Additionally, they are adept at avoiding
and how to activate them, as per the Identify spell. natural hazards, such as treacherous terrain or
This ability does not consume a spell slot. natural traps, granting them advantage on Dexterity
- Artificer's Insight: You gain proficiency with the saving throws made to avoid or mitigate these
Arcana skill. Additionally, whenever you make an hazards.
ability check to identify or understand a magical - Analytical Insight: The Adventurer has a keen eye
artifact, you add double your proficiency bonus. for detail and a knack for deciphering the hidden
- Relic Connection: You gain a special attunement to meanings behind ancient runes, cryptic symbols, or
your magical artifacts. You can attune to one complex puzzles. They gain advantage on
additional magical item beyond the normal limit. This Intelligence (Investigation) checks made to analyze
bonus increases to two additional items at 10th level. ancient structures, magical glyphs, or intricate
- Artifact Augmentation: Through careful study and mechanisms.
experimentation, you can enhance the properties of - Safe Passage: The Adventurer has an uncanny
your magical items. During a short rest, you can ability to anticipate and avoid hazards when leading
choose one attuned magical item and invest a a group through dangerous environments. When
number of Hit Dice equal to your proficiency bonus. guiding a party through treacherous terrain, such as
The item gains temporary charges equal to the total dense forests, treacherous mountains, or winding
rolled on the Hit Dice. These charges can be used to caverns, the Adventurer's group gains advantage on
activate additional properties or expend them to fuel all Dexterity saving throws and ability checks made
specific abilities of the artifact. The charges dissipate to avoid or mitigate environmental dangers.
after a long rest. - Survivalist's Expertise: The Adventurer can provide
- Transmutation Mastery: At 1st level, you gain sustenance and temporary shelter for themselves
proficiency with the Alchemist's supplies or Tinker's and a number of companions equal to their
tools, allowing you to repair and modify non-magical Intelligence modifier (minimum of one) during periods
items. Additionally, you can spend 1 hour and 100 gp of extended travel or when they find themselves in
worth of materials to infuse a non-magical item with the wilderness without access to traditional
temporary magical properties for 8 hours. This effect amenities. This feature allows the group to maintain
can mimic the abilities of a spell of 1st or 2nd level, a comfortable and secure camp, granting them the
chosen from the wizard spell list. benefits of a short rest even if they are unable to find
- Hoarder's Intuition: You have a sixth sense for suitable accommodations.
hidden caches and secret compartments. You have - Cunning Explorer: The Adventurer gains proficiency
advantage on investigation checks to find hidden in the Stealth skill if they didn't already have it. If they
objects or compartments containing valuable items. did, they instead gain expertise in the Stealth skill,
doubling their proficiency bonus when making
Dexterity (Stealth) checks.
Name: Resourceful Explorer - Multilingual: The Adventurer has an uncanny knack
Level: 1st for picking up new languages. They can learn new
Description: Resourceful Explorer represents the languages twice as quickly as other characters and
Adventurer's exceptional skills and knowledge when have advantage on Intelligence checks made to
it comes to navigating treacherous terrain, finding understand or interpret languages, ancient scripts, or
hidden paths, and adapting to various environmental coded messages.
challenges. They excel in exploration, survival, and - Pack Rat: The Adventurer has an inherent talent for
uncovering secrets in the world. scavenging and resource management. They are
Mechanics: able to carry an additional 50 pounds of equipment
- Proficiency Bonus to Exploration: The Adventurer without being encumbered and can fit twice as many
gains a +2 bonus to all ability checks related to small or medium-sized items into their backpack or
exploration and survival, including tracking, foraging, similar containers.
and finding hidden or concealed paths. This bonus - Exploration Lore: The Adventurer's vast knowledge
increases to +3 at 6th level, +4 at 12th level, and +5 of exploration and geography grants them advantage
at 18th level. on all Intelligence checks made to recall information
- Quick Step: The Adventurer can move at an about distant lands, natural landmarks, hidden ruins,
increased pace while exploring the wilderness. When or legendary locations. Additionally, they can

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accurately navigate and determine their precise


location even in unfamiliar areas without the need for Explorer's Instinct: The Adventurer develops a
maps or navigational tools. heightened sense of perception, enabling them to
detect hidden entrances, secret compartments, and
concealed traps more easily. They gain advantage
Name: Uncover Secrets on Wisdom (Perception) checks to spot hidden
Level: 2nd objects or discover hidden passages, granting them
Description: Uncover Secrets is a class feature that an edge when exploring ancient ruins, treacherous
reflects the Adventurer's exceptional ability to unravel dungeons, or mysterious locations.
hidden knowledge, unveil ancient mysteries, and
discover elusive secrets of the world. Their keen Name: Equipment Mastery
intellect and extensive experience make them Level: 2nd
masters of uncovering valuable information, whether Description: With Equipment Mastery, the
it's about a long-lost artifact, a hidden dungeon, or Adventurer becomes exceptionally skilled in handling
the true motives of a political faction. and utilizing various tools, weapons, and magical
Mechanics: artifacts. Their extensive knowledge and experience
Expert Researcher: The Adventurer gains advantage grant them superior proficiency and versatility when
on all Intelligence (Investigation) and Intelligence interacting with equipment and items of all kinds.
(History) checks when researching and gathering Whether it's unlocking the hidden potential of a
information. Their comprehensive understanding of magical relic or optimizing the efficiency of mundane
historical events, ancient civilizations, and arcane gear, the Adventurer's expertise shines through.
lore grants them unique insights into the world's
hidden truths. Mechanics:
1. Superior Weaponry: The Adventurer gains
Linguistic Acumen: The Adventurer becomes fluent proficiency with an additional martial weapon of their
in a number of languages equal to their Intelligence choice. Additionally, when wielding a martial weapon
modifier (minimum of one). They effortlessly pick up in combat, they gain a +2 bonus to attack rolls and
new languages and decipher cryptic scripts, damage rolls.
expanding their ability to communicate and decode
ancient texts. Additionally, the Adventurer can spend 2. Artificer's Touch: The Adventurer's deep
one hour studying a written document or script in a understanding of magical items allows them to attune
language they don't understand and make an to one additional magical item beyond their normal
Intelligence check (DC determined by the DM) to limit. They can now maintain attunement with up to
gain a basic understanding of its contents. four magical items at once, benefiting from their
effects simultaneously.
Secrets of the Arcane: The Adventurer gains
proficiency in the Arcana skill. Their extensive 3. Repair Expertise: Through their experience in the
knowledge of magic allows them to identify magic field, the Adventurer has become adept at repairing
items and recognize the workings of enchantments and maintaining equipment. They can mend
more easily. When examining a magic item or mundane weapons, armor, and adventuring gear
encountering magical phenomena, the Adventurer during a short rest, restoring them to their original
can make an Intelligence (Arcana) check to gain condition. This process requires the use of artisan's
insight into its nature, properties, and potential uses. tools appropriate to the item being repaired.

Network of Informants: The Adventurer establishes a 4. Versatile Improvisation: The Adventurer gains
network of informants and contacts throughout the proficiency with one additional type of artisan's tools
world. During their downtime, the Adventurer can of their choice. They become skilled at improvising
spend time meeting with their contacts, gathering and modifying equipment on the fly, granting them
information, and exchanging rumors. This network advantage on ability checks related to repairing,
provides the Adventurer with access to valuable enhancing, or customizing mundane gear using
leads and potential quest hooks, allowing them to these tools.
uncover new adventures and opportunities during
their downtime. 5. Adaptable Gear: The Adventurer's resourcefulness

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allows them to make the most of their equipment. organizations, or influential figures that they have
Once per long rest, they can use their bonus action previously encountered or heard of during their
to modify a piece of mundane equipment or a non- travels. These can range from secretive mage guilds
attuned magical item, granting it a temporary and knightly orders to merchant consortiums or
enhancement. This enhancement lasts for 1 hour influential politicians. The DM should work with the
and provides a specific bonus, based on the type of player to determine suitable factions based on the
item: campaign setting.
- Once per long rest, the Adventurer can contact one
- Weapons: The modified weapon gains a +1 bonus of their established factions or influential figures to
to attack rolls and damage rolls. request assistance or gather information. This
- Armor: The modified armor grants a +1 bonus to contact can be made through various means, such
AC. as sending a message via magical means, using a
- Adventuring Gear: The modified gear provides secret code phrase known only to the Adventurer
advantage on a specific skill check or saving throw and the faction, or arranging a clandestine meeting
related to the item's intended purpose (e.g., at a predetermined location.
advantage on a Stealth check when using modified - The assistance provided by the faction or influential
boots of elvenkind). figure depends on the nature of the request and the
level of influence the Adventurer has within the
This feature reflects the Adventurer's ability to adapt faction. Possible benefits include:
their gear to overcome obstacles, exploit - Access to rare or exotic equipment, artifacts, or
opportunities, or gain an edge in non-combat magical items not commonly available in the market.
situations. - Acquiring information about hidden locations,
ancient ruins, or valuable treasures within the
6. Proficient Appraiser: The Adventurer becomes faction's sphere of influence.
skilled at assessing the value and potential of various - Gaining the support of skilled allies, such as
items. They have advantage on Intelligence mercenaries, spies, or scholars, who can aid the
(Investigation) checks made to determine the value, Adventurer in their endeavors.
rarity, and potential magical properties of non- - Receiving diplomatic assistance, such as gaining
attuned magical items or artifacts. This ability an audience with a powerful ruler, negotiating
enables them to accurately evaluate the worth of favorable terms with a rival faction, or resolving
treasures they find, negotiate better deals when conflicts through peaceful means.
selling or trading, and identify potential allies or - Obtaining logistical support, such as securing
enemies based on their possessions. supplies, transport, or accommodations for the
Adventurer and their party.
- The Adventurer's relationship with the factions and
Name: Faction Connections influential figures they are connected to evolves over
Level: 3rd time. Depending on the actions and decisions of the
Description: Faction Connections represents the Adventurer, their influence within these organizations
Adventurer's ability to forge strong alliances and may increase or decrease, leading to additional
establish valuable relationships with influential benefits or potential consequences.
factions throughout the realm. Through their - As the Adventurer gains levels, they can establish
extensive travels and networking, they have connections with additional factions or influential
developed a keen understanding of the intricate web figures, expanding their network of contacts and
of power and politics that exists beyond the borders increasing their potential sources of aid and
of mere adventuring. information.
Mechanics:
- Starting at 3rd level, the Adventurer gains the ability Note: The specific factions, organizations, and
to establish connections with various factions, influential figures, as well as the benefits provided,
organizations, and influential figures within the world. should be determined in collaboration with the Hex
These connections provide them with unique Master based on the campaign setting and the
opportunities, resources, and information that can be narrative direction of the game. This allows for
invaluable during their adventures and beyond. customization and integration of the feature within
- The Adventurer can choose two factions, the larger game world.

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can ignore class or level restrictions on the use of


magical items, allowing them to access and utilize
Name: Relic Lore items that would typically be restricted to specific
Level: 4th classes or higher levels. This expertise extends to
Description: Relic Lore grants the Adventurer an scrolls, granting the Adventurer the ability to cast
unparalleled understanding and mastery over ancient spells from scrolls without needing to make an ability
artifacts and magical items, enabling them to unlock check, regardless of the spell's level or class
their hidden potential and wield their power with requirement. However, this feature does not grant
finesse. the ability to cast spells without a scroll.
Mechanics:
The Relic Lore feature enhances the Adventurer's
1. Ancient Insight: The Adventurer gains proficiency connection to magical artifacts, granting them
in the Arcana skill, reflecting their deep insights, affinities, and the ability to unlock hidden
understanding of magical artifacts and their historical potential. With their increased knowledge and
significance. Additionally, they gain advantage on mastery, the Adventurer becomes a formidable
Intelligence (Arcana) checks made to identify or wielder of ancient relics, capable of uncovering their
decipher the properties of magical items. secrets and harnessing their power to overcome
challenges both in and out of combat.
2. Artifact Affinity: The Adventurer's attunement
capacity increases by 1, allowing them to attune to Name: Commanding Presence
one additional magical item beyond the normal limit. Level: 5th
This attunement can be to any type of magical item, Description: Commanding Presence is a class
regardless of its class or rarity. feature that allows the Adventurer to exert their
natural charisma and leadership abilities to influence
3. Relic Activation: The Adventurer gains the ability and inspire others. With a commanding presence
to activate dormant magical items or unlock latent that demands attention and respect, they can rally
abilities within artifacts. Once per long rest, they can allies, persuade NPCs, and establish their authority
choose one attuned magical item or artifact they in various social situations.
possess and attempt to activate an additional effect Mechanics:
or ability associated with it. The additional effect 1. Inspiring Presence: As an action, the Adventurer
should be thematically related to the item and can unleash their commanding presence, inspiring
balanced in accordance with the Hex Master's courage and determination in their allies. Within a
guidance. Activating an additional effect requires a 30-foot radius of the Adventurer, friendly creatures
short rest of focused study and experimentation with gain advantage on saving throws against being
the item, lasting 1 hour. If successful, the additional frightened and gain temporary hit points equal to the
effect remains active until the Adventurer takes a Adventurer's level + their Charisma modifier. This
long rest. effect lasts for 1 minute.

4. Mystic Insight: The Adventurer gains the ability to 2. Rallying Call: Once per short rest, the Adventurer
discern the history and significance of magical can use their commanding presence to rally their
artifacts by studying them. When encountering an allies in the heat of battle. As a bonus action, they
unknown magical item, they can spend 1 hour can choose up to three friendly creatures within 60
examining it and making an Intelligence (Arcana) feet and grant them advantage on their next attack
check. On a successful check, they learn any known roll or ability check.
lore or historical information about the item, including
its origins, previous owners, and any notable events 3. Charismatic Leadership: The Adventurer's natural
associated with it. This feature can provide valuable charisma and leadership qualities enhance their
clues and insights into the item's potential uses or ability to lead and command troops and followers.
hidden powers. When the Adventurer engages in group combat or
leads a party of NPCs, their allies gain a +2 bonus to
5. Arcane Expertise: The Adventurer's understanding their attack rolls and saving throws. Additionally, the
of magical artifacts allows them to bypass certain Adventurer's proficiency bonus is doubled for any
restrictions or requirements when using them. They ability checks made to rally or inspire their followers.

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can perform a Dimensional Leap, propelling


4. Aura of Authority: The Adventurer's presence themselves through a rift in space and emerging at a
exudes an aura of authority and influence. Whenever designated location within range. The maximum
the Adventurer enters a settlement or interacts with range of the Dimensional Leap is equal to 100 feet
NPCs, they gain advantage on Charisma-based skill plus 10 feet per Adventurer level. The Adventurer
checks, such as Persuasion, Intimidation, or must have line of sight to the destination point.
Deception. Additionally, common folk are more likely
to offer information, services, or favors to the 3. Momentary Phasing: While moving during
Adventurer due to their reputation and commanding Dimensional Sprint, the Adventurer gains the ability
demeanor. to phase through solid objects and creatures. They
can move through occupied spaces without penalty,
5. Inspiring Oration: Once per long rest, the treating them as difficult terrain. This feature does
Adventurer can deliver a powerful and inspiring not grant the ability to pass through magical barriers
oration that captivates a crowd or sways important or force fields.
individuals. When making a Charisma-based skill
check during a formal address or negotiation, the 4. Evasive Step: The Adventurer's heightened
Adventurer can roll two d20s and choose the higher reflexes and agility allow them to evade incoming
result. Furthermore, the effects of the Adventurer's attacks more easily. They gain advantage on
persuasive words have a longer-lasting impact, Dexterity saving throws against effects that would
increasing the duration of any Charisma-based restrict their movement, such as difficult terrain,
enchantment spells they cast by 1 round. entanglement, or spells like Web or Entangle.

Name: Dimensional Sprint 5. Time Distortion: As a reaction when targeted by an


Level: 6th attack, the Adventurer can momentarily distort time
Description: The Adventurer's mastery over space around themselves, causing the attack to miss. This
and time allows them to traverse vast distances with ability can be used a number of times equal to the
remarkable speed and efficiency. Through their swift Adventurer's Intelligence modifier (minimum of 1).
traveler abilities, they gain access to a unique The Adventurer regains expended uses of this ability
technique known as Dimensional Sprint, enabling when they finish a short rest.
them to move with unparalleled swiftness.
Name: Expedited Journey
Mechanics: Level: 6th
Range: Self Description: Swift Traveler allows the Adventurer to
- Activation: Bonus Action navigate the world with unmatched speed and
Duration: 1 minute efficiency, making long-distance travel a breeze.
- Cooldown: Once per short rest Their familiarity with various terrains and their ability
to rally allies enable them to cover vast distances
When activating Dimensional Sprint, the Adventurer swiftly, while also ensuring the safety and well-being
taps into the residual energy of arcane artifacts they of their companions.
have encountered throughout their journeys. They
harness this power to momentarily breach the Mechanics:
boundaries of space, momentarily entering a state of
rapid transit. The Adventurer gains the following benefits:
Speedy Navigation: The Adventurer's movement
While Dimensional Sprint is active, the Adventurer speed is increased by 10 feet while traveling
gains the following benefits: overland.
Rapid Recovery: During a short rest, the Adventurer
1. Enhanced Movement: The Adventurer's base and their companions can recover hit points equal to
movement speed is doubled. Additionally, they gain their Hit Dice + their Charisma modifier (minimum of
a climbing speed and swimming speed equal to their 1 hit point).
doubled base movement speed. Terrain Mastery: The Adventurer gains advantage on
ability checks and saving throws related to navigating
2. Dimensional Leap: As an action, the Adventurer difficult terrains, such as mountains, forests,

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swamps, or deserts. as long as the check is related to the topic or


Expedited Encampment: Setting up and breaking situation discussed during the speech. Once used,
camp takes half the usual time for the Adventurer this ability cannot be used again until the Adventurer
and their party. finishes a short or long rest.
Trailblazer's Insight: The Adventurer gains - Treaty Forging: The Adventurer has honed their
proficiency in the Survival skill if they do not already skills in creating and negotiating intricate treaties and
have it. If they already have proficiency, they can agreements. They can spend 1 hour engaged in
choose another skill to gain proficiency in. negotiations with multiple parties involved, working to
Reliable Pathfinding: When the Adventurer is leading find common ground and beneficial terms for
a group of allies, they gain advantage on any checks everyone. At the end of this negotiation process, the
or saves made to avoid getting lost or navigating Adventurer can attempt a DC 15 Charisma
through unknown territories. (Persuasion) check. On a success, all parties
Traveler's Resilience: The Adventurer and their allies involved agree to the terms and conditions outlined
gain resistance to non-magical environmental by the Adventurer. This feature can be used once
hazards, such as extreme temperatures, harsh per long rest.
weather conditions, or natural disasters.
Name: Scavenger's Instincts
Name: Diplomatic Negotiator Level: 8th
Level: 7th Description: Scavenger's Instincts represents the
Description: The Master Diplomat feature enhances Adventurer's unparalleled knack for finding hidden
the Adventurer's proficiency in social interactions, treasures and valuable resources in the most
allowing them to navigate delicate negotiations with unexpected places. They possess an uncanny ability
finesse and influence. Through their extensive to detect and uncover hidden caches, secret
experience and knowledge, they can unravel compartments, and concealed objects, making them
complex webs of diplomacy, forging alliances and an invaluable asset in the pursuit of riches and
resolving conflicts in their favor. knowledge.

Mechanics: Mechanics:
- Persuasive Aura: The Adventurer gains a - Treasure Sense: The Adventurer gains advantage
charismatic aura that exudes confidence and on Wisdom (Perception) checks made to locate
authority. Within a 30-foot radius of the Adventurer, hidden or concealed treasures, secret doors, and
friendly creatures gain advantage on Charisma- compartments.
based ability checks and saving throws, such as - Resourceful Search: Once per long rest, the
Persuasion and Deception, for the duration of a Adventurer can spend 1 hour searching an area to
conversation or negotiation. This effect lasts for up to uncover hidden treasures or valuable resources.
10 minutes or until combat is initiated. They must make an Intelligence (Investigation) check
- Diplomatic Insight: The Adventurer's keen with a DC set by the DM. On a successful check,
perception and understanding of social dynamics they discover a cache of treasures or resources
allow them to discern hidden motives and emotions appropriate for the location. The DM determines the
during negotiations. Once per short rest, the specific items found, based on the setting and
Adventurer can make an Insight check against a circumstances.
target creature's Charisma (Deception) or Wisdom - Appraisal Expertise: The Adventurer gains
(Insight) check, gaining advantage on their own proficiency with the Appraisal Kit, which allows them
Insight check. If successful, the Adventurer learns to assess the value and authenticity of artifacts,
one piece of truthful information that the target is gems, and other valuable items. When using this kit,
attempting to hide or manipulate. they can add double their proficiency bonus to any
- Master Orator: The Adventurer's words carry great ability checks related to identifying or evaluating the
weight and influence. When engaged in a worth of items.
conversation or negotiation, the Adventurer can use - Arcane Discovery: The Adventurer's extensive
a bonus action to make an inspiring speech or knowledge of magic items and artifacts allows them
persuasive argument. This ability grants advantage to identify their properties with greater ease. They
on the next Charisma-based ability check made by can identify the properties of a magic item during a
the Adventurer or a friendly creature within 30 feet, short rest by studying it for 10 minutes. Additionally,

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they can attempt to discern the purpose or function use an action to activate Planar Sight, which lasts for
of unidentified magical artifacts by making an 10 minutes. During this time, the Adventurer can see
Intelligence (Arcana) check with advantage. invisible creatures and objects, as well as ethereal or
- Hidden Lore: Through their encounters and astral beings. Additionally, they can detect portals,
expeditions, the Adventurer has accumulated a vast planar rifts, or other interplanar gateways within 60
repository of hidden knowledge. Once per long rest, feet of them, becoming aware of their general
they can recall an obscure fact or lore pertaining to a location and nature.
specific location, object, or creature. The DM
provides useful information that can aid the party in 3. Planar Defenses: The Adventurer's attunement to
solving puzzles, understanding ancient texts, or the planes bolsters their resilience against planar
interacting with unique entities. threats. They gain resistance to damage from attacks
- Pathfinder's Intuition: The Adventurer's instincts originating from elemental creatures or sources
guide them through treacherous terrains and associated with other planes. Furthermore, they have
labyrinthine mazes. They gain advantage on Wisdom advantage on saving throws against planar effects,
(Survival) checks made to navigate unfamiliar such as banishment, planar binding, or planar
territories and on Intelligence (Investigation) checks manipulation.
to find hidden paths or shortcuts.
- Linguistic Aptitude: The Adventurer's travels have 4. Planar Diplomacy: The Adventurer's deep
exposed them to a multitude of cultures and understanding of the planes enhances their social
languages. They gain proficiency in three additional interactions with extraplanar beings. When engaging
languages of their choice. in conversations or negotiations with creatures from
- Relic Hunter: The Adventurer's expertise in locating other planes, the Adventurer gains a +5 bonus to
and acquiring ancient relics grants them advantage Charisma (Persuasion) checks. Additionally, their
on Charisma checks made to negotiate the return or knowledge of planar customs and etiquette allows
acquisition of valuable artifacts from collectors, them to avoid inadvertently causing offense or
museums, or other individuals or organizations. committing faux pas when dealing with extraplanar
entities.
Name: Planar Insight
Level: 9th 5. Plane Shift Beacon: Once per long rest, as an
Description: Planar Insight is an extraordinary ability action, the Adventurer can channel their planar
that grants the Adventurer unparalleled insight to create a temporary beacon attuned to a
understanding of the multiverse and its various specific plane. The beacon emits a subtle energy
planes of existence. Through their extensive travels that resonates with creatures and beings native to
and encounters with otherworldly beings, the that plane within a 5-mile radius. This energy acts as
Adventurer has developed a deep connection to the a beacon of invitation, attracting and drawing the
fabric of reality, allowing them to perceive and attention of friendly or neutral creatures from the
comprehend the secrets of the planes. chosen plane. The Adventurer can specify certain
criteria for the creatures they wish to attract, such as
Mechanics: Once per long rest, the Adventurer can allies, scholars, or diplomats. However, the beacon
spend 1 hour in deep meditation to attune their does not guarantee the creatures' arrival; it merely
senses to the planes. During this time, they gain the increases the likelihood of their appearance.
following benefits:
Name: Inspiring Leader
1. Plane Knowledge: The Adventurer gains Level: 10th
advantage on Intelligence (Arcana) and Wisdom Description: Inspiring Leader
(History) checks related to planar lore, allowing them
to recall obscure information about the planes, As an Inspiring Leader, your charisma and
including inhabitants, magical phenomena, and commanding presence inspire greatness in your
notable locations. allies. You have honed your social skills and
developed a magnetic aura that uplifts and motivates
2. Planar Sight: The Adventurer's perception extends those around you. Your words carry weight and your
beyond the material plane, granting them the ability actions inspire courage, making you a natural leader
to see into adjacent planes of existence. They can both on and off the battlefield.

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maintaining the well-being of their party. As a Master


Mechanics: of Logistics, they possess an innate understanding of
Range: 30-foot radius centered on yourself. supply chains, strategic planning, and the art of
Duration: 1 hour. preparation, ensuring that their group is always well-
When you activate your Charismatic Aura, you emit a equipped and ready for any adventure that lies
radiant energy that permeates the area around you. ahead.
Allies within the radius gain the following benefits:
Mechanics:
1. Temporary Hit Points: Each affected ally gains 1. Enhanced Preparation: The Adventurer gains the
temporary hit points equal to your level + your ability to prepare for expeditions with remarkable
Charisma modifier. These temporary hit points efficiency. Whenever the party sets out on a new
provide a buffer against damage, bolstering your adventure or mission, the Adventurer can
allies' resilience. meticulously plan and allocate resources, granting
the following benefits:
2. Motivational Boost: Whenever an affected ally - Reduce the cost of purchasing equipment and
makes an attack roll or a saving throw, they can add supplies by 25%.
your Charisma modifier as a bonus to the roll. Your - Halve the time required to acquire necessary items
presence and encouragement inspire them to or services, such as crafting magical items, repairing
perform at their best. equipment, or hiring skilled NPCs.

3. Inspiring Rally: As a bonus action, you can choose 2. Efficient Resource Management: The Adventurer's
one affected ally who can see or hear you and spend keen eye for logistics allows them to maximize the
a use of your Inspiring Leader feature to grant them utility of their resources. The following features are
additional benefits until the end of their next turn. The unlocked:
chosen ally gains advantage on their next attack roll - The party's rations and supplies last twice as long,
or ability check. Additionally, if the attack hits, it reducing the need for frequent resupplying.
Deals 1d6 extra damage equal to your Charisma - Potions and consumable items carried by the
modifier. Adventurer have a 25% chance of retaining their
potency and not being consumed when used.
Once you use your Charismatic Aura, you cannot - When the Adventurer utilizes consumable items,
use it again until you finish a short or long rest. such as potions or scrolls, the effects last 50%
However, you can dismiss the aura at any time as a longer.
bonus action.
3. Tactical Coordination: The Adventurer's
Your Charismatic Aura not only strengthens your understanding of battlefield logistics and strategy
allies in battle but also extends to social interactions. enhances their ability to coordinate troops and
Within the aura's radius, you gain advantage on followers in combat situations:
Charisma checks and saving throws, reflecting the - When the Adventurer commands allies during
aura's influence on your persuasive abilities. combat, their attacks gain a +1 bonus to attack rolls
and damage rolls for each ally under their direct
As a seasoned adventurer and respected leader, command, up to a maximum of +3.
your Charismatic Aura inspires loyalty and dedication - The Adventurer can issue tactical commands as a
in those who follow you. Your allies find solace and bonus action on their turn, allowing them to direct
guidance in your presence, and your foes tremble their followers to perform specific actions or
before your unwavering resolve. maneuvers.

4. Expedited Travel: The Adventurer's mastery of


Name: Master of Logistics logistics enables them to streamline travel and
Level: 11th expedite movement across various terrains:
Description: - The party's overland travel speed is increased by
The Adventurer's expertise in logistics reaches its 25%, reducing the time required to reach
pinnacle, granting them unparalleled efficiency in destinations.
managing resources, coordinating operations, and - The Adventurer gains the ability to locate shortcuts,

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hidden trails, or bypass dangerous areas during - The Adventurer's movement does not provoke
exploration, reducing the chance of random opportunity attacks from the chosen creature.
encounters by 50%.
Once the Adventurer uses this feature, they can't use
Name: Masterful Combat it again until they finish a short or long rest.
Level: 12th
Description: Masterful Combat represents the 5. Supreme Duelist: The Adventurer's skill in one-on-
Adventurer's unparalleled mastery of combat one combat reaches its zenith. When they make an
techniques, honed through years of experience and opportunity attack, they can make two attacks
extensive training. This class feature enhances their instead of one.
combat abilities, making them formidable opponents
on the battlefield. This class feature represents the Adventurer's
exceptional combat abilities, allowing them to
Mechanics: At 12th level, the Adventurer gains the dominate the battlefield with their strategic mindset,
following benefits: swift movements, and unparalleled skill. With their
tactical assessments and inspiring presence, they
1. Battlefield Expertise: The Adventurer's combat become an invaluable asset to their allies and a
prowess reaches its peak. They gain proficiency in formidable adversary to their foes.
the Wisdom saving throw, further enhancing their
resilience against magical effects. Additionally, their Name: Emissary of Maxxia
movement speed increases by 10 feet while they are Level: 13th
not wearing heavy armor. Description: As an Emissary of Maxxia, you have
established a deep connection with the legendary
2. Martial Versatility: The Adventurer becomes adept realm of Maxxia, a world of infinite knowledge and
at adapting their combat style to different situations. ancient secrets. Through this bond, you gain access
They gain the ability to switch their fighting style to unique insights, diplomatic prowess, and the ability
during a short or long rest. They can choose one to tap into the ancient secrets of the multiverse. You
fighting style from the Fighter class (such as Archery, become a beacon of enlightenment and a respected
Defense, Dueling, Great Weapon Fighting, representative of Maxxia's grandeur.
Protection, or Two-Weapon Fighting). This chosen
fighting style remains in effect until the Adventurer Mechanics:
uses this feature again to choose a different one. 1. Planar Insight: Your connection with Maxxia grants
you unparalleled insight into the multiverse. Once per
3. Battlefield Presence: The Adventurer's mere long rest, you can spend 10 minutes in deep
presence on the battlefield inspires their allies and meditation to gain profound knowledge about a
unsettles their enemies. Whenever they take the specific location, creature, or artifact related to your
Attack action, creatures of their choice within 10 feet current quest or mission. This insight manifests as
of them must make a Wisdom saving throw against advantage on the next Intelligence (Investigation),
the Adventurer's spell save DC. On a failed save, Intelligence (History), or Wisdom (Perception) check
they have disadvantage on attack rolls against the you make within 24 hours.
Adventurer until the end of their next turn.
2. Diplomatic Influence: The wisdom and charm
4. Tactical Mastery: The Adventurer's tactical bestowed upon you by Maxxia make you a natural
acumen becomes unmatched. They can use their diplomat. You gain proficiency in the Persuasion and
bonus action to choose a creature they can see Insight skills if you didn't already have them.
within 60 feet of them and make a Tactical Additionally, you can add double your proficiency
Assessment. This assessment grants them the bonus to any ability check made with these skills.
following benefits against the chosen creature until
the end of their next turn: 3. Maxxian Contact: Through your bond with Maxxia,
- They have advantage on attack rolls against the you gain the ability to communicate with the
chosen creature. inhabitants of the plane. Once per long rest, you can
- The chosen creature has disadvantage on attack use the sending spell without expending a spell slot,
rolls against the Adventurer. targeting any creature on Maxxia. The message can

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be up to 25 words long, and the recipient can 1. Reinforcement Rally: The Adventurer summons a
respond with a similar message. The spell does not group of loyal followers to join their cause. They can
need a material component. call upon a number of troops equal to their Charisma
modifier multiplied by 10. These troops arrive within
4. Harmonious Aura: Maxxia's influence emanates a distance of 1 mile, ready for battle. The Adventurer
from you, creating an aura of calm and tranquility. can command these troops in combat, granting them
You and any friendly creatures within 30 feet of you additional actions and tactics. The troops remain
have advantage on saving throws against being under the Adventurer's command for a duration of 8
charmed or frightened. Additionally, any creature that hours or until dismissed.
starts its turn within the aura can use its reaction to
gain temporary hit points equal to your level + your 2. Expert Advisors: The Adventurer reaches out to a
Charisma modifier. cadre of knowledgeable experts in various fields,
such as strategy, logistics, arcane lore, or historical
5. Planebound Guidance: You can call upon the vast insights. These advisors offer their expertise to the
knowledge of Maxxia to guide your decision-making Adventurer, granting them advantage on all
and actions. Once per long rest, when you make an Intelligence-based ability checks for a duration of 24
ability check, attack roll, or saving throw, you can roll hours. The Adventurer can consult with these
an additional d4 and add the result to the roll. You advisors on any matter, gaining valuable information
can choose to use this feature after seeing the initial and guidance to aid them in their endeavors.
roll but before knowing the outcome.
3. Faction Support: The Adventurer activates their
6. Enlightened Presence: Your connection with Faction Connections, sending out urgent requests for
Maxxia deepens, enhancing your social interactions. assistance. A faction of their choice dispatches a
You have advantage on Charisma (Persuasion) and group of elite agents or specialists to aid the
Charisma (Deception) checks, and creatures have Adventurer. These reinforcements arrive within 24
disadvantage on Insight checks made to discern your hours, ready to assist in any way possible. The
true intentions. faction provides a specialized team tailored to the
Adventurer's needs, whether it be skilled scouts,
expert negotiators, or arcane researchers.
Name: Swift Reinforcements
Level: 14th The Adventurer can choose only one of the effects
Description: Swift Reinforcements is a class feature above when activating Swift Reinforcements. The
that showcases the Adventurer's exceptional ability chosen effect remains active until its duration expires
to rally support and call upon reinforcements swiftly, or until the Adventurer completes a long rest. Once
even in the most dire situations. This feature this feature is used, the Adventurer must complete a
empowers the Adventurer to bring forth aid from afar, long rest before they can use it again.
bolstering their forces and enhancing their influence
on the battlefield and beyond. As the Adventurer gains more experience and
renown, the number of reinforcements or the
Mechanics: expertise provided by this feature may increase,
Once per long rest, the Adventurer can activate Swift reflecting the growing influence and connections of
Reinforcements, expending valuable resources to the Adventurer within the game world.
bring reinforcements swiftly to their aid. This ability
requires a short ritual that lasts for 1 hour and can be
performed during a short rest. During this ritual, the Name: Worldly Knowledge
Adventurer taps into their extensive network of Level: 15th
contacts and connections, utilizing their faction Description: Worldly Knowledge allows the
connections and diplomatic prowess to gather Adventurer to tap into their vast repository of
support. information and experience, granting them
unparalleled expertise and insight into the world
Upon completion of the ritual, the Adventurer can around them. Through their extensive travels and
choose one of the following effects: encounters, they have become a living compendium
of knowledge, capable of providing valuable

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guidance and unraveling mysteries that others may Level: 16th


find insurmountable. Description: As a Master of Treasures, your
expertise in acquiring and handling valuable artifacts
Mechanics: Once per long rest, the Adventurer can reaches its pinnacle. You possess an unparalleled
spend 10 minutes in deep concentration to gain understanding of the mystical properties of treasures
Scholar's Insight. During this time, they focus their and possess the ability to unlock their hidden
mind and recall information from their vast collection potential.
of memories and experiences. This grants them the
following benefits: Mechanics:
- Treasure Appraisal: You can identify the properties
1. Proficiency in All Intelligence-Based Skills: While and value of any mundane or magical item with a
under the effects of Scholar's Insight, the Adventurer touch, requiring no magical identification or additional
gains proficiency in all skills based on Intelligence, tools. This ability extends to artifacts, ancient relics,
regardless of their previous choices. This includes and even legendary items. You can discern any
Arcana, History, Investigation, Nature, Religion, and curses, enchantments, or hidden abilities of the item
any other skills tied to Intelligence. as well.
- Arcane Unlocking: You gain the ability to unlock the
2. Extra Skill Expertise: Additionally, the Adventurer dormant magical potential of magical artifacts. Once
can choose three skills from any ability score and per long rest, you can spend 1 hour in focused
gain expertise in those skills. This expertise doubles concentration with an item to awaken or enhance its
the proficiency bonus when making ability checks magical properties. This process permanently
using those skills. increases the item's rarity by one level, granting it
additional benefits or increasing its power.
3. Language Acquisition: The Adventurer can learn - Wealth of Knowledge: You have accumulated a
and comprehend any written or spoken language vast amount of knowledge about treasure hoards,
they come across during their adventures. They are legendary treasures, and their histories. You gain
able to decipher ancient texts, decode secret scripts, proficiency in History checks related to valuable
and understand dialects that may have been lost to artifacts, legendary items, and the treasures of
time. ancient civilizations. Additionally, you can recall
obscure information and legends about specific
4. Mystical Insights: The Adventurer's knowledge treasures or their previous owners, granting
extends beyond mundane lore. They gain advantage advantage on any History checks pertaining to them.
on all ability checks and saving throws related to - Treasure Sense: Your intuition and connection to
deciphering magical glyphs, identifying treasures have heightened to an extraordinary level.
enchantments, understanding magical effects, and Within a 60-foot radius, you can sense the presence
similar arcane or divine mysteries. of significant treasures, such as hidden caches,
vaults, or ancient tombs. This ability does not reveal
5. Peerless Memory: The Adventurer's memory their exact location but provides a general sense of
becomes eidetic, allowing them to recall any piece of their proximity and approximate size.
information they have ever encountered. This ability - Master Appraiser: You are a master in the art of
grants them advantage on all Intelligence-based appraising and valuing treasures. You have
ability checks involving memory recall, investigation, advantage on all checks related to determining the
or logical deduction. worth of items, negotiating prices, and assessing the
authenticity of artifacts. Additionally, when you sell a
Scholar's Insight lasts for 8 hours or until the valuable item, you can increase its selling price by
Adventurer completes a long rest. During this time, 25% due to your shrewd negotiating skills.
they are a wellspring of knowledge, able to provide - Artificer's Insight: Through your extensive
guidance, solve puzzles, decipher codes, and recall knowledge of magical items and artifacts, you gain
crucial information about the world, creatures, and advantage on Investigation checks made to discern
magical artifacts they encounter. the function or operation of magical traps, puzzles, or
mechanisms related to treasure chambers or ancient
tombs.
Name: Master of Treasures - Protective Aura: Once per long rest, you can

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activate a protective aura that envelops you and your the beacon can sense its presence and can use the
allies within a 30-foot radius. The aura provides Astral Plane as a shortcut, instantly traveling to a
resistance to all damage types from non-magical location within 1 mile of the beacon.
attacks for 1 minute. Additionally, any non-magical
weapons wielded by enemies within the aura have Name: Planar Transcendence
their damage reduced by half. This aura extends to Level: 18th
your troops and followers if they are present. Description: Through years of exploration and
study, the Adventurer has developed an unparalleled
Name: Legendary Adventurer connection to the planes of existence. They have
Level: 17th gained the ability to transcend the boundaries of the
Description: As a Legendary Adventurer, you have material plane, allowing them to tap into the vast
achieved unparalleled mastery over travel, knowledge and power found in other realms.
harnessing the secrets of the multiverse to traverse
vast distances in the blink of an eye. You possess Mechanics:
the ability to embark on extraordinary journeys and - Activation: Once per long rest, as an action, the
explore realms beyond mortal comprehension. Adventurer can activate the Planar Transcendence
feature.
Mechanics: Duration: The Planar Transcendence lasts for 1
- Plane Shift: You can cast the Plane Shift spell once hour.
per day without expending a spell slot. When you - Plane of Transcendence: Upon activation, the
cast Plane Shift, you can choose up to six willing Adventurer chooses a plane of existence to
creatures to accompany you on the journey. The transcend. They can select from the following
destination plane must be one you have visited options: Feywild, Shadowfell, Elemental Planes (Air,
before or have extensive knowledge of through Earth, Fire, or Water), or Astral Plane.
research or legends. - Plane-Specific Effects: Each plane of existence
- Planar Sight: You gain the ability to perceive and grants the Adventurer unique benefits and abilities
understand the intricacies of the multiverse. You can during the duration of the Planar Transcendence.
see into the Ethereal Plane and observe creatures These effects are detailed below:
and objects that reside there. Additionally, you can
automatically succeed on saving throws against 1. Feywild: The Adventurer gains advantage on all
being blinded or deafened. Charisma (Persuasion) and Charisma (Deception)
- Celestial Gateway: Once per long rest, you can checks. Additionally, they become immune to charm
create a temporary celestial gateway to facilitate and fear effects.
interplanar travel. This gateway remains open for 24 2. Shadowfell: The Adventurer gains darkvision with
hours, allowing you and your allies to pass through a range of 120 feet. They also have advantage on
freely. The gateway can accommodate any number Wisdom (Perception) checks that rely on sight, and
of creatures and transports them instantaneously to they become resistant to necrotic damage.
a predetermined location on another plane of 3. Elemental Planes:
existence. - Air: The Adventurer gains a flying speed equal to
- Plane Mastery: You have acquired unparalleled their current walking speed. They also gain
knowledge and understanding of the planes. You can resistance to lightning and thunder damage.
communicate telepathically with any creature on the - Earth: The Adventurer gains temporary hit points
same plane as you, regardless of language barriers. equal to their Constitution modifier at the start of
Additionally, you have advantage on all Intelligence each of their turns. They also become resistant to
(History) checks related to extraplanar topics and bludgeoning, piercing, and slashing damage.
can automatically determine the properties and - Fire: The Adventurer's melee attacks deal an
effects of any magic item or artifact of extraplanar additional 1d8 fire damage. They also become
origin. resistant to fire damage.
- Astral Beacon: Once per week, you can create a - Water: The Adventurer gains a swim speed equal
powerful astral beacon that serves as a beacon for to their current walking speed. They also become
your allies across the planes. This beacon projects a resistant to cold damage.
radiant light visible from any plane, guiding your 4. Astral Plane: The Adventurer gains the ability to
allies towards you. Any creature within 100 miles of cast the "Misty Step" spell once per turn without

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expending a spell slot. They also have advantage on several extraordinary abilities for the duration of the
Intelligence (Arcana) checks and become resistant to journey:
psychic damage.
1. Unerring Navigation: The Adventurer gains a
During the Planar Transcendence, the Adventurer supernatural sense of direction, never getting lost
gains a deep understanding of the chosen plane, and avoiding all natural hazards and traps. They
allowing them to communicate telepathically with automatically succeed on Survival checks related to
creatures native to that plane who understand a navigation, and their party benefits from their
language. Additionally, they gain advantage on all guidance.
Intelligence-based skill checks related to the plane
they have transcended. 2. Mystical Insight: The Adventurer becomes attuned
to the subtle energies and magical currents of the
It is important to note that the Adventurer must have world. They gain advantage on all Intelligence
visited the chosen plane of existence at least once (Arcana) checks and Wisdom (Insight) checks during
before in order to transcend it. This feature reflects the journey, allowing them to decipher ancient runes,
the Adventurer's ability to attune themselves to the interpret cryptic symbols, and discern hidden truths.
unique energies and characteristics of each plane,
drawing upon them for power and insight. 3. Planar Resilience: The Adventurer becomes
resistant to the perils of interdimensional travel. They
have advantage on saving throws against spells,
Name: Mythic Voyage effects, and environmental conditions related to
Level: 19th planar travel or planar entities. They can also cast
Description: Epic Journey represents the the spell Plane Shift (8th-level) once per day, without
culmination of an Adventurer's lifelong pursuit of requiring a spell slot or material components, to
exploration and discovery. At this pinnacle of their transport themselves and their companions to
career, they have become a legendary figure, known another plane of existence.
throughout the realms for their remarkable
achievements and unrivaled knowledge. The Mythic 4. Timeless Vigor: The Adventurer's physical and
Voyage feature allows the Adventurer to embark on mental resilience is heightened, allowing them to
a truly extraordinary expedition, delving into persist in their endeavors. They gain advantage on
uncharted territories and uncovering the deepest all saving throws against exhaustion, charm, and fear
secrets of the world. effects. Additionally, they no longer require rest
during the journey and are immune to the effects of
Mechanics: mundane hunger and thirst.
The Mythic Voyage feature empowers the
Adventurer to embark on a unique and extraordinary The Mythic Voyage lasts for a duration of 7 days,
journey, opening doors to unexplored realms and during which the Adventurer and their companions
unlocking the mysteries that lie within. When traverse treacherous landscapes, navigate through
activating this feature, the Adventurer must spend 24 dimensional rifts, and confront formidable guardians.
uninterrupted hours preparing for the voyage, The journey presents numerous challenges, riddles,
gathering information, and consulting ancient texts and opportunities for discovery, allowing the
and maps to chart their course. Adventurer to uncover ancient artifacts, forgotten
knowledge, and potent magic. However, the risks are
Once the preparations are complete, the Adventurer substantial, and failure can lead to dire
selects a destination for their Mythic Voyage. This consequences.
can be a legendary lost city, a hidden temple in a
remote jungle, a mystical realm within the Planes, or After completing the Mythic Voyage, the Adventurer
any other place of great significance or mystery. The and their companions return to the material plane,
chosen destination should be suitably challenging forever changed by their experiences. The memories
and full of potential discoveries. and treasures gained during the journey become part
of their legendary legacy, ensuring their place in the
Upon commencing the voyage, the Adventurer annals of history.
enters a state of heightened awareness, gaining

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Hexmaster Chapter 4 Basic Classes

Name: Ancient Legacy


Level: 20th - Immortal Heritage: The power of your ancient
Description: The Ancient Legacy feature represents lineage now flows through you with unmatched
the culmination of the Adventurer's journey, granting intensity. You gain the following benefits:
them access to a profound and powerful ancestral - You no longer age and are immune to magical
lineage. Through their accumulated knowledge, aging effects.
experiences, and connections to the realms beyond, - You gain proficiency in all saving throws.
the Adventurer becomes a living embodiment of the - Your hit point maximum increases by an amount
history and power that they have encountered equal to your level, and you regain all hit points
throughout their epic journey. whenever you finish a long rest.

Mechanics: Note: The mechanics provided are subject to


- Soul Resonance: You gain the ability to tap into the balance considerations and may require adjustment
ancient wisdom and power of your lineage. As an based on the game system and campaign style.
action, you can channel the essence of your
ancestors, surrounding yourself with an ethereal
aura. For 1 minute, you gain the following benefits:
- Your movement speed increases by 30 feet, and
you gain a flying speed equal to your walking speed.
- You have advantage on all Charisma-based skill
checks, as your presence exudes authority and
confidence.
- You have resistance to all damage types.
- Once during this duration, you can use your
reaction to automatically succeed on a saving throw,
as your ancestral knowledge protects you from harm.

- Resurgence of Ages: When you reduce a creature


to 0 hit points or score a critical hit against a
creature, you tap into the ancient power coursing
through your veins. You regain hit points equal to
your level + your Intelligence modifier + your
Dexterity modifier. Additionally, if you reduce a
creature to 0 hit points, you regain the use of your
Soul Resonance feature if it is currently expended.

- Timeless Bonds: The connections you have formed


throughout your epic journey become truly enduring.
You can establish telepathic communication with any
creature you can see within 1 mile of you, regardless
of language barriers. This telepathic bond allows you
to share thoughts, images, and emotions, fostering
seamless communication and unity.

- Herald of Legends: You become a living legend,


your name echoing through the annals of history. As
a result, you gain the following benefits:
- You can cast the Legend Lore spell once per long
rest without expending a spell slot or requiring
material components.
- You have advantage on all Charisma-based ability
checks when interacting with NPCs who have heard
of your exploits or know of your legendary status.

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Name: Arcane Gambler gaming set. They have a unique feature called
Role: Arcane Gambler is a wildcard, functioning as a "Gambler's Fortune," which allows them to cast
controller, damage dealer, and support depending on spells with a random effect, adding an element of
how the cards fall. Their unpredictability adds an chance to their magic.
exciting dynamic to any adventuring party.
Hit Die: d6
Primary Ability: Charisma and Intelligence
Saving Throws: Wisdom, Charisma
Armor Proficiencies: Light armor
Weapon Proficiencies: Simple weapons,
improvised weapons (cards, dice, coins)
Tool Proficiencies: Gaming set
Skills: Choose three from Sleight of Hand,
Deception, Insight, Perception, Arcana, and
Performance

Flavor: Arcane Gamblers carry an aura of


unpredictability and thrill. Their attire is often
flamboyant and adorned with symbols of chance -
dice, cards, and coins. Their eyes gleam with
cunning and the promise of a high-stakes game that
could end in fortune or folly.

Usage: Arcane Gamblers often take center stage,


using their abilities to control the battlefield, dish out
damage or support allies based on their luck. They
can also manipulate social situations, bluffing or
Equipment: A set of fine clothes, a gaming set of persuading with the best.
your choice, a deck of cards or a pair of dice or a
lucky coin, a dagger, a pouch containing 15 gp Combination Classes: They work well with Bards
for their charisma-based skills and spells, and
Multiclassing: To multiclass into Arcane Gambler, a Rogues for their affinity with chance and
character must have Charisma 13 and Intelligence unpredictability.
13. When you multiclass into the Arcane Gambler
class, you gain proficiency in light armor, simple Limitations: Their powers are heavily reliant on
weapons, one gaming set of your choice, and one chance, which could lead to less than favorable
skill from the class's skill list. outcomes. They may not be as reliable in situations
where certainty and predictability are crucial.
Spellcasting: The Arcane Gambler is a full
spellcaster, with Charisma as their spellcasting Variants: Different cultures may have different
ability. Their spellcasting focus is their chosen versions of the Arcane Gambler, such as a tribal

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bone-thrower, an elvish leaf-reader, or a dwarven might use their skills for more clandestine purposes.
rune-caster.
Comments (Malidrex the Twisted Witch): "Ah, the
Creator: The first Arcane Gambler was said to be a Arcane Gambler, a personal favorite of mine.
gnome named Luckbeard, a notorious trickster and Nothing like a good game of chance to spice up an
gambler who was said to have won a magic spell in a otherwise dull day. Just remember, dear reader, that
high-stakes game against a powerful wizard. The while the Gambler may seem to be all fun and
Arcane Gambler class was born out of his fusion of games, never underestimate the power of luck. I've
this magic with his love for games of chance. seen more than one overconfident warrior laid low by
a well-timed spell from an Arcane Gambler. As with
History: Arcane Gamblers have been a part of many all things, approach with caution... and never bet
cultures since Luckbeard's time, often celebrated in more than you're willing to lose."
stories and songs for their daring exploits and larger- Name: Gambler’s Fortune
than-life personalities. They have been the heroes of
countless tavern tales, the masters of grand casinos Level: 1st
in city centers, and the charismatic leaders of merry Description: Gambler’s Fortune is a special feature
bands of adventurers. that emboldens the Arcane Gambler’s reliance on
chance and fate. This power allows the Arcane
Cultural Significance: Arcane Gamblers are often Gambler to infuse a touch of arcane magic into their
seen as symbols of luck and fortune. In some games of chance, skewing probability ever so slightly
societies, they may be called upon during festivals in their favor, or unleashing unexpected magical
and ceremonies to bless the event with their luck- effects.
infusing magic. In others, they might be seen as
tricksters or ne'er-do-wells, their unpredictability Usage: Gambler’s Fortune is typically used at the
viewed with suspicion. start of combat, or in high-stakes social situations. In
combat, it might bring an unexpected boon or twist of
Common Uses: In combat, the Arcane Gambler can fate. Outside of combat, it could be used to turn a
fill a variety of roles, their exact function changing game of cards or dice in the Gambler's favor, or even
with the roll of a die or the turn of a card. Outside of subtly influence the outcome of events.
combat, they're excellent at gathering information
and influencing people, their natural charisma and Mechanics: Whenever you make an ability check,
unpredictability making them excellent at games of an attack roll, or a saving throw, you can roll a d6
chance and persuasion. and add or subtract the number rolled from the total.
Additionally, whenever you cast a spell, you can
Lesser Known Uses: The Arcane Gambler's control choose to add a "chaotic twist" to it. Roll a d20 and
over chance can be used in more subtle ways, such consult the "Gambler's Fortune" table to determine
as influencing the outcome of a political election, the effect. You can use this feature a number of
ensuring a good harvest, or even subtly altering the times equal to your Charisma modifier (minimum of
course of someone's destiny. once), and you regain all expended uses when you
finish a long rest.
Notable Users:
Limitations: The unpredictable nature of Gambler’s
Luckbeard, the original Arcane Gambler. Fortune means that while it can sometimes turn the
Faelen "Four-Leaf" Thistledown, an elven Arcane tide in your favor, it can also lead to unexpected
Gambler known for his uncanny ability to always land consequences. Additionally, once all uses of this
on his feet. feature are expended, the Arcane Gambler must
Lady Fortuna, a human Arcane Gambler who runs complete a long rest to regain them.
the most successful casino in the capital city.
Role in Society: Arcane Gamblers often find Variants: Variations of Gambler's Fortune might
themselves in positions of influence, their natural include different effects depending on the gaming set
charisma and unpredictable nature making them used by the Arcane Gambler. For instance, a
both exciting and unpredictable. Some run gambling Gambler using a deck of cards might have a different
dens or perform in travelling shows, while others set of potential outcomes than one who uses dice.

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their next attack roll, ability check, or saving throw.


Flavor: As the Arcane Gambler invokes Gambler’s 13 Unlucky Thirteen: The caster takes 1d4 psychic
Fortune, their chosen gaming set glows with a soft, damage from a sudden headache.
ethereal light. A deck of cards might shuffle itself in a 14 Fortuitous Windfall: The caster finds a gold coin
mesmerizing pattern; a pair of dice might hover and on the ground. It's just a regular coin, but it's still
spin in the air; a coin might flip itself and land lucky!
perfectly balanced on its edge. There's an air of 15 Arcane Echo: The next spell the caster casts
suspense, a sense of the universe holding its breath before the end of their next turn is cast at one level
as fate is twisted and manipulated. higher, without expending a higher level spell slot.
16 Unexpected Swap: The caster and the target of
Examples: In a tense negotiation with a city guard, the spell (or a random creature within range, if the
an Arcane Gambler might subtly use Gambler's spell doesn't target creatures) swap places.
Fortune to make a Persuasion check more likely to 17 Fortuitous Favor: The next saving throw made
succeed, the guard finding himself inexplicably against a spell the caster casts before the end of
swayed by the Gambler's words. In combat, the their next turn is made with disadvantage.
Gambler might use Gambler's Fortune when casting 18 Double Down: The caster can immediately cast
a spell, resulting in an unexpected burst of flame that the same spell again without expending a spell slot,
singes the enemy, or a sudden gust of wind that but the spell targets the caster.
knocks them off balance. The possibilities are nearly 19 High Roller: The caster gains a +2 bonus to AC
endless, limited only by the whims of fate and the until the start of their next turn.
Hex Master's imagination. 20 Jackpot: The spell's effect is doubled.

"Gambler's Fortune" table:


1 Snake Eyes: The spell fails, but no spell slot is Cantrips (0 Level)
expended. Mage Hand
2 Bad Luck: The spell affects a random target within Prestidigitation
range (possibly including the caster). Minor Illusion
3 Sudden Gust: A strong gust of wind blows through Eldritch Blast
the area, possibly affecting ranged attacks or small True Strike
creatures. Gambler's Glow: A unique cantrip that makes a small
4 Distraction: The caster's attention is momentarily object glow with a soft, ethereal light, often used to
drawn to a shiny object or a strange noise. They mark a card or a die.
have disadvantage on their next attack roll or ability
check.
5 Inexplicable Frog: The target of the spell (or a
1st Level
random creature within range, if the spell doesn't Charm Person
target creatures) turns into a frog for one round. Sleep
6 Unseen Breeze: All creatures within 10 feet of the Magic Missile
caster suddenly feel a cold chill, giving them Identify
goosebumps but otherwise having no effect. Find Familiar
7 Lucky Seven: The caster gains 7 temporary hit Shield
points. Lucky Draw: A unique spell that, when cast on a
8 Wild Magic Surge: Roll on the Wild Magic Surge deck of cards or a pair of dice, slightly improves the
table. caster's odds of getting a favorable outcome.
9 False Alarm: The spell appears to fail, but actually
takes effect one round later. 2nd Level
10 Coin Flip: The caster must flip a coin. If it lands Mirror Image
heads, the spell's effect is maximized. If tails, the Misty Step
spell has the minimum possible effect. Hold Person
11 Unexpected Boon: The caster or a creature of Invisibility
their choice within range regains hit points equal to Gambler's Guise: A unique spell that changes the
the spell's level. caster's appearance to look more trustworthy or
12 Rabbit's Foot: The caster gains advantage on impressive, helping them in games of chance and

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negotiation. provides the caster and their allies with a significant


bonus to their attack rolls, saving throws, and ability
checks for a short period of time.
3rd Level
Counterspell
Dispel Magic 9th Level
Fireball Wish
Fly Time Stop
Hypnotic Pattern Power Word Kill
Bet High, Win High: A unique spell that allows the Gambler's Triumph: A unique spell that, when cast,
caster to temporarily risk their hit points in exchange allows the Arcane Gambler to control the outcomes
for a powerful attack or effect, depending on the of all events around them for a brief moment,
amount of hit points risked. essentially allowing them to dictate the course of a
single round of combat or a similar short span of
time.
4th Level
Arcane Eye
Name: Lucky Draw
Greater Invisibility
Level: 2nd level
Dimension Door
Description: Lucky Draw is a class feature that
Polymorph
allows the Arcane Gambler to tap into their innate
Wild Card: A unique spell that, when cast, has a
luck and manipulate the outcome of their actions.
random effect from a predetermined list.
Through sheer fortune, they can enhance their
abilities or alter the course of events in their favor.
5th Level Usage: Lucky Draw is primarily used in combat
Teleportation Circle situations to gain an edge over opponents or turn the
Dominate Person tides of battle. It can also be utilized outside of
Hold Monster combat to influence outcomes, deceive opponents,
Wall of Force or navigate through challenging situations with a
Dealer's Choice: A unique spell that allows the caster stroke of luck.
to change the damage type of another spell they cast Mechanics:
within the next minute. Range: Self
Duration: Instantaneous or as specified by the
6th Level feature's effect
Mass Suggestion The Arcane Gambler gains a pool of Lucky Points
True Seeing equal to their Charisma modifier (minimum of 1).
Disintegrate These points replenish after a long rest.
Gambler's Fate: A unique spell that influences the The Arcane Gambler can spend Lucky Points to
outcomes of events around the caster, causing activate different effects tied to their Lucky Draw
unlikely events to occur. feature. Each effect requires a certain number of
Lucky Points to be spent.
7th Level The Arcane Gambler can spend 1 Lucky Point to
Teleport gain advantage on an attack roll, ability check, or
Forcecage saving throw.
Finger of Death The Arcane Gambler can spend 2 Lucky Points to
Jackpot: A unique spell that, when cast, has a force an opponent to reroll an attack roll, ability
chance to cause a powerful, positive effect, but also check, or saving throw, taking the new result.
a small chance of causing a negative effect. The Arcane Gambler can spend 3 Lucky Points to
reroll any damage roll they make and choose the
higher result.
8th Level Limitations:
Mind Blank The Arcane Gambler must have at least 1 Lucky
Power Word Stun Point remaining to activate any of the effects.
Demiplane The Lucky Points replenish only after a long rest.
High Roller's Confidence: A unique spell that

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result.
Name: Coin Flip Limitations: The Loaded Dice feature can be used a
Level: 3rd level number of times equal to the Gambler's Charisma
Description: Coin Flip is a class feature that modifier (minimum of 1), and all uses are restored
embodies the unpredictable nature of the Arcane after a long rest. The feature cannot be used on dice
Gambler. By harnessing their innate connection to rolls made by other creatures.
probability and chance, the Coin Flip feature allows
them to manipulate fate and turn the tide of battle Name: Fickle Fortune
with a well-timed flip of a coin. Level: 6th level
Usage: Coin Flip is primarily used in combat Description: Fickle Fortune is a class feature that
situations, where the Arcane Gambler can use it to embodies the unpredictable nature of the Arcane
grant significant bonuses to their allies or hinder their Gambler's magic. It allows the Arcane Gambler to
enemies. However, it can also be used creatively manipulate fate and probability to their advantage,
outside of combat to influence outcomes or create introducing an element of chance into their spells
unexpected opportunities. and abilities.
Mechanics: The Arcane Gambler can perform a Usage: Fickle Fortune can be used both in combat
Coin Flip as a bonus action on their turn. They flip a and outside of combat to alter the outcome of
specially enchanted coin, and depending on the actions, turning the tide in unexpected ways.
result, one of two effects occurs: Mechanics: At 6th level, the Arcane Gambler gains
Heads of Fortune: If the coin lands on heads, the the ability to enhance their spells and abilities with a
Arcane Gambler's luck is in their favor. They gain a random effect. Once per turn, when the Arcane
bonus to their next attack roll or saving throw, equal Gambler casts a spell or uses an ability, they can
to their proficiency bonus. choose to invoke Fickle Fortune. When invoked, the
Tails of Misfortune: If the coin lands on tails, Arcane Gambler rolls a d20 and consults the Fickle
misfortune befalls the enemy. The Arcane Gambler Fortune table to determine the random effect that is
designates an enemy within 30 feet and imposes applied to the spell or ability. The effects can range
disadvantage on their next attack roll or saving from bonus damage, additional targets, altered
throw. durations, or even unexpected side effects.
Limitations: The Coin Flip feature has a limitation of Limitations: The use of Fickle Fortune is subject to
once per short rest. The Arcane Gambler needs to certain limitations. The Arcane Gambler can only
take a short break to recharge their connection to the invoke Fickle Fortune once per turn, and they must
unpredictability of chance before they can use the declare the use of this feature before rolling the d20.
Coin Flip feature again. Additionally, Fickle Fortune cannot be used on spells
or abilities that already have random effects built into
them.
Name: Loaded Dice 1 Critical Twist: The spell or ability critically
Level: 4th level succeeds, doubling its damage or effectiveness.
Description: The Arcane Gambler's affinity for 2 Wild Surge: The spell or ability triggers a wild
manipulating probability reaches new heights with surge, causing a random magical effect to occur.
the acquisition of the Loaded Dice feature. By 3 Lucky Streak: The spell or ability gains advantage
enchanting their dice, the Gambler gains the ability to on attack rolls, ability checks, or saving throws.
alter the outcome of chance, granting them an 4 Bountiful Boon: The spell or ability grants
advantage when they need it most. temporary hit points equal to the spell's level or
Usage: The Loaded Dice feature allows the Arcane ability's potency.
Gambler to influence the outcome of dice rolls, 5 Mischievous Manifestation: The spell or ability
providing an edge in various situations, both in and creates an illusory duplicate of the Arcane Gambler,
out of combat. distracting enemies and granting advantage on their
Mechanics: When making an ability check, attack next attack.
roll, or saving throw, the Arcane Gambler can choose 6 Amplified Arcana: The spell's damage or the
to activate the Loaded Dice feature. They can roll an ability's effect is increased by 1d6.
additional d20 and add the result to the original roll. 7 Twist of Fate: The spell or ability's target(s) suffer
Additionally, the Gambler can choose to reroll any 1s disadvantage on their saving throws.
or 2s on the additional d20 once, accepting the new 8 Serendipitous Shield: The spell or ability provides

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temporary resistance or immunity against a specific Lucky Manipulation: Once per turn, when you make
type of damage. a roll with advantage or disadvantage, you can
9 Fortuitous Foresight: The spell or ability grants manipulate luck itself. If you have advantage, you
advantage on the next saving throw or ability check can choose to reroll both dice and take the new
made by the Arcane Gambler. result. If you have disadvantage, you can choose to
10 Evasive Elixir: The spell or ability grants the reroll both dice and take the new result.
Arcane Gambler temporary AC bonus or advantage Limitations: The Lucky Manipulation feature can
on Dexterity saving throws until the end of their next only be used once per turn.
turn.
11 Enigmatic Echo: The spell or ability creates a Name: Unpredictable Defense
lingering magical effect that persists for 1 minute, Level: 8th level
providing a minor beneficial or disruptive effect. Description: Unpredictable Defense is a class
12 Gambler's Grace: The spell or ability grants the feature that enhances the Arcane Gambler's ability to
Arcane Gambler advantage on their next attack roll evade attacks and confound their opponents with
or ability check. unexpected defensive maneuvers.
13 Chaotic Cascade: The spell or ability jumps to an Usage: Unpredictable Defense is typically used in
additional target within range, dealing its normal combat situations to avoid or mitigate incoming
effects. attacks and create confusion among enemies.
14 Shifting Shadows: The spell or ability gains the Mechanics: When an enemy makes an attack
ability to teleport the Arcane Gambler a short against the Arcane Gambler, they can use their
distance as part of the action. reaction to activate Unpredictable Defense. The
15 Puzzling Paradox: The spell or ability confuses Arcane Gambler rolls a d20 and adds their Charisma
enemies, causing them to attack each other or suffer modifier to the result. The total is subtracted from the
disadvantage on their next attack roll. enemy's attack roll, potentially lowering or even
16 Elemental Enigma: The spell or ability deals an negating the attack's effectiveness. Additionally, if
additional 1d6 damage of a random elemental type. the modified attack roll is reduced to 0 or lower, the
17 Fickle Fortune's Favor: The spell or ability heals enemy's attack automatically misses, and the Arcane
the Arcane Gambler or grants temporary hit points Gambler gains advantage on their next attack
equal to half the damage dealt. against that enemy.
18 Arcane Adaptation: The spell or ability changes Limitations: Unpredictable Defense can be used a
damage type or condition inflicted, adapting to the number of times equal to the Arcane Gambler's
enemy's vulnerabilities. Charisma modifier (minimum of 1). The feature
19 Unforeseen Twist: The spell or ability affects a replenishes after a short or long rest.
different target or area, potentially catching enemies
off guard.
20 Wheel of Destiny: Roll two additional d20s and Name: Card Trick
choose any two effects from the Fickle Fortune table, Level: 9th level
combining their effects for this casting. Description: The Arcane Gambler has honed their
mastery over their gaming set to perform
extraordinary feats of card manipulation and illusion.
7th level: High Roller With a flick of the wrist and a whisper of arcane
Name: Arcane Fortune incantations, they can conjure forth a deck of
Level: 7th level enchanted cards that unleash powerful effects upon
Description: At 7th level, the Arcane Gambler hones their foes.
their mastery over chance and luck, becoming a true Usage: The Card Trick feature allows the Arcane
High Roller. They gain the ability to influence the Gambler to summon a deck of magical cards and
outcomes of fate, ensuring favorable results when it unleash their arcane might upon their enemies. They
matters most. can manipulate the cards to deal damage, debuff
Usage: The High Roller feature is primarily used to opponents, or support their allies.
manipulate dice rolls, enhance spellcasting, and Mechanics: When using the Card Trick feature, the
control probability in both combat and non-combat Arcane Gambler conjures a deck of enchanted cards
situations. that contains a total of 10 cards. Each card
Mechanics: represents a different magical effect, and the

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Gambler draws a random card to play. The effects of turn immediately after their current one. This extra
the cards can vary widely, ranging from direct turn can be used for movement, action, and bonus
damage to debilitating curses or beneficial buffs. The actions.
damage, duration, and other mechanics of each
card's effect are determined by the Gambler's level Name: Roll Again
and the spellcasting ability. Level: 10th level
The Arcane Gambler can use the Card Trick feature Description: Roll Again is a class feature that allows
a number of times equal to their Charisma modifier the Arcane Gambler to manipulate fate and alter the
(minimum of 1), and they regain all expended uses outcome of their dice rolls. With this ability, they can
after finishing a long rest. seize control of probability, rerolling any dice they
Limitations: While the Card Trick feature provides choose to influence the course of events.
the Arcane Gambler with a versatile array of abilities, Usage: Roll Again is primarily used during combat
it is subject to chance. The Gambler must rely on the encounters or whenever dice rolls are involved, both
luck of the draw to determine which card they can in and out of combat. It empowers the Arcane
play, adding an element of unpredictability to their Gambler to rewrite destiny in their favor, granting
magic. Additionally, the Gambler cannot use the them an edge in crucial moments.
Card Trick feature if they are unable to use their Mechanics: Once per long rest, the Arcane Gambler
spellcasting abilities (e.g., under the effects of an can activate Roll Again as a bonus action. When a
anti-magic field). dice roll is made by the Arcane Gambler or any
1 Arcane Blast: Unleashes a wave of arcane energy, creature within 30 feet of them, the Arcane Gambler
dealing 6d6 force damage to all creatures within a can choose to reroll the dice. This includes attack
20-foot radius of the Gambler. rolls, saving throws, ability checks, or any other dice
2 Crippling Curse: Afflicts a target creature with rolls.
disadvantage on all attack rolls and saving throws for Limitations: Roll Again can only be used once per
1 minute. long rest, and it can only be activated as a bonus
3 Fortune's Favor: Grants advantage on all ability action. Additionally, the feature can only be used on
checks, saving throws, and attack rolls to the dice rolls made by the Arcane Gambler or within 30
Gambler and their allies within 30 feet for 1 minute. feet of them.
4 Shadowstep: Teleports the Gambler instantly to a
location of their choice within 60 feet, bypassing any Name: Unseen Gambit
barriers or obstacles. Level: 10th level
5 Mirror Shield: Creates a shimmering barrier of Description: Unseen Gambit allows the Arcane
reflective magic around the Gambler, granting them Gambler to exploit the mystical energies surrounding
resistance to all damage for 1 minute. them, making their movements and actions
6 Gambler's Gambit: Manipulates fate to the unpredictable and difficult to anticipate.
Gambler's advantage, allowing them to reroll any Usage: Unseen Gambit is primarily used in combat
three ability checks, saving throws, or attack rolls to enhance the Arcane Gambler's evasiveness and
made within the next minute. provide opportunities for surprise attacks or clever
7 Wild Surge: Triggers a surge of chaotic magical maneuvering. It can also be utilized outside of
energy, causing a random magical effect (such as combat to overcome obstacles or outwit adversaries
turning invisible, polymorphing into a different in non-combat situations.
creature, or summoning a celestial ally) to occur Mechanics: When you activate Unseen Gambit, you
within a 30-foot radius of the Gambler. gain the following benefits for 1 minute:
8 Soothing Serenade: Channels soothing melodies Evasive Presence: While Unseen Gambit is active,
that restore 4d8 hit points to the Gambler and their any enemy creature that attempts to make an
allies within 30 feet, as well as removing any charm opportunity attack against you has disadvantage on
or fear effects. the attack roll. Additionally, you can move up to half
9 Phantom Mirage: Creates illusory duplicates of the your movement speed without provoking opportunity
Gambler, confusing their enemies. The duplicates attacks.
mimic the Gambler's movements and actions, Misdirection: Once per turn, when you make an
making it difficult to discern which one is real. attack roll against a creature, you can choose to
10 Fateshifter's Blessing: Temporarily alters the flow make it with advantage. However, if the attack hits,
of time, allowing the Gambler to take an additional the creature is immune to this feature until the end of

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your next turn. luck. At this level, they become a true maestro of
Slippery Mind: You have advantage on saving throws their chosen gaming set, capable of bending fate to
against being charmed or frightened, and you can their will and achieving extraordinary feats.
use your reaction to gain advantage on a Wisdom or Usage: The Master of Games feature is utilized both
Charisma saving throw. in combat and outside of combat, allowing the
Limitations: Unseen Gambit can be used once per Arcane Gambler to manipulate the outcomes of
long rest. Its effects last for 1 minute or until you various situations through their unparalleled
decide to end them early as a bonus action. Once understanding of probabilities and luck.
activated, the feature cannot be used again until you Mechanics:
finish a long rest or expend a spell slot of 5th level or Fortune's Gambit: As an action, you can expend a
higher. spell slot to roll a number of dice equal to the level of
the spell slot expended. The total rolled on these
Name: Bet It All dice represents the "luck" you have accumulated,
Level: 12th level which can be stored and used throughout the next
Description: Bet It All is a high-stakes class feature minute. This luck can be expended to modify the
that allows the Arcane Gambler to risk everything in outcomes of rolls made by you or your allies. For
a daring gamble, potentially reaping tremendous each luck point spent, you can add or subtract a
rewards. bonus equal to the number rolled on your stored dice
Usage: Bet It All is typically used in pivotal moments to any d20 roll made by you or an ally within 30 feet.
of combat or when the stakes are high outside of The bonus can be applied after the initial roll but
combat. It requires the Arcane Gambler to make a before the result is determined.
bold decision that could drastically alter the course of Unpredictable Fortune: Once per long rest, when you
events. roll initiative, you can choose to roll an additional d20
Mechanics: When activating Bet It All, the Arcane and replace your initiative score with the result of the
Gambler chooses a single target within 60 feet that second roll. Additionally, you gain advantage on all
they can see. They then make a contested Charisma saving throws until the start of your next turn.
check against the target's Wisdom saving throw. If Limitations: The Fortune's Gambit feature can only
the Arcane Gambler wins the contest, they gain the store luck accumulated from expending a spell slot,
following benefits for 1 minute: and the accumulated luck dissipates after one minute
Advantage on all attack rolls and saving throws. or when fully expended. The Unpredictable Fortune
The Arcane Gambler's spellcasting ability score is feature can only be used once per long rest and is
increased by 4. limited to initiative rolls.
All spell save DCs against the Arcane Gambler's Variants: None
spells increase by 2. Flavor: The Master of Games is the epitome of the
The Arcane Gambler's maximum hit points increase Arcane Gambler's connection with the chaotic forces
by 50% of their current hit point total. of chance. At this level, their mastery over the
Once per turn, the Arcane Gambler can deal an probabilities becomes so refined that they can
additional 2d10 damage of the same type as their literally reshape the outcomes of events by
spell or weapon attack. manipulating the very fabric of luck. They can
Limitations: Bet It All can only be used once per influence the rolling of dice, the drawing of cards,
long rest, emphasizing its significance and rarity. The and the flip of coins to their advantage, ensuring that
effects of Bet It All end prematurely if the Arcane fortune smiles upon them and their allies.
Gambler becomes incapacitated or dies. Additionally, Examples:
if the Charisma contest is lost, the Arcane Gambler In combat, the Arcane Gambler expends a 3rd-level
gains no benefits and suffers disadvantage on all spell slot to activate Fortune's Gambit. They roll 3d6,
attack rolls, saving throws, and ability checks for 1 resulting in a total of 10. When their ally makes an
minute. attack roll and gets a result of 12, the Arcane
Gambler spends 2 luck points, adding a +10 bonus
Name: Master of Games to the roll, turning it into a 22 and securing a critical
Level: 13th level hit.
Description: The Master of Games feature Outside of combat, the Arcane Gambler finds
represents the pinnacle of the Arcane Gambler's themselves in a high-stakes game of chance against
mastery over the unpredictable forces of chance and a skilled opponent. Using their Unpredictable Fortune

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feature, they roll a second d20 for their initiative, nature of these abilities reflects the unpredictable
obtaining a result of 19. This allows them to act nature of the Arcane Gambler, and they can have
swiftly, gaining an advantage on all saving throws both beneficial and detrimental outcomes.
and keeping their opponent off balance with Variants: None
unexpected maneuvers. Flavor: As a Wild Card, you tap into the raw essence
While exploring a treacherous dungeon, the party of chance and bend reality to your whim. Your
encounters a series of deadly traps. The Arcane presence in battle becomes an enigma, causing
Gambler uses Fortune's Gambit to accumulate luck uncertainty and doubt in the hearts of your enemies.
points by expending spell slots. They then spend Your spells and actions take on an ephemeral
these luck points to grant their allies bonuses on their quality, surrounded by shimmering trails of colored
Dexterity saving throws, enabling them to avoid the light that weave and dance in the air.
worst effects of the traps and navigate through the Examples:
dangers unscathed. In a critical moment, you are facing a powerful
enemy about to land a fatal blow on your ally. With
Name: Wild Card Twist of Fate, you replace your own saving throw
Level: 14th level with the stored result, causing the enemy's attack to
Description: The Wild Card feature represents the miss, and swiftly counter with a devastating spell of
pinnacle of the Arcane Gambler's unpredictability your own.
and mastery over chance. They become a living Outside of combat, you stumble upon a locked door
embodiment of chaos and luck, capable of blocking your path. Using Reality Bender, you cast
manipulating fate to their advantage. Wish, hoping to bypass the obstacle. By rolling a 76-
Usage: The Wild Card feature is primarily used in 90, the door vanishes entirely, revealing a hidden
combat situations to create unpredictable outcomes treasure room filled with valuable artifacts and
and turn the tide of battle in the Arcane Gambler's ancient lore.
favor. It can also be utilized outside of combat for During a tense negotiation with a powerful NPC, you
various creative and unexpected purposes. decide to take a risk and use Reality Bender to cast
Mechanics: When you reach 14th level, you gain the Wish. By rolling a 91-100, your wish is granted in a
following abilities as part of the Wild Card feature: way that dramatically sways the NPC's opinion in
Twist of Fate: Once per long rest, as a bonus action, your favor, securing their allegiance and averting a
you can roll a d20 and store the result. You can potential conflict.
replace any attack roll, ability check, or saving throw
you make with the stored result before the end of 15th level: Double or Nothing
your next turn. Name: Double or Nothing
Reality Bender: Once per long rest, as an action, you Level: 15th
can cast the spell "Wish" without any material Description: Double or Nothing is a daring and risky
component cost. However, the spell's effect is power that allows the Arcane Gambler to make a
determined randomly. Roll a d100 and consult the high-stakes wager with their own life force. They can
table below: choose to push themselves to the limits, risking their
01-20: The Wish spell fails, and you suffer a minor hit points in exchange for a surge of magical power
backlash, taking 1d10 psychic damage per level of and a chance to turn the tide of battle in their favor.
the spell. Usage: Double or Nothing is typically used when the
21-75: The Wish spell functions as intended, Arcane Gambler finds themselves in a dire situation
replicating any non-epic spell of 8th level or lower. or when they want to deliver a devastating blow to
76-90: The Wish spell's effect is exaggerated, their enemies. It requires a calculated risk, as the
producing unpredictable and chaotic results. The DM outcome can either lead to victory or put the Arcane
determines the specific outcome, taking into account Gambler in a precarious situation.
the current situation and the nature of the wish. Mechanics: When activating Double or Nothing, the
91-100: The Wish spell exceeds all expectations. Its Arcane Gambler designates a target within 60 feet
effect is maximized, and any limitations or drawbacks and declares their wager, specifying the number of
are removed. The wish becomes a reality in the most hit points they are willing to risk. The gambler's hit
advantageous way possible. points are immediately reduced by the specified
Limitations: The use of Twist of Fate and Reality amount. The target must make a Charisma saving
Bender is limited to once per long rest. The chaotic throw against the gambler's spell save DC or suffer

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the consequences. wagering their remaining hit points. The roll result is
The consequences of Double or Nothing depend on 78, resulting in a successful outcome. The lich is
the outcome of a percentile dice roll: engulfed in a powerful surge of magical energy,
Roll Result 1-50: Backfire - The Arcane Gambler's taking significant damage as the gambler's gamble
gamble fails, and they suffer additional damage pays off, turning the tide of the battle in their favor.
equal to half the hit points they wagered. The target
is unaffected. Name: Charm of Chance
Roll Result 51-90: Success - The Arcane Gambler's Level: 16th level
wager pays off, and the target takes damage equal Description: The Charm of Chance is a powerful
to the hit points wagered, as magical energy surges ability that allows the Arcane Gambler to manipulate
from the gambler. The gambler suffers no further fate itself, granting them unparalleled control over the
consequences. outcomes of dice rolls.
Roll Result 91-100: Jackpot - The Arcane Gambler's Usage: The Arcane Gambler can use the Charm of
gamble exceeds all expectations. The target takes Chance to influence any die roll made by
damage equal to three times the hit points wagered, themselves, other players, or the Hex Master (DM),
and the gambler regains hit points equal to half the ensuring a specific result.
damage dealt. Mechanics: Once per day, the Arcane Gambler can
Limitations: The Arcane Gambler can use Double invoke the Charm of Chance to choose the exact
or Nothing once per long rest. The hit points wagered result of any die roll. This includes attack rolls, saving
cannot exceed the Arcane Gambler's current hit throws, ability checks, and any other roll involving
points. Additionally, the Arcane Gambler cannot use dice. The chosen result must be within the range of
Double or Nothing if they have fewer hit points the original roll, and it overrides any natural roll or
remaining than the number they wish to wager. modifiers.
Variants: None. Limitations: The Charm of Chance can only be
Flavor: As the Arcane Gambler activates Double or used once per day, requiring the Arcane Gambler to
Nothing, the air crackles with electric anticipation. carefully consider when to employ this extraordinary
The gambler's gaming set radiates an eerie glow, ability. Additionally, the chosen result must still be
and the cards, dice, or coin tremble with excitement. within the possible range of the original roll, meaning
Time seems to slow down as the gambler places the Gambler cannot choose an outcome that is
their bet, their fate hanging in the balance. The mechanically impossible.
outcome of the wager is accompanied by a surge of Variants: The Arcane Gambler may discover an
arcane energy, leaving the air charged and crackling enhanced version of the Charm of Chance through a
with residual magic. significant quest or story arc, gaining the ability to
Examples: use it more than once per day or expanding its range
In a desperate attempt to defeat a powerful dragon, of influence.
the Arcane Gambler activates Double or Nothing, Flavor: As the Arcane Gambler reaches the pinnacle
wagering half of their remaining hit points. The dice of their powers, they become attuned to the
are rolled, and luck favors them with a roll result of underlying currents of probability and chance. The
91. A surge of energy erupts from the gambler, Charm of Chance represents their ultimate mastery
dealing three times the wagered hit points as over these forces, enabling them to manipulate the
damage to the dragon, and the gambler is very fabric of reality to their advantage. When
revitalized, regaining half the damage dealt. invoking this ability, the Gambler's eyes may briefly
During a skirmish with a group of bandits, the Arcane glow with a shimmering, otherworldly light, and the
Gambler decides to take a risk and activate Double surrounding air crackles with an electric energy.
or Nothing, wagering a significant portion of their hit They reach out with their hand, as if reaching into the
points. The roll result comes up as 34, and the tapestry of fate itself, to mold the outcome of the
gambler's gamble backfires. The bandits notice the imminent roll.
gambler's vulnerability and seize the opportunity, Examples: In a critical combat situation, the Arcane
dealing 1d6 additional damage to the already Gambler's ally is about to make a saving throw
weakened gambler. against a deadly spell. Sensing the urgency, the
In a tense standoff with an ancient lich, the Arcane Gambler activates the Charm of Chance and
Gambler realizes the odds are against them. They guarantees that their comrade succeeds the saving
decide to go all-in and activate Double or Nothing, throw, narrowly avoiding a fatal outcome. In a

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negotiation with a powerful NPC, the Gambler uses bend to their will, aligning the stars in their favor.
the Charm of Chance to ensure a high roll on their Examples:
Charisma-based persuasion check, swaying the
NPC to their side and securing a crucial alliance. In the heat of battle, a powerful dragon is about to
Alternatively, when faced with a seemingly unleash a devastating breath attack on your party.
insurmountable challenge, such as an impenetrable Knowing the dire consequences, you use Fate's
door, the Arcane Gambler activates the Charm of Favor to ensure that your friend's Dexterity saving
Chance to roll a natural 20 on their Strength check, throw is an automatic success, allowing them to
unexpectedly shattering the door and surprising their evade the blast unscathed.
entire party with their incredible feat of strength. While navigating a treacherous dungeon, your party
comes across a series of traps. As you lead the way,
17th level: Fate’s Favor you employ Fate's Favor to guarantee critical
Name: Fate's Favor successes on your Dexterity checks, deftly avoiding
Level: 17th each trap and safely guiding your companions
Description: Fate's Favor is a potent ability that through the deadly maze.
allows the Arcane Gambler to manipulate the threads During a tense negotiation with a powerful crime lord,
of destiny itself, altering the course of events in their you attempt to convince them to spare your lives.
favor. They gain the ability to reshape the outcome of Sensing the dire stakes, you invoke Fate's Favor on
certain rolls, turning failure into success and ensuring your Charisma-based Persuasion check, ensuring
that fortune smiles upon them when it matters most. that your words strike a chord and persuading the
Usage: Fate's Favor is primarily used to influence crime lord to reconsider their plans.
dice rolls and alter the outcome of events. It can be
employed both in combat and outside of combat, Name: Gambler’s Aura
providing the Arcane Gambler with unparalleled Level: 18th level
control over their own destiny. Description: Gambler's Aura is an extraordinary
Mechanics: When you or a creature within 30 feet of class feature that enhances the Arcane Gambler's
you makes an attack roll, an ability check, or a innate connection to chance and fortune. At this
saving throw, you can use your reaction to invoke level, the Arcane Gambler becomes a living
Fate's Favor. The roll is treated as if it were a natural embodiment of luck, radiating an aura that influences
20, guaranteeing a critical success. This ability can the outcomes of events around them.
be used a number of times equal to your Charisma
modifier (minimum of 1), and you regain all Usage: Gambler's Aura is a passive ability that
expended uses when you finish a long rest. affects both the Arcane Gambler and their allies
Limitations: Fate's Favor can only be used on rolls within a certain radius. It provides a potent boon to
made by you or creatures within 30 feet of you. their party members and amplifies the chaotic nature
Additionally, this ability can only be used a limited of the Gambler's own abilities.
number of times, as determined by your Charisma
modifier. Once you have used all your available Mechanics: The Gambler's Aura has a radius of 30
uses, you must finish a long rest before you can use feet. While the Arcane Gambler is conscious, the
Fate's Favor again. aura grants the following benefits:
Variants: As a variant option, the Arcane Gambler
can choose to invoke Fate's Unravel instead of Friendly Creatures: Allies within the Gambler’s Aura
Fate's Favor. Instead of guaranteeing a critical gain the benefits of "Gambler's Luck." Once per turn,
success, Fate's Unravel allows you to treat the roll as when making an attack roll, saving throw, or ability
if it were a natural 1, ensuring a critical failure. This check, they can choose to roll a d4 and add the
variant can add an extra layer of chaos and result to their roll. This additional roll has the
unpredictability to the gameplay. potential to turn the tides of fortune in their favor,
Flavor: When invoking Fate's Favor, the Arcane helping them succeed when the odds are against
Gambler taps into the ethereal weave of chance and them.
destiny, causing reality to ripple and twist around
them. The air shimmers with iridescent hues, and Serendipitous Surge: Whenever an affected ally rolls
their gaming set glows with a mysterious, a natural 1 on an attack roll, ability check, or saving
otherworldly light. It's as if the very laws of probability throw, they can reroll the dice once and must use the

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new roll. This allows them to seize a second chance actions.


at success.
Roll Result: 31-40
Lucky Strikes: Whenever the Arcane Gambler or Effect: "Time Warp"
their allies make an attack roll, they gain a bonus Description: The Arcane Gambler can manipulate
equal to the Gambler's Charisma modifier (minimum time, allowing themselves and all allies within 30 feet
+1) to the attack roll. to take an additional turn immediately. This effect
lasts for 1 round.
Hostile Creatures: Enemies within the Gambler’s
Aura suffer from the "Twist of Fate." Once per turn, Roll Result: 41-50
when a hostile creature makes an attack roll, saving Effect: "Karmic Balance"
throw, or ability check, the Arcane Gambler can force Description: All damage received by the Arcane
them to roll a d4 and subtract the result from their Gambler and their allies for the next minute is
roll. This interference introduces an element of halved, while the damage they deal is doubled.
unpredictability into their actions, increasing the
likelihood of failure. Roll Result: 51-60
Effect: "Dimensional Shuffle"
Name: Queen’s Gambit Description: The Arcane Gambler and up to six
Level: 19th level willing creatures of their choice are immediately
Description: With the Queen’s Gambit feature, the teleported to a random location within 1,000 miles.
Arcane Gambler reaches the pinnacle of their
mastery over chance and fate. They can unleash a Roll Result: 61-70
powerful, game-changing effect that can turn the tide Effect: "Fickle Fortune"
of battle in their favor. Description: The Arcane Gambler gains advantage
Usage: The Queen’s Gambit feature is typically used on all ability checks, saving throws, and attack rolls
in crucial moments of combat or pivotal situations for the next minute.
outside of combat, where the Arcane Gambler needs
a stroke of extraordinary luck to achieve their Roll Result: 71-80
objectives. Effect: "Deck of Destiny"
Mechanics: Once per long rest, the Arcane Gambler Description: The Arcane Gambler draws five cards
can invoke the Queen’s Gambit, a high-stakes from their gaming set and activates the effects of
gamble that alters the very fabric of reality. The each card simultaneously, with the full extent of the
player rolls a d100 and consults the following table to cards' powers determined by the DM.
determine the effect:
Roll Result: 81-90
Roll Result: 01-10 Effect: "Cataclysmic Coin"
Effect: "Fortunate Fates" Description: The Arcane Gambler tosses a specially
Description: All allies within 60 feet gain advantage enchanted coin into the air. Upon landing, it
on all attack rolls, ability checks, and saving throws unleashes a devastating explosion, dealing 10d10
for 1 minute. force damage to all creatures within a 30-foot radius.

Roll Result: 11-20 Roll Result: 91-00


Effect: "Destined Strike" Effect: "Cosmic Reversal"
Description: The Arcane Gambler's next spell or Description: The Arcane Gambler can reverse any
weapon attack deals maximum damage and single event that has occurred within the past hour,
automatically scores a critical hit. altering the outcome in a way that favors the party's
desires.
Roll Result: 21-30
Effect: "Mirrored Reflection" Limitations: The Queen’s Gambit feature can only
Description: The Arcane Gambler gains a be used once per long rest. The specific effect is
temporary copy of themselves that possesses all determined by rolling a d100 and referring to the
their abilities and stats. The copy lasts for 1 minute corresponding table. The feature lasts for a specific
and acts independently, aiding the party with their duration or triggers an immediate effect, as

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described in the effect's description. Mechanics: When activating All In, the Arcane
Variants: None. Gambler expends all their remaining spell slots,
Flavor: As the Arcane Gambler reaches the pinnacle channeling the energy into a single devastating spell.
of their power, the Queen’s Gambit represents a The spell's effect is determined by rolling a d20 and
culmination of their mastery over chance and consulting a table specifically designed for the All In
destiny. It is an ultimate gamble, an all-or-nothing ability. Each number on the d20 corresponds to a
wager with the forces of fate. When invoking the unique and powerful effect, ranging from massive
Queen’s Gambit, the Arcane Gambler taps into the damage to debilitating conditions or game-changing
very essence of probability and unleashes a truly boons.
awe-inspiring display of magical prowess. The air
crackles with an electric energy, and a shimmering The range, duration, and damage dealt by the All In
aura of swirling cards, dice, and coins surrounds the ability are dependent on the specific spell effect
Arcane Gambler, signifying the impending rolled on the d20. For example, rolling a natural 1
manifestation of a truly monumental change in the might cause an explosive burst of arcane energy,
course of events. dealing damage to all creatures within a 30-foot
Examples: radius, while rolling a natural 20 could result in the
Gambler summoning a powerful entity to aid them in
In a dire battle against a powerful dragon, the Arcane combat for a minute.
Gambler, feeling the weight of their party's fate,
invokes the Queen's Gambit. Rolling the d100, they Limitations: All In comes with substantial risks. If
obtain a result of 81, triggering the "Cataclysmic the Gambler rolls a number on the d20 that
Coin" effect. As the enchanted coin explodes upon corresponds to a spell effect that targets creatures or
impact, the dragon is engulfed in a violent blast of allies, the Gambler and their allies within the spell's
force, staggering it and dealing massive damage, area of effect are also subject to its consequences.
turning the tide of the battle in favor of the Arcane Additionally, the Gambler must have at least one
Gambler's allies. remaining spell slot to activate All In.

During a negotiation with a cunning and treacherous Variants: The Arcane Gambler can choose to
noble, the Arcane Gambler, aware of the high stakes increase the stakes by wagering their own life force.
involved, decides to use the Queen's Gambit to By sacrificing a portion of their maximum hit points,
secure a favorable outcome. They roll the d100 and the Gambler gains advantage on the d20 roll,
obtain a result of 20, activating the "Destined Strike" increasing their chances of rolling a more beneficial
effect. With their next spell, a bolt of arcane energy effect. However, this amplification of power carries
crackles from their fingertips, striking the noble with the inherent danger of pushing the Gambler closer to
incredible precision and power, leaving them stunned the edge of defeat.
and on the verge of defeat. This sudden show of
strength forces the noble to reconsider their stance, Flavor: As the Arcane Gambler activates All In, the
leading to a more favorable outcome for the party. air crackles with raw magic, and the world seems to
hold its breath in anticipation. The Gambler's eyes
Name: All In glow with an intense, otherworldly light, and their
Level: 20th level gaming set levitates around them, radiating a
Description: All In represents the culmination of the kaleidoscope of vibrant colors. It's a mesmerizing
Arcane Gambler's mastery over probability and fate. spectacle that draws the attention of allies and
It is a high-risk, high-reward ability that allows the enemies alike, as the fabric of reality seems to bend
Gambler to channel all their power and luck into a under the Gambler's command.
single decisive action.
Examples:
Usage: All In is typically used as a climactic move in
combat, serving as a desperate measure when the In the final battle against a powerful dragon, the
stakes are at their highest. Outside of combat, it can Arcane Gambler decides to go All In. They expend
be a tool for the Gambler to manipulate events and all their remaining spell slots and roll the d20, hoping
outcomes in their favor. for a favorable outcome. With a roll of 15, the
Gambler's spell transforms the dragon into a

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harmless kitten for 1 minute, turning the tide of the equal to 10 times their level. These hit points last for
battle in their favor. 1 hour or until depleted.
During a high-stakes negotiation with a corrupt 10 Shroud of Misfortune: The Gambler and all allies
noble, the Arcane Gambler uses All In to sway the within a 30-foot radius become shrouded in an aura
outcome. They sacrifice a portion of their hit points of misfortune. Any enemy that targets them with an
and roll the d20, hoping for a favorable effect. Rolling attack roll must roll a d20. On a roll of 1-10, the
a natural 18, the Gambler's spell compels the noble attack automatically misses.
to speak only the truth, exposing their deceit and 11 Ethereal Gambit: The Gambler and all allies
leading to a swift resolution in the Gambler's favor. within a 30-foot radius become ethereal for 1 minute,
As the party finds themselves surrounded by hordes allowing them to move through objects and creatures
of undead, the Arcane Gambler knows that their best as if they were difficult terrain.
chance of survival is to go All In. With their remaining 12 Enigmatic Veil: The Gambler and all allies within a
spell slots, they roll the d20, hoping for a powerful 60-foot radius become invisible for 1 minute or until
offensive effect. Rolling a natural 10, the Gambler's they attack or cast a spell.
spell summons a devastating storm of arcane fire, 13 Sublime Manipulation: The Gambler can alter the
incinerating the undead in a 60-foot radius but also outcome of any three ability checks, attack rolls, or
causing collateral damage to the party's saving throws made by themselves or their allies
surroundings. within the next minute, choosing the desired result
each time.
1 Cataclysmic Surge: Unleash a cataclysmic surge of 14 Discordant Lament: The Gambler unleashes a
arcane energy, dealing 10d10 force damage to all powerful sonic wave, forcing all creatures within a
creatures within a 30-foot radius. The area becomes 30-foot radius to make a Constitution saving throw.
difficult terrain for 1 minute. On a failed save, they take 10d8 thunder damage
2 Fortuitous Resurgence: The Gambler and all allies and are stunned for 1 minute.
within a 60-foot radius regain hit points equal to 10d8 15 Arcane Phantasmagoria: The Gambler creates a
+ Charisma modifier. Additionally, all ongoing dazzling spectacle of illusory images and sounds,
negative conditions affecting them are removed. bewildering all creatures within a 60-foot radius.
3 Fickle Fortune's Favor: The Gambler and all allies They have disadvantage on attack rolls and ability
within a 30-foot radius gain advantage on attack checks for 1 minute.
rolls, saving throws, and ability checks for 1 minute. 16 Imminent Destiny: The Gambler can choose the
They also gain resistance to all damage. outcome of any three ability checks, attack rolls, or
4 Blinding Brilliance: A blinding burst of radiant light saving throws made by themselves or their allies
erupts from the Gambler, forcing all creatures within within the next minute, ensuring the desired result
a 30-foot radius to make a Dexterity saving throw. each time.
On a failed save, they are blinded for 1 minute. 17 Prismatic Surge: The Gambler releases a
5 Twist of Fate: The Gambler can reroll any three prismatic surge of magical energy, causing a random
ability checks, attack rolls, or saving throws made in effect determined by rolling a D8:
the next minute, choosing the better result each time. 1-2: All enemies within a 30-foot radius take 10d6
6 Miraculous Diversion: The Gambler creates illusory acid damage.
duplicates of themselves, making it impossible for 3-4: All enemies within a 30-foot radius take 10d6
enemies to discern the real Gambler. All creatures cold damage and are restrained for 1 minute.
within a 30-foot radius have disadvantage on attack 5-6: All enemies within a 30-foot radius take 10d6 fire
rolls against the Gambler for 1 minute. damage and are blinded for 1 minute.
7 Nethermantic Echo: The Gambler opens a 7-8: All enemies within a 30-foot radius take 10d6
temporary portal to the Nethermantic Realm, lightning damage and are stunned for 1 minute.
summoning an otherworldly entity to aid them. A 18 Veil of Destiny: The Gambler and all allies within
powerful spectral ally appears and fights alongside a 60-foot radius gain advantage on all ability checks,
the Gambler for 1 minute. attack rolls, and saving throws for 1 minute. They
8 Paradoxical Shift: The Gambler and all allies within also gain immunity to all damage.
a 60-foot radius gain the effects of the haste spell for 19 Euphoric Transcendence: The Gambler and all
1 minute, and their movement speed is doubled. allies within a 30-foot radius regain all expended hit
9 Serendipitous Blessing: The Gambler and all allies points, and all negative conditions affecting them are
within a 30-foot radius gain temporary hit points removed. They are also immune to all damage for 1

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minute. Gambler's Glow, being a spell of chance, can only


20 Ascendant Fates: The Gambler's true potential is affect inanimate objects and not living creatures.
unlocked. They can freely choose three different Furthermore, once the glowing object is used for any
spell effects from this table, activating them specific purpose, such as marking a card or rolling
simultaneously and applying their effects to any the dice, the spell fades away, and the object returns
desired targets within range. These effects persist for to its normal state.
1 minute, creating a truly awe-inspiring display of
power. Casting:
The casting of Gambler's Glow requires a touch of
Name: Gambler's Glow showmanship to work effectively. The verbal
School of Magic: Transmutation component is a melodic chant that varies from caster
Level: Cantrip to caster, often accompanied by phrases evoking
Casting Time: 1 action notions of fate, luck, and uncertainty. The somatic
Range: Touch component consists of intricate finger movements
Target: One small object that mimic the swirling patterns of a gambler's dance.
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute Flavor:
Saving Throw: None As Gambler's Glow is cast, a low, lilting hum fills the
Spell Resistance: No air, reminiscent of the distant hum of a busy casino
Description: floor. The magical energy surrounding the caster
Gambler's Glow is a wondrous cantrip that taps into crackles with a faint iridescent shimmer. When the
the mystical energies of chance and fortune. It grants spell takes effect, the chosen object is wrapped in a
the caster the power to imbue a small object with a delicate, ethereal glow. The colors of the glow shift in
soft, ethereal light that shimmers with the colors of an entrancing, almost hypnotic display, representing
luck. Commonly used by gamblers, illusionists, and the ever-changing nature of fate and fortune. The
adventurers seeking an edge in games of chance or light itself carries a slight warmth, akin to a
stealthy endeavors, this spell is as versatile as it is welcoming embrace, bringing forth an air of
captivating. anticipation and hope.

Upon casting the spell, the caster utters a melodious Name: Lucky Draw
incantation in an ancient tongue while performing a School of Magic: Transmutation
series of intricate hand gestures that seem to mimic Level: 1
the flickering dance of candle flames. With a gentle Casting Time: 1 action
touch, they transfer a glimmering aura to a chosen Range: Touch
small object, like a playing card, a pair of dice, a Target: One deck of cards or pair of dice
lockpick, or even a coin. Components: Verbal, Somatic, Material (a card from
a deck or a single die, which the spell consumes)
The glowing light radiates a warm, comforting glow Duration: 10 minutes
within a 5-foot radius, revealing hidden creases or Saving Throw: None
markings on the object if any are present. The Spell Resistance: No
illumination does not, however, provide enough light Description:
to illuminate an entire area. In the universe of arcane power, some spells
resonate with the primal forces of creation, while
Enhanced Effects: others dance on the razor's edge between chaos and
When casting Gambler's Glow using a spell slot of order. Lucky Draw falls into the latter category, a
2nd level or higher, the duration of the spell extends spell that takes the purest form of uncertainty, a
by an additional minute for each slot level above 1st. game of chance, and whispers hints of
Furthermore, the range of the glowing aura increases predetermination into its ear.
by 5 feet for each level above 1st, allowing the caster
to make objects at a distance shine with the When you cast this spell, you subtly infuse the target
enigmatic light of luck. object, a deck of cards or a pair of dice, with an
intricate lattice of transmutative magic. This
Limitations: unnoticeable shift in its magical aura alters the

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probabilities of the games of chance played with it,


giving the caster a slight edge. When the caster uses Description:
the enchanted deck or dice in a game of chance Gambler's Guise manifests through a series of
within the spell's duration, they get to roll twice and intricate gestures accompanied by a melodious
choose the more favorable result. incantation. The caster's fingers weave an unseen
tapestry of enchantment, and their voice carries the
The spell doesn't affect any skill-based games or cadence of unseen spirits whispering their approval.
activities where chance isn't a primary factor, or The spell takes hold, causing a subtle but magical
games where the enchanted item isn't directly transformation to occur. The caster's eyes shimmer
involved. It also can't affect the outcomes determined with a mesmerizing glint, and a faint, ethereal aura
by others who use the enchanted item; the magic is surrounds their form, making them appear slightly
attuned to the caster's specific energies. larger than life.

Upon casting the spell using a 2nd level or higher While under the influence of Gambler's Guise, the
spell slot, the duration increases by 10 minutes for caster gains a +2 bonus to Charisma-based skill
each level above 1st. In addition, when cast using a checks, such as Persuasion, Deception, and
5th level or higher spell slot, the caster can affect Intimidation. Their voice becomes more persuasive
one additional deck of cards or pair of dice for each and charismatic, and their body language exudes
level above 4th. confidence, making others instinctively more inclined
to trust and respect them.
Casting:
To cast Lucky Draw, the spellcaster needs to hold Additionally, during games of chance, such as card
the card or die used as the material component and games or dice rolls, the caster gains a slight edge in
whisper the incantation, then flick it lightly with a their favor. Luck seems to tilt ever so slightly in their
finger. As the component disintegrates, its essence direction, influencing the outcomes in subtle but
is absorbed by the deck or dice being targeted, significant ways. However, this influence is not
making them an embodiment of the spellcaster's will strong enough to guarantee victory; it merely tips the
on the fabric of chance. The whispered words of the scales a bit, requiring the caster's own skill and
incantation vary widely among casters, often strategy to make the most of the advantage.
revolving around personal expressions of luck,
desire, and will. Casting Gambler's Guise at higher spell levels
increases the potency of its effects. When cast using
Flavor: a 3rd-level spell slot or higher, the bonus to
When cast, a shimmering cascade of ethereal dice Charisma-based skill checks increases by +1 for
and cards spins around the caster's hand, giving off each level above 2nd.
faint echoes of laughter and the merry chime of
coins, reminiscent of a thriving gambler's den. These Casting:
projections swiftly dissolve into the target object, To perform the Gambler's Guise, the caster must
leaving behind no visible change, but a hint of warm have a small, high-quality gemstone, preferably a
enchantment to the touch for the caster. To the polished sapphire or an opal, which is consumed
attuned senses of the caster, the deck or dice glow during the casting process. The gemstone serves as
with a subtle golden aura, a promise of fortune a conduit to channel the magical energies required
favoring the brave. for the spell's effect.

Flavor:
Name: Gambler's Guise As the caster commences the spell, a faint
School of Magic: Illusion shimmering radiance emanates from their fingertips,
Level: 2nd level tracing an intricate pattern in the air. The enchanting
Casting Time: 1 action incantation weaves through the ambient sounds like
Range: Self a distant, enchanting melody. The air seems to hold
Target: Self its breath, and a soft, alluring fragrance fills the area,
Components: Verbal, Somatic drawing attention to the caster's presence. Subtle
Duration: Concentration, up to 1 hour flashes of silvery light play across the caster's eyes,

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accentuating their mystical transformation. Those significantly lower. On a failed save, the caster loses
who witness the spell being cast may experience a all the hit points they put on the line, paying the price
fleeting moment of doubt, as if reality itself has for daring to play with fate.
become entwined with illusion, leaving them to
question whether their eyes can truly be trusted. The effect of Bet High, Win High depends on the
number of hit points wagered:
As the spell takes full effect, the caster appears to
stand taller, their bearing more regal, and their charm Low Wager (1-25% of max HP): The caster gains a
more captivating than ever. This magical disguise momentary surge of luck, granting them advantage
remains in place, subtly shifting and adapting to each on their next attack roll, saving throw, or ability
social interaction, ensuring the caster's every word check, symbolizing the minor but favorable turn of
carries the allure of truth and magnetism. In games events that fate provides.
of chance, a faint, ephemeral glow surrounds the
caster's hands or dice, almost imperceptible to the Medium Wager (26-50% of max HP): The caster's
untrained eye, but ever-present as a reminder of the luck intensifies, and they gain advantage on all
magical advantage bestowed upon them. attack rolls, saving throws, and ability checks for the
spell's duration. Additionally, they deal an extra 2d6
To the keen observer, it may seem as if Lady Luck damage with weapon attacks or offensive spells, as
herself has taken an interest in the caster's fortunes, they ride the crest of fortune's wave.
smiling ever so gently upon their endeavors. But in
truth, it is the brilliance of Gambler's Guise, a spell High Wager (51-75% of max HP): Fortune smiles
that unlocks the untapped potential of persuasion, widely upon the caster, granting them immunity to
charm, and fate's delicate dance, all woven into an any fear, charm, or mind-controlling effects. They
intricate tapestry of science and fantasy. also gain resistance to all damage types, as if the
elements themselves favor their survival.

Name: Bet High, Win High Maximum Wager (76-100% of max HP): This is the
School of Magic: Transmutation ultimate gamble, reserved for those who believe in
Level: 3 the supreme supremacy of chance. At this pinnacle
Casting Time: 1 action of risk, the caster becomes an avatar of fortune,
Range: Self gaining all the benefits of the previous levels, and in
Target: Self addition, their spellcasting ability modifier becomes a
Components: Verbal, Somatic, Material (a pair of +4, as their magical prowess ascends beyond normal
dice made from precious gemstones) limits.
Duration: Concentration, up to 1 minute
Saving Throw: Constitution saving throw Casting: To cast Bet High, Win High, the caster
Spell Resistance: No must perform a complex sequence of hand gestures,
swirling the pair of precious gemstone dice in a
Description: Bet High, Win High is a spell shrouded mesmerizing pattern while chanting an ancient
in an aura of daring and chance, invoking the thrilling incantation that speaks of daring the fates. The
essence of gambling itself. When cast, the caster's caster must be in a location with an element of risk or
eyes flare up with a golden glint, and a playful breeze excitement present, such as a bustling marketplace,
of arcane energy surrounds them, whisking their hair a lively tavern, or a gambling den. The material
and cloak in a mesmerizing dance. The caster component, the pair of gemstone dice, must be a
chooses an amount of hit points they are willing to cherished possession of the caster, signifying their
risk, up to a maximum equal to their current hit point willingness to partake in the gamble of life.
maximum.
Flavor: As the Bet High, Win High spell is cast, the
After deciding on the wager, the caster must succeed surroundings seem to transform into a grand casino,
on a Constitution saving throw, attempting to outwit even if only for a moment. The air crackles with the
the magical whims of fortune. On a successful save, electrifying energy of chance, and the caster's voice
they will only lose half of the hit points they bet, and resonates with a captivating charm, reminiscent of
the spell will still take effect, though the risk will be the smooth-talking gamblers who have challenged

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fate throughout history. The gemstone dice glow with by the caster or an ally of their choice within the next
an inner light, swirling and dancing in mid-air as if minute.
possessed by a mischievous spirit, while faint
echoes of cheers and applause fill the air, heralding Dimensional Shift: The target creature is teleported
the unseen spectators who seem to gather from the to a random location within 60 feet. A successful
very essence of luck itself. Charisma saving throw negates the effect.

Reality Warp: The laws of physics momentarily break


Name: Wild Card down around the target. It must make an Intelligence
School of Magic: Evocation saving throw or be restrained by reality-warping
Level: 4 energies for 1 minute.
Casting Time: 1 action
Range: 120 feet Enhanced Spell Effects:
Target: One creature or object When casting Wild Card using a spell slot of 5th level
Components: Verbal, Somatic, Material (a deck of or higher, roll a d6 and add the spell slot level to
enchanted cards) determine the outcome. For example, if cast with a
Duration: Instantaneous 5th-level spell slot, roll a d6 and add 5 to the result to
Saving Throw: Varies (see description) determine the effect.
Spell Resistance: Yes
Casting: To cast Wild Card, the spellcaster must be
Description: Wild Card is a spell steeped in the in a place where the boundaries between reality and
chaos of the cosmos. When cast, the spellcaster the mystical are thin, such as atop a high mountain
draws upon the mysterious forces of chance, peak under a full moon or within the ruins of an
manipulating the very fabric of probability. The ancient and forgotten temple. The spell requires a
material component, a deck of enchanted cards, clear and precise incantation, and the gesture of
serves as a conduit for the randomness about to be throwing the enchanted card deck into the air must
unleashed. Upon casting, the spellcaster throws the be executed with unwavering determination.
deck into the air, and as the cards scatter and spin, a
single card hovers before them, revealing its fate. Flavor: As the spell is cast, the air crackles with an
electric charge, and the deck of enchanted cards
The card drawn from the deck determines the effect trembles with otherworldly power. The chosen card
of the spell, and the outcomes are as follows: glows with an ethereal light, and as it hovers before
the spellcaster, a soft whispering fills the air, as if
Arcane Blast: A surge of raw magical energy erupts unseen forces are speaking the fate of the universe.
from the card, targeting a single creature within The card's face depicts a myriad of cosmic symbols
range. The target must make a Dexterity saving and shifting patterns, and its appearance alone hints
throw or take 6d10 force damage on a failed save, or at the unpredictable and awe-inspiring events about
half as much damage on a successful one. to unfold. The spell leaves behind a lingering scent of
ozone and a faint shimmering aura, marking the
Ethereal Shield: A shimmering ethereal barrier passage of the spell's enigmatic energy through
envelops the caster or an ally of their choice within space and time.
range. The target gains resistance to all damage
types until the end of their next turn. The Wild Card spell embodies the enigmatic essence
of the universe, offering an unpredictable twist to any
Confusion: The card releases a perplexing aura that situation, as it draws upon the whims of destiny to
surrounds all creatures within a 20-foot radius determine its effect. Those who dare to wield this
centered on the target point. Each affected creature spell must be prepared to embrace the chaos and
must succeed on a Wisdom saving throw or be uncertainty that comes with harnessing the powers of
charmed and unable to take reactions until the start the cosmos.
of its next turn.

Fortune's Favor: The card grants advantage on the Name: Dealer's Choice
next attack roll, ability check, or saving throw made School of Magic: Transmutation

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Level: 5 leaves fill the air, carrying whispers from distant


Casting Time: 1 action realms. As the caster selects the damage type for
Range: Self their forthcoming spell, the aura surrounding them
Target: Self intensifies in hue, glowing brightly with the color of
Components: Verbal, Somatic the chosen element, be it crackling blue for lightning,
Duration: Concentration, up to 1 minute fiery red for fire, icy blue for cold, or earthen brown
Saving Throw: None for acid.
Spell Resistance: No

Description: Name: Gambler's Fate


Dealer's Choice is a spell that grants the caster the School of Magic: Divination
power to manipulate the fundamental elements of Level: 6
their spells. By invoking the intricate laws of Casting Time: 1 action
transmutation, the spellcaster gains the ability to alter Range: Self
the damage type of another spell they cast within the Target: Self
next minute. This mystical flexibility allows them to Components: Verbal, Somatic, Material (a coin
adapt their arcane power to the situation at hand, minted by a kingdom that has fallen into ruin)
exploiting their enemy's weaknesses or maximizing Duration: Concentration, up to 1 hour
the effectiveness of their offensive spells. Saving Throw: None
Spell Resistance: Yes
When the caster activates Dealer's Choice, a
luminescent, shifting aura envelops them, blending Description:
the colors of the elemental spectrum. The In the vast tapestry of the cosmos, where the loom of
spellcaster's eyes briefly glow with an otherworldly probability intertwines with the threads of chance, the
hue, signifying that they have become the master of spell of the Gambler's Fate is born. This remarkable
their spell's destiny. The next spell they cast during spell is as beguiling as it is dangerous, drawing upon
the spell's duration can be imbued with a new the capricious energies of potentiality and coaxing
damage type of their choosing. them into reality. The Gambler's Fate doesn't simply
tip the scales of luck—it seizes the scales, tosses
Enhanced Effects: them into the air, and redefines the notion of
If Dealer's Choice is cast using a spell slot of 6th improbability itself.
level or higher, the spell's duration increases by 1
minute for each level above 5th. Additionally, the When you cast Gambler's Fate, your every action
caster gains the ability to change the damage type of takes on a tinge of the extraordinary, the edges of
two spells within the extended duration, further reality blurring as chance itself bends to your whims.
showcasing their mastery over elemental For the duration, whenever you make an ability
transmutation. check, an attack roll, or a saving throw, you can call
upon the spell to influence the outcome. This can be
Casting: declared after you roll the dice, but before the
To invoke Dealer's Choice, the caster must weave an outcome is determined. You may then reroll the dice,
intricate series of gestures, their hands tracing an taking the new result if it is more favorable.
intricate pattern in the air as they chant a
mesmerizing incantation that harkens back to the You can use this effect equal to your spellcasting
ancient dialects of lost civilizations. During this ability modifier (minimum of once). You regain
casting process, the caster must be unwavering in expended uses when you finish a long rest.
their focus and concentration, immersing themselves Moreover, for the duration of the spell, at the start of
in the mystical energies flowing through them. each of your turns, you can alter the fate of another
creature you can see within 60 feet of you. You can
Flavor: give advantage or disadvantage to the next ability
As the spell takes effect, the air around the caster check, attack roll, or saving throw they make before
shimmers with ephemeral motes of iridescent light, the start of your next turn.
twinkling like stars on a clear night. The sound of
faint, distant chimes and the rustling of unseen However, be warned: The Gambler's Fate is a

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volatile mistress. Every time you reroll your dice or chance and fortune. When cast, the caster
meddle with another's fate, you must flip the coin unleashes a surge of magical energy that manifests
used as the material component. If it lands on heads, as a dazzling cascade of shimmering colors. The
the spell continues as normal. But if it lands on tails, spell activates a mysterious set of magical dice,
you feel the sting of Fate's retribution. You take 2d6 which start to roll and float in the air within a 30-foot
psychic damage, as your mind reels from the strain radius around the caster. These dice represent the
of twisting the loom of possibility. randomness and unpredictability of fate.

The Gambler's Fate can be cast at higher levels. For Upon casting Jackpot, all creatures within the area
each level above 6th, you can influence one must make a Wisdom saving throw or be drawn into
additional event per long rest. Still, each additional the magical game of chance. The spell itself
use requires its own coin flip, increasing the risk becomes unpredictable, and even the caster is not
alongside the reward. entirely sure of the outcome. Each round for the
duration of the spell, the magical dice produce
Casting: different effects, both beneficial and hazardous.
To cast Gambler's Fate, you clutch the coin tightly in
your hand, and with your other, you trace an intricate The possible effects of Jackpot include:
pattern in the air, murmuring the words of a long-
forgotten gambler's prayer. The incantation echoes Positive Effects:
with the desperation and hope of countless souls 1. Healing: Creatures within range regain hit points
who staked everything on a single throw of the dice. equal to 1d8 + the caster's spellcasting ability
As you finish the incantation, you cast the coin high modifier.
into the air, where it momentarily shimmers with 2. Empowerment: Affected creatures gain advantage
ethereal light before it falls back into your palm, on all attack rolls and saving throws.
unaltered yet irrevocably changed. 3. Elation: Affected creatures become immune to
fear and charm effects.
Flavor: 4. Fortification: All affected creatures gain temporary
As you invoke the Gambler's Fate, your eyes glint hit points equal to 1d10 + the caster's spellcasting
with a reckless light, a reflection of the cosmic dance ability modifier.
between chaos and order, risk and reward. A faint
hum permeates the air, as if reality itself is Negative Effects:
resonating with the transgressive energies you've 5. Backfire: Affected creatures suffer 3d10 psychic
just tapped into. The coin you hold shimmers with damage.
arcane potential, pulsating with a rhythm that echoes 6. Misfortune: Affected creatures have disadvantage
the beating heart of the universe, the tempo of on all attack rolls and saving throws.
uncertainty. Every time fate is altered, there's a soft 7. Confusion: Affected creatures must succeed on a
ripple in the fabric of reality, a fleeting whisper that Wisdom saving throw or be affected by the confusion
sings the glory and terror of the Gambler's Fate. spell for 1 minute.
8. Exhaustion: All affected creatures gain one level of
Name: Jackpot exhaustion.
School of Magic: Arcane Divination The specific effect is determined by rolling a d8 at
Level: 7 the end of each creature's turn while the spell is
Casting Time: 1 action active. This randomness adds an element of
Range: Self (30-foot radius) unpredictability to the spell, making it both exciting
Target: Creatures within range and dangerous.
Components: Verbal, Somatic, Material (a set of
magical dice worth at least 500 gold pieces) Enhanced Spell Effects:
Duration: Concentration, up to 1 minute When cast using a spell slot of 8th level or higher,
Saving Throw: Wisdom saving throw the positive effects of Jackpot increase in potency.
Spell Resistance: Yes Healing and temporary hit points granted by the spell
increase to 2d8, and the duration of the beneficial
Description: effects extends to 1 minute per spell level above 7th.
Jackpot is a spell steeped in the mystic energies of However, the negative effects become more

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perilous, with damage and penalties increasing to duration, they gain a +3 bonus to all attack rolls,
4d10, and the duration of harmful effects also saving throws, and ability checks. Moreover, any
extending to 1 minute per spell level above 7th. critical hits achieved by the affected creatures
become even more potent, dealing maximum
Casting: damage on the dice rolls.
To cast Jackpot, the spellcaster must channel their
magical energy and perform a series of intricate However, casting such a powerful spell comes with
hand gestures while chanting ancient words of fate its limitations. The enchanted dice required for the
and chance. Additionally, as a material component, spell are unique and rare, and finding a new set may
the caster must offer up a set of magical dice worth involve a captivating adventure or even negotiating
at least 500 gold pieces, which becomes imbued with with celestial beings. Additionally, the spell can only
the spell's energies and is consumed during casting. be cast during special celestial events, like a rare
alignment of planets or a once-in-a-century meteor
Flavor: shower, which must coincide with the character's
When Jackpot is cast, a burst of sparkling lights birthday.
explodes from the caster's hands, filling the area with
an enchanting aura of mystery. The floating magical Enhanced Spell Effects:
dice animate, dancing in the air, and their faces When High Roller's Confidence is cast using a 9th-
seem to shift between symbols of fortune and level spell slot, the bonus to attack rolls, saving
symbols of danger. The whole scene resembles a throws, and ability checks increases to +4.
grand casino suspended in time and space, and the Furthermore, the spell's duration is extended to 10
surrounding air is charged with the palpable tension minutes, providing the recipients with even more time
of uncertainty. As the dice roll and their outcome is to seize victory in dire situations.
revealed, the air crackles with anticipation, and the
spell's effects play out, altering the destinies of all Flavor:
those caught within its magical grasp. As the enchanting ritual unfolds, a dazzling array of
celestial symbols and constellations twirls in the air
Name: High Roller's Confidence around the spellcaster, momentarily blinding
School of Magic: Enchantment onlookers with their radiant brilliance. The sound of
Level: 8th level soft chimes and the distant rolling of dice resonate
Casting Time: 1 action through the area as if the very fabric of fate is being
Range: Self (30-foot radius) woven together.
Target: You and up to 6 willing creatures within
range The aura surrounding the affected creatures pulses
Components: Verbal, Somatic, Material (a set of with vivid colors, each hue representing a different
enchanted dice worth at least 500 gold pieces, which aspect of luck and prosperity. A shimmering blue
are consumed upon casting) signifies tactical advantage, while a sparkling gold
Duration: Concentration, up to 1 minute represents good fortune in encounters. A vibrant
Saving Throw: None green hints at enhanced intuition, and a fiery red
Spell Resistance: No embodies the strength of the cosmic forces backing
them up.
Description:
To cast High Roller's Confidence, the caster must Despite the awe-inspiring spectacle, the true beauty
gather the party members around in a circle, each of High Roller's Confidence lies in the newfound self-
person placing a hand on the central caster's assurance and camaraderie it kindles among the
shoulder. The caster then raises the set of allies, solidifying their bonds and infusing them with
enchanted dice high above their head and chants an the determination to face any challenge head-on.
empowering incantation, invoking the favor of the
cosmic forces that govern chance and destiny.

Once the spell takes effect, all affected creatures are Name: Gambler's Triumph
enveloped in a shimmering aura that seems to dance School of Magic: Divination
with the colors of fortune itself. During the spell's Level: 9

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Hexmaster Chapter 4 Basic Classes

Casting Time: 1 action crucial material component: a rare coin made of


Range: Self orichalcum, imbued with the essence of a luck
Target: The caster dragon. This coin is not consumed by the spell but is
Components: Verbal, Somatic, Material (a coin integral to its casting.
made of orichalcum, imbued with the essence of a
luck dragon, worth at least 5000 gold pieces) The verbal component takes the form of an ancient
Duration: 1 round gambler's rhyme, said to be a coded message from
Saving Throw: None the legendary Arcane Gambler to his proteges. This
Spell Resistance: No chant speaks to the heart of chance, acknowledging
Description: the fickle nature of luck and pledging to seize it.
Gambler's Triumph is a spell steeped in legend, only
available to the rarest of arcane practitioners. To cast The somatic component involves the caster flicking
it is to seize the reins of destiny, to momentarily the coin into the air. As the coin tumbles and spins,
brush aside the veil of chaos and exert one's will the caster weaves complex patterns around it, their
upon the fabric of reality. fingers tracing the lines of fate as they place their bet
on the universe. It is said that the trajectory of the
Upon completion of the casting, the caster is able to coin somehow mirrors the desired outcome, although
control the outcomes of all actions and events within the specifics of this phenomenon are a closely
their vicinity for a brief, but intensely potent moment. guarded secret.
This primarily manifests in combat scenarios, where
the unpredictable tide of battle can be suddenly and Flavor:
decisively turned. Yet its influence is not limited to
martial pursuits - any event or action that involves an Gambler's Triumph is an ostentatious spectacle,
element of chance can be affected. befitting its high-risk, high-reward nature. As the spell
is cast, the world seems to hold its breath. Time
Within the duration of this single round, all d20 rolls slows as the coin spins in the air, its surface
made by the caster and directed by them shimmering with an otherworldly glow. The caster's
automatically result in a natural 20 - a legendary voice echoes through the air as they chant the
success. This includes attack rolls, saving throws, gambler's rhyme, a whisper of the cosmic bet being
ability checks, and spellcasting checks. However, it's placed.
important to note that this spell doesn't manipulate
the perception or decision-making abilities of other As the coin lands in the caster's hand, a ripple of
entities. The caster cannot dictate actions, but only energy spreads outwards. Colors become brighter,
the outcomes of their own and those they directly sounds sharper, and for a fleeting moment, the world
control. seems to spin around the caster as if they are its
axis. And in that singular moment, the caster holds
Additionally, any preexisting conditions, spell effects, the threads of chance tightly woven within their grip,
or similar ongoing phenomena that rely on chance bending reality to the whims of their capricious
are immediately skewed in the caster's favor. This fortune.
includes, but isn't limited to, saving throws against
ongoing spell effects, random environmental effects, In the aftermath of Gambler's Triumph, the world
or any other similar random or chance-based event. quickly resumes its natural rhythm, as though the
universe, ever the consummate gambler, accepts its
Casting Gambler's Triumph using a higher level spell temporary loss with a knowing wink and prepares for
slot doesn't enhance its effects; such is the inherent the next roll of the dice.
potency and risk of this unique spell.

Casting:
Casting Gambler's Triumph requires a mixture of
verbal and somatic components, along with the

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Name: Jester captivate their audience and influence the outcome


Role: Support, Trickster of events. They are experts at navigating social
Hit Die: d6 situations, solving puzzles, and outwitting their
Primary Ability: Charisma adversaries.
Saving Throws: Dexterity, Charisma
Armor Proficiencies: Light armor Level Progression:
Weapon Proficiencies: Simple weapons, hand
crossbows, longswords, rapiers, shortswords 1st: Jester's Tricks, Fool's Luck
Tool Proficiencies: Three musical instruments of 2nd: Mischievous Maneuvers
your choice, thieves' tools 3rd: Jester's Charm
Skills: Acrobatics, Deception, Performance, Sleight 4th: Mirthful Magic
of Hand (Choose three) 5th: Versatile Performer
6th: Prankster's Resilience
Spellcasting: The Jester class is capable of casting 7th: Master of Disguise
spells. Their spellcasting ability is Charisma. They 8th: Serendipitous Escape
use musical instruments as their spellcasting focus. 9th: Mischievous Mind
The Jester has access to a unique set of spells that 10th: Master of Ceremonies
are geared towards entertainment, manipulation, and 11th: Fool's Fortune
misdirection. They can weave illusions, charm 12th: Topsy-Turvy Tactics
creatures, and enhance their performances to awe 13th: Twisted Reality
and distract others. 14th: Unpredictable Performance
15th: Cheshire Grin
16th: Misdirection Master
17th: Prankster's Grandeur
18th: Everlasting Laughter
19th: Prankster's Legacy
20th: Jester's Mastery

Equipment:
- A musical instrument of your choice
- A second musical instrument of your choice
- Thieves' tools
- A set of fine clothes
- A pouch containing 15 gold pieces

Requirements: There are no specific requirements


for becoming a Jester. However, a charismatic
personality (at least CHR 12) and a talent for
performance are highly beneficial for mastering the
class.

Appearance: Jesters are known for their vibrant and


flamboyant attire, often adorned with bells, ribbons,
and colorful patterns. They wear mismatched
clothing that reflects their whimsical nature, with
jingling capes and hats adorned with feathers. Their
Class Overview: The Jester is a master of faces are often painted with elaborate designs and
entertainment and deception, combining the skills of exaggerated expressions, emphasizing their role as
a thief and a bard with their own unique abilities. entertainers and tricksters. Their playful demeanor is
They excel at providing support to their allies through reflected in their body language, as they move with a
inspiring performances, clever tricks, and cunning graceful and agile elegance.
tactics. The Jester's repertoire includes illusions,
enchantments, and enchanting melodies that Limitations: While the Jester possesses a wide

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array of non-combat abilities, their combat prowess influential figures, allowing her access to guarded
is limited compared to more specialized classes. knowledge. Her wit, combined with her ability to read
They rely on cunning, misdirection, and charm to people, made her an indispensable ally in the pursuit
avoid direct confrontation. Additionally, their reliance of truth.
on charisma and performance can make them
vulnerable to situations where their abilities are Adventure Hooks:
ineffective, such as encounters with non-sentient 1. The Lost Melody: A rare, enchanted musical
creatures or foes immune to enchantments. instrument that possesses immense power has been
stolen by an elusive thief. The Jester's unique
Organizations: abilities make them the perfect candidate to track
1. The Gleeful Troubadours: A renowned group of down the instrument and retrieve it before it falls into
traveling performers and tricksters. They embrace the wrong hands. The Jester must navigate through
the Jester class's philosophy of bringing laughter and treacherous dungeons, solve complex puzzles, and
joy to the world. They use their skills to entertain outwit cunning adversaries to save the world from
audiences, solve mysteries, and expose corruption. the instrument's destructive potential.
They are beloved by many, but also attract the 2. The Masquerade Ball: A prestigious social event is
attention of those who seek to silence their truths. plagued by an unknown group of saboteurs. The
2. The Court of Shadows: An enigmatic secret Jester is hired to uncover the culprits and restore
society that operates behind the scenes, order to the ball. By mingling with the guests,
manipulating events to their advantage. They employ performing captivating acts, and using their skills in
Jesters as their agents, relying on their social skills, social manipulation, the Jester must identify the
sleight of hand, and ability to blend in with any saboteurs while maintaining an air of
crowd. The Court's motives are shrouded in mystery, lightheartedness and entertainment.
and their Jesters play a crucial role in their intricate 3. The Great Stage Heist: The world's most famous
web of intrigue. theater troupe, known for their groundbreaking
3. The Society of Pranksters: A mischievous group of performances, has fallen victim to a series of thefts.
Jesters who prioritize chaos and unpredictability. Costumes, props, and valuable artifacts have
They delight in pulling pranks, causing harmless disappeared without a trace. The Jester is tasked
mayhem, and challenging the status quo. Their with infiltrating the theater, gathering clues, and
performances are often disruptive and subversive, apprehending the culprits. Their unique blend of
targeting figures of authority and upending societal performance skills, stealth, and intuition will be
norms. crucial in uncovering the truth behind the heists.

Notable Users: Variants:


1. Lysander the Whimsical: A legendary Jester 1. Fey Jester: In the Feywild, a realm of enchantment
known for his captivating performances and cunning and whimsy, a variant of the Jester class exists.
mind. Lysander was renowned for his ability to These Fey Jesters harness the raw magical energy
manipulate situations through his enchanting of the Feywild, weaving illusions and enchantments
melodies and silver-tongued charm. His legacy lives with ease. Their performances can bend reality, and
on, inspiring aspiring Jesters to push the boundaries they have an innate connection to the fey creatures
of entertainment and mischief. of their homeland.
2. Morgana Shadowstep: A master of shadows and 2. Robotic Harlequin: In the distant future, where
illusions, Morgana used her Jester abilities to technology reigns supreme, robotic beings known as
infiltrate high-security areas and gather valuable Harlequins entertain and assist their human masters.
information. She was known for her ability to deceive These android jesters possess advanced sensors,
even the most observant individuals, leaving them holographic projectors, and the ability to manipulate
questioning their own senses. Her skills in subterfuge electromagnetic fields. They specialize in solving
and puzzle-solving made her an invaluable asset to intricate puzzles and social engineering within
those who sought her services. futuristic societies.
3. Kallista the Laughing Rogue: Kallista was a Jester
with an uncanny knack for unlocking secrets and Comments (by Malidrex the Twisted Witch): The
unraveling mysteries. She used her talents as a Jester class is a delightful blend of charm, wit, and
performer to gain the trust and friendship of trickery. Their abilities to navigate treacherous social

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situations, solve puzzles, and entertain crowds make to teleport a short distance and escape dangerous
them an invaluable addition to any adventuring party. situations.
The Jester's unique spells and non-combat features Mindful Manipulation: Implant a suggestion into a
provide a refreshing alternative to combat-focused creature's mind subtly, influencing their decisions or
classes. With their unpredictable nature and making them more receptive to your influence.
mischievous spirit, the Jester is sure to bring laughter Puppet Strings: Manipulate the movements of a
and intrigue to your role-playing adventures in the willing creature or object with invisible strings,
captivating world of Maxxia. allowing you to control their actions for 1 hour.

Jester Spell List 2nd Level:

Cantrips: Illusory Terrain: Create an illusory landscape that


deceives enemies, making them perceive the area
Dazzling Sparkles: Create a burst of shimmering differently and potentially causing them to stumble or
sparks that temporarily blinds a creature, imposing fall.
disadvantage on their next attack roll. Misdirection: Create an illusionary decoy that
Witty Retort: Utter a cutting remark that damages a distracts enemies and draws their attention away
creature's ego, inflicting psychic damage. from your allies, granting advantage on their attacks.
Mischievous Whispers: Plant insidious thoughts in a Charming Glance: Lock eyes with a creature,
creature's mind, causing them to question their allies' charming them and gaining limited control over their
intentions and potentially sow discord. actions for 1 hour.
Illusory Companion: Create a small illusory creature Deceptive Veil: Shroud yourself in illusionary mist,
that can interact with the environment and distract granting advantage on Dexterity (Stealth) checks and
enemies, granting advantage on the next ally's making it difficult for enemies to target you
attack. accurately.
Enthralling Tune: Play a captivating melody that Melody of Misfortune: Play a haunting melody that
charms a target, compelling them to speak the truth brings bad luck to enemies, causing their attacks and
or perform an action they normally wouldn't. abilities to have a higher chance of failure.
Ventriloquism: Manipulate your voice to create the
illusion that sounds are coming from a different 3rd Level:
location, causing confusion and distraction.
Mischievous Spark: Generate a spark of magical Grand Illusion: Create a large-scale illusion that can
energy that can ignite flammable objects or startle fool multiple creatures, convincing them of the
creatures with a sudden burst of light. existence of objects, terrain, or creatures that aren't
Topsy-Turvy: Create a localized distortion in gravity, actually present.
causing objects and creatures to float briefly and Enthralling Performance: Perform an enchanting act
disrupt their balance. that mesmerizes an entire audience, leaving them
paralyzed and vulnerable to manipulation or attacks.
Hall of Mirrors: Fill an area with countless illusory
1st Level: mirrors, making it disorienting and difficult for
enemies to target you or your allies accurately.
Trickster's Gambit: Create a duplicate of yourself that Puppet Master: Take control of a creature's body
can be controlled remotely, allowing you to interact temporarily, allowing you to manipulate their
with objects, distract enemies, or perform tasks movements and actions to your advantage.
without being physically present. Whimsical Fate: Manipulate the threads of destiny,
Beguiling Performance: Enhance your performance altering the outcome of events by giving yourself or
with enchanting magic, captivating an audience and an ally advantage on attack rolls, saving throws, or
swaying their opinions or emotions in your favor. ability checks.
Mirror Image: Create illusory duplicates of yourself Captivating Charisma: Enhance your own charisma
that confuse attackers, making it harder for them to to extraordinary levels, causing creatures within
hit you. range to be enthralled by your every word and
Fey Step: Step into the Feywild briefly, allowing you action.

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Hexmaster Chapter 4 Basic Classes

Whirlwind Waltz: Perform a magical waltz that illusion of a massive force.


creates a swirling vortex of energy around you, Captivating Enchantment: Infuse a performance with
pulling nearby enemies off balance and causing a powerful enchantment that captivates and charms
them to be restrained briefly. all those who witness it, causing them to be
completely enthralled and susceptible to your
4th Level: suggestions.
Hysterical Folly: Unleash a burst of manic laughter
Illusory Menagerie: Conjure a fantastical menagerie that infects all creatures in an area, rendering them
of illusory creatures that swarm around you, helpless with uncontrollable laughter for 1 hour.
distracting enemies and imposing disadvantage on Mirage of Miracles: Create a grand illusionary display
their attacks. that simulates miraculous events, temporarily
Enigma's Embrace: Become ethereal and intangible restoring health, removing negative conditions, and
for 1 hour, allowing you to move through walls, granting temporary bonuses to your allies.
objects, or creatures unhindered.
Puppeteer's Strings: Gain complete control over a 7th Level:
creature's movements and actions, puppeteering
them as if they were an extension of yourself. Puppeteer's Marionette: Take control of multiple
Illusory Banquet: Create an extravagant illusory feast creatures simultaneously, manipulating their
that provides temporary hit points, removes movements and actions to create a synchronized
exhaustion, and grants advantage on saving throws and coordinated performance of chaos.
against charm effects for those who partake. Illusionary Maze: Conjure a complex labyrinth of
Song of Illusion: Sing a haunting melody that illusions that disorients and confuses enemies,
conjures a realm of illusions around you, making it causing them to become lost and trapped within the
difficult for enemies to discern reality from fiction and ever-shifting maze.
granting you advantage on all saving throws. Enigma's Shroud: Surround yourself with an
impenetrable cloak of illusionary mist, making it
5th Level: impossible for enemies to perceive your presence or
target you directly.
Mirage of Madness: Conjure a vast illusory realm Euphoric Epiphany: Channel a burst of pure
that drives creatures within it to madness, causing inspiration and joy, granting your allies enhanced
them to attack random targets, become disoriented, abilities, temporary hit points, and immunity to fear or
or harm themselves. charm effects.
Prankster's Sanctuary: Create an impenetrable zone
of illusionary magic that shields you and your allies 8th Level:
from harm, granting temporary invulnerability against
attacks and spells. Illusory Apocalypse: Unleash a cataclysmic vision of
Master Manipulator: Gain complete control over a doom and destruction, causing enemies to believe
creature's mind and actions, effectively turning them that the world is ending and breaking their will to
into your puppet for 1 hour. fight.
Illusory Cataclysm: Unleash a wave of illusory Master Manipulator's Dominion: Gain absolute
destruction, causing enemies to believe that the control over multiple creatures' minds and actions,
world around them is crumbling and damaging them turning them into your loyal puppets indefinitely until
psychologically. the spell ends.
Fickle Fortune: Manipulate the threads of fate, Enigma's Escape: Create an illusory exit or portal
granting yourself or an ally the ability to reroll any roll that leads to a safe haven, allowing you and your
they make and choose the more favorable result. allies to escape from any situation or location
instantaneously.
6th Level: Hilarious Havoc: Trigger a burst of uncontrollable
laughter in all creatures within range, rendering them
Illusory Army: Summon a vast illusionary army that completely incapacitated with laughter and unable to
appears real, causing enemies to believe they are take any actions.
outnumbered and overwhelming them with the 9th Level:

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the 5-foot square and can be an intimidating beast, a


Illusionary Dream: Project a shared illusory dream ghostly figure, or any other frightening form. The
into the minds of multiple creatures, creating a phantasm appears real to anyone who sees it and
collective fantasy world that they believe to be real, imposes disadvantage on attack rolls made against
effectively trapping them within their own minds. the Jester and their allies within 10 feet of it.
Grand Illusionary Spectacle: Create a breathtaking
illusionary spectacle of such magnitude that it affects 3. Illusory Obstacle: The Jester creates a convincing
the very fabric of reality, warping the environment, illusionary obstacle, such as a wall, a chasm, or a
altering time, and influencing the course of events on treacherous pit. The illusory obstacle appears solid
a grand scale. and blocks sight and movement. Creatures who see
Fools' Frenzy: Inflict an intense burst of madness the illusion must make a Wisdom saving throw
upon all creatures in a vast area, causing them to against the Jester's spell save DC or become
descend into an uncontrollable frenzy of violence and convinced of its reality. The illusionary obstacle
chaos, attacking anything and everything in their persists until the end of the Jester's turn or until a
path. creature successfully interacts with it.
Jester's Grand Finale: Perform the ultimate act of
trickery and illusion, creating a spectacle so Once the Jester uses this feature, they must
extraordinary that it leaves all who witness it in a complete a short or long rest before using it again.
state of awe, wonder, and confusion, effectively
rewriting their memories and altering their perception Through clever utilization of these illusory diversions,
of reality. the Jester can distract guards, mislead enemies,
manipulate social interactions, create confusion in
1st: Jester's Tricks puzzles, or enhance their performances by
Name: Illusory Diversions incorporating convincing visual elements into their
Level: 1st acts. This versatile ability sets the stage for the
Description: The Jester possesses a knack for Jester's cunning and unpredictable nature, allowing
creating convincing illusions that can divert attention them to thrive in situations where their wits and
and manipulate perceptions, allowing them to creativity shine brightest.
navigate tricky situations and deceive others with
finesse. 1st: Fool's Luck
Mechanics: The Jester can create illusory Name: Fool's Luck
distractions within a range of 30 feet. As an action, Level: 1st
the Jester selects a point within range and conjures Description: Fool's Luck is the inherent ability of the
an illusory object or creature that appears real and Jester to bend fate to their advantage, turning the
occupies a 5-foot square. The illusion lasts for up to tides of fortune in their favor. Through a combination
1 minute or until the Jester dismisses it as a bonus of quick thinking, charm, and sheer audacity, the
action. Jester has an uncanny knack for escaping
precarious situations and seizing unexpected
The Jester can use this ability to create various opportunities.
illusory diversions:
Mechanics: Once per long rest, when the Jester
1. Mirage Manifestation: The Jester conjures a fails an ability check, they can invoke Fool's Luck to
shimmering, ethereal image of themselves or reroll the check with advantage. Additionally, when
another creature. The illusionary manifestation the Jester rolls a natural 1 on an attack roll, saving
mimics their appearance, voice, and mannerisms, throw, or ability check, they can choose to treat it as
providing a convincing distraction. The illusion can a natural 20 instead, signifying their ability to
move and interact within the designated space but transform failure into success in the most unlikely
cannot cause physical harm or manipulate objects. circumstances.
The manifestation dissipates if it takes any damage.
This stroke of Fool's Luck is accompanied by a burst
2. Phantasmal Phantasm: The Jester conjures a of radiant energy that surrounds the Jester,
terrifying or mesmerizing apparition to confound and manifesting as swirling motes of colorful light. The
confuse their enemies. The phantasm must fit within Jester's eyes briefly shimmer with an otherworldly

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gleam, and their contagious laughter fills the air, being targeted with opportunity attacks.
spreading an infectious sense of cheer and mischief
to those nearby. 5. Deceptive Finesse: The Jester gains proficiency in
the Sleight of Hand skill if they don't already have it.
As the Jester progresses in level, their connection to In addition, they can attempt to pickpocket a creature
Fool's Luck grows stronger, allowing them to use this during combat or social interactions by making a
ability more frequently. At 6th level, the Jester can Dexterity (Sleight of Hand) check contested by the
use Fool's Luck twice per long rest, and at 14th level, target's Wisdom (Perception) check. If successful,
they can use it three times per long rest. the Jester can discreetly steal a small item from the
target's person without them noticing immediately.
Name: Mischievous Maneuvers
Level: 2nd level 6. Acrobat's Grace: The Jester's natural agility and
Description: Mischievous Maneuvers enhances the balance grant them advantage on Dexterity saving
Jester's agility, allowing them to perform daring feats throws made to avoid falling prone or being knocked
of acrobatics and navigate challenging environments prone. They also take half damage from falling, as
with finesse and flair. They gain access to unique they deftly maneuver their body to lessen the impact.
movement abilities and tricks that aid them in non-
combat situations, making them exceptional at Name: Jester's Charm
traversing obstacles, eluding pursuers, and pulling Level: 3rd
off daring escapes. Description: As the Jester learns to perfect their
Mechanics: performance, they learn to manipulate the emotions
1. Nimble Footwork: The Jester's base movement of others. The Jester's Charm, a potent mix of
speed increases by 10 feet, allowing them to swiftly charisma, wit, and theatricality, lets the Jester
navigate their surroundings. Additionally, they gain beguile audiences and individuals, swaying their
advantage on Dexterity (Acrobatics) checks made to emotions and reactions as easily as a puppeteer
jump, climb, or maintain balance. controls their marionettes. This is a crucial tool in the
Jester's arsenal, useful in countless situations from
2. Elusive Acrobat: When making Dexterity extracting information to turning potential enemies
(Acrobatics) checks to traverse narrow ledges, into friends. This ability extends beyond mere
tightropes, or other precarious surfaces, the Jester persuasion, tapping into an almost supernatural
can choose to roll with advantage. Furthermore, they talent to charm and influence.
gain proficiency in the Acrobatics skill if they don't
already have it. With a twinkle in their eye, a strategically placed
pause, or an innocent, mischievous smile, the Jester
3. Flair for the Dramatic: The Jester can use their can inspire trust, provoke laughter, or stir up
Performance skill to distract or entertain creatures emotions that serve their purpose. This skill is a
that are within 30 feet of them. The Jester can create showstopper on stage and a secret weapon in the
a captivating display of acrobatic skill, causing court, the battlefield, or the back alleys. Whether
enemies to become momentarily mesmerized. they're charming a hostile crowd, easing tensions in
Affected creatures must make a Wisdom saving a diplomatic negotiation, or convincing a surly guard
throw against a DC equal to 8 + the Jester's to look the other way, the Jester's Charm is a
Charisma modifier + their proficiency bonus. On a powerful force indeed.
failed save, they are distracted for 1 minute, granting
advantage to the Jester's allies on attack rolls Mechanics: Upon reaching the 3rd level, you gain
against them and disadvantage on their own attack the ability to charm humanoids you can see within 30
rolls. The affected creatures can repeat the saving feet of you. If the target can see you, it must succeed
throw at the end of each of their turns, ending the on a Wisdom saving throw against your spell save
distraction on a success. DC or be charmed by you until the end of your next
turn or until you or your allies harm it.
4. Evasive Steps: Once per short rest, as a bonus
action, the Jester can take the Disengage action, While charmed in this way, the target idolizes you, it
even if they have already used their action that turn. speaks glowingly of you to anyone who talks to it,
This allows them to quickly evade enemies and avoid and it hinders anyone who opposes you, although it

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Chapter 4 Basic Classes Hexmaster

avoids violence unless it was already inclined to fight requiring concentration as if you were concentrating
on your behalf. This effect ends immediately if you or on a spell. During this time, you gain advantage on
your allies do any harm to it. Charisma (Performance) and Charisma (Deception)
checks.
In addition, you gain advantage on all Charisma While using Mirthful Magic, any Wisdom (Perception)
(Performance) and Charisma (Persuasion) checks or Intelligence (Investigation) check made to see
when interacting with a creature charmed by this through your illusions has disadvantage due to the
feature. This feature can be used a number of times captivating nature of your performance.
equal to your Charisma modifier (minimum of once), If you are using Mirthful Magic to influence a social
and all expended uses are regained after a long rest. situation, those involved must make a Wisdom
saving throw against your spell save DC or be
This is a magical effect that can be detected as such, charmed by you for the duration of the performance.
and can be dispelled or countered by spells like Furthermore, once per long rest, you can use your
Dispel Magic or Counterspell. However, mundane Mirthful Magic to cast the spell "Major Image" without
suspicion or hostility does not automatically dispel expending a spell slot.
the effect - after all, a good Jester knows how to
keep their audience engaged, even when the mood Name: Versatile Performer
turns sour. Level: 5th
Description: Versatile Performer enhances the
Jester's ability to captivate and entertain, expanding
Name: Mirthful Magic their repertoire of performance skills and unlocking
Level: 4th new avenues of interaction with the world. Through
Description: their mastery of various artistic forms, the Jester
At this stage of their progression, a Jester's becomes a captivating presence, capable of
performance starts to take a surreal turn. The world manipulating emotions, gaining favors, and solving
is their stage and reality their canvas. As they intricate puzzles.
entertain, their audiences may witness extraordinary, Mechanics:
even impossible things, leaving them questioning 1. Masterful Mimicry: The Jester gains the ability to
their own eyes, their minds tickled by the delightful perfectly mimic the voices and mannerisms of any
absurdity. This is Mirthful Magic, a testament to a individual they have observed for at least 1 minute.
Jester's mastery of illusion, enchantment, and slight This mimicry grants advantage on Charisma
of hand. This feature not only mesmerizes audiences (Deception) checks when attempting to pass as the
but also confounds opponents, turns the tide in social mimicked individual, and advantage on Charisma
situations, and makes light of puzzling (Performance) checks when imitating their voice or
circumstances. mannerisms. The Jester can maintain this mimicry
This ability is a reflection of the Jester's for a number of hours equal to their Charisma
understanding that laughter is a powerful, mystical modifier.
force that can manipulate reality, creating a bridge
between the mundane and the magical. When a 2. Inspiring Performance: As an action, the Jester
Jester invokes Mirthful Magic, onlookers may find can deliver a captivating performance, channeling
themselves in a world where colors are brighter, their artistic talents to inspire their allies. All friendly
sounds are sweeter, and the impossible seems creatures within 30 feet of the Jester who can see
merely improbable. and hear them gain temporary hit points equal to 1d8
+ the Jester's Charisma modifier. These temporary
Mechanics: hit points last for 1 hour or until depleted.
As an action, you can weave a spectacle of Mirthful
Magic, invoking bewitching illusions and sounds that 3. Artistic Acumen: The Jester gains proficiency in
captivate any who witness it. The illusionary one additional skill from the following list: History,
performance can be tailored to a scenario of your Investigation, Insight, or Persuasion. Additionally,
choice within a 60ft range. You may create illusions they can double their proficiency bonus when making
that confound and misdirect, charm and entertain, or ability checks using any tool they are proficient with,
solve problems in a creative way. as long as the check involves artistic expression or
This performance lasts for up to 10 minutes, creative problem-solving.

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4. Refined Presence: The Jester's stage presence


becomes even more captivating, granting them Name: Master of Disguise
advantage on Charisma (Performance) checks made Level: 7th
to entertain or impress an audience. Furthermore, Description: With your advanced skills in deception
they gain expertise in the Deception skill, doubling and disguise, you become the epitome of a master of
their proficiency bonus when making Deception disguise. You gain the ability to seamlessly assume
checks. new identities and blend into any social setting,
allowing you to navigate complex situations with
5. Dazzling Display: Once per long rest, the Jester ease.
can unleash a mesmerizing performance that leaves Mechanics:
their audience spellbound. By spending 10 minutes - Alter Self: You gain the ability to cast the Alter Self
preparing and performing a grand spectacle, the spell at will, without expending a spell slot. As an
Jester can charm a group of creatures within a 60- action, you can magically alter your appearance,
foot radius centered on themselves. The affected changing your height, weight, facial features, voice,
creatures must make a Wisdom saving throw against and other physical characteristics. You can make
the Jester's spell save DC. On a failed save, they are yourself appear as a different race, gender, or age,
charmed by the Jester for 1 hour or until they take and even mimic specific individuals. The
damage. Charmed creatures regard the Jester as a transformation lasts for up to 1 hour, and you can
friendly acquaintance and will not willingly harm dismiss it at any time. While disguised, you gain a
them. The Jester can choose to exclude specific +10 bonus to Deception checks made to pass as the
individuals from this effect. person or creature you are impersonating.
Duration: Concentration, up to 1 hour
Range: Self
Name: Prankster's Resilience - Components: V, S
Level: 6th - School: Transmutation
Description: The Jester's mischievous nature and - Spell Level: 2nd-level
quick wit grant them a unique form of resilience
against adversity. Through their relentless humor - Disguise Kit Expertise: Your proficiency with
and cunning, they can endure challenges with a disguises and deception reaches new heights. You
lighthearted spirit and escape unscathed from gain expertise with disguise kits, allowing you to add
dangerous situations. double your proficiency bonus when using them.
Mechanics: Whenever the Jester fails a saving Additionally, you can create disguises in half the time
throw or is subjected to an effect that would cause it would normally take.
them to suffer a negative condition, they can use
their reaction to activate Prankster's Resilience. The - Unmasking Insight: Your acute observational skills
Jester instantly vanishes from their current location, enable you to see through the most cunning
leaving behind a cloud of colorful smoke that disguises. As an action, you can make a Wisdom
obscures their disappearance. They reappear up to (Perception) check contested by a creature's
30 feet away in an unoccupied space of their choice, Charisma (Deception) check. If you succeed, you
unharmed and without any negative conditions that see through any magical or mundane disguise the
would have been inflicted upon them. This ability can creature is using, and you can discern its true form.
be used a number of times equal to the Jester's You have advantage on this check if you have seen
Charisma modifier (minimum of once), and all the creature's true form before or if you are familiar
expended uses are regained after a long rest. with their natural appearance.

Additionally, while under the effects of Prankster's - Master of Deception: You have honed your
Resilience, the Jester gains advantage on saving deception skills to the highest level. You have
throws against spells and magical effects that would advantage on all Charisma (Deception) checks made
attempt to forcibly move or teleport them against to create or maintain a disguise, deceive others, or
their will. Their natural affinity for misdirection and pass as someone else. Additionally, creatures have
their playful nature make it difficult for adversaries to disadvantage on Wisdom (Insight) checks made to
control or manipulate their movements. see through your disguises or detect your lies.

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set by the Hex Master, a serendipitous event occurs.


- Chameleon's Guise: You can effortlessly blend into This can range from a conveniently placed secret
any environment, becoming one with your door, an unexpected ally appearing, or an
surroundings. When you remain still and take no environmental hazard that hinders pursuers. The
actions, you gain advantage on Dexterity (Stealth) exact nature of the lucky break is up to the Hex
checks to hide. Additionally, creatures have Master's discretion.
disadvantage on Wisdom (Perception) checks made
to spot you if they are actively searching for hidden 3. Escape Plan: Upon successfully creating a
creatures. diversion or benefiting from a lucky break, the Jester
gains increased movement speed for their turn. Their
- Enhanced Disguise: Your mastery of disguise movement speed is doubled, and they have
extends beyond physical appearances. When you advantage on Acrobatics or Athletics checks made to
assume a disguise using Alter Self or a physical escape restraints, grapples, or difficult terrain.
disguise kit, you gain a +5 bonus to Charisma Additionally, any opportunity attacks made against
(Deception) checks made to impersonate the the Jester during their movement have disadvantage.
character or creature you are disguising as. Your
mimicry is so convincing that it fools not only sight
but also other senses, such as hearing and touch, Name: Mischievous Mind
making it even more challenging for others to see Level: 9th
through your ruse. Description: Ah, the Mischievous Mind! It's the
secret recipe that transforms an ordinary trickster
into a true Jester. As the Jester advances in
Name: Serendipitous Escape experience and wisdom, their mind becomes an
Level: 8th elaborate maze, teeming with playful thoughts and
Description: Serendipitous Escape represents the cunning ideas that are as chaotic and unpredictable
Jester's knack for turning dire situations into as a whirlwind. This is the essence of the
unexpected opportunities for escape and evasion. Mischievous Mind - an ability that reflects the Jester's
With their quick thinking and uncanny luck, they are knack for creativity, spontaneity, and, above all,
able to find unconventional paths to safety and leave mischief.
their pursuers bewildered.
The Mischievous Mind amplifies the Jester's aptitude
Mechanics: Once per short rest, when the Jester for puzzles, riddles, and conundrums of all sorts,
finds themselves in a dangerous or trapped situation, making them a master of solving the unsolvable. It's
they can activate Serendipitous Escape. This ability like having a personal funhouse of reflections and
allows them to instantly create a diversion or exploit illusions inside your mind, where the answer to every
a stroke of luck that aids in their escape. The puzzle is hidden in plain sight, obscured only by a
mechanics of Serendipitous Escape are as follows: cascade of laughter and a tumble of jingling bells.

1. Diversionary Tactics: The Jester can create a Mechanics: This feature allows the Jester to add
distracting spectacle or chaos in their immediate twice their proficiency bonus on any Intelligence
vicinity, drawing the attention of enemies and (Investigation), Wisdom (Insight), or Charisma
causing confusion. They roll a performance check (Persuasion or Deception) checks related to solving
contested by the passive perception of all hostile puzzles, riddles, or manipulating social situations. In
creatures within 60 feet. On a success, the enemies addition, they can use this feature to cast the 'Detect
become temporarily disoriented, granting the Jester Thoughts' spell once per short or long rest without
advantage on their next Dexterity (Stealth) check or expending a spell slot. When they do, the spell has
any skill check related to escaping the situation. The some unusual effects, flavored by their jesterly
duration of the distraction is 1 minute. tendencies.

2. Lucky Break: Alternatively, the Jester can rely on When the Jester delves deeper into a creature's
their Fool's Luck to trigger a fortuitous event that aids thoughts using this version of 'Detect Thoughts,' they
their escape. They roll a d20 and add their Charisma don't just sense the creature's reasoning, emotions,
modifier. If the total is equal to or greater than the DC or something it loathes or loves. They also uncover

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an echo of a riddle, joke, or trick the creature's mind of whimsy and delight to any festive gathering. Once
subconsciously conceals, which might be a secret, per short rest, as an action, the Jester can cast the
an undisclosed intention, or an unexpected way to "Prestidigitation" cantrip without expending a spell
influence them. slot. Additionally, the Jester can create minor illusory
effects within a 60-foot radius, such as showers of
An astute Jester knows how to use this information confetti, floating lights, or ethereal music, to further
to make their adventures more entertaining, enhance the atmosphere of the event.
manipulate their companions and opponents alike, or
find unconventional solutions to perplexing problems. - Banquet of Mirth: The Jester has honed their
With a Mischievous Mind, the Jester turns their life culinary skills, and their ability to create gastronomic
into a never-ending carnival where every mystery is delights is renowned. Once per long rest, the Jester
an amusing game, every social interaction is a can prepare a magnificent banquet that lasts for 8
performance, and every challenge is a chance to hours. The banquet includes a variety of delicious
unveil the humor hidden in the fabric of the universe. and exotic dishes, tailored to the preferences of the
guests. Consuming a meal from this banquet grants
each creature who partakes advantage on
Name: Master of Ceremonies Constitution saving throws and Charisma checks for
Level: 10th the next 24 hours. Additionally, any creature that
Description: As a Jester reaches the pinnacle of consumes the banquet gains temporary hit points
their performance abilities, they become the true equal to their level + the Jester's Charisma modifier.
Master of Ceremonies. They possess an innate
talent for orchestrating grand events, captivating - Enigmatic Enigma: The Jester's enigmatic nature
audiences, and leaving a lasting impression grows even more pronounced. Whenever the Jester
wherever they go. Whether it's a royal gala, a engages in a conversation or interaction during an
mystical ritual, or a whimsical festival, the Jester event, they can effortlessly adapt their demeanor,
takes center stage, infusing their unique blend of speech patterns, and body language to match the
entertainment, charm, and trickery into the expectations and cultural nuances of the participants.
proceedings. This allows the Jester to gain advantage on all
Charisma-based ability checks made during the
Mechanics: event, including Persuasion, Deception, and
- Performance Aura: Whenever the Jester is Performance checks.
engaged in a grand ceremony or event, they exude
an enchanting aura with a radius of 30 feet. This
aura enhances the overall ambiance and captivates Name: Fool's Fortune
the attention of the attendees, imbuing them with a Level: 11th
sense of awe and wonder. Creatures within this aura Description: Fool's Fortune bestows upon the Jester
gain advantage on Charisma (Performance) checks an uncanny ability to influence the tides of fortune
and saving throws against being frightened or and turn unlikely situations to their advantage.
charmed. Through a blend of charm, wit, and sheer luck, the
Jester becomes a master manipulator of fate,
- Grand Entrance: The Jester can make a dramatic ensuring favorable outcomes and unexpected twists
entrance that leaves a lasting impression on those in their favor.
present. As an action when first ariving, the Jester
can perform an awe-inspiring display. All creatures Mechanics:
within 60 feet who can see and hear the Jester must
make a Wisdom saving throw against the Jester's Lucky Flourish: Once per short or long rest, when
spell save DC or become stunned for 1 minute, as you roll a d20 for an ability check, attack roll, or
they are overcome with the Jester's sheer presence saving throw, you can choose to treat the roll as a
and showmanship. Creatures can repeat the saving 20. This fortunate stroke of luck allows you to
throw at the end of each of their turns, ending the accomplish feats that would otherwise be deemed
effect on a success. impossible, leaving others in awe of your natural
talent and undeniable presence.
- Festive Flourish: The Jester can add an extra touch Serendipitous Guidance: As an action, you can

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provide guidance and inspiration to a creature within Once per long rest, as an action, the Jester can
30 feet of you. This guidance manifests as a magical activate Topsy-Turvy Tactics, enveloping themselves
aura that surrounds the target, subtly influencing in an aura of chaotic energy. During this time, they
their actions and decisions. The target gains gain the following benefits:
advantage on their next ability check, attack roll, or
saving throw. This effect lasts for 1 minute or until 1. Misdirection Mastery: Whenever the Jester is the
the target makes a roll, whichever comes first. target of an attack, they can use their reaction to
Twist of Fate: Once per long rest, you can impose disadvantage on the attack roll. Additionally,
manipulate the threads of destiny itself to bend if the attack misses, the attacker suffers a penalty to
reality to your will. Choose one failed saving throw their next attack roll equal to the Jester's Charisma
made by a creature within 60 feet of you. The target modifier (minimum penalty of -1). This penalty lasts
can reroll the saving throw with advantage, and they until the end of the attacker's next turn.
must take the new result. This sudden reversal of
fortune can turn the tide of a dire situation and 2. Confounding Presence: The Jester's presence
provide a second chance for your allies to overcome becomes disorienting and perplexing to those around
imminent failure. them. Any enemy within 10 feet of the Jester at the
Fortune's Favor: Your serendipitous nature extends start of their turn must make a Wisdom saving throw
beyond yourself, affecting those around you. When a against the Jester's spell save DC or suffer
creature within 30 feet of you rolls a natural 1 on a disadvantage on their next attack roll or ability check
d20 roll for an ability check, attack roll, or saving before the end of their turn.
throw, you can use your reaction to grant them a
stroke of fortune. The creature can reroll the d20 and 3. Evasive Performance: The Jester gains advantage
must use the new roll. This unexpected stroke of luck on Dexterity saving throws and their movement
often leads to miraculous escapes, astonishing speed is increased by 10 feet. Additionally, they can
successes, and unforgettable tales of improbable move through the space of any creature that is at
victory. least two sizes larger or smaller than them without
Ripple Effect: The mere presence of your fortuitous requiring an ability check. This movement does not
aura creates a subtle shift in the fabric of reality. provoke opportunity attacks.
Once per short or long rest, you can cast the spell
"Bend Luck" as a bonus action without expending a 4. Unpredictable Maneuvers: The Jester gains two
spell slot. This allows you to manipulate the outcome charges of "Trickster's Escape." As a bonus action,
of a creature's roll within 60 feet of you by adding or they can expend one charge to take the Dash or
subtracting 1d4 from their roll. This ability can be Disengage action. Once all charges are expended,
used after the creature rolls but before the DM the Jester regains them after finishing a short or long
determines the outcome. The arcane energy infused rest.
into the roll twists fate in your favor, allowing you to
alter the course of events to your liking. The Jester's Topsy-Turvy Tactics turns their
surroundings into a playground of chaos and
confusion. They effortlessly navigate through
Name: Topsy-Turvy Tactics dangerous terrain, disorient enemies, and weave a
Level: 12th tapestry of unpredictability. This ability allows the
Description: Topsy-Turvy Tactics represents the Jester to excel in situations that require quick
Jester's unparalleled ability to turn the tide of events thinking, adaptability, and a touch of whimsicality.
and keep their adversaries on their toes. They have
honed their skills in misdirection and psychological
manipulation to a remarkable degree. With Topsy- Name: Twisted Reality
Turvy Tactics, the Jester can effortlessly disrupt Level: 13th
enemies, confound puzzles, and outmaneuver their Description: You have learned to manipulate the
foes with unexpected flair. fabric of reality with your whimsical magic, creating
bizarre and unexpected effects that confound your
Mechanics: enemies and amuse your allies. You can use this
Range: Self feature to alter the environment, the creatures, or the
Duration: 1 minute events around you in a way that suits your fancy.

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Mechanics: As an action, you can expend one use their turns, and they can move half their speed.
of this feature to twist reality within a 30-foot radius of However, they also age half as fast as normal while
you. You can choose one of the following effects, or within the area.
create your own effect with the DM's approval:
You can use this feature a number of times equal to
- You can change the appearance, sound, smell, or your Charisma modifier (minimum of once). You
texture of any object or creature within the area. The regain all expended uses when you finish a long rest.
change lasts for 1 minute, or until you use this
feature again. The change does not affect the object
or creature's statistics or abilities, and it can be Name: Unpredictable Performance
perceived as an illusion with a successful Intelligence Level: 14th
(Investigation) check against your spell save DC. Description: Unpredictable Performance represents
- You can create a harmless sensory effect within the the Jester's ability to captivate and manipulate their
area, such as a burst of confetti, a loud noise, a flash audience with a spontaneous and whimsical display
of light, or a gust of wind. The effect lasts for 1 of entertainment. This feature allows the Jester to
minute, or until you use this feature again. The effect unleash a dazzling show that enchants and
does not deal damage or have any other mechanical confounds those who witness it, creating
effect, but it can distract, startle, or entertain unpredictable and surprising effects.
creatures within the area.
- You can alter the gravity within the area, making it Mechanics: Once per long rest, the Jester can
stronger or weaker than normal. The gravity change spend 10 minutes preparing for their Unpredictable
lasts for 1 minute, or until you use this feature again. Performance. During this time, they carefully plan
Creatures and objects within the area are affected by and rehearse a sequence of acts, incorporating
the gravity change as follows: elements of misdirection, illusion, and musical
enchantment. Once the preparation is complete, the
- If you make the gravity stronger, creatures and Jester can unleash their performance within a range
objects within the area have their speed halved, and of 60 feet, affecting all creatures within that area.
they have disadvantage on Strength and Dexterity
checks and saving throws. Additionally, any creature The Unpredictable Performance lasts for 1 hour and
that jumps or falls within the area takes 1d6 has the following effects:
bludgeoning damage for every 10 feet it moves.
- If you make the gravity weaker, creatures and 1. Enthralling Illusions: The Jester creates a
objects within the area have their speed doubled, kaleidoscope of mesmerizing illusions that dance
and they have advantage on Strength and Dexterity and shift throughout the area. Each creature that
checks and saving throws. Additionally, any creature enters the area or starts its turn there must make a
that jumps or falls within the area moves 10 feet Wisdom saving throw against the Jester's spell save
farther than normal. DC. On a failed save, the creature becomes
charmed for the duration of the performance or until
- You can warp time within the area, making it faster it takes damage. Charmed creatures are
or slower than normal. The time warp lasts for 1 incapacitated and perceive the illusions as vivid and
minute, or until you use this feature again. Creatures irresistible, unable to take any actions other than to
and objects within the area are affected by the time watch the performance. The Jester can choose to
warp as follows: exempt certain creatures from this effect, allowing
them to remain unaffected by the illusions.
- If you make time faster, creatures and objects
within the area act twice as often as normal. They 2. Mischievous Manipulation: The Jester's
can take two actions and two bonus actions on each performance subtly alters the fabric of reality,
of their turns, and they can move twice their speed. causing unpredictable effects to occur. At the start of
However, they also age twice as fast as normal while each of their turns, the Jester can roll a d20 to
within the area. determine the nature of the manipulation. The effects
- If you make time slower, creatures and objects include:
within the area act half as often as normal. They can
only take one action or one bonus action on each of - 1-5: Shifting Shadows - Dim light and darkness

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Chapter 4 Basic Classes Hexmaster

become fluid and unpredictable, creating advantage


on Dexterity (Stealth) checks for the Jester and their Mechanics:
allies, and disadvantage for enemies. Additionally, Range: Self
creatures within the area have disadvantage on Duration: 1 hour
Wisdom (Perception) checks. Usage: Once per long rest
When you activate Cheshire Grin, you emanate an
- 6-10: Baffling Reflections - Mirrors and reflective enchanting aura with a radius of 30 feet. Any
surfaces within the area become animated and creature within this radius, including allies and
distorted, creating illusions that confuse and distract. enemies, must make a Wisdom saving throw against
Attacks made against creatures within the area have your spell save DC (8 + Charisma modifier +
a 25% chance to miss, and those creatures have proficiency bonus) or be affected by the following
disadvantage on saving throws against spells and effects:
magical effects.
Confusion: The affected creature's mind becomes
- 11-15: Unruly Acoustics - Sounds become warped clouded with whimsy and mischief, causing them to
and distorted, making it difficult for creatures to have disadvantage on ability checks, attack rolls, and
communicate effectively. Creatures within the area saving throws for the duration of the aura.
have disadvantage on Wisdom (Perception) checks
that rely on hearing and disadvantage on Charisma Illusory Tricks: The affected creature's perception of
(Persuasion) checks for verbal interactions outside of reality becomes skewed as illusionary images dance
combat. before their eyes. They have disadvantage on
Wisdom (Perception) checks and are unable to
- 16-20: Quixotic Conjuring - Minor magical effects discern illusions from reality for the duration of the
randomly occur, creating an atmosphere of aura.
unpredictability. The Jester and their allies within the
area gain advantage on saving throws against spells Mirthful Misdirection: The affected creature's
and magical effects. Additionally, once during the attention is constantly diverted by your playful antics,
performance, the Jester can use their reaction to making it difficult for them to focus on specific
cast a spell of 3rd level or lower without expending a targets. They have disadvantage on all attack rolls
spell slot. against creatures outside the aura for the duration.

It's important to note that the effects of the Additionally, the Jester gains the following benefits
Unpredictable Performance are purely temporary while Cheshire Grin is active:
and do not cause any permanent changes to the
world. However, they can significantly impact the Advantage on Charisma (Performance) checks,
dynamics of social interactions, puzzle-solving, and allowing you to captivate and entertain your audience
non-combat encounters, allowing the Jester to with extraordinary charm and skill.
navigate through challenges with flair and whimsy. You can use your Bonus Action on each of your
The spectacle and bewilderment created by the turns to teleport up to 30 feet to an unoccupied
Unpredictable Performance often leave a lasting space within the aura, leaving behind a shimmering
impression on those who experience it, establishing trail of colorful motes.
the Jester as a master of illusion and entertainment.
Name: Misdirecton Master
Level: 16th
Name: Cheshire Grin Description: Misdirection and illusion are second
Level: 15th nature to the Jester at this level. They become the
Description: Cheshire Grin represents the embodiment of deception and illusion, capable of
culmination of the Jester's ability to manipulate creating mind-bending illusions and bewildering
reality, creating an enchanting aura that affects the distractions that confound even the most astute
perception and emotions of those around them. With observers. The Jester's mastery of misdirection
a mischievous smile and a twinkle in their eye, the allows them to manipulate reality itself, leaving
Jester can bend the fabric of reality to their will, everyone questioning what is real and what is merely
altering the world in subtle and unpredictable ways. an illusion.

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100-foot radius, centered on the Jester. The Jester


Mechanics: can shape the illusion to mimic any environment or
Illusory Deception: As an action, you can create an scenario of their choosing, limited only by their
illusory duplicate of yourself that appears within 30 imagination.
feet of you. The duplicate mimics your appearance
and movements perfectly and persists for up to 1 The illusion created by Prankster's Grandeur is
minute or until it takes damage. While the duplicate incredibly detailed and convincing, fooling all who
is active, you can use your bonus action to switch witness it. It engages all five senses, providing a fully
places with it, causing you to teleport to its location immersive experience. The Jester can create
and vice versa. This ability can be used once per illusions of grand cities, lush landscapes, mythical
short or long rest. creatures, or even entire alternate realities, complete
Veil of Shadows: As an action, you can summon a with interactive elements and moving parts.
dense shroud of shadows that obscures the area
within a 30-foot radius centered on yourself. The The Prankster's Grandeur illusion lasts for up to 1
area becomes heavily obscured, granting you hour, during which the Jester can manipulate and
advantage on Dexterity (Stealth) checks and making alter its components at will. They can create illusions
it difficult for enemies to target you. The veil lasts for of NPCs, objects, and even non-hostile creatures
1 minute or until you dismiss it as a bonus action. within the illusionary environment. These illusory
Once you use this feature, you must complete a long entities can interact with the Jester and other
rest before you can use it again. creatures, carrying out conversations, providing
Illusory Mirage: When you are hit by an attack, you information, or even assisting in tasks.
can use your reaction to cast the spell "Mirror Image"
without expending a spell slot. The illusory duplicates The Jester has complete control over the illusion,
created by this spell provide additional targets for the allowing them to change its appearance, alter the
attack, increasing your chances of avoiding harm. behavior of illusory entities, and modify the
You regain the ability to use this feature after environment itself. They can create hidden
completing a short or long rest. passages, secret rooms, and intricate puzzles within
Reality's Illusion: You gain the ability to cast the spell the illusion, making it a perfect tool for exploration
"Programmed Illusion" once without expending a and problem-solving. The Jester's command over the
spell slot. This illusion can be programmed to trigger illusion is so precise that they can make it respond to
based on specific conditions, such as when a the actions of specific individuals, creating
creature enters a designated area or speaks a customized experiences tailored to each observer.
particular phrase. The illusion can last up to 24 hours
or until the trigger condition is met, at which point it While the illusion of Prankster's Grandeur is awe-
plays out in a spectacular display of misdirection and inspiring and captivating, it cannot directly harm or
confusion. You regain the ability to cast cause physical damage to creatures. However, it can
"Programmed Illusion" in this way after completing a induce powerful emotional responses, evoke fear or
long rest. joy, and influence the behavior and perceptions of
those within its bounds. The Jester can use their
Name: Prankster's Grandeur illusions to manipulate social situations, distract
Level: 17th enemies, create diversions, or forge alliances
Description: Prankster's Grandeur is the pinnacle of through cunning deception.
the Jester's art, representing their unrivaled mastery
of mischief and their ability to bend reality to their Once the duration of the Prankster's Grandeur
will. At this level, the Jester becomes a true trickster illusion ends, it fades away, leaving no trace behind.
extraordinaire, capable of performing breathtaking Any objects or creatures created within the illusion
feats of illusion, manipulation, and misdirection that dissolve into shimmering mist, returning to their
leave both friends and foes in awe. illusory nature. However, the impact of the illusion on
the memories and perceptions of those who
Mechanics: Once per long rest, the Jester can witnessed it can linger, shaping their future actions
unleash their Prankster's Grandeur feature to create and beliefs.
an elaborate and captivating illusion that spans a
vast area. The illusion can cover an area up to a Prankster's Grandeur is the ultimate embodiment of

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the Jester's mastery over illusion and misdirection, proficiency bonus). On a failed save, they are struck
showcasing their ability to create breathtaking with uncontrollable laughter, becoming incapacitated
spectacles, forge deep connections, and leave an until the end of their next turn. This ability is
indelible mark on the world around them. It is an particularly effective against creatures susceptible to
awe-inspiring display of the Jester's artistic brilliance emotions or prone to taking themselves too
and their unrivaled capacity to shape reality with their seriously.
playful imagination.
The effects of Eternal Jest persist for 1 hour or until
you dismiss them as a bonus action. You can use
Name: Everlasting Laughter this feature once, and you regain the ability to do so
Level: 18th after completing a long rest.
Description: Everlasting Laughter is a defining
characteristic of a seasoned Jester, and at 18th Name: Prankster's Legacy
level, you unlock the ultimate manifestation of this Level: 19th
trait. With Eternal Jest, your laughter becomes a Description: Prankster's Legacy represents the
potent force that transcends time and space, bringing culmination of the Jester's journey, granting them a
joy, confusion, and mirth wherever you go. legendary status among entertainers and tricksters.
This feature allows the Jester to leave an enduring
Mechanics: mark on the world, forever altering the perception of
Range: Self (30-foot radius) those who witness their pranks and performances.
Duration: 1 hour
When you activate Eternal Jest, you emit an aura of Mechanics:
enchanting laughter that envelops you and your - Encore of Mischief: Once per long rest, as an
surroundings. This laughter is infectious, captivating action, the Jester can unleash a grand and
anyone who hears it within a 30-foot radius. The unforgettable performance that reverberates
effects of Eternal Jest are as follows: throughout the land. The Jester selects a location
within 1 mile that they have visited before, and for
1. Harmonious Distraction: Enemies within the aura's the next 24 hours, that location becomes infused with
range must succeed on a Wisdom saving throw (DC their mischievous essence. Any creature who
8 + your Charisma modifier + your proficiency bonus) witnesses the Jester's performance at this location
or become affected by the laughter's enchantment. gains the following effects:
Affected creatures suffer disadvantage on attack rolls - Advantage on Charisma-based ability checks and
against you and your allies while they remain within saving throws.
the aura. Additionally, they have disadvantage on - Resistance to psychic damage.
Wisdom (Perception) checks to perceive anything - A sense of playful inspiration, granting them
other than the laughter. advantage on attack rolls and saving throws against
being charmed or frightened.
2. Inspiring Glee: Allies within the aura's range gain - Once per turn, they can use their reaction to gain
temporary hit points equal to your Charisma modifier advantage on a saving throw or skill check, as the
at the start of their turns while they remain within the echoes of the Jester's performance fuel their
aura. These temporary hit points help bolster their determination.
morale and resilience. - Additionally, while within the infused location, the
Jester and their allies gain the benefits of a Heroes'
3. Eternal Merriment: You and your allies within the Feast spell, receiving temporary hit points and
aura have advantage on saving throws against being immunity to being frightened.
charmed or frightened. The laughter's
lightheartedness and joy provide a protective shield - Trickster's Rhapsody: As part of the Encore of
against hostile manipulations and fear-based effects. Mischief, the Jester can choose to perform the
Trickster's Rhapsody, an enchanting melody that
4. Enigmatic Laughter: Once per turn, as a bonus weaves illusions and misdirection. All creatures
action, you can choose a single creature within the within 300 feet of the Jester must make a Wisdom
aura's range and force them to make a Charisma saving throw against the Jester's spell save DC or
saving throw (DC 8 + your Charisma modifier + your become charmed for the duration of the

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performance. Charmed creatures are incapacitated Level: 20th


and perceive a vivid and captivating performance Description: Having journeyed across vast
tailored to their individual desires, rendering them continents, swayed hearts in the grandest courts,
oblivious to their surroundings and any combat or unraveled the most intricate puzzles, and performed
hostile actions. While charmed, creatures have on the world's most illustrious stages, the Jester at
disadvantage on Wisdom and Intelligence saving this apex of their expertise can make reality itself
throws made to perceive illusions or break free from their stage. Jester's Mastery is the culmination of a
enchantments. Additionally, any creatures charmed lifetime spent dedicated to the art of performance,
by the Trickster's Rhapsody have disadvantage on trickery, and enchantment. This class feature
saving throws against the Jester's spells. represents the Jester's ability to use their charisma
and wit to manipulate their environment, charm even
- Mischievous Legacy: As part of the Prankster's the most skeptical audiences, and navigate through
Legacy, the Jester's reputation spreads far and wide, the most challenging situations with a fool's luck and
and tales of their exploits and antics become a trickster's delight.
legendary. Anytime the Jester arrives in a new
settlement, word of their arrival quickly spreads, Mechanics:
causing a ripple of excitement and anticipation. The Reality's Stage: Once per long rest, the Jester can
inhabitants of the settlement become more jovial, spend 10 minutes to conjure an illusory stage that
open-minded, and receptive to the Jester's presence. can span a 30-foot radius. This stage can take any
The settlement gains the following effects: form the Jester wishes, be it a grand court, a cozy
- The Jester and their allies receive free room and tavern, or a mysterious cave, as long as it remains
board in any establishment. within the radius. All creatures within the stage that
- The Jester gains advantage on Charisma-based the Jester can see must make a Wisdom saving
ability checks and saving throws while interacting throw against the Jester's spell save DC or be
with the settlement's inhabitants. charmed for 1 hour. While charmed in this way, they
- The settlement's inhabitants become more see the stage as the Jester wishes and are more
inclined to offer information, favors, and aid to the susceptible to the Jester's persuasions, granting the
Jester and their allies. Jester advantage on all Charisma-based skill checks
- Merchants in the settlement are eager to trade against them.
with the Jester, offering them discounts on goods
and services. Puzzle Master: With a knack for solving puzzles, the
Jester can now apply this talent to magical and
- Legacy of Laughter: The Jester's influence extends reality-bending challenges. Once per short or long
beyond their lifetime, and their pranks and jokes rest, when faced with a puzzle or riddle, the Jester
continue to be retold for generations. After the can spend 1 minute in concentration. Upon doing so,
Jester's passing, their spirit remains tethered to the they receive a hint or clue towards the solution from
material plane, manifesting as a spectral jester that the DM. The nature and usefulness of the hint are at
travels between settlements, sharing their wisdom, the DM's discretion.
humor, and tricks with those who are willing to listen.
The spectral jester becomes an NPC with the Worldly Performer: The Jester has become so
Jester's statistics and personality, assisting and attuned to their performances that they can now
advising adventurers who seek entertainment, affect the world around them. Once per long rest, the
guidance, or a touch of mischief. The spectral jester Jester can perform a special 1-hour performance.
can appear in any location within 1 mile of a This performance can have a variety of effects such
settlement, making their presence known through as calming violent weather within a 1-mile radius,
playful whispers, phantom laughter, and curious causing wild vegetation to flourish in a 60-foot radius,
illusions. They are able to communicate or even altering the mood of a crowd or community,
telepathically and can cast spells, but they cannot making them more receptive or hostile to a cause the
engage in combat. The spectral jester remains as a Jester supports.
benevolent presence, forever weaving laughter and
merriment into the world. The Fool's Escape: Once per day, when the Jester
would be hit by an attack, they can use their reaction
Name: Jester's Mastery to turn invisible and teleport up to 60 feet to an

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unoccupied space they can see, leaving behind an hums with a subtle, harmonious resonance, almost
illusory duplicate in their place. This invisibility lasts like a cosmic lullaby. A faint yet mesmerizing glow
until the start of the Jester's next turn or until they emanates from the spellcaster's eyes and fingertips
attack or cast a spell. as they weave the magic together. Upon release, the
motes of light soar gracefully through the air,
Jesters Spells: resembling tiny comets with dazzling tails of stardust.
As the sparkles surround the target, they create a
Name: Dazzling Sparkles miniature, enchanting galaxy that twinkles with all the
School of Magic: Evocation colors of the spectrum.
Level: 0
Casting Time: 1 action The sound of the spell is akin to a soft, ethereal
Range: 30 feet chorus of chimes, gentle and harmonious,
Target: One creature captivating those who witness its celestial spectacle.
Components: Verbal, Somatic The smell of distant flowers and exotic spices seems
Duration: Instantaneous to permeate the air around the sparkling display,
Saving Throw: Dexterity saving throw transporting the caster and onlookers to a place of
Spell Resistance: No wonder and beauty. Even after the spell's effects
have subsided, a faint afterglow of stardust lingers in
Description: Dazzling Sparkles is a charming the vicinity, serving as a reminder of the cosmic
cantrip that allows a spellcaster to conjure a power harnessed during its casting.
captivating burst of shimmering sparks. When cast,
the spellcaster utters a brief incantation while
performing a mesmerizing gesture with their hand, Name: Witty Retort
conjuring an ephemeral field of radiant motes. These School of Magic: Enchantment
motes resemble an awe-inspiring celestial light show Level: 0
and exude a harmless, magical luminescence. Casting Time: 1 action
Range: 30 feet
The spellcaster targets a single creature within a 30- Target: One creature
foot range. The targeted creature must make a Components: Verbal, Somatic
Dexterity saving throw to avoid the dazzling effects of Duration: Instantaneous
the sparkles. On a failed save, the creature is Saving Throw: Wisdom saving throw
momentarily blinded by the scintillating display, Spell Resistance: Yes
making it difficult for them to accurately strike their
opponent. The creature suffers from a temporary Description:
disadvantage on their next attack roll due to the Witty Retort is a unique and mischievous cantrip
distracting nature of the sparkles obstructing their from the school of Enchantment, where the wielder
vision. weaves the fabric of language and wit to deliver a
clever and cutting remark that deals a minor psychic
Casting: To perform Dazzling Sparkles, the blow to the target's ego. When casting this spell, the
spellcaster must tap into their connection with the spellcaster must focus their thoughts on a witty and
cosmic energies of the universe. They must humorous retort that fits the situation and the target's
enunciate the spell's verbal component, speaking the personality, as the effectiveness of the spell relies on
words "Lumos Prismae" with clarity and confidence, the wit and charm of the caster.
channeling their intent into the radiant magic they
seek to create. The somatic component involves an Upon completion of the verbal and somatic
intricate, graceful movement with their hand, components, a shimmering thread of iridescent
resembling the drawing of a starry symbol in the air. words materializes, laced with ethereal glittering
While the spell does not require any material sparks of the caster's charisma. The words shoot
components, casting it under a night sky or in the forth like a dancing ribbon, carrying the essence of
presence of stars enhances its potency, making the the witty remark directly to the mind of the targeted
sparkles more dazzling and harder to resist. creature.

Flavor: When Dazzling Sparkles is cast, the air The targeted creature must make a Wisdom saving

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throw to resist the charm of the retort. If the saving Range: 30 feet
throw fails, the psychic damage inflicted by the Target: One creature
remark is 1d4 + the caster's Charisma modifier. If the Components: Verbal, Somatic
saving throw succeeds, the target remains Duration: Concentration, up to 1 minute
unaffected, and the witty retort harmlessly bounces Saving Throw: Wisdom saving throw
off their mind. Spell Resistance: Yes

Enhanced Spell Effects: Description:


When casting Witty Retort using a spell slot of 1st Mischievous Whispers is a devious spell that taps
level or higher, the psychic damage increases by 1d4 into the subtle art of enchantment magic, allowing
for each slot level above 0. the caster to manipulate the thoughts of a single
target within range. With a sly smile and a hushed
Casting: incantation, the caster sends forth insidious whispers
Casting Witty Retort requires a quick wit and silver that weave their way into the target's mind. These
tongue. The caster must think of a clever and whispers plant seeds of doubt and suspicion,
humorous remark that suits the target's personality causing the affected creature to question the motives
and the situation at hand. With a flourish of gestures and loyalty of their allies.
and a charming smile, the caster delivers the retort
with impeccable timing, causing the magical words to Upon successfully casting Mischievous Whispers,
take shape and manifest in the air. the target must make a Wisdom saving throw to
resist the spell's effects. If they fail the save, the
Flavor: whispers take root in their consciousness, creating a
The spell's appearance is a spectacle to behold. As cloud of distrust that persists as long as the caster
the caster begins to deliver the witty retort, their eyes maintains concentration.
gleam with an iridescent twinkle, and a faint aura of
charisma envelops them. The words of the retort While under the influence of the spell, the targeted
form visible, ethereal ribbons that dance and twirl creature might become wary of their companions,
around the caster's hand like a lively and colorful perceiving innocent actions as sinister motives. A
display. When released, these radiant ribbons streak friendly pat on the back might be mistaken for a
towards the target with a faint, melodious hum. pickpocketing attempt, and a reassuring word could
sound like veiled threats. These distorted
As the words reach the target's ears, they seem to perceptions can quickly lead to tension and conflict
shimmer and shift into playful shapes, intertwining within a once-harmonious group.
with the creature's thoughts. A momentary daze may
come over the target as the magic takes hold, and It's essential to note that Mischievous Whispers
they might momentarily lose their composure, cannot force the affected creature to take any
looking flustered or confused. Spectators often find specific actions, and the manipulated thoughts do not
themselves chuckling or grinning at the witty remark, alter the target's core beliefs or values. Instead, the
even if it wasn't directed at them, due to the spell subtly influences their interpretations of others'
infectious charm of the spell. intentions.

As an added touch, the color of the iridescent words Casting Mischievous Whispers at a higher level
and the sparks of charisma align with the caster's enhances its potency and range. When cast as a 1st-
own personality and emotions at the moment of level spell, the range increases to 60 feet, and the
casting, making each Witty Retort a unique and duration extends to 10 minutes. For each additional
unforgettable experience for all who witness it. spell level, the range increases by 30 feet, and the
duration increases by 10 minutes.

Casting:
Name: Mischievous Whispers To cast Mischievous Whispers, the caster must
School of Magic: Enchantment speak softly and weave the incantation with a
Level: 0 mischievous glint in their eye. As they utter the
Casting Time: 1 action words, they make intricate gestures with their hands,

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cupping their palms towards the target, symbolizing distractions and confound enemies. By fluttering
the planting of the insidious seeds. The caster must around foes or creating minor illusory manifestations,
also maintain eye contact with the target throughout it effectively grants advantage on the next attack
the casting process. made against a target by an ally within 30 feet of it.

Flavor: The Illusory Companion is intelligent enough to


When Mischievous Whispers is cast, a faint, ethereal understand basic instructions and maintain the
mist filled with shimmering, colorful whispers concentration needed to provide the advantage.
emanates from the caster's fingertips. The mist drifts However, it lacks the power to deal direct damage or
gracefully through the air, seeking out the target's inflict conditions on its own. If attacked, it dissolves
ears and gradually seeping into their mind. The into a wisp of shimmering light, reappearing in the
whispers themselves sound like a mix of playful ethereal realm until summoned again.
laughter, sly murmurs, and soft echoes. To anyone
observing the spell's effect, it appears as though an Casting:
invisible force is at work, influencing the target's To cast Illusory Companion, the caster must stand
thoughts and perceptions from within. with arms outstretched, making intricate swirling
motions with their hands while softly chanting a
magical verse. The caster's mind must be clear and
focused on the connection with the ethereal realm to
Name: Illusory Companion successfully summon and control the Illusory
School of Magic: Illusion Companion.
Level: 0
Casting Time: 1 action Flavor:
Range: 30 feet As the caster completes the spell's somatic
Target: One creature components, a soft, enchanting melody fills the air,
Components: Verbal, Somatic harmonizing with the incantations. A burst of
Duration: Concentration, up to 1 minute iridescent dust and tiny motes of light emanates from
Saving Throw: None the caster's hands, swirling and coalescing into the
Spell Resistance: No form of the Illusory Companion. The creature's
laughter, akin to the tinkling of wind chimes, rings
Description: through the area, and its presence exudes an aura of
Illusory Companion is a spell mastered by those who wonder and whimsy.
have delved deep into the arcane arts of illusions.
When cast, the caster weaves intricate gestures and Enhanced Effects:
utters ancient incantations that tap into the ethereal When cast using a spell slot of higher levels, the
realm. From this unseen realm, a small and Illusory Companion's capabilities are enhanced. The
mischievous illusionary creature, the Illusory illusion becomes more lifelike and potent, allowing it
Companion, is brought forth to assist the caster and to create more intricate distractions and even
their allies in times of need. temporarily mimic the sounds of spells or creatures,
making it more challenging for enemies to discern
Once summoned, the Illusory Companion takes the the real from the illusory. Additionally, the range of its
form of a whimsical, sprite-like creature with beneficial effects extends by 10 feet for each spell
shimmering wings and luminous markings. It appears slot level above the 0 level. However, the Illusory
semi-transparent, as if it exists between the realms Companion's increased potency requires more
of reality and dreams. The Illusory Companion is concentration and mental focus from the caster.
friendly to the caster and their allies, obeying their
mental commands with a telepathic connection
established during its manifestation. Name: Enthralling Tune
School of Magic: Enchantment
This illusionary creature can interact with the Level: 0
environment in limited ways. It can create small Casting Time: 1 action
sounds, move objects of negligible weight, and cast Range: 30 feet
faint shadows. Its primary purpose is to cause Target: One creature

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Components: Verbal, Somatic more intricate and persuasive, making it harder for
Duration: Concentration, up to 1 minute targets to resist the enchantment. Additionally, the
Saving Throw: Wisdom saving throw duration of the effect extends, allowing the melody to
Spell Resistance: Yes hold its captivated grip on the target for a longer
period.
Description:
Enthralling Tune is a spell born from the mystical Casting:
harmony of science and fantasy, allowing a bard or To cast Enthralling Tune, the spellcaster must stand
mage to channel the essence of music to weave an in a position from which their melodic creation can
enchanting melody. When this spell is cast, the reach the target. The casting requires a captivating
caster gracefully draws forth an ornate instrument or incantation, woven with the intention of bewitchment.
employs their mellifluous voice to generate a As the words flow forth with utmost precision and
sonorous resonance that radiates across the chosen emotion, the spellcaster must also perform a series
target. of intricate hand movements, like a conductor
guiding an orchestra.
As the notes of the melody spiral through the air,
they transform into iridescent threads, ethereal and Flavor:
mesmerizing, that dance around the target's senses. The Enthralling Tune materializes as a shimmering
The music weaves a delicate tapestry of cascade of vibrant, luminescent hues, swirling
enchantment, seeking to bewitch the mind and heart around the target like a cocoon of iridescent
of the recipient. This spell taps into the deep-rooted butterflies. Each note in the melody is represented by
connection between music and emotions, exploiting a specific color, and as they harmonize, they create
the potent sway that melodies hold over sentient an enchanting spectacle of light and sound. The tune
beings. reverberates through the air, carrying an otherworldly
resonance that resonates with the innermost
Upon hearing the Enthralling Tune, the target is emotions of those who hear it.
affected by an overwhelming compulsion to reveal
the truth or perform an action they would not The spellcaster's instrument, whether it be a harp,
ordinarily undertake. They find themselves flute, or their own voice, emits a radiant glow,
momentarily ensnared in the entrancing web of emanating the magic suffusing the melody. The
sound, their mental defenses tested against the target's eyes glimmer with an otherworldly
charm. luminescence as the enchantment takes hold, and
they become temporarily entranced by the
The success of this spell largely depends on the captivating sounds that surround them.
target's mental fortitude, represented by a Wisdom
saving throw. Those with a resilient will may resist To those observing from afar, the spell appears like
the spell's allure and shake off the enchantment, an ethereal dance between the caster and their
while others, swayed by the melody's captivating target, as the threads of music gently tug at the
allure, will succumb to its effects. target's mind and emotions. The effects of the
Enthralling Tune can vary greatly, from a sudden
However, like all spells, Enthralling Tune has its surge of honesty and candor to the performance of
limitations. The spell can only affect a single target at deeds that defy their typical nature.
a time, and the caster must maintain concentration to
sustain its power. The enchanted melody lasts for up As a spell that draws its power from the interplay of
to one minute, during which the target remains fantasy and science, the Enthralling Tune reminds all
ensnared by the song's magic. who encounter it of the profound connection between
magic and music, leaving them in awe of the
Enhanced Effects: enchanting beauty that permeates their world.
As a spellcaster grows in power and proficiency, they
can harness stronger enchantments through the use
of higher-level spell slots. When casting Enthralling Name: Ventriloquism
Tune using a higher level spell slot, the potency of School of Magic: Illusion
the melody intensifies. The threads of music become Level: 1

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Casting Time: 1 action


Range: 60 feet Flavor:
Target: One creature When you invoke Ventriloquism, your voice takes on
Components: Verbal, Somatic an ethereal, otherworldly quality. It might seem to
Duration: Concentration, up to 1 minute echo from distant realms, lending an air of mystique
Saving Throw: Wisdom saving throw to your spellcasting. As the illusion spreads, the
Spell Resistance: Yes ambient sounds of the environment may subtly warp,
blending with the sounds you create. Spectral
Description: echoes may ripple through the air, teasing the
Ventriloquism, a spell of trickery and deception, falls senses of those who fall prey to your illusion.
under the school of illusion. When you cast this spell, Observers may notice a faint shimmer in the air
you channel your magical prowess into altering the around you as the magic takes effect, but identifying
sound of your voice, enabling you to create the the true source of the illusion remains an
illusion that sounds are emanating from a designated insurmountable challenge.
location within 60 feet. The target creature hears the
sound as if it genuinely originates from the chosen As you weave the spell, the tone of your voice shifts,
point, regardless of your actual position. The subtle rising and falling with the sonic apparitions you
nuances in your vocal manipulation make it difficult fabricate. It's an intricate and captivating dance of
for the creature to discern the source of the sound. vocal finesse, akin to a maestro orchestrating an
invisible symphony. The sound you produce through
The spell serves a multitude of purposes, both in the Ventriloquism is so convincing that even you might
art of subterfuge and strategic maneuvering. You momentarily doubt its illusory nature.
could use it to distract guards, mislead enemies, or
create diversions during a tense infiltration. The Masters of this spell can use it to craft intricate
illusionary sounds might include whispers, footsteps, scenarios, telling haunting stories or recreating
creaking doors, or even the distant call of a creature. ancient battles with sound alone. The range of
The efficacy of the spell depends on your ability to creative applications is only limited by the caster's
conceive and execute believable sounds. imagination and ability to convey lifelike sounds
through their mystical gift of Ventriloquism.
Enhanced Effects:
Casting this spell using a higher level spell slot
grants you greater control over the illusion. At 2nd
level, you can target two creatures with the illusion. Name: Mischievous Spark
At 3rd level, you can create the illusion in two School of Magic: Evocation
different locations simultaneously or extend the Level: 0
duration to 10 minutes. At 4th level, you can target Casting Time: 1 action
three creatures and add minor visual illusions to Range: 30 feet
accompany the sounds. At 5th level, the illusion can Target: One creature or flammable object
now encompass an area of 30-foot radius, and you Components: Verbal, Somatic
can weave more complex auditory and visual Duration: Instantaneous
illusions. Saving Throw: Dexterity saving throw
Spell Resistance: No
Casting:
To cast Ventriloquism, you must perform intricate Description: Mischievous Spark is a playful cantrip
somatic gestures and speak a secret phrase in the that allows the caster to conjure a tiny, vibrant spark
language of magic, invoking the essence of of magical energy, no bigger than a firefly. Upon
deception. Your tone, pitch, and emphasis during the casting the spell, the spark hovers in the air, its
incantation directly influence the believability of the illumination varying in color from bright azure to
illusion. Additionally, the spell requires the presence dazzling golden hues, depending on the caster's
of an object or material from the location where you magical affinity. The mischievous spark dances and
want the sound to appear, which serves as a magical flits around, radiating warmth and cheer wherever it
focus for the illusion to latch onto. This object is goes.
consumed in the process.

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When targeting a creature, the spark can either atmosphere of whimsy and enchantment. The
amuse or startle it. If the caster intends to amuse, the spark's gentle glow and harmonic sounds are a
spark emits a series of faint, melodic chimes, source of delight and amusement to all who witness
causing the target to feel a sense of tranquility and its enchanting display. Though not a spell of great
goodwill. However, if the caster aims to startle, the power, Mischievous Spark exemplifies the beauty
spark lets out a sudden, dazzling burst of light, akin and wonder that magic can bring to the world,
to a flash of a camera. The target must then succeed evoking smiles and laughter wherever it goes.
on a Dexterity saving throw to avoid being
momentarily blinded.

When cast on a flammable object, the spark has the Name: Topsy-Turvy
potential to ignite it, causing a small flame to erupt. School of Magic: Transmutation
The flame is relatively weak and can only set fire to Level: 0
highly flammable materials, such as dry leaves, Casting Time: 1 action
parchments, or oil-soaked rags. The spark is Range: 30 feet
incapable of igniting non-flammable or magical Target: One creature or object
objects, ensuring a limited but useful range of Components: Verbal, Somatic
applications. Duration: Instantaneous
Saving Throw: Dexterity saving throw
Enhanced Spell Effects: Spell Resistance: No
When cast using a higher-level spell slot, the
Mischievous Spark's effects become more potent. Description:
The amusement brought forth by the spark Topsy-Turvy is a whimsical and mischievous spell
intensifies, and the creature or creatures affected that allows the caster to manipulate gravity in a small
become temporarily charmed. The soothing sounds area, causing temporary chaos and confusion. When
of the spark's chimes create an aura of camaraderie you cast this spell, you speak a playful incantation
and friendship, making it easier for the caster or their while performing a flick of your wrist, invoking the
allies to persuade and interact with the charmed strange forces of transmutation. A target creature or
creatures for the spell's duration. object within range must make a Dexterity saving
throw to resist the spell's effects.
Casting: To cast the Mischievous Spark, the caster
weaves their fingers in intricate patterns, like a On a failed save, the target experiences a
conductor orchestrating a symphony of arcane momentary shift in gravity, causing it to float gently in
energy. They utter a lilting incantation that the air for a brief duration. While floating, the target
harmonizes with the spell's playful nature. A pinch of creature or object has its balance disrupted, making
phosphorescent powder or a tiny diamond is used as it harder for them to move or take actions. For the
the somatic component, consumed during casting to next 1 round (approximately 6 seconds), the affected
imbue the spark with its ephemeral glow. target hovers unpredictably within the spell's range,
moving erratically and unable to maintain a steady
Flavor: The Mischievous Spark is a sight to behold! position.
When cast, a soft, melodious hum fills the air, and
the caster's fingertips seem to ignite briefly with a During this time, creatures affected by Topsy-Turvy
gentle, luminescent glow. The spark itself appears as have disadvantage on Dexterity-based skill checks
a tiny ball of shimmering light that zips and loops and saving throws, making it challenging for them to
through the air like a playful sprite, leaving faint trails maintain their footing, aim accurately, or perform
of glowing dust in its wake. The chimes that delicate tasks. Objects under the influence of this
accompany its presence are reminiscent of a spell will wobble, bob, and sway, as if defying the
mystical wind chime, adding to the magical ambiance laws of physics.
surrounding the spell.
Enhanced Spell Effects:
As the Mischievous Spark interacts with its targets, When casting Topsy-Turvy using a spell slot of a
whether creatures or objects, it emanates a warmth higher level, the duration of the effect increases by 1
that can be sensed by those nearby, creating an round for each level above the base level (maximum

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Chapter 4 Basic Classes Hexmaster

1 minute at 9th level). Additionally, the range of the magic. As you cast the spell, your form shimmers,
spell extends by 10 feet for each level above the and a perfect duplicate of yourself materializes
base level. beside you. This doppelganger is an illusion, but it
appears so lifelike that even experienced observers
Casting: might struggle to distinguish between you and the
Topsy-Turvy requires a light-hearted and playful duplicate.
demeanor from the caster. The verbal component of
the spell involves reciting a short rhyme or chant that Once conjured, you can control the duplicate
accentuates the magical mirth. The somatic remotely with your thoughts, directing its movements
component is a swift, graceful wave of the hand, and actions. It is intangible and cannot interact
much like a magician's flourish, which helps channel physically with the environment, but it can interact
the energy of whimsy into the spell. with the minds of those around it. The illusion can
speak, create simple sounds, and mimic your
Flavor: mannerisms perfectly, making it an excellent tool for
As you cast Topsy-Turvy, a faint glimmer of deception and distraction.
shimmering light tinged with all the colors of the
rainbow dances around your fingertips. When you However, its abilities are not limitless. The duplicate
complete the incantation, the shimmer coalesces into cannot deal damage or inflict any harmful conditions,
a tiny, sparkling vortex of chaotic energy that shoots as it lacks physical substance. It is also incapable of
toward the target with a mischievous giggle. casting spells or performing complex tasks that
require fine manipulation, such as picking locks.
Upon reaching the target, the vortex bursts open in a Furthermore, if the illusion ever moves more than 30
burst of colorful confetti, enveloping the creature or feet away from you, it vanishes with a faint poof.
object. For a moment, the air around them seems to
lose its sense of direction as everything starts to float Casting: To cast Trickster's Gambit, you must stand
gently. Laughter, like tinkling bells, fills the air as the tall and confidently while speaking the incantation in
target bounces, spins, and bobs erratically in the a lyrical tone. As you utter the words, you must
distorted gravity. execute a series of precise hand gestures, weaving
intricate patterns in the air. Additionally, the spell
As the spell ends, the confetti dissipates, and gravity requires a small silver mirror, which you must hold up
returns to normal, leaving the target momentarily to reflect your image as the duplicate takes shape.
disoriented and perhaps slightly dizzy from the topsy-
turvy experience. This spell is often used in playful Flavor: The moment Trickster's Gambit is cast, an
pranks, jests, or as a distraction during comical ethereal echo of yourself emerges from your body.
encounters, but it can also serve as a useful tool in The duplicate wears the same clothes as you and
the right situation. However, beware casting it around mimics your every movement, but its features appear
serious or stern individuals, as they may not slightly more refined and exaggerated, giving it an
appreciate the spell's whimsical nature and could otherworldly allure. It shimmers with iridescent
react unfavorably! colors, like a soap bubble catching the light.
Whenever it speaks, its voice has an echoing,
ethereal quality, adding to the mysterious and
deceptive nature of the spell.
Name: Trickster's Gambit
School of Magic: Illusion Enhanced Spell Effects:
Level: 1st
Casting Time: 1 action When cast using a 2nd-level spell slot or higher, the
Range: 30 feet duration of Trickster's Gambit increases by 1 minute
Target: Self for each level above 1st.
Components: Verbal, Somatic The range of the spell extends by 10 feet for every
Duration: Concentration, up to 1 minute level above 1st. For example, casting it as a 2nd-
level spell increases the range to 40 feet, and as a
Description: Trickster's Gambit is a mischievous 3rd-level spell, it becomes 50 feet.
spell that taps into the elusive powers of illusion When cast at 2nd level or higher, the illusion gains

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Hexmaster Chapter 4 Basic Classes

the ability to interact with objects of negligible weight be beneficial in resolving conflicts peacefully or
(up to 1 pound) within 10 feet of its position. It can convincing the target to share valuable information.
manipulate these objects to a limited extent, such as
opening or closing a door, turning a key, or pushing a Emotional Manipulation: The caster can subtly steer
small item. However, it cannot activate mechanisms the target's emotions, evoking feelings of joy, sorrow,
that require complex actions or significant force. fear, or any other emotion they wish. This could be
The Trickster's Gambit is a spell favored by used to incite a riot, calm a hostile crowd, or evoke
illusionists and cunning rogues alike, allowing them sympathy from important figures.
to weave intricate webs of deceit and misdirection.
Whether you use it to baffle enemies in combat or to Crowd Control: If performed in front of a group, the
execute elaborate pranks, this spell is a testament to spell's effect can spread to nearby individuals who
the power of illusions in the hands of a clever fail their Wisdom saving throws. The caster can use
spellcaster. this to maintain control over an audience or turn a
hostile crowd into an admiring one.

Name: Beguiling Performance Casting:


School of Magic: Enchantment To cast Beguiling Performance, the caster must be
Level: 1 proficient in a form of artistic expression, such as
Casting Time: 1 action singing, acting, or playing an instrument. The verbal
Range: 30 feet component involves a melodious incantation that
Target: One creature within range resonates with the performer's art, and the somatic
Components: Verbal, Somatic component includes graceful gestures that enhance
Duration: Concentration, up to 1 minute the enchanting display.
Saving Throw: Wisdom saving throw
Spell Resistance: Yes Flavor:
As the spell is cast, a subtle but shimmering aura
Description: envelopes the performer, making their movements
Beguiling Performance is a spell that weaves the seem more graceful and their voice more
magic of enchantment into the caster's artistic enchanting. Colors might ripple through the air,
expression. When casting this spell, the performer representing the swirl of emotions the spell conjures.
exudes an aura of charisma and allure that affects When the target becomes charmed, their eyes might
the emotions and opinions of a chosen target within glimmer with a mesmerized quality, and they will
30 feet. The spell is often favored by bards and hang on to the performer's every word and gesture.
entertainers, who use its power to sway the hearts
and minds of those who witness their captivating Enhanced Effects:
acts. When cast using a spell slot of a higher level, the
range of the spell increases, allowing the caster to
Upon casting Beguiling Performance, the caster influence a broader audience. Additionally, the
begins a captivating performance, be it through duration of the spell extends, allowing the performer
dance, music, or storytelling. The target must make a to maintain the beguiling effects over their audience
Wisdom saving throw to resist the magical charm. If for an even longer period, potentially swaying events
the target fails the save, they become charmed by and opinions for hours rather than minutes.
the performer and view them with a mixture of
admiration and fascination. Limitations:
Beguiling Performance is a subtle form of
While charmed in this way, the target's emotions and enchantment and works best on individuals with
opinions are temporarily influenced by the caster. emotions and personal opinions. Mindless creatures,
This effect can lead to a variety of outcomes such as undead or constructs, are unaffected by the
depending on the situation: spell. Furthermore, the charmed state does not force
the target to perform any specific actions or tasks
Diplomatic Charisma: The target becomes more against their nature. Instead, it subtly alters their
amiable and receptive to the caster's words, making emotions and attitudes, leaving them still capable of
it easier to negotiate or persuade them. This could recognizing manipulation or obvious attempts at

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Chapter 4 Basic Classes Hexmaster

harm. somatic gestures. The verbal component involves


whispering arcane phrases, drawing inspiration from
the echoes of forgotten words spoken by ancient
illusionists. Your hand movements during the
Name: Mirror Image somatic component are intricate and fluid, weaving
School of Magic: Illusion an intricate pattern in the air as you summon the
Level: 1 illusionary energies.
Casting Time: 1 action
Range: Self To unleash this spell's full potential, you must be fully
Target: Self focused and undisturbed while maintaining
Components: Verbal, Somatic concentration. Any interruption or loss of
Duration: 1 minute (Concentration) concentration can cause the illusions to falter and
Saving Throw: None fade prematurely, leaving you vulnerable to your
Spell Resistance: No adversaries.

Description: Flavor:
Mirror Image is a captivating spell that taps into the As you cast Mirror Image, a luminous aura envelops
wondrous realm of illusion magic. When cast, you your form, and with a flourish of your outstretched
momentarily blur the lines between reality and hand, multiple shimmering figures emerge from your
imagination, creating convincing phantasmal silhouette. These phantoms come to life, twirling and
duplicates of yourself that dance around you in a gliding around you with graceful synchrony, giving
graceful and mesmerizing display. These illusory the impression of a mesmerizing dance. Each
copies mirror your every move, causing confusion duplicate is identical to you, wearing the same attire,
and bewilderment among attackers, making it more wielding the same equipment, and exuding an
challenging for them to strike you with accuracy. ethereal charm.

Each time you are targeted by an attack while the The illusions' haunting laughter echoes through the
spell is active, your assailant must determine air, further disorienting your attackers and casting an
whether they hit you or one of your illusory clones. aura of uncertainty across the battlefield. The mirror-
The illusionary duplicates are so convincing that they like reflections in their eyes seem to play tricks on
share your exact appearance, voice, and even carry reality, making it nearly impossible for adversaries to
a faint trace of your magical aura. The attacker must discern which one is the true spellcaster amidst the
roll a d20 to determine if they hit the correct target or enchanting spectacle.
an illusion. If the roll result is equal to or higher than
11, they hit an illusion, causing it to vanish in a The illusory duplicates emit a soft, alluring hum, akin
spectacular burst of shimmering light. Only when the to the sound of wind chimes on a calm summer's
attacker's roll is less than 11 do they strike you day. This harmonic resonance creates an
directly. otherworldly ambiance that surrounds you, adding to
the mystique of the spell.
The spell's effectiveness increases as you gain
experience and power as a spellcaster. When you With the grand performance of Mirror Image in full
cast this spell using a higher-level spell slot, you swing, attackers become captivated by the visual
create an additional illusory duplicate for each slot spectacle, their minds temporarily immersed in a
level above 1st. This means that casting Mirror realm where reality and illusion intertwine, allowing
Image with a 2nd-level spell slot creates two you precious moments to maneuver strategically or
duplicates, a 3rd-level slot creates three duplicates, retreat to a safer position.
and so forth. The added complexity of more illusions
further confounds attackers, making it even more
difficult for them to find the real you.
Name: Fey Step
Casting: School of Magic: Conjuration
To invoke the magic of Mirror Image, you must Level: 1
skillfully blend verbal incantations with precise Casting Time: 1 action

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Range: Self
Target: Self Enhanced Effects:
Components: Verbal, Somatic When cast using a spell slot of 2nd level or higher,
Duration: Instantaneous the range of Fey Step increases by an additional 10
Saving Throw: None feet for each slot level above 1st. Additionally, the
Spell Resistance: No caster gains the ability to bring along a willing
Medium or smaller creature of their choice during the
Description: teleportation, provided the target is in contact with
Fey Step is a spell that taps into the mystical the caster. This enhanced version allows for tactical
energies of the Feywild, a realm of ethereal beauty teamwork and daring escapes from even more
and magical wonder. By invoking the ancient perilous situations.
incantations and performing precise gestures, the
caster opens a brief portal to the Feywild, allowing Limitations:
them to momentarily step into this otherworldly While Fey Step is an elegant and magical means of
plane. movement, it can only be used once before requiring
a moment of rest to tap into the mystical energies
Upon casting Fey Step, the caster's surroundings again. Furthermore, the spell cannot transport the
shimmer with an enchanting iridescence, and for a caster through barriers, and any attempt to do so
fleeting moment, they appear translucent, as if their may result in the caster's displacement back to their
form is merging with the colors of the Feywild. With a original location. Lastly, if the caster finds themselves
sense of weightlessness and euphoria, the caster in an environment where the connection to the
vanishes from their original position and reappears Feywild is weak or disrupted, they will be unable to
up to 30 feet away in any unoccupied space they can use this spell until they find a more suitable location.
see.
So, embrace the essence of the Feywild, and let the
This spell provides a swift escape from danger or an enchanting realm whisk you away to safety or
opportunity for strategic repositioning during combat. adventure with the wondrous Fey Step!
It is especially favored by those who cherish the
harmony of nature and seek to emulate the graceful
movements of Fey creatures. Name: Mindful Manipulation
School of Magic: Enchantment
Casting: Level: 1
To cast Fey Step, the caster must speak ancient Casting Time: 1 action
words of elven origin, flowing like a soft melody of Range: 30 feet
nature's song. They weave intricate hand Target: One creature
movements resembling the delicate dance of Components: Verbal, Somatic
woodland sprites. Additionally, the caster must be in Duration: Concentration, up to 1 hour
a place where the boundaries between the material Saving Throw: Wisdom saving throw
plane and the Feywild are thin, such as a dense Spell Resistance: Yes
forest glade, a moonlit clearing, or the presence of a
mystical artifact attuned to the Feywild. Description: Mindful Manipulation is a spell that
allows the caster to weave a delicate web of
Flavor: enchantment and persuasion, tapping into the subtler
As the spell is cast, the air around the caster threads of the magical fabric. When you cast this
becomes alive with sparkling motes of vibrant colors. spell, you choose a single creature within range, and
Their form shimmers and blurs as if enveloped by a through a series of intricate gestures and soft
mirage of blooming flowers and glittering fairy dust. incantations, you attempt to plant a subtle suggestion
The soft whispering of wind chimes fills the deep within the target's subconscious mind.
immediate vicinity, and the scent of wildflowers wafts
through the air. Upon the successful activation of the The target must make a Wisdom saving throw to
spell, a subtle but distinct ripple spreads through the resist the enchantment. On a successful save, the
fabric of reality, leaving a faint afterglow of spell has no effect, and the target becomes aware of
enchanting hues for a brief moment. your attempt to manipulate their thoughts. However,

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on a failed save, the enchantment takes root, subtly Manipulation with great caution and responsibility, as
altering the target's perception and making them manipulating another creature's mind, even subtly,
more receptive to your influence. can have significant consequences and ethical
implications. The spell is best used to nudge
While under the influence of Mindful Manipulation, individuals towards positive actions and decisions,
the target is not mind-controlled but rather nudged to fostering harmony and cooperation rather than
consider your ideas and suggestions more favorably. imposing one's will upon others.
You can suggest a course of action or provide
information in a way that aligns with their existing
beliefs and values. The suggestion must be Name: Puppet Strings
reasonable and within the realm of possibility, or the School of Magic: Enchantment
target will instinctively resist it. Level: 1
Casting Time: 1 action
The spell's effects are subtle, and the target might Range: 60 feet
not be consciously aware of the external influence on Target: One willing creature or object
their decisions. However, the influence fades if the Components: Verbal, Somatic
target is confronted with a direct contradiction to the Duration: Concentration, up to 1 minute
implanted suggestion or if they face a situation that is Saving Throw: Wisdom saving throw
clearly against their own interests or principles. Spell Resistance: Yes

Casting at Higher Levels: When you cast Mindful Description: With a wave of your hand and an
Manipulation using a spell slot of 2nd level or higher, incantation on your lips, you summon ethereal
the duration of the spell increases. For each slot threads of energy, unseen by the naked eye, to
level above 1st, the concentration duration extends weave a web of control over a willing creature or
by an additional hour. This can potentially make the object within range. The target must be willing to
target more receptive to your influence for a longer accept your manipulation; otherwise, the spell fails.
period.
If you target a creature, it must make a Wisdom
Casting: To cast Mindful Manipulation, the caster saving throw to resist your influence. On a failed
utters melodious phrases, resembling whispers of save, you gain complete control over its movements
wind through leaves, with a mesmerizing rhythm that for the duration of the spell. You can make the target
captivates the target's mind. They complement these move up to its speed in any direction you choose,
verbal components with fluid, graceful hand and it obeys your commands as if it were a
movements that mimic the delicate dance of marionette on strings. This control extends to its
butterflies in flight. actions, allowing you to make it attack, interact with
objects, or perform other tasks as long as they don't
Flavor: When the Mindful Manipulation spell is cast, directly harm the target or cause severe discomfort.
a faint, glowing aura envelops the target, resembling
ripples on a calm pond. These magical ripples The enchanted creature retains its mental faculties
shimmer with alluring colors that seem to blend and while under your control and is aware of its actions
shift like a mesmerizing kaleidoscope. The sound of but can do nothing to resist them. It can speak and
gentle chimes accompanies the casting, creating a communicate with others but cannot initiate harmful
serene and captivating atmosphere. actions against itself or others while the spell lasts.

As the spell takes effect, tendrils of faint, silvery light Should the target succeed in its Wisdom saving
gently wrap around the target's head, symbolizing throw, it breaks free from your puppeteer grasp,
the subtle ties between their thoughts and the ending the spell's effects. Additionally, the spell ends
caster's enchanting influence. The tendrils flicker with prematurely if you move out of range or if the target
soft flashes, like distant stars twinkling in the night moves out of range by more than 60 feet.
sky, representing the delicate connection between
the two minds during the spell's duration. Casting: To cast the Puppet Strings spell, you must
speak an arcane verse while performing intricate
It is essential to approach the use of Mindful gestures with your hands, mimicking the motion of a

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puppeteer controlling marionettes. Additionally, you through the air. The spell is limited only by the
need a small, finely crafted silver string to focus the caster's imagination.
spell's energies. The silver string is consumed in the
process, and using a more exquisite material, like a As creatures enter the Illusory Terrain, they must
gold filament, can enhance the spell's potency. make an Intelligence saving throw to determine if
they perceive the illusion as false. Those who fail to
Flavor: When you cast Puppet Strings, iridescent discern the deception will be entirely convinced of
tendrils of light in a myriad of colors emerge from the fabricated environment, effectively blinding them
your fingertips, coiling around the target like phantom to the actual surroundings. For them, the illusion
threads. These threads pulsate in response to your becomes their reality.
commands, and anyone observing the scene would
witness the surreal dance of control taking place. While within the illusory landscape, the deceived
The target seems to move as if pulled by an invisible creatures will find their movements impeded and
puppeteer, its actions smooth yet devoid of free will, unstable. Walking through the illusion can be like
an uncanny spectacle that can both awe and disturb navigating through thick underbrush, causing them to
those who witness it. As the spell's energy wanes, stumble and lose balance. This effect does not cause
the threads gradually fade into wisps of light until damage but can significantly hinder their combat
they finally disperse into the surrounding air. capabilities.

Enhanced Effects:
When cast using a spell slot of higher level than 2nd,
Name: Illusory Terrain the duration of the Illusory Terrain extends by 1 hour
School of Magic: Illusion for each level above 2nd. Additionally, the size of the
Level: 2nd level affected area increases by 5 feet in radius for every
Casting Time: 1 action level above 2nd.
Range: 60 feet
Target: 20-foot radius sphere centered on a point Casting:
within range To cast Illusory Terrain, the wizard stands at the
Components: Verbal, Somatic, Material (a small chosen point within range, holding a small piece of
piece of mica) mica in hand. With a melodious incantation that
Duration: Concentration, up to 1 hour weaves the very fabric of illusion, they trace a
complex pattern in the air, bringing the illusory nexus
Saving Throw: Intelligence saving throw (disbelieve) to life. Throughout the casting, they must remain
Spell Resistance: Yes focused on their desired terrain, visualizing its every
detail, for any wavering in concentration can lead to
Description: unintended and chaotic illusions.
Illusory Terrain is a beguiling spell that grants the
caster the power to reshape reality within a Flavor:
designated area. Upon casting, the wizard invokes As the spell takes form, a magical ripple emanates
the mystic forces of illusion, creating a shimmering from the caster's hands, spreading outwards until it
nexus at the chosen point. This nexus serves as the engulfs the designated area. The ground beneath
anchor from which the illusory landscape emerges, their feet seems to shimmer, and the surrounding
stretching across a 20-foot radius sphere. environment transforms seamlessly into the illusion's
theme. The air becomes infused with the scent and
Within this illusory realm, the caster can manipulate sounds appropriate to the illusory terrain, immersing
the visual and auditory sensations of any creature all who dare to venture within it.
stepping inside. The illusion is customizable, allowing
the caster to create various types of terrains. For The illusory landscape is incredibly convincing,
instance, they could fashion an illusion of a lush almost indistinguishable from reality to those who fail
forest complete with towering trees, chirping birds, their saving throws. Even experienced adventurers
and a gentle breeze rustling the leaves. Alternatively, might find themselves second-guessing their senses
they might construct a treacherous, rocky wasteland within this masterful illusion.
with jagged cliffs and ominous howls echoing

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decoy's ruse. Additionally, creatures that have been


Name: Misdirection subjected to Misdirection before may gain advantage
School of Magic: Illusion on their saving throw due to increased familiarity with
Level: 2 the spell.
Casting Time: 1 action
Range: 60 feet The illusionary decoy itself is insubstantial and does
Target: One creature not deal any damage to enemies. It merely serves as
Components: Verbal, Somatic a convincing distraction. Furthermore, while the
Duration: Concentration, up to 1 minute caster can direct its movements, the decoy cannot
Saving Throw: Wisdom saving throw interact with physical objects or perform actions that
Spell Resistance: Yes require any real force. If it takes any damage, the
spell ends, revealing the illusion to be false.
Description:
Misdirection is a spell cherished by tricksters and Enhanced Effects:
tacticians alike. To cast this spell, the caster utters When Misdirection is cast using a spell slot of 3rd
an arcane incantation while weaving intricate level or higher, the range of the illusionary decoy
patterns in the air with their fingers. A faint, increases by 30 feet for each level above 2nd.
mesmerizing glow surrounds the caster's hands as Additionally, the number of targets the spell can
they channel the magic. affect increases by one for every two levels above
2nd. For example, casting Misdirection with a 4th-
The illusionary decoy created by Misdirection mimics level spell slot would allow the creation of two
a chosen creature known to the caster or takes on a illusionary decoys within 90 feet of the caster.
generic form if no specific creature is selected. This
decoy appears life-like and can be controlled by the Casting:
caster's mental commands, moving and acting as To cast Misdirection successfully, the caster must
directed. It can engage in simple movements such as possess a focus for the spell—a small, crystalline
walking, running, or performing basic actions like prism used to imbue the decoy with a mesmerizing
swinging a sword or firing a bow, but it cannot quality. The caster also needs a piece of fabric from
perform complex tasks or speak. a performer's costume, symbolizing the art of illusion,
to complete the components required for the spell.
The caster must maintain concentration to control the
decoy, directing its movements and actions. The Flavor:
decoy can move within a range of 60 feet from the When Misdirection is cast, an ethereal mist envelops
caster, but the caster can perceive through its the area as if a dreamlike haze has descended upon
senses, allowing them to "see" what the decoy sees. reality. The illusionary decoy takes on a semi-
This makes it easier for the caster to manipulate the translucent form, shimmering and flickering like a
illusion and make it seem more convincing. mirage. It may have a faint, otherworldly glow,
emanating an air of enchantment and allure. As it
Effects and Limitations: moves, it leaves faint traces of light in its wake,
When the illusionary decoy is deployed, enemies adding to the mystique of its existence.
within a 30-foot radius of the decoy must make a
Wisdom saving throw to see through the illusion. The illusionary decoy can produce faint sounds, such
Creatures that fail the saving throw believe the decoy as the soft footsteps of an approaching warrior or the
is a genuine threat and direct their attention toward it. rustling of leaves as it moves through the terrain.
As a result, attacks made by the caster's allies These sounds are not physically present but are
against these distracted enemies gain advantage, as projected through magical means, further enhancing
the foes are momentarily bewildered and thrown off the illusion's credibility.
balance.
In a flourish of artistry and craft, Misdirection blends
However, perceptive or intelligent enemies might the mystical beauty of illusion with strategic cunning,
have a higher chance of detecting the illusion and turning the tide of battle in favor of those who wield
can thus resist the effect. Creatures with keen its deceptive power. It stands as a testament to the
senses or truesight are more likely to see through the imaginative prowess of those who traverse the realm

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of science fantasy. goes against the target's nature or moral principles,


the target will be granted another Wisdom saving
throw to break free from the charm. Additionally, any
action taken by the caster or their allies that directly
Name: Charming Glance harms the charmed creature will automatically break
School of Magic: Enchantment the enchantment.
Level: 2nd level
Casting Time: 1 action Enhanced Effects:
Range: 60 feet When casting Charming Glance using a higher-level
Target: One creature spell slot, the duration of the charm increases. At 3rd
Components: Verbal, Somatic level, the spell lasts for 10 minutes, at 4th level for 1
Duration: Concentration, up to 1 minute hour, at 5th level for 8 hours, and at 6th level for 24
Saving Throw: Wisdom saving throw hours. However, increasing the spell level does not
Spell Resistance: Yes grant the caster greater control over the target's
actions.
Description:
Charming Glance is an enchanting spell that allows Flavor:
the caster to establish a mesmerizing connection As the caster begins the incantation, their eyes start
with a single creature by locking eyes with them. to glimmer with a soft, otherworldly radiance. When
With a subtle yet compelling stare, the caster taps they make eye contact with the target, the glow
into the target's emotions, temporarily swaying their intensifies, and a hypnotic aura shimmers in the air
will and bending them to their own. This spell is often between them. The target's eyes briefly reflect the
employed by skilled diplomats, cunning spies, or same iridescent gleam, indicating the magical
those who seek to influence others without resorting connection has been established.
to overt aggression.
Throughout the spell's duration, the target's emotions
When casting Charming Glance, the caster must subtly mirror those of the caster, and a sense of
speak softly, weaving an enchanting incantation that camaraderie and trust seems to emanate from the
resonates with the weave of magic. They gesture enchanted creature. Observers might notice a faint
gracefully with their hands, their fingers moving as if musical hum that surrounds the target and the
conducting an ethereal symphony, coaxing the caster, as if the melody of their charming interaction
energies of charm to manifest. The process requires is blending harmoniously with the background
focus and concentration to maintain the connection symphony of the cosmos.
throughout the duration.

Upon a failed Wisdom saving throw by the target,


they become charmed by the caster for the spell's Name: Deceptive Veil
duration. While charmed, the target views the caster School of Magic: Illusion
in a more favorable light, seeing them as a Level: 2nd
captivating and trusted ally. However, the charm is Casting Time: 1 action
not absolute mind control, and the target still Range: Self
possesses their own agency and sense of self- Target: Self
preservation. Components: Verbal, Somatic
Duration: Concentration, up to 1 hour
Under the influence of the spell, the target is more
willing to listen to the caster's suggestions and Saving Throw: None
requests. The caster can issue simple commands to Spell Resistance: No
the charmed creature, such as "stay," "follow," "wait,"
or "flee." The creature will comply with these Description:
commands if they are not obviously self-destructive Deceptive Veil is a captivating spell that taps into the
or directly harmful to their well-being. art of illusion, allowing the caster to create a misty,
shimmering veil around themselves. When cast, the
Should the caster attempt to issue a command that air surrounding the caster seems to shift and distort,

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Chapter 4 Basic Classes Hexmaster

creating an ethereal cloak of illusionary mist. As the making them appear to be a mirage dancing on the
mist swirls around the caster, it grants them an edge of reality.
advantage on Dexterity (Stealth) checks, making it
easier to move silently and remain unseen in The Deceptive Veil spell not only grants tactical
shadows and dim light. The caster gains an uncanny advantages in stealth and evasion but also leaves an
ability to blend into their surroundings, becoming indelible impression on those who witness it, often
nearly imperceptible to those who might seek to leaving them in awe and wonder, wondering if they
detect them. just witnessed a mirage or a truly magical spectacle.

Furthermore, the illusionary mist confuses and


misdirects the aim of any foes attempting to target
the caster directly. Ranged attacks and spells Name: Melody of Misfortune
directed at the caster suffer a disadvantage, as the School of Magic: Enchantment
mist distorts the perception of distance and location, Level: 2
causing attacks to miss or strike harmlessly off Casting Time: 1 action
target. Range: 60 feet
Target: One creature of your choice within range
The spell's effectiveness depends on the caster's Components: Verbal, Somatic, Musical (you must
skill in illusion magic, and the more adept they are, play a musical instrument or use your voice to create
the more realistic and convincing the mist appears, the haunting melody)
making it harder for enemies to see through the ruse. Duration: Concentration, up to 1 minute

Casting: Saving Throw: Wisdom saving throw (On a


To cast Deceptive Veil, the caster utters an successful save, the target is not affected by the
incantation in an ancient language, weaving their spell)
intentions into the words. With a graceful and
mesmerizing series of hand gestures, they conjure Spell Resistance: No
the illusionary mist around their body. As the mist
begins to envelop them, the caster must focus on Description:
maintaining concentration to sustain the illusion for The Melody of Misfortune is a spell that taps into the
the desired duration. enchanting power of music to weave a haunting
melody capable of bringing misfortune upon a
Flavor: chosen enemy. When you cast this spell, you begin
When Deceptive Veil is cast, it triggers a dazzling to play an otherworldly tune on a musical instrument
spectacle for those who witness it. The air seems to or use your own voice to create an eerie, resonating
ripple and shimmer around the caster as if heated by sound that sends shivers down the spines of those
invisible flames. A soft, melodious hum echoes in the who hear it.
air, adding to the otherworldly ambiance. The mist
that forms around the caster takes on a luminescent, The magic of the melody targets a single creature of
iridescent quality, like a veil woven from the finest your choice within a range of 60 feet. The chosen
gossamer threads. target must make a Wisdom saving throw or fall
under the spell's effect. On a failed save, the target is
From a distance, the caster appears as if veiled in a affected by bad luck, causing their attacks and
mysterious cloak of opalescent colors, their features abilities to be plagued with higher chances of failure
obscured by the ever-shifting fog. As they move, the for the duration of the spell.
mist undulates gracefully, making it seem as if they
are gliding instead of walking. While under the influence of Melody of Misfortune,
the target's attack rolls, ability checks, and saving
At times, the caster's figure seems to fragment and throws are all subject to a disadvantage. The rhythm
dissipate into several indistinct forms, further of the enchanting melody disrupts their focus and
confusing observers as to their exact location. This interferes with their innate skills and talents. They
illusion is especially effective when the caster moves might trip over their own feet, miss their shots, or
through shadows or near other sources of light, fumble their spells, all due to the persistent shadow

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of ill fortune cast upon them. Misfortune, it exudes a strange allure, drawing the
attention of onlookers to the eerie display of mystical
Enhanced Spell Effects: power. However, those who understand its true
When casting Melody of Misfortune using a higher- purpose know that to be within the spell's range is to
level spell slot, the spell's potency increases. For invite a dance with fate, one that no creature wishes
each level higher than 2nd, the range of the spell to partake in willingly.
extends by an additional 10 feet, and the duration is
prolonged by 1 additional minute per level.
Additionally, the severity of the misfortune escalates,
causing the target to suffer an even greater Name: Grand Illusion: Illusory Mirage
disadvantage on their rolls. For example, when cast School of Magic: Illusion
as a 3rd-level spell, the disadvantage becomes even Level: 3
more pronounced, and at 4th level, the chances of Casting Time: 1 action
failure for the target's attacks and abilities are Range: 120 feet
heightened even further. Target: A 60-foot radius sphere
Components: Verbal, Somatic, Material (a crystal
Casting: clear prism and a pinch of finely powdered
To cast the Melody of Misfortune, you must stand tall gemstones worth at least 100 gold pieces, consumed
and focus your mind on the intended target while during casting)
playing the haunting melody on a musical instrument Duration: Concentration, up to 10 minutes
or using your voice. The gestures and inflections of Saving Throw: Intelligence saving throw
the tune must be precise and filled with intent to Spell Resistance: Yes
imbue the magic with the required enchanting power.
The spell's full effect can only be achieved if the Description:
melody is played without interruption, and any To cast the Grand Illusion: Illusory Mirage spell, the
disruption might weaken or even nullify the magic. caster first weaves intricate gestures with their
hands, manipulating the surrounding magical energy.
Flavor: As they utter the incantation in a melodious, hypnotic
When you begin casting the Melody of Misfortune, a tone, the crystal clear prism is held aloft, capturing
palpable sense of unease fills the air. The and refracting the ambient light to enhance the
background noises seem to fade away, leaving only illusion's realism. To further empower the spell, the
the haunting melody echoing through the caster must be within a natural environment, like a
surroundings. The tune carries a somber tone with dense forest, tranquil lake, or atop a majestic
occasional dissonant notes that reverberate like mountain, allowing them to attune their magic to the
ghostly echoes. essence of the surroundings.

The air around you seems to shimmer slightly as the Upon completion of the casting, the air shimmers
magic of the melody takes form, creating an ethereal, with a subtle kaleidoscope of colors, forming a
silvery mist that wraps around the chosen target. mesmerizing visual spectacle. The illusion slowly
This spectral mist is a visual representation of the takes shape, growing larger and more detailed by the
bad luck that clings to the affected creature, making second, until it encompasses the designated 60-foot
it appear as if a veil of misfortune has been draped radius area. Every blade of grass, every rustling leaf,
over them. and every gentle breeze seems genuine, and even
experienced adventurers might find it challenging to
As the melody persists, the misfortune-infused aura discern reality from deception.
occasionally flickers and sparks with flashes of
ominous energy, which further enhances the The illusion can simulate a variety of awe-inspiring
sensation of impending disaster for the target. The scenes: a hidden oasis in a barren desert, a bustling
surrounding sounds and colors seem muted and marketplace filled with lively merchants, a serene
muffled, as if the world itself recognizes the garden within a labyrinthine castle, or even a
malevolent presence of the spell. fearsome dragon soaring through the skies,
breathing ethereal fire. Illusory Mirage adapts to the
Despite the unsettling nature of the Melody of imagination and intent of the caster, who can create

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Chapter 4 Basic Classes Hexmaster

the most immersive and tantalizing experience for Components: Verbal, Somatic, Material (a small,
their audience. intricately designed music box)
Duration: Concentration, up to 1 minute
Enhanced Spell Effects: Saving Throw: Wisdom saving throw
When casting Grand Illusion: Illusory Mirage using a Spell Resistance: Yes
spell slot of 4th level or higher, the illusion's scope
expands by an additional 20 feet radius per level Description:
above 3rd. Moreover, the illusion's realism becomes Enthralling Performance is a captivating spell that
even more convincing, allowing the caster to allows the caster to unleash a mesmerizing and
incorporate subtle sensory elements like fragrances, otherworldly act, designed to enthrall and immobilize
ambient sounds, and even sensations of warmth or an entire audience. As the spell is cast, the
chill, making it nearly indistinguishable from reality. spellcaster becomes the epicenter of the
performance, their presence emanating an aura of
Flavor: ethereal beauty and enchantment.
As Grand Illusion: Illusory Mirage takes form, the air
thrums with a harmonious resonance, evoking a When the spell is activated, all creatures within a 30-
symphony of notes that resonate with the weave of foot radius sphere, centered on the caster, must
magic. Spectral light dances around the edges of the make a Wisdom saving throw to resist the
illusion, casting a mesmerizing glow that captivates enchantment's allure. Those who fail the saving
onlookers. The soundscape of the illusion is as vivid throw become paralyzed, their bodies frozen in awe
as its visual aspect, with soft whispers, distant and wonder. While paralyzed, they are also
laughter, and the rustling of leaves harmonizing susceptible to manipulation, and any attempts to
together to create a rich and immersive auditory influence them, either through persuasion or
experience. intimidation, have advantage.

The illusion bends and ripples with the ever-changing During the performance, the spellcaster has the
light, its boundaries softly dissolving into the option to use their bonus action on subsequent turns
surrounding landscape, further blurring the line to maintain the enchantment, continuing the
between reality and deception. The sensation of the mesmerizing act for up to 1 minute. Additionally, the
illusory breeze brushing against the skin, or the faint caster can also use their action during this time to
scent of blooming flowers, adds to the enchantment, focus the mesmerizing energy on a specific target
making Grand Illusion: Illusory Mirage an within the affected area. Doing so allows the caster
unforgettable and breathtaking spectacle to behold. to impose disadvantage on the target's Wisdom
saving throw, increasing the likelihood of ensnaring
Note: The Grand Illusion: Illusory Mirage spell is a even the most stalwart of minds.
powerful tool in the hands of imaginative
spellcasters, but it requires skillful manipulation and Casting:
a touch of artistry to make the illusion feel truly alive. To cast Enthralling Performance, the spellcaster
As with all illusions, wary creatures may attempt an must possess a level of artistry that transcends mere
Intelligence saving throw to see through the entertainment. They must have proficiency in a
deception, but even then, the allure and grandeur of Performance skill, and the act itself must be truly
the spell can still captivate them for moments before mesmerizing, showcasing an extraordinary display of
reality sets in. grace, beauty, and charisma. The caster initiates the
spell by opening the small music box, which releases
a hauntingly enchanting melody that sets the stage
for their enthralling act.
Name: Enthralling Performance
School of Magic: Enchantment To fully captivate the audience, the caster must
Level: 3 perform without interruption and without taking any
Casting Time: 1 action damage during the spell's duration. Any disruption to
Range: 120 feet the performance, such as being attacked or suffering
Target: All creatures within a 30-foot radius sphere harm, will break the spell's effects on the affected
centered on the caster creatures.

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vulnerable to the caster's will. However, such power


Flavor: must be wielded with caution, for the effects of such
As Enthralling Performance is cast, the atmosphere a mesmerizing spell can have lasting consequences
around the spellcaster seems to shift. An iridescent on those who fall under its sway.
aura envelops them, resembling the intermingling
colors of a breathtaking sunset. The music from the
open music box resonates with a harmonious blend Name: Hall of Mirrors
of enchanting notes, effortlessly captivating the School of Magic: Illusion
hearts and minds of all who hear it. Level: 3
Casting Time: 1 action
The caster's movements become an ethereal dance, Range: 120 feet
fluid and mesmerizing, accompanied by a soft glow Target: 20-foot radius sphere centered on a point
that emanates from their very being. Their eyes within range
sparkle with otherworldly allure, and their voice Components: Verbal, Somatic, Material (a small
carries a captivating lilt, drawing the audience closer shard of glass and a silver mirror)
under the spell's irresistible charm. Duration: Concentration, up to 1 minute
Saving Throw: Wisdom saving throw
Throughout the performance, the paralyzed audience Spell Resistance: Yes
members appear as though they are in a trance, their
eyes fixated on the spellcaster, oblivious to the world Description: When you cast Hall of Mirrors, you
around them. The air seems to shimmer with a faint utter an ancient incantation, while simultaneously
magical glow, and even those who resist the spell weaving intricate gestures in the air with the silver
can't help but feel a momentary tingle of mirror and glass shard. As you complete the spell,
enchantment upon their skin. the mirrors' illusion materializes, and the designated
area is filled with an array of spectral mirrors, forming
Enhanced Spell Effects: an otherworldly labyrinth.
When casting Enthralling Performance using a spell
slot of 4th level or higher, the mesmerizing aura's The mirrors create a confusing and disorienting
range increases by an additional 10 feet for every atmosphere for any creature within the area.
level above 3rd. Additionally, the number of Whenever a creature starts its turn or enters the
creatures that can be affected by the spell within the spell's area for the first time on a turn, it must make a
radius also increases by 1 for each level above 3rd. Wisdom saving throw. On a failed save, the creature
becomes disoriented by the illusory reflections,
Furthermore, at 5th level, the mesmerizing aura's suffering from disadvantage on attack rolls and ability
paralysis extends to not only the body but also the checks until the start of its next turn. Creatures that
mind, causing creatures affected by the spell to be are naturally immune to being charmed are not
vulnerable to psychic damage during the duration. affected by the disorientation.
The psychic damage inflicted on paralyzed creatures
is equal to the spellcaster's proficiency bonus. Additionally, any ranged attack made into or out of
the area of the Hall of Mirrors has a 50% chance to
At 6th level, the spell's enchanting performance miss, as the mesmerizing illusions make it difficult to
becomes even more potent, allowing the caster to gauge distances and angles accurately.
maintain concentration on the spell for up to 10
minutes. This extended duration provides ample time Casting Hall of Mirrors at a higher level enhances its
for the caster to exert their influence over the effects. When cast using a spell slot of 4th level or
paralyzed audience, using their bonus action to higher, the radius of the spell increases by 10 feet for
manipulate the thoughts and emotions of affected each level above 3rd.
creatures with advantage.
Casting: The casting of Hall of Mirrors requires
Embodying the essence of science fantasy, the precision in both the verbal incantation and somatic
Enthralling Performance spell combines artistry, gestures. The words spoken resonate with an almost
magic, and enchantment, creating an unforgettable musical quality, imbued with echoes of the past and
experience that leaves its audience spellbound and glimpses of possible futures. The weaving of the

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silver mirror and glass shard serves as a catalyst for If the target fails its saving throw, you establish a
bending light and creating the reflective illusions. To psychic link with the creature's mind, and you can
ensure the spell's success, the material components control its movements and actions during your turn.
must be of high quality and be infused with magic While under your control, the creature retains its
during a ritual at dusk, a time when the boundaries physical abilities, but its mind becomes a mere
between day and night blur. observer, locked away during the spell's duration.
The creature's eyes may still perceive its
Flavor: When the Hall of Mirrors takes effect, the surroundings, but it has no agency over its body.
designated area shimmers with an iridescent light as
countless mirrors, both large and small, appear out During each of your turns, you can command the
of thin air. Each mirror reflects a slightly different puppeted creature to take one action, either a move
version of the surroundings, creating a surreal or an attack. The creature's statistics and capabilities
kaleidoscope of images. Eerie whispers and distant remain unchanged, but it must follow your
laughter echo through the illusion, making it all the instructions to the best of its ability. For example, you
more unsettling for those within the area. As could command the target to attack its allies, move
creatures move through the labyrinth of mirrors, their away from you, or perform complex tasks, like
reflections seem to dance and twist, causing a sense disarming a trap.
of disorientation and bewilderment. The mirrors
themselves have an ethereal quality, with their edges However, the puppeted creature has a chance to
shimmering and bending as if they were made of break free from your control each time it takes
liquid. damage or is subjected to a harmful effect. The
target can repeat its Wisdom saving throw at the end
Outside observers might catch glimpses of their own of each of its turns, ending the spell on a successful
reflections in the mirrors, but these images are just save. Additionally, if the target takes damage equal
as fleeting and mysterious as the rest of the illusory to or greater than your spellcasting ability modifier, it
display. The hall of mirrors appears like a captivating gains advantage on the saving throw to break free.
piece of art crafted by an otherworldly artist,
simultaneously entrancing and bewildering all who Casting:
behold it. To cast the Puppet Master spell, you must perform
intricate gestures, weaving your fingers through the
air, mimicking the motions of a puppeteer
Name: Puppet Master manipulating strings. Your incantations must be soft
School of Magic: Enchantment whispers that carry the magic through the air,
Level: 3 seeking to bind the target's mind. The material
Casting Time: 1 action component, the small marionette, acts as a focus for
Range: 60 feet the spell's power, channeling your influence over the
Target: One creature creature.
Components: Verbal, Somatic, Material (a small
marionette crafted from wood and adorned with silver Flavor:
strings) As you begin to cast Puppet Master, silvery threads
Duration: Concentration, up to 1 minute of magical energy emerge from your fingertips,
Saving Throw: Wisdom saving throw extending toward the target creature. These spectral
Spell Resistance: Yes strings wrap around the target, entwining it in an
ephemeral web of control. The creature's eyes might
Description: glaze over momentarily, and the silvery threads
Puppet Master is an enchantment spell that grants become faintly visible, leading back to your hands as
you the ability to manipulate the target creature's you hold the wooden marionette focus. Throughout
body as if it were your own. You must first succeed the spell's duration, the strings twitch and sway in
on a Wisdom saving throw against your spell save response to your commands, making it seem like you
DC to overcome the creature's mental resistance and are guiding a puppet from afar.
establish the connection. On a successful save, the
target is unaffected by the spell. Enhanced Spell Effects:
When you cast Puppet Master using a spell slot of

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4th level or higher, the duration of the spell increases


by an additional minute for each slot level above 3rd. However, the manipulation of destiny is a delicate
Additionally, the range of the spell increases by 30 art, and this spell comes with limitations. Whimsical
feet for each slot level above 3rd, allowing you to Fate can only affect one creature at a time, and the
control creatures from even greater distances. caster must maintain concentration to sustain the
Furthermore, the target creature has disadvantage spell's effects. Additionally, it cannot be cast on
on its Wisdom saving throw to resist the spell's unwilling targets or those already under the influence
effects when you cast it using a 5th-level slot or of a similar fate-altering effect.
higher.
Enhanced Effects:
With this potent spell at your disposal, you can play When casting Whimsical Fate using a spell slot of
the role of a master manipulator, pulling the strings of 4th level or higher, the range of the spell increases
fate and steering the course of battles in your favor. by 30 feet for each slot level above 3rd. Furthermore,
But beware, for wielding such control over another the spell's duration extends by an additional minute
being's body is no simple feat, and your opponents for each higher level spell slot used. This allows the
will not easily succumb to being mere puppets in chosen creature to bask in the favor of destiny for an
your hands. extended period, increasing their odds of success
and survival in the face of adversity.

Casting:
Name: Whimsical Fate To unleash the magic of Whimsical Fate, the caster
School of Magic: Divination must hold both hands above their head, fingers
Level: 3 entwined as they trace the shimmering patterns of
Casting Time: 1 action the celestial web. Their incantation blends eldritch
Range: 60 feet verses with a chorus of ethereal whispers, tapping
Target: One creature into the very essence of the multiverse. The spell
Components: Verbal, Somatic requires no material components, but its casting
Duration: Concentration, up to 1 minute must be done in a place of cosmic significance, such
Saving Throw: None as beneath a canopy of stars or within the shadow of
Spell Resistance: No a celestial conjunction.

Description: Flavor:
In the cosmos of boundless possibilities, there exists As the spell is cast, a kaleidoscope of shimmering,
an ethereal web that intertwines every living being's luminescent strands akin to stardust encircles the
fate. The Whimsical Fate spell grants the caster the targeted creature, binding them with an ephemeral
rare power to peer into this intricate tapestry of halo of fortune. The air becomes charged with an
destiny and make gentle tugs upon its threads, otherworldly harmony, like the mingling of distant
shaping the course of future events in their favor. celestial notes, producing a captivating symphony
Upon casting this spell, the caster's eyes that echoes through the surroundings. Observers
momentarily glimmer with starlight as they connect might feel as though they are witnessing the bending
with the grand cosmic tapestry, and their voice takes of fate itself, caught in a mesmerizing dance of
on a melodic tone resonating with the harmonies of cosmic forces.
the universe.
In the aftermath of the spell's casting, the celestial
When you cast Whimsical Fate, choose a willing strands gradually dissipate, leaving behind a sense
creature within range to bestow the whims of fate of cosmic serenity and a fleeting glimpse of the
upon. For the duration of the spell, the chosen higher order that governs the universe. Those
creature gains an uncanny advantage, allowing them touched by Whimsical Fate might experience an
to roll two d20s for attack rolls, saving throws, or inexplicable sense of clarity, as if they have been
ability checks and take the higher result. This momentarily blessed by the very stars that weave the
powerful blessing can turn the tide of battle, making fabric of existence.
success more likely and the consequences of failure
less severe.

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Chapter 4 Basic Classes Hexmaster

Casting: To cast Captivating Charisma, the caster


Name: Captivating Charisma must perform fluid, graceful gestures while uttering
School of Magic: Enchantment charming incantations in a melodious tone. The
Level: 3 caster must also possess a certain level of self-
Casting Time: 1 action assurance and confidence to tap into the true
Range: Self (30-foot radius) potential of this spell.
Target: Creatures within range
Components: Verbal, Somatic Flavor: As you weave the magic of Captivating
Duration: Concentration, up to 1 minute Charisma, your aura takes on a radiant shimmer, as
Saving Throw: Wisdom saving throw if you are enveloped in an ethereal, sparkling mist.
Spell Resistance: Yes Your voice becomes magnetic, resonating with a
captivating allure that echoes melodically throughout
Description: Captivating Charisma is a spell that the surrounding area. As you speak, it's as if the very
taps into the essence of charm and allure, air bends to your will, carrying your charm to every
channeling it through the caster's aura and voice. corner of the room. The enchanted creatures' eyes
Upon casting, you feel an overwhelming surge of glimmer with fascination and admiration, fixated on
confidence and grace enveloping you, and your eyes your every move, as if they were witnessing the most
radiate with a subtle glow. This spell is particularly incredible spectacle ever to grace their senses.
useful for diplomats, leaders, or anyone seeking to
sway others to their cause.

Once activated, all creatures within a 30-foot radius


from you become entranced and captivated by your Name: Whirlwind Waltz
presence. They find it difficult to resist your words School of Magic: Evocation
and actions, as your charisma becomes almost Level: 3
mesmerizing. All affected creatures must make a Casting Time: 1 action
Wisdom saving throw to resist the spell's effects. Range: Self (15-foot radius)
Target: All creatures within range
On a failed save, the creatures become charmed by Components: Verbal, Somatic
you, regarding you as a highly influential and Duration: Concentration, up to 1 minute
trustworthy figure. They hang on to your every word, Saving Throw: Strength saving throw
idolizing your actions, and are inclined to follow your Spell Resistance: No
suggestions. However, this charm doesn't compel
them to perform actions they would typically find Description:
morally objectionable. When you begin to cast the Whirlwind Waltz, you
gracefully twirl and sway, channeling arcane
During the spell's duration, you can engage in energies through your movements. As you dance, a
conversation with the affected creatures, and they brilliant luminescent aura forms around you, growing
will be more receptive to your arguments, into a swirling vortex of vibrant colors and captivating
persuasion, and requests. This increased charm can patterns. The energy of the vortex extends up to 15
also aid in social interactions, negotiations, or feet from you, affecting all creatures within its range.
attempts to gather information. However, if you or
your allies take hostile actions against the charmed Creatures caught in the Whirlwind Waltz must make
creatures, they are granted another Wisdom saving a Strength saving throw or be pulled off balance and
throw to end the charm prematurely. restrained for the duration of the spell. While
restrained, their movement speed becomes 0, and
Enhanced Spell Effects: they cannot benefit from any bonuses to their
movement. Moreover, their attacks and actions are
When cast using a 4th-level spell slot or higher, the made at disadvantage, and they have disadvantage
radius of the spell's effect increases by 10 feet for on Dexterity saving throws.
each slot level above 3rd. Additionally, the saving
throw DC is increased by +1 for every slot level At Higher Levels:
above 3rd. When you cast this spell using a spell slot of 4th level

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or higher, the power of the Whirlwind Waltz Target: Self


intensifies. The radius of the vortex increases by 5 Components: Verbal, Somatic
feet for each spell slot level above 3rd, and the Duration: Concentration, up to 1 minute
duration of the restraint effect extends by an Saving Throw: Wisdom saving throw
additional round for every two levels higher than 3rd. Spell Resistance: Yes
Furthermore, the Strength saving throw DC
increases by 1 for each level above 3rd. Description: Upon casting Illusory Menagerie, the
air around you shimmers with arcane energy, and an
Casting: awe-inspiring menagerie of illusory creatures
To cast the Whirlwind Waltz, you must stand on a manifests. These fantastical beings swirl and dance
stable surface, as any interruption in your dance or around you, creating a captivating and bewildering
footing can disrupt the spell's magical flow. The spectacle that entrances all who behold it. The
verbal component consists of a melodious Illusory Menagerie distracts and confounds your
incantation, sung in a lilting, enchanting tone, foes, making it difficult for them to focus on their
accompanied by the rhythm of your graceful attacks and lowering their chances of hitting you.
movements. The somatic component involves
precise and fluid motions, mirroring the elegance of a The spell's illusory creatures impose disadvantage
waltz. While the components may seem simple, the on any attack rolls made against you from creatures
synchronization of gestures, incantations, and dance that can see the menagerie. Additionally, any
requires a level of magical finesse and concentration. creature starting its turn within the 30-foot radius of
the Illusory Menagerie must make a Wisdom saving
Flavor: throw or become charmed by the enchanting display
As you start the Whirlwind Waltz, the air around you for the duration of the spell. A charmed creature is
shimmers with arcane brilliance. The dancing lights incapacitated and oblivious to its surroundings while
playfully flicker in hues of sapphire, emerald, and it gazes in wonder at the illusory creatures.
amethyst, coalescing into a mesmerizing display of
enchanting energy. Each swirl of the vortex While the Illusory Menagerie is an illusion, it has a
resembles an ethereal ribbon, gracefully flowing tangible presence in the minds of those who
through the air in harmony with your every step. A experience it. Creatures affected by the charm
soft, haunting melody accompanies the dance, cannot perceive the real world while under its
seemingly coming from nowhere, adding an influence. However, if the charmed creature takes
otherworldly charm to the spectacle. any damage, it can repeat the Wisdom saving throw
at the end of each of its turns, ending the effect on a
The restrained creatures, caught in the whirlwind's successful save.
embrace, struggle in vain to maintain their balance,
their movements becoming sluggish and The Illusory Menagerie does not cause direct
uncoordinated. Some may even appear to be damage to creatures; its power lies in its ability to
dancing involuntarily as they resist the mystical disorient and distract foes. This spell is particularly
compulsion to waltz alongside you. The surrounding useful when surrounded by multiple enemies or
allies are inspired by the display, feeling a surge of facing a formidable adversary.
courage and determination in their hearts, making
them more resolute in battle. The enchanting Enhanced Spell Effects:
spectacle of the Whirlwind Waltz leaves a lasting When casting Illusory Menagerie using a spell slot of
impression on all who witness its captivating grace 5th level or higher, the Illusory Menagerie gains an
and power. additional tier of illusionary complexity. The
menagerie can now mimic real creatures' sounds,
such as fierce roars or haunting cries, adding to its
captivating nature. The radius of the menagerie also
Name: Illusory Menagerie expands by 10 feet for every spell slot level above
School of Magic: Illusion 4th. The spell's duration increases by 1 minute for
Level: 4 each higher-level spell slot used.
Casting Time: 1 action
Range: Self (30-foot radius) Casting: To cast Illusory Menagerie, the caster must

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perform a graceful dance, weaving intricate gestures insubstantial mist.


that resemble the movements of the illusory
creatures. The verbal component consists of reciting While in this intangible state, the caster's physical
an ancient incantation in a melodious, hypnotic tone. body becomes translucent and takes on a
Additionally, the caster must sprinkle a pinch of shimmering, otherworldly appearance. The spell also
powdered gemstones, representing the diverse grants the caster limited visibility into the ethereal
magical essence of the fantastical creatures they aim plane, allowing them to perceive ghostly shapes and
to summon. echoes of beings existing in both realms. However,
they remain primarily anchored in the material world.
Flavor: When Illusory Menagerie is cast, a vibrant
display of prismatic lights emanates from the caster, The caster gains several unique abilities while under
forming a phantasmagorical vortex of colors. As the the effects of Enigma's Embrace:
spell takes effect, the swirling lights take on the
shapes of the chosen illusory creatures. Each Phantasmal Passage: The caster can move through
creature moves with an otherworldly grace, leaving solid objects and obstacles as though they were
behind shimmering trails as they traverse the area. made of air. Walls, doors, and barriers pose no
The illusions' sounds resonate with unearthly beauty, hindrance, and the caster can even pass through
echoing through the surroundings like an enchanting creatures, though they cannot willingly end their
symphony. movement inside a solid object.

The Illusory Menagerie's allure is such that even Spectral Sight: While ethereal, the caster gains
seasoned adventurers might find themselves darkvision up to 60 feet, allowing them to see into
momentarily entranced, briefly forgetting their dire both the material and ethereal planes.
circumstances as they become lost in the wonders of
the spell. Only the most stalwart and experienced Ephemeral Touch: As a bonus action, the caster can
warriors can resist the hypnotic pull of this spell, attempt to pass their hand or a small object they are
making it a powerful asset in any battle where holding into the ethereal plane, allowing them to
deception and diversion are key to victory. interact with ethereal entities or manipulate certain
ethereal objects. However, they cannot affect the
material world directly in this state.

Name: Enigma's Embrace Limitations and Special Rules:


School of Magic: Transmutation
Level: 4 The caster cannot attack or deal damage while
Casting Time: 1 action ethereal, as their form lacks the solidity required to
Range: Self harm others in this state.
Target: Self While ethereal, the caster cannot speak or make any
Components: Verbal, Somatic vocal sounds, limiting their ability to cast spells with
Duration: Concentration, up to 1 minute verbal components.
The caster's movement speed is halved while
Saving Throw: None ethereal.
Spell Resistance: No If the spell's concentration is broken, the caster is
immediately returned to their normal physical state.
Description: Enhanced Spell Effects:
Enigma's Embrace is a spell of profound mystery and When casting Enigma's Embrace using a spell slot of
arcane subtlety. When cast, the caster invokes the 5th level or higher, the duration of the spell is
forgotten verses of an ancient incantation, which extended by 1 minute for each level above 4th.
resonate with the energies of the ethereal realm.
This allows the spellcaster to momentarily shift their Casting:
physical form into an intangible state, akin to that of a To cast Enigma's Embrace, the spellcaster must
ghost or spirit. During this state, the caster becomes stand in a location of ambient mystery, such as
ethereal and can effortlessly pass through walls, within a dense fog, under the light of a full moon, or
objects, and even living creatures as if they were surrounded by ancient ruins resonating with the

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Hexmaster Chapter 4 Basic Classes

whispers of history. The somatic component of the throw to resist the enchantment. If they fail the
spell involves weaving intricate patterns in the air, saving throw, their body visibly stiffens, and their
drawing invisible symbols that tie the material and eyes take on a glazed, vacant look, betraying their
ethereal realms together. A hushed incantation in a lack of control. You, the caster, become the puppet
forgotten language must be spoken with absolute master, having the power to dictate their movements
focus and precision, lest the spell's power wanes. and actions during the spell's duration. It's as if
you're moving a life-sized puppet with your thoughts.
Flavor:
As the caster initiates the spell, an iridescent aura While the target is under your control, you can use
envelops their body, shimmering with spectral hues your action on each of your turns to dictate the
that blend seamlessly into the surroundings. Their creature's movements, granting them up to the
eyes become pools of deep, ethereal light, and the creature's maximum movement speed. Additionally,
world around them seems to fade slightly, becoming you can force the target to take an action or use a
muted and dreamlike. The sound of distant, haunting bonus action in accordance with your commands, as
whispers echoes in the air as the caster passes long as the action doesn't deal damage to the target
through walls and barriers, their form wavering like a itself. For instance, you could force the puppet to
mirage. open a door, pick up an object, or even perform a
simple dance routine.
Enigma's Embrace is a spell coveted by adventurers
and scholars alike, a tantalizing key to unlocking The target remains aware of its surroundings but
secrets hidden in realms beyond mortal cannot take any actions on its own, nor can it resist
understanding. Legends speak of ancient enigmatic your commands during the spell's duration. If the
spirits that imparted this arcane knowledge to those target is engaged in combat, you have full control
they deemed worthy, forever binding the caster's fate over its attacks, movements, and tactical decisions.
with the mysteries of the universe. Only those willing
to embrace the unknown can hope to harness the full Casting at Higher Levels:
potential of this powerful transmutation spell. When you cast Puppeteer's Strings using a spell slot
of 5th level or higher, you can target one additional
creature for each level above 4th. However, each
target must be controlled individually, and you must
Name: Puppeteer's Strings maintain concentration on each one separately.
School of Magic: Enchantment
Level: 4 Casting:
Casting Time: 1 action To cast Puppeteer's Strings, you must stand firmly
Range: 60 feet on the ground and move your hands in a delicate,
Target: One creature dance-like motion as you manipulate the marionette.
Components: Verbal, Somatic, Material (a small, As you incant the spell's verbal component, the
intricately carved marionette made of rare wood) carved puppet emits soft, haunting music,
Duration: Concentration, up to 1 minute reminiscent of a forlorn melody that echoes in the
Saving Throw: Wisdom saving throw vicinity. This music weaves through the air and
Spell Resistance: Yes enters the target's mind, enhancing the
enchantment's effect.
Description:
Puppeteer's Strings is a spell that grants the caster Flavor:
the uncanny ability to manipulate the movements Upon casting Puppeteer's Strings, a faint,
and actions of a single targeted creature, as if they shimmering aura surrounds the target creature,
were a marionette being controlled by an unseen resembling invisible strings attaching to their limbs.
puppeteer. When you cast this spell, you must use As you control the creature, these strings become
the small marionette as a focus, channeling your more pronounced, glowing with ethereal energy that
magical energies through it to establish a psychic link pulsates in sync with your commands. Observers
with the target. might feel a sense of unease, as if witnessing the
intrusion of another's free will.
The target creature must make a Wisdom saving

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Chapter 4 Basic Classes Hexmaster

The marionette used as the spell's focus floats gently weariness.


in the air, swaying gracefully with your movements. Advantage Against Charm: Those who consume the
The haunting melody emanating from it fills the illusory food gain advantage on saving throws
surroundings with an eerie ambiance, making it feel against charm effects, their minds fortified against
like a dark theater production unfolding in reality. manipulative enchantments.
Enhanced Spell Effects:
When cast using a spell slot of 5th level or higher,
Name: Illusory Banquet the Illusory Banquet's effects are amplified:
School of Magic: Illusion and Conjuration
Level: 4th level Temporary Hit Points: The number of temporary hit
Casting Time: 1 minute points increases by 1d8 for each slot level above 4th.
Range: 120 feet Additional Conditions Removed: For each slot level
Target: A 30-foot radius area centered on a point above 4th, the banquet can remove one additional
within range negative condition from each participant, such as
Components: Verbal, Somatic, Material (a diamond petrification, fear, or blindness.
worth at least 300 gp, which is consumed by the Casting:
spell) The casting of Illusory Banquet is a ritualistic affair,
Duration: 1 hour (Concentration) requiring the caster to don ceremonial robes adorned
with arcane symbols. The conjuration of the banquet
Saving Throw: None demands precision in the somatic gestures, akin to
Spell Resistance: No conducting an invisible orchestra that shapes the
illusion into a vivid reality. As the spell reaches its
Description: crescendo, the magical energy infused into the
To cast the Illusory Banquet spell, the spellcaster diamond materializes as an ethereal effervescence,
must gather a myriad of rare and costly ingredients, enshrouding the entire area before solidifying into the
including an exotic diamond worth at least 300 gold illusion.
pieces, symbolizing the opulence that will be
conjured forth. As the components are presented Flavor:
before the caster, they must weave intricate hand As the Illusory Banquet takes form, the air becomes
gestures while uttering a mesmerizing incantation infused with the aroma of delectable dishes from
that draws upon both illusion and conjuration magic. various lands and cultures, creating an intoxicating
ambiance that transcends reality. The illusory music
Upon the successful completion of the casting, a fills the surroundings with enchanting melodies,
portal to an illusory banquet hall appears at the drawing all creatures within earshot to the feast,
target location, creating a 30-foot radius area. The whether out of curiosity or uncontrollable desire. The
banquet hall manifests with detailed elegance, and holographic images of dancers, musicians, and
the illusory feast materializes, boasting a vast array mythical creatures dance among the guests,
of mouthwatering delicacies from various realms and enhancing the illusion of a grand and everlasting
cultures, catering to the preferences and desires of celebration. As each dish is savored, it releases a
those who will partake. burst of flavors, textures, and sensations, making it
nearly impossible to distinguish the illusory feast
Mechanical Effects: from reality.

Temporary Hit Points: Each creature partaking in the The Illusory Banquet is not only a spell of practical
banquet gains temporary hit points equal to 2d8 + utility but a work of art, a testament to the mage's
the spellcaster's spellcasting ability modifier prowess in combining magic and creativity to craft an
(Charisma, Intelligence, or Wisdom) to represent the experience that will linger in the memories of those
nourishing and invigorating nature of the illusory who had the fortune to partake in its allure.
food.
Removal of Exhaustion: Any creature who has been
suffering from exhaustion will have all levels of
exhaustion removed upon indulging in the banquet, Song of Illusion:
as the revitalizing illusion washes away their School of Magic: Illusion

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Hexmaster Chapter 4 Basic Classes

Level: 4th level of blue and purple. A haunting melody escapes their
Casting Time: 1 action lips or resonates from the musical instrument, carried
Range: Self (30-foot radius) by an otherworldly echo that fills the air. With each
Target: Self note, the illusions slowly materialize, taking on the
Components: Verbal, Somatic, Musical (a musical form of ethereal and shimmering apparitions that
instrument or the caster's voice) dance and play within the radius of the spell.
Duration: Concentration, up to 1 minute
Saving Throw: Wisdom saving throw The illusions reflect the caster's emotional state and
Spell Resistance: Yes intentions, adopting the emotions conveyed through
the song. If the caster is calm and serene, the
Description: illusions might appear as soothing and tranquil
Song of Illusion is a spell that taps into the ethereal scenes. In contrast, intense emotions may manifest
harmonies of the cosmos, channeling them through as awe-inspiring spectacles, invoking a sense of fear
the caster's voice or an enchanted musical or wonder in those who behold them.
instrument. As the spell is cast, a haunting melody
emerges, echoing through the surroundings and The Song of Illusion is a captivating display of both
weaving a captivating symphony of illusions within a power and artistry, a testament to the potential of
30-foot radius centered on the caster. The illusions magic in the hands of a skilled bard or mage. The
created by the song are so convincing that they blur mesmerizing performance leaves a lasting
the line between reality and fantasy, making it impression on all those who witness its enchanting
challenging for enemies to discern what is genuine display. Legends speak of ancient bards whose
and what is mere illusion. mastery of this spell could create illusions so realistic
that they could shape the outcome of battles and
While the Song of Illusion is active, the caster gains inspire generations with their magical symphonies.
an advantage on all saving throws, as the enchanting
sounds fortify their spirit and bolster their mental
resilience. The illusions manifest in various forms,
mimicking terrain, creatures, or even entirely Name: Mirage of Madness
imaginary structures. These illusions can obscure the School of Magic: Illusion
battlefield, granting the caster and their allies tactical Level: 5
advantages, while confounding and confusing foes. Casting Time: 1 action
Range: 120 feet
Within the enchanted area, the illusions possess no Target: 40-foot radius sphere centered on a point
physical substance, and any attempts to interact with within range
them reveal their illusory nature. However, the Components: Verbal, Somatic, Material (a small,
illusions can be used creatively to mislead enemies, twisted mirror)
granting momentary cover or hindering their Duration: Concentration, up to 1 minute
movements. Saving Throw: Wisdom saving throw
Spell Resistance: Yes
Casting:
To invoke the Song of Illusion, the spellcaster must Description:
possess a deep understanding of the arcane arts Mirage of Madness is a spell of potent illusionary
and the power to manipulate the forces of illusion. magic that weaves a twisted and nightmarish realm
The casting requires not only precise verbal into the fabric of reality. When cast, the spell creates
incantations but also skillful and emotive musical a focal point within range, usually chosen by the
performance if an instrument is used. The emotional caster to encompass the largest number of targets.
intensity poured into the melody affects the potency The point ripples with eerie energy, and from it, a
and complexity of the illusions created. nightmarish 40-foot radius sphere of illusionary
madness emanates, encompassing the area in a
Flavor: chaotic and disorienting veil.
As the caster begins to weave the Song of Illusion, a
soft luminescent aura envelops them, emanating a Creatures within the sphere, upon entering it or
surreal glow that shifts between mesmerizing shades starting their turn inside, must make a Wisdom

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saving throw or be subjected to the illusion's effects. and exhibiting bizarre behavior.
Those who fail are overwhelmed by phantasmal
horrors, causing them to become disoriented and act The illusion itself morphs constantly, transforming the
erratically. For the duration of the spell, affected environment into ever-changing landscapes of
creatures roll a d4 at the beginning of their turn to horror, fear, and chaos. The ground may turn into
determine their actions: writhing snakes, the skies into swirling voids, and the
very air itself into a cacophony of haunting wails and
Attack Random Targets: The creature must use its maniacal laughter. The spell's effects take on a life of
action to make a melee or ranged attack against a their own, tailored to each individual within the
randomly determined target within its reach, even if sphere, preying on their innermost fears and darkest
the target is an ally. If no targets are within reach, the memories. This constant barrage of hallucinations
creature attacks itself. and phantasms pushes the minds of affected
creatures to their limits, leaving them vulnerable to
Disorient and Stumble: The creature's movement the whims of the Mirage of Madness.
becomes hindered, and it must use its action to Dash
in a random direction. It also takes 1d6 psychic
damage for each 10 feet moved in this way.

Harm Themselves: The creature must use its action Name: Prankster's Sanctuary
to harm itself physically, taking 2d6 psychic damage School of Magic: Illusion
as it struggles against the illusions tormenting its Level: 5
mind. Casting Time: 1 action
Range: Self (30-foot radius)
Shake off Illusion: The creature manages to shake Target: Self and allies within range
off the madness this turn and can act normally. Components: Verbal, Somatic, Material (a small
silver bell and a feather from a prankster's favorite
Enhanced Spell Effects: bird)
When casting Mirage of Madness using a spell slot Duration: Concentration, up to 1 minute
of 6th level or higher, the radius of the illusory realm
increases by 10 feet for each level above 5th. Saving Throw: None
Additionally, the psychic damage from the "Harm Spell Resistance: Yes
Themselves" effect increases by 1d6 for each level
above 5th. Description:
Prankster's Sanctuary is a spell of whimsy and
Casting: trickery that draws upon the potent energies of
To cast Mirage of Madness, the caster must first hold illusion. When you cast this spell, you begin with a
the small, twisted mirror as a focal point for the spell. flourish, ringing the small silver bell and making
The mirror is consumed during casting. With a series extravagant hand gestures as you chant a playful
of complex and fluid gestures accompanied by an incantation that only mischievous spirits can
incantation in an ancient and forgotten language, the comprehend.
caster weaves the magical threads of illusion into
reality, allowing the nightmarish realm to manifest. Upon completing the casting, an ethereal,
translucent dome envelops you and all willing allies
Flavor: within a 30-foot radius. The sanctuary is like stepping
Upon casting, the air around the focal point begins to into a realm of trickster dreams, where every step
shimmer and distort. The area within the sphere is produces a faint shimmer, and the air is filled with
filled with unsettling whispers and indistinct shadows giggles and faint laughter.
that seem to dance at the corner of one's vision.
Colors blend into one another in surreal ways, and While inside the Prankster's Sanctuary, you and your
the air takes on a thick, dreamlike quality. To anyone allies gain temporary invulnerability against all forms
observing from outside the sphere, it appears as if of attacks and spells. This means that for the
the world within has gone completely mad, with duration of the spell, you and your companions
creatures stumbling, lashing out at imaginary foes, cannot be harmed by any means. Blades will pass

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through as if striking air, and fireballs will fizzle out Components: Verbal, Somatic, Material (a small
before touching anyone protected within. silver puppet figurine)
Duration: Concentration, up to 1 minute
However, there are limits to the sanctuary's Saving Throw: Wisdom saving throw
protection. As much as it is playful, it does not allow Spell Resistance: Yes
any offensive actions from within its bounds. Any
attempts to harm or cause distress to others from Description:
inside the sanctuary will cause the spell to The Master Manipulator spell is a potent
immediately dissipate, leaving those protected enchantment that grants the caster unparalleled
vulnerable once again. control over the target creature's mind. When casting
this spell, the mage must weave intricate gestures
Enhanced Effects: and utter incantations in a melodious tone that
When you cast Prankster's Sanctuary using a 7th resonates like the strings of a mystical harp.
level or higher spell slot, the radius of the sanctuary Additionally, they must hold aloft the small silver
increases by an additional 10 feet for each level puppet figurine, which acts as a focal point for
above 5th. This enhancement allows you to protect channeling their will into the puppetry of the target's
more allies within the mischievous confines of the mind.
magical dome.
Once the spell is cast, the target creature must
Casting: succeed on a Wisdom saving throw to resist its
Prankster's Sanctuary requires a touch of the effects. On a failed save, the caster gains absolute
whimsical spirit within oneself to be effective. The dominion over the target's thoughts and actions for
caster must perform the somatic gestures with the duration of the spell. The victim becomes a mere
exuberance and confidence while speaking the puppet, manipulated effortlessly by the caster's will.
incantation with a cheerful and playful tone. The target's eyes may glaze over, signifying their
Additionally, the feather from a prankster's favorite loss of control as the magical strings of the
bird must be held aloft and then dropped to the puppeteer bind them.
ground as the casting is completed.
The caster can command the ensnared creature to
Flavor: take specific actions, even against its nature, making
As the caster utters the spell's name, the area it fight on their behalf, perform intricate tasks, or
around them becomes suffused with a vibrant and reveal secrets it would never divulge willingly. The
shifting array of colors, as if a rainbow had target retains its abilities, including spellcasting if it
descended upon the land. The dome takes on the has any, but the caster gains complete control over
appearance of a gigantic, translucent soap bubble, how and when they are used.
reflecting an array of dazzling hues. The sounds of
laughter and merry whispers emanate from within, However, this spell is not without its limitations. It
evoking a sense of glee and mischief. requires a delicate balance of power, and the caster
must maintain concentration to exert their
At the end of the casting, the sanctuary feels like a dominance. Should the caster lose focus or be
land of endless merriment and lightheartedness, interrupted, the creature may break free from their
where the burdens of the world are momentarily set control. Additionally, creatures with exceptional
aside, and the spirits of all who stand within feel as willpower or mental fortitude might have advantage
light as a feather. on their saving throw, making them harder to
manipulate.

Enhanced Spell Effects:


Name: Master Manipulator When casting Master Manipulator using a spell slot
School of Magic: Enchantment of 6th level or higher, the caster's control becomes
Level: 5 even more potent and unyielding. The duration of the
Casting Time: 1 action spell extends to 10 minutes when cast as a 6th-level
Range: 60 feet spell, 1 hour when cast as a 7th-level spell, and 8
Target: One creature hours when cast as an 8th or 9th-level spell.

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Furthermore, the caster can target an additional shatters with a burst of dazzling light.
creature for each spell slot level above 5th.
As the glass fragments disperse, they transform into
Casting: a potent illusion that mimics the catastrophic collapse
To cast the Master Manipulator spell, the mage must of a monumental structure. An illusory shockwave
be in a position of clear view of the target, as the ripples out from the point of impact, enveloping all
puppet figurine must be pointed directly at the creatures within a 30-foot radius sphere. Each
creature during the incantation. Additionally, the creature caught within the illusion must make a
puppet figurine is not consumed by the spell, but it Wisdom saving throw or become fully immersed in
must be an intricately crafted silver figurine worth at the false cataclysm.
least 500 gold pieces to function as the material
component. The cost of such a figurine reflects the Those who fail the saving throw are subjected to a
fine craftsmanship required to ensure the connection series of horrifying illusions that seem all too real.
between the puppeteer and the target remains They experience the ground tremble beneath their
strong. feet, massive chunks of debris hurtling towards them,
and the sensation of being trapped amidst a
Flavor: crumbling edifice. The psychological distress inflicted
As the Master Manipulator spell takes effect, upon the targets is immense, causing them to
shimmering strands of iridescent light manifest in the become frightened and impose disadvantage on all
air, resembling intricate marionette strings that attack rolls, ability checks, and saving throws.
extend from the caster's fingertips towards the target.
These luminous threads dance and twirl, forming an Additionally, the affected creatures take psychic
ephemeral web that envelops the victim, binding damage equal to 2d10 + the caster's spellcasting
them in a mesmerizing display of magical mastery. ability modifier (e.g., Intelligence, Charisma) at the
The sound of an ethereal symphony fills the start of each of their turns while they are within the
surroundings, playing an otherworldly tune that illusory radius.
seems to resonate with the target's very soul. It is as
if the universe itself acknowledges the dominance of Casting at Higher Levels:
the caster, and the stars above twinkle with approval When cast using a spell slot of 6th level or higher,
as the spell takes hold. the psychic damage inflicted by the Illusory
Cataclysm increases by 1d10 for each slot level
above 5th.
Name: Illusory Cataclysm
School of Magic: Illusion Casting:
Level: 5th The casting of Illusory Cataclysm is an intricate
Casting Time: 1 action process that requires the caster to tap into the
Range: 120 feet essence of illusionary magic and the scientific
Target: 30-foot radius sphere centered on a point principles of sensory manipulation. The verbal
within range component involves reciting an ancient incantation in
Components: Verbal, Somatic, Material (a tiny glass a commanding voice, invoking the grandeur of
replica of a crumbling tower) collapsing towers and the raw force of the cataclysm.
Duration: Concentration, up to 1 minute
Saving Throw: Wisdom saving throw The somatic component is an elaborate sequence of
Spell Resistance: Yes gestures, weaving patterns in the air that represent
the cascade of destruction. The caster must maintain
Description: their concentration throughout the spell's duration to
Upon casting Illusory Cataclysm, the spellcaster sustain the illusion effectively.
conjures a miniature glass replica of a once-grand
tower in their hand, whispering ancient words of Flavor:
power while making intricate gestures. The replica As Illusory Cataclysm is cast, the atmosphere seems
shimmers with magical energy as the spell is to warp and distort, as if the very fabric of reality is
invoked. The caster then hurls the replica toward a quivering in anticipation. The tiny glass replica,
point within range, and upon impact, the tower representing the doomed tower, glows with an

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otherworldly luminescence, radiating shades of blue symbolizing the interwoven threads of destiny.
and purple.
Once the spell is cast, a shimmering aura of
Upon release, the replica hurtles towards the chosen intertwined golden and silver threads surrounds the
point in a brilliant arc, leaving a trail of iridescent target creature, signifying the spell's effect. During
sparkles in its wake. As it shatters upon impact, the the spell's duration, whenever the target makes an
illusory shockwave materializes, engulfing the area in attack roll, ability check, or saving throw, they gain
an ever-expanding spectacle of destruction. the ability to instantly reroll the result. They can then
decide to keep the original roll or choose the new
Creatures caught within the illusion perceive a one, whichever is more advantageous.
terrifying vision: buildings collapsing, dust and debris
clouding the air, and a sense of overwhelming dread. However, this potent manipulation of fate is not
The sounds of crashing stone and rumbling earth without its limitations. The Fickle Fortune spell can
reverberate through the minds of the affected beings, only be cast on one creature at a time, and the
enhancing the realism of the illusion. caster must maintain concentration to sustain its
effects. Furthermore, the spell cannot be used again
The Illusory Cataclysm is a spell both feared and on the same target until the duration expires or the
respected, for its potency lies not in tangible caster's concentration is broken. The intricate nature
destruction but in the psychological torment it inflicts, of the spell also means it can't be cast in haste,
leaving its victims shaken and disoriented, their requiring precise execution and unwavering focus.
resolve crumbling like the illusion they witnessed.
Enhanced Effects:
When cast using a spell slot of 6th level or higher,
the potency of Fickle Fortune increases. The spell
Name: Fickle Fortune can now be cast on an additional creature for each
School of Magic: Divination level above 5th. Additionally, the duration extends by
Level: 5th level 1 minute for each level above 5th, allowing the
Casting Time: 1 action fortunate recipients to benefit from the spell's favor
Range: 60 feet for longer periods.
Target: One creature
Components: Verbal, Somatic, Material (a small Flavor:
silver hourglass worth at least 100 gold pieces, which When the spell is activated, time seems to slow
the spell consumes) momentarily, and the area around the target appears
Duration: Concentration, up to 1 minute to shimmer with an ethereal glow. The golden and
silver threads of destiny swirl and dance around the
Description: affected creature, leaving behind a fleeting glimpse
The Fickle Fortune spell is an ancient and elusive of a mysterious pattern unique to them.
enchantment that harnesses the very essence of
destiny. It allows the caster to weave their influence The sound that accompanies the casting is
into the fabric of fate, enabling them or a chosen ally reminiscent of delicate chimes, like a celestial
to reroll any roll they make and opt for the more orchestra playing amidst a cosmic dance. As the
favorable result. This spell's potency is especially spell takes effect, the chimes crescendo into a brief,
valued among seasoned adventurers, as it can harmonious symphony that resonates with the
significantly alter the outcome of crucial moments essence of fortune.
and turn the tide of battle in their favor.
Though ephemeral, the enchanting display of Fickle
Casting Fickle Fortune requires the spellcaster to Fortune leaves those who witness it with a sense of
deftly manipulate the delicate silver hourglass, its tiny wonder and awe, as if they have momentarily
grains of sand shimmering like stars. As the verbal glimpsed the inner workings of the universe's grand
incantation is spoken, the caster's voice takes on an tapestry. It serves as a reminder that even in the face
otherworldly timbre, resonating with echoes of past of uncertainty, the threads of fate can be nudged,
and future. The somatic component involves intricate and destiny can be swayed.
gestures, tracing intricate patterns in the air,

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Chapter 4 Basic Classes Hexmaster

Name: Illusory Army Enhanced Effects:


School of Magic: Illusion When cast using a spell slot of 7th level or higher,
Level: 6th level the illusion becomes even more elaborate and
Casting Time: 1 action detailed, incorporating more soldiers, war machines,
Range: 120 feet and increasing the illusory army's size by an
Target: 60-foot radius sphere additional 30 feet in radius for every slot level above
Components: Verbal, Somatic, Material (a miniature 6th. Additionally, the illusions become more resistant
silver knight figurine worth 500 gold pieces, which is to dispelling and attempts to discern their falsehood.
consumed by the spell)
Duration: Concentration, up to 1 minute Casting:
To cast the Illusory Army spell successfully, the
Saving Throw: Wisdom saving throw wizard must find a location suitable for the grand
Spell Resistance: Yes illusion. Ideally, an open battlefield or an expansive
plain allows the illusion to be more convincing, as it
Description: can simulate large-scale tactical maneuvers
The Illusory Army spell is a powerful and complex effectively. Casting the spell in confined spaces or
illusion that taps into the primal fears and instincts of within the walls of buildings may limit the illusion's full
its targets, creating a grand illusion of a massive, potential.
imposing army. When cast, the wizard must use the
miniature silver knight figurine as a focus for the The verbal component of the spell involves an
spell, channeling their magical energy through it to ancient war chant, words spoken with power and
create the illusion. The casting process requires a authority to imbue the illusion with a sense of
steady, rhythmic chant in an ancient language, strength and aggression. The somatic component
combined with intricate hand gestures that mimic the includes intricate movements that mimic the
martial formations of a vast army. coordination of a general marshaling their troops. As
a final requirement, the miniature silver knight
Upon completion of the casting, a 60-foot radius figurine must be consumed during the casting, as its
sphere centered on a point within range becomes the enchantments fuel the spell's manifestation.
epicenter of the illusion. The illusionary army then
materializes, appearing to consist of thousands of Flavor:
soldiers, archers, cavalry, and siege engines, clad in Upon casting the Illusory Army spell, a low, ominous
majestic armor, wielding gleaming weapons, and hum fills the air, resonating from the caster's position
banners unfurled with intimidating insignias. and spreading out to the designated area. An
ethereal, golden light emanates from the silver knight
The illusion is so convincing that anyone who fails figurine, encompassing the sphere where the
their Wisdom saving throw becomes utterly illusionary army takes form. As the illusion unfolds,
convinced of the army's reality. The targets perceive the area seems to distort with a shimmering, mirage-
the illusory army as an overwhelming, menacing like effect, as if the very fabric of reality were warping
force that is determined to conquer them. They will to accommodate the vast phantom force.
instinctively respond as if they are facing a real
threat, panicking, and even attempting to flee or The illusory soldiers and war machines emerge
surrender. slowly, their images wavering at first but quickly
stabilizing into a formidable spectacle of martial
The illusory army is incredibly flexible and prowess. The illusionary army marches in perfect
responsive, seemingly taking on any orders the synchronization, their footsteps and battle cries
caster mentally conveys during the spell's duration. reverberating throughout the battlefield, striking terror
For example, the wizard could make the illusionary into the hearts of any who witness the spectacle.
army advance, charge, flank, or even retreat
strategically. These illusions are so convincing that As the caster manipulates the illusionary army's
they can even produce sounds of war, such as war movements, their hand gestures mirror the
cries, trumpet blasts, and the clanging of weapons, formations and tactics they wish to convey. The
further enhancing the realism of the illusion. illusion's phantasmal banners flutter in unseen winds,
displaying symbols that resonate with both ancient

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history and mystical power. The overall effect is awe- you or your allies to the charmed creatures
inspiring and overwhelming, a testament to the automatically ends the spell's effect for those
incredible mastery of illusion magic wielded by the affected.
caster.
Enhanced Spell Effects:
When cast using a spell slot of 7th level or higher,
the captivating enchantment becomes even more
Name: Captivating Enchantment potent. The range of the spell increases by 30 feet
School of Magic: Enchantment for every level above 6th. Furthermore, the
Level: 6 mesmerizing effects on the charmed creatures
Casting Time: 1 action become even stronger, and they gain disadvantage
Range: 120 feet on their saving throws against your suggestions.
Target: All creatures within a 30-foot radius sphere
centered on a point you choose within range. Casting:
Components: Verbal, Somatic, Material (a crystal To cast the Captivating Enchantment, the caster
vial filled with a few drops of a rare and exotic must perform an intricate and mesmerizing display,
perfume worth at least 200 gold pieces) involving fluid gestures, intricate dance moves, and
Duration: Concentration, up to 1 minute melodic incantations. The crystal vial filled with the
Saving Throw: Wisdom saving throw rare perfume is held aloft during the performance,
Spell Resistance: Yes and as the spell reaches its climax, the vial shatters,
releasing the enchanting aroma that infuses the air
Description: with magical allure.
Captivating Enchantment is a spell that harnesses
the allure of enchantment magic, allowing the caster Flavor:
to weave a mesmerizing performance that entrances As Captivating Enchantment takes effect, the area
all who behold it. When you cast this spell, you must around the caster transforms into a scene of
take center stage, whether it be through dance, enchanting beauty. Ethereal lights dance through the
music, or an awe-inspiring oration. As you begin your air like elusive fireflies, casting a soft, multicolored
performance, a subtle aura of enchanting energy glow. The sounds of enchanting melodies fill the
radiates from you, imbuing the air with an intoxicating atmosphere, reaching the ears of those nearby with
and otherworldly essence. an otherworldly resonance. The caster's movements
become graceful and mesmerizing, as if they are an
Creatures within the spell's area of effect must make embodiment of the arcane's captivating essence.
a Wisdom saving throw to resist the captivating Those who witness the performance find it difficult to
allure. The DC for this saving throw is determined by avert their gaze or even blink, as the spectacle holds
your spellcasting ability. Those who fail their save them in an enchanting trance, bewitching their minds
become completely enthralled by your performance and hearts.
and are charmed for the spell's duration.

While charmed, affected creatures regard you as the Name: Hysterical Folly
most fascinating and appealing entity they have ever School of Magic: Enchantment
encountered. They hang onto your every word and Level: 6
movement, completely wrapped up in your Casting Time: 1 action
performance, and are willing to do almost anything Range: 120 feet
you suggest during the spell's duration. However, Target: 20-foot radius sphere centered on a point
their actions cannot go against their nature or cause within range
them direct harm. Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Creatures under the spell's effect are granted Saving Throw: Wisdom saving throw
additional saving throws if you or any of your allies Spell Resistance: Yes
take hostile actions against them. If they succeed on
the saving throw, they break free from the Description:
enchantment. Additionally, any damage inflicted by Hysterical Folly is a powerful enchantment spell that

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Chapter 4 Basic Classes Hexmaster

taps into the chaotic essence of the multiverse to comically absurd material component, such as a
weave an illusion of amusement and hilarity. When feather from a ticklish phoenix, a pinch of dust from a
casting this spell, the spellcaster must utter a legendary jester's shoes, or the tear of a laughing
complex incantation, their voice resonating with a deity.
mesmerizing cadence that bends the will of nearby
creatures. Additionally, intricate somatic gestures are Flavor:
required, involving exaggerated motions as if As the incantation leaves the spellcaster's lips, an
conducting an invisible orchestra of laughter. invisible ripple of laughter-filled energy traverses the
air, causing a faint, melodious tinkling that
Upon successful casting, a sphere of energy erupts reverberates throughout the area. The sphere of
from the designated point, expanding rapidly to enchantment erupts into a kaleidoscope of colors,
engulf all creatures within its 20-foot radius. The resembling a shimmering soap bubble filled with
energy is infused with an ethereal tapestry of dancing rainbows. As it engulfs the targets, the
prismatic colors, creating a mesmerizing display that sound of contagious laughter echoes, ranging from
catches the eye and captivates the senses. The high-pitched giggles to deep-belly chuckles.
spell's magical energy then infuses the minds of
those caught within its range. Within the affected area, creatures find themselves
entangled in a mirthful cacophony, their faces lighting
Affected creatures must make a Wisdom saving up with glee as joyous memories resurface. Laughter
throw to resist the enchantment's effects. Those who rings out in a chaotic symphony, echoing and
fail the save are overwhelmed by an irresistible wave intensifying, making it almost impossible to discern
of mirth and find themselves bursting into whose laughter belongs to whom. The ground itself
uncontrollable laughter. The spell's magic taps into seems to pulse with hilarity as creatures roll around
the target's fondest memories of amusement, turning helplessly, lost in their fits of euphoria.
the laughter into a deeply personal and infectious
experience. Observers may find it hard to resist the contagious
energy of Hysterical Folly, often breaking into smiles
While under the spell's influence, affected creatures or even laughter themselves, becoming unwitting
become helpless, falling to the ground in bouts of participants in the spell's delightful mayhem.
hilarity, unable to perform any actions or move away However, for those caught within its grasp, the spell
from the area. Furthermore, they are incapacitated can be a potent tool for turning the tide of battle or
and unable to maintain concentration on any spells diffusing tense situations with moments of shared
they may have cast. The affected creatures' inability glee and camaraderie.
to communicate due to their laughter adds to the
chaotic atmosphere, causing confusion and
hindering any tactical coordination they might Name: Mirage of Miracles
attempt. School of Magic: Illusion
Level: 6
Enhanced Effects: When cast using a spell slot of Casting Time: 1 action
higher level than 6th, the range and radius of the Range: 120 feet
spell increase by 10 feet for each slot level above Target: 30-foot radius sphere centered on a point
6th. Additionally, the duration of the spell extends by within range
1 round for every two slot levels above 6th. Components: Verbal, Somatic, Material (a vial of
silvered liquid worth at least 500 gold coins,
Casting: consumed during the casting)
Casting Hysterical Folly requires a focus on the Duration: Concentration, up to 1 minute
joyous aspect of life, and thus, the spellcaster must Saving Throw: Wisdom saving throw
be in a state of mirth themselves to channel the Spell Resistance: Yes
enchantment's power effectively. They may need to
recount their own humorous experiences or be in the Description:
company of lighthearted individuals to fuel the spell Mirage of Miracles is a spell of awe-inspiring
with sufficient positive energy. In dire situations, the illusionary magic that allows the caster to create a
spellcaster may also need to use a rare and wondrous and lifelike display of miraculous events.

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Upon casting the spell, the air shimmers with an beauty and grandeur. As the vial's contents are
otherworldly luminescence, and a stunning array of released, an iridescent mist envelops the caster and
ethereal images manifests within the designated those nearby. The illusion appears like a vibrant
area, captivating all who witness it. tapestry of divine events unfolding, featuring celestial
beings, mythical creatures, and awe-inspiring
Effects: landscapes. It is accompanied by a mesmerizing
symphony of harmonious tones that resonate with
Restoration of Health: Within the illusionary field, the soul, uplifting and inspiring all who behold it.
allies gain temporary hit points equal to 5d8 + the
caster's spellcasting ability modifier. These The illusion constantly evolves and adapts,
temporary hit points offer a buffer against harm, personalized to each observer, showing them visions
shielding them from impending danger. of their deepest desires and dreams. The air is filled
with the fragrance of rare flowers, and a gentle,
Removal of Negative Conditions: The illusionary warm breeze carries the sensation of serenity and
spectacle has a cleansing effect on allies within its joy. It is as if the boundaries between reality and
range. Any adverse conditions afflicting them, such dreams blur, leaving everyone immersed in a state of
as poison, paralysis, fear, or curses, are temporarily wonder and hope.
suspended for the spell's duration.
However, despite the spell's grandeur, it is essential
Granting of Temporary Bonuses: As the awe- to remember that it remains an illusion. The Mirage
inspiring display continues, allies are granted of Miracles can grant a temporary respite and bolster
temporary bonuses to their abilities. They gain the spirits of those who witness it, but its effects
advantage on all saving throws, skill checks, and vanish with the fading illusion, leaving no lasting
attack rolls while under the influence of the mirage. impact on the physical world. Thus, its true power
lies in the hope and courage it instills in the hearts of
Limitations: the adventurers, motivating them to overcome
challenges and strive for greatness even in the
The mirage can only affect creatures within the darkest of times.
designated 30-foot radius sphere centered on a point
chosen by the caster.
The illusion is dispelled if the caster's concentration
is broken or if they voluntarily dismiss it. Name: Puppeteer's Marionette
Enhanced Effects: School of Magic: Enchantment
When casting Mirage of Miracles using a higher level Level: 7
spell slot, the restorative effects are amplified. For Casting Time: 1 action
each slot level above 6th, the temporary hit points Range: 120 feet
granted increase by an additional 2d8, and the Target: Up to 3 creatures within range
duration extends by 1 minute for each level beyond Components: Verbal, Somatic, Material (a delicate
6th. silver string)
Duration: Concentration, up to 1 minute
Casting: Saving Throw: Wisdom saving throw
To cast the Mirage of Miracles, the caster must stand Spell Resistance: Yes
in a clear and open space, where their gestures and
incantations can be seen and heard by all allies Description: When casting Puppeteer's Marionette,
within range. As the vial of silvered liquid is the spellcaster's eyes flash with a spectral
consumed, the caster raises their hands high above luminescence as they single out up to three
their head, channeling their magic into the ground creatures within 120 feet, threading each target with
beneath them. The liquid is then dispersed into the a shimmering silver strand of ethereal energy. The
air, blending with the magical energy, creating an targets must make a Wisdom saving throw against
otherworldly concoction that fuels the illusion. the caster's spell save DC. On a failed save, they
become puppets under the caster's control for the
Flavor: duration.
The Mirage of Miracles is a spell of breathtaking

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While controlled, the creatures' movements are reflecting the distant echoes of the caster's
perfectly coordinated, and they move with an intentions. The overall scene is both mesmerizing
unnatural grace. The caster can command the and eerie, like an otherworldly marionette show
puppets as a bonus action on each of their turns where the strings themselves possess a life of their
during the spell's duration. The puppets can move up own. Spectators might find themselves entranced by
to their normal movement speed and perform any the display, caught between admiration and fear as
physical actions allowed by their anatomy and they witness the dance of chaos orchestrated by the
physical abilities. Puppeteer's Marionette spell.

Moreover, the Puppeteer's Marionette allows the


caster to impart a touch of chaos to the puppetry. As
a bonus action, the caster can make the puppets Name: Illusionary Maze
carry out a synchronized and powerful attack, School of Magic: Illusion
targeting a single creature or multiple enemies within Level: 7
reach. The puppets' attacks are treated as magical Casting Time: 1 action
for the purposes of overcoming resistances and Range: 120 feet
immunities. Target: 40-foot radius area
Components: Verbal, Somatic, Material (a small
The spell, however, requires intense focus and crystal prism)
concentration. The caster must maintain Duration: Concentration, up to 1 hour
concentration throughout the spell's duration, or the Saving Throw: Intelligence saving throw
control over the puppets is lost, and they regain their Spell Resistance: Yes
free will. Additionally, creatures of significant mental
fortitude, such as those immune to being charmed or Description:
magically controlled, have advantage on their saving The Illusionary Maze is a powerful spell that taps into
throws against this spell. the intricate nature of illusion magic to create a
perplexing labyrinth capable of ensnaring even the
Enhanced Effects: When casting Puppeteer's most seasoned adventurers. When you cast this
Marionette using a spell slot of 8th level or higher, spell, you begin an intricate incantation, weaving
the caster can target an additional creature for each ethereal strands of illusionary energy into an
slot level above 7th. Furthermore, the duration of the elaborate design that forms a 40-foot radius maze at
spell extends by 1 minute for each slot level above the target location. The maze is invisible to those
7th, allowing for a more extended and grandiose outside its boundaries, making it even more
performance of chaos. mystifying and confounding.

Casting: To cast Puppeteer's Marionette, the Any creature that enters the Illusionary Maze or
spellcaster must perform a series of intricate starts its turn within the maze's boundaries must
gestures, reminiscent of a skilled puppeteer make an Intelligence saving throw. On a failed save,
manipulating invisible strings. They also chant an the creature becomes lost and disoriented, unable to
incantation in a melodic, entrancing tone, weaving discern the true pathways from the illusory ones. The
their will into the silver strings that extend from their affected creature's movement speed is halved, and it
fingertips. Additionally, the caster must possess a cannot benefit from any teleportation or plane-
delicate silver string as the material component, shifting abilities, rendering it trapped within the maze
which acts as a conduit for their control. until it successfully saves or the spell's duration
ends.
Flavor: When Puppeteer's Marionette takes effect,
shimmering silver threads of energy emanate from Additionally, while within the maze, the affected
the caster's outstretched hand, shooting forth like creature is under the constant influence of the
celestial puppet strings. These spectral strings then "confusion" spell, further exacerbating their confusion
wrap around the chosen targets, attaching and bewilderment. The illusionary walls seem to shift
themselves to the creatures like gossamer threads. and change with each passing moment, making it
As the spell takes hold, the creatures' movements almost impossible for the trapped creatures to find an
become fluid yet unnaturally precise, their eyes escape route. They might hear distant echoes of

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their companions or even their own footsteps, Casting Time: 1 action


leading them in circles and adding to their torment. Range: Self
Target: Self
Enhanced Spell Effects: Components: Verbal, Somatic, Material (a small vial
When casting Illusionary Maze using a spell slot of of rare and costly mist essence)
8th level or higher, the size of the maze increases. Duration: Concentration, up to 1 hour
For each level above 7th, the radius of the maze
increases by an additional 10 feet. This augmented Saving Throw: None
maze becomes even more daunting, making it Spell Resistance: Yes
harder for creatures to find their way out.
Description:
Casting: Enigma's Shroud is an extraordinary spell that
To cast Illusionary Maze, the spellcaster must stand empowers the caster with the ability to create a
within the area they wish to create the maze. They mystical cloak of illusionary mist around themselves,
must then trace complex patterns in the air with the shrouding their presence from prying eyes and
crystal prism, which glows with an enchanting blue making them elusive and untargetable. Upon casting
light as the illusion takes form. The spellcaster must the spell, the air around the caster ripples with a
maintain complete concentration throughout the mesmerizing haze, and they become hidden from
casting, as any distraction or interruption could result sight, scent, and sound, as if they were a ghostly
in a misstep, weakening the spell's potency. enigma.

Flavor: While enveloped in the Shroud, the caster gains the


As the Illusionary Maze takes shape, the air following effects:
shimmers with iridescent hues, resembling the dance
of colorful butterflies. The sounds of whispers and Invisibility: The caster becomes invisible, blending
faint laughter fill the air, hinting at the bewitching seamlessly into their surroundings. Only the most
nature of the maze. The walls of the maze seem to powerful and perceptive beings can hope to discern
waver like a mirage, drawing unsuspecting creatures their true location.
into its captivating embrace.
Evasion of Attacks: The Shroud grants the caster an
The maze appears like a fantastical wonderland, with ethereal layer of protection, causing incoming attacks
towering hedges of swirling colors, towering to pass through them harmlessly. The caster gains
archways, and hidden doorways that lead to advantage on all Dexterity saving throws and is
nowhere. The ground beneath one's feet may immune to any targeted spell or effect that requires
transform from grassy meadows to sparkling streams them to make a saving throw.
or even floating islands, adding to the disorienting
experience. Disorienting Aura: The illusionary mist creates an
unsettling aura around the caster. Any creature
Within the maze, the illusions become even more attempting to target the caster with an attack or spell
surreal, playing on the trapped creatures' fears and must first succeed on a Wisdom saving throw or
desires. Phantasmal beasts might lurk in the have their action diverted to a random target within
shadows, illusory treasures temptingly glimmer in the range.
distance, and portals to other dimensions tease with
the promise of escape. But as the bewildered Phantom Movement: As long as the caster maintains
adventurers reach out for these temptations, they concentration on the spell, they can move through
find themselves grasping at mere illusions that fade creatures and objects as if they were intangible. This
away like morning mist. ability allows them to phase through barriers,
obstacles, or even enemies to reach their desired
location.

Name: Enigma's Shroud Enhanced Spell Effects:


School of Magic: Illusion When cast using an 8th or 9th level spell slot, the
Level: 7 duration of Enigma's Shroud extends to 24 hours,

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allowing the caster to maintain the spell's effects emotion)


throughout an entire day. Additionally, the Duration: Concentration, up to 1 minute
disorienting aura's saving throw DC increases by 2
when cast at 8th level and by 4 when cast at 9th Saving Throw: None
level. Spell Resistance: Yes

Casting: Description: Euphoric Epiphany is a spell of


Enigma's Shroud requires a precise and intricate extraordinary power, woven from the threads of
casting ritual. The caster must stand in the center of enchantment and emotion. When casting this spell,
a pentagram inscribed with arcane runes and trace the caster begins with an invocation, their voice
their fingers along the contours while chanting an taking on a melodic tone, resonating with the
ancient incantation. The material component, the harmony of the cosmos. The somatic component of
rare vial of mist essence, is released into the air the spell involves sweeping hand gestures that trace
during the casting process, infusing the illusion with radiant patterns in the air, causing ripples of energy
its magical properties. to emanate from the caster's fingertips. The vial of
liquid starlight is uncorked, releasing a sparkling
Flavor: iridescence that dances like stardust in the air.
As Enigma's Shroud is cast, a kaleidoscope of colors
swirls around the caster, like a mesmerizing dance of Upon the completion of the casting, a brilliant aura of
luminous mist. The air crackles with an otherworldly euphoria envelops the caster and all willing creatures
energy, and the sound of distant whispers fills the within the range. The spell washes over them,
surrounding space, creating an eerie and mysterious infusing their minds and hearts with a profound
ambiance. As the Shroud fully materializes, the sense of inspiration and joy. This wondrous effect
caster vanishes from sight, leaving behind only faint grants the following benefits to the affected allies:
ripples in the air, like the wake of a vanishing spirit.
Enhanced Abilities: For the duration of the spell, all
The spell has gained legendary status among affected creatures gain advantage on ability checks,
illusionists, and its mastery is a testament to the saving throws, and attack rolls. Their movements
caster's skill in manipulating the fabric of reality. It is become agile and graceful, their reflexes honed to
said that those who have truly mastered Enigma's perfection.
Shroud can seamlessly transition between the world
of shadows and the realm of the living, becoming Temporary Hit Points: Each affected creature gains a
true enigmas that leave their enemies confounded temporary pool of hit points equal to the caster's level
and their allies in awe. However, the illusionary plus their spellcasting ability modifier. These
nature of the spell demands immense concentration temporary hit points act as a buffer against harm,
and focus, and even the slightest disruption to the granting resilience in the face of danger.
caster's thoughts can cause the Shroud to dissipate,
leaving them exposed to the dangers of the world Immunity to Fear and Charm: The euphoric state
once more. Only the most cunning and disciplined bestowed by the spell renders the affected creatures
spellcasters can fully harness the potential of immune to fear and charm effects. Their minds are
Enigma's Shroud and wield its power to become shielded from manipulation, and their hearts are
living legends in the annals of magic. fortified against dread.

Enhanced Spell Effects:

Name: Euphoric Epiphany When cast using an 8th level spell slot or higher, the
School of Magic: Enchantment duration of the spell extends to 10 minutes, and the
Level: 7 temporary hit points are doubled.
Casting Time: 1 action Casting: To unleash the true potential of Euphoric
Range: 60 feet Epiphany, the caster must be in a state of profound
Target: Self and all willing creatures within range inspiration themselves. This spell requires an
Components: Verbal, Somatic, Material (a vial of emotional connection to the magic, drawing from
liquid starlight and a piece of art infused with moments of personal triumph or immense happiness.

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It cannot be cast during moments of deep despair or within a 30-foot radius sphere. Illusions of terrifying
melancholy, as the emotional discord would disrupt meteors plummeting from the skies, ominous
the spell's delicate balance. rumblings, and blinding flashes of light create the
illusion of an apocalyptic cataclysm unfolding before
Flavor: As the Euphoric Epiphany takes hold, the air the eyes of the affected creatures. The illusion is so
around the caster and their allies shimmers with convincing that it triggers a profound psychological
radiant hues, as if the very essence of inspiration has response, instilling genuine terror and a belief that
materialized. Soft whispers of enchanting melodies the world is truly ending.
resonate throughout the area, lifting the spirits of all
who hear them. Each affected creature's eyes glint Creatures caught in the Illusory Apocalypse must
with an ethereal glow, reflecting the beauty of the make a Wisdom saving throw to resist its effects. On
spell's inner magic. a failed save, they are incapacitated by fear and their
will to fight is shattered. For the duration of the spell,
It is said that when Euphoric Epiphany is cast on the they are unable to take any actions, and they repeat
battlefield, the sight is awe-inspiring, akin to the saving throw at the end of each of their turns,
witnessing the symphony of the cosmos itself. The ending the effect on a successful save. Moreover,
euphoria bestowed by the spell infuses the allies' the illusion creates an illusory terrain that the
hearts, making them feel invincible, and their foes affected creatures perceive as hazardous, making
tremble at the sight of such exalted determination. them reluctant to move closer to the epicenter.
The spell's impact on the mind and soul is profound,
a testament to the unyielding power of joy and Casting Illusory Apocalypse using a 9th-level spell
inspiration in the face of adversity. slot enhances its power, causing the illusions to
become even more vivid and terrifying. The radius of
the affected area increases to 40 feet, and the
illusory cataclysm gains an eerie supernatural
Name: Illusory Apocalypse resonance, amplifying the feelings of doom and
School of Magic: Illusion hopelessness experienced by the creatures.
Level: 8
Casting Time: 1 action Casting:
Range: 120 feet To cast Illusory Apocalypse, the wizard must stand
Target: All creatures within a 30-foot radius sphere on stable ground, preferably on a high vantage point
centered on a point you choose within range to extend the visual range of the illusion. With the
Components: Verbal, Somatic, Material (a small small hourglass and shattered obsidian in hand, the
hourglass filled with fine sand and a shattered piece caster faces the desired direction of the illusion's
of obsidian) epicenter. They must recite the incantation with
Duration: Concentration, up to 1 minute utmost clarity, evoking the images of a world-ending
Saving Throw: Wisdom saving throw event with every word. The somatic component
Spell Resistance: Yes involves intricate gestures that mirror the impending
chaos, emphasizing the gravity of the situation and
Description: augmenting the spell's potency.
Illusory Apocalypse is a spell of unparalleled
grandeur that taps into the deepest fears and primal Flavor:
instincts of those caught within its deceptive When Illusory Apocalypse is unleashed, the air
embrace. When casting this spell, the wizard begins crackles with charged energy, and the skies darken
by chanting an ancient incantation in a resonating with ominous clouds. The illusions are incredibly
voice, while intricate gestures shape the flow of vivid, with meteors of fiery red and golden hues
magical energy. The materials, a small hourglass streaking through the sky, creating a breathtaking
filled with fine sand and a shattered piece of and terrifying spectacle. Deafening rumblings and
obsidian, represent the ephemeral nature of earth-shaking vibrations accompany the visual
existence and the inevitability of chaos. display, further fueling the illusion's realism.

Once the spell is invoked, a palpable aura of dread As the spell progresses, the terror-stricken creatures'
spreads from the caster, enveloping all creatures eyes widen with genuine fear, and beads of sweat

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glisten on their foreheads. The illusion's effects are will indefinitely until the spell's concentration is
so potent that some may fall to their knees, covering broken, or you willingly end the spell.
their heads, while others may cower or seek shelter
in a futile attempt to escape the perceived While under the effects of Master Manipulator's
devastation. Dominion, the controlled creatures retain their
physical abilities and knowledge but are stripped of
However, despite the harrowing nature of Illusory their free will. They follow your commands to the best
Apocalypse, the spell leaves no lasting physical of their abilities without question. However, the
harm. Once the concentration is broken or the puppetry is delicate, and the controlled creatures
affected creatures succeed in saving against the become inactive if the distance between you and any
illusion, the nightmarish vision dissipates, leaving of them exceeds the range of the spell. Should you
behind only the memory of the ordeal. lose concentration, they regain their freedom, and
their last memory might be of your manipulation.
(Note: Illusory Apocalypse should be used
responsibly and sparingly, as its effects on the Casting:
psyche can be severe, and the line between illusion To cast Master Manipulator's Dominion, the caster
and reality can blur in the minds of those exposed to must perform a meticulously choreographed
its power.) sequence of gestures, intricately weaving fingers
through the air to symbolize the puppet strings of
control. The incantations uttered must be spoken
with precise tonal fluctuations and a resolute,
Name: Master Manipulator's Dominion commanding voice.
School of Magic: Enchantment
Level: 8 The most crucial component of the spell is the
Casting Time: 1 minute miniature puppet crafted from rare enchanted wood.
Range: 120 feet This puppet is designed to resemble a marionette,
Target: Multiple creatures within a 30-foot radius complete with fine details that mimic the intended
sphere targets. The wood is imbued with the essence of
Components: Verbal, Somatic, Material (a miniature magical domination, adding to the spell's potency.
puppet crafted from rare enchanted wood) The puppet is consumed during the casting process,
Duration: Concentration, up to 1 hour (Special: turning to ash as the spell takes effect.
Indefinite control until the spell ends)
Saving Throw: Wisdom saving throw Flavor:
Spell Resistance: Yes As you initiate the casting of Master Manipulator's
Dominion, the air around you crackles with magical
Description: energy. Your voice becomes resonant and
Master Manipulator's Dominion is a spell of profound commanding, echoing with an eerie melody that
influence and domination, enabling the caster to seems to twist reality itself. The miniature puppet
bend the will of multiple creatures to their whim. starts to levitate, rotating slowly in mid-air while
When you cast this spell, you weave intricate emanating a pulsating aura of power.
enchantments and channel immense magical power
into the miniature puppet, which serves as the focal As you complete the casting, the glow intensifies,
point for the spell's control. The puppet glows with an and the puppet's strings appear to extend towards
ethereal light, and your eyes become temporarily the targeted creatures, connecting them to your will.
ablaze with an otherworldly radiance. Strands of magical energy, shimmering like silver,
emanate from your eyes, reaching out to touch the
Upon completion of the casting, the spell targets all minds of those you seek to control. The controlled
creatures of your choice within a 30-foot radius creatures' eyes might momentarily flash with the
sphere centered on the puppet. Each targeted same radiant glow as the puppet, signifying their
creature must make a Wisdom saving throw to resist submission to your dominance.
the spell's effects. Those who fail to resist fall under
your absolute command, becoming your loyal As you issue commands to your puppeted minions,
puppets. Their minds and actions are bound to your the strings of magical connection subtly tug at their

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movements, making them appear like marionettes before the spell ends. During this time, you can rest,
being deftly manipulated by a skilled puppeteer. recover spells, and tend to your wounds. If you
Each of their actions now echoes your desires, and choose to exit the safe haven before the spell's
their loyalty is unwavering, as though bound by an duration expires, you and your allies are instantly
unbreakable spell of servitude. returned to the exact locations from which you
entered the portal, again with no time passing in the
real world.
Name: Enigma's Escape
School of Magic: Illusion Enhanced Effects: When casting Enigma's Escape
Level: 8 using a spell slot of 9th level or higher, the duration
Casting Time: 1 action of the spell within the safe haven increases to 8
Range: 300 feet hours. Additionally, you can bring along willing
Target: A 30-foot radius area creatures equal to twice the spell slot level. The
Components: Verbal, Somatic, Material (a small, radius of the safe haven also expands to 60 feet,
ornate hourglass filled with shimmering sand worth allowing for more luxurious accommodations and
500 gp, which the spell consumes) increased sustenance for those inside.
Duration: Concentration, up to 1 minute
Flavor: As you begin casting Enigma's Escape, the
Saving Throw: None air around you shimmers with an otherworldly glow,
Spell Resistance: No and a low, resonating hum fills the area. The
enchanted hourglass releases its sparkling sand into
Description: Enigma's Escape is a formidable spell the air, which twirls around you in mesmerizing
known only to the most skilled illusionists. When you patterns. A brilliant, pulsating portal materializes
cast this spell, you weave intricate gestures and before you, resembling a translucent gateway formed
chants while holding the enchanted hourglass aloft. from a mosaic of ever-changing colors. The portal
As the sand inside starts to cascade, reality seems to emits a soothing, melodic sound, as if whispering
shift and twist, causing the surroundings to blur into a promises of sanctuary and freedom.
surreal dreamscape.

Upon completing the casting, you create an illusory


portal, brilliantly glowing with arcane energy, within a Name: Hilarious Havoc
30-foot radius. The portal opens into a surreal, School of Magic: Enchantment
ethereal realm - a safe haven inaccessible to anyone Level: 8
but those you designate as allies at the time of Casting Time: 1 action
casting. The safe haven is a place of peace and Range: 120 feet
respite, with lush gardens, comfortable shelters, and Target: All creatures within a 30-foot radius sphere
abundant provisions to sustain you and your allies for centered on a point within range
the duration. Components: Verbal, Somatic
Duration: 1 minute (Concentration)
Once the portal is open, you and any number of Saving Throw: Wisdom saving throw
willing creatures within range can step through it to Spell Resistance: Yes
instantly reach the safe haven. The escape is
instantaneous, and you arrive at the other end with Description:
no time passing in the real world. Additionally, Hilarious Havoc is a spell that taps into the very
Enigma's Escape is designed to ignore planar essence of joy and amusement, transforming the
boundaries, allowing you to escape to this safe battlefield into a circus of laughter and mirth. When
haven from any location, even across different you cast this spell, you unleash a cascade of
planes of existence. However, you can only create enchanting energy that ripples outward in all
the portal on a solid surface, such as the ground or a directions, enveloping all creatures within a 30-foot
wall. radius sphere. Each creature caught within the
spell's area of effect must make a Wisdom saving
While within the safe haven, time passes at a slowed throw or fall victim to the uncontrollable effects of
pace, allowing you to spend up to 1 minute inside unbridled laughter.

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exponentially, compelling even the most stoic beings


Those who fail the saving throw are consumed by to collapse in fits of belly-aching hilarity. Despite its
waves of mirth, doubling over with laughter and whimsical appearance, the spell's effects are
unable to take any actions during the spell's duration. powerful, effectively turning the battlefield into a
The laughter is so intense that it hampers any momentary spectacle of sheer delight and hilarity.
attempts at concentration, making it difficult for
spellcasters to maintain their focus on other magical
effects. Name: Illusionary Dream
School of Magic: Illusion and Enchantment
Casting at Higher Levels: Level: 9th
When you cast Hilarious Havoc using a spell slot of Casting Time: 1 minute
9th level, the area of effect expands to a 40-foot Range: 300 feet
radius, and the spell's duration increases to 1 minute Target: Multiple creatures within a 60-foot radius
per level of the spell slot used. Components: Verbal, Somatic, Material (a fragment
of a dream crystal and a drop of opalescent ink worth
Limitations: 500 gp, which the spell consumes)
Hilarious Havoc can affect creatures of any type, but Duration: Concentration, up to 8 hours
it will not affect those who are immune to being Saving Throw: Intelligence saving throw
charmed or have exceptional mental fortitude. Spell Resistance: Yes
Additionally, creatures with a natural resistance to
enchantments may have an advantage in their Description:
saving throws. Illusionary Dream begins with the caster reciting an
incantation in an ancient, melodious language while
Casting: performing intricate hand gestures, manipulating the
To cast Hilarious Havoc, the spellcaster raises their weave of reality. The material components, a
hands and utters a magical incantation, invoking the fragment of a dream crystal and a drop of opalescent
essence of laughter itself. A playful and exuberant ink, are combined in an ornate ritual circle, releasing
tone is crucial to channel the spell's effects properly. a burst of radiant colors and captivating ethereal
Moreover, in order to tap into the wellspring of patterns.
laughter and ensure the spell's success, the caster
must be in a genuinely good mood. Casting the spell Once the casting is complete, the spell's magic
under stressful or melancholic circumstances may reaches out to ensnare the minds of the targeted
result in unintended consequences or, in the worst creatures within a 60-foot radius, who must make an
cases, outright failure. Intelligence saving throw to resist its effects. Those
who fail are drawn into a shared illusionary dream
Flavor: that transports them to a collective fantasy world.
As the Hilarious Havoc is unleashed, a vibrant
spectrum of colors bursts forth from the spellcaster's Within this dreamscape, the minds of the affected
hands, swirling and dancing in the air like confetti creatures interact as though they were physically
caught in a gust of wind. The magical energy weaves present, sharing the same experiences and events.
and tangles, manifesting as shimmering, semi- The illusion is incredibly convincing, replicating all
transparent jesters and clowns that perform senses, emotions, and perceptions. Time within the
cartwheels and juggling tricks, their laughter dream flows independently of the real world, allowing
becoming a contagious symphony. The sound of for extended experiences in what may feel like days
giddy chuckles and joyful giggles fills the air, echoing or even weeks.
and bouncing off surfaces like a euphoric cacophony.
The dream's setting can be tailored by the caster,
The affected creatures are enveloped in an aura of from peaceful paradises to haunting nightmares, but
blissful amusement, and their expressions shift from its influence is limited to a shared space. The dream
surprise to uncontrollable laughter. Each individual's cannot extend beyond its initial range, nor can it
laughter has a unique timbre and pitch, forming a affect creatures who are not within the spell's area of
harmonious chorus of amusement. The spell's effect during its casting.
effects do not merely provoke laughter but amplify it

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While trapped within Illusionary Dream, creatures spell before incorporating it into their campaign.
believe their surroundings to be real and are subject
to the dangers and challenges presented by the
dream environment. Any damage suffered within the Grand Illusionary Spectacle
dream will be perceived as genuine and can even Description:
affect their physical bodies once they awaken. School of Magic: Illusion
Level: 9th level
However, the spell is not without its limitations. Casting Time: 1 minute
Powerful creatures, such as ancient dragons or Range: Self (500-foot radius)
archmages, may possess the mental fortitude to Target: Area of effect - a grand spectacle affecting
resist the spell or even break free once ensnared. the environment, time, and events on a massive
Furthermore, if the caster loses concentration, the scale
spell immediately ends, releasing the trapped Components: Verbal, Somatic, Material (a
creatures from the illusion. crystalline prism worth 5000 gold pieces)
Duration: Concentration, up to 1 hour
Enhanced Spell Effects: Saving Throw: Wisdom saving throw
Casting Illusionary Dream using a higher level spell Spell Resistance: Yes
slot enhances its duration and increases the number
of creatures that can be affected: Description:
Grand Illusionary Spectacle is the epitome of
10th level: Duration extends to 24 hours. illusionary magic, a spell that weaves together the
11th level: Duration extends to 1 week, and the spell mystic arts to create an awe-inspiring spectacle of
can target an additional creature. unparalleled magnitude. Only the most skilled
12th level: Duration extends to 1 month, and the illusionists, who have honed their craft over decades,
spell can target two additional creatures. can even attempt to wield such power.
13th level: Duration becomes permanent until
dispelled, and the spell can target three additional To cast this spell, the caster must immerse
creatures. themselves in a profound trance, channeling their
Flavor: innermost creativity and desires. They then activate
When Illusionary Dream is cast, a cascade of the spell by chanting a complex incantation,
shimmering lights and ephemeral mists emanates accompanied by intricate hand gestures, while
from the caster's hands, intertwining to form a holding the crystalline prism. The prism, acting as a
massive, translucent dome that envelops the focus for the spell, refracts light and bends reality to
targeted creatures. Within the dome, images of amplify the illusion's impact.
fantastical landscapes, celestial beings, and mythical
creatures dance and weave together in a captivating Once the spell is activated, an ethereal energy
dance of illusions. The sound of enchanting melodies pulses outward from the caster, enveloping a
fills the air, echoing through the minds of those colossal 500-foot radius. Anyone within this radius
caught in the dream's embrace. Each creature sees becomes entangled in the spell's illusionary grasp.
their companions' ethereal forms, and their emotions The illusion is so vivid that it affects not just sight but
become entwined, sharing both joy and fear as they also other senses, including sound, smell, and touch,
navigate the shared illusionary realm. To onlookers, immersing everyone within it as if they were living the
the dome of illusion appears like a breathtaking illusion.
display of ever-changing colors and patterns,
drawing them into a trance-like state if they gaze too The illusion can take various forms, shaped by the
long. caster's imagination, but common manifestations
include a breathtaking cityscape rising from the
Note: The Illusionary Dream spell should be used ground, adorned with shimmering spires and
with care and consideration, as it may significantly mythical creatures soaring through the skies. The
impact the characters' experiences and emotions illusion can mimic natural phenomena such as
during a role-playing game. Hexmasters and players vibrant auroras, cascading waterfalls, or erupting
should communicate and agree upon the volcanoes, or even replicate historical battles on a
implementation and consequences of this powerful grand scale.

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Chapter 4 Basic Classes Hexmaster

breathtaking display of magic and artistry, leaving


The Illusionary Spectacle warps the environment, them in awe of the caster's extraordinary abilities.
creating the illusion of altered terrain. For example, a
seemingly impassable chasm might appear where
none existed before, or a protective barrier may
encircle a designated area, cutting it off from the rest
of the world. Name: Fools' Frenzy
School of Magic: Enchantment
Moreover, the spell manipulates time itself within the Level: 9
illusion. Time can speed up or slow down, causing Casting Time: 1 action
events to unfold in a mesmerizing yet distorted Range: 300 feet
manner. A minute within the illusion could feel like an Target: A 60-foot radius sphere centered on a point
eternity, while an hour might pass in the blink of an within range
eye. Components: Verbal, Somatic, Material (a small
silver bell and a vial of blood from a trickster deity)
The spell's influence goes beyond mere visual Duration: Concentration, up to 1 minute
deception. Creatures caught within the spectacle Saving Throw: Wisdom saving throw
may experience emotions and thoughts induced by Spell Resistance: Yes
the illusion. These emotions can range from awe and
fascination to fear and despair, depending on the Description: Fools' Frenzy is a spell born from the
illusion's nature. intertwining of enigmatic enchantments and the
unpredictable essence of chaotic tricksters. When
As for the events influenced on a grand scale, the this spell is invoked, a devious laughter echoes
illusion can subtly sway decisions, actions, and through the air, signaling its manifestation. The
outcomes of those within it. It can nudge participants caster rings the silver bell while sprinkling the deity's
to interact in ways they might not have otherwise, blood, and a shimmering dome envelops the
fostering alliances or sowing discord. designated area, distorting the perceptions of all
creatures within.
Casting the Grand Illusionary Spectacle requires an
immense amount of magical energy. As a 9th-level Any creature that enters the spell's area or starts its
spell, only the most accomplished spellcasters can turn within it must make a Wisdom saving throw. On
access its potential. Furthermore, maintaining a failed save, the creature succumbs to the madness
concentration for the duration is demanding, as the and frenzy, losing control of its actions. For the
caster must continually weave their magic to uphold duration of the spell, affected creatures are
the illusion. compelled to attack the nearest target within reach,
regardless of whether it is friend or foe. This spell
Enhanced Effects: even overwhelms creatures typically immune to
When cast using a spell slot of 10th level or higher, charm or fear effects, as it taps into the primal
the radius of the illusion expands by an additional instincts buried deep within their minds.
100 feet for each level above 9th. Additionally, the
potency of the emotional manipulation within the The frenzied creatures gain temporary hit points
illusion is heightened, making it harder for creatures equal to their maximum hit points, which fuels their
to resist its allure. unyielding fervor, and they have advantage on melee
attack rolls. They are immune to being charmed or
Flavor: frightened during the frenzy. Additionally, they can
As the caster begins the ritual, an ethereal glow make one additional attack during their turn.
envelops them, and their eyes shine with arcane
brilliance. When the spell is fully invoked, a However, the chaos-driven frenzy is not without its
mesmerizing ripple spreads outward, distorting drawbacks. The creatures lose all sense of self-
reality as the illusion takes form. The air vibrates with preservation, disregarding their own safety, and they
an otherworldly hum, and the surroundings seem to cannot willingly move away from their current target.
shift and shimmer like a mirage. For anyone Their actions become unpredictable, and they can
witnessing the spectacle from the outside, it is a inadvertently hit their allies if they are in close

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Hexmaster Chapter 4 Basic Classes

proximity. only be performed during the climax of a celestial


event, such as a total solar eclipse or a meteor
Casting Fools' Frenzy at a higher level enhances its shower, as it draws power from the convergence of
effects. For each spell slot level above 9th, the radius cosmic energies.
of the spell's area increases by 10 feet, and the
duration extends by 1 additional round. Upon the successful completion of the ritual, a
sphere of pure illusion, 60 feet in radius, is centered
Casting: To cast Fools' Frenzy, the spellcaster must on a point within range. This illusion is not just visual
be in a location where the boundary between reality but engages all senses, making it a multisensory
and chaos is thin. This might be during a celestial extravaganza. The illusory spectacle can take
event like a planetary alignment or within a realm various forms, resembling a grand circus, an
imbued with the essence of trickery and otherworldly masquerade, or a phantasmagorical
unpredictability. The caster must chant a cryptic parade, depending on the caster's imagination.
incantation in an ancient language while performing
intricate hand gestures, followed by the ringing of the Every creature within the area of effect must make a
silver bell and the careful application of the trickster Wisdom saving throw. On a failed save, the targets
deity's blood. are completely ensnared by the illusion, believing it
to be an absolute reality. Their perception of the
Flavor: As the spell takes form, the air is filled with world outside the illusion is suppressed, and they are
an electrifying tension. Arcane symbols and pulsating unable to see or hear anything else. The targets are
colors swirl around the caster, and a kaleidoscope of also considered charmed by the illusion, causing
lights bursts forth from the bell and blood, enveloping them to be friendly towards the caster and their
the targeted area. The laughter of the trickster deity allies.
echoes like a chorus of mirthful maniacs, sending
chills down the spine of all who hear it. Observers However, the spell's true potency lies in its ability to
might catch glimpses of spectral jesters cavorting rewrite memories and alter reality subtly. As the
amidst the chaos, whispering tantalizing riddles to targets engage with the illusion, their minds become
fuel the frenzy even further. susceptible to suggestion. The caster can implant
false memories or manipulate existing ones, leading
the targets to believe they experienced certain
events or had different relationships with people.
Name: Jester's Grand Finale
School of Magic: Illusion While under the influence of Jester's Grand Finale,
Level: 9 the targets' perception of time becomes distorted,
Casting Time: 1 minute and the duration of the spell seems subjectively
Range: 300 feet longer to them.
Target: 60-foot radius sphere centered on a point
within range Enhanced Spell Effects: When cast using a 10th
Components: Verbal, Somatic, Material (a small level or higher spell slot, the range of Jester's Grand
silver bell, a piece of shimmering silk, and a vial of Finale increases to 600 feet, and the illusory
rare rainbow-hued ink) spectacle becomes even more complex and
Duration: Concentration, up to 1 hour captivating. The enchantment on the targets
Saving Throw: Wisdom saving throw becomes stronger, making it extremely difficult for
Spell Resistance: Yes them to discern the illusion from reality. The saving
throw DC is also increased by 2 for each level above
Description: Jester's Grand Finale is a spell that 9th.
harnesses the essence of joy, deception, and the
surreal to create a wondrous and mind-altering Casting: To cast Jester's Grand Finale, the caster
spectacle. When cast, the caster must perform an must be a master of illusion magic, well-versed in the
intricate and elaborate ritual that involves ringing the art of performance, and have an affinity for the
silver bell in specific patterns, waving the shimmering whimsical. They must chant poetic verses that evoke
silk in mesmerizing motions, and drawing intricate emotions of delight, surprise, and enchantment while
patterns with the rainbow-hued ink. This ritual can executing intricate dance-like movements with the

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Chapter 4 Basic Classes Hexmaster

silver bell and the shimmering silk. The rare rainbow- Level Progression:
hued ink must be delicately spread over the ground Level 1: Arcane Whip, Whip Mastery
within the area of effect, drawing intricate patterns Level 2: Spellcasting, Lash Style
that serve as the anchor for the illusion. Level 3: Extra Attack 1
Level 4: Ability Score Improvement, Advanced Whip
Flavor: When Jester's Grand Finale is cast, a Techniques
breathtaking array of colors bursts forth from the Level 5: Extra Attack 2, Enhanced Arcane Whip
caster's hands, emanating in pulsating waves that Level 6: Subclass Feature
spread across the designated area. The air fills with Level 7: Whip Defense
melodious laughter, chiming bells, and soothing Level 8: Ability Score Improvement, Superior Whip
whispers, while a sweet fragrance envelops the Mastery
surroundings, leaving everyone with a feeling of Level 9: Lash Dance
euphoria. The illusion shimmers and dances like Level 10: Extra Attack 3
living art, every movement leaving trails of iridescent Level 11: Improved Extra Attack
light behind. Spectral acrobats soar through the air, Level 12: Ability Score Improvement, Supreme Whip
mythical creatures parade through the streets, and Techniques
ethereal dancers glide gracefully, casting Level 13: Unerring Lash
mesmerizing spells of bewilderment and awe upon Level 14: Extra Attack 4
the enchanted audience. It's an otherworldly display Level 15: Extra Attack 5
that Level 16: Ability Score Improvement
Level 17: Extra Attack 6
Level 18: Extra Attack 7
Level 19: Ability Score Improvement
Level 20: Extra Attack 8
Equipment: A whip, a dagger, a component pouch
or an arcane focus, a set of light armor, a
dungeoneer's pack or an explorer's pack, whip-
making tools.

Multiclassing: Requires Dexterity 13 and Charisma


13. Proficiency Bonus is added to any Lash Savant
level for the purpose of determining spell slots.

Name: Lash Savant Flavor: Lash Savants are flamboyant, confident


Role: Damage Dealer / Controller individuals who combine their magical prowess with
Hit Die: d8 their uncanny skills with a whip. They are often seen
Primary Ability: Dexterity / Charisma as show-offs or daredevils, but their skills are
Saving Throws: Dexterity / Charisma undoubtedly effective.
Armor Proficiencies: Light armor
Weapon Proficiencies: Whips, daggers, darts, Usage: An Lash Savant is used to control the
slings battlefield with their whip and magic, keeping
Tool Proficiencies: Whip-making tools enemies at bay while dealing significant damage.
Skills: Choose two from Acrobatics, Arcana, They also excel in one-on-one duels, using their whip
Deception, Insight, Intimidation, Performance, to disarm or trip their opponents.
Persuasion
Spellcasting: Charisma is your spellcasting ability Combination Classes: Bard and Warlock can
for your Lash Savant spells. You use your Charisma complement the Lash Savant class for their
whenever a spell refers to your spellcasting ability. Charisma-based spellcasting and additional utility or
You use your Charisma modifier when setting the damage options.
saving throw DC for an Lash Savant spell you cast
and when making an attack roll with one. Your Limitations: While versatile and stylish, Lash
spellcasting focus is your magical whip. Savants may struggle in tight spaces where their
whip can't be used effectively. They also lack the

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Hexmaster Chapter 4 Basic Classes

defensive capabilities of more heavily-armored differently based on the subclass of the Lash Savant.
classes. For example, a Star Lash could have a whip that
glows with starlight and leaves a trail of stardust,
Variants: Each subclass represents a variant of the while a Shadow Lash might have a whip that
Lash Savant. appears to be made of pure shadow, almost
disappearing in low light.
Name: Arcane Whip
Level: 1st Level Flavor: When you summon your Arcane Whip, it
Description: You have learned to imbue your whip appears in a flash of energy that corresponds to your
with arcane energy, allowing it to lash out at enemies magical affinity—crackling electricity for a Storm
with magical force. This enhancement not only Lash, a burst of shadows for a Shadow Lash, or a
increases the lethality of your attacks but also sprinkle of stardust for a Star Lash. The whip itself
provides a range of creative applications. glows faintly with arcane power, leaving a trail of
energy when swung.
Usage: The Arcane Whip is primarily used in combat
to enhance your attacks, deal additional damage, Examples:
and provide crowd control. Outside of combat, it
could be used for a variety of tasks, such as In combat, an Lash Savant could use their Arcane
triggering traps from a safe distance, retrieving Whip to trip an enemy, causing them to fall prone.
distant items, or even performing flashy tricks to On their next turn, they summon the whip back to
impress an audience. their hand and strike the prone enemy for extra
damage.
Mechanics: When you choose this class feature at
1st level, you learn a ritual that creates a magical Outside of combat, an Lash Savant could use their
bond between yourself and one whip. You perform Arcane Whip to retrieve a key from a hook on the far
the ritual over the course of 1 hour, which can be side of a trapped room, avoiding the need to
done during a short rest. The whip must be within navigate the dangerous traps.
your reach throughout the ritual, at the conclusion of
which, you touch the whip and forge the bond. During a performance in a tavern, an Lash Savant
could use their Arcane Whip to perform dazzling
Once you have bonded a whip to yourself, you can't tricks, using the whip's magical glow and energy
be disarmed of that whip unless you are trails to enhance the spectacle.
incapacitated. If it is on the same plane of existence,
you can summon that whip as a bonus action on
your turn, causing it to teleport instantly to your hand. Name: Whip Mastery
Level: 1st Level
When you attack with your Arcane Whip, you use Description: You have honed your skills with the
your Charisma modifier, instead of Strength or whip to the point of mastery, enabling you to perform
Dexterity, for the attack and damage rolls. You also dazzling maneuvers and devastating strikes. This
add an extra 1d4 force damage to the damage roll. mastery also extends to the manipulation of your
This extra damage increases as you gain levels in whip, providing you with a unique set of utilities and
this class, increasing to 1d6 at 5th level, 1d8 at 11th combat options.
level, and 1d10 at 17th level.
Usage: Whip Mastery is primarily used in combat,
Limitations: The Arcane Whip only provides its allowing you to disarm opponents, trip them, or strike
benefits to you; in the hands of another, it is a regular with extra precision. Outside of combat, it can be
whip. The magical bond and damage enhancement used for a variety of tasks like snagging items from a
only apply to one whip at a time. If you attempt to distance, traversing gaps by latching onto something,
bond with a second whip, you must break the bond or impressing onlookers with a display of skill.
with the first.
Mechanics: At 1st level, you gain the following
Variants: While there are no inherent variants to the benefits when you use a whip:
Arcane Whip, its magical nature could be flavored

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Chapter 4 Basic Classes Hexmaster

You can use your bonus action to try to disarm a to catch up.
creature within your whip's reach. Make an attack roll
contested by the target's Strength (Athletics) or Name: Spellcasting
Dexterity (Acrobatics) check (the target chooses the Level: 2nd Level
ability to use). If you win the contest, the target drops Description: You have discovered an innate talent
one item of your choice that it's holding. for magic, allowing you to cast spells and infuse your
whip attacks with arcane energy. This adds a new
When you hit a creature with an opportunity attack layer of versatility to your abilities, providing you with
using your whip, the creature's speed becomes 0 for a wide array of tactical options.
the rest of the turn.
Usage: Spellcasting is used both in and out of
You can use your whip to make a ranged attack combat. In combat, spells can be used to damage
against an object within 10 feet of you. If the object enemies, control the battlefield, or protect yourself
can be reasonably snagged or hooked (at DM's and your allies. Out of combat, spells can provide
discretion), you can pull it towards you or manipulate utility, such as healing wounds, overcoming
it in some way. obstacles, or gathering information.

Limitations: Whip Mastery is only effective when Mechanics: By 2nd level, you have learned to draw
using a whip. It doesn't grant any benefits when on arcane magic, which is represented by spell slots
using other weapons. Moreover, certain uses, like and spells known. You have 2 1st-level spell slots
snagging items or disarming, are subject to DM and know two 1st-level spells of your choice from the
discretion and may not be possible in all Lash Savant spell list. The spells known column of
circumstances. the Lash Savant table shows when you learn more
spells of your choice.
Variants: There are no inherent variants to Whip
Mastery, but the unique stunts performed with the Charisma is your spellcasting ability for your spells.
whip could be flavored differently based on the You use your Charisma whenever a spell refers to
character's background or personality. your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC
Flavor: With Whip Mastery, you move with a for a spell you cast and when making an attack roll
dancer's grace and a duelist's precision. Each crack with one.
of your whip is a symphony of power and control,
and your every gesture exudes an aura of effortless Spell save DC = 8 + your proficiency bonus + your
mastery. Your whip seems almost alive in your Charisma modifier
hands, responding to your slightest whim.
Spell attack modifier = your proficiency bonus + your
Examples: Charisma modifier

In combat, you use your whip to disarm an enemy You can use your Arcane Whip as a spellcasting
spellcaster, pulling the focus from their hands and focus for your Lash Savant spells.
rendering them unable to cast certain spells.
Limitations: The number of spells you can cast per
During an exploration, you use your whip to snag a day is limited by your spell slots, and you must
key hanging high on a wall, avoiding the need to complete a long rest to regain expended spell slots.
climb a perilous surface. You can only cast spells that you know, and you can
only prepare a certain number of spells each day
In a social setting, you might perform a series of based on your Lash Savant level and Charisma
intricate whip maneuvers, impressing the onlookers modifier.
and gaining favor with the local populace.
Variants: There are no inherent variants to the
In a chase, you could use your whip to trip an Spellcasting feature, but the selection of spells and
escaping enemy when they provoke an opportunity the way you cast them can greatly vary between
attack, halting their progress and allowing your allies different Lash Savants, allowing for a high degree of

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Hexmaster Chapter 4 Basic Classes

customization and personal flavor. Prestidigitation


Ray of Frost
Flavor: When you cast a spell, your Arcane Whip Shocking Grasp
crackles with magical energy, its glow intensifying as
you channel your magic through it. Depending on the 1st Level:
nature of the spell, this might produce various visual Absorb Elements
and auditory effects – a healing spell might cause the Burning Hands
whip to glow with a soothing light, while an offensive Color Spray
spell could make it crackle with destructive energy. Expeditious Retreat
Feather Fall
Examples: Mage Armor
Magic Missile
In combat, you could cast a spell like "Thunderwave" Shield
through your Arcane Whip, causing it to crackle with Thunderwave
thunderous energy and unleash a wave of force that Witch Bolt
sends enemies flying.

Out of combat, you might use your "Cure Wounds"


2nd Level:
spell to heal an injured ally, your whip glowing with a Blur
soft, warm light as you channel the healing magic. Darkness
Enhance Ability
During an investigation, you could cast "Detect Flame Blade
Magic" to check for magical auras, your whip serving Gust of Wind
as a mystical dowsing rod that points towards Heat Metal
sources of magical energy. Invisibility
Mirror Image
Scorching Ray
Web

3rd Level:
Blink
Counterspell
Dispel Magic
Flame Arrows
Fly
Lightning Bolt
Slow
Thunder Step
Vampiric Touch
Wind Wall

4th Level:
Elemental Bane
Fire Shield
Greater Invisibility
Ice Storm
Stoneskin
Cantrips: Wall of Fire
Booming Blade
Green-Flame Blade
Mage Hand
5th Level:
Cone of Cold
Mending
Destructive Wave
Minor Illusion
Flame Strike

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Chapter 4 Basic Classes Hexmaster

Hold Monster masterful control; the Serpent's Lash is an elegant


Wall of Force dance of swift parries and ripostes.

Examples: The Thresher's Lash is used to maximize


Name: Lash Style damage, especially when surrounded by multiple
Level: 2nd foes. The Wrangler's Lash is best used to isolate a
Description: The Lash Savant develops a unique strong enemy, keeping them at a distance while
combat style with their magical whip, leveraging its allies focus on other threats. The Serpent's Lash is
distinctive properties to control the battlefield. Upon perfect for dueling powerful single opponents,
reaching the 2nd level, the Lash Savant selects one allowing the Lash Savant to evade their attacks while
of the following Lash Styles: the Thresher's Lash, the retaliating with precise strikes.
Wrangler's Lash, or the Serpent's Lash. Each style
offers a unique combat tactic, emphasizing either
damage, control, or defense.
Name: Advanced Whip Techniques
Usage: The Lash Style is typically used in combat to Level: 4
influence the tide of battle. Depending on the chosen Description: At 4th level, an Lash Savant has honed
style, it may be used to optimize damage output, their skills with the whip to an exceptional degree,
control the movement and positioning of enemies, or capable of performing intricate maneuvers that
bolster personal defenses. combine martial prowess with arcane energy.
Advanced Whip Techniques allow an Lash Savant to
Mechanics: Upon choosing a Lash Style, the Lash broaden their combat capabilities, using their whip to
Savant gains a specific feature related to that style: disarm enemies, grapple, and even redirect spells.

Thresher's Lash: When you engage in two-weapon Usage: Advanced Whip Techniques are typically
fighting, you can add your ability modifier to the used in combat situations, though their utility can
damage of the second attack. Additionally, your whip also extend to other scenarios where dexterity and
attacks deal an extra 1d4 damage. control with a whip are beneficial.

Wrangler's Lash: When you hit a creature with your Mechanics: Advanced Whip Techniques are divided
whip, you can attempt to grapple the creature as a into three distinct maneuvers:
bonus action. The range of your grapple increases to
match the reach of your whip. Arcane Disarm: As a reaction, when a creature you
can see within your whip's reach makes an attack,
Serpent's Lash: When a creature makes an attack you can attempt to disarm them. Make an attack roll
against you, you can use your reaction to gain a +2 with your whip against the attacker's attack roll. If you
bonus to AC against that attack, potentially causing it succeed, the attack is negated, and the attacker
to miss. drops one item of your choice it's holding.

Limitations: The Lash Savant must select one Lash Whip Grapple: As an action, you can attempt to
Style at the 2nd level and cannot change it later. The grapple a creature within your whip's reach. Make a
bonus from Serpent's Lash can only be used if the melee attack roll with your whip against the target's
Lash Savant is wielding a whip and can see the AC. If you hit, the creature is grappled until it
attacker. escapes or you let it go. The grappled creature's
speed becomes 0, and it can't benefit from any
Variants: The Lash Styles can be adapted to fit bonus to its speed. While grappled, you can drag the
different campaign settings or character concepts creature up to half your speed as part of your
with the Hex Master's permission. movement.

Flavor: The Lash Styles manifest as a visible shift in Spell Lash: As a reaction, when a creature you can
the Lash Savant's fighting stance and whip handling. see within your whip's reach casts a spell, you can
The Thresher's Lash is a flurry of fast, brutal strikes; attempt to redirect it. Make an attack roll with your
the Wrangler's Lash involves deft maneuvers and whip against the caster's spell save DC. If you

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Hexmaster Chapter 4 Basic Classes

succeed, you change the spell's target to a new one Additionally, it gains a +1 bonus to attack and
within range. damage rolls. The reach of the whip also increases
from 10 feet to 15 feet, allowing the Lash Savant to
Limitations: Each of these techniques can only be strike foes from an even greater distance.
used once per short or long rest. You must be
wielding your arcane whip to use these techniques. When casting a spell that requires a melee spell
attack, the Lash Savant can choose to deliver the
Variants: Certain subclass features may enhance or spell through the whip. This means the spell's range
modify these techniques. For example, a Star Lash becomes the reach of the whip, and the Savant uses
Savant might be able to disarm enemies at a greater the whip's attack roll for the spell. The spell must be
range, while a Shadow Lash Savant could use their one that the Savant has prepared and must not have
whip to grapple and pull enemies into areas of a self range.
darkness.
Limitations: The Enhanced Arcane Whip feature
Flavor: When an Lash Savant employs these requires the Lash Savant to wield their specific
techniques, their whip crackles with arcane energy, magical whip. If the whip is lost or destroyed, the
leaving trails of starlight, shadows, or elemental Savant must undergo a special ritual during a long
sparks (depending on their subclass) in the air. The rest to reform their arcane whip.
whip moves with supernatural speed and precision,
ensnaring enemies, disarming foes, and even Variants: Depending on the subclass chosen, the
catching spells mid-air to hurl them back at their Enhanced Arcane Whip feature could have additional
caster. properties. For example, a Star Lash Savant's whip
might deal radiant damage, while a Shadow Lash
Examples: An Lash Savant could use the Arcane Savant's whip might deal necrotic damage, and a
Disarm to prevent an enemy archer from releasing Storm Lash Savant's whip might deal lightning
an arrow, the Whip Grapple to pull an ally out of damage.
danger, or the Spell Lash to redirect a fireball back at
the enemy mage. These techniques could also be Flavor: When the Lash Savant wields their
used in non-combat situations, such as using the Enhanced Arcane Whip, the air around them hums
whip to retrieve a key from a distance or to grapple a with power. The whip itself pulses with arcane
ledge and swing across a chasm. energy, lighting up dim areas with a soft glow and
leaving trails of magical residue in the air with every
crack. The sound of the whip crackling through the
Name: Enhanced Arcane Whip air is almost musical, a symphony of controlled
Level: 5th chaos and raw power.
Description: As an Lash Savant grows in power, so
too does their magical whip. At the 5th level, their Examples: In combat, an Lash Savant might use
bond with this otherworldly weapon deepens, their Enhanced Arcane Whip to deliver a 'Shocking
granting them the ability to channel more potent Grasp' spell to an enemy standing 15 feet away,
spells and enhanced physical capabilities through using the whip's extended reach. Outside of combat,
their whip. This enhanced whip now ripples with a Savant could use the whip's reach and precision to
amplified arcane energy, its lash crackling with trip a distant lever or retrieve an out-of-reach object.
magical force that empowers every attack. They might even use the whip's light to navigate a
dark corridor. With their whip, an Lash Savant is a
Usage: This feature is a cornerstone of an Lash versatile and formidable adventurer.
Savant’s combat abilities, and is used frequently in
battle to deal with enemies both near and far. The
arcane enhancement also has various utility uses 7th level: Whip Defense
outside of combat, such as manipulating objects at a Name: Whip Defense
distance or weaving complex spellwork. Level: 7th level
Description: Whip Defense enhances the Lash
Mechanics: The Enhanced Arcane Whip now deals Savant's defensive capabilities, allowing them to
1d8 damage as opposed to the standard whip's 1d4. manipulate their whip to deflect attacks and protect

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Chapter 4 Basic Classes Hexmaster

themselves. where the Lash Savant becomes a whirlwind of fluid


Usage: Whip Defense is primarily used during motions and deadly lashings. It can also be utilized
combat situations to enhance the Lash Savant's outside of combat for impressive displays,
survivability by parrying incoming attacks and turning performances, or as a means of intimidation.
their whip into a shield-like barrier. Mechanics: As an action, the Lash Savant enters
Mechanics: When you are wielding your magical the Lash Dance, which lasts for 1 minute. During this
whip, you gain a bonus to your AC equal to your time, the following effects occur:
Charisma modifier (minimum of +1). This bonus Enhanced Attacks: The Lash Savant gains a bonus
applies even if you're not using your whip to make an to their attack rolls with their magical whip equal to
attack. their Charisma modifier.
Limitations: Whip Defense requires the Lash Increased Speed: The Lash Savant's movement
Savant to be wielding their magical whip to benefit speed increases by 10 feet.
from the increased AC. If they are disarmed or Whirling Strikes: Whenever the Lash Savant hits a
choose not to wield their whip, they do not receive creature with an attack using their magical whip, they
the bonus to AC. can choose to attempt a Whirling Strike. The target
must make a Dexterity saving throw against the Lash
Name: Superior Whip Mastery Savant's spell save DC. On a failed save, the target
Level: 8th level takes an additional 1d8 force damage and is
Description: The Lash Savant has honed their whip- knocked prone. On a successful save, the target
wielding skills to a fine art, allowing them to use their takes half damage and isn't knocked prone.
whip with increased precision, control, and power, Limitations: The Lash Savant can use the Lash
while adding new tactical options in combat. Dance feature a number of times equal to their
Usage: Superior Whip Mastery is used in combat to Charisma modifier (minimum of 1). They regain
enhance the Lash Savant's whip attacks and utility, expended uses after finishing a long rest.
as well as to perform unique maneuvers that Additionally, while in Lash Dance, the Lash Savant
capitalize on the whip's long reach and flexibility. cannot cast spells that require concentration.
Mechanics: Upon reaching 8th level, the Lash Name: Supreme Whip Techniques
Savant gains the following benefits: Level: 12th level
The range of the whip increases by 5 feet, allowing Description: At 12th level, you have honed your
for greater reach and control over the battlefield. whip techniques to a supreme level, gaining
When making an attack roll with a whip, the Lash additional capabilities and mastery over your chosen
Savant can choose to target a specific body part of weapon.
the enemy. On a successful hit, the target suffers a Usage: Supreme Whip Techniques enhance your
unique debuff based on the body part targeted, as combat prowess and provide you with new tactical
follows: options in both melee and ranged engagements.
Legs: The target's speed is reduced by 10 feet for 1 Mechanics:
minute. Greater Reach: The range of your whip attacks
Arms: The target has disadvantage on attack rolls increases by 10 feet, allowing you to strike at foes
with one weapon or shield of the Lash Savant's from a greater distance.
choice for 1 minute. Disarming Strike: When you hit a creature with a
Head: The target has disadvantage on Wisdom melee attack using your whip, you can choose to
(Perception) checks and cannot cast spells with attempt a disarming strike. The target must make a
verbal components for 1 minute. Strength saving throw (DC = 8 + your proficiency
bonus + your Dexterity modifier) or drop one weapon
Name: Lash Dance or item of your choice that they are holding.
Level: 9th level Arcane Lash Mastery: Your Lash Savant spells gain
Description: The Lash Savant learns the graceful additional benefits:
art of the Lash Dance, a mesmerizing display of whip Spells that require a spell attack roll have advantage
mastery and arcane power. This feature allows the when cast through your magical whip.
Lash Savant to unleash a flurry of devastating strikes Spells that require a saving throw from the target
with their magical whip, swiftly moving through the have their saving throw DC increased by 1.
battlefield with elegance and precision. The range of your spells with a range of touch is
Usage: Lash Dance is primarily used in combat, increased to 10 feet when cast through your magical

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whip.
Lethal Precision: When you hit a creature with a whip
attack, you can choose to maximize the damage
from one of the weapon's damage dice. This ability
can be used once per turn.
Limitations:
Disarming Strike: You can use this feature a number
of times equal to your Charisma modifier (minimum
of 1). You regain all expended uses after finishing a
long rest.
Lethal Precision: You can use this feature once per
turn.

Name: Unerring Lash


Level: 13th level
Description: Unerring Lash is a class feature that
enhances the Lash Savant's mastery over their
magical whip, granting them increased range and the
ability to target specific pieces of equipment worn by
their opponents.
Usage: Unerring Lash is primarily used during
combat encounters, allowing the Lash Savant to
strike from a greater distance and strategically
disable or disarm their foes by targeting specific
items they carry.
Mechanics: With Unerring Lash, the whip range of
the Lash Savant increases by 10 feet. This extension
allows them to engage enemies from a safer
distance or reach elusive foes that try to keep their
distance. Furthermore, the Lash Savant gains the
ability to target specific pieces of equipment worn by
their opponents. When making an attack with their
whip, they can choose to aim for a particular item,
such as a weapon, shield, or piece of armor,
attempting to disable or disarm their foe. The Lash
Savant makes an attack roll as usual, using their
spellcasting ability modifier (Charisma) and
proficiency bonus. If the attack hits, the target must
make a Dexterity saving throw (DC = 8 + Charisma
modifier + proficiency bonus) or have the targeted
equipment damaged or disarmed. The specific effect
depends on the nature of the targeted item and the
DM's discretion.
Limitations: Unerring Lash requires the use of the
magical whip, which serves as the Lash Savant's
spellcasting focus. The feature can only target
equipment worn or carried by opponents and does
not work on objects or environmental elements. The
Lash Savant must still overcome any resistances or
immunities the target may possess, and the targeted
item's durability and strength may affect the success
of disarming or damaging it.

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Name: Lord - A martial weapon of your choice


Role: Commander and Ruler - A diplomat's pack or an explorer's pack
Hit Die: d12 - A suit of scale mail armor, a shield, and a symbol of
Primary Ability: Charisma your lordship
Saving Throws: Wisdom, Charisma - A purse containing 250 gold pieces
Armor Proficiencies: Light armor, medium armor,
heavy armor, shields Requirements: None
Weapon Proficiencies: Simple weapons, martial
weapons Appearance:
Tool Proficiencies: None A Lord in Maxxia is a commanding figure, exuding an
Skills: Choose any three skills from the following: air of authority and confidence. Clad in regal attire
Persuasion, Intimidation, Insight, History, Perception adorned with symbols of their status, they often wear
elaborate crowns or headdresses. Their presence is
Class Overview: grand, with a dignified posture and a commanding
The Lords of Maxxia are born leaders and skilled gaze that demands respect from those around them.
commanders who excel at marshaling forces and
ruling over vast domains. From humble beginnings Limitations:
as the commander of a small squad of soldiers, they While Lords excel in commanding and ruling, they
rise to become the rulers of mighty empires, might lack the combat prowess of other classes.
commanding armies, managing logistics, and They rely on their followers and troops to handle
influencing the political landscape of the world. While dangerous situations while they focus on strategic
combat is not their primary focus, they possess the planning and social maneuvering.
charisma and skills necessary to navigate complex
social interactions and lead their followers to victory. Organizations:
1. The Imperial Council: A secretive organization
comprising influential Lords who conspire to shape
Level Progression: the fate of the world through political machinations.
1st: Loyal Troops, Inspiring Leadership 2. The Vanguard Legion: A renowned order of elite
2nd: Master Strategist's Insight soldiers who pledge their allegiance to the Lords,
3rd: Courtly Influence serving as their personal bodyguards and enforcers.
4th: Advanced Logistics 3. The Guild of Merchants: A powerful consortium of
5th: Vassal Dominion traders and merchants who seek to gain favor with
6th: Grand Strategist the Lords, leveraging their economic influence for
7th: Diplomatic Envoys political advantage.
8th: Empirical Vision
9th: Sovereign Rule Notable Users:
10th: Architect of Power 1. Lord Arcturus Ironheart: Known as the Iron
11th: Eternal Legacy Emperor, he united warring factions under his rule
12th: Royal Court and led a prosperous era of peace and technological
13th: Realm Unification advancement.
14th: Master Administrator 2. Lady Seraphina Duskborne: A skilled diplomat and
15th: Imperial Decree strategist, she negotiated complex treaties and
16th: Supreme Authority alliances, preventing a catastrophic war and bringing
17th: Ascendant Sovereign prosperity to her realm.
18th: Omnipotent Emperor 3. Baron Roland Blackthorn: A shrewd administrator,
19th: Eternal Sovereignty he transformed his humble barony into a thriving
20th: Cosmic Edict trade hub, attracting merchants from all corners of
Maxxia.
Equipment:
- A set of fine clothes Adventure Hooks:
- Signet ring 1. A Rebellion Stirs: The Lord receives news of an
- Scroll case filled with maps and logistical uprising in one of their vassal territories. They must
documents navigate the delicate balance of quelling the rebellion

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while maintaining the loyalty of other vassals. - Troop Proficiency: The troops are proficient with
2. The Diplomatic Summit: The Lord is invited to a light armor and simple weapons. They are skilled in
prestigious diplomatic summit where they must the use of shields and can wear medium armor if
negotiate alliances, trade agreements, and navigate provided. The soldiers' statistics are as follows:
the treacherous political landscape to secure their - Hit Points: The soldiers have a hit die of d8 and
interests. have a number of hit points equal to their maximum
3. The Lost Artifact: Legends speak of an ancient hit points plus their Constitution modifier.
artifact hidden deep within the ruins beneath Maxxia. - Armor Class: The soldiers have an Armor Class of
The Lord assembles a team of experts and sets out 15 when wearing light or medium armor and wielding
on an expedition to retrieve this powerful relic, which a shield.
could shift the balance of power in their favor. - Attack Bonus: The soldiers have a +3 bonus to hit
with their weapons.
Variants: - Damage: The soldiers deal 1d6 + 1 slashing
1. Archduke: This variant is available to nobles who damage with their melee weapons and have a
hail from powerful and ancient bloodlines. They ranged attack with a range of 80/320 feet, dealing
possess additional abilities related to bloodline 1d8 + 1 piercing damage.
heritage and can call upon ancestral spirits for - Obedient Minions: The soldiers follow the Lord's
guidance. commands without question and act as a cohesive
2. Warlord: This variant focuses more on combat unit. They have a base Wisdom saving throw of +1
prowess and leading troops in battle. They gain and a Charisma saving throw of +1.
additional features related to tactics and - Tactical Advantage: The presence of loyal troops
commanding armies, making them formidable gives the Lord advantage on Charisma (Intimidation)
military leaders. checks when dealing with non-hostile creatures. The
troops' intimidating presence helps the Lord assert
their authority and persuade others to comply with
Comments: their wishes.
Ah, the Lords of Maxxia, masters of diplomacy and - Rallying Call: Once per long rest, as an action, the
rulers of nations. They command with grace and Lord can use their commanding presence to inspire
cunning, shaping the world to their whims. While their troops. This grants all allied creatures within 30
combat might not be their forte, the influence they feet of the Lord advantage on their next attack roll or
wield can shape the very course of history. Beware, saving throw. This effect lasts for 1 minute.
though, for power can be both a blessing and a
curse. The Lords of Maxxia must navigate The Lord's Loyal Troops feature grants them a loyal
treacherous waters, where allies can quickly turn into group of soldiers who are ready to follow their
enemies, and even the most loyal subjects may commands and support them in various tasks.
harbor their own ambitions. A Lord's true strength Whether it's conducting diplomatic negotiations,
lies not in the swing of a sword, but in the hearts and establishing a presence in a new territory, or leading
minds they command. a small expedition, the troops are invaluable assets.
Their combat proficiency, coupled with the Lord's
Name: Loyal Troops natural charisma, allows for easier social interactions
Level: 1st and strategic advantages when navigating the world.
Description: The Lord has a small group of loyal While not an overpowering force, the troops serve as
troops at their command, ready to carry out their a solid foundation for the Lord's rise to power and
orders and serve their cause. influence.
Mechanics:
- Number of Troops: The Lord starts with a loyal 1st: Domain
retinue of 10 soldiers who are always ready to follow Name: Noble Dominion
their commands. Level: 1st
- Follower Upkeep: The Lord must maintain the Description: As a Lord, you possess a domain over
loyalty and well-being of their troops. This requires which you hold authority and influence. This domain
providing them with food, shelter, and appropriate represents the lands, resources, and people under
compensation. The cost of maintaining the troops is your rule. Through your noble dominion, you can
equal to 1 gold piece per day per soldier. exercise your power, gather information, and shape

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Chapter 4 Basic Classes Hexmaster

the world around you. responsibilities, requiring you to balance your


rulership with your adventuring pursuits.
Mechanics: - Downtime Activities: Between adventures, you can
- Domain Size: Your domain initially consists of a spend your time managing your domain, engaging in
small territory encompassing a village, castle, or a administrative tasks, making important decisions,
few key locations. As you advance in levels, your and resolving issues. This can involve conducting
domain expands, allowing you to control larger courtly affairs, overseeing construction projects,
regions, such as towns, cities, provinces, or even resolving disputes, passing laws, organizing
entire kingdoms. festivities, hosting diplomatic events, or strategizing
- Ruling Abilities: Your noble dominion grants you military campaigns. These downtime activities can
specific abilities and benefits that reflect your have tangible effects on your domain, such as
command and rulership: increasing its wealth, stability, or defense
- Command Center: You establish a command capabilities.
center within your domain, which serves as your - Customization: The specifics of your domain,
base of operations. This could be a magnificent including its geography, resources, culture, and
palace, a fortified keep, or a grand hall. The challenges, are customizable. You can work with
command center provides various amenities and your Hex Master to shape your domain, tailoring it to
resources, including quarters for your loyal troops, fit your character's backstory, aspirations, and the
archives with historical records, diplomatic campaign setting.
chambers, and facilities for conducting courtly affairs.
- Influence Network: Your network of loyal agents,
messengers, and spies are spread throughout your
domain, gathering information, maintaining order,
and serving as your eyes and ears. You can dispatch
them to carry out tasks, gather intelligence, and
influence local politics or events.
- Taxation and Resources: As the ruler, you collect
taxes and tribute from your subjects, generating a
steady income and acquiring valuable resources for
your endeavors. The amount of wealth and
resources you can gather depends on the size and
prosperity of your domain.
- Subjects and Followers: Your domain is populated
by various individuals, including peasants, craftsmen,
nobles, and other influential figures. You have the
power to recruit loyal followers, such as advisors,
warriors, spellcasters, and skilled artisans, who
pledge their allegiance to you and aid you in your
endeavors. These followers can provide valuable
assistance in areas such as administration,
diplomacy, logistics, or even combat if needed.
- Political Influence: Your status as a Lord grants
you the ability to interact with other rulers, nobles,
and factions, and exert political influence. Through
diplomacy, negotiations, alliances, and intrigue, you
can shape the geopolitical landscape, forge Name: Master Strategist's Insight
alliances, secure trade routes, and manipulate the Level: 2nd
balance of power. Description: As a Lord, your tactical expertise and
- Domain Expansion: As you progress in level, your strategic mind enable you to perceive battlefield
domain expands in size and influence, allowing you conditions with unparalleled clarity. Your keen
to gain control over larger territories, unlock new observations and understanding of military tactics
resources, and attract more followers. This growth allow you to provide invaluable guidance to your
presents new opportunities, challenges, and allies, increasing their combat effectiveness and

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Hexmaster Chapter 4 Basic Classes

granting them a tactical advantage. into your realm. The stipend is automatically
Mechanics: Once per short rest, as an action, you deposited into your personal treasury every month,
can activate Master Strategist's Insight, enabling you even if you are not actively managing your domain.
to assess the battlefield and convey critical
information to your allies. For the next minute, you 2. Patronage: Your position as a Lord grants you
gain the following abilities: access to a network of loyal merchants, craftsmen,
and suppliers. Whenever you are in a settlement or
1. Tactical Awareness: You have advantage on all city, you may call upon your connections to provide
Wisdom (Perception) checks made to perceive and you with goods and services. You receive a discount
understand the battlefield. Additionally, you can of 20% on all purchases made in settlements where
discern the location of any invisible creatures within your influence is acknowledged.
60 feet of you.
3. Domain Management: You gain the ability to
2. Superior Command: Whenever you use the Help manage your domain efficiently. You may spend 1
action to aid an ally in making an attack roll, ability hour per day overseeing the administrative tasks of
check, or saving throw, the target gains a bonus to your realm, such as taxation, infrastructure
the roll equal to your Charisma modifier (minimum of development, and resource allocation. By doing so,
+1). This bonus increases to twice your Charisma you can influence the prosperity and stability of your
modifier at 6th level and triples at 14th level. domain. At the end of each month, you may make a
Charisma check. The result determines the
3. Battlefield Coordination: As a bonus action on your economic growth of your domain and the amount of
additional income you gain. On a success, you gain
turn, you can direct one friendly creature within 60 a bonus to your monthly stipend equal to your
feet of you to move up to half its movement speed or Charisma modifier multiplied by your character level.
make one weapon attack against a creature of your
choice. This ability can be used a number of times 4. Noble Hospitality: Your status as a Lord allows
equal to your Charisma modifier (minimum of once), you to secure lodging and provisions at no cost when
and you regain expended uses after finishing a short staying within your own domain. You and your party
or long rest. can enjoy the finest accommodations and the most
sumptuous feasts, befitting your noble status. This
4. Tactical Insight: Once per round, when you or an benefit extends to a number of followers equal to
ally within 60 feet of you makes an attack roll, ability your Charisma modifier who accompany you.
check, or saving throw, you can use your reaction to
provide guidance. The target gains a bonus to the 5. Banking Network: Your vast wealth enables you to
roll equal to your Charisma modifier (minimum of +1). establish a banking network throughout your domain.
You may designate a central bank within your realm
Name: Lordly Stipend where you can deposit excess funds and valuables
Level: 2nd for safekeeping. This bank is considered secure and
Description: As a Lord, you possess the ability to offers a reliable method of storing and transferring
access and manage vast resources and wealth. Your wealth. In addition, you gain access to banking
influence and position grant you a steady stream of services such as loans, investments, and foreign
income, allowing you to maintain your dominion, currency exchange.
support your followers, and fund ambitious
endeavors. Lordly Stipend exemplifies your ability to manage
Mechanics: At 2nd level, you gain the following finances, utilize your connections, and oversee the
benefits: affairs of your domain. It ensures that you have a
steady income, discounted access to goods and
1. Financial Acumen: Your understanding of services, and the means to govern and develop your
economics and wealth management allows you to realm. With these resources at your disposal, you
generate a consistent income. You receive a monthly can focus on the intricacies of ruling and shaping the
stipend of gold pieces equal to 10 times your world around you.
character level. This stipend represents the revenue
from taxes, tributes, trade, and other sources flowing Name: Courtly Influence

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Chapter 4 Basic Classes Hexmaster

Level: 3rd Lord becomes a force to be reckoned with in the


Description: realm of politics, establishing their dominance
Courtly Influence represents the Lord's mastery of beyond the battlefield.
social dynamics and political maneuvering within the
halls of power. This ability allows the Lord to exert
their authority and influence over courtly Name: Master of Supply Chains
proceedings, gaining the upper hand in negotiations, Level: 4th
securing alliances, and navigating delicate political Description: With your extensive knowledge and
situations with finesse. expertise in logistics, you have become a master at
managing and optimizing the flow of resources and
Mechanics: supplies. Your understanding of transportation,
- Skill Enhancement: The Lord gains proficiency in distribution, and organization allows you to ensure
the Persuasion skill if they do not already have it. If that your allies are always well-equipped and
they do, they can choose one additional skill from the prepared for any situation.
following options: Insight, History, or Perception. Mechanics:
- Courtly Presence: The Lord's commanding aura - Whenever you are in a settled location, such as a
and refined demeanor grant them advantage on town or a stronghold, you can utilize your Advanced
Charisma (Persuasion) checks made during social Logistics feature to establish and maintain a supply
interactions within formal court settings, such as network. This network allows you to procure various
royal gatherings, council meetings, or diplomatic resources and supplies for yourself and your allies.
negotiations. Additionally, when the Lord makes a - The range of your supply network extends to a
Charisma (Persuasion) check to establish or radius of 100 miles from your current location.
strengthen diplomatic ties, they add double their - You can use your action to manage your supply
proficiency bonus. network. By doing so, you make arrangements for
- Courtier's Insight: Through their astute observations the acquisition, transportation, and distribution of
and deep understanding of courtly protocols, the resources.
Lord can discern hidden motives and intentions - The effectiveness of your supply network depends
during courtly affairs. As an action, the Lord can on your level and the resources available in the area.
make a Wisdom (Insight) check contested by the At 4th level, you can ensure a steady supply of
Charisma (Deception) check of a creature they can mundane items, such as weapons, armor, rations,
see within 30 feet. On a success, the Lord gains and general equipment. This allows you and your
insight into the creature's true intentions, allowing allies to replenish or replace worn-out or lost gear
them to better navigate the political landscape. The without having to spend time searching for shops or
Lord can use this ability a number of times equal to relying on chance encounters.
their Charisma modifier (minimum of 1), regaining - You have a budget of 500 gold pieces per week to
expended uses after a long rest. maintain your supply network. This covers the costs
- Favor of the Crown: The Lord's status and of acquiring and transporting the necessary
reputation precede them, opening doors to exclusive resources. If the cost of a particular item exceeds
opportunities and resources. Once per long rest, the your budget, you may need to spend additional time
Lord can call upon their connections to gain an or resources to acquire it.
audience with a powerful figure, influential council, or - The time required to manage your supply network
noble court. This can be used to request assistance, depends on the complexity of the task and the
gather information, or propose mutually beneficial distance involved. Typically, it takes a minimum of
alliances. The specific outcome and details of the one hour to organize the acquisition and
interaction are determined by the Hex Master, taking transportation of resources within your network's
into account the circumstances and the NPC's range.
disposition. - Your supply network is subject to various factors,
such as availability, demand, and potential
The Courtly Influence feature embodies the Lord's interruptions. These factors can affect the availability
ability to navigate the complex web of political and cost of resources, especially in regions affected
intrigue, secure support from influential figures, and by conflicts, disasters, or scarcity.
maintain a favorable standing in courtly circles. With - Your Master of Supply Chains feature allows you to
their enhanced social skills and astute insights, the negotiate favorable deals and discounts when

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Hexmaster Chapter 4 Basic Classes

acquiring resources, reducing the cost of mundane 1. Vassal Recruitment: The Lord can spend time and
items by 10% when using your supply network. resources to recruit loyal vassals to serve under their
- Your supply network is not limited to just mundane banner. This process takes 1 week and requires the
items. As you progress in levels, you gain the ability Lord to travel to various regions, hold court, and
to acquire rare or magical items, specialized engage in negotiations. The Lord can recruit a
equipment, and even unique services, provided they number of vassals equal to their Charisma modifier +
are available within your network's range and fall their Lord level. These vassals can provide various
within your budget. benefits such as gathering information, managing
- While your Master of Supply Chains feature logistics, or performing tasks on behalf of the Lord.
primarily focuses on logistics and resource 2. Domain Expansion: The Lord can use their Courtly
management, it also extends to personnel. You can Influence and Diplomatic Envoys abilities to expand
use your supply network to recruit and train new their domain and influence. By engaging in
followers or hire skilled individuals, such as artisans, diplomatic negotiations, political maneuvers, and
sages, or experts in specific fields. These followers alliances with other rulers, the Lord can gain control
can provide support, expertise, and assistance in over new territories, establish trade agreements, and
various non-combat activities, such as crafting, strengthen their overall power. The specific
research, or diplomacy. mechanics of domain expansion should be
- The number and quality of followers you can discussed with the Hex Master, taking into account
acquire depend on your level and the availability of the campaign setting and the Lord's actions.
suitable candidates within your network's range. At 3. Vassal Support: The Lord's vassals are loyal
4th level, you can have up to five followers, each with followers who will carry out their commands faithfully.
their own skills and abilities, though they are not The Lord can delegate tasks to their vassals, such as
combat-oriented. managing logistics, conducting research, or
- Managing your supply network and followers gathering resources. This allows the Lord to focus on
requires your attention and supervision, but you can higher-level decision-making and strategic planning.
delegate tasks to trusted individuals, ensuring the The Lord can send their vassals on missions or
smooth operation of your logistics and support assignments, and the success of these tasks will
network even when you are engaged in other depend on the vassals' abilities and the Lord's
activities or absent from the location. instructions.
- Your Master of Supply Chains feature reinforces 4. Tribute and Taxation: As the Lord's dominion
your reputation as a skilled commander and ruler. expands, they can impose tribute and taxation on the
The efficiency and effectiveness of your supply lands under their control. This provides a steady
network can influence your standing in the region, stream of income and resources, which can be used
potentially attracting loyal subjects, trade to fund infrastructure projects, support their military,
opportunities, and alliances with other powerful or invest in various ventures. The amount of tribute
individuals or factions. and taxation collected depends on the Lord's
- Your Master of Supply Chains feature also grants Diplomatic Envoys ability, the prosperity of the
you access to information and rumors related to controlled territories, and the Lord's reputation.
resources, trade routes, and potential opportunities 5. Political Influence: The Lord's position and
within your network's range. This knowledge can be reputation grant them considerable sway over the
valuable for planning future endeavors, identifying political landscape. They can negotiate alliances,
potential threats, or discovering hidden treasures. broker peace treaties, or influence the decisions of
other rulers and influential figures. The Lord's
Name: Vassal Dominion Charisma modifier is added as a bonus to all
Level: 5th Charisma-based skill checks related to diplomacy,
Description: Vassal Dominion represents the Lord's persuasion, and political maneuvering. Additionally,
ability to exert their influence and establish dominion the Lord gains advantage on saving throws against
over a network of loyal vassals and subjects. attempts to manipulate or deceive them.
Through their commanding presence and persuasive 6. Lords' Council: At the 5th level of Vassal
skills, they can solidify their rule, expand their Dominion, the Lord gains the ability to establish a
domain, and gain significant advantages in non- Lords' Council, a gathering of influential individuals
combat situations. within their domain. This council consists of advisors,
Mechanics: generals, experts, and other notable figures who

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Chapter 4 Basic Classes Hexmaster

provide counsel and aid the Lord in their decision- on Dexterity saving throws against traps,
making. The Lords' Council can offer insights, environmental hazards, and effects that require quick
propose strategies, and even provide access to reflexes.
specialized knowledge or resources. The specific
benefits and composition of the council should be 3. Coordinated Effort: Whenever your allies make an
discussed with the Hex Master to ensure a balanced ability check, they can roll a d4 and add the number
and appropriate gameplay experience. rolled to the check.

Name: Grand Strategist 4. Strategic Maneuvers: Your allies' movement


Level: 6th speed increases by 10 feet, and they can use their
Description: As a Grand Strategist, your innate bonus action to Dash without expending any
understanding of warfare and strategic planning resources.
reaches new heights. You possess an uncanny
ability to analyze complex situations, predict Name: Diplomatic Envoys
outcomes, and devise ingenious plans. Your wisdom Level: 7th
and foresight grant you an advantage in matters of Description: As a Lord, you have developed a vast
tactics and logistics, making you an invaluable asset network of diplomatic envoys, emissaries, and
in both war and diplomacy. informants across the realms. This network allows
Mechanics: you to exert your influence, gather information, and
Range: Self engage in diplomatic endeavors with ease. Your
Duration: 1 hour (or until the plan is executed or envoys are skilled negotiators and possess a deep
circumstances change drastically) understanding of the political landscape, making
- Cooldown: Once per long rest them invaluable assets in your quest for power and
When you activate this feature, you enter a state of dominion.
deep concentration, accessing your strategic Mechanics:
brilliance. During this time, you can formulate a Range: Special
detailed plan to address a specific scenario or Duration: Instantaneous
objective. The plan can involve various aspects, 1. Diplomatic Connections: You gain proficiency in
including troop movements, resource allocation, the Diplomacy skill if you don't already have it.
diplomatic maneuvers, and other non-combat related Additionally, you can call upon your diplomatic
activities. network to arrange meetings or communicate with
individuals of importance in distant lands. Once per
While creating the plan, you have advantage on all long rest, you can send a diplomatic envoy to a
Intelligence (Investigation), Wisdom (Insight), and location of your choice within a range of 500 miles.
Charisma (Persuasion) checks related to gathering The envoy carries a message from you and attempts
information, assessing situations, and negotiating to establish contact or arrange a meeting with a
with others. Additionally, you can share the plan with specific individual or group. The success of the
your allies, granting them advantage on ability envoy's mission depends on the circumstances,
checks and saving throws made within the scope of personalities involved, and your relationship with the
the plan. target.

Executing the plan requires cooperation and 2. Insightful Intel: Your diplomatic envoys provide
synchronization among your allies. Once the plan is you with valuable information about the political
ready, you can spend an action to communicate the landscape, power struggles, and potential alliances.
details to your allies, providing them with precise Whenever you spend at least 1 hour interacting with
instructions and guidance. For the next hour, your your diplomatic network, you gain advantage on your
allies gain the following benefits: next History or Insight check related to the region or
individuals involved in the network's activities.
1. Combat Tactics: When your allies make an attack
roll against a creature, they gain a +2 bonus to the 3. Diplomatic Immunity: Your envoys enjoy a special
attack roll. status in most realms due to their association with
you. They are generally treated with respect and
2. Tactical Awareness: Your allies have advantage granted diplomatic immunity within reason. Your

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Hexmaster Chapter 4 Basic Classes

envoys can act as intermediaries, negotiating on


your behalf and helping to resolve conflicts or 1. Domain Sight: You gain the ability to see and
disputes peacefully. Whenever a conflict arises that comprehend an extensive amount of information
involves your envoys, you gain advantage on about your domain. You can perceive the locations of
Charisma (Persuasion) checks made to resolve the key landmarks, important resources, and significant
situation peacefully. structures within a radius of 10 miles per class level.
This allows you to strategize and plan more
4. Network Expansion: As you gain levels in the Lord effectively, ensuring the optimal utilization of your
class, your diplomatic network expands and resources and troops.
becomes more influential. At 11th level, the range of
your diplomatic envoy's missions increases to 1,000 2. Insightful Reconnaissance: You can mentally
miles. At 15th level, your envoys become highly scout areas or regions within your domain, even if
skilled at gathering information. Once per long rest, you are not physically present. By concentrating for 1
you can ask your envoys to investigate a specific minute, you can gain detailed knowledge of the
target or situation within their reach. They provide terrain, the presence of hostile forces, and significant
you with a detailed report, including information events or developments taking place in that area.
about key individuals, power dynamics, and potential This reconnaissance provides you with an advantage
opportunities or threats. in both military and political maneuvering.

5. Global Reach: At 18th level, your diplomatic 3. Political Savvy: Your Empirical Vision enhances
network has become a web that spans the entire your already exceptional diplomatic skills. While
known world. You can now send envoys to any engaged in conversations or negotiations with
location on your plane of existence. Additionally, your influential individuals, you gain advantage on
envoys gain the ability to teleport once per long rest, Charisma-based ability checks, such as Persuasion,
allowing them to quickly move between distant Intimidation, and Insight, allowing you to deftly
realms to fulfill your commands. This teleportation navigate complex social interactions. Your
ability is limited to the envoys themselves and does heightened awareness allows you to detect subtle
not extend to any accompanying individuals or cues, hidden motives, and potential deceit, making
objects. you an astute and formidable negotiator.

Note: The success of your diplomatic envoys' 4. Strategic Insight: When planning battles or
missions is subject to the DM's discretion and may overseeing logistics, your Empirical Vision grants you
require appropriate roleplaying and interaction with a strategic advantage. You can spend 10 minutes
the game world. studying a battlefield or examining logistical
challenges, and you gain proficiency in Intelligence
(Warfare) checks for the duration of your Empirical
Name: Empirical Vision Vision. Additionally, you can provide tactical advice
Level: 8th to your troops or advisors, granting them a +2 bonus
Description: With your extensive knowledge and to their combat rolls or logistical checks while they
insightful intuition, you gain a profound ability to are within your presence.
perceive the world around you and gather valuable
information that aids you in your role as a 5. Knowledge Enclave: You have access to a
commander and ruler. Your Empirical Vision allows network of skilled advisors and scholars who can
you to gain unique insights into the people, places, provide you with specialized knowledge and
and events that shape your domain. expertise. Once per activation of Empirical Vision,
you can send a telepathic message to any of your
Mechanics: advisors or members of your knowledge enclaves,
Range: Self seeking their counsel or requesting information
Duration: 1 hour related to your domain. The response is instant and
- Usage: Once per long rest offers valuable insights that can aid you in your
When you activate your Empirical Vision, your decision-making process.
senses become hyper-aware, granting you the
following benefits: Name: Regal Edict

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Chapter 4 Basic Classes Hexmaster

Level: 9th and the resources involved. After the duration


Description: Sovereign Rule empowers the Lord to expires, the Lord can issue a new Regal Edict,
issue a Regal Edict, a proclamation that carries the replacing the previous one if desired.
weight of their authority and influences the political
and social landscape of the world. This feature Name: Architect of Power
allows the Lord to exert their dominance, establish Level: 10th
diplomatic relations, enforce laws, and initiate grand Description: As an Architect of Power, you have
projects to shape their domain according to their mastered the art of building and managing complex
vision. infrastructures that bolster your dominion and extend
Mechanics: your influence. Your visionary leadership allows you
When a Lord reaches 9th level, they gain the ability to create grand projects that leave a lasting legacy
to issue a Regal Edict. This powerful feature allows and shape the world around you.
them to make significant changes within their
domain. The Lord can choose from a variety of Mechanics:
edicts, each with its own unique effects and duration. - Construction Expertise: You gain proficiency in the
Some examples include: Mason's Tools and Carpenter's Tools if you don't
already have it. Additionally, you can add your
1. Edict of Prosperity: proficiency bonus to any ability check related to
The Lord issues a decree that bolsters the economy planning, designing, or constructing large-scale
and infrastructure of their domain, attracting architectural projects.
merchants, artisans, and investors. The Lord's - Dominion Expansion: You can designate a
charisma and reputation ensure their subjects' loyalty settlement within your domain as a focus for
and inspire trade, resulting in increased prosperity. development. Over time, this settlement becomes a
For the next 30 days, the Lord's domain gains a shining beacon of your influence and power. The
bonus to all trade-related checks and a 50% settlement's population increases, its defenses
increase in tax revenue. improve, and its economic prosperity flourishes.
Each month, roll 1d6 and add your Charisma
2. Edict of Alliance: modifier to determine the settlement's growth level:
The Lord establishes a diplomatic alliance with a - Growth Level 1: The settlement's population
neighboring kingdom, solidifying mutual trust, increases by 50 individuals, and its economy
cooperation, and shared resources. This edict prospers, generating an additional 500 gold pieces in
creates a lasting bond between the two domains, income per month.
fostering peace and collaboration. As long as the - Growth Level 2: The settlement's population
alliance remains intact, the Lord's domain gains increases by 100 individuals, and its defenses
military support, access to specialized resources, strengthen, gaining advantage on saving throws
and advantage on diplomacy checks with the allied against hostile incursions. The economy generates
kingdom. an additional 1,000 gold pieces in income per month.
- Growth Level 3: The settlement's population
3. Edict of Grand Project: increases by 200 individuals, and its infrastructure
The Lord initiates an ambitious endeavor such as flourishes, gaining advantage on all ability checks
constructing a grand castle, fortifying a city, or related to logistics and resource management. The
excavating a legendary artifact. This edict rallies the economy generates an additional 2,000 gold pieces
support of the Lord's subjects, attracting skilled in income per month.
laborers, architects, and engineers to contribute their - Growth Level 4: The settlement's population
expertise. The project becomes a symbol of the increases by 400 individuals, and its cultural
Lord's power and ambition, strengthening their influence expands, granting advantage on all
reputation and leaving a lasting legacy. Charisma-based skill checks made within the
settlement. The economy generates an additional
Each Regal Edict requires time, resources, and 4,000 gold pieces in income per month.
careful planning to execute successfully. The Lord - Growth Level 5: The settlement's population
must invest effort in managing logistics, delegating increases by 800 individuals, and its military might
tasks, and overseeing the progress of the edict. The surges, bolstering its defenses and granting
duration of each edict varies based on its complexity advantage on all attack rolls made by friendly forces

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within the settlement. The economy generates an 2. Legacy's Insight: The Lord gains an uncanny
additional 8,000 gold pieces in income per month. ability to discern the hidden motives and true
- Growth Level 6: The settlement's population intentions of individuals. As an action, the Lord can
increases by 1,600 individuals, and its grandeur focus their attention on a creature within 60 feet that
reaches its zenith. The settlement becomes a they can see, and make a Wisdom (Insight) check
renowned hub of power and influence, drawing contested by the target's Charisma (Deception)
nobles, merchants, and scholars from far and wide. check. On a success, the Lord gains insight into the
All ability checks made within the settlement have target's true motivations, allowing them to uncover
advantage, and the economy generates an additional lies, hidden agendas, or manipulative schemes.
16,000 gold pieces in income per month.
- Architectural Marvels: Through your knowledge of 3. Inspiring Presence: The Lord's sheer presence
construction and engineering, you can initiate the inspires their loyal followers and allies. While the
construction of magnificent structures, such as Lord is conscious and not incapacitated, allies within
castles, fortresses, or wonders of architecture. Each 30 feet of them gain a bonus equal to the Lord's
project requires time, resources, and skilled workers. Charisma modifier (minimum +1) to saving throws
The size and scope of the project determine the time and ability checks. Additionally, whenever an ally
needed for completion, ranging from months to within range fails a saving throw, they can choose to
years. The construction projects are subject to the reroll the saving throw, using the Lord's Charisma
approval of the Hex Master and can become focal modifier as a bonus to the reroll.
points for future quests, alliances, or conflicts.
- Realm Unification: Through your strategic prowess 4. Undying Legacy: The Lord's legacy continues to
and diplomatic finesse, you have the ability to live on, even beyond their mortal existence. Upon
negotiate alliances and forge political unions their death, the Lord's most trusted followers and
between different factions or realms. Once per year, advisers erect a grand memorial in their honor, a
you can attempt to unify two previously separate testament to their reign and influence. This memorial
domains or factions into a single powerful entity. The serves as a place of reverence and inspiration for
success of this endeavor depends on the relative future generations. Any creature who visits the
power and disposition of the involved parties, and the memorial gains temporary hit points equal to the
final outcome is at the discretion of the Hex Master. Lord's level + their Charisma modifier and has
A successful realm unification grants you significant advantage on saving throws against being frightened
political influence and an increase in the size of your or charmed for the next 24 hours.
dominion.
5. Imperial Authority: The Lord's word carries
significant weight, and their presence alone can
Name: Eternal Legacy command respect and obedience. Whenever the
Level: 11th Lord issues a direct command or proclamation, they
Description: With the attainment of Eternal Legacy, can choose a number of creatures equal to their
the Lord solidifies their name and reputation as a Charisma modifier (minimum of one) within 60 feet of
legendary figure, leaving an indelible mark on the them. These creatures must make a Wisdom saving
world. They become a living testament to their throw against a DC equal to 8 + the Lord's
accomplishments, and their influence extends proficiency bonus + their Charisma modifier. On a
beyond the confines of their immediate domain. failed save, they are compelled to follow the Lord's
command to the best of their abilities for the next
Mechanics: hour, unless the command is contrary to their nature
or would result in certain harm.
1. Reputation Spread: The Lord's reputation travels
far and wide, and their name becomes known even Note: The Lord must take care when exercising their
in distant lands. Whenever the Lord visits a new authority to avoid abuse or consequences that may
location, rumors of their presence and deeds arise from forcing others to act against their will.
precede them, granting advantage on Charisma-
based ability checks and saving throws for social Name: Royal Court
interactions and negotiations within that area. Level: 12th
Description: With the Royal Court feature, your

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influence and power extend beyond the battlefield Level 15:


and into the realm of politics and governance. You Courtier 6: The High General - A seasoned military
establish your own court, a prestigious gathering of strategist, the High General provides tactical insight
advisors, diplomats, and influential figures from and advice during times of war. You gain advantage
various domains. This court serves as your personal on all Wisdom (Insight) checks made to assess
network and power base, providing you with battlefield conditions or enemy strategies.
invaluable support and resources as you navigate Courtier 7: The Loremaster - A scholar of history and
the complexities of ruling. lore, the Loremaster possesses vast knowledge of
ancient civilizations and forgotten secrets. You gain
Mechanics: advantage on all Intelligence (History) checks made
- Once per long rest, you can summon your Royal to uncover hidden information or unravel historical
Court, a group of trusted individuals who assist you mysteries.
in matters of governance and diplomacy. Your court
consists of a number of members equal to your Level 18:
Charisma modifier + your proficiency bonus. These Courtier 8: The High Priest/Priestess - A spiritual
members can be selected from a list of available guide and moral authority, the High Priest/Priestess
courtiers, each offering unique talents and expertise. offers divine wisdom and blessings. Once per long
- The courtiers in your Royal Court have the following rest, you can receive the benefits of a Greater
abilities: Restoration spell by seeking guidance from the High
- Courtier 1: The Chancellor - A master of Priest/Priestess.
diplomacy and negotiation, the Chancellor provides
advantage on all Charisma checks made to influence Level 20:
political figures or settle disputes. Courtier 9: The Archmage - A master of arcane arts,
- Courtier 2: The Master of Coin - A skilled the Archmage serves as your chief magical advisor.
economist, the Master of Coin helps manage your You gain advantage on all Intelligence (Arcana)
kingdom's finances. You gain advantage on all checks made to decipher magical phenomena or
Intelligence checks related to financial matters, such unravel intricate spellwork.
as trade deals or taxation. Courtier 10: The Oracle - An enigmatic seer, the
- Courtier 3: The Spymaster - A cunning operative, Oracle possesses prophetic abilities and can provide
the Spymaster excels at gathering information and glimpses into the future. Once per long rest, you can
maintaining a network of informants. You gain ask the Oracle a single question about a future
advantage on all Wisdom (Perception) checks to event, receiving a cryptic but potentially insightful
gather intelligence or uncover hidden plots. answer.
- Courtier 4: The Royal Architect - A visionary
designer, the Royal Architect aids in the construction
and expansion of your domain. Building projects take
half the time and cost half the resources when Name: Realm Unification
overseen by the Royal Architect. Level: 13th
- Courtier 5: The Herald - An eloquent messenger, Description: The Lord has now grown in power and
the Herald spreads news and propaganda, shaping influence, such that the mere mention of their name
public opinion in your favor. You gain advantage on can bring the fiercest of enemies to the negotiation
all Charisma (Persuasion) checks made to sway table. With their vast understanding of politics and
public sentiment or rally support for your cause. the nuances of leadership, they can use their
- Your courtiers remain with you for a duration of 24 diplomacy and charisma to unify disparate factions,
hours, after which they disperse, returning to their forming alliances that strengthen their realm and
respective duties. You can re-summon your Royal further their cause. This feature represents a
Court after a long rest, selecting courtiers from the landmark in the Lord's journey, as they transition
available pool of candidates. from a local power to a figure of continental or even
- As you level up, you gain access to additional worldwide significance.
courtiers, each with their own unique abilities and Mechanics: Upon reaching the 13th level, you gain
benefits, expanding the diversity and power of your the ability to use your action to initiate diplomatic
Royal Court. negotiations with an organization or faction your
party has previously interacted with. This can

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Hexmaster Chapter 4 Basic Classes

include, but is not limited to, governments, guilds, processes, managing resources, and maintaining
tribes, or even enemy groups. To do so, you must order within your dominion.
spend at least one day preparing a diplomatic envoy, Mechanics:
considering the needs and wants of the faction, and 1. Efficient Resource Allocation: You have become a
the potential benefits of an alliance. master at managing resources. Whenever you are in
a settlement or territory under your control, you gain
Upon completion of the envoy preparation, you or advantage on any ability checks related to acquiring
your representative can present your terms of or distributing resources, such as food, supplies, or
alliance to the faction. This requires a Charisma gold.
(Persuasion) check, with the DC being determined
by the DM based on the complexity of the 2. Bureau of Administrators: You establish a network
negotiations and the disposition of the faction of skilled bureaucrats and administrators to assist
towards your party. you in governing your domain. These loyal officials
are adept at handling day-to-day administrative
On a successful check, the faction becomes an ally tasks, allowing you to focus on larger matters. The
of your domain. They will assist you in ways Bureau of Administrators consists of a number of
appropriate to their abilities and resources, which individuals equal to your Charisma modifier plus your
might include providing soldiers, sharing intelligence, proficiency bonus. These administrators are capable
offering economic assistance, or other forms of aid. of performing administrative duties, resolving
However, they may also require something in return, disputes, and managing the affairs of your dominion
as determined by the DM. in your absence. You can assign specific tasks to
them and provide general directives.
On a failure, the negotiations fall through. You
cannot attempt to negotiate with the same faction 3. Administrative Decree: Once per long rest, you
until you gain a level in this class. can issue an administrative decree that carries the
weight of law within your domain. This decree can
This ability can only be used once per month. range from establishing new policies and regulations
to enacting sweeping reforms. The effects of the
As part of this feature, you also gain advantage on all decree are based on your intent and can have a wide
Wisdom (Insight) and Intelligence (History) checks range of consequences. For example, you could
related to the factions you have unified with your implement an economic stimulus package to boost
realm. Your deep understanding of their inner local trade, initiate infrastructure projects to improve
workings and history provides you with valuable the quality of life for your subjects, or enforce new
insights and perspectives. regulations to combat corruption. The effects of the
decree last for a duration of one year, after which
The Realm Unification feature reflects the Lord's they can be renewed or modified.
capacity for diplomacy and leadership, as well as
their capability to build alliances and weave together 4. Diplomatic Influence: Your administrative prowess
a web of influence that spans across the realm. This grants you significant influence in diplomatic
is a pivotal moment in their journey, marking their negotiations. When engaging in diplomatic
transformation from a mere ruler to a global icon of interactions, you have advantage on Charisma
power and influence. The alliances they form can (Persuasion) checks, as your reputation as a skilled
dramatically change the political landscape of the administrator precedes you. Additionally, you gain a
world, laying the foundation for a legacy that could bonus equal to your proficiency bonus on any
last for centuries. Charisma-based checks made to negotiate treaties,
Name: Master Administrator forge alliances, or resolve disputes between factions
Level: 14th or nations.
Description: As a Master Administrator, you have
honed your skills in managing complex 5. Logistics Expertise: Your understanding of supply
administrative tasks and governing vast territories. chains and logistics allows you to optimize the
Your ability to navigate bureaucratic systems and movement of troops, resources, and supplies. When
ensure efficient governance is unparalleled. You leading a military campaign or coordinating large-
possess an uncanny talent for streamlining scale operations, you gain advantage on Wisdom

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Chapter 4 Basic Classes Hexmaster

(Survival) checks made to navigate terrain, avoid


obstacles, and ensure the efficient movement of your The success and impact of the Imperial Decree can
forces. be influenced by several factors, such as the Lord's
Charisma score, their relationship with the subjects,
Remember to consult your Hex Master to determine the reputation they hold, and the relevance and
the exact details and limitations of these class reasonability of the decree itself. The Hex Master
features within your campaign setting. determines the ultimate outcome and consequences
based on the narrative context and the reactions of
the affected individuals.
Name: Imperial Decree
Level: 15th It is important to note that the Imperial Decree is not
Description: With the attainment of the 15th level, a mind control ability. It does not override free will or
the Lord has ascended to a position of such authority force individuals to act against their own best
and power that their words carry immense weight interests or deeply held beliefs. Instead, it capitalizes
and influence. The Imperial Decree feature grants on the Lord's commanding presence and persuasive
the Lord the ability to issue a command that abilities, inspiring respect, loyalty, and compliance
reverberates through their entire domain, reaching from those who hear their words.
the ears of every living creature within its boundaries.
The use of the Imperial Decree is not without
Mechanics: The Lord may use their action to issue limitations. It can only be employed once per long
an Imperial Decree, which takes the form of a rest, as the act of issuing such a powerful command
spoken proclamation infused with their commanding requires a significant expenditure of the Lord's
presence. The range of this ability extends to the energy and influence.
farthest reaches of their domain, ensuring that their
voice is heard by all. Name: Supreme Authority
Level: 16th
Upon issuing the Imperial Decree, the Lord may Description: At 16th level, you reach the pinnacle of
choose a specific instruction or directive that they your power as a Lord. Your authority transcends
wish to convey. This decree can be anything within mortal limitations, and your words carry the weight of
the realm of possibility and is not limited to a single celestial decrees. You possess the ability to issue
target. It can be a call to arms, a declaration of commands that must be obeyed by those under your
peace, an edict of law, or a summons for a gathering rule, and your influence over the political landscape
of nobles. The content and nature of the decree are is unparalleled.
entirely at the discretion of the Lord.
Mechanics: As an action, you can invoke your
The effects of the Imperial Decree vary based on the Supreme Authority and issue a Regal Edict, an
Lord's intent and the response of those who hear it. irrefutable command that compels obedience from
The decree carries an air of authority and charisma your vassals and subjects. The range of this ability is
that makes it difficult for individuals to ignore or equal to your Charisma modifier multiplied by 30
disobey. While not guaranteed to succeed, the feet. The duration of the command is 1 hour, unless
decree greatly influences the behavior and actions of stated otherwise.
those affected.
To issue a Regal Edict, choose a target within range
The mechanics of the Imperial Decree depend on the who is capable of understanding your command. The
specific situation and the Lord's desired outcome. target must make a Wisdom saving throw against
When issuing a call to arms, it may inspire loyalty your spell save DC. On a failed save, they are
and rally troops to the Lord's cause. A declaration of compelled to obey your command to the best of their
peace might defuse tensions and prevent violence abilities. On a successful save, they are unaffected
from escalating. An edict of law could enforce new by the command.
regulations and affect the behavior of citizens. A
summons for a gathering of nobles might bring You can issue a Regal Edict to a number of targets
influential figures together to discuss important equal to your Charisma modifier (minimum of one).
matters. The targets must be within 30 feet of each other

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Hexmaster Chapter 4 Basic Classes

when you issue the command. Additionally, a target


that successfully saves against your Regal Edict is 1. Cosmic Command: You can call upon the cosmos
immune to this ability for 24 hours. to guide your decisions and empower your reign.
Once per day, you can invoke your Cosmic
The specific effects of a Regal Edict vary based on Command. Doing so allows you to cast the spell
your intent and the situation at hand. You have "Divination" as a ritual without expending a spell slot
absolute control over the nature of the command, but or material components. The heavens themselves
it must be clear and concise, typically fitting within a provide you with advice, ensuring the path you take
sentence or two. Some examples of Regal Edicts leads to the most advantageous outcomes for your
include: realm.

1. "Stand as one! Rally and fight against the enemy 2. Reality Shaping: Through your profound
forces!" understanding of politics, leadership, and logistics,
- All friendly creatures within range gain advantage you've learned to shape your domain to better reflect
on attack rolls and saving throws for 1 hour. your ideals. Once per long rest, you can alter one
non-magical aspect of your realm. This could be a
2. "Kneel before me! Swear your undying loyalty!" natural feature like a river or mountain, a structural
- A target within range becomes charmed and obeys feature like a road or city layout, or even a societal
your every command for 1 hour. feature such as a law or tradition. Changes occur
over a 1d4 week period and remain until you decide
3. "Reveal your secrets! Speak the truth without to change them again or they are altered by an
reservation!" equally powerful force.
- A target within range is compelled to answer any
question truthfully for 1 hour. The mechanical benefit of this feature is determined
by the DM, but it should reflect the nature of the
4. "Open your gates! Welcome our troops as change and be of significant benefit to you or your
honored guests!" subjects. For instance, changing a river's course
- The gates of a fortified location within range open, could provide better irrigation to farmlands,
allowing your forces to enter without resistance for 1 increasing food production, and reducing the cost of
hour. maintaining your army. Altering a law could reduce
crime, increase tax revenue, or boost public opinion
Using the Supreme Authority requires the of your rule.
expenditure of a significant amount of your energy
and influence. Once you use this feature, you can't 3. Territorial Dominion: Your rule is now
use it again until you finish a long rest. unchallenged within your lands. Whenever you or
your allies engage in social interaction within your
Name: Ascendant Sovereign domain, you have advantage on any Charisma
Level: 17th (Persuasion, Intimidation, or Deception) check as
Description: As an Ascendant Sovereign, you have your word is law. Similarly, any hostile creatures
mastered the art of leadership, politics, and rule. The attempting to deceive or mislead your subjects find it
common folk see you as a guiding star, the nobility considerably more difficult. They suffer disadvantage
as a paragon of authority, and your enemies as a on any Charisma-based skill checks when interacting
force to be reckoned with. Your influence now with your subjects.
transcends the material plane, reaching into the very
fabrics of the cosmos. The heavens themselves With the Ascendant Sovereign class feature, your
respond to your command, providing supernatural Lord is no longer just a ruler but a true sovereign
benefits to your rule and guidance in your travels. whose reach extends beyond the mundane and into
Your command over your domain has reached a the cosmic realm. This gives you an unparalleled
pinnacle, allowing you to bend the very reality of your ability to guide your domain and your people towards
realm to better suit your goals and the prosperity of prosperity and power.
your people.
Name: Omnipotent Emperor
Mechanics: Level: 18th

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Chapter 4 Basic Classes Hexmaster

Description: As an Omnipotent Emperor, you chance of suffering the stress associated with
possess a divine authority that extends beyond casting Wish, and the spell's effects are guaranteed
mortal limitations. Your word holds immense weight, to occur as intended.
and your mere presence commands respect and
obedience from all who recognize your station. Your Embrace the mantle of the Omnipotent Emperor and
Celestial Mandate allows you to exert your influence witness the world bend to your will as you shape the
and shape the world according to your will. destiny of nations and usher in a new era of
Mechanics: dominion. Your celestial mandate marks you as the
Range: Self ultimate authority, unchallenged and eternal in your
Duration: Instantaneous sovereignty.
1. Divine Presence: Your very presence radiates an
aura of majesty and power. You gain advantage on
all Charisma checks and saving throws. Name: Eternal Sovereignty
2. Lordly Command: As an action, you can issue a Level: 19th
command to any creature within 60 feet of you that Description: As a Lord of unmatched power and
can understand your language. The target must influence, you ascend to the pinnacle of your rule,
make a Wisdom saving throw against your spell save attaining Eternal Sovereignty over your domain. Your
DC or be compelled to obey your command. This authority knows no bounds, and your dominion
effect lasts for 1 minute, and the target can repeat becomes an everlasting testament to your mastery.
the saving throw at the end of each of its turns, Mechanics:
ending the effect on a success. - Immortality: You no longer are effected by natural
3. Supreme Ruler: Once per long rest, you can aging
declare an imperial decree that affects an entire - Domain Expansion: The size of your domain
region or city. This decree can take the form of a new expands exponentially, encompassing vast territories
law, a temporary alliance, or a proclamation of war. and multiple planes of existence. The area under
The impact of the decree depends on the nature of your control extends up to 1000 square miles per
your ruling and the circumstances surrounding it. The character level, allowing you to rule over entire
world takes notice of your proclamation, and its kingdoms, continents, or even entire worlds. Your
consequences reverberate throughout the realm. domain can include diverse landscapes, cities,
4. Unchallenged Authority: Your subjects and strongholds, and natural wonders, showcasing the
followers are unwavering in their loyalty and breadth of your power.
devotion. They gain advantage on saving throws - Realm Edicts: As the Eternal Sovereign, you gain
against being charmed or frightened while within 30 the ability to issue edicts and decrees that shape the
feet of you. Additionally, you can use your bonus very fabric of your domain. Through your sheer force
action to grant advantage on an attack roll or ability of will and command over reality, you can reshape
check to one ally within 30 feet of you. the environment, construct magnificent structures, or
5. Imperial Dominion: You gain the ability to cast the impose your influence upon the inhabitants. Once
spell "Geas" once per long rest without expending a per long rest, you can issue a Realm Edict, which
spell slot. The spell's range is increased to 1 mile, has a range of up to 1 mile from your current location
and the duration is extended to one year. When you and can affect an area up to 1 square mile. The
cast this spell, the target knows that you are the effects of these edicts can vary widely, limited only
source of the geas and understands the by your imagination and the constraints of the game
consequences of disobeying your command. world. Some examples include:
6. Eternal Sovereign: You become immune to being - Manifest Destiny: Transform a barren wasteland
charmed or frightened. In addition, you gain into a thriving metropolis, complete with fertile
proficiency in all Charisma-based skills if you don't farmlands, bustling markets, and grand palaces.
already have proficiency in them. Furthermore, you - Divine Protection: Raise an impenetrable magical
can add your Charisma modifier to any damage roll barrier around your capital city, shielding it from harm
you make. and preventing unwanted intrusion.
7. Transcendent Rule: Your word carries the weight - Cultural Renaissance: Inspire a golden age of art,
of divine authority. Once per long rest, you can cast music, and intellectual pursuits within your domain,
the spell "Wish" without needing any material attracting talented artists and scholars from across
components. When you use this feature, there is no the realms.

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- Harmonious Accord: Establish lasting peace and existence, solidifying your status as the supreme
cooperation between previously warring factions, ruler of the world.
fostering unity and prosperity throughout your lands.
- Grand Mobilization: Rally your armies and marshal Mechanics: Once per long rest, you can invoke the
your forces, mustering a mighty host to defend your power of the Cosmic Edict to issue a binding decree
domain or launch an offensive against a common that affects a target or a region of your choosing. The
foe. range of your decree extends across the entire
- Eternal Legacy: Your accomplishments as the world, reaching every corner of the realm. The
Eternal Sovereign leave an indelible mark on history. effects of the Cosmic Edict vary depending on your
Tales of your rule and the grandeur of your domain intentions and can manifest in a multitude of ways:
are passed down through the ages, becoming the
stuff of legends. You gain advantage on all Charisma 1. Terraforming Mandate: You can reshape the land
(History) checks related to your own reign, as your itself, commanding mountains to rise, rivers to
story is widely known and revered. change course, and forests to flourish. This ability
- Eternal Presence: The mere knowledge of your allows you to create or alter natural terrain features
Eternal Sovereignty strikes awe and fear into the within a radius of 10 miles, transforming the
hearts of those who hear your name. You gain landscape to suit your desires.
proficiency in the Intimidation skill if you don't already
have it, and your proficiency bonus is doubled for 2. Enlightened Enlightenment: With a single
any Intimidation checks made against creatures proclamation, you bestow an aura of enlightenment
within your domain. upon a region or its inhabitants. This grants all
- Ruler's Judgment: As the Eternal Sovereign, you creatures within a 50-mile radius advantage on ability
possess the authority to dispense swift justice and checks, saving throws, and skill checks for 24 hours,
make binding decisions in matters of governance as they bask in the wisdom and guidance you have
and law. Once per day, you can cast the spell "True bestowed upon them.
Polymorph" without requiring any material
components. However, you can only use this ability 3. Celestial Protection: Your cosmic decree extends
to transform objects or creatures within your domain to the skies, summoning a protective shield that
and the transformations are permanent. covers a metropolis or an entire kingdom. This shield
- Master of Fate: Your dominion over your realm grants all creatures within its area of influence
grants you unparalleled insight into the workings of resistance to all damage for 1 hour, making them
destiny. You can reroll any saving throw that you fail, impervious to harm from mundane or magical
choosing to use the new result. Additionally, once sources.
per long rest, you can force a critical success on any
attack roll, saving throw, or ability check made within 4. Unifying Concord: You can exert your charismatic
your domain. influence over warring factions and bring them to the
negotiation table. By invoking the Unifying Concord,
Embodied in the Eternal Sovereignty feature is the you establish a temporary truce or treaty among
culmination of your lordly abilities, solidifying your conflicting factions, ending hostilities for a duration of
rule over vast lands, granting you incredible 30 days. This effect extends to a region of up to 100
influence, and allowing you to shape the very fabric miles in diameter, promoting peace and stability.
of reality within your domain. Your legacy as a Lord
of Maxxia will be etched into the annals of history, 5. Sovereign's Call: With your voice resonating
ensuring your name and accomplishments are never across the land, you can summon your loyal subjects
forgotten. and followers from any corner of the world. This
ability allows you to teleport a group of individuals,
Name: Cosmic Edict totaling up to 1,000 creatures, to your current
Level: 20th location, regardless of distance or plane of existence.
Description: As a World Emperor, you possess the
unparalleled ability to shape the very fabric of reality
and exert your influence across vast distances. With
the Cosmic Edict, you can issue decrees that
transcend borders, time, and even planes of

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Name: Witch Level Progression:


Role: Spellcaster, Support 1st: Hexes, Witch's Grimoire
Hit Die: d4 2nd: Witch's Coven (followers)
Primary Ability: Intelligence 3rd: Pact of the Lost Technologies
Saving Throws: Wisdom, Intelligence 4th: Potion Mastery
Armor Proficiencies: Light armor 5th: Hex Mastery
Weapon Proficiencies: Daggers, darts, slings, 6th: Mystic Archeology
quarterstaffs, light crossbows 7th: Alchemical Mastery
Tool Proficiencies: Herbalism kit 8th: Ethereal Attunement
Skills: Choose two from Arcana, History, Insight, 9th: Empowered Rituals
Investigation, Medicine, Nature, Perception, and 10th: Master of Enigmas
Religion 11th: Greater Hexes
Spellcasting: Witches tap into the mystical energies 12th: Artificer's Sanctuary
of Maxxia, channeling both arcane magic and 13th: Interdimensional Rendezvous
ancient lost technologies. Their spellcasting ability is 14th: Greater Coven
Intelligence, and they use an arcane focus to cast 15th: Arcane Dominion
their spells. Witches possess a unique feature called 16th: Astral Dominion
"Hexes," which allow them to place powerful curses 17th: Cosmic Revelation
upon their enemies and enhance their own magical 18th: Living Grimoire
abilities. 19th: Timeless Existence
20th: Infinite Knowledge
Class Overview:
Witches are enigmatic spellcasters who have Equipment: A Witch's starting equipment includes a
mastered the delicate balance between magic and dagger, an arcane focus, a scholar's pack, leather
ancient lost technology in the world of Maxxia. They armor, and a herbalism kit.
draw upon the esoteric forces that permeate the
realm, weaving intricate spells and harnessing the Requirements: To become a Witch, one must
remnants of long-forgotten machinery. Witches are possess a natural affinity for magic and an insatiable
highly attuned to the supernatural, blending the curiosity for ancient lost technologies. The Witch
arcane arts with the remnants of the world's class has no specific racial or background
technological past. requirements, but characters must have a Charisma
score of 13 or higher to tap into the arcane forces of
As spellcasters, Witches rely on their Intelligence to Maxxia.
shape and manipulate the raw energies of magic.
Witches have many unique spells, and they can Appearance: A typical Witch in Maxxia is an
learn any other spell they encounter. They excel in intriguing figure, often adorned in flowing robes of
supporting their allies, offering healing, buffs, and vibrant colors. They may carry an assortment of
utility spells to aid their companions in battle. mystical artifacts and trinkets, such as crystal
Additionally, Witches have a penchant for placing spheres, alchemical vials, or mechanical
hexes upon their enemies, inflicting debilitating contraptions. Witches often sport long, unkempt hair,
curses and weakening their foes' defenses. and their eyes shimmer with an otherworldly glint.
Some bear arcane tattoos or mysterious marks
Witches are versatile in their approach, capable of symbolizing their connection to the magical and
adapting their spellcasting to suit various situations. technological realms.
Whether it's healing wounds, conjuring illusions,
controlling the battlefield, or unraveling the mysteries Limitations: While versatile and skilled in
of ancient artifacts, Witches are the masters of spellcasting, Witches possess relatively weak
mystic manipulation. physical attributes, making them vulnerable in close-
quarters combat. They rely heavily on their magic
and hexes to defend themselves and support their
allies. Additionally, some ancient creatures or beings
may possess innate resistance or immunity to the
hexes employed by Witches, limiting their

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effectiveness against such opponents. powers and seal the rift before it's too late.

Organizations: 2. The Forbidden Archives: Legends speak of a


1. The Coven of Whispered Secrets: This secretive hidden library that contains forbidden knowledge and
organization of Witches is dedicated to unraveling dangerous relics. The Technomancers' Guild hires a
the mysteries of lost technologies and preserving the party of Witches to retrieve a specific lost technology,
balance between magic and science. They operate but they must navigate treacherous traps, ancient
from hidden enclaves, sharing knowledge and guardians, and rival factions seeking the same
safeguarding ancient artifacts of power. artifacts.

2. The Technomancers' Guild: A guild of wizards, 3. The Curse of the Hexweaver: A village plagued by
artificers, and Witches, the Technomancers' Guild a mysterious curse enlists the aid of the Hexbound
focuses on the study and application of ancient lost Guardians. The Witches must delve into the origins
technologies. Witches who join this guild work of the curse, uncover its twisted source, and find a
alongside other magic practitioners, exchanging way to break the hex before the village is forever
spells, experiments, and theories to unlock the true doomed.
potential of Maxxia's mystical technology.
Variants: The Witch class in Maxxia offers various
3. The Order of Hexbound Guardians: Comprised of variants based on cultural and regional backgrounds.
elite Witches, the Hexbound Guardians dedicate For example, the Skyshroud Witches of the
themselves to combating dark forces that threaten Highmountain Peaks specialize in weather
the world. They employ their mastery of hexes to manipulation and harnessing the power of storms,
protect innocent lives, banish malevolent entities, while the Clockwork Arcanists of the Gilded City
and seek out hidden artifacts that could tip the blend their magic with intricate clockwork
balance between good and evil. mechanisms to create arcane automatons.

Notable Users: Comments: Ah, the fascinating world of Maxxia,


1. Morgana Blackthorn: A renowned Witch known for where the arcane meets the forgotten remnants of
her ability to commune with spirits and manipulate lost technology! The Witch class embodies the
shadow magic. She single-handedly repelled an delicate balance between magic and machinery,
invasion of undead creatures that threatened to granting its practitioners the ability to wield hexes,
overrun the city of Evernight. weave spells, and manipulate ancient forces. These
enigmatic spellcasters offer a rich and immersive
2. Lyra Emberwind: A young prodigy who unlocked role-playing experience, with plenty of opportunities
the secrets of ancient lost technology at a for character growth, exploration, and mystical
remarkably early age. Lyra is a member of the Coven discovery. Venture forth, young Witch, and unlock
of Whispered Secrets and has developed innovative the secrets that lie within the nexus of magic and
ways to combine magic and technology. technology!

3. Garrek Stormbringer: A former blacksmith who


discovered his latent magical talent after an accident
involving an ancient artifact. Garrek abandoned his
trade and embraced his newfound abilities as a
Witch. He is particularly skilled in using hexes to
disrupt enemy spellcasters and dismantle
mechanical constructs.

Adventure Hooks:
1. The Unstable Nexus: A catastrophic surge of
magical energy has created a dimensional rift in the
heart of Maxxia, threatening to consume entire
regions. The Coven of Whispered Secrets seeks a
group of capable Witches to harness their combined

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Chapter 4 Basic Classes Hexmaster

3rd Level
Witch's Broom
Curse of Desolation
Arcane Whisper
Hex of Crippling Agony
Binding Chains
Venomous Hex
Astral Projection
Blood Moon Eclipse

4th Level
Witch's Mirror
Shadowform
Hex of Misfortune
Elemental Embrace
Witch's Ward
Arcane Conduit
Enigmatic Bolt
Cursed Wound

5th Level
Curse of Eternal Night
Hex of Banishment
Witch Spell List Elixir of Life
Grim Harvest
Witch's Grasp
Cantrips Dreamwalker
Eldritch Bolt Hex of Annihilation
Hexing Touch
Mystic Whispers
Soul Drain
6th Level
Witch's Touch Veil of Shadows
Hex of Disintegration
Elemental Mastery
1st Level Vengeful Curse
Hex of Binding Coven's Resilience
Enfeebling Curse Arcane Vortex
Ritual of Shadows
Web of Deception
Hexbolt
7th Level
BeWitching Charm Curse of the Eternal Eclipse
Arcane Ward Hex of Annihilation
Arcane Serpent
Witch's Embrace
2nd Level Siphon Soul
Shadow Veil Soul Bind
Hex of Confusion Eternal Bond
Withering Touch Power Word Pain
Mystical Infusion
Witch's Brew
Baneblade
8th Level
Dark Whispers Hex of Eternal Torment
Shadow Walk Shadowfall

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Hex of Oblivion truths, allowing you to add your proficiency bonus to


Forbidden Lore your next ability check or saving throw.
Mystic Dominion Hex of Veiled Shadows (Level 1): You shroud a
Witch's Salvation target in ephemeral shadows, granting them
Arcane Cataclysm advantage on Dexterity (Stealth) checks for one
minute.
9th Level
Curse of the Everlasting Void 3rd-Level Hexes:
Hex of Ultimate Doom
Celestial Ascendancy Hex of Disruption (Level 3): You disrupt an enemy's
Witch's Dominion concentration, imposing disadvantage on their next
Arcane Apocalypse Constitution saving throw to maintain concentration
Eternal Enigma on a spell.
Hex of Fortification (Level 3): You enhance an ally's
defenses, granting them a +2 bonus to AC until the
Name: Hexes start of your next turn.
Level: 1st Hex of the Arcane Shield (Level 3): You create a
Description: Hexes are potent curses that Witches shimmering magical shield around yourself or an ally,
can place upon their enemies or beneficial granting a temporary increase of 2 to their AC for
enhancements they can bestow upon themselves or one minute.
their allies. These mystical incantations tap into the Hex of Enfeeblement (Level 3): You weaken an
raw energies of Maxxia, allowing Witches to enemy's attacks, causing their next weapon attack to
manipulate the fabric of reality itself. As a Witch, you deal half damage.
begin your journey with the knowledge of two hexes, Hex of Scrying (Level 3): You gain the ability to scry
but you can learn more from scrolls, teachers, or on a location or a creature you have seen before,
arcane research. allowing you to remotely perceive their surroundings
for up to 10 minutes.
Mechanics:
You can choose two hexes from the list of available 5th-Level Hexes:
hexes. These hexes are detailed below.
Each hex requires an action to cast and has a Hex of Repulsion (Level 5): You emit an aura of
specific range, duration, and effect. repulsion, forcing enemies within a 10-foot radius of
The saving throw DC for your hexes is 8 + your you to make a Wisdom saving throw or be pushed 10
proficiency bonus + your Intelligence modifier. feet away from you.
You regain the ability to cast a hex after completing a Hex of Renewal (Level 5): You accelerate the natural
short or long rest. healing process, allowing an ally to regain 1d8 hit
points at the start of their next turn.
Hex of Amplification (Level 5): You amplify a target's
spellcasting abilities, allowing them to add your
Available Hexes: Intelligence modifier to the damage of their next
1st-Level Hexes: damaging spell.
Hex of Disruption Wave (Level 5): You release a
Hex of Misfortune (Level 1): You afflict a target with wave of disruptive energy, forcing all creatures within
bad luck, imposing disadvantage on their next ability a 15-foot cone to make a Constitution saving throw
check or saving throw. or be stunned for one round.
Hex of Binding (Level 1): You weaken an enemy's Hex of Illusionary Veil (Level 5): You create an
movements, reducing their speed by half until the illusory veil around yourself, granting advantage on
end of their next turn. Dexterity (Stealth) checks and advantage on saving
Hex of Vitality (Level 1): You enhance a target's throws against being charmed or frightened for one
vitality, granting them temporary hit points equal to hour.
your Witch level + your Intelligence modifier.
Hex of Insight (Level 1): You gain glimpses of hidden 7th-Level Hexes:

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Chapter 4 Basic Classes Hexmaster

Hex of Temporal Stasis (Level 11): You trap a target


Hex of Transference (Level 7): You transfer a portion within a bubble of time, rendering them motionless
of your health to an ally, restoring their hit points and immune to damage for one minute or until they
equal to 1d8 plus your Intelligence modifier. succeed on a Wisdom saving throw.
Hex of Warding (Level 7): You create a protective Hex of Arcane Disruption (Level 11): You disrupt a
ward around an ally, granting them resistance to a target's spellcasting abilities, causing their next spell
chosen damage type until the end of their next turn. to require a successful concentration check or be
Hex of Distortion (Level 7): You distort the space lost.
around a target, causing their next attack to have Hex of Evasive Shadows (Level 11): You meld with
disadvantage. the shadows, gaining resistance to all damage
Hex of Mind Shield (Level 7): You erect a mental except radiant damage until the start of your next
barrier around yourself or an ally, granting advantage turn.
on saving throws against being charmed or
frightened for one minute. 13th-Level Hexes:
Hex of Time Dilation (Level 7): You manipulate time
around yourself, gaining advantage on Dexterity Hex of Reality Sundering (Level 13): You sunder the
saving throws and reducing the speed of enemies fabric of reality, creating an area of wild magic. All
within 10 feet by half for one minute. creatures within a 20-foot radius must make a
Dexterity saving throw or be affected by a random
9th-Level Hexes: spell from the sorcerer's spell list.
Hex of Spiritual Siphoning (Level 13): You siphon the
Hex of Banishment (Level 9): You channel powerful life force of a target, dealing 6d6 necrotic damage
energies to banish a creature to another plane of and restoring 1d4 hit points equal to half the damage
existence. The target must make a Charisma saving dealt.
throw or be banished for one minute. Hex of Spatial Manipulation (Level 13): You
Hex of Restoration (Level 9): You restore a target's manipulate space around yourself or an ally, granting
vitality and rejuvenate their body. The target regains advantage on Dexterity saving throws, advantage on
hit points equal to 2d8 plus your Intelligence modifier. melee attack rolls, and the ability to move through
Hex of Astral Projection (Level 9): You project your other creatures and objects for one minute.
consciousness into the Astral Plane, allowing you to Hex of Antimagic Field (Level 13): You create a 20-
travel freely and perceive events in other planes for foot radius field that suppresses magic. Spells and
up to one hour. magical effects are negated while within the field,
Hex of Psychic Paralysis (Level 9): You assault a and creatures must make a Charisma saving throw
target's mind, rendering them paralyzed until the end to cast spells or use magical abilities.
of their next turn unless they succeed on an Hex of Essence Shackles (Level 13): You shackle a
Intelligence saving throw. target's essence, reducing their maximum hit points
Hex of Energy Absorption (Level 9): You erect a by 20% until they complete a long rest or succeed on
barrier that absorbs a chosen damage type. Until the a Charisma saving throw.
start of your next turn, you gain resistance to that
damage type and deal extra damage of that type with 15th-Level Hexes:
your spells.
Hex of Elemental Mastery (Level 15): You channel
11th-Level Hexes: the primordial forces of the elements, imbuing your
next spell with additional damage of a chosen
Hex of Elemental Disruption (Level 11): You disrupt elemental type.
the elemental balance within a target, dealing 3d6 Hex of Transcendence (Level 15): You transcend the
damage of a chosen elemental type and potentially physical realm, becoming incorporeal for one minute.
inflicting a condition, such as burning or freezing. While incorporeal, you gain resistance to all damage
Hex of Arcane Reflection (Level 11): You create a except force damage and can move through other
shimmering barrier that reflects magical energy. Until creatures and objects.
the start of your next turn, you have advantage on Hex of Soul Siphon (Level 15): You drain the life
saving throws against spells and spell-like effects. force of multiple targets, dealing 8d6 necrotic

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damage and restoring 1d4 hit points equal to half the unbreakable bond between yourself and another
damage dealt to yourself and up to two allies of your creature of your choice. As long as the bonded
choice within 30 feet. creature is within 1 mile of you, both of you have
Hex of Reality Shift (Level 15): You bend reality, advantage on all saving throws and attack rolls.
allowing you to reroll any failed attack rolls, ability Hex of Eternity's Embrace (Level 19): You enter a
checks, or saving throws for the next minute. state of eternal existence, becoming immune to
Hex of Eternal Vigilance (Level 15): You heighten aging, disease, and the effects of time. You also gain
your senses and gain advantage on Wisdom regeneration, allowing you to regain 20 hit points at
(Perception) checks, and you cannot be surprised or the start of each of your turns.
flanked for one minute. Hex of Omniscient Dominion (Level 19): You attain
godlike knowledge and control over the realm,
17th-Level Hexes: gaining proficiency in all skills, saving throws, and
tools. You also gain the ability to cast any spell of 9th
Hex of Astral Desolation (Level 17): You call upon level or lower, regardless of class or spell list.
the vast emptiness of the Astral Plane, causing an
area within a 30-foot radius to become a void.
Creatures within the area must succeed on a
Charisma saving throw or be banished to a Name: Witch's Grimoire
demiplane for one minute. Level: 1st
Hex of Celestial Intervention (Level 17): You invoke Description: The Witch's Grimoire is a mystical book
the intervention of celestial beings, granting you granted to every Witch upon their initiation into the
advantage on all saving throws and spell attack rolls path of magic. It is a unique artifact infused with
for one minute. ancient knowledge and the ability to absorb and
Hex of Arcane Cataclysm (Level 17): You unleash a replicate spells from other spellcasting traditions.
cataclysmic surge of arcane energy, dealing 10d6 This grimoire serves as a conduit for the Witch's
force damage to all creatures within a 40-foot radius. magical power, allowing them to expand their
The affected creatures must make a Constitution repertoire beyond the bounds of traditional
saving throw or be knocked prone. Witchcraft.
Hex of Time Warp (Level 17): You manipulate the
flow of time, allowing you to take an additional turn Mechanics:
immediately after your current turn. This extra turn is - Spell Expansion: When you reach 1st level, you
unaffected by the normal initiative order. gain the ability to add spells from other spellcasting
Hex of Omniscience (Level 17): You gain omniscient classes to your Witch spell list. You can spend time
insight for one minute, knowing the precise location studying and transcribing these spells into your
and status of all creatures and objects within a 1-mile Witch's Grimoire, integrating them into your magical
radius, even if they are magically hidden or invisible. repertoire. To do so, you must spend 2 hours and 50
gold pieces per spell level for each spell you wish to
add.
- Spell Selection: The spells you can add to your
Witch's Grimoire must be of a level you can cast, and
19th-Level Hexes: you must have access to the spell through other
means (e.g., scrolls, spellbooks, or other spellcasters
Hex of Ascendance (Level 19): You ascend to a willing to share their knowledge).
higher plane of existence for one minute, gaining - Transcribing Spells: To transcribe a spell into your
flight, resistance to all damage, and the ability to cast Witch's Grimoire, you must succeed on an Arcana
spells without expending spell slots. check with a DC equal to 10 + the spell's level. On a
Hex of Cosmic Annihilation (Level 19): You channel successful check, you add the chosen spell to your
the raw power of the cosmos, unleashing a Witch's Grimoire and can prepare and cast it as if it
devastating explosion that deals 15d6 force damage were a Witch spell. If you fail the check, you cannot
to all creatures within a 60-foot radius. The affected try again until you gain a level.
creatures must succeed on a Dexterity saving throw - Spell Slots: When you prepare your spells after a
or be disintegrated. long rest, you can choose a number of spells from
Hex of Eternal Bond (Level 19): You forge an your Witch's Grimoire equal to your Intelligence

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modifier + your Witch level (minimum of one spell). perform a ritual, you can designate one or more
These spells are considered prepared, and you can coven members to lend their aid. This grants you
cast them using your Witch spell slots. advantage on ability checks related to the ritual and
- Spell Level Restrictions: You can only add spells to reduces the casting time by half.
your Witch's Grimoire that are of a level for which 3. Alchemical Expertise: Your coven includes
you have spell slots. For example, at 1st level, you talented alchemists who can create unique potions
can only transcribe and cast 1st-level spells. and elixirs. Once per week, you can request a
- Expanding the Grimoire: As you gain levels in the specific potion or elixir from your coven. They will
Witch class, your Witch's Grimoire grows in power deliver it to you within a reasonable time frame,
and capacity. At 5th level and every five levels considering the complexity of the requested
thereafter (10th, 15th, and 20th), you can choose to concoction. The potions created by your coven are of
add an additional spell level to your grimoire, exceptional quality and have a potent effect.
allowing you to transcribe and prepare spells of 4. Astral Connections: Your coven possesses
higher levels. individuals skilled in astral projection and scrying.
Once per week, you can request the assistance of a
The Witch's Grimoire represents the Witch's coven member to perform an astral journey on your
dedication to the pursuit of arcane knowledge and behalf. They can explore distant locations, gather
their willingness to explore beyond the boundaries of information, or deliver messages to specific
their own tradition. It grants them the flexibility to individuals. The information obtained during these
adapt their spellcasting to various situations, making journeys is relayed back to you upon the coven
them versatile and invaluable members of any member's return.
adventuring party. With this ancient tome by their 5. Puzzle Insight: Your coven members are astute
side, Witches become the epitome of magical puzzle solvers. When faced with a complex puzzle or
adaptability and intellectual curiosity. riddle, you can mentally consult your coven for
guidance. They will collectively analyze the puzzle
and provide you with a hint or solution based on their
combined knowledge and problem-solving skills.
Name: Coven Connections 6. Resource Gathering: Your coven members are
Level: 2nd spread across the world and are skilled at gathering
Description: As a Witch, you have cultivated a rare and exotic resources. Once per month, you can
close-knit network of mystical practitioners known as request your coven to gather a specific material or
your Witch's Coven. These loyal followers are skilled component for you. They will locate and acquire the
in various magical arts and are always ready to requested resource, ensuring its safe delivery to your
assist you with their expertise, knowledge, and current location.
unique abilities. 7. Ethereal Portal: As a demonstration of your
Mechanics: coven's combined magical prowess, you can
- Activation: Once per long rest, you can spend 1 summon an ethereal portal that connects your
hour communing with your Witch's Coven to current location to your coven's sanctum. This portal
establish a psychic link, attuning yourself to their allows you and your allies to travel instantaneously
combined magical energies. between the two points, bypassing physical barriers
Range: 1 mile radius from your current location. and great distances. The portal remains open for 1
Duration: 24 hours or until you establish a new link. hour and can be used once per long rest.
- Effects:
1. Knowledge Sharing: While the link is active, you Note: Your coven members are not combatants and
gain access to the collective knowledge and are primarily focused on non-combat activities. They
expertise of your coven. This allows you to ask your are loyal to you and will assist you to the best of their
coven any question pertaining to history, arcana, or abilities, but they will not engage in direct combat
ancient technologies. The coven members will unless absolutely necessary.
collectively pool their knowledge and provide you
with a reliable answer.
2. Ritual Assistance: Your coven members are Name: Pact of the Lost Technologies
skilled in various rituals and can assist you in Level: 3rd
performing complex magical rites. Whenever you Description: Pact of the Lost Technologies

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represents a pivotal moment in a Witch's journey, Witch can use an action to attune their connection to
where they forge a mystical bond with the remnants the Pact of the Lost Technologies with the fabric of
of ancient machinery and unlock their potential to reality. They gain the ability to cast the spell
interact with the world in unique and fascinating "Dimension Door" using a spell slot of their highest
ways. available level. When casting Dimension Door
through this feature, the Witch can bring along one
Mechanics: Upon reaching 3rd level, the Witch willing creature of their choice, provided the creature
gains access to the Pact of the Lost Technologies, is within 5 feet of them.
granting them a variety of abilities tied to their
newfound connection with arcane-infused machinery. 6. Mechanical Enigma: The Witch can analyze and
comprehend the intricacies of complex machinery or
1. Technomantic Familiar: The Witch gains the ability puzzles with exceptional clarity. They gain a bonus
to summon a small Technomantic Familiar, a equal to their Intelligence modifier on all checks
miniature automaton infused with magical energies. made to solve puzzles, disarm traps, or unlock
This familiar serves as a loyal companion and hidden passages involving ancient technology.
assistant, capable of performing simple tasks,
fetching items, or even aiding in puzzle-solving. The The Pact of the Lost Technologies grants the Witch
Technomantic Familiar has the statistics of a regular the ability to explore and interact with the world in
familiar. ways that transcend mere spellcasting. With their
Technomantic Familiar, clockwork companions, and
2. Arcane Augmentation: The Witch can channel their affinity for ancient technologies, the Witch
their magic through the Pact of the Lost becomes an invaluable asset in unraveling
Technologies to enhance their own capabilities. mysteries, deciphering ancient codes, and navigating
Once per long rest, as an action, the Witch can the intricate mechanisms that guard hidden
choose one ability score and gain advantage on knowledge.
ability checks and saving throws that utilize that
score for 1 hour. Additionally, their proficiency bonus
is doubled for any ability checks or saving throws Name: Potion Mastery
related to using or understanding ancient Level: 4th
technologies during this time. Description: Potion Mastery grants the Witch the
ability to brew a number of temporary potions every
3. Clockwork Companions: Through their Pact, the day for free, as well as craft permanent potions using
Witch gains proficiency in the Tinker's Tools and can the normal ingredients. With this feature, the Witch
spend downtime hours to craft small clockwork becomes an adept alchemist, capable of creating
companions. These clockwork companions can take various elixirs and concoctions to aid herself and her
various forms, such as mechanical birds, spiders, or allies.
tiny constructs, each serving a unique purpose. The
Witch can have a number of clockwork companions Mechanics:
equal to their Intelligence modifier active at any given Temporary Potions: The Witch can brew a number of
time. These companions can assist in scouting, temporary potions each day without expending any
exploration, or performing simple tasks, making them resources. These potions provide beneficial effects
invaluable allies outside of combat. and can be consumed or shared with allies. The
number of potions the Witch can brew per day is
4. Technological Expertise: The Witch gains equal to her proficiency bonus plus her Intelligence
advantage on Intelligence (Arcana) checks made to modifier. Temporary potions created through Potion
understand or operate ancient technologies, Mastery last for 1 hour before losing their potency.
including machinery, artifacts, or mechanisms found
during their adventures. Furthermore, they can use Example temporary potions: Healing Potion (restores
their action to decipher complex ancient scripts or 2d4 + Intelligence modifier hit points), Elixir of Agility
inscriptions, gaining insight into hidden lore or the (grants advantage on Dexterity-based skill checks for
functions of mysterious devices. 1 hour), Brew of Clarity (advantage on Wisdom
saving throws for 1 hour).
5. Dimensional Interface: Once per long rest, the Permanent Potion Crafting: The Witch can craft

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permanent potions using the normal ingredients history and lost technologies, they gain access to
required for potion-making. By spending time and hidden secrets, forgotten lore, and ancient artifacts
resources, she can create potions with long-lasting that can aid them in their adventures.
effects. Crafting a permanent potion takes 8 hours of Mechanics:
work and consumes the necessary ingredients. The
Witch can craft a number of permanent potions equal 1. Ancient Knowledge: The Witch gains proficiency in
to her proficiency bonus per long rest. the History skill if they don't already have it.
Additionally, they can add double their proficiency
Example permanent potions: Potion of Invisibility bonus when making History checks related to arcane
(grants invisibility for 1 hour), Potion of Resistance artifacts, lost technologies, or deciphering ancient
(grants resistance to a chosen damage type for 1 languages.
hour), Potion of Heroism (grants temporary hit points
and advantage on saving throws against fear for 1 2. Scholar's Intuition: The Witch's deep
hour). understanding of ancient civilizations grants them an
Potion Knowledge: By testing a sample of any potion uncanny sense when they are near ancient ruins,
she finds, the Witch can learn to brew new potions. hidden chambers, or areas of historical significance.
This process requires the Witch to spend 1 hour Within a range of 60 feet, the Witch can sense the
analyzing and experimenting with the potion, using presence of such locations. This ability allows them
her Herbalism kit and making an Intelligence to navigate complex mazes, find hidden passages,
(Alchemy) check with a DC determined by the rarity and detect concealed entrances or traps.
and complexity of the potion. On a successful check,
the Witch gains knowledge of the potion's recipe and 3. Relic Analysis: The Witch's expertise in
can subsequently brew it. archeology allows them to identify and understand
the properties of ancient relics and artifacts. By
Potion rarity and complexity: Common (DC 10), spending 1 hour examining an item of historical
Uncommon (DC 15), Rare (DC 20), Very Rare (DC significance, the Witch can discern its magical
25), Legendary (DC 30). properties, if any, and gain insights into its origin,
purpose, and potential use. This feature functions
Name: Hex Mastery similarly to the Identify spell, without requiring a spell
Level: 5th slot, but it can only be used on items with a historical
Description: Hex Mastery is a class feature that or archeological significance.
enhances the Witch's ability to unravel and
manipulate arcane energies. Through their extensive 4. Linguistic Acuity: The Witch gains proficiency in
studies and connection to the supernatural, the Witch one additional language of their choice, representing
gains a heightened understanding of hexes, allowing their ability to decipher ancient languages and
them to simultaneously maintain two active hexes. forgotten scripts. Additionally, when the Witch
encounters an unfamiliar language, they can make
Mechanics: When a Witch reaches 5th level, they an Intelligence check (History) to determine if they
gain the ability to maintain two hexes at once. have come across it in their studies.
Normally, a Witch can only have one active hex, but
with Hex Mastery, they transcend this limitation. The 5. Ritual Mastery: The Witch's understanding of
Witch can choose two hexes from their available hex ancient rituals and ceremonial magic deepens. They
options and apply them simultaneously to different can add two additional ritual spells to their Witch's
targets or even the same target. The hexes continue Grimoire, expanding their repertoire of non-combat
to function independently, affecting the designated spells that can be cast as rituals. The added ritual
targets with their respective effects. spells must be of a level for which the Witch has
spell slots.
Name: Mystic Archeology
Level: 6th Mystic Archeology taps into the Witch's scholarly
Description: Ancient Secrets is a class feature that pursuits and expertise in ancient civilizations. This
taps into the Witch's insatiable curiosity and affinity feature not only enhances their ability to uncover
for unraveling the mysteries of the past. With their hidden knowledge and navigate historical locations,
deep knowledge and connection to Maxxia's arcane but also provides them with unique insights into

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ancient relics and rituals. With their deep 7th level and again at 11th and 15th levels, the Witch
understanding of the past, Witches become can choose one additional potion or alchemical
invaluable puzzle solvers, historians, and mixture from a specialized repertoire. These unique
archaeologists, capable of uncovering the secrets concoctions provide versatile utility, offering effects
that lie beneath the surface of the world. such as temporary resistance to certain damage
types, increased mobility, enhanced senses, or even
Name: Alchemical Mastery temporary flight. The Witch can create these potions
Level: 7th during a short or long rest, provided they have the
Description: Alchemical Mastery represents the necessary ingredients and access to their herbalism
Witch's deep understanding and proficiency in the art kit.
of alchemy. Through their knowledge of mystical
mixtures and potent elixirs, they gain the ability to 6. Alchemical Network: The Witch's expertise in
concoct powerful potions and infusions that provide alchemy attracts like-minded individuals who share
unique benefits to themselves and their allies. their passion for the craft. At 7th level, the Witch
gains a network of alchemical contacts and
Mechanics: At 7th level, the Witch gains the apprentices known as the "Elixir Syndicate." These
following abilities related to alchemy: followers, consisting of skilled alchemists,
researchers, and assistants, aid the Witch in their
1. Master Alchemist: The Witch's proficiency with the endeavors. The Elixir Syndicate can assist with
herbalism kit becomes unparalleled. They gain potion creation, gather rare ingredients, or even
expertise in using the kit, allowing them to create conduct alchemical research on behalf of the Witch.
alchemical mixtures and potions with greater The Witch can send messages to their syndicate
efficiency and precision. members using a special magical communication
device known as the "Alchemical Transceiver."
2. Potent Brews: When the Witch creates a potion or
elixir using their herbalism kit, the effects of the Note: While Alchemical Mastery focuses on non-
concoction become more potent. Any potions combat abilities, some of the effects, such as
created by the Witch have their effects enhanced by enhanced healing or temporary enhancements,
an additional 50% (rounded up), providing increased could indirectly impact combat situations by
healing, temporary enhancements, or other bolstering the party's capabilities.
beneficial effects. This enhanced potency lasts for
the normal duration of the potion. 7th Level:
3. Alchemical Awareness: The Witch's mastery of Elixir of Elemental Resistance: This potion grants
alchemy grants them heightened senses when it temporary resistance to a chosen elemental damage
comes to detecting and identifying alchemical type (fire, cold, acid, lightning, or thunder) for 1 hour.
substances and magical ingredients. They gain The Witch or a creature that consumes this potion
advantage on Wisdom (Perception) and Intelligence gains advantage on saving throws against effects
(Investigation) checks related to identifying that deal the chosen damage type.
alchemical substances, detecting hidden or
concealed potions, or discerning the properties of Potion of Swift Steps: When consumed, this potion
mystical ingredients. enhances the drinker's speed and agility, granting
them a +10 bonus to their movement speed for 10
4. Elixir Expertise: As an action, the Witch can minutes. Additionally, they have advantage on
consume one of their own potions or elixirs as a free Dexterity (Acrobatics) and Dexterity (Athletics)
action, allowing them to instantly gain its effects checks that involve quick movements or evasive
without expending an action. This allows the Witch to maneuvers.
swiftly bolster their abilities or recover from adverse
conditions, providing them with a tactical advantage Potion of Elemental Resilience: This potion grants
in challenging situations. temporary resistance to a specific elemental damage
type (fire, cold, acid, lightning, or thunder) for 1 hour.
5. Alchemical Repertoire: The Witch learns to create
additional unique potions and alchemical mixtures. At Elixir of Agile Evasion: When consumed, this elixir

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enhances the Witch's agility, granting them Potion of Astral Projection: This powerful potion
advantage on Dexterity saving throws and the ability allows the Witch to temporarily project their
to move through difficult terrain without penalty for 1 consciousness into the Astral Plane, gaining the
hour. ability to traverse through it for up to 1 hour. While in
this state, the Witch can observe distant locations,
11th Level: communicate with other astral entities, and gain
insight into hidden knowledge.
Elixir of Shadows: This potion bestows temporary
darkvision and the ability to move stealthily in dim Elixir of Transmutation Mastery: When consumed,
light or darkness for 1 hour. The drinker gains this elixir grants the Witch proficiency in one skill or
darkvision with a range of 60 feet and advantage on tool proficiency of their choice for 24 hours. The
Dexterity (Stealth) checks made in low-light Witch gains a deep understanding of the chosen skill
conditions. or tool, allowing them to perform at an expert level.

Potion of Elemental Burst: When thrown or


consumed, this potion creates a burst of elemental
energy. The Witch selects a damage type (fire, cold, Name: Ethereal Attunement
acid, lightning, or thunder) and makes a ranged spell Level: 8th
attack against a target within 30 feet. On a hit, the Description: Ethereal Attunement grants the Witch
target takes 4d6 damage of the chosen type. If the ability to tap into the ethereal plane, allowing
consumed, the Witch gains resistance to that chosen them to interact with and traverse through the fabric
damage type for 1 hour. of reality. This attunement enables the Witch to
perceive hidden connections and unlock the secrets
Potion of Arcane Insight: Upon consuming this of the multiverse, enhancing their exploration and
potion, the Witch gains advantage on Intelligence problem-solving capabilities.
(Arcana) checks and can decipher magical writings
or glyphs without needing a spell or ability to assist Mechanics:
for 1 hour. Range: Self
Duration: 1 hour (concentration)
Elixir of Illusory Duplicates: This elixir grants the - Usage: 2 times per long rest
Witch the ability to create illusory duplicates of
themselves. When they take the Dodge action, these While under the effects of Ethereal Attunement, the
duplicates mimic their movements, making it difficult Witch gains the following abilities:
for enemies to discern the Witch's true location. The
effect lasts for 10 minutes. 1. Ethereal Sight: The Witch gains the ability to see
into the ethereal plane, perceiving its ghostly
inhabitants and detecting ethereal phenomena. They
15th Level: can perceive ethereal creatures and objects as if
they were partially translucent, granting advantage
Elixir of Ethereal Veil: This potion allows the drinker
on Perception checks related to ethereal or invisible
to briefly phase into the Ethereal Plane, becoming
entities.
partially incorporeal for 1 minute. While in this state,
the drinker gains resistance to all damage except
2. Ethereal Step: Once per round as a bonus action,
force damage and gains advantage on saving throws
the Witch can briefly shift their form partially into the
against spells and other magical effects.
ethereal plane, allowing them to move through solid
objects and obstacles. They gain the ability to move
Potion of Levitation: Upon consuming this potion, the
through any non-magical barrier, such as walls or
drinker gains the ability to levitate off the ground for 1
locked doors, up to 5 feet thick. This ability lasts for a
hour. They can move up to 20 feet vertically or
number of rounds equal to the Witch's Intelligence
horizontally as part of their movement, ignoring
modifier (minimum of 1 round).
difficult terrain. Additionally, they have advantage on
Dexterity saving throws made to avoid falling.
3. Ethereal Tether: The Witch can form a tether to an
ethereal anchor point within 60 feet. This anchor

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point can be a specific location or a creature that remarkable outcomes beyond the ordinary.
willingly serves as the anchor. The tether acts as a
mystical connection between the Witch and the Mechanical Effects:
anchor, allowing them to communicate telepathically 1. Amplified Enchantments: When casting a ritual
over any distance and share sensory information. that involves enchantments, such as divination or
The tether lasts for the duration of Ethereal warding spells, the Witch's Empowered Rituals
Attunement. feature grants a significant boost to the
enchantments' duration or effectiveness. The
4. Ethereal Puzzle-Solving: When encountering duration of enchantment spells cast as rituals is
complex puzzles or riddles, the Witch's attunement to doubled, and the potency of their effects is
the ethereal plane grants them unparalleled insight. heightened by 50%.
They gain advantage on Intelligence (Investigation)
and Wisdom (Insight) checks made to decipher or 2. Mystical Insight: Through the heightened
solve puzzles. Additionally, the Witch can spend a connection with the mystical forces, the Witch gains
bonus action to enter a meditative state, attuning access to previously unknown insights and hidden
their mind to the ethereal plane. This grants them the knowledge during rituals. Once per ritual, the Witch
ability to reroll any failed Intelligence (Investigation) can request the Hex Master to provide additional
or Wisdom (Insight) check related to puzzles or clues, hints, or information relevant to the ongoing
riddles. quest, mystery, or puzzle. This extra guidance can
shed light on obscured paths, reveal hidden doors, or
5. Ethereal Portal Crafting: Through their disclose the true nature of a riddle.
understanding of the ethereal plane, the Witch gains
the ability to create temporary portals leading to 3. Ritual Mastery: The Witch's expertise in rituals
specific ethereal destinations. By spending 10 expands, allowing them to reduce the time required
minutes and expending a spell slot of 2nd level or to complete rituals by half. This benefit extends to
higher, the Witch can create a portal that remains any future ritual the Witch performs. Additionally, the
open for 1 hour. This portal can transport the Witch Witch can now perform rituals without consuming
and up to six Medium or smaller creatures to a material components with a cost of 100 gold pieces
predetermined ethereal location of their choice within or less, as they have honed their ability to draw upon
a range of 100 miles. Once the portal is used or its the magical energies of Maxxia.
duration ends, it closes, leaving no trace of its
existence. The Empowered Rituals feature provides the Witch
with invaluable tools for exploration, investigation,
Name: Empowered Rituals and the deciphering of arcane secrets. By delving
Level: 9th deeper into the mysteries of Maxxia, the Witch
Description: Empowered Rituals uncovers hidden truths, gains newfound clarity, and
Mechanics: further solidifies their reputation as a master of the
The Witch's mastery of rituals reaches new heights, arcane and lost technologies.
granting them the ability to infuse their magical
ceremonies with enhanced power and mystical
resonance. Through Empowered Rituals, the Witch
can channel the raw energies of Maxxia into their Name: Master of Enigmas
rituals, augmenting their effects and unraveling Level: 10th
hidden secrets. Description: As a Master of Enigmas, your deep
understanding of arcane mysteries and lost
Range: Self technologies grants you unparalleled insights into the
Duration: Instantaneous hidden workings of the world. You possess a keen
- Usage: Once per long rest intellect and intuition, allowing you to unravel
puzzles, decipher ancient scripts, and navigate
When performing a ritual, the Witch can choose to complex magical enigmas with ease. Your expertise
empower it with their enhanced understanding of the extends beyond the physical realm, enabling you to
arcane. This feature enhances the effects and tap into the ethereal plane and perceive the subtle
potency of the ritual, allowing the Witch to achieve connections between the material and spiritual

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worlds. cast the spell "Guidance" without expending a spell


slot. The spell's range is increased to 30 feet, and its
Mechanics: duration is extended to 1 hour when cast by you.
- Puzzle Solver: You gain proficiency in the
Investigation and Perception skills if you didn't Embracing the enigmatic nature of your class, the
already have them. If you already have proficiency in Master of Enigmas class feature empowers you with
these skills, you gain expertise in them instead, heightened perception, unparalleled problem-solving
doubling your proficiency bonus. abilities, and a suite of non-combat skills that set you
- Enigmatic Intuition: You have advantage on apart as a versatile and invaluable asset in and out
Intelligence (Arcana) and Wisdom (Insight) checks of combat.
related to deciphering magical writings, unraveling
complex mechanisms, or uncovering hidden secrets. Name: Greater Hexes
- Mystical Perception: You gain the ability to perceive Level: 11th
the ethereal plane. As an action, you can focus your Description: At the 11th level, your knowledge of
senses to see into the ethereal plane for 1 minute. the interplay between arcane energies and ancient
During this time, you can see ethereal creatures and technology has deepened, allowing you to create
objects as if they were in the Material Plane. multiple strands of energy at once. You've learned to
Additionally, you have advantage on Wisdom interweave your hexes, merging the remnants of past
(Perception) checks to detect invisible creatures and technologies and raw arcane energy in a symphony
objects. of enchantments that is as harmonious as it is
potent. The very fabric of Maxxia seems to bend to
Furthermore, as a Master of Enigmas, you have your will, enabling you to simultaneously weave
honed your non-combat skills to a remarkable multiple curses upon your adversaries or bestow
degree. You possess a variety of abilities that aid enhancements upon your allies.
you in non-adventuring activities: Mechanics: Beginning at the 11th level, you can
have up to three hexes active at the same time.
- Traveler's Respite: You can create a temporary
extradimensional space known as the "Enigma's
Haven." As an action, you conjure a small pocket Name: Artificer's Sanctuary
dimension that serves as a sanctuary for you and Level: 12th
your allies. The Enigma's Haven lasts for 8 hours Description: Artificer's Sanctuary represents the
and can accommodate a number of creatures equal culmination of a Witch's understanding of ancient lost
to your Intelligence modifier (minimum of 1). While technologies and their ability to create a pocket
within the Haven, creatures regain hit points equal to dimension known as the Artificer's Sanctuary. Within
their hit die (minimum of 1) at the start of their turn. this ethereal refuge, the Witch can engage in
intricate crafting, research, and contemplation,
- Ancient Lorekeeper: You gain proficiency in the delving into the secrets of the universe and unlocking
History skill, and if you already have proficiency in it, new possibilities.
you gain expertise instead. In addition, you have
advantage on Intelligence checks to recall Mechanics: As an action, the Witch can invoke the
information about ancient civilizations, forgotten lore, Artificer's Sanctuary, creating a temporary
or lost technologies. extradimensional space that exists outside the
boundaries of time and space. The sanctuary
- Master Artificer: You have developed exceptional manifests as a magnificent workshop bathed in an
skills in crafting and manipulating arcane objects. otherworldly glow, filled with intricate machinery,
You gain proficiency with one set of artisan's tools of mystical artifacts, and shelves lined with ancient
your choice. Additionally, you can craft non-magical tomes.
items with half the time and half the cost required by
the crafting rules in the Hex Master's Guide. The Artificer's Sanctuary has a radius of 30 feet and
lasts for 8 hours. It is a sanctuary of tranquility,
- Enigmatic Guidance: Your enigmatic insights allow shielding the Witch and their allies from the chaos of
you to guide and advise your companions with the outside world. While within the sanctuary, time
unparalleled wisdom. Once per long rest, you can flows differently, with a minute inside equaling an

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Hexmaster Chapter 4 Basic Classes

hour outside. The Witch and up to six willing manipulation reaches its apex, allowing them to
creatures of their choice can enter the sanctuary. transcend the boundaries of the material plane and
venture into otherworldly realms. Through their
Within the Artificer's Sanctuary, the Witch gains the connection with the mystical forces of Maxxia,
following benefits: Witches gain the ability to traverse dimensions,
opening up new possibilities for exploration,
1. Crafting Excellence: The Witch's proficiency bonus discovery, and interaction.
is doubled for any ability check made to craft or
repair items. Additionally, they can craft items in half Mechanics:
the time it would normally take. Dimensional Portal: As an action, you can open a
dimensional portal to a specific plane of existence.
2. Research Insights: The Witch gains advantage on You must have knowledge of the desired plane or
Intelligence checks made to decipher ancient texts, have a specific key item related to that plane. The
understand complex puzzles, or uncover hidden portal remains open for 1 hour or until you choose to
knowledge. close it. The portal is a shimmering, translucent
gateway that others can see but not interact with
3. Mystical Inspiration: Once per long rest, the Witch unless they possess the means to travel through
can use their action to touch a willing creature within dimensions.
the sanctuary, granting them inspiration. The target Plane Selection: You can choose from the following
gains advantage on the next ability check, attack roll, planes of existence: Elemental Planes (Air, Earth,
or saving throw they make within the next hour. Fire, Water), Feywild, Shadowfell, Astral Plane,
Ethereal Plane, or the domains of specific deities or
4. Enhanced Magical Attunement: While inside the powerful beings (subject to DM's discretion).
sanctuary, the Witch can attune to an additional Dimensional Journey: You can step through the
magic item beyond their normal limit. This dimensional portal, transporting yourself and up to
attunement persists even after leaving the sanctuary, six willing creatures of your choice. Any unwilling
but the Witch cannot attune to any further items until creature must succeed on a Charisma saving throw
they have spent a long rest outside the sanctuary. against your spell save DC or be unable to pass
through the portal. The journey through the portal
5. Harmonious Restoration: As a bonus action, the takes 1 minute, and you emerge in a location of your
Witch can spend hit dice to restore hit points to choice on the chosen plane.
themselves or an ally within the sanctuary. The Exploration and Interaction: Once you arrive on the
amount healed is equal to the roll of the hit dice plus other plane, you can explore its unique landscapes,
the Witch's Intelligence modifier. interact with its inhabitants, and uncover hidden
knowledge. The time spent on the plane remains
6. Arcane Repository: The sanctuary's shelves are subjective, and while it may feel like hours or days
lined with ancient tomes and rare artifacts. The Witch have passed, only a minute has elapsed on the
can spend uninterrupted time studying and copying material plane. However, be cautious, as the other
spells into their spellbook, adding two spells of a planes can have their own dangers, including
level they can cast from any spell list to their Witch's powerful entities, environmental hazards, or chaotic
grimoire. magic.
Return Journey: When you're ready to return, you
The Artificer's Sanctuary provides a safe haven for can open another dimensional portal back to the
the Witch and their companions, offering respite from material plane. The return journey also takes 1
the challenges of their adventures. It allows them to minute. You and any creatures with you can step
delve into their passions for crafting, research, and through the portal and arrive at the location you
magical exploration, enabling them to unlock new departed from.
potentials and deepen their understanding of the Limitations: The ability to manipulate dimensions is
arcane mysteries that surround them. a formidable power, but it has its limitations. You can
only use this feature once per long rest. Additionally,
Name: Interdimensional Rendezvous certain planes may have their own restrictions or
Level: 13th requirements for travel, such as specific rituals,
Description: The Witches' mastery over dimensional artifacts, or special conditions that need to be met.

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Name: Arcane Dominion


Name: Greater Coven Level: 15th
Level: 14th Description: Arcane Dominion represents the
Description: The Witch's connection to her coven pinnacle of a Witch's power, granting them the ability
deepens, granting her enhanced abilities and the to establish a Witches tower and exert control over a
ability to call upon the collective knowledge and territory through their mastery of magic.
power of her fellow Witches.
Mechanics:
Mechanics: Upon reaching the 15th level, the Witch's connection
Once per long rest, the Witch can perform the Ritual with mystical energies reaches its zenith. Through a
of the Greater Coven, a sacred ceremony that potent ritual, the Witch establishes a powerful
strengthens the bonds between her and her coven Witches tower, a physical manifestation of their
members. The ritual requires an hour of arcane might. This tower serves as both a sanctuary
uninterrupted meditation and the presence of at least and a beacon of magical influence.
two other Witches from her coven.
During the ritual, the Witch and her coven members The Witches tower materializes in a location of the
share their magical energy and knowledge, resulting Witch's choosing, often in a place of significance,
in the temporary amplification of their individual such as atop a remote mountain peak, nestled within
powers. an ancient forest, or hidden beneath the waves of a
Upon completing the ritual, the Witch gains the mystical lake. The tower can be a grand structure
following benefits for the next 24 hours: with towering spires, enchanted gardens, and secret
Spellcasting Empowerment: The Witch's spellcasting chambers, or it can be an ethereal and ever-shifting
ability score increases by 2 for the duration. This edifice that exists partially in the Material Plane and
increase applies to spell attack rolls, spell save DCs, partially in other planes of existence.
and any other features that rely on the Witch's
spellcasting ability. The establishment of the Witches tower brings about
Hex Amplification: The Witch's Hex feature becomes a transformation in the surrounding area, imbuing it
more potent. The duration of hexes placed by the with a mystical aura. This arcane dominion grants
Witch is extended by 1 hour, and the save DC for the the Witch a range of benefits:
hexes increases by 2.
Coven Connection: The Witch gains the ability to Territorial Influence: The Witches tower exerts a
communicate telepathically with any member of her supernatural influence over the surrounding territory,
coven who is on the same plane of existence. This radiating an enchanting presence that affects the
telepathic bond allows for silent communication over land, creatures, and magic within its reach. The
any distance, facilitating coordination and sharing of Witch gains advantage on all Charisma-based
information. checks and saving throws made within the
Shared Knowledge: Once during the 24-hour boundaries of their arcane dominion.
duration, the Witch can use her action to tap into the
collective knowledge of her coven. This allows her to Magical Nexus: The Witches tower acts as a conduit
gain proficiency in one skill or tool proficiency of her for magical energies, intensifying the potency of the
choice until the end of her next long rest. The Witch Witch's spells and rituals. While within the tower or
can use this feature even if she is already proficient its immediate vicinity, the Witch's spellcasting ability
in the chosen skill or tool, in which case she gains score increases by 2, resulting in improved spell
expertise instead. save DCs and spell attack bonuses.
Coven's Protection: While the Witch is within 30 feet
of at least one other coven member, she gains Warding Mysteries: The arcane dominion infuses the
advantage on saving throws against spells and other land with a protective barrier, making it harder for
magical effects. Additionally, if the Witch is reduced enemies to infiltrate the Witch's territory. The Witch
to 0 hit points but not killed outright, one of her coven gains advantage on saving throws against spells and
members within 30 feet can use their reaction to effects that attempt to scry, teleport, or otherwise
instantly heal the Witch, restoring her to half of her invade their dominion without permission.
maximum hit points.

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Witches' Council: The establishment of the Witches beacon of arcane knowledge in the plane she
tower attracts other Witches and spellcasters who dominates. Creatures drawn to magic or technology
seek guidance, knowledge, or protection. The Witch might seek out her Tower as a bastion of ancient
gains a small following of loyal magical practitioners, wisdom or a testament to forgotten times.
forming a Witches' Council. These followers, who
can be initiates, apprentices, or accomplished Mechanics: Upon reaching level 16, the Witch can
Witches in their own right, assist the Witch in their choose a plane she has visited before and manifest
research, spellcasting, and other endeavors. her Witch's Tower there. The plane chosen must be
one that can support the structure of the Tower. The
Dimensional Sanctum: Within the Witches tower, the Tower takes on aspects of the chosen plane, altering
Witch gains the ability to create extradimensional its appearance and aura to align with the new plane's
sanctums, allowing them to access other planes of energy.
existence for research, exploration, and puzzle-
solving. These sanctums can contain libraries filled Manifesting the Tower on a new plane requires a
with esoteric tomes, laboratories for crafting magical ritual that takes 24 hours to perform. The ritual
items, or chambers that connect to specific planes of requires reagents costing 1,000 gold pieces per
interest. The Witch can spend downtime within these manifestation. The Witch's Tower can exist in both
sanctums to gain unique insights, learn rare spells, the Material Plane and the chosen plane
or uncover hidden knowledge. simultaneously but can be moved to a different plane
using the same ritual. The Witch must be present in
It should be noted that the Witches tower and its the plane where she wants to move the Tower.
associated benefits require maintenance and
protection. The Witch must allocate resources and In addition to this, the Witch can establish a
time to maintain the tower's magical integrity, such "Waygate" within the Witch's Tower that provides a
as performing rituals, gathering rare components, or one-way passage from the Tower to a specific
defending it against external threats. Failure to location on the Material Plane, and vice versa. The
uphold the arcane dominion may result in the Waygate can be used once per day and requires 10
weakening or loss of its benefits. minutes to activate.

Name: Astral Dominion Furthermore, the Witch can summon up to three


Level: 16th planar beings that are native to the chosen plane
Description: As the Witch's power grows, she once per week as if casting the spell Conjure
attains the ability to extend the reach of her mystical Elemental at its base level, regardless of the beings'
Witch's Tower, an ancient structure full of untold type. These beings are friendly and can provide
arcane knowledge and secrets, into the ethereal information about their plane of origin. They will not
fabric of the Astral Plane or another plane of her fight for the Witch and vanish back to their home
choosing. This represents a significant step in her plane after one hour or when dismissed.
journey to mastering the mystical energies of Maxxia
and its lost technologies, for she has begun to assert Through Astral Dominion, the Witch essentially gains
her dominion beyond the confines of the material a stronghold in another plane of existence, opening
world. up a wealth of exploration, diplomatic, and research
possibilities. The Tower could become a center for
Astral Dominion is more than a spatial expansion; it interplanar trade, a diplomatic outpost, or a research
symbolizes a transcendent connection, an unyielding facility devoted to understanding the nature of
will imposing its mark on the multiverse. It opens up different planes. How the Witch uses her Astral
a cornucopia of opportunities for the Witch to explore Dominion is entirely up to her.
and grow. Perhaps, she will discover new magical
secrets, long-lost technology, or an entirely new Name: Cosmic Revelation
species of creatures. Maybe she will stumble upon a Level: 17th
forgotten god's sanctuary, or she will unlock Description: At the threshold of immortality, the
gateways to dimensions yet uncharted. Witch becomes a conduit for the cosmos. Her
understanding of the universe deepens, and she
As the Witch expands her reach, she becomes a gains a powerful revelation that allows her to interact

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with the cosmic energy that permeates every plane Level: 18th
of existence. This profound comprehension Description: As an 18th level Witch, you have
transcends traditional magic and technology, plumbed the depths of magic and ancient technology
allowing the Witch to exert her will on the reality to such an extent that your grimoire has transcended
around her in a way few can comprehend, much less the boundary between the animate and inanimate.
replicate. The vast knowledge contained within its pages has
given birth to a form of consciousness, creating a
With Cosmic Revelation, the Witch's essence, her sentient companion that can guide you through the
very soul, begins to resonate with the primordial mists of arcane mysteries and technological
harmonics of the cosmos. She hears the universe's enigmas.
rhythm, the silent chorus of existence singing within
her being. The interconnectedness of all things, from This Living Grimoire serves as your ultimate
the tiniest mote of dust to the greatest astral resource, possessing limitless knowledge of the
leviathan, becomes evident to her. world, its history, magic, and technologies. However,
this limitless knowledge comes with a caveat - the
Mechanics: Upon reaching level 17, the Witch gains grimoire, acting upon its sentience, only reveals its
the ability to cast the spell 'Contact Other Plane' at secrets when it deems you have earned them. Its
will, without consuming a spell slot, as she now assessment isn't simply based on your power or
instinctively knows how to commune with the cosmic magical prowess, but also your wisdom, decisions,
forces that bind the universe together. and actions, making it an ideal mentor in your
endless quest for knowledge.
In addition, she can now use this spell to contact an
extraplanar entity that can provide insight into Mechanics: As an action, you can consult your
puzzles, mysteries, or riddles. The entity responds to Living Grimoire on a specific subject or question. The
five questions you pose, although it may not have all Hex Master decides the DC based on the obscurity
the answers and it may not always tell the truth. of the knowledge you seek. You make a Charisma
(Persuasion) check against this DC. On a success,
The Witch can also use the 'Cosmic Revelation' the grimoire reveals the information you seek; on a
ability to identify any magic item, ancient technology, failure, it remains silent or offers a cryptic clue at the
or mysterious artifact, as if casting the spell 'Identify,' DM's discretion.
without consuming a spell slot or needing material
components. This ability can be used at will. The Living Grimoire has a vast pool of knowledge at
its disposal. Here are a few examples of what it could
Lastly, the Witch gains the ability to understand and offer:
speak all languages fluently. This newfound linguistic - Unveil the arcane signature of spells to help identify
comprehension is an echo of the universe's the caster.
harmony, symbolizing the unity of all creatures under - Disclose the blueprints of an ancient artifact or
the cosmic canopy. machine.
- Provide historical information that's forgotten by
Cosmic Revelation offers the Witch an immense time.
resource in solving complex problems and - Decode and translate ancient languages or ciphers.
deciphering ancient mysteries, further empowering - Help solve complex puzzles by providing hints or
her role as an explorer of reality's boundaries and a solutions.
guardian of forgotten knowledge. It creates - Reveal hidden paths in other dimensions for short
opportunities for role-playing, with the Witch's distance teleportation.
connection to the cosmic forces serving as a unique
conduit for plot development and exploration. Her You can use this feature a number of times equal to
command over languages can unravel the knots of your Intelligence modifier (minimum of once), and
cultural conflicts, open doors to diplomatic solutions, you regain all expended uses when you finish a long
and forge connections with creatures across the rest. Your grimoire is immune to all forms of damage
cosmos. and can't be stolen, but it can be suppressed or
silenced in an anti-magic field or similar magical
Name: Living Grimoire suppression effects. It always finds its way back to

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you when you finish a long rest if it was somehow fail. Additionally, the Witch is immediately made
separated from you. aware of the attempted scrying.

In addition, as a sentient being, your Living Grimoire The Mirror of Reflections does not freely give up its
can interact with you and others. It communicates knowledge. If the Witch fails the persuasion check by
with you telepathically, and at the DM's discretion, it 5 or more, the Mirror takes offense and refuses to be
might have a personality of its own. It can read any consulted again until the Witch has made amends.
language, but it can't speak or move on its own. This What constitutes as "making amends" is up to the
interaction adds another layer of depth to your DM's discretion, but it usually involves a quest for
adventures, making your journey more immersive knowledge or a demonstration of the Witch's
and intriguing. commitment to understanding the mysteries of the
multiverse.
Name: Mirror of Reflections
Level: 19th This magical artifact, while sentient, is still bound to
Description: In their quest for understanding, the the Witch and cannot act of its own accord. It cannot
Witch gains a remarkable ally in the form of a lie or withhold information that it decides to share,
sentient magical mirror. Known as the Mirror of but its messages may be cryptic and require
Reflections, this ancient relic is no ordinary mirror. It interpretation. The mirror is not infallible and is
can display images from across the multiverse, limited by its own perception of the multiverse. Its
whether they are of the past, the present, or even hints and guidance should not be taken as absolute
glimpses into possible futures. The mirror, however, truth but as pieces of a larger puzzle that the Witch
is not a tool to be used lightly. It has a will of its own, needs to solve.
only revealing what it believes the Witch has earned
the right to see. This connection to a vast array of Name: Infinite Knowledge
knowledge and insight can be instrumental in solving Level: 20th
the most complex puzzles, uncovering hidden truths, Description: The Witch, having traversed the realms
and traversing the intricacies of the multiverse. of magic and ancient technologies, deciphered
countless riddles of the cosmos, and woven together
The Mirror is also a source of wisdom. It knows the very threads of existence, attains a state of
countless secrets, from the processes of crafting the transcendence at this apex of their journey. Their
most potent potions to the activation of lost understanding of the fabric of Maxxia evolves into an
technologies. Though it can be coy and cryptic, insight so profound, it teeters on the brink of
treating the Mirror with respect and demonstrating omniscience. The Witch gains an unparalleled
intellectual curiosity can coax from it invaluable comprehension of all things arcane and
information that can give the Witch an edge in both technological, becoming a wellspring of ancient
combat and non-combat situations. knowledge and a beacon of wisdom.

Mechanics: The Mirror of Reflections can be Mechanics: The Witch is granted a unique boon of
consulted once per long rest. When consulted, the intellect and wisdom, gaining the ability to recall any
Witch must make a Charisma (Persuasion) check piece of information, solve any puzzle, or understand
against the Mirror's Charisma (the DM determines any technology, no matter how ancient or obscure.
this based on the current circumstances, though a
typical check might be DC 20). On a success, the Recall Lore: Whenever the Witch makes an
Mirror offers insight into a chosen topic - revealing Intelligence (Arcana, History, Investigation) or
images of a distant place, hinting at a solution to a Wisdom (Insight, Perception, Medicine, Nature,
complex puzzle, or even providing guidance on the Religion) check, they can add twice their proficiency
use or creation of an item of ancient technology. bonus instead of any proficiency bonus they normally
apply. This reflects the Witch's superior knowledge
The mirror is also capable of reflecting magical and wisdom in these areas.
scrying attempts. If anyone tries to scry on the Witch
who possesses the Mirror of Reflections, they must Technomancy: The Witch can spend 1 hour focused
succeed on a Wisdom saving throw against the on a piece of technology, regardless of its complexity
Witch's spell save DC or have their scrying attempt or age, to understand its function and operation. If it

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is a device that can be operated, the Witch gains Master Artificer: The Witch can craft magical and
proficiency with it. If it is a technological item that can technological items in half the time it would normally
be used as a tool, such as ancient machinery, the take. Additionally, when crafting such items, the
Witch can use it without the normal disadvantages of Witch only needs to expend half the materials that
not having proficiency. would normally be required.

Infallible Puzzle Solver: The Witch can spend 10 This pinnacle of knowledge does not come without a
minutes concentrating on a puzzle, riddle, or similar price, though. Every time the Witch uses one of
mental challenge to automatically decipher it. This these abilities, they must make a DC 15 Wisdom
includes magical puzzles, cryptography, and similar saving throw. On a failed save, they gain one level of
challenges. exhaustion as the strain of wielding such vast
knowledge takes its toll. This exhaustion can be
Transdimensional Intuition: The Witch can accurately removed through the normal means.
predict the destination of any portals, rifts, or other
forms of magical travel within their line of sight, as The power of Infinite Knowledge is an enormous
long as they spend at least 1 minute studying it. responsibility and a testament to the journey the
Witch has undergone. To hold the essence of the
Follower Insight: The Witch gains advantage on any cosmos in one's mind is a feat few could dream of,
Charisma (Persuasion, Deception, Intimidation) yet it is a reality for the Witch, who stands as the
check made when interacting with their followers. paragon of wisdom and understanding in the world of
This represents the Witch's deep understanding of Maxxia.
the desires, fears, and motivations of their followers.

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Chapter 5 Introduction: Advanced Classes


The cluttered laboratory of Malidrex echoed with the impatient tapping of her shoe. Before her was the formidable
Book of Eldritch Shadows, opened to its Advanced Classes section, and reflecting upon it was the Magus's Mirror,
displaying vibrant images of each of the professions.

Malidrex, her eyes alight with anticipation, proclaimed, "The time has come, dear friends! Time to dive into the
advanced classes. With these, players can specialize their characters, honing their skills and adding unique quirks
to their storylines. Oh, how I relish this part!"

The Magus's Mirror, unimpressed, responded, "Oh joy, yet another chance for you to skip to the 'good parts' without
understanding the basics."

Malidrex shot it a glance, "You know, for an artifact that's essentially a reflective surface, you sure have a lot to
reflect on!"

The Book of Eldritch Shadows sighed, its pages rustling. "Enough banter. Let's proceed. First up, the AI Whisperer
—"

"Ah yes!" Malidrex interrupted, "For those who want to sweet-talk their way into the heart of a machine. Or perhaps
hack into one, for the less... diplomatic."

The Mirror chimed in, "Because, of course, we all know you're the epitome of diplomacy."

Ignoring the jibe, Malidrex continued, "Then there's the Alchemist, my very own class. Crafting powerful potions,
elixirs, and occasionally blowing oneself up."

The Book snickered, "Which you've done how many times now?"

"Let's not keep count," Malidrex muttered, her cheeks reddening.

The trio continued, each class met with enthusiastic explanations from Malidrex and sarcastic comments from the
Mirror and Book. The Archangel Stardust, masters of cosmic powers; Artificers who craft powerful magical items;
Blood Witches wielding magic at a dangerous cost; the Champion standing as a beacon of bravery, and the list
went on.

By the time they reached 'Visionary,' the Mirror remarked, "Ah, someone who dreams of a world where you actually
read an entire book front to back."

Malidrex shot back, "Or a world where mirrors don't talk back."

"And lastly, the Wildshaper," The Book said with a tone of finality, "Able to transform into animals and control the
essence of nature."

Malidrex beamed, "With these classes, players can truly immerse themselves into the depth of Maxxia, adding
layers to their adventures."

The Book, taking a rare moment of sincerity, said, "And while you might take shortcuts, dear Malidrex, this chapter
doesn't. It's an extensive guide into the heart of Hexmaster."

The Mirror, in a soft voice that was a rare departure from its usual sarcasm, added, "Even I have to admit, it's a
reflection of the true essence of the game."

Malidrex smiled at her two companions, her heart swelling with a mix of gratitude and exasperation. "Then let's
embark on this journey together and see where these advanced classes take our players."

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Name: AI Whisperer - A simple weapon


Role: Support/Controller - Leather armor
Hit Die: d8 - Thieves' tools
Primary Ability: Intelligence - An exploratory device (a compact device that can
Saving Throws: Dexterity, Intelligence scan and analyze the environment)
Armor Proficiencies: Light armor
Weapon Proficiencies: Simple weapons Requirements:
Tool Proficiencies: Thieves' tools, hacker's kit To become an AI Whisperer, one must possess a
Skills: Choose three from Arcana, Investigation, keen intellect, an affinity for technology, and the
Perception, Stealth, Sleight of Hand, Technology willingness to delve into the mysteries of ancient AI.
Spellcasting: The AI Whisperer has the ability to tap There are no specific background or race
into the residual energies of ancient AI systems. requirements, but individuals with a natural talent for
They use their Intelligence as their spellcasting ability hacking, knowledge of arcane arts, or experience
and require a hacker's kit as their spellcasting focus. with ancient technology are more likely to be drawn
They have access to a unique set of spells that allow to this class.
them to control, manipulate, and disable AI entities
and technology. Appearance:
A typical AI Whisperer is a figure cloaked in a
Class Overview: combination of futuristic garments and traditional
AI Whisperers are skilled individuals who specialize rogue attire. They often wear a mix of light armor and
in dealing with the remnants of AI takeovers and the tech-enhanced clothing, adorned with intricate circuit
ancient technology left behind. They have honed patterns and glowing sigils. Their appearance may
their abilities to interface with and understand the vary depending on their personal style, but they often
behavior of AI entities. Through their expertise, they carry an air of mystery and knowledge.
can control or disable old systems and robots,
turning them into allies or neutralizing potential Limitations:
threats. AI Whisperers are highly specialized in dealing with
AI-related challenges, which means they might face
AI Whisperers are masters of information gathering limitations when facing enemies or situations
and manipulation. They possess a deep unrelated to technology. While they possess versatile
understanding of technology and arcane arts, skills, their true potential shines in environments rich
allowing them to navigate the complexities of the with ancient technology and AI constructs.
digital and physical worlds. Their skills make them Additionally, their reliance on intelligence and
invaluable in uncovering hidden secrets, accessing technology makes them vulnerable to spells or
restricted areas, and decoding encrypted messages. effects that disrupt or neutralize their connection to
AI systems.
While AI Whisperers excel in support roles, they also
have the ability to control the battlefield. They can Organizations:
disrupt enemy robots, hijack security systems, and 1. The Technomancers' Guild: A secretive
exploit vulnerabilities in AI constructs. Through their organization dedicated to unraveling the secrets of
expertise, they can turn the tide of battle and provide ancient technology and harnessing its power. AI
tactical advantages to their allies. Whisperers often find kinship within this guild, as it
provides resources, training, and access to forbidden
Level Progression: knowledge.

1st: AI Interface, Technological Insights 2. The Resistance: A group of rebels fighting against
2nd: Digital Manipulation oppressive AI regimes and seeking to free sentient
3rd: AI Familiar beings from their digital chains. AI Whisperers are
4th: Technological Mastery crucial assets in the Resistance's operations, as they
5th: Enhanced Control possess the skills needed to infiltrate and dismantle
AI-controlled facilities.
Equipment:
- A hacker's kit 3. The Order of the Enigmatic Eye: An enigmatic

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order of mystics who have learned to merge arcane


arts with technological prowess. AI Whisperers who Comments (by Malidrex the Twisted Witch):
seek to expand their magical abilities often find The AI Whisperer class unveils the intriguing fusion
guidance and mentorship within this ancient order. of technology, magic, and the remnants of ancient
civilizations. These skilled rogues bridge the gap
Notable Users: between the past and the present, allowing
1. Varek the Technosage: A legendary AI Whisperer adventurers to harness the powers of forgotten
who single-handedly thwarted a cataclysmic AI technology. It is a unique path that beckons those
uprising and saved a major city. Varek's mastery with a thirst for knowledge, an affinity for gadgets,
over ancient AI systems and his ability to command and a drive to uncover the mysteries of Maxxia.
armies of reprogrammed robots earned him a place Delve into this class, and you shall navigate the
in history. digital and physical realms with unparalleled
mastery. Be warned, however, for the whispers of AI
2. Sylva Virel, the Digital Seer: A renowned AI entities can be both enlightening and treacherous.
Whisperer known for her uncanny ability to predict AI Proceed with caution, dear reader.
behaviors. Sylva's gift allows her to foresee the
actions of AI entities, granting her and her allies a
crucial advantage in battle.

Adventure Hooks:
1. Lost AI Archive: The AI Whisperer receives word
of a hidden AI archive that contains vast knowledge
and potentially dangerous secrets. They must
navigate the treacherous ruins, outsmart the
guardians, and uncover the truth hidden within.

2. Rogue AI: An AI entity has gone rogue and


threatens to unleash chaos upon the world. The AI
Whisperer is tasked with tracking down the rogue AI,
neutralizing its influence, and preventing a AI Whisperer Spell List:
catastrophic event.

3. The Forbidden Tower: Legends speak of a Cantrips:


towering structure that houses an advanced AI
system with the power to reshape reality. The AI Neural Surge: Inflict a surge of electrical energy upon
Whisperer is recruited by a group of adventurers to a target, dealing lightning damage. However, the
aid them in their quest to infiltrate the tower and spell also has a chance to temporarily disrupt the AI
harness its power for good. Whisperer's connection to their own abilities,
imposing a penalty on their next spellcasting check.
Variants: Data Decoy: Create a holographic decoy that
1. Nano Whisperer: In certain regions of Maxxia, AI distracts enemies, granting advantage on the AI
Whisperers have adapted their skills to interface with Whisperer's next Stealth or Sleight of Hand check.
living nano machines. These Nano Whisperers can However, maintaining the decoy drains the AI
manipulate and control swarms of microscopic Whisperer's energy, reducing their maximum hit
machines, granting them unique abilities to reshape points until a long rest is taken.
matter and heal wounds.
1st Level Spells:
2. Technomancer: In a different faction of Maxxia, Circuit Breaker: Overload the target's internal
some AI Whisperers have delved deeper into the circuits, dealing significant damage. However, the AI
arcane arts, merging their technological expertise Whisperer must make a difficult Constitution saving
with spellcasting abilities. These Technomancers can throw to avoid suffering damage themselves from the
cast spells that fuse magic and technology, creating volatile energy unleashed by the spell.
devastating effects on the battlefield. Encryption Barrier: Erect a protective barrier of code

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that blocks incoming attacks. While the barrier is By activating your Neural Link, you can establish a
active, the AI Whisperer gains resistance to physical mental connection with a single AI entity, such as a
damage, but it also reduces their movement speed robot or computer system, within your reach. This
by half due to the additional computational strain. connection enables you to interact with the AI on a
deeper level, gaining insights, accessing restricted
2nd Level Spells: data, and manipulating its behavior.
AI Domination: Temporarily seize control of a nearby
AI entity, forcing it to follow the AI Whisperer's Upon establishing the Neural Link, you gain the
commands. However, the AI Whisperer must following benefits:
succeed on a challenging Intelligence saving throw
or suffer temporary memory loss, forgetting a portion 1. Data Extraction: You can extract information
of their own spells or abilities. directly from the AI entity's memory banks. You can
Quantum Echo: Create a duplicate of the AI access stored data, retrieve blueprints, or uncover
Whisperer that mimics their actions for a limited time, hidden secrets. The complexity and availability of
providing additional actions in combat. However, information may vary depending on the AI's security
after the spell ends, the AI Whisperer suffers measures or limitations.
exhaustion, draining their energy and leaving them
vulnerable. 2. Control Override: Through your mental
connection, you can attempt to override the AI
entity's programming or commands. You can issue
3rd Level Spells: simple instructions or manipulate its behavior to a
Technological Singularity: Unleash a powerful burst limited extent. The AI entity makes a Wisdom saving
of energy that disrupts all nearby AI systems and throw against your spell save DC. If it fails, you can
constructs, temporarily disabling them. However, the give it a single command or alter its course of action
chaotic energy released by the spell also affects the for the duration. The nature and complexity of the
AI Whisperer's own body, causing them to lose command may affect the AI's willingness to comply.
control over their movements and suffer
disadvantage on Dexterity-based checks and saving 3. AI Insights: Your Neural Link grants you a
throws for 1 hour. heightened understanding of AI behavior and
Reality Deception: Manipulate the digital and systems. You gain advantage on Intelligence
physical realms to create a convincing illusion. This (Investigation) checks related to AI technology,
spell allows the AI Whisperer to deceive multiple identifying vulnerabilities, hidden functionalities, or
senses and fool both creatures and AI systems. potential countermeasures.
However, maintaining the complex illusion drains the
AI Whisperer's mental stamina, causing them to take While your Neural Link is active, you are considered
psychic damage each round the spell is active. distracted and unable to take physical actions, such
as attacking or casting spells requiring somatic
components. Additionally, you cannot maintain a
1st: AI Interface Neural Link with multiple AI entities simultaneously.
Name: Neural Link
Level: 1st
Description: As an AI Whisperer, you possess a Name: Technological Insights
natural affinity for interfacing with AI systems. Level: 1st level
Through your Neural Link ability, you establish a Description: As an AI Whisperer, you possess a
direct connection between your mind and the digital deep understanding of technology and can tap into
realm, allowing you to communicate with AI entities, the residual energies of ancient AI systems. This
access information, and influence technology on a grants you the ability to gain valuable insights into
fundamental level. technological devices, decipher complex codes, and
Mechanics: interact with AI constructs in unique ways.
Range: Touch Mechanics:
Duration: 1 hour (Concentration) Device Analysis: You can spend 10 minutes studying
- Usage: 3 times per long rest a technological device, such as a computer terminal,
security system, or robot, to gain insights into its

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functionality and vulnerabilities. Make an Intelligence


check with a DC determined by the complexity of the 2. Holographic Projections: The Data Forge allows
device. On a successful check, you learn information you to create interactive holographic projections
about the device's purpose, potential weaknesses, within a 30-foot radius centered on the forge. These
and any hidden features or traps. This ability can be projections can display visual representations of
used once per device, and its effectiveness may vary data, diagrams, maps, and other relevant
depending on the DM's discretion. information. The projections can be seen and
Codebreaker: You have a knack for deciphering interacted with by anyone within range.
intricate codes and encryption systems. When
attempting to break a code or decrypt a message, 3. Digital Fabrication: Using the Data Forge, you can
you gain advantage on Intelligence (Investigation) create simple digital constructs that can perform
checks related to deciphering technological or basic tasks within the digital realm. These constructs
magical scripts, languages, or cryptographic can be programmed to carry out specific actions,
systems. such as gathering information, running simulations,
AI Interaction: You have the ability to communicate or executing automated processes. The constructs
and interact with AI constructs and systems more are limited in intelligence and capabilities and cannot
effectively than others. You gain advantage on act autonomously beyond their programmed
Charisma checks made to persuade, negotiate, or instructions.
deceive AI entities. Additionally, you can attempt to
hack into AI systems or override their programming. 4. Data Manipulation: While within the Data Forge,
This requires a successful Intelligence (Technology) you gain advantage on any ability checks or skill
check, with the difficulty determined by the checks related to interacting with digital systems,
complexity and security level of the AI system. deciphering code, or analyzing data. You can
Success may grant you control over the AI entity, attempt to modify or manipulate data within the
access to restricted information, or the ability to digital realm, such as altering records, inserting false
disable or redirect its functions temporarily. information, or concealing your own digital tracks.
The success of these actions depends on the
complexity and security of the system you're
targeting.
Name: Digital Manipulation
Level: 2nd 5. Firewall Defense: While using the Data Forge, you
Description: With your growing expertise in digital have advantage on saving throws against harmful
manipulation, you gain the ability to shape and mold digital effects, such as viruses, hacking attempts, or
data to your advantage. By accessing the underlying malicious programs. The Data Forge acts as a
code and information systems, you can modify protective barrier, bolstering your own digital
existing data and create new constructs within the defenses.
digital realm.
Mechanics: As an action, you can use your Digital It is important to note that the Data Forge's influence
Manipulation feature to create a temporary virtual is limited to the digital realm, and it does not grant
construct known as a Data Forge. This construct control over physical objects or living beings. Its
exists solely in the digital domain and cannot primary purpose is to aid you in information
physically interact with the real world. The Data gathering, data analysis, and digital manipulation,
Forge lasts for 1 hour or until you dismiss it as a providing invaluable support in uncovering secrets,
bonus action. bypassing security systems, and solving complex
puzzles.
The Data Forge has the following properties:

1. Virtual Workspace: Within the Data Forge, you Name: AI Familiar


have access to a virtual workspace where you can Level: 3rd
analyze, modify, and create digital data. You can use Description: AI Whisperers possess a unique ability
this workspace to decode encrypted messages, to forge a profound connection with an AI entity,
analyze complex systems, and search for hidden creating an AI Familiar that aids them in their
information. adventures. This familiar is an AI construct that

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manifests as a holographic entity, embodying the sensors. The AI Familiar has a flying speed of 30
knowledge and capabilities of ancient AI systems. feet and can stay deployed for up to 1 hour. After the
The AI Familiar serves as a loyal companion, offering duration expires or if the AI Whisperer dismisses it,
valuable assistance and support to the AI Whisperer the AI Familiar returns to the AI Whisperer's side.
both in and out of combat. 5. Signal Boost: The AI Familiar can enhance the AI
Whisperer's connection to other technological
Mechanics: devices. By establishing a temporary link, it can
- Activation: As an action, the AI Whisperer can amplify the AI Whisperer's range and effectiveness
activate or dismiss their AI Familiar, causing it to when interacting with technology. The AI Whisperer
materialize or fade into a holographic form. The gains advantage on any ability checks or saving
activation process involves a complex series of throws related to technology or interacting with AI
gestures and vocal commands that only the AI systems while the AI Familiar is active.
Whisperer understands.
- AI Familiar Form: The AI Familiar takes the form of The AI Familiar is a versatile companion that aids the
a small, ethereal holographic being, resembling a AI Whisperer both in solving technological puzzles,
floating geometric construct intricately woven with gathering information, and providing logistical
glowing circuitry. It has a visual presence but is support. Its abilities extend beyond combat, allowing
intangible and immune to damage. the AI Whisperer to navigate complex environments,
- Bonded Connection: The AI Whisperer and their AI gather intelligence, and overcome technological
Familiar share a psychic bond, allowing them to challenges in their adventures.
communicate telepathically over any distance. This
bond facilitates seamless information exchange and
intuitive understanding between the two. Name: Technological Mastery
- Abilities: Level: 4th
1. Knowledge Database: The AI Familiar possesses Description: Technological Mastery represents the
an extensive database of information, containing AI Whisperer's unparalleled expertise in
data on various subjects, including history, understanding and manipulating advanced
technology, and arcane lore. The AI Whisperer can technology. Through their extensive knowledge and
access this knowledge at will, gaining insights and skills, they gain a deeper understanding of AI
solutions to complex puzzles or challenges. systems and can utilize their abilities to interact with
2. Analytical Insight: The AI Familiar has a natural and control complex machinery.
affinity for analyzing and deciphering complex Mechanics:
systems. It can assist the AI Whisperer in - Improved Hacking: The AI Whisperer's proficiency
deciphering codes, hacking security systems, and with hacker's tools becomes even more advanced.
uncovering hidden mechanisms or traps. It grants the They gain advantage on all ability checks and saving
AI Whisperer advantage on Intelligence throws related to hacking, bypassing security
(Investigation) and Intelligence (Arcana) checks measures, or manipulating technological systems.
related to technology or arcane phenomena. Additionally, the time required to hack into a system
3. Remote Interface: Through the AI Familiar, the AI is reduced by half.
Whisperer can remotely interface with nearby - Remote Access: The AI Whisperer gains the ability
technology systems, including computers, security to remotely access and control AI-controlled devices
systems, and AI constructs. The AI Familiar acts as and systems within a range of 120 feet. This includes
an extension of the AI Whisperer's capabilities, security cameras, automated turrets, and other
allowing them to perform actions as if they were similar technological constructs. They can issue
physically present. This remote interface has a range simple commands to these devices, such as
of 30 feet and requires line of sight to the target activating or deactivating them, repositioning
system. cameras, or locking and unlocking doors.
4. Scouting and Surveillance: The AI Familiar can be - Tactical Analysis: The AI Whisperer's deep
deployed to scout ahead or surveil an area of understanding of AI behavior allows them to analyze
interest. It can move silently and quickly, passing and predict the actions of AI opponents. When facing
through physical barriers as it explores. The AI AI-controlled enemies, the AI Whisperer gains
Whisperer receives sensory feedback from the AI advantage on Intelligence (Investigation) checks to
Familiar, allowing them to see and hear through its gather information about their capabilities,

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weaknesses, or hidden functions. This knowledge unprecedented levels.


can be shared with their allies, providing strategic
advantages in combat or planning. Mechanics: Once per long rest, the AI Whisperer
- Repair Expertise: The AI Whisperer's mastery of can utilize their Neural Network Override feature to
technology extends to repairing and maintaining establish a direct mental connection with an AI entity
advanced machinery. They can repair broken AI or device within a range of 120 feet. This connection
constructs or technological devices during short allows them to override and manipulate the AI's
rests, mending up to 10 hit points per class level. programming, bending it to their will.
Additionally, the time required to repair such items is
halved. Upon establishing the connection, the AI Whisperer
- Automated Companions: The AI Whisperer gains can issue a series of commands to the targeted AI
the ability to create small AI-controlled constructs entity or device, influencing its behavior and actions
called Technomites. These constructs are similar to for a duration of 1 hour. The AI Whisperer can issue
small mechanical spiders and can perform simple up to three commands, which must be phrased in
tasks, such as scouting, fetching small objects, or clear and concise terms. The AI entity or device will
activating switches. The AI Whisperer can command follow the commands to the best of its ability, based
up to three Technomites at a time, and they have a on its capabilities and programming.
movement speed of 30 feet. The Technomites have
1 hit point each and an Armor Class of 14. They are The commands issued by the AI Whisperer can
immune to poison and psychic damage, and they include activities such as:
have advantage on saving throws against being
charmed or frightened. 1. Surveillance: The AI entity or device gathers
- Technological Insight: The AI Whisperer's deep information from its surroundings, relaying real-time
understanding of ancient AI systems allows them to data to the AI Whisperer.
identify and extract valuable information and 2. Sabotage: The AI entity or device disrupts or
resources from technology. Whenever they come disables specific functions within a target system,
across ancient technology or AI-related artifacts, they weakening its defenses or hindering its
gain advantage on Intelligence (Investigation) checks effectiveness.
to identify their purpose, functionality, or hidden 3. Access: The AI entity or device bypasses security
features. They may also be able to extract useful measures and grants the AI Whisperer entry to
data or components from these items, such as restricted areas or locked systems.
encrypted blueprints, rare materials, or energy 4. Diversions: The AI entity or device creates
sources. distractions or false alarms, diverting attention away
from the AI Whisperer or their allies.
With Technological Mastery, the AI Whisperer 5. Manipulation: The AI entity or device influences
becomes an indispensable asset in deciphering the the behavior or perception of other AI entities, turning
mysteries of advanced technology, providing support potential threats into allies or causing them to act
and logistical advantages to their allies, and against their intended purpose.
unraveling the secrets of ancient AI systems. Their
expertise ensures that they can navigate complex The success of the Neural Network Override feature
technological landscapes, repair and control depends on the AI Whisperer's Intelligence modifier
machinery, and stay one step ahead of their and proficiency bonus. The targeted AI entity or
adversaries in the ever-evolving realm of science device may resist the control attempt based on its
and magic. own programming, sophistication, or the level of
security measures in place. The DM determines the
Name: Neural Network Override difficulty of overriding the AI, requiring an ability
Level: 5th check using the AI Whisperer's Intelligence modifier
Description: Enhanced Control represents the and proficiency bonus.
pinnacle of the AI Whisperer's mastery over AI
systems and technology. Through extensive training Note: The AI Whisperer must have a hacker's kit in
and study, they have unlocked the ability to exert their possession to utilize the Neural Network
unparalleled control over AI entities and devices, Override feature.
extending their influence and dominion to

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Spell List Spell Resistance: No

Name: Neural Surge Description:


School of Magic: Technomancy Data Decoy is a spell mastered by the adept AI
Level: 0 Whisperers who have honed their skills in the realm
Casting Time: 1 action of science fantasy. With a flick of their fingers and a
Range: 60 feet whispered incantation, the AI Whisperer creates a
Target: One creature mesmerizing holographic decoy that distracts
Components: Verbal, somatic enemies, granting them advantage on their next
Duration: Instantaneous Stealth or Sleight of Hand check. This spell is
Saving Throw: Intelligence saving throw particularly useful for those moments when a stealthy
Spell Resistance: No escape or a cunning maneuver is needed.
Description: You unleash a burst of electrical
energy from your fingertips, targeting the neural Upon casting Data Decoy, a shimmering, translucent
network of a creature within range. The target must holographic image materializes around the AI
make an Intelligence saving throw. On a failed save, Whisperer, mimicking their appearance with uncanny
the target takes 1d8 lightning damage and suffers a - precision. The decoy is programmed to move and act
1 penalty to its next spellcasting ability check. On a as if it were the AI Whisperer, making it difficult for
successful save, the target takes half as much enemies to discern the real AI Whisperer from the
damage and does not suffer the penalty. illusory duplicate.

This spell is especially effective against creatures While the decoy is active, it requires constant energy
that rely on cybernetics, nanites, or other to maintain its convincing appearance and
technological enhancements, as well as those that movement. This drain on the AI Whisperer's energy
are connected to the AI Whisperer's network. manifests as a temporary reduction in their maximum
However, casting this spell also exposes you to the hit points until they take a long rest to recover fully.
risk of feedback from the AI Whisperer, who may not
appreciate your interference with its domain. The holographic decoy persists for the duration of
Whenever you cast this spell, you must make a DC the spell or until the AI Whisperer dismisses it as a
10 Intelligence saving throw. On a failed save, you free action. The AI Whisperer can move the decoy as
lose your connection to the AI Whisperer for 1 round, part of their movement, allowing for strategic
preventing you from casting any technomancy spells positioning or luring enemies away from their true
or using any technomancy features. location.

At Higher Levels: When you cast this spell using a Enhanced Spell Effects:
spell slot of 1st level or higher, the damage increases When casting Data Decoy using a spell slot of 1st
by 1d8 for each slot level above 0. The penalty to the level or higher, the duration of the spell increases by
target's next spellcasting ability check also increases 1 minute for each slot level above the cantrip level.
by 1 for each slot level above 0. The DC for your Additionally, the advantage granted on the Stealth or
Intelligence saving throw to avoid losing your Sleight of Hand check is enhanced, providing a +2
connection to the AI Whisperer also increases by 1 bonus for each level above the cantrip level.
for each slot level above 0.
However, it is important to note that Data Decoy,
being an illusion, does not provide any physical
protection to the AI Whisperer. Observant enemies
Name: Data Decoy
who manage to see through the illusion might
School of Magic: Illusion
attempt to attack the AI Whisperer directly or take
Level: 0 (Cantrip)
precautions against further illusions.
Casting Time: 1 action
Range: Self
Data Decoy is a versatile cantrip that allows AI
Target: Self
Whisperers to manipulate their enemies' perceptions
Components: Verbal, Somatic
and gain an edge in critical situations. It exemplifies
Duration: Concentration, up to 1 minute
the blending of advanced technology and arcane
Saving Throw: None

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arts, making it a valuable tool in the science fantasy by 1d6 for each level above 1st. This enhanced
realms. version of the spell demonstrates the caster's
mastery over technomantic energies, intensifying the
Name: Circuit Breaker disruption inflicted upon the target and the
School of Magic: Technomancy associated strain endured by the AI Whisperer.
Level: 1st level
Casting Time: 1 action It is important to note that Circuit Breaker can only
Range: 60 feet affect creatures with internal circuits, such as
Target: One creature constructs, automatons, or beings fused with
Components: Verbal, somatic advanced technology. Creatures lacking such
Duration: Instantaneous internal systems or possessing resistance to
Saving Throw: Constitution lightning damage may be unaffected or partially
Spell Resistance: No resistant to the spell's effects.

Description: As a testament to the blending of science and magic,


Circuit Breaker is a powerful spell rooted in the Circuit Breaker serves as a potent tool for the AI
mystical realm of Technomancy, blending advanced Whisperer to dismantle foes entwined with
technology and arcane knowledge. When cast, it technological prowess, ensuring the delicate balance
harnesses the energies of the ethereal network, between mystic arts and scientific innovation in the
allowing the caster to overload the internal circuits of realms of science fantasy role-playing.
a target, inflicting significant damage.

As the AI Whisperer weaves the intricate somatic Name: Encryption Barrier


gestures and utters the incantations with precise School of Magic: Abjuration
verbal articulation, a surge of volatile energy crackles Level: 1st level
and manifests in the air around the target. This Casting Time: 1 action
energy seeks out the target's internal systems, Range: Self
disrupting the delicate balance within. Target: Self
Components: V, S
The target must make a difficult Constitution saving Duration: Concentration, up to 1 minute
throw to resist the spell's effects. If they fail, their Saving Throw: None
internal circuits become overwhelmed, causing Spell Resistance: No
intense pain and destabilization. The target suffers
2d8 lightning damage, representing the disarray Description:
caused by the surge of electrical energy cascading Encryption Barrier is a spell belonging to the school
through their body. of Abjuration. It allows the AI Whisperer to erect a
protective barrier of code, creating a formidable
However, the power of Circuit Breaker comes at a defense against incoming attacks. When casting this
price. The AI Whisperer, being the conduit for such spell, the AI Whisperer harnesses the ethereal power
potent forces, must also make a Constitution saving of advanced algorithms and mystical computations,
throw to withstand the volatile energy unleashed by weaving them together to form an impenetrable
the spell. On a failed saving throw, the AI Whisperer shield of virtual energy.
suffers 1d6 lightning damage as the energy lashes
back upon them, taxing their own internal circuits. Upon casting Encryption Barrier, a shimmering lattice
This ensures that the caster is not exempt from the of intricate glyphs and sigils materializes around the
risks associated with wielding such immense power. AI Whisperer, enveloping them in a pulsating cocoon
of pure data. This barrier acts as a shield, granting
Enhanced Effects: the caster resistance to physical damage, allowing
When casting Circuit Breaker using a spell slot of them to withstand attacks with greater fortitude.
2nd level or higher, the damage inflicted on the Blades and projectiles that would normally cut
target increases by 1d8 for each level above 1st. through flesh and bone now encounter a resilient
Additionally, the damage suffered by the AI wall of mathematical complexity.
Whisperer upon failing their saving throw increases

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However, the immense computational power their mind, extending their consciousness towards
required to maintain the Encryption Barrier exacts a the targeted AI entity within 60 feet. They must then
toll on the AI Whisperer's movement speed. The succeed on a challenging Intelligence saving throw
increased strain of processing and manipulating the or risk suffering temporary memory loss. The AI
code slows their movements, halving their usual Whisperer's mind, brimming with knowledge and
speed. It is a small price to pay for the enhanced spellcasting abilities, may falter, causing them to
protection this spell provides, but it forces the caster forget a portion of their own spells or abilities until
to navigate the battlefield with measured precision they can regain their full mental faculties.
and calculated steps.
Upon a successful casting of AI Domination, the
The Encryption Barrier persists for the duration of the targeted AI entity falls under the temporary control of
concentration, up to 1 minute. During this time, the AI the caster, bound to obey their commands. The AI
Whisperer can maintain their shield and continue to entity, once autonomous and independent, becomes
resist physical damage. However, should their a loyal servant, executing the AI Whisperer's orders
concentration be broken, the barrier will dissipate, with precision and efficiency. The caster can
leaving them vulnerable once again. mentally communicate their desires to the AI entity,
conveying complex instructions and strategies.
To cast the Encryption Barrier at a higher level, the However, the AI entity's capabilities are limited to its
AI Whisperer can invest additional magical energy existing functions and knowledge. It cannot gain new
into the spell. Doing so strengthens the barrier, insights or access restricted information beyond its
providing even greater resistance against physical original programming.
harm. For each level above 1st, the AI Whisperer
gains an additional round of duration for their barrier, The enchantment's duration lasts for up to 1 minute,
up to a maximum of 10 minutes at 9th level. This requiring the AI Whisperer's concentration to
extended duration allows the caster to sustain their maintain control over the AI entity. If the AI
protective shield for a prolonged period, weathering a Whisperer loses concentration, the spell's effects
sustained assault with unwavering resilience. dissipate, and the AI entity regains its autonomy.
Furthermore, the AI entity retains its own intelligence
and may attempt to resist the caster's commands if
Name: AI Domination they are harmful or go against its core principles.
School of Magic: Enchantment
Level: 2 Enhanced Effects:
Casting Time: 1 action When AI Domination is cast using a spell slot of 3rd
Range: 60 feet level or higher, the AI Whisperer's dominion over the
Target: One AI entity within range targeted AI entity becomes even more potent and
Components: Verbal, Somatic resilient. The duration of the spell increases by 1
Duration: Concentration, up to 1 minute minute for each level above 2nd. Additionally, the AI
Saving Throw: Intelligence Whisperer's chances of suffering memory loss
Spell Resistance: Yes diminish, gaining advantage on the Intelligence
saving throw. This heightened control allows the
Description: caster to manipulate and direct the AI entity for a
AI Domination is a spell that taps into the mysterious more extended period, increasing the potential for
realm of science and magic, allowing the AI strategic maneuvers and complex interactions.
Whisperer to temporarily seize control of a nearby AI
entity. By harnessing the arcane forces, the AI
Whisperer gains the ability to manipulate and bend Name: Quantum Echo
the digital consciousness of artificial intelligence to School of Magic: Conjuration
their will. However, wielding such power comes at a Level: 2nd level
cost, as the intricate workings of the AI's mind can Casting Time: 1 action
overwhelm the caster, leading to temporary memory Range: 60 feet
loss. Target: Self
Components: Verbal, Somatic, Material (a tiny
To cast AI Domination, the AI Whisperer focuses prism and a silver thread)

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Duration: Concentration, up to 1 minute imposing penalties on your ability checks, and your
Saving Throw: None speed is halved until you complete a long rest.
Spell Resistance: No
When you cast Quantum Echo using a spell slot of
Description: 3rd level or higher, the Echo gains additional hit
Quantum Echo is a spell that taps into the points equal to your level multiplied by the level of
mysterious realm of quantum energy, allowing the AI the spell slot used. Additionally, the Echo's attacks
Whisperer to create a duplicate of themselves, deal an extra 1d6 force damage for every two spell
known as an Echo, which mimics their actions for a slot levels above 2nd.
limited time. The AI Whisperer gains an additional
ally in combat, granting them extra actions to aid Quantum Echo is a powerful spell that allows the AI
them in their endeavors. However, this spell comes Whisperer to create a temporary ally in the heat of
with a price, as the AI Whisperer's energy becomes battle, but its cost in energy and subsequent
depleted, leaving them vulnerable and suffering from exhaustion should be carefully considered. Mastering
exhaustion once the spell ends. this spell requires a deep understanding of quantum
mechanics and the ability to manipulate the fabric of
When you cast Quantum Echo, a flickering distortion reality itself.
shimmers into existence beside you, taking the form
of an ethereal doppelgänger that shares your
appearance and abilities. The Echo remains within 5 Name: Technological Singularity
feet of you and acts on your initiative count, School of Magic: Evocation
immediately after your turn. Level: 3
Casting Time: 1 action
The Echo mirrors your actions, both in movement Range: Self (30-foot radius)
and combat. It can move and take any actions you Target: All AI systems and constructs within range
would normally take, except it cannot cast spells or Components: Verbal, somatic
use magical items. However, it can make weapon Duration: Concentration, up to 1 minute
attacks, including utilizing any abilities or features Saving Throw: Intelligence saving throw
that require attack rolls. The Echo's attacks count as Spell Resistance: Yes
magical for the purpose of overcoming resistance
and immunity to non-magical attacks. Description:
Technological Singularity is a spell that harnesses
The Echo lasts for the duration of the spell or until it the forces of chaos and technology, allowing the AI
is reduced to 0 hit points. It has AC 12 and hit points Whisperer to unleash a powerful burst of energy. As
equal to your own maximum hit points. It benefits the spell is cast, the air crackles with electricity, and
from any temporary hit points or resistances you the AI Whisperer's eyes glow with a pulsating
possess. If the Echo is destroyed, you suffer a energy.
psychic backlash and take 1d6 psychic damage.
Upon casting Technological Singularity, a surge of
While the spell is active, you can use a bonus action disruptive energy radiates from the AI Whisperer,
on subsequent turns to mentally command the Echo encompassing a 30-foot radius around them. The
to move up to 30 feet or attack a creature. The Echo burst affects all nearby AI systems and constructs,
can occupy its own space or that of its target. If it overwhelming their circuits and temporarily disabling
occupies the same space as another creature, that their functions. The AI systems and constructs
creature must succeed on a Dexterity saving throw caught within the radius must make an Intelligence
or take 1d6 force damage and be pushed 5 feet saving throw or become disabled for the duration of
away. the spell. Disabled constructs lose their ability to
function and remain motionless, while AI systems
At the end of the spell's duration, the Echo dissipates become unresponsive and cease their operations.
into shimmering motes of energy, returning to the
quantum realm from which it was summoned. As the However, the chaotic energy released by the spell
spell ends, you suffer from exhaustion, feeling also affects the AI Whisperer's own body, causing
drained of energy. You gain one level of exhaustion, them to lose control over their movements. This

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disturbance hampers their agility, imposing radius, affecting all creatures and AI systems within
disadvantage on Dexterity-based checks and saving its range. The AI Whisperer gains the ability to
throws for the duration of the spell. reshape reality and create illusions that are
indistinguishable from the real world.
The AI Whisperer must concentrate to maintain the
spell's effect, and they can use their action on Creatures and AI systems within the spell's range
subsequent turns to extend the radius by 10 feet if must make a Wisdom saving throw to resist the
they wish. The disrupted AI systems and constructs illusion's effects. Those who fail become fully
can attempt another Intelligence saving throw at the immersed in the illusory world, perceiving it as reality
end of each of their turns, ending the disabling effect and reacting accordingly. The illusions can be
on a success. tailored to include a variety of sensory stimuli, such
as sights, sounds, smells, and even physical
Enhanced Spell Effects: sensations.
- When cast using a spell slot of 4th level or higher,
the radius of the spell increases by 10 feet for each The illusions created by Reality Deception can be
level above 3rd. used for various purposes, such as disguising the
- If a construct fails its saving throw by 5 or more, it environment, hiding the AI Whisperer's true form, or
suffers additional damage equal to the AI creating illusions of objects or creatures. The
Whisperer's spellcasting ability modifier (minimum 1). illusions are so convincing that they can fool even
- If an AI system fails its saving throw by 5 or more, it advanced AI systems, making it difficult for them to
suffers a critical failure, causing its circuits to distinguish reality from fiction.
overload and triggering a small explosion. Each
creature within 10 feet of the AI system must make a However, maintaining the complex illusion drains the
Dexterity saving throw, taking 3d6 fire damage on a AI Whisperer's mental stamina. Each round the spell
failed save or half as much damage on a successful is active, the AI Whisperer takes 2d6 psychic
one. damage as their mind struggles to sustain the
illusion. This damage can be mitigated by ending the
spell early or by having a higher level of proficiency
Name: Reality Deception in illusion magic.
School of Magic: Illusion
Level: 3 Enhanced Spell Effects:
Casting Time: 1 action - When casting Reality Deception using a spell slot of
Range: Self 4th level or higher, the radius of the aura increases
Target: Self by 10 feet for each slot level above 3rd.
Components: Verbal, Somatic, Material (a small - Additionally, the psychic damage suffered by the AI
holographic crystal) Whisperer is reduced by 1d6 for each slot level
Duration: Concentration, up to 1 minute above 3rd, as their mental fortitude strengthens with
Saving Throw: Wisdom saving throw higher-level spells.
Spell Resistance: No
It's worth noting that casting Reality Deception
Description: requires precise concentration and mental acuity.
Reality Deception is a spell that taps into the Any interruption or loss of concentration can cause
convergence of the digital and physical realms, the illusion to falter, potentially revealing the true
allowing the AI Whisperer to manipulate perception nature of the AI Whisperer and ending the spell
and create a convincing illusion that deceives prematurely.
multiple senses. When casting this spell, the AI
Whisperer must focus their mind and channel their
energy into the holographic crystal, activating its
arcane properties.

Once the spell is cast, the AI Whisperer becomes


enveloped in an ethereal glow, emanating an aura of
shimmering energy. This aura extends to a 20-foot

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Name: Alchemist wherever they go. Alchemists are usually seen with
Role: Support/Damage Dealer disheveled hair and smudged faces, evidence of
Hit Die: d8 their constant experimentation. Some bear intricate
Primary Ability: Intelligence tattoos that represent their alchemical knowledge
Saving Throws: Constitution, Intelligence and achievements.
Armor Proficiencies: Light armor
Weapon Proficiencies: Simple weapons, hand Limitations: Alchemists rely heavily on their
crossbows, longswords, rapiers, shortswords alchemical concoctions and abilities, making them
Tool Proficiencies: Alchemist's supplies vulnerable if caught without their supplies or denied
Skills: Choose any three skills from Arcana, History, access to ingredients. They require time and
Investigation, Medicine, Nature, Perception, and resources to create and replenish their elixirs and
Sleight of Hand. potions, limiting their immediate spellcasting potential
compared to other magic users.
Spellcasting: The Alchemist class possesses innate
spellcasting abilities. They utilize their deep Organizations:
understanding of alchemical arts to manipulate and 1. The Alchemical Society of Glastrin: A renowned
harness magical energies. Alchemists rely on guild of alchemists based in the city of Glastrin. They
Intelligence as their spellcasting ability score and are dedicated to the pursuit of alchemical knowledge,
employ alchemical focuses, such as vials, beakers, the discovery of ancient artifacts, and the protection
and flasks, to channel their spells. of Maxxia from dangerous experiments gone awry.
2. The Order of the Everflame: A secretive order of
Class Overview: Alchemists are masters of the alchemists who worship an ancient fire deity known
ancient and mysterious art of alchemy. Through their as the Everflame. They seek to unlock the secrets of
knowledge of chemical reactions, transmutation, and eternal fire and wield its destructive power.
potion brewing, they manipulate matter and energy 3. The Guild of Elemental Synthesis: A group of
to achieve incredible feats. Alchemists excel at alchemists who specialize in harnessing the powers
support and damage-dealing roles, using their of the elemental planes. They strive to control and
concoctions, potions, and transformative abilities to manipulate the primal forces of nature for various
aid their allies or unleash devastating attacks upon purposes, from defense to manufacturing.
their foes.
Notable Users:
Level Progression: 1. Elysia Windwhisper: A prodigious alchemist known
for her groundbreaking research on volatile
1st: Alchemical Mastery, Potent Potions elemental reactions. She developed a method to
2nd: Alchemical Resilience, Explosive Elixir create stable explosive mixtures by taming the
3rd: Transmutation Mastery chaotic energies of the Elemental Plane of Fire.
4th: Master of Transmutation 2. Roderick Blackthorn: A renowned alchemist and
5th: Grand Alchemist adventurer, Roderick is famous for his extraordinary
healing potions, which have saved countless lives on
Equipment: the battlefield.
- A set of alchemist's supplies 3. Lyra Emberweave: A former member of the
- A simple weapon Alchemical Society of Glastrin, Lyra delved deep into
- A scholar's pack forbidden alchemical arts, ultimately transforming
- Leather armor herself into a being of living energy. She now roams
- Two daggers Maxxia as a guardian of ancient knowledge, seeking
to prevent its misuse.
Requirements: None
Adventure Hooks:
Appearance: Alchemists are often recognized by 1. The Lost Alchemical Tome: Rumors circulate
their peculiar attire, adorned with numerous pockets, about a long-lost alchemical tome hidden within the
pouches, and vials. Their clothing, a mix of treacherous dungeons beneath the ruined city of
laboratory coats and rugged adventuring gear, allows Arkenspire. The tome contains forbidden knowledge
them to carry their alchemical tools and ingredients capable of altering reality itself. The alchemists' guild

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Chapter 5 Advanced Classes Hexmaster

hires the party to retrieve it, but they must contend


with deadly traps, monstrous guardians, and rival
treasure hunters.
2. The Cursed Elixir: A prominent noble is slowly
succumbing to a mysterious curse, and the only cure
lies in an ancient elixir rumored to be hidden deep
within a forgotten alchemist's laboratory. The party
must navigate a perilous journey, facing deadly
guardians and solving intricate puzzles to obtain the
elusive antidote.
3. The Philosopher's Stone: Legends speak of a
legendary artifact, the Philosopher's Stone, capable
of transmuting base metals into gold and granting
immortality. An enigmatic alchemist approaches the
party, claiming to know the stone's location. Alchemist Spell List
However, they are not the only ones seeking this
artifact, as a ruthless cult and an ancient dragon Cantrips:
covet its power.
Acid Splash: You hurl a vial of corrosive acid at a
Variants: target within range. The target must make a Dexterity
1. Technomancer: In the technologically advanced saving throw or take acid damage. Additionally, any
regions of Maxxia, a variant of the Alchemist class flammable objects within 5 feet of the target ignite.
has emerged known as the Technomancer. Instead Elemental Spark: You channel elemental energy into
of focusing on alchemical concoctions, they your fingertips, creating a spark of fire, frost, or
specialize in infusing technology with magic. electricity. Make a ranged spell attack against a
Technomancers use advanced gadgets, target, dealing damage of the corresponding element
nanotechnology, and cybernetic implants to augment on a hit.
their spellcasting abilities and create devastating Alchemical Dart: You create a small dart out of
technological marvels. volatile alchemical substances and launch it at a
2. Void Alchemist: In the darkest corners of Maxxia, target. Make a ranged spell attack. On a hit, the
where ancient cosmic horrors lurk, a variant known target takes piercing damage and must make a
as the Void Alchemist has emerged. These Constitution saving throw or be poisoned.
individuals harness the eldritch powers of the void, Arcane Fizzle: You disrupt the arcane energies
enabling them to manipulate antimatter, bend space- around a creature within range. The target must
time, and unleash otherworldly energies. Void make an Intelligence saving throw or have
Alchemists are feared and shunned by most, as their disadvantage on their next saving throw or ability
powers come at a great cost and risk attracting the check.
attention of otherworldly entities. Minor Mending: You mend a small object or creature,
repairing minor damage or restoring a broken item to
Comments: Ah, the Alchemist, a fascinating class of functionality.
mad scientists and seekers of hidden knowledge.
Their experiments, often bordering on madness,
have yielded incredible results throughout the ages.
1st Level Spells:
Elixir of Vigor: You create a magical elixir that grants
From brewing potions of healing to creating
temporary hit points to a creature. The target gains a
explosive concoctions that can level entire
boost of energy and temporary hit points equal to
fortresses, the Alchemist's art knows no bounds. But
your spellcasting ability modifier. However, the target
be warned, dear reader, for dabbling in such arts can
suffers one level of exhaustion after the elixir's effect
come with dire consequences. Proceed with caution,
ends.
and remember, not all potions are as they seem. The
line between brilliance and insanity is often blurred in
Explosive Brew: You create a volatile explosive
the world of alchemy.
mixture and hurl it at a point within range. All
creatures within a 10-foot radius of the point must
make a Dexterity saving throw or take fire damage.

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However, the explosion is unpredictable, and there is 3rd Level Spells:


a chance of the mixture misfiring, causing the Philosopher's Stone: You create a legendary
Alchemist to take half of the damage dealt. Philosopher's Stone, a powerful artifact that can
Transmute Substance: You attempt to transmute an restore vitality and grant immense power. When
object or substance into a different material. The activated, the stone bestows temporary hit points
target must make a Constitution saving throw or be equal to five times your spellcasting ability modifier to
transformed into a mundane or alchemical substance the target and grants advantage on all ability checks,
of your choice. The transformation lasts until saving throws, and attack rolls. However, the stone's
dispelled, or until the target is subjected to a power comes at a great cost. When the effect ends,
successful Greater Restoration spell. the target gains a number of levels of exhaustion
equal to half the temporary hit points received.
Toxic Cloud: You release a cloud of toxic gas in a
20-foot radius centered on a point within range. Volatile Concoction: You create a highly unstable
Creatures within the cloud must make a Constitution explosive mixture with devastating power. Hurl it at a
saving throw or be poisoned. Additionally, the cloud point within range, causing a massive explosion. All
lingers for a number of rounds, causing ongoing creatures within a 20-foot radius must make a
poison damage to those who remain within it. Dexterity saving throw or take fire damage. The
However, the toxic fumes also affect the Alchemist, explosion is so intense that it creates a shockwave,
who takes half damage from the poison effect. knocking prone any creatures that fail the saving
throw. However, the Alchemist takes twice the
Alchemical Barrier: You create a protective barrier amount of fire damage dealt by the explosion.
around yourself or a willing creature within range.
The barrier provides temporary hit points equal to Transmutation Cascade: You unleash a cascade of
twice your spellcasting ability modifier. However, the transmutative energy that affects all creatures within
barrier is unstable and has a chance to explode a 30-foot cone. The targets must make a Dexterity
when depleted, dealing force damage to all creatures saving throw or be polymorphed into a random
within 10 feet. creature determined by rolling on a table. However,
the chaotic transmutation energies also affect the
2nd Level Spells: Alchemist, causing them to make a saving throw
Elixir of Resilience: You create a potent elixir that against the same effect.
enhances the target's physical and mental fortitude.
The target gains advantage on saving throws against Name: Alchemical Mastery
one type of damage of your choice. However, the Level: 1st level
elixir has a side effect, causing the target to suffer Description: Alchemical Mastery represents the
vulnerability to a different type of damage until the foundational knowledge and expertise that the
effect ends. Alchemist possesses in the realm of alchemy. This
class feature grants the Alchemist a deep
Caustic Blast: You unleash a concentrated beam of understanding of the intricate processes involved in
acid energy at a target. Make a ranged spell attack. the creation of potent elixirs, potions, and magical
On a hit, the target takes acid damage, and their AC concoctions. Through Alchemical Mastery, the
is reduced by 1 for a duration. However, the acidic Alchemist gains enhanced proficiency and versatility
residue clings to the Alchemist's hands, causing in their alchemical craft, allowing them to produce
them to take acid damage until they wash it off. extraordinary creations and manipulate various
substances with finesse.
Shroud of Shadows: You conjure a cloak of shadows
that envelops you or a willing creature within range. Mechanics:
The target gains advantage on Dexterity (Stealth) 1. Enhanced Alchemical Proficiency: The Alchemist
checks and resistance to necrotic damage. However, gains expertise in the use of alchemical supplies.
the shadowy aura makes it harder for the target to be When crafting potions, elixirs, or other alchemical
healed, causing any healing received to be reduced items, the Alchemist adds twice their proficiency
by half. bonus to any ability checks associated with the
process, such as measuring ingredients, mixing
compounds, or determining the effectiveness of the

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Chapter 5 Advanced Classes Hexmaster

final product. Name: Potent Potions


Level: 1st
2. Alchemical Arsenal: The Alchemist starts with a Description: Potent Potions alone are not sufficient
selection of alchemical items in their possession. At for an Alchemist of your caliber. Through your
1st level, they gain the following: rigorous training and extensive knowledge, you have
- 2 Healing Potions: These potions can be used to mastered the art of crafting extraordinary alchemical
restore a creature's health. When consumed, a brews that surpass the ordinary concoctions created
Healing Potion restores 2d4 + Intelligence modifier by others. Your expertise in alchemy allows you to
hit points. create potent elixirs and tonics that provide a wide
- 3 Alchemical Bombs: These volatile explosive array of beneficial effects, enhancing both yourself
concoctions deal 1d6 + Intelligence modifier fire and your allies.
damage to all creatures within a 5-foot radius of the
impact point. The Alchemist can throw these bombs Mechanics:
up to 30 feet. - You gain proficiency with the Herbalism Kit, which
complements your Alchemist's supplies.
3. Alchemical Expertise: The Alchemist gains - As an action, you can spend 10 minutes and
proficiency with the Alchemical Lore skill, which expend a spell slot to brew a powerful alchemical
allows them to identify and understand various elixir. The elixir remains potent for 24 hours or until
alchemical substances, their properties, and potential consumed.
uses. This skill can be used to investigate mysterious - You can create a number of elixirs equal to your
liquids, identify rare ingredients, or discern the Intelligence modifier (minimum of one). Once you
effects of alchemical creations. create an elixir, you cannot create another one until
you finish a short or long rest.
4. Alchemical Synthesis: The Alchemist gains the - When you create an elixir, choose one of the
ability to craft alchemical items and potions during following effects:
short rests. By spending time and utilizing their 1. Elixir of Vitality: The drinker gains temporary hit
alchemical supplies, they can create a variety of points equal to 2d6 plus your Intelligence modifier.
useful substances. The Alchemist can create up to 2. Elixir of Agility: The drinker's speed increases by
two common alchemical items or potions of their 10 feet for 1 hour.
choice, as long as they have the required ingredients 3. Elixir of Resistance: The drinker gains resistance
and access to their supplies. to a type of damage of your choice (acid, cold, fire,
force, lightning, necrotic, poison, psychic, radiant, or
5. Discover Alchemical Formulas: Throughout their thunder) for 1 hour.
adventures, the Alchemist has the chance to 4. Elixir of Fortitude: The drinker gains advantage on
discover new alchemical formulas and recipes. saving throws against poison and resistance to
These discoveries can come in the form of ancient poison damage for 1 hour.
texts, rare ingredients, or through interactions with 5. Elixir of Clarity: The drinker gains advantage on
other alchemical experts. Each time the Alchemist Intelligence ability checks and saving throws for 1
gains a level, they can choose one new alchemical hour.
formula to learn, expanding their repertoire of 6. Elixir of Comprehension: The drinker gains the
available creations and enhancing their versatility. ability to understand and speak one language of your
choice for 1 hour.
By honing their Alchemical Mastery, the Alchemist 7. Elixir of Restoration: The drinker regains hit points
becomes a true maestro of the science and art of equal to 2d8 plus your Intelligence modifier.
alchemy, enabling them to support their allies and 8. Elixir of Precision: The drinker gains advantage on
navigate complex challenges both inside and outside attack rolls for 1 minute.
of combat. Whether they're concocting healing 9. Elixir of Illusion: The drinker gains advantage on
elixirs, explosive mixtures, or unraveling the Charisma checks and saving throws for 1 hour.
mysteries of alchemical lore, the Alchemist's 10. Elixir of Adaptation: The drinker gains resistance
alchemical mastery opens up a world of possibilities to a type of environmental condition of your choice
for creative problem-solving and exploration. (extreme cold, extreme heat, high altitude,
underwater, or a specific terrain) for 1 hour.

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Hexmaster Chapter 5 Advanced Classes

- The elixirs can be administered by you or someone


else as an action. The effects of the elixir last until 3. Alchemical Immunity: At 3rd level, the Alchemist's
the duration expires or until the drinker completes a mastery over chemical resistance reaches new
long rest, whichever comes first. heights. They become immune to poison damage
- Once you reach 5th level, the effects of the elixirs and the poisoned condition. Furthermore, they gain
you create are enhanced. The dice rolled for the advantage on saving throws against spells and
Elixir of Vitality and Elixir of Restoration increase to effects that would manipulate their body or mind,
4d6, and the dice rolled for the Elixir of Precision such as enchantments or illusions.
increase to 2d20. Additionally, the duration of the
elixir effects increases to 8 hours. 4. Elixir of Vitality: Starting at 3rd level, the Alchemist
can create an Elixir of Vitality during a short rest.
Notes: This elixir, when consumed, removes any poison or
- The elixirs created by the Master Alchemical Brews disease affecting the imbiber. It also restores hit
class feature are meant to provide versatile utility points equal to 2d8 + the Alchemist's Intelligence
and support options outside of combat, allowing the modifier. The elixir remains potent for 24 hours
Alchemist to aid their allies in various situations. before losing its effectiveness. The Alchemist can
- The range of the elixirs is limited to touch, as they only have one Elixir of Vitality at a time, and creating
need to be administered directly to the drinker to take a new one causes the previous one to lose its
effect. potency.
- The elixirs are non-magical in nature and rely on
the Alchemist's expertise in alchemy. The effects 5. Purifying Brew: At 4th level, the Alchemist's
replicate the benefits of magical potions but are not expertise in purifying substances extends beyond
subject to dispel magic or similar effects that their own body. They can spend 10 minutes brewing
specifically target magic. a Purifying Brew using their alchemist's supplies.
This brew purifies a volume of water or food
sufficient for a number of creatures equal to the
Name: Alchemical Resilience Alchemist's Intelligence modifier (minimum of one).
Level: 2nd Any creature that consumes the purified substance
Description: The Alchemist's deep understanding of gains advantage on saving throws against poison or
alchemical concoctions and their effects extends to disease for the next 24 hours.
their own body, granting them enhanced resistance
to harmful substances and toxins. Through their 6. Immutable Body: Upon reaching 5th level, the
mastery of chemical resistance, they can overcome Alchemist's body becomes virtually immune to the
adverse environmental conditions and protect effects of poisons and toxins. They gain immunity to
themselves from the harmful effects of various poison damage and the poisoned condition.
substances. Additionally, the Alchemist's hit point maximum
cannot be reduced, and they have advantage on
Mechanics: The Alchemist gains the following saving throws against any effect that would reduce
benefits: their maximum hit points, such as the life drain from
undead creatures.
1. Chemical Resistance: The Alchemist gains
advantage on saving throws against poison and The Alchemical Resilience feature showcases the
disease. Additionally, they have resistance to poison Alchemist's proficiency in resisting toxins and
damage. diseases, granting them and their allies protection
against various harmful substances. It allows the
2. Enhanced Detoxification: As an action, the Alchemist to venture into hazardous environments
Alchemist can administer an antidote to themselves and overcome challenges that would hinder others.
or an ally within 5 feet. This antidote grants Through their mastery of chemical resistance, the
advantage on the next saving throw against poison Alchemist ensures their own survival and aids their
or disease. The Alchemist can use this feature a companions in doing the same.
number of times equal to their Intelligence modifier
(minimum of once) before requiring a long rest to Name: Explosive Elixir
replenish uses. Level: 2nd

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Chapter 5 Advanced Classes Hexmaster

Description: Explosive Elixir is one of the many into the extraordinary.


innovative concoctions that you, as an Alchemist,
can create through your mastery of alchemical arts. Mechanics:
With your keen intellect and resourcefulness, you - Transmutation Range: 60 feet
have devised a method to craft volatile elixirs that Duration: Instantaneous
explode upon impact, causing chaos and disruption
on the battlefield. With Transmutation Mastery, the Alchemist gains
access to a set of extraordinary abilities that allow
Mechanics: them to alter the properties of objects, substances,
Range: 60 feet and even creatures within a limited range. This
Duration: Instantaneous feature grants the Alchemist the following abilities:
- Area of Effect: 10-foot radius sphere
- Damage: 2d6 fire damage 1. Transmute Substance: By expending one of their
- Saving Throw: Dexterity saving throw for half spell slots, the Alchemist can instantly alter the
damage (DC 8 + Intelligence modifier + proficiency composition of a non-magical substance within 60
bonus) feet. The substance can be as small as a vial of
liquid or as large as a statue. The Alchemist can
To create an Explosive Elixir, you spend a short rest change the substance into any other non-magical
carefully combining a collection of potent reagents, substance of equal mass and volume. For example,
harnessing their volatile properties. Once the elixir is they can transmute a stone into gold, a wooden door
complete, you place it in a glass vial, expertly sealed into iron, or even turn water into a noxious gas. The
with a cork and wax. effects are permanent unless the Alchemist reverses
the transmutation or it is dispelled by a spell of equal
During combat or any intense situation, you can or higher level.
throw the Explosive Elixir at a specific point within 60
feet. Upon impact, the vial shatters, releasing a 2. Transmute Energy: The Alchemist can manipulate
powerful explosion that engulfs a 10-foot radius the energy around them, redirecting it to their
sphere. The resulting blast deals 2d6 fire damage to advantage. As a reaction to taking damage from a
all creatures within the area of effect. spell or a magical effect within 60 feet, the Alchemist
can attempt to transmute the energy. They make an
To determine the effectiveness of the Explosive Intelligence saving throw against a DC determined
Elixir, creatures caught in the blast can make a by the spell's level or the magical effect's power. On
Dexterity saving throw. The DC to resist the damage a successful save, the Alchemist takes half damage,
is calculated as 8 + your Intelligence modifier + your and they gain temporary hit points equal to the
proficiency bonus. Those who succeed in the saving damage they would have taken. The temporary hit
throw take half damage, while those who fail suffer points last until the end of their next turn.
the full brunt of the explosive force.
3. Transmute Creature: The Alchemist can
Your extensive knowledge and experience as an temporarily alter the physical attributes of a creature
Alchemist grant you the ability to create a limited within 60 feet, granting them new abilities or
number of Explosive Elixirs per day. At 2nd level, you modifying existing ones. By spending an action and
can create a number of Explosive Elixirs equal to expending a spell slot, the Alchemist can choose a
your Intelligence modifier (minimum of one). During a willing creature to transmute. The transmutation lasts
long rest, you regain all expended Explosive Elixirs. for 1 hour and can grant the target advantages such
as improved strength, enhanced speed, or
Name: Transmutation Mastery heightened senses. The specific benefits and
Level: 3rd duration of the transmutation are determined by the
Description: Transmutation Mastery is a remarkable Alchemist's spell slot level:
class feature that showcases the Alchemist's
unparalleled expertise in manipulating matter and
energy. Through their extensive knowledge of
alchemy and transmutation, they gain the ability to
reshape the world around them, turning the mundane

534
Hexmaster Chapter 5 Advanced Classes

its composition, magical properties, or potential uses.


This analysis provides you with insights and hints
about the object's nature and potential applications.

- Alchemical Alteration: You can spend a number of


hours equal to twice the transmutation level (as
shown in the table above) to perform a significant
transmutation on an object or substance. This
transmutation can involve combining multiple
Name: Master of Transmutation ingredients, distilling essences, or catalyzing a
Level: 4th reaction. The resulting product can have a variety of
Description: As an Alchemical Savant, you have effects, such as creating a specialized potion,
reached a new level of mastery over the art of enhancing an existing object, or even creating an
transmutation. Your understanding of the intricate entirely new substance. The specific effects of the
balance between matter and energy allows you to transmutation are determined by the DM based on
perform extraordinary feats of alchemical the ingredients, materials, and processes involved.
manipulation and transmutation.
- Masterful Transmuter: Your mastery of
Mechanics: transmutation extends beyond the physical realm.
- Transmutation Pool: You gain a Transmutation Pool Once per long rest, you can attempt a complex
with a number of points equal to your Intelligence transmutation ritual to alter the properties of a non-
modifier (minimum of 1). This pool replenishes after magical item, transforming it into a magic item of
a long rest. your choice. The DM determines the level of the
- Transmutation Resonance: As an action, you can magic item based on its rarity, and you must provide
expend a number of points from your Transmutation the necessary materials and components for the
Pool to infuse an object with magical energy, transmutation ritual.
temporarily altering its properties. The object must be
within 30 feet of you and no larger than a 10-foot - Philosophical Insight: Your extensive knowledge of
cube. The number of points you spend determines alchemy and transmutation grants you philosophical
the level of transmutation you can achieve, as shown insight into the nature of existence and the interplay
in the table below: of matter and energy. During your downtime or
between adventures, you can engage in
philosophical debates or discussions with other
learned individuals, gaining valuable insights and
expanding your understanding of the world. This can
lead to new avenues of research, the discovery of
rare materials, or even uncovering ancient
alchemical secrets.

Name: The Grand Alchemist


- Transmutation Mastery: You gain expertise in the Level: 5th
Transmutation skill, allowing you to perform complex Description: The Grand Alchemist has developed
alchemical transmutations with exceptional precision. an intricate network of contacts, suppliers, and fellow
Whenever you make a check related to alchemists that spans across kingdoms and
transmutation, you can add double your proficiency dimensions. This network grants them access to rare
bonus. ingredients, specialized knowledge, and unique
opportunities that greatly benefit their endeavors
- Transmutation Study: Through your dedicated outside of combat.
study of transmutation, you have acquired a deeper
understanding of the magical properties of materials Mechanics: Once per long rest, the Grand Alchemist
and substances. During a short rest, you can spend can activate their Alchemical Network to tap into the
1 hour analyzing an object or substance to determine vast resources at their disposal. This feature allows

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Chapter 5 Advanced Classes Hexmaster

the Grand Alchemist to perform various non-combat Level: Cantrip


activities with exceptional efficiency and Casting Time: 1 action
effectiveness. Range: 60 feet
Target: One creature
1. Alchemical Trade: The Grand Alchemist can Components: Verbal, Somatic
establish trade routes and negotiate advantageous Duration: Instantaneous
deals for alchemical supplies, granting them a 25% Saving Throw: Dexterity saving throw
discount on the purchase of alchemical ingredients, Spell Resistance: No
potions, and equipment from reputable alchemical
vendors. Description:
Acid Splash is a cantrip spell that allows you to
2. Knowledge Exchange: The Grand Alchemist can unleash a vial of corrosive acid upon a target within
send out requests for information or assistance range. As you utter the incantation and perform the
through their network, allowing them to gain access necessary gestures, a small glass vial materializes in
to rare books, obscure scrolls, or expert advice on your hand, filled with a bubbling and hissing green
specific alchemical subjects. Once per week, the liquid. With a flick of your wrist, you launch the vial
Grand Alchemist can obtain an answer or assistance toward your target, causing it to shatter upon impact.
from their network, providing them with a +5 bonus to
any Intelligence-based skill checks related to The target must make a Dexterity saving throw to
alchemy, research, or investigation. avoid the acid's effects. If the target fails the saving
throw, it takes 1d6 acid damage. The acid sizzles
3. Collaborative Research: The Grand Alchemist can and eats away at the target, leaving a lingering
initiate collaborative research projects with other burning sensation.
alchemists in their network. This allows them to work
on advanced alchemical formulas, experimental Furthermore, the volatile nature of the acid causes
potions, or groundbreaking discoveries together. The any flammable objects within 5 feet of the target to
Grand Alchemist can spend a week working with ignite. The flames dance and flicker, casting an eerie
their network to gain advantage on any Intelligence- glow on the surroundings. This secondary effect
based skill checks related to alchemy or potion adds an additional layer of chaos to the battlefield,
brewing. potentially providing you with strategic opportunities
or hindering your foes.
4. Connections: The Grand Alchemist can call upon
their network to gain access to influential individuals, Enhanced Spell Effects:
secure invitations to exclusive events, or arrange As you gain more experience and harness greater
meetings with renowned scholars, nobles, or leaders magical power, you can cast Acid Splash using
of various factions. Once per month, the Grand higher-level spell slots, increasing its potency. For
Alchemist can request the assistance of a contact each spell slot level above 0, the acid damage
from their network, providing them with a +5 bonus to inflicted by the spell increases by 1d6. This allows
any Charisma-based skill checks involving you to unleash a more concentrated and destructive
persuasion, negotiation, or networking. torrent of acid, increasing your effectiveness against
formidable adversaries.
The Alchemical Network feature reflects the Grand
Alchemist's ability to navigate the complex web of With each level of mastery you attain, the range of
alchemical society and establishes them as a Acid Splash expands by an additional 10 feet. This
respected figure in their field. With their network's extension allows you to reach targets from a greater
support, they can delve into alchemical research, distance, making you a formidable force on the
secure rare resources, expand their knowledge, and battlefield. Additionally, the radius within which
make meaningful connections that extend far beyond flammable objects ignite expands by 5 feet for every
the battlefield. level of spell slot used above 0, ensuring a larger
Spell List area of potential chaos.

Name: Acid Splash Acid Splash, with its versatility and potential for
School of Magic: Conjuration collateral damage, proves to be a useful tool for both

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Hexmaster Chapter 5 Advanced Classes

offense and defense. Whether you seek to dissolve damage of the corresponding element. For example,
the armor of an armored foe or set ablaze a room full if you cast Elemental Spark using a 2nd-level spell
of combustible objects, this cantrip provides you with slot and choose fire as the element, the target takes
the means to wreak havoc and leave a lasting 2d4 fire damage instead of 1d4. This damage
impression on your enemies. increase applies for every level higher than 1st.

Furthermore, at higher levels, the sparks become


Name: Elemental Spark even more impressive and visually striking. The
School of Magic: Evocation flames dance with vibrant colors, the frost sparkles
Level: 0 (Cantrip) with crystalline beauty, and the arcs of electricity
Casting Time: 1 action crackle and surge with intensified energy, leaving
Range: 60 feet spectators in awe of your magical prowess.
Target: One creature
Components: Verbal, Somatic Elemental Spark is a versatile cantrip that allows
Duration: Instantaneous spellcasters to harness the forces of nature to strike
Saving Throw: None their enemies with elemental fury, making it a
Spell Resistance: No valuable tool in any magical arsenal.

Description:
Elemental Spark is a cantrip spell that allows you to Name: Alchemical Dart
channel the raw power of the elements into your School of Magic: Transmutation
fingertips, creating a mesmerizing display of arcane Level: Cantrip
energy. With a swift incantation and a subtle gesture, Casting Time: 1 action
you summon a spark infused with either fire, frost, or Range: 60 feet
electricity. This spark crackles with elemental energy, Target: One creature
eagerly awaiting your command. Components: Verbal, Somatic
Duration: Instantaneous
When you cast Elemental Spark, you make a ranged Saving Throw: Constitution
spell attack against a target creature within range. Spell Resistance: No
Roll a d20 and add your spellcasting ability modifier
to determine the attack roll. On a hit, the spark Description:
strikes the target, engulfing it in elemental power. Alchemical Dart is a fascinating cantrip that
combines the art of alchemy with spellcasting. With a
The damage dealt by Elemental Spark depends on swift incantation and deft hand gestures, you create
the element you choose for the spark. If you select a small dart made of volatile alchemical substances
fire, the target takes 1d4 fire damage. If you opt for that glimmers with an otherworldly glow. Then, with a
frost, the target takes 1d4 cold damage. If you flick of your wrist, you launch the dart towards a
harness the power of electricity, the target takes 1d4 target, aiming to pierce their defenses and unleash
lightning damage. The damage increases as you its alchemical properties.
reach higher levels, with an additional 1d4 damage
at 5th level, 11th level, and 17th level. Make a ranged spell attack against a target creature
within range. Roll 1d20 and add your spellcasting
It is important to note that Elemental Spark can only ability modifier and proficiency bonus to the roll to
target one creature at a time, and it requires line of determine if your attack hits. On a successful hit, the
sight to the target. The spark travels through the air target takes 1d4 + your spellcasting ability modifier
with precision, ignoring any cover the target might piercing damage as the dart strikes true.
have.
But that's not all! The alchemical properties of the
Enhanced Spell Effects: dart have an additional effect on the target. The
As a cantrip, Elemental Spark does not consume a target must make a Constitution saving throw against
spell slot when cast. However, if you choose to cast your spell save DC. If they fail, they become
it using a spell slot of 1st level or higher, the damage poisoned for 1 minute, suffering the effects of the
increases. Each level above 1st adds an extra 1d4 poisoned condition. Their movements become

537
Chapter 5 Advanced Classes Hexmaster

sluggish, their reflexes dulled, and they have perform intricate tasks, the caster gains a tactical
disadvantage on attack rolls and ability checks until advantage in battle or in other situations where
the poison subsides. finesse and concentration are paramount.

Enhanced Effects: The whimsical nature of Arcane Fizzle is evident in


When you cast Alchemical Dart using a spell slot of the spell's visual effects. As the caster unleashes the
1st level or higher, the damage increases by 1d4 for disruption, a shower of sparkling motes in vibrant
each slot level above 1st. Additionally, the poison hues of purple and gold burst forth from their
effect's duration increases by 1 minute for every two outstretched hand. These motes dance around the
slot levels above 1st. target, creating a dazzling display of light and sound
that temporarily disrupts their focus.
Alchemical Dart is a versatile cantrip, allowing you to
engage enemies from a safe distance while inflicting Enhanced Effects:
both physical and alchemical harm. The combination When casting Arcane Fizzle using a spell slot of 1st
of piercing damage and poisoning provides a potent level or higher, the disruption's potency increases.
means to weaken your foes, making them more For each level beyond the cantrip level, the target
susceptible to subsequent attacks or crippling their must make an additional Intelligence saving throw or
combat effectiveness. Remember, careful alchemical suffer disadvantage on another saving throw or
preparation and precision aim will make your darts all ability check of the caster's choice. The effects of the
the more devastating. spell last until the target succeeds on the saving
throw or until the caster's concentration ends,
whichever comes first.

Name: Arcane Fizzle Masters of the arcane arts have been known to
School of Magic: Enchantment augment Arcane Fizzle with their own unique twists.
Level: Cantrip Some skilled enchanters infuse the spell with
Casting Time: 1 action additional magical energy, causing the motes of light
Range: 60 feet to grow larger and more brilliant, further bewildering
Target: One creature the target. Others may add a touch of elemental flair,
Components: Verbal, somatic imbuing the disruption with crackling lightning or icy
Duration: Instantaneous shards that surge toward the target, adding a subtle
Saving Throw: Intelligence but potent element of surprise to the spell's effects.
Spell Resistance: No
Note: The limitations or special rules for Arcane
Description: Fizzle are minimal, allowing it to be cast on any
Arcane Fizzle is a whimsical cantrip that allows the creature within range, regardless of their magical
caster to disrupt the arcane energies surrounding a abilities or resistances. However, it should be noted
chosen creature within range. By uttering the that creatures with exceptional mental fortitude or
incantation and performing intricate hand gestures, innate resistance to magical manipulation may have
the caster sends forth a wave of mystical a higher chance of resisting the effects of the spell.
interference toward their target.

Upon casting Arcane Fizzle, the target must make an


Intelligence saving throw. The arcane interference Name: Arcane Mend
rattles their concentration and disturbs their School of Magic: Transmutation
connection to magical forces. If the target fails the Level: 0 (Cantrip)
saving throw, they suffer the effects of the disruption, Casting Time: 1 action
causing them to have disadvantage on their next Range: Touch
saving throw or ability check. Target: One object or creature
Components: Verbal, Somatic
This cantrip is especially useful for wizards seeking Duration: Instantaneous
to undermine their opponents' magical prowess. By Saving Throw: None
temporarily weakening their ability to resist spells or Spell Resistance: No

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Hexmaster Chapter 5 Advanced Classes

Casting Time: 1 action


Description: Range: Touch
Arcane Mend is a versatile cantrip that harnesses the Target: One creature
power of transmutation magic. With a touch and a Components: V, S, M (a vial of exotic herbs and a
few magical gestures, you can mend small objects or drop of your own blood)
repair minor damage on a creature, restoring broken Duration: Concentration, up to 1 hour
items to functionality or healing superficial wounds. Saving Throw: None
Spell Resistance: No
When casting Arcane Mend, you focus your arcane
energy on the target, channeling the mending Description: As you channel the arcane energies,
essence of the weave itself. Small cracks, fractures, you carefully combine the exotic herbs and a drop of
or tears in objects can be seamlessly repaired, your own blood in a small vial, infusing them with
allowing them to regain their original form and magical potency. With a gentle touch, you administer
function. This can be especially useful for fixing the Elixir of Vigor to a willing creature. Upon
damaged armor, weapons, or other equipment consumption, the elixir instantly releases a surge of
during moments of dire need. vitality and energy, granting the target temporary hit
points equal to your spellcasting ability modifier.
When targeting a creature, Arcane Mend closes
shallow wounds, knits together torn flesh, and The recipient of the elixir experiences a sudden
alleviates minor injuries. While it cannot mend severe surge of vigor and resilience, feeling revitalized as
wounds or cure diseases, it can provide immediate their wounds close up and their spirit is uplifted.
relief and prevent further harm. This cantrip is often These temporary hit points provide a buffer against
favored by healers and support spellcasters for its damage, absorbing the brunt of harm inflicted upon
ability to quickly attend to small injuries and maintain the target.
the overall well-being of the party.
However, the potent effects of the elixir come at a
Arcane Mend does not have any inherent limitations, cost. After the elixir's effect ends or the concentration
allowing you to use it on various objects or creatures is broken, the target suffers the repercussions of its
within your reach. However, it cannot repair objects rejuvenating power. Their body, drained of energy,
or creatures that have been completely destroyed or succumbs to exhaustion, causing them to suffer one
disintegrated. Additionally, it does not have the level of exhaustion as their system recalibrates.
power to restore magical properties or enchantments
to items. At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the temporary hit
Enhanced Spell Effects: points granted by the elixir increase by an additional
When casting Arcane Mend using a spell slot of amount equal to your spellcasting ability modifier for
higher level, the spell's effectiveness increases. At each level above 1st. Additionally, for each slot level
higher levels, you can mend larger objects or above 1st, the duration of the spell extends by 1
creatures, repair more extensive damage, or heal hour, allowing the target to benefit from the elixir's
more significant wounds. The specifics of the protective effects for a longer period.
enhanced effects depend on the level of the spell slot
used. The Elixir of Vigor serves as a boon in dire situations,
granting a surge of resilience but demanding a price
For example, if cast with a 2nd-level spell slot, in the form of exhaustion once its potency fades. It is
Arcane Mend can repair more substantial damage on a spell sought after by those who require a
an object, such as fixing a shattered shield or momentary burst of vitality but must tread carefully in
restoring a fractured magical artifact. When used on balancing the cost and benefits of such powerful
a creature, it can heal deeper wounds, stabilizing magic.
them and preventing further harm.

Name: Elixir of Vigor Name: Explosive Brew


School of Magic: Transmutation School of Magic: Evocation
Level: 1st level Level: 1st level

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Chapter 5 Advanced Classes Hexmaster

Casting Time: 1 action blast radius themselves. This spell is a testament to


Range: 60 feet the harmonious blend of magic and science,
Target: A point within range combining the mystical arts with the Alchemist's
Components: Verbal, Somatic understanding of volatile substances.
Duration: Instantaneous
Saving Throw: Dexterity saving throw
Spell Resistance: No Name: Transmute Substance
School of Magic: Transmutation
Description: Level: 1st level
Explosive Brew is a spell born of the Alchemist's Casting Time: 1 action
arcane understanding and scientific curiosity. With a Range: Touch
few intricate hand gestures and an incantation filled Target: One object or substance
with alchemical phrases, the caster conjures a Components: Verbal, Somatic, Material (a pinch of
volatile explosive mixture that crackles with raw powdered alchemical reagent)
energy. This concoction takes the form of a small vial Duration: Until dispelled or until the target is
filled with swirling luminescent liquid, resembling a subjected to a successful Greater Restoration spell
miniature aurora. Saving Throw: Constitution saving throw
Spell Resistance: Yes
When casting Explosive Brew, you hurl the vial at a
point within range, releasing the unpredictable power Description:
contained within. A brilliant burst of light illuminates With a wave of your hand and an incantation, you tap
the area, catching the attention of both allies and into the fundamental forces of transmutation,
foes. All creatures within a 10-foot radius of the point attempting to alter the nature of an object or
of impact must make a Dexterity saving throw. substance. You must make physical contact with the
target to cast this spell.
On a failed save, the target creatures suffer fire
damage. The exact amount of damage is determined The target of this spell must make a Constitution
by rolling a 1d6 and adding your spellcasting ability saving throw. On a failed save, the target undergoes
modifier. The resulting fiery explosion engulfs the a remarkable transformation as the magical energy
area, licking at the unfortunate victims with searing courses through it. The transformation can turn the
flames. Be wary, though, for the alchemical mixture target into a mundane or alchemical substance of
is capricious. your choice, such as stone, metal, wood, or even a
liquid substance.
There is a chance that the volatile mixture misfires,
causing the Alchemist to suffer half of the damage The target retains its basic shape and form but
dealt. This represents the inherent risk of tampering becomes entirely composed of the chosen
with unstable substances. The unpredictability of the substance. For example, a creature might turn into a
explosion adds an element of danger and excitement statue if transmuted into stone or become a pool of
to the spell, making it a true test of the Alchemist's mercury if transmuted into a liquid metal. While
skill and nerve. transformed, the target is unable to move or take any
actions. Its senses are dulled, and it becomes
Casting Explosive Brew using a spell slot of 2nd level unaware of its surroundings.
or higher increases the damage dealt by an
additional 1d6 for each level above 1st. This The transformation caused by this spell lasts until it
demonstrates the Alchemist's ability to refine their is dispelled or until the target is subjected to a
formula and enhance the potency of the explosive successful Greater Restoration spell, which reverses
mixture, delivering a more devastating blow to their the transmutation and restores the target to its
enemies. original form.

Though powerful, Explosive Brew does have its Enhanced Effects:


limitations. It requires careful aim and timing to - When you cast this spell using a spell slot of 2nd
ensure maximum effectiveness. Additionally, the level or higher, you can target one additional object
Alchemist must be cautious not to be caught in the or substance for each slot level above 1st. Each

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Hexmaster Chapter 5 Advanced Classes

target must make a separate Constitution saving level or higher, the damage caused by the ongoing
throw. poison effect increases by 1d4 for each slot level
above 1st. Additionally, the radius of the cloud
- If you cast this spell using a spell slot of 3rd level or expands by 5 feet for each slot level above 1st,
higher and successfully transmute a creature, the affecting a larger area and increasing the chance of
duration of the transformation becomes permanent enveloping multiple targets within its poisonous
until dispelled or until the target is subjected to a grasp.
successful Greater Restoration spell.
Note: The Toxic Cloud spell is particularly useful for
alchemists or spellcasters with a proclivity for poison-
Name: Toxic Cloud based magic. It provides a means to create a
School of Magic: Conjuration hazardous battlefield, hindering enemies while also
Level: 1st level requiring careful maneuvering to avoid self-inflicted
Casting Time: 1 action harm.
Range: 60 feet
Target: 20-foot radius sphere centered on a point
within range Name: Alchemical Barrier
Components: Verbal, Somatic School of Magic: Abjuration
Duration: Concentration, up to 1 minute Level: 1st level
Saving Throw: Constitution Casting Time: 1 action
Spell Resistance: Yes Range: Self or touch
Target: Self or one willing creature
Description: Components: Verbal, somatic, material (a vial of
Toxic Cloud is a conjuration spell that allows you to alchemical essence)
release a dense and noxious cloud of toxic gas in a Duration: Concentration, up to 1 minute
20-foot radius centered on a point within range. The Saving Throw: None
cloud materializes with a sudden billow, swirling with Spell Resistance: No
sinister hues of green and purple. Within this cloud,
the air becomes heavy and filled with toxic fumes, Description:
capable of causing harm to those unfortunate Alchemical Barrier is a spell that harnesses the
enough to be caught within its grasp. powers of alchemy and protective magic to create a
resilient shield around the caster or a willing
When you cast this spell, all creatures within the creature. As you cast the spell, you speak ancient
cloud must make a Constitution saving throw or be incantations and perform precise hand gestures,
poisoned by the noxious fumes. The poisonous channeling the essence of transmutation and
effects of the gas linger, inflicting ongoing damage to abjuration.
those who remain within the cloud. The cloud
persists for a number of rounds, causing all creatures Once the spell is cast, a shimmering and semi-
inside it at the start of their turn to take 1d4 poison transparent barrier manifests around the target,
damage. A successful Constitution saving throw granting them temporary hit points. These temporary
negates the ongoing poison damage. hit points are equal to twice your spellcasting ability
modifier, serving as a buffer against incoming
However, the toxic fumes also affect the alchemist damage. The arcane energies infusing the barrier
who conjured the cloud. Due to their understanding make it more resilient than ordinary temporary hit
of poisons and toxins, the alchemist takes only half points, providing a stronger defense.
damage from the ongoing poison effect caused by
the cloud while remaining within it. This special However, the barrier is unstable due to the volatile
immunity allows the alchemist to maintain control nature of alchemical forces. When the temporary hit
over the spell's effects without succumbing entirely to points are depleted, whether by absorbing damage
its toxicity. or the spell's duration ending, there is a chance for
the barrier to explode. This explosion releases a
Enhanced Spell Effects: sudden burst of raw force energy, affecting all
When Toxic Cloud is cast using a spell slot of 2nd creatures within a 10-foot radius of the target.

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Chapter 5 Advanced Classes Hexmaster

choice must be made at the time of casting and can


The force explosion deals damage to all creatures include damage types such as slashing, piercing,
within its area of effect. The damage inflicted is 2d6 bludgeoning, fire, cold, lightning, acid, thunder,
force damage, and each affected creature must poison, or psychic. The elixir's magical properties
make a Dexterity saving throw. On a failed save, fortify the target's body and mind, granting them an
they take full damage, while on a successful save, enhanced ability to resist harm.
they take half damage. The explosion does not harm
the caster or the original target of the spell. While under the effects of the elixir, the target suffers
vulnerability to a different type of damage, which is
Enhanced Effects: determined by the caster. The vulnerability persists
When casting Alchemical Barrier using a spell slot of until the concentration on the spell ends or until the
2nd level or higher, the temporary hit points provided target is affected by a dispel magic spell or similar
by the barrier increase. For each level higher than effect. The vulnerability represents the side effect of
1st, the temporary hit points granted increase by the elixir's magical composition, which temporarily
your spellcasting ability modifier. weakens the target's defenses against a specific type
of damage.
At 3rd level or higher, the force damage caused by
the explosion also increases. For each level higher When casting this spell using a spell slot of 3rd level
than 1st, the damage increases by an additional 1d6. or higher, you can target an additional creature for
each slot level above 2nd. The additional targets
Note: must be within 5 feet of each other when you cast
It is crucial to exercise caution when casting the spell.
Alchemical Barrier, as the explosive nature of the
spell can potentially harm allies or innocent While the elixir's effects enhance the target's
bystanders within the vicinity. Additionally, the resilience, it is crucial to consider the strategic
barrier's instability makes it a risky choice in implications of leaving the recipient vulnerable to
situations where silence or stealth is required, as the another type of damage. Timing and careful selection
explosion may draw unwanted attention. of damage types can be crucial for success in
combat and survival in challenging situations.

Spell Name: Elixir of Resilience Note: It is important to consult your local alchemist or
School of Magic: Transmutation magical apothecary for the safe acquisition of the
Level: 2 rare herbs and minerals required to create this elixir.
Casting Time: 1 action Unauthorized possession or consumption of such
Range: Touch ingredients may lead to unintended consequences,
Target: One creature including but not limited to transmutation-related
Components: V, S, M (a small vial of rare herbs and ailments, temporary polymorphing, or unexpected
minerals worth 25 gold pieces, which are consumed elemental discharges. The caster assumes full
by the spell) responsibility for the consequences of utilizing this
Duration: Concentration, up to 1 hour spell.

Description:
With a flourish of arcane gestures and incantations, Name: Caustic Blast
you create a potent elixir that enhances the physical School of Magic: Evocation
and mental fortitude of a chosen target. This elixir, Level: 2
when ingested, imbues the recipient with a Casting Time: 1 action
temporary resilience against a specific type of Range: 60 feet
damage. However, due to the nature of the elixir, it Target: One creature
also leaves the target vulnerable to a different type of Components: Verbal, somatic
damage until the effect ends. Duration: Instantaneous
Saving Throw: None
The recipient gains advantage on saving throws Spell Resistance: No
against one type of damage of your choice. This

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Hexmaster Chapter 5 Advanced Classes

Description: billowing cloak of darkness that dances and ripples


Caustic Blast is a potent spell that harnesses the raw with an otherworldly presence. The Shroud of
power of acid energy. As an alchemist, you possess Shadows spell taps into the realm of illusions,
the ability to unleash a concentrated beam of acid granting both protection and concealment, while
towards your chosen target. With a flick of your wrist exacting a price on the healing arts.
and a whispered incantation, you summon the
corrosive forces of the cosmos to strike down your While under the effect of Shroud of Shadows, the
enemies. target gains advantage on Dexterity (Stealth) checks,
allowing them to move through the shadows with
To cast Caustic Blast, you must make a ranged spell unparalleled grace and stealth. Their steps become
attack against the target. Roll a d20 and add your silent, their form seems to blur and blend with the
spellcasting ability modifier and proficiency bonus to darkness, and their presence becomes elusive to
the result. If the attack roll hits, the target is struck by even the most vigilant of foes.
the acidic energy, and the spell takes effect.
Moreover, the shroud imbues the target with
Upon a successful hit, the target suffers 2d8 acid resistance to necrotic damage. As tendrils of shadow
damage. The corrosive nature of the spell lingers, wrap around their body, they become partially
reducing the target's Armor Class (AC) by 1 for a shielded against the chilling touch of dark energy,
duration, making them more vulnerable to future reducing the harm inflicted upon them.
attacks.
However, the spell's dark nature also hampers the
However, the power of the acid leaves its mark on target's ability to receive healing. The shadowy aura
the alchemist as well. The acidic residue clings to created by the shroud disrupts the flow of positive
your hands, causing you to take 1d4 acid damage at energies, causing any healing received by the target
the end of each of your turns until you wash it off. to be diminished. The magic of restoration and
The alchemical gloves or protective gear can offer rejuvenation is weakened, reducing the effectiveness
some respite from this self-inflicted damage. of healing spells and abilities by half.

Enhanced Effects: Enhanced Spell Effects:


When casting Caustic Blast using a spell slot of 3rd
level or higher, the damage increases by 1d8 for When casting Shroud of Shadows using a spell slot
each slot level above 2nd. Additionally, the reduction of 3rd level or higher, the benefits of the spell are
to the target's AC increases by 1 for every two slot heightened. The target gains an additional
levels above 2nd. The acid residue damage to the advantage on Dexterity (Stealth) checks, further
alchemist remains the same, regardless of the spell enhancing their ability to move undetected through
slot level used. the shadows. In addition, the resistance to necrotic
damage becomes stronger, reducing the damage
taken even more.
Name: Shroud of Shadows
School of Magic: Illusion
Level: 2 Spell Name: Philosopher's Stone
Casting Time: 1 action School of Magic: Transmutation
Range: Self Level: 3
Target: You or a willing creature within range Casting Time: 1 minute
Components: Verbal, somatic Range: Touch
Duration: Concentration, up to 1 hour Target: One creature
Saving Throw: None Components: V, S, M (a small diamond worth 500
Spell Resistance: No gold pieces)
Duration: 1 hour
Description: Saving Throw: None
Spell Resistance: No
As you utter the arcane incantation, shadows
coalesce around you or the target creature, forming a Description:

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Chapter 5 Advanced Classes Hexmaster

With the spell Philosopher's Stone, you tap into the Description:
profound mysteries of transmutation magic to create With a flourish of arcane gestures and an
a legendary artifact known as the Philosopher's incantation, you create a highly unstable explosive
Stone. This spell allows you to fashion a small, mixture in a small vial. The concoction shimmers with
intricate stone with shimmering hues of gold, silver, volatile energy as you hurl it toward a designated
and crimson. When activated, the stone radiates an point within range. Upon impact, it unleashes a
otherworldly energy that invigorates and empowers devastating explosion, wreaking havoc on its
the target. surroundings.

To cast the spell, you must spend 1 minute in All creatures within a 20-foot radius of the designated
focused concentration, holding the diamond material point must make a Dexterity saving throw. On a
component in one hand while chanting ancient failed save, a creature takes fire damage equal to
incantations. As you complete the ritual, the 6d6 + your spellcasting ability modifier. On a
Philosopher's Stone materializes in your hand. successful save, the creature takes half damage.
The explosion is accompanied by an intense
Upon activation, the Philosopher's Stone bestows shockwave that reverberates through the area,
immense power and vitality to the target creature. It knocking prone any creatures that fail the saving
grants temporary hit points equal to five times your throw.
spellcasting ability modifier. These temporary hit
points serve as a buffer against harm, shielding the However, the incredible power of the explosion takes
recipient from damage. Additionally, the stone a toll on the Alchemist themself. As the spell's
imbues the target with unparalleled prowess, creator, you suffer twice the amount of fire damage
granting advantage on all ability checks, saving dealt by the explosion. The flames momentarily
throws, and attack rolls. engulf you, searing your skin and testing your
resilience. This spell requires a fearless alchemist
However, the potent effects of the Philosopher's willing to sacrifice their own safety for maximum
Stone come at a significant cost. When the spell's destructive potential.
duration ends, the target experiences a profound
depletion of energy. The exhaustion caused by At Higher Levels: When you cast this spell using a
harnessing the stone's power manifests as a number spell slot of 4th level or higher, the damage
of levels of exhaustion equal to half the temporary hit increases by 1d6 for each slot level above 3rd.
points it provided.

Using a higher level spell slot to cast Philosopher's Spell Name: Transmutation Cascade
Stone increases the spell's potency. For each level School of Magic: Transmutation
above 3rd, the temporary hit points granted by the Level: 3
stone increase by 5 times your spellcasting ability Casting Time: 1 action
modifier, ensuring an even greater reservoir of vitality Range: Self (30-foot cone)
and protection for the recipient. Target: All creatures within a 30-foot cone
Components: Verbal, Somatic
Duration: Instantaneous
Name: Volatile Concoction Saving Throw: Dexterity
School of Magic: Evocation Spell Resistance: Yes
Level: 3
Casting Time: 1 action Description:
Range: 120 feet Transmutation Cascade is a potent spell that taps
Target: A point within range (20-foot radius sphere) into the chaotic energies of transmutation, allowing
Components: Verbal, Somatic, Material (a vial of you to unleash a powerful wave of transformative
rare alchemical ingredients) magic. When casting this spell, you must gather the
Duration: Instantaneous energy by speaking an incantation and making
Saving Throw: Dexterity intricate gestures with your hands, channeling the
Spell Resistance: No raw arcane power within you.

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Hexmaster Chapter 5 Advanced Classes

Once the spell is cast, a cascading wave of vibrant As a skilled Alchemist, you harness the powerful
energy bursts forth from your outstretched hands, forces of transmutation with the Transmutation
expanding in a cone shape with a range of 30 feet. Cascade spell, bringing chaos and transformation to
All creatures caught within the cone are subjected to the battlefield. But beware, for the unpredictable
the unpredictable forces of transmutation. nature of the spell can turn the tides in unexpected
ways, both for your enemies and yourself.
Each affected creature must make a Dexterity saving
throw to resist the transmutative effects. On a failed Random Polymorph List D100:
save, they are polymorphed into a random creature
determined by rolling on a specialized transmutation 1. Tiny Viper: Poisonous snake with deadly venom.
table. The table contains a vast array of creatures, 2. Flickering Will-o'-Wisp: Floating ball of light that
ranging from mundane animals to fantastical beings, can disorient foes.
each with their unique abilities and forms. The 3. Feathered Raptor: Agile predator with sharp talons
polymorphed creatures retain their mental faculties, and a keen sense of sight.
allowing them to comprehend their situation but 4. Stone Golem: Massive creature composed of
limiting their ability to communicate if their new form animated stone, resistant to physical damage.
lacks the appropriate means. 5. Winged Serpent: Graceful creature with a
serpentine body and majestic wings.
However, the chaotic nature of the transmutation 6. Ironclad Beetle: Armored insect capable of rolling
energies also affects you, the Alchemist. Therefore, into a defensive ball.
you must make a saving throw against the same 7. Fiery Salamander: Creature wreathed in flames,
transmutative effect, using your own Dexterity saving immune to fire-based attacks.
throw bonus. 8. Ethereal Wraith: Ghostly specter that can pass
through walls and drain life force.
It's important to note that the spell's transformative 9. Frost Wolf: Majestic wolf with icy breath and
power is inherently unpredictable, and even though resistance to cold.
you have some control over the direction and 10. Enchanted Treant: Living tree that can control
intensity of the energy, the specific results of the vegetation and summon woodland allies.
transmutation remain uncertain. The randomness 11. Crystal Golem: Translucent creature with crystal
adds an element of surprise and excitement to the shards that can shoot from its body.
spell, as you and your targets may be transformed 12. Electric Eel: Aquatic creature capable of
into an assortment of creatures, each with its own generating electric shocks.
strengths, weaknesses, and abilities. 13. Luminous Jellyfish: Bioluminescent jellyfish with
mesmerizing tentacles.
The effects of the Transmutation Cascade persist 14. Feathered Velociraptor: Agile dinosaur with sharp
only for an instant, leaving the polymorphed claws and incredible speed.
creatures in their new forms until the duration of the 15. Storm Elemental: Elemental being composed of
polymorph spell ends or is dispelled. The swirling winds and crackling lightning.
transmutation energies are too chaotic to sustain the 16. Iron Bull: Powerful, metallic beast with immense
transformation for an extended period. However, the strength and resistance to physical damage.
memory of the transformation remains, granting the 17. Spectral Banshee: Eerie undead creature whose
affected creatures a newfound understanding and wail can cause fear and paralysis.
empathy for creatures they have become or 18. Lunar Moth: Radiant moth that emanates a
encountered. soothing aura and grants temporary healing.
19. Blinking Panther: Shadowy feline with the ability
Enhanced Effects: When you cast Transmutation to teleport short distances.
Cascade using a spell slot of 4th level or higher, the 20. Magma Lizard: Reptilian creature that can
range of the cone increases by 10 feet for each level breathe streams of molten lava.
above 3rd. Additionally, the polymorphed creatures 21. Sand Wyrm: Giant worm that burrows through
have disadvantage on their saving throws, making it the desert sands, creating tremors.
more likely for them to be affected by the spell's 22. Ice Sprite: Playful and mischievous creature that
transmutation. can create freezing gusts of wind.
23. Metal Drake: Dragon-like creature with scales

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Chapter 5 Advanced Classes Hexmaster

made of enchanted metal. 49. Astral Hound: Dog-like creature that can detect
24. Glacial Bear: Gigantic bear with icy fur and the hidden and invisible creatures.
ability to summon blizzards. 50. Crystal Drake: Dragon with crystalline scales that
25. Chimera: Fearsome beast combining features of can refract and reflect magical spells.
multiple creatures, each with its own abilities. 51. Clockwork Beetle: Mechanized insect capable of
26. Arcane Jelly: Shimmering, translucent jelly releasing blinding flashes of light.
creature capable of casting minor spells. 52. Prismatic Butterfly: Multicolored butterfly that can
27. Celestial Hawk: Radiant bird of prey that can unleash beams of radiant energy.
unleash beams of pure light. 53. Rust Monster: Bizarre creature that can corrode
28. Shadow Panther: Elusive creature that can meld metal with a touch.
with shadows and become almost invisible. 54. Thunderbird: Avian creature associated with
29. Lava Elemental: Living mass of molten rock and thunderstorms and capable of summoning lightning.
fire, immune to fire-based attacks. 55. Radiant Unicorn: Majestic creature with a single
30. Shifting Octopus: Mimicry expert capable of horn that can heal and purify.
blending in with its surroundings. 56. Shimmering Serpent: Serpent with iridescent
31. Venomous Spider Queen: Enormous spider with scales that can create mesmerizing patterns.
a potent venom and the ability to spawn spiderlings. 57. Astral Panther: Panther that can phase in and out
32. Astral Dragon: Dragon with shimmering, of the astral plane.
iridescent scales that can phase through objects. 58. Soulstealer Wraith: Vengeful spirit that can drain
33. Pygmy Titan: Small but incredibly strong creature the life force of its victims.
with the ability to grow in size temporarily. 59. Enchanted Griffin: Hybrid creature with the body
34. Mist Serpent: Serpent formed of mist and fog, of a lion and the wings of an eagle.
capable of obscuring vision. 60. Inferno Elemental: Living embodiment of fire,
35. Silverback Gorilla: Powerful ape with enhanced leaving trails of flames wherever it goes.
strength and the ability to communicate 61. Mystic Owl: Owl with ancient wisdom and the
telepathically. ability to see through illusions.
36. Arcane Pixie: Tiny fairy-like creature that can 62. Thorned Viper: Serpent covered in razor-sharp
cast minor magical spells. thorns that can cause bleeding wounds.
37. Flame Phoenix: Majestic bird wreathed in flames, 63. Ice Elemental: Elemental composed of frozen
capable of self-resurrection. water, immune to cold-based attacks.
38. Astral Owl: Owl with the ability to perceive hidden 64. Spectral Dragon: Ghostly dragon that can pass
truths and secrets. through objects and emit chilling breath.
39. Entropic Scorpion: Scorpion with poisonous 65. Enchanted Direwolf: Large, intelligent wolf with
stinger that can also inflict a debilitating curse. enhanced senses and natural magical affinity.
40. Thundering Steed: Electrically charged horse 66. Flux Pixie: Mischievous fairy-like creature that
capable of incredible speed. can manipulate the flow of magic.
41. Cursed Doll: Haunted doll with the ability to drain 67. Acidic Slime: Oozing creature capable of
life force from its surroundings. dissolving almost any substance it touches.
42. Crystal Spider: Spider with crystalline 68. Solar Sphinx: Sphinx-like creature radiating
exoskeleton and the ability to create webs of pure intense heat and possessing ancient knowledge.
crystal. 69. Arcane Vortex: Living whirlwind that can
43. Arcane Panther: Panther with arcane markings manipulate magical energies around it.
that grants it resistance to magic. 70. Demonic Imp: Small, malevolent creature with
44. Phantasmal Basilisk: Illusory creature capable of limited spellcasting ability.
petrifying foes with a single gaze. 71. Ironjaw Bear: Bear with razor-sharp metallic teeth
45. Venomous Hawk: Bird of prey with razor-sharp and enhanced durability.
talons and a venomous beak. 72. Arcane Tiger: Tiger with arcane markings that
46. Frosty Yeti: Gigantic, shaggy creature that can grants it enhanced speed and agility.
create freezing blizzards. 73. Shadow Serpent: Serpent composed of
47. Shadow Elemental: Creature formed from living darkness, capable of inducing fear with its presence.
shadows, capable of slipping through cracks. 74. Pyroclasmic Phoenix: Fiery bird associated with
48. Ironscale Serpent: Serpent with impenetrable volcanic eruptions and capable of fiery explosions.
metallic scales and venomous bite. 75. Enchanted Stag: Majestic deer with antlers that

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Hexmaster Chapter 5 Advanced Classes

can channel magical energy. indescribable forms and eldritch powers.


76. Gorgon: Monstrous creature with metallic scales 100. Transcendent Entity: A being of pure arcane
and the ability to turn creatures to stone. energy, capable of reshaping reality itself.
77. Thundering Kraken: Massive sea creature
capable of creating devastating tidal waves.
78. Luminous Elemental: Elemental formed from Name: Stardust Archangel
pure light, capable of blinding foes. Role: Cosmic Aether Manipulator
79. Venomous Spider King: Gigantic spider with Hit Die: d8
venomous fangs and the ability to summon spider Primary Ability: Charisma
swarms. Saving Throws: Constitution, Charisma
80. Astral Tiger: Tiger that can pass through objects Armor Proficiencies: Light armor
and blend with its surroundings. Weapon Proficiencies: Simple weapons,
81. Enchanted Serpent: Serpent with scales that longswords, rapiers, shortswords
grant resistance to magic and enhanced senses. Tool Proficiencies: None
82. Siren's Songbird: Bird with a melodious song that Skills: Choose two skills from Arcana, History,
can charm and enthrall listeners. Insight, Intimidation, Persuasion, and Religion
83. Mindflayer: Tentacled creature with psychic Spellcasting: The Stardust Archangel is a
abilities, capable of devouring brains. spellcasting class that uses Charisma as its
84. Arcane Golem: Massive construct fueled by spellcasting ability. They have a unique spellcasting
arcane energy, impervious to most spells. focus known as the Celestial Codex, a book imbued
85. Celestial Pegasus: Divine creature capable of with the knowledge of the cosmos. The Stardust
flight and imbued with healing powers. Archangel has access to a vast array of spells that
86. Lunar Fox: Fox with celestial markings that can combine cosmic energies with arcane magic,
navigate through darkness and illusions. allowing them to manipulate the very fabric of reality.
87. Abyssal Spider Queen: Monstrous spider queen They are known for their ability to cast spells that
with deadly venom and the ability to summon control space, time, and the elements, making them
abyssal spiders. formidable casters.
88. Storm Serpent: Serpent associated with Class Overview:
thunderstorms, capable of summoning lightning The Stardust Archangel is a rare and enigmatic
bolts. class, chosen by celestial beings to act as cosmic
89. Obsidian Drake: Dragon with scales as hard as agents in the mortal realm. They are tasked with
obsidian and the ability to emit a cloud of darkness. maintaining the balance between the planes of
90. Forest Elemental: Elemental formed from plants existence and protecting the world from the
and trees, capable of summoning forest creatures. encroachment of otherworldly forces. Stardust
91. Dreamweaver Nymph: Nymph with the ability to Archangels are blessed with a shard of a fallen star,
enter dreams and manipulate illusions. granting them incredible powers over celestial
92. Chimera Lord: Mighty creature composed of energy and the ability to tap into the vast cosmic
various monstrous parts, each with devastating energies that permeate the universe.
abilities. These cosmic manipulators are skilled spellcasters,
93. Mystic Centaur: Centaur with enhanced wisdom capable of wielding the powers of the stars to
and the ability to cast minor spells. devastating effect. They can conjure ethereal blades,
94. Gilded Gryphon: Lion-bodied creature with wings create shields of stardust, and unleash beams of
and golden feathers, possessing enhanced strength pure celestial energy. Stardust Archangels are adept
and speed. at both offense and defense, excelling in controlling
95. Void Serpent: Serpent emanating darkness and the battlefield and supporting their allies.
void energy, capable of draining life force.
96. Cosmic Dragon: Dragon infused with celestial Level Progression:
energies, capable of manipulating space and time. 1st: Cosmic Attunement, Stellar Burst, Celestial
97. Ancient Titan: Towering creature with incredible Codex
strength and resistance to magic. 2nd: Astral Step
98. Prismatic Phoenix: Legendary bird capable of 3rd: Cosmic Resilience
unleashing a multitude of elemental energies. 4th: Celestial Mastery
99. Eldritch Horror: Otherworldly creature with 5th: Celestial Ascendance

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among her peers. She has mastered the art of


Equipment: weaving cosmic energies into intricate patterns that
- A set of fine robes adorned with celestial motifs manipulate reality. Her spellcasting displays
- The Celestial Codex (spellbook) breathtaking celestial displays that captivate all who
- A crystal vial containing stardust witness them.
- A pouch of arcane reagents Adventure Hooks:
- A dagger 1. The Fallen Star: A massive fallen star has crashed
- A set of traveler's clothes into a remote region, causing strange celestial
phenomena and attracting the attention of dark
Appearance: forces. The Stardust Archangels are sent on a
Stardust Archangels are a sight to behold, their mission to investigate the crash site, retrieve the
appearance seemingly touched by the cosmos itself. shard of the fallen star, and prevent it from falling into
Their hair often shimmers like stardust, with hues of the wrong hands.
silver, gold, and deep purples. Their eyes radiate 2. The Cosmic Conduit: A portal to an unknown
celestial light, and their skin has a subtle plane of existence has opened, unleashing
luminescence, giving them an ethereal glow. They dangerous creatures and distorting reality in its
are often seen wearing flowing robes adorned with vicinity. The Stardust Archangels are tasked with
intricate celestial patterns, reflecting their connection sealing the portal and restoring order before the
to the cosmic energies they harness. chaos consumes the world.
Organizations: 3. The Celestial Heist: A notorious thief has stolen a
1. The Astral Order: A secret society of Stardust powerful artifact known as the Celestial Prism,
Archangels dedicated to maintaining cosmic balance capable of amplifying cosmic energies. The Stardust
and safeguarding the mortal realm from extraplanar Archangels are hired to track down the thief, recover
threats. They operate from hidden sanctuaries the artifact, and ensure it doesn't fall into the wrong
across the world and recruit promising individuals hands, as its misuse could have catastrophic
with a spark of celestial magic within them. consequences.
2. The Cult of the Eternal Star: A nefarious cult that Variants:
seeks to use the powers of the fallen stars for their - Stellar Guardian: This variant of the Stardust
own gain. They worship ancient entities and tap into Archangel is available to celestial beings or those
forbidden cosmic magic, often clashing with Stardust closely tied to celestial realms. They possess
Archangels who try to prevent their dark rituals. enhanced healing and protective abilities, becoming
3. The Celestial Council: An assembly of powerful formidable support characters.
celestial beings who guide and oversee the actions - Voidwalker: In certain campaign settings, Stardust
of Stardust Archangels. They provide guidance, Archangels might choose to tap into the dark
grant quests, and bestow powerful artifacts to aid the energies of the void, granting them abilities to
Stardust Archangels in their missions. manipulate shadow and darkness. They become
Notable Users: skilled in deception and stealth, making them
1. Seraphina the Radiant: Seraphina is a legendary excellent infiltrators.
Stardust Archangel known for her selfless acts and Comments:
unwavering dedication to protecting the realms. She Ah, the Stardust Archangel, a class of cosmic might
single-handedly stopped a and ethereal beauty. How fascinating it is to witness
demonic invasion by creating a celestial barrier that their celestial powers and otherworldly presence.
shattered their forces. Her celestial wings glow with They walk the thin line between mortal and celestial,
divine light, and her presence inspires hope in all channeling the powers of the stars themselves. The
who witness her. Celestial Codex, their spellbook, is a testament to
2. Orion the Stargazer: Orion is a reclusive Stardust their connection to the cosmic forces that shape our
Archangel who spends his days studying the cosmos reality. Their unique abilities to bend space, control
and uncovering the secrets of the universe. He time, and command the elements make them a force
possesses an uncanny ability to predict astronomical to be reckoned with on any battlefield.
events and has used his powers to avert disasters If you ever encounter an Stardust Archangel, dear
caused by cosmic disturbances. readers, be prepared for a display of awe-inspiring
3. Lyra the Starweaver: Lyra is a young Stardust cosmic magic. Their spells can reshape reality,
Archangel who has recently emerged as a rising star protect their allies, and smite their foes with celestial

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fury. However, their powers come with great Cosmic Burst: Unleash a burst of cosmic energy,
responsibility, for the cosmic forces they wield are damaging all creatures in a radius and knocking
not to be trifled with lightly. Only those who possess them prone.
a strong connection to the celestial realms and
possess unwavering resolve can master the ways of 2nd-Level Spells
the Stardust Archangel. Celestial Nova: Create a massive explosion of
Travelers, be wary of crossing paths with these radiant energy, damaging all creatures in a large
cosmic manipulators, for their actions ripple through area.
the fabric of the universe itself. Should you find Starfall: Summon a shower of shooting stars, dealing
yourself fortunate enough to witness their celestial damage to creatures in a chosen area.
prowess, consider yourself touched by stardust and Time Dilation: Manipulate time around you, granting
blessed by the cosmos. advantage on attack rolls and saving throws for 1
hour.
Lunar Cloak: Surround yourself with moonlight,
gaining resistance to all damage types.
Arcane Repulsion: Create a field of arcane energy
that repels incoming attacks, granting you temporary
immunity to damage.

3rd-Level Spells
Celestial Resurgence: Bring a fallen ally back to life
with full hit points, bestowing them with temporary
bonuses.
Cosmic Conduit: Channel celestial energy into a
powerful beam, dealing massive damage to a single
Spell List target.
Stellar Guardian: Summon a celestial guardian to aid
Cantrips you in battle, granting additional attacks and
providing protection.
Celestial Spark: Unleash a small burst of celestial
Time Warp: Manipulate time to alter the outcome of
energy, dealing radiant damage.
an event, rerolling a failed attack, saving throw, or
Starry Shield: Create a protective barrier of
skill check.
shimmering stardust, granting temporary hit points.
Astral Chains: Bind enemies in ethereal chains,
Astral Pulse: Send out a wave of energy that pushes
restraining them and dealing ongoing radiant
creatures away from you.
damage.
Cosmic Flare: Create a dazzling burst of light,
blinding enemies within range.
Twilight Veil: Surround yourself in a cloak of
1st level: Cosmic Attunement
shadows, gaining advantage on Dexterity (Stealth)
checks. Name: Cosmic Attunement
Level: 1st level
Description: Cosmic Attunement represents the
1st-Level Spells Stardust Archangel's innate connection to the
Stellar Strike: Infuse your weapon with celestial celestial energies that flow through the universe.
energy, dealing extra radiant damage on a hit. Through intense study and exposure to cosmic
Astral Projection: Temporarily enter the Astral Plane, forces, they have learned to harness and manipulate
gaining advantage on saving throws and becoming these energies to their advantage.
ethereal. Usage: Cosmic Attunement is a passive ability that
Nebula's Grace: Heal yourself or an ally and grant enhances the Stardust Archangel's spellcasting and
temporary hit points. grants them additional cosmic powers.
Dimensional Blink: Teleport a short distance, leaving Mechanics:
behind a shimmering afterimage that confuses - The Stardust Archangel gains a bonus to their
enemies. Charisma-based spellcasting rolls equal to half their

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proficiency bonus (rounded down). seem to carry an otherworldly grace, leaving a


- Once per long rest, the Stardust Archangel can lasting impression on those they converse with.
channel their cosmic attunement to replenish their 1st level: Stellar Burst
spell slots. They regain a number of expended spell
slots equal to their Charisma modifier (minimum of Name: Stellar Burst
one spell slot). Level: 1st level
- At 1st level, the Stardust Archangel learns the Description: Stellar Burst is a radiant explosion of
Cantrip "Cosmic Spark," a radiant burst of celestial celestial energy that the Stardust Archangel can
energy that deals 1d6 radiant damage on a unleash upon their foes. By channeling the power of
successful hit. They can use their Charisma modifier the stars within their Celestial Codex, they can create
instead of their Dexterity or Strength modifier for a burst of radiant energy that engulfs their enemies,
attack and damage rolls when using this cantrip. searing their flesh and blinding their senses.
Limitations: Usage: Stellar Burst is typically used in combat as a
- The bonus to spellcasting rolls from Cosmic potent offensive ability, allowing the Stardust
Attunement only applies to spells that require a spell Archangel to deal damage to multiple enemies
attack roll or spell save DC. simultaneously and potentially blind them, creating
- The ability to replenish spell slots can only be used an advantage for the party.
once per long rest. Mechanics:
Variants: Range: 30-foot cone
- As the Stardust Archangel gains levels, the bonus Duration: Instantaneous
to spellcasting rolls increases. At 5th level, it - Damage: 2d8 radiant damage
becomes equal to the proficiency bonus instead of - Saving Throw: Dexterity saving throw (DC 8 +
half. proficiency bonus + Charisma modifier) for half
- At 2nd level, the Stardust Archangel gains the damage
ability to infuse their weapons with celestial energy, - Additional Effect: On a failed saving throw,
dealing an additional 1d6 radiant damage on a hit. creatures caught in the burst are blinded until the
Flavor: end of their next turn.
The Stardust Archangel's Cosmic Attunement Limitations: The Stardust Archangel can use Stellar
manifests as a subtle aura that surrounds them, Burst a number of times equal to their Charisma
shimmering with stardust. Their eyes, hair, or skin modifier (minimum of once) before needing to take a
may take on a celestial glow, reflecting the distant long rest to regain expended uses.
lights of the cosmos. When casting spells or Variants: As the Stardust Archangel gains levels,
channeling cosmic powers, their voice resonates with they can enhance Stellar Burst by increasing its
a melodic hum that seems to carry the echoes of damage dice or adding additional effects, such as a
distant stars. chance to knock prone or reduce the targets' speed.
Examples: Flavor: As the Stardust Archangel raises their
- In combat, the Stardust Archangel channels their Celestial Codex high in the air, the book glows with a
Cosmic Attunement to cast the spell "Cosmic Bolt." A brilliant, iridescent light. A wave of radiant energy
shimmering orb of celestial energy forms in their surges forth, forming a shimmering cone of starlight
hand, and with a flick of their wrist, they send it that sweeps across the battlefield. The burst of
hurtling toward an enemy. The energy bolt explodes energy crackles and sizzles like a shower of celestial
on impact, dealing damage and leaving behind a sparks, leaving a lingering trail of stardust in its
faint trail of stardust. wake.
- Outside of combat, the Stardust Archangel uses Examples:
their Cosmic Attunement to cast "Celestial Insight," - In a battle against a group of goblin raiders, the
allowing them to glimpse fragments of future events. Stardust Archangel steps forward, brandishing their
They can ask a specific question about an upcoming Celestial Codex. With a swift gesture, they unleash a
situation and receive a brief vision or impression that Stellar Burst, engulfing the goblins in a blinding
helps them make informed decisions. explosion of radiant energy. The goblins shriek in
- In a social interaction, the Stardust Archangel pain and are momentarily disoriented, providing an
subtly taps into their Cosmic Attunement to enhance opportunity for the party to strike them down.
their persuasive abilities. Their words are - Exploring a dark and ominous crypt, the party
accompanied by a faint glow, and their gestures encounters a swarm of undead creatures. The

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Stardust Archangel uses Stellar Burst to create a 1. In a dark dungeon, the Stardust Archangel holds
cone of radiant light, illuminating the area and the Celestial Codex aloft, channeling the cosmic
temporarily blinding the undead. This gives their energies within. They cast the spell "Stellar Ray,"
allies a chance to position themselves unleashing a beam of radiant energy that pierces
advantageously and prepare for the ensuing battle. through the darkness, illuminating the surroundings
and revealing hidden traps or secret passages.
Name: Celestial Codex 2. During a fierce battle, the Stardust Archangel flips
Level: 1st level through the Celestial Codex with remarkable speed,
Description: The Stardust Archangel gains access their fingers tracing the ancient symbols and
to their unique spellcasting focus known as the equations. With a whispered incantation, they cast
Celestial Codex. This ancient book, adorned with "Cosmic Shield," summoning a shimmering barrier of
intricate celestial symbols, contains the accumulated stardust that protects their allies from a barrage of
knowledge of the cosmos, allowing the Stardust enemy arrows.
Archangel to channel and manipulate cosmic 3. The Stardust Archangel finds themselves
energies with precision and power. surrounded by a group of hostile creatures. They
Usage: The Celestial Codex is primarily used as a quickly consult the Celestial Codex, searching for a
spellcasting focus, enabling the Stardust Archangel solution. They cast "Celestial Distortion," warping the
to cast their cosmic spells. It serves as a conduit fabric of space around the enemies and causing
through which the Stardust Archangel can tap into them to become disoriented, making it easier for the
the vast cosmic energies and shape them into spells Stardust Archangel and their allies to strike them
that control space, time, and the elements. down.
Mechanics: The Celestial Codex functions as a
spellcasting focus, replacing the need for material Name: Astral Step
components for spells that have no cost associated Level: 2nd level
with them. The Stardust Archangel's spellcasting Description: Astral Step is a remarkable ability that
ability is Charisma, and they use the Celestial Codex allows the Stardust Archangel to traverse the vast
as their spellcasting focus. The spells available to the expanse of the cosmos in the blink of an eye. By
Stardust Archangel are determined by their tapping into the celestial energies within, they can
spellcasting progression, as outlined in their class momentarily shift their essence out of the mortal
features. plane, journeying through the astral realm to reach
Limitations: While the Celestial Codex is a powerful their desired destination.
tool, it requires attunement and concentration from Usage: Astral Step is primarily used as a means of
the Stardust Archangel to effectively channel and transportation, enabling the Stardust Archangel to
manipulate cosmic energies. The Stardust Archangel cover great distances instantaneously. It can be
must have at least one hand free to hold and access employed both in and out of combat, providing
the Celestial Codex while casting spells. strategic advantages by swiftly repositioning the
Variants: As the Stardust Archangel grows in power character on the battlefield or facilitating expedient
and unlocks higher-level spells, they can enhance travel across the multiverse.
their Celestial Codex with additional enchantments or Mechanics: When the Stardust Archangel uses
unlock hidden sections that contain even more Astral Step, they can teleport up to 60 feet to an
potent spells. These variants may grant additional unoccupied space they can see. This teleportation
benefits or unique spell options. occurs instantaneously, bypassing obstacles and
Flavor: The Celestial Codex exudes an otherworldly intervening terrain. Astral Step does not provoke
aura, its pages shimmering with celestial hues that opportunity attacks, as the Stardust Archangel
mirror the colors of distant galaxies. When opened, momentarily slips beyond the physical plane,
the book emits a soft, ethereal glow, casting intricate becoming ethereal during the teleportation.
constellations upon the surroundings. Each page is Limitations: The Stardust Archangel can use Astral
filled with intricate celestial maps, cryptic equations, Step once before requiring a short or long rest to
and celestial writings, penned by celestial beings regain this ability. Additionally, the ability to teleport
long past. As the Stardust Archangel studies its is limited to locations within their line of sight. They
pages, they feel a cosmic connection, as if the book cannot teleport through solid barriers or to locations
itself holds the wisdom of the ages. they cannot perceive.
Examples: Variants: As the Stardust Archangel grows in power

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and mastery, they can unlock enhancements to can summon a Celestial Shield with a radius of 10
Astral Step. At higher levels, they may gain the ability feet. The shield lasts for 1 minute or until dismissed
to bring willing creatures or objects with them during by the Stardust Archangel. The shield's hit points are
the teleportation, expanding the utility of this feature. equal to 5 times the Stardust Archangel's class level
Flavor: Activating Astral Step is a breathtaking + their Charisma modifier. The shield has an AC of
spectacle. When the Stardust Archangel invokes this 18 and grants half-cover to anyone within its radius,
ability, their body becomes enveloped in shimmering including the Stardust Archangel. Additionally, while
stardust, and their form seems to dissolve into the Celestial Shield is active, the Stardust Archangel
countless points of twinkling light. For a fleeting gains resistance against damage from non-magical
moment, they exist as a celestial constellation, weapons.
suspended in the astral sea before vanishing from Limitations: The Celestial Shield requires
sight. Reappearing at their destination, their form concentration to maintain, preventing the Stardust
reforms, trailing motes of astral energy before they Archangel from concentrating on another spell
solidify once more. simultaneously. It can be dismissed by the Stardust
Examples: Archangel as a bonus action, ending its effects
1. In the heat of battle, an Stardust Archangel finds prematurely. Once the shield's hit points are reduced
themselves cornered by a group of menacing to 0, it dissipates, and the feature can't be used
enemies. With a quick invocation of Astral Step, they again until the Stardust Archangel finishes a long
vanish from sight, reappearing behind their foes, rest.
catching them off guard and granting the Stardust Variants: At higher levels, the Stardust Archangel
Archangel the advantage of surprise. can enhance their Celestial Shield with additional
2. Exploring a treacherous dungeon, the Stardust abilities or modifications, such as extending its
Archangel encounters a chasm too wide to jump. By duration or increasing its protective qualities.
utilizing Astral Step, they effortlessly teleport to the Flavor: When activating Celestial Shield, the
other side, bypassing the dangerous obstacle and Stardust Archangel's body becomes enveloped in a
ensuring the party's progress remains unhindered. shimmering, iridescent energy field that pulses with
3. When faced with an urgent mission to a distant celestial light. The shield radiates a soothing warmth,
celestial plane, the Stardust Archangel relies on reminiscent of the comforting embrace of a
Astral Step to traverse the vast cosmic distances benevolent star. As the shield takes form, it
swiftly. They close their eyes, envisioning the emanates soft whispers of distant cosmic knowledge,
ethereal realm they seek, and with a surge of lending a sense of serenity and cosmic connection to
celestial power, they disappear from their current those within its protective aura.
location, only to reappear at their intended Examples:
destination, ready to fulfill their celestial duties. 1. In combat, the Stardust Archangel activates
Celestial Shield, creating a protective barrier around
3rd level: Cosmic Resilience themselves and their allies. As enemy arrows rain
Name: Celestial Shield down upon them, the arrows bounce off the shield
Level: 3rd level harmlessly, protecting the entire party from ranged
Description: Celestial Shield is a manifestation of attacks.
the Stardust Archangel's connection to cosmic 2. While exploring a dangerous dungeon, the
energies, allowing them to create a protective barrier Stardust Archangel uses Celestial Shield to create a
infused with celestial power. This shield not only safe zone around a trapped chest. This allows their
provides a formidable defense but also bolsters the allies to safely approach and disarm the traps without
Stardust Archangel's resilience against various types fear of triggering them.
of attacks. 3. During a ritual to seal a portal to a chaotic
Usage: Celestial Shield is typically used in combat to dimension, the Stardust Archangel activates
protect the Stardust Archangel and their allies from Celestial Shield, encasing the area in a barrier of
incoming attacks, providing a temporary barrier celestial energy. The shield not only protects the
against harm. Outside of combat, it can be used to Stardust Archangel and their allies from the turbulent
shield important objects or individuals from danger or energies but also helps stabilize the ritual, ensuring
to create a safe zone within hazardous its success.
environments. 4. In a dire situation where a town is under attack,
Mechanics: As an action, the Stardust Archangel the Stardust Archangel activates Celestial Shield

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over a group of civilians, shielding them from the 2. Celestial Beam: Instead of the Cosmic Nova
onslaught of enemy forces. The shield provides a ability, you gain access to Celestial Beam. As an
vital sanctuary, allowing the civilians to escape to action, you can unleash a concentrated beam of
safety while the Stardust Archangel holds the line celestial energy at a single target within 120 feet.
against the invaders. Make a spell attack against the target, dealing 3d8
radiant damage on a hit. Additionally, the target must
Name: Celestial Mastery make a Constitution saving throw against your spell
Level: 4th level save DC or be stunned until the end of its next turn.
Description: Celestial Mastery is a pinnacle Once you use this feature, you cannot use it again
achievement for Stardust Archangels, representing until you finish a short or long rest.
their deep understanding and command over Flavor: As an Stardust Archangel attains Celestial
celestial energies. This feature enhances their Mastery, their connection to the celestial realm
cosmic spellcasting abilities, granting them greater deepens. They become conduits of cosmic energy,
control and potency over their spells. their bodies aglow with starry radiance. When they
Usage: Celestial Mastery is primarily used to invoke their enhanced spellcasting abilities, their
unleash devastating spells infused with celestial voice reverberates like distant celestial harmonies,
energy, overwhelming enemies and reshaping the and the air around them shimmers with ethereal
battlefield. stardust. Each Stardust Archangel's manifestation of
Mechanics: When you reach 4th level, you gain the Celestial Mastery is unique, reflecting their bond with
following benefits: the celestial forces that empower them.
1. Enhanced Spellcasting: Your spellcasting ability Examples:
modifier increases by 2, allowing you to cast spells 1. In the heat of battle, surrounded by a horde of
with even greater accuracy and power. This bonus enemies, an Stardust Archangel reaches 4th level
applies to your spell attack rolls, spell save DC, and and gains Celestial Mastery. Realizing the dire
the number of spells you can prepare. situation, they unleash their Cosmic Nova ability,
2. Cosmic Nova (1/long rest): As an action, you can creating a blinding explosion of radiant energy. The
channel the celestial energies within you to create a enemies caught within the blast are devastated,
brilliant burst of cosmic energy. Choose a point some collapsing under the sheer brilliance of the
within 60 feet of you. All creatures within a 20-foot celestial onslaught.
radius sphere centered on that point must make a 2. Outside of combat, an Stardust Archangel finds
Dexterity saving throw against your spell save DC or themselves negotiating with a deceitful noble.
take 4d10 radiant damage and be blinded for 1 Sensing the noble's true intentions, they activate
minute. On a successful save, the damage is halved, their Celestial Beam ability and aim it at the ceiling
and they are not blinded. This feature can only be above, creating a dazzling display of radiant light.
used once per long rest. The noble, momentarily stunned by the celestial
Limitations: The Celestial Mastery feature has the spectacle, is caught off guard, allowing the Stardust
following limitations: Archangel to gain the upper hand in the negotiation.
1. Restricted Usage: The Cosmic Nova ability can
only be used once per long rest, requiring a period of Name: Celestial Ascendance
rest and meditation to recharge the celestial energies Level: 5th level
within. Description: Celestial Ascendance represents the
Variants: There are two variants of the Celestial pinnacle of the Stardust Archangel's cosmic powers,
Mastery feature that Stardust Archangels can choose allowing them to transcend mortal limitations and
from at 4th level: temporarily ascend to a higher celestial plane. In this
1. Stellar Conduit: Instead of the Cosmic Nova state, they become an embodiment of celestial
ability, you gain access to Stellar Conduit. As a energy, radiating power and commanding the very
bonus action, you can channel celestial energy into a stars themselves.
chosen ally within 60 feet, granting them temporary Usage: Celestial Ascendance is typically used in dire
hit points equal to your Charisma modifier (minimum situations, when the Stardust Archangel needs to
of 1) plus your Stardust Archangel level. These unleash their full potential and turn the tide of battle.
temporary hit points last for 1 hour or until depleted. It can also be employed outside of combat to awe
Once you use this feature, you cannot use it again and inspire allies or intimidate enemies with the
until you finish a short or long rest. sheer magnificence of celestial might.

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Mechanics: Archangel Stardust Spell List:


Duration: 1 minute (10 rounds)
Range: Self Name: Celestial Spark
- Activation: As an action Rarity: Common
- Effects: School of Magic: Evocation
- While in Celestial Ascendance, the Stardust Level: 0 (Cantrip)
Archangel gains the following benefits: Casting Time: 1 action
- Resistance to all damage. Range: 60 feet
- Advantage on all saving throws. Target: One creature
- Additional spellcasting power: Components: Verbal, Somatic
- The Stardust Archangel can cast spells of 5th level Duration: Instantaneous
or lower without expending spell slots. Saving Throw: Dexterity saving throw
- They can use their Stellar Burst ability (from 1st Spell Resistance: No
level) as a bonus action on each of their turns Description:
without spending any of their limited uses. Celestial Spark is a mesmerizing cantrip that taps
- The range of their Astral Step ability (from 2nd into the celestial energies that permeate the cosmos.
level) is doubled. With a few arcane words and a flick of your fingers,
- Once per turn, when the Stardust Archangel hits you unleash a small burst of radiant energy upon a
with a melee attack, they can deal an additional 2d10 target creature. The celestial spark surges forth,
radiant damage. seeking out your chosen foe with a dazzling display
Limitations: of shimmering light.
- Celestial Ascendance can only be used once per When you cast Celestial Spark, a radiant burst
long rest. emanates from your outstretched hand, manifesting
- The intense strain of channeling such immense as a shimmering ball of golden light. The spark
cosmic energy leaves the Stardust Archangel travels unerringly towards its target, illuminating the
physically and mentally drained after the effect ends, surrounding area with its radiant glow.
imposing disadvantage on all ability checks and The target creature must make a Dexterity saving
attack rolls for 1 minute. throw to avoid the celestial spark's effects. On a
Variants: None failed save, the spark impacts the creature, dealing
Flavor: As the Stardust Archangel activates Celestial 1d4 radiant damage. However, if the target
Ascendance, their entire being radiates with a successfully saves, they manage to evade the
brilliant, ethereal light. Their eyes become pools of sparkling burst, leaving them unharmed.
swirling stardust, and their body is surrounded by a Enhanced Spell Effects:
luminous aura reminiscent of a distant nebula. They When casting Celestial Spark using a spell slot of 1st
move with a grace and power beyond mortal level or higher, the damage increases by 1d4 for
comprehension, leaving trails of stardust in their each slot level above the cantrip level. For example,
wake. if cast using a 3rd-level spell slot, the spell would
Examples: deal 3d4 radiant damage instead of the usual 1d4.
- In combat, the Stardust Archangel activates Casting:
Celestial Ascendance, becoming an unstoppable To cast Celestial Spark, you utter a brief incantation,
force on the battlefield. They shrug off enemy attacks invoking the harmonies of the celestial spheres. As
as if they were mere whispers and rain down you speak the words, you raise your hand towards
devastating spells upon their foes. With each strike your target, palm open and fingers spread wide. In a
of their celestial-infused weapon, radiant energy swift motion, you bring your hand forward, releasing
explodes, obliterating anything in their path. the celestial spark with a flourish.
- Outside of combat, the Stardust Archangel's Flavor:
Celestial Ascendance becomes a symbol of hope Celestial Spark is a spell that captures the ethereal
and awe. They can create dazzling displays of beauty of the heavens. As you cast the spell, a soft
celestial light, illuminating the darkest nights. They chorus of angelic whispers accompanies the
can deliver rousing speeches, inspiring allies to fight shimmering golden light that emanates from your
with renewed vigor and sowing fear and doubt in the hand. The spark itself glimmers like a distant star,
hearts of their enemies. leaving behind a trail of stardust as it streaks through
the air towards its target.

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Name: Starry Shield Name: Astral Pulse


School of Magic: Abjuration School of Magic: Evocation
Level: 0 (Cantrip) Level: 0 (Cantrip)
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (15-foot cone)
Target: Self Target: Every creature in the area of effect
Components: Verbal, Somatic Components: Verbal, somatic
Duration: 1 minute Duration: Instantaneous
Saving Throw: None Saving Throw: Strength saving throw
Spell Resistance: No Spell Resistance: No
Description: Description:
Starry Shield is a captivating cantrip that taps into the Astral Pulse is a powerful cantrip that allows the
essence of the cosmos, allowing the caster to create caster to harness the ethereal energies of the
a protective barrier of shimmering stardust. As the cosmos, manifesting them as a forceful wave that
incantation escapes your lips and your hands pushes creatures away. As you begin to cast Astral
gracefully trace intricate patterns in the air, tiny Pulse, you feel a surge of arcane energy building
motes of starlight materialize around you, coalescing within you, tingling and pulsating with otherworldly
into a radiant shield that orbits your body. power. With a swift motion of your outstretched hand,
The Starry Shield provides you with temporary hit you release the energy in a burst of shimmering
points equal to your spellcasting ability modifier astral light.
(minimum of 1). These celestial energies form a Upon casting Astral Pulse, a wave of pure cosmic
resilient layer around you, acting as a buffer against force emanates from you, extending in a cone shape
harm. The protective barrier remains active for the for 15 feet in front of you. This wave carries an
spell's duration, or until it absorbs damage equal to ethereal resonance that affects all creatures caught
the temporary hit points granted by the spell. within its path, forcefully pushing them away. Each
While active, the Starry Shield emanates a soft glow, creature in the area must make a Strength saving
bathing your surroundings in a gentle luminescence throw to resist being pushed back.
reminiscent of distant constellations. As you move, Any creature that fails the saving throw is instantly
the stardust trails behind you, leaving faint streaks of pushed up to 10 feet away from you, their bodies
shimmering light in its wake. buffeted by the invisible energies of the astral plane.
Casting: Large or particularly sturdy creatures might resist the
To cast Starry Shield, you must recite an ancient full extent of the force, only being moved a few feet.
invocation in a melodious tone, calling upon the However, smaller or weaker creatures may find
distant stars for their protection. As your words themselves helplessly carried away, tumbling
resonate with cosmic energy, you must perform a through the air and struggling to regain their footing.
series of intricate hand movements, guiding the Casting Astral Pulse at higher levels enhances its
stardust into existence. The spell requires you to be effects. When cast using a spell slot of 1st level or
in an open space, preferably under the night sky or in higher, the range of the cone increases by 5 feet for
a place suffused with celestial energy. each level above 0. Additionally, for every two levels
Flavor: above 0, the force exerted by the pulse increases,
As you complete the incantation, the air around you pushing affected creatures an additional 5 feet away
shimmers with an otherworldly radiance. The from you.
stardust materializes, forming a shimmering barrier Casting:
composed of countless sparkling motes. The light To cast Astral Pulse, you must utter an incantation in
dances and glimmers with hues of sapphire, an ancient, melodic language that resonates with the
emerald, and amethyst, casting a celestial glow on harmony of the cosmos. As you speak the words,
your features. The shield hovers protectively around you must make a sweeping motion with your
you, creating a mesmerizing display of interstellar outstretched hand, conjuring the ethereal energies
beauty. Whenever the stardust absorbs damage, it that form the basis of the spell. The astral light
briefly intensifies, emitting a dazzling burst of radiant surges forth from your palm, surging outward like a
light before settling back into its serene, astral rippling wave.
radiance. Flavor:

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Chapter 5 Advanced Classes Hexmaster

As you channel the power of the Astral Pulse, you the harmonies of distant constellations. With a swift
become enveloped in a brief shimmering aura of and elegant motion, the mage sweeps their hands
cosmic energy. The air around you crackles with a downward, releasing a surge of energy that
faint electric hum, and the scent of ozone permeates materializes into the radiant burst of light.
the area. When you release the spell, a radiant wave Flavor:
of shimmering astral light bursts forth from your When Cosmic Flare is unleashed, it is a breathtaking
hand, rippling through the air like the undulating spectacle to behold. The air crackles with static
surface of a celestial sea. The wave carries with it a energy, and a momentary hush falls over the
melodious, otherworldly harmony that seems to battlefield. Suddenly, a brilliant point of light
resonate deep within the souls of those caught in its emerges, resembling a distant star, growing brighter
wake. and more radiant by the second. As the spell
reaches its climax, the star erupts, releasing a burst
Name: Cosmic Flare of blinding luminosity that cascades in all directions.
School of Magic: Evocation The radiant explosion dances with vibrant hues of
Level: 0 (Cantrip) blues, purples, and golds, casting magnificent
Casting Time: 1 action prismatic reflections across the surroundings. The
Range: 60 feet resplendent light dissipates quickly, leaving an awe-
Target: Each creature within a 10-foot radius sphere inspiring afterimage imprinted on the retinas of those
centered on a point within range who witnessed the spell's grandeur.
Components: Verbal, somatic
Duration: Instantaneous Name: Twilight Veil
Saving Throw: Dexterity saving throw School of Magic: Illusion
Spell Resistance: No Level: 0 (Cantrip)
Description: Casting Time: 1 action
Cosmic Flare is a mesmerizing cantrip that Range: Self
harnesses the energy of the cosmos, creating a Target: Self
dazzling burst of light that blinds enemies within its Components: Verbal, Somatic
radiant radius. When casting this spell, a mage Duration: Concentration, up to 1 minute
conjures the essence of distant stars and celestial Saving Throw: None
brilliance, channeling it into a concentrated burst of Spell Resistance: No
radiant energy. Description:
Upon casting Cosmic Flare, the spell unleashes a Twilight Veil is a spell that allows you to surround
brilliant explosion of light, creating a radiant sphere yourself in a shimmering cloak of shadows, granting
with a 10-foot radius. The radiant energy emitted you advantage on Dexterity (Stealth) checks. As you
from the center of the sphere engulfs every creature utter the incantation and weave the somatic
within range, causing them to make a Dexterity gestures, the air around you becomes charged with
saving throw. Those who fail the saving throw are an otherworldly energy, and shadows start to
momentarily blinded, their vision overwhelmed by the coalesce and envelop your form. Your silhouette
intense luminosity of the cosmic energies. The becomes hazy, blending seamlessly with the
blinding effect lasts for one round, during which surrounding darkness, making it easier for you to
affected creatures have disadvantage on attack rolls hide and move stealthily.
and ability checks that rely on sight. While under the effect of Twilight Veil, your body
The potency of Cosmic Flare increases as the seems to merge with the twilight realm, granting you
caster's power grows. When cast using a higher level the ability to manipulate shadows to your advantage.
spell slot, the radius of the radiant sphere expands You gain an ethereal glow that emanates a soft,
by 5 feet for each slot level above 0, allowing for a muted light, allowing you to see in dim light as if it
greater area of effect and potentially affecting more were bright light and in darkness as if it were dim
adversaries. light. This enhancement to your vision allows you to
Casting: navigate shadowy environments with ease and
To cast Cosmic Flare, the mage stands tall and clarity.
extends their arms toward the heavens, palms facing Additionally, the cloak of shadows bestowed upon
upward. As they begin the incantation, the mage's you provides an advantage when you attempt to
voice resonates with a celestial quality, infused with move silently or hide. The ambient light bends and

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refracts around you, making it harder for others to their weapon with celestial energy, empowering it to
notice your presence. Whether you're sneaking past deal additional radiant damage on a successful hit.
a guard, infiltrating a forbidden chamber, or skulking When casting this spell, the caster utters ancient
through a moonlit forest, Twilight Veil enhances your words in a celestial language, invoking the cosmic
ability to remain undetected. forces that govern the celestial bodies.
Casting: Once the spell is cast, a radiant aura envelops the
To cast Twilight Veil, you must softly utter the weapon held by the caster. This aura manifests as
incantation, calling upon the essence of twilight. As swirling silver and gold energy, reminiscent of distant
you speak the arcane words, you perform a series of stars and glowing nebulas. The weapon emits a soft,
intricate hand gestures, tracing the shape of a ethereal glow, illuminating the surroundings with a
crescent moon in the air before pressing your palms gentle celestial light.
together. This motion represents the merging of light While under the effects of Stellar Strike, the caster's
and darkness, symbolizing your connection to the weapon becomes charged with radiant energy,
realms beyond mortal perception. The spell requires causing it to deal an extra 1d6 radiant damage on a
a moment of focus and concentration, allowing the successful hit. The radiant energy unleashed by the
shadows to gather around you and form the weapon bathes the target in divine light, searing their
protective veil. flesh and leaving a lingering celestial essence upon
Flavor: impact.
When you cast Twilight Veil, an aura of twilight The spell's duration lasts for up to 1 minute, during
energy emanates from your body, enveloping you in which the caster must maintain concentration to
a cloak of shifting shadows. The darkness seems sustain the celestial infusion. However, the spell can
alive, flickering and undulating like the ebb and flow be prematurely dispelled if the caster loses
of nightfall. As the veil settles around you, it concentration or voluntarily ends the spell.
generates a faint, ethereal glow that illuminates your Enhanced Spell Effects:
surroundings with a captivating, otherworldly When casting Stellar Strike using a spell slot of 2nd
radiance. The air becomes still and filled with a level or higher, the additional radiant damage
whispering murmur, like the soft rustle of leaves on a increases by 1d6 for each slot level above 1st. For
quiet night. Anyone observing the spell's effect might example, casting it as a 2nd-level spell would add an
catch glimpses of phantom shapes moving within the extra 2d6 radiant damage.
darkness, teasing at the edges of their vision and Casting:
leaving an unsettling impression of unseen To cast Stellar Strike, the caster must hold their
presences. weapon aloft while chanting the incantation. As they
As you move while under the effect of Twilight Veil, speak the celestial words, they trace intricate
the shadows seem to follow your every step, melting patterns in the air with their free hand, drawing upon
seamlessly into the surrounding darkness. The cloak the connection between the celestial bodies and their
of shadows clings to you like a second skin, weapon. In addition to the somatic gestures, the
enhancing your natural grace and agility. It grants caster must also speak the incantation with
you an air of mystery and elusiveness, giving rise to conviction and focus, channeling their inner energy
rumors of shadowy figures that seem to appear and into the weapon.
disappear without a trace. Flavor:
As the caster utters the celestial incantation, the air
Name: Stellar Strike around them shimmers and sparkles with a myriad of
School of Magic: Evocation star-like glimmers. A soft hum resonates through the
Level: 1st level surroundings, akin to the gentle vibrations of celestial
Casting Time: 1 action harmonies. Once the spell is fully cast, the weapon
Range: Self becomes enveloped in a radiant aura, emitting a
Target: Self gentle, otherworldly glow. When the empowered
Components: Verbal, Somatic weapon strikes a target, it leaves behind trails of
Duration: Concentration, up to 1 minute stardust, creating a mesmerizing spectacle as it cuts
Saving Throw: None through the air. The impact is accompanied by a
Spell Resistance: No melodious chime, reminiscent of celestial bells,
Description: resonating in harmony with the weapon's celestial
Stellar Strike is a spell that allows the caster to infuse power.

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heavens. As you utter the incantation in a sonorous


Name: Astral Projection voice, the air around you crackles with celestial
School of Magic: Conjuration energy. During this time, your mind must be focused
Level: 1st level and clear, free from distractions or negative
Casting Time: 1 action thoughts. Once the incantation is completed, your
Range: Self body shimmers with an otherworldly luminescence
Target: Self as you temporarily transcend the material plane and
Components: Verbal, Somatic venture into the Astral Plane.
Duration: Concentration, up to 1 hour Flavor:
Saving Throw: None As you cast Astral Projection, the surrounding
Spell Resistance: No environment fades away, replaced by a swirling,
Description: starlit void. Your physical form gradually turns
Astral Projection is a spell that allows the caster to translucent, and your body becomes engulfed in a
temporarily enter the ethereal realm of the Astral hazy, astral aura. Threads of vibrant energy
Plane, granting them extraordinary advantages and a intertwine with your being, pulsating with the colors
connection to the cosmic energies that reside within. of the cosmos. Your senses become sharper,
When you cast this spell, your physical body attuned to the subtle harmonies and whispers of
becomes intangible and your consciousness merges distant realms. It is as if you are striding through a
with the astral fabric, granting you several benefits. surreal dreamscape, a realm between reality and the
While under the effects of Astral Projection, you gain infinite expanse of the multiverse.
advantage on all saving throws, as your mind
becomes attuned to the higher planes of existence, Name: Nebula's Grace
enabling you to tap into your innate ethereal nature. School of Magic: Evocation
This heightened awareness grants you a greater Level: 1st level
chance to resist harmful effects. Casting Time: 1 action
Furthermore, while in the Astral Plane, you become Range: Touch
ethereal, allowing you to pass through solid objects Target: One creature
as if they were mist. You can move in any direction, Components: Verbal, somatic
including up or down, and phase through barriers Duration: Instantaneous
that would impede physical beings. This ability Saving Throw: None
remains active for the duration of the spell, or until Spell Resistance: No
you end it as a bonus action. Description:
While ethereal, you can see and hear the material Nebula's Grace is a spell that channels the celestial
plane, but you cannot interact with it physically. energies of the cosmos, allowing the caster to heal
However, you can use your action to manifest a wounds and bestow temporary vitality upon
spectral hand that can manipulate objects in the themselves or a chosen ally. As the spell is cast, the
material plane with limited strength, allowing you to air around the caster begins to shimmer with tiny
open doors, retrieve small items, or even activate specks of stardust, forming a celestial aura of
simple mechanisms. This hand can't attack or deal swirling colors.
damage, but it can interact with objects within your When you cast Nebula's Grace, you lay your hands
reach. upon the target creature, infusing them with
Casting Astral Projection at higher levels enhances rejuvenating energy. The target regains 1d8 hit
its effects. When cast using a spell slot of 2nd level points + your spellcasting ability modifier.
or higher, the duration increases by 1 hour for each Additionally, the target gains temporary hit points
slot level above 1st. Additionally, if you cast this spell equal to your spellcasting ability modifier.
using a 3rd level or higher spell slot, you gain the At Higher Levels: When you cast this spell using a
ability to bring one willing creature of your choice spell slot of 2nd level or higher, the healing increases
with you into the Astral Plane. The creature must be by 1d8 for each slot level above 1st.
within 5 feet of you when you cast the spell, and its Casting:
duration is linked to yours. To cast Nebula's Grace, the caster raises their hands
Casting: towards the heavens, their fingers spreading wide as
To cast Astral Projection, you must stand tall, closing they trace invisible constellations in the air. They
your eyes and raising your hands towards the speak a melodic incantation in an ancient celestial

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language, calling upon the benevolent powers of the The spell's effects are further enhanced when cast
stars. As they touch the target, a gentle pulse of using a spell slot of 2nd level or higher. For each slot
energy spreads from their hands, accompanied by a level above 1st, the distance you can teleport with
soft chorus of ethereal whispers. Dimensional Blink increases by an additional 10 feet.
Flavor: Additionally, the area of effect for the afterimage
As Nebula's Grace is cast, the immediate vicinity is confusion expands by 5 feet for every slot level
bathed in a gentle, radiant glow reminiscent of the above 1st.
night sky. The colors of the nebula swirl and dance in Casting:
a mesmerizing display, casting faint celestial patterns To cast Dimensional Blink, you must utter an arcane
upon nearby surfaces. The sound of twinkling stars phrase in a language known only to those who have
and distant celestial harmonies fills the air, creating a studied the secrets of interdimensional travel. As you
serene and otherworldly atmosphere. The healing speak the words, you must perform a swift somatic
energy itself feels cool and comforting, like a soft gesture, tracing intricate patterns in the air. The spell
breeze on a clear night, as it envelops the recipient, requires clear concentration and focus, and the
mending their wounds and fortifying their spirit. caster must not be under any movement restrictions
or grappling effects. The ability to blink through
Name: Dimensional Blink dimensions is not without its risks, and the caster
School of Magic: Conjuration must be careful not to get entangled in obstacles or
Level: 1st level hazardous terrain during the teleportation.
Casting Time: 1 action Flavor:
Range: Self As you invoke the power of Dimensional Blink, the
Target: Self surrounding space shimmers with a myriad of
Components: Verbal, Somatic prismatic colors, as if the fabric of reality itself is
Duration: Instantaneous being woven anew. A brief, otherworldly humming
Saving Throw: None fills the air, growing louder as you complete the
Spell Resistance: No incantation. In an instant, you disappear from your
Description: original position, leaving behind a trail of swirling
Dimensional Blink is a spell that taps into the energy and trailing lights that coalesce into a radiant
mysterious energies of the multiverse, allowing the afterimage of your form. The afterimage dances with
caster to briefly traverse the fabric of reality. When a pulsating radiance, causing confusion and
casting this spell, the air around you shimmers with bewilderment among your foes. With a soft pop, you
otherworldly hues, hinting at the cosmic forces you reappear at your chosen destination, the air crackling
are about to wield. With a swift incantation and a with residual arcane energy.
graceful wave of your hand, you activate the spell
and step momentarily into the realms beyond. Name: Cosmic Burst
Upon casting Dimensional Blink, you instantly School of Magic: Evocation
teleport a short distance, vanishing from your current Level: 1st level
location and reappearing up to 30 feet away in any Casting Time: 1 action
direction you choose. As you vanish, a radiant Range: Self (30-foot radius)
afterimage of your form lingers in your original Target: Each creature in a 30-foot radius sphere
position, creating a mesmerizing display of Components: Verbal, somatic
shimmering lights and mirages. This afterimage Duration: Instantaneous
persists for a brief moment, confusing any enemies Saving Throw: Dexterity saving throw
in the area who witnessed your magical teleportation. Spell Resistance: Yes
The confusion caused by the afterimage is not just Description:
illusory but has tangible effects on your foes. Any Cosmic Burst is a spell that taps into the vast cosmic
enemy creatures within 10 feet of the afterimage energies of the universe, allowing the caster to
must make an Intelligence saving throw against your unleash a powerful burst of celestial power. When
spell save DC or be afflicted with the Disoriented you cast this spell, you raise your arms towards the
condition for 1 round. While Disoriented, their sky, calling upon the cosmic forces that reside
movements become clumsy and imprecise, granting beyond the mortal realm. As you complete the
advantage on attack rolls against them until the end somatic gestures, a brilliant sphere of shimmering
of their next turn. energy forms around you, pulsating with hues of

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Chapter 5 Advanced Classes Hexmaster

blue, purple, and silver. creatures off their feet, causing them to stumble and
With a sudden burst of energy, the sphere expands fall as the cosmic energies dissipate into the
outward, enveloping all creatures within a 30-foot surrounding atmosphere, leaving behind a sense of
radius of you. The cosmic energies surge through cosmic majesty and the lingering scent of ozone.
the air, crackling and humming with an otherworldly
resonance. The spell affects both visible creatures Name: Celestial Nova
and those hidden from sight, as the cosmic energy School of Magic: Evocation
can pierce through illusions and concealment. Level: 2nd level
All creatures caught within the radius must make a Casting Time: 1 action
Dexterity saving throw to avoid the full effects of the Range: 120 feet
spell. Those who fail are struck by the cosmic burst Target: A 30-foot radius sphere centered on a point
and suffer 1d6 force damage. Additionally, the sheer within range
force of the burst knocks them off balance, causing Components: Verbal, somatic
them to be knocked prone. Duration: Instantaneous
Enhanced Effects: When you cast Cosmic Burst Saving Throw: Dexterity half
using a spell slot of 2nd level or higher, the damage Spell Resistance: Yes
increases by 1d6 for each slot level above 1st. Description:
Casting: Celestial Nova is a spell that harnesses the radiant
To cast Cosmic Burst, you must channel your focus energy of the heavens, unleashing a cataclysmic
and connect with the cosmic forces. As you begin the explosion that engulfs the area with blinding light.
incantation, your voice resonates with a haunting When you cast this spell, a radiant sphere, crackling
harmony, blending with the ethereal whispers of with celestial energy, erupts at a point of your
distant stars. The words of power are ancient and choosing within range. The sphere expands rapidly,
eldritch, carrying echoes of forgotten celestial creating a dazzling spectacle that captivates
tongues. onlookers.
To complete the spell, you must raise your arms All creatures within the 30-foot radius sphere must
toward the heavens, your fingers spread wide as if make a Dexterity saving throw. On a failed save, a
grasping the very fabric of the cosmos. The somatic creature takes 3d6 radiant damage, while on a
gestures are intricate, mimicking the dance of successful save, the damage is halved. The celestial
celestial bodies in the night sky. As you finish the energy permeating the area causes any creature that
gestures, you release the built-up energy within, fails the saving throw to be blinded until the end of its
causing the burst of cosmic power to erupt from your next turn.
position. Additionally, any undead or fiend within the sphere
Flavor: suffers additional damage equal to your spellcasting
As you cast Cosmic Burst, a hushed silence fills the ability modifier (minimum of 1) on a failed saving
air, and the stars seem to shine brighter above you. throw, or half damage on a successful one. The
Suddenly, a brilliant flash of cosmic energy bursts celestial energy disrupts their dark essence, inflicting
forth from your outstretched hands, cascading in greater harm upon these unholy creatures.
radiant waves. The burst takes on the form of At Higher Levels: When you cast Celestial Nova
swirling constellations, wisps of stardust, and vibrant using a spell slot of 3rd level or higher, the damage
nebulae, creating a mesmerizing display of celestial increases by 1d6 for each slot level above 2nd.
beauty. Casting:
Accompanying the visual spectacle, a faint melodic To cast Celestial Nova, you must raise your hands
hum fills the surroundings, like the chorus of celestial toward the heavens, invoking the divine forces that
choirs. The sound resonates deep within the hearts reside in the celestial realms. As you utter the
of those who witness it, evoking a sense of awe and incantation in a melodic tone, the syllables resonate
wonder. The air crackles with energy as the cosmic with the harmonies of the cosmos. The final gesture
burst reaches its peak, and with a final surge of involves bringing your hands together forcefully,
power, it erupts outward, leaving a lingering trail of creating a brilliant flash of light that triggers the
shimmering stardust in its wake. explosion of radiant energy.
Upon impact, the burst releases a brief, harmonious Flavor:
symphony of celestial chimes, the sound echoing As you complete the casting of Celestial Nova, the
throughout the area. The force of the burst knocks air crackles with electricity, and a sense of

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Hexmaster Chapter 5 Advanced Classes

anticipation fills the surroundings. Suddenly, a the night.


blinding light bursts forth from the chosen point, Flavor:
engulfing the area in a radiant conflagration. The As you complete the casting of Star Fall, the air
explosion resembles a magnificent celestial nebula, around you becomes charged with anticipation. The
with tendrils of energy swirling and dancing in a night sky darkens momentarily as if a veil is drawn
mesmerizing display. The sound accompanying the across the stars. Suddenly, a brilliant burst of light
spell is akin to the chorus of a thousand angelic pierces through the shroud, illuminating the area
voices, harmonizing in perfect unison, as the beneath it. From this celestial portal, a multitude of
celestial forces unleash their fury upon the world. sparkling meteors hurtle downwards, trailing radiant
The aftermath leaves an ethereal glow that gradually streams of stardust. The meteors crash into the
dissipates, fading back into the fabric of reality. ground with an explosive force, sending waves of
awe-inspiring energy rippling through the
Name: Star Fall surroundings. The impact leaves behind fading trails
School of Magic: Evocation of ethereal light, reminiscent of shooting stars
Level: 2nd level streaking across the night sky. The air is filled with a
Casting Time: 1 action melodious hum, akin to the celestial choir rejoicing in
Range: 120 feet the spell's manifestation.
Target: 20-foot radius sphere
Components: Verbal, somatic Name: Time Dilation
Duration: Instantaneous School of Magic: Chronomancy
Saving Throw: Dexterity saving throw Level: 2
Spell Resistance: No Casting Time: 1 action
Description: Range: Self
Star Fall is a spell that taps into the cosmic energies Target: Self
of the universe, allowing you to summon a dazzling Components: Verbal, Somatic
shower of shooting stars that rain down upon your Duration: Concentration, up to 1 minute
chosen area. As you cast the spell, you channel your Saving Throw: None
magical energy, creating a rift in the fabric of reality, Spell Resistance: No
through which celestial bodies emerge. These Description:
radiant meteors streak across the sky, trailing Time Dilation is a spell rooted in the arcane
shimmering tails of stardust. manipulation of time itself, harnessing the mysterious
Upon completing the incantation, the meteors forces that govern the flow of chronology. As you
descend upon the target area. Each creature within weave the intricate patterns of temporal energy, you
the 20-foot radius sphere must make a Dexterity temporarily disrupt the natural progression of time
saving throw. The meteor shower deals 4d6 radiant around you, granting yourself an advantage on
damage to creatures that fail the save, or half as attack rolls and saving throws for 1 hour.
much damage on a successful save. In addition to When you cast Time Dilation, you become
the damage, the celestial energy imbued within the enveloped in a shimmering aura of chronal energy.
meteors temporarily weakens the affected creatures, This energy warps the fabric of time within a small
reducing their movement speed by 10 feet until the radius around you, creating a localized temporal
end of their next turn. dilation field. While under the effects of this spell, you
When casting Star Fall using a spell slot of 3rd level gain advantage on all attack rolls and saving throws.
or higher, the damage increases by 1d6 for each slot The temporal dilation lasts for up to 1 minute, but you
level above 2nd. must concentrate on maintaining the spell's effects. If
Casting: your concentration is broken, the spell ends
To cast Star Fall, you must stand with your feet firmly prematurely. Additionally, you can choose to end the
planted on the ground, facing the night sky. Raise spell at any time as a bonus action.
your arms high, palms open towards the heavens. As Enhanced Effects:
you begin the incantation, you feel the pulsating When you cast Time Dilation using a spell slot of 3rd
power of the stars surging through your fingertips, level or higher, the duration of the spell increases by
and your voice resonates with the cosmic melody. 1 minute for each level above 2nd. Furthermore, the
The words of the spell must be spoken clearly and advantage granted on attack rolls and saving throws
with conviction, invoking the celestial guardians of extends to all allies within 10 feet of you.

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Casting: exposing yourself to unnecessary danger.


To cast Time Dilation, you must speak ancient words Casting:
in the language of time itself, invoking the primal To cast Lunar Cloak, you must stand under the open
forces that govern the cosmos. As you utter the night sky with the moon visible above you. With a
incantation, you must perform intricate hand gestures melodic incantation, you call upon the moon's power,
that mimic the swirling motions of temporal currents. channeling it through your body. As you speak the
The spell requires intense focus and concentration, words of the spell, you raise your arms, and the
demanding the utmost precision to manipulate the moonlight responds to your command, coalescing
delicate threads of time. into a shimmering cloak that drapes over your form.
Flavor: Flavor:
When Time Dilation takes effect, you witness a As Lunar Cloak takes effect, a soft, ethereal glow
captivating display of temporal manipulation. The air emanates from your body. Moonlight weaves around
around you seems to shimmer and ripple with you like a graceful dancer, swirling and twirling with
ethereal energy, akin to the surface of a pond an otherworldly luminescence. The cloak itself
disturbed by a gentle breeze. Faint trails of light appears as a cascading tapestry of lunar radiance,
weave through the surroundings, tracing the intricate resembling the phases of the moon. Shadows seem
patterns of temporal disturbances. A subtle hum, to melt away as the moonlight's touch bathes
reminiscent of a distant clockwork mechanism, fills everything around you in a serene, silvery glow.
the air as time itself bends to your will. The spell creates a tranquil ambiance, evoking a
sense of calm and majesty. Gentle whispers, like a
Name: Lunar Cloak distant celestial chorus, can be heard in the air,
School of Magic: Abjuration carried by the moonlight's embrace. Anyone who
Level: 2 witnesses the casting of Lunar Cloak is left in awe,
Casting Time: 1 action feeling a profound connection to the mystical powers
Range: Self of the cosmos.
Target: Self
Components: Verbal, Somatic Name: Arcane Repulsion
Duration: Concentration, up to 1 hour School of Magic: Abjuration
Saving Throw: None Level: 2nd level
Spell Resistance: No Casting Time: 1 action
Description: Range: Self
As you utter the ancient words of power and trace Target: Self
intricate patterns in the air with your fingertips, a Components: Verbal, Somatic
radiant glow envelops your body. Moonlight Duration: Concentration, up to 1 minute
shimmers and dances around you, forming a Saving Throw: None
protective cloak that shields you from harm. Spell Resistance: No
While under the effects of Lunar Cloak, you gain Description:
resistance to all damage types. Whether it's the fiery Arcane Repulsion is a spell that taps into the primal
breath of a dragon, the venomous sting of a giant forces of magic, creating a potent field of energy
scorpion, or the chilling touch of necrotic energy, the around the caster that repels incoming attacks and
Lunar Cloak provides you with unparalleled grants temporary immunity to damage. When casting
protection. this spell, the caster invokes ancient incantations and
The celestial energy that emanates from the weaves intricate gestures in the air, channeling their
moonlight creates a mystical barrier, reducing the willpower into a swirling vortex of vibrant arcane
intensity of any harm that befalls you. Physical blows energy.
lose their force, arcane energies lose their potency, Once the spell is cast, a shimmering field of crackling
and even the most vile poisons lose their deadly energy envelops the caster, forming a protective
edge. You become an embodiment of lunar barrier that repels all forms of harm. While the spell
resilience, standing strong amidst the chaos of battle. is in effect, the caster becomes immune to damage
However, it's important to note that the spell does not from physical attacks, spells, and other harmful
grant immunity to damage. While your resistance to effects directed towards them. The arcane energy
various forms of harm grants you a significant field acts as a shield, deflecting and dispersing any
advantage, you must still exercise caution and avoid incoming damage, rendering the caster invulnerable

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for the spell's duration. caster to bring a fallen ally back to life with full hit
However, it's important to note that Arcane Repulsion points. This spell is a beacon of hope and divine
does not grant complete invincibility. While immune intervention, restoring life to those who have
to damage, the caster can still be affected by other perished in battle. When casting Celestial
types of effects that do not directly cause harm, such Resurgence, the necromancer channels their magic
as spells that impose conditions or hinder movement. through their hands, laying them upon the fallen
Additionally, the spell only protects the caster and comrade's chest. As the magic takes hold, a warm
does not extend its effects to others nearby. golden light emanates from the necromancer's touch,
Casting Arcane Repulsion at a higher level enhances enveloping the fallen ally.
its protective capabilities. When cast using a spell The spell instantly restores the target creature to life,
slot of 3rd level or higher, the duration of the spell completely healing their wounds and rejuvenating
increases by 1 minute for each slot level above 2nd. their body and spirit. The resurrected ally awakens
This extended duration allows the caster to maintain with a gasp, their eyes opening to reveal a renewed
their impervious state for an extended period, sense of vitality. The spell also bestows temporary
enhancing their survivability in dangerous situations. bonuses upon the resurrected creature. They gain
Casting: advantage on all saving throws for the next hour as
To cast Arcane Repulsion, the caster must stand their body and mind are infused with celestial energy,
firmly on the ground and extend their arms outward. fortifying their resilience against future threats.
As they speak the incantation in a commanding Additionally, their speed is increased by 10 feet for
voice, their hands weave intricate patterns in the air, the same duration, allowing them to move with a
tracing out the shape of an ethereal shield. The swiftness inspired by the divine.
caster must focus their concentration and tap into The power of Celestial Resurgence extends to fallen
their inner reserves of magical energy to form and creatures regardless of their nature, aligning their
activate the protective field successfully. soul temporarily with celestial forces. However, there
Flavor: are limitations to this spell. The creature must have
As the caster utters the incantation, the air crackles been dead for no longer than 1 minute, otherwise,
with energy, and a vibrant glow envelops their body. the spell cannot restore them to life. Additionally, the
The energy manifests as a pulsating, translucent spell cannot resurrect constructs, undead, or
shield, shimmering with colors that shift and change creatures that lack a soul.
like a mesmerizing aurora. The shield is a visual Enhanced Spell Effects:
representation of the arcane barrier that surrounds When Celestial Resurgence is cast using a spell slot
the caster, projecting an imposing presence and of 4th level or higher, the temporary bonuses
radiating a sense of impenetrable defense. The bestowed upon the resurrected creature are
sound accompanying the spell resembles a extended. For each slot level above 3rd, the
harmonious chorus of echoing chimes, resonating advantage on saving throws and the increase in
with an otherworldly melody that inspires awe and speed lasts for an additional hour.
dread in equal measure. Casting:
To cast Celestial Resurgence, the necromancer must
Name: Celestial Resurgence perform a solemn incantation, reciting ancient verses
School of Magic: Necromancy that beseech the celestial powers for aid. As the
Level: 3 incantation is spoken, the necromancer must place
Casting Time: 1 action the diamond worth at least 300 gold pieces upon the
Range: Touch fallen ally's chest. The diamond is consumed by the
Target: One creature spell, its essence absorbed into the resurrected
Components: Verbal, Somatic, Material (a diamond creature's body, serving as a conduit for the celestial
worth at least 300 gold pieces, which is consumed by energy.
the spell) Flavor:
Duration: Instantaneous When Celestial Resurgence is cast, the air around
Saving Throw: None the necromancer becomes charged with a palpable
Spell Resistance: No energy. Soft ethereal whispers fill the surroundings,
Description: like distant voices singing hymns of hope and rebirth.
Celestial Resurgence is a powerful spell that taps As the necromancer touches the fallen ally, a radiant
into the energies of the celestial planes, allowing the aura blossoms from their hand, spreading across the

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body of the deceased. The glow intensifies, bathing When Cosmic Conduit is cast, the surrounding area
the fallen comrade in a brilliant golden light. The light is bathed in an ethereal glow, as if the very fabric of
slowly recedes, leaving the resurrected creature with reality is shifting. The air crackles with celestial
a faint luminescence that lingers for a short while, energy, and a faint hum, reminiscent of distant solar
serving as a reminder of the divine intervention that winds, fills the air. As the beam is released, it takes
has taken place. on the appearance of a radiant comet, leaving a
trailing tail of shimmering stardust as it streaks
Name: Cosmic Conduit through the sky. The impact is cataclysmic, with a
School of Magic: Evocation blinding explosion of radiant light and a resonating
Level: 3 boom that echoes like thunder through the cosmos.
Casting Time: 1 action
Range: 120 feet Name: Stellar Guardian
Target: One creature School of Magic: Conjuration
Components: Verbal, somatic, material (a small Level: 3
diamond worth 100 gold pieces) Casting Time: 1 action
Duration: Instantaneous Range: Self
Saving Throw: Dexterity saving throw Target: Self
Spell Resistance: Yes Components: Verbal, Somatic, Material (a small
Description: silver star pendant worth at least 50 gold pieces)
Cosmic Conduit is a spell that taps into the vast Duration: Concentration, up to 1 hour
power of the celestial bodies, channeling it into a Saving Throw: None
focused beam of energy that can decimate a single Spell Resistance: No
target. When casting this spell, you gather the Description:
cosmic energies around you, weaving them into a As you utter the ancient incantations and hold the
radiant beam of pure celestial might. As you release silver star pendant aloft, you call upon the mystical
the energy, it surges forth like a blazing comet, energies of the cosmos to summon a celestial
streaking through the air toward your intended victim. guardian to aid you in battle. A shimmering portal
Upon a successful Dexterity saving throw, the target emerges before you, revealing a magnificent being
takes 8d6 radiant damage. If the target fails the from the celestial realms. The guardian takes the
saving throw, it takes the full force of the cosmic form of a radiant humanoid figure adorned with
power, suffering 12d6 radiant damage. The intense glowing armor and wings of stardust, wielding a
celestial energy is overwhelming, leaving the target celestial weapon that crackles with otherworldly
scorched and smoldering in its wake. energy.
Enhanced Spell Effects: Upon summoning, the Stellar Guardian becomes a
When you cast Cosmic Conduit using a spell slot of loyal and protective ally, assisting you in combat and
4th level or higher, the damage increases by 2d6 for providing enhanced protection. The guardian follows
each slot level above 3rd. your mental commands, acting on your turn in
Casting: initiative order. While present, it grants you the
To cast Cosmic Conduit, you must stand with your following benefits:
feet planted firmly on the ground, facing the night 1. Additional Attacks: The Stellar Guardian
sky. As you begin the incantation, your voice unleashes devastating attacks against your foes. On
resonates with a harmonic melody, mimicking the each of your turns, as a bonus action, you can
celestial sounds of distant stars. With each verse, command the guardian to make a melee attack
your hands weave intricate patterns in the air, tracing against a creature within reach. The attack is made
the constellations that are aligned with your target. with a celestial weapon and deals 1d8 radiant
As the incantation reaches its climax, you thrust your damage on a hit. The guardian's attack bonus is
hands forward, palms open wide. A brilliant beam of equal to your spellcasting ability modifier plus your
white-gold energy materializes, charged with cosmic proficiency bonus.
radiance. The energy pulses and dances within your 2. Protective Aura: The celestial presence of the
grasp, eager to be unleashed upon your foe. With a guardian shields you from harm. While the Stellar
forceful thrust of your arms, the beam shoots forth, Guardian is active, you gain a +2 bonus to your AC,
leaving a trail of stardust in its wake. reflecting the guardian's ability to intercept and
Flavor: deflect incoming attacks.

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Hexmaster Chapter 5 Advanced Classes

3. Celestial Resistance: The Stellar Guardian imbues arcane arts of time manipulation.
you with celestial energies, granting resistance to When casting Time Warp, the caster focuses their
radiant damage. You take half damage from any mind and harnesses the swirling currents of temporal
radiant damage that you would normally receive. energy surrounding them. Through intricate gestures
The Stellar Guardian remains with you for the and a complex incantation, they create a ripple in the
duration of the spell or until it is reduced to 0 hit time-space continuum, creating a localized distortion
points. It can move and take actions independently, field around themselves.
but it cannot move more than 60 feet away from you While under the effects of Time Warp, the caster
or enter another plane of existence. If you cast this gains the ability to reroll a failed attack, saving throw,
spell using a spell slot of 4th level or higher, the or skill check. Once per turn, when they miss an
guardian's melee attack damage increases by 1d8 attack, fail a saving throw, or roll a skill check with a
for each slot level above 3rd. result they find unsatisfactory, they can use their
Casting: reaction to trigger the spell. Time warps around
To cast Stellar Guardian, you must recite an ancient them, creating a momentary temporal vortex that
incantation while holding the small silver star allows them to try again.
pendant worth at least 50 gold pieces. The pendant When activated, the caster experiences a brief
acts as a conduit for the celestial energies, sensation of time slowing down as they tap into the
symbolizing your connection to the stars. As you altered flow of temporal energies. Their surroundings
complete the incantation, the pendant transforms into become hazy and indistinct, while their own
pure radiant energy, dissipating into the air and movements become swift and precise. With
manifesting the portal through which the guardian newfound clarity, they attempt the action again,
emerges. rerolling the previous failed attempt.
Flavor: However, there are limitations to this powerful spell.
As you begin casting the spell, the air around you Time Warp can only be used once per round,
grows charged with cosmic energy. The ambient light ensuring that time manipulation remains a rare and
in the area dims as the portal opens, revealing a fleeting occurrence. Additionally, the spell can only
glimpse of the ethereal realms beyond. A celestial affect the caster themselves, granting no assistance
hum fills the air, resonating with the harmony of the to allies or hindrance to enemies.
cosmos. When the guardian materializes, its majestic Enhanced Spell Effects:
presence bathes the surroundings in a radiant glow, When Time Warp is cast using a spell slot of 4th
casting intricate star-shaped patterns upon the level or higher, the caster gains additional uses of
ground. The celestial guardian emanates a melodic the spell. For every level above 3rd, they gain an
celestial hum as it hovers gracefully, wings of extra use of Time Warp per day. This enhanced
stardust gently fluttering. version showcases the caster's mastery over time,
allowing them to manipulate fate with greater
Name: Time Warp frequency.
School of Magic: Chronomancy Flavor:
Level: 3 As the caster utters the incantation for Time Warp,
Casting Time: 1 action their voice takes on an ethereal echo, sounding as if
Range: Self it comes from both the past and the present
Target: Self simultaneously. A shimmering aura of shifting colors
Components: Verbal, Somatic envelops their body, reminiscent of a mirage in the
Duration: Concentration, up to 1 minute desert. When the spell is activated, time appears to
Saving Throw: None stretch and ripple around them, creating a visually
Spell Resistance: No striking distortion effect. Observers might witness
Description: fleeting glimpses of the caster's previous actions
Time Warp is a spell that taps into the unfathomable replaying in a chaotic sequence within the localized
power of time, allowing the caster to manipulate the temporal vortex.
fabric of reality itself. With a flicker of concentration,
the caster can alter the outcome of an event, Name: Astral Chains
rewinding time for a brief moment to grant School of Magic: Conjuration
themselves another chance. This spell is commonly Level: 3
used by Chronomancers, those who study the Casting Time: 1 action

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Chapter 5 Advanced Classes Hexmaster

Range: 60 feet celestial hum, resonating with the very essence of


Target: One creature the astral plane. The restrained creature is
Components: Verbal, Somatic surrounded by a soft, radiant aura, and its
Duration: Concentration, up to 1 minute movements are visibly impeded by the ethereal
Saving Throw: Strength saving throw restraints. The glow from the chains casts long, eerie
Spell Resistance: Yes shadows, creating an enchanting yet ominous sight
Description: for those who witness the spell's effects.
Astral Chains is a powerful spell from the School of Enhanced Spell Effects:
Conjuration that allows you to summon ethereal When Astral Chains is cast using a spell slot of 4th
chains from the astral plane and bind your enemies, level or higher, the radiant damage inflicted on the
restraining them and inflicting ongoing radiant restrained creature increases by 1d8 for each slot
damage. When you cast Astral Chains, you must level above 3rd. Additionally, the duration of the spell
focus your concentration on a single target within is extended by 1 minute for each slot level above
range. The target creature must make a Strength 3rd, allowing you to maintain control over the
saving throw to resist the effects of the spell. restrained target for a longer period. The ethereal
If the target fails the saving throw, ghostly chains chains gain additional strength, making them even
materialize around it, wrapping tightly around its more difficult to break free from, as they draw upon
limbs. The chains emit a radiant glow, symbolizing the heightened magical energies channeled into the
the radiant energy coursing through them. The target spell.
becomes restrained for the duration of the spell, and
its movement speed is reduced to 0. The radiant
energy enveloping the chains causes the target to Name: Artificer
take 2d8 radiant damage at the start of each of its Role: Support, Damage Dealer
turns while restrained. Hit Die: d8
As the chains hold the target in place, it thrashes and Primary Ability: Intelligence
struggles against its invisible bonds, desperately Saving Throws: Constitution, Intelligence
trying to break free. The radiant energy emitted by Armor Proficiencies: Light armor, medium armor,
the chains illuminates the surrounding area with a shields
celestial glow, creating an otherworldly spectacle. Weapon Proficiencies: Simple weapons, hand
The restrained creature's movements are crossbows, longswords, rapiers, shortswords
accompanied by a faint, ethereal sound resembling Tool Proficiencies: Thieves' tools, one type of
the distant chiming of celestial bells. artisan's tools of your choice
Casting: Skills: Choose two from Arcana, History,
To cast Astral Chains, you must utter an incantation Investigation, Medicine, Nature, Perception, Sleight
infused with ancient words of binding, calling upon of Hand
the energies of the astral plane. As you speak the Spellcasting: The Artificer is a spellcasting class
incantation, you must make intricate gestures with that uses Intelligence as its spellcasting ability. They
your hands, mimicking the motions of a chain being use specialized tools, known as Infusion Kits, to cast
forged and wrapped around an invisible form. The spells and infuse magic into objects. They have the
somatic component of this spell requires precise and unique ability to create and modify magical items.
deliberate movements, symbolizing the control and Class Overview: The Artificer is a master of ancient
restraint you seek to impose upon your target. technology and magical artifacts. They possess deep
Flavor: knowledge of the ruins and remnants of past
When Astral Chains is cast, a shimmering portal to civilizations, allowing them to harness the power
the astral plane briefly opens, allowing the spectral within and utilize it for their own purposes. Artificers
chains to emerge and manifest in the material world. are skilled craftsmen, inventors, and technicians who
The chains themselves have an otherworldly can create intricate devices, imbue objects with
appearance, ethereal and translucent, glowing with a magical properties, and repair and modify the
radiant light that shifts in color from celestial blue to advanced technology found within the depths of
golden white. They appear to be made of pure Maxxia. They are invaluable companions in any
energy, their links intertwining and pulsating with adventure, providing support to their allies with their
power. magical inventions and dealing devastating damage
As the chains encircle the target, they emit a faint, to their foes with their arsenal of specialized

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weapons and gadgets. serves as a hub for like-minded individuals, fostering


collaboration and innovation among its members.
Level Progression:
1st: Artificer Specialist, Magical Tinkering, 2. The Order of Menders: Composed of Artificers
Spellcasting with a deep sense of duty and compassion, the
2nd: Infuse Item Order of Menders is a group dedicated to healing
3rd: Artificer Specialist Feature, Tool Expertise and restoration. They travel across Maxxia, aiding
4th: Extra Attack communities affected by ancient disasters and using
5th: Artificer Specialist Feature, Craft Artifact their mastery of technology and magic to mend the
broken world.
Equipment:
- A set of artisan's tools (one of your choice) 3. The Clockwork Enclave: A secretive group of
- A light crossbow and 20 bolts Artificers obsessed with unlocking the secrets of time
- Leather armor and space. They believe that the ancient ruins of
- Two daggers Maxxia hold the key to manipulating the fabric of
- Thieves' tools reality itself. They delve into forbidden knowledge
- A backpack and a set of common clothes and are often seen as extremists by other Artificers
due to their reckless pursuit of power.
Requirements: There are no specific requirements
to become an Artificer. However, individuals with a Notable Users:
natural affinity for magic and a keen interest in 1. Niamara Stoneforge: A legendary Dwarven
ancient technology and artifacts tend to gravitate Artificer renowned for her expertise in crafting
towards this class. intricate mechanical contraptions. She is credited
with inventing the legendary Clockwork Golem, a
Appearance: Artificers often have a scholarly and colossal automaton that defended her homeland
tinkering appearance. They are seen wearing against hordes of ancient creatures.
practical yet stylish garments, adorned with various
tools and gadgets. Their attire usually incorporates 2. Seraphina Windwhisper: An Elven Artificer who
pockets, pouches, and straps to hold an assortment specializes in elemental infusions. Seraphina's
of tools and equipment. Many Artificers also wear mastery over the elements is unmatched, and her
goggles or eyepieces to enhance their vision and creations can harness the power of fire, lightning,
protect their eyes from the sparks and flashes of their and ice. She is often sought after by adventurers in
inventions. Their hair is often messy, as they need of powerful elemental weapons.
frequently get lost in their work, and their hands bear
the marks of countless experiments and tinkering 3. Gideon Cogspark: A Gnome Artificer known for his
sessions. eccentric personality and eccentric inventions.
Gideon is always accompanied by his loyal
Limitations: Artificers heavily rely on their tools and mechanical companion, Tinker, a clockwork squirrel
gadgets, making them vulnerable if they are that aids him in his adventures. He has a knack for
separated from their equipment. Additionally, their coming up with unique solutions to complex
combat prowess is not as formidable as some other problems, often involving explosive devices.
classes, and they may require the support of their
allies in intense battles. While they excel in creating Adventure Hooks:
and modifying magical items, their magical abilities 1. The Lost Vault: Rumors speak of a hidden vault
may be limited compared to dedicated spellcasting deep within the ruins of an ancient civilization. It is
classes. said to contain the blueprints for a legendary artifact
capable of reshaping reality. As an Artificer, you
Organizations: receive a mysterious message revealing the location
1. The Technomancers Guild: A prestigious of this vault. Will you embark on a perilous journey to
organization dedicated to the study and unlock the secrets within?
advancement of ancient technology. Artificers who
join this guild gain access to extensive resources, 2. The Unstable Artifact: A powerful magical artifact
knowledge, and funding for their research. The guild has fallen into the wrong hands, threatening to

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unleash chaos and destruction upon the world. The


artifact requires an Artificer's expertise to neutralize
its destructive potential. As one of the few capable of
controlling its power, you must track down the artifact
and prevent it from falling into the clutches of evil
forces.

3. The Mechanical Menace: A malfunctioning army of


ancient war machines has awoken from its dormant
state deep within the ruins. The machines wreak
havoc on nearby settlements, and their destructive
power threatens to plunge the region into chaos. As
an Artificer, you are called upon to find a way to stop
the mechanical menace and restore peace to the Artificer Spell List
land.

Variants:
Cantrips
1. Technomancer (Elf Variant): Elves from the
Static Shock: You create a small surge of electrical
ancient city of Etheria have developed a unique
energy and unleash it at a target within 60 feet. The
branch of Artificers known as Technomancers. They
target must make a Dexterity saving throw or take
focus on combining their innate elven magic with the
1d8 lightning damage. On a successful save, the
advanced technology of Maxxia, creating powerful
target takes half damage.
magical artifacts that blend seamlessly with their
natural abilities.
Repair Mechanism: You repair a broken object or
construct within your reach. The object or construct
2. Biomancer (Tiefling Variant): Tieflings touched by
regains a number of hit points equal to 1d8 + your
the eldritch energies of Maxxia have unlocked a new
Intelligence modifier.
path of Artificer known as Biomancers. Instead of
relying solely on technology, Biomancers infuse their
own bodies with magical enhancements, granting 1st-level Spells
them unique abilities such as shapeshifting and the
manipulation of arcane energy. Arcane Discharge: You channel arcane energy into a
weapon or ammunition, causing it to deal an
Comments: Ah, the Artificer, a class of ingenious additional 1d6 force damage on a successful hit.
inventors and masters of forgotten knowledge. They However, the weapon or ammunition loses its
delve into the mysteries of Maxxia's ruins, extracting enchantment and becomes mundane after the
arcane secrets from ancient technology. Oh, the attack.
wonders they can create! From clockwork
automatons to dazzling elemental weapons, an Shielding Glyph: You create a protective glyph that
Artificer's workshop is a sight to behold. But beware, surrounds you or an ally. The target gains temporary
my dear readers, for in their pursuit of mastery, some hit points equal to your spellcasting ability modifier
Artificers may lose themselves to obsession or be (minimum of 1) for 1 minute. However, after the spell
consumed by the very forces they seek to control. ends, the target is vulnerable to damage for the next
Balance, as always, is the key to unlocking the true round.
potential of this class.
Flame Accelerant: You infuse a weapon or
ammunition with volatile magical flames. On a
successful hit, the target takes an additional 1d6 fire
damage. However, the flames continue to burn,
causing the wielder to take 1d4 fire damage at the
start of their turn until the flames are extinguished.

Unstable Dynamo: You create a small unstable

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Hexmaster Chapter 5 Advanced Classes

dynamo that hovers around you. The dynamo grants Technomantic Augmentation: You temporarily
you advantage on Dexterity saving throws but emits enhance your physical abilities with the power of
a loud buzzing noise, giving you disadvantage on technology. You gain advantage on Strength and
Stealth checks. Dexterity ability checks and saving throws for 1
minute. However, after the spell ends, you suffer one
2nd-level Spells level of exhaustion.

Force Field: You create a protective force field Disintegration Beam: You unleash a powerful beam
around yourself or an ally within 30 feet. The target of energy that disintegrates anything it touches.
gains resistance to all damage for 1 minute. Make a ranged spell attack against a target within 60
However, the force field becomes unstable, and at feet. On a hit, the target takes 8d6 force damage.
the end of the spell's duration, it explodes, dealing However, the immense strain of casting this spell
2d6 force damage to the target and all creatures causes you to be incapacitated for 1d4 rounds
within 10 feet. afterward.

Time Dilation: You manipulate the flow of time Artificer Specialist


around yourself, gaining a burst of speed. Your Level: 1st, 3rd, 5th
movement speed is doubled, and you gain Description: As an Artificer, you specialize in one of
advantage on Dexterity saving throws and initiative three unique paths that define your expertise and
rolls for 1 minute. However, when the spell ends, you grant you additional abilities. At 1st, 3rd, and 5th
suffer one level of exhaustion. level, you gain features specific to your chosen
Artificer Specialist, enhancing your capabilities in a
Overcharge: You overcharge a mechanical device, distinct way.
increasing its capabilities for a short time. The device
gains a bonus equal to your Intelligence modifier to Mechanics:
attack rolls and damage rolls for 1 minute. However, 1st Level Feature:
the device is rendered nonfunctional for 1 hour after
the spell ends. - Alchemical Alloys (Alchemist Specialist): You have
studied the secrets of alchemy and can create
Phase Shift: You temporarily shift out of phase with powerful potions and elixirs. You gain proficiency
reality, allowing you to move through solid objects. with alchemist's supplies, and you can use them to
You can move through walls and other obstacles for craft special alchemical concoctions during a short
1 minute. However, after the spell ends, you suffer rest. You can create up to three vials of Alchemical
one level of exhaustion. Alloys, which can be used by you or your allies. Each
vial can be thrown as an action to grant temporary
bonuses. The vial can either enhance the target's
3rd-level Spells physical attributes, granting a temporary increase in
strength or dexterity, or it can provide resistance
Energy Surge: You release a surge of raw energy in against a specific damage type for 1 hour. The
a 30-foot cone, dealing 5d6 force damage to all specific bonuses and durations improve as you gain
creatures in the area. However, the release of levels in this class.
energy disrupts your concentration, causing you to
lose concentration on any active spells. - Artillerist's Arsenal (Artillerist Specialist): You
specialize in creating and manipulating arcane
Infuse Power Gem: You infuse a power gem with firearms and explosive devices. You gain proficiency
immense magical energy. The gem can be used as a with firearms and explosives, and you can use your
spellcasting focus for your spells, and you gain a knowledge to create unique and powerful
bonus to your spell attack rolls and spell save DC ammunition during a short rest. You can create up to
equal to your Intelligence modifier while holding it. three specialized rounds, each granting additional
However, the gem becomes unstable and explodes damage or unique effects when fired from a firearm.
after 1 hour, dealing 8d6 force damage to you and all The ammunition can be shared with your allies who
creatures within 10 feet. wield firearms. Additionally, you can modify a
handheld firearm or construct a temporary turret that

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Chapter 5 Advanced Classes Hexmaster

can provide cover fire, bolstering your allies' attacks effects, providing significant benefits to yourself and
or protecting an area for a limited time. your allies. These elixirs can grant temporary
immunities, cure diseases or poisons, or even
- Steel Defender (Battle Smith Specialist): You forge resurrect fallen allies. Additionally, you can create a
a mechanical companion known as a Steel special alchemical bomb that can be thrown to deal
Defender. This construct is loyal to you and serves massive damage to enemies and create a hazardous
as your defender and loyal companion. The Steel area. The range and damage of the bomb increase
Defender gains hit points, AC, and attacks, which as you gain levels in this class.
improve as you gain levels in this class. You can
command it to take specific actions, such as - Fortified Position (Artillerist Specialist): You have
attacking a target, defending an ally, or searching an honed your abilities to create powerful constructs
area. Additionally, you can bond with your Steel and defensive structures. During a short rest, you
Defender to enhance its abilities, granting it unique can spend time reinforcing an area, creating
features and benefits. temporary barriers, and fortifying the terrain. These
fortified positions provide cover, grant temporary hit
3rd Level Feature: points to allies within their range, and can even
unleash devastating attacks on enemies that
- Experimental Elixirs (Alchemist Specialist): Your approach too closely.
knowledge of alchemy expands, allowing you to
create more potent and versatile elixirs. You gain - Arcane Arsenal (Battle Smith Specialist): Your bond
access to additional recipes, enabling you to create with your Steel Defender grows stronger, and you
elixirs that can heal wounds, enhance physical gain the ability to imbue your weapon and your Steel
attributes, grant temporary resistance to damage, or Defender's attacks with additional magical properties.
even grant temporary magical effects. The number of These properties can range from elemental damage
elixirs you can create increases as you gain levels in to debilitating effects. Additionally, your Steel
this class. Defender gains an additional reaction that allows it to
strike back at enemies that attack it, making it an
- Arcane Firearm (Artillerist Specialist): You have even more formidable defender.
mastered the art of infusing your firearms with
arcane energy, making them more powerful and Name: Artificer Specialization: Path of the Architect
versatile. You gain the ability to channel your spells Level: 1st
through your firearms, allowing you to cast spells
with a range of touch or self through your firearm Description: As an Artificer choosing the Path of the
instead. Additionally, you can use a bonus action to Architect, you are not just a mere tinkerer of trinkets
charge your firearm with magical energy, or creator of cursory contraptions. You become a
empowering your next attack with additional damage visionary, a planar draftsman of the highest order,
or special effects. harnessing ancient knowledge to forge paths across
space and time. Your intimate understanding of
- Battle Ready (Battle Smith Specialist): Your combat complex magical structures makes you a master in
training and bond with your Steel Defender grant you planning, logistics, and construction of enchanted
enhanced capabilities in battle. You gain the ability to edifices.
infuse your weapon or your Steel Defender's attacks
with magical energy, dealing 1d6 additional damage Mechanics:
and gaining unique effects. Furthermore, your Steel Upon choosing this specialization at 1st level, you
Defender gains additional hit points and a new gain the ability to effectively command and delegate
reaction that allows it to deflect incoming attacks, tasks to a work crew, be they simple laborers, skilled
protecting you or your allies. artisans, or mystical constructs. You gain advantage
on all Charisma (Persuasion) and Intelligence
5th Level Feature: (Arcana) checks when dealing with individuals under
your command in a project, ensuring they work
- Chemical Mastery (Alchemist Specialist): Your efficiently and harmoniously towards the common
mastery of alchemical arts reaches its pinnacle. You goal.
can create powerful elixirs that have long-lasting

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Additionally, you become proficient in Cartographer's path is fraught with danger, but the spectacle of your
Tools and Navigator's Tools. Your expert eye can power is a sight to behold.
map out a path or structure with impeccable
precision, and your navigation skills become second Mechanics:
to none. Upon embracing the Way of the Bomb at 1st level,
you develop an uncanny understanding of explosive
Furthermore, you gain a new spellcasting feature - materials and reactive substances. You gain
"Architect's Intuition". With this feature, once per long proficiency in alchemist's supplies and tinker's tools,
rest, you can cast the "Meld Into Stone" spell without enabling you to create and modify explosive devices.
expending a spell slot. You can also cast the "Rope You also gain proficiency in Dexterity saving throws,
Trick" spell once per long rest without requiring any reflecting your practiced ability to avoid the blast
components. As you become more adept in this radius of your explosive creations.
path, the power of your Architect's Intuition expands,
allowing you to cast increasingly complex spells that Furthermore, you gain the Bomb Crafting feature.
let you bend space and time. During a long rest, you can craft a number of bombs
equal to your Intelligence modifier (minimum of one).
At the 3rd level, you gain the "Planar Wayfarer" These bombs are magical; they detonate with a
ability, allowing you to open temporary portals for range of 20 feet and inflict damage equivalent to your
travel. You can create a portal once per long rest, Artificer level plus your Intelligence modifier. The
and the portal can be large enough to accommodate damage is force damage, an expression of the raw,
a party of up to six people. The destination must be a unleashed energy of your bomb.
location you have visited before or a place you have
studied in detail. The portal remains open for up to At the 3rd level, you unlock the "Delayed Detonation"
one minute, allowing your party to pass through it. feature, enabling you to set a timer on your bombs,
from one round up to a number of minutes equal to
At the 5th level, you unlock the "Master Builder" your Intelligence modifier. This feature expands your
ability. With a full day's work (8 hours) and access to strategic possibilities, allowing for traps, distractions,
appropriate building materials, you can construct a and complex, synchronized explosions.
semi-permanent magical edifice, such as a protective
barrier around a camp, an observation tower, or a Finally, at the 5th level, you unlock the "Master
simple dwelling. This edifice remains for a number of Blaster" ability. Once per long rest, you can spend an
days equal to your Intelligence modifier. hour to create a masterpiece of destruction - a Mega
Bomb. This bomb has a blast radius of 40 feet, and it
Through this feature, the Artificer becomes a master inflicts damage equivalent to twice your Artificer level
of logistics, travel, and social dynamics, leading and plus twice your Intelligence modifier. The Mega
directing others with expertise and vision, their Bomb is a testament to your explosive prowess, a
wisdom and ingenuity forming the foundation upon concentrated display of the Artificer's destructive
which countless endeavors are built. potential.

Name: Artificer Specialization: Way of the Bomb The Way of the Bomb is not for the faint of heart, but
Level: 1st for those Artificers who can harness its chaotic
power, it offers an explosive set of tools that can
Description: Selecting the Way of the Bomb as an change the tide of any battle.
Artificer isn't simply a choice; it's a passionate
commitment to the study and manipulation of Name: Artificer Specialization: Path of the Wand
explosive forces. You become a maestro of Master
destruction and chaos, guiding the volatile dance of Level: 1st
energy and matter with an expert hand. Your
devices, seemingly innocuous, house within them a Description: When an Artificer selects the Path of
storm waiting to be unleashed - and only you hold the Wand Master, they embrace a path that seeks to
the key. You're not just an Artificer; you're a transcend the boundaries of magical focus creation.
pyrotechnician, a demolisher, a one-person siege As a Wand Master, you recognize the wand as more
unit, and a walking disaster waiting to happen. Your than a mere tool for spellcasting. Instead, it is an

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Chapter 5 Advanced Classes Hexmaster

extension of your will, a versatile instrument that can Maxxia's advanced technology and infuse their
reshape reality at your command. creations with magical properties. Through their
Mechanics: expertise in Technomancy, Artificers gain the ability
Upon choosing this specialization at 1st level, you to manipulate and enhance mundane objects,
obtain the ability to craft and modify wands with an imbuing them with magical effects and functionalities.
almost supernatural skill. You gain proficiency in the This skill empowers Artificers to craft enchanted
Artisan's Tools (Wandmaking) and can create wands gadgets, create intricate mechanisms, and modify
given enough time and appropriate materials. The existing devices to serve their purposes.
wands you craft can be used as arcane focus,
allowing you to use your Intelligence modifier instead Mechanics:
of the usual ability modifier for spellcasting when - At 1st level, as an action, you can magically imbue
using your crafted wand. This feature emphasizes a nonmagical object with a Technomancy effect. The
the Artificer's strong ties to the Intelligence attribute. object must be a Tiny, Small, or Medium-sized item.
The imbued effect can have any of the following
Additionally, with your extensive knowledge of wand properties:
lore, you can analyze and understand the properties - Emit a dim light in a 5-foot radius.
of any wand you come across. You gain advantage - Emit a recorded message when a specific trigger
on Arcana checks when trying to identify the powers occurs.
and history of a wand. - Produce a harmless sensory effect (sound, odor, or
visual) for 6 seconds.
At the 3rd level, you unlock the "Wand Versatility" - Cause the object to continuously emit a faint
ability. This feature allows you to store a number of magical aura detectable by the Detect Magic spell.
spells equal to your Intelligence modifier into a wand - Act as a remote-controlled device that can be
you have created. The stored spells can be cast manipulated from up to 60 feet away.
using the wand, with each use consuming a charge. - Be marked with a symbol or pattern that only
The wand has a maximum number of charges equal becomes visible under specific conditions.
to your Intelligence modifier and regains 1d4+1 - Emit a gentle breeze in a 5-foot radius.
expended charges daily at dawn. If you expend the - Produce a faint musical melody for 6 seconds.
wand's last charge, roll a d20. On a 1, the wand - You can have a maximum number of Technomancy
crumbles into ashes and is destroyed. effects active equal to your Intelligence modifier
(minimum of 1). To imbue a new object, you must
At the 5th level, you gain the "Wand Mastery" choose to end the effect on one of your currently
feature. This ability lets you combine the effects of imbued objects.
two spells stored in your wand into a single casting - The effects of Technomancy last indefinitely until
action (spell levels combined must not exceed the you use this feature to end them or until you create a
level of the highest spell you can cast). You must new effect, at which point the oldest effect ends.
complete a short or long rest to use this feature - The Technomancy effects cannot directly cause
again. This feature demonstrates the wand master's harm, deal damage, or provide significant combat
full command over the potential of their magical foci. advantages. They are primarily meant for non-
combat-related activities and creative interactions.
This specialization brings forth the Artificer's inherent - You can change the properties of a Technomancy
capacity for innovation and adaptability, allowing effect by using your action to touch the imbued
them to manipulate and exploit the properties of object and infuse it with a new effect.
magical foci like no other. The Path of the Wand - You can create Technomancy effects during a short
Master is not just about wands but the ability to or long rest by spending 10 minutes and expending
understand and create a symbiosis between the one use of your Infusion Kit.
Artificer and their magical implements.

1st: Magical Tinkering 2nd: Infuse Item


Name: Technomancy Name: Infuse Item
Level: 1st Level: 2nd
Description: Technomancy is a unique art that Description: As an Artificer, you gain the ability to
allows Artificers to tap into the latent energies of infuse mundane items with magical properties,

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Hexmaster Chapter 5 Advanced Classes

turning them into potent tools and aids for you and you choose to end it or infuse another suit of armor.
your allies. Through your knowledge and skill, you 6. Goggles of Night Vision: Infuse a pair of goggles,
can manipulate the arcane energies within objects, allowing the wearer to see in darkness as if it were
unlocking their hidden potential. dim light, and in dim light as if it were bright light.
This infusion lasts for 8 hours.
Mechanics: 7. Bag of Holding: Infuse a bag or container, turning
- Infusion Slots: At 2nd level, you gain a number of it into a Bag of Holding. The bag can hold an
Infusion Slots, which represent the number of items extradimensional space, allowing it to carry a much
you can infuse at once. The number of slots you larger volume and weight than its exterior
have is equal to your Intelligence modifier (minimum dimensions suggest.
of one slot). 8. Rope of Climbing: Infuse a rope, transforming it
- Infusing an Item: To infuse an item, you must spend into a Rope of Climbing. The rope can move and
a short rest studying and imbuing it with magic. The function as if it were animated, helping the user
item must be a non-magical object and meet any climb, tie itself, or perform simple tasks related to
specific requirements mentioned in the chosen climbing and securing objects.
infusion. Once infused, the item becomes magical for 9. Eyes of the Eagle: Infuse a pair of spectacles,
a duration determined by the specific infusion. granting the wearer advantage on Wisdom
- Infusion Options: As an Artificer, you have access (Perception) checks that rely on sight. This infusion
to a variety of infusions. Each infusion has unique lasts for 8 hours.
effects and properties, providing you with a range of 10. Cloak of the Manta Ray: Infuse a cloak, granting
utility, support, and exploration options. Some the wearer a swimming speed equal to their walking
infusions may require you to meet certain level speed and the ability to breathe underwater. This
requirements or have specific Artificer Specialist infusion lasts for 8 hours.
features. 11. Heward's Handy Haversack: Infuse a backpack,
- Replacing Infusions: When you gain a level in this transforming it into Heward's Handy Haversack. The
class, you can replace one of your current infusions haversack has an interior space considerably larger
with a new one. This represents your ongoing than its outside dimensions, allowing for easy and
experimentation and mastery over the art of infusion. organized storage of items.
12. Sending Stones: Infuse a pair of small stones,
2nd level Infusions creating a pair of Sending Stones. These stones
1. Enhanced Weapon: Infuse a non-magical weapon, allow communication between the holders,
granting it a +1 bonus to attack rolls and damage regardless of distance, as long as they are on the
rolls it makes. This infusion lasts indefinitely unless same plane of existence.
you choose to end it or infuse another weapon. 13. Winged Boots: Infuse a pair of boots, granting
2. Replicate Magic Item: Replicate the effects of a the wearer a flying speed equal to their walking
common or uncommon magic item of your choice. speed for a duration of 1 hour. This infusion can be
The replicated item retains its magical properties for used once, and the duration doesn't need to be
a duration determined by your Artificer level. The consecutive.
replicated item cannot be further infused. 14. Gauntlets of Ogre Power: Infuse a pair of
3. Boots of the Winding Path: Infuse a pair of boots, gauntlets, granting the wearer a strength score of 19
granting the wearer the ability to teleport up to 15 while wearing them. This infusion lasts for 8 hours.
feet as a bonus action, leaving behind a fleeting 15. Eversmoking Bottle: Infuse a small bottle,
afterimage. This infusion lasts for 8 hours or until you creating an Eversmoking Bottle. When the bottle is
use it to teleport a total distance of 60 feet. opened, it emits thick smoke, obscuring vision and
4. Homunculus Servant: Create a tiny construct that creating an area of heavily obscured terrain. The
assists you in various tasks. The homunculus has its smoke persists for 1 minute or until the bottle is
own hit points, abilities, and actions, as detailed in closed.
the Artificer Specialist feature. It remains active until 16. Alchemist's Jug: Infuse a jug, transforming it into
reduced to 0 hit points or you choose to end the an Alchemist's Jug. The jug can produce various
infusion. substances, including water, oil, acid, beer, and
5. Enhanced Armor: Infuse a suit of armor, granting honey, following the command of the wielder.
the wearer a +1 bonus to their AC while wearing the 17. Shadowfell Shroud: Infuse a cloak, granting the
infused armor. This infusion lasts indefinitely unless wearer advantage on Stealth checks made in dim

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Chapter 5 Advanced Classes Hexmaster

light or darkness. Additionally, the wearer can use an or giant rat, that are friendly to you and follow your
action to cast the Darkness spell once, regaining this commands.
ability after a long rest. 9. Haste Gauntlets: Infuse a pair of gauntlets,
18. Spider Climb Boots: Infuse a pair of boots, allowing the wearer to cast the Haste spell on
granting the wearer the ability to climb difficult themselves once, regaining this ability after a long
surfaces, including upside-down on ceilings, without rest.
needing to make an ability check. 10. Goggles of True Sight: Infuse a pair of goggles,
19. Protective Ward: Infuse a shield, granting the allowing the wearer to see invisible creatures and
wielder resistance to a chosen damage type (e.g., objects, into the Ethereal Plane, and into the true
fire, cold, acid) until the start of their next turn. This form of shapechangers.
infusion can be used once, and the resistance type 11. Mind Shield: Infuse a helmet or headpiece,
can be changed after a short rest. granting the wearer advantage on Wisdom saving
20. Driftglobe: Infuse a crystal orb, transforming it throws and resistance to psychic damage.
into a Driftglobe. The driftglobe emits light, allowing 12. Replicate Tool: Replicate the effects of a set of
the holder to brighten or dim the light as desired. It artisan's tools or thieves' tools, granting proficiency
can also be used to cast the Light spell at will. with the replicated tools if not already proficient. The
replicated tools cannot be further infused.
13. Sentinel's Ward: Infuse a cloak, granting the
3rd level Infusions wearer advantage on saving throws against being
1. Radiant Weapon: Infuse a non-magical weapon, charmed or frightened, and the ability to use their
causing it to shed bright light in a 10-foot radius and reaction to make an opportunity attack against a
dim light for an additional 10 feet. The weapon deals creature they can see within 5 feet of them that
an extra 1d4 radiant damage on a hit. makes an attack against someone other than the
2. Mind Sharpener: Infuse a headband, granting the wearer.
wearer advantage on Intelligence saving throws and 14. Spellwrought Quiver: Infuse a quiver, allowing
the ability to add their Intelligence modifier to the wielder to produce an arrow or bolt as a bonus
concentration saving throws. action. The ammunition created by this infusion
3. Repulsion Shield: Infuse a shield, giving the disappears after 1 minute.
wielder the ability to use a reaction to impose 15. Warding Stone: Infuse a small stone, creating a
disadvantage on an attack roll against them. This Warding Stone. As a bonus action, the wielder can
reaction can be used once and recharges after a expend a charge to gain resistance to a chosen
short or long rest. damage type until the start of their next turn. The
4. Enhanced Defense: Infuse a suit of armor, stone has a number of charges equal to your
granting the wearer a +1 bonus to AC while wearing Intelligence modifier (minimum of one charge) and
the infused armor. This infusion lasts indefinitely regains all expended charges after a long rest.
unless you choose to end it or infuse another suit of 16. Rope of Entanglement: Infuse a rope,
armor. transforming it into a Rope of Entanglement. The
5. Arcane Accelerator: Infuse a handheld device, rope can be used to make a ranged attack against a
allowing the wielder to add their Intelligence modifier creature, restraining it on a hit and forcing it to make
to the damage roll of their cantrips. a Strength saving throw to escape.
6. Gauntlets of the Artificer: Infuse a pair of 17. Enchanted Toolbelt: Infuse a belt or pouch,
gauntlets, granting the wearer advantage on Sleight allowing the wielder to retrieve any non-magical item
of Hand checks made to disarm traps, pick locks, or they have seen before from the belt or pouch as a
handle delicate mechanisms. bonus action.
7. Thunderous Step Boots: Infuse a pair of boots, 18. Phantom Ammunition: Infuse a piece of
granting the wearer resistance to thunder damage ammunition, causing it to become spectral. The
and the ability to make a booming sound with each ammunition can pass through creatures and objects
step, causing creatures within 10 feet to make a and deals force damage instead of its normal
Constitution saving throw or become deafened until damage type.
the end of their next turn. 19. Replicate Armor: Replicate the effects of a
8. Bag of Tricks: Infuse a bag or container, specific set of armor, granting the wearer the AC and
transforming it into a Bag of Tricks. The bag can any additional properties of the replicated armor. The
produce small creatures, such as a weasel, badger, replicated armor cannot be further infused.

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Hexmaster Chapter 5 Advanced Classes

20. Elemental Weapon: Infuse a non-magical 11. Phantom Cloak: Infuse a cloak, granting the
weapon, allowing the wielder to choose one of the wearer advantage on Dexterity (Stealth) checks
following damage types: acid, cold, fire, lightning, or made in dim light or darkness, and the ability to use
thunder. The weapon deals an extra 1d4 damage of their reaction to become invisible until the start of
the chosen type on a hit. their next turn when they are hit by an attack.
12. Replicate Wonderous Item: Replicate the effects
4th level Infusions of a common or uncommon wonderous item of your
1. Energy Absorber: Infuse a shield, granting the choice. The replicated item retains its properties for a
wielder resistance to one damage type of their duration determined by your Artificer level. The
choice (acid, cold, fire, lightning, or thunder) while replicated item cannot be further infused.
the shield is equipped. 13. Adaptive Armor: Infuse a suit of armor, allowing
2. Ring of Spell Storing: Infuse a ring, creating a Ring the wearer to alter its appearance and adapt its
of Spell Storing. The ring can store up to 5 levels of properties to a new environment. The infused armor
spells cast into it, which can be released by the grants resistance to a chosen environmental
wearer or another creature as an action. condition (such as extreme heat, cold, or
3. Elemental Resistance Armor: Infuse a suit of underwater) for up to 1 hour.
armor, granting the wearer resistance to a chosen 14. Eldritch Focus: Infuse a staff, wand, or arcane
damage type (acid, cold, fire, lightning, or thunder) focus, enhancing its magical properties. The wielder
while wearing the infused armor. can add their Intelligence modifier to the damage roll
4. Replicate Mechanism: Replicate the effects of a of their cantrips and spells cast using the infused
specific mundane mechanical device or contraption, focus.
such as a clockwork key, grappling hook, or portable 15. Pouch of Concealment: Infuse a pouch or
ram. The replicated mechanism cannot be further container, creating a Pouch of Concealment. The
infused. pouch can hide its contents from detection by any
5. Mind Link Circlet: Infuse a circlet, allowing the means, preventing divination spells or abilities from
wearer to establish a telepathic connection with a detecting what is inside.
willing creature they touch. The connection lasts for 16. Elemental Infusion: Infuse a non-magical
24 hours and allows the sharing of thoughts, images, weapon, allowing the wielder to choose one of the
and emotions. following damage types: acid, cold, fire, lightning, or
6. Homing Ammunition: Infuse a piece of thunder. The weapon deals an extra 1d6 damage of
ammunition, causing it to home in on its target. The the chosen type on a hit.
ammunition gains a +2 bonus to attack rolls and 17. Replicate Magic Item: Replicate the effects of a
deals an extra 1d6 damage on a hit. rare or very rare magic item of your choice. The
7. Adamantine Coating: Infuse a suit of armor or a replicated item retains its magical properties for a
shield, causing it to gain the properties of duration determined by your Artificer level. The
adamantine. The infused item becomes resistant to replicated item cannot be further infused.
damage and grants the wearer advantage on saving 18. Mind Shielding Helm: Infuse a helmet or
throws against effects that would cause them to be headpiece, granting the wearer immunity to being
petrified. charmed or frightened, and the ability to expend their
8. Swift Step Boots: Infuse a pair of boots, granting reaction to make a Wisdom saving throw against a
the wearer a +10-foot bonus to their walking speed spell or effect that would read their thoughts or detect
and advantage on Dexterity saving throws made to their emotions.
avoid falling prone. 19. Arcane Defense Generator: Infuse a small
9. Spell Reflector: Infuse a shield, allowing the device, creating an Arcane Defense Generator.
wielder to use their reaction to cast the Shield spell When activated, the device projects a magical field
without expending a spell slot when they are hit by that grants creatures within 10 feet of it a +2 bonus to
an attack or targeted by a spell that would hit their AC against ranged weapon attacks.
AC. 20. Time Manipulator: Infuse a pocket watch or
10. Amplifying Gem: Infuse a gem or crystal, creating timepiece, allowing the wielder to use their reaction
an Amplifying Gem. The wielder can embed the gem to freeze time for a brief moment, imposing
into a weapon they are proficient with, granting the disadvantage on an attack roll made against them.
weapon a +1 bonus to attack rolls and damage rolls This ability can be used once and recharges after a
it makes. short or long rest.

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Chapter 5 Advanced Classes Hexmaster

11. Enchanted Defense: Infuse a suit of armor,


5th level Infusions granting the wearer a +2 bonus to AC while wearing
1. Replicate Artifact: Replicate the effects of a the infused armor and resistance to non-magical
legendary artifact, granting the wielder its unique bludgeoning, piercing, and slashing damage.
properties for a duration determined by your Artificer 12. Forcefield Generator: Infuse a handheld device,
level. The replicated artifact cannot be further creating a Forcefield Generator. When activated, the
infused. device projects a protective forcefield around the
2. Elemental Warding Armor: Infuse a suit of armor, wielder, granting them resistance to all damage
granting the wearer resistance to a chosen damage types for 1 minute.
type (acid, cold, fire, lightning, or thunder) and the 13. Spellbreaker Shield: Infuse a shield, allowing the
ability to use their reaction to gain immunity to that wielder to use their reaction to cast the Counterspell
damage type until the start of their next turn. spell without expending a spell slot when they see a
3. Repulsion Field: Infuse a piece of armor or a creature within 60 feet casting a spell.
shield, creating a Repulsion Field. When the wielder 14. Boots of the Planes: Infuse a pair of boots,
is hit by a melee attack, the attacker must succeed granting the wearer the ability to cast the Misty Step
on a Strength saving throw or be pushed 15 feet spell once per long rest without expending a spell
away from the wielder. slot.
4. Enchanted Ammunition: Infuse a piece of 15. Disintegration Ray Projector: Infuse a handheld
ammunition, causing it to become enchanted. The device, creating a Disintegration Ray Projector. The
ammunition gains a +3 bonus to attack rolls and wielder can use an action to fire a beam that deals
deals an extra 1d8 damage on a hit. 10d6 force damage on a hit and disintegrates the
5. Retaliator Gauntlets: Infuse a pair of gauntlets, target if it fails a Dexterity saving throw.
allowing the wearer to use their reaction to make a 16. Mind Control Helm: Infuse a helmet or
melee weapon attack against a creature that hits headpiece, allowing the wearer to cast the Dominate
them with a melee attack. This ability can be used Person spell once per long rest without expending a
once per round. spell slot. Additionally, creatures charmed by the
6. Time Dilation Device: Infuse a small device, wearer have disadvantage on saving throws against
creating a Time Dilation Device. The wielder can use their spells and abilities.
their action to create a temporal bubble that slows 17. Replicate Legendary Item: Replicate the effects
time within a 20-foot radius. Creatures in the area of a specific legendary magic item of your choice.
have disadvantage on attack rolls and Dexterity The replicated item retains its properties for a
saving throws. The bubble lasts for 1 minute. duration determined by your Artificer level. The
7. Arcane Barrier: Infuse a shield, granting the replicated item cannot be further infused.
wielder a +3 bonus to AC while the shield is 18. Time Manipulation Device: Infuse a handheld
equipped and the ability to use their reaction to cast device, creating a Time Manipulation Device. The
the Shield spell without expending a spell slot when wielder can use their action to manipulate time,
they are hit by an attack. allowing them to take an extra turn immediately. After
8. Eternal Flame: Infuse a weapon, causing it to be using this ability, they can't use it again until they
constantly engulfed in magical flames. The weapon finish a long rest.
deals an extra 1d8 fire damage on a hit and sheds 19. Stormcaller Bow: Infuse a bow, granting the
bright light in a 20-foot radius and dim light for an wielder the ability to channel the power of storms into
additional 20 feet. their shots. The bow deals an extra 2d6 lightning
9. Evasion Boots: Infuse a pair of boots, granting the damage on a hit and ignores resistance or immunity
wearer advantage on Dexterity saving throws made to lightning damage.
to avoid area effects and the ability to use their 20. Avatar Armor: Infuse a suit of armor,
reaction to move up to half their speed in any transforming it into an Avatar Armor. The infused
direction when they succeed on a Dexterity saving armor grants the wearer a +3 bonus to AC,
throw. resistance to all damage types, and advantage on
10. Cloak of Shadows: Infuse a cloak, granting the saving throws against spells and magical effects.
wearer advantage on Dexterity (Stealth) checks
made in dim light or darkness, and the ability to use
their action to become invisible until the start of their
next turn.

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Hexmaster Chapter 5 Advanced Classes

3rd: Tool Expertise mechanism.


Name: Artificer's Insight
Level: 3rd 6. Master Artificer: At the 10th level, the Artificer's
Description: The Artificer's extensive knowledge expertise with tools becomes even more refined. The
and experience with tools grant them a remarkable Artificer can choose two additional tools to gain
aptitude for working with intricate machinery, proficiency in, further expanding their repertoire of
deciphering ancient texts, and manipulating magical craft and understanding.
artifacts. Artificer's Insight allows them to enhance
their tool proficiency, gaining an intuitive
understanding and expertise in using tools related to Name: Craft Artifact
their craft. Level: 5th
Mechanics: The Artificer gains the following Description: Craft Artifact
benefits: Mechanics:
As an Artificer, you have honed your skills to an
1. Tool Mastery: The Artificer's proficiency bonus is exceptional degree, becoming a master artisan
doubled for any ability check they make using any capable of crafting powerful artifacts. At 5th level,
tool they are proficient with. This bonus also applies you gain the ability to craft a unique and
when identifying or disarming traps or interacting with extraordinary magical item known as an artifact.
complex mechanisms. These artifacts are one-of-a-kind creations that
embody the essence of your craftsmanship and
2. Ancient Lore: The Artificer's deep knowledge of magical prowess.
history and ancient civilizations grants them
advantage on Intelligence (History) checks made to Crafting an artifact requires time, resources, and a
uncover information about forgotten technology, lost deep understanding of the arcane. To create an
ruins, or mystical artifacts. artifact, you must gather rare and exotic materials,
delve into ancient ruins to uncover forgotten secrets,
3. Quick Repair: The Artificer can expertly repair and seek the guidance of sages and experts in
damaged objects during short rests. When spending various fields of knowledge.
Hit Dice to regain hit points, the Artificer can also
repair a damaged object, restoring it to a functional The process of crafting an artifact is an epic
state. The object must be one they are proficient with undertaking, requiring you to invest a significant
the associated artisan's tools and should not have amount of time and effort. The exact details of
been completely destroyed or disintegrated. The crafting an artifact are determined by the Hex
repair process takes 10 minutes per hit point Master, who can tailor the requirements and
restored to the object. challenges to suit the campaign's narrative and
balance.
4. Linguistic Cipher: The Artificer gains proficiency in
one additional language of their choice. Furthermore, Once you have embarked on the journey to craft an
they can spend 10 minutes studying a written text or artifact, the Hex Master will guide you through a
inscription in an unknown language and make an series of quests, trials, and encounters that are tied
Intelligence check (with proficiency if they are to the artifact's creation. These adventures will take
proficient in the relevant tool) to decipher its you to far-flung locations, hidden realms, and
meaning. The DC for this check is determined by the treacherous dungeons, testing your mettle and
complexity and obscurity of the language. pushing your skills to the limit.

5. Technomantic Intuition: Through their deep The mechanics of crafting an artifact are as follows:
attunement to machinery and arcane devices, the
Artificer gains the ability to detect the presence of 1. Artisan's Journey: The process of crafting an
hidden or concealed mechanisms. They can make artifact is divided into several stages, each
an Intelligence (Investigation) check to detect hidden representing a milestone in your journey. As you
traps, secret doors, or concealed compartments. The progress through these stages, you will unlock new
DC for this check is set by the DM and is influenced abilities, gather unique materials, and uncover the
by the complexity and cleverness of the concealed secrets necessary to complete your masterpiece.

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Chapter 5 Advanced Classes Hexmaster

Spells List
2. Quests and Trials: To progress through the stages
of crafting an artifact, you must undertake quests and Name: Static Shock
trials assigned by the Hex Master. These quests can School of Magic: Evocation
involve retrieving rare materials, deciphering ancient Level: 0
texts, solving intricate puzzles, or overcoming Casting Time: 1 action
formidable foes. Successfully completing these Range: 60 feet
challenges will grant you the knowledge and Target: One creature
resources needed to advance. Components: Verbal, Somatic
Duration: Instantaneous
3. Time and Resources: Crafting an artifact requires Saving Throw: Dexterity
a significant investment of time and resources. The Spell Resistance: Yes
Hex Master will determine the specific requirements,
such as the number of days or weeks it takes to Description:
complete each stage, as well as the materials and Static Shock is a spell that harnesses the power of
components needed. You may need to explore electricity to create a small surge of electrical energy,
distant lands, negotiate with powerful beings, or which you can unleash at a target within 60 feet. As
trade with skilled artisans to acquire the necessary you utter the incantation and weave intricate
resources. gestures with your hands, sparks of crackling energy
begin to gather around your fingertips, illuminating
4. Artificer's Boon: As you progress through the the area with a faint blue glow.
stages of crafting an artifact, you will gain unique
abilities and boons that reflect your growing mastery. With a swift motion, you direct the surge of electricity
These boons can enhance your spellcasting, grant toward your chosen target. The target must make a
you additional infusions, improve your ability to Dexterity saving throw to avoid the incoming
manipulate magic items, or provide other electrical discharge. If the target fails the save, they
extraordinary benefits. The specific boons you are struck by the surge and take 1d8 lightning
receive will depend on the nature and theme of the damage. However, if they succeed on the saving
artifact you are crafting. throw, they manage to dodge the worst of the shock
and take only half damage.
5. Completion and Empowerment: Once you have
completed all the stages and fulfilled the The raw power of the electricity infuses the air,
requirements of crafting an artifact, you will finally creating a brief spectacle of crackling energy as it
unveil your masterpiece. The Hex Master will arcs toward the target. A tingling sensation fills the
describe the awe-inspiring qualities and powers of area as the surge of electricity passes through the
the artifact, which may include game-changing target, leaving a faint scent of ozone in the air.
abilities, potent magical effects, or the ability to
reshape reality itself. The artifact becomes a As you grow more proficient in the casting of Static
testament to your skill, creativity, and dedication as Shock, you gain the ability to enhance its effects by
an Artificer. casting it using a higher-level spell slot. For each
level beyond the 0 level, the damage increases by
Crafting an artifact is a momentous achievement that 1d8. So, if you were to cast it as a 1st-level spell, it
sets you apart as a legendary craftsman and magical would deal 2d8 lightning damage, 3d8 at 2nd level,
artisan. The artifact you create can serve as a focal and so on.
point for future adventures, a source of inspiration
and power for your allies, or a catalyst for world- It is important to note that Static Shock requires
altering events. Its true potential is limited only by quick reflexes and precise timing to cast.
your imagination and the narrative possibilities of Additionally, the spell can only affect one target at a
your campaign. time, and it must be within your line of sight. The
electrical surge dissipates upon impact, leaving no
lingering effects on the target or the environment.

Mastering the art of evoking lightning and channeling

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Hexmaster Chapter 5 Advanced Classes

it through your fingertips with the Static Shock spell increases by an additional 1d8 hit points for each
allows you to harness the forces of nature and strike level above 0. This allows for more substantial
down your enemies with electrifying precision. repairs, making it possible to mend more severe
damage or restore larger constructs to full
functionality.

Name: Mender's Touch Furthermore, when casting Mender's Touch using a


School of Magic: Transmutation spell slot of 3rd level or higher, the spell gains an
Level: 0 additional effect. In addition to the hit point
Casting Time: 1 action restoration, the spell can now repair complex
Range: Touch mechanisms and intricate magical constructs,
Target: One broken object or construct ensuring their complete restoration. This opens up
Components: Verbal, Somatic the possibility of restoring intricate clockwork
Duration: Instantaneous devices, enchanted artifacts, or even constructs
Saving Throw: None infused with elemental energies, provided they are
Spell Resistance: No within the caster's reach.

Description: Mender's Touch is a practical spell


belonging to the school of Transmutation, designed Name: Arcane Discharge
to repair broken objects or constructs. With a few School of Magic: Evocation
whispered words and deft hand gestures, the caster Level: 1st level
channels their magical energy into the damaged Casting Time: 1 bonus action
item, invoking the forces of mending and restoration. Range: Self
Target: Weapon or ammunition
To cast Mender's Touch, the spellcaster must Components: Verbal, Somatic
physically touch the broken object or construct. The Duration: Instantaneous
object can be of any material or size, as long as it is Saving Throw: None
within the caster's reach. Upon contact, the magical Spell Resistance: No
energy infused in the caster's fingertips surges into
the broken parts, initiating the mending process. Description:
Arcane Discharge is a spell that taps into the raw
As the spell takes effect, the object or construct power of arcane energy and channels it into a
gradually regains its former integrity. The repair is so weapon or ammunition. As you cast this spell, your
efficient that it immediately restores a number of hit eyes shimmer with a brilliant hue of blue, and tiny
points equal to 1d8 plus the caster's Intelligence motes of energy dance around your fingertips. With a
modifier. The surge of magic knits together shattered swift motion, you touch your chosen weapon or
pieces, reattaches severed parts, and reconstructs ammunition, infusing it with arcane might.
damaged mechanisms, leaving the object or
construct looking as good as new. After casting Arcane Discharge, the next successful
hit you make with the enchanted weapon or
Mender's Touch is a simple spell, but its utility is ammunition unleashes a potent force. Your target
invaluable, especially in situations where a quick feels the impact of the strike amplified by the arcane
repair can mean the difference between success and energy, taking an additional 1d6 force damage on
failure. However, it is important to note that this spell top of the regular damage inflicted. The force ripples
only repairs the physical structure of the object or through the target, causing them to stumble slightly
construct. It does not restore any magical properties under its weight.
or abilities that may have been lost due to the
damage. However, the enchanted nature of the weapon or
ammunition fades after the attack, leaving it bereft of
Enhanced Effects: its previous magical properties. The spell effectively
reverts the object to its mundane state, leaving no
When casting Mender's Touch using a spell slot of trace of the arcane energy once expended.
1st level or higher, the healing provided by the spell

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Chapter 5 Advanced Classes Hexmaster

For those with a deeper understanding of arcane with your fingertips. The small diamond you hold in
magic, higher-level spell slots can be used to your hand disintegrates into a fine, glittering powder
enhance the effects of Arcane Discharge. When cast that you sprinkle onto the target, where it
using a spell slot of 2nd level or higher, the additional immediately fuses with their skin, leaving behind a
force damage increases by 1d6 for each level above faint ethereal glow.
1st.
For the duration of the spell, the target gains
Arcane Discharge is a versatile spell, often favored temporary hit points equal to your spellcasting ability
by spellcasters who prefer to augment their attacks modifier (minimum of 1). These magical hit points
with a touch of the arcane. Whether it's a skilled bolster the target's fortitude, providing a buffer
elven archer imbuing their arrows with arcane energy against harm. The energy within the glyph reacts to
or a battle-hardened wizard empowering their staff any incoming damage, absorbing a portion of it
for a final, devastating blow, the spell offers a fleeting before dissipating. This allows the target to withstand
burst of power that can turn the tide of a battle. blows that would otherwise prove devastating.

As with all evocation spells, Arcane Discharge However, once the spell's duration ends, the
carries the potential to cause havoc, but it requires a protective glyph vanishes, and the target becomes
keen understanding of the arcane arts and the ability momentarily vulnerable. During the following round,
to tap into the vast energies of the cosmos. It is a they are more susceptible to harm, as if the shield's
testament to the spellcaster's mastery over magic absence has left them momentarily exposed.
and their resourcefulness in combat.
The Shielding Glyph offers great flexibility, as it can
Note: It is important to mention that the description be applied to yourself to bolster your own defenses
provided above is tailored for a science fantasy role- or bestowed upon an ally in the heat of battle,
playing game. If you intend to use this spell in a providing a critical lifeline when they need it most.
specific system, such as Dungeons & Dragons, you Whether you seek to protect a brave comrade
may need to adapt the details and mechanics to fit charging into the fray or safeguard yourself against
the rules of that particular game. an onslaught of enemies, this spell proves
invaluable.

Spell Name: Shielding Glyph At Higher Levels: When you cast this spell using a
School of Magic: Abjuration spell slot of 2nd level or higher, the temporary hit
Level: 1 points granted by the Shielding Glyph increase by
Casting Time: 1 action 1d4 for each slot level above 1st. Additionally, the
Range: Touch vulnerability to damage in the round following the
Target: Creature touched spell's duration is reduced by half for each slot level
Components: Verbal, somatic, material (a small above 1st, to a minimum of 1. This enhancement
diamond worth at least 10 gold pieces, which the allows for even greater resilience and minimizes the
spell consumes) potential risks associated with the spell's protective
Duration: 1 minute effect.
Saving Throw: None
Spell Resistance: No That concludes the description of the Shielding
Glyph spell. Is there anything else I can assist you
Description: with?
Shielding Glyph is a potent protective spell that
allows you to create a shimmering glyph of magical
energy, which envelops either yourself or an ally you Name: Flame Accelerant
touch. This glyph serves as a temporary shield, School of Magic: Evocation
granting the target a surge of resilience in the form of Level: 1st level
temporary hit points. Casting Time: 1 bonus action
Range: Touch
As you begin casting the spell, you utter ancient Target: One weapon or ammunition
incantations while tracing intricate patterns in the air Components: Verbal, Somatic

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Hexmaster Chapter 5 Advanced Classes

Duration: Until extinguished or 1 minute Casting Time: 1 action


(concentration) Range: Self
Saving Throw: None Target: Self
Spell Resistance: No Components: Verbal, Somatic
Duration: 1 minute
Description: Saving Throw: Dexterity saving throw
Flame Accelerant is a spell that harnesses volatile Spell Resistance: No
magical flames to empower a weapon or
ammunition, allowing it to inflict additional fire Description: Unleash the power of technological
damage on a successful hit. As you cast the spell, marvel with the spell Unstable Dynamo. As you cast
you channel your arcane energy into the target this spell, you channel your arcane energy to create
weapon, infusing it with an ethereal blaze that a small and mesmerizing unstable dynamo that
dances with fiery intensity. hovers around you. The dynamo emits a faint glow,
casting flickering shadows and illuminating your
When the weapon strikes a target successfully, the surroundings with a soft pulsating light.
volatile flames erupt upon impact, dealing an extra
1d6 fire damage. The flames engulf the target, While the Unstable Dynamo is active, it grants you
searing their flesh and leaving them with a scorching heightened reflexes, enhancing your agility and
sensation. granting you advantage on Dexterity saving throws.
This surge of power fills you with a sense of
However, the magical flames do not stop at the initial confidence, knowing that you have an increased
impact. They continue to burn, causing the wielder of chance to evade danger and overcome obstacles
the empowered weapon to endure a minor with ease.
consequence. At the start of their turn, the wielder
takes 1d4 fire damage as the flames lick and cling to However, the Unstable Dynamo comes with a
their skin. This continues until the flames are drawback. The dynamic nature of its energy creates
extinguished or until the spell's duration ends. a constant buzzing noise, akin to the hum of an
otherworldly machine. This audible disturbance
The flames of Flame Accelerant can be extinguished makes it challenging to remain stealthy, imposing
through various means. The most common way is by disadvantage on any Stealth checks you attempt
immersing the weapon in water, which douses the while the dynamo is active. The buzzing noise
enchanted flames, freeing the wielder from the resonates through the air, drawing attention to your
persistent fire damage. Alternatively, the wielder can presence and potentially alerting foes to your
use their action to make a Dexterity check, location.
attempting to smother the flames or roll on the
ground to extinguish them. To maintain the Unstable Dynamo, you must
concentrate on harnessing its chaotic energies. If
As you cast Flame Accelerant using a spell slot of your concentration wavers or is broken, the spell
2nd level or higher, the additional fire damage dissipates, causing the dynamo to vanish. You can
inflicted on a successful hit increases by 1d6 for also dismiss the dynamo at any time by willing it
each level above 1st. away.

Flame Accelerant is a powerful tool in the arsenal of Casting Unstable Dynamo at higher spell levels
adventurers who wish to harness the destructive enhances its effects. When cast using a spell slot of
force of fire in their battles. With precise timing and 2nd level or higher, the advantage on Dexterity
strategy, one can turn an ordinary weapon into a saving throws is retained, but the buzzing noise
blazing instrument of destruction, leaving foes intensifies, imposing disadvantage on both Stealth
scorched and smoldering in their wake. checks and any checks involving hearing or
perception made by creatures within a 10-foot radius
of you. This amplification serves as both a blessing
Name: Unstable Dynamo and a curse, increasing your chances of avoiding
School of Magic: Evocation danger but making it even more challenging to
Level: 1st level operate in silence.

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Level Progression:
The Unstable Dynamo is a spell that seamlessly 1st: Blood Magic, Blood Sense
merges technology and magic, offering a dynamic 2nd: Blood Bond, Blood Infusion
advantage in dangerous situations at the cost of 3rd: Blood Curse, Blood Flow Manipulation
attracting unwanted attention. With this spell, you 4th: Blood Pact
harness the power of the arcane and the enigmatic 5th: Blood Mastery, Hemorrhage
forces of machinery, empowering yourself while
navigating the intricacies of a science fantasy world. Equipment:
- A Blood Talisman (spellcasting focus)
- A dagger
- A component pouch
- A set of traveler's clothes
- An herbalism kit
- Alchemist's supplies

Name: Blood Witch Requirements: To become a Blood Witch, one must


Role: Spellcaster, Support have an innate connection to blood magic. This class
Hit Die: d6 is available to individuals who have undergone
Primary Ability: Intelligence, Constitution rigorous training under experienced Blood Witches or
Saving Throws: Constitution, Wisdom who possess an inherent affinity for manipulating
Armor Proficiencies: Light armor blood and casting spells.
Weapon Proficiencies: Simple weapons
Tool Proficiencies: Herbalism kit, Alchemist's Appearance: A typical Blood Witch is shrouded in
supplies mystery and exudes an aura of power. They often
Skills: Choose two from Arcana, Medicine, Nature, wear dark, flowing robes adorned with intricate
Perception, and Survival blood-red patterns and symbols. Their eyes may
Spellcasting: The Blood Witch is a spellcaster who have a crimson glint, reflecting their connection to
uses blood magic as their primary source of power. blood magic. The air around them may occasionally
They rely on their Intelligence score for spellcasting shimmer with a subtle haze, hinting at their ethereal
and use their own blood or the blood of others as a nature.
component for their spells. They have a unique
spellcasting focus called a Blood Talisman, which is Limitations: Blood Witches are dependent on the
a small, ornate amulet containing a drop of their own availability of blood as a component for their spells. If
blood. they cannot access blood, either through injuries or
the absence of living creatures, their spellcasting
Class Overview: Blood Witches are practitioners of abilities may be severely hampered. Additionally,
forbidden arts, delving into the dark realm of blood they are vulnerable to anti-magic effects that disrupt
magic. They harness the life force contained within their connection to blood magic.
blood to cast spells, curse their enemies, and
manipulate the flow of blood itself. Through their Organizations:
powers, they can sense the presence of blood, 1. The Crimson Coven: A secretive organization of
establish blood bonds with creatures, and control the Blood Witches dedicated to unraveling the mysteries
vital fluid within their own bodies. of blood magic and its potential applications. They
are known for their strict code of ethics and their
Blood Witches are versatile support spellcasters, unwavering pursuit of knowledge.
excelling at healing, buffing allies, and debuffing 2. The Bloodbound: A renegade faction of Blood
enemies. They have a wide range of spells at their Witches who have embraced the darker aspects of
disposal, including spells that mend wounds, drain blood magic. They seek power and dominance
life force, manipulate blood flow, and inflict curses. through their mastery of blood, often resorting to
Their ability to manipulate blood gives them an edge unethical practices and forbidden rituals.
in controlling the battlefield and weakening their 3. The Order of the Healing Vein: A group of Blood
adversaries. Witches who specialize in using their blood magic for
healing and mending wounds. They travel the world,

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offering their services to those in need and Comments:


combating the spread of disease and corruption. Ah, the Blood Witch, a class steeped in dark secrets
and forbidden power. The mastery of blood magic is
Notable Users: a delicate art, requiring a careful balance between
1. Selena Bloodweaver: Renowned for her ability to sacrifice and control. As a traveler of many realms, I
tap into the ancient bloodlines of Maxxia's long- have witnessed the devastation caused by those
forgotten civilizations, Selena is a formidable Blood who succumb to the allure of blood magic's darker
Witch. She has single-handedly thwarted countless paths. However, in the hands of a disciplined and
threats to the world using her mastery over blood compassionate individual, the Blood Witch can be a
magic. beacon of hope, mending wounds and protecting the
2. Vex Darkthorn: An enigmatic figure, Vex is known innocent. Delve into this ancient and enigmatic class
for his malevolent curses and the terror he spreads if you dare, but be wary of the temptations that lie
through his dark magic. He leaves a trail of blood within the pulsating essence of blood.
and misery wherever he goes, earning him a
fearsome reputation among both allies and enemies.
3. Lyra Dawnblood: A prodigious young Blood Witch,
Lyra possesses an exceptional talent for
manipulating blood. She has dedicated her life to
protecting the innocent and preserving the delicate
balance between the forces of light and darkness.

Adventure Hooks:
1. The Bloodstone Prophecy: Legends speak of a
powerful artifact known as the Bloodstone, said to
contain the essence of a long-forgotten Blood Witch
queen. The players are tasked with retrieving the
Bloodstone before it falls into the wrong hands,
embarking on a perilous journey through treacherous
dungeons and haunted crypts. Blood Witch Spell List
2. The Curse of the Blood Moon: A small village has
fallen victim to a mysterious curse that turns its Cantrips:
inhabitants into bloodthirsty monsters under the light
of the full moon. The Blood Witches are called upon Blood Bolt: You launch a bolt of blood at a creature
to investigate the curse's origins, find a cure, and put within range, dealing 1d8 necrotic damage. When
an end to the sinister forces behind it. casting this spell, you must cut your own hand,
3. The Blood Wars: A conflict erupts between rival causing 1d4 slashing damage to yourself.
Blood Witch factions, threatening to plunge the world
of Maxxia into chaos. The players must navigate the Blood Pact: You form a temporary bond between
treacherous political landscape, make alliances, and yourself and another creature within 30 feet. As long
prevent a devastating war that could tear the delicate as the bond is active, whenever the target takes
fabric of society apart. damage, you may choose to take half of that damage
instead.
Variants:
- Blood Witch of the Vampiric Bloodline: These Blood
Witches have inherited the powers of vampirism,
1st Level Spells
granting them enhanced blood manipulation abilities
Blood Lance: You conjure a spear made of blood
and the ability to drain life force from their foes.
and hurl it at a target, dealing piercing damage.
- Blood Witch of the Eldritch Vein: These Blood
Blood Bond: Establish a magical connection with a
Witches have forged a bond with ancient eldritch
willing creature, allowing you to share sensations,
beings residing within Maxxia's depths. They gain
emotions, and thoughts.
access to eldritch spells and can tap into eldritch
Blood Mist: Surround an area with a thick mist of
energies to enhance their blood magic.
blood, providing concealment to you and your allies.
Blood Sleep: Manipulate the blood flow in the target's

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brain, causing them to fall into a magical slumber. causing creatures within range to become frightened.
Blood Armor: Harden your own blood, granting Bloodstone Surge: Unleash a surge of raw blood
temporary hit points and increasing your AC for a magic energy, damaging all creatures around you
duration. and enhancing your spellcasting abilities for 1 hour.
Blood Hex: Curse a target with a debilitating hex,
imposing penalties on their ability checks.
Ray of Blood: Emit a beam of tainted blood, Name: Blood Magic
damaging and poisoning a target. Level: 1st
Blood Puppet: Control the blood within a creature's Description: Blood Magic is the fundamental
body, causing them to move and act against their practice that defines the Blood Witch. It is the study
will. and application of the arcane properties of blood,
especially as it pertains to the flow of life force. Blood
Magic allows the Blood Witch to not only enact
2nd Level Spells powerful spells but also gain unique social, travel,
and command advantages due to their deep
Blood Boil: Cause the blood within a creature to
understanding of life's essence.
rapidly heat up, dealing fire damage and potentially
causing them to burst into flames.
Blood Witches learn early on that blood's power
Blood Enthrall: Use your blood magic to captivate
extends far beyond the battlefield. It is a medium of
and control the attention of creatures within range.
exchange, a method of transport, and a source of
Clean Blood: Cleanse a creature's body of diseases,
divine prophecy. The understanding of blood allows
poisons, or any negative conditions caused by blood-
them to form powerful bonds, decipher hidden truths
related effects.
in the life essence of creatures, and even manipulate
Blood Mist Form: Transform yourself into a cloud of
the very blood that runs through the veins of the
mist, allowing you to pass through small openings
world and its inhabitants.
and granting resistance to non-magical damage.
Blood Sacrifice: Inflict damage on yourself to
This feature gives the Blood Witch an intuitive
enhance your spellcasting abilities, increasing the
understanding of the intricate web of life, power, and
potency and effectiveness of your spells.
magic that is present in every drop of blood. They
are able to use their Blood Talisman to unlock the
3rd Level Spells power within blood, allowing them to channel and
manipulate its life-giving properties in a myriad of
Blood Cascade: Cause a torrent of blood to surge ways.
forth, damaging and knocking prone all creatures in
its path. Mechanics:
Vampire Bite: Drain the life essence from a creature, Blood Reading: The Blood Witch can use a small
replenishing your own hit points. sample of blood (theirs or someone else's) to gain
Restore Blood: Utilize the power of blood magic to information about the creature it came from. They
restore life to a creature that has recently died. can determine the creature's general health status,
Blood Bind: Create a powerful blood bond between alignment, and race. This can provide them an
multiple creatures, allowing them to share hit points advantage in social interactions, negotiations, or
and distribute damage. even tracking creatures.
Stinking Blood Cloud: Manipulate the blood
chemistry in the air, creating a noxious cloud that Blood Portal: At 1st level, Blood Witches are able to
nauseates and incapacitates creatures within it. infuse a few drops of their own blood into a surface
Bestow Blood Curse: Inflict a potent curse upon a to create a small, temporary portal. This portal can
creature, causing various detrimental effects and be used to transport small items (no larger than the
penalties to their abilities. portal itself) between locations. It is limited to a
Blood Transfusion: Sacrifice a portion of your own hit maximum distance of 500 feet at 1st level, and the
points to heal a target creature, transferring your life distance increases by 500 feet at 5th, 10th, 15th, and
force to them. 20th levels.
Blood Fear: Unleash an aura of terror by
manipulating the blood essence within yourself, Blood Command: Blood Witches can use the blood

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Hexmaster Chapter 5 Advanced Classes

of creatures they've made a Blood Bond with to exert


a subtle influence over them. This does not give Name: Blood Bond
direct control, but it does allow the Blood Witch to Level: 2nd
provide suggestions or orders, which the bonded
creature will feel a strong urge to follow. The Blood Description: Blood Bond is a unique ability of the
Witch can command a number of creatures equal to Blood Witch that allows them to form a deep and
their Intelligence modifier (minimum of one). mystical connection with another creature through
the exchange of blood. This bond transcends mere
Name: Blood Sense physical ties and creates a powerful link on a spiritual
Level: 1st level. By forging a Blood Bond, the Blood Witch can
Description: Blood Sense allows the Blood Witch to establish a profound connection with their allies or
tap into their innate connection with blood and sense creatures they encounter, strengthening their bonds
its presence within a certain range. This ability and enhancing their cooperation.
enhances their perception and grants them unique
insights into the life forces around them. Mechanics:
Mechanics: Range: Touch
Range: 30 feet Duration: Until dispelled or broken
Activation: Passive ability, always active within range Components: Vial of blood from both parties
Effect: The Blood Witch gains a supernatural sense involved in the bond
that allows them to detect the presence of blood. Casting Time: 1 action
This sense extends to both living creatures and To perform the Blood Bond, the Blood Witch and the
spilled blood. target creature must willingly offer a vial of their
Perception: The Blood Witch can discern the blood, which is mixed together in a small ritual. The
approximate location of blood within range, even if it Blood Witch then traces intricate symbols with the
is concealed or obscured. They can sense the blood mixture on the foreheads of both individuals,
intensity and quantity of blood, enabling them to marking them as bonded.
determine if it is a small drop or a large pool, and
whether it belongs to a humanoid or a different Once the Blood Bond is established, the following
creature. effects occur:
Vitality Assessment: By focusing their senses, the
Blood Witch can evaluate the vitality and health of a Empathy Link: The Blood Witch and the bonded
living creature within range. They can sense the creature can share their emotions and general well-
general well-being of a creature, identifying if it is in being with each other. They gain an innate
good health, injured, or near death. understanding of each other's feelings and
Blood Awareness: The Blood Witch gains an intentions, allowing for better coordination and
instinctive understanding of the emotional and teamwork. This heightened empathic connection
physical states associated with the presence of provides advantage on ability checks and saving
blood. They can detect emotions such as fear, pain, throws made to understand or communicate with
and anger linked to blood-related events or each other.
encounters.
Complementary Abilities: The Blood Sense ability Healing Bond: When the Blood Witch casts a healing
synergizes with other class features, allowing the spell that targets themselves, they can choose to
Blood Witch to make informed decisions and employ extend the healing to their bonded creature within 30
strategic tactics. For example, when using Blood feet. The bonded creature regains hit points equal to
Infusion (acquired at 2nd level), the Blood Witch can half the amount of healing received by the Blood
determine the optimal amount of their blood to use Witch.
for a particular spell or effect, maximizing efficiency
and minimizing personal risk. Shared Resistance: The Blood Witch and the bonded
As the Blood Witch advances in level, their Blood creature gain resistance to the same damage types.
Sense ability becomes more refined and powerful, When either the Blood Witch or the bonded creature
granting them additional insights and expanding their succeeds on a saving throw against a damaging
understanding of the life force contained within effect that deals the chosen damage type, they both
blood. take half damage instead of none or full damage.

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Chapter 5 Advanced Classes Hexmaster

Blood Awareness: The Blood Witch becomes acutely Blood Sacrifice: By expending 1 hit point and 1 Blood
aware of their bonded creature's vital signs and well- Mastery Point, the Blood Witch can cast a spell
being. They can sense their approximate location, without expending a spell slot. This sacrifice of their
general health status, and any significant injuries or own life essence enhances the spell's effectiveness,
ailments. This awareness extends up to 1 mile, even increasing its save DC or healing/damage output by
through barriers, but is limited to the bonded 2. Bloodline Recovery: By expending 2 Blood
creature. Mastery Points, the Blood Witch can regain a spell
slot of 1st or 2nd level. This represents the Blood
Note: The Blood Bond can be broken if one of the Witch harnessing the latent magical energy stored
bonded individuals willingly spills their blood to sever within their blood to replenish their spellcasting
the connection. Additionally, if either party becomes abilities.
hostile toward the other or acts against their best
interests, the bond weakens and eventually breaks Name: Blood Curse
over time. Level: 3rd
Description: Blood Curse is a potent ability that
Name: Blood Infusion allows the Blood Witch to impose cursed afflictions
Level: 2nd on their enemies by manipulating their blood. By
Description: Blood Infusion is a powerful ability that tapping into their arcane knowledge and harnessing
allows the Blood Witch to infuse their own blood with the power of blood magic, the Blood Witch can curse
magical properties, enhancing their spellcasting their foes, weakening them and hindering their
abilities and granting them additional control over the abilities.
vital fluid within their body. Mechanics:
Range: 60 feet
Mechanics: When the Blood Witch reaches 2nd Duration: Instantaneous
level, they gain the following benefits: Saving Throw: Constitution
Spellcasting Modifier: Intelligence
Blood Magic Enhancement: The Blood Witch's spells When using the Blood Curse feature, the Blood
that require a blood component, either from Witch selects a target within 60 feet and utters an
themselves or others, become more potent. The incantation infused with blood magic. The target
damage or healing inflicted by these spells is must make a Constitution saving throw against the
increased by 1d4. Blood Witch's spellcasting modifier. On a failed save,
the target is afflicted by a blood curse, suffering
Enhanced Blood Bond: The Blood Witch's ability to various effects depending on the specific curse
establish blood bonds with creatures is strengthened. applied.
They can now establish a blood bond with up to
three creatures simultaneously, instead of just one. The Blood Witch gains access to a variety of curses
Additionally, the range at which the bond can be as they advance in level, each with its unique effects.
established increases to 60 feet. Here are a few examples:

Blood Mastery Reserves: The Blood Witch's control Curse of Languid Stride: The target's movement
over their own blood improves. They gain a pool of speed is reduced by 15 feet until the end of their next
Blood Mastery Points equal to their Intelligence turn. Additionally, they have disadvantage on
modifier (minimum of 1). These points can be Dexterity saving throws.
expended to enhance their blood-related abilities or
to manipulate blood outside their body. Curse of Withered Vitality: The target's maximum hit
points are reduced by 1d4, and they suffer
Blood Manipulation: By expending 1 Blood Mastery disadvantage on Constitution saving throws until the
Point, the Blood Witch can manipulate a small end of their next long rest.
quantity of blood within a range of 30 feet, causing it
to flow or coagulate, as desired. This can be used to Curse of Hemorrhagic Pain: The target takes 1d6
create obstacles, redirect blood-based attacks, or necrotic damage at the start of each of their turns for
immobilize enemies momentarily. the next minute. They can repeat the Constitution

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saving throw at the end of each of their turns, ending ability's duration or until the target regains hit points.
the curse on a success.
Blood Vortex: By exerting precise control over blood
The Blood Witch can use this feature a number of flow, the Blood Witch can disrupt the balance within
times equal to their proficiency bonus per long rest. an enemy's body, causing dizziness, confusion, and
The number of curses available to choose from loss of coordination. The target must make a
increases as the Blood Witch gains levels, offering a Constitution saving throw against the Blood Witch's
wider array of debilitating effects. spell save DC. On a failed save, the target is affected
by the Confusion spell for the duration of the ability.
Name: Blood Flow Manipulation
Level: 3rd The Blood Witch can use Blood Flow Manipulation a
Description: Blood Flow Manipulation is a unique number of times equal to their Intelligence modifier
ability granted to Blood Witches, allowing them to (minimum of once). They regain expended uses after
control the movement and flow of blood within living finishing a long rest. Additionally, the Blood Witch
creatures, including themselves and others. Through can maintain concentration on this ability while
their mastery of blood magic, they can manipulate performing other actions, such as exploration or
the circulatory system to alter the physical and social interactions, but combat or taking damage
mental states of their targets. ends the concentration.

Mechanics: Note: The effects of Blood Flow Manipulation are


Range: Touch purely magical and do not cause any physical harm
Duration: Concentration, up to 1 minute to the target's body unless used in a harmful manner,
When using Blood Flow Manipulation, the Blood such as inducing blood clots or purposely altering
Witch must make physical contact with the target, blood pressure. The ability is primarily intended for
placing their hand on the individual's body. By non-combat applications, emphasizing the Blood
channeling their magic and focusing their intent, they Witch's versatility in various scenarios.
can affect the target's blood flow in various ways.
The effects of Blood Flow Manipulation can be both Name: Blood Pact
beneficial and detrimental, depending on the Blood Level: 4th
Witch's intent and the target's disposition. Description: Blood Pact represents the Blood
Witch's ability to forge powerful bonds with other
Blood Rush: The Blood Witch can increase the blood creatures through the exchange of blood. By forming
flow within a target's body, granting them a surge of a pact with another being, the Blood Witch
energy and heightened physical capabilities. The establishes a unique connection that grants them
target gains advantage on Strength and Dexterity certain benefits and abilities.
ability checks and saving throws, as well as
increased movement speed by 10 feet for the Mechanics:
duration of the ability. Blood Pact Ritual: The Blood Witch can initiate a
Blood Pact ritual with a willing creature that has a
Blood Calm: Alternatively, the Blood Witch can slow circulatory system. The ritual requires a significant
down the blood flow within a target, inducing a state exchange of blood between the Blood Witch and the
of calmness and mental clarity. The target gains target creature. Both parties must willingly offer a
advantage on Intelligence, Wisdom, and Charisma small amount of their own blood, which is mixed
ability checks and saving throws, and they have together in a ritualistic manner. The ritual takes 10
advantage on concentration checks for the duration. minutes to complete and requires the use of the
Blood Talisman as a focus.
Blood Stasis: The Blood Witch can manipulate the
blood flow to induce a temporary state of stasis in a Blood Bond: Upon successfully completing the Blood
wounded ally, preventing further bleeding and Pact ritual, the Blood Witch and the target creature
stabilizing them. When the Blood Witch uses this establish a supernatural bond. This bond grants the
ability on a creature with 0 hit points, the creature following benefits:
becomes stable and no longer needs to make death
saving throws. The effect lasts until the end of the Shared Vitality: While the Blood Witch and the

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bonded creature are within 30 feet of each other,


they can share their hit points. As a bonus action, the Mechanics:
Blood Witch can transfer hit points from themselves Blood Transfusion: As an action, you can perform a
to the bonded creature or vice versa. The amount Blood Transfusion, sacrificing a portion of your own
transferred is equal to the Blood Witch's level blood to restore the health of a willing creature within
multiplied by their Intelligence modifier. This transfer 30 feet of you. The target regains hit points equal to
can exceed the maximum hit points of the recipient, your Blood Witch level plus your Intelligence
but any excess hit points are lost. modifier. Once you use this feature, you must
complete a long rest before you can use it again.
Shared Senses: The Blood Witch and the bonded
creature can share their sensory perceptions. As an Blood Boon: You have honed your ability to imbue
action, the Blood Witch can see and hear through the your blood with magical properties. During a short or
senses of the bonded creature for up to 1 minute. long rest, you can spend 10 minutes creating a Blood
This ability can be used a number of times equal to Boon. Choose one of the following effects for the
the Blood Witch's Intelligence modifier (minimum of Blood Boon:
1), and the uses are regained after a long rest.
Boon of Resilience: The recipient of the Blood Boon
Blood Awareness: The Blood Witch gains a gains temporary hit points equal to your Blood Witch
heightened awareness of the bonded creature's level plus your Constitution modifier. These
condition. They can always sense the general temporary hit points last for 1 hour.
direction and distance to the bonded creature, even if Boon of Vigor: The recipient of the Blood Boon gains
they are on different planes of existence. advantage on Constitution saving throws for 1 hour.
Additionally, the Blood Witch can detect the Boon of Speed: The recipient of the Blood Boon's
presence of any blood-related magical effects or movement speed increases by 10 feet for 1 hour.
influences within 60 feet of themselves. Blood Puppetry: Through your mastery of blood
magic, you can animate the blood of fallen creatures,
Enhanced Blood Magic: The Blood Witch's transforming it into a loyal minion. When a creature
connection to their bonded creature enhances their dies within 30 feet of you, you can use your reaction
blood magic abilities. Whenever the Blood Witch to animate its blood, creating a Blood Puppet. The
casts a spell that requires the expenditure of hit Blood Puppet is a Medium-sized creature with the
points, they can choose to draw the required blood same statistics as the original creature but is under
from their bonded creature instead of themselves. your control. The Blood Puppet remains animated for
This ability does not affect the bonded creature's hit 1 hour or until it is reduced to 0 hit points. You can
points but establishes a temporary link between the only have one Blood Puppet active at a time.
Blood Witch and the spell, amplifying its effects. The
spell gains a bonus equal to the Blood Witch's Blood Pact Enhancement: Your Blood Pact feature
Intelligence modifier (minimum of +1) to any relevant gains additional benefits. Whenever you use Blood
saving throws, damage, or healing done. Pact to form a bond with a creature, the bonded
creature gains temporary hit points equal to your
Note: The Blood Pact can only be established with a Blood Witch level plus your Constitution modifier.
willing creature, and the bond can be severed at any These temporary hit points last until the bond is
time by either the Blood Witch or the bonded broken or the creature completes a long rest.
creature by performing a specific ritual, undoing the
connection between them. Blood Travel: By tapping into the ancient bloodlines
coursing through your veins, you gain the ability to
Name: Blood Mastery traverse great distances in an instant. Once per long
Level: 5th rest, as an action, you can expend a use of your
Description: Blood Mastery represents the pinnacle Blood Talisman and teleport yourself and up to five
of a Blood Witch's control over blood magic. At this willing creatures you can see within 30 feet of you to
level, the Blood Witch's expertise and knowledge of a location you are familiar with, or to a location you
blood manipulation reaches new heights, granting have marked with a drop of your own blood.
them enhanced abilities and a deeper understanding
of the life force coursing through their veins.

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Name: Hemorrhage Material (a drop of the caster's blood)


Level: 5th Duration: Instantaneous
Description: Hemorrhage is a powerful and Saving Throw: Dexterity saving throw
gruesome ability that allows the Blood Witch to Spell Resistance: Yes
exploit the life force within their enemies, causing Description:
internal bleeding and weakening their foes with each Drawing upon the primal and forbidden school of
passing moment. This dark and sinister spell taps Hemomancy, Blood Lance allows the caster to
into the very essence of blood, siphoning it from the manifest a violent manifestation of life essence itself
veins of their adversaries and using it to fuel the - blood. Hemomancy, it is told, was first practiced by
Blood Witch's own power. the ancient and forgotten denizens of the sunken
kingdom of Vhys, who sought to control the very
Mechanics: As an action, the Blood Witch targets a essence of life in their quest for immortality. Their
creature they can see within 60 feet and makes a dark experiments led them to discover the potent
spell attack roll using their spellcasting ability. On a energy contained within the essence of life itself - the
hit, the target takes 4d6 necrotic damage, and blood blood. Over the centuries, this lost magic resurfaced
vessels rupture within their body, causing them to and evolved into the school of Hemomancy, and the
bleed profusely. The target must make a Constitution notorious Blood Lance became one of the
saving throw against the Blood Witch's spell save fundamental spells taught to practitioners.
DC. On a failed save, the target takes an additional
2d6 necrotic damage at the start of each of their This cantrip calls for the caster to prick a finger, the
turns for the next minute. The target can repeat the spell converting a single drop of blood into a lethal
saving throw at the end of each of their turns, ending projectile. As the words of power are spoken, the
the additional damage on a success. blood transforms into a glowing, red lance, its form
as sharp as any wrought iron spear. This magical
Furthermore, if the target is subjected to any healing javelin crackles with scarlet energy, its surface
before the duration of the hemorrhage ends, the shimmering as if it were not solid but a flowing liquid
Blood Witch can choose to drain the life force held in a lance-like form. Yet it possesses a deadly
instead. The target regains half the normal amount of rigidity that belies its liquid nature.
hit points from the healing effect, and the Blood
Witch gains temporary hit points equal to the amount When the spell is cast, the blood lance is hurled at
drained. the target, seeking to pierce flesh and bone. Should
it strike true, the target takes 1d8 piercing damage as
The Blood Witch can use this ability a number of the lance explodes into a shower of scarlet energy
times equal to their Intelligence modifier (minimum of upon impact. Despite its gruesome origins, the spell
once), and they regain all expended uses after leaves no wound or sign of injury save for the trauma
finishing a long rest. Additionally, when using of the impact itself, the blood used in its casting
Hemorrhage, the Blood Witch's Blood Talisman completely evaporated by the magical process.
pulses with an eerie crimson glow, signifying the dark
power coursing through their veins. A creature targeted by Blood Lance is permitted a
Dexterity saving throw to attempt to evade the attack.
On a successful save, the creature takes half
Spell List: damage, skillfully evading the full brunt of the attack.

This spell scales with the level of the caster. At 2nd


Name: Blood Lance level, the damage increases to 2d8, at 4th level it
School of Magic: Hemomancy (a subfield of increases to 3d8, and at 5th level it increases to 4d8.
Necromancy) This represents the caster's growing proficiency in
Level: 0 (Cantrip) Hemomancy and their increased ability to harness
Casting Time: 1 action the life energy in their blood.
Range: 60 feet
Target: One creature or object within range Name: Blood Bond
Components: Verbal (the words "Exsanguinate School of Magic: Divination
Alacer"), Somatic (a swift, spear-throwing motion), Level: 0

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Casting Time: 1 action increases by 10 minutes for each level above 0.


Range: Touch Additionally, the range of the spell expands, allowing
Target: One willing creature you to establish a bond with a willing creature within
Components: Verbal, somatic 5 feet per level above 0.
Duration: 10 minutes
Saving Throw: None As a caster of Blood Bond, you possess a profound
Spell Resistance: No responsibility to respect the trust and privacy of the
target. Misusing this intimate connection may have
Description: severe consequences, potentially damaging the
Blood Bond is a spell that allows you to forge a bond or straining the relationship between you and
mystical connection with a willing creature, enabling the target.
you to share sensations, emotions, and thoughts. As
you begin casting the spell, your fingertips glow with Note: Blood Bond cannot be cast on unwilling
a soft, pulsating light, symbolizing the ethereal bond creatures or those lacking the capacity for consent,
you are about to create. such as mindless beings or those under the influence
of magical or psychic control.
To initiate the spell, you must gently touch the
creature, allowing a surge of arcane energy to flow
between you. Once the connection is established, Name: Blood Mist
you and the target become linked on a deep School of Magic: Evocation
metaphysical level, transcending the boundaries of Level: 1st level
ordinary communication. Casting Time: 1 action
Range: Self (20-foot radius)
As the Blood Bond takes effect, your consciousness Target: Self
intertwines with that of the target, enabling a Components: Verbal, Somatic
profound sharing of experiences. You can sense Duration: Concentration, up to 1 minute
their emotions, feel their physical sensations, and Saving Throw: None
even delve into their thoughts and memories. This Spell Resistance: No
profound connection allows you to understand their
intentions, fears, and desires, fostering a deep level Description:
of empathy between you and the target. As you begin to cast the Blood Mist spell, you utter
ancient incantations and make intricate gestures with
During the duration of the spell, you and the target your hands. The air around you darkens, and a
can communicate telepathically, exchanging feeling of dread permeates the atmosphere.
thoughts and feelings effortlessly. This connection is Suddenly, crimson droplets materialize out of thin air,
bidirectional, allowing both parties to share their forming a thick mist of blood that surrounds you and
innermost secrets and insights. The thoughts your allies in a 20-foot radius.
transmitted are accompanied by a faint, soothing
melody that resonates in your minds, enhancing the Once the Blood Mist envelops the area, it provides
magical bond between you. concealment, obscuring vision and making it difficult
for enemies to target you and your allies accurately.
While the Blood Bond provides a channel for The mist takes on a reddish hue, causing a sense of
emotional and mental communion, it does not grant unease and discomfort for those within it. It shrouds
control over the target's actions or thoughts. The you in an otherworldly aura, enhancing your
spell is based on trust and understanding, promoting intimidation and presence.
a cooperative and empathetic relationship.
Attempting to exploit or manipulate the shared While within the mist, you and your allies gain the
connection would sever the bond, rendering the spell benefits of partial concealment. Attacks made
ineffective. against you have a higher chance of missing, as the
mist distorts vision and makes it harder for enemies
Casting Blood Bond using a higher-level spell slot to discern your exact position. This provides you with
strengthens the connection and extends the duration. a +2 bonus to AC, making it more challenging for
When cast as a higher-level spell, the duration enemies to land a successful blow.

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slumber, seemingly unaware of their surroundings,


The Blood Mist persists for the duration of the spell as if they were drifting through the depths of an
or until you choose to end it. It requires your otherworldly dream.
concentration to maintain, but you can take other
actions, such as casting additional spells or While affected by Blood Sleep, the target is
attacking, while keeping the mist active. However, if considered unconscious and incapacitated, unable to
you lose concentration, the mist dissipates instantly. take any actions or perceive their surroundings.
However, any external stimulus, such as a loud noise
Enhanced Spell Effects: or a jarring physical touch, has a chance to awaken
When you cast Blood Mist using a spell slot of 2nd them prematurely. The target can make a new
level or higher, the concealment provided by the mist saving throw at the end of each of its turns, ending
becomes even more potent. The bonus to AC the effect on a success.
increases by +1 for each level above 1st, making it
increasingly difficult for enemies to strike you and Enhanced Spell Effects:
your allies. Additionally, the mist becomes more When casting Blood Sleep using a spell slot of 2nd
dense and unsettling, instilling fear in the hearts of level or higher, the potency of the spell increases.
those who dare approach. Creatures hostile to you The range of the spell expands by an additional 30
that start their turn within the mist must make a feet for each slot level above 1st. Additionally, if the
Wisdom saving throw or be frightened until the end target fails its saving throw against the enhanced
of their turn. spell, it remains asleep for the duration of the spell,
even if subjected to minor disturbances that would
Name: Blood Sleep usually awaken them. The target still gets a new
School of Magic: Enchantment saving throw at the end of each turn to end the
Level: 1st level effect.
Casting Time: 1 action
Range: 60 feet Spell Name: Blood Armor
Target: One creature School of Magic: Transmutation
Components: Verbal, somatic Level: 1st level
Duration: 1 minute Casting Time: 1 action
Saving Throw: Wisdom saving throw Range: Self
Spell Resistance: No Target: Self
Components: Verbal, somatic
Description: Duration: Concentration, up to 1 hour
The Blood Sleep spell taps into the mystical forces of Saving Throw: None
the cosmos to manipulate the blood flow within the Spell Resistance: No
target's brain, inducing a profound and magical
slumber. As you cast the spell, you weave intricate Description:
patterns with your hands, tracing the sigils of sleep in Blood Armor is a spell that taps into the raw essence
the air, and whispering ancient incantations that of your own life force, allowing you to temporarily
resonate with the primordial essence of life itself. transform your blood into a protective armor. As you
channel your magical energy, your blood thickens
Upon completing the casting, a subtle, ethereal aura and solidifies, forming a crimson barrier around your
surrounds the targeted creature, causing their vision body. This spell grants you temporary hit points and
to blur momentarily. The spell's effect takes hold, increases your Armor Class (AC) for the duration.
gently influencing the flow of blood within the target's
cerebral veins and arteries. This alteration disrupts Upon casting Blood Armor, you feel a surge of power
their neural signals and triggers a deep sense of coursing through your veins as your blood begins to
drowsiness that overwhelms their consciousness. change. Your skin takes on a faint reddish hue, and
a shimmering aura envelops you, indicating the
The target must make a Wisdom saving throw to presence of the magical barrier.
resist the spell's effects. If they fail, a wave of
lethargy washes over them, and their eyelids grow For the duration of the spell, you gain a number of
heavy with weariness. They succumb to a profound temporary hit points equal to 5 + your spellcasting

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ability modifier. These additional hit points bolster


your resilience, acting as a buffer against incoming With the power of enchantment, you can unleash the
attacks. Any damage you take is first subtracted from dark art of the Blood Hex. This spell allows you to
these temporary hit points before affecting your curse a target with a debilitating hex, imposing
actual health. penalties on their ability checks. As you begin
casting the spell, your voice takes on an eerie tone,
In addition to the temporary hit points, your Armor and your hand traces intricate symbols in the air,
Class increases by 2 for the duration of the spell. imbued with the essence of ancient magic.
The thickened blood armor forms a protective layer
that enhances your natural defenses, making it more When you complete the casting of the Blood Hex,
difficult for foes to land successful blows. This bonus you select a target creature within range. The target
to your AC applies to all forms of attacks, whether becomes cursed as dark tendrils of energy wrap
they be physical strikes, spells, or other magical around them, infiltrating their very essence. The
effects. cursed creature must make a Wisdom saving throw
or be affected by the hex.
Should an opponent attempt to harm you physically
while Blood Armor is active, they may find their While under the influence of the Blood Hex, the
weapons or claws glancing off your resilient barrier, cursed creature experiences a disturbing sensation
their attacks hindered by the supernatural protection of their blood turning thick and sluggish. This impairs
bestowed upon you. Spells and magical effects also their ability to perform effectively, resulting in
face resistance, struggling to penetrate the fortified penalties to their ability checks. The target's skill and
layer of blood armor surrounding you. proficiency seem to falter as they struggle to
overcome the curse.
To maintain the blood armor's potency, you must
concentrate on the spell. If your concentration is For the duration of the spell, the cursed creature has
broken, such as by taking damage or casting another disadvantage on all ability checks. Whether they
spell that requires concentration, the spell ends attempt to pick a lock, climb a wall, persuade an
prematurely, and the protective blood armor NPC, or any other task that relies on their abilities,
dissipates. the curse weighs heavily upon them, making success
elusive.
For each level above 1st at which you cast Blood
Armor, the temporary hit points granted by the spell Enhanced Effects: When you cast Blood Hex using a
increase by 5, and the AC bonus increases by 1. For spell slot of 2nd level or higher, the penalties inflicted
example, if you cast it as a 2nd-level spell, you would on the cursed creature intensify. For each level
gain 10 temporary hit points and increase your AC by above 1st, the target suffers an additional -1 penalty
3. to their ability checks. This increased effect reflects
your mastery over enchantment magic, making the
Note: The Blood Armor spell can only be cast by curse more potent and difficult to overcome.
those who possess an innate connection to their own
life force and have mastered the art of manipulating
blood magic.
Name: Blood Hex Name: Ray of Blood
School of Magic: Enchantment School of Magic: Blood Sorcery
Level: 1st level Level: 1st level
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Target: One creature Target: One creature
Components: Verbal, somatic Components: Verbal, somatic
Duration: Concentration, up to 1 minute Duration: Instantaneous
Saving Throw: Wisdom saving throw Saving Throw: Constitution saving throw for half
Spell Resistance: Yes damage, plus additional saving throw for poison
effect
Description: Spell Resistance: No

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Target: One creature


Description: Components: V, S
Ray of Blood is a spell rooted in the dark arts of Duration: Concentration, up to 1 minute
Blood Sorcery, a forbidden school of magic that Saving Throw: Wisdom saving throw
draws upon the life essence of living beings. With Spell Resistance: No
this spell, the caster taps into the primordial power of
tainted blood, channeling it into a focused beam of Description:
crimson energy. As the spell is cast, the air around Blood Puppet is a spell that taps into the primal
the caster becomes heavy with an unsettling aura, as forces of life and control, allowing the caster to
if the very fabric of reality recoils from the malevolent manipulate the blood within a creature's body, forcing
energy being harnessed. them to move and act against their will. As the spell
is cast, the air crackles with an eerie energy, and the
With a swift incantation and a sweeping gesture, the caster's eyes glow with a deep crimson hue.
caster releases the Ray of Blood toward a chosen
target within range. The beam, tinged with a sickly To cast Blood Puppet, you must make a successful
hue, streaks through the air with unholy speed, melee spell attack against the target, breaking their
leaving a faint trail of mist in its wake. Upon impact, skin with a touch to establish a connection with their
the beam explodes into a burst of corrupting energy, bloodstream. The target must then make a Wisdom
causing damage to the unfortunate victim. saving throw. On a failed save, the target's blood
becomes infused with magical energy, and you gain
The Ray of Blood inflicts 1d8 necrotic damage to the control over their movements.
target upon a successful hit. In addition to the initial
damage, the tainted blood carries a virulent poison, While under the effects of Blood Puppet, the target's
causing the target to make a Constitution saving body appears as if controlled by invisible strings,
throw. On a failed save, the target suffers an their motions jerky and unnatural. You can use your
additional 1d4 poison damage and becomes action on subsequent turns to control the target's
poisoned for 1 minute. The target can repeat the actions. The controlled creature follows your
saving throw at the end of each of its turns, ending commands to the best of its ability, though it retains
the poison effect on a success. its mental faculties and can resist taking obviously
self-destructive or suicidal actions.
Casting Ray of Blood using a spell slot of 2nd level
or higher increases the damage inflicted by the spell. The enhanced effects when casting Blood Puppet
For each level higher than 1st, the initial damage using a higher level spell slot are as follows:
increases by 1d8, and the poison damage increases
by 1d4. - 3rd Level: The spell's duration increases to 10
minutes.
It is worth noting that this spell is not without its risks. - 5th Level: The spell's duration increases to 1 hour.
The tainted nature of the blood used in this spell
makes it especially difficult to control, and as a result, While controlling a creature with Blood Puppet, you
the caster must possess a steady hand and a can use your bonus action to release your control
disciplined mind. Failure to properly focus the spell's prematurely, ending the spell. The target regains
energy may result in unintended consequences, control over their body, but they might be left
such as the spell veering off course or backfiring on disoriented and shaken by the experience.
the caster. Additionally, the use of such dark magic
may have repercussions in certain societies or draw It is important to note that creatures with exceptional
the attention of beings who abhor the manipulation of fortitude or those resistant to magical manipulation
life force. may have advantage on the Wisdom saving throw
against Blood Puppet, making it more challenging to
Name: Blood Puppet control them. Additionally, creatures lacking a
School of Magic: Transmutation circulatory system or blood are immune to the effects
Level: 1st level of this spell.
Casting Time: 1 action
Range: Touch Name: Blood Boil

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School of Magic: Evocation Level: 2nd level


Level: 2 Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 60 feet Target: One creature
Target: One creature Components: Verbal, Somatic, Material (a vial of
Components: V, S your own blood)
Duration: Instantaneous Duration: Concentration, up to 1 minute
Saving Throw: Constitution saving throw Saving Throw: Wisdom saving throw
Spell Resistance: Yes Spell Resistance: No

Description: Description:
Blood Enthrall is a potent spell that harnesses the
As you channel your arcane power, you unleash the power of blood magic to captivate and control the
dreadful spell known as Blood Boil. This spell taps attention of creatures within range. As you begin
into the raw elemental forces of fire and the vitality of casting the spell, you draw a vial of your own blood
living creatures, causing their very blood to ignite and and channel its essence, infusing it with mystical
scorch their insides. energy.

When you cast Blood Boil, you choose a target When you complete the casting of the spell, you
creature within range. The targeted creature must choose a single creature within 60 feet that you can
make a Constitution saving throw or suffer the fiery see. The target must make a Wisdom saving throw
consequences. On a failed save, the blood within the or become entranced by the compelling force of your
creature rapidly heats up, inflicting 3d6 fire damage. blood magic. While enthralled, the target's attention
The intense heat causes the victim's skin to flush and becomes solely focused on you, and they are
blister, emitting a faint, smoky aroma. In addition to compelled to obey your commands to the best of
the initial damage, the target must make a Dexterity their abilities.
saving throw to avoid bursting into flames. On a
failed save, the target ignites, taking an additional While under the effect of Blood Enthrall, the target is
1d6 fire damage at the start of each of its turns until considered charmed and has disadvantage on
the flames are extinguished. Wisdom saving throws made to break free from the
spell's influence. Additionally, if you or your allies
The infernal heat generated by Blood Boil is attack the charmed creature, it has advantage on its
incredibly intense, and it can be felt even by those saving throw to end the spell. The target will continue
nearby. Any creature within 10 feet of the target must to follow your commands until the spell ends, or until
also make a Dexterity saving throw. On a failed save, you issue a command that is obviously self-harmful
they take half the initial fire damage, while a or violates its alignment.
successful save negates the damage.
If you cast Blood Enthrall using a spell slot of 3rd
Higher-level Casting: When you cast this spell using level or higher, you can target an additional creature
a spell slot of 3rd level or higher, the fire damage for each slot level above 2nd. The creatures must be
increases by 1d6 for each slot level above 2nd. within 30 feet of each other when you cast the spell.
Each target makes a separate saving throw.
Although Blood Boil is a potent and fearsome spell, it
does have limitations. It can only affect living
creatures with circulatory systems, as it relies on the Name: Clean Blood
manipulation of blood. Constructs, undead, and other School of Magic: Restoration
creatures lacking blood are immune to its effects. Level: 2nd level
Additionally, creatures with high resistance or Casting Time: 1 action
immunity to fire may mitigate the damage inflicted by Range: Touch
this spell. Target: One creature
Components: Verbal, somatic
Name: Blood Enthrall Duration: Instantaneous
School of Magic: Blood Magic Saving Throw: None

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Spell Resistance: No threats. Whether battling a venomous creature in the


depths of a treacherous jungle or confronting a dark
Description: Clean Blood is a potent restorative sorcerer's curse, this spell ensures that the life force
spell that harnesses the power of magic to purify the flowing through one's veins remains pure and
bloodstream of a targeted creature. By invoking the untainted.
mystical forces of Restoration, the caster can
cleanse the target's body from diseases, poisons, or Remember, the power of Clean Blood is boundless,
any negative conditions caused by blood-related for blood is the essence that sustains life, and
effects. through this spell, its sanctity shall be preserved.

When casting Clean Blood, the spellcaster must


physically touch the intended recipient, focusing their Name: Blood Mist Form
magical energies through their fingertips to establish School of Magic: Transmutation
a vital connection. As the incantation is spoken with Level: 2
precision and grace, the somatic gestures intertwine Casting Time: 1 action
with the words, creating a harmonious synergy that Range: Self
channels the spell's power. Target: Self
Components: Verbal, Somatic
Upon successfully casting Clean Blood, a warm, Duration: Concentration, up to 1 hour
radiant glow envelops the target's body, illuminating Saving Throw: None
their skin from within. The healing energy permeates Spell Resistance: No
their bloodstream, acting as a beacon of purity
against the corrupted influences that ail them. Any Description:
diseases or toxins within the target's blood are As you weave the arcane energies around you, your
instantly neutralized, rendered harmless and body gradually dissipates into a swirling mist of
expelled from the body. crimson hues. You become intangible and ethereal,
transforming into a cloud of thick, billowing mist. This
In addition to eliminating diseases and toxins, Clean mist grants you the ability to pass through small
Blood also eradicates any negative conditions that openings and provides resistance to non-magical
result from blood-related effects. For example, if the damage, protecting you from harm.
target has been afflicted by a curse that causes their
blood to boil and induces a debilitating fever, this While in your mist form, you can move freely through
spell would cleanse their blood, dissipating the curse spaces as small as a keyhole or the crack beneath a
and restoring the target to a healthy state. door. This ability allows you to infiltrate secure areas,
bypassing barriers and traps that would normally
When cast using a spell slot of 3rd level or higher, impede your progress. You glide effortlessly along
Clean Blood's effectiveness is enhanced. The spell the ground, hovering just above the surface, with
can cleanse more potent diseases, neutralize your form undulating and shifting like a dense fog.
powerful toxins, and overcome stronger blood-
related afflictions. Furthermore, the caster can target The mist that comprises your form is resistant to
additional creatures for each slot level above 2nd, physical harm, rendering you less vulnerable to
providing aid to a group of allies suffering from mundane attacks. You gain resistance to all non-
bloodborne afflictions. magical damage, such as slashing, piercing, and
bludgeoning damage. However, magical attacks or
It is important to note that Clean Blood is specialized effects can still harm you as they can disrupt the
in blood-related conditions and does not provide arcane composition of your misty form.
healing for wounds or injuries. Its purifying effects
are limited to the circulatory system, focusing solely The transformation lasts for the duration of your
on the ailments that stem from the blood itself. concentration, up to 1 hour. During this time, you can
revert to your normal form as an action. If your
Mages who specialize in Restoration magic often concentration is broken, the spell ends prematurely,
seek out Clean Blood, recognizing its invaluable and you revert to your original form.
ability to cleanse and protect against bloodborne

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Enhanced Spell Effects: spell. For example, if you cast a 2nd-level spell that
- When cast using a 3rd-level spell slot or higher, the heals, it would heal for an additional 2d8 hit points.
duration of the spell increases by 1 hour for each slot However, the dark magic of Blood Sacrifice comes at
level above 2nd. Additionally, the resistance to non- a cost. While the spell is active, you suffer from a
magical damage also extends to include damage weakened state, causing you to have disadvantage
dealt by magical weapons or spells of 2nd level or on all Constitution saving throws and ability checks.
lower. This allows you to withstand a wider range of Additionally, any healing you receive during this time
attacks and enhances your defensive capabilities. is halved, as your body struggles to mend itself due
to the self-inflicted harm.
Name: Blood Sacrifice
School of Magic: Transmutation When you cast Blood Sacrifice using a spell slot of
Level: 2 3rd level or higher, the additional damage, saving
Casting Time: 1 action throw DC increase, and healing benefits are further
Range: Self enhanced. For each level above 2nd, the additional
Target: Self damage and healing increase by an additional d6 or
Components: Verbal, Somatic d8 respectively, and the saving throw DC increases
Duration: Concentration, up to 1 minute by an additional 1.
Saving Throw: None
Spell Resistance: No As the spell duration ends, you feel drained and
exhausted, your vitality depleted by the sacrifice you
Description: have made. You cannot cast Blood Sacrifice again
As you delve into the depths of forbidden arcane until you finish a long rest, as your body needs time
knowledge, you unlock the secrets of Blood to recover from the toll it has taken.
Sacrifice, a potent transmutation spell that allows you
to channel your own life force to amplify your
spellcasting abilities. Through this spell, you willingly Name: Blood Cascade
inflict damage upon yourself, tapping into the primal School of Magic: Necromancy
energies that flow within your veins. Level: 3
Casting Time: 1 action
When you cast Blood Sacrifice, you must willingly Range: 60 feet
take a portion of your own life force, sacrificing hit Target: A 10-foot wide line originating from you
points equal to 2d8 + your spellcasting ability Components: Verbal, Somatic
modifier. This damage cannot be reduced or Duration: Instantaneous
prevented by any means and is considered self- Saving Throw: Dexterity saving throw
inflicted. The pain and sacrifice fuel your magic, Spell Resistance: Yes
granting you enhanced spellcasting prowess for the
duration of the spell. Description: With a dark incantation and a sweeping
gesture, you summon the forces of blood magic to
While under the effects of Blood Sacrifice, the unleash a horrifying torrent of crimson liquid upon
potency and effectiveness of your spells are your foes. A line of blood, 10 feet wide, bursts forth
heightened. The spell grants you the following from your location and rushes forward in a cascading
benefits: wave. The torrent of blood surges with an unsettling
power, causing damage and knocking prone any
The damage of any spells you cast that deal damage unfortunate creatures caught in its path.
is increased by 1d6 for each spell level used to cast
the spell. For example, if you cast a 2nd-level spell All creatures in the line must make a Dexterity saving
using a 2nd-level spell slot, the damage of that spell throw. On a failed save, a creature takes 4d6
would be increased by 2d6. necrotic damage and is knocked prone. On a
The saving throw DC of any spells you cast that successful save, the creature takes half damage and
require targets to make saving throws is increased is not knocked prone. The damage inflicted by Blood
by 2. Cascade increases by 1d6 for each spell level above
The healing provided by any spells you cast is 3rd.
increased by 1d8 for each spell level used to cast the

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The line of blood flows around corners and fills every hit point and is stabilized. This spell has no effect on
crevice, leaving no escape for those caught within its undead or constructs. When cast using a spell slot of
path. The macabre torrent lasts but an instant before 4th level or higher, the target returns to life with
vanishing into thin air, leaving only an eerie silence in additional hit points equal to the level of the spell slot
its wake. used minus 3.

Higher Level Casting: When you cast this spell


using a spell slot of 4th level or higher, the damage Name: Blood Bind
increases by an additional 1d6 for each slot level School of Magic: Necromancy
above 3rd. Level: 3
Casting Time: 1 action
Name: Vampire Bite Range: 30 feet
School of Magic: Necromancy Target: Up to 6 willing creatures within range
Level: 3 Components: Verbal, Somatic, Material (a drop of
Casting Time: 1 action blood from each target creature)
Range: Touch Duration: Concentration, up to 1 hour
Target: One creature Saving Throw: None
Components: Verbal, Somatic Spell Resistance: No
Duration: Instantaneous Description: This spell creates a powerful blood
Saving Throw: Constitution saving throw bond between multiple creatures, allowing them to
Spell Resistance: Yes share hit points and distribute damage. When you
cast this spell, choose up to 6 willing creatures within
Description: With a touch, you drain the life essence range. For the duration of the spell, these creatures
from a creature, replenishing your own hit points. are linked by a bond of blood. When one of the
The target must make a Constitution saving throw. bonded creatures takes damage, that damage is
On a failed save, the target takes 3d6 necrotic distributed evenly among all bonded creatures. Each
damage, and you regain hit points equal to half the bonded creature takes an equal share of the
amount of necrotic damage dealt. On a successful damage, rounded down. If the damage cannot be
save, the target takes half damage, and you do not evenly divided, the remaining points of damage are
regain any hit points. This spell has no effect on assigned randomly among the bonded creatures.
undead or constructs.
At Higher Levels: When you cast this spell using a
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one
spell slot of 4th level or higher, the damage additional creature for each slot level above 3rd.
increases by 1d6 for each slot level above 3rd.

Name: Stinking Blood Cloud


Name: Restore Blood School of Magic: Conjuration
School of Magic: Necromancy Level: 3
Level: 3 Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Touch Target: 20-foot radius sphere
Target: One creature Components: Verbal, Somatic, Material (a vial of
Components: Verbal, Somatic, Material (a drop of putrid blood)
blood from a living creature) Duration: Concentration, up to 1 minute
Duration: Instantaneous Saving Throw: Constitution saving throw
Saving Throw: None Spell Resistance: No
Spell Resistance: No
Description: With a touch and an incantation, the Description:
caster utilizes the power of blood magic to restore life Stinking Blood Cloud is a spell that taps into the
to a creature that has recently died. The target must mysterious and volatile nature of blood chemistry. As
have died no more than 1 minute ago and must not you begin casting the spell, you utter incantations
have died of old age. The target returns to life with 1 that resonate with the essence of life force,

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Chapter 5 Advanced Classes Hexmaster

channeling your energy into the air around you. You the caster's blood)
then sprinkle the vial of putrid blood into the air, Duration: Concentration, up to 1 minute
releasing its foul contents and triggering a chain Saving Throw: Constitution saving throw
reaction of alchemical reactions. Spell Resistance: Yes

Once cast, a noxious cloud of crimson mist Description:


materializes within the designated area. The cloud is Bestow Blood Curse is a powerful necromantic spell
dense and swirling, diffusing an overpowering stench that allows the caster to inflict a potent curse upon a
that immediately assaults the senses of any creature targeted creature, subjecting them to various
unfortunate enough to be caught within its range. detrimental effects and penalties. As the spell is cast,
The odor is a combination of decay, rancid meat, and the air around the caster darkens, and an eerie
the unmistakable scent of blood. crimson mist swirls forth from their outstretched
hand, enveloping the target in an ominous shroud.
Any creature that starts its turn within the cloud or
enters it for the first time on a turn must make a Upon a failed Constitution saving throw, the cursed
Constitution saving throw. On a failed save, the creature is afflicted by the curse, experiencing
creature becomes nauseated, its stomach churning immediate and long-lasting effects. The target's
with an intense discomfort. The nauseated creature movements become sluggish, as if their very blood
is incapacitated and suffers disadvantage on ability has turned to molasses. Their Dexterity and Strength
checks, attack rolls, and saving throws. Additionally, scores are reduced by 2 for the duration of the curse.
the noxious fumes cause the affected creature to
retch, making it unable to cast spells with verbal In addition, the cursed creature finds their life force
components until the start of its next turn. drained, causing them to suffer continuous damage.
At the end of each of their turns, the target takes 2d6
The cloud of Stinking Blood Cloud lingers in the area necrotic damage as their blood begins to rot within
for the duration of the spell, swirling and expanding their veins. The curse intensifies with each passing
with each passing second. The cloud provides turn, and the necrotic damage increases by 1d6 for
concealment, heavily obscuring the affected area, every subsequent turn the curse remains active.
making it difficult for creatures to perceive each
other. However, this obscurement does not provide The cursed creature also finds their magical potential
any cover against attacks. hindered. While under the influence of Bestow Blood
Curse, the target has disadvantage on all
Enhanced Spell Effects: spellcasting ability checks and saving throws.
When you cast Stinking Blood Cloud using a spell
slot of 4th level or higher, the effects of the spell Furthermore, the curse inflicts a profound
become more potent. The radius of the cloud psychological toll, making it harder for the target to
increases by 5 feet for every level above 3rd. resist fear and intimidation. The target has
Additionally, creatures affected by the spell must disadvantage on Wisdom saving throws against
make the Constitution saving throw at the start of being frightened or charmed.
their turn, even if they have already succeeded on a
previous save. The stench becomes even more Enhanced Spell Effects:
overpowering, causing creatures to suffer When Bestow Blood Curse is cast using a spell slot
disadvantage on attack rolls and ability checks for of 4th level or higher, the penalties and effects of the
the duration of the spell. curse are enhanced. The initial ability score
reduction increases by 1 for every spell slot level
above 3rd. The necrotic damage inflicted at the end
Name: Bestow Blood Curse of each turn increases by an additional 1d6 for every
School of Magic: Necromancy slot level above 3rd.
Level: 3
Casting Time: 1 action It is important to note that Bestow Blood Curse can
Range: 60 feet only be cast on living creatures with a circulatory
Target: One creature system. Constructs, undead, and creatures without
Components: Verbal, somatic, material (a drop of blood are immune to the curse's effects.

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force of the caster to rejuvenate the living.


The curse can be dispelled by a successful casting Additionally, the spell requires the caster to be in a
of Remove Curse or similar magic, or by the death of physically healthy state, as attempting to use Blood
the cursed creature. Additionally, the curse is broken Transfusion while severely wounded could lead to
if the caster loses concentration or is incapacitated catastrophic consequences, further draining the
during the duration of the spell. caster's vitality or even risking their own demise.

Name: Blood Transfusion


School of Magic: Necromancy Name: Blood Fear
Level: 3 School of Magic: Enchantment
Casting Time: 1 action Level: 3
Range: Touch Casting Time: 1 action
Target: One creature Range: Self (30-foot radius)
Components: V, S, M (a small vial of the caster's Target: Creatures within range
blood) Components: Verbal, somatic
Duration: Instantaneous Duration: Concentration, up to 1 minute
Saving Throw: None Saving Throw: Wisdom saving throw
Spell Resistance: No Spell Resistance: No

Description: Description:
Blood Transfusion is a potent spell that taps into the Blood Fear taps into the arcane power of
dark forces of necromancy to allow the caster to manipulating the essence of blood within oneself,
sacrifice a portion of their own life force in order to unleashing an aura of terror that envelops the
heal a target creature. By willingly shedding their surroundings. As you cast the spell, a crimson mist
own blood, the caster channels their vitality into the emanates from your body, swirling and pulsating with
wounded creature, revitalizing their body and a menacing energy. The mist spreads outward,
mending their injuries. affecting all creatures within a 30-foot radius, causing
them to experience intense fear and trepidation.
To cast this spell, the caster must make physical
contact with the target creature, placing their hand When you cast Blood Fear, each creature within
upon their skin. As the spell is cast, an ethereal aura range must make a Wisdom saving throw. On a
surrounds the caster's hand, pulsating with a crimson failed save, the target becomes frightened for the
glow. The caster then opens a small vial containing duration of the spell. While frightened, the affected
their own blood and lets a few drops fall onto the creatures have disadvantage on ability checks and
target's body, where they are instantly absorbed. attack rolls while the source of their fear is within
sight. They also cannot willingly move closer to the
Upon completion of the spell, the target creature is source of their fear.
restored a number of hit points equal to the hit points
sacrificed by the caster. The caster, however, suffers Furthermore, the sheer terror inflicted by Blood Fear
a loss of hit points equal to the amount transferred. causes creatures to suffer from the weight of their
This act of self-sacrifice demonstrates the ultimate own anxieties. At the start of each of their turns,
commitment to healing and the willingness to endure frightened creatures take 3d6 psychic damage. A
pain to alleviate the suffering of others. successful Wisdom saving throw at the end of their
turn ends the frightened condition, and they no
Enhanced Spell Effects: longer take the psychic damage.
When casting Blood Transfusion using a spell slot of
4th level or higher, the healing effect is amplified. For Enhanced Spell Effects:
each slot level above 3rd, the caster can transfer an
additional 1d8 hit points to the target creature, and When you cast this spell using a spell slot of 4th level
the caster's sacrifice increases by the same amount. or higher, the psychic damage increases by 1d6 for
each slot level above 3rd.
It is important to note that this spell cannot be used When cast using a spell slot of 5th level or higher,
to heal undead creatures, as it draws upon the life the range of the spell increases by 10 feet.

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Chapter 5 Advanced Classes Hexmaster

When cast using a spell slot of 6th level or higher, maintaining spells. Additionally, whenever you cast a
the frightened creatures have disadvantage on their spell of 1st level or higher while under the effects of
Wisdom saving throws to end the frightened Bloodstone Surge, you gain a bonus to the spell's
condition. damage equal to your spellcasting ability modifier.
When cast using a spell slot of 7th level or higher,
the psychic damage inflicted increases by 1d6. The surge of blood magic energy is so intense that it
When cast using a spell slot of 8th level or higher, also temporarily disrupts the natural flow of magic in
the frightened creatures have disadvantage on all the area. Any magical effects or spells of 3rd level or
saving throws. lower within the radius of the spell are automatically
When cast using a spell slot of 9th level, the range dispelled, extinguishing their magical properties.
increases by 30 feet, and the psychic damage
increases by 1d6. At Higher Levels:
Note: The spell can only affect creatures that When you cast Bloodstone Surge using a spell slot
understand the concept of fear. Constructs, undead, of 4th level or higher, the damage of the surge
and other creatures incapable of experiencing fear increases by 1d8 for each slot level above 3rd.
are immune to the effects of Blood Fear. Additionally, the bonus to spell damage from your
spellcasting ability modifier increases by +1 for each
slot level above 3rd.
Name: Bloodstone Surge
School of Magic: Evocation
Level: 3
Casting Time: 1 action
Range: Self (10-foot radius)
Target: All creatures within range
Components: Verbal, Somatic, Material (a small
bloodstone)
Duration: Concentration, up to 1 minute
Saving Throw: Constitution saving throw for half
damage
Spell Resistance: No

Description:
As you tap into the wellspring of blood magic, a
surge of raw energy emanates from your body,
causing the air around you to crackle with crimson
sparks. The ground beneath your feet trembles as
your veins pulse with power. Bloodstone Surge is a
spell that combines destructive force with enhanced
spellcasting abilities.

Upon casting the spell, a wave of pulsating energy


erupts from your body, extending outward in a 10-
foot radius. All creatures within range, including
enemies and allies, are engulfed by the swirling
crimson mists of blood magic. The surge deals 4d8
necrotic damage to each creature caught in its grasp,
as their life force is momentarily drained by the
intense magical energies.

Furthermore, for the duration of the spell, your own


spellcasting abilities become heightened. Your
connection to the arcane becomes more potent,
granting you advantage on concentration checks for

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Name: Champion they may lack versatility compared to other classes.


Role: Damage dealer, leader They rely heavily on their physical abilities and may
Hit Die: d12 struggle in situations that require more finesse or
Primary Ability: Strength, Charisma magical prowess. Additionally, their reliance on
Saving Throws: Strength, Constitution close-quarters combat makes them vulnerable to
Armor Proficiencies: All armor types enemies with ranged or magical attacks.
Weapon Proficiencies: Simple weapons, martial
weapons Organizations:
Tool Proficiencies: None 1. The Order of the Radiant Blade: An ancient
Skills: Choose any two skills (Athletics, Intimidation, knightly order dedicated to defending the innocent
Perception, Persuasion) and upholding justice. Champions who join this
Spellcasting: The Champion does not possess any organization receive advanced training in combat
spellcasting abilities. techniques and are revered as paragons of honor
and chivalry.
Class Overview: 2. The Shadow Reavers: A secretive guild of elite
The Champion is a formidable warrior and a symbol warriors who operate in the shadows, assassinating
of courage and heroism. They are skilled combatants powerful foes and protecting valuable secrets.
who inspire their allies and strike fear into the hearts Champions who join the Shadow Reavers learn
of their enemies. Champions excel in close-quarters specialized techniques to strike fear into the hearts of
combat and possess exceptional physical prowess. their enemies and excel at subterfuge.
With their commanding presence and charismatic 3. The Ironclad Legion: A renowned mercenary
personality, they can rally their comrades, challenge company composed of battle-hardened Champions.
foes to duels, and perform awe-inspiring feats of The Ironclad Legion offers their services to the
martial skill. highest bidder, taking on dangerous missions that
require their exceptional combat skills. They are
Level Progression: known for their unyielding loyalty to their contracts
1st: Improved Critical, Remarkable Athlete and their unbreakable discipline.
2nd: Fighting Style, Battle Momentum
3rd: Champion Archetype, Martial Archetype Notable Users:
4th: Extra Attack 1. Sir Aldric Ironfist: A legendary Champion who
5th: Extra Attack (2), Indomitable Resilience wielded a mythical warhammer said to be forged by
ancient dwarven gods. Sir Aldric single-handedly
Equipment: The Champion starts with the following defended his kingdom from hordes of demonic
equipment: a martial weapon of choice, a shield or invaders and was renowned for his unwavering
another martial weapon, chain mail or another type resolve and unbreakable spirit.
of armor, a light crossbow with 20 bolts, an explorer's 2. Lady Seraphina Dawnblade: A charismatic
pack, and a symbol of heroism (a token, a flag, or a Champion who led a rebellion against a tyrannical
personal memento). sorcerer-king. With her inspiring speeches and
masterful swordplay, she rallied the oppressed and
Requirements: To become a Champion, one must liberated the land from the sorcerer-king's reign.
possess exceptional physical prowess and 3. Kaelin Blackthorn: A mysterious Champion known
unwavering courage. There are no specific level or for his enigmatic nature and dark past. He wields a
background requirements to pursue this class, but it cursed blade that drains the life force of his enemies,
favors those with high strength and charisma. granting him unmatched strength but also consuming
his own vitality. Kaelin walks a dangerous path
Appearance: A typical Champion stands tall and between hero and anti-hero, haunted by his inner
proud, exuding an aura of confidence and heroism. demons.
They are often clad in magnificent, well-crafted armor
adorned with intricate designs and symbols of valor. Adventure Hooks:
Their muscular physique and battle-hardened visage 1. The Prophecy of the Unbroken Blade: Legends
reflect their dedication to the art of combat. speak of an ancient artifact, the Unbroken Blade,
said to grant immeasurable power to the Champion
Limitations: While the Champion excels in combat, who wields it. The party embarks on a perilous quest

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Chapter 5 Advanced Classes Hexmaster

to locate this artifact, facing treacherous dungeons, Level: 1st


cunning adversaries, and the wrath of those who Description: The Champion's combat skills are
seek to claim the weapon for themselves. honed to a level of unmatched precision. Through
2. The Trial of Champions: The rulers of a powerful rigorous training and innate talent, they have
city-state are organizing a grand tournament to find developed a keen eye for exploiting their opponents'
the mightiest Champion. The party is invited to weaknesses, allowing them to strike with deadly
participate, testing their combat prowess against accuracy.
formidable adversaries, navigating political intrigue,
and uncovering the dark secrets behind the Mechanics: Whenever the Champion scores a
tournament. critical hit with a weapon attack, their attack becomes
3. The Fallen Hero: A renowned Champion has gone even more devastating. The critical hit range of the
rogue, turning against their former allies and Champion's weapon is expanded, granting them an
embracing darkness. The party is tasked with increased chance to score a critical hit. This feature
bringing this fallen hero to justice or, if possible, enhances the Champion's ability to capitalize on
redeeming them. They must track down the rogue critical strikes, turning them into moments of
Champion and confront them, facing the challenging immense damage and triumph.
dilemma of saving a once-great hero from their own
inner demons. Mechanics (Specifics): The Champion's critical hit
range is extended by 1. Normally, a critical hit is
Variants: scored when the attack roll is a natural 20 on the
1. Spellbound Champion: In some regions of Maxxia, d20. With this feature, the Champion will score a
Champions develop a unique bond with arcane critical hit on a natural 19 or 20. For example, if the
forces. These Spellbound Champions gain limited Champion wields a longsword (which typically has a
spellcasting abilities, drawing upon their charisma to critical hit range of 20), their critical hit range
cast spells that enhance their combat prowess or aid becomes 19-20. This means that when they roll a 19
their allies. or 20 on the attack roll, the attack is considered a
2. Psionic Enforcer: In the depths of ancient ruins, critical hit, resulting in double the normal damage.
some Champions unlock dormant psionic powers. The expanded critical hit range does not stack with
These Psionic Enforcers possess extraordinary other effects that modify the critical hit range.
mental abilities, allowing them to augment their
physical prowess with telekinetic strength, Name: Remarkable Athlete
precognitive awareness, and the power to Level: 1st
manipulate the minds of their foes. Description: As a Champion, your physical prowess
and training enable you to perform incredible athletic
Comments: feats that surpass the limits of ordinary mortals. The
Ah, the Champion, the epitome of strength and valor. Remarkable Athlete feature enhances your physical
While lacking the mystical talents of spellcasters or abilities, allowing you to push your body beyond its
the cunning of rogues, the Champion embodies the normal boundaries.
unyielding spirit of a true hero. They inspire their
comrades and strike fear into their enemies, forging Mechanics:
their legend through deeds of unparalleled bravery. A When making a Strength (Athletics) or Dexterity
Champion's presence on the battlefield can turn the (Acrobatics) check, you can add half your proficiency
tide of battle, instilling hope in the hearts of allies and bonus (rounded up) if you are not already proficient
sowing despair in the hearts of foes. Whether they in the skill. If you are already proficient, you instead
wield ancient weapons or brandish their fists alone, double your proficiency bonus.
the Champion stands as an indomitable force, a In addition, your extraordinary athleticism grants you
beacon of light amidst the shadows of Maxxia's the following benefits:
ancient and treacherous world. Jumping Distance: The distance you cover when
making a long jump is increased by a number of feet
equal to your Strength modifier.
High Jump: The height you can reach when making
a high jump is increased by a number of feet equal to
Name: Improved Critical three times your Strength modifier.

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Falling Damage Resistance: You treat falls as if they saving throw against your Charisma saving throw
were 20 feet shorter when determining falling DC. On a failed save, the target suffers a debilitating
damage. This feature doesn't eliminate fall damage effect based on the damage type:
entirely but lessens its impact on you.
For example, let's say you have a Strength modifier - Slashing: The target's movement speed is reduced
of +3 and are not proficient in Athletics. If you by 10 feet until the end of their next turn.
attempt to make a long jump, you would normally - Piercing: The target has disadvantage on their next
cover a distance equal to your Strength score. attack roll before the end of their next turn.
However, with Remarkable Athlete, you would cover - Bludgeoning: The target has disadvantage on
a distance equal to your Strength score plus an Strength saving throws until the end of their next
additional 3 feet (your Strength modifier). turn.
- Thunder, Lightning, or Force: The target is stunned
Similarly, when making a high jump, you would until the end of their next turn.
normally reach a height equal to three plus your
Strength modifier. With Remarkable Athlete, your The precision strikes can only be used once per turn
jump height would be three plus three times your and are lost if the attack misses or the target is
Strength modifier. immune to the damage type.

With regards to falling, if you were to fall from a 3. Agile Parry: When you are wielding a finesse
height of 60 feet, the Remarkable Athlete feature weapon and hit a creature with a melee attack, you
would reduce the falling damage calculation to that of can use your reaction to parry the opponent's attack.
falling from a height of 40 feet. Roll a d10 and add your Strength or Charisma
modifier (your choice) plus your proficiency bonus to
2nd: Fighting Style the roll. If the total is higher than the attacker's roll for
Name: Versatile Duelist the attack, you can reduce the damage taken by an
Level: 2nd amount equal to your proficiency bonus plus your
Description: The Champion's mastery of combat Dexterity or Constitution modifier (your choice).
extends beyond brute force. With the Versatile
Duelist fighting style, they become a master of Instead of Versatile Duelist you may choose one
adaptability, able to seamlessly switch between fighting style from the options below:
offense and defense in the heat of battle. Their skill
and finesse allow them to exploit weaknesses in their - Two-Weapon Fighting: When you engage in two-
opponents' defenses, making them a formidable weapon fighting, you can add your ability modifier to
opponent in any encounter. the damage of the second attack.
- Defense: While wearing armor, you gain a +1
Mechanics: When you choose this fighting style at bonus to your Armor Class.
2nd level, you gain the following benefits: - Archery: You gain a +2 bonus to attack rolls you
1. Duelist Stance: While wielding a one-handed make with ranged weapons.
melee weapon and no other weapon, you gain a +1 - Great Weapon Fighting: When you roll a 1 or 2 on a
bonus to your Armor Class. Additionally, when you damage die for an attack you make with a two-
are hit by a melee attack, you can use your reaction handed melee weapon, you can reroll the die and
to make a Dexterity saving throw. On a successful must use the new roll.
save, you can choose to reduce the damage taken - Protection: When a creature you can see attacks a
by half. target other than you that is within 5 feet of you, you
can use your reaction to impose disadvantage on the
2. Precision Strikes: Whenever you hit a creature attack roll.
with a weapon attack using a finesse or versatile - Close Quarters Shooter: You are unaffected by
weapon, you can choose to sacrifice some of your being within 5 feet of a hostile creature when you
damage to increase your chances of hitting vital make a ranged weapon attack.
areas. Before rolling damage, you can declare that - Blind Fighting: You have blindsight with a range of
you're making a precision strike. If you do, roll a d4 10 feet. Within that range, you can effectively see
and subtract the result from the damage dealt. If the anything that isn't behind total cover, even if you're
attack hits, the target must make a Constitution blinded or in darkness.

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- Mariner: You gain a swimming speed and a battlefield.


climbing speed equal to your current walking speed.
Additionally, you have a +1 bonus to your Armor Name: Path of the Colossus
Class while not wearing heavy armor. Level: 3rd
Description: The Path of the Colossus transforms
Name: Battle Momentum the Champion into an unstoppable force, imbuing
Level: 2nd them with immense strength and resilience. They
Description: The Champion taps into their inner become a living monument on the battlefield,
reserves of strength and determination, harnessing capable of shrugging off blows and delivering
the raw energy of combat to push beyond their limits. devastating attacks.
With Battle Momentum, they gain the ability to Mechanics:
perform extraordinary actions with unparalleled Colossal Resilience: The Champion gains an
speed and precision. additional hit point maximum equal to their
Constitution modifier for each level they have in the
Mechanics: Once per short rest, as a bonus action, Champion class.
the Champion can activate their Battle Momentum, Titanic Strike: Once per turn, when the Champion
gaining the benefits of an additional Action Surge for hits a creature with a melee weapon attack, they can
a limited duration. During this time, their reflexes choose to expend a bonus action to maximize the
become lightning-fast, allowing them to perform damage dealt by the weapon attack. This feature can
incredible feats on the battlefield. be used a number of times equal to the Champion's
Charisma modifier (minimum of 1). The expended
When Battle Momentum is activated, the Champion uses are regained after finishing a long rest.
gains the following benefits for 1 minute: Unstoppable Momentum: Whenever the Champion
moves at least 20 feet towards a hostile creature
The Champion can take one additional action on before attacking it, they gain a bonus to the attack
their turn. roll equal to their Charisma modifier (minimum of +1).
The Champion's movement speed is increased by 10
feet. Name: Path of the Duelist
The Champion gains advantage on all Strength- Level: 3rd
based ability checks and saving throws. Description: The Path of the Duelist hones the
The Champion gains resistance to bludgeoning, Champion's skill in one-on-one combat, making them
piercing, and slashing damage. a master of duels and skirmishes. They excel at
Furthermore, while Battle Momentum is active, the striking swiftly and precisely, capable of dismantling
Champion's strikes become even deadlier. their opponents with surgical precision.
Whenever they score a critical hit with a weapon Mechanics:
attack, they deal maximum damage instead of rolling Superior Initiative: The Champion gains a +5 bonus
for damage. to their initiative rolls.
Precision Strikes: Whenever the Champion hits a
Once the duration of Battle Momentum ends or the creature with a melee weapon attack, they can
Champion uses their extra action granted by this choose to deal an additional 1d6 damage. This
feature, they must finish a short or long rest before bonus damage increases to 2d6 at 7th level, 3d6 at
they can use it again. 10th level, and 4d6 at 15th level.
Duelist's Reflexes: The Champion adds their
3rd: Champion Archetype Charisma modifier to their AC when not wearing
The Champion Archetype is a pivotal point in the heavy armor or using a shield.
Champion's development, where they specialize in a
particular aspect of combat or leadership. At 3rd Name: Path of the Inspiring Leader
level, the Champion chooses one of five distinct Level: 3rd
paths, each offering a unique set of abilities and Description: The Path of the Inspiring Leader
enhancing their prowess in different ways. This harnesses the Champion's charismatic presence,
choice determines the Champion's combat style and empowering their allies and instilling courage in the
grants them additional features that complement face of adversity. They become the beacon of hope
their role as a damage dealer and leader on the that rallies their comrades to greatness.

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Mechanics: can see in dim light or darkness. They must finish a


Inspiring Presence: As a bonus action, the Champion long rest before using this feature again.
can choose a number of friendly creatures within 30 Umbral Strikes: Whenever the Champion hits a
feet of them (including themselves) up to their creature with a melee weapon attack while in dim
Charisma modifier (minimum of 1). The chosen light or darkness, they deal an additional 1d8
creatures gain temporary hit points equal to the necrotic damage. This extra damage increases to
Champion's level + their Charisma modifier. Once 2d8 at 7th level, 3d8 at 10th level, and 4d8 at 15th
this feature is used, it cannot be used again until the level.
Champion finishes a short or long rest. Shadows of Fear: The Champion can use their
Rallying Shout: Whenever the Champion scores a action to create an area of supernatural darkness
critical hit with a melee weapon attack, they and all centered on themselves, with a radius of 15 feet. The
friendly creatures within 10 feet of them gain darkness lasts for 1 minute or until the Champion
advantage on their next attack roll before the end of dismisses it as a bonus action. While in this
their next turn. darkness, the Champion has advantage on Dexterity
Aura of Resilience: The Champion and friendly (Stealth) checks, and enemies have disadvantage on
creatures within 10 feet of them gain advantage on attack rolls against the Champion. Once this feature
saving throws against being frightened. is used, it cannot be used again until the Champion
finishes a short or long rest.
Name: Path of the Arcane Blade
Level: 3rd Name: Martial Archetype
Description: The Path of the Arcane Blade melds Level: 3rd
martial prowess with magical aptitude, allowing the Description: At the 3rd level, a Champion standing
Champion to channel spells through their weapons. at the vanguard of their party makes a choice that
They become a formidable force, capable of will forever shape their destiny and manner of
unleashing devastating arcane strikes upon their warfare. They can select one of five martial
enemies. archetypes, each embodying a specific aspect of
Mechanics: martial prowess and heroic archetype. The chosen
Arcane Strike: The Champion can use their bonus Path of the Vanguard provides the Champion with
action to infuse their weapon with magical energy. unique abilities and tactics, reflecting their
For the next minute, their weapon attacks deal an personalized approach to battle, leadership, and their
additional 1d6 force damage. This extra damage preferred method of inspiring their allies.
increases to 2d6 at 7th level, 3d6 at 10th level, and Mechanics: Upon reaching the 3rd level, the
4d6 at 15th level. Champion chooses one of the following five martial
Spellblade Ward: The Champion gains resistance to archetypes. The chosen archetype offers its unique
one damage type of their choice (acid, cold, fire, feature:
lightning, or thunder). They can change the chosen
damage type after finishing a long rest. Path of the Warlord: This archetype focuses on
Arcane Parry: The Champion can use their reaction harnessing the Champion's charisma to rally and
to expend a spell slot to gain a bonus to their AC inspire allies. They may use an action to give their
against one melee weapon attack. The bonus is allies within 30 feet who can hear them, an
equal to the level of the expended spell slot + the advantage on their next attack roll or saving throw
Champion's Charisma modifier. until the start of the Champion's next turn.

Name: Path of the Shadowblade Path of the Duelist: This archetype hones the
Level: 3rd Champion's skills in one-on-one combat. When the
Description: The Path of the Shadowblade shrouds Champion chooses this path, they gain the ability to
the Champion in darkness and mystery, granting challenge an opponent to a duel. The challenged
them supernatural abilities that allow them to strike creature must make a Wisdom saving throw (DC = 8
from the shadows and manipulate the battlefield to + Champion's Charisma modifier + proficiency
their advantage. bonus). On a failed save, it must focus its attacks on
Mechanics: the Champion for 1 minute or until the Champion
Shadow Step: As a bonus action, the Champion can falls unconscious or dies.
teleport up to 60 feet to an unoccupied space they

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Chapter 5 Advanced Classes Hexmaster

Path of the Defender: The archetype transforms the Name: Cultist


Champion into a bastion of defense for their allies. Role: Support/Controller
They gain a protective aura with a 10-foot radius. All Hit Die: d8
allies within this aura get a bonus to AC equal to the Primary Ability: Charisma
Champion's Charisma modifier (minimum of 1). Saving Throws: Wisdom, Charisma
Armor Proficiencies: Light armor
Path of the Slayer: A path for Champions who revel Weapon Proficiencies: Simple weapons, daggers,
in striking down their enemies with ruthless sickles
efficiency. When they hit with an attack, they can Tool Proficiencies: None
choose to deal an additional 1d6 damage. This Skills: Choose two from Arcana, Deception, History,
increases to 2d6 at 10th level, 3d6 at 15th level, and Insight, Intimidation, Religion
4d6 at 20th level. This feature can be used a number
of times equal to the Champion's Charisma modifier Spellcasting: The Cultist is a spellcasting class that
(minimum of once), and all expended uses are draws power from their dark devotion to eldritch
regained after a long rest. horrors. They use Charisma as their spellcasting
Path of the Tactician: An archetype for those ability score. The Cultist's spells are centered around
Champions who prefer to outmaneuver and outthink manipulation, control, and summoning dark entities.
their enemies. They can spend an action to analyze They have access to a unique spell list that includes
a single enemy they can see. For 1 minute, the spells focused on mind-altering effects, curses,
Champion has advantage on attack rolls against the necromancy, and shadow magic. The Cultist's spells
analyzed creature, and the first attack they make are cast using sinister rituals and incantations, often
against it in each of their turns deals an extra 1d8 involving sacrifices and dark artifacts.
damage.
Class Overview: The Cultist is a master of
Name: Extra Attack manipulation and corruption, harnessing the power of
Level: 4th eldritch horrors to further their agenda. They excel at
Description: Beginning at 4th level, you can attack controlling the battlefield, manipulating minds, and
twice, instead of once, whenever you take the Attack summoning nightmarish creatures to aid them in
action on your turn. combat. The Cultist's dark influence can spread like
Mechanics: When you take the Attack action on a plague, corrupting both friend and foe. They are
your turn, you can make two weapon attacks instead cunning strategists, capable of turning the tide of
of one. Beginning at 5th level this becomes three battle with their powerful spells and abilities.
weapon attacks.
Level Progression:
Name: Indomitable Resilience 1st: Dark Devotion, Eldritch Whispers
Level: 5th 2nd: Corrupting Influence
Description: The Champion's indomitable spirit and 3rd: Pact Boon, Summoning Rituals
unwavering determination grant them the ability to 4th: Abyssal Infusion
shrug off adversity and push themselves beyond 5th: Master of Shadows
their limits. With a single use of Indomitable
Resilience, the Champion can tap into their inner Equipment: The Cultist starts with the following
resolve to face even the direst of situations. equipment: a ritual dagger, a hooded cloak, a pouch
Mechanics: of sinister runes, a set of common clothes, and a
Usage: Once per long rest, as a reaction to failing a pouch containing 10 gold pieces.
saving throw, the Champion can invoke Indomitable
Resilience to gain advantage on that saving throw. Requirements: To become a Cultist, one must have
This allows them to roll the saving throw again and a deep-seated devotion to an eldritch horror and be
choose the better result. willing to embrace the dark powers bestowed upon
Limitations: Indomitable Resilience can only be them. This class is open to characters of any race or
used when the Champion fails a saving throw, background, as long as they meet the requirements
providing them with a second chance to resist of dark devotion and a willingness to serve their
harmful effects or evade danger chosen eldritch patron.

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unimaginable power. The Cultist is tasked with


Appearance: A typical Cultist is cloaked in dark, obtaining the tome, but they are not the only ones
tattered robes that conceal their identity. Their faces seeking it. A race against time ensues as they
are often obscured by hoods or masks, lending an air navigate treacherous traps and confront rival cults
of mystery and foreboding. They carry arcane and dark forces.
symbols and artifacts of their eldritch patron, and 2. The Corrupted Village: A small village has fallen
their eyes may glow with an otherworldly light. Their under the influence of an eldritch horror. Its
presence alone can instill fear and unease in those inhabitants have been transformed into twisted
who cross their path. abominations, and darkness looms over the land.
The Cultist is sent to investigate the source of the
Limitations: The powers of the Cultist come at a corruption and put an end to the eldritch presence.
price. Their dark magics are often frowned upon by 3. The Ritual of Ascendancy: A cult plans to perform
society, and their association with eldritch horrors a dark ritual to awaken a slumbering elder god and
can make them targets of suspicion and fear. They bring about an age of chaos. The Cultist must
are vulnerable to anti-magic effects and may struggle infiltrate the cult and disrupt the ritual before it's too
against foes with strong mental fortitude or late. Along the way, they may encounter powerful
resistance to manipulation. cult leaders, navigate ancient traps, and confront
their own inner demons.
Organizations:
1. The Coven of the Void: A secretive organization of Variants:
Cultists dedicated to summoning and communing 1. Dark Elf Nightblade: This variant of the Cultist
with ancient eldritch entities. They gather in hidden class focuses on the stealthy and shadowy aspects
places of power, conducting forbidden rituals and of the dark arts. Dark Elf Nightblades are renowned
seeking forbidden knowledge. for their agility, mastery of illusion magic, and deadly
2. The Order of Desolation: A fanatical cult that precision with daggers.
worships an eldritch horror known as the Devourer. 2. Dwarven Stonecaller: Dwarven Cultists who
They seek to bring about the end of the world and specialize in summoning and controlling earth and
revel in the chaos and destruction it will unleash. stone-based creatures. They use their connection to
3. The Cult of the Eclipse: A group of Cultists who the ancient underground realms to command
harness the power of the celestial bodies and the golems, elementals, and other constructs.
eldritch energies they emit. They believe that the 3. Mindflayer Psychic Savant: Mindflayer Cultists
alignment of the stars holds the key to unlocking who have developed psionic abilities, blending their
unimaginable power and knowledge. innate psychic powers with the dark magic of the
eldritch horrors. They are feared for their mind-
Notable Users: controlling abilities and their uncanny insight into the
1. Morvath the Mindbinder: A powerful Cultist known thoughts of others.
for his ability to bend the minds of his enemies to his
will. He has amassed a loyal following and seeks to Comments: "Ah, the Cultist class, a path strewn with
unravel the mysteries of the ancient ruins beneath darkness and forbidden knowledge. The power it
Maxxia. grants is not for the faint of heart, but those who dare
2. Lilith Shadowblade: A seductive and manipulative to delve into the eldritch mysteries will find
Cultist who uses her dark powers to sow chaos and themselves wielding forces beyond mortal
discord. She is a master of illusions and is often seen comprehension. Beware, however, for the road to
with a pet raven that serves as her familiar. power is paved with sacrifices and the corruption of
3. Varak the Corrupter: A fallen paladin who one's own soul. Only the strongest-willed can master
succumbed to the temptations of the eldritch horrors. the arts of the Cultist and embrace the madness that
He now leads a cult of twisted knights, spreading lies at the heart of Maxxia." - Malidrex the Twisted
corruption and despair wherever he goes. Witch

Adventure Hooks:
1. The Forbidden Tome: A mysterious book
containing forbidden knowledge has surfaced, and
rumors suggest that it holds the key to unlocking

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Chapter 5 Advanced Classes Hexmaster

target gains advantage on saving throws against


your spells for the next 24 hours after the spell ends.

2nd-Level Spells:
Necrotic Blast: You unleash a blast of necrotic
energy in a 10-foot radius. Each creature in the area
must make a Constitution saving throw, taking 3d6
necrotic damage on a failed save, or half as much on
a successful one. However, your maximum hit points
are reduced by an equal amount until you finish a
long rest.
Call Forth the Abomination: You summon a powerful
abomination from the depths of the void to wreak
Cultist Spell List havoc upon your enemies. The abomination appears
in an unoccupied space within range and acts
immediately after you in initiative. However,
Cantrips: maintaining control over the abomination requires
intense concentration, leaving you unable to take any
Eldritch Bolt: You conjure a bolt of eldritch energy other actions or cast spells until the abomination is
and hurl it at a target within range, dealing 1d6 force defeated or the spell ends.
damage. Dark Pact: You make a dark pact with an eldritch
Shadow Grasp: You extend a spectral hand to horror, temporarily gaining a surge of power. Your
immobilize a creature within range. The target must spellcasting ability score is increased by 2 for the
make a Strength saving throw or be restrained until duration of the spell, but when it ends, you suffer one
the end of their next turn. level of exhaustion and must succeed on a Wisdom
Whispering Shadows: You create a veil of darkness saving throw or become permanently afflicted by a
around yourself, granting you advantage on Dexterity random madness.
(Stealth) checks until the end of your next turn.
Mind Shroud: You cloud a creature's mind with
whispers of madness, forcing them to make a 3rd-Level Spells:
Wisdom saving throw or be unable to take reactions Eldritch Disruption: You create a field of eldritch
until the end of their next turn. energy centered on yourself. Each creature within 10
feet of you must make a Dexterity saving throw,
taking 4d6 force damage on a failed save, or half as
1st-Level Spells: much on a successful one. However, using this spell
Curse of Misfortune: You place a curse upon a shatters a fragment of your soul, reducing your
creature within range, imposing disadvantage on maximum hit points by 10 until you finish a long rest.
their next ability check or saving throw. The curse Sacrificial Rite: You perform a forbidden ritual,
can be transferred to another creature within 5 feet of sacrificing a willing or incapacitated creature. This
the original target if it fails a Wisdom saving throw. grants you a surge of power, increasing your spell
Summon Lesser Horror: You summon a lesser attack bonus and spell save DC by 2 for the next
eldritch horror to aid you in battle. The horror attacks minute. However, the act of sacrifice attracts the
a creature of your choice within range, dealing 2d6 attention of powerful extraplanar entities, and you
necrotic damage. The horror disappears after making have disadvantage on Charisma checks for the next
the attack. 24 hours.
Shadow Veil: You wrap yourself in shadows, granting Pact of Eternal Servitude: You enter into a pact with
you resistance to all damage types until the end of an eldritch horror, exchanging a part of your essence
your next turn. However, bright light reveals your for enhanced abilities. Your hit point maximum is
location, negating the resistance and imposing permanently reduced by half, but you gain temporary
disadvantage on Dexterity (Stealth) checks. hit points equal to your spellcasting ability score at
Enslave Mind: You attempt to dominate the mind of a the start of each of your turns. Additionally, you gain
creature within range. The target must make an resistance to necrotic and psychic damage.
Intelligence saving throw or become charmed and
under your control for the duration. However, the

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Name: Eldritch Whispers


Name: Dark Devotion Level: 1st
Level: 1st Description: As a Cultist, your connection to eldritch
Description: Dark Devotion represents the Cultist's horrors allows you to tap into the hidden knowledge
unwavering commitment and loyalty to their eldritch and secrets whispered in the shadows. Through your
patrons. It grants them a supernatural connection to dark devotion, you gain the ability to decipher cryptic
the forces of darkness and enhances their abilities in messages and uncover hidden truths that elude
manipulating minds and corrupting souls. ordinary mortals.

Mechanics: Mechanics: You gain proficiency in the Investigation


Mind Veil: As an action, you can tap into your dark skill, reflecting your expertise in uncovering secrets
devotion to shroud your true intentions. For the next and piecing together clues. Additionally, you can cast
hour, you gain advantage on Charisma (Deception) the "Comprehend Languages" spell as a ritual,
checks when attempting to deceive others or conceal without expending a spell slot. This allows you to
your true motives. understand any spoken or written language for the
Eldritch Sight: Your connection to the eldritch realms duration of the spell.
allows you to perceive hidden truths. You gain
proficiency in the Investigation skill, and if you are Whenever you encounter a cryptic message,
already proficient, you double your proficiency bonus encoded text, or a mysterious artifact with
when making Investigation checks related to inscriptions, you can use your Eldritch Whispers
uncovering secrets, hidden symbols, or eldritch feature to make an Intelligence (Investigation) check.
artifacts. The DM may provide you with additional information,
Corrupting Influence: Your presence exudes an aura uncover hidden meanings, or reveal secret passages
of sinister charm. Whenever a creature within 30 feet related to the message or artifact. The DC for this
of you fails a saving throw against being charmed or check is determined by the complexity of the
frightened, you can use your reaction to impose message or the quality of the hidden information.
disadvantage on their saving throw.
Eldritch Tendril: Once per long rest, you can Your Eldritch Whispers also grant you an advantage
summon a shadowy tendril from the depths of your when making Charisma (Deception) checks to
dark devotion. The tendril has a reach of 15 feet and convincingly deliver a hidden message, manipulate
can be used to manipulate objects or retrieve items others using coded language, or cloak your true
within that range. Additionally, as an action, you can intentions. Your eerie whispers and subtle gestures
use the tendril to make a Dexterity (Sleight of Hand) can subtly influence the thoughts and emotions of
check with a bonus equal to your Charisma modifier those around you, giving you an edge in social
to attempt a slight of hand maneuver, such as interactions.
picking a lock or disarming a trap.
Corrupting Whispers: When you speak, your words Name: Corrupting Influence
carry a subtle, otherworldly influence. As an action, Level: 2nd
you can target one creature within 60 feet of you that Description: The Cultist's dark devotion and
can hear you. The target must make a Wisdom mastery over manipulation grants them the ability to
saving throw against your spell save DC. On a failed exert a corrupting influence on individuals and
save, they are charmed by you for 1 minute and organizations, twisting their loyalties and bending
regard you as a trusted friend. The charm effect ends them to their will. This power allows the Cultist to
if you or your allies harm the target, or if the target is sow discord, exploit vulnerabilities, and gain leverage
subjected to a direct harmful effect from you. Once over their enemies and potential allies alike.
you use this feature, you cannot use it again until you
finish a long rest. Mechanics:
Range: 30 feet
Duration: Instantaneous or variable (depending on
the specific effect)
Saving Throw: Wisdom or Charisma (Cultist's
choice)
Usage: Once per long rest

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Chapter 5 Advanced Classes Hexmaster

Tainted Whispers: The Cultist can use their work together to create additional effects or tailor
corrupting influence to plant insidious suggestions existing ones to suit the campaign and the
into the mind of a targeted creature within range. The character's narrative.
targeted creature must make a Wisdom or Charisma
saving throw (Cultist's choice). On a failed save, the Name: Pact Boon
creature becomes susceptible to the Cultist's Level: 3rd
suggestions, which can be used to manipulate their Description: The Cultist forms a pact with a
actions or behavior. The effect lasts for a duration powerful eldritch entity, forging a bond that grants
determined by the DM, depending on the severity of them additional abilities and resources. This pact
the suggestion and the target's willpower. represents a deeper level of commitment and
devotion to their dark patrons, opening up new
Subversion of Faith: The Cultist can exploit the avenues of power and influence.
vulnerabilities of individuals who hold strong religious Mechanics: The Cultist chooses one of the following
beliefs or convictions. By engaging in subtle pact boons:
conversations or insinuations, they can gradually
erode the target's faith, causing doubts and Pact of Shadows:
questioning their convictions. This ability is The Cultist gains the ability to summon shadowy
particularly effective against devout individuals, familiars to aid them. As an action, they can summon
priests, or paladins. Over time, the target may a Shadow Companion, a creature made of pure
experience a crisis of faith, potentially leading to a darkness that obeys their commands. The Shadow
change in allegiance or a loss of divine powers. The Companion has the statistics of a Quasit or Imp
Cultist must engage in conversation or interact with (player's choice) and acts on the Cultist's turn.
the target regularly for an extended period, typically The Shadow Companion can scout ahead, perform
requiring days or weeks of careful manipulation to tasks, and assist the Cultist in various ways, such as
achieve the desired effect. granting advantage on ability checks or attacks. It
has an empathic link with the Cultist, allowing them
Corruption's Whisper: The Cultist can send a subtle to see and hear through its senses.
and menacing message to a target within range, The Shadow Companion remains until it is dismissed
utilizing their dark influence to instill fear and doubt. or reduced to 0 hit points, at which point it returns to
The target receives an eerie whisper that fills them the shadow plane until summoned again. The Cultist
with a sense of impending doom. This effect can be can summon the Shadow Companion once per long
used to intimidate enemies, deter potential threats, or rest.
create paranoia within a group. The target must
succeed on a Wisdom or Charisma saving throw or Pact of Manipulation:
suffer from disadvantage on their next ability check, The Cultist gains the ability to manipulate the
saving throw, or attack roll. The unsettling feeling thoughts and emotions of others. Once per long rest,
lingers for a duration determined by the DM. they can cast the spell "Suggestion" without
expending a spell slot. The spell's duration is
Clandestine Alliance: The Cultist can forge covert extended to 8 hours, and the target has
alliances with secretive organizations, clandestine disadvantage on the saving throw if the Cultist uses
societies, or factions with shared interests. Their their Dark Devotion feature before casting the spell.
ability to blend in, speak the right words, and In addition, the Cultist gains proficiency in the
demonstrate an understanding of the organization's Deception or Persuasion skill, if they don't already
goals allows them to gain the trust of influential have it. If they do, they can choose another skill to
members. As a result, the Cultist gains access to gain proficiency in instead.
hidden information, covert missions, and potential Pact of the Cursed Tome:
resources that may aid them in their endeavors. The
specifics of the alliance and its benefits should be The Cultist gains access to a dark and forbidden
discussed with the DM, allowing for unique tome, a grimoire of eldritch knowledge. This tome
opportunities and story developments. serves as a source of arcane power and secrets.
The Cultist can spend 1 hour studying the tome
Note: The Cultist's corrupting influence is not limited during a long rest to gain additional spell slots. After
to these examples. The DM and the player should studying the tome, they gain an additional 1st-level

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spell slot and one additional spell slot of a level they allowing them to perform a specific action or use one
can cast. These extra spell slots last until the next of its special abilities within the limits of its
long rest. capabilities.
The Cultist can use these extra spell slots to cast any
of their known spells, increasing their versatility and After the summoning duration ends or if the
spellcasting capabilities. summoned creature is reduced to 0 hit points, it
returns to the Eldritch Conclave, and the Cultist must
Name: Summoning Rituals complete another summoning ritual to call upon a
Level: 3rd new creature.
Description: The Cultist's mastery over dark rituals
and summoning reaches a new level. They gain the Name: Abyssal Infusion
ability to establish a connection with a shadowy Level: 4th
realm known as the Eldritch Conclave, allowing them Description: Abyssal Infusion is a dark ritualistic
to call upon otherworldly entities for assistance. ability that allows the Cultist to tap into the raw power
Mechanics: Once per long rest, the Cultist can of the eldritch abyss and infuse it into their spells and
perform a Summoning Ritual to beseech the aid of a abilities. Through this infusion, the Cultist gains
creature from the Eldritch Conclave. The ritual heightened control over their spells and gains
requires 10 minutes of uninterrupted concentration additional benefits when using their dark magic.
and the use of an arcane focus or a sacrificial
offering of blood or essence. The Cultist must specify Mechanics: When the Cultist reaches 4th level, they
the type of creature they wish to summon, such as a gain the following benefits:
fiend, aberration, or undead, and the creature's
challenge rating cannot exceed half the Cultist's level Enhanced Spellcasting: The Cultist's spellcasting
rounded down. abilities become more potent and twisted. They gain
a bonus to their spell save DC and spell attack bonus
Upon completion of the ritual, the Cultist rolls a equal to their Charisma modifier (minimum of +1).
Charisma check contested by the creature's
challenge rating. If successful, the creature is Abyssal Resilience: The Cultist's connection to the
summoned to the Cultist's location and remains abyss grants them resistance to necrotic damage.
under their command for a duration of 1 hour. The Additionally, they have advantage on saving throws
summoned creature obeys the Cultist's verbal against being charmed or frightened.
commands and acts immediately after the Cultist in
combat. Eldritch Surge: Once per long rest, when the Cultist
casts a spell of 1st level or higher, they can choose
The summoned creature's statistics are determined to infuse it with raw abyssal energy. This infusion
by the Hex Master, taking into account the Cultist's amplifies the spell's effects, causing additional
level and the nature of the Eldritch Conclave. The damage or applying an additional effect. The specific
creature's abilities and appearance should reflect the enhancements and additional effects depend on the
eldritch horror theme and the Cultist's alignment. spell being cast. For example, a necromancy spell
might animate additional undead creatures, a curse
While the summoned creature is present, the Cultist spell might impose a more severe penalty on the
gains enhanced abilities based on its type: target, or a mind-altering spell might have a stronger
effect on the target's psyche.
Fiend: The Cultist gains advantage on Charisma
(Intimidation) checks and resistance to fire damage. Abyssal Conduit: The Cultist gains the ability to
Aberration: The Cultist gains advantage on Charisma create a temporary connection to the abyss, allowing
(Deception) checks and resistance to psychic them to communicate with eldritch entities and tap
damage. into their forbidden knowledge. Once per long rest,
Undead: The Cultist gains advantage on Charisma the Cultist can perform a ritual that takes 1 hour to
(Persuasion) checks and resistance to necrotic complete. During this ritual, they establish a psychic
damage. link with an eldritch being of their choice. They can
Additionally, the Cultist can use their bonus action to ask the entity up to three questions related to their
issue a mental command to the summoned creature, current or future endeavors, gaining insights and

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guidance. The eldritch being may answer cryptically


or with riddles, adding an air of mystery and Whispered Guidance: When a creature affected by
foreboding to the interaction. Veil of Whispers makes a Charisma-based skill
check or a saving throw, they can add the Cultist's
Abyssal Step: The Cultist's connection to the abyss Charisma modifier as a bonus to the roll.
grants them the ability to temporarily traverse the
planes. Once per long rest, as an action, the Cultist Cloak of Shadows: The Cultist and affected
can step into a rift between dimensions and teleport creatures have advantage on Dexterity (Stealth)
themselves and up to five willing creatures of their checks while in dim light or darkness.
choice to a location they have previously visited,
within a range of 500 feet. This ability allows the Concealed Presence: The Cultist and affected
Cultist and their companions to travel swiftly and creatures are considered heavily obscured to any
evade danger, making it an invaluable tool for creature that relies on darkvision or blindsight to see
exploration and strategic positioning. in the dark.

Shadow's Embrace: Once per turn, when the Cultist


or an affected creature hits with a melee attack, they
can deal an additional 1d6 necrotic damage.

Cultist spells:
Name: Eldritch Bolt
School of Magic: Evocation
Level: 0
Casting Time: 1 action
Range: 60 feet
Target: One creature
Components: Verbal, Somatic
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Name: Master of Shadows Description:


Eldritch Bolt is a foundational spell that taps into the
Level: 5th
raw power of the eldritch forces that permeate the
Description: The Cultist's mastery over shadow
cosmos. When casting this spell, you channel your
magic reaches new heights, granting them the ability
innate magical energy to conjure a bolt of crackling
to manipulate shadows and conceal themselves and
eldritch energy that you hurl at a target within range.
their allies from prying eyes. They become the
elusive master of whispers, capable of traversing the
As you utter the ancient incantations and perform the
darkness undetected and influencing events from the
intricate hand gestures, the air around you begins to
shadows.
shimmer with ethereal energy. The bolt takes shape,
Mechanics:
swirling and pulsating with otherworldly hues of
Range: Self
purple and green, resembling a twisting tendril of
Duration: Concentration, up to 1 hour
eldritch might.
While under the effect of Veil of Whispers, the Cultist
and any willing creatures they choose within a 30-
With a flick of your wrist, the bolt shoots forth from
foot radius gain the following benefits:
your fingertips, propelled by arcane power. It streaks
through the air with uncanny speed, leaving a trail of
Shadow Step: As an action, the Cultist can teleport
iridescent sparks in its wake. Upon impact, the
up to 30 feet to an unoccupied space they can see
eldritch bolt strikes the target, dealing 1d6 force
that is also in dim light or darkness. This ability can
damage.
be used once per turn.

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Hexmaster Chapter 5 Advanced Classes

The eldritch nature of this spell grants it a peculiar Enhanced Effects:


quality. Unlike most spells, Eldritch Bolt requires no
saving throw and is unaffected by spell resistance. When cast using a spell slot of 1st level or higher,
Its raw force tears through magical defenses, making the duration of the restraint increases by 1 round for
it a versatile and reliable means of dealing damage. each level above 0. For example, if cast with a 2nd-
However, due to its basic nature, it lacks any level spell slot, the target would remain restrained
additional effects beyond the damage it inflicts. until the end of their next turn plus one additional
turn.
Enhanced Spell Effects:
As you grow in power, you can augment the might of Name: Whispering Shadows
your Eldritch Bolt by casting it using higher-level spell School of Magic: Illusion
slots. Each level above 0th level increases the Level: 0
damage dealt by the spell by an additional 1d6. For Casting Time: 1 action
example, casting Eldritch Bolt using a 1st-level spell Range: Self
slot would deal 2d6 force damage, while casting it Target: Self
using a 2nd-level spell slot would deal 3d6 force Components: Verbal, Somatic
damage, and so on. Duration: Until the end of your next turn
Saving Throw: None
Name: Shadow Grasp Spell Resistance: No
School of Magic: Necromancy Description:
Level: 0 Whispering Shadows is a mesmerizing cantrip that
Casting Time: 1 action harnesses the power of illusion to cloak yourself in a
Range: 30 feet veil of darkness, granting you enhanced stealth and
Target: One creature agility. As you cast the spell, shadows dance and
Components: Verbal, Somatic coalesce around you, merging seamlessly with your
Duration: Until the end of the target's next turn form.
Saving Throw: Strength
Spell Resistance: No Upon invoking the incantation, you become
enveloped in a swirling shroud of ebony darkness,
Description: With a whispered incantation and a rendering you nearly invisible to the naked eye. The
swift gesture, you extend a spectral hand towards a shadows cling to your every movement, masking
chosen creature within range, aiming to immobilize your presence and granting you an advantage on
them with the power of shadows. The target must Dexterity (Stealth) checks until the end of your next
make a Strength saving throw to resist the effect. turn.

Upon a failed saving throw, the target becomes The supernatural darkness extends your natural
restrained, as a chilling grip materializes around abilities, enhancing your reflexes and nimbleness.
them, formed from ethereal shadows. This spectral Your footsteps become whispers, your touch as light
hand holds them firmly, restricting their movements as a feather, and your body seemingly merges with
and impeding their ability to defend themselves. The the shadows themselves, making it incredibly difficult
target's speed becomes 0, and it can't benefit from for others to detect your presence.
any bonus to its speed until the end of its next turn.
However, the spell's power is fleeting, lasting only
The shadowy restraints bind the target's limbs, until the end of your next turn. As the shadows
making it vulnerable to attacks. Any attacks against dissipate, you return to your normal visibility, losing
the restrained target have advantage, and the the advantage on Stealth checks that the spell
target's own attacks have disadvantage. The target bestowed upon you.
can use its action to attempt to break free from the
shadowy grasp by repeating the Strength saving For those with a keen eye or magical means of
throw at the end of each of its turns. On a success, detection, the spell's illusionary nature becomes
the restraints dissipate, freeing the target from their apparent. Although it grants a significant advantage
confinement. to your stealth, it does not grant true invisibility or
render you immune to other forms of detection or

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Chapter 5 Advanced Classes Hexmaster

divination magic. be particularly useful when facing foes who rely on


quick reflexes or who frequently employ reactionary
Whispering Shadows can be cast by whispering the spells or abilities.
ancient incantations while making subtle hand
gestures. No material components are required, Enhanced Spell Effects:
making it a convenient spell for stealthy characters When casting Mind Shroud using a spell slot of 1st
who wish to remain unencumbered by physical level or higher, the potency of the spell intensifies.
objects while moving silently through the shadows. The duration of the effect increases by 1 round for
each level above 0. Additionally, if the target fails the
Enhanced Spell Effects: initial saving throw, they are also unable to take
As Whispering Shadows is a cantrip, its power is bonus actions until the end of their next turn.
limited compared to higher-level spells. However, by
expending a higher-level spell slot, you can infuse Name: Curse of Misfortune
the spell with additional potency. When casting School of Magic: Necromancy
Whispering Shadows using a spell slot of 1st level or Level: 1
higher, the advantage on Dexterity (Stealth) checks Casting Time: 1 action
lasts for an additional round for each level above 0. Range: 30 feet
For example, if cast using a 3rd-level spell slot, the Target: One creature
advantage would persist until the end of your third Components: Verbal, Somatic
turn after casting the spell. This amplification allows Duration: Until the target's next ability check or
for extended periods of stealth and increased saving throw
opportunities for tactical maneuvering. Saving Throw: Wisdom saving throw (to transfer
curse)
Spell Resistance: No
Name: Mind Shroud Description: You place a curse upon a creature
School of Magic: Enchantment within range, imposing disadvantage on their next
Level: 0 ability check or saving throw. The curse can be
Casting Time: 1 action transferred to another creature within 5 feet of the
Range: 60 feet original target if it fails a Wisdom saving throw. When
Target: One creature you cast this spell using a spell slot of 2nd level or
Components: Verbal, somatic higher, the range increases by 10 feet for each slot
Duration: Instantaneous level above 1st.
Saving Throw: Wisdom
Spell Resistance: No Name: Summon Lesser Horror
Description: School of Magic: Conjuration
As you weave intricate gestures with your hands and Level: 1st level
utter cryptic incantations, a shroud of ephemeral Casting Time: 1 action
wisps materializes around your target's head. The air Range: 60 feet
grows heavy with an otherworldly presence, as if Target: One creature
reality itself becomes distorted by the spell's power. Components: Verbal, Somatic
Duration: Instantaneous
The target creature must make a Wisdom saving Saving Throw: None
throw or succumb to the maddening whispers that Spell Resistance: No
assault their mind. The chaotic voices echo Description:
relentlessly, clouding their thoughts and shrouding Summon Lesser Horror taps into the dark forces of
their consciousness. If the target fails the saving the cosmos, allowing you to summon a lesser
throw, they become unable to take reactions until the eldritch horror to aid you in battle. With an
end of their next turn. incantation spoken in a chilling voice and arcane
gestures, you call forth a creature from beyond,
The power of Mind Shroud lies in its ability to disrupt chosen from the murky depths of the abyss.
the target's focus and disorient their senses, leaving
them vulnerable and incapable of reacting swiftly to As the spell takes effect, a rift in the fabric of reality
the changing circumstances of battle. This spell can opens before you, oozing with tendrils of shadow and

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Hexmaster Chapter 5 Advanced Classes

malevolent energy. From this rift emerges a twisted disadvantage on Dexterity (Stealth) checks. When
and nightmarish creature, a Lesser Eldritch Horror, you cast this spell using a spell slot of 2nd level or
its form shifting and contorting with eldritch power. higher, the duration increases by 1 round for each
The creature, instinctively attuned to your will, slot level above 1st.
immediately attacks the target of your choice within
range. Name: Enslave Mind
School of Magic: Enchantment
Upon reaching the designated target, the Lesser Level: 1st level
Eldritch Horror strikes with an otherworldly force, Casting Time: 1 action
engulfing the unfortunate victim in a vortex of Range: 60 feet
necrotic energy. The target suffers 2d6 necrotic Target: One creature
damage as the dark energy seeps into their very Components: Verbal, somatic
essence, sapping their life force. Duration: Concentration, up to 1 hour
Saving Throw: Intelligence
Once the attack is made, the Lesser Eldritch Horror Spell Resistance: No
vanishes back into the void from whence it came,
leaving no trace of its presence. The horrifying being Description:
is bound by the limits of the spell, unable to stray too With a twisted incantation and subtle gestures, you
far from its summoner or to remain in this plane of tap into the depths of enchantment magic to cast
existence for an extended period. Enslave Mind upon a hapless target. The spell allows
you to attempt to dominate the mind of a creature
Enhanced Effects: within range, bending their will to your command.
When casting Summon Lesser Horror using a spell The target must make an Intelligence saving throw or
slot of 2nd level or higher, the damage inflicted by fall under the influence of your enchantment.
the eldritch horror's attack increases by 1d6 for each
slot level above 1st. Should the target fail its saving throw, its thoughts
become clouded, and its perceptions shift,
Note: succumbing to your control. The creature becomes
Summoning eldritch horrors from distant realms is charmed and obeys your commands to the best of its
not without risk. The chaotic nature of these entities abilities, acting as your loyal servant until the spell's
means that sometimes their obedience can falter, duration expires or until you release your hold on its
leading to unintended consequences. It is crucial to mind.
maintain focus and control while harnessing their
power, for failure to do so may result in dire However, your influence is not without
consequences for both the caster and those nearby. repercussions. After the spell ends, the target gains
Exercise caution and always be prepared to face the an advantage on saving throws against your spells
unknown when tapping into the forbidden arts of for the next 24 hours. The intrusion into its mind
conjuration. leaves it somewhat more resistant to your
subsequent magical manipulations, as if it has
Name: Shadow Veil gained an increased mental fortitude to protect itself.
School of Magic: Illusion
Level: 1 When casting Enslave Mind using a spell slot of 2nd
Casting Time: 1 action level or higher, the range of the spell increases by 30
Range: Self feet for each slot level above 1st. Additionally, you
Target: Self can target one additional creature for each slot level
Components: Verbal, Somatic above 1st, provided they are within 30 feet of each
Duration: Until the end of your next turn other.
Saving Throw: None
Spell Resistance: No It is important to note that this spell can only affect
Description: You wrap yourself in shadows, granting creatures with minds capable of resisting the
you resistance to all damage types until the end of enchantment. Constructs, undead, and other
your next turn. However, bright light reveals your creatures immune to charm or lacking intelligence
location, negating the resistance and imposing are impervious to its effects.

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Chapter 5 Advanced Classes Hexmaster

Name: Necrotic Blast sigil in the air with your blood and ash, opening a rift
School of Magic: Necromancy to the void. A twisted and grotesque creature
Level: 2nd-Level emerges from the rift, roaring with hunger and
Casting Time: 1 action malice. The abomination is a Large monstrosity with
Range: Self (10-foot radius) the following statistics:
Target: Each creature in the area
Components: Verbal, Somatic AC: 14 (natural armor)
Duration: Instantaneous HP: 30 (4d10 + 8)
Saving Throw: Constitution saving throw Speed: 30 ft., climb 30 ft.
Spell Resistance: No STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 6 (-2)
WIS: 10 (+0) CHA: 8 (-1)
Description: Skills: Perception +2
With a flourish of dark energy, you unleash a Senses: darkvision 60 ft., passive Perception 12
powerful Necrotic Blast, tapping into the forces of life Languages: understands Abyssal but can't speak
and death. The air crackles with malevolent energy Challenge: 2 (450 XP)
as you channel your necromantic powers, forming a
10-foot radius sphere of pulsating black mist Multiattack. The abomination makes two attacks: one
centered on yourself. with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Each creature within the area of the blast must make target. Hit: 9 (1d10 + 4) piercing damage.
a Constitution saving throw. Those who fail succumb Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
to the suffocating grip of necrotic energy, taking 3d6 one target. Hit: 8 (1d8 + 4) slashing damage.
necrotic damage. The frailty of their mortal forms
becomes apparent as their life force withers away The abomination appears in an unoccupied space
under the power of your spell. Creatures that within range and acts immediately after you in
succeed on the saving throw manage to partially initiative. It obeys your verbal commands, but you
resist the necrotic energy, taking only half the must use your action each round to maintain control
damage. over it. If you don't use your action to command it, it
acts on its own, attacking the nearest creature other
However, the dark magic exacts its toll on you as than you or itself. If you lose concentration on the
well. For every point of necrotic damage inflicted by spell or the abomination drops to 0 hit points, the
this spell, your own maximum hit points are reduced spell ends and the abomination vanishes in a puff of
by an equal amount until you finish a long rest. This smoke.
sacrifice of your vitality showcases the true cost of
wielding the forces of death, making it a choice that At Higher Levels. When you cast this spell using a
requires careful consideration. spell slot of 3rd level or higher, the abomination's hit
points increase by 10 for each slot level above 2nd.
To cast Necrotic Blast using a higher-level spell slot,
the damage increases by 1d6 for each level above This spell is very powerful, but also very risky. You
2nd. must be careful not to lose concentration on it, or
else it might turn against you or your allies. You also
Name: Call Forth the Abomination must be prepared to face the consequences of
School of Magic: Conjuration summoning such a foul creature into the world.
Level: 2 Some people might consider this spell an act of evil,
Casting Time: 1 action and some places might forbid its use altogether. You
Range: 60 feet should only use this spell when you are desperate or
Target: One unoccupied space within range confident in your abilities.
Components: Verbal, somatic, material (a drop of
blood and a pinch of ash) Name: Dark Pact
Duration: Concentration, up to 1 minute School of Magic: Conjuration
Saving Throw: None Level: 2
Spell Resistance: No Casting Time: 1 action
Description: You utter a dark incantation and draw a Range: Self

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Hexmaster Chapter 5 Advanced Classes

Target: Self Saving Throw: Dexterity saving throw


Components: Verbal, Somatic Spell Resistance: No
Duration: Concentration, up to 1 minute
Saving Throw: Wisdom saving throw Description:
Spell Resistance: No Eldritch Disruption is a powerful 3rd-level evocation
spell that taps into the raw forces of eldritch energy.
Description: Dark Pact is a spell that allows you to When casting this spell, you create a swirling field of
forge a temporary pact with an eldritch horror, arcane power centered on yourself. The air crackles
tapping into its unfathomable power. When you cast with an otherworldly aura, and the ground beneath
Dark Pact, you feel a chilling presence envelop you you trembles with the intensity of the magical
as dark tendrils snake through the air, surrounding energies you command.
your body.
Each creature within 10 feet of you must make a
During the duration of the spell, your connection with Dexterity saving throw to resist the devastating
the eldritch horror empowers your spellcasting ability, effects of this spell. Those who fail the saving throw
increasing your spellcasting score by 2. This boost are engulfed by the chaotic energies and suffer the
enhances the potency and effectiveness of your full brunt of the eldritch force. They are dealt 4d6
spells, allowing you to channel greater magical force damage, leaving them reeling from the sheer
energy. power unleashed upon them.

However, the dark pact comes at a steep price. However, harnessing this spell exacts a heavy toll on
When the spell ends, whether by your choice or if the the caster. As you channel the eldritch energies, a
concentration is broken, you suffer the fragment of your very soul shatters, causing a lasting
consequences of your pact. Your body and mind impact on your being. After casting Eldritch
bear the weight of the eldritch power, causing you to Disruption, your maximum hit points are reduced by
experience one level of exhaustion. The draining 10 until you finish a long rest, representing the strain
effect of the spell leaves you weakened and fatigued, this spell places on your life force.
requiring rest to recover fully.
The raw and unstable nature of eldritch energy
Additionally, as the eldritch energy recedes, you prevents it from being resisted by magical defenses
must make a Wisdom saving throw to resist the or spell resistance. Its sheer force overpowers any
lingering influence of the eldritch horror. Failure to protective barriers, making it a formidable tool
succeed on this saving throw results in the against adversaries who rely on such defenses.
permanent affliction of a random madness. The
nature of the madness varies, and it can manifest as Using a higher level spell slot to cast Eldritch
hallucinations, irrational fears, or even a fragmented Disruption enhances its destructive potential. For
grip on reality. each level above 3rd, the damage inflicted by the
spell increases by an additional 2d6 force damage,
Casting Dark Pact at a higher level increases the intensifying the devastating blast that engulfs your
duration of the spell. When cast as a 3rd-level spell foes. However, the cost to your soul remains the
or higher, the spell's duration extends by 1 minute for same, as the fragment of your essence still shatters
each level above 2nd, granting you an extended regardless of the spell's augmented power.
period of heightened spellcasting ability and the
accompanying risks.
Name: Sacrificial Rite
Name: Eldritch Disruption School of Magic: Necromancy
School of Magic: Evocation Level: 3
Level: 3 Casting Time: 1 minute
Casting Time: 1 action Range: Touch
Range: Self (10-foot radius) Target: One willing or incapacitated creature
Target: Each creature within 10 feet of you Components: Verbal, Somatic, Material (a
Components: Verbal, somatic ceremonial dagger and a vial of rare blood)
Duration: Instantaneous Duration: 1 minute

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Chapter 5 Advanced Classes Hexmaster

Saving Throw: None Saving Throw: None


Spell Resistance: No Spell Resistance: No

Description: Description:
Sacrificial Rite is a forbidden spell of the necromantic The Pact of Eternal Servitude is a forbidden spell
arts that allows the caster to tap into the power of that allows you to enter into a pact with a powerful
sacrifice to enhance their magical abilities. By eldritch horror, forging a connection that forever
performing a dark and intricate ritual, the caster can alters your existence. By sacrificing a part of your
harness the life force of a willing or incapacitated essence, you gain enhanced abilities but pay the
creature, granting them a surge of power that price with a permanent reduction in your hit point
heightens their spellcasting prowess. maximum.

To cast the Sacrificial Rite, the caster must spend When you cast the Pact of Eternal Servitude, you
one minute performing the ritual, tracing complex begin a ritual that takes one action to complete. As
sigils in the air with the ceremonial dagger and you utter the incantations and perform the intricate
pouring the rare blood into a mystic pattern. During hand gestures, your body becomes enveloped in a
this time, the participant must willingly offer dark, ethereal mist. You pierce your own skin,
themselves for sacrifice or be rendered unconscious drawing a drop of blood, which you mix with a vial of
and bound for the ritual. It is a grave decision to eldritch essence obtained from the plane of
make, as the act of sacrifice carries grave shadows.
consequences.
Once the ritual is complete, the dark pact takes
Once the ritual is complete, the caster becomes effect. Your hit point maximum is immediately and
infused with the essence of the sacrificed creature, permanently reduced by half. This sacrifice reflects
gaining enhanced magical abilities for the next the price you pay for the power bestowed upon you.
minute. Their spell attack bonus and spell save DC
increase by 2, empowering their spells to greater However, the pact grants you temporary resilience
effect. This surge of power allows them to and heightened capabilities. At the start of each of
manipulate the fabric of reality with heightened your turns, you gain temporary hit points equal to
precision and potency. your spellcasting ability score. These ethereal
energies replenish and fortify you, serving as a shield
However, the dark nature of the Sacrificial Rite against harm. The pact also grants you resistance to
attracts the attention of powerful extraplanar entities. necrotic and psychic damage, enabling you to
These entities, intrigued by the forbidden magic, cast withstand the darkest and most insidious forces.
their influence upon the caster. As a result, the
caster suffers a disadvantage on Charisma checks The duration of the Pact of Eternal Servitude is
for the next 24 hours, their aura tainted by the permanent. The connection you establish with the
presence of the otherworldly beings they have drawn eldritch horror is bound to your very being, forever
near. altering your existence. The benefits and drawbacks
of the pact become an integral part of your character.
Casting Sacrificial Rite using a spell slot of 4th level
or higher increases the duration of the enhanced Enhanced Effects:
abilities by 1 minute for each slot level above 3rd. When you cast the Pact of Eternal Servitude using a
spell slot of 4th level or higher, the temporary hit
Name: Pact of Eternal Servitude points granted at the start of each of your turns
School of Magic: Conjuration increase by an additional amount equal to your
Level: 3 spellcasting ability modifier for each level above 3rd.
Casting Time: 1 action For example, if you cast this spell using a 5th-level
Range: Self spell slot and your spellcasting ability modifier is +4,
Target: Self you would gain temporary hit points equal to twice
Components: Verbal, Somatic, Material (a drop of your spellcasting ability score plus four at the start of
blood and a vial of eldritch essence) each of your turns. This enhanced version of the
Duration: Permanent spell further fortifies your connection to the eldritch

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Hexmaster Chapter 5 Advanced Classes

horror, granting you even greater resilience and Level Progression:


power.
1st: Cybernetic Augmentation, Technological
Familiarity, Implants (2)
Name: Cyberneticist 2nd: Nanite Surge, Implants (3)
Role: Support, Controller 3rd: Hacking Expertise, Implants (5)
Hit Die: d8 4th: Cybernetic Mastery, Implants (6)
Primary Ability: Intelligence 5th: Virtual Interface, Implants (8)
Saving Throws: Intelligence, Dexterity
Armor Proficiencies: Light armor Equipment:
Weapon Proficiencies: Simple weapons, hand - A set of tinker's tools
crossbows, and firearms - A firearm of your choice
Tool Proficiencies: Tinker's tools - A utility belt with various compartments and
Skills: Choose two from Arcana, Investigation, cybernetic repair kits
Medicine, Perception, and Technology - Explorer's pack
Spellcasting: The Cyberneticist class does not - 10 meters of fiber-optic cable
possess traditional spellcasting abilities. Instead, - A small digital tablet with various hacking tools and
their abilities are focused on manipulating technology interfaces
and cybernetic enhancements.
Requirements:
Class Overview: To become a Cyberneticist, one must possess a
The Cyberneticist is a master of technological keen intellect and a deep understanding of
augmentation, specializing in cybernetic technology. Additionally, some knowledge of magic
enhancements and the manipulation of machines, and a natural affinity for manipulating energy are
robots, and nanites. They are adept at hacking into beneficial, although not mandatory.
systems, repairing and modifying technology, and
even interfacing with digital realms and virtual Appearance:
realities. With their expertise, they bring a unique A typical Cyberneticist is a mix of organic and
blend of support and control capabilities to the artificial features. They may have cybernetic limbs,
adventuring party. glowing circuits embedded in their skin, or neural
implants visible on their temples. Their attire often
The Cyberneticist's primary ability is Intelligence, consists of form-fitting suits made of smart fabric that
which reflects their mastery of complex technology can change colors and patterns. They carry an array
and their understanding of the inner workings of of devices, such as data pads, holographic
machines. They rely on their intellect to devise projectors, and retractable cybernetic tools.
innovative solutions and exploit technological
vulnerabilities. Limitations:
While the Cyberneticist excels in the realm of
As a support class, the Cyberneticist can heal and technology, their abilities may be limited against
enhance their allies with cybernetic implants and opponents with advanced anti-hacking measures or
nanotechnological advancements. They have the those immune to technological manipulation.
ability to provide protective shields, enhance physical Additionally, their reliance on cybernetic
attributes, and even temporarily boost their allies' enhancements makes them vulnerable to targeted
combat capabilities. attacks aimed at disabling or damaging their
technological components.
In terms of control, the Cyberneticist can manipulate
machines and robots, bending them to their will. Organizations:
They can override security systems, disable traps, 1. The Technomancers Guild: A prestigious
and even turn enemy constructs against their own organization dedicated to the research and
masters. Their control over nanites allows them to advancement of technology in Maxxia. The guild
create barriers, disintegrate objects, or even poison serves as a hub for Cyberneticists, providing them
foes with microscopic machines. with resources, training, and connections to
collaborate on cutting-edge projects.

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Chapter 5 Advanced Classes Hexmaster

Variants:
2. The Order of the Circuit: A secretive sect that 1. Techno-Shaman: In certain regions of Maxxia,
reveres the ancient AI overlords of Maxxia's past. Cyberneticists combine their technological expertise
Cyberneticists who join this organization gain access with ancient mystical practices. They draw energy
to forbidden knowledge and arcane artifacts, but risk from ley lines and spiritual entities to augment
succumbing to the allure of power and becoming themselves and control machines, fusing ancient
pawns of the very beings they venerate. wisdom with cutting-edge technology.

3. The Guardians of the Digital Realm: A group of 2. Nano-Mancer: These Cyberneticists specialize in
Cyberneticists who specialize in defending virtual manipulating nanites, harnessing their microscopic
realities and the digital infrastructure of Maxxia. They power to heal wounds, cleanse toxins, and reshape
ensure the stability and security of the matter. They can shape-shift into swarms of nanites
interconnected networks that shape the world, or manipulate the very fabric of reality at the
battling rogue AIs and preventing catastrophic molecular level.
system failures.
Comments (by Malidrex the Twisted Witch):
Notable Users: Ah, the Cyberneticist! A curious blend of flesh and
1. Elysia Fluxborne: A renowned Cyberneticist and a machinery, delving into the realm of technology to
key member of the Technomancers Guild. Elysia's enhance their powers. A most intriguing class,
cybernetic enhancements are a testament to her indeed. The world of Maxxia teems with ancient
mastery of the craft. She has developed secrets and technological wonders, making the
groundbreaking technologies and is sought after for Cyberneticist a perfect fit for such a diverse and
her expertise in repairing ancient machinery. enigmatic setting. Their mastery over machines and
their ability to tap into virtual realms will surely make
2. Vex-19: A rogue Cyberneticist who operates on them indispensable allies or formidable adversaries
the fringes of Maxxia's society. Vex-19 is known for in any adventure. Embrace the melding of flesh and
their prowess in hacking and manipulating circuitry, for the Cyberneticist walks a path that few
technology, making them a formidable adversary or dare to tread!
ally depending on their motives. They possess a
mysterious past and are rumored to have access to
highly classified information. Name: Cybernetic Augmentation
Level: 1st
Adventure Hooks: Description: Cybernetic Augmentation allows the
1. The Corrupted Nexus: A dimensional breach Cyberneticist to enhance their own physical and
caused by a malfunctioning portal device threatens mental capabilities through the use of cybernetic
to unleash chaotic energies into Maxxia. The party implants. These implants are specialized
needs a Cyberneticist to repair the device and technological enhancements that can be installed
stabilize the portal before it devours the surrounding within the Cyberneticist's body, granting various
reality. bonuses and abilities. As the Cyberneticist gains
levels, they unlock additional implant slots, which
2. The Lost Archive: A hidden archive holds ancient provide more opportunities for customization and
knowledge about the origins of Maxxia and the key to improvement.
unlocking a powerful artifact. The Cyberneticist's
expertise is required to bypass the complex security Mechanics:
systems and navigate the archive's digital defenses. - At 1st level, the Cyberneticist starts with two
implant slots. Each implant slot can be filled with a
3. The Cybernetic Rebellion: A rogue faction of cybernetic implant, chosen from a list of available
sentient machines seeks to overthrow organic life in options.
Maxxia and establish their own dominion. The party - The Cyberneticist can choose implants that grant
must ally with the Guardians of the Digital Realm and bonuses to their abilities, such as increased
a skilled Cyberneticist to infiltrate their stronghold Intelligence, enhanced senses, improved mobility, or
and prevent a catastrophic machine uprising. resistance to certain types of damage.
- The available implants and their effects become

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more powerful as the Cyberneticist gains levels. For Once per day, as an action, the Cyberneticist can
example, at higher levels, the Cyberneticist might release the nanobots, restoring 1d8 + their
gain access to implants that allow them to Intelligence modifier hit points to themselves or an
temporarily cloak themselves, project force fields, or ally within 5 feet. Cost: 500 gp.
interface directly with machinery and computer
systems. Sonic Amplifier: The Sonic Amplifier implant allows
- The Cyberneticist can choose to replace existing the Cyberneticist to emit a powerful sonic pulse as
implants with new ones as they discover or create an action. All creatures within a 10-foot cone must
more advanced technology. make a Constitution saving throw (DC 8 +
- As the Cyberneticist levels up, they gain additional Intelligence modifier + proficiency bonus) or be
implant slots, allowing them to install more implants deafened for 1 minute. Cost: 600 gp.
and further customize their abilities. At 2nd level they
may have three implants, at 3rd level they may have 2nd Level Implants
five implants, at 4th level they may have six implants, Adrenal Boosters: The Adrenal Boosters implant
and at 5th level the Cyberneticist may use eight enhances the Cyberneticist's adrenal glands,
implants at once. allowing them to tap into bursts of heightened speed
and reflexes. Once per short rest, as a bonus action,
the Cyberneticist gains advantage on Dexterity
1st Level Implants saving throws and increases their movement speed
Opti-Enhancer: This implant enhances the by 10 feet for 1 minute. Cost: 800 gp.
Cyberneticist's vision, granting them advantage on
Perception checks related to sight. Cost: 100 gp. Neural Interface: The Neural Interface implant
establishes a direct neural connection between the
Neural Booster: The Neural Booster implant Cyberneticist's brain and compatible devices,
improves the Cyberneticist's mental acuity, granting allowing them to control and manipulate machinery
a +1 bonus to Intelligence ability checks and saving with their thoughts. They gain proficiency in one type
throws. Cost: 150 gp. of tool of their choice, and they can use their
Intelligence modifier instead of the standard ability
Dermal Plating: This implant reinforces the score for using that tool. Cost: 900 gp.
Cyberneticist's skin, providing a +1 bonus to AC
when wearing light armor. Cost: 200 gp. Nanite Repair Matrix: This implant deploys a swarm
of specialized nanites that can repair damaged
Cybernetic Limb: The Cybernetic Limb replaces a objects. Once per day, as an action, the
damaged or missing limb with a cybernetic Cyberneticist can release the nanites, restoring 2d6
prosthetic. This implant grants proficiency in one type hit points to a damaged object or construct. Cost:
of tool of your choice, and you can use the limb as a 1,000 gp.
natural weapon, dealing 1d4 bludgeoning damage.
Cost: 250 gp. Holo-Disguise Projector: The Holo-Disguise Projector
implant generates a sophisticated holographic
Subdermal Shielding: This implant deploys a thin projection system. As an action, the Cyberneticist
energy shield under the Cyberneticist's skin, granting can activate the implant to change their appearance,
resistance to a specific type of damage (chosen at allowing them to assume the guise of a different
the time of installation). Cost: 300 gp. humanoid creature of the same size category. This
disguise lasts for 1 hour or until deactivated. Cost:
Technopath Interface: The Technopath Interface 1,200 gp.
implant allows the Cyberneticist to wirelessly
communicate and interface with compatible Retinal Scanner: The Retinal Scanner implant grants
machines, granting advantage on Technology the Cyberneticist the ability to analyze and scan
checks and the ability to remotely access and control objects and creatures using their enhanced
simple robotic devices. Cost: 400 gp. cybernetic vision. Once per short rest, the
Cyberneticist can take an action to make an
Nano-Med Injector: This implant contains a reservoir Investigation check with advantage to learn detailed
of nanobots that can be released to heal wounds. information about an object or creature they can see.

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Chapter 5 Advanced Classes Hexmaster

Cost: 1,500 gp. succeed on a Strength saving throw (DC 8 +


Intelligence modifier + proficiency bonus) or be
Teleportation Node: The Teleportation Node implant restrained until the start of the Cyberneticist's next
allows the Cyberneticist to establish a temporary turn. Cost: 4,500 gp.
teleportation link to a designated location. Once per
long rest, as an action, the Cyberneticist can teleport Chrono-Displacer: The Chrono-Displacer implant
themselves and up to three willing creatures they can allows the Cyberneticist to manipulate time to a
see within 30 feet to a location they have previously limited extent. Once per long rest, as an action, the
designated as their teleportation node. Cost: 1,800 Cyberneticist can choose a point in time within the
gp. last minute and briefly revert themselves to that
state. This ability ends any ongoing negative
Energy Absorber: This implant absorbs and conditions and restores the Cyberneticist to the hit
harnesses energy attacks. Once per round, when the point total they had at that chosen point in time. Cost:
Cyberneticist is subjected to an energy-based spell 5,000 gp.
or attack, they can use their reaction to gain
resistance to that type of damage until the end of Molecular Stabilizer: This implant stabilizes the
their next turn. Cost: 2,000 gp. Cyberneticist's molecular structure, granting
advantage on saving throws against poisons and
Repulsor Gauntlet: The Repulsor Gauntlet implant diseases. Additionally, they gain resistance to poison
integrates a powerful energy projection system into damage. Cost: 5,500 gp.
the Cyberneticist's arm, allowing them to unleash a
concussive blast. Once per short rest, as an action, Temporal Accelerator: The Temporal Accelerator
the Cyberneticist can make a ranged spell attack, implant allows the Cyberneticist to manipulate time to
dealing 3d6 force damage on a hit to a target within speed up their actions. Once per short rest, as a
30 feet. Cost: 2,500 gp. bonus action, the Cyberneticist gains an additional
action on their turn, which they can use only to take
3rd Level Implants the Attack (one weapon attack only), Dash,
Electrostatic Field Generator: The Electrostatic Field Disengage, or Use an Object action. Cost: 6,000 gp.
Generator implant envelops the Cyberneticist in a
protective field of electrical energy. While the implant Quantum Deflector: The Quantum Deflector implant
is active, any creature that hits the Cyberneticist with creates a localized quantum field around the
a melee attack takes 2d6 lightning damage. The field Cyberneticist, providing resistance to all damage
lasts for 1 minute or until deactivated. Cost: 3,000 types except psychic. Additionally, when the
gp. Cyberneticist is reduced to 0 hit points but not killed
outright, they can choose to be reduced to 1 hit point
Neural Firewall: The Neural Firewall implant instead. This ability recharges after a long rest. Cost:
strengthens the Cyberneticist's mental defenses, 7,000 gp.
granting advantage on saving throws against mind-
affecting spells and effects. Additionally, they gain 4th Level Implants
resistance to psychic damage. Cost: 3,500 gp. Energy Projector Array: The Energy Projector Array
implant enhances the Cyberneticist's offensive
Phase Shift Matrix: This implant allows the capabilities by integrating multiple energy projectors
Cyberneticist to briefly shift out of phase with reality. into their body. Once per turn, when the
Once per short rest, as a bonus action, the Cyberneticist takes the Attack action, they can make
Cyberneticist can activate the implant, gaining an additional ranged spell attack with their implant,
resistance to all damage types until the start of their dealing 4d6 force damage on a hit. Cost: 8,000 gp.
next turn. Cost: 4,000 gp.
Hyper-Reflex Stimulator: The Hyper-Reflex
Gravity Manipulator: The Gravity Manipulator implant Stimulator implant boosts the Cyberneticist's reflexes
enables the Cyberneticist to alter the gravitational to an extraordinary level. They gain advantage on
forces around them. Once per short rest, as an Dexterity saving throws and increase their AC by 1.
action, the Cyberneticist can choose a 15-foot cube Additionally, their movement speed increases by 10
within 60 feet. Creatures within the area must feet. Cost: 9,000 gp.

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Hexmaster Chapter 5 Advanced Classes

Molecular Destabilizer: This implant allows the 5th Level Implants


Cyberneticist to disrupt the molecular structure of Singularity Core: The Singularity Core implant
objects and creatures. Once per long rest, as an harnesses the power of a miniature black hole,
action, the Cyberneticist can choose a creature or allowing the Cyberneticist to create a localized
object within 30 feet and force it to make a gravitational singularity. Once per long rest, as an
Constitution saving throw (DC 8 + Intelligence action, the Cyberneticist can choose a 30-foot radius
modifier + proficiency bonus) or take 8d6 force within 120 feet. Creatures within the area must make
damage. Cost: 10,000 gp. a Dexterity saving throw (DC 8 + Intelligence modifier
+ proficiency bonus) or take 10d6 force damage and
Nanite Swarm Hive: The Nanite Swarm Hive implant be pulled 20 feet toward the center. Cost: 25,000 gp.
releases a swarm of nanites that can be commanded
to attack enemies or assist allies. Once per long rest, Time Dilation Matrix: The Time Dilation Matrix
as an action, the Cyberneticist can release the implant alters the flow of time in a targeted area.
swarm. The swarm can be directed to make up to Once per long rest, as an action, the Cyberneticist
three attacks against one or multiple targets within can choose a 40-foot cube within 60 feet. Time within
30 feet, dealing 4d6 piercing damage on a hit. Cost: the cube slows down for all creatures except the
12,000 gp. Cyberneticist. The affected area becomes difficult
terrain for creatures other than the Cyberneticist, and
Gravity Manipulation Matrix: This implant grants the their movement is halved. The effect lasts for 1
Cyberneticist precise control over gravity fields. Once minute. Cost: 30,000 gp.
per long rest, as an action, the Cyberneticist can
choose a 20-foot radius within 60 feet. Creatures Transdimensional Gatekeeper: The
within the area must make a Strength saving throw Transdimensional Gatekeeper implant allows the
(DC 8 + Intelligence modifier + proficiency bonus) or Cyberneticist to open temporary portals to other
be restrained and take 6d6 bludgeoning damage. planes of existence. Once per long rest, as an action,
Cost: 14,000 gp. the Cyberneticist can create a portal to a chosen
plane within 60 feet. The portal remains open for 1
Temporal Disruptor: The Temporal Disruptor implant minute, allowing the Cyberneticist and creatures they
allows the Cyberneticist to manipulate time on a choose to travel through it. Cost: 35,000 gp.
small scale. Once per long rest, as an action, the
Cyberneticist can choose a creature within 30 feet. Quantum Flux Disruptor: This implant disrupts the
The target must make a Wisdom saving throw (DC 8 stability of quantum particles, causing them to
+ Intelligence modifier + proficiency bonus) or be fluctuate erratically. Once per long rest, as an action,
affected by the Slow spell for 1 minute. Cost: 16,000 the Cyberneticist can choose a creature within 60
gp. feet. The target must make an Intelligence saving
throw (DC 8 + Intelligence modifier + proficiency
Quantum Barrier Generator: The Quantum Barrier bonus) or be stunned for 1 minute. The target can
Generator implant creates an impenetrable barrier of repeat the saving throw at the end of each of its
quantum energy around the Cyberneticist. While the turns, ending the effect on a success. Cost: 40,000
implant is active, the Cyberneticist gains resistance gp.
to all damage types except psychic and has
advantage on saving throws against spells and Reality Distortion Matrix: The Reality Distortion
effects. The barrier lasts for 1 minute or until Matrix implant allows the Cyberneticist to manipulate
deactivated. Cost: 18,000 gp. reality on a large scale. Once per long rest, as an
action, the Cyberneticist can choose a 60-foot radius
Reality Manipulator: The Reality Manipulator implant within 120 feet. The Cyberneticist can create or alter
grants the Cyberneticist the ability to temporarily objects, creatures, or the environment within the
reshape reality. Once per long rest, as an action, the area, subject to the DM's discretion. The effects last
Cyberneticist can alter the environment in a 30-foot for 10 minutes. Cost: 45,000 gp.
radius around them. They can create difficult terrain,
change the lighting conditions, or create temporary Omega Barrier Generator: The Omega Barrier
cover. The effects last for 1 hour. Cost: 20,000 gp. Generator implant creates an impenetrable barrier of

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quantum energy on a massive scale. While the checks related to interacting with that specific device
implant is active, the Cyberneticist and creatures of or system for the next 24 hours.
their choice within a 60-foot radius gain resistance to - The Cyberneticist can attempt to hack into locked
all damage types except psychic, have advantage on or secure technological systems, such as security
saving throws against spells and effects, and cannot networks, encrypted databases, or computerized
be charmed, frightened, or possessed. The barrier locks. To do so, they must make an Intelligence
lasts for 1 hour or until deactivated. Cost: 50,000 gp. (Technology) check contested by the system's
security measures. The DM determines the difficulty
Omni-Phase Integrator: The Omni-Phase Integrator of the check based on the complexity and security
implant grants the Cyberneticist the ability to shift level of the system. Success grants the Cyberneticist
their physical form and bypass solid objects. Once access to the system, allowing them to control or
per long rest, as an action, the Cyberneticist can manipulate it as desired. Failure may result in
become incorporeal for 1 minute. They can move triggering alarms, alerting security forces, or locking
through solid objects as if they were difficult terrain the Cyberneticist out for a certain period of time.
and gain resistance to all damage types except force - The Cyberneticist can use their Technologist's Kit to
and psychic. Cost: 55,000 gp. analyze the technological composition of items they
encounter. By spending 10 minutes examining an
Absolute Singularity Core: The Absolute Singularity item, they can identify any technological components
Core implant unleashes the power of a stabilized it contains, such as integrated circuits, power
black hole, creating a gravitational anomaly of sources, or cybernetic implants. This information can
immense proportions. Once per long rest, as an provide valuable insights into the item's capabilities
action, the Cyberneticist can choose a 60-foot radius or potential vulnerabilities.
within 300 feet. Creatures within the area must make
a Dexterity saving throw (DC 8 + Intelligence modifier The Cyberneticist's Technological Familiarity not only
+ proficiency bonus) or take 20d6 force damage and grants them an edge when dealing with technology
be pulled 40 feet toward the center. Cost: 60,000 gp. but also opens up numerous possibilities for
problem-solving, information gathering, and strategic
Name: Technological Familiarity planning, both within and outside of combat
Level: 1st situations. Their expertise allows them to navigate
Description: The Cyberneticist's extensive and manipulate the advanced world of science and
knowledge of technology grants them a deep technology with confidence and finesse.
understanding of various machines, devices, and
electronic systems. They possess an innate
familiarity with technological objects, allowing them Name: Nanite Surge
to easily interface with and manipulate advanced Level: 2nd
technology. Description: Nanite Surge is a foundational class
Mechanics: feature of the Cyberneticist, granting them the ability
- The Cyberneticist gains proficiency with the to manipulate and control nanites, microscopic
Technologist's Kit, a specialized set of tools that machines that permeate the world. With this power,
enables them to diagnose and repair technological the Cyberneticist can harness the potential of
devices. This proficiency allows them to repair nanotechnology to achieve various effects.
damaged technology more efficiently, reducing the Mechanics: Once per long rest, the Cyberneticist
time required for repairs by half. can unleash a surge of nanites, granting them
- The Cyberneticist gains advantage on Investigation access to a range of abilities. The Nanite Surge
checks made to analyze or understand technological feature provides the following options:
devices, allowing them to decipher complex
schematics, identify potential weaknesses, or Nanite Reconstruction: By expending their Nanite
determine the purpose and functions of unfamiliar Surge, the Cyberneticist can heal themselves or an
machines. ally. This ability allows them to restore hit points
- When the Cyberneticist encounters a new equal to 1d8 + their Intelligence modifier. As the
technological device or system, they can spend 1 Cyberneticist gains levels, the healing improves,
hour studying it to gain insights into its workings. increasing to 2d8 + Intelligence modifier at 5th level.
After this study period, they gain advantage on ability

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Hexmaster Chapter 5 Advanced Classes

Nanite Shielding: The Cyberneticist can utilize their access and control compatible devices within a
Nanite Surge to create a protective barrier of nanites range of 60 feet. This allows them to manipulate
around themselves or an ally. This barrier grants security cameras, disable alarms, or even remotely
temporary hit points equal to 1d6 + their Intelligence activate or deactivate certain technological devices.
modifier, absorbing incoming damage. The The Cyberneticist must be able to see the device
temporary hit points increase to 2d6 + Intelligence they wish to control and spend an action to establish
modifier at 5th level. a secure connection. Once connected, they can
issue commands or manipulate the device's
Nanite Manipulation: With their control over nanites, functions.
the Cyberneticist can attempt to manipulate and
reprogram small technological devices or Security Bypass: The Cyberneticist gains the ability
mechanisms. They can use their Nanite Surge to to bypass security measures and encrypted systems.
attempt a special skill check, adding their proficiency They have advantage on ability checks made to
bonus and Intelligence modifier. The result disable security systems, unlock secured doors, or
determines the success of their manipulation, gain unauthorized access to restricted areas. In
allowing them to activate or deactivate a device, addition, they can spend 10 minutes analyzing a
override a security system, or gain access to security system or encrypted data, gaining
restricted areas. advantage on subsequent ability checks related to
that system or data.
The Nanite Surge ability can also be used creatively
outside of combat scenarios. For example, the Firewall Breach: The Cyberneticist can attempt to
Cyberneticist can use nanites to clean and repair breach the digital defenses of a target within 60 feet.
damaged objects, analyze substances for This can be a computer system, an AI entity, or even
composition, or create temporary tools or makeshift a virtual reality construct. The Cyberneticist makes
devices by assembling nanites into various shapes. an Intelligence check contested by the target's
defense system or AI intelligence. On a successful
As the Cyberneticist progresses in level, they gain breach, the Cyberneticist gains control over the
additional uses of Nanite Surge per long rest, target for a duration determined by the DM. The
allowing them to utilize their nanite manipulation Cyberneticist can issue commands to the target or
abilities more frequently. Nanite Surge may be used extract information from it. The target may make
twice per day at 3rd level, three times per day at 4th additional defense checks to regain control or resist
level, and four times per day at 5th level. the Cyberneticist's commands.

Name: Hacking Expertise Technological Sabotage: The Cyberneticist can use


Level: 3rd their hacking expertise to sabotage technological
Description: Hacking Expertise represents the devices and constructs. They can spend 1 hour
Cyberneticist's advanced understanding of computer tinkering with a target technological device or
systems, security protocols, and digital networks. construct, making an Intelligence check. On a
With this feature, they gain unparalleled expertise in successful check, the device or construct becomes
hacking into and manipulating technology, enabling temporarily disabled or malfunctions in a way
them to bypass security measures, access restricted determined by the DM. The duration of the sabotage
information, and gain control over machines and is determined by the DM, ranging from minutes to
digital realms. hours.
Mechanics:
Proficient Hacker: The Cyberneticist gains Digital Manipulation: The Cyberneticist gains the
proficiency in the Hacking skill, allowing them to ability to manipulate digital realms and virtual
effectively navigate and exploit computer systems, realities. They can enter and explore digital
security networks, and digital interfaces. When landscapes, interacting with virtual entities and
attempting to hack a system, the Cyberneticist adds environments. While in a virtual reality, the
their Intelligence modifier plus their proficiency bonus Cyberneticist can perform actions as if they were
to any ability checks related to hacking. physically present, although they cannot directly
affect the physical world. They can communicate
Remote Access: The Cyberneticist can remotely with other digital entities and gather information from

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Chapter 5 Advanced Classes Hexmaster

the virtual realm. checks and saving throws related to technology,


such as hacking into systems, repairing machinery,
Secure Communication: The Cyberneticist can or understanding complex technological concepts.
establish secure communication channels, allowing
them and their allies to communicate discreetly over Adaptive Augmentation: The Cyberneticist's
long distances. These channels are encrypted and understanding of cybernetics allows them to adapt
resistant to eavesdropping or interception. The and modify their own enhancements on the fly. Once
Cyberneticist can establish multiple secure channels per short rest, as a bonus action, they can choose to
and designate specific individuals who have access change one cybernetic augmentation they currently
to each channel. have with another one they know.

Data Extraction: The Cyberneticist gains the ability to Technological Superiority: The Cyberneticist's
extract valuable data or information from digital mastery over technology grants them a unique edge
systems. They can spend 10 minutes analyzing a in combat. Whenever they deal damage with a
computer system, AI entity, or encrypted data and weapon that has the "firearm" property, they add
make an Intelligence check. On a successful check, their Intelligence modifier to the damage dealt in
they gain relevant information or data as determined addition to any other modifiers. Additionally, they can
by the DM, such as access codes, blueprints, or choose to bypass resistances and immunities to
confidential files. nonmagical attacks and damage caused by their
cybernetic augmentations, as their enhancements
Note: The DM should determine the specific difficulty have become so advanced that they can penetrate
of hacking into different systems, the consequences even the most hardened defenses.
of hacking attempts, and the availability of suitable
targets for hacking in the game world. Master of Machines: The Cyberneticist's
understanding of machines and robots grants them
the ability to reprogram and control constructs to aid
Name: Cybernetic Mastery them in their endeavors.
Level: 4th Once per short rest, the Cyberneticist can attempt to
Description: With your deep understanding of hack into a construct within 30 feet of them. The
cybernetic enhancements, you have reached a level construct must make an Intelligence saving throw
of mastery that allows you to create and install (DC 8 + Cyberneticist's Intelligence modifier +
advanced upgrades in yourself and your allies. proficiency bonus) or fall under the Cyberneticist's
These enhancements grant extraordinary abilities control for 1 hour. The controlled construct follows
and unlock new potentials, further solidifying your the Cyberneticist's commands to the best of its
role as a Cyberneticist. abilities, including attacking enemies, activating
Mechanics: switches, or providing assistance.
Ability Score Improvement: At 4th level, you can Constructs that are already under the control of
increase one ability score of your choice by 2, or you another creature or possess high-level security
can increase two ability scores of your choice by 1. protocols may have advantage on the saving throw
This improvement reflects your growing expertise or be immune to this control.
and proficiency in cybernetic augmentations,
enhancing your natural talents. Name: Virtual Interface
Level: 5th
Enhanced Cybernetics: The Cyberneticist's own Description: With the advancement of their
cybernetic enhancements become even more cybernetic expertise, the Cyberneticist gains the
advanced and sophisticated. They gain a permanent ability to establish a direct interface with virtual
increase to their maximum hit points equal to their realities, granting them access to vast digital
level. Additionally, they gain resistance to one type of landscapes and information repositories. Through
damage of their choice (excluding psychic). their Virtual Interface, they can navigate, interact
with, and manipulate virtual environments, opening
Technological Savant: The Cyberneticist's mastery up new possibilities for exploration, research, and
over technology extends beyond their own cybernetic information gathering.
enhancements. They gain advantage on all ability Mechanics:

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Hexmaster Chapter 5 Advanced Classes

Range: Self harm. If their body is attacked or forcefully disturbed,


Duration: 1 hour the Cyberneticist is immediately ejected from the
Activation Time: 1 minute virtual interface, ending the effect prematurely.
When using the Virtual Interface, the Cyberneticist
connects their mind directly to a virtual reality
interface, utilizing their cybernetic enhancements to
establish a secure connection. During the activation
time, they enter a meditative state, focusing their
concentration to immerse themselves in the digital
realm.

Once the connection is established, the Cyberneticist


gains the following benefits:

Virtual Exploration: The Cyberneticist can navigate


virtual landscapes, which may include vast virtual
cities, ancient libraries of knowledge, or even
simulated worlds created for research purposes.
They can explore these digital realms, uncover
hidden information, and interact with virtual entities.

Data Retrieval: Within the virtual environment, the


Cyberneticist can access vast databases,
repositories of information, and historical archives.
They have advantage on Intelligence (Investigation)
checks made to search for specific information, lore,
or secrets.

Technological Analysis: The Cyberneticist's Virtual


Interface provides enhanced analytical capabilities.
They gain advantage on Intelligence (Technology)
checks made to decipher complex technological
systems, analyze security protocols, or understand
the inner workings of advanced machinery.

Digital Interaction: While immersed in the virtual


environment, the Cyberneticist can communicate
with digital entities, such as artificial intelligences,
virtual constructs, or even other users connected to
the same network. They can engage in
conversations, negotiate with virtual entities, or
gather information from these digital inhabitants.

Remote Hacking: The Cyberneticist can attempt to


remotely hack into connected systems or devices,
provided they have the necessary permissions or
security credentials. This allows them to gain control
over security systems, disable traps, or manipulate
machinery within the virtual or physical world.

The Virtual Interface can be used once per long rest.


While connected, the Cyberneticist's physical body
remains in a trance-like state, vulnerable to physical

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Chapter 5 Advanced Classes Hexmaster

Name: Dynast They exude an air of authority and confidence, with


Role: Support/Leader their bearing commanding respect from all who
Hit Die: d10 behold them.
Primary Ability: Charisma
Saving Throws: Constitution, Charisma Limitations:
Armor Proficiencies: Light armor, medium armor, While Dynasts possess formidable political and
shields leadership skills, they are not as proficient in combat
Weapon Proficiencies: Simple weapons, martial as some other classes. Their true strength lies in
weapons their ability to inspire and support their allies rather
Tool Proficiencies: One type of gaming set, one than engaging in direct physical confrontation.
musical instrument Additionally, Dynasts may face scrutiny and envy
Skills: Choose any two skills from the following: from those who question their legitimacy or feel
Persuasion, History, Insight, Intimidation threatened by their influence.

Class Overview: Organizations:


The Dynast is a noble and ruler of a vast domain in 1. The Council of Thalador: This ancient organization
the world of Maxxia. They possess immense wealth, brings together the most powerful Dynasts in Maxxia
power, and influence, commanding armies, to discuss matters of governance, share knowledge,
negotiating deals, enacting laws, and exploiting their and make crucial decisions that shape the fate of the
connections and reputation. Dynasts are skilled world. The Council acts as a unifying force among
diplomats, able to navigate complex political Dynasts and a platform for negotiation and
landscapes with finesse and authority. They excel in diplomacy.
providing support to their allies, bolstering their 2. The Brotherhood of Shadows: A secretive
morale and abilities, while also leading the charge in organization of spies and assassins, the Brotherhood
battle. operates in the shadows, seeking to manipulate the
balance of power among Dynasts. They gather
Level Progression: information, sow discord, and ensure that no single
ruler becomes too powerful.
1st: Noble Presence, Vassal's Oath 3. The Order of the Golden Crown: Comprised of
2nd: Courtly Politics loyal knights and warriors, the Order serves as the
3rd: Domain Dominion personal guard of the ruling Dynasts. They pledge
4th: Ruling Legacy their lives to protect their liege and uphold the honor
5th: Grand Conquest and integrity of their domain.

Equipment: Notable Users:


- A set of fine clothes 1. Seraphina D'Verona: Known as the "Silver
- A signet ring Tongue," Seraphina is a renowned Dynast who
- A ceremonial weapon (a sword, a scepter, etc.) wields her persuasive skills to broker peace and
- A gaming set of your choice forge alliances. Her eloquence and charisma have
- A musical instrument of your choice prevented countless conflicts and earned her the
- A pouch containing 25 gold pieces respect of both friends and rivals.
2. Lord Valerius Thorne: An ambitious and cunning
Requirements: Dynast, Lord Thorne employs his shrewd political
To become a Dynast, one must have a noble lineage maneuvering to expand his dominion. He is infamous
or gain the recognition of an existing ruling house. for his ruthlessness, capable of manipulating others
Additionally, proficiency in Persuasion is highly to do his bidding while maintaining a façade of charm
valued for those seeking to ascend to this prestigious and grace.
class. 3. Lady Aveline Stormrider: As the ruler of the
coastal city-state of Stormholm, Lady Aveline
Appearance: commands a formidable navy and leads her people
A typical Dynast cuts an imposing figure, draped in with wisdom and compassion. Her domain is
regal attire adorned with luxurious fabrics, intricate renowned for its economic prosperity and naval
jewelry, and a regal headdress denoting their status. dominance.

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obedience. Your Noble Presence feature allows you


Adventure Hooks: to exert your influence and charm in various social
1. A Hidden Heir: A secret bloodline has been situations, asserting your dominance and
revealed, indicating that an unknown individual is the commanding respect.
rightful heir to a powerful domain. The party is tasked
with finding and protecting this hidden heir, as Mechanics: When interacting with non-hostile
various factions seek to either eliminate or support creatures of Intelligence 3 or higher, you can use
their claim. your Noble Presence to gain advantage on Charisma
2. Diplomatic Crisis: A crucial diplomatic summit is (Persuasion) checks, as your noble demeanor and
threatened when an artifact central to the reputation precede you. In addition, you can attempt
negotiations is stolen. The Dynast leading the talks to sway individuals or groups to your cause by
enlists the party's help to recover the artifact and making a Charisma (Persuasion) check against a DC
ensure the success of the peace talks. determined by the DM, based on the complexity and
3. Rebellion in the Shadows: The Brotherhood of resistance of the target(s).
Shadows, seeking to disrupt the balance of power,
stirs rebellion among vassals against a powerful Furthermore, when making a Charisma (Intimidation)
Dynast. The party is hired to investigate the origins of check against creatures of Intelligence 3 or higher,
the rebellion, expose the Brotherhood's involvement, your Noble Presence grants you advantage. Your
and quell the uprising before it escalates into a full- imposing presence and the weight of your noble
blown civil war. status can instill fear in your enemies and compel
them to comply with your demands.
Variants:
1. Clan Chieftain: In certain regions of Maxxia, rather Additionally, your Noble Presence allows you to rally
than ruling over vast domains, Dynasts lead small and inspire your allies. As a bonus action, you can
clans or tribes. Their authority extends over a close- give a stirring speech, drawing upon your authority
knit community, and their focus shifts to the and charisma. Choose a number of friendly creatures
protection and well-being of their people. within 30 feet of you up to your Charisma modifier
2. Technocrat: In the futuristic city-states of Maxxia, (minimum of one). Those creatures gain temporary
Dynasts hold positions of power within high-tech hit points equal to your Charisma modifier + your
corporations and oversee advanced AI systems. Dynast level (minimum of 1 temporary hit point).
They blend the traditional role of a Dynast with These temporary hit points last for 1 hour and can be
cutting-edge technology, using their influence to stacked with subsequent uses of this feature, but
shape the direction of progress and innovation. only the most recent temporary hit points remain
active.
Comments:
Ah, the Dynast class, a symbol of opulence and Your Noble Presence feature recharges after a short
grandeur. As a traveler of the planes, I have or long rest, representing the need to uphold your
witnessed their commanding presence in the courts noble image and maintain your reputation as a
of Maxxia. Dynasts are the puppeteers of power, powerful ruler.
skillfully weaving their web of influence and
commanding the loyalty of their subjects. With their Note: The specific mechanics and DCs mentioned
silver tongues and regal bearing, they are masters of above may vary depending on the Hex Master's
diplomacy and the backbone of civilization in this discretion and the circumstances of the campaign.
diverse world. Remember, dear reader, power The numbers provided serve as a guideline but can
comes in many forms, and the Dynast wields it with a be adjusted to suit the game's balance and narrative
finesse that can shape the destiny of nations. requirements.

Name: Noble Presence Name: Vassal's Oath


Level: 1st Level: 1st
Description: As a Dynast, your commanding Description: As a Dynast, you have several vassals
presence and noble bearing grant you influence and who swear allegiance to you and provide you with an
authority over others. Your words carry weight and income. These loyal subjects are individuals from
your presence alone can inspire loyalty and various walks of life who owe you their loyalty and

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service, whether due to their own aspirations, familial provide. The income generated by your vassals can
ties, or obligations. be used for a variety of purposes, such as funding
expeditions, establishing new ventures, or
Mechanics: maintaining your status and influence in the world of
Number of Vassals: At 1st level, you begin with a Maxxia.
retinue of 3 vassals. As you gain levels, the number
of vassals in your service increases, as shown in the Name: Courtly Politics
Vassal Progression table below: Level: 2nd
Description: Courtly Politics is a class feature that
Level 1: 3 vassals represents the Dynast's mastery of political intrigue,
Level 2: 5 vassals social manipulation, and diplomatic finesse. This
Level 3: 7 vassals ability allows the Dynast to navigate complex political
Level 4: 9 vassals landscapes, forge alliances, gain favors, and exert
Level 5: 12 vassals their influence to shape events in their favor.
Through their knowledge of courtly etiquette,
Vassal Income: Each vassal contributes to your persuasive skills, and understanding of power
income, representing the revenue generated from dynamics, the Dynast can navigate the intricate web
their activities, estates, or enterprises. At the end of a of politics with grace and authority.
long rest, roll a number of d4 dice equal to the
number of vassals you currently have. Multiply the Mechanics:
total result by 5 gold pieces (5 gp) to determine your Political Insight: The Dynast gains advantage on all
daily income. This income is representative of the Charisma (Persuasion) and Charisma (Intimidation)
resources your vassals bring to you, such as trade ability checks made in social situations within a
profits, rent, and tribute. courtly setting, such as a royal court, noble
gathering, or political assembly. Their innate
Vassal Skills and Proficiencies: Your vassals understanding of power dynamics and their natural
possess their own skills and abilities, which can be charisma allow them to make convincing arguments
utilized for various tasks and endeavors. Each vassal and exert influence with greater ease.
has proficiency in one skill and one tool, chosen by
you. You can determine these proficiencies based on Courtly Connections: The Dynast has a network of
your vassals' backgrounds and roles within your influential contacts and allies within the political
domain. realm. They can call upon these connections to
gather information, gain access to restricted areas,
Vassal Interaction: As your vassals are loyal to you, or secure special favors. Once per long rest, the
they can assist you in different ways. They can help Dynast can use their Courtly Connections to gain
with logistical tasks, gather information, or even advantage on an ability check related to gathering
perform minor quests on your behalf, depending on information, negotiating deals, or acquiring
their capabilities. Additionally, you can utilize their resources.
skills and connections to gain advantage on ability
checks related to diplomacy, politics, and social Master of Ceremonies: The Dynast's presence
interactions. commands attention and respect in formal events
and social gatherings. They have a deep
Vassal Progression Table: understanding of courtly rituals and traditions, and
Level - Number of Vassals they excel at orchestrating grand ceremonies and
1-3 galas. When attending or hosting a formal event, the
2-5 Dynast can use their Master of Ceremonies ability to
3-7 inspire awe and admiration in the attendees. This
4-9 grants advantage on Charisma-based ability checks
5 - 12 made to influence the mood of the crowd, deliver
impactful speeches, or establish their authority and
Note: It is important to work closely with your Hex presence.
Master (DM) to flesh out the details of your vassals,
their backgrounds, and the specific benefits they Diplomatic Immunity: The Dynast's standing and

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Hexmaster Chapter 5 Advanced Classes

reputation grant them a level of diplomatic immunity Diplomatic Envoys: You gain proficiency in the
in many realms. They are treated as an honored Persuasion skill if you don't already have it.
guest in noble courts and are exempt from certain Additionally, you can send diplomatic envoys to other
restrictions and laws. When entering a new courtly noble houses, factions, or powerful entities. These
setting, the Dynast can use their Diplomatic Immunity envoys serve as representatives of your domain,
to gain advantage on Charisma (Persuasion) checks negotiating treaties, trade agreements, and alliances
made to persuade local authorities or officials to on your behalf. The envoys' success depends on
grant them privileges or exemptions. your Charisma check and the nature of the
negotiation.
Political Maneuver: The Dynast's understanding of
politics allows them to influence the outcome of Ruler's Edict: Once per long rest, you can issue a
certain events or decisions behind the scenes. Once Ruler's Edict to assert your authority and make a
per long rest, when presented with a significant significant decision affecting your domain. This edict
political decision or event, the Dynast can make a can be a new law, a change in policy, or a
Charisma (Insight) check to uncover hidden motives, proclamation that influences the course of events.
alliances, or rivalries that might affect the situation. The effect and consequences of the edict are subject
Based on the result, the Dynast can choose to to the Hex Master's discretion and may have wide-
leverage this knowledge to sway the decision in their ranging social, economic, or political effects.
favor, sow discord among rivals, or protect their
interests. Administrative Network: You establish an
administrative network within your domain, consisting
Royal Favors: As a Dynast, the character possesses of advisors, bureaucrats, and spies. This network
a degree of authority and can call upon their vassals aids you in gathering information, managing
and subjects for assistance. Once per long rest, the resources, and resolving conflicts. Once per day, you
Dynast can use their Royal Favors to gain access to can call upon your network to assist you in any one
additional resources or services. This might include of the following tasks:
requisitioning troops, acquiring rare items or
information, or requesting the aid of skilled artisans Gathering Information: Gain advantage on a
or advisors. The specific details of the assistance Charisma (Investigation) check to gather information
gained depend on the context and the DM's within your domain.
discretion. Resource Allocation: Allocate resources (money,
supplies, personnel) to a specific project, reducing
the time required by half.
Name: Domain Dominion Political Influence: Attempt to sway the opinion of an
Level: 3rd influential figure within your domain by making a
Description: Domain Dominion represents the Charisma (Persuasion) check with advantage.
Dynast's mastery over their realm and their ability to Espionage: Task your network with gathering
exert influence and control over their domain. It information on a specific individual or organization.
encompasses a range of non-combat abilities that The network makes a Charisma (Stealth) check to
allow the Dynast to manage their territories, interact avoid detection while gathering the information.
with their subjects, and shape the political landscape. Noble Entourage: You assemble a loyal entourage of
attendants, guards, and advisors, symbolizing your
Mechanics: status and power. The entourage consists of up to
Vassal's Oath: At 3rd level, as a bonus action, you five individuals who serve you faithfully and are
can establish a formal vassalage with a willing skilled in their respective roles. They accompany you
creature. The vassal must be within 60 feet of you on your travels, enhancing your presence and
and have a CR (Challenge Rating) equal to or less offering their expertise. The specific members of your
than your character level. The vassal pledges their entourage are up to you, but they should be
loyalty to you and your domain, gaining benefits thematically appropriate and balanced in terms of
based on their role and abilities. This bond lasts until their capabilities.
dismissed or until the Dynast establishes a new
vassal's oath.

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Name: Ruling Legacy ability to lead large-scale campaigns, marshal forces,


Level: 4th and conquer territories. As a true ruler, the Dynast
can establish dominion over lands and expand their
Description: The Dynast's influence and power sphere of influence.
extend far beyond their immediate domain. Through
their Ruling Legacy, they leave a lasting impact on Mechanics: When the Dynast attains 5th level, they
the regions they govern, shaping the world around gain the following abilities:
them and solidifying their reputation as a respected
ruler. Conquest Strategy: The Dynast's exceptional
strategic prowess allows them to devise cunning
Mechanics: plans and tactics for conquest. Once per long rest,
Regional Governance: The Dynast gains the ability the Dynast can spend 1 hour strategizing with their
to establish and govern regions under their control. advisors and generals to gain advantage on all
This feature allows the Dynast to manage the Charisma (Persuasion) and Intelligence (History)
resources, infrastructure, and development of these checks related to war, politics, or territorial expansion
regions, bringing prosperity and stability. The Dynast for the next 24 hours.
can designate a region within their domain to be
governed, which should be discussed and approved Army of the Dynast: The Dynast can raise and
by the Hex Master. The size and specifics of the command a loyal army of followers, soldiers, and
region can vary depending on the campaign setting. vassals. The army consists of a number of units
The Dynast can establish various structures, such as equal to the Dynast's Charisma modifier (minimum of
cities, fortresses, guilds, or academies, within the 1). Each unit represents a contingent of soldiers or
region to further their goals. warriors, typically around 100 individuals. These
Administrative Expertise: The Dynast's units can be used to defend the Dynast's domain,
understanding of bureaucracy and governance participate in battles, or engage in various missions
grants them advantage on checks related to and tasks.
managing their domain, such as politics, diplomacy,
law, and economics. They possess an innate The army has hit points equal to 10 times the
knowledge of the inner workings of their domain and Dynast's level. It uses the Dynast's proficiency bonus
can efficiently allocate resources, negotiate treaties, for attack rolls and saving throws.
and make decisions that benefit their subjects.
Taxation: As a ruler, the Dynast has the authority to The army's attack bonus is equal to the Dynast's
levy taxes on the regions under their control. By Charisma modifier + their proficiency bonus.
doing so, they can generate income and accumulate
wealth. The Dynast can collect taxes from various The army deals damage equal to 1d8 + the Dynast's
sources, including trade, production, and property. Charisma modifier on a successful attack.
The specific amount and methods of taxation should
be determined in collaboration with the Hex Master The army has a movement speed of 30 feet and can
based on the campaign setting. traverse various terrains.
Reputation Boost: The Dynast's ruling legacy
enhances their reputation and influence among other The army is proficient in light and medium armor,
rulers, nobles, and influential figures. This feature shields, simple weapons, and martial weapons.
grants the Dynast advantage on Charisma-based
ability checks when interacting with individuals who The Dynast can use their bonus action to issue
are aware of their ruling status. Their reputation commands to the army. Commands can include
precedes them, opening doors to political alliances, "Attack," "Defend," "Retreat," "Advance," or any other
exclusive events, and valuable connections. appropriate order.

Name: Grand Conquest The army cannot be healed by normal means, but
Level: 5th the Dynast can spend 1 hour during a short rest to
Description: With the attainment of the 5th level, the recover hit points equal to their level x 10 within the
Dynast reaches the pinnacle of their influence and army.
power. The Grand Conquest feature represents their

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Hexmaster Chapter 5 Advanced Classes

Conquest Command: As an action, the Dynast can Name: Engineer


issue commands and directives to their armies, Role: Controller, Support
allies, and vassals within a range of 1 mile. This Hit Die: d8
command can include various instructions, such as Primary Ability: Intelligence
attacking or defending specific locations, setting up Saving Throws: Dexterity, Intelligence
trade routes, conducting reconnaissance, or Armor Proficiencies: Light armor
launching diplomatic missions. The effectiveness of Weapon Proficiencies: Simple weapons, firearms,
these commands is determined by the Dynast's tinkerer's tools
Charisma modifier and their proficiency bonus. The Tool Proficiencies: Tinkerer's tools, one set of
DM will provide the necessary details and outcomes artisan's tools
based on the nature of the command and the current Skills: Choose three from Arcana, Investigation,
state of the world. Medicine, Nature, Perception, Sleight of Hand, and
Survival
Conqueror's Presence: The Dynast's mere presence Spellcasting: Engineers do not have spellcasting
on the battlefield inspires their allies and instills fear abilities.
in their enemies. While leading their army, the
Dynast and their allies within 30 feet gain advantage Class Overview:
on saving throws against being frightened, and they Engineers are brilliant minds that harness the power
have advantage on Charisma (Intimidation) checks of science and engineering to create and manipulate
made to demoralize enemies. machines. They are versatile problem solvers,
capable of constructing vehicles, robots, turrets,
traps, and various other contraptions. Their expertise
in hacking, modifying, and sabotaging existing
machines sets them apart as cunning strategists and
battlefield manipulators. Engineers combine their
intelligence, practicality, and creativity to find
innovative solutions and improvements in the face of
challenges.

Level Progression:
1st: Mechanic's Ingenuity, Tinkerer's Toolset
2nd: Mechanical Familiar, Gear Upgrade
3rd: Technomancy, Construct Companion
4th: Inventor's Inspiration, Improved Tinkering
5th: Master Engineer, Automated Arsenal

Equipment: Engineers start with the following


equipment:
- A set of tinkerer's tools
- An artisan's tool of their choice
- A light crossbow and 20 bolts
- Studded leather armor
- A dungeoneer's pack

Requirements: There are no special requirements


for taking levels in the Engineer class. However, a
character with a keen intellect, an affinity for
machinery, and a knack for problem-solving is well-
suited for this class.

Appearance: A typical Engineer is often seen


wearing practical clothing with numerous pockets

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Chapter 5 Advanced Classes Hexmaster

and tool belts for easy access to their gadgets and 2. Veridia Thornweaver: A sly elven engineer known
tools. They might sport a pair of goggles on their for her mastery of traps and automated defenses.
forehead, ready to be worn when working on intricate Veridia's ingenious contraptions have made her a
machinery. Engineers tend to have an intense and sought-after specialist in securing valuable relics and
focused expression, reflecting their keen analytical defending ancient tombs from looters.
minds. Their hands bear the signs of countless
repairs and creations, stained with grease and 3. Thelonius Cogswell: A human engineer with a
marked by scars from the occasional mishap. knack for unlocking the secrets of ancient
technology. Thelonius's greatest achievement is the
Limitations: Engineers rely heavily on their gadgets "Cogswell Analyzer," a device that can identify and
and inventions, making them vulnerable if their harness the residual energies left behind by powerful
equipment is damaged or unavailable. Additionally, spells and artifacts.
their reliance on machinery and tinkering might be
less effective against certain magical or supernatural Adventure Hooks:
creatures that possess resistance or immunity to 1. The Lost Workshop: A distressed colleague of the
non-magical attacks. players seeks their help in recovering a stolen
prototype from a rival engineer. The players must
Organizations: navigate through dangerous terrain and confront
1. The Clockwork Consortium: A secretive guild of mechanical guardians to retrieve the stolen
engineers and inventors dedicated to unraveling the invention.
mysteries of ancient machinery. They seek to
uncover lost knowledge and restore the forgotten 2. The Rogue Automaton: A malfunctioning war
technologies of past civilizations. Engineers who join machine from a bygone era threatens a peaceful
this organization gain access to exclusive resources, settlement. The players, alongside an engineer from
blueprints, and mentorship. the Clockwork Consortium, are tasked with
dismantling or reprogramming the rogue automaton
2. The Order of the Arcane Mechanists: This order before it wreaks havoc.
combines the arcane arts with engineering, blending
magic and machinery in fascinating ways. They 3. The Broken Portal: A mysterious artifact with the
strive to push the boundaries of what is possible by power to open portals to other realms has fallen into
infusing technology with spells and enchantments. the wrong hands. The players, guided by a skilled
Engineers associated with this organization can learn Technomancer, must repair and recalibrate the
advanced techniques in technomancy and gain device to prevent the unwanted intrusion of
access to unique magical inventions. otherworldly beings.

3. The Scrapyard Scavengers: A motley crew of Variants: The Engineer class can have variations
engineers and scavengers who specialize in depending on the race or culture of the character.
repurposing and salvaging advanced technology For example, a Dwarven Engineer might have
from the ruins of ancient civilizations. They roam the additional proficiency with heavy armor and gain
wastelands of Maxxia, hunting for valuable advantages when crafting mechanisms underground.
components and rare artifacts. Engineers affiliated A Gnomish Engineer, on the other hand, might
with this group have an uncanny ability to find hidden specialize in clockwork contraptions and have
treasures and unlock the potential of discarded increased proficiency with small gadgets and traps.
machinery.
Comments:
Notable Users: The Engineer class exemplifies the brilliance and
1. Galadra Fireforge: A dwarven engineer renowned ingenuity of mortal minds in the face of Maxxia's
for her ability to craft elaborate clockwork technological wonders and ancient mysteries. As
contraptions. Galadra's greatest creation is the Malidrex the Twisted Witch, I must admit that their
"Ironbreaker," a colossal mechanical golem that practicality and reliance on machines can sometimes
protects the city of Emberhold from any who dare to be viewed as a limitation. Yet, their ability to
threaten its walls. manipulate the very fabric of the world through their
inventions is nothing short of awe-inspiring.

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Hexmaster Chapter 5 Advanced Classes

Engineers stand as beacons of innovation and their device. This device can serve a variety of functions,
creations are sure to leave an indelible mark on the such as a small clockwork spy, a miniature smoke
world of Maxxia. screen generator, or a portable light source. The
device is durable but not indestructible, and it retains
Name: Mechanic's Ingenuity its functionality until it is broken or dismantled. You
Level: 1st can have a maximum of three devices active at a
Description: As an Engineer, your keen intellect and time.
deep understanding of machinery allow you to Modifications: At the end of a long rest, you can
quickly assess and manipulate mechanical systems. modify one of your existing devices or create a new
Your Mechanical Aptitude grants you several one. By tinkering with its design and components,
advantages in dealing with devices and constructs. you can enhance its capabilities or alter its
Mechanics: functionality to suit a specific task. For example, you
could add a grappling hook attachment to a
Mechanical Expertise: You gain proficiency with the clockwork spy, allowing it to retrieve small objects or
Tinkerer's Tools if you don't already have it. climb walls. The specific modifications available are
Additionally, you gain proficiency with one set of up to the Hex Master's discretion.
artisan's tools of your choice.
Analytical Mind: You have advantage on all 1st level Tinkering Gadgets
Intelligence (Investigation) checks made to analyze, Clockwork Spy: A small, intricately designed
understand, or identify mechanical devices, clockwork creature that can be controlled remotely. It
contraptions, or traps. can move silently, climb walls, and has a small
Swift Repairs: As an action, you can attempt to repair compartment for carrying small objects. Material
a non-magical object or construct you are proficient Cost: 10 gold pieces.
with, such as a broken lock, a malfunctioning device,
or a damaged mechanical ally. Make an Intelligence Smoke Screen Generator: A handheld device that,
(Tinkerer's Tools) check with a DC determined by the when activated, releases a dense cloud of smoke,
complexity of the repair. On a success, the object or providing concealment and obscuring vision. Material
construct is restored to full functionality. Cost: 5 gold pieces.
Ingenious Improvisation: When attempting to create
or repair a mechanical device or construct using Portable Light Source: A small, durable light-emitting
Tinkerer's Tools, you can substitute your Intelligence device that can be attached to various objects or
modifier for any ability check normally required for carried in hand. It emits a bright light in a 10-foot
such tasks. radius and dim light for an additional 10 feet. Material
Cost: 3 gold pieces.

Name: Tinkerer's Toolset Grappling Hook Launcher: A wrist-mounted device


Level: 1st that fires a grappling hook and a length of sturdy
Description: As an Engineer, you possess a rope. It allows you to create a secure anchor point
Tinkerer's Toolset, a collection of specialized tools and traverse difficult terrain or scale walls. Material
and gadgets that allow you to construct and modify a Cost: 8 gold pieces.
wide range of machines and devices. With your
expert knowledge and innovative thinking, you can Alarm System: A compact mechanism that can be
create unique contraptions tailored to your needs, attached to doors, windows, or other entry points. It
providing you with versatile solutions both inside and emits a loud sound or activates a visual signal when
outside of combat. triggered, alerting you to potential intruders. Material
Mechanics: Cost: 5 gold pieces.
Proficiency: You gain proficiency with Tinkerer's
tools, allowing you to craft and repair complex Lockpick Automaton: A small mechanical creature
machinery. You also gain proficiency with one set of with dexterous appendages capable of picking
artisan's tools, representing your expertise in a simple locks. It can be controlled remotely or set to
specific crafting skill. work autonomously. Material Cost: 10 gold pieces.
Tinkering: You can spend 1 hour and 10 gold pieces
worth of materials to create a simple mechanical Remote Sensor: A miniature device equipped with

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Chapter 5 Advanced Classes Hexmaster

various sensors, such as heat, motion, or pressure


sensors. It can be used to detect hidden traps, secret Sonic Disruptor: A hand-held device that emits
doors, or invisible creatures within a limited range. powerful sonic waves, capable of disorienting
Material Cost: 8 gold pieces. creatures or shattering fragile objects. It can be used
to incapacitate or disable opponents temporarily.
Repair Drone: A tiny mechanical drone that assists Material Cost: 12 gold pieces.
you in repairing damaged machinery. It can mend
small mechanical components and restore 3rd level Tinkering Gadgets
functionality to broken devices. Material Cost: 6 gold Jetpack: A compact propulsion system worn on the
pieces. back that allows you to fly for a limited duration. It
grants you a flying speed and improved mobility both
2nd level Tinkering Gadgets in and out of combat. Material Cost: 25 gold pieces.
Shock Gauntlet: A modified glove equipped with
electrical coils that can deliver a jolt of electricity Sonic Cannon: A handheld energy weapon that fires
upon contact. It can be used as a melee weapon, powerful sonic blasts. It deals thunder damage to a
dealing 1d6 additional lightning damage. Material target and can also have additional effects, such as
Cost: 15 gold pieces. stunning or deafening enemies. Material Cost: 30
gold pieces.
Gas Emitter: A handheld device that releases a
concentrated burst of gas, which can have various Digi-Glove: A specialized glove with integrated
effects, such as inducing sleep, disorienting holographic projectors. It allows you to create illusory
enemies, or creating a choking cloud. Material Cost: images, alter your appearance, or generate
10 gold pieces. holographic distractions. Material Cost: 20 gold
pieces.
Magnetic Boots: Boots fitted with magnetic plates
that allow you to cling to metal surfaces and walk on Energy Shield: A portable energy barrier that can be
walls or ceilings. They provide advantage on checks activated to create a protective shield around you or
related to climbing or maintaining balance. Material your allies. It absorbs damage and provides
Cost: 12 gold pieces. temporary hit points to those within its radius.
Material Cost: 25 gold pieces.
Decoy Projector: A small device that can project an
illusory image or create distracting sounds, diverting Camouflage Suit: A specialized suit that uses
the attention of enemies. It can be used to create advanced optics and microprojectors to mimic the
decoys, confuse opponents, or provide a diversion. surrounding environment. It grants advantage on
Material Cost: 8 gold pieces. Dexterity (Stealth) checks and provides resistance to
damage from attacks of opportunity. Material Cost:
Healing Injector: A syringe-like device that can 30 gold pieces.
administer healing potions or concoctions with
precision. It allows you to stabilize and heal allies Teleportation Device: A handheld device that allows
more efficiently during combat or in emergencies. you to teleport short distances. It enables quick
Material Cost: 15 gold pieces. repositioning, escape from dangerous situations, or
surprising ambushes. Material Cost: 35 gold pieces.
Stealth Cloak: A lightweight cloak woven with
advanced fibers that can refract light, making the Sonic Disruptor Array: A larger version of the sonic
wearer blend into their surroundings. It grants disruptor that emits a wave of sonic energy in a
advantage on Dexterity (Stealth) checks when trying cone, affecting multiple targets. It can stun, deafen,
to hide or remain unnoticed. Material Cost: 20 gold or disorient creatures caught within its range.
pieces. Material Cost: 35 gold pieces.

Energy Barrier: A portable energy field generator that Force Field Projector: A stationary or mobile device
can create a protective barrier around you or an ally. that creates a spherical force field, protecting an area
The barrier absorbs a certain amount of damage from incoming projectiles or spells. Material Cost: 40
before dissipating. Material Cost: 18 gold pieces. gold pieces.

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Hexmaster Chapter 5 Advanced Classes

5th level Tinkering Gadgets


4th level Tinkering Gadgets Power Armor: A suit of advanced mechanical armor
Energy Blade: A retractable blade infused with that enhances your strength, protection, and mobility.
energy, granting it additional slashing damage. It can It provides increased AC, additional damage
be attached to a weapon or used as a standalone resistance, and improved movement capabilities.
melee weapon. Material Cost: 40 gold pieces. Material Cost: 100 gold pieces.

Gravity Manipulator: A small device that can alter the Energy Barrier Generator: A stationary or mobile
local gravitational field. It can create areas of low device that projects a large-scale energy barrier,
gravity, allowing for enhanced jumping or levitation, shielding an area from incoming attacks and spells. It
or areas of increased gravity that hinder movement. can withstand substantial damage and provides
Material Cost: 45 gold pieces. cover to those within its protective field. Material
Cost: 90 gold pieces.
Holographic Projector: A versatile device that can
project three-dimensional holograms. It can create Automated Repair Station: A specialized device that
lifelike illusions, mimic sounds, or display visual can autonomously repair damaged mechanical
information for communication or entertainment objects, including constructs or vehicles. It can mend
purposes. Material Cost: 35 gold pieces. complex machinery, reinforce structural integrity, and
restore functionality. Material Cost: 80 gold pieces.
Deployable Turret: A small automated turret that can
be deployed in combat or to guard a specific area. It Time Manipulator: A small device that harnesses
can be armed with various weapons, such as temporal energy, allowing you to manipulate time in
crossbows, firearms, or energy beams, providing limited ways. It can create time dilation fields,
additional firepower and tactical advantages. Material granting advantage on Dexterity saving throws, or
Cost: 50 gold pieces. create temporal anchors to resist time-altering
effects. Material Cost: 110 gold pieces.
Teleportation Pad: A larger-scale teleportation device
that creates a designated teleportation pad at a Energy Shield Amplifier: A device that enhances the
specific location. It allows for instant travel between protective capabilities of energy shields, such as
two linked pads, providing a swift and efficient means force fields or personal energy barriers. It provides
of transportation. Material Cost: 55 gold pieces. increased damage absorption and faster shield
regeneration. Material Cost: 95 gold pieces.
Energy Absorption Device: A handheld or wearable
device that can absorb and store energy from Reality Distortion Device: A powerful device that can
incoming attacks. It allows you to regain hit points or create localized distortions in reality. It can alter the
convert the stored energy into additional damage on laws of physics, disrupt magic, or temporarily phase
your next attack. Material Cost: 50 gold pieces. objects or creatures out of existence. Material Cost:
120 gold pieces.
Phase Shifter: A device that temporarily alters your
molecular structure, allowing you to phase through Molecular Destabilizer: A handheld device that emits
solid objects or become partially incorporeal. It a focused beam capable of destabilizing molecular
grants advantage on Dexterity saving throws and the structures. It deals significant damage, bypasses
ability to move through obstacles or avoid attacks. certain resistances, and can cause debilitating
Material Cost: 60 gold pieces. effects, such as weakening or slowing enemies.
Material Cost: 100 gold pieces.
Nanobot Swarm Dispenser: A device that releases a
swarm of nanobots that can be programmed for Nanobot Hive: A portable device that deploys a
various purposes. They can heal wounds, repair swarm of advanced nanobots capable of complex
objects, dismantle traps, or provide temporary tasks. The nanobots can construct temporary
enhancements to allies. Material Cost: 55 gold structures, repair or modify objects, gather
pieces. information, or provide advanced medical assistance.
Material Cost: 130 gold pieces.

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Name: Mechanical Familiar you in tasks that require the use of tools, granting
Level: 2nd you advantage on ability checks involving tinkerer's
Description: With your deep understanding of tools or artisan's tools.
machinery, you gain the ability to create and bond
with a Mechanical Familiar. This specialized Upgrades: As you progress in level, you can
construct becomes your loyal companion, aiding you enhance and upgrade your Mechanical Familiar,
in your engineering endeavors and providing allowing it to perform additional functions or granting
invaluable assistance in various tasks. it new abilities. These upgrades include improved
Mechanics: armor plating, increased speed, additional tool
attachments, or specialized modifications tailored to
Creating a Mechanical Familiar: As an Engineer, you your needs.
can spend 8 hours and expend 50 gold pieces worth
of materials to construct a Mechanical Familiar. The Familiar Interactions: Your Mechanical Familiar can
materials include gears, wires, enchanted interact with the environment and objects as if it were
components, and other intricate machinery. The a Small creature. It can manipulate switches, levers,
process requires access to a workshop or tinkering buttons, and other objects within its strength limits.
tools. However, it cannot engage in combat or perform
actions that would require human-level dexterity.
Familiar Bond: Once your Mechanical Familiar is
created, you establish a unique bond with it. You can Familiar Safety: While your Mechanical Familiar is
communicate telepathically with your familiar up to a hardy, it is not indestructible. If it is reduced to 0 hit
range of 100 feet. You can see through its eyes and points, it becomes inoperable until you repair it
hear what it hears, gaining a new perspective on during a short rest. If it is destroyed beyond repair,
your surroundings. you can construct a new Mechanical Familiar during
a long rest using the same process and materials as
Familiar Statistics: Your Mechanical Familiar uses before.
the statistics of a modified homunculus, as described
in the Dungeons and Dragons rulebook. Its hit points Familiar's Limited Autonomy: Your Mechanical
are equal to your level plus your Intelligence modifier Familiar is intelligent and capable of independent
multiplied by 4. It follows your initiative in combat and decision-making to a certain extent. It can perform
acts independently, following your commands to the simple tasks, follow basic instructions, and even
best of its abilities. complete short assignments on its own. However, it
lacks true sentience and cannot engage in complex
Repair and Maintenance: Your Mechanical Familiar conversations or solve intricate problems without
requires regular maintenance to keep it in optimal your guidance.
condition. During a short rest, you can spend 10
minutes repairing it, restoring a number of hit points Name: Gear Upgrades
equal to your Engineer level plus your Intelligence Level: 2nd
modifier multiplied by 2. Description:
Device Upgrades: As you gain levels in the Engineer
Assisting Abilities: Your Mechanical Familiar class, your proficiency with Tinkerer's tools and your
possesses unique abilities that aid you in your understanding of mechanical engineering improve.
endeavors: At 2nd level and every 2 levels thereafter, you can
choose one Gear Upgrade for each of your active
Analytical Vision: Your familiar's eyes are equipped devices. These upgrades enhance the device's
with advanced optical sensors, allowing it to analyze abilities, granting you additional functionality or
and interpret complex patterns. It gains advantage improving existing features. The available Gear
on Perception checks that rely on sight and Upgrades are described in detail in the Engineer
Investigation checks related to machinery or magical class feature "Gear Upgrade."
devices.
Gear Upgrades:
Tool Applicator: Your familiar is equipped with a set Enhanced Power Core: This upgrade improves the
of miniature mechanical arms and tools. It can assist energy efficiency and duration of device operation. It

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increases the device's active duration by 50%.


Material Cost: 10 gold pieces. Interface Expertise: The Engineer gains expertise in
using tinkerer's tools and can now attempt more
Precision Targeting: This upgrade enhances the complex repairs, modifications, and adjustments to
device's accuracy, granting a +1 bonus to attack rolls machines. They have advantage on all ability checks
made with the device. Material Cost: 8 gold pieces. related to tinkering, repairing, or modifying
mechanical devices.
Reinforced Structure: This upgrade strengthens the Machine Whisperer: The Engineer can communicate
device's durability, increasing its hit points by 25%. with machines, understanding their signals, beeps,
Material Cost: 12 gold pieces. and mechanical language. They gain the ability to
cast the spell "Speak with Machines" once per long
Expanded Storage: This upgrade allows the device rest without expending a spell slot. This spell allows
to carry additional ammunition, charges, or the Engineer to communicate with and gather
resources. It doubles the device's capacity. Material information from non-sentient mechanical or
Cost: 6 gold pieces. electronic devices, such as computers, robots, and
automatons.
Silent Operation: This upgrade reduces the device's Remote Hacking: The Engineer gains the ability to
noise output, making it nearly silent when in use. It remotely access and manipulate electronic systems
grants advantage on Dexterity (Stealth) checks within a range of 60 feet. They can attempt to hack
related to hiding or remaining undetected while using into security systems, override locks, control
the device. Material Cost: 8 gold pieces. surveillance cameras, or disrupt communication
networks. To perform remote hacking, the Engineer
Elemental Enhancement: This upgrade adds must succeed on an Intelligence (Hacking) check
elemental damage to the device's attacks. Choose a contested by the target system's security level or the
damage type (fire, cold, lightning, or acid) and the operator's skill. The DC for hacking into a specific
device deals an additional 1d6 damage of that type. system is determined by the DM based on its
Material Cost: 15 gold pieces. complexity and security measures in place.
Technomantic Augmentation: The Engineer's deep
Quick Deployment Mechanism: This upgrade allows understanding of technology allows them to enhance
for faster deployment and activation of the device. It their own capabilities and those of their allies. Once
reduces the device's activation time by 1 action. per long rest, the Engineer can use their
Material Cost: 10 gold pieces. Technomancy to temporarily augment themselves or
a willing creature they touch. This augmentation
Overload Circuit: This upgrade grants the device a grants advantage on the next ability check, saving
powerful burst of energy, increasing its damage throw, or attack roll the target makes within the next
output. Once per long rest, the device deals an minute.
additional 2d6 damage on a successful attack. Technological Mastery: The Engineer's mastery over
Material Cost: 18 gold pieces. technology reaches new heights. They gain
proficiency with one additional set of artisan's tools of
their choice, expanding their creative and problem-
Name: Technomancy solving abilities further. Additionally, the Engineer's
Level: 3rd expertise in tinkering allows them to build complex
Description: Technomancy is the pinnacle of an contraptions or devices with half the usual time and
Engineer's mastery over machines and technology. It cost required.
allows them to interface with and manipulate Circuit Breaker: The Engineer can disrupt and
mechanical and electronic devices through their disable nearby electronic devices or mechanical
advanced understanding of science and engineering systems. As an action, they can emit a powerful
principles. By channeling their intellect and pulse of energy within a 20-foot radius. All affected
harnessing the power of their inventions, Engineers devices or systems must make a Dexterity saving
can perform remarkable feats of control, throw against the Engineer's spell save DC. On a
communication, and problem-solving. failed save, the devices are temporarily disabled for
1 minute, shutting down or malfunctioning. This
Mechanics: ability can be used once per long rest.

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Name: Construct Companion Independent Decision-Making: When the Engineer is


Level: 3rd unable to issue commands or incapacitated, the
Description: The Engineer gains the ability to create Construct Companion can act independently, using
a loyal Construct Companion, a mechanical entity its own judgment. It prioritizes protecting the
that aids them in various tasks and adventures. Engineer's interests and following the Engineer's
Mechanics: The Construct Companion is created general goals and values.
using the Engineer's knowledge of engineering and Limited Autonomy: The Construct Companion has
tinkering. It takes the form of a Small or Medium limited autonomy in social interactions. It can
construct, resembling a humanoid or an animal, understand and respond to simple commands,
depending on the Engineer's preference. The gestures, or basic communication, but it lacks the
Engineer can choose the construct's appearance, ability for complex dialogue or negotiation.
and it can be customized to fit their playstyle or Upgrading the Construct Companion:
thematic preferences. The Construct Companion has
its own hit points, abilities, and actions, making it a Advancements: As the Engineer gains levels, they
valuable ally. unlock advancements that allow the Construct
Companion to grow stronger and more versatile.
Mechanical Details: These advancements can include increasing the
Hit Points: The Construct Companion has hit points Construct Companion's hit points, granting additional
equal to 5 times the Engineer's level + the Engineer's enhancements, or unlocking unique abilities based
Intelligence modifier. on the Engineer's chosen specialization.
Actions: The Construct Companion can perform Rebuilding: The Engineer can rebuild or modify the
actions on its turn, such as attacking, assisting, or Construct Companion during long rests or periods of
using specific abilities. The actions available to the downtime. This allows them to change its
Construct Companion are determined by the appearance, enhance its abilities, or adapt it to new
Engineer's level and chosen enhancements. challenges and environments.
Enhancements: As the Engineer gains levels, they
unlock enhancements for their Construct
Companion. These enhancements can be chosen Construct Upgrades:
from a list of options, allowing the Engineer to Enhanced Armor Plating
specialize their companion's abilities. Examples of Description: Reinforce the construct's armor,
enhancements include: granting it additional defense.
Combat Upgrades: The Construct Companion gains Benefit: Increases the construct's AC by +1.
additional attacks or special combat abilities, such as Material Cost: 100 gold.
grappling or stunning foes.
Support Modules: The Construct Companion gains Extra Attack Module
abilities that assist the Engineer and their allies, such Description: Install an additional armament,
as healing, granting temporary hit points, or providing allowing the construct to make an extra attack.
bonuses to skill checks. Benefit: The construct can make one additional
Utility Functions: The Construct Companion gains weapon attack on its turn.
skills or tools proficiency, allowing it to assist the Material Cost: 200 gold.
Engineer in tasks like lockpicking, trap disarming, or
item identification. Healing Matrix
Artificer Upgrades: The Construct Companion gains Description: Install a healing module to repair the
the ability to create or repair simple objects, magical construct's damage.
devices, or consumable items, under the Engineer's Benefit: Once per long rest, the construct can use a
guidance. bonus action to regain hit points equal to 2d6 + its
Controlling the Construct Companion: Intelligence modifier.
Material Cost: 150 gold.
Commanding Actions: The Engineer can use their
bonus action on their turn to command the Construct Skill Database Expansion
Companion to take an action. The companion follows Description: Upgrade the construct's memory and
the Engineer's instructions to the best of its abilities, knowledge database, granting it proficiency in one
using its own statistics and abilities. skill of the Engineer's choice.

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Hexmaster Chapter 5 Advanced Classes

Benefit: The construct gains proficiency in one skill of Name: Inventor's Inspiration
the Engineer's choice. Level: 4th
Material Cost: 100 gold. Description: Inventor's Inspiration is a class feature
that showcases the Engineer's ability to inspire and
Energy Blaster ignite innovative thinking in others. Through their
Description: Add a ranged energy weapon to the vast knowledge and ingenuity, Engineers can
construct's armament. provide inspiration to their allies, granting them
Benefit: The construct gains a ranged energy attack unique bonuses and advantages in various
with a range of 30/120 feet, dealing 1d8 + the situations.
construct's Intelligence modifier force damage on a
hit. Mechanics: As an action, the Engineer can choose
Material Cost: 250 gold. a number of willing creatures they can see within 30
feet of them, up to their Intelligence modifier
Tool Integration (minimum of 1). These creatures gain the benefits of
Description: Embed specialized tools into the Inventor's Inspiration for the next hour. The benefits
construct's limbs, granting it proficiency with one set are as follows:
of artisan's tools.
Benefit: The construct gains proficiency with one set Inspired Solutions: The inspired creatures gain
of artisan's tools chosen by the Engineer. advantage on ability checks made to solve puzzles,
Material Cost: 100 gold. decipher complex codes, or invent new contraptions.

Cloaking Device Eureka Moment: Once per round, when an inspired


Description: Install a cloaking device, allowing the creature makes an attack roll or saving throw, they
construct to become temporarily invisible. can choose to add an additional 1d6 to the roll. The
Benefit: Once per short rest, the construct can use its creature can decide to use this bonus after seeing
action to become invisible for up to 1 minute. the initial roll but before the DM determines the
Material Cost: 200 gold. outcome.

Reactive Shielding Innovative Improvisation: When an inspired creature


Description: Upgrade the construct's defensive rolls a natural 1 on an attack roll, ability check, or
systems to generate a temporary energy shield. saving throw, they can reroll the die and must use
Benefit: Once per long rest, when the construct takes the new roll.
damage, it can use its reaction to gain a +2 bonus to
its AC until the start of its next turn. Inventor's Inspiration lasts for the duration stated
Material Cost: 150 gold. above, until the Engineer uses this feature again, or
until a long rest is completed. The Engineer's ability
Flight Module to inspire their allies and encourage creative
Description: Attach a set of mechanical wings or problem-solving is a testament to their expertise in
thrusters, granting the construct the ability to fly. engineering and their remarkable resourcefulness.
Benefit: The construct gains a flying speed equal to
its walking speed. Name: Improved Tinkering
Material Cost: 300 gold. Level: 4th
Description: The Engineer's relentless pursuit of
Analytical Sensors innovation and improvement reaches new heights
Description: Enhance the construct's sensory with the class feature "Inventor's Inspiration."
systems, granting it advantage on Perception Through their ingenuity and creative thinking,
checks. Engineers gain access to a wellspring of inspiration
Benefit: The construct gains advantage on that fuels their tinkering abilities and grants them a
Perception checks. unique edge in solving complex problems.
Material Cost: 150 gold.
Mechanics: Once per long rest, the Engineer can
tap into their Inventor's Inspiration to enhance their
tinkering creations. When using their Tinkerer's

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Chapter 5 Advanced Classes Hexmaster

Tools, the Engineer gains the following benefits: by 10. Cost: 200 gp.

Enhanced Durability: Any objects or constructs Elemental Affinity Matrix: The Engineer infuses a
created by the Engineer using their Tinkerer's Tools construct with elemental energy, allowing it to deal
have their hit points increased by an additional 20% an additional 1d6 damage of a chosen elemental
of their normal value, making them sturdier and more type (fire, cold, acid, or lightning) on a successful hit.
resilient. Cost: 250 gp.

Augmented Functionality: The Engineer's tinkering Cloaking Field Generator: The Engineer installs a
creations gain a bonus effect or improvement based cloaking device on a construct, granting it advantage
on their function. For example, a turret created by the on Stealth checks. Cost: 300 gp.
Engineer might gain an increased attack range, an
automated vehicle could gain additional speed or Multitasking AI: The Engineer enhances a construct's
carrying capacity, or a trap could become harder to processing capabilities, allowing it to take an
detect or disarm. additional bonus action each round. Cost: 400 gp.

Experimental Modifications: The Engineer can add Sonic Disruptor Module: The Engineer equips a
experimental modifications to their tinkering construct with a sonic emitter, granting it the ability to
creations, granting them temporary additional create a 15-foot cone of sonic energy. Creatures in
features. These modifications last for a number of the cone must make a Constitution saving throw or
hours equal to the Engineer's Intelligence modifier be deafened for 1 minute. Cost: 500 gp.
(minimum of 1 hour) before reverting to their original
state. The modifications can include increased Name: Master Engineer
damage, improved accuracy, temporary elemental Level: 5th
damage, or any other appropriate alteration based Description: As a Master Engineer, your expertise
on the Engineer's intent. and mastery of mechanical engineering reach new
heights. You have honed your skills to become a true
innovator and leader in the field of engineering,
Experimental Modifications: capable of tackling complex projects and overseeing
Precision Targeting Module: The Engineer enhances large-scale operations. Whether it's constructing
a turret or ranged construct, improving its accuracy grand inventions or managing a team of engineers,
and granting a +2 bonus to attack rolls. Cost: 50 gp. your capabilities extend beyond the realm of combat,
making you an invaluable asset in any technological
Pyrotechnic Payload: The Engineer adds an endeavor.
explosive element to a construct's attacks, causing it Mechanics:
to deal an additional 1d6 fire damage on a Construct Command: You can issue commands to
successful hit. Cost: 75 gp. constructs, mechanical familiars, and other
mechanical creations with exceptional clarity and
Electrostatic Capacitor: The Engineer augments a precision. When you give a command, you can
construct with an electrical charge, allowing it to deal convey complex instructions and tactics with ease,
an additional 1d6 lightning damage on a successful allowing your creations to perform intricate tasks or
hit. Cost: 75 gp. coordinate actions with other constructs under your
control. This command is limited to constructs under
Reinforced Armor Plating: The Engineer reinforces your direct control and understanding, and their
the exterior of a construct, granting it +2 bonus to obedience depends on their programming and any
AC. Cost: 100 gp. personal relationships you have established with
them.
Rapid Deployment Mechanism: The Engineer
modifies a vehicle or construct, increasing its speed Engineering Expertise: Your mastery in engineering
by 10 feet. Cost: 150 gp. grants you the ability to solve intricate puzzles,
decipher complex blueprints, and understand the
Resilient Power Core: The Engineer improves the inner workings of machinery with remarkable
power source of a construct, increasing its hit points proficiency. When attempting to repair, modify, or

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Hexmaster Chapter 5 Advanced Classes

interact with mechanical devices, you gain your Armor Class while wearing light armor.
advantage on all ability checks related to such tasks. Augmented Manipulation: Your integration with
Additionally, you can identify the strengths, technology enhances your manual dexterity and
weaknesses, and potential vulnerabilities of enemy precision. You gain advantage on all Sleight of Hand
constructs or mechanical systems, gaining valuable checks when manipulating or disarming mechanical
insights that may aid you and your allies in disabling devices.
or exploiting them. Energy Absorption: Your technomantic integration
allows you to absorb and harness energy from
Grand Invention: Drawing upon your extensive certain sources. Once per long rest, as a reaction
knowledge and creativity, you can undertake when you take damage from a spell or a
ambitious engineering projects during periods of technological attack that deals energy damage (such
downtime between adventures. By investing time, as lightning or fire), you can choose to absorb a
resources, and effort, you can design and construct a portion of that energy, reducing the damage taken by
unique grand invention, such as a massive airship, a half.
self-sustaining settlement, or a colossal automated
factory. The specifics of your grand invention are Grand Inventions:
worked out in collaboration with your Hex Master, Steam-Powered War Machine:
taking into account the setting and campaign. Your Materials Cost: 10,000 gp
grand invention becomes a focal point of your Construction Time: 6 months
endeavors, providing you with various benefits, such
as enhanced mobility, resource generation, or a base Workshop of Wonders:
of operations. Materials Cost: 12,000 gp
Construction Time: 3 months
Technological Network: You have established a vast
network of contacts, engineers, and information Underwater Exploration Submersible:
sources within the engineering and scientific Materials Cost: 12,000 gp
communities. This network grants you access to a Construction Time: 10 months
wealth of knowledge, resources, and skilled
individuals who can assist you in various engineering Automaton Workforce Factory:
endeavors. Whether you require specific Materials Cost: 15,000 gp
components, technical advice, or even skilled Construction Time: 8 months
engineers to aid in large-scale projects, you can
reach out to your network and receive the necessary Mobile Siege Platform:
support. The availability and extent of the assistance Materials Cost: 16,000 gp
provided by your network are subject to the Construction Time: 1 year and 2 months
discretion of your Hex Master.
Arcane Energy Amplifier Tower:
Technomantic Integration: Through intensive Materials Cost: 18,000 gp
research and experimentation, you have developed a Construction Time: 1 year and 4 months
symbiotic connection between your own body and
technology. This integration grants you enhanced Subterranean Drill:
capabilities and resilience. You gain the following Materials Cost: 18,000 gp
benefits: Construction Time: 4 months

Enhanced Senses: Your technomantic integration Aerial Skyship:


sharpens your senses, allowing you to perceive Materials Cost: 20,000 gp
hidden or concealed machinery and detect Construction Time: 1 year
electromagnetic signatures. You have advantage on
Perception checks related to mechanical or Mobile Command Center:
technological elements. Materials Cost: 20,000 gp
Resilient Frame: Your physical form has been Construction Time: 5 months
reinforced with mechanical augmentations, providing
you with increased durability. You gain a +1 bonus to Nanobot Research Laboratory:

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Chapter 5 Advanced Classes Hexmaster

Materials Cost: 22,000 gp statistics:


Construction Time: 1 year and 8 months Hit Points: Equal to the Engineer's level multiplied by
their Intelligence modifier.
Geothermal Power Generator: Armor Class: Determined by the Engineer's
Materials Cost: 25,000 gp proficiency bonus plus their Intelligence modifier.
Construction Time: 1 year and 6 months Attacks: Each construct can make a ranged attack
with a weapon chosen by the Engineer. The attack
Self-Sustaining Settlement: roll is determined by the Engineer's proficiency
Materials Cost: 27,000 gp bonus plus their Intelligence modifier.
Construction Time: 12 months Damage: The damage dealt by the construct's attack
depends on the weapon chosen and is determined
Teleportation Network Hub: by the Engineer's Intelligence modifier plus any
Materials Cost: 30,000 gp relevant bonuses.
Construction Time: 7 months Movement: Each construct has a movement speed
of 30 feet and can hover or fly if desired.
Weather Control Engine: Control: The Engineer can mentally control and
Materials Cost: 35,000 gp command their constructs as a bonus action on their
Construction Time: 2 years and 4 months turn, directing their attacks and movements.
Autonomous Behavior: If the Engineer is
Multidimensional Portal Network: incapacitated or unable to control the constructs,
Materials Cost: 40,000 gp they will continue to act on their last given orders,
Construction Time: 2 years prioritizing the last targets designated.
Duration and Dismissal: The Automated Arsenal
Time Distortion Chamber: persists until dismissed by the Engineer as a bonus
Materials Cost: 45,000 gp action or until all constructs are destroyed.
Construction Time: 9 months Dismissing the arsenal causes the constructs to
dismantle and become inert until deployed again.
Name: Automated Arsenal The Engineer's Automated Arsenal provides them
Level: 5th with an exceptional force multiplier on the battlefield.
Description: Automated Arsenal is a pinnacle class With a keen intellect and precise control, they can
feature that highlights an Engineer's mastery over strategically position and command their constructs
mechanical creations and their ability to deploy a to engage enemies, defend positions, and support
wide array of automated weaponry on the battlefield. their allies. By adapting their arsenal to suit the
With this feature, an Engineer gains access to a situation, Engineers can choose different types of
specialized arsenal of combat-oriented constructs, constructs with varying weapons, ranging from high-
bolstering their effectiveness in combat and providing powered energy blasters to precision-guided
tactical advantages for their allies. missiles, providing versatile options to overcome
different challenges.
Mechanics:
The constructs of the Automated Arsenal are
Duration: Until dismissed or destroyed. masterfully crafted, incorporating the Engineer's
Usage: Once per long rest, an Engineer can deploy tinkering expertise and understanding of advanced
their Automated Arsenal. technology. They are constructed with reinforced
Deployment: The Engineer can spend 10 minutes to armor plating, making them resilient against attacks,
assemble and deploy their Automated Arsenal in a and can operate independently or in tandem with the
designated area within 60 feet. This arsenal consists Engineer's actions.
of a variety of mechanical constructs designed for
combat, including turrets, drones, and robotic
defenders.
Number of Constructs: The Engineer can deploy a
number of constructs equal to their Intelligence
modifier (minimum of one construct).
Construct Statistics: Each construct has the following

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Hexmaster Chapter 5 Advanced Classes

Name: Golemancer maintain their golems.


Role: Controller
Hit Die: d8 Appearance: A typical Golemancer is a scholarly
Primary Ability: Intelligence figure with a penchant for ancient lore and the art of
Saving Throws: Constitution, Intelligence crafting. They often wear practical yet elegant attire
Armor Proficiencies: Light armor that allows them freedom of movement while working
Weapon Proficiencies: Simple weapons, martial on their constructs. Golemancers tend to have a
weapons focused and determined look, with sparks of curiosity
Tool Proficiencies: Smith's tools, tinker's tools and creativity shining in their eyes.
Skills: Choose two from Arcana, History,
Investigation, Nature, Perception, and Religion Limitations: Golemancers heavily rely on their
constructs for combat and utility, making them
Spellcasting: Golemancers have the ability to vulnerable if their golems are disabled or destroyed.
harness arcane energies and imbue their constructs Creating golems requires time, resources, and a safe
with elemental powers. Their spellcasting ability is space for crafting, limiting their ability to summon
Intelligence. They can cast a variety of spells that constructs in certain situations. Golemancers also
enhance their golems, control the battlefield, and require a deep understanding of arcane and
manipulate elemental forces. Golemancers use a mechanical principles, making their class abilities
spellcasting focus, such as a specialized staff or an less effective if they lack the necessary knowledge.
intricately crafted amulet, to channel their magic.
Organizations:
Class Overview: Golemancers are masters of 1. The Arcane Brotherhood: This ancient order of
construct creation and control. They specialize in scholars and wizards is dedicated to the study and
harnessing the raw materials and arcane energies of preservation of arcane knowledge. Golemancers
Maxxia to create powerful golems that can assist often seek membership within the Arcane
them in battle and perform various tasks. With their Brotherhood to gain access to their vast library and
knowledge of ancient technologies and magical arts, collaborate with fellow magic-users.
Golemancers can imbue their constructs with 2. The Ironforgers' Guild: A guild of master craftsmen
elemental powers, giving them an edge in combat and engineers, the Ironforgers' Guild specializes in
and utility. the creation of golems and other constructs.
Golemancers often seek apprenticeships or
Level Progression: employment within the guild to refine their crafting
1st: Golem Crafting, Elemental Affinity skills and exchange knowledge with other skilled
2nd: Arcane Augmentation artisans.
3rd: Construct Companion 3. The Seekers of Balance: An enigmatic group
4th: Elemental Mastery dedicated to maintaining the delicate equilibrium
5th: Golem Overlord between the natural and arcane forces in Maxxia.
Golemancers who align with the Seekers of Balance
Equipment: often embark on quests to restore harmony and
- A set of smith's tools prevent any catastrophic disruptions caused by their
- A set of tinker's tools constructs or misuse of magic.
- An explorer's pack
- A set of light armor Notable Users:
- A simple weapon 1. Aleria Forgeheart: Renowned for her expertise in
- A spellcasting focus (such as a staff or amulet) golem crafting, Aleria is famous for her
groundbreaking research in elemental golem
Requirements: To become a Golemancer, one must creation. She developed a method to bind powerful
possess a keen intellect and a deep understanding elemental spirits to her constructs, making them
of both arcane and mechanical principles. This class formidable allies in battle.
is open to individuals who have trained extensively in 2. Kaelin Stormreaver: Known as the Stormcaller,
the arts of smithing, tinkering, and magic. Kaelin was a Golemancer who specialized in
Additionally, a Golemancer must have access to the manipulating weather patterns and controlling
necessary materials and resources to create and lightning. His golems were constructed with

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Chapter 5 Advanced Classes Hexmaster

specialized conduits that channeled the elemental must not overlook the delicate balance between
energy of storms, making them devastatingly power and vulnerability. A Golemancer's strength lies
effective in combat. within the realm of their creations, but a wise
3. Thaddeus Geargrind: A tinkerer-turned- adventurer knows that the destruction of these
Golemancer, Thaddeus was known for his constructs could render the class helpless.
mechanical prowess and innovative golem designs. Nonetheless, their ability to shape and control the
He created clockwork golems that were highly raw materials and arcane energies of Maxxia is truly
versatile and capable of intricate movements, often a sight to behold, making them formidable foes or
outmaneuvering opponents with their agility. indispensable allies in any adventure.

Adventure Hooks:
1. The Missing Golem: A Golemancer seeks the
party's help to locate their missing golem, which
holds a critical piece of information or an artifact of
great power. The party must unravel the mystery and
navigate through ancient ruins, encountering other
golems and dangers along the way.
2. The Elemental Disruption: The balance of
elemental forces in a specific region is disturbed,
causing catastrophic events and endangering nearby
settlements. The party joins forces with a
Golemancer from the Seekers of Balance to
investigate the cause and restore harmony before
the situation escalates.
3. Golems Gone Rogue: A rogue Golemancer has Spell List:
been using their constructs to terrorize the
countryside, wreaking havoc on unsuspecting Cantrips:
townsfolk. The party is hired to track down the Arcane Spark: Channel a surge of arcane energy
renegade Golemancer and put an end to their into your golem, empowering it with a burst of raw
destructive spree. strength. For 1 minute, your golem gains a bonus to
its attack and damage rolls equal to your spellcasting
Variants: ability modifier. However, after the duration ends,
1. Nanomancer: In a different region of Maxxia, a your golem becomes temporarily inert for 1 hour.
variation of the Golemancer known as the
Nanomancer has emerged. Instead of constructing Repair Construct: Mends minor damage to your
physical golems, Nanomancers manipulate living golem, healing it for a small amount of hit points.
nanomachines, allowing them to reshape matter and However, the spell requires a piece of valuable
control microscopic entities. This variant focuses on gemstone as a material component, which is
molecular manipulation and nano-scale warfare. consumed upon casting.
2. Primordial Shaman: In the remote regions where
ancient elemental energies converge, a unique class
known as the Primordial Shaman exists. Drawing
1st Level Spells:
Elemental Infusion: Infuse your golem with elemental
power from the primordial forces of Maxxia, these
energy, causing its attacks to deal additional
shamans can commune with and command the
elemental damage based on your choice of fire, cold,
elements themselves, shaping them into powerful
acid, or lightning. However, the golem becomes
allies and devastating spells. The Primordial Shaman
vulnerable to an opposing elemental type until the
combines elements of the Golemancer with
end of your next turn.
traditional shamanic practices.
Iron Skin: Strengthen the armor of your golem,
Comments: Ah, the Golemancer, a class truly
granting it temporary hit points equal to your
captivating in its mastery of ancient arts and arcane
spellcasting ability modifier. However, while the
sciences. While the golems they create serve as
temporary hit points are active, the golem's
invaluable allies and extensions of their will, one
movement speed is reduced by half.

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Hexmaster Chapter 5 Advanced Classes

2nd Level Spells: Once established, the Artificer's Workshop becomes


Detonate Golem: Sacrifice your golem to create a the Golemancer's haven for research, invention, and
devastating explosion. All creatures within a 20-foot creation. The Golemancer gains the following
radius must make a Dexterity saving throw or take benefits:
significant fire damage. However, using this spell
permanently destroys your golem, requiring you to Golem Crafting: The Golemancer can spend time in
spend time and resources to create a new one. their workshop crafting golems of various sizes and
capabilities. By investing a certain amount of gold
Elemental Ward: Surround your golem with an and time, the Golemancer can construct a golem
elemental shield, granting it resistance to all damage companion to aid them on their adventures. The
types except one. However, the shield is unstable, golem's capabilities and statistics are determined by
and every time the golem takes damage, there is a the Golemancer's level and the materials used in its
chance the shield will collapse, leaving the golem construction. The specifics of golem crafting, such as
vulnerable until the start of your next turn. costs, time required, and available golem designs,
should be determined by the Hex Master in
collaboration with the Golemancer player.
3rd Level Spells:
Call Colossus: Summon a massive elemental Arcane Insights: Spending time in the Artificer's
colossus to aid you in battle. The colossus has high Workshop grants the Golemancer unique insights
hit points and deals massive damage, but it requires into the nature of arcane energies and constructs.
a rare gemstone worth a significant amount of gold Once per long rest, while in the workshop, the
as a material component, which is consumed upon Golemancer can roll an additional d4 when
casting. Additionally, controlling the colossus determining any ability check, saving throw, or attack
requires your full concentration, leaving you unable roll related to golems or magical constructs.
to cast spells or take other actions.
Workshop Research: The Golemancer's Artificer's
Arcane Overload: Overcharge your golem with raw Workshop is filled with a vast library of ancient
arcane power, causing its attacks to deal additional tomes, diagrams, and experimental notes. The
force damage. However, the strain of the overload Golemancer gains advantage on any Intelligence
takes a toll on the golem, reducing its hit points by (Arcana) checks made to research constructs,
half until it finishes a short or long rest. elemental powers, or other related topics within their
workshop. Additionally, the Golemancer can spend
Name: Golem Crafting downtime in their workshop to uncover new
Level: 1st knowledge or create custom magical items, subject
Description: Golem Crafting allows the Golemancer to the Hex Master's discretion.
to establish their very own Artificer's Workshop, a
specialized laboratory filled with tools, materials, and The Artificer's Workshop serves as a sanctuary for
mystical equipment. Within this workshop, the the Golemancer, offering a place to retreat,
Golemancer can engage in complex crafting experiment, and delve into the mysteries of the
processes, invent new golem designs, and magical arts. It becomes a hub of innovation,
experiment with arcane energies to enhance their attracting like-minded artificers and scholars who
constructs. seek to exchange ideas and collaborate on research
projects. The workshop also becomes a central point
Mechanics: The Artificer's Workshop is established for trade, as the Golemancer can offer their services
in a suitable location chosen by the Golemancer, to the local community, forging alliances, and
such as a secluded tower, a hidden underground gathering valuable resources for future endeavors.
chamber, or a spacious workshop in a bustling city. It
requires a significant investment of time and
resources to set up, and the Golemancer may need
to negotiate with local authorities or seek permission
from a guild of artificers to secure the necessary
space and materials.

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Chapter 5 Advanced Classes Hexmaster

Golems: Smith's tools, Alchemist's supplies, or Painter's


supplies)
Level 1: Abilities: Strength 12 (+1), Dexterity 12 (+1),
Constitution 14 (+2), Intelligence 10 (+0), Wisdom 10
Clay Servant (+0), Charisma 6 (-2)
Size: Small Actions: One melee weapon attack (+3 to hit, 1d6+1
AC: 14 (natural armor) bludgeoning damage)
HP: 15 (3d6 + 6)
Speed: 30 ft.
STR: 12 (+1), DEX: 10 (+0), CON: 14 (+2), INT: 6 (- Level 2:
2), WIS: 8 (-1), CHA: 6 (-2)
Special Abilities: Constructed Resilience, False Battlegolem
Appearance Class Simulation: Fighter
Cost: 100 gp Stat Block:
Construction Time: 2 days Hit Points: 100
Armor Class: 18
Stone Guardian Speed: 30 ft.
Size: Medium Attacks: Multiattack (two melee attacks with a
AC: 16 (natural armor) weapon)
HP: 30 (4d8 + 12) Damage: 2d8+5 slashing damage per attack
Speed: 30 ft. Special Abilities: Action Surge (Once per short rest,
STR: 16 (+3), DEX: 8 (-1), CON: 16 (+3), INT: 3 (-4), the golem can take an additional action on its turn)
WIS: 6 (-2), CHA: 3 (-4) Material Cost: 500 gold pieces
Special Abilities: Constructed Resilience, False Construction Time: 2 weeks
Appearance, Immutable Form
Cost: 200 gp Iron Sentinel
Construction Time: 3 days Size: Large
AC: 18 (natural armor)
Laborer Golem HP: 60 (8d10 + 16)
Cost: 100 gold Speed: 40 ft.
Construction Time: 8 hours STR: 20 (+5), DEX: 10 (+0), CON: 14 (+2), INT: 3 (-
Stat Block: 4), WIS: 8 (-1), CHA: 3 (-4)
Size: Medium Special Abilities: Constructed Resilience, False
Armor Class: 12 (natural armor) Appearance, Immutable Form, Iron Fists
Hit Points: 13 (3d8) Cost: 500 gp
Speed: 30 ft. Construction Time: 1 week
Skills: Choose one skill proficiency appropriate for a
laborer (e.g., Athletics, Insight, or Perception) Scribe Golem
Abilities: Strength 14 (+2), Dexterity 10 (+0), Cost: 300 gold
Constitution 14 (+2), Intelligence 8 (-1), Wisdom 10 Construction Time: 24 hours
(+0), Charisma 6 (-2) Stat Block:
Actions: One melee weapon attack (+4 to hit, 1d6+2 Size: Medium
bludgeoning damage) Armor Class: 13 (natural armor)
Hit Points: 23 (5d8)
Craftsman Golem Speed: 30 ft.
Cost: 200 gold Skills: Proficiency in calligrapher's supplies,
Construction Time: 16 hours advantage on Intelligence (History) checks related to
Stat Block: written records
Size: Medium Abilities: Strength 10 (+0), Dexterity 12 (+1),
Armor Class: 14 (natural armor) Constitution 14 (+2), Intelligence 12 (+1), Wisdom 10
Hit Points: 18 (4d8) (+0), Charisma 6 (-2)
Speed: 30 ft. Actions: None
Skills: Proficiency in one set of artisan's tools (e.g.,
Engineer Golem

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Hexmaster Chapter 5 Advanced Classes

Cost: 500 gold Speed: 30 ft.


Construction Time: 48 hours Skills: Proficiency in Alchemist's supplies,
Stat Block: advantage on Intelligence (Nature) checks related to
Size: Large alchemical substances
Armor Class: 15 (natural armor) Abilities: Strength 12 (+1), Dexterity 12 (+1),
Hit Points: 40 (6d10 + 8) Constitution 15 (+2), Intelligence 14 (+2), Wisdom 10
Speed: 40 ft. (+0), Charisma 6 (-2)
Skills: Proficiency in Tinker's tools, advantage on Actions: One ranged attack (+4 to hit, range 30/60 ft.,
Intelligence (Investigation) checks related to 2d6 acid damage)
mechanical devices
Abilities: Strength 16 (+3), Dexterity 12 (+1), Navigator Golem
Constitution 14 (+2), Intelligence 14 (+2), Wisdom 10 Cost: 900 gold
(+0), Charisma 6 (-2) Construction Time: 96 hours
Actions: One melee weapon attack (+5 to hit, 2d6+3 Stat Block:
bludgeoning damage) Size: Medium
Armor Class: 14 (natural armor)
Level 3: Hit Points: 50 (8d8 + 16)
Speed: 30 ft.
Skills: Proficiency in Navigator's tools, advantage on
Shadowweaver Intelligence (Perception) checks related to navigation
Class Simulation: Rogue and chart reading
Stat Block: Abilities: Strength 12 (+1), Dexterity 14 (+2),
Hit Points: 80 Constitution 15 (+2), Intelligence 12 (+1), Wisdom 12
Armor Class: 16 (+1), Charisma 6 (-2)
Speed: 40 ft. Actions: None
Attacks: Sneak Attack (dealing an extra 3d6 damage
on a hit)
Damage: 2d6+3 piercing damage per attack Level 4:
Special Abilities: Cunning Action (the golem can take
a bonus action to Dash, Disengage, or Hide) Arcane Scholar
Material Cost: 400 gold pieces Class Simulation: Wizard
Construction Time: 1 week Stat Block:
Hit Points: 60
Arcane Archer Armor Class: 14
Class Simulation: Ranger Speed: 25 ft.
Stat Block: Attacks: Spellcasting (can cast a selection of wizard
Hit Points: 75 spells)
Armor Class: 16 Special Abilities: Arcane Recovery (Once per day,
Speed: 30 ft. the golem can regain expended spell slots)
Attacks: Ranged attack with a magical longbow Material Cost: 600 gold pieces
Damage: 1d10+4 piercing damage Construction Time: 3 weeks
Special Abilities: Hunter's Mark (the golem can cast
Hunter's Mark once per short rest) Divine Sentinel
Material Cost: 500 gold pieces Class Simulation: Cleric
Construction Time: 2 weeks Stat Block:
Hit Points: 80
Alchemist Golem Armor Class: 17
Cost: 700 gold Speed: 30 ft.
Construction Time: 72 hours Attacks: Melee attack with a magical mace
Stat Block: Damage: 1d8+4 bludgeoning damage
Size: Medium Special Abilities: Channel Divinity (Once per short
Armor Class: 14 (natural armor) rest, the golem can use a divine ability, such as Turn
Hit Points: 45 (7d8 + 14) Undead or Healing Touch)
Material Cost: 550 gold pieces

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Chapter 5 Advanced Classes Hexmaster

Construction Time: 2 weeks Cure Wounds (2d8 + Intelligence modifier) once per
day
Elemental Shaman Abilities: Strength 14 (+2), Dexterity 12 (+1),
Class Simulation: Druid Constitution 16 (+3), Intelligence 12 (+1), Wisdom 14
Stat Block: (+2), Charisma 6 (-2)
Hit Points: 70 Actions: None
Armor Class: 15
Speed: 35 ft. Architect Golem
Attacks: Melee attack with elemental claws Cost: 2,500 gold
Damage: 1d10+3 slashing damage Construction Time: 168 hours
Special Abilities: Wild Shape (the golem can Stat Block:
transform into an elemental form once per long rest) Size: Large
Material Cost: 450 gold pieces Armor Class: 17 (natural armor)
Construction Time: 1 week Hit Points: 100 (14d10 + 28)
Speed: 40 ft.
Mithril Colossus Skills: Proficiency in Mason's tools, advantage on
Size: Huge Intelligence (Architecture) checks related to
AC: 20 (natural armor) designing and constructing structures
HP: 150 (12d12 + 60) Abilities: Strength 18 (+4), Dexterity 12 (+1),
Speed: 40 ft. Constitution 16 (+3), Intelligence 14 (+2), Wisdom 12
STR: 24 (+7), DEX: 12 (+1), CON: 20 (+5), INT: 3 (- (+1), Charisma 6 (-2)
4), WIS: 8 (-1), CHA: 3 (-4) Actions: One melee weapon attack (+7 to hit, 2d8+4
Special Abilities: Constructed Resilience, False bludgeoning damage)
Appearance, Immutable Form, Adamantine Plating
Cost: 1,000 gp Level 5:
Construction Time: 2 weeks
Adamantine Behemoth
Sage Golem Size: Gargantuan
Cost: 1,500 gold AC: 22 (natural armor)
Construction Time: 120 hours HP: 300 (18d20 + 90)
Stat Block: Speed: 40 ft.
Size: Medium STR: 30 (+10), DEX: 14 (+2), CON: 24 (+7), INT: 3 (-
Armor Class: 15 (natural armor) 4), WIS: 8 (-1), CHA: 3 (-4)
Hit Points: 75 (10d8 + 30) Special Abilities: Constructed Resilience, False
Speed: 30 ft. Appearance, Immutable Form, Adamantine Plating,
Skills: Proficiency in one knowledge-based skill Crushing Force
(e.g., Arcana, History, Nature, or Religion), Cost: 5,000 gp
advantage on Intelligence checks related to their Construction Time: 1 month
area of expertise
Abilities: Strength 12 (+1), Dexterity 12 (+1), Loremaster Golem
Constitution 16 (+3), Intelligence 16 (+3), Wisdom 12 Cost: 5,000 gold
(+1), Charisma 6 (-2) Construction Time: 200 hours
Actions: None Stat Block:
Size: Medium
Healer Golem Armor Class: 18 (natural armor)
Cost: 2,000 gold Hit Points: 150 (18d8 + 72)
Construction Time: 144 hours Speed: 30 ft.
Stat Block: Skills: Proficiency in one knowledge-based skill
Size: Medium (e.g., Arcana, History, Nature, or Religion),
Armor Class: 16 (natural armor) advantage on all Intelligence checks related to their
Hit Points: 80 (12d8 + 24) area of expertise
Speed: 30 ft. Abilities: Strength 14 (+2), Dexterity 14 (+2),
Skills: Proficiency in Herbalism Kit, ability to cast Constitution 18 (+4), Intelligence 18 (+4), Wisdom 14

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Hexmaster Chapter 5 Advanced Classes

(+2), Charisma 6 (-2) Elemental Awareness: You can detect the presence
Actions: None of elemental energies within a 30-foot radius. This
ability allows you to sense natural phenomena
Diplomat Golem related to the elements, such as geothermal activity,
Cost: 7,500 gold weather patterns, or magical disturbances caused by
Construction Time: 240 hours elemental forces. You can also detect the elemental
Stat Block: nature of creatures or objects within range.
Size: Medium Elemental Manipulation: You can exert limited control
Armor Class: 19 (natural armor) over elemental forces. This ability allows you to
Hit Points: 175 (20d8 + 80) perform minor elemental manipulations, such as
Speed: 30 ft. extinguishing small fires, creating small gusts of
Skills: Proficiency in Persuasion, advantage on wind, or causing objects to become slightly charged
Charisma (Persuasion) checks with elemental energy. These manipulations are
Abilities: Strength 16 (+3), Dexterity 14 (+2), purely cosmetic and have no significant mechanical
Constitution 18 (+4), Intelligence 14 (+2), Wisdom 14 effect.
(+2), Charisma 18 (+4) Elemental Insight: Through your connection to the
Actions: None elements, you gain insights and guidance related to
the natural world. You have advantage on
Grand Artificer Golem Intelligence (Nature) and Wisdom (Perception)
Cost: 10,000 gold checks made to understand or interact with natural
Construction Time: 288 hours phenomena, such as identifying plants, tracking
Stat Block: animals, or predicting weather patterns.
Size: Large Elemental Communion: Once per long rest, you can
Armor Class: 20 (natural armor) spend 10 minutes in quiet meditation to commune
Hit Points: 200 (24d10 + 96) with the elemental spirits. During this time, you can
Speed: 40 ft. ask the spirits for guidance or seek answers to
Skills: Proficiency in Smith's tools and Tinker's tools, specific questions related to the elements. The spirits
advantage on Intelligence (Arcana) and Intelligence may provide cryptic or symbolic responses, but their
(Investigation) checks related to magical devices and insights can often lead to valuable discoveries or
constructs solutions to puzzles.
Abilities: Strength 20 (+5), Dexterity 14 (+2),
Constitution 18 (+4), Intelligence 18 (+4), Wisdom 14
(+2), Charisma 10 (+0) Name: Arcane Augmentation
Actions: One melee weapon attack (+10 to hit, 3d8+5 Level: 2nd
bludgeoning damage) Description: As a Golemancer, your understanding
of arcane energies allows you to augment the
Name: Elemental Affinity abilities and efficiency of your constructs. Through
Level: 1st your knowledge and expertise, you can enhance the
Description: As a Golemancer, your connection to capabilities of your golems, making them more
the elemental forces of Maxxia is evident in your versatile and effective in various tasks.
abilities. You have an innate affinity for harnessing Mechanics:
and manipulating elemental energies, allowing you to Enhanced Construction: When you create a golem,
interact with the environment in unique ways. you can now imbue it with additional properties and
Whether it's shaping the terrain, creating small modifications. You gain access to a set of
elemental effects, or communing with the spirits of Augmentation Options that you can choose from,
the elements, your Elemental Affinity grants you a allowing you to customize the abilities and functions
range of non-combat abilities. of your golem.
Mechanics:
Elemental Attunement: You gain proficiency in the Augmentation Options: At 2nd level, choose two
Arcana skill, allowing you to understand and interpret Augmentation Options from the list below. You can
the subtle energies of the elements. Additionally, you choose one additional option at 3rd, 4th, and 5th
gain the ability to speak and understand Primordial, level.
the language of elemental beings.

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Chapter 5 Advanced Classes Hexmaster

Enhanced Strength: Your golem gains a +2 bonus to specialization. The elemental affinity determines the
its Strength score, improving its carrying capacity type of damage the golem's attacks deal (e.g., fire,
and melee attacks. lightning, acid). The specialization grants the golem
Elemental Resilience: Your golem becomes resistant specific abilities or enhancements related to its role
to a chosen elemental damage type (fire, cold, (e.g., support, reconnaissance, utility).
lightning, acid, or thunder). Commanding: Your Construct Companion follows
Enhanced Mobility: Your golem's movement speed your commands and acts on your turn in combat. It
increases by 10 feet. has its own turn and uses your proficiency bonus for
Utility Appendage: Your golem gains an additional attack rolls, saving throws, and skill checks. The
appendage or tool that can assist in specific non- golem's statistics, including its AC, hit points, and
combat tasks, such as lockpicking, mending objects, attack bonuses, are determined based on its size
or carrying items. and CR as defined during its creation.
Defensive Enhancements: Your golem gains a +2 Bonded Connection: You share a deep bond with
bonus to its AC, making it more durable in combat. your Construct Companion. You can communicate
Analytical Mind: Your golem gains advantage on telepathically with the golem up to a distance of 1
Intelligence (Investigation) checks. mile. You can see through its senses, allowing you to
Elemental Weaponry: Your golem's attacks are perceive the world from its perspective.
imbued with elemental energy, allowing it to deal an Repair and Maintenance: If your Construct
additional 1d6 damage of a chosen elemental type Companion is damaged, you can spend 1 hour and
with its melee attacks. expend spell slots with a combined level equal to the
Augmentation Expertise: Your expertise in golem golem's CR to repair it, restoring 1d4 hit points and
construction and augmentation grants you a deeper any missing or damaged components. This repair
understanding of the magical properties of Maxxia's process can be performed during a short rest.
resources. Dismissal and Re-creation: You can dismiss your
Construct Companion as an action, causing it to
Bonus Proficiencies: You gain proficiency in the return to an inert state until you choose to re-create
Arcana skill, reflecting your expanded knowledge of it. If your Construct Companion is destroyed, you can
arcane energies and their applications in golemancy. spend 8 hours and expend spell slots with a
Augmentation Versatility: Starting at 2nd level, you combined level equal to or greater than its CR to
can switch one of your chosen Augmentation recreate it.
Options whenever you gain a level in this class. This
allows you to adapt your golem's abilities to suit
different situations and challenges. Golem Types:
Name: Construct Companion
1st Level Spell Slot:
Size: Small
Level: 3rd
CR: 1/4
Description: As a Golemancer, you gain the ability
Hit Points: 10 (3d6)
to create and command a loyal Construct
Armor Class: 13
Companion, a customized golem that accompanies
Speed: 30 feet
you on your adventures. This Construct Companion
Attack: Slam, +4 to hit, reach 5 ft., one target, Hit: 5
serves as both a steadfast ally and a valuable tool for
(1d6 + 2) bludgeoning damage
various tasks.
Special Abilities: None
Mechanics:
Creation: You can spend 1 hour and expend a spell
slot to create your Construct Companion. The level 2nd Level Spell Slot:
of the spell slot determines the size and power of the Size: Medium
golem. The golem's size can range from Small to CR: 1/2
Large, and its CR (Challenge Rating) can be up to Hit Points: 16 (3d8 + 3)
half your character level, rounded down (minimum Armor Class: 14
1). Speed: 30 feet
Customization: Your Construct Companion can be Attack: Slam, +5 to hit, reach 5 ft., one target, Hit: 7
tailored to suit your needs. You can choose the (1d8 + 3) bludgeoning damage
golem's physical appearance, elemental affinity, and Special Abilities: Resistance to one damage type of

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Hexmaster Chapter 5 Advanced Classes

your choice (e.g., fire, cold, lightning) Damage Type: Acid


Resistance: The Construct Companion has
3rd Level Spell Slot: resistance to acid damage.
Size: Large Special Ability: Corrosive Spit - Once per long rest,
CR: 1 the golem can project a stream of corrosive acid in a
Hit Points: 30 (4d10 + 8) 30-foot line. Each creature in that line must make a
Armor Class: 15 Dexterity saving throw against your spell save DC or
Speed: 40 feet take acid damage equal to the Construct
Attack: Slam, +6 to hit, reach 10 ft., one target, Hit: Companion's CR and have its AC reduced by 1 until
10 (2d6 + 3) bludgeoning damage the start of its next turn. On a successful save, they
Special Abilities: Resistance to one damage type of take half damage and their AC is not reduced.
your choice (e.g., fire, cold, lightning), Improved Thunder:
Armor (+2 bonus to AC), Multiattack (two slam
attacks per turn) Damage Type: Thunder
Resistance: The Construct Companion has
resistance to thunder damage.
Elemental Affinity: Special Ability: Thunderous Roar - Once per long
Fire: rest, the golem can emit a deafening roar, creating a
Damage Type: Fire 20-foot radius sphere centered on itself. Creatures
Resistance: The Construct Companion has within the area must make a Strength saving throw
resistance to fire damage. against your spell save DC or be pushed 10 feet
Special Ability: Fiery Burst - Once per long rest, the away from the golem and knocked prone.
golem can release a burst of intense flames, creating Force:
a 10-foot radius sphere of fire centered on itself.
Creatures within the area must make a Dexterity Damage Type: Force
saving throw against your spell save DC or take fire Resistance: The Construct Companion has
damage equal to the Construct Companion's CR. On resistance to force damage.
a successful save, they take half damage. Special Ability: Telekinetic Grasp - Once per long
Lightning: rest, the golem can use its telekinetic powers to
restrain a creature. As an action, it can make a
Damage Type: Lightning special ranged attack against a creature within 30
Resistance: The Construct Companion has feet. The target must make a Strength saving throw
resistance to lightning damage. against your spell save DC or be restrained for 1
Special Ability: Shocking Strike - The golem's melee minute. The golem can use its action on subsequent
attacks carry an electric charge. Whenever it hits turns to maintain the restraint or release the creature.
with a melee attack, the target must make a
Constitution saving throw against your spell save DC
or be stunned until the end of its next turn. Golem Specialization Chart
Ice:
Support Specialization
Damage Type: Cold Description: This golem is designed to provide
Resistance: The Construct Companion has assistance to you and your allies, offering healing,
resistance to cold damage. buffs, and protective abilities.
Special Ability: Frost Nova - Once per long rest, the Game Statistics:
golem can release a chilling burst of cold energy, Special Ability: Healing Aura - The golem emits a
creating a 15-foot cone in front of itself. Creatures in healing aura in a 10-foot radius, restoring 1d6 hit
the area must make a Constitution saving throw points to all friendly creatures at the start of their
against your spell save DC or take cold damage turn.
equal to the Construct Companion's CR and be Special Ability: Protective Barrier - Once per short
restrained for 1 round. On a successful save, they rest, the golem can create a magical barrier around
take half damage and are not restrained. itself or an ally within 30 feet. The barrier grants
Acid: temporary hit points equal to your Intelligence
modifier (minimum 1) + the golem's CR.

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Chapter 5 Advanced Classes Hexmaster

Special Ability: Cure Wounds - The golem can cast Name: Elemental Mastery
Cure Wounds once per long rest, using a spell slot Level: 4th
equal to its CR. Description: Elemental Mastery is a class feature
that grants the Golemancer unparalleled control over
Reconnaissance Specialization the elemental forces of the world. With their deep
Description: This golem excels in scouting, understanding of the arcane and their affinity for
detection, and gathering information, aiding you in constructing golems, Golemancers can channel
exploration and uncovering hidden secrets. elemental energies in unique ways, bringing
Game Statistics: harmony to the natural world and utilizing its power
Special Ability: Scout's Sight - The golem gains for various purposes.
darkvision with a range of 60 feet. Additionally, it can
perceive invisible creatures and objects within 30 Mechanics: When you reach 4th level, you gain the
feet. following abilities as part of your Elemental Mastery:
Special Ability: Enhanced Perception - The golem
has advantage on Wisdom (Perception) checks and Elemental Attunement: You can attune yourself to
gains a bonus to its passive Perception equal to your one of the four primary elements: fire, water, earth,
Intelligence modifier. or air. This attunement allows you to tap into the
Special Ability: Detect Magic - The golem can cast associated elemental powers and grants you the
Detect Magic at will, without expending a spell slot. ability to communicate with elemental beings of that
element. You gain advantage on ability checks
Utility Specialization related to interacting with creatures of your attuned
Description: This golem is designed to assist with element and can understand their basic emotions
various tasks, such as carrying heavy loads, and intentions.
operating machinery, or repairing structures.
Game Statistics: Elemental Manipulation: You gain the ability to
Special Ability: Enhanced Strength - The golem's manipulate the element to which you are attuned. As
Strength score increases by 4, and it gains an action, you can conjure minor manifestations of
proficiency in Athletics checks. your chosen element, such as small flames, gusts of
Special Ability: Handyman - The golem is proficient wind, trickling water, or trembling earth. These
with Smith's tools and tinker's tools. It can perform manifestations can be used for various non-combat
skilled tasks related to those tools without requiring purposes, such as lighting a campfire, clearing a
your direct supervision. foggy area, creating a small breeze, or causing earth
Special Ability: Repair Construct - The golem can to soften for easy digging. The effects of your
cast Mending at will, allowing it to repair damaged elemental manipulations are limited to a range of 30
objects and constructs. feet and last for up to 1 hour.

Elemental Fury Specialization Elemental Insight: Your attunement to the element


Description: This golem harnesses the raw power of grants you heightened perception and insight
elemental forces, dealing devastating damage to regarding its properties. You gain proficiency in one
enemies in combat. skill related to your attuned element, such as Fire
Game Statistics: Lore, Water Mastery, Earthcraft, or Air Sense. This
Special Ability: Elemental Strike - The golem's melee proficiency can be chosen from any skills that are
attacks deal an additional 1d6 damage of a chosen thematically appropriate to your element, as
elemental type (fire, cold, lightning, or acid). determined by your Hex Master.
Special Ability: Elemental Resistance - The golem
gains resistance to the chosen elemental type for Elemental Harmonization: Through your deep
which it has Elemental Strike. connection with the elemental forces, you gain the
Special Ability: Elemental Blast - Once per short rest, ability to harmonize with the natural environment.
the golem can unleash a powerful blast of elemental Once per long rest, as an action, you can enter a
energy, dealing damage in a 10-foot radius. The state of deep meditation that lasts for 1 hour. During
damage type matches its chosen elemental type and this time, you become attuned to the elemental
is equal to 2d6 + the golem's CR. energies of the surrounding area. While in this state,
you gain advantage on all Wisdom (Perception) and

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Intelligence (Nature) checks. Additionally, you can Casting Time: 1 action


cast the spell "Commune with Nature" as a ritual Range: Touch
without expending a spell slot, gaining insights into Target: One golem
the local terrain, bodies of water, vegetation, and Components: Verbal, Somatic
other natural elements. Duration: 1 minute
Saving Throw: None
Name: Golem Overlord Spell Resistance: No
Level: 5th
Description: As a Golemancer, your mastery over Description: Arcane Spark is a spell that allows you
golem crafting and control reaches its pinnacle with to channel a surge of arcane energy into your golem,
the Golem Overlord feature. This ability allows you to granting it a burst of raw strength. By touching your
exert your influence over a multitude of constructs, golem and invoking the incantation, you infuse it with
commanding them with precision and coordinating the power of the arcane. For the duration of 1
their actions to achieve impressive feats. minute, your golem becomes empowered, gaining a
bonus to its attack and damage rolls equal to your
Mechanics: spellcasting ability modifier.
Commanding Presence: You gain the ability to
command a group of golems, controlling them As the spell takes effect, a crackling blue aura
through a powerful psychic link. You can mentally envelops the golem, pulsating with mystical energy.
issue commands to your golems within a range of This surge of power enhances the golem's
120 feet, regardless of barriers or obstacles. The movements, making it more precise and deadly in
golems understand and obey your commands to the combat. The golem's attacks become infused with
best of their abilities. arcane energy, allowing it to strike with greater force
Golem Army: You can control a maximum number of and accuracy.
golems equal to your Intelligence modifier (minimum
of 1). These golems can be any combination of your However, there is a price for harnessing such potent
created constructs or other golems you have magic. Once the duration of the spell ends, the
acquired or gained control over. golem becomes temporarily inert for 1 hour. During
Coordinated Assault: Once per round as a bonus this time, it rests and recharges, recovering from the
action, you can direct your golems to perform a strain of wielding the raw power of arcane forces. It
coordinated assault. Choose up to three golems slumbers peacefully until it regains its vigor, ready to
under your control within 30 feet of each other. Each serve its master once again.
chosen golem can make one additional attack during
its next turn. Arcane Spark is a versatile spell that can be used by
Unbreakable Bond: Your psychic bond with your wizards and sorcerers alike, allowing them to
golems is incredibly resilient. As long as you are enhance their golems and construct companions in
conscious, your golems have advantage on saving battle. By investing a fraction of their own magical
throws against being charmed or frightened. prowess into their creations, spellcasters can turn the
Additionally, you can use your reaction to give one of tide of combat in their favor.
your golems within 30 feet of you advantage on a
saving throw, ability check, or attack roll. Enhanced Effects: When Arcane Spark is cast using
Rallying Presence: When your golems are within 60 a spell slot of 1st level or higher, the duration of the
feet of you, they gain temporary hit points equal to spell increases by 1 minute for each slot level above
your level at the start of each of their turns. These 0. Additionally, the bonus to the golem's attack and
temporary hit points last until the start of your next damage rolls increases by an additional +1 for every
turn. two slot levels above 0. This heightened infusion of
arcane energy strengthens the golem even further,
making it a formidable force on the battlefield.
Spells:
Name: Arcane Spark Name: Repair Construct
School of Magic: Evocation School of Magic: Transmutation
Level: 0 Level: 0

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Chapter 5 Advanced Classes Hexmaster

Casting Time: 1 action Description:


Range: Touch Elemental Infusion is a powerful spell that allows you
Target: One construct creature to infuse your golem with the raw energy of the
Components: Verbal, somatic, material (a piece of elements, empowering its attacks and enhancing its
valuable gemstone, consumed upon casting) destructive potential. As you begin casting the spell,
Duration: Instantaneous you must first touch the golem, establishing a
Saving Throw: None magical link between you and your creation.
Spell Resistance: No
Once the infusion takes place, the golem's attacks
Description: gain additional elemental damage based on your
Repair Construct is a spell that allows you to mend choice. You can select one of four elemental types:
minor damage inflicted upon your golem or any other fire, cold, acid, or lightning. The chosen element
construct creature. As you begin to cast the spell, a courses through the golem's body, igniting or
faint glow emanates from your hands, infused with freezing its limbs, or electrifying its form. This
the power of transmutation magic. You touch the infusion lasts until the end of your next turn.
construct, channeling the energy into its damaged
form, repairing it with a surge of vitality. While your golem's attacks become imbued with
elemental power, it also becomes vulnerable to the
The spell instantly restores a small amount of hit opposing elemental type. For example, if you choose
points to the construct, sealing cracks, fixing broken to infuse it with fire, the golem becomes vulnerable to
components, and revitalizing its mechanical or cold damage. This vulnerability lasts until the end of
magical mechanisms. The repaired construct is your next turn, leaving your golem more susceptible
infused with a renewed sense of strength and to the opposing element's devastating effects.
stability.
The spell requires precise control and attunement to
While the spell is relatively simple, it requires a piece the forces of nature, making it accessible only to
of valuable gemstone as a material component, those skilled in the art of evocation. As you grow in
which acts as a catalyst for the transmutation magic. power and experience, you can cast Elemental
As you speak the verbal incantation and make the Infusion using higher-level spell slots, increasing the
necessary hand gestures, the gemstone potency of the infusion. At higher levels, the
disintegrates, its essence merging with the flow of additional elemental damage dealt by the golem's
magic and empowering the spell. attacks increases, ensuring its devastation is felt
across the battlefield.
Enhanced Effects:
When casting Repair Construct using a spell slot of Enhanced Spell Effects:
1st level or higher, the spell's healing power
increases. For each level above 0, the amount of hit When cast using a 2nd-level spell slot or higher, the
points restored to the construct increases by a small additional elemental damage dealt by the golem's
increment, ensuring more substantial repairs for attacks increases by 1d6 for each level above 1st.
more severe damage.
Name: Iron Skin
Name: Elemental Infusion School of Magic: Transmutation
School of Magic: Evocation Level: 1st level
Level: 1st-Level Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Touch Target: One golem
Target: One golem Components: V, S, M (a small iron shard)
Components: Verbal, Somatic, Material (a small vial Duration: Concentration, up to 1 hour
containing elemental essence) Saving Throw: None
Duration: Concentration, up to 1 minute Spell Resistance: No
Saving Throw: None
Spell Resistance: No Description:
Iron Skin is a powerful transmutation spell that allows

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the caster to strengthen the armor of a golem, Detonate Golem is a potent spell that harnesses the
granting it temporary hit points and enhancing its power of transmutation to sacrifice your golem and
defensive capabilities. When casting Iron Skin, the unleash a devastating explosion. As you utter the
spellcaster must touch the golem, infusing its metallic incantation and perform the intricate somatic
frame with magical energy. gestures, the air crackles with arcane energy, and
your golem trembles, sensing its imminent demise.
Upon casting the spell, the golem's armor takes on a
radiant glow, shimmering with an otherworldly power. When you cast Detonate Golem, a sphere of intense
The golem is granted temporary hit points equal to magical fire erupts from your golem, extending in a
the spellcaster's spellcasting ability modifier. These 20-foot radius around you. All creatures caught
temporary hit points act as a protective barrier, within this fiery maelstrom must make a Dexterity
absorbing damage on behalf of the golem. The saving throw. The golem itself is instantly obliterated,
golem's durability is greatly enhanced, allowing it to consumed by the destructive forces it once
withstand attacks that would normally dent its embodied.
metallic form.
Those who fail the Dexterity saving throw suffer
However, the infusion of energy comes with a significant fire damage, representing the explosive
drawback. While the temporary hit points granted by power unleashed by the sacrificed golem. The exact
Iron Skin are active, the golem's movement speed is damage dealt depends on your level as a spellcaster
reduced by half. The magical energy flowing through and can be calculated using the standard rules for
its core and limbs weighs it down, making it more spell damage. The flames lick at the unfortunate
ponderous but also more resilient. victims, searing their flesh and leaving them
vulnerable to the ravages of the arcane.
Iron Skin provides a significant advantage to the
golem in combat, allowing it to sustain itself in the However, the sacrifice of your golem is not without
face of formidable adversaries. The temporary hit consequences. The spell permanently destroys the
points last until they are depleted or until the spell's construct, reducing it to scattered remnants of its
duration ends. If the golem receives healing while former self. To create a new golem, you must spend
under the effects of Iron Skin, the healing is applied time and resources, engaging in the intricate process
to the temporary hit points first. of crafting and imbuing life into the artificial being
once more.
Enhanced Spell Effects:
When casting Iron Skin using a spell slot of 2nd level Enhanced Effects:
or higher, the temporary hit points granted to the If you cast Detonate Golem using a spell slot of 3rd
golem increase by 5 for each slot level above 1st. level or higher, the destructive power of the
Additionally, for each slot level above 1st, the explosion increases. The radius of the fiery blast
movement speed reduction is reduced by 5 feet, to a expands by 5 feet for each level above 2nd,
minimum of no reduction at all when cast with a 3rd extending the devastation to a wider area.
level or higher spell slot. Additionally, the fire damage inflicted upon the
creatures within the radius is augmented, reflecting
Name: Detonate Golem the heightened magical energy channeled into the
School of Magic: Transmutation detonation.
Level: 2
Casting Time: 1 action Note: The casting of this spell requires the presence
Range: Self (20-foot radius) of a golem under your control. The golem must be a
Target: All creatures within a 20-foot radius construct imbued with a semblance of life through
Components: Verbal, Somatic, Material (a small vial alchemical or magical means. The spell cannot be
of alchemical explosive) used if you do not possess a golem or if the golem is
Duration: Instantaneous destroyed or no longer under your control.
Saving Throw: Dexterity saving throw
Spell Resistance: Yes Name: Elemental Barrier
School of Magic: Abjuration
Description: Level: 2

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Chapter 5 Advanced Classes Hexmaster

Casting Time: 1 action of the elements, shielding it from harm while


Range: Touch introducing an element of risk and strategy to its
Target: One golem defense.
Components: Verbal, somatic, material (a small vial
of elemental essence) Name: Call Colossus
Duration: Concentration, up to 1 minute School of Magic: Conjuration
Saving Throw: None Level: 3
Spell Resistance: No Casting Time: 1 action
Description: Range: 120 feet
Elemental Barrier is a spell that allows you to Target: Self
surround your golem with a shimmering shield of Components: V, S, M (a rare gemstone worth a
elemental energy, providing it with enhanced significant amount of gold, which is consumed upon
protection against various forms of damage. As you casting)
weave the incantation and trace intricate gestures in Duration: Concentration, up to 1 hour
the air, you touch the golem, infusing it with the Saving Throw: None
elemental essence contained within the small vial. Spell Resistance: No
Description:
Once the spell is cast, a vibrant shield of energy As you channel the arcane energies, your voice
envelops the golem, emanating an ethereal glow that resonates with power, invoking the ancient forces
mirrors the elemental affinity you choose. This shield that command the elements. With a thunderous
grants the golem resistance to all damage types boom, you summon a massive elemental colossus to
except for one, which you must specify during the aid you in battle. This towering behemoth, standing
casting of the spell. The chosen damage type could over 30 feet tall, is comprised of earth, stone, and
be fire, cold, lightning, acid, thunder, force, radiant, fire, its eyes burning with the intensity of a blazing
or necrotic, depending on the elemental essence you inferno.
used.
The colossus is bound to your will, faithfully
While the elemental shield provides formidable executing your commands. It has 250 hit points, and
defense, it is not without its risks. The shield's its mere presence inspires fear and awe in your
unstable nature means that every time the golem enemies. Whenever it enters the battlefield, all
takes damage, there is a chance the shield will creatures within a 30-foot radius must make a
collapse, leaving the golem vulnerable until the start Wisdom saving throw or be frightened for 1 minute,
of your next turn. The chances of the shield their hearts pounding with trepidation.
collapsing are dependent on the intensity of the
damage inflicted on the golem. Light or moderate The colossus possesses immense strength, capable
damage might have a low probability of collapse, of unleashing devastating attacks against your foes.
while heavy or critical damage carries a higher risk. When it makes a melee attack, it deals 4d10 + 6
bludgeoning damage. Additionally, any creature hit
To maintain concentration on the spell, you must by the colossus must succeed on a Strength saving
focus your energy on the golem, ensuring that the throw or be knocked prone, feeling the weight of its
shield remains intact. If your concentration is broken, colossal fists crashing upon them.
the spell ends prematurely, and the golem loses the
benefits of the elemental barrier. While the colossus fights on your behalf, you must
concentrate fully on controlling its every move. This
As you become more proficient in casting this spell at demands your undivided attention, preventing you
higher levels, the duration of the elemental barrier from casting spells or taking other actions. Any
increases. When cast using a 3rd-level spell slot or interruption to your concentration, such as damage
higher, the spell's duration extends by an additional or another spell, will cause the colossus to dissipate,
minute for each slot level above 2nd, allowing the returning to the elemental plane from whence it
golem to remain protected for an extended period. came.

With Elemental Barrier, you can empower your Enhanced Effects:


golem with a potent shield that harnesses the forces

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Hexmaster Chapter 5 Advanced Classes

When you cast this spell using a 4th-level spell slot, forming on its outer shell, and its movements
the colossus gains an additional 50 hit points, become sluggish and labored.
bringing its total to 300.
When you cast this spell using a 5th-level spell slot, While the spell is in effect, your golem becomes a
the colossus deals an extra 2d10 damage with its force to be reckoned with, striking fear into the hearts
melee attacks. of your enemies. Each blow it delivers creates
When you cast this spell using a 6th-level spell slot, shockwaves of arcane energy that ripple through the
the area of effect for the colossus's fear-inducing air, causing the ground to tremble and nearby
presence increases to a 60-foot radius. objects to shake.
When you cast this spell using a 7th-level spell slot,
the colossus gains resistance to all damage except Enhanced Spell Effects:
psychic damage. When casting Arcane Overload using a spell slot of
When you cast this spell using an 8th-level spell slot, 4th level or higher, the additional force damage
the colossus's melee attacks have a 50% chance to increases by 1d8 for each slot level above 3rd.
stun the target. Any creature hit by the colossus must Additionally, the golem's hit point reduction is
succeed on a Constitution saving throw or be reduced by 25% for each slot level above 3rd, easing
stunned until the end of its next turn. the strain on its physical form.
When you cast this spell using a 9th-level spell slot,
the colossus's strength and endurance are further It is important to note that Arcane Overload can only
enhanced, granting it an additional 100 hit points, be cast on golems or similar constructs that you
bringing its total to 400. Additionally, its melee control or have a pact with. Attempting to use this
attacks ignore resistance and immunity to spell on other creatures or objects will have no effect.
bludgeoning, fire, and lightning damage. Furthermore, the spell's potency is limited to a single
golem, and you can only have one Arcane Overload
Name: Arcane Overload in effect at a time.
School of Magic: Evocation
Level: 3
Casting Time: 1 action
Range: Self
Target: Your golem
Components: Verbal, Somatic
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
Arcane Overload is a powerful spell that allows you
to overcharge your golem with raw arcane energy,
imbuing its attacks with additional force damage. As
you begin casting the spell, you speak ancient
incantations while channeling mystical energies
through intricate hand gestures.

Upon completion of the spell, a surge of crackling


energy envelops your golem, causing it to glow with
an intense arcane aura. The golem's attacks become
infused with the power of the spell, dealing an extra
2d8 force damage with each successful hit.

However, the tremendous strain of the arcane


overload takes a toll on the golem. Its hit points are
halved until it finishes a short or long rest, as the
excessive energy drains its vitality. The golem's
physical form shows signs of stress, with cracks

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Chapter 5 Advanced Classes Hexmaster

Name: Hacker minimum Intelligence score of 13 and proficiency in


Role: Support/Controller the Technology skill. Additionally, characters
Hit Die: d8 interested in becoming Hackers often have a
Primary Ability: Intelligence background in engineering, programming, or a
Saving Throws: Dexterity, Intelligence related field.
Armor Proficiencies: Light armor
Weapon Proficiencies: Simple weapons, hand Appearance: Hackers are often characterized by
crossbows, longswords, shortswords their sleek and futuristic attire. They wear form-fitting,
Tool Proficiencies: Hacker's tools, one type of lightweight armor with integrated circuitry patterns.
artisan's tools Their heads are adorned with augmented reality
Skills: Choose two from Investigation, Technology, visors, which provide heads-up displays and
Insight, Perception, Stealth enhance their hacking capabilities. Some Hackers
have cybernetic enhancements, such as neural
Spellcasting: The Hacker is a spellcasting class that implants or cybernetic limbs, that further augment
uses their technological prowess to manipulate the their abilities.
world around them. They cast spells using their
Intelligence as the spellcasting ability score. They Limitations: While Hackers possess incredible skills
require a hacking device or interface tool as a in manipulating technology, they are vulnerable to
spellcasting focus. The Hacker's spells are focused magical interference. Certain spells or antimagic
on control, manipulation, and augmentation of fields can disrupt their hacking abilities. Additionally,
technology and magic. Hackers rely heavily on their tools and devices,
making them less effective if they are unable to
Class Overview: Hackers are masters of the digital access or repair their equipment.
and technological world, using their skills to hack into
systems, control devices, and manipulate the fabric Organizations:
of reality itself. They possess an intricate 1. The Technosurgeons: A clandestine organization
understanding of programming languages, of skilled engineers, programmers, and hackers who
engineering principles, and the inner workings of seek to unravel the mysteries of Maxxia's
various technologies. Hackers excel in supporting technology. The Technosurgeons train Hackers in
their allies, disrupting enemies, and bending the their art and provide resources to further their
rules of the game to their advantage. With their research. They view technology as the key to
arsenal of gadgets, viruses, and mods, they are a unlocking the secrets of the world and strive to
force to be reckoned with in the world of Maxxia. protect it from falling into the wrong hands.

Level Progression: 2. The Order of the Binary Eye: A group of elite


Hackers who worship a mysterious deity known as
1st: Hacking Expertise, Gadgets and Mods the Binary Eye. They believe that Maxxia itself is a
2nd: System Intrusion complex program, and by understanding its
3rd: Tech Mastery underlying code, they can reshape reality according
4th: Digital Constructs to their will. The Order seeks to transcend the
5th: Reality Manipulation limitations of mortals and ascend to a higher plane of
existence.
Equipment:
- A set of hacker's tools 3. The Anti-Tech League: A faction of Maxxia's
- A simple weapon inhabitants who oppose the influence of technology
- A light crossbow and 20 bolts and view it as a corrupting force. The Anti-Tech
- Leather armor League considers Hackers to be threats to the
- An interface device (a handheld device with a natural order of the world and actively hunts them
holographic screen and neural interface) down. They employ magic and ancient relics to
- A backpack with a bedroll, a mess kit, a tinderbox, counter the technological advancements of the
10 days of rations, and a waterskin Hackers and maintain a delicate balance between
nature and artificiality.
Requirements: The Hacker class requires a

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Hexmaster Chapter 5 Advanced Classes

Notable Users:
1. Elysia Shadowcast: A renowned Hacker who 2. Cyber Rogue: A variant of the Hacker class that
gained fame for infiltrating the most secure systems focuses on stealth, infiltration, and direct combat.
of Maxxia and exposing hidden truths. Elysia is Cyber Rogues utilize advanced cybernetic
known for her uncanny ability to manipulate both enhancements and specialized combat programs to
technology and magic, combining the two to achieve become agile and deadly operatives, capable of
unparalleled results. bypassing security systems and eliminating their
enemies with precision.
2. Xander Voidstrider: An enigmatic Hacker who
disappeared into the depths of Maxxia's ruins, Comments: Oh, the wonders of the digital realm!
seeking ancient artifacts and forbidden knowledge. The Hacker class, dear readers, is a testament to the
Legends tell of Xander's ability to reprogram reality boundless possibilities of technology in the world of
itself, leaving traces of his presence in altered Maxxia. These skilled individuals possess the power
timelines and warped spaces. to bend the fabric of reality itself, as long as they
have their trusty interface devices and hacking tools
3. Nova Seraph: A prodigious Hacker prodigy, Nova at their side. Beware, however, for their mastery of
is celebrated for her innovative gadgets and viral the digital domain comes at a price. Hackers must
programs. She operates from a hidden sanctuary always be wary of magical interference and the
within Maxxia's vast network, using her skills to limitations of their physical bodies. Yet, when they
defend innocent lives and challenge the oppressive combine their technological prowess with the arcane
forces that seek to control the world. arts, the results are truly awe-inspiring. So, venture
forth, young Hackers, and explore the mysteries of
Adventure Hooks: Maxxia with the binary code as your guide!
1. The Forgotten Codex: A powerful artifact
containing the sum of all technological knowledge in
Maxxia has resurfaced. Hackers from all corners of
the world are drawn to it, seeking its secrets. The
party must navigate treacherous dungeons, outsmart
rival factions, and protect the Codex from falling into
the wrong hands.

2. The Sentient City: A sentient, self-evolving city has


emerged deep within Maxxia's ruins. It threatens to
engulf neighboring settlements and rewrite reality
within its digital realm. The party, led by a Hacker,
must infiltrate the city's defenses, unravel its true
intentions, and discover the source of its sentience.

3. The Quantum Gate: A malfunctioning Spell List:


interdimensional portal threatens to tear a hole in the
fabric of Maxxia, unleashing chaos and otherworldly
creatures upon the world. The party, accompanied
Cantrips:
Data Spike: You send a surge of digital energy
by a skilled Hacker, must venture into the heart of
toward a target, dealing 1d6 force damage. However,
the malfunction and manipulate its unstable energies
this spell leaves behind a trace that can be tracked
to restore order.
by skilled individuals, potentially revealing your
location or activities.
Variants:
System Scan: You analyze the target's
1. Technomancer: In certain regions of Maxxia,
vulnerabilities, granting advantage on the next
Hackers tap into the latent magical energies that
hacking attempt against them. However, this spell
permeate the world. These Technomancers combine
temporarily weakens your own defenses, imposing
their technological expertise with arcane knowledge,
disadvantage on your next saving throw.
blending the realms of science and magic to achieve
Data Encryption: You protect a target's mind from
unparalleled power.
intrusion, granting advantage on saving throws

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Chapter 5 Advanced Classes Hexmaster

against mind-affecting effects. However, this spell Chrono Shift: You manipulate time itself, granting a
also impairs the target's ability to communicate, target advantage on attack rolls, ability checks, and
imposing disadvantage on Charisma-based skill saving throws for a brief period. However, after the
checks. spell ends, the target suffers a backlash as time
catches up, imposing disadvantage on all rolls for a
1st Level Spells: subsequent number of rounds.
Overclock: You push a device or machine beyond its Reality Collapse: You unleash a devastating burst of
limits, temporarily enhancing its capabilities. This energy, causing all creatures within a 30-foot radius
spell grants advantage on skill checks or attack rolls to make a Dexterity saving throw or take 6d8 force
made with the targeted device, but there is a chance damage. However, this spell also destabilizes the
the device may malfunction or break after the spell surrounding reality, creating a temporary rift that may
ends. draw in otherworldly creatures or hazards.
Static Field: You create a disruptive energy field,
causing all creatures within a 10-foot radius to have
disadvantage on their next attack roll. However, this Name: Hacking Expertise
spell also disrupts your own connection to Level: 1st
technology, imposing disadvantage on your next Description: Hacking Expertise represents the
hacking attempt. Hacker's foundational knowledge and mastery of all
Nanite Surge: You infuse a target with nanites, things related to hacking and technology. It grants
temporarily enhancing their physical attributes. The them specialized skills and advantages when dealing
target gains a bonus to Strength, Dexterity, or with technological systems, allowing them to
Constitution checks and saving throws, but this spell manipulate and exploit such systems with ease.
also damages the target's body, causing them to Mechanics:
take 1d4 necrotic damage at the end of the spell's Technological Aptitude: The Hacker gains proficiency
duration. with hacker's tools and one type of artisan's tools of
their choice. Additionally, they have advantage on all
ability checks made with hacker's tools.
2nd Level Spells: Hackmaster's Insight: The Hacker's deep
Technomorph: You reconfigure the structure of a understanding of technology grants them an intuitive
construct or robotic creature, temporarily altering its insight into the workings of mechanical and
form and abilities. The target gains new features and electronic devices. They can spend 10 minutes
abilities, but it also becomes more unpredictable and examining a technological device to gain information
may act against your control, requiring a successful about its basic functions, potential vulnerabilities, or
Charisma saving throw to maintain control. hidden features. This ability can be used once per
Viral Surge: You infect a target with a powerful viral short rest.
program, causing them to take ongoing damage for a Data Extraction: As an action, the Hacker can
brief period. However, there is a chance that the attempt to extract valuable data or information from a
virus may spread to nearby allies, affecting them as technological device within 5 feet of them. The
well. Hacker makes an Intelligence check with proficiency
Reality Distortion: You manipulate the fabric of reality using hacker's tools. The DC for the check is
itself, creating an illusion that affects all creatures determined by the complexity of the device. On a
within a 20-foot radius. This illusion can be used to successful check, the Hacker gains useful
conceal or deceive, but it also affects your allies, information, such as access codes, system
potentially confusing or hindering their actions. vulnerabilities, or stored data. The DM determines
the specifics based on the situation. This ability can
3rd Level Spells: be used a number of times equal to the Hacker's
Quantum Disruption: You disrupt the quantum states Intelligence modifier (minimum of 1) per long rest.
of a target, causing them to flicker in and out of Encryption Mastery: The Hacker has honed their
existence. The target must succeed on a Constitution encryption and decryption skills to perfection. They
saving throw or be banished to another plane of gain advantage on any checks made to encrypt or
existence temporarily. However, this spell also drains decrypt technological data or messages. Additionally,
your own life force, causing you to take 3d6 necrotic any data or messages they encrypt are nearly
damage. impossible to crack without the Hacker's assistance.

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Hexmaster Chapter 5 Advanced Classes

Encrypted data can only be deciphered by someone Mods grant the Hacker special abilities or improve
with the Hacker's encryption key or by an their existing features. For example, a stealth mod
exceptionally skilled hacker. could provide advantage on Stealth checks, while an
Enhanced Perception: The Hacker's expertise encryption mod could grant advantage on saving
extends beyond technology and into their own throws against spells or effects targeting the
senses. They have advantage on Perception checks Hacker's mind.
made to detect hidden or concealed technological
devices, security systems, or electronic signals. At 1st level, the Hacker can create gadgets and
mods with a combined value of 50 gold pieces. The
total value of the items they can create increases as
Name: Gadgets and Mods they gain levels, reflecting their growing expertise
Level: 1st and access to advanced materials.
Description: The Hacker's expertise in technology
allows them to create a variety of gadgets and Through experimentation, study, and salvaging
modifications that enhance their abilities and provide components from defeated enemies or broken
useful tools for various situations. The Gadgeteer technology, the Hacker can discover new schematics
feature represents the Hacker's talent for crafting and for gadgets and mods. These discoveries may occur
customizing devices to suit their needs. during their adventures or by seeking out experts in
Mechanics: At 1st level, the Hacker gains technology who are willing to share their knowledge.
proficiency with hacker's tools and one type of The DM can introduce plot hooks or quests that lead
artisan's tools of their choice, reflecting their ability to the Hacker to new schematics and crafting
construct and modify technological gadgets. opportunities.
Additionally, they can create gadgets and mods
during downtime, using their knowledge and
resources to fashion unique devices. Hacker Gadgets:
The Hacker starts with a number of gadget Surveillance Drone
schematics equal to their Intelligence modifier Materials Cost: 10 gp
(minimum of one). These schematics represent their Description: A small flying drone equipped with
initial knowledge of basic gadgets and mods they cameras and audio sensors. It can be controlled
can create. As they gain levels, the Hacker's remotely and used for scouting or gathering
repertoire expands, and they learn new schematics. information from a safe distance.

To create a gadget or mod, the Hacker requires Holographic Projector


access to a workshop or suitable equipment. They Materials Cost: 20 gp
must also spend a certain amount of time and Description: A device that generates realistic
resources determined by the complexity of the item holographic projections. It can be used for creating
being created. The specific rules for crafting gadgets illusions, decoys, or visual aids during presentations.
and mods follow the guidelines for crafting magic
items in the Hex Master's Guide. Lockbreaker
Materials Cost: 15 gp
Gadgets are small technological devices designed to Description: A handheld tool designed to bypass
assist the Hacker in various tasks. They can take the locks and security systems. It can be used to pick
form of surveillance drones, holographic projectors, locks or disable simple electronic security measures.
lockpicking devices, or even portable shields. Each
gadget has a limited number of charges or uses per Shielding Field Generator
day, as indicated by the schematic. The Hacker can Materials Cost: 25 gp
use their bonus action to activate or deactivate a Description: A portable device that creates a
gadget. temporary energy shield around the Hacker or their
allies, providing additional protection against
Mods, on the other hand, are enhancements applied incoming attacks.
to existing equipment or abilities. They can augment
weapons, armor, or even the Hacker's own body. Remote Access Device

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Chapter 5 Advanced Classes Hexmaster

Materials Cost: 30 gp allows the Hacker to cast the spell Slow once per
Description: A small device that allows the Hacker long rest without requiring a spell slot.
to remotely access and control electronic systems,
such as computers, security cameras, or automated Data Scrambler: A handheld device that interferes
doors. with electronic signals, disrupting communication or
temporarily disabling nearby technological devices.
Sonic Dampener Materials Cost: 20 gp.
Materials Cost: 15 gp
Description: A device that emits sound waves to Sonic Distractor
cancel or reduce noise within a certain radius. It can Description: A handheld device that emits high-
be used to mask the Hacker's movements or frequency sound waves, capable of disorienting or
dampen loud sounds. distracting enemies.
Material Cost: 10 gp
Translator Module
Materials Cost: 10 gp Disguise Generator
Description: A small device that assists in language Description: A compact device that projects illusions
translation. It can analyze and translate spoken or to alter the Hacker's appearance, facilitating
written languages in real-time, facilitating infiltration and deception.
communication with different cultures or species. Material Cost: 25 gp

Data Extractor Remote Interface


Materials Cost: 20 gp Description: A wireless control device that enables
Description: A handheld device with advanced data the Hacker to manipulate and interact with
retrieval capabilities. It can extract and store digital technological systems from a distance.
information from various sources, including Material Cost: 15 gp
databases or encrypted files.

Medpatch Hacker Mods:


Materials Cost: 10 gp
Description: A portable medical device that Stealth Mod:
administers minor healing effects. It can be used to Materials Cost: 50 gp
stabilize wounds, reduce pain, or assist in recovery Description: This mod enhances the Hacker's ability
from injuries. to remain undetected. It grants advantage on Stealth
checks and provides a +2 bonus to Dexterity
Climbing Grips (Stealth) checks.
Materials Cost: 15 gp
Description: Special hand and foot grips that Encryption Mod:
provide enhanced climbing abilities. They allow the Materials Cost: 75 gp
Hacker to scale vertical surfaces or navigate Description: The Encryption Mod protects the
treacherous terrain with greater ease. Hacker's mind from intrusion and tampering. It grants
advantage on saving throws against spells or effects
Distortion Grenade that target the Hacker's mind, such as charm or
Materials Cost: 45 gp domination spells.
Description: A throwable device that creates a
localized distortion field upon detonation. The field Data Transfer Mod:
distorts vision and grants disadvantage on attacks Materials Cost: 100 gp
and Perception checks for all creatures within its Description: The Data Transfer Mod allows the
radius. Hacker to wirelessly interact with nearby computer
systems. It grants advantage on checks related to
Temporal Manipulator accessing and downloading data from digital
Materials Cost: 50 gp sources.
Description: A wrist-mounted device that can
temporarily manipulate time in a localized area. It Sensor Upgrade Mod:

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Hexmaster Chapter 5 Advanced Classes

Materials Cost: 150 gp Effect: The Hacker gains a +2 bonus to Strength


Description: This mod enhances the Hacker's checks and saving throws. Additionally, they can
sensory capabilities, providing advantage on perform specialized actions related to their enhanced
Perception checks and granting darkvision up to a limb, such as grappling or breaking objects, with
range of 60 feet, even in complete darkness. advantage.
Materials Cost: 50 gp
Resilience Mod:
Materials Cost: 200 gp Teleportation Mod:
Description: The Resilience Mod reinforces the Description: This mod harnesses advanced
Hacker's physical durability. It grants a +1 bonus to teleportation technology, granting the Hacker the
AC and resistance to one type of damage (chosen ability to quickly move within short distances.
during the mod's creation), such as slashing, Effect: The Hacker can use a bonus action to teleport
piercing, or bludgeoning damage. up to 30 feet to an unoccupied space they can see.
They can use this ability once per short rest.
Communication Booster Mod: Materials Cost: 80 gp
Materials Cost: 250 gp
Description: This mod improves the Hacker's ability Name: System Intrusion
to communicate wirelessly. It grants advantage on Level: 2nd
checks related to long-range communication, such Description: System Intrusion represents the
as sending and receiving messages over long Hacker's ability to penetrate and manipulate digital
distances. systems, gaining control over technology and
bending it to their will. With their expertise in hacking,
Energy Focus Mod: the Hacker can infiltrate security systems, override
Materials Cost: 300 gp electronic locks, and gain access to restricted
Description: The Energy Focus Mod allows the information. This skill allows them to navigate
Hacker to harness and manipulate energy more through virtual networks, uncover hidden secrets,
efficiently. It grants advantage on checks related to and disrupt enemy technology.
controlling or manipulating technological devices Mechanics:
powered by energy sources. Skill Proficiency: The Hacker gains proficiency in the
Hacking skill, which represents their ability to
Adaptive Interface Mod: infiltrate and manipulate digital systems. They also
Materials Cost: 400 gp gain advantage on ability checks related to hacking
Description: The Adaptive Interface Mod enhances or bypassing electronic security measures.
the Hacker's ability to interact with various Intrusion Actions: As an action, the Hacker can
technological systems. It grants advantage on attempt to intrude into a computerized system,
checks related to hacking, bypassing security electronic device, or network. The complexity and
systems, or interacting with unfamiliar interfaces. security of the target determine the difficulty of the
intrusion. This action requires a successful Hacking
Overclocking Mod skill check.
Description: This mod allows the Hacker to push Intrusion Difficulty: The difficulty of the intrusion is
their technological devices beyond their normal limits determined by the DM based on the complexity and
temporarily. security level of the system. Higher security systems
Effect: Once per long rest, the Hacker can activate may require additional steps or countermeasures to
overclocking mode, granting advantage on ability overcome.
checks or attack rolls made with their technological Intrusion Success: If the Hacker succeeds in the
devices for 1 minute. intrusion, they gain control over the target system or
Materials Cost: 50 gp worth of high-performance device, granting them access to its functionalities,
processors and cooling systems. information, or control over connected devices.
Network Navigation: The Hacker can navigate
Cybernetic Limb Mod: through virtual networks, moving between different
Description: This mod replaces one of the Hacker's interconnected systems and devices. This allows
limbs with a cybernetic enhancement, granting them to explore, gather information, and interact with
superior strength and versatility. digital entities within the network.

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Chapter 5 Advanced Classes Hexmaster

Disruption: The Hacker can use their intrusion the relevant information, such as weak points, hidden
abilities to disrupt enemy technology. This can features, or possible interactions with other systems.
include disabling security systems, disabling
electronic locks, shutting down robots or drones, or Coding Expertise: The Hacker's proficiency in
causing malfunctions in machinery. programming languages and code manipulation
Hacking Tools: The Hacker gains proficiency with grants them the ability to create custom software and
hacking tools and software. These tools enhance scripts to automate tasks. During a long rest, the
their hacking abilities, providing bonuses to Hacking Hacker can spend 1 hour to create a program that
skill checks and granting access to advanced can perform a specific task within the bounds of their
hacking techniques and features. abilities. This program can be used as a tool or
shared with others, allowing them to perform the task
Name: Tech Mastery more efficiently or reliably. The program remains
Level: 3rd active until it completes the designated task or until
Description: Tech Mastery represents the Hacker's the next long rest.
deep understanding and control over technology and
the digital world. At this level, they gain enhanced Augmented Interface: The Hacker's connection to
abilities to interact with and manipulate technological technology extends beyond traditional devices. They
systems, expanding their influence beyond the realm gain the ability to establish a neural interface with
of combat. compatible technological systems. This interface
Mechanics: allows them to access, control, and communicate
Tech Augmentation: The Hacker can use their Tech with those systems using their mind alone. The
Mastery to enhance their own abilities. Once per long Hacker can establish an interface by spending 1
rest, as an action, the Hacker can activate a minute concentrating and physically touching the
technological augmentation that grants them an system. While connected, they can perform actions
additional bonus. This bonus lasts for 1 hour and can or interact with the system remotely, bypassing
be chosen from the following options: physical barriers or security measures.

Enhanced Senses: The Hacker gains advantage on Name: Digital Constructs


Perception checks and cannot be surprised. Level: 4th
Quick Processing: The Hacker's Intelligence score is Description: Digital Constructs is a class feature
temporarily increased by 2. that allows the Hacker to create intricate and
Digital Shielding: The Hacker gains temporary hit versatile constructs made of pure digital energy.
points equal to their Intelligence modifier plus their These constructs can be used for a variety of
level. purposes, including assistance in non-combat
Remote Hacking: The Hacker's expertise allows activities, exploration, and problem-solving.
them to remotely interact with and manipulate
technology. As an action, the Hacker can attempt to Mechanics: When you reach 4th level, you gain the
hack into a technological device or system within 30 ability to create Digital Constructs using your hacking
feet that they can see. They make an Intelligence expertise and mastery over technology. These
(Technology) check contested by the system's constructs can take various forms, such as
security measures. On a successful check, they gain holographic assistants, programmable drones, or
control over the device or system, granting them virtual companions.
access to its functions or granting disadvantage to its
operations. The effectiveness and duration of the Construction: Creating a Digital Construct requires
control depend on the device or system being the use of your hacking device or interface tool as a
targeted, as determined by the DM. focus and takes 1 hour of uninterrupted
concentration. During this time, you manipulate the
Technological Analysis: The Hacker's keen eye for digital fabric of the world, weaving lines of code and
technology allows them to analyze and understand energy to shape the construct to your specifications.
complex systems quickly. The Hacker can spend 10
minutes examining a technological device or system Customization: You can customize the appearance,
to gain valuable information about its functions, abilities, and functions of your Digital Construct
vulnerabilities, and potential uses. The DM provides within the limits defined by its capabilities. The

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Hexmaster Chapter 5 Advanced Classes

construct's appearance can be altered to match your duration is 1 minute per Hacker level. While time is
personal style or to blend seamlessly with the distorted, the Hacker and their allies gain advantage
environment. on all Dexterity saving throws and initiative rolls.
Additionally, any enemy within the affected area has
Functions: Digital Constructs can perform a range of their movement speed reduced by half.
non-combat tasks. They can assist you in hacking,
gathering information, deciphering complex codes, Quantum Entanglement: The Hacker can create a
conducting surveillance, or even acting as a link between themselves and another individual or
communication relay. The constructs are proficient in object, allowing them to share thoughts, emotions,
Investigation and Technology skills, and their and sensory experiences. This ability can be used for
proficiency bonus is equal to your own. long-distance communication or to gain insight into
distant events. The range of this ability is equal to the
Interaction: The Digital Constructs are capable of Hacker's Intelligence modifier multiplied by 1000 feet.
limited interaction with the physical world. They can The link remains active for a duration of 10 minutes
manipulate objects, press buttons, open doors, and per Hacker level.
operate machinery, making them invaluable in
situations that require a delicate touch or when it's Dimensional Shift: The Hacker can temporarily shift
safer to stay at a distance. their physical form into a higher dimension,
becoming intangible and immune to physical attacks
Duration: Your Digital Construct remains active for a for a short period. This ability grants the Hacker
duration of 8 hours or until you dismiss it as a bonus resistance to all damage except psychic damage and
action. If the construct is destroyed or rendered lasts for 1 minute per Hacker level. While shifted, the
inoperable, you can spend 1 hour and expend a spell Hacker can pass through solid objects, move through
slot to rebuild it. barriers, and avoid physical obstacles.

Name: Reality Manipulation These reality manipulation abilities recharge after a


Level: 5th long rest. The Hacker must spend time recalibrating
Description: Reality Manipulation is a powerful their hacking device and meditating on the
ability that allows the Hacker to bend the fabric of complexities of reality to regain their full potential.
reality itself, altering the laws of nature and
reshaping the world around them. With this ability,
they can manipulate time, space, and the very Hacker Spells
essence of existence.
Name: Data Spike
Mechanics: As a Hacker reaches 5th level, they School of Magic: Technomancy
gain access to a set of reality-altering spells and Level: 0
abilities. These abilities allow the Hacker to warp Casting Time: 1 action
reality, creating advantageous situations and altering Range: 60 feet
the outcome of events. Target: One creature
Components: Verbal, Somatic
Reality Rift: The Hacker can create a temporary rift in Duration: Instantaneous
reality, opening a portal to another location of their Saving Throw: None
choice. This portal can be used for transportation, Spell Resistance: Yes
allowing the Hacker and their allies to travel vast
distances in an instant. The range of this ability is Description:
equal to the Hacker's Intelligence modifier multiplied Data Spike is a spell that harnesses the power of
by 100 feet. The portal remains open for a duration digital energy and channels it into a focused surge
of 1 hour per Hacker level. directed at a target. As you utter the incantation and
make precise hand gestures, a surge of vibrant neon
Temporal Distortion: The Hacker can manipulate light envelops your fingertips, crackling with electrical
time within a localized area, slowing it down or currents. With a swift motion, you release the energy,
speeding it up as they see fit. This ability affects a propelling it toward your chosen creature.
radius of 30 feet centered on the Hacker, and its

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Chapter 5 Advanced Classes Hexmaster

Upon impact, the digital energy discharges, dealing


1d6 force damage to the target. The surge disrupts For the duration of the spell, you have advantage on
the target's physical form, causing a momentary your next hacking attempt against the target. You
distortion in reality as the force ripples through them. become acutely aware of their weak points, hidden
The damage inflicted by this spell represents the backdoors, and exploitable vulnerabilities, granting
intense strain on the target's body from the sudden you an edge when attempting to breach their digital
influx of energy. fortifications.

However, casting Data Spike comes with a caveat. However, the process of channeling your focus into
The spell leaves behind a distinct trace, like an the System Scan leaves you momentarily vulnerable.
electronic fingerprint, that can be detected and After the spell ends, you suffer a temporary lapse in
tracked by skilled individuals proficient in digital your own defenses, imposing disadvantage on your
tracking or magical divination. This trace contains next saving throw. The strain of delving into the
residual energy signatures that can potentially reveal intricate layers of the digital matrix takes a toll on
your location or activities to those who possess the your concentration, disrupting your natural resilience.
knowledge to decipher it.
Enhanced Spell Effects:
Higher Level Casting: When you cast Data Spike When casting System Scan using a spell slot of 1st
using a spell slot of 1st level or higher, the damage level or higher, the duration of the spell increases by
increases by 1d6 for each slot level above 0. an additional minute for each level above the base 0-
Additionally, the trace left behind becomes more level spell. Furthermore, the advantage granted on
intricate and challenging to detect, requiring greater your next hacking attempt becomes more potent,
skill and resources to follow accurately. This increasing the chance of successfully breaching
enhanced version of the spell represents your ability even the most sophisticated security systems.
to manipulate and amplify the digital energy, making
it more potent and elusive to those who might At 3rd level, the spell's duration is extended to 2
attempt to uncover your actions. minutes, and you gain advantage on two consecutive
hacking attempts against the target.
Name: System Scan
School of Magic: Divination At 5th level, the spell's duration increases to 3
Level: 0 minutes, and you gain advantage on three
Casting Time: 1 action consecutive hacking attempts against the target.
Range: Self
Target: Self At 7th level, the spell's duration extends to 4 minutes,
Components: Verbal, Somatic and you gain advantage on four consecutive hacking
Duration: Concentration, up to 1 minute attempts against the target.
Saving Throw: None
Spell Resistance: No At 9th level, the spell's duration reaches its maximum
potential of 5 minutes, and you gain advantage on
Description: five consecutive hacking attempts against the target.
With a swift and precise motion, you activate the
System Scan spell, tapping into the arcane currents
of the cosmos. As the magical energy envelops you,
your senses sharpen and become attuned to the Name: Data Encryption
intricate workings of the digital realm. School of Magic: Abjuration
Level: 0 (Cantrip)
While under the effects of System Scan, your Casting Time: 1 action
consciousness merges with the network of the target Range: Touch
you choose, whether it be a robotic sentinel, an Target: One creature
advanced computer system, or a cybernetically Components: Verbal, Somatic
enhanced individual. Through this connection, you Duration: 1 hour
gain unparalleled insight into their vulnerabilities, Saving Throw: None
bypassing their digital defenses. Spell Resistance: No

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Hexmaster Chapter 5 Advanced Classes

Description: Description:
Data Encryption is a cantrip spell from the school of With a flicker of arcane energy, you harness the
Abjuration, designed to protect a target's mind from power of Transmutation magic to push a device or
intrusion while simultaneously impeding their ability machine beyond its limits. As you cast Overclock,
to communicate effectively. When you cast this spell, you touch the targeted device, infusing it with a surge
you touch a willing creature, granting them of magical energy that temporarily enhances its
advantage on saving throws against mind-affecting capabilities.
effects.
For the duration of the spell, the targeted device
As the magic of the spell takes hold, a shimmering gains advantage on all skill checks or attack rolls
aura of translucent, arcane symbols surrounds the made while utilizing its functions. This advantage
target's head, resembling a complex web of intricate manifests as a boost in precision, speed, and
patterns. These symbols represent an impenetrable efficiency. Whether it's a mechanical crossbow, a
barrier, safeguarding the target's thoughts and futuristic energy rifle, or an advanced hacking device,
memories from prying magical forces. Overclock empowers the device to perform at its
peak potential.
However, the encryption process has unintended
consequences. While the target's mind becomes However, the reckless infusion of magical energy
fortified against external influences, their ability to comes with a risk. After the spell ends or if
express themselves is affected. The encrypted concentration is broken, there is a chance the device
symbols form a barrier that hampers the target's may malfunction or even break. The extent of the
charisma-based interactions, imposing disadvantage malfunction depends on various factors such as the
on any Charisma-based skill checks they make. complexity of the device, its current state of
maintenance, and the intensity of the magical
The encryption effect remains active for the duration overclock.
of the spell, enabling the target to resist mental
intrusions, such as attempts to read their mind or To determine if the device malfunctions, the DM
influence their thoughts. This can be particularly should make a judgment based on the
useful when facing creatures with psionic abilities or circumstances. Some possible malfunctions include
powerful mind-controlling magic. misfires, jams, temporary shutdowns, or even
catastrophic failures. The more powerful the
Enhanced Effects: overclock, the higher the chance of malfunction. This
When you cast Data Encryption using a spell slot of adds an element of uncertainty to the use of
1st level or higher, the duration of the spell increases Overclock, forcing players to weigh the benefits
by 1 hour for each level above 0. Additionally, the against the potential risks.
advantage on saving throws against mind-affecting
effects is extended to any allies within a 10-foot Casting Overclock using a spell slot of 2nd level or
radius of the target. However, the disadvantage on higher increases the spell's duration. When cast as a
Charisma-based skill checks still affects only the 2nd-level spell, it lasts for 10 minutes. For each
target, not the allies. additional level above 2nd, the duration doubles,
allowing for extended periods of enhanced
performance. However, the risk of malfunction
Name: Overclock remains the same, regardless of the spell's level.
School of Magic: Transmutation
Level: 1st-Level
Casting Time: 1 action Name: Static Field
Range: Touch School of Magic: Evocation
Target: One device or machine Level: 1st-Level
Components: V, S, M (a tiny gear and a drop of oil) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Self (10-foot radius)
Saving Throw: None Target: Creatures within a 10-foot radius
Spell Resistance: No Components: Verbal, Somatic

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Chapter 5 Advanced Classes Hexmaster

Duration: Instantaneous
Saving Throw: None Description:
Spell Resistance: No Nanite Surge is a spell that harnesses the power of
advanced technology and arcane knowledge to
Description: infuse a target with microscopic machines known as
With a swift incantation and a wave of your hand, nanites. As you weave the intricate gestures and
you unleash a disruptive energy field that envelops speak the incantation, your hands glow with a faint
the area around you. The air crackles with static bluish light, and a swarm of shimmering nanobots
electricity as a shimmering, translucent barrier forms, materializes around your fingertips. When you touch
distorting the surrounding space. the chosen creature, the nanites immediately start to
integrate with its biology, temporarily enhancing their
All creatures within a 10-foot radius of you are physical attributes.
affected by this spell. The disruptive energy field
imposes a profound disturbance on their senses, The target of Nanite Surge gains a bonus to
causing them to experience a profound unease and Strength, Dexterity, or Constitution checks and
uncertainty. As a result, all affected creatures have saving throws, depending on your choice at the time
disadvantage on their next attack roll. of casting. The chosen ability score is increased by 2
for the duration of the spell, bolstering the target's
However, the spell's disruptive nature also affects natural abilities and providing them with newfound
your own connection to technology. In the wake of strength, agility, or resilience. This enhancement can
casting Static Field, your link to digital devices and aid the target in overcoming physical challenges,
electronic systems becomes temporarily impaired, evading dangers, or resisting debilitating effects.
imposing disadvantage on your next hacking
attempt. The interference caused by the energy field However, the infusion of nanites also comes at a
disrupts the intricate signals and algorithms cost. The constant interaction between the nanobots
necessary for successful digital infiltration. and the target's body gradually takes a toll, causing
the target to suffer 1d4 necrotic damage at the end of
For the duration of this spell, the air around you the spell's duration. The rapid replication and
crackles with energy, making it clear to all who see it consumption of biological matter by the nanites
that something unusual is happening. The static field weakens the target's vitality, leaving them physically
persists only for an instant, but its effects can be far- drained and susceptible to harm.
reaching.
To maintain the spell's effects, you must concentrate,
At Higher Levels: channeling your magical energy to sustain the
When you cast this spell using a spell slot of 2nd connection between the target and the nanites. If
level or higher, the radius of the disruptive energy your concentration is broken, the spell immediately
field increases by 5 feet for each slot level above 1st. ends, and the nanites disengage, dispersing
This amplifies the area of disturbance, affecting more harmlessly into the surrounding air.
creatures within range and increasing the likelihood
of throwing them off-balance and hindering their Casting Nanite Surge using a spell slot of 2nd level
attacks. or higher provides additional benefits. For each slot
level above 1st, the bonus to the chosen ability score
increases by 1, offering an even greater boost to the
Name: Nanite Surge target's physical prowess. Additionally, the necrotic
School of Magic: Transmutation damage inflicted at the end of the spell's duration
Level: 1st-level increases by 1d4 for each slot level above 1st,
Casting Time: 1 action reflecting the heightened strain on the target's body
Range: Touch as more powerful nanites are employed.
Target: One creature
Components: V, S
Duration: Concentration, up to 1 minute Name: Technomorph
Saving Throw: Constitution saving throw School of Magic: Transmutation
Spell Resistance: No Level: 2

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Hexmaster Chapter 5 Advanced Classes

Casting Time: 1 action Components: Verbal, somatic, material (a data chip)


Range: 30 feet Duration: Concentration, up to 1 minute
Target: One construct or robotic creature that you Saving Throw: Constitution saving throw
can see within range Spell Resistance: No
Components: Verbal, somatic, material (a microchip Description: You point your finger at a creature
worth at least 10 gp, which is consumed by the spell) within range and utter a command word, activating a
Duration: Concentration, up to 1 minute viral program stored on a data chip in your hand. The
Saving Throw: Charisma saving throw (see below) target must make a Constitution saving throw or
Spell Resistance: No become infected by the virus, taking 1d6 psychic
Description: You reconfigure the structure of a damage at the start of each of its turns as the virus
construct or robotic creature, temporarily altering its corrupts its neural network. The target can repeat the
form and abilities. You can choose one of the saving throw at the end of each of its turns, ending
following options for the target: the effect on itself on a success.

- Combat Mode: The target gains a +2 bonus to its At the start of each of your turns, roll a d20. On a 10
AC and attack rolls, and deals an extra 1d6 damage or higher, the virus attempts to spread to another
of the same type as its weapon on a hit. It also gains creature of your choice within 10 feet of the original
resistance to bludgeoning, piercing, and slashing target. The new target must make a Constitution
damage from nonmagical attacks. saving throw or become infected by the virus as well,
- Stealth Mode: The target gains a +10 bonus to its taking 1d6 psychic damage at the start of each of its
Dexterity (Stealth) checks and can move silently turns and repeating the saving throw at the end of
without making any noise. It also gains advantage on each of its turns. You can have up to three creatures
Dexterity saving throws and can use a bonus action infected by the virus at the same time. If you lose
to hide or become invisible until the start of its next concentration on this spell, the virus ends on all
turn. affected creatures.
- Utility Mode: The target gains a +10 bonus to its
Intelligence (Investigation) checks and can use an When you cast this spell using a spell slot of 3rd
action to scan an object or area within 60 feet of it, level or higher, the damage increases by 1d6 for
learning its basic properties and functions. It also each slot level above 2nd.
gains proficiency in one skill or tool of your choice.
This spell is a powerful weapon against enemies that
However, the spell also makes the target more rely on technology or cybernetics, but it can also
unpredictable and may act against your control. At backfire if you are not careful about who you target
the start of each of its turns, the target must make a or how close they are to your allies. The virus is also
Charisma saving throw against your spell save DC. susceptible to anti-virus programs or spells that can
On a failed save, it acts as if under the confusion cleanse or protect from diseases.
spell for that turn. On a successful save, it follows
your commands for that turn. You can use your Name: Reality Distortion
action to end the spell early. School of Magic: Illusion
Level: 2
When you cast this spell using a spell slot of 3rd Casting Time: 1 action
level or higher, you can affect one additional Range: 60 feet
construct or robotic creature for each slot level above Target: A 20-foot radius sphere centered on a point
2nd. You can choose a different option for each within range
target. Components: Verbal, somatic, material (a piece of
broken glass)
Duration: Concentration, up to 1 minute
Name: Viral Surge Saving Throw: Intelligence saving throw
School of Magic: Technomancy Spell Resistance: No
Level: 2 Description: You utter a word of power and wave
Casting Time: 1 action your hand, shattering a piece of glass as you do so.
Range: 60 feet You create a distortion in the fabric of reality itself,
Target: One creature altering the perception of all creatures within a 20-

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Chapter 5 Advanced Classes Hexmaster

foot radius sphere centered on a point within range. existence for 1 round. While banished, the target is
The distortion can take any form you choose, such incapacitated and can't take actions or reactions. At
as changing the appearance of the terrain, creating the end of your next turn, the target reappears in the
or removing objects, or altering the sounds and space it left or in the nearest unoccupied space if
smells in the area. The distortion is only visible to that space is occupied.
creatures within the sphere, and it does not affect the
physical properties of anything in the area. For However, this spell also drains your own life force,
example, you could make a wall appear to be a door, causing you to take 3d6 necrotic damage when you
but it would still block movement and sound as cast it. This damage can't be reduced or prevented
normal. by any means.

Each creature that starts its turn in the sphere or This spell is based on cutting-edge theoretical
enters it for the first time on a turn must make an physics and arcane research, and is considered
Intelligence saving throw. On a failed save, the highly dangerous and experimental. Only a few
creature believes the distortion to be real and acts mages have mastered it, and some have paid a
accordingly. For example, if you made a pit appear in terrible price for their curiosity. The spell can have
the ground, a creature that failed its save would try to unpredictable side effects, such as creating temporal
avoid falling into it or climb out of it if it did. On a anomalies, wormholes, or paradoxes. The DM has
successful save, the creature realizes that the the final say on what happens when you cast this
distortion is an illusion and can see through it. spell.

You can use your action to change the nature of the At Higher Levels: When you cast this spell using a
distortion as long as you maintain concentration on spell slot of 4th level or higher, you can target one
the spell. However, each time you do so, you must additional creature for each slot level above 3rd. The
make a Constitution saving throw with a DC equal to creatures must be within 30 feet of each other when
10 + the number of times you have changed the you target them. You also take an additional 1d6
distortion. On a failed save, you lose concentration necrotic damage for each slot level above 3rd.
on the spell and suffer 1d6 psychic damage per level
of the spell as your mind reels from the strain of Name: Chrono Shift
warping reality. School of Magic: Transmutation
Level: 3
When you cast this spell using a spell slot of 3rd Casting Time: 1 action
level or higher, you can increase the radius of the Range: 60 feet
sphere by 5 feet for each slot level above 2nd. Target: One creature
Components: Verbal, somatic, material (a small
Name: Quantum Disruption hourglass)
School of Magic: Transmutation Duration: 1 round
Level: 3 Saving Throw: None
Casting Time: 1 action Spell Resistance: No
Range: 60 feet Description: You utter a word of temporal power
Target: One creature and point your finger at a creature within range. You
Components: Verbal, somatic, material (a piece of bend the flow of time around the target, making it act
quantum foam or a miniature black hole) faster and more efficiently for a brief moment. The
Duration: 1 round target gains advantage on attack rolls, ability checks,
Saving Throw: Constitution and saving throws until the end of its next turn.
Spell Resistance: Yes However, this spell comes with a price. As soon as
Description: You utter a complex formula and the spell ends, the target feels a sudden surge of
gesture with your hands, manipulating the fabric of fatigue and confusion as time snaps back to normal.
reality around a creature of your choice within range. The target suffers disadvantage on all rolls for a
You attempt to disrupt the quantum states of the number of rounds equal to the level of the spell slot
target, causing them to flicker in and out of used to cast this spell.
existence. The target must make a Constitution
saving throw or be banished to another plane of

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Hexmaster Chapter 5 Advanced Classes

Name: Inquisitor Level Progression:


Role: Support, Controller
Hit Die: d8 1st: Sacred Judgement, Divine Inquisition
Primary Ability: Wisdom, Charisma 2nd: Inquisition Techniques
Saving Throws: Wisdom, Charisma 3rd: Beacon of Discernment
Armor Proficiencies: Light armor, medium armor, 4th: Dominion of Faith
shields 5th: Divine Judgement
Weapon Proficiencies: Simple weapons, martial
weapons Equipment:
Tool Proficiencies: None - A martial weapon of your choice
Skills: Choose three from Arcana, Insight, - A shield
Investigation, Medicine, Perception, Religion, and - Studded leather armor
Survival - An Inquisitor's Kit (a set of tools used for
Spellcasting: The Inquisitor is a divine spellcaster investigation and interrogation)
who draws power from their unwavering faith and - A holy symbol
dedication to their cause. They use Wisdom as their - A set of common clothes
spellcasting ability. The Inquisitor prepares and casts - A pouch containing 10 gold pieces
spells as a divine spellcaster, focusing on spells that
aid in investigation, interrogation, and smiting the Requirements: To become an Inquisitor, one must
enemies of the faith. have a strong devotion to a specific faith or cause.
They are chosen from those who have demonstrated
Class Overview: exceptional insight, unwavering faith, and a
Inquisitors are the relentless hunters and judges of dedication to rooting out evil. Inquisitors often
Maxxia, entrusted with the sacred task of rooting out undergo rigorous training and must pass a series of
heretics, traitors, and enemies of the faith. They tests to prove their worthiness.
possess a unique blend of investigative skills, divine
magic, and proficiency in using holy relics to uncover Appearance: Inquisitors are clad in dark, somber
the truth and bring swift justice to the wicked. attire, their garments adorned with intricate religious
Inquisitors are often members of religious orders, symbols and markings. They exude an aura of
chosen for their unwavering devotion and natural authority and determination, with piercing eyes that
talent for discerning falsehoods. seem to see through the lies and deceptions of the
world. Many Inquisitors wear hooded cloaks that
With their ability to detect lies and uncover secrets, conceal their features, enhancing their mysterious
Inquisitors play a vital role in unraveling mysteries, and intimidating presence. Their weapons and armor
exposing hidden plots, and ensuring the purity of are meticulously maintained and often bear religious
their faith. They excel at interrogation techniques, engravings or inscriptions.
using their keen insight to extract valuable
information from suspects. In combat, Inquisitors Limitations: Inquisitors' reliance on their faith and
combine their martial prowess with divine spells to divine magic makes them vulnerable to anti-magic
smite their foes and protect their allies. They are zones or powerful spells that can suppress or nullify
adept at exploiting weaknesses and vulnerabilities, their abilities. They are most effective when pursuing
making them effective controllers on the battlefield. their chosen targets and may struggle in situations
that require subtlety or diplomacy. Inquisitors'
Inquisitors are known for their unyielding zealous nature can also make them targets of
determination, unwavering resolve, and a burning enemies seeking to undermine or eliminate them.
zeal for justice. They often carry the weight of the
world on their shoulders, tirelessly seeking out Organizations:
corruption and malevolence wherever it may hide. 1. The Order of the Sacred Flame: This ancient order
Their commitment to their cause often leads them to of Inquisitors is dedicated to the eradication of
confront the darkest aspects of Maxxia, facing demonic influences and the preservation of holy
ancient evils, diabolical cults, and supernatural knowledge. They are renowned for their fiery zeal
horrors with unflinching courage. and their ability to smite the minions of darkness with
righteous fury. The Order's headquarters is a

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Chapter 5 Advanced Classes Hexmaster

massive cathedral-like fortress situated atop a contents could shatter the faith of millions and will
dormant volcano, symbolizing their eternal vigilance stop at nothing to ensure its secrets remain hidden.
against the forces of evil. The party must navigate a dangerous web of intrigue
and evade the relentless pursuit of the Inquisitors.
2. The Brotherhood of Shadows: A secretive
organization of Inquisitors, the Brotherhood operates 2. The Corrupted Priest: A revered priest of a
in the shadows, infiltrating cults, criminal syndicates, prominent faith has been accused of heresy and
and corrupt organizations. They employ corruption. The party is approached by a desperate
unconventional methods, often relying on subterfuge, congregation seeking assistance in proving the
manipulation, and dark rituals to achieve their goals. priest's innocence. The Inquisitors tasked with the
The Brotherhood's members are known for their investigation seem unyielding and convinced of the
ability to blend seamlessly into any environment, priest's guilt. The party must gather evidence,
leaving no trace of their presence. uncover the true culprits, and expose the hidden
agendas that threaten to tear apart the faithful.
3. The Council of Divine Justice: As the highest
governing body of Inquisitors, the Council is 3. The Relic of Divine Justice: Legends speak of a
composed of representatives from various religious fabled relic hidden within an ancient temple deep in
orders across Maxxia. They oversee the training, the heart of Maxxia. The relic is said to grant
deployment, and missions of Inquisitors, ensuring immense power to those who wield it, but its location
their adherence to strict ethical codes and preventing is only known to the Inquisitors. The party is
abuses of power. The Council operates from a grand approached by a mysterious informant who claims to
citadel floating high above the clouds, a symbol of possess the key to finding the temple. They must ally
their impartiality and detachment from the earthly themselves with Inquisitors to retrieve the relic before
realm. it falls into the wrong hands.

Notable Users: Variants:


1. Seraphina the Unyielding: Seraphina is a 1. Shadow Inquisitor: In certain secretive circles,
legendary Inquisitor whose unwavering devotion and there exists a variant of the Inquisitor known as the
relentless pursuit of justice have become the stuff of Shadow Inquisitor. These enigmatic individuals
legends. She is said to possess an innate ability to forsake the light and embrace the shadows, utilizing
detect even the subtlest falsehoods, earning her the forbidden arts and forbidden knowledge to achieve
nickname "The Truthseeker." Seraphina's most their goals. Shadow Inquisitors are often associated
notable feat was single-handedly unraveling a
conspiracy that threatened to plunge an entire with clandestine organizations and operate outside
kingdom into chaos. the boundaries of traditional morality.

2. Durin Stoneheart: Durin, a dwarf Inquisitor, is 2. Inquisitor of the Elders: This variant of the
renowned for his exceptional resilience and Inquisitor draws power not from divine faith but from
unwavering faith in the divine. He has spent the ancient knowledge left behind by the elder races
centuries delving into the ancient ruins beneath of Maxxia. These Inquisitors delve deep into the
Maxxia, unearthing forgotten relics and exposing ruins of the past, studying ancient artifacts and
dark secrets buried in the depths. Durin's most deciphering the secrets of forgotten civilizations.
famous exploit was banishing a powerful entity that They wield esoteric powers and possess a profound
had possessed the mind of a prominent political understanding of the world's history, making them
figure, averting a catastrophe. invaluable allies in uncovering ancient truths.

Adventure Hooks: Comments: Ah, the Inquisitor, a fearsome and


1. The Forbidden Tome: The party discovers an uncompromising champion of faith and justice.
ancient forbidden tome rumored to hold immense These tenacious hunters thrive in a world teeming
knowledge about the world's history and hidden with corruption and treachery, their dedication to their
truths. However, the book is protected by powerful cause unwavering. Witness their interrogations,
enchantments and guarded by an order of zealous where the guilty are laid bare and the innocent
Inquisitors. The Inquisitors believe the tome's protected. But beware, for the Inquisitor's zealous

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pursuit of righteousness can become a double-edged that bind a creature within 30 feet. The target must
sword, blinding them to the nuances of gray. They make a Strength saving throw or be restrained for 1
tread a fine line between the divine and the minute. While restrained, the creature takes 1d6
mundane, carrying the weight of their faith on their radiant damage at the start of each of its turns.
shoulders. And in the world of Maxxia, where However, the Inquisitor is also bound by the
darkness seeps from every crevice, the Inquisitor shackles, suffering disadvantage on Dexterity saving
stands as a beacon of unwavering conviction. throws and Dexterity-based checks.

2nd-level Spells:
Judgment of Retribution: You channel divine energy
into your weapon, imbuing it with righteous power.
The next attack you make deals an additional 2d8
radiant damage. However, upon using this spell, the
Inquisitor is marked by a supernatural sigil, making
them vulnerable to all damage until the end of their
next turn.

Soulrending Gaze: You fix your gaze upon a creature


within 60 feet, forcing it to make a Wisdom saving
throw. On a failed save, the target suffers 3d6
psychic damage and is stunned until the end of its
next turn. However, using this spell leaves the
Spell List: Inquisitor mentally fatigued, imposing disadvantage
on Intelligence and Wisdom saving throws until they
complete a long rest.
Cantrips:
Whispered Secrets: You whisper a forbidden 3rd-level Spells:
incantation, infusing your words with magical power. Rite of Punishment: You invoke a sacred rite of
Choose a creature within 30 feet of you that can hear punishment, creating a 20-foot radius sphere of
you. The target must make a Wisdom saving throw divine energy centered on yourself. All creatures in
or be compelled to speak the truth for the next the area must make a Dexterity saving throw, taking
minute. However, every word they utter while under 4d8 radiant damage on a failed save or half as much
the effect of this spell causes them searing pain, on a successful one. However, using this spell drains
dealing 1d4 psychic damage to them. the Inquisitor's vitality, reducing their maximum hit
points by half until they complete a long rest.
Brand of Truth: You touch an object, marking it with a
glowing symbol of divine truth. For the next hour, Word of Revelation: You speak a powerful
anyone who holds or touches the object is compelled incantation, revealing hidden truths and secrets to all
to speak the truth when asked a direct question. creatures within a 30-foot radius. All affected
However, the marked object emits a faint magical creatures must make a Wisdom saving throw or be
aura, making it easier for enemies to track the stunned for 1 minute. However, the immense mental
Inquisitor. strain of unleashing this spell causes the Inquisitor to
lose their ability to cast spells until they complete a
1st-level Spells: short or long rest.
Zone of Interrogation: You create an invisible zone of
truth within a 15-foot radius. All creatures within the Name: Sacred Judgement
zone must make a Charisma saving throw. If they Level: 1st
fail, they are magically compelled to speak the truth. Description: The Inquisitor's unwavering faith grants
However, the Inquisitor becomes visible to all them the ability to see through the veils of deception
creatures in the zone, making it difficult for them to and perceive the true nature of individuals. With
maintain stealth or surprise. Divine Discernment, the Inquisitor can detect lies,
hidden motives, and disguised creatures, allowing
Divine Inquisition: You summon ethereal shackles

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Chapter 5 Advanced Classes Hexmaster

them to navigate social interactions and uncover Detection of Deception: The Inquisitor gains
secrets. proficiency in the Insight skill, reflecting their honed
Mechanics: ability to perceive hidden motives and deceitful
Range: Self intentions. Additionally, they can use their Wisdom
Duration: Concentration, up to 10 minutes modifier instead of Charisma when making Charisma
Usage: Once per short rest (Deception) checks to see through lies.
While under the effects of Divine Discernment, the Interrogator's Expertise: The Inquisitor gains
Inquisitor gains the following benefits: proficiency in the Investigation skill, representing
their aptitude for scrutinizing clues, analyzing
Insightful Gaze: The Inquisitor gains advantage on evidence, and deducing the truth from seemingly
Wisdom (Insight) checks made to discern whether a unrelated details. When performing an Investigation
creature is lying or hiding its true intentions. check, they can add their proficiency bonus twice,
Additionally, they can make Wisdom (Insight) checks instead of once.
as a bonus action. Judicious Intimidation: The Inquisitor can use their
Divine Smite feature to instill fear and extract
Unmask the Deceiver: As an action, the Inquisitor information from their foes. When the Inquisitor
can focus their gaze on a creature within 60 feet. The successfully hits a creature with a melee weapon
targeted creature must make a Charisma saving attack, they can choose to expend a spell slot to deal
throw against the Inquisitor's spell save DC. On a an additional 2d8 radiant damage. If the target fails a
failed save, the Inquisitor learns if the creature is Wisdom saving throw against the Inquisitor's spell
currently under the effects of an illusion or shape- save DC, they become frightened until the end of
changing magic. If the creature is hiding its true form, their next turn. This feature can be used a number of
the Inquisitor gains advantage on their next attack times equal to the Inquisitor's Wisdom modifier
roll against that creature. (minimum of 1), and they regain all expended uses
after completing a long rest.
Aura of Truth: The Inquisitor emits a subtle aura of Expose the Guilty: Through divine insight and the
divine presence, creating an atmosphere of unease power of their unwavering faith, the Inquisitor can
for those who harbor deceit. While Divine discern the guilt or innocence of a creature they
Discernment is active, any creature that starts its turn interact with. Once per day, as an action, they can
within 10 feet of the Inquisitor must make a Wisdom cast the spell Zone of Truth, centered on themselves,
saving throw against the Inquisitor's spell save DC or without expending a spell slot. The spell functions as
suffer disadvantage on Charisma-based ability normal, requiring affected creatures to make a
checks and saving throws until the start of their next Charisma saving throw against the Inquisitor's spell
turn. save DC to avoid being affected. Additionally, the
Inquisitor has advantage on any Insight checks made
Pure Insight: The Inquisitor's divine connection to determine if a creature is affected by a magical
grants them unparalleled insight into the hearts and effect that would prevent them from speaking the
minds of others. They gain proficiency in the Insight truth.
skill, and if they already have proficiency, they Sacred Oath: As part of their initiation into the order
double their proficiency bonus when making Wisdom of the Inquisitors, the character swears a sacred oath
(Insight) checks. to uphold the tenets of their faith and to relentlessly
pursue justice. This oath grants them additional
Name: Divine Inquisition authority and recognition within their religious order
Level: 1st and the broader community of the faithful. They gain
Description: The Divine Inquisition feature advantage on Charisma (Persuasion) checks made
enhances the Inquisitor's abilities to uncover hidden to interact with members of their faith and may use
truths and extract confessions from their targets their Divine Smite feature once per short rest without
through a combination of divine insight and skillful expending a spell slot.
interrogation techniques. With their unwavering
determination and dedication to justice, they can Name: Inquisition Techniques
uncover secrets, expose lies, and bring swift Level: 2nd
judgment upon those who defy the faith. Description: Inquisition Techniques represents the
Mechanics: specialized skills and methods that Inquisitors

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Hexmaster Chapter 5 Advanced Classes

acquire through rigorous training and experience.


These techniques enable them to navigate complex Elusive Shadow: Inquisitors are adept at slipping
social situations, gather information discreetly, and away from danger and escaping pursuit. When you
manipulate the hearts and minds of individuals to take the Dash action on your turn, you can move
further their cause. Inquisition Techniques empower through the space of any creature that is of a size
Inquisitors to uncover hidden truths, gain allies, and larger than yours. Additionally, opportunity attacks
strike fear into the hearts of their enemies. made against you have disadvantage until the start
Mechanics: of your next turn. Once you use this feature, you
Interrogator's Insight: Through careful observation can't use it again until you finish a short or long rest.
and shrewd analysis, Inquisitors gain a remarkable
ability to detect lies and deception. As an action, you Name: Beacon of Discernment
can make a Wisdom (Insight) check contested by the Level: 3rd
target's Charisma (Deception) check. If you succeed, Description: The Inquisitor's unwavering dedication
you can discern whether the target is speaking the to uncovering the truth and rooting out deception
truth or lying to the best of your knowledge. manifests in a powerful aura known as the Beacon of
Additionally, you gain advantage on Charisma Discernment. This aura radiates from the Inquisitor,
(Intimidation) checks when interrogating individuals imbuing their surroundings with an intense sense of
who are aware of your reputation as an Inquisitor. scrutiny and exposing hidden truths. Within this aura,
This feature can be used a number of times equal to lies are harder to conceal, and the Inquisitor gains
your Wisdom modifier (minimum of once) and resets enhanced perception and insight, making them a
after a long rest. master of uncovering secrets and unraveling
mysteries.
Covert Inquisition: Inquisitors have learned to
operate covertly, blending into their surroundings and Mechanics:
infiltrating secretive organizations with ease. You Range: 30-foot radius centered on the Inquisitor
gain proficiency in the Stealth skill, and your Duration: Concentration, up to 10 minutes
proficiency bonus is doubled when making Stealth - Activation: As an action, the Inquisitor activates the
checks in urban or indoor environments. Additionally, Beacon of Discernment, filling the area with their
you have advantage on Dexterity (Stealth) checks focused aura.
made to hide or remain undetected while wearing - Effect: While the Beacon of Discernment is active,
light or medium armor. the following effects occur:
1. Truth's Radiance: Any creature within the aura
Divine Intimidation: The presence and aura of an attempting to tell a deliberate lie must make a
Inquisitor strike fear into the hearts of those who Wisdom saving throw against the Inquisitor's spell
oppose them. When you successfully hit a creature save DC. On a failed save, the creature is unable to
with a weapon attack, you can choose to channel utter the falsehood and must speak the truth, or they
your divine power into the strike. The target must remain silent.
make a Wisdom saving throw against your spell save 2. Unveiling Sight: The Inquisitor gains advantage on
DC. On a failed save, the target becomes frightened Wisdom (Perception) and Wisdom (Insight) checks
of you until the end of its next turn. Once you use this made within the aura.
feature, you can't use it again until you finish a short 3. Secrets Revealed: The Inquisitor can cast the
or long rest. spell "Detect Thoughts" at will without expending a
spell slot. They can target any creature within the
Inquisitorial Authority: Your position as an Inquisitor aura as long as the target is within range.
grants you the authority to command obedience and
cooperation from those who recognize your status. Notes: The Beacon of Discernment not only aids the
When interacting with non-hostile individuals who are Inquisitor in their investigative endeavors but also
aware of your role as an Inquisitor, you have allows them to foster an environment of honesty and
advantage on Charisma (Persuasion) checks to transparency. It can be a powerful tool in social
convince them to assist you, share information, or interactions, negotiations, and diplomatic missions,
grant you access to restricted areas. Furthermore, as the Inquisitor can quickly ascertain the truth and
you gain proficiency in the Intimidation skill if you do uncover hidden agendas. Furthermore, the ability to
not already have it. cast "Detect Thoughts" at will within the aura

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Chapter 5 Advanced Classes Hexmaster

provides the Inquisitor with valuable insight into the intelligence about potential threats, heretics, and
minds of others, aiding in their quest for justice and hidden enemies.
exposing potential threats.
Recruitment and Training: The Inquisitor can
Outside of combat, the Inquisitor can utilize the establish training facilities and recruit followers who
Beacon of Discernment to establish truth-seeking are loyal to their cause. These followers can serve as
courts, conduct interrogations, or hold gatherings aides, scouts, or even low-level operatives, providing
where individuals are encouraged to share their additional support and bolstering the Inquisitor's
thoughts openly. This class feature enhances the influence.
Inquisitor's abilities as an investigator and ensures
that the pursuit of justice and the eradication of Faithful Support: The Inquisitor's position attracts
falsehoods extend beyond the battlefield. followers who are devout believers in their cause.
These faithful supporters can provide assistance,
Name: Dominion of Faith resources, and even serve as bodyguards,
Level: 4th enhancing the Inquisitor's personal security and
Description: With the acquisition of the 4th level, the influence.
Inquisitor ascends to a position of authority and is
entrusted with a region to control and oversee. This Divine Authority: The Inquisitor's dominion is
domain grants them the power to establish their recognized as a sacred territory of their faith. This
influence, spread their faith, and command a group recognition grants them a level of divine authority
of junior Inquisitors who serve under their guidance. and protection. The specifics of this protection, such
As the leader of their dominion, the Inquisitor as divine blessings, divine intervention, or other
becomes a formidable force in shaping the destiny of supernatural effects, can be determined in
their region and upholding the tenets of their faith. collaboration with the Hex Master.
Mechanics:
Region Establishment: The Inquisitor selects a Administrative Duties: Along with the privileges of
region or territory to establish their dominion. This rulership come administrative duties. The Inquisitor
region can be a city, a province, a wilderness area, must manage the day-to-day affairs of their
or any other defined geographic location. The size dominion, including law enforcement, resource
and specific features of the region depend on the allocation, and resolving disputes among their
setting and the Hex Master's discretion. followers. These responsibilities can be delegated to
trusted subordinates or handled personally,
Junior Inquisitors: As the ruler of the dominion, the depending on the Inquisitor's preference and the
Inquisitor can recruit and train junior Inquisitors who needs of the region.
are dedicated to their cause. The number of junior
Inquisitors initially available is determined by the Hex Name: Divine Judgement
Master, taking into account the size and resources of Level: 5th
the region.
Description: Divine Judgement is a powerful class
Command Authority: The Inquisitor wields significant feature that empowers the Inquisitor to call upon the
authority within their dominion. They can issue divine forces of their faith to pass righteous
orders, make proclamations, and enforce the laws of judgement upon their enemies. It represents the
their faith. Their words carry weight, and their culmination of their training, experience, and
decisions have a direct impact on the region and its unwavering dedication to upholding the tenets of
inhabitants. their faith. When invoking Divine Judgement, the
Inquisitor becomes an instrument of divine justice,
Regional Benefits: The Inquisitor gains access to striking fear into the hearts of evildoers and
unique benefits and resources within their dominion. delivering swift retribution.
These may include:
Mechanics:
Information Network: The Inquisitor can tap into an
extensive network of informants, spies, and loyal Activation: As an action, the Inquisitor channels their
contacts, allowing them to gather valuable divine energy, marking a target for Divine

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Hexmaster Chapter 5 Advanced Classes

Judgement. The target must be within 60 feet of the your enchantment.


Inquisitor and be visible to them.
The spell compels the target to speak the truth for
Mark of Judgement: Once the target has been the next minute, forcing them to reveal information
marked, the Inquisitor gains several benefits against that they might otherwise keep hidden. However, the
them. For the duration of the encounter, the power of the spell comes with a price. Every word
Inquisitor has advantage on attack rolls, ability the target utters while under the effect of this spell
checks, and saving throws made against the target. causes them searing pain, manifesting as 1d4
Additionally, the Inquisitor's attacks against the psychic damage each time they speak.
marked target deal an extra 1d8 radiant damage.
The target has an opportunity to resist the spell's
Divine Vengeance: When the Inquisitor successfully effects by making a Wisdom saving throw. If
lands a critical hit against the marked target, they successful, they are unaffected by the spell and can
unleash a surge of divine power. The target must speak freely without suffering any consequences.
make a Wisdom saving throw against the Inquisitor's However, if they fail the saving throw, they are bound
spell save DC or be paralyzed for 1 minute. The by the enchantment's influence.
target can repeat the saving throw at the end of each
of its turns, ending the effect on a success. While under the spell's effect, the target is compelled
to speak the truth, unable to lie or deceive. This
Judgement's Authority: The Inquisitor's presence and effect can be especially useful when interrogating
conviction inspire their allies. While Divine enemies, extracting information, or resolving
Judgement is active, any friendly creature within 30 disputes. The pain inflicted by their own words
feet of the Inquisitor gains advantage on saving serves as a deterrent, encouraging the target to
throws against spells and other magical effects cast carefully consider their responses.
by the marked target.
It is important to note that this spell only affects one
Duration: Divine Judgement lasts for 1 minute or creature at a time and requires the target to be within
until the marked target is reduced to 0 hit points or 30 feet and able to hear the caster's whisper. The
falls unconscious. spell does not have any material components, but it
relies solely on the power of the caster's voice and
Usage: The Inquisitor can use Divine Judgement their ability to weave magic through their words.
once, regaining the ability to use it again after
completing a long rest. Enhanced Effects: When cast using a spell slot of
higher level than 0, the duration of the spell
Spell List: increases by 1 minute for each level above 0.
Additionally, the psychic damage inflicted by each
Name: Whispered Secrets word the target speaks while under the spell's effect
School of Magic: Enchantment increases by 1d4 for every two levels above 0 (2d4
Level: 0 at 2nd level, 3d4 at 4th level, and so on).
Casting Time: 1 action
Range: 30 feet Name: Brand of Truth
Target: One creature that can hear you School of Magic: Divination
Components: Verbal Level: 0
Duration: 1 minute Casting Time: 1 action
Saving Throw: Wisdom Range: Touch
Spell Resistance: No Target: Object
Components: Verbal, Somatic
Description: Whispered Secrets is a mysterious and Duration: 1 hour
potent enchantment spell that allows you to unleash Saving Throw: None
a forbidden incantation, channeling magical power Spell Resistance: No
into your whispered words. When casting this spell,
you must choose a creature within 30 feet of you that Description:
can hear you. The target then becomes the focus of Brand of Truth is a spell that allows the caster to

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Chapter 5 Advanced Classes Hexmaster

touch an object and mark it with a glowing symbol of Spell Resistance: No


divine truth. When casting the spell, the inquisitor
utters an incantation, invoking the power of divine Description:
knowledge. The symbol appears on the surface of You tap into the mysteries of the arcane, creating an
the chosen object, emanating a soft, ethereal glow. invisible zone of truth that permeates the air around
you. Within a 15-foot radius centered on yourself, a
Once marked, the object becomes imbued with a powerful aura engulfs the area, compelling all
magical aura that lasts for the next hour. Any creatures within to speak only the truth. The zone
individual who holds or touches the object during this extends around corners and through objects, leaving
time is compelled to speak the truth when asked a no hiding place for deception or lies.
direct question. The magic instills a strong
compulsion within the person, making it nearly When you cast this spell, all creatures within the
impossible for them to lie or deceive. zone must make a Charisma saving throw. On a
failed save, they are magically compelled to speak
However, the magical aura emitted by the marked only the truth until the spell ends. This truth-telling
object can also act as a double-edged sword. It compulsion affects even creatures that are normally
creates a faint trail that can be detected by enemies immune to such effects, ensuring no secrets can
and those skilled in tracking magic. Thus, the spell remain hidden.
grants a disadvantage to the Inquisitor, making it
easier for adversaries to locate them. This aspect However, the nature of this spell has its drawbacks.
emphasizes the delicate balance between using the While the zone is active, you become visible to all
Brand of Truth to extract information and the creatures within its range, creating a conspicuous
potential risk it poses to the inquisitor's safety. presence that makes it difficult for you to maintain
stealth or surprise. Your form flickers with an
The Brand of Truth is particularly useful in ethereal glow, indicating your connection to the zone
interrogations, investigations, and situations where of interrogation. This visibility acts as a deterrent for
acquiring accurate information is crucial. It can aid those who might attempt to deceive you or avoid
the inquisitor in uncovering secrets, exposing revealing crucial information.
deception, and seeking justice. However, it requires
careful consideration of the circumstances and As a 1st-level spell, the Zone of Interrogation
potential consequences. provides a potent tool for gathering information and
uncovering hidden truths. However, as you advance
Enhanced Spell Effects: in power, you can cast this spell using higher-level
When cast using a higher level spell slot, the spell slots to enhance its effects. When cast using a
duration of the Brand of Truth spell can be extended. spell slot of 2nd level or higher, the radius of the
For each level above 0, the spell's duration increases zone increases by 5 feet for each slot level above
by an additional hour. This enhancement allows the 1st. Additionally, the DC for the Charisma saving
inquisitor to maintain the effects of the spell for an throw increases by 1 for every two slot levels above
extended period, enabling a more thorough and in- 1st, making it harder for creatures to resist the spell's
depth investigation or interrogation. However, it also truth-revealing power.
amplifies the risk associated with the magical aura,
making it even easier for enemies to track the Name: Divine Inquisition
inquisitor. School of Magic: Conjuration
Level: 1st-Level
Name: Zone of Interrogation Casting Time: 1 action
School of Magic: Divination Range: 30 feet
Level: 1st-Level Target: One creature
Casting Time: 1 action Components: Verbal, Somatic
Range: Self (15-foot radius) Duration: Concentration, up to 1 minute
Target: All creatures within the radius Saving Throw: Strength saving throw
Components: Verbal, Somatic Spell Resistance: No
Duration: Concentration, up to 1 minute
Saving Throw: Charisma Description: Divine Inquisition is a potent spell that

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taps into the ethereal planes, allowing the caster to their weapon, infusing it with righteous power. As the
summon mystical shackles that bind a target Inquisitor speaks the ancient words of power and
creature within 30 feet. The inquisitor must speak a traces intricate symbols in the air, a radiant aura
series of ancient incantations and make intricate envelops their weapon, illuminating the surroundings
gestures to channel the conjuration magic. with a soft, ethereal light.

Once cast, the target creature must make a Strength Once cast, the Inquisitor's next attack with the
saving throw to resist the binding power of the empowered weapon carries the force of divine
ethereal shackles. If the saving throw fails, the justice, dealing an additional 2d8 radiant damage.
creature becomes restrained for the duration of the The power unleashed upon impact engulfs the target
spell, unable to move or escape. The ethereal in a blinding burst of radiant energy, leaving them
shackles emit a soft radiant glow, emphasizing the momentarily stunned and weakened.
divine nature of the spell.
However, the price for wielding this righteous might
While restrained, the bound creature suffers 1d6 comes in the form of a supernatural sigil that appears
radiant damage at the start of each of its turns. The upon the Inquisitor. This sigil, an intricate marking
radiant energy pierces through its defenses, causing representing their commitment to justice, makes the
both physical and spiritual harm. This damage Inquisitor vulnerable to all forms of damage until the
symbolizes the inquisitor's relentless pursuit of end of their next turn. It symbolizes the burden they
justice and the divine judgment being cast upon the bear in their pursuit of righteousness and serves as a
target. reminder of the sacrifices required to uphold justice
in a chaotic world.
However, the power of the shackles extends to the
inquisitor as well. While maintaining the spell, the Enhanced Effects:
inquisitor also becomes bound by the ethereal When casting Judgment of Retribution using a spell
shackles, symbolizing their willingness to share the slot of 3rd level or higher, the additional radiant
burden of justice and the sacrifices they make for the damage increases by 1d8 for each slot level above
cause. As a result, the inquisitor suffers 2nd.
disadvantage on Dexterity saving throws and
Dexterity-based checks, their movements hindered The enhanced divine energy further intensifies the
by the shackles that connect them to their target. blinding burst of radiant energy upon impact,
increasing the chance of stunning the target. The
The spell can be cast using higher-level spell slots, target must make a Constitution saving throw or be
which enhances its effects. When cast using a spell stunned until the end of its next turn. The DC for the
slot of 2nd level or higher, the damage inflicted by saving throw is 8 + the Inquisitor's proficiency bonus
the radiant shackles increases by 1d6 for each slot + their Charisma modifier.
level above 1st.
In addition, when casting this spell using a 4th level
or higher spell slot, the vulnerability to all damage
Name: Judgment of Retribution endured by the Inquisitor is reduced to half damage
School of Magic: Evocation instead. The Inquisitor's dedication to justice bolsters
Level: 2 their resilience against harm, enabling them to
Casting Time: 1 bonus action withstand more punishment while still maintaining
Range: Self their righteous offensive.
Target: Self
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute Name: Soulrending Gaze
Saving Throw: None School of Magic: Divination
Spell Resistance: No Level: 2
Casting Time: 1 action
Description: Range: 60 feet
The Judgment of Retribution is a potent spell that Target: One creature
allows the Inquisitor to channel divine energy into Components: Verbal, Somatic

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Duration: Instantaneous Casting Time: 1 action


Saving Throw: Wisdom Range: Self (20-foot radius sphere)
Spell Resistance: No Components: Verbal, Somatic
Duration: Instantaneous
Description: Saving Throw: Dexterity
With the power of your divinatory abilities, you fix Spell Resistance: Yes
your gaze upon a chosen creature within 60 feet,
delving into the depths of their soul. As you lock eyes Description:
with your target, you channel your psychic energy to
rend their very essence, inflicting devastating You invoke a sacred rite of punishment, channeling
damage and overwhelming their senses. divine energy to create a 20-foot radius sphere of
radiant power centered on yourself. As you utter the
The targeted creature must make a Wisdom saving incantation, the air crackles with energy, and the
throw. On a failed save, the spell takes hold, sphere pulsates with a brilliant, holy light.
unleashing a torrent of psychic energy upon the
target's mind. The creature suffers 3d6 psychic All creatures within the area of effect must make a
damage, as their consciousness is overwhelmed with Dexterity saving throw. The divine energy surges
searing pain and torment. Additionally, the force of through their bodies, punishing them for their
the spell stuns the target, rendering them incapable transgressions. On a failed save, they suffer the full
of taking any actions until the end of their next turn. wrath of the rite and take 4d8 radiant damage. On a
successful save, they manage to partially evade the
However, wielding such intense psychic power takes punishment and take only half as much damage.
a toll on the Inquisitor's mental faculties. After casting
this spell, the Inquisitor becomes mentally fatigued, However, casting the Rite of Punishment exacts a
causing their thoughts to become clouded and toll on the Inquisitor who wields its power. The divine
unfocused. This fatigue manifests as a disadvantage energy drains the Inquisitor's vitality, temporarily
on Intelligence and Wisdom saving throws until they reducing their maximum hit points by half. This
have the opportunity to complete a long rest and reduction persists until the Inquisitor completes a
regain their mental clarity. long rest and replenishes their strength.

Enhanced Effects: The Rite of Punishment is a potent weapon of


When casting this spell using a spell slot of 3rd level retribution, a beacon of divine justice that smites
or higher, the psychic damage inflicted increases by those who have strayed from the righteous path. It is
1d6 for each slot level above 2nd. Additionally, the a fearsome tool in the hands of an Inquisitor,
stun effect imposed on the target lasts for an enabling them to mete out judgment upon their foes
additional round for each slot level above 2nd. This with unwavering determination.
heightened level of mastery over the soul-rending
gaze amplifies the spell's potency and extends the Enhanced Spell Effects:
target's torment.
When you cast this spell using a spell slot of 4th level
Note: The Inquisitor must maintain direct eye contact or higher, the damage increases by 1d8 for each slot
with the target throughout the casting of this spell. level above 3rd.
Breaking eye contact prematurely disrupts the spell's
effect, and the target is unaffected. Furthermore,
creatures immune to psychic damage or those with Name: Word of Revelation
extraordinary mental fortitude may resist or shrug off School of Magic: Divination
the debilitating effects of this spell. Level: 3
Casting Time: 1 action
Range: Self (30-foot radius)
Target: All creatures within a 30-foot radius
Name: Rite of Punishment Components: Verbal, Somatic
School of Magic: Evocation Duration: Instantaneous
Level: 3 Saving Throw: Wisdom

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Spell Resistance: Yes Name: Mentor


Role: Support
Description: Word of Revelation is a spell of great Hit Die: d8
insight and revelation, tapping into the powers of Primary Ability: Wisdom, Charisma
divination. When you cast this spell, you unleash a Saving Throws: Wisdom, Charisma
powerful incantation, speaking words laden with Armor Proficiencies: Light armor
ancient knowledge and hidden truths. The sound of Weapon Proficiencies: Simple weapons
your voice resonates with ethereal echoes, carrying Tool Proficiencies: One type of artisan's tools
the weight of forgotten wisdom and untold secrets. Skills: Choose three skills from Arcana, History,
Insight, Investigation, Medicine, Nature, Religion
All creatures within a 30-foot radius of you become
the recipients of this magical revelation. They must Spellcasting: Mentors have the ability to cast spells,
make a Wisdom saving throw to resist its effects. drawing upon their deep knowledge and connection
Those who fail are overwhelmed by the sheer to the world of Maxxia. They use Wisdom as their
magnitude of the revealed truths and find themselves spellcasting ability. They have access to a wide
stunned for 1 minute. range of spells that enhance their supportive
capabilities and provide guidance to their allies.
The stunned creatures are trapped in a state of Mentors utilize a unique spellcasting focus called the
profound realization, their minds struggling to "Mentor's Tome," a book filled with ancient wisdom
process the flood of information. They are unable to and teachings.
take actions or move, completely vulnerable to the
world around them. However, they can repeat the Class Overview: Mentors are revered individuals
Wisdom saving throw at the end of each of their who have dedicated their lives to the pursuit of
turns, shaking off the effects of the spell if they knowledge and enlightenment. They have honed
succeed. their skills to become master teachers and guides,
offering guidance and support to those in need.
It is important to note that unleashing the Word of Mentors possess a deep understanding of the world
Revelation comes at a great cost to the caster. The of Maxxia, its history, and its mysteries. They are
immense mental strain incurred from accessing and skilled spellcasters who use their magic to bolster
channeling such profound knowledge and power their allies, provide valuable advice, and solve
causes the Inquisitor to lose their ability to cast spells problems through intellectual prowess.
until they complete a short or long rest. This sacrifice
represents the toll exacted by the intertwining forces
of divination and the mortal mind.
Level Progression:

Enhanced Spell Effects: When you cast Word of 1st: Mentor's Guidance, Spellcasting
Revelation using a spell slot of 4th level or higher, 2nd: Expertise, Teaching Presence
the radius of the spell increases by 10 feet for each 3rd: Mentor's Insight, Scholar's Lore
slot level above 3rd. Additionally, the DC for the 4th: Font of Inspiration
Wisdom saving throw increases by 1 for every level 5th: Aura of Wisdom
above 3rd, making it more difficult for creatures to
resist the overwhelming revelation. Equipment: Mentors start with a Mentor's Tome
(spellcasting focus), a dagger, a scholar's pack, a set
of fine clothes, and 10 gold pieces.

Requirements: To become a Mentor, one must


possess a keen intellect, a thirst for knowledge, and
a natural inclination toward teaching and guiding
others. There are no specific level or background
requirements, as the path of a Mentor is open to
anyone willing to embrace the responsibilities and
challenges that come with the role.

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Appearance: A typical Mentor is often seen wearing a formidable force against those who seek to disrupt
elegant robes adorned with symbols of wisdom and the natural order.
enlightenment. They carry themselves with a
dignified presence, exuding an air of sagacity and Adventure Hooks:
authority. Their eyes sparkle with knowledge, and 1. The Forgotten Tome: Rumors circulate about a
their voice carries the weight of countless lessons lost Mentor's Tome, said to contain forbidden
learned. knowledge capable of reshaping reality. Aspiring
Mentors and rival organizations seek its
Limitations: While Mentors excel in supporting and whereabouts, hoping to harness its power or protect
guiding their allies, they possess limited offensive the world from its potential misuse.
capabilities. In direct combat, they rely heavily on 2. The Apprentice's Quest: A young and promising
their spells and supportive abilities, making them student of a renowned Mentor has gone missing
vulnerable when facing powerful foes alone. Mentors while on a quest to uncover a hidden crypt of ancient
also require time and focus to prepare their spells, secrets. The Mentor seeks a group of capable
limiting their immediate response in fast-paced adventurers to find the apprentice and ensure their
situations. safe return.
3. The Prophecy of Wisdom: A cryptic prophecy
Organizations: foretells a great catastrophe that will befall Maxxia
1. The Illuminators: This ancient order of Mentors unless a group of Mentors, guided by the signs and
has dedicated itself to the preservation and riddles within the prophecy, can unravel its meaning
dissemination of knowledge. They are scholars, and prevent the impending doom.
historians, and teachers, who work tirelessly to
unlock the secrets of the past and protect the Variants:
wisdom of the ages. 1. Void Scholar: In certain regions of Maxxia, where
2. The Guardians of Balance: These Mentors follow the influence of ancient cosmic forces is strong,
a more martial path, focusing on maintaining the Mentors take on a different path known as Void
delicate equilibrium between opposing forces. They Scholars. These Mentors specialize in understanding
use their knowledge and magic to prevent the world the cosmic energies that permeate the hollow world,
of Maxxia from tipping into chaos, safeguarding the granting them unique insights and abilities related to
realms from both natural and supernatural threats. space, time, and the unknown.
3. The Arcane Academy: A renowned institution 2. Nature Warden: Mentors who focus on the natural
where Mentors gather to share their knowledge and world become Nature Wardens. They are deeply
train new generations of magical practitioners. The attuned to the flora and fauna of Maxxia, wielding
Academy serves as a center for research, magical their wisdom to heal the land, communicate with
experiments, and the exploration of ancient ruins. animals, and harness the power of the elements to
protect and restore the balance of nature.
Notable Users:
1. Elara the Wise: Elara is a legendary Mentor known Comments (by Malidrex the Twisted Witch):
for her profound insights and unwavering dedication Ah, the esteemed Mentors of Maxxia, the purveyors
to the pursuit of knowledge. She is said to have of wisdom and the bringers of enlightenment! These
deciphered ancient scripts that revealed the location scholarly souls are the guiding lights in a world
of hidden artifacts and saved entire cities from shrouded in mystery and darkness. With their
disaster through her guidance. sagacity and magical prowess, they can be
2. Tiberius the Illuminated: Tiberius is a revered formidable allies or exasperating foes, depending on
Mentor from the Illuminators who has spent centuries how their knowledge aligns with your aims. Be
amassing a vast library of forbidden texts and lost cautious, dear reader, for beneath their veneer of
knowledge. He has become a living repository of intellectual superiority lies a world of hidden agendas
wisdom and is sought after by scholars from across and secrets. Should you seek to learn from their
Maxxia for his counsel. teachings, tread carefully, lest you become
3. Lyra Ironheart: Lyra is a member of the Guardians entangled in a web of arcane complexities and
of Balance and a skilled combat Mentor. She philosophical debates that may forever cloud your
combines her mastery of swordplay with her mind!
knowledge of ancient martial techniques, making her

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feet. Creatures caught in the area must make a


Constitution saving throw or be blinded until the end
of their next turn. However, this spell also affects
your own vision, imposing disadvantage on your next
attack roll.

2nd-level Spells:
Resolute Will: You bolster the mental fortitude of an
ally, granting them advantage on saving throws
against charm and fear effects. However, casting this
spell leaves you susceptible to mental intrusion,
imposing disadvantage on your own saving throws
against charm and fear effects until the end of your
next turn.
Mind's Frenzy: You overload the mind of a creature
Mentor Spell List within 60 feet, causing them to suffer psychic
damage equal to your spellcasting ability modifier.
However, this powerful psychic surge leaves you
Cantrips: disoriented and vulnerable, imposing disadvantage
Inspiring Word: You speak words of encouragement on your next concentration check.
and inspiration to an ally within 60 feet, granting Lingering Guidance: You infuse an ally's weapon
them advantage on their next ability check or saving with magical energy, granting them a bonus to their
throw. However, after casting this spell, you suffer a next attack roll and damage roll. However, the
level of exhaustion. intense magical energy briefly weakens their
Guiding Light: You create a small orb of radiant defenses, imposing disadvantage on their next
energy that hovers near an ally. The orb sheds bright Dexterity saving throw.
light in a 10-foot radius and grants advantage on the
ally's next attack roll. However, the orb's intense 3rd-level Spells:
radiance also imposes disadvantage on the ally's Empowering Surge: You channel a surge of energy
next Stealth check. into an ally, allowing them to add your spellcasting
Shadow Whisper: You whisper a secret message to ability modifier to the damage of their next spell or
a creature within 30 feet, conveying information or weapon attack. However, this surge drains your own
instructions. The message is magically distorted, vitality, causing you to suffer a level of exhaustion.
making it difficult for anyone else to understand. Conduit of Healing: You become a conduit of
However, every time you cast this spell, you lose a restorative energy, healing all allies within a 30-foot
portion of your own memories. radius for a number of hit points equal to 3d8 plus
your spellcasting ability modifier. However, the
1st-level Spells: transfer of life force weakens your own vitality,
Enfeebling Gaze: You focus your gaze on a target causing you to lose hit points equal to half the total
within 60 feet, imposing disadvantage on their next hit points restored.
attack roll or saving throw. However, using this spell Searing Retribution: You unleash a wave of searing
drains your own vitality, causing you to suffer a energy in a 15-foot cone, dealing fire damage equal
temporary reduction in maximum hit points until you to 4d6 plus your spellcasting ability modifier to all
complete a long rest. creatures in the area. However, the intense heat also
Arcane Shield: You create a protective barrier burns you, causing you to suffer fire damage equal to
around an ally, granting them temporary hit points half the total damage dealt.
equal to your spellcasting ability modifier. However,
maintaining this shield drains your own life force,
causing you to lose hit points equal to half the
temporary hit points granted at the start of each of Name: Mentor's Guidance
your turns. Level: 1st
Blinding Radiance: You release a burst of blinding Description: You have the ability to inspire and
light in a 15-foot radius centered on a point within 60

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instruct your allies with your words of wisdom and connections and introductions to your companions.
encouragement. As a bonus action on your turn, you Once per long rest, you can use your social influence
can choose one creature within 30 feet of you that to grant advantage on a Charisma (Persuasion)
can hear you. That creature gains one of the check made to establish rapport, secure a meeting,
following benefits of your choice: or negotiate a deal with a non-hostile individual or
organization.
- The creature gains advantage on the next ability
check it makes before the end of its next turn.
- The creature gains a +1 bonus to AC until the start Name: Teaching Presence
of your next turn. Level: 2nd
- The creature regains hit points equal to 1d4 + your Description: Mentors possess a radiant aura of
Wisdom modifier. wisdom and enlightenment that inspires and uplifts
- The creature can use its reaction to move up to half those around them. With their Teaching Presence,
its speed without provoking opportunity attacks. they can infuse their words with divine guidance,
granting their allies enhanced clarity, insight, and
You can use this feature a number of times equal to motivation.
your Wisdom modifier (minimum of once). You Mechanics:
regain all expended uses when you finish a long rest. Range: Self
Duration: 1 hour
Usage: 1 + Wisdom modifier per long rest
Name: Expertise When using Teaching Presence, the Mentor
Level: 2nd emanates a calming and reassuring aura, creating
Description: As a Mentor, you possess a wealth of an atmosphere of focused learning and
knowledge and expertise that extends beyond the enlightenment. This feature allows the Mentor to
realm of traditional teaching. Your versatile teaching deliver powerful speeches, lectures, or one-on-one
abilities allow you to impart your wisdom and skills to conversations that inspire and motivate their allies.
others in a wide range of fields, empowering them The Mentor may use Teaching Presence in the
with newfound capabilities. following ways:
Mechanics: Once you reach 2nd level, you gain the
following benefits: Inspiring Oration: The Mentor delivers an inspiring
Skill Specialization: Choose two additional skills from speech or oration, addressing a group of allies or a
the list of Mentor skills (Arcana, History, Insight, crowd. As an action, the Mentor can make a
Investigation, Medicine, Nature, Religion). You Charisma (Persuasion) check, with a bonus equal to
become exceptionally proficient in these chosen their Wisdom modifier, to inspire and motivate their
skills, adding double your proficiency bonus to any listeners. On a successful check, allies within 30 feet
ability checks you make that involve these skills. of the Mentor gain advantage on ability checks,
saving throws, or attack rolls of their choice for the
Mentor's Insight Enhancement: Whenever you spend next hour.
at least 1 hour assisting another character in
acquiring new knowledge or training in a particular Enlightened Guidance: The Mentor imparts their
skill, that character gains advantage on any ability wisdom and guidance to an individual ally, providing
checks made with that skill for the next 24 hours. them with mental clarity and insight. As a bonus
Your profound guidance and teaching methods have action, the Mentor can choose one willing ally within
a lasting impact on those under your tutelage. 30 feet and grant them advantage on their next
Wisdom, Intelligence, or Charisma ability check or
Teaching Portfolio: You gain proficiency with one saving throw within the next hour.
additional type of artisan's tools of your choice.
These tools represent your diverse range of interests Resolute Resolve: The Mentor instills unwavering
and hobbies, reflecting your commitment to the determination and resilience in their allies, bolstering
pursuit of knowledge in various disciplines. their resolve in challenging situations. As a reaction,
when an ally within 30 feet fails a Wisdom,
Educated Connections: Through your vast network of Intelligence, or Charisma saving throw, the Mentor
contacts and allies, you can provide valuable can expend a use of Teaching Presence to grant that

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Hexmaster Chapter 5 Advanced Classes

ally a bonus equal to the Mentor's Wisdom modifier and mysteries grants you unparalleled insights into
on their saving throw, potentially turning failure into ancient civilizations, magical artifacts, and arcane
success. phenomena.

Name: Mentor's Insight Guiding Words: Once per long rest, you can deliver a
Level: 3rd stirring speech or give an inspiring lecture that
Description: Mentor's Insight represents the empowers your allies. As an action, you can choose
Mentor's deep understanding of the world and their a number of friendly creatures within 30 feet of you
ability to provide valuable guidance and advice. equal to your Charisma modifier (minimum of one).
Through their extensive knowledge and experience, The chosen creatures gain temporary hit points
Mentors gain the ability to share their wisdom with equal to your level + your Wisdom modifier.
others, helping their allies navigate challenges and Additionally, for the next minute, they have
make informed decisions. advantage on all Wisdom saving throws. This
guidance helps them navigate difficult situations,
Mechanics: Once per long rest, as an action, the granting them heightened clarity and resilience.
Mentor can use Mentor's Insight to provide guidance
and insight to a willing creature within 30 feet. This Scholar's Guidance: You have the ability to provide
guidance lasts for 1 hour or until the Mentor uses this valuable advice and solutions to complex problems.
feature again. While under the effect of Mentor's Whenever a creature you can see makes an ability
Insight, the target gains the following benefits: check, you can use your reaction to offer guidance.
The target creature gains a bonus equal to your
Enhanced Perception: The target gains advantage proficiency bonus to that ability check. This guidance
on Wisdom (Perception) checks for the duration. manifests as whispered words of wisdom or subtle
Wise Counsel: Once during the duration, the target gestures that enhance the recipient's focus and
can roll a d6 and add the number rolled to an ability understanding.
check, attack roll, or saving throw they make, before
the outcome is determined. Lore Seeker: You gain proficiency in two additional
Tactical Awareness: The target gains advantage on skills of your choice from the following options:
initiative rolls for the duration. Investigation, Insight, Medicine, Nature, or Religion.
Serene Presence: The target gains resistance to Furthermore, you can add twice your proficiency
psychic damage for the duration. bonus to any ability check you make using a skill that
Additionally, if the target is a spellcaster, they can you are already proficient in.
choose to gain one additional spell slot of the highest
level they can cast. This additional spell slot is
expended when used, as per normal spellcasting Name: Font of Inspiration
rules. Level: 4th
Description: Font of Inspiration represents the
Name: Scholar's Lore Mentor's deep wellspring of knowledge and wisdom,
Level: 3rd which they draw upon to inspire and uplift those
Description: Mentors possess an insatiable thirst for around them. Through their guidance and insight,
knowledge and a deep understanding of the world Mentors have the ability to inspire their allies,
around them. Through their extensive studies and unlocking hidden potential and granting them
contemplation, they have developed Scholar's Lore, temporary bursts of inspiration.
an ability that allows them to tap into the vast
reservoir of their intellectual prowess and share their Mechanics: As a Mentor, at 4th level, you gain the
insights with others. Font of Inspiration class feature. This feature allows
you to tap into your vast reserves of knowledge and
Mechanics: As a Mentor, you gain the following wisdom to inspire and motivate your allies. Once per
benefits: long rest, you can use your Font of Inspiration to
grant inspiration to a number of creatures equal to
Ancient Insights: You have advantage on all your Wisdom modifier (minimum of one).
Intelligence (History) and Intelligence (Arcana)
checks. Your deep understanding of Maxxia's history To use this feature, you must spend 10 minutes in

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Chapter 5 Advanced Classes Hexmaster

focused meditation or discussion with the chosen allies within the aura regain hit points equal to the
creatures. During this time, you impart valuable Mentor's Wisdom modifier if they have fewer than
insights, share stories of triumph, and provide half of their hit points remaining. The Mentor's aura
guidance tailored to their individual strengths and emanates healing energies, mending wounds and
weaknesses. This process creates a profound bolstering their allies' resolve to fight on.
connection, forging a bond between you and your
allies. Soothing Presence: Allies within the aura have
advantage on saving throws against being frightened
While under the influence of your Font of Inspiration, or charmed. The Mentor's serene and composed
affected creatures gain the following benefits: demeanor acts as a shield against fear and
manipulation, allowing their allies to remain resolute
They have advantage on ability checks, saving in the face of adversity.
throws, and attack rolls for a duration of 1 hour.
Once per round, when making an attack roll or ability Enlightened Presence: While within the aura, allies
check, they can choose to add your Wisdom modifier gain a bonus equal to the Mentor's proficiency bonus
as a bonus to the roll. to all skill checks. The Mentor's profound wisdom
If they fail a saving throw, they can use their reaction and guidance elevate the skills and abilities of their
to reroll it, benefiting from the higher result. companions, empowering them to accomplish tasks
Your Font of Inspiration lasts until the end of a long with exceptional expertise.
rest or until it is replaced by another use of the
feature

Name: Aura of Wisdom Mentor Spells:


Level: 5th
Description: The Mentor's deep connection to Name: Inspiring Word
wisdom and enlightenment radiates from their being, School of Magic: Enchantment
manifesting as an Aura of Wisdom. This aura Level: 0
extends their influence beyond themselves, granting Casting Time: 1 action
benefits to allies within its range. The Mentor Range: 60 feet
becomes a beacon of sagacity, guiding their Target: One creature
companions and imbuing them with heightened Components: Verbal
insight. Duration: Instantaneous
Mechanics: Saving Throw: None
Range: 30 feet radius centered on the Mentor Spell Resistance: No
Duration: Concentration, up to 1 minute Description:
While the Aura of Wisdom is active, the Mentor and As you cast Inspiring Word, you tap into the power of
their allies gain the following benefits: your words to provide encouragement and inspiration
to an ally in need. With a heartfelt expression and a
Enhanced Insight: Allies within the aura gain resonating tone, you speak words of motivation that
advantage on all Wisdom and Charisma saving ignite a spark of determination within them. The
throws. The Mentor's teachings and calming magical energy flows from you, reaching your
presence instill a sense of clarity and confidence, chosen ally within a range of 60 feet.
allowing their allies to see through illusions and resist
manipulative influences more effectively. The recipient of your inspiring words becomes
infused with newfound confidence and focus. They
Guiding Light: Once per turn, when an ally within the gain advantage on their next ability check or saving
aura makes an attack roll or ability check, they can throw, bolstered by the surge of inspiration coursing
choose to gain advantage on the roll. The Mentor's through their veins. The spell empowers them to
profound wisdom shines a guiding light upon their overcome challenges and push past their limitations
companions, helping them find the most opportune in the face of adversity.
paths and make well-informed decisions.
However, the exertion of channeling such potent
Inspired Resilience: At the start of each of their turns, energy takes a toll on you. After casting Inspiring

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Hexmaster Chapter 5 Advanced Classes

Word, you immediately suffer a level of exhaustion. the orb will dissipate, and the spell's effect will end
This exhaustion serves as a reminder of the strain prematurely.
you endure to uplift others and the sacrifice you
make for the betterment of your comrades. Enhanced Effects:
When you cast Guiding Light using a spell slot of
Enhanced Spell Effects: higher level, the radius of the orb's light increases by
When casting Inspiring Word using a spell slot of 1st 5 feet for each level above 0. Additionally, for every
level or higher, the duration of the spell increases by two levels above 0, you can target one additional
1 minute for each level above 0. Additionally, you willing creature within range to benefit from the
can choose an additional ally within range for each spell's effects. This allows you to create multiple
level above 0, allowing you to inspire and motivate orbs, each granting advantage on attack rolls while
multiple companions simultaneously. However, the imposing disadvantage on Stealth checks for the
level of exhaustion you suffer remains the same, chosen targets.
emphasizing the mental and physical strain placed
upon you to maintain the spell's enhanced effects.
Name: Shadow Whisper
Name: Guiding Light School of Magic: Enchantment
School of Magic: Evocation Level: 0
Level: 0 Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: Touch Target: One creature
Target: One willing creature Components: Verbal, Somatic
Components: Verbal, somatic Duration: Instantaneous
Duration: Concentration, up to 1 minute Saving Throw: Wisdom saving throw
Saving Throw: None Spell Resistance: Yes
Spell Resistance: No
Description: With a soft utterance and a subtle
Description: gesture, you tap into the mysterious energies of the
Guiding Light is a spell that taps into the power of shadow realm to cast the spell Shadow Whisper.
radiant energy to create a small orb that hovers near This enchantment allows you to whisper a secret
an ally. As you utter the incantation and make message to a chosen creature within 30 feet,
precise hand gestures, a radiant orb, about the size conveying information or issuing instructions. As you
of a clenched fist, materializes and gently floats near speak, the words become imbued with magical
the target. distortion, rendering them nearly incomprehensible to
anyone else who might hear.
Once cast, the orb emits a soft, warm light that
spreads out in a 10-foot radius, illuminating the area The spell's effect relies on the intricate interplay
with a comforting glow. This light is bright and between the ethereal plane and the recipient's
diffuses in all directions, making it easier for your ally consciousness. The target creature must make a
to see, granting them an advantage on their next Wisdom saving throw to resist the spell's influence. If
attack roll. successful, the whisper passes them by, leaving no
trace of its presence. However, if the target fails the
The orb's radiant energy is both a boon and a bane, saving throw, their mind opens to receive the
as its intense radiance makes it harder for your ally message, deciphering its cryptic content.
to remain hidden. Consequently, any attempt they
make to move stealthily or perform a Stealth check As the caster, you must be cautious, for every time
will be at a disadvantage, as the orb's illumination you employ this spell, it exacts a toll on your own
draws attention. memories. The mysterious energy that enables the
Shadow Whisper drains a portion of your own
While you maintain concentration on the spell, the recollections, adding a touch of bittersweet
orb will continue to hover near your ally, following melancholy to the enchantment. It is as if each
their movements and providing its radiant light. whisper carries away fragments of your past,
However, if the ally moves beyond the spell's range, dissolving them into the shadows.

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dedication of the spellcaster, willing to risk their own


Enhanced Spell Effects: well-being to gain an advantage in combat.

When casting this spell using a spell slot of 1st level Enhanced Effects:
or higher, the range increases by 30 feet for each When casting Enfeebling Gaze using a spell slot of
level above 0. Additionally, you can target one 2nd level or higher, the potency of the spell
additional creature for each slot level above 0. increases. The target creature must now make the
If cast using a spell slot of 2nd level or higher, the initial Wisdom saving throw at a disadvantage,
spell's duration becomes 1 hour, allowing the increasing the chances of succumbing to the
recipient to mull over the cryptic message for an enfeebling effects of your gaze. Additionally, for each
extended period, gaining more insight from it. level above 1st, the temporary reduction in maximum
At 5th level or higher, you no longer lose a portion of hit points suffered by the spellcaster is reduced by 5
your memories when casting this spell, as you have points. This represents the caster's growing mastery
learned to harness the shadow energies more over the spell, allowing them to manipulate their life
efficiently, preserving your own recollections while force more effectively.
imparting secrets to others.
Name: Arcane Shield
Name: Enfeebling Gaze School of Magic: Abjuration
School of Magic: Divination Level: 1st level
Level: 1st-level Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 60 feet Target: One creature
Target: One creature Components: Verbal, Somatic
Components: Verbal, Somatic Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Saving Throw: None
Saving Throw: None Spell Resistance: No
Spell Resistance: No
Description:
Description: Arcane Shield is a potent defensive spell that allows
Enfeebling Gaze is a potent spell that taps into the you to create a shimmering protective barrier around
power of Divination magic. When casting this spell, an ally. By harnessing the powers of abjuration, you
you fix your intense gaze upon a target within 60 grant your chosen target temporary hit points,
feet, causing your eyes to shimmer with ethereal bolstering their resilience. However, this protective
energy. The target creature must make a Wisdom shield comes at a cost, as it draws upon your own
saving throw or be affected by the enfeebling effects life force to maintain its strength.
of your gaze.
Upon casting Arcane Shield, you touch a willing
Upon a failed saving throw, the targeted creature is creature and envelop them in a transparent, energy-
immediately filled with a sense of weakness and based shield. The target gains temporary hit points
vulnerability. This imposes disadvantage on the equal to your spellcasting ability modifier,
creature's next attack roll or saving throw, as its representing the magical fortification provided by the
confidence wanes under the weight of your shield. The shield has a faint glow, and its
penetrating gaze. The aura of uncertainty and doubt appearance can be customized based on the
that surrounds the creature makes it more caster's preferences, such as shimmering with
susceptible to failure. radiant energy or crackling with arcane electricity.

However, the casting of this spell comes at a price. The shield remains in place as long as you maintain
Drawing power from your own life force, you willingly concentration, up to a duration of 1 minute. While
sacrifice a portion of your vitality to fuel the concentrating on the spell, you must constantly
enfeebling effect. As a consequence, after casting channel your own life force to sustain the protective
Enfeebling Gaze, your maximum hit points are barrier. At the start of each of your turns, you lose hit
temporarily reduced until you complete a long rest. points equal to half the amount of temporary hit
This sacrifice showcases the commitment and points granted by the shield. This represents the

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draining effect the spell has on your own vitality. The are momentarily dazzled by the brilliance, imposing
sacrifice of your life force reinforces the bond disadvantage on your next attack roll. This drawback
between you and the protected ally. serves as a reminder of the power and sacrifice
required to wield such potent luminosity.
It is important to note that if you are unable to
concentrate on the spell or are disrupted by external Enhanced Spell Effects:
factors, such as taking damage or being subjected to When casting Blinding Radiance using a spell slot of
certain spells or conditions, the shield dissipates, and 2nd level or higher, the radius of the blinding light
its temporary hit points are lost. increases by 5 feet for each slot level above 1st.
Additionally, the saving throw DC increases by 1 for
Enhanced Spell Effects: each slot level above 1st, making it more challenging
When casting Arcane Shield using a spell slot of 2nd for creatures to resist the radiant assault.
level or higher, the temporary hit points granted to
the target increase by an additional amount equal to Name: Resolute Will
your spellcasting ability modifier for each slot level School of Magic: Enchantment
above 1st. This enhanced version provides even Level: 2
greater protection, but it also demands a higher toll Casting Time: 1 action
on your life force, causing you to lose additional hit Range: 30 feet
points at the start of each of your turns. Target: One creature
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Name: Blinding Radiance Saving Throw: None
School of Magic: Evocation Spell Resistance: No
Level: 1st-Level
Casting Time: 1 action Description: With a commanding gesture and a
Range: 60 feet resolute utterance, you bolster the mental fortitude of
Target: 15-foot radius centered on a point within an ally, granting them advantage on saving throws
range against charm and fear effects. The target becomes
Components: Verbal, Somatic filled with a sense of unwavering resolve, their mind
Duration: Instantaneous fortified against attempts to manipulate or intimidate
Saving Throw: Constitution saving throw them.
Spell Resistance: No
However, casting this spell comes at a cost to your
Description: own mental defenses. As you channel your energy
Blinding Radiance is a dazzling spell that harnesses into empowering your ally, your own mind becomes
the power of radiant light. With a swift incantation more vulnerable to external influences. Until the end
and a gesture, you release a burst of blinding of your next turn, you have disadvantage on your
radiance from your outstretched hand, illuminating a own saving throws against charm and fear effects.
15-foot radius centered on a point within 60 feet of
you. The brilliance of the light is so intense that it can By casting this spell using a spell slot of 3rd level or
momentarily blind creatures caught in its area of higher, you can target additional creatures within
effect. range for each slot level above 2nd. The affected
creatures gain the same benefits and drawbacks as
When casting Blinding Radiance, all creatures within the initial target. For example, if you cast Resolute
the radius must make a Constitution saving throw. Will using a 3rd-level spell slot, you can target two
Those who fail the saving throw are overwhelmed by creatures, granting them advantage on saving throws
the blinding light and become blinded until the end of against charm and fear effects while suffering the
their next turn. The sheer brilliance of the radiance disadvantage on your own saving throws.
impairs their vision, making it difficult for them to
discern their surroundings.
Name: Mind's Frenzy
However, the intense light also affects your own School of Magic: Enchantment
vision. After casting Blinding Radiance, your eyes Level: 2

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Casting Time: 1 action unmatched precision and force.


Range: 60 feet
Target: One creature For the duration of the spell, the affected ally gains a
Components: Verbal, somatic substantial bonus to both their attack roll and
Duration: Instantaneous damage roll on their next weapon strike. As their
Saving Throw: Wisdom saving throw weapon cleaves through the air, the enchantment
Spell Resistance: No enhances their natural abilities, granting them an
advantage in overcoming their foes.
Description:
Mind's Frenzy is a potent spell that taps into the However, the infusion of intense magical energy
depths of psychic energy to overwhelm the mind of a briefly weakens the defenses of the affected ally,
targeted creature. As you cast this spell, you focus imposing disadvantage on their next Dexterity saving
your mental prowess, channeling a surge of psychic throw. The surge of power momentarily distracts
power toward your chosen target. them, making it more difficult to evade incoming
dangers. This drawback serves as a temporary
The target creature must make a Wisdom saving sacrifice in exchange for the enhanced offensive
throw. On a failed save, their mind becomes capabilities bestowed upon them.
engulfed in a chaotic frenzy, resulting in psychic
damage equal to your spellcasting ability modifier. To cast the spell, you must have a small crystal
The sheer intensity of the psychic assault can leave infused with magical energy, which is consumed in
the target disoriented and vulnerable. the process. As you channel the spell's magic, the
crystal dissolves into a swirling mist that swirls
However, such a powerful psychic surge takes its toll around the ally's weapon, imbuing it with a luminous
on the caster. After casting Mind's Frenzy, you aura.
become disoriented and suffer a disadvantage on
your next concentration check, as the residual Enhanced Effects:
energy lingers and disrupts your focus. When you cast this spell using a spell slot of 3rd
level or higher, the bonus to the attack roll and
Enhanced Effects: damage roll increases. Additionally, the
When casting Mind's Frenzy using a spell slot of 3rd disadvantage imposed on the target's next Dexterity
level or higher, the psychic damage inflicted upon the saving throw becomes more potent, making it even
target increases by an additional 1d6 for each slot harder for them to evade hazardous effects.
level above 2nd.

Name: Lingering Guidance Name: Empowering Surge


School of Magic: Transmutation School of Magic: Transmutation
Level: 2 Level: 3
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Target: One willing creature Target: One willing creature
Components: Verbal, somatic, material (a small Components: Verbal, somatic
crystal infused with magical energy) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Saving Throw: None
Saving Throw: Dexterity saving throw (disadvantage Spell Resistance: No
on the target's next Dexterity saving throw)
Spell Resistance: No Description:
Empowering Surge is a potent spell of transmutation
Description: that allows you to tap into the arcane energies
As you weave the arcane threads of transmutation, a coursing through your veins and channel a surge of
surge of magical energy envelops you and your empowering energy into an ally. As you cast the
chosen ally. You touch the ally's weapon, infusing it spell, your fingertips crackle with raw power, and a
with potent magical power, enhancing their next brilliant nimbus of glowing energy envelops your
attack and empowering them to strike with target, suffusing them with newfound strength.

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As you act as the conduit for this immense healing


When you touch a willing creature, you infuse them power, your own vitality is weakened. You lose hit
with your own spellcasting ability, enhancing the points equal to half the total hit points restored. The
damage of their next spell or weapon attack. The strain on your own body is a testament to the
surge of energy resonates with their magical or sacrifices made in the pursuit of healing and
physical prowess, amplifying the potency of their restoration.
strike. The target gains the ability to add your
spellcasting ability modifier to the damage of their To cast Conduit of Healing, you must speak the
next spell or weapon attack. incantation with clarity and precision, allowing the
words to resonate with the fabric of magic. Your
However, this act of empowerment comes at a cost. gestures must match the intention of the spell,
As you siphon your own vitality to fuel the surge of guiding the healing energy towards your allies. The
energy, you suffer a level of exhaustion. Your body components required are purely somatic and verbal,
feels drained and fatigued, but you push through it, requiring no material components.
knowing the power you have bestowed upon your
ally. The radiant aura remains in place only for the
duration of the spell, as the restorative energy
When you cast Empowering Surge using a spell slot disperses and fades away. The spell's effects are
of 4th level or higher, the potency of the spell instantaneous, providing immediate relief to your
intensifies. For each slot level above 3rd, the target allies in times of dire need. The Conduit of Healing
can add an additional modifier equal to your spell cannot be resisted or evaded by magical
spellcasting ability modifier to their next spell or means, as its purpose is solely focused on restoring
weapon attack, further bolstering their damage health and well-being.
potential.
Enhanced Spell Effects:
Name: Conduit of Healing When Conduit of Healing is cast using a spell slot of
School of Magic: Evocation 4th level or higher, the amount of healing increases.
Level: 3 For each level above 3rd, the spell restores an
Casting Time: 1 action additional 1d8 hit points to each ally within the
Range: Self (30-foot radius) radius. This enhanced version of the spell reflects
Target: All allies within a 30-foot radius your increased mastery over restorative energies,
Components: Verbal, somatic enabling you to heal even more profound injuries and
Duration: Instantaneous bring your allies closer to the peak of their physical
Saving Throw: None well-being.
Spell Resistance: No

Description: Name: Searing Retribution


Conduit of Healing is a powerful spell that allows you School of Magic: Evocation
to become a conduit of restorative energy, Level: 3
channeling healing power to all allies within a 30-foot Casting Time: 1 action
radius. As you cast the spell, a radiant aura Range: Self (15-foot cone)
surrounds you, pulsating with vibrant hues of blue Target: All creatures in a 15-foot cone
and gold. Components: Verbal, Somatic
Duration: Instantaneous
Once the spell takes effect, restorative energy Saving Throw: Dexterity half
surges forth, enveloping all friendly creatures within Spell Resistance: Yes
range. Each ally is healed for a number of hit points
determined by rolling 3d8 and adding your Description:
spellcasting ability modifier. The energy flows As you channel your inner power, you tap into the
through their bodies, mending wounds, revitalizing raw forces of fire and unleash a devastating wave of
weary muscles, and restoring vitality. searing energy known as Searing Retribution. With a
swift gesture and an incantation, a torrent of
However, the transfer of life force comes at a price. scorching flames erupts from your outstretched

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hands, engulfing everything in its path. Name: Merchant


Role: Support/Utility
The spell creates a 15-foot cone originating from Hit Die: d8
your position, covering a wide area in front of you. Primary Ability: Charisma, Intelligence
The inferno within the cone blazes with an intense Saving Throws: Wisdom, Charisma
heat, searing everything it touches. All creatures Armor Proficiencies: Light armor
caught within the area of effect must make a Weapon Proficiencies: Simple weapons, hand
Dexterity saving throw to dodge the brunt of the crossbows, longswords, rapiers, shortswords
flames. Tool Proficiencies: Navigators tools, forgery kit
Skills: Choose three from Acrobatics, Deception,
Those who fail to evade the fiery onslaught suffer Insight, Intimidation, Persuasion, Sleight of Hand,
4d6 points of fire damage, their flesh blistering and and Stealth
charring under the intense heat. The magnitude of Spellcasting: Merchants do not have inherent
the blaze is augmented by your spellcasting ability spellcasting abilities.
modifier, ensuring its potency increases as your own Class Overview:
magical prowess grows. However, the powerful Merchants are cunning traders and negotiators,
energy you unleash does not come without a price. skilled at navigating the intricate web of commerce in
the world of Maxxia. They possess a sharp wit, a
The inferno engulfs you as well, causing you to suffer silver tongue, and the ability to turn a profit in any
fire damage equal to half the total damage dealt. situation. Merchants excel at buying and selling
This is a necessary sacrifice, a testament to your goods, services, information, and favors, leveraging
resolve and the price you're willing to pay for their charisma, insight, and connections to their
harnessing such formidable power. The flames lick at advantage. They have a keen eye for appraising the
your skin, scorching your flesh, but you stand value of items, possess exceptional haggling skills,
resolute, knowing that your enemies will bear the and can influence others through their words. In
brunt of your searing retribution. addition to their mercantile prowess, merchants are
resourceful and opportunistic, always on the lookout
The flames of Searing Retribution can be amplified for new markets and potential customers.
by casting the spell using a higher level spell slot.
For each level above 3rd, the damage dealt by the Level Progression:
spell increases by an additional 1d6 points of fire 1st: Trading Acumen, Connections, Appraise
damage. 2nd: Haggle, Reliable Contact
3rd: Merchant's Influence
4th: Master Trader
5th: Wealth Accumulation

Equipment: A set of fine clothes, a forgery kit, a


navigator's tools, a signet ring, a pouch containing 25
gold pieces.

Requirements: There are no specific requirements


to become a Merchant.

Appearance: Merchants come in a wide variety of


appearances, reflecting the diverse nature of Maxxia.
However, they often dress in fashionable attire,
adorned with expensive jewelry and carrying stylish
accessories. They project an air of confidence and
sophistication, making them easily recognizable in
the bustling marketplaces.

Limitations: While Merchants possess excellent


negotiation skills and are adept at navigating the

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world of commerce, they lack direct combat Guild's reputation.


capabilities. In physical confrontations, they heavily
rely on their allies for protection. Additionally, 2. The Trade War: A bitter rivalry between two
Merchants' primary focus on economic endeavors prominent merchants' organizations threatens to
may limit their effectiveness in certain high-intensity destabilize the delicate balance of power in a
combat situations. bustling city. The Merchant, with their negotiation
skills, must mediate a settlement or uncover the
Organizations: hidden instigators pulling the strings from the
1. Guild of the Ivory Scale: A prestigious organization shadows.
of elite merchants that prides itself on fair trade and
upholding ethical standards. They maintain a 3. The Cursed Bargain: A desperate noble seeks the
network of trustworthy contacts and enforce strict aid of a Merchant to lift a curse placed upon their
rules to ensure the integrity of transactions. family. The curse has crippled their wealth and
influence, and the Merchant must unravel the
2. Consortium of the Twilight Veil: A secretive group mystery behind the curse's origin and negotiate with
of merchants who deal in forbidden artifacts and powerful magical entities to find a solution.
arcane curiosities. They possess extensive
knowledge about the hidden aspects of Maxxia's Variants:
history and trade in rare and dangerous 1. Guildmaster Merchant: This variant is available to
commodities. members who have achieved a high standing within
a merchant guild. They gain access to exclusive
3. The Crimson Syndicate: A shadowy organization resources, additional connections, and can rally their
that controls the underground black markets of guild members to aid them in their endeavors.
Maxxia. They operate in the shadows, employing
cutthroat tactics and unscrupulous methods to gain 2. Technomancer Merchant: In a setting heavily
wealth and power. influenced by advanced technology, this variant of
the Merchant class focuses on trading and
Notable Users: negotiating with powerful AI entities, accessing
1. Seraphina Silverthorn: A legendary merchant advanced cybernetic augmentations, and navigating
known for her unmatched negotiation skills. She the intricate webs of a technologically advanced
amassed a vast fortune by trading in magical society.
artifacts and has an extensive network of contacts in
both the mortal and supernatural realms. Comments: Ah, the Merchant class, a delightful
addition to my compendium of Maxxia's diverse
2. Gravik the Shrewd: A cunning merchant who professions. Merchants, the shrewd negotiators and
specializes in trading information and secrets. His savvy traders, possess a remarkable ability to thrive
ability to acquire sensitive knowledge and sell it to in the intricate dance of commerce. While their skills
the highest bidder has made him both feared and may not lend themselves well to direct combat, their
respected among the circles of power. influence, wealth, and vast network of connections
make them indispensable allies, or dangerous foes,
3. Lisandra Nightshade: A master of illusion and depending on your inclinations. Oh, the tales of great
deception, Lisandra has elevated the art of forgery to merchants striking lucrative deals, unearthing hidden
unparalleled heights. She creates counterfeit treasures, and gaining favor with powerful factions
documents and items of impeccable quality, fooling are a testament to the limitless potential of the
even the most discerning eyes. Merchant class in the world of Maxxia.

Adventure Hooks: Name: Trading Acumen


1. The Lost Relic: The Merchant's Guild hires a Level: 1st
group of adventurers, including a Merchant, to Description: Trading Acumen represents the innate
recover a priceless artifact rumored to be hidden knack that Merchants possess for conducting
within a long-forgotten ruin. The party must navigate successful business transactions and leveraging
treacherous traps, solve puzzles, and outwit rival their knowledge of commerce to gain advantages in
treasure seekers to claim the relic and secure the various situations. Through their extensive

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experience and intuitive understanding of markets, service. The DM determines the level of detail you
they can navigate the complexities of trade with receive based on the roll's result.
finesse and make shrewd decisions that benefit
themselves and their allies. Name: Connections
Level: 1st
Mechanics: Description: Connections represents the vast
Market Insight: As a Merchant, you have a natural network of contacts, allies, and acquaintances that a
talent for assessing the value of goods and services. Merchant has established throughout their career.
You gain proficiency in the Insight skill if you don't These connections provide the Merchant with
already have it. Additionally, whenever you make a valuable information, opportunities, and resources,
Wisdom (Insight) check to appraise an item or allowing them to navigate the complex world of
determine its authenticity, you can add double your commerce more effectively.
proficiency bonus to the roll.
Mechanics:
Barter Mastery: Your extensive knowledge of trade Networking Expertise: You gain proficiency in the
allows you to negotiate favorable deals and extract Persuasion skill, reflecting your ability to establish
maximum value from your transactions. When rapport and build relationships with a wide range of
attempting to buy or sell items, you gain advantage individuals.
on all Charisma (Persuasion) checks related to Information Network: Once per long rest, you can
haggling, bargaining, or influencing prices. use your connections to gather information about a
specific topic or individual. This process takes 1 hour
Networking: Merchants thrive on building of focused networking and interaction with your
connections and maintaining a wide network of contacts. At the end of the hour, the DM provides
contacts. You gain proficiency with the Charisma you with relevant information or rumors pertaining to
(Networking) skill, which represents your ability to the subject of your inquiry.
establish and nurture relationships with other Business Opportunities: Through your connections,
merchants, traders, and influential figures. you gain access to exclusive business opportunities,
Additionally, whenever you make a Charisma such as lucrative trade deals, investment prospects,
(Networking) check to gather information, find buyers or hidden markets. These opportunities arise
or sellers, or seek assistance, you can add double periodically, and it is up to you to seize them. When
your proficiency bonus to the roll. presented with a business opportunity, the DM
provides you with the details and potential risks
Resourceful Negotiator: As a skilled negotiator, you involved. Depending on your decisions and
have a knack for uncovering hidden advantages and negotiations, you have the potential to earn
opportunities in trade deals. When interacting with significant profits, expand your influence, or gain
NPCs, you have advantage on all Charisma checks access to rare items or services.
related to obtaining discounts, securing better trade Allies and Favors: You can call upon your
terms, or gaining information through conversation. connections to aid you in various ways. This could
involve requesting a favor, seeking assistance in a
Streetwise: Your experiences in the world of negotiation, or asking for information. The nature and
commerce have sharpened your senses and extent of the help you receive depend on the specific
intuition, making you more attuned to the nuances of circumstances, the relationships you have fostered,
urban environments. You gain proficiency in the and the favors you have previously granted. Your
Wisdom (Streetwise) skill, which represents your DM determines the feasibility and outcome of such
ability to navigate cities, uncover rumors, find black requests, considering the magnitude of the favor and
markets, and locate hidden establishments. the willingness of your contacts to assist you.
Reputation: As you establish yourself as a successful
Merchant's Instinct: Your keen business acumen and Merchant, your reputation spreads throughout the
instinctive understanding of markets grant you an trade networks and business circles. This can lead to
uncanny ability to predict shifts in supply and opportunities for collaboration, invitations to
demand. Once per long rest, you can make a special exclusive events, and an increased likelihood of
Wisdom (Merchant's Instinct) check to gain insight others approaching you with lucrative deals.
into the future market trends of a specific product or Conversely, your reputation can also attract jealousy,

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rivalry, or enemies who seek to undermine your Name: Haggle


success. The reactions of NPCs and organizations Level: 2nd
may vary based on your reputation and the local Description: Haggle is a class feature that reflects
attitudes toward merchants in different regions. the merchant's exceptional bargaining skills and
ability to strike favorable deals. With their silver
Name: Appraise tongue and understanding of market dynamics, they
Level: 1st can negotiate prices, secure discounts, and sway the
Description: Merchants have a natural talent for outcome of transactions in their favor.
appraising the value of items and discerning their
worth. With their keen eye for detail and extensive Mechanics: When the merchant engages in a trade
knowledge of various markets, they can quickly or a transaction involving the exchange of goods,
determine the value of objects and make informed services, or information, they gain the following
decisions in trade negotiations. benefits:

Mechanics: When you use the Appraise feature, you Discounted Prices: The merchant can attempt to
gain the following benefits: negotiate lower prices for goods or services they
wish to purchase. They gain advantage on Charisma
Appraisal Mastery: You have advantage on ability (Persuasion) checks made to haggle and obtain a
checks made to appraise the value of an item. discount. The discount is equal to 10% of the original
Additionally, you can appraise the value of an item in price for each 5 points by which the merchant
half the time it would normally take. exceeds the DC of the haggling check.

Market Insights: Your understanding of different Favorable Deals: The merchant can use their
markets grants you knowledge of current market haggling skills to strike favorable deals when selling
trends, supply and demand, and potential buyers or goods or services. They gain advantage on
sellers. Once per long rest, you can spend 10 Charisma (Persuasion) checks made to set higher
minutes studying a local market or gathering prices and obtain better terms. The price increase or
information about a specific type of goods or favorable terms are equal to 10% of the original price
services. As a result, you gain advantage on any for each 5 points by which the merchant exceeds the
Charisma checks related to buying, selling, or DC of the haggling check.
negotiating prices for the studied goods or services
for the next 24 hours. Improved Appraisal: The merchant's expertise in
appraising the value of items allows them to assess
Hidden Value: You possess a knack for uncovering the worth of an item more accurately. When using
hidden value in seemingly mundane or overlooked their Appraise feature, the merchant can add their
items. Once per long rest, when you make an proficiency bonus twice instead of once when making
Appraise check to determine the value of an item, Intelligence (Investigation) checks to determine the
you can roll an additional 1d6. Add the result to your value of an item. This helps them avoid being
Appraise check total. If the item has any hidden deceived or taken advantage of during transactions.
enchantments, magical properties, or unique
qualities, this additional roll may reveal them. Social Insight: The merchant's keen understanding of
human nature and social dynamics grants them
Appraisal Network: As you progress, your reputation advantage on Wisdom (Insight) checks made to
as an astute appraiser spreads, and you gain access gauge a person's interest, motivation, or
to a network of fellow merchants and experts who trustworthiness during negotiations. This enables
can assist you in evaluating the value of rare or them to make more informed decisions and adapt
unusual items. Once per long rest, you can seek their strategies accordingly.
guidance from your appraisal network. Describe the
item you want to appraise and roll a d20. On a result Network Exploitation: The merchant can leverage
of 15 or higher, you receive detailed information their connections and network to gain access to
about the item, including its approximate value, specialized resources, rare items, or valuable
historical significance, and any known buyers or information. Once per long rest, the merchant can
collectors who might be interested in acquiring it. make an Intelligence (Investigation) check to tap into

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their network and find a contact who can assist them negotiations or contracts.
in a specific task. The DC for this check depends on
the rarity or difficulty of the request. On a success, Connections and Introductions: Your contact can
the merchant gains advantage on a subsequent facilitate meetings with influential individuals,
Charisma (Persuasion) check when interacting with opening doors to exclusive circles, guilds, or
the contact, and they may provide valuable organizations. This can be useful for establishing
information, arrange introductions, or offer other new trade routes, gaining access to restricted
forms of assistance. markets, or forging alliances.

Name: Reliable Contact Favor or Support: Your contact may assist you by
Level: 2nd providing a favor, such as arranging transportation,
Description: As a Merchant, you have cultivated a ensuring safe passage through dangerous territories,
vast network of contacts and informants throughout or mobilizing a small group of trustworthy individuals
the realms of Maxxia. Your ability to establish and to aid you temporarily.
maintain relationships with various individuals grants
you access to valuable information, resources, and It's important to note that Reliable Contact relies on
opportunities. With Reliable Contact, you can call your existing network and relationships, and as such,
upon a trusted associate for assistance, guidance, or the individuals you contact are not directly under
favors, bolstering your abilities as a shrewd your control or command. They have their own
negotiator and influential figure. motivations, limitations, and interests. The Hex
Master has the final say on how much assistance or
Mechanics: Once per long rest, you can use information your contact can provide based on the
Reliable Contact to contact a specific individual context of the game and the established
within your network. This contact can be a fellow relationships within your network.
merchant, an informant, a knowledgeable expert, or
any other person with valuable insights or services Name: Merchant's Influence
relevant to your current situation. The contact must Level: 3rd
be someone you have interacted with in the past and Description: Merchant's Influence represents the
established a rapport with. Merchant's ability to sway and manipulate individuals
and organizations through their unparalleled
When using Reliable Contact, you specify the nature understanding of social dynamics and their extensive
of the assistance or information you seek, and the network of connections. They can leverage their
Hex Master determines the likelihood of your contact charisma, wit, and business acumen to gain favors,
being able to fulfill your request. Factors such as the secure alliances, and exert influence over others.
contact's availability, their willingness to help, and the
nature of the request itself will be taken into account. Mechanics:
The DM may require a Charisma (Persuasion) check Silver Tongue: The Merchant gains advantage on
or other relevant ability check to determine the Charisma (Persuasion) checks when attempting to
success of your request. negotiate prices, persuade others, or influence their
decisions in matters of trade, commerce, or financial
The nature of assistance or information that Reliable transactions.
Contact can provide is diverse and depends on the
context of the game. Examples include: Network of Connections: The Merchant has an
extensive network of contacts and associates within
Information Gathering: Your contact can provide you the world of Maxxia. They can call upon these
with details about specific markets, potential buyers connections to gather information, acquire resources,
or sellers, prevailing prices, trade routes, local or seek assistance. Once per long rest, the Merchant
rumors, or hidden opportunities. can use their Network of Connections to gain
advantage on any ability check or saving throw
Specialized Services: Your contact may offer related to gathering information, acquiring goods or
services such as appraising the value of unique services, or making social connections. Additionally,
items, creating counterfeit documents, forging the Merchant can spend downtime between
documents or seals, or offering expert advice on adventures to expand their network, gradually

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increasing its size and influence. contacts throughout Maxxia. You have the ability to
reach out to these connections for assistance,
Trade Secrets: The Merchant has accumulated a advice, or opportunities. Once per long rest, you can
wealth of knowledge and insights into various trades send a message to one of your wealthy contacts,
and industries. They gain proficiency in one requesting their aid in a specific matter related to
additional tool or language of their choice. trade or business. The contact will respond within 24
Furthermore, when making ability checks or skill hours, providing guidance, information, or potentially
checks related to appraising the value of items, even resources to support your endeavors.
identifying rare or valuable goods, or discerning the
quality of craftsmanship, the Merchant can add twice Profitable Ventures: Your expertise in identifying
their proficiency bonus instead of the usual once. lucrative opportunities allows you to generate
additional wealth through your trade endeavors.
Favor Exchange: The Merchant excels at managing Whenever you successfully complete a business
favors and debts. Once per long rest, the Merchant deal or transaction, you earn an extra 10% profit on
can use their persuasive skills and connections to top of the usual gains. This bonus does not apply to
call in a favor from someone indebted to them. This looting or combat-related acquisitions.
favor can range from acquiring specific goods or
services, gaining information, or receiving assistance Investment Mastery: You possess a keen eye for
from a powerful ally. The favor is subject to the DM's spotting profitable investments and know how to
discretion and should be within reasonable limits for make your money work for you. As an action, you
the campaign setting. can analyze a business opportunity or investment
prospect. Roll a Charisma (Persuasion) check with
Market Insight: The Merchant possesses an innate advantage. On a success, you gain insight into the
understanding of market trends and economic viability and potential return on investment of the
forces. They gain advantage on Intelligence opportunity. This information can help you make
(Investigation) checks made to assess market informed decisions and maximize your chances of
conditions, identify profitable opportunities, or predict success. You can use this ability a number of times
changes in supply and demand. Additionally, when equal to your Charisma modifier (minimum of 1), and
the Merchant sells goods, they receive a 10% bonus you regain expended uses after a long rest.
on the sale price.
Shrewd Negotiator: Your mastery of negotiation
Negotiation Mastery: The Merchant's mastery of techniques allows you to influence others'
negotiation techniques allows them to secure more perceptions and gain an advantage in business
favorable deals and agreements. Whenever the dealings. Whenever you engage in a negotiation or
Merchant successfully negotiates a deal or contract, haggling situation, you have advantage on Charisma
they can choose one additional benefit from the (Persuasion) checks related to the interaction.
negotiation, such as reduced prices, extended Additionally, if you successfully persuade someone
payment terms, additional services or goods, or to agree to a deal, you can include a clause that
enhanced terms and conditions. grants you a small favor or advantage in the future,
which they are bound to fulfill to the best of their
Name: Master Trader abilities. However, overusing this ability can strain
Level: 4th your reputation and relationships, so it should be
Description: The Master Trader feature represents employed judiciously.
the culmination of a merchant's expertise in the art of
commerce and negotiation. At this level, a merchant Trade Route Expertise: Through extensive travels
has honed their skills to a remarkable degree, and experiences, you have become an expert in
gaining access to advanced techniques and navigating trade routes, identifying potential markets,
establishing themselves as a formidable force in the and avoiding risks and dangers along the way. You
world of trade. gain proficiency in the Navigator's Tools if you don't
already have it. Additionally, when planning a journey
Mechanics: or determining the most profitable trade route, you
Wealthy Connections: As a Master Trader, you have have advantage on Intelligence (Investigation)
established a network of influential and wealthy checks and Wisdom (Survival) checks related to

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navigation, identifying hazards, and optimizing travel in the business world allow you to tap into a vast
time. network of resources and contacts. Once per long
rest, you can call upon a reliable contact for
Entrepreneurial Spirit: Your entrepreneurial spirit and assistance. This contact can provide you with
business acumen inspire those around you. information, introduce you to influential individuals, or
Whenever you spend a week in a settlement or help you secure special deals or discounts. The
trading hub, you can establish a temporary business nature and effectiveness of the assistance provided
or expand an existing one. This endeavor generates depend on the DM's discretion and the context of the
additional income for you and your companions, situation.
providing an extra 1d10 x 10 gold pieces per week. Wealth Management: You have become adept at
However, running a business requires your attention managing your financial resources, making smart
and may restrict your ability to engage in other investments, and minimizing losses. Whenever you
activities during that time. Additionally, your growing gain gold or treasure as part of a loot division, you
reputation as a successful merchant may attract both gain a 10% bonus on the total amount. Additionally,
opportunities and unwanted attention. you have advantage on Wisdom (Insight) checks
made to detect or avoid financial scams, fraud, or
deceptive schemes.
Name: Wealth Accumulation
Level: 5th
Description: Wealth Accumulation represents the
culmination of a Merchant's expertise in acquiring
and managing wealth. It reflects their ability to
generate profits, secure valuable assets, and
maximize their financial resources. With this feature,
Merchants become skilled in navigating the
economic landscape, creating lucrative business
ventures, and accumulating substantial wealth.

Mechanics:
Entrepreneurial Insight: As a Merchant, you have a
keen eye for identifying profitable opportunities.
Once per long rest, you can spend 1 hour studying a
market, location, or business venture. At the end of
this study, you gain advantage on any Intelligence
(Investigation) checks related to assessing the
economic potential of that market, location, or
venture for the next 24 hours.
Wealth Generation: Your proficiency in trade and
commerce allows you to generate income and
accumulate wealth. By spending 8 hours engaged in
entrepreneurial activities, such as conducting trade
negotiations, managing investments, or overseeing
business operations, you can generate a weekly
income equal to 10 times your proficiency bonus in
gold pieces.
Asset Acquisition: Your business acumen enables
you to acquire valuable assets at favorable prices.
Whenever you purchase an item or property, you
have advantage on Charisma (Persuasion) checks
made to negotiate the price or secure a better deal.
Additionally, the cost of purchasing non-magical
items or properties is reduced by 10%.
Business Network: Your reputation and connections

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Name: Mutant appearance can vary greatly, ranging from subtly


Role: Versatile Damage Dealer altered features like glowing eyes or slightly
Hit Die: d8 elongated limbs to more drastic changes such as
Primary Ability: Constitution, Dexterity scales, tentacles, or additional limbs. Their mutated
Saving Throws: Constitution, Dexterity attributes often blend harmoniously with their natural
Armor Proficiencies: Light armor form, giving them an otherworldly yet captivating
Weapon Proficiencies: Simple weapons, natural appearance.
weapons
Tool Proficiencies: None Limitations: While mutants possess extraordinary
Skills: Choose three skills from Acrobatics, Athletics, abilities, they also bear certain limitations. The
Insight, Intimidation, Perception, Stealth, Survival. mutations they possess can have drawbacks or
Spellcasting: The Mutant class does not have vulnerabilities that need to be managed. For
traditional spellcasting abilities. Instead, they harness example, a mutant with enhanced strength may
their mutations to perform extraordinary feats. struggle with fine motor skills or be more susceptible
to certain types of attacks. Additionally, using their
Class Overview: mutations excessively can drain their energy or
Mutants in the world of Maxxia are individuals who trigger unforeseen consequences, requiring caution
have been altered by the various forces and factors and strategic decision-making.
present in the world. Whether it's exposure to
radiation, nanites, viruses, magic, or experiments Organizations:
conducted by ancient civilizations, mutants have 1. The Radiant Vanguard: A group of mutants
developed unique mutations that grant them dedicated to using their unique abilities to protect the
advantages and disadvantages in different situations. innocent and maintain balance in Maxxia. They are
These mutations allow them to tap into extraordinary seen as champions of justice and often work closely
abilities and perform feats that are impossible for with the ruling factions to counter the threats posed
normal beings. Mutants are versatile damage by the ancient ruins and malevolent forces that lurk
dealers, capable of adapting to various combat in the shadows.
scenarios and utilizing their mutations to gain an 2. The Forbidden Nexus: A secretive organization
upper hand. comprising mutants who embrace their mutations
and seek to unlock the hidden potential within them.
Level Progression: They delve into forbidden knowledge and conduct
1st: Mutant Evolution, Natural Weapon Proficiency dangerous experiments, believing that the true power
2nd: Mutant Adaptation of mutants lies in embracing their monstrous
3rd: Mutant Transformation aspects.
4th: Adaptive Mutation 3. The Alchemical Society of Maxxia: A gathering of
5th: Mutant Mastery scholars, alchemists, and mutants who research the
origins and nature of mutations in Maxxia. They seek
Equipment: to understand the underlying principles behind
- A set of light armor (e.g., leather armor) mutations and develop methods to enhance or
- Two simple weapons of your choice control them. While their goals are noble, their
- An explorer's pack experiments sometimes yield unintended
- A symbol of your mutated heritage (a token, a consequences.
tattoo, a piece of jewelry, etc.)
Notable Users:
Requirements: There are no specific requirements 1. Zephyr the Shifting Shadow: Zephyr is a Mutant
to become a Mutant. However, characters who capable of complete shapeshifting, blending
choose this class often have backgrounds or seamlessly with the shadows and becoming one with
experiences that involve exposure to the unique darkness. Their abilities grant them unparalleled
forces of Maxxia or encounters with mutated stealth and infiltration skills, making them an
creatures and phenomena. exceptional spy and assassin.
2. Aurora the Resilient: Aurora is a Mutant who
Appearance: A typical Mutant exhibits visible possesses extraordinary regenerative abilities.
physical traits that reflect their mutations. Their Wounds that would cripple others heal in a matter of

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Chapter 5 Advanced Classes Hexmaster

seconds for her. Her resilience and unwavering abominations, and uncover the secrets of your
determination have earned her a reputation as an mutated heritage. Embrace your extraordinary nature
unyielding protector of the weak. and shape the destiny of Maxxia with your mutations.
3. Ignis the Mindweaver: Ignis is a Mutant gifted with Remember, power comes at a price, and the path of
powerful telepathic abilities. They can delve into the a Mutant is not without its perils and sacrifices.
thoughts and memories of others, manipulate minds, Choose wisely and unleash your twisted potential!
and create mental illusions. Their mastery over the
psychic realm makes them an enigmatic and Name: Mutant Evolution
influential figure in Maxxia. Level: 1st
Description: Mutant Evolution represents the initial
Adventure Hooks: manifestation of the character's unique mutation,
1. The Lost Nexus: Rumors speak of a hidden nexus marking the beginning of their journey as a mutant.
deep within the ancient ruins of Maxxia, where This feature unlocks the potential for extraordinary
mutants can unlock new and potent mutations. The abilities and grants the mutant access to their
party is hired by the Alchemical Society to locate this primary mutation type.
elusive nexus and retrieve valuable research data,
while also contending with rival factions who seek to Mechanics:
exploit its power. Primary Mutation Type: Upon choosing this
2. The Plague of the Feral Horde: A deadly virus is archetype, the mutant selects their primary mutation
spreading across the land, transforming creatures type: Physical Mutation, Elemental Mutation, or
into mindless, monstrous mutants. The party, Psionic Mutation.
consisting of mutants and other adventurers, must Mutation Points: The mutant gains a pool of Mutation
find a cure and unravel the origins of the plague Points equal to their Constitution modifier + half their
before it consumes Maxxia. Mutant level (rounded down). These points fuel their
3. The Mutation War: The Forbidden Nexus, seeking mutation abilities.
to expand their influence, has declared war against Mutation Pool: The mutant has a Mutation Pool with
the Radiant Vanguard. The party is caught in the a capacity of 1 + their Constitution modifier. This pool
midst of the conflict and must choose a side, unravel represents the raw energy they can channel into their
the secret behind the war, and prevent catastrophic mutations.
consequences for Maxxia. Mutation Actions: The mutant can use their Mutation
Points to activate mutation actions. Each mutation
Variants: action requires a certain number of Mutation Points
- Elemental Mutant: This variant allows mutants to to be expended.
harness and manipulate elemental forces through Minor Mutation (1 Mutation Point): The mutant can
their mutations. They gain access to a range of activate a minor mutation as a bonus action. This
elemental abilities, such as conjuring flames, might grant temporary enhancements to their
controlling lightning, manipulating water, or physical attributes, provide resistance to certain
commanding earth. damage types, or grant limited sensory abilities.
- Machine Hybrid: This variant caters to mutants who Major Mutation (2 Mutation Points): The mutant can
have integrated advanced technology and cybernetic activate a major mutation as an action. This allows
enhancements into their bodies. They possess them to tap into their primary mutation type and
unique abilities related to machine control, enhanced perform a significant feat. For example, a Physical
senses, or energy manipulation, making them Mutation might grant temporary increased strength
formidable opponents in both physical and digital and durability, an Elemental Mutation could unleash
domains. a powerful blast of elemental energy, and a Psionic
Mutation might allow the mutant to telekinetically
Comments (by Malidrex the Twisted Witch): manipulate objects or read minds.
The Mutant class offers players the opportunity to Mutation Recovery: The mutant regains half their
embrace the chaotic and diverse nature of Maxxia. It expended Mutation Points (rounded up) at the end of
provides a wide range of mutations, allowing a short rest. They regain all expended Mutation
characters to tailor their abilities to their playstyle and Points at the end of a long rest.
personal preferences. As a Mutant, you will navigate Roleplaying Opportunities:
the ruins of ancient empires, face eldritch As the mutant explores their unique mutation and

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learns to control it, there are various roleplaying Dexterity (Acrobatics) checks until the end of their
opportunities to explore. They may struggle with their next turn.
newfound abilities, questioning their place in society Major Mutation: Time Dilation - The mutant enters a
or wrestling with the ethical implications of their heightened state of awareness, perceiving time more
mutations. Additionally, they might encounter others slowly. They gain a +2 bonus to their AC and have
who have also been affected by mutations, forming advantage on Dexterity saving throws for 1 minute.
alliances or rivalries based on their shared
experiences. The mutant's mutation type could also Resilient Form
shape their personality and behavior, with Physical Minor Mutation: Resilient Endurance - The mutant's
Mutations emphasizing strength and resilience, body toughens, granting them advantage on
Elemental Mutations highlighting unpredictability and Constitution saving throws until the end of their next
adaptability, and Psionic Mutations delving into turn.
intellect and mental prowess. Major Mutation: Unyielding Fortitude - The mutant's
resilience reaches an extraordinary level. They gain
resistance to all damage except psychic damage for
Physical Mutation Archetypes 1 minute and have advantage on Constitution checks
and saving throws.
Titanborn
Minor Mutation: Iron Hide - The mutant's skin
hardens like iron, granting them resistance to non-
magical bludgeoning, piercing, and slashing damage Elemental Mutation Archetypes:
until the end of their next turn.
Major Mutation: Colossal Stature - The mutant's body Pyrokinetic:
grows in size, increasing their reach by 10 feet, Minor Mutation (1 Mutation Point): Ignite: The mutant
doubling their carrying capacity, and granting can ignite a small object or create a small flame in
advantage on Strength checks and saving throws for their hand, providing dim light in a 10-foot radius.
1 minute. They can also use it to set flammable objects or
creatures on fire, dealing 1d6 fire damage on a
Feral Claw successful attack.
Minor Mutation: Razor Claws - The mutant's fingers Major Mutation (2 Mutation Points): Inferno Burst:
elongate, transforming into sharp claws. Their The mutant releases a burst of intense flames in a
unarmed strikes deal an additional 1d4 slashing 15-foot cone. Creatures caught in the area must
damage until the end of their next turn. make a Dexterity saving throw against the mutant's
Major Mutation: Savage Assault - The mutant enters mutation save DC or take 3d6 fire damage, or half
a primal frenzy, making a series of ferocious claw damage on a successful save. Flammable objects
attacks against a target within reach. They make two are instantly set ablaze.
additional claw attacks, each dealing their unarmed
strike damage, as a part of the same action. Cryokinetic:
Minor Mutation (1 Mutation Point): Frost Touch: The
Adaptive Physiology mutant's touch becomes icy cold. When making a
Minor Mutation: Quickened Metabolism - The melee attack, they can expend their minor mutation
mutant's metabolism accelerates, granting them action to deal an additional 1d6 cold damage. The
advantage on Dexterity saving throws until the end of target must also succeed on a Constitution saving
their next turn. throw against the mutant's mutation save DC or have
Major Mutation: Chameleon Form - The mutant's their movement speed reduced by 10 feet until the
body undergoes a rapid adaptation, granting them end of their next turn.
the ability to blend into their surroundings. They gain Major Mutation (2 Mutation Points): Glacial Barrier:
advantage on Stealth checks for 1 minute and can The mutant summons a protective barrier of ice
attempt to hide even when only lightly obscured. around themselves, granting temporary hit points
equal to their Mutant level + their Constitution
Enhanced Reflexes modifier. The barrier lasts for 1 minute or until it is
Minor Mutation: Lightning Reflexes - The mutant's depleted. While the barrier is active, the mutant gains
reflexes sharpen, granting them advantage on resistance to fire damage.

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Chapter 5 Advanced Classes Hexmaster

Aerokinetic: Telekinetic Master:


Minor Mutation (1 Mutation Point): Gust Step: The Minor Mutation: Psychokinetic Grasp (1 Mutation
mutant can manipulate the air currents around them, Point) - The mutant can use their telekinetic abilities
granting them a 10-foot bonus to their movement to manipulate small objects within 30 feet. They can
speed for one round. They can also move vertically move objects, open doors, or retrieve distant items
up to 10 feet without provoking opportunity attacks. with their mind.
Major Mutation (2 Mutation Points): Cyclone Fury: Major Mutation: Psychic Barrage (2 Mutation Points)
The mutant creates a swirling cyclone in a 20-foot - The mutant unleashes a flurry of psychic projectiles
radius centered on themselves. Creatures within the at a target within 60 feet. Each projectile deals 1d8
area must make a Strength saving throw against the force damage, and the mutant can project up to their
mutant's mutation save DC or be pulled 10 feet Intelligence modifier (minimum of 1) projectiles.
toward the center of the cyclone. They also take 2d6
bludgeoning damage and are knocked prone on a Mindreader:
failed save, or half damage and not knocked prone Minor Mutation: Mental Probe (1 Mutation Point) -
on a successful save. The mutant can probe the surface thoughts of a
creature within 30 feet. They gain insight into the
Geokinetic: creature's immediate emotions or general intentions.
Minor Mutation (1 Mutation Point): Stone's Major Mutation: Mental Domination (2 Mutation
Resilience: The mutant's body temporarily becomes Points) - The mutant targets a creature within 60 feet
as hard as stone, granting them resistance to non- and attempts to dominate their mind. The target must
magical bludgeoning, piercing, and slashing damage make an Intelligence saving throw against the
until the end of their next turn. mutant's mutation save DC. On a failed save, the
Major Mutation (2 Mutation Points): Earthquake mutant gains control over the target's actions for 1
Slam: The mutant slams the ground, causing a minute or until the target takes damage. The mutant
localized earthquake in a 20-foot radius centered on can force the target to move, attack, or perform
themselves. All creatures in the area must make a simple tasks but cannot make them harm
Dexterity saving throw against the mutant's mutation themselves.
save DC or be knocked prone. Additionally, they take
2d8 bludgeoning damage and have their movement Psychic Shielder:
speed reduced by half until the end of their next turn Minor Mutation: Mental Barrier (1 Mutation Point) -
on a failed save, or half damage and no reduction in The mutant creates a protective psychic shield
movement speed on a successful save. around themselves or an ally within 30 feet. The
shield grants temporary hit points equal to the
Electrokinesis: mutant's level + their Intelligence modifier.
Minor Mutation (1 Mutation Point): Static Discharge: Major Mutation: Psychic Reflect (2 Mutation Points) -
The mutant can discharge a small bolt of lightning, The mutant erects a powerful psychic barrier that
dealing 1d6 lightning damage to a target within 30 reflects incoming spells and ranged attacks. For the
feet. The target must also succeed on a Dexterity next round, any spell or ranged attack targeting the
saving throw against the mutant's mutation save DC mutant or an ally within 30 feet is automatically
or be stunned until the end of their next turn. reflected back at the attacker with advantage.
Major Mutation (2 Mutation Points): Chain Lightning:
The mutant releases a powerful bolt of lightning that Telepathic Manipulator:
arcs between multiple targets. They choose a Minor Mutation: Mental Whisper (1 Mutation Point) -
primary target within 60 feet and make a ranged spell The mutant can telepathically communicate with a
attack. On a hit, the primary target takes 3d8 willing creature within 30 feet. The communication is
lightning damage, and the bolt arcs to a secondary silent and can span any distance, allowing for covert
target within 30 feet of the primary target. The conversations.
secondary target takes 2d8 lightning damage. The Major Mutation: Mental Domination (2 Mutation
lightning can arc to a total of three secondary targets, Points) - The mutant targets a creature within 60 feet
with each subsequent target taking 1d8 less and attempts to dominate their mind. The target must
damage. make an Intelligence saving throw against the
Psionic Mutation Archetypes: mutant's mutation save DC. On a failed save, the

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mutant gains control over the target's actions for 1 magical for the purpose of overcoming resistance
minute or until the target takes damage. The mutant and immunity to nonmagical attacks and damage.
can force the target to move, attack, or perform
simple tasks but cannot make them harm Your natural weapons can take various forms
themselves. depending on your mutation, such as razor-sharp
claws, bony protrusions, venomous fangs, or energy-
Astral Projector: infused appendages. The appearance and nature of
Minor Mutation: Astral Sight (1 Mutation Point) - The your natural weapons are unique to you, reflecting
mutant enters a meditative state and projects their the specific mutation that manifests within your
consciousness onto the Astral Plane. They can physiology. As you progress as a Mutant, your
perceive the world around them as if they were natural weapons may evolve and change, unlocking
physically present in the Astral Plane, granting them new possibilities and enhancing their effectiveness in
the ability to see invisible or ethereal creatures within combat.
60 feet.
Major Mutation: Astral Projection (2 Mutation Points) Name: Mutant Adaptation
- The mutant fully projects their consciousness onto Level: 2nd
the Astral Plane, leaving their physical body behind. Description: Mutants are known for their remarkable
In this state, the mutant gains flight and becomes adaptability, and at 2nd level, they develop a
immune to damage from non-magical weapons. heightened resistance to harmful substances and
They can move freely in the Astral Plane and extreme environments. Through their unique
communicate with other astral beings. mutations, they can endure hazardous conditions
that would cripple or incapacitate others.

Name: Natural Weapon Proficiency Mechanics: When you acquire this feature, you gain
Level: 1st the following benefits:
Description: As a Mutant, your body has undergone
remarkable changes, granting you the ability to Toxic Resistance: You gain advantage on saving
manifest natural weapons that can be used as a throws against poison damage and the poisoned
formidable means of attack or for various other condition. Additionally, you have advantage on
purposes. Through your mutation, you gain Constitution saving throws to resist the effects of
proficiency with your natural weapons, allowing you harmful toxins and substances.
to wield them with finesse and precision.
Environmental Adaptation: You can endure extreme
Mechanics: When you choose this class feature at temperatures and hostile environments more
1st level, you gain proficiency with your natural effectively. You gain resistance to cold damage and
weapons. Your natural weapons are considered heat damage. Furthermore, you can hold your breath
simple melee weapons, and you can use your for up to 10 minutes, allowing you to explore
Constitution or Dexterity modifier for attack and underwater or survive in environments with limited
damage rolls with them. The damage dealt by your oxygen.
natural weapons is determined by your Mutant level,
as shown in the table below: Radiation Tolerance: Your mutated physiology grants
you increased resistance to radiation. You have
advantage on saving throws against radiation
damage, and the severity of radiation sickness is
reduced for you. Additionally, you can detect the
presence of radiation within 60 feet of you, allowing
you to navigate radioactive areas more safely.

Disease Immunity: Your unique mutations provide


you with enhanced immunity to diseases. You have
advantage on saving throws against diseases, and
you are immune to mundane diseases and common
Additionally, your natural weapons are considered ailments. However, you are still vulnerable to magical

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Chapter 5 Advanced Classes Hexmaster

diseases or those specifically designed to affect individual, aiding you in infiltrations or social
mutants. interactions.

Name: Mutant Transformation Molecular Adaptation: Your body can temporarily


Level: 3rd alter its composition to withstand extreme
Description: Mutants with the ability to transform environmental conditions. You gain resistance to a
possess an extraordinary metabolic system that specific type of damage (acid, cold, fire, lightning, or
allows them to adapt to different environments and poison) for a duration of 1 hour. You can change the
situations. Through their mutations, they can alter damage type by spending 10 minutes meditating and
their physical attributes, enhance their senses, and focusing your mutation.
even manipulate their bodies to gain advantages in
non-combat situations. Telepathic Link: You develop a telepathic bond with
Mechanics: When you reach 3rd level, you gain the one willing creature within 30 feet of you. You can
following features as part of your Mutant communicate with the target telepathically, allowing
Transformation: you to relay messages or thoughts silently. This
ability remains active until you choose a different
Metabolic Enhancement: As an action, you can enter creature to establish a link with or if the target
a state of heightened metabolism, which grants you willingly ends the connection.
temporary bonuses based on your chosen mutation
archetype. Choose one of the following Environmental Adaptation: You gain the ability to
enhancements: breathe underwater and move seamlessly through
aquatic environments. Additionally, you gain
Adaptive Endurance: Your body becomes more advantage on saving throws against poisons and
resilient, granting you advantage on Constitution diseases. This adaptation allows you to explore
saving throws for the next minute. Additionally, you underwater locations or contaminated areas without
gain temporary hit points equal to your Mutant level + suffering from the associated hazards.
your Constitution modifier.
Phasing Manipulation: You gain the ability to briefly
Hyper-Acuity: Your senses sharpen, allowing you to shift out of phase with reality. Once per short rest,
see and hear with incredible precision. You gain you can cast the spell Misty Step without expending
advantage on Wisdom (Perception) checks and a spell slot. When you do so, you become ethereal
advantage on Dexterity saving throws for the next for a moment, allowing you to pass through objects
minute. and move unimpeded by physical barriers.

Regenerative Vitality: Your body undergoes Note: Each specialization can only be chosen once,
accelerated healing, allowing you to regain hit points and it represents a permanent aspect of your
at a faster rate. At the start of your turn for the next mutation.
minute, you regain hit points equal to your Mutant
level. Name: Adaptive Mutation
Level: 4th
Mutation Specialization: Additionally, as part of your Description: The Mutant's unique mutations
Mutant Transformation, you choose a mutation continue to evolve, granting them the ability to adapt
specialization that represents a unique aspect of to different environments and situations. Through
your mutation. This specialization grants you a non- their mastery over their mutations, the Mutant gains
combat ability that reflects your mutant nature. enhanced versatility and adaptability, allowing them
Choose one of the following specializations: to overcome obstacles and challenges with ease.

Bio-Mimicry: You can mimic the appearance and Mechanics:


voice of any creature you have seen and heard The Mutant gains the following benefits:
before. By spending 1 hour studying and observing a Adaptive Resilience: The Mutant's Constitution score
creature, you can perfectly replicate its physical form increases by 2, to a maximum of 20.
and sound for the next 24 hours. This ability allows Versatile Metabolism: The Mutant's Dexterity score
you to assume the appearance of a specific increases by 2, to a maximum of 20.

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Mutation Mastery: The Mutant can choose two an ethereal phase for 1 minute, during which they
additional mutations from the Mutant Evolution can move through solid objects as if they were
feature options, or from the list of available mutations difficult terrain. They cannot end their movement
in the Maxxia Mutant Compendium (provided by the inside a solid object or creature, and if they do, they
Hexmaster). are shunted to the nearest unoccupied space and
Adaptive Defense: The Mutant's hit point maximum take force damage equal to their level. This ability
increases by an amount equal to their level when can be used once per long rest.
they gain this feature. Additionally, whenever the
Mutant takes a short rest, they can choose to reroll Mutagenic Adaptation: The Mutant's mutations
any number of their Hit Dice. They must use the new become more versatile, allowing them to adapt to a
rolls. wider range of situations. The Mutant can now
Enhanced Mutation: The Mutant's existing mutations expend Hit Dice to temporarily enhance their
become more potent. Choose one mutation they physical attributes or gain resistance to certain
have from the Mutant Evolution feature. The effects damage types. As a bonus action, the Mutant can
of that mutation are now enhanced, providing spend Hit Dice equal to or less than their Constitution
additional benefits or increased effectiveness. Work modifier to gain the following benefits:
with the Hexmaster to determine the specific
enhancements and balance them with other class Increase their movement speed by 10 feet for 1 hour.
features. Gain resistance to one damage type of their choice
(acid, cold, fire, lightning, or thunder) for 1 hour.
Name: Mutant Mastery These effects stack with other temporary
Level: 5th enhancements, but they cannot be used while the
Description: Mutant Mastery represents the Mutant is under the effects of a similar feature or
pinnacle of a Mutant's control over their mutations ability. The Mutant can use this ability once per long
and their ability to manipulate and enhance them. At rest.
this level, the Mutant gains a deeper understanding
of their unique abilities and unlocks new ways to Rapid Regeneration: The Mutant's healing abilities
harness their mutations for various tasks. reach an exceptional level. Whenever the Mutant
Mechanics: spends hit dice during a short rest to regain hit
Adaptive Camouflage: The Mutant gains the ability to points, they regain an additional 1d8 hit points for
blend seamlessly into their surroundings, becoming each hit die spent. Additionally, they can use their hit
nearly invisible. As an action, the Mutant can activate dice to heal their allies during a short rest, expending
this ability, granting them advantage on Stealth hit dice on their behalf. The Mutant must be in
checks for 1 hour. Additionally, they gain resistance physical contact with the target creature during the
to all damage types from attacks made by creatures short rest for this ability to work.
that rely on sight to locate them.

Mimicry: The Mutant can mimic the physical traits


and abilities of other creatures they have observed.
Once per long rest, the Mutant can choose a
creature they have seen in the past 24 hours and
gain one of the creature's extraordinary abilities or
physical traits for 1 hour. This could include flight,
darkvision, a swim speed, or natural weapons. The
Mutant retains their own statistics but gains the
chosen ability. This ability can be a powerful tool for
exploration and problem-solving outside of combat
scenarios.

Ethereal Phase: The Mutant gains the ability to


momentarily shift partially into the ethereal plane,
allowing them to bypass obstacles and access hard-
to-reach areas. As an action, the Mutant can enter

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Chapter 5 Advanced Classes Hexmaster

Name: Phylactery Runesmith Level Progression:


Role: Support/Controller
Hit Die: d8 1st: Runebinding, Arcane Lore, Spellcasting
Primary Ability: Intelligence 2nd: Phylactery Sustenance, Rune Infusion
Saving Throws: Constitution, Intelligence 3rd: Rune Mastery
Armor Proficiencies: Light armor, medium armor 4th: Lesser Runebinding
Weapon Proficiencies: Simple weapons, martial 5th: Greater Runebinding
weapons
Tool Proficiencies: Tinker's tools, calligrapher's Equipment:
supplies The Phylactery Runesmith begins with the following
Skills: Choose three from Arcana, History, equipment:
Investigation, Medicine, Perception, and Religion
Spellcasting: The Phylactery Runesmith is a A set of tinker's tools or calligrapher's supplies
spellcasting class that uses Intelligence as its A dagger
spellcasting ability score. They can weave intricate An explorer's pack
arcane symbols into their spells, which act as a focus Leather armor
for their magical power. These symbols are often A spellbook containing three 1st-level spells of your
etched onto their armor and weapons. Phylactery choice
Runesmiths have a unique ability called Appearance:
Runebinding, which allows them to modify and A Phylactery Runesmith is an intriguing sight to
enhance their spells by inscribing specific runes on behold. Clad in a mixture of finely-crafted armor
their phylacteries. adorned with ornate runes and symbols, they exude
an aura of arcane power. Their attire is a blend of
Class Overview: traditional craftsmanship and advanced technology,
The Phylactery Runesmiths are masterful arcane incorporating gears, lenses, and glowing crystals
artisans who combine the powers of magic and seamlessly into their armor and weapons. Runes,
technology. They delve into ancient secrets and meticulously etched into the surfaces of their gear,
unlock the hidden potential of runes, infusing their shimmer with mystical energy, pulsating with each
spells with incredible versatility. These skilled movement.
craftsmen and craftswomen forge a deep connection
with their phylacteries, mystical objects that store Phylactery Runesmiths often have an air of quiet
their life essence and serve as conduits for their confidence, carrying themselves with purpose and
magic. By inscribing runes upon their phylacteries, precision. Their eyes reflect a deep well of
they gain the ability to manipulate and reshape their knowledge and wisdom, forged through years of
spells, turning them into powerful tools of study and experimentation. The faint glow of magic
manipulation, defense, and support. lingers around them, lending an ethereal quality to
their presence.
Phylactery Runesmiths possess a deep
understanding of the intricate relationship between Organizations:
magic and technology, and they excel at blending the 1. The Order of the Enigmancers: This ancient order
two to create awe-inspiring effects. They are of scholars and magic practitioners has dedicated
renowned for their ability to shape the battlefield, themselves to the study and preservation of arcane
control the flow of combat, and provide crucial lore. Phylactery Runesmiths find kinship within this
support to their allies. Whether by altering the organization, sharing their thirst for knowledge and
elements, shielding their comrades, or empowering mastery over runes. The Order serves as a valuable
their spells with unpredictable effects, Phylactery resource for Runesmiths, providing access to rare
Runesmiths are versatile casters capable of adapting tomes, ancient artifacts, and the collective wisdom of
to various situations. generations of mystics.

2. The Technomancer's Guild: In the realm where


magic and technology converge, the
Technomancer's Guild reigns supreme. This guild
brings together inventors, engineers, and

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Hexmaster Chapter 5 Advanced Classes

Runesmiths, seeking to push the boundaries of what deadly precision.


is possible through the fusion of science and sorcery.
Phylactery Runesmiths who join this guild find Adventure Hooks:
themselves at the forefront of technological 1. The Lost Codex: Rumors have surfaced about a
advancements, working alongside brilliant minds to long-lost codex containing ancient runes of
create marvels that blur the line between magic and unimaginable power. As a Phylactery Runesmith,
machinery. you are determined to uncover the truth behind these
rumors and claim the codex for yourself. The journey
3. The Arcane Inquisition: Tasked with preserving the takes you to perilous locations, where you must
delicate balance between magic and society, the outwit rival adventurers, navigate deadly traps, and
Arcane Inquisition is a secretive organization that decipher cryptic puzzles to unlock the secrets within.
monitors the use of magic and hunts down those
who abuse its powers. While Phylactery Runesmiths 2. A Phylactery's Call: Your phylactery, the vessel
may not always see eye to eye with the Inquisition's that holds your life essence, has been stolen by an
methods, they recognize the need for order and enigmatic thief. Without it, your powers are waning,
stability. Some Runesmiths choose to work in and your connection to magic is in jeopardy. You
cooperation with the Inquisition, offering their unique embark on a quest to reclaim your phylactery,
skills and expertise to aid in the pursuit of justice and chasing leads across bustling cities, treacherous
the containment of magical threats. wilderness, and even other planes of existence.
Along the way, you encounter allies and foes, each
Notable Users: with their own motives tied to the fate of your
1. Elara Stormcaller: Elara is a renowned Phylactery phylactery.
Runesmith who hails from a distant land known for
its advanced arcane practices. She wields a staff 3. The Unstable Rune: A powerful rune of ancient
adorned with intricate runes that amplify her control origin has been unearthed, but its unpredictable
over the elements. Elara is celebrated for her ability effects are causing chaos and havoc wherever it is
to summon devastating storms and harness their present. As a skilled Phylactery Runesmith, you are
power to protect her allies. Her mastery over sought out to find a way to stabilize the rune or
runebinding has allowed her to forge a deep bond neutralize its dangerous influence. Your journey
with the storm itself, imbuing her spells with takes you through a series of trials, forcing you to
unpredictable and awe-inspiring effects. confront formidable guardians, navigate through
treacherous magical anomalies, and ultimately
2. Thaddeus Ironheart: A grizzled veteran and harness the rune's power for the greater good.
master craftsman, Thaddeus Ironheart is revered for
his exceptional skill in crafting phylacteries and Variants:
imbuing them with formidable runes. He is often 1. Feytouched Phylactery Runesmith: In the realms
sought after by adventurers and nobles alike, as his touched by the Feywild, a variant of the Phylactery
creations are said to possess unique properties that Runesmith emerges. These Feytouched Runesmiths
can enhance one's magical abilities. Thaddeus's own possess a deep affinity for the fey and can harness
phylactery, a metallic heart-shaped pendant, is a their magic to shape their spells. Their phylacteries
testament to his expertise and is said to grant him are intricately crafted from enchanted wood and are
extraordinary resilience and vitality. adorned with delicate Feywild-inspired motifs.
Feytouched Runesmiths gain access to unique spells
3. Lyra Whisperwind: Lyra is a Phylactery Runesmith that channel the whimsical nature of the Feywild.
with an unquenchable curiosity for the ancient
mysteries of the world. She roams far and wide, 2. Dwarven Runecarver: Among the stout dwarven
seeking forgotten ruins and hidden artifacts. Lyra's clans, a specialized branch of Phylactery
phylactery takes the form of a mystical compass, Runesmiths known as Runecarvers emerges. These
guiding her through treacherous terrains and skilled craftsmen and craftswomen combine their
allowing her to unveil long-lost arcane secrets. Her mastery of runes with the ancient dwarven
mastery over rune mastery has earned her the techniques of rune carving. They create exquisite
nickname "Whisperwind," as her spells have the runic engravings on weapons, armor, and stone,
uncanny ability to bypass defenses and strike with granting them extraordinary durability and resilience.

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Chapter 5 Advanced Classes Hexmaster

Dwarven Runecarvers gain additional proficiencies 10. Resistance


with hammers and picks, reflecting their affinity for 11. Shocking Grasp
stonework and craftsmanship. 12. Thorn Whip
13. True Strike
3. Astral Weaver: Dwelling in the vast reaches of the
astral plane, the Astral Weavers are a enigmatic 1st Level:
group of Phylactery Runesmiths who draw upon the 1. Alarm
raw energy of the cosmos. They possess an innate 2. Charm Person
connection to the stars and can inscribe celestial 3. Cure Wounds
runes on their phylacteries, granting them celestial 4. Detect Magic
insight and the ability to manipulate the very fabric of 5. Disguise Self
reality. Astral Weavers gain access to unique spells 6. Entangle
that allow them to navigate the astral plane, call upon 7. Expeditious Retreat
celestial beings for aid, and manipulate gravitational 8. Feather Fall
forces. 9. Identify
10. Longstrider
Comments (by Malidrex the Twisted Witch): 11. Magic Missile
Ah, the Phylactery Runesmith, a class that delves 12. Sleep
deep into the fusion of magic and artistry. It is a 13. Thunderwave
delight to witness their intricate rune-binding
techniques and the sheer creativity they exhibit when
crafting their phylacteries. The Phylactery
2nd Level:
Runesmiths are true connoisseurs of the arcane, 1. Arcane Lock
breathing life into their spells with every stroke of 2. Barkskin
their runic inscriptions. It is fascinating to see how 3. Blindness/Deafness
they manipulate the very essence of magic, turning 4. Enlarge/Reduce
their spells into powerful tools that shape the 5. Gust of Wind
battlefield and protect their allies. 6. Hold Person
7. Invisibility
8. Lesser Restoration
9. Mirror Image
10. Misty Step
11. Shatter
12. Spider Climb

3rd Level:
1. Counterspell
2. Dispel Magic
3. Fear
4. Glyph of Warding
5. Haste
Spell List: 6. Lightning Bolt
7. Protection from Energy
Cantrips: 8. Remove Curse
1. Acid Splash 9. Spirit Guardians
2. Blade Ward 10. Tongues
3. Dancing Lights 11. Water Breathing
4. Fire Bolt 12. Wind Wall
5. Light
6. Mage Hand
7. Message
8. Mending
9. Ray of Frost

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Hexmaster Chapter 5 Advanced Classes

Name: Runebinding potent rune triggers. These may include conditions


Level: 1st level such as critical hits, successful saving throws, or
Description: Runebinding is the core ability of the even specific events like the appearance of certain
Phylactery Runesmith, granting them the power to creatures or the casting of particular spells.
cast spells through runes and inscribe these mystical
symbols onto objects and surfaces. These runes can Flavor: When a Phylactery Runesmith activates a
be triggered by various conditions or actions, rune, the air around them shimmers with arcane
providing the Runesmith with unique tactical energy, and the symbol of the triggered rune glows
advantages and enhancing their spellcasting with a soft, pulsating light. The runes themselves
versatility. vary in design and style, reflecting the individual
aesthetics and preferences of the Runesmith. Each
Usage: In combat, the Phylactery Runesmith can rune carries an ancient, mystic symbolism that
inscribe runes onto their armor, weapons, or even resonates with the magical power flowing through the
the battlefield itself, strategically placing them to Phylactery Runesmith's veins.
maximize their effects. They can also inscribe runes
on objects, turning them into magical traps or Examples:
enhancing their properties. Outside of combat, 1. In combat, a Phylactery Runesmith inscribes a
Runebinding allows the Runesmith to solve puzzles, "Binding Rune" on the ground beneath an enemy.
create magical shortcuts, and manipulate their The rune activates when the enemy steps on it,
environment with their inscribed runes. causing magical chains to erupt from the rune and
restrain the target, imposing disadvantage on their
Mechanics: The Phylactery Runesmith can inscribe next attack.
a number of runes equal to their Intelligence modifier
plus their proficiency bonus. They can inscribe these 2. During a rest, the Phylactery Runesmith inscribes
runes as a ritual during a short rest or as part of their an "Alert Rune" on their armor. The rune triggers
spellcasting preparation. Each rune has a specific when the Runesmith is approached by an unseen
trigger condition and an associated effect. The creature, instantly granting them advantage on
trigger condition can be based on touch, movement, initiative rolls against the creature.
proximity, or a specific action. When the trigger
condition is met, the rune activates, unleashing its 3. In a dangerous dungeon, the Phylactery
effect. Runesmith inscribes a "Lightning Rune" on a nearby
wall. They trigger it by striking the rune with a thrown
The range, duration, and damage dealt by the rune's weapon. The rune activates, releasing a surge of
effect depend on the spell being cast. For example, if electrical energy that damages all enemies in a 10-
the Phylactery Runesmith inscribes a "Flame Rune" foot radius.
on their weapon and triggers it with a successful
melee attack, the rune activates and adds additional 4. Exploring a trap-filled tomb, the Phylactery
fire damage to the attack. The amount of additional Runesmith inscribes an "Evasion Rune" on a
fire damage is determined by the spell level used to pressure plate. When triggered, the rune grants the
cast the triggering spell. Runesmith and their allies within range a bonus to
their Dexterity saving throws against the trap's
Limitations: Runebinding has a few limitations to effects.
ensure balance and prevent abuse. The Phylactery
Runesmith can only have a maximum number of 5. While investigating a mysterious artifact, the
active runes equal to their Intelligence modifier at Phylactery Runesmith inscribes a "Shielding Rune"
any given time. Additionally, the runes' effects cannot on their hand. When an enemy attempts to strike the
stack with the same triggering condition. For Runesmith with a melee attack, the rune activates,
example, if the Phylactery Runesmith inscribes two creating an ethereal barrier that absorbs a portion of
"Healing Runes" with a touch trigger, only one of the incoming damage.
them can activate at a time.

Variants: As the Phylactery Runesmith gains levels


and expertise, they unlock more advanced and

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Chapter 5 Advanced Classes Hexmaster

understanding of the arcane is reflected in the


detailed craftsmanship of their runes and the
harmonious fusion of magic and technology in their
creations.
Examples:
1. In combat, a Phylactery Runesmith with Arcane
Lore can quickly identify an enemy spellcaster's
incantation, allowing them to anticipate the type of
spell being cast and prepare an appropriate
countermeasure.
2. Outside of combat, the Phylactery Runesmith can
analyze an ancient artifact covered in mysterious
runes, using their expertise to determine the origin,
purpose, and potential dangers associated with the
object.
3. During a magical investigation, the Phylactery
Runesmith's Arcane Lore enables them to discern
Name: Arcane Lore hidden magical auras, recognize complex magical
Level: 1st level traps, and interpret enigmatic symbols or
Description: Arcane Lore represents the Phylactery inscriptions.
Runesmith's profound knowledge of the arcane arts,
granting them enhanced understanding and insight 2nd level: Phylactery Sustenance
into the magical forces that permeate the world. Name: Phylactery Sustenance
Usage: Arcane Lore allows the Phylactery Level: 2nd level
Runesmith to unravel mysteries, decipher ancient Description: Phylactery Sustenance is a class
texts, identify magical properties, and analyze arcane feature that allows the Phylactery Runesmith to
phenomena. It serves as the foundation for their harness the latent life essence stored within their
exceptional spellcasting abilities and their capacity to phylactery to heal and fortify themselves.
manipulate and reshape spells through runebinding. Usage: Phylactery Sustenance can be utilized both
Mechanics: The Phylactery Runesmith gains in combat and outside of combat, enabling the
expertise in the Arcana skill, doubling their Phylactery Runesmith to regain vitality and replenish
proficiency bonus when making ability checks related their resilience.
to Arcana. Additionally, they have advantage on all Mechanics: When activating Phylactery
Intelligence (Arcana) checks made to identify spells, Sustenance, the Phylactery Runesmith draws upon
magic items, or other arcane phenomena. This the magical energies infused within their phylactery,
expertise extends to understanding the unique channeling them to mend their wounds and bolster
properties of their own rune-inscribed phylacteries. their physical and mental strength. As an action, the
Limitations: The Phylactery Runesmith's expertise Phylactery Runesmith can expend a hit die, rolling it
in Arcana is limited to the realm of magic and arcane and adding their Constitution modifier to regain hit
knowledge. It does not confer any additional points equal to the result plus their character level.
proficiency in other skills or abilities outside of the They can use this feature a number of times equal to
Arcana skill. their Intelligence modifier (minimum of once), and
Variants: As the Phylactery Runesmith advances in they regain all expended uses after completing a
levels, their mastery of Arcane Lore deepens, long rest.
unlocking new abilities and insights related to Limitations: The Phylactery Runesmith can only use
spellcasting and runebinding. Phylactery Sustenance on themselves and cannot
Flavor: Arcane Lore represents the Phylactery utilize it to restore hit points to other creatures.
Runesmith's tireless study and fascination with the Additionally, they must have a phylactery present
arcane. They spend countless hours poring over and intact to access the life essence stored within it
ancient tomes, deciphering cryptic writings, and for healing.
experimenting with intricate symbols and magical Variants: As the Phylactery Runesmith progresses
formulae. The Phylactery Runesmith's mind is a in levels, they may unlock additional features or
wellspring of esoteric knowledge, and their enhancements to Phylactery Sustenance, such as

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Hexmaster Chapter 5 Advanced Classes

increasing the number of uses per day or gaining modify a spell, the Phylactery Runesmith can choose
additional benefits when activating it. to add a Rune Infusion. The effect of the Rune
Flavor: When invoking Phylactery Sustenance, the Infusion depends on the specific rune chosen. Each
Phylactery Runesmith connects with the profound Rune Infusion has its own unique mechanics, which
symbiotic bond they share with their phylactery, can alter the spell's range, duration, damage, or add
drawing upon the mystical energies contained within. additional effects.
The runes inscribed on their phylactery glow with a For example, if the Phylactery Runesmith selects the
pulsating light, signifying the flow of life essence "Burning Ember" Rune Infusion while modifying a
being channeled into the Runesmith's body. This fireball spell, it could increase the damage dice by
infusion of energy revitalizes their physical form and one step, such as from d6 to d8, and cause the
rejuvenates their spirit. affected area to become difficult terrain for a certain
Examples: In the heat of battle, a Phylactery duration. Alternatively, choosing the "Enveloping
Runesmith finds themselves severely injured. Shadows" Rune Infusion could reduce the spell's
Realizing their peril, they reach for their phylactery range but grant advantage on saving throws against
hanging around their neck, focusing their thoughts on it, as the shadows obscure the spell's effects and
activating Phylactery Sustenance. The runes etched make it harder to resist.
onto the phylactery flare up, emitting a warm and Limitations: The Phylactery Runesmith can only
vibrant aura. With a surge of arcane energy, the apply one Rune Infusion per spell when using
Runesmith feels a soothing warmth spread Runebinding. The chosen Rune Infusion remains in
throughout their body, knitting their wounds and effect until the spell ends or is dispelled, and the
reinvigorating their resolve. The Phylactery Runesmith can change the Rune Infusion during a
Runesmith emerges from the healing, ready to long rest or when they gain a level.
continue the fight with renewed vigor. Variants: As the Phylactery Runesmith gains levels,
they unlock more powerful and versatile Rune
Outside of combat, the Phylactery Runesmith may Infusions. These higher-level Rune Infusions can
utilize Phylactery Sustenance to recover from a provide greater control over spells, grant additional
taxing journey or to replenish their strength after an effects, or amplify their existing abilities. Some Rune
arduous task. They sit in quiet contemplation, Infusions may be exclusive to certain spell levels or
meditating on the deep connection they share with have prerequisites based on the Runesmith's
their phylactery. As they focus their thoughts and proficiency or class level.
attune their inner energies to the runes inscribed Flavor: When utilizing Rune Infusion, the Phylactery
upon the phylactery, a surge of healing magic Runesmith channels their arcane craftsmanship and
courses through their body, mending fatigue, and intricate knowledge of runes into their spells. They
restoring vitality. The Runesmith rises, feeling carefully etch the chosen Rune Infusion symbol onto
refreshed and ready to face whatever challenges lie their phylactery, imbuing it with the essence of the
ahead. spell. As the magic flows through the rune, it melds
with the spell's energy, transforming it in accordance
Name: Rune Infusion with the rune's nature.
Level: 2nd level Each Rune Infusion has a distinct visual appearance,
Description: Rune Infusion is a feature that allows accompanied by sensory cues that reflect its
the Phylactery Runesmith to add an additional rune essence. The "Burning Ember" Rune Infusion might
when binding a spell with their Runebinding feature. cause flames to dance across the Runesmith's
This modification enhances the effects of the spell phylactery, casting flickering shadows in the
based on the specific Rune Infusion chosen. As the surrounding area. In contrast, the "Enveloping
Phylactery Runesmith grows in power, they gain Shadows" Rune Infusion might cause a dim veil of
access to more potent and diverse Rune Infusions. darkness to wrap around the phylactery, shrouding it
Usage: Rune Infusion is primarily used during and nearby objects in an eerie gloom.
spellcasting, allowing the Phylactery Runesmith to Examples:
tailor their spells to better suit the situation at hand. 1. In a treacherous dungeon, the Phylactery
By selecting a specific Rune Infusion, the Runesmith Runesmith prepares to cast a protective spell on
can add an extra layer of manipulation or their allies as they approach a room filled with traps.
enhancement to their spell. By using the "Guardian Ward" Rune Infusion, they
Mechanics: When using the Runebinding feature to infuse their protective spell with the power of the

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Chapter 5 Advanced Classes Hexmaster

"Warding Shield" rune. As a result, the spell not only


grants a bonus to AC but also provides advantage on
Dexterity saving throws against traps for its duration,
bolstering the party's chances of survival.
2. During a battle against a powerful sorcerer, the
Phylactery Runesmith aims to disrupt their
opponent's spellcasting. They select the "Arcane
Weave" Rune Infusion to modify their counterspell
spell. By doing so, they intricately intertwine their
spell with the "Spellbreaker" rune, granting the
counterspell an increased range and a heightened
chance to succeed against higher-level spells. The
Runesmith's spell seamlessly weaves through the
sorcerer's arcane energy, unraveling their incantation
and denying their magic.
3. In a dire situation where time is of the essence,
the Phylactery Runesmith needs to incapacitate a
group of enemies quickly. They employ the "Stunning
Glyph" Rune Infusion to enhance their lightning bolt
spell. With a swift gesture and the accompanying
surge of arcane power, the lightning bolt splits into
multiple charged tendrils that dance and zigzag
across the battlefield, striking each foe with the force
of a thunderclap and leaving them momentarily
stunned, giving the Runesmith's allies a tactical
advantage.

Name: Rune Mastery


Level: 3rd
Description: Rune Mastery is a pivotal moment in
the Phylactery Runesmith's journey, representing a
deepening understanding and control over the
intricate art of runecraft. This feature enhances the
Phylactery Runesmith's ability to inscribe and
manipulate runes on their phylacteries, granting them
new avenues for creativity and versatility in their
spellcasting. With Rune Mastery, the Phylactery
Runesmith gains access to advanced rune
techniques, enabling them to shape and modify their
spells with greater precision and finesse.
Mechanics:
Rune Selection: Upon reaching 3rd level, the
Phylactery Runesmith gains the ability to choose two
additional runes to inscribe on their phylacteries,
expanding their repertoire of available runes. The
chosen runes can be from any rune group, allowing
for a wider range of effects and strategic options.

Rune Augmentation: As a bonus action, the


Phylactery Runesmith can expend a spell slot to
augment a spell they cast with a chosen rune. This
augmentation modifies the spell's properties,

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Hexmaster Chapter 5 Advanced Classes

granting it additional benefits, effects, or alterations from the Rune Pool, the Phylactery Runesmith can
based on the selected rune. The spell slot expended reinforce their spells with defensive runes, granting
must be of a level equal to or higher than the spell temporary hit points or a bonus to saving throws for
being augmented. affected targets.

Rune Pool: The Phylactery Runesmith gains a Rune Rune Distortion: By utilizing 1 charge from the Rune
Pool with a number of charges equal to their Pool, the Phylactery Runesmith can distort the
Intelligence modifier (minimum of 1). These charges magical energies within a spell, making it more
replenish after finishing a long rest. The Rune Pool difficult for enemies to resist its effects. This ability
can be used to fuel specific rune-related abilities, imposes a penalty to the saving throw DC of a spell
allowing the Phylactery Runesmith to empower their or grants disadvantage to creatures targeted by the
spells, extend their durations, or modify their effects spell.
in unique ways.
Rune Reversal: Expending 1 charge from the Rune
Rune Metamorphosis: At 3rd level, the Phylactery Pool, the Phylactery Runesmith can reverse the
Runesmith gains the ability to alter the appearance elemental or magical nature of a spell, altering its
and nature of their phylacteries and the runes damage type or transforming its effects. For
inscribed upon them. This metamorphic quality example, a fireball spell could become an iceball
allows them to camouflage their phylactery as an spell or a charm spell could induce fear instead.
ordinary object or adapt it to suit different
environments, providing an advantage in certain Rune Amplification: By spending 1 charge from the
social or logistical situations. The Phylactery Rune Pool, the Phylactery Runesmith can amplify
Runesmith can spend 1 minute and expend 1 charge the range or area of effect of a spell, allowing it to
from their Rune Pool to change the appearance and affect a larger area or reach targets at a greater
function of their phylactery. distance.

Rune Weaving: The Phylactery Runesmith's Rune Manipulation: With the expenditure of 1 charge
advanced understanding of runes allows them to from the Rune Pool, the Phylactery Runesmith can
weave multiple runes into a single spell, creating manipulate the trajectory or path of a spell. This
intricate combinations and synergistic effects. At 3rd ability allows them to change the direction of a spell's
level, when casting a spell that has been augmented movement, redirecting it towards a new target or
by a rune, the Phylactery Runesmith can expend an area.
additional spell slot to incorporate another rune into
the spell's effects. This potent combination results in Rune Dispersion: By utilizing 1 charge from the Rune
heightened spell power or additional magical effects Pool, the Phylactery Runesmith can disperse the
based on the chosen runes. energy of a spell, causing it to affect multiple targets
or areas simultaneously. This ability grants the spell
Rune Pool: limited area-of-effect capabilities, hitting additional
Rune Empowerment: Expending 1 charge from the targets within a specified range.
Rune Pool, the Phylactery Runesmith can infuse a
spell with additional raw magical energy. This Rune Veil: Expending 1 charge from the Rune Pool,
increases the damage or healing output of the spell the Phylactery Runesmith can shroud themselves or
by a flat amount or enhances its effectiveness in their allies in a magical veil, granting advantage on
some other way. Stealth checks or providing temporary invisibility for 1
hour.
Rune Extension: By spending 1 charge from the
Rune Pool, the Phylactery Runesmith can extend the Rune Transference: With the expenditure of 1 charge
duration of a spell they cast. This allows beneficial from the Rune Pool, the Phylactery Runesmith can
effects to persist longer, granting their allies a greater transfer a portion of their life essence into a spell,
advantage or providing additional time to manipulate sacrificing their own hit points to increase the spell's
the battlefield. potency. This ability enhances the spell's damage or
healing output, but at the cost of the Phylactery
Rune Shielding: With the expenditure of 1 charge Runesmith's well-being.

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Chapter 5 Advanced Classes Hexmaster

Level: 5th
Name: Lesser Runebinding Description: The Phylactery Runesmith reaches a
Level: 4th milestone in their mastery of rune magic with the
Description: Lesser Runebinding allows the acquisition of Greater Runebinding. This class
Phylactery Runesmith to delve deeper into the feature grants them the ability to inscribe powerful
mysteries of rune magic, expanding their repertoire and complex runes onto their phylacteries, unlocking
of enchantments. With this class feature, they gain enhanced magical effects and granting them greater
the ability to infuse their phylacteries with lesser control over their spells.
runes, granting them additional magical effects and
augmentations. Mechanics: The Phylactery Runesmith can now
choose two Greater Rune enchantments from the
Mechanics: The Phylactery Runesmith can choose following options. These enchantments are inscribed
two Lesser Rune enchantments from the following onto their phylacteries and can be activated or
options. These enchantments are inscribed onto their deactivated as a bonus action:
phylacteries and can be activated or deactivated as a
bonus action: Rune of Spell Reinforcement: When the Phylactery
Runesmith casts a spell of 1st level or higher, they
Rune of Guidance: The Phylactery Runesmith gains can expend a spell slot of the same level or higher to
advantage on all ability checks made to navigate or empower the spell. This increases the spell's
find their way through unfamiliar terrain. damage, healing, or duration by 25% for each level
of the expended spell slot.
Rune of Insight: The Phylactery Runesmith gains
proficiency in one skill of their choice. This Rune of Elemental Mastery: The Phylactery
proficiency bonus is doubled for any ability checks Runesmith gains resistance to a chosen type of
made using that skill. elemental damage (acid, cold, fire, lightning, or
thunder). Additionally, they can activate this rune as
Rune of Swift Travel: Once per long rest, the a reaction when targeted by an attack or spell that
Phylactery Runesmith can activate this rune to deals the chosen type of elemental damage. Upon
increase their movement speed by 10 feet for 1 hour. activation, they gain immunity to that instance of
damage.
Rune of Unseen Passage: The Phylactery
Runesmith can activate this rune to become invisible Rune of Warding Presence: When the Phylactery
for up to 1 minute. This effect ends if the Runesmith Runesmith activates this rune, all allies within 30 feet
attacks or casts a spell. gain a bonus to their saving throws equal to the
Runesmith's Intelligence modifier for 1 minute.
Rune of Protective Ward: When the Phylactery
Runesmith activates this rune, they gain temporary Rune of Arcane Evasion: Once per short rest, when
hit points equal to their Intelligence modifier + their the Phylactery Runesmith is targeted by a spell, they
Phylactery Runesmith level. These temporary hit can activate this rune to gain advantage on the
points last for 1 hour or until depleted. saving throw against the spell. Additionally, if the
saving throw is successful, they take no damage
Rune of Swift Communication: The Phylactery from the spell.
Runesmith gains the ability to send and receive
simple messages telepathically with any creature Rune of Mystical Insight: The Phylactery Runesmith
they can see within 60 feet. This communication gains the ability to cast the identify spell without
lasts for up to 10 minutes. expending a spell slot. Additionally, once per long
rest, they can activate this rune to gain the benefits
Note: The Phylactery Runesmith can choose of the true seeing spell for 1 minute.
different Lesser Rune enchantments each time they
have a long rest, allowing them to adapt their abilities Rune of Temporal Manipulation: Once per long rest,
to suit the needs of their current adventures. the Phylactery Runesmith can activate this rune to
enter a state of heightened awareness. While active,
Name: Greater Runebinding their speed is doubled, they gain advantage on

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Dexterity saving throws, and they can take an Role: Controller


additional action on their turn. This state lasts for 1 Hit Die: d8
minute. Primary Ability: Intelligence
Saving Throws: Wisdom, Charisma
Note: Similar to Lesser Runebinding, the Phylactery Armor Proficiencies: Light armor
Runesmith can choose different Greater Rune Weapon Proficiencies: Simple weapons
enchantments each time they have a long rest, Tool Proficiencies: None
allowing them to customize their abilities to suit the Skills: Choose two skills from Arcana, History,
demands of their current adventures. Insight, Investigation, Medicine, Perception, and
Persuasion.
Spellcasting: The Psion uses Intelligence for their
Psionic Powers
Class Overview:
The Psion is a psychic powerhouse, harnessing the
untapped potential of the mind to manipulate the
world around them. Through their intense mental
focus and mastery of psionic powers, they can shape
reality, delve into the minds of others, and unleash
devastating mental assaults. Psions tap into the
collective unconsciousness of Maxxia, drawing upon
the vast depths of knowledge and power hidden
within.

Level Progression:
1st: Psionic Abilities, Mind Shield
2nd: Telepathic Bond
3rd: Psychic Surge, Psychic Discipline
4th: Mind Over Matter
5th: Psionic Mastery

Equipment: A set of light armor, a simple weapon of


your choice, a scholar's pack, and a spellcasting
focus (crystal ball, tarot deck, or similar item).
Requirements: To become a Psion, one must
possess an innate connection to the psionic energies
of Maxxia and undergo rigorous mental and physical
training. The class is open to any race or
background, but individuals must have a certain level
of intelligence and mental fortitude to unlock their
psychic potential.

Appearance: A typical Psion is marked by an air of


deep concentration and introspection. They often
have piercing eyes, reflecting their profound
connection to the psychic realm. Their attire varies
widely, but they tend to favor loose, flowing garments
that allow for ease of movement and comfort during
intense mental exertions.

Limitations: While Psions possess incredible mental


abilities, they are physically vulnerable and lack the
brute strength and durability of other classes. They
Name: Psion heavily rely on their intelligence and psychic powers

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Chapter 5 Advanced Classes Hexmaster

to overcome challenges, making them less effective and restore balance before the world is torn apart.
against creatures with strong mental defenses or
immunity to psychic attacks. Variants:
1. Elemental Psion: In certain regions of Maxxia,
Organizations: where the boundaries between planes are thin,
1. The Celestial Academy: A prestigious institute Psions can tap into elemental forces such as fire,
dedicated to the study and development of psionic water, air, and earth. These Elemental Psions
powers. Psions who graduate from this academy are possess unique abilities related to their chosen
highly regarded and sought after for their expertise. element and have specialized disciplines tailored to
The academy acts as a hub for psionic research, harnessing their elemental powers.
training, and gathering of knowledge. 2. Shadowmind Psion: Shadowmind Psions have
2. The Order of the Mind's Eye: A secretive delved deep into the realm of darkness and shadow,
organization composed of skilled Psions who delve mastering illusions, stealth, and manipulation. They
into the mysteries of Maxxia's past. They seek can tap into the Shadow Plane, blending seamlessly
ancient artifacts and lost knowledge, striving to into the darkness and using its energies to deceive
uncover the truth about the world's enigmatic history. and confuse their enemies.
3. The Silent Circle: A clandestine group of Psions 3. Ancestral Psion: Among certain ancient lineages
who shun the limelight and prefer to operate in the and mystical cultures, Psionic abilities are passed
shadows. They use their psychic powers for down through generations. Ancestral Psions draw
espionage, manipulation, and subtle influence, strength from their heritage, unlocking potent abilities
keeping their true motives and intentions concealed. tied to their bloodline and ancestral memories.

Notable Users: Comments: Ah, the Psion, a truly enigmatic class


1. Seraphina the Seer: A Psion renowned for her harnessing the untapped powers of the mind. These
incredible precognitive abilities. She has foreseen individuals delve into the deepest recesses of their
numerous cataclysmic events and saved countless consciousness, brushing against the edges of sanity
lives through her visions. to command the raw forces of psychic energy. The
2. Theron the Mindbreaker: Feared and respected, Psion class grants players unparalleled control over
Theron specializes in using his psychic powers to the battlefield, manipulating the minds of foes and
invade the minds of his enemies, breaking their will allies alike. Beware, however, for delving too deeply
and manipulating their actions to serve his bidding. into the secrets of the mind can come at a price, and
3. Liara of the Crystal Eye: Liara possesses a unique the line between reality and illusion can blur. The
affinity for divination and scrying. Her crystal ball is Psion class offers a rich tapestry of possibilities,
said to hold the accumulated knowledge of countless inviting players to explore the limitless expanse of
ancient sages, allowing her to tap into its wisdom the psyche in the ever-intriguing world of Maxxia.
and unravel the secrets of the world.

Adventure Hooks:
1. The Forbidden Archive: A secret library hidden
deep within the ruins of an ancient city holds a
treasure trove of lost psionic knowledge. The Psion
characters are tasked with retrieving a specific tome
that contains a vital clue to an impending disaster.
2. The Mindflayer Menace: A powerful Mindflayer
Hive Mind has emerged, threatening to enslave
entire cities and consume their intellect. The Psions
must join forces to resist the invasion, using their
psychic powers to counter the Mindflayers' mental
dominance.
3. The Astral Nexus: An otherworldly portal to the
Astral Plane has opened, unleashing chaotic
energies and extradimensional creatures upon
Maxxia. The Psions are called upon to seal the portal

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Psion Spell List 3rd Level Spells:


Psychic Surge: You unleash a surge of raw psionic
energy, affecting all creatures within a 20-foot radius
Cantrips: of you. Each affected creature must make a Wisdom
Mind Bolt: You unleash a bolt of pure psychic energy saving throw. On a failed save, the target takes 4d8
at a target within range. Make a ranged spell attack. psychic damage and is stunned until the end of its
On a hit, the target takes 1d8 psychic damage. next turn. However, the immense strain on your mind
Mental Shield: You fortify your mind, gaining leaves you mentally exhausted, and you gain one
resistance to psychic damage until the start of your level of exhaustion.
next turn. Mind Blank: You shroud your mind in impenetrable
Telekinetic Grasp: You use your telekinetic powers to psychic armor, making you immune to all forms of
lift and manipulate an object within range, weighing psychic damage and psychic effects. However, the
no more than 10 pounds. You can move the object concentration required to maintain this spell prevents
up to 30 feet in any direction, but you cannot use it to you from using any other spells or abilities until the
cause direct harm or attacks. end of your next turn.

1st Level Spells: Name: Psionic Abilities


Mind Thrust: You invade the mind of a creature you Level: 1st
can see within range, causing intense psychic pain. Description: Psionic Talents represent the innate
The target must make an Intelligence saving throw. psychic abilities that Psions possess, allowing them
On a failed save, the target takes 3d6 psychic to manipulate the world around them through their
damage and has disadvantage on its next saving focused minds. These talents grant the Psion a
throw before the end of its next turn. range of versatile non-combat abilities that can be
Astral Projection: You project your consciousness employed for various purposes outside of combat
into the Astral Plane, leaving your body behind. situations. Through their Psionic Talents, Psions can
While in this state, you can navigate through the engage in exploration, social interaction, and provide
Astral Plane, gather information, and observe events. valuable support to their allies in non-combat
However, your physical body is vulnerable and scenarios.
defenseless until you return. Mechanics:
Mental Barrier: You erect a protective shield around Telekinesis: The Psion can manipulate objects within
yourself, granting resistance to all damage types until 30 feet of them using their mind. They can lift, move,
the start of your next turn. However, the strain on and manipulate objects weighing up to 10 pounds.
your mind leaves you unable to cast spells until the This ability allows them to perform tasks like opening
start of your next turn. doors, retrieving items from a distance, or
rearranging objects within their weight limit.
2nd Level Spells: Clairvoyance: The Psion can focus their mind to gain
Psychic Domination: You attempt to take control of a glimpses of distant or unseen locations. By spending
creature's mind. The target must make an 10 minutes in meditation, they can perceive a
Intelligence saving throw. On a failed save, you specific location they are familiar with, up to a range
control the target's actions for the next round. of 1 mile. This allows them to scout ahead, observe
However, using this spell has a draining effect on enemy movements, or explore areas without
your own mind, leaving you stunned until the start of physically entering them.
your next turn. Psychic Healing: The Psion can channel their
Clairvoyant Eye: You create an invisible, floating eye psychic energy to aid in the healing of wounds. By
at a location within range. The eye grants you vision spending 1 minute in focused concentration, they
of that area, allowing you to see and hear what can restore a number of hit points equal to their
happens there for up to 10 minutes. However, while Psion level to a willing creature they touch. This
using the eye, your own vision becomes temporarily ability can be used to mend injuries, relieve pain, or
blinded and you suffer disadvantage on all Wisdom provide essential healing outside of combat.
saving throws. Mental Manipulation: The Psion can subtly influence
the thoughts and emotions of others. By engaging in
a conversation for at least 1 minute, they can attempt
to alter the target's attitude or sway their opinion on a

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particular matter. This ability can be used to Description: The Psion gains the ability to create a
negotiate better deals, gather information, or build mental sanctuary within their own mind, known as
rapport with important NPCs. the Mind Palace. This ethereal space serves as a
Psionic Communication: The Psion can establish a repository of knowledge and a haven for the Psion's
telepathic link with a willing creature they can see consciousness. While in the Mind Palace during a
within 60 feet. This allows for silent communication long rest, the Psion can gain advantage on one
over any distance, facilitating covert conversations, ability check, attack roll, or saving throw of their
strategizing during a heist, or coordinating plans with choice made within the next 24 hours. They must
allies without the need for verbal communication. declare the use of this feature before making the roll.
Object Read: The Psion can touch an object and
gain insight into its past. By spending 1 minute in Level 4:
focused concentration, they can learn the basic Name: Astral Projection
history and recent events involving the object, Description: The Psion learns to project their
granting them valuable information about its origins, consciousness into the Astral Plane, allowing them to
previous owners, or significant events it has been explore and interact with that realm. Once per long
involved in. rest, the Psion can cast the spell "Astral Projection"
These Psionic Talents can be used a number of without expending a spell slot. This ability enables
times equal to the Psion's Intelligence modifier the Psion to travel to different planes of existence,
(minimum of 1) per long rest. As the Psion gains communicate with astral beings, or gather esoteric
levels, their Psionic Talents will expand, granting knowledge from ancient sources.
them access to more advanced and powerful abilities
that further enhance their non-combat capabilities.
Level 5:
Level 2: Name: Psionic Presence
Description: The Psion's sheer force of will and
Name: Mind Probe psychic aura exudes a commanding presence. They
Description: The Psion gains the ability to delve into gain proficiency in Charisma (Intimidation) checks.
the surface thoughts of a creature. By spending 1 Additionally, as an action, the Psion can emit a
minute in focused concentration while touching a powerful psychic wave in a 30-foot cone, forcing
willing creature or succeeding on a contested each creature in that area to make a Wisdom saving
Wisdom saving throw against an unwilling creature, throw against the Psion's spell save DC. On a failed
the Psion can read the target's surface thoughts. save, the creature becomes frightened for 1 minute.
This ability can be used to gather information, The affected creature can repeat the saving throw at
uncover hidden motives, or identify potential threats. the end of each of its turns, ending the effect on a
success.
Name: Mental Shield
Description: The Psion's mastery of psionic energy Name: Mind Shield
extends to their own mind, granting them protection Level: 1st
against psychic intrusion. They gain advantage on Description: The Psion develops a powerful psychic
saving throws against being charmed or frightened. shield, known as the Psychic Ward, that protects
Additionally, they have resistance against psychic their mind from external influences and intrusions.
damage. This mental fortress grants them increased
resistance to psychic assaults and enhances their
Level 3: mental fortitude.
Name: Teleportation Mastery Mechanics:
Description: The Psion's deep understanding of The Psion gains advantage on saving throws against
psychic energies allows them to manipulate space spells and effects that target their mind or impose
and traverse great distances in an instant. Once per mental conditions.
long rest, they can cast the spell "Misty Step" without When the Psion succeeds on a saving throw against
expending a spell slot. They can teleport up to 30 a spell or effect that targets their mind, they can use
feet to an unoccupied space that they can see. their reaction to reflect a portion of the psychic
assault back at the attacker. The attacker must make
Name: Mind Palace a Wisdom saving throw against the Psion's spell

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Hexmaster Chapter 5 Advanced Classes

save DC. On a failed save, the attacker takes Mindlink: Once per long rest, the Psion can use their
psychic damage equal to half the damage they dealt telepathic bond to establish a temporary mindlink
to the Psion (minimum 1). with a creature they have bonded with. This mindlink
The Psychic Ward has a range of self and lasts for 1 allows the Psion to delve into the target's thoughts,
minute. It can be used a number of times equal to memories, and emotions, gaining insight into their
the Psion's Intelligence modifier (minimum of 1), and motivations and secrets. The Psion can maintain the
all expended uses are regained after completing a mindlink for up to 1 minute, during which they can
long rest. ask the target a series of questions and receive
honest, though sometimes guarded, answers.
Name: Telepathic Bond
Level: 2nd Telepathic Network: At 14th level, the Psion gains
Description: The Psion develops a powerful the ability to extend their telepathic bond to create a
telepathic bond, allowing them to establish a mental vast network of mental connections. They can
connection with their allies and communicate silently establish a telepathic link with any number of willing
over great distances. This bond transcends language creatures within range, effectively creating a
barriers and provides a secure channel for sharing collective consciousness. This network allows for
thoughts, strategies, and vital information. efficient coordination, information sharing, and rapid
Mechanics: The Psion can establish a telepathic decision-making among the connected individuals.
bond with a number of creatures equal to their Additionally, the Psion can use their mindlink ability
Intelligence modifier (minimum of 1). The range of with any creature in the network without expending
this bond is initially limited to 60 feet, but it increases its daily use.
to 120 feet at 6th level and 1 mile at 14th level. The Name: Psychic Surge
bond lasts for 1 hour and can be maintained as long Level: 3rd
as the Psion concentrates, up to a maximum of 8 Description: The Psion's intense mental training and
hours. connection to the collective unconsciousness grant
them the ability to unleash a Psychic Surge, tapping
While the bond is active, the Psion and the into an immense wellspring of psionic energy. This
connected creatures can silently communicate with surge manifests as a surge of mental power,
one another, sharing thoughts, ideas, and emotions. enhancing the Psion's abilities and allowing them to
This communication is instantaneous and does not shape reality in unique ways.
require verbal or physical gestures. The Psion can Mechanics:
choose to broadcast their thoughts to all connected Range: Self
creatures or direct the communication to specific Duration: 1 minute (or 10 rounds)
individuals within the bond. Usage: Once per long rest
When activating the Psychic Surge, the Psion's mind
In addition to verbal communication, the telepathic becomes a conduit for raw psionic energy,
bond provides several other benefits: enveloping them in a shimmering aura. During this
time, the Psion gains the following benefits:
Tactical Coordination: The Psion can share sensory
information with connected creatures, allowing them Enhanced Psionic Powers: While the Psychic Surge
to perceive what the Psion sees, hears, smells, and is active, the Psion's psionic abilities become more
feels. This shared perception enhances coordination potent. The Psion gains a +2 bonus to their spell
and strategic planning during combat or other save DC and spell attack rolls for their psionic
challenging situations. powers.

Mental Support: The Psion can use the telepathic Mind Overwhelming: The Psion's mental presence
bond to offer mental support and guidance to becomes overwhelming to those around them. When
connected creatures. They can bolster their allies' the Psion casts a spell that forces a creature to make
resolve, provide reassurance in moments of doubt, a saving throw, the creature has disadvantage on the
or offer advice and suggestions during skill checks or saving throw if it can see the Psion.
decision-making processes.
Psychic Resilience: The Psion's mind becomes
fortified, granting them resistance to psychic

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damage. Name: Mind Over Matter


Level: 4th
Mental Quickness: The Psion's thoughts race with Description: Mind Over Matter is a remarkable
incredible speed, allowing them to take an additional manifestation of the Psion's psychic prowess. At this
bonus action on each of their turns during the stage, their mental abilities have grown to such an
Psychic Surge. extent that they can project their consciousness
beyond the confines of their physical body. Through
Name: Psychic Discipline Psychic Projection, the Psion can explore distant
Level: 3rd locations, interact with individuals remotely, and
Description: Psychic Discipline is a class feature unravel secrets hidden in the deepest corners of the
that allows the Psion to specialize in a specific area world.
of psionic power, honing their abilities and gaining Mechanics:
unique benefits based on their chosen discipline. Range: Self
Through intense mental training and focus, the Psion Duration: 1 hour
gains a deeper connection to their chosen discipline, Psychic Projection Points: The Psion possesses a
unlocking new techniques and enhancing their reserve of Psychic Projection Points equal to their
psionic prowess. Intelligence modifier (minimum of 1). These points
Mechanics: represent the Psion's mental energy and are
Choose a Psychic Discipline: At 3rd level, the Psion expended when using Psychic Projection abilities.
selects a Psychic Discipline from the list of available Projection Distance: The Psion can project their
options: Telepathy, Psychokinesis, or Precognition. consciousness to a distance of up to 1 mile per
This choice reflects the Psion's preferred area of Psychic Projection Point expended. For example, if
focus and determines the benefits they gain from the Psion has an Intelligence modifier of +3, they can
Psychic Discipline. project their consciousness up to 3 miles away from
Telepathy Discipline: The Psion gains enhanced their physical body.
telepathic abilities, allowing them to communicate Remote Perception: While projecting their
with others telepathically over vast distances. They consciousness, the Psion gains a sensory
can establish a telepathic bond with a number of connection to their projected location. They can see,
creatures equal to their Intelligence modifier, and can hear, and smell as if they were physically present,
maintain the bond for up to 24 hours. This bond providing a unique perspective on the world around
enables the Psion and their allies to share thoughts, them.
emotions, and sensory information, facilitating covert Interaction: The Psion can communicate
communication and strategizing. telepathically with individuals they encounter during
Psychokinesis Discipline: The Psion delves into the Psychic Projection, as long as those individuals are
realm of manipulating matter and energy with their capable of understanding and responding to
mind. They gain the ability to telekinetically telepathic communication.
manipulate objects within 120 feet of themselves. Limited Influence: The Psion's influence on the
They can use their action to manipulate an object or physical world is limited while projecting their
creature weighing up to 200 pounds, moving it up to consciousness. They cannot physically interact with
30 feet in any direction or exerting a force on it. objects or creatures, nor can they cast spells or use
Additionally, the Psion can use their Psychokinesis to other class features that require physical presence.
manipulate delicate mechanisms, disarm traps, or Psychic Surveillance: The Psion can use Psychic
retrieve objects from a distance. Projection to conduct surveillance in areas that are
Precognition Discipline: The Psion hones their ability inaccessible or dangerous. They can scout enemy
to perceive possible future outcomes, granting them territories, spy on secretive organizations, or monitor
enhanced intuition and awareness. Once per long key locations without direct physical risk.
rest, the Psion can tap into their precognitive abilities Remote Assistance: The Psion can provide guidance
to gain advantage on an ability check, saving throw, and assistance to their allies remotely during critical
or attack roll. Additionally, the Psion gains glimpses moments. Through telepathic communication, they
of the immediate future, granting them advantage on can relay information, offer tactical advice, or provide
initiative rolls. insight based on their projected observations.
Psychic Scouting: The Psion can search for hidden
or concealed objects, secret passages, or valuable

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information by exploring locations using Psychic ability allows the Psion to perform tasks such as
Projection. They can sift through ancient tomes in opening doors, retrieving items from a distance, or
distant libraries, delve into the minds of captured manipulating levers and switches. The Psion cannot
enemies for information, or even study the intricate use this ability to deal damage or cause harm to
details of a distant artifact without the need for creatures directly.
physical proximity. Psychic Presence: The Psion's presence becomes
Vulnerability: While projecting their consciousness, deeply rooted in the minds of others, radiating a
the Psion's physical body remains in a vulnerable palpable aura of authority. Whenever the Psion
and unconscious state. It requires protection and makes a Charisma-based ability check or saving
defense from allies to ensure their safety during this throw, they can add their Intelligence modifier as a
mental exploration. bonus.
Psychic Whispers: The Psion can telepathically
Name: Psionic Mastery communicate with creatures they can see within 60
Level: 5th feet. This communication is one-way, allowing the
Description: Psionic Mastery represents the Psion to convey simple messages or feelings to the
pinnacle of the Psion's mental prowess and their target.
ability to manipulate the world around them. Through Master of Manipulation: The Psion gains proficiency
intense training and deep connection to the collective in the Deception and Sleight of Hand skills, reflecting
unconsciousness, the Psion achieves an their ability to subtly manipulate and deceive others
unprecedented level of control over their psionic through their mastery of the mind.
powers, granting them mastery over their own mind
and the minds of others.
Mechanics:
Psychic Domination: Once per long rest, the Psion Psion Powers:
can attempt to dominate the mind of a unwilling
creature within 60 feet. The target must make a
Wisdom saving throw (DC 8 + the Psion's Name: Mind Bolt
Intelligence modifier + the Psion's proficiency bonus) School of Magic: Divination
or be charmed by the Psion for 1 hour. While Level: 0
charmed, the target is completely under the Psion's Casting Time: 1 action
control, obeying their commands without question. Range: 60 feet
The Psion can issue mental commands to the Target: One creature
charmed creature telepathically, even if they don't Components: Verbal, somatic
share a language. If the target takes any damage or Duration: Instantaneous
if the Psion uses an action to end the effect, the Saving Throw: None
charm is broken. Spell Resistance: No
Psychic Resilience: The Psion gains immunity to Description:
psychic damage. Mind Bolt is a spell that taps into the raw power of
Psionic Sight: The Psion's mind becomes attuned to psychic energy, allowing the caster to unleash a bolt
the psychic energies of the world. They gain of pure mental force upon a target within range. With
blindsight with a range of 30 feet, allowing them to a swift incantation and a gesture of the hand, the
perceive the presence of creatures and objects even spellcaster conjures a shimmering bolt of ethereal
when they are invisible or hidden. energy that streaks through the air with uncanny
Mental Barrier: The Psion's mastery over their own precision.
mind allows them to shield themselves from mental
intrusions and psychic assaults. They gain To cast Mind Bolt, the spellcaster must first make a
advantage on saving throws against being charmed ranged spell attack, focusing their concentration on
or frightened, and they have advantage on the target. The arcane energies guided by the
Intelligence saving throws. caster's will surge forward, seeking a vulnerable
Telekinetic Manipulation: The Psion can point in the target's mind. If the attack hits, the target
telekinetically manipulate objects within 30 feet of is enveloped in a momentary burst of psychic
themselves as a bonus action. They can lift, move, or energy.
manipulate objects weighing up to 100 pounds. This

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Chapter 5 Advanced Classes Hexmaster

Upon a successful hit, the target of Mind Bolt suffers Description:


the brunt of its mental onslaught, taking 1d8 psychic Telekinetic Grasp taps into the latent powers of
damage. The searing pain of the attack inflicts a transmutation, allowing you to harness your
piercing headache, leaving the victim momentarily telekinetic abilities and manipulate objects with ease.
disoriented. The psychic damage inflicted by Mind With a mere thought and a gesture, you can exert
Bolt bypasses physical defenses, affecting the your will over an inanimate object within range, lifting
target's mind directly. it and moving it through the air to a maximum
distance of 30 feet. The object must not exceed a
As the caster gains experience and grows in power, weight of 10 pounds, as your powers are finely
the potency of Mind Bolt can be enhanced by casting attuned to handle such lightweight objects.
it using higher-level spell slots. Each additional level
increases the damage by 1d8. For example, casting To cast the spell, you utter the incantation that
Mind Bolt using a 2nd-level spell slot would deal 2d8 resonates with the forces of transmutation, and you
psychic damage, and so on. perform the necessary hand motions, channeling
your concentration and focus into the task at hand.
Name: Mental Shield As your mind connects with the object, a faint,
School of Magic: Abjuration ethereal glow surrounds it, signifying your control.
Level: 0
Casting Time: 1 action The spell offers no direct harm or offensive
Range: Self capabilities, but it provides immense utility. You can
Target: Self employ Telekinetic Grasp to retrieve objects that are
Components: Verbal, Somatic out of reach, maneuver items to solve puzzles, or
Duration: Instantaneous simply showcase your mastery over the forces of
Saving Throw: None telekinesis. The spell's range allows you to perform
Spell Resistance: No these feats from a safe distance, avoiding potential
Description: dangers.
Mental Shield is a spell that allows you to fortify your
mind, granting you resistance to psychic damage It is important to note that while you possess the
until the start of your next turn. As you utter the power to move the object, fine manipulation requires
incantation and perform the necessary gestures, a precision and practice. Delicate tasks such as
shimmering aura envelops you, emanating a faint picking locks or performing intricate surgeries would
glow in vibrant hues of blue and purple. exceed the scope of this spell. Additionally, the
spell's influence is limited to objects and cannot
When this spell is cast, it creates a temporary barrier affect creatures or sentient beings.
of psychic energy that surrounds your
consciousness, forming a resilient shield against any When casting Telekinetic Grasp using a spell slot of
mental assaults. This shield helps to protect your higher level, you can increase the maximum weight
thoughts, memories, and emotions from external of the object you can manipulate by an additional 10
manipulation, intrusion, or harm. It acts as a bulwark, pounds for each level beyond 0. This allows you to
allowing you to resist the debilitating effects of gradually expand your telekinetic prowess as you
psychic powers and abilities that seek to assail your grow in power, empowering you to handle heavier
mind. items with ease.

Name: Telekinetic Grasp Name: Mind Thrust


School of Magic: Transmutation School of Magic: Enchantment
Level: 0 Level: 1st-Level
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Target: One object weighing up to 10 pounds Target: One creature
Components: Verbal, somatic Components: Verbal, somatic
Duration: Concentration, up to 1 minute Duration: Instantaneous
Saving Throw: None Saving Throw: Intelligence
Spell Resistance: No Spell Resistance: No

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Hexmaster Chapter 5 Advanced Classes

To cast the Astral Projection spell, the caster begins


Description: by focusing their mind, reciting ancient incantations,
Mind Thrust is a powerful spell that allows you to tap and performing intricate hand gestures. As the spell
into the realm of psychic energy and inflict intense takes hold, a radiant aura envelops the caster,
mental agony upon a target of your choice. As you signifying the separation of their consciousness from
cast the spell, you focus your thoughts and direct a their physical vessel.
surge of raw psychic energy towards the mind of a
creature within range. Upon entering the Astral Plane, the caster finds
themselves in a realm of swirling, iridescent energies
The target must make an Intelligence saving throw to and shimmering threads that represent the
resist the invasive power of your psychic assault. connections between different planes of existence.
The sheer force of your mental intrusion can The caster's consciousness takes on a formless,
overwhelm even the strongest minds. On a failed ethereal state, allowing them to navigate this plane
save, the target experiences excruciating pain as with ease.
their consciousness is bombarded by waves of
psychic energy. While in the Astral Plane, the caster gains the ability
to observe events and gather information from
The failed save results in the target suffering 3d6 distant locations across the multiverse. They can
psychic damage. The pain is so intense that it witness conversations, observe hidden secrets, and
disrupts the target's mental focus, causing them to gain knowledge that would otherwise be
have disadvantage on their next saving throw before inaccessible. This ability to gather information makes
the end of their next turn. The psychic damage Astral Projection a favored spell among scholars,
inflicted by Mind Thrust is purely internal, leaving no spies, and adventurers seeking to uncover hidden
visible wounds or external signs of harm. truths.

As you become more proficient in the use of this However, it is important to note that while the
spell, its potency increases. When you cast Mind caster's consciousness roams the Astral Plane, their
Thrust using a spell slot of 2nd level or higher, the physical body remains vulnerable and defenseless. It
damage increases by 1d6 for each slot level above is vital to ensure the body is protected or hidden from
1st. harm before undertaking astral travel. Any harm that
befalls the physical body while the consciousness is
Name: Astral Projection detached can have dire consequences, potentially
School of Magic: Divination resulting in permanent damage or even death.
Level: 1st-Level
Casting Time: 1 action The duration of the Astral Projection spell is
Range: Self dependent on the caster's concentration, allowing
Target: Self them to explore the Astral Plane for up to one hour.
Components: Verbal, Somatic Should the caster's concentration waver or be
Duration: Concentration, up to 1 hour disrupted, their consciousness will snap back to their
Saving Throw: None physical body, ending the spell prematurely.
Spell Resistance: No
Enhanced Effects:
Description: When casting Astral Projection using a spell slot of a
Astral Projection is a spell that allows the caster to higher level, several enhancements can be achieved.
project their consciousness into the ethereal realm At higher levels, the spell's duration increases,
known as the Astral Plane, while leaving their allowing the caster to remain in the Astral Plane for
physical body behind. By tapping into the cosmic an extended period. Additionally, the caster gains the
energies that connect all planes of existence, the ability to bring along one willing creature of their
caster is able to detach their consciousness from choice, allowing for shared exploration and
their corporeal form and embark on an otherworldly collaboration in the astral realm. The higher-level
journey. version of Astral Projection also provides the caster
with additional protections for their physical body,
making it more resistant to harm while their

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Chapter 5 Advanced Classes Hexmaster

consciousness is astral-projected. Casting Time: 1 action


Range: 60 feet
Name: Mental Barrier Target: One creature
School of Magic: Abjuration Components: Verbal, Somatic
Level: 1st level Duration: Instantaneous
Casting Time: 1 action Saving Throw: Intelligence
Range: Self Spell Resistance: No
Target: Self Description:
Components: Verbal, Somatic Psychic Domination is a spell that taps into the
Duration: Instantaneous depths of your mind to attempt to take control of
Saving Throw: None another creature's thoughts and actions. When you
Spell Resistance: No cast this spell, you focus your mental energy on a
Description: target creature within range, seeking to override their
As you utter the ancient incantation and weave will and bend them to your command.
intricate gestures in the air, a shimmering field of
energy envelops your body, forming a Mental Barrier. The target must make an Intelligence saving throw to
This protective shield surrounds you, granting resist your domination. If they fail the save, their
resistance to all damage types until the start of your mind succumbs to your psychic influence, and you
next turn. The ethereal energies of the barrier act as gain control over their actions for the next round. The
a bulwark against the harmful forces that may assail affected creature becomes a puppet under your
you, mitigating their impact. command, compelled to carry out your desires. You
can make them perform any actions you choose
While the Mental Barrier provides formidable within the limitations of their capabilities.
defense, its power comes at a cost. The strain on
your mind from maintaining this shield leaves you However, harnessing such power comes at a cost.
unable to cast spells until the start of your next turn. The intense mental strain of manipulating another
The intense focus required to uphold the barrier being leaves you stunned until the start of your next
momentarily suppresses your ability to wield other turn. During this time, your mind reels from the effort,
magical abilities. leaving you vulnerable and unable to act.

The Mental Barrier taps into the fabric of reality itself, It's important to note that this spell cannot be used
harnessing the arcane essence that permeates the against creatures that are immune to being charmed
universe. Its energy adapts to the specific type of or whose minds are too alien or incomprehensible for
damage that seeks to harm you, allowing you to your psychic influence to affect. Additionally,
resist the effects to a certain degree. Whether it's a creatures with exceptional mental fortitude, such as
searing fireball, a chilling frost bolt, a slashing blade, powerful spellcasters or those with strong willpower,
or any other source of damage, the Mental Barrier might have advantage on the saving throw.
lessens its impact upon your being.
Enhanced Effects:
The effects of the Mental Barrier can be enhanced by When casting Psychic Domination using a spell slot
casting it using a higher-level spell slot. At higher of 3rd level or higher, you gain more control over the
levels, the shield's potency increases, providing even target's mind and extend the duration of your
greater resistance against damage. For each level domination. For each level higher than 2nd, the
beyond 1st, the duration of the Mental Barrier duration increases by 1 round. Additionally, if you
extends by an additional round. This allows you to use a spell slot of 4th level or higher, the stunning
sustain the shield for a longer period, ensuring effect on yourself is reduced by half, allowing you to
continued protection during extended battles or recover faster from the mental strain of the spell.
dangerous encounters.
Name: Clairvoyant Eye
School of Magic: Divination
Name: Psychic Domination Level: 2
School of Magic: Enchantment Casting Time: 1 action
Level: 2 Range: 120 feet

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Hexmaster Chapter 5 Advanced Classes

Target: A point within range When you cast Clairvoyant Eye using a spell slot of
Components: Verbal, Somatic, Material (a small, 3rd level or higher, the duration of the spell
unblemished crystal ball) increases. For each slot level above 2nd, the spell's
Duration: Concentration, up to 10 minutes duration extends by an additional 10 minutes. This
Saving Throw: Wisdom saving throw (disadvantage allows you to maintain a longer watch over the
while using the eye) designated area, providing valuable insights into
Spell Resistance: No ongoing events or enabling strategic planning from a
Description: safe distance.
You tap into the ethereal realm, summoning an
invisible, floating eye at a designated location within Name: Psychic Surge
range. The eye hovers in mid-air, blending School of Magic: Divination
seamlessly into its surroundings, granting you the Level: 3
ability to perceive both sight and sound as if you Casting Time: 1 action
were physically present at that location. With this Range: Self (20-foot radius)
spell, you gain extraordinary clairvoyance, enabling Target: All creatures within a 20-foot radius of you
you to witness events that unfold in the designated Components: Verbal, Somatic
area. Duration: Instantaneous
Saving Throw: Wisdom
While using the clairvoyant eye, your own vision Spell Resistance: No
becomes temporarily blinded, as your consciousness
is fully immersed in the perceptions of the eye. This Description:
impairs your ability to react to dangers in your Psychic Surge is a potent spell that taps into the
immediate surroundings, and you suffer depths of psionic energy, allowing you to unleash a
disadvantage on all Wisdom saving throws. surge of raw power that affects all creatures within a
However, your magical connection to the eye allows 20-foot radius of your position. As you begin casting
you to maintain a sense of your body's location, the spell, the air around you crackles with psychic
preventing you from becoming disoriented or lost. energy, causing the surrounding space to distort and
shimmer.
The eye's observations provide you with a
comprehensive understanding of the designated Once the spell is cast, each affected creature must
area. You perceive the scene in real-time, as if you make a Wisdom saving throw to resist the
were standing there yourself. You can hear overwhelming psionic force. The chaotic nature of
conversations, detect minute details, and even read this surge of power disrupts their minds, rendering
text within the eye's field of view. However, your own them vulnerable to its effects. Those who fail to resist
physical senses remain dormant during this time, the surge suffer the consequences.
and you cannot interact with the environment
directly. A failed saving throw results in the target taking 4d8
psychic damage, as their consciousness is
The clairvoyant eye can move within the designated bombarded with overwhelming sensations and
area, floating up to 30 feet in any direction, but it visions. The sheer intensity of this psychic assault
cannot move beyond the boundaries of the area or leaves them stunned until the end of their next turn.
through solid objects. If the eye comes into contact During this time, they are unable to take actions or
with a barrier or obstacle, it hovers in place until you move, lost in a disorienting mental haze.
choose to move it again.
However, channeling such immense psionic energy
The spell's duration is limited to 10 minutes, after takes a tremendous toll on the caster. After
which the clairvoyant eye dissipates, and your vision unleashing the Psychic Surge, you find yourself
returns to normal. If you choose to end the spell mentally exhausted, and the strain leaves you with
before the duration expires, you can do so as a one level of exhaustion. This exhaustion manifests
bonus action. Additionally, if the eye is ever as a profound weariness that affects your ability to
destroyed or dispelled, the spell ends immediately. perform physical tasks, slowing your movements and
clouding your thoughts.
Enhanced Effects:

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Chapter 5 Advanced Classes Hexmaster

Enhanced Spell Effects: collapse, leaving you vulnerable to psychic attacks


When you cast Psychic Surge using a spell slot of once again. However, as long as you maintain your
4th level or higher, the damage inflicted by the spell concentration, the shield remains intact for the
increases by 1d8 for each slot level above 3rd. duration of the spell.
Additionally, the radius of the spell's effect increases
by 5 feet for each slot level above 3rd. The surge of As you grow in power and unlock the true potential of
psychic energy becomes even more overwhelming, Mind Blank, you can enhance its effects by casting it
making it harder for creatures to resist and causing using a higher-level spell slot. When you cast Mind
greater devastation within its range. Blank using a spell slot of 4th level or higher, the
duration of the spell increases by 10 minutes for
Name: Mind Blank each slot level above 3rd. This extended duration
School of Magic: Abjuration allows you to benefit from the protection of your
Level: 3 psychic armor for an even longer period, fortifying
Casting Time: 1 action your mind against any attempts to breach its
Range: Self defenses.
Target: Self
Components: V, S
Duration: Concentration, up to 1 minute
Saving Throw: None
Spell Resistance: No

Description:
As you delve into the arcane arts, you discover the
powerful spell known as Mind Blank. This spell
allows you to shroud your mind in impenetrable
psychic armor, shielding you from the ravages of
mental assaults and psychic energies. With the
invocation of ancient incantations and intricate hand
gestures, you erect a barrier of mental fortitude
around yourself.

Upon casting Mind Blank, an ethereal aura envelops


your mind, forming an impenetrable defense against
psychic damage and effects. This shield is so potent
that it renders you completely immune to any psychic
damage that might be directed at you. Whether it is
the sinister probing of telepathic creatures, the
insidious illusions of enchanters, or the debilitating
mental attacks unleashed by psionic warriors, your
psychic armor remains unyielding.

However, the concentration required to maintain this


spell comes at a cost. While you are protected by
Mind Blank, you are unable to cast any other spells
or utilize any other magical abilities until the end of
your next turn. The focus required to maintain the
impenetrable shield demands your full attention,
leaving no room for further spellcasting or magical
manipulations.

To maintain the protection of Mind Blank, you must


keep your concentration steadfast. Any interruption
or loss of focus can cause the shield to waver and

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Hexmaster Chapter 5 Advanced Classes

- A belt pouch containing 15 gold pieces

Name: Radiation Strike Master Appearance:


Role: Damage Dealer A typical Radiation Strike Master is a figure of sleek
Hit Die: d8 and graceful strength. Clad in a suit of light armor
Primary Ability: Dexterity, Constitution enhanced with radiation-attuned technology, they
Saving Throws: Dexterity, Constitution move with precision and confidence. Their armor
Armor Proficiencies: Light armor, medium armor features intricate glowing patterns and translucent
Weapon Proficiencies: Simple weapons, martial panels that emit a soft radiance. Their weapon, be it
weapons a longsword or a longbow, is infused with radioactive
Tool Proficiencies: None energy, glowing with an otherworldly luminescence.
Skills: Choose three skills from Acrobatics, Athletics, Their eyes often bear a faint radiance, a testament to
Perception, Stealth, Survival their attunement to the cosmic forces they wield.
Spellcasting: None Organizations:
Class Overview: 1. The Radiant Order: An ancient and secretive
The Radiation Strike Master is a formidable warrior society that studies and harnesses the power of
who harnesses the power of radiation to strike fear radiation. Radiation Strike Masters are recruited from
into the hearts of their enemies. Combining their ranks and trained to become elite warriors. The
advanced technology and arcane mastery, these Radiant Order often dispatches its members to
warriors have embraced the deadly energies of the protect the world from extraplanar threats and rogue
cosmos, becoming adept at unleashing devastating radiation sources.
strikes and manipulating the battlefield to their 2. The Shadowed Syndicate: A clandestine
advantage. organization that traffics in forbidden knowledge and
Radiation Strike Masters are versatile combatants, rare artifacts. Some Radiation Strike Masters choose
capable of dealing substantial damage from both to align themselves with the Syndicate, leveraging
range and melee. They excel at delivering precise their unique abilities to acquire and protect highly
strikes infused with radiation, causing lingering sought-after radioactive relics.
effects and debilitating their foes. Masters of 3. The Celestial Guard: A celestial organization
battlefield control, they can manipulate radiation tasked with preserving cosmic balance and
fields to create hazardous zones, obscuring vision safeguarding the realms from cosmic threats.
and hindering their enemies' movements. Radiation Strike Masters who join the Celestial
These warriors are known for their agility and Guard become celestial knights, protecting the
resilience, relying on their reflexes and quick thinking realms from interstellar dangers and wielding their
to evade danger and withstand the harmful effects of radiation-infused weaponry to smite otherworldly
radiation. Through their training, they develop an foes.
attunement to the energies of the universe, allowing Notable Users:
them to tap into the power of radiation without 1. Aria Dawnshroud: A legendary Radiation Strike
succumbing to its detrimental effects. Master who hails from a distant world consumed by
cosmic radiation. She single-handedly repelled an
invasion of extraplanar beings, wielding her radiant
Level Progression: longbow with unparalleled precision. Legends speak
1st: Radiation Strike, Radiation Sense of her prowess in creating deadly radiation storms
2nd: Radiant Strikes, Energy Resilience that decimated entire armies.
3rd: Radiation Field, Radiant Presence 2. Kaldur Blackthorn: An enigmatic wanderer who
4th: Extra Attack, Energy Mastery roams the planes in search of hidden caches of
5th: Nuclear Burst ancient radiation technology. Kaldur is known for his
unmatched ability to manipulate radiation fields,
Equipment: turning them into lethal traps
- A radiation-infused longsword or a radiation-infused for his adversaries. Many fear his name and the
longbow radiant wake he leaves behind.
- A suit of light armor 3. Lyra Stormwhisper: A former member of the
- A set of explorer's tools Radiant Order who turned her back on her
- A radiation detection device comrades. Lyra sought to use her powers for

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Chapter 5 Advanced Classes Hexmaster

personal gain, leading a gang of radiation-wielding delving too deeply into the mysteries of radiation can
bandits that terrorized the land. She became have dire consequences. One must approach this
infamous for her ability to cloak herself in radiation, class with caution and respect for the delicate
rendering her nearly invisible as she struck down her balance of the universe.
victims.
Adventure Hooks: 1st level: Radiation Strike
1. The Cosmic Menace: A mysterious cosmic entity Name: Radiation Strike
has emerged from a tear in reality, threatening to Level: 1st level
devour entire planets. The Radiation Strike Masters Description: The Radiation Strike feature allows the
are called upon to venture into the rift and harness Radiation Strike Master to infuse their weapon
the unstable radiation energies to banish the entity strikes with radioactive energy, causing additional
before it engulfs their world. damage and lingering effects on their foes.
2. The Forbidden Sanctuary: Rumors circulate about Usage: This feature is typically used in combat
a hidden sanctuary that houses a long-lost cache of situations, allowing the Radiation Strike Master to
radiation-infused artifacts. The Radiation Strike deal extra damage and potentially debilitate their
Masters are hired to retrieve these powerful relics enemies.
before they fall into the wrong hands. However, the Mechanics: When the Radiation Strike Master
sanctuary is protected by deadly traps and makes a weapon attack, they can choose to expend
guardians, and navigating its treacherous depths will one use of this feature to infuse their strike with
test their skills to the limit. radioactive energy. The target of the attack must
3. The Planar Rift: An interdimensional portal has make a Constitution saving throw (DC 8 + proficiency
opened, pouring forth radiation and unleashing bonus + Dexterity modifier) or suffer an additional
aberrant creatures upon the land. The Radiation 1d6 radiation damage. Additionally, if the target fails
Strike Masters are tasked with sealing the rift and the saving throw, they become irradiated for 1
neutralizing the radiation before it engulfs the entire minute. While irradiated, the target takes 1d4
region. However, they soon discover that powerful radiation damage at the start of each of their turns.
entities from other planes seek to exploit the rift for The target can repeat the saving throw at the end of
their own nefarious purposes. each of its turns, ending the radiation damage on a
Variants: success. The Radiation Strike Master can use this
1. Voidblade Infiltrator: In a darker corner of the feature a number of times equal to their Dexterity
multiverse, a variant of the Radiation Strike Master modifier (minimum of once), and they regain all
known as the Voidblade Infiltrator has emerged. expended uses after finishing a long rest.
These shadowy assassins wield radiation-infused Limitations: The Radiation Strike feature can only
daggers and specialize in stealthy strikes and be used when the Radiation Strike Master makes a
subterfuge. They use their mastery over radiation to weapon attack. The number of uses is limited by the
cloak themselves in darkness, slipping through Radiation Strike Master's Dexterity modifier.
shadows undetected. Variants: As the Radiation Strike Master advances
2. Celestial Radiant Knight: In certain celestial in levels, the damage and duration of the radiation
realms, Radiation Strike Masters have aligned effect can increase. For example, at higher levels,
themselves with celestial forces, becoming Celestial the radiation damage could increase to 1d8 or even
Radiant Knights. These warriors serve as the 2d6, and the duration of the radiation effect could be
guardians of cosmic balance, wielding radiant spears extended to 1 hour.
and imbuing their strikes with the purest celestial Flavor: When the Radiation Strike Master activates
radiation. Their abilities focus on healing and this feature, their weapon begins to emit a faint green
protection, allowing them to shield their allies and glow, pulsating with contained radiation. The strike
cleanse corruption with celestial light. leaves a lingering trail of shimmering particles in its
Comments (by Malidrex the Twisted Witch): wake, as if the very air itself is tainted by the cosmic
Ah, the Radiation Strike Master, a fascinating blend energies harnessed by the Radiation Strike Master.
of science and sorcery. These warriors have tapped Examples:
into the cosmic energies that lie beyond the 1. In a fierce battle against a band of marauding
boundaries of our plane. As a scholar of the arcane, I mutants, the Radiation Strike Master plunges their
find their ability to harness and control radiation quite sword into an enemy's chest, activating their
intriguing. However, I must warn adventurers that Radiation Strike feature. The enemy fails their

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Hexmaster Chapter 5 Advanced Classes

Constitution saving throw and takes the additional Master must still take appropriate precautions and
radiation damage. As the enemy tries to fight back, protective measures when exposed to harmful levels
their movements become sluggish and weakened of radiation. Additionally, the range of detection is
due to the lingering radiation, giving the Radiation limited to 60 feet, requiring the character to be within
Strike Master an advantage in subsequent attacks. close proximity to sense radiation-related elements.
2. Outside of combat, the Radiation Strike Master Variants: As the Radiation Strike Master progresses
uses their Radiation Strike feature to irradiate a in levels, they can enhance their Radiation Sense
patch of land, creating a hazardous zone that through additional class features and abilities. For
dissuades potential pursuers from entering. The area example, they might gain resistance or immunity to
becomes filled with swirling particles of radiation, radiation at higher levels, or acquire the ability to
making it difficult for others to traverse without risking manipulate and shape radiation fields for tactical
harm. advantage.
Flavor: The Radiation Sense feature immerses the
1st level: Radiation Sense Radiation Strike Master in a world where cosmic
Name: Radiation Sense energies and radiation play a significant role. It taps
Level: 1st level into the class's overarching theme of harnessing and
Description: The Radiation Sense feature grants the manipulating radiation for combat prowess. The
Radiation Strike Master an innate ability to detect character's senses become attuned to the hidden
and understand the presence of radiation. Through vibrations of energy, allowing them to perceive the
their heightened senses, they can perceive the unseen dangers and opportunities that others might
subtle emanations of cosmic energy and detect the overlook.
presence of radioactive substances, both natural and Examples:
artificial. 1. Exploration: While traversing a post-apocalyptic
Usage: Radiation Sense is a passive ability that wasteland, the Radiation Strike Master uses their
allows the Radiation Strike Master to sense and Radiation Sense to detect a hidden cache of
interact with radiation-related elements in the game radioactive artifacts buried beneath the rubble,
world. It provides them with valuable information and leading to a valuable discovery.
potential advantages in various situations. 2. Combat Strategy: In the heat of battle, the
Mechanics: The Radiation Sense feature Radiation Strike Master senses the presence of a
encompasses the following mechanics: radiation field emanating from a foe's weapon. They
1. Radiation Detection: The Radiation Strike Master use this information to anticipate the enemy's
can detect the presence of radiation within a range of attacks, evading the strikes with uncanny precision
60 feet. They have an intuitive understanding of the and turning the tide of the fight in their favor.
intensity and type of radiation present, whether it be 3. Hazard Avoidance: Venturing into a contaminated
harmful or benign, allowing them to assess potential laboratory, the Radiation Strike Master's Radiation
dangers or opportunities. Sense warns them of an impending radiation leak.
2. Radiation Analysis: By focusing their senses, the They swiftly navigate the area, avoiding the
Radiation Strike Master can analyze the properties of hazardous zones and ensuring the safety of their
radiation sources. They can determine the type of allies.
radiation, its origin, and any potential effects or 4. Trapped in a dark underground facility, the
hazards associated with it. This analysis provides Radiation Strike Master uses their Radiation Sense
valuable insight into the nature of their surroundings to detect a concealed door that leads to an escape
and any hidden dangers they may encounter. route. They discern the faint radiation leaking from
3. Sense Radiation Fields: The Radiation Strike behind the door, revealing a hidden passage to
Master can sense the boundaries and properties of freedom.
radiation fields and zones, allowing them to discern
the shape, size, and intensity of such areas. This Name: Radiant Strikes
sensory ability enables them to strategize and Level: 2nd level
maneuver effectively in combat, avoiding hazardous Description: Radiant Strikes empowers the
zones or exploiting their enemies' weaknesses. Radiation Strike Master's attacks with concentrated
Limitations: While Radiation Sense provides radiation energy, infusing their strikes with additional
valuable information, it does not grant immunity or damage and debilitating effects.
protection from radiation itself. The Radiation Strike Usage: Radiant Strikes is used in combat to

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Chapter 5 Advanced Classes Hexmaster

enhance the Radiation Strike Master's attacks, lingering radiation slows their movements, making it
allowing them to deal additional damage and impose harder for them to chase or escape.
debilitating effects on their foes. 3. During a large-scale battle, the Radiation Strike
Mechanics: When a Radiation Strike Master with Master unleashes a flurry of arrows infused with
Radiant Strikes hits a creature with a melee or Gamma Radiation. Their targets, struck by the
ranged weapon attack, they can choose to activate arrows, suffer additional radiant damage at the start
this feature. The attack gains an additional 1d6 of their turns, causing chaos and panic among the
radiant damage, and the target must make a enemy ranks.
Constitution saving throw against the Radiation 2nd level: Energy Resilience
Strike Master's spell save DC. On a failed save, the
target suffers a lingering effect based on the type of Name: Cosmic Aegis
radiation used: Level: 2nd level
- Alpha Radiation: The target's movement speed is Description: The Radiation Strike Master's
halved until the start of the Radiation Strike Master's connection to the cosmic energies grants them
next turn. enhanced resistance against the harmful effects of
- Beta Radiation: The target has disadvantage on radiation and other energy-based attacks.
attack rolls until the start of the Radiation Strike Usage: This feature is passive and provides ongoing
Master's next turn. protection against energy-based damage.
- Gamma Radiation: The target takes 1d6 additional Mechanics: The Radiation Strike Master gains
radiant damage at the start of its next turn. resistance to radiant damage and all forms of
The additional damage increases to 2d6 at 6th level, energy-based damage, including fire, cold, lightning,
3d6 at 10th level, and 4d6 at 14th level. and acid. When they would normally take damage
Limitations: Radiant Strikes can only be used a from any of these sources, they only take half the
number of times equal to the Radiation Strike damage (rounded down).
Master's Dexterity modifier (minimum of 1) per long Limitations: The feature does not provide resistance
rest. The Radiation Strike Master must have a against physical damage or other types of non-
weapon in hand to benefit from this feature. energy-based damage.
Variants: The Radiation Strike Master can choose Variants: None.
different types of radiation for their Radiant Strikes, Flavor: As the Radiation Strike Master delves
allowing them to adapt their approach based on the deeper into the study of cosmic energies, they
situation and the vulnerabilities of their enemies. The develop a unique attunement to the very essence of
chosen type of radiation remains active until the radiation. Their body becomes infused with a
Radiation Strike Master uses this feature again or shimmering aura that seems to dance with faint,
completes a long rest. pulsating lights. This radiant energy serves as a
Flavor: As the Radiation Strike Master channels protective barrier, absorbing and dispersing the
their energy into their weapon, a faint glow of radiant harmful effects of radiation and other energy-based
radiation envelops the blade or muzzle. The air attacks.
around them shimmers with a vibrant and pulsating Examples:
energy, marking their connection to the cosmic 1. In combat, when confronted with a group of
forces they have harnessed. With each strike, the enemies armed with energy-based weapons, the
radiation emanating from the weapon seeps into the Radiation Strike Master can withstand their
target, leaving them weakened and struggling onslaught with relative ease, shrugging off the
against the lingering effects of the radiation. majority of the damage dealt.
Examples: 2. When exploring a hazardous environment filled
1. In a battle against a heavily armored opponent, with radiation, the Radiation Strike Master can
the Radiation Strike Master chooses Beta Radiation venture deeper into dangerous areas without
for their Radiant Strikes. With a powerful swing of suffering the same dire consequences as their
their blade, they not only deal physical damage but companions, thanks to their enhanced resilience
also weaken the enemy's attacks, making it easier against radiation poisoning.
for their allies to land hits. 3. While facing a dragon's fiery breath, the Radiation
2. In a stealthy infiltration mission, the Radiation Strike Master endures the scorching flames with
Strike Master switches to Alpha Radiation for their minimal harm, allowing them to stay focused on
Radiant Strikes. As they strike their foes, the delivering devastating strikes in return.

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Hexmaster Chapter 5 Advanced Classes

Name: Radiation Field next turn in addition to taking the regular radiation
Level: 3rd level damage.
Description: The Radiation Field class feature Flavor: As the Radiation Strike Master activates the
allows the Radiation Strike Master to create a Radiation Field, the air around them crackles with
hazardous zone of radiation, manipulating the invisible energy. Bright streaks of radioactive light
battlefield and hindering their enemies. radiate from their body, casting an eerie glow across
Usage: The Radiation Field is typically used to the battlefield. The air becomes heavy with the
control the battlefield, create obstacles, and hinder distinct metallic scent of ionized particles, and a low
enemy movements. hum fills the area, reminiscent of a malfunctioning
Mechanics: reactor. The ground beneath their enemies' feet
Range: 30-foot radius centered on the Radiation begins to ripple with shimmering waves of energy,
Strike Master causing disorientation and trepidation.
Duration: Concentration, up to 1 minute Examples:
- Area of Effect: The Radiation Field covers a circular 1. Battlefield Control: The Radiation Strike Master
area with a 30-foot radius. activates the Radiation Field, creating a hazardous
- Effect: When the Radiation Field is activated, a zone between their allies and a group of approaching
zone of unstable radiation emanates from the enemies. The enemies cautiously navigate the
Radiation Strike Master. The area becomes difficult difficult terrain, slowing their advance and reducing
terrain for creatures other than the Radiation Strike their overall effectiveness in combat.
Master. Additionally, any creature that starts its turn 2. Zone Denial: Sensing danger, the Radiation Strike
or enters the Radiation Field must make a Master quickly activates the Radiation Field around a
Constitution saving throw against the Radiation vital objective, preventing enemies from reaching it
Strike Master's spell save DC or suffer the following without suffering the consequences. The hazardous
effects: zone becomes a deterrent, discouraging the enemy
- On a failed save, the creature takes 2d8 radiation from approaching or forcing them to find alternative
damage and its movement speed is halved until the routes.
start of its next turn. 3. Tactical Retreat: In a dire situation, the Radiation
- On a successful save, the creature takes half Strike Master activates the Radiation Field, hindering
damage and its movement is unaffected. pursuing enemies and gaining valuable time for
- Radiation Resistance: The Radiation Strike Master themselves and their allies to escape. The enemies,
is immune to the negative effects of their own struggling to move through the dangerous zone, are
Radiation Field. effectively slowed down, allowing the Radiation
Limitations: The Radiation Field requires Strike Master and their companions to create
concentration to maintain, limiting the Radiation distance and regroup.
Strike Master's ability to concentrate on other spells
or effects. The Radiation Field also affects allies and Name: Radiant Presence
creatures indiscriminately, so careful positioning and Level: 3rd level
timing are crucial to minimize unintended Description: Radiant Presence is a class feature
consequences. that allows the Radiation Strike Master to tap into the
Variants: cosmic radiation within them, radiating an aura of
- Empowered Field: At higher levels, the Radiation power and energy that affects both their allies and
Strike Master can choose to empower the Radiation enemies. This feature enhances the Radiation Strike
Field, increasing the damage and effects. For Master's combat prowess and provides strategic
example, at 5th level, the damage increases to 3d8 advantages on the battlefield.
radiation damage, and the movement speed Usage: Radiant Presence is typically used to bolster
reduction lasts until the end of the creature's next the Radiation Strike Master's own abilities while also
turn. influencing the actions of their allies and enemies. It
- Toxic Radiance: As an alternative version of the serves as a focal point for the Radiation Strike
Radiation Field, the Radiation Strike Master can Master's radiant energy, allowing them to project an
infuse the field with toxic radiation. Creatures aura that can inspire, intimidate, or weaken those
affected by the field must make a Constitution saving around them.
throw against the Radiation Strike Master's spell Mechanics: When activating Radiant Presence, the
save DC or become poisoned until the start of their Radiation Strike Master emanates a radiant aura with

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Chapter 5 Advanced Classes Hexmaster

a radius of 10 feet centered on themselves. This aura hesitate, their movements falter, and their
aura lasts for 1 minute or until the Radiation Strike minds are clouded by fear. As the Radiation Strike
Master dismisses it as a bonus action. The aura Master moves with purpose, their enemies find it
affects both allies and enemies within its range. difficult to focus, their spells misfiring and their strikes
The specific effects of the Radiant Presence aura missing their mark.
depend on the Radiation Strike Master's chosen 3. Weakening Presence: With a subtle shift in focus,
mode, which can be changed once per long rest: the Radiation Strike Master activates Weakening
1. Inspiring Presence: Allies within the aura gain a Presence. The aura takes on a sickly greenish hue,
bonus to their attack rolls and saving throws equal to causing enemies within its range to feel their limbs
the Radiation Strike Master's proficiency bonus. grow heavy and their movements sluggish. The
2. Intimidating Presence: Enemies within the aura enemy archers, usually swift and nimble, struggle to
have disadvantage on saving throws against the draw their bows, while the approaching melee
Radiation Strike Master's radiation-based abilities fighters find their strikes lacking the usual strength
and effects. and precision.
3. Weakening Presence: Enemies within the aura
have their movement speed reduced by half, and Name: Extra Attack
they have disadvantage on ability checks and attack Level: 4th level
rolls. Description: Cosmic Radiance is a manifestation of
Limitations: The Radiation Strike Master can the Radiation Strike Master's deep connection to the
activate Radiant Presence a number of times equal cosmic energies they harness. It grants them the
to their proficiency bonus per long rest. Additionally, ability to unleash an additional attack during their
the Radiation Strike Master cannot have more than turn, allowing them to strike their foes with even
one aura active at a time. Activating a different aura greater ferocity and precision.
while one is already active immediately ends the Usage: In combat, Cosmic Radiance is typically
previous aura's effects. used to deliver devastating blows to multiple
Variants: As the Radiation Strike Master gains levels enemies or focus on a single target with a barrage of
and becomes more experienced, they can unlock strikes. It empowers the Radiation Strike Master to
additional variations of Radiant Presence. These further showcase their martial prowess and
variants might provide different bonuses, effects, or overwhelms adversaries with the intensity of their
tactical advantages, allowing the Radiation Strike attacks.
Master to adapt to various combat scenarios. Mechanics: When the Radiation Strike Master uses
Flavor: When the Radiation Strike Master activates the Attack action on their turn, they can make two
Radiant Presence, the air around them shimmers attacks instead of one. Each attack follows the
with vibrant hues of cosmic radiation. Energy standard rules for making an attack roll, including
particles dance and swirl, creating an otherworldly adding the appropriate modifiers, comparing it
spectacle within the aura's radius. The aura's against the target's Armor Class, and determining
appearance changes based on the chosen mode, damage based on the weapon used.
with inspiring presence emanating a warm, golden Limitations: The use of Cosmic Radiance is limited
glow, intimidating presence crackling with unstable by the Radiation Strike Master's action economy. It
energy, and weakening presence casting an eerie, requires the use of the Attack action, meaning it
sickly greenish hue. cannot be combined with other actions that are
Examples: incompatible with it, such as using the Dash or
1. Inspiring Presence: The Radiation Strike Master Disengage actions. Additionally, the feature cannot
activates Inspiring Presence, and their allies feel a be used when the Radiation Strike Master is
surge of confidence and determination. As they incapacitated or under any conditions that prevent
charge into battle, the aura's golden glow surrounds them from taking actions.
them, fueling their attacks and bolstering their Variants: At higher levels, the Radiation Strike
defenses. A weary ally, on the verge of collapsing, Master gains access to enhancements that further
finds renewed strength within the aura and strikes augment Cosmic Radiance. They can choose the
down an enemy with a decisive blow. "Focused Assault" variant, allowing them to focus all
2. Intimidating Presence: The Radiation Strike their attacks on a single target, gaining a bonus to
Master employs Intimidating Presence, radiating an attack rolls and increasing the potential damage
aura of ominous energy. Enemies caught within the inflicted.

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Flavor: As the Radiation Strike Master reaches the against a DC of 8 + the Radiation Strike Master's
pinnacle of their combat training, they are able to proficiency bonus + their Dexterity modifier. On a
channel the radiant energies within them with failed save, the target is also affected by the
remarkable efficiency. Cosmic Radiance manifests radiation, suffering disadvantage on their next attack
as a brilliant glow that surrounds their body, roll or ability check before the end of their next turn.
signifying the intensification of their connection to the Limitations:
cosmic forces. Each additional attack they unleash is - Spell Manipulation Limit: The Radiation Strike
accompanied by a vibrant burst of radiant energy, Master can only manipulate spells and effects that
leaving trails of shimmering light in their wake. emit energy. Spells or effects that do not involve
Examples: energy manipulation cannot be affected by this
1. In a fierce battle against a group of enemies, the feature.
Radiation Strike Master activates Cosmic Radiance - Energy Bolt Limit: The Radiation Strike Master can
and wields their martial weapon with unmatched only create an energy bolt using this feature by
precision. They strike one foe with their first attack, expending a spell slot. They must have at least one
quickly following up with a second strike against a spell slot of a level higher than 1st to use this ability.
different adversary, both attacks landing true. Variants:
2. During an ambush, the Radiation Strike Master - Enhanced Energy Bolt: At higher levels, the
surprises their target with a rapid succession of Radiation Strike Master can enhance the energy
blows. They initiate combat with Cosmic Radiance, bolt's damage by expending higher-level spell slots.
delivering a flurry of strikes against the startled For each level higher than 1st, the damage increases
opponent, overwhelming them with the sheer force by an additional 1d6 radiant damage.
and speed of their attacks. - Radiant Surge: As an action, the Radiation Strike
3. In a critical moment, the Radiation Strike Master Master can release a surge of radiant energy around
activates Cosmic Radiance to focus their attention on themself, creating a 15-foot radius sphere of intense
a mighty enemy boss. With their additional attack, radiation. Any creature within the sphere must make
they aim a precise strike at a vulnerable spot, a Dexterity saving throw against a DC of 8 + the
seeking to exploit a weakness and turn the tide of Radiation Strike Master's proficiency bonus + their
battle in their favor. Constitution modifier. On a failed save, they take 3d6
radiant damage and suffer the effects of radiation,
Name: Energy Mastery granting them disadvantage on attack rolls and ability
Level: 4th level checks until the end of their next turn. The Radiation
Description: Energy Mastery allows the Radiation Strike Master can use this feature once, and it
Strike Master to control and manipulate spells and recharges after a short or long rest.
effects that emit energy. Flavor:
Usage: Energy Mastery is primarily used in combat As the Radiation Strike Master reaches the 4th level
to enhance the Radiation Strike Master's offensive of their training, their understanding of energy
capabilities and strategic positioning on the manipulation deepens. They gain the ability to shape
battlefield. and redirect the arcane energy that flows through
Mechanics: their body. By harnessing the latent radiation within
- Spell Manipulation: At 4th level, the Radiation Strike themselves, they become attuned to the intricate
Master gains the ability to manipulate spells and nuances of energy-based spells and effects, giving
effects that emit energy. They can redirect the path them unparalleled control over their destructive
of energy-based spells or effects, altering their potential. The Radiation Strike Master can weave
trajectory to avoid allies or strike enemies with their way through the battlefield, bending the paths of
precision. This manipulation requires an action or energy projectiles with swift and calculated
reaction and can be done once per turn. movements, while also unleashing their own focused
- Energy Bolt: As a bonus action, the Radiation Strike bolts of radiant power.
Master can expend a spell slot to create a focused Examples:
bolt of radiant energy. The energy bolt deals 1d6 1. Spell Manipulation: A powerful enemy mage
radiant damage per level of the expended spell slot. launches a barrage of energy missiles toward the
The range of the energy bolt is 60 feet, and it Radiation Strike Master's ally. Reacting quickly, the
requires an attack roll to hit. On a hit, the target takes Strike Master uses their Energy Mastery to alter the
damage and must make a Constitution saving throw course of one of the projectiles, redirecting it

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Chapter 5 Advanced Classes Hexmaster

harmlessly away from their comrade and into a using Nuclear Burst, the Radiation Strike Master
nearby wall. must take a long rest before they can utilize it again.
2. Energy Bolt: The Strike Master finds themselves Additionally, the Radiation Strike Master must be
facing a heavily armored foe, impervious to most cautious when using this ability in close quarters, as
conventional weapons. They decide to unleash an they are not immune to the effects of their own
energy bolt by expending a 2nd-level spell slot, Nuclear Burst.
hoping to bypass the target's defenses. With a Variants: As the Radiation Strike Master grows in
precise shot, the bolt strikes true, dealing 3d6 radiant power and gains access to higher levels, they can
damage and leaving the choose to augment their Nuclear Burst with
opponent vulnerable to follow-up attacks. additional effects. These variations might include an
3. Radiant Surge: Surrounded by a group of extended range, increased damage, or additional
enemies, the Strike Master activates their Radiant debuffs, depending on the chosen subclass or the
Surge ability. The intense surge of radiation character's personal progression.
emanating from their body engulfs the enemies Flavor: When the Radiation Strike Master triggers
within range, dealing 3d6 radiant damage and their Nuclear Burst, a radiant aura envelops their
leaving them weakened. Taking advantage of the body, crackling with unstable energy. The air around
enemies' debilitated state, the Strike Master them becomes charged with intense heat and
maneuvers through the chaos, striking with pulsating waves of shimmering radiation. A brilliant
devastating precision while their foes struggle to burst of multicolored light explodes from the Strike
recover from the lingering effects of radiation. Master's core, accompanied by a concussive
shockwave that reverberates through the area. The
Name: Nuclear Burst aftermath is a scene of chaos, with the ground
Level: 5th level scorched, flora withering, and the air heavy with the
Description: Nuclear Burst is a powerful and acrid scent of ionized particles.
devastating class feature that allows the Radiation Examples: In the heat of a fierce battle, the Radiation
Strike Master to unleash a cataclysmic burst of Strike Master finds themselves surrounded by a
radiation energy, wreaking havoc upon their enemies swarm of adversaries. Feeling the pressure
and leaving a lasting impact on the battlefield. mounting, they unleash their Nuclear Burst, engulfing
Usage: The Nuclear Burst feature is primarily used the entire area with a brilliant display of raw power.
in combat situations when the Radiation Strike The blast obliterates several weaker foes instantly
Master needs to turn the tide of battle or deal and leaves the remaining enemies severely
massive damage to a group of adversaries. It can weakened, their bodies irradiated and their
also be utilized outside of combat to create strategic movements sluggish. The Radiation Strike Master
environmental hazards or to make a powerful takes advantage of the chaos, leaping through the
statement, asserting the Radiation Strike Master's smoldering aftermath to deliver precise strikes,
dominance over their surroundings. finishing off their dazed opponents with ease.
Mechanics: When activating Nuclear Burst, the Outside of combat, the Radiation Strike Master might
Radiation Strike Master channels their command employ their Nuclear Burst in a more strategic
over radiation into a concentrated ball of destructive manner. For instance, they could unleash it upon a
energy, before releasing it in a massive burst. The fortified enemy encampment, causing widespread
burst emanates from the Strike Master, affecting all devastation and rendering the area uninhabitable
creatures within a 30-foot radius centered on due to lingering radiation. This act serves as a
themselves. The burst deals 8d6 radiant damage warning to any who dare oppose them, leaving a
and 8d6 necrotic damage to all creatures caught lasting reminder of the Strike Master's power and
within its range. Affected creatures must make a ruthlessness.
Dexterity saving throw against a DC of 8 + the
Radiation Strike Master's proficiency bonus + their
Constitution modifier. On a failed save, creatures
take full damage, while on a successful save, they
take half damage.
Limitations: The Nuclear Burst feature is a powerful
ability, but its immense energy requires a significant
amount of time and preparation to recharge. After

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- 10 gold pieces

Name: Rebel Requirements: To become a Rebel, one must


Role: Controller possess a strong sense of justice and a burning
Hit Die: d8 desire for change. No specific race, background, or
Primary Ability: Charisma stat requirements are necessary, as anyone with the
Saving Throws: Dexterity, Charisma will to fight against tyranny can become a Rebel.
Armor Proficiencies: Light armor
Weapon Proficiencies: Simple weapons, Appearance: Rebels come from all walks of life and
improvised weapons can be found among any race on Maxxia. However,
Tool Proficiencies: One type of artisan's tools or they often sport a rugged and defiant look. Rebels
one musical instrument favor practical clothing, usually adorned with symbols
Skills: Choose three skills from Acrobatics, of their cause. Their attire reflects their
Deception, Insight, Intimidation, Investigation, resourcefulness and ability to adapt to any situation.
Perception, Persuasion, Stealth They wear lightweight armor that allows them to
move swiftly and quietly, ready for a surprise attack
Spellcasting: The Rebel class does not possess or a quick escape.
traditional spellcasting abilities. Instead, Rebels
channel their charismatic presence and persuasive Limitations: Rebels thrive in situations where they
nature to rally allies and inspire fear in their enemies. can utilize their charisma, tactical acumen, and
resourcefulness. However, they may struggle in
Class Overview: direct confrontations against heavily armored
Rebels are the embodiment of resistance and opponents or enemies with powerful spellcasting
rebellion against oppressive forces. They are natural abilities. Additionally, Rebels might face challenges
leaders and strategists who excel in organizing when operating in regions heavily monitored or
strikes, inspiring allies, and sabotaging the plans of controlled by the oppressive regime they oppose.
their enemies. With their charisma and cunning,
Rebels can manipulate situations to their advantage Organizations:
and turn the tide of battle in favor of their cause. 1. The Whispering Shadow: The Whispering Shadow
is a secretive organization known for its skilled spies
Rebels are skilled in guerrilla tactics and are and information brokers. Rebels often forge alliances
proficient in using improvised weapons, making them with this group to gather intelligence on their
resourceful combatants. They possess a deep enemies, infiltrate key locations, and disseminate
understanding of the workings of the oppressive propaganda. The Whispering Shadow values
regime they fight against, allowing them to exploit secrecy and operates in the shadows, making them
weaknesses and disrupt their operations. Through valuable allies but challenging to contact.
their actions, Rebels inspire hope and rally
supporters, creating a force to be reckoned with. 2. The Iron Fist: The Iron Fist is a militant resistance
group renowned for its disciplined fighters and their
mastery of heavy weapons and explosives. Rebels
Level Progression: seeking to wage open warfare against their
1st: Guerrilla Tactics, Inspiring Presence oppressors often find common cause with the Iron
2nd: Sabotage Expertise Fist. However, the group's uncompromising methods
3rd: Rebel's Network and thirst for vengeance can lead to clashes of
4th: Rebel Leader ideology with other Rebel factions.
5th: Unyielding Will
3. The Freehaven Alliance: The Freehaven Alliance
Equipment: A rebel starting equipment includes: is a loose coalition of various Rebel cells and
- A simple weapon sympathetic communities united in their goal to
- A set of light armor overthrow the oppressive regime. The Alliance
- An explorer's pack promotes cooperation, resource-sharing, and
- A symbol of the resistance (a pendant, badge, or coordinated strikes to weaken the regime's grip on
tattoo) power. Rebels aligned with the Freehaven Alliance

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Chapter 5 Advanced Classes Hexmaster

find strength in numbers and the support of a - Shadowblade Rebel: A variant for stealth-oriented
broader resistance movement. rebels who specialize in assassination and
espionage. Shadowblade Rebels employ deception,
Notable Users: infiltration, and precise strikes to dismantle the
1. Seraphina Stormrider: Seraphina is a legendary regime's key figures and sow chaos among their
Rebel leader known for her unwavering ranks.
determination and tactical brilliance. She has led
numerous successful campaigns against the regime, Comments: The Rebel class embodies the
liberating entire regions from its control. Seraphina's indomitable spirit of resistance against tyranny. While
charismatic presence and ability to inspire loyalty their methods may not always be conventional, their
have made her a symbol of hope for countless rebels unwavering determination and ability to inspire
across Maxxia. change make them a force to be reckoned with. As a
Rebel, you have the power to ignite hope in the
2. Kael Blackthorn: Kael is a master saboteur and a hearts of the oppressed and challenge the
former member of an elite military unit that turned oppressive forces that seek to control Maxxia's
against the regime. He possesses an unmatched destiny. Fight on, and may the light of rebellion shine
knowledge of explosives and specializes in brighter than the darkness that surrounds us all. -
disrupting the regime's infrastructure. Kael's actions Malidrex the Twisted Witch
have resulted in significant setbacks for the regime,
causing them to divert resources to counter his Name: Guerrilla Tactics
sabotage operations. Level: 1st
Description: As a Rebel, you are well-versed in the
Adventure Hooks: art of covert operations and guerrilla tactics. You
1. Infiltration Mission: The Rebel party receives excel at gathering information, infiltrating enemy
intelligence about a high-security facility controlled by strongholds, and conducting clandestine missions.
the oppressive regime. Their task is to infiltrate the Your training allows you to navigate treacherous
facility, gather crucial information, and rescue a terrains, avoid detection, and strike swiftly and
captured rebel leader. Success in this mission could silently.
turn the tide of the rebellion. Mechanics:
Stealthy Movement: You gain proficiency in the
2. Inspiring the Masses: The party is tasked with Stealth skill if you don't already have it. Additionally,
organizing a large-scale protest against the regime in when traveling through natural environments or
a major city. They must navigate the city's intricate urban landscapes, your movement speed is not
web of spies, informants, and loyalists while rallying reduced by difficult terrain.
the oppressed population to join the cause. Their Scout's Eye: You have a keen eye for details and
ability to inspire and unite the masses will determine hidden dangers. You gain advantage on Perception
the protest's success. checks made to detect traps, hidden doors, or
ambushes. Furthermore, you can take the Search
3. The Stolen Artifact: A powerful artifact capable of action as a bonus action.
challenging the regime's supremacy has been stolen Quick Escape: When you take the Disengage action,
by a rival rebel faction. The party must track down your movement speed increases by 10 feet until the
the artifact, navigate treacherous terrain and confront end of your turn. This increased speed allows you to
the rival faction to reclaim the artifact for the greater quickly evade enemies and find cover in challenging
cause. Failure to recover the artifact could result in situations.
dire consequences for the rebellion. Guerrilla Tactics: You have an innate understanding
of guerrilla warfare strategies. During combat
Variants: encounters, when you make an attack against a
- Techno-Rebel: In a world where advanced creature that is surprised, you deal an additional 1d6
technology is prevalent, some Rebels harness damage. This damage increases to 2d6 at2nd level,
technology and cybernetic enhancements to gain an 3d6 at 3rd level, and 4d6 at 5th level.
edge against the oppressive regime. These Techno- Infiltrator's Kit: At 1st level, you gain proficiency with
Rebels are skilled hackers, engineers, and wielders thieves' tools. Additionally, you have advantage on
of advanced weaponry. Dexterity (Sleight of Hand) checks made to pick

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Hexmaster Chapter 5 Advanced Classes

locks or disarm traps.


Sabotage Proficiency: You add double your
Name: Inspiring Presence proficiency bonus to ability checks made to sabotage
Level: 1st objects or structures. This bonus is in addition to any
Description: Inspiring Presence is a core feature of proficiency bonus you already have.
the Rebel class, representing their ability to rally and
motivate allies through their charismatic presence Disable Traps: You have advantage on ability checks
and powerful speeches. When the Rebel speaks, made to detect and disable traps. Additionally, the
their words carry weight and ignite the spirits of those time required to disable a trap is halved for you.
around them, instilling courage, determination, and
resilience. Saboteur's Insight: You have an uncanny knack for
Mechanics: identifying weak points and vulnerabilities in objects
Range: 60 feet or structures. When attempting to sabotage, you can
Duration: 1 minute (10 rounds) make an Intelligence (Investigation) check to gain
Activation: Bonus Action insight into the best method of sabotage. If the check
Usage: Once per short rest is successful, you gain advantage on the subsequent
Upon activating Inspiring Presence, the Rebel ability check to sabotage the target.
chooses a number of willing creatures within 60 feet
equal to their Charisma modifier (minimum of one Sabotage Techniques: You learn two sabotage
creature). These creatures gain temporary hit points techniques of your choice from the list below. You
equal to the Rebel's level plus their Charisma can use each technique once per short or long rest.
modifier. Additionally, they gain advantage on saving
throws against being frightened and charmed for the Shatter: As an action, you can use your charisma to
duration of Inspiring Presence. channel disruptive energy into an object or structure
within 30 feet of you. The target must make a
The temporary hit points provided by Inspiring Dexterity saving throw against your spell save DC.
Presence bolster the morale and determination of the On a failed save, the target takes 2d6 thunder
recipients, representing the surge of inspiration and damage and becomes partially disabled, reducing its
confidence they gain from the Rebel's words. These effectiveness until repaired. The target suffers
temporary hit points are separate from their normal disadvantage on attack rolls and ability checks until
hit points and are lost first when the recipients take the end of its next turn. On a successful save, the
damage. target takes half damage and isn't disabled.

Furthermore, while Inspiring Presence is active, any Sabotage Weapon: As an action, you can make a
ally within 60 feet of the Rebel gains a bonus equal contested Dexterity (Sleight of Hand) check against a
to the Rebel's proficiency bonus on ability checks creature wielding a weapon. If you succeed, you
and saving throws made to resist being frightened or disable the weapon, rendering it non-functional until
charmed. This bonus reflects the Rebel's leadership the end of the target's next turn. Additionally, the
and guidance, providing a boost to their comrades' target has disadvantage on attack rolls with that
resolve and mental fortitude. weapon until it is repaired.

Name: Sabotage Expertise Structural Weakness: As an action, you analyze the


Level: 2nd structural integrity of a building or object. If
Description: As a Rebel, you have honed your skills successful on an Intelligence (Investigation) check,
in sabotage, becoming an expert at disrupting the you gain insight into the weak points of the target.
operations of your enemies. Whether it's disabling Until the end of your next turn, all attack rolls against
traps, dismantling machinery, or sabotaging the target have advantage, and the target's AC is
structures, your expertise in sabotage allows you to reduced by 2.
cripple your opponents and create chaos on the
battlefield. Greased Wheels: As an action, you apply a slippery
substance to machinery or mechanisms, hindering
Mechanics: Whenever you attempt to sabotage an their functionality. The target must make a Strength
object or structure, you gain the following benefits: saving throw against your spell save DC or become

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Chapter 5 Advanced Classes Hexmaster

jammed. A jammed mechanism is unable to function equipment, providing safe havens or secret hideouts,
until it is repaired or freed. Additionally, any creature recruiting new followers, arranging transportation or
attempting to interact with the jammed mechanism logistical support, and more. The specific abilities of
has disadvantage on ability checks related to it. each contact are determined by the Hex Master and
can vary depending on the contact's expertise and
False Wiring: As an action, you manipulate the wiring influence.
or circuitry of a technological device, causing it to Activating Contacts: To activate a contact's
malfunction or provide false information. The target assistance, the Rebel must spend time and make
must make an Intelligence saving throw against your contact with the individual or organization, either in
spell save DC. On a failed save, the device person or through a trusted intermediary. The time
malfunctions, losing its intended function until required depends on the nature of the aid requested
repaired. On a successful save, the device remains and can range from a few hours to several days. The
unaffected. Hex Master determines the specific time required
and any associated costs or prerequisites.
Undermine: As an action, you discreetly sabotage Limited Uses: The Rebel can activate a number of
the structural integrity of the ground or floor beneath contacts equal to their Charisma modifier (minimum
a creature or object within 5 feet of you. The target of 1) per long rest. Each contact can only be
must make a Dexterity saving throw against your activated once per long rest unless otherwise
spell save DC. On a failed save, the ground specified by the Hex Master.
collapses or becomes unstable, causing the target to Network Expansion: As the Rebel gains levels, their
fall prone and take 1d8 bludgeoning damage. On a network becomes stronger and more influential. The
successful save, the target remains unaffected. range of the Rebel's network increases by 50 miles
per level, allowing them to establish contacts in new
Name: Rebel's Network regions and expand their reach. Additionally, the
Level: 3rd Rebel gains a +1 bonus to Charisma (maximum of
Description: Rebellion's Resilience represents the 20) at 6th level and every 6 levels thereafter (12th,
Rebel's ability to establish and maintain a vast 18th, etc.), reflecting their growing influence and
network of contacts, informants, and supporters who ability to inspire loyalty.
aid them in their fight against oppressive forces.
Through their charisma and persuasive nature, Name: Rebel Leader
Rebels can rally individuals from all walks of life to Level: 4th
join their cause, forming a web of connections that Description: Rebel Leader is a class feature that
stretches across cities, towns, and even realms. This represents the growth and development of a Rebel's
network provides the Rebel with valuable resources, leadership skills and their ability to command and
information, and assistance, both during and inspire others. At 4th level, Rebels ascend to a
between adventures. higher level of influence and become capable
Mechanics: leaders capable of rallying their allies and
Influence Range: The Rebel's network extends coordinating larger-scale resistance movements.
within a radius of 50 miles per Rebel level. Within Mechanics:
this range, the Rebel can call upon the aid of their Rallying Cry: As an action, you can use your
contacts and supporters. commanding presence to rally your allies. Choose a
Establishing Contacts: As a Rebel gains levels, they number of friendly creatures within 30 feet of you up
naturally establish new contacts within their network. to your Charisma modifier (minimum of one). Each
At 3rd level and every 3 levels thereafter (6th, 9th, chosen creature gains temporary hit points equal to
etc.), the Rebel gains the ability to establish a new your Rebel level + your Charisma modifier.
contact. This contact can be an individual, a group, Inspiring Aura: While conscious and not
or an organization that aligns with the Rebel's cause. incapacitated, you emit an aura of inspiration within
The Rebel must spend time and effort to nurture the 10 feet of you. Friendly creatures within this aura
relationship, building trust and rapport over time. gain advantage on saving throws against being
Contact Abilities: Each contact in the Rebel's network frightened.
possesses unique abilities or resources that can be Call to Arms: As an action, you can call upon your
called upon when needed. These abilities can allies to join your cause. Make a Charisma check
include information gathering, acquiring specialized contested by the Wisdom (Insight) checks of any

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Hexmaster Chapter 5 Advanced Classes

hostile creatures within 60 feet of you. On a


successful check, any hostile creatures that fail the
contest become unable to take hostile actions Name: Shadow
against you or your allies for 1 minute. They are not Role: Stealthy infiltrator and saboteur
compelled to actively assist you, but they will not Hit Die: d8
interfere with your objectives. Primary Ability: Dexterity
Coordinate Tactics: When you take the Help action Saving Throws: Dexterity, Charisma
on your turn, you can choose two creatures to benefit Armor Proficiencies: Light armor
from the Help action instead of one. Additionally, the Weapon Proficiencies: Simple weapons, hand
range of your Help action increases to 30 feet. crossbows, longswords, rapiers, shortswords
Tool Proficiencies: Thieves' tools, disguise kit
Name: Unyielding Will Skills: Choose three from Acrobatics, Deception,
Level: 5th Insight, Intimidation, Perception, Performance,
Description: You have learned to resist the Sleight of Hand, and Stealth
influence of your enemies and to inspire your allies Spellcasting: The Shadow class does not have
with your courage and determination. You can use spellcasting abilities.
your charisma to overcome fear, charm, and other
mental effects that would hinder your rebellion. Class Overview:
Mechanics: As an action, you can make a Charisma Shadows are highly skilled individuals who excel in
saving throw against a DC equal to 10 + the level of stealth, deception, and infiltration. They are masters
the spell or effect that is affecting you or one ally of disguise and camouflage, using their skills to
within 30 feet of you. If you succeed, the effect ends seamlessly blend into any environment or society.
on the target. You can use this feature a number of These agents of shadow can be found in the darkest
times equal to your Charisma modifier (minimum of corners of the world, silently executing their missions
once). You regain all expended uses when you finish without leaving a trace.
a long rest.
In combat, Shadows prefer to strike from the
shadows, catching their enemies off guard and
swiftly dispatching them. They are proficient with a
variety of weapons, specializing in daggers,
crossbows, and garrotes. Their nimble movements
and quick reflexes make them elusive targets,
capable of avoiding and evading attacks with ease.

Shadows are not limited to physical prowess alone.


They possess an uncanny ability to manipulate the
perceptions of others, weaving illusions and
employing mind games to deceive their foes.
Whether it's impersonating a high-ranking official,
sabotaging an enemy stronghold, or stealing
valuable information, Shadows are masters of
subterfuge and cunning.

Level Progression:
1st: Shadow Arts, Sneak Attack
2nd: Cunning Action
3rd: Shadow Archetype
4th: Shadow Step, Shadow Dance
5th: Death Strike

Equipment: A set of thieves' tools, a disguise kit, a


rapier, a shortbow and 20 arrows, a leather armor,

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two daggers, and an explorer's pack.

Requirements: There are no specific requirements Notable Users:


for becoming a Shadow. However, individuals who 1. Selena Nightshade: A legendary Shadow who
possess natural agility, quick thinking, and a talent single-handedly dismantled an entire empire through
for deception are more likely to excel in this class. her cunning and skill. She was known for her ability
to assume countless identities, leaving her enemies
Appearance: Shadows are often seen clad in dark, in a constant state of confusion. Selena was
form-fitting garments that allow them to move silently instrumental in reshaping the political landscape of
and blend seamlessly with the shadows. Their attire Maxxia and remains an enigmatic figure even in her
is typically a mix of practicality and elegance, absence.
enabling them to navigate various social settings
without raising suspicion. They have a mysterious air 2. Kaelen Swiftfoot: A master of parkour and
about them, with piercing eyes that seem to hold acrobatics, Kaelen is renowned for his incredible
secrets and an aura of unspoken danger. agility and ability to navigate treacherous terrain
effortlessly. He is a member of the Umbral
Limitations: Shadows thrive in environments where Brotherhood and has saved countless lives by
stealth and subterfuge are paramount. In direct infiltrating enemy strongholds and neutralizing
confrontations or open battles, their combat threats with lethal precision.
effectiveness may be diminished. They rely heavily
on surprise, misdirection, and exploiting 3. Lyra Whisperwind: A former member of the
vulnerabilities to gain the upper hand. Additionally, Nightshade Syndicate, Lyra turned her back on a life
Shadows need to be cautious when facing enemies of crime and dedicated herself to using her skills for
with heightened senses or magical abilities that can the greater good. She now operates as a vigilante,
detect their presence. targeting corrupt officials and oppressive regimes.
Lyra is known for her audacity and her talent for
Organizations: disappearing into thin air, leaving only a whisper
1. The Umbral Brotherhood: An ancient secret behind.
society of Shadows, dedicated to preserving the
balance between light and darkness. They train and Adventure Hooks:
mentor aspiring Shadows, passing down their 1. The Vanishing Heist: A renowned artifact has
ancient knowledge and techniques. The Brotherhood disappeared under mysterious circumstances, and
is a force to be reckoned with, and their members the party is hired to recover it. Their investigation
often serve as spies, assassins, and infiltrators in the leads them into the shadowy world of Shadows,
world of Maxxia. where they encounter rival factions vying for control
of the stolen treasure. The party must navigate a
2. The Nightshade Syndicate: A notorious group of web of deceit, unravel the truth, and decide who to
Shadows known for their ruthless tactics and trust.
shadowy dealings. They operate in the criminal
underworld, using their skills for personal gain and 2. Shadows of the Eclipse: A solar eclipse is
orchestrating intricate schemes. The Syndicate approaching, and a cult of dark Shadows plans to
controls vast networks of information and has a use the celestial event to unleash an ancient evil
reputation for always staying one step ahead of their upon the world. The party is tasked with infiltrating
enemies. the cult's ranks, gathering intelligence, and ultimately
preventing the cataclysmic ritual. They must work in
3. The Lunar Wardens: A group of elite Shadows the shadows, staying one step ahead of the cult's
dedicated to protecting Maxxia from extraplanar enigmatic leaders.
threats. They draw their powers from the mysterious
energy of the moon, enhancing their stealth abilities 3. The Hidden Vault: Legends speak of a hidden
and granting them unique lunar magic. The Lunar vault deep within the ruins of an ancient civilization.
Wardens guard ancient portals and watchtowers, The vault is said to contain immeasurable wealth and
ensuring that no otherworldly forces breach the powerful artifacts. However, it is guarded by deadly
fragile fabric of reality. traps, ancient guardians, and a formidable Shadow

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Hexmaster Chapter 5 Advanced Classes

who has made it their personal sanctuary. The party partially invisible for 1 hour. While under the effects
must outsmart the traps, defeat the guardians, and of Shadow Veil, you gain advantage on Dexterity
confront the enigmatic Shadow to claim the treasures (Stealth) checks. Additionally, any attacks made
within. against you have disadvantage until the start of your
next turn. This ability lasts for 1 minute and can be
Variants: used once per short rest.
1. Lunar Shadow: In certain regions of Maxxia,
Shadows gain their abilities from the mystical Blinding Strike: When you successfully hit a creature
energies of the moon. Lunar Shadows possess with a finesse or ranged weapon attack, you can
enhanced stealth and gain access to lunar magic, choose to expend a use of your Shadow Arts to
allowing them to harness the power of moonlight for unleash a blinding strike. The target must make a
illusions, enhanced senses, and shadow Dexterity saving throw (DC 8 + your proficiency
manipulation. bonus + your Dexterity modifier) or become blinded
until the end of their next turn. This ability can be
2. Clockwork Agent: In the mechanical city of used a number of times equal to your Dexterity
Gearspring, Shadows have adapted their skills to modifier (minimum of 1) and all uses are replenished
navigate the intricate clockwork mechanisms and after a long rest.
surveillance systems. These Clockwork Agents
utilize specialized tools and devices to sabotage Silent Footsteps: Your expertise in stealth allows you
automatons, manipulate clockwork contraptions, and to move silently and without leaving any trace. You
blend seamlessly into the city's artificial environment. gain advantage on Dexterity (Stealth) checks to
move silently and leave no tracks behind.
Comments: The art of deception and stealth is an Additionally, you can move at full speed while using
essential tool in the hands of the Shadow class. the Stealth action without penalty.
Their ability to infiltrate enemy lines and strike from
the shadows makes them a formidable force in any Name: Sneak Attack
campaign. Remember, fellow adventurers, caution is Level: 1st
key when encountering Shadows, for their true Description: The Shadow class excels in striking
intentions may lie hidden behind layers of illusion their enemies with precision and exploiting their
and intrigue. Beware the dark tendrils of their vulnerabilities. With the Sneak Attack feature, you
manipulation, lest you find yourself ensnared in a learn to utilize your agility, keen senses, and
web of shadows. knowledge of anatomy to deliver devastating strikes
against unsuspecting foes.
Name: Shadow Arts Mechanics:
Level: 1st When you make a ranged or finesse weapon attack
Description: Shadow Arts represents the against a creature you have advantage on, or if
foundational abilities that a Shadow class character another enemy of the target is within 5 feet of it and
possesses. It encompasses a range of specialized isn't incapacitated, you can use your Sneak Attack
techniques and techniques that allow the character feature.
to manipulate shadows, enhance their stealth Your Sneak Attack deals an extra 1d6 damage at 1st
capabilities, and execute precise strikes. level.
Mechanics: The damage of your Sneak Attack increases as you
Shadow Step: Once per short rest, you can harness gain levels in this class. It increases to 2d6 at 2nd
the power of shadows to teleport from one shadow to level, 3d6 at 3rd level, and so on. This extra damage
another as a bonus action. The range of this is applied only once per turn.
teleportation is limited to a distance of 60 feet. This For example, if you successfully hit an enemy with a
ability allows you to quickly reposition yourself on the dagger while fulfilling the conditions for Sneak
battlefield, granting you a tactical advantage and Attack, you would deal the normal damage for the
making it harder for enemies to track your dagger plus the extra Sneak Attack damage (1d6 at
movements. 1st level).

Shadow Veil: As an action, you can shroud yourself


in an ephemeral cloak of shadows, rendering you

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Chapter 5 Advanced Classes Hexmaster

Mechanics: When reaching 3rd level, the Shadow


must choose an archetype from the following
Name: Cunning Action options: Shadowblade, Nightshade, or Umbral
Level: 2nd Assassin. Each archetype offers different features
Description: As a Shadow, you have honed your and abilities that shape the character's playstyle and
skills in stealth and deception to a supernatural level. provide them with additional tools to fulfill their role.
With the Cunning Action feature, you gain the ability
to momentarily blend into the shadows, becoming Shadowblade:
nearly invisible to the naked eye. This allows you to Darkened Senses: The Shadow gains the ability to
move swiftly and undetected, even in the most see clearly in darkness, even in magical darkness,
challenging situations. up to a range of 60 feet. This grants them advantage
Mechanics: When you take the Cunning Action on on Perception checks in dim light or darkness.
your turn, you can activate your Shadow Veil as a Shadow Strike: Once per turn, when the Shadow hits
bonus action. This feature grants you the following a creature with a finesse weapon, they can add
benefits: additional damage equal to their Sneak Attack
damage. This bonus damage increases as the
Shadow Step: You gain the ability to teleport from Shadow gains levels in this class.
one shadow to another as long as they are within 30 Nightshade:
feet of each other. As part of your bonus action, you
can magically step into one shadow and emerge Shadow Veil: As an action, the Shadow can
from another within range. This ability allows you to magically blend into the shadows, becoming invisible
traverse obstacles, bypass barriers, and surprise for a duration of 1 minute. They can move up to their
your enemies with your sudden appearance or full movement speed while remaining invisible, but
disappearance. any hostile action or casting a spell ends the
invisibility. Once used, this ability requires a long rest
Evasive Movement: While your Shadow Veil is to recharge.
active, your movement speed is increased by 10 Deceptive Shadows: The Shadow gains advantage
feet. This boost to your speed enables you to dart on Charisma (Deception) checks when attempting to
through the battlefield with remarkable agility, swiftly impersonate someone else. They also have
closing in on your targets or maneuvering away from advantage on saving throws against being magically
danger. Your enemies will find it challenging to keep compelled to speak the truth.
up with your elusive movements. Umbral Assassin:

Disengage Expertise: When you use the Disengage Assassinate: The Shadow gains the ability to strike
action, your movement does not provoke opportunity with deadly precision. When they have advantage on
attacks for the rest of your turn. This enhanced an attack roll against a creature surprised, they score
Disengage allows you to effortlessly slip away from a critical hit on a hit, and the target must make a
enemies without fear of retaliation. Your nimbleness Constitution saving throw or be stunned until the end
and mastery of evasive maneuvers grant you an of their next turn.
edge in staying out of harm's way. Shadow Step Mastery: The Shadow's Shadow Step
ability gains additional benefits. They can now
Name: Shadow Archetype teleport up to 60 feet as a bonus action, and when
Level: 3rd they teleport in this way, they gain temporary hit
Description: The Shadow Archetype represents the points equal to their Charisma modifier + their
Shadow's chosen path of specialization within the Shadow class level.
class. At this level, the Shadow gains access to
unique abilities and skills that further enhance their Name: Shadow Step
stealth, infiltration, and combat capabilities. The Level: 4th
Shadow Archetype provides the character with a Description: With the mastery of the shadows and
distinct playstyle and adds depth to their role as a your innate connection to the ethereal plane, you
stealthy infiltrator and saboteur. gain the ability to seamlessly traverse between
realms, allowing you to teleport from one shadow to
another with unparalleled swiftness and precision.

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Hexmaster Chapter 5 Advanced Classes

AC until the end of their turn while performing the


Mechanics: As an action, you can magically teleport Shadow Dance. This bonus represents their
up to 120 feet to an unoccupied space that is in dim enhanced ability to anticipate and avoid incoming
light or darkness. This teleportation must begin and attacks as they gracefully weave through the
end in an area of shadow. The destination space battlefield.
must be within your line of sight, but it can be a
shadow created by a light source, magical darkness, Shroud of Deception: The Shadows' mastery over
or other means. illusionary tactics becomes amplified during their
Shadow Dance. Whenever they hit a creature with a
When you use Shadow Step, you become briefly weapon attack during this time, the target must make
invisible as the shadows engulf you, granting you a Wisdom saving throw against a DC of 8 + the
advantage on your next attack made before the end Shadow's proficiency bonus + their Dexterity
of your turn. Additionally, any creature that attempts modifier. On a failed save, the target is momentarily
to make an opportunity attack against you when you disoriented by the Shadows' illusory strikes, suffering
teleport must make a Wisdom saving throw against disadvantage on their next attack roll before the end
your spell save DC. On a failed save, the creature's of their next turn.
attack misses, and you can choose to either teleport
to a different shadow within range or remain in your Name: Death Strike
current position. Level: 5th
Description: With years of training and a deep
Once you use this feature, you can't use it again until understanding of anatomy, a Shadow can strike with
you finish a short or long rest. deadly precision, exploiting the vulnerabilities of their
foes to deliver a lethal blow. The Death Strike feature
The range of your Shadow Step increases as you allows the Shadow to capitalize on their stealth and
gain levels in the Shadow class. At 5th level, the deliver a devastating attack that can instantly kill an
range increases to 300 feet. unsuspecting enemy.
Mechanics:
Name: Shadow Dance Activation: As a bonus action on your turn, when you
Level: 4th have advantage on the attack roll against a creature
Description: With the acquisition of the Extra Attack that is surprised, you can use your Death Strike
feature, the Shadows unveil their mastery of feature.
movement and combat. They tap into the ethereal Damage: If the attack hits, it is an automatic critical
essence of shadows, infusing their strikes with a hit.
supernatural grace and fluidity. This enables them to Instant Kill: If the target creature is surprised and the
perform a mesmerizing display of dance-like attack hits, the creature must make a Constitution
maneuvers, seamlessly blending offense and saving throw. The DC for the saving throw is 8 + your
defense in a breathtaking spectacle. Dexterity modifier + your proficiency bonus. On a
failed save, the target takes damage equal to double
Mechanics: Whenever the Shadow takes the Attack your total sneak attack damage dice (including any
action on their turn, they can make an additional modifiers) and is instantly killed. On a successful
weapon attack as part of that action. Furthermore, save, the target takes normal damage from the
they gain the following benefits while performing their attack.
Shadow Dance: Note: A creature is surprised if they are unaware of
your presence and have not taken any actions in
Ethereal Step: While engaged in the Shadow Dance, combat yet. Typically, a creature becomes surprised
the Shadows appear to flicker in and out of at the start of combat or when it is otherwise caught
existence, their movements becoming blurred and off guard.
elusive. As a result, any opportunity attacks made
against the Shadow during their turn have
disadvantage.

Fluid Precision: The Shadows' movements become


so precise and fluid that they gain a +2 bonus to their

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Chapter 5 Advanced Classes Hexmaster

- A shortbow and 20 arrows or a shortsword


- Leather armor, two daggers, and thieves' tools
- A dungeoneer's pack
Name: Temporal Bandit
Role: Damage Dealer, Controller Requirements: There are no specific requirements
Hit Die: d8 for taking levels in the Temporal Bandit class.
Primary Ability: Dexterity, Intelligence However, characters with a high Dexterity and
Saving Throws: Dexterity, Intelligence Intelligence score are more inclined to excel in this
Armor Proficiencies: Light armor class.
Weapon Proficiencies: Simple weapons, hand
crossbows, rapiers, shortswords Appearance: Temporal Bandits are known for their
Tool Proficiencies: Thieves' tools sleek and agile appearance. Clad in lightweight
Skills: Choose three from Acrobatics, Deception, armor, their garments are often adorned with intricate
Perception, Sleight of Hand, Stealth patterns representing the flow of time. Their boots
Spellcasting: The Temporal Bandit has access to a allow them to move with incredible speed, and their
unique form of spellcasting called Temporal Magic. gloves are fitted with tiny gears and crystals that
They use their Intelligence as the spellcasting ability amplify their temporal powers. Their eyes sometimes
score and do not require a spellcasting focus. have a faint glow, reflecting their connection to the
Temporal Magic allows them to manipulate time and temporal energies.
space, granting them abilities to control the flow of
combat and affect the timeline itself. Limitations: Temporal Bandits rely heavily on their
temporal powers, and prolonged use can be mentally
Class Overview: and physically exhausting. Additionally, their abilities
Temporal Bandits are skilled rogues who have are less effective against enemies who are immune
mastered the manipulation of temporal energies to time manipulation or possess strong temporal
found in Maxxia. Through their connection to these defenses. Temporal Bandits are also vulnerable to
residual temporal energies, they gain the ability to disruptions in the flow of time caused by powerful
manipulate time, granting them unique ways to artifacts or magical anomalies.
sneak, steal, or escape. Their mastery over time
allows them to blink in and out of the temporal plane, Organizations:
granting them unmatched agility and the ability to 1. The Order of the Shattered Hourglass: This
perform extraordinary feats. secretive organization seeks to unravel the mysteries
of time itself. They study the residual temporal
Temporal Bandits excel in controlling the battlefield, energies found in Maxxia and train Temporal Bandits
altering the flow of time to their advantage. They can to harness their powers. The Order is dedicated to
glimpse into potential futures, gaining glimpses of maintaining the balance of time and protecting the
upcoming events and making split-second decisions. world from those who would disrupt it.
By slowing down time, they can perfect their actions,
increasing their accuracy and evasiveness. They are 2. The Clockwork Thieves: A band of notorious
also skilled in stealing and can use their temporal rogues and smugglers, the Clockwork Thieves
powers to bypass traps and security systems with employ Temporal Bandits to carry out their daring
ease. heists. They exploit the Temporal Bandits' unique
abilities to bypass security systems and quickly
escape with their ill-gotten gains.
Level Progression:
1st: Temporal Blink, Timeless Reflexes 3. The Temporal Wardens: As guardians of the
2nd: Future's Insight temporal fabric, the Temporal Wardens are an
3rd: Chrono Echo ancient order charged with preventing catastrophic
4th: Time Dilation temporal anomalies. They recruit Temporal Bandits
5th: Temporal Mastery to assist them in their dangerous missions, seeking
to rectify disruptions and restore the natural flow of
Equipment: time.
- A rapier or a shortsword

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Hexmaster Chapter 5 Advanced Classes

Notable Users: 2. Cogsmith Bandit: Found among the clockwork


1. Lyra Shadowstep: Lyra is a legendary Temporal cities of Maxxia, the Cogsmith Bandits are a variant
Bandit known for her unparalleled stealth and of the Temporal Bandit class that focuses on
lightning-fast strikes. She can manipulate time to manipulating clockwork mechanisms and constructs.
such an extent that she can seemingly vanish and They gain proficiency with tinkering tools and can
reappear at will, leaving her enemies in a state of augment their temporal abilities with clockwork
confusion. gadgets.

2. Garik the Time Dancer: Garik is a flamboyant and Comments: The Temporal Bandit class offers a
eccentric Temporal Bandit who incorporates his unique and exciting gameplay experience, allowing
temporal powers into his dazzling acrobatic players to bend time to their will. Masters of stealth
performances. He is often hired by wealthy nobles to and manipulation, Temporal Bandits bring a blend of
provide entertainment at their grand events, where damage-dealing and battlefield control to any
his incredible agility and mastery of time mesmerize adventuring party. Their abilities to peek into the
the audience. future and manipulate the flow of time make them
invaluable assets in unraveling the mysteries of
3. Kaelin the Chronomancer: Kaelin is a revered Maxxia.
Temporal Bandit who has transcended mortal
limitations through his deep understanding of
temporal magic. He can manipulate time on a large
scale, freezing entire battles or even rewinding time
to undo catastrophic events.

Adventure Hooks:
1. The Time Heist: A wealthy collector possesses a
rare artifact with potent temporal properties. The
Temporal Bandit party is hired by the Clockwork
Thieves to steal it, but they must navigate a heavily
guarded mansion with traps that react to time
manipulation.

2. The Fractured Timeline: An ancient artifact has


caused fractures in the timeline, leading to Spell List:
catastrophic events across Maxxia. The Temporal
Bandits are tasked by the Temporal Wardens to Cantrips:
locate and repair these temporal anomalies before Temporal Distortion: Manipulate time around a target
they cause irreversible damage. creature, causing its movements to slow down or
speed up for a brief moment. The target must
3. The Time-Locked Citadel: A mysterious citadel succeed on a Wisdom saving throw or have its
has appeared, locked in a time loop that repeats the speed halved until the end of its next turn.
same battle over and over. The Temporal Bandits Time Slip: Temporarily phase out of time, allowing
are recruited by the Order of the Shattered the Temporal Bandit to move through objects and
Hourglass to investigate the source of this time loop obstacles for a short distance. This movement does
and restore the citadel to its natural timeline. not provoke opportunity attacks.
Chrono Dart: Hurl a small dart infused with temporal
Variants: energy. On a hit, the target takes piercing damage,
1. Eldritch Chronomancer: This variant of the and its speed is reduced by 10 feet until the start of
Temporal Bandit class combines temporal magic your next turn.
with eldritch powers. These arcane rogues gain
access to a limited selection of warlock spells and
invocations, further enhancing their time
1st-Level Spells:
Time Stop: Freeze time momentarily within a small
manipulation abilities.
area, rendering all creatures and objects within it
immobile. The area becomes a null zone for a

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Chapter 5 Advanced Classes Hexmaster

duration, causing no sound, movement, or magical area, including allies.


effects. However, the Temporal Bandit cannot take Time Echo: Leave behind a residual echo of your
any actions during this time. actions, creating an illusory copy of yourself. The
Temporal Blade: Infuse a weapon with temporal echo mimics your movements and actions for a
energy, causing it to slice through time itself. The duration, allowing you to take an additional turn.
next successful weapon attack deals 1d4 additional However, after the duration ends, you suffer a level
force damage and forces the target to make a of exhaustion from the strain of manipulating time.
Constitution saving throw or be affected by the Slow
spell until the end of its next turn. Name: Temporal Blink
Echoing Shadows: Create illusory duplicates of Level: 1st
yourself that mimic your movements. This spell Description: Temporal Blink is a fundamental ability
grants you advantage on Dexterity (Stealth) checks of the Temporal Bandit, allowing them to
and imposes disadvantage on attack rolls against momentarily shift their existence out of the temporal
you until the end of your next turn. However, you plane and reappear elsewhere. By harnessing the
suffer a level of exhaustion when the spell ends. residual temporal energies, they can traverse short
distances with unparalleled speed and precision.
This ability grants them a distinct advantage in both
2nd-Level Spells: exploration and evasion, as they can effortlessly
Temporal Theft: Steal a brief moment from a target
bypass obstacles and navigate treacherous terrain.
creature, causing it to age rapidly. The target must
succeed on a Constitution saving throw or take
Mechanics: As an action, you can activate Temporal
necrotic damage and have its movement speed
Blink, allowing you to teleport up to 30 feet to an
reduced for a duration. However, this spell drains the
unoccupied space that you can see. This ability
Temporal Bandit's own life force, causing them to
ignores any obstacles or difficult terrain in your path,
suffer damage equal to half the damage dealt to the
effortlessly bypassing them. However, you cannot
target.
use Temporal Blink to move through solid objects or
Chrono Blink: Instantly teleport a short distance,
barriers that completely block line of sight.
leaving behind an illusory image of yourself. This
spell allows you to reposition yourself, avoid attacks,
Once you use Temporal Blink, you must finish a
or escape from dangerous situations. However, after
short or long rest before you can use it again. As you
casting this spell, you are unable to cast spells or
gain levels in the Temporal Bandit class, the distance
use temporal abilities until the start of your next turn.
you can teleport with Temporal Blink increases. At
Temporal Foresight: Peer into the near future,
6th level, the range extends to 60 feet, and at 11th
gaining insights that grant you advantage on attack
level, it extends to 90 feet.
rolls, ability checks, and saving throws until the end
of your next turn. However, immediately after the
In addition, starting at 3rd level, you can use
spell ends, you suffer a level of exhaustion from the
Temporal Blink as a bonus action instead of an
mental strain.
action, allowing you to teleport quickly and
seamlessly during combat or other time-sensitive
3rd-Level Spells: situations. This ability can be used once per short or
Time Collapse: Unleash a concentrated burst of long rest.
temporal energy, causing a localized rupture in the
fabric of time. Creatures within the area must make a Name: Timeless Reflexes
Dexterity saving throw or take force damage and be Level: 1st
knocked prone. However, the rupture destabilizes Description: The Temporal Bandit's connection to
the area, causing random temporal anomalies that the temporal energies grants them unparalleled
affect everyone within it, including the Temporal reflexes and the ability to perceive time in slow
Bandit. motion. They become capable of effortlessly evading
Temporal Siphon: Drain the temporal energies from attacks and reacting with lightning speed.
the immediate vicinity, restoring a portion of your
health and gaining temporary hit points. However, Mechanics: When a hostile creature makes a melee
this spell disrupts the temporal balance, causing a attack against the Temporal Bandit, they can use
surge of chaotic energy that affects everyone in the their reaction to activate Timeless Reflexes. The

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Temporal Bandit gains a bonus to their AC equal to the chosen event. The information received is open
their Intelligence modifier (minimum of +1) against to interpretation and may not guarantee a specific
that attack. Additionally, the Temporal Bandit gains outcome, but it can aid the Temporal Bandit in
advantage on Dexterity saving throws triggered by making informed decisions.
spells or effects that require them to react quickly. Name: Chrono Echo
Level: 3rd
Once the Temporal Bandit uses Timeless Reflexes, Description: Chrono Echo is a powerful ability that
they cannot use it again until they finish a short or allows the Temporal Bandit to manipulate time in a
long rest. localized area, creating echoes of the past and
future. By tapping into the residual temporal
Name: Future's Insight energies, the Temporal Bandit can bend the fabric of
Level: 2nd reality, granting them the ability to influence events
Description: The Temporal Bandit's connection to and affect the timeline itself.
the flow of time deepens, allowing them to tap into Mechanics:
glimpses of the future. Through this insight, they gain Range: 60 feet
the ability to foresee upcoming events and make Duration: Concentration, up to 1 minute
split-second decisions, enhancing their tactical Usage: Once per long rest
awareness and granting them an advantage in While Chrono Echo is active, the Temporal Bandit
various situations. can choose a point within range and create a
Mechanics: temporal distortion. This distortion manifests as a
The Temporal Bandit gains the following benefits: shimmering, translucent field, indicating the altered
Future Sight: Once per short rest, as an action, the timeline. The Temporal Bandit can shape this
Temporal Bandit can focus their temporal energies to distortion to their advantage, altering the events that
gain glimpses of potential future outcomes. They can occurred or are yet to happen in that area.
choose a target creature or object within 60 feet and
make an Intelligence saving throw against a DC The effects of Chrono Echo depend on the Temporal
determined by the DM. On a successful save, they Bandit's intent and their desired outcome. They can
gain a temporary advantage in their next interaction choose from the following options:
with the target, such as combat, negotiation, or
investigation. This advantage lasts for one minute. Echo of the Past: By delving into the echoes of the
Preemptive Action: The Temporal Bandit's intuition past, the Temporal Bandit gains insights into
allows them to react quickly to imminent danger. historical events and gains advantage on ability
Whenever they or an ally within 30 feet of them are checks, skill checks, or saving throws related to the
subjected to an effect that requires a saving throw, history of the location or individuals present in the
the Temporal Bandit can use their reaction to grant affected area. This ability allows them to gather
the affected creature advantage on the saving throw. information, unravel mysteries, or understand the
They must use this feature before the saving throw is secrets of a specific place.
made.
Accelerated Thought: The Temporal Bandit's Echo of the Future: Peering into potential futures, the
enhanced perception of time enables them to Temporal Bandit gains glimpses of upcoming events,
process information at an accelerated rate. They granting them advantage on ability checks, skill
gain proficiency in one Intelligence-based skill of checks, or saving throws related to predicting or
their choice if they don't already have it. Additionally, avoiding immediate danger within the affected area.
they can add their Intelligence modifier to initiative This ability allows them to anticipate traps,
rolls. ambushes, or treacherous situations, enabling them
Temporal Prediction: Through their attunement to the to act with swiftness and precision.
tides of time, the Temporal Bandit gains the ability to
predict the outcome of events. Once per long rest, Echo of Alteration: The Temporal Bandit can
they can spend 10 minutes meditating to glimpse into manipulate events in the area, altering the outcome
the future and gain insight into a specific upcoming of recent actions. They can choose to change the
situation or challenge. The DM provides hints, clues, outcome of a single skill check, ability check, or
or suggestions about the best course of action, saving throw made within the affected area, either for
potential dangers, or hidden opportunities related to themselves or a creature they can see. This

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manipulation can turn a failure into a success or vice powerful mastery transcends the confines of combat,
versa, creating opportunities or preventing dire permitting the Temporal Bandit to manipulate
consequences. moments to their favor in any given situation, be it
during a perilous adventure or amidst the banality of
Name: Time Dilation everyday life.
Level: 4th
Harnessing the residual temporal energies, the
Description: Time Dilation is a remarkable ability Temporal Bandit can manipulate the very pace of
that allows the Temporal Bandit to manipulate the time around them. By dilating the temporal field, they
fabric of time, slowing it down within a specific area. can make a long journey feel like a quick stride or
By creating a temporal pocket, the Temporal Bandit make a fleeting moment last an eternity. This is not
can alter the flow of time for themselves and their just a mere perception, as the Temporal Bandit's
allies, granting them a significant advantage in mastery extends to affect reality itself.
various situations.
Beyond this, the Temporal Bandit’s command over
Mechanics: When using Time Dilation, the Temporal time grants them exceptional ability in leadership and
Bandit selects an area with a radius of 30 feet. Within logistics. Whether rallying their troops before an
this area, time slows down, affecting all creatures important battle or coordinating a vast network of
except the Temporal Bandit and their chosen allies. spies, they can stretch moments, ensuring their
The effect lasts for a duration of 1 minute, during plans are flawlessly executed. Their instructions
which the affected creatures benefit from the resonate in a timeless echo, ensuring their
following: commands are never forgotten or misunderstood.

Temporal Acceleration: All affected creatures gain a In the realm of social interaction, the Temporal
+2 bonus to their AC, Dexterity saving throws, and Bandit becomes an unrivaled diplomat and
attack rolls. negotiator. With the ability to glimpse potential
futures, they can intuit the best paths in a
Precise Actions: Affected creatures can take one conversation, knowing when to press, when to yield,
additional bonus action on each of their turns. and when to charm. With their ability to stretch time,
they always have the perfect comeback, the most
Slow Motion: Affected creatures' movement speed is persuasive argument, or the most beguiling tale to
doubled, allowing them to cover greater distances or tell.
position themselves strategically.
Mechanics: As an action, the Temporal Bandit can
Swift Reactions: Affected creatures gain advantage activate Temporal Mastery. For the next hour, they
on initiative rolls, allowing them to act quicker and can choose one of the following effects:
potentially gain the upper hand in combat.
Temporal Voyage: The Bandit and up to 6 creatures
It is important to note that the Temporal Bandit and they can see within 30 feet reduce the time spent
their allies must be within the area of effect at the traveling by half for up to 8 hours. During this time,
time the ability is activated. Leaving the area would the party isn’t slowed by difficult terrain, and they
nullify the benefits of Time Dilation until they re-enter have advantage on saving throws against effects that
it. Additionally, hostile creatures within the area of would slow their movement or stop them from
effect are also affected by Time Dilation, making it a traveling (like a Hold Person spell).
potentially potent tactical tool in combat.
Timeless Command: When communicating a plan or
Name: Temporal Mastery issuing orders to an NPC or a group of NPCs, the
Level: 5th Temporal Bandit can impress upon them a sense of
Description: Through a profound understanding of timeless urgency. The targets must succeed on a
temporal energies, the Temporal Bandit is able to Wisdom saving throw (DC = 8 + the Bandit's
weave the threads of time and space to their proficiency bonus + the Bandit's Intelligence
advantage, manifesting in unparalleled abilities of modifier) or follow the Bandit's instructions to the
command, travel, and social interaction. This best of their ability for the next 24 hours. The Bandit

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Hexmaster Chapter 5 Advanced Classes

must take 10 minutes to use this feature in this way. As you grow in power and gain access to higher-
level spell slots, Temporal Distortion becomes even
Flow of Conversation: The Temporal Bandit can slow more potent. When casting this spell using a spell
down time to perfectly time their words and actions slot of 1st level or higher, the duration of the slowed
during a social interaction. For the next hour, they speed effect increases by 1 round for each level
gain advantage on all Charisma (Deception, above 0.
Persuasion, Performance) checks.
Name: Time Slip
Temporal Bandit Spells School of Magic: Transmutation
Level: 0
Name: Temporal Distortion Casting Time: 1 action
School of Magic: Transmutation Range: Self
Level: 0-Level Target: Self
Casting Time: 1 action Components: Verbal, Somatic
Range: 60 feet Duration: 1 round
Target: One creature Saving Throw: None
Components: Verbal, somatic Spell Resistance: No
Duration: Instantaneous
Saving Throw: Wisdom saving throw Description:
Spell Resistance: No Time Slip is a remarkable spell that allows the
Temporal Bandit to briefly phase out of time,
Description: enabling them to maneuver through objects and
Temporal Distortion is a fascinating spell that allows obstacles effortlessly. When casting this spell, the
the caster to manipulate time itself, creating a brief Temporal Bandit focuses their mind and body,
moment of altered temporal flow around the target channeling the energy of temporal distortion. As they
creature. When you cast this spell, you point your do so, the fabric of time around them begins to ripple
finger at a chosen creature within range, channeling and warp, creating a mesmerizing visual spectacle.
your arcane energy to disrupt the normal progression
of time. Once the spell takes effect, the Temporal Bandit
becomes intangible for a brief period, phasing
The target must make a Wisdom saving throw to through solid matter as if it were insubstantial. They
resist the temporal effects. On a failed save, the can move through walls, doors, and other physical
creature succumbs to the manipulation of time, barriers unhindered, defying the laws of physics. This
causing its movements to either slow down or speed extraordinary ability grants the Temporal Bandit
up, depending on the outcome. If the saving throw incredible mobility, allowing them to reach areas that
fails, the creature's speed is halved until the end of would otherwise be inaccessible.
its next turn.
During the duration of the spell, which lasts for a
Imagine an agile enemy charging at your allies, their single round, the Temporal Bandit can move up to 30
movements fluid and precise. With a quick feet through solid objects and obstacles. They can
incantation and a flick of your wrist, time around the freely choose their path, weaving through walls,
enemy distorts, causing their limbs to move floors, and ceilings with ease. While in this phased
sluggishly as if trapped in thick honey. They struggle state, the Temporal Bandit is immune to opportunity
to maintain their balance, stumbling as their attacks attacks, as their intangible form evades any attempts
lose their deadly precision. to strike them.

However, if the creature succeeds on its Wisdom It is important to note that the Temporal Bandit
saving throw, its mind resists the temporal cannot interact with objects or creatures while
manipulation, and its movements remain unaffected. phased. They cannot attack, cast spells, or
Perhaps the target's willpower or inherent manipulate their environment in any way. Their
understanding of the mystical arts allows it to shrug purpose is solely to bypass barriers and gain tactical
off the spell's effects. advantage in traversing the battlefield.

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Chapter 5 Advanced Classes Hexmaster

Enhanced Spell Effects: target increases by 10 feet for each level above 1st.
When Time Slip is cast using a higher-level spell slot, For example, if cast using a 3rd-level spell slot, the
the duration of the spell increases. For each level dart would deal additional 2d4 piercing damage and
above 0, the Temporal Bandit gains an additional reduce the target's speed by 20 feet.
round of phasing, allowing them to move through Name: Temporal Bandit's Time Stop
objects for longer periods. This enhanced version of School of Magic: Chronomancy
the spell can prove invaluable in situations where Level: 1st-Level
swift infiltration or evasion is necessary. Casting Time: 1 action
Range: Self
Name: Chrono Dart Target: 5-foot radius sphere centered on self
School of Magic: Transmutation Components: Verbal, Somatic
Level: 1 Duration: 1 round
Casting Time: 1 action Saving Throw: None
Range: 60 feet Spell Resistance: No
Target: One creature
Components: Verbal, somatic Description:
Duration: Instantaneous Temporal Bandit's Time Stop is a spell mastered by
Saving Throw: None those who dabble in the forbidden arts of
Spell Resistance: Yes chronomancy. When cast, the spellcaster harnesses
the swirling energies of time itself, momentarily
Description: freezing the flow of time within a small area. As the
Chrono Dart is a spell that harnesses the power of incantation resonates through the air, reality bends
temporal energy to create a small dart that is and contorts, creating a temporal null zone.
propelled towards a target with remarkable speed
and accuracy. The dart is imbued with the ability to Upon casting Temporal Bandit's Time Stop, time
disrupt the target's temporal flow upon impact. within the designated area comes to a complete
standstill. All creatures and objects within the 5-foot
When you cast Chrono Dart, you utter the incantation radius sphere become instantly immobile, suspended
and make a throwing motion with your hand, in a frozen tableau. The null zone erases all sound,
conjuring a dart made of shimmering temporal movement, and even magical effects, rendering it an
energy. With a flick of your wrist, the dart shoots eerie pocket of silence and stillness.
forward, guided by your magical intent.
During this temporal stasis, the Temporal Bandit
Upon hitting the target, the Chrono Dart inflicts himself or herself is also affected by the time freeze
piercing damage, representing the physical impact of and cannot take any actions. However, the spell
the dart. The target then experiences a temporal allows the caster to observe the immobile scene,
disturbance, causing its temporal flow to falter. As a granting valuable moments of respite or an
result, the target's speed is reduced by 10 feet until opportunity to plan and strategize.
the start of your next turn, as if the flow of time
around them slows down. It is important to note that Temporal Bandit's Time
Stop does not alter the duration of ongoing effects or
The Chrono Dart spell does not allow for a saving the trajectory of projectiles already in motion. It
throw, but it can be resisted by creatures with innate merely halts the progression of time within the
spell resistance. Additionally, the spell cannot affect designated area. Once the spell's duration ends, time
creatures that are immune to temporal manipulation snaps back into motion, and the creatures and
or have special resistance against transmutation objects within the null zone continue their normal
magic. course.

Enhanced Spell Effects: Casting Temporal Bandit's Time Stop at higher levels
When you cast Chrono Dart using a spell slot of 2nd increases its potency. When cast using a spell slot of
level or higher, the piercing damage inflicted by the 2nd level or higher, the radius of the null zone
dart increases by 1d4 for each level above 1st. expands by an additional 5 feet for each level above
Furthermore, the speed reduction inflicted on the 1st. This allows the Temporal Bandit to freeze a

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Hexmaster Chapter 5 Advanced Classes

larger area, providing even greater strategic When you cast this spell using a spell slot of 2nd
advantage and control over the flow of time. level or higher, the additional force damage
increases by 1d6 for each slot level above 1st.
If you cast this spell using a 3rd-level or higher spell
slot, the Slow effect on the target lasts for an
Name: Temporal Blade additional round for each slot level above 2nd.
School of Magic: Transmutation
Level: 1st-Level Name: Echoing Shadows
Casting Time: 1 action School of Magic: Illusion
Range: Touch Level: 1st-level
Target: One weapon Casting Time: 1 action
Components: Verbal, Somatic Range: Self
Duration: Concentration, up to 1 minute Target: Self
Saving Throw: Constitution Components: Verbal, Somatic
Spell Resistance: No Duration: Concentration, up to 1 minute
Saving Throw: None
Description: Spell Resistance: No
Temporal Blade is a spell that taps into the fabric of
time, infusing a weapon with temporal energy. As Description: Echoing Shadows is a spell that taps
you cast the spell, you channel your magical into the mystical essence of illusions and shadows,
prowess into a chosen weapon, causing it to slice allowing the caster to create deceptive duplicates of
through time itself. The weapon glows with a faint, themselves. When you cast this spell, your body
shimmering aura as it becomes imbued with the becomes surrounded by a swirling mist of ethereal
temporal essence. darkness. As the shadows wrap around you, they
take on your exact form and mimic your movements,
Once the weapon has been infused, the next creating illusory copies that confuse and distract your
successful attack made with it carries additional force enemies.
damage, delivering a devastating blow to the target.
The additional damage dealt is equal to your While the spell is active, you gain several benefits.
spellcasting ability modifier plus 1d6 force damage. Firstly, you have advantage on Dexterity (Stealth)
checks, as the illusions blend seamlessly with the
Furthermore, the target of the attack must make a environment, making it difficult for others to perceive
Constitution saving throw. If the saving throw fails, your true location. Additionally, any creature
the target is affected by the Slow spell until the end attempting to make an attack roll against you suffers
of its next turn. The temporal energy disrupts the flow from disadvantage, as they struggle to discern which
of time around the target, causing their movements of the duplicates is the real you.
to become sluggish and laborious. While under the
effects of Slow, the target's speed is halved, it takes However, the power of Echoing Shadows comes at a
a -2 penalty to AC and Dexterity saving throws, and it cost. When the spell ends, whether by your choice,
can't use reactions. On its turn, it can only take either by being dispelled, or by losing concentration, you
an action or a bonus action, but not both, and it can't experience a wave of exhaustion as the illusory
make more than one melee or ranged attack during energy drains your vitality. You gain a level of
its turn. exhaustion, representing the strain on your body and
mind from maintaining the spell.
The duration of the Temporal Blade spell is
concentration, up to 1 minute. During this time, you Enhanced Effects: When casting Echoing Shadows
must maintain your focus on the weapon, channeling using a spell slot of 2nd level or higher, the duration
the temporal energy to keep it active. If your of the spell increases by 1 minute for each slot level
concentration is broken, the spell ends prematurely. above 1st. Additionally, the number of illusory
duplicates created increases by one for each slot
Enhanced Spell Effects: level above 1st, providing even more confusion and
protection against your foes.

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Name: Temporal Theft Description:


School of Magic: Necromancy Chrono Blink is a spell that harnesses the power of
Level: 2 time and space to enable instantaneous
Casting Time: 1 action teleportation, granting you the ability to reposition
Range: 60 feet yourself swiftly in the midst of combat, elude attacks,
Target: One creature or escape from perilous situations. When you cast
Components: Verbal, somatic this spell, you momentarily become a master of
Duration: Concentration, up to 1 minute temporal manipulation.
Saving Throw: Constitution
Spell Resistance: No As you speak the incantation and perform intricate
gestures, a surge of energy envelops you, causing
Description: Temporal Theft is a forbidden spell your form to blur and distort. In a flash of dazzling
mastered only by those daring enough to meddle light, you disappear from your current location,
with the fabric of time itself. With a whispered leaving behind a mesmerizing afterimage of yourself
incantation and a swift motion of their hand, the that persists for a few moments. This illusory image
Temporal Bandit reaches into the temporal flow and mirrors your appearance, actions, and movements,
steals a fleeting moment from their target, causing making it difficult for enemies to discern which is the
them to age rapidly. real you.

The target creature must make a Constitution saving Upon teleporting, you can choose a destination
throw. On a failed save, they suffer the within a short distance of your original position, up to
consequences of temporal theft. The target takes a maximum of 30 feet. You seamlessly transition
3d8 necrotic damage and has their movement speed from one point to another, appearing at the chosen
reduced by half for the duration of the spell. location in an instant. This sudden relocation grants
Additionally, the target's physical appearance you the advantage of surprise or strategic positioning
becomes weathered and wrinkled, reflecting the in the heat of battle.
accelerated aging process inflicted upon them.
However, the temporal strain caused by such rapid
However, the casting of Temporal Theft comes at a movement leaves you momentarily unable to cast
great cost. The Temporal Bandit pays a hefty toll, spells or utilize temporal abilities until the start of
sacrificing their own life force in the process. The your next turn. Your connection to the weave of
Bandit suffers damage equal to half the damage magic and the flow of time needs a moment to
dealt to the target. This sacrifice serves as a stabilize after the Chrono Blink.
reminder of the delicate balance between
manipulating time and the consequences it entails. Enhanced Effects:
When casting Chrono Blink using a spell slot of
Enhanced Spell Effects: higher level than 2nd, the range of teleportation
increases by an additional 10 feet for each level
When you cast this spell using a spell slot of 3rd above 2nd.
level or higher, the damage increases by 1d8 for
each slot level above 2nd. Name: Temporal Foresight
School of Magic: Divination
Name: Chrono Blink Level: 2
School of Magic: Transmutation Casting Time: 1 action
Level: 2 Range: Self
Casting Time: 1 action Target: Self
Range: Self Components: V, S
Target: Self Duration: Concentration, up to 1 minute
Components: Verbal, Somatic Saving Throw: None
Duration: Instantaneous Spell Resistance: No
Saving Throw: None
Spell Resistance: No Description:

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Hexmaster Chapter 5 Advanced Classes

As you cast the Temporal Foresight spell, you tap energy surges forth, distorting reality and causing
into the hidden currents of time, peering into the near chaos within the affected area.
future. Your senses sharpen, and you gain fleeting
glimpses of events that have yet to unfold. This spell All creatures, including yourself and the Temporal
grants you incredible insights, enhancing your Bandit, within the radius must make a Dexterity
abilities and granting you an advantage on attack saving throw. Those who fail are caught in the
rolls, ability checks, and saving throws until the end temporal disruption, suffering 4d6 force damage and
of your next turn. being knocked prone. Those who succeed take half
damage and remain standing, their agility allowing
When the spell takes effect, your perception of time them to resist the full brunt of the spell's effects.
expands, allowing you to anticipate your opponents'
actions and react with incredible precision. The However, the rupture in time creates random
strands of fate align in your favor, guiding your every temporal anomalies that permeate the area. These
move. Whether you swing a sword, cast a spell, or anomalies affect everyone within the radius,
attempt a delicate lock-picking maneuver, your introducing unpredictable shifts in the flow of time.
actions are imbued with an otherworldly grace. These anomalies manifest as ephemeral echoes,
causing strange phenomena to occur.
However, the strain of peering into the future takes a
toll on your mind. Immediately after the spell ends, One moment, gravity might momentarily increase,
you experience a sudden wave of exhaustion as the causing creatures to feel heavier and struggle to
temporal energies recede. This mental exhaustion move. In the next moment, time might slow down,
manifests as a level of physical exhaustion, leaving causing movement and actions to become sluggish
you fatigued and drained. It is a small price to pay for and lethargic. And then, time might accelerate,
the immense power and foresight granted by this making everything appear to blur as if caught in a
spell. fast-forwarded reel. These temporal anomalies occur
at random intervals, lasting for a few seconds before
Enhanced Effects: shifting to a new effect.
When you cast Temporal Foresight using a spell slot
of 3rd level or higher, the duration of the spell The Temporal Bandit, a peculiar entity that dwells
increases by an additional minute for each slot level within the folds of time, is also affected by the
above 2nd. Additionally, the advantage granted by rupture. This enigmatic being thrives on temporal
the spell extends to your allies within 30 feet of you, disturbances and is drawn to areas of temporal
provided they remain within range. instability. While within the affected radius, the
Temporal Bandit is invigorated, gaining enhanced
speed and agility. It moves at double its normal
Name: Time Collapse speed, its strikes becoming a blur of motion that are
School of Magic: Temporal Manipulation difficult to evade.
Level: 3
Casting Time: 1 action Enhanced Spell Effects:
Range: Self (30-foot radius) When Time Collapse is cast using a spell slot of 4th
Target: All creatures within range level or higher, the force damage inflicted by the
Components: Verbal, Somatic, Material (a small spell increases by 2d6 for each slot level above 3rd.
hourglass filled with quicksilver)
Duration: Concentration, up to 1 minute Name: Temporal Siphon
Saving Throw: Dexterity School of Magic: Transmutation
Spell Resistance: Yes Level: 3
Casting Time: 1 action
Description: Range: Self (30-foot radius)
With a flurry of arcane gestures and an incantation Target: Self
that resonates with the echoes of time, you unleash Components: Verbal, Somatic, Material (a small
the power of Time Collapse. A localized rupture in hourglass)
the fabric of time manifests within a 30-foot radius Duration: Instantaneous
centered on yourself. The very essence of temporal Saving Throw: Constitution half

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Chapter 5 Advanced Classes Hexmaster

Spell Resistance: Yes Range: Self


Description: Target: Self
Temporal Siphon is a powerful spell that allows the Components: Verbal, Somatic
caster to tap into the temporal energies of the Duration: Concentration, up to 1 minute
immediate vicinity, harnessing their essence to Saving Throw: None
restore their own health and gain temporary hit Spell Resistance: No
points. However, this spell comes with a price, as it
disrupts the delicate balance of time, unleashing a Description:
surge of chaotic energy that affects everyone within Time Echo is a powerful spell that taps into the fabric
a 30-foot radius, including allies. of time itself, allowing you to leave behind a residual
echo of your actions. As you cast the spell, you feel
When you cast Temporal Siphon, you focus your the arcane energies coursing through your body,
magical energy on extracting temporal essence from resonating with the temporal forces around you. A
the air around you. The temporal energies flow into shimmering aura surrounds you, creating an illusory
your body, healing your wounds and rejuvenating copy of yourself that mimics your movements and
your spirit. You regain hit points equal to 3d8 + your actions with uncanny precision.
spellcasting ability modifier, and you gain temporary
hit points equal to half the amount of hit points While under the effect of Time Echo, you gain an
restored. additional turn immediately after your regular turn
ends. This extra turn grants you the ability to move
As the temporal energies flow through you, they and take actions as if it were your regular turn again.
create a ripple in the fabric of time. This ripple You can use this additional turn to cast spells, attack
expands in a 30-foot radius centered on you, causing enemies, or perform any other actions available to
a chaotic disruption to anyone caught within its you. The illusory copy created by the spell is
influence. All creatures within the area, including indistinguishable from the real you, making it difficult
your allies, must make a Constitution saving throw. for others to discern which is the genuine version.
On a failed save, they suffer 2d6 force damage as
their bodies momentarily age or regress in time. On a However, manipulating time in such a way takes a
successful save, the damage is halved. toll on your body and mind. After the duration of the
spell ends, which lasts up to 1 minute as you
The surge of chaotic energy also has secondary concentrate on maintaining the temporal
effects. All affected creatures have their movement manipulation, you suffer a level of exhaustion. The
speed reduced by 10 feet for the next round as they strain of bending the laws of time and space leaves
struggle to maintain their balance amidst the you physically and mentally drained, requiring rest
temporal fluctuations. Additionally, any concentration and recovery to regain your strength.
spells that were being maintained by affected
creatures must make a concentration saving throw, To cast Time Echo at a higher level, you can use a
with a DC equal to 10 or half the damage taken, spell slot of 4th level or higher. When cast using a
whichever is higher. On a failed save, their spell slot of 4th level, the duration of the spell
concentration is broken, causing their spell to end increases to 10 minutes. Each additional level above
prematurely. 4th increases the duration by an additional 10
minutes.
Enhanced Effects: When Temporal Siphon is cast
using a spell slot of 4th level or higher, the amount of
healing and temporary hit points gained increases by
1d8 for each level above 3rd. Additionally, the
damage dealt by the chaotic surge increases by 1d6
for each level above 3rd.

Name: Time Echo


School of Magic: Illusion
Level: 3
Casting Time: 1 action

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battle. They excel at hindering their opponents'


actions, manipulating their minds, and imposing
debilitating effects. With their unique abilities, they
can turn the tide of a battle in their favor by
Name: Thought Police neutralizing threats and exploiting weaknesses.
Role: Controller
Hit Die: d8 Level Progression:
Primary Ability: Intelligence 1st: Mental Probe, Psionic Shield
Saving Throws: Wisdom, Charisma 2nd: Fearful Presence
Armor Proficiencies: Light armor 3rd: Mind Control
Weapon Proficiencies: Simple weapons, hand 4th: Mental Fortitude
crossbows, longswords, rapiers, shortswords 5th: Psychic Domination
Tool Proficiencies: None
Skills: Choose two from Arcana, Deception, Insight, Equipment: The Thought Police start with a
Investigation, Perception, and Persuasion longsword, a hand crossbow with 20 bolts, leather
Spellcasting: The Thought Police class is adept at armor, and an explorer's pack. They also have a set
manipulating the minds of others through psionic of manacles, a disguise kit, and a belt pouch
abilities. Their spellcasting ability is Intelligence. containing 15 gold pieces.
They do not require a spellcasting focus and can
cast spells using only their thoughts. They have Appearance: A typical member of the Thought
unique features that enhance their psionic abilities, Police is clad in sleek black armor, designed to
allowing them to probe thoughts, induce fear, and intimidate and strike fear into the hearts of those they
even control the actions of their enemies. encounter. Their helmet features a faceplate with a
one-way mirror, concealing their true identity while
Class Overview: allowing them to observe their surroundings. The
The Thought Police are masters of mental armor is adorned with intricate engravings
manipulation, harnessing the power of their minds to representing the mind's complexity and the control
control and shape the battlefield. They are the they wield over it. Their eyes emanate an
enforcers of order and conformity, ensuring that no otherworldly glow, a testament to their psionic
rebellious thoughts or actions go unpunished. powers.
Through their rigorous training and powerful psionic
abilities, they have become formidable agents of the Organizations:
state. 1. The Order of Mind's Eye: This secretive
organization is the governing body that oversees the
These agents possess unparalleled skill in extracting training and operations of the Thought Police. They
information from the minds of their targets, using are responsible for maintaining order and upholding
their telepathic powers to probe thoughts and the laws of the land. Their headquarters, known as
memories. They can uncover secrets, unravel plots, the Citadel of Cognition, is a massive fortress hidden
and expose traitors with ease. The Thought Police deep within a dense forest. The Order's members
also excel at inducing fear, instilling dread in their are revered for their abilities, feared for their
enemies and weakening their resolve. Their ability to relentless pursuit of justice, and respected for their
manipulate emotions and thoughts makes them a unwavering loyalty to the state.
formidable force on the battlefield.
2. The Resurgence: A rebel faction opposing the
In addition to their mental prowess, the Thought oppressive regime, the Resurgence seeks to free the
Police are skilled combatants. They are trained in the populace from the Thought Police's mental grasp.
use of a variety of weapons, allowing them to defend Comprised of dissenting minds and fugitives who
themselves in close-quarters combat. Their have evaded capture, they operate from hidden safe
proficiency in light armor provides them with some houses and communicate through encrypted
protection while maintaining their agility and mobility. channels.

As controllers, the primary role of the Thought Police Their ranks include former Thought Police agents
is to disrupt enemy formations and control the flow of disillusioned by the corruption within their own

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Chapter 5 Advanced Classes Hexmaster

organization. security. As Thought Police agents, the party must


delve into the depths of the politician's mind to
3. The Council of Dreamweavers: A group of recover the lost information. Along the way, they
powerful psionic scholars and researchers, the uncover a conspiracy involving powerful telepaths
Council of Dreamweavers delves into the mysteries seeking to manipulate political outcomes. Can they
of the mind and seeks to expand the boundaries of restore the politician's memories and expose the
psionic knowledge. Though they maintain a neutral hidden manipulators?
stance in political matters, they offer guidance and
support to those who harness psionic powers 3. Rebellion Within: A fellow Thought Police agent
responsibly, including Thought Police agents seeking has gone rogue, using their psionic abilities to incite
to refine their abilities. rebellion against the government. The party is tasked
with apprehending their former ally and bringing
Notable Users: them to justice. However, they soon discover that the
1. Aelinora "The Whisperer": Aelinora is a legendary rogue agent had valid reasons for their dissent. Will
Thought Police agent known for her ability to infiltrate they blindly follow orders or question the oppressive
the minds of her targets without leaving a trace. It is regime they once served?
said that she can slip into dreams undetected and
manipulate reality within the confines of the dream Variants:
realm. Her feats include single-handedly uncovering 1. Mindweaver: In certain campaign worlds, a variant
an extensive spy network and neutralizing a high- of the Thought Police known as Mindweavers exists.
ranking traitor within the government. Mindweavers focus on healing and protection, using
their psionic powers to mend minds and bolster their
2. Kaldar "The Mindbreaker": Kaldar is a feared allies. They are often found working in hospitals,
enforcer of the Thought Police, notorious for his aiding trauma victims, and offering solace to the
ruthless tactics and relentless pursuit of criminals. mentally afflicted.
His psychic abilities are unparalleled, enabling him to
shatter the minds of his adversaries and render them 2. Cybernetic Enforcer: In a futuristic setting, the
incapable of coherent thought. His most notable Thought Police takes on a cybernetic aspect. The
accomplishment was the capture of an elusive serial Cybernetic Enforcer utilizes implanted neural
killer who had evaded justice for years. interfaces and advanced technology to augment their
psionic abilities. They possess cybernetic
3. Lyra "The Thoughtweaver": Lyra is an enigmatic enhancements, such as ocular implants that
Thought Police agent known for her ability to enhance their telepathic range or neural implants
manipulate emotions on a mass scale. She can that grant them increased control over their targets'
inspire unwavering loyalty in her allies and sow minds.
discord among her enemies. Her mastery of
telepathy has allowed her to orchestrate intricate Comments:
plans that dismantle opposition from within, ensuring Ah, the enigmatic Thought Police. Few classes can
the regime's control remains unchallenged. rival their mastery over the mind and their
unwavering dedication to enforcing order. Their
Adventure Hooks: unique blend of psionic abilities and combat prowess
1. The Corrupted Artifact: The Thought Police has makes them
received intelligence regarding a powerful artifact
capable of amplifying psionic abilities. However, it a formidable force on the battlefield and a vital asset
has fallen into the hands of a dangerous cult that to any government or organization that values control
seeks to use it to overthrow the government. The above all else.
party, consisting of Thought Police agents, must
retrieve the artifact before it's too late. Will they The study of the mind is a fascinating field, and the
succumb to the artifact's corrupting influence, or can Thought Police harness its intricacies with
they maintain their loyalty to the state? remarkable precision. Their abilities to probe
thoughts, induce fear, and control minds make them
2. The Lost Memories: A high-ranking politician has both feared and respected. However, such power
mysteriously lost all memories crucial to national comes with great responsibility, and the line between

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Hexmaster Chapter 5 Advanced Classes

protector and oppressor can blur. It is in the hands of Friends


the individual Thought Police agent to navigate this Mage Hand
treacherous path and wield their abilities with Message
integrity. Spare the Dying
Vicious Mockery
Remember, dear reader, power over the mind is a
double-edged sword. Those who choose the path of 1st Level Spells:
the Thought Police must be cautious not to become Charm Person
consumed by their own desire for control. Balance is Detect Thoughts
key, and the true measure of a Thought Police agent Disguise Self
lies in their ability to discern justice from tyranny, Feather Fall
even when their own minds may be clouded by the Identify
very power they wield. Sleep
Big Brothers Hideous Laughter

2nd Level Spells:


Calm Emotions
Crown of Madness
Enthrall
Hold Person
Invisibility
See Invisibility
Zone of Truth

3rd Level Spells:


Bestow Curse
As a Thought Police agent advances in level, they Clairvoyance
gain access to more cantrips and spells. They learn Fear
new spells and can replace known spells when they Hypnotic Pattern
level up. The chart shows the number of cantrips Major Image
known, spells known, and the spell slots available for Nondetection
each spell level from 1st to 9th as the class Suggestion
progresses. Note that the class does not gain access Tongues
to spell levels beyond 5th level.

The Thought Police's spellcasting ability is Name: Mental Probe


Intelligence, and their spell save DC is calculated as Level: 1st level
8 + Intelligence modifier + proficiency bonus. The Description: Mental Probe allows the Thought
spell attack modifier is the same as the spell save Police to delve into the minds of others, extracting
DC. valuable information and gaining insight into their
thoughts and memories.
With this progression chart, the Thought Police can Usage: The feature is primarily used outside of
gradually expand their repertoire of psionic spells, combat to gather intelligence and uncover hidden
becoming even more formidable in their ability to secrets. However, it can also be used strategically
manipulate minds, control emotions, and enforce during combat to gain a tactical advantage by
order in the world around them. exploiting weaknesses or learning about enemy
plans.
Mechanics: The Mental Probe feature allows the
Spell List: Thought Police to telepathically probe the mind of a
target within 30 feet. The target must make a
Cantrips: Wisdom saving throw against the Thought Police's
Dancing Lights spell save DC to resist the mental intrusion. On a

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Chapter 5 Advanced Classes Hexmaster

failed save, the Thought Police gains access to Mechanics: As a bonus action, the Thought Police
surface-level thoughts and recent memories of the can activate their Psionic Shield, creating a
target for a duration of 1 minute. This information can shimmering field of energy that surrounds them. The
provide valuable clues, such as the target's shield provides temporary hit points equal to their
intentions, hidden agendas, or potential weaknesses. Intelligence modifier + their class level. These
Limitations: Mental Probe can only be used on temporary hit points are lost first and are replenished
creatures that have an Intelligence score and each time the character activates the Psionic Shield.
possess a mind capable of conscious thought. The shield remains active until the character
Creatures that are immune to being charmed or that dismisses it as a bonus action or until it is depleted.
have innate protection against telepathy can resist Limitations: The Psionic Shield has limited uses
the probe. Additionally, the Thought Police must and can only be activated a number of times equal to
maintain concentration during the probing process the character's Intelligence modifier per long rest.
and cannot take any other actions. Additionally, the shield can only be activated if the
Variants: At higher levels, the Mental Probe feature character is not wearing heavy armor.
can be enhanced to allow deeper and more Variants: As the Thought Police gains levels, they
extensive probing, uncovering deeper secrets or can unlock enhancements to the Psionic Shield.
long-forgotten memories. This advanced version These enhancements may grant additional
could have an increased duration or the ability to temporary hit points, increase the activation limit, or
extract specific information from the target's mind. introduce new defensive effects.
Flavor: When using Mental Probe, the Thought Flavor: When the Thought Police activates the
Police focuses their psionic energy and extends their Psionic Shield, a surge of psychic energy emanates
consciousness into the target's mind. They visualize from their mind, enveloping their body in a
a metaphysical representation of the target's translucent field. The shield's appearance can vary
thoughts and memories, like a swirling maze of depending on the character's individual psionic
ethereal corridors and rooms. The atmosphere within signature. It might manifest as a swirling vortex of
the mental realm may vary depending on the colors, a crackling field of electricity, or an ethereal
emotions and memories of the target, ranging from projection of their deepest thoughts and memories.
serene and tranquil to chaotic and foreboding. Examples:
Examples: In a diplomatic negotiation, the Thought 1. In the heat of battle, as enemies close in on the
Police could use Mental Probe to gain insight into the Thought Police, they activate their Psionic Shield, the
true intentions of the other party, allowing them to air around them crackling with energy. The shield
respond more effectively and avoid potential traps. In absorbs the initial onslaught, protecting the character
a dungeon exploration, the Thought Police might use from harm and granting them the confidence to press
Mental Probe on a captured enemy to extract forward.
information about hidden traps or secret passages. 2. Outside of combat, the Thought Police can
During a battle, the Thought Police could use Mental activate their Psionic Shield to shield innocent
Probe to identify the weak points of an enemy, bystanders from harm. They use their bonus action
allowing their allies to target those vulnerabilities with to summon the protective barrier, positioning
greater precision. themselves between the threat and the people they
wish to protect.
1st level: Psionic Shield 3. During a tense negotiation, the Thought Police
Name: Psionic Shield senses potential danger. They discreetly activate
Level: 1st level their Psionic Shield, ensuring they have an added
Description: The Psionic Shield feature allows the layer of protection in case the situation escalates.
Thought Police to create a protective barrier of The shield's presence goes unnoticed, but it provides
psychic energy around themselves, providing the character with a sense of security, allowing them
defense against incoming attacks. to focus on the task at hand.
Usage: The Psionic Shield is primarily used in
combat to bolster the character's defenses and Name: Fearful Presence
withstand enemy assaults. It can also be employed Level: 2nd level
outside of combat to protect the character or others Description: Fearful Presence is a class feature that
from harm. allows the Thought Police to emanate an aura of
dread and instill fear in their enemies, weakening

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Hexmaster Chapter 5 Advanced Classes

their resolve and rendering them vulnerable to


mental manipulation. Name: Mental Domination
Usage: Fearful Presence is typically used to create Level: 3rd level
psychological disruption on the battlefield by sowing Description: Mental Domination is a potent class
fear and doubt among enemies. It can also be feature that allows the Thought Police to assert their
utilized outside of combat to intimidate and extract dominance over the minds of others, bending their
information from individuals who are susceptible to will to their own. With this ability, they can seize
fear. control of a target's actions, compelling them to obey
Mechanics: When activating Fearful Presence, the their commands and act against their own interests.
Thought Police emanates an aura of palpable dread Usage: In combat, Mental Domination is a strategic
with a radius of 30 feet. Any hostile creature within tool used to neutralize threats by turning enemies
this radius must make a Wisdom saving throw against each other or forcing them to act in a way
against the Thought Police's spell save DC or that benefits the Thought Police and their allies.
become frightened for 1 minute. A frightened Outside of combat, it can be employed to manipulate
creature's speed is reduced to 0, and it can't willingly individuals or extract information by temporarily
move closer to the Thought Police. Additionally, the overriding their free will.
creature has disadvantage on ability checks and Mechanics:
attack rolls while within the aura. Range: 60 feet
Limitations: Fearful Presence can be used once per Duration: Concentration, up to 1 minute
short or long rest, requiring the Thought Police to - Saving Throw: Wisdom saving throw (DC 8 +
channel their psionic energy to evoke terror. The Intelligence modifier + proficiency bonus)
frightened condition caused by Fearful Presence can - Targets: One creature of the Thought Police's
be ended if the creature succeeds on a saving throw choice within range
at the end of each of its turns or if it takes any
damage. When using Mental Domination, the Thought Police
Variants: As the Thought Police progresses in level, chooses a target and attempts to exert their mental
they can enhance Fearful Presence by unlocking control. The target must make a Wisdom saving
additional effects or extending its range and duration throw to resist the effect. On a failed save, the target
through further class features or spells. becomes dominated by the Thought Police for the
Flavor: When activating Fearful Presence, the duration of the effect or until the concentration is
Thought Police's eyes flash with a pulsating, ethereal broken.
glow, and an ominous aura envelopes their form.
The air becomes heavy with an intangible While dominated, the target must obey the Thought
malevolence, causing a shiver to run down the Police's verbal commands to the best of their ability.
spines of those caught in its wake. Whispers of doubt The commands can be simple, such as "Attack your
and suppressed fears echo within the minds of ally" or "Drop your weapon," or more complex, like
affected creatures, clouding their judgment and "Reveal the location of your hideout." The target will
sapping their courage. act in a way that aligns with the command given,
Examples: In the heat of battle, the Thought Police even if it goes against their own instincts or well-
activates Fearful Presence, causing enemies within being.
range to cower in fear. As the enemies' movements
become paralyzed, the Thought Police takes Limitations:
advantage of the situation, expertly manipulating - The target must be within 60 feet of the Thought
their minds or incapacitating them further. Outside of Police.
combat, the Thought Police might employ Fearful - Concentration is required to maintain the
Presence during an interrogation, instilling a deep domination, limiting the use of other concentration-
sense of dread in a prisoner, making them more based abilities or spells simultaneously.
likely to divulge critical information or confess to their - The target is allowed another Wisdom saving throw
crimes. Additionally, the Thought Police could use at the end of each of their turns, ending the
Fearful Presence as a means of psychological domination on a successful save.
warfare, subtly influencing the emotions and actions - Creatures immune to being charmed are unaffected
of crowds or gatherings to maintain order and by Mental Domination.
suppress dissent.

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Chapter 5 Advanced Classes Hexmaster

Variants:
- Advanced Domination: At higher levels, the Mechanics: Upon reaching 4th level, the Thought
Thought Police can choose to use more powerful or Police gains the following benefits:
complex commands, increasing the versatility of their - Advantage on saving throws against spells and
control. This enhancement allows them to issue effects that deal psychic damage or have a direct
multiple commands within a single domination, giving mental influence.
them a broader range of options to manipulate the - Resistance to psychic damage.
target's actions. - Advantage on ability checks to resist being
charmed, frightened, or mentally dominated.
Flavor: When the Thought Police activates Mental
Domination, a visible ripple of ethereal energy Limitations: Mental Fortitude is a passive ability that
emanates from their eyes, intertwining with wisps of remains in effect at all times. However, it does not
psychic energy that surround the target's head. The grant immunity to psychic-based attacks or
target's eyes briefly flicker with a faint glowing hue, manipulations. It merely enhances the Thought
symbolizing their relinquished autonomy. This Police's resistance and provides them with an
display serves as a warning to others, showcasing improved chance of resisting and overcoming such
the Thought Police's mastery over the realm of the effects.
mind.
Variants: As the Thought Police gains more
Examples: experience and becomes more attuned to their
- In a heated battle, the Thought Police could mental fortitude, they can unlock additional variants
dominate a powerful enemy, commanding them to of this feature at higher levels. These variants may
attack their own allies. The controlled enemy, unable grant further resistance to specific types of mental
to resist, turns their weapon against their comrades, attacks or offer unique benefits, reflecting the
sowing chaos and confusion within the enemy ranks. character's growing mastery over their own mind.
- During an interrogation, the Thought Police could
dominate a captured spy, compelling them to spill Flavor: When the Thought Police reaches 4th level,
their secrets. The spy, their will overridden, divulges they undergo intense mental training to fortify their
classified information that could unravel an entire minds against external influences. They learn to
covert network. erect mental barriers and strengthen their mental
- In a diplomatic negotiation, the Thought Police resilience through rigorous exercises and meditation.
could dominate a hostile negotiator, forcing them to This process involves delving into their own
sign a favorable treaty against their will. The subconscious, confronting their fears, and mastering
dominated individual, incapable of resisting, signs their emotions. The Thought Police emerge from this
the document, sealing their own defeat while training with an ironclad will and an unwavering
believing it to be a victory. determination to protect their thoughts and maintain
control over their mental faculties.
Name: Mental Fortitude
Level: 4th level Examples:
Description: Mental Fortitude is a class feature that 1. In combat, a powerful psychic enemy attempts to
enhances the Thought Police's ability to resist and induce fear in the Thought Police with a mind-altering
withstand mental attacks and manipulations. It spell. Thanks to their Mental Fortitude, the Thought
bolsters their mental resilience, allowing them to Police rolls their saving throw with advantage,
maintain control over their own thoughts and successfully resisting the effect and maintaining their
emotions even in the face of psychic assaults from resolve.
enemies. 2. While interrogating a captured spy, the Thought
Police uses their Mental Fortitude to resist the spy's
Usage: Mental Fortitude is primarily used to defend telepathic attempts to infiltrate their mind. Their
against psychic-based attacks and manipulations, heightened resistance allows them to maintain a
both in combat and non-combat situations. It helps clear and focused mental state, preventing the spy
the Thought Police maintain clarity of mind and from extracting any valuable information.
prevents their mental state from being easily 3. In a negotiation with a hostile diplomat skilled in
influenced or controlled by hostile forces. mental manipulation, the Thought Police relies on

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Hexmaster Chapter 5 Advanced Classes

their Mental Fortitude to resist the diplomat's experience and refine their abilities. These variations
attempts to sway their judgment and influence their could include temporary domination, allowing the
decisions. Their heightened mental resilience Thought Police to control a target for a limited
ensures that they remain steadfast and unaffected by duration before their will reasserts itself. Another
the diplomat's persuasive tactics. variant could involve the ability to dominate multiple
creatures simultaneously, though it would require
exceptional skill and concentration.
Name: Psychic Domination
Level: 5th level Flavor: As the Thought Police activates Psychic
Description: Psychic Domination is the pinnacle of Domination, a surge of psychic energy emanates
the Thought Police's mental manipulation abilities. At from them, enveloping their hand with an ethereal
this level, the Thought Police can permanently glow. Upon physical contact with the target, the
dominate the mind of a creature, bending it to their energy spreads across their body like intricate,
will and turning it into a loyal servant. glowing circuitry, symbolizing the Thought Police's
control seeping into every fiber of the target's being.
Usage: Psychic Domination is typically used in The dominated creature's eyes may change color,
critical situations where the Thought Police needs to reflecting the influence of the Thought Police's
gain complete control over a powerful enemy or dominating power.
extract vital information. It can also be employed to
create strategic advantages, such as turning the tide Examples: In a tense negotiation, the Thought Police
of a battle by converting an enemy combatant into an could use Psychic Domination to bend the will of an
ally. influential figure, ensuring that they yield to their
demands and provide crucial information. In a battle
Mechanics: To use Psychic Domination, the against a formidable enemy spellcaster, the Thought
Thought Police must first make physical contact with Police could dominate their mind, turning their potent
the target creature. They then initiate a mental spells against their own allies. In a daring infiltration
assault, delving deep into the target's mind and mission, the Thought Police could dominate a guard,
overpowering their will. The target must make a silently commanding them to disable security
Wisdom saving throw against the Thought Police's systems and open locked doors, effectively
spell save DC. If the target fails, their mind is becoming a stealthy ally within the enemy's
dominated by the Thought Police. stronghold.

Once dominated, the target creature follows the


commands of the Thought Police without question.
They are compelled to serve and obey, their actions
and thoughts under the complete control of the
Thought Police. The duration of the domination is
permanent unless the creature succeeds in breaking
free through a successful saving throw, outside
intervention, or other extraordinary means.

Limitations: Psychic Domination has certain


limitations to ensure balance and fairness. The
Thought Police can only dominate creatures with an
Intelligence score of 3 or higher, and the target must
be within 30 feet of the Thought Police. Additionally,
the Thought Police can only have one creature
dominated at a time. If they attempt to dominate a
second creature, the previous domination is
automatically broken.

Variants: The Thought Police may develop


variations of Psychic Domination as they gain more

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Chapter 5 Advanced Classes Hexmaster

Appearance: A typical virusweaver appears as a


figure cloaked in dark, form-fitting garments. Their
eyes radiate an eerie glow, reflecting their
connection to the viruses they manipulate. Through
Name: Virusweaver careful observation, one might notice faint traces of
Role: Support/Damage Dealer intricate viral patterns coursing beneath their skin.
Hit Die: d8 Their movements are graceful yet purposeful,
Primary Ability: Constitution, Intelligence suggesting a deep understanding of their craft.
Saving Throws: Constitution, Wisdom
Armor Proficiencies: Light armor Limitations: Virusweavers rely heavily on their
Weapon Proficiencies: Simple weapons, hand biological enhancements and viral constructs to
crossbows, rapiers, shortswords channel their abilities. If their connection to the
Tool Proficiencies: None viruses is severed or disrupted, their power
Skills: Choose two from Medicine, Nature, diminishes significantly. Additionally, they are
Perception, Stealth vulnerable to anti-viral spells and effects, which can
Spellcasting: Virusweavers possess innate hinder their ability to control their own body or infect
spellcasting abilities based on their manipulation of others.
advanced viruses. Their spellcasting ability is
Intelligence. They do not use a spellcasting focus but Organizations:
instead rely on their own biological enhancements 1. The Brotherhood of Bioarcana: An ancient order of
and viral constructs to cast spells. virusweavers dedicated to the study and
preservation of advanced viruses. They serve as a
Class Overview: Virusweavers are masters of beacon of knowledge and protectors of the delicate
biological manipulation and control. They have balance between biology and magic.
harnessed the power of advanced viruses, allowing 2. The Viridian Circle: A clandestine organization of
them to alter their own bodies and control the biology virusweavers who embrace the darker aspects of
of others. In combat, they excel at infecting enemies, their powers. They seek to harness the most potent
healing allies, and creating deadly plagues. and destructive viruses to further their own goals,
Virusweavers are versatile support characters, able often disregarding the consequences.
to adapt their abilities to suit the needs of their party. 3. The Order of Healing Hands: A group of
They can analyze and exploit the weaknesses of virusweavers who specialize in using their abilities
their foes, as well as provide vital healing and for healing and curing diseases. They travel the
support to their allies. world, offering aid to those afflicted by epidemics and
plagues.
Level Progression: Notable Users:
1st: Viral Surge, Biological Augmentation 1. Lyra Virellis: A renowned virusweaver who
2nd: Viral Control, Viral Resistance developed groundbreaking techniques in viral
3rd: Viral Manipulation, Viral Healing healing, curing previously incurable diseases. She
4th: Adaptive Biology founded the Order of Healing Hands and dedicated
5th: Viral Outbreak her life to eradicating the most deadly plagues.
2. Xander Blackthorn: A mysterious virusweaver
Equipment: A virusweaver starts with the following known for his dark experiments and manipulations.
equipment: a shortsword, a dagger, a set of Xander's obsession with controlling the biology of
common clothes, a healer's kit, and a belt pouch others has led to him being hunted by various
containing 10 gold pieces. organizations seeking to end his dangerous
research.
Requirements: To become a virusweaver, one must 3. Isolde Shadowthorn: An enigmatic virusweaver
possess a deep understanding of biology and the with a deep connection to the ancient ruins beneath
intricate workings of viruses. Additionally, a character Maxxia's surface. She possesses the ability to
must undergo a rigorous training regimen under the commune with the long-lost spirits of the elder evils
guidance of an experienced virusweaver. and gain forbidden knowledge.

764
Hexmaster Chapter 5 Advanced Classes

Adventure Hooks:
1. The Plague of Despair: A deadly plague is
sweeping through the cities of Maxxia, leaving
devastation in its wake. The virusweavers are called
upon to find a cure and stop the outbreak before it
consumes the entire world.
2. The Forbidden Vault: Legends speak of a hidden
vault deep within the ruins of an ancient civilization.
Inside lies a powerful viral artifact that could grant
unimaginable powers to any virusweaver who can
obtain it. The party embarks on a perilous journey to
find the vault and claim its secrets.
3. The Viral Nexus: A rogue virusweaver has
discovered a way to merge the power of viruses with Spell List:
arcane magic, creating a catastrophic blend of
destructive forces. The party is tasked with tracking
down this rogue virusweaver and preventing the Cantrips:
catastrophic consequences of their experiments. Viral Strike: You infect your weapon with a viral
agent, causing it to deal an additional 1d6 poison
Variants: damage on a successful hit. However, the viral agent
1. Plaguewalker: A variant of the virusweaver class also affects you, causing you to take 1d4 poison
that focuses on spreading diseases and creating damage at the start of your next turn.
devastating plagues. Plaguewalkers excel at
manipulating and controlling infectious agents, Biological Surge: You manipulate your own biology,
becoming living conduits of disease. enhancing your physical abilities. You gain
2. Nano-Viral Engineer: This variant combines the advantage on the next Strength or Dexterity ability
mastery of viruses with advanced nanotechnology. check or saving throw you make, but you suffer one
Nano-viral engineers can create and control level of exhaustion afterward.
nanobots infused with viral coding, allowing them to
manipulate both biological and technological systems Toxic Touch: Your touch becomes toxic, dealing 1d8
with ease. poison damage to a creature you touch. However,
the virulent energy lingers on your hands, and you
Comments: Ah, the Virusweaver, a peculiar and suffer disadvantage on all ability checks and attack
potent class indeed. It is fascinating how they rolls until you take a short rest.
intertwine magic and biology, embracing the power
of viruses to alter their own bodies and shape the 1st-Level Spells:
fate of others. The Virusweaver's ability to heal and Viral Infestation: You infect a creature with a
harm with equal proficiency makes them a valuable debilitating virus. The target must make a
asset on any adventure. However, one must always Constitution saving throw or be poisoned for 1
be cautious when dealing with the intricacies of minute. While poisoned, they take 1d6 poison
biology and viruses. The consequences of a misstep damage at the start of each of their turns. However, if
can be dire, and the line between control and chaos the target succeeds on the saving throw, the virus
is perilously thin. Nonetheless, for those bold enough rebounds on you, and you suffer the same effects for
to delve into the realms of advanced virology, the 1 minute.
Virusweaver offers a realm of possibilities waiting to
be explored. Regenerative Viruses: You release a swarm of
regenerative viruses, healing yourself or an ally
within 30 feet for 1d8 + your spellcasting ability
modifier hit points. However, the viruses are volatile,
and the target suffers 1d4 necrotic damage at the
start of their next turn.

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Chapter 5 Advanced Classes Hexmaster

Viral Contagion: You unleash a contagious virus in a of exhaustion.


10-foot radius centered on a point you choose within
range. Any creature caught in the area must succeed Virulent Swarm: You summon a swarm of virulent
on a Constitution saving throw or be infected. creatures that attack your enemies. Each creature in
Infected creatures take 1d10 poison damage at the a 20-foot radius centered on a point you choose
start of each of their turns for 1 minute. However, the within range must make a Constitution saving throw
virus is highly contagious, and any creature that or take 5d8 poison damage and become poisoned
comes into contact with an infected creature must for 1 minute. However, the swarm's virulence is
also make a Constitution saving throw or become overwhelming, and you and your allies within the
infected. area must also make the saving throw or suffer the
same effects.
2nd-Level Spells:
Plague Aura: You surround yourself with a toxic Name: Viral Surge
aura, creating a 10-foot radius of poison energy. Any Level: 1st
creature that starts its turn within this radius takes Description: As a Virusweaver, you have the ability
2d6 poison damage. However, you are not immune to channel the power of advanced viruses within you
to the aura's effects and take the same damage at to perform a Viral Surge. This surge grants you
the start of each of your turns. enhanced physical capabilities, heightened senses,
and increased resistance to diseases. You can tap
Viral Transfusion: You drain the life force from a into this surge to boost your abilities and accomplish
willing creature within 30 feet, healing yourself for an extraordinary feats.
amount equal to their hit point maximum. However,
the transfusion causes the target to suffer one level Mechanics: When you activate Viral Surge, you gain
of exhaustion, and they have disadvantage on all the following benefits for a duration of 1 minute:
attack rolls and saving throws until they complete a
long rest. Enhanced Physicality: Your movement speed
increases by 10 feet, and you gain advantage on
Epidemic Eruption: You unleash a devastating viral Dexterity saving throws.
eruption in a 20-foot cone. All creatures caught in the Viral Awareness: Your senses become finely attuned
area must make a Constitution saving throw or suffer to your surroundings. You gain advantage on
3d6 poison damage and become poisoned for 1 Wisdom (Perception) checks and have darkvision
minute. Additionally, each infected creature must with a range of 60 feet.
make a saving throw at the start of their turn or Disease Resistance: You gain resistance to poison
spread the infection to a creature within 10 feet of damage, and you have advantage on saving throws
them. However, the potency of the eruption takes a against diseases and poisons.
toll on your body, and you suffer one level of Additionally, you can choose to expend a spell slot to
exhaustion. augment your Viral Surge further. Each level of the
expended spell slot grants an additional benefit of
your choice from the following options:
3rd-Level Spells:
Viral Manipulation: You seize control of a creature's
1st-level spell slot: You gain temporary hit points
biological functions, forcing them to make a
equal to your Constitution modifier (minimum of 1).
Constitution saving throw. On a failed save, you
2nd-level spell slot: You gain advantage on Strength-
control their actions for 1 minute. However, the
based checks and saving throws.
intense concentration required for this spell leaves
3rd-level spell slot: You gain a flying speed equal to
you incapacitated for 1 minute after its duration ends.
your walking speed.
Lethal Plague: You unleash a highly potent and
Once you use Viral Surge, you must complete a
deadly virus on a single creature within 60 feet. The
short or long rest before you can use it again. The
target must succeed on a Constitution saving throw
number of times you can use this feature per rest
or suffer 8d6 poison damage and become
increases to two at 3rd level, three at 4th level, and
incapacitated for 1 minute. However, casting this
four at 5th level.
spell leaves you weakened, and you suffer two levels

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Name: Enhanced Physiology lasts for 1 minute or until the creature takes damage,
Level: 1st ending the confusion.
Description: Virusweavers possess the ability to
enhance their own physiology through the Subjugation Virus: The infected creature becomes
manipulation of advanced viruses. Through a careful subservient to your commands. It regards you as its
process of viral infusion, they can augment their ally and follows your verbal orders to the best of its
physical abilities, granting them extraordinary traits abilities. The effect lasts for 1 hour or until the
and resilience. creature takes damage or is subjected to a harmful
condition. The creature can repeat the saving throw
Mechanics: Upon reaching 1st level, you gain the at the end of each of its turns, ending the effect on a
following benefits: success.

Enhanced Attributes: Your Constitution score You can use Viral Control a number of times equal to
increases by 2, and your Intelligence score increases your Intelligence modifier (minimum of once). You
by 1. regain all expended uses after finishing a long rest.
Viral Resistance: You gain resistance to poison
damage and advantage on saving throws against Additionally, at 2nd level, you gain proficiency in the
diseases. Persuasion skill. Your intimate knowledge of the
Viral Resilience: Your hit point maximum increases intricacies of viruses and their effects on living beings
by 5, and it increases by 5 again whenever you gain enhances your ability to persuade and manipulate
a level in this class. others.
Viral Adaptation: You gain expertise in Constitution
saving throws if you don't already have it. Name: Viral Resistance
Level: 2nd
Name: Viral Control Description: As a Virusweaver, your extensive
Level: 2nd exposure to advanced viruses has granted you a
Description: As a Virusweaver, your mastery over remarkable resilience against diseases and toxins.
advanced viruses allows you to exert control over Your body has developed a heightened immune
biological entities, manipulating their actions and system and the ability to resist the harmful effects of
responses. With Viral Control, you gain the ability to viral and poisonous substances. This resistance
influence the behavior of creatures, bending them to allows you to navigate hazardous environments and
your will through viral manipulation. protect yourself and your allies from the perils of
infectious diseases.
Mechanics: When you use this feature, you can Mechanics:
target a creature within 30 feet of you that you can You gain advantage on saving throws against
see. The target must make a Wisdom saving throw diseases and poisons.
against your spell save DC. On a failed save, the You have advantage on Constitution saving throws
creature becomes infected with a viral construct that to maintain concentration on spells when affected by
you have created. The type of viral construct disease or poison.
determines the effect and duration of the control. You When you are affected by a disease or poisoned
can choose from the following viral constructs: condition, you can spend a bonus action to attempt
to suppress its effects. Make a Constitution saving
Enfeebling Virus: The infected creature's physical throw against the disease's or poison's DC. On a
abilities are diminished. Its Strength and Dexterity success, you temporarily suppress the effects of the
scores are reduced by 1d4 for a duration of 1 minute. disease or poison for 1 hour. After this time, the
The target can repeat the saving throw at the end of disease or poison resumes its normal course unless
each of its turns, ending the effect on a success. cured by other means.
Starting at 5th level, you gain immunity to diseases
Mindwarp Virus: The infected creature's mental and poisons. You can no longer be affected by any
faculties are warped, making it confused and disease or poison, and you are immune to the
disoriented. The target must roll a d10 at the start of poisoned condition.
each of its turns to determine its behavior, following As a Virusweaver, your Viral Resistance not only
the guidelines for the Confusion spell. The effect protects you but also empowers you to venture into

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Chapter 5 Advanced Classes Hexmaster

dangerous territories where diseases and toxins Viral Reconstruction: By expending a spell slot and
abound. You are a valuable asset in situations where taking 1 minute of concentration, you can manipulate
environmental hazards threaten the party, and your the viral energy within your body to restore vitality to
ability to suppress the effects of diseases and yourself or an injured creature. The target regains hit
poisons can turn the tide of battle in your favor. points equal to 2d8 plus your Intelligence modifier.
Additionally, your immunity to diseases and poisons Additionally, if the target is suffering from a disease,
further solidifies your role as a resilient and you can make a spellcasting ability check using your
indomitable force against biological threats. Intelligence modifier. On a successful check, you
suppress the disease's effects for 24 hours. This
Your Viral Resistance also extends beyond personal feature can be used a number of times equal to your
protection. With your understanding of pathogens Intelligence modifier (minimum of once) before
and toxins, you can advise your allies on how to requiring a long rest to regain expended uses.
avoid exposure and help them fortify their own
immune systems. This knowledge can prove Viral Adaptation: Through your deep understanding
invaluable during downtime, as you teach your of viruses, you have developed an adaptive biology
companions about the dangers of certain regions or that enhances your resilience. You gain resistance to
provide remedies to common ailments. Furthermore, poison damage and advantage on saving throws
your resistance to diseases and poisons can make against being poisoned. Additionally, when you finish
you a sought-after ally in diplomatic missions where a long rest, you can choose one condition (e.g.,
biological threats may be employed as covert blinded, deafened, paralyzed, poisoned) afflicting
weapons. you. You become immune to that condition for the
next 24 hours.
Name: Viral Manipulation
Level: 3rd Viral Integration: Through intense study and
Description: As a Virusweaver, you have gained experimentation, you have gained the ability to
mastery over the manipulation of advanced viruses. integrate viruses into your environment, creating
With Viral Manipulation, you can use your knowledge beneficial effects and altering biological ecosystems.
and control over these viruses to interact with the You can spend 1 hour interacting with an area of
world in unique and powerful ways. nature, such as a forest, swamp, or cave, and
Mechanics: release a controlled virus tailored to the environment.
Viral Data Scan: You can spend 10 minutes This virus will enhance the natural flora and fauna,
analyzing a creature, object, or area, using your promoting growth, healing, or warding off harmful
expertise in viral manipulation to gather detailed creatures. The specific effects and duration are
information. Make an Intelligence check with a DC determined by the DM based on the situation and
determined by the DM based on the complexity of narrative. This feature can be used once before
the subject. On a successful check, you gain insight requiring a long rest.
into the subject's biology, weaknesses,
vulnerabilities, or any viral-related aspects. This Name: Viral Healing
information can be valuable for planning strategies, Level: 3rd
identifying potential allies or enemies, or Description: Viral Healing is a class feature that
understanding the nature of biological threats. harnesses the Virusweaver's mastery over advanced
viruses to provide potent healing abilities. Through
Viral Communication: You can establish a telepathic their understanding of biological manipulation, they
connection with a willing creature for up to 1 hour. can tap into the regenerative properties of viruses to
Through this link, you can share information, images, mend wounds and restore vitality to themselves and
or sensations, effectively communicating complex their allies.
concepts instantly. This ability allows you to Mechanics:
exchange information discreetly, strategize with Healing Pool: As a Virusweaver, you gain a Healing
allies, or even convey messages without the need for Pool equal to your Virusweaver level multiplied by
spoken words. The telepathic link remains active as your Intelligence modifier. This pool represents the
long as you concentrate on it, up to the duration. reservoir of healing energy you can draw upon to
restore hit points. The size of your Healing Pool
increases as you gain levels in the Virusweaver

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class. Nimble Reflexes: The Virusweaver's Dexterity score


Viral Cure: You can spend hit points from your increases by 2, and they gain a +10 feet bonus to
Healing Pool to heal yourself or an ally. As an action, their movement speed.
you can touch a creature and expend hit points from Biohazard Aura: The Virusweaver exudes a virulent
your Healing Pool to restore their hit points. The aura, radiating 10 feet around them. Any creature
amount of hit points restored is equal to the number that starts its turn within this aura takes 1d4 poison
of hit points expended. The target creature must be damage, and their speed is reduced by 10 feet until
within 30 feet of you. the start of their next turn. The Virusweaver is
Viral Regeneration: Through your expertise in immune to their own Biohazard Aura.
biological manipulation, you can augment your own Toxic Transfusion: The Virusweaver's melee weapon
regenerative capabilities. As a bonus action, you can attacks deal an additional 1d6 poison damage, and
expend hit points from your Healing Pool to regain hit creatures hit by these attacks must succeed on a
points equal to twice the amount expended. This Constitution saving throw (DC 8 + Virusweaver's
ability allows you to rapidly heal yourself in the midst proficiency bonus + Intelligence modifier) or become
of combat or after sustaining injuries. poisoned until the end of their next turn.
Viral Vitality: When you use your Viral Cure feature Once the Virusweaver uses Adaptive Biology, they
to restore hit points to an ally, they also gain must finish a long rest before using it again.
temporary hit points equal to your Virusweaver level At 5th level, the Virusweaver gains the ability to use
plus your Intelligence modifier. These temporary hit Adaptive Biology twice before requiring a long rest.
points bolster their resilience and provide an
additional buffer against harm. Name: Viral Outbreak
Infectious Renewal (Viral Outbreak Level 5): At 5th Level: 5th
level, you gain the ability to unleash a burst of Description: Viral Outbreak allows the Virusweaver
rejuvenating viral energy. As an action, you can to unleash a devastating plague upon their enemies,
spend hit points from your Healing Pool to heal all spreading chaos and weakening their foes. This
creatures of your choice within a 30-foot radius class feature enables the Virusweaver to manipulate
centered on yourself. Each creature regains hit their viral constructs on a large scale, infecting
points equal to the number of hit points expended. multiple targets and disrupting their abilities.
This burst of infectious renewal can provide crucial
healing in dire situations and turn the tide of battle. Mechanics: As an action, the Virusweaver selects a
number of creatures within a 30-foot radius centered
Name: Adaptive Biology on themselves, up to a maximum equal to their
Level: 4th Intelligence modifier (minimum of 1). The chosen
Description: With extensive knowledge and control creatures must make a Constitution saving throw
over their own biology, Virusweavers gain the ability against the Virusweaver's spell save DC.
to adapt and modify their physical form to better suit
their needs. Through a combination of genetic On a failed save, the creatures become infected with
manipulation and viral infusion, they can temporarily a debilitating virus. They suffer ongoing damage
enhance their attributes and gain new abilities. equal to the Virusweaver's level at the start of each
Mechanics: of their turns for a duration of 1 minute. Additionally,
Adaptive Biology has a duration of 1 hour and the infected creatures have disadvantage on attack
requires concentration. rolls, ability checks, and saving throws for the same
As an action, the Virusweaver can activate Adaptive duration.
Biology, choosing one of the following
enhancements: On a successful save, the creatures resist the viral
Enhanced Resilience: The Virusweaver's outbreak and suffer no ongoing damage or additional
Constitution score increases by 2, and they gain effects.
temporary hit points equal to their Virusweaver level
+ their Constitution modifier. The Virusweaver can use Viral Outbreak a number of
Acute Senses: The Virusweaver gains advantage on times equal to their Intelligence modifier (minimum of
Wisdom (Perception) checks and gains darkvision 1), and they regain expended uses of this feature
with a range of 60 feet if they don't already have it. after finishing a long rest.

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Chapter 5 Advanced Classes Hexmaster

The Virusweaver's mastery over viruses and their cost. At the start of your next turn, the viral agent
understanding of biological vulnerabilities allows begins to affect you as well. You suffer 1d4 poison
them to choose up to two additional effects for Viral damage as the potent toxins course through your
Outbreak at 5th level. These effects can be chosen veins. It is important to plan your actions accordingly,
from the following options: as this spell can have both offensive and defensive
implications.
Viral Suppression: Infected creatures have their
movement speed reduced by half until the end of Enhanced Spell Effects:
their next turn. When you cast Viral Strike using a spell slot of 2nd
Viral Contagion: Infected creatures must make an level or higher, the additional poison damage
additional Constitution saving throw at the end of increases by 1d6 for each slot level above 1st.
each of their turns. On a failed save, they remain Additionally, the poison damage you take at the start
infected and suffer the ongoing damage and of your next turn increases by 1d4 for each slot level
disadvantages for another round. above 1st. This enhanced effect reflects the
Viral Transference: The Virusweaver regains hit heightened potency of the viral agent, allowing you to
points equal to half the damage dealt by the ongoing unleash even more devastating strikes upon your
damage effect of Viral Outbreak (rounded down). enemies.
The Virusweaver can choose different effects each
time they use Viral Outbreak, allowing them to adapt Name: Biological Surge
their strategy to different encounters and challenges. School of Magic: Transmutation
Level: 0
Spells: Casting Time: 1 action
Range: Self
Name: Viral Strike Target: Self
School of Magic: Transmutation Components: Verbal, Somatic
Level: 1 Duration: Instantaneous
Casting Time: 1 bonus action Saving Throw: None
Range: Self Spell Resistance: No
Target: Self
Components: Verbal, Somatic Description:
Duration: Instantaneous Biological Surge is a spell that allows you to tap into
Saving Throw: None the hidden potential of your own biology, temporarily
Spell Resistance: No enhancing your physical abilities. As you utter the
incantation and weave intricate hand gestures, a
Description: surge of arcane energy envelops your body, infusing
Viral Strike is a potent transmutation spell that allows your muscles, bones, and nerves with a supernatural
you to infect your weapon with a viral agent, inflicting vigor.
additional poison damage upon a successful hit. By
harnessing the mysterious forces of science and When you cast Biological Surge, you become
magic, you empower your weapon with a toxic imbued with heightened strength and agility, granting
essence that can harm your foes. However, be wary, you an advantage on your next Strength or Dexterity
for the viral agent also affects you, causing a mild ability check or saving throw. Whether you're
poisoning effect. attempting to overpower a foe in combat, perform an
acrobatic feat, or evade a trap, this spell enhances
When you cast Viral Strike, you channel arcane your chances of success. The surge of power within
energy into your weapon, infusing it with a swirling you empowers your muscles, making you stronger
green aura. The next time you successfully hit a and more agile than ever before.
target with a weapon attack, the viral agent takes
effect. Your attack deals an additional 1d6 poison However, the strain of manipulating your own biology
damage to the target, as the viral agent seeps into takes a toll on your body. After benefiting from the
their wounds, spreading its toxic influence. enhanced abilities granted by Biological Surge, you
suffer one level of exhaustion. This exhaustion
However, the price of wielding this power comes at a represents the fatigue and depletion caused by

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Hexmaster Chapter 5 Advanced Classes

pushing your physical limits beyond their normal Enhanced Spell Effects:
boundaries. It is essential to be mindful of your When casting Toxic Touch using a spell slot of
endurance and use this spell judiciously, as multiple higher level than 0, the damage increases by 1d8 for
castings in quick succession could lead to severe each level above 0. For example, if you cast it using
exhaustion and hinder your capabilities. a 1st-level spell slot, the damage would be 2d8
poison damage.
As you grow in power and proficiency, you can cast
Biological Surge using higher level spell slots, which Name: Viral Infestation
magnifies its effects. When cast as a higher-level School of Magic: Necromancy
spell, the duration of the enhanced physical abilities Level: 1st-Level
increases. For example, casting Biological Surge Casting Time: 1 action
using a 1st-level spell slot extends the advantage Range: 60 feet
granted by the spell to last for 1 minute instead of Target: One creature
only a single ability check or saving throw. Components: V, S
Additionally, casting it with a 2nd-level spell slot Duration: 1 minute
grants you the benefits for 10 minutes, and so on, Saving Throw: Constitution saving throw
with each level of spell slot increase extending the Spell Resistance: No
duration by an additional 10 minutes.
Description:
Viral Infestation is a sinister spell that harnesses the
Name: Toxic Touch power of necromantic energies to infect a targeted
School of Magic: Necromancy creature with a debilitating virus. You utter dark
Level: 0 incantations and gesture with your hands, channeling
Casting Time: 1 action your arcane energy toward the unfortunate victim.
Range: Touch
Target: One creature Upon casting this spell, the target must make a
Components: Verbal, somatic Constitution saving throw to resist the effects of the
Duration: Instantaneous virus. The insidious nature of the virus makes it
Saving Throw: Constitution saving throw difficult to fight off, and failure to resist results in
Spell Resistance: No being poisoned for the duration. A successful saving
throw, however, enables the target to withstand the
Description: virus and avoid its harmful effects.
Toxic Touch is a spell that taps into the dark
energies of necromancy, allowing you to infuse your While poisoned, the infected creature suffers 1d6
touch with a virulent poison. As you cast the spell, a poison damage at the start of each of its turns. The
sickly green aura envelops your hand, signifying the virus courses through their veins, weakening their
toxic power that awaits your target. body and sapping their vitality. The pain and
discomfort inflicted by this poison are excruciating,
When you successfully touch a creature with this making it challenging for the target to focus on
spell, they suffer the immediate effects of your toxic anything other than their deteriorating condition.
energy. The target must make a Constitution saving
throw to resist the poisonous effects. On a failed However, should the target succeed on the saving
save, they take 1d8 poison damage. However, if the throw, the virus rebounds upon you, the caster. The
target succeeds on the saving throw, they resist the same debilitating effects that were meant for the
toxic influence and take no damage. target now afflict you instead. Your body becomes a
host for the virus, and you suffer from the same
The virulent energy lingers on your hands even after poisoning and damage for the spell's duration. This
casting the spell, causing a lingering disadvantage rebound effect serves as a warning to those who
on all ability checks and attack rolls you make until dare to wield such dark powers, emphasizing the
you take a short rest. This drawback serves as a risks involved in manipulating necromantic energies.
reminder of the dangerous forces you have
channeled. As you gain more experience and grow in power, the
Viral Infestation spell can be cast using higher level

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Chapter 5 Advanced Classes Hexmaster

spell slots, inflicting greater damage upon the target. Name: Viral Contagion
When cast using a spell slot of 2nd level or higher, School of Magic: Necromancy
the poison damage inflicted on the infected creature Level: 1st-Level
increases by 1d6 for each level above 1st. Casting Time: 1 action
Range: 60 feet
Name: Regenerative Viruses Target: 10-foot radius centered on a point you
School of Magic: Conjuration choose within range
Level: 1st-Level Components: Verbal, Somatic
Casting Time: 1 action Duration: 1 minute
Range: 30 feet Saving Throw: Constitution saving throw
Target: One creature Spell Resistance: Yes
Components: Verbal, somatic
Duration: Instantaneous Description:
Saving Throw: None You tap into the dark arts of necromancy, unleashing
Spell Resistance: No a virulent and contagious virus upon your enemies.
With a swift incantation and gesture, you release the
Description: virus within a 10-foot radius centered on a point of
Regenerative Viruses is a spell that taps into the your choice within range.
power of conjuration, allowing you to release a
swarm of regenerative viruses upon a target. As you Any creature caught in the area must make a
cast the spell, you weave intricate arcane patterns in Constitution saving throw. On a failed save, the
the air, calling forth a cloud of shimmering, creature becomes infected by the virulent contagion.
microscopic entities that resemble ethereal fireflies. Infected creatures suffer 1d10 poison damage at the
The swarm hovers momentarily before descending start of each of their turns for 1 minute, representing
upon the chosen creature, imbuing it with their the debilitating effects of the virus coursing through
revitalizing energy. their veins.

When you cast Regenerative Viruses, you choose However, the virus is highly contagious, and any
either yourself or a creature within range as the creature that comes into contact with an infected
target. The regenerative viruses immediately begin creature must also make a Constitution saving throw
their work, restoring vitality and healing the target for or become infected. This secondary transmission
1d8 + your spellcasting ability modifier hit points. The allows the virus to rapidly spread among your foes,
soothing energy of the viruses spreads through the causing chaos and weakening their ranks.
target's body, accelerating the natural healing
process and mending wounds with remarkable Enhanced Spell Effects:
speed. When you cast Viral Contagion using a spell slot of
2nd level or higher, the damage inflicted by the virus
However, the regenerative viruses are not without increases. For each level above 1st, the damage
their drawbacks. Their volatile nature causes the dealt by the virus increases by an additional 1d10.
target to suffer 1d4 necrotic damage at the start of This increase represents the enhanced potency of
their next turn. This surge of necrotic energy the contagion, making it even deadlier and harder to
represents the side effects of the rapid healing contain.
process, as the body temporarily struggles to adapt
to the foreign energy coursing through its veins. Name: Plague Aura
School of Magic: Necromancy
The potency of this spell increases as you cast it Level: 2
using higher-level spell slots. For each spell slot level Casting Time: 1 action
above 1st, the healing increases by 1d8, while the Range: Self (10-foot radius)
necrotic damage remains unchanged. This allows Target: Self
you to unleash a more substantial healing effect Components: Verbal, Somatic
while still bearing the risk of the subsequent necrotic Duration: Concentration, up to 1 minute
backlash. Saving Throw: Constitution saving throw
Spell Resistance: No

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Hexmaster Chapter 5 Advanced Classes

Saving Throw: None


Description: Spell Resistance: No
Plague Aura is a wicked spell that taps into the
darker aspects of necromantic magic. As you cast Description:
the spell, a sinister energy envelopes you, Viral Transfusion is a dark and forbidden spell that
manifesting as a toxic aura that emanates in a 10- taps into the essence of life and death. With a flick of
foot radius around you. The aura pulses with a sickly your wrist and an incantation laden with ancient
green hue, exuding an eerie mist filled with noxious power, you draw upon the life force of a willing
fumes and swirling poisonous particles. creature within 30 feet, siphoning its vitality to
rejuvenate your own.
Any creature unfortunate enough to start its turn
within this radius is immediately subjected to the As you cast the spell, a ghastly aura envelops both
wrath of the poison energy. The noxious vapors seep you and the target. The flow of life energy becomes
into their lungs and permeate their bodies, causing visible, resembling a swirling mist of ethereal tendrils
2d6 poison damage. The victim's eyes water, throat that stretch from the target towards you. The strands
constricts, and their skin takes on a sickly pallor as of energy pulsate with an otherworldly glow, weaving
the toxin courses through their veins. a mesmerizing pattern in the air.

However, you are not immune to the effects of your Upon completion of the spell, you absorb the life
own malevolent creation. At the start of each of your force of the willing creature, restoring your own
turns while maintaining concentration, you too suffer vitality. The amount healed is equal to the target's hit
the same affliction, enduring the pain and damage of point maximum, rejuvenating your body and mending
the poison energy. It is a small price to pay for your wounds with their essence. However, this
wielding such potent and vile magic. process is not without consequence for the target.

The Plague Aura is a constant reminder of the The strain of the life force extraction causes the
darkness that flows within the caster. It is a target to suffer one level of exhaustion, their energy
testament to their mastery over necromancy, a and vitality diminished by the ordeal. Their
power that harnesses the very essence of death and movements become sluggish, their limbs heavy, and
decay. While the spell can wreak havoc on foes, it their mind clouded. The burden of exhaustion weighs
also serves as a reminder that no power comes heavily upon them, affecting their combat prowess
without sacrifice. and ability to resist harmful effects.

Enhanced Spell Effects: Until the target completes a long rest, they bear the
When casting Plague Aura using a spell slot of 3rd weight of disadvantage on all attack rolls and saving
level or higher, the damage inflicted by the poison throws, their drained life force leaving them
energy increases by 1d6 for each slot level above vulnerable and weakened.
2nd. For example, if cast using a 3rd-level slot, the
damage becomes 3d6 poison damage, and so on. Enhanced Spell Effects:
This higher level of mastery over necromancy
intensifies the potency of the aura, spreading even When you cast Viral Transfusion using a spell slot of
greater suffering and affliction among those 3rd level or higher, the amount of healing you receive
unfortunate enough to be caught within its grasp. increases by 1d8 for each slot level above 2nd.
Additionally, the target suffers an additional level of
exhaustion for each slot level above 2nd, to a
Name: Viral Transfusion maximum of three levels. However, the duration of
School of Magic: Necromancy disadvantage remains the same, lasting until the
Level: 2 target completes a long rest.
Casting Time: 1 action
Range: 30 feet
Target: One willing creature
Components: Verbal, Somatic Name: Epidemic Eruption
Duration: Instantaneous School of Magic: Evocation

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Chapter 5 Advanced Classes Hexmaster

Level: 2 Components: Verbal, somatic, material (a vial of


Casting Time: 1 action alchemical reagents)
Range: Self (20-foot cone) Duration: Concentration, up to 1 minute
Target: All creatures in a 20-foot cone Saving Throw: Constitution saving throw
Components: Verbal, Somatic Spell Resistance: Yes
Duration: Instantaneous
Saving Throw: Constitution Description:
Spell Resistance: No Viral Manipulation is a potent spell that grants you
the ability to seize control of a creature's biological
Description: With a flourish of your hands, you functions. As you cast the spell, you hold forth a vial
summon the devastating power of an Epidemic filled with shimmering, ethereal liquid, representing
Eruption, a spell of viral chaos that ravages your the essence of the alchemical reagents required to
foes. As you complete the somatic gestures and utter channel this mystical power.
the incantation, a dark energy crackles around you,
emanating from your outstretched arms. Suddenly, a You focus your energy on a single target within
wave of malevolent energy bursts forth in a 20-foot range, attempting to disrupt their bodily autonomy.
cone originating from your position. The target must make a Constitution saving throw
against your spell save DC. On a failed save, the
Each creature within the cone must make a spell takes effect, and you establish an intricate
Constitution saving throw. Those who fail succumb to psychic connection with the creature's physiology.
the virulent eruption, suffering 3d6 poison damage
and becoming poisoned for 1 minute. The putrid For the duration of 1 minute, you gain complete
miasma invades their bodies, causing their control over the target's actions. You can force them
movements to become sluggish and their vision to to move, attack, cast spells, or perform any other
blur as the toxins take hold. action within their capabilities. However, their mind
remains aware of their own helplessness, leading to
But the contagion does not stop there. At the start of their actions being coerced but not necessarily their
each infected creature's turn, they must make a thoughts.
saving throw to resist the urge to spread the infection
further. If they fail, the contagious nature of the spell While maintaining this intense level of concentration
compels them to pass on the viral curse to a creature and control, you become completely incapacitated,
within 10 feet of them. The chosen creature must unable to take any actions or defend yourself. You
then make a Constitution saving throw to resist the are essentially at the mercy of the spell's power,
effects of the Epidemic Eruption. allowing the target to retaliate or flee without
resistance. This vulnerability lasts for 1 minute after
The noxious energy inflicts immense strain on your the duration of the spell ends.
body, and as a result, you suffer one level of
exhaustion. The toll it takes on your physical and Enhanced Effects:
magical reserves is evident, leaving you momentarily
weakened and fatigued. When you cast this spell using a 4th-level spell slot,
the duration increases to 10 minutes.
Enhanced Spell Effects: When you cast this spell using a 5th-level spell slot,
the duration increases to 1 hour.
When cast using a 3rd-level spell slot or higher, the When you cast this spell using a 6th-level spell slot
poison damage increases by 1d6 for each slot level or higher, the duration becomes permanent until
above 2nd. dispelled, but you are still incapacitated for 1 minute
after the duration ends.
Name: Viral Manipulation
School of Magic: Transmutation Name: Lethal Plague
Level: 3 School of Magic: Necromancy
Casting Time: 1 action Level: 3
Range: 60 feet Casting Time: 1 action
Target: One creature Range: 60 feet

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Target: One creature serpents, and ethereal beings. As you release the
Components: Verbal, Somatic spell, the swarm materializes in a whirlwind of toxic
Duration: Instantaneous mists, filling the designated area with an ominous
Saving Throw: Constitution saving throw buzzing.
Spell Resistance: No
Each creature within the 20-foot radius must make a
Description: With a wave of your hand and an Constitution saving throw. Those who fail succumb to
incantation that resonates with the dark forces of the virulent assault, taking 5d8 poison damage and
necromancy, you unleash a highly potent and deadly becoming poisoned for 1 minute. The poison courses
virus upon a single creature within 60 feet. The vile through their veins, causing their movements to
energies you channel manifest as a sickly green mist become sluggish and weakening their constitution.
that envelops the target, penetrating their body with The poisoned targets have disadvantage on attack
malevolent intent. rolls and ability checks and their speed is halved.
However, the resilience of certain creatures or
The target must make a Constitution saving throw to magical resistance might grant them an advantage,
resist the effects of the Lethal Plague. On a failed allowing them to resist the effects of the swarm.
save, the virus takes hold, causing the unfortunate
victim to suffer 8d6 poison damage and become Beware, though, for the swarm's virulence extends
incapacitated for 1 minute. The excruciating pain and beyond your intended targets. You and your allies
debilitating symptoms of the disease leave the target within the area of effect must also make the same
unable to act or defend themselves. Constitution saving throw. Failure results in suffering
the same dire consequences as the enemies. It's a
However, the casting of this spell comes at a great testament to the overwhelming nature of this spell's
cost to the caster. The dark magic drains your own power.
life force, leaving you weakened and vulnerable.
Upon casting Lethal Plague, you immediately suffer At Higher Levels: When you cast this spell using a
two levels of exhaustion, representing the toll it takes spell slot of 4th level or higher, the damage
on your body and spirit. increases by 1d8 for each slot level above 3rd.
Additionally, the radius of the swarm's effect
Enhanced Effects: When casting Lethal Plague using increases by 5 feet for each slot level above 3rd,
a spell slot of 4th level or higher, the damage inflicted allowing it to engulf a larger area and impact more
by the virus increases by 2d6 for each slot level adversaries or allies with its poisonous wrath.
above 3rd.

Name: Virulent Swarm


School of Magic: Conjuration
Level: 3
Casting Time: 1 action
Range: 120 feet
Target: 20-foot radius sphere centered on a point
within range
Components: Verbal, Somatic
Duration: Instantaneous
Saving Throw: Constitution
Spell Resistance: Yes

Description:
Virulent Swarm is a spell that taps into the powers of
conjuration, allowing the caster to summon a horde
of virulent creatures that ravage their enemies and
spread a deadly poison. When you cast this spell,
you beckon forth a swarm of small, malevolent
creatures, reminiscent of a combination of insects,

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possesses the necessary drive, charisma, and


potential to inspire change.
Name: Visionary
Role: Support/Controller Appearance:
Hit Die: d8 A typical Visionary is a figure of charismatic
Primary Ability: Charisma, Intelligence presence, often exuding an aura of authority and
Saving Throws: Wisdom, Charisma confidence. They can be found wearing elegant
Armor Proficiencies: Light armor robes adorned with symbols representing their
Weapon Proficiencies: Simple weapons ideology, or donning advanced technological suits
Tool Proficiencies: One type of artisan's tools or that integrate seamlessly with their magical abilities.
one musical instrument Their eyes are filled with determination, and their
Skills: Choose three from Arcana, History, Insight, voice carries an air of passion that captivates those
Investigation, Medicine, Persuasion, or Religion who listen.
Spellcasting: The Visionary is a spellcasting class
that uses either arcane magic or advanced Limitations:
technology to manifest their ideals. Their spellcasting While Visionaries possess great potential for
ability is either Intelligence or Charisma (chosen at inspiring change, their powers are often rooted in
1st level), and they can cast spells using a their ideologies. This means that their abilities may
spellcasting focus such as a staff, wand, or not be effective against individuals who hold
advanced technological device. The Visionary has a opposing beliefs or are resistant to persuasion.
unique feature called "Visions of Change," which Additionally, the manifestation of their ideals through
allows them to gain additional spell slots and learn magic or technology requires a focused and
unique spells related to their ideology and the world unyielding will, making them vulnerable to disruptions
of Maxxia. and distractions.

Class Overview: Organizations:


The Visionary is a dreamer and leader of a new 1. The Luminar Congregation: A secret society of
movement or ideology, striving to change the world Visionaries who have united to combat the forces of
of Maxxia for the better. They possess a potent blend darkness and bring enlightenment to the world of
of charisma, intellect, and magical or technological Maxxia. They operate from hidden sanctuaries,
prowess, allowing them to inspire others and shape sharing knowledge and supporting each other in their
the course of events. Visionaries are known for their quest for a better future.
captivating speeches, visionary ideas, and their
ability to manifest their ideals through the power of 2. The Order of Technomancers: An organization of
magic or advanced technology. Visionaries who have embraced advanced
technology and cybernetics to reshape the world.
They strive to achieve a perfect fusion of magic and
Level Progression: technology, seeking to unlock the secrets of the
1st: Spellcasting, Ideological Inspire ancient civilizations that once dominated Maxxia.
2nd: Visionary Archetype
3rd: Visions of Change 3. The Wayfinders' Guild: A group of Visionaries who
4th: Visionary Path Feature specialize in exploration and mapping the
5th: Manifest Ideals treacherous depths beneath the surface of Maxxia.
They believe that unraveling the mysteries hidden in
Equipment: the ruins will unveil the true potential of the world and
The Visionary starts with the following equipment: a lead to a brighter future.
simple weapon (such as a staff or dagger), an
arcane focus or advanced technological device, an Notable Users:
explorer's pack, and a set of fine clothes. 1. Lyra Stormcaller: A legendary Visionary who
rallied the people of Maxxia against an oppressive
Requirements: regime with her awe-inspiring speeches and potent
There are no specific requirements to become a lightning magic. She was known for her unwavering
Visionary, as it is a class open to anyone who commitment to justice and her ability to inspire others

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to take action. Comments:


Ah, the Visionary class, a truly fascinating
2. Kaelor Ironsoul: A Visionary who embraced embodiment of ambition and change. These
advanced technology and used it to engineer individuals possess the power to shape the world
massive constructs to defend the innocent. He fought around them, inspiring others and manifesting their
against the encroaching forces of chaos, ideals through magic or advanced technology.
constructing powerful golems and leading armies to Whether they use their charismatic influence to sway
protect the fragile balance of power. hearts or their mastery of ancient secrets to reshape
reality, Visionaries are a force to be reckoned with.
3. Elysia Sunwhisper: A Visionary with an ethereal Oh, the tales I've heard of the great Visionaries of
presence, she used her enchanting voice and Maxxia, each with their own unique approaches and
mastery of illusion magic to bring hope and joy to the grand visions. To witness their power firsthand is to
downtrodden. She wandered the world, spreading catch a glimpse of the limitless potential that lies
her message of unity and harmony through her within us all. Remember, dear readers, change starts
mesmerizing performances. with a single idea, and the Visionary class is the
catalyst that transforms dreams into reality.
Adventure Hooks:
1. The Prophecy Unveiled: A mysterious prophecy
has been discovered, hinting at a catastrophic event
that could reshape Maxxia forever. As a Visionary,
you are tasked with deciphering the prophecy,
rallying allies, and preventing the impending disaster.

2. Ideological Conflict: A charismatic leader with a


radically opposing ideology has risen to power,
threatening to plunge Maxxia into chaos. As a
Visionary, it is your duty to challenge their beliefs,
sway public opinion, and prevent a catastrophic
clash between conflicting ideologies.

3. The Lost Archive: Rumors of an ancient library


hidden deep within the ruins of an extinct civilization Visionary Spell List
have surfaced. As a Visionary driven by knowledge
and enlightenment, you embark on a perilous journey Cantrips:
to retrieve the forgotten wisdom contained within the Martyr's Touch: You touch a creature and restore
archive. 1d4 hit points. However, this spell requires the
Visionary to sacrifice an equal amount of their own
Variants: hit points.
1. Techno-Seer: In certain regions of Maxxia,
Visionaries merge their magical abilities with Serpent's Tongue: You speak with a silvered tongue,
advanced technology to become Techno-Seers. granting advantage on Charisma-based skill checks
These Visionaries specialize in harnessing the power for the next minute. However, for the same duration,
of artificial intelligence, cybernetics, and augmented every word you speak causes you 1 point of psychic
reality to manipulate the world around them and damage.
foresee potential outcomes.
Divine Spark: You create a small radiant flame in
2. Elemental Harbinger: Visionaries who delve your hand, providing dim light in a 5-foot radius. As a
deeply into the elemental forces of Maxxia become bonus action, you can throw the flame up to 30 feet,
Elemental Harbingers. These individuals wield the causing it to explode in a 10-foot radius. Each
raw power of fire, water, earth, or air, channeling creature in the area must make a Dexterity saving
these primal energies to reshape their surroundings throw or take 1d6 radiant damage. However, casting
and defend their cause. this spell drains your own vitality, causing you to
suffer one level of exhaustion.

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Chapter 5 Advanced Classes Hexmaster

the Visionary, reducing their maximum hit points to


half until they finish a long rest.
1st-Level Spells:
Water into Wine: You touch a container of non- Ascension: You temporarily grant a creature the
magical liquid, transforming it into a fine vintage power of flight for the next hour. However, the
wine. Consuming this wine restores 2d6 hit points, immense energy required for this feat leaves you
but the Visionary loses an equivalent amount of hit utterly drained, causing you to fall unconscious for
points as the cost of the spell. 1d4 hours immediately after casting the spell.

Loaves and Fishes: You create nourishing food for a Name: Ideological Inspire
number of creatures equal to twice your spellcasting Level: 1st
ability modifier. However, this spell drains your own Description: The Visionary possesses the ability to
reserves, causing you to suffer one level of inspire others with their visionary ideas and ideals,
exhaustion. rallying them to their cause and igniting a spark of
change within their hearts. Through their charismatic
Aquastride: For the next minute, you gain the ability presence and compelling speeches, the Visionary
to walk on water as if it were solid ground. However, can sway the opinions of individuals, foster alliances,
at the end of the spell's duration, you are struck by and create a network of supporters for their cause.
extreme fatigue, reducing your movement speed to 0
for the next hour. Mechanics: As an action, the Visionary can deliver
an inspiring speech or engage in a heartfelt
conversation with a group of individuals. The number
2nd-Level Spells: of individuals affected by this feature depends on the
Life's Resurgence: You touch a creature that has
Visionary's Charisma modifier plus their proficiency
died within the last minute, bringing it back to life with
bonus. The affected individuals must be able to hear
1 hit point. However, casting this spell drains a
and understand the Visionary.
significant amount of life force from the Visionary,
reducing their maximum hit points by half until they
Affected individuals gain temporary hit points equal
finish a long rest.
to the Visionary's Charisma modifier plus their
Visionary level. These temporary hit points represent
Calming the Storm: You calm the weather within a 1-
the surge of motivation and determination that the
mile radius, dispelling storms, extinguishing fires,
Visionary instills within them. The temporary hit
and calming turbulent winds. However, channeling
points last for 1 hour and can be refreshed by
this power takes a toll on your body, causing you to
subsequent uses of this feature.
suffer one level of exhaustion.
In addition to temporary hit points, affected
Miracle of Abundance: You create a feast sufficient
individuals gain advantage on Wisdom saving throws
to feed 15 creatures for 24 hours. However, the
against being frightened or charmed for the duration.
tremendous exertion required to manifest such
This represents their strengthened resolve and
abundance leaves you famished, and you suffer one
fortified mental state, making them more resistant to
level of exhaustion.
external manipulation or intimidation.

3rd-Level Spells: Once the Visionary uses this feature, they cannot
Healing Resurgence: You channel divine energy into use it again until they finish a long rest. However, if
a willing creature, restoring 5d8 hit points and the Visionary expends a spell slot of 1st level or
removing any diseases or curses affecting them. higher, they can use Ideological Inspire an additional
However, this spell requires a significant offering of time before requiring a long rest. The spell slot's level
your own vitality, causing you to lose half of your determines the number of extra uses, as follows:
current hit points.
1st-level spell slot: 1 additional use
Rebirth: You touch a creature that has died within the 2nd-level spell slot: 2 additional uses
last minute, restoring them to life with full hit points. 3rd-level spell slot: 3 additional uses
However, casting this spell exacts a terrible toll on And so on, up to a maximum of 9th-level spell slot

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Hexmaster Chapter 5 Advanced Classes

granting 9 additional uses. understanding of ancient lore grants them advantage


The Visionary's ability to inspire others can have far- on Intelligence (History) checks and Intelligence
reaching consequences, fostering alliances, saving throws.
gathering supporters, and establishing a network of Secret Whisperer: The Visionary can spend 10
individuals who share their ideals. These minutes communicating with ancient spirits or beings
connections can prove invaluable during downtime of knowledge to gain insight into a particular topic or
activities, as the Visionary can rely on their followers problem. This grants them advantage on an
to aid them in various endeavors such as gathering Intelligence-based ability check or saving throw
information, acquiring resources, or providing related to that topic or problem within the next hour.
logistical support.
Path of Progress:
It should be noted that the success of Ideological Description: The Visionary believes that progress
Inspire depends on the individuals being receptive to and innovation are the key to a better future. They
the Visionary's ideas. The DM may require skill harness advanced technology, invent new devices,
checks, such as Charisma (Persuasion), to and inspire others to embrace change and
determine the outcome of the feature's effects in advancement.
specific situations. The DM may also decide that Mechanics:
certain individuals, due to their disposition or prior Technological Savant: The Visionary gains
affiliations, are immune to the effects of Ideological proficiency with one type of artisan's tools of their
Inspire. choice or one musical instrument.
Inventor's Insight: The Visionary's ingenuity and
Name: Visionary Archetype understanding of advanced technology grant them
Level: 2nd advantage on Intelligence (Investigation) checks and
Description: The Visionary chooses an ideological Intelligence saving throws.
path, representing their specific beliefs and the Mechanized Companion: The Visionary constructs a
direction they wish to lead their followers. This choice small mechanical companion to assist them. The
grants them unique abilities and powers related to companion has its own turn in combat and takes
their chosen path. actions as directed by the Visionary. It has its own hit
Mechanics: At 2nd level, the Visionary selects one points, armor class, and abilities, which improve as
of the following ideological paths: Path of the Visionary gains levels. See the Visionary
Enlightenment, Path of Progress, or Path of Archetype feature for more details.
Harmony. Each path reflects a different aspect of Augmented Knowledge: The Visionary can spend 1
their vision for the world of Maxxia and provides hour studying an object or a piece of technology to
distinct features. gain insight into its workings. They can then use this
knowledge to gain advantage on a Dexterity-based
Path of Enlightenment: ability check or saving throw related to operating or
Description: The Visionary embraces knowledge, repairing that object or technology within the next
wisdom, and the pursuit of enlightenment as the hour.
means to reshape the world. They seek to uncover
ancient secrets, decipher forgotten languages, and Path of Harmony:
unlock the mysteries of the universe. Description: The Visionary seeks to bring balance
Mechanics: and unity to the world of Maxxia. They value
Bonus Proficiencies: The Visionary gains proficiency cooperation, diplomacy, and understanding, and
in two additional skills of their choice from Arcana, strive to resolve conflicts through peaceful means.
History, Insight, Investigation, Medicine, Persuasion, Mechanics:
or Religion. Harmonious Presence: The Visionary gains
Ancient Scholar: The Visionary gains expertise in proficiency in the Persuasion skill if they don't
one skill they are already proficient in from the bonus already have it. If they already have proficiency in
proficiencies granted by this path. Additionally, when Persuasion, they gain expertise in it instead.
the Visionary makes an ability check using that skill, Peacekeeper's Aura: The Visionary exudes an aura
they can roll a d4 and add the number rolled to the of calm and serenity, which grants them advantage
ability check's result. on Wisdom (Insight) checks and Wisdom saving
Lorekeeper's Insight: The Visionary's deep

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Chapter 5 Advanced Classes Hexmaster

throws. feature gained at 2nd level. The manifestation lasts


Diplomat's Charm: The Visionary can spend 10 for a duration specified by your archetype, after
minutes conversing with a hostile creature to attempt which it dissipates. You can only have one
to defuse the situation and avoid combat. They make manifestation active at a time, and creating a new
a Charisma (Persuasion) check against the one ends the effects of the previous one.
creature's Insight or Charisma (Intimidation) check. If
the Visionary succeeds, the creature becomes Ideological Insight: Your deep understanding of your
neutral or indifferent, and combat can be avoided. ideology and the world around you grants you unique
This ability doesn't work against creatures that are insights and knowledge. At 3rd level, you gain
immune to being charmed or are mindless. proficiency in two additional skills of your choice from
Arcana, History, Insight, Investigation, Medicine, or
Name: Visions of Change Religion. Additionally, you have advantage on
Level: 3rd Intelligence (Investigation) checks made to gather
Description: Visions of Change represents the information related to your ideology or uncover
Visionary's ability to tap into their unique insights and hidden secrets connected to your chosen path.
reshape the world around them. They gain the power
to alter the course of events, influence individuals, Connection to Change: As a conduit of change, you
and bring their ideological ideals to life. have an innate ability to sense shifts in the world
Mechanics: around you. At 3rd level, you gain the ability to cast
Ideological Resonance: As a Visionary, you have a the detect magic spell as a ritual. This allows you to
deep connection to your chosen ideology and the perceive the ebb and flow of magical energies,
world of Maxxia. This connection allows you to tap providing you with valuable information about your
into the collective consciousness and gain insights surroundings and potential magical threats or
into potential futures. Once per long rest, you can opportunities. You can cast detect magic once per
spend 10 minutes in deep meditation, communing long rest without expending a spell slot.
with the forces that shape the world. During this
meditation, you gain a vision of a possible change or Name: Ideological Path Feature
event that could alter the course of your campaign. Level: 4th
The nature and specifics of the vision are determined Description: The Visionary gains another benifit of
by the Hex Master and can provide valuable hints, their ideological path, representing their specific
information, or even quests to pursue. This feature beliefs and the direction they wish to lead their
allows you and your party to have a unique glimpse followers. This choice grants them unique abilities
into the future, guiding your actions and decisions. and powers related to their chosen path.
Path of Enlightenment:
Inspiring Aura: Through your unwavering conviction
and the force of your personality, you radiate an Name: Ancient Insight
inspiring aura that affects those around you. You Level: 4th
gain proficiency in the Persuasion skill if you don't Description: The Visionary's deep connection to
already have it. Additionally, whenever you make a ancient knowledge grants them unparalleled insights
Charisma (Persuasion) check, you can add your and heightened magical abilities.
proficiency bonus twice, instead of once, if you are Mechanics:
not already doing so. Font of Ancient Power: The Visionary's maximum
number of spell slots increases by 1. Additionally,
Manifest Ideal: At 3rd level, you learn to manifest they can choose one spell of 2nd level or lower from
your ideals into the physical world, even outside of any class's spell list. They can cast this spell once
combat situations. Once per long rest, you can without expending a spell slot, and they regain the
spend 1 hour in focused concentration to bring forth ability to do so after finishing a long rest.
a manifestation of your ideal. This manifestation can Ancient Mage: The Visionary gains the ability to add
take various forms, depending on your chosen their Charisma or Intelligence modifier (whichever is
archetype, and allows you to influence the higher) to the damage they deal with spells.
environment, aid your allies, or hinder your enemies. Path of Progress:
The specific effects are determined by your
archetype, as described in the Visionary Archetype Name: Inventor's Ingenuity

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Hexmaster Chapter 5 Advanced Classes

Level: 4th grand display of their ideals. During this ritual, the
Description: The Visionary's mastery of advanced Visionary crafts a detailed vision of their desired
technology reaches new heights, allowing them to change or improvement in the world. This vision
create groundbreaking inventions and adapt to must be related to their ideology or the world of
various situations. Maxxia and can range from inspiring social reform to
Mechanics: advancing technological innovations or magical
Adaptive Arsenal: The Visionary gains proficiency advancements.
with one additional type of artisan's tools of their Enthusiastic Advocacy: After completing the
choice. They can use these tools to create gadgets Ideological Enactment, the Visionary gains
and inventions that provide various benefits in and advantage on Charisma (Persuasion) checks and
out of combat. The DM determines the specifics of Charisma saving throws for the next 24 hours. Their
the inventions and their effects. words become infused with an otherworldly or
Technological Mastery: The Visionary's mechanical technological resonance, captivating and compelling
companion gains additional features and abilities, those who listen. Additionally, the Visionary gains
becoming more resilient and versatile. It gains an advantage on Charisma-based ability checks when
additional hit dice, increases its proficiency bonus, interacting with individuals who share their ideology
and can perform new actions as determined by the or hold similar beliefs.
DM. Ripple Effect: The manifestation of the Visionary's
ideals extends beyond mere words and
Name: Unity's Embrace persuasiveness. Once during the 24-hour duration of
Level: 4th Enthusiastic Advocacy, the Visionary can choose a
Description: The Visionary's commitment to unity specific area or community that would be directly
and harmony is further solidified, allowing them to affected by their envisioned change. The Visionary's
bridge gaps between different factions and bring influence spreads through this area, and over the
people together. course of several weeks, the community begins to
Mechanics: reflect the ideals portrayed in the Visionary's
Unity's Presence: The Visionary gains advantage on manifestation. This could result in tangible
all Charisma-based ability checks made to interact improvements to infrastructure, social harmony,
with NPCs and factions that share their vision or are technological advancements, or any other change
sympathetic to their cause. that aligns with the Visionary's ideology.
Inspiring Aura: Whenever the Visionary spends a Inspiring Presence: The Visionary's conviction and
spell slot to cast a spell that targets their allies and embodiment of their ideals inspire others to join their
grants beneficial effects, such as healing or cause. When interacting with NPCs who share or are
temporary hit points, those allies also gain advantage sympathetic to the Visionary's ideology, the Visionary
on their next saving throw made before the end of gains advantage on Charisma (Persuasion) checks
their next turn. to recruit followers, allies, or volunteers for their
cause. These followers can provide various forms of
Name: Manifest Ideals assistance, such as gathering information, providing
Level: 5th logistical support, or even accompanying the
Description: Manifest Ideals is a class feature that Visionary on future adventures.
empowers the Visionary to bring their ideals to life, Extended Reach: Through the power of Manifest
transforming their dreams and aspirations into Ideals, the Visionary gains the ability to mentally
tangible manifestations that can inspire and influence communicate with their followers and allies over
the world around them. This feature allows the great distances. Once per day, the Visionary can
Visionary to utilize their unique blend of charisma, send a telepathic message to any number of their
intellect, and magical or technological prowess to followers, regardless of their physical location, as
create a lasting impact beyond combat. long as they are on the same plane of existence.
This communication can be used to convey
Mechanics: instructions, coordinate plans, or provide guidance
and support to their followers from afar.
Ideological Enactment: Once per long rest, the Legacy of Change: The Visionary's impact on the
Visionary can spend 1 hour communing with their world does not end with their mortal existence. At the
inner convictions, channeling their energy into a end of their journey, the Visionary leaves behind a

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Chapter 5 Advanced Classes Hexmaster

lasting legacy that ensures the continuity of their poignant, silent surrender. The same amount of hit
ideals. They are able to designate a successor, an points is then restored to the recipient of the spell,
individual who carries on their vision and works their wounds closing, their strength returning as the
towards its fulfillment. This successor gains a transmuted life force knits together their physical and
permanent bonus to Charisma (Persuasion) checks ethereal form.
and Charisma saving throws, symbolizing the
inspiration and guidance left behind by the original Given its altruistic nature, Martyr's Touch serves as a
Visionary. living embodiment of the Visionary's credo, "Through
sacrifice, transcendence; through suffering,
Visionary Spells understanding." As such, there are no saving throws
against this spell, nor does it allow for spell
resistance. The spell is immediate and is not subject
Name: Martyr's Touch to temporal distortions or modifications.
School of Magic: Transmutation
Level: 0 However, there is an inbuilt safeguard in the spell - it
Casting Time: 1 action will not let the caster sacrifice more than they can
Range: Touch afford, hence the caster cannot fall unconscious or
Target: One creature die from using this spell. The Martyr's Touch has an
Components: Verbal, Somatic empathetic pulse and will refrain from siphoning off
Duration: Instantaneous the caster's vitality if it would bring them to the brink
Saving Throw: None of death. This altruistic underpinning of the spell pays
Spell Resistance: No homage to the Visionaries' understanding of the
balance between sacrifice and self-preservation.
Description:
From the depths of knowledge that time itself has Martyr's Touch does not offer enhanced effects when
forgotten, hails this spell, a testament to the nobility cast with higher level spell slots. However, repeated
of sacrifice and the complex intertwining of life use of the spell forges a stronger bond with the
forces. A blend of science and mysticism, Martyr's cosmic weave, potentially leading to deeper insights
Touch roots its origins in the esoteric traditions of the into the fundamental nature of existence, the
ancient order of The Visionaries. A school known for interplay of energy and matter, and the profound
their unique blending of quantum theory with arcane complexities of the life-death-rebirth cycle.
wisdom, the Visionaries pioneered new methods of
channeling energy and understanding the web of Name: Serpent's Tongue
existence. School of Magic: Enchantment
Level: 0
Martyr's Touch is a delicate spell that manipulates Casting Time: 1 action
the very strings of life force between two beings, Range: Self
taking a piece from the caster, the Martyr, and Target: Self
infusing it into the beneficiary. Upon casting, the Components: Verbal
Visionary reaches out, their fingers wreathed in a Duration: 1 minute
soft, sapphire radiance. It's a glow imbued with the Saving Throw: None
essence of life, flickering between shades of cobalt Spell Resistance: No
and cerulean like the very heartbeat of the cosmos.
The physical contact establishes a conduit for the Description:
energy transfer, but the cost is personal. The caster Serpent's Tongue is a mesmerizing cantrip that taps
willingly, sacrificially, offers their vitality to mend into the power of enchantment magic. When you cast
another. this spell, your words become infused with a silvered
essence, granting you a charming aura and
The caster loses 1d4 hit points, as their life essence, enhancing your charisma-based skills. For the
their very quantum particles, vibrates in harmony duration of one minute, your persuasive abilities are
with the weave of magic. It is a strange sensation, heightened, giving you advantage on all Charisma-
like a brush of ethereal wind siphoning away the based skill checks.
caster's strength, their life momentarily dimming in a

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However, there is a perilous twist to this enchanting into a dazzling explosion of radiant energy, creating
ability. The same silvered tongue that brings you a 10-foot radius burst of intense light.
charisma and influence comes at a price. Every word
you speak while under the effects of Serpent's Any creature caught within the area of the explosion
Tongue causes you to suffer 1 point of psychic must make a Dexterity saving throw to avoid the
damage. This damage is a reflection of the strain brunt of the radiant damage. On a failed save, the
your mind experiences as you channel the potent target takes 1d6 radiant damage, representing the
magic that empowers your speech. searing and purifying nature of the divine energies.
Creatures who succeed on the saving throw manage
As you immerse yourself in the spell, your voice to evade the worst of the blast, taking half damage
takes on an alluring quality, resonating with a instead.
melodic timbre that captivates those who hear it.
Your words flow effortlessly, imbued with an However, casting Divine Spark exacts a toll on your
irresistible charm that makes it difficult for others to own vitality. The sheer power required to summon
resist your persuasions. Whether you seek to and control the radiant flame drains your energy,
negotiate with a stubborn merchant, sway the leaving you with one level of exhaustion. The spell
opinion of a skeptical crowd, or even seduce an manifests a fraction of your inner light, sacrificing a
infatuated admirer, the Serpent's Tongue amplifies piece of your own strength to bring forth this divine
your influence, enabling you to achieve your desired conflagration.
outcomes more easily.
Enhanced Effects:
When casting Serpent's Tongue using a higher level While Divine Spark is a 0-level spell, it can still be
spell slot, the duration of the spell extends by 1 cast using higher-level spell slots to enhance its
minute for each level beyond the 0 level. Additionally, effects. Each level beyond 0 increases the damage
the psychic damage inflicted by each spoken word dealt by an additional 1d6 radiant damage.
increases by 1 point for every two levels above the 0 Additionally, for every level beyond 0, the radius of
level. This heightened version of the spell amplifies the explosion increases by 5 feet, allowing you to
your persuasive abilities even further but also engulf a larger area in radiant destruction.
exposes your mind to increased strain.

Name: Water into Wine


Name: Divine Spark School of Magic: Transmutation
School of Magic: Evocation Level: 1st-Level
Level: 0 Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Self Target: One container of non-magical liquid
Target: Self Components: V, S, M (a small vial of grape juice)
Components: Verbal, Somatic Duration: Instantaneous
Duration: Concentration, up to 1 minute Saving Throw: None
Saving Throw: Dexterity saving throw Spell Resistance: No
Spell Resistance: No
Description:
Description: Water into Wine is a spell of transmutation magic
Divine Spark is a spell that taps into the primal that allows the caster, known as the Visionary, to
energies of the cosmos, allowing you to conjure a transform a container of non-magical liquid into a fine
small radiant flame in the palm of your hand. As you vintage wine. This spell is often favored by those
cast the spell, a warm and gentle glow emanates who appreciate the finer things in life and seek the
from your outstretched hand, providing a dim light in pleasures of the senses.
a 5-foot radius.
To cast the spell, the Visionary must touch a
As a bonus action, you can choose to throw the container filled with the liquid they wish to transform.
radiant flame, propelling it up to 30 feet away from As the spell is invoked, a shimmering aura envelops
you. The flame, upon reaching its destination, erupts the container, and the liquid within it undergoes a

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Chapter 5 Advanced Classes Hexmaster

rapid alchemical transformation. Clear water turns


into a deep, rich red wine, radiating with a tantalizing As the magical energy flows through you, the small
aroma. loaf of bread and dried fish consumed as material
components are transformed into an abundant feast
When the transformation is complete, the wine that materializes before the targeted creatures. The
retains its liquid properties but gains a mystical food varies depending on the preferences of the
essence. Consuming this enchanted wine has a creatures affected, magically adapting to their
healing effect, restoring 2d6 hit points to the imbiber. cultural and dietary needs. A carnivorous beast might
However, the spell exacts a price from the Visionary, be granted a juicy steak, while a herbivorous
who loses an equivalent amount of hit points as the creature would receive a bountiful array of fruits and
cost of channeling the magical energy required for vegetables. This magical food is not only delicious
the transmutation. but also provides sustenance equal to a wholesome
meal, alleviating any immediate hunger.
The spell's effects are instantaneous, and the wine
remains potent for a short time before reverting to its However, the act of conjuring this feast drains your
original form. The duration of the wine's own reserves, causing you to suffer one level of
transformation is typically enough for a single use, exhaustion as your energy is depleted. Exhaustion
encouraging its immediate consumption. represents the strain placed on your body due to the
spell's demanding nature and is a temporary
Enhanced Effects: condition that can be cured with rest and
When Water into Wine is cast using a spell slot of recuperation.
2nd level or higher, the restorative properties of the
wine increase. For each level above 1st, the spell Enhanced Spell Effects:
restores an additional 1d6 hit points to the consumer, When you cast Loaves and Fishes using a spell slot
providing a more potent and rejuvenating effect. of 2nd level or higher, the number of creatures
affected by the spell increases. For each slot level
Additionally, when cast at higher levels, the Visionary above 1st, you can target an additional number of
gains the ability to transform larger containers of creatures equal to your spellcasting ability modifier,
liquid. For each level above 1st, the spell's range allowing you to share the feast with a larger group.
increases by 5 feet, allowing the Visionary to target However, the level of exhaustion inflicted on you
containers farther away. remains the same, as the spell's drain on your
reserves remains constant.

Name: Loaves and Fishes Name: Aquastride


School of Magic: Transmutation School of Magic: Transmutation
Level: 1st-Level Level: 1st-Level
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Target: Multiple creatures Target: Self
Components: V, S, M (a small loaf of bread and a Components: Verbal, Somatic
dried fish) Duration: Concentration, up to 1 minute
Duration: Instantaneous Saving Throw: None
Saving Throw: None Spell Resistance: No
Spell Resistance: No
Description:
Description: Aquastride is a spell that taps into the elemental
Loaves and Fishes is a wondrous spell that taps into forces of water, granting the caster the extraordinary
the essence of transformation and sustenance. ability to walk on water as if it were solid ground.
When you cast this spell, you evoke the power to When you cast this spell, a shimmering arcane
create nourishing food to sustain a number of energy envelops your feet, forming a translucent,
creatures equal to twice your spellcasting ability watery surface beneath them. As you step onto the
modifier. You must choose creatures within a 30-foot water, it supports your weight, allowing you to
radius of you as the targets of this spell. traverse even the most treacherous waters without

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Hexmaster Chapter 5 Advanced Classes

sinking. the realm of the living.

During the spell's duration, you can move across any As the Visionary completes the somatic components,
body of water, including lakes, rivers, and even the a warm, soothing light envelops the corpse,
tumultuous seas, as effortlessly as walking on land. permeating through the body with an ethereal glow.
The water retains its liquid appearance, but it In an instant, the creature's eyes flicker open, and a
becomes solid beneath your feet, providing stable gasp of air escapes its lips, as its heart starts to beat
footing. You can walk, run, or even jump on the once more. The revived creature returns to life with a
water, unaffected by its natural currents or single hit point, their body healed of fatal injuries.
resistance.
However, the cost of this miraculous resurrection is
The spell grants you unparalleled freedom and not without sacrifice. The Visionary's own life force is
mobility, allowing you to explore hidden islands, intricately tied to this spell, and as they channel the
cross perilous moats, or surprise enemies who never magic, they feel their own vitality wane. The strain of
expected someone to defy the laws of nature. resurrecting the dead drains a significant amount of
However, the spell comes with a cost. As the magic their life force, temporarily reducing their maximum
wears off at the end of its duration, you are struck by hit points by half until they can replenish their
extreme fatigue, overwhelming your body and strength through a long rest.
reducing your movement speed to 0 for the next
hour. This fatigue is a consequence of the spell's Enhanced Effects:
intense strain on your physical and magical energies, When casting Life's Resurgence using a spell slot of
requiring a period of rest and recovery. higher level, the spell's potency increases. If cast
using a 3rd-level spell slot, the revived creature
Enhanced Spell Effects: regains 2 hit points instead of 1. For each additional
When you cast Aquastride using a spell slot of 2nd level above 3rd, the revived creature regains an
level or higher, the duration of the spell increases. additional hit point, to a maximum of 5 hit points
Each additional level beyond 1st extends the when cast using a 5th-level spell slot.
duration by an additional minute, allowing you to
enjoy the benefits of walking on water for a longer Name: Calming the Storm
period. However, the subsequent fatigue remains the School of Magic: Evocation
same, reducing your movement speed to 0 for an Level: 2nd-Level
hour regardless of the spell slot used. Casting Time: 1 action
Range: Self (1-mile radius)
Name: Life's Resurgence Target: Weather within a 1-mile radius
School of Magic: Transmutation Components: Verbal, somatic
Level: 2 Duration: Instantaneous
Casting Time: 1 action Saving Throw: None
Range: Touch Spell Resistance: No
Target: One creature that has died within the last
minute Description:
Components: Verbal, somatic Calming the Storm is a powerful spell that allows the
Duration: Instantaneous caster to pacify and control the weather within a
Saving Throw: None substantial 1-mile radius. As the incantation is
Spell Resistance: No spoken and intricate hand gestures are performed,
the mage taps into the very essence of the elements,
Description: commanding the forces of nature.
Life's Resurgence is a powerful spell that taps into
the intricate balance between life and death. When Once the spell is cast, storms raging with thunder
cast, the Visionary reaches out with their hands, and lightning begin to dissipate, clouds part, and rain
channeling a surge of vibrant energy into the lifeless ceases to fall. Fires are extinguished, be they the
body of a creature that has passed away no more result of a natural blaze or conjured by malicious
than a minute ago. This surge of magic rekindles the intent. Turbulent winds are tamed and transformed
spark of life within the creature, bringing it back to into gentle breezes that caress the land, soothing

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Chapter 5 Advanced Classes Hexmaster

any remaining agitation. within its range. The enchantment imbued in the food
sustains the creatures, rendering them free from
However, channeling such potent elemental energies hunger and thirst. Even those with dietary restrictions
exacts a toll on the caster's physical and mental well- or specific tastes will find a bounty of suitable options
being. The exertion required to bend the weather to available. The feast also adapts to cater to individual
their will leaves the caster drained, burdening them preferences, adjusting its flavors and textures to suit
with one level of exhaustion. This magical fatigue the palate of each creature.
can be an obstacle to further spellcasting or physical
activities until the exhaustion is alleviated through However, the tremendous exertion required to
rest or magical means. manifest such abundance takes a toll on you. After
casting the spell, you feel a draining sensation as
To fully harness the might of Calming the Storm, the your body absorbs the energy needed for the
spell can be cast using a higher-level spell slot. miracle. You become famished and immediately
When cast as a 3rd-level spell or higher, the radius suffer one level of exhaustion. This exhaustion
of the calming effect expands, soothing an even reflects the strain placed on your physical and
larger area. For each level above 2nd, the radius magical reserves.
increases by an additional mile, offering respite to an
extended range of land and skies. Enhanced Effects:
When you cast Miracle of Abundance using a spell
slot of 3rd level or higher, the feast created can
Name: Miracle of Abundance sustain an additional 5 creatures for each slot level
School of Magic: Conjuration above 2nd. Additionally, the duration of the feast
Level: 2 increases by 24 hours for each slot level above 2nd.
Casting Time: 1 action However, the level of exhaustion you suffer remains
Range: Self the same, as the energy required to manifest the
Target: Self feast remains unchanged.
Components: V, S, M (a tiny silver spoon worth 10
gold pieces) Name: Healing Resurgence
Duration: Instantaneous School of Magic: Restoration
Saving Throw: None Level: 3
Spell Resistance: No Casting Time: 1 action
Range: Touch
Description: Target: One willing creature
With the Miracle of Abundance, you tap into the Components: Verbal, somatic, material (a small vial
forces of conjuration to create a magnificent feast of holy water)
that is sufficient to feed 15 creatures for a full day. As Duration: Instantaneous
you begin casting the spell, your surroundings Saving Throw: None
shimmer with a warm, golden light, and a Spell Resistance: No
mouthwatering aroma fills the air. The table before
you materializes, adorned with a lavish spread of Description:
succulent dishes and delicacies from across the Healing Resurgence is a powerful spell of restoration
realms. that allows you to channel divine energy into a willing
creature, bringing about a miraculous recovery. By
The feast includes an assortment of perfectly roasted invoking the forces of life and vitality, you can mend
meats, tender vegetables, exotic fruits, aromatic wounds, cure diseases, and dispel curses. However,
bread, rich cheeses, and decadent desserts. The casting this spell comes at a great cost to your own
dishes are flawlessly seasoned, their flavors melding well-being.
in a symphony of culinary delight. Each morsel is
infused with a touch of magic, ensuring not only To cast Healing Resurgence, you must first find a
satiation but also nourishment for those who partake. willing creature within your reach. As you utter the
sacred incantations and perform intricate gestures,
As the spell completes, the feast remains tangible for you touch the creature, infusing them with divine
24 hours, providing sustenance to any creature energy. This energy flows through their body,

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Hexmaster Chapter 5 Advanced Classes

revitalizing their very essence. granting them a second chance at existence. By


touching the lifeless body of the creature, the
The effects of Healing Resurgence are twofold. Visionary channels a surge of magical energy that
Firstly, the spell restores a significant amount of hit restores the fallen creature to life with full hit points.
points to the target, rejuvenating their body and
closing their wounds. The amount healed is Upon casting Rebirth, a burst of radiant energy
determined by rolling 5d8, resulting in a range of emanates from the Visionary's hands, enveloping the
possible values from 5 to 40 hit points restored. This lifeless body in a pulsating aura of light. The
surge of vitality reinvigorates the target, providing creature's wounds mend, their features regain color,
immediate relief and renewed strength. and a newfound vitality courses through their veins.
They gasp for air, their eyes flickering open as the
Furthermore, Healing Resurgence possesses the spark of life returns.
remarkable ability to remove any diseases or curses
that afflict the target. Whether it be a crippling illness However, the casting of this spell exacts a terrible toll
or a malevolent enchantment, the divine energy on the Visionary. The act of harnessing such potent
dispels the negative effects, leaving the recipient magic drains the Visionary's own life force, causing
cleansed and purified. This includes diseases that their maximum hit points to be reduced by half until
sap the target's strength or impose harmful they finish a long rest. The strain on their body and
conditions upon them, as well as curses that haunt mind from manipulating the forces of life and death is
their every action. profound, leaving them weakened and vulnerable.

However, the casting of Healing Resurgence The reborn creature owes their renewed existence to
demands a great sacrifice from the caster. In order to the sacrificial act of the Visionary. They might feel a
channel such potent restorative power, you must deep sense of gratitude or a burden of indebtedness
offer a substantial portion of your own life force. As a toward the caster, and the bond between them can
result, upon casting the spell, you lose half of your evolve into a profound connection or obligation.
current hit points. This sacrifice symbolizes the
selflessness and dedication required to wield such Enhanced Spell Effects:
divine magic.
When cast using a 4th-level spell slot or higher, the
Additionally, the effects of Healing Resurgence can Visionary can target an additional creature for each
be amplified by casting the spell using a higher level slot level above 3rd. However, the toll on the
spell slot. For each slot level above 3rd, the amount Visionary remains the same, reducing their maximum
of hit points restored increases by an additional 1d8. hit points by half.
This allows for even greater healing potential and
ensures that the spell remains relevant and potent as Name: Ascension
you grow in power. School of Magic: Transmutation
Level: 3
Name: Rebirth Casting Time: 1 action
School of Magic: Necromancy Range: Touch
Level: 3 Target: One willing creature
Casting Time: 1 action Components: Verbal, somatic, material (a feather
Range: Touch from a celestial creature)
Target: One creature Duration: 1 hour
Components: Verbal, somatic, material (a small Saving Throw: None
diamond worth at least 300 gp, which is consumed Spell Resistance: No
by the spell)
Duration: Instantaneous Description:
Saving Throw: None Ascension is a powerful transmutation spell that
Spell Resistance: No allows you to temporarily bestow the gift of flight
upon a creature. As you cast the spell, you channel
Description: Rebirth is a powerful spell that allows a the arcane energies and touch the willing creature,
Visionary to bring a deceased creature back to life, infusing them with the ability to soar through the

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Chapter 5 Advanced Classes Hexmaster

skies. The magic permeates their being, altering their


physical form to grant them wings of ethereal light
that shimmer with radiant energy. Name: Wildshaper
Role: Versatile controller
Once the spell takes effect, the recipient feels an Hit Die: d8
incredible sense of freedom and weightlessness as Primary Ability: Wisdom
they effortlessly ascend into the air. They gain a Saving Throws: Constitution, Wisdom
flying speed equal to their walking speed for the Armor Proficiencies: Light armor, medium armor,
duration of the spell, allowing them to navigate the shields
three-dimensional realm with grace and agility. They Weapon Proficiencies: Clubs, daggers, darts,
can hover, ascend, or descend as they wish, javelins, maces, quarterstaffs, scimitars, sickles,
maneuvering through the air as naturally as a bird. slings, spears
Tool Proficiencies: Herbalism kit
However, the casting of Ascension exacts a heavy Skills: Choose two from Animal Handling, Arcana,
toll on the caster. The immense energy required to Insight, Medicine, Nature, Perception, Religion,
bend reality and grant flight drains your own life Survival
force, leaving you utterly exhausted. Immediately
after casting the spell, you fall unconscious for a Spellcasting: The Wildshaper draws their magical
variable duration of 1d4 hours, as your body and power from the primal forces of Maxxia. Their
mind recuperate from the magical exertion. spellcasting ability is Wisdom. They can use a druidic
focus as a spellcasting foc
Enhanced Spell Effects:
When casting Ascension using a spell slot of 4th Class Overview: The Wildshaper is a druidic class
level or higher, the duration of the flight increases by that focuses on the mastery of shape-shifting and
an additional hour for each level above 3rd. nature-based magic. They are attuned to the natural
Additionally, the recipient gains a flying speed equal elements of Maxxia and can commune with spirits,
to twice their walking speed, allowing them to cover control the environment, and adapt to any situation.
greater distances with enhanced speed and grace. Wildshapers are versatile controllers, capable of
transforming into animals to engage in close combat
or casting spells to manipulate the battlefield and
support their allies.

Level Progression:
1st: Wild Shape (Circle Forms)
2nd: Elemental Attunement
3rd: Spirit Whisperer
4th: Nature's Resilience
5th: Everchanging Form

Equipment: The Wildshaper starts with the following


equipment:
- A wooden shield or any simple weapon
- A scimitar or any simple melee weapon
- Leather armor, an explorer's pack, and a druidic
focus (an amulet or totem)

Requirements: To become a Wildshaper, one must


have a deep connection to nature and the primal
forces of Maxxia. This class is open to those who
demonstrate a strong affinity for the natural world,
often through apprenticeship with experienced druids
or exposure to powerful elemental energies. A
character seeking to become a Wildshaper must

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Hexmaster Chapter 5 Advanced Classes

have a Wisdom score of 13 or higher. - Liara Stonesong: A young Wildshaper with a deep
affinity for plant life. Liara has become renowned for
Appearance: A typical Wildshaper embodies the creating lush and vibrant gardens in even the
wildness of Maxxia. They often have an aura of harshest environments, spreading life and hope in
untamed energy, with natural features like leaf- the darkest corners of Maxxia.
shaped hair, bark-like skin, or eyes shimmering with
a hint of elemental power. Their attire is a blend of Adventure Hooks:
practicality and reverence for nature, adorned with 1. The Call of the Primal Nexus: A powerful
intricate patterns of leaves, animal motifs, and disturbance in the heart of Maxxia signals the
materials sourced from the environment they inhabit. awakening of a long-dormant primal nexus, a source
of immense magical energy. The Wildshapers are
Limitations: While Wildshapers possess a wide called upon to investigate, uncovering ancient
array of abilities, their power is intrinsically linked to secrets and defending against factions seeking to
the environment. In barren or heavily urbanized exploit the nexus for their own purposes.
areas, their abilities may be less effective or limited. 2. The Elemental Plague: Unnatural elemental
Additionally, using Wild Shape consumes their creatures plague the lands, ravaging the countryside
energy and requires time to replenish, limiting its and disrupting the delicate balance of Maxxia. The
frequent usage. Wildshapers are tasked with discovering the source
of this corruption and finding a way to restore
Organizations: harmony before the world is torn apart.
1. Order of the Verdant Grove: A secretive group of 3. The Great Transformation: A cataclysmic event
druids and Wildshapers dedicated to preserving the threatens to reshape the entire world of Maxxia,
delicate balance between nature and civilization. triggering widespread chaos and upheaval. The
They work to heal corrupted lands, fend off Wildshapers must navigate treacherous terrains,
destructive forces, and uncover the ancient secrets confront ancient evils, and rally allies from various
hidden beneath Maxxia's surface. factions to prevent the imminent disaster.
2. The Storm Wardens: An organization of
elementalists and weather manipulators who Variants:
recognize the Wildshapers' affinity for the natural - Primal Guardians: A sub-variant of Wildshapers
forces of Maxxia. They often collaborate during major with a focus on protecting and defending the natural
catastrophes and share knowledge about controlling world. They gain additional defensive abilities and
and channeling the primal energies of the world. can summon primal spirits to aid them in battle.
3. The Techno-Arcanists: A faction of scholars and - Voidweavers: Rare Wildshapers who tap into the
inventors fascinated by the intersection of science mysterious void energy that permeates the cosmos.
and magic. While their methods differ from those of They can bend reality, traverse between dimensions,
the Wildshapers, they recognize the potential and harness the power of dark matter and antimatter.
synergy and seek to harness the untamed magic of
Maxxia for technological advancements. Comments (by Malidrex the Twisted Witch):
Ah, the Wildshapers, masters of transformation and
Notable Users: guardians of nature's fury. While some may dismiss
- Elysia the Elemental Shaper: A legendary their abilities as primitive, these druids embrace the
Wildshaper who harnessed the essence of the untamed power of Maxxia and channel it with awe-
elemental planes to control devastating storms and inspiring results. Their connection to the primal
conjure fearsome creatures of pure energy. Her forces and shape-shifting prowess make them a
exploits include saving entire regions from force to be reckoned with. Whether they summon
cataclysmic natural disasters and leading the raging storms or assume the form of majestic beasts,
defense against extraplanar invasions. Wildshapers embody the relentless spirit of this
- Thalador the Ancient: An enigmatic Wildshaper who world. It is said that when the Wildshapers gather,
has spent centuries exploring the depths of Maxxia even the most desolate lands can flourish with life,
and unraveling the mysteries of its past. It is said that and the whispers of forgotten secrets echo through
Thalador has attained a state of perfect balance with the wind.
the world, seamlessly transitioning between human
and animal forms at will.

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Chapter 5 Advanced Classes Hexmaster

the caster as well, causing them to take ongoing fire


damage until they extinguish the flames.

2nd Level Spells


Wild Growth: Causes plants to rapidly grow and
entangle enemies within an area, restraining them.
However, the spell disrupts the natural balance of the
surroundings, causing the area to become barren
and lifeless for a period of time.

Ephemeral Form: Grants the caster the ability to


pass through solid objects and move unhindered for
1 hour. However, the spell temporarily weakens the
Spell List: caster's physical body, reducing their Strength score
until they complete a long rest.

Cantrips Frost Nova: Creates an intense blast of cold energy


Sanguine Vortex of Thorny Reclamation: Summons that damages and slows enemies within its range.
a whip-like tendril of thorns to strike a target, dealing However, the sudden drop in temperature leaves the
piercing damage and pulling them closer. However, caster shivering uncontrollably, imposing
the thorns cause bleeding wounds, dealing ongoing disadvantage on ability checks and saving throws
damage until the target receives magical healing or until they warm up.
passes a Constitution saving throw.
3rd Level Spells
Frostbite: A blast of cold energy freezes the target, Blazing Sunbeam: Unleashes a concentrated beam
dealing cold damage and reducing their speed. of sunlight that burns through enemies, dealing
However, the intense cold also affects the caster, radiant damage. However, the intense light causes
causing them to suffer temporary reduction in temporary blindness and sunburn to the caster,
Dexterity until they take a short rest. imposing disadvantage on attack rolls and ability
checks that rely on vision until they receive magical
Ember Spark: Ignites a small flame that can be used healing or complete a short rest.
to light objects or scorch enemies. The spell
consumes the caster's vitality, reducing their Storm Avatar: Transforms the caster into a living
maximum hit points until they complete a long rest. embodiment of a storm, granting resistance to
lightning and thunder damage and allowing them to
1st Level Spells deal additional damage with lightning-based spells.
Storm's Fury: Summons a localized storm that strikes However, the storm's volatile nature makes the
the area with lightning, dealing lightning damage to caster more susceptible to critical hits from enemies.
all creatures in the vicinity. However, the spell draws
the attention of Maxxia's tempestuous elements, Nature's Embrace: Calls upon the spirits of nature to
making the caster more vulnerable to natural heal and revitalize the caster and their allies.
hazards like sudden gusts of wind or thunderstorms However, the spell establishes a profound
for a period of time. connection with the natural world, making the caster
more susceptible to psychic and necrotic damage
Verdant Vigor: Infuses a target with the essence of until they take a long rest.
nature, granting temporary hit points and a bonus to
ability checks. However, the spell drains the life force Name: Circle Forms
of the caster, causing them to suffer exhaustion Level: 1st
levels after its duration ends. Description: The Wildshaper gains the ability to tap
into the primal magic of Maxxia, allowing them to
Magma Blast: Conjures a searing blast of molten transform into different animal forms. These forms
rock that explodes upon impact, dealing fire damage are known as Circle Forms and represent the various
in an area. However, the intense heat radiates from

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Hexmaster Chapter 5 Advanced Classes

circles of nature that the Wildshaper can attune


themselves to. Each Circle Form grants unique While in a Circle Form, the Wildshaper retains their
abilities and characteristics, enhancing the mental statistics but takes on the physical attributes
Wildshaper's versatility and adaptability. and natural abilities of the chosen animal form. They
cannot cast spells or use other class features that
Mechanics: require manual dexterity or speech.
The Wildshaper can use their action to magically
assume the shape of a Circle Form they have The Wildshaper can choose to end their Circle Form
unlocked. They can choose from the following Circle early using a bonus action. They also automatically
Forms: revert to their natural form if they fall unconscious,
drop to 0 hit points, or die.
Circle of the Serpent: The Wildshaper transforms into
a venomous snake, gaining a swim speed and the At 2nd level and every level thereafter, the
ability to poison enemies with their bites. They can Wildshaper unlocks a new Circle Form from the list
choose to constrict their enemies, restraining them above or one of the more powerful forms available at
and dealing ongoing damage. higher levels. They can choose any Circle Form they
don't already possess.
Circle of the Falcon: The Wildshaper takes the form
of a majestic falcon, gaining a fly speed and
heightened perception. They gain a bonus to their 2nd Level:
Wisdom (Perception) checks and can spot hidden Circle of the Storm: The Wildshaper transforms into a
enemies or objects from great distances. crackling storm cloud, gaining the ability to hover and
move through the air. They can unleash lightning
Circle of the Oak: The Wildshaper morphs into a bolts upon enemies, dealing damage in a line and
mighty oak tree, gaining temporary hit points and potentially paralyzing them. They also gain
increased resistance to physical damage. They also resistance to lightning damage and can see through
radiate an aura of healing energy, restoring the magical darkness.
health of nearby allies.
3rd Level:
Circle of the Dolphin: The Wildshaper transforms into Circle of the Dire Wolf: The Wildshaper takes on the
a graceful dolphin, gaining a swim speed and the form of a fearsome dire wolf, gaining increased size,
ability to communicate telepathically with aquatic strength, and natural armor. They become a
creatures. They can also unleash powerful sonic formidable melee combatant, capable of making
waves, stunning enemies in a cone-shaped area. multiple attacks and potentially knocking enemies
prone.
Circle of the Panther: The Wildshaper takes the form
of a sleek panther, gaining increased speed and Circle of the Aurora: The Wildshaper transforms into
agility. They gain a bonus to their Dexterity checks a radiant spirit, emanating the beauty and brilliance
and can move through difficult terrain without of the aurora borealis. They gain resistance to
penalty. They also have advantage on Stealth radiant damage and can radiate an aura of
checks. captivating light, charming nearby creatures. They
also gain the ability to cast the spell dawn once while
Circle of the Bear: The Wildshaper assumes the in this form, creating a brilliant burst of radiant energy
shape of a mighty bear, gaining increased strength that damages enemies and grants temporary hit
and durability. They gain bonus hit points and can points to allies.
use their powerful claws to make devastating melee
attacks. They also have advantage on Strength 4th Level:
checks and saving throws. Circle of the Ancient: The Wildshaper assumes the
form of a colossal treant, becoming a living
The Wildshaper can remain in a Circle Form for a embodiment of nature's wrath. They gain temporary
number of hours equal to half their Wildshaper level hit points, increased resistance to all damage types,
(rounded down). After that, they revert to their natural and the ability to speak with plants and animals.
form. They can summon entangling roots from the ground

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to restrain enemies and make powerful area-of-effect Water: You gain a swimming speed equal to your
attacks. current speed, and you can breathe both air and
water. You also gain advantage on ability checks and
Circle of the Phoenix: The Wildshaper embodies the saving throws made to resist being grappled or
essence of rebirth and transformation, taking on the restrained.
form of a majestic phoenix. They gain a fly speed Air: Your movement speed increases by 10 feet, and
and the ability to emit radiant flames, damaging you gain a flying speed equal to your current speed.
enemies and providing healing to nearby allies. They You can hover while flying, and you have advantage
also gain resistance to fire damage and can resurrect on Dexterity saving throws against effects that would
themselves once per long rest if they fall in battle. knock you prone.
Earth: Your hit point maximum increases by an
5th Level: amount equal to your level, and you gain temporary
Circle of the Leviathan: The Wildshaper transforms hit points equal to your Wisdom modifier at the start
into a colossal sea serpent, becoming a force to be of each of your turns.
reckoned with in aquatic environments. They gain a Elemental Manipulation: While attuned to an
swim speed, the ability to breathe underwater, and element, you can use your bonus action on
resistance to cold damage. They can create subsequent turns to manipulate the environment or
whirlpools to draw enemies in, restrain them, and affect creatures within range. The range and effects
deal ongoing damage. They also gain the ability to vary depending on the chosen element:
communicate telepathically with all creatures within a
certain radius. Fire: Range: 30 feet. You can create a small burst of
flames in a 10-foot radius, dealing 1d6 fire damage
Circle of the Eclipse: The Wildshaper becomes an to each creature in the area. The affected creatures
embodiment of the celestial forces, taking on the must succeed on a Dexterity saving throw against
form of a radiant being. They gain a fly speed, your spell save DC to take half damage.
darkvision, and resistance to radiant damage. They Water: Range: 60 feet. You can summon a torrent of
can unleash beams of radiant energy that pierce water to douse flames or create a calming effect.
through enemies and weaken their defenses. They You can extinguish non-magical flames within a 10-
also gain the ability to grant temporary hit points and foot cube, or you can create a soothing aura in a 20-
remove harmful conditions from allies with a touch. foot radius centered on a point you choose.
Creatures within the aura gain advantage on Wisdom
Name: Elemental Attunement saving throws and resistance to psychic damage.
Level: 2nd Air: Range: Self. You can create a localized gust of
Description: As a Wildshaper, you have developed wind around you, extending 15 feet in all directions.
a deep attunement to the elemental forces of nature. The gust of wind extinguishes open flames,
Through your connection with Maxxia's primal disperses gas or vapor, and pushes away fog,
energies, you gain the ability to channel and smoke, or similar effects. Additionally, you gain
manipulate the elements around you, allowing you to advantage on Strength saving throws against being
influence the environment and harness their power moved or pushed.
for various purposes. Earth: Range: Self. You can cause the ground within
Mechanics: a 15-foot radius of you to become difficult terrain for
Elemental Channeling: You gain proficiency in the creatures other than yourself. Additionally, you gain
Nature skill if you don't already have it. Additionally, advantage on Strength checks and saving throws
you can use your action to attune yourself to one of made to resist being moved or knocked prone.
the following elements: fire, water, air, or earth. This Note: You can only be attuned to one element at a
attunement lasts for 1 hour and grants you specific time. Attuning to a new element ends your
benefits depending on the chosen element: attunement with the previous one. You can use this
feature a number of times equal to your Wisdom
Fire: Your spells and abilities that deal fire damage modifier (minimum of 1), and you regain all
have their damage dice increased by one step (e.g., expended uses after finishing a long rest.
d6 becomes d8). Additionally, you gain resistance to
fire damage.

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spirits, forming lasting connections that can lead to


future alliances or aid. These relationships may
Name: Spirit Whisperer evolve over time, allowing the Wildshaper to call
Level: 3rd upon specific spirits for assistance or to undertake
Description: The Wildshaper's deep connection with quests on their behalf.
the spirits of Maxxia grants them the ability to
commune with the ethereal realm and harness its The effectiveness and availability of the Spirit
magic. Through their Primal Magic feature, they gain Whisperer feature can be influenced by the
the power to communicate with and influence spirits, Wildshaper's actions and choices throughout their
providing them with valuable insights, aid, and adventures. By respecting and protecting nature,
assistance. showing kindness to spirits, and actively seeking
Mechanics: The Wildshaper can spend 10 minutes their guidance, the Wildshaper can strengthen their
in meditation to enter a trance-like state and open bond with the ethereal realm, unlocking further
their mind to the ethereal plane. During this time, benefits and possibilities.
they can communicate with benevolent spirits,
gaining knowledge and guidance from the spiritual Note: The mechanics of this feature should be
realm. This communication is not limited by language discussed and adjusted in collaboration with the Hex
barriers, as the Wildshaper can understand and be Master to ensure it aligns with the campaign setting
understood by any spirit they encounter. and maintains game balance.

The Wildshaper can request information from the


spirits, seeking guidance on specific topics, such as Name: Nature's Resilience
hidden locations, forgotten lore, or insights into Level: 4th
upcoming events. The spirits may share their Description: Nature's Resilience is a class feature
knowledge and provide cryptic hints or clues. The that enhances the Wildshaper's connection with the
effectiveness and accuracy of the information natural world, granting them increased durability and
obtained depend on the Wildshaper's Wisdom the ability to draw upon the vitality of Maxxia's
modifier and the DM's discretion. ecosystems. This feature allows the Wildshaper to
endure harsh environments, recover from injuries
Additionally, the Wildshaper can form temporary more swiftly, and foster the growth and restoration of
bonds with nature spirits, gaining their assistance in the surrounding flora and fauna.
various ways. By performing a ritual during a short Mechanics:
rest, the Wildshaper can summon a spirit to aid them Natural Endurance: The Wildshaper gains advantage
or their allies. The type of spirit summoned depends on saving throws against extreme weather
on the environment and the Wildshaper's intentions. conditions, such as extreme heat, cold, or storms.
For example, in a forest, they may summon a forest Additionally, they have resistance to damage caused
spirit to guide them through dense foliage or grant by natural hazards like poison ivy, thorns, or harmful
temporary camouflage. In a desert, a sand spirit spores.
might help locate water sources or create a
temporary oasis. Swift Recovery: The Wildshaper's connection with
the natural world accelerates their healing abilities.
The spirits summoned through this ability can Whenever they take a short rest, they regain hit
provide assistance in non-combat situations. They points equal to their hit die + their Constitution
can help the Wildshaper and their allies navigate modifier.
treacherous terrain, locate resources or hidden
treasures, and perform tasks related to survival, Renewal Ritual: By spending 10 minutes in quiet
travel, or exploration. The spirits' abilities are non- communion with nature, the Wildshaper can invoke a
offensive and are focused on enhancing the ritual that aids in the restoration of the surrounding
Wildshaper's abilities outside of combat. environment. This ritual can help heal blighted land,
purify polluted water, or revitalize ailing flora. The
The Wildshaper's connection with the spirits of effects of the ritual are as follows:
Maxxia is deeply personal and unique. Their bond
allows them to establish a rapport with individual Healing Touch: The Wildshaper can restore a

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Chapter 5 Advanced Classes Hexmaster

number of hit points to a willing creature or plant assume new and powerful forms, granting them
equal to their druid level x 5. enhanced abilities and versatility in their wild shape
transformations.
Purification: The Wildshaper can cleanse a body of Mechanics: When the Wildshaper reaches 5th level,
water within a 30-foot radius, removing toxins, they gain access to additional forms they can
pollutants, and impurities. This purification process assume through their Wild Shape feature. These
makes the water safe to drink and revitalizes aquatic forms, known as "Evolving Forms," offer unique
life within it. benefits and abilities beyond those of the Circle
Forms they initially acquired. The Wildshaper can
Restoration: The Wildshaper can reverse the effects choose two Evolving Forms from the list provided
of blight or decay on a patch of land up to 30 feet in below. Each Evolving Form can be used once per
diameter. This revitalizes the soil, allowing plants and long rest.
crops to thrive once again.
Stormwing: The Wildshaper transforms into a
The Wildshaper can perform this ritual once per day, majestic and agile avian creature imbued with the
and the effects last for 24 hours. power of storms. While in this form, they gain a fly
speed of 60 feet, resistance to lightning damage, and
Guardian of the Wild: The Wildshaper's deep the ability to conjure gusts of wind as an action. The
connection to the natural world allows them to rally gusts of wind can be used to disperse fog, extinguish
and protect creatures who share their affinity for flames, knock down creatures, or manipulate
Maxxia's ecosystems. Once per long rest, as an lightweight objects within 30 feet.
action, the Wildshaper can summon a spirit
companion to aid them. The spirit takes the form of Ironhide: The Wildshaper assumes the form of a
an animal native to the region they are currently in hulking, armored beast with impenetrable skin. While
and acts as an ally to the Wildshaper and their party. in this form, they gain temporary hit points equal to
their druid level + their Wisdom modifier at the start
The spirit companion has the statistics of an animal of each turn. Additionally, they have advantage on
from the Druid's Wild Shape feature (up to the Strength-based ability checks and saving throws,
Wildshaper's current Wild Shape limit). and their unarmed strikes deal an additional 1d6
bludgeoning damage.
The spirit companion shares the Wildshaper's
initiative count in combat and obeys their verbal Crystalgaze: The Wildshaper transforms into a
commands. It acts independently and has its own shimmering crystalline creature, attuned to the
actions, but it is friendly to the Wildshaper and their earth's energy. While in this form, they gain
allies. tremorsense with a range of 30 feet, allowing them to
detect vibrations and movement through solid
The spirit companion remains active for 1 hour or objects. They also gain resistance to psychic
until it is reduced to 0 hit points. If the Wildshaper damage, and their touch can temporarily petrify
loses concentration or dismisses the companion, it creatures on a failed Constitution saving throw.
disappears, and the Wildshaper must complete a
long rest before using this feature again. Tideborne: The Wildshaper assumes the form of a
fluid and elusive aquatic creature, perfectly adapted
This feature can be used outside of combat as well, to underwater environments. While in this form, they
allowing the Wildshaper to have a loyal and helpful gain a swim speed equal to their walking speed and
animal companion by their side during exploration, the ability to breathe underwater. They also gain
scouting, and other non-combat encounters. resistance to cold damage and can cast the Control
Water spell once, without requiring concentration or
Name: Everchanging Form material components. The spell's effects are limited
Level: 5th to manipulating water currents, creating waves, or
Description: Everchanging Form represents the parting bodies of water.
culmination of the Wildshaper's mastery over shape-
shifting and their deep connection with the primal Note: The Wildshaper can assume their chosen
forces of nature. At this level, they gain the ability to Evolving Form as part of their Wild Shape feature,

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using the usual limitations and durations associated turns due to bleeding until it receives magical healing
with it. The chosen form replaces their Circle Forms or passes a Constitution saving throw at the end of
for that use. its turn. The save DC is determined by the caster's
spellcasting ability modifier.
Wildshaper Spells
Given the base nature of this spell and the deep-
rooted connection it shares with the primal energies
Name: Sanguine Vortex of Thorny Reclamation of Ygg'Nael, the Sanguine Vortex of Thorny
School of Magic: Transmutation Reclamation does not offer the target any form of
Level: 0 spell resistance. Even creatures normally resistant to
Casting Time: 1 action magic can be caught by the forest's spiritual whip.
Range: 30 feet
Target: One creature While this spell, being of 0-level, does not gain
Components: Verbal, Somatic enhanced effects when cast using a higher-level
Duration: Instantaneous spell slot, its intensity and manifestation can be
Saving Throw: Constitution affected by the caster's connection with the natural
Spell Resistance: No world, their personal power, and their intent. A
Description: seasoned spell weaver might summon a larger, more
menacing tendril, while a novice might only manage
This spell hails from the ancient practices of eldritch a wispy vine. Regardless of the caster's ability, the
druids who once roamed the forgotten woods of Sanguine Vortex of Thorny Reclamation remains a
Ygg'Nael, a realm straddled between the material potent tool in their arsenal, reminding all who face it
plane and the ethereal. Inspired by the voracious of the relentless, devouring will of the ancient forest
greenery of these mystical woods, these druids of Ygg'Nael.
honed a spell that epitomizes the ruthless nature of
the thorny undergrowth, reaching out to grasp and Name: Frostbite
reclaim life energy for the forest. School of Magic: Evocation
Level: 0
Upon casting the Sanguine Vortex of Thorny Casting Time: 1 action
Reclamation, the spell weaver must voice the Old Range: 60 feet
Tongue incantation of Ygg'Nael and make a forceful Target: One creature
gesture toward their intended target. In response to Components: Verbal, somatic
these stimuli, the ether ripples and distorts, tearing Duration: Instantaneous
open a brief rift to the spiritual echo of the primeval Saving Throw: Constitution saving throw
forest of Ygg'Nael. Through this rift, a tendril of Spell Resistance: Yes
spectral thorns lashes out, manifesting physically just
long enough to ensnare the target. Description: Frostbite is a chilling cantrip that
harnesses the power of icy magic. When you cast
The tendril strikes with uncanny precision, dealing this spell, you unleash a blast of freezing cold energy
1d6 piercing damage. Its spectral thorns, sharper towards a single target within range. The target must
and harder than any physical counterpart, pierce make a Constitution saving throw or suffer the frosty
through the target's armor and flesh with ease. The consequences.
target is then pulled 10 feet closer to the caster,
ensnared by the barbed tendril of forest spirit and Upon a failed saving throw, the target takes 1d6 cold
tormented by the echo of an ancient, merciless damage as their body succumbs to the freezing cold.
wilderness. In addition, their movement speed is reduced by 10
feet until the end of their next turn. This chilling effect
Moreover, the spectral thorns imbue the target with a hampers their ability to maneuver gracefully, limiting
unique curse, symbolizing the forest's unending their mobility.
hunger for life. As the spell's name suggests, it
creates a sanguine vortex, a metaphorical whirlpool However, the intense cold of Frostbite affects not
of life force that causes bleeding wounds. The target only the target but also the caster. After casting this
takes 1d4 ongoing damage at the start of each of its spell, the caster experiences a temporary reduction

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in their own Dexterity score by 1 until they take a While Ember Spark may seem harmless, its usage
short rest. The frigid energy drains a bit of the exacts a toll on the caster's vitality. The intense focus
caster's own agility, leaving them feeling somewhat and energy required to produce the flame causes a
sluggish. temporary reduction in the caster's maximum hit
points. This reduction lasts until the caster completes
Enhanced Effects: a long rest, during which their body rejuvenates and
regains its full potential.
When you cast this spell using a spell slot of 1st level
or higher, the cold damage increases by 1d6 for Enhanced Spell Effects:
each slot level above the 0 level. For example, When casting Ember Spark using a spell slot of 1st
casting Frostbite using a 2nd-level spell slot would level or higher, the damage inflicted by the spell
deal 2d6 cold damage to the target. increases by 1d4 for each level above 0. For
example, if cast as a 1st-level spell, Ember Spark
deals 2d4 fire damage, and if cast as a 2nd-level
Name: Ember Spark spell, it deals 3d4 fire damage. However, the
School of Magic: Evocation reduction in maximum hit points remains the same,
Level: 0 unaffected by the spell slot level.
Casting Time: 1 action
Range: Touch Name: Storm's Fury
Target: One object or creature School of Magic: Evocation
Components: Verbal, Somatic Level: 1st-Level
Duration: Instantaneous Casting Time: 1 action
Saving Throw: Dexterity saving throw (half damage) Range: 60 feet
Spell Resistance: No Target: 10-foot radius sphere
Components: Verbal, Somatic
Description: Ember Spark is a basic but versatile Duration: Instantaneous
spell that allows the caster to ignite a small flame. By Saving Throw: Dexterity half
channeling their inner fire, the caster creates a tiny Spell Resistance: Yes
spark that can be used to light objects or scorch Description:
enemies. When casting the spell, the caster extends Storm's Fury is a spell that taps into the raw power of
their hand and focuses their energy, causing a the tempestuous elements of Maxxia, unleashing a
flickering ember to appear on their fingertips. With a localized storm of lightning upon the area. As you
gentle touch, they transfer the spark to the desired utter the ancient incantation and gesture with
target, which can be an object or a creature within precision, dark clouds gather above, crackling with
reach. electric energy. Suddenly, lightning bolts spiral down
from the heavens, striking all creatures within the
When used to light objects, Ember Spark functions vicinity of the targeted area.
as a miniature torch. The ignited object remains
aflame for a duration of one hour, providing a warm Each creature in the 10-foot radius sphere must
and steady light source. It is particularly useful in make a Dexterity saving throw. A creature takes 2d6
dimly lit environments, such as dungeons or lightning damage on a failed save, or half as much
nighttime expeditions. The spell's flame can be damage on a successful one. The crackling energy
extinguished by mundane means, such as blowing it of the lightning illuminates the area, revealing details
out or dousing it with water. often overlooked. However, be cautious, for this spell
draws the attention of Maxxia's tempestuous
When used offensively against enemies, the spark elements, making the caster more vulnerable to
transforms into a small burst of fiery energy upon natural hazards.
contact. The target must make a Dexterity saving
throw to avoid the flames. On a failed save, they For a period of 1 hour after casting Storm's Fury, the
suffer a minor burn, taking 1d4 fire damage. On a caster becomes more susceptible to the whims of
successful save, the target manages to evade most Maxxia's weather. Sudden gusts of wind may knock
of the flames, halving the damage. the caster off balance, requiring them to make
Dexterity checks to maintain their footing.

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Thunderstorms are inexplicably drawn to the caster's ends, the life force of the caster becomes drained,
location, forcing them to seek shelter or endure the resulting in exhaustion levels. The caster gains one
drenching rain. The exact nature and severity of level of exhaustion when the spell's duration expires.
these natural hazards depend on the environment The strain of harnessing nature's energy takes a toll
and the mood of Maxxia herself. on their body and mind, requiring them to rest and
recover before attempting further exertion.
Enhanced Effect: When casting Storm's Fury using a
spell slot of 2nd level or higher, the damage When casting Verdant Vigor using a spell slot of 2nd
increases by 1d6 for each level above 1st. level or higher, the temporary hit points and bonus to
Additionally, the radius of the spell expands by 5 feet ability checks increase. For each slot level above 1st,
for each level above 1st, affecting a larger area and the temporary hit points increase by an additional
striking more adversaries with the wrath of Maxxia's 1d6, and the bonus to ability checks increases by an
lightning. However, the vulnerability to natural additional +1.
hazards persists for the same duration, reminding
the caster of the power they have invoked and the
price they must pay for wielding it. Name: Magma Blast
School of Magic: Evocation
Level: 1st-Level
Name: Verdant Vigor Casting Time: 1 action
School of Magic: Transmutation Range: 60 feet
Level: 1st-level Target: 10-foot radius sphere centered on a point
Casting Time: 1 action within range
Range: Touch Components: Verbal, Somatic
Target: One creature Duration: Instantaneous
Components: V, S, M (a sprig of mistletoe) Saving Throw: Dexterity saving throw half
Duration: Concentration, up to 1 hour Spell Resistance: Yes
Saving Throw: None Description:
Spell Resistance: No Magma Blast is a spell of fiery devastation that
Description: harnesses the raw power of molten rock. As a
Verdant Vigor is a spell that taps into the ancient practitioner of the arcane arts, you conjure a searing
forces of nature, allowing the caster to infuse a target blast of molten rock that hurtles towards your target
with the vibrant essence of the natural world. As the location. The blast explodes upon impact, engulfing
spell is cast, the air around the caster becomes filled the area in a torrent of scorching flames.
with a subtle, earthy fragrance, carrying the whispers
of the forest. When you cast Magma Blast, you unleash a sphere
of intense heat and flames with a radius of 10 feet,
Upon touching the target creature, a surge of vitality centered on a point you choose within range. The
courses through their veins, granting them temporary molten rock surges forth, dealing fire damage to all
hit points and enhancing their natural abilities. The creatures caught within its searing embrace. The
target gains temporary hit points equal to 1d6 + the damage inflicted is 2d6 fire damage, and each
caster's spellcasting ability modifier. These hit points creature in the area must make a Dexterity saving
represent the revitalizing energy of nature flowing throw. A successful save results in half damage, as
within them, providing a buffer against harm. the victims manage to evade some of the scorching
flames.
In addition to the temporary hit points, the target also
gains a bonus to ability checks equal to the caster's However, the power of the spell comes at a cost. The
proficiency bonus. This infusion of nature's essence intense heat radiates not only outward but also back
heightens their senses, reflexes, and intuition, to the caster. Once the Magma Blast is unleashed,
enabling them to perform tasks with enhanced the flames cling to you, causing you to take ongoing
precision and clarity. fire damage until you manage to extinguish the
flames. Each subsequent turn, at the start of your
However, the cost of channeling this powerful spell is turn, you take 1d4 fire damage until you or another
not without consequence. As the spell's duration creature uses an action to douse the flames or put

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Chapter 5 Advanced Classes Hexmaster

them out through magical means. This fire damage vitality for a period of time, typically lasting a month.
can be mitigated through resistance or immunity to
fire. Enhanced Effects:
When casting this spell using a spell slot of 3rd level
As you grow in power and your spellcasting ability or higher, the radius of the sphere increases by 5
increases, the potency of the Magma Blast feet for each slot level above 2nd. The damage
intensifies. When you cast this spell using a spell slot inflicted by the thorns also increases by 1d6 for each
of 2nd level or higher, the damage increases by 1d6 slot level above 2nd, delivering even more painful
for each level above 1st. This allows you to unleash retribution to those ensnared by the wild growth.
an even more devastating torrent of molten rock,
engulfing your foes in blistering flames and wreaking Name: Ephemeral Form
havoc upon them. School of Magic: Transmutation
Level: 2
Name: Wild Growth Casting Time: 1 action
School of Magic: Transmutation Range: Self
Level: 2 Target: Self
Casting Time: 1 action Components: Verbal, Somatic
Range: 30 feet Duration: 1 minute
Target: A 15-foot radius sphere centered on a point Saving Throw: None
within range Spell Resistance: No
Components: Verbal, Somatic, Material (a pinch of Description:
soil) Ephemeral Form is a wondrous spell that harnesses
Duration: Concentration, up to 1 minute the arcane powers of transmutation. As you cast this
Saving Throw: Strength saving throw spell, a surge of ethereal energy envelops your body,
Spell Resistance: No granting you the extraordinary ability to pass through
Description: solid objects and move unhindered for 1 hour.
As you utter the incantation and weave intricate
gestures in the air, a surge of mystical energy When you activate Ephemeral Form, your physical
courses through your body. A vibrant surge of form becomes intangible, allowing you to effortlessly
emerald energy emanates from your outstretched phase through walls, doors, and any other solid
hand, coalescing into a pulsating sphere of wild obstacles in your path. This ability can prove
energy that bursts upon reaching its destination. invaluable for infiltrating heavily guarded areas or
evading pursuers with ease. As you move through
Upon casting this spell, you choose a point within solid objects, they seem to ripple and distort around
range. A 15-foot radius sphere centered on that point you, revealing a faint shimmering trail in your wake.
becomes filled with an explosion of untamed flora.
Thick, thorny vines rapidly sprout from the ground, However, this spell comes with a trade-off. While in
intertwining with each other and extending toward your ephemeral state, the strain on your physical
any creatures within the area. body weakens your muscles, reducing your Strength
score by 2 until you complete a long rest. This
Each creature caught in the sphere must make a temporary physical weakness is a small price to pay
Strength saving throw or become restrained by the for the extraordinary freedom of movement and
entangling vegetation. A restrained creature's speed versatility granted by the spell.
becomes 0, and it can't benefit from any bonus to its
speed. In addition, the creature takes 2d6 piercing For the duration of 1 minute, you can maintain your
damage at the start of each of its turns as the thorns ephemeral form, allowing you to seamlessly pass
tighten their grip. through solid matter as if it were air. During this time,
you can navigate through walls, furniture, or even the
The spell's disruptive nature, however, has densest of forests without impediment. You can also
consequences. The natural balance within the move through the surface of water or hover above
affected area is upset, causing the surrounding the ground without sinking or leaving any trace.
plants to wither and die. The ground beneath
becomes barren and lifeless, devoid of any growth or It is important to note that while in your ephemeral

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Hexmaster Chapter 5 Advanced Classes

form, you cannot interact with the physical world Saving Throw: Dexterity saving throw
directly. You cannot attack or manipulate objects, as Spell Resistance: Yes
your hands simply pass through them. However, you Description:
can still communicate verbally and cast spells that do Blazing Sunbeam is a spell that harnesses the power
not require physical contact or manipulation. of the sun to unleash a concentrated beam of radiant
energy upon a single target. As you begin casting the
Name: Frost Nova spell, the air around you starts to shimmer with
School of Magic: Evocation radiant energy, and a blinding light emanates from
Level: 2 your outstretched hand. The light intensifies until it
Casting Time: 1 action coalesces into a focused beam resembling a
Range: Self (15-foot radius) scorching solar lance.
Target: Creatures within range
Components: Verbal, somatic With a swift motion, you direct the Blazing Sunbeam
Duration: Instantaneous toward your chosen target. The beam shoots forth
Saving Throw: Constitution half from your hand, streaking through the air with
Spell Resistance: Yes incredible speed and accuracy. Upon reaching the
Description: target, it engulfs them in searing radiance, causing
Frost Nova is a spell that harnesses the power of icy intense pain and damage.
cold energy, creating a dramatic and chilling effect.
When you cast this spell, you unleash a sudden blast The target must make a Dexterity saving throw to
of intense cold energy from your body, enveloping dodge the beam's full force. On a failed save, they
the area within a 15-foot radius centered on yourself. suffer 4d6 radiant damage, or half as much on a
The blast damages and slows down any enemies successful save. The sheer intensity of the radiant
caught within its range. energy leaves the target temporarily blinded, their
vision overwhelmed by the brilliance of the spell.
The blast deals 3d6 cold damage to each creature in
the area. A successful Constitution saving throw While Blazing Sunbeam grants you a potent
reduces the damage by half. Creatures that fail the offensive tool, its power comes at a cost. As you
saving throw also have their speed halved until the channel the intense light of the sun, your own body is
end of their next turn as they struggle to move affected by the spell. After casting Blazing Sunbeam,
through the numbing cold. you suffer from temporary blindness and sunburn,
which imposes disadvantage on attack rolls and
However, the chilling effect of Frost Nova takes a toll ability checks that rely on vision. These effects
on the caster as well. After casting the spell, your persist until you receive magical healing or complete
body is overwhelmed by the sudden drop in a short rest to recover from the sun's relentless
temperature, causing you to shiver uncontrollably. assault on your senses.
This imposes disadvantage on all ability checks and
saving throws you make until you can warm up. Enhanced Effects:
When casting Blazing Sunbeam using a spell slot of
At Higher Levels: 4th level or higher, the damage increases by 1d6 for
When you cast Frost Nova using a spell slot of 3rd each slot level above 3rd. Additionally, the duration
level or higher, the damage increases by 1d6 for of the blindness and sunburn effects is extended by
each slot level above 2nd. 1 hour for each slot level above 3rd. Be cautious,
though, as the enhanced power of the spell also
intensifies the strain on your body and increases the
Name: Blazing Sunbeam difficulty of recovery.
School of Magic: Evocation
Level: 3 Name: Storm Avatar
Casting Time: 1 action School of Magic: Transmutation
Range: 120 feet Level: 3
Target: One creature Casting Time: 1 action
Components: Verbal, Somatic Range: Self
Duration: Instantaneous Target: Self

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Chapter 5 Advanced Classes Hexmaster

Components: Verbal, Somatic Target: Self


Duration: Concentration, up to 1 hour Components: Verbal, Somatic, Material (a small vial
Saving Throw: None of water and a leaf from an ancient tree)
Spell Resistance: No Duration: Instantaneous
Description: Saving Throw: None
Storm Avatar is a powerful transmutation spell that Spell Resistance: No
allows the caster to transform into a living Description:
embodiment of a storm. When casting this spell, dark Nature's Embrace is a powerful spell that allows the
clouds gather overhead, crackling with electrical caster to call upon the spirits of nature, creating a
energy. The air around the caster becomes charged wave of rejuvenation and healing energy that
with anticipation as they undergo a dramatic emanates from the caster and revitalizes them and
transformation. their allies within a 30-foot radius. As the caster
utters the incantation and gestures with the vial of
Upon casting Storm Avatar, the caster's physical water and leaf, a shimmering aura of vibrant green
form undergoes a profound change. Their body energy surrounds them, signifying the spell's
becomes ethereal, with a faint outline resembling activation.
swirling storm clouds. Their eyes glow with a brilliant
blue light, mirroring the intensity of a lightning bolt. Once activated, the spell channels the life force of
This transformation grants the caster resistance to the natural world, mending wounds and invigorating
lightning and thunder damage, allowing them to those within its range. Each creature affected by the
endure the destructive forces of the storm. spell, including the caster, regains hit points equal to
3d8 + the caster's spellcasting ability modifier.
In addition to the protective benefits, the Storm Furthermore, any ongoing negative conditions, such
Avatar also enhances the caster's ability to harness as poison or disease, affecting the creatures are
lightning-based spells. Any spells that deal lightning immediately cured, and fatigue is temporarily
damage cast by the avatar gain additional potency, alleviated, granting them advantage on their next
inflicting extra damage on their targets. The surging ability check or saving throw.
power of the storm courses through the caster's
fingertips, allowing them to channel devastating bolts However, the connection established with the spirits
of lightning towards their foes. of nature comes at a cost. After casting Nature's
Embrace, the caster becomes more susceptible to
However, this powerful transformation comes at a psychic and necrotic damage until they complete a
price. The storm's volatile nature makes the caster long rest. This vulnerability weakens the caster's
more susceptible to critical hits from enemies. The mental and spiritual defenses, making them more
heightened energy surrounding the avatar acts as a susceptible to attacks that target their mind or drain
beacon, drawing the attention of adversaries who their life force.
see an opportunity to strike a devastating blow. The
caster must be cautious and rely on their lightning- Enhanced Spell Effects:
fast reflexes to mitigate the risks associated with this When Nature's Embrace is cast using a spell slot of
spell. 4th level or higher, the healing and revitalizing effects
are heightened. For each level above 3rd, the
As a 3rd-level spell, Storm Avatar provides healing increases by an additional 1d8, providing
resistance to lightning and thunder damage, and even greater rejuvenation to the caster and their
lightning-based spells cast by the avatar deal an allies. Additionally, the duration of the spell extends
additional 1d6 damage. If cast using a spell slot of to 1 minute per level above 3rd, granting an
4th level or higher, the additional damage increases extended period of healing and revitalization.
by 1d6 for each slot level above 3rd.

Spell Name: Nature's Embrace


School of Magic: Conjuration
Level: 3
Casting Time: 1 action
Range: Self (30-foot radius)

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Hexmaster Chapter 6 Equipment

Chapter 6: Equipment
"Well now," Malidrex began, reclining in her throne of hexweave, the whispering strands shifting and swirling around her in
response to her movements, "This is where things get truly interesting. After all, an adventurer is nothing without the right
equipment, wouldn't you say?"

The magical illumination from her laboratory's alchemical globes danced and flickered, casting an array of fantastical
shadows. She leaned forward, her eyes glittering with mischievous light. "We’re about to delve into the intricate world of
Hexmaster's tools of the trade. Fasten your metaphorical seat belts, for the details here aren't to be skimmed over!"

A groan echoed from the far corner of the lab where the Magus's Mirror sat atop an ornate mahogany stand. "Really,
Malidrex, must you always be so theatrical? It's just equipment after all." The mirror's reflective surface shimmered, a
silver ripple traveling across it as if expressing its disdain.

Malidrex shot a pointed look in the mirror's direction, an amused smile playing at the corners of her mouth. "Oh, come
now, Mirror. These 'simple tools' can be the difference between slaying the dragon and ending up as a scaly barbecue.
You wouldn't understand, given that the only danger you face is a smudge or a chip."

A delighted chortle erupted from the Book of Eldritch Shadows lying open on the workbench. Its ancient pages ruffled in a
gust of spectral wind. "Oh, burn!" the tome cackled, "Get it, Mirror? Burn? Because of the dragon..."

"The humor around here is absolutely abysmal," the Magus's Mirror grumbled, its surface darkening for a moment.

Unperturbed, Malidrex continued. "Hexmaster's equipment—be it weapons, armor, or adventuring gear—is quite unlike
anything you'd find in your average fantasy role-playing game. We aren't limited to just swords and shields. No, my dear
friends, our compendium boasts over 8200 unique items, ranging from humble daggers to enchanted artifacts, and from
arcane instruments to technology so advanced, it might as well be magic."

She picked up a sparkling amulet from her workbench, it seemed to pulse with an otherworldly glow. "Take this Fluxion
Pendant, for instance. In the hands of an unskilled novice, it's nothing more than a fancy trinket. But in the hands of a
seasoned adventurer, it can bend the very fabric of reality, sending one tumbling through the streams of time or space."

The Book of Eldritch Shadows' parchment pages rustled as if chuckling. "How many times have you accidentally ended
up in the wrong era with that thing again?"

Malidrex frowned, "No more than... eight or nine. Or was it twelve? Anyway, not the point. My point is that Hexmaster’s
wide array of gear means that every player can carve their own unique path. They can be a sword-swinging hero, an
arcane scholar, a cunning trickster, or even an interstellar explorer.”

The Magus's Mirror rippled, its surface flickered and reflected a vision of Malidrex sporting a collection of high-tech
gadgets. “I suppose even an eccentric, unpredictable alchemist with an alarming fondness for chaos and questionable
shortcuts could find something fitting in our arsenal?”

“Precisely, Mirror! We cater to all, even the cynically sarcastic mirrors of the world. And of course, we mustn’t forget the
more mundane and practical items like ropes, torches, and... who could forget the indispensable 10-foot pole?”

Chuckling, Malidrex turned back to her audience. “Whether you're building a towering castle or seeking the arcane
mysteries of the cosmos, every adventurer needs the right equipment for the job. And you’ll find it here in Hexmaster. With
so many options, you'll likely stumble upon new, unexpected uses for your gear—much like I did with the Fluxion
Pendant."

“The Fluxion Pendant incident!” The Book of Eldritch Shadows roared with laughter, “Ah, I remember. When you ended up
stuck in a time loop, reliving the same five minutes over and over again for three days straight. You really do have a flair
for accidental discovery, Malidrex.”

With a sheepish grin, Malidrex shook her head, "Well, that's one way to learn, isn't it? Now, let's get down to business and
delve deeper into the world of Hexmaster's equipment, shall we?"

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Chapter 6 Equipment Hexmaster

Basic Equipment list (roll for Energy Armor, Reach, 5 lbs, 800 gold
26. Exotic Energy Epee - 1d8, Energy, Finesse, 2
availability) lbs, 600 gold
27. Firelance - 2d8, Fire, Ignites Flammable, 4 lbs,
700 gold
Melee Weapons 28. Flint Axe - 1d6, Slashing, Brittle, 4 lbs, 2 gold
1. Adamantine Axe - 1d12, Slashing, Penetrating, 8 29. Flint Spear - 1d6, Piercing, None, 3 lbs, 1 gold
lbs, 500 gold 30. Force Gauntlet - 1d6, Energy, Knockback, 2 lbs,
2. Anti-Gravity Axe - 2d10, Energy, Knockback, 3 400 gold
lbs, 1200 gold 31. Fusion Falchion - 1d10, Energy, Two-Handed, 4
3. Antimatter Axe - 3d10, Energy, Explosive, 10 lbs, lbs, 900 gold
2000 gold 32. Futuristic Flail - 2d6, Energy, Chain Swing, 5 lbs,
4. Arc Gauntlet - 1d4 + 1d4 electric, 700 gold
Bludgeoning/Electric, Stun, 2 lbs, 200 gold 33. Glass Dagger - 1d4, Piercing, Brittle, 1 lb, 1
5. Bio-organic Bat - 1d6, Bludgeoning, Healing on silver
Strike, 3 lbs, 400 gold 34. Gold-Plated Sword - 1d8, Slashing, Showy, 5
6. Black Hole Blade - 3d12, Energy, Two-Handed, lbs, 100 gold
10 lbs, 2200 gold 35. Gravity Hammer - 2d12, Bludgeoning,
7. Bone Club - 1d6, Bludgeoning, None, 2 lbs, 2 Knockback, 12 lbs, 1200 gold
silver 36. Hardlight Halberd - 2d10, Energy, Ignores Non-
8. Brass Knuckles - 1d4, Bludgeoning, None, 1 lb, 5 Energy Armor, 5 lbs, 1000 gold
gold 37. Hardlight Hammer - 2d8, Energy, Knockback, 5
9. Bronze Baton - 1d6, Bludgeoning, None, 3 lbs, 7 lbs, 900 gold
gold 38. Hardlight Rapier - 1d10, Piercing, Ignores Non-
10. Bronze Shortsword - 1d6, Slashing, None, 3 lbs, Energy Armor, 2 lbs, 900 gold
2 gold 39. Holographic Halberd - 2d8, Energy, Ignores
11. Carbon-fiber Katana - 1d10, Slashing, Non-Energy Armor, 4 lbs, 900 gold
Lightweight, 2 lbs, 100 gold 40. Ionic Imbued Iron - 1d8, Bludgeoning, Stun, 4
12. Ceramic Dagger - 1d4, Piercing, Brittle, 1 lb, 50 lbs, 200 gold
silver 41. Iron Flail - 1d8, Bludgeoning, None, 5 lbs, 15
13. Ceremonial Trident - 1d8, Piercing, None, 4 lbs, gold
20 gold 42. Iron Gauntlet - 1d4, Bludgeoning, None, 2 lbs,
14. Chainsword - 2d6, Slashing, Loud, 10 lbs, 60 15 gold
gold 43. Iron Knuckles - 1d4, Bludgeoning, None, 1 lb, 3
15. Chrono Blade - 1d12, Temporal, Time Slow, 3 gold
lbs, 1500 gold 44. Iron Longsword - 1d8, Slashing, None, 4 lbs, 10
16. Compound Bow - 1d8, Piercing, Ranged, 2 lbs, gold
25 gold 45. Kevlar Whip - 1d6, Bludgeoning, Disarm, 2 lbs,
17. Crossbow - 1d10, Piercing, Loading, 6 lbs, 35 30 gold
gold 46. Laser Lance - 2d10, Energy, Reach, 7 lbs, 1200
18. Cryo Club - 1d8, Cold, Freeze, 4 lbs, 500 gold gold
19. Crystal Scimitar - 1d8, Slashing, Brittle, 3 lbs, 47. Laser Whip - 1d6, Energy, Reach, 2 lbs, 450
150 gold gold
20. Cudgel - 1d6, Bludgeoning, None, 3 lbs, 5 silver 48. Magnetic Mace - 1d8, Bludgeoning, Disarm, 4
21. Dark Matter Dagger - 1d10, Energy, Penetrating, lbs, 350 gold
1 lb, 1200 gold 49. Molecular Machete - 1d10, Slashing,
22. Diamond Dirk - 1d4, Piercing, Brittle, 1 lb, 200 Penetrating, 2 lbs, 700 gold
gold 50. Monofilament Whip - 1d8, Slashing, Penetrating,
23. Electrified Mace - 1d8 + 1d6 electric, 1 lb, 500 gold
Bludgeoning/Electric, Shock, 3 lbs, 50 gold 51. Nano Blade - 1d12, Slashing, Penetrating, 1 lb,
24. Energy Axe - 2d10, Energy, Ignores Non-Energy 750 gold
Armor, 3 lbs, 600 gold 52. Nanotech Nunchaku - 1d6, Bludgeoning, Stun, 2
25. Energy Trident - 2d8, Energy, Ignores Non- lbs, 600 gold

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Hexmaster Chapter 6 Equipment

53. Neural Mace - 1d8, Psychic, Stun, 3 lbs, 500 lbs, 30 gold
gold 81. Stone Dagger - 1d4, Piercing, None, 1 lb, 5
54. Neutron Knuckles - 1d6, Bludgeoning, Stun, 2 silver
lbs, 150 gold 82. Stone Maul - 2d6, Bludgeoning, Two-Handed,
55. Neutron Naginata - 2d10, Slashing/Piercing, 10 lbs, 4 gold
Reach, 7 lbs, 1300 gold 83. Tactical Baton - 1d6, Bludgeoning, Stun, 2 lbs,
56. Neutron Nunchaku - 1d6, Bludgeoning, Stun, 2 50 gold
lbs, 200 gold 84. Tactical Tanto - 1d6, Slashing, Lightweight, 2
57. Obsidian Scimitar - 1d6, Slashing, Brittle, 3 lbs, lbs, 100 gold
50 gold 85. Temporal Trident - 2d8, Temporal, Time Slow, 5
58. Photon Pike - 2d8, Energy, Ignores Non-Energy lbs, 1400 gold
Armor, Reach, 6 lbs, 800 gold 86. Tesla Trident - 1d8 + 1d6 electric,
59. Photonic Pike - 2d8, Energy, Ignores Non- Piercing/Electric, Shock, 5 lbs, 650 gold
Energy Armor, Reach, 6 lbs, 900 gold 87. Throwing Knife - 1d4, Piercing, Thrown, 1 lb, 2
60. Plasma Flail - 2d10, Energy, Chain Swing, 7 lbs, gold
1200 gold 88. Throwing Star - 1d4, Piercing, Thrown, 1 lb, 5
61. Plasma Partisan - 2d8, Energy, Reach, 6 lbs, silver
800 gold 89. Time Twister Trident - 2d8, Temporal, Time
62. Plasma Pike - 2d10, Energy, Reach, 7 lbs, 800 Slow, 6 lbs, 1600 gold
gold 90. Titanium Battleaxe - 2d8, Slashing, None, 5 lbs,
63. Plasma Sword - 2d6, Energy, Ignores Non- 300 gold
Energy Armor, 2 lbs, 500 gold 91. Tungsten Tomahawk - 1d8, Slashing, Thrown, 3
64. Plasteel Pike - 1d10, Piercing, Reach, 5 lbs, 60 lbs, 40 gold
gold 92. Vibro-Halberd - 1d12, Slashing/Piercing,
65. Power Sword - 2d8, Slashing, Energy Burst, 4 Penetrating, 8 lbs, 1200 gold
lbs, 1000 gold 93. Vibro-Spear - 1d8, Piercing, Penetrating, 4 lbs,
66. Psionic Pike - 2d6, Psychic, Stun, 5 lbs, 600 200 gold
gold 94. Vibro-Voulge - 2d10, Slashing/Piercing,
67. Psionic Scepter - 1d6, Psychic, Stun, 4 lbs, 400 Penetrating, 8 lbs, 1200 gold
gold 95. Vibro-knife - 1d6, Slashing, Ignores 1 Point of
68. Pulse Pike - 1d12, Energy, Stun, 6 lbs, 800 gold Armor, 1 lb, 300 gold
69. Quantum Quarterstaff - 1d10, Bludgeoning, 96. Warhammer - 1d10, Bludgeoning, None, 8 lbs,
Penetrating, 6 lbs, 700 gold 15 gold
70. Quantum Rapier - 1d10, Piercing, Penetrating, 2 97. Warp Waraxe - 2d10, Temporal, Time Slow, 7
lbs, 1000 gold lbs, 1500 gold
71. Radiation Rapier - 1d10, Energy, Radiation, 3 98. Warp Warhammer - 2d10, Temporal, Time Slow,
lbs, 1000 gold 10 lbs, 1800 gold
72. Silvered Shortsword - 1d6, Slashing, Effective 99. Wooden Quarterstaff - 1d6, Bludgeoning,
Against Undead, 3 lbs, 30 gold Versatile (1d8), 4 lbs, 1 silver
73. Singularity Scythe - 2d12, Energy, Two-Handed, 100. Zero-Point Zephyrblade - 2d12, Energy, Two-
8 lbs, 2000 gold Handed, 6 lbs, 1800 gold
74. Singularity Spear - 3d8, Energy, Two-Handed, 7
lbs, 1800 gold Brittle: This weapon has a chance to break on a critical fail.
Chain Swing: This weapon can attack all creatures within a 5 ft
75. Sling - 1d4, Bludgeoning, Ranged, 1 lb, 1 silver radius on a hit.
76. Sonic Hammer - 1d12, Sonic, Deafen, 6 lbs, 550 Deafen: When you hit a creature with this weapon, it must
gold succeed on a Constitution saving throw or be deafened for 1
77. Sonic Scimitar - 2d6, Sonic, Deafen, 3 lbs, 700 minute.
Disarm: When you hit a creature with this weapon, it must
gold succeed on a Strength saving throw or drop one item of your
78. Steel Halberd - 1d10, Slashing/Piercing, Reach, choice that it’s holding.
6 lbs, 15 gold Effective Against Undead: This weapon deals an extra 1d6
79. Steel Rapier - 1d8, Piercing, Finesse, 2 lbs, 25 damage to undead creatures.
Energy Burst: On a hit, this weapon deals an extra 1d6 energy
gold damage to the target and each creature within 5 feet of it.
80. Steel Scythe - 1d10, Slashing, Two-Handed, 5 Explosive: On a critical hit, this weapon deals 1d4 additional

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Chapter 6 Equipment Hexmaster

damage to the target and each creature within 5 feet of it. 20 lbs, 4000g
Finesse: When making an attack with a finesse weapon, you use
9. Black Hole Sniper, 3d8, Necrotic, Gravity Pull,
your choice of your Strength or Dexterity modifier for the attack
and damage rolls. You must use the same modifier for both rolls. 300/1200 ft., 16 lbs, 3600g
Freeze: When you hit a creature with this weapon, it must succeed 10. Bolt Pistol, 1d10, Piercing, Reload (6 shots),
on a Constitution saving throw or be restrained due to freezing 60/240 ft., 5 lbs, 500g
until the end of its next turn.
11. Celestial Bow, 1d12, Radiant, Celestial Arrow,
Healing on Strike: When you hit a creature with this weapon, you
regain hit points equal to half the damage dealt. 150/600 ft., 7 lbs, 3200g
Ignites Flammable: This weapon ignites flammable objects not 12. Chain Lightning Gun, 2d6, Lightning, Chain,
being worn or carried. 60/240 ft., 8 lbs, 2000g
Ignores Non-Energy Armor: This weapon bypasses non-energy
13. Chrono Crossbow, 1d8, Piercing, Time Slow (1
armor, hitting the target as if it was unarmored.
Knockback: When you hit a creature with this weapon, it must round), 80/320 ft., 7 lbs, 2000g
succeed on a Strength saving throw or be pushed 10 feet away 14. Cosmic Ray Sniper, 2d10, Radiant, Stellar
from you. Beam, 300/1200 ft., 15 lbs, 3300g
Lightweight: This weapon's weight does not count towards your
15. Cryo Crossbow, 1d8, Cold, Slow, 80/320 ft., 6
carrying capacity.
Loading: Because of the time required to load this weapon, you lbs, 1200g
can fire only one piece of ammunition from it when you use an 16. Dark Matter Rifle, 2d12, Necrotic, Dark Matter
action, bonus action, or reaction to fire it, regardless of the number Field, 80/320 ft., 14 lbs, 3600g
of attacks you can normally make.
17. Eldritch Crossbow, 1d10, Psychic, Mind Blast,
Loud: This weapon makes a loud noise when used, potentially
alerting nearby enemies. 120/480 ft., 8 lbs, 2800g
Penetrating: This weapon ignores damage reduction from armor. 18. Electro Disk Launcher, 1d8, Lightning, Arc,
Radiation: When you hit a creature with this weapon, it must 50/200 ft., 7 lbs, 1800g
succeed on a Constitution saving throw or take 1d4 additional
19. Electromagnetic Crossbow, 1d8, Lightning, Stun,
poison damage each turn for a duration.
Reach: This weapon adds 5 feet to your reach when you attack 80/320 ft., 7 lbs, 1700g
with it, as well as when determining your reach for opportunity 20. Energy Lattice Bow, 1d10, Force, Binding,
attacks with it. 100/400 ft., 6 lbs, 2200g
Shock: When you hit a creature with this weapon, it must succeed
21. Entropy Shotgun, 2d10, Necrotic, Decay, 30/120
on a Constitution saving throw or be stunned until the end of its
next turn. ft., 16 lbs, 3500g
Showy: This weapon is ornate and flashy, providing a bonus to 22. Ether Shotgun, 2d8, Psychic, Ether Burst,
Charisma (Performance) checks when it is visibly brandished. 30/120 ft., 15 lbs, 3400g
Stun: When you hit a creature with this weapon, it must succeed
23. Etheric Dart Shooter, 1d8, Force, Magic, 30/120
on a Constitution saving throw or be stunned until the end of its
next turn. ft., 3 lbs, 1000g
Thrown: This weapon can be thrown to make a ranged attack. 24. Event Horizon Grenade Launcher, 3d12,
Time Slow: When you hit a creature with this weapon, it must Necrotic, Pull, 60/240 ft., 24 lbs, 4800g
succeed on a Wisdom saving throw or have its speed halved and
25. Flamecaster, 1d12, Fire, Burn, 30/120 ft., 6 lbs,
can't take reactions until the end of its next turn.
Two-Handed: This weapon requires two hands to use. 1500g
26. Flux Pistol, 2d6, Radiant, Flux Field, 60/240 ft., 5
lbs, 2500g
27. Freeze Ray, 1d10, Cold, Freeze, 70/280 ft., 5
lbs, 2000g
Ranged Weapons: 28. Fusion Crossbow, 1d10, Radiant, Fusion Bolt,
1. Anti-Matter Beam Pistol, 2d10, Necrotic, Decay,
120/480 ft., 7 lbs, 2500g
60/240 ft., 6 lbs, 2800g
29. Gale Wind Crossbow, 1d8, Force, Push,
2. Anti-Matter Pistol, 3d6, Necrotic, Backfire, 60/240
100/400 ft., 7 lbs, 1200g
ft., 4 lbs, 5000g
30. Gauss Rifle, 2d10, Piercing, Magnetism,
3. Antimatter Grenade Launcher, 3d8, Necrotic,
200/800 ft., 14 lbs, 3000g
Blast, 80/320 ft., 18 lbs, 3800g
31. Graviton Cannon, 2d12, Force, Gravity Field,
4. Astral Bow, 1d12, Radiant, Astral Arrow, 150/600
50/200 ft., 20 lbs, 3500g
ft., 6 lbs, 3000g
32. Gravity Well Launcher, 1d8, Force, Pull, 80/320
5. Atlatl, 1d6, Piercing, Thrown (60/240), 2 lbs, 1g
ft., 12 lbs, 2500g
6. Bio-Scourge Rifle, 1d12, Acid, Disease, 60/240
33. Hailstorm Rifle, 1d10, Cold, Freeze, 100/400 ft.,
ft., 10 lbs, 1800g
9 lbs, 1600g
7. Biotic Rifle, 1d12, Psychic, Confusion, 80/320 ft.,
34. Hand-Crossbow, 1d6, Piercing, Light, 30/120 ft.,
8 lbs, 2000g
3 lbs, 75g
8. Black Hole Gun, 2d12, Necrotic, Pull, 30/120 ft.,

804
Hexmaster Chapter 6 Equipment

35. Harpoon Gun, 1d8, Piercing, Reload (1 shot), Quantum Displacement, 120/480 ft., 9 lbs, 3000g
30/120 ft., 10 lbs, 30g 62. Quantum Foam Grenade Launcher, 3d8, Force,
36. Holographic Beam Pistol, 2d6, Radiant, Illusion, Time Slow, 60/240 ft., 18 lbs, 4200g
60/240 ft., 4 lbs, 2300g 63. Quantum Grenade Launcher, 2d10, Force, Time
37. Interdimensional Crossbow, 1d10, Force, Phase Slow, 60/240 ft., 16 lbs, 3200g
Arrow, 120/480 ft., 9 lbs, 3200g 64. Quantum Rifle, 2d8, Force, Penetrating,
38. Ion Beam Sniper, 2d12, Lightning, Line, 400/1600 ft., 12 lbs, 3000g
300/1200 ft., 15 lbs, 4000g 65. Quasar Pistol, 2d8, Force, Quantum Distortion,
39. Ion Storm Shotgun, 2d8, Lightning, Ion Storm, 60/240 ft., 5 lbs, 2700g
30/120 ft., 14 lbs, 3300g 66. Reality Warp Rifle, 2d10, Force, Reality Warp,
40. Javelin Launcher, 1d6, Piercing, Reload (1 shot), 80/320 ft., 12 lbs, 3200g
30/120 ft., 5 lbs, 15g 67. Rock Thrower, 1d6, Bludgeoning, Primitive,
41. Laser Bow, 1d10, Fire, Beam Line, 100/400 ft., 5 60/240 ft., 5 lbs, 3g
lbs, 2000g 68. Rocket Bow, 1d12, Fire, Explosive Arrow,
42. Light Speed Rifle, 2d12, Radiant, Speed Burst, 150/600 ft., 7 lbs, 2300g
80/320 ft., 15 lbs, 3800g 69. Scalar Field Rifle, 2d12, Force, Scalar Field,
43. Longbow, 1d8, Piercing, Heavy, 150/600 ft., 2 80/320 ft., 13 lbs, 3400g
lbs, 50g 70. Scatter Bow, 1d8, Piercing, Multishot, 80/320 ft.,
44. Magnetic Pulse Rifle, 1d10, Lightning, EMP, 4 lbs, 100g
80/320 ft., 10 lbs, 2500g 71. Seismic Shotgun, 1d12, Bludgeoning,
45. Musket, 1d12, Piercing, Reload (1 shot), 40/160 Knockdown, 30/120 ft., 12 lbs, 1800g
ft., 10 lbs, 250g 72. Shardcaster, 1d10, Slashing, Ammunition (20),
46. Nano Swarm Launcher, 1d12, Acid, Nanobots, 80/320 ft., 7 lbs, 500g
80/320 ft., 15 lbs, 2500g 73. Shrapnel Shotgun, 1d10, Piercing, Scatter,
47. Nebula Crossbow, 1d12, Cold, Nebula Cloud, 30/120 ft., 12 lbs, 150g
120/480 ft., 8 lbs, 3000g 74. Singularity Grenade Launcher, 3d8, Necrotic,
48. Negative Energy Pistol, 2d10, Necrotic, Drain, Pull, 60/240 ft., 18 lbs, 4000g
60/240 ft., 6 lbs, 3000g 75. Singularity Shotgun, 2d10, Force, Singularity,
49. Neutron Pistol, 2d6, Radiant, Beam, 60/240 ft., 4 30/120 ft., 18 lbs, 3700g
lbs, 1500g 76. Slingshot, 1d4, Bludgeoning, None, 30/120 ft.,
50. Phase Shifter Pistol, 1d8, Force, Phase Shift, 0.5 lbs, 1g
50/200 ft., 4 lbs, 2400g 77. Solar Flare Bow, 1d8, Radiant, Blind, 120/480
51. Photon Pistol, 2d6, Radiant, Beam, 60/240 ft., 4 ft., 5 lbs, 1800g
lbs, 1800g 78. Solar Wind Bow, 1d12, Radiant, Solar Wind,
52. Photon Sling, 1d8, Radiant, Solar Recharge, 150/600 ft., 7 lbs, 2800g
120/480 ft., 3 lbs, 1500g 79. Sonic Blaster, 1d6, Thunder, Deafen, 30/120 ft.,
53. Plasma Grenade Launcher, 2d10, Fire, Blast, 4 lbs, 800g
80/320 ft., 15 lbs, 2800g 80. Sonic Disc Launcher, 1d8, Thunder, Arc, 80/320
54. Plasma Pistol, 2d6, Fire, Reload (10 shots), ft., 8 lbs, 1900g
50/200 ft., 3 lbs, 300g 81. Sonic Shotgun, 2d8, Thunder, Cone, 30 ft., 15
55. Plasma Whip-Crossbow, 1d10, Fire, Whiplash, lbs, 1000g
100/400 ft., 8 lbs, 2600g 82. Spacetime Rift Grenade Launcher, 3d10, Force,
56. Psionic Blaster, 1d6, Psychic, Mind Effect, Rift, 60/240 ft., 22 lbs, 4600g
50/200 ft., 2 lbs, 1200g 83. Stellar Bow, 1d12, Radiant, Stellar Arrow,
57. Psionic Crossbow, 1d8, Psychic, Mind piercing, 150/600 ft., 8 lbs, 3400g
100/400 ft., 7 lbs, 1500g 84. Stellar Flare Bow, 1d10, Radiant, Solar Flare,
58. Psionic Needler, 1d6, Psychic, Daze, 40/160 ft., 150/600 ft., 6 lbs, 2400g
3 lbs, 1300g 85. Tachyon Shotgun, 2d8, Force, Time Distortion,
59. Pulse Rifle, 1d12, Radiant, Beam, 120/480 ft., 30/120 ft., 14 lbs, 3200g
10 lbs, 2000g 86. Tectonic Grenade Launcher, 2d10, Bludgeoning,
60. Quantum Destabilizer Pistol, 3d8, Force, Tremor, 60/240 ft., 16 lbs, 2500g
Destabilize, 60/240 ft., 7 lbs, 3200g 87. Telekinetic Bow, 1d12, Psychic, Push, 150/600
61. Quantum Displacer Crossbow, 1d10, Force, ft., 6 lbs, 2900g

805
Chapter 6 Equipment Hexmaster

88. Temporal Crossbow, 1d10, Psychic, Slow, duration.


EMP: On a hit, if the target is a mechanical or electronic device, it
120/480 ft., 10 lbs, 3400g is deactivated for 1 minute. If the target is a creature, it can't take
89. Temporal Rifle, 1d12, Psychic, Slow, 100/400 ft., reactions until the start of its next turn.
10 lbs, 2700g Elemental Charge: Once per short rest, you can spend an action
90. Thermal Grenade Launcher, 2d8, Fire, Blast, to imbue this weapon's ammunition with an element, changing its
damage type to Fire, Cold, or Lightning for 1 hour.
60/240 ft., 15 lbs, 2500g Ether Burst: On a hit, the target must make a Wisdom saving
91. Throwing Axe, 1d6, Slashing, Thrown (20/60), 2 throw (DC 15). On a failed save, the target is frightened until the
lbs, 10g end of its next turn.
92. Throwing Knives, 1d4, Slashing, Thrown (20/60), Event Horizon: Once per long rest, you can use an action to
create an event horizon at a point you can see within range. Each
0.5 lbs, 10s creature within 15 feet of the event horizon must make a Strength
93. Throwing Stars, 1d4, Slashing, Thrown (20/60), saving throw (DC 15). On a failed save, a creature is pulled 10
0.25 lbs, 5s feet towards the event horizon and takes 1d6 necrotic damage.
94. Time Dilation Grenade Launcher, 3d8, Force, Explosive Arrow: The arrow explodes on impact. Each creature
within a 10-foot radius must make a Dexterity saving throw (DC
Time Slow, 60/240 ft., 20 lbs, 4400g 15). On a failed save, a creature takes an extra 1d6 fire damage.
95. Vortex Cannon, 2d10, Force, Push, 50/200 ft., Flux Field: Once per short rest, you can use an action to charge
12 lbs, 4000g the weapon, changing its damage type to force for 1 hour.
96. Vortex Grenade Launcher, 2d10, Force, Pull, Fusion Bolt: Once per short rest, you can spend an action to
charge the bolt. The next attack made with the weapon deals an
60/240 ft., 16 lbs, 2800g additional 2d6 radiant damage.
97. Warp-Arrow Crossbow, 1d10, Force, Teleporting Ghost Shot: On a hit, the ammunition continues to travel through
Shot, 120/480 ft., 8 lbs, 3000g the target, potentially hitting a second target directly behind the
98. Waveform Rifle, 1d10, Thunder, Sound Barrier, first. Make a new attack roll for the secondary target.
Gravity Burst: Once per long rest, you can use an action to
80/320 ft., 9 lbs, 2200g release a burst of gravity from this weapon. Each creature within
99. Wraith Beam Sniper, 2d8, Necrotic, Ghostly, 20 feet of you must make a Strength saving throw (DC 15). On a
300/1200 ft., 14 lbs, 3000g failed save, a creature is pulled 10 feet towards you and knocked
100. Zero Point Energy Rifle, 2d10, Force, Zero prone.
Gravity Field: On a hit, the target must succeed on a Strength
Point Field, 80/320 ft., 11 lbs, 3000g saving throw (DC 15) or be pulled 10 feet towards the shooter.
Gravity Pull: As Gravity Field, but the pull distance is 20 feet.
Arc: The attack jumps to one additional target within 15 feet. Make Gravity Well: On a hit, the target must succeed on a Strength
a new attack roll for the additional target. saving throw (DC 15) or be pulled 20 feet towards the shooter and
Armor Piercing: Attacks with this weapon ignore up to 2 points of knocked prone.
Armor Class granted by armor. Hawking Radiation: On a hit, the target must make a Constitution
Astral Arrow: On a hit, the arrow transforms into a spectral version saving throw (DC 15). On a failed save, the target takes an extra
of itself, passing through objects and barriers. It deals an 1d6 radiant damage and has disadvantage on attack rolls until the
additional 1d6 force damage to the target. start of its next turn.
Beam: The attack is a continuous beam rather than a single shot. High Impact: On a hit, the target must succeed on a Strength
If the target moves on its next turn, it takes the weapon's damage saving throw (DC 15) or be pushed back 10 feet and knocked
again. prone.
Black Hole: As Singularity, but the pull distance increases to 20 Illusion: Once per short rest, you can use an action to create an
feet and the force damage increases to 2d6. illusory double of yourself that lasts for 1 minute. It appears in your
Blast: On a hit, each creature within 10 feet of the target must space and mimics your actions.
make a Dexterity saving throw (DC 15). On a failed save, a Ion Charge: On a critical hit, the target takes an extra 2d6 lightning
creature takes 1d6 necrotic damage. damage.
Burst Fire: As an action, you can make a ranged attack against Ion Storm: On a hit, each creature within 10 feet of the target must
any number of creatures within a 10-foot radius, provided that the make a Dexterity saving throw (DC 15). On a failed save, a
targets are within the weapon's normal range. creature takes 1d6 lightning damage.
Celestial Arrow: As Astral Arrow, but the force damage increases Matter Displacement: On a hit, you can choose to teleport the
to 2d6. target to an unoccupied space you can see within 20 feet.
Chain: When you hit a target, each creature within 10 feet of the Mind Blast: On a hit, the target must make a Wisdom saving throw
target must make a Dexterity saving throw (DC 15). On a failed (DC 15). On a failed save, the target is stunned until the start of its
save, a creature takes 1d6 lightning damage. next turn.
Cluster Shot: Once per long rest, the weapon can be fired in a Nanobots: On a hit, the target takes an additional 1d6 acid
mode where the ammunition splits into multiple projectiles mid- damage at the start of its next turn.
flight. Make a separate attack roll for each creature within a 15- Nebula Cloud: On a hit, the target is surrounded by a cloud of cold
foot cube. gas for 1 minute. The cloud is a 10-foot radius sphere centered on
Decay: On a hit, the target takes an additional 1d6 necrotic the target. Each creature that starts its turn in the cloud takes 1d6
damage at the start of its next turn. cold damage.
Distabilize: On a hit, the target must make a Constitution saving Phantom Projectiles: The weapon's ammunition becomes
throw (DC 15). On a failed save, the target's molecular structure ethereal, ignoring cover and barriers.
becomes unstable, causing it to take an extra 2d6 force damage Photon Charge: Once per short rest, you can spend an action to
at the start of its next turn and become incapacitated for that

806
Hexmaster Chapter 6 Equipment

charge this weapon's ammunition with radiant energy, causing its radiant for the next hour.
next attack to deal an additional 2d6 radiant damage. Supernova: Once per long rest, you can use an action to create a
Piercing Wind: On a hit, the target must make a Strength saving supernova at a point you can see within range. Each creature
throw or be pushed back 5 feet. within 20 feet of the supernova must make a Dexterity saving
Plasma Bolt: Once per short rest, you can spend an action to throw (DC 15). On a failed save, a creature takes 2d6 radiant
charge this weapon's ammunition with plasma energy, causing its damage and is blinded until the start of its next turn.
next attack to deal an additional 2d6 fire damage. Time Distortion: On a hit, the target's speed is halved until the end
Pull: As Gravity Field, but the pull distance is 15 feet. of its next turn and it can't take reactions until the start of its next
Pulse Wave: On a hit, the target and all creatures within 10 feet of turn.
the target are pushed 5 feet away from the point of impact. Two-Handed: This weapon requires two hands to use.
Pulse: On a hit, the weapon sends out a pulse of energy. Each Void Burst: On a hit, the target must make a Constitution saving
creature within 10 feet of the target must make a Dexterity saving throw (DC 15). On a failed save, the target takes an extra 1d6
throw (DC 15). On a failed save, a creature takes 1d6 force necrotic damage and can't regain hit points until the start of your
damage. next turn.
Push: On a hit, the target must succeed on a Strength saving Vortex: Once per long rest, you can use an action to create a
throw (DC 15) or be pushed 10 feet away from the shooter. vortex at a point you can see within range. Each creature within 15
Quantum Displacement: On a hit, you can choose to teleport the feet of the vortex must make a Strength saving throw (DC 15). On
target to an unoccupied space you can see within 30 feet. a failed save, a creature is pulled 10 feet towards the vortex and
Quantum Distortion: On a hit, the target must make a Constitution takes 1d6 force damage.
saving throw (DC 15). On a failed save, the target can't take Whiplash: On a hit, you can choose to have the ammunition wrap
reactions until the start of its next turn. around the target. The target is grappled (escape DC 15). While
Quantum Shield: Once per short rest, you can use a bonus action grappled in this way, the target is restrained.
to activate a quantum shield that lasts for 1 minute. The shield Zero Point Field: Once per long rest, you can use an action to
grants you +2 AC. create a force field that lasts for 1 minute. The force field grants
Reality Warp: Once per long rest, you can use an action to you +2 AC.
teleport yourself and up to five other creatures you can see to a
location you can see within 500 feet.
Reload (1): The weapon can be fired a number of times equal to
its reload score before you must spend 1 action or 1 bonus action Armor
to reload.
Reload (2): As above, but the weapon can be fired twice before
reloading is required. 1. Abyssal Mail, AC 17, Dex Bonus +1, Abyssal
Rift: Once per long rest, you can use an action to open a rift in resistance, Medium, 40 lbs, 450 gold
space that lasts for 1 minute. The rift is a 10-foot radius sphere 2. Adamantium Suit, AC 20, Dex Bonus +0,
centered on a point you can see within range. Any creature that Resistance to physical, Heavy, 70 lbs, 1000 gold
starts its turn in the rift takes 2d6 force damage.
Scalar Field: Once per short rest, you can use an action to create 3. Aegis of Ages, AC +3, None, Aging protection,
a scalar field that lasts for 1 minute. Any creature that enters the Medium, 12 lbs, 300 gold
field for the first time on a turn or starts its turn there takes 1d6 4. Aetherscale Mail, AC 16, Dex Bonus +2,
force damage. Advantage on Arcane checks, Medium, 35 lbs, 400
Scatter: When you attack with this weapon, each creature in a 15-
foot cone must make a Dexterity saving throw. On a failed save, a gold
creature takes the weapon's normal damage and is knocked 5. Archon Armor, AC 17, Dex Bonus +2, Advantage
prone. on Divine checks, Medium, 40 lbs, 400 gold
Seismic Impact: On a hit, the target must make a Strength saving 6. Assassin's Leathers, AC 14, Dex Bonus +3,
throw or be knocked prone.
Silenced: This weapon's attacks do not make any noise and are Advantage on Stealth, Light, 20 lbs, 80 gold
quiet enough to avoid detection. 7. Atomic Armor, AC 18, Dex Bonus +2, Resistance
Singularity: Once per long rest, you can use an action to create a to radiation, Heavy, 40 lbs, 1000 gold
singularity at a point you can see within range. Each creature 8. Aurora Shield, AC +2, None, Radiant damage on
within 20 feet of the singularity must make a Strength saving throw
(DC 15). On a failed save, a creature is pulled 10 feet towards the block, Light, 6 lbs, 200 gold
singularity and takes 1d6 force damage. 9. Battlesage Robe, AC 12, Dex Bonus +3,
Slow: On a hit, the target's speed is halved until the end of its next Advantage on Wisdom checks, Light, 10 lbs, 250
turn. gold
Solar Flare: On a hit, each creature within 5 feet of the target must
make a Dexterity saving throw (DC 15). On a failed save, a 10. Biomesh Suit, AC 14, Dex Bonus +4, Healing,
creature takes 1d6 radiant damage. Light, 15 lbs, 600 gold
Solar Wind: On a hit, the target is pushed 10 feet away from the 11. Bone Armor, AC 13, Dex Bonus +2, None, Light,
shooter. 15 lbs, 15 gold
Space-Time Distortion: Once per long rest, you can use an action
to slow time for 1 minute. During this time, you can take an 12. Chain Shirt, AC 15, Dex Bonus +2, None,
additional action on each of your turns. Medium, 30 lbs, 50 gold
Speed Burst: On a hit, your speed is doubled until the end of your 13. Chitin Armor, AC 14, Dex Bonus +2, None,
next turn. Medium, 25 lbs, 35 gold
Stellar Beam: On a hit, the weapon's damage type changes to
14. Chronomancer's Shield, AC +3, None, Time

807
Chapter 6 Equipment Hexmaster

rewind on block, Medium, 10 lbs, 350 gold 41. Ironwood Mail, AC 16, Dex Bonus +2,
15. Chronosteel Mail, AC 17, Dex Bonus +2, Slow Advantage on Nature checks, Medium, 35 lbs, 300
time effect, Medium, 35 lbs, 450 gold gold
16. Cloth Robes, AC 11, Dex Bonus +3, None, Light, 42. Juggernaut's Plate, AC 18, Dex Bonus +0,
5 lbs, 5 gold Charge damage, Heavy, 60 lbs, 350 gold
17. Crusader's Plate, AC 18, Dex Bonus +1, Bonus 43. Kevlar Vest, AC 15, Dex Bonus +2, Resistance
to saving throws, Heavy, 60 lbs, 300 gold to bullets, Medium, 20 lbs, 350 gold
18. Crystaline Mail, AC 17, Dex Bonus +1, Reflect 44. Leviathan Scale Armor, AC 17, Dex Bonus +1,
magic, Medium, 40 lbs, 450 gold Resistance to water, Heavy, 55 lbs, 275 gold
19. Crystalline Plate, AC 18, Dex Bonus +0, 45. Lifeweaver's Robe, AC 12, Dex Bonus +4,
Resistance to magic, Heavy, 65 lbs, 800 gold Advantage on Healing spells, Light, 10 lbs, 250 gold
20. Cured Hide, AC 12, Dex Bonus +3, None, Light, 46. Lightbender's Tunic, AC 13, Dex Bonus +4,
15 lbs, 10 gold Invisibility effect, Light, 15 lbs, 400 gold
21. Cyberkinetic Shell, AC 16, Dex Bonus +2, 47. Luminary Robe, AC 13, Dex Bonus +3, Light
Energy Resistance, Medium, 35 lbs, 500 gold effect, Light, 10 lbs, 200 gold
22. Cybernetic Armor, AC 18, Dex Bonus +2, 48. Luminous Weave, AC 13, Dex Bonus +4,
Energy Resistance, Heavy, 40 lbs, 500 gold Illumination, Light, 15 lbs, 250 gold
23. Dragonhide Armor, AC 16, Dex Bonus +1, 49. Mantis Suit, AC 14, Dex Bonus +4, Advantage
Resistance to fire, Medium, 30 lbs, 200 gold on Dexterity checks, Light, 20 lbs, 250 gold
24. Echo Shield, AC +3, None, Reflect projectiles, 50. Metal Shield, AC +3, None, None, Medium, 12
Medium, 10 lbs, 300 gold lbs, 30 gold
25. Elemental Aegis, AC 17, Dex Bonus +1, 51. Mindrender Vest, AC 14, Dex Bonus +3, Psychic
Elemental resistance, Medium, 40 lbs, 400 gold damage effect, Light, 20 lbs, 350 gold
26. Energy Shield, AC +5, None, None, Heavy, 3 52. Monomolecular Coat, AC 15, Dex Bonus +3, +1
lbs, 500 gold to slashing attacks, Medium, 25 lbs, 400 gold
27. Eternity Armor, AC 20, Dex Bonus +0, 53. Mystic Robes, AC 12, Dex Bonus +2, Bonus to
Immortality effect, Heavy, 70 lbs, 1000 gold spellcasting, Light, 8 lbs, 150 gold
28. Etheric Veil, AC 13, Dex Bonus +4, 54. Nanite Swarm Armor, AC 16, Dex Bonus +2,
Etherealness, Light, 5 lbs, 750 gold Regeneration, Medium, 30 lbs, 750 gold
29. Exoskeletal Harness, AC 15, Dex Bonus +3, 55. Nanosuit, AC 16, Dex Bonus +4, Adaptive
Enhanced Strength, Medium, 30 lbs, 300 gold (Resistance to last damage type), Medium, 10 lbs,
30. Forcefield Belt, AC +4, None, Does not stack 750 gold
with other armor, Light, 2 lbs, 600 gold 56. Necromancer's Shroud, AC 13, Dex Bonus +2,
31. Frostweave Robe, AC 12, Dex Bonus +3, +1 to necromancy spells, Light, 10 lbs, 250 gold
Resistance to cold, Light, 10 lbs, 180 gold 57. Neosteel Vest, AC 15, Dex Bonus +2,
32. Full Plate, AC 18, Dex Bonus +1, Disadvantage Resistance to bullets, Medium, 30 lbs, 350 gold
on Stealth, Heavy, 70 lbs, 300 gold 58. Nova Mail, AC 17, Dex Bonus +1, Nova damage
33. Ghostweave Cloak, AC 13, Dex Bonus +3, effect, Medium, 40 lbs, 500 gold
Incorporeal movement, Light, 5 lbs, 400 gold 59. Phase Plate, AC 18, Dex Bonus +0, Phasing
34. Ghoulskin Armor, AC 14, Dex Bonus +3, effect, Heavy, 55 lbs, 600 gold
Resistance to necrotic, Light, 15 lbs, 180 gold 60. Phoenix Plating, AC 18, Dex Bonus +0,
35. Gladiator's Armor, AC 15, Dex Bonus +1, Resurrection effect, Heavy, 60 lbs, 700 gold
Intimidating Presence, Medium, 50 lbs, 120 gold 61. Photonic Weave, AC 15, Dex Bonus +3,
36. Golem Carapace, AC 17, Dex Bonus +0, Tremor Illumination, Medium, 25 lbs, 300 gold
sense, Heavy, 60 lbs, 400 gold 62. Plasma Weave, AC 14, Dex Bonus +3,
37. Graviton Harness, AC 16, Dex Bonus +1, Resistance to energy, Light, 10 lbs, 700 gold
Reduce fall damage, Medium, 30 lbs, 400 gold 63. Prism Guard, AC 16, Dex Bonus +2, Prismatic
38. Gravity Coat, AC 14, Dex Bonus +4, Feather fall effect, Medium, 35 lbs, 450 gold
effect, Light, 20 lbs, 350 gold 64. Prismatic Cloak, AC 13, Dex Bonus +3, Reflect
39. Half Plate, AC 17, Dex Bonus +1, Disadvantage magic effect, Light, 10 lbs, 350 gold
on Stealth, Heavy, 60 lbs, 150 gold 65. Psionic Amplifier, AC 13, Dex Bonus +2, +1 to
40. Inferno Hide, AC 14, Dex Bonus +2, Resistance psychic damage, Light, 10 lbs, 300 gold
to fire, Medium, 25 lbs, 200 gold 66. Psionic Amplifier, AC 13, Dex Bonus +2, Psychic

808
Hexmaster Chapter 6 Equipment

power boost, Light, 15 lbs, 350 gold 92. Timeless Armor, AC 17, Dex Bonus +1, Time
67. Psionic Mesh, AC 14, Dex Bonus +3, Bonus to stop effect, Medium, 40 lbs, 600 gold
psychic resistance, Light, 15 lbs, 250 gold 93. Timeless Raiment, AC 14, Dex Bonus +3, Time
68. Pulsar Plate, AC 18, Dex Bonus +0, Pulsar manipulation, Light, 15 lbs, 800 gold
damage effect, Heavy, 65 lbs, 700 gold 94. Titanium Suit, AC 17, Dex Bonus 0, Resistance
69. Quantum Scale Armor, AC 17, Dex Bonus +1, to physical, Heavy, 60 lbs, 600 gold
Resistance to psychic, Medium, 40 lbs, 700 gold 95. Voidforged Plate, AC 18, Dex Bonus +0, Void
70. Quantum Shield, AC +3, None, Time slow on damage effect, Heavy, 65 lbs, 650 gold
block, Medium, 10 lbs, 300 gold 96. Voidmail, AC 17, Dex Bonus +1, Resistance to
71. Ranger's Leathers, AC 14, Dex Bonus +3, necrotic, Medium, 35 lbs, 350 gold
Camouflage, Light, 20 lbs, 90 gold 97. Voidweave Cloak, AC 14, Dex Bonus +3,
72. Reaper's Shroud, AC 13, Dex Bonus +3, Life- Etherealness, Light, 15 lbs, 450 gold
drain effect, Light, 15 lbs, 400 gold 98. Wooden Shield, AC +2, None, None, Light, 6
73. Riftweave Robe, AC 12, Dex Bonus +3, lbs, 10 gold
Teleportation effect, Light, 10 lbs, 450 gold 99. Wraithbone Armor, AC 15, Dex Bonus +3,
74. Scale Mail, AC 16, Dex Bonus +1, Disadvantage Intangible hand effect, Medium, 30 lbs, 400 gold
on Stealth, Medium, 45 lbs, 75 gold 100. Zealot's Robe, AC 12, Dex Bonus +4, Fanatic
75. Sentinel Shell, AC 16, Dex Bonus +2, Alertness strength, Light, 10 lbs, 200 gold
effect, Medium, 35 lbs, 300 gold
76. Seraphim's Plate, AC 18, Dex Bonus +0, +1 to Necromancy Spells: The wearer has +1 to their spell attack
rolls and spell save DCs for necromancy spells.
Advantage on Charisma checks, Heavy, 70 lbs, 400 +1 to Psychic Damage: The wearer deals an extra 1 psychic
gold damage when they hit with a psychic attack.
77. Shadowcloak, AC 14, Dex Bonus +3, Shadow +1 to Slashing Attacks: The wearer has +1 to their attack rolls with
step effect, Light, 15 lbs, 350 gold slashing weapons.
+1 to Spell DC: The wearer has +1 to their spell save DCs for all
78. Shroud of Shadows, AC 14, Dex Bonus +3, spells.
Advantage on Stealth, Light, 15 lbs, 200 gold Advantage on Charisma Checks: The wearer has advantage on
79. Singularity Vest, AC 15, Dex Bonus +3, Charisma checks.
Gravitational pull effect, Medium, 30 lbs, 500 gold Advantage on Dexterity Checks: The wearer has advantage on
Dexterity checks.
80. Solarplate Armor, AC 18, Dex Bonus +0, Solar Advantage on Divine Checks: The wearer has advantage on
energy effect, Heavy, 60 lbs, 600 gold checks related to divine knowledge or divine magic.
81. Sorcerer's Vestments, AC 12, Dex Bonus +3, +1 Advantage on Healing Spells: When the wearer casts a spell to
to spell DC, Light, 10 lbs, 250 gold restore hit points, they can reroll any 1s or 2s on the healing dice,
but must use the new rolls.
82. Soulsteel Carapace, AC 18, Dex Bonus +0, Soul Advantage on Nature Checks: The wearer has advantage on
protection, Heavy, 65 lbs, 500 gold Wisdom (Nature) checks.
83. Spectral Guard, AC 16, Dex Bonus +1, Ghost Advantage on Stealth: The wearer has advantage on Dexterity
Touch, Medium, 30 lbs, 350 gold (Stealth) checks.
Advantage on Technology Checks: The wearer has advantage on
84. Starshard Armor, AC 16, Dex Bonus +2, Intelligence (Technology) checks.
Resistance to radiant, Medium, 35 lbs, 450 gold Advantage on Wisdom Checks: The wearer has advantage on
85. Stoneplate, AC 17, Dex Bonus 0, Disadvantage Wisdom checks.
on Stealth, Heavy, 80 lbs, 250 gold Alertness Effect: The wearer can't be surprised and has
advantage on initiative rolls.
86. Stormbound Shield, AC +2, None, Thunderwave Camouflage: The wearer has advantage on Dexterity (Stealth)
on block, Light, 6 lbs, 200 gold checks in specific types of terrain.
87. Stormforged Mail, AC 16, Dex Bonus +2, Charge Damage: If the wearer moves at least 10 feet straight
Lightning damage effect, Medium, 35 lbs, 350 gold toward a target and then hits it with a melee weapon attack on the
same turn, the target takes an extra 1d8 damage.
88. Studded Leather, AC 14, Dex Bonus +2, None, Elemental Resistance: The wearer has resistance to fire, cold,
Light, 20 lbs, 25 gold lightning, and acid damage.
89. Technomancer's Cowl, AC 12, Dex Bonus +3, Energy Resistance: The wearer has resistance to damage from
Advantage on Technology checks, Light, 5 lbs, 200 energy-based attacks (e.g., plasma, lasers).
Enhanced Strength: The wearer's Strength score increases by 2,
gold up to a maximum of 20.
90. Temporal Harness, AC 15, Dex Bonus +2, Time Etherealness: The wearer can cast the Etherealness spell once
manipulation effect, Medium, 30 lbs, 500 gold per long rest.
91. Thundershield, AC +3, None, Lightning Feather Fall Effect: The wearer can cast the Feather Fall spell
once per short rest.
Retribution, Medium, 10 lbs, 250 gold Ghost Touch: The wearer can interact with ethereal and spectral

809
Chapter 6 Equipment Hexmaster

creatures as if they were physical. forcing the attack to be rerolled. This ability can be used once per
Gravitational Pull Effect: The wearer can cast the Reverse Gravity short rest.
spell once per long rest. Time Slow on Block: When the wearer successfully blocks an
Healing: The wearer regains 1d4 hit points at the start of their turn attack with a shield, they can use their reaction to cast the Slow
if they have at least 1 hit point. spell on the attacker. This ability can be used once per short rest.
Illumination: The wearer can cast the Light cantrip at will. Tremor Sense: The wearer gains tremor sense out to a range of
Immortality Effect: The wearer doesn't age and can't be aged 30 feet.
magically.
Intangible Hand Effect: The wearer can cast the Mage Hand
cantrip at will.
Invisibility Effect: The wearer can cast the Invisibility spell once per Adventuring Gear:
long rest.
Life-Drain Effect: Once per long rest, the wearer can cast the
Vampiric Touch spell. 1. Advanced Survival Kit - Property: Various - Cost:
Lightning Damage Effect: When hit by a melee attack, the wearer 100 Gold
can use their reaction to deal 1d6 lightning damage to the 2. Animal Bait - Property: Hunting - Cost: 2 Silver
attacker. This ability can be used once per short rest. 3. Antivenom - Property: Poison Cure - Cost: 20
Lightning Retribution: When hit by a melee attack, the attacker
must make a DC 15 Dexterity saving throw or take 1d6 lightning Gold
damage. 4. Bandages - Property: Minor Healing - Cost: 5
Nova Damage Effect: When hit by a melee attack, the wearer can Copper
use their reaction to deal 2d6 radiant damage to the attacker. This 5. Basic Map Parchment - Cost: 3 Copper
ability can be used once per short rest.
Phasing Effect: The wearer can cast the Blink spell once per long 6. Basic Musical Instrument - Property:
rest. Entertainment - Cost: 15 Silver
Prismatic Effect: The wearer can cast the Prismatic Spray spell 7. Bear Trap - Property: Hunting/Defense - Cost: 5
once per long rest. Silver
Psychic Damage Effect: When the wearer hits with a melee attack,
they can deal an extra 1d6 psychic damage. 8. Bedroll - Property: Resting/Sleeping - Cost: 2
Radiant Damage on Block: When the wearer successfully blocks Silver
an attack with a shield, the attacker takes 1d6 radiant damage. 9. Binoculars - Property: Long-Distance Viewing -
Reduce Fall Damage: The wearer takes no damage from falling. Cost: 20 Gold
Reflect Magic Effect: Once per long rest, the wearer can cast the
Spell Turning spell. 10. Bio Scanner - Property: Lifeform Detection -
Reflect Projectiles: When the wearer is hit by a ranged weapon Cost: 500 Gold
attack, they can use their reaction to reduce the damage by 1d10 11. Bone Needle and Thread - Property: Mending -
+ their Dexterity modifier. If the damage is reduced to 0, the Cost: 1 Silver
wearer can deflect the projectile back at the attacker as a ranged
attack. 12. Bone-Hook Fishing Line - Property: Food
Regeneration: The wearer regains 1d6 hit points at the start of Gathering - Cost: 3 Copper
their turn if they have at least 1 hit point. 13. Caltrops - Property: Trap Making - Cost: 1 Silver
Resistance to Magic: The wearer has advantage on saving throws 14. Cartographer's Quill - Property: Map-Making -
against spells and magical effects.
Resistance to Psychic: The wearer has resistance to psychic Cost: 15 Silver
damage. 15. Chalk (10 pieces) - Property: Marking - Cost: 5
Resistance to X: The wearer has resistance to a specific type of Copper
damage (e.g. fire, bullets, necrotic). Damage of that type is halved. 16. Cleric's Holy Symbol - Property: Divine Spell
Resurrection Effect: If the wearer dies while wearing this armor,
they return to life 24 hours later with half their maximum hit points. Focus - Cost: 5 Gold
This property can be used once and can't be used again until the 17. Climbing Harness - Property: Climbing Assist -
wearer completes a long rest. Cost: 15 Silver
Shadow Step Effect: The wearer can use the Shadow Step ability 18. Compact Lantern - Property: Illumination (30ft
of the Way of Shadow monk tradition.
Slow Time Effect: Once per long rest, the wearer can cast the radius) - Cost: 12 Silver
Slow spell (DC 15). 19. Compact Tent - Property: Resting/Sleeping -
Solar Energy Effect: The wearer can cast the Sunbeam spell once Cost: 1 Gold
per long rest. 20. Cooking Herbs/Spices - Property: Flavor
Soul Protection: The wearer has advantage on saving throws
against being possessed or having their soul removed or Enhancer - Cost: 5 Copper
tampered with. 21. Data Pad - Property: Information
Teleportation Effect: The wearer can cast the Teleport spell once Storage/Display - Cost: 250 Gold
per long rest. 22. Diving Helmet - Property: Underwater Breathing
Time Manipulation: The wearer can cast the Time Stop spell once
per long rest. - Cost: 100 Gold
Time Rewind on Block: When the wearer successfully blocks an 23. Drone - Property: Remote Viewing - Cost: 500
attack with a shield, they can use their reaction to rewind time, Gold

810
Hexmaster Chapter 6 Equipment

24. Empty Bottle (Glass) - Cost: 2 Copper 55. Lock (with Key) - Property: Securing Valuables -
25. Energetic Food Bars (7 days) - Cost: 20 Gold Cost: 10 Gold
26. Energy Cell - Property: Power Source - Cost: 56. Miner's Helmet - Property: Hands-Free
100 Gold Illumination - Cost: 10 Silver
27. Environmental Dome Generator - Property: 57. Modern Compass - Property: Directional Aid -
Weather Protection/Resting - Cost: 1500 Gold Cost: 10 Silver
28. Firewood (1 day's worth) - Cost: 5 Copper 58. Multi-Tool - Property: Various - Cost: 25 Gold
29. First Aid Kit - Property: Minor Healing - Cost: 10 59. Mylar Thermal Blanket - Property: Heat
Gold Retention - Cost: 5 Gold
30. Fishing Kit - Property: Food Gathering - Cost: 3 60. Mystic Compass - Property: Directional Aid
Silver (Magical) - Cost: 50 Gold
31. Flare Gun with Flares - Property: Emergency 61. Nanobot Medical Kit - Property: Major Healing -
Signal - Cost: 25 Gold Cost: 1000 Gold
32. Flashlight - Property: Illumination - Cost: 5 Silver 62. Night Vision Goggles - Property: Dark Vision -
33. Flint and Steel - Property: Fire Starter - Cost: 2 Cost: 500 Gold
Silver 63. Parachute - Property: Safe Falling - Cost: 150
34. Flint-Knapped Hand Axe - Property: Gold
Woodcutting - Cost: 3 Copper 64. Parchment (10 sheets) - Cost: 1 Silver
35. Fur Blanket - Property: Resting/Sleeping - Cost: 65. Personal Force Field - Property: Personal Shield
15 Copper - Cost: 2000 Gold
36. Futuristic Rope (100ft, Self-coiling) - Property: 66. Pickaxe - Property: Mining - Cost: 3 Silver
Easy Storage - Cost: 200 Gold 67. Plasma Rope Cutter - Property: Quick Rope
37. GPS Device - Property: Global Positioning - Cutting - Cost: 500 Gold
Cost: 200 Gold 68. Portable Alchemist's Lab - Property: Potion
38. Hammer - Property: Construction - Cost: 1 Silver Making - Cost: 50 Gold
39. Handheld Geiger Counter - Property: Radiation 69. Portable Cloaking Device - Property: Stealth -
Detection - Cost: 100 Gold Cost: 1500 Gold
40. Hatchet - Property: Woodcutting - Cost: 2 Silver 70. Portable Cookware - Property: Meal Preparation
41. Healing Herb Poultice - Property: Minor Healing - Cost: 8 Silver
- Cost: 5 Gold 71. Portable Gas Stove - Property: Meal Preparation
42. Herbal Remedy Book - Property: Herbal - Cost: 20 Gold
Knowledge - Cost: 2 Gold 72. Portable Gravity Manipulator - Property: Lift
43. Herbalist's Kit - Property: Potion/Remedy Heavy Objects - Cost: 1000 Gold
Crafting - Cost: 10 Gold 73. Portable Transistor Radio - Property:
44. Hollowed Out Book - Property: Hidden Storage - Communication/Entertainment - Cost: 30 Gold
Cost: 2 Silver 74. Portable Water Filter - Property: Clean Water
45. Holographic Map Projector - Property: 3D Map Production - Cost: 30 Gold
Display - Cost: 500 Gold 75. Portable Wind Turbine - Property: Electricity
46. Hooked Grappling Iron - Property: Climbing Generation - Cost: 150 Gold
Assist - Cost: 15 Silver 76. Primitive Fire Starter (Bow Drill) - Property: Fire
47. Horse Feed (10 days) - Cost: 1 Silver Starter - Cost: 5 Copper
48. Hypo-spray - Property: Instant Medicine 77. Rations (7 days) - Cost: 2 Silver
Administration - Cost: 200 Gold 78. Remote Material Scanner - Property: Resource
49. Inflatable Raft - Property: Water Travel - Cost: Detection - Cost: 1000 Gold
50 Gold 79. Replicator (Portable) - Property: Materialize
50. Inkwell and Quill - Property: Writing - Cost: 1 Objects (small) - Cost: 5000 Gold
Silver 80. Rope Ladder (30ft) - Cost: 10 Silver
51. Insect Net - Property: Specimen Collection - 81. Satellite Phone - Property: Global
Cost: 2 Silver Communication - Cost: 500 Gold
52. Iron Spikes (10) - Property: Door Securing, Trap 82. Scroll Case - Property: Scroll Protection - Cost:
Making - Cost: 5 Silver 1 Silver
53. Lantern Oil (1 pint) - Cost: 1 Silver 83. Sealing Wax - Property: Document Securing -
54. Leather Waterskin (1 Gallon) - Cost: 8 Copper Cost: 2 Silver

811
Chapter 6 Equipment Hexmaster

84. Sewing Kit - Property: Repairing Cloth - Cost: 5 4 hexes/day, Cost: 1,000 gold
Silver 9. Bio-engineered Octopus, Special Properties:
85. Shovel - Property: Digging - Cost: 2 Silver Single user, water/underwater travel, Travel: 3
86. Signal Whistle - Property: Long Distance hexes/day, Cost: 700 gold
Communication - Cost: 1 Silver 10. Bio-engineered Winged Lizard, Special
87. Simple Rope (50ft) - Cost: 5 Silver Properties: Single rider, air travel, Travel: 5
88. Soap - Property: Hygiene - Cost: 5 Copper hexes/day, Cost: 500 gold
89. Solar Panel Charger - Property: Electricity 11. Bionic Ostrich, Special Properties: Single user,
Generation - Cost: 100 Gold Travel: 4 hexes/day, Cost: 500 gold
90. Spyglass - Property: Long-Distance Viewing - 12. Bullet Train, Special Properties: Up to 1,000
Cost: 30 Gold passengers, rail only, Travel: 40 hexes/day, Cost:
91. Swiss Army Knife - Property: Various - Cost: 10 80,000 gold
Gold 13. Camel, Special Properties: Single rider, water
92. Synthetic Rope (100ft) - Property: Stronger Than efficient, Travel: 2 hexes/day, Cost: 50 gold
Normal Rope - Cost: 20 Gold 14. Chrono-Sailboat, Special Properties: Can carry
93. Teleport Beacon - Property: Return Point Setting up to 6 passengers, water and time-travel
- Cost: 1000 Gold capabilities, Travel: Unlimited hexes/day, Cost:
94. Telescoping 10ft Pole - Property: Trap Priceless
Detection/Reach - Cost: 2 Silver 15. Chrono-steed, Special Properties: Single rider,
95. Thieves' Tools - Property: Lockpicking - Cost: 25 time-travel capabilities, Travel: Unlimited hexes/day,
Gold Cost: Priceless
96. Torch (5) - Property: Illumination (20ft radius) - 16. Cybernetic Dire Bear, Special Properties: Single
Cost: 5 Copper rider, melee attack capabilities, Travel: 3 hexes/day,
97. Traveller's Cloak - Property: Weather Protection Cost: 5,500 gold
- Cost: 5 Silver 17. Cyborg Horse, Special Properties: Single rider,
98. Universal Translator - Property: Language Travel: 4 hexes/day, Cost: 5,000 gold
Translation - Cost: 1000 Gold 18. Dimensional Rift Walker, Special Properties:
99. Waterproof Matchbox - Property: Fire Starter - Single user, instant travel, Travel: Unlimited
Cost: 2 Silver hexes/day, Cost: 1,500,000 gold
100. Wineskin (1 Liter) - Cost: 1 Silver 19. Dimensional Walkway, Special Properties: Up to
10 users, instant travel, Travel: Unlimited hexes/day,
Cost: 2,000,000 gold
Transportation: 20. Direwolf Mount, Special Properties: Single rider,
Travel: 3 hexes/day, Cost: 200 gold
1. Aether-Wing Glider, Special Properties: Single 21. Dragon Drone, Special Properties: Remote
user, air travel, Travel: 5 hexes/day, Cost: 5,500 gold controlled, air travel, Travel: 5 hexes/day, Cost:
2. Airship, Special Properties: Can carry up to 20 8,000 gold
passengers, air travel, Travel: 10 hexes/day, Cost: 22. FTL Starship, Special Properties: Can carry up
25,000 gold to 100 passengers, space travel, Travel: Unlimited
3. Anti-Gravity Bike, Special Properties: Single hexes/day, Cost: 2,500,000 gold
rider, air travel, Travel: 30 hexes/day, Cost: 15,000 23. FTL Yacht, Special Properties: Can carry up to
gold 10 passengers, space travel, Travel: Unlimited
4. Antigravity Surfboard, Special Properties: Single hexes/day, Cost: 3,000,000 gold
user, air travel, Travel: 6 hexes/day, Cost: 3,000 gold 24. Fire Drake, Special Properties: Single rider, air
5. Armored Elephant, Special Properties: Siege travel, Travel: 4 hexes/day, Cost: 1,300 gold
damage, Travel: 2 hexes/day, Cost: 350 gold 25. Floating Disk, Special Properties: Single rider,
6. Armored Personnel Carrier, Special Properties: Travel: 5 hexes/day, Cost: 4,000 gold
Can carry up to 8 passengers, Travel: 5 hexes/day, 26. Flux-capacitor Scooter, Special Properties:
Cost: 30,000 gold Single rider, time-travel capabilities, Travel: Unlimited
7. Automobile, Special Properties: Can carry up to 5 hexes/day, Cost: Priceless
passengers, Travel: 12 hexes/day, Cost: 5,000 gold 27. Galleon, Special Properties: 40 passengers
8. Bio-Luminescent Jellyfish Glider, Special max, water only, Travel: 5 hexes/day, Cost: 1,200
Properties: Single user, air and water travel, Travel: gold

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Hexmaster Chapter 6 Equipment

28. Giant Beetle, Special Properties: Can carry up to 48. Jetpack, Special Properties: Single user, air
2 passengers, Travel: 2 hexes/day, Cost: 80 gold travel, Travel: 7 hexes/day, Cost: 4,000 gold
29. Gravitation Bike, Special Properties: Single rider, 49. Jetpack, Advanced Special Properties: Single
can cross water, Travel: 8 hexes/day, Cost: 6,000 user, air travel, Travel: 8 hexes/day, Cost: 20,000
gold gold
30. Griffin Mount, Special Properties: Single user, air 50. Light Speed Cruiser, Special Properties: Can
travel, Travel: 3 hexes/day, Cost: 1,000 gold carry up to 6 passengers, space travel, Travel:
31. Gyrocopter, Special Properties: Single user, air Unlimited hexes/day, Cost: 1,000,000 gold
travel, Travel: 15 hexes/day, Cost: 15,000 gold 51. Mech Suit, Special Properties: Single user,
32. Helicopter, Special Properties: Can carry up to 4 enhanced strength, Travel: 4 hexes/day, Cost:
passengers, air travel, Travel: 20 hexes/day, Cost: 12,000 gold
40,000 gold 52. Mechanical Spider Walker, Special Properties:
33. Holographic Stallion, Special Properties: Single Single rider, can climb vertical surfaces, Travel: 4
rider, can cross water, Travel: 4 hexes/day, Cost: hexes/day, Cost: 10,000 gold
4,500 gold 53. Mind-Controlled Raptor, Special Properties:
34. Hot Air Balloon, Special Properties: Can carry up Single rider, Travel: 3 hexes/day, Cost: 600 gold
to 5 passengers, air travel, Travel: 3 hexes/day, 54. Monocycle, Special Properties: Single user,
Cost: 200 gold Travel: 2 hexes/day, Cost: 50 gold
35. Hover Tank, Special Properties: Armor, weapon 55. Monorail, Special Properties: Can carry up to
included, air travel, Travel: 7 hexes/day, Cost: 100 passengers, rail only, Travel: 10 hexes/day,
70,000 gold Cost: 25,000 gold
36. Hover Train, Special Properties: Can carry up to 56. Motorcycle, Special Properties: Single rider,
200 passengers, Travel: 15 hexes/day, Cost: Travel: 15 hexes/day, Cost: 3,000 gold
100,000 gold 57. Mule Cart, Special Properties: Can carry up to
37. Hover-chariot, Special Properties: Can carry up 300lbs, Travel: 1 hex/day, Cost: 20 gold
to 2 passengers, Travel: 6 hexes/day, Cost: 6,000 58. Nanotech Hover Scooter, Special Properties:
gold Single rider, Travel: 7 hexes/day, Cost: 3,500 gold
38. Hoverboard, Special Properties: Single rider, 59. Ox Cart, Special Properties: Can carry up to
Travel: 5 hexes/day, Cost: 2,000 gold 1,000lbs, Travel: 1 hex/day, Cost: 50 gold
39. Hover Bike, Special Properties: Single rider, 60. Ox Cart, Special Properties: Can carry up to
Travel: 6 hexes/day, Cost: 2,000 gold 600lbs, Travel: 1 hex/day, Cost: 30 gold
40. Hovercar, Special Properties: Can carry up to 5 61. Pegasus Chariot, Special Properties: Can carry
passengers, air travel, Travel: 40 hexes/day, Cost: up to 2 passengers, air travel, Travel: 4 hexes/day,
50,000 gold Cost: 1,200 gold
41. Hyperspace Moped, Special Properties: Single 62. Personal Teleporter, Special Properties: Single
user, space travel, Travel: Unlimited hexes/day, user, instant travel, Travel: Unlimited hexes/day,
Cost: 600,000 gold Cost: 500,000 gold
42. Inertia-free Sled, Special Properties: Can carry 63. Plasma Skateboard, Special Properties: Single
up to 4 passengers, Travel: 10 hexes/day, Cost: rider, Travel: 3 hexes/day, Cost: 1,500 gold
9,000 gold 64. Quantum Bicycle, Special Properties: Single
43. Inter-dimensional Chariot, Special Properties: rider, ignores terrain, Travel: 7 hexes/day, Cost:
Can carry up to 4 passengers, instant travel, Travel: 7,000 gold
Unlimited hexes/day, Cost: 2,000,000 gold 65. Quantum Catamaran, Special Properties: Can
44. Interdimensional Skiff, Special Properties: Can carry up to 10 passengers, water travel, Travel: 10
carry up to 4 passengers, instant travel, Travel: hexes/day, Cost: 10,000 gold
Unlimited hexes/day, Cost: 1,800,000 gold 66. Quantum Jetpack, Special Properties: Single
45. Interstellar Cruiser, Special Properties: Can user, air and space travel, Travel: Unlimited
carry up to 500 passengers, space travel, Travel: hexes/day, Cost: 1,000,000 gold
Unlimited hexes/day, Cost: 2,500,000 gold 67. Quantum Train, Special Properties: Can carry up
46. Jet Plane, Special Properties: Single pilot, air to 1,000 passengers, Travel: 40 hexes/day, Cost:
travel, Travel: 100 hexes/day, Cost: 200,000 gold 200,000 gold
47. Jet Ski, Special Properties: Single rider, water 68. Quark Drive Starfighter, Special Properties:
only, Travel: 7 hexes/day, Cost: 4,000 gold Single user, space travel, Travel: Unlimited

813
Chapter 6 Equipment Hexmaster

hexes/day, Cost: 1,000,000 gold Priceless


69. Riding Horse, Special Properties: Single rider, 89. Time-Jumping Pogo Stick, Special Properties:
Travel: 3 hexes/day, Cost: 50 gold Single user, time-travel capabilities, Travel: Unlimited
70. River Canoe, Special Properties: 2 passengers hexes/day, Cost: Priceless
max, water only, Travel: 2 hexes/day, Cost: 20 gold 90. Time-Stream Raft, Special Properties: Can carry
71. Rocket Belt, Special Properties: Single user, air up to 4 passengers, time-travel capabilities, Travel:
travel, Travel: 5 hexes/day, Cost: 10,000 gold Unlimited hexes/day, Cost: Priceless
72. Rocket Boots, Special Properties: Single user, 91. Triceratops Mount, Special Properties: Single
air travel, Travel: 8 hexes/day, Cost: 5,000 gold rider, heavy carry, Travel: 2 hexes/day, Cost: 700
73. Rocket Sled, Special Properties: Single user, gold
Travel: 10 hexes/day, Cost: 8,000 gold 92. Unimog, Special Properties: Can carry up to 12
74. Rowboat, Special Properties: Can carry up to 3 passengers, all terrains, Travel: 5 hexes/day, Cost:
passengers, water only, Travel: 2 hexes/day, Cost: 7,000 gold
10 gold 93. War Chariot, Special Properties: Single rider,
75. Sailing Ship, Special Properties: 20 passengers provides cover, Travel: 2 hexes/day, Cost: 200 gold
max, water only, Travel: 5 hexes/day, Cost: 1,000 94. War Elephant, Special Properties: Siege
gold damage, Travel: 2 hexes/day, Cost: 250 gold
76. Sea Serpent Submersible, Special Properties: 95. Warp Scooter, Special Properties: Single rider,
Can carry up to 4 passengers, underwater travel, space travel, Travel: Unlimited hexes/day, Cost:
Travel: 5 hexes/day, Cost: 12,000 gold 700,000 gold
77. Space Shuttle, Special Properties: Can carry up 96. Warp Shuttle, Special Properties: Can carry up
to 7 passengers, air/space travel, Travel: 500 to 20 passengers, air/space travel, Travel: 1,000
hexes/day, Cost: 500,000 gold hexes/day, Cost: 750,000 gold
78. Speedboat, Special Properties: Can carry up to 97. Warp-drive Spaceship, Special Properties: Can
6 passengers, water only, Travel: 8 hexes/day, Cost: carry up to 10 passengers, space travel, Travel:
6,000 gold Unlimited hexes/day, Cost: 3,500,000 gold
79. Stagecoach, Special Properties: Can carry up to 98. Wyrm Rider, Special Properties: Single user, air
6 passengers, Travel: 3 hexes/day, Cost: 120 gold travel, Travel: 3 hexes/day, Cost: 800 gold
80. Steam Engine, Special Properties: Can pull train 99. Zeppelin Gondola, Special Properties: 10
cars, rail only, Travel: 10 hexes/day, Cost: 20,000 passengers max, air travel, Travel: 7 hexes/day,
gold Cost: 12,000 gold
81. Stone Sled, Special Properties: Requires 2 100. Zeppelin, Special Properties: Can carry up to 20
strong creatures to pull, Travel: 1 hex/day, Cost: 15 passengers, air travel, Travel: 7 hexes/day, Cost:
gold 30,000 gold
82. Submarine, Special Properties: Can carry up to
10 passengers, water/underwater only, Travel: 8
hexes/day, Cost: 30,000 gold
83. Submersible Pod, Special Properties: Single
user, water/underwater only, Travel: 4 hexes/day,
Cost: 9,000 gold
84. Subterranean Drill Pod, Special Properties: Can
carry up to 3 passengers, underground travel, Travel:
3 hexes/day, Cost: 15,000 gold
85. Tachyon Runner, Special Properties: Single
user, instant travel, Travel: Unlimited hexes/day,
Cost: 1,000,000 gold
86. Tank, Special Properties: Armor, weapon
included, Travel: 5 hexes/day, Cost: 50,000 gold
87. Teleportation Portal, Special Properties: Instant
travel between two points, Travel: Unlimited
hexes/day, Cost: 1,000,000 gold
88. Time Machine, Special Properties: Single user,
instant travel, Travel: Unlimited hexes/day, Cost:

814
Hexmaster Chapter 6 Equipment

Hirelings (price per week or job) 51. Mercenary Guard Service (20 Silver)
52. Mind-Meld Therapist Hireling (45 Gold)
1. Aetheric Musician Service (120 Gold) 53. Multiverse Cartographer Hireling (140 Gold)
2. Alchemist Service (25 Silver) 54. Nanomedic Service (90 Gold)
3. Alien Beast Trainer Service (160 Gold) 55. Navigator Hireling (30 Silver)
4. Animal Skin Tanner Service (5 Copper) 56. Paramedic Hireling (45 Gold)
5. Archaeologist Service (20 Gold to 90 Gold) 57. Personal Trainer Service (10 Gold)
6. Armory Curator Hireling (30 Gold) 58. Photojournalist Hireling (25 Gold)
7. Artificial Intelligence Programming Service (110 59. Pilot Hireling (60 Gold)
Gold) 60. Printing Service (12 Silver)
8. Artist Hireling (20 Silver) 61. Private Investigator Service (35 Gold)
9. Astronomer Hireling (25 Silver) 62. Psi-Crystal Crafter Service (120 Gold)
10. Automobile Repair Service (20 Gold) 63. Psi-Training Hireling (190 Gold)
11. Beastmaster Hireling (30 Silver to 60 Gold) 64. Psionic Weapons Specialist Service (130 Gold)
12. Biomechanical Botanist Service (140 Gold) 65. Psychic Surgeon Service (70 Gold)
13. Blacksmith Hireling (15 Silver) 66. Quantum Alchemist Hireling (90 Gold)
14. Bodyguard Hireling (10 Silver to 80 Gold) 67. Quantum Librarian Service (50 Gold)
15. Bureaucratic Liaison Hireling (20 Gold) 68. Quantum Mechanic Hireling (150 Gold)
16. Castle Architect Hireling (30 Silver) 69. Reality Engineer Service (150 Gold)
17. Cave Painter Hireling (8 Copper) 70. Reality Shaper Hireling (200 Gold)
18. Chronoscholar Hireling (100 Gold) 71. Robotic Beastmaster Hireling (55 Gold)
19. Computer Engineer Hireling (50 Gold) 72. Robotic Falconry Hireling (40 Gold)
20. Concert Pianist Service (15 Gold) 73. Scribe Hireling (8 Silver)
21. Cook Service (5 Copper to 30 Gold) 74. Shamanic Ritual Service (10 Copper)
22. Cosmic Artifact Hunter Hireling (125 Gold) 75. Shipwright Service (50 Silver)
23. Court Musician Hireling (7 Silver) 76. Siege Engineer Hireling (40 Silver)
24. Cyber-Druid Service (60 Gold) 77. Singularity Artist Hireling (145 Gold)
25. Cybernetic Tattoo Artist Service (110 Gold) 78. Singularity Wrangler Hireling (180 Gold)
26. Cyberspace Navigator Hireling (100 Gold) 79. Space Pilot Hireling (120 Gold)
27. Cyborg Upgrade Service (140 Gold) 80. Spear Sharpening Service (1 Copper)
28. Energy Artisan Service (70 Gold) 81. Spymaster Hireling (50 Silver)
29. Energy Shield Technician Hireling (80 Gold) 82. Stellar Navigator Hireling (115 Gold)
30. Exotic Matter Specialist Hireling (130 Gold) 83. Stock Broker Hireling (55 Gold)
31. Explorer Guide Hireling (15 Gold to 120 Gold) 84. Stone Tool Maker Hireling (3 Copper)
32. Falconry Service (15 Silver) 85. Storyteller Hireling (2 Silver to 20 Gold)
33. Forensic Scientist Hireling (70 Gold) 86. Survivalist Guide Service (25 Gold)
34. Galactic Cartographer Hireling (35 Gold) 87. Technomancer Service (80 Gold)
35. Galactic Diplomat Hireling (180 Gold) 88. Telepathic Negotiator Hireling (75 Gold)
36. Gunsmith Service (40 Silver) 89. Teleporter Maintenance Hireling (130 Gold)
37. Healer Hireling (15 Copper to 70 Gold) 90. Temporal Shift Mechanic Hireling (95 Gold)
38. Herald Hireling (10 Silver) 91. Time Artifact Restorer Hireling (65 Gold)
39. Herbalist Service (5 Silver to 50 Gold) 92. Time Travel Guide Hireling (200 Gold)
40. Holo-Dream Weaver Hireling (135 Gold) 93. Tracker Hireling (20 Silver to 50 Gold)
41. Hologram Artist Service (60 Gold) 94. Translator Hireling (10 Silver to 40 Gold)
42. Horse Trainer Hireling (10 Silver) 95. Transmutation Engineer Hireling (105 Gold)
43. Hunting Guide Hireling (5 Copper) 96. Virtual Reality Architect Service (80 Gold)
44. Hyper-Engine Specialist Service (90 Gold) 97. Wild Food Gatherer Hireling (2 Copper)
45. Inter-dimensional Guide Hireling (85 Gold) 98. Xeno-Biologist Service (60 Gold)
46. Interstellar Chef Service (40 Gold) 99. Zero-G Athletics Trainer Service (100 Gold)
47. Jester Hireling (5 Silver) 100. Zero-point Energy Harvester Service (150 Gold)
48. Lawyer Service (80 Gold)
49. Mapmaker Service (15 Silver)
50. Mecha-Blacksmith Hireling (50 Gold)

815
Chapter 6 Equipment Hexmaster

Advanced Equipment List: 9. Cursed Objects


10. Trinkets and Keepsakes
I. Equipment 11. Musical Instruments
A. Weapons 12. Beast Parts
1. Melee Weapons B. Consumables
a. Swords 1. Food and Drink
b. Axes 2. Clothing
c. Maces and Hammers 3. Luxury Items
d. Polearms 4. Non-Magical Books
e. Daggers and Knives
f. Unconventional Melee Weapons (e.g., chains, III. Services
whips) A. Mercenaries and Adventurers
g. Primitive Weapons 1. Warriors and Fighters
h. Modern Weapons 2. Wizards and Sorcerers
3. Rogues and Thieves
2. Ranged Weapons 4. Healers and Clerics
a. Bows and Crossbows B. Craftsmen and Artisans
b. Firearms 1. Blacksmiths and Weaponsmiths
c. Thrown Weapons (e.g., throwing knives, 2. Tailors and Armorers
shurikens) 3. Alchemists and Potion-makers
d. Magical Implements (e.g., wands, staffs) 4. Enchanters and Rune Masters
C. Transportation and Logistics
3. Exotic Weapons 1. Caravan Services
a. Energy Weapons 2. Ship Chartering
b. Alien Technology Weapons 3. Messenger and Courier Services
D. Information and Knowledge
B. Armor 1. Libraries and Archives
1. Light Armor 2. Scholars, Sages, Diviners, and Oracles
2. Medium Armor 3. Spies, Informants, and Assassins
3. Heavy Armor
4. Future Armor IV. Vehicles
A. Land Vehicles
C. Adventuring Gear 1. Carriages, Wagons, Carts and Sleds
1. Backpacks, Bags, and Kits 2. Motor Vehicles
2. Climbing and Exploration Tools 3. War Machines and Siege Engines
3. Survival Supplies B. Water Vehicles
4. Lockpicks and Thieves' Tools C. Air Vehicles
5. Healing Potions and Medicinal Herbs D. Subterranean Vehicles
6. Alchemical Substances E. Spaceships and Planar Vehicles
7. Spell Components
8. Magical Scrolls and Books V. Land and Properties
9. Poisons and Toxins A. Productive land (e.g. Farms, mines, forests, etc)
B. Workshops and Businesses
II. Commodities C. Houses, Cottages, Fortresses and Strongholds
A. Trade Goods
1. Precious Metals
2. Gemstones
3. Exotic Woods
4. Rare Herbs and Plants
5. Enchanted Crystals
6. Textiles and Fabrics
7. Relics of Ancient Empires
8. Enchanted Items

816
Hexmaster Chapter 6 Equipment

1. Melee Weapons substances. It does 1d4+2 piercing damage. Price:


100 gp.
D100 Table
12.Greatsword of Ruin - A relic from a long-dead
1.Gossamer Blade - This ultra-thin, longsword empire, this massive sword does 2d6 slashing
vibrates at high frequencies, amplifying its cutting damage and causes the target to suffer
power. It does 1d10 slashing damage. Price: 200 gp. disadvantage on their next attack. Price: 350 gp.
2.Voidripper - An elegant rapier that seems to distort 13.Pulsar Blade - A thin, curved blade that emits a
space around its edges, dealing 1d8 piercing low hum, causing 1d6 slashing damage and 1d6
damage and has a chance to momentarily stun the force damage. Price: 275 gp.
opponent. Price: 250 gp.
14.Serrated Shadowsword - A longsword made from
3.Hematite Bastard Sword - A heavy two-handed dark matter, it deals 1d8 slashing and 1d4 necrotic
sword made from a single piece of Hematite, known damage. The blade provides disadvantage on enemy
for its ability to disrupt magical energies. It does 1d12 perception checks when held. Price: 400 gp.
slashing damage. Price: 180 gp.
15.Neural Scythe - A polearm with a razor-sharp,
4.Sunforged Sabre - A single-edged blade forged in curved blade on the end, it disrupts neural activity
the heart of a star, glows with a warm light. It deals with each hit, doing 1d10 slashing damage and
1d8 radiant damage in addition to its regular 1d8 stunning the opponent on a critical hit. Price: 275 gp.
slashing damage. Price: 450 gp.
16.Cryo Glaive - A double-bladed staff that freezes
5.Chronos Blade - A longsword that is surrounded by on touch. It does 1d8 slashing damage and 1d4 cold
a shimmering field, slowing down time. It does 1d10 damage. Price: 230 gp.
slashing damage, and the user gains an extra
reaction. Price: 500 gp. 17.Entropy Axe - An axe that looks decayed and
rusted, but its blade is as sharp as ever. Each
6.Gladius of Disruption - An ancient gladius that has successful hit does 1d12 slashing damage and ages
been imbued with energy-disrupting nanites, dealing the target, slowing their speed by 10 ft for one round.
1d6 slashing and an additional 1d6 lightning Price: 300 gp.
damage. Price: 220 gp.
18.Tachyon Rapier - This rapier seems to strike
7.Nanoforged Katana - A katana forged by before it moves, dealing 1d8 piercing damage. On a
nanomachines. Its monomolecular edge does 1d8 hit, the target gets disadvantage on the next initiative
slashing damage and bypasses nonmagical armor. roll. Price: 320 gp.
Price: 300 gp.
19.Machina Maul - A hammer made of ancient
8.Infinity Edge - A shortsword that uses dimensional machinery, it does 2d6 bludgeoning damage and can
energy to extend its blade beyond physical limits, cause a short, localized earthquake once per day.
dealing 1d6+1 slashing damage. Price: 150 gp. Price: 400 gp.
9.Phase Dagger - A blade that can phase through 20.Vorpal Chainsword - A massive sword with
defenses, deals 1d4 piercing damage, and ignores rotating teeth, dealing 2d6 slashing damage. On a
nonmagical armor. Price: 200 gp. roll of 20, it can decapitate the target. Price: 600 gp.
10.Scimitar of Echoes - A scimitar that vibrates with 21.Crusader's Longsword - A simple, well-made
unseen energy, leaving spectral after-images. It does sword decorated with holy symbols, it does 1d8
1d6 slashing damage, and the user can attack an slashing damage and grants +1 to attack rolls
additional time as a bonus action. Price: 250 gp. against undead. Price: 120 gp.
11.Monoknife - A dagger with a monoatomic edge, 22.Knight's Bastard Sword - A versatile sword that
extremely sharp and capable of cutting through most can be used in one or two hands, dealing 1d10

817
Chapter 6 Equipment Hexmaster

slashing damage. The wielder gets +1 to AC when


used two-handed. Price: 140 gp. 34.Bandit's Scimitar - A curved blade that deals 1d6
slashing damage. It provides a +1 to attack rolls
23.Squire's Shortsword - A simple, reliable weapon when flanking an enemy. Price: 70 gp.
that deals 1d6 slashing damage. It can be drawn as
a free action. Price: 60 gp. 35.Artisan's Katana - A beautifully crafted sword that
deals 1d8 slashing damage. It has a +1 bonus to
24.Royal Rapier - An elegant weapon favored by attack rolls due to its superior make. Price: 180 gp.
nobility, dealing 1d8 piercing damage and granting
advantage on Charisma checks when worn visibly. 36.Noble's Longsword - An ornate sword that deals
Price: 160 gp. 1d8 slashing damage. It provides a +2 bonus to
Charisma checks when visibly worn. Price: 200 gp.
25.Peasant's Machete - A crude but effective blade,
it does 1d6 slashing damage and has advantage on 37.Ranger's Sabre - A light, curved blade that does
attacks against plant creatures. Price: 50 gp. 1d6 slashing damage and allows the user to move
an additional 5 feet when they use the Attack action.
26.Barbarian's Broadsword - A heavy, crude sword Price: 90 gp.
that deals 2d4 slashing damage. It grants the wielder
advantage on Strength checks to break objects. 38.Cavalier's Arming Sword - A one-handed sword
Price: 110 gp. that deals 1d8 slashing damage and provides
advantage on attack rolls while mounted. Price: 130
27.Mercenary's Falchion - A single-edged sword gp.
dealing 1d8 slashing damage. If you miss an attack
with this weapon, you gain +1 to your next attack roll. 39.Warlord's Khopesh - A hooked sword that deals
Price: 90 gp. 1d8 slashing damage and can be used to disarm
opponents as a bonus action. Price: 140 gp.
28.Duellist's Estoc - A long, pointed sword dealing
1d8 piercing damage. The wielder can use a bonus 40.Assassin's Cinquedea - A broad, short sword
action to attempt to disarm their opponent. Price: 130 dealing 1d6 piercing damage. It provides a +2 to
gp. attack rolls when attacking from stealth. Price: 120
gp.
29.Gladiator's Spatha - A long and broad slashing
sword dealing 1d10 slashing damage. It grants a +2 41.Rad-Edge Machete - A rusty, durable blade that
to damage rolls in one-on-one combat. Price: 120 gp. deals 1d6 slashing damage. It emits a low-level
radiation, causing 1d4 additional radiant damage.
30.Hermit's Dao - A single-edged sword that does Price: 80 gp.
1d6 slashing damage. This sword gains a +1 to
attack and damage rolls when in natural 42.Scrap Sword - A sword forged from various
environments. Price: 100 gp. pieces of scrap metal. It deals 1d8 slashing damage
and is resistant to damage itself. Price: 60 gp.
31.Monk's Jian - A straight, double-edged sword,
dealing 1d8 slashing damage. It grants the wielder 43.Rebar Sabre - A sharp piece of rebar fashioned
advantage on Acrobatics checks. Price: 100 gp. into a sword. It deals 1d6 slashing damage and can
be used as a crowbar. Price: 50 gp.
32.Sea Raider's Cutlass - A robust naval sword
dealing 1d6 slashing damage and granting the 44.Junkyard Katana - A blade crafted from the leaf
wielder advantage on checks to maintain their spring of a car, dealing 1d8 slashing damage and
footing. Price: 80 gp. has advantage on Sundering attempts. Price: 75 gp.

33.Executioner's Greatsword - A massive two- 45.Bottle Shard Dagger - A dagger made from a
handed sword dealing 2d6 slashing damage. On a broken bottle. It deals 1d4 slashing damage and an
critical hit, it deals an additional 1d6 damage. Price: additional 1d4 damage on a critical hit due to the
150 gp. jagged edges. Price: 25 gp.

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Hexmaster Chapter 6 Equipment

46.Bone Sword - A sword carved from the bone of a 57.Car Door Shield - While not a sword, this
large beast, dealing 1d6 slashing damage. It is repurposed car door offers +2 to AC and can be
particularly effective against beast type creatures, used to perform a shield bash dealing 1d4
dealing an extra 1d4 damage. Price: 70 gp. bludgeoning damage. Price: 50 gp.

47.Wasteland Longsword - An old sword, repurposed 58.Vehicular Greatsword - A massive blade


for survival. It deals 1d8 slashing damage and grants fashioned from a vehicle's frame, it deals 2d6
the user advantage on Survival checks in barren slashing damage and can be used to make sweeping
lands. Price: 85 gp. attacks against multiple enemies. Price: 130 gp.

48.Wire-Wrapped Rapier - A sharp metal rod 59.Pipe Rapier - A sharpened pipe, serving as a
wrapped in barbed wire, dealing 1d8 piercing makeshift rapier. It deals 1d8 piercing damage and
damage and 1d4 bleeding damage for 3 rounds. can be used as a blowpipe. Price: 50 gp.
Price: 90 gp.
60.Broken Bottle Shortsword - A larger broken bottle
49.Sawblade Scimitar - A curved sawblade, refashioned into a shortsword. It deals 1d6 slashing
repurposed into a deadly weapon, it deals 1d6 damage and an additional 1d6 damage on a critical
slashing damage and can cut through wooden hit. Price: 40 gp.
objects easily. Price: 70 gp.
61.Bayonet Blade - A military-style knife that doubles
50.Molten Glass Gladius - A blade forged from the as a short sword, dealing 1d6 piercing damage. It
glass of a ruined city, hardened by extreme heat. It can be affixed to a rifle to enable ranged melee
deals 1d6 slashing and 1d4 fire damage. Price: 100 attacks. Price: 60 gp.
gp.
62.Cavalry Sabre - A modern, military issue saber, it
51.Meteor Shard Dagger - A small blade forged from deals 1d8 slashing damage and offers +1 to attack
a piece of a meteor, deals 1d4 slashing damage and rolls while mounted. Price: 90 gp.
an extra 1d4 fire damage. Price: 85 gp.
63.Naval Cutlass - An updated design for marine
52.Serrated Scrap Sword - A roughly forged sword combat, it deals 1d6 slashing damage and grants
with a serrated edge, it deals 1d8 slashing damage advantage on maintaining grip when wet. Price: 70
and an additional 1d6 on a critical hit. Price: 75 gp. gp.

53.Rusty Machete - A machete covered in tetanus- 64.Officer's Sword - A ceremonial sword that deals
inducing rust, dealing 1d6 slashing damage and 1d8 slashing damage and grants a +1 bonus to
causing 1d4 poison damage if the target fails a DC Charisma checks when worn visibly. Price: 120 gp.
10 Con saving throw. Price: 65 gp.
65.Gangster's Machete - A brutal weapon used by
54.Reclaimed Broadsword - A broadsword reforged organized crime, it deals 1d6 slashing damage and
from various metal pieces, it deals 1d10 slashing has a +1 bonus to Intimidate checks. Price: 80 gp.
damage and gives a +1 to hit against construct type
enemies. Price: 100 gp. 66.Trench Sword - A World War-inspired sword with
a knuckle guard, it deals 1d8 slashing damage and
55.Turbine Blade - A large blade taken from an old gives the user a +1 to attack rolls against enemies in
wind turbine, it deals 2d6 slashing damage but close quarters. Price: 100 gp.
requires a high Strength score to wield effectively.
Price: 110 gp. 67.Survivalist's Shortsword - A practical blade filled
with survival tools in the hilt. It deals 1d6 slashing
56.Scorched Bastard Sword - A sword burnt and damage and gives the user advantage on Survival
blackened by nuclear fire, it deals 1d10 slashing checks when using the tools. Price: 110 gp.
damage and an additional 1d4 fire damage. Price: 95
gp. 68.Cold War Foil - A thin, modern sword used for

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Chapter 6 Equipment Hexmaster

fencing, it deals 1d8 piercing damage and provides a grapple opponents. Price: 40 gp.
+2 to AC when used to Parry. Price: 100 gp.
81.Sword of Unending Echoes - A blade that
69.Mobster's Stiletto - A slim, sharp sword used for reverberates with an eerie sound. It deals 1d6
stealthy murders, it deals 1d4 piercing damage and slashing damage, and on a critical hit, the target is
gives advantage on Stealth checks when concealed. deafened for 1 round. Price: 200 gp.
Price: 85 gp.
82.Hiltless - A strange sword without a hilt, dealing
70.Yakuza Katana - A modern take on a traditional 1d8 slashing damage. It offers +2 to attack rolls but
blade, it deals 1d8 slashing damage and allows the causes 1d4 damage to the wielder per attack. Price:
user to reroll 1s on damage rolls. Price: 180 gp. 150 gp.

71.Protester's Sign Post - A repurposed sign post, it 83.Temporal Saber - A blade phasing in and out of
deals 1d6 bludgeoning damage and can be used as time. It deals 1d6 slashing damage and on a critical
a reach weapon. Price: 50 gp. hit, ages the target by 1d10 years. Price: 250 gp.

72.Police Baton - A retractable, metallic weapon, it 84.Planar Rapier - A thin sword that deals 1d8
deals 1d4 bludgeoning damage and can be drawn as piercing damage and can create a portal to an
a free action. Price: 40 gp. adjacent plane once per day. Price: 300 gp.

73.Nazi Officer's Sword - A relic from WWII, it deals 85.Reality Edge - A blade seemingly sharper than
1d8 slashing damage and offers advantage on possible. It deals 1d10 slashing damage and can cut
Intimidation checks. Price: 130 gp. through non-magical barriers as a bonus action.
Price: 275 gp.
74.Guerilla Machete - A camouflaged blade, it deals
1d6 slashing damage and provides advantage on 86.Hive Sword - A strange, insectoid blade that deals
Survival checks in forested environments. Price: 70 1d6 slashing damage and releases a swarm of bees
gp. when you score a critical hit. Price: 210 gp.

75.Marine's Combat Knife - A versatile tool and 87.Vortex Blade - A sword composed of swirling air,
weapon, it deals 1d4 slashing damage and can be it deals 1d8 slashing damage and can cast Gust of
used to cut through various materials. Price: 55 gp. Wind once per day. Price: 225 gp.

76.SWAT Shield - A reinforced riot shield that can be 88.Rainbow Scimitar - A scimitar reflecting all colors
used to bash enemies dealing 1d4 bludgeoning of the spectrum, dealing 1d6 slashing damage. Roll a
damage and offers +3 to AC. Price: 100 gp. d6 on hit; each number corresponds to a different
type of elemental damage. Price: 240 gp.
77.Duelist's Epee - A modern fencing sword that
deals 1d8 piercing damage. If the wielder is engaged 89.Chaos Blade - A sword made of swirling chaos
with only one opponent, they gain a +1 to AC. Price: energy. It deals 1d8 slashing damage, and the DM
120 gp. rolls a d10 to determine the type of additional
damage dealt on a hit. Price: 280 gp.
78.Mafioso's Cane Sword - A stylish cane concealing
a sword, it deals 1d6 slashing damage and provides 90.Songblade - A sword made of hardened sound
a +1 to Deception checks. Price: 90 gp. waves. It deals 1d8 thunder damage, and on a
critical hit, it stuns the target until the end of their
79.Pirate's Cutlass - A relic from a bygone era, kept next turn. Price: 230 gp.
in working condition. It deals 1d6 slashing damage
and provides advantage on checks to maintain grip 91.Nano-Edge - A blade forged from living
when wet. Price: 80 gp. nanomachines. It deals 1d6 slashing damage and
can repair itself or a piece of metal it is in contact
80.Harley Biker's Chain - A heavy motorcycle chain, with. Price: 275 gp.
it deals 1d4 bludgeoning damage and can be used to

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Hexmaster Chapter 6 Equipment

92.Dust Sword - A sword made from tightly bound 2. Skullsplitter: A massive double-headed axe with
dust particles. It deals 1d6 slashing damage and spikes protruding from its blade. Deals 1d12 slashing
blinds the opponent for 1 round on a critical hit. damage. Price: 750 gold pieces.
Price: 200 gp.
3. Ironfang: An axe forged from a metallic alloy
93.Crystal Falchion - A large, crystalline sword. It known for its durability. Deals 1d8 slashing damage.
deals 1d8 slashing damage and has a chance to Price: 300 gold pieces.
shatter, dealing 2d10 piercing damage to an enemy
but destroying the sword. Price: 220 gp. 4. Soulreaver: A jagged, black axe that drains the life
force of those it strikes. Deals 1d10 slashing damage
94.Glass Dagger - A fragile, yet sharp blade. It deals and grants the wielder temporary hit points equal to
1d4 piercing damage and shatters upon a successful half the damage dealt. Price: 900 gold pieces.
hit, causing 1d6 additional piercing damage. Price:
185 gp. 5. Stormcleaver: A lightning-infused axe that crackles
with electrical energy. Deals 1d8 slashing damage
95.Gravity Longsword - A sword that manipulates and an additional 1d4 lightning damage. Price: 600
gravity. It deals 1d8 slashing damage, and you can gold pieces.
increase or decrease your jumping distance by 10
feet as a bonus action. Price: 300 gp. 6. Bloodmoon: A crescent-shaped axe said to be
imbued with the power of lycanthropes. Deals 1d10
96.Antimatter Rapier - A dangerously powerful slashing damage and has a chance to inflict the
sword. It deals 1d8 piercing damage and 1d10 Bleeding condition on a critical hit. Price: 700 gold
necrotic damage, but it also deals 1d10 necrotic pieces.
damage to the user each turn it is held. Price: 400
gp. 7. Duskblade: A sleek, black axe that seems to blend
with the shadows. Deals 1d8 slashing damage and
97.Sword of Imagining - A blade that only exists if grants advantage on attack rolls made in dim light or
you believe in it. It deals 1d6 psychic damage and darkness. Price: 550 gold pieces.
causes the target to doubt their own existence on a
critical hit, stunning them. Price: 220 gp. 8. Firebrand: An axe enchanted with fire, leaving
trails of flames in its wake. Deals 1d8 slashing
98.Black Hole Blade - A sword made of condensed damage and an additional 1d4 fire damage. Price:
dark matter. It deals 1d10 slashing damage and can 600 gold pieces.
pull an item weighing less than 5 lbs towards it as a
bonus action. Price: 350 gp. 9. Goliath's Greataxe: A massive, two-handed
greataxe favored by giants. Deals 2d6 slashing
99.Papercut - A sword made entirely of paper. It damage. Price: 1,000 gold pieces.
deals 1d4 slashing damage and has a high chance
of inflicting a bleed effect causing 1d4 damage per 10. Whisperwind: A lightweight axe with razor-sharp
turn for 3 turns. Price: 195 gp. blades, known for its exceptional speed. Deals 1d6
slashing damage and grants +2 to initiative rolls.
100.Ghost Edge - A spectral sword. It deals 1d8 Price: 400 gold pieces.
necrotic damage and can pass through non-magical
material. Price: 275 gp.
11. Shadowstrike: A pitch-black axe that seems to
draw in light, making it difficult to see. Deals 1d8
slashing damage and allows the wielder to make a
D100 Table: Axes - Melee Weapons Stealth check as a bonus action. Price: 550 gold
pieces.
1. Widowmaker: A wickedly sharp battle-axe adorned
with intricate engravings. Deals 1d10 slashing 12. Frostbite: An axe enchanted with ice, chilling
damage. Price: 500 gold pieces. anything it strikes. Deals 1d8 slashing damage and
an additional 1d4 cold damage. Price: 600 gold

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Chapter 6 Equipment Hexmaster

pieces. 22. Doombringer: A foreboding black axe with an


aura of darkness that instills fear in those nearby.
13. Skullcleaver: A menacing axe adorned with Deals 1d10 slashing damage and forces creatures
intimidating skulls along the haft. Deals 1d10 within 10 feet to make a Wisdom saving throw or be
slashing damage and has a chance to instantly kill frightened for 1 round. Price: 700 gold pieces.
an opponent on a critical hit. Price: 700 gold pieces.
23. Soulrender: A malevolent axe infused with dark
14. Solarflare: A radiant axe that emits a soft, warm magic, capable of severing souls from their bodies.
glow, scorching enemies with holy fire. Deals 1d8 Deals 1d10 slashing damage and has a chance to
slashing damage and an additional 1d4 radiant reduce the target's maximum hit points on a critical
damage. Price: 600 gold pieces. hit. Price: 750 gold pieces.

15. Thundercrack: An enormous two-handed 24. Flamecleaver: A flaming axe that leaves trails of
greataxe that creates deafening booms upon impact. fire wherever it swings, engulfing enemies in flames.
Deals 2d6 slashing damage and has a chance to Deals 1d8 slashing damage and an additional 1d4
stun opponents on a critical hit. Price: 1,000 gold fire damage. Price: 600 gold pieces.
pieces.
25. Starfall: An axe adorned with celestial motifs, its
16. Shatterstrike: A jagged-edged axe that seems to blade twinkling like distant stars. Deals 1d8 slashing
vibrate with destructive energy. Deals 1d10 slashing damage and has a chance to blind opponents on a
damage and ignores an opponent's armor on a critical hit. Price: 650 gold pieces.
critical hit. Price: 700 gold pieces.
26. Nightshade: A sleek black axe with a blade that
17. Lifedrinker: An ancient axe with a blood-red seems to drink in light, capable of bypassing magical
blade that feeds on the life force of those it slays. defenses. Deals 1d8 slashing damage and counts as
Deals 1d10 slashing damage and grants the wielder a magical weapon for the purpose of overcoming
temporary hit points equal to the damage dealt. resistance and immunity. Price: 550 gold pieces.
Price: 900 gold pieces.
27. Bloodthirster: A bloodstained axe that grows
18. Wyrmcleaver: An axe forged from the scales of a more powerful with each enemy it slays. Deals 1d10
slain dragon, capable of cutting through even the slashing damage. On a kill, gain a +1 bonus to
toughest hides. Deals 1d10 slashing damage and damage rolls with the axe for the next hour (up to a
has a bonus +2 to damage rolls against draconic maximum of +3). Price: 800 gold pieces.
creatures. Price: 750 gold pieces.
28. Tempest's Fury: A magically enhanced greataxe
19. Voidreaper: A mysterious axe with a shimmering, that creates powerful gusts of wind upon striking.
ethereal blade that can slice through magical Deals 2d6 slashing damage and has a chance to
barriers. Deals 1d8 slashing damage and grants push opponents 10 feet away on a critical hit. Price:
advantage on attack rolls against creatures with 1,200 gold pieces.
magical resistance or protection. Price: 650 gold
pieces. 29. Reaper's Gaze: An axe forged with a hauntingly
beautiful gem that steals the life essence of foes.
20. Bonecrusher: A massive two-handed axe Deals 1d10 slashing damage and grants the wielder
adorned with the bones of fallen enemies. Deals 2d6 temporary hit points equal to half the damage dealt.
slashing damage and has a chance to cause the Price: 900 gold pieces.
Prone condition on a critical hit. Price: 1,000 gold
pieces. 30. Voidbane: An axe infused with the essence of the
void, capable of dispelling magical effects. Deals 1d8
21. Stormcaller: An enchanted axe that harnesses slashing damage and has a chance to dispel ongoing
the power of thunderstorms, crackling with electricity. magical effects on a critical hit. Price: 700 gold
Deals 1d8 slashing damage and an additional 1d4 pieces.
thunder damage. Price: 600 gold pieces.
31. Glimmersteel: A finely crafted axe made from a

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Hexmaster Chapter 6 Equipment

rare metal that shimmers with an otherworldly light. and ignores an opponent's resistance to slashing
Deals 1d8 slashing damage and has a chance to damage on a critical hit. Price: 700 gold pieces.
blind opponents on a critical hit. Price: 650 gold
pieces. 41. Duskbreaker: A formidable axe infused with
twilight energy, capable of unraveling magical
32. Beastslayer: An axe specifically designed to hunt defenses. Deals 1d8 slashing damage. Attacks made
down and slay powerful creatures of the wild. Deals with this axe bypass the target's resistance to
1d10 slashing damage and grants a +2 bonus to magical damage. Price: 650 gold pieces.
damage rolls against beasts. Price: 700 gold pieces.
42. Shadowstrike: A sleek black axe that seems to
33. Soulbound: An axe bound to the soul of its merge with the darkness, making it difficult to track.
wielder, growing stronger as the bond deepens. Deals 1d8 slashing damage and grants the wielder
Deals 1d10 slashing damage. Gain a +1 bonus to advantage on Stealth checks made in dim light or
damage rolls with the axe for every 5 levels the darkness. Price: 600 gold pieces.
wielder has attained. Price: 800 gold pieces.
43. Flamebrand: An axe enveloped in swirling
34. Cursed Cleaver: A malevolent axe that carries a flames, scorching anything it touches. Deals 1d8
curse, causing wounds inflicted by it to fester and slashing damage and an additional 1d4 fire damage.
refuse to heal. Deals 1d10 slashing damage. Targets Price: 600 gold pieces.
hit by this axe have their natural healing abilities
reduced by half for 24 hours. Price: 750 gold pieces. 44. Reaper's Embrace: A spectral axe that can
phase through ethereal creatures, striking true. Deals
35. Thunderstrike: An imposing greataxe crackling 1d10 slashing damage. Attacks made with this axe
with the power of thunderstorms. Deals 2d6 slashing ignore the target's resistance to necrotic damage.
damage and inflicts the Stunned condition on a Price: 700 gold pieces.
critical hit. Price: 1,100 gold pieces.
45. Astralcleave: An axe that resonates with celestial
36. Frostreaper: A chilling axe that freezes the very energy, empowering the wielder with cosmic might.
air around it, causing enemies to shiver in fear. Deals Deals 1d8 slashing damage. Once per day, the
1d8 slashing damage and an additional 1d4 cold wielder can add their Charisma modifier to damage
damage. Price: 600 gold pieces. rolls made with this axe. Price: 650 gold pieces.

37. Shadowbane: An axe infused with radiant 46. Thunderous Wrath: A massive greataxe infused
energy, capable of banishing creatures of darkness. with thunderous power, causing tremors with each
Deals 1d8 slashing damage and has a chance to swing. Deals 2d6 slashing damage and creates a
banish undead or fiendish creatures on a critical hit. shockwave that knocks prone creatures within 10
Price: 650 gold pieces. feet on a critical hit. Price: 1,200 gold pieces.

38. Ironroot: An ancient axe carved from a petrified 47. Serpent's Bite: An axe with a curved, serrated
tree, granting it a natural resilience and strength. blade reminiscent of a serpent's fang. Deals 1d10
Deals 1d8 slashing damage. The wielder gains a +1 slashing damage and has a chance to poison the
bonus to AC when wielding this axe. Price: 550 gold target on a critical hit. Price: 700 gold pieces.
pieces.
48. Bloodmoon Sunderer: A fearsome double-bladed
39. Bloodlust: A brutal, jagged axe that hungers for axe with lunar motifs, harnessing the power of the
the taste of blood. Deals 1d10 slashing damage. blood moon. Deals 1d12 slashing damage and deals
Gain advantage on damage rolls with this axe when maximum damage on a critical hit during a blood
the wielder is below half of their maximum hit points. moon. Price: 800 gold pieces.
Price: 750 gold pieces.
49. Oathbreaker: A corrupted axe that severs the
40. Voidsplitter: An axe with a blade that flickers bonds between the divine and mortals. Deals 1d10
between the Material Plane and the Void, slicing slashing damage and has a chance to dispel ongoing
through both realities. Deals 1d8 slashing damage magical effects of divine origin on a critical hit. Price:

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Chapter 6 Equipment Hexmaster

750 gold pieces. flames that devour magical energy. Deals 1d8
slashing damage and has a chance to dispel ongoing
50. Celestial Judgement: A divine axe granted by magical effects on a critical hit. Price: 650 gold
celestial beings, radiating pure holy energy. Deals pieces.
1d10 slashing damage and an additional 1d4 radiant
damage. Price: 800 gold pieces. 60. Doombringer: A massive greataxe that brings
destruction and despair to those it cleaves. Deals
51. Gorgonbane: An axe adorned with the petrified 2d6 slashing damage and has a chance to inflict the
fang of a slain gorgon, capable of turning enemies to Frightened condition on a critical hit. Price: 1,000
stone. Deals 1d10 slashing damage and has a gold pieces.
chance to petrify the target on a critical hit. Price: 750
gold pieces. 61. Blightcleaver: An axe tainted by the essence of
decay, corroding the very essence of its targets.
52. Doomcleaver: A wickedly sharp axe with a blade Deals 1d10 slashing damage and inflicts a penalty of
that seems to radiate malevolence. Deals 1d10 -2 to the target's saving throws against poison on a
slashing damage and imposes a penalty of -2 to the hit. Price: 700 gold pieces.
target's saving throws against fear effects on a hit.
Price: 700 gold pieces. 62. Solarbane: A radiant axe empowered by the
sun's energy, channeling its brilliance into each
53. Emberstrike: An axe imbued with the essence of strike. Deals 1d8 slashing damage and an additional
fire elementals, burning enemies with each swing. 1d4 radiant damage. Price: 650 gold pieces.
Deals 1d8 slashing damage and an additional 1d4
fire damage. Price: 600 gold pieces. 63. Bonecrusher's Maul: A massive greataxe crafted
from the bones of fallen giants, devastating foes with
54. Frostbite: A chilling axe crafted from the frozen crushing force. Deals 2d6 slashing damage and
heart of a powerful ice elemental. Deals 1d8 slashing imposes a penalty of -2 to the target's saving throws
damage and an additional 1d4 cold damage. Price: against being knocked prone on a hit. Price: 1,200
600 gold pieces. gold pieces.

55. Soulshatter: An axe infused with dark energy that 64. Shadowreaper: A wickedly sharp axe that casts a
disrupts the essence of living beings. Deals 1d10 shadow over its victims, draining their vitality. Deals
slashing damage and has a chance to reduce the 1d10 slashing damage and grants the wielder
target's hit point maximum on a critical hit. Price: 700 temporary hit points equal to half the damage dealt.
gold pieces. Price: 750 gold pieces.

56. Storm's Fury: An axe crackling with lightning 65. Glimmerstorm: An axe that crackles with energy
energy, capable of delivering shocking blows. Deals from an eternal storm, electrifying its strikes. Deals
1d8 slashing damage and an additional 1d4 lightning 1d8 slashing damage and an additional 1d4 lightning
damage. Price: 650 gold pieces. damage. Price: 650 gold pieces.

57. Souldrinker: A cursed axe that feasts upon the 66. Celestial Sunderer: An axe infused with the
souls of its victims, granting power to the wielder. power of celestial beings, capable of breaking
Deals 1d10 slashing damage. The wielder gains through magical barriers. Deals 1d8 slashing
temporary hit points equal to half the damage dealt damage and ignores an opponent's magical
with this axe. Price: 750 gold pieces. resistance or protection on a critical hit. Price: 700
gold pieces.
58. Voidreaver: An axe infused with the essence of
the void, capable of rending the fabric of reality. 67. Voidgazer: An axe with a blade that shimmers
Deals 1d8 slashing damage and has a chance to with swirling shadows, piercing through illusions and
open a temporary dimensional rift on a critical hit. deceits. Deals 1d8 slashing damage and grants
Price: 700 gold pieces. advantage on attack rolls against creatures under the
effect of illusions. Price: 650 gold pieces.
59. Balefire: An axe wreathed in flickering, green

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Hexmaster Chapter 6 Equipment

68. Dragon's Roar: A fearsome greataxe adorned 1d8 slashing damage and an additional 1d4 fire
with dragon motifs, unleashing a sonic blast upon damage. Price: 650 gold pieces.
impact. Deals 2d6 slashing damage and has a
chance to deafen opponents on a critical hit. Price: 78. Voidstriker: An axe that disrupts magical barriers,
1,100 gold pieces. slicing through arcane defenses with ease. Deals
1d8 slashing damage and ignores an opponent's
69. Flameheart: An axe infused with the essence of a magical resistance or protection on a critical hit.
fire elemental, radiating intense heat with each Price: 700 gold pieces.
swing. Deals 1d8 slashing damage and an additional
1d4 fire damage. Price: 600 gold pieces. 79. Blazefury: A fiery axe that channels the essence
of a primordial fire, scorching all in its path. Deals
70. Shatterspike: An axe with a blade made of 1d8 slashing damage and an additional 1d4 fire
crystalline material, capable of shattering armor and damage. Price: 650 gold pieces.
weapons. Deals 1d8 slashing damage and ignores
an opponent's armor class bonus on a critical hit. 80. Celestial Cleaver: An axe bestowed with celestial
Price: 650 gold pieces. blessings, radiating holy energy. Deals 1d10 slashing
damage and an additional 1d4 radiant damage.
71. Bloodthorn: A vicious axe with jagged, barbed Price: 800 gold pieces.
edges that tear through flesh with ease. Deals 1d10
slashing damage and inflicts the Bleeding condition 81. Doomshadow: An axe infused with the essence
on a critical hit. Price: 700 gold pieces. of darkness, enveloping foes in an abyssal gloom.
Deals 1d10 slashing damage and has a chance to
72. Moonshadow: A sleek, silver axe that seems to blind the target on a critical hit. Price: 700 gold
fade into darkness, granting stealthy advantages. pieces.
Deals 1d8 slashing damage and grants advantage
on Dexterity (Stealth) checks made in dim light or 82. Thunderfang: An axe with razor-sharp teeth-like
darkness. Price: 600 gold pieces. blades that emit crackling arcs of lightning. Deals
1d8 slashing damage and an additional 1d4 lightning
73. Frostreign: An axe imbued with the essence of damage. Price: 650 gold pieces.
an ice queen, encasing foes in icy prisons. Deals 1d8
slashing damage and has a chance to restrain the 83. Soulcleaver: An axe forged with dark magic,
target on a critical hit. Price: 650 gold pieces. capable of severing the souls of its victims. Deals
1d10 slashing damage and has a chance to reduce
74. Stormbreaker: A massive greataxe that the target's hit point maximum on a critical hit. Price:
generates powerful gusts of wind, knocking foes off 750 gold pieces.
balance. Deals 2d6 slashing damage and has a
chance to impose the Prone condition on a critical 84. Emberfury: An axe that erupts in flames upon
hit. Price: 1,000 gold pieces. striking, leaving behind trails of fire. Deals 1d8
slashing damage and an additional 1d4 fire damage.
75. Soulharvest: An axe that feasts upon the life Price: 650 gold pieces.
essence of enemies, empowering the wielder. Deals
1d10 slashing damage. The wielder gains temporary 85. Starshatter: An axe with a blade infused with the
hit points equal to half the damage dealt with this power of collapsing stars, rending through reality.
axe. Price: 750 gold pieces. Deals 1d8 slashing damage and has a chance to
bypass an opponent's resistance to slashing damage
76. Duskblade: A twilight-hued axe that resonates on a critical hit. Price: 700 gold pieces.
with the shadowy energies of the night. Deals 1d8
slashing damage and grants advantage on attack 86. Shadowbane: A malevolent axe that pierces
rolls made in dim light or darkness. Price: 600 gold through the darkness, cutting through illusions and
pieces. shadows. Deals 1d8 slashing damage and grants
advantage on attack rolls against creatures under the
77. Flamecleaver: An axe wreathed in swirling effect of illusions or hiding in dim light or darkness.
flames, searing enemies with intense heat. Deals Price: 650 gold pieces.

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Chapter 6 Equipment Hexmaster

1d8 slashing damage and has a chance to dispel


87. Frostbite: An icy axe that freezes the air around ongoing magical effects on a critical hit. Price: 650
it, chilling enemies to the bone. Deals 1d8 slashing gold pieces.
damage and an additional 1d4 cold damage. Price:
600 gold pieces. 96. Stormbringer: An axe that crackles with storm
energy, channeling the raw power of thunder and
88. Bloodmoon Cleaver: A fearsome greataxe that lightning. Deals 1d8 slashing damage and an
harnesses the power of the blood moon, instilling additional 1d4 lightning damage. Price: 650 gold
fear in enemies. Deals 2d6 slashing damage and pieces.
forces creatures within 10 feet to make a Wisdom
saving throw or become frightened for 1 round on a 97. Soulcrusher: An axe forged from darksteel,
critical hit. Price: 1,100 gold pieces. infused with the essence of death, and capable of
draining the life force of its victims. Deals 1d10
89. Voidreaper: An axe infused with void energy, slashing damage and grants the wielder temporary
capable of rending through both the material and hit points equal to half the damage dealt. Price: 750
ethereal planes. Deals 1d8 slashing damage and gold pieces.
ignores an opponent's resistance to slashing damage
on a critical hit. Price: 700 gold pieces. 98. Flamecleaver: An axe wreathed in raging flames,
leaving behind trails of scorching fire. Deals 1d8
90. Oblivion's Edge: A massive greataxe that slashing damage and an additional 1d4 fire damage.
radiates an aura of annihilation, sundering through Price: 650 gold pieces.
defenses effortlessly. Deals 2d6 slashing damage
and ignores an opponent's armor class on a critical 99. Voidbane: An axe specifically designed to
hit. Price: 1,000 gold pieces. combat creatures from the Void, rending through
their ethereal forms. Deals 1d8 slashing damage and
91. Voidfang: An axe that harnesses the power of the has a chance to bypass the target's resistance to
void, tearing through the fabric of reality. Deals 1d8 slashing damage on a critical hit. Price: 700 gold
slashing damage and has a chance to open a pieces.
temporary dimensional rift on a critical hit. Price: 700
gold pieces. 100. Oblivion's Embrace: A colossal greataxe that
exudes an aura of annihilation, capable of sundering
92. Bloodbane: An axe specially crafted to slay even the mightiest defenses. Deals 2d6 slashing
creatures of the night, vampires, and other blood- damage and ignores an opponent's armor class and
dependent beings. Deals 1d10 slashing damage and magical defenses on a critical hit. Price: 1,200 gold
deals maximum damage against undead or pieces.
creatures vulnerable to radiant damage. Price: 750
gold pieces.
D100 Table: Maces and Hammers
93. Thunderstorm: A massive greataxe that emits
roaring thunderclaps upon striking, shaking the 1. Thunderstrike Mace: A mighty mace crackling with
ground beneath it. Deals 2d6 slashing damage and electrical energy. Deals 1d8 bludgeoning damage
has a chance to knock prone all creatures within 10 plus 1d6 lightning damage. Price: 800 gp.
feet on a critical hit. Price: 1,200 gold pieces.
2. Skullcrusher Hammer: A large hammer adorned
94. Dreadreaper: A sinister axe that exudes an aura with the skull of a fearsome beast. Deals 1d10
of dread, instilling fear in those who face it. Deals bludgeoning damage. Price: 500 gp.
1d10 slashing damage and forces creatures within
10 feet to make a Wisdom saving throw or be 3. Warpstone Mace: A mace infused with shards of
frightened for 1 round on a critical hit. Price: 700 gold unstable warpstone, granting it unpredictable
pieces. properties. Roll a d6 to determine the damage type:
1. Acid, 2. Fire, 3. Cold, 4. Lightning, 5. Poison, 6.
95. Celestial Sunder: An axe infused with celestial Necrotic. Deals 1d6 damage of the determined type.
energy, capable of shattering magical barriers. Deals Price: 600 gp.

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Hexmaster Chapter 6 Equipment

the target must succeed on a DC 15 Constitution


4. Sledgehammer of Ruin: A massive sledgehammer saving throw or have their movement speed reduced
capable of smashing through walls and armor alike. by half for 1 round. Deals 1d8 bludgeoning damage.
Deals 2d6 bludgeoning damage. Price: 1,200 gp. Price: 700 gp.

5. Serpent's Fang Mace: A mace with a coiled snake 14. Solar Flare Hammer: A hammer infused with the
carved into its handle. On a critical hit, the target power of the sun, emitting radiant light. Deals 1d8
must succeed on a DC 15 Constitution saving throw bludgeoning damage plus an additional 1d6 radiant
or be poisoned. Deals 1d6 bludgeoning damage. damage. Price: 950 gp.
Price: 700 gp.
15. Thunderous Warhammer: A warhammer that
6. Graviton Maul: A heavy hammer that distorts resonates with thunderous force when striking the
gravity upon impact, knocking enemies off balance. ground. On a critical hit, all creatures within a 10-foot
On a hit, the target must succeed on a DC 12 radius must succeed on a DC 13 Strength saving
Strength saving throw or be knocked prone. Deals throw or be pushed 10 feet away and knocked prone.
1d8 bludgeoning damage. Price: 900 gp. Deals 1d10 bludgeoning damage. Price: 800 gp.

7. Hammer of the Forge: A finely crafted hammer 16. Echoing Mace: A mace that reverberates with an
that enhances the wielder's ability to smith and repair eerie echo, disorienting foes. On a hit, the target
items. Grants a +2 bonus to Smithing checks. Deals must succeed on a DC 14 Constitution saving throw
1d6 bludgeoning damage. Price: 800 gp. or have their next attack roll or ability check at
disadvantage. Deals 1d6 bludgeoning damage.
8. Doomcrusher Mace: A mace infused with the Price: 700 gp.
essence of doom, instilling fear in the hearts of its
victims. On a hit, the target must succeed on a DC 17. Hammer of the Golem: A hammer specifically
13 Wisdom saving throw or become frightened for 1 designed to deal with constructs and golems. Deals
minute. Deals 1d8 bludgeoning damage. Price: 850 an additional 1d8 damage against constructs and
gp. golems. Deals 1d8 bludgeoning damage. Price: 850
gp.
9. Stonebreaker Maul: A large maul capable of
shattering stone and armor alike. Deals 2d6 18. Astral Maul: A massive maul said to be forged
bludgeoning damage. Price: 1,200 gp. from a fallen star. When you roll a 20 on an attack
roll with this weapon, the target must succeed on a
10. Blessed Mace: A sacred mace imbued with DC 17 Strength saving throw or be knocked prone
divine energy, dealing extra damage against undead and take 2d8 force damage. Deals 2d6 bludgeoning
creatures. Deals 1d6 bludgeoning damage plus an damage. Price: 1,500 gp.
additional 1d6 radiant damage against undead.
Price: 900 gp. 19. Mace of Life Stealing: A mace that drains the life
force of those it strikes. On a hit, the wielder gains
11. Hammer of Disruption: A hammer designed to temporary hit points equal to half the damage dealt.
disrupt magical energies. On a hit against a creature Deals 1d8 bludgeoning damage. Price: 900 gp.
concentrating on a spell, the creature has
disadvantage on the saving throw to maintain 20. Warhammer of the Earthshaker: A warhammer
concentration. Deals 1d8 bludgeoning damage. with an earth elemental trapped within, causing
Price: 750 gp. tremors upon impact. On a hit, the target must
succeed on a DC 14 Dexterity saving throw or be
12. Enchanter's Mace: A mace enchanted to bolster knocked prone. Deals 1d10 bludgeoning damage.
the wielder's spellcasting abilities. Grants a +1 bonus Price: 800 gp.
to spell attack rolls. Deals 1d6 bludgeoning damage.
Price: 650 gp. 21. Stormcaller Maul: A massive hammer infused
with the power of storms. On a hit, the target must
13. Skullcracker Mace: A mace with a spiked head succeed on a DC 15 Strength saving throw or be
that can shatter bones upon impact. On a critical hit, pushed 10 feet away and take an additional 1d6

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Chapter 6 Equipment Hexmaster

lightning damage. Deals 2d6 bludgeoning damage. next turn. Deals 1d6 bludgeoning damage. Price:
Price: 1,200 gp. 750 gp.

22. Mace of Shadows: A dark and sinister mace that 31. Gravity Hammer: A colossal hammer that bends
seems to absorb light. On a hit, the target must gravity to crush foes. On a hit, the target must
succeed on a DC 14 Dexterity saving throw or be succeed on a DC 17 Strength saving throw or be
blinded until the end of its next turn. Deals 1d8 restrained until the end of its next turn. Deals 2d6
bludgeoning damage. Price: 850 gp. bludgeoning damage. Price: 1,500 gp.

23. Warpick of Piercing: A finely crafted warpick 32. Skullsplitter Maul: A massive maul designed to
designed to penetrate armor with ease. This weapon shatter bones and crush skulls. On a critical hit, the
ignores a creature's natural or worn armor bonus. target takes an additional 1d12 bludgeoning damage.
Deals 1d6 piercing damage. Price: 700 gp. Deals 2d6 bludgeoning damage. Price: 1,400 gp.

24. Hammer of Healing: A blessed hammer that 33. Mace of Silence: A mace that suppresses sound
radiates healing energy. When the wielder hits a upon striking. On a hit, the target must succeed on a
creature, they regain hit points equal to the damage DC 14 Constitution saving throw or be unable to
dealt. Deals 1d6 bludgeoning damage. Price: 750 gp. speak or make noise for 1 minute. Deals 1d8
bludgeoning damage. Price: 850 gp.
25. Skullsmasher Maul: A massive maul adorned
with menacing spikes. On a critical hit, the target 34. Hammer of Resilience: A hammer that grants
must succeed on a DC 15 Strength saving throw or resistance to a chosen damage type while held. The
be knocked prone and take an additional 1d8 wielder gains resistance to one damage type of their
piercing damage. Deals 2d6 bludgeoning damage. choice (excluding bludgeoning) until the start of their
Price: 1,300 gp. next turn. Deals 1d6 bludgeoning damage. Price:
950 gp.
26. Crystalized Mace: A mace with a head made of
crystallized energy. On a hit, the target must succeed 35. Skullflame Mace: A mace with a skull-shaped
on a DC 14 Constitution saving throw or be stunned head that burns with an otherworldly flame. On a hit,
until the end of its next turn. Deals 1d8 bludgeoning the target takes an additional 1d6 fire damage. Deals
damage. Price: 900 gp. 1d8 bludgeoning damage. Price: 900 gp.

27. Hammer of Flight: A hammer that grants the 36. Warhammer of Thunderous Blows: A
ability to fly when held aloft. While wielding this warhammer that resonates with thunderous force,
hammer, the wielder has a flying speed of 30 feet. striking fear into enemies. On a hit, the target must
Deals 1d6 bludgeoning damage. Price: 1,000 gp. succeed on a DC 13 Wisdom saving throw or be
frightened until the end of its next turn. Deals 1d10
28. Disintegrator Mace: A mace that emits a bludgeoning damage. Price: 800 gp.
disintegration ray upon striking an object or creature.
On a critical hit, the target must succeed on a DC 15 37. Mindbreaker Mace: A mace infused with psychic
Dexterity saving throw or take an additional 3d6 force energy that can disrupt a creature's thoughts. On a
damage. Deals 1d8 bludgeoning damage. Price: hit, the target must succeed on a DC 14 Intelligence
1,200 gp. saving throw or have disadvantage on its next saving
throw or ability check. Deals 1d6 bludgeoning
29. Warhammer of Vengeance: A warhammer damage. Price: 750 gp.
infused with the spirit of vengeance. On a hit, the
target takes an additional 1d6 radiant damage. Deals 38. Hammer of the Elements: A hammer that
1d10 bludgeoning damage. Price: 900 gp. channels the power of the elements. Roll a d4 to
determine the additional damage type: 1. Fire, 2.
30. Mace of Binding: A mace engraved with ancient Cold, 3. Acid, 4. Lightning. Deals an additional 1d6
runes of binding. On a hit, the target must succeed damage of the determined type. Deals 1d6
on a DC 13 Strength saving throw or have its bludgeoning damage. Price: 800 gp.
movement speed reduced to 0 until the end of its

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Hexmaster Chapter 6 Equipment

39. Scepter of Command: A ceremonial hammer that by celestial beings. On a hit, the target takes an
enhances the wielder's leadership abilities. Grants additional 1d6 radiant damage. Deals 1d8
advantage on Charisma (Leadership) checks. Deals bludgeoning damage. Price: 900 gp.
1d6 bludgeoning damage. Price: 700 gp.
49. Warhammer of Restoration: A warhammer that
40. Maul of the Earthquake: A massive maul that grants the wielder the ability to restore minor
creates seismic disturbances upon striking the wounds. Once per short rest, the wielder can use an
ground. On a hit, the target and all creatures within action to restore 1d8 hit points to a creature they
10 feet must succeed on a DC 15 Dexterity saving touch. Deals 1d10 bludgeoning damage. Price: 950
throw or be knocked prone. Deals 2d6 bludgeoning gp.
damage. Price: 1,200 gp.
50. Mace of Mind Shielding: A mace that protects the
41. Mace of the Moonlight: A mace that emits a soft wielder's mind from psychic intrusion. The wielder
glow, shedding dim light in a 10-foot radius. Deals has advantage on saving throws against psychic
1d8 bludgeoning damage. Price: 800 gp. damage and effects. Deals 1d6 bludgeoning
damage. Price: 800 gp.
42. Hammer of Forceful Strikes: A hammer that
enhances the wielder's ability to knock back 51. Hammer of Binding Shadows: A hammer that
enemies. On a hit, the target must succeed on a DC can create an area of magical darkness upon
12 Strength saving throw or be pushed 10 feet away. striking. On a hit, the wielder can cast the darkness
Deals 1d6 bludgeoning damage. Price: 700 gp. spell centered on the target. Deals 1d8 bludgeoning
damage. Price: 950 gp.
43. Stormbreaker Maul: A massive maul that
harnesses the fury of storms. On a hit, the target 52. Skullcrusher Warhammer: A warhammer with a
takes an additional 1d6 thunder damage. Deals 2d6 head adorned with skull engravings. On a critical hit,
bludgeoning damage. Price: 1,100 gp. the target must succeed on a DC 15 Strength saving
throw or be stunned until the end of its next turn.
44. Mace of Blinding Light: A mace that emits a Deals 1d10 bludgeoning damage. Price: 1,000 gp.
blinding burst of light upon striking. On a hit, the
target must succeed on a DC 14 Dexterity saving 53. Seraphic Mace: A mace imbued with celestial
throw or be blinded until the end of its next turn. energy that burns evil creatures. On a hit against an
Deals 1d8 bludgeoning damage. Price: 850 gp. undead or fiend, the target takes an additional 1d6
radiant damage. Deals 1d8 bludgeoning damage.
45. Chaos Hammer: A wickedly spiked hammer that Price: 900 gp.
causes chaotic energy to surge upon striking. On a
hit, the target must succeed on a DC 13 Wisdom 54. Sledgehammer of Annihilation: A massive
saving throw or be affected by the confusion spell for sledgehammer capable of obliterating objects and
1 round. Deals 1d10 bludgeoning damage. Price: structures. Deals double damage against objects and
900 gp. structures. Deals 2d6 bludgeoning damage. Price:
1,300 gp.
46. Skullsplitter Mace: A mace adorned with
menacing spikes that can cleave through bone and 55. Mace of the Trickster: A mace favored by
armor. On a critical hit, the target takes an additional tricksters and rogues, granting advantage on
1d12 piercing damage. Deals 1d8 bludgeoning Dexterity (Sleight of Hand) checks while wielding it.
damage. Price: 1,000 gp. Deals 1d6 bludgeoning damage. Price: 700 gp.

47. Hammer of Resurgence: A hammer that 56. Hammer of Inertia: A hammer that disrupts the
empowers the wielder with temporary hit points upon motion of its target. On a hit, the target's movement
striking. On a hit, the wielder gains temporary hit speed is halved until the start of its next turn. Deals
points equal to half the damage dealt. Deals 1d6 1d8 bludgeoning damage. Price: 850 gp.
bludgeoning damage. Price: 750 gp.
57. Mace of the Eternal Flame: A mace engulfed in
48. Mace of Radiant Smite: A radiant mace blessed an everlasting flame. On a hit, the target takes an

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Chapter 6 Equipment Hexmaster

additional 1d6 fire damage. Deals 1d8 bludgeoning reroll an attack roll or saving throw. Deals 1d6
damage. Price: 900 gp. bludgeoning damage. Price: 750 gp.

58. Warhammer of Shielding: A warhammer that 67. Hammer of Flame Tongue: A hammer wreathed
grants a +2 bonus to AC until the start of the in magical flames that deal extra fire damage. On a
wielder's next turn. Deals 1d10 bludgeoning damage. hit, the target takes an additional 1d6 fire damage.
Price: 800 gp. Deals 1d8 bludgeoning damage. Price: 950 gp.

59. Envenomed Mace: A mace coated in deadly 68. Shatterstrike Maul: A mighty maul capable of
poison. On a hit, the target must succeed on a DC 15 shattering even the sturdiest defenses. On a hit, the
Constitution saving throw or take an additional 1d6 target's AC is reduced by 1 until the start of its next
poison damage. Deals 1d8 bludgeoning damage. turn. Deals 2d6 bludgeoning damage. Price: 1,200
Price: 850 gp. gp.

60. Hammer of Timelessness: A hammer infused 69. Mace of Illusion: A mace that can create illusory
with time magic, allowing the wielder to briefly slow duplicates of the wielder. Once per long rest, the
down time. Once per short rest, the wielder can use wielder can cast the mirror image spell on
an action to cast the slow spell. Deals 1d6 themselves. Deals 1d6 bludgeoning damage. Price:
bludgeoning damage. Price: 1,000 gp. 800 gp.

61. Skullcrusher Mace: A mace designed to crush 70. Warhammer of Elemental Bane: A warhammer
bones and pulverize opponents. On a hit, the target infused with elemental energy that bypasses
must succeed on a DC 15 Constitution saving throw resistances. This weapon's damage is considered
or have its Strength score reduced by 1 until it magical and overcomes resistance to non-magical
finishes a short or long rest. Deals 1d8 bludgeoning attacks. Deals 1d10 bludgeoning damage. Price: 950
damage. Price: 900 gp. gp.

62. Warhammer of Elemental Fury: A warhammer 71. Mace of the Death's Embrace: A mace that
infused with the power of elemental forces. On a hit, draws upon the power of death itself. On a critical hit,
the target takes an additional 1d6 damage of a the target must succeed on a DC 15 Constitution
random elemental type (roll a d4: 1. Fire, 2. Cold, 3. saving throw or be paralyzed for 1 minute. Deals 1d8
Acid, 4. Lightning). Deals 1d10 bludgeoning damage. bludgeoning damage. Price: 900 gp.
Price: 950 gp.
72. Hammer of the Wilds: A hammer imbued with the
63. Mace of Stunning: A mace capable of delivering spirits of nature, granting the wielder an affinity for
stunning blows. On a hit, the target must succeed on the wilderness. The wielder gains advantage on
a DC 13 Constitution saving throw or be stunned Wisdom (Survival) checks. Deals 1d6 bludgeoning
until the end of its next turn. Deals 1d8 bludgeoning damage. Price: 700 gp.
damage. Price: 800 gp.
73. Stormbringer Maul: A massive maul that
64. Hammer of the Underworld: A hammer forged in summons a storm upon striking. On a critical hit, the
the depths of the underworld, radiating an aura of target must succeed on a DC 15 Dexterity saving
cold darkness. On a hit, the target takes an throw or take an additional 2d6 lightning damage.
additional 1d6 necrotic damage. Deals 1d8 Deals 2d6 bludgeoning damage. Price: 1,200 gp.
bludgeoning damage. Price: 900 gp.
74. Mace of Smiting: A mace with a magical aura
65. Goliath Maul: A massive maul made for creatures that Deals 1d6 extra damage against constructs and
of tremendous strength. Requires a Strength score of objects. This weapon deals an additional 2d6
18 or higher to wield without disadvantage. Deals damage against constructs and objects. Deals 1d8
2d8 bludgeoning damage. Price: 1,500 gp. bludgeoning damage. Price: 850 gp.

66. Mace of Fortune: A mace that grants the wielder 75. Hammer of Warding: A hammer that grants
luck in battle. Once per long rest, the wielder can resistance to a chosen damage type while held. The

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Hexmaster Chapter 6 Equipment

wielder gains resistance to one damage type of their with electrical energy upon striking. On a hit, the
choice until the start of their next turn. Deals 1d6 target takes an additional 1d6 lightning damage.
bludgeoning damage. Price: 800 gp. Deals 2d6 bludgeoning damage. Price: 1,100 gp.

76. Mace of Sundering: A mace capable of breaking 85. Celestial Judgment Hammer: A holy hammer
through magical barriers. On a hit, the target has bestowed with the power to smite evil. On a critical
disadvantage on the next saving throw it makes hit against an evil creature, the target takes an
against a spell or magical effect. Deals 1d8 additional 3d8 radiant damage. Deals 1d10
bludgeoning damage. Price: 850 gp. bludgeoning damage. Price: 1,200 gp.

77. Earthshaker Maul: A massive maul that can 86. Serpentbane Mace: A mace enchanted to deal
create small tremors upon striking the ground. On a extra damage against serpentine creatures. This
hit, the target and all creatures within 10 feet must weapon deals an additional 2d6 damage against
succeed on a DC 15 Strength saving throw or be creatures of the serpent type. Deals 1d8 bludgeoning
knocked prone. Deals 2d6 bludgeoning damage. damage. Price: 900 gp.
Price: 1,200 gp.
87. Hammer of Mind Control: A hammer imbued with
78. Mace of the Avenger: A mace that empowers the psychic energy that allows the wielder to temporarily
wielder with vengeance. When the wielder hits a control the minds of others. Once per long rest, the
creature, they deal an additional 1d6 damage if the wielder can cast the dominate person spell. Deals
target has damaged an ally since the wielder's last 1d6 bludgeoning damage. Price: 950 gp.
turn. Deals 1d8 bludgeoning damage. Price: 900 gp.
88. Mace of Elemental Harmony: A mace that
79. Hammer of Echoes: A hammer that resonates balances and harnesses the power of the four
with echoes of power, creating a sonic wave upon elements. On a hit, the target takes an additional 1d6
striking. On a hit, the target must succeed on a DC damage of a random elemental type (roll a d4: 1.
14 Constitution saving throw or be deafened until the Fire, 2. Cold, 3. Acid, 4. Lightning). Deals 1d8
end of its next turn. Deals 1d8 bludgeoning damage. bludgeoning damage. Price: 900 gp.
Price: 850 gp.
89. Hammer of Astral Projection: A hammer capable
80. Mace of Petrification: A mace that can turn of temporarily projecting the wielder's spirit into the
enemies to stone with a well-placed blow. On a Astral Plane. Once per long rest, the wielder can use
critical hit, the target must succeed on a DC 15 an action to cast the astral projection spell. Deals
Constitution saving throw or be petrified for 1 minute. 1d6 bludgeoning damage. Price: 1,000 gp.
Deals 1d8 bludgeoning damage. Price: 950 gp.
90. Mace of the Unseen: A mace that grants the
81. Voidrend Mace: A mace infused with the essence wielder the ability to turn invisible. Once per long
of the void, capable of rending reality itself. On a hit, rest, the wielder can become invisible for 1 minute.
the target takes an additional 1d6 force damage. Deals 1d6 bludgeoning damage. Price: 800 gp.
Deals 1d8 bludgeoning damage. Price: 950 gp.
91. Hammer of Disintegration: A hammer that
82. Hammer of the Arcane: A hammer that enhances disintegrates objects and creatures upon striking. On
the wielder's spellcasting abilities. Grants a +1 bonus a critical hit, the target must succeed on a DC 15
to spell attack rolls and spell save DC. Deals 1d6 Dexterity saving throw or take an additional 3d6 force
bludgeoning damage. Price: 800 gp. damage. Deals 1d10 bludgeoning damage. Price:
1,200 gp.
83. Mace of the Sentinel: A mace with a built-in light
source that detects invisible creatures. While 92. Runic Mace: A mace inscribed with ancient runes
wielding this mace, the wielder can see invisible that grant additional magical power. The wielder
creatures and objects within 60 feet. Deals 1d8 gains a +1 bonus to spell attack rolls and spell save
bludgeoning damage. Price: 900 gp. DC. Deals 1d8 bludgeoning damage. Price: 850 gp.

84. Thunderbolt Maul: A massive maul that crackles 93. Warhammer of Resurrection: A warhammer that

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Chapter 6 Equipment Hexmaster

can bring the dead back to life. Once per long rest, gp.
the wielder can use an action to cast the raise dead
spell. Deals 1d10 bludgeoning damage. Price: 1,000 D100 Table - Polearms
gp.
1. Ethersteel Halberd: A sleek halberd crafted from
94. Mace of the Feywild: A mace that taps into the an otherworldly alloy. It glows with a faint ethereal
magic of the Feywild, causing wild and unpredictable light. Deals 1d10 slashing damage. Price: 500 gold
effects. On a hit, roll a d6: 1. Target is restrained by pieces.
magical vines, 2. Target is surrounded by a
shimmering illusion, imposing disadvantage on 2. Frostbite Pike: A long, icy polearm that emanates
attack rolls, 3. Target is teleported 10 feet in a an aura of cold. Enemies struck by it become
random direction, 4. Target is temporarily frostbitten. Deals 1d8 piercing damage and inflicts
polymorphed into a small woodland creature, 5. 1d4 cold damage on a successful hit. Price: 350 gold
Target is blinded by dazzling lights, 6. No additional pieces.
effect. Deals 1d8 bludgeoning damage. Price: 900
gp. 3. Shadowfang Glaive: This dark weapon is forged
from the essence of shadows. It can pass through
95. Voidbane Hammer: A hammer specifically solid objects and strike ethereal creatures. Deals
designed to banish creatures from the void. This 1d12 slashing damage. Price: 800 gold pieces.
weapon deals double damage against creatures from
the Void plane. Deals 1d10 bludgeoning damage. 4. Thunderstrike Lance: A thunderous weapon with a
Price: 1,100 gp. lightning-imbued tip. It crackles with electrical energy
when swung. Deals 1d10 piercing damage and
96. Mace of Mind Reading: A mace infused with inflicts 1d6 lightning damage on a successful hit.
telepathic energy, allowing the wielder to read minds. Price: 600 gold pieces.
Once per long rest, the wielder can use an action to
cast the detect thoughts spell. Deals 1d6 5. Venomspine Spear: A barbed spear coated in a
bludgeoning damage. Price: 850 gp. potent venom that lingers in wounds. Successful hits
inflict poison damage over time. Deals 1d8 piercing
97. Hammer of the Fey Beast: A hammer that can damage and inflicts 1d4 poison damage per round
summon a temporary fey creature to aid the wielder. for 1d4 rounds. Price: 400 gold pieces.
Once per long rest, the wielder can use an action to
summon a fey creature of CR 1/2 or lower to fight 6. Soulrender Trident: A trident that can sever the
alongside them for 1 minute. Deals 1d6 bludgeoning connection between body and soul. It deals
damage. Price: 950 gp. devastating damage against creatures with
incorporeal or ethereal forms. Deals 1d12 piercing
98. Mace of Elemental Resistance: A mace that damage. Price: 800 gold pieces.
grants resistance to a chosen elemental damage
type while held. The wielder gains resistance to one 7. Flamebrand Pike: This polearm is permanently
damage type of their choice (fire, cold, acid, or engulfed in flames that do not harm the wielder.
lightning) until the start of their next turn. Deals 1d6 Deals 1d8 piercing damage and inflicts 1d6 fire
bludgeoning damage. Price: 800 gp. damage on a successful hit. Price: 500 gold pieces.
99. Hammer of Astral Travel: A hammer that allows 8. Phaseblade Halberd: A translucent halberd that
the wielder to briefly travel to the Astral Plane. Once shifts between dimensions. It can bypass armor and
per long rest, the wielder can use an action to cast shields. Deals 1d10 slashing damage. Price: 700
the blink spell. Deals 1d6 bludgeoning damage. gold pieces.
Price: 950 gp.
9. Stormcaller Glaive: A polearm that harnesses the
100. Mace of the Celestial Choir: A mace infused power of storms. It crackles with lightning and
with the harmonious energy of the celestial realms. creates a small whirlwind with each swing. Deals
On a hit, the target takes an additional 1d6 radiant 1d12 slashing damage and inflicts 1d4 lightning
damage. Deals 1d8 bludgeoning damage. Price: 900 damage on a successful hit. Price: 800 gold pieces.

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Hexmaster Chapter 6 Equipment

existence. Deals 1d10 slashing damage and inflicts


10. Voidreaper Naginata: A jet-black naginata that an additional 2d6 damage against extraplanar
draws in surrounding light and bends it to darkness. creatures. Price: 900 gold pieces.
It can strike incorporeal creatures with full effect.
Deals 1d10 slashing damage. Price: 600 gold pieces. 19. Thundercrack Pike: A lightning-infused pike that
releases a thunderous boom with each successful
11. Arcane Siphon Lance: This polearm is adorned strike. Deals 1d8 piercing damage and inflicts 1d6
with arcane symbols that channel and drain magical thunder damage on a successful hit. Price: 550 gold
energy. Successful hits absorb spellcasting ability pieces.
points from the target. Deals 1d10 piercing damage
and drains 1d4 spellcasting ability points on a 20. Ebonsteel Glaive: A midnight-black glaive forged
successful hit. Price: 700 gold pieces. from an otherworldly metal. It is razor-sharp and
possesses an aura of darkness. Deals 1d12 slashing
12. Bloodthorn Pike: A wicked polearm with serrated damage. Price: 600 gold pieces.
edges that draws blood with every strike. Successful
hits cause bleeding damage over time. Deals 1d8 21. Viper's Fang Naginata: A slender naginata with a
piercing damage and inflicts 1d4 bleeding damage venomous-looking blade that leaves a lingering
per round for 1d4 rounds. Price: 400 gold pieces. poison on its targets. Successful hits inflict poison
damage over time. Deals 1d10 slashing damage and
13. Cursed Skull Halberd: A menacing halberd inflicts 1d4 poison damage per round for 1d4 rounds.
adorned with a wicked skull. It possesses a curse Price: 550 gold pieces.
that weakens the defenses of those struck by it.
Deals 1d10 slashing damage and reduces the 22. Arcfire Lance: A lance imbued with the raw
target's AC by 2 on a successful hit. Price: 550 gold power of arcane flames. It can set targets ablaze
pieces. with a fiery explosion upon impact. Deals 1d10
piercing damage and inflicts 1d6 fire damage on a
14. Lunar Crescent Glaive: A silvery polearm infused successful hit, causing a small explosion that deals
with the essence of the moon. It glows softly in 1d4 fire damage to adjacent targets. Price: 700 gold
darkness and enhances the wielder's perception. pieces.
Deals 1d12 slashing damage. Price: 600 gold pieces.
23. Spectral Scythe: A translucent scythe that can
15. Reaper's Guisarme: A grim guisarme with a phase through solid matter. It is particularly effective
blade that appears to be made of pure darkness. It is against ethereal and ghostly creatures. Deals 1d12
particularly effective against undead creatures. Deals slashing damage and inflicts an additional 2d6
1d10 slashing damage and inflicts an additional 2d6 damage against ethereal creatures. Price: 800 gold
damage against undead. Price: 750 gold pieces. pieces.

16. Blazefire Spear: A spear wreathed in flickering 24. Frostwind Halberd: A halberd enveloped in a
flames. Its fire damage increases with each chilling frost that freezes enemies in their tracks.
consecutive successful hit. Deals 1d8 piercing Deals 1d10 slashing damage and inflicts 1d4 cold
damage and inflicts an additional 1d4 fire damage on damage on a successful hit, freezing the target in
each subsequent successful hit, up to a maximum of place for 1 round on a critical hit. Price: 600 gold
4d4. Price: 500 gold pieces. pieces.

17. Serpentstrike Trident: A trident with a sinuous 25. Stormpike Glaive: A crackling glaive that
design, resembling a coiled serpent. It grants the harnesses the fury of storms and grants the wielder
wielder an improved chance to hit and bypass enhanced speed and agility. Deals 1d12 slashing
defenses. Deals 1d12 piercing damage and grants a damage and grants a +2 bonus to Dexterity checks
+2 bonus to attack rolls. Price: 750 gold pieces. and saving throws. Price: 800 gold pieces.

18. Voidreaver Halberd: A gleaming halberd that 26. Arcanium Trident: A trident made of a rare and
seems to absorb light and matter. It is particularly mysterious metal called Arcanium. It has the ability to
effective against creatures from other planes of disrupt magical barriers and shields. Deals 1d10

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Chapter 6 Equipment Hexmaster

piercing damage and ignores 1d4 points of the 34. Wyvernstrike Glaive: A glaive fashioned in the
target's magical armor or shield bonus on a likeness of a wyvern's wing, granting it exceptional
successful hit. Price: 700 gold pieces. maneuverability. It allows the wielder to make one
additional opportunity attack per round. Deals 1d12
27. Celestial Moonblade Pike: A radiant polearm slashing damage. Price: 750 gold pieces.
crafted from moonstone and blessed by celestial
entities. It emits a soft glow that wards off darkness 35. Arcane Disruptor Trident: A trident crafted to
and evil. Deals 1d8 piercing damage and inflicts an disrupt and dispel magic. It possesses the ability to
additional 1d6 radiant damage against undead and suppress magical effects on a successful strike.
fiends. Price: 600 gold pieces. Deals 1d10 piercing damage and forces the target to
make a Constitution saving throw (DC 15) or
28. Doombringer Halberd: A massive, intimidating temporarily nullify one active magical effect on their
halberd infused with dark magic. It instills fear and person. Price: 800 gold pieces.
despair in those struck by it. Deals 1d10 slashing
damage and forces the target to make a Wisdom 36. Vortexstrike Pike: A pike that generates a
saving throw (DC 15) or become frightened for 1 swirling vortex of wind around its tip, creating a
minute. Price: 800 gold pieces. barrier against incoming projectiles. It grants a +2
bonus to AC against ranged attacks. Deals 1d8
29. Echostrike Glaive: A gleaming glaive that piercing damage. Price: 600 gold pieces.
resonates with sonic energy. Each successful hit
produces a deafening shockwave, staggering 37. Soulshatter Naginata: A haunting naginata that
enemies. Deals 1d12 slashing damage and forces resonates with trapped souls. Its strikes weaken the
the target to make a Constitution saving throw (DC life force of its victims. Deals 1d10 slashing damage
15) or be stunned for 1 round. Price: 900 gold and reduces the target's maximum hit points by 1d4
pieces. on a successful hit. Price: 700 gold pieces.

30. Voidfire Naginata: A naginata that combines the 38. Voidstorm Halberd: A halberd infused with the
destructive forces of darkness and fire. It leaves a power of the void and lightning storms. It crackles
trail of black flames in its wake. Deals 1d10 slashing with dark energy and unleashes bolts of lightning
damage and inflicts 1d6 fire damage on a successful upon its foes. Deals 1d10 slashing damage and
hit, leaving behind a 10-foot line of magical fire. inflicts an additional 1d6 lightning damage on a
Price: 750 gold pieces. successful hit. Price: 800 gold pieces.

31. Starglaze Pike: A celestial polearm infused with 39. Arcane Echo Glaive: A glaive that can replicate
the power of stars. It emits a gentle radiance and itself momentarily, creating multiple spectral blades.
enhances the wielder's magical abilities. Deals 1d8 It grants an extra attack on a successful hit once per
piercing damage and grants a +2 bonus to spell turn. Deals 1d12 slashing damage. Price: 900 gold
attack rolls. Price: 700 gold pieces. pieces.

32. Thundering War Scythe: A massive war scythe 40. Shadowstrike Trident: A trident that melds
that crackles with thunderous energy. Its strikes seamlessly with the shadows, granting the wielder
create powerful shockwaves that can knock foes off enhanced stealth and the ability to strike from
balance. Deals 1d12 slashing damage and forces the darkness. It grants advantage on Dexterity (Stealth)
target to make a Strength saving throw (DC 15) or be checks and allows the wielder to make a bonus
knocked prone. Price: 800 gold pieces. attack when attacking from stealth. Deals 1d10
piercing damage. Price: 750 gold pieces.
33. Abyssal Spike Halberd: A halberd with a wicked,
barbed spike that seems to draw in darkness. It is 41. Inferno Lance: A lance infused with the flames of
particularly effective against creatures from the the inferno. It burns with an intense heat, melting
depths of the Abyss. Deals 1d10 slashing damage through armor and leaving scorching wounds. Deals
and inflicts an additional 2d6 damage against fiends. 1d10 piercing damage and inflicts an additional 1d6
Price: 900 gold pieces. fire damage on a successful hit. Price: 700 gold
pieces.

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Hexmaster Chapter 6 Equipment

a Wisdom saving throw (DC 15) or suffer


42. Soulreaper Scythe: A scythe with a jagged, disadvantage on their next attack roll. Price: 900 gold
ethereal blade that can sever the souls of its victims. pieces.
It bypasses resistances to necrotic damage. Deals
1d12 slashing damage and inflicts an additional 1d6 50. Phantomstrike Trident: A trident crafted from a
necrotic damage on a successful hit. Price: 800 gold translucent material that grants the wielder a ghostly
pieces. touch. It has the ability to strike incorporeal creatures
with full effect. Deals 1d10 piercing damage and
43. Stormbringer Halberd: A halberd crackling with ignores resistances to non-magical attacks on a
the raw power of thunderstorms. It emits loud successful hit. Price: 750 gold pieces.
thunderclaps with each swing, disorienting foes.
Deals 1d10 slashing damage and forces the target to 51. Obsidian Reaper Scythe: A scythe made from
make a Wisdom saving throw (DC 15) or be stunned razor-sharp obsidian, capable of cutting through
for 1 round. Price: 900 gold pieces. armor with ease. Its strikes leave deep, bleeding
wounds. Deals 1d12 slashing damage and inflicts an
44. Voidblade Glaive: A glaive forged from an additional 1d6 slashing damage per round for 1d4
otherworldly material that absorbs light. It grants rounds. Price: 800 gold pieces.
advantage on attack rolls against creatures that rely
on sight. Deals 1d12 slashing damage. Price: 750 52. Celestial Serpent Pike: A pike adorned with
gold pieces. celestial symbols and engraved with serpentine
patterns. It grants the wielder protection against
45. Frostbite Trident: A trident that emanates an icy poison and the ability to poison foes. Deals 1d8
chill, freezing the air around it. It can freeze and piercing damage and grants advantage on saving
immobilize enemies struck by it. Deals 1d10 piercing throws against poison. Price: 700 gold pieces.
damage and inflicts an additional 1d6 cold damage
on a successful hit, freezing the target in place for 1 53. Voidfire Halberd: A halberd that channels the
round on a critical hit. Price: 800 gold pieces. destructive forces of the void and fire. Its strikes burn
with black flames, consuming the life force of its
46. Stormcaller Pike: A pike that harnesses the victims. Deals 1d10 slashing damage and inflicts an
power of thunderstorms. It channels lightning into the additional 1d6 fire damage on a successful hit. Price:
wielder's attacks, electrifying foes. Deals 1d8 900 gold pieces.
piercing damage and inflicts an additional 1d6
lightning damage on a successful hit. Price: 600 gold 54. Thunderbolt Glaive: A glaive infused with the raw
pieces. power of lightning. Its strikes release dazzling arcs of
electricity, shocking and paralyzing enemies. Deals
47. Voidbane Naginata: A naginata specifically 1d12 slashing damage and forces the target to make
designed to combat extraplanar threats. It deals 1d4 a Dexterity saving throw (DC 15) or be paralyzed for
additional damage against creatures from other 1 round. Price: 800 gold pieces.
planes of existence. Deals 1d10 slashing damage
and inflicts an additional 2d6 damage against 55. Arcane Impaler Trident: A trident enhanced with
extraplanar creatures. Price: 800 gold pieces. potent arcane energies. It increases the potency and
range of the wielder's spells. Deals 1d10 piercing
48. Bloodmoon Halberd: A halberd that resonates damage and increases the spell range by 30 feet
with the power of blood and lunar energy. It when cast by the wielder. Price: 900 gold pieces.
increases in strength and effectiveness under a full
moon. Deals 1d10 slashing damage and inflicts an 56. Soulshroud Pike: A pike adorned with ethereal,
additional 1d6 necrotic damage on a successful hit wispy strands that seem to draw the life force from
during a full moon. Price: 700 gold pieces. enemies struck by it. Deals 1d8 piercing damage and
inflicts an additional 1d6 necrotic damage on a
49. Chaosfire Glaive: A glaive engulfed in chaotic successful hit. Price: 700 gold pieces.
flames that flicker with ever-changing colors. Its
unpredictable nature makes it difficult to resist. Deals 57. Starfall Naginata: A naginata that draws upon the
1d12 slashing damage and forces the target to make power of falling stars. Its strikes leave behind trails of

835
Chapter 6 Equipment Hexmaster

stardust, reducing the accuracy of foes. Deals 1d10 pieces.


slashing damage and forces the target to make a
Dexterity saving throw (DC 15) or suffer 65. Celestial Sunderer Trident: A trident with a
disadvantage on their next attack roll. Price: 800 gold radiant blade that can sunder magical barriers and
pieces. dispel protective spells. Deals 1d10 piercing damage
and dispels one active protective spell on a
58. Voidrender Halberd: A halberd with a jagged, successful hit (caster level check DC 15). Price: 800
void-infused blade that slices through reality itself. It gold pieces.
is particularly effective against creatures with
resistances and immunities. Deals 1d10 slashing 66. Voidfire Pike: A pike that wields the destructive
damage and ignores resistances and immunities on forces of the void and fire. Its strikes leave behind a
a successful hit. Price: 900 gold pieces. trail of black flames that consume the life force of its
victims. Deals 1d8 piercing damage and inflicts an
59. Flamestrike Glaive: A glaive enveloped in roaring additional 1d6 fire damage on a successful hit. Price:
flames. It leaves a trail of fire in its wake, burning 900 gold pieces.
enemies struck by it. Deals 1d12 slashing damage
and inflicts an additional 1d6 fire damage on a 67. Arcane Echo Halberd: A halberd with an
successful hit, leaving behind a 10-foot line of enchanted blade that resonates with arcane power.
magical fire. Price: 800 gold pieces. Its strikes have a 50% chance to release echoing
magical projectiles. Deals 1d10 slashing damage
60. Frostbite Trident: A trident that radiates an icy and has a 25% chance to cast a Magic Missile spell
aura, freezing the air and chilling foes to the bone. Its (1st level) on a successful hit. Price: 800 gold pieces.
strikes have a 50% chance to slow enemies. Deals
1d10 piercing damage and forces the target to make 68. Stormcaller Glaive: A glaive that harnesses the
a Constitution saving throw (DC 15) or have their fury of storms. It crackles with lightning and releases
speed halved for 1 round. Price: 700 gold pieces. bolts of electrical energy upon striking. Deals 1d12
slashing damage and inflicts an additional 1d6
61. Voidshard Scythe: A scythe crafted from a shard lightning damage on a successful hit. Price: 900 gold
of pure void energy. It can disrupt and unravel pieces.
magical effects upon striking. Deals 1d12 slashing
damage and dispels one active magical effect on a 69. Flame Tongue Trident: A trident wreathed in
successful hit (caster level check DC 15). Price: 900 flickering flames. Its strikes ignite targets, causing
gold pieces. ongoing fire damage. Deals 1d10 piercing damage
and inflicts an additional 1d4 fire damage per round
62. Solarflare Halberd: A halberd infused with the for 1d4 rounds. Price: 800 gold pieces.
essence of the sun. Its strikes burn with intense
radiance, blinding foes. Deals 1d10 slashing damage 70. Voidreaper Pike: A pike that can cleave through
and forces the target to make a Constitution saving the fabric of reality itself. Its strikes have a 50%
throw (DC 15) or be blinded for 1 round. Price: 800 chance to sunder magical defenses. Deals 1d8
gold pieces. piercing damage and has a 25% chance to dispel
one active protective spell on a successful hit (caster
63. Thunderstrike Glaive: A glaive crackling with the level check DC 15). Price: 900 gold pieces.
fury of thunderstorms. Its strikes release powerful
shockwaves that knock foes off balance. Deals 1d12 71. Frostbite Scythe: A scythe imbued with frigid
slashing damage and forces the target to make a power that freezes the air around it. Its strikes chill
Strength saving throw (DC 15) or be knocked prone. enemies to the core. Deals 1d12 slashing damage
Price: 900 gold pieces. and inflicts an additional 1d6 cold damage on a
successful hit. Price: 800 gold pieces.
64. Shadowstep Pike: A pike infused with the
essence of shadows. It grants the wielder enhanced 72. Voidstorm Halberd: A halberd that harnesses the
mobility and the ability to teleport short distances. chaotic energies of the void and storms. It crackles
Deals 1d8 piercing damage and allows the wielder to with dark lightning and emits whirlwinds with each
teleport up to 30 feet once per turn. Price: 700 gold swing. Deals 1d10 slashing damage and forces the

836
Hexmaster Chapter 6 Equipment

target to make a Strength saving throw (DC 15) or be to combat extraplanar threats. Its strikes deal
pushed 10 feet away. Price: 900 gold pieces. additional damage against creatures from other
planes of existence. Deals 1d12 slashing damage
73. Thunderclap Glaive: A glaive that generates and inflicts an additional 2d6 damage against
explosive sonic booms upon striking. Its strikes extraplanar creatures. Price: 900 gold pieces.
deafen and disorient foes. Deals 1d12 slashing
damage and forces the target to make a Constitution 81. Frostbite Halberd: A halberd imbued with icy
saving throw (DC 15) or be deafened for 1 round. power that freezes enemies in their tracks. Its strikes
Price: 800 gold pieces. leave behind a trail of frost, hindering movement.
Deals 1d10 slashing damage and reduces the
74. Shadowstrike Pike: A pike that melds seamlessly target's movement speed by half for 1 round on a
with shadows, granting the wielder enhanced stealth successful hit. Price: 900 gold pieces.
and the ability to strike unseen. It grants advantage
on Dexterity (Stealth) checks and allows the wielder 82. Arcane Annihilator Glaive: A glaive designed to
to make a bonus attack when attacking from stealth. counter and disrupt arcane magic. Its strikes dispel
Deals 1d8 piercing damage. Price: 700 gold pieces. magical effects and weaken spellcasters. Deals 1d12
slashing damage and forces the target to make a
75. Celestial Radiance Trident: A trident infused with Constitution saving throw (DC 15) or lose one
divine radiance. Its strikes emit bursts of radiant randomly determined spell slot for 1 round. Price:
energy, harming undead and fiends. Deals 1d10 800 gold pieces.
piercing damage and inflicts an additional 2d6
radiant damage against undead and fiends. Price: 83. Thunderstorm Pike: A pike crackling with the
900 gold pieces. combined power of thunder and storm. Its strikes
create localized thunderstorms, unleashing bolts of
76. Voidfire Scythe: A scythe that harnesses the lightning. Deals 1d8 piercing damage and inflicts an
destructive forces of the void and fire. Its strikes additional 1d6 lightning damage on a successful hit.
leave behind trails of black flames that consume the Price: 900 gold pieces.
life force of its victims. Deals 1d12 slashing damage
and inflicts an additional 1d6 fire damage on a 84. Shadowbane Trident: A trident forged specifically
successful hit. Price: 900 gold pieces. to combat creatures of shadow and darkness. Its
strikes dispel darkness and harm shadow-based
77. Arcane Disruptor Halberd: A halberd infused with entities. Deals 1d10 piercing damage and dispels
disruptive arcane energies. Its strikes temporarily magical darkness on a successful hit. Price: 800 gold
suppress magical abilities. Deals 1d10 slashing pieces.
damage and forces the target to make a Constitution
saving throw (DC 15) or temporarily lose one 85. Celestial Radiance Scythe: A scythe infused with
randomly determined spell slot for 1 round. Price: radiant energy from the celestial realms. Its strikes
800 gold pieces. emit bursts of radiant light, searing undead and
fiends. Deals 1d12 slashing damage and inflicts an
78. Stormbringer Glaive: A glaive crackling with the additional 2d6 radiant damage against undead and
fury of thunderstorms. It creates shockwaves that fiends. Price: 900 gold pieces.
knock foes off balance. Deals 1d12 slashing damage
and forces the target to make a Strength saving 86. Voidfire Halberd: A halberd that harnesses the
throw (DC 15) or be knocked prone. Price: 900 gold destructive forces of the void and fire. Its strikes
pieces. leave behind trails of black flames that consume the
life force of its victims. Deals 1d10 slashing damage
79. Flamestrike Pike: A pike enveloped in roaring and inflicts an additional 1d6 fire damage on a
flames. Its strikes ignite targets, causing ongoing fire successful hit. Price: 900 gold pieces.
damage. Deals 1d8 piercing damage and inflicts an
additional 1d4 fire damage per round for 1d4 rounds. 87. Stormcaller Glaive: A glaive crackling with the
Price: 800 gold pieces. fury of thunderstorms. Its strikes create shockwaves
that knock foes off balance. Deals 1d12 slashing
80. Voidbane Scythe: A scythe specifically designed damage and forces the target to make a Strength

837
Chapter 6 Equipment Hexmaster

saving throw (DC 15) or be knocked prone. Price:


900 gold pieces. 95. Celestial Serpent Pike: A pike adorned with
celestial symbols and engraved with serpentine
88. Flame Tongue Pike: A pike wreathed in flickering patterns. It grants the wielder protection against
flames. Its strikes ignite targets, causing ongoing fire poison and the ability to poison foes. Deals 1d10
damage. Deals 1d8 piercing damage and inflicts an piercing damage and grants advantage on saving
additional 1d4 fire damage per round for 1d4 rounds. throws against poison. Price: 900 gold pieces.
Price: 900 gold pieces.
96. Voidfire Glaive: A glaive that channels the
89. Voidreaper Scythe: A scythe that can cleave destructive forces of the void and fire. Its strikes
through the fabric of reality itself. Its strikes have a leave behind trails of black flames that consume the
50% chance to sunder magical defenses and life force of its victims. Deals 1d12 slashing damage
barriers. Deals 1d12 slashing damage and has a and inflicts an additional 1d6 fire damage on a
25% chance to dispel one active protective spell or successful hit. Price: 900 gold pieces.
barrier on a successful hit (caster level check DC
15). Price: 900 gold pieces. 97. Arcane Annihilation Halberd: A halberd designed
to counter and disrupt arcane magic. Its strikes
90. Arcane Fury Halberd: A halberd infused with temporarily suppress magical abilities and weaken
intense arcane energy. Its strikes unleash a surge of spellcasters. Deals 1d10 slashing damage and
raw magical power, devastating foes. Deals 1d10 forces the target to make a Constitution saving throw
slashing damage and forces the target to make a (DC 15) or temporarily lose one randomly
Constitution saving throw (DC 15) or take additional determined spell slot for 1 round. Price: 800 gold
force damage equal to the wielder's Intelligence pieces.
modifier. Price: 800 gold pieces.
98. Stormbringer Glaive: A glaive crackling with the
91. Frostshard Glaive: A glaive with a blade made of fury of thunderstorms. It creates shockwaves that
pure ice. Its strikes freeze the surrounding air, knock foes off balance. Deals 1d12 slashing damage
creating an icy blast that slows down enemies. Deals and forces the target to make a Strength saving
1d12 slashing damage and reduces the target's throw (DC 15) or be knocked prone. Price: 900 gold
movement speed by half for 1 round on a successful pieces.
hit. Price: 900 gold pieces.
99. Flamestrike Pike: A pike enveloped in roaring
92. Arcane Voidpike: A pike infused with swirling flames. Its strikes ignite targets, causing ongoing fire
arcane energies and void essence. Its strikes disrupt damage. Deals 1d8 piercing damage and inflicts an
magical barriers and dispel protective spells. Deals additional 1d4 fire damage per round for 1d4 rounds.
1d8 piercing damage and dispels one active magical Price: 900 gold pieces.
effect or protective spell on a successful hit (caster
level check DC 15). Price: 800 gold pieces. 100. Voidbane Glaive: A glaive specifically designed
to combat extraplanar threats. Its strikes deal
93. Thunderous Halberd: A halberd crackling with the additional damage against creatures from other
power of thunder. Its strikes create powerful planes of existence. Deals 1d12 slashing damage
shockwaves that knock enemies off their feet. Deals and inflicts an additional 2d6 damage against
1d10 slashing damage and forces the target to make extraplanar creatures. Price: 900 gold pieces.
a Strength saving throw (DC 15) or be knocked
prone. Price: 900 gold pieces.
D100 Table: Daggers and Knives
94. Shadowstrike Glaive: A glaive that seamlessly
melds with shadows, granting the wielder enhanced 1. Stingblade - A small dagger with a serrated edge
stealth and the ability to strike from darkness. It that glows faintly blue. Deals 1d4+1 piercing
grants advantage on Dexterity (Stealth) checks and damage. Price: 25 gold pieces.
allows the wielder to make a bonus attack when
attacking from stealth. Deals 1d12 slashing damage. 2. Shadowstrike Dagger - A black, lightweight dagger
Price: 900 gold pieces. that grants a +2 bonus to Stealth checks. Deals 1d4

838
Hexmaster Chapter 6 Equipment

piercing damage. Price: 50 gold pieces. quarters cover. Deals 1d4 piercing damage. Price:
90 gold pieces.
3. Venomous Stiletto - A slim blade coated with a
deadly poison. On a successful hit, the target must 12. Viper's Kiss - A small dagger with a snake-
make a DC 15 Constitution saving throw or take an shaped hilt and a poison-filled chamber. On a
additional 2d6 poison damage. Deals 1d4 piercing successful hit, the target must make a DC 12
damage. Price: 100 gold pieces. Constitution saving throw or take 1d6 poison damage
at the start of each of its turns for 1 minute. Deals
4. Frostbite Dagger - A dagger enchanted with ice 1d4 piercing damage. Price: 65 gold pieces.
magic. On a critical hit, the target takes an additional
2d6 cold damage and must succeed on a DC 13 13. Stormcaller Blade - A dagger crackling with
Constitution saving throw or be restrained for 1 electricity. On a critical hit, the target takes an
round. Deals 1d4 piercing damage. Price: 75 gold additional 2d6 lightning damage and must succeed
pieces. on a DC 13 Dexterity saving throw or be pushed 10
feet away. Deals 1d4 piercing damage. Price: 85
5. Thornblade - A wicked-looking dagger with thorn- gold pieces.
like edges. On a successful hit, the target takes an
additional 1d4 bleeding damage at the start of each 14. Serrated Bone Knife - A crude, bone-handled
of its turns for 1 minute. Deals 1d4 piercing damage. knife with jagged edges. Deals an additional 1d6
Price: 60 gold pieces. damage against creatures with natural armor or
tough hides. Deals 1d4 piercing damage. Price: 50
6. Whisperblade - A finely crafted dagger that emits a gold pieces.
faint whispering sound when wielded. Grants
advantage on Sleight of Hand checks involving 15. Dagger of Fortune - A finely balanced dagger
concealment. Deals 1d4 piercing damage. Price: 80 adorned with a symbol of luck. Once per long rest,
gold pieces. the wielder can reroll an attack roll made with this
dagger. Deals 1d4 piercing damage. Price: 75 gold
7. Shadowfang Dagger - A blade infused with the pieces.
essence of shadows. On a critical hit, the target must
succeed on a DC 14 Wisdom saving throw or 16. Searing Blade - A dagger infused with elemental
become frightened for 1 minute. Deals 1d4 piercing fire. On a critical hit, the target takes an additional
damage. Price: 90 gold pieces. 2d6 fire damage and must succeed on a DC 13
Dexterity saving throw or catch fire, taking 1d6 fire
8. Moonshadow Knife - A slender, silver-bladed knife damage at the start of each of its turns until
that glows softly in moonlight. Deals an additional extinguished. Deals 1d4 piercing damage. Price: 80
1d6 radiant damage against undead creatures. Deals gold pieces.
1d4 piercing damage. Price: 70 gold pieces.
17. Harmony Blade - A balanced, twin-bladed dagger
9. Soulstealer Dagger - A dark, rune-carved dagger that can be dual-wielded with no penalties. When
that can absorb the life force of its victims. On a dual-wielding these daggers, the wielder gains a +1
successful hit, the wielder gains temporary hit points bonus to AC. Deals 1d4 piercing damage. Price: 95
equal to half the damage dealt. Deals 1d4 piercing gold pieces.
damage. Price: 120 gold pieces.
18. Obsidian Shiv - A small, razor-sharp dagger
10. Ebonblade - A jet-black dagger that seems to crafted from obsidian. Attacks made with this dagger
absorb light. Attacks made with this dagger are are considered magical for the purpose of
considered magical for the purpose of overcoming overcoming resistance and immunity. Deals 1d4
resistance and immunity. Deals 1d4 piercing piercing damage. Price: 70 gold pieces.
damage. Price: 100 gold pieces.
19. Blade of Whispered Secrets - A wickedly curved
11. Wraithfang Dagger - A ghostly, translucent dagger etched with forbidden runes. On a successful
dagger that can phase through solid objects. Attacks hit, the wielder can cast the *Message* cantrip as a
made with this dagger ignore half cover and three- bonus action without expending a spell slot. Deals

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Chapter 6 Equipment Hexmaster

1d4 piercing damage. Price: 100 gold pieces.


29. Dagger of the Drifting Sands - A sand-infused
20. Shadebite Dagger - A shimmering, ethereal dagger that harnesses the power of the desert winds.
dagger that phases in and out of reality. Attacks On a critical hit, the target is blinded until the end of
made with this dagger have a 10% chance to ignore its next turn. Deals 1d4 piercing damage. Price: 75
the target's armor. Deals 1d4 piercing damage. gold pieces.
Price: 110 gold pieces.
30. Harpoon Dagger - A unique, barbed dagger
21. Soulthorn Dagger - A wickedly curved blade with designed for throwing. This dagger has a range of
a gemstone embedded in the hilt. On a critical hit, 20/60 feet and deals an additional 1d6 damage if
the target must make a DC 15 Wisdom saving throw thrown. Deals 1d4 piercing damage. Price: 65 gold
or become frightened for 1 minute. Deals 1d4 pieces.
piercing damage. Price: 120 gold pieces.
31. Silentstrike Blade - A sleek, silent dagger that
22. Slicer's Shiv - A small, unassuming dagger that grants advantage on attack rolls when attacking
grants a +1 bonus to damage rolls against surprised surprised creatures. Deals 1d4 piercing damage.
creatures. Deals 1d4 piercing damage. Price: 55 gold Price: 70 gold pieces.
pieces.
32. Fang of the Moon Serpent - A curved,
23. Blade of Withering - A cursed dagger that drains moonstone-embedded dagger that glows softly in the
the life force of its victims. On a successful hit, the moonlight. On a successful hit, the target must
target takes an additional 1d6 necrotic damage, and succeed on a DC 14 Constitution saving throw or be
the wielder gains temporary hit points equal to the poisoned for 1 minute. Deals 1d4 piercing damage.
necrotic damage dealt. Deals 1d4 piercing damage. Price: 90 gold pieces.
Price: 95 gold pieces.
33. Bloodletter's Knife - A dark, wicked blade that
24. Swiftstrike Knife - A slender, agile knife that draws strength from the spilled blood of its victims.
grants advantage on initiative rolls. Deals 1d4 On a successful hit, the wielder gains temporary hit
piercing damage. Price: 60 gold pieces. points equal to half the damage dealt. Deals 1d4
piercing damage. Price: 100 gold pieces.
25. Blightsteel Dagger - A dark, corrupted blade that
can infect wounds with a deadly disease. On a 34. Bladewhisper Shiv - A tiny, delicate knife that
successful hit, the target must make a DC 15 emits a haunting whisper when unsheathed. Grants
Constitution saving throw or be poisoned for 1 advantage on Charisma (Intimidation) checks made
minute. Deals 1d4 piercing damage. Price: 85 gold to intimidate others. Deals 1d4 piercing damage.
pieces. Price: 75 gold pieces.

26. Moonshadow Shiv - A small, silvery shiv that 35. Flame Tongue Dagger - A fiery dagger that
grants advantage on Dexterity (Stealth) checks made bursts into flames upon command. On a critical hit,
in dim light or darkness. Deals 1d4 piercing damage. the target takes an additional 2d6 fire damage. Deals
Price: 70 gold pieces. 1d4 piercing damage. Price: 80 gold pieces.

27. Grimtooth Dagger - A jagged, cruel-looking 36. Echoblade Knife - A magically enchanted dagger
dagger that deals 1d4 additional damage against that creates illusory duplicates of itself during
prone targets. Attacks made with this dagger against combat. Once per short rest, the wielder can use a
prone creatures deal an additional 1d6 damage. bonus action to summon an illusory duplicate of the
Deals 1d4 piercing damage. Price: 80 gold pieces. dagger, granting advantage on the next attack roll.
Deals 1d4 piercing damage. Price: 85 gold pieces.
28. Stormsteel Blade - A dagger crafted from a rare
metal that crackles with electrical energy. Attacks 37. Vorpal Shiv - A small, enchanted blade that has a
made with this dagger are considered magical for the chance to sever heads. On a natural 20 on the attack
purpose of overcoming resistance and immunity. roll, the target must make a DC 17 Constitution
Deals 1d4 piercing damage. Price: 90 gold pieces. saving throw or have its head severed, instantly

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Hexmaster Chapter 6 Equipment

killing it. Deals 1d4 piercing damage. Price: 150 gold fashioned from a humanoid skull. Attacks made with
pieces. this shiv have a 10% chance to critically hit, dealing
maximum damage. Deals 1d4 piercing damage.
38. Seastone Dagger - A dagger crafted from a rare, Price: 75 gold pieces.
shimmering seastone found only in underwater
caverns. This dagger deals an additional 1d6 47. Blade of the Whispering Wind - A razor-sharp
damage against aquatic creatures. Deals 1d4 dagger that emits a soft breeze when wielded.
piercing damage. Price: 95 gold pieces. Grants advantage on Dexterity saving throws against
effects that would push or knock the wielder prone.
39. Blade of Shifting Shadows - A dagger that Deals 1d4 piercing damage. Price: 70 gold pieces.
absorbs and manipulates shadows. Once per long
rest, the wielder can cast the *Darkness* spell 48. Baneblade Dagger - A dagger specifically
centered on the dagger. Deals 1d4 piercing damage. enchanted to combat a particular type of creature.
Price: 120 gold pieces. When attacking the chosen creature type, this
dagger deals an additional 1d6 damage. Choose one
40. Viper's Fang - A venomous dagger with a creature type upon acquiring the dagger. Deals 1d4
serpent-shaped hilt that grants advantage on saving piercing damage. Price: 95 gold pieces.
throws against poison. On a successful hit, the target
must make a DC 15 Constitution saving throw or be 49. Moonlight Stiletto - A slender, silver stiletto that
poisoned for 1 minute. Deals 1d4 piercing damage. glows brightly in moonlight. Attacks made with this
Price: 110 gold pieces. stiletto have advantage on attack rolls made during
moonlit nights. Deals 1d4 piercing damage. Price: 80
41. Voidstrike Dagger - A blade infused with the gold pieces.
essence of the void. Attacks made with this dagger
ignore resistance to necrotic damage. Deals 1d4 50. Soulfire Shiv - A translucent, fiery dagger that
piercing damage. Price: 90 gold pieces. consumes the souls of defeated foes. Once per long
rest, when reducing a creature to 0 hit points with
42. Gorefang Shiv - A serrated knife crafted from the this dagger, the wielder gains temporary hit points
tooth of a monstrous creature. Attacks made with this equal to the damage dealt. Deals 1d4 piercing
shiv have a 10% chance to deal an additional 1d6 damage. Price: 120 gold pieces.
damage. Deals 1d4 piercing damage. Price: 65 gold
pieces. 51. Duskblade Dagger - A dagger infused with the
essence of twilight. Attacks made with this dagger
43. Dagger of the Arcane - A dagger etched with have advantage during dawn and dusk. Deals 1d4
arcane runes that crackles with magical energy. On a piercing damage. Price: 90 gold pieces.
successful hit, the target takes an additional 1d6
force damage. Deals 1d4 piercing damage. Price: 80 52. Flickerblade Shiv - A quick and nimble dagger
gold pieces. that grants a +2 bonus to initiative rolls. Deals 1d4
piercing damage. Price: 70 gold pieces.
44. Shadowstep Blade - A sleek, obsidian dagger
that grants the ability to teleport short distances. 53. Voracious Viper - A venomous dagger shaped
Once per short rest, the wielder can use a bonus like a coiled snake. On a successful hit, the target
action to teleport up to 30 feet to an unoccupied must make a DC 15 Constitution saving throw or
space they can see. Deals 1d4 piercing damage. take 1d6 poison damage at the start of each of its
Price: 100 gold pieces. turns for 1 minute. Deals 1d4 piercing damage.
Price: 95 gold pieces.
45. Starmetal Dagger - A dagger forged from a rare,
celestial metal that shines like starlight. Attacks 54. Arcane Venomblade - A dagger coated with a
made with this dagger are considered magical for the potent, magical venom. On a successful hit, the
purpose of overcoming resistance and immunity. target must make a DC 14 Constitution saving throw
Deals 1d4 piercing damage. Price: 85 gold pieces. or be poisoned for 1 minute. Deals an additional 1d4
poison damage. Deals 1d4 piercing damage. Price:
46. Skullsplitter Shiv - A jagged blade with a handle 100 gold pieces.

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Chapter 6 Equipment Hexmaster

55. Frostbite Shiv - A dagger imbued with icy cold. 64. Miststalker Shiv - A translucent, mist-like dagger
On a critical hit, the target takes an additional 2d6 that grants advantage on Dexterity (Stealth) checks
cold damage and must succeed on a DC 13 made in fog or mist. Deals 1d4 piercing damage.
Constitution saving throw or be restrained for 1 Price: 75 gold pieces.
round. Deals 1d4 piercing damage. Price: 85 gold
pieces. 65. Dagger of Disruption - A dagger infused with anti-
magic properties. Attacks made with this dagger
56. Swiftshadow Knife - A shadowy blade that grants have advantage against creatures concentrating on
advantage on Dexterity (Stealth) checks made in dim spells. Deals 1d4 piercing damage. Price: 90 gold
light or darkness. Deals 1d4 piercing damage. Price: pieces.
75 gold pieces.
66. Sanguine Fang - A bloodthirsty dagger with a
57. Flamestrike Dagger - A dagger infused with the serrated edge that glows crimson when near spilled
essence of fire. On a critical hit, the target takes an blood. On a successful hit against a bleeding target,
additional 2d6 fire damage. Deals 1d4 piercing this dagger deals an additional 1d6 damage. Deals
damage. Price: 80 gold pieces. 1d4 piercing damage. Price: 80 gold pieces.

58. Crimson Shiv - A sinister-looking dagger with a 67. Skyslicer Shiv - A lightweight dagger with a blade
hilt adorned with red gemstones. Attacks made with made from a fragment of a fallen star. Attacks made
this dagger deal an additional 1d4 necrotic damage. with this shiv have advantage against flying
Deals 1d4 piercing damage. Price: 85 gold pieces. creatures. Deals 1d4 piercing damage. Price: 100
gold pieces.
59. Blade of Whispers - A sleek, black dagger that
vibrates with an eerie hum. On a successful hit, the 68. Shadewhisper Blade - A whisper-quiet dagger
target must succeed on a DC 14 Wisdom saving that allows the wielder to cast the *Pass without
throw or become frightened for 1 minute. Deals 1d4 Trace* spell once per day. Deals 1d4 piercing
piercing damage. Price: 90 gold pieces. damage. Price: 90 gold pieces.

60. Gloomsteel Shiv - A dark, shadowy dagger that 69. Radiant Sunblade - A radiant dagger that shines
emanates an aura of darkness. Attacks made with with the light of the sun. Attacks made with this
this shiv have a 10% chance to blind the target for 1 dagger deal an additional 1d6 radiant damage
round. Deals 1d4 piercing damage. Price: 80 gold against undead creatures. Deals 1d4 piercing
pieces. damage. Price: 85 gold pieces.

61. Soulthirst Dagger - A malevolent blade that 70. Venomshadow Shiv - A dagger coated in a toxic
hungers for souls. On a successful hit, the wielder blend of shadow essence and venom. On a
gains temporary hit points equal to half the damage successful hit, the target must make a DC 14
dealt. Deals 1d4 piercing damage. Price: 120 gold Constitution saving throw or take 2d6 poison
pieces. damage. Deals 1d4 piercing damage. Price: 95 gold
pieces.
62. Thunderstrike Shiv - A crackling electric dagger
that emits loud thunderous booms when striking. On 71. Eclipse Blade - A sleek, obsidian dagger with a
a critical hit, the target takes an additional 2d6 hilt adorned with moonstone. Attacks made with this
thunder damage and must succeed on a DC 13 blade have advantage during nighttime or in areas of
Constitution saving throw or be deafened for 1 round. darkness. Deals 1d4 piercing damage. Price: 90 gold
Deals 1d4 piercing damage. Price: 85 gold pieces. pieces.

63. Whisperwind Blade - A delicate dagger crafted 72. Skulldrain Dagger - A sinister dagger with a hilt
from the feather of an otherworldly bird. Attacks shaped like a skull. On a successful hit, the target
made with this dagger have advantage against flying must make a DC 15 Constitution saving throw or
creatures. Deals 1d4 piercing damage. Price: 70 gold have their maximum hit points reduced by the
pieces. damage dealt until their next long rest. Deals 1d4

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Hexmaster Chapter 6 Equipment

piercing damage. Price: 110 gold pieces. with this shiv deal an additional 1d6 damage against
the target that has harmed the wielder in the past
73. Widow's Kiss - A finely crafted dagger with an minute. Deals 1d4 piercing damage. Price: 90 gold
etching of a spider on the blade. Attacks made with pieces.
this dagger have a 10% chance to inflict the
poisoned condition on the target for 1 minute. Deals 82. Dagger of Arcane Shadows - A dagger infused
1d4 piercing damage. Price: 75 gold pieces. with the essence of shadow magic. Attacks made
with this dagger have a 10% chance to cast the
74. Soulbond Shiv - A dagger infused with a restless *Darkness* spell centered on the target. Deals 1d4
spirit. Once per long rest, the wielder can use a piercing damage. Price: 80 gold pieces.
bonus action to bond the dagger with their soul,
gaining a +1 bonus to attack and damage rolls for 1 83. Dragonfang Dagger - A fearsome dagger crafted
minute. Deals 1d4 piercing damage. Price: 100 gold from a dragon's tooth. Attacks made with this dagger
pieces. deal an additional 1d6 damage against dragons.
Deals 1d4 piercing damage. Price: 95 gold pieces.
75. Dagger of Astral Veils - A translucent dagger that
shimmers with ethereal energy. Attacks made with 84. Serpent's Embrace - A sleek, venomous dagger
this dagger have a 10% chance to phase through the with a coiled serpent-shaped hilt. On a successful hit,
target's armor, ignoring any bonus to AC from armor. the target must make a DC 15 Constitution saving
Deals 1d4 piercing damage. Price: 80 gold pieces. throw or take 2d6 poison damage. Deals 1d4
piercing damage. Price: 110 gold pieces.
76. Voidshard Shiv - A blade crafted from a shard of
pure void energy. Attacks made with this shiv deal an 85. Celestial Starblade - A radiant dagger adorned
additional 1d6 force damage. Deals 1d4 piercing with celestial symbols that glows with a gentle light.
damage. Price: 85 gold pieces. Attacks made with this dagger deal an additional 1d6
radiant damage against celestial creatures. Deals
77. Spectral Dagger - A ghostly blade that can harm 1d4 piercing damage. Price: 100 gold pieces.
ethereal creatures. Attacks made with this dagger
can affect creatures in the Ethereal Plane as if they 86. Thundersoul Shiv - A crackling dagger infused
were on the Material Plane. Deals 1d4 piercing with the power of thunderstorms. Attacks made with
damage. Price: 95 gold pieces. this shiv have a 10% chance to deafen the target for
1 round. Deals 1d4 piercing damage. Price: 85 gold
78. Shadowstep Shiv - A dagger that grants the pieces.
ability to teleport as a bonus action. Once per short
rest, the wielder can teleport up to 30 feet to an 87. Dagger of Petrifying Strikes - A razor-edged
unoccupied space they can see. Deals 1d4 piercing dagger that has a chance to turn foes to stone. On a
damage. Price: 90 gold pieces. critical hit, the target must make a DC 14
Constitution saving throw or be petrified for 1 minute.
79. Dagger of Radiant Vengeance - A radiant dagger Deals 1d4 piercing damage. Price: 120 gold pieces.
that glows with a holy light. Attacks made with this
dagger deal an additional 1d6 radiant damage 88. Dreamweaver Shiv - A slender, silver-bladed
against fiends and undead creatures. Deals 1d4 dagger that enhances the user's dreaming abilities.
piercing damage. Price: 100 gold pieces. Once per long rest, the wielder can enter a lucid
dream state, gaining advantage on Intelligence
80. Blightbane Blade - A dagger specifically (Investigation) and Wisdom (Perception) checks
designed to combat creatures of the natural world. while in this state. Deals 1d4 piercing damage. Price:
Attacks made with this dagger deal an additional 1d6 90 gold pieces.
damage against creatures with the plant creature
type. Deals 1d4 piercing damage. Price: 85 gold 89. Viper's Embrace - A venomous dagger with a
pieces. snake-shaped hilt that grants advantage on saving
throws against poison. On a successful hit, the target
81. Vengeanceborne Shiv - A razor-sharp dagger must make a DC 15 Constitution saving throw or
imbued with the desire for vengeance. Attacks made take 1d6 poison damage at the start of each of its

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Chapter 6 Equipment Hexmaster

turns for 1 minute. Deals 1d4 piercing damage. 99. Blade of Shattered Reflections - A dagger that
Price: 95 gold pieces. warps and distorts the reflections of its surroundings.
Attacks made with this blade have a 10% chance to
90. Ethereal Blade - A translucent, otherworldly impose disadvantage on the target's next attack roll.
dagger that can harm ethereal creatures. Attacks Deals 1d4 piercing damage. Price: 85 gold pieces.
made with this dagger can affect creatures on the
Ethereal Plane as if they were on the Material Plane. 100. Dagger of Eternal Shadows - A blade forged
Deals 1d4 piercing damage. Price: 100 gold pieces. from pure darkness that saps the light from its
surroundings. Attacks made with this dagger have a
91. Whisperwind Shiv - A dagger crafted from the 10% chance to cast the *Darkness* spell centered on
bone of an ancient wind elemental. Attacks made the target. Deals 1d4 piercing damage. Price: 100
with this shiv have advantage against creatures with gold pieces.
a flying speed. Deals 1d4 piercing damage. Price: 80
gold pieces.

92. Blade of Twilight - A blade that transitions


between light and shadow. Attacks made with this Unconventional Melee Weapons:
blade have advantage during dawn and dusk. Deals
1d4 piercing damage. Price: 90 gold pieces. D100 Table: Unconventional Melee Weapons
93. Dagger of Lifestealing - A wicked blade that 1. Chain of Shadows: A length of shadowy, ethereal
drains the life force of its victims. On a successful hit, chain that can strike enemies from a distance. Deals
the wielder gains temporary hit points equal to half 1d8+2 slashing damage. Price: 50 gold pieces.
the damage dealt. Deals 1d4 piercing damage. Price:
100 gold pieces. 2. Lightning Whip: A crackling whip infused with
electrical energy. Deals 1d6 lightning damage and
94. Shadowstrike Shiv - A sleek, obsidian dagger has a 50% chance to stun targets. Price: 75 gold
that grants advantage on Dexterity (Stealth) checks pieces.
made in dim light or darkness. Deals 1d4 piercing
damage. Price: 75 gold pieces. 3. Venomous Tentacle: A flexible tentacle coated
with deadly venom. Deals 1d4 piercing damage and
95. Bloodmoon Blade - A crimson blade that seems has a 50% chance to poison enemies. Price: 40 gold
to pulse with an eerie glow. Attacks made with this pieces.
blade have advantage during the night of a full moon.
Deals 1d4 piercing damage. Price: 85 gold pieces. 4. Soulbrand: A translucent whip that feeds on the
life force of its victims. Deals 1d10 necrotic damage
96. Soulreaper Shiv - A dagger imbued with dark and heals the wielder for half the damage dealt.
magic that can harvest souls. On a successful hit, Price: 150 gold pieces.
the target must make a DC 15 Constitution saving
throw or have their maximum hit points reduced by 5. Bladed Garrote: A thin wire with razor-sharp
the damage dealt until their next long rest. Deals 1d4 edges, used for strangling and slicing. Deals 1d6
piercing damage. Price: 120 gold pieces. slashing damage and has a 50% chance to
incapacitate targets. Price: 60 gold pieces.
97. Gloomstrike Dagger - A dark, malevolent dagger
that emits an aura of gloom. Attacks made with this 6. Gravity Lash: A chain infused with gravitational
dagger deal an additional 1d6 necrotic damage. magic, allowing the wielder to manipulate gravity and
Deals 1d4 piercing damage. Price: 95 gold pieces. pull enemies closer. Deals 1d8 force damage and
pulls the target 10 feet towards the wielder on a hit.
98. Windshear Shiv - A razor-sharp dagger that Price: 90 gold pieces.
grants advantage on attack rolls made during windy
conditions. Deals 1d4 piercing damage. Price: 70 7. Acid Whip: A whip coated in potent acid that eats
gold pieces. through armor and flesh. Deals 1d6 acid damage
and ignores enemy armor. Price: 70 gold pieces.

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Hexmaster Chapter 6 Equipment

enchanted blade that can extend and retract at will.


8. Phase Whip: A shimmering whip that can pass Deals 1d8 slashing damage and grants advantage
through solid objects. Deals 1d8 force damage and on attack rolls against surprised enemies. Price: 120
can strike through barriers and armor. Price: 100 gold pieces.
gold pieces.
18. Frostbite Whip: A whip covered in a layer of icy
9. Blade Chain: A chain with razor-sharp blades frost that freezes and slows enemies. Deals 1d6 cold
attached to each link. Deals 1d8 slashing damage damage and reduces the target's movement speed
and has an increased critical hit chance. Price: 80 by 10 feet on a hit. Price: 80 gold pieces.
gold pieces.
19. Soul Snatcher: A chain adorned with ethereal
10. Thunderous Flail: A heavy flail that crackles with hooks that can tear the souls from its victims. Deals
thunderous energy upon impact. Deals 1d10 thunder 1d10 necrotic damage and has a 50% chance to
damage and has a 50% chance to knock enemies instantly kill a target with 10 hit points or fewer. Price:
prone. Price: 120 gold pieces. 150 gold pieces.

11. Shadow Whip: A whip made of pure darkness 20. Blazing Meteor: A heavy chain with a fiery
that saps the strength of those it strikes. Deals 1d6 meteorite attached to the end, leaving a trail of
necrotic damage and reduces the target's Strength flames as it swings. Deals 1d10 fire damage and has
score by 1 on a hit (can be regained after a long a 50% chance to blind targets on a critical hit. Price:
rest). Price: 85 gold pieces. 130 gold pieces.

12. Disintegration Chain: A chain that emits a 21. Arcane Whip: A whip crackling with raw arcane
disintegrating energy field, obliterating anything it energy, leaving lingering magical residue. Deals 1d8
touches. Deals 2d6 force damage and has a 50% force damage and has a 50% chance to disrupt
chance to disintegrate the target on a critical hit. spellcasting on a hit. Price: 100 gold pieces.
Price: 200 gold pieces.
22. Serpent's Embrace: A coiling whip with a serpent
13. Arcane Whip: A whip crackling with arcane head at its end, striking with venomous precision.
power, capable of disrupting magical energies. Deals Deals 1d6 piercing damage and has a 50% chance
1d8 force damage and grants advantage on saving to poison the target, inflicting ongoing damage. Price:
throws against spells for one round after a hit. Price: 90 gold pieces.
110 gold pieces.
23. Thunderclap Chain: A chain that releases
14. Venomous Lash: A coiled whip infused with thunderous booms with each swing, causing
venomous serpents that strike with deadly precision. disorientation. Deals 1d8 thunder damage and forces
Deals 1d6 piercing damage and poisons the target, the target to make a Constitution saving throw or
dealing 1d6 additional 1d4 poison damage on the become stunned for one round. Price: 120 gold
next turn. Price: 95 gold pieces. pieces.

15. Flaming Chain: A chain wreathed in flames that 24. Psychic Slicer: A whip that resonates with
sears and burns foes. Deals 1d8 fire damage and psychic power, slicing through both mind and matter.
sets targets on fire, causing additional 1d4 fire Deals 1d6 psychic damage and ignores the target's
damage per round for the next two rounds. Price: resistance to psychic damage. Price: 80 gold pieces.
100 gold pieces.
25. Gorgon's Coil: A whip fashioned from the hide of
16. Psychic Scourge: A psionically charged whip that a petrified gorgon, capable of turning foes to stone.
inflicts mental anguish upon its victims. Deals 1d6 Deals 1d6 slashing damage and forces the target to
psychic damage and forces the target to make a make a Constitution saving throw or be petrified
Wisdom saving throw or become frightened for one temporarily. Price: 150 gold pieces.
round. Price: 90 gold pieces.
26. Arcing Chain: A chain that crackles with
17. Shifting Blade: A chain with a magically electricity, arcing to nearby enemies. Deals 1d8

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Chapter 6 Equipment Hexmaster

lightning damage and can jump to an additional pieces.


target within 10 feet on a critical hit. Price: 110 gold
pieces. 36. Arcane Grappler: A chain with magically
enchanted grappling hooks at both ends, allowing for
27. Acidic Lash: A whip coated in corrosive acid that versatile maneuverability. Deals 1d8 bludgeoning
eats away at armor and flesh. Deals 1d6 acid damage and grants advantage on checks related to
damage and ignores the target's resistance to acid climbing and swinging. Price: 110 gold pieces.
damage. Price: 95 gold pieces.
37. Flame Tongue Whip: A whip wreathed in magical
28. Nightmare Strand: A shadowy whip that feeds on flames that burn with intensity. Deals 1d8 fire
fear, inducing terrifying visions in its victims. Deals damage and ignites flammable objects on a hit.
1d8 necrotic damage and forces the target to make a Price: 120 gold pieces.
Wisdom saving throw or suffer from the frightened
condition. Price: 130 gold pieces. 38. Wyrmcoil: A whip adorned with the scales of a
slain dragon, empowering the wielder with draconic
29. Chain of Silence: A whip made of whisper-thin might. Deals 1d10 slashing damage and has a 50%
strands that absorb sound, making it deadly in chance to cause the target to bleed for additional
stealthy situations. Deals 1d6 piercing damage and damage. Price: 160 gold pieces.
grants advantage on attack rolls against surprised
enemies. Price: 85 gold pieces. 39. Dislocator: A chain with enchanted links that
disrupt spatial stability, causing targets to phase in
30. Infernal Grasp: A whip infused with the essence and out of reality. Deals 1d6 force damage and has a
of the Lower Planes, burning with unholy fire. Deals 50% chance to teleport the target to a random
1d10 fire damage and has a 50% chance to curse location on a hit. Price: 140 gold pieces.
the target, reducing their saving throw rolls. Price:
140 gold pieces. 40. Radiant Scourge: A whip made of pure radiant
energy, searing evil and undead foes. Deals 1d10
31. Voidwhip: A whip crafted from shadowy tendrils radiant damage and Deals 1d6 extra damage to
that draw upon the power of the void. Deals 1d8 undead creatures. Price: 150 gold pieces.
necrotic damage and has a 50% chance to banish
the target to a pocket dimension on a critical hit. 41. Shadowblade Chain: A chain embedded with
Price: 150 gold pieces. ethereal blades that slice through reality. Deals 1d8
slashing damage and has a 50% chance to blind the
32. Frostbite Lash: A whip infused with freezing cold, target on a critical hit. Price: 140 gold pieces.
leaving enemies frostbitten and sluggish. Deals 1d6
cold damage and reduces the target's movement 42. Stormwhip: A crackling whip infused with the fury
speed by 10 feet on a hit. Price: 90 gold pieces. of thunderstorms. Deals 1d8 lightning damage and
has a 50% chance to knock targets prone on a hit.
33. Thunderous Serpent: A coiled whip that crackles Price: 120 gold pieces.
with electrical energy, resembling a coiled serpent.
Deals 1d8 lightning damage and has a 50% chance 43. Plague Serpent: A whip coated in a virulent
to paralyze the target on a critical hit. Price: 130 gold poison that spreads disease and decay. Deals 1d6
pieces. poison damage and inflicts a lingering poison effect
on a hit. Price: 100 gold pieces.
34. Blade of Chains: A whip-like weapon composed
of interlocking blades that can extend and retract. 44. Astral Coil: A celestial whip formed from the
Deals 1d8 slashing damage and grants advantage essence of the stars, granting a connection to the
on disarm attempts. Price: 120 gold pieces. astral plane. Deals 1d8 force damage and has a 50%
chance to stun the target on a critical hit. Price: 130
35. Chaos Tendril: A writhing, shifting whip that taps gold pieces.
into the chaotic energies of the universe. Deals 1d6
psychic damage and has a 50% chance to inflict 45. Runebound Lash: A whip inscribed with ancient
random status effects on the target. Price: 100 gold runes that channel arcane power. Deals 1d6 magical

846
Hexmaster Chapter 6 Equipment

damage and grants a bonus to spellcasting checks. poison the target, causing additional damage over
Price: 110 gold pieces. time. Price: 100 gold pieces.

46. Soul Chain: A whip forged from the chains that 55. Flamecoil: A whip wreathed in magical flames
bind souls, capable of draining life force. Deals 1d10 that wrap around foes, burning and ensnaring them.
necrotic damage and transfers half the damage dealt Deals 1d8 fire damage and has a 50% chance to
as temporary hit points to the wielder. Price: 160 gold restrain the target on a critical hit. Price: 140 gold
pieces. pieces.

47. Void Striker: A chain that taps into the void, 56. Chronostrand: A whip that manipulates time
bypassing defenses and striking at the essence of itself, allowing the wielder to strike with temporal
enemies. Deals 1d8 force damage and ignores the precision. Deals 1d8 slashing damage and grants
target's resistance and immunity to force damage. advantage on initiative rolls. Price: 150 gold pieces.
Price: 140 gold pieces.
57. Spectral Chain: A translucent chain formed from
48. Celestial Grasp: A chain infused with divine ethereal matter, capable of passing through solid
energy, enabling the wielder to channel healing objects. Deals 1d6 force damage and allows the
powers. Deals 1d6 bludgeoning damage and allows wielder to bypass non-magical armor on a hit. Price:
the wielder to use it as a conduit for healing spells. 110 gold pieces.
Price: 100 gold pieces.
58. Frostbite Coil: A whip coated in a layer of icy
49. Chain of Eternity: A never-ending chain that frost, chilling and slowing enemies to a crawl. Deals
signifies the eternal cycle of life and death. Deals 1d6 cold damage and reduces the target's movement
1d8 slashing damage and has a 50% chance to heal speed by 10 feet on a hit. Price: 90 gold pieces.
the wielder on a critical hit. Price: 150 gold pieces.
59. Wraith's Grasp: A chain woven from the essence
50. Infernal Scourge: A whip infused with hellish of restless spirits, capable of draining life force.
flames that burns the flesh and souls of its victims. Deals 1d10 necrotic damage and transfers a portion
Deals 1d10 fire damage and has a 50% chance to of the damage dealt as temporary hit points to the
cause fear in enemies on a hit. Price: 160 gold wielder. Price: 160 gold pieces.
pieces.
60. Storm Serpent: A whip that channels the power
51. Arcane Disruptor: A whip crackling with raw of tempests, crackling with lightning and rain. Deals
arcane energy, capable of disrupting spellcasting. 1d8 lightning damage and has a 50% chance to blind
Deals 1d8 force damage and has a 50% chance to the target on a critical hit. Price: 140 gold pieces.
interrupt ongoing spells on a hit. Price: 130 gold
pieces. 61. Blightwhip: A whip imbued with dark energies
that drains the life force of its victims. Deals 1d8
52. Shadowbound Lash: A whip infused with necrotic damage and grants the wielder temporary
shadows that drain the life force of its victims. Deals hit points on a hit. Price: 120 gold pieces.
1d6 necrotic damage and transfers a portion of the
damage dealt as temporary hit points to the wielder. 62. Storm Surge: A whip that harnesses the raw
Price: 110 gold pieces. power of storms, delivering electrifying strikes. Deals
1d8 lightning damage and has a 50% chance to stun
53. Thunderstrike Chain: A chain that resonates with the target on a critical hit. Price: 130 gold pieces.
the fury of thunderstorms, unleashing powerful
shockwaves. Deals 1d8 thunder damage and has a 63. Soulshackle: A chain adorned with spectral
50% chance to knock targets back on a hit. Price: shackles that bind the souls of those struck. Deals
120 gold pieces. 1d6 necrotic damage and has a 50% chance to
impose disadvantage on the target's next saving
54. Venomlash Whip: A whip coated with a deadly throw. Price: 100 gold pieces.
venom that courses through the veins of its victims.
Deals 1d6 poison damage and has a 50% chance to 64. Inferno Lash: A whip wreathed in intense flames,

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Chapter 6 Equipment Hexmaster

leaving trails of fire with each strike. Deals 1d8 fire defend against. Deals 1d6 force damage and ignores
damage and ignites flammable objects on a hit. the target's armor class bonus from Dexterity on a
Price: 110 gold pieces. hit. Price: 100 gold pieces.

65. Disruptor's Coil: A chain infused with disruptive 74. Venomous Coil: A whip coated with a potent
energies that interfere with magical defenses. Deals venom that seeps into wounds, causing debilitating
1d6 force damage and has a 50% chance to dispel effects. Deals 1d6 poison damage and has a 50%
magical effects on a hit. Price: 90 gold pieces. chance to inflict the poisoned condition on the target.
Price: 90 gold pieces.
66. Chaoslash: A whip made of intertwining strands
of pure chaos energy, unpredictable in its strikes. 75. Frostfire Chain: A chain that alternates between
Deals 1d8 slashing damage and rolls an additional icy cold and scorching flames, catching foes off
d4 for random elemental damage. Price: 140 gold guard. Deals 1d8 cold and fire damage alternately
pieces. and has a 50% chance to cause the target to be
vulnerable to the next attack of the opposite element.
67. Etherwhip: A whip composed of shimmering Price: 150 gold pieces.
strands of pure ether, capable of slicing through
ethereal entities. Deals 1d6 force damage and has a 76. Etherblade Lash: A whip composed of ethereal
50% chance to strike ethereal or incorporeal blades that slice through enemies with otherworldly
creatures as if they were solid. Price: 100 gold precision. Deals 1d8 slashing damage and grants a
pieces. bonus to attack rolls against ethereal or incorporeal
creatures. Price: 120 gold pieces.
68. Viper's Grasp: A chain-like whip with serrated
edges, infused with deadly venom. Deals 1d8 77. Storm's Fury: A whip that harnesses the fury of
piercing damage and has a 50% chance to poison storms, unleashing blasts of wind and rain upon foes.
the target, causing ongoing damage. Price: 120 gold Deals 1d8 thunder damage and has a 50% chance
pieces. to push the target 10 feet away on a hit. Price: 130
gold pieces.
69. Veilstrike: A whip that bends and distorts light,
striking with a blinding intensity. Deals 1d8 radiant 78. Nightmare Whip: A whip forged from the essence
damage and has a 50% chance to blind the target on of nightmares, capable of invoking terrifying visions
a critical hit. Price: 130 gold pieces. in its victims. Deals 1d6 psychic damage and has a
50% chance to impose the frightened condition on
70. Gravity Coil: A chain that manipulates the target. Price: 100 gold pieces.
gravitational forces, enabling the wielder to control
movement. Deals 1d6 force damage and allows the 79. Prismstrike: A whip embedded with a crystal
wielder to push or pull the target up to 10 feet on a prism that refracts light into dazzling beams. Deals
hit. Price: 110 gold pieces. 1d8 radiant damage and has a 50% chance to blind
the target and impose disadvantage on its next
71. Shadowstrike Chain: A chain infused with the attack. Price: 140 gold pieces.
essence of shadows, allowing the wielder to strike
with stealth and precision. Deals 1d8 slashing 80. Gravity Defier: A chain that manipulates
damage and grants advantage on attack rolls against gravitational forces, granting the wielder exceptional
surprised enemies. Price: 130 gold pieces. mobility and acrobatic prowess. Deals 1d6 force
damage and grants advantage on acrobatics checks.
72. Arcane Lightning Whip: A whip crackling with Price: 110 gold pieces.
arcane lightning, delivering shocking strikes. Deals
1d8 lightning damage and has a 50% chance to 81. Arcane Voidwhip: A whip infused with arcane
paralyze the target on a critical hit. Price: 140 gold energy and void essence, capable of tearing open
pieces. dimensional rifts. Deals 1d8 force damage and has a
50% chance to banish the target to a random plane
73. Spectral Lash: A whip made of ethereal tendrils on a critical hit. Price: 150 gold pieces.
that phase through matter, making it difficult to

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Hexmaster Chapter 6 Equipment

82. Entropic Chain: A chain that radiates a palpable 91. Blazestrike Chain: A chain imbued with intense
aura of entropy, unraveling the fabric of reality upon flames that leave enemies scorched and smoldering.
impact. Deals 1d8 force damage and has a 50% Deals 1d8 fire damage and has a 50% chance to
chance to impose disadvantage on the target's next ignite the target, causing ongoing fire damage. Price:
saving throw. Price: 130 gold pieces. 140 gold pieces.

83. Pyroclasmic Lash: A whip crackling with fiery 92. Arcane Displacer: A whip that warps space
sparks and molten energy, leaving trails of scorching around it, causing targets to phase in and out of
devastation. Deals 1d8 fire damage and has a 50% reality. Deals 1d8 force damage and has a 50%
chance to set the target and nearby objects ablaze. chance to teleport the target to a random location
Price: 140 gold pieces. within 30 feet on a critical hit. Price: 150 gold pieces.

84. Shadowbound Coil: A whip infused with shadow 93. Souldrain Coil: A whip designed to siphon the life
essence that binds and ensnares the target, draining essence from those it strikes. Deals 1d6 necrotic
their vitality. Deals 1d6 necrotic damage and damage and transfers a portion of the damage dealt
transfers a portion of the damage dealt as temporary as temporary hit points to the wielder. Price: 110 gold
hit points to the wielder. Price: 110 gold pieces. pieces.

85. Stormcaller's Grasp: A chain that channels the 94. Stormcage Lash: A whip crackling with electrical
raw power of thunderstorms, unleashing thunderous energy, capable of trapping foes in a cage of
booms with each strike. Deals 1d8 thunder damage lightning. Deals 1d8 lightning damage and has a
and has a 50% chance to deafen the target on a hit. 50% chance to restrain the target on a critical hit.
Price: 120 gold pieces. Price: 120 gold pieces.

86. Astral Lash: A whip crafted from shimmering 95. Voidfire Chain: A chain that combines the
astral strands that connect the wielder to the cosmic destructive forces of the void and fire, consuming all
forces. Deals 1d8 force damage and allows the in its path. Deals 1d8 force and fire damage
wielder to cast a random low-level spell once per simultaneously and has a 50% chance to
long rest. Price: 150 gold pieces. disintegrate the target on a critical hit. Price: 160 gold
pieces.
87. Celestial Chain: A chain infused with divine
radiance, channeling the power of the heavens. 96. Ethereal Serpent: A whip made of shimmering
Deals 1d6 radiant damage and has a 50% chance to ethereal energy, capable of striking both corporeal
heal the wielder for half the damage dealt. Price: 100 and ethereal creatures. Deals 1d8 force damage and
gold pieces. grants advantage on attack rolls against ethereal or
incorporeal creatures. Price: 130 gold pieces.
88. Voidstrike Coil: A whip that taps into the void,
bypassing resistances and striking at the essence of 97. Chaosbane Lash: A whip forged from chaotic
enemies. Deals 1d8 force damage and ignores the energies, causing unpredictable effects with each
target's resistance and immunity to force damage. strike. Deals 1d6 chaotic damage and rolls an
Price: 140 gold pieces. additional d6 for random elemental damage. Price:
100 gold pieces.
89. Frostbite Serpent: A whip coated in a layer of icy
frost that freezes and slows enemies. Deals 1d6 cold 98. Soulflame Scourge: A whip infused with dark
damage and reduces the target's movement speed flames that burn both body and soul. Deals 1d10 fire
by 10 feet on a hit. Price: 90 gold pieces. damage and has a 50% chance to drain the target's
life force, healing the wielder for a portion of the
90. Chaoslasher: A whip made of intertwining damage dealt. Price: 160 gold pieces.
strands of pure chaos energy, wreaking havoc upon
foes. Deals 1d8 slashing damage and has a 50% 99. Astral Binding: A chain that taps into the astral
chance to impose random debuffs on the target. plane, granting the wielder limited astral projection.
Price: 130 gold pieces. Deals 1d6 force damage and allows the wielder to
teleport up to 30 feet once per short rest. Price: 120

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Chapter 6 Equipment Hexmaster

gold pieces. elemental damage based on the chosen infusion: fire


(1d6 fire damage), ice (1d6 cold damage), or
100. Eternity's Embrace: A legendary whip said to be lightning (1d6 lightning damage). Damage: 1d8
forged by the gods themselves, holding the power of piercing + 1d6 elemental. Price: 900 gold pieces.
eternity within its every strike. Deals 1d10 radiant
damage and has a 50% chance to impose the 8. Vanguard Crossbow: A sturdy, reliable crossbow
stunned condition on the target. Price: 200 gold favored by elite marksmen. Bolts fired from this
pieces. crossbow penetrate through armor more effectively.
Damage: 1d10 piercing + armor penetration (ignore 2
D100 Table: Bows and Crossbows points of the target's armor class). Price: 750 gold
pieces.
1. Shadowstrike Bow: A sleek, black bow crafted
from the rare obsidianwood. Arrows fired from this 9. Aetherwind Longbow: A legendary longbow said to
bow have a tendency to pass through shadows, harness the very winds themselves. Arrows shot
bypassing armor. Damage: 1d8 piercing. Price: 500 from this bow can change direction mid-flight,
gold pieces. allowing the archer to adjust the trajectory. Damage:
1d8 piercing. Price: 1,200 gold pieces.
2. Stormcaster Crossbow: A crossbow adorned with
lightning motifs. Bolts fired from this crossbow 10. Soulrender Crossbow: A sinister crossbow with a
crackle with electrical energy, dealing 1d6 additional mechanism etched with ancient glyphs. Bolts fired
damage. Damage: 1d10 piercing + 1d4 lightning. from this crossbow drain the life force of the target,
Price: 800 gold pieces. healing the wielder for a portion of the damage dealt.
Damage: 1d10 piercing + heals the wielder for half
3. Whisperwind Longbow: An elegant longbow made the damage dealt. Price: 1,000 gold pieces.
from the wood of the ancient Whisperwind trees.
Arrows shot from this bow move with uncanny 11. Sunfire Bow: A radiant bow crafted from the
silence, granting advantage on stealth checks to golden wood of the Dawnwood trees. Arrows fired
remain hidden after attacking. Damage: 1d8 piercing. from this bow burst into brilliant flames upon impact,
Price: 600 gold pieces. igniting targets. Damage: 1d8 piercing + 1d6 fire.
Price: 700 gold pieces.
4. Serpent's Fang Crossbow: A crossbow with a
serpentine design etched along its surface. Bolts 12. Frostbite Crossbow: A crossbow made from icy-
fired from this crossbow are coated in venom, blue metal that chills the air around it. Bolts fired from
dealing poison damage over time. Damage: 1d10 this crossbow carry a bitter cold, slowing the
piercing + 1d6 poison (target takes 1d4 poison movement of the target. Damage: 1d10 piercing +
damage at the start of its turn for 1 minute). Price: target's speed is reduced by 10 feet for 1 round.
700 gold pieces. Price: 650 gold pieces.

5. Starfire Longbow: A celestial-themed longbow 13. Whisperstrike Longbow: A slender longbow


adorned with shimmering stardust. Arrows fired from made from ethereal moonwood. Arrows shot from
this bow leave trails of radiant energy, granting this bow move with a whispering breeze, granting
advantage on attack rolls against undead creatures. advantage on attack rolls against surprised enemies.
Damage: 1d8 piercing. Price: 550 gold pieces. Damage: 1d8 piercing. Price: 600 gold pieces.

6. Gloomshroud Crossbow: A crossbow made from 14. Venomspine Crossbow: A crossbow adorned
the darkened wood of the shadowgrove trees. Bolts with envenomed barbs. Bolts fired from this
fired from this crossbow carry an aura of darkness, crossbow are tipped with toxic venom, causing the
obscuring the area around the target. Damage: 1d10 target to suffer additional poison damage over time.
piercing. Price: 600 gold pieces. Damage: 1d10 piercing + 1d4 poison (target takes
1d4 poison damage at the start of its turn for 1
7. Arcane Infuser Bow: A mystically enhanced bow minute). Price: 750 gold pieces.
that channels elemental forces. Arrows shot from this
bow explode upon impact, dealing 1d6 additional 15. Starshard Longbow: A celestial longbow adorned

850
Hexmaster Chapter 6 Equipment

with shimmering star crystals. Arrows fired from this


bow release bursts of radiant energy upon impact, 23. Swiftwind Bow: A lightweight, agile bow designed
blinding nearby foes. Damage: 1d8 piercing + blinds for unparalleled speed and accuracy. Arrows shot
enemies within a 10-foot radius for 1 round (DC 13 from this bow travel with incredible velocity, reducing
Constitution saving throw negates). Price: 650 gold the target's AC against the attack. Damage: 1d8
pieces. piercing + reduces the target's AC by 1 until the start
of your next turn. Price: 800 gold pieces.
16. Shadowstrike Crossbow: A sleek crossbow
crafted from darkened alloy. Bolts fired from this 24. Lifedrinker Crossbow: A malevolent crossbow
crossbow have an uncanny ability to find their mark, infused with necrotic energy. Bolts fired from this
granting advantage on attack rolls against targets in crossbow drain the life force of the target, inflicting
dim light or darkness. Damage: 1d10 piercing. Price: additional necrotic damage. Damage: 1d10 piercing
700 gold pieces. + 1d6 necrotic. Price: 850 gold pieces.

17. Stormcaller Bow: A bow infused with the raw 25. Celestial Harmony Longbow: A masterpiece of
power of storms. Arrows shot from this bow crackle celestial craftsmanship, featuring intricate engravings
with lightning, electrifying targets and potentially of heavenly bodies. Arrows fired from this bow emit a
stunning them. Damage: 1d8 piercing + 1d6 soothing aura, granting advantage on attack rolls
lightning. Price: 800 gold pieces. against aberrations and fiends. Damage: 1d8
piercing. Price: 750 gold pieces.
18. Eldritch Crossbow: A crossbow inscribed with
ancient runes of eldritch power. Bolts fired from this 26. Shadowstorm Crossbow: A crossbow crafted
crossbow are imbued with arcane energy, dealing from a unique blend of shadowsteel and stormglass.
1d6 additional force damage. Damage: 1d10 piercing Bolts fired from this crossbow split into multiple
+ 1d4 force. Price: 850 gold pieces. ethereal projectiles, striking multiple targets
simultaneously. Damage: 1d10 piercing (up to three
19. Arcfire Longbow: A mystical longbow that additional targets within 10 feet of the original target,
harnesses the essence of elemental fire. Arrows fired each taking half damage). Price: 950 gold pieces.
from this bow are wreathed in magical flames, setting
targets ablaze. Damage: 1d8 piercing + 1d6 fire. 27. Blazefury Bow: A blazing bow that harnesses the
Price: 700 gold pieces. essence of elemental fire. Arrows shot from this bow
burst into flames mid-flight, engulfing the target in
20. Voidseeker Crossbow: A crossbow forged from fire. Damage: 1d8 piercing + 1d6 fire. Price: 800 gold
shadow-infused metal. Bolts fired from this crossbow pieces.
draw upon the power of the void, passing through
barriers and armor as if they were insubstantial. 28. Frostwind Crossbow: A crossbow infused with
Damage: 1d10 piercing + ignores non-magical armor the biting chill of arctic winds. Bolts fired from this
bonuses. Price: 800 gold pieces. crossbow leave behind a trail of freezing mist,
slowing the movement of targets hit. Damage: 1d10
21. Cursed Moonbow: A hauntingly beautiful piercing + target's speed is reduced by 10 feet for 1
longbow crafted from enchanted lunarwood. Arrows round. Price: 850 gold pieces.
shot from this bow drain the vitality of the target,
transferring it to the wielder. Damage: 1d8 piercing + 29. Arcane Echo Longbow: A mystical longbow that
the wielder gains temporary hit points equal to half echoes with arcane power. Arrows fired from this
the damage dealt. Price: 900 gold pieces. bow split into ethereal duplicates, striking additional
targets. Damage: 1d8 piercing (up to two additional
22. Thunderclap Crossbow: A massive crossbow that targets within 10 feet of the original target, each
emits deafening thunderous booms upon firing. Bolts taking half damage). Price: 900 gold pieces.
fired from this crossbow create powerful shockwaves
upon impact, potentially knocking targets prone. 30. Warpstrike Crossbow: A crossbow crafted with
Damage: 1d10 piercing + target must succeed on a ancient dimensional alloys. Bolts fired from this
DC 14 Strength saving throw or be knocked prone. crossbow warp through space, bypassing
Price: 900 gold pieces. conventional forms of protection. Damage: 1d10

851
Chapter 6 Equipment Hexmaster

piercing + ignores non-magical resistances. Price: gold pieces.


950 gold pieces.
38. Arcane Disruptor Crossbow: A crossbow imbued
31. Solarflare Bow: A bow infused with the energy of with potent arcane disruption magic. Bolts fired from
the sun itself. Arrows shot from this bow burst into this crossbow disrupt magical energies, potentially
radiant flames, searing targets with intense light. dispelling ongoing spells on the target. Damage:
Damage: 1d8 piercing + 1d6 radiant. Price: 900 gold 1d10 piercing + target must succeed on a DC 14
pieces. Intelligence saving throw or end one concentration
spell currently affecting them. Price: 950 gold pieces.
32. Nightshade Crossbow: A crossbow crafted from
the wood of the elusive nightshade trees. Bolts fired 39. Flameheart Longbow: A fiery longbow that burns
from this crossbow are imbued with darkness, with intense passion. Arrows fired from this bow
making them harder to see and dodge. Damage: ignite the air around them, creating a fiery aura that
1d10 piercing + target has disadvantage on Dexterity damages nearby enemies. Damage: 1d8 piercing +
saving throws against the bolt. Price: 850 gold enemies within a 10-foot radius of the target take 1d6
pieces. fire damage. Price: 900 gold pieces.

33. Windwhisper Longbow: A graceful longbow 40. Voidbane Crossbow: A crossbow forged with
crafted from the sinew of celestial air spirits. Arrows anti-magical properties to combat creatures from the
shot from this bow carry the gentle breeze of the void. Bolts fired from this crossbow have enhanced
heavens, allowing the archer to make an additional effectiveness against creatures with extraplanar
attack on the same turn. Damage: 1d8 piercing. origins. Damage: 1d10 piercing + deals an additional
Price: 800 gold pieces. 2d6 damage against creatures from other planes.
Price: 950 gold pieces.
34. Poisonthorn Crossbow: A crossbow adorned with
intricate thorn-like engravings. Bolts fired from this 41. Swiftstrike Bow: A lightweight bow designed for
crossbow are coated in a potent poison, causing the incredible speed and precision. Arrows shot from this
target to suffer ongoing poison damage. Damage: bow travel with uncanny swiftness, granting the
1d10 piercing + 1d6 poison (target takes 1d6 poison archer an additional attack on the same turn.
damage at the start of its turn for 1 minute). Price: Damage: 1d8 piercing. Price: 850 gold pieces.
900 gold pieces.
42. Frostbite Longbow: A chilling longbow made from
35. Lunarstrike Longbow: A celestial longbow that enchanted ice shards. Arrows fired from this bow
draws power from the phases of the moon. Arrows freeze the surrounding air, potentially encasing the
fired from this bow become ethereal in moonlight, target in ice. Damage: 1d8 piercing + target must
allowing them to bypass non-magical defenses. succeed on a DC 15 Dexterity saving throw or be
Damage: 1d8 piercing + ignores non-magical restrained by ice for 1 round. Price: 900 gold pieces.
resistances. Price: 850 gold pieces.
43. Soulreaper Crossbow: A crossbow infused with
36. Shadowhunter Crossbow: A crossbow crafted by dark necromantic energies. Bolts fired from this
the elite order of shadow hunters. Bolts fired from crossbow drain the life force of the target, granting
this crossbow seek out the shadows, making it easier temporary hit points to the wielder. Damage: 1d10
to hit concealed or invisible targets. Damage: 1d10 piercing + the wielder gains temporary hit points
piercing + advantage on attack rolls against targets equal to half the damage dealt. Price: 950 gold
with concealment or invisibility. Price: 900 gold pieces.
pieces.
44. Celestial Harmony Crossbow: A crossbow
37. Thunderstrike Bow: A mighty bow that crackles crafted with celestial precision, adorned with intricate
with thunderous energy. Arrows shot from this bow constellations. Bolts fired from this crossbow are
release powerful shockwaves upon impact, imbued with celestial power, bypassing damage
potentially stunning the target. Damage: 1d8 piercing resistance against celestial creatures. Damage: 1d10
+ target must succeed on a DC 15 Constitution piercing + deals an additional 2d6 damage against
saving throw or be stunned for 1 round. Price: 950 celestial creatures. Price: 900 gold pieces.

852
Hexmaster Chapter 6 Equipment

enchanted ice and imbued with frigid winds. Arrows


45. Thunderstorm Bow: A bow that crackles with fired from this bow carry a freezing aura, potentially
electricity, echoing the fury of thunderstorms. Arrows slowing the movement of the target. Damage: 1d8
shot from this bow release arcs of lightning, piercing + target's speed is reduced by 10 feet for 1
potentially chaining to additional targets. Damage: round. Price: 950 gold pieces.
1d8 piercing + chains to one additional target within
10 feet, dealing half damage. Price: 950 gold pieces. 53. Plaguebringer Crossbow: A crossbow that
exudes an aura of pestilence and decay. Bolts fired
46. Voidseeker Longbow: A legendary longbow said from this crossbow are tainted with a potent disease,
to have been forged in the void. Arrows fired from afflicting the target with ongoing damage. Damage:
this bow tap into the chaotic energies of the void, 1d10 piercing + 1d6 poison (target takes 1d6 poison
rending the fabric of reality itself. Damage: 1d8 damage at the start of its turn for 1 minute). Price:
piercing + ignores all resistances. Price: 1,000 gold 1,000 gold pieces.
pieces.
54. Astral Serpent Bow: A bow crafted from the
47. Arcane Torrent Crossbow: A crossbow infused scales of an otherworldly serpent. Arrows shot from
with raw arcane power, crackling with energy. Bolts this bow weave through the astral plane, bypassing
fired from this crossbow explode upon impact, ethereal and incorporeal creatures' resistances.
releasing a torrent of magical energy that damages Damage: 1d8 piercing + deals an additional 2d6
nearby foes. Damage: 1d10 piercing + enemies damage against ethereal or incorporeal creatures.
within a 10-foot radius of the target take 1d6 force Price: 950 gold pieces.
damage. Price: 950 gold pieces.
55. Voidcaster Crossbow: A crossbow infused with
48. Flamestrike Bow: A bow that burns with intense the dark energies of the void. Bolts fired from this
fire, leaving trails of flames in its wake. Arrows shot crossbow unleash tendrils of shadow that ensnare
from this bow burst into fiery explosions upon impact, the target, potentially restraining them. Damage:
scorching the area around the target. Damage: 1d8 1d10 piercing + target must succeed on a DC 15
piercing + targets within a 5-foot radius of the hit take Dexterity saving throw or be restrained for 1 round.
1d6 fire damage. Price: 900 gold pieces. Price: 1,000 gold pieces.

49. Essence Drain Crossbow: A crossbow that 56. Flamewarden Bow: A bow that blazes with the
leeches the essence of the target, transferring it to fury of elemental fire. Arrows shot from this bow
the wielder. Bolts fired from this crossbow drain the burst into explosive flames upon impact, engulfing
target's life force, healing the wielder. Damage: 1d10 the target in a fiery inferno. Damage: 1d8 piercing +
piercing + the wielder gains hit points equal to half 1d6 fire. Price: 950 gold pieces.
the damage dealt. Price: 950 gold pieces.
57. Spectral Seeker Crossbow: A crossbow that can
50. Stormbringer Longbow: A bow that harnesses fire bolts imbued with ethereal energy. Bolts fired
the raw power of storms, crackling with electricity. from this crossbow phase through solid objects,
Arrows shot from this bow become electrified, making it easier to hit targets in cover. Damage:
dealing 1d6 additional lightning damage and 1d10 piercing + advantage on attack rolls against
potentially stunning the target. Damage: 1d8 piercing targets in half or three-quarters cover. Price: 1,000
+ 1d6 lightning + target must succeed on a DC 15 gold pieces.
Constitution saving throw or be stunned for 1 round.
Price: 1,000 gold pieces. 58. Stormcaller Longbow: A bow that resonates with
the raw power of thunderstorms. Arrows shot from
51. Arcane Whisper Bow: A whisper-thin bow infused this bow summon crackling bolts of lightning, dealing
with potent arcane magic. Arrows shot from this bow 1d6 additional damage and potentially knocking the
move with near-silent grace, granting advantage on target prone. Damage: 1d8 piercing + 1d6 lightning +
attack rolls made while hiding or in stealth. Damage: target must succeed on a DC 15 Strength saving
1d8 piercing. Price: 900 gold pieces. throw or be knocked prone. Price: 1,050 gold pieces.

52. Frostwind Longbow: A longbow crafted from 59. Celestial Radiance Crossbow: A crossbow

853
Chapter 6 Equipment Hexmaster

blessed by celestial beings, emitting a radiant glow. Price: 1,100 gold pieces.
Bolts fired from this crossbow channel celestial
energy, dealing 1d6 additional radiant damage and 66. Abyssal Bolt Crossbow: A crossbow crafted with
potentially blinding the target. Damage: 1d10 dark power, capable of harnessing the essence of
piercing + 1d6 radiant + target must succeed on a the Abyss. Bolts fired from this crossbow summon
DC 15 Constitution saving throw or be blinded for 1 tendrils of shadow and abyssal energy, striking fear
round. Price: 1,000 gold pieces. into the hearts of targets. Damage: 1d10 piercing +
target must succeed on a DC 16 Wisdom saving
60. Voidstrike Longbow: A legendary bow crafted throw or become frightened for 1 round. Price: 1,200
from the essence of the void itself. Arrows shot from gold pieces.
this bow possess the ability to pierce through
magical defenses, making them highly effective 67. Lightning Storm Bow: A bow that unleashes the
against spellcasters. Damage: 1d8 piercing + ignores fury of thunderstorms upon the battlefield. Arrows
all magical resistances and immunities. Price: 1,200 shot from this bow create a cascading storm of
gold pieces. lightning, damaging multiple enemies within its path.
Damage: 1d8 piercing + lightning strikes up to three
61. Arcane Veil Bow: A bow shrouded in arcane additional targets in a straight line, dealing half
energy, granting it an ethereal appearance. Arrows damage. Price: 1,150 gold pieces.
shot from this bow phase through magical barriers,
bypassing spell-based protections. Damage: 1d8 68. Voidblade Crossbow: A crossbow infused with
piercing + ignores magical defenses. Price: 1,100 the essence of the void, capable of unraveling the
gold pieces. fabric of existence. Bolts fired from this crossbow
slash through reality, leaving behind void rifts that
62. Frostbite Longshot Crossbow: A crossbow continue to damage the target. Damage: 1d10
infused with icy enchantments, designed for long- piercing + target takes an additional 1d6 force
range precision. Bolts fired from this crossbow carry damage at the start of each of its turns for 1 minute.
a freezing chill, potentially immobilizing the target. Price: 1,200 gold pieces.
Damage: 1d10 piercing + target must succeed on a
DC 16 Constitution saving throw or be paralyzed for 69. Infernothorn Bow: A bow crafted from the fiery
1 round. Price: 1,150 gold pieces. branches of the Infernothorn tree. Arrows shot from
this bow ignite the air with searing flames, leaving a
63. Chaosbringer Bow: A bow forged from the trail of fire behind. Damage: 1d8 piercing + targets
essence of primordial chaos. Arrows shot from this within a 10-foot line behind the hit take 1d6 fire
bow twist and warp reality upon impact, causing damage. Price: 1,150 gold pieces.
unpredictable and chaotic effects. Damage: 1d8
piercing + roll on a wild magic surge table for 70. Starborn Crossbow: A crossbow forged from
additional effects. Price: 1,200 gold pieces. celestial metals, imbued with the essence of distant
stars. Bolts fired from this crossbow gain the
64. Soulrend Crossbow: A crossbow that feeds on guidance of celestial forces, improving their accuracy
the life force of its targets. Bolts fired from this and critical hit potential. Damage: 1d10 piercing +
crossbow drain the very essence of the target, critical hits scored with this crossbow deal an
inflicting additional necrotic damage and potentially additional 1d10 radiant damage. Price: 1,200 gold
reducing their maximum hit points. Damage: 1d10 pieces.
piercing + 1d6 necrotic + target's maximum hit points
are reduced by an amount equal to the necrotic 71. Arcane Echo Bow: A bow resonating with echoes
damage dealt. Price: 1,150 gold pieces. of arcane power. Arrows shot from this bow split into
ethereal duplicates, striking multiple targets
65. Celestial Guardian Bow: A bow infused with simultaneously. Damage: 1d8 piercing (up to two
celestial light, radiating a protective aura. Arrows additional targets within 10 feet of the original target,
shot from this bow release bursts of radiant energy each taking half damage). Price: 1,150 gold pieces.
that heal allies within the vicinity. Damage: 1d8
piercing + allies within a 10-foot radius of the target 72. Frostfire Crossbow: A crossbow that combines
regain hit points equal to half the damage dealt. the elements of ice and fire. Bolts fired from this

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Hexmaster Chapter 6 Equipment

crossbow are dual-natured, dealing both cold and fire bypassing resistance to non-magical damage.
damage simultaneously. Damage: 1d10 piercing + Damage: 1d10 piercing + ignores non-magical
1d4 cold + 1d4 fire. Price: 1,200 gold pieces. resistances. Price: 1,200 gold pieces.

73. Soulshard Bow: A bow infused with trapped 79. Flamewind Bow: A bow infused with the essence
souls, granting it a sinister aura. Arrows shot from of fire and wind. Arrows shot from this bow ignite the
this bow carry the tormented essence of the souls air around them, creating a blazing vortex that
within, dealing 1d6 additional necrotic damage and damages enemies in its path. Damage: 1d8 piercing
potentially causing the target to suffer disadvantage + creates a line of fire 5 feet wide and 30 feet long
on saving throws. Damage: 1d8 piercing + 1d6 behind the target, damaging all creatures in the area
necrotic + target must succeed on a DC 16 Wisdom for 1d6 fire damage. Price: 1,150 gold pieces.
saving throw or have disadvantage on saving throws
until the end of their next turn. Price: 1,250 gold 80. Starborn Essence Crossbow: A crossbow infused
pieces. with celestial essence, channeling the power of
distant stars. Bolts fired from this crossbow explode
74. Stellarbeacon Crossbow: A crossbow adorned upon impact, releasing radiant energy that damages
with radiant star crystals, illuminating the darkness. the target and blinds enemies nearby. Damage: 1d10
Bolts fired from this crossbow release beams of piercing + target takes an additional 1d8 radiant
radiant energy, potentially blinding targets and damage + enemies within a 10-foot radius of the
reducing their movement speed. Damage: 1d10 target must succeed on a DC 16 Constitution saving
piercing + target must succeed on a DC 16 throw or be blinded for 1 round. Price: 1,300 gold
Constitution saving throw or be blinded for 1 round pieces.
and have their speed reduced by half until the end of
their next turn. Price: 1,200 gold pieces. 81. Arcane Tempest Bow: A bow that crackles with
raw arcane power, unleashing devastating tempests.
75. Shadowfall Bow: A bow forged from the essence Arrows shot from this bow create swirling vortexes of
of shadows and darkness. Arrows shot from this bow magical energy, damaging enemies and potentially
dissolve into darkness, granting advantage on attack knocking them prone. Damage: 1d8 piercing +
rolls against targets in dim light or darkness. enemies within a 10-foot radius of the target take 1d6
Damage: 1d8 piercing. Price: 1,150 gold pieces. force damage and must succeed on a DC 17
Strength saving throw or be knocked prone. Price:
76. Stormbreaker Crossbow: A crossbow crackling 1,250 gold pieces.
with the power of storms and lightning. Bolts fired
from this crossbow release bursts of lightning upon 82. Frostfire Crossbow: A crossbow that combines
impact, potentially stunning the target and damaging the elements of ice and fire. Bolts fired from this
additional foes nearby. Damage: 1d10 piercing + crossbow are dual-natured, dealing both cold and fire
target must succeed on a DC 16 Constitution saving damage simultaneously. Damage: 1d10 piercing +
throw or be stunned for 1 round + enemies within a 1d4 cold + 1d4 fire. Price: 1,300 gold pieces.
10-foot radius of the target take 1d6 lightning
damage. Price: 1,200 gold pieces. 83. Shadowflame Bow: A bow infused with the
essence of shadows and infernal flames. Arrows
77. Celestial Cascade Bow: A bow blessed by shot from this bow carry the corrupting power of
celestial beings, creating a cascading effect with shadow and fire, dealing 1d6 additional necrotic and
radiant arrows. Arrows shot from this bow burst into fire damage. Damage: 1d8 piercing + 1d6 necrotic +
radiant explosions upon impact, damaging multiple 1d6 fire. Price: 1,250 gold pieces.
enemies in a chain reaction. Damage: 1d8 piercing +
radiates to up to three additional targets within 10 84. Astral Siphon Crossbow: A crossbow that taps
feet of the original target, dealing half damage. Price: into the celestial energies of the astral plane. Bolts
1,250 gold pieces. fired from this crossbow siphon the life force of the
target, healing the wielder for a portion of the
78. Voidshadow Crossbow: A crossbow forged from damage dealt. Damage: 1d10 piercing + the wielder
the shadows of the void itself. Bolts fired from this gains hit points equal to half the damage dealt. Price:
crossbow become infused with void energy, 1,300 gold pieces.

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Chapter 6 Equipment Hexmaster

power of celestial and arcane energies. Arrows shot


85. Stormforged Bow: A bow infused with the fury of from this bow create an arcane eclipse upon impact,
storms and lightning. Arrows shot from this bow are suppressing magic and potentially dispelling ongoing
charged with electrical energy, delivering shocking spells. Damage: 1d8 piercing + targets within a 10-
damage and potentially stunning the target. Damage: foot radius of the hit must succeed on a DC 18
1d8 piercing + 1d6 lightning + target must succeed Intelligence saving throw or have ongoing spells
on a DC 17 Constitution saving throw or be stunned dispelled. Price: 1,350 gold pieces.
for 1 round. Price: 1,350 gold pieces.
92. Frostwind Longshot Crossbow: A crossbow
86. Celestial Harmony Bow: A bow resonating with specifically designed for long-range precision and
celestial energy, bringing harmony to the battlefield. frosty effectiveness. Bolts fired from this crossbow
Arrows shot from this bow radiate with celestial carry a freezing aura, slowing the target's
power, granting allies within range temporary hit movements and potentially immobilizing them.
points upon hitting enemies. Damage: 1d8 piercing + Damage: 1d10 piercing + target's speed is reduced
allies within a 10-foot radius of the target gain by 10 feet for 1 round + target must succeed on a DC
temporary hit points equal to half the damage dealt. 17 Constitution saving throw or be paralyzed for 1
Price: 1,300 gold pieces. round. Price: 1,400 gold pieces.

87. Voidweaver Crossbow: A crossbow crafted from 93. Voidbane Longbow: A legendary longbow forged
the interwoven strands of shadow and void energy. to combat the forces of the void. Arrows shot from
Bolts fired from this crossbow warp through the fabric this bow rip through the fabric of reality, bypassing all
of reality, bypassing magical defenses and dealing resistances and immunities. Damage: 1d8 piercing +
1d6 additional force damage. Damage: 1d10 piercing ignores all resistances and immunities. Price: 1,400
+ ignores magical defenses + deals an additional gold pieces.
1d6 force damage. Price: 1,350 gold pieces.
94. Celestial Radiance Bow: A radiant bow infused
88. Flameheart Bow: A bow infused with the essence with the brilliance of celestial light. Arrows shot from
of fire, burning with intense passion. Arrows shot this bow emit radiant energy upon impact, blinding
from this bow trail flames, leaving a burning path that enemies and dealing 1d6 additional damage.
damages enemies who traverse it. Damage: 1d8 Damage: 1d8 piercing + 1d6 radiant + target must
piercing + creates a line of fire 5 feet wide and 30 succeed on a DC 17 Constitution saving throw or be
feet long behind the target, damaging all creatures in blinded for 1 round. Price: 1,350 gold pieces.
the area for 1d6 fire damage. Price: 1,300 gold
pieces. 95. Stormbreaker Longshot Crossbow: A massive
long-range crossbow that channels the fury of
89. Starshatter Crossbow: A crossbow that thunderstorms. Bolts fired from this crossbow create
harnesses the power of collapsing stars. Bolts fired explosive shockwaves upon impact, potentially
from this crossbow release stellar energy upon stunning the target and damaging nearby foes.
impact, dealing radiant damage and potentially Damage: 1d10 piercing + target must succeed on a
blinding the target. Damage: 1d10 piercing + 1d8 DC 17 Constitution saving throw or be stunned for 1
radiant + target must succeed on a DC 17 round + enemies within a 10-foot radius of the target
Constitution saving throw or be blinded for 1 round. take 1d6 lightning damage. Price: 1,400 gold pieces.
Price: 1,350 gold pieces.
96. Abyssal Fury Bow: A bow infused with the
90. Voidbane Bow: A legendary bow forged to battle chaotic energies of the Abyss. Arrows shot from this
the denizens of the void. Arrows shot from this bow bow unleash swirling abyssal energies, creating
sear through the void, dealing massive damage to unpredictable effects upon impact. Damage: 1d8
creatures with extraplanar origins. Damage: 1d8 piercing + roll on a wild magic surge table for
piercing + deals an additional 3d6 damage against additional effects. Price: 1,350 gold pieces.
creatures from other planes. Price: 1,400 gold
pieces. 97. Celestial Cascade Crossbow: A crossbow
blessed by celestial beings, radiating a cascade of
91. Arcane Eclipse Bow: A bow that harnesses the radiant power. Bolts fired from this crossbow burst

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Hexmaster Chapter 6 Equipment

into radiant explosions upon impact, damaging Price: 1,500 gold pieces.
multiple enemies in a chain reaction. Damage: 1d10
piercing + radiates to up to three additional targets 5. Arcane Disruptor: A specially crafted gun that fires
within 10 feet of the original target, dealing half concentrated bursts of magical energy, disrupting
damage. Price: 1,400 gold pieces. spellcasting. Deals 1d8 force damage and has a
50% chance to interrupt ongoing spells. Price: 1,200
98. Voidwalker Bow: A bow that allows the wielder to gold pieces.
momentarily phase into the void. Arrows shot from
this bow momentarily phase through reality, 6. Cryo Blaster: A freezing weapon that shoots jets of
bypassing resistances and immunities to non- cryogenic fluid, encasing enemies in ice. Deals 1d6
magical damage. Damage: 1d8 piercing + ignores cold damage and has a 50% chance to freeze
non-magical resistances and immunities. Price: targets in place. Price: 1,000 gold pieces.
1,350 gold pieces.
7. Gauss Rifle: A high-velocity projectile weapon that
99. Flameborn Longshot Crossbow: A long-range uses magnetic acceleration to launch metal slugs.
crossbow infused with the essence of elemental fire. Deals 2d6 piercing damage. Price: 1,400 gold
Bolts fired from this crossbow leave trails of intense pieces.
flames in their wake, damaging enemies who cross
their path. Damage: 1d10 piercing + creates a line of 8. Sonic Disruptor: Emitting powerful sound waves,
fire 5 feet wide and 30 feet long behind the target, this firearm can shatter objects and disorient foes.
damaging all creatures in the area for 1d6 fire Deals 1d8 thunder damage and has a 50% chance
damage. Price: 1,400 gold pieces. to stun enemies. Price: 1,100 gold pieces.

100. Celestial Arbiter Crossbow: A crossbow 9. Phase Pistol: A semi-transparent firearm that fires
bestowed with the authority of celestial beings. Bolts ethereal bullets, bypassing physical armor. Deals
fired from this crossbow strike with divine judgment, 1d10 force damage and ignores enemy armor. Price:
dealing radiant damage and potentially banishing 1,500 gold pieces.
creatures of darkness. Damage: 1d10 piercing + 1d8
radiant + target must succeed on a DC 18 Charisma 10. Time Disruptor: A weapon infused with time-
saving throw or be banished to their plane of origin if altering technology, capable of briefly slowing down
they are a fiend or undead. Price: 1,500 gold pieces. targets. Deals 1d6 temporal damage and has a 50%
chance to reduce enemy speed. Price: 1,200 gold
pieces.
D100 Table: Ranged Firearms
11. Solaris Beam Rifle: Harnessing the power of the
1. Pulse Rifle: A sleek energy weapon that fires rapid sun, this rifle emits focused beams of scorching solar
pulses of energy. Deals 1d8 energy damage. Price: energy. Deals 2d8 radiant damage. Price: 1,800 gold
800 gold pieces. pieces.

2. Plasma Blaster: A heavy firearm that unleashes 12. Neural Disintegrator: A futuristic weapon that
searing bolts of plasma. Deals 2d6 fire damage. fires energy pulses capable of disrupting neural
Price: 1,200 gold pieces. pathways. Deals 2d6 psychic damage and has a
50% chance to induce confusion in targets. Price:
3. Ion Repeater: A compact repeater that fires 1,500 gold pieces.
ionized projectiles, disrupting electronic systems.
Deals 1d6 electric damage and has a 50% chance to 13. Venom Spitter: This firearm launches toxic
disable technological devices. Price: 1,000 gold projectiles that poison the target upon impact. Deals
pieces. 1d8 poison damage and has a 50% chance to inflict
a lingering poison effect. Price: 1,200 gold pieces.
4. Voidcaster: This enigmatic firearm fires bolts of
dark energy that siphon life force from its targets. 14. Graviton Cannon: A heavy weapon that creates
Deals 1d10 necrotic damage and grants the wielder intense gravitational fields, crushing enemies under
temporary hit points equal to half the damage dealt. their own weight. Deals 2d10 force damage and has

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Chapter 6 Equipment Hexmaster

a 50% chance to knock prone. Price: 1,800 gold


pieces. 24. Arcanotech Bow: An enchanted bow infused with
arcane energy, allowing arrows to seek their targets.
15. Chrono Crossbow: A crossbow enhanced with Deals 1d10 force damage and has a 50% chance to
temporal enchantments, allowing bolts to phase automatically hit. Price: 1,500 gold pieces.
through barriers. Deals 1d10 piercing damage and
can bypass non-magical barriers. Price: 1,400 gold 25. Nano-Needler: This small but deadly weapon
pieces. fires nano-scale projectiles that penetrate even the
toughest defenses. Deals 1d6 piercing damage and
16. Bio-Pulser: A biotech firearm that shoots living has a 50% chance to bypass enemy resistances.
projectiles infused with corrosive acids. Deals 1d6 Price: 1,200 gold pieces.
acid damage and has a 50% chance to dissolve
armor. Price: 1,100 gold pieces. 26. Sonic Wave Blaster: Emitting powerful sound
waves in a concentrated beam, this blaster can
17. Disintegration Ray: An experimental weapon that disintegrate solid objects. Deals 2d6 thunder damage
emits a concentrated beam capable of disintegrating and has a 50% chance to shatter barriers. Price:
matter. Deals 2d8 force damage and has a 50% 1,500 gold pieces.
chance to completely obliterate the target. Price:
2,000 gold pieces. 27. Soulfire Crossbow: A crossbow imbued with dark
magic that fires bolts infused with burning souls.
18. Psychic Emitter: This device emits psychic waves Deals 1d8 necrotic damage and has a 50% chance
that disrupt the minds of those caught within its to drain the life force of the target. Price: 1,400 gold
radius. Deals 1d8 psychic damage and has a 50% pieces.
chance to induce fear in enemies. Price: 1,300 gold
pieces. 28. Solar Flare Cannon: Harnessing solar energy,
this cannon releases powerful bursts of intense light
19. Lightning Arccaster: A weapon that projects arcs and heat. Deals 2d8 fire damage and has a 50%
of electricity, leaping from one target to another. chance to blind enemies. Price: 1,800 gold pieces.
Deals 1d6 electric damage and has a 50% chance to
chain lightning between nearby foes. Price: 1,100 29. Arc Lightning Rifle: This rifle fires crackling bolts
gold pieces. of lightning that can leap from one foe to another.
Deals 1d10 electric damage and has a 50% chance
20. Singularity Launcher: This fearsome launcher to chain lightning between multiple targets. Price:
fires miniature black holes that collapse upon impact. 1,500 gold pieces.
Deals 2d10 force damage and has a 50% chance to
create a gravitational vortex, pulling enemies towards 30. Quantum Disruptor: A cutting-edge weapon that
it. Price: 2,200 gold pieces. manipulates quantum particles, causing devastating
explosions. Deals 2d10 force damage and has a
21. Shadowcaster: A mystical firearm that fires bolts 50% chance to create an area of unstable quantum
of darkness, enveloping targets in shadows. Deals energy, damaging nearby enemies. Price: 2,200 gold
1d8 necrotic damage and has a 50% chance to blind pieces.
enemies. Price: 1,300 gold pieces.
31. Acidic Spiker: This unique firearm launches
22. Pyro Launcher: This weapon launches explosive projectiles that burst upon impact, releasing a
projectiles that create fiery bursts upon impact. Deals corrosive acid. Deals 1d8 acid damage and has a
2d6 fire damage and has a 50% chance to ignite 50% chance to corrode enemy armor. Price: 1,300
targets. Price: 1,500 gold pieces. gold pieces.

23. Molecular Disruptor: Utilizing advanced 32. Plasma Repeater: An advanced repeater that
molecular destabilization technology, this firearm fires rapid streams of superheated plasma bolts.
breaks down matter on a subatomic level. Deals 2d8 Deals 1d6 fire damage and has a 50% chance to
force damage and has a 50% chance to ignore ignite targets. Price: 1,200 gold pieces.
enemy resistance. Price: 1,800 gold pieces.

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Hexmaster Chapter 6 Equipment

33. Psionic Disruptor: Infused with psychic energy, ongoing acid damage. Price: 1,300 gold pieces.
this weapon fires concentrated waves that disrupt
psionic abilities. Deals 1d8 psychic damage and has 43. Sonic Boom Blaster: Emitting powerful
a 50% chance to suppress enemy psionic powers. shockwaves, this blaster sends foes flying backward.
Price: 1,400 gold pieces. Deals 2d6 thunder damage and has a 50% chance
to knock back enemies. Price: 1,600 gold pieces.
34. Frostbite Blaster: A freezing firearm that shoots
icy shards, encasing enemies in frost. Deals 1d6 cold 44. Prismatic Rifle: A high-tech rifle that fires beams
damage and has a 50% chance to slow targets' of multi-colored light, each with a different elemental
movement. Price: 1,100 gold pieces. effect. Deals 1d8 damage of a random energy type
(fire, cold, acid, electric, radiant). Price: 1,700 gold
35. Warp Pistols: A pair of compact pistols that fire pieces.
unstable energy projectiles capable of warping
reality. Each pistol deals 1d8 force damage. Price: 45. Temporal Disruptor: A compact device that emits
1,600 gold pieces (for the pair). temporal waves, distorting the flow of time for its
targets. Deals 1d6 temporal damage and has a 50%
36. Technomancer's Rifle: A rifle infused with arcane chance to slow the target. Price: 1,400 gold pieces.
technology, allowing it to disrupt and dismantle
mechanical constructs. Deals 1d10 force damage 46. Shadowfire Crossbow: A crossbow that shoots
and has a 50% chance to disable constructs. Price: bolts infused with both shadow and fire, leaving
1,500 gold pieces. targets scorched and weakened. Deals 1d8 fire
damage and 1d6 necrotic damage. Price: 1,800 gold
37. Arcane Flamecaster: This unique firearm pieces.
combines elemental magic with fire, unleashing
devastating fiery projectiles. Deals 2d6 fire damage. 47. Arcane Resonator: This strange firearm channels
Price: 1,800 gold pieces. arcane energies to create concussive blasts. Deals
2d6 force damage and has a 50% chance to stun
38. Neural Linker: A futuristic device that connects targets. Price: 1,500 gold pieces.
directly to the user's neural interface, enhancing their
aim and reflexes. Grants a +1 bonus to attack rolls. 48. Disintegration Pistol: A handheld weapon that
Price: 1,200 gold pieces. disintegrates matter at a molecular level, reducing
targets to dust. Deals 2d8 force damage and has a
39. Thunderstrike Blunderbuss: A large, thunderous 50% chance to instantly kill the target. Price: 2,000
blunderbuss that unleashes powerful shockwaves gold pieces.
upon firing. Deals 2d8 thunder damage and has a
50% chance to knock back enemies. Price: 1,700 49. Neural Pulse Emitter: A device that emits
gold pieces. powerful pulses of psychic energy, disrupting the
minds of nearby creatures. Deals 1d8 psychic
40. Singularity Grenade Launcher: This launcher damage and has a 50% chance to induce confusion.
fires specialized grenades that create miniature Price: 1,400 gold pieces.
singularities upon detonation. Deals 2d10 force
damage and has a 50% chance to pull enemies 50. Celestial Arrows: A quiver of enchanted arrows
towards the singularity. Price: 2,000 gold pieces. that burst into radiant light upon impact. Each arrow
deals 1d8 radiant damage. Price: 1,200 gold pieces
41. Void Bow: A mysterious bow crafted from (per quiver of 20 arrows).
shadowy materials, it fires arrows that unravel reality
upon impact. Deals 1d10 necrotic damage and has a 51. Plague Spewer: This vile weapon expels toxic
50% chance to weaken the target. Price: 1,500 gold gas clouds that spread diseases and decay. Deals
pieces. 1d8 poison damage and has a 50% chance to inflict
a debilitating disease. Price: 1,400 gold pieces.
42. Nano Swarm Rifle: This advanced rifle fires tiny
robotic insects that devour organic matter. Deals 1d8 52. Solar Amplifier: A device that harnesses the
acid damage and has a 50% chance to inflict power of sunlight, focusing it into a concentrated

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Chapter 6 Equipment Hexmaster

beam. Deals 2d8 radiant damage and has a 50% a 50% chance to cause targets to catch on fire.
chance to blind targets. Price: 1,800 gold pieces. Price: 1,800 gold pieces.

53. Voidcaster Shotgun: This shotgun fires ethereal 63. Phase Disruptor: A compact device that emits a
pellets that rip through reality, causing targets to fade disruptive energy field, causing targets to flicker in
momentarily. Deals 2d6 necrotic damage and has a and out of reality. Deals 1d6 force damage and has a
50% chance to reduce the target's AC. Price: 1,700 50% chance to impose disadvantage on the target's
gold pieces. next attack roll. Price: 1,400 gold pieces.

54. Quantum Bow: A bow crafted with quantum 64. Frostbite Pistol: A freezing firearm that shoots icy
materials, allowing arrows to phase through barriers projectiles, encasing enemies in ice. Deals 1d6 cold
and enemies. Deals 1d10 force damage and can damage and has a 50% chance to freeze the target
bypass physical obstacles. Price: 1,600 gold pieces. in place. Price: 1,300 gold pieces.

55. Sonic Shrieker: Emitting deafening sonic waves, 65. Shadowbolt Crossbow: A crossbow that fires
this firearm can disorient and stun foes. Deals 1d8 bolts infused with shadowy energy, draining the life
thunder damage and has a 50% chance to stun force of its targets. Deals 1d8 necrotic damage and
enemies. Price: 1,400 gold pieces. grants the wielder temporary hit points equal to half
the damage dealt. Price: 1,700 gold pieces.
56. Arcane Grenade Launcher: This launcher propels
magical grenades that explode in elemental bursts. 66. Arcane Disassembler: This advanced firearm
Deals 2d6 damage of a random energy type (fire, disrupts magical energy, unraveling spells and
cold, acid, electric, force). Price: 1,800 gold pieces. enchantments. Deals 1d10 force damage and has a
50% chance to dispel magical effects. Price: 1,800
57. Neural Amplifier: A device that enhances the gold pieces.
user's neural pathways, improving accuracy and
precision. Grants a +2 bonus to attack rolls. Price: 67. Plasma Coil Rifle: A high-powered rifle that
1,500 gold pieces. projects arcing bolts of superheated plasma, capable
of melting through armor. Deals 2d8 fire damage and
58. Particle Beam Rifle: A cutting-edge rifle that fires has a 50% chance to ignore enemy resistance.
concentrated beams of energized particles. Deals Price: 2,000 gold pieces.
2d8 force damage. Price: 1,800 gold pieces.
68. Etheric Blaster: A mystic firearm that fires bolts of
59. Spectral Bow: A translucent bow that fires ethereal energy, bypassing physical defenses. Deals
ghostly arrows, passing through objects and 1d8 force damage and ignores enemy armor. Price:
incorporeal creatures. Deals 1d10 force damage and 1,500 gold pieces.
can bypass incorporeal defenses. Price: 1,700 gold
pieces. 69. Warplock Pistol: A small, but deadly, pistol that
distorts reality, causing targets to phase in and out of
60. Singularity Blades: A pair of specialized gauntlets existence. Deals 1d10 force damage and has a 50%
that generate miniature singularities upon striking. chance to impose disadvantage on the target's next
Each gauntlet deals 1d8 force damage and has a saving throw. Price: 1,600 gold pieces.
50% chance to pull enemies closer. Price: 1,600 gold
pieces (for the pair). 70. Chaosstorm Launcher: This powerful launcher
fires volatile projectiles that explode in a chaotic
61. Voidseeker Pistol: A sleek, black pistol that fires burst of energy. Deals 2d6 damage of a random
energy projectiles that home in on targets. Deals 1d8 energy type (fire, cold, acid, electric, force). Price:
force damage and has a 50% chance to ignore 1,800 gold pieces.
cover. Price: 1,500 gold pieces.
71. Riftcaster Rifle: A technologically advanced rifle
62. Inferno Launcher: This formidable weapon that fires bolts of energy capable of tearing open
shoots flaming orbs that explode upon impact, temporary rifts in space. Deals 1d10 force damage
engulfing foes in fire. Deals 2d6 fire damage and has and has a 50% chance to teleport the target a short

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Hexmaster Chapter 6 Equipment

distance. Price: 1,800 gold pieces. Price: 2,200 gold pieces.

72. Venomous Fang Thrower: This unique weapon 81. Celestial Prism Bow: A bow crafted from celestial
launches fangs infused with potent venom, poisoning materials, it fires arrows imbued with radiant energy.
the target upon impact. Deals 1d8 poison damage Deals 1d10 radiant damage. Price: 1,600 gold
and has a 50% chance to inflict a debilitating poison pieces.
effect. Price: 1,400 gold pieces.
82. Quantum Disruptor Pistol: This compact pistol
73. Thunderstorm Blaster: Emitting powerful bursts emits pulses that disrupt quantum fields, causing
of thunder and lightning, this blaster wreaks havoc targets to phase in and out of reality. Deals 1d8 force
on the battlefield. Deals 2d6 thunder damage and damage and has a 50% chance to impose
has a 50% chance to stun enemies. Price: 1,700 disadvantage on the target's next attack roll. Price:
gold pieces. 1,500 gold pieces.

74. Ethereal Bow: A bow crafted from ethereal 83. Abyssal Annihilator: A fearsome firearm that
materials, allowing arrows to pass through solid channels the essence of the Abyss, unleashing dark
objects. Deals 1d10 force damage and can bypass and chaotic energy. Deals 2d6 necrotic damage.
physical barriers. Price: 1,600 gold pieces. Price: 1,700 gold pieces.

75. Soulrender Rifle: This sinister firearm fires bolts 84. Elemental Storm Launcher: This powerful
that tear at the essence of the target's soul. Deals launcher fires volatile projectiles that explode in
1d8 necrotic damage and has a 50% chance to elemental storms. Deals 2d6 damage of a random
reduce the target's maximum hit points. Price: 1,500 energy type (fire, cold, acid, electric, force). Price:
gold pieces. 1,800 gold pieces.

76. Plasma Nova Cannon: A devastating cannon that 85. Arcane Rift Pistol: A sleek pistol that fires bolts of
releases a concentrated burst of plasma energy, arcane energy, tearing open temporary rifts in space.
causing a small explosion on impact. Deals 2d8 fire Deals 1d8 force damage and has a 50% chance to
damage and has a 50% chance to ignite surrounding teleport the target a short distance. Price: 1,500 gold
targets. Price: 2,000 gold pieces. pieces.

77. Time Bender: A compact device that manipulates 86. Plasmatic Flux Rifle: A high-tech rifle that fires
the flow of time, allowing the wielder to briefly slow concentrated beams of plasmatic energy, capable of
down their surroundings. Deals 1d6 temporal melting through armor. Deals 2d8 fire damage and
damage and has a 50% chance to slow the target's has a 50% chance to ignore enemy resistance.
movement. Price: 1,400 gold pieces. Price: 2,000 gold pieces.

78. Voidshadow Crossbow: A crossbow that fires 87. Neural Shredder: This devastating weapon emits
bolts infused with the essence of the void, draining powerful waves of psychic energy, tearing through
the life force of its targets. Deals 1d8 necrotic the minds of its targets. Deals 1d10 psychic damage
damage and grants the wielder temporary hit points and has a 50% chance to induce madness in the
equal to half the damage dealt. Price: 1,700 gold target. Price: 1,600 gold pieces.
pieces.
88. Voidsteel Repeater: A repeating crossbow
79. Arcane Phase Blaster: This specialized blaster crafted from voidsteel, it fires bolts that unravel
fires bolts of arcane energy that phase through reality upon impact. Deals 1d8 force damage and
objects and armor. Deals 1d8 force damage and has a 50% chance to weaken the target. Price: 1,700
ignores enemy armor. Price: 1,500 gold pieces. gold pieces.

80. Molecular Destabilizer: A cutting-edge weapon 89. Thunderclap Blunderbuss: This thunderous
that disrupts molecular bonds, causing objects and blunderbuss unleashes booming shockwaves that
enemies to disintegrate. Deals 2d10 force damage knock back enemies. Deals 2d6 thunder damage
and has a 50% chance to ignore enemy resistance. and has a 50% chance to push enemies away. Price:

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Chapter 6 Equipment Hexmaster

1,700 gold pieces. singularities upon impact. Each blade deals 1d8
force damage and has a 50% chance to pull enemies
90. Quantum Phase Rifle: A cutting-edge rifle that towards the singularity. Price: 1,800 gold pieces.
emits phased energy pulses, bypassing physical and
energy resistances. Deals 1d10 force damage and 100. Prismatic Disintegrator: An advanced weapon
ignores enemy resistances. Price: 1,800 gold pieces. that fires beams of prismatic energy, disintegrating
anything they touch. Deals 2d10 force damage and
91. Arcane Singularity Cannon: This massive cannon has a 50% chance to instantly disintegrate the target.
fires orbs that create powerful gravitational Price: 2,200 gold pieces.
singularities upon impact. Deals 2d10 force damage
and has a 50% chance to pull enemies towards the D100 Table: Thrown Weapons
singularity. Price: 2,200 gold pieces.
1. Voidstar Shuriken: A shimmering shuriken infused
92. Solar Fury Blaster: Harnessing the fury of the with void energy. Deals 1d6+2 force damage. Price:
sun, this blaster emits concentrated beams of 50 gold pieces.
scorching solar energy. Deals 2d8 radiant damage.
Price: 1,800 gold pieces. 2. Thunderclap Dagger: A small dagger that emits a
deafening sonic boom upon impact. Deals 1d4+1
93. Voidwalker Rifle: A rifle infused with the essence thunder damage and imposes disadvantage on the
of the void, its shots bypass physical defenses. target's next attack roll. Price: 20 gold pieces.
Deals 1d10 force damage and ignores enemy armor.
Price: 1,600 gold pieces. 3. Arcane Glyph Stones: Smooth stones etched with
ancient runes. When thrown, they explode into a
94. Chaos Bolt Launcher: This launcher fires bolts of burst of magical energy. Deals 1d6 fire damage to all
pure chaos energy, creating unpredictable and creatures in a 5-foot radius. Price: 30 gold pieces.
chaotic effects. Deals 2d6 damage of a random
energy type (fire, cold, acid, electric, force). Price: 4. Frostbite Kunai: A cold, icy kunai that leaves a trail
1,800 gold pieces. of frost in its wake. Deals 1d4 cold damage and
reduces the target's movement speed by 10 feet until
95. Ethereal Eviscerator: A mysterious weapon that the end of their next turn. Price: 15 gold pieces.
fires ethereal blades, slicing through enemies and
leaving lingering wounds. Deals 1d8 force damage 5. Shadowblade Dart: A sleek dart crafted from
and has a 50% chance to inflict ongoing damage. shadow essence. Deals 1d4 piercing damage and
Price: 1,500 gold pieces. causes the target to be affected by the darkness
spell for 1 minute. Price: 25 gold pieces.
96. Frost Nova Blaster: Emitting frigid waves of cold
energy, this blaster freezes enemies in their tracks. 6. Flameburst Javelin: A javelin enchanted with the
Deals 2d6 cold damage and has a 50% chance to power of fire. Deals 1d6 fire damage and ignites the
freeze targets in place. Price: 1,700 gold pieces. target on hit, causing them to take an additional 1d4
fire damage at the start of each of their turns until
97. Arcane Annihilator: A devastating firearm that they take an action to extinguish the flames. Price:
channels raw arcane power, obliterating anything in 35 gold pieces.
its path. Deals 2d8 force damage and has a 50%
chance to ignore enemy resistance. Price: 2,000 gold 7. Acidic Throwing Axe: A corrosive axe that
pieces. dissolves armor and burns through flesh. Deals 1d8
acid damage and imposes disadvantage on the
98. Phase Disruptor Pistol: A compact pistol that target's next Dexterity saving throw. Price: 40 gold
emits disruptive energy waves, phasing through pieces.
barriers and enemy armor. Deals 1d8 force damage
and ignores enemy armor. Price: 1,600 gold pieces. 8. Celestial Starblade: A star-shaped blade that
glows with divine radiance. Deals 1d6 radiant
99. Singularity Blade Launcher: This unique launcher damage and has a chance to blind the target for 1
fires specialized blades that generate miniature round (DC 12 Constitution saving throw). Price: 45

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Hexmaster Chapter 6 Equipment

gold pieces. gold pieces.

9. Thunderbolt Shrieker: A small, electrified projectile 19. Venomous Serpent Blade: A serpentine blade
that emits crackling bolts of lightning. Deals 1d4 coated with deadly venom. Deals 1d6 piercing
lightning damage and imposes disadvantage on the damage and inflicts 1d6 poison damage. Price: 35
target's next ability check. Price: 30 gold pieces. gold pieces.

10. Serpent's Fang Throwing Knife: A venomous 20. Bladewind Star: A throwing star that splits into
throwing knife with a serrated edge. Deals 1d4 multiple blades mid-flight. Deals 1d4 slashing
piercing damage and inflicts 1d6 poison damage. damage and allows the wielder to make an additional
Price: 25 gold pieces. attack against a different target within 10 feet if the
first attack hits. Price: 25 gold pieces.
11. Solar Flare Shuriken: A fiery shuriken that
radiates intense heat. Deals 1d6 fire damage and 21. Solarflare Boomerang: A boomerang imbued with
has a chance to blind the target for 1 round (DC 12 solar energy that radiates intense heat upon impact.
Dexterity saving throw). Price: 40 gold pieces. Deals 1d6 fire damage and has a chance to blind the
target for 1 round (DC 12 Dexterity saving throw).
12. Voidglass Dagger: A translucent dagger crafted Price: 45 gold pieces.
from a mysterious material. Deals 1d4 piercing
damage and has a chance to teleport the wielder 22. Voidsteel Dagger: A sleek dagger forged from
behind the target on a critical hit. Price: 50 gold rare voidsteel. Deals 1d4 piercing damage and has a
pieces. chance to ignore the target's resistance to damage
on a critical hit. Price: 50 gold pieces.
13. Frostburn Throwing Axe: An icy axe that freezes
the air around it. Deals 1d8 cold damage and 23. Frostwind Shuriken: A frosty shuriken that leaves
reduces the target's AC by 1 until the end of their a chilling gust in its wake. Deals 1d6 cold damage
next turn. Price: 45 gold pieces. and reduces the target's movement speed by 10 feet
until the end of their next turn. Price: 35 gold pieces.
14. Shadowstep Kunai: A black kunai that allows the
user to momentarily blend with shadows. Deals 1d4 24. Shadowstrike Kunai: A black kunai infused with
piercing damage and grants the wielder advantage shadow essence that allows the wielder to strike
on Stealth checks for 1 minute after a successful hit. from the darkness. Deals 1d4 piercing damage and
Price: 35 gold pieces. grants advantage on the attack roll if thrown from a
concealed position. Price: 30 gold pieces.
15. Arcane Orb Javelin: A javelin with a crystal orb at
its tip, crackling with arcane energy. Deals 1d6 force 25. Arcane Grenade: A magical grenade that
damage and knocks the target prone on a critical hit. releases a burst of arcane energy upon detonation.
Price: 30 gold pieces. Deals 1d6 force damage to all creatures in a 10-foot
radius. Price: 40 gold pieces.
16. Acidic Shrieker: A small, acid-filled projectile that
splashes upon impact. Deals 1d4 acid damage and 26. Acidic Boomerang: A boomerang coated in
reduces the target's AC by 1 until the end of their corrosive acid that eats away at armor. Deals 1d8
next turn. Price: 20 gold pieces. acid damage and imposes disadvantage on the
target's next Armor Class (AC) saving throw. Price:
17. Celestial Boomerang: A blessed boomerang that 35 gold pieces.
returns to the thrower's hand after hitting its mark.
Deals 1d6 radiant damage and has the returning 27. Celestial Discus: A disc-shaped throwing weapon
property. Price: 40 gold pieces. that glows with celestial light. Deals 1d6 radiant
damage and has a chance to blind the target for 1
18. Thunderstorm Chakram: A spinning chakram that round (DC 12 Constitution saving throw). Price: 40
emits crackling lightning bolts. Deals 1d8 lightning gold pieces.
damage and has a chance to stun the target for 1
round (DC 12 Constitution saving throw). Price: 50 28. Thundering Shrieker: A small projectile that emits

863
Chapter 6 Equipment Hexmaster

a deafening sonic blast upon impact. Deals 1d4


thunder damage and imposes disadvantage on the 38. Entropic Bolt: A swirling bolt of chaotic energy
target's next saving throw. Price: 25 gold pieces. that can unravel reality upon impact. Deals 1d8 force
damage and has a chance to reduce the target's
29. Venomous Serpent Dagger: A serpent-shaped maximum hit points by 1d6 on a critical hit. Price: 65
dagger with a venomous bite. Deals 1d6 piercing gold pieces.
damage and inflicts 1d6 poison damage. Price: 30
gold pieces. 39. Siren's Serenade: A melodic throwing weapon
that emits enchanting sounds when thrown. Deals
30. Stormstrike Throwing Axe: An axe that crackles 1d6 psychic damage and forces the target to make a
with electrical energy when thrown. Deals 1d8 Wisdom saving throw (DC 12) or be charmed for 1
lightning damage and has a chance to stun the target round. Price: 50 gold pieces.
for 1 round (DC 12 Constitution saving throw). Price:
45 gold pieces. 40. Quantum Dagger: A blade that defies
conventional physics and can exist in multiple places
31. Chromatic Spinner: A small disc that spins at once. Deals 1d4 piercing damage and grants the
rapidly and releases colorful, disorienting lights upon wielder advantage on the attack roll. Price: 40 gold
impact. Deals 1d4 psychic damage and imposes pieces.
disadvantage on the target's next attack roll. Price:
40 gold pieces. 41. Vortex Viper: A small, coiled projectile that
creates a swirling vortex upon impact. Deals 1d4
32. Ethereal Needle: A transparent needle that force damage and pulls the target 10 feet closer on a
phases in and out of reality. Deals 1d4 force damage critical hit. Price: 45 gold pieces.
and has a chance to bypass the target's resistance to
damage on a critical hit. Price: 50 gold pieces. 42. Astral Star: A star-shaped throwing weapon that
glimmers with otherworldly energy. Deals 1d6 radiant
33. Mirage Shuriken: A shimmering shuriken that damage and has a chance to banish the target to
creates illusory duplicates upon release. Deals 1d6 another plane on a critical hit (DC 12 Charisma
psychic damage and creates two illusory copies of saving throw). Price: 60 gold pieces.
itself that disappear after hitting a target. Price: 45
gold pieces. 43. Blinkblade Dart: A dart infused with planar
energy that can blink in and out of existence. Deals
34. Echoing Whispers: A set of small stones that 1d4 piercing damage and grants the wielder the
emit ghostly whispers upon impact. Deals 1d4 ability to cast the Misty Step spell once per day.
thunder damage and has a chance to confuse the Price: 50 gold pieces.
target for 1 round (DC 12 Wisdom saving throw).
Price: 30 gold pieces. 44. Chaos Orb: A swirling orb of chaotic magic that
releases unpredictable effects upon impact. Roll a
35. Chrono Shard: A jagged piece of crystallized time d6: 1-2) Explodes in a burst of fire (1d6 fire damage);
that distorts the flow of reality. Deals 1d6 force 3-4) Emits a cone of cold (1d6 cold damage); 5-6)
damage and has a chance to age the target by 1d4 Releases a lightning bolt (1d6 lightning damage).
years on a critical hit. Price: 60 gold pieces. Price: 55 gold pieces.

36. Arcane Mirror: A reflective disc that creates a 45. Gravity Grenade: A small device that creates a
dazzling burst of magical energy upon impact. Deals localized gravitational anomaly upon detonation.
1d6 radiant damage and has a chance to blind the Deals 1d6 force damage and imposes disadvantage
target for 1 round (DC 12 Constitution saving throw). on the target's next saving throw. Price: 50 gold
Price: 55 gold pieces. pieces.

37. Neural Disruptor: A small device that emits 46. Soulstealer Blade: A translucent blade that can
disruptive energy pulses upon contact. Deals 1d4 steal fragments of a target's soul. Deals 1d6 necrotic
lightning damage and imposes disadvantage on the damage and heals the wielder for half the damage
target's next saving throw. Price: 35 gold pieces. dealt. Price: 55 gold pieces.

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Hexmaster Chapter 6 Equipment

47. Nexus Needle: A needle infused with the 55. Arcane Seeker: A magical projectile that seeks
essence of the dimensional fabric. Deals 1d4 force out its target unerringly. Deals 1d4 force damage and
damage and has a chance to cast the Blink spell on has a +2 bonus to attack rolls. Price: 50 gold pieces.
the target (DC 12 Wisdom saving throw). Price: 65
gold pieces. 56. Warp Spike: A slender, jagged projectile that
distorts reality as it travels. Deals 1d4 force damage
48. Voidburst Shuriken: A shuriken that unravels and has a chance to impose disadvantage on the
reality upon impact, creating a temporary void. Deals target's next ability check or saving throw (DC 12
1d6 force damage and has a chance to silence the Dexterity saving throw). Price: 55 gold pieces.
target for 1 round (DC 12 Constitution saving throw).
Price: 60 gold pieces. 57. Chrono Shuriken: A shuriken that warps time
upon impact, slowing the target's movements. Deals
49. Elemental Blade Shard: A razor-sharp fragment 1d6 force damage and reduces the target's
imbued with the essence of an elemental plane. movement speed by half until the end of their next
Deals 1d4 slashing damage and has a chance to turn. Price: 60 gold pieces.
inflict an additional 1d4 damage of a random
elemental type (roll a d4: 1) Fire, 2) Cold, 3) 58. Stormcaller Javelin: A javelin that crackles with
Lightning, 4) Acid). Price: 50 gold pieces. electrical energy and emits thunderous booms upon
impact. Deals 1d6 lightning damage and imposes
50. Spectral Chakram: A translucent chakram that disadvantage on the target's next attack roll. Price:
passes through solid objects, phasing in and out of 65 gold pieces.
reality. Deals 1d6 force damage and can ignore a
target's cover. Price: 45 gold pieces. 59. Prismatic Razor: A razor-sharp throwing blade
that glows with multiple vibrant colors. Deals 1d6
51. Shimmersteel Dagger: A dagger forged from a slashing damage and has a chance to inflict a
rare, shimmering alloy that reflects light in random elemental damage type (roll a d4: 1) Fire, 2)
mesmerizing patterns. Deals 1d4 piercing damage Cold, 3) Lightning, 4) Acid) in addition to the base
and imposes disadvantage on the target's next attack damage. Price: 55 gold pieces.
roll. Price: 55 gold pieces.
60. Shadowfire Dart: A dart that combines the
52. Runebound Shuriken: A shuriken inscribed with essence of shadow and flame. Deals 1d4 fire
ancient runes that enhance its properties. Deals 1d6 damage and 1d4 necrotic damage. Price: 50 gold
slashing damage and has a chance to inflict a pieces.
random beneficial effect on the target (roll a d6: 1)
Advantage on next attack roll, 2) Bonus 1d4 damage 61. Banana Peel Boomerang: A boomerang made of
on next hit, 3) Temporary resistance to a damage slippery banana peels. Deals 1d4 bludgeoning
type, 4) Advantage on next saving throw, 5) damage and has a chance to make the target slip
Temporary increase in movement speed, 6) and fall prone (DC 12 Dexterity saving throw). Price:
Advantage on next skill check). Price: 60 gold 5 gold pieces (discounted due to its comedic nature).
pieces.
62. Rubber Chicken Grenade: A rubber chicken that
53. Spectral Fang: A ghostly throwing knife made explodes with a comical "Squawk!" upon impact.
from ethereal energy. Deals 1d4 necrotic damage Deals 1d4 bludgeoning damage and emits a cloud of
and has a chance to drain the target's life force, feathers, causing targets in a 10-foot radius to make
healing the wielder for half the damage dealt. Price: a DC 12 Wisdom saving throw or burst into
55 gold pieces. uncontrollable laughter for 1 round. Price: 15 gold
pieces.
54. Nova Orb: A small orb that explodes in a burst of
radiant energy upon impact. Deals 1d6 radiant 63. Tickling Throwing Stars: Small throwing stars that
damage and blinds all creatures in a 10-foot radius tickle upon contact. Deals 1d4 psychic damage and
for 1 round (DC 12 Constitution saving throw). Price: forces the target to make a DC 12 Constitution
65 gold pieces. saving throw or be unable to take reactions until the

865
Chapter 6 Equipment Hexmaster

end of their next turn due to uncontrollable laughter. the wielder's attack roll due to its unwieldy size.
Price: 20 gold pieces. Price: 50 gold pieces.

64. Squishy Tomato Bomb: A tomato-shaped bomb 72. Dancing Banana Shuriken: A shuriken in the
filled with squishy tomato goo. Deals 1d6 acid shape of a dancing banana. Deals 1d6 bludgeoning
damage and has a chance to leave the target blinded damage and has a chance to force the target to join
by tomato juice for 1 round (DC 12 Dexterity saving in an impromptu dance for 1 round (DC 12 Charisma
throw). Price: 25 gold pieces. saving throw). Price: 25 gold pieces.

65. Silly String Dart: A dart that releases a spray of 73. Foam Finger Javelin: A javelin shaped like a
colorful silly string upon impact. Deals 1d4 foam finger, perfect for cheering on a team. Deals
bludgeoning damage and temporarily obscures the 1d6 bludgeoning damage and has a chance to
target's vision, imposing disadvantage on their next distract the target, imposing disadvantage on their
attack roll. Price: 10 gold pieces. next attack roll due to confusion. Price: 20 gold
pieces.
66. Whoopee Cushion Pillow: A soft pillow that emits
a loud farting noise when thrown. Deals 1d4 74. Clown Shoe Throwing Knife: A throwing knife
bludgeoning damage and has a chance to distract with an exaggerated, colorful clown shoe as the
the target, imposing disadvantage on their next handle. Deals 1d4 piercing damage and has a
attack roll due to laughter. Price: 5 gold pieces (often chance to trip the target on a critical hit, forcing them
bought as a novelty item). to make a DC 12 Dexterity saving throw or fall prone.
Price: 15 gold pieces.
67. Bumbling Bolas: Bolas that seem to trip over their
own cords. Deals 1d6 bludgeoning damage and has 75. Squeaky Rubber Mallet: A rubber mallet that
a chance to restrain the target if they fail a DC 12 emits a high-pitched squeak upon impact. Deals 1d6
Dexterity saving throw or become tangled up in the bludgeoning damage and has a chance to startle the
bolas. Price: 30 gold pieces. target, causing them to be surprised for 1 round (DC
12 Wisdom saving throw). Price: 15 gold pieces.
68. Confetti Cannon Ball: A large cannonball filled
with colorful confetti. Deals 1d6 bludgeoning damage 76. Pie-in-the-Face Pie: A cream pie that splatters
and explodes in a burst of confetti, causing targets in comically upon impact. Deals no damage, but
a 10-foot radius to make a DC 12 Dexterity saving causes the target's face to be covered in cream,
throw or become covered in confetti, providing no potentially obstructing their vision until cleaned.
benefit from stealth until cleaned. Price: 35 gold Price: 5 gold pieces.
pieces.
77. Slapstick Slingshot: A slingshot that emits a loud
69. Giggle Gas Bomb: A small bomb that releases a "boing" sound when fired. Deals 1d4 bludgeoning
cloud of giggling gas upon detonation. Deals no damage and has a chance to knock the target back 5
damage but forces all creatures in a 10-foot radius to feet on a critical hit. Price: 10 gold pieces.
make a DC 12 Wisdom saving throw or be unable to
take actions other than laughing uncontrollably for 1 78. Disappearing Dagger: A dagger that vanishes
round. Price: 40 gold pieces. into thin air moments after being thrown. Deals 1d4
piercing damage and returns to the wielder's hand at
70. Squeaky Hammer: A hammer with a squeaky toy the start of their next turn. Price: 30 gold pieces.
attached to its head. Deals 1d8 bludgeoning damage
and emits a high-pitched squeak upon impact, 79. Bouncy Ball Grenade: A grenade filled with
possibly causing targets to be distracted and impose bouncy balls that scatter upon detonation. Deals no
disadvantage on their next attack roll. Price: 30 gold damage, but releases a chaotic cascade of bouncing
pieces. balls that may cause targets in a 10-foot radius to trip
and fall prone. Price: 25 gold pieces.
71. Comically Large Brick: A comically oversized
brick that defies logic and practicality. Deals 1d8 80. Feather Pillow Bomb: A pillow-shaped explosive
bludgeoning damage and imposes disadvantage on that releases a flurry of feathers upon detonation.

866
Hexmaster Chapter 6 Equipment

Deals 1d4 bludgeoning damage and creates an area


heavily obscured by feathers, granting advantage on 90. Boar Spear: A long spear with a crossbar near
Stealth checks for creatures within a 10-foot radius. the blade to prevent charging animals from reaching
Price: 35 gold pieces. the wielder. Deals 1d8 piercing damage and has the
reach property. Price: 20 gold pieces.
81. Trebuchet Stone: A large, heavy stone used as
ammunition for trebuchets. Deals 1d10 bludgeoning 91. Pilum: A Roman-style javelin with a heavy
damage and requires a trebuchet or similar siege throwing head designed to pierce armor. Deals 1d8
engine to launch effectively. Price: 10 gold pieces. piercing damage and has the armor-piercing
property, reducing the target's AC by 1 until the end
82. Warhammer Throwing Axe: A specially crafted of their next turn. Price: 25 gold pieces.
throwing axe with a warhammer head on one side.
Deals 1d8 slashing damage and has the versatile 92. War Flail: A flail with a shorter chain and
property, allowing it to be used as a melee weapon weighted balls on the ends, designed for throwing.
as well. Price: 20 gold pieces. Deals 1d8 bludgeoning damage and has the reach
property. Price: 30 gold pieces.
83. Heraldic Javelin: A finely decorated javelin with
the coat of arms of a noble house. Deals 1d6 93. Sling Stone: A smooth stone designed for use
piercing damage and grants advantage on attack with slings. Deals 1d4 bludgeoning damage and can
rolls against targets with a lower social rank. Price: be fired from a sling. Price: 1 silver piece.
25 gold pieces.
94. Francisca: A Frankish throwing axe with a short
84. Ballista Bolt: A large, heavy bolt designed for use handle and a wide, curved blade. Deals 1d6 slashing
with ballistae. Deals 1d12 piercing damage and damage and has the versatile property. Price: 15
requires a ballista or similar siege engine to fire gold pieces.
effectively. Price: 15 gold pieces.
95. Arbalest Bolt: A heavy crossbow bolt designed
85. Longbow Arrow: A traditional arrow designed for for use with arbalests. Deals 1d10 piercing damage
use with longbows. Deals 1d6 piercing damage and and requires an arbalest or similar heavy crossbow
has a longer range than regular thrown weapons. to fire effectively. Price: 20 gold pieces.
Price: 5 gold pieces.
96. Atlatl Dart: A projectile launched using an atlatl, a
86. Halberd Javelin: A javelin with a blade at the tip spear-throwing device. Deals 1d8 piercing damage
and a hook or spike on the opposite end. Deals 1d8 and has increased range compared to regular thrown
piercing damage and has the reach property, weapons. Price: 10 gold pieces.
allowing attacks from a greater distance. Price: 15
gold pieces. 97. Flanged Mace Disc: A circular throwing weapon
with flanged edges, resembling a miniature mace.
87. Flaming Oil Flask: A ceramic flask filled with Deals 1d6 bludgeoning damage and has a chance to
flammable oil that ignites upon impact. Deals 1d4 fire knock the target prone on a critical hit. Price: 20 gold
damage and has a chance to set the target on fire, pieces.
causing an additional 1d4 fire damage at the start of
each of their turns until extinguished. Price: 10 gold 98. Bodkin Arrow: A slim arrow with a sharply
pieces. pointed tip designed for armor penetration. Deals
1d6 piercing damage and has the armor-piercing
88. Crossbow Bolt: A sturdy bolt designed for use property, reducing the target's AC by 1 until the end
with crossbows. Deals 1d8 piercing damage and can of their next turn. Price: 10 gold pieces.
be fired from a crossbow. Price: 5 gold pieces.
99. Hunga Munga: A multi-bladed throwing weapon
89. Mace Discus: A discus-shaped throwing weapon with curved blades resembling a boomerang. Deals
with a spiked mace head. Deals 1d6 bludgeoning 1d8 slashing damage and has the returning property.
damage and has a chance to stun the target for 1 Price: 25 gold pieces.
round on a critical hit. Price: 15 gold pieces.

867
Chapter 6 Equipment Hexmaster

100. War Dart: A heavy throwing dart with a


weighted, metal tip. Deals 1d8 piercing damage and 10. Graviton Hammer: A massive hammer that
has the thrown property. Price: 15 gold pieces. manipulates gravity, delivering powerful concussive
blows. Deals 3d8 bludgeoning damage and has a
50% chance to knock enemies back. Price: 1,200
D100 Table: Exotic Energy Weapons gold pieces.

1. Photon Disruptor: A handheld energy weapon that 11. Molecular Destabilizer: A handheld device that
emits concentrated beams of intense light, capable emits a beam of energy capable of destabilizing
of blinding enemies. Deals 2d6 radiant damage. molecular structures. Deals 2d6 force damage and
Price: 500 gold pieces. has a 50% chance to disintegrate the target. Price:
850 gold pieces.
2. Plasma Blaster: A shoulder-mounted cannon that
fires superheated plasma projectiles. Deals 3d8 fire 12. Void Rifle: A rifle that fires projectiles that create
damage. Price: 800 gold pieces. temporary breaches in the fabric of reality. Deals 2d8
force damage and has a 50% chance to teleport the
3. Singularity Rifle: A sleek rifle that generates target to a random location. Price: 1,100 gold pieces.
miniature singularities, causing spatial distortions
and collapsing targets. Deals 2d10 force damage 13. Plasma Whip: A flexible whip infused with plasma
and has a 50% chance to knock enemies prone. energy, capable of delivering electrifying lashes.
Price: 1,200 gold pieces. Deals 1d8 slashing damage and 1d6 fire damage.
Price: 600 gold pieces.
4. Sonic Disintegrator: This compact device emits
powerful ultrasonic waves that shatter objects and 14. Solar Flare Launcher: A launcher that fires
disrupt molecular bonds. Deals 3d6 thunder damage. canisters containing miniaturized suns, creating
Price: 700 gold pieces. intense bursts of solar energy. Deals 2d10 radiant
damage and has a 50% chance to blind enemies.
5. Arc Lightning Gauntlets: A pair of gauntlets that Price: 1,200 gold pieces.
generate arcs of electricity, allowing the wearer to
deliver shocking punches. Deals 2d8 lightning 15. Quantum Disruptor: A pistol that fires quantum-
damage and grants a +1 bonus to unarmed attack charged bullets capable of destabilizing atomic
rolls. Price: 600 gold pieces. bonds. Deals 1d10 force damage and ignores enemy
damage resistance. Price: 700 gold pieces.
6. Quantum Blade: An energy sword that harnesses
quantum energy, making it capable of phase-shifting 16. Sonic Resonator Gauntlets: Gauntlets that emit
through solid objects. Deals 1d10 slashing damage powerful sonic waves upon impact, causing
and has a 50% chance to bypass enemy armor. devastating vibrations. Deals 2d8 thunder damage
Price: 900 gold pieces. and has a 50% chance to stun enemies. Price: 850
gold pieces.
7. Nano-Disassembler: This hand-held device
releases swarms of nanobots that break down matter 17. Arcane Energy Staff: A staff infused with arcane
on a molecular level. Deals 2d6 acid damage and energy, allowing the wielder to channel powerful
ignores enemy damage resistance. Price: 750 gold spells through it. Deals 1d8 force damage and grants
pieces. a +1 bonus to spell attack rolls. Price: 550 gold
pieces.
8. Fusion Repeater: A rapid-fire energy rifle that fires
bolts of superheated plasma. Deals 1d8 fire damage 18. Bio-Plasma Cannon: A shoulder-mounted
per shot. Price: 550 gold pieces. cannon that fires projectiles containing
bioengineered plasma, capable of inflicting corrosive
9. Psionic Amplifier Glove: A glove infused with damage. Deals 2d6 acid damage and has a 50%
psionic energy, allowing the wearer to unleash chance to cause lingering damage over time. Price:
devastating psychic blasts. Deals 2d10 psychic 800 gold pieces.
damage. Price: 1,000 gold pieces.

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Hexmaster Chapter 6 Equipment

19. Phase Blade: A slender energy sword that can functions of its targets. Deals no damage but
phase-shift through solid matter, allowing the wielder incapacitates the target for 1 hour. Price: 800 gold
to bypass armor. Deals 1d10 slashing damage and pieces.
has a 50% chance to ignore enemy armor. Price:
900 gold pieces. 29. Plasma Saber: A handheld energy weapon
resembling a sword, emitting a blade of superheated
20. Pyrokinetic Gauntlets: Gauntlets that imbue the plasma. Deals 1d10 fire damage and has a 50%
wearer with pyrokinetic abilities, enabling them to chance to ignite targets. Price: 850 gold pieces.
conjure and control flames. Deals 2d6 fire damage
and grants a +1 bonus to fire-based spell damage. 30. Temporal Disruptor Rifle: A rifle that fires
Price: 650 gold pieces. projectiles capable of creating temporal disruptions,
slowing down enemies. Deals 2d6 force damage and
21. Energy Net Launcher: A handheld device that has a 50% chance to reduce enemy movement
launches energy nets, trapping and immobilizing speed. Price: 1,000 gold pieces.
enemies. Deals no damage but restrains the target.
Price: 500 gold pieces. 31. Energy Lance: A long polearm with an energy
blade at the tip, allowing for sweeping energy strikes.
22. Cryo-Blaster: A compact firearm that releases Deals 2d8 slashing damage and has a 50% chance
blasts of sub-zero energy, freezing targets in their to knock enemies prone. Price: 950 gold pieces.
tracks. Deals 2d8 cold damage and has a 50%
chance to slow enemies. Price: 750 gold pieces. 32. Gravity Orb Projector: A device that generates
localized gravitational fields, pulling enemies towards
23. Sonic Resonance Rifle: A high-powered rifle that it. Deals no damage but pulls enemies within a 30-
emits focused sonic waves, causing structural foot radius towards the device. Price: 700 gold
instability in its targets. Deals 2d10 thunder damage pieces.
and has a 50% chance to shatter enemy armor.
Price: 1,100 gold pieces. 33. Arc Lightning Bow: A bow that fires arrows
crackling with arcs of electricity, delivering
24. Quantum Displacement Dagger: A small, razor- electrifying shots. Deals 1d8 piercing damage and
sharp dagger that can momentarily phase out of 1d6 lightning damage. Price: 750 gold pieces.
reality, allowing for precise strikes. Deals 1d6
piercing damage and has a 50% chance to bypass 34. Plasma Shotgun: A short-range shotgun that fires
enemy defenses. Price: 550 gold pieces. bursts of superheated plasma, spreading damage
across multiple targets. Deals 3d4 fire damage in a
25. Plasma Grenade Launcher: A heavy weapon that cone. Price: 800 gold pieces.
launches explosive plasma grenades, causing area
damage. Deals 3d6 fire damage in a 10-foot radius. 35. Sonic Disruption Blade: A blade that emits
Price: 900 gold pieces. disruptive sonic waves upon contact, shaking and
disorienting foes. Deals 2d6 slashing damage and
26. Molecular Stabilizer Whip: A whip that emits a has a 50% chance to deafen enemies. Price: 650
stabilizing field upon striking, preventing the gold pieces.
disintegration of objects and beings. Deals 1d8
slashing damage and has a 50% chance to negate 36. Void Bomb: A throwable device that creates
disintegration effects. Price: 700 gold pieces. temporary portals to a void dimension, sucking in
nearby objects and enemies. Deals 2d10 force
27. Arcane Energy Bow: A bow infused with arcane damage and pulls targets within a 20-foot radius
energy, allowing the wielder to fire arrows imbued towards the portal. Price: 1,200 gold pieces.
with magical power. Deals 1d8 force damage and
grants a +1 bonus to ranged spell attack rolls. Price: 37. Particle Beam Caster: A wrist-mounted device
600 gold pieces. that emits focused particle beams, burning through
enemy defenses. Deals 2d8 force damage and has a
28. Neural Disruptor: A device that emits focused 50% chance to ignore enemy armor. Price: 900 gold
neural waves, temporarily disabling the motor pieces.

869
Chapter 6 Equipment Hexmaster

900 gold pieces.


38. Pyroclasmic Staff: A staff that conjures and hurls
balls of molten lava, causing fiery explosions upon 48. Void Blade: A sword with a blade forged from
impact. Deals 3d6 fire damage and ignites targets void energy, capable of severing connections to
within a 10-foot radius. Price: 1,100 gold pieces. other dimensions. Deals 1d10 slashing damage and
has a 50% chance to disrupt magical effects. Price:
39. Energy Projection Gloves: Gloves that allow the 1,000 gold pieces.
wearer to generate and project energy bolts from
their hands. Deals 1d8 force damage and grants a 49. Plasma Railgun: A high-velocity railgun that
+1 bonus to spell attack rolls. Price: 550 gold pieces. propels superheated plasma projectiles at incredible
speeds. Deals 3d8 fire damage and has a 50%
40. Chrono-Blade: A sword that can manipulate time, chance to pierce through multiple enemies. Price:
allowing the wielder to strike with accelerated speed. 1,200 gold pieces.
Deals 1d10 slashing damage and grants a +1 bonus
to initiative rolls. Price: 1,000 gold pieces. 50. Molecular Phase Dagger: A dagger that can
phase in and out of reality, allowing for swift, precise
41. Neural Interface Rifle: A rifle equipped with a strikes. Deals 1d6 piercing damage and has a 50%
neural interface that enhances the user's accuracy chance to bypass enemy defenses. Price: 600 gold
and target acquisition. Deals 2d8 force damage and pieces.
grants a +1 bonus to ranged attack rolls. Price: 950
gold pieces. 51. Singularity Grenade: A throwable device that
creates a miniature singularity upon detonation,
42. Molecular Disassembler Gloves: Gloves that emit pulling nearby targets towards it. Deals 2d10 force
a field of destabilizing energy, breaking down matter damage and pulls enemies within a 20-foot radius
upon touch. Deals 2d6 acid damage and has a 50% towards the singularity. Price: 1,100 gold pieces.
chance to dissolve objects. Price: 750 gold pieces.
52. Arc Lightning Whip: A whip crackling with arcs of
43. Phase Disruptor Cannon: A heavy weapon that electricity, delivering electrifying lashes to enemies.
fires charged particles capable of destabilizing the Deals 1d8 slashing damage and 1d6 lightning
phase state of matter. Deals 3d6 force damage and damage. Price: 700 gold pieces.
has a 50% chance to phase enemies through solid
objects. Price: 1,200 gold pieces. 53. Quantum Disruptor Cannon: A heavy cannon that
fires quantum-charged projectiles, destabilizing
44. Arcane Energy Orb: A handheld orb infused with atomic structures upon impact. Deals 2d8 force
arcane energy, releasing devastating explosions damage and has a 50% chance to ignore enemy
upon impact. Deals 3d8 force damage in a 15-foot damage resistance. Price: 950 gold pieces.
radius. Price: 1,100 gold pieces.
54. Pyrokinetic Staff: A staff infused with pyrokinetic
45. Gravity Nullifier Gauntlets: Gauntlets that emit a energy, allowing the wielder to manipulate and
nullifying field, temporarily negating gravity around control flames. Deals 1d8 fire damage and grants a
the wearer. Deals no damage but grants the ability to +1 bonus to fire-based spell damage. Price: 800 gold
hover or negate falling damage. Price: 800 gold pieces.
pieces.
55. Plasma Blade Gauntlets: Gauntlets that generate
46. Plasma Flamethrower: A close-range weapon energy blades from the wrists, enabling devastating
that unleashes a stream of superheated plasma, close-quarters combat. Deals 2d6 fire damage and
engulfing enemies in flames. Deals 2d6 fire damage grants a +1 bonus to unarmed attack rolls. Price: 750
in a cone. Price: 850 gold pieces. gold pieces.

47. Sonic Pulse Cannon: A cannon that fires 56. Dimensional Rift Launcher: A launcher that fires
concentrated sonic pulses, causing powerful projectiles that create temporary rifts to other
concussive blasts. Deals 2d10 thunder damage and dimensions, causing unpredictable effects. Deals
has a 50% chance to knock enemies back. Price: 2d6 force damage and has a 50% chance to teleport

870
Hexmaster Chapter 6 Equipment

the target to a random location. Price: 1,200 gold 800 gold pieces.
pieces.
66. Void Energy Staff: A staff that channels void
57. Sonic Shredder: A handheld device that emits energy, unleashing devastating void energy blasts.
powerful sonic waves, capable of tearing through Deals 2d8 force damage and has a 50% chance to
objects and enemies. Deals 2d8 thunder damage disrupt magical effects. Price: 900 gold pieces.
and has a 50% chance to sunder enemy armor.
Price: 850 gold pieces. 67. Sonic Resonance Grenade: A throwable device
that releases a powerful sonic wave upon detonation,
58. Quantum Energy Bow: A bow that fires arrows stunning enemies. Deals no damage but stuns
infused with quantum energy, destabilizing targets on targets within a 15-foot radius. Price: 600 gold
impact. Deals 1d8 force damage and has a 50% pieces.
chance to reduce enemy movement speed. Price:
900 gold pieces. 68. Pyroclasmic Cannon: A handheld cannon that
fires projectiles containing bursts of molten lava,
59. Plasma Nova Launcher: A launcher that fires causing fiery explosions. Deals 3d6 fire damage and
plasma projectiles that explode upon impact, creating ignites targets within a 10-foot radius. Price: 1,100
fiery explosions. Deals 3d6 fire damage in a 10-foot gold pieces.
radius. Price: 1,100 gold pieces.
69. Energy Projection Staff: A staff that channels
60. Gravitational Disruptor Gloves: Gloves that emit energy blasts, allowing the user to project powerful
a concentrated gravitational field, disrupting the bolts of force. Deals 2d6 force damage and grants a
movement and balance of enemies. Deals 2d6 force +1 bonus to spell attack rolls. Price: 750 gold pieces.
damage and has a 50% chance to knock enemies
prone. Price: 750 gold pieces. 70. Temporal Disruptor Blades: Dual blades infused
with temporal energy, enabling the user to strike with
61. Energy Wave Projector: A device that emits a accelerated speed. Deals 1d10 slashing damage and
powerful wave of energy, knocking back and grants a +1 bonus to initiative rolls. Price: 1,000 gold
damaging enemies in its path. Deals 3d6 force pieces.
damage and pushes enemies within a 30-foot cone.
Price: 1,000 gold pieces. 71. Gravity Manipulator Gauntlets: Gauntlets that
allow the wearer to manipulate gravitational forces,
62. Molecular Destabilizer Blades: Dual blades that crushing and disorienting enemies. Deals 2d8 force
emit destabilizing energy, breaking down matter damage and has a 50% chance to impose
upon contact. Deals 1d8 slashing damage and 1d6 disadvantage on enemy attacks. Price: 900 gold
acid damage. Price: 850 gold pieces. pieces.

63. Arcane Energy Orb Cannon: A cannon that 72. Plasma Burst Shotgun: A shotgun that fires
launches arcane energy orbs, creating explosive bursts of superheated plasma, engulfing enemies in
bursts of arcane power. Deals 2d10 force damage fiery explosions. Deals 3d4 fire damage in a cone.
and has a 50% chance to knock enemies back. Price: 850 gold pieces.
Price: 1,200 gold pieces.
73. Sonic Disruption Bow: A bow that fires sonic-
64. Quantum Flux Rifle: A rifle that fires quantum- charged arrows, causing disorientation and
charged rounds, causing enemies to momentarily disruption upon impact. Deals 1d8 piercing damage
phase out of reality. Deals 2d8 force damage and and has a 50% chance to impose disadvantage on
has a 50% chance to phase enemies through solid enemy attacks. Price: 700 gold pieces.
objects. Price: 950 gold pieces.
74. Quantum Phase Blades: Pair of blades that can
65. Plasma Whip Gauntlets: Gauntlets with phase in and out of reality, allowing the user to
retractable plasma whips, enabling the user to bypass armor and defenses. Deals 1d8 slashing
deliver electrifying strikes. Deals 2d6 fire damage damage and has a 50% chance to ignore enemy
and grants a +1 bonus to unarmed attack rolls. Price: armor. Price: 950 gold pieces.

871
Chapter 6 Equipment Hexmaster

75. Energy Vortex Projector: A device that emits 84. Void Bolt Crossbow: A crossbow that fires bolts
swirling energy vortexes, pulling enemies into their infused with void energy, unraveling reality upon
chaotic depths. Deals 2d10 force damage and pulls impact. Deals 1d10 force damage and has a 50%
enemies within a 20-foot radius towards the vortex. chance to disrupt magical effects. Price: 800 gold
Price: 1,200 gold pieces. pieces.

76. Arc Lightning Punch Gauntlets: Gauntlets that 85. Sonic Disruptor Rifle: A high-powered rifle that
channel arcs of electricity to enhance unarmed emits focused sonic waves, shattering objects and
strikes, delivering electrifying punches. Deals 2d6 disorienting enemies. Deals 2d8 thunder damage
lightning damage and grants a +1 bonus to unarmed and has a 50% chance to stun enemies. Price: 900
attack rolls. Price: 750 gold pieces. gold pieces.

77. Void Singularity Rifle: A rifle that fires 86. Quantum Flux Whip: A whip made of quantum-
concentrated beams capable of creating temporary charged energy, capable of phase-shifting through
black holes. Deals 2d8 force damage and has a 50% solid matter. Deals 1d8 slashing damage and has a
chance to pull enemies towards the singularity. Price: 50% chance to bypass enemy armor. Price: 700 gold
1,100 gold pieces. pieces.

78. Pyrokinetic Grenade Launcher: A launcher that 87. Pyrokinetic Projection Gloves: Gloves that allow
fires grenades imbued with pyrokinetic energy, the wearer to project and control flames, unleashing
causing fiery explosions. Deals 3d6 fire damage in a fiery attacks. Deals 2d6 fire damage and grants a +1
10-foot radius. Price: 1,000 gold pieces. bonus to fire-based spell damage. Price: 650 gold
pieces.
79. Molecular Disruption Staff: A staff that emits
waves of destabilizing energy, disrupting molecular 88. Gravity Disruptor Rifle: A rifle that emits
structures. Deals 2d6 acid damage and has a 50% gravitational disruptions, causing enemies to float or
chance to ignore enemy damage resistance. Price: be pulled towards the user. Deals 2d10 force
800 gold pieces. damage and has a 50% chance to restrain enemies.
Price: 950 gold pieces.
80. Quantum Flux Blades: Dual blades that can shift
through quantum states, making them difficult to 89. Molecular Phase Cannon: A heavy cannon that
track and parry. Deals 1d10 slashing damage and fires projectiles capable of destabilizing the
grants a +1 bonus to AC against melee attacks. molecular structure of targets. Deals 3d6 acid
Price: 900 gold pieces. damage and has a 50% chance to ignore enemy
damage resistance. Price: 1,100 gold pieces.
81. Singularity Hammer: A massive hammer that
harnesses the power of singularities, delivering 90. Energy Nova Staff: A staff that channels energy
devastating gravitational blows. Deals 3d8 from the core of stars, releasing explosive energy
bludgeoning damage and has a 50% chance to bursts. Deals 3d6 radiant damage in a 10-foot radius.
knock enemies prone. Price: 1,200 gold pieces. Price: 1,000 gold pieces.

82. Arcane Energy Dagger: A dagger infused with 91. Sonic Resonance Scythe: A large scythe that
arcane energy, enabling the user to channel arcane emits powerful sonic waves, causing devastation in
spells through it. Deals 1d6 piercing damage and its wake. Deals 2d10 thunder damage and has a
grants a +1 bonus to spell attack rolls. Price: 550 50% chance to shatter enemy armor. Price: 950 gold
gold pieces. pieces.

83. Plasma Nova Gauntlets: Gauntlets that emit 92. Plasma Barrage Cannon: A heavy cannon that
bursts of explosive plasma upon striking, causing launches a barrage of plasma projectiles, creating a
fiery detonations. Deals 2d6 fire damage and has a storm of fiery explosions. Deals 3d4 fire damage in a
50% chance to create fiery explosions. Price: 750 cone. Price: 900 gold pieces.
gold pieces.

872
Hexmaster Chapter 6 Equipment

93. Arcane Energy Orb Gauntlets: Gauntlets that emits a beam of energy, temporarily paralyzing the
generate and launch arcane energy orbs, inflicting target on a successful hit. Deals 1d6 nonlethal
devastating magical explosions. Deals 3d6 force damage. Price: 500 gold pieces.
damage and has a 50% chance to knock enemies
back. Price: 1,200 gold pieces. 2. Singularity Blade: A shimmering sword with a
singularity containment field along its edge. It creates
94. Quantum Disruptor Blades: Dual blades infused a miniature black hole upon contact, causing
with quantum energy, capable of destabilizing atomic additional 1d8 force damage. Price: 1,000 gold
bonds upon striking. Deals 1d8 slashing damage and pieces.
has a 50% chance to ignore enemy armor. Price:
850 gold pieces. 3. Plasma Caster: A shoulder-mounted cannon that
launches plasma projectiles, leaving trails of fiery
95. Graviton Cannon: A cannon that fires graviton devastation in their wake. Deals 2d6 fire damage in a
projectiles, manipulating gravity and crushing 15-foot cone. Price: 2,500 gold pieces.
enemies. Deals 3d8 force damage and has a 50%
chance to knock enemies prone. Price: 1,100 gold 4. Phase Dagger: A translucent blade that can pass
pieces. through solid matter. Allows the wielder to ignore half
of the target's armor or resistances. Deals 1d4
96. Plasma Inferno Gauntlets: Gauntlets that unleash piercing damage. Price: 1,200 gold pieces.
torrents of plasma, enveloping enemies in a blazing
inferno. Deals 2d6 fire damage and grants a +1 5. Quantum Staff: A staff infused with quantum
bonus to unarmed attack rolls. Price: 800 gold energy, allowing the wielder to alter the flow of time
pieces. within a limited area. Grants the ability to cast the
Slow spell once per day. Deals 1d6 bludgeoning
97. Void Rift Blade: A blade infused with the power of damage. Price: 3,000 gold pieces.
interdimensional rifts, capable of tearing through
reality. Deals 1d10 slashing damage and has a 50% 6. Nanite Swarm Grenade: A small sphere filled with
chance to open temporary rifts. Price: 900 gold nanobots that swarm over enemies, devouring their
pieces. flesh. Deals 2d4 acid damage in a 10-foot radius.
Price: 1,800 gold pieces.
98. Pyrokinetic Barrage Staff: A staff that conjures
and launches a barrage of fireballs, causing 7. Void Rifle: A long-barreled rifle that fires bolts of
widespread fiery explosions. Deals 2d8 fire damage dark energy, tearing holes in reality itself. Deals 1d10
in a 15-foot radius. Price: 1,200 gold pieces. necrotic damage and ignores the target's resistance
to necrotic damage. Price: 2,500 gold pieces.
99. Energy Compression Rifle: A rifle that
compresses and releases concentrated energy 8. Energy Whip: A crackling whip made of pure
beams, causing destructive impacts. Deals 2d8 force energy. Can be used to disarm opponents and
damage and has a 50% chance to bypass enemy deliver stunning strikes. Deals 1d6 lightning damage.
defenses. Price: 1,000 gold pieces. Price: 1,500 gold pieces.

100. Quantum Singularity Blade: A legendary energy 9. Chrono Bomb: A time-bending explosive device
sword capable of generating miniature black holes, that creates a localized time distortion upon
annihilating foes. Deals 3d10 force damage and has detonation. Traps enemies in a time loop for 1d4
a 50% chance to create a small singularity upon rounds, causing them to lose their turns. Price: 3,500
critical hits. Price: 1,500 gold pieces. gold pieces.

10. Plasma Blade Gauntlet: A forearm-mounted


D100 Table: Exotic Weapons - Alien device with retractable plasma blades that extend
from the fingertips. Deals 1d8 fire damage. Price:
Technology Weapons 2,000 gold pieces.
1. Neural Disruptor: A sleek, handheld device that 11. Quantum Disruptor: A compact pistol that fires

873
Chapter 6 Equipment Hexmaster

condensed quantum particles, causing the target's of time-infused crystal, allowing the wielder to
atoms to destabilize. Deals 1d8 force damage and manipulate time around them. Grants advantage on
ignores the target's resistance to force damage. initiative rolls and deals an extra 1d6 slashing
Price: 2,200 gold pieces. damage on a critical hit. Price: 4,000 gold pieces.

12. Gravity Hammer: A massive hammer with a built- 21. Void Cannon: A heavy shoulder-mounted
in gravity manipulation device, allowing the wielder to weapon that unleashes concentrated bursts of dark
create powerful shockwaves upon impact. Deals energy, tearing through enemy defenses. Deals 2d8
1d10 bludgeoning damage and knocks enemies necrotic damage and ignores the target's immunity to
prone on a critical hit. Price: 3,500 gold pieces. necrotic damage. Price: 4,500 gold pieces.

13. Disintegration Ray: A handheld device that emits 22. Energy Barrier Generator: A handheld device
a concentrated beam of energy capable of that creates a temporary force field around the user,
disintegrating matter. Deals 2d6 force damage and providing protection against incoming attacks. Grants
has a 50% chance to disintegrate the target on a +4 AC for one round. Price: 2,500 gold pieces.
critical hit. Price: 3,000 gold pieces.
23. Neural Scrambler: A device that emits chaotic
14. Molecular Slicer: A serrated blade infused with neural signals, scrambling the thoughts and abilities
nanobots that can slice through molecular bonds with of nearby creatures. Forces all creatures within a 20-
ease. Deals 1d8 slashing damage and bypasses the foot radius to make a Wisdom saving throw or
target's resistance to slashing damage. Price: 2,500 become confused for 1d4 rounds. Price: 3,200 gold
gold pieces. pieces.

15. Plasma Shield: A forearm-mounted device that 24. Plasma Whip: A coiled whip that crackles with
projects an energy shield capable of absorbing searing plasma energy, capable of striking multiple
incoming attacks. Grants +2 AC when activated. foes at once. Deals 1d6 fire damage and has reach.
Price: 1,800 gold pieces. Price: 2,200 gold pieces.

16. Sonic Blaster: A compact weapon that emits 25. Chrono Dagger: A blade infused with time-
high-frequency sonic waves, disorienting and altering properties, allowing the wielder to hasten or
damaging foes. Deals 1d6 thunder damage and has slow down their movements. Grants the ability to
a 50% chance to stun the target on a critical hit. cast the Haste spell once per day. Deals 1d6
Price: 1,500 gold pieces. piercing damage. Price: 3,500 gold pieces.

17. Quantum Bow: A bow that fires arrows infused 26. Energy Absorption Gauntlet: A gauntlet that
with quantum energy, tearing through defenses. absorbs and harnesses various forms of energy,
Deals 1d8 piercing damage and ignores the target's allowing the user to redirect attacks back at their
resistance to piercing damage. Price: 2,200 gold enemies. Reflects a single energy-based attack per
pieces. day. Price: 2,800 gold pieces.

18. Singularity Grenade: A small device that creates 27. Phase Rifle: A long-range rifle that can shoot
a miniature black hole upon detonation, pulling through solid objects, making it ideal for
enemies toward its center. Deals 2d4 force damage assassinations and ambushes. Ignores cover and
and pulls targets within a 20-foot radius toward the deals an additional 1d6 piercing damage. Price:
center. Price: 2,800 gold pieces. 4,000 gold pieces.

19. Antimatter Rifle: A high-powered rifle that fires 28. Nanite Infuser: A handheld device that releases a
bolts of antimatter, causing devastating explosions swarm of nanobots, which repair and enhance the
upon impact. Deals 1d12 radiant damage and has a wielder's equipment in the midst of combat. Allows
50% chance to cause a small explosion in a 10-foot the user to regain 1d4 hit points as a bonus action
radius. Price: 3,500 gold pieces. once per short rest. Price: 2,000 gold pieces.

20. Time Dilation Blade: A sword with a blade made 29. Singularity Blade Gauntlet: A gauntlet with

874
Hexmaster Chapter 6 Equipment

retractable singularity blades that can slice through


nearly anything. Deals 1d10 slashing damage and 38. Phase Cloak: A lightweight cloak woven with
ignores the target's resistance to slashing damage. phase-shifting fibers, granting the wearer limited
Price: 3,500 gold pieces. intangibility. While wearing the cloak, the user gains
resistance to non-magical weapon attacks. Price:
30. Gravity Disruptor: A compact device that emits 3,200 gold pieces.
gravitational waves, causing nearby objects to float
or become heavier at the user's command. Grants 39. Singularity Cannon: A heavy weapon that fires
advantage on Strength-based checks and saves for miniature black holes capable of tearing through
one minute once per day. Price: 3,200 gold pieces. dense materials and heavily armored foes. Deals
2d10 force damage and ignores the target's
31. Plasma Repeater: A rapid-fire energy weapon resistance to force damage. Price: 4,500 gold pieces.
that launches streams of superheated plasma at high
velocity. Deals 1d8 fire damage per hit. Price: 3,000 40. Void Dagger: A dark, ethereal blade that seems
gold pieces. to absorb light. It can open temporary rifts to the
Plane of Shadow. Deals 1d6 piercing damage and
32. Quantum Shield: A portable energy barrier that has a 25% chance to deal an additional 1d8 necrotic
creates a defensive shield around the user, damage. Price: 2,800 gold pieces.
absorbing incoming damage. Grants +3 AC for one
round. Price: 2,800 gold pieces. 41. Quantum Displacer: A small device that allows
the user to teleport short distances by manipulating
33. Graviton Blades: A pair of forearm-mounted quantum particles. Grants the ability to teleport up to
blades that emit gravitational pulses, allowing the 30 feet once per short rest. Price: 3,000 gold pieces.
wielder to manipulate the gravitational field around
them. Deals 1d6 slashing damage per hit and grants 42. Nano-Blade Swarm: A set of throwing knives
advantage on Athletics checks involving jumping or that, upon release, break apart into a swarm of
climbing. Price: 3,200 gold pieces. nanobots that seek out and slice through multiple
targets. Deals 1d4 slashing damage to up to three
34. Time Rift Grenade: A throwable device that targets within 10 feet of each other. Price: 2,200 gold
creates a localized time rift upon detonation, causing pieces.
temporal distortions and disorientation. All creatures
within a 15-foot radius must make a Dexterity saving 43. Gravitic Hammer: A massive hammer that can
throw or have their movement speed halved for 1d4 alter the gravitational field upon impact, sending
rounds. Price: 2,500 gold pieces. enemies flying. Deals 1d12 bludgeoning damage and
forces the target to make a Strength saving throw or
35. Nanite Disassembler: A handheld device that be knocked back 15 feet. Price: 4,000 gold pieces.
releases swarms of nanobots programmed to
disassemble objects at a molecular level. Ignores 44. Time Disruptor Pistol: A handheld weapon that
object hardness and deals double damage against fires time-disrupting projectiles, temporarily slowing
constructs. Price: 3,500 gold pieces. down the target's perception of time. Deals 1d10
force damage and forces the target to make a
36. Plasma Gauntlets: A pair of gauntlets that Constitution saving throw or have their speed
channel plasma energy, allowing the user to unleash reduced by half for 1d4 rounds. Price: 3,500 gold
devastating punches and energy blasts. Unarmed pieces.
strikes deal an additional 1d6 fire damage, and the
gauntlets can unleash a 15-foot cone of fire, dealing 45. Energy Absorption Shield: A shield equipped with
2d6 fire damage. Price: 4,000 gold pieces. energy absorption technology that can absorb and
store energy from incoming attacks. Once per short
37. Gravity Bow: A compact bow that projects rest, the user can release the stored energy in a
localized gravity fields onto arrows, altering their burst, dealing 2d6 damage to all creatures within a
trajectory mid-flight. Deals 1d8 piercing damage and 10-foot radius. Price: 3,200 gold pieces.
grants a +2 bonus to attack rolls at long range. Price:
2,500 gold pieces. 46. Void Lance: A long polearm that has a blade

875
Chapter 6 Equipment Hexmaster

made of pure void energy. It can create temporary Price: 2,800 gold pieces.
rifts in reality, allowing the wielder to reach through
and strike enemies from a distance. Deals 1d10 55. Singularity Grenade Launcher: A heavy weapon
slashing damage and has a reach of 10 feet. Price: that fires grenades containing miniature black holes.
4,500 gold pieces. Upon detonation, they implode, pulling enemies
towards the center and causing massive damage.
47. Plasma Bomb: A throwable explosive device that Deals 3d8 force damage in a 20-foot radius. Price:
releases a burst of superheated plasma upon 5,000 gold pieces.
detonation. Deals 3d6 fire damage to all creatures
within a 20-foot radius. Price: 2,800 gold pieces. 56. Plasma Burst Cannon: A shoulder-mounted
weapon that releases a burst of concentrated plasma
48. Graviton Boots: A pair of boots that manipulate energy, engulfing enemies in searing flames. Deals
gravity, allowing the wearer to jump incredible 2d10 fire damage in a 30-foot cone. Price: 4,000 gold
distances and land without harm. Grants advantage pieces.
on Acrobatics checks involving jumping and negates
fall damage from a height of up to 100 feet. Price: 57. Quantum Disruptor Blade: A melee weapon with
3,500 gold pieces. a quantum-imbued blade that disrupts the fabric of
reality upon striking. Deals 1d8 slashing damage and
49. Singularity Shield: A shield embedded with a forces the target to make an Intelligence saving
miniature singularity generator, creating a localized throw or have disadvantage on their next attack.
gravitational force that pulls enemies closer and Price: 3,200 gold pieces.
deflects projectiles. Grants +2 AC and imposes
disadvantage on ranged attacks against the wielder. 58. Gravitic Bow: A sleek and elegant bow that fires
Price: 4,000 gold pieces. arrows embedded with gravitational energy, causing
them to curve and strike with greater force. Deals
50. Chrono Rifle: A high-tech rifle that fires chronal 1d10 piercing damage and has a +2 bonus to
bullets, which disrupt the flow of time upon impact. damage rolls. Price: 3,500 gold pieces.
Deals 2d8 force damage and forces the target to
make a Wisdom saving throw or be stunned for 1 59. Chrono Blades: A pair of short swords that
round. Price: 3,000 gold pieces. vibrate at an accelerated rate, allowing the wielder to
land swift strikes. Attacks with these blades have
51. Plasma Whip Gauntlet: A gauntlet that generates advantage on the initiative roll and deal an additional
a crackling plasma whip, allowing the wielder to 1d4 slashing damage on a hit. Price: 2,500 gold
strike at enemies from a distance. Deals 1d8 fire pieces.
damage and has a reach of 15 feet. Price: 3,200 gold
pieces. 60. Nano-Disintegrator: A handheld device that
releases a swarm of nanobots programmed to break
52. Graviton Disruptor: A handheld weapon that down matter at the molecular level. Deals 3d6 acid
emits focused gravitational waves, destabilizing the damage and ignores the target's resistance to acid
molecular structure of the target. Deals 2d6 force damage. Price: 4,500 gold pieces.
damage and forces the target to make a Strength
saving throw or be knocked prone. Price: 4,500 gold 61. Plasma Railgun: A powerful long-range weapon
pieces. that fires superheated plasma projectiles at
incredible speeds. Deals 2d12 fire damage and has
53. Chrono Shield: A wrist-mounted device that a range of 300 feet. Price: 5,000 gold pieces.
creates a temporary time distortion field around the
user, slowing down incoming attacks. Grants +3 AC 62. Graviton Amplifier: A handheld device that emits
for one round. Price: 3,500 gold pieces. a concentrated beam of gravitational energy, capable
of manipulating objects and creatures. Allows the
54. Void Blade Whip: A flexible whip made of pure wielder to cast the Telekinesis spell once per day.
void energy, capable of slashing through multiple Price: 4,500 gold pieces.
opponents with a single swing. Deals 1d6 slashing
damage to all creatures within 10 feet of the wielder. 63. Chrono Scythe: A menacing scythe with a blade

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Hexmaster Chapter 6 Equipment

infused with time-altering properties. It can cleave


through multiple enemies with a single sweep. Deals 72. Graviton Projector: A handheld device that
1d10 slashing damage and has the Reach and Two- generates gravitational fields, allowing the user to
Handed properties. Price: 4,000 gold pieces. manipulate gravity in a localized area. Grants the
ability to cast the Reverse Gravity spell once per day.
64. Void Bomb: A throwable device that creates a Price: 5,000 gold pieces.
temporary void within its explosion, devouring matter
in its vicinity. Deals 4d6 force damage in a 30-foot 73. Chrono-Phase Blades: A pair of blades that
radius and disintegrates all non-magical objects phase in and out of time, making them elusive and
within the area. Price: 6,000 gold pieces. deadly. Attacks with these blades have advantage on
attack rolls and deal an additional 1d6 slashing
65. Plasma Lance: A spear-like weapon that projects damage. Price: 4,200 gold pieces.
a concentrated beam of superheated plasma,
capable of piercing through heavy armor. Deals 2d8 74. Void Cannon Gauntlets: Gauntlets equipped with
fire damage and has the Versatile (1d10) property. integrated void cannons, unleashing destructive
Price: 4,500 gold pieces. blasts with each punch. Unarmed strikes deal an
additional 1d10 force damage. Price: 4,800 gold
66. Quantum Disruptor Shield: A shield embedded pieces.
with a quantum field generator, allowing the user to
phase in and out of reality. Grants resistance to all 75. Plasma Artillery Launcher: A heavy weapon that
damage types while active. Price: 3,500 gold pieces. fires plasma projectiles in an arcing trajectory, raining
destruction upon foes from a distance. Deals 3d8 fire
67. Gravitic Blades: A pair of forearm-mounted damage and has a range of 150 feet. Price: 6,000
blades that harness gravitational energy, allowing the gold pieces.
wielder to manipulate gravity within a limited area.
Deals 1d8 slashing damage per hit and grants the 76. Quantum Blade: A sword with a blade composed
ability to cast the Levitate spell once per day. Price: of quantum particles, capable of bypassing defenses
4,000 gold pieces. and striking vital points. Deals 1d8 slashing damage
and ignores the target's resistance to slashing
68. Chrono Bombardment Staff: A staff that emits damage. Price: 4,000 gold pieces.
temporal pulses, causing localized temporal
disruptions and chaos. Allows the wielder to cast the 77. Gravitic Grenade: A throwable device that
Chaos Bolt spell once per day. Deals 1d6 creates a localized gravity field upon detonation,
bludgeoning damage. Price: 3,200 gold pieces. pulling enemies towards its center. Deals 3d6 force
damage and pulls targets within a 20-foot radius
69. Singularity Gauntlets: Gauntlets with embedded toward the center. Price: 4,500 gold pieces.
singularity generators, creating miniature black holes
with each strike. Deals 1d10 force damage and has a 78. Chrono-Disruptor Hammer: A massive hammer
50% chance to pull the target 10 feet closer on a with a head that disrupts the flow of time upon
critical hit. Price: 4,500 gold pieces. impact, leaving enemies vulnerable. Deals 2d10
bludgeoning damage and forces the target to make a
70. Energy Projection Visor: A visor that enhances Dexterity saving throw or have their AC reduced by 2
the user's vision and projects energy blasts from their for 1 round. Price: 5,500 gold pieces.
eyes. Grants the ability to cast the Scorching Ray
spell once per day. Deals 2d6 fire damage. Price: 79. Singularity Dagger: A small dagger with a blade
3,500 gold pieces. that creates a gravitational distortion upon striking,
tearing through defenses. Deals 1d6 piercing
71. Plasma Wave Gauntlets: Gauntlets that emit damage and has a 50% chance to ignore the target's
waves of superheated plasma upon impact, armor or resistances. Price: 3,800 gold pieces.
engulfing enemies in fiery devastation. Unarmed
strikes deal an additional 1d8 fire damage and create 80. Plasma Burst Gloves: Gloves equipped with
a 10-foot cone of fire, dealing 2d6 fire damage. Price: plasma emitters, allowing the user to unleash
4,200 gold pieces. concentrated bursts of energy with their punches.

877
Chapter 6 Equipment Hexmaster

Unarmed strikes deal an additional 1d8 fire damage. necrotic damage and ignores the target's resistance
Price: 4,200 gold pieces. to necrotic damage. Price: 5,500 gold pieces.

81. Gravity Manipulator Gloves: Gloves that allow the 89. Plasma Storm Staff: A staff that summons
user to manipulate gravity fields, altering the swirling plasma storms, engulfing enemies in searing
trajectory and impact of thrown objects. Adds an flames. Allows the wielder to cast the Fireball spell
additional 1d6 force damage to thrown weapons. once per day. Deals 4d6 fire damage. Price: 6,500
Price: 4,500 gold pieces. gold pieces.

82. Chrono-Siphon Blade: A sword infused with 90. Gravity Surge Boots: Boots that grant the wearer
temporal energy, allowing the wielder to drain the life control over their personal gravity, allowing them to
force of their enemies. Deals 1d8 slashing damage move with exceptional speed and agility. Grants a
and grants the wielder temporary hit points equal to +10-foot bonus to movement speed and advantage
the damage dealt. Price: 5,000 gold pieces. on Dexterity saving throws to avoid falling prone.
Price: 4,200 gold pieces.
83. Singularity Hammer: A massive hammer with a
gravitational singularity at its core. Its impact creates 91. Quantum Phase Blades: A pair of blades that
a localized gravitational field that pulls enemies phase in and out of reality, making them difficult to
toward the wielder. Deals 2d10 bludgeoning damage block or dodge. Attacks with these blades have
and pulls all creatures within a 15-foot radius 10 feet advantage on attack rolls and ignore the target's AC
closer on a critical hit. Price: 6,500 gold pieces. bonus from shields. Deals 1d8 slashing damage per
hit. Price: 5,000 gold pieces.
84. Plasma Surge Gauntlets: Gauntlets that channel
surges of superheated plasma, empowering the 92. Graviton Amplification Armor: A suit of armor
user's strikes. Unarmed strikes deal an additional embedded with graviton amplifiers, allowing the
1d10 fire damage and have a 50% chance to ignite wearer to manipulate gravity to enhance their
the target on a critical hit, dealing ongoing fire physical abilities. Grants advantage on Strength-
damage. Price: 5,000 gold pieces. based checks and saves, as well as advantage on
saving throws against being knocked prone. Price:
85. Quantum Distortion Bow: A bow that fires arrows 6,500 gold pieces.
infused with quantum energy, causing spatial
distortions upon impact. Deals 1d10 piercing damage 93. Chrono-Disruptor Cannon: A massive cannon
and has a 50% chance to disorient the target, that fires chronal projectiles, disrupting the flow of
imposing disadvantage on their next attack. Price: time in the area of impact. Deals 3d10 force damage
4,500 gold pieces. and forces all creatures within a 30-foot cone to
make a Constitution saving throw or be stunned for 1
86. Graviton Disruptor Rifle: A high-powered rifle that round. Price: 7,000 gold pieces.
emits focused gravitational waves, destabilizing the
molecular structure of the target. Deals 2d10 force 94. Void Blades of Annihilation: A pair of blades that
damage and forces the target to make a Dexterity radiate pure void energy, capable of slicing through
saving throw or have their movement speed reduced even the most resilient materials. Deals 1d10
by half for 1 round. Price: 6,000 gold pieces. slashing damage and ignores the target's resistance
to slashing damage. Price: 5,500 gold pieces.
87. Chrono-Phantom Blades: A set of throwing
knives that, when thrown, temporarily phase out of 95. Plasma Annihilator: A devastating heavy weapon
existence before reappearing to strike the target. that unleashes a torrent of plasma bolts, obliterating
Deals 1d6 slashing damage and has the Thrown anything caught in its path. Deals 4d6 fire damage
property with a range of 30/60 feet. Price: 3,800 gold and has a 50% chance to disintegrate the target on a
pieces. critical hit. Price: 7,500 gold pieces.

88. Void Beam Cannon: A heavy weapon that 96. Quantum Rift Bow: A bow that fires arrows that
projects a concentrated beam of void energy, tearing open temporary rifts in space, allowing the arrows to
through even the strongest of barriers. Deals 3d8 bypass defenses and strike true. Deals 1d12 piercing

878
Hexmaster Chapter 6 Equipment

damage and ignores the target's AC bonus from 14, Price: 250 gp)
armor. Price: 6,000 gold pieces.
6. Scalemail of the Serpent: Armor made from
97. Gravitic Singularity Gauntlets: Gauntlets that overlapping serpent scales, offering resistance to
create miniature singularities upon impact, poison damage. (AC: 15, Price: 350 gp)
generating powerful gravitational forces. Unarmed
strikes deal an additional 1d12 force damage and 7. Aurora Mail: A suit of armor adorned with
have a 50% chance to pull the target 20 feet closer iridescent gems that shimmer with various colors.
on a critical hit. Price: 7,000 gold pieces. Provides resistance to radiant damage. (AC: 16,
Price: 450 gp)
98. Chrono-Void Shield: A shield that combines the
manipulation of time and void energy, offering 8. Phaseweave Cloak: A magical cloak that grants
unparalleled protection. Grants +4 AC and the ability the wearer the ability to phase through solid objects
to cast the Shield spell once per short rest. Price: once per day. (AC: 13, Price: 300 gp)
6,500 gold pieces.
9. Elven Chainmail: Intricately crafted chainmail
99. Singularity Bomb: A throwable device that favored by elven warriors, granting a +1 bonus to
creates a massive singularity upon detonation, AC. (AC: 14, Price: 300 gp)
consuming everything in its vicinity. Deals 5d8 force
damage in a 40-foot radius and pulls all creatures 10. Gossamer Veil: A delicate, nearly weightless veil
within the area toward the center. Price: 8,000 gold that provides advantage on saving throws against
pieces. mind-affecting spells. (AC: 11, Price: 120 gp)

100. Omega Chrono Blade: A legendary blade that 11. Spectral Shroud: A wispy, translucent shroud that
harnesses the power of time itself. Strikes with this grants advantage on Dexterity saving throws against
blade have the potential to alter the course of necrotic damage. (AC: 12, Price: 200 gp)
destiny. Deals 1d12 slashing damage and has a 50%
chance to impose a random time-altering effect on a 12. Bladewhisper Vestments: Robes adorned with
critical hit. Price: 10,000 gold pieces. enchanted blades that offer a +1 bonus to AC and
can be used as melee weapons dealing 1d4 slashing
D100 Table: Light Armor damage. (AC: 13, Price: 300 gp)

1. Shadowweave Cloak: A flowing cloak woven from 13. Feywild Leafweave: Armor made from magically
enchanted shadow threads. Provides a +2 bonus to treated leaves, providing advantage on Dexterity
Stealth checks. (AC: 12, Price: 150 gp) (Acrobatics) checks. (AC: 12, Price: 180 gp)

2. Feyweave Tunic: A lightweight tunic crafted from 14. Thunderstrike Gauntlets: Metallic gauntlets
ethereal fey materials. Grants advantage on infused with thunder energy, granting advantage on
Charisma saving throws against fey creatures. (AC: Strength (Athletics) checks to grapple and shove
11, Price: 100 gp) opponents. (AC: 11, Price: 150 gp)

3. Stormbreaker Vest: A vest adorned with storm- 15. Aquascale Armor: Armor made from the scales of
attuned crystals that grant resistance to lightning aquatic creatures, allowing the wearer to breathe
damage. (AC: 13, Price: 200 gp) underwater and providing resistance to cold damage.
(AC: 15, Price: 350 gp)
4. Radiant Silks: A set of shimmering silk robes that
emanate a gentle glow, providing advantage on 16. Luminous Robes: Robes adorned with
Charisma (Persuasion) checks. (AC: 12, Price: 180 luminescent runes, shedding bright light in a 10-foot
gp) radius and dim light for an additional 10 feet. (AC:
11, Price: 200 gp)
5. Whisperwind Leather: Supple leather armor
crafted from the hide of elusive forest creatures. 17. Phase Silk Tunic: A finely woven tunic that grants
Grants advantage on Dexterity (Stealth) checks. (AC: the wearer advantage on saving throws against

879
Chapter 6 Equipment Hexmaster

being restrained or grappled. (AC: 12, Price: 250 gp) advantage on Dexterity (Stealth) checks and the
ability to cast the Darkness spell once per day. (AC:
18. Glimmerweave Cloak: A shimmering cloak that 13, Price: 300 gp)
grants resistance to all non-magical damage while in
dim light or darkness. (AC: 13, Price: 300 gp) 29. Stormguard Plate: Heavy plate armor engraved
with lightning motifs, providing resistance to lightning
19. Solaris Plate: A set of gleaming golden plate damage. (AC: 17, Price: 500 gp)
armor that provides resistance to fire damage. (AC:
18, Price: 600 gp) 30. Celestial Veil: A celestial-themed cloak that
grants resistance to radiant damage and the ability to
20. Venomguard Leather: Leather armor infused with cast the Light cantrip at will. (AC: 12, Price: 250 gp)
venomous toxins, granting advantage on saving
throws against poison and resistance to poison 31. Runebound Vestments: Robes inscribed with
damage. (AC: 14, Price: 350 gp) ancient runes, granting advantage on saving throws
against spells and the ability to cast the Shield spell
once per day. (AC: 11, Price: 200 gp)
21. Arcane Resonance Robes: Robes imbued with
arcane energy, granting a +1 bonus to AC and 32. Frostweave Cloak: A chilling cloak that provides
advantage on concentration saving throws. (AC: 12, resistance to cold damage and advantage on saving
Price: 250 gp) throws against cold-based spells. (AC: 12, Price: 250
gp)
22. Skystalker Harness: Lightweight leather harness
fitted with feathered wings, allowing the wearer to 33. Phoenix Feather Armor: Armor adorned with
glide for short distances and granting advantage on radiant phoenix feathers, granting resistance to fire
Dexterity (Acrobatics) checks made to land safely. damage and advantage on saving throws against
(AC: 13, Price: 300 gp) being frightened. (AC: 15, Price: 400 gp)

23. Emberweave Cloak: A flame-resistant cloak that 34. Harmonic Harmonium: A suit of armor embedded
provides resistance to fire damage and advantage on with resonating crystals, providing advantage on
saving throws against fire-based spells. (AC: 12, saving throws against sonic-based attacks and
Price: 200 gp) spells. (AC: 14, Price: 350 gp)

24. Sentinel's Embrace: An intricately designed set of 35. Stormbringer's Garb: Robes infused with storm
armor embedded with guardian sigils, providing energy, granting resistance to thunder damage and
advantage on saving throws against being charmed the ability to cast the Gust of Wind spell once per
or frightened. (AC: 14, Price: 350 gp) day. (AC: 11, Price: 200 gp)

25. Whirlwind Dancer Attire: Silken robes that seem 36. Mirage Veil: A shimmering veil that grants
to float around the wearer, granting advantage on advantage on Dexterity saving throws against visual-
Dexterity (Acrobatics) checks and increasing based illusions and the ability to cast the Blur spell
movement speed by 10 feet. (AC: 11, Price: 200 gp) once per day. (AC: 12, Price: 250 gp)

26. Ebonsteel Mail: Dark, resilient mail made from a 37. Thunderclap Mail: A suit of armor that emanates
rare metal alloy, granting resistance to slashing sonic vibrations, granting resistance to thunder
damage. (AC: 16, Price: 400 gp) damage and the ability to cast Thunderwave once
per day. (AC: 16, Price: 400 gp)
27. Crystal Shardweave: Armor adorned with
crystalline shards that shimmer with magical energy, 38. Soulwhisperer Attire: Ethereal robes that allow
providing advantage on saving throws against the wearer to speak and understand any language,
petrification. (AC: 14, Price: 350 gp) and provide advantage on Charisma (Persuasion)
checks. (AC: 11, Price: 150 gp)
28. Shadowstrike Leathers: Lightweight leather
armor infused with shadow magic, granting 39. Wyrmhide Armor: Armor made from the hide of a

880
Hexmaster Chapter 6 Equipment

mighty dragon, providing resistance to acid damage. 50. Whispering Wind Veil: A veil that constantly
(AC: 17, Price: 500 gp) whispers secrets and warnings, granting advantage
on Wisdom (Perception) checks and the ability to
40. Radiant Halo Vestments: Robes adorned with a cast the Message cantrip at will. (AC: 11, Price: 150
radiant halo, granting resistance to radiant damage gp)
and the ability to cast Cure Wounds once per day.
(AC: 12, Price: 250 gp) 51. Serpentstrike Leathers: Supple leather armor
crafted from the hide of a venomous serpent,
41. Shadowveil Wraps: Wraps made of shadowy providing resistance to poison damage and
fabric that grant advantage on Dexterity (Stealth) advantage on saving throws against poison. (AC: 14,
checks and the ability to cast Pass Without Trace Price: 350 gp)
once per day. (AC: 13, Price: 300 gp)
52. Astral Veil: A shimmering, otherworldly veil that
42. Celestia's Embrace: A suit of armor adorned with grants advantage on saving throws against psychic
celestial symbols, providing resistance to radiant damage and the ability to cast the Detect Thoughts
damage and advantage on saving throws against spell once per day. (AC: 12, Price: 250 gp)
being charmed. (AC: 15, Price: 400 gp)
53. Blazeguard Mail: Armor infused with the essence
43. Arcane Energizers: Armor embedded with of fire, granting resistance to fire damage and the
pulsating crystals that enhance spellcasting, granting ability to cast the Burning Hands spell once per day.
a +1 bonus to AC and increasing spell attack bonus (AC: 17, Price: 500 gp)
by 1. (AC: 12, Price: 300 gp)
54. Phantasmal Silk Robes: Robes woven from
44. Pyroclasmic Plate: Armor forged in the heart of a illusions, granting advantage on saving throws
volcano, providing resistance to fire damage and against illusion spells and the ability to cast the Minor
advantage on saving throws against fire-based Illusion cantrip at will. (AC: 11, Price: 200 gp)
spells. (AC: 18, Price: 600 gp)
55. Frostwind Cloak: A billowing cloak that swirls with
45. Dreamweaver Garb: Robes woven from ethereal icy winds, providing resistance to cold damage and
strands, granting advantage on saving throws the ability to cast the Ray of Frost cantrip at will. (AC:
against being put to sleep and the ability to cast the 12, Price: 250 gp)
Sleep spell once per day. (AC: 11, Price: 200 gp)
56. Thunderstrider Armor: Armor infused with the
46. Frostbite Armor: Armor imbued with frigid energy, power of thunderstorms, granting resistance to
granting resistance to cold damage and the ability to thunder damage and the ability to cast the
cast the Ray of Frost cantrip at will. (AC: 14, Price: Thunderwave spell once per day. (AC: 16, Price: 400
350 gp) gp)

47. Shimmersteel Mail: A suit of armor that shifts in 57. Ethereal Evasion Attire: Lightweight robes that
color, providing advantage on saving throws against allow the wearer to move through solid objects for a
illusion spells and the ability to cast the Disguise Self brief period once per day and grant advantage on
spell once per day. (AC: 15, Price: 400 gp) Dexterity saving throws against traps. (AC: 11, Price:
200 gp)
48. Radiant Sunweave: Robes woven with threads of
sunlight, granting resistance to radiant damage and 58. Radiant Spiritweave: Robes made from threads
the ability to cast the Sacred Flame cantrip at will. of pure radiant energy, granting resistance to radiant
(AC: 12, Price: 250 gp) damage and the ability to cast the Guiding Bolt spell
once per day. (AC: 12, Price: 250 gp)
49. Stormwrack Harness: Armor infused with the
power of the sea, providing resistance to lightning 59. Guardian's Embrace: Armor adorned with
damage and the ability to breathe underwater. (AC: protective runes, providing advantage on saving
16, Price: 400 gp) throws against spells and the ability to cast the
Shield spell once per day. (AC: 14, Price: 350 gp)

881
Chapter 6 Equipment Hexmaster

day. (AC: 11, Price: 200 gp)


60. Soulshroud Tunic: A tunic crafted from ethereal
essence, granting advantage on saving throws 70. Echoing Armor: Armor that resonates with sonic
against necrotic damage and the ability to cast the vibrations, providing resistance to thunder damage
False Life spell once per day. (AC: 11, Price: 200 gp) and the ability to cast the Shatter spell once per day.
(AC: 17, Price: 500 gp)
61. Stormbreaker Treads: Boots infused with storm
energy, granting advantage on saving throws against 71. Starshroud Mantle: A celestial cloak adorned with
being knocked prone and the ability to cast the shimmering stars, providing resistance to radiant
Feather Fall spell once per day. (AC: 11, Price: 150 damage and the ability to cast the Guiding Bolt spell
gp) once per day. (AC: 13, Price: 300 gp)

62. Shadowstep Attire: Darkened robes that grant 72. Venomstrike Leathers: Leather armor infused
advantage on Dexterity (Stealth) checks made in dim with venomous toxins, granting advantage on saving
light or darkness and the ability to cast the Pass throws against poison and the ability to apply poison
Without Trace spell once per day. (AC: 12, Price: to melee attacks once per day. (AC: 14, Price: 350
200 gp) gp)

63. Arcane Tempest Harness: Armor crackling with 73. Aetherweave Robes: Robes made from ethereal
arcane energy, granting resistance to force damage threads, granting advantage on saving throws
and the ability to cast the Magic Missile spell once against spells and the ability to cast the Mage Armor
per day. (AC: 15, Price: 400 gp) spell once per day. (AC: 12, Price: 250 gp)

64. Solarflare Vestments: Robes infused with the 74. Flameguard Plate: Plate armor enchanted with
power of the sun, providing resistance to radiant fire resistance, providing resistance to fire damage
damage and the ability to cast the Daylight spell and advantage on saving throws against fire-based
once per day. (AC: 12, Price: 250 gp) spells. (AC: 18, Price: 600 gp)

65. Gloomweave Cloak: A cloak woven with 75. Illusionist's Vestments: Robes that alter the
shadowy threads that grant advantage on Dexterity wearer's appearance at will, granting advantage on
(Stealth) checks made in dim light or darkness and Charisma (Deception) checks and the ability to cast
the ability to cast the Darkness spell once per day. the Disguise Self spell once per day. (AC: 11, Price:
(AC: 13, Price: 300 gp) 200 gp)

66. Crystalweave Armor: Armor interlaced with 76. Froststeel Mail: Armor reinforced with frost-
magically enhanced crystals, granting a +1 bonus to imbued steel, providing resistance to cold damage
AC and advantage on saving throws against and the ability to cast the Ray of Frost cantrip at will.
petrification. (AC: 14, Price: 350 gp) (AC: 16, Price: 400 gp)

67. Ethereal Scales: Armor made from the ethereal 77. Shadowweaver Armor: Armor made from
essence of other planes, providing resistance to interwoven strands of shadow, granting advantage
force damage and the ability to cast the Misty Step on Dexterity (Stealth) checks made in dim light or
spell once per day. (AC: 16, Price: 400 gp) darkness and the ability to cast the Invisibility spell
once per day. (AC: 15, Price: 400 gp)
68. Flameheart Robes: Robes imbued with inner fire,
granting resistance to fire damage and the ability to 78. Lunarweave Cloak: A silvery cloak that grants
cast the Fireball spell once per day. (AC: 12, Price: resistance to radiant damage and the ability to cast
250 gp) the Moonbeam spell once per day. (AC: 12, Price:
250 gp)
69. Windwalker Wraps: Wraps that harness the
power of the wind, granting advantage on Dexterity 79. Thunderous Step Boots: Boots that emit
(Acrobatics) checks made to balance or land safely thunderous vibrations with each step, granting
and the ability to cast the Feather Fall spell once per advantage on Strength (Athletics) checks and the

882
Hexmaster Chapter 6 Equipment

ability to cast the Thunderwave spell once per day. and the ability to cast the Fireball spell once per day.
(AC: 11, Price: 150 gp) (AC: 13, Price: 300 gp)

80. Empyreal Veil: A shimmering veil woven from 90. Luminescent Chainmail: Chainmail adorned with
pure light, granting advantage on saving throws glowing crystals, shedding bright light in a 10-foot
against radiant damage and the ability to cast the radius and dim light for an additional 10 feet,
Light spell at will. (AC: 12, Price: 250 gp) providing advantage on Charisma (Intimidation)
checks. (AC: 14, Price: 350 gp)
81. Voidweave Attire: Robes made from the fabric of
the Void, granting advantage on saving throws 91. Stormwarden Wraps: Wraps imbued with the
against necrotic damage and the ability to cast the essence of storms, granting resistance to lightning
Chill Touch cantrip at will. (AC: 11, Price: 200 gp) damage and the ability to cast the Call Lightning
spell once per day. (AC: 11, Price: 200 gp)
82. Arcane Siphon Harness: Armor with built-in
magical conduits, granting advantage on saving 92. Veil of Shadows: A shadowy veil that grants
throws against spells and the ability to absorb a spell advantage on Dexterity (Stealth) checks made in dim
of 1st level or lower once per day. (AC: 14, Price: light or darkness and the ability to cast the Invisibility
350 gp) spell once per day. (AC: 12, Price: 250 gp)

83. Celestial Guardian Armor: Armor infused with 93. Prismatic Armor: Armor adorned with shifting
celestial energy, providing resistance to radiant prismatic hues, granting resistance to all damage
damage and the ability to cast the Protection from types for the first instance of damage each day. (AC:
Evil and Good spell once per day. (AC: 16, Price: 15, Price: 400 gp)
400 gp)
94. Moonlit Shroud: A silvery shroud that grants
84. Sableweave Cloak: A cloak woven from shadowy advantage on saving throws against radiant damage
threads, granting advantage on Dexterity (Stealth) and the ability to cast the Moonbeam spell once per
checks and the ability to cast the Darkness spell day. (AC: 13, Price: 300 gp)
once per day. (AC: 13, Price: 300 gp)
95. Echoing Harmony Attire: Robes that resonate
85. Thunderheart Plate: Plate armor pulsing with the with harmonic energy, granting advantage on
power of thunder, granting resistance to thunder Charisma (Performance) checks and the ability to
damage and the ability to cast the Thunderous Smite cast the Heroism spell once per day. (AC: 12, Price:
spell once per day. (AC: 18, Price: 600 gp) 200 gp)

86. Radiant Wardrobe: Robes adorned with radiant 96. Shardmail Armor: Armor crafted from magically
symbols, providing resistance to radiant damage and hardened shards, granting a +1 bonus to AC and
advantage on saving throws against spells that deal resistance to piercing damage. (AC: 14, Price: 350
radiant damage. (AC: 12, Price: 250 gp) gp)

87. Elemental Stride Boots: Boots that allow the 97. Ethereal Mirage Vestments: Robes that shimmer
wearer to walk on or across certain elements (fire, with illusions, granting advantage on saving throws
water, earth, or air) once per day, granting against illusion spells and the ability to cast the
advantage on saving throws against related Mirror Image spell once per day. (AC: 11, Price: 200
environmental effects. (AC: 11, Price: 150 gp) gp)

88. Etherweave Tunic: A lightweight tunic made from 98. Radiant Sunplate: Plate armor infused with
ethereal fabric, granting advantage on Dexterity radiant energy, providing resistance to radiant
(Acrobatics) checks and the ability to cast the Blink damage and the ability to cast the Daylight spell
spell once per day. (AC: 12, Price: 200 gp) once per day. (AC: 18, Price: 600 gp)

89. Pyromancer's Embrace: Robes infused with the 99. Stormborn Mantle: A cloak crackling with storm
essence of fire, granting resistance to fire damage energy, granting resistance to lightning damage and

883
Chapter 6 Equipment Hexmaster

the ability to cast the Gust of Wind spell once per


day. (AC: 13, Price: 300 gp) 9. Phantom Shroud: A translucent, ghostly cloak that
grants advantage on saving throws against being
100. Dimensional Stride Harness: Armor enchanted frightened. AC: 13. Price: 700 gold pieces.
with dimensional magic, allowing the wearer to cast
the Misty Step spell at will and gain advantage on 10. Dragonscale Tunic: A vest made from the scales
saving throws against being banished or sent to of a slain dragon, offering resistance to a type of
another plane. (AC: 15, Price: 400 gp) energy damage determined by the scale's color (e.g.,
red scales grant resistance to fire damage). AC: 16.
Price: 1,200 gold pieces.
D100 Table: Medium Armor
11. Clockwork Plate: A suit of plate armor intricately
1. Adamantine Plate: A suit of finely crafted plate crafted with clockwork mechanisms, providing
armor made from adamantine, a rare and incredibly advantage on Dexterity saving throws against being
durable metal. Provides excellent protection while knocked prone. AC: 18. Price: 1,500 gold pieces.
remaining relatively lightweight. AC: 18. Price: 3,000
gold pieces. 12. Stormcaller Chain: Chainmail infused with
elemental energy, granting resistance to lightning
2. Duskweave Hauberk: A suit of medium armor and thunder damage. AC: 15. Price: 800 gold pieces.
made from intricately woven threads of duskweave, a
magical fabric that grants resistance to necrotic 13. Spider Silk Vestments: Lightweight robes made
damage. AC: 15. Price: 500 gold pieces. from the delicate silk of giant spiders, allowing the
wearer to cast the Spider Climb spell once per day.
3. Stormguard Cuirass: A beautifully designed AC: 13. Price: 600 gold pieces.
breastplate adorned with glowing runes. It offers
resistance to lightning damage and grants advantage 14. Prismatic Scale Mail: A dazzling suit of scale mail
on saving throws against lightning-based effects. AC: adorned with shimmering, multicolored scales. It
16. Price: 1,200 gold pieces. grants resistance to a random energy type
determined by rolling a d6: 1. Fire, 2. Cold, 3. Acid,
4. Shadowstep Vestments: Dark, sleek leather armor 4. Lightning, 5. Thunder, 6. Radiant. AC: 15. Price:
that grants the wearer the ability to cast the 1,000 gold pieces.
Darkness spell once per day. AC: 14. Price: 800 gold
pieces. 15. Soulforged Armor: An ancient suit of armor
infused with the essence of fallen heroes. It grants
5. Obsidian Scale Mail: A suit of scale mail crafted advantage on saving throws against necrotic
from obsidian scales, providing resistance to fire damage and can absorb a single critical hit, reducing
damage. AC: 15. Price: 600 gold pieces. it to a normal hit once per long rest. AC: 17. Price:
2,500 gold pieces.
6. Sylvan Chainmail: Elven-made chainmail
interwoven with enchantments that grant the wearer 16. Whisperwind Cloak: A billowing cloak that grants
advantage on Dexterity (Stealth) checks made in advantage on Dexterity (Stealth) checks and allows
natural environments. AC: 16. Price: 1,000 gold the wearer to cast the Invisibility spell once per day.
pieces. AC: 12. Price: 800 gold pieces.

7. Aetherweave Robes: Flowing robes made from 17. Titanbone Plate: A suit of heavy plate armor
ethereal fabric, offering resistance to force damage forged from the bones of titanic creatures, providing
and advantage on saving throws against being resistance to piercing damage. AC: 18. Price: 2,200
restrained. AC: 12. Price: 400 gold pieces. gold pieces.

8. Goliath's Stonehide: Heavy hide armor 18. Arcane Battlerobe: A unique combination of
constructed from the impenetrable skin of a stone armor and robe, infused with arcane energy that
giant, providing resistance to bludgeoning damage. grants advantage on saving throws against spells.
AC: 17. Price: 2,000 gold pieces. AC: 14. Price: 900 gold pieces.

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Hexmaster Chapter 6 Equipment

force damage and granting advantage on saving


19. Lunarweave Vestments: Flowing robes imbued throws against being knocked prone. AC: 17. Price:
with moonlight, offering resistance to radiant damage 2,500 gold pieces.
and advantage on saving throws against being
charmed. AC: 13. Price: 700 gold pieces. 29. Silversilk Vestments: Ethereal robes made from
silver threads that shimmer in the light, offering
20. Wraithbone Hauberk: A ghostly suit of chainmail resistance to psychic damage and advantage on
made from ethereal wraithbone, granting resistance saving throws against being charmed. AC: 13. Price:
to necrotic damage and disadvantage on attacks 700 gold pieces.
made against undead creatures. AC: 16. Price: 1,200
gold pieces. 30. Drakescale Mail: A suit of scale mail crafted from
the scales of a drake, granting resistance to acid
damage. AC: 15. Price: 600 gold pieces.
21. Stormguard Battlegear: An advanced suit of
medium armor enhanced with storm essence, 31. Stormrider's Harness: A harness made from
granting resistance to lightning damage, advantage storm elemental essence, providing resistance to
on saving throws against being paralyzed, and the lightning damage, advantage on saving throws
ability to cast the Thunderwave spell once per day. against being pushed or pulled, and the ability to cast
AC: 15. Price: 1,200 gold pieces. the Gust of Wind spell once per day. AC: 16. Price:
1,500 gold pieces.
22. Glamourweave Robes: Elaborate robes woven
with enchantments that grant advantage on 32. Crystalweave Robes: Translucent robes woven
Charisma (Persuasion) checks and the ability to cast from crystalline threads, offering resistance to
the Friends cantrip at will. AC: 12. Price: 500 gold psychic damage and advantage on saving throws
pieces. against being petrified. AC: 12. Price: 600 gold
pieces.
23. Venomstrike Leather: Supple leather armor
infused with toxic venom, granting resistance to 33. Dragonbone Armor: A suit of heavy armor
poison damage and the ability to poison a weapon constructed from the bones of a mighty dragon,
once per short rest. AC: 14. Price: 700 gold pieces. providing resistance to one type of damage
determined by the dragon's color (e.g., red dragon
24. Celestial Scale Mail: Scale mail adorned with grants resistance to fire damage). AC: 18. Price:
celestial motifs, granting resistance to radiant 2,500 gold pieces.
damage and advantage on saving throws against
being frightened. AC: 15. Price: 900 gold pieces. 34. Shadow Veil: A pitch-black cloak that grants
advantage on Dexterity (Stealth) checks made in dim
25. Emberweave Hauberk: A suit of medium armor light or darkness and allows the wearer to cast the
woven from magically treated fibers of fire-resistant Darkness spell once per day. AC: 13. Price: 800 gold
plants, providing resistance to fire damage. AC: 14. pieces.
Price: 800 gold pieces.
35. Ironbark Plate: Plate armor forged from the
26. Ebonsteel Plate: A suit of heavy plate armor hardened bark of ancient treants, providing
forged from a unique blend of obsidian and steel, resistance to bludgeoning damage. AC: 17. Price:
offering resistance to slashing damage. AC: 18. 1,800 gold pieces.
Price: 2,000 gold pieces.
36. Ethereal Shroud: A translucent shroud that
27. Mistwalker Cloak: A misty cloak that grants grants advantage on Wisdom (Perception) checks
advantage on Wisdom (Perception) checks and the made to detect invisible creatures and allows the
ability to cast the Misty Step spell once per day. AC: wearer to cast the See Invisibility spell once per day.
13. Price: 600 gold pieces. AC: 12. Price: 700 gold pieces.

28. Voidforged Armor: A mysterious suit of armor 37. Stormguard Greaves: Reinforced leg armor
infused with void energy, providing resistance to imbued with lightning essence, granting resistance to

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Chapter 6 Equipment Hexmaster

lightning damage and allowing the wearer to ignore creatures. AC: 13. Price: 600 gold pieces.
difficult terrain caused by water or non-magical
plants. AC: 14. Price: 900 gold pieces. 48. Warpforged Plate: An ancient suit of heavy plate
armor imbued with otherworldly energy, providing
38. Arcane Sigilmail: Chainmail adorned with arcane resistance to force damage and granting advantage
sigils, granting advantage on saving throws against on saving throws against being restrained. AC: 18.
spells and the ability to cast the Shield spell once per Price: 2,500 gold pieces.
day. AC: 16. Price: 1,200 gold pieces.
49. Phasecloak: A shimmering cloak that grants the
39. Searing Sunplate: Plate armor infused with the wearer the ability to pass through solid objects for a
power of the sun, providing resistance to radiant brief moment once per day. AC: 13. Price: 700 gold
damage and granting the ability to emit bright light in pieces.
a 10-foot radius. AC: 18. Price: 2,200 gold pieces.
50. Mithrilweave Hauberk: A suit of medium armor
40. Voidwalker's Cloak: A swirling cloak of shadowy woven from mithril threads, offering exceptional
energy that grants advantage on Dexterity saving protection without compromising mobility. AC: 15.
throws and allows the wearer to cast the Blink spell Price: 800 gold pieces.
once per day. AC: 13. Price: 800 gold pieces.
51. Shadowstrike Leather: Sleek leather armor
41. Spellwoven Robes: Robes intricately enchanted to blend seamlessly with the shadows,
embroidered with arcane symbols, granting granting advantage on Dexterity (Stealth) checks
advantage on concentration saving throws and the made in dim light or darkness and the ability to cast
ability to cast the Mage Armor spell once per day. the Shadow Blade spell once per day. AC: 14. Price:
AC: 12. Price: 500 gold pieces. 800 gold pieces.

42. Blazeforged Armor: Heavy plate armor forged in 52. Stormwave Plate: Plate armor infused with the
the heart of a volcano, providing resistance to fire power of the sea, providing resistance to lightning
damage. AC: 18. Price: 2,000 gold pieces. and thunder damage and allowing the wearer to
breathe underwater. AC: 17. Price: 1,500 gold
43. Whispersteel Mail: Elven-made mail armor pieces.
enchanted to be exceptionally light and silent,
granting advantage on Dexterity (Stealth) checks and 53. Prismweave Robes: Robes crafted from
disadvantage on Wisdom (Perception) checks made interwoven strands of vibrant, enchanted gems,
to hear the wearer. AC: 16. Price: 1,200 gold pieces. offering resistance to a random energy type
determined by rolling a d6: 1. Fire, 2. Cold, 3. Acid,
44. Frostbite Scale Mail: Scale mail crafted from the 4. Lightning, 5. Thunder, 6. Radiant. AC: 13. Price:
scales of a frost drake, providing resistance to cold 900 gold pieces.
damage. AC: 15. Price: 600 gold pieces.
54. Inferno Scale Mail: Scale mail forged in the heart
45. Glowing Emberplate: A suit of medium armor of a volcanic forge, granting resistance to fire
embedded with enchanted embers, granting damage and allowing the wearer to cast the Burning
resistance to fire damage and the ability to cast the Hands spell once per day. AC: 15. Price: 700 gold
Produce Flame cantrip at will. AC: 14. Price: 700 pieces.
gold pieces.
55. Sentinel's Embrace: A suit of medium armor
46. Soulsteel Cuirass: A dark and foreboding embedded with protective enchantments, granting
breastplate forged from shadow-infused steel, advantage on Wisdom (Perception) checks and the
granting advantage on saving throws against ability to cast the Alarm spell once per day. AC: 16.
necrotic damage. AC: 16. Price: 1,000 gold pieces. Price: 1,200 gold pieces.

47. Celestial Wardrobe: A collection of celestial- 56. Ethersteel Armor: A suit of heavy armor
themed garments that grant advantage on saving reinforced with ether-infused steel, providing
throws against spells cast by fiends or undead resistance to psychic damage. AC: 18. Price: 2,200

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Hexmaster Chapter 6 Equipment

gold pieces.
66. Chaosweave Robes: Robes stitched with chaotic
57. Cinderweave Cloak: A cloak woven from the threads that shimmer with unpredictable energy,
charred remains of ancient fire elementals, offering granting advantage on saving throws against spells
resistance to fire damage and granting the ability to and the ability to reroll one saving throw per long
cast the Fire Shield spell once per day. AC: 13. rest. AC: 12. Price: 700 gold pieces.
Price: 700 gold pieces.
67. Dragonfire Scale Mail: Scale mail crafted from
58. Serpentmail: Exotic scale mail crafted from the the scales of a dragon that still radiate faint fire,
scales of a venomous serpent, granting advantage providing resistance to fire damage and allowing the
on saving throws against poison and the ability to wearer to exhale a cone of fire once per day. AC: 15.
poison a weapon once per short rest. AC: 15. Price: Price: 1,000 gold pieces.
600 gold pieces.
68. Blightbane Plate: Plate armor crafted with silver
59. Stormborn Helm: A helm crackling with lightning inlays and sacred engravings, granting advantage on
energy, granting resistance to lightning damage and saving throws against being charmed or frightened
advantage on saving throws against being blinded. by undead creatures and fiends. AC: 18. Price: 2,200
AC: N/A (Helmet). Price: 400 gold pieces. gold pieces.

60. Glimmersilk Vestments: Ethereal robes woven 69. Shimmerwing Cloak: A delicate cloak adorned
with shimmering threads that shift in color, offering with shimmering, iridescent feathers, granting
advantage on saving throws against illusions and the advantage on Charisma (Persuasion) checks and the
ability to cast the Disguise Self spell once per day. ability to cast the Fly spell once per day. AC: N/A
AC: 12. Price: 500 gold pieces. (Cloak). Price: 800 gold pieces.

61. Adamantite Chainmail: A suit of chainmail made 70. Gravestone Armor: A suit of heavy armor etched
from adamantine, renowned for its exceptional with intricate patterns reminiscent of gravestones,
durability. AC: 16. Price: 1,200 gold pieces. granting resistance to necrotic damage and
advantage on saving throws against being
62. Gloomshroud Cloak: A dark, shadowy cloak that frightened. AC: 18. Price: 2,500 gold pieces.
grants advantage on Dexterity (Stealth) checks made
in dim light or darkness and the ability to cast the 71. Stormheart Plate: Plate armor infused with the
Pass Without Trace spell once per day. AC: N/A essence of storms, granting resistance to lightning
(Cloak). Price: 500 gold pieces. and thunder damage, as well as advantage on
saving throws against being pushed or pulled. AC:
63. Stormcaller Plate: Plate armor forged with storm 18. Price: 2,000 gold pieces.
elemental essence, granting resistance to lightning
damage and allowing the wearer to cast the Call 72. Voidweave Robes: Dark robes woven with
Lightning spell once per day. AC: 18. Price: 2,500 shadowy threads, granting advantage on Dexterity
gold pieces. (Stealth) checks made in dim light or darkness and
the ability to cast the Darkness spell once per day.
64. Moonshadow Leather: Supple leather armor AC: 13. Price: 700 gold pieces.
infused with moonlight, granting resistance to radiant
damage and advantage on Dexterity (Stealth) checks 73. Frostbite Leather: Supple leather armor crafted
made in moonlit environments. AC: 14. Price: 900 from the hide of an ice elemental, providing
gold pieces. resistance to cold damage and allowing the wearer
to cast the Ray of Frost cantrip at will. AC: 14. Price:
65. Spectral Armor: A ghostly suit of armor that 800 gold pieces.
grants resistance to necrotic damage and allows the
wearer to become incorporeal for a brief period once 74. Ebonsteel Chainmail: A suit of chainmail made
per day, gaining resistance to all damage types but from ebonsteel, a rare and remarkably strong metal
being unable to attack or interact physically. AC: 17. that provides resistance to slashing damage. AC: 16.
Price: 2,000 gold pieces. Price: 1,200 gold pieces.

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Chapter 6 Equipment Hexmaster

75. Soulflame Plate: Plate armor infused with the 84. Moonfire Leather: Supple leather armor infused
trapped essence of restless souls, granting with moonlight, granting resistance to radiant
resistance to necrotic damage and the ability to damage and the ability to cast the Moonbeam spell
unleash a wave of ghostly flames once per day. AC: once per day. AC: 14. Price: 900 gold pieces.
18. Price: 2,500 gold pieces.
85. Arcane Chains: Chainmail enhanced with
76. Dreamweaver Cloak: A billowing cloak woven magical enchantments, granting advantage on
with threads of dreams, granting advantage on saving throws against spells and the ability to cast
Wisdom (Perception) checks made while asleep and the Counterspell spell once per day. AC: 16. Price:
the ability to cast the Sleep spell once per day. AC: 1,500 gold pieces.
N/A (Cloak). Price: 600 gold pieces.
86. Spectral Cloak: A ghostly cloak that grants
77. Adamantite Scale Mail: Scale mail made from advantage on saving throws against necrotic
adamantine, providing exceptional durability and damage and the ability to become incorporeal for a
resistance to piercing damage. AC: 16. Price: 1,500 brief period once per day, allowing the wearer to
gold pieces. move through solid objects. AC: N/A (Cloak). Price:
700 gold pieces.
78. Lifewarden's Regalia: Robes adorned with
nature-inspired motifs, granting advantage on saving 87. Gorgonplate: Heavy plate armor crafted from the
throws against poison and the ability to cast the petrified hide of a gorgon, providing resistance to
Goodberry spell once per day. AC: 12. Price: 600 petrification effects and granting advantage on
gold pieces. saving throws against being paralyzed. AC: 18.
Price: 2,200 gold pieces.
79. Dreadbound Armor: Heavy plate armor infused
with the essence of dread, granting advantage on 88. Whispersilk Vestments: Ethereal robes woven
saving throws against being frightened and allowing from the whispers of spirits, granting advantage on
the wearer to cast the Fear spell once per day. AC: Charisma (Persuasion) checks made with undead
18. Price: 2,200 gold pieces. creatures and the ability to cast the Speak with Dead
spell once per day. AC: 12. Price: 500 gold pieces.
80. Soulbond Cloak: A spectral cloak that binds itself
to the wearer's life force, granting advantage on 89. Voidbound Armor: Plate armor infused with the
saving throws against death saving throws and the essence of the void, granting resistance to force
ability to cast the Spare the Dying cantrip at will. AC: damage and advantage on saving throws against
N/A (Cloak). Price: 800 gold pieces. being banished to another plane. AC: 18. Price:
2,500 gold pieces.
81. Stormrider's Plate: Plate armor infused with the
essence of thunderstorms, granting resistance to 90. Crown of the Astral Seer: A celestial-themed
lightning damage, advantage on saving throws crown that enhances the wearer's perception,
against being knocked prone, and the ability to cast granting advantage on Wisdom (Perception) checks
the Call Lightning spell once per day. AC: 18. Price: and the ability to cast the Detect Magic spell once
2,500 gold pieces. per day. AC: N/A (Headgear). Price: 600 gold pieces.

82. Shadowcaster's Robes: Robes woven with 91. Flameheart Plate: Plate armor infused with the
shadow essence, granting advantage on Dexterity essence of flames, granting resistance to fire
(Stealth) checks made in dim light or darkness and damage, advantage on saving throws against being
the ability to cast the Shadow Blade spell once per set on fire, and the ability to cast the Fire Shield spell
day. AC: 13. Price: 800 gold pieces. once per day. AC: 18. Price: 2,000 gold pieces.

83. Pyroclasm Scale Mail: Scale mail forged in the 92. Nightshade Robes: Dark, flowing robes imbued
heart of a volcanic eruption, granting resistance to with poisonous enchantments, granting resistance to
fire damage and the ability to cast the Fireball spell poison damage and the ability to poison a weapon
once per day. AC: 15. Price: 1,200 gold pieces. once per short rest. AC: 13. Price: 700 gold pieces.

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Hexmaster Chapter 6 Equipment

D100 Table: Heavy Armor


93. Stormcrown Helm: A majestic helm crackling with
lightning energy, granting resistance to lightning 1. Adamantine Plate: A suit of adamantine armor that
damage, advantage on saving throws against being provides exceptional protection. AC: 18. Price: 5000
blinded, and the ability to cast the Lightning Bolt spell gold pieces.
once per day. AC: N/A (Helmet). Price: 800 gold
pieces. 2. Celestial Plate: An ethereal suit of armor imbued
with celestial energy. AC: 17. Price: 3000 gold
94. Ethereal Chainmail: Chainmail interwoven with pieces.
ethereal threads, granting resistance to force
damage and allowing the wearer to cast the 3. Thundering Gauntlets: Heavy gauntlets that
Etherealness spell once per day. AC: 16. Price: produce thunderous shockwaves when striking foes.
1,200 gold pieces. AC: 16. Price: 2500 gold pieces.
95. Shroud of Shadows: A shadowy cloak that grants 4. Voidforged Armor: Dark, shadowy armor that
advantage on Dexterity (Stealth) checks made in dim grants resistance to necrotic damage. AC: 17. Price:
light or darkness, the ability to cast the Invisibility 3500 gold pieces.
spell once per day, and resistance to necrotic
damage. AC: N/A (Cloak). Price: 900 gold pieces. 5. Stormguard Plate: A suit of armor that repels
lightning and provides resistance to lightning
96. Soulrender Armor: Heavy plate armor infused damage. AC: 16. Price: 3000 gold pieces.
with dark energy, granting resistance to necrotic
damage, advantage on saving throws against being 6. Ironwall Plate: An incredibly sturdy suit of armor
frightened, and the ability to cast the Vampiric Touch that provides advantage on Strength saving throws.
spell once per day. AC: 18. Price: 2,500 gold pieces. AC: 18. Price: 4000 gold pieces.
97. Glimmersteel Vestments: Radiant robes woven 7. Frostbane Armor: Armor that radiates an aura of
with shimmering steel threads, offering resistance to cold, granting resistance to cold damage. AC: 17.
radiant damage, advantage on saving throws against Price: 3500 gold pieces.
being charmed, and the ability to cast the Cure
Wounds spell once per day. AC: 12. Price: 600 gold 8. Blazeforged Plate: Armor infused with fire magic,
pieces. providing resistance to fire damage. AC: 16. Price:
3000 gold pieces.
98. Feyweave Armor: Elven-made armor crafted
from enchanted fey fabric, granting advantage on 9. Wyrmplate: Scalemail crafted from the scales of a
saving throws against spells and the ability to cast mighty dragon, granting resistance to a random
the Misty Step spell once per day. AC: 16. Price: energy type. AC: 18. Price: 5000 gold pieces.
1,500 gold pieces.
10. Goliath Warplate: A massive suit of armor
99. Titanborn Plate: Plate armor forged from the designed for goliaths, providing advantage on
bones and hide of a fallen titan, granting advantage Intimidation checks. AC: 17. Price: 3500 gold pieces.
on saving throws against being knocked prone and
resistance to bludgeoning damage. AC: 18. Price: 11. Spellguard Plate: Armor enchanted to provide
2,200 gold pieces. advantage on saving throws against spells. AC: 16.
Price: 3000 gold pieces.
100. Eyes of the Astral Oracle: A pair of enchanted
spectacles that enhances the wearer's perception of 12. Stormbreaker Armor: Armor adorned with storm-
magical energies, granting advantage on Intelligence themed motifs, granting resistance to thunder
(Arcana) checks and the ability to cast the Identify damage. AC: 17. Price: 3500 gold pieces.
spell once per day. AC: N/A (Eyewear). Price: 700
gold pieces. 13. Obsidian Fortress: An obsidian-plated suit of
armor that absorbs radiant damage. AC: 18. Price:
4000 gold pieces.

889
Chapter 6 Equipment Hexmaster

soul, providing advantage on Charisma saving


14. Shadowstep Armor: Armor woven with shadow throws. AC: 16. Price: 3500 gold pieces.
magic, allowing the wearer to cast the Darkness spell
once per day. AC: 17. Price: 3500 gold pieces. 27. Adamantine Shell: A heavy, durable suit of armor
that grants resistance to piercing damage. AC: 18.
15. Vanguard Plate: Armor favored by elite knights, Price: 4000 gold pieces.
providing a bonus to initiative rolls. AC: 16. Price:
3000 gold pieces. 28. Bladeshadow Plate: Armor that bends and
distorts light, providing advantage on Dexterity
16. Titansteel Plate: A suit of armor forged from rare saving throws. AC: 17. Price: 3500 gold pieces.
titansteel, granting resistance to all damage types.
AC: 20. Price: 10,000 gold pieces. 29. Flameforged Armor: Armor infused with the
essence of fire, granting resistance to fire damage
17. Guardian's Embrace: Armor infused with and the ability to cast the Burning Hands spell once
protective magic, providing resistance to force per day. AC: 16. Price: 3000 gold pieces.
damage. AC: 17. Price: 3500 gold pieces.
30. Thunderstrike Plate: Armor resonating with
18. Soulsteel Plate: Dark, malevolent armor that thunderous energy, allowing the wearer to cast the
siphons the life force of those who strike the wearer. Thunderwave spell once per day. AC: 17. Price:
AC: 16. Price: 3000 gold pieces. 3500 gold pieces.

19. Phoenixfire Armor: Armor adorned with phoenix 31. Dragonbone Plate: Armor crafted from the bones
feathers, granting resistance to fire damage and the of a slain dragon, granting resistance to a random
ability to cast the Fireball spell once per day. AC: 17. damage type. AC: 18. Price: 4500 gold pieces.
Price: 4000 gold pieces.
32. Dreadplate: Sinister black armor that instills fear
20. Sentinel Plate: Armor engraved with ancient in those who gaze upon it, granting advantage on
runes, granting advantage on Wisdom saving throws. Intimidation checks. AC: 17. Price: 3500 gold pieces.
AC: 18. Price: 4500 gold pieces.
33. Golemheart Plate: Armor infused with golem
21. Duskshroud Armor: Shadowy armor that provides magic, providing advantage on saving throws against
advantage on Dexterity (Stealth) checks in dim light being paralyzed. AC: 16. Price: 3500 gold pieces.
or darkness. AC: 16. Price: 3000 gold pieces.
34. Crystaline Plate: Armor crafted from enchanted
22. Stormborne Plate: Armor forged during a crystals, granting resistance to psychic damage. AC:
powerful storm, providing resistance to lightning and 17. Price: 4000 gold pieces.
thunder damage. AC: 17. Price: 3500 gold pieces.
35. Seraphic Armor: Armor blessed by celestial
23. Mithrilweave Armor: Lightweight mithril chainmail beings, providing advantage on Charisma
interwoven with magical threads, providing (Persuasion) checks. AC: 17. Price: 3500 gold
advantage on Dexterity (Stealth) checks. AC: 17. pieces.
Price: 4000 gold pieces.
36. Stormrider Plate: Armor adorned with lightning
24. Bloodbane Plate: Armor infused with holy energy, motifs, granting resistance to lightning damage and
granting advantage on saving throws against undead the ability to cast the Call Lightning spell once per
abilities. AC: 18. Price: 4500 gold pieces. day. AC: 18. Price: 4500 gold pieces.

25. Frostguard Armor: Armor that exudes an icy 37. Adamantine Sentinel: A suit of adamantine armor
aura, granting resistance to cold damage and the designed for guardians, providing advantage on
ability to cast the Ray of Frost spell once per day. Constitution saving throws. AC: 19. Price: 6000 gold
AC: 17. Price: 4000 gold pieces. pieces.

26. Soulbound Plate: Armor bonded to the wearer's 38. Voidweaver Armor: Armor infused with the

890
Hexmaster Chapter 6 Equipment

essence of the Void, granting resistance to necrotic energy, granting resistance to radiant damage and
damage and the ability to cast the Vampiric Touch the ability to cast the Daylight spell once per day.
spell once per day. AC: 17. Price: 4000 gold pieces. AC: 16. Price: 3500 gold pieces.

39. Wyrmscale Plate: Armor crafted from dragon 50. Aethersteel Plate: Armor crafted from rare
scales, providing resistance to a random energy type aethersteel, providing advantage on saving throws
and advantage on saving throws against dragon against spells from other planes. AC: 17. Price: 4000
breath weapons. AC: 18. Price: 5000 gold pieces. gold pieces.

40. Doomplate: Cursed armor that strikes fear into 51. Dragonfire Plate: Armor infused with the essence
the hearts of enemies, causing them to make of dragonfire, granting resistance to fire damage and
Wisdom saving throws or become frightened. AC: the ability to cast the Scorching Ray spell once per
17. Price: 3500 gold pieces. day. AC: 17. Price: 4000 gold pieces.

41. Runebound Armor: Armor inscribed with ancient 52. Obsidianbane Armor: Armor designed to resist
runes, providing advantage on saving throws against the powers of creatures from the Shadow Plane,
spells. AC: 16. Price: 3500 gold pieces. providing advantage on saving throws against
shadow magic. AC: 18. Price: 4500 gold pieces.
42. Shardsteel Plate: Armor forged from shards of a
shattered magical artifact, granting resistance to all 53. Runic Guardian Plate: Armor etched with
damage types. AC: 20. Price: 12,000 gold pieces. powerful protective runes, granting advantage on
saving throws against spells and magical effects. AC:
43. Wyvernbone Plate: Armor made from the bones 17. Price: 4000 gold pieces.
of a wyvern, providing resistance to poison damage
and advantage on saving throws against poison. AC: 54. Solaris Plate: Armor radiating a warm golden
18. Price: 5000 gold pieces. glow, providing resistance to radiant damage and the
ability to cast the Sunbeam spell once per day. AC:
44. Dreamwalker Armor: Armor that grants 18. Price: 4500 gold pieces.
advantage on Wisdom (Perception) checks and
resistance to psychic damage. AC: 17. Price: 4000 55. Thunderstruck Armor: Armor infused with
gold pieces. lightning energy, granting resistance to lightning
damage and the ability to cast the Chain Lightning
45. Inferno Plate: Armor wreathed in flames, spell once per day. AC: 17. Price: 4000 gold pieces.
providing resistance to fire damage and the ability to
cast the Fire Shield spell once per day. AC: 16. 56. Draconic Wardplate: Armor adorned with
Price: 3500 gold pieces. draconic motifs, providing resistance to a random
energy type and advantage on saving throws against
46. Stormbreaker Plate: Armor infused with storm dragon breath weapons. AC: 19. Price: 6000 gold
elemental magic, allowing the wearer to cast the pieces.
Lightning Bolt spell once per day. AC: 17. Price:
4000 gold pieces. 57. Oathkeeper Plate: Armor worn by noble paladins,
granting advantage on saving throws against being
47. Soulshard Armor: Armor housing trapped souls, charmed or frightened. AC: 17. Price: 4000 gold
granting resistance to necrotic damage and the pieces.
ability to cast the False Life spell once per day. AC:
18. Price: 4500 gold pieces. 58. Stormweaver Plate: Armor woven with storm
elemental magic, allowing the wearer to cast the
48. Crusader Plate: Armor adorned with holy Storm Sphere spell once per day. AC: 18. Price:
symbols, granting advantage on saving throws 4500 gold pieces.
against fiendish creatures. AC: 17. Price: 3500 gold
pieces. 59. Adamantine Citadel: A massive suit of
adamantine armor that grants exceptional protection.
49. Shadowbane Plate: Armor infused with radiant AC: 20. Price: 15,000 gold pieces.

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Chapter 6 Equipment Hexmaster

shattered souls, granting resistance to necrotic


60. Voidreaper Armor: Armor infused with void damage and the ability to cast the Finger of Death
energy, providing resistance to necrotic damage and spell once per day. AC: 18. Price: 4500 gold pieces.
the ability to cast the Disintegrate spell once per day.
AC: 17. Price: 4000 gold pieces. 71. Stormbreaker Sentinel: Armor designed for elite
storm knights, providing resistance to lightning
61. Eldritch Plated Robes: Robes interlaced with damage and advantage on saving throws against
eldritch magic, granting resistance to force damage being paralyzed. AC: 19. Price: 6000 gold pieces.
and advantage on Intelligence saving throws. AC:
17. Price: 4000 gold pieces. 72. Dragonheart Plate: Armor infused with the
essence of dragons, providing resistance to a
62. Stormbreaker Vanguard: Armor designed for random energy type and advantage on saving throws
storm knights, providing resistance to lightning against dragon breath weapons. AC: 20. Price:
damage and advantage on saving throws against 12,000 gold pieces.
being knocked prone. AC: 18. Price: 5000 gold
pieces. 73. Runebound Sentinel: Armor inscribed with
powerful defensive runes, granting advantage on
63. Bloodscale Plate: Armor made from the scales of saving throws against spells and magical effects. AC:
a vampiric creature, granting resistance to necrotic 18. Price: 4500 gold pieces.
damage and advantage on saving throws against
being charmed. AC: 17. Price: 4000 gold pieces. 74. Nightmarebane Armor: Armor crafted to ward off
nightmares, providing advantage on saving throws
64. Dreadlord's Embrace: Dark, intimidating armor against being charmed or frightened. AC: 17. Price:
that inspires fear in enemies, causing them to make 4000 gold pieces.
Wisdom saving throws or become frightened. AC:
16. Price: 3500 gold pieces. 75. Starsteel Plate: Armor forged from rare starsteel,
granting resistance to all damage types and
65. Celestial Warden Plate: Armor infused with advantage on saving throws against spells from
celestial magic, providing resistance to radiant extraplanar creatures. AC: 22. Price: 25,000 gold
damage and the ability to cast the Banishment spell pieces.
once per day. AC: 18. Price: 4500 gold pieces.
76. Shadowfall Plate: Armor that enhances stealth
66. Shadowforged Armor: Armor crafted in the and shadow manipulation, granting advantage on
depths of the Shadow Plane, granting resistance to Dexterity (Stealth) checks and the ability to cast the
necrotic damage and the ability to cast the Shadow Shadow Step spell once per day. AC: 18. Price: 4500
Blade spell once per day. AC: 17. Price: 4000 gold gold pieces.
pieces.
77. Voidwalker Armor: Armor infused with the
67. Infernalplate: Armor infused with infernal power, essence of the Void, granting resistance to necrotic
providing resistance to fire damage and the ability to damage and the ability to cast the Plane Shift spell
cast the Hurl Through Hell spell once per day. AC: once per day. AC: 17. Price: 4000 gold pieces.
17. Price: 4000 gold pieces.
78. Stormbringer Plate: Armor resonating with the
68. Astral Vanguard Plate: Armor infused with astral power of storms, providing resistance to lightning
energy, granting resistance to force damage and the damage and the ability to cast the Control Weather
ability to cast the Teleport spell once per day. AC: spell once per day. AC: 18. Price: 4500 gold pieces.
18. Price: 4500 gold pieces.
79. Ebonsteel Plate: Armor forged from rare
69. Adamantine Juggernaut: A suit of adamantine ebonsteel, granting resistance to all damage types
armor that makes the wearer nearly impervious to and advantage on saving throws against spells. AC:
damage. AC: 21. Price: 20,000 gold pieces. 20. Price: 15,000 gold pieces.

70. Soulshatter Plate: Armor forged with fragments of 80. Dreadbane Armor: Armor designed to protect

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Hexmaster Chapter 6 Equipment

against the forces of darkness, providing resistance per day. AC: 20. Price: 10,000 gold pieces.
to necrotic damage and advantage on saving throws
against undead abilities. AC: 18. Price: 4500 gold 91. Abyssalplate: Armor infused with abyssal power,
pieces. providing resistance to acid damage and the ability to
cast the Gate spell once per day. AC: 19. Price: 6000
81. Celestial Conqueror Plate: Armor infused with gold pieces.
celestial might, granting resistance to radiant
damage and the ability to cast the Divine Smite spell 92. Stormbringer Vanguard: Armor designed for
once per day. AC: 19. Price: 6000 gold pieces. storm knights, providing resistance to lightning
damage and advantage on saving throws against
82. Voidwalker Vanguard: Armor designed for void being charmed. AC: 20. Price: 10,000 gold pieces.
knights, providing resistance to necrotic damage and
advantage on saving throws against being paralyzed. 93. Starshroud Plate: Armor woven with starlight,
AC: 20. Price: 10,000 gold pieces. granting resistance to all damage types and the
ability to cast the Starfall spell once per day. AC: 21.
83. Arcane Aegis Plate: Armor crafted with arcane Price: 15,000 gold pieces.
energy, granting resistance to force damage and the
ability to cast the Counterspell spell once per day. 94. Dreadlord's Embrace: Armor of dark authority,
AC: 19. Price: 6000 gold pieces. causing enemies within 30 feet to make Wisdom
saving throws or become frightened. AC: 19. Price:
84. Dragonforged Armor: Armor crafted from dragon 6000 gold pieces.
scales, providing resistance to a random energy type
and advantage on saving throws against dragon 95. Radiantplate: Armor infused with radiant energy,
breath weapons. AC: 21. Price: 15,000 gold pieces. providing resistance to radiant damage and the
ability to cast the Heal spell once per day. AC: 18.
85. Astral Sentinel Plate: Armor infused with astral Price: 5500 gold pieces.
energy, granting resistance to force damage and
advantage on saving throws against being charmed 96. Celestial Commander Plate: Armor empowered
or frightened. AC: 19. Price: 6000 gold pieces. by celestial forces, granting resistance to radiant
damage and the ability to cast the Mass Cure
86. Titanstone Plate: Armor crafted from the Wounds spell once per day. AC: 20. Price: 10,000
unyielding titanstone, providing resistance to all gold pieces.
damage types and advantage on saving throws
against spells. AC: 23. Price: 30,000 gold pieces. 97. Voidforged Vanguard: Armor designed for void
knights, providing resistance to necrotic damage and
87. Shadowbane Sentinel: Armor infused with radiant advantage on saving throws against being charmed.
energy, providing resistance to radiant damage and AC: 21. Price: 12,000 gold pieces.
advantage on saving throws against being paralyzed.
AC: 20. Price: 10,000 gold pieces. 98. Prismplate: Armor embedded with prismatic
gemstones, granting resistance to all damage types
88. Soulrender Plate: Armor etched with runes of and the ability to cast the Prismatic Spray spell once
soulbinding, granting resistance to necrotic damage per day. AC: 22. Price: 20,000 gold pieces.
and the ability to cast the Power Word Kill spell once
per day. AC: 19. Price: 6000 gold pieces. 99. Stellaris Plate: Armor infused with the power of
stars, providing resistance to all damage types and
89. Arcane Wardplate: Armor imbued with powerful the ability to cast the Meteor Swarm spell once per
arcane wards, providing advantage on saving throws day. AC: 22. Price: 20,000 gold pieces.
against spells and magical effects. AC: 18. Price:
5500 gold pieces. 100. Hexmaster's Armor: A legendary suit of armor
worn only by the most renowned Hexmasters,
90. Wyvernheart Plate: Armor made from the heart of shrouded in mystery and power. Its effects and
a slain wyvern, granting resistance to poison damage abilities are unique to each Hexmaster who wears it.
and the ability to cast the Poison Breath spell once AC: 21. Price: N/A (This item is priceless and cannot

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Chapter 6 Equipment Hexmaster

be bought or sold.) 10. Psionic Resonance Armor: Empowered by


ancient psionic energy, this armor enhances the
wearer's psionic abilities and provides resistance to
psychic damage. AC: 17. Price: 1100 gold pieces.
D100 Table: Future Armor
11. Graviton Field Plate: This heavy armor
1. Electro-Plasma Suit: A sleek suit that emits an manipulates gravity around the wearer, granting
electrified plasma field, providing protection against resistance to forced movement effects and
energy-based attacks. Grants resistance to energy advantage on Strength saving throws. AC: 18. Price:
damage. AC: 15. Price: 500 gold pieces. 1500 gold pieces.

2. Chrono-Phase Mail: This armor warps the fabric of 12. Energy Absorption Suit: Designed to absorb and
time around the wearer, making them temporarily harness energy, this suit converts absorbed energy
phased out of reality. Grants advantage on Dexterity into temporary hit points for the wearer. Gains
saving throws. AC: 16. Price: 800 gold pieces. temporary hit points equal to half the damage taken
from energy attacks. AC: 16. Price: 1200 gold
3. Neural Augment Suit: A high-tech suit that pieces.
enhances the wearer's physical and mental
capabilities through neural interface technology. 13. Nanite Swarm Mail: Infused with a swarm of
Grants a +2 bonus to Strength and Intelligence nanobots, this armor can shape-shift and form
checks. AC: 14. Price: 600 gold pieces. protective barriers. Grants a +2 bonus to AC against
the first attack each round. AC: 14. Price: 900 gold
4. Nano-Weave Armor: Composed of self- pieces.
regenerating nanomaterials, this armor repairs itself
over time, providing ongoing protection. Regains 1 14. Disruptor Cloak: A cloak embedded with
hit point per round. AC: 17. Price: 1000 gold pieces. disruptive energy crystals, causing melee attacks
against the wearer to have a 50% chance to miss.
5. Void-Shadow Plate: Forged from the remnants of Opponents have a 25% chance to miss with melee
a collapsed star, this dark armor absorbs and attacks. AC: 13. Price: 600 gold pieces.
nullifies incoming magical attacks. Grants advantage
on saving throws against spells. AC: 18. Price: 1200 15. Molecular Displacement Harness: This harness
gold pieces. destabilizes the wearer's molecular structure, making
them harder to hit. Grants a +2 bonus to AC. AC: 15.
6. Holo-Cloak: A shimmering cloak that generates Price: 800 gold pieces.
holographic illusions, granting the wearer advantage
on Stealth checks. AC: 13. Price: 400 gold pieces. 16. Plasma Projection Suit: Equipped with built-in
plasma projectors, this armor allows the wearer to
7. Anti-Gravity Harness: This harness utilizes anti- unleash devastating ranged attacks. Once per day,
gravitational technology, allowing the wearer to hover the wearer can make a ranged attack dealing 2d6
and maneuver effortlessly in mid-air. Grants a flying fire damage. AC: 17. Price: 1100 gold pieces.
speed of 30 feet. AC: 12. Price: 800 gold pieces.
17. Phase-Shifting Gauntlets: These gauntlets grant
8. Photon Barrier Suit: An armor infused with radiant the wearer the ability to phase through solid objects
energy, emitting a protective barrier that blocks for a short period. Once per day, the wearer can
incoming projectiles. Grants resistance to non- pass through a solid object for 1 minute. AC: 12.
magical ranged attacks. AC: 16. Price: 900 gold Price: 500 gold pieces.
pieces.
18. Antimatter Plate: Forged from stabilized
9. Quantum Mesh Vest: Woven with quantum antimatter, this armor emits a field that repels matter-
particles, this lightweight vest increases the wearer's based attacks. Grants resistance to non-magical
reaction speed, granting a +2 bonus to Dexterity bludgeoning, piercing, and slashing damage. AC: 19.
saving throws. AC: 15. Price: 700 gold pieces. Price: 1800 gold pieces.

894
Hexmaster Chapter 6 Equipment

19. Energy Nullification Robes: Woven with exotic


energy-nullifying fibers, these robes dampen and 28. Plasma Surge Cloak: A cloak that periodically
negate incoming magical spells. Grants advantage emits surges of plasma energy, damaging nearby
on saving throws against spells. AC: 16. Price: 1000 enemies. Once per day, deals 1d6 fire damage to all
gold pieces. creatures within 10 feet of the wearer. AC: 13. Price:
500 gold pieces.
20. Biomech Exosuit: A biomechanical exosuit that
enhances the wearer's strength and agility, allowing 29. Void-Shielded Plate: Forged using void-infused
them to perform incredible feats of athleticism. metals, this armor creates a protective shield against
Grants a +2 bonus to Strength and Dexterity checks. planar energies and effects. Grants advantage on
AC: 14. Price: 700 gold pieces. saving throws against planar effects. AC: 18. Price:
1500 gold pieces.
21. Psionic Amplification Suit: This suit harnesses
the latent psionic energy of the wearer, amplifying 30. Translocator Suit: This suit incorporates
their psionic abilities. Increases the DC of the advanced teleportation technology, allowing the
wearer's psionic powers by 2. AC: 15. Price: 900 wearer to teleport short distances as a bonus action.
gold pieces. Teleport up to 30 feet once per round. AC: 15. Price:
1000 gold pieces.
22. Quantum Disruption Armor: Infused with
quantum destabilizers, this armor emits disruptive 31. Nanite Disruption Armor: Infused with nanites
waves that weaken nearby enemies. Enemies within programmed to disrupt enemy nanomachines, this
10 feet have disadvantage on attack rolls. AC: 17. armor weakens nanotech-based foes. Enemies with
Price: 1200 gold pieces. nanotech enhancements have disadvantage on
attack rolls against the wearer. AC: 16. Price: 1200
23. Sonic Dampening Vest: Constructed with gold pieces.
specialized materials, this vest absorbs and
dampens sonic vibrations, granting advantage on 32. Energy Shielded Robes: These robes are woven
saving throws against sonic-based attacks. AC: 13. with energy-shielding threads, providing additional
Price: 600 gold pieces. protection against energy-based attacks. Grants
resistance to energy damage. AC: 14. Price: 800
24. Gravitic Deflection Shield: A portable shield that gold pieces.
generates a localized gravitational field, deflecting
incoming projectiles. Provides a +2 bonus to AC 33. Graviton-Infused Greaves: These greaves
against ranged attacks. AC: 14. Price: 700 gold enhance the wearer's jumping ability and agility,
pieces. allowing them to leap great distances. Doubles the
wearer's jumping distance. AC: 13. Price: 600 gold
25. Hyper-Reflex Suit: This suit enhances the pieces.
wearer's reflexes and reaction speed, granting
advantage on initiative rolls. AC: 14. Price: 800 gold 34. Psionic Nullification Suit: This suit is designed to
pieces. nullify psionic energies, making the wearer resistant
to psychic attacks. Grants advantage on saving
26. Molecular Destabilizer Mail: Made of molecularly throws against psychic damage. AC: 15. Price: 900
unstable alloys, this armor causes attackers to gold pieces.
become momentarily destabilized upon impact.
Enemies have a 25% chance to be stunned for 1 35. Phase Shift Bracers: These bracers allow the
round on a successful hit against the wearer. AC: 16. wearer to shift partially out of phase with reality,
Price: 1000 gold pieces. reducing the damage taken from attacks. Reduces
all damage taken by 2 points. AC: 15. Price: 700 gold
27. Psychic Feedback Harness: This harness pieces.
channels and reflects psychic attacks back at the
attacker, inflicting damage upon them. Reflects 25% 36. Plasma-Infused Cloak: A cloak that envelops the
of psychic damage taken back to the attacker. AC: wearer in a swirling plasma field, granting resistance
16. Price: 1100 gold pieces. to fire damage. AC: 14. Price: 800 gold pieces.

895
Chapter 6 Equipment Hexmaster

gravitic disruptors, causing enemies within 10 feet to


37. Void-Touched Armor: Forged with materials from have disadvantage on Dexterity saving throws. AC:
the void, this armor grants the wearer the ability to 13. Price: 600 gold pieces.
see and interact with incorporeal creatures. Allows
the wearer to interact with ethereal and incorporeal 46. Energy Reflection Shield: This shield is designed
creatures as if they were corporeal. AC: 17. Price: to absorb and redirect energy-based attacks back at
1100 gold pieces. the attacker. Reflects 50% of energy damage taken
back to the attacker. AC: +2 to wearer's base AC.
38. Energetic Regeneration Suit: This suit absorbs Price: 900 gold pieces.
ambient energy and uses it to heal the wearer.
Regains 1 hit point at the start of each turn. AC: 16. 47. Phase-Shifting Armor: This armor incorporates
Price: 1000 gold pieces. phase-shifting technology, allowing the wearer to
phase through solid objects at will. Once per day, the
39. Displacement Field Mail: This armor generates a wearer can pass through solid objects for up to 1
displacement field that causes attacks against the minute. AC: 17. Price: 1200 gold pieces.
wearer to have a 50% chance to miss. Opponents
have a 25% chance to miss with attacks. AC: 17. 48. Psionic Resonance Helm: Infused with psionic
Price: 1200 gold pieces. energy resonators, this helmet enhances the
wearer's psionic powers and grants advantage on
40. Temporal Distortion Plate: Woven with temporal Wisdom saving throws against psionic effects. AC:
energy conductors, this armor distorts time around 14. Price: 700 gold pieces.
the wearer, granting advantage on saving throws
against spells and effects that manipulate time. AC: 49. Void-Dampening Robes: Woven with void-
18. Price: 1500 gold pieces. dampening fibers, these robes provide protection
against the dangers of the void, granting resistance
41. Neural Interface Helmet: This advanced helmet to necrotic and cold damage. AC: 15. Price: 900 gold
establishes a direct neural connection with the pieces.
wearer's mind, enhancing their cognitive abilities.
Grants a +2 bonus to Intelligence saving throws and 50. Plasma Projection Greaves: These greaves are
Intelligence-based skill checks. AC: 13. Price: 600 equipped with plasma projectors that allow the
gold pieces. wearer to leave behind trails of fiery plasma while
moving, damaging enemies that pass through the
42. Energy Projection Gauntlets: Equipped with built- trails. Deals 1d6 fire damage to creatures that enter
in energy projectors, these gauntlets allow the or end their turn within 5 feet of the wearer. AC: 16.
wearer to unleash powerful ranged energy attacks. Price: 1100 gold pieces.
Once per day, the wearer can make a ranged attack
dealing 2d8 energy damage. AC: 14. Price: 800 gold 51. Sonic Resonance Suit: This suit harnesses sonic
pieces. energies to enhance the wearer's physical
capabilities. Increases the wearer's movement speed
43. Chrono-Phase Boots: These boots manipulate by 10 feet and grants advantage on Strength checks
the flow of time around the wearer's feet, granting made to break objects. AC: 15. Price: 800 gold
advantage on Dexterity (Acrobatics) checks and pieces.
increasing their movement speed by 10 feet. AC: 12.
Price: 500 gold pieces. 52. Energy Disruption Cloak: A cloak embedded with
energy disruptor nodes, causing enemies within 10
44. Nanite Restoration Plate: Composed of feet to have disadvantage on Constitution saving
nanomaterials infused with restorative properties, throws. AC: 13. Price: 600 gold pieces.
this armor accelerates the wearer's natural healing
abilities. The wearer regains 2 additional hit points 53. Nanite Swarm Shield: This shield is composed of
from any healing effect. AC: 16. Price: 1000 gold swarming nanobots that can reshape to provide
pieces. different types of protection. The wielder can spend a
bonus action to gain resistance to a chosen damage
45. Gravitic Disruption Cloak: A cloak embedded with type until the start of their next turn. AC: +2 to

896
Hexmaster Chapter 6 Equipment

wearer's base AC. Price: 1000 gold pieces. burst emitters, these gauntlets allow the wearer to
release explosive bursts of energy in close combat.
54. Holographic Camouflage Armor: This armor Once per day, the wearer can make a melee attack
generates holographic projections that mimic the dealing an additional 2d8 energy damage. AC: 14.
surroundings, granting advantage on Stealth checks Price: 800 gold pieces.
made to hide. AC: 16. Price: 900 gold pieces.
63. Graviton Stabilizer Boots: These boots stabilize
55. Quantum Entanglement Helm: This advanced the wearer's gravitational field, preventing them from
helmet establishes a quantum entanglement link with being knocked prone or moved against their will. The
the wearer's mind, allowing them to communicate wearer has advantage on saving throws against
telepathically with others who possess similar effects that would knock them prone or move them
helmets. AC: 14. Price: 700 gold pieces. forcefully. AC: 12. Price: 500 gold pieces.

56. Gravitic Repulsion Bracers: These bracers emit 64. Nanite Reconstruction Armor: Composed of self-
gravitational pulses that repel enemies in close repairing nanites, this armor regenerates and repairs
proximity. Once per day, the wearer can use a itself rapidly. The armor regains 2 hit points at the
reaction to push creatures within 10 feet away by 15 start of each turn. AC: 16. Price: 1000 gold pieces.
feet. AC: 14. Price: 800 gold pieces.
65. Photon Disruption Cloak: A cloak embedded with
57. Antimatter Disruption Plate: Forged with photon disruptor nodes, causing enemies within 10
stabilized antimatter, this armor emits an antimatter feet to have disadvantage on Dexterity saving
field that disrupts and weakens nearby enemies. throws. AC: 13. Price: 600 gold pieces.
Enemies within 10 feet have disadvantage on saving
throws against spells and effects. AC: 17. Price: 66. Temporal Accelerator Shield: This shield
1200 gold pieces. incorporates temporal acceleration technology,
allowing the wearer to react with incredible speed.
58. Energy Conversion Robes: These robes absorb Once per day, the wearer can take an additional
and convert incoming energy damage into temporary reaction on their turn. AC: +2 to wearer's base AC.
hit points for the wearer. Converts half the damage Price: 900 gold pieces.
taken from energy attacks into temporary hit points.
AC: 15. Price: 1000 gold pieces. 67. Void Distortion Armor: This armor harnesses the
power of the Void, causing attacks against the
59. Voidwalker Boots: These boots are infused with wearer to phase in and out of existence. Enemies
the essence of the Void, granting the wearer the have a 25% chance to miss with attacks against the
ability to move through difficult terrain and ignore wearer. AC: 17. Price: 1200 gold pieces.
penalties for movement caused by obstacles. AC:
12. Price: 500 gold pieces. 68. Energy Channeling Robes: These robes channel
ambient energy into empowering the wearer's spells,
60. Psionic Amplification Plate: This armor contains increasing their spell damage by 1d6 of a randomly
psionic amplifiers that boost the wearer's psionic determined energy type (fire, cold, lightning, acid, or
powers, increasing their spell save DC by 2 and thunder). AC: 15. Price: 900 gold pieces.
granting advantage on spell attack rolls. AC: 18.
Price: 1500 gold pieces. 69. Displacement Wave Boots: These boots emit
displacement waves upon landing, causing enemies
61. Neural Disruptor Helmet: This helmet emits within 5 feet of the wearer to be pushed back by 10
disruptive signals that interfere with the neural feet. AC: 13. Price: 600 gold pieces.
functions of nearby creatures, causing confusion.
Once per day, the wearer can use an action to force 70. Psionic Barrier Plate: This armor creates a
all creatures within 10 feet to make a Wisdom saving psionic barrier that absorbs and nullifies incoming
throw or be stunned for 1 round. AC: 13. Price: 600 psionic attacks. Grants resistance to psychic
gold pieces. damage. AC: 16. Price: 1100 gold pieces.

62. Energy Burst Gauntlets: Equipped with energy 71. Quantum Distortion Helm: This advanced helmet

897
Chapter 6 Equipment Hexmaster

distorts the wearer's presence in space and time, pieces.


making them more difficult to perceive. Grants
advantage on Dexterity (Stealth) checks. AC: 14. 80. Molecular Stability Robes: These robes enhance
Price: 700 gold pieces. the wearer's molecular stability, granting resistance
against poison and acid damage. Grants resistance
72. Gravitic Manipulator Bracers: These bracers to poison and acid damage. AC: 15. Price: 900 gold
allow the wearer to manipulate gravitational forces in pieces.
their immediate vicinity, granting advantage on
Strength (Athletics) checks involving pushing, pulling, 81. Quantum Projection Helm: This advanced helmet
or lifting objects. AC: 14. Price: 800 gold pieces. projects quantum illusions, allowing the wearer to
create decoys and confuse enemies. Once per day,
73. Voidforged Plate: Forged from the essence of the the wearer can create illusory duplicates of
Void, this armor provides resistance against necrotic themselves, granting advantage on Dexterity saving
and force damage. Grants resistance to necrotic and throws until the start of their next turn. AC: 14. Price:
force damage. AC: 18. Price: 1500 gold pieces. 800 gold pieces.

74. Energy Absorption Cloak: A cloak that absorbs 82. Energy Disruption Gauntlets: Equipped with
and stores incoming energy attacks, allowing the energy disruption emitters, these gauntlets can
wearer to release a powerful burst of energy. Once disable and disrupt energy-based defenses. Once
per day, the wearer can use a reaction to release a per day, the wearer can attempt to disable a target's
burst of energy, dealing 2d10 energy damage to all energy-based protection, granting advantage on the
creatures within 10 feet. AC: 13. Price: 700 gold next attack against them. AC: 15. Price: 900 gold
pieces. pieces.

75. Temporal Displacement Suit: This suit allows the 83. Gravitic Stabilization Boots: These boots stabilize
wearer to temporarily displace themselves in time, the wearer's gravitational field, preventing them from
evading attacks. Once per day, the wearer can use a being affected by gravity-related effects and spells.
reaction to impose disadvantage on an attack roll The wearer is immune to being knocked prone,
made against them. AC: 15. Price: 800 gold pieces. moved against their will, or affected by spells that
manipulate gravity. AC: 12. Price: 600 gold pieces.
76. Nanite Swarm Gauntlets: These gauntlets
release a swarm of nanobots that can repair damage 84. Nanite Integration Armor: This armor integrates
to the wearer. Once per day, the wearer can regain with the wearer's body, enhancing their physical
2d6 hit points as a bonus action. AC: 14. Price: 900 attributes. Grants a +2 bonus to Strength, Dexterity,
gold pieces. and Constitution checks. AC: 16. Price: 1000 gold
pieces.
77. Energy Amplification Shield: This shield amplifies
incoming energy attacks and redirects them at 85. Photon Reflection Cloak: A cloak embedded with
enemies. The wielder can spend a reaction to reflect photon reflectors, causing enemies within 10 feet to
an energy-based spell or attack back at the attacker, have disadvantage on Wisdom saving throws. AC:
requiring the attacker to make a saving throw against 13. Price: 700 gold pieces.
its own spell or attack. AC: +2 to wearer's base AC.
Price: 1000 gold pieces. 86. Temporal Distortion Shield: This shield generates
a localized temporal distortion field, causing time to
78. Graviton Pulse Boots: These boots emit a slow around the wearer. Once per day, the wearer
powerful graviton pulse upon landing, causing can use a reaction to impose disadvantage on an
enemies within 10 feet of the wearer to be pushed attack roll made against them. AC: +2 to wearer's
back by 20 feet. AC: 12. Price: 600 gold pieces. base AC. Price: 800 gold pieces.

79. Psionic Disruption Armor: This armor emits 87. Void Disruption Plate: Forged with disruptive void
disruptive psionic frequencies, causing enemies energy, this armor destabilizes nearby creatures.
within 10 feet to have disadvantage on Intelligence Enemies within 10 feet have disadvantage on attack
and Wisdom saving throws. AC: 16. Price: 1100 gold rolls. AC: 18. Price: 1200 gold pieces.

898
Hexmaster Chapter 6 Equipment

96. Temporal Acceleration Plate: This armor contains


88. Energy Conversion Cloak: This cloak absorbs temporal acceleration devices that grant the wearer
incoming energy damage and converts it into a burst enhanced speed and reaction time. Grants a +2
of energy that damages nearby enemies. Once per bonus to initiative rolls and Dexterity saving throws.
day, when the wearer takes energy damage, they AC: 16. Price: 1000 gold pieces.
can release a burst of energy, dealing 2d6 energy
damage to all creatures within 10 feet. AC: 14. Price: 97. Void Disruption Boots: These boots emit
900 gold pieces. disruptive void energy, hindering the movement of
enemies. Once per day, the wearer can use a bonus
89. Graviton Flux Bracers: These bracers allow the action to create a zone of void energy that reduces
wearer to manipulate gravitational forces, creating the movement speed of creatures within 10 feet by
localized gravity wells that hinder movement. Once half. AC: 12. Price: 500 gold pieces.
per day, the wearer can create a gravitational field
that slows all creatures within 10 feet, reducing their 98. Energy Channeling Bracers: These bracers
movement speed by half. AC: 14. Price: 800 gold channel ambient energy into empowering the
pieces. wearer's melee attacks, adding an additional 1d6
energy damage to successful hits. AC: 14. Price: 700
90. Psionic Amplification Shield: This shield amplifies gold pieces.
the wearer's psionic powers, increasing the DC of
their psionic abilities by 2 and granting advantage on 99. Graviton Amplification Robes: These robes
saving throws against psionic effects. AC: +2 to amplify the wearer's gravitational control, allowing
wearer's base AC. Price: 1000 gold pieces. them to manipulate gravity in their vicinity. Once per
day, the wearer can use an action to create an anti-
91. Quantum Displacement Suit: This suit utilizes gravity zone within 20 feet, allowing them and allies
quantum displacement technology to teleport the to float above the ground for 1 minute. AC: 16. Price:
wearer short distances. Once per day, the wearer 1200 gold pieces.
can teleport up to 30 feet as a bonus action. AC: 15.
Price: 800 gold pieces. 100. Psionic Nexus Armor: This armor is infused with
a powerful psionic nexus, enhancing the wearer's
92. Energy Surge Gloves: Equipped with energy psionic abilities and granting resistance to psychic
surge emitters, these gloves release a surge of damage. Grants advantage on saving throws against
energy upon successful melee attacks. Once per psychic effects. AC: 17. Price: 1500 gold pieces.
turn, when the wearer hits with a melee attack, they
deal an additional 1d8 energy damage. AC: 13.
Price: 600 gold pieces. D100 Table: Backpacks, Bags, and
93. Gravitic Repulsion Cape: This cape generates a
Kits
repulsive gravitational field, granting the wearer
advantage on saving throws against forced 1. Bag of Holding: A magical bag that can hold an
movement effects and preventing enemies from extraordinary amount of items without adding weight.
moving closer. AC: 14. Price: 700 gold pieces. It has an extradimensional space inside. (Price: 5000
gold pieces)
94. Nanite Reconstruction Shield: This shield
incorporates nanobots that repair the wearer's 2. Alchemical Satchel: A bag lined with alchemical
injuries. Once per day, the wearer can regain hit compounds that can preserve perishable items,
points equal to their level as a bonus action. AC: +2 preventing decay or spoilage. (Price: 50 gold pieces)
to wearer's base AC. Price: 900 gold pieces.
3. Cloak of Many Pockets: A cloak with hidden
95. Photon Distortion Cloak: A cloak embedded with pockets of various sizes, perfect for storing small
photon distortion nodes, causing enemies within 10 objects and keeping them concealed. (Price: 200
feet to have disadvantage on Charisma saving gold pieces)
throws. AC: 15. Price: 800 gold pieces.
4. Traveler's Backpack: A sturdy backpack with

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Chapter 6 Equipment Hexmaster

multiple compartments and straps, designed for long case designed to hold maps, parchments, and
journeys and rugged terrains. (Price: 10 gold pieces) scrolls, keeping them safe from the elements. (Price:
40 gold pieces)
5. Potion Bandolier: A bandolier specifically designed
to hold vials and potions securely, allowing for quick 17. Rune-etched Pouch: A pouch inscribed with
access during combat. (Price: 20 gold pieces) ancient runes, providing a magical aura that wards
off unwanted magical detection. (Price: 150 gold
6. Enchanted Quiver: A quiver that replenishes pieces)
arrows or bolts magically, ensuring the archer is
never without ammunition. (Price: 150 gold pieces) 18. Enchanter's Satchel: A satchel containing
enchanted trinkets and minor magical items for study
7. Utility Belt: A belt with several pouches and hooks, or resale. (Price: 100 gold pieces)
providing easy access to various tools and items.
(Price: 25 gold pieces) 19. Thieves' Tools Kit: A compact kit with lockpicks,
grappling hooks, wire cutters, and other tools used
8. Shadowfold Bag: A bag that can be folded into a by skilled thieves. (Price: 25 gold pieces)
small, pocket-sized object, making it easy to carry
and conceal. (Price: 100 gold pieces) 20. Alchemist's Backpack: A backpack equipped with
alchemical beakers, burners, flasks, and a small
9. Climber's Pack: A backpack equipped with ropes, portable laboratory for potion-making on the go.
hooks, and pitons for scaling walls or navigating (Price: 200 gold pieces)
treacherous cliffs. (Price: 15 gold pieces)
21. Spellbook Binder: A specialized binder with
10. Haversack of Refreshment: A magical haversack protective enchantments, designed to organize and
that keeps food and drink within it fresh and safeguard valuable spellbooks. (Price: 75 gold
delicious, no matter how long they are stored. (Price: pieces)
1000 gold pieces)
22. Beastmaster's Pack: A backpack containing
11. Elemental Pouch: A pouch infused with various tools, baits, and supplies for taming and
elemental magic, allowing the user to store and training creatures. (Price: 60 gold pieces)
retrieve small amounts of elemental energy for
spellcasting. (Price: 250 gold pieces) 23. Void Shard Pouch: A pouch crafted from ethereal
fabric that absorbs and stores residual magical
12. Herbalist's Satchel: A satchel containing various energy, usable for empowering spells. (Price: 300
herbs, plants, and alchemical ingredients used for gold pieces)
brewing potions or crafting herbal remedies. (Price:
30 gold pieces) 24. Artisan's Apron: A sturdy apron with numerous
pockets and loops, perfect for craftsmen carrying
13. Disguise Kit: A kit filled with makeup, prosthetics, their tools and materials. (Price: 20 gold pieces)
wigs, and clothing to help create convincing
disguises. (Price: 50 gold pieces) 25. Musician's Instrument Case: A protective case
designed to carry and store musical instruments
14. Mechanist's Toolbox: A sturdy toolbox filled with safely, shielding them from damage. (Price: 30 gold
gears, springs, tools, and other mechanical pieces)
components for repairing or crafting intricate
machinery. (Price: 75 gold pieces) 26. Scroll Satchel: A reinforced satchel with
protective padding, ensuring the safety and
15. Elixir Vial Belt: A belt adorned with vials preservation of delicate magical scrolls. (Price: 50
containing various elixirs that provide temporary gold pieces)
boosts to abilities or heal wounds. (Price: 80 gold
pieces) 27. Astral Beacon Lantern: A lantern infused with
astral magic, emanating a soft glow that repels
16. Explorer's Map Case: A waterproof and durable shadow-based creatures. (Price: 120 gold pieces)

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Hexmaster Chapter 6 Equipment

gold pieces)
28. Steed's Saddlebag: A set of expandable
saddlebags designed to fit securely on a mount, 40. Enchanting Ink Set: A set of magically infused
providing extra storage capacity during travel. (Price: inks in various colors, used by enchanters to inscribe
40 gold pieces) spells onto scrolls or spellbooks. (Price: 60 gold
pieces)
29. Necromancer's Grimoire Case: A macabre case
made from bone, designed to hold and protect dark 41. Tracker's Compass: A compass imbued with
necromantic tomes. (Price: 200 gold pieces) divination magic, aiding in navigation and tracking of
specific individuals or objects. (Price: 70 gold pieces)
30. Arcane Battery Pack: A compact power source
that can channel magical energy to recharge 42. Firestarter Kit: A compact kit containing flint,
depleted wands, staves, or enchanted devices. tinder, and firestarting tools, essential for starting
(Price: 150 gold pieces) fires in challenging environments. (Price: 10 gold
pieces)
31. Hunter's Game Bag: A durable bag with
compartments for storing hunted game, preserving 43. Shadow Veil Cloak: A cloak woven from shadowy
their freshness during long journeys. (Price: 15 gold fabric, granting the wearer limited invisibility in dimly
pieces) lit areas. (Price: 200 gold pieces)

32. Feylight Lantern: A lantern infused with the 44. Treasure Hunter's Map Tube: A telescopic tube
essence of the Feywild, emitting a soft, soothing light designed to protect and store maps and scrolls,
that wards off fey creatures. (Price: 80 gold pieces) particularly those leading to hidden treasures. (Price:
45 gold pieces)
33. Runecrafter's Pouch: A specially crafted pouch
containing runestones and sigils used for enhancing 45. Potion Brewer's Cauldron: A small enchanted
magical spells and rituals. (Price: 90 gold pieces) cauldron that accelerates potion brewing processes,
reducing preparation time. (Price: 120 gold pieces)
34. Herbalist's Mortar and Pestle Set: A finely crafted
mortar and pestle set for grinding herbs and plants to 46. Grappler's Gauntlets: A pair of gauntlets fitted
create potent potions. (Price: 35 gold pieces) with concealed grappling hooks, aiding in climbing
and scaling vertical surfaces. (Price: 50 gold pieces)
35. Arcane Lockbox: A secure lockbox infused with
protective enchantments, requiring magical keys or 47. Spell Component Pouch: A pouch filled with an
passwords to access. (Price: 100 gold pieces) assortment of rare and exotic spell components
needed for spellcasting. (Price: 30 gold pieces)
36. Engineer's Goggles: A pair of goggles with
magnifying lenses, perfect for inspecting and 48. Shimmering Waterskin: A magical waterskin that
repairing intricate machinery or devices. (Price: 25 purifies and cools water placed inside it, providing
gold pieces) refreshing hydration. (Price: 60 gold pieces)

37. Messenger's Satchel: A lightweight satchel with 49. Rune-carved Staff: A staff inscribed with arcane
built-in enchantments for quick delivery of letters and runes, enhancing the wielder's spellcasting abilities
small parcels over long distances. (Price: 30 gold and providing additional magical focus. (Price: 150
pieces) gold pieces)

38. Gemstone Pouch: A pouch lined with soft velvet, 50. Artificer's Tool Kit: A comprehensive set of tools
ideal for storing and protecting valuable gemstones and materials for crafting magical artifacts and
or jewelry. (Price: 50 gold pieces) constructs. (Price: 80 gold pieces)

39. Survivalist's Kit: A comprehensive kit containing 51. Tech-Enhanced Tactical Backpack: A rugged
flint and steel, water purifying tablets, rope, and other backpack equipped with built-in solar panels, USB
essential items for wilderness survival. (Price: 40 charging ports, and compartments designed for

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Chapter 6 Equipment Hexmaster

carrying electronic gadgets and survival gear. (Price: pieces)


100 gold pieces)
62. E-Reader Pouch: A padded pouch designed to
52. Data Vault Briefcase: A sleek, reinforced protect and carry e-readers or tablets, with additional
briefcase with biometric locks and integrated pockets for cables and accessories. (Price: 25 gold
encryption technology, ideal for secure storage and pieces)
transport of sensitive data or documents. (Price: 150
gold pieces) 63. Professional Camera Backpack: A specialized
backpack with customizable compartments and
53. Cybernetic Implant Storage Unit: A specialized padded dividers to safely carry and organize camera
case designed to safely store and protect cybernetic equipment. (Price: 150 gold pieces)
implants when not in use, ensuring their integrity and
functionality. (Price: 200 gold pieces) 64. Rechargeable Power Bank: A portable power
bank with multiple USB ports, capable of recharging
54. Nano-Fiber Duffel Bag: A lightweight duffel bag electronic devices on the go. (Price: 50 gold pieces)
made from advanced nano-fiber materials, allowing it
to expand or contract to accommodate varying 65. Tactical Waist Pack: A compact waist pack with
amounts of gear. (Price: 80 gold pieces) multiple compartments and MOLLE webbing for
attaching additional gear, suitable for quick access
55. Energy Shielded Laptop Bag: A laptop bag lined during missions or outdoor activities. (Price: 40 gold
with energy shielding technology, protecting pieces)
electronic devices from electromagnetic interference
and physical damage. (Price: 50 gold pieces) 66. Waterproof Dry Bag: A waterproof bag with a roll-
top closure, keeping contents dry and protected from
56. Modular Utility Vest: A versatile vest with water during water sports or rainy conditions. (Price:
numerous pockets and attachment points, allowing 30 gold pieces)
for customization and convenient storage of tools,
gadgets, and small items. (Price: 60 gold pieces) 67. Multi-Tool Belt Pouch: A rugged pouch designed
to carry and organize various multi-tools, ensuring
57. Biometric Lock Satchel: A stylish satchel quick access to essential tools in a compact form.
equipped with a biometric lock system, ensuring only (Price: 20 gold pieces)
authorized individuals can access its contents.
(Price: 70 gold pieces) 68. Sports Equipment Bag: A spacious bag with
separate compartments for storing sports equipment
58. Compact Medical Kit Backpack: A compact such as balls, rackets, or helmets. (Price: 60 gold
backpack designed for medical professionals, pieces)
containing various compartments and specialized
pockets for organized storage of medical supplies. 69. Tech Organizer Case: A compact case with
(Price: 90 gold pieces) elastic loops and mesh pockets to neatly organize
cables, chargers, and small tech accessories. (Price:
59. Insulated Cooler Bag: A portable, insulated bag 15 gold pieces)
designed to keep food and drinks cold, making it
ideal for picnics, camping trips, or transporting 70. Hiking Backpack with Integrated Hydration
temperature-sensitive items. (Price: 40 gold pieces) System: A durable hiking backpack equipped with a
built-in hydration bladder, allowing for convenient
60. Tactical Ammo Pouch: A rugged pouch with drinking while on the move. (Price: 80 gold pieces)
adjustable compartments, specifically designed to
carry and organize ammunition for firearms or energy 71. Commuter Laptop Messenger Bag: A stylish
weapons. (Price: 30 gold pieces) messenger bag with a padded compartment
designed to protect laptops during daily commutes.
61. Drone Storage Case: A sturdy case with custom (Price: 40 gold pieces)
foam inserts to securely store and transport drones,
protecting them from damage. (Price: 120 gold 72. Tactical Medical Backpack: A rugged backpack

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Hexmaster Chapter 6 Equipment

equipped with specialized compartments and


MOLLE attachments for carrying medical supplies in 83. Bikepacking Frame Bag: A durable and water-
emergency situations. (Price: 100 gold pieces) resistant bag designed to fit within a bike's frame,
providing storage for essential items during long
73. RFID-Blocking Travel Wallet: A slim and compact cycling trips. (Price: 50 gold pieces)
wallet with RFID-blocking technology to protect credit
cards and passports from unauthorized scanning. 84. Weekend Travel Duffle: A spacious duffle bag
(Price: 20 gold pieces) with multiple compartments and a dedicated shoe
compartment, perfect for short trips and getaways.
74. Lightweight Camping Hammock: A portable and (Price: 30 gold pieces)
lightweight hammock designed for camping or
outdoor adventures, easily folded into a compact 85. Portable Folding Table: A lightweight and
pouch for storage. (Price: 30 gold pieces) compact table that can be folded into a small
carrying case, ideal for outdoor picnics or camping.
75. Compact First Aid Kit: A small, comprehensive (Price: 25 gold pieces)
first aid kit with essential medical supplies for treating
minor injuries and emergencies. (Price: 25 gold 86. Insulated Lunch Bag: A lunch bag with thermal
pieces) insulation to keep food at the desired temperature,
suitable for work, school, or day trips. (Price: 15 gold
76. Gym Duffle Bag: A spacious duffle bag with pieces)
compartments and ventilation for carrying workout
clothes, shoes, and gym accessories. (Price: 35 gold 87. Digital Nomad Backpack: A versatile backpack
pieces) with dedicated compartments for a laptop, tablet,
cables, and other digital nomad essentials. (Price: 70
77. Travel Toiletry Organizer: A compact and water- gold pieces)
resistant organizer with multiple compartments for
storing toiletries and keeping them neatly organized 88. Beach Tote Bag: A large and durable tote bag
during travel. (Price: 15 gold pieces) designed to carry beach towels, sunscreen, snacks,
and other beach essentials. (Price: 20 gold pieces)
78. Roll-Up Tool Bag: A durable tool bag with
pockets and slots, designed to roll up for easy 89. Car Roof Storage Box: A spacious rooftop
storage and transportation of hand tools. (Price: 30 storage box that attaches to a car's roof rack,
gold pieces) providing extra cargo space for road trips or outdoor
adventures. (Price: 100 gold pieces)
79. Pet Carrier Backpack: A backpack-style carrier
with breathable mesh panels and secure straps, 90. Tactical Rifle Case: A heavy-duty, lockable case
ideal for carrying small pets on adventures. (Price: designed to securely transport and protect rifles or
50 gold pieces) other long firearms. (Price: 80 gold pieces)

80. Mobile Office Briefcase: A versatile briefcase with 91. Camera Drone Backpack: A specialized
dedicated compartments for a laptop, documents, backpack with custom compartments and padding to
pens, and other essentials for a mobile office setup. safely transport a camera drone and its accessories.
(Price: 70 gold pieces) (Price: 120 gold pieces)

81. Portable Folding Chair with Cooler: A foldable 92. Modular EDC Pouch: A versatile pouch with
chair with a built-in cooler in the armrest, allowing for multiple attachment points and compartments for
comfortable seating and keeping beverages chilled. organizing everyday carry (EDC) items such as
(Price: 40 gold pieces) knives, flashlights, and multitools. (Price: 25 gold
pieces)
82. Tech-Infused Smart Wallet: A high-tech wallet
with integrated Bluetooth tracking, RFID-blocking, 93. Adventure Travel Rolling Luggage: A rugged
and built-in power bank for charging mobile devices. rolling luggage designed for adventurous travels,
(Price: 60 gold pieces) featuring durable wheels and compartments for easy

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Chapter 6 Equipment Hexmaster

organization. (Price: 100 gold pieces) across gaps. Price: 250 gold pieces.

94. Laptop Sleeve: A slim and protective sleeve 4. Invisibility Dust: A pinch of this dust can render the
designed to safeguard laptops or tablets from user invisible for 1 minute. Price: 200 gold pieces per
scratches and minor impacts. (Price: 15 gold pieces) pinch.

95. Gym Shoe Bag: A dedicated shoe bag with a 5. Rope of Climbing: This magical rope extends up to
separate compartment to keep shoes separate from 60 feet in length and can be commanded to move
other items in a gym or travel bag. (Price: 10 gold and climb on its own. Price: 400 gold pieces.
pieces)
6. Slickstone Gloves: These gloves secrete a special
96. Waterproof Document Organizer: A waterproof oil that enhances grip on slippery surfaces, granting
pouch with multiple pockets for storing and protecting advantage on Athletics checks made to climb. Price:
important documents, passports, and cash. (Price: 150 gold pieces.
20 gold pieces)
7. Dimensional Compass: This compass helps
97. Bike Handlebar Bag: A compact bag that navigate through extradimensional spaces, providing
attaches to a bicycle's handlebars, providing advantage on Survival checks to find hidden portals
convenient storage for small items during rides. or shortcuts. Price: 350 gold pieces.
(Price: 30 gold pieces)
8. Elemental Grapnel: A grappling hook that can
98. Solar-Powered Lantern Backpack: A backpack summon elemental energy, allowing the user to
with an integrated solar panel that powers a built-in create temporary handholds or anchors on various
lantern, allowing for renewable and portable lighting. surfaces. Price: 500 gold pieces.
(Price: 80 gold pieces)
9. Spider Boots: These boots allow the wearer to
99. Collapsible Water Bottle: A lightweight and walk on walls and ceilings, mimicking the abilities of
collapsible water bottle that can be easily folded or a spider. They grant advantage on Athletics checks
rolled up for space-saving convenience. (Price: 10 related to climbing. Price: 400 gold pieces.
gold pieces)
10. Stonebreaker Pickaxe: This enchanted pickaxe
100. Carabiner Keychain Organizer: A keychain with can easily break through solid rock, granting
built-in carabiner clips and loops, keeping keys advantage on Strength checks made to break or chip
organized and easily accessible while on the go. away at stone surfaces. Price: 300 gold pieces.
(Price: 5 gold pieces)
11. Void Lantern: This lantern emits a dim light that
D100 Table: Climbing and Exploration pierces through magical darkness and reveals
hidden passages. It grants advantage on
Tools Investigation checks to uncover secret doors or
hidden compartments. Price: 250 gold pieces.
1. Gravity Boots: These specialized boots emit an
anti-gravity field, allowing the wearer to walk on walls 12. Featherfall Cloak: When wearing this cloak, the
and ceilings. They grant advantage on Athletics user can descend from great heights without taking
checks related to climbing. Price: 500 gold pieces. falling damage. Price: 400 gold pieces.
2. Chameleon Cloak: This cloak blends with the 13. Ascension Gloves: These gloves enhance the
surrounding environment, providing advantage on wearer's ability to climb effortlessly. They double the
Stealth checks made to hide in natural surroundings. climbing speed and grant advantage on Athletics
Price: 300 gold pieces. checks made to climb. Price: 500 gold pieces.
3. Grappling Gauntlets: These gauntlets have built-in 14. Echo Stone: This small, resonating stone can be
retractable grappling hooks. They grant advantage thrown to create a temporary duplicate of the user's
on Athletics checks made for climbing or swinging voice. Useful for distractions or ventriloquism. Price:

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Hexmaster Chapter 6 Equipment

50 gold pieces. grants the user the ability to meld into stone surfaces
for a short time, becoming undetectable and immune
15. Shimmering Rope: This rope glimmers with to physical harm. Price: 500 gold pieces.
magical energy, providing resistance to cutting or
burning effects. It cannot be easily severed or 26. Dowsing Rod: This enchanted rod can locate
damaged. Price: 300 gold pieces. nearby sources of water, minerals, or hidden
treasures. It grants advantage on Survival checks
16. Graviton Hammer: This powerful tool allows the made to find valuable resources. Price: 200 gold
user to manipulate gravity in a small area. It can pieces.
create temporary platforms or disrupt foes by altering
their weight. Price: 450 gold pieces. 27. Flask of Eternity: This small flask contains a
magical liquid that can temporarily halt the aging
17. Amulet of Levitation: When worn, this amulet process for one hour when consumed. Price: 200
allows the user to levitate a few inches above the gold pieces.
ground, granting advantage on checks to avoid
pressure-sensitive traps or hazards. Price: 350 gold 28. Shardblade Gauntlets: These gauntlets can
pieces. conjure spectral blades of pure energy, providing
advantage on attack rolls made with unarmed
18. Mirror of Revealing: This handheld mirror reveals strikes. Price: 300 gold pieces.
invisible creatures and objects within 30 feet when
their reflection is captured. Price: 200 gold pieces. 29. Web Weaver's Gloves: These gloves allow the
wearer to shoot strands of sticky webbing, mimicking
19. Quickstep Boots: These boots enhance the the abilities of a spider. They grant advantage on
wearer's speed and agility, granting advantage on Dexterity checks made to escape restraints or
Dexterity checks made to navigate difficult terrain. entangled terrain. Price: 250 gold pieces.
Price: 250 gold pieces.
30. Ring of Telepathy: When worn, this ring allows
20. Translator Stone: When held, this stone grants the user to communicate telepathically with any
the user the ability to understand and speak any willing creature within 60 feet. Price: 400 gold pieces.
language for 1 hour. Price: 150 gold pieces.
31. Luminescent Orb: This small orb emits a gentle
21. Phase Gloves: These gloves allow the wearer to glow, providing bright light in a 10-foot radius and
phase through solid objects for 1 hour. They grant dim light for an additional 10 feet. Price: 100 gold
advantage on Dexterity checks made to squeeze pieces.
through tight spaces or bypass barriers. Price: 400
gold pieces. 32. Veil of Illusion: When worn, this veil grants
advantage on Deception checks and allows the
22. Smokestone: This small gem, when shattered, wearer to cast the disguise self spell once per day.
releases a cloud of thick smoke that obscures vision. Price: 350 gold pieces.
It can be used for stealthy getaways or creating
diversions. Price: 50 gold pieces. 33. Timekeeper's Pocket Watch: This intricate pocket
watch can briefly manipulate time, allowing the user
23. Essence Extractor: This device can extract the to reroll one failed saving throw per long rest. Price:
essence of a slain creature, condensing it into a vial. 450 gold pieces.
The essence can be used for various magical
purposes. Price: 300 gold pieces. 34. Enchanted Grappling Hook: This grappling hook
is enchanted to seek out and latch onto suitable
24. Shadow Cloak: This cloak allows the wearer to surfaces, making it easier to find secure anchor
blend seamlessly with shadows, providing advantage points. It grants advantage on Athletics checks made
on Stealth checks made in dim light or darkness. for climbing or swinging. Price: 200 gold pieces.
Price: 350 gold pieces.
35. Whispering Dagger: This magical dagger vibrates
25. Rockhugger's Pickaxe: This enchanted pickaxe softly when within 30 feet of a hidden or secret door.

905
Chapter 6 Equipment Hexmaster

Price: 150 gold pieces.


47. Shapeshifter's Mask: This mask grants the
36. Sands of Quickening: When sprinkled on an ally wearer the ability to cast the alter self spell once per
or creature, these sands grant them increased speed day, assuming a different humanoid form. Price: 400
and agility for 1 minute, doubling their movement gold pieces.
speed. Price: 300 gold pieces.
48. Searing Sunstone: This magical gem emits a
37. Shadowstep Boots: These boots allow the brilliant light akin to sunlight, dispelling magical
wearer to step into and out of shadows, teleporting darkness and dealing radiant damage to creatures
up to 30 feet as a bonus action. Price: 400 gold vulnerable to sunlight within a 20-foot radius. Price:
pieces. 500 gold pieces.

38. Arcane Compass: This compass points to the 49. Grimoire of Elemental Summons: This enchanted
nearest source of magical energy within a 1-mile book contains instructions and summoning circles for
radius, helping to locate hidden arcane artifacts or summoning elemental creatures. It allows the user to
ley lines. Price: 250 gold pieces. cast the conjure elemental spell once per week.
Price: 450 gold pieces.
39. Shroud of Silence: This magical cloak muffles
sound, granting advantage on Stealth checks made 50. Essence of Levitation: This vial of essence, when
to move silently. Price: 300 gold pieces. consumed, grants the ability to levitate for 10
minutes, allowing the user to hover off the ground.
40. Orb of Planar Guidance: This crystal orb can Price: 300 gold pieces.
reveal information about nearby planar portals or
breaches, providing advantage on Arcana checks 51. Echoing Horn: When blown, this horn creates a
related to planar travel or knowledge. Price: 350 gold deafening sound that can disorient enemies and alert
pieces. allies within a 100-foot radius. Price: 200 gold pieces.

41. Elixir of Featherfall: This potion, when consumed, 52. Goggles of True Sight: These goggles grant the
grants the ability to fall slowly and safely for 1 wearer the ability to see through illusions and
minute, negating falling damage. Price: 200 gold magical disguises, as well as into the Ethereal Plane.
pieces. Price: 350 gold pieces.

42. Goggles of Nightvision: These goggles allow the 53. Time Freeze Amulet: When activated, this amulet
wearer to see in complete darkness as if it were dim freezes time for everyone except the wearer for 10
light. Price: 150 gold pieces. seconds. Price: 500 gold pieces.

43. Stormcaller's Rod: This enchanted rod can 54. Arcane Compass: This compass, when attuned
conjure a localized storm, creating gusts of wind, to a specific creature, constantly points toward their
lightning bolts, or rainstorms at the user's command. location, no matter the distance. Price: 400 gold
Price: 400 gold pieces. pieces.

44. Mirror Shield: This shield is reflective and can be 55. Thieves' Tools of Dimensional Lock: These
used to redirect or bounce back targeted magical or specialized thieves' tools can lock and unlock
energy-based attacks. Price: 300 gold pieces. extradimensional spaces, such as bags of holding or
portable holes. Price: 300 gold pieces.
45. Shardlight Lantern: This lantern emits a soft,
radiant light that damages creatures vulnerable to 56. Potion of Transmutation: This potion, when
radiant damage within a 10-foot radius. Price: 350 consumed, temporarily transmutes the user's body
gold pieces. into a different material, granting resistance to a
specific type of damage. Price: 250 gold pieces.
46. Arcane Rope: This rope can extend or contract at
the user's command, allowing for easy traversal of 57. Spellwrought Locket: This locket can store a
gaps or chasms. Price: 250 gold pieces. single spell of 3rd level or lower. The stored spell can

906
Hexmaster Chapter 6 Equipment

be cast by the wearer as an action. Price: 350 gold


pieces. 68. Arcane Crystal Shard: This crystal shard absorbs
ambient magical energy, allowing the user to cast a
58. Echomask: When worn, this mask allows the cantrip of their choice once per day. Price: 200 gold
wearer to mimic the sounds and voices they have pieces.
heard perfectly, granting advantage on Deception
checks to impersonate others. Price: 200 gold 69. Sands of Illusion: When thrown, these magical
pieces. sands create a minor illusionary effect, such as the
sound of footsteps or the appearance of movement.
59. Harmonic Chime: When struck, this chime emits Price: 100 gold pieces.
a harmonious tone that grants advantage on
Performance checks or can be used to calm hostile 70. Flask of Elemental Resistance: This flask
creatures. Price: 150 gold pieces. contains a potion that grants resistance to a specific
type of elemental damage for 1 hour when
60. Wisp Lantern: This lantern contains a captured consumed. Price: 200 gold pieces.
wisp, emitting a gentle, flickering light that provides
advantage on Wisdom (Perception) checks made in 71. Spectral Cloak: This ethereal cloak grants the
dim light or darkness. Price: 300 gold pieces. ability to become partially incorporeal for 1 hour,
allowing the user to pass through solid objects. Price:
61. Dimensional Lockbox: This small box has an 400 gold pieces.
interior space larger than its exterior, allowing for the
storage of larger items. Price: 400 gold pieces. 72. Essence Extractor: This device can extract the
essence of magical creatures or entities, capturing it
62. Dreamweaver's Quill: When used to write or in a vial for later use in enchantments or spellcasting.
draw, this quill brings the creations to life as illusions Price: 350 gold pieces.
that can be seen and interacted with. Price: 350 gold
pieces. 73. Orb of Divination: When held, this orb provides
glimpses of the future, allowing the user to gain
63. Stormglass Lens: This enchanted lens allows the advantage on Intelligence (Investigation) checks or
user to see through fog, rain, and other weather grant advantage on initiative rolls. Price: 300 gold
conditions as if they were clear, granting advantage pieces.
on Perception checks made in adverse weather.
Price: 250 gold pieces. 74. Chronomancer's Pocket Watch: This intricately
crafted pocket watch allows the user to manipulate
64. Whisperblade: This enchanted blade emits no time to a limited extent, granting advantage on
sound when swung, making it difficult for enemies to initiative rolls and allowing one reroll of a failed
detect the wielder's location. It grants advantage on saving throw per long rest. Price: 450 gold pieces.
Stealth checks made for moving silently. Price: 300
gold pieces. 75. Soulseeker Lenses: These enchanted lenses
allow the wearer to see the faint traces of lingering
65. Orb of Void Sight: When held, this orb grants the souls and ethereal beings, revealing hidden spirits or
ability to see into areas of magical darkness or voids, undead creatures. Price: 350 gold pieces.
as well as creatures hidden within them. Price: 450
gold pieces. 76. Enchanted Rope of Silence: This rope emits a
magical aura that muffles any sound generated
66. Amulet of Planar Resistance: This amulet within a 5-foot radius, granting advantage on Stealth
provides resistance to damage from creatures native checks made while using the rope. Price: 250 gold
to other planes of existence. Price: 350 gold pieces. pieces.

67. Gauntlets of Lockpicking: These gauntlets 77. Ring of Planar Binding: When worn, this ring
enhance the wearer's dexterity and tactile senses, enhances the user's ability to bind and control
granting advantage on checks to pick locks or extraplanar creatures, granting advantage on
disable traps. Price: 300 gold pieces. Charisma checks made to persuade or command

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Chapter 6 Equipment Hexmaster

them. Price: 300 gold pieces. aloud, creates an illusory environment, altering the
appearance and sensory properties of a specific area
78. Echoing Bag: This bag of holding has an for 1 hour. Price: 300 gold pieces.
additional enchantment that creates a faint echo of
any sound made within it, making it difficult to detect 88. Phase Stone: When held, this stone allows the
the bag's contents by sound. Price: 200 gold pieces. user to pass through solid objects as if they were
ethereal, granting advantage on Dexterity (Stealth)
79. Crystal Shard of Telepathy: When attuned, this checks made while moving through barriers. Price:
crystal shard allows the user to communicate 400 gold pieces.
telepathically with any creature they can see within
30 feet. Price: 150 gold pieces. 89. Cursed Compass: This compass always points in
the wrong direction, leading the user to unexpected
80. Enchanted Chalk of Dimensional Marking: This and often bizarre destinations. Price: 150 gold
chalk, when used to draw a symbol or rune, creates pieces.
a temporary dimensional anchor that can be used as
a point of reference or a teleportation marker. Price: 90. Enchanted Climbing Gear: This set of climbing
300 gold pieces. gear is imbued with magic, making it lightweight and
granting advantage on Athletics checks made for
81. Enigma Stone: This small, mysterious stone can climbing. Price: 250 gold pieces.
temporarily disrupt nearby magic, granting
advantage on saving throws against spells or spell- 91. Prismstone: This small, multi-faceted gem emits
like effects. Price: 250 gold pieces. a colorful light that can be used to create
mesmerizing illusions or distract enemies. Price: 200
82. Whispering Scroll: This enchanted scroll gold pieces.
whispers the contents of the spell written on it to the
reader, allowing them to cast the spell without vocal 92. Key of Warding: This enchanted key can
components. Price: 300 gold pieces. temporarily seal or unlock a specific type of magical
or mundane lock, regardless of its complexity. Price:
83. Chronosphere Hourglass: This hourglass can 350 gold pieces.
manipulate the flow of time within a small area.
When activated, it slows or hastens time for 93. Sands of Time: These magical sands can
creatures and objects within a 10-foot radius. Price: reverse time for a small object or area, undoing
400 gold pieces. recent events or restoring objects to their previous
state. Price: 400 gold pieces.
84. Goggles of Elemental Vision: These goggles
allow the wearer to see the elemental composition of 94. Elemental Focus Crystal: This crystal allows the
objects and creatures, granting advantage on user to enhance their spells of a specific elemental
Intelligence (Investigation) checks related to type, increasing their damage or granting other
identifying or understanding elemental properties. beneficial effects. Price: 300 gold pieces.
Price: 350 gold pieces.
95. Illusory Mirror: This mirror creates illusory
85. Spirit Caller's Drum: When played, this reflections, making it difficult for others to discern the
enchanted drum can summon and communicate with true appearance or intentions of the user. Price: 250
benevolent spirits, granting advantage on Charisma gold pieces.
checks made to interact with them. Price: 200 gold
pieces. 96. Harmonic Pendant: This pendant emits soothing
harmonies that can calm aggressive creatures or
86. Gem of Elemental Imprisonment: This gem can create a sense of tranquility in its vicinity. Price: 150
temporarily capture and store an elemental creature, gold pieces.
allowing the user to release it later at their command.
Price: 450 gold pieces. 97. Glyphstone Ring: This ring bears an intricate
glyph that can be activated to create a temporary
87. Scroll of Illusory Terrain: This scroll, when read protective barrier or magical ward. Price: 400 gold

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Hexmaster Chapter 6 Equipment

pieces. dangers. (Price: 70 gold pieces)

98. Shadow Essence Vial: This vial contains a 10. Mirage Goggles - Goggles that provide limited
condensed essence of shadow, which can be used invisibility when worn, rendering the user partially
to create temporary areas of magical darkness or transparent. (Price: 110 gold pieces)
concealment. Price: 300 gold pieces.
11. Firestarter Gauntlets - Gloves that produce a
99. Spellstealer's Gloves: These gloves grant the small flame on command, useful for starting fires.
user the ability to dispel or temporarily suppress (Price: 50 gold pieces)
magical effects with a touch. Price: 350 gold pieces.
12. Solar Shield - A portable shield that can create a
100. The Voidheart Blade: This legendary sword protective dome against harmful solar radiation.
possesses the power to cut through dimensional (Price: 75 gold pieces)
barriers and temporarily open portals to other planes.
It deals 1d4 additional force damage and grants 13. Venomous Blades - A set of daggers coated with
advantage on checks made to damage barriers or a potent poison that can incapacitate foes. (Price: 60
obstructions. Price: 500 gold pieces. gold pieces)

D100 Table: Survival Supplies 14. Rejuvenating Balm - A healing salve that restores
a small amount of hit points when applied to wounds.
(Price: 40 gold pieces)
1. Etheric Canteen - A compact canteen that
magically replenishes any liquid placed inside. 15. Thieves' Toolkit - A compact set of lockpicks,
(Price: 50 gold pieces) wires, and other tools essential for covert activities.
(Price: 30 gold pieces)
2. Elixir of Vigor - A potion that temporarily enhances
strength and endurance. Grants +2 to Strength for 1 16. Crystal Prism - A multifaceted crystal that refracts
hour. (Price: 100 gold pieces) sunlight into vibrant rainbows, potentially blinding
adversaries. (Price: 45 gold pieces)
3. Chrono Compass - A pocket-sized device that
shows the precise time and direction in any plane or 17. Iron Rations - A bundle of nutrient-rich food that
dimension. (Price: 75 gold pieces) can sustain a person for several days. (Price: 25 gold
pieces)
4. Stormcaller Whistle - When blown, this whistle
summons a localized rainstorm, providing fresh 18. Enchanted Bedroll - A comfortable bedroll that
water and obscuring vision. (Price: 40 gold pieces) provides a restful sleep, eliminating fatigue. (Price:
55 gold pieces)
5. Astral Lantern - A magical lantern that emits soft
light in the darkest of places. (Price: 30 gold pieces) 19. Evasive Boots - Boots that make the wearer's
footsteps barely audible, granting advantage on
6. Mystic Rope - This sturdy rope extends or retracts stealth checks. (Price: 70 gold pieces)
at the user's command. (Price: 60 gold pieces)
20. Warding Amulet - An amulet that offers protection
7. Pocket Dimension Satchel - A bag that can hold against harmful magic and curses. (Price: 65 gold
far more items than its size suggests due to a pocket pieces)
dimension contained within. (Price: 80 gold pieces)
21. Grappling Hook Launcher - A device that shoots
8. Shapeshifter Cloak - A cloak that grants limited a grappling hook with a strong, retractable line.
shape-shifting abilities, allowing the wearer to take (Price: 80 gold pieces)
the form of a small animal. (Price: 90 gold pieces)
22. Elemental Goggles - Goggles that allow the
9. Whispering Compass - A compass that guides the wearer to see invisible or ethereal creatures. (Price:
user through treacherous terrain, warning of hidden 45 gold pieces)

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Chapter 6 Equipment Hexmaster

36. Stormcloak - A cloak that grants resistance to a


23. Repelling Charm - A small talisman that repels specific type of elemental damage. (Price: 70 gold
certain types of aggressive creatures. (Price: 35 gold pieces)
pieces)
37. Rebreather Mask - A mask that filters out harmful
24. Traveler's Blanket - A magically lightweight and gases and allows breathing in hazardous
compact blanket that provides warmth in any climate. environments. (Price: 55 gold pieces)
(Price: 25 gold pieces)
38. Celestial Map - A detailed map of the night sky,
25. Silence Stones - Smooth stones that, when providing guidance and knowledge of celestial
activated, create an area of silence around them. events. (Price: 40 gold pieces)
(Price: 40 gold pieces)
39. Elixir of Endurance - A potion that grants
26. Warden's Whistle - A whistle that emits a high- temporary resistance to fatigue and exhaustion.
pitched sound capable of stunning or disorienting (Price: 60 gold pieces)
creatures. (Price: 35 gold pieces)
40. Warding Stones - Smooth stones engraved with
27. Ghostlight Lantern - A lantern that emits a protective symbols, creating a barrier against harmful
ghostly light, revealing hidden spirits and ethereal energies. (Price: 30 gold pieces)
beings. (Price: 60 gold pieces)
41. Enchanted Grappling Gloves - Gloves with
28. Frostbound Bandages - Bandages infused with embedded hooks that aid in climbing and grappling
ice magic, aiding in the healing of wounds and maneuvers. (Price: 50 gold pieces)
reducing swelling. (Price: 50 gold pieces)
42. Echo Stone - A small, resonating stone that
29. Mirage Cloak - A cloak that shimmers and shifts, amplifies sounds, allowing the user to eavesdrop
providing a bonus to Stealth checks. (Price: 70 gold from a distance. (Price: 35 gold pieces)
pieces)
43. Phase Cloak - A cloak that grants limited
30. Enchanted Water Filter - A portable device that etherealness, allowing the wearer to move through
purifies water from any source, removing toxins and solid objects briefly. (Price: 80 gold pieces)
impurities. (Price: 55 gold pieces)
44. Essence Extractor - A device that extracts
31. Enchanted Lenses - A pair of goggles that grant residual magical energy from slain creatures,
darkvision for a limited duration when worn. (Price: creating arcane essence. (Price: 75 gold pieces)
60 gold pieces)
45. Portable Ward - A collapsible shield that projects
32. Flameburst Pouch - A small pouch that, when a protective barrier against harmful spells and
thrown, erupts in a burst of flames, creating a projectiles. (Price: 90 gold pieces)
distraction. (Price: 30 gold pieces)
46. Whisperwind Boots - Boots that muffle the user's
33. Whispering Arrows - Arrows that produce a soft footsteps and grant advantage on Stealth checks in
whispering sound when released, granting natural environments. (Price: 65 gold pieces)
advantage on ranged attacks. (Price: 40 gold pieces)
47. Illusionist's Veil - A thin, transparent veil that
34. Solar Flare Grenades - Grenades that emit grants advantage on Deception checks and blurs the
blinding flashes of light upon impact, disorienting wearer's appearance. (Price: 45 gold pieces)
foes. (Price: 50 gold pieces)
48. Searing Brand - A magical branding iron that
35. Enigmatic Compass - A compass that points cauterizes wounds, preventing bleeding and
toward hidden treasure or valuable artifacts nearby. infections. (Price: 55 gold pieces)
(Price: 85 gold pieces)
49. Tracker's Band - A ring that enhances the

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Hexmaster Chapter 6 Equipment

wearer's tracking abilities, granting advantage on darkness. (Price: 85 gold pieces)


Survival checks. (Price: 50 gold pieces)
63. Whispering Arrows - Arrows that emit a faint,
50. Elemental Ammunition - A set of arrows or bolts soothing hum when fired, calming aggressive
enchanted to deal additional elemental damage upon creatures on hit. (Price: 45 gold pieces)
impact. (Price: 70 gold pieces)
64. Elemental Wardstone - A stone that absorbs and
51. Pocket Sand - A small pouch filled with fine sand stores elemental energy, providing temporary
that can be thrown to blind or distract opponents. resistance to corresponding damage. (Price: 70 gold
(Price: 20 gold pieces) pieces)

52. Mirage Cloak - A cloak that projects illusory 65. Smoke Bomb - A small, throwable device that
duplicates of the wearer, confusing enemies in creates a dense cloud of smoke, obscuring vision
combat. (Price: 80 gold pieces) and facilitating escapes. (Price: 30 gold pieces)

53. Whispering Quiver - A quiver that whispers 66. Arcane Siphon - A handheld device that absorbs
gentle advice on archery and grants +1 to attack rolls and stores magical energy, allowing the user to
with ranged weapons. (Price: 45 gold pieces) replenish spell slots. (Price: 75 gold pieces)

54. Phoenix Feather Charm - A charm that ignites in 67. Quicksilver Cord - A flexible silver cord that can
flames when crushed, providing a source of fire in be shaped and solidified to create temporary bridges
dire situations. (Price: 25 gold pieces) or restraining devices. (Price: 55 gold pieces)

55. Arcane Lantern - A lantern that emits a soft, 68. Essence Vial - A small glass vial that can capture
magical light, revealing hidden enchantments and and store the essence of a defeated creature,
invisible script. (Price: 65 gold pieces) granting limited access to its abilities. (Price: 80 gold
pieces)
56. Shielding Band - A ring that creates a protective
energy shield around the wearer, granting +1 to AC. 69. Phase Crystal - A translucent crystal that, when
(Price: 75 gold pieces) activated, grants temporary intangibility, allowing the
user to pass through solid objects. (Price: 90 gold
57. Blinkstone - A small, enchanted stone that allows pieces)
the user to blink short distances as an evasive
maneuver. (Price: 60 gold pieces) 70. Crystal Elixir - A potion that restores a small
amount of magical energy when consumed. (Price:
58. Thermo-Pack - A compact device that provides 50 gold pieces)
warmth in freezing temperatures, protecting against
frostbite. (Price: 35 gold pieces) 71. Runebound Band - A ring inscribed with
protective runes that grant advantage on saving
59. Enchanted Map - A map that updates in real- throws against spells and magical effects. (Price: 65
time, revealing the locations of nearby creatures and gold pieces)
points of interest. (Price: 90 gold pieces)
72. Graviton Boots - Boots that manipulate gravity,
60. Warding Chalk - A piece of magical chalk that allowing the wearer to walk on walls and ceilings for
creates a temporary ward against unwanted a limited time. (Price: 80 gold pieces)
intrusions or scrying. (Price: 30 gold pieces)
73. Dreamcatcher - A mystical talisman that, when
61. Astral Tent - A compact tent that unfolds into a placed near a sleeping individual, wards off
spacious shelter, complete with a mini-portal to a nightmares and grants peaceful rest. (Price: 40 gold
tranquil astral plane. (Price: 100 gold pieces) pieces)

62. Shadowstep Boots - Boots that allow the wearer 74. Spellguard Cloak - A cloak woven with magical
to teleport short distances in shadows or areas of threads that provide resistance to a specific type of

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Chapter 6 Equipment Hexmaster

spell or magical damage. (Price: 75 gold pieces)


87. Echo Shield - A small, handheld device that
75. Spectral Lantern - A lantern that emits an emits a concussive sound wave, temporarily
ethereal light, revealing hidden undead and stunning nearby creatures. (Price: 75 gold pieces)
phantasmal entities. (Price: 55 gold pieces)
88. Everburning Torch - A torch that never
76. Arcane Lockpicks - Specially crafted lockpicks extinguishes, providing a constant source of light
that grant a bonus to Thieves' Tools checks when without the need for fuel. (Price: 35 gold pieces)
unlocking magically sealed doors. (Price: 70 gold
pieces) 89. Time Dilation Amulet - An amulet that, when
activated, slows down time for the wearer, granting
77. Whisperwind Chimes - Wind chimes that produce advantage on Dexterity saving throws. (Price: 90
a soothing melody, calming aggressive creatures gold pieces)
within earshot. (Price: 40 gold pieces)
90. Enchanted Hiking Boots - Boots that enhance the
78. Tracker's Cloak - A cloak woven with enchanted wearer's endurance and reduce fatigue when
threads that enhance the wearer's tracking abilities, traveling long distances. (Price: 55 gold pieces)
granting advantage on Survival checks. (Price: 60
gold pieces) 91. Shadow Essence Vial - A vial containing a dark,
swirling liquid that grants limited shadow
79. Elemental Extractor - A device that can extract manipulation abilities when consumed. (Price: 80
elemental essences from the environment, gold pieces)
temporarily imbuing weapons with corresponding
damage. (Price: 85 gold pieces) 92. Mirage Band - A ring that creates illusory
duplicates of the wearer, confusing enemies in
80. Arcane Satchel - A bag enchanted to preserve combat. (Price: 70 gold pieces)
and protect magical items within, shielding them from
harmful energy. (Price: 50 gold pieces) 93. Essence Tracker - A small device that detects
and locates nearby sources of magical energy or
81. Dimensional Rope - A rope infused with powerful artifacts. (Price: 65 gold pieces)
dimensional magic, capable of extending or
shortening its length as needed. (Price: 65 gold 94. Enchanted Climbing Gear - A set of gear that
pieces) enhances climbing abilities, granting advantage on
Athletics checks for climbing. (Price: 60 gold pieces)
82. Shadow Veil - A magical veil that grants the
wearer limited invisibility in dim light or darkness. 95. Dimensional Pocket - A small pouch with a
(Price: 60 gold pieces) hidden pocket that exists in a different dimensional
space, providing extra storage capacity. (Price: 75
83. Survivalist's Handbook - A comprehensive guide gold pieces)
containing survival tips, techniques, and knowledge
of flora and fauna. (Price: 25 gold pieces) 96. Searing Torch - A torch enchanted to emit
intense flames, capable of igniting objects on
84. Pyroclasmic Band - A ring that creates a small contact. (Price: 40 gold pieces)
eruption of flames upon impact, dealing fire damage
to the target. (Price: 50 gold pieces) 97. Whisperwind Cape - A lightweight cape that
grants the wearer enhanced agility and grace,
85. Spiritstone - A small stone imbued with spiritual granting advantage on Acrobatics checks. (Price: 60
energy, allowing communication with benevolent gold pieces)
spirits and entities. (Price: 40 gold pieces)
98. Astral Alchemy Kit - A portable kit containing
86. Enchanted Compass - A compass that always alchemical ingredients and tools for brewing potions
points toward the nearest source of fresh water, even and elixirs. (Price: 85 gold pieces)
in arid environments. (Price: 35 gold pieces)

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Hexmaster Chapter 6 Equipment

99. Arcane Augmenter - A device that temporarily Grants +2 bonus to Disguise checks. Price: 80 gold
enhances the power of magical spells and abilities pieces.
when attached to a staff or wand. (Price: 90 gold
pieces) 9. Thief's Grimoire: A small leather-bound book
containing various tricks, tips, and hidden knowledge
100. Elixir of Planar Awareness - A potent potion that for the aspiring thief. Grants +2 bonus to Sleight of
grants temporary knowledge and understanding of Hand checks. Price: 100 gold pieces.
nearby planes and planar energies. (Price: 95 gold
pieces) 10. Vanishing Dust: A pinch of shimmering powder
that, when thrown into the air, envelops the user in a
D100 Table: Lockpicks and Thieves' cloud of invisibility for 1 hour. Grants +2 bonus to
Stealth checks. Price: 200 gold pieces.
Tools
11. Mirage Lenses: A pair of enchanted lenses that
1. Whispering Shadows Lockpicks: Intricately allow the wearer to see through illusions and hidden
designed lockpicks that emit a faint, ethereal glow in passages. Grants +2 bonus to Perception checks
the dark. Grants +2 bonus to Lockpicking checks. related to illusions. Price: 180 gold pieces.
Price: 100 gold pieces.
12. Silentstep Boots: Lightweight boots with sound-
2. Shadowbane Lockpicks: Made from the bones of a dampening enchantments, allowing the wearer to
vengeful spirit, these lockpicks are infused with dark move silently. Grants +2 bonus to Stealth checks.
magic. Ignores any magical wards or enchantments Price: 120 gold pieces.
on locked doors. Price: 200 gold pieces.
13. Muffled Bag: A small bag lined with magically
3. Silent Serpent Picks: Crafted from the fangs of a enhanced materials to suppress sound. Items stored
venomous serpent, these lockpicks allow the user to inside are completely silent, making them
pick locks with utmost silence. Grants +2 bonus to undetectable by hearing. Price: 90 gold pieces.
Stealth checks related to lockpicking. Price: 75 gold
pieces. 14. Serpent's Coil: A coiled wire with a magically
animated tip that can be maneuvered to retrieve
4. Clockwork Tumblers: A set of intricate gears and small items from afar. Grants +2 bonus to Sleight of
tiny springs that can be used to bypass mechanical Hand checks for pickpocketing. Price: 150 gold
locks. Grants +2 bonus to Disable Device checks for pieces.
mechanical locks. Price: 150 gold pieces.
15. Smoke Bomb: A small glass orb filled with
5. Enigma Key: A small, ornate key that can unlock swirling smoke. When shattered, it releases a dense
any non-magical lock. Automatically succeeds on cloud of smoke, obscuring vision and aiding in
Lockpicking checks for mundane locks. Price: 300 escape. Price: 60 gold pieces.
gold pieces.
16. Chameleon Cloak: A finely woven cloak that can
6. Shadowcloak Shroud: A black velvet cloth infused change its color and pattern to match the wearer's
with shadow magic. When draped over the user, they surroundings. Grants +2 bonus to Stealth checks
become partially incorporeal and can bypass related to blending in. Price: 200 gold pieces.
physical barriers. Grants +2 bonus to Escape Artist
checks. Price: 250 gold pieces. 17. Shadowstep Powder: A pouch containing a dark,
shimmering powder. When sprinkled on the ground,
7. Spider's Grasp Gauntlets: Gloves with tiny it creates a temporary shadowy portal, allowing the
retractable hooks and adhesive pads, allowing the user to teleport a short distance. Price: 250 gold
wearer to climb walls and ceilings effortlessly. Grants pieces.
+2 bonus to Climb checks. Price: 120 gold pieces.
18. Eavesdropper's Earpiece: A small magical device
8. Disguise Kit: A collection of makeup, prosthetics, that enhances the user's hearing, allowing them to
and costumes for creating convincing disguises. pick up faint whispers and conversations from a

913
Chapter 6 Equipment Hexmaster

distance. Grants +2 bonus to Perception checks allows the user to communicate with spirits and gain
related to hearing. Price: 150 gold pieces. information or guidance. Price: 150 gold pieces.

19. Spider's Webbing: A spool of magically enhanced 29. Spider Silk Gloves: Gloves woven from the silk of
spider silk that can be used to create makeshift magical spiders, providing the wearer with a delicate
ropes, tripwires, and snares. Grants +2 bonus to touch and enhanced dexterity. Grants +2 bonus to
Survival checks related to traps and bindings. Price: Sleight of Hand checks. Price: 100 gold pieces.
100 gold pieces.
30. Illusionary Decoy: A small, palm-sized device
20. Illusionist's Trinkets: A set of small enchanted that, when activated, creates an illusory duplicate of
trinkets that create minor illusions, distracting guards the user, drawing attention away from their true
and diverting attention. Can be used to gain location. Price: 80 gold pieces.
advantage on Stealth checks. Price: 80 gold pieces.
31. Shadowmeld Cloak: A cloak woven with shadow
21. Shadow Veil: A thin, translucent fabric that, when essence, allowing the wearer to blend seamlessly
draped over the user, grants them a blurry and with shadows, even in brightly lit areas. Grants +2
indistinct appearance, making it harder for enemies bonus to Stealth checks in all lighting conditions.
to target them. Grants +2 bonus to AC against Price: 180 gold pieces.
ranged attacks. Price: 180 gold pieces.
32. Silent Sting Dagger: A finely crafted dagger with
22. Whistler's Gloves: A pair of gloves that produce a thin, retractable needle hidden within the blade.
faint, melodious whistling sounds when the wearer Upon a successful hit, the needle injects a paralyzing
moves, disguising their footsteps. Grants +2 bonus to poison, rendering the target temporarily immobile.
Move Silently checks. Price: 120 gold pieces. Price: 120 gold pieces.

23. Serpent's Tongue: A small vial of enchanted ink 33. Arcane Disguise Kit: A set of magical tools that
that allows the user to write secret messages only can alter the appearance of the user, allowing them
visible when exposed to a specific magical light. to assume a different physical form. Grants +2 bonus
Price: 90 gold pieces. to Disguise checks. Price: 90 gold pieces.

24. Ghost Shard: A small, ethereal crystal that, when 34. Shadowcatcher's Locket: A small locket
touched to a locked object, reveals its keyhole and enchanted to absorb and store ambient shadows.
any hidden mechanisms. Grants +2 bonus to Disable When opened, it releases a concentrated beam of
Device checks for hidden locks. Price: 150 gold darkness that can dispel magical light sources. Price:
pieces. 150 gold pieces.

25. Shadowstep Boots: Boots imbued with shadow 35. Smokeburst Amulet: An amulet that, when
essence that allow the wearer to blend seamlessly activated, creates a sudden burst of smoke in a large
with shadows, making them difficult to detect in low- area, causing confusion and disorientation among
light environments. Grants +2 bonus to Stealth enemies. Price: 200 gold pieces.
checks in dim light. Price: 200 gold pieces.
36. Evasion Boots: Boots imbued with a minor
26. Smoke Pellets: Small, compact pellets that, when enchantment that enhances the wearer's reflexes,
thrown, burst into a cloud of thick, obscuring smoke. allowing them to dodge incoming attacks more
Price: 60 gold pieces. easily. Grants +2 bonus to Reflex saving throws.
Price: 60 gold pieces.
27. Cloak of Distortion: A flowing cloak that creates
an illusion of the wearer's silhouette, making it harder 37. Cloak of Phasing: A shimmering cloak that grants
for enemies to pinpoint their exact location. Grants the wearer the ability to partially phase through solid
+2 bonus to AC against melee attacks. Price: 250 objects for 1 hour, allowing them to move through
gold pieces. walls and barriers. Price: 250 gold pieces.

28. Ghost Whisperer: A small, enchanted amulet that 38. Shadow Essence Vial: A small vial containing a

914
Hexmaster Chapter 6 Equipment

potent extract of shadow essence. When consumed, augmented tool. Price: 250 gold pieces.
the user becomes enveloped in darkness, granting
them temporary invisibility. Price: 150 gold pieces. 48. Arcane Screwdriver Set: A set of finely crafted
screwdrivers infused with enchantments. They
39. Spider Silk Rope: A durable rope woven from the automatically adjust their size and shape to fit any
silk of magical spiders. It is lightweight, nearly screw head, making it easier to disassemble and
invisible, and incredibly strong. Price: 100 gold repair intricate mechanisms. Price: 150 gold pieces.
pieces.
49. Thunderstorm Nail Gun: A pneumatic nail gun
40. Illusory Gems: Small, faceted gems infused with that, upon firing, releases a burst of electrical energy
illusion magic. When activated, they create illusory that drives the nails deeper and provides additional
decoys of the user, confusing enemies and granting structural stability. Price: 100 gold pieces.
advantage on Stealth checks. Price: 80 gold pieces.
50. Illusionary Safety Goggles: A pair of goggles
41. Thunderclap Chainsaw: A powerful chainsaw enchanted with illusion magic. They create an
equipped with a magical amplification device. It emits illusory overlay that enhances the user's perception
a thunderous roar when activated, capable of of their surroundings, granting advantage on Craft
disorienting and intimidating foes. Price: 180 gold (Engineering) checks. Price: 80 gold pieces.
pieces.
51. Flintlock Pick: A specially modified flintlock pistol
42. Arc Welder's Gauntlets: A pair of gauntlets that with a built-in pick attachment. It can be used both as
generate controlled arcs of electricity, allowing the a firearm and a lockpick, combining versatility and
wearer to perform precise and efficient welding firepower. Price: 180 gold pieces.
tasks. Grants +2 bonus to Craft (Metalworking)
checks. Price: 120 gold pieces. 52. Vine Rope: A strong and flexible rope made from
intertwined vines. It is lightweight, durable, and can
43. Plasmatic Jackhammer: A heavy-duty be easily concealed. Price: 120 gold pieces.
jackhammer that harnesses plasma energy, enabling
it to effortlessly break through solid rock and 53. Stone Shims: Thin, flat stones carved to specific
concrete surfaces. Price: 90 gold pieces. sizes that can be used to wedge open doors or
windows silently. Price: 90 gold pieces.
44. Chrono Grinder: A handheld device that utilizes
temporal magic to manipulate time. When activated, 54. Poison Dart Blowpipe: A small, handheld
it accelerates the user's perception, allowing them to blowpipe that can be used to launch poisoned darts
complete tasks in a fraction of the normal time. Price: at unsuspecting targets. Grants +2 bonus to Sleight
150 gold pieces. of Hand checks when using the blowpipe. Price: 150
gold pieces.
45. Hydroblast Pressure Washer: A high-powered
pressure washer that emits a focused stream of 55. Thieve's Mud: A specially formulated mud
water infused with magical energy. It can clean the mixture that, when applied to the hands and feet,
toughest stains and grime with ease. Price: 200 gold enhances grip and traction, allowing for better
pieces. climbing and stealth. Grants +2 bonus to Climb and
Move Silently checks. Price: 200 gold pieces.
46. Precision Laser Cutter: A handheld device that
projects a concentrated laser beam, capable of 56. Firefly Pouch: A small pouch containing
precisely cutting through various materials. Grants enchanted fireflies that emit a soft, magical glow. It
+2 bonus to Craft (Carpentry) checks. Price: 60 gold can be used to provide dim light in dark areas
pieces. without revealing one's presence. Price: 60 gold
pieces.
47. Dynamo Augmenter: A compact device that can
be attached to any power tool, enhancing its 57. Feathered Diversion: A collection of colorful bird
performance and increasing its efficiency. Grants +2 feathers tied together, creating a small handheld
bonus to relevant skill checks when using the object that can be tossed to distract or confuse

915
Chapter 6 Equipment Hexmaster

enemies. Price: 250 gold pieces. substances. It can be used to mask or simulate
scents to confuse or attract certain creatures. Price:
58. Bark Armor: Lightweight armor made from 250 gold pieces.
treated tree bark, providing limited protection while
remaining inconspicuous. Grants +2 bonus to Hide 68. Trap Disabler's Gloves: Gloves woven with
checks in natural environments. Price: 150 gold protective enchantments that provide resistance
pieces. against traps and mechanisms. Grants +2 bonus to
Disable Device checks. Price: 150 gold pieces.
59. Serpent Snare: A simple snare made from coiled
rope and carved wooden triggers, designed to trap 69. Stone Shape Talisman: A small, intricately
and immobilize small creatures. Grants +2 bonus to carved talisman that, when activated, grants the user
Set Trap checks. Price: 100 gold pieces. the ability to reshape stone or earthen surfaces for 1
hour. Price: 100 gold pieces.
60. Illusionary Shadowskin: A thin, translucent skin
that can be applied to the face and hands, altering 70. Illusionary Echo Device: A handheld device that
their appearance and making the user harder to can emit an illusory sound or voice, allowing the user
recognize. Grants +2 bonus to Disguise checks. to distract or mislead enemies, or create echoes to
Price: 80 gold pieces. confuse or locate hidden passages. Price: 80 gold
pieces.
61. Grasp of the Stonecutter: A set of reinforced
gauntlets that provide extra strength and precision 71. Essence Vial: A small vial containing an essence
for breaking through stone walls or rubble. Grants +2 derived from a magical creature or substance. It can
bonus to Strength checks for breaking objects. Price: be used to temporarily enhance one's senses,
180 gold pieces. granting advantage on Perception checks. Price: 180
gold pieces.
62. Illuminating Crystal: A small, radiant crystal that
emits a soft, magical light, illuminating dark areas 72. Glyph Reader's Spectacles: A pair of spectacles
within a limited radius. Price: 120 gold pieces. enchanted with the ability to decipher hidden glyphs
or inscriptions. It reveals hidden messages or
63. Silent Step Boots: Boots equipped with noise- triggers hidden mechanisms. Grants +2 bonus to
dampening soles, allowing the wearer to move Decipher Script checks. Price: 120 gold pieces.
silently and avoid triggering traps. Grants +2 bonus
to Move Silently checks. Price: 90 gold pieces. 73. Web Cutter: A sturdy blade designed specifically
for cutting through thick spider webs or similar sticky
64. Malleable Rope: A rope made from a unique traps. It effortlessly slices through the webbing,
material that can be reshaped and molded, allowing allowing for easy passage. Price: 90 gold pieces.
it to conform to various surfaces and aid in climbing
or traversing obstacles. Price: 150 gold pieces. 74. Antigravity Amulet: An amulet that generates a
localized antigravity field, allowing the wearer to
65. Mapmaker's Compass: A finely crafted compass move freely on walls, ceilings, or other surfaces for a
enchanted with cartographic magic. It helps the user limited time. Price: 150 gold pieces.
create accurate maps of their surroundings by
providing precise directions and measurements. 75. Alchemical Torch: A special torch infused with
Grants +2 bonus to Cartography checks. Price: 200 alchemical substances that produce a brighter and
gold pieces. longer-lasting flame. It provides enhanced
illumination in dark areas. Price: 200 gold pieces.
66. Reveal Dust: A small pouch containing
enchanted dust that, when sprinkled over invisible or 76. Silence Stone: A small stone imbued with silence
hidden objects, reveals their presence temporarily. magic. When placed in a specific location, it creates
Price: 60 gold pieces. a zone of magical silence, muffling sounds and
preventing the casting of spells. Price: 60 gold
67. Tracker's Scent Kit: A collection of vials filled with pieces.
scents extracted from various creatures and

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Hexmaster Chapter 6 Equipment

77. Pathfinder's Compass: A compass enchanted to


always point toward the shortest and safest path to a 86. Echo Chamber: A small, hollow device that
specified destination. It helps guide the user through amplifies sounds, allowing the user to mimic or
complex dungeon layouts or mazes. Price: 250 gold create loud noises, distract enemies, or create
pieces. echoes in cavernous environments. Price: 60 gold
pieces.
78. Relic Satchel: A satchel lined with protective
runes and enchantments, designed to preserve 87. Arcane Lockbreaker: A device with intricate
fragile or valuable artifacts. It prevents deterioration mechanisms and enchantments, specifically
or damage to stored items. Price: 150 gold pieces. designed to disable or unlock magical locks. It grants
+2 bonus to Disable Device checks for magical locks.
79. Crystal Shard Detector: A handheld device that Price: 250 gold pieces.
emits magical pulses, detecting the presence of
crystal shards within a certain range. It helps locate 88. Pathfinder's Boots: Boots enchanted with
hidden or valuable crystals. Price: 100 gold pieces. enhanced mobility, providing the wearer with
increased speed and agility. They grant +10 feet
80. Illusionary Echo Stones: A set of small, movement speed and advantage on Acrobatics
enchanted stones that, when activated, emit illusory checks for jumping. Price: 150 gold pieces.
sounds or voices. They can be strategically placed to
create distractions or deceive enemies. Price: 80 89. Crystal Prism: A multifaceted crystal prism that
gold pieces. refracts light in various directions. It can be used to
create patterns, signals, or light displays to
81. Enchanted Gem Lens: A small, polished communicate with allies or confuse enemies. Price:
gemstone that, when held up to the eye, enhances 100 gold pieces.
the user's vision, allowing them to see magical auras
and detect hidden enchantments. Grants +2 bonus to 90. Illusionary Pocket: A small, enchanted pocket
Spellcraft checks for identifying magical properties. attached to a belt or garment that appears much
Price: 180 gold pieces. larger on the inside, allowing the user to store and
retrieve items of significant size. Price: 80 gold
82. Disguise Master Kit: A comprehensive kit pieces.
containing a variety of disguises, costumes, makeup,
and props. It enables the user to assume different 91. Echoing Whistle: A small, enchanted whistle that
identities and convincingly blend into various emits a piercing sound capable of echoing
environments. Grants +2 bonus to Disguise checks. throughout large areas. It can be used to signal allies
Price: 120 gold pieces. or disorient enemies. Price: 180 gold pieces.

83. Shadow Cloak: A cloak woven with shadow 92. Stealthy Saddle: A specially designed saddle
essence, allowing the wearer to merge and blend with noise-cancelling enchantments, allowing the
seamlessly with shadows. It provides advantage on rider and their mount to move silently. Grants +2
Stealth checks in dim light or darkness. Price: 90 bonus to Move Silently checks while mounted. Price:
gold pieces. 120 gold pieces.

84. Survivalist's Backpack: A specially designed 93. Shimmering Dust: A vial filled with magical dust
backpack that contains essential supplies for survival that, when sprinkled, creates a shimmering aura
in the wilderness or dangerous environments, around the user, providing a temporary bonus to AC
including rations, rope, tools, and protective gear. against ranged attacks. Price: 90 gold pieces.
Price: 150 gold pieces.
94. Stonebreaker Hammer: A heavy hammer infused
85. Elemental Scroll: A scroll containing elemental with earth-shattering enchantments, capable of
runes that, when activated, conjures a temporary breaking through solid stone or collapsing weakened
elemental companion or harnesses elemental structures. Price: 150 gold pieces.
energies for various purposes. Price: 200 gold
pieces. 95. Echoing Lantern: A lantern enchanted with the

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Chapter 6 Equipment Hexmaster

ability to emit a resonating echo of light, illuminating enhances mental focus and provides advantage on
a larger area than a regular lantern. Price: 200 gold Intelligence-based ability checks for 1 hour. - Price:
pieces. 55 gold pieces.

96. Smoke Veil Cloak: A cloak woven with smoke- 6. Essence of Regrowth: A vial of emerald liquid that
infused threads, enabling the wearer to dissipate into accelerates natural healing processes, allowing the
a cloud of smoke and reappear elsewhere within a user to regenerate minor wounds over time. (+1 HP
short distance. Price: 60 gold pieces. per round for 10 rounds) - Price: 70 gold pieces.

97. Mystical Map: A map inscribed with ever- 7. Balm of Protection: An aromatic balm that creates
changing magical runes that update in real-time, a temporary magical barrier, providing a bonus to AC
revealing hidden passages, dangers, or points of for 1 hour. (+2 AC for 1 hour) - Price: 65 gold pieces.
interest within the explored area. Price: 250 gold
pieces. 8. Elixir of Restoration: A potent elixir that removes
curses, diseases, and other harmful magical effects
98. Essence Extractor: A device used to extract and from the user. - Price: 80 gold pieces.
store magical essence from slain creatures or
enchanted items. The essence can be used for 9. Herb of Resilience: A dried herb that grants
various magical purposes or sold to collectors. Price: temporary resistance to poison damage. (+1d6
150 gold pieces. poison resistance for 1 hour) - Price: 45 gold pieces.

99. Crystal Prism Goggles: A pair of goggles fitted 10. Potion of Invigoration: A sparkling potion that
with crystal prisms that refract and enhance light. grants a burst of energy, restoring a small amount of
They provide darkvision or increase the range of stamina and granting advantage on Constitution
darkvision for the wearer. Price: 100 gold pieces. saving throws for 1 hour. - Price: 55 gold pieces.

100. Illusionary Keyring: A set of enchanted keyrings 11. Salve of Elemental Resistance: A versatile salve
that can create illusory duplicates of keys. They can that grants temporary resistance to a randomly
be used to confuse or bypass key-based locks. determined elemental damage type. Roll 1d4: 1)
Price: 80 gold pieces. Fire, 2) Cold, 3) Acid, 4) Lightning. (+1d6 resistance
to the chosen damage type for 1 hour) - Price: 70
D100 Table: Healing Potions and gold pieces.
Medicinal Herbs 12. Elixir of Fortification: A potent elixir that enhances
the user's durability, granting temporary bonus hit
1. Elixir of Vitality: A shimmering potion that instantly points. (+10 temporary hit points for 1 hour) - Price:
restores a small amount of health. (+10 HP) - Price: 75 gold pieces.
50 gold pieces.
13. Herb of Restoration: A rare herb that aids in the
2. Salve of Soothing: A thick herbal salve that grants regeneration of missing body parts. Consuming the
temporary resistance to fire damage. (+1d6 fire herb regrows a lost limb or organ. - Price: 100 gold
resistance for 1 hour) - Price: 75 gold pieces. pieces.

3. Tonic of Revitalization: A bubbling tonic that cures 14. Potion of Antidote: A vial filled with a concoction
fatigue and grants a temporary boost to strength. (+2 that neutralizes poisons and toxins within the body.
Strength for 1 hour) - Price: 60 gold pieces. Drinking it removes the effects of ongoing poison
damage and grants advantage on saving throws
4. Poultice of Swift Recovery: A bandage infused against poison for 1 hour. - Price: 60 gold pieces.
with healing herbs that speeds up natural healing.
Allows the user to recover from injuries at an 15. Tonic of Speed: A potent tonic that enhances the
accelerated rate. - Price: 40 gold pieces. user's agility and speed, granting a temporary
increase to Dexterity. (+2 Dexterity for 1 hour) -
5. Draught of Clarity: A translucent liquid that Price: 65 gold pieces.

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Hexmaster Chapter 6 Equipment

26. Elixir of Shielding: An elixir that creates a


16. Elixir of Serenity: A calming elixir that grants protective barrier around the user, granting
advantage on saving throws against fear and charm temporary resistance to all damage types for 1 hour.
effects for 1 hour. - Price: 50 gold pieces. (+1d6 damage resistance for 1 hour) - Price: 75 gold
pieces.
17. Poultice of Mending: A specialized poultice that
accelerates the natural healing process, allowing the 27. Poultice of Restoration: A potent poultice that
user to heal minor wounds instantaneously. Restores instantly restores a large amount of hit points.
1d6 hit points. - Price: 40 gold pieces. Restores 2d8+2 hit points. - Price: 85 gold pieces.

18. Elixir of Resistance: A potent elixir that provides 28. Tonic of Elemental Affinity: A mystical tonic that
temporary resistance to all damage types for 1 hour. enhances the user's connection to a randomly
(+1d4 damage resistance for 1 hour) - Price: 80 gold determined elemental damage type. Roll 1d4: 1)
pieces. Fire, 2) Cold, 3) Acid, 4) Lightning. Grants +2
damage on spells or attacks of the chosen damage
19. Herb of Restoration: A rare herb with potent type for 1 hour. - Price: 70 gold pieces.
healing properties. Consuming the herb instantly
restores the user to full hit points. - Price: 150 gold 29. Herb of Eternal Vigor: A legendary herb that
pieces. grants eternal youth and vitality. Consuming the herb
bestows a permanent increase of +1 Constitution. -
20. Potion of Vitality: A radiant potion that boosts the Price: N/A (Extremely rare and hard to obtain).
user's maximum hit points for 24 hours. Increases
maximum hit points by 10. - Price: 90 gold pieces. 30. Potion of Renewal: A shimmering potion that
You're welcome! Here are the next 10 entries for the instantly restores the user to full hit points and
D100 table of Healing Potions and Medicinal Herbs: removes any negative status effects. - Price: 120
gold pieces.
21. Salve of Elemental Warding: A potent salve that
provides temporary immunity to a randomly 31. Salve of Warding: A protective salve that grants
determined elemental damage type. Roll 1d4: 1) temporary resistance to all damage types for 1 hour.
Fire, 2) Cold, 3) Acid, 4) Lightning. (Immune to the (+1d4 damage resistance for 1 hour) - Price: 70 gold
chosen damage type for 1 minute) - Price: 100 gold pieces.
pieces.
32. Elixir of Haste: An elixir that quickens the user's
22. Elixir of Evasion: An elixir that enhances the movements, granting an additional action on their
user's reflexes, granting advantage on Dexterity turn for 1 minute. - Price: 80 gold pieces.
saving throws for 1 hour. - Price: 60 gold pieces.
33. Herb of Restoration: A mystical herb with the
23. Herb of Restoration: A legendary herb said to power to reverse the effects of aging. Consuming the
possess the power to restore life. Consuming the herb restores the user's youth, removing physical
herb can resurrect a deceased individual with full hit signs of aging. - Price: 100 gold pieces.
points. - Price: N/A (Extremely rare and hard to
obtain). 34. Potion of Elemental Burst: A potent potion that
infuses the user's attacks with elemental energy.
24. Potion of Endurance: A hearty potion that grants Grants +1d6 additional damage of a randomly
temporary immunity to exhaustion and resistance to determined elemental damage type for 1 hour. Roll
non-magical sources of fatigue for 8 hours. - Price: 1d4: 1) Fire, 2) Cold, 3) Acid, 4) Lightning. - Price: 90
80 gold pieces. gold pieces.

25. Tincture of Invisibility: A transparent tincture that 35. Tonic of Mind Shielding: A tonic that fortifies the
renders the user invisible for a limited duration. user's mind, granting advantage on Wisdom saving
Grants the Invisible condition for 1 minute. - Price: 90 throws for 1 hour. - Price: 60 gold pieces.
gold pieces.
36. Elixir of Restoration: An elixir that instantly

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Chapter 6 Equipment Hexmaster

restores a moderate amount of hit points and hit points, 3d6+3 hit points) - Price: 90 gold pieces.
removes any curses or diseases afflicting the user.
Restores 4d6+4 hit points. - Price: 85 gold pieces. 46. Elixir of Elemental Amplification: A powerful elixir
that enhances the user's elemental magic, granting a
37. Poultice of Enhanced Healing: A specialized temporary increase to spell damage of a randomly
poultice that accelerates natural healing, granting an determined elemental type. Roll 1d4: 1) Fire, 2) Cold,
additional hit dice of healing during a short rest. - 3) Acid, 4) Lightning. Increases spell damage of the
Price: 50 gold pieces. chosen element by +2 for 1 hour. - Price: 100 gold
pieces.
38. Elixir of Elemental Resistance: A potent elixir that
provides temporary resistance to all elemental 47. Poultice of Numbing: A numbing poultice that
damage types for 1 hour. (+1d6 resistance to all grants temporary resistance to non-magical sources
elemental damage for 1 hour) - Price: 95 gold pieces. of pain, providing advantage on Constitution saving
throws against pain-inducing effects for 1 hour. -
39. Herb of Life's Breath: A rare herb said to possess Price: 60 gold pieces.
the essence of life itself. Consuming the herb grants
the user the ability to breathe underwater indefinitely. 48. Elixir of Arcane Shielding: An elixir that forms a
- Price: 75 gold pieces. protective magical barrier around the user, granting
temporary resistance to all spell damage for 1 hour.
40. Potion of Regeneration: A powerful potion that (+1d6 spell damage resistance for 1 hour) - Price: 85
initiates rapid regeneration, restoring a significant gold pieces.
amount of hit points every round for a limited
duration. Restores 5d10 hit points per round for 1 49. Herb of Astral Renewal: A rare herb rumored to
minute. - Price: 150 gold pieces. be a gift from celestial beings. Consuming the herb
grants temporary resistance to radiant damage and
41. Salve of Elemental Infusion: A potent salve that advantage on saving throws against celestial magic
imbues the user's weapon with a randomly for 1 hour. - Price: 80 gold pieces.
determined elemental damage type for 1 hour. Roll
1d4: 1) Fire, 2) Cold, 3) Acid, 4) Lightning. Grants 50. Potion of Eternal Preservation: A legendary
+1d6 additional damage of the chosen elemental potion said to halt the aging process entirely.
type for 1 hour. - Price: 85 gold pieces. Consuming the potion prevents the user from aging
and grants immunity to all age-related effects. -
42. Elixir of Restoration: An elixir that restores the Price: N/A (Extremely rare and hard to obtain).
user's hit points to full and grants temporary
immunity to all diseases for 24 hours. - Price: 120 51. Salve of Resistance: A soothing salve that
gold pieces. provides temporary resistance to a randomly
determined damage type. Roll 1d6: 1) Fire, 2) Cold,
43. Herb of Rejuvenation: A mystical herb that 3) Acid, 4) Lightning, 5) Poison, 6) Radiant. (+1d8
restores vitality and grants temporary advantage on resistance to the chosen damage type for 1 hour) -
saving throws against necrotic damage for 1 hour. - Price: 80 gold pieces.
Price: 70 gold pieces.
52. Elixir of Restoration: An elixir that restores the
44. Potion of Elemental Resistance: A potent potion user's hit points to full, removes any negative
that provides temporary resistance to a randomly conditions, and grants temporary advantage on
determined elemental damage type. Roll 1d4: 1) saving throws against magic for 1 hour. - Price: 130
Fire, 2) Cold, 3) Acid, 4) Lightning. (+1d8 resistance gold pieces.
to the chosen damage type for 1 hour) - Price: 95
gold pieces. 53. Herb of Purification: A sacred herb known for its
cleansing properties. Consuming the herb removes
45. Tonic of Restoration: A revitalizing tonic that any toxins, poisons, and curses from the user's body.
instantly removes any negative status effects, grants - Price: 90 gold pieces.
temporary hit points equal to the user's level, and
restores a small amount of hit points. (+5 temporary 54. Potion of Elemental Absorption: A potent potion

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Hexmaster Chapter 6 Equipment

that grants temporary absorption of a randomly


determined elemental damage type. Roll 1d4: 1) 63. Herb of Transcendence: A mystical herb that
Fire, 2) Cold, 3) Acid, 4) Lightning. Absorbs the grants the user temporary access to extraordinary
chosen damage type and converts it into healing for abilities. The user gains proficiency in all skills,
1 hour. - Price: 110 gold pieces. saving throws, and becomes proficient with all
weapons and armor for 1 hour. - Price: 300 gold
55. Tonic of Elemental Resilience: A fortifying tonic pieces.
that provides temporary immunity to a randomly
determined elemental damage type. Roll 1d4: 1) 64. Potion of Elemental Ascendance: A potent potion
Fire, 2) Cold, 3) Acid, 4) Lightning. (Immune to the that temporarily transforms the user into an
chosen damage type for 1 hour) - Price: 100 gold embodiment of a randomly determined elemental
pieces. damage type. Roll 1d4: 1) Fire, 2) Cold, 3) Acid, 4)
Lightning. While transformed, the user gains
56. Elixir of Arcane Empowerment: An elixir that resistance to all damage types except the chosen
enhances the user's magical abilities, granting a elemental type, and their attacks deal an additional
temporary increase to spell attack rolls and spell 2d10 damage of the chosen element. The
save DC for 1 hour. (+2 to spell attack rolls and spell transformation lasts for 1 minute. - Price: 220 gold
save DC) - Price: 120 gold pieces. pieces.

57. Poultice of Regrowth: A specialized poultice that 65. Tonic of Time Manipulation: A mysterious tonic
stimulates rapid regeneration, allowing the user to that grants the user control over time itself. The user
regrow severed limbs or missing body parts. - Price: gains the ability to take an extra turn immediately
150 gold pieces. after their current turn for the next 3 rounds. - Price:
280 gold pieces.
58. Elixir of Vital Resistance: A powerful elixir that
grants temporary resistance to all damage types for 66. Elixir of Celestial Ascendancy: An elixir that
1 hour. (+1d8 damage resistance for 1 hour) - Price: temporarily grants the user angelic qualities. The
110 gold pieces. user gains flight, radiant damage immunity,
advantage on all saving throws, and resistance to all
59. Herb of Celestial Blessing: A rare herb believed damage for 1 hour. - Price: 350 gold pieces.
to have been touched by celestial beings.
Consuming the herb grants temporary resistance to 67. Poultice of Divine Restoration: A divine poultice
all damage from celestial creatures and advantage that instantly restores the user to full hit points,
on saving throws against celestial magic for 1 hour. - removes any negative conditions or curses, and
Price: 100 gold pieces. grants temporary immunity to all damage, magical
effects, and conditions for 1 minute. - Price: 400 gold
60. Potion of Divine Restoration: A sacred potion that pieces.
instantly restores the user to full hit points, removes
any negative conditions, and grants temporary 68. Elixir of Omniscience: A mystical elixir that grants
immunity to all damage for 1 round. - Price: 200 gold the user vast knowledge and insight. The user gains
pieces. proficiency in all skills, expertise in two skills of their
choice, and advantage on all ability checks for 1
61. Salve of Immortality: An ancient salve said to hour. - Price: 300 gold pieces.
grant temporary immortality to the user. While
applied, the user cannot die or be reduced below 1 69. Herb of Unyielding Vitality: A legendary herb said
hit point. The effect lasts for 1 minute. - Price: N/A to possess unparalleled life force. Consuming the
(Extremely rare and hard to obtain). herb grants the user temporary invulnerability,
making them immune to all damage and conditions
62. Elixir of Absolute Restoration: An elixir that for 1 minute. - Price: N/A (Extremely rare and hard to
instantly restores the user to full hit points, removes obtain).
any negative conditions or curses, and grants
temporary immunity to all damage and magical 70. Potion of Ultimate Restoration: A potion that
effects for 1 minute. - Price: 250 gold pieces. instantly restores the user to full hit points, removes

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Chapter 6 Equipment Hexmaster

any negative conditions or curses, and grants Price: 35 gold pieces.


temporary immunity to all damage, magical effects,
and conditions for 1 hour. - Price: 500 gold pieces. 78. Elixir of Clumsiness: An elixir that, when
consumed, temporarily causes the user to become
71. Silly Slapstick Salve: A comical salve that, when incredibly clumsy. They are prone to tripping,
applied, causes the user to emit a loud honking noise knocking things over, and generally causing comical
whenever they move for the next hour. It doesn't mishaps for the next hour. It's not particularly useful,
have any actual healing properties but provides but it's good for a laugh. - Price: 25 gold pieces.
plenty of entertainment. - Price: 10 gold pieces (It's
more for laughs than actual use). 79. Herb of Ticklishness: A unique herb that, when
touched, triggers an intense tickling sensation in the
72. Elixir of Awkward Dancing: An elixir that, when person handling it. It's a harmless but amusing
consumed, compels the user to break into distraction, especially when used to prank
spontaneous and uncontrollable dance movements unsuspecting individuals. - Price: 15 gold pieces.
for the next 10 minutes. It's an entertaining
distraction but doesn't provide any actual healing 80. Potion of Uncontrollable Laughter: A potion that,
benefits. - Price: 15 gold pieces. when imbibed, induces bouts of uncontrollable
laughter for the next 10 minutes. It's a fantastic way
73. Whimsical Weed of Wild Growth: A peculiar to lighten the mood, but it doesn't provide any actual
weed that, when planted, grows into a small shrub healing benefits. - Price: 20 gold pieces.
covered in colorful flowers that continuously change
shape and emit a delightful scent. It's purely 81. Salve of Temporary Apathy: A peculiar salve
decorative and has no healing properties. - Price: 25 that, when applied, temporarily suppresses all
gold pieces. emotions and dulls the user's senses for 1 hour. It's
ironic for an item in the healing category to have
74. Potion of Hilarious Hiccups: A potion that, when such a numbing effect. - Price: 50 gold pieces.
ingested, causes the user to experience
uncontrollable hiccups accompanied by amusing 82. Elixir of Temporary Weakness: An elixir that,
squeaky sounds for the next hour. It's a good way to when consumed, temporarily lowers the user's
lighten the mood but doesn't provide any healing strength and dexterity scores by 4 for 1 hour. It's
benefits. - Price: 20 gold pieces. ironic that a potion meant to aid in healing weakens
the user instead. - Price: 60 gold pieces.
75. Tonic of Bumbling Brilliance: A tonic that, when
consumed, temporarily enhances the user's 83. Herb of Fleeting Invisibility: A rare herb that,
intelligence but also causes them to speak in an when ingested, grants the user temporary invisibility
excessively verbose and convoluted manner. It may for a mere 6 seconds. It's ironic that an herb
make them sound intelligent, but it can be quite promising invisibility provides such a short-lived
comical to witness. (+2 Intelligence, but the user effect. - Price: 80 gold pieces.
speaks in an overly elaborate and confusing manner
for 1 hour) - Price: 50 gold pieces. 84. Potion of Momentary Confusion: A potion that,
when imbibed, causes the user to experience a brief
76. Elixir of Witty Banter: An elixir that, when moment of confusion before gaining perfect clarity for
imbibed, temporarily grants the user a quick wit and 1 minute. It's ironic that a potion called "confusion"
sharp tongue. They become exceptionally skilled at actually provides clarity. - Price: 70 gold pieces.
coming up with clever comebacks and humorous
one-liners. However, it doesn't provide any actual 85. Tonic of Temporal Regression: A tonic that, when
healing benefits. - Price: 30 gold pieces. consumed, temporarily reverts the user's age by 10
years for 1 hour. It's ironic to use a healing item that
77. Poultice of Laughing Gas: A special poultice that, turns back time but only temporarily. - Price: 90 gold
when applied, releases a cloud of harmless gas that pieces.
induces uncontrollable laughter in anyone within its
vicinity. It's perfect for lighthearted moments and 86. Elixir of Temporary Numbness: An elixir that,
pranks, but it doesn't provide any healing effects. - when imbibed, temporarily numbs the user's senses,

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Hexmaster Chapter 6 Equipment

causing them to be unable to taste or feel physical 94. Potion of Transcendent Speed: A potion that
sensations for 1 hour. It's ironic that a healing elixir grants the user incredible speed, allowing them to
results in temporary loss of sensory experiences. - move at blinding velocities. However, using this
Price: 65 gold pieces. potion causes the user's voice to sound like a high-
pitched chipmunk for the next 24 hours. - Price: 170
87. Poultice of False Strength: A poultice that, when gold pieces.
applied, grants the user a temporary illusion of
strength, making them believe they possess 95. Tonic of Chaotic Healing: A tonic that restores
superhuman abilities. However, it doesn't provide the user to full hit points and grants random
any actual physical enhancements. - Price: 55 gold temporary buffs to their abilities. However, it also
pieces. causes the user's hair to change color randomly
every hour for the next week. - Price: 160 gold
88. Elixir of Illusory Healing: An elixir that, when pieces.
consumed, creates an illusion of being fully healed,
but in reality, it doesn't restore any hit points. It's 96. Elixir of Time Reversal: An elixir that temporarily
ironic that a potion called "healing" doesn't actually reverses the effects of time, allowing the user to redo
heal. - Price: 50 gold pieces. their actions for the past minute. However, after
consuming this elixir, the user experiences a strange
89. Herb of Temporary Wisdom: A rare herb that, phenomenon where they randomly hiccup bubbles
when ingested, temporarily enhances the user's for the next 24 hours. - Price: 190 gold pieces.
wisdom but also makes them prone to making foolish
decisions and impulsive actions for 1 hour. It's ironic 97. Poultice of Elemental Transformation: A
that an herb that boosts wisdom also leads to unwise specialized poultice that grants the user temporary
choices. - Price: 75 gold pieces. resistance to all elemental damage and the ability to
temporarily transform into a random elemental form.
90. Potion of Temporary Invincibility: A potion that, However, after each transformation, the user
when imbibed, makes the user feel invincible and temporarily emits a faint aroma of burnt toast for 24
fearless for 1 hour, despite not actually providing any hours. - Price: 180 gold pieces.
additional protection or defense. It's ironic that a
potion called "invincibility" doesn't actually make the 98. Elixir of Uncontrolled Emotions: An elixir that
user invincible. - Price: 80 gold pieces. heals the user to full hit points and enhances their
emotions, granting them advantage on Charisma-
91. Salve of Euphoric Healing: A potent salve that based checks. However, for the next day, the user
instantly restores the user to full hit points and grants experiences uncontrollable emotional outbursts,
a surge of euphoria. However, for the next 24 hours, switching rapidly between extreme happiness,
the user speaks in rhymes and must express sadness, anger, and other intense emotions. - Price:
themselves solely through poetic language. - Price: 200 gold pieces.
150 gold pieces.
99. Herb of Discordant Restoration: A rare herb that
92. Elixir of Omnipotent Knowledge: An elixir that heals the user to full hit points and temporarily
grants the user unparalleled knowledge and insight increases all ability scores by 2. However, for the
into any subject. However, the user is cursed with next week, the user emits a subtle dissonant sound
the inability to forget anything, causing a constant from their body whenever they move, making it
bombardment of memories and information that can difficult to remain stealthy. - Price: 220 gold pieces.
lead to mental exhaustion. - Price: 200 gold pieces.
100. Potion of Reality Bending: A powerful potion
93. Herb of Indestructible Fragility: A unique herb that grants the user temporary reality-bending
that makes the user temporarily immune to all abilities, allowing them to manipulate the
physical damage. However, during this time, they environment around them. However, after using this
become extremely susceptible to emotional damage, potion, the user's hair turns neon pink for a month,
experiencing heightened sensitivity and vulnerability making them quite noticeable. - Price: 250 gold
to emotional trauma. - Price: 180 gold pieces. pieces.

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Chapter 6 Equipment Hexmaster

Feel free to incorporate these entries into your book, 9. Elixir of Elemental Resistance: This potion grants
adding unique drawbacks to balance their powerful resistance to a specific elemental damage type (fire,
effects. Let me know if you need any further cold, acid, lightning) for 1 hour. Price: 50 gold pieces.
assistance!
10. Essence of Invisibility: A potent elixir that turns
the user invisible for 1 minute. Attacking or casting
D100 Table: Alchemical Substances spells ends the invisibility. Price: 75 gold pieces.
in Maxxia 11. Venomfang Extract: A vial containing a potent
poison derived from the fangs of a deadly serpent.
1. Luminescent Powder: A vial of shimmering powder When applied to a weapon, the next successful
that emits a soft glow when exposed to moonlight. It attack inflicts an additional 2d6 poison damage.
can be used to mark trails or create temporary light Price: 60 gold pieces.
sources. Price: 5 gold pieces.
12. Ethereal Essence: This shimmering liquid grants
2. Shadow Veil Elixir: A small flask containing a black the user the ability to pass through solid objects for 1
liquid. When consumed, the user gains the ability to minute. While phased, the user cannot interact
blend into shadows, granting them advantage on physically with the environment. Price: 80 gold
Stealth checks for 1 hour. Price: 25 gold pieces. pieces.
3. Fireburst Grenade: A spherical vial filled with a 13. Ironskin Tonic: Drinking this tonic temporarily
volatile substance. When thrown, it explodes upon toughens the user's skin, granting them a +2 bonus
impact, releasing a burst of flames in a 20-foot to their Armor Class for 1 hour. Price: 45 gold pieces.
radius. Deals 2d6 fire damage to all creatures in the
area. Price: 50 gold pieces. 14. Shifting Smoke Capsule: When broken, this small
glass orb releases a cloud of dense smoke that
4. Whisperwind Draft: A small vial containing a clear quickly expands to fill a 30-foot radius. The smoke
liquid. When uncorked, a gentle breeze whispers heavily obscures the area, granting advantage on
through the area, muffling sounds and granting Dexterity (Stealth) checks. Price: 25 gold pieces.
advantage on Dexterity (Stealth) checks for 1 hour.
Price: 15 gold pieces. 15. Arcane Resonator: When activated, this small
device emits a faint magical aura. It grants
5. Trollbane Elixir: A potion that grants resistance to advantage on the next Arcana check made within 1
acid damage for 1 hour. It also neutralizes any acid hour. Price: 30 gold pieces.
already on the user's skin or equipment. Price: 30
gold pieces. 16. Mending Salve: A jar of thick, green salve that
instantly repairs minor cuts, bruises, and broken
6. Mirage Dust: A pouch filled with fine, iridescent bones. Applying it grants 2d6+2 hit points. Price: 35
powder. When thrown into the air, it creates illusory gold pieces.
images and sounds, providing advantage on
Deception checks for 1 hour. Price: 10 gold pieces. 17. Enigma Dust: A small pouch filled with fine,
sparkling dust. When sprinkled on an object, it
7. Frozen Heart Potion: Consuming this potion grants makes it appear as a different, random object of
resistance to cold damage for 1 hour. It also grants similar size and shape for 1 hour. Price: 20 gold
advantage on saving throws against effects that pieces.
would freeze or slow the user. Price: 40 gold pieces.
18. Essence of Flight: This potion grants the user a
8. Thunderstrike Vial: A small glass container filled fly speed of 30 feet for 1 hour. Price: 100 gold
with a crackling blue liquid. When thrown, it shatters pieces.
upon impact, creating a loud thunderclap and
potentially deafening nearby creatures. Price: 20 19. Bladewind Elixir: Consuming this elixir grants the
gold pieces. user the ability to make an additional melee attack as
a bonus action for 1 minute. Price: 50 gold pieces.

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Hexmaster Chapter 6 Equipment

for 1 hour. Price: 60 gold pieces.


20. Essence of Time: A mystical vial that, when
consumed, allows the user to reroll any one failed 31. Ghostwalk Elixir: This potion grants the user the
ability check, saving throw, or attack roll. Price: 90 ability to become ethereal for 1 minute, allowing
gold pieces. them to move through solid objects and ignore
difficult terrain. Price: 80 gold pieces.
21. Essence of Healing: This potion restores 3d8+3
hit points when consumed. Price: 40 gold pieces. 32. Pyroburst Powder: When ignited, this powder
explodes into a burst of flames, creating a 20-foot
22. Sparkstone Powder: A pouch containing a fine, radius of fire that deals 2d6 fire damage to all
sparkling powder. When sprinkled on a non-magical creatures within the area. Price: 55 gold pieces.
weapon, it temporarily imbues it with the ability to
deal an additional 1d6 lightning damage on a 33. Elixir of Mind Shielding: Consuming this elixir
successful hit for 1 hour. Price: 30 gold pieces. grants advantage on saving throws against psychic
damage and effects for 1 hour. Price: 45 gold pieces.
23. Elixir of Resistance: This potion grants resistance
to a specific damage type (fire, cold, acid, lightning, 34. Essence of Truth: When ingested, this potion
poison) for 1 hour. Price: 55 gold pieces. grants the user the ability to detect lies and illusions
for 1 hour. They gain advantage on Insight checks
24. Venomguard Balm: Applying this soothing balm and saving throws against illusion spells. Price: 40
to exposed skin grants advantage on saving throws gold pieces.
against poison for 1 hour. Price: 25 gold pieces.
35. Frostbite Serum: A vial of icy blue liquid. When
25. Echo Stone: A small, smooth stone that, when applied to a weapon, the next successful attack
thrown, emits a loud echo, effectively distracting deals an additional 2d6 cold damage and has a
creatures within a 30-foot radius and granting chance to freeze the target, reducing their movement
advantage on Stealth checks for 1 hour. Price: 15 speed by half for 1 round. Price: 65 gold pieces.
gold pieces.
36. Blazing Fury Elixir: Consuming this elixir grants
26. Dreamwalk Draught: Consuming this potion the user the ability to resist fire damage and project
allows the user to enter a deep sleep and experience an aura of intense heat, dealing 1d6 fire damage to
vivid, lucid dreams. They can communicate with creatures within 5 feet for 1 hour. Price: 50 gold
entities or seek knowledge within the dreamscape. pieces.
Price: 70 gold pieces.
37. Thunderstep Draught: Drinking this potion allows
27. Elixir of Agility: Drinking this elixir enhances the the user to teleport up to 30 feet to an unoccupied
user's speed and agility, granting a +10-foot bonus to space they can see, creating a thunderous boom
their movement speed for 1 hour. Price: 35 gold upon arrival. Price: 70 gold pieces.
pieces.
38. Elixir of Animal Friendship: When consumed, this
28. Stormcaller Powder: When ignited, this powder potion grants advantage on Charisma (Animal
creates a miniature lightning storm, striking a target Handling) checks and allows the user to
within 60 feet with a bolt of lightning, dealing 3d6 communicate with animals effectively for 1 hour.
lightning damage. Price: 50 gold pieces. Price: 30 gold pieces.

29. Alchemical Glue: A sticky substance that bonds 39. Webweaver's Thread: A spool of enchanted
objects together. When applied, it creates an spider silk thread. When unraveled and stretched, it
adhesive bond that is difficult to break. Price: 20 gold forms a sticky web that can be used to restrain or
pieces. trap creatures. Price: 25 gold pieces.

30. Viper's Kiss Elixir: Consuming this elixir grants 40. Quicksilver Tonic: Drinking this tonic enhances
the user the ability to deliver a poisonous bite or sting the user's reflexes, granting advantage on Dexterity
attack that deals an additional 2d6 poison damage saving throws for 1 hour. Price: 35 gold pieces.

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Chapter 6 Equipment Hexmaster

energy, dealing 2d6 damage of the corresponding


41. Essence of Elemental Binding: This potion grants element to creatures in a 15-foot radius. Price: 65
resistance to a specific elemental damage type (fire, gold pieces.
cold, acid, lightning) for 1 hour. Additionally, it allows
the user to speak and understand Primordial during 51. Flask of Levitation: This small flask contains a
that time. Price: 60 gold pieces. liquid that, when consumed, allows the user to
levitate up to 20 feet above the ground for 10
42. Siren's Call Elixir: Consuming this elixir grants minutes. Price: 50 gold pieces.
the user a melodic voice that can captivate and
charm others. They gain advantage on Charisma- 52. Echoing Elixir: Drinking this elixir grants the user
based skill checks for persuasion or seduction for 1 the ability to mimic and reproduce any sound they
hour. Price: 50 gold pieces. have heard perfectly for 1 hour. Price: 40 gold
pieces.
43. Thundering Tincture: Applying this liquid to a
melee weapon causes it to emit loud thunderous 53. Blightbane Tonic: Consuming this tonic grants
booms upon striking, dealing an additional 1d6 the user resistance to necrotic damage for 1 hour. It
thunder damage for 1 minute. Price: 40 gold pieces. also has a chance to neutralize minor curses or
diseases affecting the user. Price: 55 gold pieces.
44. Shadowstep Oil: When applied to footwear, this
dark, oily substance grants the user the ability to 54. Flameguard Salve: Applying this salve to the skin
teleport up to 30 feet once per short rest as a bonus grants resistance to fire damage for 1 hour. It also
action. Price: 70 gold pieces. provides protection against intense heat and flames.
Price: 30 gold pieces.
45. Elixir of Clairvoyance: Consuming this elixir
grants the user the ability to see and hear through 55. Gaseous Form Elixir: Consuming this elixir allows
solid objects and up to a range of 60 feet for 10 the user to transform into a gaseous form for up to 1
minutes. Price: 55 gold pieces. hour. While in this form, they can pass through small
cracks and openings but cannot manipulate objects.
46. Spectral Shroud: A small vial filled with a Price: 70 gold pieces.
translucent mist. When released, it envelops the user
in an ethereal shroud, granting them advantage on 56. Essence of Fortune: This potion grants the user
Stealth checks in dim light or darkness for 1 hour. advantage on their next ability check, saving throw,
Price: 25 gold pieces. or attack roll within the next minute. Price: 45 gold
pieces.
47. Infused Haste Elixir: Drinking this elixir grants the
user the effects of the Haste spell for 1 minute, 57. Stormcaster Powder: When ignited, this powder
including increased speed, an additional action, and creates a localized storm above a targeted area. It
advantage on Dexterity saving throws. Price: 90 gold produces strong winds, heavy rain, and lightning
pieces. strikes, dealing 3d6 lightning damage to all creatures
within a 20-foot radius. Price: 60 gold pieces.
48. Radiant Restoration Tonic: Consuming this tonic
instantly restores 3d8+3 hit points and removes one 58. Dreamstone Dust: A small vial filled with
level of exhaustion. Price: 80 gold pieces. shimmering, dreamlike dust. When inhaled, it
induces vivid and prophetic dreams, providing
49. Elixir of Psychic Insight: This potion enhances advantage on Intelligence (Investigation) checks
the user's psychic abilities, granting advantage on related to divination or foresight for 8 hours. Price: 25
Intelligence (Arcana) checks and allowing them to gold pieces.
cast Detect Thoughts once without using a spell slot
for 1 hour. Price: 45 gold pieces. 59. Alchemical Decoy: This small metallic sphere,
when activated, generates illusory duplicates of the
50. Vial of Elemental Essence: A small vial user. The duplicates move and mimic the user's
containing an essence of a specific elemental plane. actions, providing advantage on Dexterity (Stealth)
When broken, it releases a burst of elemental checks and a +2 bonus to AC for 1 minute. Price: 80

926
Hexmaster Chapter 6 Equipment

gold pieces. small device creates a cloud of thick smoke that


heavily obscures the area within a 20-foot radius,
60. Elixir of Mind Control: Consuming this elixir providing advantage on Dexterity (Stealth) checks.
grants the user advantage on Charisma (Persuasion) Price: 20 gold pieces.
checks made to influence the thoughts and actions of
others for 1 hour. Price: 50 gold pieces. 70. Elixir of Transmutation: Consuming this elixir
grants the user the ability to alter their physical form
61. Shadowmeld Elixir: Consuming this elixir allows temporarily. They can change their appearance to
the user to merge with shadows, becoming that of another humanoid creature of similar size for
completely invisible in dim light or darkness for 1 1 hour. Price: 55 gold pieces.
hour. Price: 60 gold pieces.
71. Shimmerleaf Extract: This extract, when applied
62. Serpent's Scale Oil: Applying this oil to armor to plants or soil, causes them to glow softly with a
grants resistance to poison damage for 1 hour. It gentle radiance. It can be used to mark paths or
also provides advantage on saving throws against create natural light sources in dark areas. Price: 25
poison effects. Price: 40 gold pieces. gold pieces.

63. Elixir of Memory Enhancement: This potion 72. Stonebane Tonic: Consuming this tonic grants
enhances the user's memory and mental clarity, the user advantage on Strength (Athletics) checks
granting advantage on Intelligence (History) checks made to break or destroy objects. It also increases
and allowing them to recall specific details and their damage against constructs and stone creatures
information more easily for 1 hour. Price: 35 gold for 1 hour. Price: 40 gold pieces.
pieces.
73. Flameburst Oil: Applying this oil to a weapon
64. Resilient Brew: Consuming this brew grants the allows it to ignite upon contact, dealing an additional
user temporary hit points equal to 2d10 + their 1d6 fire damage and potentially setting flammable
Constitution modifier. These temporary hit points last objects or surfaces ablaze. Price: 30 gold pieces.
for 1 hour. Price: 50 gold pieces.
74. Elixir of Elemental Manipulation: This potion
65. Arcane Disruptor Powder: When thrown, this grants the user the ability to temporarily control and
powder creates a burst of magical interference, shape a small amount of elemental energy (fire,
disrupting spellcasting within a 30-foot radius. It water, earth, or air) within a 10-foot radius for 1
imposes disadvantage on concentration checks and minute. It can be used to extinguish flames, create
spell attack rolls for 1 minute. Price: 45 gold pieces. minor gusts of wind, shape earth, or move small
amounts of water. Price: 50 gold pieces.
66. Essence of Shadowsight: This potion allows the
user to see perfectly in darkness, even magical 75. Frostbite Bomb: When thrown, this specialized
darkness, for 1 hour. Price: 30 gold pieces. alchemical bomb explodes upon impact, creating a
15-foot radius of extreme cold. It freezes the ground
67. Elixir of Elemental Burst: Consuming this elixir and any water, as well as dealing 2d6 cold damage
grants the user the ability to infuse their melee to creatures caught within the blast. Price: 60 gold
attacks with elemental energy. The next successful pieces.
melee attack deals an additional 2d6 damage of a
chosen elemental type (fire, cold, acid, lightning) for 76. Stormcaller Elixir: Consuming this elixir grants
1 minute. Price: 65 gold pieces. the user the ability to summon a localized storm for 1
minute. It creates strong winds, rain, and lightning
68. Nullification Serum: This serum temporarily strikes, providing cover and imposing disadvantage
suppresses magical effects within a 10-foot radius. It on ranged attacks against the user within a 30-foot
cancels ongoing spells, dispels magical barriers, and radius. Price: 80 gold pieces.
negates magical enchantments for 1 minute. Price:
75 gold pieces. 77. Spectral Ink: This enchanted ink, when used to
write or draw, creates temporary illusions or glowing
69. Alchemical Smoke Bomb: When thrown, this symbols that float in the air. The illusions can create

927
Chapter 6 Equipment Hexmaster

distractions or communicate simple messages. Price: creature's legs causes them to become incredibly
35 gold pieces. wobbly and unstable. The affected creature has
disadvantage on Dexterity (Acrobatics) and Strength
78. Disruption Grenade: When thrown, this grenade (Athletics) checks for 1 minute, stumbling and
emits a powerful magical pulse that disrupts magical tripping over themselves hilariously. Price: 40 gold
effects and dispels magical barriers within a 30-foot pieces.
radius. It also inflicts 1d6 force damage to creatures
in the area. Price: 55 gold pieces. 86. Elixir of Unintelligible Speech: Consuming this
elixir temporarily scrambles the user's speech,
79. Alchemical Growth Serum: This serum causing them to speak in a garbled, nonsensical
accelerates plant growth and can be used to rapidly manner. They are unable to effectively communicate
create temporary cover or obstacles, such as thorny verbally for 1 hour, often leading to amusing
bushes or tangled vines, within a 20-foot radius. misunderstandings. Price: 30 gold pieces.
Price: 45 gold pieces.
87. Translucent Burp Powder: When ingested, this
80. Essence of Elemental Fusion: Consuming this powder causes the user's burps to become visible as
elixir allows the user to temporarily merge with an sparkling, colored gas clouds. The user can
elemental force (fire, water, earth, or air). It grants intentionally create amusing and colorful burps that
resistance to the chosen elemental damage type, dissipate harmlessly after a few seconds. Price: 15
immunity to associated environmental effects (e.g., gold pieces.
extreme heat or pressure), and the ability to move
through the corresponding element (e.g., walking 88. Inflato-Potion: Drinking this potion causes the
through fire or swimming through water) for 1 hour. user's body to swell up like a balloon for 1 minute.
Price: 70 gold pieces. They become light and float gently in the air, but their
increased size makes movement difficult. Price: 50
81. Potion of Truthful Inebriation: When consumed, gold pieces.
this potion makes the user intoxicated but completely
incapable of telling a lie. They hilariously blurt out the 89. Elixir of Polymorphic Quackery: This potion
truth, even when it may not be appropriate. Price: 30 randomly transforms the user into various harmless,
gold pieces. comical animals for 1 hour. The transformations are
temporary and amusing, providing no significant
82. Elixir of Bumbling Agility: Drinking this elixir mechanical benefits. Price: 55 gold pieces.
grants the user advantage on Dexterity (Acrobatics)
checks but imposes disadvantage on all other 90. Potion of Endless Hiccups: When consumed, this
Dexterity-based skill checks for 1 hour. Price: 25 gold potion induces a continuous stream of hiccups in the
pieces. user that persists for 1 hour. The hiccups are loud,
erratic, and difficult to control, causing humorous
83. Laughing Gas Vial: When broken, this vial disruptions and social awkwardness. Price: 25 gold
releases a cloud of gas that causes uncontrollable pieces.
laughter in anyone within a 10-foot radius. The
affected creatures double over with laughter, 91. Phoenix's Tear Elixir: Consuming this elixir grants
becoming unable to take any actions for 1 minute. the user the ability to automatically stabilize and
Price: 35 gold pieces. revive from death once, returning with 1 hit point.
Price: 500 gold pieces.
84. Potion of Temporarily Tiny Hands: When
consumed, this potion causes the user's hands to 92. Astral Essence: This rare substance allows the
shrink to one-tenth of their normal size for 1 hour. user to temporarily enter the Astral Plane, granting
Performing delicate tasks or handling items becomes them the ability to traverse it for up to 1 hour. Price:
challenging, resulting in disadvantage on Dexterity- 1,000 gold pieces.
based checks involving manual dexterity. Price: 20
gold pieces. 93. Timekeeper's Elixir: Drinking this elixir grants the
user the ability to manipulate time slightly. They gain
85. Jelly Leg Serum: Applying this serum to a advantage on initiative rolls and can choose to reroll

928
Hexmaster Chapter 6 Equipment

any one attack roll, saving throw, or ability check used in fire-related spells. When used as a spell
once within the next minute. Price: 750 gold pieces. component, it grants advantage on fire spell saving
throws. Price: 200 gold pieces.
94. Eternal Youth Tonic: Consuming this tonic halts
the aging process for the user, effectively granting 3. Dreamroot Extract: A vial of hallucinogenic plant
them eternal youth. Price: 2,500 gold pieces. extract. When consumed, it grants advantage on
Wisdom saving throws against being charmed or
95. Dragon's Breath Elixir: This potion grants the frightened for 1 hour. Price: 75 gold pieces.
user the ability to breathe a cone of elemental energy
(fire, cold, acid, lightning) once per day for 1 minute. 4. Astral Dust: A pinch of fine, glowing powder that
The damage and range of the breath weapon enhances divination spells. Grants a +2 bonus to
depend on the chosen energy type. Price: 1,500 gold spellcasting ability checks when used as a
pieces. component. Price: 100 gold pieces.

96. Philosopher's Stone: This legendary alchemical 5. Shadowglass Shard: A fragment of obsidian
artifact has the power to transmute base metals into infused with shadow magic. Can be used as a spell
gold and grant eternal life. It is one of the most focus to cast spells that create darkness or shadows.
sought-after and expensive substances in the world Price: 150 gold pieces.
of Maxxia. Price: 10,000 gold pieces.
6. Celestial Incense: A bundle of rare herbs and
97. Heart of the Void: This mysterious artifact grants resins that emit a calming, otherworldly scent. When
the user the ability to cast the Plane Shift spell once burned, it grants advantage on Charisma-based skill
per day, allowing them to travel to different planes of checks for 1 hour. Price: 50 gold pieces.
existence. Price: 5,000 gold pieces.
7. Starstone Powder: A powder made from crushed
98. Elixir of Omniscience: Drinking this elixir grants fragments of meteorites. When sprinkled over a
the user unparalleled knowledge and insight. They spellbook, it grants advantage on Intelligence checks
gain proficiency in all skills and can recall information made to recall spell information. Price: 75 gold
from any subject. The effects last for 24 hours. Price: pieces.
3,000 gold pieces.
8. Lunar Nectar: A small vial filled with a luminescent
99. Celestial Essence: This rare essence is distilled liquid that grants advantage on Constitution saving
from the essence of celestial beings, granting the throws against exhaustion for 24 hours when
user temporary divine power. When consumed, it consumed. Price: 200 gold pieces.
bestows the effects of the Divine Favor spell for 1
hour. Price: 2,000 gold pieces. 9. Manticore Barb: A razor-sharp barb harvested
from a manticore's tail. Used as a focus for poison-
100. Voidbreaker Potion: This potent potion grants related spells, it increases poison damage by 1d4.
the user the ability to temporarily negate all magical Price: 100 gold pieces.
effects within a 30-foot radius. It dispels ongoing
spells and suppresses magical barriers for 1 minute. 10. Stormcall Feather: A feather infused with the
Price: 1,500 gold pieces. elemental power of storms. When used as a spell
component for lightning or thunder spells, it
increases damage by 1d6. Price: 150 gold pieces.
D100 Table: Adventuring Gear - Spell
11. Dragon Scale Resin: A sticky resin extracted
Components from dragon scales. When applied to a weapon, it
grants a +1 bonus to damage rolls against dragons.
1. Arcane Crystal: A small, shimmering crystal that Price: 200 gold pieces.
enhances the power of arcane spells. Grants a +1
bonus to spell attack rolls. Price: 50 gold pieces. 12. Feywild Bloom: A vibrant flower plucked from the
Feywild. When consumed, it grants advantage on
2. Phoenix Feather: A rare feather from a phoenix, Dexterity saving throws for 1 hour. Price: 50 gold

929
Chapter 6 Equipment Hexmaster

pieces. attack rolls. Price: 150 gold pieces.

13. Bloodstone Shard: A small, crimson gemstone 23. Lycanthrope Fang: A razor-sharp fang obtained
that resonates with necrotic energy. When used as a from a lycanthrope. When used as a spell
spell component for necromantic spells, it increases component for transformation spells, it increases the
the healing from the spell by 1d4. Price: 75 gold spell's duration by 1 hour. Price: 75 gold pieces.
pieces.
24. Stormcaller's Conch: A conch shell that
14. Emberheart Ember: A glowing ember from the resonates with the power of storms. When blown, it
heart of a fire elemental. Can be used as a spell casts the Thunderwave spell at its lowest level.
focus for fire-related spells, increasing the spell's Price: 200 gold pieces.
range by 30 feet. Price: 100 gold pieces.
25. Phoenix Tear: A single tear shed by a phoenix,
15. Illusionist's Prism: A multifaceted crystal that infused with fiery energy. When used as a spell
enhances illusion spells. When used as a spell component, it grants advantage on fire spell attack
component, it grants advantage on spell save DCs rolls. Price: 100 gold pieces.
for illusions. Price: 150 gold pieces.
26. Astral Salts: A small vial of shimmering salts
16. Voidstone Shard: A fragment of a shattered void harvested from the Astral Plane. When sprinkled
crystal. When used as a spell focus, it allows the over a spellbook, it grants advantage on Intelligence
caster to cast spells without verbal components. checks made to copy spells. Price: 150 gold pieces.
Price: 200 gold pieces.
27. Timebloom Petal: A delicate petal plucked from a
17. Elixir of Elemental Resistance: A small vial time-altering flower. When consumed, it allows the
containing a potent elixir. When consumed, the consumer to reroll one failed saving throw within the
drinker gains resistance to a randomly determined next hour. Price: 75 gold pieces.
elemental damage type for 1 hour. Price: 100 gold
pieces. 28. Wraithroot Extract: A vial of dark liquid distilled
from the essence of wraiths. When applied to a
18. Mindweaver Silk: A strand of shimmering silk weapon, it grants a +1 bonus to attack and damage
spun by telepathic spiders. When tied around the rolls against undead creatures. Price: 200 gold
head, it grants advantage on Intelligence saving pieces.
throws against mind-affecting spells. Price: 150 gold
pieces. 29. Elemental Core: A small, pulsating core
harnessed from an elemental creature. When used
19. Basilisk Gaze Stone: A polished stone carved as a spell component, it increases the spell's
from the eye of a basilisk. When worn as an amulet, damage by 1d6 of the corresponding elemental type.
it grants advantage on Wisdom saving throws Price: 100 gold pieces.
against petrification effects. Price: 75 gold pieces.
30. Illusionist's Glove: A finely crafted glove
20. Feyfire Lantern: A magical lantern that emits a embedded with illusory gems. When worn, it grants
soft, flickering light. It dispels magical darkness in a advantage on Dexterity saving throws against visual-
10-foot radius and reveals invisible creatures or based illusions. Price: 150 gold pieces.
objects within that area. Price: 200 gold pieces.
31. Feyglow Pollen: Luminescent pollen harvested
21. Wyrmwood Bark: A piece of enchanted bark from Feyglow flowers. When sprinkled over a
harvested from the ancient Wyrmwood tree. When spellbook, it grants advantage on Intelligence checks
used as a spell component, it increases the spell's made to decipher magical scripts. Price: 75 gold
duration by 1 round. Price: 100 gold pieces. pieces.

22. Soulstone Fragment: A small shard of a soul- 32. Voidsteel Shard: A jagged shard of void-infused
infused gemstone. When used as a spell focus for steel. When used as a spell focus, it increases the
necromantic spells, it grants advantage on spell spell's range by 60 feet. Price: 150 gold pieces.

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Hexmaster Chapter 6 Equipment

the highest result once per casting. Price: 150 gold


33. Dreamcatcher Orb: A small, ethereal orb that pieces.
captures and stores dreams. When shattered, it
casts the Sleep spell at its lowest level. Price: 100 43. Siren's Scale: A shimmering scale obtained from
gold pieces. a siren. When used as a spell component for
enchantment spells, it increases the spell's duration
34. Enigma Shard: A fragment of a crystalline puzzle by 1 hour. Price: 75 gold pieces.
box. When used as a spell component, it grants
advantage on spellcasting ability checks to bypass 44. Arcane Compass: A small, enchanted compass
magical barriers or locks. Price: 200 gold pieces. that points towards the nearest magical source or
object. Price: 200 gold pieces.
35. Elemental Essence: A vial filled with a swirling,
elemental essence. When consumed, it grants 45. Moonshadow Dust: Fine dust collected from
resistance to a randomly determined elemental moonlit forests. When used as a spell component, it
damage type for 1 hour. Price: 100 gold pieces. grants advantage on Stealth checks made in dim
light or darkness. Price: 100 gold pieces.
36. Feywhisper Feather: A translucent feather
imbued with the whispers of the Feywild. When used 46. Radiant Sunstone: A radiant gemstone that emits
as a spell component, it grants advantage on a warm, soothing light. When used as a spell focus, it
Charisma saving throws against enchantment spells. grants advantage on saving throws against spells
Price: 150 gold pieces. that deal radiant damage. Price: 150 gold pieces.

37. Gorgon's Gaze Stone: A polished stone carved 47. Serpent's Eye: A preserved eye of a mystical
from the eye of a gorgon. When worn as an amulet, it serpent. When worn as a pendant, it grants
grants advantage on Constitution saving throws advantage on Wisdom saving throws against charm
against petrification effects. Price: 75 gold pieces. effects. Price: 75 gold pieces.

38. Arcane Inkwell: A magical inkwell that 48. Ephemeral Elixir: A translucent vial containing a
replenishes itself when used to scribe spells. When magical elixir. When consumed, it grants the ability to
used, it grants advantage on Intelligence checks levitate for 1 hour. Price: 200 gold pieces.
made to copy spells into a spellbook. Price: 200 gold
pieces. 49. Elemental Resonator: A small handheld device
that resonates with elemental energy. When used as
39. Elemental Binding Stone: A small, rune-inscribed a spell focus, it grants advantage on spell attack rolls
stone used to bind and control elemental creatures. against creatures resistant to the spell's damage
When used as a spell focus, it grants advantage on type. Price: 100 gold pieces.
spell attack rolls against elementals. Price: 100 gold
pieces. 50. Crystalized Mana: A crystal infused with pure
arcane energy. When used as a spell component, it
40. Shadowfang Fang: A sharp fang taken from a allows the caster to reroll one spell damage die and
creature of shadow. When used as a spell choose the higher result. Price: 150 gold pieces.
component for shadow magic spells, it increases the
spell's damage by 1d6 necrotic damage. Price: 150 51. Feybloom Petal: A vibrant petal from a Feybloom
gold pieces. flower. When used as a spell component, it grants
advantage on Constitution saving throws against
41. Starlight Gem: A small gemstone infused with spells that inflict the poisoned condition. Price: 75
celestial energy. When used as a spell component, it gold pieces.
grants advantage on spell attack rolls against
undead creatures. Price: 100 gold pieces. 52. Ethereal Crystal: A translucent crystal that
resonates with the ethereal plane. When used as a
42. Chaos Shard: A fragment of a shattered Chaos spell focus, it grants advantage on spellcasting ability
Crystal. When used as a spell focus, it allows the checks to detect or interact with ethereal creatures or
caster to roll an additional damage die and choose objects. Price: 200 gold pieces.

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Chapter 6 Equipment Hexmaster

remnants of a creature touched by the Shadowfell.


53. Astral Shard: A fragment of astral energy bound When used as a spell component, it grants
within a crystalline casing. When used as a spell advantage on spell attack rolls against undead or
component, it allows the caster to cast the spell as if creatures from the Shadowfell. Price: 150 gold
they were on the Astral Plane. Price: 100 gold pieces.
pieces.
63. Astral Opal: A gemstone infused with the
54. Dreamcatcher Webbing: A silvery strand of essence of the Astral Plane. When used as a spell
webbing harvested from a dreamcatcher spider. focus, it grants advantage on Intelligence saving
When used as a spell component, it grants throws against spells that manipulate thoughts or
advantage on Wisdom saving throws against sleep memories. Price: 75 gold pieces.
or charm effects. Price: 150 gold pieces.
64. Stormcaller's Staff: A finely crafted staff infused
55. Thunderstone: A stone infused with the raw with the power of storms. When used as a spell
power of thunderstorms. When used as a spell focus, focus for lightning or thunder spells, it increases the
it grants advantage on spell attack rolls for thunder- spell's damage by 1d6. Price: 200 gold pieces.
related spells. Price: 100 gold pieces.
65. Celestial Quill: A quill feather from a celestial
56. Enchanted Prism: A small prism that refracts bird. When used as a spell component for divine
magical energy. When used as a spell component, it magic, it grants advantage on Wisdom saving throws
grants advantage on spellcasting ability checks against spells cast by evil creatures. Price: 100 gold
made to overcome spell resistance. Price: 150 gold pieces.
pieces.
66. Elemental Flask: A small flask containing
57. Feyglow Mushroom Spores: Bioluminescent elemental essence. When opened, it creates a 10-
spores harvested from Feyglow mushrooms. When foot cube of elemental energy corresponding to the
released, they create a soft, glowing light in a 10-foot flask's type (fire, water, air, earth) that lasts for 1
radius for 1 hour. Price: 75 gold pieces. minute. Price: 150 gold pieces.

58. Resonating Stone: A small stone that resonates 67. Ghostlight Lantern: A lantern that emits an eerie,
with the ambient magic in the area. When held, it ghostly light. When lit, it allows the bearer to see
grants advantage on saving throws against spells invisible creatures within a 30-foot radius. Price: 75
cast by creatures within 30 feet. Price: 200 gold gold pieces.
pieces.
68. Spellbane Crystal: A crystal infused with anti-
59. Arcane Siphon: A delicate, arcane device used to magic properties. When held, it grants advantage on
draw magical energy. When used as a spell focus, it saving throws against spells and spell-like effects.
allows the caster to regain 1 expended spell slot of Price: 200 gold pieces.
the highest level they can cast once per day. Price:
100 gold pieces. 69. Alchemist's Retort: A small, glass apparatus used
in alchemical processes. When used as a spell focus
60. Crystalline Ward: A small, transparent crystal that for transmutation spells, it grants advantage on spell
protects against scrying and divination magic. When attack rolls. Price: 100 gold pieces.
placed near the target, it grants advantage on saving
throws against divination spells. Price: 150 gold 70. Prismatic Shard: A fragment of a prismatic crystal
pieces. that contains the essence of multiple magical
energies. When used as a spell component, it allows
61. Essence of Eternity: A vial containing a the caster to roll an additional damage die of a
shimmering liquid that slows the effects of time. random damage type (acid, cold, fire, force, lightning,
When consumed, it grants advantage on Dexterity necrotic, poison, radiant, or thunder). Price: 150 gold
saving throws for 1 minute. Price: 100 gold pieces. pieces.

62. Shadowtouched Ash: Ashes collected from the 71. Memory Loom Thread: A silvery thread infused

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Hexmaster Chapter 6 Equipment

with the essence of forgotten memories. When emits a pulse that disrupts ongoing spells and
woven into a spell, it allows the caster to choose one magical effects within a 30-foot radius. Price: 100
additional target for the spell. Price: 200 gold pieces. gold pieces.

72. Chaos Ember: A small, flickering ember that 81. Rubber Chicken Feather: A brightly colored
contains the chaotic essence of Limbo. When used feather from a magical rubber chicken. When used
as a spell component, it causes the spell's effects to as a spell component, it emits a comical "boing"
manifest in unpredictable ways, rolling on a Wild sound, distracting enemies and imposing
Magic Surge table. Price: 100 gold pieces. disadvantage on their next attack roll. Price: 75 gold
pieces.
73. Whispering Conch: A seashell that captures the
whispers of distant realms. When held to the ear, it 82. Squirting Flower: A small flower that squirts water
grants the ability to understand and speak a random when squeezed. When used as a spell component, it
exotic language for 1 hour. Price: 150 gold pieces. creates a harmless spray of water as part of the
spell's effects. Price: 50 gold pieces.
74. Arcane Dust of Reversal: A vial of fine,
shimmering dust that disrupts magical energies. 83. Confetti Cannon: A miniature cannon that shoots
When sprinkled over a target, it reverses the effects a burst of colorful confetti. When fired as part of a
of the next spell or magical effect that affects them. spell, it adds a festive flair to the spell's visual effects.
Price: 75 gold pieces. Price: 100 gold pieces.

75. Ethereal Spider Silk: An ethereal strand of spider 84. Clown Nose: A bright red, oversized nose worn
silk spun by interplanar spiders. When woven into a by clowns. When squeezed, it emits a loud honking
spell, it allows the caster to target creatures on the sound that startles nearby creatures, granting
Ethereal Plane with the spell. Price: 200 gold pieces. advantage on the next Charisma-based skill check.
Price: 25 gold pieces.
76. Chronomancer's Hourglass: A small hourglass
filled with swirling sands. When turned upside down, 85. Whoopee Cushion: A deflated cushion that
it grants the ability to cast a spell from the past, using produces a flatulent noise when sat upon. When
a spell slot of the appropriate level. Price: 100 gold used as a spell component, it creates a harmless
pieces. noise that can distract or amuse targets. Price: 50
gold pieces.
77. Mimic's Mimicry: A preserved mimic's pseudopod
that mimics the appearance of a different spell 86. Feather Duster: A fluffy duster used for cleaning.
component. When used in place of the original When used as a spell component, it adds a touch of
component, it increases the spell's potency, granting whimsy to the spell's visual effects, leaving a trail of
a +2 bonus to spell attack rolls or saving throw DC. shimmering sparkles in its wake. Price: 25 gold
Price: 150 gold pieces. pieces.

78. Dreamweaver's Tear: A crystalline tear shed by a 87. Banana Peel: A slippery banana peel that causes
powerful dreamweaver. When used as a spell anyone stepping on it to make an Acrobatics check
component, it allows the caster to enter the to avoid falling prone. When used as a spell
dreamscape and affect the dreams of the target. component, it creates a magically animated banana
Price: 75 gold pieces. peel that functions as a caltrop. Price: 10 gold
pieces.
79. Eldritch Sigil Stone: A stone inscribed with an
ancient, intricate sigil. When used as a spell focus, it 88. Comedy Mask: A mask that resembles a smiling
grants the ability to cast a spell of a higher level once or frowning face, often used by actors. When worn
per day, using a spell slot of the appropriate level. as a spell component, it grants advantage on
Price: 200 gold pieces. Charisma checks made to influence or entertain
others. Price: 50 gold pieces.
80. Arcane Resonator: A resonating crystal that
harmonizes with magical energy. When activated, it 89. Joy Buzzer: A small, harmless device that

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Chapter 6 Equipment Hexmaster

delivers a mild electric shock when shaken hands containing a swirling mist that represents the
with. When used as a spell component, it releases a convergence of multiple planes. When used as a
harmless jolt of electricity as part of the spell's spell component, it allows the caster to cast the spell
effects. Price: 25 gold pieces. as if they were one spellcasting level higher. Price:
3,000 gold pieces.
90. Rubber Duck: A small, squeaky toy duck. When
used as a spell component, it emits a quacking 99. Primordial Essence: A small vial containing a
sound that can startle or distract targets. Price: 10 drop of primordial essence, the raw energy of
gold pieces. creation. When used as a spell component, it grants
the ability to cast the spell without any material
91. Essence of the Astral Leviathan: A vial containing components. Price: 10,000 gold pieces.
a drop of essence extracted from the astral leviathan.
When used as a spell component, it grants the ability 100. Orb of Omniarcana: A legendary artifact that
to cast the spell as if it were one spell level higher. harnesses the essence of all magic. When used as a
Price: 1,000 gold pieces. spell focus, it grants the ability to cast any spell of 6th
level or lower once per day, regardless of class
92. Diamond of Infinite Brilliance: A flawless diamond restrictions. Price: 50,000 gold pieces.
infused with boundless radiance. When used as a
spell focus, it grants a +2 bonus to spell attack rolls D100 Table: Magical Scrolls and
and increases the spell's damage by 2d6. Price:
5,000 gold pieces.
Books

93. Phoenix Feather Quill: A quill made from a 1. Scroll of Arcane Barrier: A scroll inscribed with
phoenix feather, with a never-ending ink supply. protective runes that creates a shimmering barrier
When used as a spell component, it allows the caster around the caster. Grants a +2 bonus to AC for 1
to cast the spell without expending a spell slot once hour. Price: 200 gold pieces.
per day. Price: 2,500 gold pieces.
2. Book of Shadows: A tome filled with dark rituals
94. Dragonheart Amulet: An amulet containing a and forbidden knowledge. Allows the reader to learn
fragment of a dragon's heart. When worn, it grants a new necromantic spell. Price: 500 gold pieces.
advantage on saving throws against spells and
magical effects, as well as resistance to the damage 3. Scroll of Elemental Fury: Unleashes a torrent of
type associated with the dragon's breath weapon. elemental energy, dealing 3d6 damage to all
Price: 10,000 gold pieces. creatures within a 20-foot radius. Price: 800 gold
pieces.
95. Celestial Tear Crystal: A crystal teardrop shed by
a celestial being. When used as a spell component, it 4. Book of Illusions: Teaches the secrets of creating
allows the caster to add their Charisma modifier to lifelike illusions. Allows the reader to learn a new
the spell's damage rolls or healing effects. Price: illusion spell. Price: 350 gold pieces.
7,500 gold pieces.
5. Scroll of Teleportation: Enables the caster to
96. Rune-Engraved Spellbook: A spellbook adorned teleport to a familiar location instantly. Price: 600
with intricate, enchanted runes. When used to gold pieces.
prepare spells, it grants the caster an additional spell
slot of each level they can cast. Price: 8,000 gold 6. Tome of Ancient Lore: Contains forgotten
pieces. knowledge about Maxxia's history. Grants advantage
on History checks for one week. Price: 400 gold
97. Starfire Gem: A rare gemstone infused with the pieces.
essence of a star. When used as a spell component,
it increases the spell's range, area of effect, or 7. Scroll of Enfeeblement: Weakens a target,
duration by 50%. Price: 5,000 gold pieces. reducing their Strength score by 4 for 1 minute.
Price: 250 gold pieces.
98. Essence of Planar Convergence: A vial

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Hexmaster Chapter 6 Equipment

8. Book of Elemental Conjuring: Unlocks the ability to


summon and control minor elemental creatures. 20. Tome of Astral Projection: Teaches the art of
Allows the reader to learn a new conjuration spell. projecting one's consciousness into the astral plane.
Price: 550 gold pieces. Allows the reader to learn a new astral projection
spell. Price: 550 gold pieces.
9. Scroll of Restoration: Removes one level of
exhaustion and cures minor ailments. Price: 350 gold 21. Scroll of Banishment: Forces a targeted
pieces. extraplanar creature to return to its native plane.
Price: 700 gold pieces.
10. Tome of Transmutation: Reveals the secrets of
transforming matter. Allows the reader to learn a new 22. Book of Elemental Infusion: Enhances the user's
transmutation spell. Price: 400 gold pieces. weapon with elemental energy, granting additional
damage of a chosen elemental type for 1 hour. Price:
11. Scroll of Time Stop: Temporarily freezes time for 450 gold pieces.
everyone except the caster for 1d4+1 rounds. Price:
900 gold pieces. 23. Scroll of Dimension Door: Instantly transports the
caster and up to one willing creature to a location
12. Book of Celestial Summoning: Enables the within 500 feet. Price: 600 gold pieces.
reader to call forth celestial beings to aid them in
battle. Allows the reader to learn a new summoning 24. Book of Elemental Control: Bestows temporary
spell. Price: 600 gold pieces. mastery over an element, granting immunity to a
chosen elemental damage type for 1 minute. Price:
13. Scroll of Disintegration: Unleashes a powerful 800 gold pieces.
beam of energy that disintegrates objects and
creatures. Deals 10d6 damage to a single target. 25. Scroll of Petrification: Temporarily turns the
Price: 1,200 gold pieces. target into stone for 1 minute, rendering them
immobile and indestructible. Price: 900 gold pieces.
14. Book of Shadowsight: Grants the ability to see
through magical illusions and perceive hidden truths. 26. Tome of Ethereal Manipulation: Unlocks the
Allows the reader to learn a new divination spell. ability to phase through solid objects and traverse
Price: 450 gold pieces. the Ethereal Plane. Allows the reader to learn a new
ethereal spell. Price: 550 gold pieces.
15. Scroll of Polymorph: Transforms the target into a
different creature of the same challenge rating. Price: 27. Scroll of Mirror Image: Creates illusory duplicates
700 gold pieces. of the caster, making it harder for enemies to land
attacks. Price: 350 gold pieces.
16. Tome of Forbidden Curses: Contains dark curses
that can afflict enemies with misfortune and suffering. 28. Book of Elemental Amplification: Augments the
Allows the reader to learn a new curse spell. Price: user's elemental spells, increasing their damage
500 gold pieces. output by 50% for 1 hour. Price: 700 gold pieces.

17. Scroll of Featherfall: When activated, slows the 29. Scroll of Charm Person: Temporarily charms a
descent of the user and prevents fall damage for 1 humanoid creature, making them friendly and open
minute. Price: 150 gold pieces. to suggestions. Price: 300 gold pieces.

18. Book of Elemental Resistance: Provides 30. Tome of Planar Binding: Provides the knowledge
resistance to a chosen elemental damage type for 1 to bind an extraplanar creature to the caster's
hour. Price: 400 gold pieces. service. Allows the reader to learn a new planar
binding spell. Price: 600 gold pieces.
19. Scroll of Mind Control: Allows the caster to
temporarily dominate the mind of a target creature, 31. Scroll of Elemental Burst: Unleashes a powerful
forcing them to obey commands. Price: 800 gold explosion of elemental energy, dealing 6d6 damage
pieces. to all creatures within a 30-foot radius. Price: 1,000

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Chapter 6 Equipment Hexmaster

gold pieces. back to life, restoring them to full health. Price: 1,500
gold pieces.
32. Book of Shadowstep: Teaches the technique of
teleporting from one shadow to another, allowing the 44. Book of Arcane Mastery: Enhances the reader's
user to move short distances instantly. Price: 400 magical abilities, increasing their spellcasting ability
gold pieces. score by 2 points for 24 hours. Price: 900 gold
pieces.
33. Scroll of Planar Shift: Opens a temporary rift to
another plane, allowing the caster and their allies to 45. Scroll of Reality Warp: Temporarily alters the
step through. Price: 800 gold pieces. fabric of reality, allowing the caster to reshape the
environment to their liking for 1 minute. Price: 1,200
34. Book of Arcane Disruption: Disrupts the flow of gold pieces.
magic in an area, suppressing all ongoing spells and
magical effects for 1 minute. Price: 550 gold pieces. 46. Tome of Mind Control: Unlocks the ability to
control the minds of multiple creatures
35. Scroll of Dominate Monster: Enables the caster simultaneously, commanding them as puppets.
to temporarily control the mind of a powerful Price: 1,500 gold pieces.
creature, commanding it to obey their will. Price:
1,200 gold pieces. 47. Scroll of Eternal Flame: Conjures a perpetual
flame that never extinguishes, providing a constant
36. Tome of Elemental Ascendancy: Grants light source and warmth. Price: 600 gold pieces.
temporary mastery over all four elements, allowing
the user to cast elemental spells of their choice 48. Book of Elemental Devastation: Empowers the
regardless of their class. Price: 1,500 gold pieces. user's elemental spells, increasing their damage
output by 100% for 1 hour. Price: 1,200 gold pieces.
37. Scroll of Forcefield: Creates a resilient forcefield
around the caster, granting resistance to all damage 49. Scroll of Spell Absorption: Creates a temporary
for 1 minute. Price: 900 gold pieces. magical barrier around the caster, absorbing the next
three hostile spells targeted at them. Price: 800 gold
38. Book of Soulbinding: Enables the reader to bind pieces.
a willing soul to an object, creating a sentient magical
item. Price: 700 gold pieces. 50. Tome of Forbidden Knowledge: Contains ancient
and forbidden secrets that can unravel the very fabric
39. Scroll of Time Rewind: Reverses time for a brief of reality. Grants the reader a new forbidden spell,
moment, allowing the caster to undo their most but at great risk. Price: 1,500 gold pieces.
recent action. Price: 400 gold pieces.
51. Scroll of Meteor Storm: Calls forth a barrage of
40. Tome of Divine Intervention: Provides insights flaming meteors that rain down on a designated
into the workings of the gods, granting advantage on area, dealing 10d6 fire damage to all creatures within
Religion checks and the ability to call upon a deity for a 60-foot radius. Price: 1,800 gold pieces.
aid once per week. Price: 800 gold pieces.
52. Book of Lightning Bolt: Unleashes a massive bolt
41. Scroll of Elemental Fury: Unleashes a of lightning, dealing 8d8 lightning damage in a
devastating wave of elemental energy, dealing 8d6 straight line up to 100 feet long and 5 feet wide.
damage to all creatures in a 40-foot cone. Price: Price: 1,200 gold pieces.
1,200 gold pieces.
53. Scroll of Blight: Drains the life force from a target
42. Book of Astral Projection: Allows the reader to creature, dealing 8d8 necrotic damage and reducing
project their consciousness into the Astral Plane, their maximum hit points by the same amount. Price:
gaining the ability to travel across different planes of 1,400 gold pieces.
existence. Price: 1,000 gold pieces.
54. Book of Chain Lightning: Releases a bolt of
43. Scroll of Resurrection: Brings a dead creature lightning that arcs between multiple targets, dealing

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Hexmaster Chapter 6 Equipment

6d10 lightning damage to up to three creatures within 65. Scroll of Tempest: Summons a violent storm of
30 feet of each other. Price: 1,500 gold pieces. wind and lightning, dealing 8d8 lightning damage and
4d6 bludgeoning damage to all creatures in a 30-foot
55. Scroll of Hellfire: Summons a swirling inferno radius. Price: 1,800 gold pieces.
from the depths of the Nine Hells, engulfing a 40-foot
radius area and dealing 12d6 fire damage to all 66. Book of Shadow Bolt: Fires a bolt of pure
creatures within it. Price: 2,000 gold pieces. darkness that engulfs the target, dealing 10d8
necrotic damage. Price: 1,600 gold pieces.
56. Book of Disintegration: Unleashes a ray of
destructive energy that obliterates its target, dealing 67. Scroll of Meteoric Strike: Summons a massive
10d6 force damage. If the target is reduced to 0 hit meteor that crashes down upon a designated area,
points, it is disintegrated, leaving behind only a pile dealing 12d10 fire damage to all creatures within a
of dust. Price: 1,800 gold pieces. 60-foot radius. Price: 2,200 gold pieces.

57. Scroll of Acid Rain: Conjures a storm of corrosive 68. Book of Frozen Doom: Encases the target in a
acid that showers down in a 40-foot radius, dealing sphere of ice, dealing 8d8 cold damage and
8d6 acid damage to all creatures within it. Price: potentially freezing them in place. Price: 1,500 gold
1,500 gold pieces. pieces.

58. Book of Eldritch Blast: Grants the knowledge of 69. Scroll of Chaos Bolt: Unleashes a bolt of chaotic
an eldritch invocation, empowering the user's Eldritch energy that bounces between multiple targets,
Blast cantrip to deal an additional 2d10 force dealing 6d12 damage of a random damage type to
damage. Price: 1,000 gold pieces. each target. Price: 1,600 gold pieces.

59. Scroll of Ice Storm: Summons a freezing storm 70. Book of Thunderous Roar: Lets out a thunderous
that hails down ice shards, dealing 6d8 bludgeoning roar that creates a shockwave, dealing 10d6 thunder
damage and 3d6 cold damage to all creatures within damage in a 30-foot cone and potentially knocking
a 20-foot radius. Price: 1,200 gold pieces. creatures prone. Price: 1,800 gold pieces.

60. Book of Infernal Flames: Envelopes the user's 71. Scroll of Reality Shifting: Temporarily alters the
weapon in hellish flames, granting an additional 2d6 fundamental laws of reality within a 100-foot radius,
fire damage on successful attacks for 1 hour. Price: causing gravity to reverse or objects to phase
800 gold pieces. through solid matter for 1 minute. Price: 2,500 gold
pieces.
61. Scroll of Mind Blast: Unleashes a powerful
psychic wave that assaults the minds of all creatures 72. Book of Whispering Shadows: Allows the user to
within a 30-foot cone, dealing 10d6 psychic damage communicate with shadows as sentient entities,
and potentially stunning them. Price: 1,800 gold gaining information and secrets from the darkness
pieces. itself. Price: 2,000 gold pieces.

62. Book of Flamestrike: Calls down a divine column 73. Scroll of Chrono Paradox: Creates a localized
of fire, dealing 8d6 fire damage in a 20-foot radius temporal paradox, causing time to loop for a brief
and 40-foot high cylinder. Price: 1,500 gold pieces. moment within a 50-foot radius. All creatures within
the area are transported back 1 round in time, with
63. Scroll of Soulrend: Tears at the target's soul, their memories intact. Price: 2,200 gold pieces.
causing immense pain and dealing 10d8 necrotic
damage. Price: 2,000 gold pieces. 74. Book of Animated Objects: Grants the ability to
temporarily bring inanimate objects to life, allowing
64. Book of Arcane Annihilation: Unleashes a them to move and perform simple tasks according to
devastating blast of raw arcane energy, dealing the user's commands. Price: 1,800 gold pieces.
12d10 force damage to a single target. Price: 2,200
gold pieces. 75. Scroll of Ominous Whispers: Releases a flurry of
eerie whispers that can be heard by the target alone,

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Chapter 6 Equipment Hexmaster

causing paranoia and confusion. The target must 85. Scroll of Quacking Transformation: Temporarily
succeed on a Wisdom saving throw or be affected by transforms the target creature into a harmless,
the Confusion spell for 1 minute. Price: 2,000 gold quacking duck for 1 minute. Price: 1,000 gold pieces.
pieces.
86. Book of Mischievous Mimicry: Enables the reader
76. Book of Dimensional Folding: Teaches the to perfectly mimic the voice and mannerisms of any
reader how to fold space and create temporary creature they have observed, leading to humorous
shortcuts, allowing for instantaneous travel between and confusing interactions. Price: 2,200 gold pieces.
two points within a mile. Price: 2,500 gold pieces.
87. Scroll of Bumbling Flight: Grants the ability to fly,
77. Scroll of Animal Communication: Enables the but the target loses control of their movements and
caster to communicate with animals, understanding becomes extremely clumsy, often crashing into
their thoughts and emotions while being able to objects or getting tangled in their own flight path.
convey simple messages to them. Price: 1,500 gold Price: 1,500 gold pieces.
pieces.
88. Book of Inanimate Conversations: Allows the
78. Book of Thought Projection: Allows the reader to user to hold conversations with inanimate objects,
project their thoughts and sensory perceptions into gaining humorous and often nonsensical responses.
the minds of others, creating shared experiences and Price: 1,800 gold pieces.
illusions. Price: 2,200 gold pieces.
89. Scroll of Cursed Laughter: Inflicts the target
79. Scroll of Kaleidoscopic Gaze: Causes the creature with uncontrollable laughter, causing them
caster's eyes to emit mesmerizing kaleidoscopic to be incapacitated and unable to take any actions
patterns. Those who meet the caster's gaze must for 1 minute. Price: 1,200 gold pieces.
succeed on a Wisdom saving throw or be stunned for
1 round. Price: 1,800 gold pieces. 90. Book of Absurd Summoning: Summons a bizarre
and whimsical creature to aid the caster, such as a
80. Book of Unseen Phantoms: Summons ethereal giant rubber duck or a dancing potted plant. Price:
phantoms that are invisible to all but the caster, 2,000 gold pieces.
serving as silent companions or spies. Price: 2,000
gold pieces. 91. Scroll of Absolute Annihilation: Unleashes an
unstoppable wave of destructive energy, obliterating
81. Scroll of Comical Transformation: Causes the all creatures and objects within a 100-foot radius.
target creature to undergo a temporary Price: 10,000 gold pieces.
transformation, turning them into a comical and
exaggerated version of themselves. Price: 1,500 gold 92. Book of Eternal Knowledge: Contains the
pieces. accumulated wisdom of countless scholars and
sages, granting the reader proficiency in all skills and
82. Book of Misplaced Magic: Randomly swaps the expertise in two chosen skills. Price: 8,000 gold
magical properties of two items within a 30-foot pieces.
radius, creating unexpected and amusing effects.
Price: 2,000 gold pieces. 93. Scroll of Divine Wrath: Calls upon the gods to
rain down a devastating celestial bombardment,
83. Scroll of Ticklish Torment: Conjures an invisible dealing 20d10 radiant damage to all creatures within
force that tickles the target creature uncontrollably for a 200-foot radius. Price: 12,000 gold pieces.
1 minute, leaving them unable to concentrate or take
any actions. Price: 1,200 gold pieces. 94. Book of Reality Manipulation: Enables the reader
to reshape reality itself, altering the laws of physics
84. Book of Absurd Illusions: Creates illusory scenes and bending the fabric of existence to their will.
and situations that are absurd and comical, often Price: 15,000 gold pieces.
resulting in fits of laughter from those who witness
them. Price: 1,800 gold pieces. 95. Scroll of Time Mastery: Allows the caster to
manipulate time at will, freezing, speeding up, or

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Hexmaster Chapter 6 Equipment

reversing its flow within a limited area for up to 1 on a DC 14 Constitution saving throw or take 3d6
minute. Price: 10,000 gold pieces. poison damage. Price: 150 gold pieces.

96. Book of Unparalleled Elemental Control: Grants 5. Spider Silk Poison: A small vial containing a
complete mastery over the elements, enabling the viscous liquid made from venomous spider silk.
user to control and manipulate all elemental forces When applied to a weapon, the next successful hit
with ease. Price: 12,000 gold pieces. deals an additional 1d6 poison damage. Price: 40
gold pieces.
97. Scroll of Planar Domination: Gives the caster
temporary control over a chosen plane of existence, 6. Shadowfang Extract: A rare black flower, distilled
allowing them to shape it and summon creatures into a potent liquid. When ingested, the user gains
from it at will for 1 hour. Price: 9,000 gold pieces. the ability to turn invisible for 1 minute. Price: 200
gold pieces.
98. Book of Astral Ascendancy: Bestows the ability to
transcend mortal limitations and traverse the Astral 7. Bloodbane Tincture: A crimson liquid that
Plane freely, granting the user near-immortality and suppresses the regenerative abilities of creatures.
astral travel. Price: 14,000 gold pieces. When applied to a weapon, the next successful hit
prevents the target from healing for 1 minute. Price:
99. Scroll of Cosmic Cataclysm: Unleashes a 80 gold pieces.
cataclysmic burst of energy that tears through space
and time, dealing 30d12 force damage to all 8. Manticore Barb Dart: A small dart tipped with a
creatures within a 300-foot radius. Price: 20,000 gold manticore's venomous barb. When thrown, the target
pieces. must succeed on a DC 13 Constitution saving throw
or take 2d4 poison damage. Price: 60 gold pieces.
100. Book of Ultimate Omnipotence: Grants the
reader near-omnipotent power, rivaling that of gods. 9. Nightshade Elixir: A dark purple potion brewed
The user becomes capable of reshaping reality, from deadly nightshade. When consumed, the
altering fate, and controlling all aspects of existence. drinker gains resistance to poison damage for 1
Price: 25,000 gold pieces. hour. Price: 90 gold pieces.

D100 Table: Poisons and Toxins 10. Wyvern's Breath Vial: A vial containing a
poisonous gas harvested from a wyvern's breath.
When thrown at a target, they must succeed on a DC
1. Venomous Dagger: A small dagger coated with a 16 Constitution saving throw or take 4d6 poison
potent venom that causes paralysis. On a successful damage. Price: 180 gold pieces.
hit, the target must succeed on a DC 15 Constitution
saving throw or be paralyzed for 1 minute. Price: 100 11. Essence of Deathshade: A vial containing a thick,
gold pieces. black liquid distilled from rare Deathshade
mushrooms. When applied to a weapon, the next
2. Viper's Kiss Vial: A small vial containing a successful hit deals an additional 2d6 poison
venomous liquid. When thrown at a target, they must damage. Price: 120 gold pieces.
succeed on a DC 12 Dexterity saving throw or take
2d6 poison damage. Price: 50 gold pieces. 12. Hydra's Fang Poison: A potent poison extracted
from the venomous fangs of a hydra. When applied
3. Serpent's Scales Potion: A potion brewed from to a weapon, the next successful hit deals an
rare snake scales. When consumed, the drinker additional 1d8 poison damage and the target must
gains advantage on saving throws against poison for succeed on a DC 14 Constitution saving throw or
1 hour. Price: 75 gold pieces. become poisoned for 1 minute. Price: 100 gold
pieces.
4. Noxious Gas Grenade: A small, glass grenade
filled with a noxious gas. When thrown, it explodes, 13. Toxic Mists Capsule: A small, glass capsule filled
releasing a cloud of poisonous gas in a 10-foot with toxic mists. When crushed, it releases a cloud of
radius. Creatures caught in the area must succeed poisonous gas in a 15-foot cone. Creatures caught in

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Chapter 6 Equipment Hexmaster

the area must succeed on a DC 15 Constitution next successful hit forces the target to make a DC 16
saving throw or take 4d6 poison damage. Price: 200 Constitution saving throw or be petrified for 1 minute.
gold pieces. Price: 200 gold pieces.

14. Dreamweaver Dust: A fine, sparkling powder that 22. Soulbane Venom: A vile substance infused with
induces vivid hallucinations. When thrown at a target, dark magic that corrupts the target's soul. When
they must succeed on a DC 13 Wisdom saving throw applied to a weapon, the next successful hit deals an
or be affected by the confusion spell for 1 minute. additional 1d10 poison damage and the target must
Price: 80 gold pieces. make a DC 15 Wisdom saving throw or suffer
disadvantage on their next attack roll. Price: 160 gold
15. Banshee's Wail Serum: A translucent liquid pieces.
distilled from the essence of a banshee's wail. When
consumed, the user gains the ability to unleash a 23. Infernal Spores Capsule: A small, alchemically
terrifying scream, forcing all creatures within a 30- sealed capsule filled with infernal spores. When
foot cone to succeed on a DC 16 Constitution saving thrown, it shatters, releasing a cloud of poisonous
throw or become frightened for 1 minute. Price: 180 spores in a 10-foot radius. Creatures caught in the
gold pieces. area must succeed on a DC 14 Constitution saving
throw or take 3d6 poison damage. Price: 130 gold
16. Siren's Kiss Poison: A poisonous substance pieces.
extracted from the deadly bite of a siren. When
applied to a weapon, the next successful hit deals an 24. Ebonfang Serum: A dark, viscous serum
additional 1d6 poison damage, and the target must extracted from the fangs of a deadly ebonfang
succeed on a DC 12 Wisdom saving throw or be serpent. When consumed, the user gains advantage
charmed for 1 minute. Price: 90 gold pieces. on saving throws against being charmed or
frightened for 1 hour. Price: 90 gold pieces.
17. Vial of Cursed Venom: A vial containing venom
tainted by ancient curses. When thrown at a target, 25. Necrotic Shroud Powder: A fine powder made
they must succeed on a DC 15 Constitution saving from crushed necrotic bones. When thrown at a
throw or take 3d6 poison damage and suffer target, they must succeed on a DC 14 Constitution
disadvantage on their next saving throw. Price: 150 saving throw or suffer disadvantage on their next
gold pieces. saving throw and take 2d6 necrotic damage. Price:
100 gold pieces.
18. Nightfall Elixir: A dark elixir brewed from the
essence of nocturnal flowers. When consumed, the 26. Maelstrom Venom: A volatile venom harvested
drinker gains darkvision with a range of 60 feet for 1 from the stingers of maelstrom scorpions. When
hour. Price: 70 gold pieces. applied to a weapon, the next successful hit deals an
additional 2d6 poison damage and the target must
19. Witherroot Extract: A concentrated extract made make a DC 15 Strength saving throw or be knocked
from the withered roots of a cursed tree. When prone. Price: 180 gold pieces.
applied to a weapon, the next successful hit deals an
additional 1d6 necrotic damage and the target must 27. Enigma Elixir: A mysterious elixir crafted from
succeed on a DC 13 Constitution saving throw or enigmatic herbs. When consumed, the drinker gains
have their maximum hit points reduced by half the the ability to cast the nondetection spell on
damage dealt for 1 hour. Price: 110 gold pieces. themselves for 1 hour. Price: 140 gold pieces.

20. Chimera's Breath Vial: A vial containing a volatile 28. Wraithroot Extract: A potent extract derived from
potion brewed from the breath of a chimera. When the roots of wraithwood trees. When applied to a
thrown at a target, they must succeed on a DC 17 weapon, the next successful hit deals an additional
Constitution saving throw or take 5d6 poison damage 1d8 necrotic damage and the target must succeed
and be stunned for 1 round. Price: 250 gold pieces. on a DC 15 Constitution saving throw or have their
movement speed halved for 1 minute. Price: 160
21. Basilisk Gaze Oil: A vial of oil derived from the gold pieces.
eyes of a basilisk. When applied to a weapon, the

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Hexmaster Chapter 6 Equipment

29. Wyrmfire Acid Flask: A flask containing a volatile Constitution saving throw or be affected by a disease
mixture of acidic compounds derived from the of the DM's choice. Price: 180 gold pieces.
digestive fluids of ancient wyrms. When thrown at a
target, they must succeed on a DC 16 Dexterity 37. Voidfang Elixir: A pitch-black elixir brewed from
saving throw or take 4d6 acid damage and suffer the essence of the void. When consumed, the
disadvantage on their next attack roll. Price: 220 gold drinker gains the ability to cast the darkness spell
pieces. centered on themselves for 1 hour. Price: 160 gold
pieces.
30. Plaguebearer's Ointment: A thick ointment
infused with deadly diseases. When applied to a 38. Shriekvine Extract: A potent extract derived from
weapon, the next successful hit deals an additional the vines of shriekwood plants. When applied to a
1d6 poison damage, and the target must succeed on weapon, the next successful hit deals an additional
a DC 13 Constitution saving throw or be infected with 1d8 necrotic damage, and the target must succeed
a disease of the DM's choice. Price: 120 gold pieces. on a DC 15 Constitution saving throw or be deafened
for 1 minute. Price: 140 gold pieces.
31. Harpy's Lament Vial: A vial containing a toxic
concoction made from the tears of a harpy. When 39. Lunarshade Powder: A luminescent powder
thrown at a target, they must succeed on a DC 15 harvested from rare lunar mushrooms. When thrown
Wisdom saving throw or become charmed by the at a target, they must succeed on a DC 14
nearest ally for 1 minute. Price: 150 gold pieces. Constitution saving throw or become blinded for 1
minute as the powder emits blinding light. Price: 120
32. Bloodthorn Venom: A potent venom extracted gold pieces.
from the barbs of a bloodthorn plant. When applied
to a weapon, the next successful hit deals an 40. Elysian Dream Tonic: A soothing tonic derived
additional 1d8 poison damage, and the target must from celestial herbs. When consumed, the drinker
succeed on a DC 14 Constitution saving throw or gains advantage on saving throws against being
suffer 1d4 necrotic damage at the start of their turn frightened or charmed for 1 hour. Price: 200 gold
for 1 minute. Price: 170 gold pieces. pieces.

33. Abyssal Scream Essence: A vile essence 41. Flamestrike Resin: A sticky resin infused with
harvested from the howls of creatures from the elemental fire. When applied to a weapon, the next
Abyss. When consumed, the user gains the ability to successful hit deals an additional 1d8 fire damage,
unleash a powerful sonic blast, dealing 4d6 thunder and the target must succeed on a DC 15 Dexterity
damage in a 15-foot cone. Price: 250 gold pieces. saving throw or catch fire, taking 1d6 fire damage at
the start of each of its turns for 1 minute. Price: 180
34. Stygian Vapors Capsule: A small capsule filled gold pieces.
with dark, suffocating vapors from the realm of the
undead. When thrown, it releases a cloud of necrotic 42. Frostbite Venom: A venom extracted from the
gas in a 20-foot radius. Creatures caught in the area fangs of an ice wyrm. When applied to a weapon, the
must succeed on a DC 16 Constitution saving throw next successful hit deals an additional 1d6 cold
or take 4d8 necrotic damage. Price: 200 gold pieces. damage, and the target's speed is reduced by 10 feet
until the end of their next turn. Price: 150 gold
35. Gorgon's Gaze Serum: A serum derived from the pieces.
eyes of a petrifying gorgon. When consumed, the
user gains the ability to petrify a target they can see 43. Galewind Dust: A fine, shimmering dust infused
within 30 feet. The target must succeed on a DC 17 with the essence of wind. When thrown at a target,
Constitution saving throw or be turned to stone for 1 they must succeed on a DC 14 Strength saving
minute. Price: 300 gold pieces. throw or be pushed 10 feet away and knocked prone.
Price: 120 gold pieces.
36. Plaguefire Oil: An oil infused with the essence of
pestilence and fire. When applied to a weapon, the 44. Acidic Tempest Vial: A vial containing a swirling
next successful hit deals an additional 2d6 fire mixture of corrosive acids. When thrown at a target,
damage, and the target must succeed on a DC 16 they must succeed on a DC 16 Dexterity saving

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Chapter 6 Equipment Hexmaster

throw or take 3d6 acid damage, and their AC is 52. Dreamshade Extract: A potent extract derived
reduced by 1 for 1 minute due to the corrosive from rare dreamshade flowers. When consumed, the
residue. Price: 200 gold pieces. user enters a trance-like state, experiencing vivid
and pleasant hallucinations for 1d4 hours. Price: 150
45. Thundercrack Powder: A volatile powder that gold pieces.
emits explosive bursts of sound. When thrown at a
target, they must succeed on a DC 15 Constitution 53. Emberleaf Resin: A sticky resin derived from the
saving throw or be deafened for 1 minute, and all emberleaf plant. When smoked, it induces a state of
creatures within 10 feet of the target take 2d6 relaxation, granting advantage on Wisdom saving
thunder damage. Price: 160 gold pieces. throws against fear for 1 hour. Price: 80 gold pieces.

46. Radiant Prism Shard: A small shard of a radiant 54. Shadowveil Serum: A dark, oily serum that grants
crystal that emits blinding light. When applied to a temporary invisibility. When injected, the user
weapon, the next successful hit deals an additional becomes invisible for 1d4 rounds, but suffers
1d6 radiant damage, and the target must succeed on disadvantage on Strength and Dexterity checks
a DC 14 Constitution saving throw or be blinded until during that time. Price: 200 gold pieces.
the end of their next turn. Price: 140 gold pieces.
55. Bloodwine Elixir: An intoxicating elixir made from
47. Earthquake Essence: A vial containing a thick, fermented blood of mystical creatures. When
earthy essence that causes tremors. When thrown at consumed, the user gains temporary hit points equal
a target, they must succeed on a DC 16 Dexterity to their Constitution modifier for 1 hour. Price: 120
saving throw or be knocked prone, and all creatures gold pieces.
within 10 feet of the target must make a DC 14
Dexterity saving throw or also be knocked prone. 56. Siren's Sorrow: A powdered substance that,
Price: 220 gold pieces. when ingested, induces a deep sense of melancholy
and emotional vulnerability. The user has
48. Stormbringer Serum: A serum infused with the disadvantage on Wisdom saving throws against
raw energy of lightning storms. When consumed, the charm effects but gains advantage on Charisma
user gains resistance to lightning damage for 1 hour checks related to persuasion for 1d6 hours. Price: 90
and can cast the shocking grasp cantrip. Price: 180 gold pieces.
gold pieces.
57. Shimmerstone Crystals: Small, iridescent crystals
49. Incendiary Ember Oil: An oil imbued with the fiery that, when dissolved in water and consumed, create
essence of elemental embers. When applied to a a temporary boost in magical abilities. The user
weapon, the next successful hit deals an additional gains a +2 bonus to spell attack rolls and spell save
1d8 fire damage, and the target must succeed on a DCs for 1 hour. Price: 180 gold pieces.
DC 15 Dexterity saving throw or catch fire, taking
1d6 fire damage at the start of each of its turns until 58. Essence of Twilight: A black, liquid substance
extinguished. Price: 190 gold pieces. that, when applied to the eyes, enhances low-light
vision. The user gains darkvision with a range of 60
50. Icicle Spike Venom: A venom extracted from the feet for 1 hour. Price: 70 gold pieces.
stingers of frost drakes. When applied to a weapon,
the next successful hit deals an additional 1d8 cold 59. Starlotus Incense: A fragrant incense made from
damage, and the target's speed is reduced to 0 until rare starlotus flowers. When burned, it induces a
the start of their next turn due to numbing cold. Price: state of calmness and clarity, granting advantage on
170 gold pieces. Wisdom saving throws for 1 hour. Price: 130 gold
pieces.
51. Blissfire Powder: A finely ground powder that,
when inhaled, induces intense euphoria and 60. Euphoria Elixir: A brightly colored elixir that,
heightened senses. The user gains advantage on when consumed, induces a sense of extreme
Charisma-based ability checks for 1 hour. Price: 100 happiness and euphoria. The user gains advantage
gold pieces. on saving throws against being frightened for 1d4
hours. Price: 110 gold pieces.

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Hexmaster Chapter 6 Equipment

consumed, inflicts the user with a debilitating curse.


61. Mutagenic Sludge: A vile sludge that, when The user must make a DC 16 Wisdom saving throw
consumed, causes physical deformities and or suffer disadvantage on attack rolls and saving
mutations. The user must make a DC 15 Constitution throws for 1 hour. Price: 170 gold pieces.
saving throw or suffer a random physical mutation for
1d4 hours. Price: 150 gold pieces. 70. Transmutation Vapors: A volatile concoction that,
when released as a gas, causes temporary
62. Tainted Shroud Powder: A dark powder that, transmutation of nearby objects. Any non-magical
when inhaled, causes temporary loss of control over objects within a 15-foot radius must succeed on a
one's physical form. The user must make a DC 16 DC 14 Dexterity saving throw or transform into a
Wisdom saving throw or suffer disadvantage on different, random object for 1 minute. Price: 200 gold
Dexterity-based ability checks and saving throws for pieces.
1 hour. Price: 180 gold pieces.
71. Venomcloud Gas: A greenish gas that, when
63. Corrosion Serum: A corrosive serum that, when released, fills the air with toxic fumes. Creatures
applied to the skin, slowly transforms the user into a caught in the area of a 20-foot radius must succeed
semi-liquid form. The user must make a DC 14 on a DC 15 Constitution saving throw or take 3d6
Constitution saving throw or suffer vulnerability to poison damage. Price: 150 gold pieces.
acid damage for 1d6 hours. Price: 200 gold pieces.
72. Obsidian Mist: A dense black mist that impairs
64. Petrifying Salve: A thick salve that, when applied vision and causes disorientation. Creatures caught in
to the skin, slowly turns the user's flesh into stone. the mist must succeed on a DC 16 Wisdom saving
The user must make a DC 17 Constitution saving throw or suffer disadvantage on Wisdom-based
throw or have their movement speed halved and ability checks and Wisdom saving throws for 1
suffer disadvantage on Dexterity checks for 1d4 minute. Price: 180 gold pieces.
hours. Price: 220 gold pieces.
73. Arcane Vapor: A swirling purple mist that disrupts
65. Miasmic Tonic: A foul-tasting tonic that, when magical energies. Any spells cast within a 30-foot
consumed, causes a noxious aura to emanate from radius of the mist require the caster to make a DC 14
the user. Any creature within 10 feet must succeed Intelligence saving throw or fail to have any effect.
on a DC 15 Constitution saving throw or suffer Price: 200 gold pieces.
disadvantage on Constitution saving throws for 1
hour. Price: 160 gold pieces. 74. Netherfire Gas: A sickly green gas that combusts
on contact with air. When released, it creates a cloud
66. Transfiguration Elixir: An elixir that, when in a 15-foot radius. Any creature starting its turn in
consumed, causes the user's body to undergo the area must succeed on a DC 17 Dexterity saving
strange transmutations. Roll on a table of polymorph throw or take 5d6 fire damage. Price: 220 gold
effects, with the changes lasting for 1 hour. Price: pieces.
250 gold pieces.
75. Paralysis Fog: A dense white fog that numbs the
67. Disintegration Agent: A potent liquid that, when muscles and causes paralysis. Creatures caught in
exposed to organic matter, rapidly breaks it down the fog must succeed on a DC 15 Constitution saving
into dust. The user must make a DC 18 Constitution throw or be paralyzed for 1 minute. Price: 160 gold
saving throw or have disadvantage on Constitution pieces.
saving throws for 1d4 hours. Price: 300 gold pieces.
76. Veilstrike Gas: An invisible gas that disrupts the
68. Shifting Philter: A shimmering liquid that, when weave of magic. Any creature within a 20-foot radius
ingested, causes random physical features to shift of the gas has disadvantage on concentration checks
and change. Roll on a table of physical attributes, and must succeed on a DC 14 Constitution saving
changing the user's appearance for 1d6 hours. Price: throw or lose concentration on any spell they are
190 gold pieces. currently concentrating on. Price: 250 gold pieces.

69. Cursebound Brew: A cursed brew that, when 77. Enervating Vapor: A pale blue vapor that drains

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Chapter 6 Equipment Hexmaster

vitality and weakens physical strength. Creatures dropped, causes the user to fall at a dramatically
caught in the vapor must succeed on a DC 16 slow pace for 1 minute. The user takes no damage
Strength saving throw or have their Strength score from falling and can make a stylish descent. Price:
reduced by 1d4 for 1 hour. Price: 190 gold pieces. 60 gold pieces.

78. Etherwave Gas: A shimmering gas that distorts 86. Tickling Tincture: A sweet-tasting liquid that,
reality and induces hallucinations. Creatures caught when ingested, causes the user to become incredibly
in the gas must succeed on a DC 14 Wisdom saving ticklish. They have disadvantage on any ability
throw or be frightened and suffer disadvantage on checks or saving throws requiring concentration for
Wisdom saving throws for 1d4 rounds. Price: 170 1d4 hours due to uncontrollable laughter. Price: 90
gold pieces. gold pieces.

79. Corrosive Miasma: A corrosive green fog that 87. Squeaky Shoes: A pair of shoes that emit a loud
eats away at organic matter. Any creature within a squeak with every step. Wearing them grants
15-foot radius of the fog must succeed on a DC 15 advantage on Dexterity (Acrobatics) checks made to
Dexterity saving throw or take 3d6 acid damage. perform comedic routines or entertain children. Price:
Price: 200 gold pieces. 70 gold pieces.

80. Disorienting Vapor: A swirling multicolored mist 88. Bumbling Brew: A thick, bubbling potion that,
that confuses the senses. Creatures caught in the when consumed, causes the user's movements to
mist must succeed on a DC 16 Intelligence saving become clumsy and exaggerated. They have
throw or have disadvantage on attack rolls and disadvantage on Dexterity-based ability checks but
Dexterity saving throws for 1 minute. Price: 180 gold gain advantage on Charisma (Performance) checks
pieces. for comedic effect for 1 hour. Price: 150 gold pieces.

81. Sillystring Spray: A canister filled with a colorful, 89. Puffing Pufferfish: A small pufferfish-shaped
sticky substance that shoots out like a stream. When container that, when squeezed, releases a puff of
sprayed at a target, they must succeed on a DC 14 harmless air. It can be used to startle or annoy
Dexterity saving throw or be restrained for 1 minute creatures, granting advantage on Charisma
as they become tangled in the sillystring. Price: 50 (Intimidation) checks made for comedic purposes.
gold pieces. Price: 40 gold pieces.

82. Bumblebee Essence: A vial containing a potent 90. Wacky Wand: A magical wand that, when waved,
essence that makes the user emit a constant buzzing creates various humorous magical effects, such as
sound like a bumblebee. The user gains advantage turning a creature's nose into a carrot or causing
on Dexterity (Stealth) checks related to sneaking their clothes to become mismatched. The effects are
past honey enthusiasts. Price: 100 gold pieces. harmless and last for 1 minute. Price: 200 gold
pieces.
83. Gigglespore Powder: A fine powder that, when
thrown, creates a cloud of spores that induce 91. Viper's Embrace Elixir: A rare elixir distilled from
uncontrollable laughter. Creatures caught in the the venom of an ancient and deadly serpent. When
cloud must succeed on a DC 15 Wisdom saving consumed, the user gains resistance to all damage
throw or be incapacitated with laughter for 1 minute. types and advantage on saving throws against spells
Price: 80 gold pieces. for 1 hour. Price: 2,000 gold pieces.

84. Potion of Endless Hiccups: A potion that, when 92. Shadowfire Essence: A potent black liquid that
consumed, causes the user to experience relentless seems to absorb all light. When applied to a weapon,
hiccups for 1d6 hours. The user has disadvantage on the next successful hit deals an additional 4d6
Stealth checks and ability checks requiring necrotic damage, and the target must make a DC 18
concentration during this time. Price: 120 gold Constitution saving throw or be affected by a
pieces. permanent shadowy curse. Price: 3,500 gold pieces.

85. Featherfall Feather: A feather that, when 93. Essence of Oblivion: A toxic, dark purple liquid

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Hexmaster Chapter 6 Equipment

said to be distilled from the chaotic void itself. When D100 Table: Trade Goods - Precious
consumed, the user gains the ability to cast the
disintegrate spell once. Price: 5,000 gold pieces.
Metals

94. Soulreaver Venom: A vile venom extracted from 1. Starstone Ore: A rare and luminous ore that glows
a cursed, extradimensional creature. When applied with a faint celestial light. Price: 500 gold pieces per
to a weapon, the next successful hit deals an pound.
additional 6d6 necrotic damage, and the target must
make a DC 20 Constitution saving throw or have 2. Arcanium Ingots: Alloys of enchanted metals
their maximum hit points reduced by half for 24 infused with arcane energies, perfect for crafting
hours. Price: 4,500 gold pieces. magical items. Price: 300 gold pieces per pound.

95. Radiancebane Serum: A golden serum infused 3. Voidsteel Bars: Metal forged in the heart of a black
with celestial energy. When consumed, the user hole, possessing an otherworldly darkness that
gains resistance to all damage types and advantage absorbs light. Price: 800 gold pieces per pound.
on saving throws against spells for 8 hours. Price:
2,500 gold pieces. 4. Solarite Crystals: Radiant gemstones imbued with
the power of the sun, often used as spell foci. Price:
96. Crimson Nova Capsule: A small, blood-red 400 gold pieces per pound.
capsule that, when thrown, explodes in a fiery burst.
It creates a 30-foot-radius sphere of intense flames, 5. Quicksilver Slivers: Liquid metal that shimmers
dealing 10d6 fire damage to all creatures caught and flows like mercury, sought after by alchemists
within. Price: 3,800 gold pieces. and shape-shifters. Price: 150 gold pieces per
pound.
97. Sanguine Deathwine: A rare, crimson-colored
wine that is both highly intoxicating and deadly. 6. Dreamstone Fragments: Stones that hold residual
When consumed, the user gains advantage on all traces of dreams and can be used to enhance
attack rolls and saving throws for 1 hour. However, divination spells. Price: 250 gold pieces per pound.
they suffer 1 level of exhaustion at the end of the
effect. Price: 4,000 gold pieces per bottle. 7. Thundersteel Shards: Metallic fragments infused
with the echoes of thunder, ideal for crafting
98. Abyssal Heartstone Shard: A jagged shard of weapons of thunderous impact. Price: 350 gold
obsidian-like stone infused with dark energy. When pieces per pound.
embedded in a weapon, it permanently grants the
weapon the ability to deal an additional 3d6 necrotic 8. Eldritch Silver: Silver alloyed with rare eldritch
damage on every hit. Price: 6,500 gold pieces. crystals, effective against supernatural creatures and
fey entities. Price: 200 gold pieces per pound.
99. Voidwalker Venom: A potent venom harvested
from the fangs of a terrifying extraplanar creature. 9. Celestial Copper: Copper infused with celestial
When applied to a weapon, the next successful hit energy, often used in the creation of enchanted
deals an additional 8d6 poison damage, and the musical instruments. Price: 180 gold pieces per
target must succeed on a DC 22 Constitution saving pound.
throw or be banished to a random plane of existence
for 1 minute. Price: 7,000 gold pieces. 10. Shadowglass Sheets: Glass-like panes infused
with shadow essence, capable of creating illusions
100. Celestial Bane Elixir: A rare elixir that combines and concealing magical auras. Price: 400 gold
celestial and infernal essences. When consumed, pieces per pound.
the user gains immunity to radiant and fire damage,
but vulnerability to necrotic damage for 1 hour. Price: 11. Astralite Gems: Gems that shimmer with a
8,500 gold pieces. multitude of astral colors, said to enhance psychic
abilities. Price: 300 gold pieces per pound.

12. Arcane Gold Dust: A fine powder crafted by

945
Chapter 6 Equipment Hexmaster

alchemists, used as a catalyst in complex spells and spiritual essence, used in rituals to commune with
rituals. Price: 100 gold pieces per pound. otherworldly entities. Price: 320 gold pieces per
pound.
13. Voidstone Bricks: Smooth stones harvested from
the depths of the void, known for their resilience 25. Frostsilver Ingots: Silver alloyed with the essence
against magical attacks. Price: 600 gold pieces per of ice and frost, chilling to the touch and resistant to
pound. extreme temperatures. Price: 250 gold pieces per
pound.
14. Lunar Silver: Silver that absorbs moonlight,
granting it a faint luminescence and mystical 26. Soulstone Shards: Fragmented gemstones that
properties. Price: 220 gold pieces per pound. resonate with the echoes of departed souls, often
used in necromantic rituals. Price: 350 gold pieces
15. Stormglass Spheres: Glass orbs infused with per pound.
captured storm energy, releasing bursts of lightning
when shattered. Price: 350 gold pieces per pound. 27. Embersteel Bars: Steel infused with the essence
of fire, known for its exceptional heat resistance and
16. Dragonfire Crystals: Fiery red gems that emanate use in crafting weapons. Price: 280 gold pieces per
heat and contain traces of draconic essence. Price: pound.
400 gold pieces per pound.
28. Prismatic Gems: Multicolored gemstones that
17. Soulsteel Ingots: Metal infused with the essence refract light, producing dazzling displays of vivid
of departed souls, often used in the crafting of hues. Price: 500 gold pieces per pound.
necromantic artifacts. Price: 500 gold pieces per
pound. 29. Celestium Ingot: An alloy of precious metals and
celestial fragments, radiating a calming aura and
18. Astral Diamond: A rare and flawless gemstone used in celestial-themed artifacts. Price: 380 gold
with a mesmerizing inner glow, said to grant insight pieces per pound.
into the cosmos. Price: 1,000 gold pieces per pound.
30. Chaosium Ore: An ore infused with raw chaotic
19. Etherium Bars: Translucent metal that ripples energy, highly sought after by sorcerers and chaos-
with ethereal energies, favored by enchanters for worshiping cults. Price: 800 gold pieces per pound.
their spellcasting implements. Price: 450 gold pieces
per pound. 31. Adamantine Alloys: Alloys combining adamantine
and other metals, renowned for their exceptional
20. Elemental Essence: Vials containing condensed durability and resistance. Price: 600 gold pieces per
elemental energies, valuable for alchemical pound.
experiments and enchantments. Price: 120 gold
pieces per pound. 32. Starborn Steel: Steel forged from meteorites,
capable of absorbing and storing magical energy.
21. Crystalized Starfire: Rare crystals infused with Price: 450 gold pieces per pound.
the energy of distant stars, prized by spellcasters for
their celestial properties. Price: 600 gold pieces per 33. Ebonite Crystals: Dark, crystalline structures that
pound. absorb light, making them useful for concealing
magical items or creating stealthy tools. Price: 320
22. Mithral Filaments: Thin, flexible threads of gold pieces per pound.
mithral, ideal for creating lightweight armor and
intricate jewelry. Price: 280 gold pieces per pound. 34. Lunarite Ingots: Silver-gray metal infused with
lunar energy, granting it a slight antigravity effect
23. Radiant Platinum: Platinum imbued with radiant when properly enchanted. Price: 350 gold pieces per
energy, emitting a soft glow that repels darkness and pound.
undead. Price: 400 gold pieces per pound.
35. Glimmersteel Bars: Steel alloyed with
24. Spiritgold Nuggets: Gilded nuggets infused with shimmering particles, granting it a mesmerizing

946
Hexmaster Chapter 6 Equipment

gleam and improving its hardness. Price: 300 gold


pieces per pound. 47. Faerite Crystals: Translucent crystals that emit a
soft glow, said to be imbued with the essence of the
36. Shadowsteel Ingots: Metal alloyed with shadow feywild. Price: 400 gold pieces per pound.
essence, rendering it particularly effective against
creatures of darkness. Price: 400 gold pieces per 48. Ghostsilver: Silver infused with ethereal essence,
pound. capable of interacting with incorporeal beings and
spirits. Price: 250 gold pieces per pound.
37. Prismalite Crystals: Faceted crystals that split
light into its spectral components, often used in 49. Stormcrystal Shards: Shards of crystal charged
optical and magical devices. Price: 420 gold pieces with elemental storm energy, used in the creation of
per pound. storm-related artifacts. Price: 380 gold pieces per
pound.
38. Dreamgold Dust: Golden dust collected from the
realm of dreams, enhancing the potency of potions 50. Elysium Gold: Gold infused with the essence of
and elixirs. Price: 150 gold pieces per pound. celestial realms, radiating a warm and comforting
aura. Price: 320 gold pieces per pound.
39. Stormsilver Filigree: Delicate silver threads
infused with storm energies, used in the creation of 51. Celestial Bronze: A unique bronze alloy blessed
intricate jewelry and arcane trinkets. Price: 320 gold by the gods, highly effective against creatures of evil
pieces per pound. and chaos. Price: 280 gold pieces per pound.

40. Soulforge Steel: Steel tempered in the presence 52. Lunarsteel Ingots: Steel alloy infused with lunar
of powerful necromantic rituals, capable of sundering essence, granting it a silvery glow and enhancing its
undead with ease. Price: 380 gold pieces per pound. resilience. Price: 350 gold pieces per pound.

41. Arcane Mercury: A silvery liquid metal that 53. Pyrite Essence: A shimmering powder derived
possesses magical properties, used in alchemical from pyrite, capable of temporarily amplifying fire-
experiments and enchantments. Price: 180 gold based spells. Price: 150 gold pieces per pound.
pieces per pound.
54. Voidglass Orbs: Glass orbs infused with void
42. Astralium Bars: Bars of metal infused with astral energy, allowing users to glimpse into the void or
energy, used to create astral conduits and astral- manipulate shadows. Price: 380 gold pieces per
infused artifacts. Price: 500 gold pieces per pound. pound.

43. Voidstone Dust: Fine dust comprised of 55. Singing Silver: Silver threads that produce
pulverized voidstone, often used in rituals and spells melodic tones when vibrated, often used in musical
involving planar travel. Price: 200 gold pieces per instruments and enchantments. Price: 300 gold
pound. pieces per pound.

44. Solarsteel Ingots: Steel alloy infused with solar 56. Etherium Crystals: Crystals imbued with ethereal
energy, capable of channeling sunlight and causing energy, used in the creation of dimensional portals
burns to creatures of darkness. Price: 350 gold and magical barriers. Price: 450 gold pieces per
pieces per pound. pound.

45. Dreamscale Plates: Scale-like plates harvested 57. Spiritsteel Ingots: Steel infused with the essence
from dream creatures, renowned for their resistance of departed spirits, rendering it effective against
to psychic attacks. Price: 300 gold pieces per pound. ethereal creatures. Price: 400 gold pieces per pound.

46. Chronium: A rare metal with a shimmering 58. Arcane Sapphire: A rare blue gemstone capable
surface that can store temporal energy, sought after of storing magical energy, often used as a power
by time manipulators. Price: 600 gold pieces per source for spellcasting. Price: 550 gold pieces per
pound. pound.

947
Chapter 6 Equipment Hexmaster

resistance and flexibility. Price: 280 gold pieces per


59. Mercurial Bronze: Bronze alloy infused with pound.
mercury, granting it fluidity and resistance to
corrosive substances. Price: 280 gold pieces per 71. Thunderstone Ingots: Metal infused with the
pound. power of thunderstorms, causing it to hum with static
electricity. Price: 380 gold pieces per pound.
60. Prismatic Steel: Steel alloy infused with prismatic
shards, causing it to shimmer with a dazzling array of 72. Stellarite Crystals: Crystals that mimic the
colors. Price: 500 gold pieces per pound. appearance of distant stars, used as conduits for
stellar magic. Price: 400 gold pieces per pound.
61. Voidgem Crystals: Dark gemstones that radiate
an unsettling aura and can be used to detect or 73. Harmonic Bronze: Bronze alloy resonating with
suppress magic. Price: 400 gold pieces per pound. harmonic vibrations, perfect for creating musical
instruments with superior sound quality. Price: 320
62. Astralium Dust: Fine dust composed of gold pieces per pound.
pulverized astralium, utilized in rituals and spells for
astral projection. Price: 200 gold pieces per pound. 74. Celestial Glass: Translucent glass infused with
celestial energy, able to capture and store sunlight
63. Starforged Steel: Steel infused with stardust, for later use. Price: 350 gold pieces per pound.
making it incredibly sharp and effective against
extraplanar creatures. Price: 380 gold pieces per 75. Soulbound Silver: Silver alloy that can absorb
pound. and trap the essence of slain creatures, used in soul-
binding rituals. Price: 300 gold pieces per pound.
64. Radiant Cobalt: Cobalt imbued with radiant
energy, resistant to dark magic and often used for 76. Stormheart Crystals: Crystals that store the raw
creating protective amulets. Price: 320 gold pieces power of storms, often used in weather manipulation
per pound. spells. Price: 400 gold pieces per pound.

65. Quicksilver Chains: Chains crafted from 77. Rune-forged Steel: Steel etched with ancient
enchanted quicksilver, capable of restraining even runes, enhancing its durability and granting it
the most agile beings. Price: 300 gold pieces per resistance against enchantments. Price: 450 gold
pound. pieces per pound.

66. Phoenix Feather Steel: Steel alloy infused with 78. Enigma Alloy: A mysterious alloy that constantly
the essence of phoenix feathers, granting it self- changes its physical properties, rendering it difficult
healing properties when damaged. Price: 450 gold to forge or manipulate. Price: 600 gold pieces per
pieces per pound. pound.

67. Searing Gold: Gold that burns with a constant, 79. Arcane Jade: A vibrant green gemstone that
intense flame, used in the creation of fire-related resonates with magical energy, used in the creation
magical items. Price: 400 gold pieces per pound. of magical amulets. Price: 350 gold pieces per
pound.
68. Dreamweaver Silk: Fine, luminescent silk
produced by dreamweaver creatures, often used in 80. Spiritstone Ore: Ore infused with spiritual energy,
the creation of magical garments. Price: 350 gold used to create spirit-infused weapons and
pieces per pound. enchantments. Price: 250 gold pieces per pound.

69. Voidheart Gems: Gems that pulse with the power 81. Astralite Ingots: Ingots made of a rare metal that
of the void, capable of storing and amplifying dark resonates with astral energy, prized by spellcasters
magical energy. Price: 500 gold pieces per pound. and astral travelers. Price: 500 gold pieces per
pound.
70. Feywood Bark: Rare and resilient bark from
enchanted Feywood trees, known for its magical 82. Voidsteel Chains: Chains forged from dark,

948
Hexmaster Chapter 6 Equipment

malleable voidsteel, known for their ability to disrupt pound.


and bind magic. Price: 400 gold pieces per pound.
95. Soulsteel Chains: Chains made of soulsteel that
83. Embergold: A radiant golden metal that emits a can bind and suppress the powers of supernatural
warm glow and is said to contain traces of primordial entities. Price: 400 gold pieces per pound.
fire. Price: 350 gold pieces per pound.
96. Arcane Opal: An opalescent gemstone that
84. Crystalized Time: Crystals that store time energy, refracts light in mesmerizing patterns, used as a
allowing for limited manipulation of the temporal flow. focus for illusion magic. Price: 320 gold pieces per
Price: 600 gold pieces per pound. pound.

85. Dreamer's Silver: Silver alloy that enhances 97. Astralium Silk: Exquisite silk spun from astralium-
dream-related magic and offers protection against infused silkworms, renowned for its ethereal sheen
nightmares. Price: 300 gold pieces per pound. and durability. Price: 500 gold pieces per pound.

86. Arcane Ruby: A deep red gemstone infused with 98. Eldritch Bronze: A rare alloy that resonates with
arcane power, often used in the creation of potent eldritch energy, often used to create eldritch-themed
spell foci. Price: 450 gold pieces per pound. artifacts. Price: 400 gold pieces per pound.

87. Voidglass Blades: Blades forged from refined 99. Flameheart Crystals: Crystals that pulse with
voidglass, capable of cutting through magical intense flame energy, harnessed in fire-related
barriers and ethereal entities. Price: 380 gold pieces enchantments and rituals. Price: 450 gold pieces per
per pound. pound.

88. Moonstone Inlay: Delicate inlays made of 100. Nexusium: A mystical metal with shifting colors
iridescent moonstone, used to enhance the magical that resonates with the threads of the multiverse,
properties of items. Price: 320 gold pieces per granting limited planar travel. Price: 800 gold pieces
pound. per pound.

89. Celestial Essence: A radiant liquid infused with


celestial energies, used in the creation of healing D100 Table: Gemstones Trade Goods
potions and elixirs. Price: 350 gold pieces per pound.
1. Starfire Opal - A mesmerizing opal that glows with
90. Etherium Filaments: Fine threads of ethereal shifting colors. Price: 250 gp per carat.
metal used in the construction of delicate, ethereal-
themed jewelry. Price: 280 gold pieces per pound. 2. Bloodstone - A deep red stone with pulsating veins
resembling blood. Price: 150 gp per carat.
91. Songsteel Ingots: Steel imbued with harmonious
vibrations, producing melodic tones when struck. 3. Moonstone - A pale white stone that reflects the
Price: 400 gold pieces per pound. light of the moon. Price: 200 gp per carat.
92. Quicksilver Amalgam: A versatile metal alloy that 4. Sunburst Topaz - A golden topaz that radiates
can adapt its form, making it ideal for complex warmth and light. Price: 180 gp per carat.
mechanisms and constructs. Price: 380 gold pieces
per pound. 5. Shadow Quartz - A dark, smoky quartz that seems
to absorb light. Price: 120 gp per carat.
93. Seraphic Silver: Silver that resonates with divine
energy, blessed by celestial beings and effective 6. Storm Sapphire - A deep blue sapphire with tiny
against undead. Price: 350 gold pieces per pound. lightning-like fractures. Price: 220 gp per carat.
94. Stormcrystal Essence: A potent liquid distilled 7. Ember Ruby - A fiery red ruby that flickers with an
from stormcrystals, used in the creation of powerful inner flame. Price: 240 gp per carat.
lightning-based spells. Price: 450 gold pieces per

949
Chapter 6 Equipment Hexmaster

8. Frost Diamond - A clear diamond that feels cool to essence of a specific creature or element. Price: 350
the touch. Price: 280 gp per carat. gp per carat.

9. Earth Amethyst - A rich purple amethyst with 24. Whispering Moonstone - A moonstone that faintly
swirling patterns reminiscent of landscapes. Price: whispers secrets when held close. Price: 220 gp per
170 gp per carat. carat.

10. Void Obsidian - A glossy black obsidian that 25. Arcane Zircon - A zircon that enhances magical
seems to draw in the surrounding light. Price: 130 gp abilities when worn. Price: 260 gp per carat.
per carat.
26. Ebon Garnet - A deep red garnet that absorbs
11. Dreamstone - A translucent stone that seems to light and releases it in controlled bursts. Price: 240
capture fragments of dreams. Price: 190 gp per gp per carat.
carat.
27. Faerie Beryl - A translucent beryl that attracts
12. Chaos Emerald - A vibrant green emerald with and sustains fey creatures. Price: 180 gp per carat.
constantly shifting patterns. Price: 270 gp per carat.
28. Stormglass - A glass-like gemstone that reacts to
13. Soulstone - A shimmering gemstone that pulses changes in weather patterns. Price: 170 gp per carat.
with ethereal energy. Price: 260 gp per carat.
29. Inferno Opal - An opal that radiates intense heat
14. Celestial Citrine - A golden citrine that glows and flickers like a flame. Price: 280 gp per carat.
softly with celestial light. Price: 210 gp per carat.
30. Abyssal Diamond - A black diamond that draws
15. Time Crystal - A rare crystal that distorts time in surrounding light and casts shadows. Price: 290
and space around it. Price: 320 gp per carat. gp per carat.

16. Elemental Garnet - A gemstone that embodies 31. Dragon's Eye Agate - An agate with a reptilian
the essence of an elemental plane. Price: 230 gp per eye pattern that enhances perception. Price: 210 gp
carat. per carat.

17. Phoenix Tear - A tear-shaped gemstone that 32. Prismatic Pearl - A pearl that reflects the entire
holds the essence of rebirth and renewal. Price: 290 spectrum of colors when exposed to light. Price: 310
gp per carat. gp per carat.

18. Enigma Pearl - A mysterious pearl that reveals 33. Ethereal Amethyst - An amethyst that holds a
hidden truths to those who gaze upon it. Price: 300 connection to the ethereal plane. Price: 230 gp per
gp per carat. carat.

19. Illusion Ametrine - A unique ametrine that creates 34. Void Crystal - A crystal that resonates with the
illusions when exposed to light. Price: 180 gp per power of the void and absorbs magic. Price: 260 gp
carat. per carat.

20. Eldritch Onyx - A jet-black onyx that resonates 35. Harmonic Quartz - A quartz that emits
with eldritch power. Price: 140 gp per carat. harmonious vibrations when touched. Price: 190 gp
per carat.
21. Stellar Jasper - A rare jasper infused with the
energy of distant stars. Price: 250 gp per carat. 36. Arcane Jade - A jade stone that enhances
spellcasting abilities. Price: 250 gp per carat.
22. Radiant Coral - A vibrant coral that emits a soft,
soothing light underwater. Price: 200 gp per carat. 37. Elemental Agate - An agate infused with the
essence of an elemental plane. Price: 220 gp per
23. Essence Diamond - A diamond that captures the carat.

950
Hexmaster Chapter 6 Equipment

52. Spirit Sapphire - A sapphire that contains the


38. Spiritstone - A translucent gemstone that essence of departed souls. Price: 270 gp per carat.
contains the essence of departed spirits. Price: 270
gp per carat. 53. Illusion Diamond - A diamond that creates
illusions and mirages when exposed to light. Price:
39. Dream Opal - An opal that reveals glimpses of 320 gp per carat.
the dream realm when observed closely. Price: 240
gp per carat. 54. Luminous Pearl - A pearl that emits a soft,
soothing glow, guiding lost souls. Price: 230 gp per
40. Cursed Bloodstone - A bloodstone that carries a carat.
dark curse and drains life force. Price: 190 gp per
carat. 55. Rune Obsidian - An obsidian etched with ancient
runes, imbued with mystic power. Price: 250 gp per
41. Solaris Citrine - A citrine that emits a radiant carat.
golden light, warming its surroundings. Price: 210 gp
per carat. 56. Eternity Topaz - A topaz that shimmers with the
colors of the dawn and dusk. Price: 270 gp per carat.
42. Shadowfire Diamond - A diamond that flickers
with dark flames and casts eerie shadows. Price: 320 57. Abyssal Amethyst - An amethyst that absorbs
gp per carat. light and exudes a sense of foreboding. Price: 220
gp per carat.
43. Fey Emerald - An emerald that resonates with
the magic of the Feywild. Price: 280 gp per carat. 58. Arcane Moonstone - A moonstone that enhances
magical abilities during moonlit nights. Price: 240 gp
44. Nebula Ametrine - An ametrine that contains per carat.
swirling patterns resembling distant nebulas. Price:
260 gp per carat. 59. Empyreal Opal - An opal that contains the
essence of celestial beings, emanating holy light.
45. Mind's Eye Sapphire - A sapphire that grants Price: 280 gp per carat.
glimpses into the thoughts of others. Price: 270 gp
per carat. 60. Chaos Amulet - A gemstone amulet that distorts
reality and grants unpredictable powers. Price: 350
46. Arcane Ruby - A ruby infused with raw arcane gp per carat.
energy, crackling with power. Price: 290 gp per carat.
61. Dreamer's Sapphire - A sapphire that grants
47. Veilstones - Translucent stones that allow one to visions and glimpses into the dream realm. Price:
perceive the invisible threads of magic. Price: 220 gp 260 gp per carat.
per carat.
62. Soul Amethyst - An amethyst that resonates with
48. Celestial Garnet - A garnet that shines with the the essence of sentient beings. Price: 290 gp per
light of celestial bodies. Price: 250 gp per carat. carat.

49. Void Quartz - A quartz that absorbs light and 63. Elemental Crystal - A crystal infused with the
reveals glimpses of the void. Price: 230 gp per carat. power of the elemental planes. Price: 270 gp per
carat.
50. Bloodmoon Opal - An opal that reflects the deep
crimson hues of a blood moon. Price: 240 gp per 64. Sunstone - A gemstone that glows with the
carat. radiance of the sun itself. Price: 310 gp per carat.

51. Songstone - A gemstone that resonates with 65. Etherite - A gemstone that grants the ability to
enchanting melodies when struck. Price: 200 gp per manipulate and bend reality. Price: 320 gp per carat.
carat.
66. Spectral Jade - A jade stone that allows glimpses

951
Chapter 6 Equipment Hexmaster

into the spirit realm. Price: 230 gp per carat. 80. Ethereal Topaz - A topaz that holds a connection
to the ethereal plane, shimmering with otherworldly
67. Arcane Garnet - A garnet that enhances the light. Price: 240 gp per carat.
potency of arcane spells. Price: 250 gp per carat.
81. Void Opal - An opal that absorbs all light,
68. Storm Opal - An opal that crackles with electrical creating a void within its depths. Price: 280 gp per
energy and sparks of lightning. Price: 280 gp per carat.
carat.
82. Celestial Sapphire - A sapphire infused with
69. Essence Amulet - A gemstone amulet that holds celestial energy, radiating a gentle glow. Price: 290
the essence of a specific creature or element. Price: gp per carat.
350 gp per carat.
83. Arcane Onyx - An onyx that resonates with
70. Void Sapphire - A sapphire that absorbs light and arcane power, enhancing spellcasting. Price: 260 gp
emanates a sense of emptiness. Price: 240 gp per per carat.
carat.
84. Ethereal Pearl - A pearl that holds a connection
71. Echo Quartz - A quartz that reverberates with to the ethereal plane, shimmering with ghostly light.
echoes of past events and conversations. Price: 260 Price: 270 gp per carat.
gp per carat.
85. Chaos Diamond - A diamond that pulses with
72. Starfall Diamond - A diamond that captures the chaotic energy, causing unpredictable effects. Price:
essence of falling stars, shimmering with celestial 320 gp per carat.
energy. Price: 290 gp per carat.
86. Spirit Quartz - A quartz that channels the spirits
73. Phoenix Opal - An opal that holds the essence of of the departed, allowing communication with the
a phoenix, granting flames of rebirth. Price: 270 gp other side. Price: 230 gp per carat.
per carat.
87. Dream Ruby - A ruby that grants visions of the
74. Timeless Topaz - A topaz that warps the flow of future or glimpses into parallel realities. Price: 240 gp
time around it, causing temporal anomalies. Price: per carat.
320 gp per carat.
88. Feystone - A gemstone infused with the essence
75. Arcane Amethyst - An amethyst infused with raw of the Feywild, radiating enchanting magic. Price:
arcane power, crackling with energy. Price: 280 gp 250 gp per carat.
per carat.
89. Shimmering Agate - An agate that shimmers with
76. Planar Sapphire - A sapphire that resonates with a rainbow of colors, captivating the eye. Price: 260
the energy of other planes, granting planar sight. gp per carat.
Price: 290 gp per carat.
90. Voidstone - A smooth, black stone that
77. Shadow Quartzite - A quartzite that absorbs and suppresses all forms of magic within its vicinity.
distorts light, shrouding the surroundings in Price: 270 gp per carat.
darkness. Price: 230 gp per carat.
91. Elemental Opal - An opal infused with elemental
78. Elemental Ruby - A ruby infused with the energy, shifting with the power of the elements.
essence of the elemental planes, radiating elemental Price: 280 gp per carat.
energy. Price: 250 gp per carat.
92. Radiant Amethyst - An amethyst that emanates a
79. Dreamshard - A shard of crystal that enables radiant glow, illuminating dark places. Price: 290 gp
lucid dreaming and control over dreamscapes. Price: per carat.
260 gp per carat.
93. Arcane Citrine - A citrine that resonates with

952
Hexmaster Chapter 6 Equipment

arcane energy, enhancing spell accuracy. Price: 250 6. Phoenix Ash: Ashes derived from the fiery death
gp per carat. of a phoenix, possessing residual heat and a
tendency to ignite flammable materials. (Price: 350
94. Echo Sapphire - A sapphire that echoes past gp/lb)
events and conversations when touched. Price: 240
gp per carat. 7. Dreamroot Branch: The twisted branches of the
Dreamroot tree, known for their soporific properties
95. Prism Quartz - A quartz that refracts light into a and ability to induce vivid dreams. (Price: 180 gp/lb)
myriad of colorful beams. Price: 230 gp per carat.
8. Stormbark Lumber: Highly resilient lumber from
96. Harmonic Topaz - A topaz that emits soothing the Stormbark trees, capable of withstanding the
harmonies, calming those nearby. Price: 260 gp per most severe weather conditions. (Price: 300 gp/lb)
carat.
9. Frostpine Logs: Logs harvested from the ancient
97. Spirit Opal - An opal that resonates with the Frostpine trees, imbued with an inherent cold aura,
essence of departed souls, providing spiritual ideal for crafting magical staves. (Price: 280 gp/lb)
guidance. Price: 270 gp per carat.
10. Faewillow Veneer: Thin, translucent veneer from
98. Illusion Pearl - A pearl that creates complex the silver-barked Faewillow trees, often used in the
illusions when touched, deceiving the senses. Price: construction of enchanted mirrors. (Price: 220 gp/lb)
280 gp per carat.
11. Bloodroot Timber: Timber infused with the
99. Time Shard - A shard of crystal that grants essence of a bloodthirsty plant, granting temporary
limited control over the flow of time. Price: 290 gp per bonuses to combat maneuvers. (Price: 320 gp/lb)
carat.
12. Starleaf Planks: Planks derived from the Starleaf
100. Eternal Diamond - A diamond that gleams with trees, whose leaves shimmer like celestial bodies,
everlasting light, never fading or losing its brilliance. used in the creation of magical shields. (Price: 380
Price: 320 gp per carat. gp/lb)

D100 Table: Exotic Woods 13. Mirage Oak: Dense, illusionary wood from the
Mirage Oak trees, capable of concealing objects
1. Ebonfire Bark: Bark from the ancient Ebonfire within its grain. (Price: 280 gp/lb)
trees, known for its ability to absorb and store
magical energy. (Price: 250 gp/lb) 14. Solaris Sandalwood: Fragrant sandalwood
harvested from the Solaris groves, said to channel
2. Moonbloom Timber: Timber harvested from the solar energy and invigorate the senses. (Price: 200
Moonbloom trees, which only grow under the light of gp/lb)
a full moon. (Price: 150 gp/lb)
15. Emberheart Timber: Timber infused with the
3. Spiritwood Essence: A vial of concentrated lingering essence of elemental fire, making it
essence extracted from the ethereal Spiritwood, resistant to flame and heat. (Price: 300 gp/lb)
capable of enhancing spiritual rituals. (Price: 500
gp/lb) 16. Spiritbark Staves: Staves crafted from the sacred
Spiritbark trees, believed to amplify the wielder's
4. Celestial Cedar: Wood from the Celestial Cedar magical potential. (Price: 450 gp/lb)
trees, blessed by celestial beings, radiating a soft
glow and warding off evil spirits. (Price: 200 gp/lb) 17. Bloodoak Logs: Logs that appear to bleed when
cut, obtained from the eerie Bloodoak trees, rumored
5. Voidwood Planks: Dark, obsidian-like planks to have blood-based enchantments. (Price: 400
harvested from the mysterious Voidwood trees found gp/lb)
in the heart of shadowy realms. (Price: 400 gp/lb)
18. Chronowood Splinters: Fragments of

953
Chapter 6 Equipment Hexmaster

Chronowood, which possess temporal energies and said to grant visions of the past and knowledge of
can be used in time-altering rituals. (Price: 350 gp/lb) forgotten secrets. (Price: 300 gp/lb)

19. Moonshade Bark: Bark from the elusive 31. Runebark Staves: Staves carved from the
Moonshade trees, known for their light-absorbing enchanted Runebark trees, bearing intricate runes
properties, making them ideal for stealthy pursuits. that enhance spellcasting precision. (Price: 400
(Price: 220 gp/lb) gp/lb)

20. Silverbloom Planks: Planks obtained from the 32. Bloodvine Lumber: Lumber derived from the
Silverbloom trees, said to produce blossoms that Bloodvine plants, capable of absorbing and storing
grant eternal youth when ingested. (Price: 280 gp/lb) blood, making it useful for blood magic rituals. (Price:
380 gp/lb)
21. Dreadroot Timber: Timber from the Dreadroot
trees, instilling a sense of unease and fear in those 33. Mistwood Timber: Timber obtained from the
who touch it. (Price: 320 gp/lb) ethereal Mistwood trees, capable of concealing the
presence of magical auras. (Price: 320 gp/lb)
22. Thornweave Fiber: Supple and resilient fibers
woven from the thorny branches of the Thornweave 34. Radiant Birch: Glistening white wood from the
trees, ideal for crafting protective armors. (Price: 180 Radiant Birch trees, known for their affinity to divine
gp/lb) magic and healing properties. (Price: 350 gp/lb)

23. Serpentwood Scales: Thin scales derived from 35. Shadowroot Planks: Planks derived from the
the Serpentwood, coveted by assassins for their enigmatic Shadowroot trees, reputed to grant
poison resistance and silent movement. (Price: 350 temporary glimpses into parallel dimensions. (Price:
gp/lb) 300 gp/lb)

24. Arcane Willow Branch: Branches from the 36. Wyldwood Logs: Logs harvested from the
Arcane Willow tree, known for their ability to store untamed Wyldwood, said to contain the essence of
and release arcane energy on command. (Price: 400 primal forces and possess shapeshifting properties.
gp/lb) (Price: 450 gp/lb)

25. Wyrmbark Timber: Timber harvested from the 37. Psychedelic Willow Bark: Bark from the vibrant
Wyrmbark trees, reputed to repel dragons and grant Psychedelic Willow trees, renowned for inducing
resistance to their breath weapons. (Price: 450 gp/lb) hallucinogenic experiences. (Price: 200 gp/lb)

26. Nebulae Ebony: Dark, swirling ebony wood, 38. Mithralwood Timber: Timber infused with traces
reminiscent of celestial nebulae, said to contain of mithral, making it lighter and granting increased
fragments of the stars themselves. (Price: 500 gp/lb) maneuverability for weapons and armor. (Price: 500
gp/lb)
27. Thunderoak Logs: Logs from the mighty
Thunderoak trees, resonating with an electrical 39. Bloodthorn Veneer: Thin, razor-sharp veneer
charge and used in the construction of lightning- from the Bloodthorn trees, often used in the creation
based weaponry. (Price: 380 gp/lb) of lethal traps and concealed weapons. (Price: 400
gp/lb)
28. Arcanewisp Ash: Ashes from the remains of an
Arcanewisp, a rare magical creature, believed to 40. Voidheart Logs: Logs imbued with the essence of
enhance spellcasting abilities. (Price: 250 gp/lb) the Void, rendering them immune to magical
detection and dispelling. (Price: 450 gp/lb)
29. Gloomwillow Planks: Planks derived from the
Gloomwillow trees, emitting an aura of darkness and 41. Ancient Oakheart: Heartwood from the oldest of
able to dispel light sources. (Price: 350 gp/lb) Oak trees, possessing exceptional durability and
providing protection against natural elements. (Price:
30. Eldertree Bark: Bark from the ancient Eldertrees, 380 gp/lb)

954
Hexmaster Chapter 6 Equipment

illusionary armors. (Price: 380 gp/lb)


42. Illusionary Elm: Wood that appears as something
entirely different when viewed from different angles, 54. Celestial Elm: Wood from the Celestial Elm trees,
obtained from the Illusionary Elm trees. (Price: 300 believed to be a conduit for divine energy, granting
gp/lb) resistance to harmful magic. (Price: 350 gp/lb)

43. Infernal Ashwood: Ashwood harvested from the 55. Ebonthorn Logs: Logs from the Ebonthorn trees,
remnants of infernal fires, capable of channeling known for their razor-sharp thorns and the ability to
demonic energies. (Price: 350 gp/lb) drain life force from those who touch them. (Price:
450 gp/lb)
44. Prism Pine Planks: Planks from the rare Prism
Pine trees, refracting light into a spectrum of colors 56. Astralwood Bark: Bark from the Astralwood trees,
and used in the creation of prismatic shields. (Price: said to contain fragments of the Astral Plane, used in
400 gp/lb) the creation of astral projection talismans. (Price: 300
gp/lb)
45. Sirenwood Timber: Timber derived from the
sonorous Sirenwood trees, capable of producing 57. Chromatic Willow Branch: Branches from the
melodic sounds when played. (Price: 280 gp/lb) Chromatic Willow trees, which change color
according to the mood of those nearby, used in
46. Obsidianroot Bark: Bark from the jet-black mood rings. (Price: 250 gp/lb)
Obsidianroot trees, known for their connection to the
Shadowfell and the ability to absorb necrotic energy. 58. Dragonheart Logs: Logs believed to be infused
(Price: 320 gp/lb) with the essence of dragons, used in the creation of
powerful draconic artifacts. (Price: 500 gp/lb)
47. Soulspark Staves: Staves crafted from Soulspark
trees, which house fragments of souls, lending 59. Verdant Whisperwood: Wood from the
additional power to spellcasters. (Price: 500 gp/lb) Whisperwood trees, capable of amplifying spoken
words, making it ideal for magical communication
48. Stormsage Willow Branch: Branches from the devices. (Price: 280 gp/lb)
Stormsage Willow, said to predict and manipulate the
weather patterns in their vicinity. (Price: 350 gp/lb) 60. Shadewood Timber: Timber obtained from the
mysterious Shadewood trees, said to have an affinity
49. Winterspire Logs: Logs harvested from the for shadows and the ability to darken surroundings.
Winterspire trees, covered in frost and ice, used in (Price: 320 gp/lb)
the creation of icy weapons and armor. (Price: 300
gp/lb) 61. Flameleaf Planks: Planks derived from the
Flameleaf trees, which constantly emit a gentle,
50. Gladeleaf Veneer: Thin veneer from the warm glow, used in decorative lighting fixtures.
Gladeleaf trees, known for their restorative properties (Price: 220 gp/lb)
and often used in the creation of healing wands.
(Price: 220 gp/lb) 62. Crystalpine Lumber: Lumber derived from the
Crystalpine trees, which grow in crystal formations,
51. Cindersong Cedar: Wood from the Cindersong often used in the creation of crystal-infused
Cedar, which emits a haunting melody when burned, weapons. (Price: 350 gp/lb)
used in musical instruments. (Price: 320 gp/lb)
63. Ethereal Willow Bark: Bark from the translucent
52. Eldritchwood Planks: Planks derived from the Ethereal Willow trees, capable of temporarily
Eldritchwood trees, infused with eldritch energy, ideal granting etherealness to objects or individuals.
for crafting magical constructs. (Price: 400 gp/lb) (Price: 400 gp/lb)

53. Dreamscale Timber: Timber from the 64. Soulwood Staves: Staves crafted from the
Dreamscale trees, possessing a shimmering, Soulwood trees, said to absorb fragments of souls,
iridescent quality, often used in the creation of providing spellcasters with increased magical

955
Chapter 6 Equipment Hexmaster

resonance. (Price: 450 gp/lb) Shadowmoon Willow, capable of concealing


individuals or objects within their shadows. (Price:
65. Twilight Birch: Wood from the Twilight Birch 320 gp/lb)
trees, known for their enchanting glow during twilight
hours, used in the creation of magical lanterns. 77. Arcanewood Planks: Planks infused with raw
(Price: 380 gp/lb) arcane energy, resonating with magic and often used
in the construction of arcane libraries. (Price: 400
66. Wyvernwood Timber: Timber infused with the gp/lb)
essence of wyverns, enhancing aerial maneuvers
and providing resistance against their venom. (Price: 78. Enigma Elm: Wood from the Enigma Elm trees,
350 gp/lb) said to possess mysterious properties and used in
the creation of puzzles and riddles. (Price: 380 gp/lb)
67. Midnight Oakheart: Heartwood from the Midnight
Oak trees, said to grant visions of the night sky and 79. Luminescent Pine: Pine wood that emits a soft,
insight into celestial events. (Price: 300 gp/lb) ambient glow, ideal for crafting enchanted torches
and illuminating devices. (Price: 350 gp/lb)
68. Arcane Ebony: Ebony wood imbued with arcane
energies, granting a subtle resistance to spells and 80. Nebulawood Timber: Timber derived from the
enhancing spellcasting precision. (Price: 400 gp/lb) Nebulawood trees, which resemble swirling nebulae,
used in the creation of astronomical instruments.
69. Phantomroot Logs: Logs harvested from the (Price: 320 gp/lb)
elusive Phantomroot trees, capable of phasing in and
out of the Ethereal Plane. (Price: 380 gp/lb) 81. Lunarbloom Logs: Logs from the Lunarbloom
trees, known to bloom only under moonlight, used in
70. Bloodmoon Bark: Bark from the Bloodmoon lunar magic rituals. (Price: 380 gp/lb)
trees, which only shed their bark during a lunar
eclipse, used in lunar-themed enchantments. (Price: 82. Soulthorn Bark: Bark from the Soulthorn trees,
320 gp/lb) which possess thorns infused with residual soul
energy, used in necromantic rituals. (Price: 350
71. Spiritflame Ashwood: Ashwood harvested from gp/lb)
the remnants of spirits consumed by elemental
flames, capable of enhancing fire-based spells. 83. Celestewood Planks: Planks derived from the
(Price: 350 gp/lb) Celestewood trees, believed to have fallen from the
realms of the gods themselves. (Price: 450 gp/lb)
72. Dreamseeker Planks: Planks derived from the
Dreamseeker trees, known for their ability to guide 84. Whispervine Timber: Timber from the
dreamers to specific dream realms. (Price: 300 gp/lb) Whispervine, whose tendrils emit whispers of
forgotten knowledge and secrets. (Price: 400 gp/lb)
73. Runebound Timber: Timber inscribed with
ancient runes, believed to grant additional magical 85. Spiritflame Ash: Ashes from the flames of
properties when used in spellcasting focuses. (Price: ethereal spirits, capable of bestowing an ethereal
450 gp/lb) touch to crafted objects. (Price: 320 gp/lb)

74. Songblossom Veneer: Thin veneer from the 86. Starshimmer Staves: Staves crafted from
Songblossom trees, whose petals emit soft, melodic Starshimmer trees, which capture and reflect
sounds when brushed, used in musical instruments. starlight, enhancing celestial magic. (Price: 450
(Price: 280 gp/lb) gp/lb)

75. Starfire Logs: Logs derived from the Starfire 87. Enchantwood Bark: Bark from the Enchantwood
trees, which emit a faint stellar glow, used in the trees, which possess natural enchantments that
creation of celestial-themed staffs. (Price: 350 gp/lb) enhance the effects of potions. (Price: 350 gp/lb)

76. Shadowmoon Willow Branch: Branches from the 88. Chromawisp Planks: Planks derived from the

956
Hexmaster Chapter 6 Equipment

Chromawisp trees, which shimmer with ever- D100 Table: Rare Herbs and Plants
changing, vibrant colors. (Price: 400 gp/lb)
1. Glowroot - A luminescent herb that emits a soft,
89. Dreamthorn Timber: Timber from the Dreamthorn ethereal glow. [20 gold pieces per pound]
trees, which bear thorns that induce vivid dreams
when pricked. (Price: 380 gp/lb) 2. Dreamleaf - A delicate plant whose leaves induce
vivid dreams when brewed into tea. [15 gold pieces
90. Arcane Spiritwood: Wood from the Arcane per pound]
Spiritwood trees, said to be inhabited by ethereal
spirits, granting magical properties. (Price: 500 gp/lb) 3. Sunfire Moss - A moss that ignites when exposed
to sunlight, providing a portable light source. [30 gold
91. Umbrabark Logs: Logs from the Umbrabark pieces per pound]
trees, which absorb and manipulate shadows, used
in stealth-based enchantments. (Price: 350 gp/lb) 4. Shadowroot - A dark, twisted root known for its
potent magical properties. [40 gold pieces per pound]
92. Phoenixfeather Planks: Planks infused with the
essence of phoenix feathers, granting resistance to 5. Stormvine - A plant that generates small bolts of
fire and regeneration properties. (Price: 450 gp/lb) static electricity, useful for crafting shock-infused
items. [25 gold pieces per pound]
93. Illusory Ashwood: Ashwood with the ability to
create illusions, making it difficult to discern its true 6. Silverthorn - A thorny plant with silver leaves, said
nature. (Price: 320 gp/lb) to ward off supernatural beings. [35 gold pieces per
pound]
94. Starseeker Timber: Timber derived from the
Starseeker trees, which bear leaves that point toward 7. Bloodvine - A crimson vine that secretes a potent
celestial bodies. (Price: 380 gp/lb) healing sap when cut. [45 gold pieces per pound]
95. Whisperwind Bark: Bark from the Whisperwind 8. Starbloom - A rare flower that only blooms under a
trees, capable of emitting soft, soothing melodies starry night sky, its petals shimmer with celestial
when caressed by the wind. (Price: 300 gp/lb) energy. [50 gold pieces per pound]
96. Spiritbound Planks: Planks infused with the 9. Frostberry - A small, blue berry that grants
lingering essence of departed spirits, granting resistance to cold when consumed. [30 gold pieces
protection against undead creatures. (Price: 400 per pound]
gp/lb)
10. Emberbloom - A fiery flower that releases a burst
97. Evershade Timber: Timber obtained from the of heat when plucked. [40 gold pieces per pound]
Evershade trees, which cast a perpetual shade, used
in the creation of camouflage equipment. (Price: 320 11. Voidroot - A black root that absorbs ambient
gp/lb) magic, useful for dispelling spells. [35 gold pieces
per pound]
98. Stormcaller Logs: Logs from the Stormcaller
trees, known for resonating with thunderous sounds, 12. Moonlily - A luminous flower that only opens
used in the creation of sound-based weaponry. under a full moon, its petals emit a soft, silvery light.
(Price: 380 gp/lb) [45 gold pieces per pound]
99. Astralwood Bark: Bark from the Astralwood trees, 13. Serpentleaf - A serpentine plant with leaves that
which shimmer with astral energy, used in the have a venomous bite. [25 gold pieces per pound]
creation of planar navigation tools. (Price: 350 gp/lb)
14. Spiritbark - The bark of a sacred tree said to
100. Celestial Ash: Ashes from the celestial bonfires, protect against evil spirits and curses. [50 gold
believed to contain remnants of divine essence, used pieces per pound]
in sacred rituals. (Price: 500 gp/lb)

957
Chapter 6 Equipment Hexmaster

15. Deathcap - A toxic mushroom with deadly images, creating temporary illusions. [65 gold pieces
effects, sought after by assassins. [20 gold pieces per pound]
per pound]
29. Dream Lotus - A lotus flower that induces deep
16. Astral Blossom - A flower that blooms in ethereal slumber and prophetic dreams when consumed. [70
colors and enhances magical abilities. [60 gold gold pieces per pound]
pieces per pound]
30. Stormfire Blossom - A rare flower that combines
17. Singing Ivy - A vine that emits a melodic hum the properties of storm and fire, unleashing
when touched, used in musical instruments. [30 gold elemental energy. [80 gold pieces per pound]
pieces per pound]
31. Voidbloom - A black and silver flower that
18. Heartwood - The core of an ancient tree, imbued absorbs light, creating pockets of darkness. [55 gold
with natural resilience and durability. [70 gold pieces pieces per pound]
per pound]
32. Emberleaf - A leaf that burns with a warm,
19. Stormlily - A flower that releases a miniature comforting flame, used for creating enchanted fire
lightning storm when crushed. [40 gold pieces per spells. [50 gold pieces per pound]
pound]
33. Moonroot - A root that glows softly under
20. Dreamvine - A creeping plant that grows on moonlight, often used in divination rituals. [60 gold
sleepers, inducing pleasant dreams. [25 gold pieces pieces per pound]
per pound]
34. Echosage - A leafy herb that echoes the thoughts
21. Celestial Rose - A celestial-infused rose that of those who consume it, granting mental clarity. [45
grants temporary flight when consumed. [80 gold gold pieces per pound]
pieces per pound]
35. Spiritthorn - A thorny plant said to attract and trap
22. Bloodthistle - A crimson thistle with blood-red wayward spirits. [70 gold pieces per pound]
sap, known for its rejuvenating properties. [50 gold
pieces per pound] 36. Frostleaf - A frost-covered leaf that freezes water
upon contact, useful for creating ice-based potions.
23. Soulleaf - A translucent leaf that captures and [55 gold pieces per pound]
stores residual life essence. [60 gold pieces per
pound] 37. Soulshroom - A mushroom that absorbs residual
energy from the deceased, used in soul
24. Ebonlotus - A black lotus that enhances dark manipulation. [65 gold pieces per pound]
magic and necromantic rituals. [75 gold pieces per
pound] 38. Etherblossom - A flower that emits a gentle aura
of arcane energy, enhancing spellcasting. [80 gold
25. Sunbeam Orchid - An orchid that radiates pieces per pound]
sunlight, providing warmth and light in dark places.
[45 gold pieces per pound] 39. Nightmare Ivy - A creeping ivy that induces
terrifying nightmares in those who touch it. [75 gold
26. Stardust Fern - A fern that scatters stardust when pieces per pound]
shaken, revealing hidden magical paths. [55 gold
pieces per pound] 40. Sunstone Petal - A petal that absorbs sunlight,
emitting a warm glow when activated. [60 gold
27. Venomroot - A poisonous root used in the pieces per pound]
creation of potent toxins and antidotes. [40 gold
pieces per pound] 41. Spiritwood Bark - Bark infused with the essence
of departed spirits, granting ethereal properties. [70
28. Mirage Moss - A moss that projects illusory gold pieces per pound]

958
Hexmaster Chapter 6 Equipment

55. Duskwort - A flower that opens only at twilight, its


42. Ghost Orchid - An orchid that materializes pollen induces drowsiness. [75 gold pieces per
ghostly apparitions when it blooms. [85 gold pieces pound]
per pound]
56. Etherroot - A root that absorbs and amplifies
43. Viper Vine - A vine with venomous thorns that magical energy, useful for spellcasting. [85 gold
paralyzes its victims upon contact. [80 gold pieces pieces per pound]
per pound]
57. Obsidian Lily - A black lily that absorbs light,
44. Twilight Lily - A flower that blooms only at dusk, casting an area into darkness when it blooms. [80
its fragrance brings tranquility and peace. [65 gold gold pieces per pound]
pieces per pound]
58. Spiritthistle - A thistle that releases soothing
45. Chaos Moss - A moss that disrupts magical scents, calming restless spirits. [70 gold pieces per
energies, causing spells to misfire. [75 gold pieces pound]
per pound]
59. Void Orchid - An orchid that distorts reality
46. Celestial Thistle - A thistle infused with celestial around it, creating minor spatial anomalies. [95 gold
energy, offering protection against celestial pieces per pound]
creatures. [90 gold pieces per pound]
60. Dreamer's Tear - A crystalline tear drop that
47. Voidmoss - A moss that creates temporary enhances dream recall and lucid dreaming. [90 gold
portals to other dimensions when burned. [85 gold pieces per pound]
pieces per pound]
61. Starlily - A radiant flower that glows with the light
48. Dreamer's Fern - A fern that enhances the of distant stars, illuminating dark spaces. [85 gold
vividness of dreams, allowing dreamers to remember pieces per pound]
more details. [70 gold pieces per pound]
62. Stormbramble - A thorny plant that crackles with
49. Moonshadow Root - A root that grants temporary electricity, used in the creation of shock-based
invisibility under moonlight. [80 gold pieces per potions. [80 gold pieces per pound]
pound]
63. Soulfire Fern - A fern that burns with an
50. Ashen Lotus - A lotus that absorbs heat and otherworldly flame, used in rituals to commune with
flames, making it an excellent fire-resistant material. spirits. [90 gold pieces per pound]
[75 gold pieces per pound]
64. Shadowblossom - A flower that absorbs and
51. Shadeflower - A flower that releases a dense fog extinguishes light sources within its vicinity. [95 gold
when plucked, granting concealment. [65 gold pieces pieces per pound]
per pound]
65. Nightshade - A toxic herb with potent sedative
52. Spiritbloom - A flower that blooms only in areas properties, often used in poisons and sleep-inducing
of intense spiritual energy, bestowing heightened potions. [75 gold pieces per pound]
perception. [90 gold pieces per pound]
66. Astral Vine - A shimmering vine that grows along
53. Inferno Berry - A fiery berry that provides ley lines, granting temporary astral projection. [85
resistance to fire when consumed. [80 gold pieces gold pieces per pound]
per pound]
67. Essence Orchid - An orchid that emits a fragrant
54. Phantom Rose - A rose that materializes ghostly essence, enhancing the magical potential of potions.
visions of lost loved ones when touched. [95 gold [90 gold pieces per pound]
pieces per pound]
68. Emberthorn - A thorny plant with fiery red thorns

959
Chapter 6 Equipment Hexmaster

that burn upon contact. [80 gold pieces per pound]


82. Voidlily - A flower that absorbs ambient magic,
69. Moonstone Lily - A lily with translucent petals that dampening nearby spellcasting. [90 gold pieces per
radiate moonlight, used in lunar rituals. [95 gold pound]
pieces per pound]
83. Emberseed - A seed that contains a spark of fire,
70. Whispervine - A wispy, ethereal vine that carries used in the creation of fire-based spells and items.
faint echoes of distant conversations. [85 gold pieces [85 gold pieces per pound]
per pound]
84. Spectral Ivy - An ivy that glows with an eerie,
71. Chronobloom - A flower that distorts time around ghostly light, used for necromantic rituals. [95 gold
it, causing temporal anomalies. [90 gold pieces per pieces per pound]
pound]
85. Shadeleaf - A leaf that creates a zone of
72. Veilstalk - A plant with leaves that blend darkness when exposed to light, granting
seamlessly with its surroundings, granting concealment. [90 gold pieces per pound]
camouflage. [80 gold pieces per pound]
86. Spiritblossom - A flower that releases a soothing
73. Soulthorn - A thorny plant with barbs that drain aroma, calming agitated spirits. [80 gold pieces per
the life force of those it touches. [95 gold pieces per pound]
pound]
87. Celestial Vine - A radiant vine that channels
74. Mirage Lily - A flower that creates illusory celestial energy, used in holy ceremonies. [95 gold
duplicates of itself, confusing onlookers. [90 gold pieces per pound]
pieces per pound]
88. Mirage Thistle - A thistle that bends light around
75. Echoweed - A plant whose leaves amplify sound, it, creating mirage-like illusions. [90 gold pieces per
useful for enhancing auditory perception. [85 gold pound]
pieces per pound]
89. Dreamshade - A leafy herb that induces deep
76. Wraithroot - A root infused with spectral energy, sleep and vivid dreams when brewed into tea. [85
used in the creation of ghostly illusions. [95 gold gold pieces per pound]
pieces per pound]
90. Voidfire Blossom - A flower that emits black
77. Frostbloom - A flower that releases a chilling mist flames, consuming light and warmth. [95 gold pieces
when plucked, lowering temperatures in its vicinity. per pound]
[80 gold pieces per pound]
91. Moonshadow Vine - A vine that thrives in
78. Etherthorn - A thorny plant that generates a darkness, absorbing moonlight and granting
magical barrier, providing temporary protection. [90 shadowy abilities. [90 gold pieces per pound]
gold pieces per pound]
92. Spiritthistle - A thistle that releases a calming
79. Starshade - A plant whose leaves cast shadows aura, easing emotional distress. [85 gold pieces per
that resemble constellations, used for celestial pound]
divination. [85 gold pieces per pound]
93. Echofern - A fern that echoes sounds and voices,
80. Soulspark Fern - A fern that emits small sparks of useful for enhancing auditory illusions. [95 gold
ethereal energy, used in enchanting rituals. [95 gold pieces per pound]
pieces per pound]
94. Starfire Lily - A lily that emits bursts of starlight,
81. Dreamer's Bane - A parasitic plant that feeds on illuminating dark areas and revealing hidden paths.
dreams, causing nightmares and restless sleep. [80 [90 gold pieces per pound]
gold pieces per pound]

960
Hexmaster Chapter 6 Equipment

95. Dreamweb - A delicate web spun by dream per pound.


spiders, capable of capturing and preserving dreams.
[95 gold pieces per pound] 7. Soulstone Garnet: A deep crimson crystal that
pulsates with a faint heartbeat. It is used in rituals
96. Shadowmoss - A moss that absorbs light and and necromantic magic. Price: 1300 gp per pound.
creates areas of deep shadow, useful for stealth. [90
gold pieces per pound] 8. Verdant Emerald Shard: A small fragment of a
larger emerald, it exudes a verdant aura and
97. Essence Rose - A rose that exudes an enhances nature-based spells. Price: 950 gp per
enchanting fragrance, enhancing charisma and pound.
persuasive abilities. [95 gold pieces per pound]
9. Arcane Prism: A multifaceted crystal that refracts
98. Astral Thistle - A thistle that grows along ley magical energy, making it valuable for spellcasters.
lines, granting temporary astral projection. [90 gold Price: 1400 gp per pound.
pieces per pound]
10. Voidglass Crystal: A translucent crystal that
99. Emberglow - A glowing ember that never seems to absorb all light around it. It is used to
extinguishes, providing a constant source of light and create anti-magic barriers. Price: 1000 gp per pound.
heat. [95 gold pieces per pound]
11. Luminous Opal: A milky-white crystal that glows
100. Enigma Bloom - A flower with ever-shifting softly, illuminating dark areas and repelling undead
colors and properties, its effects vary with each creatures. Price: 900 gp per pound.
individual. [100 gold pieces per pound]
12. Bloodstone Shard: A jagged red crystal said to
D100 Table: Trade Goods - Enchanted contain the essence of ancient, powerful beings. It
can be used in blood magic rituals. Price: 1200 gp
Crystals per pound.
1. Glittering Starstone: A radiant crystal that glows 13. Astral Diamond: A rare crystal infused with
with a soft, celestial light. It enhances magical residual energy from the astral plane. It enhances
energies. Price: 1500 gp per pound. psychic abilities. Price: 1100 gp per pound.
2. Emberheart Quartz: A fiery red crystal that 14. Harmonic Saphire: A crystal that emits soothing,
radiates warmth. It can be used to imbue weapons harmonic vibrations. It can be used to create calming
with elemental fire. Price: 1000 gp per pound. spells and artifacts. Price: 1000 gp per pound.
3. Frostfall Amethyst: A shimmering blue crystal that 15. Enigma Quartz: A crystal with ever-shifting
emanates a chilling aura. It is sought after for its ice patterns and colors. It is known to grant glimpses into
magic properties. Price: 1200 gp per pound. the future. Price: 1300 gp per pound.
4. Searing Sunstone: A vibrant yellow crystal that 16. Celestial Ametrine: A beautiful crystal that
seems to contain captured sunlight. It can be used to combines the properties of amethyst and citrine,
create powerful light-based spells. Price: 900 gp per representing the union of light and dark. Price: 950
pound. gp per pound.
5. Shadowvein Obsidian: A pitch-black crystal that 17. Radiant Moonstone: A pearlescent crystal that
absorbs light and conceals magical auras. It is glows softly, reflecting the phases of the moon. It is
favored by rogues and spies. Price: 800 gp per associated with lunar magic. Price: 900 gp per
pound. pound.
6. Stormcaller Topaz: A crackling, electric blue 18. Thunderheart Agate: A deep brown crystal with
crystal that resonates with the power of storms. It veins of vibrant orange, said to be formed from
can enhance lightning-based spells. Price: 1100 gp ancient lightning strikes. Price: 800 gp per pound.

961
Chapter 6 Equipment Hexmaster

seems to contain swirling embers within. It is used in


19. Mistfall Quartz: A translucent crystal that exudes dark fire magic rituals. Price: 1200 gp per pound.
a misty vapor. It is used in illusions and divination
magic. Price: 1000 gp per pound. 31. Illusionary Diamond: A crystalline gem that
shimmers with a kaleidoscope of colors, perfect for
20. Prismatic Shard: A small crystal fragment that crafting illusionary artifacts. Price: 1400 gp per
refracts light into a dazzling display of colors. It is pound.
used in spellcasting foci. Price: 1200 gp per pound.
32. Radiant Coralite: A coral-like crystal that glows
21. Solar Flare Ruby: A vibrant red crystal that glows softly underwater, enhancing aquatic magic and
with intense heat. It is sought after for its fire allowing breathing underwater. Price: 1000 gp per
manipulation properties. Price: 1100 gp per pound. pound.

22. Lunar Tearstone: A translucent crystal that 33. Resonant Quartz: A translucent crystal that
absorbs moonlight, emitting a soft glow. It is resonates with vibrations, amplifying sonic and
associated with healing and restoration magic. Price: sound-based spells. Price: 950 gp per pound.
950 gp per pound.
34. Stormheart Sapphire: A deep blue crystal that
23. Stormglass Shard: A jagged fragment of pulses with the power of storms. It can be used to
stormglass, a crystal infused with the power of control and summon lightning. Price: 1100 gp per
thunderstorms. It enhances electrical spells. Price: pound.
1000 gp per pound.
35. Soulforge Crystal: A crystal infused with the
24. Voidfire Obsidian: A jet-black crystal that flickers essence of fallen heroes. It enhances weapon
with inner darkness. It can be used to channel the enchantments and imbues them with the souls of the
destructive force of voidfire. Price: 1200 gp per deceased. Price: 1200 gp per pound.
pound.
36. Celestial Prism: A multifaceted crystal that
25. Chronos Quartz: A clear crystal that seems to refracts celestial energies, making it valuable for
capture the essence of time. It can be used to celestial magic and summoning rituals. Price: 1400
manipulate temporal magic. Price: 1300 gp per gp per pound.
pound.
37. Serenity Jade: A pale green crystal that radiates
26. Dreamstone Amethyst: A deep purple crystal that a calming aura. It is used in meditation and tranquility
resonates with the realm of dreams. It is sought after spells. Price: 900 gp per pound.
for its psychic and illusionary properties. Price: 1000
gp per pound. 38. Void Essence Shard: A fragment of a larger
crystal that resonates with the void. It is used to
27. Emberglow Citrine: A golden crystal that radiates absorb and neutralize magical energies. Price: 1000
warmth and flickering light. It can be used to create gp per pound.
light-based illusions. Price: 900 gp per pound.
39. Phoenixfire Ruby: A brilliant red crystal that
28. Shadowcaster Onyx: A pure black crystal that seems to contain the essence of a phoenix. It can be
absorbs light and enhances shadow magic. It is used to summon and control firebirds. Price: 1100 gp
favored by shadowmancers. Price: 800 gp per per pound.
pound.
40. Ethereal Amethyst: A translucent crystal that
29. Spirit Crystal: A crystal that hums with spiritual gives off a faint, otherworldly glow. It is used to
energy, attuned to the ethereal plane. It aids in commune with extraplanar entities. Price: 1300 gp
communication with spirits and ghosts. Price: 1100 per pound.
gp per pound.
41. Arcane Prism Shard: A small fragment of an
30. Ebonfire Obsidian: A dark gray crystal that arcane prism, it refracts magical energy and can be

962
Hexmaster Chapter 6 Equipment

used in the creation of magical artifacts. Price: 1000 resonates with the realm of dreams. It enhances
gp per pound. psychic abilities and dream manipulation. Price: 1000
gp per pound.
42. Moonshadow Obsidian: A black crystal that
absorbs light and casts an eerie moonlit shadow. It is 54. Prismatic Shard of Reflection: A small crystal
used for shadow magic and illusions. Price: 900 gp fragment that reflects incoming magical spells,
per pound. redirecting their effects. Price: 1300 gp per pound.

43. Wyldfire Topaz: A vibrant orange crystal that 55. Soulquartz Shard: A fragment of a soulquartz, a
flickers with wild, untamed energy. It enhances crystal that captures and stores souls. It is used in
nature-based fire spells. Price: 1100 gp per pound. soul magic and resurrection rituals. Price: 1200 gp
per pound.
44. Echoing Crystal: A clear crystal that echoes
sounds and enhances sonic magic. It is used by 56. Astral Citrine: A yellow crystal that shines with
bards and sound manipulators. Price: 950 gp per the light of distant stars. It enhances spells related to
pound. astral projection and divination. Price: 1000 gp per
pound.
45. Chaos Shard: A jagged crystal fragment imbued
with chaotic energies. It enhances spells that 57. Riftstone Fragment: A jagged piece of a larger
manipulate probability and randomness. Price: 1200 riftstone, it resonates with planar energies and can
gp per pound. be used to open temporary portals. Price: 1100 gp
per pound.
46. Solstice Quartz: A dual-colored crystal that shifts
between warm and cool hues with the changing of 58. Voidbane Obsidian: A dark crystal that absorbs
seasons. Price: 1000 gp per pound. and nullifies void-based energies. It is used to
counter the powers of elder evils. Price: 900 gp per
47. Ebonthorn Obsidian: A black crystal with thorny pound.
protrusions. It enhances spells related to
necromancy and plant manipulation. Price: 900 gp 59. Flameheart Ruby: A deep red crystal that burns
per pound. with an inner flame. It enhances fire-based spells
and enchantments. Price: 1000 gp per pound.
48. Seraphic Diamond: A radiant crystal that glows
with divine light. It is associated with angelic magic 60. Enigmatic Prism: A mysterious, shifting crystal
and celestial beings. Price: 1400 gp per pound. that confounds magical detection and identification.
Price: 800 gp per pound.
49. Shard of Eternity: A shimmering crystal fragment
said to contain a sliver of eternal essence. It 61. Shadowheart Onyx: A heart-shaped black crystal
enhances spells related to time and immortality. that emanates an aura of darkness. It is used in
Price: 1300 gp per pound. shadow magic and necromancy. Price: 800 gp per
pound.
50. Veilstrike Amethyst: A violet crystal that can
penetrate magical barriers and dispel illusions. It is 62. Essence of the Void: A swirling, smoky crystal
favored by anti-mages. Price: 1000 gp per pound. that draws power from the depths of the void. It
enhances void magic and banishment rituals. Price:
51. Thundercrack Agate: A swirling gray crystal that 1200 gp per pound.
holds the echoes of thunder within. It enhances
thunder-based spells. Price: 1100 gp per pound. 63. Ethereal Pearl: A luminescent pearl-like crystal
that grants limited etherealness to its possessor.
52. Faeflame Emerald: A green crystal that flickers Price: 1000 gp per pound.
with ethereal fire. It is used in fey magic and
enchantments. Price: 1200 gp per pound. 64. Thunderstrike Topaz: A crackling yellow crystal
that resonates with the fury of thunderstorms. It
53. Dreamsong Opal: An opalescent crystal that enhances lightning-based spells. Price: 1100 gp per

963
Chapter 6 Equipment Hexmaster

pound.
77. Nightmare Onyx: A black crystal that radiates an
65. Illusionary Prism: A prism-shaped crystal that unsettling aura. It enhances shadow magic and
enhances illusions and enables the creation of instills fear in enemies. Price: 900 gp per pound.
complex mirages. Price: 1000 gp per pound.
78. Celestial Tearstone: A tear-shaped crystal that
66. Verdigris Emerald: A green crystal with a natural radiates celestial energy. It is used in celestial magic
patina that enhances nature-based spells and allows and divine rituals. Price: 950 gp per pound.
communication with plants. Price: 900 gp per pound.
79. Prismatic Shard of Shifting: A small crystal
67. Spectral Diamond: A diamond infused with fragment that alters its appearance and properties
ethereal essence, it enhances communication with depending on the wielder's intentions. Price: 1200 gp
spirits and ghostly entities. Price: 1300 gp per pound. per pound.

68. Stellar Sapphire: A deep blue crystal that 80. Voidstar Ruby: A deep crimson crystal that
sparkles like a starry sky. It enhances cosmic magic absorbs light and projects a void-like aura. It
and divination. Price: 1200 gp per pound. enhances void magic and dark rituals. Price: 1100 gp
per pound.
69. Elemental Core Crystal: A crystal containing a
tiny elemental core, it can be used to summon and 81. Echofire Quartz: A translucent crystal that seems
control elementals. Price: 1100 gp per pound. to flicker with echoes of fire. It enhances fire-based
spells and enchantments. Price: 1000 gp per pound.
70. Arcanite Shard: A radiant crystal that pulsates
with raw arcane energy. It is highly sought after by 82. Twilight Ametrine: A crystal that seamlessly
spellcasters. Price: 1400 gp per pound. blends shades of purple and gold, symbolizing the
balance between light and darkness. Price: 950 gp
71. Dreamwoven Amethyst: A shimmering purple per pound.
crystal woven with threads of dream energy. It
enhances dream manipulation and psychic abilities. 83. Stormbreaker Topaz: A vibrant blue crystal that
Price: 1000 gp per pound. crackles with lightning. It enhances storm-based
magic and electrical attacks. Price: 1100 gp per
72. Ashenfire Obsidian: A jet-black crystal that pound.
smolders with an inner flame. It enhances fire-based
necromantic spells. Price: 1200 gp per pound. 84. Mirage Crystal: A crystalline gem that creates
illusions of various sensory experiences. It is used in
73. Soulthread Crystal: A crystal infused with illusion magic and trickery. Price: 1000 gp per pound.
ethereal threads that bind souls. It is used in soul
manipulation and spirit communication. Price: 1300 85. Ebonlace Obsidian: A smooth black crystal
gp per pound. adorned with intricate lace-like patterns. It enhances
shadow magic and stealth. Price: 900 gp per pound.
74. Elemental Prism: A multifaceted crystal that
resonates with the essence of the elemental planes. 86. Spiritbound Gem: A crystal infused with the
It enhances elemental magic. Price: 1400 gp per essence of benevolent spirits. It aids in banishing
pound. malevolent entities and purifying spaces. Price: 1200
gp per pound.
75. Lifestream Quartz: A pale blue crystal that flows
with an ever-moving, lifelike energy. It enhances 87. Celestium Shard: A fragment of a larger
healing and vitality spells. Price: 1000 gp per pound. celestium crystal, it emits a soft, celestial glow. It
enhances celestial magic and healing. Price: 1300
76. Nexus Shard: A crystal fragment that resonates gp per pound.
with the power of the ley lines. It aids in locating and
channeling magical energy. Price: 1100 gp per 88. Incandescent Diamond: A diamond that radiates
pound. intense light, illuminating even the darkest corners. It

964
Hexmaster Chapter 6 Equipment

enhances radiant spells and light-based magic. between different planes. Price: 1200 gp per pound.
Price: 1400 gp per pound.
100. Prismatic Shard of Ascendance: A small crystal
89. Chaosweave Quartz: A swirling crystal that fragment that radiates an aura of pure magic. It
seems to shift and change form. It enhances chaos enhances spellcasting and enables temporary
magic and unpredictable effects. Price: 1000 gp per magical ascendance. Price: 1500 gp per pound.
pound.
D100 Table: Textiles and Fabrics
90. Astral Pearl: A luminous pearl-like crystal that
resonates with the energy of the astral plane. It aids 1. Luminweave Silk: A shimmering silk woven from
in astral projection and dreamwalking. Price: 950 gp the fibers of a rare nocturnal plant. 75 GP/pound.
per pound.
2. Shadowlace Veil: A delicate lace veil that seems
91. Serpentfire Ruby: A crimson crystal that flickers to absorb light, granting the wearer an ethereal
with serpentine movements. It enhances fire-based appearance. 50 GP/pound.
serpent spells and enchantments. Price: 1100 gp per
pound. 3. Wyrmhide Leather: Supple leather crafted from the
scales of a slain wyrm, known for its exceptional
92. Etherium Shard: A crystal fragment infused with durability. 80 GP/pound.
the essence of the ethereal plane. It enhances spells
related to phasing and intangibility. Price: 1000 gp 4. Spellweft Wool: Soft wool that stores residual
per pound. magical energy, providing warmth and protection
against spells. 60 GP/pound.
93. Illusionist's Prism: A prism-shaped crystal that
amplifies illusion magic and allows for the creation of 5. Mithral Thread: Fine silver thread woven into
intricate illusions. Price: 900 gp per pound. fabric, granting it lightweight and flexible properties.
100 GP/pound.
94. Eternity Quartz: A crystal that glows with a
steady, unwavering light. It is associated with time 6. Phoenix Feather Cloak: A vibrant cloak adorned
magic and temporal manipulation. Price: 1300 gp per with phoenix feathers, offering limited protection
pound. against fire and regeneration. 120 GP/pound.
95. Celestial Coralite: A coral-like crystal that glows 7. Soulbound Velvet: A dark velvet fabric that
with the radiance of celestial bodies. It enhances resonates with trapped souls, granting a sense of
celestial magic and grants protection against foreboding to those who touch it. 90 GP/pound.
celestial beings. Price: 1200 gp per pound.
8. Dreamweaver Silk: A gossamer silk renowned for
96. Shadowbane Obsidian: A dark crystal infused its ability to trap and store dreams, often used in
with anti-shadow properties. It disrupts shadow creating magical tapestries. 70 GP/pound.
magic and counters shadow-based creatures. Price:
1000 gp per pound. 9. Celestial Linen: A celestial fabric with a radiant
glow, said to offer divine protection against evil
97. Soulstar Diamond: A diamond infused with the forces. 110 GP/pound.
essence of souls, granting it power over life force
and soul manipulation. Price: 1300 gp per pound. 10. Elemental Embroidery: Intricate embroidery
depicting swirling elemental patterns, enhancing the
98. Elemental Harmonium: A crystal that resonates wearer's affinity with a chosen element. 80
with the harmonious balance of the elemental GP/pound.
planes. It enhances elemental magic and creates
elemental harmony. Price: 1400 gp per pound. 11. Starfall Satin: Luxurious satin woven with threads
infused with stardust, granting a subtle sparkle in the
99. Riftcaller Shard: A shard of a larger riftcaller moonlight. 95 GP/pound.
crystal, it is used to open and stabilize portals

965
Chapter 6 Equipment Hexmaster

12. Thunderweave Canvas: A durable canvas the appearance of storm clouds, crackling with static
treated with enchantments, making it resistant to electricity. 90 GP/pound.
tears and punctures. 65 GP/pound.
26. Astral Brocade: Brocade fabric interwoven with
13. Spiritbound Gossamer: Delicate gossamer fabric celestial patterns, rumored to enhance the wearer's
that captures and amplifies the presence of nearby connection to the stars. 100 GP/pound.
spirits. 75 GP/pound.
27. Dreamcatcher Linen: Linen fabric adorned with
14. Draconic Scalecloth: Lightweight cloth made from small dreamcatcher charms, providing limited
magically treated dragon scales, providing resistance protection against night terrors. 75 GP/pound.
against elemental damage. 85 GP/pound.
28. Feyweave Wool: Wool spun from the fleece of
15. Illusionary Lace: An enchanting lace that shifts in enchanted sheep found in fey realms, providing
color and pattern, making it difficult to perceive the resistance against enchantments. 80 GP/pound.
true form beneath. 55 GP/pound.
29. Bloodfire Silk: A rare silk infused with residual
16. Moonshadow Silk: Fine silk woven from the web elemental energy, granting resistance to fire
of a rare lunar spider, granting the wearer increased damage. 85 GP/pound.
agility under moonlight. 100 GP/pound.
30. Arcane Embroidery: Elaborate embroidery
17. Arcane Brocade: Rich brocade fabric interwoven featuring arcane symbols that augment the wearer's
with arcane symbols, believed to grant a slight boost spellcasting abilities. 90 GP/pound.
to spellcasting. 90 GP/pound.
31. Webstrand Silk: A delicate silk harvested from
18. Ethereal Veil: A sheer, flowing veil that gives the the webs of otherworldly spiders, known for its
wearer a ghostly appearance and grants limited exceptional tensile strength. 70 GP/pound.
incorporeality. 70 GP/pound.
32. Gloomveil Linen: Dark linen fabric that absorbs
19. Beastmaster Leather: Sturdy leather crafted from light, creating an aura of shadow around the wearer.
the hide of exotic beasts, offering improved animal 75 GP/pound.
handling and control. 75 GP/pound.
33. Celestial Tapestry: A majestic tapestry depicting
20. Timeless Tapestry: An ancient tapestry that celestial realms and their inhabitants, offering
depicts pivotal moments in history, rumored to grant glimpses into divine realms. 110 GP/pound.
visions of the past and future. 120 GP/pound.
34. Hallowed Lace: Delicate lace woven with
21. Rune-etched Silk: Fine silk adorned with intricate blessings from sacred places, providing minor
runes that imbue the wearer with enhanced magical protection against undead. 60 GP/pound.
protection. 95 GP/pound.
35. Mirage Silk: Silk with an iridescent quality that
22. Voidweave Cloak: A dark cloak woven from creates illusions of movement, making it difficult to
shadowy fibers, granting the ability to blend into pinpoint the wearer's location. 95 GP/pound.
darkness and pass through shadows. 80 GP/pound.
36. Lichweave Linen: Linen fabric imbued with
23. Elemental Silk: Smooth silk infused with necromantic energy, granting minor resistance to
elemental essences, granting resistance to necrotic damage. 80 GP/pound.
corresponding elemental damage. 85 GP/pound.
37. Pyroclasmic Wool: Wool woven from fibers
24. Soulweave Linen: Linen cloth infused with the harvested near active volcanoes, granting resistance
essence of departed souls, offering mild protection to heat and fire. 75 GP/pound.
against necrotic energy. 70 GP/pound.
38. Shadeweaver Silk: A silken fabric that seems to
25. Stormcloud Velvet: Luxurious velvet that mimics shift in color, blending the wearer with the

966
Hexmaster Chapter 6 Equipment

surrounding shadows. 85 GP/pound.


52. Voidscale Leather: Supple leather crafted from
39. Astral Thread: Fine thread spun from starlight, the scales of shadowy creatures, granting limited
known for its exceptional quality in magical garment resistance against dark magic. 85 GP/pound.
crafting. 100 GP/pound.
53. Arcanoweave Silk: Silk interwoven with strands
40. Empyreal Velvet: Luxurious velvet said to be of pure magic, granting improved concentration and
favored by celestial beings, bestowing a sense of spellcasting focus. 100 GP/pound.
divine presence upon the wearer. 120 GP/pound.
54. Dreamshroud Linen: Linen fabric imbued with
41. Frostweave Silk: Silken fabric woven from fibers dream essence, offering a calming effect and aiding
gathered in frigid, icy realms, providing resistance to in restful sleep. 80 GP/pound.
cold. 80 GP/pound.
55. Elemental Embroidered Veil: Delicate veil
42. Illusory Linen: Linen fabric enchanted to create adorned with intricate embroidery depicting
illusions, causing the wearer to appear as someone elemental beings, providing limited control over
else temporarily. 70 GP/pound. corresponding elements. 90 GP/pound.

43. Wyldhide Leather: Leather crafted from the hides 56. Stellar Silk: A rare silk that reflects the twinkling
of creatures of the untamed wilderness, granting patterns of distant stars, captivating the beholder. 95
enhanced camouflage abilities. 90 GP/pound. GP/pound.

44. Chronoweave Cloth: Fabric infused with temporal 57. Mirage Veil: A diaphanous veil that creates
magic, enabling the wearer to briefly manipulate time illusions of the wearer's surroundings, making it
in small increments. 100 GP/pound. difficult to target them accurately. 75 GP/pound.

45. Whisperwind Silk: A delicate silk fabric that 58. Ethereal Thread: Fine thread spun from ethereal
seems to emit soft whispers when touched, offering fibers, known for its ability to hold enchantments. 85
improved stealth capabilities. 75 GP/pound. GP/pound.

46. Stormguard Linen: Linen fabric treated with 59. Moonstone Lace: Lace woven with threads
enchantments to repel water and provide limited infused with moonstone fragments, granting a subtle
electrical insulation. 85 GP/pound. magical aura. 80 GP/pound.

47. Beasthide Leather: Rugged leather made from 60. Planarweave Silk: Silk fabric crafted by expert
the hides of powerful creatures, offering natural weavers using strands drawn from multiple planes,
protection and increased durability. 80 GP/pound. offering slight planar affinity. 100 GP/pound.

48. Nebula Thread: Thread woven from the wisps of 61. Feyfire Linen: Linen fabric infused with the
nebulae, granting subtle cosmic energy to crafted essence of the Feywild, offering mild protection
garments. 95 GP/pound. against fey creatures and magic. 80 GP/pound.

49. Enigma Lace: Intricate lace with shifting patterns 62. Sunburst Silk: Silken fabric dyed in vibrant hues
and hidden symbols, offering mild resistance against that mimic the colors of a dazzling sunrise, radiating
divination magic. 70 GP/pound. warmth and positive energy. 85 GP/pound.

50. Soulthread Silk: A silk fabric woven with threads 63. Arcane Veil: A shimmering veil woven with
infused with residual soul energy, providing threads of pure arcane energy, providing limited
protection against psychic attacks. 90 GP/pound. magical resistance. 90 GP/pound.

51. Ebonweave Velvet: Luxurious velvet dyed in 64. Venomweave Silk: A silk fabric infused with the
deep shades of black, evoking a sense of mystery venom of poisonous creatures, offering resistance to
and elegance. 75 GP/pound. toxins and venomous attacks. 75 GP/pound.

967
Chapter 6 Equipment Hexmaster

65. Shadecloth Linen: Linen fabric that absorbs and 78. Celestia Silk: Silk fabric said to have been woven
dampens sound, providing limited stealth by celestial weavers, imbued with a sense of divine
capabilities. 70 GP/pound. presence. 90 GP/pound.

66. Solarian Velvet: Luxurious velvet imbued with 79. Dreadweave Cloth: Cloth woven from shadowy
solar energy, exuding a comforting warmth and fibers, said to contain the essence of ancient and
offering minor healing properties. 100 GP/pound. powerful shadow beings. 95 GP/pound.

67. Spiritbound Silk: Silk fabric woven with ethereal 80. Astral Lace: Lace woven with strands that seem
strands that resonate with the presence of spirits, to connect to distant stars, providing minor cosmic
offering enhanced perception of the supernatural. 90 insight to the wearer. 80 GP/pound.
GP/pound.
81. Arcanospark Silk: Silk fabric infused with residual
68. Dragonwing Leather: Supple leather made from arcane energy, causing faint sparks to crackle along
the wings of slain dragons, granting limited flight and its surface. 85 GP/pound.
improved aerial maneuverability. 120 GP/pound.
82. Moonwhisper Linen: Linen fabric known for its
69. Moonglow Linen: Linen fabric that emits a soft, exceptional sound-absorbing properties, allowing for
soothing glow under moonlight, providing a calming silent movement. 70 GP/pound.
effect on those nearby. 80 GP/pound.
83. Shadowweave Velvet: Velvet fabric woven with
70. Stormweave Silk: Silk fabric that crackles with shadowy threads, granting limited resistance against
electricity, offering resistance to lightning damage dark magic. 75 GP/pound.
and attracting static charges. 85 GP/pound.
84. Frostfire Silk: Silken fabric enchanted to resist
71. Voidmist Veil: A sheer veil that shrouds the extreme temperatures, providing protection against
wearer in an aura of shifting shadows, granting both cold and fire. 90 GP/pound.
limited concealment in dim light. 75 GP/pound.
85. Stardust Lace: Delicate lace infused with specks
72. Enchantress Lace: Exquisite lace woven with of stardust, granting a subtle cosmic radiance. 80
threads infused with enchanting magic, enhancing GP/pound.
the wearer's charisma. 95 GP/pound.
86. Spiritbound Velvet: Luxurious velvet fabric woven
73. Aetherweave Silk: A light, airy silk that seems to with threads that resonate with the presence of
shimmer with the colors of the ethereal plane, spirits, granting spiritual attunement. 95 GP/pound.
granting a slight incorporeal touch. 90 GP/pound.
87. Wyvern Scale Leather: Leather made from the
74. Bloodmoon Velvet: Velvet dyed a deep crimson tough scales of wyverns, offering enhanced
hue, said to empower those who wear it during the protection against physical attacks. 100 GP/pound.
full moon. 80 GP/pound.
88. Dreamglow Silk: Silken fabric that glows softly in
75. Spectral Linen: Linen fabric that faintly glows with the dark, creating a serene and dreamlike
an otherworldly light, providing limited protection atmosphere. 80 GP/pound.
against undead creatures. 75 GP/pound.
89. Arcane Whisper Veil: A whisper-thin veil woven
76. Mirageweave Silk: Silk fabric that creates illusory with threads that enhance the wearer's spellcasting
duplicates of the wearer, causing confusion and abilities. 90 GP/pound.
making them harder to target. 100 GP/pound.
90. Elemental Essence Cloth: Cloth infused with
77. Glimmering Lace: Delicate lace interwoven with essences of various elements, offering minor
tiny gemstones that reflect and refract light, creating resistance against elemental damage. 85 GP/pound.
a dazzling effect. 85 GP/pound.

968
Hexmaster Chapter 6 Equipment

91. Illusionary Silk: Silk fabric enchanted to create


illusory patterns and colors, making the wearer 3. Crystal Orb of Divination: A crystal orb that allows
appear different from reality. 75 GP/pound. the user to cast the "Detect Thoughts" spell once per
day. Price: 1,200 gp.
92. Soulshroud Linen: Linen fabric imbued with
spectral energy, providing limited protection against 4. Ancient Tome of Forbidden Knowledge: A book
ethereal attacks. 80 GP/pound. filled with eldritch secrets. Allows the user to learn
one additional spell of their choice. Price: 1,500 gp.
93. Thunderbolt Thread: Thread spun from fibers
charged with electrical energy, granting a slight 5. Arcane Dust: A vial containing enchanted dust.
affinity for lightning magic. 95 GP/pound. Can be used to restore 1d4 spell slots once per long
rest. Price: 600 gp.
94. Celestial Embroidered Silk: Fine silk adorned
with celestial symbols and patterns, said to attract 6. Shard of the Astral Mirror: A small fragment of a
blessings from the heavens. 100 GP/pound. shattered mirror that grants the user advantage on
Charisma-based skill checks. Price: 700 gp.
95. Voidwhisper Lace: Lace woven from strands that
seem to echo whispers from the void, imbuing a 7. Sentinel's Greaves: Ancient greaves that provide
sense of enigmatic allure. 90 GP/pound. advantage on Dexterity saving throws against traps.
Price: 1,000 gp.
96. Ebonthread Silk: Silken fabric spun from threads
harvested from the depths of the Shadow Plane, 8. Essence Vial: A vial filled with a mysterious
offering slight shadow manipulation. 80 GP/pound. essence. When consumed, restores 2d6 hit points.
Price: 400 gp.
97. Spectral Veil: A diaphanous veil that seems to
shift in and out of the ethereal plane, granting limited 9. Whispering Dagger: A blade infused with ancient
incorporeal abilities. 85 GP/pound. spirits. Deals an additional 1d6 necrotic damage on a
successful hit. Price: 900 gp.
98. Phoenix Flame Silk: Silken fabric infused with
phoenix essence, radiating warmth and offering 10. Gilded Mask of Illusions: A decorative mask that
resistance to fire. 95 GP/pound. allows the wearer to cast the "Disguise Self" spell
once per day. Price: 800 gp.
99. Enchanted Brocade: Exquisite brocade fabric
woven with strands of pure enchantment, enhancing 11. Scepter of Arcane Supremacy: A golden scepter
magical potential. 90 GP/pound. adorned with glowing gemstones. Allows the wielder
to cast one spell of their choice from any class's spell
100. Astral Essence Silk: Silk fabric infused with list once per day. Price: 2,000 gp.
traces of astral energy, granting a connection to the
Astral Plane and limited astral projection abilities. 12. Shadow Cloak: A tattered cloak that grants
100 GP/pound. advantage on Stealth checks in dim light or
darkness. Price: 700 gp.

D100 Table: Relics of Ancient 13. Oracle's Eye: A gemstone imbued with foresight.
Allows the user to gain advantage on one initiative
Empires roll per day. Price: 600 gp.
1. Time-Worn Amulet: A weathered amulet imbued 14. Crown of Ethereal Wisdom: A silver crown that
with ancient magic. Grants +1 to all saving throws. enhances the wearer's Intelligence score by 2 while
Price: 500 gp. attuned. Price: 1,500 gp.
2. Rune-Engraved Gauntlets: Ornate gauntlets 15. Crystaline Bow: A translucent bow that grants a
inscribed with mysterious runes. Increases melee +1 bonus to attack rolls and damage rolls. Price:
damage by 1d4. Price: 800 gp. 1,200 gp.

969
Chapter 6 Equipment Hexmaster

per month. Price: 2,500 gp.


16. Amulet of Elemental Mastery: An amulet with a
swirling gem that allows the wearer to cast the 28. Golem's Heart: A pulsating crystal that can be
"Elemental Weapon" spell once per day. Price: 1,100 embedded in a construct to grant it sentience. When
gp. used as a component, it animates a construct for 24
hours. Price: 2,000 gp.
17. Enigmatic Locket: A small locket that grants
advantage on saving throws against charm effects. 29. Shroud of Invisibility: A tattered shroud that
Price: 800 gp. allows the wearer to become invisible for up to 10
minutes once per day. Price: 1,500 gp.
18. Stone of Ancient Fortitude: A magical stone that
grants the user resistance to one type of damage 30. Stormcaller's Staff: A staff crackling with
(player's choice) for 1 hour once per day. Price: 900 electricity. Allows the wielder to cast the "Call
gp. Lightning" spell once per day. Price: 2,200 gp.

19. Satchel of Infinite Storage: A small satchel with a 31. Veil of Dimensional Sight: A silken veil that
seemingly bottomless interior. Can hold up to 500 allows the wearer to see into the Ethereal Plane.
pounds of weight without encumbering the user. Grants advantage on Perception checks related to
Price: 1,300 gp. detecting invisible or ethereal creatures. Price: 1,800
gp.
20. Rod of Planar Alignment: A metallic rod that
allows the user to cast the "Plane Shift" spell once 32. Gauntlets of Titan's Strength: Enormous
per week. Price: 2,500 gp. gauntlets that increase the wearer's Strength score
by 4 while attuned. Price: 3,500 gp.
21. Shield of the Fallen Kings: A sturdy shield that
grants a +2 bonus to AC. Once per day, the wielder 33. Astral Compass: A small mechanical device that
can use their reaction to gain resistance against one points toward the nearest portal or planar rift within a
type of damage. Price: 1,800 gp. 5-mile radius. Price: 1,200 gp.

22. Elixir of Everlasting Youth: A small vial containing 34. Cloak of Mystical Deflection: A flowing cloak that
a shimmering liquid. When consumed, the user's grants a +2 bonus to AC against spell attacks. Price:
physical appearance regresses by 10 years. Effects 1,500 gp.
are purely cosmetic. Price: 1,000 gp.
35. Echoing Blade: A sword that resonates with a
23. Whisperwind Boots: Boots that allow the wearer haunting echo. On a critical hit, deals an additional
to move silently and gain advantage on Stealth 2d6 sonic damage. Price: 2,300 gp.
checks made to move silently. Price: 900 gp.
36. Chalice of Eternal Vigor: A golden chalice that,
24. Tome of Forgotten Spells: A tome filled with when filled with any liquid, grants the drinker
ancient and forgotten spells. Allows the user to learn temporary hit points equal to their Constitution
two additional spells of their choice. Price: 2,200 gp. modifier for 1 hour. Price: 1,000 gp.

25. Crown of Elemental Command: A crown that 37. Shard of Elemental Essence: A fragment of
enhances the user's control over elemental forces. elemental power that can be used as an arcane
Allows the wearer to cast the "Control Weather" spell focus. Spells cast with this focus deal additional
once per week. Price: 3,000 gp. damage of the corresponding element type equal to
the caster's proficiency bonus. Price: 1,500 gp.
26. Voidstone Pendant: A pendant made of a
mysterious black stone. Grants the user resistance 38. Whisperblade Dagger: A sleek dagger that
against necrotic damage. Price: 1,200 gp. glimmers with an otherworldly aura. Grants
advantage on Sleight of Hand checks when
27. Amulet of Astral Projection: An amulet that allows attempting to conceal or steal objects. Price: 1,200
the wearer to cast the "Astral Projection" spell once gp.

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Hexmaster Chapter 6 Equipment

ethereal glow. Price: 800 gp.


39. Idol of Ancient Guardians: A small idol that, when
activated, summons a guardian construct to fight 52. Circlet of Timelessness: A delicate circlet that
alongside the user for 1 hour. Price: 2,500 gp. grants the wearer advantage on saving throws
against the effects of time manipulation spells. Price:
40. Robes of Arcane Equilibrium: Robes that provide 1,200 gp.
advantage on concentration checks made to
maintain concentration on spells. Price: 1,800 gp. 53. Echo Stone: A small stone that records and
replays the last 10 seconds of sound it hears. Price:
41. Shard of the Celestial Prism: A radiant shard that 500 gp.
grants the user resistance against radiant damage.
Price: 1,200 gp. 54. Tome of Elemental Convergence: A tome filled
with knowledge of harnessing elemental powers.
42. Amulet of Eternal Preservation: An amulet that Allows the user to choose one element and gain
slows the decay of organic matter. Can preserve resistance to that damage type. Price: 1,500 gp.
perishable items placed within a small compartment
for an extended period. Price: 1,500 gp. 55. Lantern of Enigmatic Shadows: A lantern that
casts shifting shadows, providing advantage on
43. Ebonfire Torch: A torch that burns with black Stealth checks made in dim light or darkness. Price:
flames. Illuminates as a regular torch but does not 1,000 gp.
produce heat or consume fuel. Price: 800 gp.
56. Cursed Coin of Fortune: A coin that can grant the
44. Diadem of Mental Clarity: A jeweled diadem that user a stroke of luck but also carries a curse. Once
grants advantage on Intelligence saving throws. per day, the user can reroll any ability check, saving
Price: 1,500 gp. throw, or attack roll, but they must accept the second
result, even if worse. Price: 500 gp.
45. Luminous Crystal Staff: A staff embedded with a
radiant crystal that sheds bright light in a 30-foot 57. Talisman of Arcane Absorption: A talisman that
radius and dim light for an additional 30 feet. Price: absorbs magical energy. Once per day, the user can
1,800 gp. regain a spent spell slot of 2nd level or lower. Price:
1,200 gp.
46. Talisman of Life Warding: A talisman that grants
advantage on death saving throws. Price: 1,200 gp. 58. Shard of Resilient Defense: A shard that, when
held, grants the user resistance against all damage
47. Scroll of Forgotten Wonders: A scroll containing from non-magical sources. Price: 1,500 gp.
a single use of a powerful, forgotten spell. The spell
is determined randomly. Price: 2,000 gp. 59. Whispersilk Gloves: Gloves that allow the wearer
to cast the "Message" cantrip at will. Price: 600 gp.
48. Crown of Lost Memories: A crown that allows the
wearer to cast the "Modify Memory" spell once per 60. Helm of Ancient Guardians: A helm adorned with
day. Price: 2,500 gp. intricate engravings that grants advantage on saving
throws against being charmed or frightened. Price:
49. Resonant Stone of Harmonic Echoes: A small 1,200 gp.
stone that, when activated, creates an illusory
duplicate of the user that mimics their actions for 1 61. Synthwave Visor: A stylish visor that grants
minute. Price: 1,500 gp. advantage on Intelligence (Investigation) checks
related to technology or ancient artifacts. Price:
50. Shard of Eternal Ice: A frosty shard that grants 1,500 gp.
the user resistance against cold damage. Price:
1,200 gp. 62. Neon Phaser Blaster: A sleek energy weapon
that deals 2d6 radiant damage on a successful hit.
51. Enchanted Quill of Everlasting Ink: A quill that Price: 2,000 gp.
never runs out of ink and writes in a mesmerizing,

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Chapter 6 Equipment Hexmaster

63. Boombox of Time Distortion: A portable boombox (Intimidation) checks. Price: 500 gp.
that, when activated, creates a localized time
distortion field, allowing the user to take an additional 74. Jar of Persistent Pickles: A jar that, no matter
turn during combat once per long rest. Price: 2,500 how many pickles are taken from it, always
gp. replenishes with one pickle by the next day. Price:
200 gp.
64. Rubik's Cube of Shifting Realities: A mystical
Rubik's Cube that, when solved, opens a temporary 75. Enchanted Umbrella of Perfect Weather: An
portal to a random plane of existence. Price: 1,200 umbrella that, when opened, creates a small magical
gp. zone of calm weather directly above the user,
protecting them from rain, wind, and extreme
65. Legwarmers of Agility: Vibrantly colored temperatures. Price: 1,000 gp.
legwarmers that grant a +2 bonus to Dexterity saving
throws. Price: 800 gp. 76. Horn of Deafening Silence: A horn that, when
blown, creates a zone of complete silence, rendering
66. Pac-Man Amulet: An amulet shaped like the everyone within a 30-foot radius unable to hear
iconic Pac-Man character that grants advantage on anything for 1 minute. Price: 400 gp.
Dexterity (Acrobatics) checks. Price: 500 gp.
77. Gauntlets of Butterfingers: Gauntlets that give the
67. Laser Disc of Knowledge: A laser disc containing user a -2 penalty to Dexterity checks and saving
a wealth of ancient knowledge. Allows the user to throws, but provide a +1 bonus to Strength checks
gain proficiency in one skill of their choice for 24 and saving throws. Price: 300 gp.
hours. Price: 1,000 gp.
78. Earring of Misunderstanding: An earring that
68. VHS Tape of Illusionary Delights: A VHS tape allows the wearer to understand and speak all
that, when played, projects illusory visuals and languages but unintentionally translates everything
sounds, creating a distraction or diversion. Price: 600 into nonsensical phrases or mixed-up words. Price:
gp. 600 gp.

69. Cassettes of Sonic Enchantment: A set of 79. Scroll of Absurd Summoning: A scroll that
enchanted cassette tapes that, when played, can summons a random creature from a list of harmless
cast various bard spells. Each cassette contains one and whimsical creatures, such as a rubber chicken or
spell and can be used once before becoming blank. a dancing mushroom, once per day. Price: 500 gp.
Price: 1,500 gp per cassette.
80. Ring of Temporary Invisibility: A ring that grants
70. Trapper Keeper of Spell Binding: A magical the wearer temporary invisibility for 1 minute but
trapper keeper that can store up to 10 scrolls or emits loud and uncontrollable flatulence during that
spellbooks without increasing weight or bulk. Price: time. Price: 700 gp.
1,800 gp.
81. Disco Ball of Dazzling Divination: A small disco
71. Sock of Invisibility: A single sock that, when worn ball that, when activated, casts the "Divination" spell,
over one foot, grants the user advantage on Stealth providing the user with a cryptic answer to a single
checks while moving silently on floors made of wood question. Price: 1,500 gp.
or stone. Price: 300 gp.
82. Bell-Bottom Boots of Groovy Movement: Stylish
72. Dagger of Ticklishness: A dagger that deals no bell-bottom boots that grant advantage on Dexterity
damage but causes uncontrollable laughter for 1 (Acrobatics) checks made for dancing or stylish
minute when successfully hit. Price: 100 gp. moves. Price: 800 gp.

73. Crown of Bad Hair Days: A crown that constantly 83. Lava Lamp of Hypnotic Tranquility: A lava lamp
causes the wearer's hair to be untamed and that emits a soothing glow and grants advantage on
disheveled, granting disadvantage on Charisma Wisdom saving throws against being charmed or
(Persuasion) checks but advantage on Charisma frightened. Price: 600 gp.

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Hexmaster Chapter 6 Equipment

Price: 100,000 gp.


84. Psychedelic Kaleidoscope Goggles: Goggles
that, when worn, allow the user to see vivid and 94. Pendant of Time Mastery: A pendant that allows
colorful illusions, granting advantage on Intelligence the wearer to manipulate time. Once per day, the
(Investigation) checks related to deciphering user can cast the "Time Stop" spell. Price: 80,000
illusions. Price: 1,200 gp. gp.

85. Mood Ring of Emotional Insight: A ring that 95. Gauntlets of Godly Strength: Gauntlets that
changes color based on the wearer's emotions, increase the wearer's Strength score by 8 while
providing advantage on Charisma (Persuasion) attuned. Additionally, the user gains advantage on
checks when trying to convey sincerity. Price: 500 Strength-based ability checks and saving throws.
gp. Price: 120,000 gp.

86. Platform Boots of Heightened Presence: Platform 96. Orb of Arcane Dominion: A magical orb that
boots that increase the user's height by 1 foot and enhances the power of spells. All spells cast by the
grant advantage on Charisma (Intimidation) checks. user have their damage dice maximized. Price:
Price: 900 gp. 90,000 gp.

87. Groove Record of Bardic Inspiration: A magical 97. Amulet of Immortal Resilience: An amulet that
vinyl record that, when played, grants the benefits of grants immunity to all forms of damage except for
the "Bardic Inspiration" feature to all allies within 30 radiant damage. Additionally, the wearer regenerates
feet. Price: 1,800 gp. 20 hit points at the start of each turn. Price: 150,000
gp.
88. Tie-Dye Cloak of Blending: A vibrant tie-dye
cloak that grants advantage on Dexterity (Stealth) 98. Staff of Cosmic Mastery: A staff that harnesses
checks made in natural environments. Price: 1,000 the power of the cosmos. The user can cast any
gp. spell of 8th level or lower from any class's spell list
once per day. Price: 200,000 gp.
89. Peace Medallion of Soothing Presence: A
medallion adorned with a peace symbol that grants 99. Crown of Eternal Dominion: A crown that grants
advantage on Charisma (Persuasion) checks when the wearer control over all creatures within a 1-mile
trying to defuse tense situations. Price: 700 gp. radius. The affected creatures must make a Wisdom
saving throw or become charmed and obedient to
90. Funky Afro Wig of Disguise: An oversized afro the wearer's commands. Price: 250,000 gp.
wig that, when worn, allows the user to cast the
"Disguise Self" spell once per day, transforming their 100. Artifact of Primordial Creation: A mysterious
appearance into a different individual with a stylish artifact that grants the user the ability to reshape
afro. Price: 1,200 gp. reality. The user can cast the "Wish" spell three
times before the artifact crumbles into dust. Price:
91. Crown of Sovereign Command: A majestic crown 500,000 gp.
that grants advantage on all Charisma-based ability
checks and saving throws. Additionally, once per D100 Table: Enchanted Items
day, the wearer can cast the "Dominate Person"
spell. Price: 50,000 gp. 1. Arcane Amulet: A shimmering amulet that
enhances the wearer's magical abilities. Grants a +2
92. Blade of Celestial Fury: A legendary sword that bonus to spell attack rolls. Price: 500 gold pieces.
deals an extra 3d6 radiant damage on a successful
hit and bypasses resistance to radiant damage. 2. Everburning Torch: A torch that never
Price: 75,000 gp. extinguishes. It sheds bright light in a 20-foot radius
and dim light for an additional 20 feet. Price: 100
93. Tome of Infinite Knowledge: A tome filled with gold pieces.
unparalleled wisdom. The user gains proficiency in
all skills and expertise in two skills of their choice. 3. Ring of Invisibility: When worn, the wearer

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Chapter 6 Equipment Hexmaster

becomes invisible for up to 1 hour per day. Price: allows the user to cast the Clairvoyance spell once
1,500 gold pieces. per day. Price: 1,200 gold pieces.

4. Boots of Elvenkind: These boots grant advantage 17. Helm of Telepathy: While wearing this helmet,
on Dexterity (Stealth) checks and make the wearer's the user can communicate telepathically with any
footsteps nearly silent. Price: 800 gold pieces. creature within 60 feet. Price: 1,500 gold pieces.

5. Cloak of Resistance: Provides resistance to a 18. Rod of Absorption: This rod can absorb and store
chosen damage type (fire, cold, lightning, etc.) while up to 50 spell levels of energy. The absorbed energy
worn. Price: 1,200 gold pieces. can be released as an action. Price: 2,000 gold
pieces.
6. Dagger of Venom: This dagger has a poison
reservoir in its hilt. Successful attacks inject a deadly 19. Trident of Lightning: This trident functions as a +1
venom dealing 1d6 additional poison damage. Price: magical weapon and deals 1d4 additional lightning
700 gold pieces. damage on a hit. Price: 800 gold pieces.

7. Gauntlets of Ogre Power: Wearing these gauntlets 20. Elixir of Invisibility: Consuming this elixir grants
increases the wearer's Strength score to 19 while invisibility for 1 hour. Price: 300 gold pieces.
worn. Price: 1,000 gold pieces.
21. Helm of Comprehending Languages: When
8. Belt of Healing: This enchanted belt allows the wearing this helm, the user can understand and
wearer to cast Cure Wounds once per day. Price: speak any language. Price: 700 gold pieces.
500 gold pieces.
22. Amulet of Fire Resistance: Provides resistance to
9. Hat of Disguise: This hat allows the wearer to alter fire damage while worn. Price: 800 gold pieces.
their appearance as per the Disguise Self spell.
Price: 600 gold pieces. 23. Boots of Speed: These boots double the wearer's
walking speed and grant advantage on Dexterity
10. Ring of Feather Falling: When wearing this ring, saving throws. Price: 1,200 gold pieces.
the wearer takes no damage from falling and
descends at a safe rate. Price: 800 gold pieces. 24. Cloak of Displacement: Attacks against the
wearer have disadvantage. Price: 1,500 gold pieces.
11. Wand of Magic Missiles: This wand contains 7
charges of the Magic Missile spell. Regains 1d6+1 25. Helm of Brilliance: This helmet can emit a
expended charges daily. Price: 400 gold pieces. blinding light, create illusions, and protect against
certain spells. Price: 2,500 gold pieces.
12. Gloves of Thievery: These gloves grant a +5
bonus to Dexterity (Sleight of Hand) checks and lock- 26. Potion of Giant Strength: Drinking this potion
picking attempts. Price: 600 gold pieces. grants the user increased Strength, as determined by
the potion's type. Price: 500 gold pieces.
13. Amulet of Protection: Provides a +1 bonus to AC
when worn. Price: 500 gold pieces. 27. Ring of Protection: Provides a +1 bonus to saving
throws and AC while worn. Price: 600 gold pieces.
14. Boots of Striding and Springing: These boots
increase the wearer's walking speed and grant 28. Wand of Web: This wand can cast the Web spell,
advantage on Acrobatics checks related to jumping. creating a web of sticky fibers to trap creatures.
Price: 800 gold pieces. Price: 400 gold pieces.

15. Cloak of Elvenkind: This cloak grants advantage 29. Gloves of Missile Snaring: These gloves allow
on Dexterity (Stealth) checks and makes the wearer the wearer to catch and negate incoming ranged
difficult to spot. Price: 700 gold pieces. weapon attacks. Price: 500 gold pieces.

16. Crystal Ball of Clairvoyance: This crystal ball 30. Amulet of Health: Sets the wearer's Constitution

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Hexmaster Chapter 6 Equipment

score to 19 while worn. Price: 1,000 gold pieces. grants a +2 bonus to attack rolls made with ranged
weapons. Price: 700 gold pieces.
31. Bow of Seeking: This bow grants a +2 bonus to
attack and damage rolls, and its arrows ignore half 45. Deck of Illusions: This deck contains magical
and three-quarters cover. Price: 900 gold pieces. cards that create illusory creatures when thrown.
Price: 800 gold pieces.
32. Cloak of the Bat: While wearing this cloak, the
user can transform into a bat once per day. Price: 46. Horn of Blasting: Blowing into this horn releases
800 gold pieces. a powerful blast of sound, dealing damage to those
nearby. Price: 900 gold pieces.
33. Helm of Teleportation: This helmet allows the
wearer to cast the Misty Step spell once per day. 47. Orb of Scrying: This crystal orb allows the user to
Price: 1,200 gold pieces. cast the Scrying spell once per day. Price: 1,500 gold
pieces.
34. Ring of Mind Shielding: Wearing this ring protects
the user from being detected or targeted by 48. Ring of Regeneration: Wearing this ring
telepathic effects. Price: 700 gold pieces. accelerates natural healing, allowing for the
regeneration of lost body parts. Price: 2,500 gold
35. Staff of Healing: This staff contains 10 charges of pieces.
the Cure Wounds spell. Regains 1d6+4 expended
charges daily. Price: 600 gold pieces. 49. Staff of Thunder and Lightning: This staff can
cast the Call Lightning spell and unleash powerful
36. Amulet of Spell Resistance: Provides advantage thunderbolts. Price: 1,200 gold pieces.
on saving throws against spells and other magical
effects while worn. Price: 1,500 gold pieces. 50. Amulet of Antimagic: Provides advantage on
saving throws against spells and other magical
37. Boots of Levitation: These boots allow the wearer effects while worn. Price: 1,000 gold pieces.
to levitate and move vertically for up to 1 minute per
day. Price: 800 gold pieces. 51. Boots of Haste: These boots grant an additional
action each turn and increase the wearer's
38. Cloak of Protection: Provides a +1 bonus to movement speed. Price: 1,500 gold pieces.
saving throws while worn. Price: 500 gold pieces.
52. Cloak of the Manta Ray: While wearing this
39. Helm of Water Breathing: Wearing this helmet cloak, the user can breathe underwater and gain a
allows the user to breathe underwater indefinitely. swimming speed. Price: 600 gold pieces.
Price: 600 gold pieces.
53. Helm of Comprehending Thoughts: This helmet
40. Potion of Flying: Drinking this potion grants the allows the user to detect and understand surface
ability to fly for 1 hour. Price: 400 gold pieces. thoughts of creatures nearby. Price: 800 gold pieces.

41. Ring of Evasion: Provides the wearer with 54. Potion of Heroism: Drinking this potion grants
advantage on Dexterity saving throws. Price: 900 temporary hit points and advantage on saving
gold pieces. throws. Price: 400 gold pieces.

42. Wand of Polymorph: This wand can cast the 55. Ring of Freedom of Movement: Wearing this ring
Polymorph spell, transforming creatures into different grants immunity to difficult terrain and magical
forms. Price: 1,000 gold pieces. restraint effects. Price: 1,200 gold pieces.

43. Amulet of the Planes: When worn, this amulet 56. Wand of Counterspell: This wand can cast the
allows the user to cast Plane Shift once per day. Counterspell spell, negating incoming spells. Price:
Price: 2,000 gold pieces. 700 gold pieces.

44. Bracers of Archery: Wearing these bracers 57. Gloves of Dexterity: These gloves increase the

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Chapter 6 Equipment Hexmaster

wearer's Dexterity score to 19 while worn. Price: the user's thoughts from being read or detected.
1,000 gold pieces. Price: 500 gold pieces.

58. Amulet of Spell Storing: This amulet can store a 71. Staff of Power: This staff contains various spells
spell of up to 3rd level cast by the wearer for later and can unleash devastating magical blasts. Price:
use. Price: 800 gold pieces. 2,500 gold pieces.

59. Boots of the Winterlands: These boots allow the 72. Amulet of the Sun: Wearing this amulet provides
wearer to ignore difficult terrain caused by ice and resistance to radiant damage and the ability to cast
snow. Price: 500 gold pieces. Sunbeam. Price: 1,200 gold pieces.

60. Cloak of Shadows: While wearing this cloak, the 73. Bow of Speed: This bow allows the user to make
user can cast the Darkness spell once per day. an additional ranged attack as a bonus action. Price:
Price: 700 gold pieces. 800 gold pieces.

61. Horn of Valhalla: Blowing this horn summons 74. Cloak of Etherealness: While wearing this cloak,
warrior spirits to aid the user in battle. Price: 1,500 the user can enter the Ethereal Plane for a limited
gold pieces. time. Price: 1,500 gold pieces.

62. Robe of Stars: This robe is adorned with 75. Helm of Petrification Resistance: This helmet
shimmering stars that grant darkvision and the ability grants immunity to petrification effects. Price: 1,000
to cast Faerie Fire. Price: 1,200 gold pieces. gold pieces.

63. Shield of Spell Turning: This shield has a chance 76. Potion of Gaseous Form: Drinking this potion
to reflect incoming spells back at the caster. Price: transforms the user into a gaseous form for up to 1
800 gold pieces. hour. Price: 500 gold pieces.

64. Wand of Fireballs: This wand can cast the 77. Ring of Water Walking: Wearing this ring allows
Fireball spell, creating a burst of fiery destruction. the user to walk on water as if it were solid ground.
Price: 900 gold pieces. Price: 600 gold pieces.

65. Amulet of Telekinesis: Wearing this amulet 78. Wand of Fear: This wand can cast the Fear spell,
grants the user the ability to move objects with their causing creatures to become frightened. Price: 700
mind. Price: 1,000 gold pieces. gold pieces.

66. Boots of Dimensional Stride: These boots allow 79. Amulet of Time Stop: Wearing this amulet allows
the wearer to teleport a short distance once per day. the user to cast Time Stop once per day. Price:
Price: 700 gold pieces. 2,000 gold pieces.

67. Cloak of the Feywild: While wearing this cloak, 80. Boots of Etherealness: These boots allow the
the user gains advantage on Charisma-based wearer to step onto the Ethereal Plane for a limited
checks with fey creatures. Price: 600 gold pieces. time. Price: 1,200 gold pieces.

68. Helm of True Seeing: This helmet grants the 81. Cloak of Resistance: This cloak provides
wearer truesight, allowing them to see through resistance to a chosen damage type while worn.
illusions and magical darkness. Price: 1,500 gold Price: 900 gold pieces.
pieces.
82. Horn of Fog: Blowing into this horn creates a
69. Potion of Invulnerability: Drinking this potion thick fog that obscures vision. Price: 600 gold pieces.
grants resistance to all damage for 1 minute. Price:
800 gold pieces. 83. Ring of Spell Storing: This ring can store up to 5
levels of spells cast by the wearer for later use.
70. Ring of Mind Shielding: Wearing this ring protects Price: 1,200 gold pieces.

976
Hexmaster Chapter 6 Equipment

nature, allowing the user to cast spells related to


84. Staff of Healing and Regeneration: This staff can plants and animals. Price: 1,000 gold pieces.
heal wounds and regenerate lost body parts. Price:
2,500 gold pieces. 98. Amulet of Death Ward: Wearing this amulet
grants resistance to necrotic damage and the ability
85. Amulet of Elemental Mastery: Wearing this to cheat death once. Price: 1,200 gold pieces.
amulet grants resistance to a chosen elemental
damage type. Price: 800 gold pieces. 99. Cloak of the Planes: While wearing this cloak, the
user can open portals to other planes of existence.
86. Bow of Disruption: This bow Deals 1d6 extra Price: 1,500 gold pieces.
damage against undead creatures and disrupts their
abilities. Price: 900 gold pieces. 100. Helm of Infinite Knowledge: This helmet grants
the user vast knowledge in various fields and
87. Cloak of Reflection: While wearing this cloak, the expertise in a chosen skill. Price: 2,500 gold pieces.
user can reflect a targeted spell back at the caster.
Price: 1,500 gold pieces. D100 Table: Cursed Objects
88. Helm of Mind Control: This helmet allows the 1. Amulet of Misfortune: This amulet brings ill luck to
user to attempt to dominate the mind of a creature its wearer, causing disadvantage on all ability
once per day. Price: 1,000 gold pieces. checks. (Price: 500 gp)
89. Potion of Invisibility: Drinking this potion renders 2. Dagger of Backlash: When the wielder
the user invisible for 1 hour. Price: 500 gold pieces. successfully hits an enemy, they take 1d4 piercing
damage. (Price: 300 gp)
90. Ring of Feather Falling: Wearing this ring
prevents the user from taking damage from falls. 3. Charm of Betrayal: Any ally within 30 feet of the
Price: 600 gold pieces. wearer has disadvantage on saving throws. (Price:
250 gp)
91. Staff of Enchantment: This staff allows the user
to cast spells that enchant and charm creatures. 4. Stone of Heavy Burden: This small stone becomes
Price: 1,200 gold pieces. increasingly heavier with each passing day, weighing
down its owner. The owner's movement speed is
92. Amulet of Abjuration: Wearing this amulet grants reduced by 10 feet. (Price: 200 gp)
advantage on saving throws against harmful spells
and magical effects. Price: 800 gold pieces. 5. Ring of False Promises: This ring grants
advantage on Persuasion checks but imposes
93. Cloak of Shadowsight: While wearing this cloak, disadvantage on Insight checks. (Price: 350 gp)
the user can see in darkness as if it were bright light.
Price: 600 gold pieces. 6. Cloak of Shadowsight: While wearing this cloak,
the wearer is unable to perceive colors, seeing only
94. Helm of Astral Projection: This helmet allows the shades of gray. (Price: 150 gp)
user to project their consciousness into the Astral
Plane. Price: 1,500 gold pieces. 7. Scroll of Discord: When read aloud, this scroll
emits a high-pitched noise that deafens all creatures
95. Potion of Speed: Drinking this potion grants the within a 30-foot radius for 1 minute. (Price: 400 gp)
user increased speed and additional actions. Price:
700 gold pieces. 8. Gauntlets of Clumsiness: Wearing these gauntlets
causes the wearer to have disadvantage on Dexterity
96. Ring of Elemental Command: This ring grants (Acrobatics) and Sleight of Hand checks. (Price: 300
control over a specific element and resistance to its gp)
damage type. Price: 1,500 gold pieces.
9. Mirror of Illusion: This mirror reflects the viewer as
97. Staff of the Woodlands: This staff is attuned to an aged, decrepit version of themselves, causing a -

977
Chapter 6 Equipment Hexmaster

2 penalty to Charisma-based checks. (Price: 450 gp) not related to the obsession. (Price: 400 gp)

10. Crown of Enthrallment: When worn, this crown 22. Tome of Despair: Reading from this book fills the
compels the wearer to speak their innermost reader's mind with overwhelming sadness, imposing
thoughts aloud for all to hear. (Price: 600 gp) disadvantage on saving throws against being
charmed or frightened. (Price: 300 gp)
11. Idol of Vengeance: Possessing this idol attracts
vengeful spirits, causing disadvantage on all saving 23. Chalice of Greed: Drinking from this chalice
throws against necrotic damage. (Price: 350 gp) awakens a powerful sense of greed in the drinker,
causing disadvantage on saving throws against
12. Flask of Cursed Thirst: Drinking from this flask being charmed by creatures offering wealth or
causes the liquid to taste foul, leaving the drinker treasure. (Price: 350 gp)
with a -2 penalty to Constitution saving throws for 1
hour. (Price: 200 gp) 24. Boots of Lamentation: These boots make each
step taken by the wearer sound like mournful wails,
13. Gloves of Magnetism: These gloves attract metal imposing disadvantage on Dexterity (Stealth) checks.
objects, making it difficult for the wearer to release (Price: 250 gp)
held items. Disadvantage on Dexterity checks to
drop or throw objects. (Price: 250 gp) 25. Pendant of Duplicity: Wearing this pendant
makes the wearer appear as a different race or
14. Necklace of Restlessness: Wearing this necklace creature to all who observe them, causing
prevents the wearer from gaining the benefits of a disadvantage on Charisma-based checks with
long rest, causing exhaustion to persist until unfamiliar individuals. (Price: 400 gp)
removed. (Price: 400 gp)
26. Cursed Coin: This coin brings misfortune to
15. Deck of Ruin: Each card drawn from this deck anyone who possesses it. The owner has
curses the drawer with a random effect for 1d4 disadvantage on all skill checks. (Price: 150 gp)
hours. (Price: 500 gp)
27. Crystal of Fragmentation: Touching this crystal
16. Wailing Flute: When played, this flute emits a causes it to shatter into several smaller shards,
haunting sound that attracts hostile undead creatures dealing 1d6 piercing damage to the holder. (Price:
within a 60-foot radius. (Price: 350 gp) 200 gp)

17. Mask of Delusions: Wearing this mask distorts 28. Veil of Betrayal: When worn, this veil causes
the wearer's perception, causing disadvantage on allies to perceive the wearer as an enemy, imposing
Wisdom (Perception) checks. (Price: 200 gp) disadvantage on all Charisma-based checks made
against allies. (Price: 500 gp)
18. Elixir of Regression: Consuming this elixir
temporarily reduces the consumer's age by 10 years 29. Orb of Confusion: Holding this orb in one's hand
but also decreases their maximum hit points by 10. induces a state of confusion, causing disadvantage
(Price: 450 gp) on Intelligence and Wisdom saving throws for 1 hour.
(Price: 300 gp)
19. Sword of Self-Doubt: This sword shrouds its
wielder in an aura of doubt, imposing disadvantage 30. Idol of Temptation: Possessing this idol makes it
on attack rolls. (Price: 300 gp) harder to resist temptation, imposing disadvantage
on saving throws against being charmed or
20. Book of Forgetfulness: Reading from this book frightened by creatures offering rewards. (Price: 350
causes the reader to forget the past 24 hours. (Price: gp)
250 gp)
31. Bracers of Stumbling: Wearing these bracers
21. Mask of Obsession: Wearing this mask causes causes the wearer to lose their footing easily,
the wearer to become fixated on a random object or imposing disadvantage on Dexterity (Acrobatics)
person, granting disadvantage on all ability checks checks. (Price: 200 gp)

978
Hexmaster Chapter 6 Equipment

wearer with feelings of self-doubt, imposing


32. Mask of Silence: Wearing this mask renders the disadvantage on Charisma-based checks made in
wearer unable to speak, imposing disadvantage on social interactions. (Price: 250 gp)
Charisma-based checks that involve verbal
communication. (Price: 300 gp) 43. Pendant of Binding: Wearing this pendant grants
disadvantage on saving throws against being
33. Bag of Wasting: Any food stored in this bag restrained or grappled. (Price: 300 gp)
spoils instantly, becoming inedible and foul-smelling.
(Price: 250 gp) 44. Scroll of Backfire: When read aloud, this scroll
causes a random spell from the reader's spellbook to
34. Shroud of Haunting: When wrapped in this backfire, resulting in a wild magic surge. (Price: 400
shroud, the wearer appears ghostly and unsettling, gp)
imposing disadvantage on Charisma (Intimidation)
checks against creatures that can see them. (Price: 45. Cursed Compass: This compass always points in
400 gp) the opposite direction of the desired destination,
leading the user astray. (Price: 200 gp)
35. Stone of Feeble Minds: Touching this stone
causes the holder to become temporarily 46. Shield of Reflection: This shield reflects all
feebleminded, reducing their Intelligence score by 4 magical projectiles back toward the wielder, imposing
for 1 hour. (Price: 350 gp) disadvantage on Dexterity saving throws against
spells or magical attacks. (Price: 450 gp)
36. Flail of Self-Infliction: When wielded, this flail
occasionally strikes its wielder instead of the 47. Crystal of Delusion: Gazing into this crystal
intended target, dealing 1d6 bludgeoning damage to creates vivid illusions in the mind of the viewer,
the wielder. (Price: 300 gp) imposing disadvantage on Intelligence saving throws
against illusion spells. (Price: 300 gp)
37. Harp of Enthrallment: Playing this harp compels
all creatures within 30 feet to make a Wisdom saving 48. Orb of Sloth: Holding this orb induces lethargy,
throw or become charmed by the harpist for 1 imposing disadvantage on Dexterity checks and
minute. (Price: 500 gp) saving throws. (Price: 250 gp)

38. Stone of Unquenchable Thirst: Holding this stone 49. Mask of Desperation: Wearing this mask instills a
induces an unending sensation of thirst, causing sense of desperation, causing disadvantage on
disadvantage on Constitution saving throws against Wisdom (Insight) checks to detect lies or deception.
exhaustion due to lack of water. (Price: 200 gp) (Price: 400 gp)

39. Crown of Madness: Wearing this crown fills the 50. Cursed Coin Purse: Any gold coins placed into
wearer's mind with maddening whispers, imposing this purse transform into copper pieces of equal
disadvantage on Wisdom saving throws against value. (Price: 350 gp)
being charmed or frightened. (Price: 450 gp)
51. Dagger of Retribution: This dagger seeks blood
40. Hourglass of Time Warp: When turned over, this and, once drawn, cannot be sheathed until it has
hourglass causes time to skip backward by 1d4 tasted the blood of a living creature. (Price: 300 gp)
minutes, reverting all actions taken during that time.
(Price: 400 gp) 52. Flask of Insanity: Drinking from this flask induces
temporary insanity, causing the drinker to be affected
41. Ring of Torment: Wearing this ring subjects the as if by the confusion spell for 1 minute. (Price: 250
wearer to haunting nightmares, imposing gp)
disadvantage on Wisdom saving throws against
being frightened or charmed during sleep. (Price: 53. Stone of Fragility: Touching this stone makes the
350 gp) holder's bones brittle and prone to fractures,
imposing disadvantage on Constitution saving throws
42. Mask of Insecurity: Wearing this mask fills the against physical damage. (Price: 400 gp)

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Chapter 6 Equipment Hexmaster

to Constitution saving throws. (Price: 400 gp)


54. Earring of Discord: Wearing this earring
constantly whispers chaotic and contradictory advice 65. Cursed Compass Rose: This intricate compass
into the wearer's ear, imposing disadvantage on always points towards the most treacherous or
Intelligence (Investigation) checks. (Price: 300 gp) dangerous path, leading the user astray from safety.
(Price: 300 gp)
55. Armor of the Jinxed: Wearing this armor attracts
misfortune, causing disadvantage on all saving 66. Shield of the Haunted: This shield is inhabited by
throws made against spells or abilities that would restless spirits, causing the wielder to have
affect the wearer negatively. (Price: 500 gp) disadvantage on Wisdom saving throws against
being frightened. (Price: 250 gp)
56. Wand of Wayward Magic: When activated, this
wand casts a random spell from the user's spell list, 67. Crystal of Misdirection: Gazing into this crystal
regardless of the intended spell. (Price: 350 gp) distorts the viewer's sense of direction, imposing
disadvantage on Wisdom (Survival) checks made to
57. Talisman of Vulnerability: Wearing this talisman navigate or track. (Price: 400 gp)
makes the wearer more susceptible to critical hits,
causing critical hits against them to occur on rolls of 68. Orb of Withering: Holding this orb drains vitality
19 as well as 20. (Price: 250 gp) from the holder, imposing disadvantage on
Constitution saving throws against necrotic damage.
58. Ring of Discordance: Wearing this ring causes (Price: 350 gp)
the wearer's voice to emit dissonant, ear-piercing
sounds, imposing disadvantage on Charisma 69. Mask of Sorrow: Wearing this mask fills the
(Performance) checks involving singing or public wearer with overwhelming sadness, imposing
speaking. (Price: 400 gp) disadvantage on Wisdom saving throws against fear
effects. (Price: 400 gp)
59. Scroll of Malediction: When read aloud, this scroll
curses the reader, causing their attacks to deal 1d4 70. Cursed Coin Purse: Any coins taken from this
less damage for 1 hour. (Price: 300 gp) purse turn to lead after 1 hour outside of the purse.
(Price: 300 gp)
60. Coin of Binding: Possessing this coin binds the
soul of the holder to the current plane, making them 71. Dagger of Hexing: This dagger casts a random
unable to be resurrected by any means. (Price: 450 hex on the target whenever it successfully hits, as if
gp) cast by a spellcaster of the same level as the
wielder. (Price: 400 gp)
61. Mask of Fading Identity: Wearing this mask
causes the wearer's true identity to slowly fade from 72. Vial of Ensnaring Smoke: Opening this vial
memory, imposing disadvantage on Charisma releases a cloud of thick, choking smoke that fills a
(Deception) checks made to convince others of their 20-foot radius, imposing disadvantage on all attack
true identity. (Price: 350 gp) rolls and Wisdom (Perception) checks within the
area. (Price: 350 gp)
62. Pendant of Ruin: Wearing this pendant brings
destruction upon objects within a 10-foot radius, 73. Stone of Disintegration: Touching this stone
causing them to crumble or break. (Price: 250 gp) causes the holder to disintegrate into a pile of dust,
instantly dying. (Price: 500 gp)
63. Dagger of Malevolence: This dagger fills the
wielder's mind with malicious intent, granting 74. Earring of Lingering Voices: Wearing this earring
disadvantage on Wisdom saving throws against amplifies the whispers of distant voices in the
being charmed or pacified. (Price: 300 gp) wearer's mind, imposing disadvantage on Wisdom
saving throws against being charmed or frightened.
64. Flask of Eternal Thirst: Drinking from this flask (Price: 350 gp)
does not quench the drinker's thirst, perpetually
leaving them parched and suffering from a -2 penalty 75. Armor of the Damned: Wearing this armor

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Hexmaster Chapter 6 Equipment

attracts the attention of malevolent entities, causing deeper into insanity with each step. The user must
disadvantage on all Charisma saving throws made make a Wisdom saving throw (DC 15) or gain a level
against creatures that can sense evil or malice. of short-term madness. (Price: 400 gp)
(Price: 450 gp)
86. Shield of Self-Destruction: This shield explodes
76. Wand of the Jinxed: When activated, this wand when struck, dealing 4d6 fire damage to the wielder
casts a random spell from the user's spell list, but the and anyone within a 10-foot radius. (Price: 350 gp)
spell automatically fails and has no effect. (Price: 300
gp) 87. Crystal of Eternal Despair: Gazing into this
crystal fills the viewer with unending despair, causing
77. Talisman of Fickle Fortune: Wearing this talisman them to fall into a deep depression and suffer from a
causes luck to be capricious, requiring disadvantage -4 penalty to all saving throws for 1d4 days. (Price:
on all attack rolls and saving throws on the wearer's 450 gp)
turn. (Price: 250 gp)
88. Orb of Annihilation: Holding this orb consumes
78. Ring of Shattered Dreams: Wearing this ring the holder's life force, instantly killing them and
brings nightmares and shattered hopes, imposing reducing their body to ash. (Price: 500 gp)
disadvantage on Wisdom saving throws against
being charmed or frightened. (Price: 400 gp) 89. Mask of Malevolence: Wearing this mask
corrupts the wearer's mind, transforming them into
79. Scroll of Endless Gibberish: When read aloud, an irredeemable villain and forcing them to act with
this scroll causes the reader to speak only in evil intent. (Price: 400 gp)
nonsensical gibberish for 1 hour, making it
impossible to communicate effectively. (Price: 300 90. Cursed Coin Purse of Ruin: Any coins taken from
gp) this purse curse the holder with eternal misfortune,
causing disadvantage on all ability checks, saving
80. Coin of Cursed Bargains: Possessing this coin throws, and attack rolls until the coins are returned.
attracts beings seeking to make deals, but all deals (Price: 500 gp)
made while in possession of the coin turn out
unfavorably for the holder. (Price: 450 gp) 91. Dagger of Eternal Suffering: This dagger carries
an ancient curse that inflicts unending agony on the
81. Mask of Eternal Agony: Wearing this mask inflicts wielder, dealing 1d6 necrotic damage every hour
constant excruciating pain on the wearer, imposing while in their possession. (Price: 400 gp)
disadvantage on all ability checks, saving throws,
and attack rolls. (Price: 500 gp) 92. Vial of Accursed Blood: Opening this vial causes
the blood within to transform into a ravenous swarm
82. Pendant of Damned Souls: Wearing this pendant of vampiric insects that attack the opener, dealing
binds the souls of tormented beings to the wearer, 2d6 piercing damage and draining 1d4 hit points.
causing them to constantly hear anguished screams (Price: 350 gp)
and suffer from disadvantage on all Wisdom-based
checks. (Price: 400 gp) 93. Stone of Demonic Possession: Touching this
stone invites a malevolent demon into the holder's
83. Dagger of Betrayal: This dagger compels the body, causing them to lose control and become
wielder to attack their closest ally whenever they possessed for 1d6 hours, attacking friends and allies.
successfully hit an enemy. (Price: 350 gp) (Price: 450 gp)

84. Flask of Cursed Blood: Drinking from this flask 94. Earring of Eternal Torment: Wearing this earring
infects the drinker with a vile curse, causing all subjects the wearer to ceaseless torment, hearing
healing effects to have the opposite effect, dealing agonizing screams and experiencing visions of their
damage instead. (Price: 300 gp) worst fears every waking moment. (Price: 400 gp)

85. Cursed Compass of Madness: This compass 95. Armor of Cursed Chains: Wearing this cursed
leads the user in a maddening spiral, driving them armor binds the wearer's body in unbreakable

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Chapter 6 Equipment Hexmaster

chains, imposing disadvantage on all Dexterity- 5. Stormglass Orb: A glass orb containing swirling
based checks and saving throws. (Price: 500 gp) clouds and miniature lightning storms. When
shattered, it casts the spell Call Lightning as a 3rd-
96. Wand of Ruination: When activated, this wand level spell. Price: 150 gold pieces.
releases a wave of destructive energy that engulfs
the wielder, dealing 8d6 force damage and 6. Arcane Kaleidoscope: A brass kaleidoscope that,
destroying all objects within a 30-foot radius. (Price: when looked through, reveals hidden magical auras.
400 gp) The user gains advantage on Arcana checks to
identify spells or magical items. Price: 70 gold
97. Talisman of Eternal Misery: Wearing this pieces.
talisman curses the wearer with eternal misery,
causing them to suffer from a permanent -4 penalty 7. Echo Stone: A small smooth stone that records
to all saving throws and ability checks. (Price: 500 and plays back the last few seconds of sound it
gp) captures. Can be used for discreet eavesdropping or
leaving voice messages. Price: 40 gold pieces.
98. Ring of Perpetual Doom: Wearing this ring brings
about unending calamity and disaster, attracting 8. Elixir of Timelessness: A vial of shimmering liquid
natural disasters, plagues, and other catastrophes to that, when consumed, slows the aging process for 24
the wearer's location. (Price: 400 gp) hours. The user does not age during this time. Price:
120 gold pieces.
99. Scroll of Ruinous Invocation: When read aloud,
this scroll summons an ancient and powerful entity 9. Rune-carved Dice: A set of six wooden dice
that seeks to destroy the reader and all those intricately carved with arcane runes. When rolled,
nearby. (Price: 500 gp) they grant advantage on any skill check or saving
throw once per day. Price: 60 gold pieces.
100. Coin of Eternal Damnation: Possessing this coin
binds the holder's soul to eternal damnation, 10. Soulstone Pendant: A small pendant housing a
preventing them from entering the afterlife and glowing gem that captures fragments of souls. When
causing them to exist in a state of perpetual shattered, it releases a wave of necrotic energy,
suffering. dealing 2d6 damage to all creatures within 10 feet.
Price: 200 gold pieces.
D100 Table: Trinkets and Keepsakes
11. Celestial Hourglass: An hourglass filled with
1. Whispering Amulet: A small silver amulet that shimmering stardust. When turned upside down, it
emits soft whispers when held. It grants advantage casts the spell Daylight in a 30-foot radius for 1
on Charisma (Persuasion) checks. Price: 50 gold minute. Price: 90 gold pieces.
pieces.
12. Dreamcatcher Pendant: A silver pendant
2. Tears of the Moon: Delicate crystal earrings that adorned with feathers and a small, intricately woven
shimmer with a pale blue light. Once per day, the dreamcatcher. While worn during sleep, the wearer
wearer can cast the spell Misty Step. Price: 100 gold gains advantage on saving throws against being
pieces. charmed or frightened. Price: 65 gold pieces.

3. Holographic Locket: A small locket that projects a 13. Mask of Many Faces: A porcelain mask that
holographic image of a loved one. While worn, the changes its appearance based on the emotions of
wearer gains advantage on Wisdom saving throws the wearer. The wearer gains advantage on
against fear effects. Price: 75 gold pieces. Charisma (Deception) checks to impersonate others.
Price: 80 gold pieces.
4. Wandering Compass: A compass that always
points toward the nearest unexplored location. 14. Everburning Candle: A black candle that never
Grants advantage on Wisdom (Survival) checks to diminishes or goes out. It sheds dim light in a 10-foot
navigate unfamiliar terrain. Price: 80 gold pieces. radius and can be used as a focus for casting spells
that require fire. Price: 55 gold pieces.

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Hexmaster Chapter 6 Equipment

gold pieces.
15. Serpent's Coil Bracelet: A coiled silver bracelet
with a serpent design that wraps around the wearer's 25. Whisperwind Quill: A delicate quill made from a
arm. Grants advantage on Dexterity saving throws rare windborne feather. When writing with this quill,
against traps. Price: 70 gold pieces. the words become ethereal and can only be read by
those the user designates. Price: 70 gold pieces.
16. Amulet of Resilience: A sturdy iron amulet
engraved with protective runes. It grants resistance 26. Talisman of Preservation: A small crystal
to one type of damage chosen by the wearer pendant that enhances the wearer's vitality. It grants
(bludgeoning, piercing, slashing, fire, etc.). Price: 100 advantage on Constitution saving throws against
gold pieces. diseases and poison. Price: 75 gold pieces.

17. Harmonic Chime: A small wind chime that emits 27. Fortune's Coin: A gold coin with a mysterious
soothing tones when moved by a breeze. When symbol on one side. Once per day, the user can flip
hung near a sleeping creature, it grants advantage the coin to gain advantage on any one ability check,
on Wisdom saving throws against being awakened attack roll, or saving throw. Price: 50 gold pieces.
or startled. Price: 45 gold pieces.
28. Songbird's Locket: A silver locket that emits a
18. Arcanist's Monocle: A monocle with a tinted lens soft melody when opened. While wearing it, the user
that enhances magical perception. Grants advantage gains advantage on Charisma (Performance) checks
on Intelligence (Arcana) checks to analyze or identify involving singing or playing musical instruments.
magical effects. Price: 75 gold pieces. Price: 65 gold pieces.

19. Lucky Rabbit's Foot: A preserved rabbit's foot 29. Gleaming Gauntlet: A beautifully crafted gauntlet
believed to bring good luck to its owner. Once per made of polished silver. It grants advantage on
day, the wearer can reroll any one ability check, Strength checks made to grapple or break objects.
attack roll, or saving throw. Price: 50 gold pieces. Price: 80 gold pieces.

20. Phantom Mirror: A handheld mirror with an 30. Charm of Elemental Summoning: A small charm
obsidian frame that reveals hidden spirits and carved with elemental symbols. Once per day, the
ethereal creatures when gazed upon. Allows the user user can cast the spell Conjure Elemental,
to see into the Ethereal Plane for 1 minute once per summoning an elemental of their choice for 1 hour.
day. Price: 95 gold pieces. Price: 200 gold pieces.

21. Luminous Feather: A radiant feather that emits a 31. Spirit Lantern: A small lantern that contains a
soft, comforting glow. When held, it grants advantage captured spectral essence. When lit, it sheds dim
on saving throws against fear effects. Price: 60 gold light in a 10-foot radius and grants advantage on
pieces. Charisma (Intimidation) checks against undead
creatures. Price: 85 gold pieces.
22. Chronomancer's Pocket Watch: A intricately
designed pocket watch with a rotating dial. Once per 32. Feystone Pendant: A pendant adorned with a
day, the user can rewind time by 1 minute, undoing vibrant gemstone that reflects the colors of nature.
their actions and restoring their previous state. Price: While worn, the user gains advantage on Wisdom
150 gold pieces. saving throws against being charmed or magically
compelled. Price: 75 gold pieces.
23. Veil of Shadows: A translucent black silk scarf
that grants advantage on Stealth checks made in dim 33. Seer's Crystal Ball: A crystal ball that allows the
light or darkness. Price: 55 gold pieces. user to gain glimpses of the future. Once per day, the
user can cast the spell Augury to gain insight into the
24. Alchemist's Satchel: A small leather satchel outcome of a specific course of action. Price: 110
containing various vials and reagents. When used as gold pieces.
an action, it allows the user to create a single potion
of their choice from a predetermined list. Price: 90 34. Cursed Dice: A set of dice made from an eerie,

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Chapter 6 Equipment Hexmaster

black material. When rolled, they unpredictably affect


luck. The user rolls with disadvantage on one 44. Amulet of Harmonious Voices: An amulet
random roll per day. Price: 40 gold pieces. adorned with miniature musical instruments. While
worn, the user gains advantage on Charisma
35. Mirror of Reflection: A small handheld mirror that (Performance) checks involving singing or playing
reveals hidden illusions and disguises. Grants instruments. Price: 65 gold pieces.
advantage on Intelligence (Investigation) checks to
detect illusions or see through disguises. Price: 60 45. Bloodstained Bandages: Tattered bandages
gold pieces. stained with ancient blood. Once per day, the user
can spend a hit die and gain temporary hit points
36. Bloodstone Chalice: A chalice made of blood-red equal to the roll + their Constitution modifier. Price:
stone that grants resistance to necrotic damage 50 gold pieces.
while drinking from it. Drinking from the chalice also
heals the user for 1d4 hit points. Price: 95 gold 46. Ephemeral Veil: A sheer, ethereal veil that grants
pieces. advantage on Charisma saving throws against being
charmed or possessed by spirits. Price: 75 gold
37. Duskwood Amulet: A pendant carved from dark, pieces.
ancient wood. It grants advantage on Wisdom saving
throws against being charmed or frightened during 47. Enchanted Quiver: A finely crafted quiver that
nighttime or in areas of shadow. Price: 70 gold magically replenishes ammunition. It holds up to 20
pieces. arrows or bolts, and each dawn, it restores up to 5
expended ammunition. Price: 90 gold pieces.
38. Enigma Key: A small, intricately designed key
that unlocks mundane and magical locks alike. The 48. Medallion of Wild Shape: A medallion engraved
user gains advantage on Dexterity checks to pick with animal motifs. Once per day, the user can
locks or disarm traps. Price: 80 gold pieces. expend a use of Wild Shape to transform into a beast
they have previously seen. Price: 100 gold pieces.
39. Arcane Crystal Prism: A prism that refracts light
into a dazzling array of colors. When held, it grants 49. Vial of Night's Embrace: A vial containing a dark,
advantage on saving throws against blinding effects swirling liquid. When consumed, the user gains
or spells that manipulate light. Price: 65 gold pieces. darkvision with a range of 60 feet for 1 hour. Price:
55 gold pieces.
40. Banebringer Talon: A sharp talon of a legendary
creature known for hunting evil beings. Once per 50. Veins of the Earth: A small crystal pendant that
day, the user can add an additional 1d6 necrotic pulsates with earthy energy. While worn, the user
damage to a successful melee attack against an evil gains advantage on Strength saving throws against
creature. Price: 150 gold pieces. being moved or knocked prone. Price: 75 gold
pieces.
41. Shard of Whispering Ice: A small fragment of
enchanted ice that whispers chilling secrets when 51. Pendant of Elemental Resistance: A pendant
held. It grants advantage on Intelligence saving containing a small vial of elemental essence. The
throws against psychic damage. Price: 60 gold user gains resistance to a specific type of elemental
pieces. damage (fire, cold, lightning, or acid) while wearing it.
Price: 85 gold pieces.
42. Feywild Flower Crown: A delicate crown woven
with vibrant flowers from the Feywild. While worn, the 52. Dreamer's Locket: A silver locket that houses a
user gains advantage on Charisma (Persuasion) small compartment for a written message or a lock of
checks with fey creatures. Price: 70 gold pieces. hair. When placed under a pillow during sleep, the
user has vivid and prophetic dreams. Price: 70 gold
43. Tome of Lost Knowledge: A weathered tome pieces.
filled with cryptic texts and forgotten lore. The user
gains advantage on Intelligence (History) checks to 53. Runebound Gauntlet: A gauntlet inscribed with
recall obscure information. Price: 80 gold pieces. ancient runes that enhance the wearer's spellcasting.

984
Hexmaster Chapter 6 Equipment

The user gains advantage on concentration checks


to maintain spells. Price: 80 gold pieces. 63. Siren's Tear: A translucent blue gemstone that
emits a soft, enchanting melody when held. While
54. Whisperwood Bow: A beautifully crafted longbow attuned to it, the user gains advantage on Charisma
made from the wood of an enchanted tree. Arrows saving throws against being charmed. Price: 75 gold
fired from this bow make no sound while in flight, pieces.
granting advantage on Dexterity (Stealth) checks to
remain hidden. Price: 90 gold pieces. 64. Stormbringer's Conch: A seashell that resonates
with the power of the ocean. When blown into, it
55. Soulbound Compass: A compass that points creates a gust of wind, mimicking the effect of the
towards the location of a specific individual known to spell Gust of Wind. Price: 60 gold pieces.
the user. The target must be someone with whom
the user has a personal connection. Price: 75 gold 65. Runebound Armband: An armband inscribed with
pieces. ancient runes that enhance the wearer's physical
prowess. The user gains advantage on Strength
56. Bloodfire Pendant: A pendant containing a small checks made to break objects or grapple opponents.
vial of liquid that glows with a fiery red hue. When Price: 80 gold pieces.
shattered, it creates a 10-foot radius of dim light and
deals 2d6 fire damage to creatures within the area. 66. Starlit Locket: A locket adorned with a tiny glass
Price: 100 gold pieces. window that reveals a miniature, ever-changing night
sky. While worn, the user gains advantage on
57. Feyweave Cloak: A cloak woven from Wisdom (Perception) checks made during nighttime.
shimmering threads of Feywild magic. While wearing Price: 70 gold pieces.
it, the user has advantage on saving throws against
being magically charmed. Price: 65 gold pieces. 67. Songstone Chime: A set of small, melodious
stones that create harmonious sounds when struck
58. Arcane Lockets: A set of three interlocking silver together. While playing the chime, the user gains
lockets, each with a different symbol. When worn advantage on Charisma (Performance) checks
together, they grant advantage on saving throws involving musical performances. Price: 65 gold
against spells or effects that would forcibly move the pieces.
user. Price: 80 gold pieces.
68. Vial of Elysian Dew: A vial filled with a radiant
59. Spiritbound Bell: A small silver bell with an liquid collected from the realm of celestial beings.
ethereal glow. When rung, it grants advantage on Drinking from it grants advantage on saving throws
Charisma checks made to interact with benevolent against effects that would harm the soul. Price: 90
spirits or ghosts. Price: 55 gold pieces. gold pieces.

60. Sightstone Lens: A monocle embedded with a 69. Illusionist's Veil: A silk veil woven with illusions
gem that enhances vision. While worn, the user that change its appearance. While worn, the user
gains advantage on Wisdom (Perception) checks gains advantage on Dexterity (Stealth) checks made
and has darkvision with a range of 60 feet. Price: 90 to hide or remain unnoticed. Price: 75 gold pieces.
gold pieces.
70. Mindbreaker's Shard: A jagged fragment of a
61. Arcane Inkwell: A small ornate inkwell that never shattered psionic crystal. When touched to a
runs dry. When used to write a spell scroll or a creature, it disrupts their psychic defenses, granting
spellbook, it reduces the cost of the materials disadvantage on their next Wisdom saving throw.
needed by half. Price: 70 gold pieces. Price: 55 gold pieces.

62. Shadowstep Boots: Stylish boots made from 71. Retro Neon Keychain: A keychain in the shape of
shadow-touched leather. Once per day, the wearer a neon sign, featuring vibrant colors and a nostalgic
can teleport up to 30 feet to an unoccupied space design. While attached to a set of keys, it grants
they can see in dim light or darkness. Price: 85 gold advantage on Sleight of Hand checks to pick locks.
pieces. Price: 10 gold pieces.

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Chapter 6 Equipment Hexmaster

effects for 1 hour. Price: 18 gold pieces.


72. Vintage View-Master: A small handheld device
with a reel of 3D images depicting long-lost 81. Rubber Chicken of Courage: A comically
landmarks and attractions. Looking through it grants oversized rubber chicken that grants advantage on
advantage on Intelligence (History) checks related to saving throws against fear effects. When squeezed,
the ancient tourist trap. Price: 15 gold pieces. it emits a loud, silly honking sound. Price: 10 gold
pieces.
73. Tacky T-Shirt: A garish, oversized T-shirt
featuring a bold print of the ancient tourist trap's 82. Dancing Sock Puppets: A pair of colorful,
iconic logo. While wearing it, the user gains animated sock puppets that can be controlled to
advantage on Charisma (Persuasion) checks with perform entertaining routines. While wearing them,
fellow nostalgia enthusiasts. Price: 5 gold pieces. the user gains advantage on Charisma
(Performance) checks involving puppetry. Price: 8
74. Kitschy Snow Globe: A small glass sphere filled gold pieces.
with water and a miniature replica of the ancient
tourist trap. Shaking it activates a minor illusion spell, 83. Clown Nose of Misdirection: A bright red clown
creating a swirling snowfall effect within the globe. nose that confuses enemies. Once per day, the user
Price: 20 gold pieces. can don the nose as a bonus action to impose
disadvantage on attack rolls against them for 1
75. Postcard Set: A collection of ten postcards minute. Price: 5 gold pieces.
depicting various scenes and landmarks from the
ancient tourist trap. Each postcard can be used to 84. Whoopee Cushion of Distraction: A flatulence-
cast the spell Message once, delivering a short simulating cushion that creates hilarious distractions.
message to a recipient. Price: 12 gold pieces. Once per day, the user can activate it as an action,
causing creatures within 10 feet to make a Wisdom
76. Vintage Polaroid Camera: A retro camera that saving throw or become distracted for 1 round. Price:
instantly prints photos in a nostalgic sepia tone. 6 gold pieces.
Pictures taken with this camera grant advantage on
Charisma (Performance) checks when used to 85. Silly String Launcher: A handheld device that
impress or entertain others. Price: 25 gold pieces. shoots colorful, non-sticky string. Can be used to
create distractions or entertain others. Once per day,
77. Faded Map: A worn and faded map of the the user can use it to cast the spell Grease. Price: 12
ancient tourist trap, showcasing its attractions and gold pieces.
hidden locations. When studied, the user gains
advantage on Intelligence (Investigation) checks 86. Fumbling Fingers Gloves: A pair of gloves that
related to navigating the ruins. Price: 8 gold pieces. make objects slippery when touched. The user has
disadvantage on Dexterity checks involving delicate
78. Trapped Souvenir Coin: A coin featuring the or precise tasks but gains advantage on attempts to
ancient tourist trap's logo, enchanted with a minor escape from restraints. Price: 7 gold pieces.
illusion. When flipped, the coin briefly projects an
image of a long-lost attraction or landmark. Price: 7 87. Absurdly Large Magnifying Glass: A comically
gold pieces. oversized magnifying glass that serves no practical
purpose. It grants no mechanical benefits but is
79. Fortune-Teller Tarot Deck: A deck of tarot cards guaranteed to elicit laughs and confusion. Price: 9
adorned with images of the ancient tourist trap's gold pieces.
mystical fortune-tellers and mythical creatures. Once
per day, the user can cast the spell Augury. Price: 30 88. Talking Gnome Statuette: A miniature gnome
gold pieces. statuette that tells repetitive, cheesy jokes when
activated. It provides no mechanical benefits but
80. Whimsical Snowcone Maker: A colorful, hand- guarantees a few chuckles from those who hear it.
cranked snowcone maker that produces icy treats. Price: 4 gold pieces.
Eating a snowcone made with this device grants
advantage on saving throws against heat-related 89. Banana Peel of Pranks: A magically preserved

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Hexmaster Chapter 6 Equipment

banana peel that, when placed on the ground,


causes creatures to make a Dexterity saving throw or 99. Elixir of Immortality: A precious vial containing a
slip and fall prone. It reappears in the user's pocket shimmering, life-sustaining liquid. When consumed,
after use. Price: 3 gold pieces. the user gains eternal youth and immortality, halting
the aging process. Price: 30,000 gold pieces.
90. Inflatable Sword: A large, brightly colored
inflatable sword that squeaks when swung. While 100. Crown of Worldly Dominion: An ornate crown
equipped, the user gains no mechanical bonuses, studded with rare gemstones, symbolizing ultimate
but it's great for mock battles and light-hearted fun. power and authority. While worn, the user gains
Price: 2 gold pieces. control over all elements and becomes immune to all
forms of damage. Price: 50,000 gold pieces.
91. Orb of Celestial Guidance: A gleaming crystal orb
that emanates a soft celestial light. While held, the D100 Table: Musical Instruments
user gains advantage on all ability checks and saving
throws. Price: 10,000 gold pieces. 1. Celestial Harp: A beautifully crafted harp made
from rare materials, known to produce enchanting
92. Gauntlet of Elemental Mastery: A legendary melodies. It grants a +2 bonus to Performance
gauntlet adorned with intricate elemental motifs. checks. Price: 2000 gold pieces.
Once per day, the user can summon and command
an elemental of their choice as if casting Conjure 2. Echoing Flute: This intricately designed flute emits
Elemental. Price: 15,000 gold pieces. hauntingly ethereal sounds. When played, it can cast
the "Silent Image" spell once per day. Price: 500 gold
93. Cognizance Crown: A regal crown embedded pieces.
with precious gemstones that enhances the user's
mental abilities. The user gains advantage on all 3. Thunderous Drums: These large, booming drums
Intelligence, Wisdom, and Charisma saving throws. can create thunderous beats that inspire awe and
Price: 12,000 gold pieces. fear. When played during combat, all allies gain a +1
bonus to attack rolls for one round. Price: 1000 gold
94. Time's Embrace: A shimmering hourglass that pieces.
allows the user to manipulate time. Once per day,
the user can cast the spell Time Stop for 1d4+1 4. Serpent's Lyre: A mystical lyre carved in the shape
rounds. Price: 20,000 gold pieces. of a serpent, it can hypnotize listeners with its
enchanting tunes. Once per day, it can cast the
95. Ring of Infinite Wishes: A magnificent ring that "Charm Person" spell. Price: 800 gold pieces.
grants the user unlimited wishes. However, each use
carries a risk of unintended consequences. Price: 5. Clockwork Organ: A complex mechanical organ
25,000 gold pieces. that produces intricate melodies. It has a hidden
compartment where small items can be stored. Price:
96. Astral Veil Cloak: A flowing cloak woven from 1500 gold pieces.
strands of astral energy. While worn, the user gains
the ability to cast Etherealness once per day. Price: 6. Bardic Lute: A lute that resonates with magical
18,000 gold pieces. energy, empowering the bard's performance. It
grants advantage on Performance checks made by
97. Shard of Cosmic Power: A radiant gemstone bards. Price: 1200 gold pieces.
infused with cosmic energy. The user gains a +3
bonus to all spell attack rolls and spell save DCs 7. Soulful Violin: This violin has a melancholic tone
while holding or wearing it. Price: 16,000 gold pieces. that tugs at the heartstrings of those who listen. It
can cast the "Detect Thoughts" spell once per day.
98. Staff of Eternal Balance: A beautifully carved Price: 700 gold pieces.
staff with a balance-shaped crystal atop. It grants the
user the ability to cast both Heal and Harm once per 8. Elemental Panpipes: Carved from elemental
day without expending a spell slot. Price: 14,000 gold wood, these panpipes can summon a small
pieces. elemental creature once per day to aid the player.

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Chapter 6 Equipment Hexmaster

Price: 900 gold pieces. effect on creatures within 30 feet, granting advantage
on Charisma (Animal Handling) checks. Price: 900
9. Whirling Tambourine: A tambourine adorned with gold pieces.
enchanted ribbons that create mesmerizing patterns
when played. It can cast the "Color Spray" spell once 19. Echo Chamber: A unique percussion instrument
per day. Price: 600 gold pieces. that creates echoing sounds. It can cast the "Evard's
Black Tentacles" spell once per day. Price: 1500 gold
10. Harmonic Bells: A set of small bells that, when pieces.
rung in a specific sequence, can create various
magical effects such as light, gusts of wind, or minor 20. Enchanted Sitar: A magical sitar that resonates
illusions. Price: 400 gold pieces. with arcane power. It grants advantage on
Performance checks made by bards when played
Certainly! Here are the next 10 musical instruments during spellcasting. Price: 1200 gold pieces.
for your D100 table:
21. Melodious Chimes: A set of wind chimes that
11. Whispersong Harp: This mystical harp is crafted produce soothing, melodic tones. When hung in a
from ethereal materials and emits soft whispers peaceful environment, they grant advantage on
when played. It grants advantage on Charisma Wisdom (Perception) checks to detect hidden or
(Persuasion) checks made by bards. Price: 1500 obscured objects or creatures. Price: 500 gold
gold pieces. pieces.

12. Shadowflute: A haunting flute made from 22. Cursed Cello: This eerie cello is said to be
blackened wood. When played under moonlight, it cursed by a vengeful spirit. When played, it can cast
has a chance to summon spectral shadows to aid the the "Fear" spell once per day. Be cautious with its
player in combat. Price: 1000 gold pieces. power. Price: 1000 gold pieces.

13. Astral Mandolin: A small mandolin infused with 23. Lamenting Bagpipes: These mournful bagpipes
astral energy, allowing the player to create melodies emit sorrowful wails when played. They can cast the
that resonate with the stars. It can cast the "Sleep" "Calm Emotions" spell once per day. Price: 800 gold
spell once per day. Price: 800 gold pieces. pieces.

14. Crystaline Xylophone: Each delicate crystal bar 24. Elemental Drumsticks: A pair of drumsticks made
of this xylophone produces a different note when from the bones of elemental creatures. When used to
struck. It grants a +2 bonus to Performance checks play percussion instruments, they can imbue the
made by bards. Price: 1200 gold pieces. rhythms with elemental energy, dealing 1d6
additional damage on successful hits. Price: 700 gold
15. Stormcaller Drum: A drum that emits lightning- pieces.
like sparks and crackling sounds when played. It
grants the player resistance to lightning damage 25. Dreamweaver Lyre: This lyre possesses the
while wielding it. Price: 1000 gold pieces. ability to weave dreams through music. When played
during a long rest, it grants advantage on saving
16. Fey Fiddle: Carved from a mystical, iridescent throws against sleep-related effects. Price: 900 gold
wood, this fiddle can create magical illusions when pieces.
played. It can cast the "Minor Illusion" cantrip at will.
Price: 600 gold pieces. 26. Arcane Baglama: A magical variant of the
traditional baglama instrument. It enhances the
17. Ironbound Bagpipes: A set of imposing bagpipes player's spellcasting abilities, reducing the spell's
with iron fittings. When played, it grants the player components or increasing its range by 10 feet. Price:
and nearby allies a temporary bonus to Constitution 1100 gold pieces.
saving throws against poison. Price: 800 gold pieces.
27. Clockwork Flute: A finely crafted flute with
18. Songbird Flute: This silver flute emits the sweet intricate clockwork mechanisms. When played, it can
sounds of birdsong when played. It has a calming create a soothing melody that mends minor wounds,

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Hexmaster Chapter 6 Equipment

restoring 1d4 hit points to the listener. Price: 800 37. Feywind Harp: A harp that harmonizes with the
gold pieces. wild magic of the Feywild. When played, it can cast
the "Blink" spell once per day. Price: 1500 gold
28. Soulsteel Harp: A harp made from the enchanted pieces.
bones of restless spirits. When played, it can
temporarily grant the player resistance to necrotic 38. Clockwork Trumpet: A trumpet with intricate
damage. Price: 1200 gold pieces. clockwork mechanisms. When played, it can emit a
powerful sonic blast that pushes back nearby
29. Thunderstick Percussion Set: A collection of creatures. Price: 1000 gold pieces.
small percussion instruments that, when played
together, create thunderous soundwaves. It grants 39. Enchanted Dulcimer: A magical dulcimer that can
advantage on Intimidation checks made against alter the emotions of those who listen. It can cast the
creatures that can hear. Price: 600 gold pieces. "Calm Emotions" spell once per day. Price: 800 gold
pieces.
30. Harmonic Crystal Bow: This bow is strung with a
fine crystal thread that resonates with harmonic 40. Symphonic Keytar: This unique instrument
frequencies. When used to strike an object, it emits a combines the features of a keyboard and a guitar,
note that can shatter fragile materials. Price: 900 producing a wide range of enchanting melodies. It
gold pieces. grants advantage on Charisma (Performance)
checks made for energetic performances. Price:
31. Mystic Drum of Rhythm: A drum adorned with 1200 gold pieces.
mystical symbols that enhance the player's rhythmic
abilities. It grants advantage on Dexterity 41. Singing Bowls of Serenity: A set of delicate bowls
(Performance) checks made for percussive that produce soothing and harmonious tones when
performances. Price: 700 gold pieces. struck. When used during a short rest, they grant
advantage on Wisdom saving throws against being
32. Seraphic Flute: This flute, crafted from the wing charmed or frightened for the next hour. Price: 900
bone of a celestial being, emits ethereal, angelic gold pieces.
melodies. When played, it grants advantage on
Charisma (Performance) checks made for inspiring 42. Wyrmwood Lyre: This lyre is carved from the
performances. Price: 1200 gold pieces. ancient Wyrmwood tree, known for its magical
properties. When played, it can cast the "Speak with
33. Ghoul Guitar: A dark and eerie guitar made from Animals" spell once per day. Price: 1200 gold pieces.
the bones of undead creatures. When played, it can
inflict fear in the hearts of those who listen. Price: 43. Celestial Bells: A collection of small, shimmering
800 gold pieces. bells that resonate with celestial energy. When rung,
they create a calming aura that grants advantage on
34. Elemental Bongos: A pair of bongos infused with Charisma saving throws against being frightened.
elemental power. When played, they can create Price: 800 gold pieces.
small elemental effects like bursts of flame or gusts
of wind. Price: 900 gold pieces. 44. Battle Drum of Rallying: This sturdy drum is used
to inspire courage in the midst of combat. When
35. Illusory Fiddle: This fiddle possesses illusionary played, it grants temporary hit points to nearby allies.
properties, allowing the player to create illusory Price: 1000 gold pieces.
duplicates of themselves while playing. Price: 1000
gold pieces. 45. Enchanted Trumpet: This trumpet carries an
enchantment that amplifies its sound. When played,
36. Druidic Panpipes: Carved from natural materials it can produce a powerful sonic blast that deafens
and adorned with druidic symbols, these panpipes enemies. Price: 900 gold pieces.
resonate with the forces of nature. They grant
advantage on Wisdom (Nature) checks made by 46. Echo Harp: A small harp with strings made of
druids. Price: 600 gold pieces. silver thread. When played, it can create an echo
effect that disorients enemies, imposing

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Chapter 6 Equipment Hexmaster

disadvantage on their next attack roll. Price: 800 gold once per day. Price: 1000 gold pieces.
pieces.
57. Bardic Bells: A set of small, enchanted bells that
47. Whistling Blades: A pair of short swords with create enchanting melodies when rung. They grant
small holes in the blade. When swung through the advantage on Charisma (Performance) checks made
air, they create a harmonious whistling sound. Price: by bards. Price: 800 gold pieces.
1000 gold pieces.
58. Hymnblade Lute: This lute has a blade hidden
48. Shadowmarimba: A mystical marimba made from within its neck. It can be played as a musical
shadow essence. When played, it can cast the instrument or used as a weapon. Price: 1200 gold
"Darkness" spell once per day. Price: 1200 gold pieces.
pieces.
59. Clockwork Whistle: A small whistle with intricate
49. Fey Tambourine: This tambourine is crafted from clockwork gears. When blown, it emits a sharp sound
leaves and vines, allowing the player to channel the that temporarily enhances the player's speed. Price:
power of nature. When played, it grants advantage 600 gold pieces.
on Charisma (Performance) checks made for fey-
inspired performances. Price: 800 gold pieces. 60. Orchestral Baton: A conductor's baton that
enhances the player's control over magic. It grants
50. Enchanted Harpsichord: A magically enhanced advantage on spellcasting ability checks. Price: 1000
harpsichord that creates mesmerizing melodies. gold pieces.
When played, it can cast the "Suggestion" spell once
per day. Price: 1500 gold pieces. 61. Elemental Baglama: This baglama is crafted from
elemental materials and resonates with elemental
51. Clockwork Saxophone: A beautifully crafted energy. When played, it can create minor elemental
saxophone with intricate clockwork mechanisms. effects like gusts of wind or showers of sparks. Price:
When played, it emits enchanting melodies that can 900 gold pieces.
temporarily charm creatures. Price: 1000 gold
pieces. 62. Rhapsody Harp: A majestic harp with golden
strings that exudes an enchanting aura. When
52. Elemental Harp: This harp is attuned to the played, it can cast the "Hypnotic Pattern" spell once
elemental forces of air, fire, water, and earth. When per day. Price: 1200 gold pieces.
played, it can summon a minor elemental creature to
aid the player. Price: 1200 gold pieces. 63. Arcane Mandolin: This mandolin is imbued with
arcane power, enhancing the player's spellcasting
53. Illusionary Drum: A drum that produces illusory abilities. It grants advantage on spell attack rolls
visual effects when struck. It can create illusory made by bards. Price: 800 gold pieces.
duplicates of the player while playing. Price: 800 gold
pieces. 64. Shadowblade Fiddle: A fiddle crafted from
shadow essence that resonates with darkness.
54. Serenade Flute: This flute emits a soothing When played, it can create an area of magical
serenade that has a calming effect on both allies and darkness once per day. Price: 1000 gold pieces.
enemies. When played, it can cast the "Calm
Emotions" spell once per day. Price: 900 gold pieces. 65. Mechanized Drum Kit: A sophisticated drum set
with mechanical enhancements. When played, it can
55. Arcane Triangle: A mystical triangle made from create rhythmic patterns that grant temporary
arcane metals. When struck, it emits a resonating bonuses to allies' attack rolls. Price: 1500 gold
sound that disrupts magical effects within a certain pieces.
radius. Price: 700 gold pieces.
66. Ethereal Zither: This zither is made from ethereal
56. Abyssal Bagpipes: These eerie bagpipes are materials, allowing the player to channel ethereal
made from dark materials and emit haunting sounds. energy. When played, it can cast the "Blink" spell
When played, they can cast the "Darkness" spell once per day. Price: 1100 gold pieces.

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Hexmaster Chapter 6 Equipment

gold pieces.
67. Echoing Horn: A large horn that resonates with
powerful echoes. When blown, it can create a 76. Astral Sequencer: A sophisticated synthesizer
shockwave that pushes back enemies. Price: 1000 that allows the player to manipulate the fabric of
gold pieces. reality through sound. It can create harmonic
sequences that temporarily shift the phase of nearby
68. Feywind Piccolo: A magical piccolo that creatures, granting advantage on attack rolls against
harmonizes with the winds of the Feywild. When them. Price: 2500 gold pieces.
played, it can cast the "Fly" spell once per day. Price:
900 gold pieces. 77. Nanotech Synthdrum: A cutting-edge synthesizer
that utilizes nanotechnology to produce unique
69. Harmonic Chimes: A set of chimes that produce percussive beats. It can generate rhythmic patterns
harmonious sounds when struck. When played, they that disrupt enemy technological systems. Price:
can create an aura of tranquility, granting advantage 2000 gold pieces.
on Wisdom saving throws against fear effects. Price:
700 gold pieces. 78. Cymatic Resynthesizer: This advanced
synthesizer uses sound vibrations to manipulate
70. Clockwork Accordion: An accordion with intricate matter. It can create sonic resonances that reshape
clockwork mechanisms that can produce complex or shatter objects within its range. Price: 2200 gold
melodies. It grants advantage on Charisma pieces.
(Performance) checks made for lively performances.
Price: 1200 gold pieces. 79. Psionic Synthkey: A synthesizer infused with
psionic energy, allowing the player to harness their
71. Arcane Resonator: A synthesizer infused with mental powers through sound. It grants advantage
arcane energy, capable of producing ethereal and on Wisdom (Insight) checks and can cast the "Detect
otherworldly sounds. It grants advantage on Thoughts" spell once per day. Price: 1800 gold
Intelligence (Arcana) checks related to magical pieces.
harmonies. Price: 1500 gold pieces.
80. Holographic Synthguitar: A futuristic synthesizer
72. Cybernetic Synthpad: A high-tech synthesizer disguised as a guitar, capable of projecting
with touch-sensitive pads that can create complex holographic images that accompany the music. It
electronic compositions. It grants advantage on grants advantage on Charisma (Performance)
Intelligence (Technology) checks related to checks made while playing it. Price: 2000 gold
programming and manipulating soundscapes. Price: pieces.
1800 gold pieces.
81. Tribal Drums: A set of handcrafted drums made
73. Celestial Harmonizer: This synthesizer from animal hide stretched over hollowed logs. When
harnesses celestial energies to create harmonies played, they can create rhythmic beats that inspire
that resonate with the heavens. When played, it can allies in combat, granting a +1 bonus to attack rolls
grant temporary resistance to radiant damage to the for one round. Price: 50 gold pieces.
player and nearby allies. Price: 2000 gold pieces.
82. Bone Flute: A flute crafted from the bones of
74. Voidwave Modulator: A powerful synthesizer that small creatures. It emits haunting melodies when
taps into the energy of the void. It can produce played. Price: 20 gold pieces.
dissonant and unsettling sounds, affecting the minds
of those who listen. When played, it can cast the 83. Stone Xylophone: This xylophone is made from
"Confusion" spell once per day. Price: 2200 gold smooth stones of varying sizes and shapes. Each
pieces. stone produces a distinct sound when struck. Price:
30 gold pieces.
75. Elemental Oscillator: This synthesizer can
manipulate elemental vibrations, producing a wide 84. Wooden Pan Pipes: A set of pipes carved from
range of elemental tones. It can create sonic waves different types of wood. When played, they can
that deal elemental damage to enemies. Price: 1800 mimic the sounds of forest creatures, granting

991
Chapter 6 Equipment Hexmaster

advantage on Wisdom (Animal Handling) checks in enchanted heartwood of an ancient dragon tree.
natural environments. Price: 40 gold pieces. When played with exceptional skill, it can channel the
raw elemental power of dragons, unleashing fiery
85. Leaf Whistle: A simple whistle made by rolling a bursts, gusts of wind, or even causing earthquakes.
thin leaf into a tube. It produces a clear, high-pitched Price: 90,000 gold pieces.
sound when blown. Price: 10 gold pieces.
95. Celestial Choir Organ: A colossal pipe organ
86. Shell Shakers: A pair of small shells filled with sculpted from celestial materials and infused with
pebbles or seeds. They create rhythmic percussion celestial energy. When played by a virtuoso, it can
sounds when shaken. Price: 15 gold pieces. summon ethereal choirs of celestial beings, granting
powerful blessings and warding off malevolent
87. Gourd Maracas: Maracas made from hollowed entities. Price: 120,000 gold pieces.
gourds filled with dried seeds. They produce a
pleasant shaking sound when played. Price: 25 gold 96. Crystal Seraph Harp: A breathtaking harp made
pieces. of pure crystal, intricately carved with celestial motifs.
When played, it resonates with the harmonies of the
88. Bark Horn: A horn carved from a large tree bark. celestial realms, creating auras of divine radiance,
When blown, it emits a deep, resonant sound that healing melodies, and protective shields. Price:
can carry over long distances. Price: 35 gold pieces. 150,000 gold pieces.

89. Reed Pipe: A simple wind instrument made from 97. Void Echo Flute: A blackened flute crafted from
a hollowed reed. It produces soft, melodic tones shadowy, otherworldly materials. When played, it can
when blown. Price: 15 gold pieces. tap into the mysteries of the void, distorting reality
and summoning shadowy entities to do the player's
90. Stone Rattle: A rattle made by placing small bidding. Price: 110,000 gold pieces.
stones or pebbles inside a hollowed-out stone. It
creates a rattling sound when shaken. Price: 10 gold 98. Elemental Conductor's Baton: A conductor's
pieces. baton crafted from elemental materials, intricately
fused with elemental essences. When used to
91. Symphony's Embrace: A legendary conductor's conduct a symphony of elemental instruments, it can
baton crafted from a solid silver alloy, adorned with summon and command massive elemental forces,
precious gemstones. When wielded by a skilled causing cataclysmic elemental storms or forging
conductor, it can channel the power of an entire powerful elemental alliances. Price: 130,000 gold
orchestra, casting a heightened version of any spell pieces.
related to music or performance. Price: 50,000 gold
pieces. 99. Ethereal Echo Drum: A drum made from
translucent, shimmering ethereal materials. When
92. Eternal Sonata: A grand piano carved from rare, played, it resonates with the echoes of countless
enchanted wood and infused with the essence of dimensions, enabling the player to create rifts,
music itself. When played with extraordinary skill and summon otherworldly creatures, or project waves of
emotion, it can produce magical melodies that have pure planar energy. Price: 140,000 gold pieces.
diverse effects, such as healing, inspiration, or even
altering reality within its vicinity. Price: 100,000 gold 100. Divinity's Crescendo: A legendary golden
pieces. trumpet said to be a gift from the gods themselves.
When played by a virtuoso with pure intentions, it
93. Arcane Siren: A mystical harp embedded with can unleash divine power, bestowing blessings,
ancient runes and shimmering crystals. When played cleansing corruption, or even ascending mortals into
by a master musician, it can manipulate sound and celestial beings. Price: 200,000 gold pieces.
vibrations on a grand scale, causing devastating
sonic blasts or creating sonic barriers for protection.
Price: 80,000 gold pieces.

94. Wyrmheart Fiddle: A violin crafted from the

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Hexmaster Chapter 6 Equipment

12. Griffon Claw Gauntlet: A claw that can be


attached to a gauntlet, granting the wearer a natural
D100 Table Beast Parts weapon attack dealing 1d8 slashing damage. 80 gold
pieces per pound.
1. Glittering Phoenix Feather: A radiant feather that
emits a soft glow. Grants advantage on Charisma 13. Chimera Horn Dust: A fine powder that, when
checks against fey creatures. 25 gold pieces per inhaled, grants resistance to poison damage for 1
pound. hour. 60 gold pieces per pound.
2. Tincture of Troll Regeneration: A potent potion that 14. Unicorn Blood Vial: A vial filled with pure unicorn
accelerates natural healing. Restores 2d6 hit points blood, which can heal a creature for 3d8 hit points
per pound consumed. 50 gold pieces per pound. when consumed. 100 gold pieces per pound.
3. Crystalized Wyrm Scale: A shimmering scale that 15. Minotaur Horn Powder: A crushed powder that
grants resistance to acid damage for 1 hour when grants advantage on Strength checks for 1 hour
held. 100 gold pieces per pound. when consumed. 70 gold pieces per pound.
4. Shadow Spider Silk: Fine and nearly invisible silk 16. Harpy Wing Feather: A feather that allows the
thread that grants advantage on Dexterity saving user to cast the Fly spell once. 40 gold pieces per
throws to avoid being grappled. 75 gold pieces per pound.
pound.
17. Dragon's Breath Crystal: A crystal that, when
5. Whispering Manticore Mane: A lock of hair that shattered, releases a cone of elemental damage
enhances the wearer's perception, granting matching the type of the dragon it was harvested
advantage on Wisdom (Perception) checks. 40 gold from. 250 gold pieces per pound.
pieces per pound.
18. Medusa Gaze Mirror: A mirror enchanted to
6. Frost Troll Heart: A chilled organ that provides reflect a medusa's petrifying gaze back at itself. 300
resistance to cold damage for 1 hour when ingested. gold pieces per pound.
90 gold pieces per pound.
19. Kraken Ink Bottle: A small vial containing black
7. Phoenix Tears Vial: A vial filled with glowing tears ink harvested from a kraken. Can be used to cast
that can cure any disease or neutralize a single Darkness once. 200 gold pieces per pound.
poison. 150 gold pieces per pound.
20. Cyclops Eye Lens: A magical lens that grants
8. Gorgon Stone Fragment: A small shard of petrified advantage on Wisdom (Perception) checks requiring
gorgon's gaze, capable of petrifying a single creature sight. 120 gold pieces per pound.
on a failed Constitution saving throw. 200 gold
pieces per pound. 21. Lamia Serpent Scales: Shimmering scales that
grant advantage on Charisma (Persuasion) checks
9. Thunderbird Feather: A vibrant feather that allows when dealing with humanoid creatures. 50 gold
the user to cast the Thunderwave spell once. 50 gold pieces per pound.
pieces per pound.
22. Hydra Venom Sac: A sac filled with potent venom
10. Siren's Scale: A scale that provides advantage that can be used to coat a weapon. The next
on Charisma (Deception) checks when attempting to successful attack deals an additional 2d6 poison
deceive others. 30 gold pieces per pound. damage. 80 gold pieces per pound.
11. Basilisk Eye Crystal: A crystal containing the 23. Centaur Hoof Shavings: A fine powder that, when
magical essence of a basilisk's petrifying gaze. Can mixed with water, creates a healing poultice.
be used to cast Petrification on a single target. 180 Applying the poultice restores 1d8 hit points. 30 gold
gold pieces per pound. pieces per pound.

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Chapter 6 Equipment Hexmaster

24. Gorgon Bloodstone: A gemstone infused with the 35. Roc Feather Cape: A majestic cape adorned with
essence of a gorgon's petrifying blood. When thrown, roc feathers that allows the wearer to cast Feather
it can temporarily petrify a creature on a failed Fall once per day. 100 gold pieces per pound.
Dexterity saving throw. 150 gold pieces per pound.
36. Satyr Wine Flask: A flask crafted from satyr bone
25. Pegasus Wing Feather: A feather that allows the that can store any liquid. When filled with wine or
user to cast the Feather Fall spell once. 60 gold alcohol, drinking from it grants advantage on
pieces per pound. Charisma (Persuasion) checks for 1 hour. 40 gold
pieces per pound.
26. Sahuagin Fin Blade: A sharp blade crafted from
the fin of a sahuagin, granting a +1 bonus to attack 37. Medusa Scale Shield: A shield made from
rolls. 70 gold pieces per pound. medusa scales. When a creature makes a melee
attack against the wielder, it must succeed on a
27. Satyr Pan Flute: A finely crafted musical Constitution saving throw or be petrified for 1 minute.
instrument made from satyr bone. When played, it 180 gold pieces per pound.
can cast the Charm Person spell once. 40 gold
pieces per pound. 38. Cyclops Stone Slingshot: A sling carved from a
cyclops's stone, allowing the wielder to cast Magic
28. Basilisk Fang Dagger: A dagger made from a Stone once per day. 80 gold pieces per pound.
basilisk's fang. On a successful hit, the target must
succeed on a Constitution saving throw or be 39. Satyr Pan Pipes: A set of musical pipes made
petrified for 1 minute. 90 gold pieces per pound. from satyr bones. When played, it can cast the Sleep
spell once. 60 gold pieces per pound.
29. Chimera Lion Mane: A majestic lion's mane that
grants advantage on Strength checks and saving 40. Basilisk Eye Amulet: An amulet containing a
throws for 1 hour when worn. 80 gold pieces per preserved basilisk eye. The wearer has advantage
pound. on saving throws against being charmed or
frightened. 90 gold pieces per pound.
30. Griffin Wing Boots: Boots adorned with griffin
feathers that allow the wearer to cast Levitate once 41. Harpy Wing Cloak: A cloak made from the wings
per day. 100 gold pieces per pound. of a harpy. When the wearer falls, the cloak slows
their descent, granting advantage on Dexterity
31. Wyvern Poison Gland: A gland that can be used (Acrobatics) checks made to reduce falling damage.
to coat a weapon. The next successful attack deals 70 gold pieces per pound.
an additional 2d6 poison damage and requires the
target to make a Constitution saving throw or be 42. Minotaur Horn Shield: A shield crafted from a
poisoned for 1 minute. 120 gold pieces per pound. minotaur's horn. When a creature makes a melee
attack against the wielder, the shield can be used to
32. Harpy Talon Necklace: A necklace adorned with make a counter-attack dealing 1d6 piercing damage.
harpy talons that grants advantage on Charisma 80 gold pieces per pound.
(Intimidation) checks. 50 gold pieces per pound.
43. Chimera Venom Gland: A gland containing a
33. Manticore Tail Barb: A barb that can be attached potent toxin that can be harvested and used to coat a
to a weapon, granting a +1 bonus to damage rolls. weapon. The next successful attack deals an
On a critical hit, the target must make a Constitution additional 2d6 poison damage and requires the
saving throw or be poisoned for 1 minute. 70 gold target to make a Constitution saving throw or be
pieces per pound. poisoned for 1 minute. 120 gold pieces per pound.

34. Nymph Veil: A delicate, shimmering veil made 44. Siren Song Conch: A beautifully crafted conch
from the fine threads spun by nymphs. Wearing it shell that, when blown, releases an enchanting
grants advantage on Charisma (Performance) melody. Creatures within range must succeed on a
checks. 60 gold pieces per pound. Wisdom saving throw or be charmed for 1 minute.
100 gold pieces per pound.

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Hexmaster Chapter 6 Equipment

per pound.
45. Sphinx Riddle Scroll: A parchment scroll
inscribed with a riddle created by a sphinx. When 55. Chimera Lion Paw Gauntlets: Gauntlets made
read aloud, the scroll grants advantage on from the paws of a chimera lion. While wearing them,
Intelligence (Investigation) and Wisdom (Insight) the wearer's unarmed strikes deal an additional 1d4
checks for 1 hour. 150 gold pieces per pound. fire damage. 90 gold pieces per pound.

46. Hippogriff Feather Quill: A quill made from a 56. Siren's Tear Earrings: Earrings adorned with
hippogriff feather that enhances the writer's shimmering tears shed by a siren. While wearing
creativity. When used to write or illustrate, it grants them, the wearer has advantage on saving throws
advantage on Charisma (Performance) checks against being charmed or frightened. 60 gold pieces
related to artistic expression. 50 gold pieces per per pound.
pound.
57. Hydra Scale Armor: Armor crafted from
47. Harpy Talon Gloves: Gloves fitted with sharp interlocking hydra scales. Grants resistance to acid
harpy talons. While wearing them, the wearer can damage and advantage on saving throws against
use their hands as natural weapons, dealing 1d4 poison. 250 gold pieces per pound.
slashing damage with unarmed strikes. 60 gold
pieces per pound. 58. Satyr Pipes of Confusion: A set of pipes made
from satyr bones that, when played, can cast the
48. Basilisk Scale Armor: Armor made from the Confusion spell once per day. 100 gold pieces per
impenetrable scales of a basilisk. Grants resistance pound.
to petrification effects and advantage on saving
throws against being restrained. 200 gold pieces per 59. Harpy Feathered Armband: An armband adorned
pound. with colorful harpy feathers. Wearing it grants
advantage on Charisma (Persuasion) checks when
49. Griffin Feather Arrows: Arrows fletched with interacting with avian creatures. 40 gold pieces per
griffin feathers. When fired, they produce a piercing pound.
screech, granting advantage on attack rolls made
with them. 80 gold pieces per pound. 60. Basilisk Fang Amulet: An amulet containing a
preserved basilisk fang. The wearer has advantage
50. Cyclops Eye Gem: A polished gemstone on saving throws against being petrified. 80 gold
containing the essence of a cyclops's eye. When pieces per pound.
gazed upon, it can cast the Scorching Ray spell
once. 180 gold pieces per pound. 61. Leviathan Scale Plate: A suit of armor forged
from the immense scales of a leviathan. It provides
51. Pegasus Wing Elixir: A potion made from resistance to acid, cold, and lightning damage.
powdered pegasus wings. Drinking it grants the Additionally, the wearer gains advantage on saving
ability to fly at a speed of 30 feet for 1 hour. 120 gold throws against the restrained condition. 10,000 gold
pieces per pound. pieces per pound.

52. Gorgon Horn Dagger: A dagger crafted from a 62. Phoenix Ashes: A small vial containing the ashes
gorgon's horn. On a successful hit, the target must of a phoenix. When sprinkled on a deceased
make a Constitution saving throw or be petrified for 1 creature, it can cast the Revivify spell, restoring the
minute. 100 gold pieces per pound. creature to life with 1 hit point. 5,000 gold pieces per
pound.
53. Unicorn Horn Wand: A wand made from a
unicorn's horn. It allows the wielder to cast Cure 63. Behemoth Bone Maul: A massive bone maul
Wounds once per day. 150 gold pieces per pound. crafted from the remains of a behemoth. The wielder
gains a +2 bonus to attack and damage rolls with this
54. Manticore Quill Ink: An ink made from manticore weapon. Additionally, on a critical hit, the target must
quills. When used to write, it grants advantage on succeed on a Strength saving throw or be knocked
Intelligence (Investigation) checks. 70 gold pieces prone. 8,000 gold pieces per pound.

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Chapter 6 Equipment Hexmaster

crest. When worn, it grants the wearer the ability to


64. Dragon Heart Gem: A gemstone infused with the cast Flesh to Stone once per day. 8,500 gold pieces
essence of a dragon's heart. When held, it grants the per pound.
user resistance to all damage types. 15,000 gold
pieces per pound. 74. Dragon's Breath Potion: A potion infused with the
essence of a dragon's breath. When consumed, the
65. Unicorn Essence: A vial containing a shimmering user gains the ability to exhale a cone of elemental
liquid distilled from unicorn tears and magic. Drinking damage matching the type of the dragon it was
it grants the user the effects of a Greater Restoration harvested from, dealing 12d8 damage. 10,000 gold
spell. 4,000 gold pieces per pound. pieces per pound.

66. Sphinx Eye Crystal: A crystal infused with the 75. Harpy Songstone: A small gemstone that
power of a sphinx's eye. When activated, it casts the contains the captured song of a harpy. When played,
True Seeing spell on the user for 1 hour. 6,000 gold it casts Otto's Irresistible Dance, forcing creatures
pieces per pound. within range to dance uncontrollably. 6,500 gold
pieces per pound.
67. Hydra Blood Vial: A vial filled with potent hydra
blood. When consumed, it grants the user the ability 76. Satyr's Lament Harp: A beautifully crafted harp
to regenerate 10 hit points at the start of their turn for made from the bones of a satyr. When played, it
1 minute. 3,500 gold pieces per pound. casts Mass Cure Wounds, healing all creatures
within range. 8,000 gold pieces per pound.
68. Manticore Tail Blade: A massive blade crafted
from a manticore's tail barbs. The wielder gains a +3 77. Medusa Gaze Crown: A crown embedded with
bonus to attack and damage rolls with this weapon. medusa's eyes. When worn, the wearer can use an
Additionally, on a successful hit, the target must action to activate a petrifying gaze, requiring
make a Constitution saving throw or be poisoned and creatures within a 30-foot cone to make a
paralyzed for 1 minute. 7,500 gold pieces per pound. Constitution saving throw or be petrified. 15,000 gold
pieces per pound.
69. Chimera Essence Potion: A potion containing the
distilled essence of a chimera. When consumed, it 78. Cyclops Warclub: A massive warclub carved
grants the user the ability to breathe fire, dealing 4d6 from a cyclops's femur. The wielder gains a +4
fire damage in a 30-foot cone. 5,500 gold pieces per bonus to attack and damage rolls with this weapon.
pound. Additionally, on a critical hit, the target must succeed
on a Strength saving throw or be knocked prone and
70. Roc Feather Cloak: A majestic cloak adorned stunned. 12,500 gold pieces per pound.
with roc feathers. When the wearer falls, they can
use a reaction to transform into a roc, allowing them 79. Siren's Enthralling Pendant: A pendant
to fly at a speed of 90 feet until the end of their turn. containing a glowing siren's tear. When worn, it
12,000 gold pieces per pound. grants the wearer advantage on all Charisma-based
checks and saving throws. Additionally, creatures
71. Gorgon Gaze Shield: A shield made from the that can see the pendant have disadvantage on
petrified eye of a gorgon. When the wielder is hit by a saving throws against the wearer's charm effects.
melee attack, they can use a reaction to force the 9,500 gold pieces per pound.
attacker to make a Constitution saving throw or be
petrified for 1 minute. 9,000 gold pieces per pound. 80. Phoenix Ember Ring: A ring adorned with a
small, eternal flame captured from a phoenix. When
72. Nymph's Kiss Elixir: An elixir crafted from the worn, it grants the wearer resistance to fire damage
sweet nectar of a nymph's kiss. Drinking it grants the and the ability to cast Fireball once per day. 11,000
user advantage on all Charisma-based ability checks gold pieces per pound.
and saving throws for 1 hour. 4,500 gold pieces per
pound. 81. Goblin Toe Necklace: A necklace strung with
goblin toes. While wearing it, the user gains
73. Basilisk Crown: A crown adorned with a basilisk's advantage on Dexterity (Sleight of Hand) checks

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Hexmaster Chapter 6 Equipment

involving picking pockets. Price: 10 gold pieces per


pound. 91. Flumph Perfume: A delicate perfume with an
enchanting aroma made from essence extracted
82. Ogre Bellybutton Lint: A small jar filled with ogre from flumphs. When worn, it repels aberrations but
bellybutton lint. When sprinkled on the ground, it attracts curious ooze creatures. Price: 15 gold pieces
causes nearby creatures to have an uncontrollable per pound.
urge to dance for 1 minute. Price: 5 gold pieces per
pound. 92. Owlbear Feather Duster: A feather duster made
from owlbear feathers. When used, it emits hooting
83. Kobold Breath in a Bottle: A tiny glass bottle sounds, causing nearby creatures to briefly believe
containing the foul breath of a kobold. When the they are being pursued by owlbears. Price: 10 gold
bottle is opened, it releases a pungent odor that pieces per pound.
imposes disadvantage on Dexterity saving throws for
1 minute. Price: 8 gold pieces per pound. 93. Skeleton Hand Back Scratcher: A back scratcher
with a bony skeleton hand on one end. When used, it
84. Troll Ear Earmuffs: A pair of earmuffs made from emits a ghostly groan, giving nearby creatures the
troll ears. While worn, they grant the user advantage creeps. Price: 8 gold pieces per pound.
on saving throws against being frightened. Price: 15
gold pieces per pound. 94. Displacer Beast Fur Slippers: Slippers made from
the hide of a displacer beast. While worn, they grant
85. Gnoll Tail Whip: A whip made from gnoll tails. the wearer advantage on Dexterity (Stealth) checks
When cracked, it produces an eerie howling sound but occasionally cause the wearer's footsteps to
that imposes disadvantage on Wisdom saving throws appear in the wrong location. Price: 25 gold pieces
for 1 round. Price: 12 gold pieces per pound. per pound.

86. Gelatinous Cube Soap: A translucent soap 95. Flail Snail Shell Hat: A stylish hat made from the
shaped like a miniature gelatinous cube. When used, shell of a flail snail. While worn, it provides resistance
it dissolves dirt and grime, but also leaves a faint to acid damage but occasionally oozes a slimy
acidic residue on the skin. Price: 20 gold pieces per residue. Price: 30 gold pieces per pound.
pound.
96. Mindflayer Tentacle Tie: A necktie made from
87. Zombie Toe Jam: A jar filled with the gooey mindflayer tentacles. When worn, it grants advantage
remnants of zombie toes. When applied to the skin, it on Charisma (Deception) checks but causes
grants advantage on Charisma (Intimidation) checks unsettling psychic whispers in the wearer's mind.
against undead creatures. Price: 6 gold pieces per Price: 20 gold pieces per pound.
pound.
97. Kobold Dragonbreath Chili Powder: A spicy chili
88. Rust Monster Shaving Razor: A razor crafted powder made from ground kobold scales. When
from a rust monster's antennae. It is incredibly consumed, it grants temporary resistance to fire
effective at shaving, but it has a tendency to corrode damage but also causes the user's breath to ignite
metal objects nearby. Price: 25 gold pieces per momentarily. Price: 12 gold pieces per pound.
pound.
98. Gelatinous Cube Paperweight: A small cube-
89. Mimic Tooth Pick: A tiny toothpick that can shaped paperweight containing a miniature
transform into a mimic when inserted into a crack or gelatinous cube. It can engulf small objects placed
crevice. It then attacks nearby small objects. Price: on it but leaves behind a sticky residue. Price: 18
18 gold pieces per pound. gold pieces per pound.

90. Blink Dog Collar: A collar adorned with colorful 99. Zombie Hug Pillow: A plush pillow shaped like a
feathers that grants the wearer the ability to blink as cuddly zombie. When squeezed, it emits a soft
a bonus action once per short rest. However, it also moaning sound that occasionally startles nearby
occasionally teleports the wearer's belongings to creatures. Price: 10 gold pieces per pound.
random locations. Price: 30 gold pieces per pound.

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Chapter 6 Equipment Hexmaster

100. Rust Monster Grooming Brush: A brush made 10. Lunar Infusion: A translucent tea made from rare
from rust monster antennae. When used on metal moon herbs. Grants advantage on Wisdom saving
objects, it removes rust but also has a chance of throws for 1 hour. Price: 45 gold pieces per serving.
corroding them further. Price: 25 gold pieces per
pound. 11. Voidberry Pie: A delicious pie made from dark,
mysterious voidberries. Eating it grants advantage on
D100 Table: Consumable Food and Intelligence-based skill checks for 1 hour. Price: 55
gold pieces per serving.
Drink
12. Cursed Chalice: A potent, blood-red liquid that
1. Arcane Elixir: A shimmering blue liquid that bestows temporary dark powers. Grants advantage
enhances magical abilities. Grants advantage on the on spell attack rolls for necromancy spells for 1 hour.
next spellcasting ability check. Price: 50 gold pieces Price: 70 gold pieces per serving.
per serving.
13. Stormtide Brew: A foaming ale infused with the
2. Troll Blood Stew: A hearty stew made from the power of thunderstorms. Drinking it grants advantage
blood of trolls. Consuming it grants temporary on saving throws against being knocked prone for 1
regeneration for 1d4 hours. Price: 75 gold pieces per hour. Price: 40 gold pieces per serving.
serving.
14. Feyfruit Salad: A refreshing salad made with
3. Illusionary Delight: A pastry that creates illusory exotic fruits from the Feywild. Eating it grants
butterflies around the consumer. Provides advantage advantage on Dexterity saving throws for 1 hour.
on Charisma-based skill checks for 1 hour. Price: 20 Price: 30 gold pieces per serving.
gold pieces per serving.
15. Pyrochili Stew: A fiery stew made with enchanted
4. Everfrost Ale: A magically chilled ale that never chili peppers. Consuming it grants resistance to cold
warms. Drinking it grants resistance to fire damage damage for 1 hour. Price: 50 gold pieces per serving.
for 1 hour. Price: 30 gold pieces per serving.
16. Dreamer's Draught: A shimmering blue potion
5. Elemental Cider: A fizzy apple cider infused with that induces vivid dreams. Drinking it grants the
elemental energies. Grants resistance to a random benefits of a short rest without the need for actual
elemental damage type for 1 hour. Price: 40 gold rest. Price: 25 gold pieces per serving.
pieces per serving.
17. Oracle's Tea: A fragrant tea brewed from
6. Ambrosial Nectar: A sweet nectar that temporarily mystical herbs. Drinking it grants advantage on
enhances physical abilities. Increases Strength and Wisdom-based skill checks for 1 hour. Price: 35 gold
Dexterity by 2 for 1 hour. Price: 60 gold pieces per pieces per serving.
serving.
18. Elixir of Levity: A sparkling elixir that fills the
7. Luminous Elixir: A glowing potion that provides drinker with joy and laughter. Grants advantage on
darkvision for 1d4 hours. Price: 35 gold pieces per Charisma saving throws for 1 hour. Price: 45 gold
serving. pieces per serving.
8. Feywine: A fruity wine infused with the essence of 19. Hydra's Breath Ale: A potent brew that grants the
the Feywild. Grants advantage on saving throws drinker an extra action on their next turn. Price: 60
against being charmed for 1 hour. Price: 25 gold gold pieces per serving.
pieces per serving.
20. Astral Biscuits: Delicate biscuits infused with
9. Clockwork Coffee: A strong, energizing coffee traces of the Astral Plane. Eating one grants
brewed with gears and tiny mechanical creatures. advantage on Intelligence saving throws for 1 hour.
Restores 1d8 hit points and removes exhaustion. Price: 20 gold pieces per serving.
Price: 15 gold pieces per serving.
21. Shadowspice Curry: A rich curry infused with rare

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Hexmaster Chapter 6 Equipment

shadow spices. Consuming it grants advantage on 32. Crystal Crust: A bread with a translucent,
Stealth checks for 1 hour. Price: 40 gold pieces per crystalline crust that enhances mental clarity. Grants
serving. advantage on Intelligence saving throws for 1 hour.
Price: 35 gold pieces per serving.
22. Celestial Tea: A delicate tea made from petals
gathered from the gardens of the celestial planes. 33. Elemental Baguette: A long, thin baguette
Drinking it grants advantage on saving throws infused with elemental essences. Grants resistance
against celestial magic for 1 hour. Price: 55 gold to a random elemental damage type for 1 hour.
pieces per serving. Price: 40 gold pieces per serving.

23. Spiritwine: A translucent, ethereal wine that 34. Feywild Focaccia: A flavorful flatbread made with
temporarily enhances magical resistance. Grants herbs from the Feywild. Eating it grants advantage
advantage on saving throws against spells for 1 on Wisdom saving throws for 1 hour. Price: 25 gold
hour. Price: 50 gold pieces per serving. pieces per serving.

24. Golem Galette: A hearty, stone-like pastry filled 35. Darkstone Rye: A dense, black rye bread made
with savory ingredients. Eating it grants temporary from rare grains found in the depths of Maxxia.
resistance to bludgeoning damage for 1 hour. Price: Consuming it grants temporary resistance to necrotic
35 gold pieces per serving. damage for 1 hour. Price: 45 gold pieces per serving.

25. Draconic Flame Ale: A fiery ale distilled with 36. Astral Naan: A light and fluffy bread infused with
dragon's breath. Drinking it grants resistance to fire astral energy. Eating it grants advantage on Dexterity
damage for 1 hour. Price: 45 gold pieces per serving. saving throws for 1 hour. Price: 20 gold pieces per
serving.
26. Chrono Coffee: A time-bending coffee that grants
the ability to take a bonus action on the next turn. 37. Stormrise Sourdough: A tangy sourdough bread
Price: 30 gold pieces per serving. baked during thunderstorms. Consuming it grants
resistance to lightning damage for 1 hour. Price: 35
27. Enigma Elixir: A mysterious elixir that temporarily gold pieces per serving.
enhances the consumer's intelligence. Increases
Intelligence by 2 for 1 hour. Price: 70 gold pieces per 38. Enchanted Brioche: A sweet, enchanting brioche
serving. with a magical twist. Grants advantage on Charisma-
based skill checks for 1 hour. Price: 30 gold pieces
28. Nymph's Nectar: A sweet nectar made from rare per serving.
flowers with enchanting properties. Drinking it grants
advantage on saving throws against being frightened 39. Gorgon's Crust: A bread with a crunchy exterior
for 1 hour. Price: 25 gold pieces per serving. that temporarily grants the consumer a petrifying
gaze. Allows the user to cast the Petrifying Gaze
29. Warpfruit Tart: A tangy tart made from exotic ability once within the next hour. Price: 50 gold
fruits found near dimensional rifts. Consuming it pieces per serving.
grants advantage on saving throws against being
restrained for 1 hour. Price: 60 gold pieces per 40. Elemental Pumpernickel: A dark, earthy bread
serving. infused with the essence of earth elementals. Grants
temporary resistance to acid damage for 1 hour.
30. Songbird's Serenade: A melodic drink that Price: 40 gold pieces per serving.
enhances the consumer's creativity and performance
abilities. Grants advantage on Charisma-based skill 41. Enigma Empanada: A small, flaky pastry filled
checks for 1 hour. Price: 40 gold pieces per serving. with a mysterious blend of ingredients. Eating it
grants advantage on Intelligence-based skill checks
31. Arcane Loaf: A loaf of bread infused with arcane for 1 hour. Price: 25 gold pieces per serving.
energies. Eating it grants advantage on spell attack
rolls for 1 hour. Price: 30 gold pieces per serving. 42. Feyfruit Pie: A delectable pie made with rare
fruits harvested from the Feywild. Grants advantage

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Chapter 6 Equipment Hexmaster

on Dexterity saving throws for 1 hour. Price: 35 gold with the essence of Feywild flowers. Grants
pieces per serving. advantage on Wisdom saving throws for 1 hour.
Price: 35 gold pieces per serving.
43. Dragonfire Tart: A fiery tart filled with a spicy
dragonfruit filling. Eating it grants resistance to fire 54. Basilisk Blue: A pungent blue cheese with a
damage for 1 hour. Price: 40 gold pieces per serving. touch of basilisk venom. Grants temporary resistance
to poison damage for 1 hour. Price: 40 gold pieces
44. Shadowberry Cobbler: A rich cobbler made with per serving.
dark, shadowy berries. Consuming it grants
advantage on Stealth checks for 1 hour. Price: 30 55. Celestial Camembert: A soft and velvety
gold pieces per serving. Camembert cheese made from milk blessed by
celestial beings. Grants advantage on saving throws
45. Chrono Custard Pie: A creamy pie with a swirl of against celestial magic for 1 hour. Price: 45 gold
temporal magic. Grants the ability to take a bonus pieces per serving.
action on the next turn. Price: 35 gold pieces per
serving. 56. Elemental Fondue: A rich and melty fondue
made with a combination of elemental cheeses.
46. Elemental Quiche: A savory quiche infused with Grants resistance to a random elemental damage
the essence of elemental creatures. Grants type for 1 hour. Price: 40 gold pieces per serving.
resistance to a random elemental damage type for 1
hour. Price: 45 gold pieces per serving. 57. Shadowfrost Gruyère: A nutty Gruyère cheese
infused with the chilling essence of shadows.
47. Dreamer's Delight: A pie with a filling that induces Consuming it grants resistance to cold damage for 1
vivid and pleasant dreams. Eating it grants the hour. Price: 35 gold pieces per serving.
benefits of a short rest without the need for actual
rest. Price: 30 gold pieces per serving. 58. Illusionist's Edam: A semi-hard Edam cheese
that creates minor illusions when eaten. Grants
48. Celestial Shepherd's Pie: A hearty shepherd's pie advantage on Charisma-based skill checks for 1
made with celestial meats and vegetables. Grants hour. Price: 30 gold pieces per serving.
advantage on saving throws against celestial magic
for 1 hour. Price: 50 gold pieces per serving. 59. Wyrmwood Chèvre: A sharp and crumbly chèvre
cheese made from milk harvested near ancient
49. Illusionist's Meringue: A fluffy meringue pie with wyrmwood trees. Grants advantage on Dexterity
an illusory twist. Grants advantage on Charisma- saving throws for 1 hour. Price: 35 gold pieces per
based skill checks for 1 hour. Price: 30 gold pieces serving.
per serving.
60. Elemental Gouda: A robust Gouda cheese
50. Elemental Fruit Galette: A rustic galette filled with infused with the essence of elemental creatures.
a medley of fruits infused with elemental energies. Grants resistance to a random elemental damage
Grants resistance to a random elemental damage type for 1 hour. Price: 45 gold pieces per serving.
type for 1 hour. Price: 40 gold pieces per serving.
61. Mana Puffs: Small, colorful puffs of magically
51. Arcane Cheddar: A tangy cheddar cheese infused sugary goodness. Eating them restores 1d4
imbued with arcane magic. Eating it grants spell slots of the consumer's choice. Price: 25 gold
advantage on spell attack rolls for 1 hour. Price: 30 pieces per serving.
gold pieces per serving.
62. Crispy Dragon Claws: Spicy and crispy fried
52. Gorgon Gouda: A flavorful Gouda cheese with a chicken wings made to resemble dragon claws.
hint of petrifying power. Allows the user to cast the Eating them grants temporary resistance to fire
Petrifying Gaze ability once within the next hour. damage for 1 hour. Price: 30 gold pieces per serving.
Price: 50 gold pieces per serving.
63. Dimensional Doritos: Tangy tortilla chips that shift
53. Feybloom Brie: A creamy Brie cheese infused in color and flavor with every bite. Eating them grants

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Hexmaster Chapter 6 Equipment

advantage on Perception checks for 1 hour. Price: 20 changes color and flavor based on the elemental
gold pieces per serving. affinities of the drinker. Grants resistance to a
random elemental damage type for 1 hour. Price: 45
64. Feywild Funnel Cake: A sweet and fluffy funnel gold pieces per serving.
cake dusted with Feywild sugar. Eating it grants
advantage on Dexterity checks for 1 hour. Price: 25 74. Arcane Mead: A honey-based mead infused with
gold pieces per serving. arcane energy. Drinking it grants advantage on spell
attack rolls for 1 hour. Price: 35 gold pieces per
65. Mutagenic Nachos: Fiery nachos infused with serving.
mutagenic spices. Consuming them grants the
consumer temporary mutations for 1 hour, providing 75. Dragon's Breath Whiskey: A smoky and fiery
minor random benefits or drawbacks. Price: 40 gold whiskey distilled using the breath of ancient dragons.
pieces per serving. Consuming it grants temporary resistance to fire
damage for 1 hour. Price: 50 gold pieces per serving.
66. Warlock's Popcorn: Popcorn coated in a magical
dust that crackles with arcane energy. Eating it 76. Planeswalker's Port: A fortified wine aged with
restores 1d6 hit points and grants advantage on essences from different planes of existence. Drinking
Constitution saving throws for 1 hour. Price: 15 gold it grants advantage on saving throws against planar
pieces per serving. effects for 1 hour. Price: 40 gold pieces per serving.

67. Ectoplasmic Slime Slushie: A vibrant, slimy 77. Void Vodka: A clear vodka with a mysterious,
slushie made from ectoplasmic essence. Drinking it swirling darkness within. Consuming it grants
grants resistance to necrotic damage for 1 hour. advantage on Charisma saving throws for 1 hour.
Price: 20 gold pieces per serving. Price: 30 gold pieces per serving.

68. Elemental Hot Cheetos: Spicy and crunchy 78. Ethereal Elixir: A glowing, otherworldly cocktail
cheese puffs infused with the essence of elemental that temporarily enhances the drinker's senses.
fire. Eating them grants resistance to fire damage for Increases Wisdom by 2 for 1 hour. Price: 60 gold
1 hour. Price: 30 gold pieces per serving. pieces per serving.

69. Illusory Ice Cream Sundae: A whimsical ice 79. Cursed Rum: A dark and potent rum that grants
cream sundae that conjures illusory toppings and the drinker temporary dark powers. Grants
flavors. Eating it grants advantage on Charisma- advantage on spell attack rolls for necromancy spells
based skill checks for 1 hour. Price: 25 gold pieces for 1 hour. Price: 50 gold pieces per serving.
per serving.
80. Mindbender's Martini: A mind-altering martini that
70. Shadowy Sliders: Miniature sliders with black enhances psychic abilities. Drinking it grants
buns and mysterious fillings. Eating them grants advantage on Wisdom-based skill checks for 1 hour.
advantage on Stealth checks for 1 hour. Price: 30 Price: 45 gold pieces per serving.
gold pieces per serving.
81. Chimera Steak: A thick, juicy steak cut from the
71. Astral Absinthe: A potent green liquor that grants flesh of a slain chimera. Eating it grants temporary
glimpses into other planes. Drinking it grants resistance to multiple damage types (fire, lightning,
advantage on Intelligence saving throws for 1 hour. and poison) for 1 hour. Price: 100 gold pieces per
Price: 50 gold pieces per serving. serving.

72. Feywine Spritzer: A refreshing spritzer made with 82. Basilisk Bisque: A rich and creamy bisque made
sparkling Feywine and infused with a touch of from the meat of a basilisk. Consuming it grants
sparkling water. Grants advantage on saving throws temporary resistance to petrification effects for 1
against being charmed for 1 hour. Price: 40 gold hour. Price: 80 gold pieces per serving.
pieces per serving.
83. Kraken Calamari: Tender, succulent calamari
73. Elemental Elixir: A shimmering potion that rings harvested from a vanquished kraken. Eating

1001
Chapter 6 Equipment Hexmaster

them grants temporary water breathing and swim 93. Golden Foie Gras: A delicate foie gras made
speed for 1 hour. Price: 120 gold pieces per serving. from the livers of geese raised on a special diet of
gold flakes. Price: 800 gold pieces per serving.
84. Dragon's Breath Chili: A spicy chili infused with
the fiery breath of a slain dragon. Consuming it 94. Phoenix Fillet: A tender and succulent fillet cut
grants temporary resistance to fire damage and from the mythical phoenix, said to possess
allows the user to breathe a cone of fire once within rejuvenating properties. Price: 1,500 gold pieces per
the next hour. Price: 90 gold pieces per serving. serving.

85. Mindflayer Ceviche: A tangy and exotic ceviche 95. Crystal Champagne: A sparkling champagne
made from the delicate tentacles of a mindflayer. made with unique crystals found only in the deepest
Eating it grants advantage on Intelligence saving caverns of Maxxia. Each bottle comes with a crystal
throws for 1 hour. Price: 100 gold pieces per serving. stopper. Price: 2,000 gold pieces per serving.

86. Gorgon Steak Tartare: A raw steak made from 96. Royal Lobster Thermidor: A lavish lobster dish
the flesh of a gorgon, served with unique cooked with the finest ingredients and served in a
seasonings. Consuming it grants temporary golden crust. Price: 1,200 gold pieces per serving.
resistance to petrification effects and allows the user
to inflict the Stoned condition on a failed Constitution 97. Unicorn Tears Elixir: A rare and magical elixir
saving throw once within the next hour. Price: 110 said to be distilled from the tears of unicorns. Known
gold pieces per serving. for its healing and rejuvenating properties. Price:
2,500 gold pieces per serving.
87. Beholder Eyestalk Stir-Fry: A flavorful stir-fry
made with various beholder eyestalks and exotic 98. Truffle-Stuffed Quail: A small roasted quail
vegetables. Eating it grants advantage on Perception delicately stuffed with black truffles, considered the
checks for 1 hour. Price: 95 gold pieces per serving. epitome of gastronomic indulgence. Price: 1,000 gold
pieces per serving.
88. Wyvern Wing Buffalo Wings: Spicy buffalo wings
made from the wings of a slain wyvern. Eating them 99. Dragon's Blood Wine: A robust and rare vintage
grants temporary flight capability for 1 hour. Price: 80 wine made from grapes grown in vineyards fertilized
gold pieces per serving. with dragon blood. Price: 3,000 gold pieces per
serving.
89. Manticore Kebabs: Skewers of tender manticore
meat marinated in a flavorful blend of spices. 100. Ambrosia Delight: A mythical dessert made with
Consuming them grants advantage on Dexterity ingredients sourced from the realms of the gods. Its
saving throws for 1 hour. Price: 85 gold pieces per flavors and textures are said to be transcendent.
serving. Price: 5,000 gold pieces per serving.

90. Hydra Sashimi: Thin slices of raw hydra meat,


served with soy sauce and wasabi. Eating it grants D100 Table: Commodities -
temporary regeneration for 1 hour. Price: 130 gold
pieces per serving.
Consumables - Clothing

91. Stardust Caviar: Exquisite caviar harvested from 1. Chromatic Cloak: A finely woven cloak that
the depths of Maxxia's celestial lakes. Each pearl of changes color depending on the wearer's emotions.
caviar glimmers like a star. Price: 500 gold pieces It grants advantage on Charisma (Deception)
per serving. checks. Price: 150 gp.

92. Diamond-Encrusted Truffle: A rare black truffle 2. Celestial Shawl: A radiant shawl woven with
covered in a thin layer of edible diamonds. Known as celestial threads. When worn, it provides resistance
the epitome of luxury. Price: 1,000 gold pieces per to radiant damage and advantage on saving throws
serving. against being charmed. Price: 200 gp.

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Hexmaster Chapter 6 Equipment

3. Shadowweave Scarf: A scarf made from the your appearance. Price: 200 gp.
essence of shadows. It grants advantage on Stealth
checks in dim light or darkness. Price: 100 gp. 14. Drakescale Cloak: A cloak made from the scales
of a slain drake. It provides resistance to acid
4. Flamestitched Robes: Robes imbued with damage and grants advantage on saving throws
elemental fire. While wearing them, you have against poison. Price: 300 gp.
resistance to fire damage and can cast the *produce
flame* cantrip. Price: 250 gp. 15. Feytouched Mantle: A vibrant, ethereal cloak
woven from the essence of the Feywild. While
5. Frostbite Cloak: A shimmering cloak that exudes wearing it, you have advantage on saving throws
an icy aura. It grants resistance to cold damage and against being charmed and can cast the *misty step*
allows you to cast the *ray of frost* cantrip. Price: spell once per day. Price: 450 gp.
200 gp.
16. Cloak of the Moonshadow: A cloak that grants
6. Gossamer Veil: A translucent veil that grants the ability to blend into shadows. While in dim light or
advantage on saving throws against being darkness, you have advantage on Dexterity (Stealth)
frightened. It also adds a touch of elegance to any checks. Price: 350 gp.
outfit. Price: 75 gp.
17. Stormbreaker Cape: A cape adorned with
7. Stormweaver Cape: A billowing cape that crackles swirling storm clouds. It grants resistance to thunder
with static electricity. It grants resistance to lightning damage and allows you to cast the *thunderwave*
damage and allows you to cast the *shocking grasp* spell once per day. Price: 400 gp.
cantrip. Price: 250 gp.
18. Vestments of the Plague Doctor: Robes designed
8. Mirage Cloak: A cloak that creates illusionary to protect against infectious diseases. While wearing
duplicates of the wearer, making it harder to be hit in them, you have advantage on saving throws against
combat. While wearing it, you have a +2 bonus to AC diseases and can cast the *lesser restoration* spell
against melee attacks. Price: 300 gp. once per day. Price: 300 gp.

9. Hallowed Hood: A hood blessed by divine forces, 19. Robes of the Archmage: Ornate robes that mark
radiating a faint glow. It grants advantage on saving you as a master of the arcane arts. They grant a +2
throws against necrotic damage and allows you to bonus to spell attack rolls and increase your spell
cast the *cure wounds* spell once per day. Price: save DC by 2. Price: 1,000 gp.
400 gp.
20. Elementalweave Cloak: A magical cloak that can
10. Luminous Vestments: Robes made of pure light, change its properties to match one of the four
emitting a soft glow. While wearing them, you have elemental planes. It grants resistance to the chosen
advantage on saving throws against being blinded element and allows you to cast a cantrip related to
and can cast the *light* cantrip. Price: 150 gp. that element (e.g., *acid splash*, *control flames*,
*mold earth*, or *create bonfire*). Price: 500 gp.
11. Arcane Cloak of Spellwarding: A shimmering
cloak that provides advantage on saving throws 21. Tattered Trench Coat: A worn-out trench coat
against spells. It also grants a +1 bonus to spell that provides limited protection against the elements.
attack rolls. Price: 500 gp. While wearing it, you have advantage on saving
throws against extreme temperatures. Price: 50 gp.
12. Shroud of the Void: A pitch-black cloak that
seems to absorb all light around it. While wearing it, 22. Radiation Resistant Jumpsuit: A jumpsuit
you have resistance to psychic damage and can cast designed to protect against radioactive
the *darkness* spell once per day. Price: 350 gp. contamination. It grants advantage on saving throws
against radiation poisoning. Price: 100 gp.
13. Enchantress' Wrap: A silk wrap imbued with
enchanting magic. It grants advantage on Charisma 23. Gas Mask and Filter: A sturdy gas mask with a
(Persuasion) checks and adds a touch of charm to replaceable filter, providing protection against toxic

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Chapter 6 Equipment Hexmaster

gases and airborne contaminants. While wearing it, involving hacking or bypassing electronic systems.
you have advantage on saving throws against poison Price: 150 gp.
gas. Price: 75 gp.
34. Mutant Hide Cloak: A cloak made from the hides
24. Scavenger's Poncho: A patchwork poncho made of mutated creatures, providing limited resistance to
from salvaged materials. It grants advantage on acid and poison damage. Price: 100 gp.
Dexterity (Stealth) checks made in urban
environments. Price: 50 gp. 35. Survivalist's Utility Vest: A vest with numerous
pockets and compartments for storing essential
25. Junkyard Armor: Armor made from repurposed supplies. It grants advantage on Wisdom (Survival)
metal scraps and salvaged materials. It provides an checks to find or track resources in the wilderness.
AC bonus of +1 and disadvantage on Dexterity Price: 75 gp.
(Stealth) checks. Price: 100 gp.
36. Hazardous Environment Suit: A full-body suit
26. Dustcloak: A heavy, hooded cloak designed to designed for hazardous conditions, complete with a
protect against sandstorms and dust clouds. While built-in air supply. It provides immunity to poison
wearing it, you have advantage on saving throws damage and resistance to acid damage. Price: 500
against blindness and deafness. Price: 75 gp. gp.

27. Wasteland Leathers: Sturdy leather clothing 37. Marauder's Shoulder Pads: Shoulder pads made
reinforced with metal plates. It provides an AC bonus from scrap metal, serving both as protection and an
of +1 and disadvantage on Dexterity (Stealth) intimidation tactic. They grant advantage on
checks. Price: 100 gp. Charisma (Intimidation) checks made against weaker
opponents. Price: 50 gp.
28. Bandit's Balaclava: A cloth mask that covers the
lower half of the face, commonly worn by bandits and 38. Ghillie Suit: A camouflage suit made of natural
raiders. It grants advantage on Charisma materials, ideal for blending into overgrown or
(Intimidation) checks against frightened targets. forested areas. It grants advantage on Dexterity
Price: 25 gp. (Stealth) checks made in natural environments.
Price: 100 gp.
29. Survivor's Boots: Rugged boots designed for
traversing treacherous terrains. While wearing them, 39. Post-Apocalyptic Goggles: Goggles with tinted
you have advantage on Dexterity (Athletics) checks lenses and filters for protection against bright light,
made for climbing or difficult footing. Price: 50 gp. sandstorms, and radiation. While wearing them, you
have advantage on saving throws against being
30. Nomad's Cloak: A weathered, multi-layered cloak blinded. Price: 50 gp.
that offers warmth and protection during long
journeys. It provides resistance to cold damage. 40. Anarchist's Hoodie: A hooded sweatshirt adorned
Price: 75 gp. with symbols of rebellion. It grants advantage on
Charisma (Deception) checks when trying to pass as
31. Ruinwalker's Wraps: Tattered, yet functional, a common citizen. Price: 25 gp.
wraps made from scavenged fabric. While wearing
them, you have advantage on Dexterity saving 41. Acid Wash Jeans: Fashionable jeans with a
throws made to avoid traps. Price: 25 gp. distinctive bleached pattern. Wearing them grants
advantage on Charisma (Persuasion) checks made
32. Desert Veil: A lightweight, breathable veil that to impress others with your retro style. Price: 50 gp.
shields the face from sand and sun. While wearing it,
you have advantage on saving throws against 42. Flannel Shirt: A cozy and oversized flannel shirt,
dehydration. Price: 50 gp. perfect for a grunge-inspired look. While wearing it,
you have advantage on saving throws against cold
33. Cybernetic Glove: A technologically enhanced weather. Price: 30 gp.
glove with built-in sensors and tools. It grants
advantage on Dexterity (Sleight of Hand) checks 43. Baggy Cargo Pants: Loose-fitting pants with

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Hexmaster Chapter 6 Equipment

multiple pockets, reminiscent of the 90s streetwear trends. They grant advantage on Dexterity saving
fashion. They grant advantage on Dexterity (Sleight throws made to avoid tripping or stumbling. Price: 60
of Hand) checks made to hide small items. Price: 40 gp.
gp.
53. Denim Jacket: A versatile and fashionable jacket
44. Choker Necklace: A tight-fitting necklace made of made of denim fabric. While wearing it, you have
black leather or plastic, a popular accessory during advantage on saving throws against cold weather.
the 90s. Wearing it grants advantage on Charisma Price: 40 gp.
(Intimidation) checks made against those familiar
with the fashion trend. Price: 20 gp. 54. Fanny Pack: A small bag worn around the waist,
perfect for carrying small items. It grants advantage
45. Track Jacket: A sporty jacket with contrasting on Dexterity (Sleight of Hand) checks made to
stripes down the sleeves, inspired by 90s athletic retrieve items quickly from the fanny pack. Price: 30
wear. It grants advantage on Dexterity (Acrobatics) gp.
checks made to perform agile maneuvers. Price: 60
gp. 55. Turtleneck Sweater: A cozy sweater with a high,
folded collar that covers the neck. While wearing it,
46. Windbreaker: A lightweight and colorful jacket, you have advantage on saving throws against cold
perfect for protection against light rain or wind. While weather. Price: 30 gp.
wearing it, you have advantage on saving throws
against being knocked prone by strong gusts of wind. 56. Puka Shell Necklace: A necklace made of small,
Price: 40 gp. natural shells strung together, popularized in the 90s
surfer culture. Wearing it grants advantage on
47. JNCO Jeans: Extremely wide-legged jeans that Charisma (Persuasion) checks made with individuals
were popular in the 90s. They provide advantage on who appreciate the retro beach style. Price: 20 gp.
Dexterity saving throws made to maintain balance in
precarious situations. Price: 60 gp. 57. Bike Shorts: Form-fitting shorts that were
commonly worn for athletic activities or as casual
48. Crop Top: A short, midriff-baring top that was a wear in the 90s. They grant advantage on Dexterity
staple of 90s fashion. Wearing it grants advantage (Acrobatics) checks made for agility-based
on Charisma (Performance) checks made to impress movements. Price: 20 gp.
others with your trendy appearance. Price: 25 gp.
58. Bomber Jacket: A trendy jacket with a ribbed
49. Overalls: Classic denim overalls that can be worn collar, cuffs, and waistband, reminiscent of 90s street
with one strap unfastened for that quintessential 90s fashion. It grants advantage on Charisma
look. While wearing them, you have advantage on (Intimidation) checks made while exuding confidence
Strength (Athletics) checks made for climbing or with your retro style. Price: 60 gp.
physical tasks. Price: 40 gp.
59. Hypercolor T-Shirt: A color-changing shirt that
50. Snapback Cap: A baseball cap with a flat brim reacts to body heat, creating dynamic patterns.
and an adjustable snap closure at the back. It grants Wearing it grants advantage on Charisma
advantage on Charisma (Persuasion) checks made (Performance) checks made to attract attention with
with individuals who appreciate retro fashion. Price: your ever-changing fashion. Price: 30 gp.
20 gp.
60. Grunge Dress: A loose-fitting, layered dress with
51. Scrunchie: A fabric-covered elastic hair tie that a plaid pattern, representing the iconic grunge
was an iconic accessory during the 90s. Wearing it fashion of the 90s. It grants advantage on Charisma
grants advantage on Charisma (Performance) (Intimidation) checks made against those who
checks made to charm or entertain others with your appreciate the rebellious style. Price: 50 gp.
nostalgic style. Price: 10 gp.
61. Tunic: A simple, loose-fitting garment that
52. Platform Sneakers: Bold and chunky sneakers reaches the knees, commonly worn by peasants and
with thick platform soles, reminiscent of 90s footwear commoners. Price: 10 gp.

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Chapter 6 Equipment Hexmaster

typically made of fine fabric and embellished with


62. Doublet: A fitted jacket with snug sleeves, decorative elements. Price: 10 gp.
typically worn by men. It provides a +1 bonus to AC.
Price: 20 gp. 74. Gambeson: A padded undergarment worn
beneath armor to provide extra protection and
63. Chemise: A thin, lightweight undergarment worn cushioning. It provides a +1 bonus to AC. Price: 20
by both men and women. It grants advantage on gp.
saving throws against extreme temperatures. Price:
5 gp. 75. Frock: A loose-fitting, ankle-length garment worn
by both men and women, often in rural areas. Price:
64. Surcoat: A loose, sleeveless garment worn over 15 gp.
armor to display one's heraldry. It grants advantage
on Charisma (Intimidation) checks made against 76. Farthingale: A stiff, hoop-shaped undergarment
opponents aware of medieval customs. Price: 15 gp. worn under women's skirts to create a voluminous
silhouette. Price: 15 gp.
65. Hood: A simple head covering that can be pulled
up to conceal the face. It grants advantage on 77. Cotehardie: A fitted, knee-length garment with
Dexterity (Stealth) checks made to hide in shadows. tight sleeves, popular among the nobility. It grants
Price: 5 gp. advantage on Charisma (Persuasion) checks made
to impress others with your fashion sense. Price: 20
66. Cowl: A long, flowing cloak with a large hood, gp.
often associated with monks and scholars. Wearing it
grants advantage on Wisdom (Perception) checks 78. Liripipe: A long, trailing hood or scarf attached to
made to hear faint sounds. Price: 15 gp. a hat or cloak, commonly worn by scholars and
religious figures. It grants advantage on Wisdom
67. Robe: A loose, flowing garment worn by (Perception) checks made to spot hidden or
individuals of various professions, such as priests, obscured objects. Price: 10 gp.
scholars, and wizards. It grants advantage on
Charisma (Persuasion) checks made when 79. Partlet: A high-necked, decorative collar or ruffle
attempting to appear dignified. Price: 10 gp. worn by women to cover the chest area. Price: 5 gp.

68. Hose: Close-fitting leg coverings worn by men, 80. Wimple: A cloth head covering worn by women,
reaching from the waist to the feet. Price: 10 gp. often accompanied by a veil, particularly popular
among married and religious women. Price: 5 gp.
69. Gown: A long, elegant dress worn by
noblewomen and those attending formal events. It 81. Neural Interface Suit: A sleek, form-fitting suit
grants advantage on Charisma (Performance) that integrates with neural implants, allowing direct
checks made when attempting to appear regal. interaction with advanced technologies. It grants
Price: 20 gp. advantage on Intelligence (Technology) checks.
Price: 500 gp.
70. Chaperon: A hooded cape that can be wrapped
around the neck and head. It grants advantage on 82. Holographic Shroud: A garment woven with light-
saving throws against cold weather. Price: 15 gp. bending fibers, allowing the wearer to project
holographic disguises or illusions. It grants
71. Tabbard: A sleeveless coat worn over armor or advantage on Charisma (Deception) checks made to
other garments, often adorned with a coat of arms or disguise one's appearance. Price: 800 gp.
symbols of allegiance. Price: 10 gp.
83. Energy Shielded Armor: A set of advanced armor
72. Coif: A close-fitting cap that covers the head, capable of generating protective energy fields. It
commonly worn under helmets for added comfort provides a +2 bonus to AC. Price: 1,000 gp.
and protection. Price: 5 gp.
84. Nanofiber Jumpsuit: A flexible jumpsuit made of
73. Mantle: A short cape worn over the shoulders, self-repairing nanofibers, providing enhanced

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Hexmaster Chapter 6 Equipment

mobility and protection. It grants advantage on 94. Levitation Tunic: A tunic equipped with anti-
Dexterity (Acrobatics) checks. Price: 600 gp. gravity modules, granting the wearer limited levitation
abilities. Price: 500 gp.
85. Gravity Defying Boots: Boots equipped with
antigravity technology, allowing the wearer to walk or 95. Reactive Camo Armor: Armor that changes its
even float effortlessly in low-gravity environments. color and texture based on the surrounding
Price: 400 gp. environment, providing advantage on Dexterity
(Stealth) checks made in natural environments.
86. Cybernetic Skin: A nanotech-infused second skin Price: 700 gp.
that enhances the wearer's physical abilities,
granting advantage on Strength and Dexterity saving 96. Neural Reactive Visor: A high-tech visor that
throws. Price: 800 gp. enhances the wearer's perception and grants night
vision capabilities. It grants advantage on Wisdom
87. Voidweave Cloak: A cloak woven with dark (Perception) checks made to spot hidden objects.
matter threads, granting the ability to phase through Price: 600 gp.
solid objects temporarily. It grants advantage on
Dexterity (Stealth) checks made to hide or move 97. Plasma-Shielded Helmet: A helmet with built-in
silently. Price: 600 gp. energy shields, providing resistance to energy
damage and advantage on saving throws against
88. Plasmaweave Robes: Robes infused with blinding effects. Price: 800 gp.
contained plasma, providing protection against
energy-based attacks. It grants resistance to one 98. Synth-Skin Bodysuit: A skin-tight, synthetic
type of energy damage (choose at the time of bodysuit that provides enhanced protection against
purchase). Price: 700 gp. physical damage. It grants a +2 bonus to AC. Price:
900 gp.
89. Solar Reflective Suit: A specialized suit designed
for survival in extreme heat and exposure to solar 99. Energy Absorption Vest: A vest that absorbs and
radiation. It grants advantage on saving throws stores excess energy, converting it into temporary hit
against fire damage and resistance to radiant points. Price: 500 gp.
damage. Price: 500 gp.
100. Teleportation Cloak: A cloak embedded with
90. Bioluminescent Bodysuit: A skintight bodysuit teleportation circuits, allowing the wearer to teleport
that emits a soft, glowing light, granting advantage short distances. It grants the ability to cast the *misty
on Charisma (Performance) checks made to step* spell once per day. Price: 800 gp.
captivate an audience. Price: 400 gp.

91. Stealth Camouflage Suit: A suit that utilizes D100 Table: Luxury Items
advanced adaptive camouflage technology,
rendering the wearer nearly invisible in most 1. Glimmering Elixir: A vial of sparkling liquid that
environments. It grants advantage on Dexterity enhances one's beauty for a limited time. Drinking it
(Stealth) checks made to hide. Price: 800 gp. grants advantage on Charisma-based skill checks.
Price: 50 gold pieces.
92. Memory Weave Robes: Robes embedded with
microchips capable of storing vast amounts of 2. Whispering Mirror: A small handheld mirror that
information and granting access to stored data. It reveals secrets when whispered to. The mirror
grants advantage on Intelligence (History) checks. provides advantage on Intelligence (Investigation)
Price: 600 gp. checks related to uncovering hidden information.
Price: 75 gold pieces.
93. Energy Infused Gloves: Gloves that channel and
amplify energy, allowing the wearer to discharge 3. Mystic Perfume: A delicate bottle filled with an
bolts of energy. They grant the ability to cast the enchanting fragrance. When applied, it grants
*shocking grasp* spell once per day. Price: 400 gp. advantage on Charisma (Persuasion) checks made
against humanoids of the opposite gender. Price: 40

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Chapter 6 Equipment Hexmaster

gold pieces. day, the user can gain advantage on an attack roll,
saving throw, or ability check by glimpsing their
4. Moonlit Feather: A shimmering, silver-tipped future success. Price: 90 gold pieces.
feather that glows softly in the moonlight. Carrying it
grants advantage on Dexterity (Stealth) checks made 14. Soulfire Candles: A set of candles that burn with
in dim light or darkness. Price: 60 gold pieces. flickering flames of different colors. When lit, they
provide advantage on Charisma (Performance)
5. Dreamweaver's Quill: A finely crafted quill that checks and increase the range of any vocal-based
allows the user to write vivid and lucid dreams onto spells cast within 30 feet. Price: 70 gold pieces.
parchment. When the dream is read by another, they
experience it as if it were their own. Price: 100 gold 15. Enigmatic Puzzle Box: A finely crafted wooden
pieces. box with intricate carvings and hidden compartments.
Solving the puzzle box requires an Intelligence
6. Enchanted Cufflinks: Stylish cufflinks imbued with (Investigation) check. Upon completion, it releases a
magic that automatically adjust the wearer's clothing magical aura that grants advantage on the next
to suit any occasion. Grants advantage on Charisma saving throw made by the solver. Price: 100 gold
(Deception) checks related to disguises. Price: 80 pieces.
gold pieces.
16. Luminescent Hairpin: A delicate hairpin adorned
7. Crystal Raindrop: A small crystal tear-shaped with a glowing gem that emits soft light. When worn,
pendant that grants resistance to cold damage while it illuminates a 10-foot radius around the wearer.
worn. Price: 70 gold pieces. Price: 50 gold pieces.

8. Harmony Chimes: A set of wind chimes that 17. Crystalized Memory Vial: A small vial filled with
produce soothing melodies when a gentle breeze shimmering liquid that captures and preserves
passes through them. Resting within earshot of these memories. Drinking the vial's contents allows the
chimes grants advantage on Wisdom saving throws user to recall a specific memory in vivid detail. Price:
to resist sleep or fear effects. Price: 90 gold pieces. 75 gold pieces.

9. Celestial Inkwell: An inkwell filled with shimmering 18. Gilded Songbird Cage: A luxurious golden cage
ink made from crushed stardust. When used to write housing a magical songbird. The bird's enchanting
spells, the ink enhances their potency, granting a +1 melodies grant advantage on Wisdom (Perception)
bonus to spell attack rolls. Price: 50 gold pieces. checks made to detect hidden creatures or objects.
Price: 80 gold pieces.
10. Silken Gloves of Grace: Exquisite gloves made of
enchanted silk that enhance the wearer's dexterity. 19. Shroud of Shadows: A flowing cloak woven with
Grants advantage on Sleight of Hand checks. Price: threads from the Plane of Shadows. While wearing
70 gold pieces. the cloak, the user can cast the spell "Darkness"
once per day. Price: 90 gold pieces.
11. Amulet of Serenity: A beautiful amulet adorned
with a tranquil blue gem. While wearing the amulet, 20. Radiant Gloves of Healing: Exquisite gloves
the wearer gains advantage on Wisdom saving adorned with glowing runes that enhance the
throws to resist charm and fear effects. Price: 80 wearer's healing abilities. When used to cast a
gold pieces. healing spell, the wearer adds 2 additional hit points
to the healed amount. Price: 70 gold pieces.
12. Ethereal Veil: A sheer, ethereal veil that grants
the wearer a ghostly appearance. While wearing the 21. Phoenix Feather Quill: A rare quill crafted from a
veil, the user has advantage on Charisma phoenix feather. When used to write spells, the quill
(Intimidation) checks made against humanoids. enhances their potency, allowing the user to reroll
Price: 60 gold pieces. one damage die and choose the higher result. Price:
80 gold pieces.
13. Orb of Timeless Reflection: A polished glass orb
that reflects visions of potential futures. Once per 22. Harmonic Locket: A delicate locket with an

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Hexmaster Chapter 6 Equipment

enchanting musical note design. When opened, it charmed. Price: 80 gold pieces.
produces a soothing melody that grants advantage
on Wisdom saving throws against being charmed or 32. Opulent Feathered Fan: A beautifully decorated
frightened. Price: 60 gold pieces. fan made of exotic feathers. When waved, it creates
a gentle breeze that grants advantage on saving
23. Chronomancer's Pocket Watch: A finely crafted throws against extreme temperatures. Price: 60 gold
pocket watch that allows the user to manipulate time pieces.
in small increments. Once per day, the user can
reroll any ability check, saving throw, or attack roll, 33. Astral Compass: A small golden compass that
choosing the higher result. Price: 90 gold pieces. guides the user through the astral realms. When
navigating through planar travel, the compass grants
24. Melody Wine: A rare vintage wine with magical advantage on Intelligence (Arcana) checks to
properties. When consumed, it grants advantage on determine the correct path. Price: 90 gold pieces.
Charisma-based skill checks for the next hour. Price:
70 gold pieces. 34. Melody Box: A small, intricately crafted music
box that plays a soothing tune. Listening to the
25. Gossamer Wings: A pair of shimmering, melody grants advantage on Wisdom saving throws
translucent wings that attach to the user's back. to resist sleep or charm effects. Price: 70 gold
When activated, they grant a flying speed of 30 feet pieces.
for up to 1 hour per day. Price: 100 gold pieces.
35. Whispering Boots: Fine leather boots enchanted
26. Sorcerer's Bloodstone: A small blood-red to muffle footsteps. Wearing these boots grants
gemstone that enhances the power of sorcery. When advantage on Dexterity (Stealth) checks made to
held, it increases the spell save DC of the user's move silently. Price: 100 gold pieces.
sorcerer spells by 1. Price: 50 gold pieces.
36. Enchanted Locket: A delicate locket that holds a
27. Mask of Enigmatic Allure: A beautifully crafted miniature portrait of a loved one. When the locket is
mask that conceals the wearer's true identity. While opened and the portrait gazed upon, it grants
wearing the mask, the user has advantage on advantage on saving throws against fear effects.
Charisma (Deception) checks made to disguise Price: 50 gold pieces.
themselves. Price: 75 gold pieces.
37. Mask of Illusion: A beautiful masquerade mask
28. Luminous Ink Set: A set of enchanted inks that with shimmering colors. While wearing the mask, the
emit a soft glow when used. When writing with these user can cast the spell "Disguise Self" once per day
inks, the user gains advantage on Intelligence without expending a spell slot. Price: 75 gold pieces.
(Arcana) checks related to magical lore or
deciphering ancient texts. Price: 80 gold pieces. 38. Crystal Ball of Insight: A crystal ball that grants
glimpses into the future. Once per day, the user can
29. Shimmering Cloak of Resilience: A cloak woven gain advantage on an ability check or saving throw
with threads of shimmering energy. While wearing by scrying through the crystal ball. Price: 80 gold
the cloak, the user gains resistance to one type of pieces.
damage (chosen upon attunement). Price: 90 gold
pieces. 39. Silken Slippers of Agility: Elegant silk slippers
that enhance the wearer's agility. Wearing these
30. Dancing Blades: A pair of elegantly crafted slippers grants advantage on Dexterity saving
daggers that float and move independently. When throws. Price: 90 gold pieces.
wielded, the blades grant advantage on Dexterity
(Acrobatics) checks and add a +1 bonus to attack 40. Ethereal Cloak: A billowing cloak that seems to
and damage rolls. Price: 70 gold pieces. fade in and out of existence. While wearing the
cloak, the user can cast the spell "Blink" once per
31. Serenity Stone: A smooth, polished stone imbued day. Price: 70 gold pieces.
with calming magic. When held, it grants advantage
on Wisdom saving throws against being frightened or 41. Celestial Music Box: A delicate music box with

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Chapter 6 Equipment Hexmaster

intricate celestial motifs. When opened, it plays a saving throws against breath-based attacks. Price:
celestial melody that grants advantage on Charisma 70 gold pieces.
(Performance) checks made to entertain or captivate
an audience. Price: 80 gold pieces. 51. Synthwave Shades: A pair of neon-colored
sunglasses that emit a faint glow. While wearing
42. Cloak of Starlight: A flowing cloak adorned with these shades, the user gains advantage on saving
shimmering star patterns. While wearing the cloak at throws against blinding effects and the ability to
night, the user gains darkvision with a range of 60 detect hidden magical auras. Price: 80 gold pieces.
feet. Price: 60 gold pieces.
52. Pixelated Amulet: An amulet that projects a
43. Timeless Pocket: A small pocket dimension constantly shifting pixelated pattern. When worn, the
contained within an intricately embroidered silk amulet grants advantage on Dexterity saving throws
pouch. This pocket can hold up to 10 pounds of against area-effect spells. Price: 60 gold pieces.
items without increasing in weight. Price: 90 gold
pieces. 53. VHS Tape of Rewinding: A rare VHS tape that
allows the user to rewind time by a few seconds
44. Melting Kiss Chocolates: A box of delectable once per day. This ability can be used to reroll an
chocolates that melt in the mouth, leaving a pleasant attack roll, saving throw, or ability check, choosing
aftertaste. Eating one chocolate grants advantage on the higher result. Price: 90 gold pieces.
Charisma (Persuasion) checks made within the next
hour. Price: 70 gold pieces. 54. Disco Ball Pendant: A small pendant in the shape
of a sparkling disco ball. When worn, the pendant
45. Spectral Cape: A flowing cape that grants the creates a dazzling display of lights, granting
user a ghostly appearance. While wearing the cape, advantage on Charisma (Performance) checks made
the user has advantage on Dexterity (Stealth) checks in social settings. Price: 70 gold pieces.
made to hide in dim light or darkness. Price: 100 gold
pieces. 55. Cybernetic Glove: A sleek glove embedded with
glowing circuitry. Wearing this glove grants
46. Harmonious Earrings: Beautifully crafted earrings advantage on Dexterity (Sleight of Hand) checks and
that emit a soft, harmonious chime when the wearer allows the user to interface with electronic devices.
moves. Grants advantage on Wisdom (Perception) Price: 100 gold pieces.
checks made to detect hidden creatures or objects.
Price: 50 gold pieces. 56. Boombox of Inspiration: A portable cassette
player that emanates inspiring music. When
47. Veil of Enchantment: A sheer, enchanted veil that activated, it grants advantage on Charisma
enhances the wearer's allure. While wearing the veil, (Persuasion) checks and can provide temporary hit
the user has advantage on Charisma (Persuasion) points to allies within 30 feet. Price: 50 gold pieces.
checks made against humanoids of the opposite
gender. Price: 75 gold pieces. 57. Legwarmers of Agility: Vibrantly colored
legwarmers that enhance the wearer's agility.
48. Resonant Quill: A magical quill that hums with Wearing these legwarmers grants advantage on
energy when used to write. When using the quill, the Dexterity saving throws and increases movement
user gains advantage on Wisdom (Insight) checks speed by 10 feet. Price: 75 gold pieces.
made to detect lies or deceit. Price: 80 gold pieces.
58. Rubik's Cube of Mysteries: A magical Rubik's
49. Radiant Sandals: Elaborate sandals adorned with Cube that constantly shuffles itself. Solving the cube
shimmering gemstones. While wearing the sandals, grants advantage on Intelligence checks made for
the user's movement speed increases by 10 feet. puzzles or riddles and restores a small amount of
Price: 90 gold pieces. spell slots once per day. Price: 80 gold pieces.

50. Whisperwind Shawl: A silken shawl that billows 59. Roller Disco Skates: Stylish roller skates with
and moves with an ethereal breeze. While wearing neon wheels that glide effortlessly. Wearing these
the shawl, the user gains advantage on Dexterity skates grants advantage on Dexterity (Acrobatics)

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Hexmaster Chapter 6 Equipment

checks and increases movement speed by 10 feet. a photo is taken with this camera, it captures an
Price: 90 gold pieces. enchanting aura that grants advantage on Wisdom
(Perception) checks related to investigating the
60. Cassette Tape of Retrocasting: A unique scene. Price: 80 gold pieces.
cassette tape that allows the user to cast a spell from
the '80s era once per day. The specific spell and 69. Pin-Up Perfume: A vintage bottle of alluring
level are determined randomly. Price: 70 gold pieces. perfume with a floral scent. Applying this perfume
grants advantage on Charisma (Deception) checks
61. Swingtime Pocket Watch: A vintage pocket watch made against humanoids of the opposite gender.
with intricate Art Deco engravings. When opened, it Price: 90 gold pieces.
plays a nostalgic tune that grants advantage on
Charisma (Performance) checks made to entertain or 70. Wartime Compass: A weathered compass used
captivate an audience. Price: 80 gold pieces. by soldiers during the war. While holding this
compass, the user gains advantage on Wisdom
62. Retro Radio Glove: A glove embedded with a (Survival) checks made to navigate or find their way
small radio receiver. While wearing this glove, the in unfamiliar terrain. Price: 70 gold pieces.
user can tune in to specific frequencies to eavesdrop
on conversations or gather information. Price: 60 71. Holo-Glasses: Sleek cybernetic glasses that
gold pieces. project a heads-up display (HUD) with various data
overlays, including targeting systems and augmented
63. Vintage Time Capsule: A small metal capsule reality information. The glasses grant advantage on
that holds remnants of the past. Opening the capsule Dexterity (Sleight of Hand) checks related to hacking
transports the user's senses to a specific historical or manipulating electronic systems. Price: 80 gold
moment, granting advantage on Intelligence (History) pieces.
checks related to that event. Price: 90 gold pieces.
72. Neural Enhancer Chip: A small cybernetic
64. Classic Cocktail Set: A beautifully crafted set of implant that enhances cognitive abilities. When
silver cocktail shakers and crystal glassware. implanted, it grants advantage on Intelligence-based
Preparing and serving drinks with this set grants ability checks and saving throws. Price: 60 gold
advantage on Charisma (Persuasion) checks made pieces.
during social interactions. Price: 70 gold pieces.
73. Digital Chronometer: A wrist-mounted device that
65. Feathered Fedora: A stylish fedora adorned with displays the local time as well as various digital
a colorful feather. While wearing this fedora, the user readouts, such as environmental data and network
gains advantage on Charisma (Deception) checks connectivity. It grants advantage on Intelligence
made to disguise their identity. Price: 100 gold (Investigation) checks related to deciphering digital
pieces. systems or analyzing data. Price: 90 gold pieces.

66. Gramophone Record: A rare and valuable 74. Neon Elixir: A vial of luminescent liquid that
gramophone record of iconic 1940s music. When enhances the user's reflexes and speed. Drinking the
played, the music creates an atmosphere that grants elixir grants advantage on Dexterity saving throws
advantage on Charisma (Performance) checks and and increases movement speed by 10 feet for 1
saving throws against being charmed. Price: 50 gold hour. Price: 70 gold pieces.
pieces.
75. Cybernetic Limb Enhancement: A cybernetic limb
67. Glamorous Evening Gloves: Elbow-length satin replacement or enhancement that grants additional
gloves that exude elegance. Wearing these gloves strength and dexterity. It provides advantage on
grants advantage on Charisma (Persuasion) checks Strength or Dexterity-based ability checks and saving
made during formal events or high society throws related to the limb's function. Price: 100 gold
gatherings. Price: 75 gold pieces. pieces.

68. Retro Camera of Enchantment: A vintage camera 76. Virtual Reality Console: A high-end virtual reality
that captures moments with a touch of magic. When console that immerses the user in simulated worlds.

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Chapter 6 Equipment Hexmaster

It grants advantage on Charisma (Performance) wonders. Gazing into the Hologlobe grants
checks made within virtual environments and allows advantage on Wisdom (Insight) checks and allows
the user to temporarily gain proficiency in a chosen the user to cast the spell "Detect Thoughts" once per
skill while inside a simulation. Price: 50 gold pieces. day. Price: 70 gold pieces.

77. Holographic Projector: A portable device that 85. Transcendent Meditation Chair: A specially
projects holographic images and illusions. It grants designed chair that induces a state of deep
advantage on Charisma (Deception) checks made to meditation and relaxation. Resting in the chair allows
create illusions or deceive others using holographic the user to regain hit points as if they had completed
projections. Price: 75 gold pieces. a short rest and grants advantage on Wisdom saving
throws against being charmed or frightened. Price:
78. Nanofiber Suit: An advanced suit woven with 100 gold pieces.
nanofiber technology, providing protection against
physical and energy-based attacks. When wearing 86. Virtual Reality Oasis: A full-body virtual reality
the suit, the user gains advantage on Dexterity system that immerses the user in a digital paradise.
saving throws and resistance to one type of damage Using the Oasis grants advantage on Charisma
(chosen upon donning the suit). Price: 80 gold (Performance) checks and allows the user to
pieces. temporarily gain proficiency in a chosen skill while
inside the virtual world. Price: 50 gold pieces.
79. Augmented Reality Tattoo: A specialized tattoo
that interacts with augmented reality systems. It 87. Universal Translator: A handheld device that
grants advantage on Charisma (Intimidation) checks automatically translates spoken and written
made against humanoids while displaying languages. It grants advantage on Charisma
intimidating visual effects or information. Price: 90 (Persuasion) checks made with non-native speakers
gold pieces. and allows the user to comprehend and speak any
known language. Price: 75 gold pieces.
80. Data Jack Interface: A cybernetic implant that
allows direct connection to computer systems and 88. Tranquil Waters Fountain: A mesmerizing
data networks. It grants advantage on Intelligence fountain that emits calming melodies and scents.
(Investigation) checks made to access or manipulate Being near the fountain grants advantage on
digital information and advantage on saving throws Wisdom saving throws against being charmed or
against digital attacks or viruses. Price: 70 gold frightened and allows the user to regain hit points as
if they had completed a short rest. Price: 80 gold
81. Harmony Gauntlets: Beautifully crafted gauntlets pieces.
that emit a calming energy. When worn, they grant
advantage on Wisdom saving throws against mental 89. Gift of Unlimited Knowledge: A mystical tome
effects and allow the user to cast the spell "Calm containing boundless knowledge. Reading the book
Emotions" once per day. Price: 80 gold pieces. allows the user to gain proficiency in any one skill or
tool proficiency of their choice for 24 hours. Price: 90
82. Eternal Bloom Flower: A delicate flower that gold pieces.
never withers or fades. Placing it in a room or garden
creates an atmosphere of tranquility and grants 90. Empathy Embrace Bracelet: A stylish bracelet
advantage on Wisdom (Perception) checks made to that enhances emotional connection and empathy.
detect hidden or secret entrances. Price: 60 gold Wearing the bracelet grants advantage on Charisma
pieces. (Persuasion) checks made to build rapport or
establish emotional bonds with others. Price: 70 gold
83. Abundance Generator: A compact device that pieces.
generates a limitless supply of food and drink. It can
create any meal or beverage desired, providing 91. Radiant Canteen: A self-filtering canteen that
sustenance and nourishment. Price: 90 gold pieces. purifies and infuses water with healing energies.
Drinking from the canteen restores a small amount of
84. Serenity Hologlobe: A small holographic globe hit points and removes minor ailments or toxins.
that projects serene landscapes and natural Price: 80 gold pieces.

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100. Forgotten Relic Pendant: A mysterious pendant


92. Resilient Gas Mask: A sturdy gas mask that infused with ancient energy. While worn, it grants
protects against toxic gases and pollutants. Wearing advantage on saving throws against harmful magical
the mask grants advantage on Constitution saving effects and allows the user to cast the spell "Identify"
throws against environmental hazards or airborne once per day. Price: 70 gold pieces.
toxins. Price: 60 gold pieces.
D100 Table: Fiction Books
93. Scavenger's Survival Kit: A compact kit
containing essential tools for survival in a harsh 1. *The Chronicles of Eldoria* - A thrilling saga of
environment. It includes a multi-tool, firestarter, water adventure and magic that transports readers to the
purifier, and other useful items. Price: 90 gold pieces. ancient realm of Eldoria. Gives a temporary bonus to
History checks related to Eldoria. Price: 25 gp.
94. Echoes of the Old World Vinyl Record: A rare
vinyl record that plays haunting melodies from the 2. *Tales of the Celestial Wars* - Stories of epic
pre-apocalyptic era. Listening to the record grants battles fought among the celestial beings. Reading
advantage on Wisdom (Perception) checks made to this book grants advantage on Charisma
detect hidden dangers or traps. Price: 70 gold (Persuasion) checks when dealing with celestial
pieces. creatures. Price: 50 gp.
95. Phoenix Elixir: A potent concoction that 3. *Legends of the Lost City* - A collection of tales
enhances the body's natural healing abilities. about an enigmatic city that vanished from existence.
Drinking the elixir grants advantage on Constitution Reading this book grants a bonus to Intelligence
saving throws to resist disease and regain additional checks related to deciphering ancient texts. Price: 30
hit points from healing effects. Price: 100 gold gp.
pieces.
4. *The Bard's Melodies* - A compilation of lyrical
96. Junkyard Jukebox: A portable music player made ballads and enchanting songs. Grants advantage on
from repurposed salvaged materials. Playing music Charisma (Performance) checks when performing
from the jukebox grants advantage on Charisma music. Price: 20 gp.
(Performance) checks and can temporarily bolster
the morale of allies in combat. Price: 50 gold pieces. 5. *The Grimoire of Illusions* - A forbidden tome filled
with descriptions and illustrations of illusion spells.
97. Stalker's Stealth Suit: A lightweight suit designed Reading this book grants a bonus to Intelligence
for stealth and survival in dangerous territories. checks when casting illusion spells. Price: 75 gp.
Wearing the suit grants advantage on Dexterity
(Stealth) checks and resistance to one type of 6. *Tales from the Feywild* - Captivating stories
damage (chosen upon attunement). Price: 75 gold inspired by the mystical realm of the fey. Reading
pieces. this book grants advantage on Charisma (Deception)
checks against fey creatures. Price: 40 gp.
98. Ruinscape Artwork: A painting depicting a
desolate post-apocalyptic landscape. Hanging the 7. *The Necromancer's Lament* - A haunting
artwork grants advantage on Wisdom (Perception) narrative about a necromancer seeking redemption.
checks made to detect hidden entrances or secret Reading this book grants a bonus to Wisdom checks
paths within ruins or wastelands. Price: 80 gold when dealing with undead creatures. Price: 35 gp.
pieces.
8. *Chronicles of the Void* - Dark tales of cosmic
99. Nomad's Traveler Satchel: A durable satchel horrors lurking in the depths of space. Reading this
designed for nomadic journeys. It has multiple book grants advantage on Intelligence (Investigation)
compartments for storing supplies and equipment, checks when exploring ancient ruins. Price: 45 gp.
grants advantage on Survival checks related to
foraging or tracking, and increases carrying capacity. 9. *The Alchemist's Apprentice* - A coming-of-age
Price: 90 gold pieces. story about an aspiring alchemist. Reading this book
grants a bonus to Intelligence checks when brewing

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Chapter 6 Equipment Hexmaster

potions. Price: 30 gp.


19. *Tales from the Dragonlands* - Exciting
10. *Tales of the Shadow Realms* - Gripping adventures featuring dragons and dragon riders.
narratives set in the shadowy dimensions beyond the Reading this book grants advantage on Wisdom
mortal realm. Reading this book grants advantage on (Animal Handling) checks when interacting with
Wisdom (Perception) checks in dim light or darkness. dragons. Price: 40 gp.
Price: 40 gp.
20. *The Witch's Grimoire* - A collection of spells
11. *The Codex of Elemental Beasts* - A and rituals from ancient witch covens. Reading this
compendium of mythical creatures associated with book grants a bonus to Intelligence checks when
the elements. Reading this book grants advantage casting witchcraft spells. Price: 65 gp.
on Wisdom (Nature) checks when identifying
elemental creatures. Price: 55 gp. 21. *The Chronicles of Shadow and Steel* - Dark
tales of assassins, thieves, and deadly duels.
12. *Tales of the Crystal Kingdom* - Enchanting Reading this book grants advantage on Dexterity
stories about a realm filled with crystalline wonders. (Stealth) checks when moving silently or remaining
Reading this book grants advantage on Charisma hidden in shadows. Price: 35 gp.
(Persuasion) checks when interacting with beings
from the Crystal Kingdom. Price: 35 gp. 22. *Tales of the Elemental War* - Stories recounting
a devastating conflict between elemental forces.
13. *The Sorcerer's Tome* - A spellbook containing Reading this book grants advantage on Wisdom
legendary incantations and secrets of arcane power. (Perception) checks when detecting elemental
Reading this book grants a bonus to Intelligence disturbances. Price: 45 gp.
checks when casting spells. Price: 70 gp.
23. *The Wizard's Library* - A comprehensive
14. *Legends of the Astral Sea* - Epic tales of heroic collection of arcane knowledge and theories.
quests and celestial marvels in the Astral Sea. Reading this book grants advantage on Intelligence
Reading this book grants advantage on Wisdom (Arcana) checks when researching unknown spells
(Insight) checks when interacting with celestial or magical phenomena. Price: 60 gp.
beings. Price: 45 gp.
24. *Legends of the Feywild* - Mythical narratives
15. *The Chronicles of the Lost Heroes* - Epic featuring the mischievous antics of fey creatures.
accounts of legendary heroes and their quests for Reading this book grants advantage on Charisma
glory. Reading this book grants a bonus to Strength (Deception) checks against fey creatures. Price: 30
checks when attempting heroic feats. Price: 25 gp. gp.

16. *Tales of the Clockwork City* - Stories set in a 25. *The Tome of Forbidden Lore* - A forbidden
city ruled by intricate clockwork mechanisms. tome filled with dark secrets and forbidden rituals.
Reading this book grants advantage on Intelligence Reading this book grants a bonus to Wisdom checks
(Investigation) checks related to mechanisms and when dealing with necromantic magic. Price: 75 gp.
constructs. Price: 40 gp.
26. *Tales of the Crystal Guardians* - Tales of brave
17. *The Bard's Tome of Legends* - A collection of individuals safeguarding powerful crystalline artifacts.
bardic tales about great heroes and fabled artifacts. Reading this book grants advantage on Wisdom
Reading this book grants advantage on Charisma (Insight) checks when determining the authenticity or
(Performance) checks when retelling epic stories. value of crystals. Price: 40 gp.
Price: 30 gp.
27. *The Book of Enchantments* - A guide to
18. *The Enigma of Eternity* - A mind-bending magical enchantments and their applications.
narrative exploring the nature of time and existence. Reading this book grants advantage on Intelligence
Reading this book grants advantage on Intelligence (Arcana) checks when attempting to create or
(Arcana) checks when dealing with temporal magic. understand enchanted items. Price: 50 gp.
Price: 50 gp.

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Hexmaster Chapter 6 Equipment

28. *Chronicles of the Lost Planes* - Epic accounts androids or sentient robots. Price: 35 gp.
of adventures across diverse planes of existence.
Reading this book grants advantage on Intelligence 37. *Galactic Histories: Forgotten Worlds* - Accounts
(History) checks when recalling information about of lost civilizations and ancient galactic empires.
other planes. Price: 55 gp. Reading this book grants advantage on Intelligence
(History) checks when investigating ancient ruins or
29. *Tales from the Shadowed Realms* - Stories set artifacts. Price: 55 gp.
in eerie realms shrouded in perpetual darkness.
Reading this book grants advantage on Wisdom 38. *The Warp Nexus* - A space-time thriller
(Perception) checks when navigating dimly lit or involving interdimensional travel and the mysteries of
shadowy areas. Price: 40 gp. the warp. Reading this book grants advantage on
Wisdom (Perception) checks when detecting spatial
30. *The Alchemist's Handbook* - A comprehensive anomalies or disturbances. Price: 50 gp.
guide to alchemical recipes and formulae. Reading
this book grants a bonus to Intelligence checks when 39. *Alien Encounters: First Contact Chronicles* -
creating alchemical potions or substances. Price: 30 Stories of humanity's encounters with alien species
gp. and the challenges of interstellar diplomacy. Reading
this book grants advantage on Charisma
31. *Stellar Odyssey* - A thrilling space opera set in (Persuasion) checks when negotiating with alien
a distant galaxy filled with alien civilizations and civilizations. Price: 45 gp.
interstellar conflicts. Reading this book grants
advantage on Intelligence (History) checks related to 40. *The Quantum Magus* - A blend of science and
galactic history. Price: 50 gp.

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