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WM15 Hexmaster Players Guide
WM15 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
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).
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
6
Hexmaster Chapter 1 Basic Rules
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
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.
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.
8
Hexmaster Chapter 1 Basic Rules
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.
9
Chapter 1 Basic Rules Hexmaster
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.
10
Hexmaster Chapter 1 Basic Rules
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
11
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.
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.
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.
12
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.
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.
13
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.
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.
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.
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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.
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Hexmaster Chapter 1 Basic Rules
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.
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
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Chapter 1 Basic Rules Hexmaster
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.
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Hexmaster Chapter 1 Basic Rules
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
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Chapter 1 Basic Rules Hexmaster
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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.
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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.
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Chapter 2 Races Hexmaster
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Hexmaster Chapter 2 Races
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Chapter 2 Races Hexmaster
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Hexmaster Chapter 2 Races
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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
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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.
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Hexmaster Chapter 2 Races
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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
37
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
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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.
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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
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Chapter 2 Races Hexmaster
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
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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)
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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
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Chapter 2 Races Hexmaster
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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
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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
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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
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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
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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.
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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
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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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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
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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.
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Chapter 2 Races Hexmaster
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Hexmaster Chapter 2 Races
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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
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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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Hexmaster Chapter 2 Races
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
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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.
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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).
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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
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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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Hexmaster Chapter 2 Races
85
Chapter 2 Races Hexmaster
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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Hexmaster Chapter 2 Races
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.
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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.
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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.
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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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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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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.
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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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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.
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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.
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* 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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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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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.
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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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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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Hexmaster Chapter 2 Races
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.
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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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Hexmaster Chapter 2 Races
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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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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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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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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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
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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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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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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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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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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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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).
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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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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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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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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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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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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.
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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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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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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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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.
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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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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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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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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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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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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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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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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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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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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: 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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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.
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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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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
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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
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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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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
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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.
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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.
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- 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
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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
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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.
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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
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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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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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Hexmaster Chapter 3 Background
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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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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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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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
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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.
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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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Chapter 3 Background Hexmaster
- 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.
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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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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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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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- 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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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.
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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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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
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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
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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.
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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.
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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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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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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
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Hexmaster Chapter 3 Background
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
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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
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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
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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
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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
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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
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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.
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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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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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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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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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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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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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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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Chapter 3 Background Hexmaster
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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Hexmaster Chapter 3 Background
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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Chapter 3 Background Hexmaster
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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Hexmaster Chapter 3 Background
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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Chapter 3 Background Hexmaster
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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Hexmaster Chapter 3 Background
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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Chapter 3 Background Hexmaster
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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Hexmaster Chapter 3 Background
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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Chapter 3 Background Hexmaster
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.
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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
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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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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.
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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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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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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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"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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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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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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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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Chapter 3 Background Hexmaster
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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Hexmaster Chapter 3 Background
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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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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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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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.
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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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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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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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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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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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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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Chapter 4 Basic Classes Hexmaster
- 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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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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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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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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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.
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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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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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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
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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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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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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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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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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.
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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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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Casting:
Casting Gambler's Triumph requires a mixture of
verbal and somatic components, along with the
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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
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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.
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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.
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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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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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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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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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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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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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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
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.
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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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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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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.
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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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Hexmaster Chapter 4 Basic Classes
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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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.
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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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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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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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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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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.
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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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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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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.
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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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Hexmaster Chapter 4 Basic Classes
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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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.
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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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.
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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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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.
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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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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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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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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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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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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.
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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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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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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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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.
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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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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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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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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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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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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effectiveness against such opponents. powers and seal the rift before it's too late.
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.
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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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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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.
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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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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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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.
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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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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?"
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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Chapter 5 Advanced Classes Hexmaster
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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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.
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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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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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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.
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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.
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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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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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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.
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
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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.
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.
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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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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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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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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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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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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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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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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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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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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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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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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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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.
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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.
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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.
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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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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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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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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.
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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.
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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
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
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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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Chapter 5 Advanced Classes Hexmaster
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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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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Hexmaster Chapter 5 Advanced Classes
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.
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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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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.
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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
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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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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.
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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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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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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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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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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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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
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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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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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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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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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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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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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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.
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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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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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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: 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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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
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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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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.
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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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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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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.
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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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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
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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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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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(+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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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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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.
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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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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.
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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.
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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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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.
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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
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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.
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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.
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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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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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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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- 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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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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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.
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.
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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.
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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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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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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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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.
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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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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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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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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
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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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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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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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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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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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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.
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diseases or those specifically designed to affect individual, aiding you in infiltrations or social
mutants. interactions.
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.
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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.
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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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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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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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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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Level Progression:
1st: Psionic Abilities, Mind Shield
2nd: Telepathic Bond
3rd: Psychic Surge, Psychic Discipline
4th: Mind Over Matter
5th: Psionic Mastery
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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.
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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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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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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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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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
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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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.
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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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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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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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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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Hexmaster Chapter 5 Advanced Classes
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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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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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.
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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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Level Progression:
1st: Shadow Arts, Sneak Attack
2nd: Cunning Action
3rd: Shadow Archetype
4th: Shadow Step, Shadow Dance
5th: Death Strike
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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).
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Chapter 5 Advanced Classes Hexmaster
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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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.
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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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Chapter 5 Advanced Classes Hexmaster
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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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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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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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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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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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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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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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.
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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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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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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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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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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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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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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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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.
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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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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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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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.
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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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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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Level Progression:
1st: Wild Shape (Circle Forms)
2nd: Elemental Attunement
3rd: Spirit Whisperer
4th: Nature's Resilience
5th: Everchanging Form
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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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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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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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Hexmaster Chapter 5 Advanced Classes
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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Chapter 5 Advanced Classes Hexmaster
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
800
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.,
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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
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
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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
812
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
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
816
Hexmaster Chapter 6 Equipment
817
Chapter 6 Equipment Hexmaster
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.
818
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.
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
819
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
820
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
821
Chapter 6 Equipment Hexmaster
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:
823
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
824
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.
825
Chapter 6 Equipment Hexmaster
826
Hexmaster Chapter 6 Equipment
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
827
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
828
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
829
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
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
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Chapter 6 Equipment Hexmaster
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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
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Chapter 6 Equipment Hexmaster
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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
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.
844
Hexmaster Chapter 6 Equipment
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
845
Chapter 6 Equipment Hexmaster
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,
847
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
848
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
849
Chapter 6 Equipment Hexmaster
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
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
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.
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Hexmaster Chapter 6 Equipment
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
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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
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
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
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:
861
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
862
Hexmaster Chapter 6 Equipment
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
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.
864
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
867
Chapter 6 Equipment Hexmaster
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.
868
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
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.
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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.
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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.
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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
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Hexmaster Chapter 6 Equipment
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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
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
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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
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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)
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Chapter 6 Equipment Hexmaster
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
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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
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Chapter 6 Equipment Hexmaster
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
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
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Chapter 6 Equipment Hexmaster
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.
891
Chapter 6 Equipment Hexmaster
70. Soulshatter Plate: Armor forged with fragments of 80. Dreadbane Armor: Armor designed to protect
892
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
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.
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Hexmaster Chapter 6 Equipment
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Chapter 6 Equipment Hexmaster
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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
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Chapter 6 Equipment Hexmaster
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.
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Hexmaster Chapter 6 Equipment
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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
901
Chapter 6 Equipment Hexmaster
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Hexmaster Chapter 6 Equipment
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.
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Chapter 6 Equipment Hexmaster
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
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Hexmaster Chapter 6 Equipment
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
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
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Hexmaster Chapter 6 Equipment
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
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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
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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
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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
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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
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
917
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
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
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
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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
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
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Hexmaster Chapter 6 Equipment
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
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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
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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
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Chapter 6 Equipment Hexmaster
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
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
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
934
Hexmaster Chapter 6 Equipment
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
936
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
938
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
939
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
69. Cursebound Brew: A cursed brew that, when 77. Enervating Vapor: A pale blue vapor that drains
943
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
944
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.
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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
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Hexmaster Chapter 6 Equipment
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.
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Chapter 6 Equipment Hexmaster
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,
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Hexmaster Chapter 6 Equipment
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.
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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.
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Hexmaster Chapter 6 Equipment
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
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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
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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
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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)
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Hexmaster Chapter 6 Equipment
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
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Chapter 6 Equipment Hexmaster
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
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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)
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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]
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Hexmaster Chapter 6 Equipment
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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
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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
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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
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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
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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
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Hexmaster Chapter 6 Equipment
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.
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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.
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Hexmaster Chapter 6 Equipment
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.
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Chapter 6 Equipment Hexmaster
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
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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
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.
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Hexmaster Chapter 6 Equipment
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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)
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Hexmaster Chapter 6 Equipment
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
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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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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
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
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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.
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Hexmaster Chapter 6 Equipment
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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
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
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
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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.
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
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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Hexmaster Chapter 6 Equipment
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Chapter 6 Equipment Hexmaster
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.
1014
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.