each of the 5e classes with different hexes and curses typically found through hag bartering or tombs of the occult. Stumble Cursing Belt [Artificer] Ring of the Coven [Blood Hunter] Wondrous item. Rare (requires attunement). Ring. Rare (requires attunement). The buckle of this belt shifts into a totem-like face A hag was tricked into forging these binding rings. of your chosen ally. When you attune to this belt or When you attune to this ring, choose two willing when you finish a long rest, choose an ally that you creatures you can see. This ring has 5 charges. As can see. While you can see the chosen ally, you gain a an action, you can expend a charge to fire beams +1 bonus to your damage rolls. of crimson energy. You fire a beam for each coven When you use Flash of Genius, choose a creature member within 30ft of you. Make a ranged weapon within 60ft. The target must succeed on a Wisdom attack for each beam against a creature within 120ft. saving throw against your spell save DC or become On a hit, the target takes 1d12 + your Intelligence cursed. When you use Flash of Genius on your chosen modifier + your active Crimson Rite. The beam deals ally, choose a point within 60ft. Each creature in the damage type of your active Crimson Rite or force a 15ft radius sphere centered on that point must damage if no Crimson Rite is active. You regain all succeed on a Wisdom saving throw against your spell expended charges at dawn. save DC or become cursed. When a cursed target In addition, once each day a coven member can use moves, it must use half its movement to move in a your Blood Maledict without expending a use of it. random direction (GM’s discretion). A cursed creature The blood curse uses your Hemocraft save DC. When can repeat the saving throw at the end of each of its you would take damage from your Hemocraft die, turns, ending the curse on itself on a success. any coven member within 30ft can take the damage instead. Bracken Blighted Cape [Barbarian] Wondrous item. Rare (requires attunement). Handy Totem [Cleric] The bottom of this cape is lined with sporous Wondrous item. Rare (requires attunement). bloodferns. As an action, you can flare the cape This totem draws in the echoes of a ghostly past to and release the baneful properties of the bloodfern do your temporary bidding. This totem has 2 charges. spores. Each creature in a 15ft cone must make a DC As a bonus action, you can expend a charge to choose 15 Intelligence saving throw or be effected by the a point within 10ft where a spectral totem begins Enemies Abound spell. Once you use this feature you to hover for 1 minute. The spectral totem emanates cannot do so again until you finish a short or long a 10ft radius aura. A creature inside the aura is rest. In addition, while raging you become overcome considered to be in a range of touch for your spells. by the bloodlust properties of the bloodfern. After A creature that enters the aura or starts its turn in you deal damage to a creature, you gain a +5 bonus to the aura must make a Wisdom saving throw against your damage rolls until the end of your turn. your spell save DC or be effected by the coward’s curse for 10 minutes. A cursed creature is frightened while Totem of Tones [Bard] inside the aura. A creature that benefited from one Wondrous item. Rare. of your spells is immune to the coward’s curse for 24 This totem doubles as a drum which pounds peculiar hours. You regain all expended charges at dawn. percussion. When you would give a creature a Bardic In addition, when you use Channel Divinity each Inspiration die, you can choose to hex that creature frightened creature in your aura becomes grappled for instead. A hexed creature is affected by the Bane spell 1 minute or until it uses its action to make a Strength while it has your hexed Bardic Inspiration die and can check against your spell save DC to break free. roll the die as normal except it subtracts the number rolled instead of adds. Art by Flail Snail’s Mail Murder’s Cloak [Druid] Hex Sword [Fighter] Wondrous item. Rare (requires attunement). Weapon (longsword). Rare (requires attunement). This black cloak is adorned with thousands of crow This +1 longsword is covered in hexes, runes, and feathers. When you expend a use of Wild Shape, incantations. This longsword has 4 charges. When you can afflict a creature within 30ft with the crow’s you hit a creature with this weapon, you can expend torment hex for 1 minute. Immediately and at the a charge to hex that creature. A hexed creature must start of each of its turns, the target must make a make a DC 15 Wisdom saving throw. On a failure, Dexterity saving throw against your spell save DC or it has disadvantage on saving throws and ability take 2d6 piercing damage and be blinded until the checks of an ability of your choice for 1 minute and end of its turn. The first time it would succeed on its takes necrotic damage equal to your fighter level. A saving throw, it is immune to being blinded by this hexed creature can repeat the saving throw at the end feature for 24 hours. It must still make the saving of each of its turns, ending the effect on itself on a throw to not take damage. Once you use this feature success. You regain all expended charges at dawn. you cannot do so again until you finish a short or long When you use Second Wind, all hexed creatures rest. take necrotic damage equal to the amount of hit In addition, you gain an additional use of Wild points you regained. When you use Action Surge, all Shape that can only be used to transform into a hexed creatures can use either an action or a bonus corvid (GM’s discretion). action, not both, on its next turn. Corrupting Bracers [Monk] Wondrous item. Rare (requires attunement). These bracers can taint your ki. When you finish a short or long rest, you can transform your ki into hex ki. Choose any number of available ki points, you transform that many ki points into hex ki points and the number is the maximum amount of hex ki points you can have. When you expend a hex ki point, you take 1d10 necrotic damage. This bracelet has 3 charges. As a bonus action, choose an enemy creature and an ally creature within 30ft. When the chosen enemy takes a hostile action against the chosen ally, you regain 1 hex ki point. You regain all expended charges at dawn. You gain hex ki features. Some of these features require your target to make a saving throw to resist the feature’s effect. The saving throw is equal to your Ki save DC. Flurry of Hexes. As a bonus action, you can spend 1 hex ki point to batter a creature within 5ft with dark energy. The target must make two Wisdom saving throws. For each failed save, it takes 3d4 necrotic damage. If the target fails both saving throws, your chosen ally gains 4 temporary hit points. Cursed Defense. As a bonus action, you can spend 1 hex ki point to cast the Shield spell. Ring of the Coven Corrupted Tailwind. As a bonus action, you can spend 1 hex ki point to take the Disengage action and each space you move through until the end of your turn is difficult terrain until the start of your next turn. Jinxing Shield [Paladin] Armor (shield). Rare (requires attunement). This reinforced +1 wooden shield has two jewels that resemble bottomless eyes peering out. This shield has 5 charges. As a bonus action, you can expend a charge and target a willing creature within your Aura of Protection. The target gains temporary hit points Tome of Curses [Sorcerer] equal to half your paladin level and a +2 bonus to Wondrous item. Rare (requires attunement). AC until it loses its temporary hit points. While a These powerful hexing words are written in dried creature has temporary hit points from this shield, fey blood. This tome has 3 charges and you regain all you can use a bonus action to use Lay on Hands expended charges at dawn. You can expend a charge with a range of 30ft on that creature. You regain all to use one of the following hex effects. Some of these expended charges at dawn. features require your target to make a saving throw to When a creature that has temporary hit points resist the feature’s effect. The saving throw is equal to from this shield loses its temporary hit points from your spell save DC. a damage source, the creature that dealt that damage source must make a Wisdom saving throw against Chill. When you use Metamagic on a spell, you can target a your spell save DC or be frightened of the creature creature affected by that spell with this hex. The target must protected by your shield until the end of its turn. make a Charisma saving throw or take 2d6 cold damage and become effected by the Calm Emotions spell until the end of Belt of the Specter [Ranger] its next turn. Wondrous item. Rare (requires attunement). Ignite. When you use Metamagic on a spell, you can target This belt allows you to call on the spirits to harry your a creature affected by that spell with this hex. The target must foes. As a bonus action, you bind malevolent spirits make a Dexterity saving throw or take 2d6 fire damage and to you for 1 minute. Your Favored Foe damage deals flames cling to it. It takes 2d6 fire damage when it makes a necrotic damage. When you hit a creature with a melee weapon attack roll for 1 minute. A creature on fire can weapon attack, it is hexed by a spirit. A hexed creature repeat the saving throw at the end of each of its turns, ending cannot benefit from being invisible and takes an the effect on itself on a success. additional 1d4 necrotic damage from your weapon Crumble. When you use Metamagic on a spell, you can attacks. You regain hit points equal to the amount of target a creature affected by that spell with this hex. The necrotic damage you deal. Once you use this feature target must make a Constitution saving throw or take 6d6 you cannot do so again until you finish a short or long necrotic damage. If this damage reduces the target to 0 hit rest. points, it turns to dust. In addition, your Primal Awareness also lets you Open. As an action, all close doors and objects fly open. You learn the Speak with Dead spell at 9th level. can cast the Knock spell on each object within a 30ft radius of Pin and Needles [Rogue] you. Dispel. As an action, you can cast the Dispel Magic spell Weapon (rapier). Rare (requires attunement). on up to 3 creatures. If you end more than one spell, you The hilt of this rapier has tiny needle-like holes take necrotic damage equal to your sorcerer level for each scattered along it. This rapier has 3 charges. As a additional ended spell after the first. bonus action, you can expend a charge and target a creature within 60ft. Spectral needles appear and stick into the hilt of this rapier as a portion of the target’s spirit is bound for 1 minute. When you deal Sneak Attack damage and the target is within 60ft of you, it takes psychic damage equal to your Dexterity modifier. You regain all expended charges at dawn. As a bonus action, you can have the spectral needles sink into the hilt. The target with the bound spirit takes 4d6 psychic damage and must make a DC 15 Wisdom saving throw or be restrained until the end of its next turn. When you use this feature, the target’s spirit is no longer bound and the needles vanish. Art by Flail Snail’s Mail
Wondrous item. Rare (requires attunement). Wondrous Item. Rare (requires attunement). Despite the wretched power locked away in this locket These pages of parchment are an awkward but it’s intricate design is incredibly alluring. When a empowering addition to any spellbook. As a bonus creature you have hexed or cursed with a spell or action, you can apply a spell hungry hex to any warlock feature dies within 120ft of you, you regain 1 creature within 60ft of you for 1 minute. You can have use of either the spell slot or feature expended to cast up to 3 creatures hexed this way at a time. When a the hex or curse. Once you use this feature you cannot hexed creature casts a spell or magical effect (GM’s do so again until you finish a short or long rest. In discretion), you can use a reaction to activate the hex addition, when you cast the Hex spell using a spell and force it to make a Charisma saving throw. On a slot of 3rd level or higher, you deal an additional 2d6 failure, all creatures affected by the spell or effect have necrotic damage. While maintaining concentration advantage or the hexed creature has disadvantage on on Hex, the first time you would lose concentration of its attack roll with the spell or effect. that spell you maintain concentration instead. The hex is active for 1 minute and all other spell hungry hexes vanish. While active, the triggering spell or magical effect is copied across this parchment as long as it is 5th level or lower. While it is written in your parchment, you can use an action to expend the use of your Arcane Recovery to gain its benefit and cast the spell or effect. Once cast, the hex deactivates. Once you activate a hex, you cannot do so again until you finish a short or long rest.
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G.R. No. 115455 Tolentino Vs Secretary of Finance EVAT Law (Enactment of Law, Origin of Tariff, Revenue and Appropriation BIlls, Bicameral Conference Committee)