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Elemental Hexer

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1Elemental Hexer Empty Elemental Hexer 03.06.19 23:36

cwild

cwild
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Source (edited for rebalance): https://www.dandwiki.com/wiki/Hexer,_Variant_(5e_Class)

Elemental Hexer


Class Features


As an Elemental Hexer you gain the following class features.

Hit Points


Hit Dice: 1d6 per Hexer Level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Hexer Level above 1st

Proficiencies


Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Perception, Insight, History, Persuasion and Investigation

Equipment


You start with the following equipment, in addition to the equipment granted by your background:


  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • a witchcraft focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • two daggers (an Athame has the stats of a dagger, but even if you choose it as your witchcraft focus you still gain both of these)
  • If you are using starting wealth, you have 4d4 x 10 in funds


Table: The Elemental Hexer


Level   .Proficiency Bonus   .Hex Points   .FeaturesCantrips Known   .Spells Known   .1st2nd3rd4th5th6th7th8th9th
1st+2-Elemental Attunement, Spellcasting422------------------------
2nd+2-Focus433------------------------
3rd+23Hexes, Elemental Bonding Feature4442---------------------
4th+24Ability Score Improvement5543---------------------
5th+35---56432------------------
6th+36Elemental Entanglement57433------------------
7th+37---584331---------------
8th+38Ability Score Improvement594332---------------
9th+49---51043331------------
10th+410Hex Upgrade61143332------------
11th+411---612433321---------
12th+412Ability Score Improvement612433321---------
13th+513---6134333211------
14th+514Elemental Recovery6134333211------
15th+515---61443332111---
16th+516Ability Score Improvement61443332111---
17th+617Hex Upgrade615433321111
18th+618Full Elemental Application615433331111
19th+619Ability Score Improvement615433332111
20th+620TODO615433332211

Spellcasting

Cantrips

At 1st level, you know four cantrips of your choice from the Hexer spell list. You learn additional Hexer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Hexer table.

Spell Slots

The Hexer table shows how many spell slots you have to cast your hexer spells of 1st level and higher. To cast one of these hexer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Hexer table shows when you learn more hexer spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the hexer spells you know and replace it with another spell from the hexer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your hexer spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a hexer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Intelligence modifier.

Spell attack modifier = Your proficiency bonus + Intelligence modifier.

Spellcasting Focus

You can use your hexer focus as a spellcasting focus for your hexer spells.

Elemental Attunement

At level 1 you choose one element of nature (fire, earth, air, water) to integrate in your hex magic (permanently).
You gain knowledge about the very nature of the chosen element and its impact on spells and magical items (adv. on arcana checks if related to chosen element).
You also gain a damage type depending on the chosen element, that is used in later features:
Fire: Fire
Earth: Force
Water: Cold
Air: Lightning

Hexer Focus

At Level 2 your chosen focus gains an additional ability depending on the type you chose:

Staff

Once per Longrest, you can cast Counterspell on its base level.
If the countered spell is currently on you spell list, you have advantage on the counter, as the Staff has previously been used to cast the spell and makes it easier for you to understand the magic being cast.

Book

While holding the book, you have an additional spell known, which you can change on levelups.

Lamp

Once per Longrest you can increase your Spell Save DC by an amount equal to your Intelligence modifier for one level of temporary exhaustion (by inhaling the vapours produced by the elemental living in the container, you allow some of it's power to channel through you, enhancing your magic, but straining your body). (Cured with a Short- or Longrest)

Elemental Entanglement

Starting from level 6, every enemy that starts its round affected by one of you magical effects (hexes/spells/features etc.), that cause a hard CC receive 1d4 damage of the type from Elemental Attunement.

Hard CCs for this feature are:
- Incapacitated (outside of downed)
- Paralyze
- Petrified (if temporary)
- Stunned
- Exhaustion at or above Level 3

Hex Points

You gain a maximum number of hex points as shown in the Elemental Hexer Table.
You regain all hex points during a long rest.
As a bonus action, you can expend one spell slot and gain a number of Hex Points equal to the slot's level.

Hexes

At Level 3 you gain access to Hexes. Hexes take 1 Action to cast and last for 1 minute. If not otherwise specified the target has to succeed a Wisdom Save against your Spellsave DC and then additional saves every turn (like normal spells).
At Level 3 you can choose 3 Hexes from the list, and an additional one at Lvl 10 and 17. A target can only be affected by one hex at a time.

Hexes

- 5 Points for Hold Entitiy on 1 creature/person- (Doesn't require Concentration) (Causes Elemental Entanglement dmg)
- 5 Points for an Aoe Slowing Field (120ft cast range, 30 ft radius), reduces the movement of any creature/person in it by half (no saves) and grants disadvantage on Dexterity Saving Throws. (Requires Concentration)
- 3 Points for a Ranged Effect (60 ft cast range), Target has Disadvantage on any attack or spell attack roll and grants advantage on any creature/person targeted by a spell save spell by that creature/person (Doesn't require concentration)
- 3 Points for a Choice of either Physical(Str,Dex,Con) or Mental(Int,WisCha) Save Disadvantages (only initial save) (doesn't require concentration)
- 3 Points to shift the target somewhat towards the ethereal plane, making them vulnerable to spell dmg, but resistant to physical dmg.
- 2 Points for a Ranged Effect (60 ft cast range), Tag a creature/person to reduce their speed by half (only inital save). At level 10 you can tag up to 2 additional targets for 2 points each.
- 1 Point for a Melee Effect (Touch), Target must immediately use it's reaction to move half of their movelength away from you, not provoking AoOs from you (but from others if applicable). After the movement the Hex ends.

Elemental Entrapment

You can place up to 3 traps per longrest.
These traps take an action to create and place and an additional action to arm (no action required).
They last for 24 hours or until the 4th trap is placed, at which point the oldest trap is destroyed.
You can designate targets for the trap or exclude some creates from triggering the trap. This can be as generic as "any human" or as specific as naming one specific creature. You can designate a total of creatures according to you Intelligence modifier (for both the targets and the exclusions added up).
When one of its targets enters an area of 15ft around the trap, it immediatelly triggers, restraining them and dealing 1d8 of the type of youe Elemental Attunement. It can use its reaction to make a dexterity saving with disadvantage to escape the trap. On the beginning of each of its turns it takes the damage from Elemental Entanglement and can then use its action to make another dexterity saving throw (no explicit disadvantage) to escape the trap. On a successful save the trap is destroy without further effects.
You can feel when one of the traps is sprung, but you can not distinguish which trap it is, when multiple traps were active.

Elemental Recovery

Starting from level 14, when you kill an enemy using the element from your Elemental Attunement, you regain 1 hex point.
If this damage was done by one of your features, you regain 2 hex points instead.
You can't get above your maximum hex points using this feature.
Each damage source (spell/hex etc.) can only trigger this feature once per turn.
A fireball can for example only regain 1 point, even if it kill 5 creatures, but one cast of Call Lightning can generate 1 hex point each round (if it kills something)
In turn getting a killing blow with Elemental Entaglement and one with a fireball would grant a total of 3 points in the same round (1 from fireball and 2 from Elemental Entanglement)

Full Elemental Application

At level 18 you enhance the effect of your chosen element, gaining resistance to that element.
You also gain an additional effect for Elemental Entanglement depending on your element:
Fire: You roll 2d4 for the damage instead of 1d4
Water: The target can not take reactions while affected by Elemental Entaglement
Air: Half the targets movement speed and add that amount to your movement speed in the next round. When you would gain movement speed from more that one creature you just take the highest amount (but reduce the speed of all affected creatures)
Earth: Any Condition that reduces movement doubles in intensity (10ft reduction to 20 ft reduction, halved to no movement)

Hexer Spell List


Cantrips

Bladeward, Bloodbridge, Chill Touch, Dancing Lights, Friends, Fire bolt, Mage Hand, Mending, Minor Illusion, Poison Spray, Resistance, Thaumaturgy, True Strike

1st Level

Animal Friendship, Burning Hands, Charm Person, Cure Wounds, Detect Magic, Detect Poison and Disease, Faerie Fire, Feather Fall, Hex, Longstrider, Mage Armor, Magic Missile, Protection from Evil and Good, Purify Food and Drink, Sleep, Unseen Servant, Witch Bolt

2nd Level

Alter Self, Arcane Lock, Bane, Blindness/Deafness, Crown of Madness, Darkness, Darkvision, Enhance Ability, Enthrall, Find Traps, Flame Blade, Hold Person, Lesser Restoration, Locate Animals or Plants, Locate Object, Misty Step, Moonbeam, Protection from Poison, Ray of Enfeeblement, Suggestion

3rd Level

Animate Dead, Bestow Curse, Blink, Call Lightning, Clairvoyance, Counterspell, Dispel Magic, Fear, Fireball, Fly, Galder's Tower, Gaseous Form, Hypnotic Pattern, Magic Circle, Major Image, Protection from Energy, Remove Curse, Tongues, Vampiric Touch, Water walk

4th Level

Anesthesia, Arcane Eye, Banishment, Black Tentacles, Blight, Confusion, Dimension Door, Dominate Beast, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Locate Creature, Polymorph, Stoneskin

5th Level

Antilife Shell, Awaken, Commune, Conjure Elemental, Contact Other Plane , Contagion, Dominate Person, Dream, Geas, Greater Restoration, Hold Monster, Insect Plague, Legend Lore, Mass Cure Wounds, Modify Memory, Planar Binding, Raise Dead, Reincarnate, Scrying, Telekinesis

6th level

Arcane Gate, Circle of Death, Conjure Fey, Contingency, Create Undead, Disintegrate, Eyebite, Find the Path, Flesh to Stone, Mass Suggestion, Sunbeam, True Seeing, Wall of Thorns

7th level

Etherealness, Finger of Death, Mirage Arcane, Mordenkainen’s Magnificent Mansion, Plane Shift, Regenerate, Sequester, Simulacrum, Symbol

8th level

Abi-Dalzim's Horrid Wilting, Antimagic Field, Antipathy/Sympathy, Dominate Monster, Feeblemind, Mind Blank, Power Word Stun, Sunburst, Trap the Soul

9th level

Astral Projection, Foresight, Imprisonment, Power Word Kill, Storm of Vengeance, True Polymorph, Weird, Wish

https://party-hats.board-directory.net

2Elemental Hexer Empty Re: Elemental Hexer 06.06.19 18:58

Neo_Shanya



Focus:
Lamp: nachdem du das auf sicheres +5 geändert hast sollte auch der drawback stärker werden -> temp exhaustion auf normale exhaustion (kein shortrest cure)

Hexes:
-7 Points for Hold Person on 1 person. (Doesn't require Concentration) (Causes Elemental Entanglement dmg)
-5 Points for a Ranged Effect (60 ft cast range), Target has Disadvantage on any attack or spell attack roll and causes all saving throws made against spells cast by the targeted person/creature to be made with advantage (Doesn't require concentration)
-4 Points for a Ranged Effect (60 ft cast range), Target has either Physical(Str,Dex,Con) or Mental(Int,WisCha) Save Disadvantages, your choice. (only initial save) (doesn't require concentration)
-1 Point for a Ranged Effect (30 ft cast range), The target falls prone. (new)

Hold Entity -> Hold Person: Hold Entity war gedacht als Hold Monster + Person, Hold Monster ist allerdings ein 5th Lvl Spell(erhältlich ab Lvl 9 für Full Caster).
                                        Zusätzlich benötigt der Effekt im Hex keine Concentration -> Kosten auf 7
Alternativ: Hold Entity für warscheinlich gegen 11 Punkte wodurch das Ding langsam unuseable wird oder mit Concentration für 9

Atk Disadv. : Nachdem das die Chance eines Gegners verdoppelt nicht zu Treffen/den Spellslot zu wasten sollten die Kosten höher als 3 (Äquivalent eines 2nd Lvl Spellslots sein) da auch dieser Effekt keine Concentration benötigt.(Mit Con requirement sollten 3 passen) 3->5

Save Disadv.: Ähnliches wie oben zwecks Concentration, da der Effekt aber begrenzter ist sind niedrigere Kosten sinnvoll. 3->4

Prone: Neu, Effekt ist situativ eher gut, kann aber auch mit Problemen behaftet sein (Ranged Atks vs Prone und so) daher atm 1 Punkt evtl. 2

Elemental Entrapment: Exclusion von Targets erhöht die Mächtigkeit des Features gewaltig, da du damit dann nicht Bereiche unbrauchbar machst, sondern nur für Gegner unbrauchbar, was ich hoffe recht deutlich stärker ist (Reduzieren auf 1 aktiv pro Zeitraum (3/Longrest placeable)).
Spelleffekte und dergleichen benötigen in 5e nie eine Reaction um anfangs nicht davon betroffen zu sein -> Reaction to ... raus.
Die Maximaldauer der Traps ist nicht festgelegt, und nachdem es sich hierbei um einen magischen CC Effekt handelt wird dieser grundsätzlich mit Wis abgehandelt (Charisma falls man mit Emotionen und der Gleichen hantiert was hier aber nicht relevant ist).
Ich hab auch zusätzlich noch beim armen ein timedelay eingebaut, da die Traps sich mit der Umgebung verbinden müssen, und dieser Prozess von anderen Wesen in der Umgebung/im Radius gestört wird.

Elemental Recovery:
Es war theoretisch schon so gedacht das falls du 3 Personen mit einem Fireball spell erledigst, bekommst du 3 Punkte zurück (wenn das jetzt 3 Ratten sind ist das ne andere Geschichte aber das hängt vom GM ab)

Full Elemental Application:
Water: The target can not take reactions while affected by Elemental Entaglement

Das Feature tut nichts, da hard cc grundsätzlich keine Reactions zulässt (abgesehn von Exhaustion 3 oder höher), deshalb würde ich einfach vorschlagen wir bleiben beim AoE slow (wählbar an oder nicht bei cast)


Spellliste:
Wie ich in der originalen Problemliste schon geschrieben hatte sind:
A; Homebrew spells selten gut, und ein Healing Cantrip ist einfach nur broken, ganz egal welche Einschränkungen du da drauf wirfst (CC-Mage sollte kein Probelm haben jemanden lebändig aber ungefährlich zu halten)
B;Keine Druid Spells, du kannst nicht shapeshiften -> es gibt keinen grund wieso du diese Spells haben solltest, nachdem die "set it and forget it"-Art von Spell genau auf den Druid zugeschnitten ist. Das ist der Grund wieso ich die Sorcerer Spellliste (mit den annotierten Änderungen) oder die Warlock Spellliste als Basis verwendet hätte und nicht eine gänzlich wahllose Mischung aus allem, ohne internes Theme.
C;Nein, eine Klasse die in Dnd sich primär mit Necromancy, Enchantment Magic und Dmg-Spells(Dmg Teil von Evocation Magic) befasst kriegt keine Healing/Recovery Spells, außer die Subclass ist explizit darauf ausgelegt (Siehe Favored Soul, etc.). Mages in Dnd sind von natur aus bereits schweizer Taschenmesser, und sind daher auf ihre Primärfunktionen beschränkt.

Meine Probleme zwecks Cha vs Int caster habe ich bereits geäußert, und werde sie nicht wiederholen.
Hierunter ist mein mommentaner Stand der Klasse.

Hexer

Hit Die: 1d6 per Hexer level
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Armor: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 from: Arcana, Deception, Insight, Intimidation, Persuasion and Investigation


Lvl  1: Elemental Bonding, Spellcasting
Lvl  2: Focus
Lvl  3: Hex, Elemental Bonding Feature
Lvl  4: Ability Score Improvement
Lvl  5: ---
Lvl  6: Elemental Bonding Feature
Lvl  7: ---
Lvl  8: Ability Score Improvement
Lvl  9: ---
Lvl 10: Hex Upgrade
Lvl 11: ---
Lvl 12: Ability Score Improvement
Lvl 13: ---
Lvl 14: Elemental Bonding Feature
Lvl 15: ---
Lvl 16: Ability Score Improvement
Lvl 17: Hex Upgrade
Lvl 18: Elemental Bonding Feature
Lvl 19: Ability Score Improvement
Lvl 20: TODO (Needs a Theme first)


Spellcasting: Siehe Sorcerer

Hex Points: 1 pro Level (ab Lvl 3 mit 3 Points) recovery on Longrest

At Level 2 you gain a Focus.
Focus:
-Athame: Magical, can be summoned as an action as long as it's on the same plane of existence. (Dagger with some elemental linings in the blade)
-Staff: 1 Counterspell(base level) per Longrest, If the spell countered is known advantage on the save (as the Staff has previously been used to cast the spell and makes it easier for you to understand the magic being cast).
-Book: While you hold the book, you have an additional spell known, can be changed like normal spells (the spellprocess is marked by special personal markings in the book(only you or creatures that can read magical writing can read them)). (On Levelups)
-Flask/Lamp: Once per Longrest you can increase your Spell Save DC by 1d6 for one level of temporary exhaustion (by inhaling the vapours produced by the elemental living in the container, you allow some of it's power to channel through you, enhancing your magic, but straining your body). (Cured with a Short- or Longrest)



At Level 3 you gain access to Hexes. Hexes take 1 Action to cast and last for 1 minute. If not otherwise specified the target has to succed a Wisdom Save against your Spellsave DC, or be affected by your hex. The target then has additional saves every turn (like normal spells).
At Level 3 you can choose 3 Hexes from the list, and an additional one at Lvl 10 and 17. A target can only be affected by one hex at a time.
Hexes:
-7 Points for Hold Person on 1 person. (Doesn't require Concentration) (Causes Elemental Entanglement dmg)
-5 Points for an Aoe Slowing Field (120ft cast range, 30 ft radius), reduces the movement of any creature/person in it by half (no saves) and grants disadvantage on Dexterity Saving Throws. (Requires Concentration)
-5 Points for a Ranged Effect (60 ft cast range), Target has Disadvantage on any attack or spell attack roll and causes all saving throws made against spells cast by the targeted person/creature to be made with advantage (Doesn't require concentration)
-4 Points for a Ranged Effect (60 ft cast range), Target has either Physical(Str,Dex,Con) or Mental(Int,WisCha) Save Disadvantages, your choice. (only initial save) (doesn't require concentration)
-3 Points to shift the target somewhat towards the ethereal plane, making them vulnerable to spell dmg, but resistant to physical dmg.
-2 Points for a Ranged Effect (60 ft cast range), Tag a creature/person to reduce their speed by half (only inital save). At level 10 you can tag up to 2 additional targets for 2 points each.
-1 Point for a Ranged Effect (30 ft cast range), The target falls prone.
-1 Point for a Melee Effect (Touch), Target must immediately use it's reaction to move half of their movelength away from you, not provoking AoOs from you. After the movement the Hex ends.




Elemental Bonding:
Lvl 1
Elemental Attunement:
You choose one element of nature (fire, earth, air, water) to integrate in your hex magic (permanently).
You gain knowledge about the very nature of the chosen element and its impact on spells and magical items (adv. on arcana checks if related to chosen element).

Lvl 3
Elemental Entanglement
Elemental 1d4 per turn on Spells/Hexes/Magical Effects that cause hard cc (Fire: Fire, Earth: Crushing/bludgeoning, Water: Cold, Air: Slashing/Thunder). Hard CC: Incapacitated(outside of just downing), Paralyze, Petrified(if temporary), Stunned, Exhaustion at or above Level 3
Fire: a small burning chain wraps around the cced target (does not ignite worn items or armor)(prolonged exposure is going to sear items/armor)
Water: Frost creeps along the targets body
Earth: small rocks pelt the target while bound/ the earth grasps for their feet (if grounded)
Air: air currents cut the targets body whenever moved

Lvl 6
Elemental Entrapment
As an action the Hexer can place a Trap in melee range. Up to 3 Traps can be placed per Longrest. After placing the trap it takes an additional turn to arm and if placed while creatures other than you are in the affected 15ft radius, the arming delays until the area is cleared. The traps last for 24 hours or until a 4th trap would be set, at which point the oldest trap is destroyed.
When a Target enters a 15 ft radius around the trap, the trap springs on them. The target has to succed a Wisdom Save against your Spellsave DC, or be restrained. When sprung they also deal 1d8 dmg of elemement type to the target, and stay up to 1 minute or until the target frees itself with a successfull Wisdom or Strength Save against your Spellsave DC. The traps are visible and appear as miniature (5cm radius) bear traps. (You can hide them under foliage or the like)
All 3 Traps can be active at a time, and the Hexer notices when a trap is sprung, but not which trap is activated. While active the trap gives of a "feeling"/effect related to your chosen element.(Water: minor chill, fire: slight heat, earth: low hum, wind: small breeze)

Lvl 14
Elemental Recovery/Reinvigoration
Using the established connection with your targets, you absorb some of their energy when you kill them, regaining 1 hex point. If source of the killingblow was one of your Elemental Bonding Feattures, you regain 2 Hex points as the connection is on a more personal Level. This feature cannot increase your current hex points above your natural maximum.

Lvl 18
Full Elemental Enabling
Your connection with your element grants you resistance/immunity against damage from your chosen element. Additionally your CC effect gain an additional effect based on your chosen element:
-Fire : The Elemental Entanglement dmg doubles, and also applies on soft cc (movement reductions, disadvantages, etc.) (The chains grow larger/sturdier, and are easier to summon)
-Water : Whenever you Hard CC a target, you can choose to create a 15ft radius aoe around the target that halves the movement speed of any creature/person in it that lasts as long as the triggering spell/effect. (Your Magic is so infused with frost, that it's prolonged presence chills creatures to their bones, slowing them.)
-Air : You sap any movement taken from enemies for yourself, gaining half the taken movement rounded up(absolute values) (You can part the air in front of you with the energy taken from your targets)
-Earth : Any Condition that reduces movement doubles in intensity (10ft reduction to 20 ft reduction, halfing to no movement) (The Earth you command grasps your targets more firmly)


Spellcasting
Spelllist: Sorcerer,  Warlock might be better fitting
Changes:
Cantrips:  +Toll the Dead,
1st Level: + Hex
2nd Level: -Dragon's Breath, Enhance Person, Enlarge/Reduce +Ray of Enfeeblement
3rd Level: -Haste   +Bestow Curse, Life Transference, Vampiric Touch
4th Level: N/A
5th Level: +Contagion
6th Level: N/A
7th Level: N/A
8th Level: N/A
9th Level: N/A

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