Source (edited for rebalance): https://www.dandwiki.com/wiki/Hexer,_Variant_(5e_Class)
As an Elemental Hexer you gain the following class features.
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
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
You start with the following equipment, in addition to the equipment granted by your background:
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.
Spell save DC = 8 + your proficiency bonus + Intelligence modifier.
Spell attack modifier = Your proficiency bonus + Intelligence modifier.
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
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.
Hard CCs for this feature are:
- Incapacitated (outside of downed)
- Paralyze
- Petrified (if temporary)
- Stunned
- Exhaustion at or above Level 3
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.
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.
- 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.
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.
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)
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)
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 . | Features | Cantrips Known . | Spells Known . | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +2 | - | Elemental Attunement, Spellcasting | 4 | 2 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2nd | +2 | - | Focus | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3rd | +2 | 3 | Hexes, Elemental Bonding Feature | 4 | 4 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | --- | --- | --- | --- | --- | --- | --- |
5th | +3 | 5 | --- | 5 | 6 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6th | +3 | 6 | Elemental Entanglement | 5 | 7 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7th | +3 | 7 | --- | 5 | 8 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9th | +4 | 9 | --- | 5 | 10 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10th | +4 | 10 | Hex Upgrade | 6 | 11 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11th | +4 | 11 | --- | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13th | +5 | 13 | --- | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14th | +5 | 14 | Elemental Recovery | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15th | +5 | 15 | --- | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17th | +6 | 17 | Hex Upgrade | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 18 | Full Elemental Application | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | TODO | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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)