Aspect Codex

Hexcraft

Hexcraft is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

HexcraftSpellcastingChargesMedicine

What This Aspect Does

Hexcraft defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Eldritch Blast

Make a ranged power attack against one creature within range. On a hit, the target takes 6 (1d10) force damage.

Tier 0ActionAt-Will

Ill Omen

Choose one creature you can see within range. The next ability check the target makes before the start of your next turn subtracts 1d4.

Tier 1ActionAt-Will

Bane

Choose up to three creatures you can see within range. Each target must make a CHA save or subtract 1d4 from attack rolls and saving throws for the duration.

Tier 1Bonus ActionAt-Will

Hex

Choose one creature you can see within range and one ability. Until the effect ends, the target has disadvantage on ability checks using that ability, and once per turn when you hit it with an attack, it takes an extra 1d6 necrotic damage.

Tier 1ActionAt-Will

Witch Bolt

Make a ranged power attack against one creature within range. On a hit, the target takes 7 (2d6) lightning damage. While the effect lasts and the target remains within range, you may use your action on later turns to deal 1d6 lightning damage to it automatically.

Tier 1ReactionAt-Will

Evil Eye

When a creature you can see within range makes an attack roll, ability check, or saving throw, subtract your INT modifier from the roll after it is rolled.

Tier 2ActionAt-Will

Withering Touch

Make a melee power attack against one creature. On a hit, the target takes 10 (3d6) necrotic damage and cannot regain hit points until the start of your next turn.

Tier 2ReactionAt-Will

Curse Ward

When a creature you can see within range fails a saving throw or is hit by an attack, add your INT modifier to its AC or saving throw, potentially causing the triggering effect to miss or fail.

Tier 2Bonus ActionAt-Will

Jinx Step

Teleport to an unoccupied space within range that is within 10 ft. of a cursed creature, a creature affected by one of your Hexcraft powers, or a creature that failed a save this round.

Tier 2ActionAt-Will

Malefic Seal

Choose one creature you can see within range. The target must make a WIS save or be marked by a seal. While marked, the first time each round it deals damage, it takes necrotic damage equal to your INT modifier.

Tier 3ActionAt-Will

Bestow Curse

Touch one creature. The target must make a WIS save or become cursed. Choose one effect: disadvantage on checks and saves with one ability; disadvantage on attack rolls against you; at the start of each of its turns it must make a WIS save or lose its action; or it takes an extra 1d8 necrotic damage when you damage it.

Tier 3ActionAt-Will

Remove Curse

Touch one creature or object. End one curse affecting it if the curse is Tier 3 or lower. If the target is a cursed item, its curse remains but the creature attuned to it can remove or discard it.

Tier 3ActionAt-Will

Fear

Creatures of your choice in the cone must make a WIS save or become frightened for the duration. A frightened target must move away from you by the safest route on its turns while it can see you. It repeats the save at the end of any turn when it cannot see you, ending the effect on a success.

Tier 3ReactionAt-Will

Hexer's Reprisal

When a creature you can see within range damages you or succeeds on a save against one of your Hexcraft powers, it takes 18 (4d8) necrotic damage unless it succeeds on a CON save.

Tier 4ActionAt-Will

Intrusive Despair

Choose one creature you can see within range. The target must make a WIS save or become filled with despair. When it takes the Attack or Magic action, it must make a WIS save. On a failed save, the action is wasted. The effect ends after the target succeeds on three saves against this power.

Tier 4ActionAt-Will

Misfortune Field

Hostile creatures in the emanation subtract 1d4 from the first attack roll or saving throw they make each round. A creature affected by your Hex or Bestow Curse subtracts 1d6 instead.

Tier 4ReactionAt-Will

Curse Transfer

When a creature you can see within range succeeds on a save against a curse, fear, poison, disease, or necrotic effect, choose another creature within 30 ft. of it. The second creature must make the same save against the same effect.

Tier 4ActionAt-Will

Black Tongue

Choose one creature you can hear within range. The target must make a CHA save or be unable to speak deliberate lies, cast powers with verbal components, or command summoned creatures for the duration. It repeats the save at the end of each of its turns, ending the effect on a success.

Tier 5Bonus ActionAt-Will

Greater Hex

Choose one creature you can see within range and two abilities. Until the effect ends, the target has disadvantage on ability checks using those abilities, and once per turn when you hit it with an attack or power, it takes an extra 2d6 necrotic damage.

Tier 5ActionAt-Will

Enervation

Choose one creature within range. The target must make a DEX save, taking 27 (6d8) necrotic damage on a failed save, or half as much on a success. On a failed save, you regain hit points equal to half the necrotic damage dealt, and you may use your action on later turns to repeat the damage against the same target.

Tier 5ActionAt-Will

Curse Breaker

Touch one creature or object. End one curse, hex, possession, or harmful magical mark affecting it if the effect is Tier 5 or lower. If an effect ends this way, the target gains temporary hit points equal to 4d8 + your INT modifier.

Tier 5ActionAt-Will

Doom Brand

Choose one creature you can see within range. The target must make a CHA save or be branded. While branded, the first time each round it fails a saving throw, it takes 18 (4d8) necrotic damage and cannot take reactions until the start of its next turn.

Tier 6ActionAt-Will

Dirge

Deathly power fills the emanation. Creatures of your choice are unaffected. Other creatures cannot regain hit points while in the emanation. When a creature enters the emanation for the first time on a turn or starts there, it must make a CON save, taking 17 (3d10) necrotic damage and falling prone on a failed save, or half damage with no prone on a success.

Tier 6ActionAt-Will

Harm

Choose one creature you can see within range. The target must make a CON save, taking 49 (14d6) necrotic damage on a failed save, or half as much on a success. On a failed save, its hit point maximum is reduced by the necrotic damage taken until it finishes a long rest. This cannot reduce the maximum below 1.

Tier 6PassiveAt-Will

Hex Dominion

Your Hexcraft powers ignore resistance to necrotic damage. Once per turn when a creature fails a save against one of your Hexcraft powers, it takes necrotic damage equal to your INT modifier.

Tier 6ReactionAt-Will

Soul Leech

When a creature you can see within range takes necrotic damage or fails a save against a curse, choose yourself or one ally within 30 ft. of it. The chosen creature regains hit points equal to 4d8 + your INT modifier.

Tier 7ActionAt-Will

Grievous Wounds

Choose one creature you can see within range. Until the end of your next turn, the target loses resistance to damage, cannot regain hit points, and makes saving throws with disadvantage.

Tier 7Action1/Long Rest

Finger of Death

Choose one creature you can see within range. The target must make a CON save, taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much on a success. A Humanoid reduced to 0 hit points by this damage rises at the start of your next turn as a Zombie under your verbal command.

Tier 7ActionAt-Will

Mass Curse

Choose up to six creatures you can see within range. Each target must make a WIS save or suffer disadvantage on attack rolls and saving throws for the duration. A target repeats the save at the end of each of its turns, ending the effect on a success.

Tier 7ReactionAt-Will

Curse Chain

When a creature you can see within range fails a save against one of your Hexcraft powers, choose another creature within 30 ft. of it. The second creature must make the same save or suffer the same non-damage effect until the start of your next turn.

Tier 8Bonus ActionAt-Will

Malediction Avatar

For the duration, you have resistance to necrotic and psychic damage, your Hexcraft powers ignore necrotic resistance, and once per turn when a cursed creature takes damage from you, add your INT modifier to the damage roll.

Tier 8ActionAt-Will

Unravel Blessing

Choose one creature you can see within range. End up to three beneficial magical effects on it if each effect is Tier 8 or lower. For each effect ended this way, the target takes 11 (2d10) necrotic damage unless it succeeds on a CHA save.

Tier 8ActionAt-Will

Fate Rot

Choose one creature you can see within range. The target must make a WIS save or become cursed. While cursed, the first time each round it rolls a d20, treat the d20 as a 5 before modifiers unless it would have rolled lower. The target repeats the save at the end of each of its turns.

Tier 8ActionAt-Will

Hex Storm

A storm of maledictions surrounds you. Hostile creatures in the emanation subtract 1d6 from saving throws. When a hostile creature starts its turn there, it must make a CON save, taking 33 (6d10) necrotic damage on a failed save, or half as much on a success.

Tier 9PassiveAt-Will

Curse Sovereignty

Your Hexcraft powers ignore necrotic immunity and resistance. Creatures cursed by you cannot have advantage on saving throws against your Hexcraft powers.

Tier 9Action1/Long Rest

Mortal Doom

Choose one creature you can see within range. The target must make a CHA save or become doomed. While doomed, it cannot regain hit points, loses damage resistances, and takes 22 (4d10) necrotic damage at the start of each of its turns. It repeats the save at the end of each of its turns.

Tier 9ReactionAt-Will

Unmake Fortune

When a creature you can see within range succeeds on a d20 roll, force it to reroll and use the lower result. If the creature is cursed by you, subtract your INT modifier from the reroll.

Tier 9ActionAt-Will

Black Benediction

Allies of your choice in the emanation gain advantage on saving throws against curses, fear, poison, disease, and necrotic effects. When an affected ally succeeds on such a save, one hostile creature of your choice in the emanation takes necrotic damage equal to your INT modifier.

Tier 10Bonus ActionAt-Will

Archhex

For the duration, your Hexcraft powers ignore immunity and resistance to necrotic damage, cursed creatures have disadvantage on saving throws against your Hexcraft powers, and once per turn when you damage a cursed creature, add 2d8 necrotic damage.

Tier 10Action1/Long Rest

Absolute Curse

Choose one creature you can see within range. The target must make a WIS save or become absolutely cursed. While cursed, it cannot benefit from advantage, resistance, immunity, healing, or teleportation. It repeats the save at the end of each of its turns, ending the effect on a success.

Tier 10ReactionAt-Will

Final Malediction

When you or a creature you can see within range would take damage, fail a saving throw, or be affected by a curse, reverse the malediction. The damage is reduced to 0, the failed save becomes a success, or the curse ends. One hostile creature within 60 ft. of the protected target takes 55 (10d10) necrotic damage.

Tier 10Action1/Ever

Eternal Doom

Name one creature known to you on the same plane. The target must make a CHA save. On a failed save, it is marked by an enduring doom chosen by the GM and appropriate to the campaign. The doom can be lifted only by a Tier 10 restoration, divine intervention, or a story condition set when the power is used.

Characters With This Aspect