Hexcraft
Hexcraft shapes a character's supernatural focus, training, and power set.
Power index
Hexcraft Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Make a ranged power attack against one creature within range. On a hit, the target takes 6 (1d10) force damage.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 1d10
- Type
- Force
- Roll
- Attack

Choose one creature you can see within range. The next ability check the target makes before the start of your next turn subtracts 1d4.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 1 Round
- Effect
- 1d4
- Type
- Hex
Tier 1
4
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.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 1d4
- Type
- Hex
- Roll
- Attack
- Save
- CHA

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.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- INT
- Type
- 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.
- Action
- Bonus Action
- Use
- At-Will
Tier 2
4
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.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- INT
- Type
- Protection

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Type
- Teleportation / Hex

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.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
Tier 3
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- Concentration, 1 Minute
- Effect
- 1d8
- Type
- Necrotic
- Roll
- Attack
- Save
- WIS

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (30-ft. cone)
- Duration
- Concentration, 1 Minute
- Type
- Fear
- Save
- WIS

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 4
4
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.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Type
- Hex
- Save
- CHA

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.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Type
- Hex
- Save
- Save Type

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 5
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- Instant
- Effect
- 4d8 + INT
- Type
- Temp HP / Restoration

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.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- 1 Minute
- Effect
- 4d8
- Type
- Necrotic
- Save
- CHA

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 6
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- Concentration, 1 Minute
- Effect
- 3d10
- Type
- Necrotic
- Save
- CON

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.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 14d6
- Type
- Necrotic
- Save
- CON

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 7
4
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.
- Action
- Reaction
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Type
- Hex
- Save
- Save Type

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.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 7d8 + 30
- Type
- Necrotic
- Save
- CON

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 8
4
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.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- 1 Minute
- Effect
- Set to 5
- Type
- Hex
- Save
- WIS

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 1 Minute
- Effect
- 6d10
- Type
- Necrotic
- Save
- CON
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 9
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 1 Minute
- Effect
- INT
- Type
- Necrotic / Protection

Your Hexcraft powers ignore necrotic immunity and resistance. Creatures cursed by you cannot have advantage on saving throws against your Hexcraft powers.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Necrotic / Hex

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 10
4
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.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 120 ft.
- Duration
- 1 Minute
- Type
- Hex
- Save
- WIS

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 2d8
- Type
- Necrotic

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.










