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.
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
Eldritch Blast
Make a ranged power attack against one creature within range. On a hit, the target takes 6 (1d10) force damage.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Curse Sovereignty
Your Hexcraft powers ignore necrotic immunity and resistance. Creatures cursed by you cannot have advantage on saving throws against your Hexcraft powers.
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.
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.
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.
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.
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.
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.
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
Auntie
Rose Mary
Rose Mary, known as Auntie, is an undead hag and former paragon of Gertie whose fall from divine favor curdled authority into bitterness. Once a feared figure in Gertie’s paragon courts, she was replaced during generational succession and withdrew from hag politics with her undead brother Marky as both enforcer and proof of what she could still preserve. Now serving the Road Warriors, Rose Mary breaks morale through hexcraft, fear illusions, curses, and sharp knowledge of personal weakness. Neutral Evil and cruelly funny, she may have lost divine status, but not the talent for making people feel collected before they are destroyed.
Covert
Jastin Verru
Crone — Greta Wunsch is the senior Von Queef University administrator who keeps missions, records, discipline, and institutional containment moving while more dramatic figures break the rules around her. Her current role makes her a practical campaign anchor for Ex Force deployments, Stormcall risk management, Centrum/VQU bureaucracy, and the fragile question of whether procedure can stabilize a school built on dangerous brilliance.