Demonic
Demonic Hexlords looked into the Abyss and when it looked back they didn’t flinch and broke out a notebook and took notes on what it had to say. To summarize, they are insane. They love nothing more than to use their skills to cause violence and suffering. They tap into dark and chaotic powers to make living beings suffer. Even other Hexlords think they crossed a line by delving into the Abyss. Demonic Hexlords cannot stand Devilish Hexlords and think their skills are weak and boring.
Subclass Features
Origin Curse Spells
Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
| Level | Prepared Spells |
|---|---|
| 3 | Blindness/Deafness, Chaos Bolt, Poison Spray, Ray of Enfeeblement, Ray of Sickness |
| 5 | Animate Dead, Life Transference |
| 7 | Blight, Shadow of Moil |
| 9 | Cloudkill, Cone of Cold |
Specialized Jinxes
When you use a Jinx feature you can instead roll on this table or choose one if you fulfilled the requirements to choose one.
Specialized Jinx Table
| 1D6 | Jinx |
|---|---|
| 1 | Chaos Jinx: The next time the target makes a D20 test roll 1D4 and on an odd result they have disadvantage and on an even result they have advantage. |
| 2 | Evil Jinx: The target is tainted, the next time it attempts to make a Persuasion check they instead phrase it in a way to make it an Intimidation check. |
| 3 | Frigid Jinx: Once the target attempts to take a long or short rest they feel frigid air blowing on them and must make a CON save and on a failed save must take an additional hour to complete the rest. |
| 4 | Demonic Shadows Jinx: The shadows of the target are given life and move on their own for the next hour. |
| 5 | Stench Jinx: The target emits a foul odor and has disadvantage on Persuasion checks for the next hour. |
| 6 | Illusory Jinx: The target sees a Quasit lurking in the corner of the vision that is nonexistent for the next hour. |
Insane
You have delved into pure evil and chaos and have come back…. Stranger. You have one level of Indefinite Madness that cannot be removed by any means short of divine intervention. You learn Abyssal or one other language.
Channel Demonic Energy
You can conjure a small crack in the planes and allow a piece of demonic energy to escape the Abyss. If the effect involves a saving throw the saving throw DC is equal to your spell save DC. You can use an action and roll 1D4 to determine the effect.
1- Poison Spurt: A gout of poison shoots out in a 15 ft cone originating from an unoccupied point within 5 ft of you forcing each creature in range to make a CON save taking 2D6 Poison damage on a failed save and half as much on a successful one.
2- Horror Nimbus: Scintillating lights swirl around in a 5 ft diameter sphere at a point within 15 ft of you that you can see. Each creature that can see the lights other than you must make a WIS save and on a failed save become Frightened for one minute. A creature can repeat the save at the end of each of their turns, ending it on a successful save.
3- Fetid Cloud: A 10 ft radius of disgusting green gas extends out from a point within 5 ft of you. The gas spreads around corners, and its area is Lightly Obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a CONsaving throw or be Poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
4- Foment Madness: A swirling green vortex appears in an unoccupied space within 5 ft of you. Any creature that starts its turn within 30 ft of it must succeed on a WIS saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next D20 test.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
Specialized Hex
When you use a Hex feature you can use the following Hex:
Demon in the Shadows: You can use a Hex feature and spend one hour performing a ritual involving a chunk of obsidian, a handful of ash, a lump of coal, assorted poisonous herbs worth 15 gps, 3 candles, and a complex summoning circle that consumes 1 piece of chalk. A Demon appears shrouded in arcane darkness and asks if it has a target to torment or if it is to merely be a guard.
Torment Target: If you give it the given name, personal item, or piece of a specific target such as blood, a strand of hair, or bit of saliva the Demon silently slips away and inhabits the shadow of the target for 12 hours and torments the target giving it small scraps, misinformation, and night terrors. The target has a 1D4 penalty to CHA, WIS, and INT based checks as well as must attempt a WIS save DC equal to your spell save DC and on a failed save it takes twice as long for the target to complete a long rest.
Act as a Guard: If you instruct it to act as a guard it slips into your shadow and for the 12 hours bits of darkness seem to deflect some attacks giving attacks that target you a 1D4 penalty to hit.
Channel Greater Demonic Energy
You can call upon more powers from the Abyss. You can use an action and roll 1D4 to determine the effect.
1- Creeping Disease: A target within 60 ft of you that you can see must make a CON saving throw and on a failed save develop Creeping Disease and fall Prone and for the next minute they must crawl along the ground in an unsettling manner. Their movement speed is halved and they have disadvantage on attacks that require two hands and gain a Climbing speed equal to their movement speed.
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2- Peek into the Abyss: A target within 60 ft of you that you can see must make a WIS saving throw and on a failed save gains 1 level of Short-Term Madness. On a successful save it takes 2D8 Psychic damage.
3- Weakening Gaze: A beam of weakening energy shoots from a point within 5 ft of you and targets a creature within 20 ft of you and forces them to make a CON saving throw and on a failed save the target deals half as much damage from attacks that rely on STR. On a successful save the target has disadvantage on their next attack.
4- Rotting Presence: A horrid orb of necrotic energy emerges at a point within 30 ft of you that you can see and remains for 1 minute. Each creature that starts its turn within 30 ft of the orb other than you takes 1D6 Necrotic damage.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
More Basic Curses
When you use your Basic Curse feature you can use the following option:
Mind of a Murderer
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Spell Level: 5
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Duration: 10 minutes
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Trigger: Instantaneous
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Effect: The target is afflicted with an insane bloodthrist. They can only move and take the attack action on their turns and cannot cast spells or maintain Concentration on spells. They try to attack the weakest creatures first and do all they can to reduce the targets of their bloodthirst to 0 hit points.
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Removal Condition: The spell Remove Curse.
Channel Mighty Demonic Energy
You can call upon more powers from the Abyss. You can use an action and roll 1D4 to determine the effect.
1- Demonic Darkness: You choose a point you can see within 60 ft of you and a 30 ft diameter sphere of magical Darkness appears and remains for 10 minutes. You can see in the Darkness as normal. The darkness has a somewhat tangible form and attempts to thwart the efforts of those that you see as enemies. Creatures within the Darkness of your choice have disadvantage on attacks and a further 1D6 penalty on attacks.
2- Abyssal Spores: Spores begin to drift around you for one minute in a 15 ft diameter sphere centered on you. Each creature that starts their turn in range must make a CON saving throw taking 10 Poison damage or half as much on a failed save. If a creature dies from taking damage this way they explode in a cloud of spores and the duration of this feature is increased by 1 minute and the damage dealt by the spores increases by 2.
3- Awful Droning: An ear splitting droning sounds out forcing each creature within 60 ft of you, other than you to make a CON saving throw. On a failed save the target takes 2D8 Thunder damage and is Stunned until the end of their next turn and on a failed save they take 2D6 Thunder damage and are not Stunned.
4- Possess Corpse: You animate a corpse within 120 ft of you. The corpse takes on the statistics of a Zombie or Skeleton and acts after your turn in Initiative. You can command the corpse to take any actions you want though depending on the complexity of the command the corpse may not be able to comply and will instead take the Dodge action. If you do not give it commands it will take the Dodge action. The corpse remains for 24 hours or until it is reduced to 0 hit points.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
More Potent Curses
When you use your Potent Curse feature you use the following option:
Nightmarish Darkness
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Spell Level: 7
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Duration: 10 minutes
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Trigger: Instantaneous
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Effect: The target’s eyes and senses are enveloped in darkness and the target is Blinded and cannot detect creatures and objects within 10 ft of them by Temorsense or Blindsight. The target perceives anything that touches them as an attack and attacks without hesitation.
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Removal Condition: The spell Remove Curse or being in Sunlight for an uninterrupted 30 seconds.
Targeted Demonic Energy
You can scour the Abyss and locate the specific effect you want. When you use a Channel Demonic Energy feature you can choose to choose the effect instead of rolling. You can use this feature once per long or short rest.