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Hexlord

Devilish

Devlish Hexlords delved into the secrets and machinations of the 9 Hells and found where their corrupt souls belong. They love nothing more than to use their skills to control others and bend them to their will. They tap into the power of fire and powers over the mind to make living beings serve them or suffer. Devilish Hexlords cannot stand Demonic Hexlords and think their skills are crude and unreliable.

Subclass Features

Lv 3

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
3Fire Bolt, Hellish Rebuke, Charm Person, Scorching Ray, Suggestion
5Fast Friends, Fireball
7Blight, Compulsion
9Dominate Person, Immolation

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
1Just a Scribble Jinx: The next time the target signs a document the target signs with an indecipherable scribble that is in no way binding and in most cases would be seen as offensive.
2Tongue Twister Jinx: The next time the target attempts to make a CHA based check the target’s tongue becomes tied and they have a 1D10 penalty to the check.
3Obsessive Jinx: The next time the target sees something out of order such as an unevenly hung picture frame or unevenly cut cake the target attempts to correct the unsightly disorder to the best of its ability. If the target is in the middle of combat they will attempt to return and restore the disorder once it is safe.
4Law Abiding Jinx: The next time the target would break a law they must attempt a WIS save DC equal to your spell save DC and on a failed save refuse to break the law unless under threat of violence or death.
5Authoritarian Jinx: The next time the target comes across a figure of authority they desire to appeal to them and the figure has advantage on their first CHA based check on the target.
6Lair’s Jinx: The next time the target attempts to make a Persuasion check they instead phrase it in a way that would force them to make a Deception check instead.

Silver Tongued

You have a hell of a tongue on you. You have proficiency with one CHA based skill and you learn Infernal or one other language.

Channel Devilish Energy

You can conjure a small crack in the planes and allow a piece of fiendish energy to escape the 9 Hells. If the effect involves a saving throw the saving throw DC is equal to your spell save DC. You can choose one of the following effects:

  • Reckless Drive: A beam of red energy shoots out from you at a target within 60 ft of you that you can see. The target must make a WIS saving throw and on a failed save must attack each turn for the next minute. The target must attack with advantage and attacks on the target have advantage. A creature allied with you can choose to fail the save.

  • Flawless Tracker: Bits of green energy surround you and mark creatures that attack you with an unarmed strike or melee attack. You can track creatures marked this way without fail as long as you are both on the same plane of existence for the next 24 hours.

  • Devilish Charm: A red haze surrounds the air in front of you forcing each creature of your choice that can see you to make a WIS saving throw and on a failed save are Charmed by you until the end of their next turn.

  • Fire Spurt: A gout of fire 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 DEX save taking 2D6 Fire damage on a failed save and half as much on a successful one.

You can use this feature a number of times per long rest equal to your Proficiency Bonus.

Lv 6

Specialized Hex

When you use a Hex feature you can use the following Hex:

Devil in the Flames: You can use a Hex feature and spend one hour performing a ritual involving a chunk of onyx, a handful of ash, a garland of roses, an fine offering such as a painting worth 15 gps, 5 candles, and a complex summoning circle that consumes 1 piece of chalk. A Devil appears shrouded in arcane fire and ash 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 Devil silently slips away and invisibly stalks the target for 12 hours and causes flames to behave erratically around the target even causing them to jump to targets and burn them. It befuddles the mind of the target causing it to have a 1D6 penalty to INT and WIS checks.

Act as a Guard: If you instruct it to act as a guard it hovers invisible behind you for 12 hours. Each time a creature hits you with an attack that originates from 10 ft away from you the Devil causes a burst of flame that deals them 1D4 Fire damage.

Channel Greater Devilish Energy

You can conjure a small crack in the planes and allow a piece of fiendish energy to escape the 9 Hells. If the effect involves a saving throw the saving throw DC is equal to your spell save DC. You can choose one of the following effects:

  • Launch Spines: You can launch 1D4 spines that appear in front of you that each can target a different creature with a bonus to hit equal to your Proficiency Bonus each dealing 1D6 magical Piercing damage + 1D6 Fire damage on a hit.

  • Traitorous Fearful: You target one creature within 60 ft of you that you can see and cause the target to make a WIS saving throw and on a failed save becomes Frightened of you. A creature Frightened this way attempts to convince you to leave them alone by telling you of the capabilities of their companions and trying to make a deal. A creature remains Frightened this way until the end of its next turn.

  • Cloud of Astringency: Caustic Vapors surround you and cause each creature within 15 ft of you to make a DEX save taking 14 Acid damage on a failed save and half as much on a successful one.

  • Vicious Influence: You cause a violent force to incite a creature to primal violence for the next minute. You target one creature you can see within 60 ft of you and that creature can use its reaction each turn to make an unarmed attack on a creature that has dealt them damage.

You can use this feature a number of times per long rest equal to your Proficiency Bonus.

Lv 10

More Basic Curses

When you use your Basic Curse feature you can use the following option:

Greater Hellish Rebuke

  • Spell Level: 5

  • Duration: 10 minutes

  • Trigger: Instantaneous

  • Effect: The target is marked as an enemy of the 9 Nines. Each time the target attacks you, you can use your reaction to deal them 2D6 Fire damage.

  • Removal Condition: The spell Remove Curse.

Channel Mighty Devilish Energy

You can conjure a small crack in the planes and allow a piece of fiendish energy to escape the 9 Hells. If the effect involves a saving throw the saving throw DC is equal to your spell save DC. You can choose one of the following effects:

  • Loyal Dummy (1/Long Rest): You use a reaction and conjure a loyal Lemure to take a blow for you. They take the next instance of damage that results from an attack you can see that would hit you.

  • Barbed Field: Spikes jut up from the ground in a 60 ft area centered on you for the next minute. Creatures other than you take 1D4 magical Piercing damage for every 5 ft of movement they travel and at the start of each of their turns.

  • Mischievous Teleportation: You target one creature you can see within 120 ft of you and teleport them to a point that is unoccupied and not obviously dangerous such as in the air, over a pit of lava, or on top of a trap you set. The creature lands Prone.

  • Steal Appearance: You target one creature you can see within 60 ft of you and for the next 10 minutes you look and sound like the target and they look and sound like you. A creature can attempt an Insight check DC equal to your spell save DC +2 to determine if there is any discrepancy in who they are.

You can use this feature a number of times per long rest equal to your Proficiency Bonus.

Lv 14

More Potent Curses

When you use your Potent Curse feature you use the following option:

Hellfire Chains

  • Spell Level: 7

  • Duration: 10 minutes

  • Trigger: Instantaneous

  • Effect: The target is ensnared in burning chains and is Restrained. Once the chains are summoned and at the start of each of the target’s turns they take 2D12 Fire damage. The target can attempt a DC 22 Athletics check to break the chains as an action and on a failed check takes 2D6 Fire damage and on a successful check is freed. The target cannot be teleported or teleport while bound in the chains.

  • Removal Condition: The spell Remove Curse or dealing one instance of 20 or more Radiant damage to the chains.

Channel Superior Devilish Energy

You can conjure a small crack in the planes and allow a piece of fiendish energy to escape the 9 Hells. If the effect involves a saving throw the saving throw DC is equal to your spell save DC. You can choose one of the following effects:

  • Wall of Ice Spears: You form an opaque wall of ice on a solid surface you can see within 60 ft of you. The wall is 1 ft thick and up to 30 ft long and 10 ft high, or it's a hemispherical dome up to 20 ft in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is Incapacitated. The creature then makes a DEX saving throw, taking 4D6 Cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until you are Incapacitated or die. The wall can be damaged and breached; each 10 ft section has AC 5, 20 hit points, Vulnerability to Fire damage, and Immunity to Cold, Necrotic, Poison, and Psychic damage.

  • Brass Crossbow’s Shot: An bolt appears and launches at a target you can see within 120 ft of you with a bonus to hit equal to your Proficiency Bonus. On a hit it deals 2D10 magical Piercing damage, plus one of the following effects (Roll 1D6):

1- Acid: The target must make a CON saving throw, taking an additional 2D8 Acid damage on a failed save, or half as much damage on a successful one.

2- Blindness: The target takes 1D10 Radiant damage. In addition, the target and all other creatures within 20 ft of it must each make a successful DEX saving throw or be Blinded until the end of your next turn.

3- Concussion: The target and each creature within 20 ft of it must make a CON saving throw, taking 2D10 Thunder damage on a failed save, or half as much damage on a successful one.

4- Entanglement: The target must make a successful DEX saving throw or be Restrained for 1 hour by strands of sticky webbing. A Restrained creature can escape by using an action to make a successful DEX or STR check. Any creature other than you that touches the Restrained creature must make a successful DEX saving throw or become similarly Restrained.

5- Paralysis: The target takes 2D10 Lightning damage and must make a successful CON saving throw or be Paralyzed for 1 minute. The Paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6- Tracking: For the next 24 hours, you know the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, you know which one, but not the exact location there.

  • Blinding Rot: You target one creature within 120 ft of you that you can see. The target must make a CON saving throw and on a failed save the target takes 3D8 Necrotic damage and is Blinded for 1D4 turns. On a successful save the target takes half as much damage and is not Blinded.

  • Forgetfulness (1/Long Rest): You target one creature you can see within 60 ft of you. That creature must succeed on an INT saving throw or take 4D10 Psychic damage and become Stunned for 1 minute. A Stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is Stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.

You can use this feature a number of times per long rest equal to your Proficiency Bonus.