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Hexlord

Fey

Fey Hexlords have long been fascinated with the Fey and have emulated their strange and miraculous powers. They love nothing more than to use their skills to prank those that they like and those that annoy them and to cause misery to those that dare oppose them. They tap into whimsical and wild powers to ensure their freedom and protect their lifestyle. They are viewed as odd in the best light and highly eccentric by most as they pursue the ways of the Fey.

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
3Earthbind, Infestation, Pass Without Trace, Sleep, Snare
5Meld into Stone, Summon Fey
7Hallucinatory Terrain, Polymorph
9Awaken, Insect Plague

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
1Slippery Jinx: The next time the target attempts to run, jump, or go down stairs they slip and fall Prone.
2Sticky Jinx: The next time the target picks up an object it sticks to them until they succeed a DC 14 Athletics check.
3Odd Flavor Jinx: The next time the target eats or drinks the flavor profile of the food or drink becomes something ephemeral such as tasting of fresh spring or a bitter night.
4Joyful Jinx: The next time the target has an outburst of emotion no matter the situation they come off as joyful.
5Sorrowful Jinx: The next time the target has an outburst of emotion no matter the situation they come off as sorrowful.
6Peaceful Jinx: The next time the target has an outburst of emotion no matter the situation they come off as content and at peace.

Fey Skills

You learn a bit from the Fey. You learn Sylvan and Elvish as well as one musical instrument. You gain proficiency in one of the following skills: Animal Handling, Deception, Nature, or Survival.

Channel Fey Energy

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

  • Heart Sight: You choose a creature you can see within 60 ft of you and you learn their current emotional state and if you succeed a DC 15 Arcana check you learn their Alignment as well.

  • Outsize Strength: You can tap into great strength and for the next hour you interact with objects and creatures as if you were one size larger.

  • Mocking Word: As a bonus action instead of an action you lace your insults with enchantment and the target takes 2D4 Psychic damage and their next attack has disadvantage.

  • Speak with Beasts and Plants: For the next hour you can talk with Beasts and Plants as if you shared a language and can convey simple ideas.

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:

Fey in the Glade: You can use a Hex feature and spend one hour performing a ritual involving a chunk of pine wood, a handful of thistly, a piece of candy, assorted flowers and shiny baubles worth 15 gps, 1 candle, and a complex summoning circle that consumes 1 piece of chalk. A Fey appears shrouded behind a green mist 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 Fey silently slips away and lurks around the target for 12 hours and torments the target playing pranks, misplacing object, tripping them, playing obnoxious music, and causing them to become lost or confused.

Act as a Guard: If you instruct it to act as a guard it lurks around you in an undetectable state. For 12 hours you cannot be Surprised unless you are Incapacitated and bits of grass and weed inhibit your enemies halving their movement speed.

Channel Greater Fey Energy

You can call upon more powers from the Feywild. You can use an action and choose from the following effects:

  • Quirky Invisibility: You become Invisible for up to thirty minutes as long as you are in contact with a living piece of nature such as watching on grass or carrying an apple. The Invisibility ends early if you cast a spell or make an attack or are attacked.

  • Evade: You can use a reaction instead of an action when you are forced to make a saving throw where you would take half as much damage on a successful save. Instead you take half as much damage on a failed save and none on a successful one.

  • Camouflage: Your skills and items you wear and are carrying blend in to the background much like a chameleon giving you advantage on Stealth checks and allowing you to Hide as a bonus action for the next 10 minutes.

  • Surprising Skill: You can attempt to be really good at something. If you make an Acrobatics, Animal Handling, Athletics, or Performance check or attempt to use a tool roll 1D4 and on a 3 or 4 you use it with great and miraculous success. This feature cannot be used to accomplish the impossible such as leap over a house or use Thieves Tools to break into an arcanely protected vault.

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:

Dubious Doppelganger

  • Spell Level: 5

  • Duration: 6 hours

  • Trigger: Instantaneous

  • Effect: The target sees a vivid hallucination. They see a doppelganger of themselves wherever they go and whenever they look into a reflection. The doppelganger can only be seen by them and mimes what the target really wishes to do. For instance a restrained yet violent man may see their doppelganger strangle an annoying minstrel to death all the while the rest of the people applaud and laugh as if the minstrel were still playing. It is distracting enough that the target has a 1D8 penalty to all D20 tests with additional effects being at the dissection of the DM such as the target becoming Frightened or taking Psychic damage as they see themselves doing heinous acts they thought were tucked away deep inside them.

  • Removal Condition: The spell Remove Curse.

Channel Mighty Fey Energy

You can call upon more powers from the Feywild. You can use an action and choose from the following effects:

  • Blurred Movement: You slip partially into a demiplane for one minute and until you are hit with a melee attack or unarmed strike attacks have disadvantage on you.

  • Shadow Teleport: While you are in Dim Light or Darkness you can slip into the shadows and teleport to a point within 120 ft of you that is in Dim Light or Darkness.

  • Command Plants: For the next minute you can command plants within 30 ft of you and each turn you can command them to do the following as a bonus action (Options and range of attacks may be limited to what plants are available and where they are placed):

    • Whip with Vines: A vine or thin branch lashes out with a bonus to hit equal to your Proficiency Bonus dealing 1D8 Piercing damage.

    • Snare with Weeds: Weeds grasp at the feet of a Large or smaller target and force them to make a DEX save DC equal to your spell save DC and on a failed save fall Prone.

    • Riddle with Thorns: Thorns and needles fire out at a target within 20/60 ft of the plant with a bonus to hit equal to your Proficiency Bonus dealing 2D6 Piercing damage.

    • Grasp with Roots: Roots from a Medium or larger tree spring up and grasp a creature that is Large or smaller Restraining them, the target may attempt a STR saving throw to free themselves at the end of each of their turns. On a successful save the tree is uprooted and cannot be used for the purposes of this feature.

  • Abundance of Nature: In an emergency nature can provide for you, provided there are somewhat habitable conditions a 5 ft by 5ft patch of earth produces fruits and vegetables enough to feed a group of up to 6 for their next meal. The food vanishes after one hour unless it is consumed.

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:

Lost in the Woods

  • Spell Level: 7

  • Duration: 10 minutes

  • Trigger: Instantaneous

  • Effect: The target is teleported to the closest wooded area. If the closest wooded area is on another plane or a demiplane, they are teleported there. They are hopelessly lost in the woods and cannot find their way out. The woods appear eerie to them with threats in the shadows unnerving enough that they are unwilling to rest. Time is twisted for the duration, for every hour they remain in the woods one minute passes for you. After the spell ends they reappear in their previous location or the nearest unoccupied location if that location is occupied. You can only have one Lost in the Woods Curse active at a time, using the Curse again ends the previous Curse early.

  • Removal Condition: There is a single tree with a single white fruit that if eaten will end the spell early. The target can attempt a DC 22 Survival check as an “action” (That check requires 10 minutes of searching from their perspective) to locate the tree. Any Fey automatically succeeds the check.

Channel Superior Fey Energy

You can call upon more powers from the Feywild. You can use an action and choose from the following effects:

  • Baleful Baying: A terrifying howl sounds out. Every creature other than you within 300 ft of you that can hear it must succeed on a WIS saving throw or be Frightened of you until the end of your next turn. A Frightened target that starts its turn within 30 ft of you must use all its movement on that turn to get as far from you as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is Immune to this feature for the next 24 hours.

  • Ephemeral Wings: You sprout beautiful if dainty wings granting you a Flying speed equal to your movement speed for 10 minutes.

  • Tree Strike: For the next minute you can touch a tree and use 5 ft of movement and emerge in an unoccupied space within 5 ft of a tree within 60 ft of the tree you touched. The first time you use this feature a turn it is a free action, the second a bonus action, and the third time an action.

  • Bewitching Song: A heart achingly beautiful song is sung for one minute forcing each creature within 60 ft of you other than you that can hear the song to make a WIS save and on a failed save are Charmed for the duration of the song. On a successful save they are Immune to the song’s effect for 24 hours. A creature Charmed this way views you as a friend and loses any violent intent towards you unless you attack them, they may still attack other hostile creatures and defend themselves. The song ends early if you dismiss it as a free action. Each creature is aware they were Charmed once the song ends.

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