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Hexlord

Lycanthropic

Lycanthropic Hexlords delve into the secret of Lycanthropy and channel the various beasts that are associated with it. They love nothing more than to use their skills to prey upon others like the monsters they emulate. They tap into the powers of the Lycanthropes to hunt their quarries. Good Aligned Lycanthropes see Lycanthropic Hexlords as vile beings that spread the evil of Lycanthropy while Evil Aligned Lycanthropes see them as fellow ne'er-do-wells.

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
3Animal Friendship, Beast Sense, Primal Savagery, Speak with Animals, Summon Beast
5Conjure Animals, Nondetection
7Charm Monster, Dominate Beast
9Commune with Nature, Reincarnate (1D4: 1-2 Lycancursed, 3-4 Shifter)

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
1Territorial Bear Jinx: The target views the next person to enter their home or speak to their significant other as a threat and act with hostility.
2Crude Boar Jinx: The target unconsciously adds coarse and crude language into their next conversation.
3Selfish Cat Jinx: The next time the target is presented with a deal they act very selfishly and attempt to obtain the best portion without regards to others.
4Ravenous Crocodile Jinx: The next time the target eats they devour all it can within its reach in a grotesque manner as if they haven’t eaten in days.
5Thieving Fox Jinx: The next time the target sees a bauble they like they attempt to pocket it.
6Perfectionistic Tiger Jinx: The target spends twice as much time as necessary on their next project.

Detect Lycanthropy

You are attuned to the nature of the Curse of Lycanthropy. You can detect Lycanthropes within 15 ft of you regardless of the form they are in. You can also detect the degree and severity of anyone infected with the Curse of Lycanthropy within range.

Channel Lycanthropic Energy

You can channel the powers of various Lycanthropes. If the effect involves a saving throw the saving throw DC is equal to your spell save DC. You can use an action and choose one of the following effects:

  • Channel Ape: For one hour you gain a Climbing speed equal to your movement speed and your unarmed attacks deal 1D6 Bludgeoning damage.

  • Channel Bear: For one hour you grow fangs and claws and can use an unarmed attack to make a bite attack dealing 1D6 Piercing damage or a claw attack dealing 1D6 Slashing damage.

  • Channel Crocodile: For one hour you can hold your breath for 30 minutes at a time and you have a Swimming speed equal to your movement speed.

  • Channel Fox: For one hour you have a 1D6 bonus to Stealth checks and have Darkvision 60 ft.

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:

Start the Hunt: You can use a Hex feature and spend one hour conjuring a mental image of a target. For the next 12 hours you know the direction of the target if you are on the same plane of existence. If you are on another plane of existence you learn which plane but not the specific location. During that time you have a 1D6 bonus to hit and damage on the target.

Channel Greater Lycanthropic Energy

You can channel upon more powers from Lycanthropy. You can use an action and choose one of the following effects:

  • Channel Cat: For one hour you can squeeze through a space large enough for your head to fit through and you have advantage on Perception checks that rely on sight and smell.

  • Channel Raven: For one hour you can mimic simple sounds you have heard, such as whispering, screams of pain, or the cries of a wild animal. A creature that hears the sounds can identify them as imitations with a successful Insight check DC 8 + your WIS modifier (Minimum 1) + your Proficiency Bonus.

  • Channel Serpent: For one hour you have a 1D8 bonus to Grapple a target. If you are Grappling a target you can use an action to crush the target dealing 1D8 Bludgeoning damage.

  • Channel Wolf: For one hour your movement speed is increased by 10 ft and you can take the Dash action as a bonus action.

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:

Wolf Form

  • Spell Level: 5

  • Duration: 1 hour

  • Trigger: Instantaneous or the Next Full Moon

  • Effect: The target is partially transformed appearing at a cursory glance to a Werewolf mid transformation with a DC 17 Arcana check required to determine otherwise. The target’s movement speed is halved with their lopsided gait and one hand can only make unarmed strikes that deal 1D6 Slashing damage and cannot hold items.

  • Removal Condition: The spell Remove Curse.

Channel Mighty Lycanthropic Energy

You can channel upon more powers from Lycanthropy. You can use an action and choose one of the following effects:

  • Channel Boar: Until you finish a long rest or until this feature is used the next time you would be reduced to 0 hit points and not killed outright, you are instead reduced to 1 hit point.

  • Channel Wolverine: For one hour you are Immune to the Frightened condition and if you have the Frightened condition it ends.

  • Channel Rat: For one hour your melee and unarmed attacks deal an additional 1D6 Poison damage. This effect does not stack.

  • Channel Tiger: For one hour you have a 1D6 bonus to Stealth checks and you have a Climbing speed equal to your movement speed. You grow claws and you can use an unarmed strike to deal 1D6 Slashing damage.

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:

Moon Madness

  • Spell Level: 7

  • Duration: 24 hours

  • Trigger: The caster of the Curse can trigger it anytime during the four days before the next full moon otherwise it triggers at midnight on the night of the next full moon.

  • Effect: The target becomes violent and bestial. They seek out blood and raw meat and attack each creature they come in contact with and attempt to slay them and devour them. Each time they reduce a creature to 0 hit points they can attempt the saving throw and on a successful save are Immune to the curse for one hour. During this time they cannot use weapons or cast spells but deal an additional 1D6 damage on a hit with their unarmed strikes. They have no recollection of the events unless the Curse is removed.

  • Removal Condition: The spell Remove Curse or being in contact with silver or Wolvesbane for 1 minute.

Channel Superior Lycanthropic Energy

You can channel upon more powers from Lycanthropy. You can use an action and choose one of the following effects:

  • Channel Bat: For 10 minutes you gain a Flying speed equal to your movement speed and gain Blindsight to a range of 15 ft.

  • Channel Hyena: For one hour if an ally is within 5 ft of you, you have advantage on melee attacks and unarmed attacks. In addition, if you reduce a creature to 0 hit points you can move up to half your movement speed and make a melee attack or unarmed strike.

  • Channel Shark: For one hour you can track a creature that has been dealt Piercing or Slashing damage in the last day without fail as long as you are both on the same plane of existence. In addition, you have advantage on attacks on creatures with less than half their hit points.

  • Channel Owl: For 10 minutes you gain a Flying speed equal to your movement speed and your Flying movement does not provoke attacks of opportunity.

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