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Sebastian Crow's Guide to Drakkenheim

Oath of Hexes

Those who swear an oath of hexes are sworn to witch covens, fey creatures, and occult deities of magic, fate, and death. In exchange, this sacred oath empowers paladins with fickle magic to curse those who would try to tempt fate or escape the ire of the Old Gods.   Tenets of Hexes
Serve the Occult. Deities with power over the future have infused you with occult magic. Through your oath, you are made a mortal vessel for their inscrutable will.
Keeper of Secrets. This world harbors dark secrets which are best kept long forgotten. You stand as the protectors of those secrets, preventing them from falling into the hands of weakwilled mortals who would misuse them to evil ends.
Arbiter of Fate. The strands of fate were woven long ago, and it is folly to fight them. Misfortune befalls all.
Show No Mercy. Though some think your strange powers are dark or corrupted, you vanquish evil with the very curses and magics that they would use against you. Show no mercy to those who resist their fate.
hit dice: 1d10 per level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) five javelins or (b) any simple melee weapon

  • (a) a priest’s pack or (b) an explorer’s pack

  • Chain mail and a holy symbol


spellcasting:
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier   Spellcasting Focus You can use a holy symbol (see chapter 5, “Equipment”) as a spellcasting focus for your paladin spells.   Oath of Hexes Spells
Paladain Levelspells
3rd hellish rebuke, hideous laughter, eldritch blast
5th invisibility, suggestion
9th bestow curse, fear
13th dimension door, polymorph
17th dominate person, mislead
class features:
Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.   Lay on Hands   Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.   As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.   This feature has no effect on undead and constructs.   Fighting Style   At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.   Defense While you are wearing armor, you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.   Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.     Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.   Divine Health   By 3rd level, the divine magic flowing through you makes you immune to disease.
Channel Divinity 3rd-level Oath of Hexes feature, You gain the following Channel Divinity options:   Curse of Hexes. As an action, you curse one creature you can see within 30 feet of you. When you curse a target, choose an ability score. The chosen creature has disadvantage on attack rolls, saving throws, and ability checks using that ability score for one minute or until it drops to 0 hit points or falls unconscious. At the end of each of the cursed creature’s turns, it can make a Charisma saving throw against your spell save DC. On a successful save, the curse ends.   Curse of Torment. As a bonus action, you curse one creature you can see within 30 feet of you. Searing pain wracks the target for one minute. While suffering this pain, it takes necrotic damage equal to your paladin level at the start of each of its turns. Each time it takes this damage, it can make a Wisdom saving throw against your spell save DC. On a successful save, the pain ends.   Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Extra Attack   Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Aura of Protection   Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.
Bewitching Aura 7th-level Oath of Hexes feature, You emit an eldritch aura out to a range of 10 feet. When an enemy hits you or a creature within 10 feet of you with an attack, you can use your reaction to force that enemy to make a Charisma saving throw against your spell save DC. On a failed save, you can magically redirect the attack to another creature of your choice within 10 feet of you and within range of the attack. The new target is hit by the attack and suffers all damage and effects.   At 18th level, the range of this aura increases to 30 feet.   Aura of Courage   Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.   Improved Divine Smite   By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.   Cleansing Touch   Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Reversal of Fortune 15th-level Oath of Hexes feature, Whenever a creature scores a critical hit against you, the next time you hit that creature with an attack, that attack automatically becomes a critical hit.   Death Hex 20th-level Oath of Hexes feature, A creature afflicted by your Curse of Hexes or Curse of Torment becomes vulnerable to all damage.
subclass options:
LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands-----
2nd+2Fighting Style, Spellcasting, Divine Smite2----
3rd+2Divine Health, Channel Divinity (Curse of Hexes, Curse of Torment)3----
4th+2Ability Score Improvement3----
5th+3Extra Attack42---
6th+3Aura of Protection42---
7th+3Bewitching Aura43---
8th+3Ability Score Improvement43---
9th+4-432--
10th+4Aura of Courage432--
11th+4Improved Divine Smite433--
12th+4Ability Score Improvement433--
13th+5-4331-
14th+5Cleansing Touch4331-
15th+5Reversal of Fortune4332-
16th+5Ability Score Improvement4332-
17th+6-43331
18th+6Aura Improvements43331
19th+6Ability Score Improvement43332
20th+6Death Hex43332

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