Times are Changing
Hexens are witches born into a world of technology. With new and powerful weapons available to the people, the power of the arcane must adapt or become obsolete. They have set aside the traditional manipulation of magic which could take years to master, and only some were capable of doing so to begin with, and injected the destrctive tools of the modern era into their teachings, the firearm. Utilizing a pact gun, Hexens are able to channel their arcane powers in ways never before dreamed of.
Magic Augmentation
Hexen augment their innate magical potential by channeling it through their firearms and crafting charms. As they have forgone traditional methods of magic, they in turn lack the ability to creature truly destructive displays of raw magic often associated with witches and wizards. However, they have mastered simple magics with the help of charms. Their skill in channeling the aether through modern guns makes up for this by taking something already deadly and making it even more so. They are effectively a new breed of witches.
Memories of Old
While Hexen do not practice magic in its traditional methods, they have not completely washed their hands of it. Rather, they have made themselves less reliant on pure magic, using mostly minor magic to augment themselves. They are still more than capable of bringing to bear bolts of lightning and creating thick miasma, but the level on which they can do so has waned. Most often, the "old magic" is used to confound enemies, so that they are easier targets for a well placed shot.
Half-Caster (Occultist)
Pact Gun
Trinkets that act as mini-invocations
Charms to augment firepower/amplify effects. "Pulls" "Arcane Shells"
-Trinkets = Charms
-Charms/Blasts/Homebrew Cantrips = Arcane Shells
-Feel the Power is too weak. We're tuning it to be a 7th level magic resistance, and removing Educated Guess.
-Trinkets will be more powerful to make up for removing Educated Guess. Up to 7 Trinkets.
-Arcane Shells are their own separate choice as an Action, rather than on an augment to your Attack action.
-Aether Shot will now allow you to make an attack using your Pact Gun with your bonus action if you cast a spell or use an Arcane Shell.
-Charged Blast, renamed to Essence Overcharge, now uses an additional Arcane Shell to empower the effects of the Shell being used.
-Seeking Shot, fully renamed from Dead Eye, now allows your Arcane Shells to deal half damage and apply any effects even if you miss the attack roll.
-Kip Up and Shoot to Kill are moving to the Gun-focused archetype.
-11th level ability will be "Trinket Versatility," allowing a swap of a Trinket with another on a long rest.
-15th level Ability will give a "Signature Shell" to a Pact Gun, making it always available and not count against the number of Shells known.
-18th level Ability "Fan the Hammer", now allows you to take an action to expend as many shells as you have available to repeatedly use a single Arcane Shell option, making a separate attack roll for each shot.
-20th level Ability "Master Blaster", now gives the Hexen a single Arcane Shell that requires no resource to use.
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per hexen level after 1st
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons, Firearms, Hand Crossbows
tools:
Tinker's Tools
saving throws:
Wisdom, Charisma
skills:
Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Persuasion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two pistols or (b) a shotgun
- (a) an adventurer's pack or (b) an explorer's pack
- Leather Armor and a dagger
- Tinker's Tools
spellcasting:
You have studied the intense, raw magic of old times and have learned to channel that magic within your bonded guns. See the Player's Handbook for the general rules of spellcasting (Chapter 10), and the Hexen Spell List document for the hexen spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the Hexen spell list. You learn additional Hexen cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Hexen table.
Spell Slots
The Hexen table shows how many spell slots you have to cast your Hexen spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell witchbolt and have a 1st and a 2nd-level spell slot available, you can cast witchbolt using either slot.
Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the Hexen spell list.
The Spells Known column of the Hexen table shows when you learn more Hexen spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Hexen spells you know and replace it with another spell from the Hexen spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Hexen spells. Your magic comes from a reteaching of traditional magic in new forms, and you fully embrace the change and evolution that comes with it. 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 Hexen 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
Ritual Casting
You can cast any Hexen spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use an occult fetish as a spellcasting focus for your Hexen spells.
class features:
Pact Gun
At 1st level, you learn a ritual to imbue a firearm with a spark of the arcane, creating a Pact Gun. You perform the ritual over the course of 1 hour with a firearm that you are holding, which can be done during a short rest. You cannot affect an artifact or sentient weapon in this way. Additionally, choose a damage type from acid, cold, fire, or lightning. Your pact gun's damage type is of the selected damage type upon completing the ritual. You can have no more than two pact guns at a given time. If you attempt to bond with a third firearm, you must first break the bond with one of the other two. The weapon also ceases to be your Pact Gun if you die, or if you use a 1-hour ritual to break your bond to it.
Once you have bonded a weapon to yourself, the weapon cannot to dropped or knocked out of your hands unless you are incapacitated. Additionally, if the weapon is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You may only summon one pact gun to your hand in this manner at a time.
Feel the Power
At 7th level, when you are the target of or affected by a spell that you are aware of that requires a saving throw, you have advantage on the associated saving throw.
subclass options:
Arcane Slinger:
3rd -When using an Arcane Shell, they can choose to instead expend a spell slot in place of a Shell.
7th -You may use your Charisma modifier for your attack and damage rolls with your Pact Gun.
10th -You may expend Arcane Shells to cast spells you know.
13th -You may create additional Trinkets for others to gain their effects.
Marksman:
3rd - Kip Up/Hip Shooter
7th - Shoot to Kill
10th - Animated Gun(Spiritual Weapon/Pact Gun)
13th - Overwatch
Level | Proficiency Bonus | Features | Trinkets | Arcane Shells | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|
1st | +2 | Pact Gun, Spellcasting | - | - | 2 | 2 | 2 | - | - | - | - |
2nd | +2 | Trinkets | 1 | - | 2 | 2 | 2 | - | - | - | - |
3rd | +2 | Archetype, Arcane Shell | 1 | 2 | 2 | 3 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 2 | 2 | 2 | 3 | 3 | - | - | - | - |
5th | +3 | Aether Shot | 2 | 2 | 2 | 4 | 4 | 2 | - | - | - |
6th | +3 | Essence Overcharge | 3 | 2 | 2 | 4 | 4 | 2 | - | - | - |
7th | +3 | Archetype Feature, Feel the Power | 3 | 3 | 2 | 5 | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement | 3 | 3 | 2 | 5 | 4 | 3 | - | - | - |
9th | +4 | Seeking Shot | 3 | 3 | 2 | 6 | 4 | 3 | 2 | - | - |
10th | +4 | Archetype Feature | 4 | 3 | 3 | 6 | 4 | 3 | 2 | - | - |
11th | +4 | Trinket Versatility | 4 | 4 | 3 | 7 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 7 | 4 | 3 | 3 | - | - |
13th | +5 | Archetype Feature | 4 | 4 | 3 | 8 | 4 | 3 | 3 | 1 | - |
14th | +5 | Blast Zone | 5 | 5 | 4 | 8 | 4 | 3 | 3 | 1 | - |
15th | +5 | Signature Shell | 5 | 5 | 4 | 9 | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 5 | 5 | 4 | 9 | 4 | 3 | 3 | 2 | - |
17th | +6 | Hip Shooter | 5 | 5 | 4 | 10 | 4 | 3 | 3 | 2 | 1 |
18th | +6 | Fan the Hammer | 5 | 6 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 6 | 6 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Master Blaster | 6 | 6 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |