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Hex-Slinger Class Features Overview

The Hex-slinger class gains the ability to place a damaging curse on enemies as a bonus action. They receive additional damage against cursed targets and critical hits on cursed enemies. At higher levels, they gain resistance to force damage and the ability to increase their weapon damage for a time. The class specializes in firearms and can substitute their Charisma modifier for weapon attacks. They can also quickly transfer their curse to new targets and enhance their weapons with elemental damage types.

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0% found this document useful (0 votes)
161 views2 pages

Hex-Slinger Class Features Overview

The Hex-slinger class gains the ability to place a damaging curse on enemies as a bonus action. They receive additional damage against cursed targets and critical hits on cursed enemies. At higher levels, they gain resistance to force damage and the ability to increase their weapon damage for a time. The class specializes in firearms and can substitute their Charisma modifier for weapon attacks. They can also quickly transfer their curse to new targets and enhance their weapons with elemental damage types.

Uploaded by

Jhy Gildowan
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

HEX-SLINGER

Expanded spell list

Spell level spells

1st Faerie Fire, Hail of Thorns

2nd See Invisibility, Blur

3rd Lightning Arrow, Crusaders Mantle

4th Greater Invisibility, Banishment

5th Swift Quiver, Cloudkill

Hex-slinger’s curse

Starting at 1st level you gain the ability to place a curse on a target within 60 using a bonus action the curse lasts for 1 minute
or until the

• feet you gain bonus damage against the curse bearer equal to your proficiency bonus
• any attack roll you make against a cursed target is a critical on a 19 or 20
• when the hexed target dies your next attack if it hits you deal an additional 1d4 at 1st level 1d6 at 5th level 1d8 at 9th
level 1d10 at 13th level and 1d12 at 16th level

Hex Hunter

• You gain proficiency with firearms and at the end of a long rest you can touch a weapon you are proficient with
when you attack with that weapon you can use your charisma modifier instead of dexterity for the attack and
damage rolls this benefit lasts until you finish a long rest if you later take the pact of the trigger this benefit
extends to your pact weapon

At 6th level you gain

Devil Trigger

• As an action you can invoke your patron and for the next ten minutes your weapons damage die is increased by
one your weapon consumes no ammo and you gain resistance to force damage.

At 10th level

• Blast of vengeance when a creature hits you with an attack you may use your reaction to make an attack against
that creature with advantage if this attack hits gain hit points equal to half of damage dealt from this attack
HEX-SLINGER
At 14th level

Cursed Aim

• When the cursed creature dies you can swap your curse to another creature within 30 feet of the previous as a
bonus action if you aren’t incapacitated
• Your patron imbues you with their powers all your fire arms damage dice are increased to a d10 and you can
choose to imbue them with a damage type when you finish a long rest the damage types available are lightning,
thunder, fire, radiant, necrotic, piercing, slashing, cold.

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