List of Hexes
On the appearance of Hexes
This document is intentionally vague on what each Hex looks like when you use it. You may choose what it
appears as, usually a Hex is deeply personal to the witch and reflecting of the Mark they bear.
Steal Time
You steal time from a creature, slowing down the target while increasing your abilities.
Prerequisite: 5th level, Witch of Gård
As a bonus action, target creature you can see within 30 ft. of you gains a -2 to their AC, can't use
reactions, and has its speed halved.
Conversely, you gain a +2 to your AC and your speed is doubled. This effect lasts until the start of
your
turn.
When you reach 11th level you can target an additional creature to be slowed. This does not affect your
stat
increases.
You can use this an amount of times equal to your Proficiency Bonus per long rest.
Twisted Smite
You strike a creature with sacrilegious might, cursing them for a short duration.
When you hit a creature with a weapon attack you can expend a spell slot of any level. The attack deals an
additional 1d6 necrotic damage per level of the spell slot.
Distorted energy then surrounds the creature. They are under the effects of the
Bane spell until
the end of their next turn.
Broken Wings
You touch a creature and they sprout corrupted wings from their back, granting them power of flight for a short while.
As an action you touch a creature and give it a Flight speed of 30 ft. for 1 minute. You can do this
twice per long rest and must concentrate on the flying as if it were a spell.
Inflict Nightmares
You inflict terrible nightmares on a creature, preventing them from resting.
Once per long rest, you choose one creature you have either talked to or touched within the last 24
hours.
Alternatively, if you have a physical connection to it (body part, piece of hair, bit of nail etc) you
can
do it regardless of when you've interacted with them. The physical connection turns to ash after it has
been
used.
The target must make a Wisdom saving throw - with disadvantage if you used a physical connection -, on a
failure they are cursed with nightmares of your choice. The next time the target takes a long rest they
gain
a point of exhaustion as well as no benefits from the rest.
Regardless of if the target fails or not, they are unaware they had to make a saving throw.
Whispers of Rejuvenation
With but a word you can heal creatures.
Prerequisite: 7th level
As an action, choose up to three creatures you can see within 30 ft. and then expend a spell slot.
All chosen creatures heal an amount equal to you Witch Modifier per spell slot level expended.
This Hex has no effect on a deafened or unconscious creature.
You can use this Hex twice per long rest.
Punish Weakness
You capitalize on a moment of weakness, cursing your enemy.
Whenever a creature you can see within 60 ft. of you fails a saving throw, you can use your reaction to
deal
1d8 psychic damage to them.
At 11th level, this increases to 2d8.
Blooming Message
You draw upon the power of the Deep Woods to send someone a message.
Prerequisite: 5th level
As an action you can expend a spell slot of 2nd level or higher to send a message to a creature through
the Deep Woods. The message can be no longer than 25 words and must be spoken by you.
If the creature is within 2 kilometers of a Deep Woods entrance a plant will sprout near them to deliver
the message. If they are not in range when you use this Hex, if they enter
the 2 kilometer range within 24 hours a plant sprouts to deliver the message.
Urd Gunpowder
You imbue your Anathemic Weapon with a gunpowder blessed by the Urdvoices.
Prerequisite: 5th level, Witch of Skarn
When taking the Attack action while holding your Anathemic Weapon you may make one attack with Urda Gunpowder. You
shoot at a point within the firearms range. All creatures within 5 ft. of that point must make a Dexterity
saving throw, on a failure they take 5d6 fire damage, or half as much on a success.
You can use this Hex once per short rest.
Sunder Mind
You try to sunder the mind of a creature you can see.
As an action you can expend a spell slot of any level and choose a creature you can see within 30 ft.. They must make an Intelligence saving throw, on a failure
they become
Blanked until the start of your next turn. A
Blanked creature can only take an Action OR Bonus Action on their turn, not both.
Additionally, if it tries to make more than one attack on a turn, they must roll a d20. On a 10 or lower the attack is wasted.
Athame
You summon forth an ancient dagger used in witchraft - an athame - to direct spiritual energy.
You can spend 10 minutes using your athame to create a protective circle of magic around a creature within 5 ft. (including you).
That creature gains resistance to fire and cold damage for 8 hours or until you use this feature agian. If you perform this ritual while resting within your Shrines range,
you can affect two creatures.
Witches Fortune
As a being so in tune with the land, you can call upon it to bless your allies.
As a bonus action you can give a creature you can see within 30 ft. a blessing of luck. During their next turn they can
reroll one ability check, attack roll, or saving throw. Once this hex has been used on a creature, they cannot benefit from it again
until after your next long rest.