Hex Hunter

Mystic and mysterious wilderness warriors, hex hunters combine the power of their curses with their knowledge of the wilds. The beasts of the field are their heralds as they tap into spirits of nature often inimical to humanoid incursions, infusing every stroke with the power of doom.


3rd level Hex Hunter feature

As an occultic specialist you gain Intelligence (Arcana) as a class skill and you add the bane, bestow curse, hex and find familiar spells to your list of known spells.

Beast of Ill-Omen

3rd level Hex Hunter feature

You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

Accursed Companion

7th level Hex Hunter feature

On any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You may imbue a curse (selected from those in the bestow curse spell or one agreed with your GM) at dawn each day. Your companion can deliver this curse as part of its attack action. Your companion uses your saving throw DCs for this effect.

Dread Fury

11th level Hex Hunter feature

When you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

Dread Strike

11th level Hex Hunter feature

You can deliver a cruel curse with your weapon attack. When you hit a target in melee, as part of the attack action you may add a curse to the attack imposing a -1d6 to all the targets d20 rolls for 1 minute. The target may make a saving throw at the end of its turn to end this effect. You may use this feature once per short rest.

Segment Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Section 15: Copyright Notice

The Dragon’s Hoard #14 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young, Mark Hart, and Jeff Ibach.

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