Ranger: Hexbreaker in Myths of Mudora | World Anvil
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Ranger: Hexbreaker

The Sheikah have long been delvers of arcane secrets as they investigate their own storied history, while ensuring the darkest secrets of their liege lords are kept hidden from prying eyes. The Hexbreaker Conclave embodies the investigator who combines their keen perception and knowledge to uncover terrible truths that would unsettle even the boldest adventurer. A Hexbreaker is inevitably drawn into mysteries and use every skill, cheap trick, and old favor they need to uncover the truth. Satisfying their curiosity may lead the investigator into deadly dens of evil and so they must always be well-armed and ready to fight for their survival.  

Sum of Wit

  At 3rd Level, you combine your instincts with your practiced investigative skills. You can add your Wisdom modifier to any Intelligence checks and Intelligence Saving Throws you make. You also gain proficiency with Investigation and History. If you already have one or both of these skill proficiencies, you can instead choose from Arcana, Insight, Nature, or Perception.  

Extract Flaw

  When you choose this subclass, you gain both the Favored Enemy and the optional Favored Foe features found in the Player's Handbook and Tasha's Cauldron of Everything. If you had chosen one of these features already, you gain the other upon reaching this level.   When you attack a creature that is your Favored Foe or Favored Enemy, your weapon attacks score a critical hit on a roll or 19 or 20.  

Hexbreaker Magic

  You learn additional spells when you reach certain levels in this class, as shown in the Hexbreaker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. This expanded spell list also replaces the optional feature: Nature's Gift.  
LevelHexbreaker Spells
3rd Identify, Disguise Self
5th Arcane Lock, Invisibility
9th Clairvoyance, Magic Circle
13th Arcane Eye, Fabricate
17th Passwall, Seeming

Rites of Writ

At 7th Level, you can cast any of your Hexbreaker spells as a ritual without consuming a spell slot. Any Ranger spells you know that have the ritual tag can also be cast this way.   Additionally, you gain proficiency with Calligrapher's supplies and the Forgery Kit. With these, you can create ciphers that cannot be broken by magical means. Others can’t decipher a code you create unless you teach them or they succeed on an Intelligence check against your Spell DC. You have advantage when trying to break ciphers or understand coded languages (such as Thieves' Cant).  

Expose Flaw

At 11th level, on your Action you can add your proficiency bonus to the damage your weapons and spells deal against creatures that are your Favored Foe or Favored Enemy. You also choose one additional Favored Enemy.   You also learn to reverse your own mistakes. When you roll a 1 on an attack roll or an ability check, you can choose to treat it as an 11 instead. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.  

Tactical Reflexes

  At 15th level, you can use your reaction to cause one of the following effects:
  • Make an additional attack against a creature that Is your Favored Enemy, Favored Foe, or is a target of Hunter's Mark when it ends its turn within your range.
  • Add your Wisdom modifier to a Wisdom, Intelligence, or Charisma saving throw you fail.
  You can use these this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

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