Sleight of hand
All spells have both a verbal and visual component, unless otherwise noted in the spell description. For most, the visual component will be a spectral hand of cards appearing in front of you, a manifestation of the arcane duel of wits going on as you attempt to wrest power from the spirits. As a bonus action when casting a spell, you can attempt a Dexterity (Sleight of Hand) check to conceal both the verbal and visual signs (DC 10). If the signs are not concealed, any observers will be aware the effects are obviously unnatural, and are coming from you. Where a spell has obvious supernatural effects, this check allows you to conceal the fact that you were its source. A few spells, such as Black Lightning, are so obvious and destructive that they cannot be concealed, as noted in the spell description.
Casting a Spell
Casting a spell is usually an action, unless it states otherwise in the spell’s description. To cast a spell, make a Charisma (Spellslingin’) check, and compare it to the spell’s DC. So long as you meet or exceed the minimum listed DC, you cast the spell at the highest DC level you achieved. If you failed to achieve the DC, or rolled a natural 1, see the Failure and Backlash section below. Casting the same spell more than once in a day is difficult, as the spirits get wise to your tricks. If you attempt to cast a spell that you have already successfully cast since your last long rest, your Spellslingin’ roll is made at Disadvantage. If you attempt to cast the spell subsequent times, it is made at additional degrees of Disadvantage (ie, on the third casting, roll 3d20’s and use the lowest, on the fourth 4d20’s, etc). If you gain Advantage on any of these rolls, it cancels out a single Disadvantage die, rather than making the whole roll neutral. This is an exception to the normal rules of Disadvantage. Completing a long rest removes all Disadvantage from multiple castings.
Failure n' Backlash
When you’re gambling for power, the stakes are body and soul. When you do not meet the minimum DC when casting a spell, you suffer any Failure penalty listed in the spell’s description.
If you roll a natural 1 on your Hexslingin’ roll, you suffer a backlash as you unwittingly subject yourself to angry, destructive spirits. The spell you are casting is automatically a failure, regardless of your total. In addition, you take 4d6 sanity damage as the spirits claw at your soul
Eldritch Knock
What’s the point of living if you can’t abuse dark and dangerous energies from another realm just for your own convenience. You can perform any of the following magical effects as an action with a range of 10ft.
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.You chill, warm, or flavour up to 1 cubic foot for nonliving material for 1 hour.
-You make a colour, a small mark, or a symbol appear on an object or surface for 1 hour.
-You create a non-magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
-You can transform a mug of clean water into coffin varnish, a thick coffee-like substance that instantaneously removes intoxication. If you use this ability multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Using this ability has both verbal and somatic components.
Petty Dabbler
You’re gonna need a wide set of skills to pull one over on the spirit-world. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Inspiration
As a bonus action, you can choose one creature other than yourself within 60ft. Once within the next 10 minutes, when the creature makes an ability check, attack roll, or saving throw, it can roll your Hex die and add the result to its total. The creature can wait until after it rolls the d20 before deciding to use this ability. Once targeted, a creature cannot be targeted by this ability again until it uses the Hex die.
Cutting Words
When a creature that you can see within 60ft of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your Hexes, rolling your Hex die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the Marshal determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage.
Master of Mystic Arts
Through long study and dark dealings, you have become a master of the mystic arts. You might use this power to reshape reality, lead students into a new magical tradition, or rule over men like the sorcerer-kings of old. You no longer gains physical or mental scars, though you keep any you already had. In addition, you may use a Hex ability even if you have no remaining uses of the feature, though the Hex die becomes a d6.
Mental Fortitude
Got to be right tough in the head to take on demons day in and out. Or is that thick in the head? You gain resistance to mental damage.
Arcane Interference
As an action, you can begin channeling arcane energies around yourself. Until the end of your next turn, you and any friendly creatures within 30ft have advantage on saving throws against fear or charm effects. A creature must be able to hear you to gain this benefit. This ability ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Improvised Barrier
Creatures that gain a Inspiration Hex die from you also, gains Temporary Hit Points equal to casters Charisma modifier + Proficiency bonus. ( This ability can’t be stacked, you can choose to take the new total or keep the old. ) This ability lasts for 10 minutes after cast.
Vicious Mockery
You’re not above hurling a little abuse at your foes to get them off their game. At 3rd level, you learn this new Hex. As an action, choose a creature that can see and hear you within 60ft, which must make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier). If it fails its save, it takes your Hex die in mental damage, and has disadvantage on its next attack, or half damage and no additional effect on a success. Creatures that cannot comprehend your language or are immune to mind-affecting effects are not affected by this ability.
Class/Racial Features & Traits