Hexer
Turn Tainted Power Against the Unnatural
Hexers are Rangers who walk the razor-thin boundary between hunter and hazard. Scarred by exposure to Rift energies—or trained to endure them—they twist faint strands of corruption into tools for tracking and destroying warped creatures. Their craft blends relentless discipline with dangerous intuition, letting them sense planar disturbances, mark corrupted prey with uncanny precision, and drive their bodies beyond natural limits to finish the hunt.
Though the techniques of the Hexer can be learned by any Ranger desperate or determined enough, they are most commonly found among the Rift Wardens, whose grim work demands specialists willing to tread where others will not. Whether serving within that order or working alone, Hexers stand at the threshold of planar ruin, using the Rift’s own shadowed power to hunt those touched by it.
Level 3: Hexer Spells
When you reach a Ranger level specified in the Hexer Spells table, you thereafter always have the listed spells prepared.Ranger Level |
Spells |
|---|---|
3 |
|
5 |
Scorching Ray |
9 |
Glyph of Warding |
13 |
|
17 |
Dominate Person |
Level 3: Hexer Specialization
Hexers refine distinct methods for surviving and hunting the unnatural. You learn one specialization of your choice. You learn one additional specialization of your choice when you reach Ranger levels 7, 11, 15, and 19. Beast Tamer. You gain proficiency in Wisdom (Animal Handling) and you learn the Find Familiar spell. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Bulwark Keeper. You gain proficiency in Strength (Athletics) and gain proficiency with Heavy Armor. Monster Hunter. You gain proficiency in Wisdom (Survival) and you learn the Scent of Blood cantrip. Shadow Stalker. You gain proficiency in Dexterity (Stealth) and you learn the Parallax Delusions cantrip. In addition, when you are in Dim Light or Darkness, you can take the Hide action as a Bonus Action. Spell Breaker. You gain proficiency in Intelligence (Arcana) and when you roll a saving throw against a spell or other magical effect you can give yourself Advantage on the roll. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a Long Rest. Veil Keeper. You gain proficiency in Intelligence (Religion) and you learn the Protection from Evil and Good spell. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.Level 3: Hunter’s Hex
You’ve learned to bend a trace of corruption into your hunting craft, letting your mark bite deeper, guide your pursuit, and push your body beyond safe limits. Hunter’s Hex. Your training warps your Hunter’s Mark into something much more dangerous. Whenever you cast Hunter’s Mark, it gains the following additional properties:- You add your Wisdom modifier (minimum 1) to the damage of your Hunter’s Mark when attacking Riftspawn, Rift-corrupted, and other Rift touched creatures.
- While the marked creature is on the same plane, you always know its direction (not distance).
Level 7: Rift Stalker
Your warped senses and ultra-predatory movement reflect your training. Rift Resistance. You have Advantage on saving throws to avoid or end Rift Corruption, Shadow Plague, and Rift Madness. Predator’s Reaction. You can make Opportunity Attacks against creatures affected by your Hunter’s Mark even if they take the Disengage action. Ease the Breach. You have Advantage on Intelligence (Arcana) checks against Breachpoints when attempting to close them as well as Advantage on Dexterity saving throws against Breachpoint Rim Arcs.Level 11: Executioner’s Hex
Your finishing blows are crafted to end horrors. When you hit a creature affected by your Hunter’s Mark with a weapon attack and that creature is Bloodied, you may apply one of the following riders depending on the weapon’s damage type. The saving throw associated with each effect equals 8 plus your Strength or Dexterity modifier and Proficiency Bonus.- Bludgeoning — Crushing Impact. The target must make a Constitution saving throw, or have the Dazed and Distracted conditions until the end of its next turn.
- Piercing — Rupturing Thrust. The target must make a Constitution saving throw, or have the Bleeding condition (2d4).
- Slashing — Hamstring Cut. The target must make a Dexterity saving throw, or have the Slowed and Distracted conditions until the start of your next turn.
Level 15: Apex Hexer
You stand among the elite hunters who have mastered the dangerous techniques of hex-bound monster slaying. You gain resistance to Force and Necrotic damage. When you cast Hunter’s Mark using a spell slot of level 3 or higher, you can target one additional creature within range. When a creature marked by your Hunter’s Mark Mark drops to 0 Hit Points, instead of moving the mark to another creature you can choose one of the following options (no action required), ending the effect:- Move up to half your Speed without provoking Opportunity Attacks.
- Regain one use of Tempered Blood.
- End one of the following conditions affecting you: Blinded, Charmed, Deafened, Frightened, or Poisoned.


Comments