HEX AND INVOCATIONS – REVISIONS FOR THE ONE D&D WARLOCK

The following article presents suggestions on how to revise Hex as a central feature of the Warlock class as now presented to us in the One D&D Playtest. The founding premise of this re-design is that with the new Warlock having a standardized half-casting spell progression, Hex should likewise be re-designed as a core ability of the class which can be upgraded through invocations and provide a fun and impactful alternative to spellcasting.

 

To achieve this goal Hex is re-designed within these pages as a class feature rather than as a spell. A new class feature has been added for all Warlocks at 11th level called Hex Adept, and the 18th level class feature Hex Master has also been re-designed. Additionally, this document describes a number of new invocations which can be taken to amplify the Warlock’s new Hex class ability as they level to provide a viable alternative to Mystic Arcanum and the current One D&D Warlock’s focus on spellcasting.

 

For the sake of brevity, other Warlock class features and invocations are not addressed. The new class features are put forward and described first, and then the revised Warlock class progression chart is presented at the end. These new features and invocations have not yet been play tested in order to achieve power balance with the existing 5e system. This is an early draft intended to provided a framework for how a focus on Hex as a core class feature could work.

 

REVISIONS TO HEX

Hex – new class feature at Level 1

Your patron has taught you the fundamentals of altering the flow of magic and probability around your foes. As a Bonus Action, you may place a curse on a creature that you can see within 90 feet. You deal an extra 1d6 Necrotic damage to the target when you hit it with an attack roll. You can deal this extra damage only once per turn. As a Bonus Action on subsequent turns you can transfer your curse to a different creature. Your Hex will last for 1 minute unless you become Incapacitated, use a Bonus Action to lift your curse or use your Hex feature again, or if a Remove Curse spell is cast on the target. You may use this ability a number of times equal to your Spellcasting Ability Modifier, and then must complete a Long Rest unless you expend a spell slot of any level to use this ability again.

 

Your Hex may also be empowered by additional Curses learned through Invocations. However, your Hex may only gain the benefit of one additional Curse at a time, chosen when you use this feature to Hex your target.

 

(Design Note: The duration of Hex has been shortened to account for increased usage and lack of Concentration, as well as the increased power provided by the new Invocations. It’s inherent ability to impose Disadvantage on an Ability Check is now an augmentation gained through an Invocation.)

 

Hex Adept – new class feature at Level 11

When you use your Hex ability, you may now curse one additional creature.

 

Hex Master – new class feature at Level 18

If you have no uses of your Hex feature remaining, you regain one whenever you roll Initiative.

 

 

 

New Invocations

Below are new Invocations designed to amplify the revised Hex class feature. Some are passive upgrades to your Hex ability, denoted as Curses. You may only amplify your Hex with one Curse at a time, chosen when you use your Hex class feature. Other Invocations provide more active abilities which require a Magic Action to use. Some also require Concentration, and have Concentration listed in their Prerequisite field as well as noted in the Invocation description. All other rules regarding Invocations remain as printed in the current Playtest_5.

 

Debilitating Curse

Prerequisite: None

When you use your Hex feature, choose one of the six abilities. The target of your Hex now has Disadvantage on ability checks made with the chosen ability.

 

Disorienting Curse

Prerequisite: None

Once during each of your turns, when you hit a creature under your Hex with an attack, you can force the target to make a Constitution saving throw. On a failure the creature gains the Dazed condition until the end of your next turn.

 

Glooming Chains

Prerequisite: Concentration

As a Magic Action, you force a creature under your Hex to make a Strength saving throw. On a failure the creature is Restrained until the end of your next turn. You may use a Bonus Action on subsequent turns to keep the target Restrained, and the target can repeat its saving throw each turn to resist the effect. Using this invocation requires Concentration.

 

Curse of Fear

Prerequisite: 5th Level Warlock or Higher

Once during each of your turns, when you damage a creature under your Hex, you can force the target to make a Wisdom saving throw. On a failure the creature gains the Frightened condition until the end of your next turn.

 

Curse of Sloth

Prerequisite: 5th Level Warlock or Higher

Once during each of your turns, when you hit a creature under your Hex with an attack, you can force the target to make a Wisdom saving throw. On a failure the creature gains the Slowed condition until the end of your next turn.

 

Grip of Stone

Prerequisite: 5th Level Warlock or Higher, Concentration

As a Magic Action, you can expend a spell slot of 2nd level or higher to force a humanoid creature under your Hex to make a Wisdom saving throw. On a failure the target is Paralyzed until the end of your next turn. So long as the target remains under your Hex you may use a Magic Action on subsequent turns to maintain the Paralysis. Using this invocation requires Concentration.

 

Invocation of Pain

Prerequisite: 5th Level Warlock or Higher

The additional damage applied by your Hex ability now scales with your level. Affected creatures now take 2d6 necrotic damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

 

Leeching Miasma

Prerequisite: 5th Level Warlock or Higher

As a Magic Action, you can expend a spell slot of 2nd level or higher to cause a dark miasma of necrotic mist to erupt from a creature under your Hex, filling an area with a 10 foot radius around your target. Creatures within the miasma must make a Constitution saving throw as the shadowy energy leeches their life away. On a failure a target takes 3d8 necrotic damage. On a success, targets take only half damage. You regain 1d4 Hit Points for every creature that fails its saving throw. Higher Levels: When you expend a spell slot of 3rd level or higher to activate this invocation the damage increases by 1d8 per level of spell slot above 2nd.

 

Master of Puppets

Prerequisite: 5th Level Warlock or Higher, Concentration

As a Magic Action, you can expend a spell slot of 2nd level or higher to force a humanoid creature under your Hex to make a Wisdom saving throw. On a failure you take control of the target’s limbs and can force them to use their Action on their next turn to take the Attack Action against a creature of your choice that you can see. So long as the target remains under your Hex you may use a Magic Action on subsequent turns to continue controlling the target’s Action in this way. Using this invocation requires Concentration.

 

Banshee’s Wail

Prerequisite: 9th Level Warlock or Higher

As a Magic Action, you can expend a spell slot of 3rd level or higher to force a creature under your Hex to unleash a horrifying wail of agony. The target and all creatures within 15ft of the target must make a Constitution saving throw. On a failure, a target takes 6d6 thunder damage and is Dazed until the end of your next turn. On a success, a target takes only half damage. Higher Levels: When you expend a spell slot of 4th level or higher to activate this invocation the damage increases by 1d6 per level of spell slot above 3rd.

 

Curse of Enfeeblement

Prerequisite: 9th Level Warlock or Higher, Concentration

When you use your Hex feature, choose one of the six abilities. The target of your Hex now has Disadvantage on Saving Throws made with the chosen ability. Your Hex now requires Concentration to maintain.

 

Curse of Withering

Prerequisite: 9th Level Warlock or Higher, Concentration

Whenever you damage a creature under your Hex, they cannot regain hit points until the start of your next turn. Your Hex now requires Concentration.

 

Penetrating Curse

Prerequisite: 9th Level Warlock or Higher

The target of your Hex loses any resistance to necrotic damage. This invocation has no effect on creatures that are immune to necrotic damage.

 

Tethering Curse

Prerequisite: 9th Level Warlock or Higher, Concentration

Whenever a creature under your Hex deals damage to you, they take half the damage. This damage bypasses any resistances or immunities the creature possesses.

 

Visions of Doom

Prerequisite: 9th Level Warlock or Higher

As a Magic Action, you can expend a spell slot of 3rd level or higher to force a creature under your Hex to make an Intelligence saving throw as visions of all the myriad ways they can die fill their mind. On a failure, the target takes 5d8 psychic damage and is incapacitated until the start of your next turn. On a success the target takes only half damage. Higher Levels: When you expend a spell slot of 4th level or higher to activate this invocation the damage increases by 1d8 per level of spell slot above 3rd.

 

Curse of Consumption

Prerequisite: 15th Level Warlock or Higher, Concentration

Once per turn, when you damage a creature under your Hex, they gain one level of Exhaustion. Your Hex now requires Concentration.

 

Horrid Miasma

Prerequisite: 15th Level Warlock or Higher

As a Magic Action, you can expend a spell slot of 4th level or higher to cause a cloud of otherworldly vapor to erupt from a creature under your Hex, filling an area with a 15 ft. radius around your target. Creatures caught within the cloud must make a Wisdom saving throw as their minds are flooded with horrific visions of the Far Realms. On a failure, a target takes 5d10 psychic damage and is Incapacitated until the start of your next turn. On a success, targets take only half damage. Higher Levels: When you expend a spell slot of 5th level or higher to activate this invocation the damage increases by 1d10 per level of spell slot above 4th.

 

Invocation of the Many

Prerequisite: 15th Level Warlock or Higher

When you use your Hex feature you may now Hex one additional creature.

 

Echoing Hex

Prerequisite: 17th Level Warlock or Higher

When you use a Magic Action to use a power granted by your invocations on a creature under your Hex (such as Grip of Stone or Leeching Miasma), it now affects all creatures under your Hex.

 

These invocations are presented only as a framework of what is possible if the Warlock class design were to be revised around Hex as a central component. Below is the revised Warlock class chart reflecting the change of Hex to a class feature and the addition of Hex Adept at level 11. Contact Patron has been moved to 13th level to account for Hex Adept being gained at level 11.

 

The Warlock

Lvl

Prof. Bonus

Class Features

Invocations

Cantrips

Prepared Spells

1st

2nd

3rd

4th

5th

1st

+2

Pact Boon, Spellcasting, Hex

-

2

2

2

 

 

 

 

2nd

+2

Eldritch Invocations

2

2

3

2

 

 

 

 

3rd

+2

Warlock Subclass

2

2

4

3

 

 

 

 

4th

+2

Feat

2

3

5

3

 

 

 

 

5th

+3

Eldritch Invocation

3

3

6

4

2

 

 

 

6th

+3

Subclass Feature

3

3

6

4

2

 

 

 

7th

+3

Eldritch Invocation

4

3

7

4

3

 

 

 

8th

+3

Feat

4

3

7

4

3

 

 

 

9th

+4

Eldritch Invocation

5

3

9

4

3

2

 

 

10th

+4

Subclass Feature

5

4

9

4

3

2

 

 

11th

+4

Eldritch Invocation, Hex Adept

6

4

10

4

3

3

 

 

12th

+4

Feat

6

4

10

4

3

3

 

 

13th

+5

Contact Patron, Eldritch Invocation

7

4

11

4

3

3

1

 

14th

+5

Subclass Feature

7

4

11

4

3

3

1

 

15th

+5

Eldritch Invocation

8

4

12

4

3

3

2

 

16th

+5

Feat

8

4

12

4

3

3

2

 

17th

+6

Eldritch Invocation

9

4

14

4

3

3

3

1

18th

+6

Hex Master

9

4

14

4

3

3

3

1

19th

+6

Feat

9

4

15

4

3

3

3

2

20th

+6

Epic Boon

9

4

15

4

3

3

3

2