The Hexing ill
ScrollsIntroduction
The creaking of the rotted wood underneath
your boot alerts the crone to your presence.
‘Ah... welcome. Have you come for pastries?”
She asks in her old weathered voice. You pull out
the bottle given to you by the Warlock from the
tower, and uncork it. A dark swirling cloud
spews from the bottle, the shadow engulfs the
room in blackness. You hear a sickening crunch
and a scream from the crone, The darkness
fades, and you see a tome lying on the ground,
oozing with dark energy. You don't know what
you've done... but you've enacted some ritual for
knowledge.
‘The Hexing Scrolls is fully packed with new
witch themed content to add to your D&D 5e
Games. You've bargained for these scrolls, and
now at the cost of something foul they are yours,
This collection incluces a new spell “Jinx”, a new
feat “Dark Arcanum Initiate’, an encounter “A
Veiled Exchange” and a new Druid Subelass
Circle of the Occult”. We hope you enjoy this
homebrew expansion for Dungeons and
Dragons 5e
Spell
Jinx
‘2ndb-level transmutation
sting Time: 1 reaction
Range: 30 feet
Components: V, S
Duration: instantaneous
Classes: Sorcerer, Warlock.
Channeling darker powers, you curse good
fortune. When a creature within range makes an
attack roll or ability check they must succeed a
Wisdom saving throw. On a failure the result of
the roll is treated as a one.
Rule reminder: A creature's modifiers still apply
ona natural one ability check, but not attack
rolls.
Feat
Dark Arcanum Initiate
You've unlocked the secrets of foul magic
When you roll damage for a spell you
deals necrotic damage, you can treat any 1 on a
damage die as a2.
Additionally, you learn the spells Chill Touch,
Toll the Dead, and Hex. Your spellcasting ability
modifier for these spells is your choice of
Wisdom, Intelligence, or Charisma.
st thatEncounter
A Veiled Exchange
Location: Swamps, Forest, or any other wooded area,
‘Suggested Level: 3 to 10
Background A Green Hag by the name of
Beatrice had kidnapped a seven year old girl
named Fay, from her family. Her older brother,
Jory, sought revenge and to save his sister. He
delved into darker powers and stole his father
Shield Guardian, Unfortunately, Jory met his end
to the traps laid by Beatrice. However, the Shield
Guardian found Fay and took her from Beatrice.
Without any other orders from its dead master, it
awaits in the swamp and protects Fay.
‘Summary The adventurers encounter Beatrice
in disguise, she begs the party to find her
daughter in the dangerous forest. The
adventurers can track the Shield Guardian to the
Pixie Hive and find an unconscious Fay. There
they will also find the corpse of her brother and
can make their decision there.
Introduction While travelling, the adventurers
find Beatrice, disguised. She appears as a crying
human woman. The woman is in rags and looks
to be in her mid thirties, Upon seeing the
adventurers she begs them for help, claiming her
daughter is lost in the dangerous forest and
likely dead. She only wants what they can find,
and if she’s alive she will be eternally grateful.
Beatrice knows she is no match for the Shield
Guardian which is why she sends the
adventurers.
A successful insight check of 20 will reveal some
sort of deceit behind her words and behaviour,
but she does seem in true distress over this
young girl. Beatrice also possesses a special ring
that shields against spells that would attempt to
discover her true form. Only a detect magic spell
will reveal the ring under abjuration,
‘The adventurers ean track large heavy footprints,
with a successful survival check of 8,
The Pixie Hive The tracks lead fifteen minutes
into the forest and to a lange gnarled tree. This
tree is covered in a sticky resin that Beatrice
concocted. The resin attracts pixies and sprites,
and the corpses of pixies cover this tree. If any
creature touches the tree, they must succeed a
DC 14 Constitution save or take 4d10 poison
damage. When necessary, Beatrice will come by
and pick some of their corpses for alchemical
concoctions with special gloves.
Near the tree is the body of Jory, Fay’s brother,
He touched the tree in hopes to question one of
the pixies and died. Also near the tree is his
eld Guardian who carries an unconscious
Fay in its hand, Due to holding Fay, the Shield.
guardian cannot perform its multiattack action,
On the body of Jory is his Master's Amulet that
controls the Shield Guardian, and a letter he
received from his family that reads
‘Jory, please come back to Arlinton. Fay is gone
and there's nothing we can do about her. That
awful woman took her from us and we don't
want to lose you too. Return your father's
Guardian and stay alive. Please.
Mom and Dad”
Conclusions The party can control the shield
guardian by taking the amulet and note to
discover Fay’s true parents. They may kill
Beatrice once taking Fay, who won't put up a
fight and will take every chance to run away.
They could also destroy the shield guardian and
take Fay back to Beatrice.
If Fay is awoken by the party, she will recognize
Jory as her brother and be very reluctant to
return to Beatrice claiming she isn't her mother.
Beatrice will cast a Charm person spell to force
Fay to come with her in this scenario.Druid Circle
Circle of the Occult
Druids of the Occult have delved into the strange as
pects af the world and have learned rites and rituals
to contact trickster nature spirits. These Druids are
studiers of forgotten dark magic that to some,
serves an evil purpose in the world. Occult Druids
harness this power for other motives and use it to
protect and help nature by learning it. Occult Druids
are often mistaken for Hags or Witches, but they are
only conduits for its power and do not necessarily
have nefarious needs.
Vooboo Macic
2ncd.level Ciree ofthe Ocealt feature
You have performed a rite to drive power from a Loa
spirit,an intermediary being between the planes,
Your link with this spirit grants you access to certain
spells. At 2nd level, you learn the vicious mockery
cantrip.
When you reach certain levels in this class, you gain
access to the spells listed for that level in the Cirele
of Occult table. Once you gain access to one of these
spells, you always have it prepared, and it doesn't
count against the number of spells you can prepare
each day. Ifyou gain access to a spell that doesnt
appear on the druid spell list, the spell is nonethe-
less a druid spell for you.
Circle of the Occult Spells
Druid Level Spells,
3rd augury, crown of madness.
5th bestow curse, spirit guardians
7th phantasmal killer, compulsion
oth danse macabre, dominate person
CURSED TRANSFORMATION
2ndevel Circle of the Occult feature
Also at 2nd level you gain the ability to share your
Druidic powers with others. Your Wild Shape can be
used to transform creatures other than yourself
Choose one humanoid creature within touch range’
of you, if they are willing you ean transform them
using the same rules and statistics as your Wild
Shape
RITE OF THE DaRK SPIRITS
th level Circle of the Occult feature
At 6th level you can converse directly with the whim:
sical Loa spirits, After finishing a Long Rest, choose
one spirit to attune to. You can only be attuned to
one spirit at a time.
Spirit of Intermediaries
While attuned to this spirit, you can telepathically
communicate with any creature within 30 feet. The
Ianguage used in this telepathy is strange and un-
known, but any that speaks a language can under:
stand it
haSpirit of Healing
While attuned to this spirit, you have a pool of spirit
‘energy represented by a number of d10s equal to your
druid level, As an action, you can choose one creature:
you can see within 30 feet of you and spend a number of
those dice equal to half your cruid level or less. Roll the
spent dice and add them together. The target regains a
‘umber of hit points equal to the total
Spirit of Creation
‘While attuned to this spirit you can imbue drunkenness
ina person. Choose one creature within 30 feet, that
creature becomes poisoned, prone, and incapacitated
for I minute. The creature can make a Constitution
saving throw at the end of each of their turns, on a suc-
cess they remove the effects, You cannot use this ability
again until after you finish a long rest.
Spirit of Charm
‘While attuned to this spirit you gain advantage on all
Charisma ability checks and saving throws, Additionally,
creatures have disadvantage on charisma checks
against you.
Spirit of Reflection
‘While attuned to this spirit you gain a +2 to armor class
and advantage on dexterity saving throws,
IMPROVED CURSED TRANSFORMATION
10th level Circle ofthe Oceult feature
At 10th level your Wild Shape can be used on human:
cds who are not willing, The target must succeed a
‘Wisdom save with the DC being equal to your spell save.
The target transforms into a creature of your choosing
and cannot transform back into their orignal state
unless you choose so, or by any’ other reasons detailed
inthe Wild Shape feature rules.
FRIENDS ON THE OTHER SIDE
1 Athelevel Circle ofthe Occult feature
‘You have now earned the respect ofthe spirits and they
grant you a gift for you fealty, Once every 30 days you
can cast the wish spell. The spirits are the bringers of
this wish and may not be exactly as you expect. The DM
is the inal arbiter in the terms of the granted wish.