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Introduction Feat

The creaking of the rotted wood underneath your boot Dark Arcanum Initiate
alerts the crone to your presence. “Ah… welcome. Have You’ve unlocked the secrets of foul magic.
you come for pastries?” She asks in her old weathered When you roll damage for a spell you cast that deals
voice. You pull out the bottle given to you by the necrotic damage, you can treat any 1 on a damage die
Warlock from the tower, and uncork it. A dark swirling as a 2.
cloud spews from the bottle, the shadow engulfs the Additionally, you learn the spells Chill Touch, Toll the
room in blackness. You hear a sickening crunch and a Dead, and Hex.
scream from the crone. The darkness fades, and you Your spellcasting ability modifier for these spells is
see a tome lying on the ground, oozing with dark your choice of Wisdom, Intelligence, or Charisma.
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 includes
a new spell “Jinx”, a new feat “Dark Arcanum Initiate”,
an encounter “A Veiled Exchange” and a new Druid
Subclass “Circle of the Occult”. We hope you enjoy this
homebrew expansion for Dungeons and Dragons 5e.

Spell

Jinx
2nd-level transmutation
Casting 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 on a


natural one ability check, but not attack rolls.
Encounter and died. Also near the tree is his Shield Guardian who
carries an unconscious Fay in its hand. Due to holding
A Veiled Exchange Fay, the Shield guardian cannot perform its multiattack
Location: Swamps, Forest, or any other wooded area. action.
Suggested Level: 3 to 10 On the body of Jory is his Master’s Amulet that controls
the Shield Guardian, and a letter he received from his
Background:​ A Green Hag by the name of Beatrice had family that reads “Jory, please come back to Arlinton. Fay
kidnapped a seven year old girl named Fay, from her is gone and there’s nothing we can do about her. That
family. Her older brother, Jory, sought revenge and to awful woman took her from us and we don’t want to lose
save his sister. He delved into darker powers and stole his you too. Return your father's Guardian and stay alive.
father Shield Guardian. Unfortunately, Jory met his end to Please.
the traps laid by Beatrice. However, the Shield Guardian - Mom and Dad”
found Fay and took her from Beatrice. Without any other
orders from its dead master, it awaits in the swamp and Conclusions:​ The party can control the shield guardian by
protects Fay. taking the amulet and note to discover Fay’s true parents.
They may kill Beatrice once taking Fay, who won’t put up
Summary:​ The adventurers encounter Beatrice in a fight and will take every chance to run away.
disguise, she begs the party to find her daughter in the They could also destroy the shield guardian and take Fay
dangerous forest. The adventurers can track the Shield back to Beatrice.
Guardian to the Pixie Hive and find an unconscious Fay. If Fay is awoken by the party, she will recognize Jory as
There they will also find the corpse of her brother and her brother and be very reluctant to return to Beatrice
can make their decision there. claiming she isn’t her mother. Beatrice will cast a Charm
person spell to force Fay to come with her in this
Introduction:​ While travelling, the adventurers find scenario.
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 can 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 large 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
Druid Circle Spirit of Intermediaries
While attuned to this spirit, you can telepathically
Circle of the Occult communicate with any creature within 30 feet. The language
Druids of the Occult have delved into the strange aspects of used in this telepathy is strange and unknown, but any that
the world and have learned rites and rituals to contact speaks a language can understand it.
trickster nature spirits. These Druids are studiers of
forgotten dark magic that to some, serves an evil purpose in Spirit of Healing
the world. Occult Druids harness this power for other While attuned to this spirit, you have a pool of spirit energy
motives and use it to protect and help nature by learning it. represented by a number of d10s equal to your druid level.
Occult Druids are often mistaken for Hags or Witches, but As an action, you can choose one creature you can see within
they are only conduits for its power and do not necessarily 30 feet of you and spend a number of those dice equal to half
have nefarious needs. your druid level or less. Roll the spent dice and add them
together. The target regains a number of hit points equal to
Voodoo Magic the total.
2nd-level Circle of the Occult feature
You have performed a rite to drive power from a Loa Spirit of Creation
spirit,an intermediary being between the planes. Your link While attuned to this spirit you can imbue drunkenness in a
with this spirit grants you access to certain spells. At 2nd person. Choose one creature within 30 feet, that creature
level, you learn the vicious mockery cantrip. becomes poisoned, prone, and incapacitated for 1 minute.
The creature can make a Constitution saving throw at the
When you reach certain levels in this class, you gain access end of each of their turns, on a success they remove the
to the spells listed for that level in the Circle of Occult table. effects. You cannot use this ability again until after you finish
Once you gain access to one of these spells, you always have a long rest.
it prepared, and it doesn’t count against the number of spells
you can prepare each day. If you gain access to a spell that Spirit of Charm
doesn’t appear on the druid spell list, the spell is nonetheless While attuned to this spirit you gain advantage on all
a druid spell for you. Charisma ability checks and saving throws. Additionally,
creatures have disadvantage on charisma checks against
Circle of the Occult Spells you.
Druid Level Spells
3rd augury, crown of madness Spirit of Reflection
5th bestow curse, spirit guardians While attuned to this spirit you gain a +2 to armor class and
7th phantasmal killer, compulsion advantage on dexterity saving throws.
9th danse macabre, dominate person
Improved Cursed Transformation
Cursed Transformation 10th-level Circle of the Occult feature
2nd-level Circle of the Occult feature At 10th level your Wild Shape can be used on humanoids
Also at 2nd level you gain the ability to share your Druidic who are not willing. The target must succeed a Wisdom save
powers with others. Your Wild Shape can be used to with the DC being equal to your spell save. The target
transform creatures other than yourself. Choose one transforms into a creature of your choosing and cannot
humanoid creature within touch range of you, if they are transform back into their original state unless you choose so,
willing you can transform them using the same rules and or by any other reasons detailed in the Wild Shape feature
statistics as your Wild Shape. rules.

Rite of the Dark Spirits Friends on the Other Side


6th-level Circle of the Occult feature 14th-level Circle of the Occult feature
At 6th level you can converse directly with the whimsical You have now earned the respect of the spirits and they
Loa spirits. After finishing a Long Rest, choose one spirit to grant you a gift for you fealty. Once every 30 days you can
attune to. You can only be attuned to one spirit at a time. cast the wish spell. The spirits are the bringers of this wish
and may not be exactly as you expect. The DM is the final
arbiter in the terms of the granted wish.

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