Warlock Hexes

Unless otherwise noted, using a hex is a Standard Action that does not provoke an Attack of Opportunity and has a 30 foot range. The save to resist a hex is equal to 10 + 1/2 the Warlock’s level + the Warlock’s Intelligence modifier. Major hexes can be chosen in place of common hexes starting at 9th level. Grand hexes may be chosen in place of common hexes starting at 17th level.  

Common Hexes

Ameliorating (Su)

The Warlock can touch a creature to suppress or protect them from negative conditions. The Warlock chooses one of the following conditions each time they use this hex: Dazzled, Fatigued, Shaken, or Sickened. If the target is or later becomes afflicted with the chosen condition, that condition is suppressed for a number of minutes equal to the Warlock’s level. Alternatively, the Warlock can grant their target a +4 Circumstance Bonus on Saving Throws against effects that cause any two of the listed conditions (which condition is always the Warlock’s choice) for 24 hours. Once a creature has benefited from this hex, they cannot benefit from the hex again for 24 hours.  

Aura of Purity (Su)

The Warlock’s aura purifies the air around them.   Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the Warlock for a number of minutes equal to their level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the Warlock’s class level are unaffected.  

Cackle (Su)

A Warlock can cackle madly as a Move Action. Any creature that is within 30 feet that is under the effects of an Agony, Charm, Evil Eye, Fortune, or Misfortune hex caused by the Warlock has the duration of that hex extended by 1 round.  

Charm (Su)

A Warlock can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.   This improves the attitude of an animal or humanoid creature by 1 step, as if the Warlock had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Warlock’s Intelligence modifier. A Will Save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting Charm effect.  

Combat Hypnosis (Su)

The Warlock can lull their enemies into a trance, even in the chaos of combat. This hex functions as hypnotism, except it can affect only one creature at a time, and the target creature does not receive the usual +2 bonus on its saving throw while in combat. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.  

Congeal (Su)

The Warlock can make the water in a 10-foot radius around them sludgy and viscous for 1 minute, causing it to function as Difficult Terrain for all swimming creatures except themselves. This also provides partial Cover against physical effects that pass through the affected area.  

Dark Apothecary (Ex)

Warlocks are often masters of herbalism, crafting potent drugs and poisons. The Warlock receives a +4 Insight Bonus on checks to Craft and apply Poison.  

Discord (Su)

The Warlock can make an animal or humanoid within 30 feet distrust another creature within line of sight. The target’s attitude toward the other creature decreases by one step. A successful Will Save negates this effect. The effect lasts for a number of rounds equal to the Warlock’s Intelligence modifier. The duration can be extended with the cackle hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect decreases the attitude of the target creature by two steps. This is a mind-affecting Charm effect.  

Disguise (Su)

A Warlock can change their appearance for a number of hours per day equal to their class level, as if using Disguise Self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.  

Disrupt Connection (Su)

The Warlock disrupts the connection between a summoned creature within 30 feet and its master. The summoned creature must succeed at a Will Save or be Confused for 1d4 rounds. While they’re Confused in this way, during any round in which the percentile die roll to determine the creature’s confusion result is 76–100, the affected creature instead acts as if the Warlock had summoned it (attacking the Warlock’s enemies or performing such other tasks that the Warlock can communicate to it).   At 8th level, this hex causes the summoned creature to act as if the Warlock had summoned it on a result of 51–100.   At 16th level, this hex causes the summoned creature to act this way on a result of 26–100. The cackle hex extends the duration of this hex by 1 round.   Once a creature has been the target of this hex, that creature is immune to this hex for 24 hours.  

Distraction (Su)

The Warlock can cause a creature within 30 feet to suffer hallucinatory distractions whenever they try to cast a spell or use a spell-like ability for 1 round. Anytime the creature attempts to do so, they must succeed at a Concentration check (DC = 15 + twice the spell level) or lose the spell. A successful Will Save negates this hex.   At 8th level and 16th level, the duration of this hex is extended by 1 round. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Hexes that affect the misfortune hex, such as cackle, also affect distraction.  

Eldritch Alchemy (Ex)

The Warlock receives Brew Potion as a bonus feat and a +4 Insight Bonus on Craft (alchemy) skill checks.  

Enthrall (Su)

The Warlock uses enthralling movements to fascinate a single creature within 60 feet that can see them. A Will Save negates this effect. The effect lasts for 1 round, but the Warlock can extend this effect for 1 additional round (up to a total number of rounds equal to their class level) by taking a Standard Action to continue their enthralling movements. Whether or not the target succeeds at its save, it cannot be the target of this ability again for 1 day. At 8th level, the fascination effect lasts for 2 additional rounds after the Warlock ceases taking a Standard Action to maintain it. This is a mind-affecting Charm effect.  

Evil Eye (Su)

The Warlock can cause doubt to creep into the mind of a foe within 30 feet that they can see.   The target takes a –2 penalty on one of the following (Warlock’s choice): AC, ability checks, attack rolls, Saving Throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the Warlock’s Intelligence modifier. A Will Save reduces this to just 1 round. This ability stacks with itself so long as each use targets a different roll. Applying the same penalty to a target already afflicted resets the duration of that affliction (assuming a failed save).   This is a mind-affecting effect. At 8th level, the penalty increases to –4.  

Feral Speech (Su)

This hex grants the Warlock the ability to speak with and understand the response of any animal as if using speak with animals, though each time they use the hex, they must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The Warlock can make themselves understood as far as their voice carries. This hex does not predispose any animal so addressed toward the Warlock in any way.   At 12th level, the Warlock can use this hex to communicate with vermin.  

Flight (Su)

The Warlock grows lighter as they gain power, eventually gaining the ability to fly.   At 1st level, the Warlock can use feather fall on themselves at will and gains a +4 Racial bonus on Swim checks. At 3rd level, they can cast levitate on themselves once per day. At 5th level, they can fly, as per the spell, for a number of minutes per day equal to their level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the Warlock.  

Fortune (Su)

The Warlock can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing them to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. They must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, they cannot benefit from it again for 24 hours.  

Gift of Consumption (Su)

The Warlock curses a creature to share any effects that target their vitality.   Whenever the Warlock is exposed to an effect that requires them to attempt a Fortitude Save, as an Immediate Action they can curse a creature within 30 feet to share the effect. The hexed creature must also attempt a Fortitude Save at the same DC as the Warlock’s, and on a failure, it is subject to the same effects as the Warlock. Regardless of the outcome of the saving throw, the creature can’t be targeted by this hex again for 1 day. This hex does not function with effects that require additional types of saves, such as phantasmal killer.  

Greater Gift of Consumption (Su)

The Warlock can more effectively redirect effects to their proxy chosen by the gift of consumption hex.   When the Warlock succeeds at their Fortitude Save against an effect that they have redirected to a proxy, the hexed creature takes a –4 penalty on its Fortitude Save against the redirected effect. If the Warlock ever fails a Fortitude Save or intentionally exposes themselves to an effect that requires a Fortitude Save, such as by ingesting a poison, they can redirect that effect to affect only the hexed creature, though the hexed creature can still attempt a saving throw to resist the effects. Once they have redirected an effect to another creature in this way, that creature cannot be affected by the gift of consumption hex again for 24 hours. The Warlock must have the Gift of Consumption hex to select this hex.  

Healing (Su)

A Warlock can soothe the wounds of those they touch.   This acts as a cure light wounds spell, using the Warlock’s Caster Level. Once a creature has benefited from the healing hex, they cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.  

Heralding Bloom (Su)

A Warlock can compel a plant within 30 feet to spread a message, which must be 25 words or fewer and in a language the Warlock speaks. This message can’t contain verbal spell components, command words, or other magical effects. An intelligent plant that’s targeted can attempt a Will Save to negate the effect. If the save fails, the plant is magically compelled to “speak” this message in an audible voice, repeating it each time one or more intelligent creatures to whom the message has not yet been repeated come within range, until 24 hours after the hex has been placed. The plant under the effect of the hex does not gain any special Intelligence from this hex or gain any ability to understand the message if it does not normally understand the language the message is delivered in, and it is in no way otherwise compelled to act in any way it would not normally.   A Warlock can have a number of heralding blooms active equal to their Warlock level + their Charisma modifier.  

Iceplant (Su)

This hex grants the Warlock and their familiar a +2 natural Armor Bonus and the constant effects of endure elements.   The effect leaves the Warlock’s skin thick and stiff to the touch.  

Leshy Summoning (Su)

The Warlock counts as a plant creature for the purpose of growing leshys. They add leaf leshys, gourd leshys, fungus leshys, seaweed leshys, and lotus leshys to the list of creatures they can summon with summon monster I, II, III, IV, and V, respectively.  

Minor Prophecy (Su)

The Warlock can call on their prophetic ancestors to cast augury once per day. They can spend a full hour casting the spell to negate the need for material components, but this reduces the accuracy of the spell by 5%.  

Misfortune (Su)

The Warlock can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, they must roll twice and take the worse result. A Will Save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.  

Mother’s Eye (Su)

The Warlock can see through plant matter, as the greensight universal monster ability, for a number of minutes per day equal to their Warlock level. These minutes do not need to be consecutive, but must be spent in 1-minute increments.  

Murksight (Su)

The Warlock can see through natural fog, mist, and rain without penalty, ignoring any Concealment bonuses gained from such effects. If the effect is created by magic, the Warlock can see up to 15 feet without penalty, with normal penalties and effects applying beyond that distance. This ability functions underwater as well, allowing the Warlock to see in murky water as though it were clear. This does not allow the Warlock to see anything they could not see otherwise, such as an invisible creature.  

Peacebond (Su)

A Warlock can use this hex on a creature to prevent them from drawing a weapon for a number of rounds equal to their Warlock level. This hex has no effect on natural weapons or weapons already in a creature’s hands, but does prevent an archer from drawing arrows. A Will Save negates this effect, and whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.  

Poison Touch (Ex)

The Warlock empowers themselves or an ally within 30 feet with poisonous nails.   The affected creature gains a claw attack as a secondary attack that deals 1d3 points of damage (1d2 for Small creatures) and has the following Poison ability:  
  • Witch Toxin: Claw—injury; save Fort DC 10 + half the Warlock’s level + the Warlock’s Intelligence modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
  The creature gains this claw attack for a number of minutes equal to the Warlock’s level. If the target already has a claw attack, that attack gains the Poison ability listed above, but the DC is 1 higher. Once a creature has benefited from this hex, they cannot benefit from it again for 24 hours.  

Protective Luck (Su)

The Warlock can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result.   At 8th level and 16th level, the duration of this hex is extended by 1 round. A Warlock cannot use this ability on themselves. Hexes that affect the fortune hex, such as cackle, also affect protective luck.  

Scar (Su)

This hex curses a single target touched with horrible scars of the Warlock’s choosing, whether something as simple as a single letter on the target’s forehead or blotchy, burn-like scars on their body.   The target may make a Will Save to resist this hex. These scars do not interfere with the target’s senses or prevent them from using abilities, but may affect social interactions. The Warlock can use their hexes on the scarred target at a range of up to 1 mile, and they are considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging.   The Warlock can Withdraw this hex from a target as a Move Action at any range. The number of supernatural scars the Warlock can maintain at once is equal to their Intelligence bonus; once they reach this limit, they must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.  

Slumber (Su)

A Warlock can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will Save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the Warlock’s level.   This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a Standard Action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.  

Soothsayer (Su)

The Warlock’s predictions become self-fulfilling prophecies.   When the Warlock uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, they can choose to delay the effect. If they do so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect.   The hex is wasted if it is not triggered within 24 hours.  

Summer’s Heat (Su)

The Warlock surrounds their target with oppressive heat, dealing a number of points of nonlethal damage equal to their Warlock level and causing the target to become Fatigued. The target can attempt a Fortitude Save to reduce this nonlethal damage by half and negate the Fatigued condition. Whether or not the target succeeds at this save, they can’t be the target of this hex again for 1 day.  

Swamp’s Grasp (Su)

The Warlock can cause an area to become an entangling quagmire.   One 10-foot square per Warlock level within 90 feet becomes Difficult Terrain for a number of rounds equal to 3 + the Warlock’s Intelligence modifier. If the Warlock uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately.  

Swine (Su)

The Warlock can partially transform an enemy into a pig. The effects of the transformation are mostly cosmetic and do not change the creature’s size category or overall shape, but the affected creature takes a –2 penalty on Will Saving Throws for a number of rounds equal to the Warlock’s Intelligence modifier (Will negates). At 8th level, the affected creature’s hands (or paws) turn into hooves, preventing them from using claw attacks or taking any action that would require the creature to use its fingers.  

Tongues (Su)

A Warlock with this hex can understand any spoken language for a number of minutes per day equal to their level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a Warlock can use this ability to speak any language, as per tongues.  

Verdant Familiar (Ex)

The Warlock’s familiar’s creature type changes to plant, gaining all respective plant traits.  

Ward (Su)

A Warlock can use this hex to place a protective ward over one creature.   The warded creature receives a +2 Deflection Bonus to AC and a +2 Resistance Bonus on Saving Throws. This ward lasts until the warded creature is hit or fails a saving throw. A Warlock knows when a warded creature is no longer protected. A Warlock can have only one ward active at a time. If the Warlock uses this ability again, the previous ward immediately ends. A Warlock cannot use this ability on themselves. At 8th level and 16th level, the bonuses provided by this ward increase by +1.  

Water Lung (Su)

An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the Warlock uses this hex on themselves, they can maintain it while they sleep, allowing them to safely sleep underwater.  

Witch’s Bottle (Su)

Once per day, the Warlock can perform a 10-minute ritual to create a potion imbued with the power of one of their hexes. Any creature that consumes this potion is affected by the hex as if cast by its creator. The Warlock can’t use that hex until the potion is consumed or rendered inert.   Only hexes that can target a creature other than the Warlock can be distilled in this way. The potion remains potent until consumed or rendered inert by the Warlock as a Free Action. A Warlock must have the Eldritch Alchemy hex to select this hex.  

Major Hexes

Agony (Su)

With a quick incantation, a Warlock can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is Nauseated for a number of rounds equal to the Warlock’s level. A Fortitude Save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.  

Animal Skin (Su)

The Warlock can become any animal of a size from Tiny to Large whose skin they wear. This ability is similar to Beast Shape II, except they take on the appearance of the specific individual from which the skin came.  

Beast Eye (Su)

The Warlock can project their senses into an animal within 100 feet, sensing whatever it senses. They cannot control the animal’s actions. They can project their senses from that animal to another within 100 feet of it as a Standard Action, and can continue to make these sensory leaps, potentially viewing things very far from their actual location. They may return their senses to their own body as a Free Action. Normal animals get no saving throw against this ability, but animal companions, paladin mounts, and similar unusual animals may resist with a Will Save; the Warlock may use this ability on their own familiar as if it were an animal. The Warlock can use this ability for a number of minutes per day equal to their level. These minutes need not be consecutive, but they must be spent in 1-minute increments.  

Beast’s Gift (Su)

The Warlock can use their magic to grant their allies ferocious animal abilities. The Warlock can partially transform a willing ally, granting them natural attacks for a number of minutes equal to the Warlock’s level. Choose one: the creature gains one bite attack that deals 1d8 points of damage and one secondary attack of the Warlock’s choice that deals 1d6 points of damage, or the creature gains two claw attacks that deal 1d4 points of damage each. These attacks follow the standard rules for natural attacks.  

Delicious Fright (Su)

The Warlock can feed on the fear of their victim. The target of this hex becomes Shaken for a number of rounds equal to 3 + the Warlock’s Intelligence modifier. As long as the Warlock remains within 30 feet of their target, they gain a +1 Morale Bonus on attack rolls and a +1 Morale Bonus on Saving Throws as long as this effect persists. A successful Will Save reduces the duration of this hex to 1 round. This is a mind-affecting Fear effect.  

Hag’s Eye (Su)

A Warlock with this hex can create a magic sensor that they can see through. This functions as per the spell arcane eye. The Warlock can use this eye for a number of minutes per day equal to their level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.  

Hoarfrost (Su)

The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue, and takes 1 point of constitution damage per minute until it dies, saves (once per minute), or is cured (see Ability Damage). Break enchantment, dispel magic, remove curse, and similar spells end the effect. If the target saves, it is immune to this hex for 1 day. This is a cold effect.  

Ice Tomb (Su)

A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is Paralyzed and Unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is Staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.   Under temperate conditions, the ice lasts 1 minute per Warlock level. In tropical environments, it might only last half as long. In cold environments where ice and snow persist without melting, it might last indefinitely.  

Major Ameliorating (Su)

The Warlock can touch a creature to suppress or protect it from more debilitating negative conditions. Each time they use this hex, the Warlock either chooses the Blinded or Deafened condition, or chooses a type of effect: curse, disease, or Poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the Warlock’s level. Alternatively, for 24 hours the Warlock can grant their target a +4 Circumstance Bonus on Saving Throws against effects that cause any two of the above conditions or effects (Warlock’s choice; they can choose any combination of conditions or effects, as long as they choose only two total). At 15th level, the Warlock can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a Circumstance Bonus against each time they use the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.  

Major Healing (Su)

By calling upon eerie powers, the Warlock’s touch can mend even the most terrible wounds of those they touch.   This hex acts as cure serious wounds, using the Warlock’s Caster Level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like cure critical wounds.  

Nightmares (Su)

Calling upon fell powers, a Warlock can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. A Will Save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.  

Pariah (Su)

The Warlock can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to the Warlock’s Intelligence modifier. Any other creature attempting to directly assist the target with a harmless spell or Aid Another action must attempt a Will Save. If the save succeeds, the aiding creature is unaffected by this hex. If the save fails, the aiding creature can’t follow through, the action is lost, and the aiding creature can’t directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area of effect spells.  

Prophecy (Su)

The Warlock can call on their prophetic ancestors and cast divination once per day. They can spend a full hour casting the spell in place of providing the usual material components.  

Regenerative Sinew (Su)

The Warlock can cause the debilitating wounds of a creature they touch to quickly close, helping it heal rapidly. The target either gains Fast Healing 5 for a number of rounds equal to 1/2 the Warlock’s class level or it heals up to 4 points of ability score damage from any two Ability Scores (Warlock’s choice). At 15th level, in addition to the chosen effect, the target’s severed body members, Broken Bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.  

Restless Slumber (Su)

The Warlock causes a creature within 30 feet to fall into a sleep riddled with nightmares. This functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to violently toss and turn, dealing 1d10 points of damage to itself each turn. This damage does not wake the creature. When it wakes, the creature’s addled state causes it to be Confused for a number of rounds equal to half the Warlock’s level. The Warlock must have the Slumber hex to select this hex.  

Retribution (Su)

A Warlock can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or Damage Reduction the creature possesses. This effect lasts for a number of rounds equal to the Warlock’s Intelligence modifier. A Will Save negates this effect.  

Speak in Dreams ()

The Warlock can contact a creature as if using dream. The Warlock can use this ability on a number of creatures per day equal to their Intelligence bonus, but can dream-speak to those creatures as often as desired throughout that time period.  

Steal Voice (Su)

The Warlock can Steal the voice of one creature within 30 feet, causing it to lose, for a number of rounds equal to the Warlock’s Intelligence bonus, all abilities that rely on speech, including talking, casting spells with verbal components, and using auditory bardic performances. A successful Will saving throw negates this effect. If this hex is used upon a willing target, the duration lasts for a number of hours equal to the Warlock’s Intelligence bonus. Additionally, the Warlock can change their voice to match that of any creature whose voice they have stolen with this hex, as per vocal alteration.  

Vision (Su)

A Warlock with the vision hex can grant a glimpse of the future to a creature touched. Granting a vision takes 1 minute, during which time the Warlock and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the Alignment of the Warlock that granted them. For example, the visions granted by a chaotic evil Warlock often show scenes of death and destruction, while those of a neutral good Warlock tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A Warlock cannot use this ability on themselves. Unwilling creatures receive a Will Save to negate the vision.  

Waxen Image (Su)

The Warlock can spend a Full-Round Action to create a crude and unnerving wax duplicate of a creature they can see within 30 feet. Once the image is complete, the subject must make a Will Save. If the subject fails, the Warlock gains a small measure of control over the creature. Whenever they exercise this control, the creature receives a new Will Save to end the effect. This effect occurs on the Warlock’s turn and does not impede the creature’s actions on its turn. The Warlock can use the waxen image a number of times equal to their Intelligence modifier before it melts. As a Standard Action, the Warlock can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, they can spend one of their uses to simply torture the image, causing the creature to be both Sickened and Staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. This is an enchantment (Compulsion) effect.  

Weather Control (Su)

A Warlock with this hex can use control weather once per day, but creating the Weather takes 1 full hour of chanting, dancing, and communing with their familiar.  

Warlock's Bounty (Su)

The Warlock may bless a bush, plant, or tree that is planted in the ground, so that it creates a plentiful harvest. Each day at dawn, this blessed bush grows a number of goodberries equal to twice their Warlock level. Berries on the tree remain until they are picked, but the tree can never manifest a number of berries greater than twice their level at one time. The Warlock may only have one Warlock's bounty active at a time, but can shift their blessing to a new plant with a ritual requiring 1 hour.  

Warlock's Brew (Ex)

When the Warlock uses Eldritch Alchemy to brew a potion, they may spend double the cost to create 2 identical potions that day instead of just 1. At 15th level, they may spend triple the cost to create 3 identical potions. The Warlock must have the Eldritch Alchemy hex to select this hex.  

Warlock's Charge (Su)

Once per day when preparing spells, a Warlock can designate a willing creature as their Charge. They gain a constant status effect on this creature and can target it with beneficial touch spells from a range of 30 feet. The creature remains their Charge until they designate a new one.  

Withering (Su)

The Warlock causes a creature within 30 feet to age rapidly, empowering them in the process. The target ages to the next age category (adult to middle-aged, and so on). The Warlock gains a number of temporary hit points equal to 1d10 + their Warlock level and a +2 Enhancement Bonus to either Strength, Dexterity, or Constitution for a number of hours equal to their Intelligence modifier. These effects last for a number of hours equal to the Warlock's level. A creature cannot be aged past venerable age by this hex, and it can attempt a Fortitude Save to negate the effect altogether. Once a creature has successfully saved against the withering hex, it cannot be affected by it again.  

Grand Hexes

Abominate ()

The Warlock transforms a creature within 30 feet into an aberration. This hex acts as baleful polymorph, except the target is transmuted into a Small, Medium, or Large aberration. The target’s abilities are modified as monstrous physique IV. Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day.  

Animal Servant (Su)

The Warlock can use this hex to turn a humanoid enemy into an animal and rob it of its free will. The transformation works as Beast Shape II and is negated by a successful Will Save. The transformed creature retains its Intelligence score and known languages, if any, but the Warlock controls its mind. This effect functions as dominate monster, except the creature does not receive further Saving Throws to resist the hex. The effect can be removed only with wish or similar magic, although slaying the Warlock also ends the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.  

Curse of Nonviolence (Su)

The Warlock can curse a creature to prevent it from attacking innocents. If the target fails its Will Save, it cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only. This is an abjuration effect. The curse is permanent but can be removed with a break enchantment, miracle, or wish spell. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.  

Death Curse (Su)

This powerful hex seizes a creature’s heart, causing death within just a few moments. The hexed creature receives a Will Save to negate the effect. If this save is failed, the creature becomes Fatigued the first round of the hex. On the second round of the hex, the creature becomes Exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain Exhausted and take 4d6 points of damage + 1 point of damage per level of the Warlock. Slaying the Warlock that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.  

Death Interrupted (Su)

A Warlock with this grand hex can pluck a Dead creature’s soul and store it in their familiar for safekeeping and eventual resurrection. In order to use this ability, the Warlock must be adjacent to the target Dead creature and their own familiar, and the ally’s soul must be free and willing to return at the Warlock’s behest. When the Warlock touches the creature’s remains (some small portion of the creature’s body must still exist, and it may have been Dead for any amount of time), its soul enters the body of the Warlock’s familiar as per familiar melding, as if the Warlock’s familiar were the target’s familiar. The creature’s soul can remain within the Warlock’s familiar for up to 1 hour per class level the Warlock has. During this time, the Warlock can telepathically communicate with the creature’s soul (though the soul cannot do anything else), and the Warlock can return the ally to life. Doing so is a Standard Action that returns the creature’s soul to its body, brings it back to life with a number of hit points equal to 5d8 + 1 hit point per the Warlock’s Caster Level. The Warlock must be within 300 feet of the creature’s body to return it to life.   If a creature’s soul is in the Warlock’s familiar and this effect expires, or if the Warlock attempts to return the creature to life but is out of range, the creature remains Dead. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.  

Dire Prophecy (Su)

The Warlock curses the target so they are doomed to die (Will negates). As long as the curse persists, the target takes a –4 penalty to their Armor Class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the Warlock may end it by bringing its full force upon their victim all at once. Doing so gives the victim a penalty equal to the Warlock’s Caster Level to their Armor Class or on any single attack roll, Combat Maneuver Check, opposed ability or skill check, or saving throw.   The Warlock must decide to apply this penalty before the roll to be modified is made. If the Warlock does not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon them at a time. Whether or not the target’s save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect.  

Eternal Slumber (Su)

The Warlock can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will Save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the Warlock ends the effect. The Warlock can use this ability to Poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. They can only have one such dose of Poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.  

Forced Reincarnation (Su)

The Warlock causes a creature within 30 feet to die and be immediately reincarnated into a new body. A Will Save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.  

Lay to Rest ()

The Warlock may target a single undead creature with this hex as if with an undeath to death spell. A Will Save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.  

Life Giver (Su)

Once per day the Warlock can, as a full round action, touch a Dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.  

Natural Disaster (Su)

A Warlock using this hex calls down the forces of nature to wreak havoc on an area. This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A Warlock must concentrate for the duration of this effect. If disrupted, the effect immediately ends. A Warlock can only use this ability once per day.  

Summon Spirit ()

The Warlock calls forth the ghost of a humanoid creature with no more than 18 Hit Dice. The ghost has its own personality and desires, but is willing to bargain with the Warlock, as if they had cast greater planar ally. To seal an agreement with the Warlock, the ghost requires life energy equal to 1 temporary negative level (this is in addition to the standard payment for the ghost’s service). This negative level persists as long as the ghost remains in the service of the Warlock; the Warlock can end the agreement as a Standard Action, immediately removing the negative level.  

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