Hex

Potentially places a debilitating curse upon a nearby creature.

Tier II - Underworld - Invocation

Potentially places a debilitating curse upon a nearby creature.

Invocation Tier II
Action Type Action
Faith Cost 2
Range 10 Meters
Requirements Voice
Sustain 2 Faith   
Traits Audible

You curse the name of your enemy, invoking the power of your dark faith.

Effect: Choose a target sentient creature within Range. That Creature must Roll a Wisdom Saving Throw. The DC is equal to the caster Spell Save DC.

Creatures that Fail the Saving Throw suffer from the Hex of the caster’s choosing from the options below. The Hex Persists until the end of the casters next turn or until this Invocation is no longer being Sustained.

Creatures that Pass the Saving Throw are unaffected.

Hex

Effect

Hex of Sickness

The Hexed creature suffers from the Sickened Condition.

Hex of Madness

The Hexed creature suffers from the Hallucinating Condition.

Hex of Irritation

The Hexed creature suffers from the Agitated Condition.

Hex of Weakness

The Hexed creature suffers from the Weakened Condition.

Hex of Confusion

The Hexed creature suffers from the Confused Condition.