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discipleofmanatou

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Desciple of Manatuo

Your constant dealings with the malevolent sports that grant you your magic have given you a deeper control over the spells you wield, allowing you greater control over their effects.


Hex Manipulation

At 1st level you gain Hex Points equal to half your caster level rounded down.

You gain the ability to twist your hexes to suit your needs. You gain two of the following Hex Manipulation options of your choice. You gain another one at 6th and 14th level.

You can use only one Hex Manipulation option on a spell when you cast it, unless otherwise noted.

Distant Hex

When you cast a hex that has a range of 5 feet or greater, you can spend 1 hex point to double the range of the hex. When you cast a hex that has a range of touch, you can spend 1 hex point to make the range of the hex 30 feet.

Empowered Hex

When you roll damage for a hex, you can spend 1 hex point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use Empowered Hex even if you have already used a different Hex Manipulation option during the casting of the spell.

Quickened Hex

When you cast a hex that has a casting time of 1 action, you can spend 2 hex points to change the casting time to 1 bonus action for this casting.

Seeking Hex

If you make an attack roll for a hex and miss, you can spend 2 hex points to reroll the d20, and you must use the new roll. You can use Seeking Hex even if you have already used a different Hex Manipulation option during the casting of the spell.

Subtle Hex

When you cast a hex, you can spend 1 hex point to cast it without any somatic or verbal components.

Twinned Hex

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of hex points equal to the spell's level to target a second creature in range with the same spell. (1 hex point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.


Unnatural Luck

When you reach 6th level, you can twist fate to force lady luck herself to bend to your whims.
When you make an ability check that fails, you can spend 1 hex point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. This feature can't be used for casting checks.


Hex Mastery

At 14th level, your master over manipulating hexes has greatly improved.
You may apply up to 2 Hex Manipulation options on a single spell. You must play the hex point cost for both abilities.


Master of the Manatou

18th

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