Masters of using runic figures and magics to empower items. Improving upon their hexed weapons further than other Gun Witches as well as creating unique ammunition. Customizing their weapons, ammunition, and even some of their own belongings. Often called Hexslingers or Witches of the Hex, they style themselves as notorious innovators and often more interested in mixing magic with technology, rather than using the tech as something supplementary to their magic.
Source: I Made It the Fuck Up
Coven of Hexes Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Coven of Eyes Spells table. The spell counts as a Gun Witch spell for you, but it doesn’t count against the number of Gun Witch Spells you know.
| Coven of Hexes Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Mending |
| 5th | Locate Object |
| 9th | Glyph of Warding |
| 13th | Elemental Bane |
| 17th | Legend Lore |
Customized Weapons
At 3rd level, you gain proficiency with hidden weapons and all your weapons gain the hidden property (two-handed and versatile fold) after you spend a short rest tinkering with them. After you tinker with them in this way, only you can wield them effectively and anyone else who wields them rolls attacks with disadvantage and without proficiency.
Roll the Hexes
Also at 3rd level, you engrave a hex sigil or rune on a set of small stones, small bones, or dice. Gain two d6; as an action, you can roll these dice to produce a magical effect.
- 2-6. Drop your hexed runes at your current space, they melt into the ground. As an action, you can teleport back to this space as long as you remain within 60 feet of it. You can do this once, then you would need to roll this effect again. After an hour, the runes magic fades and you are unable to use this action.
- 7-9. Throw your hexed runes at a space within 30 feet, they explode and flash with a bright light. Each creature within 10 feet of the space of where the runes landed must make a Dexterity saving throw against your spell save DC. On a failure, they are blinded until the end of their next turn.
- 10-12. Your runes harmlessly burn into your hands producing a red smoke around you, concealing you. This smokes functions the same as half cover. This smoke lasts until the end of your next turn.
After you roll these hexed trinkets three times, you need to finish a short rest before you can use this feature again. At 7th, 11th, and 15th level increase the number of times you can use this feature by 1 (Ex. at 7th level, you can roll the hexed trinkets four times and etc). If you lose these trinkets, the process to replace them takes an hour.
Hexed Ammunition
At 7th level, you can use your Smith's Tools to hammer hexes into your ammunition. When you do so, the process takes up to two hours per 10 ammunition (arrows, bullets, etc.) to convert it into the desired hexed ammunition. You can use this process on silvered ammunition and it retains its silvered property in addition to becoming hexed. You must declare you are using this ammunition when you load or reload your weapon. You can craft two unique ammunition types.
- Banshee Hex Ammunition. On a successful hit, the enemy must succeed a Wisdom saving throw or take 1d4 psychic damage. This damage counts as magical for the purpose of resistances. On a critical hit, an enemy who fails the saving throw becomes frightened.
- Behir Hex Ammunition. On a successful hit, replace your ammunition damage type with lightning damage. This damage counts as magical for the purpose of resistances. On a critical hit, the enemy must succeed a Constitution saving throw or become stunned.
If someone uses a non-hexed weapon or a weapon that isn't your familiar weapon to fire this ammunition, after the attack roll, roll a percentile die. If the outcome is below 50, the weapon breaks.
Deadly Hexes
At 11th level, you hammer more potent magic in to your hexed weapons and ammunition. After hitting an enemy with hexed weapon or ammunition their AC is lowered by 1. This doesn't apply more than once. When you fire your last piece of hexed ammunition, flip a coin. On heads, on a successful hit it deals 1d4 force damage to all creatures within 5 feet of the creature you hit. On tails, on a successful hit it deals 1d4 necrotic damage at the end of the creature's next turn.
Hexmeister
At 15th level, your hexed ammunition becomes more potent in your hands. When declaring an attack you speak a set of magic words that your weapon responds to. If your attack is successful, the ammunition creates a small magical explosion that knocks the enemy back 10 feet. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). Then, you need to finish a long rest before you can use this feature again.
In addition to this, you can use the remaining cantrips on the Weapon Hex list with your hexed weapons. You also learn a third ammunition hex.
- Witch Hex Ammunition. On a successful hit, regain a 1st level spell slot if you have expended any. On a critical hit, your appearance changes into a horrific shape to the enemy and has disadvantage on attack rolls and ability checks against you. The appearance is an illusory effect. These effects last until the end of the enemy's next turn.
See also: Coven of Hexes