Hext\u0103ru icon

Neophyte • Spell Weaver

Hextăru

Masters of Technomancy

“The Stream flows through all things digital. We simply learned to swim.”

History

The origins of the Hextăru trace back to the dawn of the electrical age in the 19th century. In 1860 CE, Dwôrvish inventors developed the first electricity generators, igniting a revolution where technology began to evolve independently of magic. As electricity powered new technologies, a group of arcane scholars and early Technomancers started experimenting with the intersection of arcane energies and these emerging innovations. Their experiments led to the discovery of “The Stream”—a vast and unseen flow of pure information and energy that connected all things.

As technological advancements accelerated, the Hextăru emerged as a distinct order of practitioners who mastered the integration of magic with the growing digital landscape. Their unique ability to manipulate The Stream allowed them to bridge the gap between technology and magic, using one to fuel the other. However, their path was not without hardship. During the Arcane Collapse of 1890, a catastrophic event that saw global magical energies drastically weaken, societies were forced to rely almost entirely on technology for survival. While others struggled, the Hextăru adapted, refining their craft by using technology as a vessel for their remaining magic.

The turn of the millennium brought with it the Arcane Resurgence in 2000. Triggered by a powerful solar flare, dormant magical energies were explosively reawakened. This resurgence restored much of the world’s lost magic, and the Hextăru—uniquely positioned at the intersection of magic and technology—quickly became masters of this new era.

Following the Sundering War, which left the world of Adamah heavily dependent on digital infrastructure and interconnected networks, the Hextăru truly rose to prominence. In this post-war landscape, they thrived, able to manipulate The Stream as both an energy source and a tool for enhancing their magic. Their deep attunement to machines and digital systems allowed them to become unparalleled hackers, seamlessly blending the digital and material worlds through their Technomancy.

Subclass Breakdown

Core Ability

Cognition / Intuition

Weaving Modifier

Cognition

Aptitude

Hacking Toolkit

Aptitude Dice

d6

MAB

6

Spell Weaving

d20 + MAB

Hex Points

5 + Level + Cognition Modifier. Short Rest: regain half (rounded up). Long Rest: fully restore.

Hex Dice

1d6 — Electric damage. Scales at Adept (1d8), Master (1d10), and Pinnacle (1d12).

Key Mechanics

Technomancy

You merge magical energies with electronic systems, allowing you to hack, manipulate, and enhance technology with arcane power.

Tutelary Protocol

Your Tutelary Spirit serves as a spell origin, storage vessel, and overlay anchor. Weave non-damaging Spells from its position.

The Stream

A vast, unseen flow of pure information and energy connecting all things. You tap into it to fuel your Technomancy and enhance digital operations.

4

The Stream

At level 4 you unlock The Stream. Choose 2 of the 4 Core Feats below. You also gain the Spell Router synergy.

Synergy

Spell Router

AP: 1 | R

When an ally within 10 m is targeted by an attack, you can Weave a defensive spell through them as if you were in their position.

Code Compiler

Passive

During a Long Rest, you may store up to 2 spells in your Tutelary Spirit. A stored spell can be released for 1 AP (as a Quick Action), using your Spell Weaving Check at the time of release.

Information Overload

AP: 2 | CA | # Hex Points | Range: 10 m

You bombard a creature’s mind with overwhelming data. The target must make a Fortitude Defense Roll against your Spell Weaving. On failure, the target takes 1 Hex Dice of damage per Hex Point spent and is Stunned until the end of their next Turn.

Power-Ups

AP: 1 | QA | 2 Hex Points | Range: 5 m

You create 1 Power-Up token within Range. A creature can pick it up as a Free Action on their Turn. Power-Ups last 1 Round before dissipating.

Shield Buff

Power-Up

Grants +10 Temporary HP.

Damage Boost

Power-Up

Grants +1 Hex Dice bonus damage on the next Attack.

Healing Kit

Power-Up

Restores 2 Hex Dice HP.

Virtual Overlay

AP: 2 | CA | 4 Hex Points | Radius: 5 m | Duration: 4 Rounds, Concentration

You project a Heads-Up Display over the battlefield. While active, allies within the Radius benefit from HUD Interface: you can see the HP and THP of all hostile creatures within the Overlay.

System Corruption

Passive (in Overlay)

Hostile creatures entering the Overlay for the first time must make a Will Defense Roll against your Spell Weaving. On failure, they suffer –2 to Attack and Defense Rolls while inside the Overlay.

5

Digital Recompile

You gain all remaining Core Feats not chosen at Level 4 and +1 to any Ability Score.

6

Adept Paths

Choose one of the three Adept Paths. Each grants a passive bonus, a signature Feat, and upgrades at Levels 8 and 10. You also gain Apprentice Loom-craft.

Path of the Arcane Coder

Spell Storage and Modification. You refine the art of encoding spells into objects and devices, turning everyday items into arcane weapons.

Passive: +1 Loomed Spell per Long Rest.

Hardcoded Spell

AP: 2 | CA | 2 Hex Points

You encode a Spell into a Mundane Object. The object can hold the spell until triggered as a Free Action by any creature holding it. You may have a number of Hardcoded Spells active equal to your Cognition Modifier.

Level 8

Error Handling

AP: 1 | QA | 1 Hex Point

When using Code Compiler or Hardcoded Spell, you may add one of the following modifiers: Re-roll on a missed Attack. Add 1 Hex Dice on a successful Defense Roll by the target. Regain half the ARC cost when the spell is released.

Level 10

Hotfix

AP: 1 | QA | 3 Hex Points

You may alter one parameter of a Hardcoded Spell before it triggers: Range +5 m, Duration +1 Round, +1 damage dice, increase dice size by 1, or change the damage type.

Path of the Game Master

Virtual Overlay Battlefield Control. You transform the Virtual Overlay into your personal arena, buffing allies and debilitating foes with game-like mechanics.

Passive: Virtual Overlay grants +3 to Cognition-based Skill Checks for allies inside.

Combo Attack

AP: 2 | CA | 4 Hex Points | Duration: 3 Rounds

You mark a target within your Virtual Overlay. Each consecutive hit on the target grants a stacking +1 Hex Dice bonus damage (max +4). The bonus resets if an attack misses.

Level 8

Skill Tree

AP: 1 | QA/R | 2 Hex Points

While Virtual Overlay is active, choose one mode: Offensive (+2 Attack, +1 Hex Dice), Defensive (Resistance to one chosen damage type), or Utility (–1 Subclass Point cost for Feats).

Level 10

Respawn

AP: 1 | QA/R | 4 Hex Points

While Virtual Overlay is active, when a creature drops to 0 HP they roll a d20. On a 15 or higher, they regain 1 HP and teleport to an Unoccupied Space within the Overlay. Once per creature per Encounter.

Path of the Networked Avatar

Digital Form and System Infiltration. You convert yourself into electromagnetic energy, phasing into digital systems and operating from within.

Passive: You can Weave spells from any hacked System as the point of origin.

Networked Avatar

AP: 2 | CA | 2 Hex Points | Duration: 5 Rounds | Range: 10 m

You convert your body into electromagnetic energy and enter a System within Range. While inside: +4 to Technology and Hacking Skill Checks, immune to physical attacks, and you can move between connected devices within 1 km.

Level 8

Group Chat

AP: 1 | QA | # Hex Points | Range: 5 m

While in Networked Avatar form, you can digitize willing allies into the System with you. Costs 1 Hex Point per ally. They gain the same benefits as you.

Level 10

1v1 Me

AP: 2 | CA | 4 Hex Points | Range: 8 m

Force a creature within Range to make a Will Defense Roll against your Spell Weaving. On failure, you drag them into a digital arena. Both combatants retain full access to their abilities. The arena ignores terrain, range, and visibility restrictions.

7/9

Adept Bracket Pool

Choose one Feat at Level 7 and one at Level 9.

Defensive & Offensive

Lag Spike

AP: 2 | CA | 3 Hex Points | Range: 12 m | Radius: 3 m

You destabilize the local network. All creatures in the Radius must make a Reflex Defense Roll against your Spell Weaving. On failure, their speed is halved and they cannot take Reactions until the end of their next Turn.

Signal Booster

Passive

Information Overload becomes an AoE effect (4 m Radius from Self or Tutelary Spirit).

Sabotage

AP: 1 | R | 2 Hex Points | Range: 5 m

When a creature within Range makes an Attack Roll, force them to make a Will Defense Roll against your Spell Weaving. On failure, they must re-roll the Attack and take the lower result.

Digital Lock

AP: 2 | CA | 3 Hex Points | Range: 15 m | Duration: 3 Rounds

You lock onto a target, gaining +2 to hit them. While inside your Virtual Overlay, the first hit per Round deals an additional 1 Hex Dice.

Path Specific

Copy-Paste

PassiveArcane Coder

You may use an ally’s Spell list for Hardcoded Spell if they are within 5 m.

Combo Upgrade

PassiveGame Master

Combo Attack no longer resets its bonus on a miss.

Utility

Adept Hex Dice

Passive

Your Hex Dice are now 1d8. Gain +1 to Cognition or Intuition.

Blind Spot

Passive

While Virtual Overlay is active, you are invisible to electronic surveillance and detection technologies.

Hex Yoink

AP: 1 | R | 1 Hex Point | Range: 10 m

Teleport a willing ally to within 1 m of you.

Instant Recall

Passive

Your Tutelary Spirit stores a duplicate of any Code Compiled Spell, allowing you to release both in the same Encounter.

Quick Swap

AP: 1 | QA/R | 3 Hex Points

Switch two willing allies’ positions within your Virtual Overlay.

Simulated Terrain

AP: 1 | QA | 2 Hex Points | Duration: 2 Rounds, Concentration

Spawn holographic constructs within your Virtual Overlay that provide Partial Cover.

Witch Switch

Passive

You may change your Weaving Ability Modifier from Cognition to Intuition (or vice versa).

Sacrifice

AP: 1 | QA | 3 Hex Points

Absorb your Tutelary Spirit to recover half your maximum ARC. You cannot resummon it until a Long Rest. Alternatively, you may spread the ARC equally among allies within 10 m.

10

Core Upgrades

At Level 10, all Core Feats receive permanent upgrades.

Spell Router Upgrade

Passive

Spell Router range increases to 20 m.

Code Compiler Upgrade

Passive

Your Tutelary Spirit can now hold Concentration on one stored Spell while you Concentrate on another.

Information Overload Upgrade

Passive

Range increases to 15 m. You may now use Information Overload as a Quick Action.

Power-Ups Upgrade

Passive

Create 2 Power-Ups per use. They last 2 Rounds. New option: Speed Surge (+5 m Movement, +1 AP for 1 Round).

Virtual Overlay Upgrade

Passive

Radius increases to 10 m. Allies gain +2 to Cognition-based Skill Checks. System Corruption now deals 1 Hex Dice on a failed save. You may project the Overlay from your Tutelary Spirit’s position.

11

Master Paths

Choose one Master Path. You also gain the Surge synergy: when an ally deals damage, you may spend 1 AP (Reaction) to add 1 Hex Dice to the damage. You also gain Master Loom-craft.

Path of Altered Reality

Debuff Warfare. You warp perception within your Virtual Overlay, turning the battlefield into a nightmare of glitches and distortions.

Passive: Hostile creatures inside your Virtual Overlay suffer –1 to Defense Rolls against your spells.

Virtual Contagion

AP: 2 | CA | 5 Hex Points | Duration: 3 Rounds

Target up to 5 creatures within your Virtual Overlay. Each must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 2 Hex Dice damage at the start of each of their Turns. You regain 1 Hex Point each time this damage triggers.

Level 13

Alt-F4

AP: 2 | CA | 3 Hex Points

Creatures affected by Virtual Contagion perceive you and your allies as Invisible until the end of your next Turn.

Level 15

Virtual Psychosis

AP: 1 | QA | 4 Hex Points

Target a creature suffering from Virtual Contagion. They must make a Will Defense Roll against your Spell Weaving. On failure, they perceive all allies as hostile and gain +2 Hex Dice to their attacks against their own allies.

Path of the Completionist

Achievement Buffs. You gamify the battlefield, rewarding allies with powerful buffs for meeting combat milestones.

Passive: You may spend 1 Hex Dice per +1 to a Spell Weaving Check (max +3).

Achievement Unlocked

AP: 1 | QA | 3 Hex Points | Duration: 5 Rounds | Radius: 6 m

Allies within the Radius can earn Achievements on their Turn: First Blood (+2 Attack after first hit), Perfect Block (+5 THP after successful Defense Roll), Flawless Victory (+2 Defense after taking no damage), Reaper (+3 Subclass Points or ARC after a kill).

Level 13

Hex Blitz

AP: 4 | CA | 6 Hex Points | Range: 15 m

Allies within Range may contribute 1 AP each. The target must make a Fortitude Defense Roll against your Spell Weaving. On failure: combined damage +2 Hex Dice, target is Vulnerable. On success: 1 Hex Dice per contributing ally.

Level 15

Boss Fight

AP: 2 | CA | 8 Hex Points | Duration: 4 Rounds | Radius: 10 m

All allies within the Radius gain: +2 to all Rolls, +2 Hex Dice bonus damage, Subclass Point costs halved, and Movement doubled.

Path of Spell Surge

Spell Amplification. You channel residual magical energy from every spell cast, supercharging subsequent attacks.

Passive: +1 to your next Spell Weaving Check after dealing spell damage.

Power Surge

AP: 1 | QA/R | # Hex Points | Range: 10 m

When you or an ally deal spell damage, you may spend 1 Hex Point per ARC cost of the original spell to add +1 Hex Dice to the damage.

Level 13

Series Circuit

AP: 1 | QA | 4 Hex Points | Duration: 5 Rounds | Radius: 5 m

Allies within the Radius may Weave Core Action Spells as Quick Actions. They gain +3 to Spell Weaving and Ranged Spell Attack Rolls. Allies may also trigger Power Surge.

Level 15

Overloaded

Passive

Power Surge: spend 1 extra Hex Point to maximize all dice. On a failed enemy Defense Roll: their movement is halved and they suffer –3 to Concentration and Weaving Checks.

12/14

Master Bracket Pool

Choose one Feat at Level 12 and one at Level 14.

Defensive & Offensive

AC/DC Booster

AP: 1 | QA | 5 Hex Points

Information Overload now also causes the Paralyzed condition on a failed save.

Counter Strike

AP: 1 | R | 3 Hex Points | Range: 10 m

When an ally is hit by an attack, force the attacker to make a Fortitude Defense Roll against your Spell Weaving. On failure: 3 Hex Dice damage, pushed 2 m, and knocked Prone.

Digital Decoy

AP: 2 | CA | 4 Hex Points | Duration: 3 Rounds

Create a holographic duplicate within your Virtual Overlay. The next attack against the original auto-misses and destroys the decoy instead.

Digital Prison

AP: 2 | CA | 5 Hex Points | Duration: 3 Rounds | Range: 10 m

Force a creature to make a Will Defense Roll against your Spell Weaving. On failure, their consciousness is banished into a digital device. Their body is Incapacitated for the Duration.

Electric Spike

AP: 1 | QA | 4 Hex Points

Hostile creatures within your Virtual Overlay must spend 1 extra AP on their next action or take 1 Hex Dice Electric damage.

F1-Kill

AP: 1 | R | 2 Hex Points

When a creature attacks you, force them to make a Will Defense Roll against your Spell Weaving. On failure, the attacker strikes themselves instead.

Path Specific

Group Psychosis

AP: 1 | QA | 6 Hex PointsAltered Reality

All creatures suffering from Virtual Contagion must make a Will Defense Roll or gain Virtual Psychosis.

Participation Trophy

AP: 1 | R | 2 Hex PointsCompletionist

When an ally earns an Achievement Unlocked bonus, you may share it with one additional ally within Range.

Utility

Arcane Hacker

AP: 1 | QA | 2 Hex Points

Deploy up to 4 Programs without Detection.

Fear Transmitter

Passive

Information Overload also Frightens targets on a failed save.

Master Hex Dice

Passive

Your Hex Dice are now 1d10. Gain +1 to Cognition or Intuition.

Overpowered-Ups

Passive

Power-Up effects and durations are doubled.

Scum Saving

AP: 2 | CA | 10 Hex Points | Range: 10 m

Create a save point for a creature. If that creature drops to 0 HP or critically fails, they revert to their saved state. Only one save point at a time.

Specialized Character Refinement

SCR

Gain an additional Specialized Character Refinement.

16

Pinnacle Paths

Choose one Pinnacle Path. You also gain the Surge Protector synergy: when an ally within 10 m takes spell damage, you may reduce it by 2 Hex Dice (Reaction, 1 AP). You also gain Pinnacle Loom-crafting.

Path of the Algorithm

Virtual Overlay Ultimate. You become the architect of the battlefield, seeing through code and exploiting every vulnerability.

Passive: See the exact AP count and available Feats of any creature within your Virtual Overlay.

Algorithmic Overclock

AP: 2 | CA | 9 Hex Points

All Damage and Healing within your Virtual Overlay is doubled. You may also choose one Resistance type that all allies inside gain.

Level 18

Digital Safeguard

Passive

While Virtual Overlay is active: Shield Burst — when an ally’s THP is depleted, the attacker takes 3 Hex Dice damage. System Restore — you may re-roll a failed Death Roll and add your Cognition Modifier.

Level 20

Cheat Codes

AP: 1 | QA/R | 8 Hex Points | Duration: 1 Round

While Virtual Overlay is active, choose one: Unlimited Power (all Feats and Spells cost 0 for 1 Round), God Mode (Immune to all Damage for 1 Round), or Speed Runner (Movement and AP doubled for 1 Round). One Cheat Code active at a time.

Path of the Glitch Witch

Corruption Stacking. You infect enemies with cascading digital corruption, weakening them until they collapse under the weight of accumulated glitches.

Passive: Spend 1 Hex Point to change your Hex Dice damage type to any Magical Damage Type.

Corrupted Stack

Passive

When a creature fails a Defense Roll against one of your Feats or Spells, they gain 1 Corruption Stack (max 3). At 3 stacks, your next attack against them auto-crits.

Level 18

System Collapse

AP: 2 | CA | 5 Hex Points | Duration: 2 Rounds | Range: 10 m

Target a creature with 3 Corruption Stacks. They make Fortitude, Reflex, and Will Defense Rolls. 1 failure: 3 Hex Dice + Stunned. 2 failures: no Reactions + halved Movement. 3 failures: lose all AP + Paralyzed.

Level 20

Corruption Flood

AP: 2 | CA | 10 Hex Points

While Virtual Overlay is active, all hostile creatures inside auto-gain 1 Corruption Stack. At end of each Turn, they gain another. You may detonate stacks for 3 Hex Points: 2 Hex Dice per Stack. Creatures at 3 Stacks trigger System Collapse. Regain 1 Hex Point per creature detonated at 3 Stacks.

Path of the Integrated Mind

Tutelary Spirit Fusion. You merge with your Tutelary Spirit, becoming a singular entity of arcane and digital power.

Passive: +1 to Spell Weaving Checks while your Tutelary Spirit is summoned.

Fusion Protocol

Form | AP: 2 | CA | 5 Hex Points | Duration: 3 Rounds

You merge with your Tutelary Spirit, gaining +3 AP, all Spirit bonuses and abilities, and the ability to maintain Concentration on two spells simultaneously.

Level 18

Echo-Weave

AP: 1 | QA/R | 2 Hex Points

During Fusion Protocol, choose one: Copy (add an extra target to a spell), Modify (double a spell’s Range), or Retry (force a target to re-roll a Defense Roll once per Round).

Level 20

Transcendent Entity

AP: 2 | CA | 6 Hex Points

During Fusion Protocol: Immune to Non-Magical Attacks. Gain Flight 15 m. Become Partially Incorporeal — you can phase through walls and solid objects. Taking 2d12 Force Damage if you end your Turn inside one.

Path of Runtime Collapse

Turn Manipulation. You manipulate the flow of time and initiative, disrupting enemy turns and rewriting the order of combat.

Passive: +1 AP on a successful Spell Weaving Check.

Runtime Desync

AP: 2 | CA | 4 Hex Points | Range: 10 m

Force a creature to make a Will Defense Roll against your Spell Weaving. On failure, choose one: Delay (move to bottom of Initiative), Skip (lose their Turn entirely), or Lag (cannot take hostile actions on their Turn).

Level 18

Frame Loss

Passive

Targets affected by Runtime Desync also lose 2 AP and are reverted to their position at the start of the previous Round.

Level 20

Reboot.exe

AP: 2 | CA | 15 Hex Points | Duration: 3 Rounds

Declare a Save State. At any point within the Duration, you may activate Reboot as a Reaction: all allies revert to their saved positions, HP, ARC, SP, and conditions. Hostile creatures retain all damage and effects. All memories are retained.

17/19

Pinnacle Bracket Pool

Choose one Feat at Level 17 and one at Level 19.

Defensive & Offensive

Guardian Tutelary

AP: 1 | R | 5 Hex Points

When you drop to 0 HP, your Tutelary Spirit sacrifices itself, restoring half its HP to you and granting 3 ARC. You cannot resummon the Spirit until a Long Rest.

Hard Reset

AP: 2 | CA | 8 Hex Points | Range: 10 m

Force a creature to make a Will Defense Roll against your Spell Weaving. On failure, they lose all Buffs and Resistances and have 0 AP until their next Turn.

Pause Game

AP: 2 | CA | 10 Hex Points | Duration: 1 Round

All hostile creatures within your Virtual Overlay must make a Will Defense Roll. On failure, they cannot move or take Actions for 1 Round.

Path Specific

Cheater’s Playbook

Passive | Range: 6 mAlgorithm

You may grant your Cheat Codes to an ally within Range instead of yourself.

Corrupted Rolls

PassiveGlitch Witch

Creatures with any Corruption Stacks suffer –1 to all rolls.

Duplicate Spirit

PassiveIntegrated Mind

Your Tutelary Spirit remains active and autonomous during Fusion Protocol instead of merging.

Utility

Hex Exchange

Passive

You may spend Hex Points in place of ARC for any Spell-Loom crafting. Add Hex Dice to Spell-Loom Damage and HP rolls.

Hex Weaver

Passive

You may use both Hex Points and ARC interchangeably for Spell-Loom crafting.

Living Spellbook

Active | Long Rest

Make a Critical Thinking or Magic Skill Check to steal a Spell from another Subclass Spell List and add it to your own.

I Put a Spell on You

AP: 2 | CA | 5 Hex Points

Imbue a dormant spell into a willing ally. The ally may release the spell as a Core Action by speaking a codeword you set.

Pinnacle Hex Dice

Passive

Your Hex Dice are now 1d12. Gain +2 to any one Ability Score or +1 to any two Ability Scores.

Nerdy Spell Weaver

Passive

Reduce all Encoding DCs by your Cognition Modifier. Gain +1 to all Magic Skill Checks.

Specialized Character Refinement

SCR

Gain an additional Specialized Character Refinement.

20

Root Access

At Level 20, you unlock your Pinnacle Path capstone and the Resonate Spell-Loom.

Resonate Spell-Loom

Passive | Level 20

You can co-forge legendary spells with other Spell Weavers. Helpers donate their AF and add +1 to the Encoding Check.