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 Stats
Cognition / Intuition
Weaving Modifier
Cognition
Aptitude
Hacking Toolkit
Aptitude Dice
d6
MAB
6
Spell Weaving
d20 + MAB
Hex Points
5 + Level + Cognition Stat. 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.
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 | RWhen 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
PassiveDuring a Long Rest, you may store up to 2 Spells in your Tutelary Spirit, paying the ARC or equivalent Hex Point cost for each. Stored Spells can be released for 1 AP, either all at once or one at a time. A released Spell must be stored again during a Long Rest. If you store a new Spell and exceed the limit, the oldest stored Spell is overwritten.
Information Overload
AP: 2 | CA | # Hex Points | Range: 10 mYou 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 mYou create 1 Power-Up of your choice in an Unoccupied Space within Range that lasts until the start of your next Turn if not collected. A creature that enters the space immediately gains the benefit.
Shield Buff
Power-UpGrants +10 THP for 2 Rounds or until depleted.
Damage Boost
Power-UpThe next successful Attack deals +1 Hex Dice of damage.
Healing Kit
Power-UpRestores 2 Hex Dice of HP.
Virtual Overlay
AP: 2 | CA | 4 Hex Points | Range: Self | Radius: 5 m | Duration: 4 Rounds, ConcentrationYou conjure a shimmering augmented environment, a glowing grid of data, glyphs, and projections. While active, HUD Interface: you and allies can see the HP and THP of all hostile creatures in the Radius.
System Corruption
Passive (in Overlay)Each hostile creature must make a Will Defense Roll against your Spell Weaving. On failure, they suffer –2 to all Attack and Defense Rolls while inside the overlay.
Digital Recompile
You gain all remaining Core Feats not chosen at Level 4. You may also choose one Specialized Character Refinement on page 371.
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
In your hands magic is easily made into a malleable force, manipulated and adjusted.
Passive: You can Weave +1 Loomed Spell per Long Rest.
Hardcoded Spell
AP: 2 | CA | 2 Hex PointsYou may spend ARC to Code a Spell you know into a Mundane Object you touch. The spell can later be released from the object as a Free Action. You may have a number of Coded Spells active at a time equal to your Cognition Stat.
Level 8
Error Handling
AP: 1 | QA | 1 Hex PointWhen 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 PointsYou 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
Harnessing the power of the Virtual Overlay, you and your allies can manipulate reality like a finely-tuned game.
Passive: Your Virtual Overlay grants you and any ally within it +3 with all Cognition-based Skill Checks.
Combo Attack
AP: 2 | CA | 4 Hex Points | Duration: 3 RoundsChoose one hostile creature within your Virtual Overlay. Each time you or an ally within the Virtual Overlay deals damage to them it gains a stacking +1 Hex Dice of bonus damage taken (max +4). On a miss, the stacks reset to 0.
Level 8
Skill Tree
AP: 1 | QA/R | 2 Hex PointsWhile 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 PointsWhile 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
You've transcended physical form, uploading your mind and body into the endless tangle of The Stream.
Passive: You may Weave spells from any System you have successfully Hacked into, treating it as your point of origin.
Networked Avatar
AP: 2 | CA | 2 Hex Points | Duration: 5 Rounds | Range: 10 mYou upload yourself into a Non-Sentient System or Network within Range. While in this form: you cannot interact with the Material Plane; you may move between connected devices within 1 km on the same Network; gain +4 to Technology and Hacking Skill Checks; you may use any device (e.g., doors, drones, turrets, systems) connected to the System. When the effect ends, you materialize in an Unoccupied Space within 1 m of the last device you occupied.
Level 8
Group Chat
AP: 1 | QA | # Hex Points | Range: 5 mWhile 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 mForce 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.
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 mYou 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
PassiveInformation Overload becomes an AoE effect (4 m Radius from Self or Tutelary Spirit).
Sabotage
AP: 1 | R | 2 Hex Points | Range: 5 mWhen a creature within Range attempts to make an attack, force them to make a Will Defense Roll against your Spell Weaving. On failure, they must re-roll the Attack Roll and use the new roll.
Digital Lock
AP: 2 | CA | 3 Hex Points | Range: 15 m | Duration: 3 RoundsYou digitally tag a target within Range. For the Duration: all attacks against the target gain +2 to hit. While in Virtual Overlay, you and allies deal +1 Hex Dice on the first hit per Round against that target.
Path Specific
Copy-Paste
PassiveArcane CoderYou may use an ally’s Spell list for Hardcoded Spell if they are within 5 m.
Combo Upgrade
PassiveGame MasterCombo Attack no longer resets its bonus on a miss.
Utility
Adept Hex Dice
PassiveYour Hex Dice are now 1d8. Gain +1 to Cognition or Intuition.
Blind Spot
PassiveWhile Virtual Overlay is active, you are invisible to electronic surveillance and detection technologies.
Hex Yoink
AP: 1 | R | 1 Hex Point | Range: 10 mTeleport a willing ally to within 1 m of you.
Instant Recall
PassiveYour Tutelary Spirit can store a duplicate of a Code Compiled Spell, allowing them to Weave it an additional time without spending ARC.
Quick Swap
AP: 1 | QA/R | 3 Hex PointsSwitch two willing allies’ positions within your Virtual Overlay.
Simulated Terrain
AP: 1 | QA | 2 Hex Points | Duration: 2 Rounds, ConcentrationSpawn holographic constructs within your Virtual Overlay that provide Partial Cover.
Witch Switch
PassiveYou may change your Weaving Ability Modifier from Cognition to Intuition (or vice versa).
Sacrifice
AP: 1 | QA | 3 Hex PointsAbsorb the energy of your Tutelary Spirit to recover half your maximum ARC (rounded up). You cannot summon your Tutelary Spirit again until after a Long Rest. Alternatively, you may spread the returned ARC among any allies you can see, but would not gain any yourself.
Core Upgrades
At Level 10, all Core Feats receive permanent upgrades.
Spell Router Upgrade
PassiveSpell Router range increases to 20 m.
Code Compiler Upgrade
PassiveYour Tutelary Spirit may hold Concentration on one of your Spells.
Information Overload Upgrade
PassiveRange increases to 15 m. You may now use Information Overload as a Quick Action.
Power-Ups Upgrade
PassiveCreate up to 2 Power-Ups in different Unoccupied Spaces. Power-Ups now last 2 Rounds or until collected. New Power-Up — Speed Surge: +5 m Movement and +1 AP until end of next Turn.
Virtual Overlay Upgrade
PassiveRadius increases to 10 m. You and allies gain +2 to all Cognition-based Skill Checks inside the Radius. Target Weak Points: when a creature fails their Will Defense Roll against System Corruption, they also take 1 Hex Dice of damage. Augmented Anchoring: you may now project the Overlay from your Tutelary Spirit.
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
You've fused arcane magic with virtual systems, turning standard hacking protocols into something far more dangerous. And surreal.
Passive: While Virtual Overlay is active, all hostile creatures within its Radius suffer –1 to Defense Rolls against your spells.
Virtual Contagion
AP: 2 | CA | 5 Hex Points | Duration: 3 RoundsWhile Virtual Overlay is active, choose up to five creatures within its Radius. Each target must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 2 Hex Dice of damage at the start of each of their Turns for the Duration. Whenever a creature under Virtual Contagion takes damage, you regain 1 Hex Point.
Level 13
Alt-F4
AP: 2 | CA | 3 Hex PointsCreatures 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 PointsTarget 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
You didn't just play the game. You beat every challenge, found every exploit, claimed every hidden bonus. Now you bring that mastery to the battlefield.
Passive: When rolling a Spell Weaving Check, you can spend 1 Hex Dice to add a +1 bonus to the check up to a max of +3.
Achievement Unlocked
AP: 1 | QA | 3 Hex Points | Range: Self | Radius: 6 m | Duration: 5 RoundsWhile active, the first creature within the Radius — First Blood: to deal damage gains +2 to Attack Rolls until the end of their next Turn. Perfect Block: to succeed on a Defense Roll gains +5 THP. Flawless Victory: to Weave a Spell to aid an ally gains +2 to Defense Rolls until the end of their next Turn. Reaper: to successfully kill a hostile creature gains +3 Subclass Points or ARC.
Level 13
Hex Blitz
AP: 4 | CA | 6 Hex Points | Range: 15 mAllies 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 mAll 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
You've mastered the unstable flows of arcane code, converting your spell output into raw, weaponized data. Through volatile execution chains, you surge beyond traditional Spell Weaving limits.
Passive: Whenever you Weave a spell that deals damage, you gain +1 to your next Spell Weaving Check before the end of your next Turn.
Power Surge
AP: 1 | QA/R | # Hex Points | Range: 10 mWhen 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 mAllies 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
PassivePower 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.
Master Bracket Pool
Choose one Feat at Level 12 and one at Level 14.
Defensive & Offensive
AC/DC Booster
AP: 1 | QA | 5 Hex PointsInformation Overload causes the target to be Paralyzed until the end of their next Turn.
Counter Strike
AP: 1 | R | 3 Hex Points | Range: 10 mWhen 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 RoundsWhile Virtual Overlay is active, summon a glitching hologram within 1 m of yourself or an ally within the Radius. The next attack against them automatically misses and the Decoy vanishes.
Digital Prison
AP: 2 | CA | 5 Hex Points | Duration: 3 Rounds | Range: 10 mChoose a creature within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, the target is banished into the nearest technological device or System, unable to take any Actions or perceive the Material Plane for the Duration.
Electric Spike
AP: 1 | QA | 4 Hex PointsHostile creatures within the Radius of Virtual Overlay must spend 1 extra AP to take any Action or take 1 Hex Dice of damage.
F1-Kill
AP: 1 | R | 2 Hex PointsWhen 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 RealityAll creatures suffering from Virtual Contagion must make a Will Defense Roll or gain Virtual Psychosis.
Participation Trophy
AP: 1 | R | 2 Hex PointsCompletionistWhen 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 PointsDeploy up to 4 Programs without Detection.
Fear Transmitter
PassiveInformation Overload also Frightens targets on a failed save.
Master Hex Dice
PassiveYour Hex Dice are now 1d10. Gain +1 to Cognition or Intuition.
Overpowered-Ups
PassivePower-Up effects and durations are doubled.
Scum Saving
AP: 2 | CA | 10 Hex Points | Range: 10 mCreate 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
SCRGain an additional Specialized Character Refinement.
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
You've fused advanced code structures with Spell Weaving, turning your `Virtual Overlay' into a programmable battlefield.
Passive: You may see the exact AP and Feats of any creature inside Virtual Overlay, hostile or ally.
Algorithmic Overclock
AP: 2 | CA | 9 Hex PointsAll 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
PassiveWhile 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 Stat.
Level 20
Cheat Codes
AP: 1 | QA/R | 8 Hex Points | Duration: 1 RoundWhile 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
You channel corrupted code, memory errors, and arcane bugs to overload enemy protocols. Your magic is viral and vicious, spreading instability with every exploit.
Passive: You may spend 1 Hex Point to change your Hex Dice's Damage Type to any other Magical Type.
Corrupted Stack
PassiveWhen 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 mTarget 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 PointsWhile 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
You fuse with your Tutelary Spirit, becoming a living arcane construct, half consciousness, half operating system. Your thoughts route through the Stream; your presence fractures across space.
Passive: While your Tutelary Spirit is summoned you gain +1 to Spell Weaving Checks.
Fusion Protocol
Form | AP: 2 | CA | 5 Hex Points | Duration: 3 RoundsYou 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 PointsWhile Fusion Protocol is active, you may activate any of the following abilities — Copy: when Weaving a Spell targeting a single creature, you can target another creature within Range. Modify: can double the Range of a Spell you Weave. Retry: when a target succeeds on a Defense Roll against your Spell Weaving, once per Round you can force them to re-roll and take the new result.
Level 20
Transcendent Entity
AP: 2 | CA | 6 Hex PointsDuring 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
You've breached the backend architecture of existence, patching reality like bad code. Time hiccups, combat loops, and turns fail to load.
Passive: On successful Spell Weaving Check you gain +1 AP for that Round.
Runtime Desync
AP: 2 | CA | 4 Hex Points | Range: 10 mForce 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 Lose
PassiveCreatures affected by Runtime Desync lose 2 AP for the Round and move back to their position from last Round.
Level 20
Reboot.exe
AP: 2 | CA | 15 Hex Points | Duration: 3 RoundsDeclare 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.
Pinnacle Bracket Pool
Choose one Feat at Level 17 and one at Level 19.
Defensive & Offensive
Guardian Tutelary
AP: 1 | R | 5 Hex PointsWhen 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 mForce 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 RoundAll 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 mAlgorithmYou may grant your Cheat Codes to an ally within Range instead of yourself.
Corrupted Rolls
PassiveGlitch WitchCreatures with any Corruption Stacks suffer –1 to all rolls.
Duplicate Spirit
PassiveIntegrated MindYour Tutelary Spirit remains active and autonomous during Fusion Protocol instead of merging.
Utility
Hex Exchange
PassiveYou can now spend Hex Points in place of ARC to Weave spells. Additionally, when crafting any Spell using the Spell-Loom you can add your Hex Dice to any Damage or HP rolls.
Hex Weaver
PassiveYou may use both Hex Points and ARC interchangeably for Spell-Loom crafting.
Living Spellbook
Active | Long RestMake 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 PointsImbue 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
PassiveYour Hex Dice are now 1d12. Gain +2 to any one Core Stat or +1 to any two Core Stats.
Nerdy Spell Weaver
PassiveWhen Weaving a new Spell (via Spell-Loom crafting), you may reduce the Encoding DC of new Spells by your Cognition Stat (min 0). Additionally, gain +1 to all Magic-related Skill Checks.
Specialized Character Refinement
SCRGain an additional Specialized Character Refinement.
Root Access
At Level 20, you unlock your Pinnacle Path capstone and the Resonate Spell-Loom.
Resonate Spell-Loom
Passive | Level 20You can co-forge legendary spells with other Spell Weavers. Helpers donate their AF and add +1 to the Encoding Check.