TEXT: An Alternate Character Class
  For
   White Box
  
  T h e H e x e r
  Scattered around the lands are a handful of fortress keeps - schools where a few chosen
  individuals are trained to hunt down and destroy beasts and monsters. These hunters are
  known as Hexers, and to most people they are little different from the creatures they hunt.
  Hexers adopt children from outside their order - orphans, cast-offs, and the like - and train
  them throughout their youth. It’s a brutal regimen in which they are taught to destroy monsters
  in combat, and subjected to alchemical body modifications, either of which can prove fatal.
  Only about a third of would-be Hexers survive the process, but the ones who do gain exceptional
  abilities.
  Most Hexers carry two swords: one steel, and the other silver. The steel blade is used
  when fighting against fairly mundane creatures, while the silver one is used against creatures
  affected by silver or magic. All Hexers also carry an amulet that vibrates when they’re
  close to magic, curses, and many monsters. This amulet is cast or carved in the form of
  the animal associated with the Hexer’s school.
  Hexer Advancement Table
  Weapon and Armor Restrictions
  Although Hexers are skilled warriors, their weapons and armor are restricted by the school
  of training they went through (see Hexer Schools below) because the focus is so intense.
  When creating a Hexer character, one of the schools must be chosen, which gives the character
  their starting equipment, and determines their Prime Attribute and some of their abilities.
  Hexer Abilities
  All Hexers share some traits, regardless of their school of training.
  Cat Eyes: Hexers have eyes similar to a cat’s, allowing them to see in low-light situations
  without penalty. However, this means the Hexer’s eyes are cat-like: yellowish-green, with
  slit pupils, and the tendency to reflect light. Most people find this eerie, so Hexers must
  subtract 2 from their Charisma, and have 1 as a base number of hirelings (which can be
  modified by a high or low Charisma score).
  Level
  XP Points
  Hit Dice
  Hit Bonus
  Saving
  Throw
  Charms
  per Day
  Resistance
  1
  0
  1+1
  +0
  14
  1
  1
  2
  3,000
  2
  +1
  13
  2
  2
  3
  6,000
  3
  +2
  12
  2
  3
  4
  12,000
  4
  +2
  11
  3
  4
  5
  24,000
  5
  +3
  10
  3
  5
  6
  48,000
  6
  +4
  9
  4
  6
  7
  96,000
  7
  +4
  8
  4
  7
  8
  192,000
  8
  +5
  7
  5
  8
  9
  384,000
  9
  +6
  6
  5
  9
  10
  768,000
  10
  +6
  5
  6
  10
  
  Tamás Baranya
  Increased Physical Abilities: Surviving the process of modification results in enhanced
  strength, agility, durability, and vitality. A Hexer starts with +1 to Strength, Dexterity, and
  Constitution, and recovers 1 extra Hip Point when resting. Additionally, silver melee weapons
  used by a Hexer count as magic weapons.
  Increased Lifespan: Hexers age slower than normal, and baring an untimely violent death,
  they can live for hundreds of years. Unfortunately, the mutagenic training also renders every
  surviving Hexer sterile, which is why they adopt children to replace their numbers.
  Charms: Hexers use a type of combat-focused magic they call charms. Charms are always
  invoked with a gesture, meaning a Hexer must have one hand free in order to use them
  (which is why Hexers eschew the use of shields). A charm activates as soon as it is cast.
  A Hexer starts with all of the lesser charms, and may learn greater charms upon reaching
  4th Level. Hexers may use any charm they know, but are limited to a certain number of
  times per day, as shown on the Hexer Advancement Table. For specific information about
  charms, see Hexer Charms below.
  Alchemical Concoctions: All Hexers rely on alchemy and potions to some degree or
  another - after all, the process of becoming a Hexer is alchemical in nature. Hexer alchemy
  grants them various abilities, but the potions (usually referred to as “decoctions” because
  of how they are made) need to be prepared in advance, using a recipe, and are potentially
  dangerous when consumed. Every decoction has a Toxicity which is cumulatively applied
  against the Hexer’s Resistance, as shown on the Hexer Advancement Table. If the total
  Toxicity consumed in a day exceeds a Hexer’s Resistance, they must make a Saving Throw
  against Death or take 1d6 damage for every point by which the Resistance was exceeded.
  Toxicity is reset to 0 after drinking alcohol (spending 1gp for every point being removed)
  and sleeping for at least six hours. Hexers initially know all Level 1 recipes, and can learn
  more as they travel. For specific information about alchemy, see Hexer Alchemy below.
  Saving Throws
  Hexers receive a +2 bonus on all Saving Throws to resist Poison and Disease.
  Prime Attribute Bonus
  The Prime Attribute for a Hexer depends on the school where they were trained, but is
  always on of the physical attributes (Strength, Dexterity, or Constitution). Regardless of
  the attribute, a Hexer gains +5% experience if their Prime Attribute is 15+.
  
  Hexer Schools
  The school where a Hexer was trained determines the Hexer’s specific starting equipment,
  specialized abilities, and Prime Attribute. There are five known schools, each dedicated to
  a particular animal and form of training: Bear, Eagle, Lynx, Snake, and Wolf.
  School of the Bear: This school focuses on heavy, powerful attacks. Their training allows
  the use of all two-handed weapons (including ranged weapons), and every type of armor
  (excluding the use of shields).
  ● Bears start with a silver two-handed sword, a heavy crossbow, a case of 30 bolts, a
  case of 30 silver bolts, chain armor, a bear amulet, and 1d6 x 5gp.
  ● Powerful Fighter: Bears gain a +2 to all damage rolls made in melee combat.
  ● Constitution is a Bear’s Prime Attribute.
  School of the Eagle: This school focuses on fighting large numbers of weaker enemies.
  Their training allows the use of all one-handed melee weapons, and both leather and chain
  armor.
  ● Eagles start with a longsword, a silver longsword, leather armor, an eagle amulet, and
  1d6 x 10gp.
  ● Horde Slayer: Eagles may attack a number of enemies equal to their Level divided
  by the Hit Dice of the enemy creature, rounded down (e.g. at 5th level, they can attack
  five 1 HD creatures, or two 2 HD creatures).
  ● Strength is an Eagle’s Prime Attribute.
  School of the Lynx: This school focuses on quick and agile attacks. Their training allows
  the use of daggers, short swords, light crossbows, and leather armor.
  ● Lynxes start with a short sword, a silver short sword, a light crossbow, a case of 30
  bolts, a case of 30 silver bolts, leather armor, a lynx amulet, and 1d6 x 5gp.
  ● Dual Wielder: Lynxes may carry a weapon in each hand, attacking with both in a
  round.
  ● Dexterity is a Lynx’s Prime Attribute.
  School of the Snake: This school focuses on stealth, and the use of special tools. Their
  training allows the use of daggers, short swords, longswords, and leather armor.
  ● Snakes start with a longsword, a silver short sword, leather armor, a set of thieves’
  tools, a snake amulet, and 1d6 x 5gp.
  ● Stealthy Killer: Snakes can Backstab, and have Thievery as a Thief of the same level.
  ● Dexterity is a Snake’s Prime Attribute.
  School of the Snake: This school focuses on all-around training. Their training allows
  the use of all melee weapons, and both leather and chain armor.
  ● Wolves start with a longsword, a silver longsword, leather armor, a wolf amulet, and
  1d6 x 10gp.
  ● Swordsman: Wolves gain a +1 bonus to Hit and Damage with longswords.
  ● Constitution is a Wolf’s Prime Attribute.
  
  Why would I ever use a normal sword?
  Silver isn’t nearly as tough as steel - even if the silver has been tempered with iron. If a Hexer
  uses a silver weapon on anything that isn’t specifically harmed by silver or magic, the weapon
  is bent, broken, or otherwise rendered useless on any To Hit roll of a natural 1.
  What does my amulet actually do?
  The Hexer’s amulet, regardless of the school, continuously casts Detect Chaos, Detect Curse,
  and Detect Magic, with a 60’ range. Detect Curse works just like Detect Magic, except it detects
  the presence of curses on people (but not items).
  Hexer Charms
  Charms are essentially simple spells which are cast with a gesture (meaning the Hexer must
  have at least one hand free in order to use them), and which activate instantly. Charms
  are divided into two categories: lesser and greater.
  Lesser Charms: These are all fairly simple, and easy to learn. Hexers are taught all
  four of them as part of their training.
  ● Aegis: Protects the Hexer with a mystic barrier. The Hexer gains +2 to all Saving
  Throws until they either fail a Saving Throw, or ten minutes have passed.
  ● Flare: Projects a burst of flame than can burn a target, or simply start a fire. The
  damage done is equal to the Hexer’s level.
  ● Push: Allows the Hexer to push a thing or person away about 5 feet without touching
  it. Anyone knocked back in this manner must make a Saving Throw against Magic
  or be knocked prone (requiring an action to stand back up).
  ● Ward: A sigil is traced which creates an area around the Hexer in a 10’ radius that
  can’t be entered by any creature without first making a Saving Throw against Magic.
  Anything that manages to pass is -1 to Initiative, and invisible creatures become visible.
  This charm remains in place until the sun rises.
  Greater Charms: These can be learned when a Hexer reaches 4th Level. This requires
  either returning to their school, or finding another Hexer willing to teach them. It takes
  a minimum of one week to master a greater charm, and requires a successful roll against
  the Hexer’s Intelligence. If the roll fails, the Hexer may take another week and try again.
  ● Bind: A sigil is traced which affects a 5’ diameter area. Any creature stepping into this
  area must make a Saving Throw against Magic or be imprisoned and unable to move
  at all for the next 10 minutes. Even if the Save is made, the creature is still -1 to
  Initiative, -2 to Hit, and suffers +2[-2] to their Armor Class for a round. This charm
  remains in place for up to an hour.
  ● Deflect: Raises a quick barrier to block damage to the Hexer when cast. The Hexer’s
  level is subtracted from the next damage taken. This can be from any source, including
  a fall.
  ● Enhanced Aegis: Works exactly like Aegis, but also grants the Hexer a -2[+2] bonus
  to their Armor Class.
  
  ● Mesmerize: This is a charm in the most literal sense. If the target fails a Saving Throw
  against Magic, they are charmed in a manner similar to the Charm Monster or Charm
  Person spells. The effect wears off after a day, however, and is immediately dispelled
  if the target takes any damage from the Hexer.
  ● Torpor: The target falls asleep, and the Hexer may attempt to implant a suggestion
  in the target, who gets a Saving Throw against Charm to resist it. If the suggestion
  includes danger or harm, it automatically fails. If the Hexer uses Torpor on himself,
  they fall into a slumber that lasts until a specified event occurs (such as sunset), or
  24 hours have passed. During this time, the Hexer uses little air, and can’t be detected.
  Hexer Alchemy
  Potions can be created by a Hexer through the process of decoction (boiling the ingredients
  down to a liquid), but require a recipe, proper ingredients, and the time to make them. A
  Hexer begins knowing four recipes: Cateyes, Celerity, Healing, and Pheromones, with a
  number of these prepared equal to half the Hexer’s Wisdom (rounded down) in any combination
  the Hexer wishes. Other recipes must be found by the Hexer while adventuring, or learned
  by returning to their school and doing some research (which takes 1 week, and requires
  a successful Wisdom roll). Even with a recipe, a Hexer can only brew a decoction with
  a level equal to or lower than the Hexer’s level.
  Time: The time needed to make a decoction is half an hour (30 minutes) per level of
  the recipe (e.g. each of the Hexer’s initial recipes takes a half-hour to make, while a Level
  10 recipe would take 5 hours).
  Ingredients: The ingredients needed to make a decoction vary, but can be broken down
  into common, uncommon, and rare ingredients.
  ● Common ingredients are the stems, roots, leaves, or bark from various plants. Such
  ingredients can be purchased at 1gp for each instance. Alternatively, 1 instance of a
  common ingredient can be found after 1 hour of searching in the outdoors.
  ● Uncommon ingredients are rarer plant items (such as mandrake root, or treant bark),
  or odd animal items (like newt eyes, or bat wings). These can be purchased at 10gp
  for each instance, or 1 instance can be found after 1 day of searching outdoors.
  ● Rare ingredients are specific to a given decoction, and are listed with each recipe.
  These can sometimes be purchased (at a cost of 100gp per HD of the creature they
  come from, with a 1-in-6 chance of actually being available), but are generally acquired
  from the remains of a specific creature.
  Toxicity: Every decoction has a Toxicity rating (usually from 1 to 3) which is added to
  a Hexer’s Toxicity when it’s consumed. If the Hexer’s accumulated Toxicity exceeds their
  Resistance, they begin to show signs of poisoning, and could possibly die. Also, if someone
  who isn’t a Hexer tries to drink one of these decoctions, it’s almost guaranteed to prove
  fatal. In either case, a Saving Throw must be made against Poison. If a Hexer fails the
  roll, they take 1d6 damage for every point by which their Resistance has been exceeded;
  if anyone else fails, they die (and even if they succeed, they take 1d6 damage for every
  point of the decoction’s Toxicity).
  
  Starting Recipes (Level 1)
  Cateyes Potion: [Toxicity 1; Duration: 10 minutes] Grants the ability to see normally
  in absolute darkness. Ingredients: Fire Beetle Gland, and 1 uncommon.
  Celerity Elixir: [Toxicity 1; Duration: 10 rounds] Grants +1 to Hit. Ingredients: Giant
  Centipede Legs, and 2 uncommon.
  Healing Draught: [Toxicity 0; Duration: 10 rounds] Heals 1 Hit Point per round. Ingredients:
  Giant Rat Liver, 1 uncommon, and 3 common.
  Pheromone Brew: [Toxicity 1; Duration: 10 minutes] No creature from which the decoction
  has been made will attack the imbiber. Ingredients: the gallbladder of whatever creature
  is being targeted with the decoction, and 5 uncommon.
  Additional Recipes
  While there may be other possible recipes (and some may have been lost and forgotten),
  these are the ones currently known by the Hexer schools.
  Level 2  
   
   
   
   
   
  Level 5  
   
   
   
   
   
  Level 8
  Black Blood  
   
   
   
   
  Detoxification Potion  
   
   
  Focus Brew
  Remedial  
   
   
   
   
   
  Vampiric Elixir 
   
   
   
   
  Force Brew
  Level 3  
   
   
   
   
   
  Level 6  
   
   
   
   
   
  Level 9
  Green Blood  
   
   
   
   
  Berserker Brew  
   
   
   
  Rapidity Potion
  Preventative Elixir 
   
   
   
  Regenerative Draught 
   
   
  Vitality Potion
  Level 4  
   
   
   
   
   
  Level 7  
   
   
   
   
   
  Level 10
  Blackmaster Brew 
   
   
   
  Expedite Potion  
   
   
   
  Dragon Brew
  Doppelganger Draught  
   
  Redoubt Elixir 
   
   
   
   
  Exanimation Draught
  Additional Recipe Descriptions
  Berserker Brew: [Toxicity 2; Duration: 10 rounds] Grants +2 to Hit and Damage, as
  well as -2[+2] Armor Class. Ingredients: Manticore Heart, and 5 uncommon. Level 6
  Black Blood: [Toxicity 1: Duration: 10 rounds] When taking damage from undead, the
  attacker also receives 2 Damage for each die of damage done. Ingredients: Ghoul Blood,
  1 uncommon, and 5 common. Level 2
  Blackmaster Brew: [Toxicity 2; Duration: 10 rounds] Against any undead, grants +2 to
  Hit and Damage, as well as -2[+2] Armor Class. Ingredients: Wraith Essence, 5 uncommon,
  and 10 common. Level 4
  Detoxification Potion: [Toxicity 2; Duration: 10 minutes] At the end of the duration,
  all Toxicity (other than from this decoction) is removed. Ingredients: Cockatrice Heart, 1
  uncommon, and 5 common. Level 5
  Doppelganger Draught: [Toxicity 2; Duration: 10 rounds] Grants +2 to Hit, and 2x
  Damage when striking an unaware target. Ingredients: Doppelganger Spleen, 1 uncommon,
  and 10 common. Level 4
  
  Luigi Castellani
  Dragon Brew: [Toxicity 3; Duration: 10 rounds] Grants 2x Damage on a roll to Hit of
  19-20. Ingredients: Dragon Bone, 10 uncommon, and 10 common. Level 10
  Exanimation Draught: [Toxicity 3; Duration: 10 rounds] Allows a Saving Throw to resist
  all undead Draining abilities. If a Saving Throw is already allowed, resistance is automatic.
  Ingredients: Black Pudding Essence, 5 uncommon, and 10 common. Level 10
  Expedite Potion: [Toxicity 3; Duration: 10 rounds] Allows another action after killing
  an enemy. Ingredients: Banshee Essence, 4 uncommon, and 5 common. Level 7
  Focus Brew: [Toxicity 2; Duration: 10 rounds] Grants +4 to Hit until any damage is
  taken. Ingredients: Wyvern Gallbladder, 5 uncommon, and 5 common. Level 8
  Force Brew: [Toxicity 2; Duration: 10 rounds] Grants +4 to Damage until any damage
  is taken. Ingredients: Elemental Essence, 5 uncommon, and 5 common. Level 8
  Green Blood: [Toxicity 2; Duration: 10 rounds] When taking damage from any creature,
  the attacker also receives 1 Damage for each die of damage done. Ingredients: Bugbear
  Blood, 1 uncommon, and 5 common. Level 3
  Preventative Elixir: [Toxicity 2; Duration: 10 minutes] Reduces all damage taken by 5,
  bout worn armor decreases the reduction by -1 for every -1[+1] of Armor Class. Ingredients:
  Shadow Essence, 2 uncommon, and 5 common. Level 3
  Rapidity Potion: [Toxicity 3; Duration: 10 rounds] Grants +2 to the Initiative roll. Ingredients:
  Chimera Heart, and 7 uncommon. Level 9
  Redoubt Elixir: [Toxicity 2; Duration: 10 rounds] Every 6 points of Damage taken increases
  Armor Class by -1[+1] until the decoction wears off. Ingredients: Griffon Spleen, and 6
  uncommon. Level 7
  Regenerative Draught: [Toxicity 4; Duration: 10 rounds] Grants the healing of 2 Hit
  Points at the beginning of each round. Ingredients: Troll Fat, 3 uncommon, and 5 common.
  Level 6
  
  Credits
  Writing and Layout: Curtis Lyon
  Editing: Sarah Lyon
  Cover Composition: Curtis Lyon, with a special thanks to his fellow wolf, Darren Pearce, for
  providing the image used.
  Interior Art: Tamás Baranya and Luigi Castellani
  Copyright © 2020 Three Sages Games, all rights reserved.
  Three Sages Games is not affiliated with Matthew J. Finch, Marv Breig, Mythmere Games™, or
  Frog God Games. The mention of or reference to any company or product in these pages is not a
  challenge to the trademark or copyright concerned.
  You mentioned something about thief skills…
  The basic White Box doesn’t include the Thief Class, so here’s a brief explanation of the Thief
  abilities used by the Snake School.
  Backstab: If a Snake Hexer can catch an opponent unaware, they get a +2 to Hit bonus, and
  do 2x Damage. The Damage should be rolled twice, and added together.
  Thievery: This is a catchall term for anything a Snake Hexer might need to do when using
  subterfuge - climbing sheer surfaces, picking locks, hiding in shadows, and so on. The Thievery
  skill is equal to half the Hexer’s Level, rounding up. Whenever the Hexer makes use of the skill,
  1d6 should be rolled, with a roll equal to or less than the Thievery skill indicating success.
  Remedial: [Toxicity 1; Duration: 10 rounds] Cures any poison, and grants immunity to
  poison for the duration. Ingredients: Giant Spider Gland, and 2 uncommon. Level 2
  Vampiric Elixir: [Toxicity 2; Duration: 10 rounds] Heals damage equal to half any damage
  dealt to an enemy (rounded down). Ingredients: Hydra Blood, and 4 uncommon. Level 5
  Vitality Potion: [Toxicity 3; Duration: 10 rounds] Heals 1d6+1 Hit Points for every damage
  killed by the imbiber. Ingredients: Vampire Dust, 6 uncommon, and 5 common. Level 9
  
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  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
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  The Hexer: An Alternate Class for Swords & Wizardry White Box, Copyright 2020, Three Sages Games
  
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