Warlock:Hexblade
Hit Points
Hit Dice: d8 per Warlock:Hexblade level
Hit Points at first Level: 8 + Con Modifier
Hit Points at Higher Levels: d8 + Con Modifier
Proficiences
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Overview & Creation
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
Class Features
Eldritch Blast
As an action, you can fire a beam of crackling energy that streaks toward a creature within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. You must provide a verbal and somatic component as if casting a spell.
You create more than one beam as you gain more levels (in any class): two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, the Archfey, the Great Old One, the Celestial, the Hexblade, the Undying, the Raven Queen, or the Kraken, which are detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can summon your weapon Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
If you choose the pseudodragon may choose to do the following as an action:
Invisibility. The pseudo dragon magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the pseudo dragon wears or carries is invisible with it.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Ability Score Improvement or a Feat
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively you can pick a feat of your choice.
Mystic Arcanum
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending spell points. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Additionally, when you gain a level in this class, you can replace one of your Mystic Arcanum spell choices with another spell from the warlock spell list of the same level.
Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell points and Mystic Arcanum. You can use an action entreating your patron for aid to regain all your expended spell points from your Pact Magic feature and restore your level 6 and 7 Mystic Arcanum if they are expended. Once you regain spell points and Mystic Arcanum with this feature, you must finish a long rest before you can do so again.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- scale mail or leather armor
- a light crossbow and 20 bolts or any simple weapon
- a component pouch or an arcane focus
- a scholar’s pack or a dungeoneer’s pack
- any simple weapon, and two daggers
Spellcasting
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Points
The Warlock table shows how many spell points you have to cast your warlock spells of 1st through 5th level. The table also shows the maximum level of spell you can cast. To cast a spell you must expend one spell point per level of the spell. You may cast a spell at a higher level (up to the maximum spell level) by spending one additional spell point per level added. You regain all expended spell points when you finish a short or long rest.
For example, when you are 5th level, you have five spell points. To cast the 1st-level spell witch bolt, you must spend one of those points, and you cast it as a 1st-level spell. If you spend three spell points, you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Max Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you may cast.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. A level prerequisite refers to your level in this class.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If an eldritch invocation has Prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its Prerequisites. A level prerequisite refers to your level in this class.
Agonizing Blast
When you cast
Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
Armor of Shadows
You can cast
Mage Armor on yourself at will, without expending a spell slot or material components.
Beast Speech
You can cast
Speak with Animals at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Sight
You can see the presence of magic within 30 feet of you. If you see magic in this way, you can see a faint aura around any visible creature or object in the area that bears magic, by using your action, you learn its school of magic, if any.
Eldritch Sight cannot penetrate a barrier you cannot see through.
Eldritch Spear
When you cast
Eldritch Blast, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
As an action, you may provide yourself temporary hit points equal to 3 + your Charisma modifier.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Grasp of Hadar
Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.
Lance of Lethargy
Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Mask of Many Faces
As an action, you make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this invocation fail to hold up to physical inspection. For example, if you use this invocation to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this invocation to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Misty Visions
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 5-foot cube. The image appears at a spot you can see and lasts for one minute. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot you can see. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
The image lasts until you dismiss it as an action, or create another image with this invocation.
Repelling Blast
When you hit a creature with
Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.
Thief of Five Fates
As an action, a creature of your choice that you can see within 30 feet must make a Charisma saving throw. For the next minute, whenever a target that fails this saving throw makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Aspect of the Moon Prerequisite: Pact of the Tome feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Book of Ancient Secrets Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Gift of the Ever-Living Ones Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Voice of the Chain Master Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Improved Pact Weapon Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. This bonus increases to +2 at 9th level and +3 at 15th level.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Cloak of Flies Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Gift of the Depths Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
Mire the Mind Prerequisite: 5th level
As an action, you alter time around a creature of your choice you can see within 60 feet. The target must succeed on a Wisdom saving throw or be affected by this invocation for one minute.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this invocation makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
One with Shadows Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Sign of Ill Omen Prerequisite: 5th level
As an action, you touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for one minute or until you use this ability again. When you use this invocation, choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
Tomb of Levistus Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Eldritch Smite Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Thirsting Blade Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Maddening Hex Prerequisite: 5th level, Hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Bewitching Whispers Prerequisite: 7th level
You can cast
Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
Dreadful Word Prerequisite: 7th level
Your words can shatter the minds of other creatures. As an action, you may speak a dreadful word to a target that can hear you. When you do so, they must make a Wisdom save against your spell DC. If they fail, they act as if under a confusion spell for one minute. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends.
Ghostly Gaze Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Sculptor of Flesh Prerequisite: 7th level
This invocation transforms a willing creature that you touch into a new form. The transformation requires one minute to complete.
The transformation lasts for a duration of one hour, until you dismiss the invocation, use the invocation again, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating) to a maximum challenge rating of 1.
The target's game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. They also retain all of their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as the target and the bonus in its stat block is higher than the target, use the creature’s bonus. If the creature has any legendary or lair actions, they can’t use them.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Trickster's Escape Prerequisite: 7th level
You can cast
Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Relentless Hex Prerequisite: 7th level, Hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Minions of Chaos Prerequisite: 9th level
You can cast
Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
Otherworldly Leap Prerequisite: 9th level
Your jump distance is tripled, in addition you may touch a creature as an action. The creature's jump distance is tripled for one minute or until you use this ability again.
Whispers of the Grave Prerequisite: 9th level
As an action, you grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The invocation fails if the corpse was the target of this invocation within the last 10 days.
Over the next 10 minutes, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This invocation doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Lifedrinker Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Visions of Distant Realms Prerequisite: 15th level
As an action, you create an invisible sensor within one mile in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for one minute or until you choose to dismiss it, and it can't be attacked or otherwise interacted with.
When you use this ability, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Master of Myriad Forms Prerequisite: 15th level
You assume a different form. As an action, choose one of the following options, the effects of which last until you use your action to dismiss it or choose a different option.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. You can use your action to change your appearance in this way again.
Shroud of Shadow Prerequisite: 15th level
You can cast
Invisibility at will, without expending a spell slot.
Witch Sight Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Chains of Carceri Prerequisite: 15th level, Pact of the Chain feature
You can bind a creature that you can see within 60 feet in magical chains of force as an action. When you do so, the target must make a Strength saving throw against your spell DC, If they fail, they are restrained. On their turn they may use their action to attempt to free themselves from the chains by making a Strength saving throw. The chains disappear when the creature breaks free, after one minute has passed, or when you use Chains of Carceri again.
Subclass Options
Otherworldly Patrons
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.
The Hexblade
You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
Expanded Spell List
The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level |
Spells |
1st |
Shield, Wrathful Smite |
2nd |
Blur, Branding Smite |
3rd |
Blink, Elemental Weapon |
4th |
Phantasmal Killer, Staggering Smite |
5th |
Banishing Smite, Cone of Cold |
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
Accursed Specter
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Master of Hexes
Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Points | Max Level | Invocations |
---|
1st | 2 | Otherworldly Patron, Pact Magic, Eldritch Blast | 2 | 2 | 1 | 1st | - |
2nd | 2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | 2 | Pact Boon | 2 | 4 | 3 | 2nd | 2 |
4th | 2 | Ability Score Improvement or a Feat | 3 | 5 | 4 | 2nd | 2 |
5th | 3 | - | 3 | 6 | 5 | 3rd | 3 |
6th | 3 | Otherworldly Patron Feature | 3 | 7 | 6 | 3rd | 3 |
7th | 3 | - | 3 | 8 | 7 | 4th | 4 |
8th | 3 | Ability Score Improvement or a Feat | 3 | 9 | 8 | 4th | 4 |
9th | 4 | - | 3 | 10 | 9 | 5th | 5 |
10th | 4 | Otherworldly Patron Feature | 4 | 10 | 10 | 5th | 5 |
11th | 4 | Mystic Arcanum (6th level) | 4 | 11 | 11 | 5th | 5 |
12th | 4 | Ability Score Improvement or a Feat | 4 | 11 | 12 | 5th | 6 |
13th | 5 | Mystic Arcanum (7th level) | 4 | 12 | 13 | 5th | 6 |
14th | 5 | Otherworldly Patron Feature | 4 | 12 | 14 | 5th | 6 |
15th | 5 | Mystic Arcanum (8th level) | 4 | 13 | 15 | 5th | 7 |
16th | 5 | Ability Score Improvement or a Feat | 4 | 13 | 16 | 5th | 7 |
17th | 6 | Mystic Arcanum (9th level) | 4 | 14 | 17 | 5th | 7 |
18th | 6 | - | 4 | 14 | 18 | 5th | 8 |
19th | 6 | Ability Score Improvement or a Feat | 4 | 15 | 19 | 5th | 8 |
20th | 6 | Eldritch Master | 4 | 15 | 20 | 5th | 8 |