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Warlock: The Hexblade

Warlock

  Otherworldly Patron   At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.  
Patron Source   Hexblade Xanathar's Guide to Everything  
Pact Magic   Your arcane research and the magic bestowed on you by your patron have given you facility with 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. At 2nd level, you gain two eldritch invocations of your choice. 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. A level prerequisite in an invocation refers to warlock level, not character 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.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.Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

  • 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. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.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.

  • Pact of the Talisman
  • Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.If you lose the talisman, 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 amulet. The talisman turns to ash when you die.
 
Ability Score Improvement   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.   Eldritch Versatility (Optional)   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.
  • If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
  If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.  
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 a spell slot. 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.  
Eldritch Master   At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
armor proficiencies: light, medium armor, and shields
weapon proficiencies: shields, simple and martial weapons.
tools:
saving throws: Wisdom, Charisma
skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
starting equipment:

  • a light crossbow and 20 bolts or (b) any simple weapon

  • a component pouch or (b) an arcane focus

  • a scholar's pack or (b) a dungeoneer's pack

    Leather armor, any simple weapon, and two daggers


spellcasting:
Level Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st 2 2 1 1 -
2nd 2 3 2 1 2
3rd 2 4 2 2 2
4th 3 5 2 2 2
5th 3 6 2 3 3
6th 3 7 2 3 3
7th 3 8 2 4 4
8th 3 9 2 4 4
9th 3 10 2 5 5
10th 4 10 2 5 5
11th 4 11 3 5 5
12th 4 11 3 5 6
13th 3 12 3 5 6
14th 4 12 3 5 6
15th 4 13 3 5 7
16th 4 13 3 5 7
18th 4 14 4 5 7
19th 4 15 4 5 8
20th 4 15 4 5 8
Expanded Spell List
  • 1st Shield, Wrathful Smite
  • 2nd Blur, Branding Smite
  • 3rd Blink, Elemental Weapon
  • 4th Phantasmal Killer, Staggering Smite
  • 5th Banishing Smite, Cone of Cold

Spell Slots   The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
  • For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and 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. 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 have spell slots.  
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 as a spellcasting focus for your warlock spells.
class features:

Hexblood Traits (Race)

Source: Unearthed Arcana 76 - Gothic Lineages
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1. Type. Fey and Humanoid Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.
Fey Resilience.   You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Hex Magic.   You can cast the Disguise Self and Hex spells with this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you gain this lineage). Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spells slots you have.
Magic Token.   As an action, you can harmlessly pull out one of your nails, a tooth, or a lock of hair. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can use an action to send a telepathic message to the creature holding or carrying the token, as long as you are on the same plane of existence and are within 10 miles of it. The message can contain up to twenty-five words.
  • In addition, while you are within 10 miles of the token, you can use an action to enter a trance for 1 minute, during which you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. Afterward, the token is harmlessly destroyed.
  • Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
subclass options:

Hexblade

 
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.   The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.  
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, you can use your reaction to 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.
LevelProficiency BonusFeatures
1st+2Otherworldly Patron, Pact Magic
2nd+2Eldritch Invocations
3rd+2Pact Boon
4th+2Ability Score Improvement, Eldritch Versatility (Optional)
5th+3
6th+3Otherworldly Patron feature
7th+3
8th+3Ability Score Improvement, Eldritch Versatility (Optional)
9th+4
10th+4Otherworldly Patron feature
11th+4Mystic Arcanum (6th level)
12th+4Ability Score Improvement, Eldritch Versatility (Optional)
13th+5Mystic Arcanum (7th level)
14th+5Otherworldly Patron feature
15th+5Mystic Arcanum (8th level)
16th+5Ability Score Improvement, Eldritch Versatility (Optional)
17th+6Mystic Arcanum (9th level)
18th+6
19th+6Ability Score Improvement, Eldritch Versatility (Optional)
20th+6Eldritch Master

Created by

Fyonn.

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