Warlock: 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 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.
Original Source: Xanathar's Guide to Everything
Patron Spells
1st-level Hexblade patron feature You learn additional spells when you reach certain levels in this class, as shown on the Hexblade Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Spell Level | Spells |
---|---|
1st | shield, wrathful smite |
2nd | shining smite, spiritual weapon |
3rd | conjure barrage, shackling smite |
4th | staggering smite, stoneskin |
5th | banishing smite, steel wind strike |
Hexblade Manifest
1st-level Hexblade patron feature Your patron grands you the power to summon cursed echoes of its blade to hinder your foes. You gain the following benefits.
- You cast the spell at the highest level of Pact Magic spell slot you have.
- You the spell does not require Concentration, but the duration is 1 minute, and it ends early if the target dies or if you cast hex again.
- Draining Slash. The target makes a Constitution saving throw against your spell save DC. On a failed save, the target can't make Opportunity Attacks and its Speed is halved until the start of your next turn.
- Harrowing Blade. The target makes a Wisdom saving throw against your spell save DC. On a failed save, the next time the target makes an attack roll against a creature other than you before the start of your next turn, the target takes necrotic damage equal to your spellcasting ability modifier.
- Styming Mark. The target has Disadvantage on the next saving throw it makes before the start of your next turn.
Hex Warrior
1st-level Hexblade patron feature You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
Life Stealer
6th-level Hexblade patron feature Your patron's might allows you to drain vitality from those you curse, granting you the following benefits.
- Hungering Hex. Whenever the target cursed by your hex drops to 0 Hit Points, you regain Hit Points equal to your
warlock level + your spellcasting ability modifier
. - Inevitable Blade. Once per turn, if you make an attack roll against the target cursed by your hex and miss, you can deal necrotic damage to that creature equal to your spellcasting ability modifier (minimum 1).
- Accursed Spectre. You can curse the soul of a creature you slay, temporarily binding it in your service. When you slay a living creature, you can cause its spirit to rise from its corpse. The creature uses the Ghostly Undead Spirit stat block as if you had cast it using summon undead at the highest level Pact Magic spell slot you have. When the spirit appears, it gains temporary hit points equal to half your warlock level. 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.
Curse Bearer
6th-level Hexblade patron feature You are familiar with cursed objects. As an Action, you can scrutinize an item. Make an Arcana check using your spellcasting ability modifier. The DC is based on the rarity of the item (see the Curse Bearer table). On a success, you can tell the item is cursed. If you exceed the DC by 5 or more, you also learn the nature of the curse, as well as any detrimental effects the item might have.
Additionally, your experience with curses and hexes allows you to shoulder their burden easier than most. When you fail a saving throw against a spell or ability that inflicts a curse, you can use your Reaction to succeed instead. You can use this reaction a number of times equal to your Warlock spellcasting ability modifier (minimum 1), and you regain all expended uses when you finish a Long Rest.
Lastly, you can unattune to cursed magical items, even if it would normally be impossible, provided your proficiency bonus is high enough. The Curse Bearer table shows the required proficiency bonus needed to do this.
Rarity | Identification DC | Proficiency Bonus to Unattune |
---|---|---|
Common | DC 5 | +2 |
Uncommon | DC 10 | +3 |
Rare | DC 15 | +4 |
Very Rare | DC 20 | +5 |
Legendary/Artifact | DC 25 | +6 |
Armor of Hexes
10th-level Hexblade patron feature If the cursed target of your 'hex' hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Additionally, when you take damage from the cursed target of your 'hex', you can take a Reaction to reduce the damage taken by an amount equal to 2d8 plus your spellcasting ability modifier.
Master of Hexes
14th-level Hexblade patron feature Your patron's accursed might flows even more strongly through you, granting the following benefits:
- Accursed Critical. Any attack roll you make against the target cursed by your hex scores a Critical Hit on a roll of 19 or 20 on the d20.
- Infectious Hex. When you use one of your Hexblade's Maneuvers, choose an additional creature within 30 feet of the cursed target. This target takes 1d6 necrotic damage and is affected by the Hexblade's Maneuver as well.
- Ravenous Hex. Whenever the target cursed by your hex drops to 0 Hit Points, you can forgo the healing from Hungering Hex. If you do, the spell does not end, and you can immediately curse a new creature within range without taking a Bonus Action.