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Hexblade

The archetypal hexblade infuses himself with dark energies, often granted by patrons of immense power. They channel this eldritch power through their blade and martial skills, and manipulate the darkness around them to their will.

Hexblade's Curse

Starting at 3rd 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 weapon damage rolls against the cursed target. The bonus equals your Charisma modifier.
  • Any weapon 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 gain temporary hit points equal to your fighter level + your Charisma modifier (minimum of 1 hit point)

You can't use this feature again until you finish a short or long rest.

Hexblade Spellcasting table
Fighter Level Cantrips Known Spells Known Spell Slots Slot Level
3rd 1 1 1 1st
4th 1 1 1 1st
5th 1 1 2 1st
6th 1 1 2 1st
7th 1 2 2 2nd
8th 1 2 2 2nd
9th 1 2 2 2nd
10th 2 2 2 2nd
11th 2 3 2 2nd
12th 2 3 2 2nd
13th 2 3 2 3rd
14th 2 4 2 3rd
15th 2 4 2 3rd
16th 2 4 2 3rd
17th 2 5 2 3rd
18th 2 5 2 3rd
19th 2 6 2 4th
20th 2 6 2 4th
Credits
  • Created by Steve Fidler (reddit user u/layhnet)
  • Majority is just hacked and slashed from XGE Hexblade
  • No help from Discord of Many Things except RainJunkie <3
  • Thanks JLUnit for checking Spectral Wolf CR

Art Credits

  • Book Cover from Hel'Blar 1: Les Chasseurs de Draugar
 

Pact Magic

Your innate dark energy and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. (hexblade spell list)

Cantrips. You know one cantrip of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Hexblade Spellcasting 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 these 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 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know one 1st-level spell of your choice, which you must choose from the abjuration or evocation spells on the warlock spell list.

The Spells Known column of the Hexblade Spellcasting 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 Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st, or 2nd 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 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

Accursed Ally

Starting at 7th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a spectral wolf (the statistics for which at at the end of this document). When the spectral wolf appears, it gains temporary hit points equal to half your fighter level. Roll initiative for the spectral wolf, 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 spectral wolf remains in your service until the end of your next short rest, at which point it vanishes to the afterlife.

Once you bind a spectral wolf this way, you can't use the feature again until you finish a short 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.


Spectral Wolf

Medium undead, unaligned


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60ft., passive Perception 13
  • Languages none, but understands commands from its master
  • Challenge 1 (200 XP)

Incorporeal Movement. The spectral wolf can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Devil's Sight. The spectral wolf can see in magical darkness as if it were nonmagical.

Sunlight Sensitivity. While in sunlight, the spectral wolf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

See into the Umbra. While the spectral wolf is in darkness, magical or otherwise, the hexblade that controls it can see clearly the wolf and any creature within 5 feet of the wolf that is not invisible.

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the

 

Eldritch Blade

Beginning at 15th level, your dark energy pours from your weapon. When you use your Action Surge feature, you channel a portion of this energy into your weapon, causing it to radiate a nebulous darkness. This darkness turns dim light within 5 feet of you into darkness, and bright light in the same area to dim light. This effect lasts 1 minute.

Master of Hexes

Starting at 18th 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 this way, you don't regain hit points from the death of the previously cursed creature.