Martial Archetype: Hexblade

by Alchahest

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Martial Archetype: Hexblade

Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a foe. This is a take on the original Hexblade, a melee-oriented martial class from 3.5 that augments it's abilities with limited spellcasting and the ability to shrug off or ignore the spells of its foes.

Level Features
3rd Eldritch Arcanum, Hexblade's Curse, Shadow Cat
7th Cursed Reserves
10th Aura of Unluck
15th Mettle
18th Dire Hexblade's Curse

Eldritch Arcanum

Spell Slots

The Hexblade table shows how many spell slots you have to cast your hexblade spells of 1st through 4th level. 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 10th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-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 hexblade table shows when you learn more hexblade 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 hexblade spell, which can be 1st, or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the hexblade 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 hexblade 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 hexblade 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 a melee weapon as a spellcasting focus for your hexblade spells.

Hexblade

Level Spells Known Spell Slots Slot Level
3rd 2 1 1
4th 2 2 1
5th 3 2 1
6th 3 2 1
7th 4 2 2
8th 4 2 2
9th 5 2 2
10th 5 2 2
11th 5 2 2
12th 5 2 2
13th 6 2 3
14th 6 2 3
15th 6 2 3
16th 6 2 3
17th 7 2 3
18th 7 2 3
19th 7 2 4
20th 7 2 4

Hexblade's Curse

You can call on your eldritch powers to hex a creature for a time: you know the hex spell, and Charisma is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration — a number of times equal to your proficiency bonus (a minimum of once). You regain all expended uses when you finish a long rest.

Hex doesn’t count against the number of hexblade spells you know.

Shadow Cat

You learn the find familiar spell. The familiar summoned always appears as a Shadow Cat, which appears at the end of this document. When you become 11th level, the shadow cat is no longer prevented from attacking on it's turn.

Find Familiar doesn’t count against the number of hexblade spells you know.

Cursed Reserves

Beginning at 7th level, the chaotic energy in your blood has the ability to change fate. Whenever you use your action surge class feature, you regain one Eldritch Arcanum spell slot, and when you use your second wind class feature, one enemy within 30 feet of you or your shadow cat has disadvantage on the next d20 roll they make before the end of your next turn.

Aura of Unluck

Starting at 10th level, whenever an enemy creature within 10 feet of you must make a saving throw, the creature suffers to the saving throw equal to your Charisma modifier (minimum of a -1 penalty). You must be conscious to impose this penalty.

At 18th level, enemies within 10 ft of your familiar suffer this same penalty.

Mettle

Beginning at 15th level, you can resist the magical potency of certain effects, such as a poisonous cloud or searing holy fire. When you or your shadow cat are subjected to an effect that allows you to make a Wisdom or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Dire Curse

Beginning at 18th level, when a creature is targeted by your Hexblade's Curse class feature, the target must also make a charisma saving throw (DC 8 + your Charisma bonus + your proficiency bonus). Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Art Credit

Dark Fantasy Character by Oz To



Shadow Cat Familiar

tiny celestial, fey, or fiend


  • Armor Class 13 + PB (Natural Armor)
  • Hit Points equal the shadow cat's Constitution modifier + your charisma modifier + three times your hexblade level level (the shadowcat has a number of Hit Dice [d4s] equal to your hexblade level)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 17 (+3) 10 (+0) 7 (-2) 12 (+1) 7 (-2)

  • Saving Throws Dexterity +7
  • Skills Perception +5, Stealth +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness
  • Senses darkvision 120 ft., passive Perception 15
  • Languages the Shadow cat understands the same languages you do, but cannot speak
  • Proficiency Bonus The shadow cat's proficiency bonus is equal to yours.

Eldritch Harrier. The shadow cat counts as the caster when making melee attacks against an enemy that has the hex spell cast on it from any source.

Devil's Sight. Magical darkness doesn't impede the shadow cat's darkvision. While the shadow cat is on the same plane of existence as the hexblade, the Hexblade gains the devil's sight eldritch invocation.

Keen Smell. The shadow cat has advantage on Wisdom (Perception) checks that rely on smell.

Unnerving presence. while adjacent to the shadow cat, enemy creatures may not gain advantage on attack rolls.

Actions

Umbral Claws. Melee Weapon Attack: +3 to hit, Reach 5 ft., one target. Hit: 4(1 + dexterity Modifier) magical slashing damage

Reactions

Shadow Swipe. When the shadow cat is hit by a melee attack, it can immediately make one Umbral Claws attack against it's attacker, then move up to it's speed. This movement does not provoke opportunity attacks


 

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