Martial Archetype: Hexblade (Spelless Variant)

by Alchahest

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Martial Archetype: Hexblade

A variant on the martial hexblade that uses powers similar to psi-warrior rather than spells (for the most part)

Level Features
3rd Hex Warrior
7th Accursed Techniques
10th Mettle
15th Baneful Presence
18th Malefactor

Hex Warrior

Deep within you is a coiling, writhing mass of malignant energy - hatred, fear, disdain, all these and more, made manifest. This energy is represented by your Hex dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various accursed powers you have, which are detailed below.

Some of your powers expend the hex die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended hex dice when you finish a long rest.

When you reach certain levels in this class, the size of your hex dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Hex dice.

Hex Shield.

When a creature makes an attack roll against you, you can use your reaction to expend one hex die, roll the die, and and increase your AC against the triggering attack by the number rolled. You expend the die only if your adjusted AC prevents the attack from hitting. If the die is expended, you have advantage on attack rolls against the attacker until the end of your next turn.

Hex Strike.

You can channel malevolent necrosis through your weaponry. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one hex die, rolling it and dealing necrotic damage to the target equal to the number rolled plus your Charisma modifier. On the next attack roll or saving throw that the target makes, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Hexblade's Curse.

As a bonus action, you can expend a hex die to cast hex as a first level spell without expending a spell slot and without requiring concentration. Instead of the normal d6, the additional damage from the spell equals your hex die size.

Accursed techniques

Your mastery of the vile energies within has deepened and broadened, and manifests in new, horrible things you can do to your opponents.

Unfettered Transgressor.

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 hexblade's Curse or Malefactor feature. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Hex die to take it again.

Bale Eye.

When you take the Attack action on your turn, you can forgo one of your attacks to expend a Hex die. Make a ranged spell Attack against a target you can see within 60 ft. On a hit, roll the hex die. The target takes necrotic damage to the target equal to the number rolled plus your Charisma modifier. The target must make a saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. If the save fails, they are poisoned until the end of their next turn.

Mettle

Beginning at 10th level, you can resist the potency of certain effects. When you are subject 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.

Baneful Presence

Starting at 15th level, whenever an enemy creature within 10 feet of you 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.

Malefactor

Beginning at 18th level, When you hit a creature under the effect of your hex spell with a weapon attack, you can expend one hex die to cast bestow curse as if with a fifth-level spell slot using Charisma as your spellcasting ability.

Art Credit

Adolin Kholin by Thamburnsh on reddit

 

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