HexBlade Patron
You have made a pact with the soul of a blade, whether it be a sentient weapon forged in the shadow fell, or a blade which gained a mind from every single fragment of a soul it slain, or even a demon trapped within a sword. Regardless it is the soul that resides within the blade from which you draw your power, not the blade itself.
The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it.
The effects of this subclass count as Arcane in addition to Divine
Expanded Spell List
The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | Shield, Divine Favor(Always Dark divinity spell mastery) |
| 2nd | Blur, Cloud of Daggers |
| 3rd | Blink, Crusader's Mantle( Which deals Necrotic instead) |
| 4th | Death Ward, Phantasmal Killer |
| 5th | Far Step, Steel Wind Strike |
Eldritch Slash
Once per turn, you may cast your eldritch secret as a part of making a melee attack roll. Doing so provides the following benefits:
-The attack may target a creature up to 30ft away from you, as you create a crackling slash of energy with the strike. This Still counts as a melee attack roll.
-You may apply one effect of an eldritch invocation you know which normally modifies "a damage dealing cantrip" upon hitting the target.
- Additionally, This attack creates a 5ft wide Line between you and the target, for each spark you cast this secret with, you may choose a creature within this line, they suffer all of the effects the initial target did besides the weapon damage. (Conditions, forced movement, ect).
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 moves out of your weapon reach, you may use your reaction to make a melee attack against the creature, this cannot activate your eldritch secret.
- 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.
Warrior's Soul
Also at 1st level, the soul within the blade bolsters your knowledge and training on the battlefield. 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.
- When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- The weapon counts as a spell foci for you
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.
(Some patrons are trapped within a specific weapon or form, and cannot be "transferred" to another weapon, in this case their shadowy power simply augments the shape of said weapon to emulate another)
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, the statistics of which are in the Monster Manual. 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
Beginning at 6th level, When you take damage from the cursed target of your Hex, you can use your Reaction to reduce the damage taken by an amount equal to 2d8 plus your Charisma modifier.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a Short or Long Rest
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.
Pact of the Blade vs Hexblade (Why or Why not both?)
One of the big questions of players, is why choose pact of the blade when your a hexblade, or why be a hexblade when you can have a pact of the blade?
I've broken down the benefits that each provide.
Pact:
- You may choose From exotic weapons, in addition to all martial weapons (but not a heavy or 2H weapon)
- You may summon and dispel it at will.
- Access to the shadow forger invocation which allows you more versatility with properties
Patron:
- You may choose any martial weapon, even if it is 2H or heavy, But not an exotic weapon
- Using Charisma in place of the weapons normal ability score
- The weapon can be used as your spell focus
- Access to the Thirsting Blade Invocation which increase the amount of attacks you can make
Both:
- Access to The Eldritch Blade master
The Blade Pact gives you additional choice and versatility, whereas the Patron gives you a stronger martial presence. Choosing the Pact boon of the blade as a Hexblade gives you this versatility, but isn't necessary like it was in base 5e.
Expanded Spell Tweaks
The Wrathful smite expanded spell has been swapped for the Divine favor spell, which is always cast with the "Dark Divinity" Spell mastery. This stacks with other spell masteries you choose to apply.
Branding Smite was replaced with cloud of Daggers, Blink with Crusader's Mantle, Staggering Smite with death ward, Cone of Cold with Far Step, and Banishing Smite with Steel Wind Strike.
This is in conjunction with the smite spell phase out, addition of unholy Scriptures invocation, and an attempt to give more concentration options

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