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Hexblade

You've made a pact with a sentient magic weapon and the cursed forces contained within its blade. Such a weapon could be the sword sheathed at a Warlock's side, or it could be an infamous magic weapon stored elsewhere, projecting its power across the multiverse to further its cunning plans. To those who are willing to follow this weapon's whims, these inscrutable patrons offer the power to bestow malignant curses, deliver punishing blows, and bolster the wielder.


Level 3: Hexblade Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Hexblade Spells table, you thereafter always have the listed spells prepared.


LevelHexblade Spells
3Arcane Vigor, Hex, Magic Weapon, Shield, Wrathful Smite
5Conjure Barrage, Dispel Magic
7Freedom of Movement, Staggering Smite
9Animate Objects, Steel Wind Strike


Level 3: Hexblade Manifest

Your patron grants you the power to summon cursed echoes of its blade to hinder your foes. You gain the following benefits.

Hexblade's Curse. You can cast Hex without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. When you cast Hex, a spectral weapon resembling your patron orbits the cursed target.

Hexblade's Maneuvers. Once per turn, when you hit a target cursed by your Hex with an attack roll, you can cause one of these additional effects:

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 Charisma modifier.

Stymying Mark. The target has Disadvantage on the next saving throw it makes before the start of your next turn.


Level 6: Life Stealer

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 1d8 plus your Charisma 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 Charisma modifier (minimum of 1 Necrotic damage).


Level 10: Armor of Hexes

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 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 Long Rest.


Level 14: Masterful Hex

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 a 19 or 20 on the d20.

Infectious Hex. When you use one of your Hexblade's Maneuvers, you can target one additional creature within 30 feet of the cursed target. The additional target takes 1d6 Necrotic damage.

Resilitent Hex. Taking damage can't break your Concentration on Hex.


Source: Unearthed Arcana 2025: Horror Subclasses


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