Fighter
Base Class: Fighter

Some fighters seek power in another. These warriors will find a patron to grant them eldritch prowess. These warriors are able to sling spells and unleash curses upon them.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots

The Hex Knight Spellcasting table shows how many spell slots you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level warlock spells of your choice, two of which you must choose from the abjuration and evocation spells on the warlock spell list.

The Spells Known column of the Hex Knight Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, since you learn your spells through pacts. 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

Hex Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Fighters 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 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 dies, you regain 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.

Eldritch Invocations

At 7th level, you can learn two invocations. Whenever you gain a level in this class, you can replace one of the invocations with another.

You can learn an additional invocation at 15th level.

Agonizing Blast

When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

Cloak of Flies

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

You can cast Confusion once using a hex knight spell slot. You can't do so again until you finish a long rest.

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot or material components.

Eldritch Smite

Once per turn when you hit a creature with your pact weapon, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Eldritch Spear

When you cast Eldritch Blast, its range is 300 feet.

Eyes of the Runekeeper

You can read all writing.

Fiendish Vigor

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

 

Gift of the Depths

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

Grasp of Hadar

Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.

Lance of Lethargy

Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Lifedrinker

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Maddening Hex

As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms

You can cast Alter Self at will, without expending a spell slot.

Minions of Chaos

You can cast Conjure Elemental once using a hex knight spell slot. You can't do so again until you finish a long rest.

Mire the Mind

You can cast Slow once using a hex knight spell slot. You can't do so again until you finish a long rest.

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

One with Shadows

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherwordly Leap

You can cast Jump at will, without expending a spell slot.

Relentless Hex

Your curse creates a temporary bond between you and your target. 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 Hex spell. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

You can cast Polymorph once using a hex knight spell slot. You can't do so again until you finish a long rest.

Shroud of Shadow

You can cast Invisibility at will, without expending a spell slot.

Sign of Ill Omen

You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.

Thief of Five Fates

You can cast Bane once using a hex knight spell slot. You can't do so again until you finish a long rest.

Tomb of Levistus

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Trickster's Escape

You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Undying Servitude

You can cast Animate Dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.

Visions of Distant Realms

You can cast Arcane Eye at will, without expending a spell slot.

Whispers of the Grave

You can cast Speak with Dead at will, without expending a spell slot.

Witch Sight

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Aura of Misfortune

Starting at 10th level, you can use an action to create an aura of misfortune around yourself. For 1 minute, any creature that attacks you while within 15 feet of you must roll a d6 and substract the result from the attack roll. You can use this feature once, and you regain use of it when you finish a long rest

Patron's Curse

At 15th level, as a bonus action, you can curse an enemy within 30 feet. For the next minute, the first time you hit the creature each turn, it takes an additional 1d12 necrotic damage. You can use this feature once per short or long rest.

Mystic Arcanum

At 18th level, your patron bestows upon you a magical secret called an arcanum. Choose one 5th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

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