Base Class: Warlock
You have made your pact with a mysterious entity from the Plane of Shadows, which gifts you with dark blessings who strengthen your martial prowess and enhances your curses.
This subclass is meant to be an adaptation of the original Hexblade from D&D 2014 to D&D 2024. The purpose of this class is to trade the supernatural spellcaster-like abilities other patrons give for some better melee fighting perks which would hopefully encourages a single class progression over the idea of multiclassing with other martial classes (like fighter).
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.
| Warlock Level | Spells* |
|---|---|
| 3 | Shield, Hex, Command, Blur, Magic Weapon |
| 5 | Nondetection, Fear |
| 7 | Freedom of Movement, Evard's Black Tentacles |
| 9 | Seeming, Steel Wind Strike* |
* The spell list has been updated from 2014 version removing smites (because of Eldritch Smite they become way too situational) and blur (which is just a super bad option), adding some useful shadow/illusion/enchantment/melee buff stuff (avoiding potentially overpowered choices like haste). Steel Wind Strike is not implemented (there is Cone of Cold instead) since it's not in 2024 free rules so you have to add it manually.
Level 3: Hex Warrior
You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. You can pick Fighting Style Feats with the Lessons of the First Ones invocation. You can use the Pact of the Blade invocation on two weapons at the same time, and you can use the mastery properties of those weapons.
There is no way to grant access to Fighting Style Feats, nor to create home-brew Origin Feats accessible from Lesson of the First Ones. You have to create an homebrew feat copying the Fighting Style you want, remove the prerequisites and add it manually to the character. The second Pact of the Blade is coded as Hex Weapon. Weapon Mastery cannot be coded yet, it'd just display an extra description in the action section anyway; take note of your pact of the blade weapons and use their mastery anyway.
Level 6: Accursed Warrior
When you can cast Hex it does not require concentration. You can also cast it without expending a spell slot once. You can do it again after you finish a Short or Long Rest.
Your attack rolls against your Hex targets can score a Critical Hit on a roll of 19 or 20 on the d20. If you kill or score a Critical Hit on a Hex target you regain hit points equal to your Warlock level.
Level 10: Armor of Hexes
Every round the first time a creature attacks you, the attack roll is made with Disadvantage.
Level 14: Master of Hexes
When you cast Hex you add 2d6 necrotic damage, instead of 1d6, to your weapon attacks damage against the target.
Once per turn, when you hit a creature with your Hex Weapon or Pact of the Blade, you can cast Hex as part of the action used to attack; alternatively, in the same way, you can curse a new creature after the first target of your Hex dropped to 0 hit points.
Previous Versions
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3/23/2025 9:41:12 PM
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7
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Coming Soon
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