Warlock
Base Class: Warlock

Warlock Otherworldly Patron

You have forged a pact with a sentient weapon of legend. It may have been forged in the Elemental Planes, blessed in the Upper Planes, tempered in the Nine Hells, shaped in the Feywild, or quenched in the Shadowfell. Once carried by heroes and tyrants, it was broken, lost, or cast aside. It did not go quietly.

The weapon cannot wield itself, and you cannot reach the power it promises alone. Awakened by resentment and pride, it offers you its curses, and you offer it a hand to carry them. You fight for your own purpose; it fights for vengeance, glory, or simply to be remembered. Neither of you can claim that future alone. Together, you might.

Level 3: Hexblade Manifest

You can cast Hex without expending a spell slot a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

While you are concentrating on Hex cast using this feature, whenever you make a Constitution saving throw to maintain concentration as a result of taking damage from a creature you can see within 20 feet of you, you can treat a d20 roll of 9 or lower as a 10.

Hex Aura

If your Dexterity score is 13 or higher, you gain proficiency with light armor and medium armor, but not shields.

Hexblade's Ambush

When you hit a creature affected by your Hex or by a spell you cast that imposes a penalty on attack rolls, ability checks, or saving throws. Ones per turn, you can force that creature to make a Charisma saving throw against your spell save DC.

On a failed save, you move the creature to an unoccupied space you can see within 30 feet of you.

If you place the creature within 5 feet of you, it has disadvantage on attack rolls against you until the start of your next turn.

You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest.

Hexblade’s Exposure

When you deal damage to a creature affected by your Hex, you can cause it to suffer additional necrotic damage equal to your Charisma modifier. You can use this feature once per turn.

If the target is below half its maximum hit points, the extra damage increases to 1d8 + your Charisma modifier.

You can use this feature once per turn, equal to your Charisma modifier. You regain all uses after a long rest.

Detonating Curse

Once per long rest, when a creature affected by your Hex or by a spell you cast that imposes a penalty on attack rolls, ability checks, or saving throws is reduced to 0 hit points, you can cause its curse to erupt violently.

Each creature of your choice within 10 feet of the slain creature must make a Constitution saving throw against your spell save DC.

On a failed save, a creature takes 6d10 force damage.

On a successful save, it takes half as much damage.

Comments

Posts Quoted:
Reply
Clear All Quotes