Base Class: Warlock
Your patron’s power manifests through a weapon bound to your will. Through this bond, you learn forbidden techniques that snare shadows, sever distance, and turn an enemy’s violence against them. Hexbound patrons might be sentient weapons, imprisoned conquerors, entities of living shadow, or beings whose judgments take physical form. Whatever the source of your pact, you wield its power through steel and curses, binding your enemies to a fate your blade will deliver.
Hexbound Spells
The magic of your patron ensures you always have certain spells ready. When you reach a Warlock level specified in the Hexbound Spells table, you thereafter always have the listed spells prepared.
Hexbound Spells
| Warlock Level | Spells |
|---|---|
| 3 | Command, Hex, Mirror Image, Shield |
| 5 | Blink, Fear |
| 7 | Dimension Door, Phantasmal Killer |
| 9 | Contagion, Hold Monster |
Level 3: Pact Armaments
You gain training with Medium armor and Shields.
Whenever you conjure or bond with a weapon using your Pact of the Blade invocation, you can use that weapon’s mastery property while the bond lasts.
Level 3: Malediction
You can place a supernatural curse upon a creature in either of the following ways:
- Pronounce the Curse. As a Bonus Action, choose one creature you can see within 60 feet of you.
- Inscribe the Curse. Immediately after you hit a creature with an attack roll using your pact weapon, you can curse that creature without taking an action.
The chosen creature is cursed for 1 minute. The curse ends early if you die or curse another creature with this feature.
Curse Benefits. While cursed, the creature is subject to the Curse benefits of your Hexbound Maneuvers. If you apply Malediction and use a maneuver in response to the same hit, apply the curse before resolving the maneuver. This doesn’t grant the Curse benefit of a maneuver you used before that hit.
Transferring the Curse. If the cursed creature drops to 0 Hit Points, you can use a Bonus Action on a subsequent turn to transfer the curse to another creature you can see within 60 feet of yourself. The curse ends on the previous target, and the new target is cursed for the remaining duration. Transferring the curse doesn’t expend another use of this feature.
Number of Uses. You can use this feature twice, and you regain all expended uses when you finish a Short Rest or Long Rest.
Level 3: Hexbound Maneuvers
Your patron teaches you supernatural combat techniques fueled by special dice called Maneuver Dice.
Maneuvers. You learn three Hexbound Maneuvers of your choice. You learn one additional maneuver at Warlock levels 6, 10, and 14. Whenever you gain a Warlock level, you can replace one maneuver you know with another for which you qualify.
You can use only one maneuver per turn. These maneuvers require the Pact of the Blade invocation. A maneuver’s reference to your pact weapon means the weapon bonded to you through that invocation.
Maneuver Dice. Each maneuver costs one Maneuver Die, regardless of how many times it instructs you to roll that die. You regain all expended Maneuver Dice when you finish a Short Rest or Long Rest. Your number of Maneuver Dice and their size are shown below.
| Warlock Level | Maneuver Dice | Die Size |
|---|---|---|
| 3 | 4 | d6 |
| 6 | 5 | d8 |
| 10 | 6 | d8 |
| 14 | 6 | d10 |
Saving Throws. If a maneuver requires a saving throw, the DC equals your Warlock spell save DC.
Curse Benefits. Each maneuver includes an additional benefit labeled Curse. Unless otherwise specified, this benefit applies if the maneuver’s target is cursed by your Malediction when you use it. Determine whether the benefit applies when you use the maneuver, even if its effects occur later.
Charisma Modifier. Whenever a maneuver uses your Charisma modifier, treat that modifier as +1 if it is lower.
Combining Effects. When a weapon’s mastery property and one or more maneuvers affect the same attack, resolve each effect separately in an order of your choice.
Repeated Effects. A creature can be affected by only one instance of each of your maneuvers at a time.
Borrowed Agony
When a creature you can see damages you, you can take a Reaction and expend one Maneuver Die. Roll the die and reduce the triggering damage by the number rolled plus your Charisma modifier, to a minimum of 0 damage.
The next time you hit that creature with an attack roll using your pact weapon before the end of your next turn, the attack deals extra Necrotic damage equal to the damage prevented by this maneuver.
Curse. After resolving the triggering damage, you can move up to half your Speed without provoking an Opportunity Attack from that creature.
Claim the Killing Blow
Prerequisite: Level 10+ Warlock
When another willing creature you can see within 30 feet of you takes damage that would reduce it to 0 Hit Points without killing it outright, you can take a Reaction and expend one Maneuver Die. The creature drops to 1 Hit Point instead.
Roll your Maneuver Die twice. You take Necrotic damage equal to the total. This damage can’t be reduced or prevented.
Once a creature benefits from this maneuver, it can’t benefit from it again until it finishes a Long Rest, regardless of who uses the maneuver.
Curse. If the creature that dealt the triggering damage is cursed by your Malediction when you use this maneuver, it takes Force damage equal to the total rolled for your Necrotic damage.
Dead Man's Leash
When you hit a creature with an attack roll using your pact weapon, you can expend one Maneuver Die to bind the target with spectral chains until the start of your next turn. Add the Maneuver Die roll to the attack’s damage roll.
If the target willingly moves a total of 10 feet or more while bound, excluding teleportation, the chains break. When they break, roll your Maneuver Die twice. The target takes Necrotic damage equal to the total, and its Speed is reduced by 10 feet until the end of the current turn.
Curse. The target can’t take a Reaction while bound by the chains.
Dread Decree
Prerequisite: Level 10+ Warlock
When you hit a creature with an attack roll using your pact weapon, you can expend one Maneuver Die to bind it with a supernatural command. Add the die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or suffer the following effects on its next turn:
- It can take either an action or a Bonus Action, but not both.
- If it takes the Attack action or uses Multiattack, it can make only one attack as part of that action.
Curse. If the target fails this saving throw, it also can’t take a Reaction until the end of its next turn.
Exchange of Fates
Prerequisite: Level 6+ Warlock
When you hit a Large or smaller creature within 30 feet of you with an attack roll using your pact weapon, you can expend one Maneuver Die and add the die to the attack’s damage roll. The target must succeed on a Charisma saving throw or exchange positions with you by teleportation.
You must be able to see both destination spaces. Each space must accommodate the arriving creature without squeezing and be on a surface or liquid that can support it.
Curse. If the target fails this saving throw, it has Disadvantage on attack rolls against creatures other than you until the start of your next turn.
Hollow Step
Prerequisite: Level 6+ Warlock
When a creature you can see hits you with an attack roll, you can take a Reaction and expend one Maneuver Die. Roll the die and add the number rolled to your AC against the triggering attack, potentially causing it to miss.
If this bonus causes the attack to miss, you can teleport up to 10 feet to an unoccupied space you can see.
Curse. If this bonus causes the attack to miss, the attacker also takes Psychic damage equal to the Maneuver Die roll plus your Charisma modifier.
Lingering Malice
When you miss a creature with an attack roll using your pact weapon, you can expend one Maneuver Die to conjure a spectral blade that hovers beside the target until the start of your next turn.
Immediately after the target next makes an attack roll or willingly moves at least 5 feet, the blade strikes it and disappears. Roll your Maneuver Die. The target takes Force damage equal to the number rolled plus your Charisma modifier.
Curse. When the blade strikes, you gain Advantage on the next attack roll you make against the target before the end of your next turn.
Nowhere to Run
Prerequisite: Level 10+ Warlock
When a creature you can see within 30 feet of you teleports, you can take a Reaction to pursue it. After it teleports, if you can see it within 60 feet of you, you can expend one Maneuver Die to teleport to an unoccupied space you can see within your pact weapon’s reach of it.
You can then make one attack with your pact weapon against that creature. On a hit, add the die to the attack’s damage roll. If you can’t teleport in this way, you don’t expend the die, but your Reaction is spent.
Curse. Immediately after you teleport using this maneuver, the triggering creature can’t take a Reaction until the end of the current turn.
Omen of Ruin
When you hit a creature with an attack roll using your pact weapon, you can expend one Maneuver Die to mark the target with an omen until the start of your next turn. Add the Maneuver Die roll to the attack’s damage roll.
The next time one of your allies hits the target with an attack roll before the omen expires, roll your Maneuver Die. That attack deals extra Necrotic damage equal to the number rolled, and the omen ends.
Curse. Immediately after resolving the attack that triggers the omen’s extra damage, the ally can move up to 10 feet without provoking an Opportunity Attack from the target.
Puppet's Reprisal
Prerequisite: Level 6+ Warlock
When a creature you can see within 30 feet of you misses you with a melee attack roll, you can take a Reaction and expend one Maneuver Die if that creature can take a Reaction. The creature must succeed on a Wisdom saving throw or use its Reaction to make a melee attack against another creature of your choice within its reach. If the attack misses, the attacker takes Psychic damage equal to one roll of your Maneuver Die.
Curse. After resolving this maneuver, you can move up to half your Speed without provoking an Opportunity Attack from the attacker, whether it succeeds or fails on its saving throw.
Reaping Crescent
Prerequisite: Level 6+ Warlock
When you hit a creature with an attack roll using your pact weapon, you can expend one Maneuver Die to release a sweeping spectral blade. Add the die to the attack’s damage roll.
Choose up to two other creatures you can see within 10 feet of the target. Roll your Maneuver Die and add your Charisma modifier. Each chosen creature makes a Dexterity saving throw, taking Necrotic damage equal to the total on a failed save or half as much damage on a successful one.
Curse. If the creature hit by your pact weapon is cursed by your Malediction when you use this maneuver, each chosen creature that fails its saving throw is also pushed up to 10 feet directly away from that target.
Sever the Distance
Immediately before you make an attack roll with your pact weapon as part of the Attack action, you can expend one Maneuver Die to teleport up to 15 feet to an unoccupied space you can see within your weapon’s reach of the target.
If the attack hits, add the Maneuver Die roll to the attack’s damage roll.
Curse. Immediately after the attack, you can teleport up to 10 feet to an unoccupied space you can see, whether the attack hits or misses.
Shadow Snare
When you hit a creature with an attack roll using your pact weapon, you can expend one Maneuver Die to pin the target’s shadow. Add the Maneuver Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or have its Speed reduced to 0 until the start of your next turn.
Curse. If the target fails this saving throw, you can pull it up to 10 feet straight toward you to an unoccupied space. This pull occurs before its Speed is reduced to 0.
Spellbreaker's Brand
Prerequisite: Level 6+ Warlock
When you hit a creature with an attack roll using your pact weapon, you can expend one Maneuver Die to disrupt its magic. Add the die to the attack’s damage roll.
If the target is concentrating, subtract the number rolled on your Maneuver Die from the Constitution saving throw it makes to maintain Concentration as a result of the attack’s damage. On a Critical Hit, use only the first roll of your Maneuver Die to determine this penalty.
Curse. Until the start of your next turn, the target can’t teleport or travel to another plane of existence.
Toll the Departing
When you reduce a creature to 0 Hit Points with an attack using your pact weapon, you can expend one Maneuver Die and choose another creature you can see within 30 feet of you.
Roll your Maneuver Die. The chosen creature takes Necrotic damage equal to the number rolled plus your Charisma modifier. You can then move up to half your Speed without provoking an Opportunity Attack.
Curse. If the creature you reduced to 0 Hit Points is cursed by your Malediction when you use this maneuver, you can teleport instead of moving, appearing in an unoccupied space you can see within a distance equal to half your Speed.
Level 6: Relentless Malediction
Your curse reveals the movements of your prey. While the creature cursed by your Malediction is within 60 feet of you and doesn’t have Total Cover from you, you know its location. This knowledge doesn’t allow you to see it or remove any benefits it gains from being unseen.
When the cursed creature drops to 0 Hit Points, you can transfer your Malediction to another creature you can see within 60 feet of you without taking an action. The curse retains its remaining duration, and transferring it doesn’t expend another use of Malediction.
Level 10: Accursed Resilience
You have Resistance to Necrotic and Psychic damage.
When you roll Initiative and have no Maneuver Dice remaining, you regain one expended Maneuver Die.
Level 14: Avatar of the Accursed Blade
As a Bonus Action, you manifest your patron’s power for 1 minute. Spectral weapons, shifting shadows, or runes of judgment surround you; you determine their appearance.
When you activate this feature, you regain up to two expended Maneuver Dice. You can also place your Malediction on one creature you can see within 60 feet of you without expending a use of that feature. If another creature is already cursed by your Malediction, its curse ends.
For the duration, you gain the following benefits:
Interwoven Techniques. You can use up to two different Hexbound Maneuvers on each of your turns, expending a Maneuver Die for each. Both can affect the same attack if it meets their triggering conditions. You can still use only one maneuver on any other creature’s turn.
Inescapable Judgment. Once on each of your turns, immediately after you resolve a maneuver against the creature cursed by your Malediction, you can teleport up to 15 feet to an unoccupied space you can see.
The transformation ends early if you have the Incapacitated condition.
Once you use this feature, you can’t use it again until you finish a Long Rest.
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