Edit: Thank you to those who have contributed so far!
I put this in Homebrew, but it hasn't had much traction, so I will try here as well. Please let me know if this isn't the right place.
Background:
I am relatively new to DnD, I only have one completed campaign under my belt as a Cleric.
I am currently in a campaign that is one foot in 2014 and one in 2024, and I am currently playing a Hexblade using the older 2014 rules. I was excited when I saw that Hexblade was getting an update in 2024, but was disappointed that the UA version seems to have lost any incentive to be an unclose and personal melee-focused warlock like the 2014 version had. I also did not like that they gave the Hexblade essentially martial-esque maneuvers and required the subclass to concentrate on Hex or otherwise gain no benefit from the subclass overall.
I started thinking about creating my own version since my DM is pretty open to 3rd party and Homebrew stuff and wanted to get some opinions on it before I showed it to him because I don't trust myself to make an abomination that is overtuned. Essentially, I wanted to create a version of the subclass that heavily leaned into the new Pact of the Blade Invocation, and focused on being in melee, and getting hits with its Bonded Weapons. I kept some elements of both the 2014 and 2024 UA version, but alot of it I straight up changed for better or worse.
Please let me know what you think, and constructive criticism and suggestions are welcome!
WARLOCK: HEXBLADE PATRON
Prerequisite: Pact of the Blade Eldritch Invocation
Many entities across the multiverse embody aspects of what mortal races call martial prowess. Sentient Weapons often seek to influence adventurers who find them to fulfill their ends. At the same time, celestials, fey, and even fiends can all desire followers who do most of their work with the point of a blade instead of relying solely on magic. You have made a pact with such an entity, and your Patron empowers you with the ability to channel its will into a weapon to wield against your foes, empowering your attacks and bolstering your defenses.
LEVEL3: HEXBLADESPELLS
The magic of your patron ensures you alwayshave certain spells ready; when you reach a Warlocklevel specified in the Hexblade Spells table, you thereafter always have the listed spells prepared.
Your patron grants you a measure of their immutable form and protection, as well as preternatural mastery of weapons. A Sentient Weapon may manifest echos of itself to deflect blows that target you, an Outsider on the other hand may grant you a portion of their otherworldly prowess allowing you to dodge attacks that would have crippled another warrior. You are also able to expand your abilities granted by the Pact of the Blade, bonding to multiple weapons and being able to manipulate them in ways other Warlocks cannot.
If you are not wielding a shield or wearing armor and are bonded to a weapon using the Pact of the Blade Eldritch Invocation, your base Armor Class equals 10 plus your Dexterity and Charisma Modifiers.
Additionally, you gain a Fighting Style Feat from the following List:
Great Weapon Fighting, Two-Weapon Fighting, Dueling, Blind Fighting, Thrown Weapon Fighting, or Interception
Whenever you gain a level in Warlock, you may replace the Fighting Style Feat you chose with another from the list.
Finally, you gain these additions to your Pact Weapon Eldritch Invocation:
When you conjure a Pact Weapon or Bond with a weapon using this feature, you can conjure or bond to one additional weapon for a total of two. You can also ignore the Heavy property of any weapon you Bond to.
Additionally, you can dismiss any weapon to which you are bonded, shunting it into a pocket dimension. You can summon one or both bonded weapons from this pocket dimension to an unoccupied hand as a bonus action.
If you start or end your turn without a Bonded weapon in your hand (for example, by throwing them as an attack), you may summon any number of your Bonded weapons to your unoccupied hands as a bonus action.
LEVEL6: INEVITABLE BLADE
Your patron’s might allows you to Curse a particular foe. This makes them particularly susceptible to your Bonded weapons, your blades finding the chinks in an enemies defenses as if it was fated, and their deaths feeds your own vitality.
As a bonus action or as part of the Attack action you can Curse a target within 30 feet. The Curse lasts 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:
When you attack the Cursed Target with a Bonded Weapon your attacks are a Critical Hit on a 19 or higher.
You deal extra damage to the target when you strike it with a Bonded Weapon. This extra damage is either Necrotic, Radiant, or Psychic (your choice) and is equal to your Charisma modifier.
You always know the Cursed targets location as long as it remains on the same plane of existence as you.
Whenever a Cursed Target dies you can either transfer the Curse to another target within range, or you can regain Hit Points equal to 1d8 plus your Charisma modifier. If you are at full Hit Points you gain Temporary Hit Points instead.
You can use this feature a number of times equal to half your Proficency Bonus (minimum of once). You regain all uses when you finish a Short or Long Rest
LEVEL10: STIRRING BLADE
Your connection to your Patron grants you preturnatural abilities. You are able to predict the attacks and tactics of those who you curse, and react to them with lightning speed.
During Combat, you may as a reaction perform any of the following if you can see the target of your Curse and it takes an Attack action, Magic action, or uses its movement speed during a round of combat. You must choose which reaction (if any) to take after the triggering action has been completed but before any damage has been rolled:
Make a melee or ranged attack with a Bonded weapon against the Cursed Target
Move up to half your Speed (this movement triggers opportunity attacks as normal)
Cast the Shield spell.
You may use this Feature up to your Proficency bonus times per day and regain all expended uses on a long rest.
LEVEL14: AWAKENED BLADE
Your patron’s accursed might flowseven more strongly through you, enabling you to fight any number of foes with the same precision you exercise in a single duel.
You gain the following benefits:
You gain the Weapon Mastery of any weapon you Bond to using your Pact of the Blade Eldritch invocation.
When you use your Inevitable Blade feature, you may now Curse a number of targets equal to half your Procifiency Bonus.
When you bring a Cursed target to 0 HP, any other Cursed targets within 30 feet of the slain target takes Necrotic, Radiant, or Psychic damage (your choice) equal to your Charisma modifier.
GREEN - MOVED or CHANGED OR ADDED UPON RECOMENDATION
RED - REMOVED UPON RECOMMENDATION
BLUE - ON THE CHOPPING BLOCK OR NEEDS CONSIDERATION
ORANGE - CONSIDER REPLACING THE BLUE WITH THIS
WARLOCK: HEXBLADE PATRON
________________________________________
Prerequisite: Pact of the Blade Eldritch Invocation
Many entities across the multiverse embody aspects of what mortal races call martial prowess. Sentient Weapons often seek to influence adventurers who find them to fulfill their ends. At the same time, celestials, fey, and even fiends can all desire followers who do most of their work with the point of a blade instead of relying solely on magic. You have made a pact with such an entity, and your Patron empowers you with the ability to channel its will into a weapon to wield against your foes, empowering your attacks and bolstering your defenses.
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.
Your patron grants you a measure of their immutable form and protection, as well as preternatural mastery of weapons. A Sentient Weapon may manifest echos of itself to deflect blows that target you, an Outsider on the other hand may grant you a portion of their otherworldly prowess allowing you to dodge attacks that would have crippled another warrior. You are also able to expand your abilities granted by the Pact of the Blade, bonding to multiple weapons and being able to manipulate them in ways other Warlocks cannot.
If you are not wielding a shield or wearing armor and are bonded to a weapon using the Pact of the Blade Eldritch Invocation, your base Armor Class equals 10 plus your Dexterity and Charisma Modifiers.
You may choose two weapons (for instance, Longsword or Scimitar) and gain their Weapon Masteries. You may swap one or both of these choices for another weapon when you gain a Warlock Level.
Additionally, you gain a Fighting Style Feat from the following List:
Great Weapon Fighting, Two-Weapon Fighting, Dueling, Blind Fighting, Thrown Weapon Fighting, or Interception
Whenever you gain a level in Warlock, you may replace the Fighting Style Feat you chose with another from the list.
Finally, you gain these additions to your Pact Weapon Eldritch Invocation:
When you conjure a Pact Weapon or Bond with a weapon using this feature, you can conjure or bond to one additional weapon for a total of two. You can also ignore the Heavy property of any weapon you Bond to.
Additionally, you can dismiss any weapon to which you are bonded, shunting it into a pocket dimension. You can summon one or both bonded weapons from this pocket dimension to an unoccupied hand as a bonus action.
As part of an Attack action, or if you start or end your turn without a Bonded weapon in your hand (for example, by throwing them as an attack), you may summon any number of your Bonded weapons to your unoccupied hands as a bonus action.
LEVEL 6: INEVITABLE BLADE
Your patron bestows you with the ability to Curse a particular foe. This makes them susceptible to your Bonded weapons, your blades finding the chinks in an enemies defenses as if it was fated, even as their deaths feeds your vitality.
As a bonus action or as part of the Attack action, you can Curse a target within 30 feet. The Curse lasts 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:
When you attack the Cursed Target with a Bonded Weapon, your attacks are a Critical Hit on a 19 or higher.
Removed Damage Rider
You always know the Cursed target's location as long as it remains on the same plane of existence as you.
Whenever a Cursed Target dies, you can either transfer the Curse to another target within range or you can regain Hit Points equal to 1d8 plus your Charisma modifier. If you are at full Hit Points, you gain Temporary Hit Points instead.
You can use this feature a number of times equal to half your Proficiency Bonus (minimum of once). You regain all uses when you finish a Short or Long Rest
LEVEL 10: STIRRING BLADE
Your connection to your Patron grants you preternatural abilities. You can predict the attacks and tactics of those whom you curse, and react to them with lightning speed.
During Combat, you may, as a reaction, perform any of the following if you can see the target of your Curse and it takes an Attack action, Magic action, or uses its movement speed during a round of combat. You must choose which reaction (if any) to take before any Attacks or Saves have been rolled, but after the triggering movement has been completed.
REMOVED ATTACK REACTION
Move up to half your speed towards or away from a Cursed target (This movement does not trigger opportunity attacks from a Cursed target) If this movement makes a Triggering Attack action or Magic Action unable to be completed, another action or target can be chosen.
Cast the Shield spell (without expending a Spell Slot).
You may use this Feature up to your Proficiency Bonus times per day and regain all expended uses on a long rest.
If your Cursed target uses the Attack Action or Magic Action against you, you may use your Reaction to impose disadvantage on the Attack roll OR gain Advantage on the Saving Throw.
Additionally, you have the advantage on any saves to become Charmed or Frightened imposed by a Cursed target.
LEVEL 14: AWAKENED BLADE
Your patron’s accursed might flows more strongly through you, enhancing the deadly potential of your blows and enabling you to fight any number of foes with the same precision you exercise in a single duel.
You gain the following benefits:
You now gain the Weapon Mastery of any weapon you Bond to using your Pact of the Blade Eldritch invocation.
(MOVED FROM LEVEL 6) You deal extra damage to a Cursed target when you strike it with a Bonded Weapon. This damage is either Necrotic, Radiant, or Psychic (your choice) and is equal to your Charisma modifier.
When you use your Inevitable Blade feature, you may now Curse a number of targets equal to half your Procifiency Bonus.
When you bring a Cursed target to 0 HP, any other Cursed targets within 30 feet of the slain target take Necrotic, Radiant, or Psychic damage (your choice) equal to your Charisma modifier.
1. that’s something I was trying to avoid. What do you think I should move, perhaps the fighting style?
2. That makes sense something like (without expending a spell slot).
3. thought that the attack reaction wouldn’t necessarily be to bad, but yeah now you mention it it does sound like a lot, any recommendation on an alternative?
4. The whole “cast a cantrip in exchange for an attack” type thing? I was thinking about it but then considered that with elderitch blast in the mix it might become to much, and with all their spell slots being max level the only alternative that would be allowing them to cast a fully leveled spell? I’m open to ideas I just couldn’t think of ways to do it without it being too strong.
Question - what do you think overall, is it overturned, subpar, hit close to the mark or wildly off base?
1. that’s something I was trying to avoid. What do you think I should move, perhaps the fighting style?
2. That makes sense something like (without expending a spell slot).
3. thought that the attack reaction wouldn’t necessarily be to bad, but yeah now you mention it it does sound like a lot, any recommendation on an alternative?
4. The whole “cast a cantrip in exchange for an attack” type thing? I was thinking about it but then considered that with elderitch blast in the mix it might become to much, and with all their spell slots being max level the only alternative that would be allowing them to cast a fully leveled spell? I’m open to ideas I just couldn’t think of ways to do it without it being too strong.
Question - what do you think overall, is it overturned, subpar, hit close to the mark or wildly off base?
For 1, move "You deal extra damage to the target when you strike it with a Bonded Weapon. This extra damage is either Necrotic, Radiant, or Psychic (your choice) and is equal to your Charisma modifier." to level 14.
3: I think strait up remove it. It's too good compared to the other options. Also, the movement shouldn't provoke opportunity attacks. The option is useless in its current state.
You bring up a good point for 4, that eldritch blast... exists. Perhaps the other valor bard feature that lets you make one weapon attack after casting a spell? Probably limit it to only level 1+ spells.
Overall, I feel like it is very slightly overtuned, but close to good.
Rollback Post to RevisionRollBack
If you are being disingenuous and rude, consider this your only response.
I notice that the subclass design does not allow for any weapon masteries before level 14. I would change that to allow for the subclass to grant 2 weapon masteries at level 3 that can only be changed when you level. Then at level 14 the feature would allow for the use of different weapon masteries based on your bonded weapon.
1. that’s something I was trying to avoid. What do you think I should move, perhaps the fighting style?
2. That makes sense something like (without expending a spell slot).
3. thought that the attack reaction wouldn’t necessarily be to bad, but yeah now you mention it it does sound like a lot, any recommendation on an alternative?
4. The whole “cast a cantrip in exchange for an attack” type thing? I was thinking about it but then considered that with elderitch blast in the mix it might become to much, and with all their spell slots being max level the only alternative that would be allowing them to cast a fully leveled spell? I’m open to ideas I just couldn’t think of ways to do it without it being too strong.
Question - what do you think overall, is it overturned, subpar, hit close to the mark or wildly off base?
For 1, move "You deal extra damage to the target when you strike it with a Bonded Weapon. This extra damage is either Necrotic, Radiant, or Psychic (your choice) and is equal to your Charisma modifier." to level 14.
3: I think strait up remove it. It's too good compared to the other options. Also, the movement shouldn't provoke opportunity attacks. The option is useless in its current state.
You bring up a good point for 4, that eldritch blast... exists. Perhaps the other valor bard feature that lets you make one weapon attack after casting a spell? Probably limit it to only level 1+ spells.
Overall, I feel like it is very slightly overtuned, but close to good.
Thank you, I made most of those changes below, but I left out the "make an attack after casting a spell" type thing. If the subclass is already feeling over-tuned turned adding something like that will not only take away from those other classes that have the ability but also continue to add features to something that feels overtuned.
I notice that the subclass design does not allow for any weapon masteries before level 14. I would change that to allow for the subclass to grant 2 weapon masteries at level 3 that can only be changed when you level. Then at level 14 the feature would allow for the use of different weapon masteries based on your bonded weapon.
Thank you both for those observations, I have edited the sublcass to reflect these changes, let me know what you think:
EDITED Version:
GREEN - MOVED or CHANGED OR ADDED
RED - REMOVED SOMETHING
WARLOCK: HEXBLADE PATRON
________________________________________
Prerequisite: Pact of the Blade Eldritch Invocation
Many entities across the multiverse embody aspects of what mortal races call martial prowess. Sentient Weapons often seek to influence adventurers who find them to fulfill their ends. At the same time, celestials, fey, and even fiends can all desire followers who do most of their work with the point of a blade instead of relying solely on magic. You have made a pact with such an entity, and your Patron empowers you with the ability to channel its will into a weapon to wield against your foes, empowering your attacks and bolstering your defenses.
LEVEL3: HEXBLADESPELLS
The magic of your patron ensures you alwayshave certain spells ready; when you reach a Warlocklevel specified in the Hexblade Spells table, you thereafter always have the listed spells prepared.
Your patron grants you a measure of their immutable form and protection, as well as preternatural mastery of weapons. A Sentient Weapon may manifest echos of itself to deflect blows that target you, an Outsider on the other hand may grant you a portion of their otherworldly prowess allowing you to dodge attacks that would have crippled another warrior. You are also able to expand your abilities granted by the Pact of the Blade, bonding to multiple weapons and being able to manipulate them in ways other Warlocks cannot.
If you are not wielding a shield or wearing armor and are bonded to a weapon using the Pact of the Blade Eldritch Invocation, your base Armor Class equals 10 plus your Dexterity and Charisma Modifiers.
You may choose two weapons (for instance, Longsword or Scimitar) and gain their Weapon Masteries. You may swap one or both of these choices for another weapon when you gain a Warlock Level.
Additionally, you gain a Fighting Style Feat from the following List:
Great Weapon Fighting, Two-Weapon Fighting, Dueling, Blind Fighting, Thrown Weapon Fighting, or Interception
Whenever you gain a level in Warlock, you may replace the Fighting Style Feat you chose with another from the list.
Finally, you gain these additions to your Pact Weapon Eldritch Invocation:
When you conjure a Pact Weapon or Bond with a weapon using this feature, you can conjure or bond to one additional weapon for a total of two. You can also ignore the Heavy property of any weapon you Bond to.
Additionally, you can dismiss any weapon to which you are bonded, shunting it into a pocket dimension. You can summon one or both bonded weapons from this pocket dimension to an unoccupied hand as a bonus action.
If you start or end your turn without a Bonded weapon in your hand (for example, by throwing them as an attack), you may summon any number of your Bonded weapons to your unoccupied hands as a bonus action.
LEVEL6: INEVITABLE BLADE
Your patron’s might allows you to Curse a particular foe. This makes them particularly susceptible to your Bonded weapons, your blades finding the chinks in an enemies defenses as if it was fated, and their deaths feeds your own vitality.
As a bonus action or as part of the Attack action, you can Curse a target within 30 feet. The Curse lasts 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:
When you attack the Cursed Target with a Bonded Weapon, your attacks are a Critical Hit on a 19 or higher.
Removed Damage Rider
You always know the Cursed target's location as long as it remains on the same plane of existence as you.
Whenever a Cursed Target dies, you can either transfer the Curse to another target within range or you can regain Hit Points equal to 1d8 plus your Charisma modifier. If you are at full Hit Points, you gain Temporary Hit Points instead.
You can use this feature a number of times equal to half your Proficiency Bonus (minimum of once). You regain all uses when you finish a Short or Long Rest
LEVEL10: STIRRING BLADE
Your connection to your Patron grants you preternatural abilities. You can predict the attacks and tactics of those whom you curse, and react to them with lightning speed.
During Combat, you may, as a reaction, perform any of the following if you can see the target of your Curse and it takes an Attack action, Magic action, or uses its movement speed during a round of combat. You must choose which reaction (if any) to take before any Attacks or Saves have been rolled, but after the triggering movement has been completed.
REMOVED ATTACK REACTION
Move up to half your speed towards or away from a Cursed target (This movement does not trigger opportunity attacks from a Cursed target) If this movement makes a Triggering Attack action or Magic Action unable to be completed, another action or target can be chosen.
Cast the Shield spell (without expending a Spell Slot).
You may use this Feature up to your Proficiency Bonus times per day and regain all expended uses on a long rest.
LEVEL14: AWAKENED BLADE
Your patron’s accursed might flows more strongly through you, enhancing the deadly potential of your blows and enabling you to fight any number of foes with the same precision you exercise in a single duel.
You gain the following benefits:
You now gain the Weapon Mastery of any weapon you Bond to using your Pact of the Blade Eldritch invocation.
You deal extra damage to a Cursed target when you strike it with a Bonded Weapon. This damage is either Necrotic, Radiant, or Psychic (your choice) and is equal to your Charisma modifier.
When you use your Inevitable Blade feature, you may now Curse a number of targets equal to half your Procifiency Bonus.
When you bring a Cursed target to 0 HP, any other Cursed targets within 30 feet of the slain target takes Necrotic, Radiant, or Psychic damage (your choice) equal to your Charisma modifier.
Please let me know what you think and how it could be adjusted to make it more balanced if it still seems overtuned. I am a bit concerned that adding weapon masteries to the Level 3 Features makes it pretty front loaded.
You have so much stuff dependent on pact of the blade, you should just give pact of the blade since at this point it's an invocation tax else wise.
I don't know why you're giving Magic Weapon as a spell, it's redundant, a Pact Weapon is essentially already considered magical which means Magic Weapon can not apply to it. You have to get into convoluted methods to get that to even work, I recommend just removing Magic Weapon, I'd replace elemental weapon too, 2014 Hexblade could Utilise it if they bonded to a non-pact non-magical weapon but that is not a solution that works here.
bonding to multiple weapons and being able to manipulate them in ways other Warlocks cannot
This language is just too loose here and I think it's already described better below, just remove it or improve it such as "bonding to a secondary weapon and being able to manipulate their bonded weapons in ways other Warlocks cannot." Fluff can be nice but this isn't the right way to do fluff.
10+DEX+CHA AC is worse then Medium Armor and in 2014, Hexblade had Medium Armor and Shields, just give Medium Armor and Shields.
Giving Mastery Properties, Fighting Style Feat, 2nd Bonded Weapon, Ignore Heavy Property, plus 2nd level Pact Slots, plus prepared spells, this is just too front loaded. Hexblade is not a fighter or half-fighter (Paladin & Ranger), I think leaving Fighting Style feats to Fighter and it's hybrid classes is a lot cleaner, I'd just remove fighting style feats, I also wouldn't remove the Heavy Property, it's only 13 Strength (Melee) or 13 Dexterity (Ranged). Else at this point the Warlock is just going to straight up be better with weapons then Paladin or Ranger which shouldn't be the case.
I'd drop the level 6 feature, I'd add another level 3 feature: Hexblade's Mastery. You become a master of the Hex, you can cast Hex without expending a bonus action or using a spell slot a number of times per day equal to your charisma modifier. If you miss an attack against the creature currently affected by your Hex spell, the next attack against the same creature has advantage.
It's simpler, it's cleaner and it's an extra resource that doesn't need to be tracked anymore.
Level 6 - for 2014 this was Accursed Specter, personally I didn't like Accursed Specter due to it's slightly situational status, you needed to kill a Humanoid to trigger it. I'd just replace it with an ability to summon a visage of your Patron after finishing a long rest but else wise basically being Accursed Specter, if the specter is defeated you can perform a 1 minute ritual and expend a pact magic slot to resummon it.
Level 10 - this is just broken, you basically can cast Shield every turn? Without limit, that is almost like taking the Defensive Duellist feat without taking the Defensive Duellist feat. it's also heavily reliant on Initiative order which a feature generally shouldn't be. The Free Movement also makes no sense, basically you get a free action at the start of every turn of your curse target? I'd give concentration free Hex (so another concentration spell can be used) and that when the target of your Hex takes an attack against you can use a reaction to impose disadvantage on the attack. You additionally are immune to the Charmed & Frightened conditions from the target of your Hex. You can still only inflict hex on one creature at a time.
Level 14 - this just feels like too much again. I'd stick similar to 2014 but with the hex spell (instead of a curse), when you reduce the target of your hex to 0HP, you can move your hex to a new target without expending a bonus action. Additionally your Patron's Visage gains the benefits of your hex spell against your hex target and can make two attacks against that target.
Overall, I'm going to say you let power creep take over this way too much. Pact of the Blade warlock is already a quiet powerful Gish, making it better than Paladin or Ranger is just not an area it should go to since Warlock still gets superior spellcasting to either Paladin or Ranger and then can go into Melee or Ranged and be effective in both.
Your first note regarding reliance on pact of the blade, as I said in my OP, that is the point. This is the Sub-Class that is all about Pact of the Blade. I think that giving away a free Eldritch Invocation at this point would way overload the Level 3 features, especially when you are already going to have it at this point, probably if you want to go for a Bladelock feel.
Level 3 - I decided to keep the UA 2024 spells as they are, so I didn't mess with anything too much in that regard. Elemental Weapon isn't in there, though. I imagine that the DnD team thought you could cast Magic Weapon on a mundane sword and then bond to it?
I did intentionally want to make the "armor" not as good as Medium armor and Shields upfront, while also reinforcing the charisma forward approach of the class and subclass. For instance I'm running a warlock in another game and with a +4 charisma, and +2 dex would be at 16AC with this combination at level 6 (in that actual game I'm running a 2014 Hexblade and have a breastplate so my AC is 16 anyway) so I think its relatively similar and would potentially scale the higher you get in levels depending on your choices with ASI's and Feats (could get to 18-19 AC by say Level 16 assuming a 16 Char and 14 at start) before factoring in any magic items or anything). I do see the merits of going straight to Medium armor and Shields, though, but I like the idea of this better at the moment. There are also some strictly non-combat related things this can help with, like social interactions such as getting into a place that doesn't want fully armored people walking around it, or not needing to worry about disadvantage on Sneak rolls from Scale Mail or Half-Plate. Like you said, we are trying to separate it from Fighters and Paladins a bit, so making their defenses rely on a combination of their spellcasting ability and agility made sense to me.
Yeah, I hear you about the fight style feats and Heavy restriction. I thought having a more restricted list that only focused on weapon fighting styles and also only getting them at Level 3 as opposed to Level 1 for Fighters and Paladins might make it work.
I could use your idea for Hexblade's Mastery, but essentially, at that point, I could just use the UA version but change it to not require concentration in Hex (I think it arguably should do that, maybe as a Level 6 ribbon). I wanted to hearken back to the Hexblades' curse but move the Crit range change and other benefits to Level 6 to both replace the specter and give some breathing room to Champions who otherwise would be having their Crit range change occur at the same time. Additionally, adding something like that to the Level 3 would front-load it more, right, even if I removed the fighting style feats?
Level 6 - Personally, I was one of those people who never got the point of the accursed specter summon in the 2014 version. I don't think it made much sense then, and so I wouldn't want to revisit it in this homebrew idea anyway.
Level 10 - For the Shield idea, you may have missed where it says that special reaction is limited to your Proficiency Bonus times per day. I do like the idea of instead of the reaction, being able to impose disadvantage on the next attack of a cursed target, and potentially gaining bonuses vs charmed and frightened though, I hadn't considered that.
Level 14 - I really wanted to distance the hexblade from the reliance on Hex that appeared in the US and focus on combat with bonded weapons. If you had any ideas to change the existing feature, I'm all ears!
Thank you again for your input. When I post the revision again, I'll include what I think works with the idea I have in mind. I do agree that it's currently probably overtuned, but I'm looking at ways to either adjust or remove parts of features to make it more balanced.
I'll edit the OP to reflect the changes I have already made.
NOTE EDITED VERSION AT THE BOTTOM OF OP
Edit: Thank you to those who have contributed so far!
I put this in Homebrew, but it hasn't had much traction, so I will try here as well. Please let me know if this isn't the right place.
Background:
I am relatively new to DnD, I only have one completed campaign under my belt as a Cleric.
I am currently in a campaign that is one foot in 2014 and one in 2024, and I am currently playing a Hexblade using the older 2014 rules. I was excited when I saw that Hexblade was getting an update in 2024, but was disappointed that the UA version seems to have lost any incentive to be an unclose and personal melee-focused warlock like the 2014 version had. I also did not like that they gave the Hexblade essentially martial-esque maneuvers and required the subclass to concentrate on Hex or otherwise gain no benefit from the subclass overall.
I started thinking about creating my own version since my DM is pretty open to 3rd party and Homebrew stuff and wanted to get some opinions on it before I showed it to him because I don't trust myself to make an abomination that is overtuned. Essentially, I wanted to create a version of the subclass that heavily leaned into the new Pact of the Blade Invocation, and focused on being in melee, and getting hits with its Bonded Weapons. I kept some elements of both the 2014 and 2024 UA version, but alot of it I straight up changed for better or worse.
Please let me know what you think, and constructive criticism and suggestions are welcome!
WARLOCK: HEXBLADE PATRON
Prerequisite: Pact of the Blade Eldritch Invocation
Many entities across the multiverse embody aspects of what mortal races call martial prowess. Sentient Weapons often seek to influence adventurers who find them to fulfill their ends. At the same time, celestials, fey, and even fiends can all desire followers who do most of their work with the point of a blade instead of relying solely on magic. You have made a pact with such an entity, and your Patron empowers you with the ability to channel its will into a weapon to wield against your foes, empowering your attacks and bolstering your defenses.
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.
HEXBLADE SPELLS
Warlock Level
Spells
3
Arcane Vigor, Hex, Magic Weapon, Shield, Wrathful Smite
5
Conjure Barrage, Dispel Magic
7
Freedom of Movement, Staggering Smite
9
Animate Objects, Steel Wind Strike
LEVEL 3: HEX WARRIOR
Your patron grants you a measure of their immutable form and protection, as well as preternatural mastery of weapons. A Sentient Weapon may manifest echos of itself to deflect blows that target you, an Outsider on the other hand may grant you a portion of their otherworldly prowess allowing you to dodge attacks that would have crippled another warrior. You are also able to expand your abilities granted by the Pact of the Blade, bonding to multiple weapons and being able to manipulate them in ways other Warlocks cannot.
If you are not wielding a shield or wearing armor and are bonded to a weapon using the Pact of the Blade Eldritch Invocation, your base Armor Class equals 10 plus your Dexterity and Charisma Modifiers.
Additionally, you gain a Fighting Style Feat from the following List:
Great Weapon Fighting, Two-Weapon Fighting, Dueling, Blind Fighting, Thrown Weapon Fighting, or Interception
Whenever you gain a level in Warlock, you may replace the Fighting Style Feat you chose with another from the list.
Finally, you gain these additions to your Pact Weapon Eldritch Invocation:
When you conjure a Pact Weapon or Bond with a weapon using this feature, you can conjure or bond to one additional weapon for a total of two. You can also ignore the Heavy property of any weapon you Bond to.
Additionally, you can dismiss any weapon to which you are bonded, shunting it into a pocket dimension. You can summon one or both bonded weapons from this pocket dimension to an unoccupied hand as a bonus action.
If you start or end your turn without a Bonded weapon in your hand (for example, by throwing them as an attack), you may summon any number of your Bonded weapons to your unoccupied hands as a bonus action.
LEVEL 6: INEVITABLE BLADE
Your patron’s might allows you to Curse a particular foe. This makes them particularly susceptible to your Bonded weapons, your blades finding the chinks in an enemies defenses as if it was fated, and their deaths feeds your own vitality.
As a bonus action or as part of the Attack action you can Curse a target within 30 feet. The Curse lasts 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:
When you attack the Cursed Target with a Bonded Weapon your attacks are a Critical Hit on a 19 or higher.
You deal extra damage to the target when you strike it with a Bonded Weapon. This extra damage is either Necrotic, Radiant, or Psychic (your choice) and is equal to your Charisma modifier.
You always know the Cursed targets location as long as it remains on the same plane of existence as you.
Whenever a Cursed Target dies you can either transfer the Curse to another target within range, or you can regain Hit Points equal to 1d8 plus your Charisma modifier. If you are at full Hit Points you gain Temporary Hit Points instead.
You can use this feature a number of times equal to half your Proficency Bonus (minimum of once). You regain all uses when you finish a Short or Long Rest
LEVEL 10: STIRRING BLADE
Your connection to your Patron grants you preturnatural abilities. You are able to predict the attacks and tactics of those who you curse, and react to them with lightning speed.
During Combat, you may as a reaction perform any of the following if you can see the target of your Curse and it takes an Attack action, Magic action, or uses its movement speed during a round of combat. You must choose which reaction (if any) to take after the triggering action has been completed but before any damage has been rolled:
Make a melee or ranged attack with a Bonded weapon against the Cursed Target
Move up to half your Speed (this movement triggers opportunity attacks as normal)
Cast the Shield spell.
You may use this Feature up to your Proficency bonus times per day and regain all expended uses on a long rest.
LEVEL 14: AWAKENED BLADE
Your patron’s accursed might flows even more strongly through you, enabling you to fight any number of foes with the same precision you exercise in a single duel.
You gain the following benefits:
You gain the Weapon Mastery of any weapon you Bond to using your Pact of the Blade Eldritch invocation.
When you use your Inevitable Blade feature, you may now Curse a number of targets equal to half your Procifiency Bonus.
When you bring a Cursed target to 0 HP, any other Cursed targets within 30 feet of the slain target takes Necrotic, Radiant, or Psychic damage (your choice) equal to your Charisma modifier.
________________________________________________________________________________________________________________________________________________
EDITED Version:
GREEN - MOVED or CHANGED OR ADDED UPON RECOMENDATION
RED - REMOVED UPON RECOMMENDATION
BLUE - ON THE CHOPPING BLOCK OR NEEDS CONSIDERATION
ORANGE - CONSIDER REPLACING THE BLUE WITH THIS
WARLOCK: HEXBLADE PATRON
________________________________________
Prerequisite: Pact of the Blade Eldritch Invocation
Many entities across the multiverse embody aspects of what mortal races call martial prowess. Sentient Weapons often seek to influence adventurers who find them to fulfill their ends. At the same time, celestials, fey, and even fiends can all desire followers who do most of their work with the point of a blade instead of relying solely on magic. You have made a pact with such an entity, and your Patron empowers you with the ability to channel its will into a weapon to wield against your foes, empowering your attacks and bolstering your defenses.
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.
HEXBLADE SPELLS
Warlock Level
Spells
3
Arcane Vigor, Hex, Magic Weapon, Shield, Wrathful Smite
5
Conjure Barrage, Dispel Magic
7
Freedom of Movement, Staggering Smite
9
Animate Objects, Steel Wind Strike
LEVEL 3: HEX WARRIOR
Your patron grants you a measure of their immutable form and protection, as well as preternatural mastery of weapons. A Sentient Weapon may manifest echos of itself to deflect blows that target you, an Outsider on the other hand may grant you a portion of their otherworldly prowess allowing you to dodge attacks that would have crippled another warrior. You are also able to expand your abilities granted by the Pact of the Blade, bonding to multiple weapons and being able to manipulate them in ways other Warlocks cannot.
If you are not wielding a shield or wearing armor and are bonded to a weapon using the Pact of the Blade Eldritch Invocation, your base Armor Class equals 10 plus your Dexterity and Charisma Modifiers.
You may choose two weapons (for instance, Longsword or Scimitar) and gain their Weapon Masteries. You may swap one or both of these choices for another weapon when you gain a Warlock Level.
Additionally, you gain a Fighting Style Feat from the following List:
Great Weapon Fighting, Two-Weapon Fighting, Dueling, Blind Fighting, Thrown Weapon Fighting, or Interception
Whenever you gain a level in Warlock, you may replace the Fighting Style Feat you chose with another from the list.
Finally, you gain these additions to your Pact Weapon Eldritch Invocation:
When you conjure a Pact Weapon or Bond with a weapon using this feature, you can conjure or bond to one additional weapon for a total of two. You can also ignore the Heavy property of any weapon you Bond to.
Additionally, you can dismiss any weapon to which you are bonded, shunting it into a pocket dimension. You can summon one or both bonded weapons from this pocket dimension to an unoccupied hand as a bonus action.
As part of an Attack action, or if you start or end your turn without a Bonded weapon in your hand (for example, by throwing them as an attack), you may summon any number of your Bonded weapons to your unoccupied hands as a bonus action.
LEVEL 6: INEVITABLE BLADE
Your patron bestows you with the ability to Curse a particular foe. This makes them susceptible to your Bonded weapons, your blades finding the chinks in an enemies defenses as if it was fated, even as their deaths feeds your vitality.
As a bonus action or as part of the Attack action, you can Curse a target within 30 feet. The Curse lasts 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:
When you attack the Cursed Target with a Bonded Weapon, your attacks are a Critical Hit on a 19 or higher.
Removed Damage Rider
You always know the Cursed target's location as long as it remains on the same plane of existence as you.
Whenever a Cursed Target dies, you can either transfer the Curse to another target within range or you can regain Hit Points equal to 1d8 plus your Charisma modifier. If you are at full Hit Points, you gain Temporary Hit Points instead.
You can use this feature a number of times equal to half your Proficiency Bonus (minimum of once). You regain all uses when you finish a Short or Long Rest
LEVEL 10: STIRRING BLADE
Your connection to your Patron grants you preternatural abilities. You can predict the attacks and tactics of those whom you curse, and react to them with lightning speed.
During Combat, you may, as a reaction, perform any of the following if you can see the target of your Curse and it takes an Attack action, Magic action, or uses its movement speed during a round of combat. You must choose which reaction (if any) to take before any Attacks or Saves have been rolled, but after the triggering movement has been completed.
REMOVED ATTACK REACTION
You may use this Feature up to your Proficiency Bonus times per day and regain all expended uses on a long rest.
If your Cursed target uses the Attack Action or Magic Action against you, you may use your Reaction to impose disadvantage on the Attack roll OR gain Advantage on the Saving Throw.
Additionally, you have the advantage on any saves to become Charmed or Frightened imposed by a Cursed target.
LEVEL 14: AWAKENED BLADE
Your patron’s accursed might flows more strongly through you, enhancing the deadly potential of your blows and enabling you to fight any number of foes with the same precision you exercise in a single duel.
You gain the following benefits:
You now gain the Weapon Mastery of any weapon you Bond to using your Pact of the Blade Eldritch invocation.
(MOVED FROM LEVEL 6) You deal extra damage to a Cursed target when you strike it with a Bonded Weapon. This damage is either Necrotic, Radiant, or Psychic (your choice) and is equal to your Charisma modifier.
When you use your Inevitable Blade feature, you may now Curse a number of targets equal to half your Procifiency Bonus.
When you bring a Cursed target to 0 HP, any other Cursed targets within 30 feet of the slain target take Necrotic, Radiant, or Psychic damage (your choice) equal to your Charisma modifier.
A few things:
If you are being disingenuous and rude, consider this your only response.
Homebrew: dominance, The Necrotic
Extended signature
Thank you for that advice Jurmondur,
1. that’s something I was trying to avoid. What do you think I should move, perhaps the fighting style?
2. That makes sense something like (without expending a spell slot).
3. thought that the attack reaction wouldn’t necessarily be to bad, but yeah now you mention it it does sound like a lot, any recommendation on an alternative?
4. The whole “cast a cantrip in exchange for an attack” type thing? I was thinking about it but then considered that with elderitch blast in the mix it might become to much, and with all their spell slots being max level the only alternative that would be allowing them to cast a fully leveled spell? I’m open to ideas I just couldn’t think of ways to do it without it being too strong.
Question - what do you think overall, is it overturned, subpar, hit close to the mark or wildly off base?
For 1, move "You deal extra damage to the target when you strike it with a Bonded Weapon. This extra damage is either Necrotic, Radiant, or Psychic (your choice) and is equal to your Charisma modifier." to level 14.
3: I think strait up remove it. It's too good compared to the other options. Also, the movement shouldn't provoke opportunity attacks. The option is useless in its current state.
You bring up a good point for 4, that eldritch blast... exists. Perhaps the other valor bard feature that lets you make one weapon attack after casting a spell? Probably limit it to only level 1+ spells.
Overall, I feel like it is very slightly overtuned, but close to good.
If you are being disingenuous and rude, consider this your only response.
Homebrew: dominance, The Necrotic
Extended signature
I notice that the subclass design does not allow for any weapon masteries before level 14. I would change that to allow for the subclass to grant 2 weapon masteries at level 3 that can only be changed when you level. Then at level 14 the feature would allow for the use of different weapon masteries based on your bonded weapon.
Thank you, I made most of those changes below, but I left out the "make an attack after casting a spell" type thing. If the subclass is already feeling over-tuned turned adding something like that will not only take away from those other classes that have the ability but also continue to add features to something that feels overtuned.
Thank you both for those observations, I have edited the sublcass to reflect these changes, let me know what you think:
EDITED Version:
GREEN - MOVED or CHANGED OR ADDED
RED - REMOVED SOMETHING
WARLOCK: HEXBLADE PATRON
________________________________________
Prerequisite: Pact of the Blade Eldritch Invocation
Many entities across the multiverse embody aspects of what mortal races call martial prowess. Sentient Weapons often seek to influence adventurers who find them to fulfill their ends. At the same time, celestials, fey, and even fiends can all desire followers who do most of their work with the point of a blade instead of relying solely on magic. You have made a pact with such an entity, and your Patron empowers you with the ability to channel its will into a weapon to wield against your foes, empowering your attacks and bolstering your defenses.
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.
HEXBLADE SPELLS
Warlock Level
Spells
3
Arcane Vigor, Hex, Magic Weapon, Shield, Wrathful Smite
5
Conjure Barrage, Dispel Magic
7
Freedom of Movement, Staggering Smite
9
Animate Objects, Steel Wind Strike
LEVEL 3: HEX WARRIOR
Your patron grants you a measure of their immutable form and protection, as well as preternatural mastery of weapons. A Sentient Weapon may manifest echos of itself to deflect blows that target you, an Outsider on the other hand may grant you a portion of their otherworldly prowess allowing you to dodge attacks that would have crippled another warrior. You are also able to expand your abilities granted by the Pact of the Blade, bonding to multiple weapons and being able to manipulate them in ways other Warlocks cannot.
If you are not wielding a shield or wearing armor and are bonded to a weapon using the Pact of the Blade Eldritch Invocation, your base Armor Class equals 10 plus your Dexterity and Charisma Modifiers.
You may choose two weapons (for instance, Longsword or Scimitar) and gain their Weapon Masteries. You may swap one or both of these choices for another weapon when you gain a Warlock Level.
Additionally, you gain a Fighting Style Feat from the following List:
Great Weapon Fighting, Two-Weapon Fighting, Dueling, Blind Fighting, Thrown Weapon Fighting, or Interception
Whenever you gain a level in Warlock, you may replace the Fighting Style Feat you chose with another from the list.
Finally, you gain these additions to your Pact Weapon Eldritch Invocation:
When you conjure a Pact Weapon or Bond with a weapon using this feature, you can conjure or bond to one additional weapon for a total of two. You can also ignore the Heavy property of any weapon you Bond to.
Additionally, you can dismiss any weapon to which you are bonded, shunting it into a pocket dimension. You can summon one or both bonded weapons from this pocket dimension to an unoccupied hand as a bonus action.
If you start or end your turn without a Bonded weapon in your hand (for example, by throwing them as an attack), you may summon any number of your Bonded weapons to your unoccupied hands as a bonus action.
LEVEL 6: INEVITABLE BLADE
Your patron’s might allows you to Curse a particular foe. This makes them particularly susceptible to your Bonded weapons, your blades finding the chinks in an enemies defenses as if it was fated, and their deaths feeds your own vitality.
As a bonus action or as part of the Attack action, you can Curse a target within 30 feet. The Curse lasts 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:
When you attack the Cursed Target with a Bonded Weapon, your attacks are a Critical Hit on a 19 or higher.
Removed Damage Rider
You always know the Cursed target's location as long as it remains on the same plane of existence as you.
Whenever a Cursed Target dies, you can either transfer the Curse to another target within range or you can regain Hit Points equal to 1d8 plus your Charisma modifier. If you are at full Hit Points, you gain Temporary Hit Points instead.
You can use this feature a number of times equal to half your Proficiency Bonus (minimum of once). You regain all uses when you finish a Short or Long Rest
LEVEL 10: STIRRING BLADE
Your connection to your Patron grants you preternatural abilities. You can predict the attacks and tactics of those whom you curse, and react to them with lightning speed.
During Combat, you may, as a reaction, perform any of the following if you can see the target of your Curse and it takes an Attack action, Magic action, or uses its movement speed during a round of combat. You must choose which reaction (if any) to take before any Attacks or Saves have been rolled, but after the triggering movement has been completed.
REMOVED ATTACK REACTION
You may use this Feature up to your Proficiency Bonus times per day and regain all expended uses on a long rest.
LEVEL 14: AWAKENED BLADE
Your patron’s accursed might flows more strongly through you, enhancing the deadly potential of your blows and enabling you to fight any number of foes with the same precision you exercise in a single duel.
You gain the following benefits:
You now gain the Weapon Mastery of any weapon you Bond to using your Pact of the Blade Eldritch invocation.
You deal extra damage to a Cursed target when you strike it with a Bonded Weapon. This damage is either Necrotic, Radiant, or Psychic (your choice) and is equal to your Charisma modifier.
When you use your Inevitable Blade feature, you may now Curse a number of targets equal to half your Procifiency Bonus.
When you bring a Cursed target to 0 HP, any other Cursed targets within 30 feet of the slain target takes Necrotic, Radiant, or Psychic damage (your choice) equal to your Charisma modifier.
__________________________________________________________________
Please let me know what you think and how it could be adjusted to make it more balanced if it still seems overtuned. I am a bit concerned that adding weapon masteries to the Level 3 Features makes it pretty front loaded.
You have so much stuff dependent on pact of the blade, you should just give pact of the blade since at this point it's an invocation tax else wise.
I don't know why you're giving Magic Weapon as a spell, it's redundant, a Pact Weapon is essentially already considered magical which means Magic Weapon can not apply to it. You have to get into convoluted methods to get that to even work, I recommend just removing Magic Weapon, I'd replace elemental weapon too, 2014 Hexblade could Utilise it if they bonded to a non-pact non-magical weapon but that is not a solution that works here.
This language is just too loose here and I think it's already described better below, just remove it or improve it such as "bonding to a secondary weapon and being able to manipulate their bonded weapons in ways other Warlocks cannot." Fluff can be nice but this isn't the right way to do fluff.
10+DEX+CHA AC is worse then Medium Armor and in 2014, Hexblade had Medium Armor and Shields, just give Medium Armor and Shields.
Giving Mastery Properties, Fighting Style Feat, 2nd Bonded Weapon, Ignore Heavy Property, plus 2nd level Pact Slots, plus prepared spells, this is just too front loaded. Hexblade is not a fighter or half-fighter (Paladin & Ranger), I think leaving Fighting Style feats to Fighter and it's hybrid classes is a lot cleaner, I'd just remove fighting style feats, I also wouldn't remove the Heavy Property, it's only 13 Strength (Melee) or 13 Dexterity (Ranged). Else at this point the Warlock is just going to straight up be better with weapons then Paladin or Ranger which shouldn't be the case.
I'd drop the level 6 feature, I'd add another level 3 feature: Hexblade's Mastery. You become a master of the Hex, you can cast Hex without expending a bonus action or using a spell slot a number of times per day equal to your charisma modifier. If you miss an attack against the creature currently affected by your Hex spell, the next attack against the same creature has advantage.
It's simpler, it's cleaner and it's an extra resource that doesn't need to be tracked anymore.
Level 6 - for 2014 this was Accursed Specter, personally I didn't like Accursed Specter due to it's slightly situational status, you needed to kill a Humanoid to trigger it. I'd just replace it with an ability to summon a visage of your Patron after finishing a long rest but else wise basically being Accursed Specter, if the specter is defeated you can perform a 1 minute ritual and expend a pact magic slot to resummon it.
Level 10 - this is just broken, you basically can cast Shield every turn? Without limit, that is almost like taking the Defensive Duellist feat without taking the Defensive Duellist feat. it's also heavily reliant on Initiative order which a feature generally shouldn't be. The Free Movement also makes no sense, basically you get a free action at the start of every turn of your curse target? I'd give concentration free Hex (so another concentration spell can be used) and that when the target of your Hex takes an attack against you can use a reaction to impose disadvantage on the attack. You additionally are immune to the Charmed & Frightened conditions from the target of your Hex. You can still only inflict hex on one creature at a time.
Level 14 - this just feels like too much again. I'd stick similar to 2014 but with the hex spell (instead of a curse), when you reduce the target of your hex to 0HP, you can move your hex to a new target without expending a bonus action. Additionally your Patron's Visage gains the benefits of your hex spell against your hex target and can make two attacks against that target.
Overall, I'm going to say you let power creep take over this way too much. Pact of the Blade warlock is already a quiet powerful Gish, making it better than Paladin or Ranger is just not an area it should go to since Warlock still gets superior spellcasting to either Paladin or Ranger and then can go into Melee or Ranged and be effective in both.
Thanks for the input!
Your first note regarding reliance on pact of the blade, as I said in my OP, that is the point. This is the Sub-Class that is all about Pact of the Blade. I think that giving away a free Eldritch Invocation at this point would way overload the Level 3 features, especially when you are already going to have it at this point, probably if you want to go for a Bladelock feel.
Level 3 - I decided to keep the UA 2024 spells as they are, so I didn't mess with anything too much in that regard. Elemental Weapon isn't in there, though. I imagine that the DnD team thought you could cast Magic Weapon on a mundane sword and then bond to it?
I did intentionally want to make the "armor" not as good as Medium armor and Shields upfront, while also reinforcing the charisma forward approach of the class and subclass. For instance I'm running a warlock in another game and with a +4 charisma, and +2 dex would be at 16AC with this combination at level 6 (in that actual game I'm running a 2014 Hexblade and have a breastplate so my AC is 16 anyway) so I think its relatively similar and would potentially scale the higher you get in levels depending on your choices with ASI's and Feats (could get to 18-19 AC by say Level 16 assuming a 16 Char and 14 at start) before factoring in any magic items or anything). I do see the merits of going straight to Medium armor and Shields, though, but I like the idea of this better at the moment. There are also some strictly non-combat related things this can help with, like social interactions such as getting into a place that doesn't want fully armored people walking around it, or not needing to worry about disadvantage on Sneak rolls from Scale Mail or Half-Plate. Like you said, we are trying to separate it from Fighters and Paladins a bit, so making their defenses rely on a combination of their spellcasting ability and agility made sense to me.
Yeah, I hear you about the fight style feats and Heavy restriction. I thought having a more restricted list that only focused on weapon fighting styles and also only getting them at Level 3 as opposed to Level 1 for Fighters and Paladins might make it work.
I could use your idea for Hexblade's Mastery, but essentially, at that point, I could just use the UA version but change it to not require concentration in Hex (I think it arguably should do that, maybe as a Level 6 ribbon). I wanted to hearken back to the Hexblades' curse but move the Crit range change and other benefits to Level 6 to both replace the specter and give some breathing room to Champions who otherwise would be having their Crit range change occur at the same time. Additionally, adding something like that to the Level 3 would front-load it more, right, even if I removed the fighting style feats?
Level 6 - Personally, I was one of those people who never got the point of the accursed specter summon in the 2014 version. I don't think it made much sense then, and so I wouldn't want to revisit it in this homebrew idea anyway.
Level 10 - For the Shield idea, you may have missed where it says that special reaction is limited to your Proficiency Bonus times per day. I do like the idea of instead of the reaction, being able to impose disadvantage on the next attack of a cursed target, and potentially gaining bonuses vs charmed and frightened though, I hadn't considered that.
Level 14 - I really wanted to distance the hexblade from the reliance on Hex that appeared in the US and focus on combat with bonded weapons. If you had any ideas to change the existing feature, I'm all ears!
Thank you again for your input. When I post the revision again, I'll include what I think works with the idea I have in mind. I do agree that it's currently probably overtuned, but I'm looking at ways to either adjust or remove parts of features to make it more balanced.
I'll edit the OP to reflect the changes I have already made.