I was looking through the UA hexblade feedback and got from a lot of people it’s not doing anything with the blade and as one of my players asked to play hexblade from 2014 in a 24 campaign I decided to try to create a homebrew of my own. It tries to stay true to the 14 version while getting more flavour wrapped in like the 24 version. With that here it is anyone can use it if they want.
Hexblades Curse
You can cast Hex a number of times equal to your Charisma modifier(minimum of once) without expending a spell slot. When you do so the duration becomes 1 minute and does not require concentration.You cannot have more than one creature hexed at the same time. You also receive the following benefits when targeting the creature hexed by this feature:
-Add your Charisma modifier to the damage
-While you are within 20ft of the Hexed creature and not wearing medium or Heavy armour you add half your Charisma modifier (rounded up) to your AC
Any uses of this ability are refreshed on a long rest.
Hex Warrior
You can spend an hour bonding a weapon to your will. When you use a bound weapon you can use your Charisma modifier in place of Strength or Dexterity. This benefit also applies to any Pact weapons you summon.
Unyielding Will
When you succeed on a saving throw to maintain Concentration, each creature of your choice in a 10-foot Emanation originating from you takes 2d6 Necrotic damage. Once you use this benefit, you can’t do so again until the start of your next turn. In addition, when you fail a saving throw to maintain Concentration, you can choose to succeed instead, and you gain a number of Temporary Hit Points equal to 1d10 plus your Warlock level. Once you use this feature, you can’t do so again until you finish a Short Rest or use your Magical Cunning.
Malign Brutality
Your patron’s might furthers your bloodthirst, granting you the following benefits. Harrowing Hex. After you cast a level 1+ spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action. Hindering Curse. When you hit the target cursed by your Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of your next turn. Inescapable Hex. When the target of your Hexblade’s Curse ends its turn 30 feet or further from you, you can move up to your Speed straight toward the target.
Accursed Critical. Any attack roll you make against the target cursed by your Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20.
Armour of Hexes
While a creature is hexed by your Hexblades Curse you can reduce any damage taken by 1d6+half your Warlock level. The attacking creature then takes damage equal to the damage reduced.
Master of Hexes
The power of your Hexblades Curse increases giving you the following benefits:
Explosive Hex. When you deal damage to the target cursed by your Hexblade’s Curse, you can cause your curse to explode with sinister energy. The target and each creature of your choice in a 30-foot Emanation originating from the target take (half your Warlock level)d6 Necrotic, Psychic, or Radiant damage (your choice), and their Speed is reduced by 20 feet until the start of your next turn. Once you use this benefit, you can’t use it again until you finish a Short Rest unless you expend a Pact Magic slot (no action required) to restore your use of it.
Shadow Blessing. When the target of your Hexblades Curse dies you can choose to do one of the following:
-Regain one use of Hexblades Curse(you can’t use this option more than once per long rest)
-Heal a number of d8s equal to your Charisma modifier.
-You may instantly cast a spell using a pact magic slot.
You gain proficiency in Shields and Medium Armour.
Bladestance
Prerequisite Pact of the Blade
When you roll initiative you can choose one of the following stances for the battle
Defense- Add half your Charisma modifier to your Armour class until the end of the combat
Balanced-Add 1 to your Armour class and add half your Charisma modifier to damage rolls made by a weapon until the end of the combat
Offensive-Add your Charisma modifier to your damage rolls made by a weapon until the end of combat
Return to the Shadows
Prerequisite level 9+, Pact of the Blade
Once per turn after you hit a creature with your Pact weapon you may teleport to an unoccupied space within 30ft that is in shadow or complete darkness.
Brutal Onslaught
Prerequisite level 9+,Pact of the Blade
Whenever you make an attack with advantage you may choose to forgo the advantage. If you do so add twice your proficiency bonus to the damage of the weapon.
Superior Bladestance
Prerequisite level 9+,Bladestance Eldritch Invocations,Pact of the Blade
Your stances receive the following upgrades
Defense- Add your Charisma modifier to your Armour class until the end of the combat
Balanced-Add half your Charisma modifier to your Armour class and add half your Charisma modifier to damage rolls made by a weapon until the end of the combat
Offensive-Add half your warlock level to your damage rolls made by a weapon until the end of combat
Rollback Post to RevisionRollBack
And you run, and you run
To catch up with the sun, but it’s sinking
And racingaround
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
I like a lot of it, though it feels a bit overpowered.
But (hey, you knew it was coming) I still think hexblades should have medium armor and shield training. They're blade users, intended for melee combat. All of the temporary AC stuff just feels like a bandaid for that lack.
I like a lot of it, though it feels a bit overpowered.
But (hey, you knew it was coming) I still think hexblades should have medium armor and shield training. They're blade users, intended for melee combat. All of the temporary AC stuff just feels like a bandaid for that lack.
Hey thanks for the feedback. How would you balance it more if you don’t mind? I intentionally didn’t give it medium armour prof because I mad an Eldritch invocations for that
Rollback Post to RevisionRollBack
And you run, and you run
To catch up with the sun, but it’s sinking
And racingaround
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
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I was looking through the UA hexblade feedback and got from a lot of people it’s not doing anything with the blade and as one of my players asked to play hexblade from 2014 in a 24 campaign I decided to try to create a homebrew of my own. It tries to stay true to the 14 version while getting more flavour wrapped in like the 24 version. With that here it is anyone can use it if they want.
Hexblades Curse
You can cast Hex a number of times equal to your Charisma modifier(minimum of once) without expending a spell slot. When you do so the duration becomes 1 minute and does not require concentration.You cannot have more than one creature hexed at the same time. You also receive the following benefits when targeting the creature hexed by this feature:
-Add your Charisma modifier to the damage
-While you are within 20ft of the Hexed creature and not wearing medium or Heavy armour you add half your Charisma modifier (rounded up) to your AC
Any uses of this ability are refreshed on a long rest.
Hex Warrior
You can spend an hour bonding a weapon to your will. When you use a bound weapon you can use your Charisma modifier in place of Strength or Dexterity. This benefit also applies to any Pact weapons you summon.
Unyielding Will
When you succeed on a saving throw to maintain Concentration, each creature of your choice in a 10-foot Emanation originating from you takes 2d6 Necrotic damage. Once you use this benefit, you can’t do so again until the start of your next turn.
In addition, when you fail a saving throw to maintain Concentration, you can choose to succeed instead, and you gain a number of Temporary Hit Points equal to 1d10 plus your Warlock level. Once you use this feature, you can’t do so again until you finish a Short Rest or use your Magical Cunning.
Malign Brutality
Your patron’s might furthers your bloodthirst, granting you the following benefits.
Harrowing Hex. After you cast a level 1+ spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.
Hindering Curse. When you hit the target cursed by your Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of your next turn.
Inescapable Hex. When the target of your Hexblade’s Curse ends its turn 30 feet or further from you, you can move up to your Speed straight toward the target.
Accursed Critical. Any attack roll you make against the target cursed by your Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20.
Armour of Hexes
While a creature is hexed by your Hexblades Curse you can reduce any damage taken by 1d6+half your Warlock level. The attacking creature then takes damage equal to the damage reduced.
Master of Hexes
The power of your Hexblades Curse increases giving you the following benefits:
Explosive Hex. When you deal damage to the target cursed by your Hexblade’s Curse, you can cause your curse to explode with sinister energy. The target and each creature of your choice in a 30-foot Emanation originating from the target take (half your Warlock level)d6 Necrotic, Psychic, or Radiant damage (your choice), and their Speed is reduced by 20 feet until the start of your next turn. Once you use this benefit, you can’t use it again until you finish a Short Rest unless you expend a Pact Magic slot (no action required) to restore your use of it.
Shadow Blessing. When the target of your Hexblades Curse dies you can choose to do one of the following:
-Regain one use of Hexblades Curse(you can’t use this option more than once per long rest)
-Heal a number of d8s equal to your Charisma modifier.
-You may instantly cast a spell using a pact magic slot.
-Add 3 to your AC for the rest of the round
And you run, and you run
To catch up with the sun, but it’s sinking
And racing around
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
Wait and some Eldritch Invocations for PotB
Eldritch Armour
prerequisite level 7+,Pact of the Blade
You gain proficiency in Shields and Medium Armour.
Bladestance
Prerequisite Pact of the Blade
When you roll initiative you can choose one of the following stances for the battle
Defense- Add half your Charisma modifier to your Armour class until the end of the combat
Balanced-Add 1 to your Armour class and add half your Charisma modifier to damage rolls made by a weapon until the end of the combat
Offensive-Add your Charisma modifier to your damage rolls made by a weapon until the end of combat
Return to the Shadows
Prerequisite level 9+, Pact of the Blade
Once per turn after you hit a creature with your Pact weapon you may teleport to an unoccupied space within 30ft that is in shadow or complete darkness.
Brutal Onslaught
Prerequisite level 9+,Pact of the Blade
Whenever you make an attack with advantage you may choose to forgo the advantage. If you do so add twice your proficiency bonus to the damage of the weapon.
Superior Bladestance
Prerequisite level 9+,Bladestance Eldritch Invocations,Pact of the Blade
Your stances receive the following upgrades
Defense- Add your Charisma modifier to your Armour class until the end of the combat
Balanced-Add half your Charisma modifier to your Armour class and add half your Charisma modifier to damage rolls made by a weapon until the end of the combat
Offensive-Add half your warlock level to your damage rolls made by a weapon until the end of combat
And you run, and you run
To catch up with the sun, but it’s sinking
And racing around
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
I like a lot of it, though it feels a bit overpowered.
But (hey, you knew it was coming) I still think hexblades should have medium armor and shield training. They're blade users, intended for melee combat. All of the temporary AC stuff just feels like a bandaid for that lack.
Hey thanks for the feedback. How would you balance it more if you don’t mind? I intentionally didn’t give it medium armour prof because I mad an Eldritch invocations for that
And you run, and you run
To catch up with the sun, but it’s sinking
And racing around
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try