Really, the biggest thing here is that they're making this subclass more of a glass cannon, or at least encouraged to lean into offense. It encourages the use of Hex for boosted damage and secondary effects, which at 6th level includes a healing effect whenever a Hexed enemy dies. Plus they've got Arcane Vigor for self-healing as a bonus action. Stacking AC boosted beyond the typical caster range would probably give them too much staying power.
The problem is that the base Warlock is already squishy (especially in melee), and this class doesn’t mitigate that at all until 10th level. There is no feature here worth giving up the other subclasses’ abilities. I like the spell list, and am fine with leaning into hex (even w/ needing concentration, though a higher level feature to remove concentration would be better, even 1/LR). But any blade lock would be much better with an armor dip - which will come w/ similar abilities as the subclass.
I had a thought that a modified version of Spiritual Weapon could be baked into the subclass (instead of the spectral blade just floating about after a cast of Hex) -
LEVEL 3: HEXBLADE MANIFEST
Your patron grants you the power to summon cursed echoes of its blade to harm your foes. You gain the following benefits.
You summon forth a floating, spectral weapon that resembles your patron and lasts for 1 minute. The spectral weapon appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the spectral weapon. On a hit, the target takes Necrotic damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
The extra damage increases to 1d10 when you reach Warlock level 11, and then to 1d12 when you reach Warlock level 14.
You can use this feature a number of times equal to your Charisma modifier (minimum of once).
I kind of like it, at least if it was still designed as a melee class, which it's not (but that's a separate discussion.)
This is the biggest complaint I’ve seen, and personally I agree it took all of the fun and interesting mechanics away. The melee focus was amazing. The 2014 Hexblade was my absolute favorite sub class to play. It was my go to and now I’ll probably not play warlock anymore because they maimed my favorite subclass
The lack of armor training and weapons proficiency is an unforgiveable oversight or choice.
In 2024e, ALL blade pact warlocks get medium armor and automatic proficiency in their pact weapon
Can you site a reference for this? I'm looking at the description of Pact of the Blade in the 2024 PHB, and it says nothing about medium armor. What am I missing?
And here's something else I don't like: The original 5e writeup in XGtE says "You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow.", and it later goes on to imply that the Raven Queen is the true original source for these weapons, and thus the Hexblades are tools she uses to further her aims.
in this UA hacked-up version it says, "You’ve made a pact with a sentient magic weapon and the cursed forces contained within its blade." This makes no mention of the Shadowfell or the Raven Queen and implies that any sentient weapon with a blade could potentially be a patron for a hexblade.
I dunno - I have always just really liked the idea of hexblades being tied to the Shadowfell in some significant way. Yeah, I get that they still can be, but now you can have hexblades running around with patrons that don't really fit the theme (in my opinion, at least, good-aligned sentient weapons wouldn't bee too keen on granting their warlocks curses, lifedrain abilities, etc).
And here's something else I don't like: The original 5e writeup in XGtE says "You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow.", and it later goes on to imply that the Raven Queen is the true original source for these weapons, and thus the Hexblades are tools she uses to further her aims.
in this UA hacked-up version it says, "You’ve made a pact with a sentient magic weapon and the cursed forces contained within its blade." This makes no mention of the Shadowfell or the Raven Queen and implies that any sentient weapon with a blade could potentially be a patron for a hexblade.
I dunno - I have always just really liked the idea of hexblades being tied to the Shadowfell in some significant way. Yeah, I get that they still can be, but now you can have hexblades running around with patrons that don't really fit the theme (in my opinion, at least, good-aligned sentient weapons wouldn't bee too keen on granting their warlocks curses, lifedrain abilities, etc).
This is part of a general trend in the design of the 2024 updates that stuff like this shouldn't be tied to a specific setting, or have setting-specific lore incorporated into the definition of something like a subclass. I think this is generally a positive thing.
The lack of armor training and weapons proficiency is an unforgiveable oversight or choice.
In 2024e, ALL blade pact warlocks get medium armor and automatic proficiency in their pact weapon
Can you site a reference for this? I'm looking at the description of Pact of the Blade in the 2024 PHB, and it says nothing about medium armor. What am I missing?
You're not missing anything; it's not there.
This person may be getting confused because the old Hexblade subclass's "Hex Warrior" feature provided medium armor and shield proficiency, as well as the ability to use Charisma for attack and damage rolls with Pact of the Blade weapons; the second part of that was folded into the 2024 Pact of the Blade invocation, but not the first part.
They are correct about Pact of the Blade automatically providing proficiency with the pact weapon, but that's always been part of Pact of the Blade, it's not a change for 2024.
And here's something else I don't like: The original 5e writeup in XGtE says "You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow.", and it later goes on to imply that the Raven Queen is the true original source for these weapons, and thus the Hexblades are tools she uses to further her aims.
in this UA hacked-up version it says, "You’ve made a pact with a sentient magic weapon and the cursed forces contained within its blade." This makes no mention of the Shadowfell or the Raven Queen and implies that any sentient weapon with a blade could potentially be a patron for a hexblade.
I dunno - I have always just really liked the idea of hexblades being tied to the Shadowfell in some significant way. Yeah, I get that they still can be, but now you can have hexblades running around with patrons that don't really fit the theme (in my opinion, at least, good-aligned sentient weapons wouldn't bee too keen on granting their warlocks curses, lifedrain abilities, etc).
This is part of a general trend in the design of the 2024 updates that stuff like this shouldn't be tied to a specific setting, or have setting-specific lore incorporated into the definition of something like a subclass. I think this is generally a positive thing.
I can see that concept in a positive light. However, since it is specifically stated in XGtE that these weapons are spread throughout the multiverse, it unnecessarily takes away from the flavor of the subclass. Maybe it's just me, paying too much attention to my inner highschool era goth, but you could already have a hexblade of any species in any setting as written in XGtE, so this just dilutes the core identity of the subclass for no reason.
I kind of like it, at least if it was still designed as a melee class, which it's not (but that's a separate discussion.)
This is the biggest complaint I’ve seen, and personally I agree it took all of the fun and interesting mechanics away. The melee focus was amazing. The 2014 Hexblade was my absolute favorite sub class to play. It was my go to and now I’ll probably not play warlock anymore because they maimed my favorite subclass
Well said! What we need is an improved version of the 2014 Hexblade — not a complete overhaul of the subclass.
The devs should focus on refining the Hexblade, just like they did with the Great Old One. Just look at the Baldur’s Gate 3 version — it’s a total success. The Hexblade’s Curse should be an integral part of the class and coexist with Hex. It’s a simple fix: either enhance the Hex spell itself, or integrate its mechanics directly into weapon-based features, like BG3 did.
And here's something else I don't like: The original 5e writeup in XGtE says "You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow.", and it later goes on to imply that the Raven Queen is the true original source for these weapons, and thus the Hexblades are tools she uses to further her aims.
in this UA hacked-up version it says, "You’ve made a pact with a sentient magic weapon and the cursed forces contained within its blade." This makes no mention of the Shadowfell or the Raven Queen and implies that any sentient weapon with a blade could potentially be a patron for a hexblade.
I dunno - I have always just really liked the idea of hexblades being tied to the Shadowfell in some significant way. Yeah, I get that they still can be, but now you can have hexblades running around with patrons that don't really fit the theme (in my opinion, at least, good-aligned sentient weapons wouldn't bee too keen on granting their warlocks curses, lifedrain abilities, etc).
This is part of a general trend in the design of the 2024 updates that stuff like this shouldn't be tied to a specific setting, or have setting-specific lore incorporated into the definition of something like a subclass. I think this is generally a positive thing.
I agree that it's generally a positive thing, but not sure I'd call it a general trend. It's not that long ago that we had an UA filled with setting-specific Forgotten Realms subclasses.
Well said! What we need is an improved version of the 2014 Hexblade — not a complete overhaul of the subclass.
Nope, we needed a nerf to Hexblade, it was OP in 2014 rules and became the near universally chosen subclass which is bad for the game. I help run a West Marches server and when 2024 was first announced we did a survey of the class/subclasses used and Hexblade was 75% of all warlocks, and Warlock was the most single-subclass dominated class.
That said I don't really like this new version, just like the Ranger presented in this UA, there's so much tied to Hex/Hunter's Mark that you're kind of locked into using it, which means your concentration is unavailable for many of the more interesting spells. So what's really the point of these subclasses being half casters at all? Also what's the deal with expanded spell list? Why Dispel Magic and Conjure Barrage?
This is the most tone-deaf reimagination I have ever seen. HEXBLADE has always been a hex-infused martial since its introduction way back as its own class. Thematically it utterly failed to life up to that. It is called hexBLADE for a reason. Where is the blade part?! Like the spell list is the only thing even remotely aligning with that concept and is the only thing I like about it.
Even taken as its own class it is beyond weak apart from a single feature (which you basically can't even use yourself). Why do they INSIST on basing subclasses (or when it comes to Hunter even the base class) around a level 1 spell that doesn't scale nor is interesting? Either you make it so totally high powered that you actually WANT to cast it compared to higher level concentration spells or you make it concentration-less, so you don't lose your ENTIRE SUBCLASS when you cast something else. I think the former is bad for balance since you basically just reduce the number of available options when it's too strong and are trapped without subclass when it's underpowered (like here).
To make this design work, Hex needs to be concentration-less when cast via its build-in feature. And even with that feature the subclass as presented is super boring. Why do we need to jump through 4 hoops including saving throw, turn and target tracking and requiring a hit for 3-5 damage? It's absolutely laughable.
Here, let do a proper 2024 Hexblade that actually builds upon its Hex-infused attacking theme and doesn't punish you for casting Hex :
LEVEL 3: HEXBLADE WARRIOR For any equipment or feat that has a certain Strength score as prerequisite you can use your Charisma score instead, and whenever a feat would increase your Strength score, you can increase your Charisma score instead.
LEVEL 3: HEXBLADE’S CURSE You can cast Hex without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting, and the spell ends early if the target dies, you die, you are incapacitated or cast it again.
LEVEL 6: ACCURSED HEX Starting at 6th level, your curse lashes out with force. While your Hex is active, you gain the following benefits:
Inevitable Demise: Your Hex deals damage to the target even when miss with an attack roll.
Critical Jinx: Any attack roll you make against a cursed target is a critical hit on a roll of 19 or 20 on the d20.
Hungering Hex: If a cursed target dies, you regain hit points equal to your 1d8 + your Charisma modifier (minimum of 1 hit point).
LEVEL 10: ARMOR OF HEXES Your hex grows more powerful. When you take damage from the cursed target of your Hex, you can take a Reaction to reduce the damage taken by an amount equal to your warlock level + your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a Long Rest.
LEVEL 14: MASTERFUL HEX Cursing your foe becomes an act of certain doom.
Absolute Hex: You can choose to deal maximum damage for the Hex spell’s damage instead of rolling.
Stymying Mark: Once per turn, when you hit a target cursed by your Hex with an attack roll, it has Disadvantage on the next saving throw it makes before the end of your next turn.
Zukuu, really like that! Good ideas. Not sure about Hexblade Warrior - that feels a bit like an overreach in terms of the amount of feats it can affect. It's a neat idea but I think it needs some refinement and narrowing.
What remains missing, though, is medium armor and shield training. The 2024 Hexblade still has to burn a feat to gain the use of a shield - and worse, it's a feat for armor training they already have.
Zukuu, really like that! Good ideas. Not sure about Hexblade Warrior - that feels a bit like an overreach in terms of the amount of feats it can affect. It's a neat idea but I think it needs some refinement and narrowing.
What remains missing, though, is medium armor and shield training. The 2024 Hexblade still has to burn a feat to gain the use of a shield - and worse, it's a feat for armor training they already have.
The idea is that you can pick up Great Weapon Master or even the otherwise awful Weapon Master feat and still increase CHA so you donʼt gimp yourself. This would also allow you to wield heavy weapons or heavy armor without penalty. You can also take Moderately Armored and still increase CHA. This just opens up some interesting build variations.
Tho, I think a new origin feat that gives you +1 armor prof would be the best solution since you can pick that up via Lessons of the Old One: No>Light>Medium+Shield>Heavy. Alternatively, if it is Warlock exclusive something like "Prequesite: POTB. You gain Medium Armor & Shield proficiency. If you donʼt wield a shield you get +1 AC."
Man, the survey really doesn't leave room for any overall problems. (Maybe it does if you mark it yellow instead of red?) Hopefully they get the point from all the feedback, I'm not sure I've seen a post anywhere yet saying they're okay with this UA Hexblade being a Hexblade replacement.
Zukuu, really like that! Good ideas. Not sure about Hexblade Warrior - that feels a bit like an overreach in terms of the amount of feats it can affect. It's a neat idea but I think it needs some refinement and narrowing.
What remains missing, though, is medium armor and shield training. The 2024 Hexblade still has to burn a feat to gain the use of a shield - and worse, it's a feat for armor training they already have.
The idea is that you can pick up Great Weapon Master or even the otherwise awful Weapon Master feat and still increase CHA so you donʼt gimp yourself. This would also allow you to wield heavy weapons or heavy armor without penalty. You can also take Moderately Armored and still increase CHA. This just opens up some interesting build variations.
Tho, I think a new origin feat that gives you +1 armor prof would be the best solution since you can pick that up via Lessons of the Old One: No>Light>Medium+Shield>Heavy. Alternatively, if it is Warlock exclusive something like "Prequesite: POTB. You gain Medium Armor & Shield proficiency. If you donʼt wield a shield you get +1 AC."
I think feats that are only good for one class (especially ones that are better versions of other feats) are a terrible idea. That said, I don't think there's anything that could convince me that this subclass, as an update to a subclass that has those proficiencies, shouldn't also have those proficiencies. The lack of weapon proficiencies isn't a big deal thanks to Pact of the Blade, but the lack of armor proficiencies means a lot of current Hexblades end up useless after a conversion, and that's bad design for an update.
I took a pass at refining the subclass. Let me know what you think...
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: HEXBLADE MANIFEST
Hexblade’s Curse. You can cast Hex without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Hexblade’s Bane. Once per turn, when you hit a target cursed by your Hex with an attack roll, you can cause one of these additional effects:
Draining Curse. The target can’t make Opportunity Attacks and its Speed is halved until the start of your next turn.
Harrowing Curse. The next time the target makes an attack roll against a creature other than you before the start of your next turn, the target takes Necrotic damage equal to your Charisma modifier.
Stymying Curse. The target has Disadvantage on the next saving throw it makes before the start of your next turn.
Hexblade Warrior. You acquire the training to effectively Arm yourself for battle. You gain proficiency in medium armor.
Choose one of the following Fighting Style Feats:
Blessed Warrior
Defense
Dueling
Great Weapon Fighting
Resilient Hex. Taking damage can’t break your Concentration on Hex.
LEVEL 6: LIFE STEALER
Your patron’s might allows you to drain vitality from those you curse, granting you the following benefits.
Hexed Weapon. The following Eldritch Invocation becomes available to you.
Hexed Weapon
Prerequisite: Level 6+ Hexblade Warlock, Pact of the Blade
Your Pact Weapon gains the Weapon Mastery quality of that weapon.
Hungering Hex. Whenever the target cursed by your Hex drops to 0 Hit Points, you regain Hit Points equal to 2d8 plus your Warlock level.
Tormenting Hex. Add your Charisma bonus to the damage added by your Hex spell.
Unbreakable Hex. The Hex spell no longer requires Concentration when you cast it.
LEVEL 10: ARMOR OF HEXES
Your patron’s might protects you in combat with those you curse.
Shielding Hex. When you take damage from the cursed target of your Hex, you can take a Reaction to reduce the damage taken by an amount equal to 2d8 plus your Warlock level. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a Long Rest.
Staggering Hex. The target of your Hex spell has Disadvantage on saving throws as well as ability checks made with the chosen ability.
LEVEL 14: MASTERFUL HEX
Your patron’s accursed might flows even more strongly through you, granting the following benefits.
Accursed Critical. Any attack roll you make against the target cursed by your Hex scores a Critical Hit on a roll of a 19 or 20 on the d20.
Inexorable Bane. Your Hexblade’s Bane feature can be used on each attack roll.
Infectious Hex. When you use one of your Hexblade’s Maneuvers, you can target a number of additional creatures within 30 feet of the cursed target equal to your Charisma bonus. The additional targets each take 1d6 Necrotic damage.
I took a pass at refining the subclass. Let me know what you think...
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: HEXBLADE MANIFEST
Hexblade’s Curse. You can cast Hex without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Hexblade’s Bane. Once per turn, when you hit a target cursed by your Hex with an attack roll, you can cause one of these additional effects:
Draining Curse. The target can’t make Opportunity Attacks and its Speed is halved until the start of your next turn.
Harrowing Curse. The next time the target makes an attack roll against a creature other than you before the start of your next turn, the target takes Necrotic damage equal to your Charisma modifier.
Stymying Curse. The target has Disadvantage on the next saving throw it makes before the start of your next turn.
Hexblade Warrior. You acquire the training to effectively Arm yourself for battle. You gain proficiency in medium armor.
Choose one of the following Fighting Style Feats:
Blessed Warrior
Defense
Dueling
Great Weapon Fighting
Resilient Hex. Taking damage can’t break your Concentration on Hex.
LEVEL 6: LIFE STEALER
Your patron’s might allows you to drain vitality from those you curse, granting you the following benefits.
Hexed Weapon. The following Eldritch Invocation becomes available to you.
Hexed Weapon
Prerequisite: Level 6+ Hexblade Warlock, Pact of the Blade
Your Pact Weapon gains the Weapon Mastery quality of that weapon.
Hungering Hex. Whenever the target cursed by your Hex drops to 0 Hit Points, you regain Hit Points equal to 2d8 plus your Warlock level.
Tormenting Hex. Add your Charisma bonus to the damage added by your Hex spell.
Unbreakable Hex. The Hex spell no longer requires Concentration when you cast it.
LEVEL 10: ARMOR OF HEXES
Your patron’s might protects you in combat with those you curse.
Shielding Hex. When you take damage from the cursed target of your Hex, you can take a Reaction to reduce the damage taken by an amount equal to 2d8 plus your Warlock level. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a Long Rest.
Staggering Hex. The target of your Hex spell has Disadvantage on saving throws as well as ability checks made with the chosen ability.
LEVEL 14: MASTERFUL HEX
Your patron’s accursed might flows even more strongly through you, granting the following benefits.
Accursed Critical. Any attack roll you make against the target cursed by your Hex scores a Critical Hit on a roll of a 19 or 20 on the d20.
Inexorable Bane. Your Hexblade’s Bane feature can be used on each attack roll.
Infectious Hex. When you use one of your Hexblade’s Maneuvers, you can target a number of additional creatures within 30 feet of the cursed target equal to your Charisma bonus. The additional targets each take 1d6 Necrotic damage.
The new Hexblade subclass design feels like a significant downgrade. It would have been better to build upon the classic version, which offered a more distinct gameplay experience."
The problem is that the base Warlock is already squishy (especially in melee), and this class doesn’t mitigate that at all until 10th level. There is no feature here worth giving up the other subclasses’ abilities. I like the spell list, and am fine with leaning into hex (even w/ needing concentration, though a higher level feature to remove concentration would be better, even 1/LR). But any blade lock would be much better with an armor dip - which will come w/ similar abilities as the subclass.
I had a thought that a modified version of Spiritual Weapon could be baked into the subclass (instead of the spectral blade just floating about after a cast of Hex) -
LEVEL 3: HEXBLADE MANIFEST
Your patron grants you the power to summon cursed echoes of its blade to harm your foes. You gain the following benefits.
You summon forth a floating, spectral weapon that resembles your patron and lasts for 1 minute. The spectral weapon appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the spectral weapon. On a hit, the target takes Necrotic damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
The extra damage increases to 1d10 when you reach Warlock level 11, and then to 1d12 when you reach Warlock level 14.
You can use this feature a number of times equal to your Charisma modifier (minimum of once).
This is the biggest complaint I’ve seen, and personally I agree it took all of the fun and interesting mechanics away. The melee focus was amazing. The 2014 Hexblade was my absolute favorite sub class to play. It was my go to and now I’ll probably not play warlock anymore because they maimed my favorite subclass
Aaron Rose
It’s like battle master but with hexes and stuff
Can you site a reference for this? I'm looking at the description of Pact of the Blade in the 2024 PHB, and it says nothing about medium armor. What am I missing?
I'd much rather think of my Hexblade Warlock as a Hexblade Warlock . . .
And here's something else I don't like: The original 5e writeup in XGtE says "You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow.", and it later goes on to imply that the Raven Queen is the true original source for these weapons, and thus the Hexblades are tools she uses to further her aims.
in this UA hacked-up version it says, "You’ve made a pact with a sentient magic weapon and the cursed forces contained within its blade." This makes no mention of the Shadowfell or the Raven Queen and implies that any sentient weapon with a blade could potentially be a patron for a hexblade.
I dunno - I have always just really liked the idea of hexblades being tied to the Shadowfell in some significant way. Yeah, I get that they still can be, but now you can have hexblades running around with patrons that don't really fit the theme (in my opinion, at least, good-aligned sentient weapons wouldn't bee too keen on granting their warlocks curses, lifedrain abilities, etc).
This is part of a general trend in the design of the 2024 updates that stuff like this shouldn't be tied to a specific setting, or have setting-specific lore incorporated into the definition of something like a subclass. I think this is generally a positive thing.
pronouns: he/she/they
In which part of the book?
You're not missing anything; it's not there.
This person may be getting confused because the old Hexblade subclass's "Hex Warrior" feature provided medium armor and shield proficiency, as well as the ability to use Charisma for attack and damage rolls with Pact of the Blade weapons; the second part of that was folded into the 2024 Pact of the Blade invocation, but not the first part.
They are correct about Pact of the Blade automatically providing proficiency with the pact weapon, but that's always been part of Pact of the Blade, it's not a change for 2024.
pronouns: he/she/they
I can see that concept in a positive light. However, since it is specifically stated in XGtE that these weapons are spread throughout the multiverse, it unnecessarily takes away from the flavor of the subclass. Maybe it's just me, paying too much attention to my inner highschool era goth, but you could already have a hexblade of any species in any setting as written in XGtE, so this just dilutes the core identity of the subclass for no reason.
Well said! What we need is an improved version of the 2014 Hexblade — not a complete overhaul of the subclass.
The devs should focus on refining the Hexblade, just like they did with the Great Old One. Just look at the Baldur’s Gate 3 version — it’s a total success. The Hexblade’s Curse should be an integral part of the class and coexist with Hex. It’s a simple fix: either enhance the Hex spell itself, or integrate its mechanics directly into weapon-based features, like BG3 did.
I agree that it's generally a positive thing, but not sure I'd call it a general trend. It's not that long ago that we had an UA filled with setting-specific Forgotten Realms subclasses.
Nope, we needed a nerf to Hexblade, it was OP in 2014 rules and became the near universally chosen subclass which is bad for the game. I help run a West Marches server and when 2024 was first announced we did a survey of the class/subclasses used and Hexblade was 75% of all warlocks, and Warlock was the most single-subclass dominated class.
That said I don't really like this new version, just like the Ranger presented in this UA, there's so much tied to Hex/Hunter's Mark that you're kind of locked into using it, which means your concentration is unavailable for many of the more interesting spells. So what's really the point of these subclasses being half casters at all? Also what's the deal with expanded spell list? Why Dispel Magic and Conjure Barrage?
This is the most tone-deaf reimagination I have ever seen. HEXBLADE has always been a hex-infused martial since its introduction way back as its own class. Thematically it utterly failed to life up to that. It is called hexBLADE for a reason. Where is the blade part?! Like the spell list is the only thing even remotely aligning with that concept and is the only thing I like about it.
Even taken as its own class it is beyond weak apart from a single feature (which you basically can't even use yourself). Why do they INSIST on basing subclasses (or when it comes to Hunter even the base class) around a level 1 spell that doesn't scale nor is interesting? Either you make it so totally high powered that you actually WANT to cast it compared to higher level concentration spells or you make it concentration-less, so you don't lose your ENTIRE SUBCLASS when you cast something else. I think the former is bad for balance since you basically just reduce the number of available options when it's too strong and are trapped without subclass when it's underpowered (like here).
To make this design work, Hex needs to be concentration-less when cast via its build-in feature. And even with that feature the subclass as presented is super boring. Why do we need to jump through 4 hoops including saving throw, turn and target tracking and requiring a hit for 3-5 damage? It's absolutely laughable.
Here, let do a proper 2024 Hexblade that actually builds upon its Hex-infused attacking theme and doesn't punish you for casting Hex :
LEVEL 3: HEXBLADE WARRIOR
For any equipment or feat that has a certain Strength score as prerequisite you can use your Charisma score instead, and whenever a feat would increase your Strength score, you can increase your Charisma score instead.
LEVEL 3: HEXBLADE’S CURSE
You can cast Hex without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting, and the spell ends early if the target dies, you die, you are incapacitated or cast it again.
LEVEL 6: ACCURSED HEX
Starting at 6th level, your curse lashes out with force. While your Hex is active, you gain the following benefits:
LEVEL 10: ARMOR OF HEXES
Your hex grows more powerful. When you take damage from the cursed target of your Hex, you can take a Reaction to reduce the damage taken by an amount equal to your warlock level + your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a Long Rest.
LEVEL 14: MASTERFUL HEX
Cursing your foe becomes an act of certain doom.
Zukuu, really like that! Good ideas. Not sure about Hexblade Warrior - that feels a bit like an overreach in terms of the amount of feats it can affect. It's a neat idea but I think it needs some refinement and narrowing.
What remains missing, though, is medium armor and shield training. The 2024 Hexblade still has to burn a feat to gain the use of a shield - and worse, it's a feat for armor training they already have.
The idea is that you can pick up Great Weapon Master or even the otherwise awful Weapon Master feat and still increase CHA so you donʼt gimp yourself. This would also allow you to wield heavy weapons or heavy armor without penalty. You can also take Moderately Armored and still increase CHA. This just opens up some interesting build variations.
Tho, I think a new origin feat that gives you +1 armor prof would be the best solution since you can pick that up via Lessons of the Old One: No>Light>Medium+Shield>Heavy.
Alternatively, if it is Warlock exclusive something like "Prequesite: POTB. You gain Medium Armor & Shield proficiency. If you donʼt wield a shield you get +1 AC."
Man, the survey really doesn't leave room for any overall problems. (Maybe it does if you mark it yellow instead of red?) Hopefully they get the point from all the feedback, I'm not sure I've seen a post anywhere yet saying they're okay with this UA Hexblade being a Hexblade replacement.
I think feats that are only good for one class (especially ones that are better versions of other feats) are a terrible idea. That said, I don't think there's anything that could convince me that this subclass, as an update to a subclass that has those proficiencies, shouldn't also have those proficiencies. The lack of weapon proficiencies isn't a big deal thanks to Pact of the Blade, but the lack of armor proficiencies means a lot of current Hexblades end up useless after a conversion, and that's bad design for an update.
I took a pass at refining the subclass. Let me know what you think...
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: HEXBLADE MANIFEST
Hexblade’s Curse. You can cast Hex without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Hexblade’s Bane. Once per turn, when you hit a target cursed by your Hex with an attack roll, you can cause one of these additional effects:
Hexblade Warrior. You acquire the training to effectively Arm yourself for battle. You gain proficiency in medium armor.
Choose one of the following Fighting Style Feats:
Resilient Hex. Taking damage can’t break your Concentration on Hex.
LEVEL 6: LIFE STEALER
Your patron’s might allows you to drain vitality from those you curse, granting you the following benefits.
Hexed Weapon. The following Eldritch Invocation becomes available to you.
Hexed Weapon
Prerequisite: Level 6+ Hexblade Warlock, Pact of the Blade
Your Pact Weapon gains the Weapon Mastery quality of that weapon.
Hungering Hex. Whenever the target cursed by your Hex drops to 0 Hit Points, you regain Hit Points equal to 2d8 plus your Warlock level.
Tormenting Hex. Add your Charisma bonus to the damage added by your Hex spell.
Unbreakable Hex. The Hex spell no longer requires Concentration when you cast it.
LEVEL 10: ARMOR OF HEXES
Your patron’s might protects you in combat with those you curse.
Shielding Hex. When you take damage from the cursed target of your Hex, you can take a Reaction to reduce the damage taken by an amount equal to 2d8 plus your Warlock level. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a Long Rest.
Staggering Hex. The target of your Hex spell has Disadvantage on saving throws as well as ability checks made with the chosen ability.
LEVEL 14: MASTERFUL HEX
Your patron’s accursed might flows even more strongly through you, granting the following benefits.
Accursed Critical. Any attack roll you make against the target cursed by your Hex scores a Critical Hit on a roll of a 19 or 20 on the d20.
Inexorable Bane. Your Hexblade’s Bane feature can be used on each attack roll.
Infectious Hex. When you use one of your Hexblade’s Maneuvers, you can target a number of additional creatures within 30 feet of the cursed target equal to your Charisma bonus. The additional targets each take 1d6 Necrotic damage.
The new Hexblade subclass design feels like a significant downgrade. It would have been better to build upon the classic version, which offered a more distinct gameplay experience."