Im attempting to homebrew a new Hexblade subclass for 2024. Currently Im fighting with the homebrew tools. Any assistance on how to add class features would be very helpful. Below I've posted the new subclass I want to add.
Thank you in advance for your helpful and constructive comments.
[3rd] level — 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’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. When you cast Hex, a spectral weapon resembling your patron orbits the cursed target.
— Hex Warrior You gain proficiency with Martial weapons and training with Medium armor and Shields.
— Manifesting Curse Once per turn, when you hit a target cursed by your Hex with an attack roll, you can cause one of these additional effects: - Strangling Curse: until the start of your next turn the target’s speed is reduced by 10 ft. - Confounding Curse: until the start of your next turn the target has disadvantage on their constitution saving throws to maintain concentration on a spell or a feature that requires concentration. - Dimming Curse: until the start of your next turn the target has disadvantage on all attack rolls against targets other than you.
[6th] level — Hungering Hex Whenever the target cursed by your Hex drops to 0 Hit Points, you regain Hit Points equal to 1d8 plus your Charisma modifier.
— Necrotic Curse The extra damage dealt by your Hex is increased to 1d8 and this damage cannot be resisted. You always know the direction to the victim of your Hex as longs as it’s on the same plane as you.
[10th] level — Armor of Hexes If the cursed target of your Hex hits you with an attack roll, you can to roll a d6. On a 4 or higher you may use your reaction to make the attack miss you, regardless of its roll.
[14th] level — Accursed Critical Any attack roll you make against the target cursed by your Hex scores a critical Hit on a roll of 19 or 20.
— Sword of Hex’s When you cast Hex you may make a spectral weapon, resembling your patron, appear above the target. When the weapon appears, you make a melee spell attack against the target. On a hit, the target takes Force damage equal to 4d12 plus your Charisma modifier.
On your later turns, you can take a Bonus Action repeat the attack against the victim of your Hex. The weapon moves to the target of you Hex if you move Hex to a new target. This lasts as long as you maintain concentration on Hex or for 1 minute, with ever expires first.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
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Hello fellow dungeon delvers and dragon slayers.
Im attempting to homebrew a new Hexblade subclass for 2024. Currently Im fighting with the homebrew tools. Any assistance on how to add class features would be very helpful. Below I've posted the new subclass I want to add.
Thank you in advance for your helpful and constructive comments.
[3rd] level
— 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 level
Spells
3rdArcane Vigor, Hex, Magic Weapon,Shield, Wrathful Smite
5th
Conjure Barrage, Dispel Magic
7th
Freedom of Movement, Staggering Smite
9th
Animate Object, Steel Wind Strike
— 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. When you cast Hex, a spectral weapon resembling your patron orbits the cursed target.
— Hex Warrior
You gain proficiency with Martial weapons and training with Medium armor and Shields.
— Manifesting Curse
Once per turn, when you hit a target cursed by your Hex with an attack roll, you can cause one of these additional effects:
- Strangling Curse: until the start of your next turn the target’s speed is reduced by 10 ft.
- Confounding Curse: until the start of your next turn the target has disadvantage on their constitution saving throws to maintain concentration on a spell or a feature that requires concentration.
- Dimming Curse: until the start of your next turn the target has disadvantage on all attack rolls against targets other than you.
[6th] level
— Hungering Hex
Whenever the target cursed by your Hex drops to 0 Hit Points, you regain Hit Points equal to 1d8 plus your Charisma modifier.
— Necrotic Curse
The extra damage dealt by your Hex is increased to 1d8 and this damage cannot be resisted. You always know the direction to the victim of your Hex as longs as it’s on the same plane as you.
[10th] level
— Armor of Hexes
If the cursed target of your Hex hits you with an attack roll, you can to roll a d6. On a 4 or higher you may use your reaction to make the attack miss you, regardless of its roll.
[14th] level
— Accursed Critical
Any attack roll you make against the target cursed by your Hex scores a critical Hit on a roll of 19 or 20.
— Sword of Hex’s
When you cast Hex you may make a spectral weapon, resembling your patron, appear above the target. When the weapon appears, you make a melee spell attack against the target. On a hit, the target takes Force damage equal to 4d12 plus your Charisma modifier.
On your later turns, you can take a Bonus Action repeat the attack against the victim of your Hex. The weapon moves to the target of you Hex if you move Hex to a new target. This lasts as long as you maintain concentration on Hex or for 1 minute, with ever expires first.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a Pact Magic spell slot (no action required) to restore your use of it.