Base Class: Warlock
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. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed 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:
- You gain a bonus to damage rolls against the cursed target. The bonus equals your character level (yes this is explicitly not your Warlock level) + your choice of either your Charisma, Intelligence or Wisdom modifier.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your character level + your choice of either your Charisma, Intelligence or Wisdom modifier. (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Hex Weapon Master
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armour, martial weapons and (depending on your campaign) firearms.
Your patron has gifted you with the ability to conjure a mouldable weapon. This weapon can be summoned to you hand as a bonus action on your turn, taking the form of any, non-magical weapon you are proficient with and on all prior turns, you can change this form as a free action.
If a Ranged weapon/firearm is made with this, it does not require ammunition to fire, instead firing a spectral version that disappears after it hits something, whether this be an enemy or just the floor or wall if you miss, this also ignores the loading property of the weapon.
If a weapon with the Light property is made with this, it becomes duplicated allowing it to be duel wielded, but only in this form, the second disappearing when its form is changed.
If a weapon with the Heavy property is made with this, it does not impose disadvantage on the wielder if they are Small or Tiny.
This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
This weapon can be used as a Holy Symbol, Arcane Focus or Druidic Focus as well, when used as a Druidic focus, Shillelagh can be used on it, even though it does not contain wood. When used as one of these, the semantic components of your spells instead show as a glow emanating from the weapon. (This means it is still visible but they can be used even though your hands are busy).
Your conjured weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you dismiss the weapon (no action required), or if you die.
When you attack with this weapon, you can use your choice of your Intelligence, Wisdom or Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
If a spiritual weapon is summoned using the spell of the same name whilst you have your mouldable weapon summoned, it also benefits from all of these effects.
Accursed Killing
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay any beast, humanoid, aberration, dragon, giant, ooze, plant or monstrosity, it can be risen as a zombified version of itself. When a creature is zombified it only has a maximum of half its hit points and cannot cast any spells it knew it life, its Intelligence, Wisdom and Charisma are all lowed so it can now only understand commands but has no thoughts of its own (I'm not sure what this would put them at). When you deal what would be a killing blow to an elemental, celestial, fey or fiend, you can instead attempt to bind it as if you cast Planar Binding on it, regardless of if it succeeds or fails this check it regains half its HP, so be careful using this if your not fully sure it will work. If the slain target is an undead, this is different, if they are a 'spirit' type undead (any undead that seems ghost like) you can use the Planar Binding variation on them, if else, they cannot be zombified. Constructs are entirely unaffected by this. Roll initiative for the zombie or bound creature, which has its own turns. It obeys your verbal commands if it is a zombie.
The creature remains in your service until the end of your next long rest, at which point it vanishes to afterlife or is sent back to its released from the Planar Binding and becomes hostile again.
Once you bind a zombie or other creature with this feature, you can't use the feature again until you finish a long rest.
Team's Curse
Starting at 6th level, you gain a boost to your baleful curse. The target is now cursed for up to 10 minutes. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- You and your allies gain a bonus to damage rolls against the cursed target. The bonus equals your character level (yes this is explicitly not your Warlock level) + your choice of either your Charisma, Intelligence or Wisdom modifier.
- Any attack roll you or your allies make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your character level + your choice of either your Charisma, Intelligence or Wisdom modifier (minimum of 1 hit point).
You can now use this twice per short rest, but it can only be used on 1 creature at a time, if used again, it leaves the first target.
Shield of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. You can also use this if they are going after an ally of yours.
Master of Hexes
Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. This can be continually done for the duration of the curse.
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