Warlock
Base Class: Warlock

Serve as Blade and Judgment

Your pact is with a weapon forged in magic and malice—an intelligent blade, a fragment of a slumbering god, or a cursed relic that once drank the blood of kings. Whether it was forged in the Lower Planes, blessed by an exiled celestial, or created in the shadow of a dead warlock’s will, your patron empowers you to act as its avatar. Unlike other warlocks who wield eldritch power from afar, you are the arm of your patron’s will, striking fear through steel and curse alike.

Level 3: Hexblade Spells

The magic of your patron empowers you with precision, movement, and devastating strikes. When you reach a Warlock level specified in the Hexblade Spells table, you always have the listed spells prepared.

Warlock Level Spells
3 Hex, Magic Weapon, Shield, Wrathful Smite
5 Conjure Barrage, Mirror Image
7 Freedom of Movement, Staggering Smite
9 Animate Objects, Steel Wind Strike

Level 3: Cursebound Hex

You can cast Hex without expending a spell slot or material components a number of times equal to your Charisma. You regain all uses when you finish a Long Rest. When you cast Hex using this feature:

  • Once per turn, when you hit the cursed target with a weapon attack, you deal extra necrotic damage equal to your Proficiency Bonus.
  • Your weapon attacks against the cursed target score a critical hit on a roll of 19 or 20.

You may only have one Hex active at a time using this feature.

Level 3: Hexblade’s Weapon

Your patron enhances your combat skills to fight in its name. You gain Proficiency with martial weapons, and Training with medium armor and shields.

Additionally, you learn to channel your patron's power through special cursed techniques known as Hexblade Maneuvers. You learn three Hexblade Maneuvers of your choice from the Hexblade Maneuvers list. You learn additional maneuvers as you gain levels in this class, as shown in the Hexblade Maneuvers table. You can use a number of Hexblade Maneuvers per long rest, also shown in the table. You can use one maneuver per turn. If a maneuver requires a saving throw, the DC is equal to your Warlock spell save DC.

Warlock Level
Maneuvers Known
Maneuver Uses
3-5 3 3
6-8 3 4
9-11 5 5
12-14 7 6
15+ 7 7

Level 6: Shadowcurse Mastery

Your patron makes the curse even more powerful, making it more versatile and opening new opportunities.

  • When you cast Hex using your Cursebound Hex feature, it does not require concentration.
  • The cursed target has disadvantage on saving throws of the chosen ability type instead of ability checks.
  • If the cursed target fails a saving throw against any spell or magical effect, you can transfer Hex to another creature within 30 feet as a bonus action or a reaction.

Level 10: Hexblade’s Momentum

Your patron further empowers your connection to the cursed weapon, enhancing your speed, reflexes, and martial intuition.

  • You learn two additional Hexblade Maneuvers of your choice from the Hexblade Maneuvers list.
  • When a creature makes an attack roll against you, you can use your reaction to impose a penalty to the roll equal to 1d8. You can use this feature a number of times equal to your Proficiency Bonus, and regain all uses when you finish a Long Rest.
  • When a creature cursed by your Hex drops to 0 hit points, you regain hit points equal to your Warlock level + your Charisma modifier. Alternatively, you may choose to grant these hit points to an ally within 30 feet of you that you can see.

Level 14: Hexblade’s Final Judgment

Your patron’s curse becomes an overwhelming force on the battlefield. When you cast Hex using your Cursebound Hex feature:

  • You may target two creatures at once.
  • Your weapon attacks against those creatures score a critical hit on a roll of 18–20.

Your bond with your pact weapon is equally complete, allowing you to strike with unmatched precision and cursed technique:

  • You learn two more Hexblade Maneuvers of your choice.
  • You can use two different Hexblade Maneuvers per turn, one on each hit.
  • If your cursed target drops to 0 hit points before you apply a maneuver, you can redirect that maneuver to another creature within 30 feet of you.

Hexblade Maneuvers

When you gain access to Hexblade Maneuvers, choose from the following list. You must meet any level requirement listed for a maneuver.

Hexblade Maneuvers (3rd-Level Requirement).

  • Hex Interrogation. When you reduce a creature to 0 HP, you can magically extract a memory. You gain advantage on your nextIntelligence (Investigation) or Wisdom (Insight) check within the next hour.
  • Mind Rattle. When you hit a creature, it must succeed on an Intelligence saving throw or roll a d6. Subtract the number from its next attack roll or saving throw.
  • Shadow Sweep. When you hit a creature, it must succeed on a Strength saving throw or be knocked prone.
  • Void Spiral. When you hit a creature, both you and the creature teleport 10 feet in opposite directions. You choose the direction.

Hexblade Maneuvers (10th-Level Requirement)

  • Chaotic Surge. When you take elemental damage (acid, cold, fire, lightning, or poison), you can take a reaction to store that pain and deal an extra 1d8 of that damage type on your next hit within 1 minute.
  • Crippling Curse. When you hit a creature, it must succeed on a Constitution saving throw or be unable to take reactions until the end of your next turn.
  • Dread Execution. When you reduce a creature to 0 hit points, choose one creature within 30 feet that can see you. That creature must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.
  • Falling Curse. If you fall at least 10 feet and land adjacent to one or more creatures, each creature within 5 feet must succeed on a Strength saving throw or be pushed 10 feet away and take force damage equalto your Charisma modifier.
  • Grasp ofthe Chain. When you hit a creature, it must succeed on a Strength saving throw or its speed becomes 0 until the end of its next turn.
  • Grudge Mark. When a creature damages you, you can take a reaction to mark it with a vengeful sigil. Until the end of your next turn, you have advantage on your next attack against the marked creature.
  • Screaming Echo. When you hit a creature, it must succeed on a Constitution saving throw or be blinded until the end of its next turn.
  • Terror Slash. When you hit a creature, it must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Unbalancing Hex. When you hit a creature, it must succeed on a Dexterity saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
  • Warding Reversal. When the creature you hit deals melee damage to you before the start of your next turn, it takes force damage equalto your Charisma modifier (minimum 1). This effect lasts until the start of your next turn.

Additional Eldritch Invocations

Dual Pact Arms

Prerequisite: Level 2+ Warlock, Pact of the Blade

When you summon your pact weapon, you may choose to summon two one-handed weapons with the same bonus action instead. You can use your Charisma modifier instead of Strength or Dexterity for attack rolls made with either weapon.

Thirsting Blade - Unleashed

Prerequisite: Level 5+ Warlock, Pact of the Blade

You gain the Extra Attack feature. With that feature, you can attack twice instead of once when you take the Attack action on your turn. 

Aegis of the Hexblade

Prerequisite: Level 5+ Hexblade Warlock

When you take damage from a creature you can see, you can use your reaction to reduce the damage taken by 1d8 + your Charisma modifier. This consumes one use of your Hexblade Maneuver uses.

Cursed Arsenal

Prerequisite: Level 6+ Hexblade Warlock

Once per Short or Long Rest, when you use a Hexblade Maneuver, you may immediately apply a second maneuver to the same target without expending an additional use. Both maneuvers must meet the triggering conditions.

Bladecaster’s Edge

Prerequisite: Level 15+ Warlock, Pact of the Blade

When you take the Attack action, you may replace one of your attacks with one of your warlock cantrips. The cantrip must target only one creature.

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