Warlock
Base Class: Warlock

A revised version of the Hexblade subclass with more primary focus onto weaponry.

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Hexwarrior Union Expanded Spell List

1st-Level The Hexwarrior Union Feature
The Hexwarrior Union lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexwarrior Union Expanded Spells

Spell Level Spells
1st Shield, Shield of Faith
2nd Blur, Warding Bond
3rd Blink, Crusader's Mantle
4th Death Ward, Freedom of Movement
5th Animate Objects, Steel Wind Strike

Hexwarrior’s Curse

1st-Level The Hexwarrior Union Feature
Starting at 1st level, you are able to utilize a small curse from your attacks. When you hit a target with an attack from a weapon, you can use a reaction to mark them for one minute. While the duration is up and the target died, it can be transferred to another target by hitting a target with another attack and sacrificing a reaction, or a bonus action if the other target is within the dead target by another feet equal to ten times your proficiency bonus. The mark ends early if you die or you are incapacitated.

Until the mark ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the marked target equal to your proficiency bonus.
  • 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 Charisma modifier (minimum of 2 hit points).
  • When the cursed target hits you with a melee attack or ranged weapon attack while within 15 feet of you, it takes Force or Necrotic damage equal to your Charisma modifier.

You have an amount of uses equal to your proficiency bonus, regaining all of them on a long rest.

Hex Warrior

1st-Level The Hexwarrior Union Feature
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you use a long rest to swap with another weapon.

In addition, when you gain your Pact Boon, you gain something special with it.

  • Pact of the Blade. You can use your Charisma modifier for attack and damage rolls for any of your Pact Weapons. You apply a 1d6 to damage rolls with your weapons and can use any cantrip that uses a weapon for it. You also learn one cantrip that utilizes a weapon.
  • Pact of the Chain. You know and prepare the spells Spiritual Weapon and Shadow Blade. You can use Find Familiar to summon a specialized weapon that has the statblock of the Flying Sword or have your weapon underneath the Hex Warrior influence to control. The Flying Sword can be used as a weapon for yourself.
  • Pact of the Tome. Your spellbook is considered a weapon that can do ranged (80/250 ft.) attacks with no disadvantage in melee, dealing 1d8 plus your Charisma modifier in Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant or Thunder damage per hit. And you add your Charisma modifier to damage rolls of cantrips and spells that utilize attack rolls.
Pact of the Blade

You can use your Charisma modifier for attack and damage rolls for any of your Pact Weapons. You apply a 1d6 to damage rolls with your weapons and can use any cantrip that uses a weapon for it. You also learn one cantrip that utilizes a weapon.

Pact of the Chain

You know and prepare the spells Spiritual Weapon and Shadow Blade. You can use Find Familiar to summon a specialized weapon that has the statblock of the Flying Sword or have your weapon underneath the Hex Warrior influence to control. The Flying Sword can be used as a weapon for yourself.

Pact of the Tome

Your spellbook is considered a weapon that can do ranged (80/250 ft.) attacks with no disadvantage in melee, dealing 1d8 plus your Charisma modifier in Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant or Thunder damage per hit. And you add your Charisma modifier to damage rolls of cantrips and spells that utilize attack rolls.

Extra Attack

6th-level The Hexwarrior Union Feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Armor of Hexes

10th-Level The Hexwarrior Union Feature
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.

Tainted Resilience

14th-Level The Hexwarrior Union Feature
At 14th level, you are able to show a high level of tolerance to the world's everlasting bane. You have resistance to Necrotic damage and damage from cursed weapons, abilities and spells, and you have advantage on checks and saving throws against curses.

In addition, you can add your Charisma Modifier as a bonus (minimum of +2) on all saving throws against magic effects.

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