Warlock
Base Class: Warlock

You’ve made a pact with a sentient magic weapon and the cursed forces contained within its blade. Such a weapon could be the sword sheathed at your side, or it could be a manifestation of an infamous magic weapon like Blackrazor or the Sword of Kas projecting its power to further its legend. To those willing to follow this weapon’s whims, these inscrutable patrons offer the power to bestow malignant curses, deliver punishing blows, and bolster the wielder.

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 hex, inflict wounds, mirror image, blindness/deafness
5 bestow curse, slow
7 freedom of movement, blight
9 contagion, hold monster

Level 3: Hexblade's Curse

Your patron grants you the power to curse and hinder your foes. As a Bonus Action, choose one creature you can see within 30 feet of yourself. The target is cursed for 1 minute, during which you gain the benefits below. The curse ends early if you use this feature again, if you dismiss it (no action required), or die. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Short Rest. When you cast a Hexblade spell using a spell slot, you can use your Hexblade’s Curse as a part of casting that spell instead of taking a Bonus Action. When you do so, one target of the spell of your choice is the target of your Hexblade’s Curse, and your Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer.

Hungering Hex. When the target cursed by your Hexblade’s Curse drops to 0 Hit Points, you regain Hit Points equal to 1d8 plus your Charisma modifier. 

Accursed Shield. While you aren’t wearing armor or wielding a Shield, you gain a bonus equal to your Charisma modifier to AC while you are within 15 feet of the target cursed by your Hexblade’s Curse.

Unyielding Will

 When you succeed on a saving throw to maintain Concentration, each creature of your choice in a 10-foot Emanation originating from you takes 2d6 Necrotic damage. Once you use this benefit, you can’t do so again until the start of your next turn. In addition, when you fail a saving throw to maintain Concentration, you can choose to succeed instead, and you gain a number of Temporary Hit Points equal to 1d10 plus your Warlock level. Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 6: Malign Brutality

Your patron’s might furthers your bloodthirst, granting you the following benefits. 

Harrowing Hex. When you cast a level 1+ Warlock spell that has a casting time of an action, you can spend a Bonus Action to make one weapon attack as part of the same action, this attack can occur before or after the spell is cast.

Hindering Curse. When you hit the target cursed by your Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of your next turn.

Inescapable Hex. When the target of your Hexblade’s Curse ends its turn 30 feet or further from you, you can move up to your Speed straight toward the target.

Level 10: Armor of Hexes

When you take damage from the target cursed by your Hexblade’s Curse, you can take a Reaction and roll a number of D6's equal to your Charisma modifier, you reduce the damage taken by the amount rolled.

Level 14: Masterful Hex

The power of your Hexblade’s Curse increases, granting the following benefits.

Accursed Critical. Any attack roll you make against the target cursed by your Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20. 

Explosive Hex. When you deal damage to the target cursed by your Hexblade’s Curse, you can cause your curse to explode with sinister energy. The target and each creature of your choice in a 30-foot Emanation originating from the target take 3d6 Necrotic, Psychic, or Radiant damage (your choice), and their Speed is reduced by 10 feet until the start of your next turn. Once you use this benefit, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic slot (no action required) to restore your use of it. 

Hex Restoration. You regain one expended use of Hexblade’s Curse when you roll initiative.

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