Hexblade Warlock
Hit Points
Hit Dice: d8 per Hexblade Warlock level
Hit Points at first Level: 8 +your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) +your Constitution modifier per warlock level after 1st
Proficiences
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Class Features
WARLOCK 1 FEATURES
PACT MAGIC
SPELL SLOTS
To cast one of your warlock spells of 1st through 5th level, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell
witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
SPELLS KNOWN AND INVOCATIONS KNOWN
When you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
SPELLCASTING ABILITY
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC =8 +your proficiency bonus +your Charisma modifier
Spell attack modifier =your proficiency bonus +your Charisma modifier
SPELLCASTING FOCUS
You can use an arcane focus as a spellcasting focus for your warlock spells.
WARLOCK 2 FEATURES
ELDRITCH INVOCATIONS
When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
AGONIZING BLAST
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
REPELLING BLAST
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
WARLOCK 3 FEATURES
PACT BOON
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
PACT OF THE BLADE
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
WARLOCK 5 FEATURES
ELDRITCH INVOCATIONS
MADDENING HEX
Prerequisite: 5th level, hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
WARLOCK 7 FEATURES
ELDRITCH INVOCATIONS
IMPROVED PACT WEAPON
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
WARLOCK 9 FEATURES
ELDRITCH INVOCATIONS
LANCE OF LETHARGY
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
WARLOCK 12 FEATURES
ELDRITCH INVOCATIONS
LIFEDRINKER
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your Pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Subclass Options
WARLOCK 1 FEATURES
OTHERWORLDLY PATRON (Hexblade)
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
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 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 warlock level +your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
HEX WARRIOR
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 finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every Pact weapon you conjure with that feature, no matter the weapon’s type.
WARLOCK 6 FEATURES
OTHERWORLDLY PATRON (Hexblade)
ACCURSED SPECTER
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
WARLOCK 10 FEATURES
OTHERWORLDLY PATRON (Hexblade)
ARMOR 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.