Hex Knight (5e Subclass)
Hex Knight[edit]
Fighter Subclass
Whether it was willingly or by force, you have become the benefactor to an otherworldly patron. You are now a Hex Knight, and imbued with some of the power of a warlock. Though, because of the physical focus of your training you have a lower capacity for magical abilities.
Hex Knight (Fighter) Level | Class Feature | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | Expanded Spells |
---|---|---|---|---|---|---|---|
3 | Hexed Weapon, Spellcasting, Invocations | 2 | 2 | 1 | 1 | 1 | Shield, Wrathful Smite |
5 | Baleful Hex | 2 | 3 | 2 | 1 | 2 | - |
7 | Cruel Combo | 2 | 4 | 2 | 2 | 2 | Branding Smite |
10 | Resolve Crusher | 3 | 5 | 2 | 2 | 3 | - |
13 | - | 3 | 6 | 2 | 3 | 3 | Elemental Weapon |
15 | Virulent Hex | 3 | 7 | 3 | 3 | 4 | - |
18 | Legion's Hex | 3 | 8 | 3 | 3 | 4 | - |
19 | - | 3 | 9 | 3 | 4 | 4 | Staggering Smite |
- Spellcasting
When you reach 3rd level, your martial prowess becomes augmented with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots
The Hex Knight table shows how many spell slots you have to cast your warlock spells of 1st through 4th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list. You know the Hex spell as well, which does not count against your known spells limit.
The Spells Known column of the Hex Knight table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.
Additionally, 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.
- Eldritch Invocations
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 3rd level, you gain one eldritch invocation of your choice. When you gain certain Hex Knight levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Hex Knight table. A level prerequisite refers to your level in this class.
Additionally, 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.
- Hexed Weapon
The influence of your otherworldly patron has caused you to be able to create shadowy mimicries of weapons with deadly efficiency. You may also hex a weapon of your choice, wreathing it in shadow and using it to inflict those same grievous wounds.
- You can use your bonus action to create a hexed weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. 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 hexed 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 hexed 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 hexed weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your hexed 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.
- The influence of your patron also allows you to mystically channel your will through a particular weapon. When you attack with your hexed weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- Baleful Hex
Starting at 5th level, you gain the ability to place a terrible curse on someone. As part of the bonus action used to create your pact weapon, you may choose one creature you can see within 60 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 use this feature again a number of times equal to half your proficiency bonus, rounded down. once all uses have been expended, you can't use this feature again until you finish a short or long rest.
- Cruel Combo
Beginning at 7th level, when you use the Extra Attack feature to make two or more attacks on your turn, you can use your bonus action to make an additional attack as long as all attacks were made with your hexed weapon. Additionally, you can choose a second option from the Fighting Style class feature.
- Resolve Breaker
At 10th level, your hex grows more powerful. If the target cursed by your Baleful Hex hits you with an attack roll, you can use your reaction to roll a d6. On a 5 or higher, the attack instead misses you, regardless of its roll.
- Virulent Hex
Starting at 15th level, you gain the ability to hex multiple enemies at once. When you use your Baleful Hex feature, you can instead target up to three creatures, who all fall under the effects of the curse. Additionally, if a cursed creature were to die, you may instead choose to apply the curse to a different creature you can see within 60 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.
- Legion's Advantage
At 18th level, your Baleful Hex becomes truly overwhelming. When finishing a short rest, choose a number of creatures up to your Charisma modifier to be considered your Allies. Until your next rest, when you curse creatures with your Baleful Hex, any Allies you chose benefit from your Baleful Hex and Resolve Breaker features. Any effects that use a level value, modifier, or bonus use yours.
Back to Main Page → 5e Homebrew → Character Options → Subclasses