Hexblade Conclave (5e Subclass)

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Hexblade Conclave[edit]

Hexblades start out relying solely on their blade and the innate ability to curse their foes, granting the Hexblade and his allies an edge. Though the Hexblade is strong with melee and is later granted more powerful spells, it is the early studies in their class that a Hexblade is weakest. They have the same strength as a warrior, but do not bother with encumbering themselves with larger armor, making them somewhat more fragile in combat.

Expanded Spell List

When you choose this archetype at 3rd level, you broaden your magical knowledge. You can learn spells from the Warlock list. When you choose spells from that list, they are considered Ranger spells for you. The spells must be from either the Enchantment or Necromancy school.

In addition, you gain the following spells below, that doesn't count against your maximum number of spells known, and are gained at the ranger levels listed:

Ranger Level Spells
3rd hex
5th blindness/deafness
9th bestow curse
13th elemental bane
17th contagion
Hex Warrior

At 3rd level, you acquire the ability 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 Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Hexblade's Curse

Starting at 3rd level, you can unleash a curse upon a foe. Whenever a creature under the effect of one of your Dark Ranger spells form the Enchantment or Necromancy school that requires concentration, that creature is considered to be under your Hexblade's Curse.

Whenever a creature under the Hexblade's curse is forced to make a saving throw against one of your spells, it must roll a d6 and subtract from the result of its save. In addition, the creature also roll a d6 and subtract from any contested ability check it makes against you.

Relentless Hex

Starting at 7th level, your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hexblade's Curse. To teleport in this way, you must be able to see the cursed target.

Dire Curse

Starting at 11th level, when a creature is under the effects of your Hexblade's Curse, you gain the following additional 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 and you are under half your maximum hit points, you regain hit points equal to your Ranger level + your Wisdom modifier (minimum of 1 hit point).
Aura of Unluck

At 15th 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.

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