Hexblade (5e Subclass)
Hexblade
Level | Cantrips Known | Spells Known | Spell Slots | Slot Level |
---|---|---|---|---|
3 | 2 | 2 | 1 | 1st |
4 | 2 | 3 | 2 | 1st |
5 | 2 | 3 | 2 | 1st |
6 | 2 | 3 | 2 | 1st |
7 | 2 | 4 | 2 | 2nd |
8 | 2 | 5 | 2 | 2nd |
9 | 2 | 5 | 2 | 2nd |
10 | 3 | 5 | 2 | 2nd |
11 | 3 | 6 | 2 | 2nd |
12 | 3 | 6 | 2 | 2nd |
13 | 3 | 7 | 2 | 3rd |
14 | 3 | 7 | 2 | 3rd |
15 | 3 | 7 | 2 | 3rd |
16 | 3 | 8 | 2 | 3rd |
17 | 3 | 8 | 2 | 3rd |
18 | 3 | 8 | 2 | 3rd |
19 | 3 | 9 | 2 | 4th |
20 | 3 | 9 | 2 | 4th |
- Pact Magic
By the time you choose this martial subclass at 3rd level, your arcane research and the magic bestowed on you by your patron have given you facility with spells.
- Cantrips
- You know two cantrips of your choice from the hexblade spell list. You learn additional hexblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Hexblade table.
- Spell Slots
- The Hexblade table shows how many spell slots you have. 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 hexblade 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 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.
- Spells Known of 1st Level and Higher
- At 1st level, you know two 1st-level spells of your choice from the hexblade spell list.
- The Spells Known column of the Hexblade table shows when you learn more hexblade spells of your choice of 1st level and 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 hexblade spell, which can be 1st or 2nd level.
- Additionally, when you gain a level in this class, you can choose one of the hexblade spells you know and replace it with another spell from the hexblade spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
- Charisma is your spellcasting ability for your hexblade 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 hexblade 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 hexblade spells.
- Hexblade's Curse
When you choose this martial subclass at 3rd level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:
- You gain a bonus to damage rolls against the cursed 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 fighter level + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Starting at 15th level, once you use your Hexblade's Curse, you can use it again without resting, but when you apply it to a new target, the curse immediately ends on the previous target.
- Eldritch Invocation
When you choose this martial subclass at 3rd level, you gain one eldritch invocation from the list available to the warlock. For invocations that have a certain warlock level as a prerequisite, you can use one-third your fighter level rounded up plus your warlock level (if any) for the purposes of meeting the invocation's prerequisite.
You gain an additional invocation when you reach 7th level, and again at 15th level. Additionally, when you gain a level in the fighter class, you can choose one of the invocations you know and replace it with another invocation you could learn at that level.
- Hex Armor
At 10th level, your hexblade's curse grows more powerful. If the target cursed with your Hexblade's Curse makes an attack roll against you, it also rolls a d6 and subtracts the number rolled from its attack roll.
- Lifedrinker
Starting from 18th level, when you hit a creature with a weapon attack, the target takes additional necrotic damage equal to your Charisma modifier.
Spell List
Cantrips (0th level)
1st level
2nd level
3rd level
4th level
- banishment
- black tentacles
- blight
- compulsion
- confusion
- dimension door
- fire shield
- giant insect
- greater invisibility
- hallucinatory terrain
- phantasmal killer
- polymorph
- resilient sphere
- stone shape
- stoneskin
- wall of fire
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