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## Divine Hexblade The Divine Hexblade is similar to the traditional Hexblade subclass in that they use a weapon as a bridge to their patron, except the ultimate source of their power is a bastion of good. This can be a deity of diminished influence, requiring the medium of a weapon to communicate and share power, or any powerful celestial entity who employs warriors either to crusade for an ideal or protect the defenseless. Even the prime god Helm has been known to employ hexblades when he has seen promise in an individual lacking devotion to his faith but sharing his convictions. ### Bond of the Redeemer You have been chosen by a god or goddess of redemption to lend your weapon to their cause. You are expected to be a light in the darkness, to guide those who have lost their way to a better path. Conversely, you are to be the holy fire that burns away the sources of darkness, that which cannot be redeemed: Creatures such as liches, evil elemental spirits, dark fey, and aberrations in whichever form they take, demons, and devils who dare walk the world of men. When you strike down a creature that is not inherently lost, such as a humanoid, do so only in self defense or in the defense of another, or when their soul is so twisted that they have become true monsters unreachable by the light. #### Expanded Spell List The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Divine Hexblade Spell List | Spell Level| Spells | |:----:|:-------------| | 1st | Shield, Sanctuary | | 2nd | Calm Emotions, Branding Smite | | 3rd | Mass Healing Word, Fireball | | 4th | Fire Shield, Death Ward | | 5th | Dawn, Wall of Light | #### Mark of Radiance Starting at 1st level, you gain the ability to place a radiant mark on a creature you believe to be a threat. If the creature is not hostile, the mark will exist, but none of its effects will occur until the target becomes hostile. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. The effect ends early if the target dies, you die, or you are incapacitated. Until the effect ends: Any attack roll you make against the target is a critical hit on a roll of 19 or 20 on the d20. If the marked target dies, is knocked unconscious, or submits, all creatures of your choice within 30 feet regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). The mark will have no further effect on that creature. 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. #### Chance at Redemption Starting at 6th level, you can attempt to convince the soul of a person you or your companions slay to make a final act of repentance, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise as a specter and bargain with it, you must win a Charisma (Persuasion) or Charisma (Religion) role against a DC of 8 + The target's challenge rating. If you win, the spirit will agree to serve your cause until your next long rest, and potentially grant it a chance for redemption that may alter it's fate. If you fail, the soul will depart as it otherwise would have. The statistics for the spectre 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 (no action required), and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The spirit remains in your service until the end of your next long rest, at which point it departs. Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest. #### Divine Bond At 10th level, the bond with your patron grows more powerful. If the target marked by your Mark of Radiance hits you or your allies with an attack roll, you can use your reaction to roll a d6. On a 5 or higher, the attack instead misses, regardless of its roll. #### Command of the Mark Starting at 14th level, you can spread your Mark of Radiance from a defeated creature to another creature. When the creature marked by your Mark of Radiance is defeated, you can apply the mark to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. \pagebreak ## Warlock Spell Changes A number of warlock spells have been changed from their basic effect. #### General Changes - Any spell that creates magical darkness instead creates an impenetrable magical light, all game rules for this light function identically to magical darkness. - You may pick any spells other than Resurrection, True Resurrection, or Mass Heal from the Cleric spell list for your 6th, 7th, 8th, or 9th level Mystic Arcanum ##### 1st Level - Repentance, replaces Hex. - Armor of the Redeemer, replaces Armor of Agathys. ##### 2nd Level - Divine Blade, replaces Shadow Blade - Everlight, replaces Darkness (light instead of darkness, 20ft bright light, 20ft dim) ##### 3rd Level - Emptiness of Violence, replaces Enemies Abound - Overwhelming Light, replaces Hunger of Hadar (light instead of darkness, 20ft bright light, 20ft dim Fire instead of Cold) ##### 4th Level - Resplendence, replaces Shadow of Moil (light instead of darkness) #### Armor of the Redeemer *1st Level, Abjuration* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (a vial of holy water) - **Duration:** 1 Hour ___ A protective magical force surrounds a target other than yourself, manifesting as shimmering light that covers the target and its gear. It gains 5 temporary hit points for the duration. If a creature hits it with a melee attack while it has these hit points, the creature takes 5 radiant damage. You may only have this spell active on one target at a time. While active, the armor generates bright light for 5 feet and dim light for another 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the radiant damage increase by 5 for each slot.
#### Repentance *1st Level, Enchantment* ___ - **Casting Time:** 1 Bonus Action - **Range:** 90 feet - **Components:** V, S, M (the ashes of paper that bore a heartfelt confession) - **Duration:** 1 Hour ___ You place a minor geas on a creature that you can see within range. Until the spell ends, the creature takes 1d6 radiant damage whenever it hits with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to move the spell to another creature. A dispel magic cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours #### Divine Blade *2nd Level, Conjuration* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** V, S - **Duration:** concentration, up to 1 minute. ___ You weave together threads of light to create a sword of solidified radiance in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 radiant damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, while this sword is illuminating dim light or darkness you make attacks with it with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. #### Emptiness of Violence *3rd Level, Enchantment* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** concentration, up to 1 minute. ___ You reach into the mind of one creature engaged in hostilities you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target is overcome by the pointlessness of violence, and will seek to prevent it at all costs. It will throw itself at combatants without care for whichever side it was on or its own safety, attempting to grapple them and drag them from the fray. If it is meek or unlikely to succeed in physical restraint, it will use magic if it is able. It may also pick a wounded creature and attempt to heal it or stabilize an unconscious creature.