The Hexblade Reforged

by MetalGearSamV

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The Hexblade Reforged

You have made your pact with a mysterious weapon hailing from the unknown. This weapon has granted you the ability to perform extraordinary arcane feats, and fight with nearly unparalleled martial prowess. Dark and unknown magic flows through this weapon, but you have willingly accepted it, where others may have shied away. You are a warrior devoted to dark mastery over your pact weapon, and unlocking all of the abilities that it might hold within. The only way to gain access to these abilities is to gain power and prestige, one way… or another.

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.

Hexblade Reforged Expanded Spells

Spell Level Spells
1st bane, wrathful smite
2nd blur, branding smite
3rd blink, pulse wave
4th phantasmal killer, staggering smite
5th banishing smite, steel wind strike

Hexblade's Trance

Starting at 1st level, you gain the ability to enter into a ferocious battle trance. On your turn, you may enter this trance as a bonus action. While in your Hexblade’s Trance you gain the following benefits:

  • You gain a bonus to damage rolls equal to your half proficiency bonus rounded down.
  • Any attack roll you make against the target is a critical hit on a roll of 19 or 20.

Your trance lasts for one minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t made a melee attack against a hostile creature since your last turn or taken damage since then. You can also end the trance on your turn as a bonus action.

You may use this ability an amount of times equal to your proficiency bonus. You must finish a long rest before you can use your trance again.

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.

Armor of Hexes

At 6th level you are able to ward yourself against the attacks of your enemies. When you use your bonus action to enter your Hexblade's Trance, instead of gaining the bonus to damage equal to half your proficiency bonus and expanded critical hit range, you may choose to gain resistance to one damage type and advantage on one type of saving throw of your choice until your trance ends.

Soul Siphon

Upon reaching level 10 you can use you reaction to consume the soul of any enemy creature that dies within 30 ft of you. Upon consuming the creature's soul, you may use it to gain one of the following effects:

  • Roll a number of d4's equal to the creature's challenge rating. You gain a number of temporary hit points equal to the amount rolled.
  • You gain advantage on all attack rolls until the end of your next turn
  • Enemy creatures have disadvantage on saving throws made against spells that you cast until the end of your next turn.
  • You add your Warlock level to damage rolls for weapon attacks that you make until the end of your next turn.

Once you use this ability, you may not do so again until you take a short or long rest.

Accursed Retribution

Starting at 14th level when you take damage from a creature within 30 feet of you, you may use your reaction to take the attack action against that creature as if it were your turn. Spurred on by pure hatred and malice, these attacks have the following properties:

  • All of your weapon attack rolls are critical hits on a roll of 16, 17, 18, 19, or 20 on the d20
  • Each attack deals an extra 1d10 damage of your pact weapon's damage type.
  • All damage that you deal overcomes resistances and immunities.
  • If you score a critical hit against the target of your retribution, the affected creature must make a wisdom saving throw against your Warlock spell save DC or become frightened of you on a failed save. At the end of each of their subsequent turns, the creature may attempt the save again, ending the frightened condition on a successful save.

The first time you use this ability you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 5d12 necrotic damage immediately after you make your final attack. Each time you use this feature before you finish a long rest the amount of damage taken increases by 2d12. This damage ignores resistances and immunities. If this damage would reduce you to 0 hit points, you immediately die as your pact weapon eats your soul.

Part 2 | Your Introduction
 

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