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## Sorcerer: The Hexblade The Hexblade balances talents in combat and arcane spellcasting, the power of the hexblade often displays itself at an early age, frequently in the form of unexplained accidents or other incidents of bad luck experienced by those around the budding hexblade. Though the hexblade is ultimately a self-taught practitioner, many receive rudimentary training from another arcane spellcaster, such as an older hexblade, eldritch knight, sorcerer, wizard or bard, before setting off on their own. Though a capable melee combatant, the hexblade relies on opportunistic use of their spells and special abilities to augment this role in the group. > This is somewhat of a remake of the 3rd edition version of the Hexblade but as Sorcerer origin as conceptually they are similar to each other. ### Hexblade's Curse Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 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 Sorcerer level + your Charisma modifier (minimum of 1 hit point). You can use this feature a number of times equal your Charisma modifier (minimum of 1) and you regain all expended uses of it when you finish a long rest. \columnbreak
### Hexblade Spells You learn additional spells when you reach certain levels in this class, as shown on the Hexblade Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a evocation spell from the sorcerer, paladin or ranger spell list.
##### Hexblade Spells | Sorcerer Level | Spells | |:---:|:---:|:---|:---:| | 1st | Shillelagh*, Identify, Tasha's Hideous Laughter | | 3rd | Enthrall, Spiritual Weapon | | 5th| Phantom Steed, Wind Wall | | 7th | Phantasmal Killer, Mordenkainen's Faithful Hound | | 9th | Conjure Volley, Scrying |
* *The Shillelagh cantrip is eligible for the Twinned Spell Metamagic.* > ##### Spell selection > The spells I chose are based off of the original 3rd edition Hexblade class spell list, some of them are the exact spells while others are approximations to spells in that list. \pagebreak ### War Magic Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. ### Infectious Hex When you reach 10th level, your Hexblade's Curse spreads from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 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. ### Armor of Hexes Starting at 14th 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. ### Improved War Magic At 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a spell in place of one of those attacks. ### Master of Hexes Starting at 18th level, you've mastered the art of tethering misfortune upon your foes. Once per turn, immediately after dealing damage to the target cursed by your Hexblade’s Curse, you can force the creature to make a Constitution saving throw against your spell save DC. On a failure, the creature has disadvantage on Strength and Dexterity saving throws, and its attacks deal only half damage. These effects last until the start of your next turn.