Ziegander
2015-05-14, 02:37 PM
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Hexblade
A wood elf witch with the devil in her purple, glowing eyes, glares at the ogre in her path as she runs her fingers along the blade of her sword. Smearing her own blood across the weapon, fell, black flames take light everywhere her fingers touch and spread across the length of the blade. When she has finished, she smiles and leaps at the lumbering oaf that would dare defy her.
A vengeful revenant dressed in shabby plate mail snarls as he surveys the burning village around him, surrounded by knights and nobles from the ruling castle. He has sworn an oath to destroy these men, and he utters a curse upon them in the Infernal tongue, as he draws his greatsword. If he had to die today, so be it. He would take these fiends with him.
An arrogant human knave dabbles in dark powers and sells his axe wherever men will pay him. He has traveled far and wide, and sold his soul for power and wealth. All that drives him is the thrill of his next kill, and the rush of power he knows will accompany it. He is a selfish, vain man, and, yet, some nights he finds that all the strongwine in the world cannot make him forget her. His first sacrifice to the dark gods.
In many ways, the Hexblade is the antithesis of the Paladin, an arcane spellcaster that has learned their craft either through study or the tutoring of a dark patron, a wielder of fell powers that makes a formidable warrior into a champion of hellish rapport. Though, as the Paladin is a staunch enemy of evil, the Hexblade is not necessarily a force against good. Though their methods may be evinced in shade, a Hexblade may have just as much cause to oppose evil as a Paladin. Still, many Hexblades forge their own paths, neither opposing evil or supporting good, these black knights walk a path of neutrality, serving whichever cause suits them best at the time.
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th
1st
+2
Arcane Origins, Cursed Weapon
—
—
—
—
—
—
2nd
+2
Fighting Style, Hexblade's Curse, Spellcasting
2
2
—
—
—
—
3rd
+2
Arcane Resistance, Origin Feature
3
3
—
—
—
—
4th
+2
Ability Score Improvement
3
3
—
—
—
—
5th
+3
Extra Attack
4
4
2
—
—
—
6th
+3
Aura of Unluck
4
4
2
—
—
—
7th
+3
Origin Feature
5
4
3
—
—
—
8th
+3
Ability Score Improvement
5
4
3
—
—
—
9th
+4
6
4
3
2
—
—
10th
+4
Aura of Weakness
6
4
3
2
—
—
11th
+4
Improved Hexblade's Curse
7
4
3
3
—
—
12th
+4
Ability Score Improvement
7
4
3
3
—
—
13th
+5
8
4
3
3
1
—
14th
+5
Greater Arcane Resistance
8
4
3
3
1
—
15th
+5
Origin Feature
9
4
3
3
2
—
16th
+5
Ability Score Improvement
9
4
3
3
2
—
17th
+6
10
4
3
3
3
1
18th
+6
Aura Improvements
10
4
3
3
3
1
19th
+6
Ability Score Improvement
11
4
3
3
3
2
20th
+6
Harbinger of Disaster
11
4
3
3
3
2
CLASS FEATURES
As a Hexblade, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per Hexblade level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hexblade level after 1st.
PROFICIENCIES
Armor: All armor and shields.
Weapons: Simple and martial weapons.
Tools: None.
Saving Throws: Constitution and Charisma.
Skills: Choose two from Arcana, Athletics, Deception, Intimidation, Investigation, and Persuasion.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons.
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer's pack or (b) an explorer's pack
Chain mail and a spell component pouch
Arcane Origins
At 1st level you choose how your character developed its arcane talents whether by Fiendish Pact, Scholarly Learning, or Sorcery. Your choice grants you features at 1st level and again at 3rd level, 7th level, and 15th level.
Fiendish Pact
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
SPELL LIST
You learn your spells from the Warlock spell list and begin play knowing the Fire Bolt cantrip. Your spellcasting ability is Charisma. Additionally, the following spells are added to the warlock spell list for you.
[/tr]
Spell Level
Spells
1st
Burning Hands, Hellish Rebuke
2nd
Blindness/Deafness, Scorching Ray
3rd
Fireball, Stinking Cloud
4th
Fire Shield, Wall of Fire
5th
Hallow, Insect Plague
FIENDISH RENEWAL
Starting at 1st level, whenever you reduce a hostile creature to 0 hit points with a weapon attack or through fire damage, you may spend a bonus action. If you do, you or another creature within 10ft of you regains a number of hit points equal to 1d10 + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.
FIENDISH FLAMES
At 3rd level you gain resistance to fire damage and fire damage you deal ignores resistance.
IMPROVED FIENDISH RENEWAL
Beginning at 7th level, whenever you use your Fiendish Renewal feature the number of hit points regained increases by 5 and the creature regaining hit points from the effect also loses one level of exhaustion and your choice of one disease or one condition afflicting it ends.
FIERY DISCORPORATION
At 15th level, if an attack would reduce you to 0 hit points, you may use your reaction to cast the Gaseous Form spell, even if you don't know it. If you do, you assume this form before suffering any damage from the triggering attack, and your form is a smoldering cloud of ash, smoke, and fire rather than harmless mist. Any creature that hits you with a melee weapon attack or whose space you move into or through while you remain in this form suffers fire damage equal to 1d10 + your Charisma modifier. You may remain in this form for up to 1 minute, or revert to your normal form as a bonus action on your turn, and you do not need to maintain this spell with Concentration. Once you use this feature, you can’t use it again until you finish a long rest.
Scholarly Learning
Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. But the lure of knowledge and power has called you out of the safety of libraries and laboratories and into crumbling ruins and lost cities.
SPELL LIST
You learn your spells from the Wizard spell list and begin play knowing the Dancing Lights, Mage Hand, and Prestidigitation cantrips. Your spellcasting ability is Intelligence.
SPELLBOOK
At 1st level you have a spellbook, containing one ritual spell from the wizard spell list. Whenever you learn a new spell as shown in the table above you add that spell to your spellbook, and you may copy additional spells into your spellbook just like a Wizard would.
RITUAL CASTING
You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
LESSER ARCANE RECOVERY
Beginning at 3rd level, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than the highest level spell slot available to you. For example, if you’re a 10th-level Hexblade, you can recover up to three levels worth of spell slots. You can recover either a 3rd-level spell slot or one 1st-level and one 2nd-level spell slot. Once you use this feature, you can’t use it again until you finish a long rest.
SPELL SCHOLAR
At 7th level, you learn one additional language and add any two Wizard spells you are able to cast to your spellbook. Furthermore, choose a school of magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The gold and time you must spend to copy a spell from the chosen school into your spellbook is halved.
CANCEL SPELL
At 15th level, you learn the spell Counterspell, and you are always considered to have prepared it. This does not count against your normal number of prepared spells. If you already know this spell you may learn any other Wizard spell instead. You may choose to cast Counterspell once at the highest spell level you have spell slots for without expending a spell slot, though after you do so you cannot do so again until you have finished a short or long rest.
Sorcery
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power.
SPELL LIST
You learn your spells from the Sorcerer spell list and begin play knowing the Fire Bolt, Ray of Frost, and Shocking Grasp cantrips. Your spellcasting ability is Charisma.
BLOOD MAGIC
At 1st level choose one 1st-level spell from the Sorcerer spell list. You can cast that spell once without expending a spell slot, though after you do so you cannot do so again until you have finished a long rest.
SPELL BREAK
Beginning at 3rd level, whenever a creature fails its saving throw against a spell you've cast, the next weapon attack you make against it before the end of your next turn has Advantage.
POWER IN THE BLOOD
Starting at 7th level, as a bonus action when casting any spell, you may expend one or more Hit Dice instead of a spell slot. A spell cast in this way cannot be cast at a level higher than 1 per Hit Die expended in this way (to a maximum of 5). Conversely, as a reaction, whenever you are reduced to 0 hit points, you may expend a spell slot to regain a number of hit points equal to 6 times the slot's level.
SPELL STRIKE
At 15th level, whenever you use the Attack action on your turn and hit with a weapon attack, you may cast a single Hexblade spell with a casting time of 1 action on the creature your attack hit as a bonus action. This spell cannot target more than one creature, and after using this feature you cannot do so again until you have finished a short or long rest.
Cursed Weapon
From 1st level, your weapon attacks inflict wounds that are difficult to heal. Any creature dealt damage by one of your weapon attacks cannot regain hit points lost due to that damage until it both succeeds at a Constitution saving throw (DC 8 + your proficiency bonus + your spellcasting ability modifier) and finishes a long rest.
Fighting Style
At 2nd level you adopt a fighting style as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the bonus action attack.
Hexblade's Curse
Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one Hexblade spell slot to deal necrotic damage to the target, in addition to the weapon's damage, and potentially inflict one or more levels of exhaustion. If you do, the creature you hit makes a Constitution saving throw (DC 8 + your proficiency bonus + your spellcasting ability modifier). On a failure, the creature suffers 1d6 necrotic damage per spell slot level and suffers the effects of a like number of levels of exhaustion. These effects do not stack with actual levels of exhaustion and linger for 1 hour. On a success, that creature takes half as much necrotic damage and suffers no additional effects.
Spellcasting
By the time you reach 2nd level, you are able to leverage your arcane origin to cast spells, much as a wizard does. See chapter 10 of the Player's Handbook for the general rules of spellcasting. There is no set Hexblade spell list, rather your Arcane Origin determines which list, among Sorcerer, Warlock, or Wizard, you learn spells from.
SPELL SLOTS
The Hexblade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
SPELLS KNOWN OF 1ST-LEVEL AND HIGHER
You know two 1st-level spells of your choice from the spell list available to you. The Spells Known column of the Hexblade table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from your available spell list, which also must be of a level for which you have spell slots.
SPELLCASTING ABILITY
Depending on your personal approach to magic, your spellcasting ability may be either your Intelligence or Charisma score (see the Arcane Origins feature). You use this ability whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability 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 spellcasting ability modifier; Spell attack modifier = your proficiency bonus + your spellcasting ability modifier.
Arcane Resistance
By 3rd level, your experience with arcane magic helps you avoid the worst effects of spells, even in areas you aren't particularly gifted. You can add half your proficiency bonus, rounded down, to any saving throw you make against spells or magical effects that doesn't already include your proficiency bonus.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Unluck
Starting at 6th level, hostile creatures within 10ft of you cannot gain Advantage on any attack rolls, ability checks, or saving throws.
Aura of Weakness
Starting at 10th level, hostile creatures within 10ft of you suffer a penalty to all damage rolls equal to your spellcasting ability bonus (minimum of -1). A creature can only suffer this penalty from one Hexblade at a time.
Improved Hexblade's Curse
By 11th level, you are so filled with fell power that all your melee weapon strikes carry the touch of death with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d6 necrotic damage and has disadvantage on all ability checks until the end of its next turn. If you also use your Hexblade's Curse with an attack, you add this damage to the extra damage of your Hexblade's Curse.
Greater Arcane Resistance
Starting at 14th level, whenever you are subjected to a spell that allows you to make a saving throw for which you are proficient, and that spell would have a lesser effect or deal half damage, you instead suffer no effects or damage if you succeed on the saving throw.
Aura Improvements
At 18th level, the range of each of your Aura class features increases from 10ft to 30ft.
Harbinger of Disaster
At 20th level, a Hexblade becomes a force of entropy that is not to be trifled with. As an action, the Hexblade can conjure pure dark power and disastrous magic into itself and the surrounding area, and may expend a spell slot if he or she chooses. For the next minute the Hexblade can fly up to its speed, its eyes glow with a pallid purple light, and dark tendrils of smoke waft around its body. Creatures that end their turns within 30ft of the Hexblade suffer 1d6 necrotic damage per level of spell slot expended (if any) and have Disadvantage on all ability checks, all attack rolls made against the Hexblade, and on all saving throws made against the Hexblade's spells and abilities. Once you use this feature, you can’t use it again until you finish a long rest.
Hexblade
A wood elf witch with the devil in her purple, glowing eyes, glares at the ogre in her path as she runs her fingers along the blade of her sword. Smearing her own blood across the weapon, fell, black flames take light everywhere her fingers touch and spread across the length of the blade. When she has finished, she smiles and leaps at the lumbering oaf that would dare defy her.
A vengeful revenant dressed in shabby plate mail snarls as he surveys the burning village around him, surrounded by knights and nobles from the ruling castle. He has sworn an oath to destroy these men, and he utters a curse upon them in the Infernal tongue, as he draws his greatsword. If he had to die today, so be it. He would take these fiends with him.
An arrogant human knave dabbles in dark powers and sells his axe wherever men will pay him. He has traveled far and wide, and sold his soul for power and wealth. All that drives him is the thrill of his next kill, and the rush of power he knows will accompany it. He is a selfish, vain man, and, yet, some nights he finds that all the strongwine in the world cannot make him forget her. His first sacrifice to the dark gods.
In many ways, the Hexblade is the antithesis of the Paladin, an arcane spellcaster that has learned their craft either through study or the tutoring of a dark patron, a wielder of fell powers that makes a formidable warrior into a champion of hellish rapport. Though, as the Paladin is a staunch enemy of evil, the Hexblade is not necessarily a force against good. Though their methods may be evinced in shade, a Hexblade may have just as much cause to oppose evil as a Paladin. Still, many Hexblades forge their own paths, neither opposing evil or supporting good, these black knights walk a path of neutrality, serving whichever cause suits them best at the time.
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th
1st
+2
Arcane Origins, Cursed Weapon
—
—
—
—
—
—
2nd
+2
Fighting Style, Hexblade's Curse, Spellcasting
2
2
—
—
—
—
3rd
+2
Arcane Resistance, Origin Feature
3
3
—
—
—
—
4th
+2
Ability Score Improvement
3
3
—
—
—
—
5th
+3
Extra Attack
4
4
2
—
—
—
6th
+3
Aura of Unluck
4
4
2
—
—
—
7th
+3
Origin Feature
5
4
3
—
—
—
8th
+3
Ability Score Improvement
5
4
3
—
—
—
9th
+4
6
4
3
2
—
—
10th
+4
Aura of Weakness
6
4
3
2
—
—
11th
+4
Improved Hexblade's Curse
7
4
3
3
—
—
12th
+4
Ability Score Improvement
7
4
3
3
—
—
13th
+5
8
4
3
3
1
—
14th
+5
Greater Arcane Resistance
8
4
3
3
1
—
15th
+5
Origin Feature
9
4
3
3
2
—
16th
+5
Ability Score Improvement
9
4
3
3
2
—
17th
+6
10
4
3
3
3
1
18th
+6
Aura Improvements
10
4
3
3
3
1
19th
+6
Ability Score Improvement
11
4
3
3
3
2
20th
+6
Harbinger of Disaster
11
4
3
3
3
2
CLASS FEATURES
As a Hexblade, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per Hexblade level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hexblade level after 1st.
PROFICIENCIES
Armor: All armor and shields.
Weapons: Simple and martial weapons.
Tools: None.
Saving Throws: Constitution and Charisma.
Skills: Choose two from Arcana, Athletics, Deception, Intimidation, Investigation, and Persuasion.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons.
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer's pack or (b) an explorer's pack
Chain mail and a spell component pouch
Arcane Origins
At 1st level you choose how your character developed its arcane talents whether by Fiendish Pact, Scholarly Learning, or Sorcery. Your choice grants you features at 1st level and again at 3rd level, 7th level, and 15th level.
Fiendish Pact
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
SPELL LIST
You learn your spells from the Warlock spell list and begin play knowing the Fire Bolt cantrip. Your spellcasting ability is Charisma. Additionally, the following spells are added to the warlock spell list for you.
[/tr]
Spell Level
Spells
1st
Burning Hands, Hellish Rebuke
2nd
Blindness/Deafness, Scorching Ray
3rd
Fireball, Stinking Cloud
4th
Fire Shield, Wall of Fire
5th
Hallow, Insect Plague
FIENDISH RENEWAL
Starting at 1st level, whenever you reduce a hostile creature to 0 hit points with a weapon attack or through fire damage, you may spend a bonus action. If you do, you or another creature within 10ft of you regains a number of hit points equal to 1d10 + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.
FIENDISH FLAMES
At 3rd level you gain resistance to fire damage and fire damage you deal ignores resistance.
IMPROVED FIENDISH RENEWAL
Beginning at 7th level, whenever you use your Fiendish Renewal feature the number of hit points regained increases by 5 and the creature regaining hit points from the effect also loses one level of exhaustion and your choice of one disease or one condition afflicting it ends.
FIERY DISCORPORATION
At 15th level, if an attack would reduce you to 0 hit points, you may use your reaction to cast the Gaseous Form spell, even if you don't know it. If you do, you assume this form before suffering any damage from the triggering attack, and your form is a smoldering cloud of ash, smoke, and fire rather than harmless mist. Any creature that hits you with a melee weapon attack or whose space you move into or through while you remain in this form suffers fire damage equal to 1d10 + your Charisma modifier. You may remain in this form for up to 1 minute, or revert to your normal form as a bonus action on your turn, and you do not need to maintain this spell with Concentration. Once you use this feature, you can’t use it again until you finish a long rest.
Scholarly Learning
Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. But the lure of knowledge and power has called you out of the safety of libraries and laboratories and into crumbling ruins and lost cities.
SPELL LIST
You learn your spells from the Wizard spell list and begin play knowing the Dancing Lights, Mage Hand, and Prestidigitation cantrips. Your spellcasting ability is Intelligence.
SPELLBOOK
At 1st level you have a spellbook, containing one ritual spell from the wizard spell list. Whenever you learn a new spell as shown in the table above you add that spell to your spellbook, and you may copy additional spells into your spellbook just like a Wizard would.
RITUAL CASTING
You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
LESSER ARCANE RECOVERY
Beginning at 3rd level, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than the highest level spell slot available to you. For example, if you’re a 10th-level Hexblade, you can recover up to three levels worth of spell slots. You can recover either a 3rd-level spell slot or one 1st-level and one 2nd-level spell slot. Once you use this feature, you can’t use it again until you finish a long rest.
SPELL SCHOLAR
At 7th level, you learn one additional language and add any two Wizard spells you are able to cast to your spellbook. Furthermore, choose a school of magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The gold and time you must spend to copy a spell from the chosen school into your spellbook is halved.
CANCEL SPELL
At 15th level, you learn the spell Counterspell, and you are always considered to have prepared it. This does not count against your normal number of prepared spells. If you already know this spell you may learn any other Wizard spell instead. You may choose to cast Counterspell once at the highest spell level you have spell slots for without expending a spell slot, though after you do so you cannot do so again until you have finished a short or long rest.
Sorcery
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power.
SPELL LIST
You learn your spells from the Sorcerer spell list and begin play knowing the Fire Bolt, Ray of Frost, and Shocking Grasp cantrips. Your spellcasting ability is Charisma.
BLOOD MAGIC
At 1st level choose one 1st-level spell from the Sorcerer spell list. You can cast that spell once without expending a spell slot, though after you do so you cannot do so again until you have finished a long rest.
SPELL BREAK
Beginning at 3rd level, whenever a creature fails its saving throw against a spell you've cast, the next weapon attack you make against it before the end of your next turn has Advantage.
POWER IN THE BLOOD
Starting at 7th level, as a bonus action when casting any spell, you may expend one or more Hit Dice instead of a spell slot. A spell cast in this way cannot be cast at a level higher than 1 per Hit Die expended in this way (to a maximum of 5). Conversely, as a reaction, whenever you are reduced to 0 hit points, you may expend a spell slot to regain a number of hit points equal to 6 times the slot's level.
SPELL STRIKE
At 15th level, whenever you use the Attack action on your turn and hit with a weapon attack, you may cast a single Hexblade spell with a casting time of 1 action on the creature your attack hit as a bonus action. This spell cannot target more than one creature, and after using this feature you cannot do so again until you have finished a short or long rest.
Cursed Weapon
From 1st level, your weapon attacks inflict wounds that are difficult to heal. Any creature dealt damage by one of your weapon attacks cannot regain hit points lost due to that damage until it both succeeds at a Constitution saving throw (DC 8 + your proficiency bonus + your spellcasting ability modifier) and finishes a long rest.
Fighting Style
At 2nd level you adopt a fighting style as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the bonus action attack.
Hexblade's Curse
Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one Hexblade spell slot to deal necrotic damage to the target, in addition to the weapon's damage, and potentially inflict one or more levels of exhaustion. If you do, the creature you hit makes a Constitution saving throw (DC 8 + your proficiency bonus + your spellcasting ability modifier). On a failure, the creature suffers 1d6 necrotic damage per spell slot level and suffers the effects of a like number of levels of exhaustion. These effects do not stack with actual levels of exhaustion and linger for 1 hour. On a success, that creature takes half as much necrotic damage and suffers no additional effects.
Spellcasting
By the time you reach 2nd level, you are able to leverage your arcane origin to cast spells, much as a wizard does. See chapter 10 of the Player's Handbook for the general rules of spellcasting. There is no set Hexblade spell list, rather your Arcane Origin determines which list, among Sorcerer, Warlock, or Wizard, you learn spells from.
SPELL SLOTS
The Hexblade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
SPELLS KNOWN OF 1ST-LEVEL AND HIGHER
You know two 1st-level spells of your choice from the spell list available to you. The Spells Known column of the Hexblade table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from your available spell list, which also must be of a level for which you have spell slots.
SPELLCASTING ABILITY
Depending on your personal approach to magic, your spellcasting ability may be either your Intelligence or Charisma score (see the Arcane Origins feature). You use this ability whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability 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 spellcasting ability modifier; Spell attack modifier = your proficiency bonus + your spellcasting ability modifier.
Arcane Resistance
By 3rd level, your experience with arcane magic helps you avoid the worst effects of spells, even in areas you aren't particularly gifted. You can add half your proficiency bonus, rounded down, to any saving throw you make against spells or magical effects that doesn't already include your proficiency bonus.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Unluck
Starting at 6th level, hostile creatures within 10ft of you cannot gain Advantage on any attack rolls, ability checks, or saving throws.
Aura of Weakness
Starting at 10th level, hostile creatures within 10ft of you suffer a penalty to all damage rolls equal to your spellcasting ability bonus (minimum of -1). A creature can only suffer this penalty from one Hexblade at a time.
Improved Hexblade's Curse
By 11th level, you are so filled with fell power that all your melee weapon strikes carry the touch of death with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d6 necrotic damage and has disadvantage on all ability checks until the end of its next turn. If you also use your Hexblade's Curse with an attack, you add this damage to the extra damage of your Hexblade's Curse.
Greater Arcane Resistance
Starting at 14th level, whenever you are subjected to a spell that allows you to make a saving throw for which you are proficient, and that spell would have a lesser effect or deal half damage, you instead suffer no effects or damage if you succeed on the saving throw.
Aura Improvements
At 18th level, the range of each of your Aura class features increases from 10ft to 30ft.
Harbinger of Disaster
At 20th level, a Hexblade becomes a force of entropy that is not to be trifled with. As an action, the Hexblade can conjure pure dark power and disastrous magic into itself and the surrounding area, and may expend a spell slot if he or she chooses. For the next minute the Hexblade can fly up to its speed, its eyes glow with a pallid purple light, and dark tendrils of smoke waft around its body. Creatures that end their turns within 30ft of the Hexblade suffer 1d6 necrotic damage per level of spell slot expended (if any) and have Disadvantage on all ability checks, all attack rolls made against the Hexblade, and on all saving throws made against the Hexblade's spells and abilities. Once you use this feature, you can’t use it again until you finish a long rest.