Hexblade Warlock 5e is the subclass of warlock 5e, It is also known as Warlock patrons 5e. As celestial warlock 5e which came from the upper plains kind of creatures like Unicorn or some angelic featured. Hexblade Warlock is opposite, it derived from the shadow fell. Dnd Warlock Hexblade supposed to be meant a pact with some crazy, irrational, and dominant creepy weapons that influence by sinful sentiments. The Shadowy force behind these weapons can offer exceptional power to warlock by a pact with Hexblade.
- 1 Why Choosing Hexblade 5e
- 2 Hexblade Expanded Spells List
- 3 Hexblade Warlock Features
- 4 For More Updates on Warlock
Why Choosing Hexblade 5e
Hexblade 5e gameplay provides you an aggressive approach with some defending options. It provides you more options rather than not spending on Eldritch Blast 5e. Although Eldritch Blast resulting in more rays and damage, with the abilities of Hexblade and the expanded list of spells provided in this Warlock Patron, will surely give you bizarre reasons to wade into melee range.
The idea behind the creation of the over-powerful patron is Shadow Warrior. As in to add Shadow Warrior character with sinister attitude. Moreover, as a Hexblade warlock 5e some of the expanded spells that you get will be of amazing use.
Hexblade Expanded Spells List
Hexblade Warlock 5e expanded spell list is the real game-changer of the Dungeons and Dragons Hexblade Character. With expanded spells of Hexblade, you will also get level-wise features by this pact. All of these spells will be described in the below details.
|1st||Shield||An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.|
|Wrathful Smite||The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.|
|2nd||Blur||Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.|
|Branding Smite||The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.|
|3rd||Blink||Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane|
|Elemental Weapon||A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.|
|4th||Phantasmal Killer||You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.|
|Staggering Smite||The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has dis-advantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.|
|5th||Banishing Smite||The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.|
|Cone of Code||A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.|
Hexblade Warlock Features
Hexblade Warlock 5e Features are listed below in detail.
Hexblade Warlock 5e first level proves to be quite amazing. Where you can place a threatening curse on someone alive 30 ft in your radius for 1 minute. The curse gets end if the target dies before the defined period. The benefits you gain from the curse are;
- 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 warlock level + your Charisma modifier (minimum of 1 hit point).
- You can’t use this feature again until you finish a short or long rest.
The feature proves to be quite strong for Hexblade Warlock 5e. As in you get few manners to hit Critical points to be a roll of 19 or 20. While having a bonus to damage that scale with your character level.
The limitation is the disadvantage where you can apply this once per rest. But that’s not even much as a disadvantage. Warlock likes to have a short rest. By using this feature intelligently to will get extremely dominant benefits.
Hex Warrior feature is the other reason why to pact with Hexblade Warlock 5e. While this Warlock patron provides options for both multiclassing and melee warlock as well. Hex Warrior is a feature-packed with benefits of proficiencies like a shield, medium armor, 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.
Accursed Specter, the level 6th ability, the most focused feature of Hexblade Warlock 5e. Where you can send for a ghost. Specters, yes they are CR1 spirits that can walk through walls, have a jumbled resistance, immunities, it also reduce maximum HP. It lasts can be used again after finishing a long rest.
There are bonuses to attack and damages also. Its normal attack is +4 but you can boost it up to +8 +9. It is super powerful and insane at the 6th level. For instance, when hitting someone with your ghost friend, their chance to loose 3d6+5 for the day left.
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter.
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, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
Armor of Hexes
This feature shows up at 10th level. Where you can get yourself safe from any successful hit on you from your Hexblade’s Curse target. Chances of that are 50%.
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Master of Hexes
Your 14th Level gets Master of Hexes. It will get you an amazing power of transferring curse from one to another creature. When the first target is being killed by your curse you can transfer it to another valid target.
Starting at 14th level, you can spread your Hexblade’s Curse 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. Moreover, When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
For More Updates on Warlock