Oath of the Hexblade

Hexblades are a thin bridge between the awesome power of the divine and the woesome power of the arcane. Power in a budding Hexblade manifests itself at an early age, often in the form of accidents or incidents of bad luck experienced by those around him. Many of these possessing arcane power nurture it and become sorcerers or even wizards, but a few learn to channel their abilties through a tenet of personal conviction, turning their eldritch energies to divine might. Hexblades walk the razor's edge of neutrality, their drive being to master themselves and the accursed power that courses through them. They can espouse any cause that to them seems worthwhile, and can be found championing any side of a conflict.

Tenets of the Hexblade

Curses come in many forms, and Hexblades avoid being ensared by any of them. Thus, they have no flowery rights or passages to memorize, but rather a simple, personal code designed to bring out the best in themselves and to keep their volatile energies under control.

Beholden to None . I stay out of debt. I repay generosity shown to me and give more than required when asked for aid.

. I stay out of debt. I repay generosity shown to me and give more than required when asked for aid. Self Mastery . Life offers many pleasures, and I strive take them in moderation. I don't drink too much or delight in avarice; I control myself on and off the battlefield.

. Life offers many pleasures, and I strive take them in moderation. I don't drink too much or delight in avarice; I control myself on and off the battlefield. Knowlege for Its Own Sake . I am studious. Whether it is learning a new skill or training in a new tongue, I am commited to self improvement through knowledge and commit to learning whenever possible.

. I am studious. Whether it is learning a new skill or training in a new tongue, I am commited to self improvement through knowledge and commit to learning whenever possible. Break the Curse. Chains bind every being, whether they are the work of magic or not. Whether it be an oppressive system or the fetters of one's own soul, I will sunder the cords of slavery and ignorance. The only hex others need fear is mine.

Oath Spells

3rd Color Spray, Hex

5th Mirror Image, Phantasmal Force

9th Bestow Curse, Hypnotic Pattern

13th Confusion, Fire Shield

17th Hold Monster, Insect Plague

Channel Divinity

When you take this Oath at 3rd level you gain the following Channel Divinity options:

Dark Familiar. You use your Channel Divinity to manifest a ghastly creature to torment a foe. As a bonus action, you use your Channel Divinity to summon a medium or smaller spectral Dark Familiar to distract a creature you can see within 30 feet. The creature must succeed on an Intelligence saving throw or believe they are under attack from the Dark Familiar. If so, all attacks made against the target creature have advantage and all saving throws made by the targeted creature have disadvantage. The creature may make an Intelligence saving throw to disbelieve this effect at the end of each of its turns. This check is made with advantage if the target has attempted to attack the Dark Familiar in the last round. If they succeed, they cease to be affected and the illusion disappears. The Dark Familiar lasts for a maximum number of rounds equal to half your paladin level, rounded up. If the creature is reduced to 0hp before your Dark Familiar's duration has ended you can mentally command it to to use its remaining rounds to harass another target within 30 feet of it as a bonus action.

While this creature is completely immune to damage, it can be dispelled with a remove curse or banishment spell.

Hexblade's Curse. You can use your Channel Divinity to place a powerful curse on an enemy. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Constitution saving throw. On a failed save, the target loses his vitality and succumbs to third level of exhaustion for a number of rounds equal to your Charisma modifer (minimum 1). On a successful save the target suffers no effect and it cannot be affected by your Hexblade curse for 24 hours.

Any spell that removes curses can negate the effect of the Hexblade's curse.

Hexblade's Aura

Starting at 7th level the Paladin projects a beguiling and fearful presence. As an action you can cause each hostile creature within 10 feet of you to make a wisdom saving throw against your paladin spell save DC. The creatures that fail their saving throws are charmed or frightened by you (your choice) until the end of your next turn, afterwhich they cannot be affected by your aura for 24 hours. Once you use this feature you cannot use it again until you finish a short or long rest.

At 18th level, the range of this aura increases to 30 feet