Oath of the Hexblade

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 tenant of faith, turning their eldritch energies to divine might. Hexblades walk the razor's edge of neutrality, their drive being to master themselves and the eldritch 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.

Tenants of the Hexblade

Hexblades have no flowery rights or passages to memorize, but rather a simple personal code designed to bring out the best in themselves.

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 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 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. Merciful. Whenever I can solve a problem without my sword I will; an enemy today can be an ally tomorrow.

Oath Spells

3rd Color Spray, Hex

5th Mirror Image, Misty Step

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 benefits:

Dark Familiar. Summoned from darkness and shadow your power manifests as a spectral creature for one minute. As a bonus action you can cause your dark familiar to torment any creature you can percieve within 60 feet. The creature that suffers this misfortune has its AC reduced by an amount equal to half your proficiency bonus (rounded up). If the target is reduced to 0hp before your familiars's duration has ended you can have it harass another target as a bonus action. The effects of multiple dark familiars do not stack.

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

Hexblade's Curse. As a bonus action you can place a powerful curse on an enemy. A target of your choice that you can see within 60 feet must make a wisdom saving throw against your Paladin save DC. On a failed save, the target has disadvantage on all attack rolls and ability checks for a number of rounds equal to your Charisma modifer (minimum 1). On a successful save the target suffers no ill 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 exudes 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. At 18th level, the range of this aura increases to 30 feet

Mettle

At 15th level your arcane power to affect reality allows you negate certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you can instead choose to make a charisma saving throw. You take no damage if you succeed on the saving throw, and only half damage if you fail. You are unable to access this ability if you are unconcious or incapacitated.

Curse Incarnate

At 20th level the Paladin can surround himself with dark tendrils of arcane energy. As an action he can cause the area around him in a 30 foot radius sphere to become difficult terrain for one minute. Any hostile creature within the sphere at the end of your turn must roll a constitution saving throw against your Paladin save DC. On a failed save the creature takes 1d4 levels of exhaustion and 4d10 necrotic damage. Upon a successful save the creature takes half damage but suffers no other ill effect.

Once you use this feature you cannot use it again until you finish a long rest.