The Hexblade

You have made your pact with a powerful, sentient magic weapon carved from the stuff of the Shadowfell. The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. These weapons grow stronger as they consume the life essence of their victims. The strongest of them can use their ties to the Shadowfell to offer power to mortals who serve them. The Raven Queen forged the first of these weapons. They, along with the hexblade warlocks, are another tool she can use to manipulate events in the Material Plane to her inscrutable ends.

Expanded Spell List

The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexblade Expanded Spells

spell Level spells 1st Shield, Wrathful Smite 2nd Branding Smite, Magic Weapon 3rd Blink, Elemental Weapon 4th Phantasmal Killer, Staggering Smite 5th Cone of Cold, Destructive Wave

Hex Warrior

At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target makes a Charisma saving throw against your spell save DC. If they succeed, you take 1d4 + the target's Charisma modifier (minimum 1) in Psychic damage. If they fail, the target is cursed for 1 minute. Until the curse ends, the target suffers the following:

Any time the target fails an attack roll, skill check, or saving throw, the target recieves 1d4 + your charisma modifier in psychic damage.

The target is filled with a sense of dread. As a reaction, you may impose disadvantage on any attack roll, skill check, or saving throw the cursed target makes.

You always know the exact location of the cursed enemy.

You may use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a short or long rest.

Eldritch Incarnate

Starting at 6th level, you may channel eldritch energies through your weapon as a bonus action. If you do so, you may make one melee weapon attack as an action. This attack deals 1D10 extra force damage. Any Invocation that modifies the Eldritch Blast cantrip may also modify this attack if the target takes any of this force damage.

You may not expend a spell slot as part of this action.

Any Invocation modifying the range of Eldritch Blast will do so at 1/10th effectiveness rounded to the nearest 5ft increment, allowing you to make attacks with your melee weapon at range. (Ex. Eldritch Spear will give a short sword a range of 20 ft.)

This damage increases to 2D10 at 11th level, and to 3D10 at 17th level.

Armor of Hexes

Starting at 10th level, any enemy affected by your hexblade's curse has disadvantage on attack rolls against you. Also, if the cursed foe targets you with a spell or effect requiring a saving throw, the target takes 1D4 + your Charisma modifier in psychic damage whether you suceed or fail.

Curse Wielder

Starting at 14th level, when you use your Eldritch Incarnate feature you may make one additional attack. The feature will modify whichever attack hits the target. If they both hit, you choose which attack is modified.