Hexweapon (5e Subclass)
Hexgun[edit]
Warlock Subclass
You have made a pact with a magic sentient weapon known as a hexweapon - an eldritch weapon possessed by a powerful fiendish entity. The first hexweapons were swords and bows forged by archdevils and demon lords to sway the tides of battle on Avernus. When some of these weapons found their way onto the Material Plane, they brought the war with them, entangling mortals into the bloodshed. Hexweapon warlocks made pacts with these weapons, using their dark magic to empower their own powers. No matter if you are good, bad, or ugly, the power that a hexweapons grants you will undeniably further your ambitions.
Upon choosing this as your starting class you may choose to not choose a light crossbow and 20 bolts or any simple weapon but to choose the eldritch weapon.
Character Level | Damage die |
---|---|
1-2 | 1d6 |
3-4 | 2d6 |
5-6 | 3d6 |
7-8 | 4d6 |
9-10 | 5d6 |
11+ | 6d6 |
Expanded Spell List[edit]
The hexweapon 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.
Spell Level | Spells |
---|---|
Cantrips | fire bolt, control flames |
1st | compelled duel, dissonant whispers |
2nd | blindness/deafness, see invisibility |
3rd | bestow curse, lightning bolt |
4th | black tentacles, locate creature |
5th | contagion, insect plague |
Hands of Hell[edit]
Starting at 1st level, your patron improves your finger dexterity to a remarkable degree. You gain proficiency or Expertise if you already have proficiency in Sleight of Hand.
Duel Proficiency[edit]
Starting at 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with simple and martial weapons.
Additionally, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
Eldritch Weapon Master[edit]
Starting at 1st level, the influence of your patron allows you to mystically channel your will through your eldritch weapon. When you attack using your eldritch weapon you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls. You may use your eldritch weapon as a spellcasting focus.
Fiendish Curse[edit]
Starting at 1st level, your patron imbues your attacks with dark, eldritch power. When you take the Attack action or use your bonus action, you can make a weapon attack using your eldritch weapon against a creature. On a hit, the attack deals no weapon damage. Instead, the target becomes cursed, forcing it to subtract an amount equal to the damage dice of your eldritch weapon (up to a maximum of 3d6), from its next saving throw, skill check, or attack roll before the start of your next turn. A creature already affected by this curse cannot be targeted again by this feature until the curse is lifted.
You can use this feature a number of times to your Charisma modifier plus your proficiency bonus (minimum of 1), an you regain any expended uses when you finish a long rest.
Hexweapon Proficiency[edit]
Starting at 6th level, you start feeling more and more accurate, deadly and fast with your patron in your hands. You can add your Dexterity modifier on top of your Charisma modifier, for attack and damage rolls. When taking the attack action with your eldritch weapon you may attack twice instead of once and cast a cantrip.
Curse of Weakness[edit]
Starting at 10th level, the curse that you afflict onto others grows stronger and lasts longer. A creature under the effect of your curse lasts until the creature’s next saving throw or for 1 minute, whichever is sooner.
Hexweapon Mastery[edit]
Starting at 14th level, you master the ability to wield your weapons. When a creature falls under the effect of your curse, you can use your reaction to make a weapon attack against a different creature with your eldritch weapon. If you hit, you deal no weapon damage, and you apply your curse on the target without expending a use of it.
You can use this reaction a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest. You can also add your proficiency bonus on top of your damage rolls of your eldritch weapon.
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