Lycan Hexblade (5e Class)

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Lycan Hexblade[edit]

Warlock Subclass

You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from shadow stuff. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Particular sects have developed their own traditions concerning the integration of other magical forces, as well. Some lean heavily into the arts of necromancy, even going so far as to study Vampirism. Others, drawn to brutal savagery, have sought out various forms of Lycanthropy. The Lycan Hexblade is but one particular example of this.

Expanded Spell List

This class has access to the full expanded spell list of the Hexblade. All same rules for spells and casting apply.

Hit Dice

Your Lycanthropy overrides your hit dice as a Warlock, thus becoming 1d10 + your Constitution modifier per level after 1st, or the level at which your character was turned.


You gain proficiency in Athletics.


Twice a day, a werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is Humanoid. Any equipment it is wearing or carrying during this process isn't transformed. It reverts to its true form if it dies. Important to note: This change is compulsory during each full moon, stripping the player of all control over their character for the duration. During such transformations, the character's alignment temporarily shifts to Chaotic Evil and unless restrained, is under the control of the DM.

Beastial Synchrony

A Werewolf has advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on hearing or smell. In addition, their speed is increased by 10 in hybrid or wolf form. While in hybrid or wolf form, Werewolves are crazed by the scent of blood and must also, with disadvantage, succeed on both Strength (Athletics) and Charisma (Persuasion) saving throws of DC 10 in order to resist their urge to feed on the flesh of the fallen or otherwise wounded within 30 feet of them.

Werewolf Attacks

Your lycanthropy has caused your canines to elongate and sharpen noticeably. They protrude from your mouth and over your lower lip. Bite (melee weapon attack): +4 to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier, piercing damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. Your lycanthropy has also resulted in the growth of fearsome claws. Claws (melee weapon attack): +4 to hit, reach 5 ft., one creature. Hit: 2d6 + Strength modifier, slashing damage.

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • 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.
  • 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.

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, 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

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).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Armor of Hexes

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

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. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

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