The Hexadin (5e Subclass)

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The Hexadin[edit]

File:Hexadin Icon.jpg
The Hexadin does not revel in combat, they revel in surviving.

Warlock Subclass

The Hexadin finds their powers in a forgotten god or goddess of days past. Maybe they sought out the ancient deity or maybe they were found by their wandering patron. Regardless of how the powers are given the result is the same a divinely empowered cross of a paladin and a warlock. The borrowed power given at a cost different for each of the lost god. Maybe they wish to have their worship renewed. Maybe they want a great evil fought. Or maybe they want nothing at all.

Expanded Spell List[edit]

The following spells are added to the warlock spell list for you.

Spell Level Spells
1st searing smite, thunderous smite, wrathful smite
2nd branding smite, magic weapon
3rd blinding smite, elemental weapon, revivify
4th staggering smite, banishment, death ward
5th banishing smite, holy weapon, geas

Lasting Tutelage[edit]

At 1st level, you gain proficiency with martial melee weapons, medium armor and shields. You also may learn the Blade Ward cantrip, and it does not count against the maximum Warlock cantrips you may learn.

In addition, if you chose Pact of the Blade at 3rd level, you may substitute your Charisma modifier instead of Strength or Dexterity when using your Pact Weapon.

Touch of Divinity[edit]

Also at 1st level, your Empowered touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your warlock level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Touch of Divinity, expending hit points separately for each one.

This feature has no effect on constructs.

Hexmark[edit]

Finally at 1st level, the Hexadin can brand a target with a melee strike. Target creatures branded like this bare a painful magic symbol upon their skin for 1d6 rounds or until reduced to 0 hit points. While marked, the Hexadin has advantage on attack of opportunity and may add their proficiency bonus to damage rolls made against the target. Lastly, if the branded creature moves more than 30ft away from the Hexadin, they take 1d8 necrotic damage at the start of their turns until the effect ends or they return within 30 ft. of the target. The Hexadin may leave their mark a number of times equal to their Charisma modifier (minimum of 1) per long rest.

Shield the Light[edit]

Starting at 6th level, you can use an action to protect a number of creatures within 30 ft of you equal to your Charisma modifier. When you do this, your weapon shatters to dust and flows surrounding your chosen targets. Attacks made against these targets have disadvantage. This effect lasts for 1d4 rounds. During this time the weapon is unusable and any successful hits on you requires a concentration check. On a failed save the weapon dust scatters and no longer provides protection. At the end of the duration (or if the effect is ended early), the weapon returns to your hand.

Senses of the Forgotten[edit]

At 10th level, you gain Darkvision out to 60ft and Tremorsense out to 30ft. If you already have Darkvision, its range increases by an additional 60 ft. You also gain proficiency with the Perception skill. If you already have proficiency in this skill, you then gain expertise.

Toll the Weave[edit]

At 14th level, your patron grants you the power to ripple the weave of magic itself. Doing so you may pick a number of targets up to your Charisma modifier + proficiency bonus. These targets must make a Charisma saving throw. On a failed save, the target may not cast spells or cantrips for a number of rounds equal to 1d4. For each target that succeeds on the saving throw, the Hexadin cannot cast spells for a number of rounds equal to 1d4 x the number of creatures that succeeded on the save. This may be used once per long rest.


Unique Eldritch Invocations[edit]

Sight of the Forgotten (Prerequisite: The Hexadin Patron, 7th level)

You gain truesight for 60 feet and can cast detect magic at will.

Pact Duality (Prerequisite: The Hexadin Patron, Pact of the Blade)

You may call forth two weapons and gain proficiency with both.

Aura of Divinity (Prerequisite: The Hexadin Patron, 5th level)

You may use Touch of Divinity at range 30ft.

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