The Hexadin (5e Subclass)

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The Hexadin finds their powers in a forgotten god or goddess of days past. Maybe they seeked 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.

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

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 in martial melee weapons, as well as medium armor and shield. Also you learn the cantrip Blade Ward

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 opportunities made against this target. Also the Hexadin may add their proficiency modifier +2 to damage rolls made against the target. Lastly if the branded moves more than 30ft away from the Hexadin they take 1d8 Necrotic damage until the effect ends or they return within the 30ft. The Hexadin may leave their mark a number of times equal to their CHA modifier(min 1) plus Proficiency modifier per short or long rest.

Shield the Light[edit]

Starting at 6th level, you can use an action to protect those near(30ft) and dear to you up to your warlock level plus proficiency 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 Hexadins 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. You still get your weapon back at the end of the duration. This may used twice per long rest.

Senses of the forgotten[edit]

At 10th level, you gain enhanced darkvision out to 60ft and Tremorsense out to 30ft. You also gain proficiency with the Perception skill, if you already have proficiency 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 CHA modifier + Proficiency modifier. These targets must make a Saving throw equal to your spellcasting DC on a failed save the target may not cast spells for 1d10 hours. For each target that saves the hexadin must roll a 1d4 and may not cast magic for that duration. This may be used once per long rest


Unique Invocations

Sight of the Forgotten (requires level 7)

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

Pact Duality (requires Pact of the Blade)

You may call forth two weapons and gain proficiency with both

Aura of divinity (requires level 5)

You may use Touch of Divinity at range 30ft


Pact of the Blade: Pact Weapon Variant[edit]

When you choose the Pact of the Blade at 3rd level, you substitute you CHA modifier instead of STR or DEX when using your Pact Weapon


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