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Warlock

Hexblade

You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. 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.

Your Patron will have an Alignment, Personality, Purpose, Conflicts, and Needs that will need to be worked with.

Level Prepared Spells
3Blur, Branding Smite, Shield, Sword Burst, Wrathful Smite
5Blink, Elemental Weapon
7Phantasmal Killer, Staggering Smite
9Banishing Smite, Cone of Cold
1D8 Personality Traits
1There's nothing I like more than a good mystery.
2I… speak… slowly… when talking… to idiots,… which… almost… everyone… is… compared… to me.
3I idolize a particular first wielder, and constantly refer to that person's deeds and example.
4Nothing can shake my optimistic attitude.
5Obstacles exist to be overcome.
6I get irritated if people praise someone else and not me.
7I have a joke for every occasion, especially occasions where humor is inappropriate.
8I'm a born gambler who can't resist taking a risk for a potential payoff.
1D8 Ideal
1Emotions must not cloud our logical thinking.
2Knowledge is the path to power and domination.
3The ancient traditions of worship and sacrifice must be preserved and upheld.
4I always try to help those in need, no matter what the personal cost.
5The best part of winning is seeing my rivals brought low.
6I strive to inspire my spectators.
7I am a free spirit – no one tells me what to do.
8I'm determined to make something of myself.
1D8 Bond
1I've been searching my whole life for the answer to a certain question.
2I sold my physical body for knowledge. I hope to do great deeds and win it back.
3I would die to recover my memories lost long ago.
4Everything I do is for the common people.
5My mistake got someone hurt. I'll never make that mistake again.
6I strive to live up to my creator’s example.
7A powerful person killed someone I love. Someday soon, I'll have my revenge.
8I owe everything to my creator – a horrible person who's probably rotting in jail somewhere.
1D8 Flaw
1I am easily distracted by the promise of information.
2I speak without really thinking through my words, invariably insulting others.
3I am inflexible in my thinking.
4I am suspicious of strangers and expect the worst of them.
5I'll do absolutely anything to win.
6I ignore anyone who doesn't compete and anyone who loses to me.
7I'm convinced that no one could ever fool me the way I fool others.
8I can't resist swindling people who are more powerful than me.
Ability Score (1D4)
INT1- 16 (+3) 2- 14 (+2) 3- 8 (-1) 4- 10 (+0)
WIS1- 14 (+2) 2- 12 (+1) 3- 10 (+0) 4- 8 (-1)
CHA1- 16 (+3) 2- 12 (+1) 3- 8 (-1) 4- 14 (+2)
D100 Communication
01 - 60The item communicates by transmitting emotion to the creature, carrying or wielding it.
61 - 90The item can speak, read, and understand one or more languages.
91 - 00The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it.
D4 Senses
1Hearing and normal vision to 30 ft.
2Hearing and normal vision to 60 ft.
3Hearing and normal vision to 120 ft.
4Hearing and Darkvision to 120 ft.
D100 Alignment
01 - 15Lawful Good
16 - 35Neutral Good
36 - 50Chaotic Good
51 - 63Lawful Neutral
64 - 73Neutral
74 - 85Chaotic Neutral
86 - 89Lawful Evil
90 - 96Neutral Evil
97 - 00Chaotic Evil
D10 Purpose
1The item seeks its creator and wants to understand why it was created.
2The item is convinced that it and its wielder have key roles to play in future events.
3The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
4The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.
5The item craves destruction and goads its user to fight arbitrarily.
6The item seeks to defend the servants and interests of a particular deity.
7The item seeks to defeat, weaken, or destroy the servants of a particular deity.
8The item seeks to defend a particular race or kind of creature, such as Elves or Druids.
9The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or Wizards.
10The item seeks to defeat or destroy those of a diametrically opposed alignment (Such an item is never neutral).
1D12 Feature
1When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2D6 temporary hit points.
2While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 ft of you can't be Surprised, except when Incapacitated by something other than non magical sleep.
3You gain a +2 bonus to attack and damage rolls made with this weapon while you have half your hit points or fewer.
4Whenever the weapon deals twice as much damage to objects and structures and has a critical hit range of 19-20.
5Your Hit Point maximum increases by 1 for each level you have attained and by an additional one each time you gain a level. You gain +1 to your WIS or INT score.
6When you hit with an attack roll using this weapon, the target takes an extra 1D4 Radiant damage.
7You can use an action to cause thick, black poison to coat the weapon. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a CON saving throw DC equal to your spell save DC or become Poisoned for 1 minute. A creature Poisoned this way takes 1D4 Poison damage at the start of each of its turns. The weapon can't be used this way again until the next dawn.
8When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 damage.
9You gain plus 1 AC while holding this weapon.
10The weapon gains the throwing property range 10/30 ft and returns to your hand at the end of your turn when thrown as an attack.
11The weapon gives you Darkvision 60 ft and creates an aura of Dim Light for 10 ft. You have a bonus to Stealth checks equal to your CHA modifier and can take the Hide action as a bonus action while in Dim Light or Darkness.
12You can cast the spell Haste once per long rest without expending a spell slot while holding your weapon, the weapon has concentration on the spell and the spell ends immediately if you are not holding your weapon.
1D4 Demand
1The item insists on being carried or worn at all times.
2The item demands that its wielder dispose of anything the item finds repugnant.
3The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
4The item demands to be given to someone else.
1D6 Backlash
1 - 2Make it impossible for its wielder to Attune to it.
3 - 4Suppress one or more of its activated properties.
5 - 6Attempt to take control of its wielder.
1D8 Need
1It has a hunger for souls and must be regularly fed. If the weapon goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
2It is connected to a specific family line. If the weapon goes three days or more without being in contact with a member of the specific line, a conflict between it and its wielder occurs at the next sunset.
3Though born of shadows it is fueled by air. If the weapon goes ten days or more without being left out in a storm, a conflict between it and its wielder occurs at the next sunset.
4Though born of shadows it is fueled by earth. If the weapon goes ten days or more without consuming a gem of at least 1 GP value, a conflict between it and its wielder occurs at the next sunset.
5Though born of shadows it is fueled by fire. If the weapon goes three days or more without being bathed in intense flame, a conflict between it and its wielder occurs at the next sunset.
6Though born of shadows it is fueled by water. If the weapon goes ten days or more without being dipped in the sea or a flowing source of water for one hour, a conflict between it and its wielder occurs at the next sunset.
7It feasts on the Weave. If the weapon goes three days or more without consuming a Warlock spell slot, a conflict between it and its wielder occurs at the next sunset.
8The weapon feeds on you. If the weapon goes three days or more without consuming hit points equal to twice your Warlock level, a conflict between it and its wielder occurs at the next sunset. You can feed it any number of hit points as an action.

Subclass Features

Lv 3

Patron Spells

Your newly revealed Patron ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Hex Warrior

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 CHA modifier, instead of STR or DEX, 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.

Sentient Weapon

The Shadow magic that created your weapon has imbued it with sentience. It is HIGHLY recommended you roll for your Sentient Weapon’s attributes. You have the Weapon Mastery properties of the weapon as well as proficiency with it. The Weapon is a magical +1 weapon.

Personality

Ideals

Bonds

Flaws

Ability Scores

Communication

A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.

Senses

With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.

Alignment

A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.

Special Purpose

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.

Feature

Every Sentient Weapon has an ability that allows their wielder to further the weapon’s purpose

Conflict

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a CHA check contested by the wielder’s CHA check. If the item wins the contest, it makes one or more of the following demands

If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following

If a sentient item attempts to take control of its wielder, the wielder must make a CHA Saving Throw, with a DC equal to 12 + the item’s CHA modifier. On a failed save, the wielder is Charmed by the item for 1D12 hours. While Charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the Saving Throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.

Needs

A Sentient Weapon does not require what mortal creatures do. It has other needs.

Lv 6

Hexblade's Curse

You gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 ft 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 has an increased critical hit range of one (19-20).

If the cursed target dies, you regain hit points equal to your Warlock level + your CHA modifier (Minimum 1).

You can't use this feature again until you finish a short or long rest.

Lv 10

Armor of Hexes

Your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a D6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Lv 14

Master of Hexes

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 ft 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.

Powerful Hexblade

Your Sentient Weapon has continually absorbed power from the Shadowfell and has manifested a new ability. You roll again on the Feature table for your Sentient Weapon feature, if you roll the same feature you can choose which feature your Sentient Weapon gains.