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Subclass Warlock Hexblade Patron
The Hexblade Patron is a melee Warlock subclass built around Hex. You can cast Hex without spending a Pact Magic slot, and every feature the subclass gains keys off a target you have cursed — extra rider effects on your hits, healing when a cursed enemy dies, and damage reduction when a cursed enemy hits you.
| LEVEL | FEATURE |
|---|---|
| 3 | Hexblade Spells, Hexblade Manifest, Hexblade's Maneuvers |
| 5 | Hexblade Spells (expanded) |
| 6 | Life Stealer |
| 7 | Hexblade Spells (expanded) |
| 9 | Hexblade Spells (expanded) |
| 10 | Armor of Hexes |
Your pact grants you an expanding spell list. These spells are always prepared and do not count against your Prepared Spells limit.
| WARLOCK LEVEL | SPELLS ADDED |
|---|---|
| 3 | Arcane Vigor, Hex, Shield, Wrathful Smite |
| 5 | Bestow Curse, Conjure Barrage |
| 7 | Freedom of Movement, Staggering Smite |
| 9 | Steel Wind Strike |
You can cast Hex without expending a spell slot a number of times equal to your Charisma modifier (minimum of once). Expended uses return on a Long Rest.
Hexblade Manifest is its own action resource, shown on the resource panel. While you have a charge left, Hex is cast from that charge instead of a Pact Magic slot; once the charges run out, Hex goes back to costing a spell slot.
When you hit a creature cursed by your own Hex with an attack roll, you apply an additional effect. The three maneuvers are toggles in the same group — only one can be active at a time, and Draining Slash is toggled on by default.
Draining Slash — The target makes a Constitution saving throw against your Spell Save DC. On a failed save, it loses its Reaction (so it cannot make Opportunity Attacks) and its Speed is halved until the start of your next turn.
Harrowing Blade — The target makes a Wisdom saving throw against your Spell Save DC. On a failed save, the next time it makes an attack roll against a creature other than you before the start of your next turn, it takes 1d6 Necrotic damage.
Stymying Mark — The target has Disadvantage on the next saving throw it makes before the start of your next turn. There is no saving throw to resist this.
Two benefits that both trigger off targets cursed by your Hex.
Hungering Hex — Whenever a creature cursed by your Hex drops to 0 Hit Points from your damage, you regain 1d8 + your Charisma modifier Hit Points. This works automatically and takes no hotbar space.
Inevitable Blade — Once per turn, when you make an attack roll against a target cursed by your Hex and miss, it takes 1d6 Necrotic damage.
When you take damage from a creature cursed by your Hex, you can use your Reaction to reduce that damage by 2d8 + your Charisma modifier.
You can use this a number of times equal to your Charisma modifier, and all uses return on a Long Rest. Armor of Hexes has its own resource pool, separate from Hexblade Manifest.
The Hexblade is a Charisma-based melee striker whose whole kit runs through one target at a time.
Your combat loop:
- Cast Hex on your priority target — free while you have Hexblade Manifest charges
- Pick the maneuver that fits the fight: Draining Slash to pin a melee threat down, Harrowing Blade to punish it for attacking your allies, Stymying Mark to set up a follow-up spell that forces a save
- Attack the cursed target; from Level 6, even a miss chips 1d6 Necrotic off it
- Finish it to trigger Hungering Hex and heal yourself back up
- From Level 10, spend a Reaction to blunt the cursed target's counterattacks
Hex itself lets you curse a new creature for free if the target dies before the spell ends, so the loop keeps running for the rest of the fight — the cost is that everything the subclass gives you is aimed at whatever you cursed, and nothing at all at anyone else.
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