“I’d tell you I’m sorry if I meant it, friend. It’s nothing personal.”
Like that of the sorcerer, the power of the hexblade often displays itself at an early age, frequently in the form of unexplained accidents or other incidents of bad luck experienced by those around the budding hexblade. Though the hexblade is ultimately a self-taught character, many receive rudimentary training from another arcane spellcaster, such as an older hexblade, sorcerer, wizard, or bard, before setting off on their own.
Starting at 3rd 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 on the d20.
- If the cursed target dies, you regain hit points equal to your spellsword level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest.
At 7th level, If you succeed on a Wisdom Saving throw against an attack that would normally produce a lesser effect on a successful save, you instead negate the effects.
Armor of Hexes
At 11th level, 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.
At 15th level, When you make an attack action or cast a spell that targets an enemy or an area occupied by an enemy, all enemies with a 30 ft. radius must make a Charisma saving throw or take 1 additional level of exhaustion, to a maximum of 7 levels of exhaustion.