“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.
At 3rd level, a Hexblade can unleash a curse upon a foe. As an action, choose one creature you can see within 60 feet. The creature must make a Wisdom Saving throw against your Spell Save DC or take 1 additional level of exhaustion. The hexblade curse last 1 hour. This can be removed with remove curse.
You can’t use this feature again until you finish a short or long rest.
You gain an additional usage per short rest at 7th, 11th, and a total of 4 uses at 15th level.
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
Starting at 11th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you.
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.