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An alternative take on the Hexblade as a Fighter Archetype
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<blockquote data-quote="Ganymede81" data-source="post: 7032417" data-attributes="member: 6812267"><p>Check this out. Inspired in part by Lanliss' earlier thread, this is my take on what a Hexblade might look like if it were a Fighter Archetype instead of a Warlock Patron.</p><p></p><p>There are two things I like about this take. For one, it is fun to see a fighter-themed and fighter-exclusive patron. Secondly, I like the callback to all three of the storied weapons from White Plume Mountain.</p><p></p><p>Let me know what you think...</p><p><u><strong></strong></u></p><p><u><strong>Hexblade</strong></u></p><p> Hexblades are fighters whose martial prowess has attracted the attention of a powerful sentient weapon. These warriors combine their mastery of combat with a sliver of the eldritch power granted by their inhuman benefactor. With this power, they can enhance their weapon strikes, harden their defenses, and call forth other mystical boons. These gifts come at a price as, subconsciously or directly, all Hexblades are expected to satisfy the desires and pursue the agendas of their patron weapon.</p><p></p><p> </p><p><span style="font-size: 12px"><em><strong>Patron Weapon</strong></em></span></p><p> At 3[SUP]rd[/SUP] level, when you adopt this archetype, you choose a patron weapon and gain its feature. Many patron weapons exist in the world, but the three most prominent are listed below: the trident Wave, the warhammer Whelm, and the longsword Blackrazor. At your option, weapons that you wield might take on the attributes of your chosen patron weapon. For example, the weapon of a Blackrazor Hexblade might have the lustrous sheen of obsidian, while the weapon of a Whelm Hexblade might rumble noisily when unslung. Hexblades of Wave, Whelm, and Blackrazor traditionally use piercing, bludgeoning, and slashing weapons respectively, but you are free to use any kind of weapon with your powers.</p><p></p><p><strong>Wave</strong> - You may use a bonus action to imbue a melee weapon with the force of a squall. The next time you hit a creature with this weapon during this turn, the target takes an additional 1d8 cold or lightning damage, your choice.</p><p><strong>Whelm</strong> – You may use a bonus action to imbue a melee weapon with rumbling might. The next time you hit a creature with this weapon during this turn, the target takes an additional 1d8 thunder damage.</p><p><strong>Blackrazor </strong>- You may use a bonus action to imbue a melee weapon with dire energy. The next time you hit a creature with this weapon during this turn, the target takes an additional 1d8 necrotic damage.</p><p></p><p></p><p><span style="font-size: 12px"><em><strong>Artifact Lore</strong></em></span></p><p> Your patron weapon fills your head with tales of its former glories, seeding your memory with noteworthy times, places, and figures. At 3[SUP]rd[/SUP] level when you adopt this archetype, you gain proficiency with the History skill. In addition, when you use the History skill to recall lore about a magical weapon, you add twice your Proficiency modifier to the result of the check.</p><p></p><p></p><p><span style="font-size: 12px"><em><strong>Bladesight</strong></em></span></p><p> Starting at 7[SUP]th[/SUP] level, if you spend 1 minute focusing on a weapon held in your hands, you can see flickering visions of the whereabouts and usage of that weapon over the past 24 hours. Information that might be gleaned from these visions includes the wielder of the weapon, whether it was brandished in open combat, and the physical description of any wounded or slain by the weapon. Additionally, you determine whether or not the weapon is cursed, but not the identity of the curse.</p><p></p><p></p><p><span style="font-size: 12px"><em><strong>Storied Blade</strong></em></span></p><p> You are now able to harness more of your weapon patron’s power. Starting at 10[SUP]th[/SUP] level, you gain one feature listed below based on your previously chosen weapon patron.</p><p></p><p><strong>Wave - </strong>You may use a bonus action to subject one creature within 30 feet to a spectral undertow. You pull the target up to 30 feet toward you and, if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target is knocked prone. The DC for this ability is 8 + your Proficiency modifier + your Constitution modifier.</p><p><strong>Whelm</strong> - You may use a bonus action to imbue a melee weapon you wield with the ability to harm distant foes. Until then end of your turn, that melee weapon gains the Thrown property, a normal range of 30 feet, a long range of 60 feet, and it automatically returns to your hand after you make a ranged attack with it.</p><p><strong>Blackrazor - </strong>you may use a bonus action to teleport up to 15 feet to an unoccupied space you can see. If you make a melee attack immediately after teleporting in this way, that melee attack is made with advantage.</p><p></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><em><strong>Fabled Defense</strong></em></span></p><p> Your weapon patron now comes to your aid in dire situations. Starting at 15[SUP]th[/SUP] level, you gain one feature listed below based on your previously chosen weapon patron.</p><p></p><p></p><p><strong>Wave </strong>- When a creature hits you with a melee attack, you may use your reaction to impose disadvantage on any subsequent attack that creature makes against you during its turn.</p><p><strong>Whelm</strong> - When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage and are in contact with the ground, you may use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.</p><p><strong>Blackrazor</strong> - When a creature hits you with a ranged attack, you may use your reaction to impose disadvantage on that attack, potentially causing the attack to miss you.</p><p></p><p></p><p></p><p><span style="font-size: 12px"><em><strong>Weapon of Legend</strong></em></span></p><p> Starting at 18[SUP]th[/SUP] level, you may use both the Patron Weapon and Storied Blade class features with a single bonus action.</p><p></p><p></p><p>*Minor edits</p></blockquote><p></p>
[QUOTE="Ganymede81, post: 7032417, member: 6812267"] Check this out. Inspired in part by Lanliss' earlier thread, this is my take on what a Hexblade might look like if it were a Fighter Archetype instead of a Warlock Patron. There are two things I like about this take. For one, it is fun to see a fighter-themed and fighter-exclusive patron. Secondly, I like the callback to all three of the storied weapons from White Plume Mountain. Let me know what you think... [U][B] Hexblade[/B][/U] Hexblades are fighters whose martial prowess has attracted the attention of a powerful sentient weapon. These warriors combine their mastery of combat with a sliver of the eldritch power granted by their inhuman benefactor. With this power, they can enhance their weapon strikes, harden their defenses, and call forth other mystical boons. These gifts come at a price as, subconsciously or directly, all Hexblades are expected to satisfy the desires and pursue the agendas of their patron weapon. [SIZE=3][I][B]Patron Weapon[/B][/I][/SIZE] At 3[SUP]rd[/SUP] level, when you adopt this archetype, you choose a patron weapon and gain its feature. Many patron weapons exist in the world, but the three most prominent are listed below: the trident Wave, the warhammer Whelm, and the longsword Blackrazor. At your option, weapons that you wield might take on the attributes of your chosen patron weapon. For example, the weapon of a Blackrazor Hexblade might have the lustrous sheen of obsidian, while the weapon of a Whelm Hexblade might rumble noisily when unslung. Hexblades of Wave, Whelm, and Blackrazor traditionally use piercing, bludgeoning, and slashing weapons respectively, but you are free to use any kind of weapon with your powers. [B]Wave[/B] - You may use a bonus action to imbue a melee weapon with the force of a squall. The next time you hit a creature with this weapon during this turn, the target takes an additional 1d8 cold or lightning damage, your choice. [B]Whelm[/B] – You may use a bonus action to imbue a melee weapon with rumbling might. The next time you hit a creature with this weapon during this turn, the target takes an additional 1d8 thunder damage. [B]Blackrazor [/B]- You may use a bonus action to imbue a melee weapon with dire energy. The next time you hit a creature with this weapon during this turn, the target takes an additional 1d8 necrotic damage. [SIZE=3][I][B]Artifact Lore[/B][/I][/SIZE] Your patron weapon fills your head with tales of its former glories, seeding your memory with noteworthy times, places, and figures. At 3[SUP]rd[/SUP] level when you adopt this archetype, you gain proficiency with the History skill. In addition, when you use the History skill to recall lore about a magical weapon, you add twice your Proficiency modifier to the result of the check. [SIZE=3][I][B]Bladesight[/B][/I][/SIZE] Starting at 7[SUP]th[/SUP] level, if you spend 1 minute focusing on a weapon held in your hands, you can see flickering visions of the whereabouts and usage of that weapon over the past 24 hours. Information that might be gleaned from these visions includes the wielder of the weapon, whether it was brandished in open combat, and the physical description of any wounded or slain by the weapon. Additionally, you determine whether or not the weapon is cursed, but not the identity of the curse. [SIZE=3][I][B]Storied Blade[/B][/I][/SIZE] You are now able to harness more of your weapon patron’s power. Starting at 10[SUP]th[/SUP] level, you gain one feature listed below based on your previously chosen weapon patron. [B]Wave - [/B]You may use a bonus action to subject one creature within 30 feet to a spectral undertow. You pull the target up to 30 feet toward you and, if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target is knocked prone. The DC for this ability is 8 + your Proficiency modifier + your Constitution modifier. [B]Whelm[/B] - You may use a bonus action to imbue a melee weapon you wield with the ability to harm distant foes. Until then end of your turn, that melee weapon gains the Thrown property, a normal range of 30 feet, a long range of 60 feet, and it automatically returns to your hand after you make a ranged attack with it. [B]Blackrazor - [/B]you may use a bonus action to teleport up to 15 feet to an unoccupied space you can see. If you make a melee attack immediately after teleporting in this way, that melee attack is made with advantage. [SIZE=3] [I][B]Fabled Defense[/B][/I][/SIZE] Your weapon patron now comes to your aid in dire situations. Starting at 15[SUP]th[/SUP] level, you gain one feature listed below based on your previously chosen weapon patron. [B]Wave [/B]- When a creature hits you with a melee attack, you may use your reaction to impose disadvantage on any subsequent attack that creature makes against you during its turn. [B]Whelm[/B] - When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage and are in contact with the ground, you may use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail. [B]Blackrazor[/B] - When a creature hits you with a ranged attack, you may use your reaction to impose disadvantage on that attack, potentially causing the attack to miss you. [SIZE=3][I][B]Weapon of Legend[/B][/I][/SIZE] Starting at 18[SUP]th[/SUP] level, you may use both the Patron Weapon and Storied Blade class features with a single bonus action. *Minor edits [/QUOTE]
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