D&D 5E Benefit of Pact of Chain for Hexblade

Matthew Struve

First Post
I'm in the process of designing a magic weapon for Hexblades and I wanted to give it a special bonus to each of the different pacts. However I can't think of why a Hexblade would pick Pact of Chain, except for RP purposes, so trying to figure out a bonus for it is being difficult. Any advice for me?

Also I'm stuck between making it a Halberd, Greataxe, or Maul. Any suggestions on this as well?
 

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How about a chain?

1d4 slashing with reach, if you hit a creature, you can use your bonus action to attempt to restrain it with a Dex save. You automatically hit restraints creatures.
If you reduce a restrained creature to 0, and it's cr is equal to half your level or less, you can instead reduce it to 1HP and bind it into your service. It becomes your familiar until it dies, you release it, or you use this feature again.
 

Normally a Pact of the Chain's familiar can attack, but only if the warlock sacrifices one of their attacks when taking the Attack Action. What if you allow a Pact of the Chain familiar to attack on its own turn without requiring you to sacrifice an attack? Sounds up the alley for a Hexblade.
 

Pact of the Chain is useful for a hexblade for the same reason it's useful for any other warlock: You get a flying, intelligent, permanently invisible scout. (It's crazy-good. Having DMed for a chain-pact warlock, I can attest to how potent it is. Goddamn stealth drone.) So I would do something with that.

What if you could project your own combat abilities through the familiar? So while you're projecting your consciousness into your familiar, it adds your Charisma bonus to its attack and damage rolls, and it can use your Hexblade's Curse. (The usual limit still applies: After your familiar uses Hexblade's Curse, you must take a long or short rest before either of you can use it again.)

This would allow the familiar to be a moderately effective assassin as well as a spy. It's not going to take on a serious monster - you can't use it to shut down a combat encounter from afar - but it can take out sentries for you.
 
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