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Single class Hexblade - missing something?
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<blockquote data-quote="NotAYakk" data-source="post: 8083844" data-attributes="member: 72555"><p>Here, 1/3 Warlock subclass for a Paladin:</p><p></p><p><strong>Pact Knight</strong></p><p>You have exchanged your Paladin power for a pact with a dark being.</p><p></p><p><strong>Pact Magic</strong></p><p>At 3rd level when you join this subclass, you lose your Paladin spellcasting feature and gain the Pact Magic feature, and your Smite damage becomes necrotic instead of radiant. You have 2 1st level spell slots, and they recover on a short rest. You gain 2 Warlock cantrips.</p><p></p><p>At level 5 your spell slots become level 2, at level 9 level 3, at level 13 level 4 and at level 17 level 5.</p><p></p><p>You no longer prepare spells. Instead, you have a number of spells known equal to your Paladin level plus your Charisma bonus. These spells are selected from the Paladin and Warlock spell lists. At least 1/2 of your spells must be Paladin spells.</p><p></p><p>Your pact is channeled through either a Weapon, a Book or a Chain.</p><p></p><p><strong>Pact of the Blade</strong></p><p>You can summon and dismiss a pact weapon as a bonus action; it takes the form of any simple or martial melee weapon. At the end of any turn when it isn't on your person, it disappears until summoned again. It is magical for the purpose of overcoming resistance. You can use this as a focus for your spells, and perform S components with it. Over a short rest, you can convert a magical melee weapon into your pact weapon.</p><p></p><p><strong>Pact of the Book</strong></p><p>You gain a book of secrets, written in a language of your patron's choice. You gain the ability to read that language even if you cannot speak it. You can cast Warlock spells as rituals if they have the tag, and can transcribe any Warlock spell into your book and use it as a ritual, of level up to 1/2 of your character level. You gain additional Warlock spells known equal to your charisma bonus.</p><p></p><p><strong>Pact of the Chain</strong></p><p>You gain the find familiar spell. When you cast it, you can select additional familiar types (Pseudodragon, Quasit, or Sprite). Your Familiar gains +2 HP for every paladin class level you have, and has a bonus to its attacks, AC, saving throws and damage equal to your proficiency bonus.</p><p></p><p><strong>Improved Pact</strong></p><p>At 7th level your connection with your pact improves. You gain two Warlock invocations as if you where a level 3 Warlock. In addition you gain another feature based on your Pact:</p><p></p><p><strong>Pact of the Blade</strong></p><p>You can cast the Eldritch Blast Cantrip as a melee spell attack when wielding your pact weapon, instead of a ranged spell attack. You may use your weapon's attack stat (strength, or optionally dexterity on a finesse weapon) to attack instead of Charisma. If you do so, also add both your Charisma and the stat you used to attack with to damage instead of just Charisma.</p><p></p><p><strong>Pact of the Book</strong></p><p>You can now transcribe any ritual from any class into your book up to 1/2 of your character level, and cast them as a ritual. In addition, once on your turn you may cast a pact knight spell using a pact knight spell slot on a creature you hit with a melee weapon attack (but only on that target). If the spell involves any attack rolls, the spell automatically hits; if it involves a saving throw, the creature has disadvantage on the save.</p><p></p><p><strong>Pact of the Chain</strong></p><p>You can command your familiar to attack as a bonus action. If your familiar hits, you have advantage on attack rolls on the target until the end of your turn. In addition, whenever you use lay on hands, your familiar is healed as well; if your familiar has been dismissed when you use lay on hands, it reforms next to you with HP equal to the amount healed.</p><p></p><p><strong>Life and Death</strong></p><p>At 15th level, whenever you reduce a creature to 0 HP with an attack and it doesn't heal immediately (such as a Mythic creature), you gain a benefit depending on your Pact:</p><p></p><p><strong>Pact of the Blade</strong></p><p>You gain temporary HP equal to the creature's HP before it was reduced to 0 HP by the blow, up to a maximum of your level in this class. If you started your turn with these temporary HP, when you hit a creature with your pact weapon on your turn you can sacrifice these temporary HP to deal extra damage equal to the HP sacrificed.</p><p></p><p><strong>Pact of the Book</strong></p><p>The last thoughts and desires of the creature you kill are written in your book. In addition, when this happens, you can sacrifice a HD to regain an pact knight spell slot. You may only do this once before completing a short rest.</p><p></p><p><strong>Pact of the Chain</strong></p><p>As a reaction, your familiar can disappear and animate the creature if within 30' of it. The animated corpse has 1 HP, no legendary actions, cannot cast spells, and gets to act immediately after the current turn, and at the end of that turn it collapses and dies. The familiar then reappears in one of the creature's former squares.</p><p></p><p>While possessing the creature, the familiar can rip some surface thoughts out of the dying brain, inducing it to say up to 3 words that could help the party (in a language the creature knows that the familiar can pick).</p><p></p><p><strong>The Ties that Bind</strong></p><p>At 20th level, your bond has grown strong. You gain 2 additional invocations as if you where a 10th level warlock, and gain another Pact feature:</p><p></p><p><strong>Pact of the Blade</strong></p><p>You can Smite as if you used a Pact Magic spell slot, without expending a Pact Magic spell slot. You can only do this again if you take an action to summon your vile power. If you have reduced a creature to 0 HP on this or the previous turn, you can instead summon your vile power as a bonus action. If you ever hold the Pact Weapon in your hand, it cannot leave your hand or be dismissed until it draws blood (does damage to a creature), or your hand is removed from your body. If you attempt to throw the weapon at a creature, it only leaves your hand if it would both hit and do damage; otherwise, it stays put.</p><p></p><p><strong>Pact of the Chain</strong></p><p>If you are reduced to 0 HP, so long as it is on the same plane, your familiar will possess your body much like it does your foes. This does not require the familiar's reaction. At the end of the turn it takes you over you do not die, but are instead left standing with 1/2 of your maximum HP. It can do this once before you complete a short rest. While possessing you, it gets to rifle through your thoughts and memories of the past day, much like it does on your foes, but need not say anything. It may report back findings to its master.</p><p></p><p><strong>Pact of the Book</strong></p><p>You can scribe the names of your allies in your book of shadows with their blood at the end of a long rest. They must sacrifice a HD as part of this magic, and do not regain it back until their name is no longer in the book. You know the direction, distance, current HP, and plane of anyone who is inscribed in your book of shadows this way, and can ignore range and ability to see them when you cast spells that would target them.</p><p></p><p>Whenever they are reduced to 0 HP, if you expend a reaction and a HD they are instead reduced to 1 HP and healed. Roll the HD they used to be written in the book plus your own HD, and heal them that much. Their name is replaced with their last thoughts before the book saved them in your book. You may also choose to regain a Paladin pact magic spell slot when this happens; if you do so, you cannot do it again until you complete a short rest.</p><p></p><p>You can have up to your charisma bonus names (min 1) written in your book in this way at a time, and each person can have their name written at most once.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8083844, member: 72555"] Here, 1/3 Warlock subclass for a Paladin: [B]Pact Knight[/B] You have exchanged your Paladin power for a pact with a dark being. [B]Pact Magic[/B] At 3rd level when you join this subclass, you lose your Paladin spellcasting feature and gain the Pact Magic feature, and your Smite damage becomes necrotic instead of radiant. You have 2 1st level spell slots, and they recover on a short rest. You gain 2 Warlock cantrips. At level 5 your spell slots become level 2, at level 9 level 3, at level 13 level 4 and at level 17 level 5. You no longer prepare spells. Instead, you have a number of spells known equal to your Paladin level plus your Charisma bonus. These spells are selected from the Paladin and Warlock spell lists. At least 1/2 of your spells must be Paladin spells. Your pact is channeled through either a Weapon, a Book or a Chain. [B]Pact of the Blade[/B] You can summon and dismiss a pact weapon as a bonus action; it takes the form of any simple or martial melee weapon. At the end of any turn when it isn't on your person, it disappears until summoned again. It is magical for the purpose of overcoming resistance. You can use this as a focus for your spells, and perform S components with it. Over a short rest, you can convert a magical melee weapon into your pact weapon. [B]Pact of the Book[/B] You gain a book of secrets, written in a language of your patron's choice. You gain the ability to read that language even if you cannot speak it. You can cast Warlock spells as rituals if they have the tag, and can transcribe any Warlock spell into your book and use it as a ritual, of level up to 1/2 of your character level. You gain additional Warlock spells known equal to your charisma bonus. [B]Pact of the Chain[/B] You gain the find familiar spell. When you cast it, you can select additional familiar types (Pseudodragon, Quasit, or Sprite). Your Familiar gains +2 HP for every paladin class level you have, and has a bonus to its attacks, AC, saving throws and damage equal to your proficiency bonus. [B]Improved Pact[/B] At 7th level your connection with your pact improves. You gain two Warlock invocations as if you where a level 3 Warlock. In addition you gain another feature based on your Pact: [B]Pact of the Blade[/B] You can cast the Eldritch Blast Cantrip as a melee spell attack when wielding your pact weapon, instead of a ranged spell attack. You may use your weapon's attack stat (strength, or optionally dexterity on a finesse weapon) to attack instead of Charisma. If you do so, also add both your Charisma and the stat you used to attack with to damage instead of just Charisma. [B]Pact of the Book[/B] You can now transcribe any ritual from any class into your book up to 1/2 of your character level, and cast them as a ritual. In addition, once on your turn you may cast a pact knight spell using a pact knight spell slot on a creature you hit with a melee weapon attack (but only on that target). If the spell involves any attack rolls, the spell automatically hits; if it involves a saving throw, the creature has disadvantage on the save. [B]Pact of the Chain[/B] You can command your familiar to attack as a bonus action. If your familiar hits, you have advantage on attack rolls on the target until the end of your turn. In addition, whenever you use lay on hands, your familiar is healed as well; if your familiar has been dismissed when you use lay on hands, it reforms next to you with HP equal to the amount healed. [B]Life and Death[/B] At 15th level, whenever you reduce a creature to 0 HP with an attack and it doesn't heal immediately (such as a Mythic creature), you gain a benefit depending on your Pact: [B]Pact of the Blade[/B] You gain temporary HP equal to the creature's HP before it was reduced to 0 HP by the blow, up to a maximum of your level in this class. If you started your turn with these temporary HP, when you hit a creature with your pact weapon on your turn you can sacrifice these temporary HP to deal extra damage equal to the HP sacrificed. [B]Pact of the Book[/B] The last thoughts and desires of the creature you kill are written in your book. In addition, when this happens, you can sacrifice a HD to regain an pact knight spell slot. You may only do this once before completing a short rest. [B]Pact of the Chain[/B] As a reaction, your familiar can disappear and animate the creature if within 30' of it. The animated corpse has 1 HP, no legendary actions, cannot cast spells, and gets to act immediately after the current turn, and at the end of that turn it collapses and dies. The familiar then reappears in one of the creature's former squares. While possessing the creature, the familiar can rip some surface thoughts out of the dying brain, inducing it to say up to 3 words that could help the party (in a language the creature knows that the familiar can pick). [B]The Ties that Bind[/B] At 20th level, your bond has grown strong. You gain 2 additional invocations as if you where a 10th level warlock, and gain another Pact feature: [B]Pact of the Blade[/B] You can Smite as if you used a Pact Magic spell slot, without expending a Pact Magic spell slot. You can only do this again if you take an action to summon your vile power. If you have reduced a creature to 0 HP on this or the previous turn, you can instead summon your vile power as a bonus action. If you ever hold the Pact Weapon in your hand, it cannot leave your hand or be dismissed until it draws blood (does damage to a creature), or your hand is removed from your body. If you attempt to throw the weapon at a creature, it only leaves your hand if it would both hit and do damage; otherwise, it stays put. [B]Pact of the Chain[/B] If you are reduced to 0 HP, so long as it is on the same plane, your familiar will possess your body much like it does your foes. This does not require the familiar's reaction. At the end of the turn it takes you over you do not die, but are instead left standing with 1/2 of your maximum HP. It can do this once before you complete a short rest. While possessing you, it gets to rifle through your thoughts and memories of the past day, much like it does on your foes, but need not say anything. It may report back findings to its master. [B]Pact of the Book[/B] You can scribe the names of your allies in your book of shadows with their blood at the end of a long rest. They must sacrifice a HD as part of this magic, and do not regain it back until their name is no longer in the book. You know the direction, distance, current HP, and plane of anyone who is inscribed in your book of shadows this way, and can ignore range and ability to see them when you cast spells that would target them. Whenever they are reduced to 0 HP, if you expend a reaction and a HD they are instead reduced to 1 HP and healed. Roll the HD they used to be written in the book plus your own HD, and heal them that much. Their name is replaced with their last thoughts before the book saved them in your book. You may also choose to regain a Paladin pact magic spell slot when this happens; if you do so, you cannot do it again until you complete a short rest. You can have up to your charisma bonus names (min 1) written in your book in this way at a time, and each person can have their name written at most once. [/QUOTE]
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