Hexed Spellblade
Hexed Spellblades make a pact with a cursed blade and dark magic to devastate their foes. They draw power from the sentient magic weapons forged from shadow.
They wield these shadow-crafted weapons and harness destructive magic, combining a warrior’s skill with the power of a magic item and embodying the Shadowfell's essence in every encounter.
Hexed Spellblade Features By Level
You gain proficiency in the Intimidation skill.
You gain a pair of Hex-Gauntlets, magical equipment that cannot be removed from you by any means. At the start of your turn, the gauntlets summon your weapon and/or shield into your hands.
The gauntlets are engraved with a tier 1 glyph of your choice, which empowers a weapon or shield you are holding. The glyph applies its magical properties while the item is in your grasp.
These glyphs do not require attunement. You can apply additional glyphs as you level in this class. At 6th level, you inscribe a tier 2 glyph. At 11th level, you inscribe a tier 3 glyph. At 16th level, you inscribe a tier 4 glyph.
You can hurl your bound weapon with supernatural precision and recall it instantly. When you make an attack using your summoned melee weapon, you can make a thrown weapon attack at a range of 15 × your Strength modifier (minimum 15 feet), or twice that distance with disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
As a bonus action, you can curse one creature you can see within 90 feet of you for 1 minute. While cursed:
- Your attack rolls against the target score a critical hit on a 19 or 20.
- You deal extra damage to it equal to your proficiency bonus.
- The target's attacks and effects deal only half damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When the creature cursed by your Hexbrand Curse dies, you can immediately apply the curse to another creature you can see within 90 feet of you, provided you aren’t incapacitated.
This transfer does not count against your uses of Hexbrand Curse.
When you fail a saving throw, you can unleash a burst of protective glyph magic to reroll it. Add your Charisma modifier to the new roll, but you must use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
While a creature is affected by your Hexbrand Curse, you cannot be charmed, frightened, paralyzed, or stunned.
In addition, when you hit a cursed creature with your summoned weapon, you can force it to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature loses all resistances and immunities until the end of your next turn.