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==Class Features (Warlock; Hexblade)== : '''Domain/Oath/Pact etc:''' Pact of the Blade : '''Deity''': Raven Queen : '''Hex Warrior''' :: ''Description:'' At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. : '''Hexblade's Curse''' - 1/short or long rest :: ''Description:'' Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: ::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. ::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. ::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier. :: You canβt use this feature again until you finish a short or long rest. : '''Eldritch Invocations''' :: ''Agonizing Blast:'' When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit. :: ''Fiendish Vigor:'' You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour). : '''Pact of the Blade''' ::*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ::*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. ::*You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. ::*You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
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