5e Does Hex Warrior Add Charisma To Dmg
This is three different things. First off, it’s choosing ‘Pact of the Blade’ that makes your weapon magical. It’s Hex Warrior (a subclass feature) that gives you the +CHA bonus to hit and damage (if you choose to use it) 3.
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- 1Blessed Warrior
- 1.2Class Features
Blessed Warrior[edit]
Those of whom that are in this class know the consequences of this class this class means that at some point a higher power blessed you with the types of powers that many only dreams of. This class is not for the feint of heart nor the weak of will as those who fail those who gave them power fall and become no better than the average fighter. These Fighters are given phenomenal powers by one of many benefactors, However, this benefactor made no deal nor are these buffs permeant and awe-inspiring. The blessing has gone beyond your skin and has permeated your blood.
Creating a Blessed Warrior[edit]
- Quick Build
First Constitution and for your second highest stat either wisdom for divine, intelligence for mystic, and charisma for Demonic. Go with Heavier armor and melee weapons for divine and fiendish and lighter armor and distance weapons for mystic.
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st
- Proficiencies
Armor: Light, Shields
Weapons: All Simple, Glaive, Halberd, Longsword, Pike, Rapier, Shortsword, Scimitar, Longbow
Tools: 1 set of artisans’ tools
Saving Throws: Wisdom and Strength
Skills: 3 of Athletics, Perception, Insight, Persuasion, Deception, Stealth, History, Religion, Intimidation, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
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- (a) Chain Shirt or (b) leather Armor
- (a) 1 Proficient melee weapon and a shield or (b) 1 proficient ranged weapon 20 appropriate ammunitions or (c) 2 Proficient melee weapons
- (a) Dungeoneer’s Pack or (b) Explorers’ Pack
- (a) A shield and a set of proficient tools or (b) 20 arrows (or bolts) and a set of proficient tools
- If you are using starting wealth, you have if you're using starting wealth 5d4 x10. in funds.
5e Does Hex Warrior Add Charisma To Dmg 2
Level | Proficiency Bonus | Features | Cantrips | Spells Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Blessed Origin | 1 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | — | 1 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Blessed Origin Feature | 1 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Blessed Origin Feature | 2 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | — | 3 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Blessed Origin Feature | 3 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 3 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Blessed Origin Feature | 4 | 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Blessed Origin Feature | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Blessed Origin Feature | 6 | 14 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Writ of Completion | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Blessed Origin[edit]
At some point in your life, some powerful being blessed you with powers beyond the capabilities of an average fighter. Your benefactor either gave you DIVINE BLOOD, MYSTIC BLOOD, or FIENDISH BLOOD. Install dmg from command line.
Spellcasting[edit]
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
- Cantrips
At 1st level, you know 1 cantrip of your choice from the Blessed Origins spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blessed Warrior table.
- Spell Slots
The Blessed Warrior table shows how many spell slots you have to cast your Blessed Warrior spells of 1st level and higher. To cast one of these Blessed Warrior spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Blessed Warrior spell list. The Spells Known column of the Blessed Warrior table shows when you learn more Blessed Warrior spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Blessed Origin's spells you know and replace it with another spell from the Blessed Origin's spell list, which also must be of a level for which you have spell slots.
Spellcasting AbilityYour Blessed Origin determines is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom or Intelligence modifier
Spell attack modifier = your proficiency bonus + your Wisdom or Intelligence modifier
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Writ of Completion[edit]
For thriving as the champion of some being of immense power you receive a pendant that will cast teleport and you will teleport to any place with 100% accuracy this pendant can be used a number of times equal to your Spellcasting modifier. (or to your charisma mod + proficiency bonus)
DIVINE BLOOD[edit]
Your abilities come from the gods themself and are divine.
- I will be your shield
At level 1, you Gain Medium & Heavy Armor proficiency and Spellcasting(Wisdom is your spellcasting modifier) with a cleric spell list. In addition, your blood becomes your Spellcasting focus (it functions in your body) and you can add a +1 to all saving throws
- Safety in Crowds
At 3rd level, When 2 or more enemies are within 30 ft of you, you gain a +1 to AC and to melee weapon attacks, & You have an opportunity attack range of 10ft regardless of your current weapon
- Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- In Your Heart, Their Will Burns
At 7th Level, Once per Short rest, you can regain half the points of damage you dealt over the course of the encounter and do not take your turn next round
- A Job Well Done
At 10th level, You’ve learned to harness encouragement into a healing chant and, can now heal one ally that you can see by 3d4 + your spellcasting modifier. You can do this as many times as your Wisdom Modifier. You also gain proficiency in Persuasion and Insight.
- Pure of Mind and Body
At 14th Level, Gain resistance to Poison and Necrotic Damage and Immunity to all diseases.
- Divine Champion
At 18th Level, Your benefactor has recognized your skills and prowess in battle and grants you the following abilities to activate as an action and they last an hour or until you dismiss these effects as a bonus action
- 17-20 is a critical hit
- Fly speed of 30ft (In the form of angelic wings)
- +2 to all damage rolls
- Resistance to all non-magic damage
MYSTIC BLOOD[edit]
Your Blood and the weave have intertwined in a way akin to gods.
- Sacred Knowledge
Gain Expertise in arcana and Gain Proficiency Intelligence saving throws,Spellcasting(Intelligence is your spellcasting modifier) with the Wizard's spell list, in addition, your blood becomes your Spellcasting focus(it functions in your body), and you can cast spells as a ritual (see ritual casting in PHB), and can recover spell slots up to half your blessed warrior level(round up) on a short rest
- Higher Understanding
At level 3, You may use your action to gain a +3 to both spell attacks and spell save DC's for a minute, or Cast a Spell with a casting time of one action as a bonus action, You May do this up to the amount of times as your intelligence modifier but can only have 1 non-instant effect at a time effect active at a time, this process takes one action and you regain all uses on a long rest
- Quite Capable
At 7th level, You Gain one of the following benefits:
- Quick Attack:
You can cast any single target cantrip and preform one melee attack at the same time but both attack rolls are made at a non-negatable disadvantage (And saving throws are made at an advantage non-negatable)
- Otherworldly Understanding:
You can change any element from a spell with the following elements; Fire, Cold, Lightning, Radiant, Force, Necrotic, Acid, Thunder
- Magical Volley
You can etch any single-target spell into a quiver of arrows, or any other ammunition and the arrows become magical and the spell's effects activate on impact with a target. This process takes an hour per quiver of arrows
- Elementary, My Dear
At 10th level, Gain Proficiency in investigation and Insight (if you already have proficiency double your proficiency bonus) & learning your enemies(investigation); resistances, remaining hit points, or armor class, can be rolled as an Intelligence(Investigation) Check and as free action & you can cast comprehend languages at will
- Beyond Capable
At 14th level, Gain another benefit from the Quite Capable class feature or take one of the three listed below:
- Patient and Ready—
Gain Proficiency in one mental save and add your Intelligence modifier to your dexterity modifier for initiative rolls
- Flight Study--
Can use a bonus action summon ethereal wings that give you a fly speed of 50ft that last until you dismiss them as a bonus action
- Thorough understanding—
Can change the save of any spell to any other ability as many times as your intelligence modifier, Recharges on a long rest
- Sages' Wrath
At 18th level, One per long rest you can allow your benefactor to grant you ultimate destructive power. This grants you the following abilities to activate as an action and they last an hour or until you dismiss these effects as a bonus action
- The area around you becomes as if ice storm at its base level was cast centered on you (however this does not affect allies of the caster)
- You can cast lighting bolt at 6th level without expending a spell slot once (this does not affect allies of the caster, only once)
- You can cast fireball at 6th level without expending a spell slot once (this does not affect allies of the caster, only once)
- You can cast any spell at 2nd level without expending a spell slot (as many times as your intelligence modifierx2)
- You are Immune to All magic and Resistant to all Ranged damage
FIENDISH BLOOD[edit]
Your abilities come from either demons or devils.
- I Will Be Your Demise
At level 1, Gain All Weapon (Including improvised weapons), Medium & Heavy Armor proficiency, However you lose the ability to cast spells
- An extension of myself
At 3rd level, You gain the ability to perform all (one at a time). You can have a max of 2 brands active at the same time. These brands last until you are separated from that weapon for 6 hours and take 30 seconds to make. Recharge on long rest.
- Place a Brand on any melee weapon and add double your proficiency bonus to attack rolls
- Place a brand on a quiver and it can refill itself a number of times equal to your charisma modifier, once its charge runs out you must place the brand again or the quiver will become ash
- Place a Brand on a ranged weapon of any kind and add double your proficiency bonus to attack rolls with that weapon
- Extra Attack
At 5th level, You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
- My will manifested
At 7th Level, You may add 1d8 + your charisma modifier in force damage to all branded weapons
- Surrender Unto me your soul
At 10th level, You gain all the following benefits
- When you slay an enemy, you regain half the damage the killing blow dealt as temporary hit point (rounded up) and gain half of the temporary hit points you gain (Rounded up) as healing
- You gain proficiency in charisma saving throws.
- You also gain proficiency in intimidation checks (Or double proficiency bonus if already proficient)
- You may create a max of 3 brands.
- You Shall Fall
At 14th Level, You may throw any weapon you have branded to you a range of 20/60 feet, and the weapon automatically comes back to you after the attack. Also, Your 1d8 from becomes 2d10 and the brands you place that double your proficiency bonus also increases damage by twice your proficiency bonus.
- Fiendish Master
At 18th Level, Your benefactor has recognized your skills and prowess in battle and grants you the following abilities to activate as an action and they last an hour or until you dismiss these effects as a bonus action.
- 17-20 is a critical hit
- Fly speed of 30ft (In the form of Demonic wings)
- +Proficiency bonus x 2 to all Branded weapon damage rolls.
- Resistance to all Melee-Based damage
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Blessed Warrior class, you must meet these prerequisites: 15 Wisdom and 15 Constitution
Proficiencies. When you multiclass into the Blessed Warrior class, you gain the following proficiencies: None
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