About this mod
Hexblade Subclass and a Separate file for Invocations and Unearthed Arcana Invocations.
Includes Shadow of Moil as a 4th lvl Warlock Spell and most official Invocations.
Brazilian Portuguese translation by gabrielplays500,.
- Requirements
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Translations
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(It's not cool to steal other's work. Don't do it.)
Warning:
Apparently these warnings as the first things you read were not enough. DO NOT INSTALL THIS MOD MID-SAVE WITH ACTIVE WARLOCKS. DO NOT DO IT. YOU CAN'T INSTALL GAME ALTERING MODS MIDSAVE. Respec the Warlock to any other class, then install. READ THIS WARNING TWICE.
Make sure you download the updated file.
Warning #2: If you break your paladin Oath Withers may not tell you and will keep taking your money without letting you respec.
Shadow of Moil: Added a patch, that requires the main Hexblade subclass mod, that adds Shadow of Moil to the Archfey, Fiend, and Great Old One spell list. This uses the 5e Spells lists, but I don't believe it's required. But I'm not sure.
Hexblade Extended Spells: adds Shield and Wrathful Smite to their 1st level spell list. Blur and Branding Smite added to the 2nd level spell list. Blink and Elemental Weapon added to the 3rd level spell list. Phantasmal Killer and Staggering Smite added to the 4th level spell list. Banishing Smite and Cone of Cold added to the 5th level spell list. Implemented Rules as Written.
Hexblade's Curse: As a bonus action, choose one creature you can see within 30ft. The target is cursed for 1 minute. You gain a bonus to damage rolls against the creature equal to your proficiency bonus. Any attack you make against the target can crit on a 19 or 20. If the creature dies, while cursed, you heal for HP equal to your Warlock level + Charisma Modifier. Implemented Rules as Written.
Hex Warrior: You gain proficiency with Medium Armor, Shields, and Martial Weapons. Once per day you can enchant a weapon that lacks the two-handed property so that that it uses your Charisma Modifier for the attack and damage rolls. Implemented Rules as Written.
Accursed Specter: You can curse the soul of a person you slay, temporarily binding it in your service. You can create a specter from a corpse that obeys your commands. The specter gains a bonus to Attack Rolls equal to your Charisma Modifier and gains Temporary HP equal to half your Warlock level. Implemented mostly Rules as Written. The Specters stats, attack, and HP are all accurate. I could not figure out how to apply the Temp HP and attack bonus on summon or how to get it to apply to the warlocks stats, so the Specter has a once per day buff, it can cast on itself. The buff gives the Specter 6 Temp HP and a +4 bonus to attack rolls.
Armor of Hexes: If the target of your Curse, hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack misses you instead. Implemented Rules as Written.
Master of Hexes: you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you
can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature. Implemented Rules as Written, except due to the game ending at level 12, you gain this ability at level 12 instead of level 14.
The way Warlock is set up, there is no Pact only invocations. Don't know if I can set that restriction up, still figuring that out. Pact specific invocations will not work with the wrong pack, even if you choose them.
Cloak of Flies (5th Level): You can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum
of 0 damage). Once you use this invocation, you can't use it again until you finish a short or long rest. Implementation: Advantage and disadvantage works Rules as Written. The damage I opted to make only hurt enemies, because accidentally hitting someone in town and having to reload would be miserable.
Eldritch Mind: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. Implemented Rules as Written.
Eldritch Spear: When you cast eldritch blast, its range is increased by 2.5x. This is due to the shortened range of the spell in the game. The math is equal to the boost.
Eldritch Smite (Do not pick if you don't have Pact of the Blade / 5th Level): Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. Implemented Rules as Written.
Grasp of Hadar: Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself. Implemented Rules as Written.
Improved Pact Weapon (Do not pick if you don't have Pact of the Blade / 5th Level): The weapon gains a +1 bonus to its attack and damage rolls, unless it is a
magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. Implemented Rules as Written. You can now summon a ranged pact weapon with a new spell that was added. In addition you now have a spell that you can use to enchant melee and ranged pact weapons with the +1.
Lance of Lethargy : Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn. Implemented Rules as Written.
Tomb of Levistus (5th Level): As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can't use it again until you finish a short or long rest. Implemented Rules as Written.
Undying Servitude (5th Level): You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest. Implemented Rules as Written. When you pick this Invocation you get a spell container with all of the Animate Dead spells (even the higher level ones). You wont be able to use the higher level ones until you have the correct level.
Relentless Hex (7th Level): Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse. To teleport in this way, you must be able to see the cursed target. Implemented closely to Rules as Written. Currently only works with Hex (warlock spell) and Hexblade's Curse (Hexblade ability). There is a weird delay before you teleport. Trying to figure that out.
Trickster's Escape (7th Level): You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. Implemented Rules as Written.
These invocations have hard requirements on which Patron you have and your reading comprehension. These are not suggestions.
Claw of Acamar (5th Level - Great Old One / Pact of the Blade): You can create a black, lead flail using your Pact of the Blade feature. The flail's head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature's speed to 0 feet until the end of your next turn. Implemented Rules as Written
within the bounds of Larian's reaction system. This invocation is from the Unearth Arcana test material and is extremely powerful and broken, which is why it never made it into an Official Rulebook.
Curse Bringer (5th Level - Hexblade / Pact of the Blade): You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn. Implemented Rules as Written within the bounds of Larian's reaction system. This invocation is from the Unearth Arcana test material and is extremely powerful and broken, which is why it never made it into an Official Rulebook.
Eldritch Armor: As an action, you can touch a suit of armor that isn't being worn or carried by anyone and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it's removed. Implemented mostly rules as written. You need to equip the armor, then cast the spell.
Mace of Dispater(5th Level - Fiend Patron / Pact of the Blade): When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller. Implemented Rules as Written within the bounds of Larian's reaction system. This invocation is from the Unearth Arcana test material and is extremely powerful and broken, which is why it never made it into an Official Rulebook.
Moonbow (5th Level - Archfey Patron / Pact of the Blade): You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level. Implemented Rules as Written within the bounds
of Larian's reaction system. This invocation is from the Unearth Arcana test material and is extremely powerful and broken, which is why it never made it into an
Official Rulebook.
Superior Pact (9th Level - Pact of the Blade): You can enchant your pact weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon. Implemented Rules as Written.
Bind Pact Weapon: You can now bind an existing ranged pact weapon and Pact Weapons are permanent and ignore resting, per the Rules as Written.
Blink: The spell no longer cancels concentration effects.
Summon Pact Weapons: Added the rest of the weapons as summon-able options.
Elemental Weapon: Fixed vanilla issues where you couldn't upcast every element of the spell.
Compatibility: This mod uses spells from 5e Spells. 5e Spells isnt required but you'll lose out on spells. This mod is not compatible with any mod that alters the Warlock Class. This mod needs to be loaded below 5e Spells in the Load Order.
To be compatible with other subclass mods you need the Compatibility Framework.
If you want More Spells Patch Emporium
Now compatible with Scarlet Warlock. See his mod page for load order.
Now compatible with PF2E Spells.
Installation: Install only one of the presets at a time using the BG3MM. Extract the file and import the .pak into the mod manager. Make sure you save and export your load order. Or after you click import mod, in the bottom right, set it to all files. To uninstall, just deactivate in the mod manager.
I do not use Vortex and don't know much about it. I'm sure these mods will install just like any other, but I will be of no help with troubleshooting your issues with Vortex.