Hexblade Variant

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Base Class HexBlade Variants

Modified Base Class


Note: Unless noted here, this version of the hexblade base class is identical to that
presented in Complete Warrior.
Table 1

Lvl BAB Fort Ref Will Special 1 2 3 4


1 +1 +2 +0 +2 Hexblade's - - - -
Curse
1/day,
Arcane
Talent
2 +2 +3 +0 +3 Arcane - - - -
Resistance
3 +3 +3 +1 +3 Mettle - - - -
4 +4 +4 +1 +4 Dark 1 - - -
Companion
5 +5 +4 +1 +4 Bonus 1 - - -
Feat,
Hexblade's
Curse
2/day
6 +6/+1 +5 +2 +5 Battle 2 - - -
Casting
1/day
7 +7/+2 +5 +2 +5 Greater 2 - - -
Hexblade's
Curse
8 +8/+3 +6 +2 +6 Battle 2 1 - -
Casting
2/day
9 +9/+4 +6 +3 +6 Hexblade's 2 1 - -
Curse
3/day
10 +10/+5 +7 +3 +7 Bonus Feat 2 2 - -
11 +11/+6/+1 +7 +3 +7 Battle 2 2 1 -
Casting
3/day
12 +12/+7/+2 +8 +4 +8 Aura of 2 2 2 -
Unluck
1/day
13 +13/+8/+3 +8 +4 +8 Hexblade's 2 2 2 -
Curse
4/day
14 +14/+9/+4 +9 +4 +9 Battle 3 2 2 1
Casting
4/day
15 +15/+10/+5 +9 +5 +9 Bonus Feat 3 2 2 2
16 +16/+11/+6/+1 +10 +5 +10 Aura of 3 3 2 2
Unluck
2/day
17 +17/+12/+7/+2 +10 +5 +10 Hexblade's 3 3 3 2
Curse
5/day
18 +18/+13/+8/+3 +11 +6 +11 Battle 4 3 3 2
Casting
5/day
19 +19/+14/+9/+4 +11 +6 +11 Dire 4 4 4 3
Hexblade's
Curse
20 +20/+15/+10/+5 +12 +6 +12 Bonus 4 4 4 4
Feat, Aura
of Unluck
3/day
Class Features:

Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial
weapons, with light and medium armor, and with shields (except tower shields). Because
the somatic components required for hexblade spells are simple, a hexblade can cast
hexblade spells while wearing light or medium armor and carrying a shield without incurring
the normal arcane spell failure chance. However, like any other arcane spellcaster, a
hexblade wearing heavy armor incurs a chance of arcane spell failure if the spell in question
requires a somatic component. A multiclass hexblade still incurs the normal arcane spell
failure chance for arcane spells derived from other classes.

Hexblade’s Curse (Su): As a swift action, a hexblade can unleash a curse upon a foe. The
target must be visible to the hexblade and within 60 feet. The target of a Hexblade’s Curse
takes a -2 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls
for 1 hour thereafter. A successful Will save (DC 10 + ½ the hexblade’s class level + the
hexblade’s Cha modifier) negates the effect though a curse attempt is not wasted if the
target saves successfully. A hexblade can use her curse ability a number of times per day as
listed on Table 1, with a number of additional daily uses equal to her Charisma modifier.
Multiple Hexblade’s Curses don’t stack and any foe that successfully resists the effect cannot
be affected by the same Hexblade’s Curse for 24 hours. Any effect that removes or dispels a
curse eliminates the effect of a Hexblade’s Curse.

Arcane Talent: A hexblade’s arcane ability manifests very early in her career. Beginning at
1st level, a hexblade learns 2 cantrips from the Sor/Wiz spell list, which she can use as
spell-like abilities a total number of times per day equal to half her level (rounded down)
plus her Charisma modifier. Additionally, she learns one new Sor/Wiz cantrip at levels 5, 10,
15 and 20.

Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with
great willpower or fortitude. If he makes a successful Will or Fortitude save against an
attack that normally would have a lesser effect on a successful save (such as any spell with
a saving throw entry of Will half or Fortitude partial), he instead completely negates the
effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Dark Companion: At 4th level a hexblade can create an illusory companion resembling a
panther, spun from the darkness of night, which weakens her foes. The hexblade gains the
Dark Companion class feature, as described on p. 47 of the Players Handbook II.

Bonus Feat: At 5th level and every five levels thereafter (10th, 15th and 20th), a hexblade
gains a bonus feat. She may select this feat from the list of [Hex] feats, or from the
following list: Combat Casting, Greater Spell Focus (enchantment, necromancy or
transmutation only), Spell Focus (enchantment, necromancy or transmutation only), Spell
Penetration.

Battle Casting: At 6th level a hexblade learns to more fully integrate spellcasting and
conventional combat. Once per day, a hexblade can cast a spell as a swift action. The spell’s
original casting time must be a standard action or quicker. Casting in this way while
threatened still provokes an attack of opportunity. As the hexblade gains experience, she
can use this ability additional times per day, as shown on Table 1.
General Feats
HEXING BINDER - created by Dracomortis
You can tap into the power of the mysterious entities that are bound within you to
strengthen your curses.
Prerequisites: Hexblade's curse, soul binding
Benefit: While you have at least one vestige bound in a good pact, the DC of your
hexblade's curse is increased by 2.

If you have levels in binder and hexblade, those levels stack for the purpose of determining
the number of times per day you can use your hexblade's curse and the number of pact
augmentations you can have active at one time.

HEXING KNIGHT - created by Dracomortis


You are a special breed of dark paladins who have learned to use their smiting attacks to
amplify the curses you have placed upon your foes for a brief time.
Prerequisites: Hexblade's curse, smite good
Benefit: When you successfully use your smite good ability against a target that is afflicted
by your hexblade's curse, the target must also make a Fortitude save (DC 10 + 1/2 your
character level + your Charisma modifier) or be nauseated for 1 round.

In addition, you may multiclass freely between the hexblade and paladin of slaughter (if you
are chaotic evil) or paladin of tyranny (if you are lawful evil) classes. You must still maintain
the appropriate alignment in order to retain your paladin abilities and take paladin levels.
You still face the normal XP penalties for having multiple classes more than one level apart,
if applicable.

HEXING MAGE - created by Dracomortis


You have dabbled farther into the arcane arts than most of your peers, and have learned to
tap into that energy to strengthen your defense against magic.
Prerequisites: Hexblade's curse, ability to prepare 2nd-level arcane spells
Benefit: You can expend one of your prepared spells to increase the penalty of your
hexblade's curse on all targets currently affected by it for 1 round. This increase is equal to
one-half the level of the spell sacrificed (minimum 1). The spell is lost as if you had cast it.

In addition, when determing the bonus of your arcane resistance class feature or the DC of
any hexblade spell you cast, you may apply either your Intelligence modifier or your
Charisma modifier, whichever is higher. You must still have a Charisma score equal to 10 +
the level of the hexblade spell in order to learn or cast it, and your bonus spells per day (if
any) are still determined by your Charisma score.

If you have levels in hexblade and wizard, those levels stack for the purpose of determining
the strength of your hexblade's curse and the benefits that your familiar receives.

SCATHING CURSE - created by arguskos


Prerequisites: Intimidate 8 ranks, Hexblade's Curse ability
Benefit: When you use your Hexblade's Curse ability, you may make an Intimidate check at
the same time, replacing the DC of your Curse with the results of your Intimidate check. A
creature can only be affected by a given Hexblade's Scathing Curse once per 24 hour
period.
Hex Feats
Hex feats alter the nature of one or more of a hexblade’s class features. A hexblade can select a Hex feat whenever
he would gain a hexblade bonus feat as well as every three levels, as normal.

AGGRESSIVE COMPANION [Hex]


Prerequisites: Dark Companion class feature
Benefit: Any enemy affected by your dark companion takes a -2 penalty on attack rolls and weapon damage rolls.
This penalty replaces the normal penalty on saves and AC and stacks with the penalty imposed by the Hexblade’s
Curse class feature.
Normal: An enemy affected by your dark companion takes a -2 penalty on its saves and AC.

CURSE OF THE ZINDOKI [Hex]


The signature ability of a Zindoki, this feat allows you to steal that which makes your opponent most powerful.
Targeting the source of his or her pride can be the best route to victory.
Prerequisites: Hexblade’s Curse class feature, Knowledge (arcane) 9 ranks, Intimidate 5 ranks
Benefit: You gain a new ability that you can use any time a foe would be affected by your Hexblade’s Curse. A foe
affected by a Curse of the Zindoki takes damage to one ability score (of your choice) equal to twice the penalty
your Hexblade’s Curse would normally impose. This curse can manifest itself in an appropriate physical symptom
(most commonly the apparent removal or atrophy of the target’s genetalia), though these symptoms are illusory
and have no effect other than the normal penalties associated with ability damage. This affect replaces the normal
penalties imposed by your Hexblade’s Curse.
Normal: Your Hexblade’s Curse imposes a penalty on the target’s skill checks, ability checks, saves, attack rolls
and weapon damage rolls.

CURSED STRIKE [Hex]


A smokey miasma flows from your blade as it bites into the flesh of your enemy.
Prerequisite: Hexblade's curse class feature, power attack
Benefit: You make a single attack as a standard action or as part of a charge or spring attack. If you hit, you can
immediately use your hexblade's curse on the opponent you struck, channeling the curse through your attack. The
penalty imposed by your curse increases by 1 when you deliver your curse in this manner. Additionally, if you used
your power attack feat on this attack, the DC to resist your curse increases by an amount equal to the power
attack penalty you applied to your attack.

ENHANCED HEXBLADE’S CURSE [Hex]


Prerequisites: Hexblade’s Curse class feature, ability to cast 1st level hexblade spells
Benefit: This feat substantially increases the versatility of your curse ability, the true source of a hexblade’s
power. When you take this feat, you select one ability from the following list. Whenever you affect an enemy with
your Hexblade’s Curse, you can choose to have it manifest the effects of the ability selected instead of the normal
curse effects.

When you take this feat, select one of the following curses:

 Curse of Blindness: The target of your curse is blinded for the duration of the curse effect.
 Curse of Hunger: It is widely-believed that hexblades can halt the rainfall and cause crops
to whither. A hexblade with the Curse of Hunger ability can impose the effects of famine
and drought on her foes. The target of your Hexblade’s Curse is exhausted for the duration
of the curse effect, even if she consumes food or water. The target returns to normal
immediately after the duration of the curse expires.
 Curse of Lethargy: The target of your Hexblade’s Curse is affected as if by the Slow spell
for the duration of the curse effect.
 Curse of the Mind: The target of your Hexblade’s Curse is confused for the duration of the
curse effect.
 Curse of Sickness: The target of your Hexblade’s Curse is affected as if by the Contagion
spell. Unlike normal Hexblade’s Curses, this curse does not end after one hour, instead
allowing the disease to take its course.
 Curse of Silence: The target of your Hexblade’s Curse is affected as if by the Silence spell
for the duration of the curse effect.
 Curse of Vertigo: You overwhelm the target’s mind with your baleful powers. The target of
your Hexblade’s Curse is nauseated for the duration of the curse effect.
 Curse of Vulnerability: Distracted by your hindering powers, the target of this curse leaves
himself vulnerable to attack. The target of your Hexblade’s Curse takes a penalty to AC
equal to twice penalty your Hexblade’s Curse ability would normally impose.

Normal: Your Hexblade’s Curse imposes a penalty on the target’s skill checks, ability checks, saves, attack rolls
and weapon damage rolls.
Special: You can select this feat multiple times, choosing a different curse ability each time you take the feat. All
of these abilities are considered to be Hexblade’s Curses.

ENLARGE CURSE [Hex]


Prerequisite: Hexblade’s Curse class feature
Benefit: You can use your curse ability on any creature who is visible to you and who is within 90 ft.
Normal: Your Hexblade’s Curse has a range of 60 ft.

GREATER DARK COMPANION [Hex]


Prerequisites: Dark Companion class feature
Benefit: Any enemy affected by your dark companion takes a -3 penalty on its saves and AC. As your hexblade
level increases, this penalty also increases, becoming -4 at level 10, -5 at level 15, and -6 at level 20.
Normal: Any enemy adjacent to your dark companion takes a -2 penalty on its saves and AC.

LOOMING COMPANION [Hex]


Prerequisites: Dark Companion class feature
Benefit: Any enemy within 10 feet of your dark companion takes a -2 penalty on its saves and AC.
Normal: Only adjacent enemies are affected by your dark companion.

MOBILE COMPANION [Hex]


Prerequisites: Dark Companion class feature
Benefit: In addition to the movement abilities it has as a result of your normal modes of movement, your dark
companion gains one of the following movement capabilities:

 A swim speed equal to your land speed, including a +8 racial bonus on Swim checks and
the ability to take 10 on a swim check under threatening conditions.
 The earth glide ability of an earth elemental with a speed equal to your land speed.
 A fly speed equal to your land speed with good maneuverability.

At your option, your dark companion’s appearance may change to reflect its new abilities. It may, for example,
sprout wings from its shoulders or develop webbed paws and a flat, paddle-like tail.
Normal: Your dark companion’s speed is equal to yours, including all modes of movement you possess.

RESTRAINED MALICE [Hex]


Prerequisites: At least one Baleful Aura
Benefit: When you activate your Baleful Aura, you can choose to designate a number of creatures equal to your
Charisma modifier (minimum 1) as being immune to the effects of that aura. This immunity lasts as long as you
maintain the aura.
Normal: All non-mindless creatures are affected by your Baleful Aura.

ROAMING COMPANION [Hex]


Prerequisites: Dark Companion class feature
Benefit: Your dark companion can move up to 200 ft away from you before winking out and reappearing at your
side (as described in the ability’s description). Additionally, it can move into areas where you do not have line-of-
effect within this limit, though you cannot usually see these areas and so must direct your companion blind.
Normal: Your dark companion can only move 120 ft away from you and cannot enter areas where you do not have
line-of-effect.

TASTE OF BLOOD AND WOE [Hex]


You feel vitality and life coursing through your veins as your baleful power ensnares your foe. You've never felt so
alive.
Prerequisites: Hexblade's curse class feature, Knowledge (arcana) 4 ranks
Benefit: In addition to your hexblade's curse's normal effect, any target you successfully curse takes 1d6 points of
non-lethal damage per point of penalty the curse imposes. You gain temporary hit points equal to the damage you
deal with this ability. The temporary hit points are lost before your normal hit points. They disappear after 1
minute or when they are lost in combat, whichever comes first. You only benefit from temporary hit points from
one use of this ability at a time, though you continue to deal non-lethal damage with each use of your hexblade's
curse. For example, if a 3rd level hexblade used this ability, her opponent would take the normal -2
penalty and 2d6 points of non-lethal damage. The hexblade would gain temporary hit points equal to the damage
she dealt. If she cursed another opponent before all her temporary hit points were lost, she would still deal non-
lethal damage but would not gain any additional hit points.

TWIN CURSES [Hex]


Prerequisites: Hexblade’s Curse class ability, Spellcraft 9 ranks
Benefit: You can affect two foes with your Hexblade’s Curse instead of one. The targets must be within 10 feet of
each other and within range of your curse ability. Both targets suffer the same curse effect.
Normal: You can affect one foe per use of your Hexblade’s Curse.

UNHALLOWED HEX [Hex] - created by Satyrus


You concentrate the natural dark energies of your curses so much that living beings are damaged by your
Hexblade's curse.
Prerequisites: Hexblade's Curse
Benefit: Whenever you target a creature with your Hexblade's Curse, in addition to the normal penalties imposed
on a failed save the target takes +1d6 points of negative energy damage for every -2 the target recieves from the
curse. Even on a successful save the target still takes half the negative energy damage. So at 7th level a hexblade
would deal an additonal +2d6 negative energy when using their hexblade's curse and give a -4 penalty when their
target fails a save.
Spells
Imposing Visage (Illusion [Glamer])
Level: Hexblade 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: No

Upon casting this spell, you are surrounded by a dark miasma and appear to grow larger
and more threatening in the minds of your opponents. Your effective size category increases
by one for the purpose of adjudicating Intimidate checks. Additionally, your effective size
increases by one additional category for every 5 caster levels. Thus, a character with CL 5
appears to increase two size categories. Intelligent creatures targeted by an Intimidate
check by the caster may make a Will save to disbelieve the illusion and thereby negate the
effect of the spell on the ensuing Intimidate check.

Shadow and Substance (Transmutation)


Level: Hexblade 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your dark companion
Duration: 1 round per level
Saving Throw: Fort negates (harmless)
Spell Resistance: no

You pour out your power into your dark companion, causing it to solidify and become more
real. For the duration of the spell, in addition to its normal effects, your dark companion has
the statistics of a lion (MM p. 274) and can move and attack (and be attacked) as a normal
lion. You can still control it mentally. It also gains a deflection bonus to AC equal to your
Charisma modifier.

When under the effect of this spell, your dark companion can be attacked and killed. If it is
killed while under the effect of this spell, it automatically reforms at your side 24 hours
later, as it would if it were dispelled.

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