Hexblade Variant
Hexblade Variant
Hexblade Variant
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.
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.
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.
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.
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.
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.
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.