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The Hexblade class is heavily changed in this setting. The ideology behind the changes is to fix shortcomings of the class as well as solidify its place as a debuffing warrior. Any documented changes are as follows.

Changes

Hexblade Table.png

Skills

The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hacking (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Lucid Dreaming (Wis), Profession (Wis), Ride (Dex), Scavenge (Lck), Spellcraft (Int), and Tumble (Dex). 

Saving Throws

Fortitude changed to good. Will (good) and Reflex (poor) unchanged.

Armor and Weapon Proficiency

Hexblades are proficient with all simple and martial weapons, and with light armor, medium armor, and shields (but not tower shields).

Spells

Spells per day and spells known changed significantly. A hexblade casts arcane spells, which are drawn from the hexblade's spell list (see section below). Like a sorcerer, she can cast any spell he knows without preparing it ahead of time. When a hexblade gains access to a new level of spells, he automatically knows all the spells for that level given on the hexblade's spell list.

Class Features

Armored Mage (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A hexblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.

  • At 4th level, you learn to use medium armor with no chance of arcane spell failure.
  • At 8th level, you learn to use a heavy shield with no chance of arcane spell failure.

Hexblade's Curse (Su)

Hexblades carry an aura of doom around them, and can unleash a curse upon their foes as a swift action. 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 a number of rounds equal to the hexblade's level thereafter. A successful Will save (DC 11 + 1/2 hexblade's class level + hexblade's Cha modifier) negates the effect. Multiple hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse for 1d4+1 rounds. Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.

A hexblade can utter only one hexblade's curse per round.

Familiar

Beginning at 1st level, a hexblade can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The hexblade chooses the kind of familiar he gets. As the hexblade advances in level, his familiar also increases in power. Treat the hexblade as a sorcerer of the same level for determining the familiar's powers and abilities. If the familiar dies or is dismissed by the hexblade, the latter must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per hexblade level; success reduces the loss to one-half that amount. However, a hexblade's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, but it does not lose a level or a point of Constitution when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Anti-Hero (Ex)

Many spells the hexblade has access to have the Evil descriptor. Normally, excessive use of such spells corrupts the soul and drives the user towards becoming evil themselves, but by second level a hexblade's training and spiritual fortitude prevents this from taking full effect. While casting any Hexblade spell with the Evil descriptor, a hexblade's alignment will not shift towards evil as a result of casting the spell alone. If an evil spell is cast for evil purposes, such as terrorizing innocents, those actions would still have their own repercussions but the act of casting the spell itself does not.

Arcane Resistance (Su)

At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Hex (Su)

At second level a Hexblade learns his first Hex. A Hexblade may alter his Curse with a Hex that he knows. The chosen hex replaces the standard effect of the curse unless otherwise mentioned. A Hexblade may apply only one Hex to a Curse at a time. Unless otherwise mentioned, hexes last for as many rounds equal to the hexblade's curse penalty (2/4/6/8 rounds). On every even level afterwards, a hexblade may learn an additional Hex of any power that he is capable of using. At level 2, a hexblade only knows Least hexes. At level 5 he may begin to learn lesser hexes. At level 10 he may begin to learn greater hexes. At level 15, he may begin to learn greatest hexes. Hexes utilize the same save as the Hexblade's Curse ability unless otherwise specified. A hexblade who has successfully hexed a foe may attempt to afflict them with another hex, as long as the hex is not of the tier. Similarly tiered effects do not stack (even from different hexblades), but differently tiered hexes may (ie, you cannot cripple and burden someone, but you may attempt to cripple them and mute them). Any foe that successfully resists a hex cannot be affected again by the same hex from the offending hexblade for 24 hours, but otherwise they may still be afflicted by different hexes.

Arcane Channeling (Su)

Beginning at 3rd level, a hexblade can use a standard action to cast any touch spell they know and deliver the spell through their weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 13th level, a hexblade can cast any touch spell they know as part of a full attack action, and the spell affects each target they hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

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 Talent (Ex)

At 4th level, a hexblade may increase an ability score by +1. An ability score can not be raised past 20 using this class feature. At 8th, 12th, 16th, and 20th level a hexblade may increase another ability score. The ability score increased need not be different each time, as long as it is not raised past 20. The bonuses gained from this ability stack with those gained regularly by characters every 4 levels.

Forced Omens (Su)

At 6th level, a foreboding sense of doom travels with the hexblade, as candle lights flicker, fresh food turns green, or the air becomes stale. A hexblade gains the supernatural ability to cast Prestidigitation 3/day. At 11th level, a hexblade can cast prestidigitation at will. The prestidigitation spell disappears from their list of spells known at this level.

Spell Power (Ex)

Starting at 6th level, a hexblade can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. If he has injured an opponent with a melee attack, he gains a +2 bonus on his caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 10th level, to +4 at 14th level, and to +5 at 18th level.

Greater Hexblade's Curse (Su)

When a hexblade attains 7th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes -4 instead of -2.

Malefic Aura (Su)

At 9th level the hexblade can surround himself with a shroud of smokey darkness. As a move action he may enshroud himself in whirling black mists, which lasts until either dispelled or dismissed (a free action). While the aura is active, any melee or ranged attack made against the hexblade has a 20% miss chance (as concealment) and the hexblade gains a +3 circumstance bonus on Intimidate checks. At 18th level, the miss chance increases to 50% (as total concealment) and the circumstance bonus to Intimidate checks increases to +6. This miss chance does not stack with any other miss chance from any other source. If the hexblade possesses more then one miss chance, only the highest miss chance is applied. This effect can be dispelled, and in such case is treated as a spell equal to 1/2 your hexblade level, to a maximum of 9.

Enervating Touch (Su)

Starting at 11th level, a hexblade's touch can bestow negative levels upon creatures. As a standard action, the hexblade can make a touch attack that bestows one negative level upon a creature. If the attack scores a critical hit, the number of negative levels is doubled. Negative levels remain until 24 hours have passed or until removed with a spell such as restoration. At that time, the afflicted opponent must attempt a Fortitude save (DC 10 + 1/2 your hexblade level + your Cha modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature's level is also reduced by one. A separate saving throw is required for each negative level. You do not have to use this ability when you touch another creature, and creatures that touch you do not gain negative levels. Hexblades may channel this ability with their Arcane Channeling ability.

Improved Mettle (Ex)

At 11th level, the hexblades Mettle ability is improved. If subjected to an effect that allows a Fortitude or Will save for a partial or half effect, a Hexblade takes only the partial or half effect on a failed save (and no effect on a successful save, just as with Mettle).

Dire Hexblade's Curse (Su)

When a hexblade attains 14th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes -6 instead of -4.

Cursed Wound (Su)

From level 16 onwards, the damage a hexblade deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a hexblade must succeed on a DC 10 + 1/2 Hexblade level + Cha modifier caster level check, or the spell has no effect on the injured character.

Soul Siphon (Su)

At 17th level the hexblade gains the Energy Drain ability. As a Standard Action the hexblade may make a single melee attack. If the attack hits and deals damage, the target gains 2d4 negative levels, as per the energy drain spell. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them (if they are still alive) the subject must make a Fortitude saving throw (DC = 10 + 1/2 your Hexblade level + your Cha bonus) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained. A creature may not be the target of your hexblade's energy drain ability more than once every 24 hours, and the Hexblade may only attempt to use this ability a number of times per day equal to their Charisma bonus. Hexblades may channel this ability with their Arcane Channeling ability.

Unsafe Word (Su)

At level 19, a hexblade gains the ability to seal the souls of his enemies into his blade by the mere utterance of his unsafe word. Upon attaining level 19, the hexblade chooses his unsafe word. This can be changed later, but doing so demands a dark ritual involving many candles, whips, chains, a virgin, and 24 hours of meditation and self flagellation. After the unsafe word has been chosen, as a free action after having slain an enemy humanoid creature the hexblade may utter his unsafe word. Doing so traps the soul of his victim into his blade (or other weapon) and destroys the body entirely, leaving behind their equipment in smoldering ashes. This prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a soul-stolen victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic unless the weapon in which their soul is trapped is destroyed.

Calamitous Hexblade's Curse (Su)

When a hexblade attains 20th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes -8 instead of -6.

Eyes of the Abyss (Su)

At 20th level, a hexblade gains a supernatural gaze attack that may turn his foes into stone. Creatures within 30ft must succeed a Fortitude save (DC 13 + Cha modifier) or otherwise be turned to stone permanently. A hexblade need not keep his gaze ability active, and may enable or disable the gaze as a standard action. His allies that are aware of his ability are considered to be averting their eyes, and thusly have a 50% to avoid the attack every round.

Spell List

0 Level

Daze, Touch of Fatigue, No Light💀, Prestidigitation, Lullaby, Ghost Sound

1st Level

Angry Ache💀, Armor Lock🗡️, Backbiter*, Bane, Blade of Blood✦, Blade of Pain and Fear*, Confusion, Lesser, Doom, Heartache💀, Phantom Threat*, Power Word Fatigue†, Ray of Clumsiness*, Ray of Enfeeblement, Sleep, Tasha's Hideous Laughter

2nd Level

Black Karma Curse✦, Blindness/Deafness, Curse of Ill Fortune*, Curse of Impending Blades*, Daze Monster, Ghoul Touch, Hold Person, Ray of Sickness*, Ray of Stupidity*, Ray of Weakness*, Sap Strength💀, Scare, Touch of Idiocy, Wave of Grief*, Web

3rd Level

Bestow Curse, Confusion, Curse of Arrow Attraction✦, Curse of Impending Blades, Mass*, Deep Slumber, Hound of Doom⚔️, Mind Poison*, Nauseating Breath*, Power Word Maladroit†, Power Word Weaken†, Puppeteer*, Ray of Dizziness*, Ray of Exhaustion, Slow, Unluck*

4th Level

Backlash*, Baleful Polymorph, Corporeal Instability*, Crushing Despair, Cursed Blade*, Enervation, Fear, Languor*, Lower Spell Resistance🐲, Sensory Deprivation*, Wither Limb*, Wrack*

5th Level

Curse of Ill Fortune, Mass*, Dire Hunger*, Feeblemind, Graymantle*, Hold Monster, Memory Rot*, Mind Fog, Night's Caress*, Nightmare, Reciprocal Gyre*, Spiritwall*, Waves of Fatigue

6th Level

Barghest's Feast*, Curse of Lycanthropy*, Eyebite, Flesh to Stone, Fleshshiver*, Hiss of sleep*, Hold Person, Mass, Insanity, Miasma*, Ray of Entropy*, Spectral Touch*, Spider Curse*

7th Level

Avasculate*, Bestow Curse, Greater*, Destruction, Energy Ebb*, Evil Glare*, Glass Strike*, Maddening Scream*, Solipsism*, Waves of Exhaustion, Withering Palm*

8th Level

Avascular Mass*, Binding, Blackfire*, Maddening Whispers*, Maze, Otto's Irresistable Dance, Power Word Stun, Temporal Stasis, Trap the Soul, Wrathful Castigation*

9th Level

Black Blade of Disaster*, Cast in Stone*, Energy Drain, Eternity of Torture💀, Implosion, Imprison Soul👻, Imprisonment, Shadow Landscape*, Soul Bind, Wail of the Banshee

  • Spells marked with a diamond (✦) can be found in the Player's Handbook 2.
  • Spells marked with a skull (💀) can be found in the Book of Vile Darkness.
  • Spells marked with a dagger (🗡️) can be found in Complete Scoundrel.
  • Spells marked with crossed swords (⚔️) can be found in Complete Warrior.
  • Spells marked with a dragon's head (🐲) can be found in the Draconomicon.
  • Spells marked with a ghost (👻) can be found in Heroes of Horror.
  • Spells marked with a cross (†) can be found in Races of the Dragon.
  • Spells marked with an asterisk (*) can be found in the Spell Compendium.

Ex-Hexblades

A hexblade who becomes good-aligned loses all hexblade spells and all supernatural class abilities. His familiar becomes a normal animal and leaves the hexblade's service as soon as possible. He may not progress any farther in levels as a hexblade. He retains all the other benefits of the class (weapon and armor proficiencies).

Variants

  • Dark Companion (PHB2): replaces at 1st level.
  • Aura of Misfortune:
    • Level: 9th, 18th
    • Replaces: Malefic Aura (20%), Malefic Aura (50%)
    • Benefit: At 9th level, the darkness a hexblade carries begins to seep into the world around them. Ice cream scoops fall out of their cones, black cats change paths to cross people, saltshakers seemingly move when no one is looking into positions where they may be knocked over easily, etc. As a move action he may summon a small intangible murder of crows that follow him around, which lasts until either dispelled or dismissed (a free action). The hexblade in effect emanates unluck in a 15ft radius around them, as the crows bring misfortune to those nearby. In the aura, skills can critically fail and critically failed attack rolls and saves automatically confirm. The aura is still active even when unconscious, and the hexblade cannot designate who is affected by it. Hexblades are not affected by their own aura. At 18th level, the aura additionally prevents creatures from being able to use their luck pool, and critical hits must be confirmed twice (taking the lower value). This effect can be dispelled, and in such case is treated as a spell equal to 1/2 your hexblade level, to a maximum of 9.

House Rules

  • Dead Levels - Listed because it was used for inspiration, but even then the ability suggested by this dead level was practically useless. The end result was heavily modified.

Starting Gold

In the Sky Islands Campaign Setting, Hexblades begin play with a base 250 GP.

Base Classes
Adept - Archaeologist - Archivist - Aristocrat - Barbarian - Bard - Battle Dancer - Beguiler - Cleric - Commoner - Dragon Shaman - Dread Necromancer - Druid - Duskblade - Expert - Favored Soul - Fighter - Healer - Hexblade - Incarnate - Knight - Marshal - Monk - Ninja - Paladin - Pistolero - Psion - Psychic Rogue - Psychic Warrior - Ranger - Rogue - Samurai - Scout - Shugenja - Sorcerer - Soulborn - Soulknife - Spellthief - Spirit Shaman - Swashbuckler - Totemist - Warlock - Warmage - Warrior - Wilder - Wizard - Wu Jen
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