Changes to the Hexblade [Archive] - Wizards Community

Post/Author/DateTimePost
Rowan_Whispercloak

08-18-06, 09:19 AM
With the PHB2 and the duskblade I was looking at the hexblade and thought that a boost in power might not be inappropriate so here is what I have so far the spell list is still in the works:

Hexblade
HD d8 (thinking of lowering it to d6, but would prefer not to takes away from the ability to meat shield)
BAB Good (1/level)
SAVES Good Fort and Will Poor Reflex

Class Skills (2 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (All skills taken individually), Profession, Ride, and Spellcraft.

Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, all armor, but not with shields.

Spells: You cast arcane spells, which are drawn from the hexblade spell list. You can sast any spell you know without preparing it ahead of time.
To learn or cast a spell, you must have a Charisma score equal to at least 10 + the level of the spell (10 for 0 level spell, 11 for 1st level…you get the idea) The Difficulty Class for a saving throw against your spells is 10 + the spell level + you Charisma modifier.
You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on table 1. In addition, you receive bonus spells per day if you have a high Intelligence score (see Core Rulebook I: PHB pg 8 for that chart)

Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the hexblade spell list. You also know one additional 0-level spell for each point of Charisma bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the hexblade spell list.
Upon reaching 5th level, and every subsequent odd numbered level, you can choose to learn a new spell in place of an old one you already know. In effect you lose access to the old spell in exchange for gaining a new one. The new spell must be the same level as the spell being exchanged with, and must be at least two levels lower than the highest level spell you can cast.
You need not prepare you spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Hexblade’s Curse (Su): At the beginning of each encounter a hexblade can, as a swift action, place a curse upon his foe. The foe targeted must be visible to the hexblade and within 60 feet. The victim of the hexblade’s curse take a -2 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls for up to one hour after. A successful Will save (DC 10 + 1/2 hexblade’s class level + Charisma modifier) negates the effect. Every four level the hexblade gains another use of his curse per encounter. Multiple hexblade’s curses do not stack, and any foe that successfully resists the effect gains a +2 bonus on the save to resist that hexblade’s curse for 24 hours.
Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse.
As a full round action the hexblade can recover a use of his curse.

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. This training does not extend to medium or heavy armor nor shields. This ability only apply to spell cast from hexblade levels.
At 4th level you can use medium armor with no chance of arcane spell failure.
At 7th level you can use heavy armor with no chance of arcane spell failure.
Optional Rule.
A hexblade of 4th level or lower gains the Battle Caster feat [from the Complete Arcane] and has the proficiency can use light shields with no chance of arcane spell failure. At 7th level and higher you gain the ability to use heavy shields if proficient with no chance of arcane spell failure with the Battle Caster feat

Arcane Resistance (Su): At 2nd level, a hexblade gains his Charisma modifer (minimum +1) as a bonus on saving throws against spells and spell-like effects.

Mettle (Ex): See pg 7 of the Complete Warrior

Familiar: See pg 7 of the Complete Warrior [sorry for being lazy, but I want to get this up soon and would like to see if what others think]

Bonus Feats: At 5th level and every five levels a hexblade gains a bonus feat, which must be selected from the fighter bonus list or this following list: Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration.


Greater Hexblade’s Curse (Su): At 7th level and higher the penalties caused by a Hexblade’s Curses increases to -4.

Cursing the Blood (Ex): [name needs work I think] At 8th level and higher you gain the ability to have effect opponent who blood you have spilled in battle. Against any opponent whom you have damaged with a melee attack your hexblade spells gain +1 to the DC to be resisted and +1 to overcome spell resistance and your curse gains +2 to the DC and to caster level check to be removed. These bonuses increase to +2 for spells/+3 for curse at 12th level , to +3 for spells/+4 for curse at 16th level , +4 for spells/+5 for curse at 18th level , and +5 for spells/+6 for curse at 20th level .

Dire Hexblade’s Curse: At 19th level and higher the penalties caused by a Hexblade’s Curses increases to -6.

Level Spells per day
1 0 1 2 3 4 5
2 3 2 - - - -
3 4 3 - - - -
4 5 4 - - - -
5 6 5 2 - - -
6 6 5 3 - - -
7 6 6 5 - - -
8 6 6 6 - - -
9 6 7 6 2 - -
10 6 7 7 3 - -
11 6 8 7 5 - -
12 6 8 8 6 - -
13 6 8 8 6 2 -
14 6 9 8 7 3 -
15 6 9 8 7 5 -
16 6 9 9 8 6 -
17 6 9 9 8 6 2
18 6 10 9 8 7 3
19 6 10 10 9 7 5
20 6 10 10 10 8 6

Hexblade Spell List: Coming Soon.

I'm not sure, but giving the hexblade an ability similar to arcane attunment might be a good idea, but I don't want to borrow to much from the duskblade model.

Good, bad or what? Will have a spell list up in a while have just got back from work and need time get it ready.

And if anyone can tell me how to post a better looking chart for spells/day that I can use also use for class abilities I would be greatful.
Asurya

08-18-06, 09:25 AM
watch out guy but part of what you posted (like the curse for example, or even the whole table and class features when I think to it!) are NOT under open game license... (I think) therefor not displayable like you did...

please double check you did not leak any "close content material" ==> that everything you displayed is either
- homebrew, or
- available in the SRD, and thus covered by OGL

but you can handle it like you've done with the familiar .. this respects the "laws" and is still understandable for people who have the books.

just my thougts..
Dplus

08-18-06, 09:37 AM
Hmmmm!
So why not just play a Duskblade. They seem in every way superior. I know their spell selection i,e. spell list is a bit super crap but Still. I played a Hexblade for a while And I don't honeslty think they are worth it. Play either a fighter (feats, oh god the feats), or a Duskblade who get some pretty nifty and funky abilities that make them really worth while.
Hexblades lose out on too much to get the spells that they get which aren't very good for they are supposed to do.
All Imho of course.