Hexblade In The Dungeon (3.5e Class)

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Hexblade[edit]

<-general description->.

Author: the bluez

Making a Hexblade[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Hexblade

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Bonus Feat, Hexblade's Curse
2nd +2 +3 +0 +3 Arcane Resistance
3rd +3 +3 +1 +3 Mettle
4th +4 +4 +1 +4 Dark Companion 0
5th +5 +4 +1 +4 Athame, Bonus Feat 0
6th +6/+1 +5 +2 +5 Quick Cast 1, Forced Omens 1
7th +7/+2 +5 +2 +5 Greater Hexblade's Curse 1
8th +8/+3 +6 +2 +6 Aura of Unluck 1/day, Quick Cast 2 1 0
9th +9/+4 +6 +3 +6 Misfortune 1 0
10th +10/+5 +7 +3 +7 Bonus Feat 1 1
11th +11/+6/+1 +7 +3 +7 Quick Cast 3 1 1 0
12th +12/+7/+2 +8 +4 +8 Aura of Unluck 2/day 1 1 1
13th +13/+8/+3 +8 +4 +8 1 1 1
14th +14/+9/+4 +9 +4 +9 Dire Hexblade's Curse, Quick Cast 4 2 1 1 0
15th +15/+10/+5 +9 +5 +9 Bonus Feat 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +10 Aura of Unluck 3/day 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +10 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +11 Quick Cast 5 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +11 Dire Misfortune 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Aura of Unluck 4/day, Bonus Feat 3 3 3 3

Class Skills (2 + Int modifier per level, ×4 at 1st level)

Bluff (Cha), Concentration (Cos), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int).

Class Features[edit]

<-fluff about class features->. All of the following are class features of the hexblade.

Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light, medium armor and light shields. Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light or medium armor, or wielding a light shield or a buckler, without incurring in the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). 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 and a number of times equal to 1 + Charisma modifier, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet (18 meters). 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 + 1/2 hexblade's class level + hexblade's Cha modifier) negates the effect.

The hexblade doesn't waste any curse use when the target succeeds the save. 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 24 hours. A hexblade can utter only one hexblade's curse per round, even if it gets multiple curses per day.

Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.

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

Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If it 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), it 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 the night. Doing so takes 24 hours and uses up magic materials that cost 100 gp. Once created, its dark companion stands with the hexblade in battle, hindering its enemies' defenses.

Any enemy adjacent to the dark companion takes a -2 penalty on its saves and to its AC. The companion's speed is equal to that of the hexblade (including all modes of movement it possesses) and it acts during its turn each round. It follows the hexblade mental commands perfectly - in effect, it is merely an extension of its will.

The dark companion has no real substance, and thus can't attack or otherwise affect creatures or objects. It occupies a 5-foot space. Even though any creature can enter a dark companion's 5-foot space without restriction, it must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. The dark companion is treated as a spell whose level is equal to 1/2 the hexblade level. If it is dispelled, it automatically reforms at the hexblade side 24 hours later.

A dark companion can't create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet (36 meters) from its master at the start of its turn, or if the master ever loses line of effect to it, it instantly reappears adjacent to the hexblade.

Spells: Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list. It can cast any spell it knows without preparing it ahead of time, just as a sorcerer can.

To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade's spell is 10 + the spell level + the hexblade's Cha modifier.

Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. Its base daily spell allotment is given on Table: The Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Hexblade indicates that the hexblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level hexblade), it gains only the bonus spells he would be entitled to based on its Charisma score for that spell level.

The hexblade's selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table: Hexblade Spells Known. (Unlike spells per day, its Charisma score does not affect the number of spells a hexblade knows; the numbers on Table: Hexblade Spells Known are fixed.)

Upon reaching 8th level, and at every two hexblade level after that (10th, 12th, 14th, 16th and 18th), a hexblade can choose to learn a new spell in place of one it already knows. In effect, the hexblade "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. For instance, upon reaching 10th level, a hexblade could trade a single spell for a different 1st-level spell. At each two subsequent levels it may do it again. A hexblade may swap only a single spell per each spell level at any given level.

Through 3rd level, a hexblade has no caster level. At 4th level and higher, its caster level is one-half its hexblade level.

Athame: Starting from level 5th a hexblade may choose a weapon as its athame. It must choose a perfect weapon and perform a ritual that costs 100 gp and requires a successful Knowledge (arcana) check with DC 20. Doing so allows the hexblade to curse, as per the hexblade's curse, an opponent when it confirms a critical hit against it with the athame. That curse's DC is increased by 2.

Starting at 11th level when dealing a critical hit with the athame the opponent is immediatly subject to the curse and its DC is increased by 3 instead of 2. This effect doesn't count against the daily limit of curses for the hexblade.

Bonus Feat: At 1st level, and every given level thereafter (5th, 10th, 15th, and 20th), a hexblade gains a bonus feat, which must be selected from the following list: Battle Caster, Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration or any feat that has the hexblade's curse as a prerequisite.

Quick Cast (Ex): At 6th level, the hexblade can cast one hexblade spell per encounter as a swift action, as long as its original casting time is a standard action or faster. It gains an additional use of this power at levels 8, 11, 14, and 18.

Forced Omens (Ex): 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 adds prestidigitation to its list of spells known. If a hexblade already knows this spell, the character may choose a different 1st level spell. As a bonus spell, prestidigitation cannot be traded for another 1st level spell.

At 8th level, a hexblade may cast prestidigitation as if augmented by the Silent Spell feat without using up a higher-level spell slot. At 11th level, a hexblade may cast prestidigitation as a spell-like ability, lacking both somatic and verbal components, but is still limited to their spell slots per day. At 14th level, a hexblade may cast prestidigitation a number of additional times per day equal to 3 + their Charisma modifier. At 18th level, a hexblade can cast prestidigitation at will. The prestidigitation spell disappears from its list of spells known at this 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.

Aura of Unluck (Su): Once per day, a hexblade of 8th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the hexblade's Charisma bonus (if any).

At each four subsequent levels the hexblade gains another use of aura of unluck, up to four at 20th level.

At 13th level the miss chance increases to 30% and at 17th level it increases to 40%.

Misfortune (Su): By 9th level, spending 3 uses of the its curse ability a hexblade may affect with the curse feature one opponent per Charisma modifier in 30 feet (9 meters). This uses are always spent. This is a full-round action.

By level 19th it costs only 2 uses to activate misfortune and the area increases to 60 feet (18 meters) and it requires a standard action.

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.


Table: Hexblade Spells Known
Level Spells Known
1st 2nd 3rd 4th
1st
2nd
3rd
4th 2
5th 2
6th 3
7th 3
8th 4 2
9th 4 2
10th 4 3
11th 4 3 2
12th 4 4 3
13th 4 4 3
14th 4 4 4 2
15th 4 4 4 3
16th 4 4 4 3
17th 5 4 4 4
18th 5 5 4 4
19th 5 5 5 4
20th 5 5 5 5

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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