Seerow
2014-01-06, 12:34 AM
Recently, a player in my group was wanting to roll up a hexblade. Hexblades are really a class that I haven't spent much time looking into in the past, as I've never seen a real use for them, or had anyone particularly interested in playing one.
Looking at it, the Hexblade seems like an obvious counterpart to the Paladin. Ideally I wanted to fix it along the same lines as I did my Paladin Fix (with little in the way of truly 'new' features, just stronger utilization of already existing features). The problem is, where the Paladin already had Spellcasting, Smite, Lay on Hands, and Turn Undead... the Hexblade has Spellcasting and Hex. While Lay on Hands is negligible, the hexblade really doesn't get anything anywhere near as potent or flexible as Turn Undead.
So while I like the general template used, I had to stretch and add other things. This class draws on the Duskblade, the Hexblade, and my revamped Paladin, and produces something I think ends up unique, powerful, and still identifiably the Hexblade, just cranked up to 11.
Please, let me know if I succeeded at that.
The Hexblade
http://www.wizards.com/dnd/images/cwc_Hexblade_med.jpg
Hit Die: D10
Skill Points: 4+int mod (x4 at 1st level)
Class Skills Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot(Wis), and Use Magic Device (Cha).
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Hexblade's Curse, Familiar 1 - - -
2nd +2 +3 +0 +3 Arcane Presence (1 active) 2 - - -
3rd +3 +3 +1 +3 Arcane Channeling 3 - - -
4th +4 +4 +1 +4 Greater Curse, Mettle 3 - - -
5th +5 +4 +1 +4 Dark Companion 4 1 - -
6th +6 +5 +2 +5 Bonus Feat 4 2 - -
7th +7 +5 +2 +5 Greater Curse 4 3 - -
8th +8 +6 +2 +6 Arcane Presence (2 active) 7 3 - -
9th +9 +6 +3 +6 Superb Presence (1/day) 5 4 1 -
10th +10 +7 +3 +7 Greater Curse 5 4 2 -
11th +11 +7 +3 +7 Curse Admixture 5 4 3 -
12th +12 +8 +4 +8 Bonus Feat 6 8 3 -
13th +13 +8 +4 +8 Dire Curse 6 8 4 1
14th +14 +9 +4 +9 Arcane Presence (3 active) 6 5 4 2
15th +15 +9 +5 +9 Full Attack Channeling 6 5 4 3
16th +16 +10 +5 +10 Dire Curse 6 6 5 3
17th +17 +10 +5 +10 Superb Presence (2/day) 7 6 5 4
18th +18 +11 +6 +11 Bonus Feat 7 6 5 4
19th +19 +11 +6 +11 Dire Curse 7 6 5 4
20th +20 +12 +6 +12 Arcane Presence (4 active), Curse Everything 7 6 6 5
Class Features
Weapons and Armor: Hexblades are proficient with all Simple and Martial weapons, and with all armor and 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, or 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 has 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 armor class, saving throws, and weapon damage rolls. This penalty increases by 1 at 5th level, and every 4 levels thereafter (to a maximum of -6 at level 17). A successful Will save (DC 10+1/2 class elvel + cha modifier) halves the penalty imposed by this curse.
When a Hexblade curses a target, that curse remains in effect until the Hexblade spends a swift action to release that curse. As long as the curse is in effect, the Hexblade knows the exact location of the target he has cursed. At level 1, a Hexblade may have only one target cursed at a time, but at every even numbered level, (2, 4, 6, etc) the Hexblade gains the ability to have one additional curse active at a time. If a Hexblade already has his maximum number of curses active and attempts to apply a new curse to a different target, the curse from the one of the old targets (chosen by the Hexblade) is removed automatically and the new curse resolves as normal.
A Hexblade's may only have one curse active on a given target at a time. So while a 4th level Hexblade may have 3 active curses, these must be active on three separate enemies. A Hexblade's curse overlaps with any other curse inflicted by another Hexblade (So if two Hexblades curse the same enemy, only the more potent effect applies), but stacks with penalties from any other source (such as a Bestow Curse spell). The target of a Hexblade's curse may get the curse removed before the Hexblade voluntarily lifts it through the Remove Curse spell, or similar effects.
Familiar: A hexblade can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100gp. 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 his level for determining the familiar's powers and abilities (see the Familiars sidebar on page 52 of the Player's Handbook).
A character with more than one class that grants a familiar may have only one familiar at a time.
Spells: A hexblade gains the ability to cast a number of arcane spells, drawn from the Hexblade spell list (see: Chapter 3 Complete Warrior). He can cast any spell he 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. His base daily alotment is shown on the class table. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).
The hexblade's selection of spells is limited. A hexblade begins play with 2 1st level spells known, and 2+cha mod 0th level spells known. Each time you gain an odd numbered class level, you learn one additional spell of any level you can cast, chosen from the Hexblade spell list.
Upon reaching 6th level, and at every subsequent even numbered level, you can choose to learn a new spell in place of one you already know. In effect you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest level spell you can cast.
Arcane Presence (Su): A 2nd level Hexblade's magic seeps into the core of who he is, augmenting many of his actions in subtle ways. The Hexblade gains two of the following abilities. Only one Arcane Presence may be manifested at a time, but the Hexblade may change which Presence is active with a full round action. At 5th level, and every 3 levels thereafter, he gains access to one additional presence. Starting at 8th level the Hexblade may have two presences active at once. At 14th the Hexblade may have 3 presences active at once. At 20th, he may have 4 presences active at once.
Presence of Fortitude-The Hexblade gains his charisma modifier as a bonus to Fortitude saves.
Presence of Reflexes-The Hexblade gains his Charisma modifier as a bonus to Reflex Saves
Presence of Arcane Will-The Hexblade gains his Charisma modifier as a bonus to Will Saves.
Presence of Accuracy-The Hexblade may use his Charisma modifier in place of his strength modifier for to-hit rolls.
Presence of Might-The Hexblade may use his Charisma modifier as a bonus to Damage rolls.
Presence of Speed-The Hexblade adds 5ft x the highest level Hexblade spell he has available as a bonus to his movement speed.
Presence of the Mind-The Hexblade adds his Charisma modifier as a bonus to all intelligence based skills.
Presence of Charm-The Hexblade doubles his Charisma modifier on Charisma based skill checks.
Presence of the Body-The Hexblade adds his charisma modifier as a bonus to all Strength and Con ability checks and skills.
Presence of the Cat-The Hexblade adds his charisma modifier as a bonus to all Dexterity based skills.
Presence of Evasiveness-The Hexblade uses his Charisma modifier in place of his Dexterity modifier to determine his armor class.
Presence of Readiness-The Hexblade may use his Charisma modifier in place of his Dexterity modifier to determine his Initiative bonus.
Presence of the Stalwart-The Hexblade gains twice his highest available spell level as DR/- (For example a 2nd level Hexblade would gain DR2/-. A 20th level Hexblade gains DR8/-).
Presence of the Caster-The Hexblade's spell levels are considered to be doubled when determining the save DCs for his Hexblade spells. (Example: A 3rd level Hexblade spell would be 16+cha mod instead of 13+cha mod)
Wild Presence-The Hexblade gains a bonus to his caster level for all spells equal to the highest level Hexblade spell he has available.
Presence of the Technician-The Hexblade may add his Charisma modifier on all special attack actions (such as Bullrush, Trip, Grapple, etc)
Accursed Presence-The penalty inflicted by the Hexblade's curse is increased by 2.
Presence of the Unrelenting-The Hexblade ignores difficult terrain, and gain a bonus equal to Charisma modifier to all saving throws or skill/ability checks made to avoid being moved against his will.
Presence of Shadow-The Hexblade gains concealment, granting a miss chance equal to to 10% times the highest level Hexblade spell he has available (so if you have access to 3rd level spells, gain a 30% miss chance).
Presence of Resistance-The Hexblade gains Spell Resistance equal to 10+Hexblade level.
Channel Spell (Su):Beginning at 3rd level, as part of an attack you can cast any touch spell you know, or your Hexblade's curse, and deliver the spell through your weapon with a melee attack to a single target, once per round. 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, and cannot be a spell that deals damage. If the melee attack is successful, the attack deals damage normally, then the effect of the spell is resolved.
Mettle (Ex):At 4th level and higher, a hexblade can resist magical and unusal 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 unconcious or sleeping hexblade does not gain the benefit of Mettle.
Greater Curse (Su):Beginning at 4th level, the Hexblade gains the capability to invoke different types of curses on his enemies. He gains access to a Greater Curse, chosen from the list below. At 7th and 10th levels he gains one additional Greater Curse. A Greater Curse is a swift action unless otherwise specified in the curse description.
A Greater Curse counts as one of a Hexblade's curses for determining how many curses a Hexblade may have active at once. As usual, a Hexblade may have only one curse on a given subject at a time. If more than one Hexblade applies a the same Curse to a target, they do not stack, only the strongest applies. However, if two Hexblades apply different curses to the same target, both curses apply normally.
Curse of Competence-Apply your Hexblade's curse penalty to the target's Attack Rolls, saving throw DCs, and skill checks, instead of Saving Throws and AC. The target may make a Will Saving throw to reduce this penalty by half.
Curse of Dampening-Any time the subject of this curse makes a damage roll, that roll is treated as its minimum possible value. The target may make a Will Saving throw to negate this effect.
Curse of Unluck-While this curse is active, once per round, when an enemy within 60ft of the Hexblade succeeds on a roll, the Hexblade can use this curse as an Immediate Action to force the enemy to reroll that success with a penalty to the roll equal to the Hexblade's charisma modifier. If the Hexblade is not within 60ft of the target of this curse, the target is forced to reroll the first successful action he takes every round. A successful Will saving throw negates this effect.
Curse of Vulnerability-The subject of this curse loses 5 points of elemental resistance times the hexblade's curse penalty. (So a 20th level hexblade removes 30 points of resistance). This penalty applies to a single element, and cannot reduce the resistance below 0. A target with immunity is reduced to Resistance 30 with the first 10 points, and may be reduced further from there. The target of this curse may make a Will saving throw to reduce this effect by half.
Assay Resistance-The Subject's Spell Resistance is reduced by your charisma modifier.
Curse of Disruption-The target of this curse is subjected to a targeted Greater Dispel Magic effect, with a caster level equal to your Hexblade Level. As long as the curse persists, the target gains Spell Resistance 12+hexblade level against any (Harmless) spell. A successful Will Saving throw negates this effect.
Curse of Mobility-The target's movement speed is reduced by 5ft per penalty inflicted by your standard hexblade's curse (so a level 17 hexblade reduces movement by 30ft). A successful Fortitude saving throw reduces this effect by half.
Dark Companion:At 5th level, your familiar gains a shadowy veil, spun from the darkness of the night. An enemy adjacent to your familiar takes a -2 penalty on its saving throws and to its AC (this stacks with the penalties of your curse, if applicable). Your familiar's speed increases to be equal to yours (if lower) or gains a +10ft bonus to movement speed (if higher). It additionally gains total concealment, any enemy attacking it has a 50% miss chance.
This effect on your familiar is treated as a spell effect with a caster level equal to your hexblade level, and may be dispelled. If the effect is dispelled, it is automatically restored after you restore your spells the following day.
Bonus Feat:At 6th, 12th, and 18th levels the Hexblade gains a bonus feat, chosen from the following list: Arcane Strike, Battle Caster, Combat Casting, Greater Spell Focus(Enchantment, Necromancy, or Transmutation), Greater Spell Penetration, Improved Familiar, Spell Focus(Enchantment, Necromancy, or Transmutation), Spell Penetration, or any Fighter Bonus feat that he qualifies for.
The Hexblade may choose to give up this bonus feat to add any one Enchantment, Necromancy, or Transmutation spell from the Wizard Spell list to his spells known.
Superb Presence(Su):At 9th level the Hexblade gains the ability to enhance his natural mana flow, greatly augmenting himself for a short period of time. Once per day, as a standard action, you may activate double the normal number of active presences. This effect lasts for your charisma modifier in rounds. This ability is usable twice a day at 17th.
Curse Admixture(Su):An 11th level Hexblade has mastered the use of his curses, and may apply two different curses he knows on the same target as a swift action. The Hexblade may not admixture a curse applied through channeling. An admixtured curse counts as the same number of active curses as both curses being admixtured, plus 1. So admixturing two Greater curses counts as 3 active curses. Admixturing a Greater and Dire curse counts as 4. Admixturing two Dire curses counts as 5.
Admixtured curses are an exception to the general rule that you can have only one curse on a target at a time.
Dire Curse(Su): Beginning at 13th level, the Hexblade gains the capability to invoke different types of curses on his enemies. He gains access to a Dire Curse, chosen from the list below. At 16th and 19th levels he gains one additional Dire Curse. Using a Dire Curse is particularly taxing, and counts as two curses when determining how many curses a Hexblade may have active at a time. Using Dire Curse is a swift action unless otherwise specified in the curse description.
Nauseating Curse-The target of this curse is afflicted with an ongoing nausea effect. Every round the target may make a Fortitude save to act normally, failure indicates they are nauseated for the round. The target may make a Will save when the curse is applied to negate this effect.
Curse of Confusion-The target of this curse becomes Confused. A Will save negates this effect.
Curse of Suffering-The subject of this curse takes 1d6 non-lethal damage per penalty of your standard Hexblade's Curse (so if you normally inflict a -5 penalty to targets, Curse of Suffering deals 5d6 damage) every round. If the target is a caster, any spell casting attempted requires a Concentration Check DC15+spell level+damage dealt by the curse this round. A successful Will Saving throw reduces the curse's damage in half.
Curse of Energy Drain-The subject of this curse is inflicted with 1 negative level per penalty of your Standard Hexblade's Curse. If this brings the target's effective level or hit dice to 0, they die immediately. A Fortitude Save halves the negative levels inflicted by this curse.
Karmic Curse-The subject of this curse must succeed on a Will Saving throw, or half of any damage they inflict is inflicted upon themselves. (For example if an afflicted enemy hits something for 20 points of damage, the enemy takes 10 points of damage themselves).
Locking Curse-A target subjected to this curse is incapable of utilizing movement modes other than ground movement. Flying creatures are grounded. The creature cannot teleport, as though subjected to a dimensional anchor spell. Creatures lose Burrowing Speed, Climb Speed, Earth Glide, or any other alternative forms of movement. A Will Saving throw negates this effect.
Full Attack Channeling(Su): At 15th level, you can channel any spell or curse you know as a part of a full attack action. When you do so, the spell or curse affects every foe you hit in that round. A curse applied to multiple targets this way counts as double the number of a single application of the curse, regardless of how many targets you affect. (So if you full attack channel a Dire Curse, and hit 3 targets, this counts as 4 active curses. A full attack channel of a standard curse counts as 2 active curses).
Curse Everything(Su): A 20th level hexblade may Use a Swift Action to curse as many targets as desired within 60ft. He may apply any curse or admixtured curse desired. Using Curse Everything makes the curse being applied count as twice as many curses as it would affecting a single target, regardless of how many targets are affected. For example, the Hexblade could Admixture two Dire Curses, normally counting as 5 active curses, and use Curse Everything, doubling that to 10, but apply the admixtured curse to all enemies within 60ft.
ACF: Hexknife
BAB becomes Medium. Fort becomes low, Reflex becomes high.
HD becomes d6.
Lose Medium and Heavy armor proficiency. Lose shield proficiencies.
Increase skill points per level to 8+int mod.
Add Disable Device, Forgery, Escape Artist,Hide, Move Silently, Open Lock, Search, and Sleight of Hand to the class skill list.
Gain Trapfinding at level 1.
Mettle becomes Evasion.
1) The Presences seem kind of like they're out of nowhere, but I basically adapted them from the Hexblade's Arcane Resistance. If you go for them for the defenses, it ends up weaker until higher levels. In exchange, the Presences become much more versatile, closer to selfish Marshal Auras. I kind of want to work in a way to make them not stack with those Auras, just to avoid weird stacking effects, but I figure that's a niche enough build that it's probably not worth worrying about.
Anyway, the idea for these was a Hexblade really is the Sorcerer/Fighter hybrid. While most of his active energies are focused on debuffing enemies, these presences represent how his magic helps him in his own fighting.
2) The Hexblade gets a lot more cursing capability, and the ability to shunt his spells into even more curses if desired. If you run out of Curses past very low levels, there's something going wrong. He also gains a lot of interesting new curse effects. The low level ones are generally scaling penalties, while the high level ones are more potent status effects. These curses act as the backbone of the class, making up for being limited to 4th level spells, acting in many ways like the Bardic Musics do for a Bard.
3) I've considered expanding the Hexblade's spell list (I was originally planning to make it closer to the Duskblade, with 0th and 5th level spells), but as of now have decided against it, because the other features turned out really strong. So for now I'm leaving it be, but am open to suggestions of any spells that are "Why does this exist and not appear on the Hexblade's spell list?" type of things.
4) The familiar is supposed to be a much bigger part of this class. And it makes sense. Familiars gain HP and BAB based on their master. The hexblade is a d10 HP full BAB class that gets a familiar innately. Their familiars are going to be mini-badasses. I rolled the Dark Companion ACF into the familiar (making the Dark Companion a little more vulnerable to mundane attacks, and a little less vulnerable to dispelling).
4a)I considered giving Improved Familiar feat for free, decided against it for now. If I do change my mind there, it'll probably come at level 6, replacing the bonus feat. Then at level 12 the Hexblade will probably get a Battle Blessing equivalent in place of the feat, and need to think of smoething at level 18 to replace that feat. But I think as it is now is probably fine.
Anyway, that's what all the text above basically boils down to. The Hexblade gets an awesome familiar, curses, Spells, and Spell/Cha based bonuses. The goal was to take what the Hexblade already had, and crank it up to 11 in a way that works. Hopefully this hit the mark
Looking at it, the Hexblade seems like an obvious counterpart to the Paladin. Ideally I wanted to fix it along the same lines as I did my Paladin Fix (with little in the way of truly 'new' features, just stronger utilization of already existing features). The problem is, where the Paladin already had Spellcasting, Smite, Lay on Hands, and Turn Undead... the Hexblade has Spellcasting and Hex. While Lay on Hands is negligible, the hexblade really doesn't get anything anywhere near as potent or flexible as Turn Undead.
So while I like the general template used, I had to stretch and add other things. This class draws on the Duskblade, the Hexblade, and my revamped Paladin, and produces something I think ends up unique, powerful, and still identifiably the Hexblade, just cranked up to 11.
Please, let me know if I succeeded at that.
The Hexblade
http://www.wizards.com/dnd/images/cwc_Hexblade_med.jpg
Hit Die: D10
Skill Points: 4+int mod (x4 at 1st level)
Class Skills Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot(Wis), and Use Magic Device (Cha).
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Hexblade's Curse, Familiar 1 - - -
2nd +2 +3 +0 +3 Arcane Presence (1 active) 2 - - -
3rd +3 +3 +1 +3 Arcane Channeling 3 - - -
4th +4 +4 +1 +4 Greater Curse, Mettle 3 - - -
5th +5 +4 +1 +4 Dark Companion 4 1 - -
6th +6 +5 +2 +5 Bonus Feat 4 2 - -
7th +7 +5 +2 +5 Greater Curse 4 3 - -
8th +8 +6 +2 +6 Arcane Presence (2 active) 7 3 - -
9th +9 +6 +3 +6 Superb Presence (1/day) 5 4 1 -
10th +10 +7 +3 +7 Greater Curse 5 4 2 -
11th +11 +7 +3 +7 Curse Admixture 5 4 3 -
12th +12 +8 +4 +8 Bonus Feat 6 8 3 -
13th +13 +8 +4 +8 Dire Curse 6 8 4 1
14th +14 +9 +4 +9 Arcane Presence (3 active) 6 5 4 2
15th +15 +9 +5 +9 Full Attack Channeling 6 5 4 3
16th +16 +10 +5 +10 Dire Curse 6 6 5 3
17th +17 +10 +5 +10 Superb Presence (2/day) 7 6 5 4
18th +18 +11 +6 +11 Bonus Feat 7 6 5 4
19th +19 +11 +6 +11 Dire Curse 7 6 5 4
20th +20 +12 +6 +12 Arcane Presence (4 active), Curse Everything 7 6 6 5
Class Features
Weapons and Armor: Hexblades are proficient with all Simple and Martial weapons, and with all armor and 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, or 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 has 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 armor class, saving throws, and weapon damage rolls. This penalty increases by 1 at 5th level, and every 4 levels thereafter (to a maximum of -6 at level 17). A successful Will save (DC 10+1/2 class elvel + cha modifier) halves the penalty imposed by this curse.
When a Hexblade curses a target, that curse remains in effect until the Hexblade spends a swift action to release that curse. As long as the curse is in effect, the Hexblade knows the exact location of the target he has cursed. At level 1, a Hexblade may have only one target cursed at a time, but at every even numbered level, (2, 4, 6, etc) the Hexblade gains the ability to have one additional curse active at a time. If a Hexblade already has his maximum number of curses active and attempts to apply a new curse to a different target, the curse from the one of the old targets (chosen by the Hexblade) is removed automatically and the new curse resolves as normal.
A Hexblade's may only have one curse active on a given target at a time. So while a 4th level Hexblade may have 3 active curses, these must be active on three separate enemies. A Hexblade's curse overlaps with any other curse inflicted by another Hexblade (So if two Hexblades curse the same enemy, only the more potent effect applies), but stacks with penalties from any other source (such as a Bestow Curse spell). The target of a Hexblade's curse may get the curse removed before the Hexblade voluntarily lifts it through the Remove Curse spell, or similar effects.
Familiar: A hexblade can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100gp. 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 his level for determining the familiar's powers and abilities (see the Familiars sidebar on page 52 of the Player's Handbook).
A character with more than one class that grants a familiar may have only one familiar at a time.
Spells: A hexblade gains the ability to cast a number of arcane spells, drawn from the Hexblade spell list (see: Chapter 3 Complete Warrior). He can cast any spell he 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. His base daily alotment is shown on the class table. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).
The hexblade's selection of spells is limited. A hexblade begins play with 2 1st level spells known, and 2+cha mod 0th level spells known. Each time you gain an odd numbered class level, you learn one additional spell of any level you can cast, chosen from the Hexblade spell list.
Upon reaching 6th level, and at every subsequent even numbered level, you can choose to learn a new spell in place of one you already know. In effect you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest level spell you can cast.
Arcane Presence (Su): A 2nd level Hexblade's magic seeps into the core of who he is, augmenting many of his actions in subtle ways. The Hexblade gains two of the following abilities. Only one Arcane Presence may be manifested at a time, but the Hexblade may change which Presence is active with a full round action. At 5th level, and every 3 levels thereafter, he gains access to one additional presence. Starting at 8th level the Hexblade may have two presences active at once. At 14th the Hexblade may have 3 presences active at once. At 20th, he may have 4 presences active at once.
Presence of Fortitude-The Hexblade gains his charisma modifier as a bonus to Fortitude saves.
Presence of Reflexes-The Hexblade gains his Charisma modifier as a bonus to Reflex Saves
Presence of Arcane Will-The Hexblade gains his Charisma modifier as a bonus to Will Saves.
Presence of Accuracy-The Hexblade may use his Charisma modifier in place of his strength modifier for to-hit rolls.
Presence of Might-The Hexblade may use his Charisma modifier as a bonus to Damage rolls.
Presence of Speed-The Hexblade adds 5ft x the highest level Hexblade spell he has available as a bonus to his movement speed.
Presence of the Mind-The Hexblade adds his Charisma modifier as a bonus to all intelligence based skills.
Presence of Charm-The Hexblade doubles his Charisma modifier on Charisma based skill checks.
Presence of the Body-The Hexblade adds his charisma modifier as a bonus to all Strength and Con ability checks and skills.
Presence of the Cat-The Hexblade adds his charisma modifier as a bonus to all Dexterity based skills.
Presence of Evasiveness-The Hexblade uses his Charisma modifier in place of his Dexterity modifier to determine his armor class.
Presence of Readiness-The Hexblade may use his Charisma modifier in place of his Dexterity modifier to determine his Initiative bonus.
Presence of the Stalwart-The Hexblade gains twice his highest available spell level as DR/- (For example a 2nd level Hexblade would gain DR2/-. A 20th level Hexblade gains DR8/-).
Presence of the Caster-The Hexblade's spell levels are considered to be doubled when determining the save DCs for his Hexblade spells. (Example: A 3rd level Hexblade spell would be 16+cha mod instead of 13+cha mod)
Wild Presence-The Hexblade gains a bonus to his caster level for all spells equal to the highest level Hexblade spell he has available.
Presence of the Technician-The Hexblade may add his Charisma modifier on all special attack actions (such as Bullrush, Trip, Grapple, etc)
Accursed Presence-The penalty inflicted by the Hexblade's curse is increased by 2.
Presence of the Unrelenting-The Hexblade ignores difficult terrain, and gain a bonus equal to Charisma modifier to all saving throws or skill/ability checks made to avoid being moved against his will.
Presence of Shadow-The Hexblade gains concealment, granting a miss chance equal to to 10% times the highest level Hexblade spell he has available (so if you have access to 3rd level spells, gain a 30% miss chance).
Presence of Resistance-The Hexblade gains Spell Resistance equal to 10+Hexblade level.
Channel Spell (Su):Beginning at 3rd level, as part of an attack you can cast any touch spell you know, or your Hexblade's curse, and deliver the spell through your weapon with a melee attack to a single target, once per round. 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, and cannot be a spell that deals damage. If the melee attack is successful, the attack deals damage normally, then the effect of the spell is resolved.
Mettle (Ex):At 4th level and higher, a hexblade can resist magical and unusal 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 unconcious or sleeping hexblade does not gain the benefit of Mettle.
Greater Curse (Su):Beginning at 4th level, the Hexblade gains the capability to invoke different types of curses on his enemies. He gains access to a Greater Curse, chosen from the list below. At 7th and 10th levels he gains one additional Greater Curse. A Greater Curse is a swift action unless otherwise specified in the curse description.
A Greater Curse counts as one of a Hexblade's curses for determining how many curses a Hexblade may have active at once. As usual, a Hexblade may have only one curse on a given subject at a time. If more than one Hexblade applies a the same Curse to a target, they do not stack, only the strongest applies. However, if two Hexblades apply different curses to the same target, both curses apply normally.
Curse of Competence-Apply your Hexblade's curse penalty to the target's Attack Rolls, saving throw DCs, and skill checks, instead of Saving Throws and AC. The target may make a Will Saving throw to reduce this penalty by half.
Curse of Dampening-Any time the subject of this curse makes a damage roll, that roll is treated as its minimum possible value. The target may make a Will Saving throw to negate this effect.
Curse of Unluck-While this curse is active, once per round, when an enemy within 60ft of the Hexblade succeeds on a roll, the Hexblade can use this curse as an Immediate Action to force the enemy to reroll that success with a penalty to the roll equal to the Hexblade's charisma modifier. If the Hexblade is not within 60ft of the target of this curse, the target is forced to reroll the first successful action he takes every round. A successful Will saving throw negates this effect.
Curse of Vulnerability-The subject of this curse loses 5 points of elemental resistance times the hexblade's curse penalty. (So a 20th level hexblade removes 30 points of resistance). This penalty applies to a single element, and cannot reduce the resistance below 0. A target with immunity is reduced to Resistance 30 with the first 10 points, and may be reduced further from there. The target of this curse may make a Will saving throw to reduce this effect by half.
Assay Resistance-The Subject's Spell Resistance is reduced by your charisma modifier.
Curse of Disruption-The target of this curse is subjected to a targeted Greater Dispel Magic effect, with a caster level equal to your Hexblade Level. As long as the curse persists, the target gains Spell Resistance 12+hexblade level against any (Harmless) spell. A successful Will Saving throw negates this effect.
Curse of Mobility-The target's movement speed is reduced by 5ft per penalty inflicted by your standard hexblade's curse (so a level 17 hexblade reduces movement by 30ft). A successful Fortitude saving throw reduces this effect by half.
Dark Companion:At 5th level, your familiar gains a shadowy veil, spun from the darkness of the night. An enemy adjacent to your familiar takes a -2 penalty on its saving throws and to its AC (this stacks with the penalties of your curse, if applicable). Your familiar's speed increases to be equal to yours (if lower) or gains a +10ft bonus to movement speed (if higher). It additionally gains total concealment, any enemy attacking it has a 50% miss chance.
This effect on your familiar is treated as a spell effect with a caster level equal to your hexblade level, and may be dispelled. If the effect is dispelled, it is automatically restored after you restore your spells the following day.
Bonus Feat:At 6th, 12th, and 18th levels the Hexblade gains a bonus feat, chosen from the following list: Arcane Strike, Battle Caster, Combat Casting, Greater Spell Focus(Enchantment, Necromancy, or Transmutation), Greater Spell Penetration, Improved Familiar, Spell Focus(Enchantment, Necromancy, or Transmutation), Spell Penetration, or any Fighter Bonus feat that he qualifies for.
The Hexblade may choose to give up this bonus feat to add any one Enchantment, Necromancy, or Transmutation spell from the Wizard Spell list to his spells known.
Superb Presence(Su):At 9th level the Hexblade gains the ability to enhance his natural mana flow, greatly augmenting himself for a short period of time. Once per day, as a standard action, you may activate double the normal number of active presences. This effect lasts for your charisma modifier in rounds. This ability is usable twice a day at 17th.
Curse Admixture(Su):An 11th level Hexblade has mastered the use of his curses, and may apply two different curses he knows on the same target as a swift action. The Hexblade may not admixture a curse applied through channeling. An admixtured curse counts as the same number of active curses as both curses being admixtured, plus 1. So admixturing two Greater curses counts as 3 active curses. Admixturing a Greater and Dire curse counts as 4. Admixturing two Dire curses counts as 5.
Admixtured curses are an exception to the general rule that you can have only one curse on a target at a time.
Dire Curse(Su): Beginning at 13th level, the Hexblade gains the capability to invoke different types of curses on his enemies. He gains access to a Dire Curse, chosen from the list below. At 16th and 19th levels he gains one additional Dire Curse. Using a Dire Curse is particularly taxing, and counts as two curses when determining how many curses a Hexblade may have active at a time. Using Dire Curse is a swift action unless otherwise specified in the curse description.
Nauseating Curse-The target of this curse is afflicted with an ongoing nausea effect. Every round the target may make a Fortitude save to act normally, failure indicates they are nauseated for the round. The target may make a Will save when the curse is applied to negate this effect.
Curse of Confusion-The target of this curse becomes Confused. A Will save negates this effect.
Curse of Suffering-The subject of this curse takes 1d6 non-lethal damage per penalty of your standard Hexblade's Curse (so if you normally inflict a -5 penalty to targets, Curse of Suffering deals 5d6 damage) every round. If the target is a caster, any spell casting attempted requires a Concentration Check DC15+spell level+damage dealt by the curse this round. A successful Will Saving throw reduces the curse's damage in half.
Curse of Energy Drain-The subject of this curse is inflicted with 1 negative level per penalty of your Standard Hexblade's Curse. If this brings the target's effective level or hit dice to 0, they die immediately. A Fortitude Save halves the negative levels inflicted by this curse.
Karmic Curse-The subject of this curse must succeed on a Will Saving throw, or half of any damage they inflict is inflicted upon themselves. (For example if an afflicted enemy hits something for 20 points of damage, the enemy takes 10 points of damage themselves).
Locking Curse-A target subjected to this curse is incapable of utilizing movement modes other than ground movement. Flying creatures are grounded. The creature cannot teleport, as though subjected to a dimensional anchor spell. Creatures lose Burrowing Speed, Climb Speed, Earth Glide, or any other alternative forms of movement. A Will Saving throw negates this effect.
Full Attack Channeling(Su): At 15th level, you can channel any spell or curse you know as a part of a full attack action. When you do so, the spell or curse affects every foe you hit in that round. A curse applied to multiple targets this way counts as double the number of a single application of the curse, regardless of how many targets you affect. (So if you full attack channel a Dire Curse, and hit 3 targets, this counts as 4 active curses. A full attack channel of a standard curse counts as 2 active curses).
Curse Everything(Su): A 20th level hexblade may Use a Swift Action to curse as many targets as desired within 60ft. He may apply any curse or admixtured curse desired. Using Curse Everything makes the curse being applied count as twice as many curses as it would affecting a single target, regardless of how many targets are affected. For example, the Hexblade could Admixture two Dire Curses, normally counting as 5 active curses, and use Curse Everything, doubling that to 10, but apply the admixtured curse to all enemies within 60ft.
ACF: Hexknife
BAB becomes Medium. Fort becomes low, Reflex becomes high.
HD becomes d6.
Lose Medium and Heavy armor proficiency. Lose shield proficiencies.
Increase skill points per level to 8+int mod.
Add Disable Device, Forgery, Escape Artist,Hide, Move Silently, Open Lock, Search, and Sleight of Hand to the class skill list.
Gain Trapfinding at level 1.
Mettle becomes Evasion.
1) The Presences seem kind of like they're out of nowhere, but I basically adapted them from the Hexblade's Arcane Resistance. If you go for them for the defenses, it ends up weaker until higher levels. In exchange, the Presences become much more versatile, closer to selfish Marshal Auras. I kind of want to work in a way to make them not stack with those Auras, just to avoid weird stacking effects, but I figure that's a niche enough build that it's probably not worth worrying about.
Anyway, the idea for these was a Hexblade really is the Sorcerer/Fighter hybrid. While most of his active energies are focused on debuffing enemies, these presences represent how his magic helps him in his own fighting.
2) The Hexblade gets a lot more cursing capability, and the ability to shunt his spells into even more curses if desired. If you run out of Curses past very low levels, there's something going wrong. He also gains a lot of interesting new curse effects. The low level ones are generally scaling penalties, while the high level ones are more potent status effects. These curses act as the backbone of the class, making up for being limited to 4th level spells, acting in many ways like the Bardic Musics do for a Bard.
3) I've considered expanding the Hexblade's spell list (I was originally planning to make it closer to the Duskblade, with 0th and 5th level spells), but as of now have decided against it, because the other features turned out really strong. So for now I'm leaving it be, but am open to suggestions of any spells that are "Why does this exist and not appear on the Hexblade's spell list?" type of things.
4) The familiar is supposed to be a much bigger part of this class. And it makes sense. Familiars gain HP and BAB based on their master. The hexblade is a d10 HP full BAB class that gets a familiar innately. Their familiars are going to be mini-badasses. I rolled the Dark Companion ACF into the familiar (making the Dark Companion a little more vulnerable to mundane attacks, and a little less vulnerable to dispelling).
4a)I considered giving Improved Familiar feat for free, decided against it for now. If I do change my mind there, it'll probably come at level 6, replacing the bonus feat. Then at level 12 the Hexblade will probably get a Battle Blessing equivalent in place of the feat, and need to think of smoething at level 18 to replace that feat. But I think as it is now is probably fine.
Anyway, that's what all the text above basically boils down to. The Hexblade gets an awesome familiar, curses, Spells, and Spell/Cha based bonuses. The goal was to take what the Hexblade already had, and crank it up to 11 in a way that works. Hopefully this hit the mark