Tectorman
2008-05-23, 12:43 PM
I originally put this on the D&D forum boards, so I thought I'd get some feedback from here as well. What we have here is a redone Hexblade, with the things that I think the Hexblade should have by simple virtue of being a warrior. (I must give credit to Otto the Bugbear, Lokathor, and Aryxbez for the elements of their Hexblade fixes that inspired this class.)
Basically, I think that warrior classes shouldn't have to worry about their resources, i.e., their class abilities shouldn't expire. Ergo, invocations instead of spells, a severely weakened curse that can be used an infinite number of times per day, as well as a few expendable abilities involving luck (Lucky and the Aura of Unluck). So, tell me what you think.
HEXBLADE
Alignment: Any nongood
Hit Die: d10
Class Skills
The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Base
Attack Fort Ref Will Invocations
Level Bonus Save Save Save Special Known
1st +1 +2 +0 +2 Hexblade’s curse (1, initial) -
2nd +2 +3 +0 +3 Arcane resistance -
3rd +3 +3 +1 +3 Mettle -
4th +4 +4 +1 +4 Invocations (least) 1
5th +5 +4 +1 +4 New curse 1
6th +6/+1 +5 +2 +5 Hexblade’s curse (2, initial) 2
7th +7/+2 +5 +2 +5 Lucky 1/day 2
8th +8/+3 +6 +2 +6 Hexblade’s curse (2, greater) 3
9th +9/+4 +6 +3 +6 Aura of unluck 1/day 3
10th +10/+5 +7 +3 +7 Mettle 4
11th +11/+6/+1 +7 +3 +7 New curse 4
12th +12/+7/+2 +8 +4 +8 Invocations (lesser) 5
13th +13/+8/+3 +8 +4 +8 Hexblade’s curse (3, greater) 5
14th +14/+9/+4 +9 +4 +9 Aura of unluck 2/day 5
15th +15/+10/+5 +9 +5 +9 Hexblade’s curse (3, dire) 6
16th +16/+11/+6/+1 +10 +5 +10 Lucky 2/day 6
17th +17/+12/+7/+2 +10 +5 +10 New curse 6
18th +18/+13/+8/+3 +11 +6 +11 7
19th +19/+14/+9/+4 +11 +6 +11 Aura of unluck 3/day 7
20th +20/+15/+10/+5 +12 +6 +12 Hexblade’s curse (4, dire) 7
Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Because the somatic components required for hexblade invocations are relatively simple, a hexblade can use any of her invocations while wearing light armor or a shield without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a hexblade wearing medium or heavy armor incurs a chance of arcane spell failure (all invocations have a somatic component). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from levels in 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 hexblade selects an attribute of the target to curse from the following list:
Curse of Failure: The target takes a -2 penalty to all ability checks.
Curse of Feeble Blades: The target takes a -2 penalty to all weapon damage rolls.
Curse of Inaccuracy: The target takes a -2 penalty to attack rolls.
Curse of Ineptitude: The target takes a -2 penalty to all skill checks.
Curse of Misfortune: The target takes a -2 penalty to all saving throws.
The target must succeed on a Will save (DC 10 + ˝ hexblade’s class level + hexblade’s Charisma modifier) or suffer the effect of the curse for 1 hour. A target may have multiple hexblade’s curses affecting him, but multiple specific curses (i.e., 2 or more applications of the Curse of Inaccuracy, for example) don’t stack. Furthermore, any foe that successfully resists a specific effect cannot be affected by the same specific curse for 24 hours; he could still be affected by other curse’s.
Any effect that removes or dispels a curse eliminates the effects of all currently existing hexblade’s curses.
At 6th level, a hexblade can unleash two curses in one swift action. These can both be directed at the same target (although they would have to be two different specific curses) or they can be directed at two targets, as long as both targets are visible to the hexblade and within 60 feet (the hexblade could unleash the same specific curse twice, in this instance). At 13th level, a hexblade can unleash three curses in a single swift action (three curses on one target, one curse on three separate targets, or one curse on one target and two on another). At 20th level, a hexblade can unleash a total of four specific curses in a single swift action (four curses on one target, one curse on four separate targets or any reasonable combination thereof).
A hexblade of 8th level or higher, the penalties of the above specific curses become -4 instead of -2. At 15th level, the penalties of the above curses become -6.
Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to her Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.
Mettle (Ex): At 3rd and 9th level, a Hexblade gains the ability to resist magical and unusual attacks with great willpower or fortitude. She chooses one of the two effects at 3rd level and automatically gains the other effect at 9th level.
Mettle of the Body: A hexblade can resist magical and unusual attacks with great fortitude. If she makes a successful 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 Fortitude partial), she instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle of the body.
Mettle of the Mind: A hexblade can resist magical and unusual attacks with great willpower. If she makes a successful Will 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), she instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle of the mind.
Invocations: At 4th level, a hexblade gains access to her arcane magic. She does not prepare or cast spells as other wielders of arcane magic do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as invocations that require her to focus the dark energy that suffuses her soul. A hexblade can use any invocation she knows at will, with the following qualifications:
A hexblade’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A hexblade is entitled to a Concentration check to successfully use an invocation if she is hit by an attack while invoking, just as a spellcaster would be. A hexblade can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A hexblade’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A hexblade’s caster level with her invocations is equal to her hexblade level minus three.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the hexblade’s Charisma modifier. Since spell-like abilities are not actually spells, a hexblade cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The two grades of invocations available to the hexblade, in order of the relative power, are least and lesser. At 4th level, a hexblade gains knowledge of one invocation, which must be of the lowest grade (least). As a hexblade gains levels, she learns new invocations, as summarized on the above table and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in the books they come from or below.
At 12th level, when a hexblade gains access to a new grade of invocations, she can also replace an invocation she already knows with another invocation of the same or a lower grade. At that level, a hexblade can replace a least invocation she knows with a different least invocation (in addition to learning a new invocation, which could be least or lesser).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Hexblades can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18, of Complete Arcane for details.
New Curse (Su): At 5th, 11th, and 17th levels, a hexblade increases her repertoire of specific curses. She may select a specific curse from the following list:
Curse of Distraction: The target is now considered distracted and must make a Concentration check in order to succeed at any task requiring patience or concentration (most notably, casting spells, manifesting powers, and the like). The DC for the Concentration check is 15 + spell/power/mystery/utterance/etc. level for the initial curse, 20 + level for the greater curse, and 25 + level for the dire curse.
Curse of No Escape: The target, when flanked, now confers a greater bonus to attack rolls to his flankers. This penalty is +3 for the initial curse, +4 for the greater curse, and +6 for the dire curse.
Curse of Ignorance: The target takes a penalty to two specific skill checks determined by the hexblade. This penalty is -5 for the initial curse, -10 for the greater curse, and -15 for the dire curse. A target that saves against this curse may still be affected by it before the normal 24 hours are up so long as the hexblade doesn’t try to curse either of the two skill checks previously chosen.
Curse of Paranoia: The target takes a penalty to only one saving throw, although it is a greater penalty. The penalty is -4 for the initial curse, -6 for the greater curse, and -8 for the dire curse. A target under the effect of the curse of misfortune can still be affected by this curse; the larger penalty simply overlaps. Likewise, a target that saved against a curse of misfortune can still be affected by this curse before the normal 24 hours are up.
Curse of Sloth: The target’s speed (for all movement forms) is reduced to a percentage (to a minimum of 5 feet; any target whose speed is reduced to this minimum may not take a 5 foot step). The percentage is 75% for the initial curse, 50% for the greater curse, and 25% for the dire curse.
Curse of No Defense: The target’s Armor Class is reduced by a penalty. This penalty is -2 for the initial curse, -4 for the greater curse, and -6 for the dire curse.
Lucky: Hexblades operate by imposing bad luck on others and at times they can take the displaced good luck for themselves. Once per day, a hexblade of 7th level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll. At 16th level, a hexblade gains an additional use of this ability per day.
Aura of Unluck (Su): Once per day, a hexblade of 9th level or higher can create a baleful aura of misfortune. Any creature within 15 feet of the hexblade at the moment of the aura’s activation (as well as any creature that later enters the aura’s radius while the aura is still active) must roll a Will saving throw (DC 10 + ˝ hexblade’s class level + hexblade’s Charisma modifier). A success means that the creature is unaffected by the activation of this aura (even if he leaves the radius of the aura and later returns while the aura is still active). Failure means that whenever the creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result is applied. Activating this aura is a swift action, and the aura lasts for a number of rounds equal to 3 + the hexblade’s Charisma bonus (if any).
At 14th level and higher, a hexblade can use her aura of unluck twice per day. A 19th-level hexblade can activate this aura three times per day. Even if a hexblade has multiple uses of her aura of unluck in any given day, she may still only activate the aura once per encounter.
Ex-Hexblades
A hexblade who becomes good-aligned loses all hexblade invocations and all supernatural class abilities. She may not progress any farther in levels as a hexblade. She retains all the other benefits of the class (weapon and armor proficiencies and bonus feats). She may regain her hexblade supernatural abilities and may progress further in levels as a hexblade upon returning to a nongood alignment.
Hexblade Invocations
Least
• Baleful Utterance (2nd) As the invocation in Complete Arcane
• Beguiling Influence (2nd) As the invocation in Complete Arcane
• Breath of the Night (1st) As the invocation in Complete Arcane
• Darkness (2nd) As the invocation in Complete Arcane
• Deafening Roar (2nd) As the invocation in Dragon Magic
• Devil’s Sight (2nd) As the invocation in Complete Arcane
• Entropic Warding (2nd) As the invocation in Complete Arcane
• Hellish Sword (2nd) See below
• Leaps and Bounds (2nd) As the invocation in Complete Arcane
• Lurking Misfortune (1st) See below
• Magic Insight (2nd) As the invocation in Dragon Magic
• Miasmic Cloud (1st) As the invocation in Complete Arcane
• Scalding Gust (2nd) As the invocation in Dragon Magic
• See the Unseen (2nd) As the invocation in Complete Arcane
• Serpent’s Tongue (2nd) As the invocation in Complete Mage
• Spiderwalk (2nd) As the invocation in Complete Arcane
• Summon Swarm (2nd) As the invocation in Complete Arcane
• Swimming the Styx (2nd) As the invocation in Complete Mage
Lesser
• Charm (4th) As the invocation in Complete Arcane
• Cold Comfort (3rd) As the invocation in Complete Mage
• Crawling Eye (3rd) As the invocation in Complete Mage
• Curse of Despair (4th) As the invocation in Complete Arcane
• Disembodied Hand (4th) As the invocation in Complete Mage
• Enthralling Voice (4th) As the invocation in Dragon Magic
• Fell Flight (3rd) As the invocation in Complete Arcane
• Flee the Scene (4th) As the invocation in Complete Arcane
• Frightful Presence (3rd) As the invocation in Dragon Magic, except it would only apply in a round in which you attack (since you have no breath weapon)
• Hexing Blade (4th) See below
• Humanoid Shape (3rd) As the invocation in Dragon Magic
• Hungry Darkness (3rd) As the invocation in Complete Arcane
• Ignore the Pyre (4th) As the invocation in Dragon Magic
• Lacerating Shadow (3rd) See below
• Relentless Dispelling (4th) As the invocation in Complete Mage
• Voidsense (4th) As the invocation in Complete Arcane
• Voracious Dispelling (4th) As the invocation in Complete Arcane
• Walk Unseen (3rd) As the invocation in Complete Arcane
• Witchwood Step (3rd) As the invocation in Complete Mage
Hellish Sword
Least; 2nd
You must have the weapon to be affected in hand, but this weapon does not count against your ability to provide a somatic component. Now, your weapon no longer needs to physically hit your targets in order to harm them. You make a flourish with your weapon, and a vicious-looking ghostly image of it streaks down a 60-foot line. You make one melee attack against each foe in the path of the attack. You may substitute your Charisma modifier for your Strength modifier (or Dexterity, in case you have Weapon Finesse) on the weapon’s attack and damage rolls. The attack deals damage just as if you had swung the weapon in melee, including any bonuses you might have from ability scores or feats.
Hexing Blade
Lesser; 4th
You can use this invocation as a swift action, and it counts against your limit of one quickened action per round (but it also doesn’t provoke an attack of opportunity). You must have the weapon to be affected in hand, but this weapon does not count against your ability to provide a somatic component. Cursed is your weapon and cursed is anyone unfortunate enough to be harmed by it. The damage dealt by your next single melee attack that your make with this weapon (made before the beginning of your next round) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse). Only damage eligible to be multiplied on a critical hit counts as incurable. If a creature is slain by a weapon that is under the effect of this invocation, it can’t be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.
Lacerating Shadow
Lesser; 3rd
You can use this invocation as a swift action, and it counts against your limit of one quickened action per round (but it also doesn’t provoke an attack of opportunity). You must have the weapon to be affected in hand, but this weapon does not count against your ability to provide a somatic component. You draw shadow stuff from the Plane of Shadow and infuse your weapon with its essence. The single next melee attack that you make with this weapon (made before the beginning of your next round) is resolved as a melee touch attack. However, your target is entitled to a Will save to overcome the shadowy nature of the weapon. If the save is successful, that foe only takes one-fifth normal damage from any weapon you wield if the weapon currently has this invocation cast on it for the next 24 hours. Also, that foe is only 20% likely to suffer any special effects of your attacks made with weapons with this invocation cast (again, for the next 24 hours).
Lurking Misfortune
Least; 1st
When this invocation is activated, you animate a small part of your own shadow to become self-sustaining and move as a separate creature. It has your speed (for all movement modes) and can move up to 120ft away from you, but if it goes out of range or you lose line of effect to it then it immediately reappears in your square. The shadow acts on your turn according to your mental commands (directing it is a free action). Your shadow is non-corporeal, and other creatures (friend and foe) can freely move through it. It is both immune to attack and cannot ever make attacks of its own. The shadow's size is equal to yours. Any foe adjacent to your shadow's own space takes -2 to AC and saves, but only if the shadow's space is empty of other creatures. As an invocation effect, the shadow can be dispelled normally. Additionally, any spell with the [Light] descriptor of 3rd level or higher can be used to dispel the shadow (treat it as a casting of dispel magic). This invocation lasts for 24 hours once used, but you can dismiss it sooner if you wish (as a mental swift action). If your shadow is dispelled, you cannot use this invocation again for 24 hours.
I'm mostly happy with the class as is, except for the Hexblade's Curse. On the D&D forum boards, it was remarked as being unwieldy and confusing, and I can kind of see how that's so. The problem is, what do I replace it with?
A 1/encounter (increasing up to 4/encounter) curse modeled right after the original curse (where it's all five of those penalties at the same time) seems the easiest to implement, but what do I do with the New Curse abilities (I hate dead levels, so this is kind of important to me)? I could put in the Luck feats from Complete Scoundrel (with a caveat that the Lucky abilities provide Luck rerolls usable for the Luck feats, but how original is that? I could put in a list of feats, including fighter feats, new Hexblade's Curse feats from one of those Dragon magazines, but I wouldn't know where to begin in writing out the list.
Well, there you have it. Please comment.
Basically, I think that warrior classes shouldn't have to worry about their resources, i.e., their class abilities shouldn't expire. Ergo, invocations instead of spells, a severely weakened curse that can be used an infinite number of times per day, as well as a few expendable abilities involving luck (Lucky and the Aura of Unluck). So, tell me what you think.
HEXBLADE
Alignment: Any nongood
Hit Die: d10
Class Skills
The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Base
Attack Fort Ref Will Invocations
Level Bonus Save Save Save Special Known
1st +1 +2 +0 +2 Hexblade’s curse (1, initial) -
2nd +2 +3 +0 +3 Arcane resistance -
3rd +3 +3 +1 +3 Mettle -
4th +4 +4 +1 +4 Invocations (least) 1
5th +5 +4 +1 +4 New curse 1
6th +6/+1 +5 +2 +5 Hexblade’s curse (2, initial) 2
7th +7/+2 +5 +2 +5 Lucky 1/day 2
8th +8/+3 +6 +2 +6 Hexblade’s curse (2, greater) 3
9th +9/+4 +6 +3 +6 Aura of unluck 1/day 3
10th +10/+5 +7 +3 +7 Mettle 4
11th +11/+6/+1 +7 +3 +7 New curse 4
12th +12/+7/+2 +8 +4 +8 Invocations (lesser) 5
13th +13/+8/+3 +8 +4 +8 Hexblade’s curse (3, greater) 5
14th +14/+9/+4 +9 +4 +9 Aura of unluck 2/day 5
15th +15/+10/+5 +9 +5 +9 Hexblade’s curse (3, dire) 6
16th +16/+11/+6/+1 +10 +5 +10 Lucky 2/day 6
17th +17/+12/+7/+2 +10 +5 +10 New curse 6
18th +18/+13/+8/+3 +11 +6 +11 7
19th +19/+14/+9/+4 +11 +6 +11 Aura of unluck 3/day 7
20th +20/+15/+10/+5 +12 +6 +12 Hexblade’s curse (4, dire) 7
Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Because the somatic components required for hexblade invocations are relatively simple, a hexblade can use any of her invocations while wearing light armor or a shield without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a hexblade wearing medium or heavy armor incurs a chance of arcane spell failure (all invocations have a somatic component). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from levels in 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 hexblade selects an attribute of the target to curse from the following list:
Curse of Failure: The target takes a -2 penalty to all ability checks.
Curse of Feeble Blades: The target takes a -2 penalty to all weapon damage rolls.
Curse of Inaccuracy: The target takes a -2 penalty to attack rolls.
Curse of Ineptitude: The target takes a -2 penalty to all skill checks.
Curse of Misfortune: The target takes a -2 penalty to all saving throws.
The target must succeed on a Will save (DC 10 + ˝ hexblade’s class level + hexblade’s Charisma modifier) or suffer the effect of the curse for 1 hour. A target may have multiple hexblade’s curses affecting him, but multiple specific curses (i.e., 2 or more applications of the Curse of Inaccuracy, for example) don’t stack. Furthermore, any foe that successfully resists a specific effect cannot be affected by the same specific curse for 24 hours; he could still be affected by other curse’s.
Any effect that removes or dispels a curse eliminates the effects of all currently existing hexblade’s curses.
At 6th level, a hexblade can unleash two curses in one swift action. These can both be directed at the same target (although they would have to be two different specific curses) or they can be directed at two targets, as long as both targets are visible to the hexblade and within 60 feet (the hexblade could unleash the same specific curse twice, in this instance). At 13th level, a hexblade can unleash three curses in a single swift action (three curses on one target, one curse on three separate targets, or one curse on one target and two on another). At 20th level, a hexblade can unleash a total of four specific curses in a single swift action (four curses on one target, one curse on four separate targets or any reasonable combination thereof).
A hexblade of 8th level or higher, the penalties of the above specific curses become -4 instead of -2. At 15th level, the penalties of the above curses become -6.
Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to her Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.
Mettle (Ex): At 3rd and 9th level, a Hexblade gains the ability to resist magical and unusual attacks with great willpower or fortitude. She chooses one of the two effects at 3rd level and automatically gains the other effect at 9th level.
Mettle of the Body: A hexblade can resist magical and unusual attacks with great fortitude. If she makes a successful 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 Fortitude partial), she instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle of the body.
Mettle of the Mind: A hexblade can resist magical and unusual attacks with great willpower. If she makes a successful Will 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), she instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle of the mind.
Invocations: At 4th level, a hexblade gains access to her arcane magic. She does not prepare or cast spells as other wielders of arcane magic do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as invocations that require her to focus the dark energy that suffuses her soul. A hexblade can use any invocation she knows at will, with the following qualifications:
A hexblade’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A hexblade is entitled to a Concentration check to successfully use an invocation if she is hit by an attack while invoking, just as a spellcaster would be. A hexblade can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A hexblade’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A hexblade’s caster level with her invocations is equal to her hexblade level minus three.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the hexblade’s Charisma modifier. Since spell-like abilities are not actually spells, a hexblade cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The two grades of invocations available to the hexblade, in order of the relative power, are least and lesser. At 4th level, a hexblade gains knowledge of one invocation, which must be of the lowest grade (least). As a hexblade gains levels, she learns new invocations, as summarized on the above table and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in the books they come from or below.
At 12th level, when a hexblade gains access to a new grade of invocations, she can also replace an invocation she already knows with another invocation of the same or a lower grade. At that level, a hexblade can replace a least invocation she knows with a different least invocation (in addition to learning a new invocation, which could be least or lesser).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Hexblades can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18, of Complete Arcane for details.
New Curse (Su): At 5th, 11th, and 17th levels, a hexblade increases her repertoire of specific curses. She may select a specific curse from the following list:
Curse of Distraction: The target is now considered distracted and must make a Concentration check in order to succeed at any task requiring patience or concentration (most notably, casting spells, manifesting powers, and the like). The DC for the Concentration check is 15 + spell/power/mystery/utterance/etc. level for the initial curse, 20 + level for the greater curse, and 25 + level for the dire curse.
Curse of No Escape: The target, when flanked, now confers a greater bonus to attack rolls to his flankers. This penalty is +3 for the initial curse, +4 for the greater curse, and +6 for the dire curse.
Curse of Ignorance: The target takes a penalty to two specific skill checks determined by the hexblade. This penalty is -5 for the initial curse, -10 for the greater curse, and -15 for the dire curse. A target that saves against this curse may still be affected by it before the normal 24 hours are up so long as the hexblade doesn’t try to curse either of the two skill checks previously chosen.
Curse of Paranoia: The target takes a penalty to only one saving throw, although it is a greater penalty. The penalty is -4 for the initial curse, -6 for the greater curse, and -8 for the dire curse. A target under the effect of the curse of misfortune can still be affected by this curse; the larger penalty simply overlaps. Likewise, a target that saved against a curse of misfortune can still be affected by this curse before the normal 24 hours are up.
Curse of Sloth: The target’s speed (for all movement forms) is reduced to a percentage (to a minimum of 5 feet; any target whose speed is reduced to this minimum may not take a 5 foot step). The percentage is 75% for the initial curse, 50% for the greater curse, and 25% for the dire curse.
Curse of No Defense: The target’s Armor Class is reduced by a penalty. This penalty is -2 for the initial curse, -4 for the greater curse, and -6 for the dire curse.
Lucky: Hexblades operate by imposing bad luck on others and at times they can take the displaced good luck for themselves. Once per day, a hexblade of 7th level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll. At 16th level, a hexblade gains an additional use of this ability per day.
Aura of Unluck (Su): Once per day, a hexblade of 9th level or higher can create a baleful aura of misfortune. Any creature within 15 feet of the hexblade at the moment of the aura’s activation (as well as any creature that later enters the aura’s radius while the aura is still active) must roll a Will saving throw (DC 10 + ˝ hexblade’s class level + hexblade’s Charisma modifier). A success means that the creature is unaffected by the activation of this aura (even if he leaves the radius of the aura and later returns while the aura is still active). Failure means that whenever the creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result is applied. Activating this aura is a swift action, and the aura lasts for a number of rounds equal to 3 + the hexblade’s Charisma bonus (if any).
At 14th level and higher, a hexblade can use her aura of unluck twice per day. A 19th-level hexblade can activate this aura three times per day. Even if a hexblade has multiple uses of her aura of unluck in any given day, she may still only activate the aura once per encounter.
Ex-Hexblades
A hexblade who becomes good-aligned loses all hexblade invocations and all supernatural class abilities. She may not progress any farther in levels as a hexblade. She retains all the other benefits of the class (weapon and armor proficiencies and bonus feats). She may regain her hexblade supernatural abilities and may progress further in levels as a hexblade upon returning to a nongood alignment.
Hexblade Invocations
Least
• Baleful Utterance (2nd) As the invocation in Complete Arcane
• Beguiling Influence (2nd) As the invocation in Complete Arcane
• Breath of the Night (1st) As the invocation in Complete Arcane
• Darkness (2nd) As the invocation in Complete Arcane
• Deafening Roar (2nd) As the invocation in Dragon Magic
• Devil’s Sight (2nd) As the invocation in Complete Arcane
• Entropic Warding (2nd) As the invocation in Complete Arcane
• Hellish Sword (2nd) See below
• Leaps and Bounds (2nd) As the invocation in Complete Arcane
• Lurking Misfortune (1st) See below
• Magic Insight (2nd) As the invocation in Dragon Magic
• Miasmic Cloud (1st) As the invocation in Complete Arcane
• Scalding Gust (2nd) As the invocation in Dragon Magic
• See the Unseen (2nd) As the invocation in Complete Arcane
• Serpent’s Tongue (2nd) As the invocation in Complete Mage
• Spiderwalk (2nd) As the invocation in Complete Arcane
• Summon Swarm (2nd) As the invocation in Complete Arcane
• Swimming the Styx (2nd) As the invocation in Complete Mage
Lesser
• Charm (4th) As the invocation in Complete Arcane
• Cold Comfort (3rd) As the invocation in Complete Mage
• Crawling Eye (3rd) As the invocation in Complete Mage
• Curse of Despair (4th) As the invocation in Complete Arcane
• Disembodied Hand (4th) As the invocation in Complete Mage
• Enthralling Voice (4th) As the invocation in Dragon Magic
• Fell Flight (3rd) As the invocation in Complete Arcane
• Flee the Scene (4th) As the invocation in Complete Arcane
• Frightful Presence (3rd) As the invocation in Dragon Magic, except it would only apply in a round in which you attack (since you have no breath weapon)
• Hexing Blade (4th) See below
• Humanoid Shape (3rd) As the invocation in Dragon Magic
• Hungry Darkness (3rd) As the invocation in Complete Arcane
• Ignore the Pyre (4th) As the invocation in Dragon Magic
• Lacerating Shadow (3rd) See below
• Relentless Dispelling (4th) As the invocation in Complete Mage
• Voidsense (4th) As the invocation in Complete Arcane
• Voracious Dispelling (4th) As the invocation in Complete Arcane
• Walk Unseen (3rd) As the invocation in Complete Arcane
• Witchwood Step (3rd) As the invocation in Complete Mage
Hellish Sword
Least; 2nd
You must have the weapon to be affected in hand, but this weapon does not count against your ability to provide a somatic component. Now, your weapon no longer needs to physically hit your targets in order to harm them. You make a flourish with your weapon, and a vicious-looking ghostly image of it streaks down a 60-foot line. You make one melee attack against each foe in the path of the attack. You may substitute your Charisma modifier for your Strength modifier (or Dexterity, in case you have Weapon Finesse) on the weapon’s attack and damage rolls. The attack deals damage just as if you had swung the weapon in melee, including any bonuses you might have from ability scores or feats.
Hexing Blade
Lesser; 4th
You can use this invocation as a swift action, and it counts against your limit of one quickened action per round (but it also doesn’t provoke an attack of opportunity). You must have the weapon to be affected in hand, but this weapon does not count against your ability to provide a somatic component. Cursed is your weapon and cursed is anyone unfortunate enough to be harmed by it. The damage dealt by your next single melee attack that your make with this weapon (made before the beginning of your next round) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse). Only damage eligible to be multiplied on a critical hit counts as incurable. If a creature is slain by a weapon that is under the effect of this invocation, it can’t be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.
Lacerating Shadow
Lesser; 3rd
You can use this invocation as a swift action, and it counts against your limit of one quickened action per round (but it also doesn’t provoke an attack of opportunity). You must have the weapon to be affected in hand, but this weapon does not count against your ability to provide a somatic component. You draw shadow stuff from the Plane of Shadow and infuse your weapon with its essence. The single next melee attack that you make with this weapon (made before the beginning of your next round) is resolved as a melee touch attack. However, your target is entitled to a Will save to overcome the shadowy nature of the weapon. If the save is successful, that foe only takes one-fifth normal damage from any weapon you wield if the weapon currently has this invocation cast on it for the next 24 hours. Also, that foe is only 20% likely to suffer any special effects of your attacks made with weapons with this invocation cast (again, for the next 24 hours).
Lurking Misfortune
Least; 1st
When this invocation is activated, you animate a small part of your own shadow to become self-sustaining and move as a separate creature. It has your speed (for all movement modes) and can move up to 120ft away from you, but if it goes out of range or you lose line of effect to it then it immediately reappears in your square. The shadow acts on your turn according to your mental commands (directing it is a free action). Your shadow is non-corporeal, and other creatures (friend and foe) can freely move through it. It is both immune to attack and cannot ever make attacks of its own. The shadow's size is equal to yours. Any foe adjacent to your shadow's own space takes -2 to AC and saves, but only if the shadow's space is empty of other creatures. As an invocation effect, the shadow can be dispelled normally. Additionally, any spell with the [Light] descriptor of 3rd level or higher can be used to dispel the shadow (treat it as a casting of dispel magic). This invocation lasts for 24 hours once used, but you can dismiss it sooner if you wish (as a mental swift action). If your shadow is dispelled, you cannot use this invocation again for 24 hours.
I'm mostly happy with the class as is, except for the Hexblade's Curse. On the D&D forum boards, it was remarked as being unwieldy and confusing, and I can kind of see how that's so. The problem is, what do I replace it with?
A 1/encounter (increasing up to 4/encounter) curse modeled right after the original curse (where it's all five of those penalties at the same time) seems the easiest to implement, but what do I do with the New Curse abilities (I hate dead levels, so this is kind of important to me)? I could put in the Luck feats from Complete Scoundrel (with a caveat that the Lucky abilities provide Luck rerolls usable for the Luck feats, but how original is that? I could put in a list of feats, including fighter feats, new Hexblade's Curse feats from one of those Dragon magazines, but I wouldn't know where to begin in writing out the list.
Well, there you have it. Please comment.