Thanks for the input! I wasn't sure about the balance of some of the auras, so any comments are very much appreciated.
I don't think you're wrong. The point of this whole exercise is to provide options for people who want to play hexblades, so I'm not being too selective with my ideas. Maybe most people won't want to play a spell-less hexblade, but it seemed like an interesting idea and it gives hexblade players one more option. The idea was to make hexblades more martial and less magical.Originally Posted by Ashtagon
Incidentally, is there a specific hexblade literary corpus outside of the myriad of traditions of malevolent magic practitioners who bring bad luck to the community? Is there something specific to which you're referring?
I put the ability at level 6 for a couple of reasons. First, the spell-less paladin and ranger both gain their first new class ability at 6th level. Second, I wanted to fill the dead levels left by the omission of battle casting and didn't want to overload level 4 with good class abilities.Originally Posted by Mythestopheles
I had a bit of difficulty coming up with interesting auras. Ultimately, most debuffs boil down to simple penalties on rolls or to AC. With this ability, I wanted the debuffs to be interesting and circumstantial. I wanted the hexblade player to have to think a bit or work with teammates to get the most out of the aura rather than just turning on the aura and racking up the minuses. I don't think I did a particularly good job, which is why I'm looking for other ideas. That said, I agree that Aura of Carelessness and Hesitation are underpowered but can't really think of a way to fix it other than just increasing the penalty (which I might do).
You're right. I think it can be powerful in the right context, but probably not lvl 14 worthy. I do like the idea, though. I just can't figure out where to put it.Originally Posted by Mythestopheles
In general, I was trying to make these aura abilities more active than most. I thought it would be more fun if the hexblade had to work with his teammates or seek out situations where the aura would be effective. Spellcasting is a significant, flexible and fun ability and I wanted to replace it with something more inspiring than the abilities they gave the spell-less paladin and ranger classes. I had hoped to come up with abilities that players would enjoy using and that the party would appreciate, but I'm not sure whether I've accomplished that. Some of them I really like and some I'm still on the fence about.