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    Bugbear in the Playground
    Join Date
    Mar 2013

    Default Hexblade redone (base class redux) - PEACH

    The Hexblade

    Hit die

    Any nongood.

    Starting gold
    6d4 x 10

    Skill points
    4 + Int

    Class Skills:
    Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int)

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th
    1st +1 +2 +0 +2 Arcane Attunement, Hexblade's Curse 1/day 3 2
    2nd +2 +3 +0 +3 Arcane Resistance 4 3
    3rd +3 +3 +1 +3 Arcane Channeling 4 3
    4th +4 +4 +1 +4 Mettle, Hexblade's Curse 2/day 5 4
    5th +5 +4 +1 +4 Cursed Blade +1 5 4 2
    6th +6/+1 +5 +2 +5 Dark Companion, Advanced Learning 6 5 3
    7th +7/+2 +5 +2 +5 Greater Hexblade's Curse 6 5 3
    8th +8/+3 +6 +2 +6 Hexblade's Curse 3/day 7 6 3
    9th +9/+4 +6 +3 +6 Cursed Blade +2 7 6 4 2
    10th +10/+5 +7 +3 +7 Arcane Channeling (ranged spells), Advanced Learning 8 7 4 3
    11th +11/+6/+1 +7 +3 +7 Aura Of Unluck 1/day 8 7 5 3
    12th +12/+7/+2 +8 +4 +8 Hexblade's Curse 4/day 9 8 5 4
    13th +13/+8/+3 +8 +4 +8 Cursed Blade +3 9 8 6 4 2
    14th +14/+9/+4 +9 +4 +9 Arcane Channeling (full attack), Advanced Learning 10 9 6 4 3
    15th +15/+10/+5 +9 +5 +9 Aura Of Unluck 2/day 10 9 7 5 3
    16th +16/+11/+6/+1 +10 +5 +10 Hexblade's Curse 5/day 10 10 7 5 4
    17th +17/+12/+7/+2 +10 +5 +10 Cursed Blade +4 10 10 8 6 4 2
    18th +18/+13/+8/+3 +11 +6 +11 Advanced Learning 10 10 8 6 4 3
    19th +19/+14/+9/+4 +11 +6 +11 Dire Hexblade's Curse 10 10 9 7 5 4
    20th +20/+15/+10/+5 +12 +6 +12 Hexblade's Curse 6/day, Aura of Unluck 3/day 10 10 9 7 5 5

    Class Features
    Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor but not with shields. Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a 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.

    Spells: You cast arcane spells, which are drawn from the hexblade spell list. You can cast any spell you know without preparing it ahead of time.
    To learn or cast a spell, you must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Cha modifier.
    You can cast only a certain number of spells of each spell level per day. In addition, you receive bonus spells per day if you have a high Charisma score.

    Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the hexblade spell list. You also know one additional 0-level spell for each point of Charisma bonus.
    Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the hexblade spell list.
    Upon reaching 5th level, and at every subsequent odd-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 two levels lower than the highest-level spell you can cast.
    For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.

    You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

    Hexblade's Curse (Su): Once per day, as a free 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 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 and does not consume a use of the curse.
    At 4th level, and every four levels afterwards, a hexblade gains the ability to use his curse one additional time per day. Multiple hexblade's curses don't stack.
    Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.

    Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Cha modifier. These spell-like powers do not count against your total of spells known or spells per day.

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

    Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. 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. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
    Beginning at 10th level, you can use this ability to channel one-target ranged spells through your weapon.
    At 14th level, you can cast any touch or one-target spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a spell that would otherwise last longer than 1 round.

    Mettle (Ex): At 4th level and higher, a hexblade can resist magical and unusual 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 unconscious or sleeping hexblade does not gain the benefit of mettle.

    Dark Companion: At 6th level, you 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, your dark companion stands with you in battle, hindering your enemies’ defenses. Any enemy adjacent to your dark companion takes a –2 penalty on its saves and to its AC. Your companion’s speed is equal to yours (including all modes of movement you possess) and it acts during your turn each round. It follows your mental commands perfectly—in effect, it is merely an extension of your will.
    Your 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. Your dark companion is treated as a spell whose level is equal to 1/4 your hexblade level. If it is dispelled, it automatically reforms at your 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 from you at the start of your turn, or if you ever lose line of effect to it, it instantly reappears adjacent to you.

    Advanced Learning(Ex): At 6th, 10th, 14th, and 18th levels, youlearns a bonus spell, representing the effect of personal study. This must be a wizard spell from the schools of Necromancy, Illusion or Divination, and cannot be of a higher level than the second highest level of spells you already know. Once added, the spell becomes part of your spells known list.

    Cursed Blade (Su): Beginning at 5th level, when you succesfully damage your enemy with your melee attack, you gain a bonus to your curse's DC you cast on them and checks to overcome their spell resistance as shown on the table. This ability does not stack with itself.

    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 11th 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 4 + the hexblade's Charisma bonus (if any).
    At 15th level and higher, a hexblade can use his aura of unluck twice per day. A 20th-level hexblade can activate this aura three times per day.

    Dire Hexblade's Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes -7 instead of -4.

    Hexblade Spell List:

    Cantrips: Acid Splash, Ray of Frost, Touch of Fatigue, Inflict Minor Wounds, Daze, Caltrops

    1st level: Chill Touch, Ray of Enfeeblement, Shocking Grasp, Mage Burr, Death's Call, Distract Assailant, Karmic Aura, Armor Lock, Phantom Threat, Bloodletting, Catsfeet, Magic Weapon, Cause Fear, Blade of Blood, Bane, Inflict Light Wounds

    2nd level: Karmic Backlash, Magical Backlash, Suppress Magic, Arcane Turmoil, Animate of the Frightful, Melf's Acid Arrow, Swift Invisibility, Spider Climb, Ghoul Touch, Touch of Idiocy, Inflict Moderate Wounds

    3rd level: Hound of Doom, Hood of the Cobra, Phantasmal Strangler, Ray of Exhaustion, Doom Scarabs, Dispelling Touch, Slow, Vampiric Touch, Inflict Serious Wounds, Crushing Despair

    4th level: Toxic Weapon, Phantasmal Killer, Cursed Blade, Fear, Finger of Agony, Karmic Retribution, Horrid Sickness, Dispel Magic, Unseen Strike, Enervation, Inflict Critical Wounds

    5th level: Hold Monster, Slashing Dispel, Waves of Fatigue, Disintegrate, Harm
    Last edited by Xerlith; 2014-10-16 at 07:41 AM.
    My homebrew

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