Author Topic: Base Class - Hexblade  (Read 1623 times)

Garryl

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Base Class - Hexblade
« on: June 22, 2017, 01:36:24 AM »
Hexblade base class
A re-envisioning of the original Hexblade with enhanced curses and improved spellcasting.

Alignment: Any nongood

Hit Die: d10


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Spells Per Day
01st2nd3rd4th5th6th
1+1+2+0+2Hexblade's Curse, Curse of Misfortune -2, Curse of Stupor, Martial Spellcaster2------------
2+2+3+0+3Arcane Resistance30----------
3+3+3+1+3Cursed Opportunity, Mettle31----------
4+4+4+1+4Siphon Misfortune +1, Summon Familiar320--------
5+5+4+1+4Chaotic Commands, Ill Tidings331--------
6+6/+1+5+2+5Black Cloud 20 ft.332--------
7+7/+2+5+2+5Curse of Misfortune -33320------
8+8/+3+6+2+6Chains of Adversity3331------
9+9/+4+6+3+6Black Cloud 30 ft., Silver Lining3332------
10+10/+5+7+3+7Double Hexblade's Curse33320----
11+11/+6/+1+7+3+7Mystic Contrariness33331----
12+12/+7/+2+8+4+8Black Cloud 40 ft., Siphon Misfortune +233332----
13+13/+8/+3+8+4+8Curse of Misfortune -4, Fortune's Foe333320--
14+14/+9/+4+9+4+9Dark Companion433331--
15+15/+10/+5+9+5+9Black Cloud 50 ft.443332--
16+16/+11/+6/+1+10+5+10Aura of Unluck4443320
17+17/+12/+7/+2+10+5+10The Same Doubled4444331
18+18/+13/+8/+3+11+6+11Black Cloud 60 ft.4444432
19+19/+14/+9/+4+11+6+11Curse of Misfortune -54444443
20+20/+15/+10/+5+12+6+12Karmic Imbalance, Siphon Misfortune +3, Triple Hexblade's Curse4444444

Class skills (4 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, Ride, Sense Motive, and Spellcraft.

Weapon and Armor Proficiency: As a Hexblade, you are proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).

Hexblade's Curse (Su): Hexblades are known for their ability to curse their foes, stealing skill and fortune with a glance. You can attempt to curse any target within 60 feet. Unless otherwise stated, curses take a swift action to use and last 5 minutes unless removed earlier (you can dismiss any of your curses as a free action). If a curse allows a saving throw, the DC is equal to 10 + 1/2 your Hexblade level + your Charisma modifier. You can use your curses a total number of times per day equal to your Hexblade level plus your Charisma modifier (minimum 1/day). Some curses, particularly stronger ones, require multiple daily uses to effect.

Most curses normally only affect one or a few targets. However, beginning at 6th level, you gain the ability to bring your curses into effect as a black cloud of misfortune. Each curse that can be used this way indicates its effects when effected as a black cloud. Curses that do not indicate their black cloud effects cannot be used as a black cloud. The radius of your black cloud is 20 feet at 6th level, and increases by 10 feet every 3 levels thereafter, to a maximum of 60 feet at level 18. You can dismiss your curses from each subject of a black cloud individually, without affecting the other subjects or the cloud itself. A curse effected as a black cloud appears as a thin black mist that does not impede vision.

A given subject can only be affected by a single one of your Hexblade's Curses at once. Any creature only has a finite amount of luck to steal away. To apply new curses, you must first dismiss your older ones (a free action). As you gain levels, you learn to steal even more dregs of fortune from your victims. Starting at 10th level, you can affect your subjects with 2 curses at once, Increasing to 3 curses at level 20. This limit applies only to your own Hexblade's Curses. Hexblade's Curses from other Hexblades and curses from other sources and abilities (even your own) are not subject to this limit.

Subjects of your Hexblade's Curse are automatically aware that they are cursed and the effects of the curse.

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Martial Spellcaster: Hexblades train both sword and sorcery together and learn variations on standard spells with simpler somatic components. Shields and light armor do not impose their normal chance of arcane spell failure on your Hexblade spells. Additionally, wielding a weapon does not impede your ability to fulfill the components of your Hexblade spells, such as performing the motions of somatic components or drawing and manipulating material components.

Spells: As a Hexblade, you gain the ability to spontaneously cast a small number of arcane spells the way a Sorcerer does, 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 Charisma modifier.

Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Charisma score. When the table above indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Charisma score for that spell level.

A Hexblade's selection of spells is extremely limited. You begin play knowing four 0-level spells of your choice. At most new Hexblade levels, you gain one or more new spells, as indicated on the table below. (Unlike spells per day, the number of spells you know is not affected by your Charisma score; the numbers on the table below are fixed.)

Upon reaching 5th level, and at every third Hexblade level after that (8th, 11th, and so on), you can choose to learn a new spell in place of one you already know. In effect, you "lose" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Hexblade spell you can cast. You may 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.

As noted above, you need not prepare your spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level.


Level
Spells Known
01st2nd3rd4th5th6th
14------------
2521----------
363----------
46321--------
5643--------
6643--------
764421------
86443------
96443------
10644421----
1164443----
1264443----
136444421--
14644443--
15644443--
1665444421
176554443
186555443
196555544
206555554
1. Provided you have a high enough Charisma score to have a bonus spell of this level.

Arcane Resistance (Su): Beginning at 2nd level, you gain a bonus equal to your Charisma bonus (if any) on all saving throws against spells, spell-like abilities, and supernatural abilities.

Cursed Opportunity (Ex): Starting at 3rd level, you no longer provoke attacks of opportunity from opponents afflicted by your Hexblade's Curses for casting Hexblade spells.

Mettle (Ex): Starting at 3rd level, fortune smiles upon you, whether it wishes to or not. Whenever you make a successful Fortitude or Will saving throw against an effect that would normally have a lesser effect on a successful save, you may choose to instead completely negate the effect.

Summon Familiar: Starting at 4th level, you can obtain a familiar in exactly the same manner as a Sorcerer can.

Siphon Misfortune (Su): When you steal away the luck of others, it need not go to waste. Starting at 4th level, you gain a +1 luck bonus on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round after effecting a curse. This improves to +2 at level 12 and +3 at level 20.

Silver Lining (Su): Beginning at 9th level, you can share some of the luck you steal from others. Your Siphon Misfortune ability also applies to all allies within the area of a curse you effect as a black cloud at the time you effect it.

Fortune's Foe (Su): Starting at 13th level, any luck bonuses your opponents have to attack rolls, damage rolls, Armor Class, saving throws, opposed checks, caster level, caster level checks, and save DCs are reduced to 0 with respect to you. This ability has no effect on luck penalties, luck bonuses to other statistics, nor any other types of bonuses.

Aura of Unluck (Su): Even when you aren't actively willing it, luck just isn't with your enemies. Beginning at 16th level, all melee and ranged attacks directed against you, except those that you specifically allow through, have a 20% chance of missing entirely. This stacks with (and is checked separately from) other miss chances, such as those from concealment and incorporeality.

Ex-Hexblades: A Hexblade becomes good in alignment cannot progress in levels as a Hexblade, though he retains all his Hexblade abilities.

Hexblade Spell List
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« Last Edit: June 24, 2017, 03:42:18 PM by Garryl »
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Garryl

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Re: Base Class - Hexblade
« Reply #1 on: June 22, 2017, 01:36:45 AM »
New Feats
This section contains a number of new feats. While most of them are designed primarily for use with the classes presented here, characters of other classes can frequently benefit from them, too.

General FeatsPrerequisitesBenefit
Barbed Curses--Deal +1d6 damage/curse to cursed foes
Black FogBlack cloud, hexblade's curseBlack cloud curses also creating obscuring fog
Black Miasma   Black Fog, black cloud, hexblade's curseBlack fog also sickens creatures within it
Curse of MalfeasanceHexblade's curse, curse of misfortuneCurse of misfortune applies penalties to other statistics
Dark AllianceDiplomacy 18 ranks, hexblade's curse, dark companionAllies can target dark-companion victims through you
Distant Hexblade's CurseHexblade's curseHexblade's Curse range is 250 feet
Extra Hexblade's CurseHexblade's curseGain +4 uses/day of Hexblade's Curse
Malign CommandsIntimidate 12 ranks, Combat Reflexes, hexblade's curse, chaotic commandsChaotic commands forces subject to make AoOs
Mystic OppositionHexblade's curse, mystic contrarinessMystic contrariness also interferes with beneficial spells
Persistent Hexblade's CurseHexblade's curse, double hexblade's curseSpend +2 uses of Hexblade's Curse to curse foes for 24 hours
Shackles of AdversityHexblade's curse, chains of adversityEnemies linked by chains of adversity become entangled when not adjacent to one another
Suggestible StuporBluff 9 ranks, hexblade's curse, curse of stuporMake a suggestion to foes fascinated by curse of stupor



Barbed Curses [General]
Benefit: You deal additional damage whenever you hit an opponent under the effects of a curse you placed on them. The extra damage is 1d6 per each of your curses on the target. Like all bonus damage dice, this is not multiplied if you score a critical hit.



Black Fog [General]
Prerequisite: Black cloud, hexblade's curse.
Benefit: Whenever you effect a curse as a black cloud, you can elect to thicken the cloud into a momentary sight-obscuring fog. If you do, for 1 round, the area of the black cloud is obscured and filled with fog as per a fog cloud spell, except that you can see normally through this fog.



Black Miasma [General]
Prerequisite: Black Fog, black cloud, hexblade's curse.
Benefit: When you use Black Fog, the fog also sickens creatures while they remain within it and for 1 round thereafter.



Curse of Malfeasance [General]
Prerequisite: Hexblade's curse, curse of misfortune.
Benefit: Your curse of misfortune also applies a luck penalty to the victim's level checks, Armor Class, and spell resistance (if it has any).
Normal: Curse of misfortune applies a luck penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.



Dark Alliance [General]
Prerequisite: Diplomacy 18 ranks, hexblade's curse, dark companion.
Benefit: Your allies can target and affect the victims of your dark companion through you. They can cast spells and effect curses against the victim or the space it occupies just like you can by targeting you or your space. Each spell cast or curse effected by your allies through you costs a use of your Hexblade's Curse, just like when you do so yourself. If you do not spend the use of Hexblade's Curse, the spell or curse has no effect.



Distant Hexblade's Curse [General]
Prerequisite: Hexblade's curse.
Benefit: The range of your Hexblade's Curse is 250 feet.
Normal: The range of Hexblade's Curse is 60 feet.



Extra Hexblade's Curse [General]
Prerequisite: Hexblade's curse.
Benefit: You gain 4 additional daily uses of your Hexblade's Curse ability.
Special: You can select this feat multiple times. Its effect stacks.



Malign Commands [General]
Prerequisite: Intimidate 12 ranks, Combat Reflexes, hexblade's curse, chaotic commands.
Benefit: You chaotic commands also forces the subject to attempt every attack of opportunity provoked from it, even from creatures it would otherwise see as allies. The subject uses its strongest available weapon, and cannot voluntarily miss with the attack.



Mystic Opposition [General]
Prerequisite: Hexblade's curse, mystic contrariness.
Benefit: Your mystic contrariness also grants the subject SR 15 + your effective Hexblade level. This spell resistance only applies against harmless spells, but it cannot be voluntarily lowered and also applies against the subject's own spells.



Persistent Hexblade's Curse [General]
Prerequisite: Hexblade's curse, double hexblade's curse.
Benefit: Whenever you effect a Hexblade's Curse, you can spend 2 additional uses of your Hexblade's Curse. If you do, the curse's duration increases to 24 hours. You can only use this feat with a curse that lasts for the normal Hexblade's Curse duration.
Normal: Hexblade's Curse lasts for 5 minutes.



Shackles of Adversity [General]
Prerequisite: Hexblade's curse, chains of adversity.
Benefit: Victims linked by your chains of adversity are also entangled whenever they are not adjacent to at each other. If more than two creatures are linked together (for example, if the curse is effected as a black cloud), each need be adjacent to only a single creature with which they are linked to avoid being entangled.



Suggestible Stupor [General]
Prerequisite: Bluff 9 ranks, hexblade's curse, curse of stupor.
Benefit: You gain an additional use for your Hexblade's Curse ability. As a standard action, you can make a suggestion (as the spell) to a creature that is fascinated by your curse of stupor. Using this ability does not allow the subject a second saving throw against the fascinate effect. Making a suggestion doesn’t count against your daily limit on curses. A Will saving throw negates the effect. This ability affects only a single creature. If you have 21 or more tanks in the Bluff skill, you can instead make a suggestion to any number of fascinated creatures at once (the same suggestion applies to all these creatures). Subjects of this effect will act on your suggestion for as long as they remain fascinated by your curse of stupor.



Change Log
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« Last Edit: June 22, 2017, 07:43:51 PM by Garryl »
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Garryl

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Re: Base Class - Hexblade
« Reply #2 on: June 22, 2017, 01:36:58 AM »
New Spells
This section primarily contains new spells designed for use with this version of the Hexblade class.



New Cleric Spells
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New Hexblade Spells
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New Sorcerer/Wizard Spells
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New Spell Descriptions
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Change Log
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« Last Edit: June 22, 2017, 07:50:53 PM by Garryl »
A Guide to Free D&D
Handbooks Index
My Homebrew Compendium
1001 Homebrew Ideas to Flesh Out Sometime