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rules:homebrew:d_d3.5:hexblade

Hexblade

Hit die: d10

Skill points: (4 + int modifier)

Progression

Level BAB Fort Ref Will Class features Invocations
1st +1 +0 +0 +2 Hexblade's Curse (-2) -
2nd +2 +0 +0 +3 Arcane Resistance -
3rd +3 +1 +1 +3 Dark Companion (-2) -
4th +4 +1 +1 +4 Least Invocations 1
5th +5 +1 +1 +4 Mettle, Hexblade's Curse (-3) 1
6th +6/+1 +2 +2 +5 2
7th +7/+2 +2 +2 +5 Dark Companion (-3) 2
8th +8/+3 +2 +2 +6 3
9th +9/+4 +3 +3 +6 Hexblade's Curse (-4) 3
10th +10/+5 +3 +3 +7 4
11th +11/+6/+1 +3 +3 +7 Dark Companion (-4) 4
12th +12/+7/+2 +4 +4 +8 Lesser Invocations 5
13th +13/+8/+3 +4 +4 +8 Hexblade's Curse (-5) 5
14th +14/+9/+4 +4 +4 +9 6
15th +15/+10/+5 +5 +5 +9 Dark Companion (-5) 6
16th +16/+11/+6/+1 +5 +5 +10 7
17th +17/+12/+7/+2 +5 +5 +10 Hexblade's Curse (-6) 7
18th +18/+13/+8/+3 +6 +6 +11 8
19th +19/+14/+9/+4 +6 +6 +11 Dark Companion (-6) 8
20th +20/+15/+10/+5 +6 +6 +12 Master of Misfortune 9

Class Features

Weapon and Armor Proficiency

The hexblade is proficient with all simple and martial weapons, light and medium armor, and all shields (except tower shields)

Hexblade's Curse (Su)

As a swift action, a hexblade can unlease a curse upon a foe. The target must be visible to the hexblade and within 60 feet. This can be done a number of times per day equal to 1 + charisma modifier.
The target of a hexblade's curse takes a -2 penalty on attacks, ability checks, skill checks, and weapon damage rolls for 24 hours thereafter.
A successful Will save (DC 10 + 1/2 hexblade's class level + hexblade's Cha modifier) negates the effect. If an opponent succeeds on their save, that use of the curse ability isn't spend for the day.
At 5th level and every four levels thereafter, the penalties from the curse increases by 1 (to a max of -6 at 17th level).

Arcane Resistance (Su)

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

Dark Companion (Su)

At 3rd level, the hexblade aquires a dark companion. This ressembles a dark panther spun from shadow magic. An enemy that is adjecent to your dark companion takes a -2 penalty on saves and AC.
The dark companion has the same movement modes and speeds as you do. It follows your mental command perfectly each turn; it is merely an extension of your will.
It is insubstantial, and cannot flank or attack. Even though it is immaterial and can stay in the same space as others, it must occupy its own 5 ft. space to affect enemies.
At 7th level and every four level thereafter, the penalties from the dark companion increases by 1 (to a max of -6 at 19th level).
If a dark companion moves more than 100 ft. away from you, it dissipates and reforms next to you the round after.

Invocations (Sp)

At 4th level, the hexblade gains access to a repertoir of attacks, defenses and abilities known as invocations. These can be used at will. The hexblade learns a least invocation at 4th level
and gains new known invocations as described on the table Hexblade above. At 12th level, the hexblade gains access to lesser invocations as well.
The DC for any invocation (if such a save is allowed) is 10 + ½ hexblade level + charisma modifier.

Least Invocations

Baleful Utterance Speak word of the Dark Speech and shatter objects as the shatter spell.
Beguiling Influence Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Breath of the Night Create a fog cloud as the spell.
Darkness Use darkness as the spell.
Devil’s Sight See normally in darkness and magical darkness.
Entropic Warding Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Leaps and Bounds Gain bonus on Balance, Jump, and Tumble checks.
Miasmic Cloud Create a cloud of mist that grants concealment and fatigues those who enter.
See the Unseen Gain see invisibility as the spell and darkvision.
Spiderwalk Gain spider climb as the spell.
Summon Swarm Use summon swarm as the spell.
All-seeing Eyes* As comprehend languages on written material, bonus to search and spot checks.
Call of the Beast* Speak with animals and influence their behavior.
Otherworldly Knowledge* Gain bonus on knowledge checks.
Phantom Threat+ A Phantom Threat flanks your foe as the spell.
Cause Fear+ Cause fear in the heart of foes as the spell.


Lesser Invocations

Beshadowed Blast Target must make Fortitude save or become blinded for 1 round.
Charm Cause a single creature to regard you as a friend.
Curse of Despair Curse one creature as the bestow curse spell, or hinder its attacks.
The Dead Walk Create undead as the animate dead spell.
Fell Flight Gain a fly speed with good maneuverability.
Flee the Scene Use short-range dimension door as the spell, and leave behind a major image.
Hungry Darkness Create shadows filled with a swarm of bats.
Voidsense Gain blindsense 30 feet.
Voracious Dispelling Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen Use invisibility (self only) as the spell.
Wall of Gloom Use wall of gloom as the spell.
Cold Comfort* You and nearby allies are protected by endure elements.
Crawling Eye* Your eye leaves your head and grows spodery legs, enabling it to scout for you.
Disembodied Hand* Detach one of your hands and send it forth to manipulate objects or attack.
Mask of Flesh* Touch deals 1d6 cha damage and transform you to look like the target.
Hound of Doom+ Summon a Hound of Doom as the spell.
Phantom Steed+ Summon a Phantom Steed with increasing modes of movement as the spell.
Vampiric Touch+ Deal additional damage with a Vampiric Touch and gain temporary hit points as the spell.
Cursed Blade+ Damage dealt by a Cursed Blade cannot be healed without Remove Curse, as the spell.


* - Invocations marked with an asterisk comes from Complete Mage.
+ - Invocations marked with a plus sign refers to spells from the hexblade's spell list.

Mettle (Ex)

At 5th 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.

Master of Misfortune (Ex)

The hexblade reaches the height of his cursing potential. His dark companion now applies its penalties to all foes within 30 ft. of itself.
You can now cast your hexblade's curse at-will.
Lastly, any target affected by your curse now also emenates an aura that applies all its penalties to your foes within 30 ft. of the target.


rules/homebrew/d_d3.5/hexblade.txt · Last modified: 2019/05/14 17:48 (external edit)