Created by ... (Homebrew by Jeriah)

The hexblade is designed to be a bit of a tricky fighter. He penalizes and debuffs his enemies and has a number of strong, spontaneous abilities. However, he doesn't have as high of a raw damage output as the paladin and lacks the huge spell list, and his high spell levels come one level slower. His focus is on weakening opponents until he can defeat them.

Alignment: Hexblades are always Evil, losing their powers if they deviate from Evil.

The Hexblade

Hit Die: d10    Alignment: Any Evil
Level Base Attack
Special Spells per Day
1st 2nd 3rd 4th 5th
1st +1 +2 +0 +2 Aura of evil, detect good, hexblade's curse 1/encounter,
armored mage
2nd +2 +3 +0 +3 Arcane resistance, baleful touch 1
3rd +3 +3 +1 +3 Aura of fear, mettle 1
4th +4 +4 +1 +4 Sudden counterspell 20
5th +5 +4 +1 +4 Hexblade's curse 2/encounter, summon familiar 21
6th +6/+1 +5 +2 +5 Bonus Feat 21
7th +7/+2 +5 +2 +5 Greater hexblade's curse 320
8th +8/+3 +6 +2 +6 Aura of unluck 1/day 321
9th +9/+4 +6 +3 +6 Hexblade's curse 3/encounter 321
10th +10/+5 +7 +3 +7 Bonus Feat 3320
11th +11/+6/+1 +7 +3 +7 Improved Mettle 4321
12th +12/+7/+2 +8 +4 +8 Aura of unluck 2/day 4321
13th +13/+8/+3 +8 +4 +8 Dire hexblade's curse, hexblade's curse 4/encounter 43320
14th +14/+9/+4 +9 +4 +9 Bonus Feat 44321
15th +15/+10/+5 +9 +5 +9 Infernal familiar 44321
16th +16/+11/+6/+1 +10 +5 +10 Aura of unluck 3/day 44332
17th +17/+12/+7/+2 +10 +5 +10 Hexblade's curse 5/encounter 44432
18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat 44432
19th +19/+14/+9/+4 +11 +6 +11 Infernal curse 44433
20th +20/+15/+10/+5 +12 +6 +12 Aura of unluck 4/day 44443
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Profession, Ride, Sense Motive, and Spellcraft.

Game Rule Information

Hexblades have the following game statistics.

Abilities: Charisma controls many of the hexblade’s special powers, including his spellcasting. Strength is important for him because of its role in combat. Dexterity and Constitution both contribute to the hexblade’s long-term survival.

Class Features

The following are class features of the sohei.
Weapon and Armor Proficiency: Hexblade are proficient with all simple and martial weapons, with light and medium armor, and with shields (but not tower shields).

Spells: A hexblade has the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. When a hexblade gains access to a new level of spells, he automatically knows all the spells for that level given on the hexblade's spell list.
    To cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblades's spell is 10 + the spell level + the Hexblades's Charisma modifier.
    Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Hexblade indicates that the hexblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
    A hexblade's caster level is equal to his class level.

Aura of Evil (Ex): The power of a hexblade’s aura of evil (see the detect evil spell) is equal to his hexblade level.

Detect Good (Sp): At will, a hexblade can use detect good, as the spell.

Hexblade's Curse (Su): Once per combat encounter, as a swift action, a hexblade may curse an opponent. 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) reduces the penalty to half.
    At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per encounter, as indicated on the table. Multiple hexblade’s curses don’t stack, and any foe that successfully resists the effect receives a +2 circumstance bonus to resist the effect for the next 24 hours.
    Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A hexblade’s limited focus and specialized training, however, allows him to avoid arcane spell failure so long as he sticks
to light or medium armor and light shields. This training does not extend to heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.

Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Baleful Touch (Su): Beginning at 2nd level, a hexblade can cause wounds with a successful touch attack. Each day he can deal a total number of hit points of damage equal to 2 × his hexblade level × his Charisma bonus. A hexblade may choose to divide his damage among multiple recipients, and he doesn’t have to use it all at once. Using baleful touch is a standard action. An opponent subjected to this attack can make a Will save (DC 10 + hexblade level + hexblade’s Cha modifier) to halve the damage dealt.
    A hexblade may use this ability to enhance the effects of poison and disease by weakening the target's immune system. By expending a number of points, the next time the recipient makes a saving throw to resist the poison or disease, subtract the number of points expended as a profane penalty to the save.
    Alternatively, a hexblade can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability.

Aura of Fear (Su): Beginning at 3rd level, a hexblade is immune to fear (magical or otherwise). Enemies within 10 feet of him suffer a -4 morale penalty on saving throws against fear effects. This ability functions while the hexblade is conscious, but not if he is unconscious or dead.

Mettle (Ex): At 3rd level and higher, a hexblade can resist even magical and unusual attacks with his force of will. If he makes a successful Fortitude of Will saving throw against an attack that normally has a lesser effect on a successful save, he instead takes no damage. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Sudden Counterspell (Su): When a hexblade reaches 4th level, he gains the supernatural ability to counter another spellcaster's magic through force of will. This ability functions as if he were using dispel magic to counter the spell, except that it may be used as an immediate action. The hexblade doesn't need to identify the spell to the opposing spellcaster is casting to make the attempt. The hexblade's caster level for this ability is equal to his class level -3.
    He may use this ability a number of times per day equal to 3 + his Charisma modifier.
    If he has 5 or more ranks in Knowledge (arcana), the hexblade receives a +2 bonus on counterspelling attempts with this ability.

Summon Familiar: Beginning at 4th level, a hexblade can obtain a familiar. This ability functions exactly as the sorcerer's ability of the same name.
    A character with more than one class that grants a familiar may have only one familiar at a time

Bonus Feat: At 6th level and every four levels thereafter, the hexblade gains a bonus feat. The feat can be any one of the following for which the hexblade meets the prerequisites: any Fighter feat, any Hex feat, Combat Casting, Skill Focus (Ride), and Toughness.

Greater Curse (Su): As a hexblade's power grows, his curse becomes stronger. At 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 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade or his allies within 30ft 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 3 + the hexblade’s Charisma bonus (if any).
    At 12th level and every four levels thereafter, a hexblade gains one additional use his aura of this power.

Improved Mettle (Ex): This ability works like mettle, except that while the hexblade still takes no damage on a successful Fortitude or Will saving throw, he henceforth takes only half damage on a failed save. An unconscious hexblade does not gain the benefit of improved mettle.

Dire Curse (Su): At 13th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade’s curse becomes –6 instead of –4.

Infernal Companion (Su): At 15th level, the hexblade's familiar gains the infernal template.

Infernal Curse (Su): At 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 –10 instead of –6.


A hexblade who ceases to be Evil loses all hexbladespells and all supernatural class abilities. His familiarbecomes a normal animal and leaves the hexblade’s serviceassoon as possible. He may not progress any farther in levelsas a hexblade. He retains all the other benefi ts f the class(weapon and armor profi cienies and bonus feats).

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