Description

Alignment Restriction: Any non-good. A Hexblade who becomes good-aligned loses the ability to use all Hexblade class abilities. He may not progress any farther in levels as a Hexblade. He retains all the other benefits of the class (weapon and armor proficiencies and bonus feats).
Hit Die: d8
Proficiencies: Hexblades are proficient with all simple and martial weapons, light and medium armor, and with shields (except tower shields). A Hexblade does not incur any spell failure for the use of any of his abilities.
Skill Points: 3 + INT Modifier
Class Skills: Bluff, Concentration, Discipline, Diplomacy, Decipher Script, Heal, Intimidate, Knowledge: All, Perception, Perform, Spellcraft, Taunt, Tumble and Use Magic Device.
Primary Saving Throws: Reflex & Will
Base Attack Bonus: +1 / Level
Note: All Hexblade abilities are considered arcane in nature, and thus makes them ineligible for multiclassing with classes like Artificer and Palestone Knight.
Level Progression
Level | BAB | Fort | Reflex | Will | Feat | Hexblade Curse DC |
---|---|---|---|---|---|---|
1st | +1 | +0 | +2 | +2 | Arcane Defense [Enchantment] | - |
2nd | +2 | +0 | +3 | +3 | Hexblade’s Curse | 14 / 50% for 2 rounds |
3rd | +3 | +1 | +3 | +3 | Bonus Feat (Hex Strike) | 14 / 50% for 2 rounds |
4th | +4 | +1 | +4 | +4 | Absorb Spell I (2x/day) | 14 / 50% for 2 rounds |
5th | +5 | +1 | +4 | +4 | Arcane Defense [Transmutation] | 14 / 50% for 2 rounds |
6th | +6/+1 | +2 | +5 | +5 | | 14 / 50% for 2 rounds |
7th | +7/+2 | +2 | +5 | +5 | Shroud of Misfortune I | 14 / 50% for 2 rounds |
8th | +8/+3 | +2 | +6 | +6 | Absorb Spell II (4x/day) | 14 / 50% for 2 rounds |
9th | +9/+4 | +3 | +6 | +6 | Arcane Defense [Evocation] | 18 / 50% for 2 rounds |
10th | +10/+5 | +3 | +7 | +7 | Bonus Feat (Hex Strike) | 18 / 50% for 2 rounds |
11th | +11/+6/+1 | +3 | +7 | +7 | | 18 / 50% for 2 rounds |
12th | +11/+6/+1 | +4 | +8 | +8 | Shroud of Misfortune II | 18 / 50% for 2 rounds |
13th | +11/+6/+1 | +4 | +8 | +8 | Bonus Feat (Hex Strike) | 18 / 50% for 2 rounds |
14th | +11/+6/+1 | +4 | +9 | +9 | | 18 / 50% for 2 rounds |
15th | +11/+6/+1 | +5 | +9 | +9 | Arcane Defense [Necromancy] | 20 / 50% for 2 rounds |
16th | +11/+6/+1 | +5 | +10 | +10 | Absorb Spell III (6x/day) | 20 / 50% for 2 rounds |
17th | +11/+6/+1 | +5 | +10 | +10 | Bonus Feat (Hex Strike) | 20 / 50% for 2 rounds |
18th | +11/+6/+1 | +6 | +11 | +11 | Blade of Woe | 22 / 50% for 2 rounds |
- Arcane Defense: At levels 1, 5, 9 and 15 the Hexblade will receive Arcane Defense against a particular school at each level. See the list above for the specific schools granted and when.
- Hexblade's Curse: The Hexblade can apply a curse to their weapon for 10 minutes / Hexblade class level. This effect acts similarly to the Doom spell, with a DC vs Will that scales based on the Hexblade’s level - see table above.
- Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.
- The DC is listed as X / 50% for 2 rounds; this means that each hit has a 50% chance to attempt to apply the effect which then checks for the saving throw.
- Hex Strike: The Hexblade can take a Hex Strike as a bonus feat. Each Hex Strike deals a certain damage type. Depending on which is used, these strikes will apply a temporary buff if the strike hits (4 rounds + 1 / per Charisma modifier). However, hit or miss, a Hex Strike can only be used once every 3 minutes. See the list below for the specifics of each Hex Strike available.
- Absorb Spell: At level 4, the Hexblade gains the abilty to grant themselves a shield which absorb a single spell of up to 1st level, two times per day. The shield lasts for 1 rounds +1 round / Hexblade’s Charisma modifier. If a spell is absorbed in that time, the Hexblade gains +3 regen for a number of rounds equal to the spell level. At level 8, the shield absorbs up to level 2 spells and can be used four times per day. At level 16, the shield absorbs up to level 4 spells and can be used six times per day.
- Shroud of Misfortune: The Hexblade can conjure a magic veil around themself which distorts an attacker’s perception of them. This veil grants 30% concealment for 2 rounds +1 round for every 6 levels of Hexblade. At level 14 the concealment bonus becomes 40%. This ability can be used once every 10 minutes.
- Blade of Woe: Similar to a Hex Strike, this charges an attack that, if it hits, will deal the following effects: Disease (Zombie Creep) (DC=20) , Poison (DC=20) (Amount: 1d2 Intelligence) and Wounding (DC=20). If the Blade of Woe hits the enemy, the Hexblade's weapon will also be imbued with Vampiric Regeneration 3 for 4 rounds + 1 / their Charisma modifier. This ability can be used once every 12 minutes and does not share a cooldown with Hex Strike.
Hex Strikes:
- Disintegrating: Deals 1d8 Acid damage. If it hits, the Hexblade’s weapon is imbued with 2 Acid damage and casts Acid Splash on hit.
- Blazing: Deals 1d8 Fire damage. If it hits, the Hexblade’s weapon is imbued with 2 Fire damage and casts Flare on hit.
- Shocking: Deals 1d8 Electrical damage. If it hits, the Hexblade’s weapon is imbued with 2 Electrical damage and casts Electric Jolt on hit.
- Languid: Deals 1d8 Cold damage. If it hits, the Hexblade’s weapon is imbued with 2 Cold damage and casts Slow on hit. (DC 18 / 75% / 1 round)
- Corrupting: Deals 1d8 Negative damage. If it hits, the Hexblade’s weapon is imbued with 2 Negative damage and casts Poison on hit. (1d2 Constitution damage, DC 18)
- Booming: Deals 1d8 Sonic damage. If it hits, the Hexblade’s weapon is imbued with 2 Sonic damage and casts Deafness on hit (DC 18 / 75% / 1 round)