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Hexblade Printable version

Description


Hexblades are former or current disciples of Beshaba, specially trained in a unique but highly secretive form of magic which was purportedly crafted by the Maid of Misrule Herself. The strange twisting of the Weave is tailored by Beshaba - so it is theorised by arcane scholars - to take advantage of Her own portfolio, and it is said that these Hexblades undergo rituals that curse themselves to become living conduits of misfortune.

Many are the tales of these warrior-mages and the rumours of the woes that surround them like an acrid mist. The life of a Hexblade is fraught with suspicion, distrust and even outright hate from most that know them. When famine, plague or a simple string of unfortunate events break out, any nearby Hexblade is likely to be accused as the cause. They are harbingers of gloom, an ill omen, and are often found wherever things are at their worst.

Some argue, however, that Hexblades are not the cause of bad luck but are instead drawn to it. Rather than them being hounds that run ahead of their Mistress, they are instead destined to be forever led along by Her, arriving in Her wake like vultures after a battle.

It's unclear yet how The Longest Year has altered Hexblades and their magic, if at all. Some fear that it might have made their inner curse all the more manifest.

Mechanically, Hexblades are a more fragile martial class that can augment their weapons with different curses. Their primary curse mimics the effects of Doom on hit, but steadily grows in power along with the Hexblade's levels. As they progress in experience, they also gain various defensive abilities that take advantage of their mastery over misfortune.
Hexblades are ill-suited to the front line of a battle, instead excelling at dealing damage of various types and debilitating enemies with their various curses. Given their ability to enchant their weapons with different elements, they are particularly well suited to battling more supernatural foes that are sturdy against physical attacks.

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:
Weapon - Simple, Martial
Armor - Light, Medium
Shield - Light, Heavy

Skill Points: 4 + INT Modifier

Class Skills: All Knowledges, Bluff, Concentration, Discipline, Diplomacy, Heal, Intimidate, Perception, Perform, Spellcraft, Taunt, Tumble, Use Magic Device.

Primary Saving Throws: Reflex & Will

Base Attack Bonus: +1 / Level

Note: All Hexblade abilities are considered arcane, and thus makes them ineligible for multiclassing with classes like Artificer and Palestone Knight.

Level Progression

LevelHit DiceBABFortReflexWillFeatHexblade Curse DC
1st1d8+1+0+2+2
Arcane Defense (Enchantment)​
-
2nd2d8+2+0+3+3
Hexblade’s Curse​
14
3rd3d8+3+1+3+3
Bonus Feat (Hex Strike)​
14
4th4d8+4+1+4+4
Absorb Spell I (2x/day)​
14
5th5d8+5+1+4+4
Arcane Defense (Transmutation)​
14
6th6d8+6/+1+2+5+5
14
7th7d8+7/+2+2+5+5
Shroud of Misfortune I​
14
8th8d8+8/+3+2+6+6
Absorb Spell II (4x/day)​
14
9th9d8+9/+4+3+6+6
Arcane Defense (Evocation)​
18
10th10d8+10/+5+3+7+7
Bonus Feat (Hex Strike)​
18
11th11d8+11/+6/+1+3+7+7
18
12th11d8+11/+6/+1+4+8+8
Shroud of Misfortune II​
18
13th11d8+11/+6/+1+4+8+8Bonus Feat (Hex Strike)18
14th11d8+11/+6/+1+4+9+9
18
15th11d8+11/+6/+1+5+9+9
Arcane Defense (Necromancy)​
20
16th11d8+11/+6/+1+5+10+10
Absorb Spell III (6x/day)​
20
17th11d8+11/+6/+1+5+10+10
Bonus Feat (Hex Strike)​
20
18th11d8+11/+6/+1+6+11+11
Blade of Woe​
22

Arcane Defense: The hexblade receives the Arcane Defense (Enchantment) feat at level 1. He receives the Arcane Defense (Transmutation) feat at level 5, the Arcane Defense (Evocation) feat at level 9, and the Arcane Defense (Necromancy) feat at level 15.

Hexblade's Curse: The hexblade may apply a curse to their weapon for 10 minutes per class level which grants it a 50% chance with each successful strike to curse the struck enemy, acting as the Doom spell. The DC for this effect changes based on the Hexblade’s level.

Hex Strike: The Hexblade gains Hex Strikes as bonus feats. A successful strike with a Hex Strike applies an effect to the hexblade, depending on which Hex Strike was used. Duration is 4 rounds + CHA modifier rounds. Note that, on a missed attack, the Hex Strike is lost and may not be used again until it refreshes. These abilities may only be used once every 3 minutes, and each have their own individual cooldown:
  • Disintegrating: The hexblade's next melee attack deals an additional 1d8 acid damage. On a successful strike, the hexblade’s weapon is imbued with 2 acid damage and casts Acid Splash on each subsequent successful strike.
  • Blazing: The hexblade's next melee attack deals an additional 1d8 fire damage. On a successful strike, the hexblade’s weapon is imbued with 2 fire damage and casts Flare on each subsequent successful strike.
  • Shocking: The hexblade's next melee attack deals an additional 1d8 electrical damage. On a successful strike, the hexblade’s weapon is imbued with 2 electrical damage and casts Electric Jolt on each subsequent successful strike.
  • Languid: The hexblade's next melee attack deals an additional 1d8 cold damage. On a successful strike, the hexblade’s weapon is imbued with 2 cold damage and has a 75% chance to cast Slow with a DC of 18 and a duration of 1 round on each subsequent successful strike. Requires level 10.
  • Corrupting: The hexblade's next melee attack deals an additional 1d8 negative damage. On a successful strike, the hexblade’s weapon is imbued with 2 negative damage and deals 1d2 constitution damage on each subsequent successful strike unless the enemy succeeds on a Fortitude saving throw. The DC for this save is 18. Requires level 10.
  • Booming: The hexblade's next melee attack deals an additional 1d8 sonic damage. On a successful strike, the hexblade’s weapon is imbued with 2 sonic damage and has a 75% chance to cast Deafness with a DC of 18 and a duration of 1 round on each subsequent successful strike. Requires level 10.

Absorb Spell: The Hexblade gains the ability to grant themselves a shield that absorbs a single spell of up to 1st level at level 4 and may be used twice per day. The shield becomes stronger as the hexblade grows more powerful, absorbing up to level 2 spells and usable four times per day at level 8; and stronger again, absorbing up to level 4 spells and usable six times per day at level 16. Duration is 1 round + CHA modifier rounds.

Shroud of Misfortune: The Hexblade can conjure a magic veil around themselves that distorts their enemy's perception of them. This grants them 30% concealment at level 7. The concealment increases to 40% at level 12. Duration is 2 rounds + 1 round per 6 class levels. This ability may be used once every 10 minutes.

Blade of Woe: The hexblade's next melee attack inflicts the following effects: Disease (Zombie Creep), Poison (1d2 intelligence damage), and Wounding unless the enemy succeeds on saving throws against the effects. The DC for each of these effects is 20. Additionally, on successful strike, the Hexblade's weapon will also be imbued with vampiric regeneration +3. The duration of this effect is 4 rounds + CHA modifier rounds. This ability may be used once every 12 minutes