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View Full Version : D&D 3.x Class 4E Hexblade Conversion to 3.5



Andvari
2015-10-11, 05:50 PM
What was meant to be a simple conversion of the 4e Hexblade as a fix for the crappy 3.5 one seems to have become the unholy spawn of the 4e hexblade, 3.5 hexblade and the 3.5 warlock. Please, comment if you like it, have any tips or nitpick or any other kind of critique. This is my first piece of homebrew, so I'm learning.

TBD:
Skill List


Hit die:
d10

Alignment:
Any nongood.

Starting gold:
6d4 x 10

Skill points:
4+int

Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light and medium armor but not with shields. Because the somatic components required for Hexblade invocations are relatively simple, a Hexblade can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a Hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, have a somatic component). A multiclass Hexblade still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.



Level
BAB
Fort
Ref
Will
Special

Invocations K.



1st
+1
+0
+0
+2
Curse Blade +1d6, Invocations (Least)

1


2nd
+0
+0
+0
+3
Pact Reward

2


3rd
+3
+1
+1
+3
Pact Defenses

2


4th
+4
+1
+1
+4
Curse Blade +2d6, Pact Boon +2

3


5th
+5
+1
+1
+4
Pact Affinity

3


6th
+6/+1
+2
+2
+5
Invocations (Lesser)

4


7th
+7/+2
+2
+2
+5
Eldritch Resistance 2

4


8th
+8/+3
+2
+2
+6
Pact Boon +4

5


9th
+9/+4
+3
+3
+6
Curse Blade +3d6

5


10th
+10/+5
+3
+3
+7
Hexblade's Action

6


11th
+11/+6/+1
+3
+3
+7
Pact Aspect, Invocations (Greater), Eldritch Resilience 2

7


12th
+12/+7/+2
+4
+4
+8
Pact Boon +6

7


13th
+13/+8/+3
+4
+4
+8
Cursed Aura 3 Rounds

8


14th
+14/+9/+4
+4
+4
+9
Improved Pact Reward, Curse Blade +4d6

8


15th
+15/+10/+5
+5
+5
+9
Eldritch Resilience 3

9


16th
+16/+11/+6/+1
+5
+5
+10
Dark Invocations

10


17th
+17/+12/+7/+2
+5
+5
+10
Cursed Aura 5 Rounds

10


18th
+18/+13/+8/+3
+6
+6
+11
Curse Blade +5d6

11


19th
+19/+14/+9/+4
+6
+6
+11
Eldritch Resilience 4

11


20th
+20/+15/+10/+5
+6
+6
+12
Pact Transformation

12


Pacts: At First Level, a Hexblade chooses a single Pact. Any and all Pact Related Features are specific to this Pact.

Available Pacts:

Infernal
Fey
White Well
Star

Curse Blade (Su): Ultimately, a Hexblade is as damned as those she slays. This manifests in the form of the Curse; both sign of their power and a weapon. The Curse is irrevocably attached to the Hexblade and demonstrates the nature of their pact; a Fey Curse may consist of roots and branches, an Infernal Curse of fire or darkness, and a Star Curse of distorted space and tentacles.

The Curse is a magical weapon that the Hexblade is automatically proficient in. It deals damage according to the level of the Hexblade as shown above; starting at 1d6 damage at first level. All attacks made with it are melee touch attacks. As it is attached to the Hexblade it cannot be given away, nor thrown, nor can they be disarmed; it does not add the Hexblade’s Strength modifier to damage but can be considered a Light weapon for the purpose of Weapon Finesse and a two-handed weapon for the purposes of Sundering or Disarming.

Pact Blade Damage is subject to spell resistance and can benefit from Spell Penetration and other effects as per normal. Pact Blade Damage deals half damage to objects. However, the feat Ability Focus (Pact blade) increases the DC for all saving throws (if any) associated with a Hexblade's Pact Blade by 2. See page 303 of the Monster Manual.

Invocations: A Hexblade, like a Warlock or Dragonfire Adept, does not cast spells, but instead uses Invocations. The Hexblade draws his Invocations from the Warlock Invocation List, except for Invocations that affect Eldritch Blast. For Pact Blade Shapes and Essences, refer to Hexblade Invocation List.

There are four grades of Invocation: Least, Lesser, Greater and Dark. As a Hexblade levels up, he gain access to new grades of Invocations. At any level in which a Hexblade reaches a new grade of Invocation, he can swap out one of his earlier Invocations for a new one.

Pact Reward: One benefit of associating with a greater power is the ability to use a small portion of that entity's magic directly. When you choose your pact, your bond with your patron is represented by a power it grants you as a symbol of its influence.

Infernal (Soul Feast): When you reduce an enemy to 0 Hit Points, or an adjacent enemy drops to 0 or fewer Hit Points, you gain Temporary HP equal to 2 plus you Con Modifier for 1 Round x Cha Mod. At Level 11, this raises to 5 plus your Con Modifier

Fey (Soul Step): When you reduce an enemy to 0 Hit Points, or an adjacent enemy drops to 0 or fewer Hit Points, you can teleport a number of feet equal to 10 x Your Dex Modifier

White Well (Soul Step): When you reduce an enemy to 0 Hit Points, or an adjacent enemy drops to 0 or fewer Hit Points, you can teleport a number of feet equal to 10 x Your Dex Modifier

Star (Dire Fate): When you reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points, you gain a bonus equal to your Int Modifier to attack rolls until the end of your next turn.

Pact Defenses: As the Hexblade grows in power, they learn to divert some of their energy to their physical defenses, gaining a bonus to one of their saves equal to their Charisma Modifier depending on their Pact.

Fey: Add Cha Mod to Ref Save

White Well: Add 1/2 Cha Mod to Ref and Fort Saves

Infernal: Add Cha mod to Fort Save

Star: Add Cha Mod to Will Save.

Pact Boon: The pact you forge with an otherworldly entity provides many benefits. To help you defeat your enemies, and thereby provide that entity with shards of life force through the pact, your patron rewards your service with a small gift. Their Curse Blade is further infused with power, and causes a temporary effect based on their Pact.

Fey: An enemy by Curse Blade struck takes a -2 on Attack Rolls for 1 Round.

White Well: An enemy struck by Curse Blade takes a -2 to AC for 1 Round.

Infernal: An enemy struck by Curse Blade takes a -2 on Damage Rolls for 1 Round.

Star: An enemy struck by Curse Blade take a -2 to their Will Saves for 1 Round.

These penalties increase as the Hexblade levels. Refer to chart.

Pact Affinity: At fifth level, you may change the elemental damage of your Curse Blade Depending on your Pact.

Fey: Cold or Fire Damage (Choose 1)

White Well: Divine Damage

Infernal: Negative Damage

Star: Force Damage

Eldritch Resilience: At 7th Level, you Fast Healing 1. This increases to Fast Healing 2 at 11th Level, Fast Healing 3 at 15th Level and Fast Healing 4 at 19th Level.

Hexblade's Action: When you push yourself beyond your normal limits, the magic inherent to your pact flares around you, aiding your efforts.

Fey: You are able to better access the magic of the fey through your pact. With practice, you learn to slide into the fey realm and travel a short distance, appearing elsewhere in the blink of an eye. Once per day, you can take a free action to become invisible and teleport a number of feet up to 10 x Your Dexterity Modifier, either before or after that action. You remain invisible until the start of your next turn.

White Well: Once per day, as free action, you regain a number of hit points equal to your Charisma modifier. In addition, you can take a free action to teleport a number of squares up to 10 x Your Dexterity modifier, either before or after the extra action.

Infernal: You learn to master the infernal energy channeled to you through your pact. Your control is such that you can now direct that energy at an enemy, causing it searing pain. Once per day, as a free action, you make it so that the next enemy you hit or miss with an attack before the end of your turn takes 1/2 your Pact Damage.

Star: With intense focus upon your arcane connection to the stars, you open a conduit to the thoughts of the star entities and foist their attentions upon your foe. By shielding your brain to even a glimpse of their intense minds, you save yourself from their staggering power. Once per day, as a free action, the next enemy you hit or miss with an attack before the end of your turn is dazed until the end of your next turn.

Pact Aspect: As you gain greater skill with arcane magic, you also form a stronger link to your pact. This link alters your mind and body, subtly aligning you with the enigmatic entity granting you your hexblade powers.

Fey: Your mastery of fey magic lends arcane credence to your lies and unmatched speed to your feet. You gain a +2 Profane bonus to Bluff checks and a +10ft bonus to speed.

White Well: Fey magic infuses and transforms you into an idealized version of yourself. You gain a +2 Profane bonus to Diplomacy checks and initiative checks.

Infernal: Your scaly skin and supernatural presence unsettle other creatures. You gain resist 10 fire and a +2 Profane bonus to Intimidate checks. At 20th level, the resistance increases to 20. If you already have resist 10 fire or higher (or resist 20 fire or higher at 20th level), your resistance increases by 5.

Star: Your intense meditation on the beings that lurk beyond space and that link the planes gives you astonishing insight into the magic that flows through everything and steels your mind against the horrors of the knowledge you unearth. You gain a +2 Profane bonus to Knowledge (Arcana) checks and resist 10 cold. At 20th level, the resistance increase to 20. If you already have resist 10 cold or higher (or resist 20 cold or higher at 20th level), increase the value of that resistance by 5.

Cursed Aura: At 13th Level you gain the ability to project your curse outwards into and aura a number of timer per day equal to your Cha Modifier and lasts for 3 Rounds. The effect of this Aura depends on your pact. At 17th Level, this Aura last 5 rounds instead of 3.

Fey: Any enemy within 5 feet of you must make a Will Save (DC 10+1/2 your Hexblade Level+Cha Modifier) or be Dazed or Frightened for 1 round. Any enemy entering this area must also make this check.

White Well: Any enemy within 5 feet of you must make a Ref Save (DC 10+1/2 Hexblade Level+Cha Modifier) or be Blinded for 1 round. Any enemy entering the area must also make this check.

Infernal: Any enemy within 5 feet of you must make a Fort Save (DC 10+1/2 your Hexblade Level+Cha Modifier) or take temporary 1d6 Con Damage. Any enemy entering this area must also make this check.

Star: Any enemy within 5 feet of you must make a Will Save (DC 10+1/2 your Hexblade Level+Cha Modifier) or take temporary 1d6 Wis Damage. Any enemy entering this area must also make this check.

Improved Pact Reward
Fey: Your initial understanding of your fey pact allowed you to move among the fabric of the planes, disappearing in one spot and appearing elsewhere in the blink of an eye. With experience, you now know how to draw more deeply on the Feywild's magic. When you teleport, the magic lingers, creating a phantasm of yourself. When you use soul step, you create an Illusory Copy of yourself in your former position until the end of your next turn.

Well: The magic gained from your pact helps you to merge with the moon’s light, to let it flow through you and shield you from harm. As your experience with this magic grows, so too does your ability to transform yourself into this brilliant radiance. When you use soul step, you become insubstantial until the end of your next turn

Infernal:As you consign your foes to oblivion, you extract raw arcane power from their passing. You have mastered this power to the point that you can now bring forth that energy in the form of a concussive burst that sweeps away your foes. When you use soul feast, you can also push each enemy adjacent to you 10 Feet.

Star: Your promise to the star entities offered them more than you realized, but it granted more power than you thought as well. Now that you understand what you have lost, you believe you would have made the same bargain, but perhaps your thoughts to the contrary were also bargained away. The death of a foe not only causes a hole in fate but an imbalance in space as well, allowing you to manage the motion of enemies like the Behemoth Star, Acamar, shifts the stars around it. When you use your dire fate power, you can choose an enemy within 10 ft of you and slide that enemy 5 Ft Cha Mod.

Pact Transformation: With this powerful spell, you draw fully on your pact's magic and undergo a startling transformation. For a brief time, you take on the aspect of your pact, appearing as a lesser version of an entity from the appropriate realm.

Fey:You draw the magic of the Feywild into yourself and use it to warp the world around you. By twisting the planes, you can teleport with a single step, while your flickering, misty image makes it difficult for foes to attack you. At your command, this magic swirls around you, wracking your foes' minds and leaving them blind to your presence. Once per day, you gain a +2 power bonus to Reflex and Will, you can teleport up to 3 squares as a move action, and you can cause a target 2d6 damage and gain full concealment to that enemy each round. This effect lasts 5 Minutes

Well: Your bond with the Lady grows strong and her affection for you seems boundless. You can call upon her favor to become a shining knight, a devoted protector who fights for her honor and hand. So transformed, your enemies recoil in fear, sensing their demise in the moonlight that dapples your armor. Once per day, you gain a +2 power bonus to Reflex, Will, and a 10 ft bonus to speed, and once per round as a free action, you can cause 2d6 divine damage to a target, and the target loses their dexterity bonus to AC until the end of your next turn.

Infernal: This audacious spell steals power from Asmodeus himself, seizing an iota of his raw energy and seeding it within you to fuel a dramatic transformation. Though such a small portion might not seem like much, it is enough to grant you the power to hew through your enemies. Asmodeus's wrath at your theft flows through this spell, turning you into a berserk warrior. Once per day you gain both immunity to fire and a +4 power bonus to the damage rolls of melee attacks. In addition, you can blast a ball of hellfire once per round for 2d6 fire/evil damage, and you push the target up to 20 feet. This effect lasts 5 Minutes

Star: Calling upon the star entities to fulfill their enigmatic promise to you, you erupt into an ecstasy of light. Floating high above the battlefield, your radiance shines brighter than the sun. Allies can hardly bear to look upon your majesty, and enemies can be struck blind when they dare to face you. Once per day you shed bright light in a radius of 30 squares, and you gain fly speed 60 and immunity
to cold damage. In addition, as a free action, you can blind one creature within sight for 1 Round once per round. This effect lasts 5 Minutes.

Andvari
2015-10-11, 05:51 PM
Eldritch Reach: Least, 2nd, Blade Shape; When using Pact Blade, reach of Weapon Increases by 5 ft.
Frightful Blade: Least, 2nd, Blade Essence, Mind-Affecting; Struck creatures make Will save or be shaken for 1 minute.
Hideous Blast: Least, 1st, Blade shape; Channel Pact Blade Damage into single ray attack as a standard action. This attack provokes Attacks of Opportunity.
Sickening Blade: Least, 2nd, Blade essence; Struck creatures make Fort save or be sickened for 1 minute.
Hammer Blow: Least, 2nd, Blade essence; Pact Blade deals x2 damage to objects instead of half.


Beshadowed Blade: Lesser, 4th, Blade essence; Living creature struck makes Fort or blinded for 1 round.
Brimstone Blade: Lesser, 3rd, Blade essence; Any creature struck makes Reflex save or catches fire, taking 2d6 additional fire damage per round until extinguished by full round action or 1 round/5xCL
Eldritch Cleave: Lesser, 4th, Blade Shape; Pact Blade strikes 1 adjacent target per four levels that are adjacent to the previous target.
Hellrime Blade: Lesser, 4th, Blade essence; Pact Bladet deals Cold damage, and any creature struck makes Fort save or takes -4 to Dex for 10 minutes. Dex debuff does not stack from multiple hellrime blasts.
Baneful Blade: Lesser, 3rd, Blade essence; When gained, pick a creature type as a Ranger's favored enemy - this essence deals an additional 2d6 damage to that creature type. This invocation can be taken multiple times for separate creature types, and it can not be changed once selected unless retrained.
Eldritch Ward: Lesser, 4th; Surrounded by swirling eldritch energies that provide a deflection AC bonus equal to your Pact Blade dice as well as granting a resistance bonus to saves against spells equal to your Pact Blade dice for one minute. While Eldritch Ward is active, the warlock may not use his Pact Blade ability. The caster may dismiss this invocation effect as a standard action.


Eldritch Blink: Greater, 6th, Blade Shape; Pact Blade teleports you to 1 extra target per four caster levels and deal half Pact blade Damage within 10ft of the previous target. Each subsequent target must be within 10ft of the last.
Bewitching Blade: Greater, 4th, Blade essence, Mind-Affecting; Any creature struck makes Will save or confused for 1 round.
Noxious Blade: Greater, 6th, Blade essence; Struck creatures make Fort save or be nauseated for 1 minute.
Repelling Blade: Greater, 6th, Blade essence; Struck creatures of Medium or smaller make Reflex save or be hurled 1d6x5 feet away from you and knocked prone. If the creature strikes a wall within this distance, they take 1d6 damage for each 10 feet flung in this manner.
Vitriolic Blade: Greater, 6th, Blade essence; Pact Blade deals damage with conjured acid, ignoring spell resistance. Struck creatures take an additional 2d6 points of acid damage each round after the initial attack for 1 round/5xCL.
Hindering Blade: Greater, 4th, Blade essence; Living creatures struck make Will save or be Slowed for 1 round.
Eldritch Beam: Greater, 5th, Blade Shape; Pact Blade channeled into a 5ft. x 60ft. line, affecting all creatures in its path (Reflex for half).


Utterdark Blade: Dark, 8th, Blade essence; Pact Blade deals negative energy damage, healing undead struck. Living creatures struck make Fort save or gain 2 negative levels
Binding Blade: Dark, 7th, Blade essence, Mind-affecting; Struck creature makes Will save or be stunned for 1 round.