Hexblades
”If you can’t beat ‘em, cheat.”Miss Envy, a Hexblade
Sometimes known as Curse-Swords, Luck-thieves, or Baneblades, Hexblades are fearsome warriors who combine martial prowess with a supernatural proficiency with curses, hexes, banes and other such magics. Bending the laws of chance and probability around themselves, Hexblades leech luck from their enemies, cast dire and horrific curses, inflict tainted wounds, and project maleficent auras with which they control the battlefield. If they are accused of hubris, perhaps it is well-earned, for the Hexblades are truly dire foes to meet on any battlefield.
Abilities: Charisma controls almost all of the Hexblade’s supernatural abilities, and is thus one of her most important attributes. As a martial character, a Hexblade also places a high value on Strength and Constitution. The priority given to Intelligence, Dexterity, and Wisdom depend on personal taste, as well as the personality of the individual Hexblade; it should, however, be noted that a high Wisdom score allows the Hexblade to better resist hostile magics.
Role: A Hexblade acts as an aggressive support character in combat, plunging into the midst of the enemy so that he might better affect them with his draining auras and lash out with cursed strikes and dire proclamations. Hexblades also serve to soak up damage that might otherwise be dealt to more vulnerable party members, relying on their good saving throws and supernatural protections to shrug off effects that would devastate other martial characters and making use of attacks of opportunity to engage enemies that attempt to rush past them to engage softer targets such as rogues and spellcasters.
Background: Hexblades are typically born, rather than made. Early in childhood, a potential Hexblade displays an unconscious power to twist the laws of probability around them, manifesting in unexplained accidents and happenstances that reliably target those who anger or frighten the Hexblade-to-be. These powers blossom into their full potential during puberty, at which point the budding Hexblade must put a leash on them or risk them running out of her control, potentially turning her into a Calamity Vortex (see the Calamity Vortex template, below). From there, these Hexblades advance through experimentation, discipline, and martial dedication. These Hexblades tend to use their powers carefully, always mindful of the consequences of a lost curse or a misplaced aura.
Other Hexblades are taught, either by an extremely learned spellcaster or by a more experienced Hexblade. Strangely in contrast with the forced self-discipline of naturally-born Hexblades, these training regimens involve forcing the potential Hexblade to suffer under hostile magics (cast at her without warning and at random intervals), survive ambushes, engage in harsh intellectual and philosophical tests in the midst of battle and other seemingly pointless exercises, all designed to hone her body and mind, allowing her to reach into the part of her mind that lets her send forth curses. This harsh, spontaneous regimen tends to create Hexblades who use their powers recklessly, hoping to end any engagement as swiftly as possible and reclaim their curses from the corpses of their enemies.
Regardless, most Hexblades, for one reason or another, develop a fondness for tattoos. For self-taught Hexblades, the markings either serve to help them focus, or else act as a sort of reinforcement of their reputation – a skin-borne resume, as it were. For trained Hexblades, tattoos are often used to mark milestones of their advancement, and thus the student acquires the habit of marking significant occurrences, whether they are success or failure, with a permanent reminder of the event. Particularly common is the teardrop tattoo of the Whispering Guild (see Organizations, below), which marks all of the Guild’s graduates.
Organization: As a profession, Hexblades do not have any special pull towards or away from organization; depending on alignment or personal preference, a Hexblade may join an adventuring party, a military force, a mercenary company, a temple, or any other organization that strikes their fancy. Clever or unscrupulous Hexblades tend to advance quickly at the expense of their superiors, either through “proving” the incompetence of the one who stands in the way of their advancement, or surreptitious murder.
One organization made up entirely of Hexblades is the so-called Whispering Guild. Founded as an elite mercenary unit, the Whispering Guild derives its name from its member’s practice of maintaining absolute silence while fulfilling a contractual obligation. Guild dues are four hundred gold pieces (or an equivalent value in gems or other treasure) per year, and members gain access to their way houses (both open and covert), guaranteed work in the form of mercenary contracts, guard duties, assassination, protection, et cetera, a network of information brokers and reduced prices when purchasing magical or enhanced equipment from the Guild’s armory. Graduates from the Whispering Guild’s rather harsh training regimen are marked with a blue tear drop beneath their left eye; those who choose to remain with the Guild for further employment are marked with another tear drop, this one below their right eye, after a year and a day of satisfactory service, marking their graduation to Journeyman status. Each rank in the Whispering Guild comes with increased resources, responsibilities, and privileges, as well as another tattoo indicative of the Guildsman’s new rank.
Regardless of their personal allegiances, two Hexblades who recognize each other on the battlefield tend to ignore each other if at all possible. Far from a matter of honor or brotherhood, this practice stems out of the recognition that a Hexblade is more than likely to shrug off the powers of a sister Hexblade than nearly anyone else, and thus that fighting her is a waste of time, resources, and energy which would be better expended hindering or eliminating another opponent. Left with no other choices, Hexblades forced to confront each other tend to conserve their powers and fight a duel of martial prowess.
Alignment: Any. Despite the underhanded nature of their powers and, to some, unscrupulous nature of their practices, a Hexblades powers may be used towards any end a Hexblade points them towards. That said, Hexblades do have a tendency to be selfish and amoral (a perfectly understandable attitude, given their talents), and thus tend towards chaos over law and evil over good. In games that use the Color Wheel alignment system, Hexblades tend towards Black and/or Blue as their primary colors, with Red and/or White as their secondary color(s).
Races: Because Hexblades often result from similar conditions that produce sorcerers – magical bloodlines, ancient curses laid down upon ancestors, happenstance – races which breed quickly tend to produce the most Hexblades. As such, humans, halflings, orcs, half-elves, and other races with rapid population growth comprise the lion’s share of the world’s Hexblades. However, the drow boast an impressive – and growing – number of Hexblades, and tieflings, half-fiends, and demons in particular often take up the Hexblade’s path. It should be noted that Hexblades are not particularly surprised to find a member of any race among their ranks; part of their attitude stems from pride in the strength of their art, but part of it stems from the general glass-half-empty worldview that many members of the class share, declaring that even the beings most traditionally against the use of their powers may “succumb” to the “temptation” of becoming a Hexblade.
Religion: A Hexblade’s religion is very greatly influenced by his attitude towards being a Hexblade. Trained Hexblades, typically having joined the class with none of the “growing pains” experienced by natural-born members of the class, tend to worship deities of victory, magic, war, fate, luck, and strength, whom they clearly see as their patrons. Such Hexblades may view themselves as champions of their deity, depending on how pious they are, or else as avatars of divine will, striking down the unworthy with their power.
Natural-born Hexblades, on the other hand, tend to gravitate at a young age toward deities of luck, protection, magic, self-sacrifice and perseverance, drawing upon their faith to get them through the strange events occurring around them and beyond their control. Once they begin to master their powers, natural-born Hexblades typically experience either a waning of faith, as confidence in their own power grows alongside understanding of their condition, or a renewed faith in their deity, seeing their newfound control as a divine gift, which they then turn to the cause of their patron.
Regardless of their attitudes, Hexblades tend to be most concerned about religion when idle and least concerned about religion when working actively towards some task or goal. Hexblades pay thanks and prayer to their deity, to be sure, but a Hexblade is much more likely than a paladin, druid, or cleric to give credit where credit is due with regards to their own accomplishments. Hexblades also tend to be intensely uncomfortable around clergy or faithful of gods or goddesses of charity, plenty, healing and other inherently beneficent powers; such faiths remind them that their powers are parasitic in nature, a truth which many Hexblades are understandably uncomfortable confronting.
Other Classes: Most Hexblades respect power, and thus have the easiest time working with those who can prove they are powerful; wizards, clerics, druids, savvy rogues and righteous paladins all earn the Hexblade’s respect as powerful, dedicated individuals, provided that they aren’t complete incompetents. Hexblades tend to sneer at fighters, barbarians, and bards as weaklings; rangers receive almost not consideration whatsoever from the Luck-Thieves, who disregard them as the pets and lackeys of the more-powerful druids. Sadly, their chauvinistic attitudes are all too often proven correct, which does not help matters – or tensions in the party – any at all.
Adaptation: Because Hexblades are designed to fit into any campaign world, adaptation should prove fairly easy for any Dungeon Master who wants to include Hexblades in their campaign world. If a given Dungeon Master or player is dissatisfied with the Hexblade’s role as a base class, converting them into a prestige class should prove relatively simple.
Hit Die: D10.
Starting Gold: 6d4 x 10 gold pieces.
Class Features
Class Skills: The Hexblade’s class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int) and Spot (Wis).
Skill Points at First Level: (4 + Intelligence modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Curses Known
1st|+1|+2|+0|+2|Hexblade's Curses (Spites), Cursed Aura (10'), Shared Misfortune|1
2nd|+2|+3|+0|+3|Resist Magic, Life Leech|1
3rd|+3|+3|+1|+3|Cursed Strike (Spites)|2
4th|+4|+4|+1|+4|Resilience|2
5th|+5|+4|+1|+4|Hexblade's Curses (Taboos)|3
6th|+6/+1|+5|+2|+5|Cursed Aura (20'), Baneful Aura|3
7th|+7/+2|+5|+2|+5|Cursed Strike (Taboos)|4
8th|+8/+3|+6|+2|+6|Unraveling Strike, Extended Auras|4
9th|+9/+4|+6|+3|+6|-|5
10th|+10/+5|+7|+3|+7|Hexblade's Curses (Banes)|5
11th|+11/+6/+1|+7|+3|+7|Cursed Aura (40'), Empower Aura|6
12th|+12/+7/+2|+8|+4|+8|Cursed Strike (Banes)|6
13th|+13/+8/+3|+8|+4|+8|Bane Blade|7
14th|+14/+9/+4|+9|+4|+9|Forge Cursed Item, Black Dog's Blessing|7
15th|+15/+10/+5|+9|+5|+9|Hexblade's Curse (Geasa), Insidious Auras|8
16th|+16/+11/+6/+1|+10|+5|+10|Cursed Aura (80'), Dire Aura|8
17th|+17/+12/+7/+2|+10|+5|+10|Cursed Strike (Geasa)|9
18th|+18/+13/+8/+3|+11|+6|+11|Vampiric Blade|9
19th|+19/+14/+9/+4|+11|+6|+11|Mark of the Black Cat|10
20th|+20/+15/+10/+5|+12|+6|+12|Hexblade's Curses (Maledictions)|11[/table]
Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, as well as with the whip. They are proficient with light and medium armor, and with shields (but not tower shields). Though her curses include somatic components, a Hexblade’s powers are not affected by wearing armor due to the simplicity of said gestures (often involving nothing more complex than pointing).
Hexblade’s Curses (Su): Hexblades do not learn spells; instead, their power manifests as curses, specific manifestations of negative magical energies which the Hexblade inflicts upon her enemies or objects within eighty feet. A creature or object that is the target of a Hexblade’s curse is entitled to a Will save (DC 10 + ˝ the Hexblade’s class level + the Hexblade’s charisma modifier) to either avoid or reduce the effects, depending on the curse in question. The effects of a curse last for a number of minutes equal to the Hexblade’s class level plus her charisma modifier, or until dismissed by the Hexblade as a free action. A creature who successfully saves against a Hexblade’s curse is immune to further applications of that particular curse for the next 24 hours, or until they voluntarily waive their immunity as a free action, whatever comes first.
A Hexblade may use a total number of curses per encounter equal to 2 + Ľ her class level plus her charisma modifier, regardless of the power level of the curses involved. Invoking a curse is either a swift or move action (Hexblade’s choice, chosen on a curse-by-curse basis) which may be done once per round, involving both verbal and somatic components (thus, a helpless or silenced Hexblade cannot invoke her curses). Invoking a curse does not provoke attacks of opportunity. A Hexblade may not invoke a curse that is already affecting a target.
At first level, the Hexblade may only learn the weakest curses, known as Spites. At fifth level, she may learn Taboos in place of Spites if she so chooses. At tenth level, she may choose to learn Banes in place of Taboos or Spites. At fifteenth level, she may choose to learn Geasa in place of Banes, Taboos, or Spites, and at twentieth level she may choose to learn a Malediction in place of a Gaesa, Bane, Taboo, or Spite.
Unless otherwise stated in the curse's description, a Hexblade's curses are not mind-affecting abilities.
Cursed Aura (Su): Rather than afflicting a single being with a potent misfortune, a Hexblade may instead emanate a baleful aura, weakening and hindering her foes. A number of times per day equal to her charisma modifier, the Hexblade may emanate the aura form of any curse she knows as a move action. This aura extends ten feet from the Hexblade in a spherical emanation, and affects all beings hostile to the Hexblade, as well as those beings the Hexblade designates (the Hexblade may designate additional beings within her aura as a free action at the beginning of her turn, though she may not “re-designate” beings who have already rolled saving throws against her aura, regardless of their success or failure), who are entitled to Will saves (DC 10 + ˝ the Hexblade’s class level + the Hexblade’s charisma modifier) to reduce or negate the effects, depending on the curse in question. A being that fails its save against a Hexblade’s cursed aura is affected until they are no longer in the aura’s area, or the aura’s duration runs out, whatever comes first (though a being that leaves the aura and re-enters must make a new saving throw against it, even if t hey had previously succeeded at their saving throw). Cursed auras last a number of rounds equal to the Hexblade’s class level plus her charisma modifier, or until the Hexblade dismisses the effect as a free action.
A Hexblade may only have up to one cursed aura active at any given time. She may not activate auras associated with curses that are currently affecting a creature or object, or that are being used to charge a cursed strike.
At sixth level, a Hexblade’s cursed auras project twenty feet out from her. This increases to forty feet at eleventh level, and eighty feet at sixteenth level.
Shared Misfortune (Su): Whenever the Hexblade with an active cursed aura fails her saving throw against a hostile spell or supernatural ability that does not deal hit point damage, she may designate another being within her aura’s radius as a free action. That being is also affected by the spell or supernatural ability that the Hexblade failed her save against (and is entitled to the same save that the Hexblade attempted). Beings targeted by Shared Misfortune do benefit from a +4 luck bonus to their saving throw; this bonus decreases by one for every three Hexblade levels, to a minimum of +0. This is done before the spell’s effects actually take place, meaning that a Hexblade who fails her save against a mind-control or compulsion effect still exercises her own unhindered free will in designating her victim.
If the originator of the effect that the Hexblade copies dismisses the effect (or the original effect is dispelled), both instances of the effect are dismissed (or dispelled). Effects without saving throws cannot be duplicated by Shared Misfortune.
Resist Magic (Ex): Hexblades resist magical and supernatural effects with unusual fortitude; starting at level two, the Hexblade adds her charisma modifier to her saving throws against spells, spell-like abilities, and supernatural abilities. This bonus does not stack with the bonus granted by a paladin’s divine grace, or other, similar abilities.
Life Leech (Su): At second level, the Hexblade gains Life Leech as a bonus feat, even if they do not meet the prerequisites.
Cursed Strike (Su): Starting at third level, the Hexblade may channel her powers of misfortune into a baleful strike that saps the energy of her victim and leaves wounds that are difficult to recover from or heal. A number of times per encounter equal to her one-half of her charisma modifier (rounded down, minimum one), the Hexblade may charge her weapon (defined as any one weapon on or within her person) with one of her available Spites (that is, a Spite not currently affecting a target or being used to power a cursed aura). The next foe she strikes with that weapon (or with ammunition fired by that weapon, in the case of ranged weapons) takes an additional 2d6 points of damage and must succeed at a Fortitude save (DC 10 + 1/2 the Hexblade's class level + her charisma modifier) or suffer a -2 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour. Furthermore, this extra damage cannot be healed naturally, nor through such abilities as fast healing, regeneration, or similar effects. A weapon may hold a cursed strike for a number of minutes equal to the Hexblade’s class level, but may only hold one cursed strike at a time. A missed attack does not waste the charge. Once her cursed strike is discharged, the Hexblade must wait three rounds before she may charge a weapon in this fashion again. A Hexblade may only charge her weapon with a cursed strike as long as she has at least one use left of her hexblade's curse for the encounter.
At level seven, the Hexblade may use one of her available Taboos in order to charge a cursed strike. A weapon charged with a Taboo deals an additional 4d6 points of damage, and a being which fails its save against the strike suffers a -4 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -2. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.
At level twelve, the Hexblade may use one of her available Banes in order to charge a cursed strike. A weapon charged with a Bane deals an additional 6d6 points of damage, and a being which fails its save against the strike suffers a -6 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -4. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.
At level seventeen, the Hexblade may use one of her available Geasa in order to charge a cursed strike. A weapon charged with a Geasa deals an additional 9d6 points of damage, and a being which fails its save against the strike suffers a -10 luck penalty to all attack rolls, saving throws, ability checks, skill checks, and damage rolls for one hour, rather than a -6. This extra damage may only be healed by magic, and even then only if the caster level of the spellcaster and/or item is equal to or greater than the Hexblade’s class level.
Resilience (Ex): A Hexblade may resist even magical and unusual attacks with incredible resilience; starting at level four, whenever the Hexblade succeeds at a fortitude or will saving throw against an effect which would normally have a lesser effect upon a successful saving throw (such as any spell with a saving throw entry of fortitude half or will partial), she instead completely negates the effect. Unconscious and/or sleeping Hexblades do not gain the benefit of Resilience.
Baneful Aura (Su): A Hexblade of sixth level or higher may enhance the malignant properties of her cursed auras; by halving its duration as a free part of activating one of her cursed auras, she causes those beings who fail their saves against the effect to suffer an additional -2 luck penalty to attack rolls, damage rolls, saving throws, and armor class for as long as they are affected by the aura.
Unraveling Strike (Su): The power of a Hexblade’s magics may sever the bindings of magics, unraveling spells which she finds distasteful. Starting at level eight, the Hexblade may charge her weapon (defined as any one weapon on or within her person) with dispelling energy as a move action. The next being struck by said weapon (or ammunition fired from said weapon, in the case of ranged weapons such as bows) suffers the effect of a targeted greater dispel magic, as cast by a sorcerer of the Hexblade’s class level. A weapon may only hold a dispelling charge for a number of minutes equal to the Hexblade’s class level, and may not hold both a cursed strike and a dispelling charge at the same time.
The Hexblade may only have up to one weapon charged with an Unraveling Strike at any given time.
Extended Auras (Su): Also starting at eighth level, the Hexblade finds it easier to maintain her cursed auras. They now last a number of minutes equal to her class level plus her charisma modifier, or until she dismisses the effect as a free action.
Empower Aura (Su): As the Hexblade’s power grows, she can intensify the effects of her cursed auras; a Hexblade of eleventh level or higher may choose to expend two additional uses of her cursed aura ability as a free part of activating one of her cursed auras. If she does, the penalties it levies increase by one-half (rounded down, minimum one), and its save DC increases by one-half of her charisma modifier (rounded down, minimum one). If she chooses to use this ability in conjunction with her baneful aura ability, it does not affect the penalty levied by her baneful aura ability.
Bane Blade (Su): The weapon of a powerful Hexblade is practically drawn to her enemies, thirsting for their blood; starting at level thirteen, any masterwork or magical weapon held by the Hexblade gains the bane special quality, directed against a specific creature type, race, or spellcasters. All weapons held by the Hexblade share the same bane quality, but the Hexblade may change the target of the bane as a standard action which does not provoke attacks of opportunity. Weapons held by an unconscious or sleeping Hexblade do not benefit from this ability.
Forge Cursed Item (Su): A Hexblade of fourteenth level or higher may craft cursed items without access to the appropriate feat to do so. She follows all normal rules for crafting items of that type, except that she must make a Spellcraft check as though identifying the casting of each spell normally used to craft the item. Failure means that her gold is wasted in the crafting attempt, though she does not lose experience points.
The Hexblade may also use this ability to craft items that bear her own Curses, usually affecting the wielder, though she may cause the item to emanate one of her cursed auras (affecting all beings within the radius, including any weilder) at 150% the normal cost. See the ability description for the Hexblade’s Curses class feature for the spell level equivalent of the Hexblade’s curses.
Black Dog’s Blessing (Su): As her power grows, the Hexblade’s curses allow her to ignore certain spells and effects, and to reach past the common plane of existence in order to strike at her enemies. While emanating a cursed aura, a Hexblade of level fourteen or higher ignores difficult and/or dangerous terrain (such as ice, or caltrops) and may strike at ethereal or incorporeal creatures as though they were physical. Furthermore, the Hexblade may perceive ethereal creatures, though their outlines are hazy and indistinct (inflicting a -6 circumstance penalty on Knowledge checks to identify them) while she has a cursed aura active.
The Black Dog is also an omen of death, and perhaps as a consequence of the common name for this ability, a Hexblade of fourteenth level or higher may inflict critical hits on undead beings.
Insidious Auras (Su): The cursed auras of a Hexblade at level fifteen or higher are truly dire things; the Hexblade may make a DC 30 Concentration check as in order to activate a cursed aura (or maintain a previously existing one) while within an antimagic field or similar effect. If the Hexblade fails, the aura does not activate (or ceases to function), but the Hexblade is free to try again on her next turn. The Concentration check permitted by this ability is a free part of attempting to activate her aura (in the event of a fresh activation), or a free action that occurs the moment she enters or is affected by the antimagic field or similar effect (in the event that she is trying to maintain a previously-activated aura).
Dire Aura (Su): Starting at level sixteen, the luck penalty levied by the Hexblade’s baneful aura class feature increases to -6 instead of -2. The Hexblade may still voluntarily choose to levy the smaller penalty, if she so wishes.
Vampiric Blade (Su): Also at eighteenth level, the Hexblade’s draining nature manifests itself through her weapons; once per day (as a free action), she may enter a state wherein the Hexblade gains hit points equal to the damage she inflicts with manufactured weapons. Furthermore, she gains also gains hit points in this manner equal to half the damage inflicted by her cursed strike ability. This state lasts for a number of rounds equal to one-half the Hexblade's class level (rounded down). Any hit points healed in excess of the Hexblade’s full maximum hit points are gained as temporary hit points which last up to an hour, though the Hexblade may only gain a number of temporary hit points equal to her full maximum hit point total in this fashion.
Mark of the Black Cat (Su): A Hexblade of nineteenth level or higher can mark a being as the victim of her most intimate attentions and misfortunes; as a free part of any attack with a manufactured weapon, the Hexblade can inflict the sigil of a black cat’s face upon her opponent (Will save DC 10 + ˝ the Hexblade’s class level + the Hexblade’s charisma modifier negates). A Hexblade may only have a maximum number of beings marked this way equal to her Charisma modifier at any one time.
While the being is marked, the Hexblade always knows exactly where the victim is, even if they are on another plane of existence or invisible. Furthermore, once per day as a move action, the Hexblade may inflict a -10 luck penalty to all of the marked victim's rolls for one hour. The marked being suffers a -4 penalty on all saving throws against the Hexblade’s class features. The Hexblade may choose to retract the mark at any time, but cannot be forced to do so by magical compulsion.
No two Hexblade’s marks look exactly alike, and the discerning observer may be able to determine which Hexblade hunts a marked being with a DC 40 Knowledge (Arcana) check.