Dungeons & Dragons System Reference v3.5

HexbladeCW

Table: The Hexblade
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th
1st +1 +0 +0 +2 Hexblade's Curse 1/day
2nd +2 +0 +0 +3 Arcane Resistance
3rd +3 +1 +1 +3 Mettle
4th +4 +1 +1 +4 Summon Familiar 0
5th +5 +1 +1 +4 Bonus Feat, Hexblade's Curse 2/day 0
6th +6/+1 +2 +2 +5 1
7th +7/+2 +2 +2 +5 Greater Hexblade's Curse 1
8th +8/+3 +2 +2 +6 1 0
9th +9/+4 +3 +3 +6 Hexblade's Curse 3/day 1 0
10th +10/+5 +3 +3 +7 Bonus Feat 1 1
11th +11/+6/+1 +3 +3 +7 1 1 0
12th +12/+7/+2 +4 +4 +8 Aura of Unluck 1/day 1 1 1
13th +13/+8/+3 +4 +4 +8 Hexblade's Curse 4/day 1 1 1
14th +14/+9/+4 +4 +4 +9 2 1 1 1
15th +15/+10/+5 +5 +5 +9 Bonus Feat 2 1 1 1
16th +16/+11/+6/+1 +5 +5 +10 Aura of Unluck 2/day 2 2 1 1
17th +17/+12/+7/+2 +5 +5 +10 Hexblade's Curse 5/day 2 2 2 1
18th +18/+13/+8/+3 +6 +6 +11 3 2 2 1
19th +19/+14/+9/+4 +6 +6 +11 Dire Hexblade's Curse 3 3 3 2
20th +20/+15/+10/+5 +6 +6 +12 Aura of Unluck 3/day, Bonus Feat 3 3 3 3

Class Abilities

Hexblade's Curse (Su)

Once per day, as a free action, a hexblade can unleash a curse upon a foe. 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 hexblades class level + hexhlade's Cha modifier) negates the effect.

At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day, as indicated on Table: The Hexblade. A hexblade may only use one hexblade curse in a round. Multiple Hexblade's Curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same Hexblade's Curse for 24 hours.

Any effect that removes or dispels a curse eliminates the effect of a Hexblade's Curse.

Arcane Resistance (Su)

At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Mettle (Ex)

At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Familiar

Beginning at 4th level, a hexblade can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The hexblade chooses the kind of familiar he gets. As the hexblade advances in level, his familiar also increases in power. Treat the hexblade as a sorcerer of three levels lower for determining the familiar's powers and abilities. If the familiar dies or is dismissed by the hexblade, the latter must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per hexblade level; success reduces the loss to one-half that amount. However, a hexblade's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot he replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, but it does not lose a level or a point of Constitution when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Spells

Table: Hexblade Spells Known
  1. Provided the hexblade has a high enough Charisma score to have a bonus spell of this level.
Level Spells Known
1st 2nd 3rd 4th
1st
2nd
3rd
4th 21
5th 2
6th 3
7th 3
8th 4 21
9th 4 2
10th 4 3
11th 4 3 21
12th 4 4 3
13th 4 4 3
14th 4 4 4 21
15th 4 4 4 3
16th 4 4 4 3
17th 5 4 4 4
18th 5 5 4 4
19th 5 5 5 4
20th 5 5 5 5

Beginning at 4th level, a hexblade gains 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.

To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade's spell is 10 + the spell level + the hexblade's Cha 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 (for instance, 1st-level spells for a 4th-level hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The hexblade's selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table: Hexblade Spells Known . (Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows; the numbers on the table are fixed.)

Upon reaching 12th level, and at every third hexblade level after that (15th and 18th), a hexblade can choose to learn a new spell in place of one hexblade already knows. In effect, the hexblade "loses" the old spell in exchange for the new one. The new spell level must be the same as that of the spell being exchanged and it must be at least two levels lower than the highest-level hexblade spell the hexblade can cast. For instance, upon reaching 12th level, a hexblade could trade in a single 1st level spell (two spell levels below the highest level hexblade spell he can cast, which is 3rd) for a different 1st-level spell. At 15th level, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level hexblade spells) for a different spell of the same level. A hexblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is one-half his hexblade level.

Bonus Feat

At 5th level, and every five levels thereafter 10th, 15th, and 20th, a hexblade gains a bonus feat, which must be selected from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus enchantment, necromancy, or transmutation only), or Spell Penetration.

Greater Hexblade's Curse (Su)

When a hexblade attains 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 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 16th level and higher, a hexblade can use his aura of unluck twice per day. A 20th-level hexblade can activate this aura three times per day.

Dire Hexblade's Curse (Su)

When a hexblade attains 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 -6 instead of -4.