Blades of Cursed Midnight: A Hexblade's Guide (by Lord_Ventor)

LightWarden

Explorer
Originally posted by Lord_Ventnor:

Shades of Grey: Multiclassing
As an essentials-style class, the Hexblade finds its multiclassing priorities a little different than its parent class. Hexblades never multiclass to grab the powers of other classes, since it cannot trade out encounter powers and its bonus damage is tied to Warlock powers. Instead, getting class-exclusive feats that help the Hexblade are the main reason for nabbing a multiclass feat. Sometimes, the multiclass feat itself is enough, since they usually have some pretty sweet benefits.

Any Martial Class

Since quite a few martial feats are all about improving weapon skills, getting them can be helpful. These feats can be nabbed by multiclassing into any martial class.

Martial Feats
[sblock]Deft Blade (MP2): This Paragon Tier feat is a great pick for any Winter Fey Hexblades who can grab it. Having Icy Skewer hit Reflex is great for your overall DPR.

Epic Recovery (MP):
This epic tier feat can really only be obtained by Infernal Hexblades. Having 2 second winds per encounter might just save your life.

Lashing Flail (MP2): Gloom Hexblades can get this paragon tier feat to, in effect, get a slide 2 with Flesh Rend. That could be useful.[/sblock]

Assassin

Assassins possess some nice entry feats, but one feat in particular, Cursed Shadow, is what you're here for. Hexblades that do a lot of bouncing around the battlefield can find constant partial concealment to be a nice benefit. I'll also be listing feats that interact with Shadow Walk here, since this is the only way that you can get it. 

Entry Feats
[sblock]Acolyte of the Veil (D382): You get training in either stealth or acrobatics, a once per encounter use of Shadow Step, and Ki Focuses. This feat is easily obtainable for any Hexblade with 13 Dex as a prerequisite, so the only question is whether you value a short-range teleport or a damage spike more.

Practiced Killer (D402): If you're going to grab any Assassin Multiclass feat, get this one. Why, you may ask? Because it's the Executioner Assassin's mutliclass feat, which means you get martial goodies in addition to the Shadow Walk stuff you crave. There's also the small damage spike too, which is kind of nice as well, as well as choosing whatever skill you like.

Shadow Initiate (D382): You get stealth training, a small damage spike with Assassin's Shroud, and the ability to use Ki Focuses. With only 13 Dex as a prerequisite, any Hexblade can easily get this.[/sblock]

Assassin Feats
[sblock]Assassin's Cloak (D379): You become invisible, and you can hide as a free action. Hexblades have enough invisibility powers (especially Fey Hexblades) that this becomes an interesting choice.

Cursed Shadow (D382): You get Shadow Walk. This feat is basically why you multiclassed into Assassin.

Killer's Insight (D379): A niche feat at best, but those who took Shadow Initiate can now use it to immediately spike their damage and not wait a turn.

Venom Hand Assassin (D379): This feat adds some damage to your first attack of each encounter. It's something to consider.[/sblock]

Shadow Walk Feats
[sblock]Ephemeral Stride (AP): This epic tier feat makes Shadow Walk a very big mobility booster for you. Passing right through enemy spaces can be a good thing.[/sblock]

Avenger

There's only one Avenger feat that you'll want to grab, and it will require investing in what is normally something of a dump stat for Hexblades. Still, getting Oath of Enmity rerolls can be pretty awesome for action point rounds and for when you want an attack to really connect.

Entry Feats
[sblock]Disciple of Divine Wrath (PHB2): The feat you want. Wis 13 is a little steep, but 2 rounds of Oath of Enmity can be very useful. The free religion training is just a bonus.

Hero of the Faith (DP): Avoid this like the plague. The freed up skill training sounds nice, but the Oath of Enmity lasts half as long as what Disciple offers you, and 15 Wisdom is a heavy price.[/sblock]

Bard

Why would a Hexblade want to multiclass Bard, you ask? Because sometimes, one extra heal in combat can mean all the difference (that's not even counting the way Half-Elves can exploit the Aura). Plus, because Skalds are part martial, you can still grab martial goodies anyway. A good investment, says I.

Entry Feats
[sblock]Bardic Ritualist (AP): If you like Rituals, I guess you could take this. Not really optimal though.

Master of Stories (HotF): This feat grants you the ability to create a Skald's Aura every encounter, although the healing aspect of the aura can only be used once per day. Even though you technically need two minor actions to use the heal, this still works out better in my opinion, since an ally of yours can activate the heal instead, you gain access to Martial feats, and Half-Elf Skalds can use their own Dilettante racial feature to hand out attack buffs with At-Will Attack they perform.

Bardic Dilettante (PHB2):
Similar to Master of Stories; the main differences is that Majestic Word needs only one minor action to use (technically) and it slides the creature you use it on. However, since you don't gain access to Martial feats with this particular multiclass, I can't rate it as high as Master of Stories.[/sblock]

Fighter

Hexblades use weapons, and who knows weapons better than a fighter? Nobody, that's who. Fortunately, there are enought fighter feats that you don't have to sacrifice too many stat points to get a multiclass feat you want.

Entry Feats
[sblock]Battle Awareness (MP): This is widely regarded as the best Fighter Multiclass feat. Unfortunately, it requires that you invest in both of the Hexblade's dump stats, which makes it hard to get. If you qualify for it though, grab it.

Brawling Warrior (MP2): You'll never have a free hand, making this worthless for you.

Cyclone Warrior (MP2): Getting a weapliment for your off-hand via a Pact Blade or Arcane Implement Proficiency is easy enough, and if you do that, you get a nice damage boost for a turn, in addition to an extra skill. The fact that you only need 13 Dex to qualify makes it a winner for Feyblades and Gloomblades.

Student of the Sword (PHB): The original fighter multiclass feat. A +1 to attack at a critical moment isn't worthless, but there are better picks.

Wrathful Warrior (MP2): The Hellblade's Fighter multiclass of choice, a trivial 13 Con nets you an extra skill and temporary hit points after getting hit equal to your Con modifier once per encounter.[/sblock]

Class Feats
[sblock]Advantageous Perspective (D378): This feat is not a bad pickup for Halfling and Gnome Hexblades. All you need is combat advantage against a large foe, and your melee attacks will be critting on 19s and 20s. Especially helpful because the pacts they favor often can't qualify for Warlock Implement Expertise. This doesn't work RAW for Pixies, but some lenient DMs may allow it.

Dragging Flail (MP): Gloomblades who take this after taking Flail Expertise don't have to choose whether to knock a foe prone or slide it; they can do both!

Mobile Warrior (MP): The 17 Dex requirement for the Epic tier feat is easy for Feyblades, Wellblades, and Gloomblades, and the extra shift after every attack can allow you to basically disengage from a foe at-will if you need to.

Surprising Charge (MP): Charging with Icy Skewer and combat advantage means an additional 1d10 damage. Pretty sweet.[/sblock]

Rogue

Generally, only Winter Fey Hexblades will multiclass into Rogue, but its a pretty good choice for them. Sneak Attack is pretty nice damage booster for a round, and there are several feats that will make your Blade of Winter's Mourning deadlier than before.

Entry Feats
[sblock]Sneak of Shadows (PHB): Thievery training and a once per encounter Sneak Attack are a pretty sweet package.

Twilight Adept (MP2): The other good Rogue multiclass feat. Getting the Cunning Sneak benefit makes easier to hide once an encounter.[/sblock]

Rogue Feats
[sblock]Surprising Charge (MP): Charging with Icy Skewer and combat advantage means an additional 1d10 damage. I can dig it.[/sblock]

Swordmage

Hexblades who multiclass into Swordmage usually do so to nab implement proficiency with blades. Essentially, it's Arcane Implement Proficiency +, which is pretty neat. 

Entry Feats
[sblock]Blade Initiate (FRPG): So, you get proficiency with blades of all kinds as implements, you get an encounter-long AC boost as a daily power, and you get training in Arcana (retrain out of Arcana and into something else if you had that skill already). Definitely a nice package.

Heart of the Blade (AP): Well, Blade Proficiency and training in either Athletics or Endurance is good, but Swordbond is basically fluff and not that useful.[/sblock]

Wizard

It seems odd that a Hexblade would want to multiclass into a Wizard, considering that Warlocks sell their soul to bypass the magic-learning part in the first place. Still, there are some elemental-based feats that Wizards possess that Hexblades can make use of (especially if they're Tieflings).

Entry Feats
[sblock]Arcane Initiate (PHB): The original Wizard multiclassing feat gives you training in Arcana, access to Wizard Implements, and the ability to use a Wizard At-Will attack as an Encounter Power. Decent enough, but you need 13 intelligence to make it work (not impossible).

Learned Spellcaster (AP): This feat requires Wisdom 13 in addition to Intelligence 13, but you're a little freer with which skill you gain, plus you get access to the Wizard's Ritual Spellcaster feature, which is definitely the best way to get Ritual Caster if that's your thing.

Witchcraft Initiate (HotF): This feat is essentially the same as Arcane Initiate right down to its prerequisites, but instead of a Wizard At-Will, you gain access to Augury, which allows you to determine the future. The usefulness of Augury depends on your DM, though.[/sblock]

Wizard Feats
[sblock]Consuming the Weak (D388): If you hit a foe vulnerable to fire with a fire attack, you cause ongoing damage to that enemy. Since causing vulnerabilities is a specialty of the Elemental Hexblade, this is definitely worth a look from them (especially Tieflings).

Hellfire Master (D381): Tiefling Elemental Hexblades can combine this feat with Consuming the Weak to increase their damage output. It gets even better when you add the Tiefling feat Icy Clutch of Stygia into the mix.[/sblock]
 

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LightWarden

Explorer
Originally posted by Lord_Ventnor:

Artifacts of a Lost Era: Items

Hexblades are inextricably tied to magical items: they create their weapons out of thin air, after all. You definitely want a nice implement, some sturdy armor, and a shiney amulet to start. But what else is there? Read on to find out...

A quick note: I'm listing items according to their lowest possible enhancement bonus. So if you see something listed as 1+ for example, assume that I'm also including the Level 6, 11, 16, 21, and 26 versions of the item in my rating.

The Rod is the default implement of most Hexblades, owing to its solid expertise feat. While most rods are tied to the Warlock's Curse mechanic of the Cursing Warlock, there are still some nice enchantments for the discerning Hexblade.

Rods
[sblock]Magic Rod (1+, Common): It's cheap and otherwise unremarkable, but sometimes you need that extra enhancement bonus right now.

Rod of Smiting (2+, Common): It's a weapliment and a rod, so if that is what you need, that's what this is.

Ironscar Rod (3+, Uncommon): Similar to the Rod of Smiting, but with a daily power added on top that deals extra damage and debuffs a foe's attack. Might be worth a little extra gold.

Rod of Absorption (4+, Rare): It's main feature is that it deactivates enemy auras. Some of those can be quite nasty, making this a solid pick.

Rod of the Dragonborn (4+, Uncommon): This Rod transforms a Dragonborn Hexblade's spell damage into their Dragon Breath's damage type. This makes it an excellent way for a Dragonborn Hexblade to take advantage of Frostcheese, even with the Infernal Pact. Obviously, non-Dragonborn should stay away.

Rod of Resurgent Valor (8+, Uncommon): Since you'll be in melee quite a lot, expect to be targeted. This rod will help you hit back against foes that attack you.

Rod of the Feywild (8+, Uncommon): For Feyblades only. Your pact boon teleports you farther, and you can also teleport as an encounter power. If you think you need the mobility, this helps you get it.

Rod of the Infernal (8+, Uncommon): For Hellblades. Get more Temporary HP from your Pact Boon, and get Temporary HP as a daily power.

Rod of the Bloodthorn (17+, Uncommon): You gain an attack bonus if you're bloodied or the targets bloodied, and if both conditions are true, you're even more accurate. Also, you can suck out a healing surge from a foe, which is helpful to the Warlock pacts that don't have Constitution as a secondary.

Rod of the Star Spawn (22+, Uncommon): This Rod allows you to score critical hits on a 19 or 20, and spend a healing surge when you make a critical hit. Obviously, this is a pretty sweet pickup for the pacts that can't get Warlock Implement Expertise.[/sblock]

Wands are percieved as a somewhat weaker implement, due to their enchantments. Still, if you've got your heart set on wands, you can make it work.

Wands
[sblock]Magic Wand (1+, Common): It's cheap and otherwise unremarkable, but sometimes you need that extra enhancement bonus right now.[/sblock]

Some Hexblades favor using Daggers in their off-hands. Here are some reasons why.

Daggers
[sblock]Magic Dagger (1+, Common): It's cheap and otherwise unremarkable, but sometimes you need that extra enhancement bonus right now.

Goblin Totem (2+, Uncommon): This weapon provides an item bonus to damage against foes larger than you. Of course, that means that Halflings, Gnomes, and especially Pixies will love this dagger forever.

Frost Dagger (3+, Uncommon): Only Elemental Hexblades, whose melee basic power lacks a damage type, can really use this dagger to its fullest effect. Of course, they're the only ones who really want to use it anyway.

Pact Blade (3+, Uncommon): Kind of an unremarkable enchantment compared to other magic daggers, but you don't need a feat to use this as an implement. So basically, if you're feat-strapped, use this. Still, hopefully you should be able to get Arcane Implement Proficiency soon...

Incisive Dagger (9+, Uncommon): This dagger makes all of your teleports (including At-Will Ethereal Sidestep) bigger. The distance it adds scales up with its enhancement bonus, making it a pretty sweet weapont to have on hand when you need to get behind enemy lines.[/sblock]

While the Ki Focus is usually the realm of the Assassin, some Hexblades can use them quite well...

Ki Foci
[sblock]Magic Ki Focus (1+, Common): It's cheap and otherwise unremarkable, but sometimes you need that extra enhancement bonus right now.

Blazing Arc Ki Focus (3+, Uncommon): This Ki Focus allows you to make your melee attacks deal Fire Damage on demand, something that's hard to do any other way in the Heroic Tier.

Iron Body Ki Focus (5+, Uncommon): The attacks of the enemy you hit with this Ki Focus hurt less. Definitely handy.

Steadfast Stone Ki Focus (9+, Common): Some Hexblades have powers that deal damage that's easily resisted (Necrotic, mainly). This Ki Focus helps punch through resistances with every attack, making it easier to use those powers.[/sblock]

Yeah, you don't want to get hit. Armor helps with that.

Armor
[sblock]Magic Armor (1+, Common, All Armor Types): It's cheap and otherwise unremarkable, but sometimes you need that extra enhancement bonus right now.[/sblock]

Stylish capes, brooches, and other such accessories can help to ward off enemy assults on your mind and body.

Amulets, Capes, and Other Neck Things
[sblock]Amulet of Protection (1+, Common): It's cheap and otherwise unremarkable, but sometimes you need that extra enhancement bonus right now.[/sblock]

Sometimes, a good pair of gloves can mean the difference between life and death.

Gloves
[sblock]Coming Soon![/sblock]

There are several different kinds of bracers, but when talking optimization, there's one that really rules them all.

Bracers
[sblock]Iron Armbands of Power (6/16/26, Uncommon): A plain, simple boost to damage. Yeah, it only works on your melee attacks, but those tend to be your most potent attacks anyway. Obviously, if you have another way to get an item bonus to damage, these become worthless.[/sblock]

It keeps your pants up, and just might save your life.

Belts
[sblock]Coming Soon![/sblock]

Even halflings know that good shoes can be helpful.

Boots
[sblock]Coming Soon![/sblock]
 

LightWarden

Explorer
Originally posted by Lord_Ventnor:
#13

And on lucky number thirteen, I'll open this thread to the general posting public. Expect a proper intro post later tonight.

(Since I'm not the original poster, I suspect I'll use this space to try to summarize the old thread's 20 pages of arguments as to how the hexblade's weapon/implement tags work and how you should probably just roll a warlock instead).
 

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