D&D 4E 4e Hexblade Brainstorming

Cadfan

First Post
Hexblade Brainstorming

The following is just a bunch of notes I've put together while trying to brainstorm a 4e hexblade.

I made him a defender, with elements of control or leader. I wanted to use the curse as a marking power, but it seemed to me that if a hexblade cursed you, you should be cursed no matter who you attacked- which isn't true of a mark. So I came up with the idea below, which should encourage a marked foe to attack the hexblade, but which doesn't do so through regular marking techniques. THIS IS THE PART OF THE CLASS THAT IS THE MOST IMPORTANT TO GET RIGHT! So any comments on whether you think it worked are vital!

Implement: Fetish. You may wear this like a holy symbol rather than holding it in your hand.
Weapons: Martial
Armor: Up to chain, and light shields. I kind of need to prevent them from wearing especially heavy armor, you'll see why when you read Evil Eye and Aura of Unluck.

Evil Eye: One foe in close burst 5. Weakened. This effect ends when the Hexblade takes damage. I decided this name was better than the generic "hexblade's curse."
Aura of Unluck: Adjacent foes take -2 to attacks. I really like this, but I'm concerned that it may make enemies refuse to stay near or refuse to fight the hexblade. It needs something to counteract the way it repels foes. That something could be a different power.


At Will Attacks
[luck strike]: 1[W]+Str, on a natural 1 this attack is a critical hit.
[fear strike]: 1[W]+Str, cha penalty on attacks
[wyrd strike]: 1[W]+Str, -cha on saves, does not stack with other save penalties

New Power Ideas
Wyrd: Any foe who rolls a natural 1 on an attack while in this aura takes X damage.
Bitter Blade: 2[W]+Str, some acid damage
Vampiric Blade: damage, gain temp hp related to damage dealt
Luck Eater: All foes in 5 take -cha to attacks. All allies in five get +cha.

Old spells that could be repurposed?
Entropic Shield: protects against ranged attacks
Mount: utility, summons mount
Phantom Threat: 1[W]+str, target counts as flanked v all attacks
Hideous Laughter:
Alter Self: combat alteration?
Blindness/Deafness:
Hideous Strength:
Crisis of Confidence: foes in X cannot receive bonuses from flanking or allies?
False Life: temp hp
Glitterdust: retheme this
Mirror Image:
Phantasmal Assailants: psychic damage, penalty to will defense?
Rage: attack bonus, defense penalty, usable on ally or foe?
Resist Energy:
Spider Climb:
Suggestion: make it a combat form
Whirling Blade: throw weapon and it returns
Confusion:
Hound of Doom: big summon, daily
Phantom Steed:
Poison: poison weapon instead of just poison
Slow: area of effect?
Break Enchantment: sacrifice a healing surge to automatically all effects
Cursed Blade: sucks out healing surges? theme is can't be healed normally.
Dominate: dominates
Enervation:
Fear:
Greater Invisibility:
Phantasmal Killer:
Solid Fog: target rolls twice, keeps lower roll
 

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I considered it, but thematically the hexblade probably shouldn't be tossing around all kinds of elemental damage like the swordmage does.
 

Another solution would be to create a "Hexing Aegis" for the Swordmage, i.e. a third Swordmage path. A "weakened" effect would be too much like the Aegis of Shielding, but it could stun, daze, or give attack penalties.

Example: "... Once per turn, if the enemy under the Hexing Aegis attacks an ally, you can daze the enemy as an immediate interrupt. This effect lasts at the end of your next turn."
The daze could even have a Sustain as a minor action.

Then, create a number of Swordmage Encounter and Daily powers that have extra effects for the Hexing Aegis, and that mimic the 3rd edition Hexblade (debuffs, illusions)
 

I was thinking about a mark/curse mix mechanic...

Hex:
Minnor action 1 target in burst 3
Target becomes more vunrable to your attacks, and less effective at hurting your allies...

1-10 +1d6
11-20 +2d6
21-30 +3d6

If a target of your hex attacks someone other then you you may use an immediat inturpt to make them weakened until the end of your next turn.

then instead of up grading to D8s like ranger and rogue...a feat that lets them change the weaken to save ends, and then a pargon feat that lets them add do damage equal to there hex if the hexed opponit does damage to an allie...
 

In our campaign, my girlfriend rolled a Hexblade that she really loved. I'm rather new to 4e and I didn't want to go mucking around with class balance theory quite yet.

I reflavored some fighter powers, added the awesome Backbiter spell from 3e, and came up with these powers for the lady.
 

Attachments


I was thinking about a mark/curse mix mechanic...

Hex:
Minnor action 1 target in burst 3
Target becomes more vunrable to your attacks, and less effective at hurting your allies...

1-10 +1d6
11-20 +2d6
21-30 +3d6

If a target of your hex attacks someone other then you you may use an immediat inturpt to make them weakened until the end of your next turn.

So they get the best of both defender and striker? I wouldn't say it's impossible to design a good dual role class, but it makes the whole thing very difficult. I'd say Hexblades as in 3rd edition are clear defenders, with the weight on debuffs. On the other hand, they weren't great at damage / round. I'd say they're solid defenders. The 4th edition sword mage already gives a very good role model for the hex blade, it just needs a bit of reflavoring and some power changes.
 

Hex Blade
Class Traits
Role:
Striker.
Source: Shadow.
Key Abilities:
Armor Proficiencies: Cloth Armor, Leather Armor, Hide Armor, Chainmail; Light Shield
Weapon Proficiencies: Simple Melee, Simple Ranged, Military Melee
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: + Constitution modifier
Trained Skills: Intimidate plus 4 others. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Build Options: Dark Knight,Shadow Warrior
Class Features: Aura of Unluck, Hex, Shadow Strangth

Hex Blade Class Features Every Hex Blade shares these class features.
Aura of Unluck Adjacent enimies take a negative 1 to all attack rolls
Hex You may as a minor action Hex 1 target within Close burst 3. This target is Marked, and becomes both more vunrable to your attacks and less effective aganst your allies. If the Hexed enemy Attacks and you are not one of his targets You may as an immediat Inturupt Weaken the foe until the end of his turn. Once per round when you strike with an attack against this target you may deal extra damage. 1-10 +1d6 11-20 +2d6 21-30 +3d6
Shadow Strangth You bend the shadows around you, and use the mystic arts of the necrotic to enhance your fighting style.
Shadow Armor You cloak yourself in necrotic energy, shadowing you from your enimies. You gain a +2 bonus to AC as long as you are in heavy armor
Dark Hunter Your Shadow is an allie that can be used to go or ill You gain a shadow compainon that responds to you. You and your shadow companion work so well together that the creature is almost an extension of you. Using your actions in combat, you control your shadow companion by issuing it commands

Hex Blade Powers
Fear Strike
Hex Blade Attack 1
You pour forth your hatred and reduce your targets will to ressit you to mush.. _______________________ At-Will ✦ Shadow, Weapon, Fear
Standard Action Target: 1 creature
_______________________ Hit: 1[w]+ charisma modfire, upgrade to2[w] at 21st level
Special: If your target is Hexed then he takes a -2 to all saveing throws (Save ends)

Luck Strike
Hex Blade Attack 1
You channel you hatred and rage into a powerful attack, even the fates don't dare oppose you on this. _______________________ At-Will ✦ Shadow, Weapon
Standard Action Target: 1 creature
_______________________ Hit: 1[w]+ charisma modfire, upgrade to2[w] at 21st level
Special: If your target is hexed and you roll a natural 1 it counts as a natural 20 for this power.

Shadow Burst Hex Blade Attack 1 Your shadow strikes out aganst all around you. _______________________ At-Will ✦ Shadow, Shadow
Standard Action Close burst 1 Target: all creatures in burst _______________________ Hit: 1 + beast’s Strength modifier + your Charisma modifier damage.Increase damage to 2 at 21st level.
Effect: all targets count as marked until the begining of your next turn

Shadow Strike
Hex Blade Attack 1
You and your shadow lash out togather to assult your target. _______________________
At-Will ✦ Shadow, Weapon, Shadow
Standard Action Target: 1 creature
Attack: Strength vs. AC _______________________
Hit: 1[w], upgrade to2[w] at 21st level Secondary Target: same target Secondary Attack: Shadow creatures attack vs. Reflex Hit: 1, upgrade to 2 at 21st level
 
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So they get the best of both defender and striker? I wouldn't say it's impossible to design a good dual role class, but it makes the whole thing very difficult. I'd say Hexblades as in 3rd edition are clear defenders, with the weight on debuffs. On the other hand, they weren't great at damage / round. I'd say they're solid defenders. The 4th edition sword mage already gives a very good role model for the hex blade, it just needs a bit of reflavoring and some power changes.

no more or less then paliden gets leader...warlock and sword mage get controler...just a little defederism in a striker
 

I was thinking about a mark/curse mix mechanic...
*snip*
The problem with mixing cursing and marking is that they both do different jobs.

A mark is supposed to make an enemy fight you. But when you curse them like the warlock, you give them a really big incentive to move away from you and fight someone else who won't get bonus damage against them.

That's also kind of the problem with my aura of unluck. Its a big incentive to not be next to the hexblade, so there needs to be some way to overcome it. The other problem, of course, is that it messes with AC balance- if it can be used by a hexblade in plate armor with a shield, he could have an AC of 22 at level 1 (versus adjacent melee foes), which is just too high.

The theory behind my "weakened until the hexblade is damaged" or "weakened until you damage the hexblade" is that nobody likes being weakened, and the only way to stop being weakened is to go fight the hexblade.
 

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