Hexblade, copy of my current random draft notes
Descriptive text, cover hex, aura, dark companion, divine source of power/explanation of dark companion.
Paladin Variant
Lose the following:
Plate armor proficiency
Scale armor proficiency
Lay on Hands
1 healing surge
Divine Challenge
Gain the following class abilities:
Hex
Aura of Unluck
Dark Companion
Access to Hexblade powers
Class Abilities
Hex One creature in a Close Burst of 3 becomes hexed. As long as that creature is hexed, it suffers the Weakened status. The hex terminates if the creature attacks the Hexblade who hexed it and scores a hit, or if the Hexblade hexes another creature. You may not hex the same creature twice in one encounter.
Aura of Unluck All adjacent foes take a -2 penalty to attack rolls.
Dark Companion Your Dark Companion is the portion of your spirit which you severed in order to gain your powers. It takes the form of a shadowy animal that accompanies you. Your Dark Companion is an extension of your own spirit, and is therefore completely under your control. It can be seen if you wish it to be, but it has no physical form, cannot make noise or manipulate objects, and cannot normally be harmed in any way. It cannot stray more than 10 spaces away from you. In fact, it does not normally provide you with any mechanical benefit at all, but many of your powers and feats will augment your Dark Companion to your advantage.
At Will Attack Powers
Dark Strike
You twist fate as easily as you twist your blade.
Attack: Charisma v AC
Hit: 1[W]+Charisma
Special: For this attack, treat an attack roll of a natural 1 as if it were a natural 20.
Encounter Attack Powers (7)
Bitter Blade
Attack: Charisma v AC
Hit: 2[W]+Charisma, plus additional acid damage equal to your wisdom modifier.
Vampiric Blade
Attack: Charisma v AC
Hit: 2[W]+Charisma, gain temporary hit points equal to the damage you deal.
Backbiter
Implement
Attack: Charisma v Reflex
Hit: The target receives damage equal to his own basic attack.
Phantom Threat
Attack: Charisma v AC
Hit: 1[W]+Charisma, and the target grants combat advantage until the end of your next turn.
Dark Omen
Attack: Charisma v AC
Hit: 2[W]+Charisma, and the target takes a penalty equal to your wisdom modifier on all saving throws until the end of your next turn.
Daily Attack Powers (7)
Curse of Damocles
Implement
Attack: Charisma v Will
Hit: At the beginning of every turn the target must make a saving throw. On a success, nothing happens. On a failure, the target takes 5d10+Cha damage, and this effect ends. If the target succeeds on three saving throws, this effect ends without dealing damage to the target.
Miss: The same, except that only one successful save will end the effect without damage.
Vampiric Aura
Implement
Close Burst 5
Attack: Charisma v Fortitude
Hit: 2d8+Charisma
Miss: Half damage
Effect: All allies within the close burst gain temporary hit points equal to your charisma modifier times the number of enemies hit by this power.
Hound of Doom
Effect: Your dark companion takes physical form as a large, vicious hound, or other animal of your choice. While in this form your dark companion uses the statistics for the Dark Companion, Hound Form, found at the end of this document. When you activate this power, you must sacrifice two healing surges. If your dark companion’s hound form has not been destroyed by the end of the encounter, it fades and you regain both sacrificed healing surges. If not, those healing surges are lost.
Poisoned Blade
Attack: Charisma v AC
Hit: 3[W]+Charisma, ongoing poison damage of 5+wisdom modifier (save ends).
Miss: Half, no ongoing damage
Dark Steed
Your dark companion takes a physical form which you can ride. While in this form your dark companion uses the statistics for the Dark Companion, Steed Form, found at the end of this document. When you activate this power, you must sacrifice two healing surges. If your dark companion’s steed form has not been destroyed by the end of the encounter, it fades and you regain both sacrificed healing surges. If not, those healing surges are lost.
Utility Powers (6)
Luck Eater Aura
Daily, Stance
For each foe within your Aura of Unluck, gain +1 to attack.
Aura of Cruel Misfortune
Daily, Stance
Each time a foe within this aura rolls a natural 1 or a natural 2 on an attack roll, it suffers damage equal to your charisma modifier.
Dark Mount
Encounter
Your dark companion takes a physical form which you can ride. Its move speed is [X] and its overland speed is [Y]. You must sacrifice a healing surge to activate this power. You may dismiss this power as a minor action. If you do, you regain the sacrificed healing surge. While in this form your dark companion has an armor class of 18 and defenses of 16. If your dark companion is hit by an attack while in this form, it instantly fades away. If this occurs you do not regain your sacrificed healing surge.
Break Enchantment
Encounter
Sacrifice a healing surge to automatically terminate all effects which a save could end.
Feats
Guardian Companion
Prerequisite: Dark Companion
+1 feat bonus to Perception. When asleep, you can still see and hear, and you make Perception checks as if you were not asleep.