D&D 4E 4e Hexblade Brainstorming

You know, if this class is to be any sort of variant class, it should probably be a paladin variant. I know paladins are divine magic instead of arcane, but in terms of what they do with that magic, its the closest there is. And since paladins don't have to be good these days, it could just be declared that hexblades are a darker sort of paladin.

Although if I were doing a full class writeup, with multiple variants and everything, I think I'd really like the pet variant that GMforPowerGamers came up with to be one of the options. I loved the dark companion variant in 3e.

I guess I have to decide how much time to invest in this...
 

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Alright, how about this.

Paladin variant, loses plate, scale. Can regain them by feat if its got the ability score points. Also lose Lay on Hands.

Attacks are charisma based. Secondary stat is wisdom, since paladins already use that.

Hex- weakens foe, foe must damage the hexblade to terminate the "weakened" effect, after which it cannot be hexed again that encounter.

Aura of Unluck- penalty of 2 on attack rolls of adjacent foes.

Dark Companion- Represents a portion of your soul that you severed in order to gain your powers. Many utility or attack powers involve summoning your dark companion to your aid. Not a physically real creature, so it cannot "die." If it becomes corporeal for the purposes of some attack or power, and it dies, you lose a healing surge and cannot use any Dark Companion powers until you take an extended rest.

With this sort of architecture, I think that I can make a hexblade by drafting a minimum of one new at will, a paragon path, a smattering of thematic powers, and the class abilities listed above. As parsimony is always one of my design goals, maybe this will work well?
 

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.
 

How bout this?

HEXBLADE
Your curse and your blade can bring down the mightiest of foes.
Role: Defender – Your weapons and devious powers keep the tide of battle from your more vulnerable allies.
Power Source: Shadow – you wield the powers of the Shadowfell to twist the fates of your foes.
Key Abilities: Strength, Constitution, Charisma

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: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges: 10 + Constitution modifier

Trained Skills: Intimidate plus 3 others. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Athletics (Str), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Streetwise (Cha)

Build Options: Dark Knight, Witch Blade
Class Features: Aura of Fate, Dark Passenger, Hex

AURA OF FATE
While adjacent to you, allies gain a power bonus to saves equal to your Charisma modifier. Your aura extends to 2 squares at level 11 and 3 squares at level 21.

DARK PASSENGER
You have separated a portion of your soul from your body and it serves you in twisting the fate of your foes. Each round as a minor action, you can set your Dark Passenger upon an enemy; the passenger is faintly visible as a unclear shape wrapped around the back, head, or “center” of the creature. The enemy is marked. Additionally, if the target makes an attack that does not include you as a target, it becomes weakened until the start of your next round. A creature under the effects of your Dark Passenger is more susceptible to some of your powers.

HEX
You can channel your pain to hex an enemy. This hex can have a number of effects depending upon which you choose. Using your hex costs requires you to spend a healing surge, though you gain no hit points or any usual benefits. A starting hexblade can use only the Hex of Pain and the Hex of Lethargy. Additional hexes can be learned with feats.

Hex of Pain - Hexblade Feature
With a dark glance, you cause the pain of a foe to multiply.
At-will ♦ Shadow, Hex
Standard Action Close burst 5
Special: Spend a healing surge; instead of regaining hit points you hex your enemy.
Target: One creature in burst.
Attack: Constitution vs. Fortitude
Effect: The target gains vulnerability 5 to all damage types (save ends).
Secondary Effect: The target gains vulnerability 1 to all damage types (save ends).
Dark Passenger: An enemy marked with your dark passenger cannot make a saving throw against this effect.

Hex of Lethargy - Hexblade Feature
Your pain slows your opponent
At-will ♦ Shadow, Hex
Standard Action Close burst 5
Special: Spend a healing surge; instead of regaining hit points you hex your enemy.
Target: One creature in burst.
Attack: Charisma vs. Reflex
Effect: The target gains is slowed (save ends).
Secondary Effect: The target suffers a -2 penalty to its speed (save ends).
Dark Passenger: An enemy marked with your dark passenger cannot make a saving throw against this effect.
 

This concept may be being overthought. Here's how I did my hexblade:

Step 1: Minotaur Warlock (infernal or star, your choice)
Step 2: 18 str / 18 con
Step 3: Bastard Sword proficiency and Chainmail armor
Step 4: Basic attacks that deal 1d12 + 10 + curse at level 2, along with nasty cursey ranged attacks that have +6 to hit things like Will.
Step 5: Cackle. Multiclass Fighter at your option.

So I've got a lightly armored guy with feasible HP who destroys in melee with a giant sword, but also has a plethora of dark powers and can curse his foes at will.
 

That is along the lines of what I would do for to make a hexblade. I'd be more likely to multiclass into rogue, but I think that really depends on how you want to flavor your hexblade.
 

This concept may be being overthought. Here's how I did my hexblade:

Step 1: Minotaur Warlock (infernal or star, your choice)
Step 2: 18 str / 18 con
Step 3: Bastard Sword proficiency and Chainmail armor
Step 4: Basic attacks that deal 1d12 + 10 + curse at level 2, along with nasty cursey ranged attacks that have +6 to hit things like Will.
Step 5: Cackle. Multiclass Fighter at your option.

So I've got a lightly armored guy with feasible HP who destroys in melee with a giant sword, but also has a plethora of dark powers and can curse his foes at will.

Yeah. Hexhammers are already a good build for warlocks, why not Hexblades as well?
This could be a pact. You could call it Warpact or something. Perhaps the pact boon lets you power up your weapon whenever an enemy under your cursed is reduced to 0 hit points?
 

Oooh, yeah. It could model the 3e hexblade; pact boon could be a static penalty to attacks on your cursed foes instead of giving you a buff when they die. While it seems to run counter to the warlock concept by not giving you a bonus on their death, it still plays to the warlock's style of making sure enemies die in a strategic order. It might work better if it replaces the extra curse damage...and then the pact boon could be bonus damage! I'm a genius.

On a hit, they take -2 to attacks until EoNT? And if they die, they could deposit into a "damage pool" that would be similar in scope to the infernal's temp HP which you could expend on successful attack rolls.

The at-will could even be a [W] attack. Now we need a pact sword.

Chronoplasm, if you're the same guy I'm working with over at rpg.net, we make a great team for homebrew stuff. =D
 


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