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4e Hexblade Brainstorming
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<blockquote data-quote="Cadfan" data-source="post: 4519515" data-attributes="member: 40961"><p>Hexblade, copy of my current random draft notes</p><p></p><p>Descriptive text, cover hex, aura, dark companion, divine source of power/explanation of dark companion.</p><p></p><p>Paladin Variant</p><p></p><p>Lose the following:</p><p> Plate armor proficiency</p><p> Scale armor proficiency</p><p> Lay on Hands</p><p> 1 healing surge</p><p> Divine Challenge</p><p></p><p>Gain the following class abilities:</p><p> Hex</p><p> Aura of Unluck</p><p> Dark Companion</p><p> Access to Hexblade powers</p><p></p><p>Class Abilities</p><p> 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.</p><p></p><p> Aura of Unluck All adjacent foes take a -2 penalty to attack rolls.</p><p></p><p> 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.</p><p></p><p>At Will Attack Powers</p><p></p><p> Dark Strike</p><p> You twist fate as easily as you twist your blade.</p><p> Attack: Charisma v AC</p><p> Hit: 1[W]+Charisma</p><p> Special: For this attack, treat an attack roll of a natural 1 as if it were a natural 20.</p><p></p><p></p><p>Encounter Attack Powers (7)</p><p></p><p> Bitter Blade</p><p> Attack: Charisma v AC</p><p> Hit: 2[W]+Charisma, plus additional acid damage equal to your wisdom modifier.</p><p></p><p> Vampiric Blade</p><p> Attack: Charisma v AC</p><p> Hit: 2[W]+Charisma, gain temporary hit points equal to the damage you deal.</p><p></p><p> Backbiter</p><p> Implement</p><p> Attack: Charisma v Reflex</p><p> Hit: The target receives damage equal to his own basic attack.</p><p></p><p> Phantom Threat</p><p> Attack: Charisma v AC</p><p> Hit: 1[W]+Charisma, and the target grants combat advantage until the end of your next turn.</p><p></p><p> Dark Omen</p><p> Attack: Charisma v AC</p><p> 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.</p><p></p><p></p><p></p><p></p><p>Daily Attack Powers (7)</p><p></p><p> Curse of Damocles</p><p> Implement</p><p> Attack: Charisma v Will</p><p> 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.</p><p> Miss: The same, except that only one successful save will end the effect without damage.</p><p></p><p> Vampiric Aura</p><p> Implement</p><p> Close Burst 5</p><p> Attack: Charisma v Fortitude</p><p> Hit: 2d8+Charisma</p><p> Miss: Half damage</p><p> 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.</p><p></p><p> Hound of Doom</p><p> 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.</p><p></p><p> Poisoned Blade</p><p> Attack: Charisma v AC</p><p> Hit: 3[W]+Charisma, ongoing poison damage of 5+wisdom modifier (save ends).</p><p> Miss: Half, no ongoing damage</p><p></p><p> Dark Steed</p><p> 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.</p><p></p><p></p><p>Utility Powers (6)</p><p></p><p> Luck Eater Aura</p><p> Daily, Stance</p><p> For each foe within your Aura of Unluck, gain +1 to attack.</p><p></p><p> Aura of Cruel Misfortune</p><p> Daily, Stance</p><p> 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.</p><p></p><p> Dark Mount</p><p> Encounter</p><p> 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.</p><p></p><p> Break Enchantment</p><p> Encounter</p><p> Sacrifice a healing surge to automatically terminate all effects which a save could end.</p><p> </p><p></p><p></p><p></p><p></p><p>Feats</p><p>Guardian Companion</p><p>Prerequisite: Dark Companion</p><p>+1 feat bonus to Perception. When asleep, you can still see and hear, and you make Perception checks as if you were not asleep.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4519515, member: 40961"] 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. [/QUOTE]
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