Critique my Hexblade Spell List

Particle_Man

Explorer
This is a prospective list, subject to change. I use the alternate class feature to get the bad luck cat instead of a familiar. I also get the Shadow Walker heroic path from Midnight. The party already contains a bard and a buff-mage (elements of magic style). I am also focusing on (greater) spell focus (trans) and (greater) spell penetration. And yes, I will get Practised Spellcaster. :)

1st: Catsfeet + Prot. from Evil/Good/Law/Chaos (4), Expeditious Retreat (6), Alarm (8), Disguise Self (17).
2nd: Mirror Image + Whirling Blade (8), See Invisibility (10), Touch of Idiocy (12), Pyrotechnics (18).
3rd: Hound of Doom + Slow (11), Protection from Energy (12), Phantom Steed (14), Invisibility Sphere (19).
4th: Baleful Polymorph + Greater Invisibility (14), Assay Resistance (15), Cursed Blade (17), Dimension Door (20).
 

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Honestly?

Unless you are the group's primary arcane caster, I would scrap the feats that try to make you an effective offensive spellcaster. Even with all of them, you'll still be behind a dedicated caster without any such feats when you cast spells like Baleful Polymorph... and as you increase in level, that gap will widen (as Hexblade caster level is 1/2 class level). Concentrate on spells you cast on yourself or your allies.

-Stuart
 


If you are trying to make a character who can fight and blast equally well, the hexblade is not for you.

The duskblade, on the other hand, has full caster levels along with a full BAB.
 

I like the list... while the above posts are true, the Hexblade isn't optimal for blasting, it seems to me you're not completely focusing on direct spell attacks, you just want to mix things up a bit... I think you have a nice range of effects. If you were min/maxing you wouldn't have chosen a hexblade to begin with, although I think the bad luck cat is a great help toward balancing the class (completely my opinion but there you go).

It looks as though you have access to the Complete Mage, in which case I would definitely recommend you look at the "Karmic" line of spells. As you're going to be engaged in melee combat quite often with a lower AC than most frontline fighters, even with your saving throw DCs I think those spells are really going to cause havoc, particularly since it requires saves every round you get hit. Not to mention the fact that they're all swift action spells, verbal components only, and last 1 round/level, so they won't impede your melee attacks or screw with you if you have any Arcane Spell failure chance. They're gems for hexblades imho.

Edit: I'm also partial to taking Alter Self as a second level spell... for characters with minimal casting slots, I like spells that give you a number of options.
 
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