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Hexblade Thoughts
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<blockquote data-quote="Cadfan" data-source="post: 4578304" data-attributes="member: 40961"><p><span style="font-size: 15px"><strong>Hexblade</strong></span></p><p></p><p>Level 1</p><p>Current Draft, still subject to future revision.</p><p> </p><p>Power Source: Shadow</p><p>Role: Defender</p><p> Key Abilities: Strength, Charisma, Intelligence</p><p>Armor Proficiency: Cloth, Leather, Hide, Chain, All Shields</p><p>Weapon Proficiency: All simple, All military</p><p>Bonus to Defense: +1 Will, +1 Fortitude</p><p> Hit points at first level: 15 + Constitution Score</p><p>Hit points per level gained: 6</p><p>Healing surges per day: 9 + constitution modifier</p><p> Trained Skills: Arcana, plus three of the following: Athletics, Bluff, Dungeoneering, Intimidate, Stealth</p><p> Build Options: The Path of Splinters, The Path of the Wind and Doors</p><p>Class Features: Aura of Unluck, Evil Eye, Illusory Double</p><p></p><p><strong>Aura of Unluck:</strong> All adjacent enemies take a penalty of 2 to saving throws.</p><p> </p><p><strong>Evil Eye:</strong> Minor action. Marks one foe within a close burst of 5. This foe remains marked until it inflicts damage upon you, or until you use Evil Eye on another target. So long as this foe is marked by this power, the foe is Weakened.</p><p></p><p><em>Illusory Double:</em> Some of your powers create an illusory double. For convenience, the general rules of an illusory double are written once here, rather than within every power that makes use of them. An illusory double appears exactly as you do, and occupies a space. It has exactly the same defenses as you do, and exactly the same attacks. It is capable of making opportunity attacks, and therefore capable of flanking. It makes only two types of attacks- opportunity attacks, and the attacks specifically spelled out in the power which created it. If an illusory double receives any damage at all, it vanishes. Otherwise, your illusory double vanishes at the time specified in the power which created it. This is not a true class ability, but rather an effect created by a power that has certain consistent rules.</p><p> </p><p><strong>Build Options</strong></p><p>Both hexblade Paths use Strength as their primary ability score, because they use it to make attacks. Hexblades from either path tend to favor weapons with the High Critical property, as many of their powers subtly increase the chance of critical hits.</p><p> </p><p><strong>The Path of Splinters</strong></p><p>This discipline of Hexblade study focuses on the use of illusions in combat. A Hexblade of the Path of Splinters is a blur in battle, with illusory blades and even entire images of himself splintering off from his body and leaping to the attack. His foes never know what is real and what is not, or where the true danger waits. As illusion magic requires a flair for the dramatic to lend realism to the lie, followers of the Path of Splinters prefer charisma as their secondary statistic.</p><p> </p><p><strong>The Path of Wind and Doors</strong></p><p>The Path of Wind and Doors focuses on harnessing the power of the shadow storms that rage across the Shadowfell. Its power is the power of cold, lightning, and wind, channeled from the next world into our own. Opening the doorway between this world and the next, and controlling what comes through, requires precision and concentration, so Hexblades from the Path of Wind and Doors prefer Intelligence as their secondary statistic.</p><p> </p><p><strong>Level 1 At Will Attack Powers</strong></p><p></p><p><strong>Tristed Fortune</strong></p><p><em>You are at your best when you are at your worst.</em></p><p>Level 1 Melee, At Will, Standard Action, Weapon</p><p>Str v ac</p><p>Hit: 1[W]+Str, </p><p>Special: This attack scores a critical hit on an attack roll result of a natural 1.</p><p> </p><p><strong>Shadow Feint</strong></p><p><em>A sudden blurring, a duplication of your sword arm, baffles your foe.</em></p><p>Level 1 Melee, At Will, Standard Action, Weapon, Illusion</p><p>Str v ac</p><p>Hit: 1[W]+Cha, and your next attack versus this foe has combat advantage.</p><p></p><p><strong>Static Blade</strong></p><p>Your weapon crackles with energy.</p><p>Level 1 Melee, At Will, Standard Action, Weapon, Lightning</p><p>Str v ac</p><p>Hit: 1[W]+Int lightning damage, and a second foe within 2 of your target takes Int lightning damage.</p><p> </p><p></p><p><strong>Level 1 Encounter Attack Powers</strong></p><p> </p><p><strong>Shadow Blade</strong></p><p> <em>Your sword arm blurs, and two weapons strike at your foe. Only one is the true attack, but which?</em></p><p>Level 1 Melee, Encounter, Standard Action, Weapon, Illusion</p><p>Str v ac, two attack rolls. You may choose either roll. </p><p>Hit: 2[W]. </p><p>Path of Splinters: Add your charisma modifier to the damage.</p><p></p><p><strong>Sapping Chill</strong></p><p><em>A numbing chill drains at your foes.</em></p><p>Level 1 Melee, Encounter, Standard Action, Weapon, Cold</p><p>Str v ac</p><p>Hit: 2[W]+Str cold damage, slow until the end of your next turn. All foes adjacent to your target are also slowed until the end of your next turn.</p><p>Path of Wind and Doors: All foes adjacent to your target also take your Intelligence modifier in cold damage.</p><p> </p><p></p><p><strong>Daily Attack Powers</strong></p><p> </p><p><strong>Doubled Assault</strong></p><p><em>You seem to split in two- and each of you leaps to the attack.</em></p><p>Level 1 Melee, Daily, Standard Action, Weapon, Illusion</p><p>Special: Create an illusory double of yourself in an adjacent space. You and the double then may each shift one space.</p><p>Str v ac, two attacks versus one or two targets. </p><p>1[W]+Str per attack.</p><p>The illusory double disappears after this attack is completed.</p><p>Path of Splinters: If both attacks hit, you deal additional damage equal to your charisma modifier.</p><p></p><p><strong>Charged Blade</strong></p><p><em>You channel crackling electricity into your weapon.</em></p><p>Level 1 Melee, Daily, Minor Action, Weapon, Lightning</p><p>Your next successful hit during this encounter deals an additional 2d8+Int lightning damage.</p><p>Path of Wind and Doors: Until you successfully score a hit, all your attacks deal Int lightning damage on a miss.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4578304, member: 40961"] [SIZE=4][B]Hexblade[/B][/SIZE] Level 1 Current Draft, still subject to future revision. Power Source: Shadow Role: Defender Key Abilities: Strength, Charisma, Intelligence Armor Proficiency: Cloth, Leather, Hide, Chain, All Shields Weapon Proficiency: All simple, All military Bonus to Defense: +1 Will, +1 Fortitude Hit points at first level: 15 + Constitution Score Hit points per level gained: 6 Healing surges per day: 9 + constitution modifier Trained Skills: Arcana, plus three of the following: Athletics, Bluff, Dungeoneering, Intimidate, Stealth Build Options: The Path of Splinters, The Path of the Wind and Doors Class Features: Aura of Unluck, Evil Eye, Illusory Double [B]Aura of Unluck:[/B] All adjacent enemies take a penalty of 2 to saving throws. [B]Evil Eye:[/B] Minor action. Marks one foe within a close burst of 5. This foe remains marked until it inflicts damage upon you, or until you use Evil Eye on another target. So long as this foe is marked by this power, the foe is Weakened. [I]Illusory Double:[/I] Some of your powers create an illusory double. For convenience, the general rules of an illusory double are written once here, rather than within every power that makes use of them. An illusory double appears exactly as you do, and occupies a space. It has exactly the same defenses as you do, and exactly the same attacks. It is capable of making opportunity attacks, and therefore capable of flanking. It makes only two types of attacks- opportunity attacks, and the attacks specifically spelled out in the power which created it. If an illusory double receives any damage at all, it vanishes. Otherwise, your illusory double vanishes at the time specified in the power which created it. This is not a true class ability, but rather an effect created by a power that has certain consistent rules. [B]Build Options[/B] Both hexblade Paths use Strength as their primary ability score, because they use it to make attacks. Hexblades from either path tend to favor weapons with the High Critical property, as many of their powers subtly increase the chance of critical hits. [B]The Path of Splinters[/B] This discipline of Hexblade study focuses on the use of illusions in combat. A Hexblade of the Path of Splinters is a blur in battle, with illusory blades and even entire images of himself splintering off from his body and leaping to the attack. His foes never know what is real and what is not, or where the true danger waits. As illusion magic requires a flair for the dramatic to lend realism to the lie, followers of the Path of Splinters prefer charisma as their secondary statistic. [B]The Path of Wind and Doors[/B] The Path of Wind and Doors focuses on harnessing the power of the shadow storms that rage across the Shadowfell. Its power is the power of cold, lightning, and wind, channeled from the next world into our own. Opening the doorway between this world and the next, and controlling what comes through, requires precision and concentration, so Hexblades from the Path of Wind and Doors prefer Intelligence as their secondary statistic. [B]Level 1 At Will Attack Powers[/B] [B]Tristed Fortune[/B] [I]You are at your best when you are at your worst.[/I] Level 1 Melee, At Will, Standard Action, Weapon Str v ac Hit: 1[W]+Str, Special: This attack scores a critical hit on an attack roll result of a natural 1. [B]Shadow Feint[/B] [I]A sudden blurring, a duplication of your sword arm, baffles your foe.[/I] Level 1 Melee, At Will, Standard Action, Weapon, Illusion Str v ac Hit: 1[W]+Cha, and your next attack versus this foe has combat advantage. [B]Static Blade[/B] Your weapon crackles with energy. Level 1 Melee, At Will, Standard Action, Weapon, Lightning Str v ac Hit: 1[W]+Int lightning damage, and a second foe within 2 of your target takes Int lightning damage. [B]Level 1 Encounter Attack Powers[/B] [B]Shadow Blade[/B] [I]Your sword arm blurs, and two weapons strike at your foe. Only one is the true attack, but which?[/I] Level 1 Melee, Encounter, Standard Action, Weapon, Illusion Str v ac, two attack rolls. You may choose either roll. Hit: 2[W]. Path of Splinters: Add your charisma modifier to the damage. [B]Sapping Chill[/B] [I]A numbing chill drains at your foes.[/I] Level 1 Melee, Encounter, Standard Action, Weapon, Cold Str v ac Hit: 2[W]+Str cold damage, slow until the end of your next turn. All foes adjacent to your target are also slowed until the end of your next turn. Path of Wind and Doors: All foes adjacent to your target also take your Intelligence modifier in cold damage. [B]Daily Attack Powers[/B] [B]Doubled Assault[/B] [I]You seem to split in two- and each of you leaps to the attack.[/I] Level 1 Melee, Daily, Standard Action, Weapon, Illusion Special: Create an illusory double of yourself in an adjacent space. You and the double then may each shift one space. Str v ac, two attacks versus one or two targets. 1[W]+Str per attack. The illusory double disappears after this attack is completed. Path of Splinters: If both attacks hit, you deal additional damage equal to your charisma modifier. [B]Charged Blade[/B] [I]You channel crackling electricity into your weapon.[/I] Level 1 Melee, Daily, Minor Action, Weapon, Lightning Your next successful hit during this encounter deals an additional 2d8+Int lightning damage. Path of Wind and Doors: Until you successfully score a hit, all your attacks deal Int lightning damage on a miss. [/QUOTE]
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