Ravenloft: Prisoners of the Mist Wikia
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Combining the dynamic powers of martial prowess and arcane might augmented by their special power to curse their enemies, hexblades present a deadly challenge to opponents unused to such foes. They adventure for personal gain, whether that is power, prestige, wealth, or all the above. A hexblade casts arcane spells without any advance preparation, much like a sorcerer, and can cast in limited armor. A hexblade can also curse his enemies to weaken them in combat. A hexblade can eventually call a familiar, a magical creature, small or large, that serves her.

Note: You can find more information on the roleplay aspects of this class on our forums by clicking here.

WARNING: To cast a spell, a hexblade must have a Charisma score of 10 + the spell's level. For example, to cast a 4th-level spell, a hexblade must have a Charisma of 14.

- Alignment Restrictions: Any non-good.
- Base Attack Bonus: +1 / Level.
- Hit Die: d10.
- Primary Saving Throw: Fortitude.
- Proficiencies: All simple and martial weapons, light and medium armor. Hexblades are proficient with shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Spellcasting: Hexblade Spells. Arcane (Charisma-based, no spell preparation, spell failure from heavy armor, and large and tower shields is a factor).
- Ex-Hexblades: A hexblade that becomes good-aligned loses all hexblade spells and abilities and cannot gain levels in this class until their alignment is neutral or evil again.

Class Skills: Antagonize, Concentration, Discipline, Heal, Influence, Lore, Parry, Spellcraft.
Unavailable Skills: Animal Empathy, Use Magic Device.

Bonus Feat Progression:

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Feats 0 1 0 0 2 0 0 1 0 1 1 0 0 1 1 0 1 0 0 2

ABILITIES:

Level
1: Hexblade's Curse (1x/day + Cha) - Target takes a -2 penalty on attacks, saves, armor class, skills, and damage rolls.
2: Arcane Resistance - Add Charisma modifier to saving throws versus spells and spell-like effects.
3: Mettle - No partial effects when successfully saving against Fortitude and Will saving throws.
4: Summon Familiar - Summon a magical creature as an ally.
5: Hexblade's Curse (2x/day + Cha)
7: Greater Hexblade's Curse - Penalty from hexblade's curse increases to -4.
9: Hexblade's Curse (3x/day + Cha)
12: Aura of Unluck (1x/day) - 50% miss chance to melee or ranged attack against the hexblade.
13: Hexblade's Curse (4x/day + Cha)
16: Aura of Unluck (2x/day)
17: Hexblade's Curse (5x/day + Cha)
19: Dire Hexblade's Curse - Penalty from hexblade's curse increases to -6.
20: Aura of Unluck (3x/day)

Spell Progression:

Level   Base spells per day   Known spells
1st 2nd 3rd 4th 1st 2nd 3rd 4th
1st - - - - - - - -
2nd - - - - - - - -
3rd - - - - - - - -
4th 0 - - - 2 - - -
5th 0 - - - 2 - - -
6th 1 - - - 3 - - -
7th 1 - - - 3 - - -
8th 1 0 - - 4 2 - -
9th 1 0 - - 4 2 - -
10th 1 1 - - 4 3 - -
11th 1 1 0 - 4 3 2 -
12th 1 1 1 - 4 4 3 -
13th 1 1 1 - 4 4 3 -
14th 2 1 1 0 4 4 4 2
15th 2 1 1 1 4 4 4 3
16th 2 2 1 1 4 4 4 3
17th 2 2 2 1 5 4 4 4
18th 3 2 2 1 5 5 4 4
19th 3 3 3 2 5 5 5 4
20th 3 3 3 3 5 5 5 5

Being able to cast 0 spells of a certain level per day means the hexblade cannot cast spells of that level unless bonus spell slots of the appropriate level are granted by a high charisma.

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