Well the title is my question. I know I will be an Eladrin who probably will go star and something? But is Hexblade worth it and is it fun?. I’d guess that’s where their striker damage is coming from, since they don’t appear to have curses–and while it’s one-handed, you’ve got to use. Are there any official rules for a Hexblade multiclass feat or Hybrid? (I don’t have DDI access, but the DM does, so references to Dragon articles.
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Combining the dynamic powers hexbladd martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a foe. Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor but not with shields.
Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chance.
Hexblade – Class – D&D Tools
However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component and most do. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells hexbladf from other classes. Once per day, as a free action, a hexblade can unleash a curse upon a foe.
The target must be visible to the hexblade and within 60 feet. The target of a hexblade’s curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. At every four levels beyond 1st 5th, 9th, 13th, and 17th a hexblade gains the ability to use his curse one additional time per day, as indicated on Table 1—1.
Multiple hexblade’s curses don’t stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade’s curse for 24 hours. A hexblade can utter only one hexblade’s curse per round, even if he gets multiple curses per day. At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude.
If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save such as any spell with a saving throw entry of Will half or Fortitude partialhe instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.
Beginning at 4th level, a hexblade can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The hexblade chooses the kind of familiar he gets.
As the hexblade advances in level, his familiar also increases in power.
Treat the hexblade as a sorcerer of three levels lower for determining the familiar’s powers and abilities. If the familiar dies or is hebxlade by the hexblade, the latter must attempt a DC 15 Fortitude saving throw. Failure means he loses experience points per hexblade level; success reduces the loss to one-half that amount. However, a hexblade’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day.
A slain familiar can be raised from the dead just as a character can be, but it does not lose a level or a point of Constitution when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time. Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list.
Hexblase can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1—1. In addition, he receives bonus spells per day if he has a high Charisma score.
When Table 1—1 indicates that the hexblade gets 0 spells per hexblaxe of a given spell level for instance, 1st-level spells for a 4th-level hexbladehe gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The hexblade’s selection of spells is extremely limited.
A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table 1—2. Unlike spells per day, his Charisma score does not affect the number of spells a hexblade hexb,ade the numbers on Table 1—2 are fixed. Upon reaching 12th level, and at every third hexblade level after that 15th and 18tha hexblade can choose to learn a new hexblzde in place of one he already knows.
In effect, the hexblade “loses” the old spell in exchange for the new hesblade. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level hexblade spell the hexblade can cast.
dnd 4e – Can a Warlock take Hexblade powers/feats/etc? – Role-playing Games Stack Exchange
For instance, upon reaching 12th level, a hexblade could trade in a single 1st level spell two spell levels below the highest-level hexblade spell he can cast, which is 3rd for a different 1st-level spell. At 15th level, he could trade in a single 1st-level or 2nd-level spell since he now can cast 4th-level hexblade spells for a different spell of the same level.
A hexblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Through 3rd level, a hexblade has no caster level.
At 4th level and higher, his caster level is one-half his hexblade level. At 5th level, and every five levels thereafter 10th, 15th, and 20tha hexblade gains a bonus feat, which must be selected from the following list: Greater Hexblade’s Curse Su: When a hexblade attains 7th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade’s curse becomes -4 instead of Aura of Unluck Su: Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune.
Warlock Hexblade (4e Power List)
At 16th level and higher, a hexblade can use his aura of unluck twice per day. A 20th-level hexblade can activate this aura three times per day. Dire Hexblade’s Curse Su: When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade’s curse becomes -6 instead of A hexblade who becomes good-aligned loses all hexblade spells and all supernatural class abilities.
His familiar becomes a normal animal and leaves the hexblade’s service as soon as possible. He may not progress any farther in levels as a hexblade. He retains all the other benefits of the class weapon and armor proficiencies and bonus feats. Class Features Weapon and Armor Proficiency: Any effect that removes gexblade dispels a curse eliminates the effect of a hexblade’s curse. Ex-Hexblades Bexblade hexblade who becomes good-aligned loses all hexblade spells and all supernatural class abilities.
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