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By request! An adaptation of the Hexblade for C&C. This adaptation takes the
original article whole cloth for some portions, but repositions the order as a C&C
optional class.
Hexblades have a loose fraternity of association, for the easiest way to become one is
through a practice of apprenticeship to a master. Much like shamans, hexblades rely
on knowledge of the spirits and the planes to tease out their magical talents. Some
civilized lands may have entire knighthoods or magical orders dedicated to the
practice of the hexblades, but in most lands they are reclusive fellows who gather in
large groups only on rare occasion.
The concept of the Hexblade started with a class which appeared in Dungeons &
Dragons 3rd edition first, and later as a warlock variant in 4th edition. Literary and
game inspiration for this archetype can be found in the fiction of Adrzej Sapkowskis
The Witcher, and similar concepts of a man with a special blade can be found in
Moorcocks Elric novels. I also suggest the Kane stories by Karl Edward Wagner.
Hexblade Spellcasting: Hexblades are arcane casters and have their own spell lists,
from which they can draw their magic. Hexblades begin play with two 0 level and one
1st level spells from the list, and acquire 1 new spell at each level of advancement.
Hexblades can otherwise learn new spells as a wizard. At the CKs discretion a
hexblade can attempt to learn a wizard spell not on the hexblade list. Such an attempt
can be performed once per copy of the spell (either a scroll or book), requiring an INT
check with a CL equal to the spell level + 10. If the hexblade makes the check then he
can copy the spell into his own spell book and has learned it; unlike hexblade spells
he cant imbue these in his weapon. In this fashion hexblades are like amateur spell
casters, but they never need to make this check on spells specifically on the hexblade
list.
Hexblade Bond: An initiate hexblade must procure a unique weapon which he forges
or finds on his own. At first level this weapon is a normal blade of his choice forged
from cold iron. Later on the hexblade may try to forge a new weapon of more
fantastical metals or enchantments. The weapon must be of no common origin, either
being made of an exotic metal, being unique in some fashion (i.e. a kings blade, or
the weapon was used in the past to slay a powerful extraplanar opponent) or it must be
forged by the initiate himself out of exotic metals and imbued with a sacrifice of 1D6
damage of his own blood during the forging process. If an exotic weapon material is
needed, it defaults to cold iron.
Once a hexblade has this weapon, he undergoes an initiation ritual of bonding with
the blade. This imbues himself and the weapon with a unique connection; he may now
use the blade to channel his magic, and all spells he cast must use the blade as a
material component (but he may now substitute his weapon for any normal material
component a spell requires, and the blade is never used up like normal materials).
The hexblade weapon grants a bonus spell slot in which can be memorized an
additional spell. The hexblade loses access to those bonus spells so memorized if he
loses his blade.
The hexblade also serves as a spell book of sorts; so long as the hexblade has his
bonded weapon in hand, he has innate access to all of his learned hexblade spells. He
must keep a normal spell book for any regular arcane magic he manages to learn
while adventuring (see above).
Does a hexblade need to bond with a sword specifically of some sort? Thats the CKs
call, but the presumption is that the nature of the weapon is highly conducive to
channeling magic, and other weapons are not. Alternatively, there could be branches
of the order that specialize in hexed axes, pole arms or even hammers and maces.
A hexblade who loses his weapon permanently must restore it with an equally
significant weapon. If he fails to do so after one year and one day, he is cast out of the
order. For the time he is missing his hexblade he loses his bonus spell slot and is
limited to the spells in his spell book. When a new hexblade is forged, however, all of
the hexblades spells are restored; the idea is that they are still imbued within his own
mind and soul, but a hexblade weapon is the key that unlocks them.
Armored Caster: Hexblades learn to cast their spells with armor, and as such are not
restricted like wizards in what to wear when they cast spells. However, hexblades
who are wearing armor can only use their specific hexblade spells while so
encumbered; they are unable to properly evoke any arcane non-hexblade magic while
wearing armor.
Note: While 200,000 XP/level after 12 may seem generous, this is set lower than the
fighter or wizard to reflect the fact that hexblades don't receive many more perks after
level 12; they gain level 5 spells at 16th level and level 6 spells at 20th level, so the
overall spell casting ability of hexblades has all but plateaued at level 12. Likewise,
although hexblades are proficient fighters, they are not nearly as adept at combat as
a dedicated warrior, relying instead on their hexblade spells.
Hexblade Apprentices:
A hexblade initiate who reaches 4th level is eligible to attain the rank of apprentice.
He must have demonstrated an act of servitude to the credo of his specific order or
mentor (which can vary; an evil order may require that he have slain an honest man; a
benevolent branch may require that he saved an innocent under threat of harm).
Hexblades who eschew titles are considered a form of ronin.
Hexblade Adepts:
After 8th level a hexblade apprentice may elect to become an adept. Adepts may take
on apprentices but are not required to do so.
Hexblade Masters:
Hexblades who reach level 12 may graduate from adept rank to master rank. A
Hexblade master must have earned a reputation for himself; if his name is known and
either feared or respected by a noted ruler or leader of the land, such that the other
senior masters of the order feel his reputation is engrained, then he may be entertained
for membership at his highest rank. He must then commit one truly great deed, worthy
of the skalds to sing about, such as slaying a hydra or dragon, liberating an oppressed
kingdom, slaying a corrupt king, or even conquering his own domain. The task may
depend on the ethical skew of the hexblade himself. At this level, however, it is his
demonstrable proficiency and efficiency, not his ethical leanings, that are most
important.
Should the hexblade attain the rank of master, he is required to take on a new
apprentice to teach his skills to if he has not done so already.
Hexblade ronin who reach level 12 are unofficially called silent masters by other
ordered hexblades. Some hexblades seek out these silent masters as they are often
known to have spells and secrets unknown to the regular hexblade orders.
Source!
Hexblade Artifacts:
Tome of the Fey Courts
Although the Tome of the Hexblade is the grimoire of study for the order, there are
rumors of an older tome, written in the lost history of the Fey Court by the elven
prince Aritroskis, which contains even more potent secrets. Such a tome is a coveted
prize for a dedicated Hexblade, for it contains the secrets of teleportation. This tome
include the teleport spell, which any hexblade can learn from studying this tome. It
also contains Teleport Without Error and Vanish. The wielder of this tome can cast
any combination of these three spells once per day by using the tome.
Adamantine Hexblades:
A weapon crafted of adamantine is impervious to harm, or so it is said. Furthermore,
it is said to weigh less and be more nimble in ones hands. Details on adamantine can
be found on page 89 of M&T.
An ordinary man wearing the Hand will feel nothing, though the spirit may seek to
possess him. A hexblade immediately notices that he treats his caster level as 1 higher
as a result of wearing the hand. In addition, he discovers that he now innately knows
Arcane Imbuement and may cast it once per day for free through the talisman. If he
removes the Hand, knowledge of the spell also evaporates.
While worn, the Hands spirit will try to possess the bearer. Zoromasts spirit is
equivalent to a malevolent ancestral spirit, a spectre (HP 104, M&T page 75) with one
special property: the spectral spirit can seek to possess a target instead of energy
draining it; each possession attempt works in place of energy drain, and if it hits the
spirit deals 1D6 INT damage. When the target reaches 0 INT the spectre can
immediately enter his or her body and take possession. At this point the INT of the
character is restored to normal, and the victim is otherwise back to normal, albeit with
a permanent +1 attack and damage bonus when wielding any sword, and a keen
knowledge of ancient history (any INT check may add level to recall historical
events). However, while possessed the bearer develops a very evil and self-serving
disposition, and tends to call himself Zoromast a lot.
The artifact will be destroyed should Zoromasts spirit ever be exorcised or destroyed.
You gain a +6 modifier to STR-based saves and checks, but you take a -6 penalty to
DEX as well, and your speed is reduced to half normal. Any efforts as spell cating
while in this form have a 50% chance of failure, and abilities to swim and climb are
impaired just as if you were clad in full plate armor. You cannot drink (and thus cant
use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small
characters or 1d6 for Medium characters), and you are considered armed when
making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone.
However, you could survive the crushing pressure and lack of air at the bottom of the
oceanat least until the spell duration expires.
The sword always strikes from your direction. It does not get a bonus for flanking or
help a combatant get one. If the sword goes beyond the spell range from you, if it
goes out of your sight, or if you are not directing it, the sword returns to you and
hovers.
Each round after the first, you can choose to switch the sword to a new target. If you
do not, the sword continues to attack the previous rounds target.
The sword cannot be attacked or harmed by physical attacks, but dispel magic,
disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The swords
AC is 13.
If an attacked creature has spell resistance, the resistance is checked the first time
Mages sword strikes it. If the sword is successfully resisted, the spell is dispelled. If
not, the sword has its normal full effect on that creature for the duration of the spell.
Mages Sword, True Strike and Iron Body adapted from the D20 SRD at:
http://www.d20srd.org/indexes/spells.htm