Role: Though a capable melee combatant, a hexblade relies on opportunistic use of his spells and special abilities to augment this role in the group. A hexblade with the proper skill selection can make a fine leader for a group comfortable with his style.

Alignment: Any nongood.

Hit Dice: d10.

A hexblade’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

A hexblade has the following class features:

Spells Per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1 +1 +2 +0 +2 Curse 1+Cha/day
2 +2 +3 +0 +3 Arcane resistance
3 +3 +3 +1 +3 Mettle
4 +4 +4 +1 +4 Arcane bond/dark companion 0
5 +5 +4 +1 +4 Bonus feat, curse 2+Cha/day 1
6 +6 +5 +2 +5 Quick cast 1/day 1
7 +7 +5 +2 +5 Greater curse 1 0
8 +8 +6 +2 +6 Quick cast 2/day 1 1
9 +9 +6 +3 +6 Curse 3+Cha/day 2 1
10 +10 +7 +3 +7 Bonus feat 2 1 0
11 +11 +7 +3 +7 Quick cast 3/day 2 1 1
12 +12 +8 +4 +8 Aura of unluck 1/day 2 2 1
13 +13 +8 +4 +8 Curse 4+Cha/day 3 2 1 0
14 +14 +9 +4 +9 Quick cast 4/day 3 2 1 1
15 +15 +9 +5 +9 Bonus feat 3 2 2 1
16 +16 +10 +5 +10 Aura of unluck 2/day 3 3 2 1
17 +17 +10 +5 +10 Curse 5+Cha/day 4 3 2 1
18 +18 +11 +6 +11 Quick cast 5/day 4 3 2 2
19 +19 +11 +6 +11 Dire curse 4 3 3 2
20 +20 +12 +6 +12 Aura of unluck 3/day, bonus feat 4 4 3 3

Weapon and Armour Proficiency: A hexblade is proficient with all simple and martial weapons, and with light armour, medium armour, and shields. Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light or medium armour or while using a light shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing heavy armour or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Curse (Su): A hexblade can unleash a curse upon a foe as a swift action that does not provoke attacks of opportunity. The target must be visible to him 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. A successful Will save (DC 10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) negates the effect.

A hexblade may use his curse a number of times per day equal to 1 + his Charisma modifier. 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 the table above. 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. However, if the target does successfully resist the effect, the curse attempt is not expended and may be used against another foe on a subsequent turn instead.

Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse.

Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like abilities.

Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great will power 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 partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Arcane Bond/Dark Companion (Su): At 4th level, a hexblade gains an arcane bond, as a wizard equal to his hexblade level – 3. His hexblade levels stack with any wizard levels he possesses when determining the powers of his familiar or bonded object. This ability does not allow a hexblade to have both a familiar and a bonded item. Rules for arcane bonds appear on pg. 78 of the Core Rulebook.

Alternatively, a hexblade may forgo his arcane bond in order to create an illusory companion resembling a panther, spun from the darkness of the night. Doing so requires a specialized ritual that takes 8 hours to complete. Once created, his dark companion stands with him in battle, hindering his enemies’ defenses.

Any enemy adjacent to a hexblade’s dark companion takes a -2 penalty on its saves and to its AC. A hexblade’s companion’s speed is equal to his own (including all modes of movement he possesses) and it acts during his turn each round. It follows his mental commands perfectly. In effect, it is merely an extension of his will.

A hexblade’s dark companion has no real substance, and thus can’t attack or otherwise affect creatures or objects. It occupies a 5-foot space. Even though any creature can enter a dark companion’s 5-foot space without restriction, the companion must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. A hexblade’s dark companion is treated as a spell whose level is equal to 1/4 his hexblade level. If it is dispelled, it automatically reforms at his side 24 hours later.

A dark companion can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 from the controlling hexblade at the start of his turn, or if he ever loses line of effect to it, it instantly reappears adjacent to him.

Spells: 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. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblade’s spell is 10 + the
spell level + his Charisma modifier.

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 the table above. In addition, he receives bonus spells per day if he has a high Charisma score (Core Rulebook, pg. 17, table 1-3). When the table above indicates that he gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A 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 the table below. (Unlike spells per day, the number of spells a hexblade knows is not affected by his Charisma score. The numbers on the table below are fixed.)

Upon reaching 8th level, and at every third hexblade level after that (11th, 14th, and so on), a hexblade can choose to learn a new spell in place of one he already knows. In effect, he loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level hexblade spell he can cast. 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 equal to his hexblade level minus 3.

Spells Known:

Level 1st 2nd 3rd 4th
4 2
5 3
6 4
7 4 2
8 4 3
9 4 4
10 5 4 2
11 5 4 3
12 5 4 4
13 5 5 4 2
14 5 5 4 3
15 5 5 4 4
16 5 5 5 4
17 5 5 5 4
18 5 5 5 4
19 5 5 5 5
20 5 5 5 5

Bonus Feats: At 5th level and every five levels thereafter, a hexblade may select a bonus feat. These feats must be taken from the following list: Combat Casting (Core Rulebook, pg. 119), Greater Spell Focus (enchantment, necromancy, or transmutation only) (Core Rulebook, pg. 125), Greater Spell Penetration (Core Rulebook, pg. 125), Spell Focus (enchantment, necromancy, or transmutation only) (Core Rulebook, pg. 134), and Spell Penetration (Core Rulebook, pg. 134).

Quick Cast (Su): Beginning at 6th level, a hexblade can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.

He can use this ability twice per day at 8th level, three times per day at 11th level, four times per day at 14th level, and five times per day at 18th level.

Greater Curse (Su): When a hexblade attains 7th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by the target of a hexblade’s curse becomes –4 instead of –2.

Aura of Unluck (Su): Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against him while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + his Charisma bonus (if any).

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 Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by the target of a hexblade’s curse becomes –6 instead of –4.

A hexblade who becomes good-aligned loses all hexblade spells and all supernatural class abilities. If he has a familiar, it becomes a normal animal and leaves his service as soon as possible. If he has a bonded item, it becomes a normal item of its type. He may not progress any farther in levels as a hexblade. He retains all the other benefits of the class (weapon and armour proficiencies and bonus feats).

Alarm (Core Rulebook, pg. 240)
Arcane Mark (Core Rulebook, pg. 244)
Augment Familiar
Cause Fear (Core Rulebook, pg. 252)
Charm Person (Core Rulebook, pg. 254)
Death’s Call
Detect Magic (Core Rulebook, pg. 267)
Disguise Self (Core Rulebook, pg. 271)
Entropic Shield (Core Rulebook, pg. 278)
Expeditious Retreat (Core Rulebook, pg. 279)
Hideous Laughter (Core Rulebook, pg. 296)
Identify (Core Rulebook, pg. 299)
Karmic Aura
Light (Core Rulebook, pg. 304)
Magic Aura (Core Rulebook, pg. 307)
Magic Weapon (Core Rulebook, pg. 310)
Mount (Core Rulebook, pg. 315)
Phantom Threat
Prestidigitation (Core Rulebook, pg. 325)
Protection From Chaos/Evil/Good/Law (Core Rulebook, pg. 327)
Read Magic (Core Rulebook, pg. 330)
Reaving Aura
Sleep (Core Rulebook, pg. 344)
Undetectable Alignment (Core Rulebook, pg. 363)
Unseen Servant (Core Rulebook, pg. 364)

Alter Self (Core Rulebook, pg. 240)
Animate Weapon
Arcane Turmoil
Blindness/Deafness (Core Rulebook, pg. 250)
Bothersome Babble
Bull’s Strength (Core Rulebook, pg. 251)
Darkness (Core Rulebook, pg. 263)
Eagle’s Splendor (Core Rulebook, pg. 275)
Enthrall (Core Rulebook, pg. 278)
False Life (Core Rulebook, pg. 280)
Glitterdust (Core Rulebook, pg. 290)
Invisibility (Core Rulebook, pg. 301)
Karmic Backlash
Mirror Image (Core Rulebook, pg. 314)
Protection From Arrows (Core Rulebook, pg. 327)
Pyrotechnics (Core Rulebook, pg. 328)
Rage (Core Rulebook, pg. 329)
Resist Energy (Core Rulebook, pg. 334)
See Invisibility (Core Rulebook, pg. 339)
Spider Climb (Core Rulebook, pg. 347)
Suggestion (Core Rulebook, pg. 350)
Summon Swarm (Core Rulebook, pg. 354)
Touch of Idiocy (Core Rulebook, pg. 360)

Arcane Sight (Core Rulebook, pg. 244)
Charm Monster (Core Rulebook, pg. 254)
Confusion (Core Rulebook, pg. 258)
Deep Slumber (Core Rulebook, pg. 265)
Dispel Magic (Core Rulebook, pg. 272)
Hood of the Cobra
Hound of Doom
Invisibility Sphere (Core Rulebook, pg. 302)
Magic Weapon, Greater (Core Rulebook, pg. 310)
Nightmare Terrain
Nondetection (Core Rulebook, pg. 317)
Phantasmal Strangler
Phantom Steed (Core Rulebook, pg. 319)
Poison (Core Rulebook, pg. 323)
Protection From Energy (Core Rulebook, pg. 327)
Repel Vermin (Core Rulebook, pg. 333)
Slow (Core Rulebook, pg. 344)
Stinking Cloud (Core Rulebook, pg. 349)
Vampiric Touch (Core Rulebook, pg. 364)
Wind Wall (Core Rulebook, pg. 370)

Baleful Polymorph (Core Rulebook, pg. 246)
Break Enchantment (Core Rulebook, pg. 251)
Contact Other Plane (Core Rulebook, pg. 259)
Cursed Blade
Detect Scrying (Core Rulebook, pg. 268)
Dimension Door (Core Rulebook, pg. 269)
Dominate Person (Core Rulebook, pg. 274)
Enervation (Core Rulebook, pg. 277)
Fear (Core Rulebook, pg. 281)
Finger of Agony
Horrid Sickness
Invisibility, Greater (Core Rulebook, pg. 302)
Karmic Retribution
Phantasmal Killer (Core Rulebook, pg. 319)
Polymorph (Core Rulebook, pg. 323)
Scrying (Core Rulebook, pg. 337)
Sending (Core Rulebook, pg. 339)
Solid Fog (Core Rulebook, pg. 345)
Unseen Strike


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