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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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In 3e he is more or less an arcane Paladinjust slightly worse.

You see early on in 3. X Wizards of the Coast had this bizarre idea that all the broken tricks hxblade wizard could pull off were OK, but a guy who could buff hexblzde and wear armor was stupidly OP and had to gimp it to hell to print it.

No, we don’t get how divine casters were OK under that line of thought either. Unfortunately Hexblades do not start with the ability to cast spells and only casts fewer spells-per-day, on the plus side their spell list are improved making them slightly more variable than Duskblades, but hexblxde that’s where the comparison ends. As a caster, he cannot wear anything heavier than light armor, his other saves suck dick and cannot be good becoming so results in the loss of all your powers and your familiar.

Also, his class features don’t entirely mesh well with his function, since cursing and arcane resistance is all well and good, his spellcasting abilities do not make him a replacement for the group’s primary arcane caster and without any combat features he doesn’t stand up front as a fighter either. So the Hexblade doesn’t really work as either a Caster or a Warrior. Duskblades do this much better.

He will also need a combination of Charisma for his spellsStrength for his attacksDexterity to not die and Constitution also to not dieleading to heavy MAD. Pathfinder would later port the hexblade as an archetype of the Magus class, called a hexcrafter.

They sacrifice their spell recall ability to gain access to curses in their spell list and the ability to learn witch hexes instead of magus arcana. You will be best served by taking spells that increase your own fighting abilities and survivability through not getting hit: Do note that the class is not considered to be very goodbecause while the Hexblade can fill certain openings as they fall he cannot fill them as good as someone fit for that job can.

Prestige class options are very similar to the Duskblade options, made slightly easier to qualify later in your hexbladd since you have a broader range of hexblave. Unfortunately it can’t really be said which way you “should” go, since you picked a character class that didn’t really hexglade a job to start with.

Dragon Disciple from the core rules works for the Hexblade moreso than Bards or Sorcerers who 4 to give up much of their spellcasting potential in order to gain buffs that take them out of their comfort zones. As a “Fighting class” who can spontaneously cast, sacrificing most of your spellcasting ability no great loss for a series of permanent physical buffs that could help steer your character into a front line role, rather than the confused position the Hexblade normally hexboade.

Abjurant Champion from Complete Mage works acceptably, since it improves your combat abilities by hesblade you to burn unused spell slots for hecblade bonuses.

Other features improve your survivability, but this is mostly situational since your hexnlade list does not include Mage Armor as standard, so you’ll have to settle by augmenting your other protection spells, such as Shield. Just don’t take it too far, as you start losing out on class features as you can already cast in light armor.

One thing that actually does kick ass about hexblades is their familiar. Normally, familiars kinda suck because they have to run off your stats, and you’re a wizard living in fear of rats and kittens. Hexblades, however, get a familiar that runs off the stats of a combat class, meaning they have pretty good hit points and attack bonuses. This also opens up the possibility of improved familiars, which are featured in the same book, and some require a good 4r Attack which you havemeaning you can get yourself a winter wolf instead of a cat.

Alternatively, you can swap it out to gain a Dark Companion, which lets you give enemies a -2 to saving throws.

Warlock Hexblade (4e Power List)

Take a few levels in Paladin of Tyranny, hexbade you’re looking at a -4 in total, which means enemies are going to be failing their saves a lot. And even then, you can still use the Obtain Familiar feat to buy yourself a familiar back – which is actually the better option, because of how familiars work. Mike Mearlsthe guy who created the hexblade, acknowledged that he’d fucked up a bit, and posted this on the Hexbladf forums.

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DMs will hexbblade allow it, but ask first. The hexblade suffers a little because he came on the scene relatively early in 3. Other times, we learn things that look fine don’t actually work in play. Armored mages fall into the first category. Them seem really powerful, but in hexblafe long run they aren’t.

Spells and magic items allow an unarmored mage to build great hexbladee. The spell mage armor is as good as medium armor, and its duration allows most mages to keep it active at all times. If you compare the hexblade to the duskblade from PH 2, you can see how the thinking has changed.

If you want to boost the hexblade, I’d try the following changes: At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and The key to the hexblade hwxblade his curse ability, but it’s a little un-fun to have it so limited in use.

The hexblade also has trouble casting spells and using his melee attacks, so shifting spells to swift actions fits in with the idea of an armored mage. These are by no means official. They’re just off the top of my head changes I’d consider making. Presented in the hexlbade “Heroes of the Forgotten Kingdoms”, they’re an alternate version of the Warlock They went on to bring back the Bladesinger as a variant Wizardafter all.

It bears mentioning that an editorial in Dragon actually says Hexblades were born out of an early meme in the 4e fandom of trying to secure heavy armor for warlocks.

Warlock Hexblade (4e Power List) | Dungeons and Dragons Wiki | FANDOM powered by Wikia

The difference is that they are more aimed at close-range, fighting with an implement in one hand and a Pact Blade in the other. What’s a Pact Blade? Well, like a true WarlockHexblades forge mystic contracts with powerful entities – the default Hexblade has access to the Fey and Fiend pacts, gaining a Star pact in Dragon alongside a variant of the Fey Pact tied to a specific Archfeyan Elemental Pact in “Heroes of the Elemental Chaos”, and hexbladee Gloom Pact in “Heroes of Shadow”.

Unlike Warlocks, Hexblades receive a physical manifestation of this pact in the form of an enchanted weapon specific to their patron. They have access to unique spells tied to their Pact Blade, and gain certain features based on their Pact as well. One unusual aspect is that, unlike the conventional Warlock, Hexblades are also Conjurerswith the ability to summon certain monster allies based on the combination of their level and their Pact.

Despite what you’d think, Hexblades are less MAD in this edition; their melee-based powers all key off of Charisma, same as their ranged spells, and unless for some reason you really want to rely on basic attacks a lot, that makes Strength a low priority.

That said, you’ll want to make either Dexterity or Constitution for evading or tanking your secondary ability score. The Pact Boon is an at-will utility power that can be used once per round, and which triggers when either you drop an enemy to 0 HP or an adjacent enemy is dropped to 0 HP. The Pact Reward is a flat-up damage bonus based on your secondary ability score, a typically Essentials approach to making Strikers the damage dealing class. The Pact Weapon has certain universal rules; it can be summoned as a minor action so long as you are holding your implement in the other hand, and it only lasts as yexblade as you both will it and you maintain your hold on both items.

A pact hexblqde has its own proficiency bonus and damage die, but shares your implement’s enhancement bonus, critical hit hexbade, properties and powers. It can’t be enchanted separately. When you use a power associated with your pact weapon and the power has both the weapon and the implement keyword, you are considered to be wielding both your pact weapon and your implement for the purpose of feats and other game elements.

At 7th level, it gains the Pact Weapon Retribution feature. This is an Encounter attack power that you hexlbade trigger when an adjacent enemy attacks you. Hexblade’s Action is a bonus rider for spending an action point.

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Pact Aspect is a flat-up character modification. Pact Curse grants you hexblads Encounter attack with a range hexblaed 5 squares that causes something nasty to happen to the foe you target. At 12th level, it gains the Pact Invocation feature. This is a Daily Utility based on your pact. At 16th level, it gains the Improved Pact Boon feature. This upgrades your original Pact Boon at-will utility spell. At 20th level, it gains hexblaade Pact Transformation feature. This Daily Utility causes you to undergo a transformation based on your pact, as you can probably tell.

At 22nd level, it gains the Master of Magic feature. This s a Daily Utility power unique ehxblade epic-level hexblades, which can target either the hexblade itself or hxeblade ally in a 5-square burst. Strangely, the default version of the Fey Pact for Hexblades is associated with the archfey of the Winter Court, giving you a reliance on cold damage.

Hexblace may be a result of the more limited designs of Essentials classes needing stricter defined power-sets. It also applies to the damage rolls of your Warlock’s Ally from hexblwde level onwards. The Blade of Winter’s Mourning, a one-handed melee light blade made from an unearthly blue metal. You can summon a Wood Woad, a humanoid plant armed with a big club, tough skin, and 4r to protect you. When you spend an action point, you hexb,ade use a free action to turn invisible and teleport Dex modifier squares, either before or after you take the extra action.

You remain invisible until the end of your next turn.

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When you use Soul Step, you become invisible to your enemies until the end of your next turn. Greater Summon Warlock’s Ally: Your Greater Ally is a Frostbite Treant, a treant from the wintery regions of the Feywild that thusly wields gouts of cold and soul-sucking limbs to protect you by destroying your enemies.

This variant of the Hexblade Fey Pact was introduced in Dragonand is based on bonding to a specific archfey – the Lady of the White Well. See, before Lolth fully completed her descent into evil and began the elven civil war that spawned the three fey races – eladrinelf and drow – she was obsessed with jealousy over the favor felt by Corellon for Sehanine.

So, she magically beguiled an eladrin knight, cloaking him in an illusion so he looked like Corellon, and guided him to a pool where Sehanine liked to bathe.

Believing the eladrin to be her consort, Sehanine laid with him and conceived a daughter.

Outraged by this act of infidelity, in the heat of passion, Corellon cursed the nexblade to be forever bound to the proximity of the pool where she was conceived. The only way she would be free is if she were ever to give her heart freely to another. Sehanine cared for her daughter, giving her power over the night and teaching her powerful magic, but ultimately was forced to abandon her when the elven civil war ended and, in the wake of the Dawn Warthe gods were banished to the Astral Sea.

As a Hexblade of the White Well, you represent 4r of those few would-be suitors who made it to the White Well and impressed the Lady hrxblade that she offered not only boons, but the legitimate chance to win her hand and her heart.

White Well Hexblades wield the Sword of the White Well, the enchanted blade once owned by the Lady’s paternal ancestors, which the Lady’s father hurled into the pool after learning he had been tricked into conceiving her. The Lady was gexblade during the early days of her exile by eladrin handmaidens.

Though they perished of old age centuries ago, her power sustains them as ghostly warriors, who she sends to attend a powerful hexblade champion. These Mourning Handmaidens are undead fey in the form of beautiful eladrin women, who can paralyze with the touch of their white-bladed swords and partially shield their charge from damage. When you spend an action point to take an extra action, you regain a number of hit points equal to your Charisma modifier.

In addition, you can take a free action to teleport a number of squares up to your Dexterity modifier, either before or hexbllade the extra action. By summoning the Curse of Blinding Radiance, once per encounter you can blind and sear a foe with radiant damage, as well as inflicting extra radiant damage with attacks against them until the end of your next turn.