Osr Hexblade
Osr Hexblade
Since this is an AD&D optional class, it is only fair to carry out the time-honored
ancient tradition of presenting this as an NPC class even though we all know the
players are going to totally roll up a bunch of characters with it.
Hexblades Elsewhere in Lingusia are less common but some strong orders have
risen to notoriety. The Emerald Blades of Hymyskos are an order of hexblades in the
service of the Western Queen. The so-called Red Knights of Pheralin defend the
westerlands of Valance against the invading Zatacani of the coast. Finally, it is
rumored that the city of Senempar holds a cabal of hexblades in the service of the Red
God, though this is a recent event sprung up within the last year or so. The stories say
that a number of ronin hexblades were drawn in visions to journey to the Red Gods
temple under construction and to pledge their allegiance to the enigmatic god.
Hexblade Requirements
Requisite Attributes: Dexterity 12 or better and Strength 9 or better. Must have
Intelligence 13 or better. A hexblade with 16 or better in either Strength or
Intelligence gains a +5% to experience and a +10% bonus if both attributes are 16 or
greater.
Hit Die: D8; hexblades gain +2 hit points per level starting at level 10.
Alignment: any, though chaotic hexblades tend to be ronin and lawful hexblades tend
to belong to an order.
Combat Advancement: Hexblades use the same chart as clerics and druids for attack
rolls (1.A).
Racial Limits: Humans have unlimited advancement. Elves can advance to 12 th level,
half-elves to 14th level, and half-orcs to 10th level. Gnomes can advance to 8th level as
hexblades. If you allow level advancement past normal racial maximums, then it is
suggested that human hexblades be granted 1 extra spell slot for each level tier (i.e. 1
bonus 1st level slot, 1 bonus 2nd level slot, and so forth).
Optional Proficiencies: Hexblades advance as wizards for purposes of nonweapon
proficiencies and as fighters for purposes of weapon proficiencies.
Weapons: hexblades are martial warriors and can learn to fight with any weapon, but
they must specifically choose a type of sword to serve as their hexblade unless the
DM permits otherwise.
Armor: any, but see armored caster, below.
Abilities: Hexblade Spellcasting, Hexblade Bond, Armored Caster, Weapon Mastery,
Combat Caster
Hexblade Spellcasting: Hexblades are arcane magic-users and have their own spell
lists, from which they can draw their magic. Hexblades begin play with three 1 st level
spells from the list. They must roll on they chance to know based on Intelligence, but
do not have minimum spells known, though they do have maximum spells known.
Hexblades learn new spells through their practice with weapons, as all hexblade spells
require the weapon as a focus component. As such, they may roll on chance to know
to acquire 1 new spell at each level of advancement automatically. Hexblades can
otherwise learn new spells as a wizard through conventional means. At the DMs
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 a check for chance to learn, with a penalty to chance to know equal to 5
times the level of the spell being studied (so a level 6 spell would incur a -30%
penalty to learn). 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. Hexblades are not
studied enough to learn spells higher than 6th level (unless they multi-class).
Cost to Forge a Hexblade Weapon: equal to 1D10X50 GP for base cost and 1D6
days time. The cost is X1 for cold iron, X2 for silvered, X5 for mithril and X8 for
adamantine weapon materials. This is then multiplied by the hexblades level times
the number of bonuses plus effects being permanently imbued in the bonded weapon
for the final cost.
Investing Effects: any effect on an existing magical weapon could be invested with
the DMs permission, as could any effect a hexblade knows by way of spell. The
effect becomes a weapon enchantment with a permanent duration when done in this
fashion.
One Blade Limit: Hexblades can only ever forge one such weapon to which they are
bonded, and they can not forge such weapons for others. Making a new hexblade
weapon destroys the old hexblade weapon.
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 (this is reflected as the +1 on the list above). 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
DMs 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.
Should a hexblade for whatever reason permanently lose his connection to his
hexblade and be unable to replace it for a long period (1D6 years) he will eventually
lose his hexblade affinity entirely and must then pay an XP cost equal to 20% of his
current XP total, after which he reverts to either a fighter or a magic-user in nature
(attaining all of the class elements of such) and loses his hexblade features
permanently.
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.
Weapon Mastery: Hexblades may specialize in their chosen hex weapon as a fighter
or ranger (see Unearthed Arcana for details; this requires 2 proficiency slots, granting
a +1 to hit and +2 to damage). Hexblades advance as rangers for purposes of
calculating attacks per round, or as specialists if this option is chosen. A hexblade
must choose this option at 1st level and if so chosen starts with access to 1 less spell at
first level to reflect the additional effort put into martial mastery over spell mastery.
Combat Caster: Hexblades are used to fighting in battle and trying to retain spell
concentration. If a hexblade takes damage or is otherwise interrupted during combat
he may make a Save vs. paralyzation, and if he succeeds then he may continue to cast
as if the spell had been retained.
Hexblade Advancement:
Experience Points Level Hit Dice
0-2,400 1 1D8
2,401-4,800 2 2D8
4,801-9,600 3 3D8
9,601-19,200 4 4D8
19,201-38,400 5 5D8
38,401-85,000 6 6D8
85,001-170,000 7 7D8
170,001-270,000 8 8D8
270,001-400,000 9 9D8
400,001-550,000 10 9D8+2
550,001-700,000 11 9D8+4
700,001-1,000,000 12 9D8+6
+300,000 XP per level above 12th +2 per level after 12th
Hexblade Spell List: (Note: This list may include spells from Unearthed Arcana;
spells in Bold are new)
1st Level:
Arcane Imbuement, Cantrips (any), Dancing Lights, Detect Magic, Identify ,
Imbued Alignment , Jump, Light, Mending, Minor Imbuement, Read Magic,
Shield, Spider Climb, True Strike, Unseen Servant
2nd Level:
Elemental Blade, Hexblades Defense, Locate Object, Mirror Image, Pyrotechnics,
Scare, Shatter, Strength
3rd Level:
Bane Weapon, Blink, Dispel Magic, Fly, Haste, Hexblades Luck, Protection from
Normal Missiles, Paralyzing Strike, Slow
4th Level:
Blood Drinker, Dimension Door, Enchanted Weapon, Fear, Fire Shield, Minor Globe
of Invulnerability, Shout, Stoneskin, Ultravision
5th Level:
Distance Distortion, Holy/Unholy Blade, Passwall, Telekinesis, Teleport, Wounding
Blade
6th Level:
Antimagic Shell, Blade Barrier*, Guards and Wards, Globe of Invulnerability, Iron
Body, Mages Sword, Mordenkainens Sword**
Hexblade Progression
Hexblade Apprentice:
All hexblades are considered apprentices at 1st level, and as such are expected to
defer to or show respect toward hexblades of greater skill (and thus higher level).
Hexblade Acolytes:
A hexblade initiate who reaches 4th level is eligible to attain the rank of acolyte. 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 7th 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 10 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. This apprentice will be a
1st level hexblade, of the following race (D10): 1-5 human, 6-7 half-elf, 8 elf, 9, half
orc, 10 gnome.
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.
By 12th level the hexblade master or ronin has gained such a formidable reputation
that he or she gains a body of dedicated followers. There is a 50% chance that there
will be 2D12 hexblades (of levels 1D4) in this group, otherwise roll on the fighter
followers table for a leader and unit (see DMG). At each level thereafter there is a
35% chance the hexblade gains an additional 1D4 hexblade followers as above.
Hexblade Artifacts
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. Adamantine is a natural
superior metal but functions for purposes of bypassing magical resistance as if it were
a +1 weapon. An enchanted adamantine blade acts as if it were +1 better on its
enchantment for purposes of determing its ability to bypass magic resistance (see
DMG chart on page 75). Thus, a +2 adamantine long sword would function as a +3
weapon for purposes of bypassing damage.
A Note on the Material Component: All hexblade spells below require the bonded
hexblade weapon as the material component. Without the hexblades bonded weapon
in hand, these spells cant be cast.
Imbuing Hexblade Bonded Weapons: Most hexblade spell effects stack, but there is
a limit to what a weapon can take. If an imbuement collectively adds up to a modifier
of 5 or better then new imbuements will overwrite old imbuements (the hexblade
decides which effect is released). If the spell effect is not a point value increase (such
as with arcane imbuement or hexblades defense) then the weapon can sustain 1 effect
for every 6th level of the hexblade. Thus, a level 1 hexblade could maintain 1 active
effect, a level 6 hexblade can sustain two effects, a level 12 hexblade can get 3 and a
level 18 hexblade can manage 4.
Example 2: A 15th level hexblade could cast Arcane Imbuement at +2, then
hexblades defense at +3, then layering bane weapon, elemental blade and blood
drinker for three active effects.
Example 3: A 3rd level hexblade casts Arcane Imbuement for a +1 modifier, then
True Strike for his one effect.
All spells that follow include a descriptor indicating if they are an effect,
imbuement, or neither for purposes of managing the limits of hexblade casting.
Mages Sword, True Strike and Iron Body adapted from the D20 SRD at:
http://www.d20srd.org/indexes/spells.htm