HEXBLADE ALTERNATIVE CLASS FEATURES
AVENGER
You may Curse opponents who successfully attack you.
Levels 1, 7, 19: Replace Hexblade's Curse with Curse of Vengeance.
Curse of Vengeance: Once per day you can choose an opponent who has just successfully made an Attack Roll or Opposed Check against you as a Free Action. He must make a Willpower Save (DC is 10 plus 1/2 Hexblade Class Level plus Charisma Modifier) or suffer the normal effects for a Hexblade's Curse for 1 hour. Unlike normal multiple uses of this Curse stack (maximum uses of the Curse you may have active on one individual at a time is equal to your Hexblade Level divided by 5, round down. If you have Curse Feats that allow for variant effects, you may decide which one the opponent suffers as usual.
DIVINE SCOURGE
Your curses come from one of the more vengeful minded deities.
Level 4: Replace Summon Familiar with Turn/Rebuke Undead.
Turn/Rebuke Undead: Identical to the Paladin Ability of the same name.
Level 1: Replace Spell List with the following:
Spells:
1st: Armor Lock, Blade of Blood, Blade of Pain and Fear, Cause Fear, Charm Person, Conviction, Death's Call, Detect Magic, Detect Weaponry, Disguise Self, Distract Assailant, Ebon Eyes, Entropic Shield, False Peacebond, Identify, Karmic Aura, Knight Unburdened, Know Greatest Enemy, Lightfoot, Mage Burr, Magic Weapon, Mark of the Outcast, Mount, Phantom Threat, Protection from Chaos/Evil/Good/Law, Read Magic, Reaving Aura, Resurgence, Secret Weapon, Shadow Double, Tasha's Hideous Laughter, Treacherous Weapon, Undetectable Alignment
2nd: Adoration of the Frightful, Alliance Undone, Alter Self, Animate Weapon, Arcane Turmoil, Black Karma Curse, Blindness/Deafness, Bothersome Babble, Bull's Strength, Darkness, Deific Vengeance, Divine Presence, Eagle's Splendor, Enthrall, Execration, False Life, Invisibility, Karmic Backlash, Magical Backlash, Marked Object, Mirror Image, Protection from Arrows, Resist Energy, Sap Strength, See Invisibility, Shadow Double, Spider Climb, Suggestion, Summon Swarm, Suppress Magic, Touch of Idiocy, Wraithstrike
3rd: Awaken Sin, Charm Monster, Confusion, Dispel Magic, Enduring Scrutiny, Fangs of the Vampire King, Find the Gap, Fracturing Weapon, Glyph of Warding, Greater Magic Weapon, Hound of Doom, Nightmare Terrain, Nondetection, Phantasmal Strangler, Phantom Steed, Poison, Protection from Energy, Skull Watch, Slow, Speak With Dead, Stinking Cloud, Toxic Tongue
4th: Assassin's Darkness, Baleful Polymorph, Break Enchantment, Contact Other Plane, Cursed Blade, Detect Scrying, Dominate Person, Fear, Ferocity of Sanguine Rage, Finger of Agony, Greater Invisibility, Horrid Sickness, Implacable Pursuer, Karmic Retribution, Phantasmal Killer, Polymorph, Scrying, Sending, Solid Fog, Spell Theft, Unseen Strike, Weapon of the Deity
FIENDSWORN
Your curses come from deals made with Fiends of some kind. You must be Evil to take this option.
Level 4: Replace Summon Familiar with Dark Pact.
Dark Pact: Your exact power depends on the type of Fiend you have an agreement with:
Gehreleth You may cast Incendiary Slime (See Complete Mage) 3/day as a Spell-like Ability.
Tanar'ri You may cast Vision of Entropy (see Fiendish Codex I) 3/day as a Spell-like Ability.
Baatezu You may cast Denounce (see Fiendish Codex II) 3/day as a Spell-like Ability.
Yugoloth You may cast Wracking Touch (see Spell Compendium) 3/day as a Spell-like Ability.
FOREST REAVE
Your curses come from Natures darker side.
Level 4: Replace Summon Familiar with Animal Companion.
Animal Companion: Identical to the Ranger Ability of the same name.
Level 1: Replace Spell List with the following:
Spells:
1st: Alarm, Armor Lock, Beget Bogun, Bloodletting, Camouflage, Charm Animal, Detect Magic, Detect Snares and Pits, Enrage Animal, Entangle, Hunter's Mercy, Identify, Karmic Aura, Longstrider, Mage Burr, Magic Flame, Marked Object, Obscuring Mist, Pass Without Trace, Phantom Threat, Prestidigitation, Produce Flame, Protection from Chaos/Evil/Good/Law, Read Magic, Reaving Aura, Resist Energy, Rot of Ages, Smell of Fear, Towering Oak, Traveler's Mount, Treacherous Weapon, Undetectable Alignment, Winters Chill
2nd: Alliance Undone, Alter Self, Animate Weapon, Barkskin, Blade of Pain and Fear, Briar Web, Bull's Strength, Curse of Arrow Attraction, Curse of Impending Blades, Decomposition, Eagle's Splendor, Exacting Shot, Hunter's Eye, Invisibility, Karmic Backlash, Leap Into Animal, Magical Backlash, Protection from Arrows, Resist Energy, See Invisibility, Shadow Double, Spellslayer Arrow, Spider Climb, Spike Growth, Spore Field, Summon Swarm, Swift Haste, Swift Ready, Touch of Idiocy, Wraithstrike
3rd: Arcane Sight, Charm Monster, Contagion, Decoy Image, Dispel Magic, Forestfold, Fracturing Weapon, Greater Magic Weapon, Hood of the Cobra, Hound of Doom, Infestation of Maggots, Mass Curse of Impending Blades, Meld into Stone, Nightmare Terrain, Nondetection, Phantasmal Decoy, Phantasmal Strangler, Phantasmal Terrain, Poison, Protection from Energy, Slow, Stinking Cloud, Tree Shape, Vampiric Touch
4th: Baleful Polymorph, Bane Bow, Commune w/Nature, Cursed Blade, Detect Scrying, Dimension Door, Eye of the Hurricane, Early Twilight, Enervation, Fear, Finger of Agony, Greater Invisibility, Horrid Sickness, Karmic Retribution, Phantasmal Killer, Polymorph, Scrying, Sending, Shadow Form, Solid Fog, Superior Magic Fang, Unseen Strike
HEXER
A Hexer is a Hexblade who has given up being a combatant to concentrate on spell-casting.
Level 1: Lower BAB to 1/2 Level (i.e. the same as Wizard), and expand castling list as shown below.
Spells:
1st: Alarm, Arcane Mark, Armor Lock, Augment Familiar, Backbiter, Bloodletting, Cat's Feet, Cause Fear, Charm Person, Death's Call, Detect Magic, Disguise Self, Distract Assailant, Entropic shield, Expeditious Retreat, karmic Aura, Identify, Light, Magic Weapon, Mount, Nystul's Magic Aura, Phantom Threat, Prestidigitation, Protection from Chaos/Evil/Good/Law, Read Magic, Reaving Aura, Sleep, Tasha's Hideous Laughter, Treacherous Weapon, Undetectable Alignment, Unseen Servant.
2nd: Alliance Undone, Alter Self, Animate Weapon, Arcane Turmoil, Blindness/Deafness, Bothersome Babble, Bull's Strength, Crisis of Confidence, Critical Strike, Darkness, Eagle's Splendor, Enthrall, False Life, Glitterdust, Invisibility, Karmic Backlash, Magical Backlash, Mirror Image, Phantasmal Assailants, Protection from Arrows, Pyrotechnics, Rage, Resist Energy, See Invisibility, Shadow Double, Spider Climb, Suggestion, Summon Swarm, Swift Invisibility, Swift Ready, Touch of Idiocy, Whirling Blade.
3rd: Arcane Sight, Charm Monster, Confusion, Deep Slumber, Dispel Magic, Hood of the Cobra, Hound of Doom*, Invisibility Sphere, Magic Weapon (Greater), Nightmare Terrain, Non-detection, Phantom Steed, Phantom Strangler, Poison, Protection from Energy, Repel Vermin, Slow, Spectral Weapon, Stinking Cloud, Vampiric Touch, Wind Wall.
4th: Assay Resistance, Baleful Polymorph, Break Enchantment, Contact other Plane, Cursed Blade*, Detect Scrying, Dimension Door, Dominate Person, Early Twilight, Enervation, Fear, Finger of Agony, Fracturing Blade, Horrid Sickness, Invisibility (Greater), Karmic Retribution, Mage Burr, Phantasmal Killer, Polymorph, Scrying, Sending, Shadow Form, Solid Fog, Unluck, Unseen Strike.
5th: Binding Winds, Bleed, Break Enchantment, Death Throes, Dispel Chaos/Evil/Good/Law, Dominate Person, Endless Slumber, Feeblemind, Greater Dispel Magic, Insect Plague, Mark of Justice, Mass Charm Person, Phantom Stag, Shadow Guardians, Slay Living, Teleport, True Seeing, Vulnerability, Wail of Doom.
6th: Antimagic Field, Aura of Terror, Circle of Death, Eyebite, Greater Scrying, Imperious Glare, Mass Bull's Strength, Mass Eagle's Splendor, Scry Location, Symbol of Fear.
7th: Antimagic Aura, Antimagic Ray, Blasphemy, Creeping Doom, Dictum, Energy Immunity, Finger of Death, Greater Arcane Sight, Greater Shadow Conjuration, Greater Teleport, Imprison Soul, Insanity, Mass Invisibility, Power Word Blind, Word of Chaos
8th: Chain Dispel, Greater Spell Immunity, Incendiary Cloud, Mass Charm Monster, Mindblank, Moment of Prescience, Polymorph Any Object, Steal Life, Symbol of Death, Symbol of Insanity,
9th: Dominate Monster, Energy Drain, Foresight, Imprisonment, Reaving Dispel, Shades, Shapechange, Superior Invisibility, Weird
MAIMER
Recipients of your Hexblade's Curse are easier to injure.
Levels 1, 7, 19: Replace Hexblade's Curse with Cursed Wounding.
Cursed Wounding: This works like the normal Hexblades Curse, but has a different effect. Opponents who fail a Save against your Curse take an extra +1d4 damage anytime someone makes a damage roll against them (+2d4 on successful criticals).
At level 7 you get Greater Cursed Wounding and your opponents now takes +2d4 per damage roll (+3D4 on criticals).
At level 19 you get Dire Cursed Wounding and your opponents now takes +3d4 per damage roll (+4D4 on criticals).
MALOCCHIO
The Malocchio is a Hexblade with the Evil Eye, replacing it's normal Hexblade's Curse with a Gaze Attack.
Levels 1, 7, 19: Replace Hexblade's Curse with the Evil Eye
Evil Eye: At first Level you gain a Gaze Attack with a 30' range. Opponents failing a Willpower Save (DC is 10 plus 1/2 Hexblade Class Level plus Charisma Modifier) or take a -1 Penalty to all attacks, saves, ability checks, skill checks, and weapon damage rolls until they receive the benefits of Remove Curse, Wish, or Miracle spells.
At Level 7 the Penalty increases to -2.
At Level 19 the Penalty increases to -4.
POISONED BLADE
A Poisoned Blade discharges it's Hexblade's Curse through weapon attacks.
Levels 1, 7, 19: Replace Hexblade's Curse with Poison Blade.
Poison Blade: This is identical to the Hexblade's Curse, except you may use it once per round as a Free Action on any opponent you have made a successful Attack roll on. In addition you receive a +1 on Critical Confirmation rolls against opponents you have successfully cursed (+2 at level 7, +4 at Level 19).
THE SOULLESS
Your powers come from Mechanus or another True Neutral Plane. You must be True Neutral to take this option.
Level 4: Replace Summon Familiar with Unaligned.
Unaligned: You are now immune to Fear or Charm and Compulsion Effects.
VILE OPPORTUNIST
Though your Hexblade's Curse is normally weaker than your fellow Hexblades, it has a much greater effect against opponents who are already vulnerable.
Levels 1, 7, and 19: Replace Hexblades Curse with Ambush Curse.
Ambush Curse: This is identical to the Hexblade's Curse in all but one respect: The penalty is normally -1, unless your opponent is Flat-Footed or unaware of your presence in which case it is -3.
At Level 7 this becomes -2/-6.
At Level 19 it becomes -3/-9.