HEXBLADE 13th AgeHexblades are, at their core, truly the worst of victims. A Hexblade is a living weapon of revenge crafted by pacts with dark powers or magical experimentation. Either a cult sells their children into slavery as a monster they can use to torment or murder enemies, or a parent makes a hard choice in order to give her child the power to avenge her later in life. Hexblades are walking tragedies, and they bring nothing but decay and despair with them, no matter how well meaning they may be. Many civilized societies forbid this practice, or at least shun those performing it.OVERVIEWPlay Style: You have various options as a Hexblade (one of which is usually traditionally the Evil Eye). You can be a warrior with dark magic, a terrifying spellcaster, or a madman haunted by a shadow that requires you to make sacrifices to appease it. Much like the Druid you have three talents, but have the ability to double up on one. This can make the class a little complex for beginning players.
Ability Scores: Charisma is important for most of your spellcasting. For melee combat you can use either Strength or Dexterity, your choice.
Hexblades gain a +2 bonus to Strength, Dexterity, or Charisma, as long as it isn’t the same ability you increase with your +2 racial bonus.
Races: Humans, Half-Orcs, and some Elves seem to be the primary choosers of this path, usually for their own children. Hexblades are designed to be living weapons of vengeance, so it usually falls to the races who hold grudges or are quicker to fight to be drafted into this role.
Backgrounds: Some sample Hexblade backgrounds include evil eye, surviving diabolical sacrifice, cultist, serial killer, madman, magical experiment, mystic assassin, outlaw, living weapon, avenger of the dead, dabbler in the forbidden, refugee, cursed victim, former undead, former possessee.
Icons: Most Hexblades have ties of some sort to the Archmage, the Diabolist, the Lich King, the Prince of Shadows or The Three. Only they toy with the forces necessary for creating a Hexblade.
GEARAt 1st level hexblades start with a melee weapon, light armor, perhaps a ranged weapon, and incidental minor possessions appropriate for your background(s). You begin with 25 gp (1d6x10 gp if you're willing to take the risk).
ArmorHexblades prefer light armor that doesn't restrict movement, usually reinforced leather or a simple chain shirt. They generally eschew shields.
Class Name Armor and AC Type | Base AC | Attack Penalty |
None | 10 | |
Light | 10 | |
Heavy | 14 | -2 |
Shield | +0 | -2 |
WeaponsHexblades who aren't avengers prefer single handed weapons, and prefer their powers to ranged weapons (though some will use simple thrown items). True to their name they prefer knives, swords, etc.
Hexblade Melee Weapons One-Handed | Two-Handed |
Small 1d4 dagger | 1d6 club |
Light or Single 1d6 shortsword | 1d8 spear |
Heavy or Martial1d8 longsword (-2) | 1d10 greatsword (-2) |
Hexblade Ranged Weapons Thrown | Crossbow |
Small 1d4 dagger | 1d4 hand crossbow (-2) |
Light or Single 1d6 javelin | 1d6 light crossbow (-2) |
Heavy or Martial | 1d8 heavy crossbow (-2) |
BASIC ATTACKSMELEE ATTACKAt-Will Target: One Enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level
RANGED ATTACKAt-Will Target: One Enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level
HEXBLADE LEVEL PROGRESSION Hexblade Level | Total Hit Points | Total Feats | Class Talents | Level Up Ability Bonuses | Damage Bonus from Ability Score |
1 | (6 + CON mod) x 3 | 1 Adventurer | 3 | | ability modifier |
2 | (6 + CON mod) x 4 | 2 Adventurer | 3 | | ability modifier |
3 | (6 + CON mod) x 5 | 3 Adventurer | 3 | | ability modifier |
4 | (6 + CON mod) x 6 | 4 Adventurer | 3 | +1 to 3 abilities | ability modifier |
5 | (6 + CON mod) x 7 | 4 Adventurer, 1 Champion | 3 | | 2 x ability modifier |
6 | (6 + CON mod) x 10 | 4 Adventurer, 2 Champion | 3 | | 2 x ability modifier |
7 | (6 + CON mod) x 12 | 4 Adventurer, 3 Champion | 3 | +1 to 3 abilities | 2 x ability modifier |
8 | (6 + CON mod) x 16 | 4 Adventurer, 3 Champion, 1 Epic | 3 | | 3 x ability modifier |
9 | (6 + CON mod) x 20 | 4 Adventurer, 3 Champion, 2 Epic | 3 | | 3 x ability modifier |
10 | (6 + CON mod) x 24 | 4 Adventurer, 3 Champion, 3 Epic | 3 | +1 to 3 abilities | 3 x ability modifier |
HEXBLADE STATSInitiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.
Ability Bonus +2 Strength, Dexterity, or Charisma (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 11 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3 (see level progression chart)
Feats 1 per Level
CLASS FEATURESAll Hexblades share the following class features:
Arcane ImplementsRegardless of the origin of your powers you can use magical implements meant for arcane magic users.
Necromantic SummoningThe Necromantic Caster talent provides access to necromantic summoning spells. Use the standard summoning rules presented on page 11 of 13 True Ways for your summoning spells. You may also take the Summoning Feats listed under the Necromanccer Class Feature on page 82.
Initiate or Adept?Like many classes, you’ll have three class talents to choose as a Hexblade. Unlike most other classes, you must decide whether you’ll choose three separate talents, gaining
initiate status in each one. Or whether you’ll choose two talents, investing two of those talents into a single option and gaining
adept status in it (and being an initiate in the remaining talent). For example, if you choose to invest two talents into Necromantic Caster and one talent into Survivor, you would be a Necromantic Caster adept and a Survivor initiate. Specializing as an adept with one of your talents generally provides more power at a cost of more limited options. Spreading out your choices with three initiations provides more options and flexibility, but each talent is more limited in power.
Melee Attack: Strength or SpeedYou choose whether you want to use Strength or Dexterity as the ability score you will use to determine attack and damage for
your basic attacks.
Strength is strong: Choosing Strength as your melee attack
ability score provides one significant benefit: your recovery dice
become d10s instead of the d6s used by other hexblades.
Dexterity pays its own way: Choosing Dexterity as your melee
attack ability score works well because Dexterity already boosts
your initiative and ranged weapon attacks and might help your AC.
Speaking with the Dead Hexblades can speak with those who have passed on, or more accurately the dead tend to speak to them at inopportune moments. Something in the nature of the dark power that gives the Hexblades their abilities gives the dead a voice. And since a great deal of them are upset about something they use that voice, possibly giving the GM a way to introduce plots or clues. The Hexblade can experience these whispering voices twice per day for a short time (1-3 rounds if in battle).
The dead are fairly focused, and getting them of topic to discuss something you want requires an appropriate background check with a Hard DC. A Hexblade gets a +1 bonus to the rill for each talent spent on the Avenger or Necromantic Caster talent. Generally the dead only speak about what they want the Hexblade to do for them (generally revenge). On a ridiculously hard DC, even mindless undead will temporarily stop to chat before resuming their attack.
Adventurer Feat: The dead speak to you as often as they like, and you get a +5 bonus to any skill checks involved.
Removed from NatureYou never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or
drinking, but only a couple days longer. On the downside you freak animals out usually.
HEXBLADE TALENTSEach of your talents unlocks pools of spells and powers that are not available to characters who lack the talent. Hexblades who choose to be an adept with a talent gain additional benefits and powers. Capsule descriptions of each of the talents follow. Given the talents’ diversity and how they change when you choose to double-up on one of them, these capsule descriptions aren’t meant to cover everything. The talents offer a wide range of powers. Some affect your character all the time, while others function once or twice a day, and some provide access to spell lists. The short talent summaries that follow outline the core powers for each talent.
Avenger: You were created to be a warrior in more of the traditional sense, and gain greater skill with weapons and armor, as well as flexible attacks resembling those of the Fighters.
Dark Companion: Your shadow has become a hungry, living thing that demands sacrifices in exchange for it's protection. If you are an adept you gain a far more dangerous protector.
Evil Eye: You gain a powerful Curse used to overwhelm enemies. Adepts find more versatile uses for it than simply using it as a bludgeon.
Necromantic Caster: You gain access to Necromancy, as obviously the pact made to barter your soul for power was made with the Lich King. Or perhaps you've always been able to chat with the Dead, and act to gain justice for the wrongfully murdered. Adepts can learn to summon the undead as well.
Sorcerous Caster: Your pact was made with an icon other than the Lich King, and you gain access to some sorcery (more than some if you're an adept).
Survivor: You've been through hell, and yet somehow managed to survive. You have access to defensive powers.
AVENGERChoose this talent if you want to fight well in melee with your normal weapons and armor.
Avenger initiate:Spending a single talent on Avenger lets you choose one of the three following benefits:
• Your AC in light armor is 12 instead of 10 like most other Hexblades.
• You don’t take opportunity attacks from enemies engaged with you when you cast ranged Hexblade spells.
• Your base hit points are 7 + CON mod instead of 6 + CON mod.
Avenger adept: If you use two talents to become a Avenger adept, choose three of the following benefits:
• Your AC in light armor is 12 instead of 10 like most other Hexblades.
• You don’t take opportunity attacks from enemies engaged with you when you cast ranged Hexblade spells.
• Your base hit points are 7 + CON mod instead of 6 + CON mod.
• You can use martial weapons without taking the –2 attack penalty that other Hexblades suffer.
• You can use Heavy Armor without taking an attack penalty like other Hexbladess.
Adventurer Feat: Choose another Avenger benefit you weren’t able to start with. Whether you’re an initiate or an adept, you can take this feat twice to gain the two Avenger benefits you are missing.
Flexible attacks: Like the fighter class, you gain access to flexible attacks when you make basic melee attacks during your turn. Roll your attack, then choose one of the flexible attacks you know that can be triggered by your natural attack roll.
Unlike the fighter, you can use each of your flexible attacks only once per battle*. You’re drawing on Hexblade battle magic instead of the fighter’s practiced skill. The trade-off is that some of your flexible attacks accomplish magical effects the fighter
can’t accomplish through skill. Note that unlike the fighter, some Hexblade flexible attacks are triggered on an opponents attack roll instead. *There’s a path around the once-per-battle limit: using the
dark power flexible attack lets you regain all your expended flexible attacks, including
dark power!
AVENGER INITIATE LEVEL PROGRESSION Hexblade Level | Flexible Attacks |
1 | 1 |
2 | 2 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 3 |
7 | 3 |
8 | 4 |
9 | 4 |
10 | 4 |
AVENGER ADEPT LEVEL PROGRESSION Hexblade Level | Flexible Attacks |
1 | 2 |
2 | 3 |
3 | 4 |
4 | 4 |
5 | 4 |
6 | 5 |
7 | 5 |
8 | 6 |
9 | 6 |
10 | 6 |
AVENGER'S FLEXIBLE ATTACKSYou must choose which flexible attacks you know. If you like, you can change the flexible attacks you know when you gain a level. You can select any of the following flexible attacks beginning at 1st level. As you’ll see, some of the attacks are capable of
synergizing with other Hexblade talents, assuming you also chose that talent.
BLEAK AURAFlexible once-per battle melee attack
Triggering Roll: Natural 18+ by your opponent
Effect: You gain a +4 bonus to AC until an attack against AC misses you.
Adventurer Feat: If your attacker is under an ongoing save ends effect, this flexible attack instead triggers on a natural 16+.
Champion Feat: The bonus now also applies to PD (and attacks against PD that miss).
Epic Feat: You now gain a +6 AC bonus instead of +4.
DARK POWERFlexible once-per battle melee attack
Triggering Roll: Natural odd roll
Effect: Add damage to the attack equal to your Charisma modifier, hit or miss. (Double your Charisma modifier at 5th level; triple it at 8th level.) If you are an Avenger adept and you use dark power, you also regain all the once-per-battle
flexible attacks you have expended this battle.
Adventurer Feat: The attack may do psychic or negative energy damage instead of weapon damage.
Champion Feat: When you use this flexible attack, you can roll a save against a save ends effect.
ELDRITCH REVENGEFlexible once-per battle melee attack
Triggering Roll: Natural 19+ (18+ if you are an Evil Eye adept) made by your opponent
Effect: You may choose to inflict one of the following to the triggering opponent: -2 to any 1 defense or -2 to attack rolls. This lasts until the end of battle.
Champion Feat: The penalty increases to -4.
HELL'S FURYFlexible once-per battle melee attack
Triggering Roll: Natural 2-5 rolled by your opponent
Effect: You get an opportunity attack against the opponent who triggered this attack.
Adventurer Feat: You get a +4 Bonus on the Opportunity attack.
Champion Feat: The flexible attack now also triggers on a natural odd miss.
METTLEFlexible once-per battle melee attack
Triggering Roll: Natural 1-5 made by your opponent
Effect: Your PD and MD increase by +1, until two attacks that target PD or MD are successful.
Adventurer Feat: Your PD and MD increase by +2.
Champion Feat: Your Bonus to PD and MD now lasts for the battle.
Epic Feat: You take no damage from attacks that miss if they target PD or MD.
NECROMANTIC PIVOTFlexible once-per battle melee attack
Triggering Roll: Natural 18+
Effect: During your next turn, you can cast an at-will Necromancer spell of your choice from pages 85 of 13 True Ways once as a quick action, even if you don’t normally know that spell.
Adventurer Feat: If you also have the Necromantic Caster talent, you gain a +2 attack bonus with that spell.
Champion Feat: Any other Necromantic Caster spell you cast during your next turn also gains a +2 attack bonus.
OH DEATHFlexible once-per battle melee attack
Triggering Roll: Natural 5, 10, 15 or 20
Effect: Roll a d3. Deal negative energy damage equal to five times the number you rolled to one nearby enemy other than the target of the triggering attack.
Adventurer Feat: Roll a d4 instead of a d3.
Champion Feat: Roll a d6 instead of a d4 and use whichever is higher, the escalation die or your d6 roll.
Epic Feat: Add the escalation die and your d6 roll together, then multiply by five for the damage you deal.
SHADOW CLAWFlexible once-per battle melee attack
Triggering Roll: Natural odd hit or miss
Effect: Until the end of the battle, your dark companion gains a +1 damage bonus. If you use this flexible attack multiple times in the battle, the bonuses are cumulative
Adventurer Feat: The Bonus now also applies to your Dark Companions attack rolls.
Champion Feat: The Bonus is now +2, instead of +1.
Epic Feat: When you use this flexible attack, your dark companion also heals hit points equal to triple your Charisma modifier
SMOKING SWORDFlexible once-per battle melee attack
Triggering Roll: Natural 13
Effect: If the target isn’t staggered after the attack, the attack is a critical hit. If the target is staggered after the attack, he cannot regain hit points until the beginning of your next turn, and all spells or class powers used to heal him in this time fail.
Adventurer Feat: This flexible attack now also triggers on a natural 3.
Champion Feat: The non-healing effect is now save ends.
Epic Feat: This flexible attack now also triggers on a natural 17.
SORCEROUS PIVOTFlexible once-per battle melee attack
Triggering Roll: Natural 18+
Effect: During your next turn, you can cast a Sorcerous Caster at will feat spell of your choice from below once as a
quick action, even if you don’t normally know that spell. The spell must match an Icon you have a positive relationship with.
Adventurer Feat: If you also have the Sorcerous Caster talent, you gain a +2 attack bonus with that spell.
Champion Feat: Any other Sorcerous Caster spell you cast during your next turn also gains a +2 attack bonus.
SURVIVAL AT ANY COSTFlexible once-per battle melee attack
Triggering Roll: Natural 16+ made by your opponent
Effect: You may use one of your Recoveries as a Free Action.
Adventurer Feat: The Recovery you gain from this flexible attack is free.
Champion Feat: This flexible attack now also triggers on any natural even miss.
Epic Feat: You heal the maximum amount from the free recovery gained by this flexible attack.
UNNATURAL STRENGTHFlexible once-per battle melee attack
Triggering Roll: Natural even roll made by your opponent
Effect: Your next attack against this opponent receives a +4 bonus.
VILE BLESSINGFlexible once-per battle melee attack
Triggering Roll: Any natural even roll made by your opponent
Effect: You regain one use of a per battle or daily class power or spell you have already used (the Merge spell is an exception, it cannot be regained).
Adventurer Feat: If this power or spell is used the next turn it receives a +4 bonus to the attack roll.
Champion Feat: If this power or spell is used on the triggering opponent, it is stunned until the beginning of your next turn.
Epic Feat: The stun is now a save ends effect.
DARK COMPANIONFirst, add an extra recovery to your total recoveries. Since you’ll be healing for two, you might need it. You have a devoted shadow companion who fights alongside you like a member of your adventuring party . . . and by “member of your adventuring party” we mean a horrifying creature of darkness who demands you feed it the lives of others in exchange for it's protection. It accompanies you every other battle. You choose to call it when you roll initiative. If you don’t include your companion in a battle and later wish to do so, you can call your companion with a quick action. At the start of your next turn, your companion either turns up at your side, or runs in from some offstage angle if you have a convincing story for why it wasn’t alongside you to begin with. Once you’ve called your dark companion to fight alongside you in a battle, it’s not available for the next battle after that. Unlike most all our other powers, this limitation applies between full heal-ups, between adventures, and even between gaining levels. Consequently, it’s entirely possible that you may decide to have your dark companion miss two battles in a row. That may sound crazy, but if there’s an easy-looking battle and you have reason to believe the next battle will be extremely tough, you might keep your dark companion in reserve, hoping to be able to call on it when you really need it, in the big battle that appears to be coming. Additionally it will make demands in terms of sacrifice. One enemy it fights must be left whole and untouched for it to devour, whether or not that enemy is dead at the end of the fight. If you do not, it will not reappear until you purposefully sacrifice a living being to it.
ACTIONSYour dark companion acts on your initiative turn. Each type of dark companion specifies whether it acts before you or after
you on your turn; we’re cutting down on the amount of time you spend figuring out your turn by cutting out the choice of when to use your companion’s turn. Your dark companion moves and attacks like a PC: it gets a move action and a standard action. For everyone’s sanity, you should generally avoid giving the shadow a quick action. If you have powers that care about the first time you attack an enemy, an attack by your dark companion counts as your attack.
COMPANION HARMYour dark companion can be healed like an ally. If it gets healed without you being healed, it uses one of your recoveries.
The better option is to use a recovery to heal yourself: when you use a recovery while next to your dark companion (including
being engaged with the same enemy), your dark companion can also heal using a free recovery. Instead of dying like a monster or NPC at 0 hp, your dark companion follows PC rules for falling unconscious at 0 hp and 'dying' after four failed death saves or when its negative hit points equal half its normal hit points. In reality it's not dead so much as discorporated and sent back where it came from. If your dark companion 'dies', you can summon another one at the next battle, but it will be one level lower than a dark companion would normally be until the end of that battle.
STATS & LEVELSFor simplicity’s sake, we play that each dark companion has roughly the same stats as listed below. As you’ll see, there’s a
touch of customization possible in the defenses for each stat block, but if that’s not enough for you, tinker it up.
Your fark companion is always one level lower than you. As a 1st level Hexblade, you’ll have a level 0 dark companion. Once you gain a level, your dark companion rises to 1st level. A kind GM might allow you to raise your dark companion’s level early
by using an incremental advance. On top of the base stats, each type of animal has a supernaturally appropriate power or advantage.
COMPANION BONUSESEach type of dark companion is a little different.
Dark ShadowActs: before hexblade
Advantage: Iff the dark companion hits on a natural 18+, it becomes invisible until it's next attack.
Grasping ShadowActs: after hexblade
Advantage: On a natural even hit, your dark companions target is grabbed.
Growing ShadowActs: after hexblade
Advantage: The companion gains temporary hit points equal to its level each time it hits with an attack.
Champion Feat: The temporary hit points increase to double its level.
Spectral ShadowActs: after hexblade
Advantage: The companion also deals ongoing negative energy damage equal to twice your level on a natural attack roll of 18+.
Champion Feat: The ongoing damage is three times your level instead.
Epic Feat: The ongoing damage is four times your level instead.
Swift ShadowActs: before hexblade
Advantage: The companion’s crit range expands by 2 against enemies with lower initiative.
Untethered ShadowActs: before hexblade
Advantage: It flies. So drop its melee damage die by one size (d6 at level 0).
BASELINE STATSUse the following stats as the baseline for your animal companion. Remember that your companion stays a level lower than you.
Generally your companion’s Physical Defense should be higher than its Mental Defense, but you could flip that if you have a
good explanation (it is supernatural after all).
Level 0 Dark CompanionAttack +5 vs. AC
Damage d8
AC 16
PD (or MD) 14
MD (or PD) 10
HP 20 (10)
Level 1 Dark CompanionAttack +6 vs. AC
Damage d10
AC 17
PD (or MD) 15
MD (or PD) 11
HP 27 (13)
Level 2 Dark CompanionAttack +7 vs. AC
Damage 2d6
AC 18
PD (or MD) 16
MD (or PD) 12
HP 36 (18)
Level 3 Dark CompanionAttack +9 vs. AC
Damage 3d6
AC 19
PD (or MD) 17
MD (or PD) 13
HP 45 (22)
Level 4 Dark CompanionAttack +10 vs. AC
Damage 4d6
AC 21
PD (or MD) 19
MD (or PD) 15
HP 54 (27)
Level 5 Dark CompanionAttack +11 vs. AC
Damage 5d6
AC 22
PD (or MD) 20
MD (or PD) 16
HP 72 (36)
Level 6 Dark CompanionAttack +13 vs. AC
Damage 6d6
AC 23
PD (or MD) 21
MD (or PD) 17
HP 90 (45)
Level 7 Dark CompanionAttack +14 vs. AC
Damage 7d6
AC 25
PD (or MD) 23
MD (or PD) 19
HP 108 (54)
Level 8 Dark CompanionAttack +15 vs. AC
Damage 8d6
AC 26
PD (or MD) 24
MD (or PD) 20
HP 144 (72)
Level 9 Dark CompanionAttack +17 vs. AC
Damage 9d6
AC 27
PD (or MD) 25
MD (or PD) 21
HP 180 (90)
Level 10 Dark CompanionAttack +18 vs. AC
Damage 10d6
AC 28
PD (or MD) 26
MD (or PD) 22
HP 216 (108)
DARK COMPANION FEATSHexblade dark companion feats are designed so that they do not build on each other. Unlike other feats, you don’t have to take
dark companion feats progressively, one after the other as long as you qualify for the correct tier.
Adventurer Feat: Once per day on a Natural Even Hit, the companions target is vulnerable (attacks vs. it have
crit range expanded by 2) to attacks made on it until the end of your next turn.
Adventurer Feat: Your dark companion heals hit points equal to your Charisma modifier on a natural 18+.
Adventurer Feat: Once per day, your dark companion can attack twice in a round with a standard action.
Adventurer Feat: Your dark companion adds the escalation die to its attacks.
Champion Feat: Once per day on a Natural Even Hit, unless the companion is staggered, the attack also deals 8 ongoing negative energy damage.
Champion Feat: If the companion rolls a natural 16+, the target is also weakened until the end of its next turn.
Champion Feat: Increase your dark companion’s Physical Defense and Mental Defense by +1.
Epic Feat: Increase your dark companion's level by 1 (yes this is how you get it to 10).
Epic Feat: You may now choose to make your dark companions attacks effect either PD or MD (choose 1 when taking this feat) instead of AC.
DARK COMPANION ADEPTAs an Adept your Dark Companion gains spells it may use to boost itself as a Quick Action.
DARK COMPANION ADEPT LEVEL PROGRESSION Hexblade Level | Daily Spells | Caster Level |
1 | 1 | 1st Level |
2 | 2 | 1st Level |
3 | 2 | 3rd Level |
4 | 2 | 3rd Level |
5 | 3 | 5th Level |
6 | 3 | 5th Level |
7 | 3 | 7th Level |
8 | 4 | 7th Level |
9 | 4 | 9th Level |
10 | 4 | 9th Level |
DARK COMPANION SPELLSYou don’t have to choose the spells your companion knows ahead of time. It can cast any spell of it's level or lower, limited only by the number of daily spells it gets. See the level progression chart for the level at which it casts spells. Spells get better when it casts them at higher levels, but some spells lack upgrades at specific levels. Once it casts a particular daily spell, no matter its level, it can’t cast it again until you take your next full heal-up.
BOOST (1st LEVEL)Close-quarters spell*Quick Action to Cast*
DailyTarget: Yourself
Effect: Until the end of the battle, when you attack an enemy that is engaged with you, increase your melee attack damage dice for that attack by one size, up to a maximum of d12.
5th Level Spell: Your basic melee attacks now deal half damage on a natural even miss.
7th Level Spell: Your basic melee attacks now deal half damage on any miss.
EXTEND POWER (1st LEVEL)Close-quarters spell*Quick Action to Cast*
DailyTarget: Yourself
Effect: You gain 7 temporary hit points.
3rd Level Spell: You now gain 12 temporary hit points.
5th Level Spell: You now gain 20 temporary hit points.
7th Level Spell: You now gain 35 temporary hit points.
9th Level Spell: You now gain 60 temporary hit points.
CLAWS OF DARKNESS (3rd LEVEL)Close-quarters spell*Quick Action to Cast*
DailyTarget: Yourself
Effect: You gain a +2 attack bonus until the end of the battle.
5th Level Spell: Your crit range expands by 2.
9th Level Spell: Your crit range expands by a total of 4.
DARK REVENGE (5th LEVEL)Close-quarters spell*Quick Action to Cast*
DailyTarget: one nearby opponent who has just attacked you or your dark companion
Attack: Charisma + Level vs, MD
Effect: Attacks against your opponent have their crit range expanded by 2.
7th Level Spell: Attacks against your opponent also receive a +4 Bonus.
9th Level Spell: Attacks against your opponent have their crit range expanded by a total of 4.
Power Drain (7th LEVEL)Close-quarters spell*Quick Action to Cast*
DailyTarget: Yourself
Effect: The next target to attack you is hampered until the end of battle.
9th Level Spell: When making saves to end ongoing effects you may roll 2d20 and take the best result.
MERGE (9th LEVEL)Close-quarters spell*Quick Action to Cast*
DailyTarget: Yourself
Effect: For the rest of the battle you lose your dark companion, but gain the following benefits: +6 to all defenses, increase the damage die of your base attacks by one (i.e. a d6 becomes a d8), and
resist damage 16+. When this spell is cast all ongoing effects on your person end as if you had made a successful save.