Complete Warrior - A Player's Guide To Combat For All Classes

Transcription

COMPLETEW A R R I O R A Player’s Guide to Combat for All ClassesANDY COLLINS, DAVID NOONAN, ED STARKA D D I T I O N A LD E S I G NARTDJESSE DECKERT E A MCOVEMICHAEL DONAIS (LEAD), ANDREW J. FINCH,RICHARD BAKER, DAVID ECKELBERRYDITORSE D I T O RKIM MOHAND E S I G NM A N A G E RED STARKD E V E L O P M E N TM A N A G E RANDREW J. FINCHD I R E C T O RO FR P GR & DVICE PRESIDENT OF PUBLISHINGCTORARTISTM A N A G E RA R T I S T SBRENT CHUMLEY, ED COX, WAYNE ENGLAND,REBECCA GUAY-MITCHELL, JEREMY JARVIS,DOUG KOVACS, GINGER KUBIC, JOHN ANDLAURA LAKEY, DAVID MARTIN,DENNIS CRABAPPLE MCCLAIN,MATT MITCHELL, STEVE PRESCOTT,WAYNE REYNOLDS, DAVID ROACH,MARK SMYLIE,BRIAN SNODDY, RON SPENCER,JOEL THOMASG R A P H I CD E S I G N E RDAWN MURINGRAPHIC PRODUCTION SPECIALISTANGELIKA LOKOTZMARY KIRCHOFFI M A G ET E C H N I C I A NJASON WILEYMARTIN DURHAMP R O D U C T I O NRI N T E R I O RBILL SLAVICSEKP R O J E C TEWAYNE REYNOLDSDALE DONOVAN, KIM MOHANM A N A G I N GRDAWN MURIND E V E L O P M E N TEIM A N A G E RORIGINAL INTERIOR DESIGNCHAS DELONGSEAN GLENNSources: Sword and Fist by Jason Carl; Tome and Blood by Bruce R. Cordell and Skip Williams; Defenders of the Faith by RichRedman and James Wyatt; Masters of the Wild by David Eckelberry and Mike Selinker; Song and Silence by David Noonanand John Rateliff; Oriental Adventures by James Wyatt; Epic Level Handbook by Andy Collins, Bruce R. Cordell, and ThomasM. Reid; various Dragon magazine issues and contributors including Andy Collins, Monte Cook, and Kolja Liquette.Based on the original DUNGEONS & DRAGONS rules created by Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONSgame designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.This WIZARDS OF THE COAST game product contains no Open Game Content. No portion of this work may be reproduced inany form without written permission. To learn more about the Open Gaming License and the d20 System License, please visitwww.wizards.com/d20.U.S., CANADA, ASIA, PACIFIC,& LATIN AMERICAWizards of the Coast, Inc.P.O. Box 707Renton WA 98057-0707Questions? 1-800-324-6496EUROPEAN HEADQUARTERSWizards of the Coast, BelgiumT Hofveld 6d1702 Groot-BijgaardenBelgium620-17664-001-EN9 8 7 6 5 4 3 2 1First Printing: December 2003 322-467-3360DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, FORGOTTEN REALMS, WIZARDS OF THE COAST, d20, the d20 System logo, Complete Warrior, and the Wizards of the Coast logo aretrademarks of Wizards of the Coast, Inc. in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards ofthe Coast, Inc.Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing.Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. This material is protected under the copyright lawsof the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards ofthe Coast, Inc.This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 2003 Wizards of the Coast, Inc. Printed in the U.S.A.Visit our website at www.wizards.com/dnd

ContentsIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Martial Characters . . . . . . . . . . . . . . . . . . . . . . . . 4The Complete Warrior . . . . . . . . . . . . . . . . . . . . 4Chapter 2: Prestige Classes . . . . . . . . . . . . . . .Picking a Prestige Class . . . . . . . . . . . . . . . . . .The Martial Prestige Classes . . . . . . . . . . . . . .Bear Warrior . . . . . . . . . . . . . . . . . . . . . . . . . .Bladesinger . . . . . . . . . . . . . . . . . . . . . . . . . . .Cavalier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Dark Hunter . . . . . . . . . . . . . . . . . . . . . . . . . .Darkwood Stalker . . . . . . . . . . . . . . . . . . . . .Dervish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Drunken Master . . . . . . . . . . . . . . . . . . . . . .Exotic Weapon Master . . . . . . . . . . . . . . . .Eye of Gruumsh . . . . . . . . . . . . . . . . . . . . . . .Frenzied Berserker . . . . . . . . . . . . . . . . . . . .Gnome Giant-Slayer . . . . . . . . . . . . . . . . . . .Halfling Outrider . . . . . . . . . . . . . . . . . . . . .Hulking Hurler . . . . . . . . . . . . . . . . . . . . . . .Hunter of the Dead . . . . . . . . . . . . . . . . . . . .Invisible Blade . . . . . . . . . . . . . . . . . . . . . . . .Justiciar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Kensai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Knight of the Chalice. . . . . . . . . . . . . . . . . .Knight Protector . . . . . . . . . . . . . . . . . . . . . .Master Thrower . . . . . . . . . . . . . . . . . . . . . . .Master of the Unseen Hand. . . . . . . . . . . .Mindspy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Nature’s Warrior . . . . . . . . . . . . . . . . . . . . . .Occult Slayer. . . . . . . . . . . . . . . . . . . . . . . . . .Order of the Bow Initiate . . . . . . . . . . . . . .Purple Dragon Knight. . . . . . . . . . . . . . . . .Rage Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . .Ravager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Reaping Mauler . . . . . . . . . . . . . . . . . . . . . . .Ronin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Spellsword . . . . . . . . . . . . . . . . . . . . . . . . . . . .Stonelord . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Tattooed Monk. . . . . . . . . . . . . . . . . . . . . . . .Thayan Knight . . . . . . . . . . . . . . . . . . . . . . . .War Chanter . . . . . . . . . . . . . . . . . . . . . . . . . .Warshaper . . . . . . . . . . . . . . . . . . . . . . . . . . . 26366687072737577798182858789Chapter 3: Supplemental Rules . . . . . . . . . . . 92Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92Choosing Feats . . . . . . . . . . . . . . . . . . . . . . . . 92General feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96Divine Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106Tactical Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . 108Weapon Style Feats. . . . . . . . . . . . . . . . . . . . . . 112New Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114New Domains . . . . . . . . . . . . . . . . . . . . . . . . 114Hexblade Spells . . . . . . . . . . . . . . . . . . . . . . 115116118118119120120121121122122Chapter 4: Fantasy Warfare . . . . . . . . . . . . . . 123Two Views of Fantasy Warfare . . . . . . . . . . . 123Historical Warfare . . . . . . . . . . . . . . . . . . . 123Modern-Inspired Warfare . . . . . . . . . . . . 124A Mercenary Campaign . . . . . . . . . . . . . . . . . 126Mercenary Mini-Adventures . . . . . . . . . 130Sporting Combat. . . . . . . . . . . . . . . . . . . . . . . . 130Jousts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130Gladiatorial Matches . . . . . . . . . . . . . . . . . 131Archery Contests. . . . . . . . . . . . . . . . . . . . . 132Conjurers’ Chess . . . . . . . . . . . . . . . . . . . . . 132Alabaster Cup . . . . . . . . . . . . . . . . . . . . . . . . 133Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133New Armor Special Abilities. . . . . . . . . . 133New Specific Armor Descriptions. . . . . 134New Weapon Special Abilities . . . . . . . . 134New Specific Weapon Descriptions . . . 135New Wondrous Items . . . . . . . . . . . . . . . . 135New Special Materials . . . . . . . . . . . . . . . . 136Warriors in the Campaign . . . . . . . . . . . . . . . 137Warrior Campaigns . . . . . . . . . . . . . . . . . . 137Spellcasting . . . . . . . . . . . . . . . . . . . . . . . . . 137Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . 137Surviving in a Warrior Campaign . . . . 138Warrior Organizations . . . . . . . . . . . . . . . . . . 139Ise Zumi Monastery . . . . . . . . . . . . . . . . . . 139The Knight Protectors . . . . . . . . . . . . . . . . 140Order of the Bow . . . . . . . . . . . . . . . . . . . . . 141Order of the Chalice. . . . . . . . . . . . . . . . . . 141Purple Dragons . . . . . . . . . . . . . . . . . . . . . . 143The Ravagers . . . . . . . . . . . . . . . . . . . . . . . . . 143Deities and Warriors . . . . . . . . . . . . . . . . . . . . 145Using the Deities from the Player’sHandbook. . . . . . . . . . . . . . . . . . . . . . . . . . 145The Warrior Pantheon . . . . . . . . . . . . . . . . 148The Epic Warrior. . . . . . . . . . . . . . . . . . . . . . . . 149Becoming an Epic-Level Warrior. . . . . . 149Epic-Level Prestige-Class Characters . . 150Epic Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151A Warrior and His Weapons . . . . . . . . . . . . . 153Exotic Weapons . . . . . . . . . . . . . . . . . . . . . . 154Exotic Weapon Descriptions . . . . . . . . . . 155Primitive Weapons . . . . . . . . . . . . . . . . . . . 158Improvised Weapons . . . . . . . . . . . . . . . . . 158Numbered TablesTable 1–1: The Hexblade . . . . . . . . . . . . . . . . . . . 6Table 1–2: Hexblade Spells Known. . . . . . . . . 8Table 1–3: The Samurai . . . . . . . . . . . . . . . . . . . 10Table 1–4: The Swashbuckler . . . . . . . . . . . . . 12Table 2–1: Prestige Class Groupings . . . . . . . 15Table 2–2: The Bear Warrior . . . . . . . . . . . . . . 16Table 2–3: The Bladesinger . . . . . . . . . . . . . . . 18Table 2–4: The Cavalier . . . . . . . . . . . . . . . . . . . 20Table 2–5: The Dark Hunter . . . . . . . . . . . . . . 21Table 2–6: The Darkwood Stalker . . . . . . . . . 24Table 2–7: The Dervish . . . . . . . . . . . . . . . . . . . 26Table 2–8: The Drunken Master . . . . . . . . . . 28Table 2–9: The Exotic Weapon Master. . . . . 30Table 2–10: The Eye of Gruumsh . . . . . . . . . . 32Table 2–11: The Frenzied Berserker . . . . . . . 34Table 2–12: The Gnome Giant-Slayer . . . . . . 37Table 2–13: The Halfling Outrider . . . . . . . . 39Table 2–14: The Hulking Hurler . . . . . . . . . . 41Table 2–15: The Hunter of the Dead . . . . . . . 44Table 2–16: The Invisible Blade . . . . . . . . . . . 45Table 2–17: The Justiciar . . . . . . . . . . . . . . . . . . 48Table 2–18: The Kensai . . . . . . . . . . . . . . . . . . . 50Table 2–19: The Knight of the Chalice. . . . . 54Table 2–20: The Knight Protector . . . . . . . . . 56Table 2–21: The Master Thrower . . . . . . . . . . 58Table 2–22: The Master of theUnseen Hand . . . . . . . . . . . . . . . . . . . . . . . . . 60Table 2–23: The Mindspy . . . . . . . . . . . . . . . . . 62Table 2–24: The Nature’s Warrior . . . . . . . . . 64Table 2–25: The Occult Slayer. . . . . . . . . . . . . 66Table 2–26: The Order of theBow Initiate. . . . . . . . . . . . . . . . . . . . . . . . . . . 68Table 2–27: The Purple Dragon Knight . . . . 70Table 2–28: The Rage Mage . . . . . . . . . . . . . . . 72Table 2–29: The Ravager . . . . . . . . . . . . . . . . . . 73Table 2–30: The Reaping Mauler . . . . . . . . . . 75Table 2–31: The Ronin . . . . . . . . . . . . . . . . . . . . 77Table 2–32: The Spellsword . . . . . . . . . . . . . . . 80Table 2–33: The Stonelord . . . . . . . . . . . . . . . . 81Table 2–34: The Tattooed Monk. . . . . . . . . . . 83Table 2–35: The Thayan Knight . . . . . . . . . . . 85Table 2–36: The War Chanter . . . . . . . . . . . . . 87Table 2–37: The Warshaper . . . . . . . . . . . . . . . 90Table 3–1: General Feats . . . . . . . . . . . . . . . . . . 94Table 3–2: Divine Feats . . . . . . . . . . . . . . . . . . 108Table 3–3: Tactical Feats . . . . . . . . . . . . . . . . . 110Table 3–4: Weapon Style Feats . . . . . . . . . . . 113Table 4–1: Missions . . . . . . . . . . . . . . . . . . . . . 129Table 4–2: Complications . . . . . . . . . . . . . . . . 129Table 4–3: Support . . . . . . . . . . . . . . . . . . . . . . 129Table 4–4: Gladiator Crowd Reaction. . . . . 132Table 4–5: The Warrior Pantheon . . . . . . . . 147Table 4–6: New Exotic Weapons . . . . . . . . . 154Table 4–7: Improvised Weapon Damage . . 159TABLE OFCONTENTSChapter 1: Classes . . . . . . . . . . . . . . . . . . . . . . . . . 5Hexblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Game Rule Information . . . . . . . . . . . . . . . . 6Samurai. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Game Rule Information . . . . . . . . . . . . . . . . 9Swashbuckler . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Game Rule Information . . . . . . . . . . . . . . . 11Variant: Paladins and Rangers WithoutSpellcasting . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Variant Paladin. . . . . . . . . . . . . . . . . . . . . . . . 13Variant Ranger . . . . . . . . . . . . . . . . . . . . . . . . 13New Spell Descriptions. . . . . . . . . . . . . . .Guardian Familiars. . . . . . . . . . . . . . . . . . . . . .Acquiring a Guardian Familiar. . . . . . . .Spark Guardian . . . . . . . . . . . . . . . . . . . . . .Gauntlet Guardian . . . . . . . . . . . . . . . . . . .Blade Guardian. . . . . . . . . . . . . . . . . . . . . . .Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Perform (Weapon Drill) (Cha) . . . . . . . .Knowledge. . . . . . . . . . . . . . . . . . . . . . . . . . .Sleight of Hand . . . . . . . . . . . . . . . . . . . . . .SidebarsSources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Organization: The Eyes of Gruumsh . . . . . . 32Oath of Service . . . . . . . . . . . . . . . . . . . . . . . . . . 50The Code of the Knight Protector . . . . . . . . 56Ravager Rites . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74Behind the Curtain: World-SpecificPrestige Classes . . . . . . . . . . . . . . . . . . . . . . . 86Behind the Curtain: Tactical Feats . . . . . . . 108Behind the Curtain: Epic Levels andPrestige Classes . . . . . . . . . . . . . . . . . . . . . . 1503

IntroductionINTRODUCTIONThe Complete Warrior book is a rules accessory for theDUNGEONS & DRAGONS Roleplaying Game. It is primarilya player resource focusing on new options and expandedrules for D&D players who want to create or advance martialcharacters. DMs can use this book as a resource for creatingor optimizing their own creations.Illus. by W. ReynoldsMARTIAL CHARACTERSSo what is a martial character? The authors of this bookdefine a martial character as any character that focuses hisor her development on improving his or her combat capabilities, particularly those capabilities that emphasize melee orranged combat over spellcasting, skill use, or other abilitiescommon to a D&D character. (For brevity in some placesthroughout this book, including its title, martialcharacters are referred to as warriors.In this context, “warrior” does notrefer to a member of the warriorNPC class described in the Dungeon Master’s Guide—althougha character with levels in thatclass could be considered a martialcharacter and could benefit fromthe material in this book just as anyother character might.)Again, though, this doesn’t meanthat if you’re playing a wizard youshould don plate armor and starthefting a greatsword. This bookdetails options for non-“fighter-types”who want to maximize their combateffectiveness. Spellcasting warriors,skill-using soldiers, and holy (or unholy)combatants of all types can find resources within these pages.If you’re playing a rogue who’d like to improve her chancesto hit, or a sorcerer who might like to withstand a few morepoints of damage, this book is for you.THE COMPLETE WARRIORThis book contains information for players and DMs, showcasing new and interesting options for characters and creaturesutilizing the D&D combat rules. Players can read through theentire book without hesitation—DMs can use the material togenerate their own surprises without any help!Classes (Chapter 1): This chapter introduces three newcharacter classes: the arcane hexblade, the honorable samurai, and the dexterous swashbuckler. Each class providesan alternative for players interested in “a different kind offighter.” And, in keeping with the theme of alternatives,this chapter concludes with some variant rules for existingclasses, including variant rangers and paladins.Martial Prestige Classes (Chapter 2): A large number ofprestige classes are presented here, all with a focus on beingbetter in combat. Whether you’re playing a fighter, a wizard, acleric, or even some sort of strange monstrous character, youshould find a prestige class here thatappeals to you.Supplemental Rules (Chapter3): This chapter includes compilations of new feats and spells as wellas some other rules systems youmight not expect in a book forwarrior-types. Fighting spellcastersshould enjoy the section on guardian familiars, and the chapteralso discusses new uses for skillssuch as Concentration, Perform, andKnowledge.Fantasy Warfare (Chapter 4): Abook for martial characters wouldn’tbe complete without a chapter on warfare. We look at historical warfare andfantasy warfare with a more modern slant.Here are suggestions and rules for war-oriented adventuresas well as advice on running a wartime campaign. Playersshould find the sections on magic items and warrior organizations useful, and both DMs and players can use the sectionon the warrior pantheon.pqqqqqqqqqqqqqqqqqqqqrsSOURCESThis book includes material from other sources, includingDragon magazine, web articles previously published on theWizards of the Coast website, and earlier works like Sword andFist. Much of this material has been picked up and revisedbased on feedback and comments from D&D players and DMsall around the world. We hope you like the changes we madeto the prestige classes, feats, and other elements of the gameas well as the large amount of brand-new material you’ll findin these pages.4Remember, however, that DUNGEONS & DRAGONS is your game.If you’ve been playing with a particular prestige class or feat thatwe’ve picked up and revised, we hope you’ll look at the new versionand see why we made the changes—but you don’t have to play withthe revised material if you don’t want to. The Dungeon Master, asalways, should make the final call about what material belongs inhis or her game, and if you’ve been playing with an older version ofsomething that appears in this book and you’re having fun doing it,don’t worry about making a change. We think all the changes we’vemade are for the best, but it’s your game, after all.pqqqqqqqqqqqqqqqqqqqqrs

he latest edition of the DUNGEONS & DRAGONS gamehas been about options from the very beginning.The revised versions of the core rulebooks are recentevidence of that, as is this book. When the designers began contemplating what a “complete warrior” bookshould include, the idea of new classes came up.Of course, prestige classes are one type of class that’sgotten a lot of attention since the concept was introducedin the Dungeon Master’s Guide. However, new characterclasses haven’t been given the same amount of exposurein D&D accessories produced by Wizards of the Coast.This chapter remedies that lack of attention to somedegree with the presentation of three new characterclasses for the game. Following those class descriptionsare new variant versions of the paladin and ranger classes,specifically designed for low-magic, warrior-centeredcampaigns and without the ability to cast spells.HEXBLADECombining the dynamic powers of martial prowess andarcane might, the hexblade presents a deadly challenge toopponents unused to such a foe.Adventures: Hexblades adventure for personal gain,whether that gain is power, prestige, wealth, or all the above.Characteristics: The hexblade balances talents incombat and arcane spellcasting. At lower levels, the hexblade relies on melee ability augmented by his specialpower to curse his enemies. As he gains experience, hebecomes capable of casting a limited number of spellswhile his curse ability becomes more potent and hegains the ability to warp the normal laws of probability.He can also draw upon the service of a familiar to further augment his abilities.Alignment: The style of the hexblade tends tobe selfish, sometimes even cruel, though it is byno means limited to evil characters. Still, even thefriendliest hexblade is at best neutral. Hexbladesmay be tyrannical or free-minded, disciplined orcreative, and thus have no particular bent towardlaw or chaos.Religion: Most hexblades aren’t very pious,relying on their own talents rather than counting on a deity to protect them. Those who reverea deity often choose Wee Jas (deity of death andmagic) or Boccob the Uncaring (deity of magic).Some particularly evil hexblades venerate Nerull(deity of death) or Vecna (deity of secrets).Background: Like that of the sorcerer, the powerof the hexblade often displays itself at an early age,5

CLASSESCHAPTER 16frequently in the form of unexplained accidents or other incicial powers, including his spellcasting. Strength is importantdents of bad luck experienced by those around the buddingfor him because of its role in combat. Dexterity and Constituhexblade. Though the hexblade is ultimately a self-taughttion both contribute to the hexblade’s long-term survival.character, many receive rudimentary training from anotherAlignment: Any nongood.Hit Die: d10.arcane spellcaster, such as an older hexblade, sorcerer, wizard,or bard, before setting off on their own.Unlike sorcerers, hexblades share a unique bond. Though Class SkillsThe hexblade’s class skills (and the key ability for each skill)two hexblades who meet in a tavern or apothecary won’tare Bluff (Cha), Concentration (Con), Craft (Int), Diplomacynecessarily strike up a lasting friendship, it is rare for twohexblades to oppose one another unless great personal gain(Cha), Intimidate (Cha), Knowledge (arcana) (Int), Professionis on the line.(Wis), Ride (Dex), and Spellcraft (Int). See Chapter 4 in theRaces: As with sorcerers, most hexblades are humans orPlayer’s Handbook for skill descriptions.half-elves. Those few gnomes who enjoy a cruel twist to theirSkill Points at 1st Level: (2 Int modifier) 4.levity may take up the tradition. Elves wishing to mix magicSkill Points at Each Additional Level: 2 Int modifier.and warfare more often become fighter/wizards. Dwarvesand halfl ings rarely exhibit the self-centered behavior Class FeaturesAll of the following are class features of the hexblade.common among hexblades.Weapon and Armor Proficiency: Hexblades are proAmong the savage humanoids, hexblades may be found asficient with all simple and martial weapons, and with lightleaders or advisors.armor but not with shields. Because the somatic componentsOther Classes: Hexblades tend to get along best withother classes whose members look out for themselves beforerequired for hexblade spells are simple, a hexblade can cast hexothers, including rogues, rangers, and barbarians. They avoidblade spells while wearing light armor without incurring thenormal arcane spell failure chance. However, like any otherpaladins and other characters dedicated to the service of goodor other high-minded ideals. Hexblades sometimes feel jealarcane spellcaster, a hexblade wearing medium or heavy armorous of the sorcerer’s superior arcane talents, and they shunor using a shield incurs a chance of arcane spell failure if thewizards as weak book-learners.spell in question has a somatic component (and most do). ARole: Though a capable melee combatant, the hexblademulticlass hexblade still incurs the normal arcane spell failurerelies on opportunistic use of his spells and special abilitieschance for arcane spells derived from other classes.Hexblade’s Curse (Su): Once per day, as a free action,to augment this role in the group. A hexblade with the propera hexblade can unleash a curse upon a foe. The target mustskill selection can make a fine leader for a group comfortablebe visible to the hexblade and within 60 feet. The target ofwith his style.a hexblade’s curse takes a –2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hourGAME RULE INFORMATIONthereafter. A successful Will save (DC 10 1/2 hexblade’sHexblades have the following game statistics.class level hexblade’s Cha modifier) negates the effect.Abilities: Charisma controls many of the hexblade’s speTable 1–1: The HexbladeBaseLevel Attack Bonus1st 12nd 23rd 34th 45th 56th 6/ 17th 7/ 28th 8/ 39th 9/ 410th 10/ 511th 11/ 6/ 112th 12/ 7/ 213th 13/ 8/ 314th 14/ 9/ 415th 15/ 10/ 516th 16/ 11/ 6/ 117th 17/ 12/ 7/ 218th 18/ 13/ 8/ 319th 19/ 14/ 9/ 420th 20/ 15/ 10/ 5Fort Ref WillSave Save Save 0 0 2 0 0 3 1 1 3 1 1 4 1 1 4 2 2 5 2 2 5 2 2 6 3 3 6 3 3 7 3 3 7 4 4 8 4 4 8 4 4 9 5 5 9 5 5 10 5 5 10 6 6 11 6 6 11 6 6 12SpecialHexblade’s curse 1/dayArcane resistanceMettleSummon familiarBonus feat, hexblade’s curse 2/day—Greater hexblade’s curse—Hexblade’s curse 3/dayBonus feat—Aura of unluck 1/dayHexblade’s curse 4/day—Bonus featAura of unluck 2/dayHexblade’s curse 5/day—Dire hexblade’s curseAura of unluck 3/day, bonus feat— Spells per Day —1st 2nd 3rd —110—111—111—2110211122112221322133323333

CLASSESCHAPTER 1Illus. by W. EnglandAt every four levels beyond 1st (5th, 9th, 13th, and 17th)Spells: Beginning at 4th level, a hexblade gains the abilitya hexblade gains the ability to use his curse one additionalto cast a small number of arcane spells, which are drawn fromtime per day, as indicated on Table 1–1. Multiple hexblade’sthe hexblade spell list (see Chapter 3). He can cast any spellcurses don’t stack, and any foe that successfully resists thehe knows without preparing it ahead of time, just as a sorcerereffect cannot be affected again by the same hexblade’s cursecan (see page 54 of the Player’s Handbook).for 24 hours.To learn or cast a spell, a hexblade must have a CharismaAny effect that removes or dispels a curse eliminates thescore equal to at least 10 the spell level (Cha 11 for 1st-leveleffect of a hexblade’s curse.spells, Cha 12 for 2nd-level spells, and so forth). The DiffiArcane Resistance (Su): At 2nd level, a hexblade gainsculty Class for a saving throw against a hexblade’s spell is 10 the spell level the hexblade’s Cha modifier.a bonus equal to his Charisma bonus (minimum 1) onLike other spellcasters, a hexblade can cast only asaving throws against spells and spell-like effects.certain number of spells of eachMettle (Ex): At 3rd level and higher, a hexbladespell level per day. His base dailycan resist magical and unusual attacks with greatspell allotment is given on Tablewillpower or fortitude. If he makes a successful Will1–1. In addition, he receivesor Fortitude save against an attack that normallybonus spells per day if he haswould have a lesser effect on asuccessful save (such as any spella high Charisma score (seewith a saving throw entry of WillTable 1–1: Ability Modifiershalf or Fortitude partial), he insteadand Bonus Spells, page 8 ofcompletely negates the effect. Anthe Player’s Handbook). Whenunconscious or sleeping hexbladeTable 1–1 indicates that thedoes not gain the benefit of mettle.hexblade gets 0 spells perFamiliar: Beginning at 4th level,day of a given spell level (fora hexblade can obtain a familiar.instance, 1st-level spells for aDoing so takes 24 hours and uses4th-level hexblade), he gainsup magical materials that cost 100only the bonus spells he wouldbe entitled to based on his Chagp. A familiar is a magical beastrisma score for that spell level.that resembles a smallanimal and is unusuThe hexblade’s selection of spellsally tough and intelliis extremely limited. A hexbladegent. The creature serves asbegins play knowing no spells, buta companion and servant.gains one or more new spells at certainThe hexblade chooses thelevels, as indicated on Table 1–2.kind of familiar he gets. As the(Unlike spells per day, hishexblade advances in level, hisCharisma scorefamiliar also increases in power. Treatdoes notthe hexblade as a sorcerer of three levelsaffect thelower for determining the familiar’snumber of spells a hexblade knows; thenumbers on Table 1–2 are fi xed.)powers and abilities (see the Familiars sideUpon reaching 12th level, and atbar on page 52 of the Player’s Handbook).If the familiar dies or is dismissed by theevery third hexblade levelhexblade, the latter must attempt aafter that (15th andDC 15 Fortitude saving throw.18th), a hexblade canFailure means he loses 200 experiencechoose to learn a new spell in place of one hepoints per hexblade level; success reduces the lossalready knows. In effect, the hexblade “loses” theA hexbladeto one-half that amount. However, a hexblade’sold spell in exchange for the new one. The new spell’sexperience point total can never go below 0 as the result of alevel must be the same as that of the spell being exchanged,familiar’s demise or dismissal. A slain or dismissed familiarand it must be at least two levels lower than the highest-levelcannot be replaced for a year and day. A slain familiar can behexblade spell the hexblade can cast. For instance, uponraised from the dead just as a character can be, but it does notreaching 12th level, a hexblade could trade in a single 1stlose a level or a point of Constitution when this happy eventlevel spell (two spell levels below the highest-level hexbladeoccurs.spell he can cast, which is 3rd) for a different 1st-level spell.A character with more than one class that grants a familiarAt 15th level, he could trade in a single 1st-level or 2nd-levelmay have only one familiar at a time.spell (since he now can cast 4th-level hexblade spells) for adifferent spell of the same level. A hexblade may swap only7

CLASSESCHAPTER 1a single spell at any given level, and must choose wheth

utilizing the D&D combat rules. Players can read through the entire book without hesitation—DMs can use the material to generate their own surprises without any help! Classes (Chapter 1): This chapter introduces three new character classes: the arcane hexblade, the honorable samu