Hexblade – Blades of Cursed Midnight
Blades of Cursed Midnight: A Hexblade's Guide Hell hath no limits, nor is circumscribed in one self-place; for where we are is hell, and where hell is, there must we ever be. - Mephistopheles, The Tragical History of the Life and Death of Doctor Faustus Greetings. We all know why you're here, so let's not pretend that any of you here are ignorant about what you're about to get into. The path of the Hexblade may seem easy to tread at first, and we are derided for it by others who believe we sell our souls for fleeting power. But it is this power that can one day change the world for the better. Of course, you'll have to survive that long first, but then again, that's why you're here, I suppose. Selling Points: Why play a Hexblade? You're Flexible: You can manifest a weapon of pure arcane magic to fight foes up close, and you can strike down foes far away with ranged implement attacks. You also possess great basic attacks out of the gate, in case you have leaders who can capitalize on that. Basically, if you want to attack a foe, you shouldn't have a problem hurting them. You have Minions: You have the ability to summon entities related to your pact, from tiny imps to do your errands for you, to Treants which will pulverize your foes into nothingness. You're Tougher than you appear: Although Hexblades seem as fragile as any striker as first, they have a lot of tricks to boost their longevity, including summons which can soak damage, temporary hit points, status effects, and mobility, among other things.
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