Legendary Hexblade

Prerequisite: Only a hexblade can take this paragon path.

You focus your study and arcane practice on your pact, uncovering its mysteries and mastering the magic it offers.

LEGENDARY HEXBLADE PATH FEATURES

    Hexblade's Action (11th level): You gain a paragon path feature associated with your pact.
Hexblade’s Action (Elemental)
When you spend an action point to take an extra action, you gain temporary hit points equal to one-half your level. Until the end of your next turn, your reach with melee weapon attacks increases by 1.

Hexblade's Action (Fey)
When you spend an action point to take an extra action, you can take a free action to become invisible and teleport a number of squares up to your Dexterity modifier, either before or after that action. You remain invisible until the start of your next turn.

Hexblade's Action (Gloom)
When you spend an action point to take an extra action, you can become insubstantial until the end of your next turn.

Hexblade's Action (Infernal)
When you spend an action point to take an extra action, the next enemy you hit or miss with an attack before the end of your turn takes fire damage equal to 5 + your Constitution modifier.

Hexblade's Action (Star)
When you spend an action point to take an extra action, the next enemy you hit or miss with an attack before the end of your next turn is dazed until the end of your next turn.

    Pact Aspect (11th level): You gain a paragon path feature associated with your pact.
Elemental Pact Aspect
You gain a +2 bonus to Endurance checks. At the end of each extended rest, choose acid, cold, fire, lightning, or thunder. You gain resist 10 to the chosen damage type until the end of your next extended rest. At 21st level, the resistance increases to 15.

Fey Pact Aspect
You gain a +2 bonus to Bluff checks and a +1 bonus to speed.

Gloom Pact Aspect
You gain resist 10 necrotic and a +2 bonus to Stealth checks. If you already have necrotic resistance that is equal to or higher than the resistance granted by this feature, that resistance instead increases by 5.

Infernal Pact Aspect
You gain resist 10 fire and a +2 bonus to Intimidate checks. At 21st level, the resistance increases to 20. If you already have resist 10 fire or higher (or resist 20 fire or higher at 21st level), your resistance increases by 5.

Star Pact Aspect
You gain a +2 bonus to Arcana checks and resist 10 psychic. At 20th level, the resistance increase to 20. If you already have resist 10 psychic or higher (or resist 20 psychic or higher at 21st level), increase the value of that resistance by 5.

    Pact Curse (11th level): You gain a paragon path power associated with your pact.
Elemental Pact Curse
You gain the chaotic mind curse power.

Legendary Hexblade Attack 11Chaotic Mind Curse

Swirling multicolored lights attack the mind of your enemy and warp the creature’s perceptions.

Encounter        Arcane, Charm, Elemental, Implement, Psychic
Standard Action      Ranged 10

Target: One enemy

Attack: Charisma vs. Will

Hit: 3d10 + Charisma modifier psychic damage.

Effect: Until the end of your next turn, the target’s allies provoke opportunity attacks from the target, and it must make every opportunity attack it can.



Fey Pact Curse
You gain the curse of shattered armor power.

Legendary Hexblade Attack 11Curse of Shattered Armor

Tendrils of vegetation suddenly grow from your enemy’s body, wracking it with pain and creating gaps in its armor that you can exploit.

Encounter        Arcane, Implement
Standard Action      Ranged 5

Target: One enemy

Attack: Charisma vs. Fortitude

Hit: 3d10 + Charisma modifier damage.

Effect: The target grants combat advantage until the end of your next turn.



Gloom Pact Curse
You gain the curse of age power.

Legendary Hexblade Attack 11Curse of Age

As your foe succumbs to your attack, its form briefly shows the ravages of age.

Encounter        Arcane, Implement, Necrotic, Shadow
Standard Action      Ranged 5

Target: One enemy

Attack: Charisma vs. Fortitude

Hit: 2d8 + Charisma modifier necrotic damage, and the target is slowed and weakened until the end of your next turn.



Infernal Pact Curse
You gain the curse of the fiery soul power.

Legendary Hexblade Attack 11Curse of the Fiery Soul

Heat cascades from your enemy as you cause it to burn from the inside out. As the painful conflagration consumes it, bursts of fire erupt from its body to strike any enemies that get too close to it.

Encounter        Arcane, Fire, Implement
Standard Action      Ranged 5

Target: One enemy

Attack: Charisma vs. Fortitude

Hit: 3d10 + Charisma modifier fire damage.

Effect: Until the end of your next turn, any enemy that ends its turn within 2 squares of the target takes 5 fire damage.



Star Pact Curse
You gain the curse of forbidden knowledge power.

Legendary Hexblade Attack 11Curse of Forbidden Knowledge

You open your enemy’s mind to the maddening knowledge of unknowable thoughts. Your babbling foe foams at the mouth and lashes out at any of its friends that comes close lest they learn something from its gibberish.

Encounter        Arcane, Implement, Psychic
Standard Action      Ranged 5

Target: One enemy

Attack: Charisma vs. Fortitude

Hit: 3d10 + Charisma modifier psychic damage.

Effect: Until the end of your next turn, the target must make a melee basic attack as an opportunity action against any enemy of yours that ends its turn adjacent to the target.



    Pact Invocation (12th level): You gain a paragon path power associated with your pact.
Elemental Pact Invocation
You gain the elemental invocation power.

Legendary Hexblade Utility 12Elemental Invocation

Chaos power flows from your pact, and its uncontrollable energy might deflect or attract elemental attacks.

Daily        Arcane, Elemental
Minor Action      Personal

Effect: Until the end of the encounter, whenever you take acid, cold, fire, lightning, or thunder damage, you can roll a d20. On a 10 or higher, you reduce the damage by 15. On a 1 or a 2, you instead take 10 extra damage of that type.



Fey Pact Invocation
You gain the fey invocation power.

Legendary Hexblade Utility 12Fey Invocation

You call upon the luck of the fey lords, but their favor can be as fickle as the cast of a die.

Daily        Arcane
Minor Action      Personal

Effect: Until the end of the encounter, whenever you take damage, roll a d20. On a 10 or higher, you take only half damage. On a 1 or a 2, you take double damage. Otherwise, you take the damage as normal.



Gloom Pact Invocation
You gain the dark invocation power.

Legendary Hexblade Utility 12Dark Invocation

You call on the darkness to cloak you against your enemies’ attacks, but that protection comes at a price.

Daily        Arcane, Shadow
Minor Action      Personal

Effect: Until the end of the encounter, when any enemy targets you with a melee or a ranged attack, roll a d20. On a 10 or higher, you gain total concealment against that attack. On a 1 or 2, the enemy gains a +10 power bonus to the attack’s damage roll (if any) against you, and you are weakened until the end of your next turn. Otherwise, the attack is resolved as normal.



Infernal Pact Invocation
You gain the infernal invocation power.

Legendary Hexblade Attack 12Infernal Invocation

The lords of the Nine Hells laugh as they exult in your predicament. They lend you the power you need to survive, but at a steep cost.

Daily        Arcane, Healing
Minor Action      Personal

Effect: Choose one of the following effects:
    * You regain hit points as if you spent two healing surges. You then cannot regain hit points by any other means until the end of the encounter.
    * You gain a +10 power bonus to the next saving throw you make during this encounter.
After that saving throw, you take a –2 penalty to saving throws until the end of the
encounter.



Star Pact Invocation
You gain the star invocation power.

Legendary Hexblade Utility 12Star Invocation

Your body dissipates into a whirl of starry lights.

Daily        Arcane
Minor Action      Personal

Effect: You become insubstantial and weakened until the end of the encounter or until you dismiss this effect with a minor action.



    Improved Pact Boon (16th level): You gain a path feature associated with your pact.
Improved Elemental Pact Boon
Whenever you use warding chaos, the next melee weapon attack you make before the end of your next turn deals extra damage of a type you choose equal to your Constitution modifier. Choose acid, cold, fire, lightning, or thunder damage when you make the attack.

Improved Fey Pact Boon
When you use soul step, you become invisible to your enemies until the end of your next turn.

Improved Gloom Pact Boon
When you use your convocation of shadows, you also gain combat advantage against a single target of your next attack before the end of your next turn.

Improved Infernal Pact Boon
When you use soul feast, you can also push each enemy adjacent to you 1 square.

Improved Star Pact Boon
When you use your dire fate power, you can choose an enemy within 2 squares of you and slide that enemy 1 square.

    Pact Transformation (20th level): You gain a paragon path power associated with your pact.
Elemental Transformation
You gain the elemental transformation power.

Elemental Transformation PowerElemental Transformation

You draw upon primordial essence to complete your change into an elemental creature flaring with chaotic energy.

Daily      Arcane, Elemental, Polymorph
Minor Action      Personal

Effect: Until the end of the encounter, you gain resist 5 acid, cold, fire, lightning, and thunder. This resistance stacks with any other resistance you have. You also gain a +2 power bonus to AC and Fortitude, and you can use the secondary power once per round.


Elemental Transformation Secondary Power

Daily      Arcane, Elemental, Implement, Varies
Minor Action      Close burst 1

Requirement: The power Elemental Transformation must be active in order to use this power.

Effect: Before the attack, roll a d10 to determine the attack’s damage type: 1–2, acid; 3–4, cold; 5–6, fire; 7–8, lightning; or 9–10, thunder.

Target: Each creature in the burst

Attack: Charisma vs. Fortitude

Hit: The effect is determined by the attack’s damage type.
    Acid: 10 acid damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
    Cold: 10 cold damage, and the target is immobilized until the end of your next turn.
    Fire: 10 fire damage, and ongoing 5 fire damage (save ends).
    Lightning: 10 lightning damage, and the target grants combat advantage until the end of your next turn.
    Thunder: 10 thunder damage, and you push the target up to 3 squares.



Fey Pact Transformation
You gain the feywild transformation power.

Legendary Hexblade Attack 20Feywild Transformation

The power of the Feywild infuses you, and the planar firmament twists and bends around you. Your foes reel as the threads of reality fray, and your image wavers before their eyes.

Daily        Arcane, Teleportation
Minor Action      Personal

Effect: Until the end of the encounter, you gain a +2 power bonus to Reflex and Will, you can teleport up to 3 squares as a move action, and you can use the secondary power once per round.


Feywild Transformation Secondary Power

Daily      Arcane, Illusion, Implement, Psychic
Minor Action      Close burst 1

Requirement: The power Feywild Transformation must be active in order to use this power.

Target: Each creature in the burst

Attack: Charisma vs. Will

Hit: 10 psychic damage, and you are invisible to the target until the end of your next turn.



Gloom Pact Transformation
You gain the shadow transformation power.

Legendary Hexblade Attack 20Shadow Transformation

With a thought, you transform into a creature of pure shadow, drifting like a harbinger of death across the battlefield.

Daily        Arcane, Aura, Polymorph, Shadow
Minor Action      Personal

Effect: Until the end of the encounter, you gain the following benefits.
    * Aura 2: Bright light in the aura becomes dim light, and dim light becomes darkness.
    * Darkvision.
    * A fly speed of 3.
    * Immunity to disease and fear.
    * Insubstantial.
    * You can use the secondary power once per round.


Shadow Transformation Secondary Power

Daily      Arcane, Implement, Necrotic, Shadow
Minor Action      Melee 1

Requirement: The power Shadow Transformation must be active in order to use this power.

Target: One creature

Attack: Charisma vs. Reflex

Hit: 5 necrotic damage, and the target is weakened until the end of your next turn.



Infernal Pact Transformation
You gain the infernal transformation power.

Legendary Hexblade Attack 20Infernal Transformation

With a fiendish roar, you take on the features of a devilish beast, growing long, fiery horns, which you can use with a flick of your head to gore your enemies.

Daily        Arcane
Minor Action      Personal

Effect: Until the end of the encounter, you gain both immunity to fire and a +4 power bonus to the damage rolls of melee attacks. In addition, you can use the secondary power once per round.


Infernal Transformation Secondary Power

Daily      Arcane, Fire, Implement
Minor Action      Melee 1

Requirement: The power Infernal Transformation must be active in order to use this power.

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 10 fire damage, and you push the target up to 3 squares.



Star Pact Transformation
You gain the starry transformation power.

Legendary Hexblade Attack 20Starry Transformation

Like a shining mote of light, you float into the air and shed brilliant light.

Daily        Arcane
Minor Action      Personal

Effect: Until the end of the encounter, you shed bright light in a radius of 30 squares, and you gain fly speed 8 and immunity to radiant damage. In addition, you can use the secondary power once per round.


Starry Transformation Secondary Power

Daily      Arcane, Implement
Minor Action      Melee 1

Requirement: The power Starry Transformation must be active in order to use this power.

Target: One creature

Attack: Charisma vs. Reflex

Hit: The target is blinded until the end of its next turn.



Legendary Hexblade Attack 11Chaotic Mind Curse

Swirling multicolored lights attack the mind of your enemy and warp the creature’s perceptions.

Encounter        Arcane, Charm, Elemental, Implement, Psychic
Standard Action      Ranged 10

Target: One enemy

Attack: Charisma vs. Will

Hit: 3d10 + Charisma modifier psychic damage.

Effect: Until the end of your next turn, the target’s allies provoke opportunity attacks from the target, and it must make every opportunity attack it can.


Legendary Hexblade Attack 11Curse of Age

As your foe succumbs to your attack, its form briefly shows the ravages of age.

Encounter        Arcane, Implement, Necrotic, Shadow
Standard Action      Ranged 5

Target: One enemy

Attack: Charisma vs. Fortitude

Hit: 2d8 + Charisma modifier necrotic damage, and the target is slowed and weakened until the end of your next turn.


Legendary Hexblade Attack 11Curse of Forbidden Knowledge

You open your enemy’s mind to the maddening knowledge of unknowable thoughts. Your babbling foe foams at the mouth and lashes out at any of its friends that comes close lest they learn something from its gibberish.

Encounter        Arcane, Implement, Psychic
Standard Action      Ranged 5

Target: One enemy

Attack: Charisma vs. Fortitude

Hit: 3d10 + Charisma modifier psychic damage.

Effect: Until the end of your next turn, the target must make a melee basic attack as an opportunity action against any enemy of yours that ends its turn adjacent to the target.


Legendary Hexblade Attack 11Curse of Shattered Armor

Tendrils of vegetation suddenly grow from your enemy’s body, wracking it with pain and creating gaps in its armor that you can exploit.

Encounter        Arcane, Implement
Standard Action      Ranged 5

Target: One enemy

Attack: Charisma vs. Fortitude

Hit: 3d10 + Charisma modifier damage.

Effect: The target grants combat advantage until the end of your next turn.


Legendary Hexblade Attack 11Curse of the Fiery Soul

Heat cascades from your enemy as you cause it to burn from the inside out. As the painful conflagration consumes it, bursts of fire erupt from its body to strike any enemies that get too close to it.

Encounter        Arcane, Fire, Implement
Standard Action      Ranged 5

Target: One enemy

Attack: Charisma vs. Fortitude

Hit: 3d10 + Charisma modifier fire damage.

Effect: Until the end of your next turn, any enemy that ends its turn within 2 squares of the target takes 5 fire damage.


Legendary Hexblade Attack 12Infernal Invocation

The lords of the Nine Hells laugh as they exult in your predicament. They lend you the power you need to survive, but at a steep cost.

Daily        Arcane, Healing
Minor Action      Personal

Effect: Choose one of the following effects:
    * You regain hit points as if you spent two healing surges. You then cannot regain hit points by any other means until the end of the encounter.
    * You gain a +10 power bonus to the next saving throw you make during this encounter.
After that saving throw, you take a –2 penalty to saving throws until the end of the
encounter.


Legendary Hexblade Utility 12Dark Invocation

You call on the darkness to cloak you against your enemies’ attacks, but that protection comes at a price.

Daily        Arcane, Shadow
Minor Action      Personal

Effect: Until the end of the encounter, when any enemy targets you with a melee or a ranged attack, roll a d20. On a 10 or higher, you gain total concealment against that attack. On a 1 or 2, the enemy gains a +10 power bonus to the attack’s damage roll (if any) against you, and you are weakened until the end of your next turn. Otherwise, the attack is resolved as normal.


Legendary Hexblade Utility 12Elemental Invocation

Chaos power flows from your pact, and its uncontrollable energy might deflect or attract elemental attacks.

Daily        Arcane, Elemental
Minor Action      Personal

Effect: Until the end of the encounter, whenever you take acid, cold, fire, lightning, or thunder damage, you can roll a d20. On a 10 or higher, you reduce the damage by 15. On a 1 or a 2, you instead take 10 extra damage of that type.


Legendary Hexblade Utility 12Fey Invocation

You call upon the luck of the fey lords, but their favor can be as fickle as the cast of a die.

Daily        Arcane
Minor Action      Personal

Effect: Until the end of the encounter, whenever you take damage, roll a d20. On a 10 or higher, you take only half damage. On a 1 or a 2, you take double damage. Otherwise, you take the damage as normal.


Legendary Hexblade Utility 12Star Invocation

Your body dissipates into a whirl of starry lights.

Daily        Arcane
Minor Action      Personal

Effect: You become insubstantial and weakened until the end of the encounter or until you dismiss this effect with a minor action.


Legendary Hexblade Attack 20Feywild Transformation

The power of the Feywild infuses you, and the planar firmament twists and bends around you. Your foes reel as the threads of reality fray, and your image wavers before their eyes.

Daily        Arcane, Teleportation
Minor Action      Personal

Effect: Until the end of the encounter, you gain a +2 power bonus to Reflex and Will, you can teleport up to 3 squares as a move action, and you can use the secondary power once per round.


Feywild Transformation Secondary Power

Daily      Arcane, Illusion, Implement, Psychic
Minor Action      Close burst 1

Requirement: The power Feywild Transformation must be active in order to use this power.

Target: Each creature in the burst

Attack: Charisma vs. Will

Hit: 10 psychic damage, and you are invisible to the target until the end of your next turn.


Legendary Hexblade Attack 20Infernal Transformation

With a fiendish roar, you take on the features of a devilish beast, growing long, fiery horns, which you can use with a flick of your head to gore your enemies.

Daily        Arcane
Minor Action      Personal

Effect: Until the end of the encounter, you gain both immunity to fire and a +4 power bonus to the damage rolls of melee attacks. In addition, you can use the secondary power once per round.


Infernal Transformation Secondary Power

Daily      Arcane, Fire, Implement
Minor Action      Melee 1

Requirement: The power Infernal Transformation must be active in order to use this power.

Target: One creature

Attack: Charisma vs. Fortitude

Hit: 10 fire damage, and you push the target up to 3 squares.


Legendary Hexblade Attack 20Shadow Transformation

With a thought, you transform into a creature of pure shadow, drifting like a harbinger of death across the battlefield.

Daily        Arcane, Aura, Polymorph, Shadow
Minor Action      Personal

Effect: Until the end of the encounter, you gain the following benefits.
    * Aura 2: Bright light in the aura becomes dim light, and dim light becomes darkness.
    * Darkvision.
    * A fly speed of 3.
    * Immunity to disease and fear.
    * Insubstantial.
    * You can use the secondary power once per round.


Shadow Transformation Secondary Power

Daily      Arcane, Implement, Necrotic, Shadow
Minor Action      Melee 1

Requirement: The power Shadow Transformation must be active in order to use this power.

Target: One creature

Attack: Charisma vs. Reflex

Hit: 5 necrotic damage, and the target is weakened until the end of your next turn.


Legendary Hexblade Attack 20Starry Transformation

Like a shining mote of light, you float into the air and shed brilliant light.

Daily        Arcane
Minor Action      Personal

Effect: Until the end of the encounter, you shed bright light in a radius of 30 squares, and you gain fly speed 8 and immunity to radiant damage. In addition, you can use the secondary power once per round.


Starry Transformation Secondary Power

Daily      Arcane, Implement
Minor Action      Melee 1

Requirement: The power Starry Transformation must be active in order to use this power.

Target: One creature

Attack: Charisma vs. Reflex

Hit: The target is blinded until the end of its next turn.


Published in Heroes of the Forgotten Kingdoms, page(s) 215.