Hexblade Spells

1st-Level Hexblade Spells

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Alarm: Wards an area for 2 hours/level. {PH}

Arcane Mark: Inscribes a personal rune (visible or invisible). {PH}

Armor Lock: Target’s armor becomes restrictive, slowing movement to 10 ft. {CS}

Augment Familiar: Your familiar becomes more powerful. {SC}

Backbiter: Weapon strikes wielder. {SC}

Bloodletting: Your light weapon creates bleeding wound that deals an extra 1d6 damage per round. {CM}

Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus. {CM}

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. {PH}

Charm Person: Makes one person your friend. {PH}

Death’s Call: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 feet. {CM}

Detect Magic: Detects spells and magic items within 60 ft. {PH}

Detect Weaponry: Reveals weapons within 60 feet. {Ci}

Disguise Self: Changes your appearance. {PH}

Distract Assailant: One creature is flat-footed for 1 round. {SC}

Entropic Shield: Ranged attacks against you have 20% miss chance. {PH}

Expeditious Retreat: Your speed increases by 30 ft. {PH}

Hideous Laughter: Subject loses actions for 1 round/level. ﴾⁠Tasha’s hideous laughter⁠﴿ {PH}

IdentifyM: Determines properties of magic item. {PH}

Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds. {CM}

Light: Object shines like a torch. {PH}

Mage Burr: Double arcane spell failure chance for target’s armor. {CS}

Magic Aura: Alters object’s magic aura. ﴾⁠Nystul’s magic aura⁠﴿ {PH}

Magic Weapon: Weapon gains +1 bonus. {PH}

Mount: Summons riding horse for 2 hours/level. {PH}

Peacebond: Weapon is impossible to draw. {Ci}

Phantom Threat: Subject thinks it’s flanked. {SC}

Prestidigitation: Performs minor tricks. {PH}

Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

Read Magic: Read scrolls and spellbooks. {PH}

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage. {CM}

Sleep: Puts 4 HD of creatures into magical slumber. {PH}

Undetectable Alignment: Conceals alignment for 24 hours. {PH}

Unseen Servant: Invisible force obeys your commands. {PH}

2nd-Level Hexblade Spells

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Adoration of the Frightful: Make fearful creatures friendly to you. {DrM}

Alter Self: Assume form of a similar creature. {PH}

Animate Weapon: Weapon animates and fight for you. {CM}

Arcane Turmoil: Targeted dispel magic on one subject, and subject loses one spell. {CM}

Blindness/Deafness: Makes subject blind or deaf. {PH}

Bothersome Babble: Subject’s speech becomes incoherent; second casting makes speech painful. {CM}

Bull’s Strength: Subject gains +4 to Str for 1 minute/level. {PH}

Crisis of Confidence: Target loses commander rating, aura; can’t add Cha to rally checks. {HB}

Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats. {SC}

Darkness: 20-ft. radius of supernatural shadow. {PH}

Eagle’s Splendor: Subject gains +4 to Cha for 1 minute/level. {PH}

Enthrall: Captivates all within 100 ft. + 10 ft./level. {PH}

False Life: Gain 1d10 temporary hp +1/level (max. +10). {PH}

Glitterdust: Blinds creatures, outlines invisible creatures. {PH}

Invisibility: Subject is invisible for 1 minute/level or until it attacks. {PH}

Invisibility, Swift: You are invisible for 1 round or until you attack. {SC}

Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds. {CM}

Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). {PH}

Phantasmal Assailants: Nightmare creatures strike target for 4 Wis damage, 4 Dex damage. {SC}

Protection from Arrows: Subject immune to most ranged attacks. {PH}

Pyrotechnics: Turns fire into blinding light or choking smoke. {PH}

Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC. {PH}

Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. {PH}

See Invisibility: Reveals invisible creatures or objects. {PH}

Spider Climb: Grants ability to walk on walls and ceilings. {PH}

Suggestion: Compels subject to follow stated course of action. {PH}

Summon Swarm: Summons swarm of bats, rats, or spiders. {PH}

Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. {PH}

Whirling BladeF: Hurled slashing weapon magically attacks all foes in 60-ft. line. {SC}

3rd-Level Hexblade Spells

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Arcane Sight: Magical auras become visible to you. {PH}

Charm Monster: Makes monster believe it is your ally. {PH}

Confusion: Subjects behave oddly for 1 round/level. {PH}

Deep Slumber: Puts 10 HD of creatures to sleep. {PH}

Dispel Magic: Cancels magical spells and effects. {PH}

Hood of the Cobra: You appear serpentine to target, and can deliver illusory poison bites. {CM}

Hound of Doom: Creates shadowy protector. {CW}

Invisibility Sphere: Makes everyone within 10 ft. invisible. {PH}

Magic Weapon, Greater: +1/four levels (max. +5). {PH}

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide. {CM}

NondetectionM: Hides subject from divination, scrying. {PH}

Phantasmal Strangler: Nightmare grapples and strangles one foe. {CM}

Phantom Steed: Magic horse appears for 1 hour/level. {PH}

Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute {PH}

Protection from Energy: Absorb 12 points/level of damage from one kind of energy. {PH}

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. {PH}

Slow: One subject/level takes only one action/round, –2 to AC and attack rolls. {PH}

Spectral Weapon: Use quasi-real weapon to make touch attacks. {SC}

Stinking Cloud: Nauseating vapors, 1 round/level. {PH}

Trance of the Verdant Domain: Fascinate a single foe for 3 rounds, and make target vulnerable to your mind-affecting abilities. {DrM}

Unluck: Target remakes all rolls, uses worse result for 1 round/level. {SC}

Vampiric Touch: Touch deals 1d6 points of damage/two levels; caster gains damage as hp. {PH}

Wind Wall: Deflects arrows, smaller creatures, and gases. {PH}

4th-Level Hexblade Spells

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Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance. ﴾⁠Assay resistance⁠﴿ {SC}

Baleful Polymorph: Transforms subject into harmless animal. {PH}

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. {PH}

Contact Other Plane: Lets you ask question of extraplanar entity. {PH}

Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse. {SC}

Detect Scrying: Alerts you of magical eavesdropping. {PH}

Dimension Door: Teleports you short distance. {PH}

Dominate Person: Controls humanoid telepathically. {PH}

Early Twilight: Reduce light in 80-ft.-radius cylinder. {HB}

Enervation: Subject gains 1d4 negative levels. {PH}

Fear: Subjects within cone flee for 1 round/level. {PH}

Finger of Agony: Deals 3d6 damage per round and nauseates or sickens target. {CM}

Horrid Sickness: Subjects are nauseated or sickened. {CM}

Invisibility, Greater: As invisibility, but subject can attack and stay invisible. {PH}

Karmic Retribution: Any creature damaging you becomes stunned for 1 round. {CM}

Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 points of damage. {PH}

Polymorph: Gives one willing subject a new form. {PH}

ScryingF: Spies on subject from a distance. {PH}

Sending: Delivers short message anywhere, instantly. {PH}

Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist. {SC}

Solid Fog: Blocks vision and slows movement. {PH}

Spell Theft: Dispel spells on target and gain their benefit for yourself. {CS}

Unseen Strike: Invisibility effect triggered to activate the instant you successfully attack someone. {CM}