Open main menu

Dungeons and Dragons Wiki β

Hex Eye (3.5e Martial Discipline)


Back to Main Page3.5e HomebrewClass Ability ComponentsMartial Disciplines

Add your own Maneuver to Dungeons & Dragons Wiki by clicking the link and following the instructions.


Homebrew.png
Author: the bluez in the dungeon (talk)
Date Created: 26/02/2021
Status: Work in progress
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article


The Hex Eye discipline revolves around the curse power of the hexblades, invented to complement their signature feature with maneuvers and techniques of martial adepts. This discipline is scarcely practised, because of the secretive nature of its masters.

A small group of hexblades were, simultaneously, very magically inclined and eager to increment their personal martial prowess. For this reason, they decided to study the magic of the blade, as they were amazed of the feats this art could produce. Inventive and ambitious, this party of hexblades tried and trained for years to combine their capacities and martial maneuvers. At last they succeeded, opening their own path in the realm of the Nine Disciplines, and founding the Hex Eye discipline and the Harbingers.

Things fell immediately in a spiral of violence and distrust, as the hexblades quarreled and fought with each other, trying to establish who was the master and most important and powerful between them. Many died in these confrontations and the last standing, too injured and fatigued to keep on fighting, decided to leave, each for its own way, never seeing each other again.

Today only few practioners of the discipline remains, as the original masters took few students, for fear of losing their grip on the secrets of the discipline. This behaviour was inherited by the subsequent masters, who also took only some, or even one, disciples, making the art largely unknown and underused, even between hexblades themselves.

Hereafter, the term "curse" refers to the hexblade's curse, and a "cursed" enemy is an enemy affected by the hexblade's curse. Enemies affected by any other kind of curse may be treated as cursed enemies, if the DM allows it.

This discipline uses variant rules, such as rushes and other alternative types of maneuvers.

Game Mechanics of the Hex Eye

Available To: Harbinger, Any (feat: Sublime Training or Martial Study)

Discipline Skill: Spellcraft (Int) - As the occult forces of a curse need to be manipulated with sapience, this skill is the best way to implement them with martial maneuvers.

Discipline Weapons: Any spear, battleaxe, dagger, falchion, flail, dire flail and heavy flail, glaive, halberd, heavy mace, kukri, morningstar, rapier, scythe, sickle, spiked armor and shield and trident - Harbingers experiments with a variety of weapons, valuing versatility and the capacity to inflict dire wounds, and because they prefer to concentrate their training on their cursed powers, instead of perfecting the use of specific weapons. 

Saves: 10 + Maneuver Level + Charisma 

Legacy Weapon: Halberd of the Envious 

Maneuver Granting Item: Amulet of the Eye 

Discipline Feat: Envy Strike 

Tactical Feat: Work in Progress 

Special: Martial adepts of this school must have the hexblade's curse feature (this rule is optional).

All maneuvers from the Hex Eye discipline are supernatural abilities unless specified otherwise.


Maneuvers of the Hex Eye DisciplineEdit

To see the full, expanded description of every maneuver, click here.

1st-Level Maneuvers


2nd-Level Maneuvers


3rd-Level Maneuvers


4th-Level Maneuvers


5th-Level Maneuvers


6th-Level Maneuvers


7th-Level Maneuvers


8th-Level Maneuvers


9th-Level Maneuvers

  • Destroy the Accursed: Strike — Inflict extra damage based on the penalty the curse inflicts.
  • Nocebo: Flourish — Possibly kill a cursed opponent or maim it terribly.




Back to Main Page3.5e HomebrewClass Ability ComponentsMartial Disciplines

the bluez in the dungeon's Homebrew (775 Articles)
the bluez in the dungeonv