Difference between revisions of "Dark Blade (3.5e Class)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(Making a Mystic Swordsman)
 
(9 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{Incomplete}}
+
 
{{author
+
{{author  
|author_name=
+
|author_name= GuiltyCharmer
 
|date_created=
 
|date_created=
 
|adopter=
 
|adopter=
 
|date_adopted=  
 
|date_adopted=  
|status= incomplete
+
|status= complete
 
|editing=
 
|editing=
 
|balance= Moderate
 
|balance= Moderate
Line 25: Line 25:
 
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
 
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
  
==<-class name->==
+
== Dark Blade ==
 +
Either by some malformed ritual or family curse a dark blade permeates dark energy which she can use to conjure weapons or even slay incorpeal beings. The energy is dark and ominous even those who cannot Precieve
  
<-general description->.
+
===Making a Dark Blade===
  
===Making a Mystic Swordsman===
 
  
 
+
'''Abilities:''' As a melee combatant, Strength and Constitution are both valuable to aid in the Dark Blade's survival. Depending upon his preferred armament, Dexterity could be equally as important. But Intelligence is perhaps his most pivotal stat because it defines the Dark Blade's strengths and limitations as an arcane spellcaster.
'''Abilities:''' As a melee combatant, Strength and Constitution are both valuable to aid in the mystic blade's survival. Depending upon his preferred armament, Dexterity could be equally as important. But Intelligence is perhaps his most pivotal stat because it defines the mystic swordsman's strengths and limitations as an arcane spellcaster.
 
  
 
'''Races:''' any
 
'''Races:''' any
  
'''Alignment:''' nuetral or good
+
'''Alignment:''' Chaotic
  
 
'''Starting Gold:''' 2d8
 
'''Starting Gold:''' 2d8
Line 44: Line 43:
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+
 
|+
<div>{{Anchor|Table: Mystic Swordsman}}</div>
+
<div>{{Anchor|Table: Dark Blade}}</div>
Hit Die: d8
+
Hit Die: d10
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 57: Line 56:
 
|-
 
|-
 
|1st||class="left" | +1 || +1 || +2 || +0
 
|1st||class="left" | +1 || +1 || +2 || +0
| class="left" | Summoned Sword 1/D, Ancestral Weaponry, Armored Caster (medium)
+
| class="left" | Ritual Weaponry, Summoned Sword 4/D, Armored Caster (medium)
 
|2||—||—||—
 
|2||—||—||—
 
|-
 
|-
 
|2nd||class="left" | +2 || +1 || +3 || +0
 
|2nd||class="left" | +2 || +1 || +3 || +0
| class="left" | Horde Breaker
+
| class="left" | Horde Breaker, Dark Aura
 
|2||—||—||—
 
|2||—||—||—
 
|-
 
|-
Line 69: Line 68:
 
|-
 
|-
 
|4th||class="left" | +4 || +2 || +4 || +1
 
|4th||class="left" | +4 || +2 || +4 || +1
| class="left" | Summoned Sword 2/D
+
| class="left" | Summoned Sword 8/D
 
|3||1||—||—
 
|3||1||—||—
 
|-
 
|-
 
|5th||class="left" | +5 || +3 || +4 || +1
 
|5th||class="left" | +5 || +3 || +4 || +1
| class="left" | Ancestral Guidance
+
| class="left" | Macabre Guidance
 
|3||1||—||—
 
|3||1||—||—
 
|-
 
|-
Line 81: Line 80:
 
|-
 
|-
 
|7th||class="left" | +7/+2 || +4 || +5 || +2
 
|7th||class="left" | +7/+2 || +4 || +5 || +2
| class="left" | Summoned Sword 3/D
+
| class="left" | Summoned Sword 12/D
 
|4||1||—||—
 
|4||1||—||—
 
|-
 
|-
 
|8th||class="left" | +8/+3 || +4 || +6 || +2
 
|8th||class="left" | +8/+3 || +4 || +6 || +2
| class="left" |  
+
| class="left" | Dark Strike, Dark Protection
 
|4||2||—||—
 
|4||2||—||—
 
|-
 
|-
 
|9th||class="left" | +9/+4 || +5 || +6 || +3
 
|9th||class="left" | +9/+4 || +5 || +6 || +3
| class="left" | Iaijutsu
+
| class="left" | Counter Attack
 
|4||2||—||—
 
|4||2||—||—
 
|-
 
|-
 
|10th||class="left" | +10/+5 || +5 || +7 || +3
 
|10th||class="left" | +10/+5 || +5 || +7 || +3
| class="left" | Summoned Sword 4/D
+
| class="left" | Summoned Sword 16/D
 
|4||2||1||—
 
|4||2||1||—
 
|-
 
|-
Line 105: Line 104:
 
|-
 
|-
 
|13th||class="left" | +13/+8/+3 || +7 || +8 || +4
 
|13th||class="left" | +13/+8/+3 || +7 || +8 || +4
| class="left" | Summoned Sword 5/D
+
| class="left" | Summoned Sword 20/D
 
|4||3||2||1
 
|4||3||2||1
 
|-
 
|-
 
|14th||class="left" | +14/+9/+4 || +7 || +9 || +4
 
|14th||class="left" | +14/+9/+4 || +7 || +9 || +4
| class="left" |  
+
| class="left" | Dark Advantage
 
|4||3||3||1
 
|4||3||3||1
 
|-
 
|-
Line 117: Line 116:
 
|-
 
|-
 
|16th||class="left" | +16/+11/+6/+1 || +8 || +10 || +5
 
|16th||class="left" | +16/+11/+6/+1 || +8 || +10 || +5
| class="left" | Summoned Sword 6/D
+
| class="left" | Summoned Sword 24/D
 
|4||4||3||2
 
|4||4||3||2
 
|-
 
|-
Line 125: Line 124:
 
|-
 
|-
 
|18th||class="left" | +18/+13/+8/+3 || +9 || +11 || +6
 
|18th||class="left" | +18/+13/+8/+3 || +9 || +11 || +6
| class="left" |  
+
| class="left" | Dark Killing Intent
 
|4||4||3||3
 
|4||4||3||3
 
|-
 
|-
 
|19th||class="left" | +19/+14/+9/+4 || +10 || +11 || +6
 
|19th||class="left" | +19/+14/+9/+4 || +10 || +11 || +6
| class="left" | Scrolls of Wisdom
+
| class="left" | Dark Warp
 
|4||4||4||3
 
|4||4||4||3
 
|-
 
|-
 
|20th||class="left" | +20/+15/+10/+5 || +10 || +12 || +6
 
|20th||class="left" | +20/+15/+10/+5 || +10 || +12 || +6
| class="left" | Summoned Sword 7/D
+
| class="left" | Summoned Sword 28/D
 
|4||4||4||4
 
|4||4||4||4
 
|- class="noalt"
 
|- class="noalt"
Line 145: Line 144:
 
====Class Features====
 
====Class Features====
  
All of the following are class features of the Mystic Swordsman.
+
All of the following are class features of the Dark Blade.
 +
 
 +
'''Weapon and Armor Proficiency:''' Dark Blade are proficient with all simple and martial weapons, as well as a single exotic weapon appropriate to the Dark Blades's tradition. Dark Blade are proficient with light and medium Armor, but not with shields of any kind.
 +
 
 +
'''Armored Caster:''' Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A Dark Blade limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to medium armor.
 +
 
 +
'''{{Anchor|Ritual Weaponry}}:'''
 +
 
 +
A Dark Blade can only have one weapon designated as his Ritual Weapon at a time. He must perform a 24 hour ritual to call his Ritual spirits into the weapon and designate it as his Ritual Weapon. This Ritual cost one living creatures soul, a means of capturing that soul, 100 gp in incense and offerings, and once performed grants the following abilities:
  
'''Weapon and Armor Proficiency:''' mystic swordsman are proficient with all simple and martial weapons, as well as a single exotic weapon appropriate to the Samurai's tradition. mystic swordsman are proficient with light and medium Armor, but not with shields of any kind.
+
*Counts as her Ritual Weapon for all Dark Blade abilities.
 +
*Has a minimum enhancement bonus to attack and damage equal to his level divided by three (maximum of +5 for a Datk Blade of 20th level or lower).
 +
*The Ritual weapon has double HPs and +10 [[SRD:Breaking and Entering#Hardness|Hardness]], and has the [[SRD:Ghost Touch (Weapon Enhancement)|Ghost Touch]] special property.
  
'''Armored Caster:''' Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A mystic swordsman limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to medium armor.
+
'''Summoned Weapon:''' Dark Blade can summon a magic levitating weapon based off their Ritual Weapon. It becomes a ranged weapon with 1d6 damage and 40ft range. When summoned by this spell gains a +1 enchantment bonus equal to her level divided by three, to a maximum of +5. This is considered magic for the purposes of overcoming damage reduction.
  
'''Summoned Sword:''' Mystic Swordsman can summon a magic levitating blade it becomes a ranged weapon that 1d6 damage. When summoned by this spell gains a +1 enchantment bonus for every 2 caster levels, to a maximum of +5. This spell is considered magic for the purposes of overcoming damage reduction. Casting this spell does not grant you proficiency with magic if you do not already possess it.
+
As she progresses she can summon more a day, either all at once or one at a time.
  
At the end of the spell’s duration, or if the items leave your possession for more than 2 rounds, the items summoned disappear. As he progresses he can summon more per day either all at once or one at a time
+
'''{{Anchor|Horde Breaker}}:''' A Dark Blade gains [[Horde Breaker (3.5e Feat)|Horde Breaker]] as a bonus feat at 2nd level. If the Dark Blade already has this feat, he may choose a [[Tome Combat Feats|Combat Feat]] instead, but only if he meets the prerequisites of that feat.
  
'''{{Anchor|Ancestral Weaponry}}:''' Every culture with a mystic swordsman tradition has a signature weapon that Samurai from that culture use. Whether it is the [[SRD:Spiked Chain|Spiked Chain]] of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan, the weapon serves as a symbol of the office and prowess of the mystic swordsman.
+
'''{{Anchor|Dark Aura}}:''' Dark Blade generates a Dark aura  Strong enough to be sensed vaguely by all as (+2 Intimidate -2 diplomacy)
  
A mystic swordsman can only have one weapon designated as his Ancestral Weapon at a time, and this weapon must be a [[SRD:Masterwork Weapons|masterwork weapon]] exalted by the samurai warrior culture. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. This ritual costs 100 gp in incense and offerings, and once performed grants the following abilities:
+
'''{{Anchor|Parry Magic}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, a Dark Blade may use his Ritual Weapon to parry magic targeted at him. When the Dark Blade is targeted by a spell or supernatural ability, he may take an [[SRD:Attack of Opportunity|Attack of Opportunity]] against the [[SRD:Aiming a Spell (Spell Descriptor)|targeted]] effect. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity, the effect does not affect him.
  
*Counts as his Ancestral Weapon for all mystic swordsman abilities.
+
'''''{{Anchor|Macabre Guidance}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level, a Dark Blade may seek guidance from the dead of their past. This counts as a ''[[SRD:Commune|commune]]'' effect that can be used once a day. A Dark Blade can also seek guidance from other peoples' ancestors if they are available. This works like a ''[[SRD:Speak with Dead|speak with dead]]'' effect that may be used once per day.
*Has a minimum enhancement bonus to attack and damage equal to his level divided by three (maximum of +5 for a samurai of 20th level or lower).
 
*The Ancestral weapon has double HPs and +10 [[SRD:Breaking and Entering#Hardness|Hardness]], and has the [[SRD:Ghost Touch (Weapon Enhancement)|Ghost Touch]] special property.
 
  
'''{{Anchor|Horde Breaker}}:''' A mystic swordsman gains [[Horde Breaker (3.5e Feat)|Horde Breaker]] as a bonus feat at 2nd level. If the mystic swordsman already has this feat, he may choose a [[Tome Combat Feats|Combat Feat]] instead, but only if he meets the prerequisites of that feat.
+
'''{{Anchor|Blindfighting}}:''' A Dark Blade gains [[Blind Fighting (3.5e Feat)|Blind Fighting]] as a bonus feat at 6th level. If the Dark Blade already has this feat, he may choose a [[Tome Combat Feats|Combat Feat instead]], but only if he meets the prerequisites of that feat.
  
'''{{Anchor|Parry Magic}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, a mystic swordsman may use his Ancestral Weapon to parry magic targeted at him. When the mystic swordsman is targeted by a spell or supernatural ability, he may take an [[SRD:Attack of Opportunity|Attack of Opportunity]] against the [[SRD:Aiming a Spell (Spell Descriptor)|targeted]] effect. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity, the effect does not affect him.
+
'''{{Anchor|Dark Strike}}:''' The Dark Blade uses dark energies at her disposal. Her Ritual Weapon may be charged with negative energy to deal 1d8 of damage. An Additional 1d8 per 4 levels of the Dark Blade, of negative energy damage when making a melee attack  
  
'''''{{Anchor|Ancestral Guidance}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level, a mystic swordsman may seek guidance from his ancestors. This counts as a ''[[SRD:Commune|commune]]'' effect that can be used once a day. A mystic swordsman can also seek guidance from other peoples' ancestors if they are available. This works like a ''[[SRD:Speak with Dead|speak with dead]]'' effect that may be used once per day.
+
'''{{Anchor|Dark Protection}}:''' After countless Times of defending herself she learned to protect herself . A dark blade gains her Int Mod to her saving throws.
  
'''{{Anchor|Blindfighting}}:''' A mystic swordsman gains [[Blind Fighting (3.5e Feat)|Blind Fighting]] as a bonus feat at 6th level. If the mystic swordsman already has this feat, he may choose a [[Tome Combat Feats|Combat Feat instead]], but only if he meets the prerequisites of that feat.
+
'''{{Anchor|Counter Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When a 7th level Dark Blade has the [[Races of War (3.5e Sourcebook)/Advanced Combat#Base Attack Bonus and Combat Maneuvers|Edge]] on an opponent, he may take an [[SRD:Attack of Opportunity|Attack of Opportunity]] against that opponent as an [[SRD:Immediate Actions|immediate action]] at any time, once per day.
  
'''{{Anchor|Iaijutsu}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When a 7th level mystic swordsman has the [[Races of War (3.5e Sourcebook)/Advanced Combat#Base Attack Bonus and Combat Maneuvers|Edge]] on an opponent, he may take an [[SRD:Attack of Opportunity|Attack of Opportunity]] against that opponent as an [[SRD:Immediate Actions|immediate action]] at any time, once per day.
+
'''{{Anchor|Subtle Cut}}:''' A Dark Blade gains [[Subtle Cut (3.5e Feat)|Subtle Cut]] as a bonus feat at 11th level. If the Dark Blade already has this feat, she may choose another [[Tome Combat Feats|Combat Feat]] instead, but only if he meets the prerequisites of that feat.
  
'''{{Anchor|Subtle Cut}}:''' A mystic swordsman gains [[Subtle Cut (3.5e Feat)|Subtle Cut]] as a bonus feat at 11th level. If the mystic swordsman already has this feat, he may choose another [[Tome Combat Feats|Combat Feat]] instead, but only if he meets the prerequisites of that feat.
+
'''{{Anchor|Blade of Devastation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level, the Dark Blade may attack enemies within her reach through objects and walls, her Ritual Weapon automatically destroying any unattended object or wall in the way with a [[SRD:Breaking and Entering#Hardness|Hardness]] less than 20. As a result, enemies do not gain cover bonuses against an attacking Dark Blade. This effect can also pierce [[SRD:Force Effect|force effects]].
  
'''{{Anchor|Blade of Devastation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level, the mystic swordsman may attack enemies within his reach through objects and walls, his Ancestral Weapon automatically destroying any unattended object or wall in the way with a [[SRD:Breaking and Entering#Hardness|Hardness]] less than 20. As a result, enemies do not gain cover bonuses against an attacking Samurai. This effect can also pierce [[SRD:Force Effect|force effects]].
+
'''{{Anchor|Dark Advantage}}:'''the Dark blade can channel her energies into her Ritual Weapon to move it with greater ease to strike harder and faster. add +3 to your intiative, gains an extra die of damage, and reduces critical range by 1.
  
'''{{Anchor|Reflect Magic}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 15th level, an spell effect that would be dispelled by a successful use of the mystic swordsman's [[#Parry Magic|Parry Magic]] ability can instead be reflected back on the caster, as per a ''[[SRD:Spell Turning|spell turning]]'' effect
+
'''{{Anchor|Reflect Magic}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 15th level, an spell effect that would be dispelled by a successful use of the Dark Blade's [[#Parry Magic|Parry Magic]] ability can instead be reflected back on the caster, as per a ''[[SRD:Spell Turning|spell turning]]'' effect
  
'''{{Anchor|Deny Armor}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 17th level, a mystic swordsman attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from [[SRD:Armor Bonus|armor]] or [[SRD:Natural Armor|natural armor]].
+
'''{{Anchor|Deny Armor}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 17th level, a Dark Blade attacking with his Ritual Weapon ignores any AC bonuses on his targets that come from [[SRD:Armor Bonus|armor]] or [[SRD:Natural Armor|natural armor]].
  
'''{{Anchor|Scrolls of Wisdom}}:''' At 19th level, the mystic swordsman has reached the pinnacle of his art, and he may compose a treatise of his collected wisdom. If he spends one month composing this treatise, he may distribute it and spread his wisdom. Anyone who reads this treatise gains a +2 competence bonus to attack characters with mystic swordsman levels, but a -8 penalty to attack the writer of the treatise.
+
'''{{Anchor|Dark Killing Intent}}:''' At 19th level, her dark energy becomes harder to contain. When the Dark Blade is in combat her intent is made manifest. All Enemies within a 20ft radius of the dark blade must make a (DC 10 + Wis mod + dark blade's level) will save. If an enemy fails it gets a (-5) to all rolls made.
  
 +
'''{{Anchor|Dark Warp}}:''' The Dark Blade can make a full round action once a week to warp in or out of a battle, that she either finds favorable or unfavorable. When warping out of a battle she can only warp to a location designated prior, this location must be somewhere she has been with in the last 3 days.
  
''' Spells :''' A mystic swordsman casts arcane spells, which are drawn from the mystic blade spell list (see below). Intelligence determines the mystic blade’s spell DC, bonus spells, and how high level a spell they can cast (In order to cast a particular spell, the mystic blade’s Intelligence score must be at least 10 + the spell’s level).
+
''' Spells :''' A Dark Blade casts arcane spells, which are drawn from the Dark Blade spell list (see below). Intelligence determines the Dark Blade’s spell DC, bonus spells, and how high level a spell they can cast (In order to cast a particular spell, the Dark Blade’s Intelligence score must be at least 10 + the spell’s level).
  
A mystic blade prepares and regains spells in the same fashion as a [[SRD:Wizard|wizard]]. Because he possesses a spellbook like a wizard does, the mystic blade may take the [[SRD:Spell Mastery|Spell Mastery]] feat as though he were a wizard.
+
A Dark Blade prepares and regains spells in the same fashion as a [[SRD:Wizard|wizard]]. Because he possesses a spellbook like a wizard does, the Dark Blade may take the [[SRD:Spell Mastery|Spell Mastery]] feat as though he were a wizard.
  
  

Latest revision as of 00:04, 3 December 2020


Homebrew.png
Author: GuiltyCharmer (talk)
Date Created:
Status: complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article







Dark Blade[edit]

Either by some malformed ritual or family curse a dark blade permeates dark energy which she can use to conjure weapons or even slay incorpeal beings. The energy is dark and ominous even those who cannot Precieve

Making a Dark Blade[edit]

Abilities: As a melee combatant, Strength and Constitution are both valuable to aid in the Dark Blade's survival. Depending upon his preferred armament, Dexterity could be equally as important. But Intelligence is perhaps his most pivotal stat because it defines the Dark Blade's strengths and limitations as an arcane spellcaster.

Races: any

Alignment: Chaotic

Starting Gold: 2d8

Starting Age: fighter

Table: Dark Blade

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +1 +2 +0 Ritual Weaponry, Summoned Sword 4/D, Armored Caster (medium) 2
2nd +2 +1 +3 +0 Horde Breaker, Dark Aura 2
3rd +3 +2 +3 +1 Parry Magic 2 1
4th +4 +2 +4 +1 Summoned Sword 8/D 3 1
5th +5 +3 +4 +1 Macabre Guidance 3 1
6th +6/+1 +3 +5 +2 Blindfighting 3 1
7th +7/+2 +4 +5 +2 Summoned Sword 12/D 4 1
8th +8/+3 +4 +6 +2 Dark Strike, Dark Protection 4 2
9th +9/+4 +5 +6 +3 Counter Attack 4 2
10th +10/+5 +5 +7 +3 Summoned Sword 16/D 4 2 1
11th +11/+6/+1 +6 +7 +3 Subtle Cut 4 2 1
12th +12/+7/+2 +6 +8 +4 Blade of Devastation 4 2 1
13th +13/+8/+3 +7 +8 +4 Summoned Sword 20/D 4 3 2 1
14th +14/+9/+4 +7 +9 +4 Dark Advantage 4 3 3 1
15th +15/+10/+5 +8 +9 +5 Reflect Magic 4 4 3 1
16th +16/+11/+6/+1 +8 +10 +5 Summoned Sword 24/D 4 4 3 2
17th +17/+12/+7/+2 +9 +10 +5 Deny Armor 4 4 3 2
18th +18/+13/+8/+3 +9 +11 +6 Dark Killing Intent 4 4 3 3
19th +19/+14/+9/+4 +10 +11 +6 Dark Warp 4 4 4 3
20th +20/+15/+10/+5 +10 +12 +6 Summoned Sword 28/D 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Dark Blade.

Weapon and Armor Proficiency: Dark Blade are proficient with all simple and martial weapons, as well as a single exotic weapon appropriate to the Dark Blades's tradition. Dark Blade are proficient with light and medium Armor, but not with shields of any kind.

Armored Caster: Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A Dark Blade limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to medium armor.

Ritual Weaponry:

A Dark Blade can only have one weapon designated as his Ritual Weapon at a time. He must perform a 24 hour ritual to call his Ritual spirits into the weapon and designate it as his Ritual Weapon. This Ritual cost one living creatures soul, a means of capturing that soul, 100 gp in incense and offerings, and once performed grants the following abilities:

  • Counts as her Ritual Weapon for all Dark Blade abilities.
  • Has a minimum enhancement bonus to attack and damage equal to his level divided by three (maximum of +5 for a Datk Blade of 20th level or lower).
  • The Ritual weapon has double HPs and +10 Hardness, and has the Ghost Touch special property.

Summoned Weapon: Dark Blade can summon a magic levitating weapon based off their Ritual Weapon. It becomes a ranged weapon with 1d6 damage and 40ft range. When summoned by this spell gains a +1 enchantment bonus equal to her level divided by three, to a maximum of +5. This is considered magic for the purposes of overcoming damage reduction.

As she progresses she can summon more a day, either all at once or one at a time.

Horde Breaker: A Dark Blade gains Horde Breaker as a bonus feat at 2nd level. If the Dark Blade already has this feat, he may choose a Combat Feat instead, but only if he meets the prerequisites of that feat.

Dark Aura: Dark Blade generates a Dark aura Strong enough to be sensed vaguely by all as (+2 Intimidate -2 diplomacy)

Parry Magic (Su): At 3rd level, a Dark Blade may use his Ritual Weapon to parry magic targeted at him. When the Dark Blade is targeted by a spell or supernatural ability, he may take an Attack of Opportunity against the targeted effect. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity, the effect does not affect him.

Macabre Guidance (Sp): At 5th level, a Dark Blade may seek guidance from the dead of their past. This counts as a commune effect that can be used once a day. A Dark Blade can also seek guidance from other peoples' ancestors if they are available. This works like a speak with dead effect that may be used once per day.

Blindfighting: A Dark Blade gains Blind Fighting as a bonus feat at 6th level. If the Dark Blade already has this feat, he may choose a Combat Feat instead, but only if he meets the prerequisites of that feat.

Dark Strike: The Dark Blade uses dark energies at her disposal. Her Ritual Weapon may be charged with negative energy to deal 1d8 of damage. An Additional 1d8 per 4 levels of the Dark Blade, of negative energy damage when making a melee attack

Dark Protection: After countless Times of defending herself she learned to protect herself . A dark blade gains her Int Mod to her saving throws.

Counter Attack (Ex): When a 7th level Dark Blade has the Edge on an opponent, he may take an Attack of Opportunity against that opponent as an immediate action at any time, once per day.

Subtle Cut: A Dark Blade gains Subtle Cut as a bonus feat at 11th level. If the Dark Blade already has this feat, she may choose another Combat Feat instead, but only if he meets the prerequisites of that feat.

Blade of Devastation (Su): At 12th level, the Dark Blade may attack enemies within her reach through objects and walls, her Ritual Weapon automatically destroying any unattended object or wall in the way with a Hardness less than 20. As a result, enemies do not gain cover bonuses against an attacking Dark Blade. This effect can also pierce force effects.

Dark Advantage:the Dark blade can channel her energies into her Ritual Weapon to move it with greater ease to strike harder and faster. add +3 to your intiative, gains an extra die of damage, and reduces critical range by 1.

Reflect Magic (Su): At 15th level, an spell effect that would be dispelled by a successful use of the Dark Blade's Parry Magic ability can instead be reflected back on the caster, as per a spell turning effect

Deny Armor (Su): At 17th level, a Dark Blade attacking with his Ritual Weapon ignores any AC bonuses on his targets that come from armor or natural armor.

Dark Killing Intent: At 19th level, her dark energy becomes harder to contain. When the Dark Blade is in combat her intent is made manifest. All Enemies within a 20ft radius of the dark blade must make a (DC 10 + Wis mod + dark blade's level) will save. If an enemy fails it gets a (-5) to all rolls made.

Dark Warp: The Dark Blade can make a full round action once a week to warp in or out of a battle, that she either finds favorable or unfavorable. When warping out of a battle she can only warp to a location designated prior, this location must be somewhere she has been with in the last 3 days.

Spells : A Dark Blade casts arcane spells, which are drawn from the Dark Blade spell list (see below). Intelligence determines the Dark Blade’s spell DC, bonus spells, and how high level a spell they can cast (In order to cast a particular spell, the Dark Blade’s Intelligence score must be at least 10 + the spell’s level).

A Dark Blade prepares and regains spells in the same fashion as a wizard. Because he possesses a spellbook like a wizard does, the Dark Blade may take the Spell Mastery feat as though he were a wizard.


1st— Alarm, Bless Water, Cure Light Wounds, Curse Water, Endure Elements, Enlarge Person, Grease, Inflict Light Wounds, Jump, Magic Weapon, Reduce Person, True Strike

2nd— Arcane Lock, Bear's Endurance, Blindness/Deafness, Bull's Strength, Cat's Grace, Continual Flame, Cure Moderate Wounds, Darkvision, Eagle's Splendor, False Life, Find Traps, Fox's Cunning, Inflict Moderate Wounds, Invisibility, Lesser Restoration, Levitate, Make Whole, Owl's Wisdom, Resist Energy, See Invisibility, Spider Climb

3rd— Blink, Cure Serious Wounds, Dispel Magic, Explosive Runes, Fireball, Greater Magic Weapon, Haste, Inflict Serious Wounds, Keen Edge, Neutralize Poison, Poison, Protection from Energy, Rage, Remove Curse, Remove Disease, Slow, Suggestion, Water Breathing

4th— Bestow Curse, Cure Critical Wounds, Death Ward, Dimensional Anchor, Fire Shield, Fire Trap, Freedom of Movement, Greater Invisibility, Inflict Critical Wounds, Restoration, Stoneskin

.


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceModerate +
AuthorGuiltyCharmer +
Identifier3.5e Class +
RatingUndiscussed +
SkillBalance +, Climb +, Concentration +, Disable Device +, Gather Information +, Heal +, Intimidate +, Jump +, Listen +, Search +, Spellcraft +, Spot + and Swim +
TitleDark Blade +