Duskblade, Variant (3.5e Class)

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Duskblade

A duskblade is a swordsman with magic blood who harnesses his spellpower and channels it through his sword.

This class is a variant of the "Duskblade" class, made with abilities from both the "Duskblade" and the "Mystic Blade (Spencer Edition)" classes.

Making a Duskblade

The duskblade is usually a front-line combatant, and his spells supplement him to suit this purpose. He also gains the ability to imbue his weapons with elemental energy that he calls upon from the energy around him.

Abilities: As a melee combatant, Strength and Constitution are both valuable to aid in the duskblade'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 duskblade's strengths and limitations as an arcane spellcaster.

Races: Humans tend to make the best duskblade builds, due to their lack of restrictions and bonus feat at first level.

Alignment: Any, but they tend to be neutral.

Starting Gold: 6d4x10 (120).

Starting Age: Adulthood

Table: The Duskblade

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th
1st+0+2+0+2 Armored Caster light, Eschew Materials 33--
2nd+1+3+0+3 33--
3rd+2+3+1+3 440--
4th+3+4+1+4 Alternate Form fire, frost, and lightning 443--
5th+5+4+1+4 Armored Caster medium 553--
6th+6+5+2+5 Alternate Form acid, sonic 555210-
7th+7+5+2+5 Grand Reach 50ft 664310-
8th+8/+1+6+2+6 Channel Spell, Alternate Form positive, negative 6653210
9th+9/+2/+1+6+3+6 6654321
10th+10/+3/+1+7+3+7 Alternate Form ethereal, eldritch, Armored Caster heavy shield 6664321
11th+10/+3/+2+7+3+7 Grand Reach 75ft 6665322
12th+11/+4/+2+8+4+8 6665422
13th+12/+4/+2+8+4+8 6666432
14th+13/+4/+3+9+4+9 6666532
15th+13/+6/+3+9+5+9 Grand Reach 100ft 6666542
16th+14/+7/+3+10+5+10 6666643
17th+14/+7/+4+10+5+10 Combat Casting 6666653
18th+14/+8/+4+11+6+11 6666654
19th+14/+9/+5+11+6+11 Ignore Material Component 6666664
20th+15/+10/+5+12+6+12 6666665

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

Class Features

All of the following are class features of the Duskblade.

Weapon and Armor Proficiency: A duskblade is automatically proficient with simple and martial weapons, even the Bastard sword, all forms of armor (Light, Medium and Heavy), and shields (except tower shields).

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

A duskblade prepares and regains spells in the same fashion as a sorcerer in that he need not prepare spells ahead of time.

A duskblade starts knowing two spells from both the 0 and 1st level spell lists. Every time he learns a new spell list he knows 1 spell from it and every other time he gains a new level he learns 1 new spell from each of his lists. For example a 4th level duskblade knows five 0 level spells, five 1st level spells and two 2nd level spell (one from gaining a new spell list and the second from leveling up).

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 duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.

At 5th level, you learn to use medium armor with no chance of arcane spell failure. At 10th level, you learn to use a heavy shield with no chance of arcane spell failure.

Eschew Materials: At 1st level, a duskblade gains the eschew materials feat.

Alternate Form: A duskblade can change his sword blade from its physical material to different elements starting with fire, frost, and lightning at 4th level. At 6th level he can use the elements acid and sonic, at 8th he can use the elements positive and negative and at 10th he can use the elements ethereal and eldritch. What each of these elements do is up to the DM.

Grand Reach: Starting at level 7, a duskblade can channel magical energy (using whatever element his sword is currently made of) into a ranged slash attack. This attack goes 50ft (75ft at 11th, 100ft at 15th) hitting everything in its path dealing damage equal to the sword's usual damage using this element. This is a full round action.

Channel Spell: At 8th level, a duskblade gains the ability to channel spells through his weapon. Any spell the duskblade can cast can now be channeled through a single melee attack, which is made in place of the melee touch attack as part of the spell. This attack is rolled as a normal attack roll, not as a melee touch attack. If it hits, however, the attack deals normal weapon damage as well as the effect of the spell.

Combat Casting: At 17th level, a duskblade gains the combat casting feat.

Ignore Material Component: At 19th level, a duskblade gains the ignore material components feat.

Retten's Duskblade Starting Package

Race: Human.

Weapon: Bastard Sword.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Climb4Str
Concentration4Con
Search4Int
Spellcraft4Int

Human Bonus Feat: Dodge

Feat: Weapon Focus (Bastard Sword)

Gear: Studded Leather, Light Steel Shield, Bedroll, 5 Torches, 5 Days Supplies.

Gold: 15 gp.


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