Difference between revisions of "Spellbane (3.5e Class)"

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|author_name= Somehownotsingle
 
|author_name= Somehownotsingle
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|editing=
 
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[[Summary:: A lightly-armored warrior who specializes in combating spell casters]]
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[[Summary:: A lightly-armored warrior-scholar who specializes in combating spell casters]]
 
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===Making a Spellbane===
 
===Making a Spellbane===
  
INT and DEX are probably the most important abilities for any Spellbane, followed by STR and CON, depending on the build.  WIS and CHA are not as important.  While the Spellbane is not a weakling, he is not a front-line fighter.  He operates best within a party whose make up leaves him free to focus on spell casters, rather than trying to hold the line or guard weaker members of the party.
+
INT is probably the most important ability for any Spellbane, followed by some combination of DEX, STR and CON, depending on the build.  WIS and CHA are not important.  While the Spellbane is not a weakling, he is not a front-line fighter.  He operates best within a party whose make up leaves him free to focus on spell casters, rather than trying to hold the line or guard weaker members of the party.
  
 
'''Races:''' Any
 
'''Races:''' Any
Line 30: Line 29:
 
|hitdie=8
 
|hitdie=8
 
|length=20
 
|length=20
|bab=Moderate
+
|bab=Good
|fort=Good
+
|fort=Poor
 
|ref=Good
 
|ref=Good
 
|will=Good
 
|will=Good
 
|special1=Dark Stalker, Detect Magic, Further Training
 
|special1=Dark Stalker, Detect Magic, Further Training
 
|special2=Further Training, Arcane Defense
 
|special2=Further Training, Arcane Defense
|special3=Fast Movement, Quick Thinker
+
|special3=Fast Movement, Mage Slayer
|special4=Seen That Spell (5%), Further Training, Evasion
+
|special4=Seen That Spell (10%), Further Training
 
|special5=Bonus Feat, Dispel
 
|special5=Bonus Feat, Dispel
|special6=Mageslayer, Further Training
+
|special6=Evasion, Further Training
 
|special7=Freedom of Movement 1/day, Increased Threat Range (+5)
 
|special7=Freedom of Movement 1/day, Increased Threat Range (+5)
|special8=Spell Resistance 15, Seen That Spell (10%), Further Training
+
|special8=Spell Resistance 15, Seen That Spell (15%), Further Training
 
|special9=Anti-Magic, Energy Resistance 10
 
|special9=Anti-Magic, Energy Resistance 10
 
|special10=Bonus Feat, Further Training (Advanced Further Training)
 
|special10=Bonus Feat, Further Training (Advanced Further Training)
|special11=Arcane Sight
+
|special11=True Seeing, Mettle
|special12=Seen That Spell (15%), Further Training
+
|special12=Seen That Spell (20%), Further Training
 
|special13=Improved Evasion, Freedom of Movement 2/day
 
|special13=Improved Evasion, Freedom of Movement 2/day
 
|special14=Fly 1/day, Further Training
 
|special14=Fly 1/day, Further Training
 
|special15=Bonus Feat, Increased Threat Range (+10)
 
|special15=Bonus Feat, Increased Threat Range (+10)
|special16=Seen That Spell (20%), Further Training
+
|special16=Seen That Spell (25%), Further Training
|special17=True Seeing
+
|special17=Mind Blank, Spell Resistance 25
 
|special18=Energy Resistance 20, Further Training
 
|special18=Energy Resistance 20, Further Training
|special19=Fly 2/day, Spell Resistance 25
+
|special19=Fly 2/day, Death Ward
|special20=Bonus Feat, Seen That Spell (25%), Further Training
+
|special20=Bonus Feat, Seen That Spell (30%), Further Training
|skillpoints=6
+
|skillpoints=8
 
|skills=
 
|skills=
 
Balance,  
 
Balance,  
 
Climb,  
 
Climb,  
Craft,  
+
Craft,
Disable Device,
 
 
Hide,  
 
Hide,  
 
Jump,  
 
Jump,  
Knowledge (arcana)(dungeoneering)(religion)(planes),  
+
Knowledge (all),  
 
Listen,
 
Listen,
 
Move Silently,  
 
Move Silently,  
Open Lock,  
+
Profession,
Profession,  
+
Ride,  
 
Search,  
 
Search,  
 
Spellcraft,  
 
Spellcraft,  
 
Spot,  
 
Spot,  
Survival,
 
 
Swim,  
 
Swim,  
Tumble,  
+
Tumble,
Use Magic Device,
 
 
Use Rope
 
Use Rope
 
}}
 
}}
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'''{{Anchor|Further Training}} {{Ex}}:''' The training that Spellbanes undergo can vary, based on the individual.  At 1st level, then at every even level, a Spellbane may chose one option from the Further Training list below, advancing his training in a way that makes sense for his particular style, current task, etc.  Beginning at 10th level, a Spellbane may choose from the advanced training list, instead, though he does not have to.
+
'''{{Anchor|Further Training}} {{Ex}}:''' The training that Spellbanes undergo can vary, based on the individual.  At 1st level, then at every even level, a Spellbane may chose one option from the Further Training list below, advancing his training in a way that makes sense for his particular style, current task, etc.  Beginning at 10th level, a Spellbane may choose from the advanced further training list, instead, though he does not have to.
  
 
FURTHER TRAINING:
 
FURTHER TRAINING:
  
--Gain Trapfinding, as a Rogue
+
--Careful Tread: A Spellbane gains Trapfinding as a Rogue, and gains Disable Device as a class skill
  
--Gain Track as a bonus feat
+
--Hit the Books: A Spellbane can add +1 to all knowledge checks (can be taken multiple times)
  
--Gain a familiar as a wizard, with an effective wizard level equal to half of Spellbane level
+
--Live and Learn: When an opponents hits him, a Spellbane can immediately make a knowledge check appropriate to that opponent as a free action.  If a Spellbane succeeds on a DC of 10+ Creature's HD, he gains a +1 dodge bonus to AC against any future attacks from that particular type of opponent.  This is a permanent bonus against that particular creature type; however, a Spellbane cannot use the Live and Learn ability against this type of creature in the future to increase his dodge bonus.
  
--Gain an animal companion as a druid with an effective druid level equal to half of Spellbane level
+
--Magic Dabbler: A Spellbane gains the ability to recreate the effects one 1st level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability.  Caster level equals Spellbane level. (can be taken twice)
  
--Designate any skill to become a class skill (can be taken more than once)
+
--Mind Over Magic: A Spellbane may add his INT modifier as a permanent bonus to one skill (can be taken multiple times)
  
--Add your INT modifier as a permanent bonus to one skill (Can be taken more than once)
+
--Nimble: A Spellbane gains Uncanny dodge as a Barbarian
  
--Gain the ability to cast 2 1st level spells from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each.  Caster level is your Spellbane level. (can only be taken once)
+
--Quick Thinker: A Spellbane may add his INT modifier to Initiative rolls (in addition to DEX)
  
--Gain a +1 bonus to all saves (can be taken more than once)
+
--Relentless Pursuit: A Spellbane gains Track as a bonus feat, and gains Survival as a class skill
  
--Gain Uncanny dodge as a barbarian
+
--Resistant: A Spellbane gains a +1 bonus to all saves (can be taken up to three times)
  
  
 
ADVANCED FURTHER TRAINING
 
ADVANCED FURTHER TRAINING
  
--Gain Fast Healng 1 (can be taken multiple times, increasing FH by 1 each time)
+
--Burn the Midnight Oil: A Spellbane's constant studying means that he can take 10 on any knowledge check.  (must have taken Hit the Books at least once)
  
--Gain DR 1/-- (can be taken multiple times, increasing DR/-- by 1 each time)
+
--Eyes in the Back of My Head: A Spellbane gains Improved Uncanny Dodge as a Barbarian (must have taken Nimble)
  
--Gain Spell Reflection class ability (Complete Mage)
+
--Fits Like a Glove: A Spellbane suffers no movement penalties associated with wearing medium armor (must have taken Martial Studies)
  
--Gain Hide in Plain Sight as a Ranger
+
--Know Your Foe: A Spellbane has studied the art of fighting spell casters to such a degree, that he often sees weaknesses in the midst of the battle that others miss.  A Spellbane can perform critical hits on any enemy spell caster or enemy with spell-like abilities, even if their type would normally not allow this (e.g. undead, construct, etc)
  
--Gain Slippery Mind as a Rogue
+
--Magic Adept: A Spellbane gains the ability to recreate the effects of one 3rd level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability.  Caster level equals Spellbane level.  (must have chosen Magic Novice at least once; can be taken up to two times, once for each time Magic Novice was chosen)
  
--Gain Improved Uncanny Dodge as a Barbarian (must have taken Uncanny Dodge already)
+
--Magic Novice: A Spellbane gains the ability to recreate the effects of one 2nd level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability.  Caster level equals Spellbane level.  (must have chosen Magic Dabbler at least once; can be taken up to two times, once for each time Magic Dabbler was chosen)
  
--Gain the ability to cast 2 2nd level spells from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day eachCaster level is your Spellbane level.  (can only be taken once)
+
--Martial Studies: A Spellbane gains medium armor proficiency, and may use his extraordinary abilities while wearing medium armor.
 +
 
 +
--Single-minded: As long as he is attempting to engage the nearest enemy spell caster or enemy with spell-like abilities, the Spellbane may add his INT mod to his tumble checkIn addition, he may tumble at full speed without incurring the additional -10 penalty.
 +
 
 +
--Tit for Tat: A Spellbane gains the Spell Reflection class ability (Complete Mage)
 +
 
 +
--Well-Studied: A Spellbane may make any skill check untrained (must have taken Burn the Midnight Oil)
  
  
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'''{{Anchor|Quick Thinker}} {{Ex}}:''' At 3rd level, a Spellbane can add his INT modifier to Initiative rolls, in addition to his DEX.
+
'''{{Anchor|Mage Slayer}}:''' At 3rd level, a Spellbane gains the Mage Slayer feat (Monster Manual V).
  
  
'''{{Anchor|Seen That Spell}} {{Ex}}:''' Starting at 4th level, a Spellbane begins keeping a spell book much like a wizard, but with a different purpose.  If certain conditions are met, whenever a spell is cast within 10 feet of the Spellbane, he gets a free Spellcraft check (DC 15 + spell level) as an immediate action to identify the spell.  If he is successful, he writes the spell in his book so that he can meditate upon it later.  As long as he spends one hour a night meditating on the spells he has encountered, any spell cast within 10ft of the Spellbane that is documented in his spell book gains a failure percent chance -- 5% at level 4, all the way to 25% at level 20.  This percent failure stacks with other sources, such as spell failure from armor.
+
'''{{Anchor|Seen That Spell}} {{Ex}}:''' Starting at 4th level, a Spellbane begins keeping a spell book much like a wizard, but with a different purpose.  If certain conditions are met, whenever a spell is cast within visual range of the Spellbane, he gets a free Spellcraft check (DC 15 + spell level) as an immediate action to identify the spell.  If he is successful, he writes the spell in his book so that he can meditate upon it later.  As long as he spends one hour a night meditating on the spells he has encountered, any spell cast within the area a Spellbane threatens that is documented in his spell book gains a failure percent chance -- 10% at level 4, all the way to 30% at level 20.  This percent failure stacks with other sources, such as spell failure from armor.
  
  
 
For a Spellbane to write a spell in his spell book (for use with the Seen That Spell ability), he must see it succeed in its intent, so that he can study its effects.  This means that the spell caster must succeed in casting the spell, but also that the spell must affect at least one intended target or intended area.  For example, if a wizard successfully cast a spell against the party, but each party member succeeds on a save roll against the spell, then the Spellbane would not have an opportunity to study its effects.   
 
For a Spellbane to write a spell in his spell book (for use with the Seen That Spell ability), he must see it succeed in its intent, so that he can study its effects.  This means that the spell caster must succeed in casting the spell, but also that the spell must affect at least one intended target or intended area.  For example, if a wizard successfully cast a spell against the party, but each party member succeeds on a save roll against the spell, then the Spellbane would not have an opportunity to study its effects.   
 
 
'''{{Anchor|Evasion}} {{Ex}}:''' At 4th level, a Spellbane gains Evasion.
 
  
  
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'''{{Anchor|Mage Slayer}}:''' At 6th level, a Spellbane gains the Mage Slayer feat (Complete Arcane).
+
'''{{Anchor|Evasion}} {{Ex}}:''' At 6th level, If a Spellbane makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Spellbane is wearing light armor or no armor. A helpless Spellbane (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
  
  
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'''{{Anchor|Increased Threat Range}} {{Ex}}:''' At 7th level, the area a Spellbane threatens increases by five feet, but only in relation to enemy spell casters.  Enemies with no spells or spell-like abilities are not affected.  This increases by another five feet at 15th level.
+
'''{{Anchor|Increased Threat Range}} {{Ex}}:''' At 7th level, the area a Spellbane threatens increases by five feet, but only in relation to enemy spell casters or enemies with spell-like abilities.  Enemies with no spells or spell-like abilities are not affected.  This increases by another five feet at 15th level.
  
  
'''{{Anchor|Spell Resistance}} {{Ex}}:''' At 8th level, a Spellbane gains Spell Resistance 15.  This increases to 25 at 19th level.
+
'''{{Anchor|Spell Resistance}} {{Ex}}:''' At 8th level, a Spellbane gains Spell Resistance 15.  This increases to 25 at 17th level.
  
  
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'''{{Anchor|Anti-magic Field}} {{Ex}}:''' Starting at 9th level, when a Spellbane confirms a critical strike, he may chose to forego all damage from the attack, and instead create the effects of an anti-magic field centered on the target.  The field moves with the target and lasts for 1d4 rounds.  He may use the ability a number of times per day equal to his INT modifier.
+
'''{{Anchor|Anti-magic Field}} {{Ex}}:''' Starting at 9th level, when a Spellbane confirms a critical strike, he may chose to forego all damage from the attack, and instead create the effects of an anti-magic field centered on the target.  He may use the ability a number of times per day equal to his INT modifier.
 +
 
  
 +
'''{{Anchor|True Seeing}} {{Ex}}:''' At 11th level, a Spellbane gains the effects of a permanent True Seeing spell as an extraordinary ability.
  
'''{{Anchor|Arcane Sight}} {{Ex}}:''' At 11th level, a Spellbane gains the effects of a permanent Arcane Sight spell as an extraordinary ability.
 
  
 +
'''{{Anchor|Mettle}} {{Ex}}:''' If the Spellbane makes a successful Will or Fortitude saving throw that would normally reduce (rather than negate) a spell or other magical effect, the magic has no effect at all.
  
'''{{Anchor|Improved Evasion}} {{Ex}}:''' At 13th level, a Spellbane gains Improved Evasion.
+
 
 +
'''{{Anchor|Improved Evasion}} {{Ex}}:''' This ability works like evasion, except that the Spellbane only takes half damage on failed reflex saves.  A helpless Spellbane (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
  
  
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'''{{Anchor|True Sight}} {{Ex}}:''' At 17th level, a Spellbane gains the effects of a permanent True Sight spell as an extraordinary ability.
+
'''{{Anchor|Mind Blank}} {{Ex}}:''' At 17th level, a Spellbane gains the effects of a permanent Mind Blank spell as an extraordinary ability.
 +
 
 +
 
 +
'''{{Anchor|Death Ward}} {{Ex}}:''' At 19th level, a Spellbane comes under the effects of a permanent Death Ward spell as an extraordinary ability.
 +
 
 
----
 
----
 
{{3.5e Base Classes Breadcrumb}}
 
{{3.5e Base Classes Breadcrumb}}

Latest revision as of 20:38, 10 June 2014

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Author: Somehownotsingle (talk)
Date Created: 4/17/13
Status: complete
Editing: Clarity edits only please
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A lightly-armored warrior-scholar who specializes in combating spell casters

Spellbane[edit]

The Spellbane focuses on engaging and neutralizing enemy spell casters -- killing them if he can, but at the very least rendering them ineffective during combat.

Making a Spellbane[edit]

INT is probably the most important ability for any Spellbane, followed by some combination of DEX, STR and CON, depending on the build. WIS and CHA are not important. While the Spellbane is not a weakling, he is not a front-line fighter. He operates best within a party whose make up leaves him free to focus on spell casters, rather than trying to hold the line or guard weaker members of the party.

Races: Any

Alignment: Any

Starting Gold: As a fighter.

Table: The Spellbane

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Dark Stalker, Detect Magic, Further Training
2nd +2 +0 +3 +3 Further Training, Arcane Defense
3rd +3 +1 +3 +3 Fast Movement, Mage Slayer
4th +4 +1 +4 +4 Seen That Spell (10%), Further Training
5th +5 +1 +4 +4 Bonus Feat, Dispel
6th +6/+1 +2 +5 +5 Evasion, Further Training
7th +7/+2 +2 +5 +5 Freedom of Movement 1/day, Increased Threat Range (+5)
8th +8/+3 +2 +6 +6 Spell Resistance 15, Seen That Spell (15%), Further Training
9th +9/+4 +3 +6 +6 Anti-Magic, Energy Resistance 10
10th +10/+5 +3 +7 +7 Bonus Feat, Further Training (Advanced Further Training)
11th +11/+6/+1 +3 +7 +7 True Seeing, Mettle
12th +12/+7/+2 +4 +8 +8 Seen That Spell (20%), Further Training
13th +13/+8/+3 +4 +8 +8 Improved Evasion, Freedom of Movement 2/day
14th +14/+9/+4 +4 +9 +9 Fly 1/day, Further Training
15th +15/+10/+5 +5 +9 +9 Bonus Feat, Increased Threat Range (+10)
16th +16/+11/+6/+1 +5 +10 +10 Seen That Spell (25%), Further Training
17th +17/+12/+7/+2 +5 +10 +10 Mind Blank, Spell Resistance 25
18th +18/+13/+8/+3 +6 +11 +11 Energy Resistance 20, Further Training
19th +19/+14/+9/+4 +6 +11 +11 Fly 2/day, Death Ward
20th +20/+15/+10/+5 +6 +12 +12 Bonus Feat, Seen That Spell (30%), Further Training

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).


Class Features[edit]

All of the following are class features of the Spellbane.

Weapon and Armor Proficiency: A Spellbane is proficient with all simple and martial weapons. He is limited to light armor and all shields (except tower shields). He loses his extraordinary abilities when wearing medium or heavy armor.


Darkstalker: At 1st level a Spellbane gains the Darkstalker feat (Lords of Madness) as a bonus feat.


Detect Magic (Ex): At 1st level a Spellbane gains the ability to cast detect magic at will as an extraordinary ability. His caster level is equal to his Spellbane level.


Further Training (Ex): The training that Spellbanes undergo can vary, based on the individual. At 1st level, then at every even level, a Spellbane may chose one option from the Further Training list below, advancing his training in a way that makes sense for his particular style, current task, etc. Beginning at 10th level, a Spellbane may choose from the advanced further training list, instead, though he does not have to.

FURTHER TRAINING:

--Careful Tread: A Spellbane gains Trapfinding as a Rogue, and gains Disable Device as a class skill

--Hit the Books: A Spellbane can add +1 to all knowledge checks (can be taken multiple times)

--Live and Learn: When an opponents hits him, a Spellbane can immediately make a knowledge check appropriate to that opponent as a free action. If a Spellbane succeeds on a DC of 10+ Creature's HD, he gains a +1 dodge bonus to AC against any future attacks from that particular type of opponent. This is a permanent bonus against that particular creature type; however, a Spellbane cannot use the Live and Learn ability against this type of creature in the future to increase his dodge bonus.

--Magic Dabbler: A Spellbane gains the ability to recreate the effects one 1st level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability. Caster level equals Spellbane level. (can be taken twice)

--Mind Over Magic: A Spellbane may add his INT modifier as a permanent bonus to one skill (can be taken multiple times)

--Nimble: A Spellbane gains Uncanny dodge as a Barbarian

--Quick Thinker: A Spellbane may add his INT modifier to Initiative rolls (in addition to DEX)

--Relentless Pursuit: A Spellbane gains Track as a bonus feat, and gains Survival as a class skill

--Resistant: A Spellbane gains a +1 bonus to all saves (can be taken up to three times)


ADVANCED FURTHER TRAINING

--Burn the Midnight Oil: A Spellbane's constant studying means that he can take 10 on any knowledge check. (must have taken Hit the Books at least once)

--Eyes in the Back of My Head: A Spellbane gains Improved Uncanny Dodge as a Barbarian (must have taken Nimble)

--Fits Like a Glove: A Spellbane suffers no movement penalties associated with wearing medium armor (must have taken Martial Studies)

--Know Your Foe: A Spellbane has studied the art of fighting spell casters to such a degree, that he often sees weaknesses in the midst of the battle that others miss. A Spellbane can perform critical hits on any enemy spell caster or enemy with spell-like abilities, even if their type would normally not allow this (e.g. undead, construct, etc)

--Magic Adept: A Spellbane gains the ability to recreate the effects of one 3rd level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability. Caster level equals Spellbane level. (must have chosen Magic Novice at least once; can be taken up to two times, once for each time Magic Novice was chosen)

--Magic Novice: A Spellbane gains the ability to recreate the effects of one 2nd level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability. Caster level equals Spellbane level. (must have chosen Magic Dabbler at least once; can be taken up to two times, once for each time Magic Dabbler was chosen)

--Martial Studies: A Spellbane gains medium armor proficiency, and may use his extraordinary abilities while wearing medium armor.

--Single-minded: As long as he is attempting to engage the nearest enemy spell caster or enemy with spell-like abilities, the Spellbane may add his INT mod to his tumble check. In addition, he may tumble at full speed without incurring the additional -10 penalty.

--Tit for Tat: A Spellbane gains the Spell Reflection class ability (Complete Mage)

--Well-Studied: A Spellbane may make any skill check untrained (must have taken Burn the Midnight Oil)


Arcane Defense: At 2nd level, a Spellbane gains the Arcane Defense feat (Complete Arcane). He does not have to meet the prerequisites.


Fast Movement (Ex): The hardest part of stopping spell casters can be reaching them! At 3rd level, a Spellbane gains fast movement as a barbarian.


Mage Slayer: At 3rd level, a Spellbane gains the Mage Slayer feat (Monster Manual V).


Seen That Spell (Ex): Starting at 4th level, a Spellbane begins keeping a spell book much like a wizard, but with a different purpose. If certain conditions are met, whenever a spell is cast within visual range of the Spellbane, he gets a free Spellcraft check (DC 15 + spell level) as an immediate action to identify the spell. If he is successful, he writes the spell in his book so that he can meditate upon it later. As long as he spends one hour a night meditating on the spells he has encountered, any spell cast within the area a Spellbane threatens that is documented in his spell book gains a failure percent chance -- 10% at level 4, all the way to 30% at level 20. This percent failure stacks with other sources, such as spell failure from armor.


For a Spellbane to write a spell in his spell book (for use with the Seen That Spell ability), he must see it succeed in its intent, so that he can study its effects. This means that the spell caster must succeed in casting the spell, but also that the spell must affect at least one intended target or intended area. For example, if a wizard successfully cast a spell against the party, but each party member succeeds on a save roll against the spell, then the Spellbane would not have an opportunity to study its effects.


Bonus Feat (Ex): At 5th level, and every five levels thereafter, a Spellbane gains a bonus feat. He must meet the prerequisites of the feat he chooses.


Dispel (Ex): At 5th level, whenever a Spellbane successfully hits an enemy spell caster, he may choose to forego any damage dealt by the attack, and instead subject the target to the effects of a greater dispel spell. The dispel check is 1d20+Spellbane level.


Evasion (Ex): At 6th level, If a Spellbane makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Spellbane is wearing light armor or no armor. A helpless Spellbane (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.


Freedom of Movement (Ex): Once per day starting at 7th level, a Spellbane may reproduce the effects of a Freedom of Movement spell on himself as an extraordinary ability. At 13th level he can do this one additional time per day.


Increased Threat Range (Ex): At 7th level, the area a Spellbane threatens increases by five feet, but only in relation to enemy spell casters or enemies with spell-like abilities. Enemies with no spells or spell-like abilities are not affected. This increases by another five feet at 15th level.


Spell Resistance (Ex): At 8th level, a Spellbane gains Spell Resistance 15. This increases to 25 at 17th level.


Energy Resistance (Ex): At 9th level, a Spellbane gains Resistance 10 against all forms of energy. This increases to 20 at 18th level.


Anti-magic Field (Ex): Starting at 9th level, when a Spellbane confirms a critical strike, he may chose to forego all damage from the attack, and instead create the effects of an anti-magic field centered on the target. He may use the ability a number of times per day equal to his INT modifier.


True Seeing (Ex): At 11th level, a Spellbane gains the effects of a permanent True Seeing spell as an extraordinary ability.


Mettle (Ex): If the Spellbane makes a successful Will or Fortitude saving throw that would normally reduce (rather than negate) a spell or other magical effect, the magic has no effect at all.


Improved Evasion (Ex): This ability works like evasion, except that the Spellbane only takes half damage on failed reflex saves. A helpless Spellbane (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.


Fly (Ex): At 14th level, a Spellbane gains the effect of a Fly spell as an extraordinary ability. He can use this ability once per day, then a second time per day at 19th level.


Mind Blank (Ex): At 17th level, a Spellbane gains the effects of a permanent Mind Blank spell as an extraordinary ability.


Death Ward (Ex): At 19th level, a Spellbane comes under the effects of a permanent Death Ward spell as an extraordinary ability.


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceHigh +
AuthorSomehownotsingle +
Base Attack Bonus ProgressionGood +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Rated ByPhil Umbras +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Craft +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Ride +, Search +, Spellcraft +, Spot +, Swim +, Tumble + and Use Rope +
Skill Points8 +
SummaryA lightly-armored warrior-scholar who specializes in combating spell casters +
TitleSpellbane +
Will Save ProgressionGood +