Spellbane (3.5e Class)

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Author: Somehownotsingle (talk)
Date Created: 4/17/13
Status: in progress
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A lightly-armored warrior who specializes in combating spell casters

Spellbane

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

INT and DEX are probably the most important abilities for any spellbane, with the importance of other abilities dependent upon build. While the Spellbane is not a weakling, he is not a front-line fighter. He operates best with a party whose make up leaves him free to focus on spell casters, rather than try 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 +2 +2 +2 Dark Stalker, Detect Magic, Further Training
2nd +2 +3 +3 +3 Further Training, Arcane Defense
3rd +3 +3 +3 +3 Fast Movement, Quick Thinker
4th +4 +4 +4 +4 Seen That Spell (5%), Further Training, Evasion
5th +5 +4 +4 +4 Bonus Feat, Dispel
6th +6/+1 +5 +5 +5 Mageslayer, Further Training
7th +7/+2 +5 +5 +5 Freedom of Movement 1/day, Increased Threat Range (+5)
8th +8/+3 +6 +6 +6 Spell Resistance 15, Seen That Spell (10%), Further Training
9th +9/+4 +6 +6 +6 Anti-Magic, Energy Resistance 10
10th +10/+5 +7 +7 +7 Bonus Feat, Further Training (Advanced Further Training)
11th +11/+6/+1 +7 +7 +7 Arcane Sight
12th +12/+7/+2 +8 +8 +8 Seen That Spell (15%), Further Training
13th +13/+8/+3 +8 +8 +8 Improved Evasion, Freedom of Movement 2/day
14th +14/+9/+4 +9 +9 +9 Fly 1/day, Further Training
15th +15/+10/+5 +9 +9 +9 Bonus Feat, Increased Threat Range (+10)
16th +16/+11/+6/+1 +10 +10 +10 Seen That Spell (20%), Further Training
17th +17/+12/+7/+2 +10 +10 +10 True Seeing
18th +18/+13/+8/+3 +11 +11 +11 Energy Resistance 20, Further Training
19th +19/+14/+9/+4 +11 +11 +11 Fly 2/day, Spell Resistance 25
20th +20/+15/+10/+5 +12 +12 +12 Bonus Feat, Seen That Spell (25%), Further Training

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Hide (Dex), Jump (Str), Knowledge (arcana)(dungeoneering)(religion)(planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).


Class Features

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 light shields.

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

Detect Magic (Ex): At first level a Spellbane gains the ability to cast detect magic at will, though 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, environment, etc. Beginning at tenth level, a Spellbane may choose from the advanced training list, instead, though he does not have to.

FURTHER TRAINING:

--Gain Trapfinding, as a Rogue

--Gain Track as a bonus feat

--Gain a familiar as a wizard, with an effective wizard level equal to half your Spellbane level

--Gain an animal companion as a druid with an effective druid level equal to half your Spellbane level

--Designate any skill to become a class skill (can be taken more than once)

--Add your INT modifier as a permanent bonus to one skill (Can be taken more than once)

--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. Your caster level is your Spellbane level. (can only be taken once)

--Gain a +1 bonus to all saves (can be taken more than once)

--Gain Uncanny dodge as a barbarian


ADVANCED FURTHER TRAINING

--Gain Fast Healng 1 (can be taken multiple times, increasing FH by 1 each time)

--Gain DR 1/-- (can be taken multiple times, increasing DR/-- by 1 each time)

--Gain Spell Reflection class ability (Complete Mage)

--Gain Hide in Plain Sight as a Ranger

--Gain Slippery Mind as a Rogue

--Gain the ability to cast 2 2nd level spells form the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each. Your caster level is your Spellbane level. (can only be taken once)

<span id="<-class feature->"><-class feature-></span>: At 2nd level, the Spellbane gains the Arcane Defense Feat (Complete Arcane). You do not have to meet the prerequisites.

Fast Movement (Ex): The hardest part of stopping a spell caster is sometimes reaching them! At third level, the Spellbane gains fast movement as a barbarian.

Quick Thinker (Ex): At third level, a Spellbane can add his INT modifier to Initiative rolls, in addition to his DEX.

Seen That Spell (Ex): Starting at fourth 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.


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.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceModerate +
AuthorSomehownotsingle +
Base Attack Bonus ProgressionGood +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Rated ByPhil Umbras +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Craft +, Disable Device +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Profession +, Search +, Spellcraft +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryA lightly-armored warrior who specializes in combating spell casters +
TitleSpellbane +
Will Save ProgressionGood +