Spellbane (3.5e Class)

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Author: Somehownotsingle (talk)
Date Created: 4/17/13
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Editing: Clarity edits only please
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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, 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.

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 (10%), 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 (20%), 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, Mettle
12th +12/+7/+2 +8 +8 +8 Seen That Spell (30%), 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 (40%), Further Training
17th +17/+12/+7/+2 +10 +10 +10 True Seeing, Spell Resistance 25
18th +18/+13/+8/+3 +11 +11 +11 Energy Resistance 20, Further Training
19th +19/+14/+9/+4 +11 +11 +11 Fly 2/day, Death Ward
20th +20/+15/+10/+5 +12 +12 +12 Bonus Feat, Seen That Spell (50%), 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 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 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 of Spellbane level

--Gain an animal companion as a druid with an effective druid level equal to half of 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. 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 Improved Uncanny Dodge as a Barbarian (must have taken Uncanny Dodge already)

--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 each. Caster level is your Spellbane level. (can only be taken once)


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.


Quick Thinker (Ex): At 3rd level, a Spellbane can add his INT modifier to Initiative rolls, in addition to his DEX.


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 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 50% 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.


Evasion (Ex): At 4th 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.


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.


Mage Slayer: At 6th level, a Spellbane gains the Mage Slayer feat (Complete Arcane).


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. 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. 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.


Arcane Sight (Ex): At 11th level, a Spellbane gains the effects of a permanent Arcane Sight 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.


True Sight (Ex): At 17th level, a Spellbane gains the effects of a permanent True Sight 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 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 +