Dark-Light Vindicator (3.5e Prestige Class)
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|Editing:||Constructive edits welcome|
|“||Paladins and Deathknights are juxtaposed like night and day, but I walk the path of twilight.||”|
|—Zenith Darklight, Human, Dark-Light Vindicator|
Dark-Light Vindicators are former Paladins or Death Knights that have been reborn as a being considered neither living nor undead, they are called Deathless. They have transcended their mortal coil and fight to keep the balance in the world between good and evil. They are revenants, they are the embodiment of their divine law and wrath in a manifested spirit form. These warriors are not afraid to plum the depths of evil or praise the loftiest virtues in equal portion in order to uphold law, rule, and order. Dark-light Vindicators will not needlessly kill anyone (without a plausible justification).
Becoming a Dark-Light Vindicator
Death Knight that wishes to redeem himself or embittered Paladins who seek a more cruel way to exact punishment on the wicked.
|Base Attack Bonus:||10|
|Skills:||Knowledge (Religion) 10, Knowledge (Nobility) 10|
|Special:||Must be a Paladin or Death Knight.|
|1st||+1||+2||0||+2||Deathless, Balanced Smite 1/day, Twilight Aura,Turn or Rebuke Undead|
|2nd||+2||+3||0||+3||Runecrafting 1, Twilight Avenger, Blighted Touch|
|3rd||+3||+3||+1||+3||Empower Rune Weapon|
|5th||+5||+4||+1||+4||Balanced Smite 2/day|
|10th||+10||+7||+3||+7||Runecrafting 5, Balanced Smite 3/day|
Class Skills (4 + Int modifier per level)
All of the following are class features of the Dark-Light Vindicator:
Spells: The Dark-Light Vindicator may use spells as a Paladin or Death Knight as long as the meet the prerequisites of the spell. The number of times they can cast spells per day is same amount of times as to when they changed class. Each level of Dark-light Vindicator adds a new caster level.
Weapon and Armor Proficiencies: A Dark-Light Vindicator gains no proficiencies.
Deathless: At level 1, the Dark-Light Vindicator previous type is replaced with Deathless. He no longer ages though he retains all age related benefits and minuses he has already acrued. If he had non-class levels, the Hit Dice for those are changed to d10s. Darkvision out to 60 feet or adds 30ft to his darkvision if he has it already. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Destroyed Deathless are banished back to their god's dimension. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection does not affect deathless creatures. Deathless do not breathe, eat, or sleep. Deathless are healed both by negative energy and positive energy and cannot be harmed by either. He cannot be turned or rebuked.
Balanced Smite: At level 1, once per day, a Dark-light Vindicator can attempt to smite a creature with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per character level. At 5th level, and at every five levels thereafter, the Dark-Light Vindicator may strike one additional time per day, as indicated on Table: The Dark-Light Vindicator can replace their smite abilities from previous classes and add the daily uses to their the number of times you can use Balanced Smite.
Twilight Aura: At level 1, the Dark-Light Vindicator's aura is similar to a Paladin's Aura of Courage and Aura of Good. It extends in a 10 foot radius, all allies gain a +4 morale bonus versus all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). In addition, they also emanate an aura of Law.
Turn or Rebuke Undead: At level 1, a Dark-light Vindicator can turn or rebuke undead as per the rules of a paladin.
Twilight Avenger: At level 2, the power of evil and good are in harmony for the Dark-Light Vindicator, evidenced by growing 1 black bat wing and 1 white feathered wing. He gains fly 60ft perfect.
Runecrafting: At level 2, Runes appear on the weapons you wield and are bound to you magically and enchanted. If you are disarmed, your runeforged weapon will reappear in your hand on your next turn. Any weapon you wield recieves can recieve a number of special abilities such as flaming, holy or even vorpal. The total weapon bonus of the special abilities you give the weapon cannot exceed your Runecrafting bonus. For eample: Runecrafting 1 could get flaming. Runecrafting 2 could get flaming and ghost touch.
Blighted Touch: At level 2, you regain a semblance of your former paladin's lay on hands ability, but instead it inflicts negative energy damage similarly.
Empower Rune Weapon: At level 3, your runed weapon gets stronger as your grow stronger. Once every 1d6 rounds, your first successful melee attack sends a shockwave in a 30ft cone in front of you that deals to your enemies your choice of positive or negative energy damage equal to 1d6/half character levels. Enemies may make a Reflex save (DC10 + 1/2 level + Cha bonus) for half damage.
Dark-Light Vindicator Code: If a Dark-Light Vindicator should ever multiclass, they would lose all their abilities relating to the class until they decide to take up the class again. If a he is to ever commit an unlawful act, they shall lose all their class abilities and may not progress any further until the atonement spell is casted on them. Though they are still beholden to their god, they are given more leyway in what they can do so long as they can justify it.
Dark-Light Vindicator Lore
Dark-Light Vindicator's were created when a brotherhood of paladins were slain and were risen as a Death Knights by a nefarious lich. Serving as his champions of the dead, they performed many evil deeds. High clerics seeking to take revenge on the lich for the blasphemous act performed on the fallen paladins, had tried to restore their fallen comrades. The hold the lich had on paladins loosened, but the paladins were not quite brought to life entirely. After realizing everything they had done as a Death Knight, they could not return to the Brotherhood of Light. THough months of loneliness and despair, they trained themselves in the ways of the Light and managed to redeem some of their Paladin-hood.
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