Deathwright (3.5e Prestige Class)

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Deathwright
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[edit] Deathwright

Today, what has gone wrong in the affairs of death shall be righted, and evil torn asunder!
—Archibald Haxley, human deathwright

Deathwrights are the most common order of paladins within the church of Modroben. They are a highly skilled and well-trained martial order, specializing in a type of long, arching sickle they call the Wrightblade. Known for a vengeful streak focused on necromancers who subvert the flow of death, deathwrights seek out their foe, ferreting out clues and whispers of undead creatures.

[edit] Becoming a deathwright

Deathwrights are chosen exclusively from the ranks of the Holyclaine, the paladin-based basic class of the Church of Modroben. They must have a high Charisma, Strength and Wisdom.

Entry Requirements
Alignment: Neutral Good.
Base Attack Bonus: +7.
Race: Any.
Skills: Knowledge (Necrology) 11.
Feats: Weapon Focus (Sickle).
Patron: Modroben.
Special: Must bring your own special sickle (see Sicklecleave below)

Table: The Deathwright

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Sicklecleave, Greater Weapon Focus +1 of existing Holyclaine spellcasting
2nd +2 +3 +0 +3 Wade Into Combat +1 of existing Holyclaine spellcasting
3rd +3 +3 +1 +3 Weapon Specialization +1 of existing Holyclaine spellcasting
4th +4 +4 +1 +4 Magic Resistance +1 of existing Holyclaine spellcasting
5th +5 +4 +1 +4 Dispel Ghost, Greater Weapon Specialization +1 of existing Holyclaine spellcasting
6th +6 +5 +2 +5 Critical Sickle, Defensive Vigor +1 of existing Holyclaine spellcasting
7th +7 +5 +2 +5 Critical Sickle +1 of existing Holyclaine spellcasting
8th +8 +6 +2 +6 Critical Sickle +1 of existing Holyclaine spellcasting
9th +9 +6 +3 +6 Critical Sickle +1 of existing Holyclaine spellcasting
10th +10 +7 +3 +7 Critical Sickle +1 of existing Holyclaine spellcasting

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).

[edit] Class Features

Like all members of the Church of Modroben, Deathwrights are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Deathwright powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Deathwright:

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Spells: To cast a particular spell, you must have a Charisma score of at least 10 + the spell's level. Your bonus spells are based on your Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).

Sicklecleave: At first level, the deathwright bonds with his weapon, a type of elongated sickle called the Wrightblade. As a result, the weapon, which must be masterwork quality and must be stained with the blood of a lich, vampire or similarly powerful undead, becomes an Impact Cleave attack. If the deathwright loses his weapon, he must bond with it anew, which requires at least one year of undead-slaying before it gains any of the abilities associated with it in this class.

Sicklecleave: At first level, the deathwright gains the Greater Weapon Focus feat, specializing in the sickle.

Wade Into Combat: At second level, the deathwright can enter and exit combat with mindless undead such as zombies and skeletons at will, without provoking Attacks of Opportunity. They can parry and dodge, having studied the attack patterns of their foes, and can now easily block them. This power will not protect them from being totally surrounded.

Weapon Specialization: At third level the deathwright gains the bonus Weapon Specialization (sickle) feat.

Magic Resistance: At fourth level, the deathwright has 30% magic resistance against necromantic magic.

Dispel Ghost: At fifth level, the deathwright gains the ability to dispel any ghost by banishing her with words that include her true name.

Greater Weapon Specialization: At fifth level the deathwright gains the bonus Greater Weapon Specialization (sickle) feat.

Critical Sickle: Starting at fifth level, the deathwright's critical hit range with his wrightblade goes up by one, to a maximum of fifteen. All undead who receive a critical hit must make a Will save (DC 10+Holyclaine level+Cha modifier) and those who fail are beheaded and cleaved instantly.

Defensive Vigor: Starting at sixth level, any deathwright who is fighting a necromancer or individual using necromantic magic (such as by wearing appropriate magical items) gains an additional attack each round, at his highest attack bonus.

[edit] Campaign Information

[edit] Playing a Deathwright

Combat: Deathwrights are forward fighters, always willing to take on a horde of foes and coming out on top a surprising amount of the time. Known for their gung ho attitude, rare for their church, as well as their sinister and macabre stare, they are a fearsome sight even for the living.

Advancement: Deathwrights may also advance in any other Modrobenian prestige class.

Resources: As members of the Church of Modroben, deathwrights are assigned certain privileges in society, and do not typically have to pay for necessary items. The Church also provides with ample material resources. However, deathwrights are completely committed to the Church and spend essentially all of their time fighting for their cause, giving up at least 90% of their income, should they receive any, to the Church.

Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes:
  • Autumneves are battle-sorcerers whose speciality in invocation allows them to blast undead hordes in great numbers.
  • Blackshirts are ebony-clad wizards, specializing in arcane enchantment magic, especially in the creation of magical potions and objects to assist people in defense against the undead.
  • Bonetamers are good necromancers who can take control of undead away from their nefarious counterparts and use their spells to protect the natural flow of life and death.
  • Candlelords are studious and hermetic wizards whose powers focus on defending time from those who would undermine it and threaten reality itself.
  • The Cathardigan are an order of gnomish paladins who seek out vile necromancers to slay them and their hordes, riding into combat on the backs of giant condors.
  • Chrysanthemasters are elite elven nobles with enough grace and class to be royal cleavers, assigned to powerful households throughout the world.
  • Combustioneers are clerical priests of Modroben, god of death, who serve him as masters of cremation and fire elementrics.
  • Corpselights are shamanic druids who worship the spirits of all the scavenger species that are holy to Modroben, gaining their unique powers, attacks and abilities in the fight against undeath.
  • Darkfeathers are archers with the eyes of their shared animal spirit, the buzzard, giving them incredible accuracy and precision.
  • Deathwrights are the most common, well-known and highly-visible paladin orders of the Church of Modroben, and journey throughout righting the wrongs laid out by necromancers and other perverters of death.
  • Drumblacks are powerful bards who specialize in percussion instruments whose tone can destroy the undead across miles.
  • Edgerippers are sorcerers with a focus on spells of transmutation and metamorphosis, and are able spies, sneaking into undead encampments in disguise.
  • Fangbringers are barbarians who fly into blind rages at the sight of undead, slaying them by the score with the strength of the patron spirit, the sacred hyena.
  • The Fatemark are sages and scholars, wizards specializing in divination and the protection of the passage of fate.
  • Foolsmen/Foolswomen are chaotic and unstable sorcerers who focus on developing skills in illusions and phantasms, especially in the distraction of large numbers of undead so they can be destroyed easily.
  • The Ghostwyld are a mysterious and reclusive order of shamans who communicate with the spirits of the dead and protect them from those who would exploit their power.
  • The Gravewire are stoic, isolated rangers who defend large cemeteries and tombs from anyone who would defile them or prey on the souls buried there.
  • The Graylimm are dark-robed druids who utilize powerful mushroom spores, which they breed and grow, to attack their foes.
  • Grinreapers are strong and dark rangers who use their sickles and black robes to teleport to disasters moments before they strike, especially undead attacks.
  • The Hightombed are scholarly priests who serve Modroben as masters of mummification and the elementrics of air.
  • Lightkeepers are defenders against spirits and demons, wizards who specialize in the art of abjuration and are known for protecting whole villages and tribes from onslaughts of the dead.
  • Loregrimmers are the highest-ranking functionaries in the Church of Modroben, and are powerful clerics and healers with advanced spellcasting and cleaving abilities.
  • Mireblacks are healing-focused, druid-like priests of Modroben with an affinity for leechmastery and a psionic bent.
  • Nightsummoners are wizards who can summon a legion of allies when they find an undead horde, specializing in the art of conjuration.
  • Orespringers are dwarven Claine who specialize in rescuing the souls of miners and others trapped in cave collapses underground.
  • The Penumbraul are ascetic monks with the ability to sneak past undead and manipulate shadow to their advantage.
  • Shadowgrippers are psychoportive psionicists who can teleport through shadows, giving them powerful abilities to strike at the heart of undead hordes.
  • Shapeflayers are powerful elementricians, who use martial arts and dance to manipulate the flow of their chosen element, allowing them to affect undead in droves from afar.
  • Silverslicers are stealthy assassins who specialize in finding elite undead liches and vampires, and the necromancers who create them, and killing them quietly.
  • The Silentgreen are entirely mute druids with a specialty in attacking undead animals and plants in order to protect nature.
  • Truthringers are psionic telepaths whose focus is on investigating crimes, especially necromantic acts, and punishing those responsible.
  • Whipblacks are fighters with finely-honed warrior skills, specializing in an advanced type of whip.
  • Winterskins are rainids, who fly, row or swim between ships and ports, specializing in protecting sailors and captains from necromancers, ghost ships and other sea-borne terrors.

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