Eldritch Soldier (3.5e Class)
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[edit] Eldritch Soldier
An Eldritch Soldier is One who gains Eldritch powers in order to better serve theirself or their homeland.
Abilities: <-description of most important attributes for this class->.
Alignment: Any
Starting Gold: starting gold; 3d6-×10 gp Starting Age: "Moderate" like a fighter.
| Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | Invocations Known | ||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | least | lesser | greater | dark | |||||||||||||||||||||||||||||||||||
| 1st | +1 | +2 | +0 | +2 | Darker Souls Oath, Eldritch blast 1d6, invocation (least) |
— | — | — | — | 1 | |||||||||||||||||||||||||||||||
| 2nd | +2 | +3 | +0 | +3 | Detect magic | — | — | — | — | 1 | |||||||||||||||||||||||||||||||
| 3rd | +3 | +3 | +1 | +3 | Mettle | — | — | — | — | 2 | |||||||||||||||||||||||||||||||
| 4th | +4 | +4 | +1 | +4 | Deceive item, Spells Of Necessity | 0+Cha. | — | — | — | 2 | |||||||||||||||||||||||||||||||
| 5th | +5 | +4 | +1 | +4 | Eldritch blast 2d6 | 1 | — | — | — | 2 | |||||||||||||||||||||||||||||||
| 6th | +6/+1 | +5 | +2 | +5 | Evasion | 1 | — | — | — | 2 | |||||||||||||||||||||||||||||||
| 7th | +7/+2 | +5 | +2 | +5 | New invocation (least or lesser) |
1 | — | — | — | 3 | |||||||||||||||||||||||||||||||
| 8th | +8/+3 | +6 | +2 | +6 | Spellblast | 1 | 0+Cha. | — | — | 3 | |||||||||||||||||||||||||||||||
| 9th | +9/+4 | +6 | +3 | +6 | 1 | 1 | — | — | 3 | ||||||||||||||||||||||||||||||||
| 10th | +10/+5 | +7 | +3 | +7 | Eldritch blast 3d6, Fiendish resilience 1 | 1 | 1 | — | — | 3 | |||||||||||||||||||||||||||||||
| 11th | +11/+6/+1 | +7 | +3 | +7 | 1 | 1 | — | — | 4 | ||||||||||||||||||||||||||||||||
| 12th | +12/+7/+2 | +8 | +4 | +8 | Eldritch Spellweave, Imbue item, new invocation (least, lesser, or greater) |
1 | 1 | 0+Cha. | — | 4 | |||||||||||||||||||||||||||||||
| 13th | +13/+8/+3 | +8 | +4 | +8 | 1 | 1 | 1 | — | 4 | ||||||||||||||||||||||||||||||||
| 14th | +14/+9/+4 | +9 | +4 | +9 | Fiendish resilience 2 | 2 | 1 | 1 | — | 4 | |||||||||||||||||||||||||||||||
| 15th | +15/+10/+5 | +9 | +5 | +9 | Eldritch blast 4d6 | 2 | 1 | 1 | — | 5 | |||||||||||||||||||||||||||||||
| 16th | +16/+11/+6/+1 | +10 | +5 | +10 | New invocation (least, lesser, greater, or dark) |
2 | 2 | 1 | 0+Cha. | 5 | |||||||||||||||||||||||||||||||
| 17th | +17/+12/+7/+2 | +10 | +5 | +10 | 2 | 2 | 2 | 1 | 5 | ||||||||||||||||||||||||||||||||
| 18th | +18/+13/+8/+3 | +11 | +6 | +11 | Fiendish resilience 5 | 3 | 2 | 2 | 1 | 5 | |||||||||||||||||||||||||||||||
| 19th | +19/+14/+9/+4 | +11 | +6 | +11 | 3 | 3 | 3 | 2 | 6 | ||||||||||||||||||||||||||||||||
| 20th | +20/+15/+10/+5 | +11 | +6 | +11 | Eldritch blast 5d6 | 3 | 3 | 3 | 3 | 6 | |||||||||||||||||||||||||||||||
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Class Skills (2 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] All of the following are the Eldritch Soldier class features.
Weapon and Armor Proficiency: Eldritch Soldier's are proficient with all simple and martial weapons, light armor, and shields but not tower shields.
Deceive item (Ex): At 4th level and higher, an Eldritch Soldier has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a Eldritch Soldier can take 10 even if distracted or threatened.
Mettle (Ex): At 3rd level and higher, an Eldritch Soldier can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Eldritch Soldier does not gain the benefit of mettle.
Evasion (Ex): Beginning at 6th level, an Eldritch Soldier can avoid magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a Eldritch Soldier is wearing light armor or no armor. An unconscious or sleeping Eldritch Soldier does not gain the benefit of
Eldritch blast (Sp): The first ability an Eldritch Soldier learns is eldritch blast. an Eldritch Soldier attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the Eldritch Soldier rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the Eldritch Soldier’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a Eldritch Soldier reaches 18th level or higher. An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a Eldritch Soldier’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any)
Detect Magic (Sp): Beginning at 2nd level, a Eldritch Soldier can use detect magic as the spell at will. His caster level equals his class level.
Spellblast (Sp): at 8th level,
Eldritch Spellweave (Su): at 12th level,
Fiendish Resilience (Su): Beginning at 10th level, an Eldritch Soldier knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the Eldritch Soldier gains fast healing 1. At 14th level, a Eldritch Soldier’s fiendish resilience improves. When in his fiendish resilience state, he gains fast healing 2 instead. At 18th level, a Eldritch Soldier’s fiendish resilience improves to fast healing 5.
Imbue Item (Su): an Eldritch Soldier of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level forarcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the Eldritch Soldier can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.
Darker Souls Oath: an Eldritch Soldier above all else is Faithful servant to an ideal, custom, or cause. Through hellish pain Darker Souls Ritual they brand there vary souls with a Code of Conduct, and gain there powers as well as the lawful subtype. In order to maintain there powers an Eldritch Soldier must proform a set action.
Invocations: an Eldritch Soldier possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the energy that suffuses his soul. An Eldritch Soldier can use any invocation he knows at will, with the following qualifi cations: invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. An Eldritch Soldier is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. An Eldritch Soldier can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An Eldritch Soldier’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. An Eldritch Soldier’s caster level with his invocations is equal to his Eldritch Soldier level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Eldritch Soldier’s Charisma modifier. Since spell-like abilities are not actually spells, An Eldritch Soldier cannot benefit from the Spell Focus feat well using them. He can, however, benefit from the Ability Focus feat as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability. The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. An Eldritch Soldier begins with knowledge of one invocation, which must be of the lowest grade (least).
Spells Of Necessity: At 4th. level an Eldritch Soldier can learn to use Invocations that they do not Normally have as spells and become subject to (Spell Focus) as well as Metamagic feats, however some spells are not the same as the Invocations they are based on for example, the Brimstone Blast Invocation becomes the Fireball Spell.
To use this ability, the Eldritch Soldier must have an Intelligence score equal to at least 14.
Eldritch Soldiers choose their spells from the (Eldritch Soldier Spell & Invocation List) However The Eldritch Soldier's spells are graded Like their Invocations, this is do to the Eldritch Soldiers having an unusual magical proficiency. for instance a least level spell for the Eldritch Soldier has a level equivalent of 1st to 2nd level spell(s) a lesser, 3rd or 4th; a greater, 5th or 6th; and a dark invocation has a level equivalent of 6th or higher (maximum 9th).
In addition they can also learn unusual spells that the Eldritch Soldier has gained some understanding of by study. The Eldritch Soldier can’t use this method of spell acquisition to learn spells at a faster rate.
[edit] Eldritch Soldier Spell & Invocation List
[edit] <-Sample race of your choice-> <-class name-> Starting Package
| This section needs a more complete description. For more information please look here |
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.->.
[edit] Campaign Information
[edit] Playing a <-class name->
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Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
[edit] <-pluralized class name-> in the World
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| “ | <-Some quote from a character of this class-> | ” |
| —<-NPC name->, <-race-> <-class-> | ||
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
[edit] <-class name-> Lore
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Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 5 | <-common knowledge->. |
| 10 | <-not so common knowledge->. |
| 15 | <-rare information->. |
| 20 | <-very rare information->. |
[edit] <-pluralized class name-> in the Game
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<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
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