Knight of the Blood Trinity (3.5e Class)

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Knight of the Blood Trinity[edit]

Born from the bloodlines of a Demon, Angel, and Dragon comes a being vibrating with eldritch power. Normally a being of this lineage would simply become a powerful sorcerer but a recent organization called The Blood Church has started to gather such beings that combine these three bloodlines to train them as powerful, ruthless, and magical freelance mercenaries.

Making a Knight of the Blood Trinity[edit]

Due to The Blood Church's previously unknown presence many people find Knights of the Blood Trinity to be mysterious and sinister. Due to the lineage required to become a Knight of the Blood Trinity many races cannot become one but many Humans, Elves, Half-Elves, and other mixed races may become a Knight of the Blood Trinity. With a Knight of the Blood Trinity's spells and combat abilities they tend to be strikers by causing large amounts of damage in short amounts of time.

Abilities: Charisma is very important due to the Knight of the Blood Trinity's spells revolving around charisma. Dexterity is very important due to the Knights two weapon fighting. Overall a Knight of the Blood Trinity should keep be balanced in all ways in order to make him a deadly foe and reliable ally.

Races: The majority of the Knights of the Blood Trinity are Human but many Half-Elves, Elves, Half-Dragons, Half-Celestials, Half-Fiends, and other races with prominent bloodlines. Knights of the Blood Trinity may be any gender but males tend to enjoy the lifestyle more.

Alignment: Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.

Starting Gold: 6d4×10 gp (150).

Starting Age: Complex.

Table: The Knight of the Blood Trinity

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Aura Frenzy(1/day), Smite(1/day), Twin Blades and Shield 5 3
2nd +2 +0 +3 +3 6 4
3rd +3 +1 +3 +3 6 5
4th +4 +1 +4 +4 Aura Frenzy(2/day) 6 6 3
5th +5 +1 +4 +4 Smite(2/day) 6 6 4
6th +6/+1 +2 +5 +5 6 6 5 3
7th +7/+2 +2 +5 +5 Aura Frenzy(3/day) 6 6 5 4
8th +8/+3 +2 +6 +6 6 6 6 5 3
9th +9/+4 +3 +6 +6 6 6 6 6 4
10th +10/+5 +3 +7 +7 Aura Frenzy(4/day), Smite(3/day) 6 6 6 6 5
11th +11/+6/+1 +3 +7 +7 6 6 6 6 6 4
12th +12/+7/+2 +4 +8 +8 6 6 6 6 6 5 3
13th +13/+8/+3 +4 +8 +8 Aura Frenzy(5/day) 6 6 6 6 6 6 4
14th +14/+9/+4 +4 +9 +9 6 6 6 6 6 6 5 3
15th +15/+10/+5 +5 +9 +9 Smite(4/day) 6 6 6 6 6 6 6 4
16th +16/+11/+6/+1 +5 +10 +10 Aura Frenzy(6/day) 6 6 6 6 6 6 6 5 3
17th +17/+12/+7/+2 +5 +10 +10 6 6 6 6 6 6 6 6 4
18th +18/+13/+8/+3 +6 +11 +11 6 6 6 6 6 6 6 6 5 3
19th +19/+14/+9/+4 +6 +11 +11 Aura Frenzy(7/day) 6 6 6 6 6 6 6 6 6 4
20th +20/+15/+10/+5 +6 +12 +12 Smite(5/day) 6 6 6 6 6 6 6 6 6 5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Spellcraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Knight of the Blood Trinity.

Weapon and Armor Proficiency: Knight of the Blood Trinity are proficient with all simple weapons, martial weapons. They are proficient with all simple armor, medium armor, and shield, but not tower shields. Knights of the Blood Trinity incur no arcane spell failure from where medium armor while casting arcane spells.

Spells: A Knight of the Blood Trinity casts arcane spells which are drawn primarily from the list below. He can cast any spell on the Knight of the Blood Trinity spell list without preparing it ahead of time, the way a wizard or a cleric must (see below).

To cast a spell, a Knight of the Blood Trinity must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Knight of the Blood Trinity’s spell is 10 + the spell level + the Knight's Charisma modifier.

Like other spellcasters, a Knight of the Blood Trinity can cast only a certain number of spells of each spell level per day. In addition to his daily spells, he receives bonus spells per day if he has a high Charisma score.



Knights of the Blood Trinity may choose their spells from the the following list:

0—acid splash, create water, cure minor wounds, dancing lights, detect magic, detect poison, inflict minor wounds, light, mage hand, message, purify food and drink, ray of frost, read magic, summon instrument

1st—cure light wounds, charm person, detect secret doors, disguise self, faerie fire, feather fall, entropic shield, magic fang, magic missile, magic weapon, jump, longstrider, obscuring mist, produce flame, inflict light wounds, sleep, summon monster I, true strike

2nd—aid, analyze portal, barkskin, blindness/deafness, cat's grace, clairaudience/clairvoyance, delay poison, invisibility, locate object, moonbeam, remove paralysis, zone of truth

3rd—blacklight, create food and water, darkfire, dimensional anchor, fly, good hope, haste, magic circle against evil, moon blade, nondetection, remove curse, remove disease, see invisibility, snare, suggestion, water breathing

4th—animate objects, armor of darkness, confusion, dimension door, divine power, discern lies, emotion, freedom of movement, greater invisibility, holy smite, holy sword, neutralize poison, prayer, restoration, wall of moonlight

5th—commune with nature, darkbolt, dispel evil, false vision, greater heroism, mass cure light wounds, moon path, moon web, Presper's moonbow, righteous might, teleport

6th—banishment, blade barrier, find the path, greater dispel magic, find the path, geas/quest, heal, heroes' feast, mass cure moderate wounds,, mislead, permanent image, prying eyes, stone to flesh, stoneskin, true seeing

7th—etherealness, greater restoration, holy word, insanity, live oak, greater teleport, mass cure serious wounds, refuge, resurrection, screen

8th—demand, holy aura, greater planar ally, greater prying eyes, mass cure critical wounds, maze, mind blank, phase door, polymorph any object

9th—antipathy, astral projection, dimensional lock, dominate monster, foresight, gate, mass heal, miracle, moonfire, regenerate, time stop, true resurrection

Aura Frenzy (Ex): This ability functions the same way as the barbarians Rage ability but a Knight of the Blood Trinity retains the ability to activate magical weapons and retains the effects of spells that have a lasting effect.

Smite (Sp): This ability is the same as the Paladins Smite Evil ability except it may be used against any type of creature.

Twin Blades and Shield (Ex): At 1st level a Knight of the Blood Trinity gains Improved Shield Bash and Two-Weapon Fighting as bonus feats. At 6th level he also gains Improved Two-Weapon Fighting as a bonus feat, and at 11th level he gains Greater Two-Weapon Fighting as a bonus feat.

Ex-Knights of the Blood Trinity[edit]

If a Knight of the Blood Trinity discloses secret information about The Blood Church or does not serve them when they are called on they are automatically sought out and killed by an army of their comrades.

Epic Knight of the Blood Trinity[edit]

Table: The Epic Knight of the Blood Trinity

Hit Die: d8

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

6 + Int modifier skill points per level.

Half-Drow Darksong Knight Starting Package[edit]

Weapons: Bastard Sword, Hand crossbow.

Skill Selection: Pick a number of skills equal to 6 + 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: Improved Initiative.

Bonus Feats: Daylight Adaptation.

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

Gold: 100gp.

Campaign Information[edit]

Playing a Darksong Knight[edit]

Religion: Darksong knights are strictly followers of Eilistraee. Many followers revere and venerate the other gods of the Seldarine (especially Correllon Larethian) but their true devotion is to the Dark Maiden, the one true Lady of the Dance. Religion plays an important role in the lives of the darksong knights.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: Light combat, light stealth, spell support.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Knights of the Blood Trinity in the World[edit]

Oh, so you don't have the magic weapon you promised to give to me if I killed the Orcs? I guess your blood will be the next this sword will bath in.
—Draphro, Half-Elf Knight of the Blood Trinity

If there is someone willing to pray the price, no one is safe from the blade of The Blood Church

Daily Life: A Knight of the Blood Trinity will enter a town to find it empty with only a dark figure standing in the center of the square. "The Blood Church has called you for a job and don't worry, I made sure the villagers stayed out of your way. Not that the spilling of their blood would bother you but we enjoy it when our services have someone left to pay for them".

Notables: If one knows the name of a Knight of the Blood Trinity they are either sworn to secrecy or they wont have a tongue to share it, or a throat.

Organizations: Little is known of The Blood Church but what is known is that they are funded by the jobs their Knights fulfill but it is not known how much is given to the Knights and how much is given to the church.

NPC Reactions: A Knight of the Blood Trinity is exalted only by fear of the death that follows them.

<-class name-> Lore[edit]

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.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-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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