Mage Blade (3.5e Class)

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Mage Blade
[[Image:File:MageBlade.jpg| frame | none]]
Rating: Not rated
(Rate this class)
Status: Getting There
Editing: Constructive edits welcome

MageBlade[edit]

Estranged masters of the blade. Combining the arcane arts with their martial arts in ways that make them highly effective front-line combatants.

Making a MageBlade[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Strength for Melee effectiveness & damage. Dexterity for Armor, Constitution for Health & Concentration, Charisma for spellcasting

Races: There's too few of these known to have a typical race

Alignment: While they may be of any alignment, they are rarely of an extreme. Typically have some "Neutral" component

Starting Gold: starting gold; 2d4 ×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [2 × (4 + 1) × 5].-> gp).

Starting Age: "As fighter"

Table: The MageBlade

Hit Die: d8

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 +2 +0 +2 Arcane Flexibility, Durable Casting, MageBlade Casting (+2) 2 0
2nd +2 +3 +0 +3 Spell Blade 2 1
3rd +3 +3 +1 +3 Blade Magic (1d4), MageBlade Casting (+3) 2 1 0
4th +4 +4 +1 +4 Arcane Protection 2 2 1
5th +5 +4 +1 +4 Advanced Learning 2 2 1 0
6th +6/+1 +5 +2 +5 Arcane Assault, MageBlade Casting (+4) 2 2 2 1
7th +7/+2 +5 +2 +5 Blade Magic (1d6) 2 2 2 1 0
8th +8/+3 +6 +2 +6 Evasion 2 2 2 2 1
9th +9/+4 +6 +3 +6 MageBlade Casting (+5) 2 2 2 2 1 0
10th +10/+5 +7 +3 +7 Advanced Learning 2 2 2 2 2 1
11th +11/+6/+1 +7 +3 +7 Blade Magic (1d8) 2 2 2 2 2 1 0
12th +12/+7/+2 +8 +4 +8 MageBlade Casting (+6) 2 2 2 2 2 2 1
13th +13/+8/+3 +8 +4 +8 Mettle 2 2 2 2 2 2 1 0
14th +14/+9/+4 +9 +4 +9 2 2 2 2 2 2 2 1
15th +15/+10/+5 +9 +5 +9 Advanced Learning, Blade Magic (1d10), MageBlade Casting (+7) 2 2 2 2 2 2 2 1 0
16th +16/+11/+6/+1 +10 +5 +10 2 2 2 2 2 2 2 2 1
17th +17/+12/+7/+2 +10 +5 +10 2 2 2 2 2 2 2 2 1 0
18th +18/+13/+8/+3 +11 +6 +11 MageBlade Casting (+8) 2 2 2 2 2 2 2 2 2 1
19th +19/+14/+9/+4 +11 +6 +11 Blade Magic (Full Attack) 2 2 2 2 2 2 2 2 2 1
20th +20/+15/+10/+5 +12 +6 +12 Advanced Learning 2 2 2 2 2 2 2 2 2 2

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge: Arcana (Int), Knowledge: One other of choice (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), & Tumble (Dex).

Class Features[edit]

<-fluff about class features->. All of the following are class features of the MageBlade.

Weapon and Armor Proficiency: The MageBlade is proficient with all light & medium armors. They are proficient with all simple & martial slashing weapons that are light or one handed.

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

To learn or cast a spell, a MageBlade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a MageBlade’s spell is 10 + the spell level + the MageBlade’s Charisma modifier.

Like other spellcasters, a MageBlade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The MageBlade. In addition, he receives bonus spells per day if he has a high Charisma score.

A MageBlade’s selection of spells is extremely limited. A MageBlade begins play knowing three 0-level spells and 1 1st-level spell of your choice. At each new MageBlade level, he gains one or more new spells, as indicated on Table: MageBlade Spells Known. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the MageBlade has gained some understanding of by study. The MageBlade can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every fourth MageBlade level after that (8th, 12th, and so on), a MageBlade can choose to learn a new spell in place of one he already knows. In effect, the MageBlade "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level MageBlade spell the MageBlade can cast. A MageBlade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a MageBlade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

A MageBlade can learn any spell from the Sorcerer/Wizard's spell list as long as the spell has is a cone or line, or has a range of touch or self. A MageBlade may use any spell with a range of touch through their weapon, discharging the spell on a successful touch attack or normal attack with their weapon.

- (If there is a better method of wording this, I am open to suggestions. Basically this is using any touch spell via a weapon. Roll your attack, if you don't make their AC, but make their touch AC, they are still subject to the touch spell) - 
Table: MageBlade Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1
2nd 3 2
3rd 3 2 0
4th 3 2 1
5th 4 2 1 0
6th 4 3 2 1
7th 4 3 2 1 0
8th 4 3 2 2 1
9th 5 3 2 2 1 0
10th 5 4 3 2 2 1
11th 5 4 3 2 2 1 0
12th 5 4 3 3 2 2 1
13th 6 4 3 3 2 2 1 0
14th 6 5 4 3 3 2 2 1
15th 6 5 4 3 3 2 2 1 0
16th 6 5 4 4 3 3 2 2 1
17th 7 5 4 4 3 3 2 2 1 0
18th 7 6 5 4 4 3 3 2 2 1
19th 7 6 5 4 4 3 3 2 2 1
20th 7 6 5 5 4 4 3 3 2 2

Arcane Flexibility (Ex): A MageBlade has learned to use their spells more effectively while wearing armor of any type. A MageBlade reduces the spell failure chance of their armor by 5% per point of Charisma bonus as long as they have one hand free. This only applies to spells from the MageBlade spells list or spells learned with the MageBlade's Advanced Learning ability. Using a shield of any type (Including a buckler) negates this ability.

Durable Casting (Ex): Durable Casting (Ex): A MageBlade has a knack for being able to concentrate on casting spells and maintaining them despite taking damage while doing so. For the purpose of making a Concentration check to cast, concentrate on, or direct a spell when he might be distracted by damage, a MageBlade subtracts his level from any hit point damage dealt to him by an attack that strikes him during the action (or whenever he is subject to a source of continuous damage, such as Melf’s acid arrow). A MageBlade still takes all the damage dealt to him, but the damage is less likely to affect his ability to cast, concentrate on, or direct spells successfully.

For example, a 1st-level MageBlade can “ignore” 1 point of damage from each source that damages him while casting a spell for the purpose of determining the DC of his Concentration check to cast successfully. If struck for 5 points of damage while casting a spell, he must make a Concentration check to successfully cast, but the DC is only 10 + 4 (damage dealt minus 1) + the spell’s level. A 5th-level MageBlade could ignore up to 5 points of damage dealt from each source that damages him during casting (and thus wouldn’t have to make a Concentration check if struck for 5 points of damage or less).

MageBlade Casting (Ex): You get a +2 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. This bonus increases by 1 at level 3 and every 3 levels thereafter. This bonus only applies when you cast a MageBlade spell and would gain the benefits of your Arcane Flexibility class feat (whether or not your armor has an arcane spell failure chance).

Spell Blade (Ex): At 2nd level the MageBlade learns to channel their touch spells through their blade. This allows a MageBlade to deliver any touch spell with a melee attack. If the attack hits, they get the benefits of their regular attack as well as the touch spell. If the attack misses the target's AC but hits their touch AC, they still suffer the effects of the spell. If the attack misses their touch AC, nothing happens. If the spell allows multiple uses, then the MageBlade may make multiple attempts if their base attack bonus allows.

- This could likely be better worded, but the intent is to follow the guidelines of the individual touch spell cast in regards to the effects of a missed attack & multiple attacks in a round - 

Blade Magic (Sp): At 3rd level the MageBlade gains the ability to use an unused spell slot to infuse their blade with magic. As a standard action that does not provoke attacks of opportunity, the MageBlade may expend an unused spell slot to unleash a wave of pure arcane energy. The wave is treated as a cone (only vertical or horizontal, chosen at the time used). The cone is 10 feet long plus 5 feet per point of charisma bonus & does 1d4 damage per spell level. Anyone in the area gets a reflex save for 1/2 damage. DC=10 + Spell Level + Charisma Bonus + Weapon Enhancement Bonus. A MageBlade may use this a number of times per day equal to their MageBlade class level, but no more than once per round. At 19th level a MageBlade can use this as part of a full attack action A 0 level spell (Cantrip) used uses a damage die 1 size smaller. This damage increases to 1d6 at 7th level, 1d8 at 11th level & finally to 1d10 at 15th level

Arcane Protection (Sp): Starting at 4th level, as a standard action that does not provoke attacks of opportunity, a MageBlade can spend an unused spell slot to gain a deflection bonus to AC equal to their charisma bonus for 5 rounds plus 2 rounds per level of the spell slot expended (1 for a 0 level spell)

Advanced Learning (Ex): At 5th level & every 5 levels thereafter a MageBlade can learn any single Sorcerer/Wizard spell up to 1 level lower than their highest spell known. This spell can be any damage dealing spell, including spells a MageBlade normally cannot learn. This is in addition to the normal allotment of spells known

Arcane Assault (Sp): Starting at 6th level, as a swift action, the MageBlade can expend an unused spell slot to infuse their blade with elemental energy. The MageBlade's weapon deals an extra 1d4 of the chosen energy type & has an additional effect based upon the element chosen. This effect lasts for 3 rounds plus 2 rounds per level of the spell slot used. All saves are made against a DC of 10+Spell Level+Charisma Modifier+Weapon Enhancement Bonus

Fire: A successful hit deals 1d3 fire splash damage to all enemies adjacent to the target, Reflex for 1/2

Electric: A successful hit deals 1d3 electric damage to a different target of your choice within 15 feet of the primary target. Reflex for 1/2

Cold: The target takes 1d2 cold damage at the beginning of your next turn. Fort for 1/2

Acid: The target takes 1d2 acid damage at the beginning of your next turn. Fort for 1/2

Sonic: A successful hit deals 1d3 sonic splash damage to all enemies adjacent to the target, Reflex for 1/2

Force: A successful hit deals 1d3 force damage to a different target of your choice within 15 feet of the primary target. Reflex for 1/2

Evasion (Ex): At 8th level and higher, a MageBlade can avoid even magical and unusual attacks with great agility. If they makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if the MageBlade is wearing light armor or no armor. A helpless MageBlade does not gain the benefit of evasion.

Mettle (Ex): At 13th level and higher, a MageBlade is able to resist effects with great willpower of fortitude. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack. A helpless MageBlade does not gain the benefit of Mettle.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Epic MageBlade[edit]

Table: The Epic MageBlade

Hit Die: d8

Level Special
21st MageBlade Casting (+9)
22nd
23rd Bonus Feat
24th MageBlade Casting (+10)
25th Advanced Learning
26th Bonus Feat
27th MageBlade Casting (+11)
28th
29th Bonus Feat
30th Advanced Learning, MageBlade Casting (+12)

4 + Int modifier skill points per level.

MageBlade Casting: Continues to increase by 1 every 3 levels starting at 21st

Advanced Learning: Continue to learn one additional spell every 5 levels starting at 25th

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic MageBlade gains a bonus feat (selected from the list of epic MageBlade bonus feats) every 3 levels after 20th.

Epic MageBlade Bonus Feat List: An epic MageBlade may choose any non-epic feat they meet the prerequisites for, or they may choose any from the following list as long as they meet the prerequisites: Armor Skin, Energy Resistance, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Great Charisma, Great Constitution, Great Strength, Improved Spell Capacity, & Spell Opportunity

Human MageBlade Starting Package[edit]

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-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable 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.->.

Campaign Information[edit]

Playing a MageBlade[edit]

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->.

MageBlades in the World[edit]

<-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->.

MageBlade Lore[edit]

Characters with ranks in <-the appropriate skills-> can research MageBlades 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->.

MageBlades 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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