Mageblade (3.5e Class)

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Mageblade
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Status: Almost complete
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Mageblade[edit]

Mageblade's are arcane spellcasters who utilize their spells to enhance their ability to strike at their enemies and damage them while impeding their enemies ability to use weapons to their full potential.

Making a Mageblade[edit]

Abilities[edit]

Charisma determines how powerful a spell a Mageblade can cast, how many spells she can cast per day, & how hard those spells are to resist, as well as increasing the effectiveness of other class features. Strength is important to a Mageblade because it increases their Physical Combat abilities. Dexterity and Constitution increase the Mageblade's Armor Class and Hit Points, both of which are invaluable to Mageblades.

Races[edit]

Humans, Elves and Half-elves are the most common Mageblades, because humans benefit from the offensive options the class provides, and elves are able to increase their attack abilities while satisfying their fascination with Magic. Dwarves and Gnomes are sometimes Mageblades, because Dwarves can blend the arcane arts into their combat prowess, and Gnomes can utilize illusion spells from the Mageblade spell list to greater effect. Half-orcs and Halflings are rarely Mageblades.

Alignment[edit]

Any.

Starting Gold[edit]

6d4×10 gp (150 gp).

Starting Age[edit]

Moderate


Table: The Mageblade

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will
1st +0 +0 +2 +2 Spells, Spellblade Upkeep, Arcane Force 3 1
2nd +1 +0 +3 +3 4 2
3rd +2 +1 +3 +3 Grant SpellBlade, Craft Spell Weapons 4 2 1
4th +3 +1 +4 +4 Weapon Defense +1 4 3 2
5th +3 +1 +4 +4 Forbid Weapon, Spellfist 4 3 2 1
6th +4 +2 +5 +5 4 3 3 2
7th +5 +2 +5 +5 4 4 3 2 1
8th +6/+1 +2 +6 +6 Weapon Defense +2 4 4 3 3 2
9th +6/+1 +3 +6 +6 4 4 4 3 2 1
10th +7/+2 +3 +7 +7 Supress Magic Weapon, Craft Weapon Oil 4 4 4 3 3 2
11th +8/+3 +3 +7 +7 4 4 4 4 3 2 1
12th +9/+4 +4 +8 +8 Weapon Defense +3 4 4 4 4 3 3 2
13th +9/+4 +4 +8 +8 4 4 4 4 4 3 2 1
14th +10/+5 +4 +9 +9 4 4 4 4 4 3 3 2
15th +11/+6/+1 +5 +9 +9 Arcane Attack 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +5 +10 +10 Weapon Defense +4 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +5 +10 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +11 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +11 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +12 +12 Weapon Defense +5 4 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Use Magic Device (Cha), Jump (Str), Ride (Dex),Profession (Wis), Spellcraft (Int), Swim (Str).

Class Features[edit]

All of the following are class features of the Mageblade.

Weapon and Armor Proficiency: A Mageblade is proficient with all simple and martial weapons but no armor or shields. Armor of any type interferes with a Mageblade's gestures, which can cause his or her spells with somatic components to fail.

Spells: A Mageblade casts spells drawn from the sorcerer/wizard spell list. A Mageblade can cast any spell they known without preparing it ahead of time. Once these spells are chosen, the Mageblade cannot replace them until the next time they learn new spells, at which time they can replace one previously learned spell for another (in addition to gaining new spells.)

To learn or cast a spell, a sorcerer 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.

Spellblade Upkeep (Su): A Mageblade can keep a Mageblade spell active on a weapon he or she carries indefinitely by making a Spellcraft check equal to 10 + spell level at the end of the spell's duration. A failure causes the spell to end at the end of it's normal duration, as well as dealing 1d2 damage per spell level as the power contained within explodes from the weapon. A success causes the weapons duration to extend by 1d8 rounds. This effect can be extended repeatedly, but each attempt increases the spellcraft DC by 3.

Arcane Force (Su): Whenever a Mageblade attacks with a weapon under the influence of a Mageblade spell, the Mageblade uses their Charisma modifier in place of their Strength modifier (if higher) when making an attack roll or damage roll.

Grant Spellblade (Su): Starting at 3rd level,A Mageblade can cast a Mageblade spell on a weapon held by a willing target. This target can also extend the length of the spell cast with an Spellcraft check (if they have no skill points in Spellcraft, they make an Intelligence check instead, with a -5 penalty.) Unlike a Mageblade, they can only extend the duration of the spell once.

Craft Spell Weapons (Ex): Starting at 3rd level, a Mageblade can create weapons more condusive to Mageblade spells. Effectively, the Mageblade gains the Craft Magical Arms and Armor Feat, except that they create weapons that allow them to more easily extend the length of their spells. For each additional round the spell is extended by on a successful Spellcraft check, increase the craft DC by 2. For each 1 point of reduction to the Spellcraft check to maintain the spell, add 4 to the craft DC. This ability can also be used on Shields and Armor (assuming that they can be used for bash attacks,) but add 10 to the craft DC.

Weapon Defense: Beginning at 4th level, a Mageblade gains a +1 deflection bonus to AC against armed attacks. This bonus increases by +1 every 4 levels thereafter.

Forbid Weapon (Su): Once per day, upon reaching 5th level, a Mageblade can prepare a ready action to make a ranged touch attack against a target using a weapon attack. If they succeed, the attack fails; the target doesn't make a opposed check or save, the attack simply doesn't work. This ability can instead be used to counter the True Strike spell, and True Strike can counter this ability.

This ability is useless against unarmed attacks.

Spellfist (Su): At 5th level, a Mageblade can use their Mageblade spells with unarmed attacks. Add 5 to the Spellcraft DC to maintain spells on unarmed attacks.

Suppress Magic Weapon (Su): Once per day starting at 10th Level, a Mageblade can make a ranged touch attack against a Magic weapon held by an opponent (Against 10 + Wielder's Dexterity Modifier + any applicable modifiers.) If this touch attack succeeds, the weapon must make a Will save equal to 10 + 1/2 Mageblade's caster level rounded down + Mageblade's Charisma modifier. If it fails, the weapon loses all magical properties for a number of rounds equal to the Mageblade's caster level. The weapon cannot be affected by any spells or supernatural effects during this time, including effects that could damage it (such as the shatter spell.) At the end of this duration, the weapon resumes it's magical properties. Time spent in suppression does not count against timed effects active on the weapon.

Craft Weapon Oil (Su): At 10th level Mageblade can prepare a special solution over the length of a week that grants an enhancement bonus to a weapon to which it is applied, as well as a spell of 3rd level or below. Make all the relevant checks as if using the Brew Potion Feat, but add 2 to the craft DC for each point of enhancement bonus. The enhancement bonus stacks with any enhancement bonuses affecting the weapon, unlike most enhancement bonuses.

Arcane Attack (Su): Once per day at 15th level, a Mageblade can expend a spell slot to gain a bonus to their next attack roll equal to the spell level expended.

Epic Mageblade[edit]

Table: The Epic Mageblade[edit]

Hit Die: d6

Level Special
21st
22nd
23rd
24th Weapon Defense +6
25th Bonus Fighter Feat, Metamagic Feat
26th
27th
28th Weapon Defense +7
29th
30th Final Bonus Fighter Feat, Final Metamagic Feat

4 + Int modifier skill points per level.

Bonus Feats[edit]

The Epic Mageblade gains a non-epic Bonus Fighter and non-epic Bonus Metamagic Feat at level 25, and once more at level 30.

Weapon Defense[edit]

A Mageblade's Weapon Defense continues to increase 1 point every 4 levels after level 20.

Human Mageblade Starting Package[edit]

Weapons[edit]

Dagger (1d4, 19/20, crit x2, 1 lb, one handed, piercing or slashing) Greatsword (2d6, 19/20, crit x2, 8 lbs, two handed, slashing) Light crossbow (1d8, crit x3, range inc 80 ft, 4 lbs, piercing)

Skill Selection[edit]

Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str
Ride 4 Dex
Concentration 4 Con
Spellcraft 4 Int
Use Magic Device 4 Cha
Feat[edit]

Eschew Materials

Bonus Feats[edit]

Magical Aptitude

Gear[edit]

Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded lantern, 3 pints of oil. Quiver with 20 bolts.

Gold[edit]

3d4 gp.

Campaign Information[edit]

Playing a Mageblade[edit]

Mageblades are frontline fighters through and through, trading armor and hit points for overwhelming attack power and weapon disabling ability.

Religion[edit]

Mageblades generally worship a Deity who champions strength, arcane power or both. Mageblades sometimes create lay groups of arcane spellcasters and physical fighters dedicated to deities like Boccomb or Kord.

Other Classes[edit]

Mageblades work best in combat when supported by another arcane caster. They lack the number of utilitarian spells possessed by wizards, and the close proximity to the front lines is best supported by clerics.

Combat[edit]

Mageblades have below average hit dice, good combat abilities, low AC and strong spellcasting ability. For this reason, Mageblades are best used in conditions where they can flank enemies, attack other spell casters, and use their spells to support armed allies and enfeeble Fighters.

Advancement[edit]

Mageblades function well advancing in their own class, but some take levels in Wizard in order to gain spells with use beyond combat, or take levels in Fighter to gain higher hit points and feats related to combat.

Mageblades in the World[edit]

... and after we steal your gold, we're gonna tear your scrawny... hey, why is my blade glowi(EXPLOSION!)
—Highway Man, last words upon threatening Klaus Morgan

Mageblades are more frail in appearance than other physical combat, and generally unimposing in appearance. This makes them natural magnets for trouble, which they quickly handle in a desicive fashion. For this reason, they make excellent bounty hunters, mercenaries and constables.

Daily Life[edit]

Mageblades study combat and the arcane arts, trying to find new ways to blend combat and spell via their weapons. An individual is equally likely to find a Mageblade at a Magical Lab or a Combat training ground. Sometimes they train inexperienced adventurers in Swordplay, or teach simple spells to fledgling wizards.

Notables[edit]

Klaus Morgan is a Chaotic Good Mageblade who became a regional bounty hunter for the Central City of Greyhawk. He is known for his bemused attitude, his sheer power, and his habit of killing off haughty bandits in violent and creative ways

Organizations[edit]

Mageblades can find themselves welcomed in just about any adventuring group or Guild.

NPC Reactions[edit]

Mageblades are often met with curiosity by ordinary NPC, given their blend of Blade and Arcane power.

Races[edit]

Humans, Elves and Dwarves hold respect for Mageblades, appreciating their strength and magical abilities. Evil Orcs and Half-orcs sometimes befriend evil Mageblades, knowing the extent of the power which they wield.

Other Classes[edit]

Mageblades get along well with Fighters and Paladins (if good aligned), with whom they share a position on the front lines, as well as Sorcerers and Wizards, with whom they share a love of the arcane arts. Mageblades have trouble relating to Rogues, Rangers, and other classes who take on more stealthy or subtle roles in combat..

Mageblade Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Mageblades and find out more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC 5[edit]

Mageblades are powerful physical combatants.

DC 10[edit]

Mageblades utilize their magic to enhance their combat abilities.

DC 15[edit]

A Mageblades class features allow them to disable opponents ability to attack them, and empower their own attacks.

DC 20[edit]

Mageblades can craft weapons attuned to their magic, and produce effects that extend their own spells.

Mageblades in the Game[edit]

Mageblades as NPC tend to be daring individuals, and are likely to offer to join the PC's on a particularly dangerous quest (given that they get paid well enough.) Mageblades outside civilized areas of opposing alignments, though, are likely (unless they have an ulterior motive) to rush their enemies, in an attempt to dispatch them before they have a tougher fight on their hands.

Adaptation[edit]

Mageblades could be adapted to have more spells in exchange for fewer or no supernatural abilities, or have paltry spell uses per day but regain spell slots by stealing spell energy from other arcane casters they attack.


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