The Darkness (3.5e Class)

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The Darkness
Rating: Not rated
(Rate this class)
Status: <-how close to completion->
Editing: Constructive edits welcome

Contents

[edit] <-The Darkness (Vessel)->

<-Any living being, who has been possessed by an entity known as "The Darkness" can control this dark, and powerful creature. Tentacles usually sprout from the back, seemingly manifesting out of darkness->.

[edit] Making a <-Darkness Vessel->

<-Someone who is powered by "The Darkness" has few weaknesses, and has many strengths. However, full power can only be used in the dark, shade, or at night. The darkness' power is cut down greatly during the day, and is greatly harmed by light/good based magic, including Heal spells.->.

Abilities: <-Strength is very important for making powerful strikes with your new-found power. Constitution is also important, because "The Darkness" cannot live without the host, and most spells require you to sacrifice HP. Other stats are useful, based on what type of proficiencies you choose for your character. Most Vessels wear armor and clothing based on the period of time they are in.->.

Races: <-Any race can become possessed by "The Darkness"->.

Alignment: <-Generally any evil, but if the host body is strong enough he or she can be any alignment.->.

Starting Gold: 2d4×5 GP

Starting Age: <-Any (over age 18)->.

Table: The <-Darkness Vessel->

Hit Die: 1d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 <-Damage Reduction, Darkness Spawn (level 1), Night Creature->
2nd +1 +3 +0 +0 <-Fear Aura, Heart Stopper I->
3rd +2 +3 +1 +1 <-Shadow Weapon, Summon: Darkling->
4th +3 +4 +1 +1 <-Dark Field I->
5th +3 +4 +1 +1 <-Embrace of Shadows, Shadow Bolt->
6th +4 +5 +2 +2 <-Darkness Spawn (level 2)->
7th +5 +5 +2 +2 <- Bonus Feat->
8th +6 +6 +2 +2 <-Dark Fury->
9th +6 +6 +3 +3 <-Doppelganger->
10th +7 +7 +3 +3 <-Black Lantern, Shadow Meld->
11th +8 +7 +3 +3 <-Darkness Spawn (Improved Grapple)->
12th +9 +8 +4 +4 <-Darkness Spawn (level 3)->
13th +9 +8 +4 +4 <-Dark Void->
14th +10 +9 +4 +4 <-Improved Embrace of Shadows->
15th +11 +9 +5 +5 <-Heart Stopper II->
16th +12 +10 +5 +5 <-Summon: Darkling (level 2), Darkness Spawn (level 4)->
17th +12 +10 +5 +6 <-Bonus Feat->
18th +13 +11 +6 +6 <-Darkness Cannon->
19th +14 + 11 +6 +6 Darkness Spawn (level 5)
20th +15 +12 +6 +6 <-Master of Darkness->

Class Skills (4 + Int modifier per level, ×4 at 1st level)
<Move Silently(Dex), Hide(Dex), Intimidate(Cha), Jump(Str), Sense Motive (Wis), Bluff (Cha), Swim (Str)->.

[edit] Class Features

All of the following are class features of the <-Darkness Vessel->.

Weapon and Armor Proficiency: <-Vessels of "The Darkness" can use all simple weapons. They are also proficient with mainly light, and medium armor.->.

Spells and Abilities:

Bonus Feat: You gain One (1) Bonus Feat.

Night Creature (Ex): The Darkness is only at full power during the night, or in the dark (caves, dungeons, low light places). All Clerical/Healing Spells will cause damage, equal to the amount rolled by the caster of the spell. During the day, all dice rolls for Darkness tentacles is reduced by 1/2. Darklings cannot be summoned during the day. This is lost when you gain "Darkness Master" ability.

Dark Fury (Ex): By 8th level, The Darkness has become one with the Host, and will continue to fight as long as the body is physically capable. This means you can still fight using Tentacles, and any abilities used by the Tentacles until your body dies at -10 HP.

Heart Stopper I (Ex): The Darkness Vessel may devour the heart of a fallen foe to heal HP. Each heart devoured heals 1d6 HP for small and medium foes, and 2d6 for Large foes.

Heart Stopper II (Ex): With this upgrade, the Darkness Vessel may try and grapple an opponent, and devour their heart while they are still alive, resulting in an instant-kill. To do this, they must make a grapple check, and if the target should fail, the Darkness Vessel must roll higher (on a d20)than the grappled opponents AC score to break through armor and flesh to get to the heart. A heart taken this way heals the Darkness Vessel completely. Dark field tentacles cannont perform this action.

Fear Aura (Ex): The overwhelming power of the Darkness makes itself known. Anyone in a 15 foot radius becomes panicked unless it succeeds on a Will save. If cornered, a panicked creature/person begins cowering. If the Will save succeeds, the creature/person is shaken for 1 round.

Dark Field (Ex): You may use this spell by 'sacrificing' one of your tentacle. This spell conjures a field of shadowy black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19.

Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature (Except the user) that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.

Shadow Bolt: You launch rays of darkness at the creature. You may fire one ray, plus one additional ray for every three levels beyond 5th (to a maximum of five rays at 17th level). Each ray requires a ranged touch attack to hit and deals 3d6 points of damage. Any creature struck by a ray must succeed on a fortitude save or be stunned for 1 round. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Doppelganger (Su): You cause creatures to believe they are being flanked. If a target fails it's will save, it believes it is flanked by an illusory double of a creature that threatens it and sees as the most dangerous. The form of the phantom flanker changes whenever the target perceives a more dangerous threatening creature. This power provides two effects:

1.) The subject believes it is flanked by the phantom flanker and the real creature the phantasm duplicates. The duplicated creature is always treated as flanking the subject in melee. A subject that can't be flanked is immune to this effect.

2.)The subject of this power can't determine that the phantasm is not a real threat, and whenever the subject attempts to attack the duplicated creature that creature benefits from a 50% miss chance. Because this miss chance comes from the power, and the subjects inability to tell the difference between the phantom flanker and the duplicated creature the miss chance is rolled separately from any miss chance due to concealment or displacement.

Creatures other than the subject cannot see the phantom flanker. If the subject is not threatened by any creatures at the start of it's turn, the powers effect ends.

Damage Reduction (Su): A shield of darkness, that is unseen until hit surrounds the Vessel. It has a resistance to Magic (-5) and Physical (-3).

Darkness Spawn (level 1) (Ex): You have 2 tentacles of Darkness you can control. At the start of battle, you roll 3d6 to determine the HP for each tentacle. They can be used to bludgeon, impale, stab, and slash. Damage for each tentacle is equal to 1d10. When a tentacle is destroyed, is cannot be used again for 1d20 hours.

Darkness Spawn (level 2) (Ex): You have 4 tentacles of Darkness you can control. At the start of battle, you roll 3d8 to determine the HP for each tentacle. They can be used to bludgeon, impale, stab, and slash. Damage for each tentacle is equal to 3d6. When a tentacle is destroyed, is cannot be used again for 1d20 hours.

Darkness Spawn (Improved Grapple): Your Darkness Tentacles have improved grapple.

Darkness Spawn (level 3) (Ex): You have 6 tentacles of Darkness you can control. At the start of battle, you roll 2d10, and 1d8 to determine the HP for each tentacle. They can be used to bludgeon, impale, stab, and slash. Damage for each tentacle is equal to 4d8. When a tentacle is destroyed, is cannot be used again for 1d20 hours.

Darkness Spawn (level 4) (Ex): You have 8 tentacles of Darkness you can control. At the start of battle, you roll 2d6, and 3d8 to determine the HP for each tentacle. They can be used to bludgeon, impale, stab, and slash. Damage for each tentacle is equal to 6d12. When a tentacle is destroyed, is cannot be used again for 1d20 hours.

Darkness Spawn (level 5) (Ex): You have 10 tentacles of Darkness you can control. At the start of battle, you roll 3d20, and 2d8 to determine the HP for each tentacle. They can be used to bludgeon, impale, stab, and slash. Damage for each tentacle is equal to 10d8, and 1d10. When a tentacle is destroyed, is cannot be used again for 1d20 hours.

Shadow Weapon (Su): A Vessel of The Darkness may not always have a weapon ready when needed. As a free action, he may create a weapon from the shadows. This functions as any other weapon and the user must be proficient with its use. Also, he may turn one of his arms into a shadow claw, which does claw damage 1d8.

Summon: Darkling (Ex): You can summon a small, grotesque creature by sacrificing your HP. Every 2 HP used gives the Darkling 1d6 attack, and 1d6 Health. Will die instantly if brought in contact with bright light. They explode causing 2d6 damage in a 10 foot diameter unless you make a reflex save. With the "Master of Darkness" ability, the Darkling will not die in sunlight but will take 1d4 damage per round. This can be used up to 3 times per day.

Summon: Darkling (level 2) (Ex): You can summon 6 Small Darklings, or 2 Medium Darkling or 1 Large Darkling. You can spend 5 HP per small darkling, 7 HP for the mediums or 10 HP for the large: Small Darkling: 2d8+level for HP and 2d8+ 1/2 level for Attack rolls. Medium Darkling: 4d6+level for HP, and 4d6 + 1/2 level for Attack Rolls. Large DarklingK 6d8 +level for HP, and 4d8 +1/2 level for Attack Rolls. Will die instantly if brought in contact with bright light. They explode causing 4d6 damage in a 15 foot diameter unless you make a reflex save. With the "Master of Darkness" ability, the Darkling will not die in sunlight but will take 1d4 damage per round. This can be used up to 5 times during per day.

Embrace of Shadows (Ex): While in the dark, you heal 5 HP per round as long as your HP is above 0. If HP falls below 0, normal rules for bleeding out and death apply.

Improved Embrace of Shadows (Ex): While in the dark, you heal 10 HP per round as long as your HP is above 0. If HP falls below 0, normal rules for bleeding out and death apply.

Dark Void (Ex): The Darkness Vessel creates a void that absorbs light, creating darkness and shadow. It can be used to put out fires, and lights around the Vessel, or it can be used to block light/holy attacks, at the loss of 1d4 HP per spell level, of the spell being blocked. This can be used up to 3 times during the day/in light, but is unlimited at night/in the dark.

Black Lantern (Su): You pull on the plane of shadow to cast darkness in the area, or to remove shadows.

Shadow Meld (Su): When it is night time, or there is sufficient shadow, the vessel becomes harder to hit by becoming more in tune with "The Darkness" adding +3 AC at 10th level, +5 AC at 15th level and +10 AC at 20th level.

Darkness Cannon (Ex): The Vessel fires a blast of dark energy, that if it hits a target it deals 10d8 Damage, and creates an explosion of 20 feet that deals 6d6 damage unless you make an evasion save. This attack brings the vessel to 1/4 of their HP, and leaves them stunned/immobile for 1 rounds. This can be used once per day. If it is night/dark you may add 2d6 to the damage of both the initial hit, and the explosion.

Master of Darkness (Ex): The Vessel has become one with "The Darkness" and is no longer affected by the time of day, and is always at full power.

[edit] Ex-<-Darkness Vessels->

<-A user may only become an Ex-Vessel by dying.->.

[edit] Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

[edit] <-Sample race of your choice-> <-class name-> Starting Package

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->

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

<-"There's always a little light in the darkness. "->
—<-Jackie Estacado->, <-Human-> <-Vessel->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-->.

Notables: <-None->.

Organizations: <-N/A->.

NPC Reactions: <-Most people won't react to you in any special way, unless they have seen you in combat->.

[edit] <Darkness Vessel> Lore

Characters with ranks in <-Ancient History/Knowledge-> can research <-The Vessels-> 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 <-A vessel is usually very quiet and cold->.
10 <-The Vessel can command a Dark Power->.
15 <-Very few people who come in contact with the Darkness can survive.->.
20 <-Even without a host, The Darkness can't be beaten.->.

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

<-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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