Arcane Debonair (3.5e Class)
From D&D Wiki
An Arcane Debonair is someone who may have been interested in the fire breathers or fortune tellers at the circus and set out on their own to find and obtain true magic power, using whatever means necessary.
Making a Arcane Debonair
An Arcane Debonair is very much utilitarian while still being able to perform well in combat.
Abilities: Dexterity and Intelligence
Races: There are no race restrictions or specializations. Generally played as a dexterous race like Elves.
Alignment: Arcane Debonair's usually only do things that fit their agenda or for their own personal gain.
Starting Gold: 4d4x10 gp
Starting Age: Simple
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+2||+2||Spells, Combat Casting, Sneak Attack 1d6||5||3||—||—||—||—||—||—||—||—|
|2nd||+1||+0||+3||+3||Guided Blade, Thoughtful Grace, Trap Finding||6||4||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+3||+3||Bonus Feat, Silver Tongue, Weapon Finesse||6||5||—||—||—||—||—||—||—||—|
|4th||+2||+1||+4||+4||Beguiled Aura, Evasion, Sneak Attack 2d6||6||6||3||—||—||—||—||—||—||—|
|5th||+2||+1||+4||+4||Bold Bluff, Hide In Plain Sight||6||6||4||—||—||—||—||—||—||—|
|6th||+3||+2||+5||+5||Greater Guided Blade, Stealth Casting||6||6||5||3||—||—||—||—||—||—|
|7th||+3||+2||+5||+5||Bonus Feat, Sneak Attack 3d6||6||6||6||4||—||—||—||—||—||—|
|8th||+4||+2||+6||+6||Parlour Tricks, Scampering Spellcaster||6||6||6||5||3||—||—||—||—||—|
|10th||+5||+3||+7||+7||Spell Shiv, Sneak Attack 4d6||6||6||6||6||5||3||—||—||—||—|
|11th||+5||+3||+7||+7||Bonus Feat, Risky Business||6||6||6||6||6||4||—||—||—||—|
|12th||+6/+1||+4||+8||+8||Defensive Roll, Expedient Strikes||6||6||6||6||6||5||3||—||—||—|
|13th||+6/+1||+4||+8||+8||Sneak Attack 5d6||6||6||6||6||6||6||4||—||—||—|
|14th||+7/+2||+4||+9||+9||Dire Guided Blade||6||6||6||6||6||6||5||3||—||—|
|16th||+8/+3||+5||+10||+10||Superior Stealth Casting, Sneak Attack 6d6||6||6||6||6||6||6||6||5||3||—|
|18th||+9/+4||+6||+11||+11||Superior Spell Shiv||6||6||6||6||6||6||6||6||5||3|
|19th||+9/+4||6||+11||+11||Bonus Feat, Sneak Attack 7d6||6||6||6||6||6||6||6||6||6||4|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
An Arcane Debonair has many abilities and tricks to aid them in their journey. All of the following are class features of the Arcane Debonair.
Thoughtful Grace An Arcane Debonair gains a +4 Insight bonus to all Dexterity related skill checks.
Beguiling Aura An Arcane Debonair’s talent and power has now begun to affect their physical person. The Arcane Debonair now adds their Intellect bonus to their AC.
Bold Bluff An Arcane Debonair now gains half of their caster levels ,to a max of +5 caster levels, as bonus caster levels when calculating Spell DC’s that affect an enemies senses or mind, such as Touch of Fatigue or Hypnotism.
Combat Casting An Arcane Debonair can cast any touch spell while grappling without needing to roll a concentration check, as well as not provoking attacks of opportunity while casting spells in close combat.
Defensive Roll As an immediate action, when you would be targeted by an attack or included in the area of a harmful effect you may make a Tumble check with a DC equal to the attack roll or the saving throw. If you fail, you must avoid the attack with your own AC or saving throw as normal, but if you succeed you may move up to half your speed, attacks miss, and you avoid the area effect for 1 round even if you are still within the area. This movement doesn't provoke attacks of opportunity.
Dire Guided Blade An Arcane Debonair can now use Guided Blade twice per encounter, and adds 4d8 magic damage and a +8 Insight bonus to their attack roll.
Expedient Strikes An Arcane Debonair can now deal sneak attack damage against targets that are dazzled, entangled, confused, or nauseated.
Guided Blade Once per day, An Arcane Debonair can focus their arcane energies into their blade, making their next attack deal an extra 2d4 magic damage and adding a +2 Insight bonus to their attack roll.
Greater Guided Blade An Arcane Debonair can now use Guided Blade twice per day and now adds 4d4 magic damage as well as a +4 to their attack roll.
Opportunist An Arcane Debonair can add sneak attack damage to attacks of opportunity made by the Arcane Debonair even if the target is not flat footed or flanked. This can only be done once per round.
Parlour Tricks An Arcane Debonair can cast cantrips an unlimited amount of times per day along with 2 additional level 1 spells per day.
Risky Business An Arcane Debonair can now use their arcane talents to use open lock, disable device, use magic device, and use rope from a range of 20 feet away as a full round action.
Scampering Spellcaster The Arcane Debonair can, as a full-round action, move up to their speed and cast a spell that requires a standard action at any point during your movement.
Silver Tongue An Arcane Debonair can add their Intellect bonus to 3 saves (fortitude, will, reflex) before or after rolling their save per long rest.
Smoke and Mirrors Once per day, upon taking a hit that would normally incapacitate the Arcane Debonair, he instead disappears in a small burst of light and sound and reappears within 30 feet of where he was hit. Any enemy within 20 feet of where the Arcane Debonair was is now dazzled and deafened for 1d4 rounds.
Spell Shiv An Arcane Debonair can now apply bonus base sneak attack damage to all spells instead of only attack roll spells. No sneak attack modifiers such as crippling strike or craven are applied.
Superior Spell Shiv An Arcane Debonair can now add their caster level to sneak attack damage dealt with spells.
Superior Stealth Casting An Arcane Debonair can now use Stealth Casting 3/day.
Stealth Casting Once per day, an Arcane Debonair can cast any spell as if it were modified by the Silent Spell feat. This does not increase cast time or spell slot level of the spell.
Whispering Blade An Arcane Debonair can sacrifice 1 spell level per sneak attack die up to the maximum sneak attack die the Arcane Debonair has and all damage dealt is true damage. This damage can strike opponents normally unaffected by sneak attacks and critical hits. (IE An Arcane Debonair can sacrifice a level 5 spell for that day and add 5d6 true damage to an attack roll against an unaware construct.) The Arcane Debonair can do this an amount of times per day equal to their Intellect Modifier. All modifiers applied to normal sneak attacks, such as Craven, also affect this attack and are dealt as true damage.
Weapon and Armor Proficiency: Arcane Debonairs are proficient with light armor and simple weapons.
Spells An Arcane Debonair casts arcane spells which are drawn primarily from the Arcane Debonair 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, An Arcane Debonair must have a Intellect score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against An Arcane Debonair’s spell is 10 + the spell level + the Arcane Debonair’s Intellect modifier.
Like other spellcasters, An Arcane Debonair can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Debonair. In addition, he receives bonus spells per day if he has a high Intellect score.
Upon reaching 4th level, and at every even-numbered Arcane Debonair level after that (6th, 8th, and so on), An Arcane Debonair can choose to learn a new spell in place of one he already knows. In effect, the Arcane Debonair “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 Arcane Debonair spell the Arcane Debonair can cast. An Arcane Debonair 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, An Arcane Debonair 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.
Spells: Arcane Debonairs choose their spells from the following list:
0- Ghost Sound, Arcane Mark, Prestidigitation, Daze, Detect Magic, Read Magic, Message, Open/Close, Resistance, Touch of Fatigue, Shocking Grasp
1- Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, True Strike, Chill Touch, Inflict Wounds
2- Blur, Invisibility, Glitterdust, Fog Cloud, Hideous Laughter, Touch of Idiocy, Arcane Lock, Obscure Object, Blindness/Deafness, Scare, Eagles Splendour , Ray of Ice
3- Invisibility Sphere, Illusory Script, Sleet Storm, Deep Slumber, Suggestion, Dispel Magic, Explosive Runes, Keen Edge, Secret Page, Shivering Touch, Vampiric Touch, Bestow Curse, Ray of Clumsiness
4- Phantasmal Killer, Dimension Door, Confusion, Detect Scrying, Locate Creature, Shout, Scrying, Fear, Enervation, Ray of Weakness, Ray of Negative Energy
5- Telepathic Bond, Symbol of Sleep, Feeblemind, Dream, Sending, Contagion, Greater Eagles Splendour, Slay Living, Ray of Enfeeblement, Ray of Exhaustion
6- Circle of Death, Veil, Forceful Hand, Eye Bite, Repulsion, Disintegrate
7- Finger of Death, Statue, Symbol of Stunning, Project Image, Prismatic Spray, Regenerate
8- Greater Vampiric Touch, Maddening Scream, Screen, Symbol of Death, Discern Location
9- Energy Drain, Time Stop, Imprisonment, Weird, Wail of the Banshee
Epic Arcane Debonair
|22nd||Sneak Attack 8d6|
|23rd||Epic Bonus Feat|
|25th||Sneak Attack 9d6|
|27th||Epic Bonus Feat|
|28th||Sneak Attack 10d6|