Dawn Blade (3.5e Prestige Class)

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Dawnblade[edit]

"As the dawn came, I felt new life. New power"


Usually starting as Duskblades, those that choose the path of the Dawnblade often feel a connection with the sun. They seek to deepen that bond through meditation, eventually learning to channel power that can only be described as Radiant. The more powerful Dawnblades can be reborn after being slain in battle, by merely having their ashes placed in the light of the next dawn.

Becoming a Dawnblade[edit]

Though other classes can easily meet the requirements, a Dawnblade is normally any Duskblade who wishes to form a stronger bond with the sun to eventually wield its power.

Entry Requirements
Alignment: Any.
Race: Any.
Skills: Knowledge Arcana or Religion (12) ranks.
Spellcasting: Ability to cast 2nd level spells.
Special: Must meditate at Dawn.

Table: The Dawnblade

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th
1st +1 +1 +0 +1 Dawnblade. +1 level Duskblade and Dawnblade spell casting 2 0 0 0 0
2nd +2 +2 +1 +2 Radiant Dawn, Arcane Transfer. +1 level Duskblade and Dawnblade spell casting 3 2 0 0 0
3rd +3 +3 +2 +3 Dawns Embrace. +1 level Duskblade and Dawnblade spell casting 4 3 2 0 0
4th +4 +4 +3 +4 Grater Arcane Channeling. +1 level Duskblade and Dawnblade spell casting 5 4 3 2 0
5th +5 +5 +4 +5 Rebirth. +1 level Duskblade and Dawnblade spell casting 6 5 4 3 2

Class Skills (4 + Int modifier per level)
Climb, Concentration, Craft, Decipher Script, Heal, Jump, Knowledge (Arcana/Religion), Listen, Ride, Sense Motive, Spellcraft, Swim.


Class Features[edit]

All of the following are class features of the Dawnblade.

Dawnblade-As you hold your blade high it begins to glow with the light and power of the rising sun lifting the sprits of your allies and striking fear into the hearts of your foe. You channel the power of the sun into your weapon causing it to glow and all near by allies that see it gain +2 on all attacks saves and checks for the next round and all foes must make a fort save (10+ Class lv+ charismas mod) or take -1 to all attacks saves and checks for the next round. Any attack made in the next round deals and extra 1d6 fire from the heat of your weapon (this heat dose not effect you)

Arcane Transfer- Transfer an arcane touch spell into an allies weapon (like Arcane Channeling of a DuskBlade only to an allies weapon)

Radiant Dawn- As the sun brings life to each new day so too do you bring life to your allies. You produce a glow granting fast healing 1(+2 / 3lvs) to yourself and all allies in a 60ft radius for 1D8 rounds. Effects do not stack.

Dawns Embrace- embracing the warming power of the sun the Dawnblade gains +3 fire resistance/ +2 every other lv(max 21) passive

Grater Arcane Channeling – Channel any touch spell you can cast into your weapon, the spell discharges when the weapon next makes contact with anything.

Rebirth- Shortly after death in battle a Dawnblade's body turns to ash, however if these ashes are placed into first lights of the next dawn the Dawnblade will be reborn into a new body like their old one only completely perfect (ie no longer having any scars, or negatives from and injuries or other events that had impeder the Dawnblade's body) this rebirth can only occur once 1d8 Days.

Spellcasting: At each level, you gain new spells per day and an increase in caster level


Spells: To cast a particular spell, you must have an charisma score of at least 10 + the spell's level. Your bonus spells are based on your charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).

You cast spells as a Duskblade does. Choose your spells from the following list:


1st—Burning Hands, Bright Vision (as dark vision but allows you to see in bright lights unhindered), Endure Elements

2nd—Continual Flame, Daylight, Explosive Runes, Fire Trap, Flame Blade, Flaming Sphere, Heat Metal, Searing Light, Pyrotechnics

3rd—Fire Shield, Flame Strike

4th—Fire Seeds, Sunbeam

5th—Elemental Swarm (fire), Fire Storm, Meteor Swarm , Prismatic Sphere, Sunburst



Ex-<Dawnblade>[edit]

If a Dawnblade goes too long without mediating around dawn they can lose there connection with the suns power and are no longer able to use there abilities until they spend at least 4 hours mediating near/ during dawn again

Campaign Information[edit]

Playing a Dawnblade[edit]

Combat: Dawnblade are balanced in combat being able to stand in close range melee (though not as well as a fighter or barbarian) and stand back and cast spells if needed.


Resources: The Dawnblade's few aura like abilities allow them to prove very helpful to most parties when used right



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