Eberith (3.5e Class)

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Abducted from their family and raised in the darkness in service to evil. This is the beginning of every Eberith. An Eberith is made to endure excruciating training of both the mind and the body until they become heartless, killing machines. Eberith come in many varieties. From bringers of death and destruction, to cold and calculating tyrants, theses arbiters of dark magic are the worst of the worst. With the powers of Shadowfell at their command, and the dark gods at their back, an Eberith has little to fear and much to gain.

Making an Eberith[edit]

An Eberith can assume almost any role in the party, depending on their specialized path, with the exception of healer. Eberith have a very limited range of Hexes to choose from, with most used for concealment and enhancement. A moderate array of abilities somewhat make up for the lack of spells. Eberith also make good scout and support characters.

Abilities: As an Eberith is trained both physically and mentally, the most important abilities for one are Strength, Wisdom, and Dexterity.

Races: Any.

Alignment: Evil. An Eberith alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis)

Starting Gold: 2d20×10 gp (210 gp).

Starting Age: Simple.

Table: The Eberith

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Hexes per Day Title
Fort Ref Will 0 1st 2nd 3rd 4th
1st +1 +2 +2 +2 Black Lightning Blast +1d6, Bonus Feat, Darkvision, Dark Casting, Detect Good, Mana Blade & Shadow Gear, Telekinetic Force, Path of Shadow 1 Initiate
2nd +2 +3 +3 +3 Create Darkness 2
3rd +3 +3 +3 +3 Black Lightning Blast +2d6 3
4th +4 +4 +4 +4 Bonus Feat, Path Feature, Shadowmeld 4
5th +5 +4 +4 +4 Telekinetic Maneuver 5 1 Acolyte
6th +6/+1 +5 +5 +5 Black Lightning Blast +3d6, Shadow Walk 6 2
7th +7/+2 +5 +5 +5 Improved Shadowmeld 6 3
8th +8/+3 +6 +6 +6 Bonus Feat, Path Feature 6 4
9th +9/+4 +6 +6 +6 Black Lightning Blast +4d6 6 5 1
10th +10/+5 +7 +7 +7 Greater Shadowmeld, Smite Good, Telekinetic Thrust 6 6 2 Apprentice
11th +11/+6/+1 +7 +7 +7 6 6 3
12th +12/+7/+2 +8 +8 +8 Black Lightning Blast +5d6, Bonus Feat, Path Feature 6 6 4
13th +13/+8/+3 +8 +8 +8 6 6 5 1
14th +14/+9/+4 +9 +9 +9 6 6 6 2
15th +15/+10/+5 +9 +9 +9 Black Lightning Blast +6d6 6 6 6 3 Priest
16th +16/+11/+6/+1 +10 +10 +10 Bonus Feat, Path Feature 6 6 6 4
17th +17/+12/+7/+2 +10 +10 +10 6 6 6 5 1
18th +18/+13/+8/+3 +11 +11 +11 Black Lightning Blast +7d6 6 6 6 6 2
19th +20/+15/+10/+5 +11 +11 +11 6 6 6 6 3
20th +20/+15/+10/+5 +12 +12 +12 Bonus Feat, Path Feature 6 6 6 6 4 High Priest

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Eberith.

Weapon and Armor Proficiency: Eberith are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

An Eberith who chooses the War domain receives the Weapon Focus feat related to his or her deity’s weapon as a bonus feat. He or she also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): An Eberith of a chaotic evil or lawful evil deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect good spell for details).

Shadow Seal: A shadow seal is the Eberith equivalent to an evil cleric's unholy symbol. The seal is what allows an Eberith to evoke their powers and is required for the use of any of an Eberith's supernatural or spell-like abilities.

Spells: A cleric casts divine spells, which are drawn from the Darkness, Hatred, Shadow, and Wrath domains, plus three domains from his or her deity (see Deity, Domains, and Domain Spells, below). However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. An Eberith must choose and prepare his spells in advance (see below).

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

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

Eberith meditate or pray for their spells. Each Eberith must choose a time at which he or she must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether an Eberith can prepare spells. An Eberith may prepare and cast any spell from hid or her domain list, provided that he or she can cast spells of that level, but he or she must choose which spells to prepare during his or her daily meditation.

Deity, Domains, and Domain Spells: An Eberith’s deity influences his or her alignment, what magic he or she can perform, his or her values, and how others see him or her. An Eberith chooses three domains from among those belonging to his or her deity. An Eberith can select an alignment domain (Chaos, Evil, Good, or Law) only if his or her alignment matches that domain.

Each domain gives the Eberith access to a domain spell at each spell level he or she can cast, from 1st on up, as well as a granted power. The Eberith gets the granted powers of the domains selected.

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Cardinals: Eberith can prepare a number of cardinals, or 0-level spells, from the cleric spell list each day, as noted on Table: Eberith under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Black Lightning Blast (Sp): The first ability an Eberith learns is black lightning blast. An Eberith attacks his or her foes with profane power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.

A black lightning blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A black lightning blast deals 1d6 points of profane damage at 1st level, 2d6 at 3rd, and increases by 1d6 every three levels.

Bonus Feats: At 1st level, a special priest gets a bonus combat-oriented feat, a metamagic feat, or an item creation feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Eberith gains an additional bonus feat at 4th level and every four Eberith levels thereafter (8th, 12th, 16th, and 20th). An Eberith must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. An Eberith is not limited to the list of Eberith bonus feats when choosing these feats.

Darkvision (Ex): An Eberith gains darkvision out to 60 feet.

Dark Casting (Su): All spells cast by an Eberith gain the darkness descriptor.

Detect Good (Sp): At will, an albrith can use detect good, as the spell.

Mana Blade & Shadow Gear: An albrith gains he ability to create a mana blade and a set of shadow gear. Her or she must buy the raw materials and spend 10 hours constructing them. During this time, the albrith must not engage in any other activities other than eating and sleeping.

Telekinesis (Ps): An albrith has the psi-like ability to use telekinesis. At 1st level, an Eberith can only use the telekinetic force. at 5th level he or she gains the use of the telekinetic maneuver and at 10th level he or she can use the telekinetic thrust. The save DC for telekenisis is 10 + the Eberith's Wisdom modifier.

Paths of Shadow: Every Eberith must decide at 1st level which path of shadow he will specialize in. Choosing a path provides an Eberith with access to the powers of that path. However, choosing a path also means that the Eberith cannot learn powers that are restricted to other path.

Create Darkness (Sp): At 2nd level, an Eberith can use darkness a number of times per day equal to 3 + his or her Wisdom modifier.

Shadowmeld (Ex): Starting at 4th level, an Eberith becomes more skilled at slipping into the shadow. He or she gains a +2 circumstance bonus to his or her AC while in shaded areas.

Improved Shadowmeld (Ex): An Eberith of 7th level or higher cannot be flanked while in shaded areas.

Shadow Walk (Sp): An Eberith can use Shadow Walk a number of times per day equal to 3 + his or her Wisdom modifier.

Greater Shadowmeld (Ex): At 10th level, an Eberith receives a +4 circumstance bonus to hide and attack rolls in shaded areas, and an additional +4 bonus to AC in shaded areas.

Smite Good (Su): Once per day, an Eberith may attempt to smite good with one normal melee attack. He or She adds his or her Wisdom bonus (if any) to his or her attack roll and deals 1 extra point of damage per Eberith level. If the Eberith accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.

Bonus Languages: An Eberith’s bonus language options include Abyssal and Infernal (the languages of chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.


If an Eberith should ever refuse to perform the will of their patron, change to a non-evil alignment, or if they murder another Eberith without just cause, their shadow seal will shatter and they are unable to use their powers. There is no way to regain there powers. Wearing Eberith equipment as an ex-Eberith will cause 1d6 points of damage each turn until they are removed.

Epic Eberith[edit]

Table: The Epic Eberith

Hit Die: d6

Level Special
21st Black Lightning Blast +8d6
24th Black Lightning Blast +9d6, Bonus Feat
27th Black Lightning Blast +10d6
28th Bonus Feat
30th Black Lightning Blast +11d6

4 + Int modifier skill points per level.

Black Lightning Blast (Sp): The epic Eberith's black lightning blast damage increases by 1d6 at 21st level, and every three levels thereafter (8d6 at 21st level, 9d6 at 24th level, and so on).

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

Epic Eberith Bonus feat List: Armor Skin, Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Archery, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Damage Reduction, Devastating Critical, Efficient Item Creation, Energy Resistance, Enhance Spell, Epic Endurance, Epic Leadership, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Forge Epic Ring, Great Smiting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Combat Reflexes, Improved Heighten Spell, Improved Manyshot, Improved Metamagic, Improved Spell Capacity Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Intensify Spell, Legendary Commander, Legendary Wrestler, Multispell, Overwhelming Critical, Penetrate Damage Reduction, Perfect Health, Perfect Two-Weapon Fighting, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spellcasting Harrier, Spell Penetration, Spell Stowaway, Spontaneous Spell, Storm of Throws, Superior Initiative, Tenacious Magic, Two-Weapon Rend, Uncanny Accuracy, Unholy Strike. In addition to the feats on this list, the Eberith may treat any item creation feat, metamagic feat, or feat designated as a Eberith Bonus Feat, but not listed here, as being on his or her bonus feat list.

Eberith 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.

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 Eberith[edit]

Religion: An Eberith cannot worship a deity related to good. An Eberith's deity must be evil. Erythnul or Tiamat are two of the more likely gods from the player's handbook that an Eberith might worship.

Other Classes: This class is not very tolerant of others, and will seek to convince those of an good alignment to right their ways before seeking battle. They cannot co-exist with any non-evil and will vocalize their disagreement. This strict code causes them to get in many altercations with other classes. Clerics with similar alignments will feel comfortable adventuring with Eberith, since they also derive their power from the darker side of the divine. blackguard may adventure with Eberith, though they will never truly see eye to eye. A neutral evil Eberith is far more likely to adventure with an blackguard than a chaotic evil Eberith.

Combat: The Eberith is often the first of a party to attack, using surprise to do a great deal of physical damage before the enemy sees them. At higher levels an Eberith can use the stealth they gain in shadows to attack and retreat in one turn.

Advancement: An Eberith will, usually, not multiclass because of their strong beliefs and connection to the dark, however they may eventually go into a prestige class, such as Eberith templar, Eberith silencer, or Eberith arcanist to enhance their path derived abilities.

Eberith in the World[edit]

By the power of the great planes of darkness I was reborn. Accept now that same power that was bestowed upon me and rejoice. Let the shadows take you, mind, body, and soul, that they might remake you as they see fit, just as they have remade me. Submit yourself to the energies of the Shadowfell and bathe in their profane majesty. For the masters of evil have chosen this path for you, as they have for me.
—Dakallan Vengal, First Arch Shadowseeker

Eberith can come from any society. Almost all Eberith are stolen from their families as babies, often times after a village raid for sacrifices. They are often nocturnal, and sleep during the day to get the most out of the night hours.

Daily Life: The majority of Eberith stay in their secluded temples. Life in the temple is just as hard as adventuring. From the day they are brought to the temple, they are trained vigorously, both mentally and physically. Those that do get the opportunity to leave are usually on a mission from their patron or hunting a contract target.

Notables: Dakallan Vengal is considered to be one of the greatest and most powerful Eberith of all time.

Organizations: Eberith are part of a mysterious order known as The Seekers of Dark, founded by Dakallan Vengal. All that is known of this order is that they are the largest group of evil god worshipers to ever exist. They often erect grand underground temples to the dark gods all across the land. It is said that only an Eberith can find the hidden entrance to one of these temples. Each temple is led by a council of three high ranking priest known as Eberith zelots and they intern answer to the leader of the seekers, the Arch Shadowseeker. The Arch Shadowseeker stays a subterranean city called Black Sanctum. From here he speaks directly to the dark gods and leads the Seekers. Shadow zelots seldom see the great city and Eberith is lucky if they are even told about it.

NPC Reactions: At first glance, most people write an Eberith off as a black knight, a common thief, or a dark wizard and thus, distrust them. If a NPC knows what an Eberith really is, they are less likely to be helpful and may even turn hostile.

Eberith Lore[edit]

Characters with ranks in Knowledge (Religion) can research Eberith to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DC Result
5 Eberith are individuals who can cast divine magic.
10 An Eberith's spells and abilities are linked to his or her shadow seal.
15 Eberith are the foot soldiers of the Seekers of Dark organization, a group that commonly worships the dark gods of the Prime Evil's Court. Eberith were originally an entire race of powerful demons who’s teachings and powers were passed down and were used to create the Seekers of Dark.
20 Characters who get this result can know the names and locations of specific Eberith and items related to them.

Eberith in the Game[edit]

Eberith make great mysterious characters whose alignment can remain a mystery for some time. They can be cold hearted assassins, or might even retire to become a priest or priestess for their god or goddess. As a player character an Eberith may be travelling in the name of their god or goddess trying to spread chaos and strife wherever they go, or they might be employed to use their special skills to take out contracts for some extra coins.

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