PDA

View Full Version : D&D 3.x Class The Spellsword (E6 Project v3, PEACH)



Gnorman
2016-03-18, 09:13 PM
The Spellsword (E6)

Designer's Notes:
The goal here is "Bamf, The Class." Highly mobile, highly tactical, with a smattering of damage dealing abilities via arcane channeling. Many of its abilities are similar to that of the Duskblade, with an additional focus on teleportation. However, it's relatively fragile, unskilled, and the spell list is not very versatile.

Archetypes: the knight phantom concentrates on the Invisibility spell almost to a fault, the Swiftblade is mobile, fast, and excels at teleportation, whiel the War Weaver is a buffbot extraordinaire.

HD: d8
Class Skills: Balance, Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (arcana), Knowledge (architecture & engineering), Knowledge (the planes), Profession, Ride, Spellcraft, Swim, Tumble
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Saves
Special
Spells Per Day





Fort
Ref
Will

0
1
2


1st
+1
+2
+0
+2
Archetype Power (Lesser), Armored Mage, Dimension Hop, Spellcasting
3
2
-


2nd
+2
+3
+0
+3
Combat Casting, Transposition (Benign)
4
3
-


3rd
+3
+3
+1
+3
Archetype Power (Moderate), Arcane Channeling
5
4
-


4th
+4
+4
+1
+4
Bonus Feat, Transposition (Baleful)
6
5
-


5th
+5
+4
+1
+4
Sword and Tome
6
5
2


6th
+6/+1
+5
+2
+5
Archetype Power (Greater), Dimension Step, Pinnacle of Blade and Book
6
6
3



Proficiencies: The Spellsword is proficient with simple and martial weapons, light armor, medium armor, and light shields.

Spellcasting: The Spellsword casts arcane spells, drawn from list below. She knows all of the spells on her list. The Spellsword need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting attribute is Intelligence, which dictates both the DC of her spells and her bonus spells. To cast a spell, the Spellsword must have an Intelligence score equal to 10 + the level of spell in question.

Archetype Power: At 1st level, the Spellsword chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Spellsword a different set of abilities at levels 1, 3, and 6, as noted below.

Armored Mage: The Spellsword does not suffer from arcane spell failure while wearing light or medium armor, or using light shields. She may also cast spells with somatic components even if both of her hands are full.

Dimension Hop: Once per round as an immediate action, the Spellsword may teleport up to 10' in any direction that she has line of sight to. She may use this ability a number of times per day equal to 1 + her Intelligence modifier.

Combat Casting: The Spellsword gains Combat Casting as a bonus feat.

Transposition: As a standard action, the Spellsword may swap positions with an ally within 30' that she has line of sight to. The movement is instantaneous, and objects carried by both yourself and the target ally are transported as well (up to your respective maximum loads). This is a teleportation effect, and spells like dimensional anchor prevent its use. The Spellsword may use this ability a number of times per day equal to her class level.

At 4th level, the Spellsword may swap positions with hostile targets as well. The target receives a Will save (DC equal to 10 + 1/2 the Spellsword's level + the Spellsword's Intelligence modifier) to resist.

Arcane Channeling: The Spellsword can use a standard action to cast a touch spell she knows with a casting time of one standard action or less and channel it through her melee weapon. This does not provoke attacks of opportunity. If the attack is successful, it deals damage normally and then the spell's effects are resolved.

Bonus Feat: The Spellsword selects a single bonus feat and gain its benefits. She must still meet its prerequisites, and it must be drawn from feats noted as fighter feats, or a metamagic feat. Once per day, the Spellsword may spend five minutes in meditation to change this bonus feat to any other fighter feat or metamagic feat that she qualifies for. For the purposes of this ability, treat the Spellword as if she had a fighter level equal to her class level.

Sword and Tome: The Spellsword gains a bonus on all melee damage rolls equal to her Intelligence modifier against foes that she has successfully damaged with a spell in the current encounter. She gains a bonus to spell DCs and caster level checks to overcome spell resistance equal to half her Intelligence modifier against opponents that she has successfully damaged with a melee attack in the current encounter.

Dimension Step: As a full-round action, the Spellsword grants herself and all allies within 30' the ability to immediately teleport. All affected targets can teleport up to their base land speed, in any direction that they have line of sight to. Such movement provokes no attacks of opportunity, and affected targets may take objects and equipment with them up to their maximum load.

Pinnacle of Blade and Book: Once per day, the Spellsword may make use of one of the following abilities.

Dimension Door: The Spellsword may use dimension door as a spell-like ability with an effective caster level of 6. She may do so as a swift action, and is not restricted from taking actions for the remainder of her turn. She may take up to four Medium creatures, or their equivalent, with her.

Greater Channel: For the remainder of the encounter, the Spellsword may channel touch spells as part of a full attack action. The spell affects each target hit by the Spellsword in that round. Activating this ability is a swift action.

Quick Cast: For the remainder of the encounter, the Spellsword may cast any spell with a casting time of one standard action or less as a swift action. Activating this ability is a free action.


Archetypes


Knight Phantom

Lesser Archetype Power: A knight phantom may cast invisibility from her 1st-level spell slots, instead of her 2nd level spell slots. However, if she does so, she may only target herself with the spell, and the duration is only one round per level, instead of one minute per level. She also gains Hide and Move Silently as class skills.

Moderate Archetype Power: While under the effects of an invisibility spell, the effect is not broken immediately if the knight phantom attacks. Rather, it lasts for a number of rounds equal to the knight phantom's Intelligence modifier, at which point it is broken as normal.

She also may now cast invisibility as a swift action.

Greater Archetype Power: While under the effects of an invisibility spell, a knight phantom may take on some aspects of an incorporeal creature. She becomes immune to nonmagical weapons, and has a 50% chance to ignore damage from other sources (except positive energy, negative energy, force effects, or ghost touch weapons). She may enter and pass through solid objects. Her attacks ignore natural armor, armor and shields. She can function in water as easily as air, and cannot fall or take falling damage. Her movement is completely silent if she so wishes. She still retains her Strength score; however, she no longer gains it as a bonus to melee attacks and damage. She also cannot initiate trip or grapple attacks, cannot move or manipulate opponents or their equipment, and while she is incorporeal, she cannot use her teleportation abilities. As long as she remains invisible, she may begin or end this incorporeality as a swift action. However, if at any point she becomes visible, she immediately becomes corporeal. If she is within a solid object at this time, she is shunted to the nearest open space and takes 1d6 damage.


Swiftblade

Lesser Archetype Power: The range of a swiftblade's teleportation abilities (such as Dimension Hop and Transposition) are doubled. If such abilities required a standard action to use, they are instead usable as a swift action. This applies to the movement allies gain from Dimension Step (they move up to twice their base land speed) and the swiftblade's Dimension Door ability.

Moderate Archetype Power: As a free action, a swiftblade may gain the benefits of a haste spell. Treat this as a spell-like ability that targets only herself, and has an effective caster level equal to her class level. She may use this ability a number of times per day equal to 1 + her Dexterity modifier.

Greater Archetype Power: While under the effects of a haste spell (or similar effects, like her own haste ability), a swiftblade gains 20% concealment. Hostile spells cast against her also have a 20% chance of failing outright. Her own haste ability now cannot be dispelled by any means, and lasts twice as long.


War Weaver

Lesser Archetype Power: Any time a war weaver casts a beneficial spell on herself or an ally, the effects of the spell are automatically extended. For the purposes of this ability, and all war weaver abilities, "beneficial" means that the spell has the "harmless" designation, and a range of touch.

Moderate Archetype Power: Any time a war weaver casts a beneficial spell on herself or an ally, she may target an additional number of allies with the same spell equal to her Charisma modifier. Those allies must still be within range of the spell.

Greater Archetype Power: Whenever a war weaver casts a beneficial spell on herself or an ally, all numerical effects of the spell are increased by 50%. Bull's Strength now offers +6 to Strength, for example, and Protection from Arrows now confers damage reduction 15/magic while absorbing a total of 150 points of damage.


Spellsword Spell List:

0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Message, Prestidigitation, Read Magic, Touch of Fatigue
1: Burning Hands, Chill Touch, Enlarge Person, Expeditious Retreat, Jump, Mage Armor, Magic Missile, Magic Weapon, Produce Flame, Ray of Enfeeblement, Resist Energy, Shield, Shocking Grasp, True Strike
2: Acid Arrow, Bear's Endurance, Blur, Bull's Strength, Cat's Grace, Darkvision, Ghoul Touch, Invisibility, Mirror Image, Protection from Arrows, Scorching Ray, See Invisibility, Spider Climb, Touch of Idiocy

Changelog:
3/18/16: Class originally posted.