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Thread: Duskblade

  1. - Top - End - #1
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Duskblade

    HIT POINTS
    Hit Dice: d10
    Hit Points at 1st Level: 10+Con Mod
    Hit Points at Higher Levels: 1d10 (6)+Con Mod

    PROFICIENCIES
    Armor: Light, Medium, Heavy, and Shields
    Weapons: All Simple and Martial
    Tools: Scribe's Tools

    Saving Throws: Constitution and Intelligence
    Skills: Choose two from Athletics, Acrobatics, Stealth, Arcana, History, Investigation, Insight, Perception, and Intimidation

    EQUIPMENT
    You start with the following equipment, in addition to the equipment granted by your background:
    -(a) Chain Mail, (b) Leather Armor, or (c) Scale Mail
    -(a) Any weapon you are proficient in with 20 pieces of ammo if needed and a shield, or (b) any two weapons you are proficient in, with 20 pieces of ammo if needed
    -Any one melee weapon you are proficient in
    -(a) Any one ranged weapon you are proficient in and 20 pieces of ammo, or (b) any three thrown weapons you are proficient in
    -Any one pack

    Duskblade
    —Spell Slots per Spell Level—
    Level Proficiency Bonus Features Spells
    Known
    1st 2nd 3rd 4th 5th
    1st +2 Arcane Noviate, Fighting Style — — — — — —
    2nd +2 Spellcasting, Arcane Channeling 4 2 — — — —
    3rd +2 Archetype 5 3 — — — —
    4th +2 Ability Score Improvement 6 3 — — — —
    5th +3 Extra Attack 7 4 2 — — —
    6th +3 Combat Casting 8 4 2 — — —
    7th +3 Archetype Feature 9 4 3 — — —
    8th +3 Ability Score Improvement 10 4 3 — — —
    9th +4 - 11 4 3 2 — —
    10th +4 Spell Power 12 4 3 2 — —
    11th +4 Archetype Feature 13 4 3 3 — —
    12th +4 Ability Score Improvement 14 4 3 3 — —
    13th +5 - 15 4 3 3 1 —
    14th +5 Arcane Attunement 16 4 3 3 1 —
    15th +5 Archetype Feature 17 4 3 3 2 —
    16th +5 Ability Score Improvement 18 4 3 3 2 —
    17th +6 - 19 4 3 3 3 1
    18th +6 Mastery Of Power 20 4 3 3 3 1
    19th +6 Ability Score Improvement 21 4 3 3 3 2
    20th +6 Archetype Feature 22 4 3 3 3 2

    Arcane Noviate-At level one, you gain any three cantrips from the Wizard spell list. Intelligence is your casting stat for these. You gain an additional cantrip at levels eleven and twenty.

    Fighting Style-Also at level one, you gain any one fighting style of your choice.

    Spellcasting-At level two, you gain spellcasting. You begin with four spells known from the Wizard spell list, and learn one more at each level. Intelligence is your casting stat. In addition, you can use a weapon as an arcane focus.

    Arcane Channeling-Also at level two, you can channel a spell through your blade or other melee weapon. As a bonus action, you can store a single spell of 1st level level or higher in your weapon, so long as it only targets one creature. It remains there for up to one minute, or until you strike a target. When struck, the target is immediately subjected to the spell. If the spell requires an attack roll, it hits automatically. If the spell requires a Dexterity save, the target makes the save with disadvantage.

    Archetype-At level three, choose whether you wish to be a Bonded Magus or a Spell Eater. You gain features at levels three, seven, eleven, fifteen, and twenty.

    Ability Score Improvement-Usual levels, usual deal.

    Extra Attack-Level five, usual deal.

    Combat Casting-At level six, you have advantage on concentration saves caused by taking damage.

    Spell Power-At level ten, any spell used with Arcane Channeling forces disadvantage on the save, regardless of which stat it is.

    Arcane Attunement-At level fourteen, you grow more attuned to magic. You have a constant Detect Magic active on yourself, not requiring concentration, that you may dismiss or reactivate as a bonus action.

    Mastery Of Power-At level eighteen, you may use cantrips along with spells of a higher level through your Arcane Channeling.




    Bonded Magus

    Bonded Blade-At level three, you begin to imbue your weapon with a spark of your own arcane power. Should you lose your weapon, you can summon it to your hand with a bonus action. You can, should you wish, break your bond and forge one with a new weapon over a long rest. If you use two-weapon fighting, you may bond with two weapons, and summon both back with a single bonus action.

    While bonded, you may also directly enhance your weapon with magical energies. At level three, all you can do is enhance your weapon's damage. As an action, expend a spell slot while touching your weapon. It gains a bonus on damage rolls equal to the slot expended for a number of hours equal to the slot level squared. (So one hour for a 1st level slot, four for a 2nd, etc.) If you use two-weapon fighting, you may enhance both with a single slot.

    Your bonded weapon only retains these bonuses while in your hands-you CANNOT enhance your weapon and hand it off to someone else.

    Finally, you can take enhancements from other weapons to add them to your own. Over the course of an hour, usually during a short or long rest, you can take another magical weapon and steal its enchantment for your own weapon. The other weapon becomes non-magical, and your weapon gains the enchantment. You can only have one other enchantment active at a time, but you can store a number of enchants equal to your proficiency bonus.

    Accuracy Enhancement-At level seven, you can enhance your bonded weapon to strike true. As an action, expend a spell slot while touching your weapon. It gains a bonus to-hit equal to the level of the slot expended for a number of minutes equal to the slot level squared.

    Imbue Other-At level eleven, you may imbue other weapons with your power, in the same manner you would imbue your own weapons. In addition, while imbuing another's weapon, they can expend their own spell slot in place of your own, though only of a level you could personally expend.

    Spoiler: Example For Clarity
    Show
    You're in a party with a Bladesinger, who wants a boost to damage. They have 6th level slots max, you have 3rd max. By having you both touch their longsword, you can have them expend a slot of no higher than 3rd level to increase their longsword's damage.


    Elemental Imbue-At level fifteen, you can imbue your weapon with elemental enhancements. As a bonus action, expend a spell slot while touching your weapon. It deals an additional d4 of damage for each level of the slot expended for a number of rounds equal to the slot level squared. The damage types you can imbue are acid, cold, fire, lightning, or thunder.

    Sentient Weapon-At level twenty, your bonded weapon becomes sentient. It can communicate telepathically up to 120' away, has Blindsight 10' and otherwise sees through your senses, and is capable of holding a single additional spell for your Arcane Channeling. It can, on its own, draw from your pool of spell slots to store a spell in itself for use with Arcane Channeling. However, the maximum total slots that can be stored for use at any one time is six, with cantrips counting as half a slot.

    Spoiler: Example
    Show
    You could store a Hold Person (2nd level) and Banishment (4th level), but not Banishment and Dispel Magic (3rd level).





    Spell Eater

    Ravenous Blade-At level three, whenever you strike a foe with your weapon, any Concentration save they make from it is made with disadvantage. Should they fail that save, you consume the spell or effect they were concentrating on, gaining THP equal to the slot of the spell squared (or equivalent, for non-spell Concentration effects). These THP last until you complete a rest.

    Counter Hunger-At level seven, you may, once per short rest, cast Counterspell at 3rd level. Should you successfully counter a spell, you gain THP in the same fashion as you would with Ravenous Blade.

    Spell Resistance-At level eleven, you gain advantage on saves against spells. In addition, Counterspell from your Counter Hunger feature is now cast at 4th level.

    Spell Turning-At level fifteen, you may choose to turn a spell back when it is countered. As part of the reaction from Counterspell, you target the caster with the spell. You can choose to do this INSTEAD of gaining THP from a successful counter. (Note that this doesn't always help-Charm Person, for instance, doesn't do much to hurt the caster, and Healing Word just helps them entirely.) In addition, your Counter Hunger now casts at 5th level.

    Mastery Of Spell Destruction-At level twenty, you have advantage on checks made as part of Dispel Magic and Counterspell.
    I have a LOT of Homebrew!

    Spoiler: Former Avatars
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    Spoiler: Avatar (Not In Use) By Cdr. Fallout!
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  2. - Top - End - #2
    Bugbear in the Playground
     
    sandmote's Avatar

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    Default Re: Duskblade

    Overall, this sounds about the same as a paladin; you're spending spell slots to deal damage when you hit with a weapon attack. It would probably be easier to make an "Oath of Knowledge" subclass (or something similar). Anyway, what I noted about the class:
    Quote Originally Posted by JNAProductions View Post
    EQUIPMENT
    You start with the following equipment, in addition to the equipment granted by your background:
    -(a) Chain Mail, (b) Leather Armor, or (c) Scale Mail
    -(a) Any weapon you are proficient in with 20 pieces of ammo if needed and a shield, or (b) any two weapons you are proficient in, with 20 pieces of ammo if needed
    -Any one melee weapon you are proficient in
    -(a) Any one ranged weapon you are proficient in and 20 pieces of ammo, or (b) any three thrown weapons you are proficient in
    -Any one pack
    Probably easier to rewrite the weapons as:
    -(a) A greatsword, (b) any melee martial weapon, or (c) a shield
    -(a) Any melee Martial Weapon, (b) any bow and 20 arrows, or (c) any crossbow and 20 bolts.
    - Any simple weapon
    I think that's easier to follow, and only takes away the option of getting two ranged weapons with ammo for each. Which I don't see many people wanting, especially when they get cantrips.
    Quote Originally Posted by JNAProductions View Post
    Bonded Blade-At level three, you begin to imbue your weapon with a spark of your own arcane power. Should you lose your weapon, you can summon it to your hand with a bonus action. You can, should you wish, break your bond and forge one with a new weapon over a long rest. If you use two-weapon fighting, you may bond with two weapons, and summon both back with a single bonus action.

    While bonded, you may also directly enhance your weapon with magical energies. At level three, all you can do is enhance your weapon's damage. As an action, expend a spell slot while touching your weapon. It gains a bonus on damage rolls equal to the slot expended for a number of hours equal to the slot level squared. (So one hour for a 1st level slot, four for a 2nd, etc.) If you use two-weapon fighting, you may enhance both with a single slot.

    Your bonded weapon only retains these bonuses while in your hands-you CANNOT enhance your weapon and hand it off to someone else.
    There, uh, isn't a mechanic for determining when someone is using two weapon fighting. I'd just grant bonding to any weapons you hold for the duration. I'd also make it a flat multiplier for how long the effect can last. Otherwise someone can dip in for three levels and get the effect for 81 hours at a time.

    Quote Originally Posted by JNAProductions View Post
    Sentient Weapon-At level twenty, your bonded weapon becomes sentient. It can communicate telepathically up to 120' away, has Blindsight 10' and otherwise sees through your senses, and is capable of holding a single additional spell for your Arcane Channeling. It can, on its own, draw from your pool of spell slots to store a spell in itself for use with Arcane Channeling. However, the maximum total slots that can be stored for use at any one time is six, with cantrips counting as half a slot.

    Spoiler: Example
    Show
    You could store a Hold Person (2nd level) and Banishment (4th level), but not Banishment and Dispel Magic (3rd level).
    I don't see a mechanic allowing you to store a third spell, in which case it would be easier to count cantrips as equal to a level one spell. The math just goes from 5+.5≤6 to 5+1≤6. I think the second one is easier to follow.

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