Drumblack (3.5e Prestige Class)

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Drumblack

My rhythms shall breathe life into the cold hearts of the undead!
—Dwayne Goldgrim, dwarven Drumblack

Drumblacks are an elite group of bards within the Church of Modroben, known for using their powerful drums to beat rhythms that can be heard - and that can have magical effects - for miles.

Becoming a Drumblack

Drumblacks are chosen exclusively from among the ranks of the Songclaine, the Bard class of Claine. Charisma is the most important Ability Score.

Entry Requirements
Alignment: Any Good.
Base Attack Bonus: +3.
Race: Any.
Skills: Performance (Any percussion) 10.
Spellcasting: Songclaine 7.
Patron: Modroben.
Table: The Drumblack


Hit Die: d10


Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Blackbeat 1 +1 of existing Songclaine spellcasting
2nd +2 +3 +0 +3 Blackbeat 2 +1 of existing Songclaine spellcasting
3rd +3 +3 +1 +3 Blackbeat 3 +1 of existing Songclaine spellcasting
4th +4 +4 +1 +4 Blackbeat 4 +1 of existing Songclaine spellcasting
5th +5 +4 +1 +4 Blackbeat 5 +1 of existing Songclaine spellcasting
6th +6 +5 +2 +5 Blackbeat 6 +1 of existing Songclaine spellcasting
7th +7 +5 +2 +5 Blackbeat 7 +1 of existing Songclaine spellcasting
8th +8 +6 +2 +6 Blackbeat 8 +1 of existing Songclaine spellcasting
9th +9 +6 +3 +6 Blackbeat 9 +1 of existing Songclaine spellcasting
10th +10 +7 +3 +7 Blackbeat 10 +1 of existing Songclaine spellcasting

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).

Class Features

Like all members of the Church of Modroben, Drumblacks are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Drumblack powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Drumblack:

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Spells: To cast a particular spell, you must have a 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).

Blackbeat: At first level, a Drumblack must go on a week-long Spirit Quest in which he hunts a vulture, coming home with its skin to tan. He must use the resultant skin to make a drum, of whatever kind he likes. This sacred drum is called a Blackbeat. The drum can be heard for one mile per level. The Drumblack can cast non-touch-based spells through the drum's sound and can target its magical effect on certain people, allowing him to cast spells beyond their stated range. The sound of a Blackbeat can be drowned out by loud noises, rendering any magic cast through it ineffective. The Drumblack must make a to-hit roll (using his Charisma modifier) if targeting a special person or object that he can not see.

At second level, any allies listening to the Drumblack's rhythms gain the effect of a Protection From Undead' spell.
At third level, the Drumblack's spells, when cast through his Blackbeat, become Cleave on Kill powers.
At fourth level, the Drumblack can use his Blackbeat in combat. Its sound, when used in melee, does 2d4 damage (2d8 to undead). It is a +1 magical weapon.
At fifth level, the Drumblack can target touch-based spells through his Blackbeat.
At sixth level, the Drumblack's Blackbeat counts as a +3 magical weapon when used in combat.
At seventh level, the Drumblack's rhythms do one point of damage per turn to any undead within range (seven miles at seventh level). Sounds produced by a Blackbeat are still Cleave-on-Kill powers.
At eighth level, the Drumblack's Blackbeat counts as a +5 magical weapon when used in combat.
At ninth level, the Drumblack's rhythms become Impact Cleave powers, meaning that mindless undead die within range and mindful undead get a saving throw. The Drumblack must play for one hour continuously before it has an effect, and undead who can save do so once every hour.
At tenth level, the Drumblack's rhythms can communicate with any living soul within range (ten miles). It is not possible for the Drumblack to target the sound, so anyone (living) within range can hear. Undead can not hear the communication.


Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes

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