Daimyo (3.5e Prestige Class)

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Daimyo

Without destruction, there is no creation... there is no change.
—Nobunaga Oda


Becoming a Daimyo

Only those who know the life of a samurai can pursue the title of Daimyo

Entry Requirements
Alignment: Any lawful.
Base Attack Bonus: +20.
Race: Any.
Skills: Profession(Noble) 10 ranks.
Feats: Bonded Weapon.
Special: Must have at least 2 characters who follow your orders, had fought and won a war, hold a title of lord, and a named ancestral weapon.
Table: The Daimyo

Hit Die: d20

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +4 +0 +4 Name Retainers, War-forged Strategy, Ancestral Weapon, Ancestral Armor, Last to Fall, Bonus Feat
2nd +2 +4 +0 +4 Lords Command, One with the Armor
3rd +3 +5 +2 +5 Protect the weak, Lords Tactics, Bonus Feat
4th +4 +6 +3 +6 Lords Summons,
5th +5 +7 +4 +7 Lords Will, Bonus Feat

Class Skills (10 + Int modifier per level)
Climb(Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str) and Survival (Wis).


Class Features

Named Retainers: When you take this class name two characters as your retainers, give each one a title from the list and they will receive the bonuses listed while in the presence of you the Daimyo, area is 20ft + wisdom mod. At level 3 the retainers numbers double, at level 5 number of retainers equals the Daimyo's Wisdom mod.

  • Political Advisor: This retainer gains +2/daimyo level to diplomacy, bluff, gather information, and sense motive checks.
  • War Advisor: This retainer gains +2/daimyo level to attack roll, damage, and intimidate checks.
  • Personal Guard: This retainer gains +2/daimyo level to attack roll, damage,and ac to all defenses.

War-forged Strategy: By their experiences in war, the Daimyo learned how to defend better. The Daimyo can add their WIS mod to their AC as miscellaneous bonus.

Ancestral Weapon: The Ancestral Weapon of the previous class continues to gain enhancement bonus equal to the Daimyo's level, it also gains +d12 per Daimyo's level in damage.

Ancestral Armor: The Armor of the Daimyo, after a ceremony, is imbued with his ancestors power and protection. The Ancestral Armor of the Daimyo gives him an ac bonus equal to his Daimyo's level.

  • This Armor can be any armor however it is always treated as Light armor.
  • This Armor can be made as a set or it can be pieced together from different unique pieces.
  • This Armor gives him the ability to create an defensive aura increasing his and his followers ac and magic resistance by his Wisdom Mod, area of the aura is 10ft +5ft per Daimyo level.
  • This Armor gives the Daimyo fast healing 5 per level and dr 5/- per level, these effects can stack with feats and other magic abilities.

Last to Fall: The Daimyo cannot fall when in the presence of his Retainers, If the Daimyo would be brought to 0 or less he gains temporarily hit points equal to his HD+Con mod for rounds equal to the number of Retainers present. Area of affect is 20ft +wisdom mod.

Lords Command: The Daimyo's presence on the battlefield is intense, any hostile samurai or ronin within sight or earshot of the Daimyo must make a will save DC (15 + Daimyo's level + Wis mod) or become obedient to the Daimyo's command for wisdom mod + Daimyo's level in rounds. Any Retainers insight or earshot of the Daimyo gain a morale bonus to AC, attack roll and damage equal to the Daimyo's wisdom mod.

One with the Armor: The Daimyo's armor is treated with having adamatine and mithral material.

Protect the weak: The Daimyo knows that fighting alone does not win a battle, therefore he learned to protect his allies to win together. Once per turn equal to their DEX mod, they can protect an ally in their movement range. If the Daimyo declares this ability, the enemy attack has to be rolled against the Daimyo AC. If the attack hits, the damage will be divided between the Daimyo and the ally.

Lords Tactics:While fighting the Daimyo can issue orders to his retainers to make the tide of the battle go his way, While fighting alongside his retainers,the Daimyo and his retainers ignore difficult terrain and gain +10 speed/daimyo level as well as +5 dodge bonus/daimyo level to all ac.

Lords Summons:The Daimyo may summon his Retainers to his side from any place or plane, this is a standard action if the number of retainers summoned is less than the Daimyo's level, however it is a full round action to summon all retainers.

Lords Will:The Daimyo survives through his retainers, all retainers gain dodge ac to all defenses equal to the Daimyo's wisdom mod. The Daimyo gains the ability to spend an attack of opportunity equal to his wisdom mod a round to give one of his retainers an action so long as they start and end the action within the Daimyo's area of 20ft+ wisdom mod affect.


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