Hazeknife (3.5e Class)

From D&D Wiki
Revision as of 04:44, 4 February 2020 by Coaldstone (talk | contribs) (Updating breadcrumb.)
Jump to navigation Jump to search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed


Hazeknife

A Hazeknife is an intelligent and crafty thief that lives for the payout at the end of a heist. Their motives and alliances may vary, but they all share the same goal: gold. They utilize a limited selection of arcane spells to augment their light-footedness and roguish charm.

Making a Hazeknife

Abilities: A Hazeknife's Dexterity and Charisma define them. They rely on quick hands and even quicker wits to survive on the battlefield, as well as sneak around undectected. A bit of constitution is also required to make use of their various spells, but that is a secondary focus.

Races: Any race that is able to use magic and can appreciate the allure of gold may become a Hazeknife.

Alignment: Any.

Starting Age: Simple.

Table: The Hazeknife

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
1st +0 +0 +1 +1 Sneak Attack 1d6, Trapfinding, Utility Belt 3 1
2nd +1 +0 +1 +1 Thief's Instinct +5 3 1
3rd +2 +1 +2 +2 Utility Belt +1, Play Dead 4 2
4th +3 +1 +2 +2 Sneak Attack 2d6 4 2
5th +3 +1 +3 +3 Utility Belt +2 5 3 1
6th +4 +2 +3 +3 Thief's Instinct +7 5 3 1
7th +5 +2 +4 +4 Sneak Attack 3d6, Utility Belt +3 6 4 2
8th +6/+1 +2 +4 +4 6 4 2
9th +6/+1 +3 +5 +5 Utility Belt +4 6 5 3 1
10th +7/+2 +3 +5 +5 Sneak Attack 4d6, Thief's Instinct +9, Deft Hands 6 5 3 1
11th +8/+3 +3 +6 +6 Utility Belt +5 6 6 4 2
12th +9/+4 +4 +6 +6 6 6 4 2
13th +9/+4 +4 +7 +7 Sneak Attack 5d6, Utility Belt +6 6 6 5 3 1
14th +10/+5 +4 +7 +7 Thief's Instinct +11 6 6 5 3 1
15th +11/+6/+1 +5 +8 +8 Utility Belt +7 6 6 6 4 2
16th +12/+7/+2 +5 +8 +8 Sneak Attack 6d6 6 6 6 4 2
17th +12/+7/+2 +5 +9 +9 Utility Belt +8 6 6 6 5 3
18th +13/+8/+3 +6 +9 +9 Thief's Instinct +13 6 6 6 5 3
19th +14/+9/+4 +6 +10 +10 Sneak Attack 7d6, Utility Belt +9 6 6 6 6 4 2
20th +15/+10/+5 +6 +10 +10 6 6 6 6 4 2

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge (local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the Hazeknife.

Weapon and Armor Proficiency: Hazeknifes are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Hazeknifes are proficient with light armor, but not with shields.

Spells: A Hazeknife is naturally gifted in arcane magic, just as a Sorcerer. They may cast any spell they know without preparing it ahead of time. Though a Hazeknife sees it detrimental to devote knowledge to schools of magic that do not directly assist in their work, and may only choose spells from the Divination, Enchantment, Illusion, and Transmutation schools.

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

Like other spellcasters, a Hazeknife can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Hazeknife.

A Hazeknife’s selection of spells is extremely limited. A Hazeknife begins play knowing two 0-level spells and one 1st-level spell of your choice. At each new Hazeknife level, they may gain one or more new spells, as indicated on Table: Hazeknife Spells Known.

Table: Hazeknife Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th
1st 2 1
2nd 2 1
3rd 2 1
4th 3 1
5th 3 2 1
6th 3 2 1
7th 4 2 1
8th 4 2 1
9th 4 3 1
10th 5 3 2 1
11th 5 3 2 1
12th 5 3 2 1
13th 6 4 2 1
14th 6 4 2 1
15th 6 4 3 2 1
16th 7 4 3 2 1
17th 7 5 3 2 1 1
18th 7 5 3 2 1 1
19th 8 5 3 2 1 1
20th 8 5 4 3 2 2


Sneak Attack: If a Hazeknife can catch an opponent when he is unable to defend himself effectively from their attack, they can strike a vital spot for extra damage.

The Hazeknife’s attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Hazeknife flanks their target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Hazeknife levels thereafter. Should the Hazeknife score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Hazeknife can make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Hazeknife can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Hazeknife must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Hazeknife cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Hazeknifes can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding magic traps has a DC of 25 + the level of the spell used to create it.

Hazeknifes can use the Disable Device skill to disarm magic traps. Magic traps generally have a DC of 25 + the level of the spell used to create it.

A Hazeknife who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it

Utility Belt: A thief always has the right tools for the job. A Hazeknife may store any small weapon, item, or tool on their person for ease of use. These items are considered hidden, requiring a Search check with a DC equal to 20 + Utility Belt’s level + your Inteligence modifier to be discovered, and may be retrieved or stowed away as a free action. At 1st level, a Hazeknife may hide up to 4 items, with this number increasing by 1 every odd numbered level.

Thief's Instinct: Beginning at 2nd level, a Hazeknife can utilize their knowledge of other people’s things to more easily track down valuables. They gain a +5 proficiency bonus to all Search checks made to find items of interest in any lived-in, or previously lived-in structure, as well as a +5 proficiency bonus to Sleight of Hand checks made to pick a person’s pocket. These bonuses increase by +2 at 6th level, and every 4 levels thereafter.

Play Dead: At 3rd level, a Hazeknife can play dead. When a Hazeknife plays dead, they can magically enter a state where they are immobilized and become limp, as well as slow their heart rate to a nearly undetectable level. While in this state they remain fully aware of their surroundings, and any creature attempting to determine if the Hazeknife is alive, even in passing, must pass a Gather Information check with a DC equal to 10 + your Hazeknife level + your Charisma modifier. If the Hazeknife reveals they are playing dead to any creature, the second time they attempt to play dead, the DC to detect them is reduced by 5, plus a further 5 for every use of Play Dead thereafter.

A Hazeknife may play dead consecutively for a number of minutes equal to their Hazeknife level.

A Hazeknife may make an attack against any target from playing dead, so long as the target is within their attack range. This attack counts as though the target were being flanked, and can thus utilize Sneak Attack. This attack requires a full round to stand up and attack, and is made with your highest base attack bonus.

Deft Hands: At 10th level, a Hazeknife has honed their focus in combat and is able to quickly turn the tables on an opponent. Any time a creature misses a melee attack against them, a Hazeknife may make a Sleight of Hand check to swiftly disarm the creature. The creature may make an opposed Reflex save to maintain a hold on their weapon. Deft hands may only be used against people or creatures within one size category of the Hazeknife (i.e., a medium sized Hazeknife may only disarm small, medium, or large creatures), and the creature must be using a weapon that is able to be disarmed.

Epic Hazeknife

Table: The Epic Hazeknife

Hit Die: d6

Level Special
21st Utility Belt +10, Epic Deft Hands, Bonus Feat
22nd Sneak Attack 8d6, Thief's Instinct +15
23rd Utility Belt +11
24th Bonus Feat
25th Sneak Attack 9d6, Utility Belt +12
26th Thief's Instinct +17
27th Utility Belt +13, Bonus Feat
28th Sneak Attack 10d6
29th Utility Belt +14
30th Thief's Instinct +19, Bonus Feat

6 + Int modifier skill points per level.

Epic Deft Hands: At 21st level, the epic Hazeknife has become so adept at reading an opponent that they may utilize Deft Hands at any time, so long as they are within melee range, and their target is wielding a weapon that can be disarmed. When in combat, if used during your turn, Deft Hands counts as a standard action.

Utility Belt: Utility Belt gains a level at 21st level and every 2 levels thereafter.

Sneak Attack: Sneak Attack's bonus damage becomes 8d6 at 22nd level, with an additional d6 every 3 levels thereafter.

Thief's Instinct: Thief's Instinct's proficiency bonus increases to +15 at 22nd level, with an additional +2 every 4 levels thereafter.

Bonus Feats: The epic Hazeknife gains a bonus feat (selected from the list of epic Hazeknife bonus feats) at 21st level and every 3 levels thereafter.

Epic Hazeknife Bonus Feat List: Blinding Speed, Combat Archery, Distant Shot, Epic Dodge, Epic Prowess, Epic Reflexes, Epic Skill Focus, Epic Weapon Focus, Epic Weapon Specialization, Epic Will, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Improved Combat Casting, Improved Combat Reflexes, Improved Favored Enemy, Improved Manyshot, Improved Sneak Attack, Improved Spell Capacity, Intuitive Trapfinding, Legendary Climber, Legendary Leaper, Overwhelming Critical, Devastating Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Polyglot, Self-Concealment, Storm of Throws, Superior Initiative, Swarm of Arrows, Tenacious Magic, Two-Weapon Rend, Uncanny Accuracy.


Back to Main Page3.5e HomebrewClassesBase Classes -->