Harbinger of Darkness (3.5e Class)

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Harbinger of Darkness[edit]

The Harbinger of Darkness focuses on honing his blade and a deeply infused Dark Magic within him to protect his allies, and to consume his foes.

Making a Harbinger of Darkness[edit]

The Harbinger of Darkness is a melee DPS who is the definition of a bruiser. They can win a duel with an enemy, or take a magical attack from a Dragon once he masters his craft enough. Within a party he is best to be left to do the killing, as they don't tend to be in a very supportive mindest most of the time.


Races: Any race that has no quarrel using magic.

Alignment: Any non-good.


Starting Age: As Fighter.

Table: The Harbinger of Darkness

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Bonus Feat
2nd +2 +3 +0 +0 Bonus Feat
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Bonus Feat
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Bonus Feat
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Bonus Feat
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Bonus Feat
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Bonus Feat
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).

Class Features[edit]

 All of the following are class features of the Harbinger of Darkness.

Weapon and Armor Proficiency: Harbingers of Darkness have been delved into the depths of Darkness, usually with no memory of such, and are thus brought back up proficient in all light and medium armors, all simple weapons, but usually prefer the one exotic weapon they are proficient in.

Cleave- At first level, the Harbinger of Darkness gets the Cleave feat. If they already have this feat, they get Improved Cleave instead.

Dark Prophecy- At second level, The Harbinger of Darkness, once per round, a Harbinger of Darkness can select an enemy and use their forming dark powers to analyze them, either learning their Armor Class, or learning what one of their possible next actions may be.

Dark rooting- At third level, The Harbinger of Darkness may once per encounter roll for a ranged touch attack, and if it hits, it will root anyone within a 5' circle in place for 1d2 rounds.

Bonus Feat- At Fourth level, the Harbinger of Darkness can pick a bonus Combat Feat.

Bonus Feat- At Fifth level, the Harbinger of Darkness can pick a bonus Combat Feat.

Dark infusion- At Sixth level, The Harbinger of Darkness can infuse the Darkness he has embraced within his weapon. This takes 24 hours of preparation, and once copmleted, his weapon deals and extra 1d4 damage, and an opponent's AC takes a -2 when attacked by this weapon when in hands of the Harbinger.

Eyes of Darkness- At Seventh level, The Harbinger of Darkness's natural eyes are burned out and replaced with pits of dark energy. He gains the Blindsight feat.

Dark infection- At Eigth level, The Harbinger of Darkness, on a confirmed hit, once per day, infect the mind of an enemy and turn them to serve his bidding. The target must pass a DC 10+1/4 damage dealt+ 1/2 Harbinger's character level on a Will Save to not be turned. Turning lasts for 1 day, then the target dies. The target cannot die from the Harbinger's attack for this to work. Target is not healed upon turning.

Bonus Feat- At Ninth level, The Harbinger of Darkness can pick a Bonus Feat

Bonus Combat Feat- At Tenth level, The Harbinger of Darkness can pick a bonus combat feat.

Dark Agility- At Eleventh level, the Harbinger of Darkness gains a permanent +3 to all reflex saves

Eat the shadows-At Twelfth level, the Harbinger of Darkness can find a shadow that would take Darkvision to see through, and literally consuming it, gaining 1d8 missing HP. This can only be performed as a movement action or outside of combat.

Greater Dark Infusion- At Thirteenth level, and with another 24 hours of preparation, the Harbinger of Darkness can take a weapon already affected by Dark Infusion, and increase the bonus damage to 1d12 if an exotic weapon, or by another 1d4 if a simple weapon. The AC reduction remains at -2, but the weapon will now ignore all deflection bonuses the target may have.

Fade to Darkness- At Fourteenth level, the Harbinger of Darkness can, once per day, fade to an incorporeal being of darkness to avoid a hit by an enemy. He reforms on his next round of combat.

Blot out the sun- At Fifteenth level, the Harbinger of Darkness can, once per day, blot out any natural light in a 30 foot radius around him. in this Darkness, he gains +2 AC, +2 BAB, and is considered invisible to enemies within it if they fail a DC 15+1/2 harbinger level will save.

Bonus Combat Feat-At sixteenth level, the Harbinger of Darkness gains a bonus combat feat

Bonus Combat Feat- At seventeenth level, the Harbinger of Darkness gains a bonus combat feat

Submit- At eighteenth level, the Harbinger of Darkness can, once per week, force any enemies within 10 feet of him to submit to the darkness, and they will follow any one order he gives.

Complete Dark Infusion- At Nineteenth level, the Harbinger of Darkness, with 24 hours of preparation on a weapon affected by Greater Dark Infusion, can give his weapon the Vorpal Blade trait.

The End of Days- At twentieth level, the Harbinger becomes a being of pure dark energy. While this does not mean he is evil, he radiates dark energy. He gains the perfect body trait. Additionally, once per month, Fade to Darkness, and walk for fifty feet. He can walk through people during this time as though a ghost. After the distance limit (total, not traveled from original point), anyone who he walks through falls dead and their soul is consumed by the darkness. These individuals cannot be resurrected.



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