Kryael (3.5e Class)

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These beings are ones who are both gifted and cursed with the powers of both Light and Darkness. They are truly an enigma amongst anyone in society and are typically though of as the harbingers of an end. These beings are scarce, as very few mortals are born with such powers and even fewer still manage to acquire these powers later in life. Not much is known about these beings, only that their power is something to behold and they are certainly not to be underestimated in battle. Because of this, it is also unknown what side these beings follow or who they work for. Perhaps these beings are simply the consequence of some unfortunate event and are not heralds at all, but simply mortals with unique abilities who follow whatever path they desire. In either case, what can be said for these beings is that, while they may not do harm directly, trouble always seems to follow them, as there are many on both sides who would wish to harbor their powers and use them for their own gain.

Making a Kryael[edit]

Kryaels are strong on their own, using their abilities to strong advantages. Their abilities to use abilities that follow either the Light or Darkness descriptors or both makes them difficult to counter correctly for some, but easily predictable and effortless to others. When working with a party, Kryaels are usually swift combatants that deal damage quickly and allow others to take the blunt of the battle; however, they are perfectly capable of holding their own against any foe. With these strengths, however, comes a price. Kryaels are immediately considered to be outsiders, natives to two planes: the Plane of Light and the Plane of Darkness. This makes them susceptible to any kind of banishment and it is a 50% chance for the Kryael to be sent to one plane or the other. In addition, it is impossible for Kryaels to exist on either plane without losing their abilities. The duration of the loss of their abilities is usually random, ranging anywhere from as soon as they leave the plane to their abilities being lost forever. Kryaels are also susceptible to being countered by spells or abilities with the Light or Darkness descriptors, based on whatever ability they are using at the time. Kryaels have little crowd controlling abilities, usually ranging between a simple flash of light to blind their opponents to a shroud of darkness in the area to grant them concealment. Kryaels are strongest in their offensive abilities, but they do have strong defensive abilities, as well. Their control over Light and Darkness allows them to manipulate the surrounding areas to turn them invisible at will, but only for a limited time, and such an ability is taxing. In addition, they can use their control of Light and Darkness to increase their evasiveness, as well as ward off energy-based damage. It is best when playing a Kryael to balance out these abilities to prevent your opponents from harming you while dealing out damage quickly to them.

Abilities: Kryaels must be wise if they desire to control their abilities, making Wisdom their top priority, since it enhances the effectiveness and power of their abilities, as well as how many times per day they may use them. Intelligence may also be desirable if the Kryael wishes to master more skills.

Races: Very few members of any race are born as a Kryael and even fewer achieve the power elsewise. This being said, the power of a Kryael is not limited to any one race, as it is usually a simple random event that creates a Kryael.

Alignment: A Kryael may choose to learn in any directly he or she pleases.

Starting Gold: 4d4×10 gp. (80 gp.)

Starting Age: Simple.

Table: The Kryael

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Attunements per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 The Wiser Mind, Aura of Light and Darkness 2
2nd +1 +0 +0 +3 Levitation, Shadow is Light, Light is Shadow 3
3rd +2 +1 +1 +3 3 2
4th +3 +1 +1 +4 Wisdom is Survival 3 3
5th +3 +1 +1 +4 Forceful Aura 3/day 4 3 2
6th +4 +2 +2 +5 Protective Aura 4 3 3
7th +5 +2 +2 +5 4 3 3 2
8th +6/+1 +2 +2 +6 Forceful Aura 4/day, Light and Shadow Step 4 3 3 3
9th +6/+1 +3 +3 +6 Alerting Aura 4 4 3 3 2
10th +7/+2 +3 +3 +7 --- 4 4 3 3 3
11th +8/+3 +3 +3 +7 Forceful Aura 5/day 4 4 3 3 3 2
12th +9/+4 +4 +4 +8 Powerful Aura 4 4 3 3 3 3
13th +9/+4 +4 +4 +8 Repelling Aura 4 4 4 3 3 3 2
14th +10/+5 +4 +4 +9 Forceful Aura 6/day 4 4 4 3 3 3 3
15th +11/+6/+1 +5 +5 +9 --- 4 4 4 3 3 3 3 2
16th +12/+7/+2 +5 +5 +10 4 4 4 3 3 3 3 3
17th +12/+7/+2 +5 +5 +10 Forceful Aura 7/day, Rejuvenating Aura 4 4 4 4 3 3 3 3 2
18th +13/+8/+3 +6 +6 +11 4 4 4 4 3 3 3 3 3
19th +14/+9/+4 +6 +6 +11 4 4 4 4 3 3 3 3 3
20th +15/+10/+5 +6 +6 +12 Forceful Aura 8/day, Powers of the World 4 4 4 4 3 3 3 3 3

Class Skills (4 + Int modifier per level, × 4 at 1st level)
The class skills (and key modifier for each) of a Kryael are: Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis).

Class Features[edit]

Kryaels are strongly attuned with both Light and Darkness and use their abilities in a manner to compliment both of them.

Weapon and Armor Proficiency: Kryaels are fast fighters, but can still fight in a suit of armor efficiently.. They are proficient with all simple and martial weapons and are proficient with light, medium, and heavy armors, but are not proficient with shields.

Attunements (Su): Attunements is the name given to the abilities the Kryael use. These abilities are considered to be supernatural abilities, which means they ignore spell resistance, cannot be dispelled or countered, and do not provoke attacks of opportunity, nor require concentration checks, and using them is a standard action. These Attunements are the harmony called upon by the Kryael to use their abilities over Light and Darkness in synchrony. Using Attunements manifests a visible form of energy based on Light and Darkness and calls upon their power to either strike out at the Kryael's foes or alter the surrounding areas. They may also be imbued with the Kryael's weapon, or the Kryael, himself or herself. All Attunements are derived from the Kryael's Aura.

The DC of saving throws for Attunements is equal to 10 + the Attunement's level + the Kryael's Wisdom modifier. The Kryael also has a Divine Caster Level equal to his or her class level.

Kryaels pull their Attunements specifically from the Krayel Attunement list. Like a Cleric, a Kryael knows all of the Attunements on his or her list. Unlike most Wisdom casters, however, Kryaels are spontaneous caster, allowing them to call upon their powers over Light and Darkness to aid them more effectively for any given situation.

The Wiser Mind (Ex): Starting at 1st level, Kryaels may add their Wisdom modifiers instead of their Strength or Dexterity modifiers for their attack and damage rolls.

Aura of Light and Darkness (Su): Also starting at 1st level, Kryaels begin to emanate a special aura that shows their power.

Levitation (Ex): Starting at 2nd level, Kryaels can command the energies of Light and Shadow to create a small vortex beneath them which levitates above the ground. This form of levitation puts the Kryael 10 ft. above the ground and acts as a cushion from fall damage (but does not slow the rate at which the Kryael falls). The surface below the Kryael must be level and unmoving for this ability to prevent fall damage. The Kryael may dismiss and call upon this ability as a free action.

Shadow is Light, Light is Shadow (Ex): Also starting at 2nd level, Kryaels can manipulate the energies of an area to reverse any effects created by an ability with the "Light" or "Darkness" descriptor. They may also use this ability to create light in an area that has no light source or cause a light source to release darkness.

(Su) Starting at 3rd level,

Wisdom is Survival (Ex): Starting at 4th level, the Kryael may add his or her Wisdom modifier as a Dodge bonus to their AC.

Forceful Aura (Su): Starting at 5th level, the Kryael may use his or her aura to knock enemies within 5 ft. of him or her away. This ability releases a blast of Light and Darkness energy to knock anyone within range back 10 ft. Using this ability is considered a swift action and may only be used once per turn. The Kryael may use this ability three times per day plus his or her Wisdom modifier. This number of times the Kryael may use this ability increases by one every three levels.

Protective Aura (Su): Starting at 6th level, the Kryael's Arua has now grown accustom to the vulnerability of its Kryael. The Kryael's Aura now offers the Kryael a damage reduction of 5 against all attacks made against him or her.

Light and Shadow Step (Su): Starting at 8th level, the Kryael may now use his or her Aura in a manner that allows quick displacement of their body into another area. They may use their aura to travel between sources of light and shadow within a 60 ft. area around them. This ability is considered a swift action and may only be used once per turn. The Kryael may use this ability before or after moving, but not after taking a standard action. The Kryael cannot use this ability if they cannot take their normal move action or are prone.

Alerting Aura (Su): Starting at 9th level, the Kryael's Aura begins to alert him or her of entities within the area. This ability is similar to Blindsense and has a range of 60 ft.

(Su): Starting at 10th level,

Powerful Aura (Su): Starting at 12th level,

Repelling Aura (Su): Starting at 13th level, the Kryael's Aura is now more familiar with the types of magical abilities that exist within the world and how they affect its Kryael. The Kryael's Aura now offers the Kryael an energy resistance of 15 against all energy-based attacks made against him or her.

(Su): Starting at 15th level,

Rejuvenating Aura (Su): Starting at 17th level, the Kryael's Aura has bonded with the very life force of the Kryael. The Kryael now heals 10 points of damage every round. In addition, any ability damage dealt or ability points drained now begin to recover or heal at a rate of 1 point every 10 rounds (1 point per minute outside of combat).

Powers of the World (Su): Starting at 20th level,

Kryaels of Changing Alignment[edit]

Kryaels do not suffer penalties from changing alignments other than the normal consequences that follow from doing such.

Kryaels are not forbidden from multiclassing into any other classes.

Epic Kryael[edit]

Table: The Epic Kryael

Hit Die: d10

Level Special
21st ---
23rd Forceful Aura 9/day
25th Living Aura
26th Forceful Aura 10/day
29th Forceful Aura 11/day
30th Guardian Aura

4 + Int modifier skill points per level.

(Su): Starting at 21st level,

Living Aura (Su): Starting at 25th level, a Kryael's Aura begins to develop a conscious and personality of its own. It may communicate with its Kryael and may provide it with information about its surroundings. It is also capable of communicating with the very being of others and may act as a translator for the Kryael, allowing it to speak with others without the Kryael knowing the being(s)'s language. This also gives the Kryael immunity to any Diplomacy or Intimidation attempts made to force the Kryael to act outside of its alignment.

Guardian Aura (Su): Starting at 30th level,

Human Kryael Starting Package[edit]

Aratol, Male Human, Level 1 Kryael


  • Strength: 11 (+1)
  • Dexterity: 16 (+3)
  • Constitution: 14 (+2)
  • Intelligence: 15 (+2)
  • Wisdom: 18 (+4)
  • Charisma: 13 (+1)
  • HP: 12

Alignment: True Neutral.

Weapons: Longsword.

Skill Selection: Level 1 Skill Points: (4 + Int × 4) (1st Level) + 4 (Human bonus skill points).

Skill Ranks Ability Armor
Gather Information 4 Cha
Heal 4 Wis
Knowledge (History) 4 Int
Knowledge (Planes) 4 Int
Listen 2 Wis
Sense Motive 4 Wis
Spot 2 Wis
Survival 4 Wis

Feat: Intuit.

Racial Bonus Feat: Weapon Focus (Longsword).

Gear: Leather Armor, Bedroll, Flint and Steel, Mess Kit, Cooking Pot, Waterskin, Firewood (Per Day) x3, Meal (Common) x9.

Gold: 4d4×10 gp. (80 gp.)

Campaign Information[edit]

Playing a Kryael[edit]

Religion: Kryaels do not typically choose sides when it comes to religion, but they will choose to worship any deity that they believe is close enough to understanding their unique situation. Since most are True Neutral, due to the way they interpret their powers and their belief in equilibrium, typically any deity that is aligned so is the prime subject for worship amongst Kryaels.

Other Classes: Other classes typically see Kryaels as an enigma and as a force to be reckoned with on the battlefield. They believe that Kryaels have potential far beyond that of any ordinary mortal and that it could either bring about eternal peace or the end of the world if the balance between their powers is not kept in check.

Combat: Kryaels are typically quick, high-damaging combatants. Belonging neither to the spellcasting clan or the typical Fighter ilk, Kryaels can be very versatile and are hard to counter if one does not know how to fight such an opponent. Having abilities that allow for high defense and powerful offense makes them a key combatant in the front lines, as well as behind the scenes. Because of their aura, though, it makes it difficult to be stealthily, so taking up the role of a Rogue is usually a futile idea. Kryaels have strong healing abilities, as well, and abilities that can protect their allies from harm, making a support role also a viable choice for a Kryael.

Advancement: Kryaels already have a strong range of abilities that make them formidable on the battlefield. Becoming Druids is typically the only common path for multiclassing for Kryaels, as Druids hold beliefs of balance and equality, much of things that the Kryael must abide by if they wish to keep their powers in equilibrium. Of course, if a Kryael is already planning on deviating from the path of balance, multiclassing into something that would give them more power of abilities is nothing to be looked over. This said, the Kryael is not banned from multiclassing into anything, but must keep in mind what the costs are of doing so.

Kryaels in the World[edit]

Balance must be maintained. Light and Darkness are merely two sides of the same coin. If one is to harness the powers of both, they must exist within the center of that coin, becoming the very material that both separates and conjoins these powers. -- Aramal, Human Kryael

Kryaels do not typically belong anywhere. They make there homes where they please and most will typically keep themselves in isolation; however, those who choose to follow a path that does not lead toward equilibrium typically find themselves at the top of the ranks in whatever area of society they find themselves in.

Daily Life: A Kryael's daily life, aside from whatever responsibilities they have in whatever society they find themselves in, typically consists of spending time meditating on their powers, making sure to bring them into balance and communicating with the very essence of Light and Darkness, themselves. Of course, this is typically for those who are True Neutral. Those who do not follow the path of equality will usually find ways to increase the power of their dominate essence while still holding onto the other side of their being. Those who are further away from True Neutral, however, will sometimes take whatever means they can to suppress or completely eliminate the other side of their being in attempts to completely dominate one essence. Otherwise, in either case, the rest of a daily life of a Kryael is whatever they choose to do for the remainder of that day.

Notables: Aramal, one of the most powerful Kryaels to ever exist, was one of the few Kryaels to step above the rest and take a chance at climbing the ranks of the world. Following Druidic beliefs, she united several regions of the world, bringing peace and teaching the ways of balance and serenity to the people she led. Others are known as Esela and Rora. Esela was one who believed that the Light should prevail, expelling almost all existence of Darkness within his being. Rora had the opposite belief, banishing nearly all traces of Light in her being, believing that Darkness is the only way to power.

Organizations: Kryaels tend to be solitary, but some will work with whatever organization holds their beliefs. Most will find themselves amongst Druids, learning and teaching the ability to channel and balance their powers. However, if you know where to look, you'll find some whose hearts lean away from that of equilibrium amongst the ranks of Paladins or Blackguards, lending their unique power to the never-ending battle between the two factions.

NPC Reactions: Most common NPCs fear the Kryaels, seeing them as unstable beings of forbidden power. They believe that they could easily snap at any moment and lose control of their powers, unleashing them upon the world, destroying anything in their path. For those that know better, such as those that have power of their own, like the Paladins and Blackguards, see the Kryaels as sources of power to be trained and used against their enemies. Druids see them as wondrous enigmas and will do what they can to lead them toward the path of balance.

The Three: The three most notable and powerful Kryaels, Aramal the Sage, Esela the Liberator, and Rora the Vengeful, once held the highest position amongst mortals. Many called them "The World Guardians" and believed that they held domains within each region of a person's being, leaning from those of the Lawful and Good ends to the Evil and Chaotic ends. These three acted as symbols of the range of power within each person, with Esela at the end of Law and Good, beaming with the purest of Light, Rora on the end of Chaos and Evil, shrouded in the most heinous of Darkness, and Aramal, the keeper of balance, standing in the middle, her control over both Light and Darkness keeping the two overwhelming powers at bay, protecting those who seek serenity from the manipulation and temptation of either side. Esela and Rora, believing that the only way for either of them to rule is to eliminate the other. Esela, leading his legion of powerful Paladins, and Rora, leading her horde of wrathful Blackguards, departed to take part in a great battle that came to be known as "The War of the Great Powers". For three days, these mortals fought endlessly until Esela and Rora finally met on the battlefield. Their battle was one to behold, corrupting the very ground and air around them. Anyone within the area when their blades collided were erased by the overwhelming might of the two conflicting powers. Their battle was not long-lived, however, as Aramel, the great Sage of Serenity, descended onto the battlefield and confronted the two. She quelled the conflict between the two by sacrificing herself, destroying the other two in the process. With the loss of these three great beings, the world returned to its normal state of conflict and change, allowing new rulers to step up and take over, but none have commanded such power as those three. There are some, however, the believe that the new Sages of the world are descendants of these three and that they may one day arise to hold such power as those three did.

Kryael Lore[edit]

Characters with ranks in Knowledge (History) can research Kryaels to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History)
DC Result
5 Kryaels are powerful mortals that command both Light and Darkness.
10 Kryaels have strong offensive and defensive abilities.
15 Kryaels command their abilities through their Aura.
20 Any specific information regarding knowledge related to a specific situation.

Kryaels in the Game[edit]

Kryaels are powerful combatants and have a unique standpoint in the game, as they are one of the few beings to deal damage in the form of pure Light and pure Darkness. Kryaels believe that balance and equilibrium are the key goal in life for all things, so their dominion over Light and Darkness usually remains equally balanced in all things that they do. Most of them are True Neutral, so their abilities are well rounded and versatile, allowing them to be equally efficient and effective in any situation. Most Kryaels will restrain their power, however, and will usually teach others to control their abilities and use them in a manner that brings balance and peace. Of course, even those that aren't True Neutral will still fight, but use their abilities in a manner that doesn't show favor to one power or the other. Usually Kryaels work well together with almost anyone and are typically known to be both the damage dealers in the party and the tanks of one, as well.

Adaptation: For those that want a more simple version of this class, the Kryael class can be reworked to have their abilities be simply based around Fire and Cold damage, Fire being the replacement over Light and Cold being the replacement over Darkness, in order to avoid confusion and difficulty fitting in custom damage types into a campaign.

Sample Encounter: If the party comes across a sacred Druid grove or other such shrine or monument to balance and peace, a Kryael might be around the area, either guarding or visiting the area. If the Kryael believed that you might bring harm to the area, they might engage you to protect the area.

EL : An encounter for a low-level Kryael on a typical campaign would probably come into play around the time the party would start encountering CR 10 enemies. They can range up to as high as the epic levels, though, and still give the party a challenge.

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