Lord of The Dark Magic (3.5e Prestige Class)

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Lord of The Dark Magic[edit]

You saw it, that orphanage assaulted me first! It was self defense when I nuked it and the surrounding 100 feet...

Prerequisites[edit]

Alignment: Any Evil

Languages: Abyssal or Infernal

Skills: Intimidate 4, Knowledge [arcana] 8, Spellcraft 8

Spells: Must be able to cast at least two spells with the Evil descriptor.

Special: Must have committed "an act of unspeakable evil", similar to the means of lichdom.

Table: The Lord of The Dark Magic
Hit Die: d4
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Aura of Ineffable Evil, Poison Use, Mark of Corruption -
2nd +1 +0 +0 +3 Black Heart +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Evil Soul, Dark Familiar +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Mark of Corruption +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Body Drain +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Soul Eater, Light Aversion +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Dark Sustenance, Mark of Corruption +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Black Aura +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Unholy Appearance +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Evil Apotheosis, Mark of Corruption +1 level of existing arcane spellcasting class
Class Skills (2 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Intimidate (Cha), Knowledge (all skills) (Int), Profession (Wis), Sleight Of Hand (Dex), and Spellcraft (Int).

Class Features[edit]

All the following are class features of the Lord of The Dark Magic

Aura of Ineffable Evil (Ex): The power of a Lord of The Dark Magic’s aura of evil (see the detect evil spell) is equal to twice her Lord of The Dark Magic level, due to the extreme bind to the powers of evil.

Poison Use (Ex): Lords of The Dark Magic are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Mark of Corruption (Su): As the Lord of The Dark Magic grows more in tune with the powers of evil, his body changes, growing more monstrous and frightening. For every Mark of Corruption gained, you get a +2 profane bonus to your Intimidate check, and -2 on social skill checks, in addition to the effects below. At each level you may choose one of the following:

Dread Aura: You may gain a +1 profane bonus to caster levels for 1 round, as a swift action, 3/day. Can be taken multiple times, increasing the caster level bonus.

Vile Blood: Your blood runs with vile venom, making you immune to poison. In addition your blood may be used as a poison, DC 10 + Con modifier, dealing 1d6/1d6 Con damage. Can be taken multiple times, increasing the save DC by 2 each time. To apply to a weapon you must damage yourself.

Blackened Wings: Gain wings, which are only good for slowing falls. Treat as under the effects of Feather Fall. Can be taken multiple times, granting Glide of 5 ft forward every 10 ft, then granting Flight (30 ft) poor maneuverability, and finally Flight (60 ft) average maneuverability.

Devil Hide: Gain +1 natural armor. Can be taken multiple times.

Scorched Skin: You gain fire resist 3. Can be taken multiple times, granting fire resist 6, 9, and 12.

Bubbling Skin: You gain acid resist 3. Can be taken multiple times, granting acid resist 6, 9, and 12.

Pale Skin: You gain cold resist 3. Can be taken multiple times, granting cold resist 6, 9, and 12.

Monstrous Tail: Gain a lashing devil tail natural weapon. Treat as a whip. Can be taken multiple times. Each time it upgrades to a masterwork whip, a whip +1, and a whip +2 or enchanted to +2 bonus.

Devil Claws/Fangs/Horns: Gain a natural weapon, either two claws for 1d4, or one bite or gore for 1d6. Can be taken multiple times, either adding a new natural weapon or upgrading the damage to the next size category.

Glowing Eyes: Gain Darkvision at 30 ft. Can be taken multiple times, giving another +30 to its range each time.

Succubus/Incubus Lips: With a kiss you can deal 1d3 Con damage. If unwilling, you must grapple the target. Can be taken multiple times, raising the damage to 1d4, 1d6, and finally 1d8.

Serpent Tongue: +2 Bluff and Diplomacy. Can be taken multiple times, adding the benefit again. Doing this eventually cancels out the penalties for having Marks of Corruption.

Discolored/Disfigured Skin: -2 to Disguise checks but +1 DC to any fear inducing effects. Can be taken multiple times, adding the benefit again.

Dead Heart: You gain Light Fortification as your vitals shut down. Can be taken multiple times, granting Timeless effect and preventing aging, then Medium Fortification, and finally granting Immortality.

Dark Mind: You no longer need to sleep and are immune as an elf, can be taken multiple times. With each time you gain +4 vs mind effecting on saves, Detect Thoughts as a Spell-Like ability 3/day, and finally Telepathy at will.

Black Heart (Su): Lords of The Dark Magic get an profane AC bonus equal to half their class level, rounded down. When struck with any spell of the Good descriptor, this shield is disabled for 1d4 rounds.

Evil Soul (Ex): At level 3 the Lord of The Dark Magic gets +1 DC to spells of the Evil descriptor.

Dark Familiar (Su): At 3rd level the Lord of The Dark Magic's familiar gains the fiendish template. If they do not have a familiar this ability has no effect.

If the Lord of The Dark Magic has Ranger or Druid levels they may instead acquire a fiendish companion instead of an animal companion.

Body Drain (Su): At level 5 the Lord of The Dark Magic can cannibalize their own well-being to power their damaging spells. By taking 1 damage per level of spell being cast, an additional 1d4 negative energy damage per spell level is applied. So, Magic Missile would be 1d4+1 force and 1d4 negative and take 1 hp. Greater Shout would be 10d6 sonic and 8d4 negative energy for 8 hp.

If this is being used on a spell with the Evil descriptor it instead deals 1d6 per level instead of 1d4.

Soul Eater (Su): If in possession of a soul (such as by Trap The Soul or other means) they may consume the soul as a standard action, and gain temporary hp equal to the HD of the trapped creature. Multiple 'feasts' do not stack, they overwrite. The effect lasts 24 hours.

Light Aversion (Ex): The Lord of Dark Magic has gone too deep into the depths of evil, and begins to shun that which stands for good and light, the sun. They gain Light Sensitivity, where they are dazzled in bright sunlight or within the radius of a daylight spell.

If they already possess Light Sensitivity, they instead gain Light Blindness, where they are blinded by abrupt exposure to bright light (such as sunlight or a daylight spell) for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

If they already possess Light Blindness they keep that and in addition take 3d6 nonlethal damage, or 1d6 per level of the spell if the blindness comes from there.

Dark Sustenance (Su): The Lord of Dark Magic is treated as wearing a Ring of Sustenance, as their body now feeds off of negative emotions floating through the world, and a connection to negative energy. In addition, if in a Desecrated or Unhallow area, they gain fast healing 1. Likewise, they do not heal naturally when resting in a Consecrated or Hallow area, and as it is discomforting they would generally avoid such places anyway.

Black Aura (Sp): The Lord of Dark Magic is surrounded by visible darkness at level 8. They are treated as having a continuous Darkness spell and thus 20% miss chance, to a range of 10 ft. They may see through their own darkness, but this does not apply to nearby allies. If dispelled, it reappears in 1d4 rounds.

Unholy Appearance (Su): The Lord of Dark Magic can unsettle foes with its mere presence. The ability takes effect automatically whenever the The Lord of Dark Magic attacks. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the The Lord of Dark Magic. A potentially affected creature that succeeds on a Will save (DC 10 + ½ The Lord of Dark Magic’s HD + The Lord of Dark Magic’s Cha modifier) remains immune to that The Lord of Dark Magic’s Unholy Appearance for 24 hours. On a failure, creatures who are Good are frightened for 3d6 rounds, Neutral are shaken for 3d6 rounds, and Evil are fascinated for 3d6 rounds.

Evil Apotheosis (Ex): The Lord of Dark Magic becomes a Native Outsider with the Evil subtype. They may still be raised and resurrected, and the change is usually accompanied by a disturbing change which makes their fiendish nature apparent.

Ex-Lord of The Dark Magic[edit]

A Lord of The Dark Magic who ceases to be evil loses all Lord of The Dark Magic abilities (although he retains caster levels gained). He may not progress any further in levels as a Lord of The Dark Magic. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.



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