Mageblade, Variant (3.5e Class)

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Estranged masters of the blade. Combining the arcane arts with their martial arts in ways that make them highly effective front-line combatants.

Making a Mageblade[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Strength for Melee effectiveness & damage. Dexterity for Armor, Constitution for Health & Concentration, Charisma for spellcasting

Races: There's too few of these known to have a typical race

Alignment: While they may be of any alignment, they are rarely of an extreme. Typically have some "Neutral" component

Starting Gold: starting gold; 2d4 ×10 gp (average starting gold, 50gp).

Starting Age: "As fighter"

Table: The Mageblade

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +2 Arcane Flexibility, Durable Casting, Mageblade Casting (+2) 2 1
2nd +2 +3 +0 +3 Spell Blade 2 1
3rd +3 +3 +1 +3 Arcane Grace, Blade Magic (1d4), Mageblade Casting (+3) 2 1
4th +4 +4 +1 +4 Arcane Protection 3 2 1
5th +5 +4 +1 +4 Arcane Pressure (Half) 3 2 1
6th +6/+1 +5 +2 +5 Arcane Assault, Mageblade Casting (+4) 3 2 1 1
7th +7/+2 +5 +2 +5 Blade Magic (1d6) 3 3 2 1
8th +8/+3 +6 +2 +6 Arcane Adaptation 3 3 2 1 1
9th +9/+4 +6 +3 +6 Mageblade Casting (+5) 3 3 2 2 1
10th +10/+5 +7 +3 +7 Uncanny Dodge 3 3 3 2 1 1
11th +11/+6/+1 +7 +3 +7 Blade Magic (1d8) 3 3 3 2 2 1
12th +12/+7/+2 +8 +4 +8 Mageblade Casting (+6) 3 3 3 3 2 1 1
13th +13/+8/+3 +8 +4 +8 Mettle 3 3 3 3 2 2 1
14th +14/+9/+4 +9 +4 +9 Arcane Pressure (Full) 3 3 3 3 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Blade Magic (1d10), Mageblade Casting (+7) 3 3 3 3 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 3 3 3 3 3 3 2 1 1
17th +17/+12/+7/+2 +10 +5 +10 Improved Uncanny Dodge 3 3 3 3 3 3 2 2 1
18th +18/+13/+8/+3 +11 +6 +11 Mageblade Casting (+8) 3 3 3 3 3 3 3 2 1 1
19th +19/+14/+9/+4 +11 +6 +11 Blade Magic (1d12, Full Attack) 3 3 3 3 3 3 3 2 2 2
20th +20/+15/+10/+5 +12 +6 +12 3 3 3 3 3 3 3 3 3 3

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge: Arcana (Int), Knowledge: One other of choice (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), & Tumble (Dex).

Class Features[edit]

<-fluff about class features->. All of the following are class features of the Mageblade.

Weapon and Armor Proficiency: The Mageblade is proficient with all light & medium armors. They are proficient with all simple weapons & one martial or exotic light or one handed slashing weapon of choice.

Spells: A Mageblade casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

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

Like other spellcasters, a Mageblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Mageblade. In addition, he receives bonus spells per day if he has a high Charisma score.

A Mageblade’s selection of spells is extremely limited. A Mageblade begins play knowing 2 0-level spells and 1 1st-level spell of your choice. At each new Mageblade level, he gains one or more new spells, as indicated on Table: Mageblade Spells Known. (Unlike spells per day, the number of spells a Mageblade knows is not affected by his Charisma score; the numbers on Table: Mageblade Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Mageblade has gained some understanding of by study. The Mageblade can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every fourth Mageblade level after that (8th, 12th, and so on), a Mageblade can choose to learn a new spell in place of one he already knows. In effect, the Mageblade "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Mageblade spell the Mageblade can cast. A Mageblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a Mageblade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

A Mageblade can only learn spells from the Sorcerer/Wizard's spell list that are touch, ranged touch, or personal/touch. Additionally a Mageblade can learn any spell from the school of Evocation.

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

Arcane Flexibility (Ex): A Mageblade has learned to use their spells more effectively while wearing armor of any type. A Mageblade reduces the spell failure chance of their armor by 10% plus 5% per 4 class levels as long as they have one hand free. This only applies to spells from the Mageblade spells list. Using a shield of any type (Including a buckler) negates this ability.

Durable Casting (Ex): A Mageblade has a knack for being able to concentrate on casting spells and maintaining them despite taking damage while doing so. For the purpose of making a Concentration check to cast, concentrate on, or direct a spell when he might be distracted by damage, a Mageblade subtracts his level from any hit point damage dealt to him by an attack that strikes him during the action (or whenever he is subject to a source of continuous damage, such as Melf’s acid arrow). A Mageblade still takes all the damage dealt to him, but the damage is less likely to affect his ability to cast, concentrate on, or direct spells successfully.

For example, a 1st-level Mageblade can “ignore” 1 point of damage from each source that damages him while casting a spell for the purpose of determining the DC of his Concentration check to cast successfully. If struck for 5 points of damage while casting a spell, he must make a Concentration check to successfully cast, but the DC is only 10 + 4 (damage dealt minus 1) + the spell’s level. A 5th-level Mageblade could ignore up to 5 points of damage dealt from each source that damages him during casting (and thus wouldn’t have to make a Concentration check if struck for 5 points of damage or less).

Mageblade Casting (Ex): You get a +2 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. This bonus increases by 1 at level 3 and every 3 levels thereafter. This bonus only applies when you cast a Mageblade spell and would gain the benefits of your Arcane Flexibility class feat (whether or not your armor has an arcane spell failure chance).

Spell Blade (Ex): At 2nd level the Mageblade learns to channel their touch spells through their blade. This allows a Mageblade to deliver any touch spell with a melee attack. The Mageblade must hit the target's AC to deliver the spell. If the spell allows multiple uses, then the Mageblade may make multiple attempts if their base attack bonus allows.

- This could likely be better worded, but the intent is to follow the guidelines of the individual touch spell cast in regards to the effects of a missed attack & multiple attacks in a round - 

Arcane Grace (Sp): Starting at 3rd level, you can add your Charisma modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Blade Magic (Sp): At 3rd level the Mageblade gains the ability to use an unused spell slot to infuse their blade with magic. As a standard action that does not provoke attacks of opportunity, the Mageblade may expend an unused spell slot to unleash a wave of pure arcane energy. The wave is treated as a cone (only vertical or horizontal, chosen at the time used) or a line. The cone is 10 feet long plus 5 feet per point of charisma bonus & does 1d4 damage per spell level, a line is double the length of a cone. Anyone in the area gets a reflex save for 1/2 damage. DC=10 + Spell Level + Charisma Bonus + Weapon Enhancement Bonus. A Mageblade may use this a number of times per day equal to their Mageblade class level, but no more than once per round. At 19th level a Mageblade can use this as part of a full attack action A 0 level spell (Cantrip) used uses a damage die 1 size smaller. This damage increases to 1d6 at 7th level, 1d8 at 11th level, 1d10 at 15th level, & finally to 1d12 at 19th level

Arcane Protection (Sp): Starting at 4th level, as a standard action that provokes attacks of opportunity, a Mageblade can spend an unused spell slot to gain a deflection bonus to AC equal to their charisma bonus for 5 rounds plus 2 rounds per level of the spell slot expended (1 for a 0 level spell)

Arcane Pressure (Sp): Starting at 5th level a Mageblade gains 1/2 their Charisma Modifier added to melee weapon damage rolls. At 14th level this increases to their full Charisma Modifier. This damage is considered Magic or the equivalent enhancement bonus of the weapon used, whichever is higher, for the purpose of damage reduction.

Arcane Assault (Sp): Starting at 6th level, as a swift action, the Mageblade can expend an unused spell slot to infuse their blade with elemental energy. The Mageblade's weapon deals an extra 1d4 of the chosen energy type & has an additional effect based upon the element chosen. This effect lasts for 3 rounds plus 2 rounds per level of the spell slot used. All saves are made against a DC of 10+Spell Level+Charisma Modifier+Weapon Enhancement Bonus

Fire: A successful hit deals 1d3 fire splash damage to all enemies adjacent to the target, Reflex for 1/2

Sonic: A successful hit deals 1d3 sonic splash damage to all enemies adjacent to the target, Fort for 1/2

Acid: The target takes 1d2 acid damage at the beginning of your next turn. Reflex for 1/2

Cold: The target takes 1d2 cold damage at the beginning of your next turn. Fort for 1/2

Electric: A successful hit deals 1d3 electric damage to a different target of your choice within 15 feet of the primary target. Reflex for 1/2

Force: A successful hit deals 1d3 force damage to a different target of your choice within 15 feet of the primary target. Fort for 1/2

Arcane Adaptation (Sp): Starting at 8th level, a Mageblade learns to channel his powers to increase his effectiveness with his blade. Once per round, as a swift action that does not provoke attacks of opportunity, a Mageblade may expend an unused spell slot to increase the enhancement bonus of his blade by 1 + the level of the spell slot expended. This boost lasts for 1 round plus 1 round per 4 Mageblade levels (round down). This ability does not stack with itself. If multiple Arcane Adaptations are in use, track each separately, you gain the benefit of the higher until it's duration expires.

Uncanny Dodge (Ex): Starting at 10th level, a Mageblade can react to danger before her senses would normally allow her to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still loses their Dexterity bonus to AC if immobilized.

If a Mageblade already has uncanny dodge from a different class they automatically gain improved uncanny dodge instead. Mettle (Ex): At 13th level and higher, a Mageblade is able to resist effects with great willpower of fortitude. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack. A helpless Mageblade does not gain the benefit of Mettle.

Uncanny Dodge (Ex): A Mageblade of 17th level or higher can no longer be flanked.

This defense denies a Rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more Rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Rogue level required to flank the character.

Epic Mageblade[edit]

Table: The Epic Mageblade

Hit Die: d8

Level Special
21st Mageblade Casting (+9)
23rd Bonus Feat
24th Mageblade Casting (+10)
26th Bonus Feat
27th Mageblade Casting (+11)
29th Bonus Feat
30th Mageblade Casting (+12)

4 + Int modifier skill points per level.

Mageblade Casting: Continues to increase by 1 every 3 levels starting at 21st

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic Mageblade gains a bonus feat (selected from the list of epic Mageblade bonus feats) every 3 levels after 20th.

Epic Mageblade Bonus Feat List: An epic Mageblade may choose any non-epic feat they meet the prerequisites for, or they may choose any from the following list as long as they meet the prerequisites: Armor Skin, Energy Resistance, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Great Charisma, Great Constitution, Great Strength, Improved Spell Capacity, & Spell Opportunity

Human Mageblade Starting Package[edit]

Weapons: Long Sword.

Skill Selection: Concentration, Jump, Spellcraft, Tumble

Skill Ranks Ability Armor
Concentration 4 Con
Jump 4 Str ACP
Spellcraft 4 Int
Tumble 4 Dex ACP

Feat: Weapon Focus (Long Sword)

Bonus Feats: Combat Expertise

Gear: Backpack, Waterskin, Spell Component Pouch, Trail Rations, Belt Pouch

Gold: 2d4x10.

Campaign Information[edit]

Playing a Mageblade[edit]

Religion: Mageblades normally venerate a combat oriented deity, such as Kord or Tempus, if they pay homage to any deity at all.

Other Classes: Mageblades view all other classes with equal indifference. They pity the character that lack the ability to use the Arcane Arts just as much as they pity the Arcanists that lack in the Martial Arts.

Combat: Typically taking to the front lines, equally adept in handling groups or single combat.

Advancement: Mageblades rarely multiclass or venture into Prestige Classes because they have no desire to lose any of their combat abilities or their arcane.

Mageblades in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: There are no known Mageblade organizations

NPC Reactions: <-How NPCs react to PCs of this class->.

Mageblade Lore[edit]

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

Knowledge (Arcana)
DC Result
5 -
10 Mageblades are versatile warriors that can hold their own against most opponents.
15 Mageblades are of a rare, unknown order that merges Martial Arts with the Arcane
20 <-very rare information->.

Mageblades in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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