Sorry for not posting for a few days, I was busy with real life stuff. Here it is, the Blackguard, a half-caster stealth based class with two subclasses. Ideal for stealthy mages who prefer a bit more magic than the Arcane Trickser has to offer. As with all of my classes, this can be used for non Elder Scrolls style of play, with relatively small amounts of tweaking. Obviously, the spell point system needs to be converted, as well as the spell list. For this class I would recommend a spell list similar to the sorcerer's.
Blackguard
Level
|
Proficiency Bonus
|
Features
|
Sneak attack
|
Spell points
|
Maximum
spell level
1st
|
1st
|
+2
|
Arcane Sense, Sneak attack
|
1d6
|
--
|
--
|
2nd
|
+2
|
Spellcasting, Specialization I, Arcane Slash
|
1d6
|
4
|
1
|
3rd
|
+2
|
Tools of magic, Expertise
|
1d6
|
6
|
1
|
4th
|
+2
|
Ability Score Improvement
|
1d6
|
6
|
1
|
5th
|
+3
|
Uncanny dodge
|
2d6
|
14
|
2
|
6th
|
+3
|
Broad studies
|
2d6
|
14
|
2
|
7th
|
+3
|
Specialization II
|
2d6
|
17
|
2
|
8th
|
+3
|
Ability Score Improvement
|
2d6
|
17
|
2
|
9th
|
+4
|
--
|
3d6
|
27
|
3
|
10th
|
+4
|
Shrouded by magic
|
3d6
|
27
|
3
|
11th
|
+4
|
Improved Arcane Slash, Specialization III
|
3d6
|
32
|
3
|
12th
|
+4
|
Ability Score Improvement
|
3d6
|
32
|
3
|
13th
|
+5
|
--
|
4d6
|
38
|
4
|
14th
|
+5
|
Extensive studies
|
4d6
|
38
|
4
|
15th
|
+5
|
Specialization IV, Vanish
|
4d6
|
44
|
4
|
16th
|
+5
|
Ability Score Improvement
|
4d6
|
44
|
4
|
17th
|
+6
|
--
|
5d6
|
57
|
5
|
18th
|
+6
|
Improved magical shroud
|
5d6
|
57
|
5
|
19th
|
+6
|
Ability Score Improvement
|
5d6
|
64
|
5
|
20th
|
+6
|
Hidden by shadows
|
5d6
|
64
|
5
|
Blackguard
Blackguards are
limited magic users who study the shadow arts, and learn how not to be seen.
They acquire a certain set of skills which are further enhanced by their
magical powers. They are often thieves and assassins, as well as adventurers.
Hit points:
Hit dice: 1d8 per Blackguard level
Hit points at 1st level: 8 + your endurance modifier
Hit points at higher levels: 1d8 (or 5) + your endurance
modifier per Blackguard level after the 1st.
Proficiencies:
Weapons: Simple weapons, short swords, hand crossbow,
longbow.
Tools: Thieves’ tools
Saving throws: Intelligence and Agility
Skills: Choose three from Arcana, Acrobatics,
Athletics, Perception, Deception, Performance, Persuasion, Sleight of hand,
Stealth, Insight, and Investigation.
Equipment:
You start with the
following equipment, in addition to the equipment granted to you by your
background:
·
(a)
Any simple weapon (b) Light crossbow with 20 bolts
·
(a)
Short sword (b) Longbow
·
(a)
A scholar’s pack (b) a burglar’s pack
·
Two
daggers and thieves’ tools
Arcane Sense: Starting at 1st
level, you gain the ability to attune yourself to magical energies, granting
you supernatural senses. As an action, you can call upon your inner magical
power. Until the end of your next turn, you will be aware of magical items,
active magical effects, Daedric and undead creatures within 60 feet of you that
is not behind total cover. You will know the type of magic and approximate strength
of magic items you see, and you will be aware of the Daedric or undead nature
of creatures.
You can use this ability 1 + Intelligence modifier times. You regain
all uses after finishing a long rest.
Sneak attack: Beginning at 1st
level, you learn how to attack your foes exploiting their distraction. Once per
round you can deal an extra 1d6 damage if you had an advantage on the attack
roll. The attack must use a ranged or a finesse weapon.
You don’t need an advantage, if another enemy of the target is within 5
feet of it, that enemy isn’t incapacitated and you don’t have a disadvantage on
the attack roll.
The amount of extra damage increases as you gain levels in the class,
as shown in the sneak attack table.
Spell casting: Your
Spellcasting attribute is Intelligence. Your choice of spells depends on your
specialization.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence
modifier
Specialization: Blackguard have two specialization: Nightblade
and Witchhunter.
Arcane Slash: Starting at 2nd
level, you can imbue your strikes with extra magical energy. When you hit a
creature with melee weapon attack, you can expend a spell’s worth of magicka,
to deal elemental damage of your choice (Ice, Fire, or Electricity). The extra
damage is 2d8 for a 1st level spell, plus 1d8 for every spell level
higher than 1st.
Tools of magic: Starting at
3rd level, to further enhance yourself with magic, you learn how to
use the enchanting table and the alchemist’s kit.
Expertise: At 3rd
level select two of your skill proficiencies. Your proficiency bonus is doubled
for any ability checks you make that use either of the chosen skills.
Uncanny dodge: Starting at 5th
level, if an enemy that you see hits you with an attack, you can use your
reaction to half that damage.
Broad studies: Beginning at
6th level, you widen your area of expertise, gaining proficiency in
2 skills or tools of your choice
Shrouded by magic: Starting
at 10th level you gain the ability to become completely invisible as
long as you are not moving. As an action, you can call upon your magical
energies to become invisible as long as you don’t move. Furthermore, you are also
hidden from magical means of detection while you are invisible. You regain the
use of this ability after finishing a long rest.
Improved Arcane Slash:
Beginning at 11th level, all your melee attacks are imbued with
magical energies. Whenever you hit a creature with a melee weapon, you deal an
extra 1d8 elemental damage of your choice. If you use this ability with Arcane
Slash, add this damage to the extra damage of Arcane Slash. You may only choose
the same type of damage for Arcane slash, and Improved arcane slash for the
same attack.
Extensive studies: Starting
at 14th level, you gain proficiency in 2 additional skills or tools
of your choice.
Vanish: Starting at 15th
level, you can use the Hide action as a bonus action on your turn.
Improved magical shroud:
Starting at 18th level, you regain the use of Shrouded by magic
after finishing a short rest; also, you can stay invisible while moving, if you
move at half your speed, and do not attack.
Hidden by shadows: At 20th
level, after you cast a spell you can become invisible for 1 minute as a bonus
action. The invisibility ends if you cast a spell, or take the attack action.
Nightblade: Nightblades are trained assassins, who use their
knowledge of the magical arts to their advantage to strike down their targets
with spell or steel.
Nightblade training: You can
select your spells from the schools Illusion, Destruction, and Mysticism.
Subtle magic: Beginning from
2nd level, you can cast spells subtly without them making any noise.
Magical Sneak Attack:
Starting at 7th level, you gain the ability to strike deadly with
minor spells. You learn one damaging cantrip of your choice that requires an
attack roll. Your sneak attack bonus damage can apply to this cantrip. The
attack must match the criteria for sneak attacks.
Magical ambush: Starting at
11th level, if you are hidden from a creature you cast a spell on,
it makes all saving throws against that spell with a disadvantage.
Improved magical sneak attack:
Starting at 15th level, you learn how to strike deadly with any
spell. You can apply your sneak attack bonus to any spell that requires an
attack roll. The attack must match the criteria for sneak attacks.
Witchhunter: Witchhunters use their extensive knowledge about
magic to hunt down and kill mages.
Witchhunter training: You
can select your spells from the schools Illusion, Destruction, and Alteration.
Arcane archery: Starting
from 2nd level you can use the arcane slash feature with ranged
weapons as well.
Evasion: Beginning at 7th
level, you become an expert at avoiding area effects, such as spells. Whenever
you are subjected to a spell that allows for an Agility saving throw to take
half damage, you take no damage on a successful save and half damage on a
failed one.
Silencing strike: Starting
at 11th level, when you hit a spell caster with an attack, they must
make a saving throw against your spell save DC. On a failed save, they become
silenced for 1 round, on a successful save, they lose concentration. You can use
this ability 1 + your Intelligence modifier times. You regain the uses after
finishing a long rest.
Magic resist: Starting at 15th
level, you become resistant to magic. You throw all saving throws against
spells and magical effects with an advantage.
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