Saturday, 31 January 2015

The Elder Scrolls Conversion Project; New class, The Blackguard



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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