Knight of the Ebon Blade (3.5e Class)

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Knight of the Ebon Blade

'DISCLAIMER' I am merely using an adapted mimic of the Death Knight Class from World of Warcraft.

Knights of the Ebon Blade are generally solitary wanderers, their undead nature and dark power making them outcasts in most civilized societies. Most neutral or good Knights are adventurers or mercenaries, while evil Knights are dark masters of undead or serve more powerful dark masters.

Making a Knight of the Ebon Blade

The Knight is very versatile, with their role in combat being determined by the path they choose at 1st level.


Note: Each table has the saves in order of Blood/Frost/Unholy



Abilities: Strength, Constitution, Dexterity, and Charisma are important for this character class.

Races: Any race can join this character class.

Alignment: Any.

Starting Gold: Same as Fighter.

Starting Age: Same as Fighter, or depending on race.

Table: The Knight of the Ebon Blade

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2/+0/+0+0/+2/+0+0/+0/+2 Path of the Damned +1, Runeweapon +1
2nd+2+3/+0/+0+0/+3/+0+0/+0/+3 Death Coil; Death Strike
3rd+3+3/+1/+1+1/+3/+1+1/+1/+3 Runic Harmony
4th+4+4/+1/+1+1/+4/+1+1/+1/+4 Summon Deathcharger
5th+5+4/+1/+1+1/+4/+1+1/+1/+4 Runeweapon +2
6th+6/+1+5/+2/+2+2/+5/+2+2/+2/+5 Runic Harmony
7th+7/+2+5/+2/+2+2/5/+2+2/+2/+5 Path of the Damned +2
8th+8/+3+6/+2/+2+2/+6/+2+2/+2/+6 Blood Tap. Runeweapon +3; Death Coil/Death Strike 2d
9th+9/+4+6/+3/+3+3/+6/+3+3/+3/+6 Runic Harmony
10th+10/+5+7/+3/+3+3/+7/+3+3/+3/+7 Runeweapon +4
11th+11/+6/+1+7/+3/+3+3/+7/+3+3/+3/+7 Path of the Damned +3
12th+12/+7/+2+8/+4/+4+4/+8/+4+4/+4/+8 Runic Harmony
13th+13/+8/+3+8/+4/+4+4/+8/+4+4/+4/+8 Unholy Conversion
14th+14/+9/+4+9/+4/+4+4/+9/+4+4/+4/+9 Pillar of Frost; Death Coil/Death Strike 3d
15th+15/+10/+5+9/+5/+5+5/+9/+5+5/+5/+9 Runeweapon +5
16th+16/+11/+6/+1+10/+5/+5+5/+10/+5+5/+5/+10 Runic Harmony
17th+17/+12/+7/+2+10/+5/+5+5/+10/+5+5/+5/+10 Path of the Damned +4
18th+18/+13/+8/+3+11/+6/+6+6/+11/+6+6/+6/+11 Death and Decay
19th+19/+14/+9/+4+11/+6/+6+6/+11/+6+6/+6/+11 Runic Harmony
20th+20/+15/+10/+5+12/+6/+6+6/+12/+6+6/+6/+12 Runeweapon +6; Death Coil/Death Strike 4d

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb, Concentration, Intimidate, Knowledge (arcana), Ride, Craft, Swim, Use Magic Device.

Class Features

All of the following are class features of the Knight of the Ebon Blade.

Weapon and Armor Proficiency: A Knight of the Ebon Blade is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Twisted Undead: A Knight of the Ebon Blade is not truly undead nor truly alive, instead they are more like held perpetually on the edge of death by unholy energy. As such, while their type is technically undead, the only change in traits they get from their original race is that they are healed by negative energy (inflict spells) and harmed by positive energy (cure spells), as well as not needing to eat, drink, sleep, or breathe. However, as their fate is tied to their weapon, if it should somehow be broken, if they cannot find a new suitable weapon to bind their soul to, the Knight will die, and cannot be resurrected (if their weapon is intact, they can be resurrected). In addition, any living creature that attempts to wield the runeweapon suffers 1d4 negative levels per round it holds the weapon, and any creature that is not the Knight suffers a -4 penalty to hit when attacking with the weapon.

Path of the Damned: At 1st level, the Knight of the Ebon Blade must choose his path: the path of blood, the path of frost, or the path of unholy. This choice determines the rest of his class progression. Path of Blood: the knight specializes in two-handed weapons and has high Fortitude saves. His Constitution score is permanently increased by 1, increasing by another point at 7th, 11th, and 17th level, he has his hit dice increased to d10, gains proficiency with heavy armor, and he gains a bonus to AC equal to 1/2 his Charisma modifier. Path of Frost: the knight specializes in dual-wielding weapons and has high Reflex saves. His Strength score is permanently increased by 1, increasing by another point at 7th, 11th, and 17th level, he gains the Two Weapon Fighting feat, and he gains a bonus to his off-hand attack equal to 1/2 his Charisma modifier. Path of Unholy: the knight specializes in ranged weapons and spellcasting, with high Will saves. His Dexterity score is permanently increased by 1, increasing by another point at 7th, 11th, and 17th level, his runes restore at 1d8-Charisma modifier rounds per rune, his hit dice is decreased to d6, he cannot wear heavy armor, and gains a bonus to Concentration checks equal to 1/2 his Charisma modifier. The knight must choose one of these paths at 1st level, and can never change his decision. He gains bonus feats appropriate for his chosen runeweapon, and his runeweapon must be of the appropriate type for his chosen path, otherwise he loses all benefits from Path of the Damned.

Runeweapon: To become a Knight of the Ebon Blade, he must have chosen an unenchanted masterwork weapon to inscribe runes onto and channel his energy. A runeweapon can be any type of weapon, as long as it corresponds with his chosen path. The blade can channel and hold energy in five runes, however the knight only unlocks the powers of more runes with level. At 1st level, 5th level, 8th level, 10th level, 15th level, and 20th level he unlocks the power of another one of the 6 runes. His runeweapon counts as an enchanted weapon of a bonus level equal to the number of unlocked runes (1 rune is a +1 bonus, 2 runes is a +2 bonus, so on so forth). He can channel the energy of a rune to cast an arcane spell spontaneously, much like a sorcerer. Each rune counts as one level of arcane spell, so it takes one rune to cast a 1st level spell, 2 runes to cast a 2nd level spell, etc. The energy of the runes depletes after each spell cast, and restores itself after 1d4 hours.

Death Strike: At 2nd level, the knight can empower their Runeweapon to deal an extra 1d8 unholy damage per rune expended on their next attack. If this attack succeeds, the knight is healed for the damage dealt by the extra damage added by the ability. At 8th, 14th, and 20th level, the damage and healing increases.

Death Coil: At 2nd level, the knight harnesses the power of death imbued into his weapon, and is able to unleash a bolt of unholy energy. At the cost of at least one rune, the knight may fire a bolt of energy as a ranged touch attack at a range of 60ft. It allows no saving throw, but is subject to spell resistance. It deals 1d6 points of damage per rune expended plus the knight's Charisma modifier. At 8th, 14th, and 20th level, the damage increases.

Runic Harmony: At 3rd level, and every 3rd level after, the knight becomes more attuned to his blade, and gains a bonus feat from the fighter bonus feat list appropriate to his chosen runeweapon.

Summon Deathcharger: At 4th level, the Knight of the Ebon Blade learns how to summon a steed from the Etheral Plane. At will, the knight can summon and dismiss his mount, which acts as a regular heavy warhorse.

Blood Tap: At 8th level, if the knight chose the path of blood, he can use the ability blood tap at will as a free action. This is a supernatural ability that allows the knight to sacrifice 3 hit points to gain a +1 bonus to damage on his next attack. He can sacrifice as many hit points as he wishes, and for every 3 he gains an additional +1 bonus.

Unholy Conversion: At 13th level, if the knight chose the path of unholy, he gains the ability unholy conversion. Every time a rune is restored, there is a 25% chance that it becomes and empowered rune, which is instead of the usual value of a 1st level spell, is equal to a 2nd level spell. There is no limit to the number of runes that can empowered at one time. The rune is empowered until it is next used.

Pillar of Frost: At 14th level, if the knight chose the path of frost, he gains damage reduction 10/cold iron.

Death and Decay: At 18th level, the Knight of the Ebon Blade gains the ability to channel unholy energy into the ground around him. Once per day, acts as the spell unhallow in a 40-ft radius. It deals 4d6 points of unholy damage to all living creatures standing in it, and heals undead by the same amount. The effect has a duration of 1d4 rounds plus his Charisma modifier.

Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

LevelSpecial
21st<-any improvements to class features gained at this level, including any bonus feats->
22nd<-any improvements to class features gained at this level, including any bonus feats->
23rd<-any improvements to class features gained at this level, including any bonus feats->
24th<-any improvements to class features gained at this level, including any bonus feats->
25th<-any improvements to class features gained at this level, including any bonus feats->
26th<-any improvements to class features gained at this level, including any bonus feats->
27th<-any improvements to class features gained at this level, including any bonus feats->
28th<-any improvements to class features gained at this level, including any bonus feats->
29th<-any improvements to class features gained at this level, including any bonus feats->
30th<-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.


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gollark: But the harmonic sequence doesn't converge.
gollark: I will IMMEDIATELY do this.
gollark: What a good idea.
gollark: Well, I'm not sure if that's a technically-correct way to express that, but sine waves just have one frequency. *Square* waves are a bunch of sines added together.
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