The dawnblade is a righteous slayer, a mighty warrior who engages in battle for his god or his principles. In combat he moves fast and strikes hard, felling foes with both smites and channeled spells. He also debuffs tough foes, coordinating fellow party members and making it easier to take down a difficult opponent. The dawnblade is a class for daring, aggressive players who want to be in the center of the action, taking risks and confronting their opponents head-on.
The dawnblade a counterpart to my knight-paladin class; if the knight-paladin is the stout defender, the dawnblade is the bruiser. A dawnblade also excels at intimidation and coercion, and should prove an effective, if thuggish, contributor in social challenges.
As a dawnblade, you're going to have lots of options in combat, and are well-positioned to take advantage of the action economy at higher levels. You can race across the battlefield and deliver a punishing strike with divine channeling, while you can spend your swift or immediate action to enhance your attack with a smite or cast a defensive or disrupting spell on a foe. By getting right in the thick of the action, you can debuff multiple foes, setting them up for attacks by your allies. However, you're a striker, not a tank, so beware of your limits and use your healing spells. You probably don't have the greatest AC, and most of your protective spells require your immediate action, so you'll drop quickly if you come under concentrated assault.
1.0 Original version.
1.01 Name changed from holy warrior to dawnblade.
1.1 Modified spell list and spells per day.
1.2 Removed divine health.
1.3 Increased maximum number of 0-level spells from 4 to 6.
1.4 Removed divine grace.
GAME RULE INFORMATION
Dawnblades have the following game statistics.
Abilities: Charisma enhances a dawnblade's smites, self-protective capabilities, and auras. Strength is important for a dawnblade because of its role in combat. Several dawnblade skills are based on Wisdom, and a Wisdom score of 16 or higher is required to get access to the most powerful dawnblade spells. A Wisdom score of 11 or higher is required to cast any Dawnblade spells at all. As front-line combatants, dawnblades benefit from a decent Constitution score as well.
Alignment: Dawnblades may be of any alignment, but generally are strongly lawful, chaotic, good, or evil. Neutral faiths tend not to inspire the fervor and zealotry necessary to create a dawnblade. A dawnblade with neutral alignment components won't have access to as many spells as he would if he had a more committed moral outlook.
HIT DIE: d10
Code of honor, smite 1/day, knightly order, spontaneous casting
CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
A dawnblade's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Swim (Str).
"A ship is safe in harbor, but that's not what ships are for."
-- William Shedd
All of the following are class features of the dawnblade. Weapon and Armor Proficiency: A dawnblade is proficient with all simple and martial weapons, and with light, medium, and heavy armor and shields (except tower shields). As he advances in level, he is able to move more freely while wearing medium and heavy armor.
Spells: A dawnblade gains the ability to cast a small number of divine spells, which are drawn from the dawnblade spell list (see below). A dawnblade must choose and prepare his spells in advance.
To prepare or cast a spell, a dawnblade must have a Wisdom score of 10 + the spell's level. The Difficulty Class for a saving throw against a dawnblade's spell is 10 + the spell's level + the dawnblade's Wisdom modifier. Like other spellcasters, a dawnblade can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, he receives bonus spells per day for a high Wisdom score. When the table above indicates that the dawnblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. A dawnblade's caster level is equal to his dawnblade level.
At the DM's discretion, the dawnblade may know other spells from the blackguard, cleric or paladin spell list that are not reproduced below. The DM should use best judgment in deciding what level to assign to these spells, but as a rule of thumb, they should be learned and cast at the same level at which they appear on the cleric list or at one level higher than they appear on the blackguard or paladin list.
A dawnblade cannot cast a spell with an alignment descriptor that does not match his own alignment. For example, only good-aligned dawnblades can cast spells with the [Good] descriptor.
DAWNBLADE SPELL LIST
The dawnblade spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
"He lives the poetry that he cannot write. The others write the poetry that they dare not realise."
-- Oscar Wilde
Code of Honor: The dawnblade must have and adhere to a code of honor that defines his expected behavior both in and out of combat. This code should incorporate the code of his knightly order (see below). The player and DM should work together to craft an appropriate code that fits the campaign setting, the party, and the expected playstyle of the group. Good starting points for developing such a code include the paladin’s code (PHB 44 or UA 53-55), the knight’s code (PH2 27), and the samurai’s code (OA 22 or CW 10), or the kensai’s oath (CW 50).
Smite (Su): As a swift action, a dawnblade can invoke divine authority against his target. His next attack against the target this round is considered a smite attack; he adds his Charisma bonus (if any) to his attack roll, and gains a damage bonus equal to his dawnblade level. The dawnblade may smite anyone whom he regards as an opponent, but he cannot smite his allies; if he should do so accidently, the smite attempt is wasted.
A dawnblade (only) may expend smite attempts as if they were turn undead attempts when powering divine feats. He qualifies for divine feats as if he possessed the ability to turn undead, although some divine feats may not be relevant to him since he cannot actually turn or rebuke undead creatures.
A dawnblade may use his smite ability one per day. At 2nd level, he gains a number of additional uses per day equal to his Charisma modifier (minimum 1). At 4th level, and every 4 levels thereafter, the dawnblade may smite one additional time per day.
As the dawnblade advances in level, he gains the ability to imbue his smite attempts with additional effects beyond the normally granted attack and damage bonuses. He may opt to add any one of the effects below to his smite.
Imbued smite effects:
Sickening smite: A dawnblade of 4th level or higher can deliver a sickening smite. The foe struck is sickened by the pain for 1 round (Fortitude negates, DC 10 + ½ dawnblade level + Cha modifier).
Crushing smite: A dawnblade of 8th level or higher can deliver a crushing smite. The dawnblade automatically initiates a bull rush if he strikes his opponent, moving and provoking attacks of opportunity as normal for a bull rush. If the smite was made as part of a full attack, the dawnblade completes his full attack after performing the bull rush.
Disorienting smite: A dawnblade of 12th level or higher can deliver a disorienting smite. The foe struck is confused for 1 round (Will negates, DC 10 + ½ dawnblade level + Cha modifier).
Whirling smite: A dawnblade of 16th level or higher can deliver a whirling smite as part of a full attack. He applies his smite bonuses to every attack made as part of the full attack.
Dazing smite: A dawnblade of 20th level or higher can deliver a dazing smite. The foe struck is dazed for 1 round with no saving throw.
Knightly Order: Dawnblades belong to one of several possible knightly orders within their church, army or other organization. While the orders available for a dawnblade to join vary depending on his race, culture, and affiliations, several example orders are provided below. The DM may include other orders appropriate to the campaign setting.
A dawnblade’s choice of a knightly order provides him with a Code. A code is similar to a cleric’s domain, providing both additional power and new spells, but also includes a behavioral restriction. A dawnblade who violates his code loses its benefits until he performs the listed atonement.
Example knightly orders:
Knightly orders are described in detail in the second post of this thread.
The Order of the Silver Spur: An order which embraces the chivalrous valor of the mounted knight. The Order of the Righteous Blade: An order which embraces the reckless fury of the charging zealot. The Order of Arcane Mastery: A group of knights who study esoteric mysteries in the name of gods of arcane magic. The Order of the Unblinking Eye: Knights-inquisitor who watch the clergy and laypeople of the faith vigilantly for signs of betrayal, corruption, or spiritual weakness. The Order of the Rowan: An order which embraces the pure focus of the archer.
Spontaneous Casting: A dawnblade (even one of good alignment) can channel stored spell energy into inflict spells that he did not prepare ahead of time. The dawnblade can “lose” any prepared spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with “inflict” in its name). Dawnblades can cast inflict spells in this way because they are especially proficient at wielding negative energy to bring judgment to their foes.
Aura (Su): Starting at 3rd level, a dawnblade is surrounded by an aura of divine power out to a range of 10 feet. When first acquired, this aura possesses the freedom quality (described below). The dawnblade gains the ability to infuse his aura with other attributes for every 4 additional levels he gains. Adding or removing an aura quality requires a swift action, and the aura can contain as many qualities as the dawnblade is able to produce. The dawnblade gains all the benefits of his own aura, except as noted below.
Freedom: The dawnblade becomes immune to charms and compulsions, and allies within the dawnblade's aura gain a +4 bonus on saving throws against charms and compulsions.
Menace: Beginning at 7th level, foes within the dawnblade's aura take a -2 penalty to attacks, AC, and saves for 24 hours or until they successfully hit the dawnblade (save negates, Will DC 10 + ½ class level + Charisma modifier). A creature that has resisted or broken this effect cannot be affected by the same dawnblade's aura of menace again for 24 hours.
Fragility: Beginning at 11th level, foes within the dawnblade's aura have their damage reduction and energy resistance reduced by the dawnblade’s class level while they remain within the aura (minimum 0, save negates, Will DC 10 + ½ class level + Charisma modifier). A creature that fails its save against the aura and later leaves the aura recovers, but is automatically affected again if it re-enters the aura within 24 hours. A creature that has resisted this effect cannot be affected by the same dawnblade's aura of fragility again for 24 hours.
Vulnerability: Beginning at 15th level, foes with spell resistance (or power resistance) within the dawnblade's aura have that resistance reduced by an amount equal to half the dawnblade’s class level (save negates, Will DC 10 + ½ class level + Charisma modifier). A creature that fails its save against the aura and later leaves the aura recovers, but is automatically affected again if it re-enters the aura within 24 hours. A creature that has resisted this effect cannot be affected by the same dawnblade's aura of vulnerability again for 24 hours.
Retribution: Beginning at 19th level, foes within the dawnblade's aura deal only half damage when attacking the dawnblade's allies who are also within the aura, and the attacker takes the remainder. The attacker can negate this reflected damage with a Fortitude save (DC 10 + ½ class level + Charisma modifier), but the damage he inflicts is still halved. A creature that has resisted this effect need not save again versus this dawnblade's aura of retribution for 24 hours.
Divine Channeling (Su): Beginning at 3rd level, a dawnblade learns to channel a spell through his weapon when attacking. As a standard action, you can cast any divine touch spell you know and deliver the spell through your weapon, unarmed strike, or natural weapon with a melee or ranged attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less; you can even channel spontaneously converted inflict spells. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. You still need a free hand to cast a spell with somatic components in this way, although you can briefly take one hand off a two-handed weapon, cast the spell, then grip your weapon in both hands to complete your attack.
At 13th level, you can cast any divine touch spell you know as part of a full attack action, and the spell affects each target you hit in combat that round. Doing so discharges the spell at the beginning of your next turn, in the cast of a touch spell that would otherwise last longer than 1 round.
Armor Mastery (Ex): Starting at 4th level, the dawnblade is able to wear his armor as a second skin and ignore the standard speed reduction for wearing medium armor.
Starting at 9th level, he ignores the speed reduction imposed by heavy armor as well.
Detect Hostile Intent (Sp): A dawnblade of 6th level or higher can use detect hostile intent at will, as the psionic power.
Divine Boost (Su): Starting at 6th level, a dawnblade becomes empowered with the gift of the divine. He gains a +2 sacred (or profane, if he is of evil alignment) bonus to an ability score of his choice. If he improves a casting attribute, he immediately gains bonus spells for the new stat. Divine boost cannot grant additional skill points, even if the dawnblade uses it to improve his Intelligence. With 8 hours of rest, he can switch this bonus to a different ability score of his choice.
Every four levels thereafter, he gains an additional +2 bonus, which may be applied to the same or a different ability score.
Example of divine boost in play:
Sir Bors is a 14th level dawnblade given a quest to seek a lost relic. After a full night's rest, Bors assigns his divine boost: he chooses to gain a +4 sacred bonus to his Charisma score, to get better saves and a higher save DC on his smites, and a +2 sacred bonus to his Strength, to improve his attack and damage rolls. After several days of adventuring, Bors and his party have secured the relic and much other loot besides, but the party's cleric has fallen in battle. After a night's rest, Bors reassigns his +4 Charisma to Strength, gaining a total +6 sacred bonus to Strength. This helps him carry the cleric's body and gear back to a nearby temple for resurrection. Once his fallen companion is restored, the party returns to the king who gave them their quest. Bors isn't sure what sort of challenges he'll face in court, so after a night's rest he chooses to reassign his entire divine boost, gaining a +2 sacred bonus to each of Intelligence, Wisdom, and Charisma. Hopefully, the slight edge to his mental and social skill checks will help him avoid any pitfalls in the king's court.
Forceful Presence (Ex): At 10th level, the dawnblade has developed a reputation as a fearsome zealot and implacable opponent. His complete confidence in himself and his cause grants him a forceful presence both on and off the battlefield. He gains a competence bonus on all Intimidate checks equal to his class level, and gains a like bonus when using the two skills granted by his Knightly Code.
Impetuous Endurance (Ex): At 17th level, the dawnblade's fighting spirit enables him to push his body beyond the normal limits of endurance. He no longer automatically fails saving throws on a roll of 1. He might still fail the save if his result fails to equal or beat the saving throw DC.
Mighty Aura (Su): At 18th level, the radius of the dawnblade's divine aura doubles to 20 feet, and the bonus provided by his aura of freedom doubles.
Overwhelming Smite (Su): At 20th level, the dawnblade can choose any two special smite effects when performing a smite.
Granted Skills: Add Handle Animal and Ride to the list of your dawnblade class skills. Knight of the Code (Su): Upon reaching 5th level, you gain a special mount, just as a knight-paladin does. Granted Spells: Add the following spells to your dawnblade spell list: 1st:traveler's mount (SC 223) 2nd:golden barding (SC 106), master cavalier (CC 124) 3rd:call mount (BoED 93), holy mount (SC 115), war-mount (CC 129) 4th:heal mount (PHB 239) 5th:phantom charge (CC 125), winged mount (SC 240) Code: The Order of the Silver Spur embraces the chivalrous valor of the mounted knight. You are expected to be the first into danger, and the last out. If you ever use the withdraw action to place yourself in a position where you do not threaten any opponent, or if you retreat from a combat in which any of your allies remain alive, you lose your granted spells and knight of the code benefit. Being influenced by a magical fear effect is not a violation of the code. Atonement: You must singlehandedly defeat an opponent with a CR no lower than your character level -2.
The Order of the Righteous Blade
Granted Skills: Add Balance and Jump to your list of dawnblade class skills. Knight of the Code (Su): Upon reaching 5th level, your land speed increases by +10 ft, and your smites deal triple your dawnblade level in bonus damage.
Granted Spells: Add the following spells to your dawnblade spell list: 1st:rhino's rush (SC 176) , strategic charge (SC 210) 2nd:divine sacrifice (SC 70) 3rd:fell the greatest foe (SC 90), footsteps of the divine (CC 120) 4th:find the gap (SC 91) 5th:meteoric strike (PH2 120), stalwart pact (SC 204) 6th:zealot pact (SC 244) Code: The Order of the Righteous Blade embraces the reckless fury of the charging zealot. You are expected to strike down your foes without mercy, never surrender, and never retreat. If you ever strike for nonlethal damage against a foe who has not asked for quarter, or if you retreat from a combat in which any of your allies remain alive, you lose your granted spells and knight of the code benefit. Being influenced by a magical fear effect is not a violation of the code. Atonement: You must slay the foe you spared or retreated from, or strike down a worthy opponent who has requested quarter.
The Order of Arcane Mystery
Granted Skills: Add Knowledge (arcane) and Spellcraft to your list of dawnblade class skills. Knight of the Code (Su): Upon reaching 5th level, you gain Sword of the Arcane Order as a bonus feat, ignoring prerequisites. If you have already learned Sword of the Arcane Order in one of your earlier feat slots, you may immediately retrain that earlier slot for free. Granted Spells: Add the following spells to your dawnblade spell list: 1st:identify (PHB 243) 2nd:anyspell (SC 14) 3rd:dispel magic (PHB 223) 4th:imbue with spell ability (PHB 243) , triadspell (SC 224) 5th:anyspell, greater (SC 15) 6th:antimagic field (PHB 200), dispel magic, greater (PHB 223) Code: The Order of Arcane Mystery is a group of knights who study esoteric mysteries in the name of gods of arcane magic. You are expected to safeguard the magical secrets of your order and plunder those of your enemies. If you ever share knowledge of your order’s spells with someone not of your order, or destroy the magical secrets of your foes rather than returning them to your superiors within the order, you lose your granted spells and knight of the code benefit. Atonement: You must recover the secrets you have spilled, or steal a magical secret of equivalent value from one of your order’s enemies.
The Order of the Unblinking Eye
Granted Skills: Add Gather Information and Sense Motive to your list of dawnblade class skills. Knight of the Code (Su): Upon reaching 5th level, you three benefits. First, you become immune to gaze attacks and magical blindness, although you don’t acquire any special ability to see in the dark. Secondly, you acquire Uncanny Dodge, retaining your Dex bonus to AC when flat-footed. Finally, you gain the gift of tongues, and can communicate with any creature that has a language. Granted Spells: Add the following spells to your dawnblade spell list: 1st:comprehend languages (PHB 212) 2nd:chain of eyes (SC 45), zone of truth (PHB 303) 3rd:invisibility purge (PHB 245) 4th:discern lies (PHB 221) , opalescent glare (SC 150) 5th:mark of justice (PHB 252), true seeing (PHB 296) 6th:geas/quest (PHB 234) Code: The Order of the Unblinking Eye watches the clergy and laypeople of the faith vigilantly for signs of betrayal, corruption, or spiritual weakness. You are expected to confront impurity among the faithful and bring swift death to any who actively seek to corrupt them. If you ever take part in the rites of another faith, conceal that another of your faith has done so, or tolerate any attempt to sway or corrupt the faithful of your religion, you lose your granted spells and knight of the code benefit. Atonement: You must atone for your personal failings, cast out the impure, or kill those who sought to corrupt your church.
The Order of the Rowan
Granted Skills: Add Spot and Listen to your list of dawnblade class skills. Knight of the Code (Su): Upon reaching 5th level, any target you strike with a ranged weapon is affected as if it was standing within the range of your aura. The effect lasts one hour. Granted Spells: Add the following spells to your dawnblade spell list: 1st:arrow mind (SpC 15), guided shot (SpC 108) 2nd:hunter's mercy (SpC 117) 3rd:curse of arrow attraction (PH2 109), near horizon (CM 111) 4th:arrow storm (SpC 16) 5th:divine agility (SpC 69) 6th:arrow of bone (SpC 16), repulsion (PHB 271) Code: The Order of the Rowan embraces the pure focus of the archer. You are expected to strike swift and sure, eliminating enemy commanders and key units. If you ever injure a foe, then retreat from battle while that foe remains undefeated, you lose your granted spells and knight of the code benefit. Being influenced by a magical fear effect is not a violation of the code. Atonement: You must hunt down and defeat the foe from whom you fled.
Note: If you are not using my other homebrew classes, replace the following class references with their listed equivalents.
BATTLE BLESSING [General]
You can cast spells more quickly than usual in the heat of battle.
Prerequisites: Ability to cast dawnblade spells or knight-paladin spells. Benefit: You can cast most of your dawnblade spells or knight-paladin spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this feat.
DEVOTED INQUISITOR [General]
Your faithful service to your patron deity involves training and methods that many dawnblades and knight-paladins consider questionable. By using the unconventional methods of daring outlaws and assassins, you have learned to deliver devastating sneak attacks against your foes.
Prerequisite: Smite, sneak attack +2d6. Benefit: When you successfully smite and sneak attack a foe in a single attack, you can potentially daze your foe. An opponent affected by both abilities must make a Will saving throw (DC 10 + ½ your character level + your Cha modifier) or be dazed for 1 round.
Your daring outlaw levels stack with either your dawnblade or knight-paladin levels (pick one) for determining your sneak attack progression and smite progression. If you replace either of these features via an alternate class feature, your levels stack when determining the progression of that alternate feature.
In addition, Bluff becomes a dawnblade or knight-paladin class skill for you and Knowledge (religion) becomes a daring outlaw class skill for you. This does not apply retroactively to any skill points you have already allocated.
DEVOTED PERFORMER [General]
You have foregone the pursuit of frivolous talents, instead entering religious training in service of honor and justice.
Prerequisites: Bardic music, smite Benefit: You may expend four uses of bardic music to make a smite attempt. When you make a successful smite attack, you may activate a bardic music effect as a swift action if you do so before the end of your turn.
Your bard levels stack stack with either your dawnblade or knight-paladin levels (pick one) when determining your smite progression and your number of bardic music uses per day.
In addition, Perform becomes a dawnblade or knight-paladin class skill for you and Knowledge (religion) becomes a bard class skill for you. This does not apply retroactively to any skill points you have already allocated.
DEVOTED TRACKER [General]
You have found a balance between your woodland training and your devotion to religious training, blending these two aspects into one seamless whole.
Prerequisite: Track, smite evil, Wild Empathy. Benefit: If you have both the special mount and animal companion class features, you can designate your special mount as your animal companion. If you do so, your levels in classes that grant special mount or animal companion stack when determining the progression of your companion mount.
Your swift hunter levels stack with either your dawnblade or knight-paladin levels (pick one) when determining your smite progression and your wild empathy bonus.
In addition, Survival becomes a dawnblade or knight-paladin class skill for you and Knowledge (religion) becomes a swift hunter class skill for you. This does not apply retroactively to any skill points you have already allocated.
DIVINE STRIKE [General]
You can channel divine energy into your melee attacks.
Prerequisites: Ability to cast 3rd-level divine spells, base attack bonus +4. Benefit: When you activate this feat (a free action that does not provoke attacks of opportunity), you can channel divine energy into a melee weapon, your unarmed strike, or natural weapons. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d6 points x the level of spell sacrificed. The bonus you add to your attack rolls from this feat cannot exceed your base attack bonus.
HOLY WARRIOR [RESERVE]
Your zeal on the battlefield allows you to deal extra damage in combat.
Prerequisites: Ability to cast 4th-level spells, access to the War domain or dawnblade spell list. Benefit: As long as you have a 4th-level or higher War domain or dawnblade spell available to cast, you gain a bonus on your weapon damage rolls equal to the level of the highest-level War domain or dawnblade spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.
Spells for dawnblades:
AURA OF RIGHTEOUSNESS
Transmutation Level: Dawnblade 3 Components: V, DF Casting Time: 1 swift action Area: 10-ft or 20-ft radius spread; see below Duration: Instantaneous Saving Throw: None Spell Resistance: No
You invoke the holy words and a soft coppery light radiates from you. You feel surer of yourself, bolstered by the power of your beliefs.
You channel divine power into yourself, spreading righteousness to your comrades. This spell removes any charm or compulsion effect from all allies within your aura of freedom.
CORRUPT WEAPON, SWIFT
Transmutation Level: Blackguard 1, Dawnblade 2, Knight-Paladin 2 Components: V Casting Time: 1 swift action Duration: 1 round
You invoke the holy words quickly, and your weapon flashes with a momentary angry red radiance.
This spell functions like corrupt weapon (DMG 182), except as noted above.
If it's the paladin-esque equivalent of a Duskblade, why not call it the Dawnblade?
I mean, come on...
Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM! Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you! Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!
Why so few spells per day? It almost seems like a waste to have channeling with so few spells per day. I'm playing a Duskblade right now in a campaign and those spells go fast.
Also, the spell list needs more low-level touch spells, especially at level 1. This guy has a whole lot of spells to pick from and limited ability to use them it seems.
Otherwise I like the class quite a bit, I wish the original Duskblade had some of the back up power that this guy has, because although I love the class, it needed more, especially in the way of spells.
Last edited by Bloody Initiate : 03-10-2011 at 04:15 PM.
Buh? Oh! I see what you mean. Well, funny story, that.
A few months ago, I made the knight-paladin as an upgrade to the paladin, and thought, NEEDS MOAR SPELLS! So I spliced bardic spell progression into the knight-paladin, resulting in a class that gets 28 spells per day where the paladin only had 12.
Later, my players expressed a desire for more classes that relied on swordplay, and more options for divinely focused charactera. So I conceived of this class as essentially a knight-paladin focused on DPS instead of tanking. I gave it the same spells per day as the knight-paladin, since it was essentially a K-P with a bad attitude. Then about partway through, I thought, NEEDS MOAR DAKKA! So I tossed in the duskblade's spell channeling ability.
Funny thing is, I've never played a duskblade before, and I was so hung up on "ZOMG this has so many more spells than pally!" -- I never noticed that the duskblade has OMGWTFBBQ 50 spells per day at 20th level. But now that you point it out, duh. Of course this needs more spells! I'll add more.
TL;DR OMG I never noticed how many spells duskblades get. Must fix.
So, now I need the help of the community, because I don't have experience playing duskblades.
Do duskblades have not enough spells, just the right amount, or more than they need?
Would it make sense for the dawnblade to retain the prepared casting of a paladin or cleric, or should I switch to the spontaneous casting with a limited list of spells known like a duskblade?
Edit: The more I think about it, the more I feel that adding the duskblade's style and feel is just right for this class, but that I did it poorly by just hastily stuffing the channeling ability into the list of class features. I need to go back and integrate more duskblade mechanics into the class; in particular, it needs a spell list that supports divine channeling more effectively.
Does anyone have suggestions for some good offensive divine spells with a range of Touch or Close?
I'd say that you should give the Dawnblade the same amount of spells/day as the Duskblade. About the prepared/spontaneous thing, it doesn't really matter. To differentiate it, you may want to keep it as a prepared caster. On the other hand, a spontaneous one might work better with the class.
Updated with additional spells per day and a greatly expanded spell list. Still hunting for more 1st-level spells.
All these extra spells make the class considerably more powerful. Is it too much? I'm thinking about dropping divine grace and divine health. I retained them from paladin, but their defensive focus isn't really central to the idea of the class.
1) Drop the Auras, Mighty Aura. While cool, they seem to be something more fitting of a defensive warrior than the offensive bruiser this class is intended to be.
2) Drop Divine Boost. A Base Class should probably not get floating, sacred bonuses to ability scores.
3) Drop Divine Health. Divine Grace would represent the Dawnblade's faith protecting him, Divine Health would represent a purity of body. I just don't see that as such an integral part of the Dawnblade to keep it. A more defensive class, absolutely, but not the Dawn Blade.
4) Drop Imbue Smite. Really cool ability, makes smite useful, but the Dawnblade already has Divine Channeling.
Removed Divine Health. Still considering the other suggestions.
A moonblade would be badass! Part lycanthrope, part elementalist, imbuing either a weapon or natural attacks with elemental blasting spells. Might be better suited to a prestige class, as it seems too uncommon a vocation to be a base class. But I suppose you could make the case for it.
If you're looking for magical weapons I haven't seen much better than thunderlance in the SpC. It's primarily the reach that makes it so awesome, but doing force damage and allowing you to add ability scores to attack and damage helps too.
Increased the number of 0-level spells, which was a bit low. Still on the fence about removing Divine Grace. This should be a viable competitor with the warblade and psychic warrior, but shouldn't leave them bleeding in the dirt. Would anyone else like to weigh in?
Edit: After some consideration, removed the divine grace class feature. The dawnblade is deigned to deliver hits, not take them. Beefy saving throw bonuses make the dawnblade less worried about attacks than I want him to be.