I've been lurking for a while, and now that I've made a paragon path for plot reasons for my soon-to-start Forgotten Realms campaign, I thought I'd post it here for feedback.
Duskblade
"I am heir to a tradition older than most n'tel'quess can imagine, one tempered in the fiercest wars Faerûn has seen."
Prerequisites: Eladrin; swordmage; Light Shield proficiency, Chainmail proficiency; cannot have the Moon Elf Resilience feat
First developed in the ancient days of the Crown Wars, the art of the duskblade has long fallen out of favour, overshadowed by its more free-wheeling cousin, bladesinging. Its lore passed down from lone master to individual student among the gold elves of Faerûn, the number of duskblades has always been small.
You are a student of this powerful style. Even with the changes wrought by the Spellplague, the techniques you learn are little changed from days when duskblades fought for Aryvandaar. While there is much in that tradition to be proud of, many see duskblades as symbols of corruption among the Fair Folk. With the appearance of so many swordmage schools of technique, though, it is easy enough to avoid undue attention in the aftermath of the Spellplague, as long as the number of duskblades remains small.
Duskblade Features
Dusk Action (11th level): When you spend an action point to take an extra action to make an attack against a single target, that attack does additional ongoing randiant damage equal to your Constitution modifier (save ends).
Knight's Warding (11th level): Your Swordmage Warding provides a +3 bonus to AC even if you are carrying a weapon in one hand and a shield in the other.
Slashing Dispel (11th level): When you hit an enemy in melee, that enemy is unable to use the sustain action until the start of your next turn.
Dusk Cloak (16th level): You gain resist radiant equal to 5 + one-half your level.
Duskblade Powers
Halt Duskblade Attack 11
Your command of "Halt!" stops your enemy in its tracks, shocking it into immobility.
Encounter * Arcane, Psychic, Implement
Immediate Interrupt
Close burst 5
Trigger: Any time during the movement of a creature within the burst
Target: The moving creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage.
Effect: The target is immobilized until the start of your next turn.
Regroup Duskblade Utility 12
Sword high, you summon your companions to your side.
Encounter * Arcane, Teleportation
Standard Action
Close burst 10
Target: All allies in burst
Effect: You teleport the target to a space adjacent to you. If there are no free and safe squares adjacent to you, the target appears as close to you as possible.
Doom Scarabs Duskblade Attack 20
A swarm of scarabs surges from your outstretched hand. They rip at your foes, before returning to you with life essence stolen from their victims.
Daily * Arcane, Implement
Standard Action
Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 4d8 + Intelligence modifier damage.
Effect: For each creature that takes damage, you gain temporary hit points equal to your Constitution modifier.
This is my first attempt at making anything for 4e, so I'd really like to get an idea of whether it's balanced. Yes, I'm aware the prerequisites are more detailed than is usual -- that's intentional. I want a definite flavour for these guys.
Thanks for any feedback you can give.
Duskblade
"I am heir to a tradition older than most n'tel'quess can imagine, one tempered in the fiercest wars Faerûn has seen."
Prerequisites: Eladrin; swordmage; Light Shield proficiency, Chainmail proficiency; cannot have the Moon Elf Resilience feat
First developed in the ancient days of the Crown Wars, the art of the duskblade has long fallen out of favour, overshadowed by its more free-wheeling cousin, bladesinging. Its lore passed down from lone master to individual student among the gold elves of Faerûn, the number of duskblades has always been small.
You are a student of this powerful style. Even with the changes wrought by the Spellplague, the techniques you learn are little changed from days when duskblades fought for Aryvandaar. While there is much in that tradition to be proud of, many see duskblades as symbols of corruption among the Fair Folk. With the appearance of so many swordmage schools of technique, though, it is easy enough to avoid undue attention in the aftermath of the Spellplague, as long as the number of duskblades remains small.
Duskblade Features
Dusk Action (11th level): When you spend an action point to take an extra action to make an attack against a single target, that attack does additional ongoing randiant damage equal to your Constitution modifier (save ends).
Knight's Warding (11th level): Your Swordmage Warding provides a +3 bonus to AC even if you are carrying a weapon in one hand and a shield in the other.
Slashing Dispel (11th level): When you hit an enemy in melee, that enemy is unable to use the sustain action until the start of your next turn.
Dusk Cloak (16th level): You gain resist radiant equal to 5 + one-half your level.
Duskblade Powers
Halt Duskblade Attack 11
Your command of "Halt!" stops your enemy in its tracks, shocking it into immobility.
Encounter * Arcane, Psychic, Implement
Immediate Interrupt
Close burst 5
Trigger: Any time during the movement of a creature within the burst
Target: The moving creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage.
Effect: The target is immobilized until the start of your next turn.
Regroup Duskblade Utility 12
Sword high, you summon your companions to your side.
Encounter * Arcane, Teleportation
Standard Action
Close burst 10
Target: All allies in burst
Effect: You teleport the target to a space adjacent to you. If there are no free and safe squares adjacent to you, the target appears as close to you as possible.
Doom Scarabs Duskblade Attack 20
A swarm of scarabs surges from your outstretched hand. They rip at your foes, before returning to you with life essence stolen from their victims.
Daily * Arcane, Implement
Standard Action
Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 4d8 + Intelligence modifier damage.
Effect: For each creature that takes damage, you gain temporary hit points equal to your Constitution modifier.
This is my first attempt at making anything for 4e, so I'd really like to get an idea of whether it's balanced. Yes, I'm aware the prerequisites are more detailed than is usual -- that's intentional. I want a definite flavour for these guys.
Thanks for any feedback you can give.
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