Magic Unleasher (3.5e Class)

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Author: Foxwarrior (talk)
Date Created: 11/14/10
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Magic Unleasher

Magic Unleashers are true paragons of chaos, letting loose all sorts of spells without having control over which ones.

Making a Magic Unleasher

Magic Unleashers are powerful casters, but they're not so good at the whole "control" thing.

Abilities: Charisma and Intelligence determine spells per day and save DCs, respectively.

Races: Races that aren't composed of the pure essence of antimagic hold a large majority in this class.

Alignment: Any.

Starting Gold: 2d4×10 gp (50 gp).

Starting Age: Complex.

Table: The Magic Unleasher

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Purely Random Spell
2nd +1 +0 +3 +3
3rd +2 +1 +3 +3
4th +3 +1 +4 +4 Unleasher Trick
5th +3 +1 +4 +4 Unleash Scroll
6th +4 +2 +5 +5
7th +5 +2 +5 +5
8th +6/+1 +2 +6 +6 Unleasher Trick
9th +6/+1 +3 +6 +6
10th +7/+2 +3 +7 +7 Double or Nothing
11th +8/+3 +3 +7 +7
12th +9/+4 +4 +8 +8 Unleasher Trick
13th +9/+4 +4 +8 +8
14th +10/+5 +4 +9 +9
15th +11/+6/+1 +5 +9 +9
16th +12/+7/+2 +5 +10 +10 Unleasher Trick
17th +12/+7/+2 +5 +10 +10
18th +13/+8/+3 +6 +11 +11
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 Unleasher Trick

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Open Lock (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the Magic Unleasher.

Weapon and Armor Proficiency: Magic Unleashers are proficient with simple weapons and light armor. They do not suffer from arcane spell failure.

Save DCs: All Magic Unleasher save DCs are equal to 10 + half their character level + Intelligence modifier.

Range Measurements: Things that state Close, Medium, or Long range scale with class level.

Purely Random Spell (Sp): As a standard action, the Magic Unleasher can unleash a random spell of a random type, choosing targets after the spell has been randomly determined. Magic Unleashers can cast a number of Purely Random Spells per day equal to their class level plus their Charisma modifier.

Unleasher Trick: At 4th level and every 4 levels after 4th, the Magic Unleasher learns a new ability, chosen from the following list:

Doubled Firepower: Instead of casting some number of Purely Random Spells each day, the Magic Unleasher can cast that many Purely Random Spells every 12 hours.

Increased Choice: Every time the Magic Unleasher casts a Purely Random Spell, he may reroll once on either the Random Spell Type or Random Spell table. The Magic Unleasher can learn this Trick more than once; each time, he gains one additional reroll per Purely Random Spell.

Favored Type: Choose a Spell Type. When the Magic Unleasher casts a Purely Random Spell, he may choose to automatically count as having rolled that Spell Type, instead of rolling normally. The Magic Unleasher can learn this Trick more than once, choosing a new Spell Type each time.

Favored Spell: Choose a spell. When the Magic Unleasher would roll on the spell chart for spells that share the chosen spell's type, he may automatically count as having rolled that spell, instead of rolling normally. The Magic Unleasher can learn this Trick more than once, choosing a new spell each time.

Purely Random Metamagic: Three times per day, when the Magic Unleasher casts a Purely Random Spell, before determining which Spell Type it will have, he may choose to apply Purely Random Metamagic to it. The Magic Unleasher can learn this Trick more than once, gaining five more uses per day each time.

Unleash Scroll: At level 5, the Magic Unleasher can attempt to activate a scroll without reading it. Doing so is a standard action. When Unleashing a scroll, the Magic Unleasher rolls a d20. On an 8 or higher, the scroll's spell takes effect normally. On a 7 or lower, the scroll suffers a mishap.

Double or Nothing (Sp): At level 10, the Magic Unleasher can attempt to copy an item's enchantments onto another item. Trying this takes 1 minute and requires a magic item and a mundane item that's identical to the magic item except for its lack of magic. There is a 30% chance that the Magic Unleasher will end up with two identical magic items, and a 70% chance that the Magic Unleasher will end up with two identical mundane items.

Table: Random Spell Type

Die Roll Spell Type
1 Elemental
2 Aligned
3 Knowledge
4 Illusion
5 Teleportation
6 Life Energy

Table: Elemental Spells

Die Roll Name Spell Effect
1 Fire Stream Creatures in a Medium line take 1d6 points of Fire damage per character level. A Reflex save halves the damage.
2 Lightning Storm Each creature in a 20' spread around a point within Long range has a 50% chance of being hit by a Lightning Bolt, taking 1d6 points of Electricity damage per character level, with no save.
3 Acid Breath Each creature in a Close cone must takes 1d6 points of Acid damage per character level. A Reflex save halves the damage.
4 Ice Spike Make a ranged touch attack against a creature within Medium range. If it hits, that creature takes 1d6 points of Cold damage per character level, and has its movement speeds reduced to 0' for 1 round.
5 Sonic Burst Each other creature within Close range takes 1d4 points of Sonic damage per character level and is deafened for 1d6 rounds. A Fortitude save halves the damage and prevents the deafness.
6 Water Infusion Fill all empty space in an area composed of one 10' cube per class level with water. No cube may be more than Medium range away from you, and the cubes must be connected to each other. Water created in this way flows normally; if you put water on the top of a mountain, it will flow down the mountain.

Table: Aligned Spells

Die Roll Name Spell Effect
1 Happy Fun Time You create a Medium emanation, centered on yourself, that lasts for 1 round per class level (you can dismiss it as a swift action). Any creature within the emanation (including yourself) that wishes to attack or take any action that would cause damage to another creature must succeed on a Will save or spend its turn doing nothing.
2 Ragefest You create a Medium emanation, centered on yourself, that lasts for 1 round per class level (you can dismiss it as a swift action). Any creature within the emanation (including yourself) that ends its turn without having dealt damage to a creature during that turn takes 1d6 points of Vile damage per character level.
3 Truth Zone You create a Medium emanation, centered on yourself, that lasts for 1 round per class level (you can dismiss it as a swift action). Creatures within the emanation get a -20 penalty to Bluff checks.
4 Insanity All creatures within Medium range (including yourself) must succeed on a Will save or be confused for 1d4 rounds.
5 Neutrality You create a Medium emanation, centered on yourself, that lasts for 1 round per class level (you can dismiss it as a swift action). Creatures within the emanation are considered to be True Neutral (and only True Neutral) for effects that check alignment.
6 Smite Make a ranged touch attack against a target within Medium range. If it hits and the target is Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil, the target takes 1d12 points of pure divine energy damage per character level.

Table: Knowledge Spells

Die Roll Name Spell Effect
1 Identify You instantly learn the properties of a target object within Medium range.
2 Heighten Awareness You get an Insight bonus to your Spot, Listen, Search, and Sense Motive checks equal to 10 + twice your class level. This lasts for 5 minutes.
3 Remembrance You get an Insight bonus to all Knowledge checks equal to 10 + twice your class level, and may treat them as being trained. This lasts for 5 minutes.
4 True Hit One target creature within Medium range gets a +10 insight bonus to its next attack roll.
5 Know Other You get to see the stat block of one target creature within Medium range, unless it succeeds on a Will save.
6 "That Was Just a Prediction" Reset the universe to the way it was 3 rounds ago, except that you've still used up this daily casting.

Table: Illusion Spells

Die Roll Name Spell Effect
1 Conceal Terrain You make all objects (but not creatures) within an area spanning up to one 10' cube per class level, with no cube more than Medium range away from you, invisible for 1d6 minutes.
2 Convincing Lies You get an Insight bonus to your Bluff, Disguise, and Forgery checks equal to 10 + twice your class level. This lasts for 5 minutes.
3 Fake Creature You create the illusion of a creature anywhere up to Close range away, which acts normally, although it can't actually affect anything. Visual, aural, temperature, and scent attributes are simulated. Characters who touch the creature realize that it's an illusion. Illusions created in this way don't know anything you don't know.
4 Sensory Deprivation One target creature within Medium range must succeed on a Will save or be completely deprived of sensory input for 2 rounds. This prevents it from gaining any new information it does not possess, as it is blind, deaf, incapable of smelling, feeling, tasting, blindsensing, tremorsensing, divining, etcetera.
5 Blurry Lensing Choose a point within Long range. Everything within 20' of that point has total concealment. This effect lasts for 1 round per class level.
6 Prismatic Explosion All other creatures within Close range of you must succeed on a Reflex save or take 1d6 points of damage per character level, chosen randomly (separately for each creature) from the following types: Acid, Cold, Fire, or Electricity.

Table: Teleportation Spells

Die Roll Name Spell Effect
1 Temporary Beacon You may either make the point you are currently at into a Beacon, or you may teleport to the last Beacon you created through the use of this spell.
2 Summon Target Name a character. Unless the nearest character with that name succeeds on a Will save, that character is teleported to a space adjacent to you.
3 Send Junk Teleport up to 5 pounds per class level of mundane objects you are touching to any location you have line of effect to.
4 Quick Hop Until you use it, you gain the ability to teleport 10' as an immediate action.
5 Matter Shredding Everything and everyone in a 10' radius spread around a point within Medium range takes 1d8 points of damage per character level. A successful Reflex save halves the damage. This doesn't work in areas that prevent teleportation, but it does ignore hardness and damage reduction.
6 Portal Pair Create two 5' discs at locations within Medium range. One side of each disc is functionally at the same location as one side of the other disc for all intents and purposes. The back sides of the discs are opaque. Dealing 3 damage per character level to the back side of either disc will destroy both discs completely.

Table: Life Energy Spells

Die Roll Name Spell Effect
1 Unkill One target creature within Close range comes back to life as though by raise dead if it has been dead for fewer than 1d6-2 rounds per class level. Roll for time after choosing the target. If you choose to sacrifice 10000 gold pieces worth of diamonds (turning them into ash) as you choose the target, the maximum amount of time the target can be dead for increases to 1d6-2 years per class level.
2 Zombify All corpses within a Close range cone are reanimated as a zombie as per animate dead. Zombies past your limit aren't reanimated at all.
3 Cure Cure one target within Close range of all diseases and poisons.
4 Inflict Inflict a target within Close range with a supernatural contact disease with save DCs equal to your normal Magic Unleasher save DCs, with an incubation period of 1d4 days, that deals 1d6 points of ability score damage per day (randomly determine the ability score now).
5 Healing Burst Deal 1d6 points of Positive Energy damage per character level to each creature within Close range. Creatures may make a Will save to negate the damage.
6 Unhealing Chain Reaction Deal 1d6 points of Negative Energy damage per character level to each creature within 15'. Creatures damaged in this way repeat the process with an area centered on theirselves, although no creature is affected more than once. Creatures may make a Will save to negate the damage.

Table: Purely Random Metamagic

Die Roll Name Change to spell
1 Maximize All variable, numeric effects of the spell are maximized.
2 Inaction The spell has no verbal or somatic components, and does not provoke attacks of opportunity.
3 Widen The widths of the spells area(s) of effect are doubled.
4 Lengthen Treat the Magic Unleasher's class level as being 10 points higher for determining Close, Medium, and Long ranges.
5 Extend The spell lasts for twice as long.
6 Insensible The direct instantaneous sensory attributes of the spell are undetectable. For example, the Sonic Burst spell would be inaudible, although one could still notice that the creatures affected by it were bleeding from their ears and deaf.





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Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorFoxwarrior +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillBluff +, Concentration +, Decipher Script +, Disable Device +, Escape Artist +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Open Lock +, Sense Motive +, Sleight of Hand +, Spellcraft +, Tumble +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryMagic Unleashers don't carefully choose which spell to cast; They just decide when it's time to cast "a spell", and then do so. +
TitleMagic Unleasher +
Will Save ProgressionGood +