Arcanomer (3.5e Class)

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Author: Foxwarrior (talk)
Date Created: 5/11/24
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A caster who speaks custom spells on the fly in order to imbue targets with energy and then detonate that energy for effects. 20 1 Poor Poor Poor Good Other Full


Arcanomer[edit]

The practitioners of Arcanomy shape the raw energies of magic on the fly, casting spells they craft on demand.

Making an Arcanomer[edit]

Arcanomers are powerful magical speakers of words of power. They usually use one-round actions to cast, and thus benefit greatly from allies to protect them and move them around.

Abilities: Arcanomers use intelligence and not much else.

Races: Races that can talk, mostly.

Alignment: Any.

Starting Gold: 1d20×10 gp (105 gp).

Starting Age: As wizard.

Table: The Arcanomer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Runes
Known
Runes
per Encounter
Fort Ref Will
1st +0 +0 +0 +2 3 2
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 Lesser Mystery 4 2
4th +2 +1 +1 +4 5 2
5th +2 +1 +1 +4 Lesser Mystery 5 2
6th +3 +2 +2 +5 6 2
7th +3 +2 +2 +5 6 3
8th +4 +2 +2 +6 7 3
9th +4 +3 +3 +6 Lesser Mystery 7 3
10th +5 +3 +3 +7 8 3
11th +5 +3 +3 +7 Greater Mystery 8 3
12th +6/+1 +4 +4 +8 9 3
13th +6/+1 +4 +4 +8 9 4
14th +7/+2 +4 +4 +9 10 4
15th +7/+2 +5 +5 +9 Greater Mystery 10 4
16th +8/+3 +5 +5 +10 11 4
17th +8/+3 +5 +5 +10 Greater Mystery 11 4
18th +9/+4 +6 +6 +11 12 4
19th +9/+4 +6 +6 +11 12 5
20th +10/+5 +6 +6 +12 13 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Craft (paperworking) (stoneworking) (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (the planes) (nobility and royalty) (history) (Int), Listen (Wis), Move Silently (Dex), Perform (oratory) (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Arcanomer.

Weapon and Armor Proficiency: Arcanomers are proficient with the battle book, prayer wheel staff, and no forms of armor. They suffer from arcane spell failure.

Arcanomy: The Arcanomer casts a special kind of magic, known as arcanomy, which is about speaking words of power to control the application of powerful energies, and then causing those energies to interact, often explosively. Arcanomy spells have a Save DC of 10 + half character level + Intelligence modifier, and a spell level of half character level rounded up. They have somatic and verbal components, but while the verbal components must be spoken in a clear firm voice, the somatic components can be gestures with any appendage that isn't holding something.

The number of runes the Arcanomer uses in a spell affects how long it takes to cast, depending on their character level, not caster level. They can cast a spell either as a one-round action (a full-round action where it resolves at the start of their next turn), a standard action, or a swift action.

If a caster fails a concentration check that would cause a normal spell to fail completely, with an arcanomy spell it instead loses one randomly chosen rune and can take effect normally with the remaining runes. Multiple concentration checks can potentially cause the loss of more runes.

Table: Casting Time by Rune Count
Character Level One-Round Standard Action Swift Action
1 2 1
2 3 1
3 3 2
4 4 2
5 4 2
6 5 3
7 5 3 1
8 6 3 1
9 6 4 1
10 7 4 1
11 7 4 2
12 8 5 2
13 8 5 2
14 9 5 2
15 9 6 3
16 10 6 3
17 10 6 3
18 11 7 3
19 11 7 4
20 12 7 4

Runes Known: The Arcanomer starts out knowing few runes and learns more as they level, according to the table.

Runes per Encounter: Each rune the Arcanomer knows can only be used a few times before that particular rune's energies in their mind get depleted, running raw in their mind. Each rune they know counts its uses per encounter separately, and all of their runes can be restored with 15 minutes of rest.

Lesser Mysteries: At levels 3, 5, and 9, the Arcanomer learns a Lesser Mystery of their choice from the following list:

  • Touch Infusion: Before the first Shape Rune, the Arcanomer can touch a creature or object (making a melee touch attack as necessary) to have the spell effect start within that target instead of theirself.
  • Embodiment of Energy: If the Arcanomer is currently imbued with energy from a rune, they may use that rune as many times as they like without counting against their number of runes per encounter.
  • Stress Headache: If the Arcanomer runs out of uses of a rune per encounter, and they are currently not fatigued, they may choose to become fatigued. If they do, they restore all uses of that rune for this encounter. If they're fatigued, they may do the same with exhausted instead.
  • Touch Exchange: With a melee touch attack, the Arcanomer can touch a creature or object to swap all infusions on theirself with any infusions on the target.
  • Appeal to Nature: The Arcanomer can Detonate certain effects from other sources as though they were the appropriate infusions: on fire - Ksh; anchored - Warp; negative levels - Skul.

Greater Mysteries: At levels 11, 15, and 17, the Arcanomer learns a Greater Mystery of their choice from the following list:

  • Winds of Chaos: Create a table with six entries, one for each of six Runes of your choice, five of which are runes you already know, and the sixth of which is a rune you don't. At the start of the Arcanomer's turn, they roll a d6: they may use the rune on the table corresponding to the number on the d6 as though they knew it, without counting against their number of runes per encounter. They can learn this mystery multiple times, choosing a different or identical table each time.
  • Quick Arcanomy: The Arcanomer can cast a Swift action arcanomy spell as an Immediate action.
  • Steady Arcanomy: The Arcanomer can use an extra Rune when casting a Standard action arcanomy spell.

Arcanomy Runes[edit]

An arcanomy spell occupies an area, starting with the caster. Shape runes allow the arcanomer to move and expand the spell effect. Once all the shape runes have been applied, targets in the area are allowed a Reflex save and spell resistance to negate getting infused with energy from the Energy runes.

When an energy is Infused into a creature, first, any existing energies they are infused with do their Channel or Detonate effects, if appropriate, and then the new energy does its Infuse effect. When a Channel effect applies, the energy remains on the creature; when a Detonate effect applies, the energy is removed. If a spell has multiple energies, they are applied one at a time, in order.

Shape Runes[edit]

Bip (point in a direction): The spell effect turns into rays going in the desired direction, up to 400' + 40' per caster level. If you attempt to send the spell through a narrow passage, such as through an arrow slit, or to hit a specific creature or object target, you must hit with a ranged touch attack. If you hit a specific target, that target does not get a reflex save against the spell. If the spell was an area of effect, make a single ranged touch attack and compare it to the touch AC of all targets it has line of effect to in the specified direction.

Dup (point in a direction twice): As Bip, except 100' + 10' per caster level, and the spell effect also remains where it is in addition to whatever it hits with the ray(s).

Boom (exploding gesture): The spell effect expands outwards in a 20' spread.

Bim (punch in a direction): The spell effect moves in the desired direction, up to 25' + 5' per two caster levels, but leaves a trail behind, as with a Line.

Hard (outstretched palm): The spell effect solidifies somewhat, and continues to occupy the area for a duration of Concentration. Creatures that end their turns within the area are infused with the spell's energies, without a reflex save. 10' of effect provides concealment, and 20' provides total concealment. Once it has solidified, further Shape runes that move the spell effect or change its shape have no effect. If the spell was targeting specific creatures or objects, the spell effect area occupies the spaces of those creatures and objects (but does not move with them).

Sprei (splayed fingers): The spell effect expands outwards in a 40' cone in the desired direction.

Super Shape Runes[edit]

Super Shape runes can't be learned unless you are at least character level 9, have half as many uses per encounter (rounded up), and take twice as long to speak, for the purposes of determining how long the spell takes to cast.

Beast (pouncing gesture): The spell coalesces, summoning a Large elemental creature with 1 hit die per caster level, at the center of the spell effect, negating any other aspects of the spell. It has Strength equal to your Intelligence, Dexterity equal to your Wisdom, Constitution equal to your Charisma, is mindless, has 10 Wisdom and Charisma, and a 30' land speed. As a standard action, it can supernaturally perform the remaining spell words of the spell that were spoken after Beast. The creature disappears after 1 round per caster level.

Arrow (tap a projectile): The spell effect enchants a non-enchanted projectile, taking effect not immediately, but instead after it is fired, from the position of the target. This shape word must be spoken first, and runes that require you to designate directions or targets rely on whatever choices you made as you cast the spell, relative to true north. If you rest and restore your runes, any projectiles you've enchanted stop being enchanted.

Energy Runes[edit]

Table: Energy Rune Interactions
Existing Infusion Ksh Warp Bolt Blast Skul No Nul Sno
Ksh CFire damage, spreads D Banish DHaste CFire +1/2 levels DNegative energy damage DRead mind D Cure status effects DEntangle
Warp DTeleport away from spell DTeleport to you CDuration +1 DTeleport away from you DTeleport to spell DTrack teleports CDuration +1 CBlock teleportation
Bolt DElectricity damage DSwap places randomly DStun CPush away from center DElectricity Damage DDodge bonus vs target DParalyze DStun
Blast DPush up CNo gravity DPush towards spell DPush away from you CHeavy gravity CTrack, interrupt movement CNo gravity DGust of Wind
Skul C+1 Negative Level CEnd incorporeality DControl undead CFear DAnimate skeleton/zombie CHide from undead CEnd incorporeality C+1 Negative Level
No DMind blank DSee from target DDetect auras DSense past locations DSpeak with dead/undead CIncreased skill checks DRestore lost memories CSee true form
Nul DDispel magic CDisable spellcasting DDispel magic CDisable spellcasting DDestroy animated DForget past DAnti-antimagic CDisable spellcasting
Sno DStrength damage DStrength Damage DCold damage, reduce speed DCold damage, reduce speed DConstitution Drain DFreeze memory CResist fire and cold CNonlethal cold damage

Ksh (waving upwards): Targets are infused with Fire energy.

  • Infuse: When infused, the target is lit on fire. The fire can be put out just like normal fire (See SRD:Environment), except the damage is 1 point per caster level and the save DC is the Arcanomer's save DC. A target can only be lit on one Ksh fire at a time.
  • Channel (Ksh): The target takes damage from the fire again and anything else in their square or adjacent squares has to save to avoid being lit on fire as well.
  • Detonate (Warp): The target, if its home plane is not the current plane, must make a Will save or be transported to a random point on its home plane. If multiple targets are transported, they all end up in the same random place, at the same distance from each other they currently are.
  • Detonate (Bolt): The target is hasted for 1 round.
  • Channel (Blast): The damage of the fire on the target increases by 1 point per two caster levels.
  • Detonate (Skul): The target takes 1d8 points of negative energy damage per caster level (healing it if it's undead, and doing nothing if it's a construct).
  • Detonate (No): You read the target's mind, detecting their surface thoughts for 1 round.
  • Detonate (Nul): You burn away the target's status effects, curing them of the sickened, nauseated, shaken, frightened, panicked, stunned, dazed, paralyzed, and dazzled conditions.
  • Detonate (Sno): The flames on the target crystallize and become ice. Unattended object targets become difficult terrain, and creatures become entangled until they make a DC 15 Strength check as a standard action. They also get a free strength check immediately.

Warp (snapping): Targets are infused with Teleportation energy. All teleportation it does transports the target to the closest safe open space near the target point.

  • Infuse: When infused, the target's teleportation abilities are interfered with. It can't teleport for the next 1 round.
  • Detonate (Ksh): The target is teleported directly away from the center of the detonating spell effect, a distance of 10' per caster level.
  • Detonate (Warp): The target is teleported to you.
  • Channel (Bolt, Nul): The warp infusion duration increases by 1 round.
  • Detonate (Blast): The target is teleported directly away from you, a distance of 10' per caster level.
  • Detonate (Skul): The target is teleported to the center of the detonating spell effect.
  • Detonate (No): You track the target's teleports, whenever they teleport or shift planes you gain exact knowledge of where they went and where they teleported from, in terms of a position in space. This gives you no insight as to what the spot looks like. This lasts for 1 hour per caster level.
  • Channel (Sno): The warp infusion now also counters any teleportation by any creature or object that attempts to teleport to a spot within 5' of the target.

Bolt (zigzagging motion): Targets are infused with Electrical energy.

  • Infuse: When infused, the target begins sparking for 1 round per caster level.
  • Detonate (Ksh, Skul): The target takes 1d8 points of electricity damage per caster level.
  • Detonate (Warp): All affected targets who have their bolt energies detonated by this swap places with each other, at random.
  • Detonate (Bolt, Sno): The target must make a Will save or be stunned for 1 round.
  • Channel (Blast): The target is pushed 5' directly away from the center of the spell effect.
  • Channel (No): You track the target's motor impulses, giving you a +10 Dodge bonus to AC and Reflex saves against them while they're infused.
  • Detonate (Nul): The target must make a Will save or be paralyzed for 1 round.

Blast (Pushing motion): Targets are infused with Kinetic energy.

  • Infuse: When infused, the target's gravity is interfered with. They count as being in a Light Gravity plane for 1 round per caster level.
  • Detonate (Blast): The target is pushed directly away from you 5' per caster level. They may make a strength check to resist, adding their size bonus, reducing the push by 5' per 5 points they roll. If they collide with an obstacle they and the obstacle take 1d6 points of damage per 10' of total movement. You may need to make a ranged touch attack to hit an obstacle that is trying to evade. Creatures of Tiny size or smaller and objects weighing less than 25 lbs do no damage to what they hit.
  • Detonate (Ksh): As Detonate (Blast), but upwards instead and the target may take falling damage.
  • Detonate (Bolt): As Detonate (Blast), but towards the center of the spell effect instead.
  • Channel (Warp, Nul): The gravitational trait of the target is changed from light gravity to no gravity for 1 round.
  • Channel (Skul): The gravitation trait of the target is changed from light gravity to heavy gravity for the duration of the infusion.
  • Channel (No): For as long as they're infused, you are aware of the target's movements and may stop their current movement as an immediate action, ending the infusion. This ends whatever action they were doing but they may use other actions to move again.
  • Detonate (Sno): The target is pushed directly away from you as per gust of wind.

Skul (Throat slitting gesture): Targets are infused with Necromantic energy.

  • Infuse: When infused, the target's life force is sapped. They count as having 2 negative levels for 1 round per caster level. If this reduces them to level 0, they die and become an uncontrolled Wight after 1d4 rounds. If the target is immune to negative levels, they are still infused for the duration.
  • Detonate (Skul): The target, if it is a corpse, is reanimated as a zombie or skeleton, as appropriate. You can control up to 4 HD of undead in this way per caster level, and any additional undead are uncontrolled and hostile towards all living things.
  • Channel (Ksh, Sno): The number of negative levels increases by 1, but the duration is not reset.
  • Channel (Warp, Nul): If the target is incorporeal, it stops being so while infused. If it was inside an object, it takes 1d6 damage per caster level and is shunted to the nearest open space.
  • Detonate (Bolt): The target, if it is undead, must make a will save or fall under your control. It counts against your 4 HD per caster level control limit, and if it is intelligent it may make a new will save each day and any time it is given a suicidal or very harmful order.
  • Channel (Blast): The target must make a Will save or be shaken for the duration of the infusion. This can stack to frightened or panicked as normal.
  • Channel (No): The target becomes invisible to undead while infused, as per hide from undead.

No (tap head or other thinking organ): Targets are infused with Divination energy.

  • Infuse: When infused, the target's truth is observed. The caster can feel the target as though they were there, knowing its location, reading any text written on it, and getting a +10 bonus to Sense Motive checks against it. This lasts for 1 round per caster level.
  • Channel (No): The duration increases by 1 and you get a stacking +1 to spot, listen, and search on the target.
  • Detonate (Ksh): The target's truth is burned away. It becomes impossible to sense or ask questions about through divination-based magic as per mind blank for 24 hours, but unlike mind blank does not protect against mind-affecting effects.
  • Detonate (Warp): The caster can see from the target's position for a brief moment. Despite seeing from potentially many perspectives at once, they are not overwhelmed by the experience, and can clearly remember all they saw. Special senses such as darkvision do not work through this.
  • Detonate (Bolt): The caster detects all magic auras on the target, and their strengths.
  • Detonate (Blast): The caster can sense all the places the target has been in the past 24 hours, in terms of distance and direction from their current position.
  • Detonate (Skul): If the target is dead or undead, the caster can ask one question of the target and receive a true and honest answer unless it succeeds on a Will save.
  • Detonate (Nul): The target's lost memories are restored. Any effects that erased or modified their memories cease, even if they were instantaneous.
  • Channel (Sno): The target is surrounded by a shimmering image of its true form in snow flakes, allowing observers to recognize it as transformed or illusory, or see it if it's invisible. This lasts for the duration of the infusion.

Nul (shake back and forth): Targets are infused with Antimagic energy.

  • Infuse: When infused, the target gains 10 + caster level Spell Resistance, which cannot be lowered. This lasts until a spell resistance check against the Spell Resistance beats it by 10 or more.
  • Detonate (Nul):The target's antimagic is negated. For 1 round they and their equipment can ignore the effects of antimagic fields, null magic zones, dispelling, counterspelling, and disjunction.
  • Detonate (Ksh, Bolt): The target's magic is burned clean. Any durational or permanent spell effects on them or in the area they occupy are destroyed if the arcanomancer succeeds on a caster level check with a DC of 15 + the effect's caster level.
  • Channel (Warp, Blast, Sno): The target's connection to magic is severed. If they fail a Will save, they lose the ability to use spells, spell-like abilities, and supernatural abilities while infused.
  • Detonate (Skul): The target's animating force is negated. If it fails a Fortitude save (affects objects) and is a construct, undead, magic item, or summoned creature, it is destroyed.
  • Detonate (No): The target's memories are destroyed. If they fail a Will save, they forget everything that happened between 24 and 48 hours ago. Written words written in that time are also erased.

Sno (Shiver): Targets are infused with Cold energy.

  • Infuse: When infused, the target becomes Fatigued. This lasts until the target spends 1 minute in very hot conditions (above 90° F) or takes any amount of Fire damage.
  • Channel (Sno): The target takes 1 point of nonlethal cold damage per caster level.
  • Detonate (Ksh, Warp): The target cracks, taking 1d6 points of Strength damage if it fails a Fortitude save.
  • Detonate (Bolt, Blast): The target flash freezes, taking 1d4 points of cold damage per caster level and reducing its movement speeds by 30' for 1 round.
  • Detonate (Skul): The target's energy is chilled, taking 1d6 points of Constitution drain if it fails a Fortitude save.
  • Detonate (No): Any target that fails a Will save has its memory frozen: it cannot remember anything that happens in the next round.
  • Channel (Nul): The target is protected from the elements, treating all environments as neither too hot nor too cold, and gaining Fire and Cold Resist 20. This lasts for as long as the target is infused.



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Foxwarrior's Homebrew (780 Articles)
Foxwarriorv
Article BalanceVery High +
AuthorFoxwarrior +
Base Attack Bonus ProgressionPoor +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Forgery +, Gather Information +, Intimidate +, Knowledge +, Listen +, Move Silently +, Perform +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft + and Use Magic Device +
Skill Points4 +
SummaryA caster who speaks custom spells on the fly in order to imbue targets with energy and then detonate that energy for effects. +
TitleArcanomer +
Will Save ProgressionGood +