User:MisterSinister/Sandbox Wizard, TOToM (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: MisterSinister (talk)
Date Created: October 25th, 2010
Status: In progress.
Editing: SPAG and wikidiocy only, please.
Scale.png Low - Moderate - High - Very High
Rating box not supported outside of the main namespace.
Rate this article
Discuss this article
"levels" can not be assigned to a declared number type with value 20.


The Wizard

Engaged in arcane studies and practices, wizards are endless learners and academics. Those that adventure seek to find out more about the world, and test their theories and magic in a 'live' situation, or are simply tired of their offices and laboratories and need a fresh perspective on life.

Making a Wizard

Wizards tend toward support and back-row roles, as they aren't very strong or resilient. However, it is there that the similarities end, as a wizard's specialisation can significantly affect what they choose to do and how well they do it.

Abilities: Intelligence is the most important ability score for a wizard, as it gives power to their spells. Constitution is also very important to wizards, as their hit points aren't their strong suit. A high Dexterity also helps.

Races: All manner of races have wizards, but not all are suited to the highly intellectualised learning style required to train them. Humans, elves and gnomes all have long-standing wizarding traditions, and halflings and half-elves also occasionally adopt them. Half-orcs or other savage humanoids don't often choose this line of work, as it puts excessive strain on their small minds.

Alignment: Most wizards are neutral, seeing themselves as detached observers and scientists rather than agents of some moral or ethical cause. That said, wizards of every alignment can and do exist.

Starting Gold: 3d4×10 gp (75gp).

Starting Age: Complex.

Table: The Wizard

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Specialisation, substitutive knack 3+1 1+1 - - - - - - - -
2nd +1 +0 +0 +3 (something goes here) 4+1 2+1 - - - - - - - -
3rd +1 +1 +1 +3 (something might go here) 4+1 2+1 1+1 - - - - - - -
4th +2 +1 +1 +4 (something goes here) 4+1 3+1 2+1 - - - - - - -
5th +2 +1 +1 +4 (something might go here) 4+1 3+1 2+1 1+1 - - - - - -
6th +3 +2 +2 +5 (something goes here) 4+1 3+1 3+1 2+1 - - - - - -
7th +3 +2 +2 +5 (something might go here) 4+1 4+1 3+1 2+1 1+1 - - - - -
8th +4 +2 +2 +6 (something goes here) 4+1 4+1 3+1 3+1 2+1 - - - - -
9th +4 +3 +3 +6 (something might go here) 4+1 4+1 4+1 3+1 2+1 1+1 - - - -
10th +5 +3 +3 +7 (something goes here) 4+1 4+1 4+1 3+1 3+1 2+1 - - - -
11th +5 +3 +3 +7 (something might go here) 4+1 4+1 4+1 4+1 3+1 2+1 1+1 - - -
12th +6 +4 +4 +8 (something goes here) 4+1 4+1 4+1 4+1 3+1 3+1 2+1 - - -
13th +6 +4 +4 +8 (something might go here) 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 - -
14th +7 +4 +4 +9 (something goes here) 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 - -
15th +7 +5 +5 +9 (something might go here) 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 -
16th +8 +5 +5 +10 (something goes here) 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 -
17th +8 +5 +5 +10 (something might go here) 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +9 +6 +6 +12 (something goes here) 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +10 +6 +6 +12 (something might go here) 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1
20th +10 +6 +6 +12 (something, don't really care) 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1

Class Skills (4, ×4 at 1st level)
Appraisal (Int), Arcana (Int), Ciphers (Int), Concentration (Wis), Devices (Int), Legerdemain (Int)

Class Features

All of the following are class features of the wizard.

Weapon and Armor Proficiency: Wizards are proficient with all simple weapons. They are not proficient with armour, nor with shields.

Spells: Wizards cast arcane spells. These need to be prepared ahead of time. A wizard must have an Intelligence score of 10 + the spell's level in order to cast it. Save DCs for wizard spells are equal to 10 + 1/2 the wizard's character level + the wizard's Intelligence modifier.

At 1st level, a wizard knows all [Simple] wizard spells, as well as two [Complex] wizard spells of their choice. At each subsequent level, they learn an additional two [Complex] wizard spells. A wizard must prepare their spells by spending one hour studying their spellbook, after which they decide which spells to prepare. This study cannot be undertaken more than once every 24-hour period. The number of spells a wizard can prepare each day is based on their level, and can be found on the table above. A prepared [At-Will] spell can be used as often as the wizard wishes and it remains prepared, but a [Limited] ability becomes un-prepared when used. A wizard can prepare more than one copy of any spell they know.

Specialisation: Wizards study a very broad range of subjects, and cannot hope to become experts at everything. At 1st level, a wizard selects a specialisation, which is one of the schools of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy or transmutation). Additionally, they must also select two banned schools of their choice.

A wizard cannot prepare any spells from their banned schools. They also cannot activate any items that cast such spells directly (though they can still use items made with those spells that don't directly cast them). This does not apply to their Substitutive Knack class feature (as the spells are never prepared). In return, a wizard receives one additional prepared spell of each level that they can cast, but that spell must be of their chosen school.

Substitutive Knack: Wizards use a number of spells so regularly that they can use them without preparation. Any wizard may use one of the following spells even if they haven't prepared it. To do so, they must expend any prepared spell (making it un-prepared) of at least the same level as the spell they want to cast. Otherwise, this is identical to normal spellcasting.

0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

8th—<-spells, spells, spells->

9th—<-spells, spells, spells->

Elf Wizard Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information

Playing a Wizard

Religion: While any wizard denying the existence or importance of deities would be considered a fool, very few actually choose to follow one. Those that do make this choice tend to follow deities of knowledge, learning or mysteries. Additionally, different specialists also choose different deities - while for a necromancer, following a deity of death is not much of a stretch, an abjurer would rather follow a deity of protection.

Other Classes: A wizard needs others to protect them, as they are not capable in melee combat and cannot take much punishment. In return, they are happy to share their talents with the rest of their group, and can serve as a powerful force multiplier. Wizards also tend to know a great deal, and adventurers with information on their side usually do better in life.

Combat: Wizards prefer hovering at the back and letting others take the pain of melee combat. Strategists and support-givers, wizards assist their friends, but without letting the enemy get too close.

Advancement: Wizards can stay in their own class quite happily. Some choose to train in archery to become arcane archers, while others develop their larcenous skills and become arcane tricksters. While wizard wild mages are rare, they do exist, as the phenomenon of wild magic consistently defies clear formulation and study - something sure to attract a wizard.

Wizards in the World

A most interesting phenomenon. These are not statues, as you suspected. What's with the pale face? Never did strange things to a statue before?
—Norton Chadwick, gnome illusionist, speaking to his friends

The role of a wizard is to learn and understand. Almost all approach this with a very logical and rigorous approach, and many of the discoveries to do with the nature of magic and how it works came from wizards. Many others also pursue more practical lines of research, such as making of constructs, item enchantment or development of new spells. Those that choose to adventure do so to test their latest theories and creations, to see the world and learn more of it, or just to get a fresh perspective on their work (and maybe even field-test it).

Daily Life: Every wizard tends to begin their morning by studying their spellbook, to give them the tools to get through their day. Those who are not adventuring tend to be found in libraries, laboratories and workshops, investigating some phenomenon or inventing something. While adventuring, this remains true to a point, but frequently interspersed with fighting and other adventurous things.

Notables: There are many notable wizards. While Grand Magister Ashe is probably the most famous, thanks to her formulations regarding magic theory, Professor Norton Chadwick is also a very well-known wizard, thanks to his theories regarding shadows and illusion magic.

Organizations: Wizards tend to be loners, but many belong to universities, research guilds or similar organisations. This allows them to pool their research and bounce ideas off other informed people. Others work inside organisations of all varieties, providing magical solutions to their (various) problems.

NPC Reactions: Wizards tend to be far too smart for most people, and their social graces aren't always in the best of forms. As a result, people tend to view them with a mixture of awe and amusement, although individual wizards tend to be judged on their own merits. Many stories are told about wizards' capabilities, most of which are either impossible or ridiculously overstated, which can elicit some very strange reactions to wizards from simple or backward people, however.

Wizards in the Game

Wizards serve as the brains of their party or organisations, and also act as highly-capable problem-solvers. No matter what role they choose to play, they can always be found tinkering with spells and inventions to solve problems many didn't even know existed.

Adaptation: This class is meant to reflect an academic wizard. For those who want a more martial arcane spellcaster, or one that is more social, are advised to check out the Warmage and the Psion in Chapter 5: Variants and Variations.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL <- EL Number ->: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.


<nowiki>

Back to Main Page3.5e HomebrewClassesBase Classes