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Author: Grog_toad (talk)
Date Created: 4/1/2020
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A general Spellcaster that can be customized.

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Spontaneous Arcane Spellcasting Other


Mage, GT

The Mage is a Spellcaster class that aims to replace all other full casters. It was designed around a point based Mana system that recovers over time, and offers actual class features that you can use to customize it to perform a wide variety of character types and fit a variety of fluff. As such, I am going to include very little fluff here as it is intended to, depending on build, be a sorcerer, necromancer, wizard, warlock, warmage, beguiler, druid, cleric, etc... From here on out this class will be referred to as the Mage.

Making a Mage

<-Strong points and weak points, and effectiveness with party members.->

Abilities: Charisma is the most important attribute for a mage as it determines the strength of their spells and how much Mana they have. Intelligence and Wisdom are also important, as they determine bonus spells known and how fast they regain spent Mana respectively. Dexterity, Constitution, and Strength range in importance depending on which Eldritch Path and Sorcery Traits you select.

Races: <-Description of relative likelihood of various races to join this class.->

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Spellcasting, Mana, Mystic Focus, Eldritch Path, Sorcery Trait
2nd +1 +0 +0 +3 Sorcery Trait, Detect Magic
3rd +1 +1 +1 +3 Sorcery Trait
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Sorcery Trait
6th +3 +2 +2 +5 Sorcery Trait
7th +3 +2 +2 +5 Invest Mana
8th +4 +2 +2 +6 Sorcery Trait
9th +4 +3 +3 +6 Sorcery Trait
10th +5 +3 +3 +7
11th +5 +3 +3 +7 Sorcery Trait
12th +6/+1 +4 +4 +8 Sorcery Trait
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9 Sorcery Trait
15th +7/+2 +5 +5 +9 Sorcery Trait
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10 Sorcery Trait
18th +9/+4 +6 +6 +11 Sorcery Trait
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Sorcery Trait

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Truespeak (Int), Use Magic Device (Cha), Witchcraft ().


Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-Description of class weapon & armor proficiencies.->

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

Spellcasting (Sp): A mage casts arcane spells. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a she must have a Charisma score equal to at least 10 + the spell grade. The Difficulty Class for a saving throw against her spell is 10 + ½ HD + her Charisma modifier.

A mage’s spell’s known are limited. She learns one spell per class level and an additional spell whenever she gains access to a new grade of spell. These spells are selected from the sorcerer/wizard spell list, but see Eldritch Path.

She also gains bonus spells known based on her Intelligence score, the same way other spellcasters might gain bonus spells per day.

Cantrips, unlike other spells are remarkably simple. A mage begins play knowing 1 cantrip and gains bonus cantrips known equal to her Intelligence bonus and ranks in Spellcraft or Witchcraft. Unlike other grades of spells, a mage can learn additional cantrips by study, allowing her to know as many as she puts the time in to learn. Learning a new cantrip takes 1 hour and requires her to make a DC 20 Spellcraft or Witchcraft check.

At each new level, a mage can choose to learn a new spell in place of one he already knows. In effect, she “loses” the old spell in exchange for a new one of the same grade. She may swap a number of spells up to her Wisdom bonus (min. 1) at any given level, and must choose whether or not to swap the spells at the same time that she gains new spells known for the level.

A mage can cast any spell he knows at any time, assuming she can pay its mana cost. She does not have to decide ahead of time which spells she’ll cast.

A mage with metamagic feats may apply them to her spells, to do so she must expend her mystical focus or increase the casting time as if she lesser channeled the spell. She also must expend mana equal to twice the adjustment listed in the feat’s description. She may choose to both expend her mystical focus and lesser channel the spell to reduce the mana cost increase to the the metamagic feat's adjustment rather than twice its adjustment. Metamagic feats with an adjustment of 0 do not require her to lesser channel or expend her mystical focus. A mage may apply 2 metamagic feats by expending her focus for one and channeling the other, there is no limit on 0 adjustment metamagic she can apply to spells.

Mana (Su): A Mage has a pool of Mana that they use to cast their spells.

Mana Pool = 3 + Class Level + Charisma bonus

Mana recovers at a rate of one point per point of Wisdom bonus (minimum 1) per 10 minutes. A Mage may not regain Mana from ongoing spells, in effect a spell with a duration applies a penalty to the amount of Mana her Mana Pool can hold.

Some spells inflict Mana Drain recovers at a rate of 1 point per hour and likewise cannot be recovered until the spell’s duration ends.

Any spell with an XP cost causes Mana Drain instead of normal Mana expenditure.

Spells with a duration of Permanent are an exception to the rule that Mana not be recovered until the duration expires, treat them as instantaneous duration spells. Such spell cause mana drain.

Spells cost an amount of Mana equal to twice its Grade. Grade 0 spells, or cantrips, count as Grade ½ for this purpose and thus cost 1 Mana.

Table: Spell Grade Conversion

Mage Level Spell Grade Equivalent Spell Level Default Mana Cost
1 0 0 1
1 1 1 2
4 2 2 4
7 3 3 and 4 6
10 4 5 8
13 5 6 10
16 6 7 12
19 7 8 and 9 14

Mystic Focus (Su): Merely having Mana gives Mages a special energy. Mages can put that energy to work without actually paying a Mana cost—they can become mystically focused as a special use of the Concentration skill.

If you have 1 or more Mana available, you can meditate to attempt to become mystically focused. The DC to become focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are focused, you can expend your mystical focus on any single Concentration check you make thereafter.

When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain various benefits.

While the Mage has a mystical focus, all Mana costs for spells are reduced by 1 (allowing cantrips to be cast for free).

Once you are mystically focused, you remain focused until you expend your focus, become unconscious, or go to sleep, or until your Mana drops to 0.

Detect Magic (Sp): A mage of at least 2nd level may use detect magic at will. This may be used as a 60ft cone, 120ft line, or 30ft radius, chosen when casting.

Invest Mana (Su): A mage of at least 7th level may choose to invest mana into non-instantaneous spells. If she does so, the spell’s mana cost increases based on its original duration and its duration changes to Focus. A spell with a duration of Focus lasts until it is dismissed, dispelled, or the caster loses or expends their mystic focus. As the spell has an ongoing duration, the mage may not regain the mana spent on the spell until the spell ends.

Original Duration Invest Mana Cost
Rounds per level or less than 1 minute +6
Minutes per level or less than 10 minutes +4
10 Minutes per level or less than 1 hour +2
Hours per level or less than 1 day +0
Days per level or longer -2

Eldritch Path: (Su) At first level, a mage selects her Eldritch Path. An Eldritch Path does many things, the most important of which is that it gives a spellcaster a "path" for her to develop on. An Eldritch Path always adds spells to her spell list, adds some additional class skills, and helps her to qualify for Sorcery Traits. It may also affect her hit die, saving throws, base attack bonus, spell progression, spells known, or skill points per level.

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->


Epic Mage>

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-# of levels-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> 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-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, 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.->.





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Facts about "Mage, GT (3.5e Class)"
Article BalanceVery High +
AuthorGrog_toad +
Base Attack Bonus ProgressionPoor +
Class AbilitySpontaneous Arcane Spellcasting +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Gather Information +, Heal +, Intimidate +, Knowledge +, Listen +, Perform +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Truespeak +, Use Magic Device + and Witchcraft +
Skill Points4 +
SummaryA general Spellcaster that can be customized. +
TitleMage, GT +
Will Save ProgressionGood +