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Revision as of 02:04, 14 October 2019

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Author: Leziad (talk)
Date Created: 21st January 2019
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A rework of the Pathfinder Mesmerist for VH 3.5e, a class with the ability to hypnotize themselves and others. {{{length}}} 1



Alternate Magic Partial

This is a rework of the Pathfinder Mesmerist to work in VH 3.5e, I do not take credit for the original ideas. It has been heavily reworked and while some material for one might work for the other this is not guaranteed.

Mentalist

The masters of the mind, the mentalists originated from an ancient cabal of occult researchers and magician who practiced hypnosis. Their research eventually lead to the development of unique techniques, allowing them to passively access the deepest recess of the mind, both within themselves, in their allies and in their foes. The mentalist is able to unleash the true potential of herself and her allies, while greatly undermining her targets with her stare and her ability to cast powerful mind-affecting spells.

The mentalist is neither an arcane or divine class, instead it relies on strange occult secrets and mild psionic potential (without using powers).

Making a Mentalist

The mentalist is a spellcaster with early access to plenty of powerful enhancement and illusion, their ability to lower Will save and other enhancer allow them to both be extremely effective by themselves and be useful to allies. They are not particularly tough and are lacking in defensive abilities and thus usually must stay back at least a little.

Abilities: A mentalist need a high Intelligence or Charisma for her spellcasting and DCs, a few of her class features are based on Charisma while Intelligence grant her more skills. As most characters a good Dexterity and Constitution increase her abilities to fight and survive.

Races: Any.

Alignment: Any.

Starting Gold: As Rogue.

Starting Age: Complex.

Table: The Mentalist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Aspect of the Beguiler, Mentalist Stare, Subconscious Trick 2
2nd +1 +0 +0 +3 Egoist Shield, Psychic Suffering, Subconscious Trick 3
3rd +2 +1 +1 +3 Hypnotic Therapy, Mesmeric Stare 4
4th +3 +1 +1 +4 Subconscious Trick 5 1
5th +3 +1 +1 +4 Bonus Feat 6 2
6th +4 +2 +2 +5 Hypnotic Therapy (Improved), Subconscious Trick 6 3
7th +5 +2 +2 +5 Mesmeric Stare, Psychic Suffering (Ranged) 6 4 1
8th +6/+1 +2 +2 +6 Subconscious Trick 6 5 2
9th +6/+1 +3 +3 +6 Bonus Feat, Hypnotic Therapy (Accelerated) 6 6 3
10th +7/+2 +3 +3 +7 Mental Edge, Subconscious Trick 6 6 4 1
11th +8/+3 +3 +3 +7 Mesmeric Stare 6 6 5 2
12th +9/+4 +4 +4 +8 Expert Trick Access, Hypnotic Therapy (Break Enchantment), Subconscious Trick 6 6 6 3
13th +9/+4 +4 +4 +8 Bonus Feat 6 6 6 4 1
14th +10/+5 +4 +4 +9 Psychic Suffering (Instant Death), Subconscious Trick 6 6 6 5 2
15th +11/+6/+1 +5 +5 +9 Mesmeric Stare 6 6 6 6 3
16th +12/+7/+2 +5 +5 +10 Subconscious Trick 6 6 6 6 4 1
17th +12/+7/+2 +5 +5 +10 Bonus Feat, Mental Superiority 6 6 6 6 5 2
18th +13/+8/+3 +6 +6 +11 Subconscious Trick 6 6 6 6 6 3
19th +14/+9/+4 +6 +6 +11 Mesmeric Stare 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Mental Supremacy, Subconscious Trick 6 6 6 6 6 5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the Mentalist.

Weapon and Armor Proficiency: A Mentalist is proficient with all simple weapon, martial ranged weapons, as well as the estoc, hand crossbow, sap, short sword, spearcane, swordcane, rapier and whip. A mentalist is proficient with light armor but no shields.

Spells: A Mentalist cast spells spontaneously, however instead of drawing on arcane or divine source she instead relies on her own occult research and mind, making them psychic spells. She does not need to prepare her spells in advance, much like other spontaneous casters, she is drawing on a pool of spell known. Unlike other spontaneous casters however, whenever a mentalist rest to regain her spell she may trade one of her spell known for another of the same level.

Unlike most spellcasters, a mentalist do not need material, vocal or somatic components to cast most of her spells. If her spell as a focus, she always replace that focus with a 'hypnotic focus' such as a pendulum or a watch to mitigate this limitation, which also add somatic component and a focus to the spell. If one of her spell require her to give an order or speak, it has vocal components.

A mentalist cast using either her Intelligence or her Charisma (based on her Aspect of the Beguiler), the DCs or her spell, bonus spell per day and minimum ability score requirement for casting are based on the chosen ability score. The DCs of a Mentalist spell is 10 + Spell Level + her Aspect's key ability modifier.

A mentalist spellcasting count as both Arcane and Divine for the purpose of meeting prerequisites. A Mentalist's spellcasting cannot be made into scrolls or consumable items as is. She may still [Item Creation] feats with the spells on her spell list, but they are treated as of the same level as they are found on either the Cleric, Druid or Wizard spell list.

A Mentalist select her spells from the following list:

0— Azore's trick candle, clothes swap, daze, dazzle ward, detect magic, light, love ward, mage hand, mending, message, open/close, power word dazzle, spook, read magic, obedient light, prestidigitation.

1st— Astral fugue, cause fear, charm person, color spray, disguise self, Dyfen's induce pleasure, fanservice, Ishara's enticing directive, Nealan's unbuckling, phantom palm, power word painV, shadowknife, silent image, sleep, thought seed, ventriloquism.

2nd— Aura of doom, Cain's curse of covetousness, calm emotions, covert transposition, daze monster, detect thoughts, dire wound, Dyfen's violent flashback, enthrall, expeditious invisibility, greater hypnotism, hold person, hypnotic light, minor image, mirror image, rage, still invisibility, suggestion, totemic power, touch of idiocy, touch of madness.

3rd— Charm monster, confusion, crushing despair, deep slumber, dimension door, dispel magic, displacement, drowsing hypnosis, Dyfen's mind corrosion, espoir, fear, glibness, good hope, insidious suggestion, invisibility sphere, lesser geas, major image, pronounce doom, scare, scrying.

4th— Alter memory, clockstopper, daunting ray, Dyfen's oneiric daemon, dominate person, Dyfen's self erasure, feeblemind, greater invisibility, hold monster, mind fogV, mirror image, greaterPHBII, persistent invisibility, phantasmal killer, rainbow pattern, sensory deprivation, suicidal command, ur charm person.

5th— Dream, false vision, fatal geas, greater dispel magic, improved dimension door, insidious domination, mass espoir, mass suggestion, mislead, nightmare, persistent image, power word blind.

6th— Break morale, dimension pathway, ethereal jaunt, geas/quest, greater scrying, identity death, improved phantasmal killer, insanityV, irresistible dance, oblivion, permanent image, power word stun, programmed image, project image, time stop, veil.

Table: Mentalist Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 3
4th 6 4 2
5th 6 4 3
6th 6 4 3
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 3
10th 6 6 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 3
13th 6 6 6 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 3
16th 6 6 6 6 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 3
19th 6 6 6 6 6 5 4
20th 6 6 6 6 6 5 4

Aspect of the Beguiler (Ex): A Mentalist is an expert at lying and manipulating others, she gain half her class level as a bonus on her Bluff checks made to lies or otherwise deceive. She also choose one 'Aspect' from the list below, once chosen this cannot be changed.

Hypnotist: Your spellcasting and DCs of your class abilities are Charisma-based, you gain Insomnia as a bonus feat. When using a [Charm] or [Compulsion] spells against a flat-footed target the DC of the spell increase by 1.

Seducer: Your spellcasting and DCs of your class abilities are Charisma-based, you gain the ability to Seduce to Deceive. When using a [Charm] or [Compulsion] spells against a target who is physically attracted to you, the DC of the spell increase by 2.

Tinkerer: Your spellcasting and the DCs of your class abilities are Intelligence-based, at 1st level you gain Device Dabbler as a bonus feat, even if you do not meet the prerequisites.

Trickster: Your spellcasting and the DCs of your class abilities are Intelligence-based, you gain Improved Feint as a bonus feat even if you do not meet the prerequisites.

Mentalist Stare (Su): As a swift action, a Mentalist can direct her focus at a creature within 30 feet of her and start subtly hypnotizing it. The target of the Mentalist stare take a -2 penalty on Will saves. The penalty last until the mentalist switch target, either move more than 30 feet or the mentalist fall unconscious or dies. A Mentalist's Stare is a mind-affecting, which require line of sight but not line of effect. The target do not realize that it is affected by the Mentalist Stare but other creature might, as the Mentalist show some display such as glowing eyes which are not registered by the target.

A Mentalist may command the target of her Mentalist Stare with a DC of 10 + 1/2 level + the mentalist's aspect key modifier. If a target succeed she become immune to further attempt for 1 minute. If she fail, she obey the command and do not remember having done it.

Subconscious Trick (Su): A Mentalist can create hypnotic bonds between herself and her allies, implanting psychic suggestions in their minds that he can later activate. She may only have a single trick implanted in each creature and up to two tricks in total. At 5th level and 5 levels thereafter she may implant two additional tricks, but she is still limited to one per creature.

To implant a subconscious trick, the mentalist must take a minute to hypnotize the target, the target must be willing and within touch range. The mentalist can trigger the subconscious trick as a free action, even if it isn’t her turn. The subject must be within medium range (100 feet + 10 feet per level) for the mentalist to trigger the trick. The subject must have an Intelligence score of 3 or above in order to be implanted a subconscious trick.

The mentalist monitors for the trick’s triggering condition through a subtle telepathic connection, so she doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents her from triggering tricks. An implanted trick lasts for 24 hours, they can be changed for another trick by the mentalist by simply implanting a new trick in their mind.

Once triggered, a trick stay implanted and may be triggered again and again. Each day, she can trigger a number of these suggestion equal to 1/2 her mentalist level (minimum 1) plus her Charisma bonus (if any). Implanting a trick do not consume a daily use, but triggering it does. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any subconscious or expert trick that requires a saving throw or skill check is 10 + 1/2 the mentalist’s level + the mentalist’s aspect key ability modifier.

The mentalist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). The mentalist may implant any tricks she know. Unless specifically noted in the subconscious trick’s description, a mentalist can’t choose a particular trick more than once. Whenever she rest to regain her spell, the Mentalist may induce herself in an hypnotic session to replace a single Subconscious Trick she know with another.

  • Abnormal Skill (Ex): The subject gain your Charisma bonus as an insight bonus a single skill check and it is rolled twice, taking the best result. This trick last 1 round per level or until discharged.
  • Avert Traps (Ex): The subject gain trapfinding and trap sense as a Rogue of it level as well as Evasion against trap and natural hazard. This trick last for 1 hour per class level.
  • Cognitive Hazard (Su): When the subject is targeted by a [charm] or [compulsion] or another creature attempt to read it mind, the source of the effect take 1d6 + half your class level in madness and must make a Will save or lose the effect.
  • Control of Will (Su): The subject fall under the control of the mentalist as per dominate person, the subject must be willing. While under your control the subject ignore any negative status effect you could negate with Hypnotic Therapy as well as any non-harmless [Mind-Affecting] effect. You cannot use this trick on yourself. This trick last for 1 round.
  • Eyes of God (Su): You see through the subject's eyes and may even use subject as the starting point of your Hypnotic Stare. This trick last for 1 round per level.
  • False Courage (Ex): The subject become immune to fear-effect and gain a +10 morale bonus to it speed. This trick last for 1 round, after the duration any fear-effect that was on the subject are reduced by 1 step, if shaken they instead no longer suffer from any fear effects.
  • Ignore Wounds (Ex): The subject gain DR/- equal to half your class level and all damage dealt to it this turn are non-lethal damage, if it immune to non-lethal damage the later part does not take effect. This trick last for 1 round.
  • Incredible Dodge (Ex): The subject gain a +2 dodge bonus to AC, reflex save and the benefit of Evasion.This trick last for 1 round.
  • Liberating Suggestion (Ex): The subject may attempt a Strength check or Escape Artist check to escape from her bond or grapple as part of you activating this trick, it gain a bonus on their attempt equal to your Charisma modifier.
  • Masterful Reflexes (Ex): The subject gain the benefit of the Combat Reflexes feat using your Charisma of their Dexterity, whichever is higher. The subject also gain a +4 bonus on attack roll with attacks of opportunity. This trick last for 1 round.
  • Maximum Capacity (Ex): All of the subject's inhibition are released, allowing them to bring their body to their full potential. The subject's Strength score increase by +4 or to 20, whichever is higher. This trick last for 1 round per two class level.
  • Mental High (Ex): The subject increase any morale bonuses it receive by +2. This trick last for 1 round.
  • Mind Over Matter (Ex): The subject become immune to pain and ignore any pain-based effect currently affecting it and gain 1 temporary hit point per HD they possess. This trick last for 1 round per class level.
  • No Perception (Ex): The subject is unable to perceive one hazard, such as a dangerous sound or a creature with a gaze attack. This make them immune to it hazrdous effect, but they are essentially invisible to the subject. This trick last for 1 round per level.
  • Perfect Focus (Ex): The subject gain a +20 bonus on all Concentration and Autohypnosis checks, if they are psionic they may recover their psionic focus as a free action. This trick last for 1 round.
  • Placebo Healing (Ex): The subject may treat any edible drink or food as either an antiplaguePathfinder, antitoxin or other healing item worth 50 gp per class level or less. This last for 1 hour or until the item is consumed.
  • Predict Movement (Ex): The subject is granted the ability to see how exactly a foe will react, all of it possible movements and how to strike it weak point. The next attack the subject make catch it target flat-footed and the subject may move 10 feet as part of the attack. For the duration the threatening range of the subject is increased by 10 feet (but not it reach). This ability last for 1 round per class level or until discharged upon making an attack.
  • Refresh Memory (Ex): The subject is subjected to a modify memory effect but only for restoring previously hidden or erased memories. The subject must be willing.
  • Shadow Flanker (Ex): The subject believe that she is flanking her current opponent, all attacks against that creature are made with all flanking bonus as if she was actually flanking. This trick last 1 round.
  • Subconscious Tumble (Ex): The subject do not provoke for her first 5 feet of movement, when she withdraw she do not provoke for movement at all. This trick last for 1 round.
  • Temporal Lapse (Su): The subject become unable to act for 1 round, however any non-harmless effect have their duration reduced by 1 hour. You are not helpless during this time.

Egoist Shield (Su): A 2nd level Mentalist know how to shield her mind from harm, she add her Charisma modifier to her Will save. She is now capable of making Will save even while unconscious or in other situation where she would automatically be considered as 'willing'.

Psychic Suffering (Su): A 2nd level Mentalist can inflict tremendous suffering in the psyche of her target, whenever the target of her Mentalist Stare take damage she may activate this ability as a free action usable outside of her turn. The creature take an amount of extra damage equal to twice the Mentalist's class level. Psychic Suffering may only be activated once per round, no matter how many time the creature take damage.

Alternatively the mentalist may cause catastrophic psychic damage herself, she must make a melee attack against the target of her Mentalist Stare as a standard action (she may even deliver with a simple touch, which require a melee touch attack but deal no innate damage). If it hit, the attack trigger Psychic Suffering and deal 1d6 extra damage, which increase by 1d6 at each odd class level thereafter.

The extra damage dealt by Psychic Suffering is not precision damage, instead it is mind-affecting and pain-based effect.

At 7th level the mentalist may damage the foe by simply stabbing into a doll, simply making the motion of the attack or simply staring at the target maliciously. She may deliver the catastrophic psychic damage as above with a ranged touch attack that deal no innate damage. Doing so however reduce the bonus damage by 2d6

At 14th level after triggering Psychic Suffering herself, she may force the damaged creature to make a Fortitude save (DC 10 + 1/2 Class Level + aspect key ability modifier) or die outright from the pain. This can be done a number of times per day equal to half her Charisma modifier, a creature who succeed it save is immune to this instantaneous death for 24 hours. This is a [death] effect.

Hypnotic Therapy (Su): At 3rd level Mentalist can attempt remove any condition or status effect with a non-instantaneous duration on a willing creature within close range as a full-round action. The creature is allowed to reroll their save to end the effect, if the effect didn't offer a saving throw then Hypnotic Therapy cannot remove it. If it a [Compulsion], [fear] or a [pain]-effect the creature is granted a +4 bonus on it saving throw. If she fail to remove a status effect she may not attempt to do so again for She may use Hypnotic Therapy can be attempted a number of times per day per equal to 3 + the Mentalist's aspect key modifier. The Mentalist may use Hypnotic Therapy on herself and on the target of her Mentalist Stare as a swift action.

At 6th level she may spend an use of Hypnotic Therapy to remove 1 point of ability damage per class level on a single ability score, or half that as ability drain. If she make the target reroll and effect and it still fail, reduce the duration of the effect by half.

At 9th level she may uses Hypnotic Therapy on others as a standard action.

At 12th level she may spend two uses of Hypnotic Therapy to replicate the effect of break enchantment.

Mesmeric Stare (Su): At 3rd level and each 4 levels thereafter, the Mentalist augment her Mentalist Stare. She choose a single ability from the list below which increase the potency of her Mentalist Stare, they require no activation unless specified otherwise, they simple enhance the already existing stare. She may choose a single Mesmeric Stare once unless specified otherwise and may not change them after she choose them. The DCs of any Mesmeric stare is DC 10 + 1/2 Class Level + Aspect Key Ability Modifier.

  • Amnesia: Whenever you target a creature with your mentalist stare you may force it to make a Will save as a free action. If it fail it do not form memories for the round, essentially forgetting the event of the round. In combat this cause the target to become flat-footed upon the start of it next turn for 1 round, as it suddenly realize it new situation. You must be 7th level or higher to select this stare.
  • Creepy Stare: Your stare induce an additional the penalty to Will save and any other penalty instilled by your stare increase by -1. You must be 7th level or higher to select this Mesmeric Stare.
  • Commanding Stare: The command ability of your Mentalist Stare instead change to greater command.
  • Deception: If the subject of your stare succeed a Will save against one of your ability, it is not aware that it succeeded a Will save. On the other hand, if a creature fail a Will save against one of your [charm] or [compulsion] spell while under your mentalist stare, it take a -4 penalty on any secondary will save to shake off the effect which persist even after the target is no longer the target of your stare. Finally upon successfully casting an enchantment spell on a target, you may make a Bluff check, you use result as the DC of sense enchantment, a domination is made at a -10 penalty.
  • Deep Hypnosis: You are able to induce a powerful subconscious hypnosis, allowing you to now affect creatures immune to mind-affecting effect with your Mentalist Stare. If a creature is under the effect of your Mesmeric Stare it loses any immunity to mind-affecting effect, including charm, compulsion and fear effect against your abilities for as long as it under your stare and for 1 round thereafter. If the effect last for more than 1 round, there is a 50% chance of not being affected by any of such effect each round while under your Mentalist Stare. A mindless creature is still fully immune to your mind-affecting effect.
  • Gaslighting Stare: If the target of your stare successfully see through your lies, even with magic, it must make a Will save or fail to believe that you lied. It will accept the lie even if otherwise impossible, questioning it own sanity before your words. If you made the target believe an impossible lie this way, it make an additional Will save at a +4 bonus after it cease being the target of your Mentalist Stare, on a success it realize the deception.
  • Long Stare: The range of your Mentalist Stare increase to 60 feet. You may take this Mentalist Stare a second time, increase it range to 120 feet the second time.
  • Piercing Stare: Your stare is so powerful that it now pierce into the soul of the target, inducing vulnerability within them. The target take a -2 penalty on attack rolls, damage rolls and AC as long as it under your Mentalist Stare. You may suppress or resume Piercing Stare as a free action.
  • Weakening Stare: A creature under the effect of your Mentalist Stare count as 4 HD lower for the purpose of interacting with your spells.

Bonus Feat (Ex): At 5th level and each 4 levels thereafter a Mentalist gain a single bonus feat she meet the prerequisites form the following list: Combat Expertise, Greater Spell Focus, Greater Stare, Intense Suffering, Psychic Convulsion, Skill Focus, Spell Focus, Weapon Focus.

Mental Edge: A 10th level mentalist is able to cast her spells at their highest potential. Whenever she cast a spell in a higher spell slot, the DC of that spell count as if it was of the appropriate level. This function for spell whose level is increased by metamagic, or cast in a higher spell slot for other reason. The spell also count as the level of the slot used to cast it whenever beneficial.

Expert Trick Access (Su): At 12th level, the Mentalist gain access to the list below when selected Subconscious Trick. Unlike a normal Subconscious trick, an expert trick require ton of focus and expertise to learn and thus cannot be replaced once learned.

  • Actions Without Thoughts (Ex): The subject take a standard action, this cannot be done to interrupt another creature's action. This trick may only be used once per encounter.
  • Cellular Regeneration (Su): The subject gain fast healing equal to half your class level or increase it current fast healing by 2 (whichever is better). This trick last for 1 round per class level.
  • Combat Evolution (Ex): The subject gain a single [Fighter] feat it meet the prerequisite for. This trick last for 1 round per class level.
  • Express Recovery (Su): The subject is instantly cured of any status effect that could be removed by your Hypnotic Therapy ability and regain 1 hit point per HD. This cost an uses of both abilities.
  • Hamedo (Ex): The subject may make an attack at it highest attack bonus against a creature who attack it or target it with a spell or ability, the subject's attack is resolved first.
  • Heracles Principle (Ex): You may only implant this trick within yourself. The Heracles Principle allow you to activate any of your known subconscious trick (including other masterful trick) as if you had implanted them with yourself unless it couldn't be implanted within yourself.
  • Perfect Synchronicity (Ex): The subject roll a 20 on it initiate check, gain a +4 bonus to initiative and act in a surprise round. This trick last for an encounter and must be triggered as initiative is rolled.
  • Terrible Wound (Ex): Upon being triggered this trick make the next attack made by the subject psychically charge, dealing double damage and forcing the creature to make a Will save or be stunned for 1 round. This trick last for 1 round or until discharged.

Mental Superiority: At 17th level, a Mentalist's spell which affect a specific type now affect all type. Thus she could use dominate person on an outsider.

Mental Supremacy: A 20th level Mentalist is now a flawless master of the mind, whenever she cast a mind-affecting spell that target only the subject of her Mentalist Stare she no longer need to expend a spell slot.



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