User:Lenteshi/Voidic Magician (3.5e Class)

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Voidic Magician[edit]

A Trickster

A Voidic Magician is mainly a utility mage with some quarks in their gears. Voidic Magician(s) mainly seek treasure, riches or fame. Voidic Magician(s) love to solve puzzles, commune with creatures, most importantly, tricking or "scamming" other in-to getting what they want.

In battle a Voidic Magician is that "annoying fly" in combat, flashing in to cause an effect on you before *poofing* away in combat. Their main job is to lock down heavy targets or cause targets of high intellect to focus on them.

Making a Voidic Magician Abilities: Dexterity, Intelligence.

Race: Any.

Alignment: Any.

Starting Gold: Same as Sorcerer.

Starting Age: Same as Sorcerer.

Table: Voidic Magician

Hit Die: d4

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 Tricks, Spells, Bonus Feat, Tarot Cards 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 Supernatural Awareness 6 5
4th +2 +1 +1 +4 6 5 2
5th +2 +1 +1 +4 Bonus Feat, "Sweet Nothings" 6 5 2
6th +3 +2 +2 +5 "Cloudless" 6 5 4 2
7th +3 +2 +2 +5 6 5 4 2
8th +4 +2 +2 +6 "Runaway" 6 5 4 2 2
9th +4 +3 +3 +6 6 5 4 2 2
10th +5 +3 +3 +7 Bonus Feat 6 5 4 2 2
11th +5 +3 +3 +7 6 5 4 4 2 2
12th +6/+1 +4 +4 +8 6 5 4 4 2 2
13th +6/+1 +4 +4 +8 6 5 4 4 2 2
14th +7/+2 +4 +4 +9 6 5 5 4 4 4 2
15th +7/+2 +5 +5 +9 Bonus Feat 6 5 5 4 4 4 2
16th +8/+3 +5 +5 +10 6 5 5 4 4 4 2
17th +8/+3 +5 +5 +10 6 5 5 4 4 4 2
18th +9/+4 +6 +6 +11 6 5 5 4 4 4 2
19th +9/+4 +6 +6 +11 6 5 5 4 4 4 2
20th +10/+5 +6 +6 +12 Bonus Feat 6 5 5 4 4 4 2

Class Skills (2 + Int modifier per level, ×4 at 1st level)

Balance (Dex), Concentration (Con), Craft (Int), Forgery (Int), Knowledge (arcana) (dungeoneering) (nature) (Int), Profession (Wis), Search (Int), Spellcraft (Int), Survival (Wis), Tumble (Dex), Use Magic Device (Cha).

Class Features All of the following are class features of the Voidic Magician

Weapon and Armor Proficiency: Voidic magician are proficient with all simple weapon but not with shields of any kind. Armor of any type interferes with a magician's movements, which will cause all tricks to fail.

Bonus Feats: At level 1 (every 5th level after) the voidic magician may choose one Bonus_Feat Must still meet the requirements.

Spells: The voidic magician may use spells in the Illusion school tree.

Tricks: The voidic magician may in-act "tricks". These skills require extreme focus on the mind to bend the reality around him. These tricks do strain the mind of the voidic magician limiting them to 2(+1 Per level) tricks per rest. Their are 4 tiers of tricks (Tier 1 for level one, Tier 2 for level 5, Ect.). The Voidic Magician are the master of bending the reality around him and covering his tracks, this negates the use of Detect Magic for it is not much of a "Trick" if they know how you did it. Trick "Points" are refunded if the voidic magician can maintain a full min of rest.

Tarot Cards: The magician can summon tarot cards out of thin air, Though a full deck is required to use this skill. This skill can only be used 1 time per day.

As a full round action the magician can attempt to perceive the future, and attempt avoid unnecessary events. 3 cards are drawn, the magician may choose 2 to flip over, The 3ed card that is not chosen will always remain blank. This skill can be used on pacific creatures, if the creature is willing, though no effects will be gained.

The party will not be 100% aware on what the prediction will be. (GM digression on what the party will receive or know)

•The Jester - One of your party members will be deceived by a creature.

•The High Priestess - A heavy decision is coming..

•The Lovers - Today is filled with a strange aura, today will be peaceful.

•Strength - A resolve of strength will be tested today.

•The Hermit - Something will cause you or a party member to become separated from everyone else.

•The Wheel of Fortune - Today will be blessed by luck.

•Death - Someone you know, May die.

•The Hanged Man - You or someone you know, will make a heavy sacrifice.

•The Devil - A man of power will come, Avoid him.

•Temperance - Spend the day in self-reflection, you might find something.

•Judgement - You efforts today will be watched, prepare for a outcome.

•The Hierophant - A teacher that you or a party member need, will appear.

•The Moon - You will meet someone of immense beauty, brace for what follows it.

•The Sun - You will meet someone of immense strength, watch out for fights.

•The Star - In your dire need, a guardian will come and protect you.

•The Void - Today will not be well at all, brace for the world to be agents you, and creatures of dark to be on the hunt.

•The Ether - Today is a day for spirits, brace to see fallen comrades or the reaper of souls.

•The Fool - The strongest of the tarots, today prediction is beyond our control or predictions, be prepared for anything. (Nulls the other card chosen)


Supernatural Awareness: Gain the trait Uncanny Dodge and the magician will be aware of hostile creatures up to 30ft, only if the intent is towards the magician. (Similar to Detect Hostile Intent)

"Sweet Nothings": When rolling a non-combat charisma roll, roll both your intellect and charisma and choose the larger outcome.

"Cloudless": The magician can choose to become weightless at times. If falling they will still keep their momentum. If the magician is touching a target, both the target and magician gain the "Cloudless" trait until effect is ended or no-longer touching the magician. If the caster is falling on a unstable or "thin" surface (Such as water or glass) they will need to take a balance check.

"Runaway(Ex)": The magician is use to running and covering his tracks, he almost mastered this to a fault, even magical abilitys such as Locate Creature or Find the Path have issues. They must make a caster level check against the Magician's HD + 10. If they fail, the spell go nowhere, leading into dead ends / giving impossible or obviously false information.

Tier 1 Tricks[edit]

Flick of the wrist(Ex): As a swift action, prepare for the next trick, activates "Bonus" effects. "flick of the wrist" must be used within 5min or be wasted. If a Spell-Like skill is used while "flick of the wrist" is active, consider the skill Extraordinary.

Dark Entanglement(Sp): As a standard action, spawns dark Tentacles that entangle the target

Large Step(Ex): As a standard, the magician bends the reality around him, so his next step will be at a targeted location. He can only "Large step" based off his movement speed.

Stinging Sand (Ex): As a standard, Throw a purple sand at the target, the stand will cause searing pain on the target dealing 1d6 (+1d6 per caster level) non-lethal damage.

Magician's Thievery (Sp): As a standard action, If the magician is close enough to a target (5 Feet or less), The magician can choose to "View" the target's inventory. If the magician has a item of somewhat equal weight value. He may choose to "swap" the items, This will not work on magical items.

Tier 2 Tricks[edit]

Now you see me (Sp): As standard action, When used gain the trait Invisibility, and gain Incorporeality. This effects ends when moving or when 10min pass. If "Flick of the wrist" is used they can move at half their movement speed. If the magician is touching a target the target falls under "Now you see me".

Mind Raider's Gaze (Sp): As a full round action, when viewing a target, the magician may be able to "view" the last 24hours of the target's life. If "Flick of the Wrist" is used the magician may implant a short (5 min) "False memory" into the target.

Magician's Lie (Sp): As a full round action, You bend the reality around you, causing your body to rapidly change to mimic a creature. (much like DisguiseSelf) Do to the nature of this skill, you body physically changes and detection skills like True_Seeing Will not work. If "Flick of the Wrist" is used, the Magician's clothing and voice will change as well.

"Open sesame (Sp)": A swift action, this skill works exactly like ..Open Sesame. Though if "flick the wrist" is used, this will unlock non-magical items.

"Magicians miracle (Sp) ": Mimics the skill Restoration.

Tier 3 Tricks[edit]

Tarot's Bluff (Ex) as a swift action, effects gained on all tarot cards are removed, and the prediction gain is considered false. If "flick the wrist" is active, may shuffle the deck and redraw the 3 cards. This skill is use-able every 3 days.

Foxes Cunning (Sp): As an immediate action you can teleport 5 feet to avoid an attack, if a 5 foot step does not take you out of the attack (such as with most area effect spells) the use is wasted. If "Flick of the wrist" is used, a crude dummy of the caster will spawn at the caster's location, the dummy will attempt a grapple on the target, If the grapple fails the dummy will do nothing, if success the dummy will implode with a dark mist (up to 5ft) causing enemy to make a saving throw (Will) agent the mist or become unconscious. If the target Saving Throw is successful, they become immune to the mist for 24 hours.

Hypnosis (Sp): as a full action, attempt to Enthrall a target, If "flick the wrist" is active this counts as a standard action.


Magician's safe (Sp): As standard action, If the magician has a enclose-able object (such as a basket or hat), he may treat it as a type of inventory by enclosing the items in "Pockets" in the reality around him. (Works similar to Bag Of Holding). This skill will always open to the same inventory. If "Flick of the Wrist" is used the magician can store large objects in the en-closable object, even if the object wont fit.

Tier 4 Tricks[edit]

"Reality Breaker (Ex):" "Flick the wrist" must be active, as a swift action, the magician may "Break Reality" causing time to freeze for 10min. All creatures (other then the magician) are in an effect like Stasis until the effect ends. If a creature is touching the magician they will not be in stasis.