Wordomancer (4e Class)

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Author: Foxwarrior (talk)
Date Created: 2/15/11
Status: Just started
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Wordomancer[edit]

Just because you say you can shoot fire from your hands doesn't make it true. When I say it, on the other hand...

Class Traits[edit]

Class Traits
Role: Striker. Wordomancers are generally good at dealing damage to things, but some of them are better at Controlling and Leading.
Power Source: Arcane.
Key Abilities: Charisma, Intelligence
 
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged
Implement(s): Orbs, staves, books
Bonus to Defense: +1 Reflex, +1 Will
 
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
 
Trained Skills: Bluff and Diplomacy. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (INT), Heal (WIS), History (INT), Insight (WIS), Intimidate (CHA), Religion (INT), Streetwise (CHA)
 
Build Options: Blaster, Manipulator
Class Features: Base Damage, Moving Boost or Damaging Boost

Wordomancy is an ancient, cultured art mostly practiced by petty and conniving people. Learning this art generally involves years of studying linguistics, and weeks of steeping oneself in arcane energies while reciting poetry backwards.

WORDOMANCER OVERVIEW[edit]

Characteristics: Wordomancers are most distinct for the fact that they are likely to do less than one thing per turn. Most Wordomancers are capable of dealing a fair bit of damage, and incapable of surviving the same, but beyond that, Wordomancers differ greatly from each other and from theirselves.

Religion: Wordomancy doesn't have an inherent attachment to any particular religion, although some theologians learn Wordomancy as a side effect of their enthusiasm for religious texts.

Races: If it can't speak, or doesn't have a bonus to either Charisma or Intelligence, the only Wordomancers of that race must be insane.

Creating a Wordomancer[edit]

Wordomancers use Charisma for their attack rolls and base damage, and Intelligence for the effects of their words. The balance between the two ability scores is probably one of the strongest influences on a Wordomancer's style.

Blaster[edit]

Blasters have more Charisma than Intelligence.

Suggested Feat: (Human Feat:)
Suggested Skills: Heal, Intimidate, Streetwise
Suggested At-Will Powers: Bref, Mynd
Suggested Encounter Power: Pyr
Suggested Daily Power: Sayif

Manipulator[edit]

Manipulators have more Intelligence than Charisma.

Suggested Feat: (Human Feat:)
Suggested Skills: Arcana, History, Insight
Suggested At-Will Powers: Bolt, Burs
Suggested Encounter Power: Kol
Suggested Daily Power: Stup

Wordomancer Class Features[edit]

All Wordomancers possess Base Damage, and have either Moving Boost or Damaging Boost, but not both.

Base Damage[edit]

At level 1, choose two damage types. Whenever you cast a Base Word, you may choose to do 2d6 + CHA points of one of those two damage types to all creatures hit by the power. Choose only one of the two types each time; you can't deal damage of one type to some affected creatures and damage of the other type to the rest of the affected creatures. This damage improves to 3d6 + CHA at level 11 and 4d6 + CHA at level 21.

Moving Boost[edit]

Whenever you cast a Boost Word that takes a Minor, Move, or Standard action to cast, you may move half your speed.

Damaging Boost[edit]

Whenever you cast a Boost Word that takes a Minor, Move, or Standard action to cast, the next Base Word you cast will deal an additional 1d4 points of Base Damage. This improves to 1d6 points at level 11, and 1d8 points at level 21.

Wordomancer Powers[edit]

Wordomancers have three types of powers: Base Words, Boost Words, and Enablers. Base Words are more or less the same as ordinary powers that other classes have. Boost Words don't do anything in and of theirselves; instead, when you cast one, it adds some effect to the next Base Word you cast during this encounter. Enablers are powers that take a free action to cast, and let you use some Base Word or Boost Word at-will for the rest of the encounter.

Full power list here.



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AuthorFoxwarrior +
Identifier4e Class +
RatingUndiscussed +
SummaryThe Wordomancer strings Boost Words together, releasing them all with a Base Word to make things go boom real loud. +
TitleWordomancer +
Type{{{type}}} +