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LordErebus12
2014-06-25, 08:44 AM
The Conjurer

http://denmanrooke.com/wp-content/uploads/2012/10/Battlemage.jpg

Abilities: Str (Accuracy, Damage) or Dex (Accuracy, Defense), Wis (Insight, Perception, Spells), Con (Health)
Alignment: Any.
Hit Die: d8


Class Skills
The Conjurer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (arcane / history / the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).


Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th
5th
6th


1st

+0


+0


+2


+2

Cantrips, Conjure Weapon (Mwk)

0

---
---
---
---
---


2nd

+1


+1


+3


+3

Arcane Channeling

1

---
---
---
---
---


3rd

+2


+1


+3


+3

Mage Armor (+4)

2

0
---
---
---
---


4th

+3


+1


+4


+4

Conjure Weapon (+1)

2

1
---
---
---
---


5th

+3


+1


+3


+4

Counterstrike (Spells)

3

2
---
---
---
---


6th

+4


+2


+5


+5

Eldritch Shielding

3

2
0
---
---
---


7th

+5


+2


+5


+5

Shield (+4)

3

3
1
---
---
---


8th

+6/+1


+2


+6


+6

Conjure Weapon (+2)

3

3
2
---
---
---


9th

+6/+1


+3


+6


+6

Mage Armor (+6)

3

3
2
0
---
---


10th

+7/+2


+3


+7


+7

Eldritch Barrage

4

3
3
1
---
---


11th

+8/+3


+3


+7


+7

Counterstrike
(Spell-like Abilities)

4

3
3
2
---
---


12th

+9/+4


+4


+8


+8

Conjure Weapon (+3)

4

4
3
2
0
---


13th

+9/+4


+4


+8


+8

Shield (+6)

4

4
4
3
1
---


14th

+10/+5


+4


+9


+9

Eldritch Resilience

4

4
4
3
2
---


15th

+11/+6/+1


+5


+9


+9

Mage Armor (+8)

5

4
4
3
3
0


16th

+12/+7/+2


+5


+10


+10

Conjure Weapon (+4)

5

5
4
4
3
1


17th

+12/+7/+2


+5


+10


+10

Counterstrike (Supernatural)

5

5
5
4
4
2


18th

+13/+8/+3


+6


+11


+11

Eldritch Defenses

5

5
5
5
4
3


19th

+14/+9/+4


+6


+11


+11

Shield (+8)

5

5
5
5
5
4


20th

+15/+10/+5


+6


+12


+12

Conjure Weapon (+5)

5

5
5
5
5
5




Class Features
All of the following are class features of the Conjurer.


Weapon and Armor Proficiency:
Conjurers are proficient with all simple and martial weapons, but with no types of armor or shields.


Spellcasting:
Arcane magic, using Wisdom modifier for bonus spells and save DCs.

1st - Cantrips (Sp):
You can use the following cantrips at will:
Acid Splash, Detect Magic, Read Magic, Dancing Lights, Light, Mage Hand, Mending, Message, Open/Close, Arcane Mark, and Prestidigitation

1st - Conjure Weapon (Su):
As a swift action, you can summon a weapon made of force into your open hand. This weapon can take the shape of any melee weapon or ranged weapon with which you are proficient, including projectiles and thrown weapons. The weapon remains in your hand until dropped, thrown, or disarmed, at which point it vanishes as it leaves your hand. Summoning a new projectile or thrown weapon takes the same amount of time and the same action as loading or drawing a mundane projectile or weapon of the same type, meaning arrows are conjured as a free action. Thrown weapons and projectiles vanish immediately after impact.

The weapon functions as a masterwork weapon of its type, but it is weightless and transparent in appearance. As this is a force effect, it deals damage normally to incorporeal targets. Summoning this weapon is a supernatural ability. The weapon improves as a magic weapon, based on your conjurer level. If the chosen form is a double weapon, only the main-hand end gains this enhancement in full. If you wish to enhance both ends, treat the effective enhancement as one lower for each end.



Conjurer Level
Weapon Quality


1st

Masterwork



4th

+1 Enhancement



8th

+2 Enhancement



12th

+3 Enhancement



16th

+4 Enhancement



20th

+5 Enhancement




With one minute of concentration and the appropriate spell slot, you can reduce the enhancement bonus of your eldritch weapon by any amount (but not below +1) to permanently enchant that chosen summoned weapon with one or more special abilities, such as flaming or keen. You must be able to cast the spells used in the creation of the abilities, whether its prepared or known, and it counts as a casting of that spell.


2nd - Arcane Channeling (Su):
You can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

You do not; however, gain the ability to let you can cast any touch spell you know as part of a full attack action, as does the Duskblade class feature at 13th level; however, if you also are a Duskblade with this ability, your conjurer levels stack for the levels required to gain this extra ability at 13th level.


3rd - Mage Armor (Sp):
As a standard action, an invisible but tangible field of force surrounds the conjurer or a single creature touched, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. Each usage of this ability lasts for 1 hour per conjurer level. At 9th level and 15th level, this bonus increases by two each.


5th - Counterstrike (Su):
You gain the ability to reflect incoming rays and ranged touch spells back at their casters with a single swing of your weapon. By using an immediate action when a spell designates you as target, you make a melee touch attack against the incoming spell with your weapon (AC = 10 + Spell's Caster Level). If successful, the spell is redirected back at the caster and leaves you unaffected. This ability can only be used a number of times each round equal to your dexterity modifier and count toward your limit on Attacks of Opportunity. You must have a weapon in hand to use this ability.

At 11th level, you can use this ability against the spell-like abilities of creatures.
At 17th level, you can use this ability against the supernatural abilities of creatures.


6th - Eldritch Shielding (Su):
You can use a free action to deflect incoming damage, sacrificing a spell-slot or prepared spell of your choice to reduce damage dealt to you from an outside source by 1d6 per level of the spell /spell-slot sacrificed. You can use this ability only once per any creature's turn.


7th - Shield (Sp):
As a standard action, this ability creates an invisible, tower shield-sized mobile disk of force that hovers in front of you or a single creature touched. This shield negates magic missile attacks directed against the creature with the shield effect. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield ability for cover. Each usage of this ability lasts for 1 hour per conjurer level. Each usage of this ability lasts for 1 hour per conjurer level. At 13th level and 19th level, this bonus increases by two each.


10th – Eldritch Barrage (Su):
As a swift action, you can sacrifice one spell of 2nd level or higher with an energy descriptor (acid, cold, electricity, fire, sonic) to add 1d8 per two spell levels of the appropriate energy type to all attacks you make with a single weapon until the end of your turn.

If the weapon is a double weapon, then only one side receives this bonus damage. If the weapon is a ranged weapon, it deal only 1d6 damage per two spell levels.


14th - Eldritch Resilience (Su):
You can use an immediate action to deflect incoming elemental damage, sacrificing a spell with an energy keyword (acid, cold, electricity, or fire) of your choice to reduce energy damage of that type dealt to you from an outside source by 1d10 per level of the spell sacrificed.


18th - Eldritch Defenses (Sp):
As an immediate action, you can sacrifice one prepared spell or spell-slot of your choice to add a bonus equal to the level of the sacrificed spell to one saving throw. You can choose to add this bonus after having rolled, but before you know whether the save succeeded or failed.

LordErebus12
2014-06-25, 08:49 AM
not sure on the spellcasting itself. It definitely would have Abjuration, Conjuration and Transmutation schools included.

nonsi
2014-06-25, 10:21 AM
Spread the spell levels more evenly.
Reason: with Abjuration, Conjuration and Transmutation, you're almost covered for all scenarios, so at low levels you're practically a full caster + a lot of buffs, and passed 11th nothing interesting really happens (some candies here & there, but nothing substantial).

LordErebus12
2014-06-25, 10:48 AM
Spread the spell levels more evenly.
Reason: with Abjuration, Conjuration and Transmutation, you're almost covered for all scenarios, so at low levels you're practically a full caster + a lot of buffs, and passed 11th nothing interesting really happens (some candies here & there, but nothing substantial).

okay, spread them out more evenly.