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View Full Version : D&D 3.x Class The Wizard (E6 Project v3, PEACH)



Gnorman
2016-03-25, 04:22 AM
The Wizard (E6)

Designer's Notes:
This might be one of the biggest adjustments in my whole E6 project. The Wizard is no longer a prepared caster. In many ways, she is most similar to a Beguiler - she gains enchantment, illusion, and divination spells, with a smattering of other schools. But she's primarily a control caster, and gains the ability to confuse her enemies and bypass mind-affecting immunity as a result. She also has the most varied spell list, and is hard pressed to find a situation in which she can't contribute. While she may not be the most effective combatant, her versatility is second to none. She's still quite fragile - no armor proficiency and a low hit die, but with her illusion spells, that may not be a terrible thing.

Archetypes include: the stealthy Beguiler, the crafter-extraordinaire Artificer, and the Fatespinner, who specializes in making sure that her spells land when they count the most.

HD: d4
Class Skills: Appraise, Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (the planes), Profession, Search, Spellcraft, Speak Language
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Saves
Special
Spells Per Day




Fort
Ref
Will

0
1
2
3



1st
+0
+0
+0
+2
Archetype Power (Lesser), Minor Magic, Spellcasting
5
4
-
-



2nd
+1
+0
+0
+3
Advanced Learning, Foresight
6
5
-
-



3rd
+1
+1
+1
+3
Archetype Power (Moderate), Mind the Mindless
6
6
3
-



4th
+2
+1
+1
+4
Advanced Learning, Studied Mind
6
6
4
-



5th
+2
+1
+1
+4
Bonus Feat, Counterspell
6
6
5
3



6th
+3
+2
+2
+5
Archetype Power (Greater), Advanced Learning, Pinnacle of the Arcane
6
6
6
4




Proficiencies: The Wizard is proficient with simple weapons, but no armor or shields.

Spellcasting: The Wizard casts arcane spells from a specialized list, which is included below. The Wizard need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting attribute is Intelligence, which dictates both the DC of her spells and her bonus spell slots. To cast a spell, the Wizard must have an Intelligence score equal to 10 + the level of spell in question.

Archetype Power: At 1st level, the Wizard chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Wizard a different set of abilities at levels 1, 3, and 6, as noted below.

Minor Magic: The Wizard can cloud the mind of an opponent as a standard action. The Wizard chooses one of the following abilities, and may use it at will. Each one is usable at a range of Close (25 ft + 5/ft per two levels). The DC is 10 + 1/2 the Wizard's level + the Wizard's Intelligence modifier. These are all considered mind-affecting, supernatural effects.

Bedazzle: The target must make a Will save or be dazzled for one round. At 5th level, targets are blinded instead.

Bedevil: The target must make a Will save or be shaken for one round. At 5th level, targets are frightened instead. This is a fear effect.

Befuddle: The target must make a Will save or be confused for one round, as per the spell. At 5th level, targets are dazed instead. This is a compulsion effect.

Advanced Learning: At 2nd level, the Wizard may add one spell to her list of spells known. This spell may not be of a higher level than she is capable of casting at the time, and in any case no higher than 3rd level. This spell may only be drawn from spells on the sorcerer/wizard list, and may only be from the schools of Enchantment, Divination, or Illusion. She may add one more spell to her list of spells known at 4th level, and again at 6th.

Foresight: The Wizard may add her Intelligence modifier to initiative checks, in addition to her Dexterity modifier.

Mind the Mindless: The Wizard may, when casting a mind-affecting spell or using a mind-affecting ability, overcome the target's immunity to mind-affecting spells and effects, albeit at a -4 penalty to the DC of the spell. The Wizard may use this ability a number of times per day equal to her Intelligence modifier.

Studied Mind: The Wizard may concentrate on spells or similar effects as a swift action.

Bonus Feat: The Wizard gains a bonus feat, which must either be a metamagic feat or an item creation feat. The Wizard must still meet all prerequisites for the feat in question.

Counterspell: Once per round, the Wizard may counter a spell as an immediate action even if she has not readied an action to do so. She may also counter with any spell, so long as it is at least the same level as the spell being countered.

Pinnacle of the Arcane: Once per day, the Wizard may spontaneously cast any spell from the sorcerer/wizard list, even if she does not normally know the spell. It must be of a level she is capable of casting, and she must abide by all requirements of the spell, including components, casting time, etc.


Archetypes:


Artificer

Lesser Archetype Power: An artificer adds Use Magic Device to her list of class skills, and may add her Intelligence modifier instead of her Charisma modifier to Use Magic Device attempts.

Moderate Archetype Power: An artificer may apply any metamagic feat she knows to a spell trigger item. Using this ability expends a number of additional charges equal to the number of effective spell levels the metamagic feat would add to the spell. In addition, an artificer gains Brew Potion and Craft Wondrous Item as bonus feats.

Greater Archetype Power: For the purposes of meeting prerequisites for item creation, an artificer's effective caster level is two higher than her actual caster level. In addition, an artificer gains Craft Magic Arms & Armor and Craft Wand as bonus feats.


Beguiler

Lesser Archetype Power: A beguiler adds Disable Device, Hide, Listen, Move Silently, Open Lock, Spot, Sleight of Hand, and Tumble to her list of class skills, and gains four additional skill points per level (sixteen at first level). She also gains Trapfinding, as per the rogue ability.

Moderate Archetype Power: Whenever a beguiler casts a spell against an opponent that would be denied its Dexterity bonus to armor class, she gains a bonus to the spell's save DC and checks to overcome her opponent's spell resistance, if any, equal to one-third of her level.

Greater Archetype Power: A beguiler may use her Mind the Mindless ability against opponents that are denied their Dexterity bonus to armor class without using up any daily uses of the ability.


Fatespinner

Lesser Archetype Power: A fatespinner gains a pool of fate points equal to her class level. As a free action, she may spend fate points to increase the DC of one of her spells. Each point spent increases the DC by 1. Once the fatespinner's pool is empty, she cannot use this ability until she replenishes her spell slots, at which point her fate pool is replenished as well.

Moderate Archetype Power: So long as a fatespinner retains fate points in her pool, she can subtly manipulate the strands of destiny. For each fate left in her pool, attacks made against her have a miss chance of 5%.

Greater Archetype Power: A number of times per day equal to her Intelligence modifier, a fatespinner may force (or allow, in the case of an ally) a creature to reroll a single save as an immediate action. She may declare the use of this ability after the result of the initial save is announced; however, she must abide by the results of the second roll.


Wizard Spell List:

0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Read Magic
1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Feather Fall, Hypnotism, Identify, Obscuring Mist, Silent Image, Sleep, Unseen Servant, Ventriloquism
2: Blur, Daze Monster, Detect Thoughts, Enthrall, Fog Cloud, Fox's Cunning, Gust of Wind, Hideous Laughter, Hypnotic Pattern, Invisibility, Knock, Locate Object, Minor Image, Mirror Image, Misdirection, Obscure Object, See Invisibility, Silence, Touch of Idiocy, Whispering Wind
3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Displacement, Gaseous Form, Glibness, Hold Person, Invisibility Sphere, Major Image, Nondetection, Suggestion, Tongues, Wind Wall, Zone of Silence

Changelog:
3/25/16: Class originally posted.