lbuttitta
2017-03-08, 06:11 PM
Here is my new homebrew prestige class, the dweomerreader. Any comments or constructive criticism is appreciated.
Dweomerreader
The dweomerreader understands that magic and language are inextricably linked. Their extensive studies grant them the ability to see and manipulate magical runes around sources of magic.
Hit Die: d4.
Level
BAB
Fort
Ref
Will
Special
Spells per Day
1st
+0
+0
+0
+2
Rune sight (detect magic)
+1 to level of existing class
2nd
+1
+0
+0
+3
Read spellbooks, bonus language
+1 to level of existing class
3rd
+1
+1
+1
+3
Analyze magic, scribing savant
+1 to level of existing class
4th
+2
+1
+1
+4
Rune sight (identify), bonus language
+1 to level of existing class
5th
+2
+1
+1
+4
-
+1 to level of existing class
6th
+3
+2
+2
+5
Counterrunes, bonus language
+1 to level of existing class
7th
+3
+2
+2
+5
Rune sight (arcane sight)
+1 to level of existing class
8th
+4
+2
+2
+6
Symbol, bonus language
+1 to level of existing class
9th
+4
+3
+3
+6
-
+1 to level of existing class
10th
+5
+3
+3
+7
Rune sight (analyze dweomer), bonus language, rewrite magic
-
Prerequisites
To qualify to become a dweomerreader, a character must fulfill all the following criteria:
Language: Must know Draconic and any other four languages.
Spellcasting: Ability to cast 3rd-level spells.
Feat: Must have Scribe Scroll.
CLASS SKILLS
Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all, taken separately, Int), Profession (Wis), Scry (Int), Speak Language (Int), Spellcraft (Int), Use Magic Device (Cha).
Skill Points per Level: 2 + Int modifier.
CLASS FEATURES
Weapon and Armor Proficiency: As the wizard.
Rune Sight (Sp): A dweomerreader, by their attunement to runes, constantly sees fuzzy symbols flying around magic. As they gain levels, these letters come into focus. At 1st level, a dweomerreader can duplicate detect magic with this ability; at 4th level, they can duplicate identify; at 7th level, they can duplicate arcane sight; and at 10th level, they can duplicate analyze dweomer. These abilities are always active as long as the dweomerreader is not blinded.
Read Spellbooks (Ex): At 2nd level, a dweomerreader can read spellbooks and scrolls, as read magic.
Bonus Language: At 2nd level, and again at 4th, 6th, 8th, and 10th level, the dweomerreader learns a bonus language.
Analyze Magic (Su): At 3rd level, a dweomerreader may, as a move action, attempt to deduce from the symbols encircling an active spell the gestures and phrases that triggered it. Analyzing an active spell requires a Spellcraft check (DC 15 + 2 x the spell's level). This allows a dweomerreader to swap the spell so analyzed for a prepared spell of equal or higher level. The dweomerreader may not apply metamagic to the spell as it is cast. After 1 minute, the dweomerreader's knowledge of the spell fades, and they can no longer cast the spell in this way without re-analyzing it.
Scribing Savant (Ex): The cost for a 3rd-level dweomerreader to scribe spells into their spellbook is halved. The dweomerreader also gets a +4 untyped bonus to Spellcraft and Use Magic Device checks related to scrolls and dweomerreader class abilities.
Counterrunes: A 6th-level dweomerreader sees the language of magic surrounding spells being cast, allowing them to counterspell more easily. They get a +4 bonus to identify spells being cast, and takes no penalty for not being able to see or hear the components, as long as they have line of sight to the caster.
Symbol: An 8th-level dweomerreader adds symbol to his spellbook (if an arcane prepared caster), his spells known (if an arcane spontaneous caster), or adds it to his list of preparable spells (if a divine caster).
Rewrite Magic (Sp): A 10th-level dweomerreader, by tracing back the many languages they have learned to their etymological source, learns a sliver of the apocrypha known as the Language Primeval, the tongue in which the first epic spells were cast. This grants the ability to, when they identify a spell being cast, spend an immediate action and a spell slot to do one of the following:
Apply any metamagic feat either the dweomerreader or the caster knows (level equal to the level adjustment of the metamagic feat)
Increase or decrease the caster level of the spell by 1-9, (level equal to the caster level adjustment)
Dispel the spell, with no opposed caster level check. (level equal to the spell's level + 1)
Rewrite magic can be applied to the dweomerreader's own spell. Using it on the spell of an unwilling target grants a Will save (DC 10 + dweomerreader level + primary casting modifier) to negate.
The dweomerreader can use this ability a number of times per day equal to his primary casting modifier (minimum 1/day).
Dweomerreader
The dweomerreader understands that magic and language are inextricably linked. Their extensive studies grant them the ability to see and manipulate magical runes around sources of magic.
Hit Die: d4.
Level
BAB
Fort
Ref
Will
Special
Spells per Day
1st
+0
+0
+0
+2
Rune sight (detect magic)
+1 to level of existing class
2nd
+1
+0
+0
+3
Read spellbooks, bonus language
+1 to level of existing class
3rd
+1
+1
+1
+3
Analyze magic, scribing savant
+1 to level of existing class
4th
+2
+1
+1
+4
Rune sight (identify), bonus language
+1 to level of existing class
5th
+2
+1
+1
+4
-
+1 to level of existing class
6th
+3
+2
+2
+5
Counterrunes, bonus language
+1 to level of existing class
7th
+3
+2
+2
+5
Rune sight (arcane sight)
+1 to level of existing class
8th
+4
+2
+2
+6
Symbol, bonus language
+1 to level of existing class
9th
+4
+3
+3
+6
-
+1 to level of existing class
10th
+5
+3
+3
+7
Rune sight (analyze dweomer), bonus language, rewrite magic
-
Prerequisites
To qualify to become a dweomerreader, a character must fulfill all the following criteria:
Language: Must know Draconic and any other four languages.
Spellcasting: Ability to cast 3rd-level spells.
Feat: Must have Scribe Scroll.
CLASS SKILLS
Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all, taken separately, Int), Profession (Wis), Scry (Int), Speak Language (Int), Spellcraft (Int), Use Magic Device (Cha).
Skill Points per Level: 2 + Int modifier.
CLASS FEATURES
Weapon and Armor Proficiency: As the wizard.
Rune Sight (Sp): A dweomerreader, by their attunement to runes, constantly sees fuzzy symbols flying around magic. As they gain levels, these letters come into focus. At 1st level, a dweomerreader can duplicate detect magic with this ability; at 4th level, they can duplicate identify; at 7th level, they can duplicate arcane sight; and at 10th level, they can duplicate analyze dweomer. These abilities are always active as long as the dweomerreader is not blinded.
Read Spellbooks (Ex): At 2nd level, a dweomerreader can read spellbooks and scrolls, as read magic.
Bonus Language: At 2nd level, and again at 4th, 6th, 8th, and 10th level, the dweomerreader learns a bonus language.
Analyze Magic (Su): At 3rd level, a dweomerreader may, as a move action, attempt to deduce from the symbols encircling an active spell the gestures and phrases that triggered it. Analyzing an active spell requires a Spellcraft check (DC 15 + 2 x the spell's level). This allows a dweomerreader to swap the spell so analyzed for a prepared spell of equal or higher level. The dweomerreader may not apply metamagic to the spell as it is cast. After 1 minute, the dweomerreader's knowledge of the spell fades, and they can no longer cast the spell in this way without re-analyzing it.
Scribing Savant (Ex): The cost for a 3rd-level dweomerreader to scribe spells into their spellbook is halved. The dweomerreader also gets a +4 untyped bonus to Spellcraft and Use Magic Device checks related to scrolls and dweomerreader class abilities.
Counterrunes: A 6th-level dweomerreader sees the language of magic surrounding spells being cast, allowing them to counterspell more easily. They get a +4 bonus to identify spells being cast, and takes no penalty for not being able to see or hear the components, as long as they have line of sight to the caster.
Symbol: An 8th-level dweomerreader adds symbol to his spellbook (if an arcane prepared caster), his spells known (if an arcane spontaneous caster), or adds it to his list of preparable spells (if a divine caster).
Rewrite Magic (Sp): A 10th-level dweomerreader, by tracing back the many languages they have learned to their etymological source, learns a sliver of the apocrypha known as the Language Primeval, the tongue in which the first epic spells were cast. This grants the ability to, when they identify a spell being cast, spend an immediate action and a spell slot to do one of the following:
Apply any metamagic feat either the dweomerreader or the caster knows (level equal to the level adjustment of the metamagic feat)
Increase or decrease the caster level of the spell by 1-9, (level equal to the caster level adjustment)
Dispel the spell, with no opposed caster level check. (level equal to the spell's level + 1)
Rewrite magic can be applied to the dweomerreader's own spell. Using it on the spell of an unwilling target grants a Will save (DC 10 + dweomerreader level + primary casting modifier) to negate.
The dweomerreader can use this ability a number of times per day equal to his primary casting modifier (minimum 1/day).