JNAProductions
2017-07-11, 04:50 PM
HIT POINTS
Hit Dice: d6
Hit Points at 1st Level: 6+Constitution Modifier
Hit Points at Higher Levels: 1d6 (4)+Constitution Modifier
PROFICIENCIES
Armor: None
Weapons: All simple
Tools: Any one artisan tool
Saving Throws: Intelligence or Charisma, Wisdom
Skills: Any two mental skills
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-A scholar's or diplomat's pack
-Any two simple weapons (and 20 pieces of ammo, if appropriate)
Full Caster
Spell Slots per Spell Level I
Spell Slots per Spell Level II
Spell Slots per Spell Level III
Level
Proficiency Bonus
Features
Cantrips
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
2nd
3rd
4th
5th
6th
1st
2nd
3rd
4th
1st
+2
Spellcasting, Ritual Casting
3
2
2nd
+2
Second Casting
4
2
1
3rd
+2
Third Casting, Archetype
5
2
2
1
1
4th
+2
Ability Score Improvement
5
3
2
2
1
5th
+3
Combined Casting
5
3
2
2
1
6th
+3
Archetype Feature
6
4
3
2
3
1
1
7th
+3
Might Of Magic
6
4
3
2
3
1
2
1
8th
+3
Ability Score Improvement
7
4
3
3
3
1
2
1
9th
+4
Archetype Feature
7
4
3
3
2
4
2
2
1
10th
+4
7
4
3
3
2
4
2
1
2
1
11th
+4
Combined Magic II
8
4
3
3
2
4
3
1
3
2
1
12th
+4
Ability Score Improvement
8
4
3
3
3
1
4
3
1
3
2
1
13th
+5
Archetype Feature
8
4
3
3
3
1
4
3
2
3
2
1
14th
+5
Might Of Magic II
9
4
3
3
3
1
4
4
2
1
3
2
1
15th
+5
9
4
3
3
3
2
1
4
4
2
1
4
3
2
1
16th
+5
Ability Score Improvement
9
4
3
3
3
2
1
4
4
3
1
4
3
2
1
17th
+6
Archetype Feature
9
4
3
3
3
2
1
1
4
4
3
2
4
3
2
1
18th
+6
Signature Spells
10
4
3
3
3
3
1
1
1
4
4
3
2
1
4
3
2
1
19th
+6
Ability Score Improvement
10
4
3
3
3
3
2
1
1
4
4
3
2
1
4
4
3
2
20th
+6
Spell Mastery
10
4
3
3
3
3
2
1
1
1
4
4
3
3
2
1
4
4
3
2
Spellcasting-At level 1, you gain casting from any one full caster list. You start with four spells known, and learn two more on each level up. Your spellcasting modifier is your choice of Int, Wis, or Cha.
Ritual Casting-At level 1, you gain ritual casting.
Second Casting-At level 2, you gain a second pool of casting from any other full caster list. You start with three spells known, and learn two more on each level up. Your spellcasting modifier is your choice of Int, Wis, or Cha, but cannot be one already chosen.
Third Casting-At level 3, you gain a third pool of casting from any other full caster list. You start with two spells known, and learn two more on each level up. Your spellcasting modifier is your third mental stat, the one not yet chosen.
Archetype-At level 3, you also gain your archetype. Select Gish or True Caster. You gain further features at levels 6, 9, 13, and 17.
Ability Score Improvement-At the usual levels.
Combined Casting-At level 5, you may draw on other pools to fuel your spells. You may combine two slots of level X to cast a spell you know of level X+1.
Might Of Magic-At level 7, your magic grows ever stronger. You deal extra damage on any harmful spell equal to your proficiency bonus, and additional healing on beneficial spells the same (excepting positive cantrips). (Note that this applies to any beneficial or harmful spell-Hold Monster, for instance, would deal your proficiency modifier in damage (most likely psychic) even though it doesn't already deal damage, and Bless would likewise heal for your proficiency bonus on the initial casting for all affected.)
Combined Magic II-At level 11, you may now combine three slots of level X to cast a spell of level X+2.
Might Of Magic II-At level 15, you gain advantage on all saves against magic.
Signature Spells-At level 18, select any one spell of 3rd level or lower from each spell pool. You may cast these once per short rest without expending a spell slot, though only at their lowest level.
Spell Mastery-At level 20, select any three spells of 2nd level or lower from your first pool, any two of 2nd level or lower from your second pool, and and any one 1st level spell from your third pool. You may cast these at-will at their lowest level without expending a slot.
Archetypes
Gish
War Magic-At level 3, you gain the ability to weave spell and sword together. Whenever you cast a cantrip, you may make a single attack as a bonus action.
Extra Attack-At level 6.
Magical Fortitude-At level 9, you gain mystical protections throughout your body. Gain +1 HP per level in this class.
Magical Defenses-At level 13, you gain further protections. Your AC now may equal 11+your Dexterity modifier+your first pool's spellcasting modifier.
Improved War Magic-At level 17, you may now make a single attack as a bonus action after casting any spell.
True Caster
Spellcasting Recovery-At level 3, you gain a pool of extra slots equal to half your Theurge levels (rounded up) that recharges on a long rest. You may use this pool to replace spells from any pool during a short rest, though no spell created in this manner may be over 5th level.
Powerful Casting-At level 6, once per short rest, you may impose disadvantage on the first save made against one of your spells as a bonus action.
Invigorated By Magic-At level 9, whenever you cast a spell, you gain temporary hit points equal to the spell level. (Cantrips give 1 THP.)
One With Magic-At level 13, you may as a reaction, once per short rest, upon saving against a spell or magical effect, attempt to use your action to cast that spell or effect on your next turn. If you do not immediately cast it on your next turn, the spell or effect is lost, but you regain your use of this ability.
Sorcerer Supreme-At level 17, whenever you cast a spell and roll damage dice or healing dice, any maximum rolls explode, allowing you to roll another die of the same type. These dice may further explode.
So, I'd REALLY like to hear people's thoughts on this class.
In addition, how would you handle multiclassing with this thing?
Hit Dice: d6
Hit Points at 1st Level: 6+Constitution Modifier
Hit Points at Higher Levels: 1d6 (4)+Constitution Modifier
PROFICIENCIES
Armor: None
Weapons: All simple
Tools: Any one artisan tool
Saving Throws: Intelligence or Charisma, Wisdom
Skills: Any two mental skills
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-A scholar's or diplomat's pack
-Any two simple weapons (and 20 pieces of ammo, if appropriate)
Full Caster
Spell Slots per Spell Level I
Spell Slots per Spell Level II
Spell Slots per Spell Level III
Level
Proficiency Bonus
Features
Cantrips
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
2nd
3rd
4th
5th
6th
1st
2nd
3rd
4th
1st
+2
Spellcasting, Ritual Casting
3
2
2nd
+2
Second Casting
4
2
1
3rd
+2
Third Casting, Archetype
5
2
2
1
1
4th
+2
Ability Score Improvement
5
3
2
2
1
5th
+3
Combined Casting
5
3
2
2
1
6th
+3
Archetype Feature
6
4
3
2
3
1
1
7th
+3
Might Of Magic
6
4
3
2
3
1
2
1
8th
+3
Ability Score Improvement
7
4
3
3
3
1
2
1
9th
+4
Archetype Feature
7
4
3
3
2
4
2
2
1
10th
+4
7
4
3
3
2
4
2
1
2
1
11th
+4
Combined Magic II
8
4
3
3
2
4
3
1
3
2
1
12th
+4
Ability Score Improvement
8
4
3
3
3
1
4
3
1
3
2
1
13th
+5
Archetype Feature
8
4
3
3
3
1
4
3
2
3
2
1
14th
+5
Might Of Magic II
9
4
3
3
3
1
4
4
2
1
3
2
1
15th
+5
9
4
3
3
3
2
1
4
4
2
1
4
3
2
1
16th
+5
Ability Score Improvement
9
4
3
3
3
2
1
4
4
3
1
4
3
2
1
17th
+6
Archetype Feature
9
4
3
3
3
2
1
1
4
4
3
2
4
3
2
1
18th
+6
Signature Spells
10
4
3
3
3
3
1
1
1
4
4
3
2
1
4
3
2
1
19th
+6
Ability Score Improvement
10
4
3
3
3
3
2
1
1
4
4
3
2
1
4
4
3
2
20th
+6
Spell Mastery
10
4
3
3
3
3
2
1
1
1
4
4
3
3
2
1
4
4
3
2
Spellcasting-At level 1, you gain casting from any one full caster list. You start with four spells known, and learn two more on each level up. Your spellcasting modifier is your choice of Int, Wis, or Cha.
Ritual Casting-At level 1, you gain ritual casting.
Second Casting-At level 2, you gain a second pool of casting from any other full caster list. You start with three spells known, and learn two more on each level up. Your spellcasting modifier is your choice of Int, Wis, or Cha, but cannot be one already chosen.
Third Casting-At level 3, you gain a third pool of casting from any other full caster list. You start with two spells known, and learn two more on each level up. Your spellcasting modifier is your third mental stat, the one not yet chosen.
Archetype-At level 3, you also gain your archetype. Select Gish or True Caster. You gain further features at levels 6, 9, 13, and 17.
Ability Score Improvement-At the usual levels.
Combined Casting-At level 5, you may draw on other pools to fuel your spells. You may combine two slots of level X to cast a spell you know of level X+1.
Might Of Magic-At level 7, your magic grows ever stronger. You deal extra damage on any harmful spell equal to your proficiency bonus, and additional healing on beneficial spells the same (excepting positive cantrips). (Note that this applies to any beneficial or harmful spell-Hold Monster, for instance, would deal your proficiency modifier in damage (most likely psychic) even though it doesn't already deal damage, and Bless would likewise heal for your proficiency bonus on the initial casting for all affected.)
Combined Magic II-At level 11, you may now combine three slots of level X to cast a spell of level X+2.
Might Of Magic II-At level 15, you gain advantage on all saves against magic.
Signature Spells-At level 18, select any one spell of 3rd level or lower from each spell pool. You may cast these once per short rest without expending a spell slot, though only at their lowest level.
Spell Mastery-At level 20, select any three spells of 2nd level or lower from your first pool, any two of 2nd level or lower from your second pool, and and any one 1st level spell from your third pool. You may cast these at-will at their lowest level without expending a slot.
Archetypes
Gish
War Magic-At level 3, you gain the ability to weave spell and sword together. Whenever you cast a cantrip, you may make a single attack as a bonus action.
Extra Attack-At level 6.
Magical Fortitude-At level 9, you gain mystical protections throughout your body. Gain +1 HP per level in this class.
Magical Defenses-At level 13, you gain further protections. Your AC now may equal 11+your Dexterity modifier+your first pool's spellcasting modifier.
Improved War Magic-At level 17, you may now make a single attack as a bonus action after casting any spell.
True Caster
Spellcasting Recovery-At level 3, you gain a pool of extra slots equal to half your Theurge levels (rounded up) that recharges on a long rest. You may use this pool to replace spells from any pool during a short rest, though no spell created in this manner may be over 5th level.
Powerful Casting-At level 6, once per short rest, you may impose disadvantage on the first save made against one of your spells as a bonus action.
Invigorated By Magic-At level 9, whenever you cast a spell, you gain temporary hit points equal to the spell level. (Cantrips give 1 THP.)
One With Magic-At level 13, you may as a reaction, once per short rest, upon saving against a spell or magical effect, attempt to use your action to cast that spell or effect on your next turn. If you do not immediately cast it on your next turn, the spell or effect is lost, but you regain your use of this ability.
Sorcerer Supreme-At level 17, whenever you cast a spell and roll damage dice or healing dice, any maximum rolls explode, allowing you to roll another die of the same type. These dice may further explode.
So, I'd REALLY like to hear people's thoughts on this class.
In addition, how would you handle multiclassing with this thing?