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Xanyo
2018-05-05, 04:19 PM
Please do not post in this thread. This is for my homebrew only. Discussion can be done in this (https://discord.gg/nKnmk2K) discord server, if you must say something about the 'brew.

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This is going to be where I keep the homebrew I make. I'll try to keep it organized, but no promises. Some 'brew will be intended for different settings, game types, and optimization levels. If you decide to use this in a game for whatever reason, please specify exactly what you are using, to avoid confusion and complication.

Base Classes: 0, Prestige Classes: 1, Races: 0, Spells: 0, Feats: 0, Other: 0.

My personal comments will be in purple. Without further ado:

Mystic Theurge
The standard mystic theurge is not very well done. It has no class features, poor everything but will, at low levels it is unusable, at high levels it is powerful, but when you reach its 10th level you have to ditch one class unless you qualify for Arcane Hierophant. It's dull, it's poorly balanced, it needs fixing. Later I will do similar things for Psychic Theurge and Cerebremancer, and perhaps some other dual classes as well.

Requirements:
Spellcraft 7 ranks, Knowledge(arcana) 3 ranks, Knowledge(religion) 3 ranks
Ability to cast arcane or divine spells of at least 2nd level.
Ability to cast both arcane and divine spells, as class features.
This is designed to make the logical entry Arcane 3 Divine 1 or vice versa.

Class Features:
Hit Die d6
Poor base attack bonus progression
Good Will save progressions
4+int modifier skill points per level
Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). If one of the Theurge's previous classes had more knowledge skills as class skills, add these to the Mystic Theurge's list.
Your other classes will most likely have d4 and d8 HD. This is in between. You aren't going to be as gishy anymore though, so poor attack. Similar rationale for the saves.



Level
Features
Spellcasting


1
Mixed Magic, Familiar Advancement, Eschew Materials
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


2
Innate Magic
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


3
Mantle of Spells
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


4
Bonus Feat
+1 level of lower-level existing arcane
or divine spellcasting class


5

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


6
Greater Arcane Sight 1/day
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


7
Mantle of Spells
+1 level of lower-level existing arcane
or divine spellcasting class


8
Spell Synergy, Bonus Feat
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


9
Greater Arcane Sight 2/day
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


10

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


11
Mantle of Spells
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


12
Bonus Feat, Greater Arcane Sight 3/day
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


13

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


14

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


15
Mantle of Spells, Greater Arcane Sight continuous
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class



Spellcasting: The spellcasting of your existing arcane spellcasting class and your existing divine spellcasting class both advance as shown on the table. If you have more than one spellcasting class of the same type, you must choose which to advance. In epic levels, this class does not advance your casting further. Instead, it adds 1 to your arcane and divine caster levels at each level.
This is designed so that the two classes' casting becomes equalized, more or less, and a 20th level character must choose which class to advance at his 20th level to obtain 9th level spells. This may not seem nice for sorcerer or other similar class, but hopefully your other casting class gets 9ths at 17th.

Mixed Magic: This feature takes effect if your spellcasting attribute from one class is lower than for the other. You may choose to take the average of your casting stats and use that as your effective spellcasting stat for any given class. For example, a wizard 3/cleric 1/mystic theurge 1 with an Intelligence score of 20 and a Wisdom score of 16 may choose to use the average(18) in place of his actual Wisdom score for determining bonus spells and DCs(and any other attribute of their spellcasting that is based on their casting stat) of their Cleric spells.
This is a feature that helps with MAD, but only partially, as it does not completely eliminate the use of a stat.

Familiar Advancement: Levels in this class stack with levels in classes that grant familiars for the purpose of determining its abilities.

Eschew Materials: You gain the Eschew Materials feat if you did not already have it.

Innate Magic: Beginning at 2nd level, you gain some spell like abilities. Your caster level for these is equal to your highest caster level. You may only choose spells that appear on one of your class lists, and you may not choose spells of a higher level than you can cast on that list.

At 2nd level you may choose three spells of up to 1st level to use as spell like abilities each 1/day. At 5th level these become 2/day, at 8th it becomes 3/day, and at 11th it becomes at-will.

At 2nd level you also choose a number of cantrips equal to 3 plus your Wisdom bonus, if any. These cantrips are spell like abilities usable at-will. You may not choose any cantrip that heals hit point damage.

At 6th level you choose three eligible spells of up to 3rd level. You gain these as spell like abilities usable each 1/day at 6th level, 2/day at 9th, 3/day at 12th, and at-will at 15th.

At 10th level you choose three eligible spells of up to 5th level as spell like abilities, and may use them 1/day at 10th level and 2/day at 13th. If you go into epic levels in this class, they become 3/day at 17th level and at-will at 20th.

At 15th level you choose two eligible spells of up to 7th level as spell like abilities usable 1/day. If you go into epic levels in this class, this becomes 2/day at 19th level, 3/day at 23rd, and at-will at 27th.

Spells gained as spell like abilities through this class that have XP costs or expensive material components still have that cost, though it is decreased by 50%.

Mantle of Spells: At 3rd level you may choose 4 spells from either of your spell lists. These spells must be of levels that you can cast. You may spontaneously convert any prepared spell or spell slot of the same level or higher into any of these spells. You make this decision at the time of casting. Every four levels thereafter, you may choose another two spells for this ability.

Bonus Feats: At 4th level and every 4 levels thereafter the Theurge gains a bonus feat from the wizard bonus feat list. He may also choose Divine feats. He must meet all prerequisites as normal.

Arcane Sight: At 6th level you gain the ability to use Arcane Sight as a spell-like ability once a day. You gain one additional daily use at levels 9 and 12. At 15th level this effect becomes continuous. Your caster level for this effect is equal to your highest caster level.

Spell Synergy: Beginning at 8th level, whenever you cast an arcane spell, you gain a +2 bonus to the caster level of the next divine spell you cast. Whenever you cast a divine spell, you gain a +2 bonus to the caster level of the next arcane spell you cast. If you do not cast a spell of the other type within one minute, the bonus is lost. This bonus increases to +3 at 15th level.
Ah, sorcerer. One of the classes that everyone prcs out of as quickly as possible. Its only class feature is its familiar, which usually gets traded away for something better. I'll put it on my to-do list.