Dabblers are students of almost every known variety of obscure mystic lore. Through extensive study and meditation, dabblers have learned to call upon an incredibly wide variety of magical effects. From the dark forces of the lower plains to the primal might of dragonkind, dabblers combine the eldritch secrets of others and combine them with unique powers of their own.
Adventures: Dabblers typically adventure to uncover new sources of eldritch lore and to improve their abilities. Other dabblers adventure to seek out riches that they can use to fund their research.
Characteristics: All dabblers possess the ability to conjure extraplanar creatures to serve them, as well as the ability to counter and dispel the magic of their opponents. Furthermore, dabblers can call upon a multitude of invocations to create an incredibly varied number of effects.
Alignment: As dabblers habitually wield powers originating from the darkest pits of the Lower Planes, many dabblers skew evil in their alignment. Similarly, the amount of study needed to master the dabblers abilities mean that many dabblers are lawful. However, exceptions exist to both of these tendencies, and a dabbler may be of any alignment.
Religion: Many dabblers revere conventional deities of magic such as Boccob.
However, many other dabblers favor powerful entities such as the Elder Evils, Demon Princes, and the Elemental Princes.
Background: Dabblers often learn their trade by joining covens of like-minded students of esoterica. Others, particularly those from wealthier backgrounds, develop their skills through secluded study, pouring over long forgotten books of dark lore.
Races: Humans, who are often drawn to the macabre and mysterious, make up many dabblers. While elves typically prefer to follow conventional arcane traditions, quite a few find themselves drawn to the path of the dabbler. Few other races are particularly inclined to become dabblers, although half-orcs make up a substantial minority of dabblers.
Other Classes: Dabblers greatly value the assistance of other classes, particularly Fighters and other martial classes provide dabblers with crucial protection. On the other hand, dabblers tend to view spellcasters, especially scholarly spellcasters such as wizards and archivists, as either peers or rivals, largely depending on how willing they are to share access to esoteric lore. However, paladins and clerics are often view dabblers with suspicion due to the origins of their powers.
Role: A dabbler’s role in a group is largely determined by what invocations they have prepared. A dabbler could serve as the party face, scout ahead, or manipulate the battlefield to their group’s advantage. Furthermore, all dabblers have the ability to aid their allies in combat by summoning extraplanar allies and by disabling their enemies’ magic.
GAME RULE INFORMATION
Dabblers have the following game statistics
Abilities: Dabblers value Intelligence above all else, as it not only determines the power of their invocations, but also how often they can use their Conjure Allies ability. Furthermore, dabblers also benefit greatly from high Dexterity and Constitution scores.
Hit Die: D6
Starting Age: As cleric
Starting Gold: As sorcerer
Concentration, Craft, Decipher Script, Knowledge (any), Profession, Speak Language, Spellcraft, Use Magic Device
Skills Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier
Level BAB Fort Ref Will Special Invocations Known Least Invocations Prepared Lesser Invocations Prepared Greater Invocations Prepared Dark Invocations Prepared 1st +0 +0 +0 +2 Bonus Feat, Conjure Allies, Eldritch Conversion, Magical Creation 2 1 - - - 2nd +1 +0 +0 +3 Detect Magic 3 1 - - - 3rd +1 +1 +1 +3 Spell Unbinding (1st) 4 2 - - - 4th +2 +1 +1 +4 Allied Augmentation (1 ability) 5 2 - - - 5th +2 +1 +1 +4 Bonus Feat, Spell Unbinding (2nd) 6 3 - - - 6th +3 +2 +2 +5 Lesser Invocations, Allied Augmentation (2 abilities) 8 3 1 - - 7th +3 +2 +2 +5 Spell Unbinding (3rd) 9 3 1 - - 8th +4 +2 +2 +6 Allied Augmentation (3 abilities) 10 3 2 - - 9th +4 +3 +3 +6 Bonus Feat, Spell Unbinding (4th) 11 3 2 - - 10th +5 +3 +3 +7 Allied Augmentation (4 abilities) 12 3 3 - - 11th +5 +3 +3 +7 Greater Invocations, Spell Unbinding (5th) 14 3 3 1 - 12th +6 +4 +4 +8 Allied Augmentation (5 abilities) 15 3 3 1 - 13th +6 +4 +4 +8 Bonus Feat, Spell Unbinding (6th) 16 3 3 2 - 14th +7 +4 +4 +9 Allied Augmentation (6 abilities) 17 3 3 2 - 15th +7 +5 +5 +9 Spell Unbinding (7th) 18 3 3 3 - 16th +8 +5 +5 +10 Dark Invocations, Allied Augmentation (7 abilities) 20 3 3 3 1 17th +8 +5 +5 +10 Bonus Feat, Spell Unbinding (8th) 21 3 3 3 1 18th +9 +6 +6 +11 Allied Augmentation (8 abilities) 22 3 3 3 2 19th +9 +6 +6 +11 Spell Unbinding (9th) 23 3 3 3 2 20th +10 +6 +6 +12 Dual Conjuring 24 3 3 3 3
Weapon and Armor Proficiencies: Dabblers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Like arcane spellcasters, a dabbler wearing armor or using shield incurs a chance of arcane spell failure (all invocations have somatic components).
Invocations: A dabbler has a repertoire of attacks, defenses, and other abilities known as mystic invocations, which allow him to manipulate the fundamental energies of the multiverse.
Unlike other invocation users, a dabbler must choose and prepare the invocations he wishes to use ahead of time by getting a good night’s sleep and spending 1 hour meditating. While meditating, the dabbler which invocations to prepare.
A dabbler’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a dabbler can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a dabbler is hit by an attack while invoking, he is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. His invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A dabbler’s caster level with his invocations is equal to his class level. He can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.
If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the dabbler Int modifier. Since spell-like abilities are not spells, a dabbler cannot benefit from the Spell Focus feat or from feats that let him convert or spend an arcane spell slot to produce some other effect. He can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.
The four grades of mystic invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level dabbler begins with knowledge of two least invocations and may have one prepared. As the dabbler gains levels they gain access to more invocations and higher grades. At any level when a dabbler learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or lower grade.
Unlike other spell-like abilities, mystic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.
Finally, just like warlocks (see Complete Arcane), dabblers can qualify for some prestige classes usually intended for spellcasters.
Bonus Feats: At 1st, 5th, 9th, 13th, and 17th level, a dabbler gains a bonus feat. The dabbler must still meet all prerequisites for a bonus feat (except for reserve feats; see Eldritch Conversion), including caster level minimums. A dabbler may choose from the following feats; Ability Focus, Empower Spell-Like Ability, Heighten Spell-Like Ability, Maximize Spell-Like Ability, Quicken Spell-Like Ability, Improved Spell Unbinding, any item creation feat, or any reserve feat.
Conjure Allies (Sp): As a full round action, a dabbler can summon a single extraplanar creature with a maximum number of HD equal to the Dabbler’s caster level, which appears within 10 feet per class level. This creature serves the dabbler to the best of its ability for 24 hours or until the dabbler dismisses it. If the dabbler summons another creature before this duration expires, the original creature persists for 1d4 rounds before automatically being dismissed.
A creature summoned in this manner cannot summon or otherwise conjure another creature, nor can it use any teleportation or other planar travel abilities. Furthermore, creatures summoned this way may only use spells or spell-like abilities whose equivalent spell levels are less than or equal to one-half the Dabbler’s class level (rounded down). Creatures cannot be summoned into an environment that cannot support them.
A dabbler can use this ability a number of times per day equal to 1 + their Intelligence modifier.
Eldritch Conversion (Su): Dabblers are particularly adept at twisting the raw potential magical energy they wield to their own ends, allowing them to use their invocations to power magical effects that would normally rely on traditional spellcasting. As a result of this, a dabbler may qualify to take any reserve feat as long as they know an invocation of the appropriate level, regardless of the nature of that invocation. A dabbler may fuel any reserve feat they know with the highest-level invocation they have prepared as long as it meets the feats minimum level. For example, a dabbler with Brilliant Aura prepared would be able to freely use the Fiery Burst reserve feat as though they had a 2nd level fire spell prepared.
Furthermore, a dabbler may activate an item that would normally require the sacrifice of an arcane spell slot or prepared arcane spell by channeling the power of one of their prepared invocations by succeeding on a DC 25 Use Magic Device check.
Magical Creation (Ex): A dabbler can create a magic item even if he does not have access to the spells that are prerequisites for the item. The dabbler must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, a dabbler would need a Use Magic Device check result of 21 or higher.
The dabbler must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete. If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check-his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
A dabbler can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.
Detect Magic (Sp): At 2nd level, a dabbler gains the ability to use the spell detect magic at will as a spell-like ability.
Spell Unbinding (Su): At 3rd level, a dabbler gains the ability to disrupt the energies of his opponent’s spells. Once per round as a swift action, a dabbler can attempt to dispel a single active spell effect within 5 feet per class level by attempting a caster level check against a DC equal 15 + the effect’s caster level. Alternatively, a dabbler can use this ability to attempt to counter a spell with an instantaneous duration, but only if the spell targets the dabbler or includes the dabbler in its area of effect.
Initially, a dabbler can only use this ability to counter or dispel spells of 1st level. As the dabbler gains levels, he becomes able to use this ability against progressively higher level spells.
A dabbler can use this ability a number of times per day equal to 3 + the dabbler’s Int modifier.
Allied Augmentation (Su): Beginning at 4th level, a dabbler can instill additional power into the creatures they summon. Whenever a dabber summons a creature with their Conjure Allies ability, they may choose one ability from the following list. Each time a dabbler summons a new creature, they may select a different augmentation ability.
As a dabbler attains higher levels, they can make additional selections from the list. The dabbler gains on additional ability at 6th, 8th, 10th, 12th, 14th, 16th and 18th level (to a maximum of eight selections at 18th level). A dabbler ca choose a single ability multiple times, and their effects stack. For instance, at 10th level a dabbler could choose bonus hit points twice and damage reduction twice, granting their conjured ally +10 bonus hit points and damage reduction 2/-.
Additionally, for every augmentation granted to a dabbler's conjured ally, the ally also gains a +1 bonus to saving throws against effects that would force it to return to its home plan, and any dispel checks made against it have their DC increased by
Allied Augmentation Abilities
+5 hit points
Energy resistance 5 (acid, cold, electricity, fire, or sonic)
+1 insight bonus on saving throws
Damage reduction 1/-
+1 insight bonus Armor Class
+1 insight bonus on attack rolls
+1 insight bonus on damage rolls
+2 insight bonus on initiative checks
Dual Conjuring (Sp): At 20th level, a dabbler gains the ability to maintain two different summonings with their conjure allies ability. If the dabbler attempts to summon a third creature, then the first creature summoned is dismissed after 1d4 rounds elapse as normal.
Aquatic Adaptation: Breath and use invocations underwater, gain swim speed.
Baleful Utterance: As in Complete Arcane, page 133.
Beguiling Influence: As in Complete Arcane, page 133.
Breath of the Night: As in Dragon Magic, page 79.
Brilliant Aura: Emit brilliant light that grants concealment.
Cosmic Sustainment: You can survive without air, food, or water.
Dark One’s Own Luck: As in Complete Arcane, page 134.
Darkness: As in Complete Arcane, page 134.
Deafening Roar: As in Dragon Magic, page 80.
Devil’s Sight: As in Complete Arcane, page 134.
Draconic Knowledge: As in Dragon Magic, page 80.
Earthen Grasp: As in Complete Arcane, page 133.
Entropic Warding: As in Complete Arcane, page 135.
Ice Patch: Create a patch of slippery ice; any creature standing on it takes cold damage.
Leaps and Bounds: As in Complete Arcane, page 135.
Magic Insight: As in Dragon Magic, page 81.
Miasmic Cloud: As in Complete Arcane, page 134.
Mystic Hand: Manipulate an object or attack a creature at a distance.
Scalding Gust: As in Dragon Magic, page 81.
See the Unseen: As in Complete Arcane, page 136.
Soften Earth and Stone: Use soften earth and stone as the spell.
Spiderwalk: As in Complete Arcane, page 136.
Starfield: Area is filled with twinkling lights, creatures inside are fascinated or dazzled.
Steadfast Footing: Ignore difficult or slippery terrain.
Summon Swarm: As in Complete Arcane, page 136.
Wall of Smoke: Use wall of smoke as the spell.
Brilliant Burst: Create a short lived zone of blinding positive energy.
Charm: As in Complete Arcane, page 133.
Control Water: Use control water as the spell.
Curse of Despair: As in Complete Arcane, page 133.
Draconic Flight: As in Dragon Magic, page 80.
Energy Resistance: As in Dragon Magic, page 80.
Enthralling Voice: As in Dragon Magic, page 80.
Expel Outsider: Force outsider back to its home plane, but risk being stunned.
The Dead Walk: As in Complete Arcane, page 133.
Dread Seizure: As in Dragon Magic, page 82.
Fiery Translocation: Erupt in flames, teleport a short distance.
Flee the Scene: As in Complete Arcane, page 135.
Great Thunderclap: Use great thunderclap as the spell.
Humanoid Shape: As in Dragon Magic, page 80.
Hungry Darkness: As in Complete Arcane, page 135.
Mental Bond: You can communicate with target as long as you’re both on the same plane.
Sleet Storm: Use sleet storm as the spell.
Stony Grasp: As in Complete Arcane, page 135.
Voidsense: As in Complete Arcane, page 137.
Walk Unseen: As in Complete Arcane, page 137.
Wall of Light: Use wall of light as the spell.
Wind Wall: Use wind wall as the spell.
Aura of Flame: As in Dragon Magic, page 79.
Chilling Fog: As in Dragon Magic, page 79.
Chilling Tentacles: As in Complete Arcane, page 133.
Compelling Vision: Use dream as the spell, plus suggestion.
Control Winds: Use control winds as the spell.
Domination: Single humanoid obeys your commands.
Earth Glide: Glide through dirt and metal.
Elemental Form: Take the form of an elemental.
Enervating Shadow: As in Complete Arcane, page 134.
Fog of Darkness: Create a black cloud that grants concealment and dazes those who enter.
Radiant Soul: Gain immunity to energy drain and death effects.
Tenacious Plague: As in Complete Arcane, page 136.
Terrifying Roar: As in Dragon Magic, page 81.
Wall of Gravity: Wall of intense gravity traps and damages those nearby.
Wall of Perilous Flame: As in Complete Arcane, page 137.
Wingstorm: As in Dragon Magic, page 81.
Control Weather: Use control weather as the spell.
Dark Discorporation: As in Complete Arcane, page 133.
Dark Foresight: As in Complete Arcane, page 134.
Draconic Flight, Greater: As in Dragon Magic, page 80.
Energy Immunity: As in Dragon Magic, page 80.
Path of Shadow: As in Complete Arcane, page 136.
Perilous Veil: As in Dragon Magic, page 81.
Planar Breach: Open a gate which permits travel to another plane.
Retributive Invisibility: As in Complete Arcane, page 136.
Starlight Body: Use ghostform as the spell.
Truesight: Use true seeing (self only) as the spell.
Word of Changing: As in Complete Arcane, page 137.
Spoiler: Mystic Invocation DescriptionsAquatic Adaptation
When you use this invocation, you gain the ability to breathe underwater. You also gain a swim speed equal to you base land speed. Furthermore, you can freely use your invocations underwater, regardless of their effects. The invocation’s effect lasts for 24 hours.
When this invocation is activated, you emit a bright light from your body, producing 30 feet of bright illumination, and 30 feet of shadowy illumination beyond that, which lasts for 1 minute per caster level. This light is so dazzling that you gain 20% concealment against attacks made by opponents within 30 feet, however you also suffer a -20 penalty to Hide checks while this invocation is active.
When you use this invocation, you create a zone of bright light within medium range (100 ft. + 10 ft./level) which persists for 1 minute / level, creating bright illumination within a 60 ft. radius, and shadowy illumination out to another 60 ft. Living creatures within the area of bright illumination gain fast healing 2 as long as they remain within the area of bright illumination, but they must also succeed at a Fortitude save or be blinded as long as they remain with the brightly lit area and for 1d10 rounds afterword. Undead creatures within the brightly lit section take 1d6 points of damage as long as they remain within the area.
You can only have one brilliant burst in place at a time; creating a second brilliant burst automatically dismisses any brilliant burst you previously created.
You can use dream as the spell with this invocation, except that at any point during the message you may implant a suggestion in your message. A successful Will save negates the suggestion effect and immediately breaks contact between you and the target.
You can use control water (PHB, pg 214) as the spell.
You can use control weather (PHB, pg 214) as the spell.
You can use control winds (PHB, pg 214) as the spell.
When you use this invocation, you gain the ability to survive without air, food, or water for 24 hours.
You can conquer the mind of a single humanoid within 60 feet. The target must succeed on a Will save or instantly fall under your control. Other than these differences, this ability works as the dominate person spell. You can never have more than one target dominated at a time with this ability. If a second creature is dominated, you lose your hold on the first creature.
This invocation allows you to glide through earth and stone at your land speed as an earth elemental. Your burrowing leaves behind no tunnel or hole, nor do you create any ripple or other signs of your presence. These effects last for 24 hours.
You can assume the form of an elemental of up to Large size, as per the change shape special ability (MM 306), except that you gain the physical ability scores (Strength, Dexterity, and Constitution) of your new form. You can remain in this form for up to 24 hours, or until you take a standard action to assume a new form or return to your natural form.
When you use this invocation, you attempt to force an extraplanar creature within 50 feet back to its proper plane. If the creature fails a Will save, it is forced to return to its original plane. However, if the creature succeeds on its save it can turn the invocation back against you, stunning you for 1 round.
When you use this invocation, you appear to be completely consumed in burst of flames which deal fire damage equal to 2d6 + your caster level to everything adjacent to you (Reflex save for half). You then instantaneously reform at a point within 10 feet per caster level, as per the dimension door spell.
Fog of Darkness
When you use this invocation you create a cloud of pitch black fog with a 40 foot radius within 1000 feet that lasts for one round per caster level. Creatures within the area must make a Will saves or be dazed for 1 round. Any creature moving into the fog, or a creature that begins its turn in the go, must succeed on a Will save or also be dazed for 1 round.
The fog filling the area obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment.
You can only have one fog of darkness in place at a time; creating a second fog of darkness automatically dismisses any fog of darkness you previously created.
You can use great thunderclap (SC, pg 107) as the spell.
You create a 10 foot square patch of icy ground within 30 feet, which persists for 1 round per level. Any creature in the area when the spell is cast must make a successful Reflex save or fall prone. The save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of icy ground at half normal speed, or may attempt to walk within or through the area of icy ground at full speed with a DC 10 Balance check. Failure means that it can’t move that round and must make a Reflex save or fall prone, while failure by 5 or more means that it falls with no save. Furthermore, any creature that begins its turn within the area of icy ground takes 1 point of cold damage.
You can only have one ice patch in place at a time; creating a second ice patch automatically dismisses any ice patch you previously created.
You can establish a telepathic bond with a single willing creature within 60 feet. You and the target can communicate telepathically through the bond regardless of language. Once the bond is formed, it works over any distance (although not from one plane to another). You can only maintain one telepathic bond at a time. If you establish a telepathic bond with a second creature, you lose your bond with the first creature.
This invocation allows you to lift an object within 100 feet and move it at will. As a move action, you can propel the target up to 20 feet in any direction, although the invocation ends if the distance between you and the subject exceeds 100 feet.
A creature can negate the effect against an object it possesses with a successful Will save or if you fail to overcome its spell resistance.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. The invocation has effective Strength equal to your Intelligence score.
Alternatively, you may use this invocation to attempt to either bull rush, disarm, or trip an opponent within 100 feet. These attacks are resolved normally except that you don't provoke attacks of opportunity, your caster level is used in place of your attack bonus and your Int modifier is used in place of your Str or Dex.
When you use this invocation, you may create a portal to another plane, as per the transportation function of the gate spell. Furthermore, anyone who passes through the gate receives the benefits of the avoid planar effects spell for that plane for 24 hours. You do not need to concentrate to maintain the portal, but it can only last for 1 round per caster level.
You gain immunity to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch) for 24 hours.
You can use sleet storm (PHB, pg 280) as the spell.
Soften Earth and Stone
You can use soften earth and stone (PHB, pg 280) as the spell.
When you use this invocation, you fill a 10 foot radius spread within 50 feet with twinkling lights which persists for 1 round per level. Creatures within the area when the spell is cast, or who begin their turn within the area, must succeed on a Will save or be fascinated for 1 round. On a successful save, creatures are dazzled for 1 round instead.
When you use this evocation you become incorporeal, as the ghostform spell, except that you take on the appearance of a dark silhouette filled with twinkling lights, like a slice of the night sky, and the duration of this ability is 24 hours.
When you use this invocation, you gain the ability to move normally through difficult terrain for 24 hours. Furthermore, you do not need to make Balance checks to move through slippery terrain, such as the area of a grease spell, nor do slippery surfaces increase the difficulty of Balance checks.
You gain the ability to perceive things as they truly are. You can use true seeing (self only), except the duration is 24 hours.
Wall of Gravity
When you use this invocation, you create an immobile wall of darkness and intense gravity, 5 feet wide and up to 20 feet long per level, which persists up to 1 round per level.
A creature attempting to move through the wall takes 5d6 points of damage and must succeed on a DC 18 Strength check or become trapped within the wall. The creature takes 5d6 points of damage each round at the beginning of your turn until it escapes. A creature can free itself with a DC 18 Strength check.
A creature that starts its turn next to the wall must succeed on a DC 18 Strength check or be pulled into the wall and trapped, as above.
If you create the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
A wall of gravity provides total concealment and blocks line of effect.
Wall of Light
You can use wall of light (SC, pg 234) as the spell.
Wall of Smoke
You can use wall of smoke (SC, pg 235) as the spell.
You can use wind wall (PHB, pg 302) as the spell.
Improved Spell Unbinding
It's easier for you to dispel magical effects with your Spell Unbinding ability.
Prerequisites: Spell Unbinding special ability
Benefit: Whenever you use your Spell Unbinding ability to counter or dispel a spell you receive a +4 bonus on your dispel check.