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Thread: Screwball Mage (5e class)

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    Default Screwball Mage (5e class)

    These are intended to be the mad scientists of the Wizarding world. I await feedback on the base class, and if o one has any isseus I'll do up the spells/mutations this weekend, and then move on to the subclasses

    SCREWBALL MAGE
    You were popular in Wizard school. Popular, not good. You shenaniganed so hard you broke the space/time continuum, and as a result turned your friends into a lot of enemies who would plague you in the future. You've been collecting enemies ever since. You've even literally made a few of them. Because while you weren't great at learning spells, you were supremely talented at pursuing avenues of arcane research anyone else would have the common sense to leave alone. Things like what makes a living being actually living? How does one define a soul? How many mind altering substances can I mix trying to chase epiphany before I wake up in an Outer Plane staring at some gibbering horror? Your habits have offended Gawds and society alike. You have tried resurrecting the dead without divine power, tried to create life itself without divine power, etc. This makes the Gawds certain you intend to usurp their position in the scheme of things, and makes everyone else nervous as no one knows when your Smiting is finally on it's way.

    So lets be honest: you aren't a hero. You aren't even a murderhobo, other than by chance or madness induced stupor. You are an affront to Gawds, human(oid)kind, and even Hell itself. You are an epic level fool whose delusions of grandeur threaten existence. You know how to party in other words. And you party a lot. You have boogied with the Titans. You'd stop, but lets be honest, you've gotten used to the chaos and blind panics. Life is too dull without them.

    CREATING SCREWBALL MAGES
    As you create your Screwball Mage, think about how you will survive the shenanigans you intend to pull. What is your delusion of choice, and why? How have you lived this long? Were you accepted, or cast out by your Wizarding school for crimes against the universe? How many entities have a lien on your soul? Did you remember to pay the minions, and turn on the alarms on the Land Squid Vats? What are you on the run from, and how did you meet up with a band of Adventurers, let alone convince them not to murder you in your sleep?

    Quick Build
    You can make a Screwball Mage quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. Second, choose the Delusional Madman background. Third, bribe your DM in advance for all the egregious crap you're about to do.

    Code:
       Proficiency Bonus  Features
    1. +2   Field of Study, Spellcasting
    2. +2   Mutations
    3. +2   Making Friends
    4. +2   Ability Score Improvement
    5. +3       
    6. +3   Field of Study
    7. +3    
    8. +3   Ability Score Improvement
    9. +4        
    10.+4   Field of Study
    11.+4   Emergency Spells (6th)
    12.+4   Ability Score Improvement
    13.+5   Emergency Spells (7th)
    14.+5   Field of Study
    15.+5   Emergency Spells (8th)
    16.+5   Ability Score Improvement
    17.+6   Emergency Spells (9th)
    18.+6        
    19.+6  Ability Score Improvement
    20.+6  Field of Study


    Code:
       Cantrips Known  Spells Known  Spell Slots  Spell Level  Mutations Known/Usable
    1.      2               2           1              1st     -
    2.      2               3           2              1st     2/1
    3.      2               4           2              2nd     2/1     
    4.      3               5           2              2nd     2/2     
    5.      3               6           2              3rd     3/2     
    6.      3               7           2              3rd     3/3     
    7.      3               8           2              4th     4/3    
    8.      3               9           2              4th     4/4    
    9.      3               10          2              5th     5/4     
    10.     4               10          3              5th     5/4     
    11.     4               11          3              5th     5/5     
    12.     4               11          3              5th     6/5     
    13.     4               12          3              5th     6/5     
    14.     4               12          3              5th     6/6     
    15.     4               13          3              5th     7/6     
    16.     4               13          3              5th     7/6     
    17.     4               14          4              5th     7/7     
    18.     4               14          4              5th     8/7     
    19.     4               15          4              5th     8/7     
    20.     4               15          4              5th     8/8

    CLASS FEATURES
    As a Screwball Mage you gain the following features:

    HIT POINTS
    Hit Dice: 1d8 per (Screwball Mage) Level
    Hit Points at 1st Level: x 8 your Constitution Modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Screwball Mage Level after 1st

    PROFICIENCIES
    Armor: None
    Weapons: Simple Weapons, Martial Ranged Weapons (including firearms)
    Tools: Alchemists Tools
    Saving Throws: Dexterity, Intelligence
    Skills: Choose 2 from Arcana, Deception, History, Investigation, Medicine, Nature, Persuasion, Stealth,

    EQUIPMENT
    You start with the following equipment, in addition to the equipment granted by your background:
    • [li](a) a light crossbow and 20 bolts or (b) any simple weapon[/li]
      [li](a) a component pouch or (b) an arcane focus[/li]
      [li](a) a scholar's pack or (b) a dungeoneer's pack[/li]
      [li]10 GP, any simple weapon, and two daggers[/li]



    FIELD OF STUDY
    At 1st level, you choose what Abominations you will be foisting upon the world. Your choice grants you features at 1st level and again at 6th, 10th, 14th and 20th level.

    SPELLCASTING
    You may cast spells beginning at 1st Level (see Chapter 10 of Player's Handbook for rules on spellcasting, and see below for the Screwball Mage spell list).
    Cantrips. You learn two Screwball Mage Cantrips of your choice.
    Spell Slots. The Screwball Mage table shows how many spell slots you have to cast your Screwball Mage spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Screwball Mage spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
    Spells Known of 1st-Level and Higher. At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

    The Spells Known column of the Screwball Mage table shows when you learn more Screwball Mage spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Screwball Mage spell, which can be 1st, 2nd, or 3rd level.

    Additionally, when you gain a level in this class, you can choose one of the Screwball Mage spells you know and replace it with another spell from the Screwball Mage spell list, which also must be of a level for which you have spell slots.
    Spellcasting Ability. Intelligence is your spellcasting ability for your Screwball Mage spells, since your spells rely upon study. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Screwball Mage spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus +
    your Intelligence modifier

    Spell attack modifier = your proficiency bonus +
    your Intelligence modifier

    Ritual Casting. You can cast a Screwball Mage spell as a ritual if that spell has the ritual tag. Several of the Screwball Mage spells say 'Ritual Only'. These spells can only be cast as Rituals, and thus their casting time is that listed in the spells description.

    Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your Screwball Mage spells.

    MUTATIONS
    At 2nd level, you've gained the ability to imbue living beings with certain magical mutations, giving them new abilities.

    Mutations Known
    When you gain this feature, pick two Screwball Mage Mutations to learn. You learn additional Mutations of your choice when you reach certain levels in this class, as shown in the Mutations Known column of the Screwball Mage table. Whenever you gain a level in this class, you can replace one of the Screwball Mage Mutations you learned with a new one.

    Mutating Your Friends
    Whenever you finish a long rest, you can touch a creature and infect it with one of your Screwball Mage Mutations. A Mutation may work on only certain kinds of creatures, as specified in the Mutation's description. Your Mutation remains in a creature indefinitely, unless it is removed by a spell, or the creature dies. You can Mutate more than one creature at the end of a long rest; the maximum number of creatures appears in the Mutations Usable column of the Screwball Mage table. You must touch each of the creatures, and each of your Mutations can be in only one creature at a time. Moreover, no creature can bear more than one of your Mutations at a time. If you try to exceed your maximum number of Mutations, nothing happens. The exception is yourself, you may use all your usable Mutations on yourself. For example at Level 5, you know three mutations, but can only imbue yourself or a creature with one of them. At Level 9, you know 5 mutations, and can imbue yourself and another creature with one of them, or give both of them to yourself.

    MAKING FRIENDS
    AT third Level you gain the ability to permanently modify or create lifeforms via alchemical and magical processes. This new or altered life form requires some serious expense. Firstly, the Mage must construct a magical stone sarcophagus to place the body In that it wants to transform, or the life it wishes to create. A Tiny sarcophagus requires 50 GP, and that costs double for every Size Category higher (i.e. 100 GP for small, 200 GP for Medium, 400 GP for Large, etc. The process also requires (500 x Challenge Rating) Gold Pieces in alchemical compounds, or a half ounce of protolife per 1000 GP instead. If you are creating a creature instead of modifying one, you also need enough flesh and bone matter to make a creature of the size you want. You can create life based on your Class Level and sublcass. Maximum CR of the creature you intend to create/modify cannot be higher than your Class Level. You can create any Aberration, Beast, Dragon, Giant, Humanoid, Monstrosity, Ooze or Plant of the appropriate CR. With the exception of a few things listed below that all Screwball Mages can do, the type of life you can create that is unique to you will largely depend on your subclass. The Ritual itself takes 10 Minutes, and the creature takes a number of hours equal to half it's CR to 'cure', before it awakens confused and in pain. Your new creation is Charmed by you for 24 hours, unless you or your companions harm or mistreat it. When the Charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was Charmed.


    At 5th Level the Warlock can use Minor Teratism. You make permanent changes to any one creature with an Intelligence score of 7 or less, and if you make two of them they can breed true. If the target is a Beast, Humanoid or Giant it's Type changes to Monstrosity. You can make as many cosmetic changes as you wish. Glowing eyes, different body colors, patterns, coverings etc. You may also change the sounds it makes, and give it one minor ability from the following list:
    Aggression: As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.
    Ambusher: The creature has advantage on attack rolls against any creature it has surprised.
    Amorphous: The creature can move through a space as narrow as 1 inch wide without squeezing.
    Amphibious: The creature can breathe air and water.
    Armor: Increase Armor Class by +2.
    Best or Burden: The creature is considered to be a creature one Size Category larger for the purpose of determining its carrying capacity.
    Berserk: Whenever the creature starts its turn with x hit points or fewer, roll a d6. On a 6, the [MON] goes berserk. On each of its turns while berserk, the creature attacks the nearest creature it can see. If no creature is near enough to move to and attack, the creature attacks an object, with preference for an object smaller than itself. Once the creature goes berserk, it continues to do so until it is destroyed or regains all its hit points. x varies depending on Size, Tiny (5), Small (20), Medium (40), Large (60), Huge (80) or Gargantuan (100). This will vary depending on how much Hit Dice the creature has, and the hit point threshold should be roughly 50% of maximum.
    Brave: The creature has advantage on saving throws against being frightened.
    Camouflage: The creature has advantage on Dexterity (Stealth) checks made to hide in one specific terrain.
    Darkvision: The creature gains Darkvision with a range of 60 feet.
    Flyby: The creature doesn't provoke opportunity attacks when it flies out of an enemy's reach. The creature must have a Fly speed.
    Hold Breath: The creature can hold its breath for 15 Minutes (1 Hour if Large or bigger).
    Ice Walk: The creature can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
    Illumination: The creature sheds bright light in a x-foot radius and dim light in an additional x ft. x depends on size: Tiny (5 feet), Small or Medium (10 feet), Large (15 feet), Huge (20 feet), Gargantuan (30 feet).
    Keen Sense: The creature has advantage on Wisdom (Perception) checks that rely on either hearing, sight or smell.
    Immunity. The creatures gains immunity to one Condition or type of damage.
    Limited Telepathy: The creature can magically communicate simple ideas, emotions, and images telepathically with any creature within 60 ft. of it.
    Mimicry: The creature can mimic any sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful (Save DC is 8 plus Proficiency Bonus plus Wisdom Modifier) Wisdom (Insight) check.
    Nimble Escape: The creature can take the Disengage or Hide action as a bonus action on each of its turns.
    Reckless: At the start of its turn, the creature can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
    Relentless (Recharges after a Short or Long Rest): If the creature takes x damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. x varies depending on size, Small (4), Medium (7), Large (10), Huge (14), or Gargantuan (17).
    Resistance. The creature gains Resistance to any three types of damage.
    Saving Throw Proficiency. The creature gains Proficiency with any one type of Saving Throw.
    Sense Magic: The creature senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
    Shadow Stealth: While in dim light or darkness, the creature can take the Hide action as a bonus action.
    Skilled. The creature gains Proficiency with two skills.
    Spider Climb: The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    Standing Leap: The creature's long jump is up to 25 ft. and its high jump is up to 15 ft., with or without a running start. Increase the range by 5 feet for every Size Category above Medium the creature is.
    Steadfast: The creature can't be frightened while it can see an allied creature within 30 feet of it.
    Sure-Footed: The creature has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.


    At 11th Level, this ability can be used to create 1d6 pounds of protolife, a strange biological mutagen composed of pulsing flesh and fluid. With this important step you can move up to creating your own, instead of having to buy or steal it from more advanced mages.


    You can also use Moderate Teratism. You make permanent changes to any one creature with an Intelligence score of 7 or less, and if you make two of them they can breed true. You can make as many cosmetic changes as you wish, and can give the creature one of the abilities listed under Minor Teratism, and 1 from the list below:
    Brute: A melee weapon deals one extra die of its damage when the creature hits with it.
    Charge: If the creature moves at least 20 ft. straight toward a target and then hits it with a (choose any one) attack on the same turn, the target takes an extra x bledgeoning damage. If the target is a creature, it must succeed on a Strength (DC is 8 plus Proficiency Bonus plus Strength Modifier) saving throw or be knocked prone. x depends on Size: Medium or Smaller +1d6, Large or Huge +2d6, Gargantuan +3d6.
    Damaging Body: A creature that touches the creature or hits it with a melee attack while within 5 feet of it takes (1d6) damage. of a type of your choice
    Elemental Weapons: Any melee weapon the creature wields deals an extra (1d6) damage on a hit (choose the damage type).
    Extra Hit Dice. The creature gains extra Hit Dice based on it's Size: Tiny or Small (+1), Medium (+2), Large (+4), Huge (+6), or Gargantuan (+10).
    Grappler: The creature has advantage on attack rolls against any creature grappled by it.
    Improved Ability Score. The creature increases any one Ability Score by 2.
    Improved Immunity. The creatures gains immunity to two Conditions or any two types of damage.
    Improved Resistance. The creature gains Resistance to any four types of damage.
    Improved Saving Throw Proficiency. The creature gains Proficiency with any two Saving Throws.
    Invisibility: The creature magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the [MON] wears or carries is invisible with it.
    Magic Resistance: The creature has advantage on saving throws against spells and other magical effects.
    Magic Weapons: The creature's weapon attacks are magical.
    Martial Advantage: Once per turn, the creature can deal an extra (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the creature that isn't incapacitated.
    Movement: The creature gains one type of Movement it doesn't possess equal to whatever base speed (usually Land or Swim) it possesses. Or one Movement speed the creature possesses increases by +30 feet.
    Multiattack: The creature makes two or more attacks.
    Pack Tactics: The creature has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 ft. of the creature and the ally isn't incapacitated.
    Rampage: When the creature reduces a creature to 0 hit points with a melee attack on its turn, the creature can take a bonus action to move up to half its speed and make a (choose one natural attack the creature possesses) attack.
    Savage Attacks: When the creature scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
    Siege Monster: The creature deals double damage to objects and structures.
    Sneak Attack: The creature deals an extra (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the creature that isn't incapacitated and the creature doesn't have disadvantage on the attack roll.
    Telepathy: The creature gains Telepathy with a range of 100 feet.
    Tremorsense: The creature gains Tremorsense, with a range dependent on it's size: Tiny (5 feet), Small (20 feet), Medium (30 feet), Large (40 feet), Huge (50 feet, Gargantuan (60 feet).


    At 11th Level, you also gain use of the Owlbear Theorem. You can merge two Beasts into a single Monstrosity. It will not be prone to obeying the caster, let alone anyone else, and may attack on sight. Best to have Dominate or Charm Monster handy, just in case. This transformation is permanent, and if two or more creatures are made, they can breed true. To determine the new Monstrosities stats, do the following:

    Choose two Beasts to combine. Choose one to be the Primary and the other to be the Secondary.

    Size is identical to the either the Primary or Secondary creature, choose one.

    Hit Dice increase by 75% of the Primary Beasts, rounded up (for example a 4 HD Beast becomes a 7 HD Monstrosity).

    AC is identical to the Primary Beasts, but it's Natural AC Bonus improves by +1 (plus any Dex Bonus if the Dexterity score changes). For example if the Primary Creature had a 12 AC (natural armor), it now has 13.

    Land speed is identical to the Primary Beasts, other movement speeds are lost. Unless the primary form is aquatic, in which case it keeps it's Swim speed instead.

    Ability Scores are identical to the Primary Beasts, except as follows: increase any two ability scores (usually physical) by +2. Raise one ability score by +1, and lower one by -1 (usually mental).

    The Monstrosity is proficient in any Skills the Primary Beast has.

    The Monstrosity has Darkvision, Tremorsense or Blindsight if either of the Beasts has it. Range is half of whichever Beast has the better of the two ranges (minimum 60 feet for Darkvision).

    If the Beasts have any abilities, choose any two of them for the Monstrosi0ty to possess.

    If the Primary Beast has Multiattack, so does the Monstrosity.

    Attacks are identical to the Primary Beasts are the same (bonuses to hit may need to be recalculated), but the names and damage types may change. For example, an Owlbears Beak Attack is the same as a Bears Bite functionally, it's just called something different. Damage die improves by one step. For example, if the attack did 1d8 plus Strength, it now does 1d10 plus Strength. If it did 2d6, it now does 2d8. If either Beast has a special attack (it knocks opponents prone, does additional poison damage, etc.) the Cocaine Wizard can give up one ability to keep this attack. To determine the poison or other additional damage done by the modified attack, see any Beast of a similar size. For example, if you combine a Hyena, and a Poisonous Snake, it would do damage similar to that of a Giant Poisonous Snake ( both it and the new Monstrosity are Medium).

    CR and Proficiency Bonus will need to be recalculated with one of the online CR calculators.

    For every extra 500 GP/ounce of protolife you expend, the new Monstrosity retains one additional ability, movement type, skill or attack of either the Primary or Secondary Beast


    At 13th Level you gain access to the Chimera Addendum. You merge two Beasts and a Monstrosity or Dragon into a single Monstrosity. It will not be prone to obeying the caster, let alone anyone else, and may attack on sight. Best to have Dominate or Charm Monster handy, just in case. This transformation is permanent, and if two or more creatures are made, they can breed true. To determine the new Monstrosities stats, do the following:

    Choose two Beasts and one Monstrosity or Dragon to combine. Choose one to be the Primary and the other two to be the Secondaries.

    Size is identical to the either the Primary or Secondary creatures, choose one.

    Hit Dice is equal to whichever of the 3 creatures has the most Hit Dice, plus 20%. For example, if the creature with the highest Hit Dice total had a 10, the new Monstrosity has 12 Hit Dice.

    Add together the two highest AC scores and divide by to, rounding down, to get the new AC. For example, a Red Dragon Wyrmling (AC 17) and a Lion (AC 12) becomes an AC 14.

    Land speed is identical to the Primary Beasts, other movement speeds are lost. Unless the primary form is aquatic, in which case it keeps it's Swim speed instead.

    Ability Scores are identical to the Primary Beasts, except as follows: increase any two ability scores (usually physical) by +2. Lower any two Ability scores by -1 (usually mental), and reduce Intelligence by 4 (to a minimum of 3).

    The Monstrosity is proficient in any one Skill the Primary Beast has.

    The Monstrosity has Darkvision, Tremorsense or Blindsight if either of the original creatures has it. Range is half of whichever creature has the better of the two ranges (minimum 60 feet for Darkvision).

    The Monstrosity keeps no Abilities of the three creatures.
    The new Monstrosity gains Multiattack, with the ability to make three attacks.

    The new creature keeps one attack from each of the three creatures, plus one additional attack that can come from any of the three. Special attacks, such as Breath Weapons, remain the same. Natural attacks (claws, bites, horns, etc.) increase by a certain amount. One increases by 2 steps (i.e. a 1d8 becomes a 1d12 or 2d6). One increases by three steps (i.e. a 1d6 becomes a 1d12 or 2d6). One increases by 4 steps (i.e. a 1d4 becomes a 1d12, etc.).

    CR and Proficiency Bonus will need to be recalculated with one of the online CR calculators.

    For every extra 500 GP/ounce of protolife you expend, the new Monstrosity retains one additional ability, movement type, skill or attack of either the Primary or Secondary Beast


    At 15th Level you can use Major Teratism. You make permanent changes to any one creature with an Intelligence score of 7 or less, and if you make two of them they can breed true. You can make as many cosmetic changes as you wish, and can give the creature one of the abilities listed under Minor Teratism, one from Moderate Teratism, and 1 from the list below:
    Blindsight. The creature gains Blinsight wth a range of 60 feet.
    Breath Weapon (Recharge 5-6).: The creature exhales one damage type of your choice in a line or cone (DC is 8 plus Proficiency Bonus plus Constitution Modifier). Each creature in that area must make a Dexterity saving throw, taking x damage on a failed save, or half as much damage on a successful one. The Size of the Breath Weapon depends on Size: Medium (15 ft. cone or a 20x5 ft. line), Large (30 ft. cone or a 40x5 ft. line), Huge (60 ft. cone or a 60x5 ft. line), Gargantuan (90 ft. cone or a 90x10 ft. line). x depends on Size as well: Medium (4d8), Large (12d8), Huge (13d8), Gargantuan (15d8).
    Damage Absorption: Whenever the creature is subjected to one type of damage you chose, it takes no damage and instead regains a number of hit points equal to the damage dealt.
    Death Burst: When the creature dies, it explodes in a burst of one type of damage you choose. Each creature within x ft. of it must make a Dexterity saving throw (DC is 8 plus Proficiency Bonus plus Constitution Modifier), taking y damage of a type you choose on a failed save, or half as much damage on a successful one. X and y depend on size: Tiny (5 ft., 1d6), Small or Medium (10 ft. 2d6), Large (20 ft., 3d6), Huge (40 ft., 4d6), or Gargantuan (80 ft., 5d6).
    Fear Aura: Any creature hostile to the creature that starts its turn within x feet of the creature must make a Wisdom saving throw (DC is 8 plus Proficiency Bonus plus Charisma Modifier), unless the creature is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the creature's Fear Aura for the next 24 hours. Tiny (5 ft.) Small or Medium (10 ft.), Large (20 ft.), Huge (40 ft.), or Gargantuan (80 ft.).
    Freedom of Movement: The creature ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
    Frightful Presence (Action): Each creature of the creature's choice that is within 120 feet of the creature and aware of it must succeed on a Wisdom saving throw (DC is 8 plus Proficiency Bonus plus Charisma Modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the creature's Frightful Presence for the next 24 hours.
    Greater Ability Score. The creature increases any one Ability Score by 4.
    Greater Immunity. The creatures gains immunity to three Conditions or any two types of damage.
    Greater Resistance. The creature gains Resistance to any five types of damage.
    Greater Saving Throw Proficiency. The creature gains Proficiency with any three Saving Throws.
    Inscrutable: The creature is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the creature's intentions or sincerity have disadvantage.
    Invisibility (Permanent): The creature is invisible.
    Life Drain: Choose one of the creatures attacks, and if it successfully hits, the target takes x necrotic damage in addition to the attacks normal damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the creature regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. x depends on Size: Tiny or Small (+1d6), Medium or Large (+2d6), Huge or Gargantuan (+4d6).
    Limited Magical Immunity: The creature can't be affected or detected by spells of ?3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
    Pounce: If the creature moves at least 20 ft. straight toward a target and then hits it with an attack of your choiceon the same turn, the target takes an extra x bludgeonng damage. If the target is a creature, it must succeed on a Strength saving throw (DC is 8 plus Proficiency Bonus plus Strength Modifier) or be knocked prone. If the target is prone, the creature can make another (choose any one) attack against it as a bonus action. x depends on Size: Medium or Smaller +1d6, Large or Huge +2d6, Gargantuan +3d6.
    Regeneration: The creature regains 10 hit points at the start of its turn if it has at least 1 hit point.
    Shielded Mind: The creature is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
    Teleport (Action): The creature magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
    Truesight. The creature gains Truesight with a range of 30 feet.
    Two Headed: The creature has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.


    At 17th Level you can spawn an entirely new species or life, or you can resurrect an extinct one if you have the appropriate mummy or fossil. If you are creating life, gather together enough organic matter to create a creature of the size you want, and apply the protolife. Once this ritual is complete, make a DC 20 Intelligence (Arcana) check. If you fail by 5 or more, the creature dies/doesn't spawn to life If you fail by 1 to 4, it comes to life for 24 hours before expiring, or you give life to a random monster whose CR is half that of what you intended to create. If you succeed, you can create any Aberration, Beast, Dragon, Giant, Humanoid, Monstrosity, Ooze or Plant whose CR is equal to or less than your Level. IF you succeed by 5 or more you create a creature is +1d6 higher than what you intended. In other words you can create a homebrew monster of the appropriate CR. You may now create critters with the Owlbear Theorem or Chimera Addendum, and they are Charmed for 24 hours like any other creation.

    If you wish to resurrect an extinct species, get a mummified or fossilized body of a being whose extinct species you want to resurrect, and apply the protolife. Once this ritual is complete, make a DC 20 Intelligence (Arcana) check. If you fail by 5 or more, the creature resurrects as an Undead, and is not Charmed (you will probably have to homebrew stats). If you fail by 1 to 4, it comes to life for 24 hours before expiring. If you succeed, you can bring back any Aberration, Beast, Dragon, Giant, Humanoid, Monstrosity or Plant whose CR is equal to or less than your Level. This creature has an Intelligence score half that of normal (minimum of 1), and no memory. IF you succeed by 5 or more, the creature retains it's soul/memory. In other words you can create a homebrew monster of the appropriate CR. Your new creation doesn't begin it's life Charmed by you, unlike your other creations, Not until you reach 20th Level.


    You can also use The Gargantua Principle. Get a number of living creatures of any one Type, and apply the protolife. You must have enough bodies that they equal the weight of a Gargantuan creature. Once this Ritual is complete, make a DC 20 Intelligence (Arcana) check. If you fail by 5 or more, the creature dies/doesn't turn into a Gargantua. If you fail by 1 to 4, it comes to life for 24 hours before expiring. If you succeed, you can create a Gargantua from any Aberration, Beast, Giant, Humanoid, Monstrosity, Ooze or Plant whose CR is equal to or less than your Level. IF you succeed by 5 or more you create an entirely new form of Gargantua, whose CR is +1d6 higher than you wanted. In other words you can create a homebrew monster of the appropriate CR. Gargantuas will likely be CR 21 plus.

    To create a creature with a CR of more than 20, you must have gained any Epic Boon. One Epic Boon allows you to create creatures of CR 21-25. Two Epic Boons allows you to create creatures of CR 25 or lower, with them being Charmed for 24 hours like usual, and to create creatures of CR 26-30.

    ABILITY SCORE IMPROVEMENT
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    EMERGENCY SPELLS
    At 11th level, you learn spells that may be necessary in an emergency (or just useful for your goals). Choose one 6th-level spell from the Screwball Mage spell list.

    You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.

    At higher levels, you gain more spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Emergency Spells when you finish a long rest.
    Last edited by Bhu; 2023-05-27 at 07:45 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
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