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    Default Master of Elements PrC [3.5 PEACH]

    MASTER OF ELEMENTS




    This is a 5-level prestige class based on the archmage from the Dungeon Master's Guide (pp. 178-179). The Master of Elements presents options for players of my arcane elemental casters who are interested in branching out and learning to manipulate spells of more than one element. Characters can focus on two or three elements and greatly enhance their power when casting spells of those elements, or expand their versatility and learn to cast from four or even all five elements.

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    • This class supports the archetype of the powerful master of a single element whose talent and skill allow him to rapidly master other elements, bypassing the years of study that others have devoted to learning their element. The class quickly grants access to the iconic abilities and high-level spells of the other elemental casters, and allows access to multi-element spells. This comes at the cost of some durability and combat prowess, however, as the master of elements has inferior saves and does not gain energy immunity or an elemental wildshape.
    • Unlike the standard archmage, the master of elements does not permanently sacrifice spell slots to gain his abilities. This is because while the archmage assumes an entry from the wizard or sorcerer, in which the character gives up nothing but familiar progression and perhaps a bonus feat, the master of elements assumes entry from one of my base elementalists, and it's understood that the character is giving up potent abilities to take levels in this class.
    • I have tried to ensure that it gets fun, interesting abilities at all levels, such that players will never be bored or disappointed on level-up and will truly feel that the benefits gained are worth the sacrifice of their base class features.
    • I'd like this to balance at the power level of the archmage or perhaps somewhat stronger, since the intended entry classes are weaker than the wizard or sorcerer.



    Changes made in response to Playgrounder feedback will be spoilered here:


    REQUIREMENTS
    To qualify to become a master of elements, a character must fulfill all of the following criteria:
    Skills: Knowledge (arcana) 15 ranks, Spellcraft (15 ranks).
    Feats: Elemental Study in two different elements, Elemental Focus in one element
    Spells: Ability to cast 7th level arcane spells, including spells from at least two of the following elements: air, earth, fire, void, and water.
    Special: Must have either Call the Storm, Channel the Dream, Crashing Waves, Ritual of Flame, or Sense Void.


    Hit Die: d6

    {table=head]Level|Base Attack|Fort|Ref|Will|Special|Spells Per Day

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Expanded learning, continued study, elemental secret|+1 level of existing class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Elemental secret|+1 level of existing class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Elemental secret|+1 level of existing class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Elemental secret|+1 level of existing class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Elemental secret|+1 level of existing class[/table]


    CLASS SKILLS (2 + Int mod per level, x4 at 1st level)
    A master of elements' class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Knowledge (any) (Int), Profession (Wis), Search (Int), Spellcraft (Int), and Swim (Str).


    CLASS FEATURES
    All of the following are class features of the master of elements.
    Weapon and Armor Proficiency: The master of elements gains no proficiency with weapons or armor.
    Spells: At each level, the master of elements gains increased caster level, new spells known, and spells per day as if he had also gained a level in the arcane spellcasting class that qualified him for this class.
    Expanded Learning (Ex): A master of elements learns to blend the elements he has mastered, combining them to produce new effects. Consult the list of multi-element spells below. If the master of elements is capable of casting both elements listed for a spell (either directly from his spell list or via the Elemental Study feat), he adds that spell to his list of spells known.
    Continued Study (Ex): A master of the elements continues his study in the iconic abilities of his previously mastered elements. From now on, he progresses Call the Storm, Channel the Dream, Crashing Waves, Ritual of Flame, and Sense Void with his character level, rather than his level in the class that granted the feature, gaining additional uses per day and unlocking additional abilities and other level-based benefits accordingly. He does not learn these features if he did not already know them.
    Elemental Secret (Ex): A master of elements learns hidden secrets that are unknown to more specialized elemental casters. At each level, you may learn one of the secrets below. You may choose each secret only once unless otherwise noted.
    Elemental Mastery: Select an element you are capable of casting, either directly from your spell list or via the Elemental Study feat. Your caster level for all spells of this element increases by +1. Additionally, you gain the class feature associated with your element, as shown on the table below, or you gain two additional uses per day of the feature if you already have it. You may select this secret more than once.
    {table=head]Element|Class Feature|From Class
    Air|Call the Storm|Storm Lord
    Earth|Channel the Dream|Earth Dreamer
    Fire|Ritual of Flame|Emberhaunt
    Void|Sense Void|Void Disciple
    Water|Crashing Waves|Wavekeeper[/table]
    Elemental Metamagic: Whenever you cast a spell that has two or more elemental descriptors and you modify this spell with a metamagic feat, reduce the final spell level adjustment (after all metamagic has been applied) by one, to a minimum of +0. You may use this ability a number of times per day equal to your Intelligence bonus + your master of elements class level.
    Elemental Study: Your mastery of the elements grows even broader. You gain Elemental Study as a bonus feat. You may take this option twice. Each time you do, it applies to a different element for which you do not yet have the Elemental Study feat.
    Elemental Synergy: Your spells are more powerful when you blend the elements you have mastered. Whenever you cast a spell that includes two or more elemental descriptors, the spell gains +2 caster level and +1 save DC.
    Elemental Versatility: You can alter an arcane spell when you cast it to use any element you have mastered. When you cast a spell with an elemental descriptor, you may change its descriptor to any element you are capable of casting (either directly from your spell list or via the Elemental Study feat). The spell's casting time is unaffected.
    Secret of Swift Casting: Applying metamagic to any spell with an elemental descriptor no longer increases its casting time for you. This benefit extends to any increase in casting time from an ability that functions “as if you were applying a metamagic feat”, such as spontaneously converting a prepared spell or using the Elemental Study feat to cast a spell from another class list.


    MASTER OF ELEMENTS SPELL LIST
    The master of elements spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
    1st Level: jet of steam (fire, water) (CM 108)
    2nd Level: black sand (earth, void) (SS 111), blood snow (void, water) (FB 89), flash-freeze (earth, water) (FB 94), obscuring snow (air, water) (FB 103), thaw (fire, water) (FB 105)
    3rd Level: control temperature (fire, water) (FB 92), flash-freeze (air, water) (FB 94), haboob (air, earth) (SS 117), steam breath (fire, water) (CA 124), storm mote (air, water) (SS 121)
    4th Level: burning blood (fire, water) (SC 40), cometfall (water, earth) (SC 50), metal melt (fire, earth) (SC 140), murderous mist (air, water) (SC 145), passage of the shifting sands (air, earth) (SC 70)
    5th Level: airy water (air, water) (Storm 113), blizzard (air, water) (FB 89), earth reaver (earth, fire) (SC 75), flaywind burst (air, earth) (SS 115), ice flowers (earth, water) (SC 119), transmute mud to rock (earth, water) (PHB 295), transmute rock to mud (earth, water) (PHB 295), wall of magma (earth, fire) (SS 126)
    6th Level: blood sirocco (air, earth) (SC 33), death hail (void, water) (FB 92), haze of smouldering stone (earth, fire) (SC 68), ice rift (earth, water) (FB 99), mudslide (earth, water) (Storm 119), sandstorm (air, earth) (SS 119), scalding mud (fire, earth) (SS 120), storm of fire and ice (fire, water) (CM 119)
    7th Level: adamantine wings (earth, fire) (CM 95), body of war (earth, fire) (SC 35), control weather (air, water) (PHB 214), energy absorption (all) (CM 103), glorious master of elements (all) (SC 67), storm of elemental fury (all) (SC 209), vitrify (earth, fire) (SS 117), whiteout (air, water) (FB 106)
    8th Level: deadly lahar (earth, fire) (PH2 101), iron body (PHB 245)
    9th Level: shadow landscape (air, void) (SC 184), transcend mortality (earth, void) (SC 121), transmute rock to lava (earth, fire) (SC 222)
    Last edited by jiriku; 2010-07-28 at 02:57 PM.
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