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    Colossus in the Playground
     
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    Default Magister [Class]

    HIT POINTS
    Hit Dice: 1d6
    Hit Points at 1st Level: 6+Constitution Modifier
    Hit Points at Higher Levels: 1d6 (4)+Constitution Modifier

    PROFICIENCIES
    Armor: None
    Weapons: All Simple Weapons
    Tools: Any one artisan tool

    Saving Throws: Wisdom and Charisma
    Skills: Choose three from Acrobatics, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Deception, Persuasion, and Performance

    EQUIPMENT
    You start with the following equipment, in addition to the equipment granted by your background:
    -Any two weapons you are proficient in. These weapons come with two duplicates (if thrown) or 20 pieces of ammo (if they use ammo)
    -Any one simple weapon
    -Leather Armor
    -Any one pack

    Magister
    —Spell Slots per Spell Level—
    Level Proficiency Bonus Features Cantrips
    Known
    Maximum Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th
    1st +2 Spellcasting, Spellpower 4 1st 2 — — — — — — — — — — — — — —
    2nd +2 Archetype 4 1st 4 2 — — — — — — — — — — — — —
    3rd +2 Boon 4 1st 4 3 — — — — — — — — — — — — —
    4th +2 Ability Score Improvement 4 1st 4 3 3 — — — — — — — — — — — —
    5th +3 Advanced Learning, Potent Casting 5 2nd 4 3 3 1 — — — — — — — — — — —
    6th +3 Archetype Feature 5 2nd 4 3 3 3 1 — — — — — — — — — —
    7th +3 Boon 5 2nd 4 3 3 3 2 — — — — — — — — — —
    8th +3 Ability Score Improvement 5 3rd 4 3 3 2 2 1 — — — — — — — — —
    9th +4 Advanced Learning 5 3rd 4 3 3 3 2 1 1 — — — — — — — —
    10th +4 Archetype Feature 5 3rd 4 3 3 3 2 1 1 1 — — — — — — —
    11th +4 Boon 6 4th 4 3 3 3 2 1 1 1 — — — — — — —
    12th +4 Ability Score Improvement 6 4th 4 3 3 3 3 1 1 1 1 — — — — — —
    13th +5 Advanced Learning 6 4th 4 3 3 3 3 2 1 1 1 1 — — — — —
    14th +5 Archetype Feature 6 5th 5 4 3 3 3 2 1 1 1 1 1 — — — —
    15th +5 Boon 6 5th 5 4 3 3 3 2 2 1 1 1 1 — — — —
    16th +5 Ability Score Improvement 6 5th 5 4 3 3 3 2 2 1 1 1 1 1 — — —
    17th +6 Advanced Learning 7 6th 5 4 4 3 3 2 2 1 1 1 1 1 1 — —
    18th +6 Archetype Feature 7 6th 5 4 4 3 3 3 2 2 1 1 1 1 1 1 —
    19th +6 Ability Score Improvement 7 6th 6 5 4 3 3 3 2 2 2 1 1 1 1 1 —
    20th +6 Boon 7 7th 6 5 4 3 3 3 2 2 2 2 1 1 1 1 1

    Spellcasting
    Magisters harness magic based on sheer force of will, channeling more basic spells in impossibly powerful ways. Charisma is your spellcasting stat for this class. You know all spells on the Magister list, and may prepare a number of spells each day equal to your Magister level plus your Charisma modifier. The Magister list is the same as the Sorcerer list.

    The Maximum Level column in the table indicates the maximum level of spell you know, while the table to the right of it gives how many spell slots of the levels you get per day.

    Spoiler: Designer Notes
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    This class gets full casting and a half. They have the exact same casting of a full caster of their level times 1.5, rounding down, until level 13, where they start going beyond.

    However, they only learn spells at 2/3rds the normal rate.

    As a result of this... This class should not be allowed to multiclass with any casting class. Maybe Warlock would be okay, but I'm iffy even then. Same with Gestalt.

    I repeat: This class is not balanced for multiclassing. Use that at your own peril.


    Spellpower
    At level one, you are able to harness your own magic to invigorate and empower yourself. You may expend a spell slot as a reaction to add the slot level as a bonus to any saving throw or ability check you make.

    Archetype
    At level two, you must decide which archetype of Magister to become. This grants bonuses at levels two, six, ten, fourteen, and eighteen.

    Boon
    At levels three, seven, eleven, fifteen, and twenty you gain a small bonus, selected from the list below. You may not select the same boon twice unless it explicitly says you can. You may switch your Boons when you level up, or with a week of intensive practice and focus.

    Ability Score Improvement
    At levels four, eight, twelve, sixteen, and nineteen you improve any one ability score by two or any two by one.

    Potent Casting
    At level five, you may add your Charisma modifier to damage rolls made by your spells, as well as the amount of HP healed by any spell you use.

    Advanced Learning
    At levels five, nine, thirteen, and seventeen, you may learn a single spell from any class. This spell cannot be a cantrip, and must be no higher level than one level below your maximum spells known. Once learned, this spell must be prepared like any other Magister spell.

    Spoiler: Martial Magister
    Show
    Martial Paragon
    At level two, you gain proficiency in all Martial Weapons, as well as Light and Medium armor.

    Healthy
    Also at level two, you gain 2 HP. You gain one additional HP every time you gain a level in this class.

    War Magic
    At level six, you may make a single attack as a bonus action whenever you cast a spell on your turn. Furthermore, you may use your Spellpower to add to attack rolls.

    Towering Blows
    At level ten, whenever you roll the maximum value on a damage die made with a spell or weapon, you may roll that die again and add it to the total damage dealt.

    Magical Wards
    At level fourteen, whenever you cast a spell, you gain a bonus to AC equal to the slot expended and a bonus to saves equal to half that (rounding down) until the start of your next turn. You may not benefit from this ability more than once at a time-if you would gain it again, use the higher value.

    Crushing Spell
    At level eighteen, you may, once per short rest, have a spell or weapon deal maximum damage instead of rolling for its damage.


    Spoiler: Supportive Magister
    Show
    Magical Invigoration
    At level two, you gain THP whenever you cast a spell, equal to the slot expended. (Cantrips give 1 THP.)

    Powerful Healing
    At level six, whenever you roll the maximum value on a die for a healing spell, you may roll the die again and add it to the total.

    Shared Invigoration
    At level ten, you may give any amount of THP you have to an ally within 60' as a reaction to them being about to take damage.

    Might Of Magic
    At level fourteen, whenever you cast a spell (except for cantrips), you may have the recipients of the spell regain HP equal to your proficiency modifier. This is in addition to any other healing done.

    Overheal
    At level eighteen, whenever a healing spell restores more HP than the target has taken damage, they gain the excess HP as THP.


    Spoiler: Boons
    Show
    Skilled
    You gain proficiency in any one skill of your choice. You may gain this Boon more than once.

    Expert
    You gain Expertise in any one skill you already have proficiency in. You may gain this Boon more than once.

    Fleet Of Foot
    Increase your walking speed by 5'.

    Additional Slot
    Requires 8th Level
    You gain an additional 1st level slot. You may gain this Boon more than once.

    Greater Additional Slot
    Requires 16th Level
    You gain an additional 2nd level slot. You may gain this Boon more than once.

    Spellpower Harm
    You may use your Spellpower feature to increase any one damage roll.




    This class. It's a weird one. But I feel like it's not too broken? Please, critique it! I want to know if this is a sane idea, or if I'm crazy for thinking of this.
    Last edited by JNAProductions; 2021-02-21 at 09:19 PM.
    I have a LOT of Homebrew!

    Spoiler: Former Avatars
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    Spoiler: Individual Avatar Pics
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