Pg 135 D&d 3.5e Dmg

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Nov 10, 2016  3.5e expected wealth is in the 3.5e DMG pg 135 (I don't have it, just googled for the page reference) 5e's DMG doesn't have a similar chart, but a reader who seems to be good at statistics compiled an average wealth by level chart which I have found pretty useful in planning (to see if I'm handing out enough loot) Here's the link for that. The Xanathar's Guide to Everything brings a new categorization of magic items in 5E by dividing them in minor and major items (pags. 135–136 & 140–145). However, the tables presented there only account for the items on the Dungeon Master's Guide, not citing any formulas or methods of item categorization from other sources, like the ones presented in the official adventures. Jan 22, 2016 Δείτε το στο www.etools.gr. DEEP CLEANING The Nastiest Car Ever! Complete Disaster Full Interior Car Detailing Transformation!

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  • 1Magus
    • 1.3Class Features

Magus[edit]

A young orc sits alone in a sun-drenched green plain, eyes squeezed shut and left arm fully outstretched. He recoils in pain when a thin bolt of electricity escapes from his arm. Wrought with impatience, the orc raises his arm to its original position. The yellow grain surrounding him sways in the light breeze, baking under the sun. A bead of sweat rolls down the orc's forehead, his hand tense with concentration. He exhales slowly, and with a twitch of his finger, an enormous beam of blinding purple lightning rushes from his fingertips and instantly vaporizes miles of grassland.


Donning her blue velvet robes, a human woman feverishly repeats an arcane phrase aloud as she races to the dresser in her furnished bedroom. Her exhausted eyes dart up and down the open and unkempt drawers in exhilaration, her magical speech becoming louder with each recitation. The human spots her staff among other mystical artifacts and sprints through her homestead, breaking the latch on her front door in an effort to reach the street. She stops speaking and closes her eyes to absorb her surroundings. Dawn has not yet broken over her village, and the summer night is warm and empty around the human woman. She quickly gestures with her staff, conjuring a small patch of ice beneath her feet. Her eyes suddenly snap open as her voice echoes through the empty town corners. The ice patch instantaneously expands to engulf hundreds of feet outside of the village, thick sheets of sleet and snow overtake the air around her.


Magi are unconventional spellcasters that learn their magic by creating variations of their existing knowledge, rather than through reading or study. A Magus listens directly to the magical weave that carries arcana through existence itself, honing their powers to a level far beyond that of other magic wielders. What a Magus lacks in versatility he atones for with superior skill, expertise, and his unbreakable bond with the arcane weave.

Unlikely Candidates[edit]

The gods created you to serve another purpose, but the allure of magic was much too difficult to resist. Whether commanding the elements or manipulating the minds of your enemies, the new arcana flowing within your veins has been refined and controlled.

Creating a Magus[edit]

A Magus is born when a being defies its destiny to pursue the arcane arts. All Magi were ignited by the moment that they first diverged from their destined path. When did you begin your journey to effectively use magic? When did you cast your first spell? Was the magic difficult to cast, or difficult to control? Why are you continuing to explore your magical abilities? Do you have a source of inspiration?


Quick Build

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You can make a Magus quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose the Instinct of Evocation subclass.

Class Features

As a Magus you gain the following class features.

Hit Points

Hit Dice: 1d6 per Magus level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Magus level after 1st

Proficiencies

Armor: None
Weapons: Darts, slings, daggers, longbows
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose two from Arcana, Insight, Investigation, Performance, Persuasion, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a scholar’s pack or (b) an explorer’s pack
  • (a) a dagger or (b) a longbow
  • (a) a component pouch or (b) an arcane focus
  • a spell-map

Table: The Magus

LevelProficiency
Bonus
FeaturesCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Instinct12
2nd+2Instinct Points13
3rd+2142
4th+2Ability Score Improvement143
5th+3Dual Casting2432
6th+3Arcane Instinct Feature2433
7th+324331
8th+3Ability Score Improvement24332
9th+4243331
10th+4343332
11th+43433321
12th+4Ability Score Improvement3433321
13th+534333211
14th+5Arcane Instinct Feature34333211
15th+5443332111
16th+5Ability Score Improvement443332111
17th+64433321111
18th+6Arcane Instinct Feature4433331111
19th+6Ability Score Improvement4433332111
20th+6Quadruple Casting5433332211

Spellcasting[edit]

You have always known that you aren’t a traditional spellcaster, yet powerful magic still flows within you. Your unfaltering determination and control has sparked a deep connection between you and the flow of the Arcane Weave. All Magi have a personalized spell-map that expands with experience.

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Cantrips

At 1st level, you know one Cantrip of your choice from the Magus spell list. You learn additional Magus Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magus table.

Spell-map

At 1st level, you have a Spell-map containing six 1st-level Magus Spells of your choice. Your Spell-map is the repository of the Magi Spells you’ve learned, including your Cantrips.

Casting Spells

Your spell-map shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Magus Spells, as you learn your Spells by redirecting the Arcane Weave. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Magus spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Ritual Casting

You can cast a Magus spell as a ritual if that spell has the ritual tag and you have the spell in your Spell-map.

Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your Magus Spells.

Learning Spells of 1st Level and Higher

Each time you gain Magus level, you can add one Magus Spell of your choice to your Spell-map. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Magus table.

Arcane Instinct[edit]

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Your magical focus is guided to a single school of the Arcane Weave, which will act as the source of your Magus power. Choose an Arcane Instinct. Your choice grants you features at 1st level and again at 6th, 14th, and 18th level.


Instinct Points[edit]

Instinct Points permanently increase the power of a spell as a result of practice and focus of the Arcane Weave. The uses of a point differ depending on your chosen Arcane Instinct. You gain two Instinct Points at 2nd level, and two additional points every subsequent level.


Learning New Spells

As you explore the power of different spells, you begin to unlock more powerful branches of magic. Your subclass will dictate the spells you learn as you spend Instinct Points using this formula: [(Spell Name)+Number of Instinct Points)] Only when these requirements are met, and when you have spell slots of this new spell’s level, can you learn the new spell.


Ability Score Increase[edit]

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.


Dual Casting[edit]

At 5th level, your control over the Arcane Weave strengthens, allowing you to cast two spells in one action. You can use this feature twice per long rest at at 5th level, and you gain one additional use at 7th level, 11th, and 17th level.


Quadruple Casting[edit]

At 20th level, you master control over the Arcane Weave, allowing you to cast four spells in one action. You can use this feature twice per long rest. Quadruple casting does not stack with Dual Casting.



Instinct of Evocation[edit]

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You control the elements, heightening the destructive capabilities of your powers as you gain experience. A Magus with the Instinct of Evocation directs massive surges of arcane energy at his foes, and holds no fear of dangerous magic.

Powerful Evocation

You have the ability to masterfully command the elements through the power of the weave. Whenever you cast an Evocation spell, cantrip or otherwise, add a d10 of the same damage type to the damage roll. You gain an additional d10 at 9th level, and again at 15th level.

Energy Molding

You can control the environmental implications of your powers and choose to automatically succeed any saving throw resulting from one of your Evocation spells.

Instinct Points

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As a student of Evocation, your instinct points are used to permanently enhance the power of your Evocation spell. By upgrading a spell with an instinct point, that spell will always be cast at one level higher, without expending a spell slot higher than the spell’s original slot. Multiple instinct points can be spent on one spell, additionally increasing the spells level to no higher than 8th level. This feature has no effect on spells that cannot be cast at higher levels, and you must expend the spells original slot for the instinct point to take effect

Elemental Override

At 6th level, you can attempt to redirect a magical spell in your favor. When an Evocation spell is cast by an oppenent, you can use your reaction to give a creature - including yourself - advantage on the saving throw or the caster disadvantage on the attack roll. If the spell fails, you can decide to expend a spell slot of your choice to target the caster with his own spell.

Evocative Layering

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At 14th level, you gain the ability to cast two Evocation spells as one using only a single spell slot. The spells must deal the same damage type, must be 1st level or higher, and cannot be of the same spell level. When cast, both spells will then both be cast in the same motion and at the same time, both centered on a single target point. You may choose to expend one of either spells’ slots instead of both. This feature work in tandem with double and quadruple casting.

Elemental Mastery

At 18th level, you begin to reach the pinnacle of your Evocation power. Once per long rest, for two rounds of combat, Evocation spells expend no spell slots. If you use this feature again before a long rest, there is a 50% chance that you fall unconscious from stress for 1d4 hours. You cannot wake up before this time.



Magus Spell List[edit]

Your subclass will dictate the number of spells that you know on the basic Magus spell list at 1st level and additional spells based on your subclass.

Cantrips

Acid Blast, Chill Touch, Eldritch Blast, Fire Bolt, Minor Illusion, Prestidigitation, Ray of Frost, Shape Water, Thaumaturgy

1st Level

Create and Destroy Water, Grease, Identify

2nd Level
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Flaming Sphere, Blur, Misty Step, Scorching Ray, Shatter

3rd Level

Bestow Curse, Create Food and Water, Glyph of Warding, Slow

4th Level

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Banishment, Conjure Minor Elementals, Fabricate, Phantasmal Killer

5th Level

Cloudkill, Destructive Wave, Dream

6th Level

Contingency, Harm, Planar Ally

7th Level

Etherealness, Prismatic Spray, Reverse Gravity

8th Level

Dominate Monster, Power Word Stun

9th Level

Power Word Kill, Prismatic Wall


Instinct of Evocation Spell List[edit]

Cantrips

Dancing Lights, Eldritch Blast, Fire Bolt, Frostbite, Green Flame Blade, Light, Ray of Frost, Lightning Lure, Shocking Grasp, Thunderclap

1st Level

Burning Hands, Chaos Bolt, Chromatic Orb, Earth Tremor, Hellish Rebuke, Magic Missile, Thunderwave, Witch Bolt

2nd Level

Aganazzar’s Scorcher [Burning Hands+1], Continual Flame, Darkness, Flame Blade [Hellish Rebuke+1], Gust of Wind [Thunderwave+1], Melf’s Acid Arrow , Scorching Ray [Hellish Rebuke+2], Shatter [Magic Missile+2], Snilloc's Snowball Storm, Warding Wind [Thunderwave+1]

3rd Level

Fireball [Burning Hands+2], Lightning Bolt [Witch Bolt+1], Melf’s Minute Meteors [Burning Hands+3], Wall of Sand, Wall of Water [Snilloc’s Snowball Storm+1], Wind Wall [Thunderwave+2]

4th Level

Fire Shield [Hellish Rebuke+3], Ice Storm [Snilloc’s Snowball Storm+2], Resilient Sphere [Magic Missile+1], Sickening Radiance, Storm Sphere [Thunderwave+3/Witch Bolt+2], Vitriolic Sphere, Wall of Fire [Flame Blade+1]

5th Level

Bigby’s Hand [Magic Missile+2], Cone of Cold [Snilloc’s Snowball Storm+3], Dawn [Sickening Radiance+1], Immolation [Aganazzar’s Scorcher+1], Maelstrom [Wall of Water+1], Wall of Force [Magic Missile+2], Wall of Light [Sickening Radiance+1], Wall of Stone

6th Level

Chain Lightning [Witch Bolt+3], Contingency, Freezing Sphere [Wall of Water+2], Sunbeam [Sickening Radiance+2], Wall of Ice [Wall of Water+3]

7th Level

Crown of Stars [Sickening Radiance+3], Delayed Blast Fireball [Aganazzar’s Scorcher+2], Fire Storm [Flame Blade+2], Forcecage [Magic Missile+3], Mordenkainen’s Sword [Magic Missile+3], Prismatic Spray, Whirlwind [Thunderwave+4]

8th Level

Earthquake, Maddening Darkness [Sickening Radiance+4], Sunburst [Sickening Radiance+4], Telepathy

9th Level

Meteor Swarm [Flame Blade+3]





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Retrieved from 'https://www.dandwiki.com/w/index.php?title=Magus_(5e_Class)&oldid=1190169'
Been playing with an idea for the past few days and trying to flesh it out and give it some balance. The idea started from a random thought 'Wouldn't it be cool to have an Awakened Gelatinous Cube as an ally?' Then it kinda exploded from there. Started doing some research on Juiblex(past and present forms). Searched around for similar ideas and see what others have done. I wanted to focus more on summoning and control, instead of taking on the aspects of an ooze.
Hope you enjoy it. I greatly welcome constructive criticism and brainstorming. Would love to flesh this out into something usable.
I love making homebrew class options for my players. I have a few more if this is received well.

New Eldritch Invocation:
Sticky Blast:Prerequisite: eldritch blast cantrip. When you cast eldritch blast it becomes a slimy projectile instead of a ray. If you successfully hit a creature with your eldritch blast, within 60 feet, you can expend a warlock spell slot to have the target make a Dexterity save vs your spell casting DC or become restrained. This effect only applies to the first projectile.
There needs to be a limiter on this ability, I'd rather not use spell slots as it's a severely limited resource for the Warlock. Once per short rest? idk...
Expanded Spell List:
1st - Create or Destroy Water, Grease
2nd - Web, Blindness/Deafness
3nd - Water Breathing , Stinking Cloud
4th - Evard's Black Tentacles, Control Water
5th - Insect Plague, Cloudkill
Sickening Slime: Starting at 1st level, you start to secrete a smelly slick slime that coats your body. You have advantage against grapple attempts, and anyone who comes within 5 feet of you(friend or foe) must make a Constitution save vs your spell casting DC. If a creature fails the save, they have disadvantage on their next attack roll.
This is a heavily modified version of an ability that one of Juiblex's devout followers, Duvamil, has(3.5e Book of Vile Darkness, pg 135).
Ooze Minion: Starting at 6th level, you can summon an ooze to your aid. As an action, you can shed your slimy coating onto the ground no more than 5 feet away from you and transform it into an ooze of your choosing. You regain the benefits of your Sickening Slime after you have completed a long rest. At level 6 you can summon a Gray Ooze; at level 12 you can choose to summon an Ochre Jelly, or a Gelatinous Cube; and at level 18 you can summon a Black Pudding. Once you’ve used this feature, you can’t use it again until you finish a long rest.
On each of your turns, you can use a bonus action to mentally command the ooze created by this ability. You decide what action the ooze will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the ooze will act freely and target the closest creature to it. Once given an order, the ooze continues to follow it until its task is complete. Other than its controller, it cannot determine friend from foe. It will attack any creature within its reach unless directed otherwise. The ooze that you summon remains under your control for 1 hour, after which it stops obeying any command you’ve given it.
I modeled this ability after the Animate Dead spell and the Necromancer's Undead Thrall ability(minus the boost in HP and Damage). Heavily reducing the amount of time the creature is controllable increasing the risk of it turning on you sooner. Also giving you something you can summon, then later in levels charm and hopefully befriend.
Trying to justify the CR of the summons...
Necromancer(added thrall bonus not counted in the CR)
6th level - up to 2 CR 1/4 Skeletons ~ Roughly CR 1/2(Grey Ooze CR 1/2)
11th level - up to 8 CR 1/4 Skeletons ~ Roughly CR 2(Ochre Jelly & Gelatinous Cube CR 2)
17th level - up to 14 CR 1/4 Skeletons ~ Roughly CR 3.5(Black Pudding CR 4)

Eject Slime: Starting at 10th level, you gain the ability to spew forth a patch of green slime anywhere you can see within 20 feet of you(including at a target, making a ranged spell attack) as a bonus action. The slime disintegrates after 1 hour. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
A patch of green slime covers a 5-foot square, has blindsight out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it(friend or foe). Beyond that, it has no ability to move. A creature aware of the slime's presence can avoid being struck by it with a successful Dexterity save vs your spell casting DC. Otherwise, the slime can't be avoided as it drops. A creature that comes in contact with green slime takes 2d10 acid damage. The creature takes damage again at the start of each of its turns until the slime if scraped off or destroyed. Against wood or metal, green slime deals 4d10 acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed. Any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime.
Slightly modified version of one of Juiblex's own abilities. Reducing the frequency of use, and adjusting damage appropriately via the DMG description of 'green slime'(DMG pg105) and the 'damage severity and level' chart(DMG pg249).
Mind for the Mindless(Awaken Ooze): Starting at 14th level, you can imbue an ooze of your choosing with a mind of it’s own and force it to succumb to your will. By expending a warlock spell slot, you can reach your hand into a Large or smaller ooze to start the awakening ritual, rendering the ooze unconscious for the duration of the ritual. The ritual lasts for 10 minutes, during each minute of the ritual you suffer 1d4 acid damage(10d4 in total) while your hand remains inside the ooze. It must make a Wisdom save vs your spell casting DC. If it succeeds on the save, it attacks and tries to consume you. If it fails the save, it is charmed by you. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know telepathically, to any creature within 30 feet. The awakened ooze is charmed by you for 10 days or until you or your companions do anything harmful to it. You can only have one ooze charmed this way at a time. When the charmed condition ends, the awakened ooze chooses whether to remain friendly to you, based on how you treated it while it was charmed. Once you’ve used this feature, you can’t use it again until you finish a long rest.
Heavily modified version of the Druid's Awaken spell, adding fail condition and damage taken, reducing time charmed and size of available targets trying to make up for the costs the druid has to pay for the spell.