Quick viewing(Text Mode)

Masters of the Arcane

Masters of the Arcane

Masters of the Arcane

3 new subclasses for arcanists

Sample file Sorcerous Origins Origin of these subclasses The Ultimate Magus and the Green Star Adept are Ultimate Magus both adaptations of prestige classes from D&D Sorcerers channel unknowable powers, and wizards are 3.5e, while the Archmage patron is my own expert in ancient lore, but few individuals have as thorough creation. an understanding and mastery of arcane magic as the If you've seen them on the excellent Middle ultimate magus. By combining both sorcerous and wizardly Finger of , don't be alarmed; they weren't abilities into a unified whole, the magus empowers herself in stolen from there, I'm the guy who contributed ways even the greatest archmage can't duplicate. them in the first place. Tome of Knowledge Starting at 1st level, you have a spellbook within which you inscribe deep arcane knowledge. The book begins inscribed with two 1st-level spells of your choice that have the ritual tag from the wizard spell list. Spells copied into this spellbook don’t count against the number of spells you know. With your spellbook in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast any sorcerer spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your spellbook. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your sorcerer level (rounded up), if it is on the wizard spell list, and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. Arcane Recovery At 1st level, once per day when you finish a short rest, you can regain one expended spell slot of 1st level, or, at 2nd level, regain a number of expended sorcery points up to half your sorcerer level, rounded up. Augmented Casting Starting at 6th level, your studies of the arcane allow you to improve and intensify your spells. When you cast a sorcerer spell of 5th level or lower using a spell slot, you can spend up to 6 sorcery points, and cast the spell at one level higher for every 2 sorcery points spent. Arcane Spell Power When you reach 14th level, you have become expert in the wizardly arts. When you roll damage for a spell you cast, you can treat any 1 on a damage die as a 2. Metamagic Mastery At 18th level, your deep understanding of magic allows you to alter some spells more fluidly than other sorcerers. Choose a 1st-level and a 2nd-level sorcerer spell that you know. When you cast these spells, you can apply a metamagic option to them without expending any sorcery points. By spending 8 hours in study, you can exchange one or both of the spells you choseSample for different spells of the same levels. file Otherworldly Patrons Arcane Traditions The Archmage School of the Green Star Your pact is with the spirit of an extremely powerful Once a generation, the legendary Green Star crosses the sky, spellcaster, a legendary master of the arcane. Perhaps you a portent of great and terrible events. Each time it passes, have come into possession of a relic of theirs that holds a shooting stars of burning emerald fall from the sky. These connection to their essence, or perhaps you have fallen under fallen stars are the only known source of starmetal, a rare the tutelage of a demilich. Regardless of how you contact and precious ore infused with mighty magical powers. A them, such spellcasters were immensely powerful in life, and wizard of the School of the Green Star utilizes the wondrous are directly connected to the Weave in death. For your properties of the starmetal, turning himself slowly from a service, they can teach you the deepest secrets of arcana. creature of flesh and blood into a statue forged of starmetal, Arcane beings powerful enough to forge such a pact include gaining great powers in the process. Vecna, Elminster, , Bigby, Leomund, and Starmetal Rigor Acererak. At 2nd level, the starmetal has started to strengthen your Archmage Expanded Spells body and harden your skin. Your hit point maximum Spell increases by 1, and increases by 1 again whenever you gain a Level Spells level in this class. Additionally, when you aren’t wearing 1st magic missile, ’s floating disk armor, your AC equals 13 + your Dexterity modifier. 2nd Melf’s acid arrow, Nystul’s magic aura Fists of Starmetal 3rd fireball, Leomund’s tiny hut At 2nd level, your fists become harder, and can be used to 4th Mordenkainen’s faithful hound, Otiluke’s focus your magical energies. Your unarmed strikes use a d4 resilient sphere for damage. These strikes are considered magical for the 5th Bigby’s hand, Rary’s telepathic bond purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 6th level, your strikes use Arcane Storage a d6 for damage, and at 14th level they use a d8 for damage. When you make a melee spell attack, you can add your Starting at 1st level, your pact allows you to prepare a spell unarmed strike damage to the effects of the spell. Also, once for later usage. When you finish a long rest, you can choose per turn, when you make a ranged spell attack roll, you can one spell you know of a level you can cast. You can cast that make it as a melee spell attack instead. spell once at its minimum level without using a spell slot, but cannot cast it otherwise, until you finish a long rest. Starmetal Resistance Starting at 6th level, the magic of the starmetal helps you Unbreakable Spell overcome physical difficulties. You can gain advantage on a When you reach 6th level, if you would lose your Strength, Dexterity, or Constitution saving throw. You must concentration on a spell before its duration ends, or if a spell choose to use this ability before you roll the saving throw, and you cast is dispelled, you can use your reaction to maintain you cannot use this ability again until you finish a short or concentration on the spell or prevent its dispelling. Once you long rest. use this ability, you can't use it again until you finish a short or long rest. Unbroken Will At 10th level, the starmetal hardens your mind. Damage Spell Resistance cannot break your concentration on spells of 3rd level or Starting at 10th level, your dealings with the arcane give you lower. a measure of protection from spells. You have resistance to damage from spells. Starmetal Resistance At 14th level, you complete your transformation, and Induce Weakness resemble a perfectly sculpted statue of yourself forged from At 14th level, as an action, you can weaken a creature you can green starmetal. You are changed by the following ways: see within 30 feet and make it more easily influenced and damaged by magic. The creature must make a Charisma You do not need to eat, sleep or breath. saving throw. On a failure, the creature becomes vulnerable You do not age, and you do not die of old age. to damage from spells until the end of your next turn, and has You are immune to poison damage and to all diseases. disadvantage on saving throws against spells for 1 minute. You are immune to the exhausted, paralyzed, petrified, and The creature can repeat the saving throw at the end of each poisoned conditions. of its turns, ending the effect on a successful save. Once you You can use your own magical body as an arcane focus. If use this feature, you can't use it again until you finish a long you do so, your spell save DC and spell attack bonus each rest. Sampleincrease by 1. file