Arcane Classes Redone

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JonSetanta
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Arcane Classes Redone

Post by JonSetanta »

Arcane

Class Feats
• 3 feats +1 feat per level instead of normal class abilities
• Feats for each level and lower may be gained or swapped out depending on requirements met


Spellcaster Feats
Ideally every character gets the same number of bonus feats, but not so with "full spellcasters". The reason for this is because spells are more powerful than many abilities as it is. Characters won't begin with spellcasting, but must add it for their class through feats.
So, the maximum spell level cast and number of spell slots increase by the number of times "Spellcasting" is gained (in a specific class).

In any round while a character is casting a spell, they are flat-footed until the beginning of their next turn. Spell disruption occurs each time they are hit or fail a save.


UNIVERSAL

Spellcasting (SpL): Choose a spellcasting class. For every odd time this feat is gained, increase the spellcaster level by 1 for that class, gaining all spell level, spells known, and spell slot benefits. For instance, 1 iteration of this feat grants 0-level and 1st-level spells of a single class, while the 2nd-level spells don't show up until the 3rd time this feat is taken.
The feat may not be taken more than once per level.

Mage Blast (Su): As an attack action the character may create an object of Force and shoot it as a ranged attack within Medium range. It deals 1d6 damage + either INT or CHA modifier (whichever is higher) and +3 per odd level. Alternatively they may throw it, using STR score for attack roll and add STR modifier to damage. Mage Blast objects may be modified by Warlock Eldritch Essence and Blast Shape Invocations, and by metamagic feats (spend spell slots according to the feat as if casting a spell at the same time, per attack).

Spell Combat (Ex): By spending a Swift action, a single spell with range no greater than "touch" may be cast in the same round as an attack action. All attacks made by the character in the same round take a -2 penalty.

Familiar (Ex): Any Summon Monster spell cast may be given a duration of "Permanent (D)". Monsters summoned by the spell remain the same as an average entry; improvements are impossible. Personal spells may be shared with the animal if within touching range. At level 5 the character may sense what the summoned animal senses.

Free Spell (Ex): Choose a spell with spell level no higher than the character's highest spell level -2. It may be used without spending spell points (or slots).

Pockets of Holding (Su): Pockets and containers on the character's body act as a unified Bag of Holding with a single extradimensional space.
Level 1 15 lb. 250 lb. 30 cu. ft.
Level 6 25 lb. 500 lb. 70 cu. ft.
Type 11 35 lb. 1,000 lb. 150 cu. ft.
Type 16 60 lb. 1,500 lb. 250 cu. ft.


BARD

Bardic Music (Su): Once each round as a Swift action and either using Verbal or Somatic components the character may grant one of the following benefits to all allies within Close range (25 feet +5 per 2 levels).
Level 1/Perform 4+: Inspire Competence, Inspire Courage +1 every 5 levels (levels 1, 6, 11, and 16)
Level 6/Perform 9+: Inspire Greatness
Level 11/Perform 14+: Song of Freedom
Level 16/Perform 19+: Inspire Heroics

Mindsong (Su): Add the following options to Bardic Music performances. These performances affect all non-allies.
Level 1/Perform 4+: Countersong, Fascinate
Level 6/Perform 9+: Suggestion
Level 18/Perform 21+: Mass Suggestion



Level 0
Acid Splash - Change to 1d4 Acid damage every odd level, maximum 5d4.
Daze - Remove Humanoid-only limitation.
Light - Add Dancing Lights to this.
remove Dancing Lights
Flare - Change to 1d4 Fire damage every odd level, maximum 5d4.
Ray of Frost - Change to 1d4 Cold damage every odd level, maximum 5d4.
Erase - Moved from Level 1 to Level 0

Level 1
Alarm - Duration becomes 24 hours.
Shield - Add Floating Disk to this. Change casting time to Immediate Action.
Resist Energy - Choose any descriptor from Acid, Air, Sonic, Force, Fire, Electricity, Cold, Light, Water, Earth, and Darkness. Alternatively, apply half the resistance value instead to all elements rather than choose one when casting.
Mage Armor - Change duration to 24 hours
Protection from Chaos/Evil/Good/Law - Renamed "Protection", alignment aspect works against all alignments opposing that of the user.
remove Detect Secret Doors
Hypnotism - Affects all creatures within Close range.
Sleep - First effect is to Slow the target if they fail a Will save. A Slowed target is then asleep if affected again.
Shocking Grasp - Change casting time to Swift Action.
Color Spray - Only Stuns. Deals 1d4 Light damage on a failed save.
Disguise Self - Change duration to 24 hours.
Phantom Trap - Moved from Level 2 to Level 1.
Command Undead - Moved from Level 2 to Level 1. Change targets to 1 undead per level. Undead can not be commanded if their HD or CR is greater than caster's level.
Gentle Repose - Moved from Level 3 to Level 1.
Feather Fall - Change casting time to Immediate Action.
Jump - Change casting time to Swift Action.
Darkvision - Moved from Level 2 to Level 1.
Spider Climb - Moved from Level 2 to Level 1.
Water Breathing - Moved from Level 3 to Level 1. Duration of 24 hours.

Level 2
Protection from Arrows - Does not 'discharge'.
Glitterdust - Allows a new save against Blindness each round as a move action.
Touch of Idiocy - Choose either INT, WIS, or CHA damage to deal.
Shatter - Deals 3d6 Sonic damage.
Blur - add Mirror Image to this (either way it grants 20% concealment)
Hypnotic Pattern - Affects all creatures within Close range.
remove Mirror Image
Blindness/Deafness - Change duration to 1 minute per level. Target gets a new save every minute.
False Life - Change to +10 HP, +2 per level HP. Change duration to last until sleep.
Ghoul Touch - Allow a new save against Paralysis each round.
Lock - Does not work on non-magical locks or doors.
Levitate - Change to grant Fly Speed 30 feet, Average maneuverability.
remove Rope Trick

Level 3
Explosive Runes - Only 1 copy may be sustained at a time.
Magic Circle against Chaos/Evil/Good/Law - Renamed "Magic Circle", alignment aspect works against all alignments opposing that of the user.
Protection From Energy - See Resist Energy for same changes.
Phantom Steed - Change duration to 24 hours.
Deep Slumber - See changes to Sleep.
Halt Undead - Change range to Close, affects all undead that fail saves within range.
remove Blink

Level 4
Dimensional Anchor - Change shape from Ray to 100 foot radius, no save. Add duration of 1 minute per level.
Remove Affliction - add Remove Curse, Remove Blindness/Deafness, and Remove Disease together as "Remove Affliction".
Stoneskin - Does no 'discharge'.
Minor Creation - Add Secure Shelter to this.
Solid Fog - Reduces movement by -30 to a minimum of 5 feet per round.
Resilient Sphere - The sphere has 70 HP.
Phantasmal Killer - Change death effect to 7d6 mental damage.
Rainbow Pattern - Affects all creatures within Close range of illusion.
Shadow Conjuration - As Minor Creation or Black Tentacles but objects are destroyed by daylight.
Bestow Curse - Remove the "50% chance of losing each action". Victim gets a new save at the start of each day to end the curse, but failing 3 times makes it permanent.

Level 5
Cloudkill - Change death effect to 40 Poison damage and 1 CON damage each round. Change duration to 1 round per level.
Wall of Stone - Shapes can either be a hemisphere or wall. Duration is 1 hour per level.
Feeblemind - Change range to touch and duration to 1 minute per level with a new save every minute.
Symbol of Sleep - See changes to Sleep.
Wall of Force - The wall has 90 HP.
Dream - Add Nightmare to this as an option.
Shadow Evocation - As Lightning Bolt or Cone of Cold but does 1d4 Darkness damage per level.
Magic Jar - Change range to Touch.
Overland Flight - Change Fly Speed to 90.
Transmute Rock to Mud - Add Transmute Mud to Rock to this as an option.

Level 6
remove Antimagic Field
Antimagic Barrier - In all aspects the same as Antimagic Field, does not affect anything inside of the area, and only effects all spells attempting to cross the radius threshold.
Forceful Hand - Hand has 110 HP.
Circle of Death - Instead of death effect deal 1d6 Darkness damage per level.
Undeath to Death - As Circle of Death but deals Light damage, only affects undead.
Disintegrate - Change range to Close. Instead of outright destruction deal 2d6 Force damage per level.
Flesh to Stone - Add Stone to Flesh to this as an option. Change range to Close, duration to 1 day per level, and effect to Slow at first time a save is failed, Paralyze the second, and then Petrify third.
Dimensional Lock - Change radius to 1 mile per level. Moved from Level 8 to Level 6.

Level 7
Baleful Polymorph - Moved from Level 5 to Level 7.
Greater Teleport - Add Teleport Object to this.
Insanity - Reduce duration to 1 hour per level with a new save each hour.
Forcecage - Cage has 130 HP and grants a Reflex save to avoid.
Finger of Death - Change death effect to 2d6 Darkness damage per level.

Level 8
remove Trap the Soul
Clenched Fist - Fist has 150 HP.
Polar Ray - Deals 2d6 Cold damage per level.
Telekinetic Sphere - Sphere has 150 HP.
Greater Shadow Evocation - as Polar Ray but deals 2d4 Darkness damage per level.
Symbol of Death - Instead of killing outright with a hit point limit, deal 5 Darkness damage per caster level on a failed Fortitude save.

Level 9
Imprisonment - Add Freedom to this as an option. Change duration to 1 day per level. The sphere has 170 HP.
Crushing Hand - Hand has 170 HP.
Shades - As Meteor Swarm but deal 6d4 Darkness damage per sphere.
Wail of the Banshee - Instead of death effect deal 10 Sonic damage per level.
Time Stop - Spells may not be cast while under effect.
Last edited by JonSetanta on Sun Dec 19, 2010 8:01 pm, edited 2 times in total.
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
Nobody gives a flying fuck about Tordek and Regdar.
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