The Enchanted (3.5e Template)

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On rare occasions, creatures come into contact with a manifestation of magical energy so intense and pervasive that it alters them to their very core. They may become enchanted by such diverse means as drinking from magical pools, being too near dueling magicians, being kissed by the fey folk, or coming into contact with other mythical beings imbued with powerful transformational energies. Whatever the cause, one thing is certain -- the enchanted are magical beings by their very nature.

Appearance Changes

Enchanted beings develop some noticeable feature about themselves that sets them apart from others of their kind; a golden sheen to their skin or carapace, feathers or leaves growing in their fur, hypnotic eyes of an usual coloration, a silver streak through their hair, and so forth. Whatever the physical evidence might be, it's obvious that they've had some kind of life-altering encounter in their past.

Creating the Enchanted

"Enchanted" is an acquired template that can be added to any Beast, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Plant, Shapechanger, or Vermin that is not naturally immune to magic (referred to hereafter as the "base creature").

Type: Animals and Vermin become Magical Beasts but other types remain unchanged. The base creature does gain the Augmented subtype, however.

Hit Dice: The base creature's Hit Dice remain unchanged, but they gain a +1 bonus to their hit points for each HD they possess.

Speed: The base creature gains a +10 foot bonus to their base speed for any movement modes they possess. If they can fly, their maneuverability increases by one step to a maximum of perfect.

AC and Saves: The base creature gains a +1 dodge bonus to AC.

Special Attacks:

Spell-Like Abilities: At will--prestidigitation. In addition, the following spells are always active on an enchanted being's person: arcane sight, read magic, and see invisibility. Enchanted beings with 10 or more HD also gain true seeing as a constant effect. These effects can be dispelled or subdued, but the enchanted can reactivate them as a free action. Caster level is equal to the character's total Hit Dice, and save DCs are Charisma-based.

Special Qualities:

Fast-Healing (Ex): The base creature gains fast healing 2

Low-Light Vision (Ex): The base creature can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. If they already possess low-light vision, they gain darkvision out to 60 feet, or +30 feet to that range if they already possess darkvision.

Spell Resistance (Ex): The base creature gains spell resistance equal to 5 + 1 per HD. If they already possess spell resistance, they instead a +5 bonus to whichever is highest.

Spells: The base creature gains the ability to learn and cast arcane spells or invocations as a sorcerer if good or warlock if evil (or a choice of one if neutral) equal to one-half their Hit Dice. If the enchanted being was already a sorcerer or warlock prior to the acquisition of this template or become one at a later date, they instead gain a +2 bonus to their effective caster level once their class levels meet or exceed their effective caster level from the template. Only spells from the schools of Divination, Enchantment, or Illusion may be chosen as a sorcerer, and only warlock or dragonfire adept invocations (not essences or shapes) may be chosen as a warlock.

Abilities: Intelligence +2, Wisdom +2, Charisma +4

Skills: The base creature gains a +2 racial bonus on Spellcraft and Use Magic Device checks, and these are always considered class skills for the enchanted.

Organization: The enchanted are generally unique individuals among normal members of their base creature type, although there are rare cases where entire villages or clans possess the template. It is never passed on to offspring, however.

Challenge Rating: +3

Level Adjustment: +2



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