Lord of Power (3.5e Prestige Class)

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Lord of Power

I wanted to learn the secrets to ultimate power and I was banished from my lands because of this. So I spent days as an outcast, using magic for every possible task in order to fully understand its limits. My limbs were animated by magic, my voice spoke only words of power, and my life became truly devoted to magic.
—Justin Thyme, Lord of Power

Story of Contradons


Becoming a Lord of Power

This is a class would appeal to those who want to dominate reality while courting disaster. This class gains access to raw magical power that regular casters fear to even contemplate.

Entry Requirements
Alignment: Any Chaotic.
Skills: Knowledge (arcana) 12 ranks and Spellcraft 12 ranks.
Feats: Maximize Spell, Quicken Spell
Spellcasting: Caster level 10 and knows magic missile.
Table: The Lord of Power

Hit Die: d4

Level 5 Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Unleashed Power, Magic Aura, Under Pressure +1 to Existing Spellcasting Class
2nd +1 +0 +0 +3 Life Leech, Sway of the Moon and Sun +1 to Existing Spellcasting Class
3rd +1 +0 +0 +3 Reckless Force, Levitate +1 to Existing Spellcasting Class
4th +2 +1 +1 +4 +1 to Existing Spellcasting Class
5th +2 +1 +1 +4 Pocket Dimension, Heavy Gravity Aura +1 to Existing Spellcasting Class
6th +3 +1 +1 +5 Omnipotent, Flight +1 to Existing Spellcasting Class
7th +3 +2 +2 +5 Notoriety +1 to Existing Spellcasting Class
8th +4 +2 +2 +6 Ambidextrous Blast, Immortal Coil +1 to Existing Spellcasting Class
9th +4 +2 +2 +6 +1 to Existing Spellcasting Class
10th +5 +3 +3 +7 Overlord's Blood Magic, Sanctuary +1 to Existing Spellcasting Class

Class Skills (4 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Fly (Dex), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).


Class Features

Spellcasting: At every level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.


Unleashed Power (Su): At Level 1, your magical prowess is no longer chained and restrained. When you cast a spell that deals damage but has a maximum, increase the maximum by one per class level. At level 10, ignore the maximum.

  • Example: Fireball has a maximum of 10d6; a 15th level caster would deal 15d6 damage.
  • Example: Fire Trap deals 1d4 points of fire damage +1 point per caster level (maximum +20); a 22nd level caster would deal 1d4 +22 fire damage.

Magic Aura (Su): At level 1, the Lord of Power emanates a 15ft radius magical aura that is visible to anyone who uses the spell Detect Magic. This ability works similar to a Paladin's Aura of Good.

Under Pressure (Su): At level 1, the power is overwhelming. While conscious, once every 4 hours the Lord of Power must cast one spell. If this is neglected, the magic racks his body, and he takes 4d4 magic damage. This damage cannot be prevented in any way.

Life Leech (Su): At level 2, when the Lord of Power kills a sentient creature, he steals part of their life force. He heals for 2d4 + relevant spellcasting modifier.

Sway of the Moon and Sun (Ex): At level 2, The Lord of Power sees how the moon and sun and their patterns affect the ebb and flow of visible magic.

  • During the Night time: He can become invisible at will for an indefinite duration as per the spell Invisibility, Greater.
  • During the Day time: He is under the permanent effects of a True Sight spell.

Reckless Force (Su): At level 3, the power coursing through the Lord of Power is too much for his body to contain. Creatures that strike the Lord of Power with an unarmed or an armed attack take 1d6 electricity damage. When the Lord of Power casts a spell that deals damage, the closest target to the Lord of Power that is affected by the spell, friend or foe, takes additional damage equal to +1/caster level. If two or more targets are subject to this effect, randomly choose one by rolling a die.

Levitate (Su): At level 3, you levitate with the aid of magic. The Lord of Power can levitate for indefinite period of time up to 5 ft off the ground. This ability effectively negates falling damage. This ability can be activated or deactivated as a move action. This ability works even while unconscious.

Pocket Dimension (Su): At level 5, the Lord of Power has access to his own personal pocket dimension to store items. He can retrieve or place any of his possessions there as a full round action. Creatures cannot be placed in this dimension. Individual objects stored this way must weigh less than 200 pounds. The pocket dimension can store can infinite number of objects.

Heavy Gravity Aura (Su): At level 5, the Lord of Power is constantly surrounded by illusory heavy gravity magic. 10ft radius centered on the Lord of Power that affects all enemies like a Slow spell. There is a Will save DC 10 + 1/2 Caster Level to ignore this aura for 24 hours. This ability is not active while the Lord of Power is unconscious.

Omnipotent (Su): At level 6, the Lord of Power can see through a willing vessel's eyes and speak through their mouth if they are within 50 miles/caster level of the Lord of Power. He also gains X-ray vision through 10ft of material, +5ft/level gained after this. Any amount of lead hinders the X-ray ability completely. The Lord of Power gains the ability to cast Telekinesis as spell-like ability 6/day.

Flight (Sup): At level 6, the Lord of Power is no longer bound by gravity, he can fly at twice his base move speed. His flight ability is considered perfect. The Lord of Power gains a class bonus to Fly equal to his class level.

Notoriety (Su): At level 7, other magic users can sense the presence of the Lord of Power. If a Lord of Power comes within 100ft of a magic user, they know of his existence. At 50ft, his location is automatically known. Against indifferent or antagonistic creatures, the Lord of Power gains a +5 to intimidate and bluff checks. Against friendly creatures, the Lord of Power gains a +5 to Diplomacy checks.

Ambidextrous Blast (Ex): At level 8, The Lord of Power can simultaneously cast spells. The Lord of Power can cast two spells at once, one from each hand as a full round action. The both spells' cast time must be a standard action or instantaneous. The two spells' combined total spell level must be equal to 1/2 his caster level rounded down. (Example: CL 18 can cast two spells with a total spell level of 9. CL 21 can cast two spells with a total spell level of 10.

Immortal Coil (Ex): At level 8, When the Lord of Power uses Life Leech, if he would gain life beyond his maximum, he instead gains the surplus as temporary health. This temporary health can be stacked to a maximum of 1/4th your total Hit Points. The temporary health lasts for one hour, but it does not stack with other temporary hit points.

Overlord's Blood Magic (Su): At level 10, after the Lord of Power has slain an opponent, he can cast a free spell at the cost of Hit Points. 3/day, within one round after having slain an opponent, the Lord of Power can sacrifice 1/3 of his current Hit Points plus his temporary Hit Points rounded down to cast any one known spell up to his highest spell slot. This spell can have one meta magic feat applied to it without requiring that it use a higher spell slot.

Sanctuary (Ex): At level 10, if the Lord of Power is seriously harmed, he is whisked away from the battle. The Lord of Power designates an emergency safe haven by performing a magical ritual on the site that requires 10 full hours of chanting. If his Hit Points are reduced to 0 or below, his body vanishes immediately and he appears at the designated safe haven. This ability can only trigger once per week.

Lord of Power and the World

Your barely controllable power becomes more evident with each level. Fear is a factor that is instilled wherever he goes. Mages fear his prowess the most. Ordinary citizens are awestruck by his power. Royalty and leaders treat his presence as a powerful menace. Leaders of cities will take one of two actions 1. They arrest him as soon as they are aware of his presence 2. They take a point in avoiding him and making sure he doesn't get angry

Lord of Power Lore and Fact

Lords of Power no longer can retreat from their power. The have tapped into a different plane and no longer believe in any deity, only power. Their souls are unstable. They gain the ability to unstoppable power that can be lessened and by clerics or guardians

Characters can learn about Lords of Power from Knowledge (Arcana) or (History)

Knowledge (Religion)
DC Result
11 Lords of Power are not a myth.
16 Lords of Power are Power hungry and are dangerous while retaining a small bit of self conscience.
21 Lords of Power derive their power from a Cursed Realm that shouldn't be tampered with. They can be easily corrupted
26 Knowledge of the names, locations and powers of each of the past and present Lords of Power.



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