Biskmatar (5e Class)

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Biskmatar[edit]

A Biskmatar serves at the pleasure of his chosen master. These powerful mage-knights generally protect royalty or high ranking members of society. Through intense training begun during childhood, these warriors excel at both magical and physical battle. Their signature tactic is negating enemy spells before they reach their target and expelling that magical energy to provide extra damage on their return strikes.

The only way to become a Biskmatar is to train with with another member of the class. In many societies, the ruler(s) often employ a contingent of these specialized magic defenders, who in turn identify and train martially talented youths to become prospective trainees. After years of training, these new Biskmatars are often assigned to lower ranking members of the ruling class, cutting their teeth defending their charges against magical assault.

The training to become a Biskmatar is grueling. Daily, they are bodily subjected to the antithesis of magic, until eventually, their very blood and bones is inundated with an anti-magical energy. From there, a Biskmatar will slowly and steadily build up reserves of magical energy, stolen from their surroundings, similar to the way magnet polarity works. After attracting and storing enough magical energy, Biskmatars may learn to cast their own spells from their built up reserves.

As a training Biskmatar adapts to the anti-magic field generated from the core of their being, they can also wield this energy to absorb hostile spells, filling them to the brim with potential magic energy. Through focus and training, they can then expel that magical energy in varied techniques.

Once a Biskmatar is fully trained, most of their daily lives is spent closely guarding and aiding their charges. Some may be found journeying with the braver members of the upper echelon, but many are relegated to attending court, silently keeping watch over their lords domain. Biskmatars who fail to protect their wards are often cast out from their lands, plying their superior protector skills to new lords and ladies.

Due to their nature as bodyguards for the upper class, Biskmatars are eminently comfortable moving about high society; however, as many of them are base-born soldiers, they are never too far from their humble roots.

Creating a Biskmatar[edit]

Quick Build

You can make a Biskmatar quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength and Constitution. Second, choose the soldier background. Third, choose the Light and Blade ward cantrips.

Class Features

As a Biskmatar you gain the following class features.

Hit Points

Hit Dice: 1d10 per Biskmatar level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Biskmatar level after 1st

Proficiencies

Armor: Light and medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Athletics, Insight, Investigation, Persuasion, and Survival

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a shortbow or (b) a spear
  • (a) a diplomat's pack or (b) an explorer's pack
  • (a) scale mail or (b) leather armor

Table: The Biskmatar

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Life Render 2
2nd +2 Omega, Spellcasting 2 2
3rd +2 Heart Render, Oathtaking 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 3 4 2
6th +3 Oathtaking feature 3 4 2
7th +3 Abyss 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 3 4 3 2
10th +4 Riptide 3 4 3 2
11th +4 Oathtaking feature 3 4 3 3
12th +4 Ability Score Improvement 3 4 3 3
13th +5 3 4 3 3 1
14th +5 Ultima 3 4 3 3 1
15th +5 Furycircle 3 4 3 3 2
16th +5 Ability Score Improvement 3 4 3 3 2
17th +6 Oathtaking feature 3 4 3 3 3 1
18th +6 3 4 3 3 3 1
19th +6 Ability Score Improvement 3 4 3 3 3 2
20th +6 Fortune 3 4 3 3 3 2

Life Render[edit]

Utilizing your internal stored pockets of magic, you may imbue your weapon with violent energy. Your next melee attack deals an extra 1d6 force damage. If this feature is used on your turn immediately following the use of your Omega feature to cancel a spell, this attack instead deals an extra 1d10 damage. This feature must be declared prior to making an attack roll against a single target, and must be used as a bonus action prior to declaring your attack target.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a Long Rest, you regain all expended uses.

At 6th level the damage increases to 2d6, or 2d10 if used after expending an Omega charge, then increases to 3d6 (3d10) at 11th level, and again to 4d6 (4d10) at 16th level

Omega[edit]

Your heightened magical senses and training allow you to spring quickly to the defense of those you protect, extending the anti-magic field inside of you to intercept an incoming damaging spell. Starting at 2nd level, you may take an extra reaction once per round. This reaction may only be used to counter an opponent spell that targets an ally or any number of squares within a 30 ft radius circle centered on you. Non-damaging spells cannot be countered this way. Additionally, your normal reaction may be used for this counter, in addition to its regular usage.

Doing so expends a spell slot of at least 1st level. If this expended slot matches the level of the cast spell, it is instantly successful. Otherwise, if countering a higher level spell, you must make a Wisdom check against DC = 10 + spell level + difference in spell level between expended spell and opponent's spell.

You can use this feature a number of times equal to your proficiency modifier. When you finish a Long Rest, you regain all expended uses.

At 11th level, you may choose to use up to 2 of your extra reaction charges in a single round.

Spellcasting[edit]

Cantrips

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

By 2nd level, you have absorbed enough ambient magical energy to cast spells on your own.

Preparing and Casting Spells

The Biskmatar table shows how many spell slots you have to cast your spells. To cast one of your Biskmatar spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Biskmatar spells that are available for you to cast, choosing from the Biskmatar spell list. When you do so, choose a number of Biskmatar spells equal to your Wisdom modifier + half your Biskmatar level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Biskmatar, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Biskmatar spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Biskmatar spells, since their power derives from the magical power absorb through their years of training. 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 Biskmatar 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

Spellcasting Focus

You use your weapon as a spellcasting focus for your biskmatar spells.

Oathtaking[edit]

Upon reaching 3rd level, you have completed the necessary training to be considered a graduated Biskmatar. The last step to ascending is an arcane ritual known as the Oathtaking - if completed, you become Oathsworn, and will be magically bound to your Oathmate; if not, you will go down the Oathbreaker route, and will make an enemy of Biskmatars the world over. These options are detailed at the end of the class description. Your choice grants you features at 3rd, and again at 6th, 11th, and 17th.

Heart Render[edit]

Once you begin storing large amounts of magical energy, you may channel this magic in a short range burst. Your may make a ranged spell attack against a single target within 30 feet, dealing 3d6 force damage upon a successful hit. If this feature is used on your turn immediately following the use of your Omega feature to cancel a spell, this attack instead deals 3d10 damage.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a Long Rest, you regain all expended uses.

At 8th level the damage increases to 5d6, or 5d10 if used after expending an Omega charge, then increases to 7d6 (7d10) at 13th level, and again to 9d6 (9d10) at 18th level

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.

Abyss[edit]

By 7th level, you have learned to to stretch the anti-magic field within your body to faintly surround nearby friendly creatures. For up to one minute, you are granted an aura in a 20 ft circular radius that grants you and your allies within +2 to AC against damaging enemy spells.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a Long Rest, you regain all expended uses.

Riptide[edit]

Upon reaching 10th level, the amount of magic stored in your body reaches dangerous levels. You may dispel that energy in a furious eruption, dealing 4d6 force damage to all targets within in a 50 ft by 5 ft straight line. Each creature within this line must make a Dexterity saving throw. A creature takes 4d6 damage on a failed save, or half as much damage on a successful one. If this feature is used on your turn immediately following the use of your Omega feature to cancel a spell, this attack instead deals 4d10 damage.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). When you finish a Long Rest, you regain all expended uses.

At 14th level the damage increases to 6d6, or 6d10 if used after expending an Omega charge, then increases to 8d6 (8d10) at 18th level.

Ultima[edit]

Once you reach 14th level, you have gained the knowledge of spellcasting and the ability to manipulate your anti-magic field to form a giant glyph on the ground, inhibiting enemy casters while improving your allies magical defenses. You may target a single point within 10 ft of you. For up to 1 minute, any allies within a 40 ft radius circle from that point may roll saving throws against enemy spells with advantage. Additionally, any enemies within the area of the glyph roll with disadvantage when casting spells of any kind.

You recover the use of this feature after a Long Rest.

Furycircle[edit]

Your magic stores are filled to bursting. Starting at 15th level, you may rain a deluge of non-elemental magical energy upon a single point you can see within a 100 ft range. Each creature in a 30 ft radius sphere centered on this point must make a Dexterity saving throw. A creature takes 8d6 force damage on a failed save, or half as much damage on a successful one. If this feature is used on your turn immediately following the use of your Omega feature to cancel a spell, this attack instead deals 8d10 damage.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). When you finish a Long Rest, you regain all expended uses.

At 19th level the damage increases to 12d6, or 12d10 if used after expending an Omega charge.

Fortune[edit]

Once you reach 20th level, the anti-magic field within your body aligns perfectly, allowing temporary full conscious control of the field. As an action, you may spread this field out from yourself in a 30 ft radius spherical aura, which negates all magical damage to you and all allies within that area. This aura lasts 3 turns, at which point the field retreats back inside your body. You recover the use of this feature after a Long Rest.

Oathsworn[edit]

After completing the Oathtaking ritual, your soul is magically bound to the target of your oath. Starting at 3rd level, your Oathmate gains a passive +1 to AC when the target of a spell attack, provided they are within 20 feet of you.

Save the Queen

By 6th level, you are so familiar brushing shoulders with the upper class, their schemes and motivations are laid bare before you. When you make a Wisdom check when at court or when mingling with members of the elite, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.

Cover

Once you have hit 11th level, your training and vigilance when defending your Oathmate allows you to protect them almost unconsciously on the field of battle. If directly adjacent to your Oathmate, you may use your reaction to take half of the damage from a successful damaging spell that targets your protectee.

Maxilillian

By 17th level, your indomitable will allows you to cast off attempts to influence you against your Oathmate. When you are forced to make a Wisdom saving throw against mind-affecting spell effect, if you are within 20 ft of your Oathmate, you may take advantage on those rolls.

Oathbound (Optional Variant)[edit]

In some circumstances, there may be no members of royalty or high standing requiring a direct bodyguard - so something must be done with these highly specialized warriors. Many rulers in this situation opt to loan out their bodyguards as magical defender to the highest bidder. No less proud to protect those who pay, the fees they collect are exorbitant enough to finance some smaller kingdoms. Upon being sworn to this oath, an Oathbound must protect the holder of their contract with the same ferocity they would employ as an Oathsworn. At the beginning of combat, you may select a single friendly character to act as a temporary Oathmate. These bonuses last until the next combat is initiated, where a new target may be selected.

Oathbreaker[edit]

Rejecting the Oathtaking ritual leaves you as a protector with no charge. These rogue agents are hunted relentlessly by other Biskmatars seeking to protect the secrets of their order as well as to wipe away the stain of such a betrayal. When this path is chosen at level 3, you may take one additional skill proficiency in either Deception or Intimidation, or choose proficiency with a Disguise Kit, due to your nature as a fugitive.

Sensor

Starting at 6th level, your paranoia surrounding being hunted combined with your anti-magical properties allows you to detect magical traps with ease. You may roll with advantage when making checks to find magical traps. Additionally, if a magical trap is triggered, you may add +1 to any saving throws against such devices.

Oblivion

At 11th level, your anti-magic field has adapted to your penchant for secrecy and need to evade capture. You are immune to any seeking or scrying magic, and any opponent's attempts to discern your motive or alignment using magical means is taken with disadvantage.

Flair

At 17th level, your skill at evading and fighting other Biskmatars and spellcasters has become infamous, and has increased your skill against such foes. If entering into combat that includes your pursuers, you may add your proficiency bonus to your initiative roll, and take advantage on any attack rolls made against other Biskmatars.

Biskmatar Spell List[edit]

Cantrips

Blade ward

True Strike

Light

Minor Illusion

Shocking Grasp

Fire Bolt

Message

Mage Hand

1st Level

Cure wounds

Bane

Feather Fall

Heroism

Longstrider

Thunderwave

Detect Magic

Magic Missile

2nd Level

Cloud of Daggers

See Invisibility

Heat Metal

Flaming Sphere

Find Traps

Mirror Image

Magic Weapon

Shatter

Warding Bond

3rd Level

Dispel Magic

Glyph of Warding

Protection from energy

Wind Wall

Magic Circle

Lightning Arrow

Sleet Storm

4th Level

Ice Storm

Locate Creature

Wall of Fire

Stoneskin

Banishment

5th Level

Hold Monster

Scrying

Flame Strike

Destructive Wave

Wall of Stone

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the biskmatar class, you must meet these prerequisites: Wisdom score of 13 or higher

Proficiencies. When you multiclass into the biskmatar class, you gain the following proficiencies: 1 skill from the biskmatar skill list, proficiency with medium armor and martial weapons


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