Breeder (5e Class)

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The Breeder[edit]

While many practitioners of arcane magic focus on summoning destructive monsters, the Breeder diverges by specializing in spells of creation and protection. Through a magical ritual created by themselves, he establishes a deep bond with his own magical creation, known as a Magekin, which gains power as the summoner becomes more proficient in their invocation.

They dedicate significant time to mastering the arcane alongside their Magekin, relying primarily on it in perilous situations. Operating independently, their true strength lies in the potential of the connection between themselves.

Creating a Breeder[edit]

When creating a Breeder, you should primarily consider the reason why they want to create a new being. This could be for personal gain, or perhaps they are simply someone who desires to have a pet they can control. Additionally, you should think about the path they've traveled to reach this invention, which would be the ritual capable of creating new life autonomously.

Due to the Magekin originating directly from you or being crafted by your hands, you share a soul connection with it. An interesting option for the Dungeon Master would be to grant you an Insanity, whether it be permanent, temporary, or long-lasting, should your creation perish.

Class Features

As a Breeder you gain the following class features.

Hit Points

Hit Dice: 1d6 per Breeder level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Breeder level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, and shortsword
Tools: None
Saving Throws: Wisdom and Charisma
Skills: Choose four of the following: Animal Handling, arcana, deception, insight, intimidation, investigation, nature, perception, persuasion, religion, or survival.

Equipment

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

Table: The Breeder

Level Proficiency
Bonus
Cantrips Known Spells Known Evolution Points Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 5 14 Spellcasting, Breeder's Bond and Magekin 2
2nd +2 2 5 16 Magekin's Senses 3
3rd +2 2 5 18 Life Link 4 2
4th +2 3 6 20 Ability Score Improvement, Breeder's Bond Features and Magekin Multi-Attack 4 3
5th +3 3 6 24 4 3 2
6th +3 3 7 26 Call Magekin and Breeder's Bond Features 4 3 3
7th +3 3 7 28 4 3 3 1
8th +3 3 8 30 Ability Score Improvement, Coexistence and Magekin Multi-Attack 4 3 3 2
9th +4 3 8 32 4 3 3 3 1
10th +4 4 9 36 Breeder's Bond Features 4 3 3 3 2
11th +4 4 9 38 4 3 3 3 2 1
12th +4 4 10 40 Ability Score Improvement, Coexistence and Magekin Multi-Attack 4 3 3 3 2 1
13th +5 4 10 42 4 3 3 3 2 1 1
14th +5 4 11 44 Breeder's Bond Features 4 3 3 3 2 1 1
15th +5 4 11 48 4 3 3 3 2 1 1 1
16th +5 5 12 50 Ability Score Improvement, Evolutionist and Magekin Multi-Attack 4 3 3 3 2 1 1 1
17th +6 5 12 52 4 3 3 3 2 1 1 1 1
18th +6 5 13 54 Coexistence and Magekin Evolutionist 4 3 3 3 3 1 1 1 1
19th +6 5 14 56 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 6 15 60 Strong Bond and Magekin Multi-Attack 4 3 3 3 3 2 2 1 1

Breeder Features[edit]

Spellcasting[edit]

Through your extensive studies as a Breeder, you somehow ended up limiting yourself to manipulating spells from the schools of Abjuration, Evocation, and Transmutation. However, your mastery of this type of magic allows you to cast any spell from these schools, disregarding the class prerequisite.

Cantrips

At 1st level, you know two cantrips of your choice from the schools of Abjuration, Evocation, and Transmutation. The "Cantrips Known" column of the Breeder table shows how many you know at each level.

Spells Known

At 1st level you know three 1st-level spells of your choice from the the schools of Abjuration, Evocation, and Transmutation. The "Spells Known" column of the Breeder table shows how many you know at each level. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose any Breeder spell you know and replace it with another one.

Spell Slots

The "Spell Slots per Spell Level" column of the Breeder table shows how many you have at each level. To cast a spell you know, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your Breeder spells.

Spell save DC = 8 + your proficiency bonus + your inteligence modifier
Spell attack modifier = your proficiency bonus + your inteligence modifier
Ritual Casting

You can cast any Breeder spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Breeder spells.

Magekin[edit]

At 1st level, you gain the ability to generate or create a Magekin through a magical ritual that you developed yourself. This magical ritual can be performed in three ways of your choice: by using a muddy surface and shaping your Magekin with a bit of your blood, and if possible given your character's race and/or sex, you can also generate it in your womb or expel an egg. Regardless of the method chosen, the entire process, whether it involves creation, gestation, birth, and evolution of your Magekin, takes a long rest, and at the end, it will be fully formed. When created, the Magekin forms a bond with its creator. It behaves like a loyal canine companion, expressing affection towards the creator. It will never betray them and will never refuse to carry out an order, even if it is harmful to itself.

The remaining characteristics of the Magekin you can see below in Magekin Features.

Breeder's Bond[edit]

At 1st level, you must define the nature of the bond with your Magekin. You can choose between Bond of Ascendance, Bond of the Swarm, and Bond of Unity. The bonds are detailed at Breeder's Bond.

Magekin's Senses[edit]

At 2nd level, while on the same plane, you may use an action to perceive through all the Magekin's Senses, which replaces and suppresses your own for the time being. You may switch back to your senses as an action.

Life Link[edit]

At level 3, a breeder's life becomes linked to his Magekin's. Whenever either the Magekin or the Breeder takes damage, as a reaction either may sacrifice hit points up to the amount of the damage taken, and not in excess of their current hit points. If they do, they prevent damage equal to the number of hit points lost this way. The Magekin may only choose to sacrifice hit points if the Breeder is damaged, and the Breeder may only sacrifice hit points if the Magekin is damaged. Neither can sacrifice hit points for the other if they are below half of their hit point maximum.

Magekin Multi-Attack[edit]

Starting at 4th, your Magekin learns to do multi-attacks. When it uses the attack action on its turn, it can attack with 2 natural weapons at the same time. This number increase by 1 when you reach 8th, 12th, 16th and 20th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Call Magekin[edit]

At 6th level, as an action, a Breeder can call his Magekin to his side. This functions as dimension door. When used, the Magekin appears adjacent to the Breeder (or as close as possible if all adjacent spaces are occupied). If the Magekin is out of range, the ability is wasted. You cannot use this feature again until you finish a short rest.

Coexistence[edit]

At 8th level, The bond with your Magekin is so strong that the magic between you begins to cause some traits of your creation to appear in yourself. Choose evolutions, totaling no more than 8 EP. The total Evolution Points used is not subtracted from your Magekin's Evolution Points pool. All these points must be spent from evolutions that your Magekin already possesses.

At 12th level, the number of points the breeder possesses is equal to their level, and at 18th level, this amount becomes equal to twice their level.

Evolutionist[edit]

Starting at 18th level, you can spend a long rest to reassign all of your Magekin’s evolutions.

Strong Bond[edit]

At 20th level, both Breeder and Magekin gain +2 AC when they are at least 10 feet away from each other, and can't be pushed, pulled or moved away from each other in similar manners (Unless willing) while within 25 feet of each other. Being teleport bypasses the protection.

Breeder's Bond[edit]

For a Breeder, the bond with their Magekin is a partnership of growth and power, a fusion of strengths that deepens over time. The Breeder understands that to face greater challenges and unlock the full potential of their connection, they must continuously invest in their companion's evolution. These evolutions are not just increments in strength but significant transformations that reinforce the Magekin’s abilities, adapting it to various environments and enabling it to confront a wider range of foes. With each new evolution, the Breeder and Magekin move closer to a legendary status, where both become instruments of pure resilience and might.

The Breeder subclasses offer unique paths that shape the Magekin’s evolution style, providing specializations that strengthen their bond and further enhance the Magekin’s power and combat effectiveness.

Bond of Ascendance[edit]

Driven by an insatiable desire for strength, the Breeder with the Bond of Ascendance is dedicated to the solitary path of maximizing their Magekin’s power. This Breeder pours their focus and resources into developing a Magekin that stands as an unstoppable force, capable of facing any threat alone. With each evolution, the Magekin becomes stronger, an embodiment of singular, unwavering strength that mirrors the Breeder’s relentless ambition.

Magekin's Rage[edit]

Starting at 1st level, you can use your action to unleash a surge of magical energy that ignites your Magekin's fury, granting it the following benefits:

  • Advantage on all Strength and Constitution checks and saving throws.
  • Temporary hit points equal to three times your level in the Breeder class.

The fury lasts for 1 minute. It ends early if the Magekin is knocked unconscious or if its turn ends without having attacked a hostile creature or taken damage since its last turn. The Breeder can also choose to end the Magekin's fury as a bonus action on their turn. Additionally, the Magekin cannot cast spells, if capable, while in a state of fury. You can invoke this fury a number of times equal to your Constitution modifier, per long rest.

Energy Bond[edit]

At 3rd level, when you choose the Energy Bond, you strengthen the magical connection between you and your Magekin, allowing the transfer of vital and magical energy. This ability grants the following benefits:

Vitality Transfer: As a bonus action, you can transfer hit points between yourself and your Magekin. You can transfer up to a number of hit points equal to your Breeder level times 2. This transfer can be used to heal your Magekin or yourself as needed. However, each transfer can only be made once per turn. When you use Vitality Transfer, you or your Magekin also gain a temporary bonus of +2 to AC or +1 to all attack rolls and saving throws until the start of your next turn.

Shared Resistance: When you or one of your Magekin takes damage of a specific type (such as fire, ice, etc.), you can use your reaction to grant resistance to that type of damage to all your Magekin until the start of your next turn. This shared resistance represents the distribution of magical burden between you and your Magekin.

Spell Channelling: You can channel a spell through one of your Magekin. When you cast a spell that would normally have you as the point of origin, you can choose your Magekin to be the point of origin for the spell. This allows you to position your spells more strategically on the battlefield. This ability can be used a number of times equal to your Inteligence modifier (minimum of once) and regains uses after a long rest.

Energy Shield: As a bonus action, you can create a magical shield around one of your Magekin or yourself, granting a +2 bonus to Armor Class (AC) and resistance to all types of damage until the start of your next turn. This ability can be used once per short or long rest.

Provocative Roar[edit]

Starting at 6th level, the Magekin can use a bonus action to unleash a deafening roar. Each creature within a 30-foot radius must make a Wisdom saving throw (DC = 8 + the Magekin’s Constitution modifier + proficiency bonus). On a failed save, the creature is compelled to attack the Magekin on its next turn.

Additionally, the Magekin gains a +2 bonus to its AC until the end of its next turn. This bonus increases to +4 at 16th level.

Developed Magekin[edit]

At 10th level, your Evolution Point pool is increased by your breeder level.

Transposition[edit]

At 14th level, you can, as a bonus action, swap locations with your Magekin. If it is larger than you, you can appear in any space occupied by the Magekin. The Magekin must occupy the space that was occupied by you if able, or as close as possible if it is not able. You can not use this feature again until you complete a long rest.

Bond of the Swarm[edit]

For the Breeder with the Bond of the Swarm, strength is found in numbers. Their goal is to command a versatile army of Magekins, each contributing a unique skill to the collective power of the group. These Breeders are strategists, coordinating a diverse team that works in unison to overwhelm their enemies. With a focus on creating a horde of loyal companions, this Bond rewards those who value adaptability, strategy, and the overwhelming strength of a true swarm.

Swarm[edit]

At the 1st level, upon taking this Bond, you summon two Magekin with different abilities.

  • Their size is tiny, and as such, their Strength is reduced by 4 and Constitution score is reduced by 2 (minimum 4), and their Dexterity is increased by 3, to a maximum of 20. Their walking speed is decreased by 5 feet. Natural Attacks your Magekin use a smaller damage die. (2d6 becomes 1d8, 1d8 becomes 1d6, 1d6 becomes 1d4, 1d4 becomes 1.)
  • Selecting the Growth evolution instead causes your Magekins to become Small, which restores your Magekin's abilities to default. Selecting the Evolution again causes your Swarm to be Medium, and so on.
  • These Magekins have only two-thirds of the evolution points they would normally have (rounded up).
  • Additionally, when you choose this Bond, the hit die of your Magekins becomes 1d6 (or 4) plus their Constitution modifier.

Synergistic[edit]

At 3nd level, upon choosing the Bond of the Swarm, you develop a deeper connection with your Magekins, allowing them to work together more effectively. This ability grants the following benefits:

Coordinated Attack: When you or one of your Magekin makes a melee attack against a creature, you can use your reaction to allow one of the other Magekins in the Swarm to make an additional melee attack against the same creature. This additional attack occurs in the same turn and uses the same attack modifier as the Magekin making the original attack.

Joint Defense: If one of your Magekin adjacent to you or another Magekin is targeted by an attack, you can use your reaction to grant a +2 bonus to the Armor Class (AC) of the targeted Magekin for that specific attack. This bonus represents the joint defense and synergy among the members of the Swarm, making them harder to hit when they are close to each other.

Shared Path: When you move, you can choose to move any number of your adjacent Magekins along with you, without any additional movement cost. This allows you and your Magekins to position yourselves strategically on the battlefield, maintaining formation and enhancing the efficiency of your joint actions.

Disorienting Strike: When you or one of your Magekins hits a creature with an attack, the creature has disadvantage on the next attack it makes before the end of its next turn. This ability represents your and your Magekins capacity to confuse and disorient enemies through coordinated attacks and tactics.

Expanded Swarm[edit]

At the 6th level, you summon three Magekins, with different features as before. At 14th level, this increases to four. At level 18, this increases to 5.

Brood Bond[edit]

At 10th level, you and your Magekins gain advantage on attack rolls if at least one of you is adjacent to the target. Your Magekins also have advantage on saving throws against being banished. When you or one of your Magekins succeed on a saving throw, all adjacent Magekins can use their reaction to also succeed on the same saving throw.

Improved Brood Bond[edit]

At the 14th level, spells that you target on your Magekins and your Magekins target on themselves are shared amongst all your Magekins so they all receive the effects.

Bond of Unity[edit]

The Breeder with the Bond of Unity seeks a profound connection with their Magekin, aspiring to become one entity. Through this bond, the Breeder and Magekin fuse their physical and spiritual forms, achieving a deep synergy that allows them to act with perfect harmony. Their shared form combines the Breeder’s wisdom with the Magekin’s strength, creating a unique being that embodies the power of unity. This Bond reflects a path of balance, where Breeder and Magekin work as one to face any challenge together.

Fusion[edit]

Upon selecting this bond at 1st level, your Magekin is not an independent creature but an extension of your body, created through a ritual that completely binds it to you. This connection is reflected in the prominent and visible mark you bear, symbolizing your unique bond.

Your Magekin remains dormant until you activate it. To activate, you must perform a 1-minute ritual or use a bonus action or reaction, expending a 3rd-level spell slot or higher to summon it instantly. You can deactivate this ability at any time by using an action.When activated, your Magekin fuses with you, enveloping you in its natural form and altering your appearance. You and your Magekin become a single entity, sharing initiative, actions, and perception, acting as one creature. All your equipment remains functional while fused, and you can use it normally, along with all your abilities.

  • Physical Attributes: Your Strength, Dexterity, and Constitution scores are replaced with those of the Magekin, while you retain your own Intelligence, Wisdom, and Charisma scores.
  • Proficiencies and Features: You gain all the Magekin’s proficiencies, languages, and saving throws. Additionally, you can freely use all of the Magekin’s evolutions and features, including its Armor Class and movement speed, while fused.
  • Temporary Hit Points: You gain the Magekin’s hit points as temporary hit points. If these temporary hit points are reduced to 0, the Magekin rolls death saving throws as normal. If the Magekin drops to 0 hit points, you revert to your original form and cannot use this ability again until you complete a long rest.
  • Spells and Effects: Spells or effects that target you first affect the Magekin. If a banishment spell succeeds while in this form, the ability ends prematurely, and you are stunned for the spell’s duration or until you succeed on a Charisma saving throw with a DC equal to the spell’s DC.

When you gain the Lifelink feature, you may use your reaction to sacrifice your hit points to restore your temporary hit points or vice versa, respecting the normal limitations. Upon selecting this archetype, you gain proficiency with martial weapons and heavy armor. Additionally, you can perform the somatic components of spells while wielding a weapon and shield or a two-handed weapon or two Weapons.

If the Breeder reaches 0 hit points, the Magekin remains dormant within their body, inactive and unable to act. The Magekin is only freed when the Breeder dies, at which point it becomes a fully independent creature, no longer bound to the Breeder.

Inner Power[edit]

Starting at 1st Level, the bond between a Breeder and their Magekin is a reflection of ultimate sacrifice, trust, and shared strength. Through this connection, the Breeder can channel their own life force to unlock untapped potential within their Magekin, even at great personal cost.

By forging a deeper connection during a short rest, you can willingly sacrifice a portion of your vitality to empower your Magekin. Each point of your maximum hit points that you choose to sacrifice grants your Magekin 1.5 evolution points, which can be immediately allocated. However, this gift has its limits—your maximum hit points cannot be reduced by more than half through this ability.The life force you transfer to your Magekin is a permanent offering, reflecting your unwavering dedication. However, if your current Magekin is ever destroyed, the sacrificed vitality surges back to you, restoring your original maximum hit points as your bond seeks balance once more.

Synchronization[edit]

Starting at 3rd level, you can enter a full fusion state with your Magekin for one minute. This state of unity enhances your strength and focus, allowing you both to act as one, amplifying each other's combat capabilities and magical resilience. This ability signifies the next stage in the Breeder's evolution—one where he and the Magekin truly become extensions of one another, mirroring each other's instincts and strengths for a brief period of unparalleled harmony. By spending a action, you gain the following benefits while this ability is active:

  • Once per turn, you can add your Intelligence modifier to your attack roll and damage roll.
  • You gain a bonus equal to your Intelligence modifier for maintaining concentration on any spells.
  • You can cast spells as a bonus action.

You remain in this state until you either end it, are forced to revert due to external effects, or fall unconscious. You can use this ability a number of times equal to your Intelligence modifier per long rest.

Fusion Harmony[edit]

Once you reach 6th level, you can now enter your Fused Form more freely. If your Magekin drops to 0 hit points during combat, you only need to wait for a short rest before being able to fuse again.

Additionally, you gain the ability to transform into your fused state more efficiently. You can now enter your Fused Form by using either a bonus action or by expending a 3rd-level spell slot or higher. If you choose to expend a spell slot, you can enter your fused state as a free action (without spending an action on your turn). This enhanced fusion allows you to seamlessly shift between forms and take full advantage of your combined power in the heat of battle.

Resilient Bond[edit]

At 10th level, the unbreakable connection between you and your Magekin sustains both your spirits and your bodies, granting a unique resilience to death. The first time you would drop to 0 hit points in any form, the bond between you both pulls you back from the brink, allowing you to immediately return to 1 hit point instead.

Once used, this feature cannot be used again until after a long rest.

True Synchronization[edit]

At 14th level, the Breeder's bond with their Magekin reaches a state of perfect unity. The Breeder can now fully access their Magekin's potential, transforming into its likeness and harnessing all its power. By using the Synchronization ability, the Breeder can assume the form of their Magekin, adopting all of its evolutions, form, and abilities. The Breeder's Strength, Dexterity, and Constitution scores are replaced with the Magekin's scores. Additionally, the Breeder may choose to absorb any equipment they are carrying, allowing items with continuous effects to remain functional while absorbed. In this form, the Breeder gains the Magekin's hit points as temporary hit points. The Breeder retains all of their class features.

The Breeder may stay in this form for a number of minutes per day equal to their Breeder level. This duration does not need to be consecutive but must be used in increments of at least 1 minute. The Breeder can end this effect as a bonus action. Once the full duration is expended, this ability recharges after a long rest. To use this ability, the Magekin and the Breeder must first be fused. During and after the use of this ability, they separate and remain unfused until the Breeder initiates the fusion again. During the duration of this ability, only the Breeder benefits from the first version of Synchronization.

Magekin Features[edit]

During the Magekin creation process, you define its characteristics, which remain until it dies. It will have the same alignment and proficiency bonus as its creator. Additionally, you must choose two saving throw proficiencies and three skills.

A Magekin acts according to its intelligence. If its Intelligence score is 7 or lower, it behaves like a loyal animal to its owner, unable to speak or use its skills. If its Intelligence score is 8 or higher, it acts as an intelligent creature, capable of speaking and using its skills. Regardless, the Magekin is a creature with its own initiative. If it has no orders to fulfill, it will prioritize staying close to its master and assisting with tasks. At times, it may engage in other mundane activities, but nothing too elaborate.

As a magical creature, the Magekin does not require food or water to survive. Additionally, the Magekin does not need to sleep, but due to its deep connection with its Breeder, it must rest for the same amount of time that the Breeder does. During this rest, the Magekin remains inactive, its essence lying dormant until the Breeder is ready to continue.

The Magekin's starting hit points are 12 plus their Constitution modifier. At subsequent Breeder levels, they gain 1d12 (or 7) + Constitution modifier for hit points. Their proficiency bonus also increases with the Breeder level. The Magekin is proficient with all of their natural attacks.

The banishment spell or any similar effect sends the Magekin to the plane where it was created. A Magekin on a different plane than its Breeder will try its utmost to return to the same plane as them, using all available resources.

A Magekin becomes incapacitated if reduced to 0 hit points and must then make death saving throws normally. If it fails, it is reduced to dust and permanently killed.

Magekin Rebirth Ritual[edit]

After your Magekin is destroyed, you can perform a ritual to create a new one. However, this process cannot be initiated immediately. Creating a new Magekin requires time, mental effort, and takes an emotional toll due to the special bond you share with your companion. To determine the number of days you must wait before starting the new ritual, roll a number of d6 equal to your Breeder level. The result is the number of days you must wait.

Example: A 5th-level Breeder loses their Magekin. They must wait for 5d6 days before they can begin the ritual to create a new Magekin.

If the DM is using the Madness rules, they may require you to make a Wisdom saving throw with a DC equal to 10 + half your Breeder level (rounded down). On a failure, consult the Long-Term Madness table and apply the appropriate effects.

Appearance[edit]

The physical appearance of the Magekin depends on its breeder but tends to resemble the type of creature it is along with the chosen basic form. Over time and as it evolves, its appearance changes according to the chosen evolutions. Additionally, it has a glowing rune on its body, also present on the breeder. This rune glows until the Magekin is alive; after its death, it becomes a scar. Both the rune and the scar, although they can be hidden by mundane means, cannot be removed by magic, such as alter self or polymorph.

Magekin Control[edit]

Due to the magical bond formed during the creation process, the Magekin has resistance to any effect that prevents it from performing a task assigned by its Breeder. Additionally, any effect or spell intended to make them attack each other is completely nullified. In addition, this bond grants the breeder the ability to telepathically command the Magekin, even if they are incapacitated, as long as they are on the same plane. Death terminates this connection, as if a Breeder dies, the Magekin now becomes a free creature.

Racial Stats[edit]

Ability Score Increase. It varies based on your chosen form; see below.
Age. Magekin do not age and can live indefinitely, but they stop evolving when their Breeder dies, remaining in the form they held at the time of the Breeder’s death.
Alignment. The Magekin’s alignment is always the same as its Breeder's.
Size. The Magekin starts as a Small creature.
Speed. Your speed depends on the chosen form.
Creature Type. You must choose a creature type for your Magekin from the following options: aberration, celestial, dragon, elemental, fey, fiend, plant, undead, or monstrosity. This choice is permanent and cannot be changed later.
Natural Armor. All Magekin have a natural armor equal to 10 + their Dexterity modifier + their Constitution modifier.
Weapons and Armor. Magekin are not initially capable of wielding weapons, shields or wearing armor.
Languages. None.
Subrace. The Breeder must choose the type of Magekin they will create. This choice determines the Magekin's initial evolutions and characteristics and cannot be changed later. It also affects the Magekin's physical form and grants certain free evolutions. The base forms are as follows: Quadruped, Biped, Serpentine, Aquatic and Servitor.

Quadruped Form[edit]

  • +2 Strength and +1 Constitution
  • 30 ft walking speed
  • Evolutions: Head, Bite, Limbs (legs) x2 and Mount.

Biped Form[edit]

  • +2 Dexterity and +1 Strength
  • 20 ft walking speed
  • Evolutions: Head, Claws, Limbs (arms), Limbs (legs) and Toughness.

Serpentine Form[edit]

  • +1 Strength, +1 Constitution and +1 Dexterity
  • 10 ft walking speed
  • Evolutions: Head, Bite, Reach (Bite), Dodge, Tail (Ground), Improved Natural Armor and Toughness.

Aquatic Form[edit]

  • +1 Dexterity and +2 Wisdom
  • 10 ft waliking speed, 40 ft swimming speed
  • Evolutions: Head, Gills, Tail, Swim x2, Bite, Improved Natural Armor and Toughness.

Servitor Form[edit]

  • +2 Dexterity, +1 Charisma
  • 50 ft flying speed
  • Evolutions: Flight, Limbs (x2 legs), Hover, Bite and Health.

Stats[edit]

The ability scores of your Magekin are determined using a custom point-buy system, outlined in the table below. You have 27 points to allocate to your Magekin's ability scores. In this system, you can reduce ability scores below 8 to gain extra points or spend additional points to increase scores beyond 15.

Ability Score Point Cost
6 -3
7 -2
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9
16 11
17 13
18 15

Evolutions[edit]

Your Magekin can grow and adapt through evolutions that enhance its abilities, granting unique upgrades, powers, and features.Each time you gain a level, you receive Evolution Points (EP), which you can spend to evolve your Magekin.

  • Once an evolution is chosen, it is permanent and cannot be removed or replaced.
  • Whenever you wish to spend EP to evolve your Magekin, you must take a short rest. During this rest, you choose which evolutions to apply and how many EP to spend. By the end of your rest, your Magekin will naturally adapt to these changes.
  • Whenever a feature requires a saving throw, the DC for that saving throw is equal to 8 + the Magekin's Constitution modifier + its proficiency bonus. Except for spells, in this case, replace the relevant ability modifier with Intelligence.
  • The attack bonus for any ability of your Magekin is equal to its Strength modifier plus its proficiency bonus. Except for spells, in this case, replace the relevant ability modifier with Intelligence.

Common Evolutions (1 point)[edit]

The following evolutions cost 1 point from the Breeder's evolution pool.

  • Basic Magic: A Magekin learns a cantrip from any spell list, and it can cast it using its intelligence modifier. The magekin must have a intelligence score of at least 11 to take this evolution. Each time you select this evolution, it learns a new cantrip.
  • Bite: Magekin's maw grows razor-sharp teeth, giving it a bite attack. It deals 1d6 + its strength modifier piercing damage. This evolution can be selected once for each head evolution your Magekin has.
  • Claws: A Magekin grows a pair of vicious claws at the end of its limbs, giving it a claw attack. It deals 1d4 + its strength or dexterity modifier slashing damage. If the claw attack hit, you can do a second one as a bonus action. This evolution can be selected once for each limbs evolution your magekin has, but only once for the limbs (legs) evolution.
  • Climb: A Magekin becomes a skilled climber, gaining a 30 feet climbing speed. It also gains proficiency in the athletics skill (or expertise if it is already proficient).
  • Darkvision: A Magekin's sight gets used to the darkness, giving it a 60 feet darkvision. This evolution can be selected a second time to increase the distance to 120 feet.
  • Hooves: A Magekin grows a pair of dangerous hooves at the end of its limbs, giving it a hoof attack. It deals 1d6 + its strength or dexterity modifier bludgeoning damage. This evolution can be selected once for each limbs (legs) evolution your Magekin has.
  • Improved Attack: One of A Magekin's natural attacks become particularly deadly. Select one natural attack it posses and increase the damage die type by one step (1d4>1d6>1d8>1d10>2d6). This evolution can be selected twice for each natural attack.
  • Improved Natural Armor: A Magekin's hide grows thick fur, rigid scales, or bony plates, increasing its armor class by 1. It can also appear as armor, which is attached to it and cannot be removed. You can choose this evolution up to 5 times.
  • Mount: An Magekin is properly skilled and formed to serve as a combat-trained mount. The Magekin must be at least one size category larger than its rider.
  • Pincers: A Magekin grows a large pair of pincers at the end of its limbs, giving it a pincer attack. It deals 1d6 + its strength modifier bludgeoning damage. If the pincer attack hits, you can do a second one as a bonus action, dealing 1d6 points of damage with no ability modifier. It also gains a +2 bonus on grapple checks. This evolution can be selected once for each limb (arms) evolution your magekin has.
  • Pull: A Magekin gains the ability to grab creatures closer with a successful attack. Select one type of natural attack. Whenever the magekin makes a successful attack of the selected type, it can attempt a free grapple check. If successful, the target of the attack is pulled 5 feet closer to the Magekin. This ability only works on creatures of a size equal to or smaller than the Magekin. Creatures pulled in this way do not provoke attacks of opportunity. The Magekin must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. This evolution can be selected once for each natural attack.
  • Push: A Magekin gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the magekin makes a successful attack of the selected type, the target must make a dexterity saving throw. On a failure, the target of the attack is pushed 5 feet directly away from the Magekin. This ability only works on creatures of a size equal to or smaller than the Magekin. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. This evolution can be selected twice for each natural attack, after that, this evolution must be applied to a different natural attack.
  • Quills: As an action, the Magekin can shoot its quills, dealing 1d6 + dex modifier points of piercing damage with a range of 30 feet. The Body Thorns evolution is required to select this evolution.
  • Reach: One of a Magekin's attacks is capable of striking at foes at a distance. Pick one attack. The Magekin's reach with that attack increases by 5 feet. This evolution can be selected multiple times. Its effects Stack up to two times, after that, you must pick a different natural attack to gain reach.
  • Scent: A Magekin's sense of smell becomes quite acute. The Magekin gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the Magekin to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The Magekin can pinpoint the creature's location if it is within 5 feet. The Magekin can use scent to track creatures.
  • Skilled: A Magekin becomes especially adept at a specific skill, gaining a proficiency bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an Magekin selects this evolution, it applies to a different skill.
  • Slippery: Due to its slimy hide or a slick exoskeleton, the magekin is especially slippery. The Magekin gains advantage on checks made to escape a grapple.
  • Slam: A Magekin can deliver a devastating slam attack. The slam deals 1d8 + str or dex points of bludgeoning damage. The Magekin must have the limbs (arms) evolution to take this evolution. Alternatively, the Magekin can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This Magekin can be selected more than once, but the Magekin must possess an equal number of the limbs evolution. An Magekin cannot make more slam attacks in a turn than the number of slam evolutions it has.
  • Sticky: The Magekin is especially sticky, whether from a coating of adhesive slime, partially congealed blood, or tiny barbed spines. The Magekin gains advantage on checks made to maintain a grapple.
  • Sting: A Magekin possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The stinger deals 1d4 + Strength or Dexterity modifier in piercing damage. If the attack is successful, the target must make a Constitution saving throw. On a failure, the target is stunned, and it may repeat the saving throw at the end of each of its turns to end the condition. The Magekin must have the tail evolution to acquire this evolution. This evolution can be selected more than once, but the Magekin must possess an equal number of tail evolutions. A Magekin cannot make more sting attacks per turn than the number of sting evolutions it possesses.
  • Swim: A Magekin grows webbed hands, feet, or powerful flippers. The first time you take this evolution, your Maekin gains a 30 feet swimming speed. This evolution can be selected more than once. Each additional time, that number increases by 10 feet.
  • Tail: A Magekin grows a long powerful tail, which can take the form of a ground or an aerial tail. The ground one increases its base speed by 10 feet and grant it advantage on saving throw against being knocked prone, while grounded. The aerial one increases its flying speed by 5 feet and increases its AC by 2 while flying.
  • Tail Slap: A Magekin can use its tail to strike nearby foes, granting it a tail attack. The tail strike deals 1d4 + Strength or Dexterity modifier in bludgeoning damage. If the attack is successful, the Magekin may spend its bonus action to attempt to grapple the opponent, who must make a Strength or Dexterity saving throw to escape. The Magekin must have the tail evolution to select this evolution. This evolution may be selected more than once, but the Magekin must possess an equal number of tail evolutions. A Magekin cannot make more tail attacks in a turn than the number of tail evolutions it possesses.
  • Talk: A Magekin learns to pronounce words using its mouth. It learns to speak one language and can cast spells that have verbal components. The Magekin must have a intelligence score of at least 11 to take this evolution. This evolution can be chosen multiple times, selecting a different language each time.
  • Tentacle: A Magekin possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d4 + Strength modifier points of bludgeoning damage and has a reach of 15 feet. A tentacle attack can be made as a bonus action when the attack action is taken. This evolution can be selected more than once. A Magekin cannot make more tentacle attacks in a turn than the number of tentacle evolutions it has. This ability only works on creatures of a size equal to or smaller than the Magekin.
  • Toughness: A Magekin's hit points increase by 2 each time it levels up. Selecting this evolution again changes the increase to 5 hit points per level.
  • Unnatural Aura: A Magekin is obviously of unnatural origin. Normal animals do not willingly approach within 30 feet of the magekin unless the creature succeeds on a Wisdom saving throw, or animal's master (if it has one) makes a Wisdom (Animal Handling) check. .
  • Water Breathing: A Magekin grows gills that allow it to breathe underwater indefinitely.
  • Shield: The Magekin can use its wings to shield an ally of its choice. When an adjacent ally is attacked, the Magekin can use its reaction to impose disadvantage on the attack roll. Selecting this ability again allows the Magekin to further reduce the damage by 1d10 + Constitution modifier + Proficiency bonus if the ally is hit by the attack.

Uncommon Evolutions (2 points)[edit]

The following evolutions cost 2 points from the Breeder's evolution pool.

  • Ability Increase: A Magekin grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the Magekin's ability scores by +2 or two ability scores by +1. Alternatively, the Magekin may use the Variant feat rule. This evolution can be selected more than once.
  • Armor Training: The Magekin gains the ability to wear armor. The first time this evolution is chosen, the Magekin can use light armor. The second time it is selected, the Magekin can wear medium armor, and the third and final time allows the Magekin to use heavy armor. Depending on the Magekin's shape and size, the DM may rule that certain armors do not exist or are extremely rare and expensive to obtain.
  • Attunement: The Magekin can attune to any magical item it is physically capable of using. The Breeder must be at least 4th level to select this evolution. This evolution can be chosen a maximum of three times.
  • Body Thorns: The Magekin possesses retractable spines on its body that it uses for defense. Whenever the Magekin is targeted by a melee attack, it can use its reaction to deal 1d8 + its Strength modifier piercing damage to any creature within reach. If this evolution is selected again, any creature grappling the Magekin takes the same amount of damage each turn it continues to hold on.
  • Constrict: A Magekin gains powerful muscles that allow it to crush those it grapples. Whenever the Magekin successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution as bludgeoning damage.
  • Energy Attacks: A Magekin's attacks become charged with energy. Pick one energy type: acid, cold, lightning, fire, thunder, radiant, or necrotic. Whenever the attack hits, the target takes an additional 1d6 of that energy's type. Selecting this evolution again increases the damage by 1d6, but it cannot be chosen more than twice for the same attack. The Breeder must be at least 7th level before selecting this evolution.
  • Flight: A Magekin grows large wings, gaining the ability to fly. The first time you take this evolution, your Magekin gains a 30 feet flying speed. This evolution can be selected more than once. Each additional time, that number increases by 10 feet.
  • Gore: A Magekin grows a number of horns on its head, giving it a gore attack. The gore deals 1d6+ str mod points of piercing damage. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw, you push it up to 10 feet away from you. Additionally, immediately after taking the Dash action on your turn and moving at least 20 feet, you can make one melee attack with your horns.
  • Grab: A Magekin becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam or tail slaps. Whenever the Magekin makes a successful attack of the selected type, it can attempt to grapple the target as a bonus action. This ability only works on creatures of a size equal to the Magekin or smaller.
  • Hover: A Magekin flies by means of magic. It loses its wings, but it no longer relies on physical means to fly. The Magekin's flight speed is increased by 60 feet. The flight evolution is required to choose this one.
  • Integrated Weapons:The Magekin can integrate weapons into your body. Choose a weapon that is not a two-handed weapon and with which you are proficient. You must spend a long rest to integrate this weapon into your body. While integrated, the weapon retains all its properties, magical enchantments, and requirements. Using a bonus action or a reaction, you can summon the weapon, replacing the corresponding arm. The arm becomes unusable while the weapon is active, and you can retract it using another bonus action. While wielding the weapon this way, you cannot be disarmed. The weapon is considered a natural weapon for you and can only be removed voluntarily after a long rest.

If you have the Monumental Strength evolution, you can also integrate two-handed weapons. You can integrate a number of weapons equal to the number of arms you possess.

  • Limbs: A Magekin grows a pair of limbs, which can take one of two forms. They can be made into arms complete with hand, or they can be made into legs complete with feet. Each pair of legs increases its walking speed by 10 feet. This evolution can be selected more than once.
  • Magic Attacks: A Magekin become infused with magic. Its natural attack now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You must be at least Breeder of 6th level to select this evolution.
  • Minor Magic: The Magekin can cast one of the following spells as a 2nd-level spell without a spell slot, using Intelligence as its spell casting ability.

(Cure Wounds, Burning Hands, Earth Tremor, Magic Missile, Detect Magic, Hellish Rebuke, Ice Knife, Ray of Sickness, Shield, Sleep, Aganazzer's Scorcher, Blur, Darkness, Hold Person, Lesser Restoration, Misty Step, See Invisibility, Scorching Ray, Warding Wind). These spells can be cast a number of times equal to half your proficiency bonus, rounded down. A Breeder must be at least level 4 to select this evolution. When a Breeder is 11th level, the spell is cast at the 3rd level. The Magekin must have a Intelligence score of at least 12 to take this evolution. When this evolution is chosen again, it applies to a new spell.

  • Monumental Strength: Your immense physical power allows you to wield melee weapons with the "two-handed" property using only one hand. This lets you hold another weapon, a shield, or any object in your other hand without sacrificing combat effectiveness. he Magekin must be Large or larger, have a Strength score of at least 20, and be proficient with martial weapons.
  • Natural Resilience: The Magekin gains resistance to one of the following damage types of their choice: Bludgeoning, Slashing, or Piercing.
  • Poison: The Magekin secretes toxic venom, granting it a poison attack. Choose one natural attack. Whenever the selected attack hits, the target must make a Constitution saving throw. On a failed save, the target takes 1d4 poison damage and becomes poisoned per 1 minute. The target may make a saving throw at the end of each of its turns to end this condition. This poison can be used no more than once per round. This evolution can be selected twice per attack, increasing the damage to 2d4. The Breeder must be at least 7th level to select this evolution.
  • Pounce: A Magekin's legs become incredibly fast, allowing it to take the dash action as a bonus action. You must have the limbs (legs) evolution 2 times, in order to take this evolution.
  • Rake: A Magekin grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The magekin receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of slashing damage. The Breeder must be at least 4th level before selecting this evolution.
  • Rend: The Magekin learns to tear into the flesh of its foes with its claws, gaining the Rend ability. Whenever the Magekin makes two successful claw attacks against the same target in a single round, its claws latch onto the flesh and deal additional damage. This damage is equal to the maximum damage of its claw attack + the Magekin's Strength modifier. The Magekin must have the claws evolution to select this evolution. The Breeder must be at least 6th level to select this evolution.
  • Resilient: A Magekin becomes especially adept at an ability saving throw, gaining a proficiency bonus on that save. This evolution can be selected more than once. Its effects do not stack. Each time an Magekin selects this evolution, it applies to a different save.
  • Resist Energy: A Magekin's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, lighting, fire, poison, or thunder). The Msgekin gains resistance to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time an magekin selects this evolution, it applies to a different energy type.
  • Siege Monster: An Magekin’s deals double damage to objects and structures.
  • Shapechanger: An Magekin’s can use its action to Polymorph into a creature it has seen, or back into its true form. Its Statistics, other than its size, are the same in each form. Any Equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. You cannot use natural attacks, but you can use weapons or spells if it has. Once you reach level 14, it can expend it's bonus action to revert to it's normal form.
  • Trample: The Magekin gains the ability to crush its enemies underfoot. As an action, the Magekin must choose a direction and move in a straight line. Any creature that is at least one size category smaller than the Magekin is trampled, and the movement is halted if a creature of the same size as the Magekin or a structure larger than it is encountered. Any creature that the Magekin moves over takes 1d8 points of bludgeoning damage, plus 1-1/2 times the magekin's Strength modifier. The Magekin is not immune to opportunity attacks during this movement. The targets may make a Dexterity saving throw to reduce the damage by half.
  • Tremorsense: A Magekin becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. As an action, the Magekin must choose a creature it has already attacked; if that creature is in contact with the ground, the Magekin gains true sight only regarding its target. The Breeder must be at least 7th level before selecting this evolution.
  • Trip: The Magekin becomes skilled at knocking foes down. Whenever it makes a successful attack with one of its natural attacks, it can attempt to trip the target. The target must make a Dexterity saving throw. On a failed save, the target is knocked prone. This ability only works on creatures of a size equal to or smaller than the Magekin.
  • Extra Attack: A Magekin can Attack an additional time, whenever it takes the Attack action on it's turn. Additionally you can take this evolution again at level 11 Breeder to increase the number of attacks by one again at the cost of 2 extra evolution points, and one again when you reach 20th level in this class for another 2 evolution points. These extra attacks are incorporated into the multi-attack ability when it is gained.
  • Underwater Scent: A Magekin's sense of smell becomes even more acute while underwater. The Magekin can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. The Magekin must possess the gills and scent evolutions to take this evolution.
  • Weapon Training: A Magekin learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

Rare Evolutions (4 points)[edit]

The following evolutions cost 4 points from the Breeder's evolution pool.

  • Advanced Magic: A Magekin can cast one of the following spells as a 4th-level spell without a spell slot, using Intelligence as its spell casting ability.

(Bestow Curse, Remove Curse, Call Lightning, Dispel Magic, Erupting Earth, Fear, Fireball, Web, Gaseous Form, Lightning Bolt, Slow, Haste [on self], Tidal Wave, Waterbreathing, Waterwalk, Vampiric Touch, Banishment, Blight, Elemental Bane, Fire Shield, Greater Invisibility). These spells can be cast a number of times equal to half your proficiency bonus, rounded down. A Breeder must be at least level 10 to select this evolution. When a Breeder is 17th level, the spell is cast at the 5th level. The Magekin must have a Intelligence score of at least 13 to take this evolution. When this evolution is chosen again, it applies to a new spell.

  • Blindsense: A Magekin's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the Magekin to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the Magekin. The Breeder must be at least 9th level before selecting this evolution.
  • Burrow: A Magekin grows thick and gnarled claws, allowing it to move through the earth. The Magekin gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The Breeder must be at least 9th level before selecting this evolution.
  • Exotic Resistance: A Magekin's form takes on a resiliency to one of the less common energy types. Pick one energy type (radiant, necrotic, force, psychic). The Magekin gains resistance to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time an magekin selects this evolution, it applies to a different energy type. The Breeder must be at least 12th level before selecting this evolution.
  • Frightful Presence: A Magekin becomes unsettling to its foes, gaining the frightful presence ability. The Magekin can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the Magekin must make a Wisdom save or become frightened for 1 minute. A creature may repeat the save every turn. On a success, the creaure is immune to ths effect for 24 hours. Selecting this evolution again causes creatures to be paralyzed instead. The Breeders must be at least 11th level before selecting this evolution.
  • Growth: Upon selecting this evolution, your Magekin increases in size. Each time it grows, it gains additional attributes that are cumulative, and the damage of its abilities is modified. Each of these sizes has different level prerequisites that must be met.

Medium: Your Magekin becomes a Medium creature, gaining +10 feet of movement and 10 hit points. The Breeder must be at least level 4 to select this evolution.

Large: Your Magekin becomes a Large creature, gaining +10 feet of movement, 20 hit points, +2 Strength, +2 Constitution, and +2 Dexterity. The maximum for its Strength, Constitution, and Dexterity scores becomes 22. Additionally, it gains a 5-foot reach on any of its attacks. It also receives a +1 bonus to its AC and has disadvantage on Stealth checks. Furthermore, all of its damage dice are modified as follows: 1d4 becomes 1d6; 1d6 becomes 1d8; 1d8 becomes 1d10. The Breeder must be at least level 6 to select this evolution.

Huge: Your Magekin becomes a Huge creature, gaining +10 feet of movement, 20 hit points, +4 Strength, +4 Constitution, and +2 Dexterity. The maximum for its Strength and Constitution scores becomes 26, while the maximum for its Dexterity score becomes 24. Additionally, it gains a 5-foot reach on any of its attacks. It also receives a +2 bonus to its AC. Furthermore, all of its damage dice are modified as follows: 1d6 becomes 1d8; 1d8 becomes 1d10; 1d10 becomes 1d12. The Breeder must be at least level 10 to select this evolution.

Gargantuan: Your Magekin becomes a Gargantuan creature, gaining +10 feet of movement, 30 hit points, +4 Strength, +4 Constitution, and +2 Dexterity. The maximum for its Strength and Constitution scores becomes 30, while the maximum for its Dexterity score becomes 26. Additionally, it gains a 10-foot reach on any of its attacks. It also receives a +2 bonus to its AC. Furthermore, all of its damage dice are modified as follows: 1d8 becomes 1d10; 1d10 becomes 1d12; 1d12 becomes 2d8. The Breeder must be at least level 18 to select this evolution.

It is not possible to evolve to a larger size without first selecting the previous one, but it is possible to increase by more than one size at once by paying the total cost in points.

  • Metallic Roar:Whenever the Magekin uses its breath weapon, it can choose to release a powerful, effect-focused breath instead of dealing normal damage. The Magekin can only select one type of effect for each breath weapon it possesses. The Magekin must have an evolution that grants a breath weapon. The effect creates a 30-foot cone or a 60-foot line, and each creature in the area must succeed on a saving throw based on the chosen effect:

Paralyzing Gas: Creatures in the area must make a Constitution saving throw or become paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Slowing Mist: Creatures in the area must make a Dexterity saving throw or have their movement speed halved, be unable to take reactions, and only take an action or a bonus action on their turn (not both) for 1 minute. Affected creatures can repeat the saving throw at the end of their turns, ending the effect on a success.

Blinding Smoke: Creatures in the area must make a Constitution saving throw or become blinded for 1 minute. A blinded creature can repeat the saving throw at the end of its turns, ending the effect on a success.

Repelling Wave: Creatures in the area must make a Strength saving throw or be pushed 20 feet away from the Magekin and fall prone.

  • No Breath: An Magekin no longer needs to breathe. The Magekin does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. The Breeder must be at least 11th level before selecting this evolution.
  • Sacrifice: A Magekin can sacrifice its own health to heal another creature. As an action, the Magekin can sacrifice up to 2 hit points per Breeder level and then touch the target creature, thereby healing the creature for half the amount sacrificed. If you pick this evolution again, the target instead heals the exact amount sacrificed.
  • Shadow Bend: The Magekin has advantage on Stealth checks in conditions of dim light. If it possesses the Shadow Form evolution, when in conditions of darkness, the magekin can use an action to become invisible. It remains invisible until it makes an attack, casts a spell, or enters an area of bright light.
  • Vampiric Bite: Once per turn, when the Magekin successfully lands a bite attack, it can regain 1d4 hit points. The Magekin must have the Bite evolution to select this ability. Selecting this evolution again allows the Magekin to use this ability twice per turn instead of once. Choosing it a third time increases the healing die to 1d6. Finally, selecting it a fourth time allows the Magekin to add the ability modifier used for the attack to the healing roll.
  • Web: The Magekin gains a pair of spinnerets, granting it the ability to weave webs. It can use this ability to support itself and one other creature of its size. The Magekin can throw webs as a ranged attack a number of times equal to half its Constitution modifier (rounded down). The webs have a range of 50 feet. When a creature is hit, it must make a Dexterity or Strength saving throw; on a failure, it becomes restrained. The creature can attempt a saving throw at the start of each of its turns to break free from the restrained condition. The webs have a number of hit points equal to the Magekin's level. The Magekin can climb its own webs at double its climbing speed and can pinpoint any creature touching its webs. Additionally, the Magekin can spread its webbing as it moves, creating difficult terrain. The maximum area that its web can cover is equal to its Constitution score multiplied by 10 feet. The Breeder must be at least 7th level before selecting this evolution.

Very Rare Evolutions (6 points)[edit]

The following evolutions cost 6 points from the Breeder's evolution pool.

  • Blindsight: A Magekin's senses sharpen even further, granting it blindsight out to a range of 30 feet. The Magekin can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The Magekin must possess the blindsense evolution to take this evolution. The Breeder must be at least 11th level before selecting this evolution.
  • Breath Weapon: A Magekin learns to exhale a cone or line of magical energy, gaining a breath weapon. Choose one damage type: acid, cold, force, lightning, poison, necrotic, radiant, or fire. The Magekin can unleash a 30-foot cone (or a 60-foot line) that deals 1d6 damage of the chosen type for every 2 Breeder levels you possess (rounded down). Creatures caught in the breath can make a Dexterity saving throw to halve the damage.

You may add an additional damage die for every 1 extra point spent on this ability (maximum of 6 extra dice). A Magekin can have only one type of breath weapon per head. Additionally, the Magekin can use this attack a number of times equal to its Constitution modifier per short rest.

  • Dimension Door: A Magekin learns to cast dimension door as a spell-like ability once per long rest. The caster level for this evolution is equal to the Breeder's caster level. The Magekin must have a Intelligence score of at least 14 to take this evolution. The Breeder must be at least 13th level before selecting this evolution. Taking this evolution more than once adds one cast per long rest.
  • Effect Immunity: An Magekin’s form takes on more resiliency to one particular Effect type, which is usually reflected in its physical body.Pick one condition type (blinded,charmed,deafened,grappled,paralyzed,poisoned, etc ). The Breeder must be at least 17th level before selecting this evolution.
  • Excessive Healing: Your Magekin gains the ability to absorb all excess healing it receives and convert it into extra hit points. These extra hit points last until either the Magekin or the Breeder takes a short or long rest.
  • Limit Raise: A Magekin gains higher ability score limits. The limit for the ability score is increased by 2. The Breeder must be at least 12th level before selecting this evolution. This ability can be taken multiple times.
  • Shadow Form: The Magekin’s body becomes shadowy and more indistinct. As it’s harder to see the Magekin, attacks against it have disadvantage, and its melee attacks affect incorporeal creatures. The Magekin’s melee attacks deal only half damage to corporeal creatures. The Breeder must be at least 9th level before selecting this evolution.
  • Spell Resistance: A Magekin is protected against magic, gaining spell resistance. Gain advantage on saving throws against magical effects. This spell resistance does not apply to spells cast by the Breeder. The Breeder must be at least 9th level before selecting this evolution.
  • Swallow Whole: The Magekin possesses the ability to swallow any creature that is at most one size category smaller than itself. To do this, the Magekin must make a bite attack against a creature it is grappling. If the attack is successful and the target fails a Strength or Dexterity saving throw, the target takes the bite damage and is swallowed by the Magekin. While swallowed, the target is blinded and restrained, and it has total cover against attacks and effects originating from outside the Magekin. While swallowed, the target takes acid damage equal to half the breeder's level in d6 at the start of each of the Magekin's turns. If the Magekin takes damage equal to 2/10 of its maximum hit points in a single turn, it will vomit the creature out. The AC to hit the Magekin from inside is equal to 10 plus half its usual AC bonus. Additionally, the creature can attempt to escape each turn by making a Dexterity or Strength saving throw. The Magekin must have the grab evolution to select this evolution, and the breeder must be at least level 9.
  • Ultimate Magic: A Magekin can cast one of the following spells as a 6th-level spell without a spell slot, using Intelligence as its spell casting ability.

(Cloudkill, Cone of Cold, Destructive Wave, Flame Strike, Greater Restoration, Hold Monster, Immolation, Insect Plague, Maelstrom, Mass Cure Wounds, Chain Lightning, Globe of Invulnerability,Create undead). This Spell may only be cast once a long rest. The Magekin must have a Intelligence score of at least 14 to take this evolution. A Breeder must be at least level 15 to select this evolution. When this evolution is chosen again, it applies to a new spell.

Legendary Evolutions (8 points)[edit]

The following evolutions cost 8 points from the Breeder's evolution pool. All of the following evolutions can only be acquired if the Breeder is at least 18th level.

  • Damage Immunity: The Magekin gains immunity to a type of damage to which it already has resistance. Additionally, it becomes immune to piercing, slashing, and bludgeoning damage from non-magical attacks. This evolution can be selected a maximum of 5 times, and each time it is chosen, you can select an additional type of damage for immunity.
  • Head: The Magekin gains a head with up to 2 eyes, 1 nose, 1 mouth, and 2 ears. Even if it has a mouth, it cannot speak unless it has the talk evolution. This evolution can be selected a maximum of 5 times. If a Magekin has more than one head, any magical effect that requires a mind to incapacitate or put to sleep only affects one head, while the others remain awake and functional. One of its heads can stay alert while the others sleep, allowing the Magekin to benefit from a rest while remaining awake.
  • Incorporeal Form: Once per long rest, an Magekin can become incorporeal for 1 round per breeder level.While in this form, the Magekin gains the incorporeal quality. It takes no damage from non-magical weapons. Likewise, its spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally.
  • Legendary Resistance: If the Magekins fails a saving throw, it can choose to succeed instead. You can use this ability once per long rest. his evolution can be selected a maximum of 3 times.
  • Recovery: The Magekin regains 1d12 + its Constitution modifier at the start of each of its turns. This ability does not restore hit points lost due to hunger, exhaustion, or similar effects.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Breeder class, you must meet these prerequisites: 13 Inteligence.

Proficiencies. When you multiclass into the Breeder class, you gain proficiency in one of the Breeder's Skills of your choice.

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