Imperial Combat Mage (5e Class)

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Imperial Mage[edit]

Imperial Mage Weapons[edit]

Rifles: This weapon deals 1d10 piercing damage and attacks ignore half covers, (Range: 150/600), it has a capacity of 15 bullets, it has the Ammunition, Loading, Two-Handed and Heavy properties, it's a Martial weapon and it weighs 10lb.

Shotguns: This weapon deals 1d12 piercing damage, if target is within 5 feet range, add 1d4 fire damage that doesn’t apply to targets behind, (Range: 15ft cone), it has a capacity of 5 shotgun shells, instead of rolling a d20 for hit, targets must roll a Dexterity saving throw per shot, requires 14 Strength to equip, this weapon has the Ammunition, Loading, Two-Handed and Heavy properties, it's a Martial weapon and it weighs 12lb.

Automatic Rifle: This weapon deals 1d10 piercing damage, (Range: 100/600), it has a capacity of 25 bullets, it

Creating a Imperial Mage[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Imperial Mage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Imperial Mage level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Imperial Mage level after 1st

Proficiencies

Armor: light armour
Weapons: light and ranged martial, Firearms
Tools: tinkers tools
Saving Throws: Con, Dex
Skills: Choice of three: Perception, Survival, Intimidation, Arcana, Insight, Nature or Persuasion

Equipment

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

  • If you are using starting wealth, you have If you are using starting wealth, you have 4d4*10gp in funds. in funds.

Table: The Imperial Mage

Level Proficiency
Bonus
Cantrips known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1 Basic Training Round Creation
2nd +2 2 <!-Class Feature2-> 2
3rd +2 2 <!-Class Feature3-> 3
4th +2 2 Ability Score Improvement 3
5th +3 3 4 2
6th +3 3 4 2
7th +3 3 4 3
8th +3 3 Ability Score Improvement 4 3
9th +4 4 4 3 2
10th +4 4 4 3 2
11th +4 4 4 3 3
12th +4 4 Ability Score Improvement 4 3 3
13th +5 4 4 3 3 1
14th +5 5 4 3 3 1
15th +5 5 4 3 3 2
16th +5 5 Ability Score Improvement 4 3 3 2
17th +6 5 4 3 3 3 1
18th +6 5 4 3 3 3 1
19th +6 6 Ability Score Improvement 4 3 3 3 2
20th +6 6 4 3 3 3 2

Basic Training[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Round Creation[edit]

Starting at 1st level you can craft various guns and ammo. (Guns are WIP)

Bullets: 1 lb. lead, 1 lb. black powder for 50 bullets. These are the regular bullets used for pistols and rifles. (Weight: 1lb per 50 bullets, 0.02lb per bullet.)

Shotgun shell: 1 lb. lead, 1 lb. black powder, 1 paper for 25 shells. This is the regular ammo used for shotguns and sawed-off shotguns (Weight: 1lb per 25 shells, 0.04lb per shell.)

From 6th level you learn to create more advanced rounds

Elemental ammo: 50 bullets or 25 shotgun shells, 1 elemental oil. Adds 1d6 elemental damage depending on oil used (radiant, necrotic, fire, cold, lightning, poison) (Weight: 1lb per 50 bullets, 1lb per 25 shotgun shells.)

Silver ammo: 50 Bullets or 25 shotgun shells, 1lb silver. Adds +2 piercing damage to lycanthropes. (Weight: 1lb per 50 bullets, 1lb per 25 shotgun shells)

Slug: Special ammo for slug shot skill. 1lb. steel, 1 shotgun shell. (Weight: 1lb per slug. Can carry a maximum of 10 at a time.)


Spell casting[edit]

As a student of arcane magic, you have a spellbook containing spells that you have studied extensively. A Imperial mage uses the Wizard spell list to choose his spells that he knows and to later learn as he grows in power.

Cantrips At 1st level, you know one cantrips of your choice from your spell list. You learn additional cantrips of your choice at higher levels.

Preparing and Casting Spells To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short rest.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Intelligence modifier + your Imperial mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level magus, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, 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 spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus You can use an arcane focus as a spellcasting focus for your spells. While you are in combat the weapon you are wielding can function as a arcane focus.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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 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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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