Magian Magnate (5e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: full caster with d10 hit die; can cast spells without spending spell slots; can make spells permanent on itself at 2nd level; can learn spells from all schools; gain features in the levels it gain a new spell slot; and this just from the first features.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance


The Magian Magnate

A wise sage prepares to conclude his lesson with a group of aspiring wizards. Just before they finish, the roof is torn off by a furious white dragon. Before it can unleash its powerful breath, however, the sage snaps his fingers. Within the span of a second, the dragon disappears and the roof is repaired, and this sage begins to speak once again as though nothing had happened.

Unparalleled Magicians

Magian magnates, known also as mage lords or archsages, are supreme masters of all magic. They wield all manners of wizardry as though it were a tool, and their effortless control of the Weave is feared and respected by magic users of all kinds.

Creating a Magian Magnate

When creating a Magian Magnate, ponder the source and state of your power. Have you devoted your life to studying magic in hopes of getting revenge on someone who wronged you? Did you wield great power long ago, only to lose all but a fraction of it from a fierce battle? Magian magnates are always powerful casters, considered to be experts even with little life experience, so consider how you wield your power, or how you lost it if you so wish.

Quick Build

You can make a Magian Magnate quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom and Charisma. Second, choose the sage background.

Class Features

As a Magian Magnate you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Two of your choice
Saving Throws: Intelligence, Wisdom
Skills: Choose four from Animal Handling, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, and Survival

Equipment

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

  • (a) A shortbow and 20 arrows or (b) A dagger
  • (a) An arcane focus or (b) A component pouch
  • (a) A scholar's pack or (b) An explorer's pack or (c) A priest's pack or (d) A diplomat's pack
  • A quarterstaff
  • If you are using starting wealth, you have If you are using starting wealth, you have 5d4 x 15 gold pieces. in funds.

Table: The Magian Magnate

Level Proficiency
Bonus
Features Ascendance Die Augments Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Mystic Mastery, Ascendent Arcana 1d4 - 5 6 2
2nd +2 Preternatural Pursuit, Everlasting Effect 1d4 - 5 8 3
3rd +2 Abolition of Boundaries, Interplanar Presence 1d4 - 5 10 4 2
4th +2 Ability Score Improvement, Balance of Fortune 1d4 - 5 12 4 3
5th +3 Dualcast, Dominion Over Magic 1d6 3 6 14 4 3 2
6th +3 Preternatural Pursuit feature, Grasp of the Weave 1d6 3 6 16 4 3 3
7th +3 Eternity, Indomitable Will 1d6 4 6 18 4 3 3 1
8th +3 Ability Score Improvement, Lesser Resistance, Interplanar Resistance 1d6 4 6 20 4 3 3 2
9th +4 Shifting Existence, Body of Miracles 1d8 5 7 22 4 3 3 3 1
10th +4 Preternatural Pursuit feature, Dominion Over Mortality 1d8 5 7 24 4 3 3 3 2
11th +4 Tricast, Dimensional Shift 1d8 6 7 26 4 3 3 3 2 1
12th +4 Ability Score Improvement, Greater Resistance, Forces Tenfold 1d8 6 7 28 4 3 3 3 2 1
13th +5 Matter and Energy, Extinguish 1d10 7 8 30 4 3 3 3 2 1 1
14th +5 Preternatural Pursuit feature, Beckon The End 1d10 7 8 32 4 3 3 3 2 1 1
15th +5 Life and Death, Dominion Over Perpetuality 1d10 8 8 34 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Perfect Resistance, True Control 1d10 8 8 36 4 3 3 3 2 1 1 1
17th +6 Time and Space, Psuedo-Omniscience 1d12 9 9 38 4 3 3 3 2 1 1 1 1
18th +6 Preternatural Pursuit feature, Quadcast 1d12 9 9 40 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Confer Power 1d12 10 9 42 4 3 3 3 3 2 1 1 1
20th +6 Dominion Over Existence, Hands of Fate 1d12 10 9 44 4 3 3 3 3 2 2 1 1

Spellcasting

Through copious amounts of study and memorization, combined with grasping magic from the Weave itself, you can cast nearly any spell with expertise and confidence.

Cantrips

At 1st level, you choose five cantrips from any spell list or combination of spell lists. You learn additional cantrips at higher levels, as shown in the Cantrips Known column of the Magian Magnate table.

Spell Slots

The Magian Magnate table shows how many spell slots you have to cast 1st-level or higher. To cast one of these magian magnate spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-level and Higher

You know six 1st-level spells from any spell list or combination of spell lists.

The Spells Known column of the Magian Magnate table shows when you learn more spells of your choice. 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 one spell you know and replace it with a different one from any spell list, provided it is of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since you learn your spell through extensive 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 Intelligence modifier + your proficiency bonus
  • Spell attack modifier = your Intelligence modifer + your proficiency bonus
Spellcasting Focus

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

Mystic Mastery

You have tapped into the supply of magic itself, yielding to you great power. Beginning at 1st level, when you cast a spell using a spell slot of the same level as the spell you are trying to cast, it does not consume a spell slot (e.g. casting Fireball with a 3rd-level spell slot would not expend it). Casting a spell with a higher level spell slot will consume slots as normal.

Additionally, you do not require any material components to cast spells.

Ascendent Arcana

Your knowledge is extensive, exceeding that of even experienced wizards, and you apply it to any task adeptly. Also at 1st level, you gain a number of Ascendance Dice equal to your proficiency bonus, which you can add to any roll, including attack rolls, ability checks, saving throws, damage rolls, spell attack rolls, spell damage rolls, and the spell save DC of a spell you cast. You can only add one Ascendance Die to any given roll. Any expended Ascendance Dice are restored after finishing a Long Rest.

Additionally, you can add double your proficiency bonus to rolls that make use of the Arcana skill.

Preternatural Pursuit

You have focused your learning into a specific pursuit. Beginning at 2nd level, you must choose between the Pursuit of Knowledge, Pursuit of Transcendence, and the Pursuit of Control, all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th, 10th, 14th, and 18th level.

Everlasting Effect

You can channel your control of magic into a self-sustaining force. Also at 2nd level, you can make certain magical effects permanent. Spells cast on other creatures, objects, or locations are vulnerable to dispel magic as normal. If you are targeted by a successful dispel magic or are within the area of antimagic field, any spells made permanent by this effect are suppressed until you finish a long rest.

You can make the following spells permanent in regards to yourself:

comprehend languages, expeditious retreat, jump, longstrider, detect magic, darkvision, see invisibility, arcane eye, tongues

Additionally, you can make the following spells permanent on yourself, another creature, an area, or an appropriate object:

animal friendship, nondetection, enlarge/reduce, resistance, minor illusion, telepathic bond, friends

Furthermore, the following spells can be cast upon objects or areas only and rendered permanent:

alarm, dancing lights, glyph of warding, zone of truth, magic mouth, invisibility, web, gust of wind, stinking cloud, wall of fire, fog cloud, wall of force, animate objects, symbol, passwall, prismatic wall, programmed illusion

The DM may allow other selected spells to be made permanent.

In a manner similar to magical items, you can only attune to an amount of permanent spells equal to your proficiency bonus. You can end your attunement to any of these permanent spells at any time. When attunement is broken, the spell's effects are no longer permanent and cease to be until you use this feature again or until a similar feature is used.

Abolition of Boundaries

Your potential is unfettered by the limitations of man. Beginning at 3rd level, the ability score maximum for your Intelligence, Wisdom, and Charisma increases to 30.

Interplanar Presence

You can extend your power to other planes. Also at 3rd level, you can see 120 feet into the Ethereal Plane. In addition, as a bonus action, you can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2. Your Strength, Dexterity, and Constitution cannot exceed 20, and your Intelligence, Wisdom, and Charisma cannot exceed 30.

Balance of Fortune

Your luck has reversed due to the overflowing magic within you. Beginning at 4th level, when you roll a 1 on an attack roll, ability check, or saving throw, you must instead treat it as though you rolled a 20. When you roll a 20 on an attack roll, ability check, or saving throw, you must instead treat it as though you rolled a 1.

Additionally, as a bonus action, you can reverse the numbers rolled whenever you roll a d20 for 1 minute (2 becomes 19, 3 becomes 18, 4 becomes 17, 5 becomes 16, 6 becomes 15, 7 becomes 14, 8 becomes 13, 9 becomes 12, 10 becomes 11, 11 becomes 10, 12 becomes 9, 13 becomes 8, 14 becomes 7, 15 becomes 6, 16 becomes 5, 17 becomes 4, 18 becomes 3, and 19 becomes 2.). The number changes before you factor in any bonuses, such as proficiency.

Dualcast

Your spells strike twice in a moment. Beginning at 5th level, whenever you successfully hit with a spell that requires a spell attack roll, such as Fire Bolt, you can instantly cast the same spell again, making a seperate attack roll for this new spell. This effect is replaced by Tricast at 11th level.

Dominion Over Magic

You wield mastery over magic itself. Also at 5th level, you have a supply of raw magic surges within you known as augments. You have a number of augments as shown in the Augments column of the Magian Magnate table. You regain all expended augments after finishing a long rest.

Whenever you cast a spell that requires a spell attack roll, or you or a creature within 60 feet that you can see, is required to make a saving throw imposed by a magical effect such as a spell, you can expend 1 augment to gain advantage on that roll and a bonus to the roll equal to your Intelligence modifier. Whenever you cast a spell that forces another creature to make a saving throw, or when a creature makes a spell attack roll against you or a creature within 60 feet that you can see, you can give them disadvantage on that roll and a penalty to their roll equal to your Intelligence modifier as a reaction.

Additionally, whenever you deal damage with a spell, you can expend an augment to change its damage type.

Grasp of the Weave

You can reach into the Weave itself. Beginning at 6th level, as a bonus action, you can grasp magic in the air, regaining a number of spell slots equal to your proficiency bonus. The combined level of the slots cannot exceed your magian magnate level (e.g. a 10th level magian magnate could retrieve a 5th level slot, a 3rd level slot, and two 1st level slots.). Additionally, you restore 1 augment. You cannot cast spells greater than cantrips until the start of your next turn.

Eternity

Your magic cannot be halted. Beginning at 7th level, effects made permanent from your Everlasting Effect feature cannot be dispelled by any means short of divine intervention or the wish spell.

Indomitable Will

Your strong willpower has been enhanced by magic. Also at 7th level, you are immune to the charmed and frightened conditions. Additionally, you gain proficiency in Charisma saving throws, and you add double your proficiency bonus on Intelligence, Wisdom, and Charisma saving throws.

Lesser Resistance

Elemental forces are insufficient to fell you. Beginning at 8th level, you gain resistance to acid, fire, cold, lightning, and poison damage.

Interplanar Resistance

The power of other planes is feeble against you. Also at 8th level, you have advantage on saving throws against being banished and against saving throws imposed by outsiders. If you already had advantage against those saving throws, you can roll an additional die and choose the highest.

Shifting Existence

You can bend reality itself. Beginning at 9th level, when you cast a spell from the school of illusion, you can choose to make an Intelligence check to bolster the verisimilitude of the illusion by using related knowledge. The DC equals 10 + the spell's level. On a success, creatures suffer disadvantage on ability checks and saving throws made to discern the illusion. Alternatively, you can make two Intelligence checks without adding any potential sources of advantage. On a success, the illusion becomes real for 1 minute. The illusion cannot deal damage or otherwise directly harm anyone. You can increase the duration of this effect by expending augments, increasing by 1 minute per augment expended, to a maximum of 10 minutes. If you expend ten augments, the illusion gains the ability to harm creatures.

Body of Miracles

Misfortune wrought by even yourself is circumvented by your magic. Also at 9th level, when you roll a 20, you can treat it as a 20. Additionally, when a hostile creature rolls a 20 against you, you can choose to treat it as though they rolled a 1.

Furthermore, when you drop to 0 hit points from a weapon or spell, you can use your reaction to negate the damage. You must finish a long rest before you can use this feature again.

Dominion Over Mortality

You wield mastery over impermanence itself. Beginning at 10th level, as a bonus action, you can double your damage dealt for 1 minute. This extra damage does not affect outsiders and immortal creatures.

Additionally, when you reduce a creature to 0 hit points, you restore hit points equal to your Intelligence modifier + your Wisdom modifier + your Charisma modifier, and you regain 1 augment.

Furthermore, as an action, you can expend five augments to cast dispel magic as a 9th level spell, without expending a spell slot. When you cast this spell using this feature, you can also forcibly tear the magic from a creature. You can only target a creature who can cast spells or use some sort of magical effect, such as Ethereal Jaunt, Eye Rays, etc. The foe must make a Constitution saving throw against your spell save DC. They take 12d12 necrotic damage and cannot cast spells or utilize features that have some sort of magical effect, taking half as much and no additional effect on a successful save. They also suffer the effects of Dispel Magic as normal.

Tricast

Your spells strike thrice in a moment. Beginning at 11th level, whenever you successfully hit with a spell that requires a spell attack roll, such as Eldritch Blast, you can instantly cast the same spell up to two additional times, making seperate attack rolls for each of these new spells. This effect is replaced by Quadcast at 18th level.

Dimensional Shift

Against your magic, the barriers between planes are as glass. Also at 11th level, you can cast the plane shift spell without expending a spell slot. You must finish a long rest before you can use this feature again.

Additionally, you can halt planar transporation with a glance. When a creature that you can see attempts to shift planes through means of spells or features such as Ethereal Jaunt, you can use your reaction to force a Wisdom saving throw. On a failed save, the transportation fails, and they cannot attempt to shift planes again for 1 minute.

Greater Resistance

Magic falls short of the mark to harm you. Beginning at 12th level, you gain resistance to force, psychic, thunder, radiant, and necrotic damage.

Forces Tenfold

You can unleash a barrage of spells in mere seconds. Also at 12th level, when you cast a spell that requires a spell attack roll, such as Chill Touch, you can expend 5 augments to create ten more copies. You can unleash them on one target or several. Make a spell attack roll for each spell. On a hit, they deal extra damage equal to your Intelligence modifier.

Matter and Energy

You can control fundamental forces with ease. Beginning at 13th level, when you or a creature within 120 feet successfully hit a hostile creature with a weapon attack, you can expend 2 augments to grant them an additional 5d10 force damage. You can expend another augment to maximize all damage dealt by that attack.

Additionally, when you or a creature within 120 feet impose a saving throw on a hostile creature to resist the effects of a spell, you can expend 3 augments to force them to automatically fail the save.

Furthermore, all damage you deal against objects and structures is doubled.

Extinguish

You can snuff out magic with a snap of your fingers. Also at 13th level, you can expend 2 augments to cast counterspell as a 9th level spell without expending a spell slot.

Beckon The End

You can forge death itself with your magic. Beginning at 14th level, you can create a dark circle of destruction in a 50-foot radius centered on yourself. All creatures within the radius, including airborne creatures and yourself, must make a Charisma saving throw without advantage to resist its effects with sheer force of will. Those who fail the saving throw take 200 necrotic damage that cannot be reduced in any way. This damage deducts from their hit point maximum until they finish a long rest. Creatures who are reduced to 0 hit points by this feature instantly die and cannot be resurrected by any means short of divine intervention or a wish spell. Creatures who pass the save take no damage. If you fail the save, you suffer the damage after all other creatures within the area who failed the saving throw take the damage. For every creature killed by this feature, the damage you take on a failed save is reduced by 25, to a minimum of 0.

Upon using this feature, you cannot use it again until you finish a long rest.

Life and Death

You can tread the line of existence and non-existence. Beginning at 15th level, as a bonus action, you can maximize damage dealt and taken by yourself and up to five other willing creatures within 30 feet for 1 minute. You and targeted creatures ignore and lose all resistances for the duration. During this time, you and targeted creatures cannot reduce a target to 0 hit points unless they are already at 1 hit point, and when you deal damage to a creature that would reduce them to 0 hit points and they are not at 1 hit point, they are reduced to 1 hit point instead. The same is true for creatures inflicting damage on you or targeted creatures.

Additionally, as an action, you can expend 5 augments to reduce yourself to 0 hit points. You deal damage equal to double the amount of hit points you had to all hostile creatures within 120 feet in force damage. You do not die instantly as a result of the damage taken from this feature. While you are at 0 hit points due to this feature, but not dead, you can take an action on each of your turns to move 5 feet in any direction. This movement does not provoke opportunity attacks.

Dominion Over Perpetuality

You wield mastery over the undying. Also at 15th level, when you reduce a creature to 0 hit points, you can choose to instantly kill them and prevent them from returning to life by any means short of divine intervention.

Additionally, when you are reduced to 0 hit points, you can expend 1 augment to instead drop to 1 hit point, no action required.

Furthermore, you can cast the gentle repose spell at will, and you can choose to make the duration indefinite.

Perfect Resistance

You have grasped absolute defense against all magic. Beginning at 16th level, you gain immunity to damage dealt by spells and magical effects, as well as to acid, cold, fire, lightning, poison, force, psychic, radiant, and necrotic damage. You are not immune to magical damage imposed by yourself.

True Control

The magic within you belongs to you alone, and you have perfected control of it. Also at 16th level, when you roll initiative and have no augments remaining, you regain 5 augments.

Additionally, whenever you impose a saving throw with a spell or similar magical effect, you can change the ability score used for the saving throw (e.g. a Charisma saving throw could become a Constitution saving throw).

Time and Space

You can control the fabrics of existence with your magic. Beginning at 17th level, you can expend 2 augments to cast the time stop, demiplane, or reverse gravity spell without expending a spell slot.

Psuedo-Omniscience

Your mind has expanded far beyond what a mortal mind should. Also at 17th level, whenever you are presented with a situation that would require or benefit from a particular piece of information, such as, but not limited to, a password, secret, or fact, you can make an Intelligence check. On a success, you magically gain the desired knowledge.

Additionally, as an action, you can make an Intelligence (Insight) check contested by a creature's Charisma (Deception) check. If you win the contest, you instantly learn their vulnerabilities, resistances, and immunities, if they have any, along with their lowest stat and current amount of hit points.

Quadcast

Your spells strike four times in a moment. Beginning at 18th level, whenever you successfully hit with a spell that requires a spell attack roll, such as Scorching Ray, you can instantly cast the same spell up to three additional times, making seperate attack rolls for each of these new spells.

Confer Power

You can bestow your power upon another. Beginning at 19th level, as an action, you can touch a willing friendly creature. Choose up to six of your magian magnate features other than Spellcasting and Confer Power. That target gains the effects of those features for 1 minute, and you cannot benefit from those features for the duration. They can also cast spells you know as if they were a magian magnate of your level, and their Spellcasting Ability becomes Intelligence if it is not already. You can end all of these effects early as a bonus action.

After using this feature, you cannot use it again until you finish a long rest.

Dominion Over Existence

Your control is equal to or greater than that of deities. Beginning at 20th level, you can cast all spells known at will. Additionally, you learn the wish spell if you do not know it already, and you do not suffer the Strength score reduction after casting it, nor do you suffer the necrotic damage wrought by casting spells after casting it. Furthermore, the chance of losing the ability to cast Wish forever is removed. You can cast this spell at will.

Hands of Fate

Reality and destiny bend to your will. Also at 20th level, when you or a creature within 300 feet fails an ability check, saving throw, or attack roll, you can expend 2 augments to make the roll automatically succeed instead. This success cannot be stopped by any means. Additionally, when you or a creature within 300 feet succeeds an ability check, saving throw, or attack roll, you can expend 2 augments to make the roll automatically fail instead. This failure cannot be stopped by any means.


Pursuit of Knowledge

There are many in the world who desire greater knowledge and power. However, only a surprising few are convicted enough to actually pursue it. These convicted souls often pursue magic as a means to an end, devoting much of their time to the practice and study of it. However, some devote so much time and effort to it that they actually begin to understand it on a fundamental level, a feat that very few can achieve. Magian magnates who dedicate their lives to the pursuit of knowledge are nearly always counted among those people. These mage lords, known as wise men or wise women, are experienced magic users who seek to acquire all knowledge in the world, held back only by their opposition and their morals.

Sage's Skill

Your knowledge extends far, and what is unknown to you will not remain unknown for long. Beginning at 2nd level, whenever your magian magnate level increases, you gain proficiency in one skill or language of your choice or you can choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses that proficiency.

Seeker's Wisdom

Your knowledge reigns supreme in any situation. Beginning at 6th level, you can replace any saving throw's ability score with the Intelligence ability, as you swiftly discern the safest course of action and act accordingly.

Additionally, when you make a saving throw, you can expend 3 augments to replace the roll with 10 + your Intelligence modifier. You can use this feature after you roll the die, but before any of the roll's effects are enacted.

Savant's Expertise

Your skill in applying your knowledge to any situation is praiseworthy. Beginning at 10th level, you gain a bonus to your ability checks equal to your Intelligence modifier. Additionally, choose two skills that you are proficient in. You gain advantage on ability checks you make that use either of the chosen proficiencies.

Sorcerer's Potence

Your magic is especially potent, even against the most resilient of foes. Beginning at 14th level, whenever you deal damage with a spell, you deal additional damage dice equal to your Intelligence modifier, and whenever you force a saving throw with a spell, the foe suffers disadvantage.

Seer's Sight

Your knowledge extends to situations that are yet to come. Beginning at 18th level, when you finish a long rest, roll four d20s and record the numbers rolled. You can replace any attack roll, ability check, or saving throw made by you or a creature you can see with one of these prognosticating rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each prognosticating roll can only be used once. When you finish a long rest, you lose any unused prognosticating rolls.

Pursuit of Transcendance

The worship of deities has been integrated into everyday life since times long past. Most people prefer to revere these gods within safety and comfort, and few gods take offense. However, a select few have so much faith in their gods that they would attempt to ascend to godhood themselves, just to protect, serve, and converse with them with consummate efficaciousness. Magian magnates who place faith in deities are often found among these people. These archsages, known as apostles, have spent their lives studying how one ascends to divinity through one's own efforts. The conclusion was that, with powerful enough magic honed over great periods of times, coupled with copious reverance, they could enter the same heavens as their deity .

Unbridled Conviction

Your piety shields you from danger. Beginning at 2nd level, you become immune to the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and stunned conditions. In addition, you no longer suffer the effects of exhaustion.

Faith Moves Mountains

Even when you fall, your faith will protect you. Beginning at 6th level, when you drop to 0 hit points, you do not fall unconscious, and you can immediately take an extra turn. During this turn, any healing you receive is maximized, and you deal an additional 3d10 radiant damage whenever you inflict damage. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and failing three death saving throws can still kill you. When the extra turn ends, if you still have 0 hit points, you can choose to restore 1 hit point. You fall unconscious if you choose not to.

After using this feature, you cannot use it again until you finish a long rest.

Boundless Piety

Your stellar reverance shines brightly, lighting the way for your friends and blinding your foes. Beginning at 10th level, you exude an aura of soft light. You shed bright light in a 5-foot radius and dim light in an additional 5-foot radius. Friendly creatures gain advantage on attack rolls, ability checks, and saving throws so long as they are within the radius. Hostile creatures suffer disadvantage on attack rolls, ability checks, and saving throws so long as they are within the radius. You can deactivate or reactivate this aura as a bonus action.

Eldritch Secrets

You have tapped into your deity's own darkness. Beginning at 14th level, you learn up to six eldritch invocations of your choice. You ignore the level restrictions on the invocations, but you must otherwise abide by the prerequisites of the invocations.

Additionally, whenever you gain a level in this class, you can replace one of your invocations you know with another invocation whose prerequisites you meet.

Furthermore, you no longer require food, water, sleep, or air.

Resolution

Your faith has unlocked reservoirs of superlative divine power. Beginning at 18th level, you can choose two divine domains. You gain the features of those domains as though you were a cleric of your level, including the extra spells, which you can cast without material components.

Additionally, you can use the Channel Divinity feature as though you were a cleric of your level. The DC for your Channel Divinity equals your spell save DC + 6.

Pursuit of Control

The prospect of having complete control over oneself or others is an exciting prospect for most. While many achieve minor control over something at some point in their lives, that control is easily removed by misfortune or forces with greater control. However, some have devoted their lives to achieving perfect control over at least oneself that cannot be stripped away so easily. Magian magnates who focus on this unfettered control are often the most prominent of these people. These mage lords, known as masters, devote themselves to overcoming the limitations of man and exceeding a level of control possessed by the majority of individuals, be it out of benevolence, malice, or simply because it is possible.

Authority

You wield tremendous control over your spells. Beginning at 2nd level, your spells have a maximum range of 120 feet, unless their maximum range already exceeds 120 feet. Additionally, when a spell targets only one creature, you can choose to make the spell target two creatures instead.

One's Belongings

Your magic is your possession, and even the gods must accept that. Beginning at 6th level, you cannot, by any means short of exhausting your spell slots and the unconscious condition, be stripped of your ability to cast spells, even when you are blinded, deafened, fatigued, grappled, incapacitated, paralyzed, petrified, prone, restrained or otherwise affected by a spell or effect that would potentially prevent you from casting your spells.

Shield from Intervention

You cannot be stopped by otherworldly means. Beginning at 10th level, you are immune to radiant damage, and you are unaffected by divine intervention if you so choose. Additionally, you are immune to damage dealt by fiends and celestials. When you are subjected to some sort of divine effect, you can choose to be unaffected.

Furthermore, you are aware of divination spells in use against you and can end them as a bonus action, If you do so, you become immune to divination for 1 hour.

Life's Strangehold

The confines of mortality will not stop you. Beginning at 14th level, you no longer require air, food, water, and sleep, and your body stops aging. You become immune to effects that would put you to sleep or alter your age. You can still eat, drink, and sleep if you so desire.

Additionally, whenever you suffer damage that would reduce you to 0 hit points, you instead drop to 1 hit point. You cannot be reduced to 0 hit points unless you are at 1 hit point.

Furthermore, the damage you suffer on a failed save from your Beckon The End feature is reduced by 100.

Plenary Might

The forces of existence bow to your will. Beginning at 18th level, when you roll initiative, you gain a number of legendary actions equal to the number of creatures within 300 feet of you. You regain all spent legendary actions when your turn begins. Your legendary actions are as follows:

Cast a Spell. You can cast a spell with a casting time of 1 action.

You lose all legendary actions at the end of combat.

Multiclassing

Prerequisites. To qualify for multiclassing into the Magian Magnate class, you must meet these prerequisites: Intelligence 20, Wisdom 16, Charisma 16

Proficiencies. When you multiclass into the Magian Magnate class, you gain the following proficiencies: Two tools of your choice

3.50
(4 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: