Magian Magnate (5e Class)

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The Magian Magnate[edit]

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[edit]

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[edit]

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: 1d8 per Magian Magnate level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Magian Magnate level after 1st

Proficiencies

Armor: Light Armor
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, A leather armor
  • If you are using starting wealth, you have If you are using starting wealth, you have 2d4 x 10 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, Ascendant Arcana 1d4 - 5 6 2
2nd +2 Preternatural Pursuit, Everlasting Effect 1d4 - 5 8 3
3rd +2 Augments 1d4 7 5 10 4 2
4th +2 Ability Score Improvement 1d4 8 5 12 4 3
5th +3 1d6 8 6 14 4 3 2
6th +3 Preternatural Pursuit Feature, Multicast 1d6 8 6 16 4 3 3
7th +3 1d6 9 6 18 4 3 3 1
8th +3 Ability Score Improvement 1d6 9 6 20 4 3 3 2
9th +4 Shifting Existence 1d8 10 7 22 4 3 3 3 1
10th +4 Preternatural Pursuit Feature 1d8 10 7 24 4 3 3 3 2
11th +4 1d8 11 7 26 4 3 3 3 2 1
12th +4 Ability Score Improvement 1d8 11 7 28 4 3 3 3 2 1
13th +5 1d10 12 8 30 4 3 3 3 2 1 1
14th +5 Preternatural Pursuit Feature 1d10 12 8 32 4 3 3 3 2 1 1
15th +5 Dominion Over Perpetuality 1d10 13 8 34 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 1d10 13 8 36 4 3 3 3 2 1 1 1
17th +6 1d12 14 9 38 4 3 3 3 2 1 1 1 1
18th +6 Preternatural Pursuit Feature, Multicast Improvement 1d12 14 9 40 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 1d12 15 9 42 4 3 3 3 3 2 1 1 1
20th +6 Hands of Fate 1d12 15 9 44 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

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 the Magian Magante spell list. 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 the Magian Magante spell list.

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 the Magian Magante 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 Magian Magnate spells.

Ascendant Arcana[edit]

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 die the column table has at your level, which you can add to any roll, including attack rolls, ability checks, saving throws, damage rolls, spell attack rolls, and spell damage rolls. You can only add one Ascendance Die to any given roll.

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

Preternatural Pursuit[edit]

You have focused your learning into a specific pursuit. Beginning at 2nd level, you must choose between the Pursuits 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[edit]

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 one the following spells permanent in regards to yourself:

comprehend languages, jump, detect magic, darkvision, tongues, fly

If you choose to make another one of those spells permanent, you lose the previous spell's effects and gain the new ones.

Augments[edit]

You have learned how to control magic in a precise manner. Starting at 3rd level, you have an amount of augments equal to the augments column of the class table. These augments are used for a variety of features. You can expend 1 augment to make a spell attack roll with advantage.

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 4, or you can increase two ability scores of your choice by 2. Your ability scores cannot exceed 20.

Multicast[edit]

Your spells twice in a moment. Beginning at 6th level, whenever you cast a spell you can instantly cast the same spell again, making a separate attack roll for this new spell. The spell must only target one creature at your current level in order to be eligible. Starting at 18th level, you may make two additional spells, instead of one.

Shifting Existence[edit]

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.

Dominion Over Perpetuality[edit]

You wield mastery over the undying. Starting at 15th level, you can cast the gentle repose spell at will, and you can choose to make the duration indefinite.

Hands of Fate[edit]

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.

Pursuits[edit]

Pursuit of Knowledge[edit]

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. At 2nd level, 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. You choose another skill or language at 6th, 10th, 14th, and 18th level.

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 Transcendence[edit]

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 reverence, 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 and deafened conditions. Starting at 6th level, you are immune to the charmed and frightened conditions. Starting at 10th level, you are immune to the paralyzed, poisoned, and stunned conditions. Starting at 14th level, you are immune to the petrified condition. Starting at 18th level, you are immune to exhaustion and suffer no effects as a result 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 3d6 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 reverence 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 a 10-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 three eldritch invocations of your choice. You must 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 two of the features of each domain of your choice, for a total of 4 features.

Pursuit of Control[edit]

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 three 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 Stranglehold

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.

Planar 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 half your Constitution modifier, rounded down. 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[edit]

Prerequisites. To qualify for multiclassing into the Magian Magnate class, you must meet these prerequisites: Two of the following: Intelligence 13, Wisdom 13, Charisma13

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

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