Magical Born (5e Class)

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Magical Born[edit]

In an obscure Dungeon, a tiny egg hatch, and the around energy enter into a disorder, the magical energy pulse in the veins of this creature, and your eyes, even if closed, glow through the eyelid with an unnaturally purple bright.

A pregnant woman runs from rouge mages, and is hit by various spells, but she survives the attack, making it's child be born with a giant amount of magical energy.

The Magical Born is a creature that in it's birth condenses an abnormal magical core with an incredible capacity to manipulate raw energy of the universe as it wishes. This event occurs extremely rarely, this is a aberrant creature with the capacity to create spells agreed your will.


Dockis, The Primal Magical Born

Creating a Magic Born[edit]

When creating a Magic Born think about how it happened for you to become this being, was it just luck? Was it a divine intervention? Did someone force you to become this?

Quick Build

You can make a Magical Born quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution.

Natural Magical Talent[edit]

Genius Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. By creating a shortcut to actual memorization, they store a limited number of spells in their mind as a sorcerer would, but also keep the spell effectively "prepared" in a focus. This way they only need a small gesture or word to finish the given spell and don't have to keep track of as much knowledge at once, allowing for free time like no wizard will ever know!

Class Features

As a Magical Born you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools:
Saving Throws: intelligence and Constitution.
Skills: Choose two

Equipment

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

Table: The Magical Born

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 3 Spellcasting, Arcane Bolt, Arcane Body 2
2nd +2 3 Practice Makes Perfect,Telepathy 3
3rd +2 3 Tricks of the Trade, Mystic Mind Of Arcane Path 4 2
4th +2 4 Ability Score Improvement, Siphon Domain, 4 3
5th +3 4 Energy Converter 4 3 2
6th +3 4 Practice Makes Perfect 4 3 3
7th +3 5 Tricks of The Trade Feature 4 3 3 1
8th +3 5 Ability Score Improvement, Favored Enemy 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 6 Tricks of The Trade Feature 4 3 3 3 2
11th +4 6 4 3 3 3 2 1
12th +4 6 Ability Score Improvement 4 3 3 3 2 1
13th +5 7 Interdimensional Sage 4 3 3 3 2 1 1
14th +5 7 Tricks of The Trade Feature 4 3 3 3 2 1 1
15th +5 7 4 3 3 3 2 1 1 1
16th +5 8 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 8 Tricks of The Trade Feature 4 3 3 3 2 1 1 1 1
18th +6 9 Efficient Spell 4 3 3 3 3 1 1 1 1
19th +6 9 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 9 Permanency 4 3 3 3 3 2 2 1 1


Spellcasting[edit]

As a student of magic... you gave up using your spell book years ago. You can snap your fingers and do magic, what use is a dusty old tome? You can figure the rest out as you go.

Cantrips

At 1st level, you know three cantrips which you may choose from the bard, sorcerer, warlock, or wizard spell lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.

When gaining a new cantrip upon levelling up, a mage may turn this cantrip into a new spell of a spell level they have spell slots for. Spells learned this way replace the cantrip and does not count against a mage maximum number of spells they have imbued. this feature can only be used once and at the minimum level of 4. Upon gaining a new cantrip upon levelling up, A mage may choose to switch out the spell learned.

Casting Spells

The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your focus. An effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.

Learning Spells of 1st Level and Higher

Each time you gain access to a new level of the spell, you learn a single spell chosen from the bard, sorcerer, warlock,wizard or Necromance spell list of the appropriate level.

Instead of a Wizard that writes their spells in your spellbook, you can remember each and every spell in your mind, casting them at any time you may want.

Spellcasting Ability

You use Charisma as your spellcasting ability for your Mage spells since the power of your spells relies on your ability to project your will into the world. You use your Charisma whenever a spell calls for your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mage spell cast and for setting an attack roll for one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an Arcane Focus as a spellcasting focus (See PH page 150) for your mage spells.

Arcane Bolt[edit]

Your signature and masterpiece.

At 1st level, you gain Arcane Bolt as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus. This spell does not count against the number of imbued spells you have in your focus.

Casting time: 1 action

Range: 120 feet

Components: Somatic

Duration: Instantaneous

Make a spell attack against a creature you can see within range. On a hit, Arcane Bolt deals a number of damage dice to the target equal to half your proficiency bonus rounded up. Each time you cast Arcane Bolt, choose a unique damage type among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. You must complete a short or long rest before you can cast arcane bolt with the same damage type again.

Starting at 1st level, roll d6 for damage. Increase the damage die size by one at 6th (d8), 11th (d10), and 15th level (d12).

Arcane Body[edit]

Beggining at 1st level, due to the constant flow of magic energy within your body, you have gained resistance against most attacks. Making your AC 10 + your Intelligence and Constitution modifier.

Imbuing and Casting Spells[edit]

The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your focus. As an effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.

When you find a spell of 1st level or higher of a spell list you can imbue, if it is of a level for which you have a spell already imbued you can spare the time to decipher and prepare it in place of your current spell of the same level. This process involves deciphering the written spell and the channeling of magic between your focus and the object in which the found spell is inscribed. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the ritual's completion, you have imbued the found spell in your focus and can cast it as such. The source of the inscribed spell (scroll, spellbook, etc.) now contains the spell that you had prepared previously, no longer imbued.

Practice Makes Perfect[edit]

You have been figuring things out on your own ever since you abandoned your spellbook, and you've got a good method now.

At 2nd level, choose a skill or a tool. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

At 6th level, you can choose another skill or a tool proficiency to gain this benefit.

Telepathy[edit]

At 2nd level, using your arcane energy you can use your mind to comunicate with others from at least 200ft. This can also be used to comunicate with less inteligent creatures, or creatures that speak unknow languages, the number of creatures than you can conect your mind is equal to your level + your inteligence modifier.

Tricks of the Trade[edit]

Not being up to the usual study of schools and books, the Mage sets about a different means of getting by. Picking and choosing to find the best path for themselves.

At 3rd, 7th, 10th, 14th, and 17th levels, a mage can choose to gain a feature of any subclass from a fullcaster class, as long as a character with that subclass could do so at that level or lower, ignoring any other prerequisites associated to attaining a given feature.

A feature which grants access to a single spell automatically grants it as a bonus spell. You must still have your focus in order to cast such a spell.

A feature which grants access to more than one spell (Warlock patron spells, druid circle spells, etc) does not grant bonus spells, but if you choose such a feature you may choose from the spells it provides when learning spells of a new level.

Features which go off of levels in a class are substituted with levels in mage and progress as normal.

Alternatively, you can take feats instead of taking features. You must still meet the prerequisites of these feats.

Mystic Mind Of Arcane Path[edit]

At 3rd level, through your expansive and irregular practice of magic, your mind has been reforced. Because of that now you have advantage against being Frightened, Charmed, against being mind controlled and against illusions

Siphon Domain[edit]

At 4th level, During your constant training to master your control over magic energy, you have become in magic energy manipulation that you discover how to control other energy types, athwart the diverse experiments to test your capacity, you find that have the capacity of absorbing and assimilate the around energy (vitality, domains, ki, magic etc) for many uses, syne heal yourself to boost your abilities You have the capacity of absorb 5 + your Class level per character on the domain, the Size of your domain is 10 + your ft, you conver the energy absorved in Energy Points, this points can be used for buffs rolls or Hp recuperation,The painel with cost is Decided by DM

Energy Converter[edit]

you can convert energy points in other (Ex=Heat,sound,cinetic force etc)

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Interdimensional Sage[edit]

At 13th level, through your intense studying of diverse themes related to the theory of dimensions, from string theory to multiverse theory and many others. You discover how to create an interdimensional channel to speak and negotiate with entities, civilizations and gods. You must keep concentrating to leave the channel open.

This action is very taxing on the user, you can only do this a number of times equal to your proficiency bonus per long rest.

Efficient Spell[edit]

At 18th level, casting some spells has simply become second nature.

When imbuing your focus, you may now have up to two spells that are reduced by one spell level. Each of those spells counts as being one spell level lower for figuring which spell slot to spend when casting it, but not for what spells you know.

If done on a 1st level spell, the spell becomes a cantrip that takes no slot or material components unless the spell is cast at higher levels for increased effect. Reducing a 1st level spell to a cantrip is permanent, as cantrips cannot be unlearned.

Favored Enemy[edit]

Choose a two type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnoll and orc) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies and have advantage in rolls In the same ones chosen previously.


Permanency[edit]

You have been imbuing spells in your focus for so long that you don't even have to think about it much to get the magic flowing.

At 20th level, you may cast a spell which requires concentration and keep it permanent without concentrating. Alternatively, you can cast any spell which targets yourself and keep it permanent with the same conditions. Any condition that would end the spell other than time or concentration will still end it. If the spell would be forcibly dispelled or negated through means such as Counterspell or Dispel Magic, your opponent must roll for success no matter what level of spell slot they used to counter or dispel, if the spell slot your opponent used to counter or dispell your spell is equal to or lower than the spell level, the roll is made with disadvantage. The DC for your permanent spell equals 12 + the spell’s level. If the spell would be suppressed, such as by an Antimagic Field, You may roll vs. your spellsave DC using your spellcasting modifier. On a success, the spell is not suppressed and cannot be suppressed for 1 minute.

You may only have one permanent spell active at a time. Casting a second permanent spell ends the first.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Magical Born class, you must meet these prerequisites: You cannot multiclass into this class

Proficiencies. When you multiclass into the Magical Born class, you gain the following proficiencies: You cannot multiclass into this class


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