Misteltein Mage (3.5e Class)
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- 1 Misteltein Mage
A Misteltein Mage is a spellcaster that relies on using the creation of plants, especially trees, to cripple opponents on the battlefield. They are capable of taking out entire rooms of enemies if given enough time.
Making a Misteltein Mage
A strong spellcaster that can be utilized to focus down certain enemies quickly or take out an entire room so long as they have protection from incoming damage.
Abilities: Intelligence is an important feature for the class as most to all class abilities rely on it. Dexterity and Constitution help keep the character alive if damage does manage to get through to them. Wisdom would be helpful due to high saving throws. Charisma and Strength are relatively unimportant.
Races: Any humanoid race capable of using magic can become a Misteltein mage.
Starting Gold: 3d4x10.
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day||Power
|1st||+1||+0||+0||+2||Misteltein Tome, Misteltein Seed, Misteltein Sapling||—||—||—||—||—||—||—||—||—||—||—||—||—|
|10th||+6||+4||+6||+10||Great Misteltein Tree||—||—||—||—||—||—||—||—||—||—||—||—||—|
|12th||+7||+5||+7||+12||Speedy Misteltein Creation||—||—||—||—||—||—||—||—||—||—||—||—||—|
|15th||+9||+6||+8||+13||Supreme Misteltein Tree||—||—||—||—||—||—||—||—||—||—||—||—||—|
|16th||+10||+7||+9||+14||Thorny Misteltein Grass||—||—||—||—||—||—||—||—||—||—||—||—||—|
|17th||+10||+7||+10||+14||Grand Misteltein Roots||—||—||—||—||—||—||—||—||—||—||—||—||—|
|19th||+12||+8||+10||+15||Reinforced Misteltein Bark||—||—||—||—||—||—||—||—||—||—||—||—||—|
|20th||+12||+9||+11||+16||Misteltein, the True World Tree, Master Misteltein Mage||—||—||—||—||—||—||—||—||—||—||—||—||—|
Class Skills (5 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Misteltein Mage.
Weapon and Armor Proficiency: The Misteltein Mage is proficient in all simple weapons and light armor.
Misteltein Tome: The Misteltein tome is a magical tome that the Misteltein Mage channels their magic through. While the Mage uses their magic the tome floats open beside the mage, open to the spell that the mage is using. Both opening the tome and turning the pages are considered free actions, do not provoke an attack of opportunity and do not take the mage's hands to do so. As the mage unlocks spells they will fill blank pages within the tome.
Misteltein Seed: This spell is the base of all of the other spells the mage has access to. With it the mage fires a seed anywhere from at his feet to as far as 10 feet + 5 feet per class level. All other spells must originate at a Misteltein seed that has been placed. Up to 2 seeds can be created in a round as a standard action and activating a spell from one of more counts as a free action. If fired at an enemy the Seed does 1d6 damage. If enemy is within melee range the seed will always hit. Apply Touch AC for any spell coming from a Seed if enemy is in range.
Misteltein Sapling: A small tree bursts forth from the Misteltein Seed and ensnares an enemy. The target must be within 5 feet + (5 x Int mod) of the seed The enemy must make a reflex save (10 + half class level + Int mod) or become immobilized for 1 round. The enemy must also make a fortitude save (10 + half caster level + Int mod) or take 1d10 bludgeoning damage.
Misteltein Cloak: Thin leaf covered vines burst forth from the seed and weave together before forming a cloak over the target. The target must be within 10 feet of the seed. The cloak grants Magic Resistense equal to the Int mod of the Caster.
Misteltein Thorns: Thorny Brambles burst forth from the seed and either wrap around the target or create a barrier on the ground. The target must be within 15 feet of the seed. Any enemy hit must make a fortitude save (10 + half class level + Int mod). If unsuccessful the target takes 2d6 piercing damage and takes 1d8 bleeding damage for 1d4 rounds, if successful they do not take any bleeding damage. If used as a barrier it becomes a bramble of thorns with a length of (5 x Int mod) feet and 5 feet wide. Any enemy attempting to cross must make a fortitude save equal to that for being targeted. If they fail they take the full damage above while if successful they take half damage.
Misteltein Tree: Requires 2 Misteltein seeds. Both Misteltein seeds grow together into one larger tree, trapping an enemy within. Target either one enemy of your size class or greater or 2 enemies that have a smaller size class that are within 10 feet + 10 feet per half class level of both seeds. Target takes 2d8 + Int mod bludgeoning damage. Target must make a reflex save (10 + Class level + Int mod) or be immobilized for 1d8 + half Int mod rounds. Target must also make a fortitude save (10 + Class level + Int mod) or lose access to all class and race features while immobilized. If an enemy is between the two seeds while this is activated, they take disadvantage on both the reflex and fortitude saves.
Misteltein Grasses: Grasses spread from the location of the seed in a circle with a diameter of (10 x half class level) feet. Any creature moving through the grasses is identified to the caster, even if invisible, in total darkness, or if the caster is blinded. An enemy moving through the grasses must make a reflex save (10 + double Int mod) or the enemy falls prone for 1d4 rounds from the grass wrapping around them. Even a successful enemy moves at half speed through the grasses.
Misteltein Branches: Tree branches shoot towards the target from the seed. Target must be within 10 feet of the seed. Target takes 2d6 damage + Int mod piercing damage. Target takes disadvantage on next fortitude or reflex save if hit.
Infested Misteltein: One of your Misteltein attacks becomes infested with insects that hurt the target as well. To use this ability you lose the ability to create one Misteltein seed this round. Infested Misteltein deals an extra 1d8 damage for 1d4 rounds to whatever damage the attack already does. It cannot be added onto an attack that does not do damage.
Misteltein Roots: Roots go underground from the seed and restrain and crush the targets. Up to two targets can be selected. Targets must be farther away than 10 feet but closer than (10 x Int mod). Target must succeed a reflex save (10 + Class level + Int mod) or they will be wrapped in the roots and become immobile. Trapped targets take 1d10 bludgeoning damage + half Int mod and an extra 1d10 if rendered immobile. Enemies may escape from being immobile if they make a Strength Check or Escape Artist check greater than the saving throw they failed.
Great Misteltein Tree: Requires 2 Misteltein seeds. The 2 Misteltein seeds combine into a giant tree. Target either 1 enemy of a size class greater than yours or 2 enemies of a size class equal to or smaller than yours within 10 feet plus 10 feet per class level of both seeds. Targets take 4d6 damage + Int mod bludgeoning damage. Targets must make a reflex save (10 + Class level + 1.5 x Int mod) or be immobilized for 2d8 rounds + Int mod. Targets must also make a fortitude save (10 + Class level + 1.5 x Int mod) or lost all class and race features as well as the ability to attack while immobilized. If the target is in between seeds when activated they cannot make the reflex save and are at disadvantage on the Fortitude save.
Misteltein Bark: Creates a thick bark that acts as a shield for the target. The seed must be within melee range of the target and grants them a shield that they do not need to be proficient with to receive the bonuses. It grants a sheild AC bonus equal to the caster's Int mod. The shield lasts for 2d6 rounds.
Speedy Misteltein Casting: The Misteltein mage can now create up to 3 seeds in a round. If there is a seed that has not had a spell cast out of it during an enemies turn the Mage may now use a spell during the enemy's action but loses the ability to create one seed during their round.
Misteltein Leaves: Sprouting from the seed leaves wrap around the target but do not deal damage, but heal. The target must be within 10 feet of the seed. The leaves heal the target for 3d8 every round for 1d6 rounds. If the target takes physical damage one round is lost from the healing.
Superior Misteltein Tree: Requires 3 Misteltein Seeds. All 3 seeds form together into a giant and more solid tree. Target up to 2 enemies of any size within 10 feet + 10 feet per class level of all 3 seeds. Targets take 5d8 damage + Int mod, if there is only 1 target it takes this damage twice. Targets must make a reflex save (10 + Class level + 2 x Int mod) or they become immobilized for 2d10 rounds + 1.5 x Int mod. Targets must also make a fortitude save (10+ Class level + 2 x Int mod) or they lose all abilities and attacks while immobilized. If an enemy is between 2 seeds when activated they are at a disadvantage on saving throws, if they are in the middle of all 3 they cannot make the saving throws at all.
Thorny Misteltein Grass: Requires 2 Misteltein seeds. The two seeds turn the area between them into a sharp bladed grass capable of cutting the legs of those who walk through it. The seeds turn all space between them into the grass, this can only be done if the space between them is less than (5 x class level + 5 Int mod) feet. The width of the grass in the other direction can be any amount but no greater than the original distance between the seeds when activated. Any target, aside from the caster, traversing through the grass takes 2d8 + Int mod damage every round they are within it. An enemy traveling through the grass must make a reflex save (10 + Class level + Int mod) or fall prone within the grass for 2d6 rounds as the grass wraps around them, they do continue to take damage during this time. Any enemy within the range when this is activated takes the damage immedietly.
Grand Misteltein Roots: Requires 2 Misteltein Seeds. Roots sprout from both seeds and wrap around and crush enemies between them. Targets must be more than 5 feet away from each seed and seeds must be (10 x Int mod) feet to each other, the maximum number of targets is only limited by the amount of enemies in the area of attack. For the area of attack the roots, all spaces between the seeds and 5 feet away from those squared is where enemies will be hit (Think of it as a 15 foot wide rectangle). Any targets between the seeds must make a reflex save (10 + Class level + Int mod) or be rendered immobile. All enemies hit take 4d8 bludgeoning damage plus another 2d8 if rendered immobile. Enemies may escape from being immobile if they make a Strength Check or Escape Artist check greater than the saving throw they failed.
Misteltein Blossom: Misteltein Blossom creates a large flower that shoots spores on nearby enemies. The blossom's spores have a range of (5 x half Caster level) feet. All enemies hit by spores fail all saving throws for any Misteltein spells they may be hit with for 2d6 rounds.
Reinforced Misteltein Bark: Requires 2 Misteltein Seeds. The Seeds create bark that wraps around the target into armor. The target must be within 10 feet of both seeds. The armor grants a damage and spell resistance equal to half the caster level for 3d4 rounds. The target does not have to be proficient with armor and can already be wearing armor. The target may still take penalties from wearing armor.
Master Misteltein Mage: The Misteltein Mage has mastered use of his seeds and plants and is so connected to their flow that they now have advantage to hit an enemy with any of their spells.
Misteltein, The True World Tree: An amount of seeds burst together and create a tree reminiscent of the World Tree, effects vary depending on the amount of seeds used. The World Tree requires 2 Misteltein seeds every round to remain active. 1 seed: The World Tree forms at the origin of the seed, all enemies in melee range must make a reflex save (10 + Half Class level + half Int mod) or become absorbed in the tree and become immobile for its duration. 2 seeds: The World Tree forms between the two seeds, all enemies between them or within melee range of the distance between them must make a reflex save (10 + Half Class Level + Int Mod) or be absorbed into the tree and be rendered immobile for the duration of the tree. 3 seeds: The World Tree forms within the center point of all 3 seeds and all enemies within that area must make a reflex save ( 10 + Half Class Level + Double Int Mod) or become absorbed into the tree and rendered immobile for its duration. 4 seeds: The world Tree forms wherever the caster focuses. All enemies the caster is aware of must succeed a reflex save (10+ Class Level + Double Int Mod) or be absorbed into the tree and be rendered immobile for its duration. All enemies trapped within the World Tree become neutral and passive no matter their prior temperament or current situation. The World Tree deals 4d8 damage to all enemies within it every round. The World Tree can be destroyed (having an HP equal to that of half the total HP of all enemies trapped inside of it + caster's Int mod) but the origin of the attack that destroyed it takes damage equal to its health instantaneously upon its destruction. You may expend an extra Misteltein Seed to cast a Misteltein spell that renders the enemy immobile from the World Tree, if the enemy is rendered immobile they are absorbed into the tree.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->
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Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Misteltein Mage
Religion: If a Misteltein Mage follows a deity it is most often related to nature but there are no restrictions.
Other Classes: Spellcasters are often wary of Misteltein Mages due to their rapid and spontaneous magic. Other classes are on a case by case basis.
Combat: As a spellcaster behind the party and most definitely behind the group tank.
Misteltein Mages in the World
Misteltein Mages tend to try and learn more about their magic and are thus most often adventurers to learn about their spells
Daily Life: Misteltein Mages often are training to unlock new spells, but can really be doing whatever they want.
Organizations: <None, but can be created at DM discretion.
NPC Reactions: How they would react most often to a character of that race.
Misteltein Mage Lore
Characters with ranks in Knowledge (Arcana) can research Misteltein Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Misteltein Mages use some sort of plant based magic from a book.|
|10||All Misteltein Mage spells originate from the seeds they create.|
|15||Misteltein Mages are capable of falling dragons and demons with enough time and seeds.|
|20||It is said that Misteltein Mages can call the World Tree to this plane if they so desired.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.