Oil Mage (5e Class)
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Oil Mage[edit]
The vile bear that has been terrorizing the farm community nearby is approached by a robed figure. While flaunting its razor-sharp claws, the bear growls. In the blink of an eye, A burning wound appears on the animal's stomac, sending the beast running and groaning in pain. The creature stops moving and lets out a death rattle. The mage looks at the bear's burned body with a calm expression on his face.
After committing a crime, a vicious criminal tries to flee, but is stopped suddenly. He becomes slick with oil and significantly slows down. The man slips and falls to the ground as another oil splash hits him. The amicable mage grins at the criminal as he is brought to prison. The town thanks the oil mage for his assistance and commitment.
Creating an Oil Mage[edit]
Ask yourself when creating an oil mage: When did you start to practice your magic? Why did you decide to learn such an eerie form of magic? Do you use your magic for the greater good? Do you find pleasure in burning and torturing others? Do you show off your odd skills with pride or hide them?
- Quick Build
You can make an Oil Mage quickly by following these suggestions. First, your highest ability score should be Wisdom, followed by Constitution or Dexterity. Second, choose the Sage or Fisher background.
Class Features
As a Oil Mage you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Oil Mage level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Oil Mage level after 1st
- Proficiencies
Armor: Light
Weapons: Simple weapons
Tools: Cook's Utensils
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Medicine, Nature, Perception, Persuasion, Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A light crossbow and 20 bolts or (b) two simple weapons
- (a) An explorer's pack or (b) a scholar's pack
- A simple weapon, leather armor, and an arcane focus
- (a) Leather Armor or (b) Shield
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | Basic Petrolkinesis, Spellcasting | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | <!-Class Feature2-> | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | <!-Class Feature3-> | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | — | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Basic Petrolkinesis[edit]
- Oil manipulation
Through many, many hours of dedicated study and mediated thought, you have gained the ability to manipulate oil on command. You can control bodies of oil a number of gallons equal to twice your wisdom modifier as if it were being controlled by the Shape Water cantrip spell.
- Natural oiliness
Your body is naturally smooth and slippery. While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. Additionally, you have advantage against being grappled.
Spellcasting[edit]
The study of oil has granted you the power of petrolkinesis, the ability to control and manipulate oil. By mastering the properties and magical affinities of various oils, you can direct and shape them to your will to cast spells.
- Cantrips
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oil Mage table.
- Preparing and Casting Spells
The Oil Mage table shows how many spell slots you have to cast your Oil Mage spells of 1st level and higher. To cast one of these druid 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.
You prepare the list of Oil Mage spells that are available for you to cast, choosing from the Oil Mage spell list. When you do so, choose a number of Oil Mage spells equal to your Wisdom modifier + half your Oil Mage level (rounded down)(minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Oil Mage, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Oil Mage spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your Oil Mage spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Oil Mage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Ritual Casting
You can cast a Oil Mage spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
Your spellcasting focus is your Oil Gourd. An Oil Guard is a magical, small sized object. It can always hold as much oil as you can control at once. No matter how filled or how empty it is, it is always twenty pounds in weight.
Oleomancy Manuevers[edit]
Your petrolkinesis has become more and more magically oriented. Starting at 3rd-level you can now control bodies of oil in more volatile ways. Below are manuevers you can perform, their effects, and the amount of oil it takes to do so.
- Slip Hazard: 1 gallon — You smother a 5 ft. area in oil within 30 ft. of you, causing it to become difficult terrain. Creatures who walk through it must make a dexterity saving throw against your spell save DC. Upon failure, they fall prone. Additionally, this can also be applied to walls, making a part of a wall unable to be climbed.
- Oil Sheath 2 gallons — Make a ranged attack using your spellcasting modifier against a target within 30 ft. of you. You hurl a whirling body of oil at a target creature. On a hit you smother them in the liquid. Any attack that does fire damage now does an additional 5 (2d6) fire damage and the target is considered ignited. Additionally any creature that tries to disarm the smothered creature has advantage.
- Oily Diluge 6 gallons — A line of oil and other compiled debris shoots forth from you forming something of a 30 feet long and 5 feet wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength saving throw. On a failed they receive 2d8 plus your spellcasting modifier in bludgeoning damage and are pushed 15 ft. back. On a successful saved they only take half the damage (rounded down) and aren't moved. For every 2 additional gallons you use for this manuever, Oily Diluge deals an additional 1d8 bludgeoning damage. Regardless of hit or miss, they have the same effects as if they were hit with
Oil Sheath.
Schools of Oleomancy[edit]
At this stage of magestry, you have finally chosen to dedicate yourself to a school of thought pertaining to the enigmatic art of oleomancy. Starting at 3rd level you can choose your School of Oleomancy. Either Alchemical School, Transmutative School, or the Catastrophe School. Each school gets you additional Oleomancy manuevers. You can now manipulate bodies of oil equal three times your Wisdom modifier and proficiency bonus. (So at 3rd level, a Oil Mage with a Wisdom modifier of +3 can manipulate bodies of oil equal to 15 gallons)
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.
Reservoir Siphon[edit]
Through the manipulation of oil, you have gained an almost seismic sixth sense of the element, it's properties and location. Starting at 5th level, once every long rest you can roll a Wisdom check against your own spell save DC. On a failure you are unable to pinpoint the source of any oil underground. On a success you are able to not only locate a reservoir of oil beneath you but siphon it to the surface. Receiving a number of gallons equal to a number of d6 equal to half your Oil Mage level (rounded up).
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Blood Sampler class, you must meet these prerequisites: Wisdom 15
Proficiencies. When you multiclass into the Blood Sampler class, you gain the following proficiencies: Simple weapons, light armor, cook's utensils
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