Storage Magician (5e Class)
From D&D Wiki
- 1 Storage Magician
- 1.1 Creating a Storage Magician
- 1.2 Class Features
- 1.2.1 Table: The Storage Magician
- 1.2.2 Spellcasting
- 1.2.3 Spectral Storage
- 1.2.4 Fighting Style
- 1.2.5 Quick Exchange
- 1.2.6 Storage Magician Archetype
- 1.2.7 Ability Score Increase
- 1.2.8 Telekinesis
- 1.2.9 Iron Will
- 1.2.10 Physical Improvement
- 1.2.11 Transport
- 1.2.12 Call
- 1.2.13 Summon Strength
- 1.2.14 Ultimate Conjuration
- 1.3 Mass Storage
- 1.4 Fighter Storage
- 1.5 Organic Storage
- 1.6 Sneaky Storage
- 1.7 Multiclassing
Creating a Storage Magician
A storage Magician is a blend of Tank and utility. A hybrid of fighter and sorcerer. The aim is to have a wide range of weapons and armor, and always having the right tool for whatever situation arises.
|Erza a storage magician by Pegaite|
- Quick Build
You can make a Storage Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Constitution. Second, the background you chose doesn't matter too much, but if possible it should military based.
As a Storage Magician you gain the following class features.
- Hit Points
Armor: All Armor, Shields
Weapons: Simple weapons or martial weapons
Tools: Choose 1 type of Artisan's Tools or Musical Instrument
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, Investigation, Insight, Perception, and Athletics
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) a longbow and 20 arrows
- (a) a Shield or (b) or Simple Weapon
- (a) a scholar's pack or (b) an explorer's pack
- leather armor, chain mail, any simple weapon, and 1 type of artisan's tools or musical instrument
|Features||Cantrips Known||Armor/Weapon Storage||Spells Known||—Spell Slots per Spell Level—|
|2nd||+2||Spellcasting, Fighting Style||2||3||2||2||—||—||—||—|
|3rd||+2||Quick Exchange, Storage Magician Archetype||2||3||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||2||4||3||3||—||—||—||—|
|5th||+3||Storage Magician Archetype Feature||2||4||4||4||2||—||—||—|
|6th||+3||Quick Exchange Improvement||3||4||4||4||2||—||—||—|
|8th||+3||Ability Score Improvement||3||5||5||4||3||—||—||—|
|9th||+4||Storage Magician Archetype Feature||3||5||6||4||3||2||—||—|
|12th||+4||Ability Score Improvement||4||6||7||4||3||3||—||—|
|13th||+5||Storage Magician Archetype Feature||4||7||8||4||3||3||1||—|
|16th||+5||Ability Score Improvement||5||8||9||4||3||3||2||—|
|19th||+6||Ability Score Improvement, Ultimate Conjuration||5||9||11||4||3||3||3||2|
|20th||+6||Storage Magician Archetype Feature||5||10||11||4||3||3||3||2|
Coming from your inner power of being able to store and re-summon items, the Storage Magician can learn any Conjuration or Abjuration spell. You are considered to have prepared all the spells you know. The Storage Magician gains two 1st level spells upon reaching 2nd level.
You share your Spell casting Table with the Paladin Class
You know any two cantrips from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown on the Cantrips Known column of the Storage Magician table.
- Spells Known of 1st Level and Higher
The Spells Known column of the storage magician 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, as shown in the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from any class spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your spells. You use your Intelligence modifier 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.
- Ritual Casting
You can cast a storage magician spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a weapon as an arcane focus (found in chapter 5 of the P.H.B.) as a spellcasting focus for your wizard or storage magician spells.
At 1st level, you are able to send any piece of armor, shield, or weapon into your own spectral storage. To link a piece of armor or weapon to your spectral storage, you must concentrate on the item for one hour or a short rest and must be touching it for the duration. Anything placed into your spectral storage in this way can be transported in or out by using 1 bonus action for each item. The amount of items in this storage is shown on the armor/weapon storage column. A bow and arrows, a crossbow and bolts, and the like are all considered as a single item while stored here, but everything else is separate. Non magical full body armor is considered a single piece of armor. Non armor clothes has unlimited storage. Any magical piece of armor takes us a whole storage slot. Only you can take items from your storage.
At 2nd level you can chose a fighting style.
Defence/ When wearing armor, you gain a +1 bonus to AC.
Duelling/ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 Bonus to damage rolls with that weapon.
Great Weapon Fighting/ When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and you must use the new die. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection/ When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
At 3rd level, you are now able to exchange one set of armor for another, or one weapon for another, every time you use a bonus action to summon one of the two with the Spectral Storage feature. At 6th level, you can exchange up to 2 items for their counterparts when using this feature.
Storage Magician Archetype
At 3rd level, you chose an archetype. Choose between Mass Storage, Fighter Storage, Organic Storage, and Sneaky Storage, all detailed at the end of the class description. Your choice grants you features at 3rd, and again at 5th, 9th, 13th, and 20th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
At 7th level you can use the telekinesis spell once a day.
At 11th level, As a reaction you can reduce damage taken by d4's equal to your INT modifier, but if you use this you can't use spell slots on your next turn.
At 14th level you gain advantage on STR checks. You can re-roll the all the damage die on one attack, once per day.
At 18th level, during a long rest you can roll 4d8. Then you can use this stored energy in pieces or in one go, on an attack role, damage, or ability check.
At 19th level, you learn the Gate spell and are able to use it once per long rest.
Mass Storage Magicians are more combat and adventure oriented, and are able to expand their storage to be able to carry more weapons, armor, and other ordinary supplies in great bulk.
- More Storage
At 3rd level when you choose this archetype, You can also store 5 large nonmagical and nonliving items, 10 medium items, 15 small items, and 20 tiny items. If you choose to store your backpack in your storage space, it counts as a large item, but all things that fit inside do not count against what else you can place in your storage. This takes the same amount of time to store as normal, but does not link to the spectral storage, so you must perform the ritual if you wish to put anything away using this feature.
- Combat Storage
At 5th level, your maximum armor and weapon storage capabilities shown on the Storage Magician table are all doubled.
- Combat Improvement
At 9th level, you have used so many types of armor and weapons that you become a master of combat. You gain an extra attack per turn.
- Huge Storage
At 13th level, you can spend 10 minutes to send a huge object into your storage, or 30 minutes to send a gargantuan object into your storage. You can have a maximum of 2 huge objects, and 1 gargantuan object within your storage at a time.
- Quick Enchantment
At 20th level, whenever you summon or exchange a weapon or piece of armor, that item becomes a +1 magical item for 1 minute until it is stored back in your storage or until you let go of it. If you summon more than one weapon with this, both weapons become +1. If you summon more than one piece of armor with this, only one piece of armor gets the +1.
A Fighter Storage mage's only concern is how much damage they can do, in the shortest time possible. Recklessly pushing through physical barriers, to achieve their goals.
- Elemental Power
At 3rd level you gain an a second attack per turn. You also you can chose one Elemental to align with; Fire, Cold, Lightning, or Necrotic. When you make an attack roll, you can choose to imbue your weapon with your Element for an extra d6 damage of that type. You can use this ability up to you INT+1 (Minimum of 1 time), this will reset after a long or short rest. You gain an additional d6 at 5th, 9th, 13th, and 20th level.
- Reckless Abandon
At 5th level you gain an extra storage slot. Once per long or short rest you can overcharge your attack role, or a strength check or save, by rolling d4's and adding them to your role. But you also take Necrotic damage equal to what you role. You can role d4's equal to your Storage mage level.
- Blaze of Glory
At 9th level you gain an extra storage slot. Once per rest, you can summon all of your weapons and send them flying into your enemy/s. You can chose enemies up to the number of weapons stored, or you can send them all at one poor soul. They must make a Dex save, and take half damage on a successful save.
- Spirit Weapons
At 13th level you gain an extra storage slot. Instead of holding a shield you can cast Spiritual Weapon with your off hand at level 4 as an extra action.
- Weapons Master
At 20th level you gain an extra storage slot. You become a Fighting Master, you can immerse yourself in you chosen Element reducing damage by 5d6. Then you can deal the damage saved on your next attack as you chosen Element. You can only use this features once before needing to take a rest. Also just before you roll to attack, you can lower your critical hit requirement for that attack roll by 1d4, you then take that x4 your roll as necrotic damage.
Organic Storage Magicians have attuned their storage to hold organic matter. They are able to transfer dead and living matter and keep living matter alive within their storage.
- Store the Dead
At 3rd level when you choose this archetype, you are able to use the same ritual in the Spectral Storage feature to store a medium size dead creature in order to store it. You must use the ritual every time you wish to place the body inside. You can store 1 body at 3rd level, 2 at 10th level, 3 at 15th level, and 4 at 20th level. Dead creatures stored this way do not decay while inside.
- Plant Storage
At 5th level, any seed you touch can be instantly transported into your storage. You are able to store an unlimited amount of seeds. By performing the ritual in Spectral Storage, you may store up to 10 plants of any size inside of your storage. Plants stored this way will continue to grow inside the storage, but do not need water or sunlight, and seeds do not start to grow.
- Living Storage
At 9th level, you have learned through experimentation, how to successfully place a living creature into your storage without killing it. By performing the ritual in Spectral Storage, you are able to store up to 1 large creature, 2 medium creatures, 4 small creatures, and 8 tiny creatures. They do not need food or water while inside and do not age. Unwilling creatures can make a constitution saving throw against your spell save DC. If they succeed, they are not transported into your storage and you may not try again until the next day. On a fail, they are stored away in your storage.
- Awakening your Dead
At 13th level, you are able to awaken the dead creatures stored in your storage by the Store the Dead feature. You can now summon as many undead from your storage at once. When you summon one or more dead creatures back from your storage, you can use a bonus action to awake them as if you were using the Create Undead spell. You can use this feature once per long rest.
- Enhanced Ally
At 20th level, when you summon a living creature from your storage, you can use a bonus action to make it become charmed by you for 1 hour, or until you or one of your allies deal damage to it. The creature you use this feature on also gains 30 temporary hit points. Commanding this creature does not use an action or bonus action. This feature can be used once per long rest.
Sneaky Storage Magicians are able to add objects to their storage from a long range and are able to steal objects right off of others.
- Long Range Storage
At 3rd level when you choose this archetype, while performing the ritual from the Spectral Storage feature, you may instead concentrate on the object at a range of 200 feet. This can be done an unlimited amount of times for weapons and armor, but can only be used twice per short rest to store any object less that 1 foot on any side.
- Coin Absorption
At 5th level, any coin that touches your skin can be instantly transported into your storage.
- Long Range Pickpocket
At 9th level, you have tuned your eyes to make out shapes in other's clothing to figure out what they are carrying in their pockets. When you receive this feature at 9th level, you have a 60% chance to successfully know what they are carrying. This chance increases by 5% every time you level up past 9th level. You can then use an action to store that item in your storage. You have a 50% chance to steal the item without them noticing. If you fail, the creature knows that it was stolen, but not who did it. This chance also increases by 5% for every time you level up past 9th level.
- Store Self
At 13th level, you can use an action to place yourself in your spectral storage for up to 1 minute. When you use an action to return to the material plane, you can place yourself up to 100 feet away from where you were located when you placed yourself in your storage. While inside, you can see into the material plane as if you were still there. You can use this feature twice per short rest.
At 20th level, whenever another character casts a spell or uses a class feature that you can't, you can use your reaction to copy that feature on your next turn. This can be done for a range of class features from simple cantrips to the Monk's quivering palm. This feature is available twice per long rest.