Supreme Caster (5e Class)

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Supreme Spellcaster[edit]

You are the unique, the only, the beggining and the end of this world. You trained for several years to improve your skills as a elemental mage and now you can finally enjoy your power

The choosen by the destiny[edit]

You are looking to your hands, only you survived the war, your friends are all dead, and the blood still on your clothes, but now you understand, the essence of magic, after all you been through you can understand finally. You are the choosen by the destiny, you are the true Spellcaster.

Creating a Spellcaster[edit]

Start your journey of discovery with your new powers and explore the future.

Quick Build

You can make a Supreme SpellCaster quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom or Charisma.

Class Features

As a Supreme SpellCaster you gain the following class features.

Hit Points

Hit Dice: 1d6 per Supreme SpellCaster level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Supreme SpellCaster level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple weapons, Martial weapons
Tools:
Saving Throws: Wisdom, Intelligence.
Skills: Choose tree from Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion.

Equipment

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

  • any simple weapon
  • (a) Leather armor or (b) Scale mail
  • (a) Explorers pack or (b) Dungeon pack

Table: The Supreme SpellCaster

Level Proficiency
Bonus
Highest Level Spell Slot Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1st All the knowledge 2
2nd +2 1st Never ending spells 3
3rd +2 2nd Arcana Mastery, Specialty 4 2
4th +2 2nd Ability Score Improvement, Elemental Spellcasting 4 3
5th +3 3rd I am the choosen, Extra Spell , Pure Talent 4 3 2
6th +3 3rd Ability Score Improvement, Supreme Intteligence 4 3 3
7th +3 4th What is fail?, Specialty Feature 4 3 3 1
8th +3 4th Ability Score Improvement 4 3 3 2
9th +4 5th Safety for the Mage 4 3 3 3 1
10th +4 5th Charisma is the Key of power 4 3 3 3 2
11th +4 6th Extra Spell 4 3 3 3 2 1
12th +4 6th Ability Score Improvement 4 3 3 3 2 1
13th +5 7th Best defense is a good offence, Specialty Feature 4 3 3 3 2 1 1
14th +5 7th Ability Score Improvement 4 3 3 3 2 1 1
15th +5 8th 4 3 3 3 2 1 1 1
16th +5 8th Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 9th Listen to the Leader 4 3 3 3 2 1 1 1 1
18th +6 9th Truth of the Magic, Specialty Feature 4 3 3 3 3 1 1 1 1
19th +6 9th Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 9th Ultimate Knowledge, Extra Spell 4 3 3 3 3 2 2 1 1

All the knowledge[edit]

You passed through the ages amplifying your knowledge about the spells. At 1-st level you no longer have to forget and relearn spells, instead, you now know every spell in existence.

Spellcasting Modifier[edit]

Intteligence is your spellcasting modifier, your spell save DC is 8 + your Intelligence modifier + your proficiency bonus.
Your Spell attack Bonus is Intelligence + your proficiency Bonus.

Never-ending spells[edit]

At 2nd level, you can now cast two spells that need concentration, and you have advantage to maintain your concentration. And you can cast spells even if you are in any condition of incapacitation.

Arcana Mastery[edit]

Spending your time and money gathering thoes casting materials, well now you don't need such a basic thing. At 3rd level, casting materials are no longer needed for you.
Now your Arcana ability is multiplied by half of proficiency.

Specialty[edit]

At 3rd level, you may chose to specialize in either Elemental Caster or Titanium Head.

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.

Elemental Spellcasting[edit]

Choose an option of the follow elements
Acid, Cold, Fire, Lightning, Necrotic, Radiant or Thunder.
Spells that deals this type of damage now have proficiency in spellcasting doubled, and you can change your spells to the chosen element, ignores imunity, turning Immunity in resistance, and resistance in vulnerability.

I am the choosen[edit]

At 5th level, your magic is so powerful that it sometimes leaks into an aura around you. The aura is equivalent to your level multiplied by your intelligence value so if you are level 6 and have an intelligence modifier of 5 your aura will be 36 feet. You gain advantage on Intimidation and Arcana.

Extra Spell[edit]

You may now make another spell on your turn. 3 times at level 11 and 4 at level 20.

Pure Talent[edit]

Starting at 5th level, You may Sacrifice a set number of Hit points to perform sorcerer meta magic, also you may use any number at one time :

  • Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 hit point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

  • Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 hit point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 4 hit point to make the range of the spell 30 feet.

  • Empowered Spell

When you roll damage for a spell, you can spend 2 hit point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

  • Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 4 hit point to double its duration, to a maximum duration of 24 hours.

  • Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 6 hit points to give one target of the spell disadvantage on its first saving throw made against the spell.

  • Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 4 hit points to change the casting time to 1 bonus action for this casting.

  • Subtle Spell

When you cast a spell, you can spend 4 hit point to cast it without any somatic or verbal components.

  • Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of hit points equal to the spell's level to target a second creature in range with the same spell (1 hit point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Supreme Intteligence[edit]

in 7-th level your Intelligence is above of any limits, you receive +2 points in your intteligence score, and again in levels 10, 13, 16, 19. Your Intelligence score has no limit.

What is fail?[edit]

When an enemy pass in an spell DC you can spend a spell slot equivalent half of the original spell rounded up, and the enemy loses his proficiency in the test and roll again, if the enemy doesn't have proficiency it will roll with disvantage.

Safety for the Mage[edit]

No one wants to need to touch your enemy, specially when you are fragile, so now you don't have. Touch spells no longer need to be delivered by touch and instead, any creature in your aura can be affected by touch abilitties without you having to touch they.

Charisma is the Key of power[edit]

Ages and years teach you that intteligence it's not only the only way to be a powerfull enemy, beeing just an persuasive person is a power equivalent to beeing a genius, so now you unify the best of the two worlds.
Intteligence is your spellcasting modifier, your spell save DC is 8 + your Intelligence modifier + Charisma Modifier + your proficiency bonus.
Your Spell attack Bonus is Intelligence modifier + Charisma modifier + your proficiency Bonus.

Best defense is a good offense[edit]

Your damage now is incresead by a number of dices equivalent to your Intelligence modifier, so if a spell deals 2d10 of damage and you have 6 in the Intelligence score, now the spell will dealds 8d10 of damage. Your AC now is the same as your spell save DC.

Listen to the Leader[edit]

You are improved your leader capacities, and in recognition of their service to you, you are willing to share a small portion of your Intelligence with your allies. When you reach 17th level, you can use your action to give you and creatures within 30 feet of you gain advantage on attack rolls, and a +2 to proficiency bonuses. Additionally, you can grant allies a bonus to attack and damage rolls equal to your Intelligence modifier until the beginning of their next turn. You can do this feature twice, and you regain expended uses after a long rest.

Truth of the Magic[edit]

You finally understand how to continue alive, after several years, now you don't get old anymore, and if you have to deal with death, now you add your intelligence modifier in the Death Saving Throw. You have a number of reactions equals to your Intelligence modifier, and your movement is multiplied by your Intelligence, and now you can fly the same amount of your movement.

Ultimate Knowledge[edit]

The knowledge of this world is absolutely dominated by you, you know how to defeat every creature that exists, your profiency is tripled for any purpouses. Now you can cast a spell without needing spend a spell slot, you can use this a number of times equivalent to half of your level + Intelligence Modifier + Proficiency.

Specialty[edit]

In 3rd level you must choose one of the follow characteristics.

Elemental Caster[edit]

Expanded Magic

Starting at 3rd level, You may cast 2 spells when you take the cast a spell action, starting at 16th level, you may cast 3 spells. You also may change the spell saves required in any spell. One time per long rest you can add your arcana abillity to your of the chosen element spell DC, per 1d4+2 turns.

Elemental Wrath

Starting at 7th level your choosen element ignores counterspells and if someone trys to cancel or absorb your magic they must succeed on a Arcana saving throw against you.
And now you can exclude allies equivalent to your Charisma Modifier, to the effects of a spell of the choosen element.

Elemental Destruction

Starting at 13th level, You may add your casting modifier to every die of damage in a spell of the choosen element, and the range of all spells of the chosen element double.
You can chose a second element to receive all elemental habilities.

Feel the Magic of the forceful

Starting at 18th level, instead of rolling for damage die, you can opt for dealing the max damage.
This ability can be used a number of times equivalent your intelligence score per long rest.

Titanium Head[edit]

Expanded Brain

Starting at 3rd level, You may add your intelligence modifier in all Ability Checks, and your dc now adds 1/4 of your level rounded down, minimum 1.

Intelligence in Battle

Starting at 7th level, you can roll an perception against the target AC, if you suceed you discover all the Weakness, Hit Points and Special Abilitys of the target.
You can give an advantage for an allie in the range of your aura one time per turn.

Magic Machine

Starting at 13th level, you can prepare prviously magics and hide this magics in your aura, and when in battle you can release all of them with a bonus action.
You can prepare an amount of magics equivalent of your intelligence modifier.

Impossible Magic

Starting at 18th level, your magic and your brain fused into one thing, now you can cast an spell without using spell slots, and you can add half of your level in the DC in your spells.
This ability can be used a number of times equivalent your intelligence score per long rest.

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