Adept, Liber Demonica (3.5e NPC Class)

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Author: MisterSinister (talk)
Date Created: April 22nd, 2011
Status: Finished
Editing: Clarity edits only please
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The Adept

The Magister will see you now.

The magical professions are usually seen as glamorous and interesting - and for some, they actually are. However, this is not true for the vast majority of minor mages or enchanters, who usually spend their lives doing relatively-dull (if no less magical) work in the form of acolytes, laboratory assistants or wartime magelings. While their parts are vital to many stories, they usually involve being led or directed to victory or death by someone far more awesome than they are. Nearly all races have adepts, and they are perhaps their only source of magical assistance in the many situations that they must face.

Adepts in the Game: Adepts aren't playable as PCs. They lack the depth and tactical versatility to be an interesting character and they are not powerful enough to pull their weight in any real adventuring setup. They have a CR equal to half their adept level and don't get multiclassed with real classes at all. In order to keep this from being potentially unbalanced, we strongly suggest that adepts show up in groups. So while a 4th level adept is nominally a CR 2 opponent, he's not really a good challenge for a 2nd level party. But 2 of them are an appropriate challenge for a 4th level party. And that's really what the adept is for – showing up in groups and getting smacked around anyway.

Alignment: Adepts can be of any alignment.

Table: The Adept

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Magical arts, replaceable
2nd +1 +0 +0 +3 Signature magic, special training
3rd +2 +1 +1 +3 Improved magical arts
4th +3 +1 +1 +4 Leader
5th +3 +1 +1 +4 Magister

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Int) (all skills, taken individually), Listen (Wis), Move Silently (Dex), Perform (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis),

Class Features

All of the following are the class features of the adept:

Weapon and Armour Proficiency: Adepts are proficient with all simple weapons. They are proficient with light armour, but not shields. Additionally, they can either begin proficient in light shields or in one martial weapon of their choice.

Magical Arts (Sp): All adepts, regardless of what else they might learn, are trained to throw blasts of energy. This has a range of Close and deals 1d6 damage plus the adept's Intelligence, Wisdom or Charisma modifier (whichever gives the best result) to one target in that range. Anything hit by the blast can make a save of their choice for half damage.

Replaceable (Ex): Adepts represent the faceless hordes of mooks that wander the land. They are intended to be easy to use, and very easy to replace. Instead of worrying about the feats that an adept has, simply give adepts +1 to DCs for any spell-like abilities they have, and +1 to damage for any spell-like abilities they have, for each feat they would normally receive.

Additionally, instead of worrying about allocating an adept's skill points, simply select 4 + the adept's Intelligence modifier in skills (1 extra for a human or any other race with a similar ability) and give adepts maximum ranks (3 + their level) in them.

Signature Magic (Sp): From 2nd level, adepts have enough training to use some very basic spells. Choose a single 0-level spell. The adept can now use it as an at-will spell-like ability.

Special Training (Ex): 2nd level adepts have been taught a few things by their experiences. Choose a type of save (from among Fort, Ref and Will). The adept's magical arts class ability now targets this save only (instead of the target's choice). Additionally, they choose one magical form from the list below, and gain all the benefits of that style:

Acid: The adept's magical arts class ability can deal acid damage if the adept wants. If the adept chooses to do this, targets receive a -4 penalty on Fort saves against it.

Cold: The adept's magical arts class ability can deal cold damage if the adept wants. If the adept chooses to do this, targets receive a -4 penalty on Ref saves against it.

Electricity: The adept's magical arts class ability can deal electricity damage if the adept wants. If the adept chooses to do this, they make a touch attack against their target instead of them receiving a save. Additionally, if the target is wearing metal armour or wielding a metal weapon (or consists mostly of metal), the adept receives a +2 bonus on attack rolls with their magical arts class ability.

Fire: The adept's magical arts class ability can deal fire damage if the adept wants. If the adept chooses to do this, targets that take any damage from the ability are also set on fire.

Mental: Targets receive a -4 penalty on Will saves against the adept's magical arts class ability.

Negative: The adept's magical arts class ability heals undead creatures instead of damaging them if the adept chooses. If they choose to do this, anything that is not alive or undead is not affected by their magical arts ability.

Positive: The adept's magical arts class ability heals living creatures instead of damaging them if the adept chooses. If they choose to do this, anything that is not alive or undead is not affected by their magical arts ability.

Sonic: The adept's magical arts class ability can deal sonic damage if the adept wants.

Improved Magical Arts (Ex): 3rd level adepts deal 2d6 + the appropriate ability score damage with their magical arts class ability instead of 1d6.

Leader (Ex): From 4th level, adepts become leaders of their kind. All allies with Close range of the adept (including themselves) receive a +2 bonus to AC and attack rolls.

Magister (Ex): 5th level adepts are masters of magic (insofar as it is possible for someone like them). Choose a single spell up to 3rd level. The adept gains it as an at-will spell-like ability

Trading Out Adept Levels

Adepts aren't capable of doing anything good. If for some reason an adept becomes a named character, he becomes a member of a real character class. That is, simply trade levels of adept for levels in a real class that has a full spellcasting progression (or something similar).


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MisterSinister's Homebrew (322 Articles)
MisterSinisterv
Allowed AlignmentsLawful Good +, Neutral Good +, Chaotic Good +, Lawful Neutral +, Neutral +, Chaotic Neutral +, Lawful Evil +, Neutral Evil + and Chaotic Evil +
AuthorMisterSinister +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e NPC Class +
Length5 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Forgery +, Gather Information +, Heal +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Search +, Sense Motive +, Spellcraft + and Spot +
SummaryA class for large numbers of ordinary magic men. +
TitleAdept, Liber Demonica +
Will Save ProgressionGood +