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Wind Mage (3.5e Class)

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A mage who uses wind as his weapon of choice, manipulating it through invocations. 20 0 Moderate Poor Good Good Invocations Full


Wind Mage

Air. We hardly notice it, but it's all around us. When it's calm, its presence is benign, but stir it up to violence, and it'll throw everything all over the place. The Wind Mage is a student of manipulation of the air, and he can use it to assault and overcome his enemies.

Making a Wind Mage

Wind Mages are perhaps a little lacking in attack power, but they make up for that through their excellence at controlling the battlefield. A wind mage can use his mastery over wind to put his opponents precisely where he wants them, or just launch them into a deep pit or repeatedly slam them into a wall until they're nothing but bloody paste.

Abilities: Charisma is paramount for a wind mage, as it governs his invocations. Dexterity is extremely helpful for Armor Class, since the wind mage isn't exactly able to use anything more protective than light armor, but it's even more important for ranged attack rolls, like Wind Bullet, since the Wind Mage's AC is absolutely fine thanks to his Tornado Cloak. Constitution is always useful for extra hit points, and the wind mage finds it extra-important since his Fortitude save is poor. Strength is also useful if the wind mage cares to try his hand at melee combat — a role that he's not horrible in, though he's not superb, either.

Races: Any.

Alignment: Any, though wind mages lean a little towards chaos on average.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Moderate.

Table: The Wind Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Invocations
Known
Fort Ref Will
1st +0 +0 +2 +2 Wind Bullet, Air Focus, Tornado Cloak, Invocations (Least) 1
2nd +1 +0 +3 +3 Elemental Summoning 2
3rd +2 +1 +3 +3 Fast Movement +10 ft. 3
4th +3 +1 +4 +4 Windy Weapon (Auran) 3
5th +3 +1 +4 +4 Air Power 4
6th +4 +2 +5 +5 Wind Without Air, Fast Movement +20 ft. 4
7th +5 +2 +5 +5 Invocations (Lesser) 5
8th +6/+1 +2 +6 +6 Windy Weapon (High Frequency) 5
9th +6/+1 +3 +6 +6 Fast Movement +30 ft., Tornado Cloak Swish 6
10th +7/+2 +3 +7 +7 Air Adaption, Wind Aura 6
11th +8/+3 +3 +7 +7 Tornado Cloak Sweep 7
12th +9/+4 +4 +8 +8 Fast Movement +40 ft. 7
13th +9/+4 +4 +8 +8 Invocations (Greater) 8
14th +10/+5 +4 +9 +9 Elemental Body 8
15th +11/+6/+1 +5 +9 +9 Fast Movement +50 ft. 9
16th +12/+7/+2 +5 +10 +9 <-any class features gained at this level-> 9
17th +12/+7/+2 +5 +10 +10 Windy Haven 10
18th +13/+8/+3 +6 +11 +11 Fast Movement +60 ft. 10
19th +14/+9/+4 +6 +11 +11 Invocations (Final) 11
20th +15/+10/+5 +6 +12 +12 Born of Air 11

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (geography) (the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the Wind Mage.

Weapon and Armor Proficiency: Wind mages are proficient with all simple weapons, plus all martial swords, all martial shields, saps, kukris, chakrams, shuriken, and whips. Wind mages are proficient with light armor and shields (except tower shields). Although the wind mage uses spell-like abilities, they are affected by arcane spell failure if wearing anything more than light armor. A wind mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure. A multiclass wind mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonus Language: A wind mage knows Auran, the language of air-type beings, which he learns upon taking his first level in wind mage. Auran is a free language for a wind mage; he knows it in addition to his regular allotment of languages and it doesn't take up a language slot.

Wind Bullet (Sp): As a standard action, a wind mage can launch a bullet-like pulse of pressurized air which deals 1d4 damage per class level as a ranged touch attack. In addition to the damage, a wind bullet causes a creature it strikes to stumble backwards 5 feet, provoking an attack of opportunity from all creatures except for the wind mage himself in the process, unless augmented with an essence that says otherwise. The bullets of air have a range increment of 60 feet. There is no save against the damage or the pushback. The pushback force is not strong enough to cause damage if it would push a victim into a wall (though it's perfectly capable of pushing someone off a cliff), nor is it strong enough to knock a creature prone. Spell resistance applies to each bullet separately. Wind Bullet has the [Air] descriptor. Wind Bullet counts as eldritch blast for the purpose of prerequisites.

Unlike some spell-like abilities, a wind bullet has a spell level. A wind bullet's spell level is equal to ½ the wind mage's class level, rounded down (minimum 1st, maximum 9th), the spell level of the shape applied to the bullet (if any), or the spell level of the essence applied to the bullet (if any), whichever is highest.

Air Focus: Levels in wind mage are added to the caster level, initiator level, manifester level, or meldshaper level of any air spells, maneuvers, powers, and soulmelds you know. This does not grant additional spells, maneuvers, powers, or soulmelds known. In addition, all air spells and powers are considered to be on your class list for the purpose of creating and activating magic items, such as wands.

Tornado Cloak (Su): As an immediate action, a wind mage can conjure up a shroud of high-speed winds to cover him like a cloak. This shroud acts like a full-body suit of armor (but without an armor check penalty), granting the wind mage a deflection bonus to AC equal to his class level ×2 by literally blowing incoming attacks off-course. However, this attack interference goes both ways; the tornado cloak blows the wind mage's attacks off-course, too, causing him to take a −8 penalty to attack rolls and a −1 penalty to damage rolls with physical attacks. He also automatically fails to confirm critical hits (even when performing a coup de grace) while his tornado cloak is active (regardless of whether his attack is physical or magical), as the roaring winds surrounding him make it impossible for him to strike with the degree of precision required to score a critical hit. The tornado cloak can be deactivated as an immediate action.

  • Tornado Cloak Swish (Su): At 9th level, the wind mage is good enough at working with air that he can subvert the limitations of his tornado cloak. The penalty to attack rolls is reduced to −7 and the penalty to physical damage rolls is eliminated entirely.
  • Tornado Cloak Sweep (Su): At 11th level, the wind mage becomes still better at working around his tornado cloak. The penalty to attack rolls is reduced to −6, and the wind mage can strike with enough precision to score critical hits some of the time; if he scores a critical hit with his tornado cloak active, there is a 75% chance that the critical hit will not be a critical hit after all (rolled after and separately from fortification).

Invocations: The wind mage receives several spell-like abilities identical in nature to the warlock's[1] invocations. He may use these invocations at will, though he must still pay any relevant gold and experience costs, and they are affected by arcane spell failure in medium and heavy armor and with shields. Invocations do not provoke attacks of opportunity. Invocations come in three types: shapes, which alter the shape and spread of his Wind Bullet class feature; essences, which augment his wind bullet feature with a rider effect; and eldritch gales, which duplicate spells or have other, sometimes longstanding effects.

At 1st level, he can select one invocation known, and an additional invocation at 2nd and every odd level. At first, he may only select from least invocations. At level 7, he may select from least or lesser invocations. At level 13, he may select from least, lesser, or greater invocations. Finally, at level 19th and beyond, he may select from least, lesser, greater, or final invocations. At every even level, he may choose to switch out one of his invocations known for another, so long as the invocation swapped is the same or lower level invocation as the original. He may only swap out one invocation at each even level. Any saving throws are Charisma-based. Essences which force a save against an effect only need one save each round, regardless of how many times you hit. Wind mages choose their invocations from the following list1.

Least — all-seeing eye[2], baleful utterance[1], bane of balance, beguiling influence[1], breath of the night[1]2, dark one's own luck[1], deafening roar[3]2, drain incarnum[4], eldritch glaive[3], eldritch spear[1], entropic warding[1], frightful blast[1], hammer blast[2], hideous blow[1], leaps and bounds[1]2, magic insight[3], miasmic cloud[1]2, otherworldly whispers[2]2, repelling blast[1]3, scalding gust[3], see the unseen[1], walk unseen[1], wind grab

Lesser — baleful wind, beshadowed blast[1], bewitching blast[1], charm[1], curse of despair[1], deteriorating blast[3]2, draconic flight[3], dread seizure[3], eldritch chain[1], energy resistance[3], fell flight[1]2, flee the scene[1], frightful presence[3], hindering blast[2]4, relentless dispelling[2], steal incarnum[4], voidsense[1], voracious dispelling[1], weighty utterance[3]6, wind blast, witchwood step[2]2

Greater — baleful geas[3], devour magic[1], draconic toughness[3], eldritch cone[1]5, eldritch line[3]5, hurricane barrier, painful slumber of ages[2], path of shadow[1]4, penetrating blast[3], retributive invisibility[1]4, windborne message, wingstorm[3]

Final — binding blast[2]2, caster's lament[2], dark discorporation[1]2, dark foresight[1], eldritch doom[1]5, eldritch riverflow5, instill vulnerability[3], greater draconic flight[3], perilous veil[3]

1. Some invocations taken from official materials work differently for the wind mage than they do for the warlock. Where differences exist, they will be pointed out in footnotes like this one.
2. This invocation gains the [Air] descriptor.
3. For a wind mage, repelling blast[1] is cast as a 2nd-level invocation, gains the [Air] descriptor, and its pushback stacks with the pushback of the basic wind bullet.
4. Why Wizards of the Coast thought it was a good idea to put effects equivalent to a 6th-level spell in the "dark" grade is beyond me. Especially since there are also 6th-level effects in the "greater" grade. This also goes for putting 4th-level effects in the "greater" grade, when they should belong in the "lesser" grade.
5. When this invocation is used by a wind mage, the wind bullet's pushback applies to every affected space. A creature that fails its Reflex save is pushed all the way back to the end of the area of effect. A creature that succeeds on its Reflex save is pushed off to the side.
6. A wind mage performs this invocation by generating a downdraft that essentially flings the victim towards the ground. As a result, it does not require the wind mage to utter the Dark Speech, the saving throw is changed from a Will save to a Reflex save, the invocation affects all creatures within a 30-foot-wide cylinder, the invocation does not disable the flight of a creature that hits the ground as a result of the forced downwards movement, and the invocation becomes an [Air] effect.

Elemental Summoning: At 2nd level, a wind mage can take a full-round action to call on the Elemental Plane of Air and summon any air-subtyped creature with a CR equal to ½ his HD. This behaves like a summon monster spell, except the duration is 1 hour/class level. He may use this ability 1/day.

Fast Movement (Ex): At 3rd level, a wind mage gains the furious speed and rush of an air elemental. His base land speed increases by +10 feet.

At 6th level and every three levels beyond, he gains another +10 bonus to his base land speed.

Windy Weapon (Su): At 4th level, a wind mage can channel the power of air into the weapons he wields (including the wind bullet, eldritch/wind glaive, and any other effect which requires an attack roll). The weapon gains the auran enhancement[5], automatically overcoming the damage reduction of creatures with the [earth] subtype and dealing an extra 2d6 damage to such creatures. This stacks with the actual auran enhancement.

At 8th level, the wind mage can grant the high frequency enhancement to his weapons, stacking with the actual high frequency enhancement.

Air Power (Ex): A 5th-level wind mage's skill with manipulating the air has grown beyond the capabilities of less specialized mages. He gets a +1 increase to the caster/manifester/initiator/meldshaper level (if applicable) and save DC of all [Air] effects he casts, manifests, initiates, shapes, or otherwise uses.

Wind Without Air (Su): At 6th level, a wind mage can generate air from out of nothing, allowing him to use [Air] effects in places where it shouldn't be possible, such as strongly earth-dominant areas and the vacuum of space. He can breathe comfortably in such places (as well as anywhere else that breathable air isn't normally easy or even possible to procure, such as underwater) and generate enough oxygen for as much as one Medium creature (other than himself) per class level to survive indefinitely. (This only protects the wind mage and other creatures from suffocation; it doesn't protect him from other dangers of total vacuum or burial, such as lack of heat or being crushed. It also doesn't prevent suffocation due to respiratory system shutdown, such as being strangled or having one's lungs ripped out.)

Air Adaption (Ex): At 10th level, a wind mage starts gaining partial traits of an air elemental. He gains 25% fortification as his vitals are transformed into air, and he becomes immune to sleep and poison, and no longer needs to sleep or breathe, though he must still eat.

Wind Aura (Su): At 10th level, a wind mage can manipulate wind which he isn't responsible for. The wind mage effectively grants spell resistance equal to 10 + his HD to himself and all allies within 30 feet, but only against [Air] effects or effects that involve the manipulation of gas or wind (such as stinking cloud, scalding wind, etc.). If an opponent fails to breach this spell resistance, the wind mage takes control and can shape the wind as they see fit, placing holes, channels, and other parts of safety and suppressing winds completely while in the aura. Winds so suppressed return once out of range of your aura if their duration has not expired.

Mundane winds can be manipulated this way, automatically failing against the spell resistance as they have no caster level.

Elemental Body (Su): At 14th level, a wind mage gains stronger elemental traits. He gains 50% fortification, does not need to eat, and becomes immune to stunning and paralysis.

Windy Haven (Sp): At 17th level, a wind gains the ability to use genesis as a spell-like ability which does not have a material or xp cost. However, he may only perform it on the Elemental Plane of Air, and the created demiplane is subject to limitations. It may only have properties either found on the Elemental Plane of Air, the Material Plane, or the Astral Plane. It technically exists as part of the Elemental Plane of Air and will always have at least one active portal there, though it may be guarded or sealed. The caster also gains another portal as usual, typically to his home plane.

As a standard action, the pyromaniac may use plane shift to transport himself and willing allies to his demiplane or the Elemental Plane of Air, and back to the last location he used this ability from. He may use this at will, and cannot send the unwilling.

Born of Air: At 20th level, a wind mage becomes one with the wind, effectively an air elemental in a shell of mortal skin. He becomes immune to critical hits and sneak attacks, his type changes to Elemental with the augmented subtype, and he gains the Whirlwind ability of an air elemental. He may count as his original type when beneficial, and may be raised and revived as normal. Finally, his wind becomes more powerful than ever before. His wind bullet now knocks its victim back 15 feet.

Epic Wind Mage

Table: The Epic Wind Mage

Hit Die: d6

Level Special Invocations Known
21st Fast Movement +70 ft. 12
22nd <-any improvements to class features gained at this level, including any bonus feats-> 12
23rd <-any improvements to class features gained at this level, including any bonus feats-> 13
24th Fast Movement +80 ft., Bonus Feat 13
25th <-any improvements to class features gained at this level, including any bonus feats-> 14
26th <-any improvements to class features gained at this level, including any bonus feats-> 14
27th Fast Movement +90 ft. 15
28th Bonus Feat 15
29th <-any improvements to class features gained at this level, including any bonus feats-> 16
30th Fast Movement +100 ft. 16

4 + Int modifier skill points per level.

Invocations: The epic wind mage learns a new invocation at each odd-numbered level after 20th. He can choose an invocation from the grades of least, lesser, greater, and final.

Tornado Cloak: The deflection bonus granted by a tornado cloak is equal to the epic wind mage's class level ×2. The penalties for having it active are not reduced any further beyond 20th level.

Fast Movement: The epic wind mage's base land speed continues to improve by 10 feet for every 3 levels beyond 18th.

Bonus Feats: The epic wind mage gains a bonus feat (selected from the list of epic wind mage bonus feats) every 4 levels after 20th.

Epic Wind Mage Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> Wind Mage Starting Package

Weapons: Short sword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-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 "—"->

<-copy and paste the rows as necessary.->

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.->.





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