User:ThunderGod Cid/Hybrid Theory

From Dungeons and Dragons Wiki
Jump to: navigation, search

Tome Spellcasting Style Feats[edit]

Homebrew.png
Author: ThunderGod Cid (talk)
Date Created: July 18, 2014
Status: WIP
Editing: Clarity edits only please
Rating box not supported outside of the main namespace.
Rate this article
Discuss this article


Eldritch Knight [Spellcasting] You mix sorcery and steel. Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.

  • 0: You are proficient with all simple and martial weapons, all forms of armor, and all shields. For the purposes of overcoming arcane spell failure, armor check penalties are cut in half. If you are not using the Tome Armor rules, instead ignore an amount of armored spell failure chance equal to 20% + 5% per caster level.
  • 1: Any spell that has a range of touch can now be applied to an attack roll. The casting time is unchanged, and the attack is made as part of the spell. When you make such an attack roll, you gain a competence bonus on attack rolls equal to one half your caster level, which does not count in any way as an increase in Base Attack Bonus.
  • 3: By spending a spell slot and a standard action, you gain a number of temporary hit points equal to your caster level multiplied by the level of the spent spell slot.
  • 6: You may spend a spell slot as a swift action to empower all your attacks for the rest of your turn, granting you a bonus on attack rolls equal to the spell level of the spent spell slot and additional damage equal to your caster level multiplied by the spell’s level.
  • 9: As a free action useable at the beginning of each of your turns, you may redistribute the enhancement bonuses on your weapons and armor, selecting new enhancements as you choose provided they follow all normal rules for magical weapons and armor, and the new enhancement values do not exceed the originals. These enhancement bonuses only last as long as you are wielding the weapon/armor, after which they return to their original state.


Homebrew.png
Author: ThunderGod Cid (talk)
Date Created: July 19, 2014
Status: WIP
Editing: Clarity edits only please
Rating box not supported outside of the main namespace.
Rate this article
Discuss this article


Arcane Trickster [Spellcasting] Your skills in magic help you borrow other peoples’ things without asking. Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.

  • 0: You may use the Sleight of Hand, Open Lock, and Disable Device skills at a distance, up to Close Range. If you are not using these skills, you can instead use mage hand at will, even on magical or attended items.
  • 1: As an immediate action, you can spend a spell slot and teleport a distance of up to 10 feet per spell level of the spent slot.
  • 3: Damaging spells sap health from your opponents, healing you for half of the damage dealt.
  • 6: When you use a spell on an opponent who also possesses spell slots, you may take from them a number of spells with a combined level less than the level of the spell you just used on them.

Mystic Theurge[edit]

Entry Requirements
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.
Spellcasting: Arcane caster level 3rd, divine caster level 3rd.

Table: The Mystic Theurge

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Arcane Crusader +1 to all arcane and divine spellcasting levels
2nd +1 +0 +0 +3 Swap Spells +1 to all arcane and divine spellcasting levels
3rd +1 +1 +1 +3 +1 to all arcane and divine spellcasting levels
4th +2 +1 +1 +4 Devout Magus +1 to all arcane and divine spellcasting levels
5th +2 +1 +1 +4 +1 to all arcane and divine spellcasting levels
6th +3 +2 +2 +5 Duality +1 to all arcane and divine spellcasting levels
7th +3 +2 +2 +5 +1 to all arcane and divine spellcasting levels
8th +4 +2 +2 +6 +1 to all arcane and divine spellcasting levels
9th +4 +3 +3 +6 +1 to all arcane and divine spellcasting levels
10th +5 +3 +3 +7 Omnipotence +1 to all arcane and divine spellcasting levels

Class Skills (4 + Int modifier per level.
Appraise (Int), Bluff (Cha), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Knowledge (Int), Listen (Wis) Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha),

Table: The Epic Mystic Theurge
Level Special
11th
12th
13th Bonus Feat
14th
15th
16th Bonus Feat
17th
18th
19th Bonus Feat
20th

Class Features[edit]

Weapon & Armor Proficiency: A mystic theurge gains no additional weapon or armor proficiencies.

Spellcasting: With every class level, the mystic theurge gains new spells, spell slots, and casts spells as if he had gained a level in every arcane or divine spellcasting class in which he has class levels.

Arcane Crusader (Ex): The mystic theurge is able to utilize all of his spellcasting abilities even while wearing weapons and armor. He is able to negate a percentage of arcane spell failure chance (due to wearing armor and shields only) equal to 5% per character level, and may now cast spells with somatic components even with both hands full.

Swap Spells: A 2nd level mystic theurge has the ability to cast either arcane or divine spells from spell slots of the other. These spells are cast spontaneously even if the mystic theurge is a prepared caster. The mystic theurge can also spontaneously convert arcane spell slots into cure or inflict spells as well as divine spell slots.

A mystic theurge of can combine three spell slots of the same level to gain a spell slot of that level +1, even if they are normally not capable of casting a spell of that level. This spell slot, however, cannot have a level higher than the theurge’s character level divided by 2. Due the dual nature of his spellcasting, the mystic theurge may use both arcane and divine spell slots together for this ability. If he is a prepared caster, the mystic theurge can prepare this spell slot ahead of time.

Devout Magus (Ex): If the mystic theurge wishes, he may designate one of his key spellcasting stats at 4th level. This stat is now used to govern all spellcasting variables for every spellcasting class that the mystic theurge possesses, including bonus spells known, spells per day, save DC’s, etc. This stat can automatically change to the highest spellcasting stat if the theurge so chooses.

Duality (Su): A mystic theurge of 6th level and higher may apply divine metamagic to arcane spells. This still consumes turning attempts as usual.

Omnipotence (Ex): At 10th level, a mystic theurge has reached the pinnacle of spellcasting versatility. In short, he has all the magic. The mystic theurge’s spellcasting levels for all arcane and divine spellcasting classes are now permanently made equal, the lower ones being automatically raised to the level of the highest. As such, he gains additional spells known, spells per day, and caster levels for every casting class that he has at least one level in until their spellcasting levels are equal to that of his highest spellcasting class. The mystic theurge does not, however, gain any other class features other than spell advancement.

Eldritch Knight[edit]

Entry Requirements
Proficiencies: Proficient with all martial weapons.
Spellcasting: Arcane caster level 1st.

Table: The Eldritch Knight

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +0 +0 +2 Warrior Magus +1 arcane spellcasting level
2nd +2 +0 +0 +3 +1 arcane spellcasting level
3rd +3 +1 +1 +3 Bonus Feat +1 arcane spellcasting level
4th +4 +1 +1 +4 +1 arcane spellcasting level
5th +5 +1 +1 +4 +1 arcane spellcasting level
6th +6 +2 +2 +5 Bonus Feat +1 arcane spellcasting level
7th +7 +2 +2 +5 +1 arcane spellcasting level
8th +8 +2 +2 +6 +1 arcane spellcasting level
9th +9 +3 +3 +6 Bonus Feat +1 arcane spellcasting level
10th +10 +3 +3 +7 Mage Knight +1 arcane spellcasting level

Class Skills (4 + Int modifier per level.
Appraise (Int), Bluff (Cha), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Knowledge (Int), Listen (Wis) Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha),

Table: The Epic Eldritch Knight
Level Special
11th
12th
13th Bonus Feat
14th
15th
16th Bonus Feat
17th
18th
19th Bonus Feat
20th

Class Features[edit]

Weapon & Armor Proficiency: An eldritch knight gains no additional weapon or armor proficiencies.

Spellcasting: With every class level, the eldritch knight gains spell advancement as if he had gained a level in his previous arcane spellcasting class.

Warrior Magus (Ex): An eldritch knight may cast spells with somatic components even with his hands occupied. He also may negate up to 5% of arcane spell failure chance (due to the wearing of armor and shields) per character level (up to a maximum of 100%).

Add key spellcasting modifier to attack and damage rolls?

Bonus Feats:

Mage Knight (Ex): At 10th level, the eldritch knight's base attack bonus is now equal to his highest caster level. This attack bonus can never exceed his total Hit Dice even if his caster level does.

Rage Mage[edit]

Entry Requirements
Alignment: <-alignment requirement->.
Base Attack Bonus: <-base attack bonus requirement->.
Race: .
Skills: <-skill requirements->.
Feats: <-feat requirements->.
Spellcasting: <-spellcasting requirements->.
Patron: <-deity requirement->.
Domains: <-domain requirements->.
Special: <-special requirements->.

<span id="Table: The <-class name->">Table: The <-class name-></span>

Hit Die: d<-die size->

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st + + + + <-class features gained at this level-> +1 spellcasting level
2nd + + + + <-class features gained at this level-> +1 spellcasting level
3rd + + + + <-class features gained at this level-> +1 spellcasting level
4th + + + + <-class features gained at this level-> +1 spellcasting level
5th + + + + <-class features gained at this level-> +1 spellcasting level
6th + + + + <-class features gained at this level-> +1 spellcasting level
7th + + + + <-class features gained at this level-> +1 spellcasting level
8th + + + + <-class features gained at this level-> +1 spellcasting level
9th + + + + <-class features gained at this level-> +1 spellcasting level
10th + + + + <-class features gained at this level-> +1 spellcasting level

Class Skills (<-number of skill points-> + Int modifier per level.
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

All of the following are class features of the <-class name->.

Spellcasting: At <-each level? each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Arcane Archer[edit]

Table: The Arcane Archer

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +0 +0 +2 Enhance Arrow +1, Infinite Ammo, Spotter +1 arcane spellcasting level
2nd +2 +0 +0 +3 Imbue Arrows +1 arcane spellcasting level
3rd +3 +1 +1 +3 Enhance Arrow +2, +1 arcane spellcasting level
4th +4 +1 +1 +4 Sidewinders +1 arcane spellcasting level
5th +5 +1 +1 +4 Enhance Arrow +3 +1 arcane spellcasting level
6th +6 +2 +2 +5 Phasic Arrows +1 arcane spellcasting level
7th +7 +2 +2 +5 Enhance Arrow +4 +1 arcane spellcasting level
8th +8 +2 +2 +6 Exit Wounds, Seeker Arrows +1 arcane spellcasting level
9th +9 +3 +3 +6 Enhance Arrow +5, +1 arcane spellcasting level
10th +10 +3 +3 +7 Death Arrows +1 arcane spellcasting level

Class Skills (4 + Int modifier per level.
Appraise (Int), Bluff (Cha), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Knowledge (Int), Listen (Wis) Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha),

Table: The Epic Arcane Archer
Level Special
11th
12th
13th Bonus Feat
14th
15th
16th Bonus Feat
17th
18th
19th Bonus Feat
20th

Class Features[edit]

Weapon & Armor Proficiency: An arcane archer gains no additional weapon or armor proficiencies.

Spellcasting:

Enhance Arrows (Su):

Infinite Ammo:

Death Arrows (Su): At 10th level

Arcane Trickster[edit]

Table: The Arcane Trickster

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +0 +0 +2 Sly Thief, Ranged Legerdemain +1 arcane spellcasting level
2nd +2 +0 +0 +3 Sneak Attack +1d6, Impromptu Sneak Attack +1 arcane spellcasting level
3rd +3 +1 +1 +3 Quick Getaway +1 arcane spellcasting level
4th +4 +1 +1 +4 Sneak Attack +2d6, Improved Legerdemain +1 arcane spellcasting level
5th +5 +1 +1 +4 Counterfeit Item +1 arcane spellcasting level
6th +6 +2 +2 +5 Sneak Attack +3d6 +1 arcane spellcasting level
7th +7 +2 +2 +5 +1 arcane spellcasting level
8th +8 +2 +2 +6 Sneak Attack +4d6 +1 arcane spellcasting level
9th +9 +3 +3 +6 The Perfect Score +1 arcane spellcasting level
10th +10 +3 +3 +7 Sneak Attack +5d6 +1 arcane spellcasting level

Class Skills (4 + Int modifier per level.
Appraise (Int), Bluff (Cha), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Knowledge (Int), Listen (Wis) Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha),

Table: The Epic Arcane Trickster
Level Special
11th
12th
13th Bonus Feat
14th
15th
16th Bonus Feat
17th
18th
19th Bonus Feat
20th

Class Features[edit]

Weapon & Armor Proficiency: An arcane trickster gains no additional weapon or armor proficiencies.

Spellcasting:

Sly Thief: An arcane trickster relies more on his canny street smarts than sheer deftness to get shit done, and can substitute his Dexterity modifier with his Intelligence modifier on all Dexterity-based skill checks.

Ranged Legerdemain (Su): An arcane trickster can use any of the following skills out to 30 feet away at will: Disable Device, Open Lock, or Sleight of Hand. He cannot take 10 on these checks, and the DC for the task is increased by +2 for every 5 feet away from the target he is. An object that weighs more than 5 pounds per class level cannot be manipulated in this fashion.

Sneak Attack: A

Quick Getaway (Su):