User:Zhenra-Khal/Spellbreaker (3.5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 3/3/2019
Status: In Progress
Editing: Clarity edits only please
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A battlemage, based off of the Spellbreaker battle royale game. 20 1 Moderate Poor Good Good Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Alternate Magic, Other Other


Spellbreaker[edit]

Spellbreakers are breed of battlemage based on high-speed combat and skill, in place of the careful study and raw arcane might of most warmagi. Their potency comes from magic items they weild to channel their innate power, allowing them to fire off barrages of spells in short bursts, then recharging and doing it again, allowing them to outlast traditional spellcasters.

Note: Spellbreaker is based off of the Spellbreak battle royale game by Proletariat Games, and this is meant as an adaptation of that game's mechanics to 3.5e D&D. I don't own the game or any right to it; I'm merely a fan who wishes to play a Spellbreak-style Battlemage in D&D, and I'll take this down - Although rather sadly - If there are any issues.

Making a Spellbreaker[edit]

Abilities: Intelligence is the most important, as it governs your save DCs, and Dexterity helps your AC and ranged attack rolls, and Constituion helps you with your relatively low hit points.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Moderate.

Table: The Spellbreaker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Talent Points
Fort Ref Will
1st +0 +0 +2 +2 Spellsmith, Battlemagic, Double-Jump 1
2nd +1 +0 +3 +3 Two-Weapon Fighting 2
3rd +2 +1 +3 +3 3
4th +3 +1 +4 +4 4
5th +3 +1 +4 +4 Bonus Feat 5
6th +4 +2 +5 +5 6
7th +5 +2 +5 +5 7
8th +6/+1 +2 +6 +6 Bonus Feat 8
9th +6/+1 +3 +6 +6 9
10th +7/+2 +3 +7 +7 10
11th +8/+3 +3 +7 +7 Bonus Feat 11
12th +9/+4 +4 +8 +8 12
13th +9/+4 +4 +8 +8 13
14th +10/+5 +4 +9 +9 Bonus Feat 14
15th +11/+6/+1 +5 +9 +9 15
16th +12/+7/+2 +5 +10 +10 16
17th +12/+7/+2 +5 +10 +10 Bonus Feat 17
18th +13/+8/+3 +6 +11 +11 18
19th +14/+9/+4 +6 +11 +11 19
20th +15/+10/+5 +6 +12 +12 Bonus Feat 20

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (All taken individually) (Int), Listen (Wis), Profession (Any magical) (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Spellbreaker.

Weapon and Armor Proficiency: Spellbreakers are proficient with all simple weapons and light armor, but not with shields.

Spellsmith (Su): Spellbreakers gain a "feat" known as Spellsmith. Spellbreakers with this pseudo-feat can craft, repair and improve Spell Gauntlets, Runes, Amulets, Greaves, and Girdles listed here, as if they had the appropriate crafting feat.

Mana (Su): Spellbreakers have a pool of Mana that some of their Warspells draw from. This pool is 100 base, and refills to full after 1 full round of the Spellbreaker casting no Battlemagic. If you do not have enough Mana to cast a Warspell, you cannot cast that spell and must wait for your mana to recharge.

Arcane Armor (Su): Many Spellbreaker abilities reference Arcane Armor or simply "Armor"; This is a Shield with a maximum amount of health equal to 5 per class level of the Spellbreaker. This Armor doesn't recharge on its own, but can be charged with potions or by Talents.

Spell Gauntlets: Spellbreakers begin play with two Spell Gauntlets. These are +1 Spiked Gauntlets, which do not function for anyone who isn't a Spellbreaker, and are thus worth nothing when sold. Each gauntlet takes up one of the Spellbreaker's Glove/Gauntlet slots, and is aligned with one of six Elements, chosen upon taking your first level in the class - Fire, Frost, Wind, Stone, Toxic or Lightning. Each gauntlet has a Warspell, an attack-action damaging ability that costs Mana, and a Sorcery, which is a more potent spell that costs no Mana, but when used, has a cooldown period before it can be used again.

Spell Gauntlets can be enchanted further by their owner, upgraded up to +5; Doing so increases the damage of their abilities. Other enchantments applied to the Spell Gauntlets applies only to the gauntlets themselves, not to the Warspells and Sorceries. The Spellbreaker can, of course, add the abilities of a Spell Gauntlet to any Gish Gauntlet or Rune Arm they make or find, including choosing the Warspell or Sorcery of the Gauntlet as the target for the Gish Gauntlet's enhancements, or adding the Rune Arm's power to the Warspell or Sorcery upon casting.

Double Jump (Su): At first level, the Spellbreaker gains the Double Jump creature ability, allowing them to jump one additional time while in the air.

Talent Paths: At each class level, the Spellbreaker gains a Talent Point. These are meant to be spent customizing your abilities, as shown here.

Bonus Feats: At 2nd level, the Spellbreaker acquires the Two-Weapon Fighting and Unarmed Fighting Style feats as bonus feats, even if they don't meet the prerequisites; The Spellbreaker may fight Unarmed even when wearing gauntlets of any type, adding the damage of the gauntlets to their unarmed damage.

Every 3 levels thereafter (5, 8, 11, etc.), the Spellbreaker gains a bonus feat they meet the prerequisite for; These must be Fighter, Metamagic, Item Creation, Spelltouched, Reserve, Arcane Combat, Metacombat, or Spell Stance feats.

Battlemagic[edit]

All Battlemagics are (Su) abilities unless stated otherwise, and count as an available spell of a level equal to 1/2 the Spellbreaker's class level (Rounded up). Save DCs are 10 + effective spell level + Intelligence modifier. Battlemagic can have Metamagic effects applied to them as if they were spells, by increasing either the Mana cost or the cooldown, but applying Metamagic to Battlemagic doesn't increase that Battlemagic ability's casting time, even though it's technically applied spontaneously.

Spellbreaker Battlemagic comes in the following types:

  • Warspells, which are Gauntlet-based at-will offensive abilities that cost Mana to cast and can always be used as an Attack Action.
  • Sorceries, which are Gauntlet-based at-will offensive abilities that have a cooldown period before they can be used again, instead of costing Mana.
  • Runes, which are non-Gauntlet-based at-will utility or mobility abilities, that have a cooldown period instead of costing Mana.

A typical Spellbreaker will enter combat with two Spell Gauntlets (Each containing a Warspell and a Sorcery, for a total of two Warspells and two Sorceries), and a single Rune; Though certain traits - Like multiple arms - Will allow you to use more Spell Gauntlets at once.

Battlemage Paths and Talents[edit]

At the start of each day, a Spellbreaker chooses two Battlemage Paths, selected from those listed here: Spellbreaker Talent Paths. Once chosen, they can spend an hour to allocate their Talent Points into the abilities of these two Paths as they please; Once spent, they remain allocated until the Battlemage rests for 8 hours. Each Path has 4 abilities, 3 of which have 3 ranks each, for a total of 10 Talent Point slots per Path. This means that over 20 levels, the Spellbreaker gains just enough points to fill all 20 slots.

Spellbreaker Equipment[edit]

Spellbreakers have many strange and useful magic items they only they know how to make and use. These come not only in the form of Spell Gauntlets, but also in the form of Amulets, Girdles and Greaves. A complete list of Spellbreaker equipment is shown here: Spellbreaker Equipment.

Battlemagic Admixture[edit]

The Warspells and Sorceries used by Spellbreakers interact in many different ways, and playing off of these interactions is a core part of combat as a Spellbreaker. A complete list of elemental reactions is listed here: Elemental Admixture.

Spellbreakers and Prestige Classes[edit]

Spellbreakers count as Prepared Arcane spellcasters and Spontaneous Arcane spellcasters, with a caster level equal to their class level for the purposes of prerequisites. Any prestige class that increases Arcane spellcaster level, spells per day or spells known, will instead advance the Spellbreaker by one effective Spellbreaker level for all purposes, including Bonus Feats and Talent Points.




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