Sunday, June 19, 2022

[CLASS] Dungeon! - The Mage

The Mage

HP: +1d6 each Level, minimum of +3

AC: +1 each 2nd Level

AB: +1 each 2nd Level

Save: -1 each Level

Skills: +2 Skill Pips each Level


At 1st Level, you gain the ability to Cast Spells. You learn a number of Spells equal to (3 + your Mage Level) and you gain 2 Spell Points (SP). Using 1 Spell Point, you may Cast any Spell you know. You regain used Spell Points after a Long Rest.


At 2nd Level, you gain 1 additional Spell Point.


At 3rd Level, you gain 1 additional Spell Point. Also, your magical practices have unearthed forgotten knowledge. Choose one of the options below.

  • Arcane Tactics: You gain +2 AB, +2 AC, and you deal +2 Damage with Weapons.
  • Forbidden Knowledge: You gain +3 Skill Pips. Also, you learn 2 additional Spells.
  • Mystical Rituals: You always regain 1 Spell Point per Short Rest instead of only once per day. Also, you learn 2 additional Spells.
  • Primal Power: You deal +5 Damage with Spells.


At 4th Level, you gain 1 additional Spell Point.


At 5th Level, you gain 1 additional Spell Point. Also, your magical practices augment your combat. You gain the option below that matches the option you chose at 3rd Level.

  • Arcane Tactics: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Forbidden Knowledge: Whenever you deal Damage to a target, you may use 1 Spell Point to provide yourself or an ally within Short Range 2d8 Healing.
  • Mystical Rituals: When you Cast a Spell on an ally, they may immediately attempt a single Weapon Attack.
  • Primal Power: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, you gain 1 additional Spell Point.


At 7th Level, you gain 1 additional Spell Point. Also, your magical practices empower you further. You gain the option below that matches the option you chose at 3rd Level.
  • Arcane Tactics: You gain +2 AB, +2 AC, and you deal +2 Damage with Weapons.
  • Forbidden Knowledge: Your forbidden knowledge allows you to occasionally cheat death itself. When you or an ally within Medium Range would die, you may use this Ability to allow the target to remain at 1 HP instead. Once you have used this Ability, you must finish a Long Rest before you may use it again.
  • Mystical Rituals: Whenever you finish a Short or Long Rest, you may swap out one Spell you know with a different one.
  • Primal Power: When you would fail an Attack Roll, Save, or Skill Check, you may choose to reroll it instead. Once you have used this Ability, 10 minutes must pass before you may use it again.


At 8th Level, you gain 1 additional Spell Point.


At 9th Level, you gain 1 additional Spell Point. Also, your magical practices have culminated in great magical power. You gain the option below that matches the option you chose at 3rd Level.
  • Arcane Tactics: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Forbidden Knowledge: You gain the service of a Thrall. Your Thrall takes on any appearance you choose, but its Stats always remain the same. Its Stats can be seen at the end of this post. In Combat, your Thrall will always take its Turn during your Turn, as you must give it commands.
  • Mystical Rituals: When you Cast a Spell on an ally, they gain a 1d12 bonus die. They may use this bonus die once during the next 10 minutes, adding it onto an Attack Roll, Damage Roll, Save, or Skill Check. Each of your allies may only have one of these bonus dice at a time.
  • Primal Power: When you Cast a Spell that deals Damage, you may use 1 additional Spell Point to cause it to deal an additional 1d10 Damage.


At 10th Level, you have become a Mage spoken of in myth. The mysterious aura surrounding your magical abilities causes aspiring apprentices to seek you out. By working with these apprentices, you may establish either a Conservatory or a Laboratory. Details for both options are below.
  • Conservatory: 1d6 + 10 1st Level Mages offer to help you create a Conservatory where you could teach magic. They will build your Conservatory in a valid location over the course of 100 days. Once completed, you will lead the Conservatory and these Mages will do their best to learn from you. Once up and running, your Conservatory will generate 3d6 Gold per day in tuition. Finally, you and your allies may successfully rest within your Conservatory in half the normal time due to its accommodations.
  • Laboratory: 1d6 + 10 1st Level Mages offer to help you create a Laboratory where you could research magic. They will build your Laboratory in a valid location over the course of 100 days. Once completed, you will lead the Laboratory and these Mages will do their best to assist you. Once up and running, your Laboratory will allow you to swap out any and all known Spells on a Long Rest, and you will regain 1 Spell Point per hour while within the Laboratory. Finally, you and your allies may successfully rest within your Laboratory in half the normal time due to its accommodations.


Thrall
HP: 50
AC: 20
AB: +10
Damage: 1d6 + 10, only attacks once
Special: Servitude (Your Thrall can be reduced to 0 HP, but it never truly dies. Once reduced to 0 HP, it crumbles to ash. Over the course of a Short or Long Rest, you may resummon your Thrall at 1 HP using 1 Spell Point.)
Save: 10
Skills: All 1-in-6

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