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War Wizard (custom)

borble

First Post
This is my brothers class so getting the fluff will be hard, please bare with me and not comment on the lack of reasoning for things, or the idiocy for others.
Note: this is the sister class to the Battle Mage.
thanks

War Wizard

Class features
Tactical: Something that aids you in a direct way.

Hit dice: 1d4
Alignment: A War Wizard can only be true chaotic, for in their ways they are truly unpredictable to all but another War Wizard.
Starting Gold: As Bard
Starting Age: As Bard

Class skills:

Skills points at 1st Level: (6 + Int modifier) x4
Skills points at Each Additional Level: 6 + Int modifier

Weapon and Armor Proficiency: A War Wizard is proficient with all simple weapons, and only thrown weapons, and can cast spells with light weapons, and thrown weapons without hindrance. They get no armor proficiency’s, and their spells are not compatible with any armor, no mater what, and they cant cast spells till the armor is removed.

MultiClassing: If a War Wizard multiclasses his spells are uncatable until all his lvls are in War Wizard ( they can have 5 levels fighter and 4 levels war wizard, as long as the war wizard levels where taken after the fighter).
Code:
[u][b]Level    BaB          Fort   Ref  Will         Special Abilities[/b][/u]
1            +0             +2    +2      +2            spells, armor weakness, magic item 
                                                                  incompatibility
2             +1             +3     +3    +3            Bonus Feat
3             +1             +3     +3    +3          
4             +2             +4     +4    +4            Spell immunity 0/1st
5             +2             +4     +4    +4            Magic item compatibility
6             +3             +5     +5    +5            Bonus Feat
7             +3             +5     +5    +5            
8             +4             +6     +6     +6           Spell immunity 2nd
9             +4             +6     +6     +6            
10           +5             +7     +7     +7           Bonus Feat
11        +8/+5          +7     +7     +7            Magic Item Creation
12        +6/+1          +8     +8     +8            Spell immunity 3rd
13        +6/+1          +8     +8     +8          
14       +7/+2           +9     +9     +9            Bonus Feat
15       +7/+2           +9     +9     +9            
16       +8/+3           +10   +10   +10          Spell immunity 4th
17       +8/+3           +10   +10   +10          
18       +9/+4           +11   +11   +11          Bonus Feat
19       +9/+4           +11   +11   +11          
20      +10/+5          +12   +12   +12          Spell immunity 5th
War Wizard Special Abilities
Spells: A War Wizard knows all their spells, and their spell list consists of all spells and all classes (Arcane and Divine), although with classes like the ranger and paladin, then gain there spells at the same level a member of that class would, i.e. level 4 for first level ranger spells, alignment restrictions still apply, and deity specific spells are dealt with normally. Unless otherwise stated, the stat for a War Wizard is the average between int, and wis. The difficulty class (DC) for a saving throw against a War Wizards spell is 10 + the spell’s level + the War Wizards stat modifier. War Wizard’s do not get there spells from a spell book, from their deity, or instinctually know, instead they get there spells from the world, nature, plants dirt, rocks, animals, magic creatures, humans, elf’s, gnomes, and anything else around them (although this dose not limit them).
A War Wizard has a limited number of spells he can cast a day. But he need not prepare them a head of time, he can only cast them if it serves a tactical purpose. He needs no components, verbal motions, or even words, only the will to cast it, although he still needs to wait the proper amount of rounds, he need not make a concentration check when hit with damage. A War Wizard gets bonus spells equal to his stats modifier to each spell level he can cast. I.E. a first level Battle mage with a int, and wis, of 16 gets +3 to spell levels 0-6, if he can cast 6th level spells, which he cant, so its only +3 to spell levels 0 and 1.
A War Wizard’s caster level is equal to his War Wizard level, it is a separate caster level though, and does not stack with other classes. A War Wizard can only cast spells with a tactical reason behind it, and the spell needs to aid him (note. This is only limited by the player’s imagination and the compliance of the DM, for it is the DM’s job to make sure they can really cast the spell). When making magic items (they cant make magic scrolls, and only relics of there deity, although they can use them) they still need all the normal mats, although they can only make items with a battle use (the earliest they can make magic items is level 11). To see if you can cast a spell, use the lowest stat out of con, int, and wis. To recharge there spells they need the required races sleep ( E.G. 8 hours for humans). To improve a War Wizard’s spells a level in War Wizard needs to be taken.
Code:
                                     [b] SPELL SLOTS
              ----------------------------------Spell lvl-------------------------------------------
[u]level	   0          1          2          3          4          5          6         7           8          9[/b][/u]
1	3	1	-	-	-	-	-	-	-	-
2	3	1	-	-	-	-	-	-	-	-
3	4	2	1	-	-	-	-	-	-	-
4	4	2	1	-	-	-	-	-	-	-
5	5	3	2	1	-	-	-	-	-	-
6	5	3	2	1	-	-	-	-	-	-
7	6	4	3	2	1	-	-	-	-	-
8	6	4	3	2	1	-	-	-	-	-
9	6	5	4	3	2	1	-	-	-	-
10	6	5	4	3	2	1	-	-	-	-
11	6	6	5	4	3	2	1	-	-	-
12	6	6	5	4	3	2	1	-	-	-
13	6	6	6	5	4	3	2	1	-	-
14	6	6	6	5	4	3	2	1	-	-
15	6	6	6	6	5	4	3	2	1	-
16	6	6	6	6	5	4	4	3	2	1
17	6	6	6	6	6	5	5	4	3	2
18	6	6	6	6	6	6	6	5	4	3
19	6	6	6	6	6	6	6	6	5	4
20	6	6	6	6	6	6	6	6	6	6

armor weakness: Unable to use any armor or shields or the spells are uncastable, until removed.

magic item incompatibility: Because of the webbing flow of magic within them, the stillness and precise nature of magic items, they are incompatible with magic items.

Spell immunity: Spell immunity, is, as it’s name implies, they are immune to said spell level at said levels.

Magic item compatibility: They have come to understand the nature of still magic, and therefore, can use still magic (magic items). Although they still cant use magic items like armor, and it needs to have a tactical use (IE, magic items cursed don’t work, and a magic firecracker will not light).

Magic Item Creation: They can now make magic items. Although they cant make scrolls, and the thing being made needs to have a tactical use.
 

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freefall

First Post
borble said:
MultiClassing: If a War Wizard multiclasses his spells are uncatable until all his lvls are in War Wizard ( they can have 5 levels fighter and 4 levels war wizard, as long as the war wizard levels where taken after the fighter).

I have no idea what this means. If we assume the spells are uncastable and not uncatable (poor poor kitties) it is still not a sentance that I understand.
 


freefall

First Post
This class seems roughly in line with the battle mage. As long as you are not going to have these classes in the same campaign as any PHB classes, go you.

My guess is that it is they are the same power level as an optimized gestalt using any and all books you can find, but barring playtesting I have no real idea if that is so.
I would guess if they face foes out of the MM strong enough to challenge them they will face a high instance of character death.
Unless you create custom monsters for them to face. Which would be a lot of work.
Good Luck
 

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