Archmage (3.5e Class)

This page is incomplete and/or lacking flavor. Reason: Incomplete ex members of the class, starting package, and campaign information sections.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Archmage

True mages do not need silly pets to fight, if we wanted to be as silly as that, we would have been druids! Ha! Just a bit of Archmage humor. Oh, you don't know what Archmages are? Well your in luck because your speaking to one right now! Archmages are mages that are about middleground between sorcerer and wizard. They are the prime example of going down a metamagic path, rather than keeping your silly pet.

Making a Archmage

Archmages do the same thing as your average party mage. Wait until late game to spam the shit out of OP spells.

Abilities: Intelligence is the defining feature of the Archmage, as all it does is cast spells.

Races: Any race would become an Archmage, atleast any with interest in magic.

Alignment: Often Lawful

Starting Gold: 5×10 gp (25 GP)

Starting Age: Complex

Table: The Archmage

Hit Die: 1d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+1+0+1+2 Favorite Spell, True Caster 34
2nd+2+0+1+2 Bright/Loud Spell 34
3rd+3+0+1+3 Impressive Spell 441
4th+4+1+1+3 Harden Spell 452
5th+5+1+1+4 Multi Spell 4531
6th+6+2+2+5 Bonus Feat, Stat Increase 4542
7th+7+2+2+5 Astonishing Spell 45531
8th+8+2+2+6 Channel Spell 45542
9th+9+3+3+6 Blight Spell 455531
10th+10+3+3+7 Overload 455542
11th+11+3+3+7 Mage Defense 4555531
12th+12/+1+4+4+8 Bonus Feat, Stat Increase 4555542
13th+13/+1+4+4+8 Scrying Spell 45555531
14th+14/+2+4+4+9 Bouncing Spell 45555542
15th+15/+2+5+5+9 Magic Touch 455555531
16th+16/+3+5+5+10 Barrage 455555542
17th+17/+3+5+5+10 Magicman 4555555532
18th+18/+4+6+6+11 2nd Favorite Spell 4555555543
19th+19/+4+6+6+11 Great Summon 4555555554
20th+20/+5+6+6+12 Magelord 4555555555

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features

All of the following are class features of the Archmage.

Weapon and Armor Proficiency: Archmages are profecient with daggers, quarterstaffs, magical items, and crossbows. The Archmage does not have proficiency with armour, but if they manage to gain proficiency, they may cast their spells without her somatic spells failing.

Spells: An Archmage casts arcane spells which are drawn from the sorcerer/wizard spell list. An Archmage must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the Archmage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Archmage’s spell is 10 + the spell level + the Archmage’s Intelligence modifier.

Like other spellcasters, an Archmage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Archmage. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, an Archmage may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Archmage decides which spells to prepare.

Note: Only 3 effects can be on a spell Pre-Level 10. 5 effects can be placed on a spell at level 10, and 7 can be placed on a spell at level 15.

True Caster: The Archmage has a +4 to rolls to remain concentrated, and has advantage on concentration rolls as well.

Favorite Spell: Choose one spell that you are able to cast and that has a duration. (You may change which spell it affects through a 24 hour ritual that will leave you fatigued for the rest of the day.) The spells duration is now indefinite, though he loses 1 spellslot from whatever level it is chosen from. May not be above spell level 4.

Bright/Loud Spell: You must announce that you are using this before rolling to attack. 5 times per day, you may choose to blind or deaf an opponent with a spell cast. If they fail the save against the spell, they are blinded or deafened for 1 round / Archmage Level. This modifier can only be attached to spells with saves. This increases to 10 times per day at level 10.

Impressive Spell: You may choose exactly what your spells look like. Additionally, 5 times per day, you may simultaneously cast any cantrip while casting a spell. This amount increases to 10 at level 10. You must announce that you are using this before rolling to attack.

Harden Spell: You must announce that you are using this before rolling to attack. 5 times per day, you may add 5 to the DC of any spell. At level 10, this amount increases to 10.

Multi Spell: You must announce that you are using this before rolling to attack. 5 times per day you may cast 2 spells at once, by also expending 1 slot of your highest possible spell level. At level 10, this amount increases to 10.

Bonus Feat / Stat Increase: You may choose an additional feat from the list of feats. Additionally, you may add a +2 to the stat of your choice.

Impressive Spell: You must announce that you are using this before rolling to attack. 5 times per day, when you land a spell under this effect, all neutral bystanders within 30 feet must make a DC 18 will save or be charmed for 5 mins. All enemies within 30 feet must make a DC 18 will save or be feared for 1 round. At level 10, DC becomes 10 and fear time becomes 3 rounds on 1 target of choice.

Channel Spell: You must announce that you are using this before rolling to attack. 5 times per day, you may choose to channel a spell with a duration, preventing it from ending as long as you continue spending your turn to keep it in existence. Effect ends upon summon being destroyed or negated. At level 10, You do not have to begin your channel until 3 turns before the spell would end.

Blight Spell: You must announce that you are using this before rolling to attack. 5 times per day, you may add 2d6 damage to a ranged touch attack. At level 10, you may place this onto spells to aid allies, granting them to the bonus damage to their next attack.

Overload: All class abilities gained so far gain buffs.

Mage Defense: You must announce that you are using this before the enemy rolls attack. 5 times per day, you may gain a deflection bonus equal to your Archmage Level to AC and saves against magical effects for 1 round.

Scrying Spell: You must announce that you are using this before rolling to attack. 5 times per day, you may scry an area as a free action, and then cast a spell onto that location, regardless of your own location or the spells range. Scrying Spell may only be used with spells that are at least 2 levels below your highest level spell slot unlocked.

Bouncing Spell: You must announce that you are using this before rolling to attack. 5 times per day, you may roll 1d4. That is how many additional targets are hit by the spell. Targets after the first hit are not effected by other Archmage spell effects.

Magic Touch: You must announce that you are using this before rolling to attack. 5 times per day, you gain a +10 to hit on touch attacks.

Barrage: You must announce that you are using this before rolling to attack. Once per short rest, you may Launch a spray of 12 Magic missiles as a standard action. If the enemy is killed, then the barrage repeats on another target of choice to a maximum of Archmage Level + Intmod targets.

Magicman: Once per day, you may choose to: ‘’Become invisible for 24 hours, or until you are struck, or take offensive action.’’ ‘’Become impervious to damage for 1 round.’’ ‘’Gain a fly speed of 60ft with perfect maneuverability for 1 hour.’’ ‘’Gain a +50 to disquise checks as 1 specific person for 10 mins.’’

2nd Favorite Spell: Choose one spell that you are able to cast and that has a duration. Its duration is now indefinite, though he loses 1 spellslot from whatever level it is chosen from. May not be above level 5.

Great Summon: You must announce that you are using this before rolling to attack. 5 times per day, you may summon a creature, but it's duration changes to the same amount in hours. if the duration is already hours, it becomes days.

Magelord: Double Intelligence and spell slot amounts.

Ex-Archmagi

.

Archmage Starting Package

Weapons: .

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

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a Archmage

Religion: .

Other Classes: .

Combat: .

Advancement: .

Archmagi in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Archmage Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
5.
10.
15.
20.

Archmagi in the Game


Adaptation: .

Sample Encounter: .

EL : .



Back to Main Page 3.5e Homebrew Classes Base Classes

gollark: I agree, apioaxolevooculoform, Turkey is a somewhat bees dictatorship.
gollark: Your "profile" would consist of numbered "entries".
gollark: Thoughts?
gollark: ++profile add psychological <@!341618941317349376>, ++profile view psychological <@!341618941317349376>, or something like that.
gollark: WAIT! I HAD AN EXCELLENT IDEA! AutoBotRobot ++profile command!
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.