Destructive Magician (5e Class)
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Destructive Magician
<!-Introduction Leader->
Creating a destructive magician
- Quick Build
You can make a destructive magician quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Destructive Magician you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Destructive Magician level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Destructive Magician level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools:
Saving Throws: Intelligence and Strength
Skills: Athletics and choose two from Arcana, Perception, Acrobatics, Sleight of Hand, Investigation, History and Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two Daggers or (b) A Simple Weapon of your choice
- (a) Leather Armor or (b) A Light Crossbow and 20 Bolts
- (a) Arcane Focus or (b) Component Pouch
- If you are using starting wealth, you have 5d4x10gp in funds in funds.
Level | Proficiency Bonus | Features | Destructive Bolt | Destructive Fist | Destructive Blast | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||||
1st | +2 | Destructive Magic, Destrctive Magician Archetype | 1d12 | 1d8 | 1d6 | — | — | — | — |
2nd | +2 | Magical Enhancement | 1d12 | 1d8 | 1d6 | — | — | — | — |
3rd | +2 | Spellcasting | 1d12 | 1d8 | 1d6 | 2 | — | — | — |
4th | +2 | Ability Score Improvement | 1d12 | 1d8 | 1d6 | 3 | — | — | — |
5th | +3 | Archetype Feature | 2d8 | 1d10 | 1d8 | 3 | — | — | — |
6th | +3 | Extra Attack | 2d8 | 1d10 | 1d8 | 3 | — | — | — |
7th | +3 | Hidden Aspect | 2d8 | 1d10 | 1d8 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement | 2d8 | 1d10 | 1d8 | 4 | 2 | — | — |
9th | +4 | Archetype Feature | 2d10 | 1d12 | 1d10 | 4 | 2 | — | — |
10th | +4 | Hunter's Instinct | 2d10 | 1d12 | 1d10 | 4 | 3 | — | — |
11th | +4 | Know One's Self | 2d10 | 1d12 | 1d10 | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement | 2d10 | 1d12 | 1d10 | 4 | 3 | — | — |
13th | +5 | Archetype Feature | 2d12 | 2d8 | 1d12 | 4 | 3 | 2 | — |
14th | +5 | Signature Spell | 2d12 | 2d8 | 1d12 | 4 | 3 | 2 | — |
15th | +5 | Signature Immunity | 2d12 | 2d8 | 1d12 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 2d12 | 2d8 | 1d12 | 4 | 3 | 3 | — |
17th | +6 | Archetype Feature | 3d10 | 2d10 | 2d8 | 4 | 3 | 3 | — |
18th | +6 | Unlimited Power | 3d10 | 2d10 | 2d8 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement | 3d10 | 2d10 | 2d8 | 4 | 3 | 3 | 1 |
20th | +6 | Ultimate Devastation | 4d10 | 3d10 | 3d8 | 4 | 3 | 3 | 1 |
Destructive Magic
At 1st level, depending on the archetype that you choose, you gain access to different ways to cause destruction and death.
With The Soldier archetype, you gain access to the Destructive Fist. This does damage equal to the damage shown on the Destructive Fist column plus your Intelligence modifier when you take the attack action. You can target as many creatures as you have complete arms when you use this attack.
With The Demolitions archetype, you gain access to the Destructive Blast. This does damage equal to the damage shown on the Destructive Blast column plus your Intelligence modifier when you take the attack action. Your blast affects the a number of creatures in a radius of five feet of a point you choose within fifty feet of you.
With The Sniper archetype, you gain access to the Destructive Bolt. This does damage equal to the damage shown on the Destructive Bolt column plus your Intelligence modifier when you take the attack action. Your bolt has a range of 100 feet but you can only target one creature per attack.
Destructive Magican Archetype
At 1st level, you can choose one of the three destructive magician archetypes. You gain additional features at 5th, 9th, 13th and 17th levels.
Spellcasting
At 2nd level, you begin to sling spells to the dismay and concern of all around you.
- Preparing and Casting Spells
The Destructive Magician table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of destructive magician Spells that are available for you to cast, choosing from the destructive magician spell list. When you do so, choose a number of destructive magician Spells equal to your Intelligence modifier + your destructive magician level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
You can change your list of prepared Spells when you finish a Long Rest.
- Spellcasting Ability
Intelligence is your spellcasting ability for your spells, since the power of your spells relies on your mental ability. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 10 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your spells.
REWORK THIS ENTIRE SHIT THING
Magical Enhancement
At 3rd level, you gain expertise in the Athletics skill. You can use your strength modifier instead of your dexterity modifier for acrobatics checks. You can also use your strength modifier instead of your charisma modifier for intimidation checks.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
At 6th level, whenever you make the attack action, you can make an additional attack. Your second attack will be using your strength modifier for both the attack and damage rolls.
Hidden Aspect
At 7th level, you can add an additional damage die (one lower than the one that is used by the destructive magic) on your destructive magic attacks. The damage is either necrotic, radiant, psychic or force.
Hunter's Instinct
At 10th level, you gain the ability to know when you have knocked an enemy to hit points that are equal to or lower than your strength modifier. You can use your reaction to move up to your movement speed towards them and make an additional attack as a free action to attempt to kill them.
Know One's Self
At 11th level, you can use your reaction to negate the damage of any spell that you know, when it is used on yourself. You can you this feature a number of times equal to half of your strength modifier (rounded down).
Signature Spell
At 14th level, you gain the ability to specialise in one way to cause the most destruction possible. Choose Destructive Wave, Harm or Disintegrate as your signature spell. You can treat this spell as though it is of seventh level and you can reroll any '1's you roll on the damage dice. You can use this spell a number of times equal to half of your intelligence modifier (rounded down).
Signature Immunity
At 15th level, you can use your signature spell to give yourself temporary hit points equal to your destructive magic damage. If you use this feature when you have no signature spells left, then you waste your entire turn.
Unlimited Power
At 18th level, you can spend two uses of signature spell to cast the spell as at 8th level. Alternatively, you can trade in three uses of signature spell to cast the spell at 9th level. When you use this ability, you can double the extra damage dice that you gain from using it past the level it was originally from.
Ultimate Devastation
At 20th level, you have discovered the ultimate way to increase your destruction. Your Intelligence and Strength maximum both increase by 4.
The Soldier
At 1st level, you get a hit points change. Hit Dice: 1d10 per Destructive Magician level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Destructive Magician level after 1st
REWRITE SUBCLASSES - Note in discussion
Unarmoured Defence
At 1st level, if you are not wearing armour (Not including shields), your armour class is 10 + your Strength modifier + half of your Intelligence modifier rounded down. At 10th level, your armour class increases by 2, and if you wear armour, your armour class increases by 1 instead.
Punches of Steel
At 5th level, you gain the ability to double the damage rolls on one of your Destructive Fist attacks. To use this feature, you must say so before your attack roll and even if you fail the attack roll, you use up one use of the feature. You can use this feature twice per long rest.
The Ultimate Weapon
At 9th level, you can make a destructive fist attack with your head in addition to your normal attacks. It deals twice as much damage, yet you also take recoil damage equal to the half of the damage that you deal (including any excess damage if it take the enemy below 0 hit points).
Physical Peak
At 13th level, you have developed the ability to add your physical strength to your damage and you gain an additional use of Punches of Steel.
Double and Halve
At 17th level, you can halve your armour class (rounded down) and gain vulnerability to all damage. In addition to this, you can double both your attack and damage rolls and make twice as many attacks on your turn. This feature lasts for a number of turns equal to half of your strength modifier (rounded down). You can only use this feature once per long rest.
The Demolitions
At 1st level, you get a hit points change. Hit Dice: 1d6 per Destructive Magician level Hit Points at 1st Level: 6 + Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Destructive Magician level after 1st
Tactical Preparations
At 1st level, you can use your bonus action to plant destructive blast in the ground like a landmine. If someone, other than yourself walks within five feet of it, they take the damage of a destructive blast. You can use this feature a number of times equal to your intelligence modifier.
Mini-Nuke Blast
At 17th level
Are you sure you're not a Rogue?
At 1st level, you gain proficiency in stealth (Or expertise if you already have proficiency). Once per long rest, as a bonus action, you can go invisible as if you are under the invisibility spell until the start of your next turn.
Hunter's Patience
At 9th level, you can choose to move last in a combat and on your turn, you can make three shots, (including your normal attack and extra attack) at targets of your choice with advantage on both the attack and damage rolls.
Destructive Magician Spell List
You know all of the spells on the basic Destructive Magician spell list and additional spells based on your destructive magician archetype.
The Soldier
- Cantrips
Chill Touch
Friends
Green Flame Blade
Light
Mage Hand
Message
Poison Spray
Sacred Flame
- 1st Level
Burning Hands
Compelled Duel
Detect Magic
Ice Knife
Inflict Wounds
Searing Smite
Shield
Shield of Faith
Thunderous Smite
Wrathful Smite
- 2nd Level
Branding Smite
Flame Blade
Heat Metal
Hold Person
Magic Weapon
Phantasmal Force
Prayer of Healing
Spiritual Weapon
- 3rd Level
Dispell Magic
Elemental Weapon
Flame Arrows
Lightning Arrow
Melf's Minute Meteors
Spirit Guardians
Vampiric Touch
- 4th Level
Conjure Minor Elementals
Fire Shield
Grasping Vine
Guardian of Faith
Phantasmal Killer
Staggering Smite
Watery Sphere
- 5th Level
Banishing Smite
Bigby's Hand
Conjure Elemental
Conjure Volley
Destructive Wave
Hold Monster
- 6th level
Blade Barrier
Chain Lightning
Disintegrate
Flesh to Stone
Harm
Investiture of Flame
The Demolitions
- Cantrips
Acid Splash
Booming Blade
Control Flames
Eldritch Blast
Friends
Frostbite
Light
Message
- 1st Level
Bless
Charm Person
Detect Magic
Earth Tremor
Hex
Hellish Rebuke
Mage Armour
Magic Missile
Sleep
Thunderwave
- 2nd Level
Flaming Sphere
Hold Person
Maximilian's Earthen Grasp
Pyrotechnics
Scorching Ray
See Invisibility
Shatter
Spiritual Weapon
- 3rd Level
Dispell Magic
Elemental Bane
Erupting Earth
Fireball
Mass Healing Word
Melf's Minute Meteors
Sleet Storm
Tidal Wave
- 4th Level
Blight
Confusion
Giant Insects
Guardian of Faith
Ice Storm
Storm Sphere
- 5th Level
Bigby's Hand
Contagion
Destructive Wave
Dominate Person
Flame Strike
Maelstrom
- 6th level
Circle of Death
Disintegrate
Harm
Investiture of Ice
Otiluke's Freezing Sphere
Wall of Thorns
The Sniper
- Cantrips
Fire Bolt
Friends
Light
Message
Ray of Frost
Shocking Grasp
Sword Burst
Thorn Whip
- 1st Level
Colour Spray
Command
Cure Wounds
Detect Magic
Ensnaring Strike
Guiding Bolt
Hunter's Mark
Magic Missile
Ray of Sickness
Witchbolt
- 2nd Level
Cloud of Daggers
Hold Person
Invisibility
Melf's Acid Arrow
Pass Without Trace
Snilloc's Snowball Swarm
Spiritual Weapon
- 3rd Level
Dispell Magic
Fly
Lightning Bolt
Melf's Minute Meteors
Stinking Cloud
Wall of Sand
Wall of Water
- 4th Level
Conjure Woodland Beings
Death Ward
Dominate Beasts
Greater Invisibility
Guardian of Faith
Polymorph
Vitriolic Sphere
- 5th Level
Bigby's Hand
Cloudkill
Contact Other Plane
Destructive Wave
Dispel Evil and Good
Insect Plague
- 6th level
Conjure Fey
Disintegrate
Harm
Investiture of Wind
Investiture of Stone
Sunbeam
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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