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.

Table: The Destructive Magician

LevelProficiency
Bonus
FeaturesDestructive BoltDestructive FistDestructive Blast—Spell Slots per Spell Level—
1st2nd3rd4th
1st+2Destructive Magic, Destrctive Magician Archetype1d121d81d6
2nd+2Magical Enhancement1d121d81d6
3rd+2Spellcasting1d121d81d62
4th+2Ability Score Improvement1d121d81d63
5th+3Archetype Feature2d81d101d83
6th+3Extra Attack2d81d101d83
7th+3Hidden Aspect2d81d101d842
8th+3Ability Score Improvement2d81d101d842
9th+4Archetype Feature2d101d121d1042
10th+4Hunter's Instinct2d101d121d1043
11th+4Know One's Self2d101d121d1043
12th+4Ability Score Improvement2d101d121d1043
13th+5Archetype Feature2d122d81d12432
14th+5Signature Spell2d122d81d12432
15th+5Signature Immunity2d122d81d12432
16th+5Ability Score Improvement2d122d81d12433
17th+6Archetype Feature3d102d102d8433
18th+6Unlimited Power3d102d102d8433
19th+6Ability Score Improvement3d102d102d84331
20th+6Ultimate Devastation4d103d103d84331


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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gollark: Ah. Hmm.
gollark: ++magic py return "<@263493613860814848> is bees"
gollark: My bot doesn't support that, TIOpy might.
gollark: ++magic py `return "communism BAD"`
gollark: ++exec```phpHeavpoot bad if heavpoot says gollark like communism because communism bad.```
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