Shadow_Elf
2008-08-05, 04:34 PM
WARNING: This is my first attempt at a homebrew class. Please be nice :smallsmile:
Spellbinder
"I am a haven to my allies in a world of enemies"
Role: Defender. You cast spells that attract enemy fire and you can outlast any foe with your defensive spells and high durability.
Power Source: Arcane. You channel Arcane forces into your defenses and the minds of your enemies.
Key Abilities: Strength, Intelligence, Wisdom
Armour Proficiencies: Cloth, Leather, Hide, Scale, Light Shields
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
Implements: Familiar
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at First Level: 15 + Constitution Score
Hit Points per Level Gained: 6
Healing Surges Per Day: 9 + Constitution Modifier
Trained Skills: Arcana. From the Class Skill List below, chose three more trained skills at 1rst Level
Arcana, Diplomacy, Endurance, Heal, History, Insight, Intimidate
Build Options: Spell Shield, Arcane Artillery
Class Features: Cantrips, Elemental Mastery, Familiar, Spellbind
Spellbinders are incredibly powerful defensive mages, trained in the Arcane arts to better defend their allies in battle. They take to the front line, using a combination of defensive and offensive spells to keep their enemies away from allies. They become a conduit for the boundless Arcane energies of the cosmos when they engage the enemy with a spell on their lips.
You are a beacon of hope to your allies among a tide of monsters, standing between them and certain death that they may in turn help you reverse the momentum of the battle. You are intelligent and calculating, able to place yourself in the best position to avert disaster and win the the day.
The cosmos are calling your name. Do you answer?
Creating a Spellbinder
Spellbinders rely on their Strength, Intelligence and Wisdom for the vast majority of their attacks. A good Constitution score is ideal as well for better durability, but none of their powers are expressly based off of it. The two basic paths a Spellbinder can take early on are the Spell Shield and the Arcane Artillery.
Spell Shield:
Important Abilities:
Intelligence: Defensive Spells
Strength: Some Melee Attacks and Spells
Constitution: Durability
You focus on defensive spells and stances and the ability to bolster your allies.
Arcane Artillery:
Intelligence: Offensive Spells
Wisdom: Some of your Spells
Strength: Melee Spells and Attacks
You focus on defending your allies by eliminating enemies. You use offensive spells and attacks.
Spellbinder Class Features:
Cantrips: Cantrips are minor spells you learn at 1rst Level. You can use ghost sound, light, mage hand and prestidigitation as at-will powers.
Element Mastery: Pick one of either Acid, Cold, Fire, Force, Lightning, Poison, Psychic or Thunder. You gain +1 to attack and damage rolls when using a power that has this element as a keyword. This bonus does not apply to ongoing damage.
Familiar: You can use a Familiar to channel your spells and increase their power. You can switch between your vision and that of your familiar as a minor action. Once, per encounter, while gazing through your familiar's eyes, you may cast a spell with the implement keyword as if you were standing in your familiar's square. Familiars only add their enhancement bonus to the attack and damage rolls of your spells with the Implement keyword if they are within 10 squares of you.
Spellbind: The Arcane challenge of a Spellbinder is impossible to ingnore. You can use Spell Bind to mark an enemy of your choice.
Spellbinder Powers
Class Features
Cantrips (see Wizard, page 158 of the Player's Handbook)
Spellbind
"You cast a spell that compels your chosen foe to fight you. Should they fail to do so, your dweomer punishes them"
At-Will * Arcane, Mastered Element (see elemental mastery)
Minor Action Close Burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supercedes a mark that was already in place.
While a target is marked, it takes a -2 penalty to attack rolls for any attack that does not include you as a target. Also, it takes damage of the element you have mastered (see elemental mastery) equal to 2 + your Intelligence modifier the first time it makes an attack that does not include you. The damage increases to 5 + your Intelligence at 11th level, and 8 + your Intelligence modifier at 21rst level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you may not use Spellbind on your next turn. You can use Spellbind once per turn.
Special: Even though this ability is a challenge, it does not depend on the intelligence or linguistic ability of the target. It is a magical compulsion that affects the creature's behavior, regardless of the creature's nature. You can't spellbind a creature that is already affected by your or another character's spellbind or divine challenge.
Level 1 At-Will Spells
Burning Brand
"You brand your foe with your flaming weapon, leaving a searing pain they will feel for quite awile"
At-Will * Arcane, Fire, Weapon
Standard Action Melee Weapon
Attack: Strength vs. AC
Hit: 1[W] damage, The target takes ongoing fire damage equal to half your Strength modifier (save ends)
Increase damage to 2[W] damage and Strength modifier ongoing damage at level 21
Forceful Blow
"You envelope your weapon with force and it releases upon impact to knock you foe backwards"
At-Will * Arcane, Force, Weapon
Standard Action Melee Weapon
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier force damage and the target is pushed a number of squares equal to your Strength modifier
Increase damage to 2[W] + Strength modifier damage at level 21
Psionic Strike
"You assault your foe's mind with a deluge of psychic suggestions, leaving it confused"
At-Will * Arcane, Psychic, Implement
Standard Action Range 15
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence Modifier damage and the target is dazed until the end of your next turn
Increase damage to 2d6 + Intelligence modifier damage at level 21
Arctic Blast
"You shower your foes with a wave of frosty energy"
At-Will * Arcane, Cold, Implement
Standard Action Blast 3
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage. Make a secondary attack
Secondary Attack: Intelligence vs. Will
Secondary Hit: The target is slowed until the end your next turn
Level 1 Encounter Spells
Acid Shockwave
"A ring of corrosive liquid bursts forth from you, searing nearby foes"
Encounter * Arcane, Acid, Implement
Standard Action Close Burst 1
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier acid damage
Bolt Lightning
"A bolt of lightning strikes your foe from the skies above"
Encounter * Arcane, Lightning, Implement
Standard Action Close Burst 10
Target: One enemy in burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage and the target is slowed (save ends)
Deafening Blow
"You infuse your weapon with thunder energy, and the resulting blast shatters your foe's resolve"
Encounter * Arcane, Thunder, Weapon
Standard Action Melee Weapon
Attack: Strenth vs. AC
Hit: 2[W] + Strength modifier damage and your foe takes a -1 penalty to saving throws (save ends)
Venomous Strike
"Your weapon seeps poison into your foe when they fail to defend themselves"
Encounter * Arcane, Poison, Weapon
Standard Action Melee Weapon
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier poison damage and 5 ongoing poison damage (save ends)
Level 1 Daily Spells
Mind Blow
"You slowly cave in the mind of your opponent"
Daily * Arcane, Psychic, Force, Implement
Standard Action Range 15
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic and force damage and the target is dazed (save ends) and takes 5 ongoing force damage (save ends).
Special: The target must successfully save against the ongoing damage before it may attempt a save against the dazed effect
One-Two Spell
"You knock your foe down with a thunderous strike, but that is merely a set-up for what is to come"
Daily * Arcane, Acid, Thunder, Weapon
Standard Action Melee Weapon
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is knocked prone. Make a secondary attack
Secondary Attack: Intelligence vs. Reflex
Secondary Hit: 3d6 + Intelligence modifier acid damage
Supernova
"A ring of deadly fire and gas erupts forth from you, and even its aftermath is deadly"
Daily * Arcane, Fire, Poison, Implement
Standard Action Close Burst 2
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier poison and fire damage, and 5 ongoing fire damage
Miss: 5 ongoing poison damage
White Lightning
"Your weapon glows white with the Arcane buildup of cold and lightning energy just before you strike"
Daily * Arcane, Cold, Lightning, Weapon
Standard Action Melee Weapon
Attack: Strength vs. Reflex
Hit: 3[W] + Intelligence modifier cold and lighting damage and the target is slowed and takes 5 ongoing lightning damage (save ends both)
Miss: Half damage, no ongoing damage, slowed until the end of your next turn
Familiar mechanic and Level 2 Utilities will come.
Spellbinder
"I am a haven to my allies in a world of enemies"
Role: Defender. You cast spells that attract enemy fire and you can outlast any foe with your defensive spells and high durability.
Power Source: Arcane. You channel Arcane forces into your defenses and the minds of your enemies.
Key Abilities: Strength, Intelligence, Wisdom
Armour Proficiencies: Cloth, Leather, Hide, Scale, Light Shields
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
Implements: Familiar
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at First Level: 15 + Constitution Score
Hit Points per Level Gained: 6
Healing Surges Per Day: 9 + Constitution Modifier
Trained Skills: Arcana. From the Class Skill List below, chose three more trained skills at 1rst Level
Arcana, Diplomacy, Endurance, Heal, History, Insight, Intimidate
Build Options: Spell Shield, Arcane Artillery
Class Features: Cantrips, Elemental Mastery, Familiar, Spellbind
Spellbinders are incredibly powerful defensive mages, trained in the Arcane arts to better defend their allies in battle. They take to the front line, using a combination of defensive and offensive spells to keep their enemies away from allies. They become a conduit for the boundless Arcane energies of the cosmos when they engage the enemy with a spell on their lips.
You are a beacon of hope to your allies among a tide of monsters, standing between them and certain death that they may in turn help you reverse the momentum of the battle. You are intelligent and calculating, able to place yourself in the best position to avert disaster and win the the day.
The cosmos are calling your name. Do you answer?
Creating a Spellbinder
Spellbinders rely on their Strength, Intelligence and Wisdom for the vast majority of their attacks. A good Constitution score is ideal as well for better durability, but none of their powers are expressly based off of it. The two basic paths a Spellbinder can take early on are the Spell Shield and the Arcane Artillery.
Spell Shield:
Important Abilities:
Intelligence: Defensive Spells
Strength: Some Melee Attacks and Spells
Constitution: Durability
You focus on defensive spells and stances and the ability to bolster your allies.
Arcane Artillery:
Intelligence: Offensive Spells
Wisdom: Some of your Spells
Strength: Melee Spells and Attacks
You focus on defending your allies by eliminating enemies. You use offensive spells and attacks.
Spellbinder Class Features:
Cantrips: Cantrips are minor spells you learn at 1rst Level. You can use ghost sound, light, mage hand and prestidigitation as at-will powers.
Element Mastery: Pick one of either Acid, Cold, Fire, Force, Lightning, Poison, Psychic or Thunder. You gain +1 to attack and damage rolls when using a power that has this element as a keyword. This bonus does not apply to ongoing damage.
Familiar: You can use a Familiar to channel your spells and increase their power. You can switch between your vision and that of your familiar as a minor action. Once, per encounter, while gazing through your familiar's eyes, you may cast a spell with the implement keyword as if you were standing in your familiar's square. Familiars only add their enhancement bonus to the attack and damage rolls of your spells with the Implement keyword if they are within 10 squares of you.
Spellbind: The Arcane challenge of a Spellbinder is impossible to ingnore. You can use Spell Bind to mark an enemy of your choice.
Spellbinder Powers
Class Features
Cantrips (see Wizard, page 158 of the Player's Handbook)
Spellbind
"You cast a spell that compels your chosen foe to fight you. Should they fail to do so, your dweomer punishes them"
At-Will * Arcane, Mastered Element (see elemental mastery)
Minor Action Close Burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supercedes a mark that was already in place.
While a target is marked, it takes a -2 penalty to attack rolls for any attack that does not include you as a target. Also, it takes damage of the element you have mastered (see elemental mastery) equal to 2 + your Intelligence modifier the first time it makes an attack that does not include you. The damage increases to 5 + your Intelligence at 11th level, and 8 + your Intelligence modifier at 21rst level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you may not use Spellbind on your next turn. You can use Spellbind once per turn.
Special: Even though this ability is a challenge, it does not depend on the intelligence or linguistic ability of the target. It is a magical compulsion that affects the creature's behavior, regardless of the creature's nature. You can't spellbind a creature that is already affected by your or another character's spellbind or divine challenge.
Level 1 At-Will Spells
Burning Brand
"You brand your foe with your flaming weapon, leaving a searing pain they will feel for quite awile"
At-Will * Arcane, Fire, Weapon
Standard Action Melee Weapon
Attack: Strength vs. AC
Hit: 1[W] damage, The target takes ongoing fire damage equal to half your Strength modifier (save ends)
Increase damage to 2[W] damage and Strength modifier ongoing damage at level 21
Forceful Blow
"You envelope your weapon with force and it releases upon impact to knock you foe backwards"
At-Will * Arcane, Force, Weapon
Standard Action Melee Weapon
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier force damage and the target is pushed a number of squares equal to your Strength modifier
Increase damage to 2[W] + Strength modifier damage at level 21
Psionic Strike
"You assault your foe's mind with a deluge of psychic suggestions, leaving it confused"
At-Will * Arcane, Psychic, Implement
Standard Action Range 15
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence Modifier damage and the target is dazed until the end of your next turn
Increase damage to 2d6 + Intelligence modifier damage at level 21
Arctic Blast
"You shower your foes with a wave of frosty energy"
At-Will * Arcane, Cold, Implement
Standard Action Blast 3
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage. Make a secondary attack
Secondary Attack: Intelligence vs. Will
Secondary Hit: The target is slowed until the end your next turn
Level 1 Encounter Spells
Acid Shockwave
"A ring of corrosive liquid bursts forth from you, searing nearby foes"
Encounter * Arcane, Acid, Implement
Standard Action Close Burst 1
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier acid damage
Bolt Lightning
"A bolt of lightning strikes your foe from the skies above"
Encounter * Arcane, Lightning, Implement
Standard Action Close Burst 10
Target: One enemy in burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage and the target is slowed (save ends)
Deafening Blow
"You infuse your weapon with thunder energy, and the resulting blast shatters your foe's resolve"
Encounter * Arcane, Thunder, Weapon
Standard Action Melee Weapon
Attack: Strenth vs. AC
Hit: 2[W] + Strength modifier damage and your foe takes a -1 penalty to saving throws (save ends)
Venomous Strike
"Your weapon seeps poison into your foe when they fail to defend themselves"
Encounter * Arcane, Poison, Weapon
Standard Action Melee Weapon
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier poison damage and 5 ongoing poison damage (save ends)
Level 1 Daily Spells
Mind Blow
"You slowly cave in the mind of your opponent"
Daily * Arcane, Psychic, Force, Implement
Standard Action Range 15
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic and force damage and the target is dazed (save ends) and takes 5 ongoing force damage (save ends).
Special: The target must successfully save against the ongoing damage before it may attempt a save against the dazed effect
One-Two Spell
"You knock your foe down with a thunderous strike, but that is merely a set-up for what is to come"
Daily * Arcane, Acid, Thunder, Weapon
Standard Action Melee Weapon
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is knocked prone. Make a secondary attack
Secondary Attack: Intelligence vs. Reflex
Secondary Hit: 3d6 + Intelligence modifier acid damage
Supernova
"A ring of deadly fire and gas erupts forth from you, and even its aftermath is deadly"
Daily * Arcane, Fire, Poison, Implement
Standard Action Close Burst 2
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier poison and fire damage, and 5 ongoing fire damage
Miss: 5 ongoing poison damage
White Lightning
"Your weapon glows white with the Arcane buildup of cold and lightning energy just before you strike"
Daily * Arcane, Cold, Lightning, Weapon
Standard Action Melee Weapon
Attack: Strength vs. Reflex
Hit: 3[W] + Intelligence modifier cold and lighting damage and the target is slowed and takes 5 ongoing lightning damage (save ends both)
Miss: Half damage, no ongoing damage, slowed until the end of your next turn
Familiar mechanic and Level 2 Utilities will come.