Results 1 to 3 of 3
- Join Date
- Sep 2014
Original class: Will-bound Magus [WIP]
I've had a class idea for a long time that I've always wanted to play but never found a good system that would show off the combat and RP potential both without going entirely nuts on the numbers. I usually play Pathfinder, but I'm not experienced enough in the numbers of it to homebrew a whole class, and as much as I like FATE, players can get a little squishy at times. Good for some games, not so much for others. But with the release of 5e, I think I've finally found something to work with. Keep in mind this is a work in progress so things will be broken, and many rules will probably be up to a dm to make calls. Without further ado...
A lone warrior takes a swipe with the claws of a tiger at the ogre he holds at bay and leaps up into the air as its club swings under him, rapidly sprouting quills and tightening the muscles of his legs into those of a kangaroo, ready to deal the final blow.
Where before stood a compliment of hobgoblin soldiers, a massive figure sweeps his foes aside. His thick, elephantine skin bristles with arrows but he pays no mind, he latches onto one of the combatants and his eyes dilate to those of a shark and he roars, revealing row upon row of jagged teeth and unleashing a gout fire.
The moment the guard leaves, a prisoner slowly moves from the shadows towards the bars keeping her in the cell, she waves a hand and they warp aside, and she steps through, pausing on the other side to wrench one of them free. Her hands darken as deep red scales pull through the skin and she waves one hand over the bar, it wavers and what was once smooth grows sharp as a blade forms from the metal. She whispers a single word and it glows white hot for a moment, but she holds firm and slowly opens the door into the hallway.
Whether rapidly altering themselves to fit the momentary need of the fight, wading into combat with the combined might of the fiercest beasts yet faced, or altering the world to accommodate themselves, the will-bound magus focuses on the conviction to bend things to their favor. They are the full extension of mind over matter, and are masters of their own personal world within.
The magus firmly believes in his own ideals, but relies on an understanding of the world to direct their intentions. In order to draw a specific effect, one must draw some into their mind as well. It takes a powerful mastery of mind and soul to control the transformed mental realm within.
The will-bound magus may get their power directly from their own conviction, but in order to carry out a given task, the magus must understand exactly what they want done. As a result, magi may travel far and wide to better understand the world, collecting totems by which they may train themselves to master new forms or magics. By mastering more forms, the magus may apply more effects to his own world.
Creating a Will-bound Magus
When creating a Will-bound Magus, consider first what your character believes in most. Freedom to do as he chooses? A world without war? Maybe he seeks to right past wrongs or maybe just the completion of his worldly form. Then consider how he might approach his quest, does he create a perfect form to walk through anything in this way? Maybe he creates a toolkit to blend each action into the next, or uses her will to directly tap into the flow of magic. How and when did your power manifest? What was your first totem? How might your first alteration of self and soul have affected you? Perhaps you drew in the soul of a beast and found that it could not ever be expunged or maybe you felt more alive than ever before. Maybe you are seeking a specific totems at the moment? Perhaps you plan on mastering many forms in the future?
You can make a magus by following these suggestions. First, put your highest scores in Charisma, followed by Dexterity or Strength. Then, pick the outlander background.
Last edited by Zer0ah; 2014-09-14 at 10:14 PM.
- Join Date
- Sep 2014
Hit dice: 1d10 per Magus level
Hit points at 1st Level: 10 + your Constitution modifier
Hit points at Higher Levels: 1d10 (or 6) + your Constitution modifier per magus level after 1st
Armor: Light armor
Weapons: Simple Weapons, shortswords, longbow
Saving Throws: Constitution, Charisma
Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, Insight, Nature, Perception, Survival
You start with the following equipment, in addition to the equipment granted by your background
- (a) a shortsword or (b) any simple melee weapon
- (a) a longbow and a quiver of 20 arrows or (b) a light crossbow and 20 bolts
- (a) a dungeoneer's pack or (b) an explorer's pack
- leather armor
Magus Level Proficiency Bonus Attribute Points Features Spells 1st +2 Willed Forms, Wild Fighting 2nd +2 Spellcasting, Prestidigitation, Thaumaturgy 3rd +2 Soul Path 4th +2 Ability Score Improvement 5th +3 6th +3 7th +3 8th +3 Ability Score Improvement 9th +4 10th +4 11th +4 12th +4 Ability Score Improvement 13th +5 14th +5 15th +5 16th +5 Ability Score Improvement 17th +6 18th +6 19th +6 Ability Score Improvement 20th +6
The Magus has learned to use his will-power to reshape his own body in a process called channeling. To do this, the magus must entirely understand the form he wishes to take up, thus he draw forms from the world around him to forward his goals.
Spoiler: AttributesAttributes are specific anatomical features, special abilities, or other features of an organism. For the most part, they are excluded to physical, biological features of a species as a whole, meaning they may not be derived from training.
Good examples are: Claws, Wings, Fangs, Venom, Scales, Gills, Quills, and Darkvision
Channeled attributes must be practiced before gaining proficiency. This may be in or out of combat, and non-strenuous practice may be performed during short or long rests. Some attributes may be similar enough to gain the benefits of proficiency from other attributes, for instance: a wolf claw attribute and bear claw attribute should behave relatively similar, thus both benefits from training in claw attributes. Some attributes may also take longer amounts of practice to master. Both Similarity and practiced proficiency are up to the discretion of the DM.
Spoiler: Attribute TagsAttribute tags are qualities assigned to each attribute to designate its function or intricacy. They include the following at first level:
- Defensive--- armored skin/scales, resistances, reactions, etc.
- Movement--- movement speeds, jump, etc.
- Offensive--- natural weapons, breath attacks, and other attacks
- Sensory--- extended sight, hearing, touch, smell, taste, or other senses
- Skill--- physical skill proficiency bonuses (acrobatics, athletics, stealth, etc.)
Other tags may be unlocked at later levels:
- Ability--- strength, dexterity, or constitution bonuses/proficiencies
- Arcane--- any innate casting abilities
- Complex--- any attribute with an intricate function or usage (resistances, poison, wings, etc.)
- Size--- any attribute dependent on size (natural attack damage, etc.)
- Special--- special moves (relentless, etc.)
- Structure--- any attribute that adds a new, intricate structure (organs, wings, etc.)
- Type--- any attribute originating from an organism of a drastically different type (typically plants or outsiders)
Each tag has an assigned attribute point value, allowing the Magus to channel up to his attribute point pool without risk. When counting attribute cost, sum the tag cost values and round up to the nearest whole number, the remaining points in the attribute pool may be spent on other attributes. Tags may sometimes be excluded from an attribute if deemed appropriate, for instance a Magus may exclude the STRUCTURE tag from the wing attribute and instead of building new wings, they may convert existing arms into wings. Excluded tags do not count towards the cost of an attribute
Spoiler: ChannelingChanneling allows to Magus to distribute attribute points to enhance themselves. In order to use an attribute, they must first collect a totem, an object that embodies a specific creature or species that the Magus intends to channel. They must be either a physical piece of the creature or something precious of theirs, such as a family heirloom or other trinket. To channel any attribute from the totem, the Magus must perform a 10 minute ritual to bind the attributes to the totem and Magus alike, afterwards the Magus may channel any attribute bound to them in a 30 second ritual so long as the totem is in their possession and either visible or in contact of their skin. Channeling in this manner allows the Magus to redistribute all his attribute points in any manner he chooses.
Channeling attributes is not always a clean process and can result in extraneous changes. For instance, when a Magus channels a wolf, his eyes might lose their whites and turn yellow, or his ears might grow more pointed, or his teeth sharper and his hair longer. These effects generally disappear if the Magus redistributes the channeled aspect, but they may remain in rare cases.
Spoiler: OverdrawingThe Magus may exceed his attribute point maximum in a dangerous process of overdrawing. When attempting to channel additional attributes, the Magus immediately subtracts 3 x the attribute points spent over his maximum from his hit point maximum, then attempts a Charisma save with a DC equal to 15 + attribute points over maximum spent. On success, the Magus continues functioning normally. Every round afterwards (or until the Magus redistributes attribute point to below his maximum), roll a d6. On a 5 or 6, the Magus must attempt an additional Charisma save with a DC equal to 15 + (the number of save made) x (attribute points over maximum).
If the Magus ever fails the save, he immediately falls unconscious, but is still stable unless specified otherwise.
Spoiler: Planned FeaturesTotem Independence, Attribute body-slots
A Magus may use dexterity or strength modifiers in attack rolls.
__________________________________________________ __________________________________________________ ___________________
As Magi grow more capable, their will-power gradually extends beyond their body. This manifests in the form of limited transmutation spells.
Magi are arcane casters and spell save DCs are 10 + Spell level + Magus' Charisma modifier
Spoiler: Planned FeaturesAlter Self, Enhance Ability, Fabricate, Telekinesis, Polymorph, True Polymorph
Path of Adaptation
Under the Path of Adaptation, a Magus must learn to think on their feet, rapidly flowing from form to form to best take advantage of the situation
Adapters gain additional attribute points and may now channel in one action.
At __ level you may channel in one bonus action.
At __ level you may channel as a reaction, with attributes taking effect before taking damage.
At __ level you may channel once per turn without spending an action
Path of the Perfect Form
Under the Path of the Perfect Form, a Magus builds a single form to take on any challenge. Few can stand in their path.
Gain additional attribute points, size attribute tags are no longer factored into attribute cost
Path of the Arcanist
Under the Path of the Arcanist, a Magus pushes their control even further, extending their use of arcane power.
Spell slots,transmutation favor, attribute channeling into other creatures
Ability Score Improvement
Last edited by Zer0ah; 2014-09-16 at 10:51 PM. Reason: Addition of new material
- Join Date
- Sep 2014
Re: Original class: Will-bound Magus [WIP]
I've been adding a lot of content on here as of late but since I have no experience in the field of class building I could use a little peer review, is this going in a playable direction?