User:Luigifan18/Sand Mage (3.5e Class)

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Revision as of 23:30, 13 December 2017 by Luigifan18 (talk | contribs) (Project # 415! This is an idea that I've had in my head for a little while. Essentially, it's an earth-aligned counterpart to the wind mage.)
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Author: Luigifan18 (talk)
Date Created: December 13, 2017
Status: Just started
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A mage who uses sand as his weapon of choice, manipulating it through invocations. 20 0 Moderate Good Poor Good Invocations Full


Sand Mage

Unless you can fly, the earth is constantly beneath your feet. We hardly even notice it until it becomes a hazard to life and limb. Sand mages are specialists in manipulating the primal force of earth to do their bidding, using it to whittle their foes down to nothing.

Making a Sand Mage

What sand mages lack in raw power, they make up for in reliability. This reliability is a consequence of their taking the concept of "death of a thousand cuts" to extreme and literal heights by attacking primarily with sand. Getting hit with a single grain of sand technically hurts, but it's so insignificant that you'll hardly notice (unless you're hit in a sensitive place, such as an eye, in which case taking a grain of sand to the eye is still preferable to taking a dagger to the eye). Getting hit by several thousand grains of sand in quick succession can tear a person to shreds. What this all boils down to is that sand mages can deal lots of damage just by hitting thousands of times with a single attack. But because they rely on quantity rather than quality, their attacks can be easily resisted; just having good armor and/or reflexes means a potential victim takes fewer hits, and because each hit is so weak, damage reduction severely hinders a wind mage's offense. But with enough sand at their disposal, they can easily work around this drawback.

Abilities: Charisma is paramount for a sand mage, as it governs his invocations. Dexterity is extremely helpful for Armor Class, since the wind mage isn't exactly able to use anything more protective than light armor, and it also helps with ranged attack rolls, since the sand mage is heavily reliant on hitting several times; it also helps shore up his poor Reflex saves. Constitution is always useful for extra hit points. Strength is also useful if the sand mage cares to try his hand at melee combat — a role that he's not horrible in, though he's not superb, either.

Races: Any.

Alignment: Any, though sand mages lean a little towards law on average.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Moderate.

Table: The Sand Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Invocations Known
Fort Ref Will
1st +0 +2 +0 +2 Sand Blast, Earth Focus, , Invocations (Least) 1
2nd +1 +3 +0 +3 Elemental Summoning 2
3rd +2 +3 +1 +3 3
4th +3 +4 +1 +4 Sandy Weapon (Terran) 3
5th +3 +4 +1 +4 Earth Power 4
6th +4 +5 +2 +5 Sand Without Earth, 4
7th +5 +5 +2 +5 Invocations (Lesser) 5
8th +6/+1 +6 +2 +6 Sandy Weapon (???) 5
9th +6/+1 +6 +3 +6 6
10th +7/+2 +7 +3 +7 Earth Adaption, Sand Aura 6
11th +8/+3 +7 +3 +7 7
12th +9/+4 +8 +4 +8 Grinding Sand --> 7
13th +9/+4 +8 +4 +8 Invocations (Greater) 8
14th +10/+5 +9 +4 +9 Elemental Body 8
15th +11/+6/+1 +9 +5 +9 9
16th +12/+7/+2 +10 +5 +10 , Greater Earth Power 9
17th +12/+7/+2 +10 +5 +10 Sandy Haven 10
18th +13/+8/+3 +11 +6 +11 10
19th +14/+9/+4 +11 +6 +11 Invocations (Final) 11
20th +15/+10/+5 +12 +6 +12 Born of Earth 11

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (geography) (the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the Sand Mage.

Weapon and Armor Proficiency: Sand mages are proficient with all simple weapons, plus all martial hammers, all martial shields, saps, clubs, chakrams, atlatls, and ???. Sand mages are proficient with light armor and shields (except tower shields). Although the sand mage uses spell-like abilities, they are affected by arcane spell failure if wearing anything more than light armor. A sand mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure. A multiclass sand mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonus Language: A sand mage knows Terran, the language of earth-type beings, which he learns upon taking his first level in wind mage. Terran is a free language for a sand mage; he knows it in addition to his regular allotment of languages and it doesn't take up a language slot.

User/Luigifan18/Sand Mage (3.5e Class)/Sand Blast

  • Grinding Sand: At 12th level, the sand blast's ability to overcome damage reduction improves; all of the damage counts as magic, slashing, and bludgeoning for the purpose of overcoming damage reduction.

Sandy Weapon (Su): At 4th level, a sand mage can channel the power of earth into the weapons he wields (including the sand blast, eldritch/sand glaive, and any other effect which requires an attack roll). The weapon gains the terran enhancement[1], automatically overcoming the damage reduction of creatures with the [air] subtype and dealing an extra 2d6 damage to such creatures. This stacks with the actual terran enhancement.

At 8th level, the sand mage can grant the ??? enhancement to his weapons, stacking with the actual ?? enhancement.

Earth Power (Ex): A 5th-level sand mage's skill with manipulating the air has grown beyond the capabilities of less specialized mages. He gets a +1 increase to the caster/manifester/initiator/meldshaper level (if applicable) and save DC of all [Earth] effects he casts, manifests, initiates, shapes, or otherwise uses, including his invocations and spell-like effects. (This ability should not be confused with the Pokemon move or the spell sharing the same name.

  • Greater Earth Power (Ex): At 16th level, Earth Power is improved to grant a +2 increase to the caster/manifester/initiator/meldshaper level (if applicable) and save DC of all [Earth] effects the sand mage casts, manifests, initiates, shapes, or otherwise uses, including his invocations and spell-like effects.

Sand Without Earth (Su): At 6th level, a sand mage can generate sand, soil, and other earth-related things from out of nothing, allowing him to use [Earth] effects in places where it shouldn't be possible, such as strongly air-dominant areas and the vacuum of space.

Earth Adaption (Ex): At 10th level, a sand mage starts gaining partial traits of an earth elemental. He gains 25% fortification as his vitals are transformed into earth, and he becomes immune to sleep and poison, and no longer needs to sleep or breathe, though he must still eat. He also gains the [Air] subtype, if he doesn't have it already.

Earth Aura (Su): At 10th level, a sand mage can manipulate wind which he isn't responsible for. The sand mage effectively grants spell resistance equal to 10 + his HD to himself and all allies within 30 feet, but only against [Earth] effects or effects that involve the manipulation of the ground or soil (such as earthquake, Veles whirl, etc.). If an opponent fails to breach this spell resistance, the sand mage takes control and can shape the terrain alterations as he sees fit, placing holes, channels, and other parts of safety and suppressing tremors and upheavals completely while in the aura. Terrain modifications so suppressed return once out of range of your aura if their duration has not expired.

Mundane terrain-related events can be manipulated this way, automatically failing against the spell resistance as they have no caster level. (Note that this ability does not let the sand mage freely mess with people trying to modify the terrain through mundane means, such as digging holes or plowing soil.)

Elemental Body (Su): At 14th level, a sand mage gains stronger elemental traits. He gains 50% fortification, does not need to eat, and becomes immune to stunning and paralysis.

Epic Sand Mage

Table: The Epic Sand Mage

Hit Die: d6

Level Special Invocations Known
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic sand mage gains a bonus feat (selected from the list of epic sand mage bonus feats) every 4 levels after 20th.

Epic Sand Mage Bonus Feat List: <-list of bonus epic feats->.

Gnome Sand Mage Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level.->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





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