User:Paleomancer/Occultist (3.5e Base Class)

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Author: Paleomancer (talk)
Date Created: 8/14/2018
Status: Beginning
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Occultist[edit]

A spellcaster for a lower magic setting (3.5e adaptation of the 5e OGL Warlock (add link).

Making an Occultist[edit]

<-Strong points and weak points, and effectiveness with party members.->

Abilities: Intelligence is the key ability score for spells and cantrips. Dexterity is useful for defense and ranged spell combat. Constitution, as always, aids Concentration and increases hit points. Charisma is useful, though not essential, for social skills.

Races: Any race might find something of value, though humans are more prone than most to pursing such studies.

Alignment: Any.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: "Complex".

Table: The Occultist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells
Fort Ref Will Cantrips Known Spells Known Spell Slots Slot Level
1st +0 +0 +0 +2 Otherworldly Patron, Pact Magic 2 2 1 1st
2nd +1 +0 +0 +3 Unearthed Arcana (2) 2 3 2 1st
3rd +2 +1 +1 +3 Pact Boon 2 4 2 2nd
4th +3 +1 +1 +4 3 5 2 2nd
5th +3 +1 +1 +4 Unearthed Arcana 3 6 2 3rd
6th +4 +2 +2 +5 Otherworldly Patron feature 3 7 2 3rd
7th +5 +2 +2 +5 Unearthed Arcana 3 8 2 4th
8th +6/+1 +2 +2 +6 3 9 2 4th
9th +6/+1 +3 +3 +6 Unearthed Arcana 3 10 2 5th
10th +7/+2 +3 +3 +7 Otherworldly Patron feature 4 10 3 5th
11th +8/+3 +3 +3 +7 Mystic Arcanum (6th level) 4 11 3 5th
12th +9/+4 +4 +4 +8 Unearthed Arcana 4 11 3 5th
13th +9/+4 +4 +4 +8 Mystic Arcanum (7th level) 4 12 3 5th
14th +10/+5 +4 +4 +9 Otherworldly Patron feature 4 12 3 5th
15th +11/+6/+1 +5 +5 +9 Unearthed Arcana, Mystic Arcanum (8th level) 4 13 3 5th
16th +12/+7/+2 +5 +5 +10 4 13 3 5th
17th +12/+7/+2 +5 +5 +10 Mystic Arcanum (9th level) 4 14 4 5th
18th +13/+8/+3 +6 +6 +11 Unearthed Arcana 4 14 4 5th
19th +14/+9/+4 +6 +6 +11 4 15 4 5th
20th +15/+10/+5 +6 +6 +12 Eldritch Master 4 15 4 5th

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha).


Class Features[edit]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: An Occultist is proficient with all simple weapons and with light armor. Armor heavier than light interferes with an Occultist's gestures, which can cause his spells with somatic components to fail.

Spells: <-Delete this section if this class does not cast spells. Description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.-> <-pluralized class name-> choose their spells from the following list:

0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

8th—<-spells, spells, spells->

9th—<-spells, spells, spells->

Cantrips Known: <-Delete this section if this class does not manifest powers. Description of manifesting abilities: on what stat save DCs are based, on what stat bonus power points are based, and what stat determines the highest level power that can be manifested.-> <-pluralized class name-> choose their powers from the following list:

Spells Known: <-Delete this section if this class does not manifest powers. Description of manifesting abilities: on what stat save DCs are based, on what stat bonus power points are based, and what stat determines the highest level power that can be manifested.-> <-pluralized class name-> choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power a <-class name-> can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section.->

Epic <-class name->[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
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 <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-# of levels-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

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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