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Jun 12, 2014  WHAT YOU NEED TO PLAY Your group needs these items to play D&D. The Player’s Handbook, Dungeon Master’s Guide, and Monster Manual revised core rulebooks. (All players might want to have their own copies of the books.) A copy of the character sheet at the back of this book for each player. A battle grid. The Dungeon Master’s Guide contains.

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  • 1The Abilities
  • 2Ability Scores
    • 2.3Ability Modifiers

The Abilities

Each ability partially describes your character and affects some of his or her actions.

When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.

Nonabilities

Some creatures lack certain ability scores. These creatures do not have an ability score of 0—they lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are detailed in the ability's description.

Ability Scores

Abilities and Spellcasters

The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards. In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level. (See the class descriptions for details.)

Abilities and Manifesters

The ability that your powers depend on—your key ability score as a manifester—is related to what psionic class (or classes) you have levels in: Intelligence (psion), Wisdom (psychic warrior), and Charisma (wilder). The modifier for this ability is referred to as your key ability modifier. If your character’s key ability score is 9 or lower, you can’t manifest powers from that psionic class.

Just as a high Intelligence score grants bonus spells to a wizard and a high Wisdom score grants bonus spells to a cleric, a character who manifests powers (psions, psychic warriors, and wilders) gains bonus power points according to his key ability score. Refer to Table: Ability Modifiers and Bonus Power Points.

Ability Modifiers

Each ability, after changes made because of race, has a modifier ranging from –5 to +5. Table: Ability Modifiers and Bonus Spells shows the modifier for each score. It also shows bonus spells, which you’ll need to know about if your character is a spellcaster.

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The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

Table: Ability Modifiers and Bonus Spells
ScoreModifierBonus Spells (by Spell Level)
01st2nd3rd4th5th6th7th8th9th
1–5Can’t cast spells tied to this ability
2–3–4
4–5–3
6–7–2
8–9–1
10–110
12–13+11
14–15+211
16–17+3111
18–19+41111
20–21+521111
22–23+6221111
24–25+72221111
26–27+822221111
28–29+9322221111
30–31+10332222111
32–33+11333222211
34–35+12333322221
36–37+13433332222
38–39+14443333222
40–41+15444333322
42–43+16444433332
44–45+17544443333
etc. . .
How To Determine Bonus Power Points

Your key ability score grants you additional power points equal to your key ability modifier × your manifester level ×1/2. Table: Ability Modifiers and Bonus Power Points shows these calculations for class levels 1st through 20th and key ability scores from 10 to 41.

Table: Ability Modifiers and Bonus Power Points
Ability
Score
Bonus Power Points (by Class Level)
1st2nd3rd4th5th6th7th8th9th10th11th12th13th14th15th16th17th18th19th20th
10–1100000000000000000000
12–13011223344556677889910
14–151234567891011121314151617181920
16–171346791012131516181921222425272830
18–19246810121416182022242628303234363840
20–212571012151720222527303235374042454750
22–233691215182124273033363942454851545760
24–2537101417212428313538424549525659636670
26–2748121620242832364044485256606468727680
28–2949131822273136404549545863677276818590
30–315101520253035404550556065707580859095100
32–3351116222733384449556066717782889399104110
34–356121824303642485460667278849096102108114120
36–3761319263239455258657178849197104110117123130
38–39714212835424956637077849198105112119126133140
40–417152230374552606775829097105112120127135142150

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  • 1Magus
    • 1.3Class Features

Magus[edit]

A young orc sits alone in a sun-drenched green plain, eyes squeezed shut and left arm fully outstretched. He recoils in pain when a thin bolt of electricity escapes from his arm. Wrought with impatience, the orc raises his arm to its original position. The yellow grain surrounding him sways in the light breeze, baking under the sun. A bead of sweat rolls down the orc's forehead, his hand tense with concentration. He exhales slowly, and with a twitch of his finger, an enormous beam of blinding purple lightning rushes from his fingertips and instantly vaporizes miles of grassland.


Donning her blue velvet robes, a human woman feverishly repeats an arcane phrase aloud as she races to the dresser in her furnished bedroom. Her exhausted eyes dart up and down the open and unkempt drawers in exhilaration, her magical speech becoming louder with each recitation. The human spots her staff among other mystical artifacts and sprints through her homestead, breaking the latch on her front door in an effort to reach the street. She stops speaking and closes her eyes to absorb her surroundings. Dawn has not yet broken over her village, and the summer night is warm and empty around the human woman. She quickly gestures with her staff, conjuring a small patch of ice beneath her feet. Her eyes suddenly snap open as her voice echoes through the empty town corners. The ice patch instantaneously expands to engulf hundreds of feet outside of the village, thick sheets of sleet and snow overtake the air around her.


Magi are unconventional spellcasters that learn their magic by creating variations of their existing knowledge, rather than through reading or study. A Magus listens directly to the magical weave that carries arcana through existence itself, honing their powers to a level far beyond that of other magic wielders. What a Magus lacks in versatility he atones for with superior skill, expertise, and his unbreakable bond with the arcane weave.

Unlikely Candidates[edit]

The gods created you to serve another purpose, but the allure of magic was much too difficult to resist. Whether commanding the elements or manipulating the minds of your enemies, the new arcana flowing within your veins has been refined and controlled.

Creating a Magus[edit]

A Magus is born when a being defies its destiny to pursue the arcane arts. All Magi were ignited by the moment that they first diverged from their destined path. When did you begin your journey to effectively use magic? When did you cast your first spell? Was the magic difficult to cast, or difficult to control? Why are you continuing to explore your magical abilities? Do you have a source of inspiration?


Quick Build

You can make a Magus quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose the Instinct of Evocation subclass.

Class Features

As a Magus you gain the following class features.

Hit Points

Hit Dice: 1d6 per Magus level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Magus level after 1st

Proficiencies

Armor: None
Weapons: Darts, slings, daggers, longbows
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose two from Arcana, Insight, Investigation, Performance, Persuasion, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a scholar’s pack or (b) an explorer’s pack
  • (a) a dagger or (b) a longbow
  • (a) a component pouch or (b) an arcane focus
  • a spell-map

Table: The Magus

LevelProficiency
Bonus
FeaturesCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Instinct12
2nd+2Instinct Points13
3rd+2142
4th+2Ability Score Improvement143
5th+3Dual Casting2432
6th+3Arcane Instinct Feature2433
7th+324331
8th+3Ability Score Improvement24332
9th+4243331
10th+4343332
11th+43433321
12th+4Ability Score Improvement3433321
13th+534333211
14th+5Arcane Instinct Feature34333211
15th+5443332111
16th+5Ability Score Improvement443332111
17th+64433321111
18th+6Arcane Instinct Feature4433331111
19th+6Ability Score Improvement4433332111
20th+6Quadruple Casting5433332211

Spellcasting[edit]

You have always known that you aren’t a traditional spellcaster, yet powerful magic still flows within you. Your unfaltering determination and control has sparked a deep connection between you and the flow of the Arcane Weave. All Magi have a personalized spell-map that expands with experience.

Cantrips

At 1st level, you know one Cantrip of your choice from the Magus spell list. You learn additional Magus Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magus table.

Spell-map

At 1st level, you have a Spell-map containing six 1st-level Magus Spells of your choice. Your Spell-map is the repository of the Magi Spells you’ve learned, including your Cantrips.

Casting Spells

Your spell-map 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.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Magus Spells, as you learn your Spells by redirecting the Arcane Weave. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Magus spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

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Ritual Casting

You can cast a Magus spell as a ritual if that spell has the ritual tag and you have the spell in your Spell-map.

Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your Magus Spells.

Learning Spells of 1st Level and Higher

Each time you gain Magus level, you can add one Magus Spell of your choice to your Spell-map. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Magus table.

Arcane Instinct[edit]

Your magical focus is guided to a single school of the Arcane Weave, which will act as the source of your Magus power. Choose an Arcane Instinct. Your choice grants you features at 1st level and again at 6th, 14th, and 18th level.


Instinct Points[edit]

Instinct Points permanently increase the power of a spell as a result of practice and focus of the Arcane Weave. The uses of a point differ depending on your chosen Arcane Instinct. You gain two Instinct Points at 2nd level, and two additional points every subsequent level.


Learning New Spells

As you explore the power of different spells, you begin to unlock more powerful branches of magic. Your subclass will dictate the spells you learn as you spend Instinct Points using this formula: [(Spell Name)+Number of Instinct Points)] Only when these requirements are met, and when you have spell slots of this new spell’s level, can you learn the new spell.


Ability Score Increase[edit]

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.


Dual Casting[edit]

At 5th level, your control over the Arcane Weave strengthens, allowing you to cast two spells in one action. You can use this feature twice per long rest at at 5th level, and you gain one additional use at 7th level, 11th, and 17th level.


Quadruple Casting[edit]

At 20th level, you master control over the Arcane Weave, allowing you to cast four spells in one action. You can use this feature twice per long rest. Quadruple casting does not stack with Dual Casting.



Instinct of Evocation[edit]

You control the elements, heightening the destructive capabilities of your powers as you gain experience. A Magus with the Instinct of Evocation directs massive surges of arcane energy at his foes, and holds no fear of dangerous magic.

Powerful Evocation

You have the ability to masterfully command the elements through the power of the weave. Whenever you cast an Evocation spell, cantrip or otherwise, add a d10 of the same damage type to the damage roll. You gain an additional d10 at 9th level, and again at 15th level.

Energy Molding

You can control the environmental implications of your powers and choose to automatically succeed any saving throw resulting from one of your Evocation spells.

Instinct Points

As a student of Evocation, your instinct points are used to permanently enhance the power of your Evocation spell. By upgrading a spell with an instinct point, that spell will always be cast at one level higher, without expending a spell slot higher than the spell’s original slot. Multiple instinct points can be spent on one spell, additionally increasing the spells level to no higher than 8th level. This feature has no effect on spells that cannot be cast at higher levels, and you must expend the spells original slot for the instinct point to take effect

Elemental Override

At 6th level, you can attempt to redirect a magical spell in your favor. When an Evocation spell is cast by an oppenent, you can use your reaction to give a creature - including yourself - advantage on the saving throw or the caster disadvantage on the attack roll. If the spell fails, you can decide to expend a spell slot of your choice to target the caster with his own spell.

Evocative Layering

At 14th level, you gain the ability to cast two Evocation spells as one using only a single spell slot. The spells must deal the same damage type, must be 1st level or higher, and cannot be of the same spell level. When cast, both spells will then both be cast in the same motion and at the same time, both centered on a single target point. You may choose to expend one of either spells’ slots instead of both. This feature work in tandem with double and quadruple casting.

Elemental Mastery

At 18th level, you begin to reach the pinnacle of your Evocation power. Once per long rest, for two rounds of combat, Evocation spells expend no spell slots. If you use this feature again before a long rest, there is a 50% chance that you fall unconscious from stress for 1d4 hours. You cannot wake up before this time.



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Magus Spell List[edit]

Your subclass will dictate the number of spells that you know on the basic Magus spell list at 1st level and additional spells based on your subclass.

Cantrips

Acid Blast, Chill Touch, Eldritch Blast, Fire Bolt, Minor Illusion, Prestidigitation, Ray of Frost, Shape Water, Thaumaturgy

1st Level

Create and Destroy Water, Grease, Identify

2nd Level

Flaming Sphere, Blur, Misty Step, Scorching Ray, Shatter

3rd Level

Bestow Curse, Create Food and Water, Glyph of Warding, Slow

4th Level

Banishment, Conjure Minor Elementals, Fabricate, Phantasmal Killer

5th Level

Cloudkill, Destructive Wave, Dream

6th Level

Contingency, Harm, Planar Ally

7th Level

Etherealness, Prismatic Spray, Reverse Gravity

8th Level

Dominate Monster, Power Word Stun

9th Level

Power Word Kill, Prismatic Wall


Instinct of Evocation Spell List[edit]

Cantrips

Dancing Lights, Eldritch Blast, Fire Bolt, Frostbite, Green Flame Blade, Light, Ray of Frost, Lightning Lure, Shocking Grasp, Thunderclap

1st Level

Burning Hands, Chaos Bolt, Chromatic Orb, Earth Tremor, Hellish Rebuke, Magic Missile, Thunderwave, Witch Bolt

2nd Level

Aganazzar’s Scorcher [Burning Hands+1], Continual Flame, Darkness, Flame Blade [Hellish Rebuke+1], Gust of Wind [Thunderwave+1], Melf’s Acid Arrow , Scorching Ray [Hellish Rebuke+2], Shatter [Magic Missile+2], Snilloc's Snowball Storm, Warding Wind [Thunderwave+1]

3rd Level

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Fireball [Burning Hands+2], Lightning Bolt [Witch Bolt+1], Melf’s Minute Meteors [Burning Hands+3], Wall of Sand, Wall of Water [Snilloc’s Snowball Storm+1], Wind Wall [Thunderwave+2]

4th Level

Fire Shield [Hellish Rebuke+3], Ice Storm [Snilloc’s Snowball Storm+2], Resilient Sphere [Magic Missile+1], Sickening Radiance, Storm Sphere [Thunderwave+3/Witch Bolt+2], Vitriolic Sphere, Wall of Fire [Flame Blade+1]

5th Level

Bigby’s Hand [Magic Missile+2], Cone of Cold [Snilloc’s Snowball Storm+3], Dawn [Sickening Radiance+1], Immolation [Aganazzar’s Scorcher+1], Maelstrom [Wall of Water+1], Wall of Force [Magic Missile+2], Wall of Light [Sickening Radiance+1], Wall of Stone

6th Level

Chain Lightning [Witch Bolt+3], Contingency, Freezing Sphere [Wall of Water+2], Sunbeam [Sickening Radiance+2], Wall of Ice [Wall of Water+3]

7th Level

Crown of Stars [Sickening Radiance+3], Delayed Blast Fireball [Aganazzar’s Scorcher+2], Fire Storm [Flame Blade+2], Forcecage [Magic Missile+3], Mordenkainen’s Sword [Magic Missile+3], Prismatic Spray, Whirlwind [Thunderwave+4]

8th Level

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Earthquake, Maddening Darkness [Sickening Radiance+4], Sunburst [Sickening Radiance+4], Telepathy

9th Level

Meteor Swarm [Flame Blade+3]


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