Arcane Cabalist (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Arcane Cabalist
[[Image:Arcane Cabalist.jpg| frame | none]]
Rating: 17 out of 20
Power: 3.5 out of 5 by 2 users
Wording: 4 out of 5 by 2 users
Formatting: 4.5 out of 5 by 2 users
Flavor: 5 out of 5 by 1 user
(Rate this class)
Status: Needs Epic
Editing: Constructive edits welcome

Arcane Cabalist[edit]

"If all the fury of heaven and hell combined, they could not match the fearsome raw power of this Master of the Arcane."

The Arcane Cabalist is a spell-flinger that wields powers far more explosive and dangerous than something like a Fireball. They have transcended the traditional method of spellcasting, and even have their own limitations and settings that differentiate them from their Wizard counter-parts.

Making an Arcane Cabalist[edit]

Pros:

-Extremely Powerful Caster

-Unique Casting Abilities

-Focus on Massive Damage Dealing

Cons:

-Weak in health, AC.

-If used improperly, can be drained of power for rounds during combat.

Abilities: An Arcane Cabalist wields powerful spells at his fingertips, and therefore can deal massive damage quickly. However, Arcane Cabalists are not strong physically, so taking Toughness as your feat may help you survive longer.

Health Points: Arcane Cabalists start with Health Points similar to a Warlock.

Races: Any that can wield Arcane Magic.

Alignment: Any, although your alignment will affect the use of your spells, and will affect how you acquire Power.

Starting Gold: 4d6 times 10 = gp. (240 max)

Starting Age: Complex as Wizard.

Table: The Arcane Cabalist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Arcane Lance, Flaming Fist, Draw Power 1, Store Power
2nd +1 +0 +0 +3 Arcane Embrace
3rd +1 +1 +1 +3 Lunar Spear, Improved Arcane Lance
4th +2 +1 +1 +4 Combat Casting, Strong Arcane Lance
5th +2 +1 +1 +4 Energy Surge, Empowerment
6th +3 +2 +2 +5 Spell Penetration
7th +3 +2 +2 +5 Meteor Blast
8th +4 +2 +2 +6 Greater Lunar Spear, Draw Power 2
9th +4 +3 +3 +6 Great Arcane Lance
10th +5 +3 +3 +7 Greater Spell Penetration, Ignite 3d8, Magic Defense
11th +5 +3 +3 +7 Power Siphon
12th +6/+1 +4 +4 +8 Cosmic Burst, Draw Power 3
13th +6/+1 +4 +4 +8 Greater Energy Surge, Ignite 3d10
14th +7/+2 +4 +4 +9 Greater Power Siphon
15th +7/+2 +5 +5 +9 Cosmic Spear
16th +8/+3 +5 +5 +10 Ignite 4d10, Draw Power 4
17th +8/+3 +5 +5 +10 Solar Flare
18th +9/+4 +6 +6 +11 Greater Cosmic Spear
19th +9/+4 +6 +6 +11 Energy Wave, Ignite 5d10
20th +10/+5 +6 +6 +12 Power Leech, Cosmic Annihilation,Draw Power 5

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

Arcane Cabalists wield powerful and dangerous magic at their fingertips. All of the following are class features of the Arcane Cabalist.

Weapon and Armor Proficiency: Simple Weapon Proficiency. No armor or shield proficiencies.

Power Draw: An Arcane Cabalist, instead of meditating on his powers (spells per day system) will instead draw power from his surroundings. Any area will allow him to draw power (Areas such ask Null Zones, which have no power whatsoever, cannot be used.). Drawing power counts as a move action and you can draw power equal to 1/4 of the class level, rounded down (minimum 1), per Draw Power action. Equal to twice your Arcane Cabalist level, All living things within 20 feet of the Arcane Cabalist take damage equal to 1/4 (minimum 1) the Arcane Cabalist's level.

Power Storage: At level 1, an Arcane Cabalist can only store 1 power. For example, in combat, a level 1 Arcane Cabalist could on his round move towards a target, and spend his power point that he has stored. After that round however, he must use his move action to Draw Power in order to cast spells. In another scenario, an Arcane Cabalist with 1 Power stored could use his move action to Draw Power, instantly fire off a spell, and still have 1 Power in storage. The amount of Power able to be stored is equal to the class level(so a level 2 Arcane Cabalist can store 2 power, a level 3 he can store 3 power and so on).

Spells, by Level[edit]

1st Level:

Arcane Lance: Arcane Lance is a weak power that Arcane Cabalists manifest at level 1. Arcane Lance does 1d6 + your Intelligence modifier force damage, and costs 1 Power to use. Range of 45 feet.

Flaming Fist: The Arcane Cabalist strikes out towards a nearby target. Flaming Fist is a melee range touch attack that deals 2d6 + your Intelligence modifier fire damage, and costs 1 Power to use.

2nd Level:

Arcane Embrace: At level 3, the Arcane Cabalist gains the Arcane Embrace spell. Arcane Embrace heals target ally for 1d6 + your Intelligence Modifier. Costs 1 Power to use. Range of 30 feet.

3rd Level:

Lunar Spear: The Arcane Cabalist creates a shining crystal spear above his head, throwing it at his chosen enemy. Lunar Spear does 2d6 + Int modifier force damage. Range of 45 feet. At 5-15 feet away, Lunar Spear gains no bonuses. At 20-30 feet away, it adds 1d3 to damage. At 35-45 feet away, it adds 1d6 to damage. Lunar Spear costs 2 power.

Improved Arcane Lance: At Level 2, Arcane Lance now deals 1d8 + Int modifier in damage.

4th Level

Combat Casting: You are adept at casting in combat. At 4th level, Arcane Cabalists gain the Combat Casting feat.

Strong Arcane Lance: Arcane Lance now does 2d6 + Int modifier in damage.

5th Level:

Empowerment: The Arcane Cabalist may spend additional power points in order to enhance his spells. You get one additional die of the type that the ability already uses for its base value per power point spent. Example: Lunar Spear costs 2 power to use, and does 2d6. However, you may empower that spell and add a Die Equal to 1/2 your level (rounded down). Add 3 power points to the spell, and it now does 5d6, with a cost of 5 power points.

Energy Surge: The Arcane Cabalist can now heal his allies more effectively. Energy Surge heals for 1d12 + Int modifier. Costs 2 power. Range of 30 feet.

6th Level:

Spell Penetration: At 6th level, Arcane Cabalists gain the Spell Penetration feat.

7th Level:

Meteor Blast: A large flaming rock smashes into your opponents. Meteor Blast does 3d10 + Int modifier fire damage. Costs 3 power. Range of 75 feet. Splash Radius of 10 feet.

8th Level:

Greater Lunar Spear: Your Lunar Spear changes in shape, becoming more deadly then ever before. G. Lunar Spear does 4d8 + Int modifier. G. Lunar Spear costs 2 Power to use. Range of 45 feet. At 5-15 feet, G. Lunar Spear receives no bonus. At 20-30 feet, it adds 1d6 to damage. At 35-45 feet, it adds 1d8 to damage.

9th Level:

Great Arcane Lance: Arcane Lance now does 3d6 + Int modifier in damage.

10th Level:

Greater Spell Penetration: At 10th level the Arcane Cabalist gains the Greater Spell Penetration feat.

Ignite Ignite costs 3 Power to use. Ignite does 3d8 + Int modifier fire damage every round for 3 rounds. This damage increases every 3 levels. Range of 30 feet.

Magic Defense The Arcane Cabalist emits an invisible aura of power so strong that it can protect effectively the caster. The Arcane Cabalist adds his Int modifier to the ac if the Arcane Cabalist has 5 or more power points in his or her power point reservoir.

11th Level:

Power Siphon: Power Siphon costs 3 power to use. Power siphon does Int Modifier in damage. If Arcane Cabalist does damage with this ablity, Arcane Cabalist gains power points equal to 3 + ((1/4) of damage dealt (rounded down, minimum of 1)). Range of 20.

12th Level:

Cosmic Burst: Cosmic Burst costs 10 Power to use. Cosmic Burst does 10d8 +( Int Modifier x3). Range of 45 feet. Splash Radius of 5 feet. Creatures within the splash radius take half damage.

13th Level:

Greater Energy Surge: You can now heal better than ever before. G. Energy Surge heals target ally for 4d8 + Int Modifier. Range of 30 feet.

Ignite 3d10: Ignite now does 3d10 + Int modifier fire damage every round for 3 rounds.

14th Level:

Greater Power Siphon: Power Siphon now does (Int Modifier x2) and costs 5 power. If Arcane Cabalist does damage with this ability, Arcane Cabalist gains power points equal to 3 + ((1/4) of damage dealt (rounded down, minimum of 1)). Range of 20.

15th Level:

Cosmic Spear: Cosmic Spear costs 5 power to use. Cosmic Spear does 4d12 + Int Modifier in damage. Range of 45 feet. At 5-15 feet, Cosmic Spear receives no bonus. At 20-30 feet, it adds 1d12 to damage. At 35-45 feet, it adds 2d12 to damage.

16th Level:

Ignite 4d10: Ignite now does 4d10 + Int modifier fire damage every round for 3 rounds.

17th Level:

Solar Flare: The Arcane Cabalist lifts his hands above his head, and a massive ball of blinding white fire appears. It soars towards his enemies, incinerating them instantly. Solar Flare costs 5 power to use. Solar Flare does 4d12 + (Int Modifier x2), and applies Ignite. Range of 30 feet. (Note: Choose wisely between using this and Cosmic Spear. Range is important.)

18th Level:

Greater Cosmic Spear: Cosmic spear now does 5d12 + Int Modifier in damage. Range of 45 feet. at 5-15 feet, Great Cosmic Spear receives no bonus. At 20-30 feet, it adds 2d10 to damage. At 35-45 feet, it adds 2d12 + (Int Modifier x2) to damage.

19th Level:

Energy Wave: The Arcane Cabalist is adept at healing. Energy Wave heals all allies within 15 feet for 5d10 + Int Modifier.

Ignite 5d10: Ignite does does 5d10 + Int modifier fire damage every round for 3 rounds.

20th Level:

Power Leech: Draw power from everything in your surrondings. Allies and enemies within 20 feet must make a Will Save (DC of 20). If they fail, they are subject to being shaken for 2 rounds. The ground around you withers and rusts, dying from loss of its power. The Arcane Cabalist instantly gains all Power able to be stored. (20 at level 20.) Power Leech can only be used once per day, and counts as a move action. Power Leech does 20 damage to all enemies and all allies within 20 feet of Arcane Cabalist.

Cosmic Annihilation: To the common man, it would appear as if the sun and the moon are colliding above the Cabalist's head. Sparks fly everywhere, the room glows with an unearthly glow, and a massive energy ball of pure destruction forms in front of the Arcane Cabalist. Cosmic Annihilation costs 20 power to use. It deals 5d20 + (Int Modifier x2) + 20 damage. Creatures within 10 feet of the target take 3d10 + Int Modifier + 10 damage. Creatures within 5 feet of the target take 7d10 + Int Modifier + 15 damage. Range of 75 feet.

Alignment[edit]

What alignment your Arcane Cabalist is changes how the class works detail wise. Technically, the spells remain the same, but the party's and civilization's outlook on the character will change. Remember, these are just guidelines. How you interpret your own character is your own deal. Live your role!

Good - Lawful

A Lawful Good Arcane Cabalist will do his best to only draw power without killing anything around him. He will draw power from the plants, the animals, and sometimes the enemies, however he will try to leave all wildlife and plant-life alive. To the lawful good Cabalist, the way he draws power is evil within itself, although necessary. An Arcane Cabalist that is lawful good will almost never use his Power Leech spell (level 20) simply because it saps the life from everything. The only times he/she would use Power Leech is if it was absolutely 100% necessary to save his loved ones, his close friends, or his home. For all of the Good alignments, the Draw Power spell will appear as a white energy flowing into their fingertips from the surroundings.

Good - Neutral and Chaotic

The other two Good alignments have a similarity with the Lawful Good Cabalist, however they view their powers as necessary for the greater good. They will not kill unless they have to, and will not feel much remorse if by accident they end the life of a creature that they drew power from. For all of the Good alignments, the Draw Power spell will appear as a white energy flowing into their fingertips from the surroundings.

Neutral

A Neutral Arcane Cabalist is less restricted than the other two alignments. A Neutral Cabalist will view his powers as a gift, and one to be used to further his own life. They will draw power without questioning the merits of it, however if an Arcane Cabalist constantly draws power and revels in the killing of plant/animal-life, they will begin drifting towards Evil. The same goes for if they consistently try to spare every living creature, they will drift towards Good. For all of the Neutral alignments, the Draw Power spell will look like lightning dancing from the surroundings and into the fingertips of the caster.

Evil - Lawful and Neutral

A Lawful and Neutral Evil Arcane Cabalist will use his powers to kill not only his enemies but also the innocent. Rabid use of his spells would be Chaotic, so the Lawful Evil Cabalist would be a cold and calculated killer, who wouldn't necessarily go on a rampage, but wouldn't question his morality if he did. The Neutral Evil Cabalist would use his powers to gain more power, no matter what the cost. For all of the Evil alignments, the Draw Power spell will appear as a dark, sluggish energy that darkens plants and animals into death.

Evil - Chaotic

A Chaotic Evil Arcane Cabalist will kill for no reason, whether it is his friends or his enemies. He wants power. To him, power is the greatest thing in life, and he wants as much of it as he can get. The only way a Lawful Evil Arcane Cabalist will party up with you is if he thinks you can get him this power. If you fail, or become useless in his eyes, he will kill you. For all of the Evil alignments, the Draw Power spell will appear as a dark, sluggish energy that darkens plants and animals into death.

Power Leech

Power Leech is a level 20 spell that allows the Arcane Cabalist to obtain his max amount of energy. To outsiders, this would look as a giant energy drain coming from each and every living thing within a 10 yard radius, even the Cabalist's allies. How Power Leech appears, however, is dependent on the alignment of the Cabalist.

A Good Cabalist would have white energy spilling out of his allies, enemies, and surroundings. He would have tears in his eyes, sad for the loss of life that he is causing.

A Neutral Cabalist would have lightning sparking off of everything around him, surging into him. He would appear calculating and indifferent.

An Evil Cabalist would be reveling in the destruction of life, with fire dancing in his eyes and a grin on his face. Red and black energy would be rushing into him from everything, an evil and chilling laugh coming from the Cabalist.

Spells

For Good and Neutral alignments, the spells are listed above. For Evil Alignments, the spell takes a different form.

For instance, Cosmic Spear from an Evil Cabalist may appear as a red lance of spiked energy. His healing abilities might appear black and unsavory, flowing from his fingertips into his allies. All Evil Cabalist's spells will appear blacker and redder than what a Good and Neutral Cabalist cast.

With the appearance of energy listed in the alignments above, it would not be a bad idea to describe how your spells look similar to your power draw. A Neutral character might have a lance made of electricity, where a Good character would have a pure white spear.

Epic Arcane Cabalists[edit]

Coming Soon!

Table: The Epic <-class name->

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 <-number of feats per level-> levels after 20th.

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

Human Arcane Cabalist Starting Package[edit]

Weapons: Quarterstaff.

Skill Selection: Pick a number of skills equal to 4 + Int modifier x 4. (Assuming an Intellect of 18, that's 20 skill points.)

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Craft 4 Int
Decipher Script 4 Int
Knowledge, Arcana 4 Int
Spellcraft 4 Int

Feat: Toughness.

Bonus Feats: Spell Focus - Evocation.

Gear: Wizard's Robes, Adventurer's Kit, Bedroll.

Gold: 4d6 times 10 = gp. (240 max)

Campaign Information[edit]

Playing an Arcane Cabalist[edit]

Religion: This class would not fit in in a very religion oriented society. They can have beliefs in gods, however do not worship them as devoutly as a Paladin or Cleric would.

Other Classes: This class would approach others with a bit of a condescending attitude. This class enjoys feeling like the most powerful in a party, and therefore may treat his companions as slightly lesser beings.

Combat: The Arcane Cabalist's role in combat is to stay at a range and blow up things with his massive power.

Advancement: If you really want to multi-class, this class would work well with Wizards and Sorcerers.

Arcane Cabalists in the World[edit]

"The small town of Westshire survived the Orc onslaught for one good reason - 20,000 Orcs to one Cabalist is a little unfair.", Darius the First, Writer of Tales

Arcane Cabalists fit well within a d20 world. They will only be found in a world that uses magic, and only a world that uses Arcane magic. They would be the students of a wizardry school, or the evil overlord of a village. Arcane Cabalists are very powerful, which makes them feared.

Daily Life: An Arcane Cabalist would wake up late in the morning. He spends the nights reading and perfecting his spellbook, and spends the days either practicing his spells or coming up with new ones.

Organizations: This class would come together with its counterparts only to share spells and duel. Otherwise, they could become good friends outside being a spell user. This class would be surrounded by its Wizard counterparts while going to a school for magic, however there will occasionally be another Arcane Cabalist at one such school. Arcane Cabalists are rare, so a large group of them is not possible.

NPC Reactions: Normal, Fighter-type NPC's would treat the Arcane Cabalist with much distrust, and maybe a little fear. As goes with all classes that can cast spells, the commoner would view them as dangerous. Other casters would warm up more to the Arcane Cabalist, however they too would be a little afraid of his immense power, as they would have read about the Arcane Cabalists in books in school.

Arcane Cabalist Lore[edit]

Characters with ranks in Knowledge, Arcana can research Arcane Cabalists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

NOTE: Keep in mind, Arcane Cabalists are very rare. Something like Bardic Knowledge would not easily gain you information about them.

<-the appropriate skills->
DC Result
5 Very common knowledge, such as "They cast spells!".
10 Uncommon Knowledge, such as "They draw power from their surroundings."
15 Rare information, such as where they live.
20 Very rare information, such as what they cast and how they do it.

Arcane Cabalists in the Game[edit]

Characters of this class will have a struggle ongoing through-out their lives. They must master their spells, defeat their enemies, and defeat themselves. The Arcane Cabalist can be seen as a menace to society, an evil class that must be destroyed. Keep this in mind, should your DM decide to make the populace hostile.

Adaptation: Demonic Cabalist - A chaotic evil Arcane Cabalist. His spells will drain power from his allies and his enemies instead of just the surroundings - his draw power will leave plants withered and dead. Their powers would be demonic in nature, instead of cosmic or astral. This class would be as powerful as an Arcane Cabalist, but would be HATED by the population and probably by his party members - unless they are all chaotic evil as well.

Sample Encounter: The very ground began to quake underneath Archival's feet. Dust fell from the ceiling all around him as he continued to push up the tower. The beacon had to be lit if the town was to be saved. What was this rumbling? He pushed onward. As Archival reached the top of the tower, he came face to face with what was causing the massive quake. A man stood, robes flowing in the wind. Above his head was a massive orb of raw energy, dancing and sinking into the cube. He felt drained, his body fatigued. The man smirked at him before launching the orb into the city. History would say there was never a city there - just a crater.



Back to Main Page3.5e HomebrewClassesBase Classes -->

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors