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Bellum Magus (3.5e Class)

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Bellum Magus
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Status: Work In Progress Red Mage Variant
Editing: Please ask before editing!

Bellum Magus[edit]

Bellum Magus believe life is like a game of cards. You play the hand you are dealt... then you cheat. By being skilled at both martial combat and combat casting, a bellum magus is rarely caught off guard. They often trick their enemies into believing they have no magical ability, in order to give themselves the greatest advantage in any battle.

Making a Bellum Magus[edit]

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Abilities: Intelligence how many spells he can cast per day, & how hard those spells are to resist. Charisma determines how powerful a spell a Bellum Magus can cast and gives bonuses to various class skills & certain special abilities. A Bellum Magus also benefits from a high Constitution, Dexterity, & Strength scores.

Races: Human & half—elf Bellum Maguss are common because humans & half—elves, like Bellum Maguss, are very diverse. Elves & drow usually take up the class, though drow—elves (half elf, half drow) become Bellum Maguss more often than the other elven subraces. Gnomes & halflings often become Bellum Maguss for various reasons. Bugbears, dwarves, orcs & half—orcs rarely become Bellum Maguss.

Alignment: Any, but usually Chaotic. Bellum Magus usually live be their own particular code of honor and have little use for the rules of others.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: Moderate.

Table: The Bellum Magus

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Special Ability, Bonus Feat 5 3
2nd +1 +0 +3 +3 6 4
3rd +2 +1 +3 +3 6 5
4th +3 +1 +4 +4 6 6 3
5th +3 +1 +4 +4 Special Ability 6 6 4
6th +4 +2 +5 +5 6 6 5
7th +5 +2 +5 +5 6 6 6 3
8th +6/+1 +2 +6 +6 6 6 6 4
9th +6/+1 +3 +6 +6 6 6 6 5
10th +7/+2 +3 +7 +7 Special Ability 6 6 6 6 3
11th +8/+3 +3 +7 +7 6 6 6 6 4
12th +9/+4 +4 +8 +8 6 6 6 6 5
13th +9/+4 +4 +8 +8 Special Ability 6 6 6 6 6 3
14th +10/+5 +4 +9 +9 6 6 6 6 6 4
15th +11/+6/+1 +5 +9 +9 Special Ability 6 6 6 6 6 5
16th +12/+7/+2 +5 +10 +10 6 6 6 6 6 6 3
17th +12/+7/+2 +5 +10 +10 Special Ability 6 6 6 6 6 6 4
18th +13/+8/+3 +6 +11 +11 6 6 6 6 6 6 5
19th +14/+9/+4 +6 +11 +11 6 6 6 6 6 6 6
20th +15/+10/+5 +6 +12 +12 Special Ability, Bonus Feat 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Arcana, War, Tactics) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Sleight of Hand (Dex)Hide (Dex), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Bellum Magus.

Weapon and Armor Proficiency: Bellum Maguss are proficient with all simple weapons, plus 3 light martial weapons, 2 one—handed martial weapons, & 2 two—handed or ranged martial weapon. Bellum Maguss are proficient with light armor & shields (except tower). The Bellum Magus can cast spells while wearing light armor without failure. However, like all arcane spellcasters, they still incur the arcane spell chance failure while wearing medium and heavy armor or using a shield. A multiclass Bellum Magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: The Bellum Magus casts spells drawn from the mainly drawn Bellum Magus spell list (see below). Bellum Maguss have a fixed repertoire of spells that they cast spontaneously & requires an Intelligence score of 10 + spell level. Save DC for Bellum Magus spells is 10 + spell level + Cha modifier.

0-level Spells: Acid Splash, Arcane Mark, Cure Minor Wounds, Inflict Minor Wounds, Light, Ray of Frost, Read Magic, Resistance,Ignite,Apprentice Fireball,Mage Hand

1-level Spells: Arcane Bolt, Burning Hands, Cure Light Wounds, Feather Fall, Identify, Inflict Light Wounds, Magic Missile, Sleep, Shield, Shocking Grasp,Lightning Bolt Lesser,Energy Blast

2-level Spells: Cure Moderate Wounds, Inflict Moderate Wounds, Invisibility, Levitate, Scorching Ray, Fire Chain Blast, Lightning Ray,Streaming Flame, Gust of Wind,Melf's Acid Arrow, Spider Climb

3-level Spells: Dispel Magic, Inflict Serious Wounds, Lightning Bolt, Burning Hands Improved, Lightning Dart

4-level Spells: Ice Darts, Immolate, Shadow Wings, Missle Storm,Grendale's Breath, Blast of Flame (Complete Arcane)

5-level Spells: Permanency, Cone of Cold, Cloudkill, Transmute Rock to Mud, Telekinesis, Summon Harem

6-level Spells: Chain Lightning, Polar Ray, True Seeing, Arcane Whip, Contingency, Magic Missile Piercing

Table: Bellum Magus Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 5 2
2nd 5 2
3rd 5 4
4th 6 4 1
5th 6 4 2
6th 7 4 2
7th 7 6 3 1
8th 8 6 3 2
9th 8 6 4 2
10th 9 6 4 3 1
11th 9 6 5 4 2
12th 9 6 5 4 2
13th 9 6 6 4 2 1
14th 9 6 6 4 3 2
15th 9 6 6 5 4 2
16th 9 6 6 5 4 3 1
17th 9 6 6 5 4 3 2
18th 9 6 6 5 4 4 2
19th 9 6 6 5 4 4 3
20th 9 6 6 5 4 4 3

Special Abilities: Every 5 levels, starting at 1st, plus at 13th & 17th levels, the Bellum Magus gains a special ability of her choice from among the following options:

Advanced Learning (Ex): The Bellum Magus can add a new spell to her list. The spell chosen must be a wizard spell of the school of Evocation or Illusion, or a cleric spell of the school of Conjuration or Necromancy. The spell must not be any higher than that of her highest known spell. A Bellum Magus must have a number of ranks in Knowledge (Arcana) [if it’s a wizard spell] or Knowledge (Religion) [if it’s a cleric spell] equal to 2 x the level of the spell learnt (minimum 1 rank) in order to gain this special ability. For example, in order for a Bellum Magus to learn a 5th level cleric spell, she must have 10 ranks in Knowledge (Religion). You may select this special ability multiple times, each time you add a different spell to your spells known.

Arcane Resilience (Su): With this ability, a Bellum Magus can add her Intelligence modifier as a bonus (minimum +1) on saving throws against spells & spell—like effects. You must have a Intelligence score of 13 or higher plus a will saving throw of +4 in order to get this special ability. This special ability does not stack with the Hexblade's Arcane Resistance or the Paladin's Divine Grace.

Channel Spell (Su): You can use a standard action to cast any touch spell that you know & deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the melee attack deals damage normally; then the spell's effect is resolved. You must have a base attack bonus of +3 or higher in order to have this special ability.

Familiar: The Bellum Magus gains a familiar w/this ability. Doing so takes 24 hours & uses up materials worth 100 gp. You may only gain this once.

Improved Weapon Bond (Ex): Select one weapon that you are proficient with. You gain Weapon Specialization with this weapon, even if you do not meet the prerequisites for it. This feat only applies if the Bellum Magus wears light or no armor. You either must have the weapon bond special ability with this weapon, or weapon focus with this weapon, plus a base attack bonus of +3.

Innate Spell (Sp): A Bellum Magus with this ability can select 1 spell that she knows. She may now cast that spell as a spell—like ability equal to twice per day + her Int mod. The spell must not exceed her highest spell level. If the spell chosen has an xp component, or a material or focus component worth more than 10 gp, the Bellum Magus must still provide the component. You may select this ability multiple times, each time you select another spell that you know. A Bellum Magus must have a Charisma score of 14 or higher in order to get this special ability.

Quick Cast: A Bellum Magus with this special ability may cast 1 spell each day as a swift action, so long as the spell has a casting time of 1 standard action or less. You must have an arcane spellcaster level of 3 or higher in order to gain this special ability.

Skill Mastery: Upon gaining this ability, the Bellum Magus selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.

Sudden Metamagic (Ex): Select 1 metamagic feat that you have. You may now, once per day, apply the benefits of that feat to any spell you know without increasing the level of the spell. If you do not have any metamagic feats, you instead gain 1 sudden metamagic feat for free.

Weapon Bond (Ex): Select one weapon that you are proficient with. You gain Weapon Focus with this weapon, even if you do not meet the prerequisites for it. This feat only applies if the Bellum Magus wears light or no armor.

Bonus Feat: A Bellum Magus may gain a bonus feat instead of a special ability.

Epic Bellum Magus[edit]

Table: The Epic Bellum Magus

Hit Die: d8

Level Special
21st Epic Bonus Feat
22nd Extra Spell
23rd
24th Epic Bonus Feat
25th
26th Extra Spell
27th
28th Epic Bonus Feat
29th
30th Extra Spell, Epic Bonus Feat

4 + Int modifier skill points per level.

Spells: The Bellum Magus’s caster level is equal to his or her class level. The Bellum Magus’s number of spells per day does not increase after 20th level.

Special Abilities: The epic Bellum Magus doe not recieve any additional Bellum Magus special abilities after 20th level, but can choose one of the Bellum Magus special abilities instead of a bonus feat

Half-Elf Bellum Magus Starting Package[edit]

Weapons: Dagger.

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

Skill Ranks Ability Armor
Check
Penalty
Listen 4 Wis "—"
Concentration 4 Con "—"
Spellcraft 4 Int "—"
Profession 4 Wis "—"

Feat: Dodge.

Gear: Standard Adventurer's Kit, <-Starting armor and other equipment outside of weapons.->.

Gold: 132 gp.

Campaign Information[edit]

Playing a Bellum Magus[edit]

As a Bellum Magus, you best serve the party as a second line combat character. You have the martial skill to hold your own in a fight, but not enough hit points to stay in a fight. Your best tactic is to either bombard the enemy with spells and finish them off with your weapon or start with your weapon and when the enemy is close take them by surprise with an onslaught of spells.

Religion: Bellum Maguss worship whatever deity they want, though deities of magic and war are most common, but a lot of Bellum Maguss are impious.

Other Classes: Your interaction with other classes varies, but you relate to other characters with dual natures, such as hybrid classes and multiclass characters.

Combat: Due to your poor armor proficiency, you may want to stay out of the main melee combat if you can. You fit in best in support of tougher characters, (such as fighters, paladins, barbarians, etc) doing things such as taking out weaker opponents so that your tougher characters can focus on the bigguns or blasting enemies from range. Since the Bellum Magus has a large reliance on dexterity, you can make a fairly good ranged combatant.

Advancement: Like the sorcerer, you face a crucial decision: what spells to select when gaining new spells known. To help heal yourself and your comrades, you could learn a healing spell or two as you gain levels (this is especially effective when you purchase a wand of a known healing spell, allowing you to heal without draining your spells-per-day), plus spells that enhance and protect as well. You should definitely take Magic Missile, and then acquire a Wand of Magic Missile so's it doesn't eat up your spells-per-day. In those hectic touch-and-go early levels, Color Spray and Sleep can often remove an enemy from a fight in one action.

Since the Bellum Magus are very dependent on Dexterity, your main weapon should be finessable to take advantage of this. The heaviest armor you should get, if your are willing to take the armor check penalty, is Mithral Breastplate; although a Mithral chain shirt is better if you choose to be more dependent on skills that have an armor check penalty. On magic items, spend some of your budget on wands and scrolls, but also get items that boost Intelligence, Dexterity, & Constitution, and make sure to acquire an item that gives a bonus to your Spellcraft checks. Likewise, your ability score increases should go towards Intelligence.

Your combination of several abilities will make you a very versatile character if optimized properly. The Bellum Magus can fulfill multiple roles, but is not as good in each individual role as a specialist.

Bellum Maguss in the World[edit]

Why can't they just pick one thing and stick to it?
—Arvinus Turak, aasimar fighter/rogue/sorcerer/spellsword/daggerspell mage

Bellum Maguss are a combination of mage & combatant. Their multitude of abilities & options, both magical & nonmagical, makes them a great asset to anyone who has them as an ally.

Daily Life: Each Bellum Magus is different, so their daily lives differ from Bellum Magus to Bellum Magus. Some Bellum Maguss are incredibly focused & self-discipled, training and studying before other characters get up, and continuing their work well after everyone else falls asleep. There are also some Bellum Maguss that are incredible lazy, getting up well after everyone else has gotten up, spending their days screwing around, goofing off, and doing nothing productive. But each Bellum Magus is different, so no two Bellum Maguss spend their days exactly in the same manner.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: Each NPC has a different reaction to Bellum Maguss. Most common folk don't really care about Bellum Maguss unless a Bellum Magus is destroying their homes. Magephobic NPCs view & treat Bellum Maguss with the same hatred, fear & disgust that they have for every other spellcaster. Adventurers often bring along a Bellum Magus or two as a backup spellcasters and combat support character.

Races: Each race reacts differently to Bellum Maguss, since not all Bellum Maguss are the same.

Other Classes: The way Bellum Maguss treat other classes, & how other classes treat Bellum Maguss, varies, though Bellum Maguss get along best with Bards, Duskblades & Mystic Warriors, due to their dual natures.

Bellum Magus Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Bellum Maguss and find out more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 Bellum Maguss are jacks and jills of all trades, but masters of none.
10 Bellum Maguss can be a great asset to their allies, if used properly.
15 Those who follow down the path of the Bellum Magus have several abilities, both magical & nonmagical, both helping & damaging, at their option.
20 The Bellum Magus is a mage capable of fighting well with martial weapons and wearing light armor.

<-pluralized class name-> in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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