Frostfire Invoker (3.5e Class)

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Victus, a chosen Frostfire Invoker casting a powerful dual element spell.

Frostfire Invoker[edit]

A master of frost and flame, the Frostfire Invoker conjures powerful elemental spells on the battlefield, wrecking fiery and frosty doom upon it's enemies. Their ancestry can be traced back to the first Frostfire Dragon, Shol'Khuul, who's blood is said to course through their veins.

Making a Frostfire Invoker[edit]

Frostfire Invokers are strong spellcasters, excelling in Fire and Ice magic. They might not be as versatile as "regular" sorcerers, but what they lack in diversity they make up with sheer power.

Abilities: Charisma is a Frostfire Invoker's best friend, as they channel their spells throught it.

Races: Any race can become a Frostfire Invoker, but only a few are "blessed" by the Mighty Dragon's blood.

Alignment: Always Chaotic.

Starting Gold: 3d4 x 10gp

Starting Age: "As sorcerer"

Table: The Frostfire Invoker

Hit Die: d4

Level Base Attack Bonus Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Toughness 4 2
2nd +1 +1 +0 +3 Dual Touch (Fire, Ice) 5 3 -
3rd +1 +1 +1 +4 5 4 1
4th +1 +1 +1 +5 Spell Focus (Evocation) 5 5 2
5th +2 +2 +1 +5 5 5 3 1
6th +3 +2 +2 +6 Arcane Power (Fire)(Metamagic) 5 5 4 2
7th +3 +3 +2 +6 5 5 5 3 1
8th +4 +3 +2 +7 Elemental Fury (Burn) 5 5 5 3 2
9th +4 +4 +2 +7 5 5 5 5 3 1
10th +5 +4 +3 +8 Arcane Power (Frost) (Metamagic) 5 5 5 5 4 2
11th +5 +4 +3 +8 5 5 5 5 5 3 1
12th +6/+1 +5 +4 +9 Elemental Fury (Freeze) 5 5 5 5 5 4 2
13th +6/+1 +5 +4 +9 5 5 5 5 5 5 3 1
14th +7/+2 +5 +4 +10 Dragon Master's Blessing 5 5 5 5 5 5 4 2
15th +7/+2 +6 +5 +10 5 5 5 5 5 5 5 3 1
16th +8/+3 +6 +5 +11 Empower Spell 5 5 5 5 5 5 5 4 2
17th +8/+3 +6 +5 +11 5 5 5 5 5 5 5 5 3 1
18th +9/+4 +7 +6 +12 Still Spell 5 5 5 5 5 5 5 5 4 2
19th +9/+4 +7 +6 +12 5 5 5 5 5 5 5 5 5 3
20th +10/+5 +7 +6 +13 Frostfire Soul Devouring 5 5 5 5 5 5 5 5 5 5

Class Skills 2 + Int modifier per level, ×4 at 1st level)

Class Features[edit]

  • Summon Familiar:

As of 1st level, a Frostfire Invoker may summon a familiar of her choice, as a sorcerer does.


  • Toughness:

Benefit: You gain +3 hit points at 1st level, then +1 hit point per extra level.


  • Dual Touch (Fire, Ice):

At level 2, the character can create small orange (fire) or blueish flames (frost) in the palm of her hand, at will. These flames do not cause damage to other creatures, but can be used to start a campfire, light up a dark room, or simply to perform an eccentric flaming act to awe, or scare, party members.


  • Spell Focus (Evocation) (General):

Benefit: Spells you cast from the chosen school either gain a +2 DC to their saving throws or +2 caster level. This bonus is chosen when you take this feat and cannot be changed afterwards.


  • Arcane Power (Fire) (Metamagic):

At the cost of a spell slot of two levels higher, the Frostfire Invoker may add up to half the total of the original spell damage and add fire damage to it. This can be done at will. Ex: Ellysia casts a Magic Missile at 1d4 +1, and deals 4 damage. With Arcane Power (Fire), she deals an automatic 2 extra fire damage, for a total of 6 damage. Vulnerabilities and resistances to Elemental damage is applied normally.


  • Elemental Fury (Burn):

With every fire based spells that deal damage, the Frostfire Invoker as a chance of "burning" her opponents. The opponent must succeed a Reflex Save (10 + caster level + CHA modifier) or take burning damage (1d6 per turn) until she puts it out. Manually putting out the fire takes a full "movement action" in case of armored or scaly opponents, or a full "standard action" for robed or furry creatures.


  • Arcane Power (Frost) (Metamagic):

Adds the (Frost) ability to the "Arcane Power (Fire)" to deal extra damage.


  • Elemental Fury (Freeze):

With every frost based spells that deals damage, the Frostfire Invoker now as a chance to "Slow" her opponents. A creature hit by her frosty spells must succeed a Fort Save (10 + caster level + CHA modifier) or be slowed.

An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.


  • Dragon Master's Blessing:

At 14th level, a Frostfire Invoker's receives an ancestral blessing from her draconic master. She may choose of the following traits:

Dragon Eyes:

Glowing and smoking, white glassy eyes replace the Invoker's. These eyes allow you to determine a creature's alignment by gazing into their eyes.

Dragon Scales:

Frosty blue and fiery orange scales appear in patches on the Invoker's skin. These scales give you +1 natural armor.

Dragon Claws:

The Invoker's hands now feature sharp talons that serve has natural weapons and deal 1d6 slashing damage.

Dragon Horn:

A sharp horn grows out of the Invoker's forehead. The horn serves as a natural weapon and deals 1d4 goring damage.

Dragon Tail:

A long skeletal tail grows at the bottom of the Invoker's spine. The tail serves as a natural weapon and deals 1d4 slamming damage. The tail can also be used to help with balance checks as a stabilizer.

Dragon Wings:

Long, leathery and skeletal frosty supernatural looking purple wings sprout out of the Invoker's back. These intimidating wings cannot be used to fly, but can be used to glide small distances or help break a fall.

Dragon's Breath:

Once per day, the Invoker can use a gazeous, conic breath attack. The attack does not deal any damage, but it has a change of slowing the target. The breath attack does a cone of 30ft of slowing gas (Fort DC 10 + CHA Bonus), and successful reflex saves negates the effect.


  • Enpower Spell (Metamagic):

Benefit: All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.


  • Widen Spell (Metamagic):

Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell’s actual level. Spells that do not have an area of one of these four sorts are not affected by this feat


  • Frostfire Soul Devouring:

Every fire based spell now also does frost damage equal to the original spell damage.

Fire spells and burning an opponent also have a chance of incinerating them. If the creature fails it's Reflex Save (DC 10 + caster level + CHA modifier) twice in a row, it is incinerated.

Frost spells also have a chance of freezing them solid. If the creature fails it's Fort Save (DC 10 + caster level + CHA modifier) four times in a row, it is frozen solid.

Incinerated and frozen solid creatures instantly die, and the Frostfire Invoker devours their souls.

Creatures without souls cannot be revived, resurrected or reincarnated.


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

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

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->

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

Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers 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 powers 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 he 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.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(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 of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

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->.

<-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.->.

Campaign Information[edit]

Playing a Frostfire Invoker[edit]

Religion: None. Why worship them when you can harness their powers?

Other Classes: Frostfire Invokers tend to want to stand out and show off their skills. They do well with tanky characters, as long as they get to be the main attraction to the show. They tend to dislike sharing the spotlight with other casters or bards.

Combat: Middle-range caster.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Frostfire Invokers in the World[edit]

Some people are "muscle strong"....others just melt your insides, then freeze and shatter your corspe...Thanks for the soul-snack.
—Ellysia, Half-Ashlang Frostfire Invoker

These flashy Invokers tend to be loners, only using "compa

Daily Life: <-day in the life of a character of this class->.

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

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

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

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

<-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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