Syphon (3.5e Class)

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Syphon[edit]

Syphons are gifted in taking and giving life. Every time they deal damage through spells they heal themselves or an ally.

Making a Syphon[edit]

Abilities: For a syphon intellect is the most important for the use of spells and abilities. Constitution is also useful as it can syphon its own life to allies.

Races: Humans are common syphons, so are gnomes. Elves are rarely syphons as they view such power as dark magic.

Alignment: Syphons can be any alignment, though are rarely good.

Starting Gold: 2d10 * 10 gp (100 gp)

"Complex" or "As wizard"

Table: The Syphon

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Hand of the Leech or Lambs to the Slaughter 5 3
2nd +1 +0 +0 +3 bonus feat 6 4
3rd +1 +1 +1 +3 1d4 Syphon 6 5
4th +2 +1 +1 +4 Sacrificial Lamb 1/day 6 6 3
5th +2 +1 +1 +4 bonus feat 6 6 4
6th +3 +2 +2 +5 2d4 Syphon 6 6 5 3
7th +3 +2 +2 +5 6 6 6 4
8th +4 +2 +2 +6 Sacrificial Lamb 2/day 6 6 6 5 3
9th +4 +3 +3 +6 3d4 Syphon 6 6 6 6 4
10th +5 +3 +3 +7 bonus feat 6 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 4d4 Syphon, Sacrificial Lamb 3/day 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 bonus feat 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 5d4 Syphon 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 Sacrificial Lamb 4/day 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 bonus feat 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6d4 Syphon 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 bonus feat 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Sacrificial Lamb 5/day 6 6 6 6 6 6 6 6 6 6

Class Skills (2 + Int modifier per level)
<-class skills (and key abilities)->.

Class Features[edit]

All of the following are class features of the Syphon.

Weapon and Armor Proficiency: Syphons are proficient with simple weapons, they are not proficient with any armor or shield.

Spells: Syphons are masters of destruction, focusing on damage spells. They receive bonus spells per day based off of their intellect modifier. They need an intellect level of 10 + spell level to cast a certain spell. Syphons choose their spells from the following list:

0—Detect Magic, Touch of Fatigue, Bleed, Detect Poison, Mending

1st—Mage Armor, Magic Missile, Burning Hands, Chill Touch, Shocking Grasp

2nd—Flaming Sphere, Burning Gaze, Scorching Ray, Fire Breath, Stone Call

3rd—Fireball, Lightning Bolt, Vampiric touch, Dispel Magic, Slow

4th—Ice Storm, Fire Shield, Ball Lightning, Firefall, Dragon's Breath

5th—Cone of Cold, Acid Spray, Lightning Arc, Suffocation, Fire Snake

6th—Chain Lightning, Contagious Flames, Sirocco, Cold Ice Strike, Enemy Hammer

7th—Delayed Blast Fireball, Finger of Death, Firebrand, Scouring Winds, Caustic Eruption

8th—Polar Ray, Sunburst, Shout(greater), Stormbolts, Horrid Wilting

9th—Meteor Swarm, Wail of Banshee, Clashing Rocks, Tsunami, Fiery Body

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


Hand of Leech or Lambs to the slaughter (Ex) At first level a Syphon must choose whether to gain a start in Sacrificial Lamb or Syphoning. This allows sacrificial lamb to be used additional time per day plus at first level or syphon to have an increase in die number, in addition to beginning at level 1. The chosen ability increases according to the table above. Learn what each of the abilities do below.

Syphon (Sp) Every time a Syphon does damage with a spell it can transfer health to itself or another ally.

Sacrificial Lamb (Sp) A certain amount of times per day (as shown by the chart above) the Syphon may sacrifice 10% of its current HP to heal an ally for 10% of their total HP.

Campaign Information[edit]

Playing a Syphon[edit]

Religion: Syphons are viewed as religious outcasts and usually can not get involved in mainstream religions, however, religions that view self sacrifice as a virtue would tend to open up for a Syphon.

Other Classes: Syphons get along just fone with most classes, neutral or evil aligned characters have no problems with a Syphon.

Combat: A Syphon serves as the party healer and spell caster, not generally good at the front line.

Advancement: Wizard, sorcerer, druid, cleric would all be excellent cross class choices.

Syphons in the World[edit]

"... There is power in self sacrifice." Preist Zoloth

Syphon Lore[edit]

Characters with ranks in knowledge arcana can research Syphons to learn 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 Syphons can heal using magic ability.
10 Syphons use self sacrificing to heal party members.
15 Syphons are powerful spell casters.
20 Syphons heal themselves when they damagae an enemy with a spell.
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