Arcane Enforcer (3.5e Class)

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Arcane Enforcer[edit]

In every city there is crime. This crime seeps throughout the darkest parts of the slums and alleyways. This crime pervades and persists into every part of society. This problem becomes worse when half of your city is made up of wizards and sorcerers. To fight against this are the arcane enforcers. They are the police force that hunt wizards. Their job is to find law-breaking spellcasters and bring them to justice.

Making an Arcane Enforcer[edit]

Arcane enforcers are melee fighters that stand a much better chance against the forces of crime. They work well in a party without arcane spellcasters because of their disruptive aura, but that doesn't have to be activated. They have a wide array of options when in a fight. They can use their martial prowess, or they can resort to casting a well needed spell. They fill the same role as a ranger while within a city, and outside of the city, the same role as a paladin. They make a great party spokesperson because they require a high charisma and have diplomacy as a class skill.

Abilities: A arcane enforcer uses charisma for casting his spells, determining the number of bonus spells per day, and how hard they are to resist. Strength comes next in order of importance, because the arcane enforcer is primarily a melee combatant. Constitution and dexterity are also important to a melee fighter, for the bonus hit points and increased armor, respectively.

Races: Anyone can be an arcane enforcer.

Alignment: Any lawful.

Starting Gold: 6d4x10 gp (150 gp).

Starting Age: "Moderate" or "As fighter".

Table: The Arcane Enforcer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th
1st +1 +0 +0 +2 Detect Magic, Hold Person 1/day, Magic Aura 0
2nd +2 +0 +0 +3 Arcane Enhancement, Summon Familiar 0
3rd +3 +1 +1 +3 Disruptive Aura, Reflexive Caster 1 0
4th +4 +1 +1 +4 Identify Magic Item 1 0
5th +5 +1 +1 +4 Dispel Magic 1/day, Hold Person 2/day 1 1
6th +6/+1 +2 +2 +5 Bonus Feat 2 1 0
7th +7/+2 +2 +2 +5 Animal Companion 2 1 0
8th +8/+3 +2 +2 +6 2 2 1
9th +9/+4 +3 +3 +6 Bonus Feat 3 2 1
10th +10/+5 +3 +3 +7 Hold Person 3/day 3 2 1 0
11th +11/+6/+1 +3 +3 +7 Dispel Magic 2/day 3 3 2 0
12th +12/+7/+2 +4 +4 +8 Bonus Feat 4 3 2 1
13th +13/+8/+3 +4 +4 +8 Dimensional Anchor 1/day 4 3 2 1
14th +14/+9/+4 +4 +4 +9 Aura of Slowing 4 4 3 1
15th +15/+10/+5 +5 +5 +9 Forcecage 1/day, Hold Person 4/day 5 4 3 2 0
16th +16/+11/+6/+1 +5 +5 +10 Bonus Feat 5 4 3 2 0
17th +17/+12/+7/+2 +5 +5 +10 Dimensional Anchor 2/day, Dispel Magic 3/day 5 5 4 2 1
18th +18/+13/+8/+3 +6 +6 +11 6 5 4 3 1 0
19th +19/+14/+9/+4 +6 +6 +11 Bonus Feat 6 5 4 3 2 1
20th +20/+15/+10/+5 +6 +6 +12 Hold Person 5/day 7 6 5 4 3 2

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex).

Class Features[edit]

Arcane enforcers blend a strong arm, strong spell and a strong rope to catch their target. All of the following are class features of the arcane enforcer!

Weapon and Armor Proficiency: Arcane enforcers are proficient with all simple weapons, sap, kukri, shortsword, longsword, bolas, and net. They are proficient with light and medium armor, and shields (including tower shields).

Spells: Arcane Enforcers cast spells spontaneously. They can cast any spell they know provided they have a spell slot of the appropriate level available to them. To learn and cast an arcane enforcer spell requires a Charisma score equal to 10 + the spell level. The saving throw against an arcane enforcer spell is 10 + the spell level + the arcane enforcer's Charisma modifier. Arcane Enforcers can choose to learn a lower level spell than the level of spell shown on spells known. For example, an arcane enforcer could choose to learn a first level spell when he reaches level seven instead of learning a second level spell. Arcane Enforcers choose their spells from the following list:

1st— Detect Poison, Touch of Fatigue, Message, Alarm, Protection from Chaos, Comprehend Languages, Disguise Self, Silent Image, Animate Rope, Obscure Object, See Invisibility, Command, Remove Fear, Entangle, Spider Climb, Hold Person

2nd— Hypnotic Pattern, Web, Touch of Idiocy, Calm Emotions, Enthrall, Find Traps, Zone of Truth, Magic Circle against Chaos, Cure Light Wounds, Animal Messenger, Hold Monster, Dispel Magic

3rd— Cure Moderate Wounds, Bull's Strength, Eagle's Splendor, Magic Missile, True Seeing, Charm Person, Charm Monster, Scrying

4th— Cure Serious Wounds, Bestow Curse, Suggestion, Dominate Animal, Sending, Tongues, Freedom of Movement, Forcecage, Dimensional Anchor

5th— Mass Reduce Person, Break Enchantment, Telepathic Bond, Dominate Person, Baleful Polymorph

6th— Antimagic field, mass suggestion, Discern Location

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

Detect Magic (Sp): Arcane enforcers live in societies steeped in magic items that could easily turn the tide of an encounter. An arcane enforcer can use Detect Magic, as the spell, at will.

Hold Person (Sp): Arcane enforcers graft magical enhancements to themselves to aid in the capture of criminals. Once per day, an arcane enforcer can use Hold Person as a spell-like ability, as a caster of his arcane enforcer levels. This ability is usable one more time per day every five levels.

Magic Aura (Su): Arcane enforcers absorb some of the magic auras of items that they handle, and the magic that pervades where they live. Arcane enforcers emanate a magic aura equal to one quarter of their class level (minimum 1). In addition this aura grants spell resistance equal to arcane enforcer level.

Arcane Enhancement (Ex): Arcane enforcers learn to confuse magic that targets them with their magic aura. Beginning at second level, the arcane enforcer has spell resistance equal to his magic aura. In addition, he adds his Charisma bonus (if any) to his Will saving throw and his attack rolls.

Summon Familiar: Much like a sorcerer, an arcane enforcer can obtain a familiar. Doing so takes 24 hours and costs 100 gp. The arcane enforcer chooses the kind of familiar he gets.

If the familiar dies or is dismissed by the arcane enforcer, the arcane enforcer loses 200 experience per arcane enforcer level, unless he succeeds a DC 15 Fortitude save, in which case he loses 100 experience per arcane enforcer level instead. An arcane enforcer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead, and it does not lose a level or a Constitution point when this happens.

A character may never have more than one familiar at a time. If a character has two, or more, classes that grant a familiar, those classes stack to determine the level dependent benefits.

Disruptive Aura (Su): Beginning at 3rd level, an arcane enforcer gains the ability to emanate an aura that disrupts spellcasting. It can be activated, or deactivated, as a free action and lasts for a total number of rounds per day equal to his class level. The total amount of time needn't be used all at once and can be spread out throughout the day. All arcane spells cast within 30 feet of the arcane enforcer have a 20% chance of failure (this includes his own spells), in addition he is immune to mind affecting spells and spell-like abilities as long as his aura is activated.

Reflexive Caster: Beginning at 3rd level, an arcane enforcer ignores arcane spell failure for light and medium armor, and shields, provided the level of the spell is less than, or equal to, his base reflex save. This only applies to arcane enforcer spells for medium armor and shields.

Identify Magic Item: At 4th level, the arcane enforcer learns to identify the abilities of magic items using an appraise check. It takes 3 hours to use. The DC is equal to 20 + the caster level, or spell level of the magic item. If the appraise result isn't high enough, he may not try again.

Dispel Magic (Sp): Beginning at 5th level, an arcane enforcer can use Dispel Magic, as the spell, once per day. At every six levels after, he gains an additional use of Dispel Magic per day.

Bonus Feat: At 6th,9th, 12th, 16th, and 19th level the arcance enforcer gains a bonus feat from the fighter bonus feat list.

Animal Companion (Ex): Beginning at 7th level, an arcane enforcer may summon an animal companion selected from the following list: camel, dire rat, dog, riding dog, horse (light or heavy), or pony. This animal is a loyal companion that accompanies the arcane enforcer on his adventures as appropriate for its kind. An arcane enforcers animal companion counts as the animal companion of a druid of the same level. An arcane enforcer may gain a companion, or replace one, by performing a ceremony of 24 uninterrupted hours of prayer.

Dimensional Anchor (Sp): At 13th level, the arcane enforcer gains the ability to use Dimensional Anchor, as the spell, once per day. He gains an additional daily use of it at 17th level.

Aura of Slowing (Su): Beginning at 14th level, all enemies within 30 feet of an arcane enforcer can only move at half speed.

Forcecage (Sp): At 15th level, the arcane enforcer can use Forcecage, as the spell, once per day.

Ex-Arcane Enforcers[edit]

If an arcane enforcer ever stops being lawful he cannot advance further in the arcane enforcer class, but he loses no spells or abilities.

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