Dice Mage (3.5e Class)
From D&D Wiki
- 1 Dice Mage
- 1.1 Making a Dice Mage
- 1.2 Campaign Information
This class is literally just a sorcerer with one added ability.
Making a Dice Mage
A Dice Mage is essentially a glass canon. He can deal high amounts of damage but cannot take any due to low hit die and no proficiency with armor. He works well with any other class that can tank damage.
Abilities: Charisma determines how powerful a spell a Dice Mage can cast, how many spells he can cast per day, and how hard those spells are to resist. Like a wizard, a Dice Mage benefits from high Dexterity and Constitution scores.
Races: Humans and Half-elves are best suited to be a Dice Mage but any race can have the ability to become one.
Alignment: Any non-lawful.
Starting Gold: As Sorcerer
Starting Age: Simple
|Saving Throws||Special||Spells per Day||Power
|2nd||+1||+0||+0||+3||Bonus Dice(1 die)||6||4||—||—||—||—||—||—||—||—||—||—||—|
|4th||+2||+1||+1||+4||Bonus Dice(2 dice)||6||6||3||—||—||—||—||—||—||—||—||—||—|
|6th||+3||+2||+2||+5||Bonus Dice(3 dice)||6||6||5||3||—||—||—||—||—||—||—||—||—|
|8th||+4||+2||+2||+6||Bonus Dice(4 dice), Maximized Dice(2/day)||6||6||6||5||3||—||—||—||—||—||—||—||—|
|10th||+5||+3||+3||+7||Bonus Dice(5 dice),||6||6||6||6||5||3||—||—||—||—||—||—||—|
|12th||+6/+1||+4||+4||+8||Bonus Dice(6 dice)||6||6||6||6||6||5||3||—||—||—||—||—||—|
|14th||+7/+2||+4||+4||+9||Bonus Dice(7 dice), Maximized Dice(4/day)||6||6||6||6||6||6||5||3||—||—||—||—||—|
|16th||+8/+3||+5||+5||+10||Bonus Dice(8 dice)||6||6||6||6||6||6||6||5||3||—||—||—||—|
|18th||+9/+4||+6||+6||+11||Bonus Dice(9 dice)||6||6||6||6||6||6||6||6||5||3||—||—||—|
|20th||+10/+5||+6||+6||+12||Bonus Dice(10 dice), Maximized Dice(6/day)||6||6||6||6||6||6||6||6||6||6||—||—||—|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the dice mage.
Weapon and Armor Proficiency: Weapon and Armor Proficiency: Dice Mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a dice mage’s gestures, which can cause his spells with somatic components to fail.
Bonus Dice: At 2nd level and every 2 levels thereafter, the dice mage gains an extra die to roll whenever they roll for a spell. the bonus dice may be used for damage, healing, or any other thing he would need to roll dice for, not including the roll required to see if the spell hits.
The dice mage may use any amount of his bonus dice up to the maximum for his level. You must choose how many dice to roll before you roll them. The dice you roll must be of the same type of dice that the spell normally uses and if the spell hits multiple times(where you would normally roll more than once), you roll that number of bonus dice for each hit. For example, a 5th level dice mage casting magic missile would be able to cast 3 missiles and add 2d4 to each missile.
Maximized Dice: At 5th level the dice mage gets the ability to use the most amount of dice available. When you use this ability, you gather all of the spell's required dice(Just like the bonus dice feature) from every player and roll that for damage, healing, etc. Just like the bonus dice feature, you have to choose to use this ability before rolling and roll multiple times per hit.
Every 3 levels after 5th, the dice mage can use this ability another time per day.
Spells: A dice mage casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a dice mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dice mage’s spell is 10 + the spell level + the dice mages’s Charisma modifier - 1/2(rounded down) the number of bonus damage dice the dice mage is using.
Like other spellcasters, a dice mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dice Mage. In addition, he receives bonus spells per day if he has a high Charisma score.
A dice mage’s selection of spells is extremely limited. A dice mage begins play knowing four 0-level spells and a 1st-level spell of your choice. At each new dice mage level, he gains one or more new spells, as indicated on Table: Dice Mage Spells Known. (Unlike spells per day, the number of spells a dice mage knows is not affected by his Charisma score; the numbers on Table: Dice Mage Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered dice mage level after that (6th, 8th, and so on), a dice mage can choose to learn a new spell in place of one he already knows. In effect, the dice mage “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level dice mage spell the dice mage can cast. A dice mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a dice mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
A dice mage that changes to any lawful alignment loses their ability and becomes a normal sorcerer.
Epic Dice Mage
|22nd||Bonus Dice(11 dice)|
|23rd||Bonus Feat, Maximized dice(7/day)|
|24th||Bonus Dice(12 dice)|
|26th||Bonus Feat, Bonus Dice(13 dice), Maximized Dice(8/day)|
|28th||Bonus Dice(14 dice)|
|29th||Bonus Feat, Maximized Dice(9/day)|
|30th||Bonus Dice(15 dice)|
2 + Int modifier skill points per level.
Bonus Dice: This feature just continues to scale up every 2 dice mage levels
Maximized Dice: This feature continues to scale every 3 levels
Bonus Feats: The epic dice mage gains a bonus feat (selected from the list of epic dice mage bonus feats) every 3 levels after 20th.
Epic Dice Mage Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-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.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
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
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.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-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.->.