Duality Mage (3.5e Class)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed


Duality Mage[edit]

Warning class is balanced around spell point system from Unearthed Arcana (as sorcerer).

Making a Duality Mage[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Must be neutral on one Axis.

Starting Gold: 5d6×10 gp (175 gp).

Starting Age: Complex.

Table: The Duality Mage

Hit Die: d8

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 Path to Duality, Force Strike
2nd +1 +0 +0 +3 Aura of Light/Aura of Dark
3rd +1 +1 +1 +3 Focus Of Light/Focus of Dark
4th +2 +1 +1 +4 +2 Cha, +1 Con, +1 Wis
5th +2 +1 +1 +4
6th +3 +2 +2 +5
7th +3 +2 +2 +5 Step Into The Light/Dark
8th +4 +2 +2 +6 +2 Cha, +1 Con, +1 Wis
9th +4 +3 +3 +6 Gain Extra Feat
10th +5 +3 +3 +7 Binding Force
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8 +2 Cha, +1 Con, +1 Wis
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9 Purify/Purge
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10 +2 Cha, +1 Con, +1 Wis
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11 Gain Extra Feat
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 +2 Cha, +1 Con, +1 Wis, Ascension To Duality

Class Skills (4 + Int modifier per level, ×3 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

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

Weapon and Armor Proficiency: Proficient in all Armor Types but has only simple Weapon Types.

Spells: Duality mages use the spell point system otherwise they cast as a sorcerer. Duality Mages choose their spells from the following list:

0—Divine and Arcane Lists (no real restrictions)

1st—See above

2nd—See above

3rd—See above

4th—See above

5th—See above

6th—See above

7th—See above

8th—See above

9th—See above

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


Path To Duality: The Duality Mage takes their first step into the world of balance of their class however this transformation changes them permanently. since they must act gently with their new form (which is 1 size category bigger then when they started) they move very slowly and rarely touch the floor preferring to hover (pc counts as floating off of ground and movement speed is halved) They also have 2 forms they switch between as a movement action a (light and a dark form) that either empowers their conjuration, transmutation and abjuration spells (Light Form) or their conjuration, evocation and necromancy spells (Dark Form) this class by default lacks any chance of spell failure as long as this class is the primary (has the most levels in class)

Force Strike (Ex): All physical attacks by this class don't do very much damage (nor do they ever provoke attacks of opportunity) but instead force the enemies away from the mage pushing them in a direction of the mage's choice (20ft + 10ft every even level) a reflex save halves distance as well as a fortitude save however you must pass both saves to negate (dc is 15 + damage done by strike)

Aura of Light/Dark (Su): The Duality Mage gains the ability to manifest an aura around themselves (movement action to activate deactivation is at-will) that as long as it is active allows them to regenerate 1 spell point per round while in combat and 1 point per 5 minutes outside of combat. the aura always matches the form the mage is in and the effect gains power per level (area of effect is 10ft per level (max 100ft))

Level 2: the Aura either deals half the caster's level in damage per caster's turn to all enemies in the area of effect (dark form) or gives his allies regeneration 1 and +1 to all saving throws while the aura is active (light form)

Level 5: as long as the Aura is active for either side all things inside the aura can be targeted for any spell within any range (the Duality Mage is considered to be touching anything within this aura for the purposes of their own spells only)

Level 8: the Aura now boosts the power of the focused spells of the form it empowers by 50%

Level 11: the Aura now acts as either unholy ground with a permanent low power animate dead spell (under caster's control) as long as the caster remains in the area (Dark) or acts as holy ground healing allies by 10hp per turn as long as they do not act hostile in the area and even if they do they keep a permanent blessing (see bless spell) as long as they are in the area also slows enemies while they move toward the duality mage (Light)

Level 15: Any damaging spell (or any spell like or magical ability) striking the duality mage in the aura has its effect cut in half and they can no longer be banished or affected by any type of debuffing spell or any ability damage also their allies gain +5 ac while in the aura (Light) or any spell (or magic in nature ability) they cast while in the aura has it's effect doubled and they can no longer be banished or affected by any type of debuffing spell or any ability damage also their allies gain half their caster level in bonus fixed damage on all successful attacks that damage enemies

Level 20: all aura effects are doubled and all (light and dark) are considered active as long as the aura is

Focus of Light/Dark (Su): The Duality Mage may focus their spell energy into pure damage (depending on the form they are in Light does positive energy which can also be used for healing Dark can use negative energy and either one can use force which is non-elemental like a magic missile) doing 1d3 damage per point spent as a ray attack (ranged touch) (base range is 50ft + 10ft for every 5 points spent maximum amount of spendable points is double caster level) this is a standard action

Step Into The Light/Dark (Su): the duality mage may mark a spot to warp to within visual range using a movement action to mark and another movement/standard (in a different turn) action to warp (the marked spot remains active for up to 5 minutes if not used by them within this time it is wasted if it is used it dissipates right after use) (usable caster level d2 times per day)

Binding Force (Su): The duality mage can make a ranged touch attack (range of 35ft) to create a stunning force of non-elemental lightning this attack is considered physical and does half of the mage's caster level in d3's to a single target and requires a (dc 10 + damage done) fortitude save to avoid being stunned for 1 round after being damaged by this attack (this ability costs 3 spell points and can only be used caster level/day)

Purify/Purge (Su): The duality mage may once per week choose to either activate a massive negative or positive energy burst doing their class level in d20's to anything in a 200ft radius and anything is affected by the energy normally (positive heals living and hurts undead and vice-versa) after activating this ability the duality mage is stunned for 1d3 rounds

Ascension To Duality: The duality mage gains total control of duality magic and all of their abilities are boosted by 50%

Ex-Duality Mage[edit]

If a duality mage ever gains an alignment that is no longer neutral on 1 axis they lose all powers until this is corrected.

Epic Duality Mage[edit]

Table: The Epic Duality Mage

Hit Die: d8

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 Duality Mage 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 Duality Mage[edit]

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[edit]

<-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->.

Duality Mage Lore[edit]

Characters with ranks in <-the appropriate skills-> can research Duality Mages 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->.

Duality Mages 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.->.



Back to Main Page3.5e HomebrewClassesBase Classes -->

Home of user-generated,
homebrew pages!


Advertisements: