Mana Addict (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 19:26, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing campaign information, features could do with being spread over levels.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Mana Addict[edit]

The pain. The hunger. Is this power worth your very soul?
—Gilliad Rockfallow's last words, eaten by a starving mana addict.


Mana Addicts draw their power from other spell-casters, devouring the arcane energy that surrounds them, much like a parasite. Their twisted eating habits grant immense benefits to their body, so long as they can keep their hunger sated.

Making a Mana Addict[edit]

Mana Addicts make great melee fighters and are specially effective against arcane spell-casters. However, they are weak by themselves, specially if they're cut from a source of arcane power. An allied arcane caster can work as sustenance for the Mana Addict until an enemy replacement can be found.

Abilities: Mana Addicts depend greatly on a high Con score to delay the effects of their Hunger. Str and Dex are good second choices as for a standard melee fighter. A high Int score will yield you some extra skill points and boost your class abilities. Wis and Cha are your dump stats.

Races: Any race capable of becoming a Sorcerer may become a Mana Addict.

Alignment: Any. Mana Addicts tend to come from a chaotic nature, due to the questionable nature of their hunger.

Starting Gold: As sorcerer.

Starting Age: As fighter.

Table: The Mana Addict

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Mana Capacity
Fort Ref Will
1st +1 +2 +0 +0 Mana Hunger, Arcane Blood(least), Mana Burn, Draining Strikes 1/day 10
2nd +2 +3 +0 +0 12
3rd +3 +3 +1 +1 Draining Strikes 2/day, Mana Shield 15
4th +4 +4 +1 +1 20
5th +5 +4 +1 +1 Arcane Blood(lesser), Mana Drain 25
6th +6/+1 +5 +2 +2 Draining Strikes 3/day 30
7th +7/+2 +5 +2 +2 Arcane Overdrive 35
8th +8/+3 +6 +2 +2 40
9th +9/+4 +6 +3 +3 Draining Strikes 4/day, Mana Burst(Cone) 1/day 45
10th +10/+5 +7 +3 +3 Arcane Blood(mayor) 50
11th +11/+6/+1 +7 +3 +3 Mana Burst 2/day 55
12th +12/+7/+2 +8 +4 +4 Draining Strikes 5/day 60
13th +13/+8/+3 +8 +4 +4 Mana Burst 3/day 65
14th +14/+9/+4 +9 +4 +4 70
15th +15/+10/+5 +9 +5 +5 Arcane Blood(greater), Draining Strikes 6/day, Mana Burst 4/day 80
16th +16/+11/+6/+1 +10 +5 +5 90
17th +17/+12/+7/+2 +10 +5 +5 Mana Burst(Sphere), Mana Burst 5/day 100
18th +18/+13/+8/+3 +11 +6 +6 Draining Strikes 7/day 110
19th +19/+14/+9/+4 +11 +6 +6 Mana Burst 6/day 120
20th +20/+15/+10/+5 +12 +6 +6 Draining Strikes 8/day, Mana Burst 7/day, Craft Mana Crystal 150

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentrate (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).

Class Features[edit]

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

Weapon and Armor Proficiency: A Mana Addict is proficient with simple and martial weapons, light and medium armor and all shields(except Tower).


The Hunger: A Mana Addict has an intrinsic need for arcane power, much like any human has for water or food. A Mana Addict's mana pool deplete's at a steady rate of 5 points per day. A Mana Addict that goes without mana for a continuous period of time is subject to more dangerous drawbacks than simple exhaustion. As follows:

Table: The Hunger Effects

Days Effects
1 - 2 Exhausted
3 - 5 Feeble. HP is reduced by 1/2. Takes -5 to all FORT saves.
6 - 10 Crazed. Stacks with Feeble. Must attack any spell-caster on sight (WILL save DC 20). Takes a cumulative -2 to WILL saves for every day after the 5th.
11-14 Rampant. Stacks with Crazed, but attacks all living creatures. Gains the benefits of Arcane Overdrive with 10 mana per day of hunger.
15 The Mana Addict tries to eat itself, inevitably leading to death.


Arcane Blood: A Mana Addict is capable of storing stolen arcane power in its bloodstream, granting it incredible physical prowess. A Mana Addict's maximum mana capacity is given in Table: The Mana Addict. As a Mana Addict increases in power, his blood evolves, allowing a more efficient use of its power.

-Least: The Mana Addict gains +1 to Str, Dex, Con and Int for every 10 mana in its blood. The Mana Addict has -1 to Wis and Cha for every 5 mana in its blood.

-Lesser: The Mana Addict gains +1 to Str, Dex, Con and Int and -1 to Wis and Cha for every 10 mana in its blood.

-Mayor: The Mana Addict gains +1 to Str, Dex, Con and Int for every 7 mana in its blood. The Mana Addict has -1 to Wis and Cha for every 15 mana in its blood.

-Greater: The Mana Addict gains +1 to Str, Dex, Con and Int for every 5 mana in its blood. The Mana Addict no longer loses Wis and Cha due to this class feature.


Mana Burn: A Mana Addict who has exceeded her maximum capacity is subject to internal injuries caused from the excess arcane power evaporating her blood and trying to violently escape her body. At the end of every round (or every 6 seconds out of combat), a Mana Addict with more mana in her blood than allowed by her mana capacity takes 1dA points of damage and loses that much mana from her blood, where A is the size of the buff being granted by Arcane Blood. The damage taken from Mana Burn circumvents all damage reduction and is unaffected by any other class feature; spell and power effects still work on it.


Draining Stikes (Ex): A Mana Addict is an expert at drawing the arcane powers out of her target and consuming it on the spot. As an immediate action after a successful attack, a Mana Addict may declare her blow to be a Draining Strike. If the target is an arcane spell-caster or has spell-like abilities, they must succeed on a FORT saving throw (DC is 10+damage dealt with the attack) or lose a random spell or spell-like ability for 1 day. If the target fails its saving throw the Mana Addict gains mana points according to what spell was taken or the HD of the creature who owned the spell-like ability. She gains 5*(Spell-level + 1) or 5*(HD).


Mana Shield: As the Mana Addict becomes accustomed to the growing power within her blood, her body and mind adapt to grant new and interesting forms to distribute the mana in her blood. Whenever the Mana Addict is affected by a spell or spell-like ability, damaging or not, she may choose to absorb the arcane power in it. This does not negate the damage or effects of the spell. To do so, the Mana Addict must succeed in a FORT saving throw, with DC equal to the spell's saving throw (when no saving throw is specified, use the spell-caster's caster level).


Mana Drain (Ex): The Mana Addict may opt to forgo one of her daily uses of Draining Strikes to absorb all the remaining arcane energy stored in recently deceased bodies around her. She gains 1 mana for each HD of characters and/or creatures with arcane spell-casting or spell-like abilities, within 15 feet of her. Mana Drain is a standard action that causes attacks of opportunities.


Arcane Overdrive (Ex): The Mana Addict goes into a rage-like state, where she undergoes excruciating pain in order to obtain the most out of her blood's power. Entering Arcane Overdrive is a standard action that doesn't cause an attack of opportunity. While Arcane Overdrive is in effect, the Mana Addict double's the effects of Arcane Blood, but suffers from The Hunger on every round as if a day had passed. A Mana Addict may use Arcane Overdrive 1/day and for no longer than 3+new Con modifier rounds. A Mana Addict that runs out of mana is forced to finish her Arcane Overdrive. After Arcane Overdrive ends, the Mana Addict is exhausted until the end of the encounter.


Mana Burst (Ex): As the Mana Addict learns to manipulate the mana excess in her body she develops the technique to abruptly expel it to causing devastating effects. At 9th level a Mana Addict may, as a standard action, cause a 15ft cone in front of her to be engulfed in a mana explosion. Mana Burst consumes half of her current mana and deals 1d10 for every 5 mana consumed this way. At 17th level a Mana Addict may cause an explosion in a sphere around her, 15ft in radius, dealing 1d10 for every 10 mana consumed this way. In either case, creatures within the area of explosion are entitled to a REF save to halve damage, DC is 15+Mana Addict Level+Dice rolled for damage.

Craft Mana Crystal (Ex): As a Mana Addict reaches the epitome of her evolution, she becomes capable of concentrating the entirety of her power into the creation of a solid form of mana, a Mana Crystal. Crafting a mana crystal requires a large amount of mana and time. To craft a mana crystal, a Mana Addict must follow the following steps:

1- Choose how much mana to spend in its creation. 2- Choose the crystal's color. 3- Spend 1 hour per 10 mana spent on the crystal meditating. Interruptions cause the process to fail and the mana to be lost. (Note that if a Mana Addict runs out of mana due to The Hunger during this time, the process also fails). 4- Spend 100xp per 10 mana spent on the crystal.

If the Mana Addict succeeds in making a mana crystal, she is then free to do with it as she pleases as the crystal remains in a stable form until activated or destroyed. Depending on the color chosen, a mana crystal has different properties:

Table: The Hunger Effects

Color Effect
Red When thrown, it explodes in a flaming inferno, dealing 1d10 fire damage per 10 mana stored in a 15ft radius sphere.
Green When activated it fuses into the user's body, granting them the effects of Arcane Blood(Greater) with the mana stored. If the user is not a Mana Addict, they lose their mana at a rate of 10/round. The effect expires when they lose all active mana.
White When activated it fuses into the user's body, healing their wounds for 1d8 damage for every 5 mana stored and restoring 1 point of ability damage for every 10 mana stored.
Blue When activated it fuses into the user's body, restoring arcane spell-slots totalling to 1 spell-level per 10 mana stored. (100 mana yields one 9th level spell-slot and one 1st level spell-slot, or any such combination).
Black When thrown, it explodes into a shadowy mist, covering a 30ft radius sphere. Characters caught in the mist are affected by X Draining Stikes with a DC of Y. Where X is mana stored/10 and Y is mana stored/2.


Epic Mana Addict[edit]

Table: The Epic Mana Addict

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 Mana Addict gains a bonus feat (selected from the list of epic Mana Addict bonus feats) every <-number of feats per level-> levels after 20th.

Epic Mana Addict Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> Mana Addict 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 Mana Addict[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->.

Mana Addicts 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->.

Mana Addict Lore[edit]

Characters with ranks in <-the appropriate skills-> can research Mana Addicts 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->.

Mana Addicts 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!