Mobian Caster (5e Class)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Sonic the Hedgehog franchise, and/or include content directly affiliated with and/or owned by Sega and Sonic Team. D&D Wiki neither claims nor implies any rights to Sonic the Hedgehog copyrights, trademarks, or logos, nor any owned by Sega and Sonic Team. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Mobian Caster (5e Class)[edit]

A ship is attacked by pirates on the high seas. They begin sending people to walk the plank. A scared young woman, is forced off the end of the plank. The pirates cheer until they realize they didn't hear a splash. Suddenly the girl floats back up, unsure of the situation herself. The pirates are all then lifted off of their feet, their weapons flying from their hands. Then, floating upward from the side of the ship is a small hedgehog, with glowing eyes and a strange aura surrounding him.

Mobian[edit]

Mobius is a separate and world from our and yet parallel to it. Every now and again, they may appear in our world for a brief period at a time. Some may even choose to stay.

The Caster[edit]

It is not unknown for Mobian to preform feats that are similar to, if not outright magic. They tend to stick to a specific type or element however, to improve their expertise in that area to phenomenal lengths. This means when they use their power, it is certain to be effective.

Creating a Mobian Caster[edit]

When creating a Mobian Caster, here are some questions to consider. When did you discover you could cast? Were you born with it, or was this power granted to you? Were you naturally talented or did you build your way up yourself? What do you wish to do with your power?

Quick Build

You can make a Mobian Caster quickly by following these suggestions. First, whichever ability score is your subclass's casting mod should be your highest ability score, followed by <!-Dexterity. Second, choose the Hermit background if you are taking the Endless Compassion subclass, the scholar background if you are choosing the Psychic Mind Subclass, and the entertainer if you are choosing the Burning Soul subclass. Third, choose a dagger, arcane focus, and an explorer's pack.

Class Features

As a Mobian Caster you gain the following class features.

Hit Points

Hit Dice: 1d6 per Mobian Caster level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Mobian Caster level after 1st

Proficiencies

Armor: none
Weapons: daggers, darts, slings, quarter staffs, light crossbows
Tools: none
Saving Throws: Dexterity
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) quarterstaff or (b) dagger
  • (a) component pouch or (b) arcane focus
  • (a) scholar's pack or (b) explorer's pack
  • If you are using starting wealth, you have 1d4x10 gp in funds.

Table: The Mobian Caster

Level Proficiency
Bonus
Chaos Points Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1 3 Source Of Power, Spellcasting, Chaos Points 2
2nd +2 2 3 Arcane Recovery 3
3rd +2 3 3 Source Feature 4 2
4th +2 4 4 Ability Score Improvement 4 3
5th +3 5 4 Spell Swap 4 3 2
6th +3 6 4 Source Feature 4 3 3
7th +3 7 4 4 3 3 1
8th +3 8 4 Ability Score Improvement 4 3 3 2
9th +4 9 4 4 3 3 3 1
10th +4 10 5 Source Feature 4 3 3 3 2
11th +4 11 5 Spell Swap (2) 4 3 3 3 2 1
12th +4 12 5 Ability Score Improvement 4 3 3 3 2 1
13th +5 13 5 4 3 3 3 2 1 1
14th +5 14 5 Source Feature 4 3 3 3 2 1 1
15th +5 15 5 4 3 3 3 2 1 1 1
16th +5 16 5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 17 5 Spell Swap (3) 4 3 3 3 2 1 1 1 1
18th +6 18 5 Source Feature 4 3 3 3 3 1 1 1 1
19th +6 19 5 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 20 5 Super Form 4 3 3 3 3 2 2 1 1

Source Of Power[edit]

At first level, you must select a subclass called your "Source Of Power." This will not only determine your spellcasting modifier, but will also grant you feature at 1st level, followed by another at 3rd, 6th, 10th, 14th, and 18th level.

Spellcasting[edit]

As a Mobian Caster, you have access of some kind to a variety of spells.

Cantrips

At 1st level, you know three Cantrips of your choice from the spell list determined by your source of power. You learn additional Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mobian Caster table.

Preparing and Casting Spells

The Mobian table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Mobian Caster Spells that are available for you to cast. To do so, choose a number of Spells from a spell list determined by your source of power. The Spells must be of a level for which you have Spell Slots. For example, if you're a 3rd-level Mobian Caster with the Psychic Mind Subclass, you have four 1st-level and two 2nd level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from the wizard spell list. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Spells from the spell list determined by your source of power, requires time spent focusing your power and meditating, you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Chaos Points[edit]

Starting at 1st level, your body has a limited pool of chaos energy. You have a set amount of Chaos Points equal to your Mobian Caster Level. You can expend Chaos Points to use a variety of skills within this class. You regain all chaos points after a short rest or long rest.

Arcane Recovery[edit]

Starting at 2nd level, you have learned to regain some of your magical energy by meditating. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Mobian Caster level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level Mobian Caster, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spell Swap[edit]

Starting at 5th level, as a bonus action, you can spend 5 Chaos Points to select 1 spell you have prepared, and exchange it with another spell that is available to you that you do not have prepared.

Starting a 11th level, you can exchange up to 2 spells when you do this. Starting at 17th level, you can exchange up to 3 spells this way.

Super Form[edit]

Starting at 20th level, you have mastered the power of chaos energy and have acquired the ability to momentarily transform into a seemingly invincible being. You take on a shining, metallic, golden color, and you maintain this form for 5 minutes.

You must spend 15 Chaos Points to change into your super form, as a free action. You can only change into your super form once, and you cannot do so again until 1d4 months have passed or longer/shorter at your GM's discretion. At your GM's discretion, you can also/instead be required to have one or more legendary artifacts or/and be in a certain situation in order to change into your super form. While in your super form, you gain the following benefits.

  • You do not need to spend chaos points to use any of your class features.
  • Your movement speed doubles.
  • You gain a flying speed equal to your movement speed.
  • You gain an additional action during each of your turns.
  • You do not need to breathe to survive.
  • You gain immunity from non magical damage.
  • You gain a +3 bonus to AC, attack rolls, you Spell Save DC, and Spell Attack Rolls.
  • Any damage you inflict increases by 2d6.
  • All damage you inflict becomes force Damage for the purpose of overcoming resistance and immunity.
  • When you change into this form, you restore all HP to your current Maximum.

Blazing Soul[edit]

You magic comes from your own burning passion of your spirit, and sheer determination.

Spell Access

Charisma is your spellcasting modifier for this subclass. You gain access to the sorcerer spell list when selecting new cantrips and preparing spells. You can also take any spell or cantrip that inflicts fire damage. When you are in your Super Form, all spells and cantrips you cast inflict fire damage for the purpose of gaining the benefits of you class features. Additionally, you gain proficiency in Charisma Saving Throws.

Meta Magic

At 3rd level, you gain 2 meta magic from the sorcerer class. Use use chaos points for these meta magics instead of sorcery points. You gain another one at 10th and 17th level.

You can use only one Meta Magic option on a spell when you cast it, unless otherwise noted.

Searing Flames

Starting at 6th level, you fire burns hot enough to melt through the defenses of your enemies. Your spells that inflict fire damage now ignore resistance.

Blazing Fury

Starting at 10th level, your burning spirit can empower your fire based spells. When you cast a spell that inflicts fire damage, you can add your charisma modifier to the damage roll(s). Additionally, as a bonus action, you can spend 1 sorcery point to make yourself resistant to fire damage, for 1 hour.

Sacred Flame

Starting at 14th level, your fire burn with sacred heat that can burn through most things. Your spells that inflict fire damage ignore immunity.

Master Of Flames

Starting at 18th level, your passion burns bright enough to light the hottest of flames. When you cast a spell that inflicts fire damage, you can spend Chaos Points equal to the spell's level to cast that spell without expending a spell slot.

Endless Compassion[edit]

You magic is powered from your empathy.

Spell Access

You gain access to the Cleric Spell List, and Wisdom becomes your spellcasting modifier. Additionally, you gain proficiency in Wisdom Saving Throws.

While in your Super Form, your healing spells restore twice as much HP. And the number of Hit points you can restore with your preserve life feature becomes 10 times your Mobian Caster level.

Preserve Life

Starting at 3rd Level, you can use your chaos energy to heal the badly injured. As an action, you can restore a number of Hit Points equal to five times your Mobian Caster level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct. You can only do this once, and cannot do so again until after you finish a short or long rest.

Orb Form

Starting at 6th level, You can spend 2 chaos points to transform into an orb of light for 1 minute as a bonus action. You can also change back into your normal form early as a bonus action. While in this form, the following applies,

  • You gain a flying speed equal to your movement speed.
  • Your size is considered 1 size smaller.
  • You do not impose opportunity attacks when you move in and out of a creature's range.
  • You cannot attack or cast spells that inflict damage.
  • You emit an aura of light that expands to 60 feet in radius.
Ghost Orb

Starting at 10th level, your orb form becomes more in tune with the astral plane. While in your orb form, in addition to the previous effects, the following applies.

  • You can pass through solid objects.
  • You are resistant from non magical damage.
  • Non magical attacks have disadvantage against you.
Orb Aura

Starting at 14th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious and in either your orb form, or super form to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Possession

While in your orb form, you can possess creatures and control them as puppets. Starting at 18th level, as an action, you can force a creature to make a Wisdom saving throw. On a failed save, you can merge yourself into that creature. While merged into that creature, you replace the consciousness of that creature and can control it. You can also read that creature's thoughts and gain any knowledge that the creature has. At the end of each of it's turns, the creature can make a wisdom saving throw to regain control and eject you.

Psychic Mind[edit]

You magic comes from your brilliant mind, and collected demeanor.

Spell Access

Intelligence is your spellcasting modifier for this subclass. You gain access to the Wizard spell list when selecting new cantrips and preparing spells. You can also take any spell or cantrip that inflicts psychic damage. When you are in your Super Form, all spells and cantrips you cast inflict psychic damage for the purpose of gaining the benefits of you class features. Additionally, you gain proficiency in Intelligence Saving Throws.

Portent

Starting at 3rd level when you choose this Intellect, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Powerful Mind

Starting at 6th level, when you inflict psychic damage, you can add your intelligence modifier to the damage roll.

Mental Hold

Starting at 10th level, your psychic powers can hinder your opponents physically as well as mentally. When you inflict Psychic damage to a single creature, you can spend 4 Chaos Points to force the creature to make a wisdom saving throw. On a failed save, that creature is stunned for 1 minute. You can only stun one creature at a time this way. At the end of each of that creature's turns, that creature can make a wisdom saving throw. On a successful save, that creature is no longer stunned.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

Mental Decay

Starting at 18th level, the damage you cause to your opponent's mind can have lasting effects. When you inflict psychic damage to a creature, you can spend 4 chaos points to force the creature to make a wisdom saving throw. On a failed save, you may choose one of the following effects. This effect lasts for one minute. A creature can only suffer from 1 mental decay effect at a time.

  • The creature's movement speed is halved.
  • The creature has disadvantage on attack rolls.
  • Attacks against the creature are made a advantage.
  • The creature has disadvantage on saving throws.
  • The creature takes 2d6 psychic damage at the end of each of it's turns. (This does not trigger Mental Decay)
  • The creature becomes blind.
  • The creature becomes deaf.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mobian Caster class, you must meet these prerequisites: Either a Wisdom, Intelligence, or Charisma score of 14 or higher.

Proficiencies. When you multiclass into the Mobian Caster class, you gain the following proficiencies: Choose one from Arcana, History, Insight, Investigation, Medicine, and Religion

Mobius (5e Campaign Setting) ---> 5e Classes (Mobius)

1.00
(one vote)

Back to Main Page5e HomebrewClasses


Home of user-generated,
homebrew pages!


Advertisements: