Potmancer (3.5e Class)
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A Potmancer is the master of the Elemental Plane of Clay Pots. Potmancers are wizard school dropouts, similar to Cantripologists, more interested in his potters wheel than a spellbook.
Making a Potmancer
A Potmancer wields strong arcane power, rivaling, and sometimes exceeding, that of a wizard. However, a Potmancer relies on a steady supply of high quality pots. While a Potmancer has quite a bit of versatility as a caster, he lacks the skills of other casters, and can often be complimented well by a utilitarian or glass-cannon Sorcerer.
Abilities: Intelligence is the Potmancer's most important ability, as it governs his spellcasting and many of his special abilities. Potmancers can also benefit from high constitution and dexterity scores for the same reasons wizards can.
Races: Gnomes are the most likely candidates for the Potmancer class, as their frivolous attitude towards magic has a tendency to create new and strange forms of magic.
Alignment: Any non-lawful.
Starting Gold: 3d4×10 gp (75 gp).
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Pot Bombs 2d6, Implode Pots 10'||2||—||—||—||—||—||—|
|2nd||+1||+0||+0||+3||<-any class features gained at this level->||3||0||—||—||—||—||—|
|3rd||+2||+1||+1||+3||Pot Bombs 3d6,<-any class features gained at this level->||3||1||—||—||—||—||—|
|4th||+3||+1||+1||+4||Pot Familiar<-any class features gained at this level->||3||2||0||—||—||—||—|
|5th||+3||+1||+1||+4||Pot Bombs 4d6,<-any class features gained at this level->||3||3||1||—||—||—||—|
|6th||+4||+2||+2||+5||<-any class features gained at this level->||3||3||2||—||—||—||—|
|7th||+5||+2||+2||+5||Pot Bombs 5d6,<-any class features gained at this level->||3||3||2||0||—||—||—|
|8th||+6/+1||+2||+2||+6||<-any class features gained at this level->||3||3||3||1||—||—||—|
|9th||+6/+1||+3||+3||+6||Pot Bombs 6d6, Implode Pots 20',<-any class features gained at this level->||3||3||3||2||—||—||—|
|10th||+7/+2||+3||+3||+7||<-any class features gained at this level->||3||3||3||2||0||—||—|
|11th||+8/+3||+3||+3||+7||Pot Bombs 7d6,<-any class features gained at this level->||3||3||3||3||1||—||—|
|12th||+9/+4||+4||+4||+8||<-any class features gained at this level->||3||3||3||3||2||—||—|
|13th||+9/+4||+4||+4||+8||Pot Bombs 8d6,<-any class features gained at this level->||3||3||3||3||2||0||—|
|14th||+10/+5||+4||+4||+9||<-any class features gained at this level->||4||3||3||3||3||1||—|
|15th||+11/+6/+1||+5||+5||+9||Pot Bombs 9d6,<-any class features gained at this level->||4||4||3||3||3||2||—|
|16th||+12/+7/+2||+5||+5||+10||<-any class features gained at this level->||4||4||4||3||3||2||0|
|17th||+12/+7/+2||+5||+5||+10||Pot Bombs 10d6, Implode Pots 30',<-any class features gained at this level->||4||4||4||4||3||3||1|
|18th||+13/+8/+3||+6||+6||+11||<-any class features gained at this level->||4||4||4||4||4||3||2|
|19th||+14/+9/+4||+6||+6||+11||Pot Bombs 11d6,<-any class features gained at this level->||4||4||4||4||4||4||3|
|20th||+15/+10/+5||+6||+6||+12||Limitless Pot Bombs,<-any class features gained at this level->||4||4||4||4||4||4||4|
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-fluff about class features->. All of the following are class features of the Potmancer.
Weapon and Armor Proficiency: Potmancers are proficient with all simple weapons, and all martial bludgeoning weapons. Potmancers are proficient with light armor and no shields. A Potmancer who wears light armor suffers no arcane spell failure chance from wearing that armor.
Spells: A potmancer casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the Potmancer spell list (see below). He can cast any spell he knows without preparing it ahead of time the way a wizard or cleric must. To learn or cast a spell, a Potmancer must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells and so forth). The Difficulty Class for a saving throw against a Potmancer's spell is 10 + the spell level + the Potmancer's Intelligence modifier. Like other spellcasters, a potmancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Potmancer. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8, PHB). When Table: The Potmancer indicates that the potmancer gets 0 spells per day of a given spell level (for instance 1st-level spells for a 2nd-level bard), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The potmancer's selection of spells is extremely limited. A potmancer begins play knowing four 0-level spells (all called cantrips) of your choice. At most new potmancer levels, he gains one or more new spells, as indicated on Table: Potmancer Spell Known. (Unlike spells per day, the number of spells a potmancer knows is not affected by his Intelligence score; the numbers on Table: Potmancer Spells Known are fixed.) Upon reaching 5th level, and at every third potmancer level after that (8th, 11th, and so on), a potmancer can choose to learn a new spell in place of one he already knows. In effect, the potmancer "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 potmancer spell the potmancer can cast. For instance, upon reaching 5th-level, a potmancer could trade in a single 0-level spell (two levels lower than the highest level he can cast, which is 2nd) for a different 0-level spell. At 8t level, he could trade in a single 0-level or 1st-level spell (since he can now cast 3rd-level potmancer spells) for a different spell of the same level. A potmancer 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. As noted above, a potmancer 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 allotment of spells per day for the spell's level. For example, at 1st level, Giddy Greenstubble the potmancer can cast two 0-level spells per day for being 1st level (see Table: The Potmancer). However, knows four 0-level spells: detect magic, ghost sound, light, and read magic (see Table: Potmancer Spell Known). Thus on any given day, he can cast some combination of those four spells a total of two times. He does not have to decide ahead of time which spells he can cast.
Potmancers choose their spells from the following list:
0—Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Know Direction, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Summon Pot, Touch of Fatigue
1st—Alarm, Charm Person, Comprehend Languages, Cure Light Wounds, Daze, Detect Secret Doors, Erase, Expeditious Retreat, Feather Fall, Grease, Hold Portal, Identify, Lesser Confusion, Mage Armor, Magic Mouth, Nystul's Magic Aura, Obscure Object, Obscuring Mist, Undetectable Alignment, Unseen Servant, Shield, Summon Pots I, Tenser's Floating Disk
2nd—Animal Messenger, Arcane Lock, Bear's Endurance, Blindness/Deafness, Blur, Bull's Strength, Calm Emotions, Cat's Grace, Cure Moderate Wounds, Daze Monster, Delay Poison, Eagle's Splendor, Fox's Cunning, Glitterdust, Hold Person, Knock, Levitate, Locate Object, Misdirection, Owl's Wisdom, Pyrotechnics, Rage, Shatter, Silence, Sound Burst, Summon Swarm, Summon Pots II, Touch of Idiocy, Tongues, Whispering Wind
3rd— Explosive Runes, Blink, Charm Monster, Clairaudience/Clairvoyance, Confusion, Cure Serious Wounds, Dispel Magic, Displacement, Fly, Gaseous Form, Glibness, Haste, Illusory Script, Leomund's Tiny Hut, Remove Curse, Scrying, Secret Page, See Invisibility, Slow, Speak with Animals, Summon Pots III, Water Breathing, Wind Wall
4th—Break Enchantment, Cure Critical Wounds, Detect Scrying, Dimension Door, Dimensional Anchor, Dominate Person, Evard's Black Tentacles, Fire Trap, Freedom of Movement, Hold Monster, Leomund's Secure Shelter, Locate Creature, Neutralize Poison, Repel Vermin, Scrying, Shout, Summon Pots IV, Zone of Silence
5th—Mass Cure Light Wounds, Fabricate, Greater Dispel Magic, Mind Fog, Nightmare, Overland Flight, Shadow Walk, Summon Pots V, Telekinesis
6th—Analyze Dweomer, Animate Objects, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Contingency, Mass Cure Moderate Wounds, Mass Eagle's Splendor, Flesh to Stone, Mass Fox's Cunning, Guards and Wards, Heroes' Feast, Move Earth, Otto's Irresistible Dance, Owl's Wisdom, Repulsion, Greater Scrying, Greater Shout, Stone to Flesh, Summon Pots VI, Tenser's Transformation, True Seeing
<-extraordinary class feature-> (Ex): <-class feature game rule information->
<-spell-like class feature-> (Sp): <-class feature game rule information->
Pot Bombs (Su): At first level a Potmancer gains the ability to create Pot Bombs. Pot Bombs are small, fist-sized pots that have an 8 cubic ft. extradimensional space stored inside, completely filled with miscellaneous sharp objects, usually shards of broken clay pots. As a standard action, a Potmancer can throw a Pot Bomb, on impact the magic which binds the extradimensional space to the pot bursts, resulting in a 5 foot radius explosion. Any creatures within the square the bomb impacts take 1d6 + 1d6/odd level damage (i.e. 2d6 at 1st level, 3d6 at 3rd level, and so on), while those within the 5 foot radius take half damage. When targeted by any "Dispel Magic" or "Antimagic Field" spells, and the Potmancer fails on the caster-level check, Pot Bombs do not become inert, and instead simply detonate. At 7th level, this radius increases to 10 feet, and again at 12th level, this increases to 15 feet. A Potmancer can create a number of Pot Bombs per day equal to his class level plus his Intelligence modifier, and these pots MUST be prepared in the morning during his hour of meditation to regain spell slots.
Limitless Pot Bombs: At 20th level, a Potmancer no longer has a limit to the number of pots he can prepare on a given day.
Implode Pots (Su): A Potmancer draws power from pots and other containers by imploding them with a small amount of magical energy. This effect is initiated with a standard action, releasing a burst of energy from the location of the potmancer, destroying all pots in a 10' radius (20' at 9th level, and 30' at 17th level). This power is then put into a power pool known as the Pot Power Pool. The quality of pot destroyed determines how much and what level the pot power is that the potmancer gains, as shown on Table: Pot Power.
|Pot Type||Pot Power|
|Pot Quality||Pot Material||1st Lvl Power||2nd Lvl Power||3rd Lvl Power||4th Lvl Power||5th Lvl Power|
These numbers are for a medium size category pot, for larger pots, increase die size by 1 (but skip d3s), and for smaller pots, decrease die size by 1 (but skip d3s). NOTE: a medium size category pot is a pot designed for use by medium creatures, it isn't a 5' high pot.
Pot Familiar: At fourth level, a potmancer can craft a pot golem, using the stats of a small size category clay golem
<-supernatural class feature-> (Su):
<-class feature->: <-class feature game rule information->
<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
<-... repeat as necessary.->
Potmancers who become lawful do not lose any class abilities from Potmancer, but cannot take new levels in the class until they change their alignment to a non-lawful one again.
|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->
Bonus Feats: The epic Potmancer gains a bonus feat (selected from the list of epic Potmancer bonus feats) every <-number of feats per level-> levels after 20th.
Epic Potmancer Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> Potmancer 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 Potmancer
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->.
Potmancers in the World
|“||Where's the nearest fine china shop?||”|
|—Giddy Greenstubble, Gnome Potmancer|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: Giddy Greenstubble, 12th level Potmancer.
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->.
Characters with ranks in Knowledge (Local) can research Potmancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||"Potmancer" is an endearing term used to refer to Potters.|
|10||Potmancers seem to have some kind of magical connection to pots.|
|15||Potmancers can destroy pots and other containers to gain nigh-unlimited arcane power.|
|20||Additional information on a specific Potmancer.|
Potmancers 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.->.