Spell Eater (3.5e Class)

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Spell Eater[edit]

Spell Eater are sneaky, acrobatic characters with a hunger for magic. Although they lack the ability to produce their own magic the void inside of them makes them want it. After the first time ingesting a spell the void is replaced by an awakened shadow. They must continue to consume magic in order to satisfy the shadows and gain abilities. With their own stealth and their powerful shadows they are very good at sneaking up on unsuspecting enemies.

Making a Spell Eater[edit]

Spell Eaters greatest strength lies in their ability to ruin a spell casters plans and using their strength as their own. When the shadows finally emerge from within the Spell Eater they become even more formidable. The Spell Eaters greatest weakness is their hunger for magic which can debilitate them but so can overfeeding..

Abilities: Spell Eaters benefit greatly from Dexterity allowing them to be sneaky and increasing their AC. Beneficial to them also is Intelligence which allows them more opportunities to get access to magic.

Races: The shadows are attracted to nocturnal races and nimble races, such as a Halfling, making them more likely to become Spell Eaters..

Alignment: Because of their tendency to work beyond the scope of the rules, Spell Eaters tend to be chaotic.

Starting Gold: 5d4 x 10 gp).

Starting Age: Simple.

Table: The Spell Eater

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Great Leap, Stealth Strike
2nd +1 +0 +3 +0 Pull Spell, Evasion
3rd +3 +1 +3 +1 Catch Spell, Free Run
4th +2 +1 +4 +1 Ingest Spell, Uncanny Dodge
5th +3 +1 +4 +1
6th +3 +2 +5 +2
7th +4 +2 +5 +2 Precision Strike
8th +5 +2 +6 +2 Improved Uncanny Dodge
9th +5 +3 +6 +3
10th +6/+1 +3 +7 +3 Special Ability
11th +7/+2 +3 +7 +3
12th +8/+4 +4 +8 +4 Shadow Clone
13th +9/+4 +4 +8 +4 Special Ability
14th +10/+5 +4 +9 +4
15th +11/+5 +5 +9 +5
16th +12/+6/+1 +5 +10 +5 Special Ability
17th +12/+7/+2 +5 +10 +6
18th +13/+8/+3 +5 +11 +6
19th +14/+9/+4 +6 +11 +6 Special Ability
20th +15/+10/+5 +6 +12 +6

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Spell Eater.

Weapon and Armor Proficiency: Spell Eaters are proficient with all simple weapons, plus the hand crossbow, sap, and short sword. Spell Eaters are proficient with light armor only.


Great Leap: Spell Eaters can make all Jump checks as if he already had a running start and the Run Feat, effectively gaining a +4 bonus to his jumps.

Stealthy Strike (Ex): At 1st level and every other class level thereafter, if the Spell Eater can catch an enemy off-guard, he can strike a vital spot for extra damage. When the Spell Eater strikes an enemy that is denied its Dexterity bonus (if any) to AC, he can deal an extra +1d6 damage. He can also use stealthy strike against an opponent he is flanking. The complete ninja can also use stealthy strike for ranged attacks as long as the target is within 30 feet. If the Spell Eater makes a critical hit while making a stealthy strike, the extra damage is not multiplied. With a sap, blackjack or unarmed strike, a Spell Eater can make a stealthy strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a stealthy strike, even with the usual -4 penalty. Stealthy strike can only be used against creatures with discernible anatomies; constructs, undead, plants, oozes and incorporeal creatures are immune to stealthy strike. Stealthy strike cannot be used against creatures immune to critical hits or against creatures with concealment or whose vitals are out of reach. Stealthy strike counts as sneak attack for the purpose of qualifying for feats, prestige classes or anything requiring a minimum amount of sneak attack damage die. Also, the bonus damage from stealthy strike and sneak attack stack if they apply to the same target and all other conditions are met.

Evasion (Ex):At 2nd level and higher, a Spell Eater can avoid even unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Spell Eater is wearing light armor or no armor. A helpless Spell Eater does not gain the benefit of evasion.

Pull Spell (Sp): The magicless void within the Spell Eater creates a vacuum allowing them to open themselves up and attract spells that are casted. The Spell Eater opens him up as a free action during his turn. This lasts until the next turn during which he must make an attempt to pull in any spell within range until he actually pulls one. In order to successfully pull a spell, Spell Eater must make a Check (d20+int modfier) against the spell caster (10+caster level+spell level). Once pulled the Spell Eater must make 1 of 2 choices. First choice is try and evade the spell making a reflex save. If failed Spell Eater is dealt 1d4 + spell level worth of damage. Second choice is to catch the spell once that ability is learned. Range is 15 ft/level.

Free Run (Ex):A Spell Eater excels at running across obstacles and acting in a moment’s notice. At the beginning of a move action make a DC check. When running, moving across obstacles counts a free action (jumping through windows, jumping over bodies, opening unlocked doors, jumping over low ledges, etc). Also climb checks gain a +4, Balance, Jump and Tumble checks gain a +2. Vertical Leaps only need a DC check 2 times the height and Leaps have +1DC per 2 ft. When it comes to falling while running passing a DC check of 15 prevents damage from falls of up to 20 ft. Running through spots occupied by enemies count as 10 ft but does not provoke an attack of opportunity (DC15).

Catch Spell (Sp): Once a spell is pulled, the shadow within allows the Spell Eater to catch the spell as a move action and form the spells magic into a mana sphere. Once caught the Spell Eater may attack with the mana sphere, ingest it, or let it fizzle out, which occurs after the second turn (5 minutes outside combat), or if dropped. If attacking with the mana sphere (standard action) the mana sphere acts as a touch attack. If successful the sphere deals 1d4 +1/caster levels. The last option is to ingest the mana sphere if the ability is known. Mana sphere level is spell level + int modifier.

Uncanny Dodge (Ex):Starting at 4th level, a Spell Eater can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Spell Eater already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Ingest Spell (Sp): Once mana sphere is ingested, the Spell Eater gains 5 mana/sphere level. The mana however is not permanent and fades either after use or at a rate of 1pt/level/hour while unused. Ingest spell is a standard action

Mana Reservoir: After Spell Eaters first ingestion of a mana sphere they become a mana reservoir. From then on the Spell Eater will be affected by how much mana he has in himself. Mana reservoir is (level+int)x10. There are six states the Spell Eater may be in.
Depleted: If a Spell Eater remains empty for more than 4 hours the shadow becomes dormant. In order to wake it up, half of the next mana sphere ingested must be used to wake up the shadow.
Starved:1%-25%. Pulling a spell gains a +2 but the reflex save gets a -2. If caught mana sphere must be ingested. Also gains a +2 Spot and Listen, but a -2 to hide, move silently, and tumble.
Satiated:26%-75%.Pulling a spell gains a +1. Also gains a +1 to hide, move silently, and attack roll and a +2 tumble.
Filled:76%-100%. Pull Spell gains a +1 to reflex save. If attacking with mana sphere after catching, attack gets a + sphere level to damage. Attack rolls gain +2, and Spell Eater also gains a +1 deflection bonus to AC and a +3 to tumble and jump.
Bloated:101%-150%. Pull spell -2 to Int check but a +2 to reflex save. Spell Eater also gain a +3 to attack roll, move silently, and hide. Also gets a +2 deflection bonus to AC but a -2 to Spot and Listen.
Overload: When mana is ingested that puts a Spell Eater beyond the bloated limit, Spell eater must takes +1damage/5 points of mana above. Afterwards Spell Eater is taken down to 150%.

Shadow Mana (Sp): The shadow within now serves the Spell Eater as long as the mana still flows in. The Spell Eater may use the shadow's abilities as his own.

Shadow Sense: Spell Eater is able to use the shadows to alert her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Spell Eater reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Shadow Reach: The Spell Eater is able to spend 15 mana and use the shadows to move far away objects. The range of the shadows is 10ft/level. If at the time of use the Spell Eater is filled or higher the range is 20ft/level. The shadows last for a minute.

Shadow Walk: The Spell Eater can fade from sight for a brief time by using 20 mana to become invisible for one round. Using this ability is a swift action that does not provoke attacks of opportunity. Invisibility lasts for 4 rounds or until Spell Eater becomes satiated or less.

Shadow Force: By increasing the pressure from the shadows presence, Spell Eaters can push back creatures up to 10 ft. To prevent this creatures must make a will save. Can only be used when satiated or higher. Add 2d4 damage if bloated. Shadow force may be used 1/perday/2levels.

Shadow Sight: By using 30 mana a Spell Eater can expand the shadow to its max range and see as the shadow sees. Invisible objects becomes visible to the Spell Eater, invisible creatures now only have concealment, those with concealment lose it against the Spell Eater and Spells and casters glow in the shadows adding a +2 to attack rolls against them. Spell Eater is also granted +1 to ranged attack rolls. The shadow's range is 50ft + 10ft/level

Shadow Clone (Sp): At 12th level and higher, Spell Eaters may use half of their total mana to create a clone of themselves made out of shadow. The Shadow does as instructed and has the same stats as the Spell Eater. The difference is that it only has a quarter the Spell Eaters HP and only does half the damage (minimum of 1). The clone lasts up to 2 hrs before dissipating. Any powerful light source causes the shadow to disappear as well.

Precision Strike (Ex):A Spell Eater adds their Dexterity bonus to attack and damage rolls with any weapon they're proficient with.

Improved Uncanny Dodge (Ex):A Spell Eater of 8th level or higher can no longer be flanked.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.

Ex-Spell Eaters[edit]

.

Epic Spell Eater[edit]

Table: The Epic Spell Eater

Hit Die: d10

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

8 + Int modifier skill points per level.

:

:

Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Halfling Spell Eater Starting Package[edit]

Weapons: Dagger, Hand Crossbow

Skill Selection:

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex
Escape Artist 4 Dex
Listen 4 Wis
Sense Motive 4 Wis
Search 4 Int
Knowledge (local) 4 Dex

Feat: Athletic

Gear: Leather armor, backpack, rope

Gold: 50 gold

Campaign Information[edit]

Playing a Spell Eater[edit]

Religion: Most Spell Eaters choose to worship Mask, god of shadows and thieves. While many are not evil in nature they know that everyday they straddle that line where one mistake can lead them down the wrong path.

Other Classes: Spell Eaters get along best with rogues since both dwell in the shadwos. Spellcasters, however eye these creatures always afraid that their spells will become food for them. They try to get along with spellcasters but if they are starved may begin to eye them back.

Combat: Similar to a rogue, a Spell Eater is best attacking from the shadows and making attacks at the right moments. Spell Eaters however get a little more range because their shadows give them chances to act from afar.

Advancement: If a Spell Eater chooses to multiclass they would benefit most from something akin to a Fighter. They develop physically yet maintain their strength against magic. Multiclassing does reduce the mana reservoir to (level+int)x5.

Spell Eaters in the World[edit]

I dare you to make a move wizard, I will devour you.
—Kepli Brownlock, Halfling Spell Eater

Daily Life: Spell Eater prefer to be alone when not confronted with an adventure. The isolation allows them to do as they please which most of the time means drinking, stealing, or finding ways to feed the shadow. Many Spell Eaters talk to their shadows who only respond by projecting its emotions to them.

NPC Reactions: Their shadows tend to scare people and a Spell Eaters propensity to eat magic makes them wary.

Spell Eater Lore[edit]

Characters with ranks in Knowledge (Arcane) can research Spell Eaters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcane)
DC Result
5 They are not to be trusted. Everyone knows that they steal anything that is not too heavy.
10 Their shadows feed on magic.
15 They dream of shadows and communicate to each other this way.
20 They create a copy of themselves using their shadows allowing them to work twice as fast.

Spell Eaters in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .


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