Spellrave (5e Class)

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The Spellrave[edit]

Magic Rager[edit]

Creating a Spellrave[edit]

Quick Build

You can make a spellrave quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the outlander background.

Class Features

As a spellrave you gain the following class features.

Hit Points

Hit Dice: 1d8 per spellrave level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per spellrave level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Nature, Perception, and Survival

Equipment

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

  • (a) a longsword, (b) a rapier, or (c) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) an explorer's pack or (b) a scholar's pack
  • Leather armor and two daggers

Table: The spellrave

Level Proficiency
Bonus
Spell Frenzy
Bonus
Features Spells
Known
Slot
Level
1st +2 Unstable Magic, Arcane Overload 2 1st
2nd +2 +1 Spell Frenzy 2 1st
3rd +2 +1 Spellrave Archetype 3 2nd
4th +2 +1 Ability Score Improvement 3 2nd
5th +3 +1 4 3rd
6th +3 +1 Spellrave Archetype feature 4 3rd
7th +3 +1 5 4th
8th +3 +1 Ability Score Improvement 5 4th
9th +4 +2 6 5th
10th +4 +2 Spellrave Archetype feature 6 5th
11th +4 +2 Unrefined Magic (6th level) 6 5th
12th +4 +2 Ability Score Improvement 6 5th
13th +5 +2 Unrefined Magic (7th level) 7 5th
14th +5 +2 Spellrave Archetype feature 7 5th
15th +5 +2 Unrefined Magic (8th level) 7 5th
16th +5 +2 Ability Score Improvement 7 5th
17th +6 +3 Unrefined Magic (9th level) 8 5th
18th +6 +3 (Feature) 8 5th
19th +6 +3 Ability Score Improvement 8 5th
20th +6 +3 Arcane Suppression 8 5th

Unstable Magic[edit]

The overwhelming reserve or arcane magic supressed within you can be harnessed to fuel spells.

  • Spell Slot. As a spellrave, you have only one spell slot. The Spellrave table shows what the level of that spell slot is. To cast one of your spellrave spells of 1st level or higher, you must expend your spell slot. You regain expended spell slot when you finish a short rest or long rest.
Additionally, when you gain a level in this class, you can choose one of the spellrave spells you know and replace it with another spell from the spellrave spell list, which also must be of a level for which you have spell slot.
  • Spells Known of 1st Level and Higher. At 1st level, you know two 1st-level spells of your choice from the spellrave spell list.
The Spells Known column of the Spellrave table shows when you learn more spellrave spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than hat's shown in the table's Slot Level column for your level.
  • Spellcasting Ability. Charisma is your spellcasting ability for your spellrave spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spellrave spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
  • Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your spellrave spells.

Arcane Overload[edit]

You can tap into the vortex of unlimited magic within you to channel more power for your spells. As a bonus action, you can regain your expended spell slot.

Channelling the unstable vortex of magic is highly dangerous and exhausting. Immediately after you use this feature, you must make a DC 10 Constitution saving throw. On a failed save, you are knocked unconscious until the start of your turn, and suffer one level of exhaustion.

Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.

Spell Frenzy[edit]

Starting at 2nd level, you feel a surge of euphoria when your own magic scrambles within you. When you cast a spell using your spellrave spell slot, you can choose to enter the frenzy until the end of your next turn. If you were already in the frenzy when you cast a spell using your spellrave spell slot, its duration is extended until the end of your next turn.

While you are in the frenzy and not wearing medium or heavy armor, your speed is increased by 10 feet, and you gain a bonus to all attack rolls and damage rolls equal to your Charisma modifier (a minimum of +1).

The frenzy ends early when you are incapaciated or when you choose to end the frenzy on your turn (no action required).

Spellrave Archetype[edit]

When you reach 3rd level, you choose an archetype that you follow to channel your violent power of magic. Choose either Spell Jazz, or Spell Trance, both of which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Ability Score Increase[edit]

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

Unrefined Magic[edit]

At 11th level, you can tap into the unstable vortex within yourself to cast a powerful spell. Whenever you finish a long rest, you gain one 6th-level spell slot. You can expend this spell slot to cast a spellrave spell you know. The spell slot created this way vanishes when you finish a long rest.

The spell slot created this way becomes 7th level when you reach 13th level, 8th level at 15th level, and 9th level at 17th level.

(Feature)[edit]

18th level

Arcane Suppression[edit]

When you reach 20th level, you can ensure full control over the unstable magic you control When you use your Arcane Overload feature, you can choose to automatically succeed on the Constitution saving throw, and reset the DC to 10.

Once you use this feature, you cannot use it again until you finish a long rest.

Spellrave Archetypes[edit]

Spell Jazz[edit]

(Feature)

3rd level

(Feature)

6th level

(Feature)

10th level

(Feature)

14th level

Spell Trance[edit]

(Feature)

2nd level

(Feature)

6th level

(Feature)

10th level

(Feature)

14th level

Spellrave Spell List[edit]

1st-Level Spells


2nd-Level Spells
3rd-Level Spells


4th-Level Spells
5th-Level Spells

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the spellrave class, you must meet these prerequisites: Charisma 13.

Proficiencies. When you multiclass into the spellrave class, you gain the following proficiencies: Light armor, simple weapons.


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