Spellrave (5e Class)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
According to the OP, this is a very extreme class to use. You have been warned.

Spellrave[edit]

Don't come near me!

The sordid fellow cried out at the bandits. He clutched his elbows as what looked like a seizure wracked his body in trembling spasms. The bandits didn't buy the act and their leader goes to try and cut the fellow's face. She succeeds. The blood flows and suddenly the air is heady with the scent of flowers despite them standing in frigid depths of snow.

Now you've done it...

The fellow's eyes glow and the earth trembles. The bandits immediately begin fleeing. However, the snow from under the bandit's feet suddenly turn to ice, and their legs remain anchored and frozen. In terror, they can only tug and stare helplessly as the fellow suddenly rises in the air, snow billowing around him like a sphere. With a single cry, the snow suddenly turns to water, then to acid. It shoots straight for the bandits and burns a hole through their faces. As their lifeless bodies lay, the fellow returns to earth and the magic storm about him is reluctantly ceased. Sparks dance off the fringes of his hair and coils of smoke puff out of his ears.

I warned you... I can't control it...

Magic Rager[edit]

Spellraves are victims to powerful, raw magic material that is in everything. Unlike sorcerors or wizards who rely on the weave, or clerics and paladins who draw from deities and faiths, spellraves are a bit more like warlocks. Though they do not have patrons and pacts, they can summon forth stronger magical effects than one might expect from them. They rely wholly on the capricious and unforgiving nature of magic in its essence to do so. There is no one source from which they can utilize this, unlike a druid or ranger drawing from nature. Spellraves are in control to a degree, becoming gamblers of fate when they call upon the powerful unpredictable magic that is a danger to themselves and others.

Creating a Spellrave[edit]

When making a spellrave, consider what made your character pursue such a risky way of spellcasting. Were other schools inadequate or boring? Did your character fail to meet those more stringent standards? For what do they intend to use this magic? Usually the answer is chaos, but some strive to truly control it. There are also spellraves who are said to be enthralled by their own magic, and thus dangerous due to them being under the control of a highly mercurial force.

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 or (b) rapier or (c) any simple melee weapon of your choice
  • (a) a component pouch or (b) an arcane focus
  • (a) an explorer's pack or (b) a scholar's pack
  • Leather armor

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 Burdened Body 8 5th
19th +6 +3 Ability Score Improvement 8 5th
20th +6 +3 Arcane Suppression 8 5th

Unstable Magic[edit]

Starting at 1st level, the overwhelming reserve of arcane magic suppressed 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. For example, when you are 5th level, you have a 3rd-level spell slot. To cast the 1st-level spell witch bolt, you must spend your slot, and you cast it as a 3rd-level spell. You regain the 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. Starting at 1st level, as a bonus action, you can regain your expended spell slot. Channelling the unstable vortex of magic is highly dangerous and exhausting. You can use this feature a number of times equal to your Charisma modifier without side effects. If you attempt to use this feature over that limit, you must make a Constitution saving throw for each time you do. On a failed save, you are knocked unconscious until the start of your turn, and suffer one level of exhaustion. The first DC is 10. Each time you use this feature after that, the DC increases by 5. When you finish a long rest, you gain all uses of this feature, and 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 incapacitated 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 are 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]

Starting at 11th level, raw magic energy courses around you like byproduct radiation off plutonium. Using this magnitude of energy, you can shape spells you never could cast alone. Whenever you finish a long rest, you gain one 6th-level spell slot, in addition to the one spell slot you have of Unstable Magic. You can expend this spell slot to cast a spellrave spell you know of equal or lower level. The spell slot is regained when you finish a long rest. This slot vanishes at the start of your next long rest.

This unrefined spell slot becomes 7th-level when you reach 13th level, 8th-level at 15th level, and 9th-level at 17th level.

Burdened Body[edit]

Starting at 18th level, the strain your body endures constantly under the weight of wild and crazy magic has tempered your reflexes and skill of movement. You can add your Charisma modifier to any Dexterity saving throw or ability check you make.

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]

A spell jazz spellrave focuses on keeping a consistent rhythm of magic. This allows them to develop better control to ensure they are not consumed by their own powers.

Frenzy Buff

Starting at 3rd level, your frenzies bolster your body and mind to magical extents. While you are in a Spell Frenzy, you have advantage in Wisdom saving throws and your Armor Class has a +2 bonus.

Whack-A-Mole

When you reach 6th level, smacking down enemies in succession gives you a euphoric high that grants more utilization of magic. You gain a good burst of energy from winning small victories. When you reduce a hostile creature to 0 hit points, you regain use of your expended spellslot.

Replenishing Wave

Starting at 10th level, your magic can be used to spread the butter a bit to empower others. While you are in a Spell Frenzy, you ooze powerful magical energy that grants creatures friendly to you, within 30 feet of your location, advantage on attack rolls.

Magical Aria

Starting at 14th level, unused potential of your magic gives off a powerful side effect on your body. While you have not expended your Unrefined Magic spell slot, you have advantage in Constitution saving throws and your base movement speed increases by 10 feet.

Spell Trance[edit]

Spell trance spellraves prefer to let their magic do the work for them. They are fine with being free of responsibility for their actions, no matter how hectic things can get.

Blood Rite

Starting at 3rd level, you sacrifice your own body to keep the magic flowing. If you would fail the Arcane Overload saving throw, you can instead sacrifice hit points equal to your Charisma modifier + your spellrave level (minimum of 3), to avoid falling unconscious. You still take the stack of exhaustion.

Mad Frenzy

Starting at 6th level, you can channel the frenzy of magic to give your body a tune up. While you are in a Spell Frenzy, you are immune to being stunned, paralyzed, petrified, and you have immunity to one damage type of your choice.

Attuned Self

Your ease into magical possession strengthens your body's resistance to fatigue because of it. Starting at 10th level, you gain proficiency in Constitution saving throws.

Magic Restoration

With a burst of energy, you an replenish the magics around you for further use. Starting at 14th level, you may concentrate on the magic vortex within you as part of a short rest to stimulate its production of energy. You regain your Unrefined Magic spell slot at the end of this rest. You must finish a long rest to use this feature again.

Spellrave Spell List[edit]

1st-Level Spells


2nd-Level Spells
3rd-Level Spells


4th-Level Spells
5th-Level Spells
6th-Level Spells
7th-Level Spells
8th-Level Spells
9th-Level Spells

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the spellrave class, you must meet these prerequisites: 15 Charisma

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


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