Storage Magician (5e Class)

From D&D Wiki

Jump to: navigation, search

Storage Magician[edit]

Creating a Storage Magician[edit]

A storage Magician is a blend of Tank and utility. A hybrid of fighter and sorcerer naturally attuned to weapons and armor of all manner. The aim is to have a wide range of weapons and armor, and always having the right tool for whatever situation arises.

7e55be34c13d6692523dbbbae3eb7c0e2464e816r1-1024-672v2_hq.jpg
Erza a storage magician by Pegaite


Quick Build

You can make a Storage Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Constitution. Second, the background you chose doesn't matter too much, but if possible it should military based.

Class Features

As a Storage Magician you gain the following class features.

Hit Points

Hit Dice: 1d10 per Storage Magician level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Storage Magician level after 1st

Proficiencies

Armor: All Armor, Shields
Weapons: Simple weapons and martial weapons
Tools: Choose 1 type of Artisan's Tools or Musical Instrument
Saving Throws: Intelligence, Constitution
Skills: Choose three from Arcana, Investigation, Insight, Perception, and Athletics

Equipment

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

Table: The Storage Magician

Level Proficiency
Bonus
Features Cantrips Known Armor/Weapon Storage Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spectral Storage 2 3 -
2nd +2 Spellcasting, Unarmored defense 2 3 2 2
3rd +2 Quick Exchange, Storage Magician Archetype 2 3 3 3
4th +2 Ability Score Improvement 3 4 3 3
5th +3 Storage Magician Archetype Feature 3 4 4 4 2
6th +3 Quick Exchange Improvement 3 4 4 4 2
7th +3 Telekinesis 3 6 5 4 3
8th +3 Ability Score Improvement 3 6 5 4 3
9th +4 Storage Magician Archetype Feature 4 6 6 4 3 2
10th +4 4 8 6 4 3 2
11th +4 Iron Will 4 8 7 4 3 3
12th +4 Ability Score Improvement 4 8 7 4 3 3
13th +5 Storage Magician Archetype Feature 4 10 8 4 3 3 1
14th +5 Physical Improvement 5 10 8 4 3 3 1
15th +5 Transport 5 10 9 4 3 3 2
16th +5 Ability Score Improvement 5 12 9 4 3 3 2
17th +6 Call 5 12 10 4 3 3 3 1
18th +6 Summon Strenght 5 12 10 4 3 3 3 1
19th +6 Ability Score Improvement, Ultimate Conjuration 6 14 11 4 3 3 3 2
20th +6 Storage Magician Archetype Feature 6 15 11 4 3 3 3 2


Spellcasting[edit]

Coming from your inner power of being able to store and re-summon items, the Storage Magician can learn any Conjuration or Abjuration spell. You are considered to have prepared all the spells you know. The Storage Magician gains two 1st level spells upon reaching 2nd level.

You share your Spell casting Table with the Paladin and Sorcerer class (if you choose sorcerer refer to the Dnd 5e table)


Cantrips

You know any two cantrips from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown on the Cantrips Known column of the Storage Magician table.

Spells Known of 1st Level and Higher

The Spells Known column of the storage magician table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown in the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from any class spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + you Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a storage magician spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a weapon as an arcane focus (found in chapter 5 of the P.H.B.) as a spellcasting focus for your wizard or storage magician spells.

Spectral Storage[edit]

At 1st level, you are able to send any piece of armor, shield, or weapon into your own spectral storage. To link a piece of armor or weapon to your spectral storage, you must concentrate on the item for one hour or a short rest and must be touching it for the duration. Anything placed into your spectral storage in this way can be transported in or out by using 1 bonus action for each item. The amount of items in this storage is shown on the armor/weapon storage column. A bow and arrows, a crossbow and bolts, and the like are all considered as a single item while stored here, but everything else is separate. Non magical full body armor is considered a single piece of armor. Non armor clothes and items has unlimited storage. Any magical piece of armor takes us a whole storage slot. Only you can take items from your storage.

Intelligence Fighting[edit]

At 1st level, instead of using your Strength modifier for attacks, you can now use you Intelligence modifier instead.

Unarmored defense[edit]

Beginning at 2nd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Intelligence modifier + your Constitution modifier.

Quick Exchange[edit]

At 3rd level, you are now able to exchange one set of armor for another, or one weapon for another, without the use of a bonus action to summon one of the two with the Spectral Storage feature. At 6th level, you can exchange up to 2 items for their counterparts when using this feature.

Storage Magician Archetype[edit]

At 3rd level, you chose an archetype. Choose between Mass Storage, Fighter Storage, Organic Storage, and Sneaky Storage, all detailed at the end of the class description. Your choice grants you features at 3rd, and again at 5th, 9th, 13th, and 20th levels.

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 can't increase an ability score above 20 using this feature.

Telekinesis[edit]

At 7th level, you can telekinetically control your weapons at will as long as it's in your field of vision; you can also launch them in a specific direction. You will have disadvantage on targets you can't see when doing so.

Weapon Control[edit]

At 9th level, you can summon and control up to 3 weapons at once. You can attack once for each weapon, and roll separate damage rolls for each weapon attack. You gain another weapon you can control at 13th level, and again at 16th, 18th, and 20th.

Iron Will[edit]

At 11th level, As a reaction you can reduce damage taken by d4's equal to your INT modifier, you also add your INT modifier to your AC if your equipped armor is from your storage. You gain advantage on recovery actions, but if you use this you can't use spell slots on your next turn. You also gain. The War Caster feat and are resistant to mental influences I.e. charming etc.

Physical Improvement[edit]

At 14th level you gain advantage on STR and CON checks. You can re-roll the all the damage die on one attack, once per Day also add your STR modifier to your damage rolls. Your long and short rest durations are halved.

Transport[edit]

At 15th level, you can fly when equipped with a weapon or armor from your storage. Your flight speed equals your movement speed and you can air dash. You can also choose one spell from the following spells: transport via plants, plane shift, or teleport. You can use the spell you have chosen once per long rest.

Call[edit]

At 17th level, you can choose one spell from the following spells: conjure fey, planar ally, or conjure celestial. You can use the spell you have chosen once per long rest.

Summon Strength[edit]

At 18th level, during a long rest you can roll 4d8. Then you can use this stored energy in pieces or in one go, on an attack role, damage, or ability check.

Ultimate Conjuration[edit]

At 19th level, you learn the Gate spell and any 1 Conjuration spell that these spells do not take up spell slots and you are able to use them once per long rest.

Mass Storage[edit]

Mass Storage Magicians are more combat and adventure oriented, and are able to expand their storage to be able to carry more weapons, armor, and other ordinary supplies in great bulk.

More Storage

At 3rd level when you choose this archetype, You can also store 5 large nonmagical and nonliving items, 10 medium items, 15 small items, and 20 tiny items. If you choose to store your backpack in your storage space, it counts as a large item, but all things that fit inside do not count against what else you can place in your storage. This takes the same amount of time to store as normal, but does not link to the spectral storage, so you must perform the ritual if you wish to put anything away using this feature.

Combat Storage

At 5th level, your maximum armor and weapon storage capabilities shown on the Storage Magician table are all doubled.

Combat Improvement

At 9th level, you have used so many types of armor and weapons that you become a master of combat. You gain an extra attack per turn.

Even More Storage

At 10th level, unique to the Mass Storage your storage space detailed in More Storage at 3rd level is doubled.

Huge Storage

At 13th level, you can spend 10 minutes to send a huge object into your storage, or 30 minutes to send a gargantuan object into your storage. You can have a maximum of 2 huge objects, and 1 gargantuan object within your storage at a time.

Quick Enchantment

At 20th level, whenever you summon or exchange a weapon or piece of armor, that item becomes a +1 magical item for 1 minute until it is stored back in your storage or until you let go of it. If you summon more than one weapon with this, both weapons become +1. If you summon more than one piece of armor with this, only one piece of armor gets the +1.

Fighter Storage[edit]

A Fighter Storage mage's only concern is how much damage they can do, in the shortest time possible. Recklessly pushing through physical barriers, to achieve their goals. You gain +5 Storage slots.

Elemental Power

At 3rd level you gain an a second attack per turn. You also you can chose one Elemental to align with; Fire, Cold, Lightning, or Necrotic. When you make an attack roll, you can choose to imbue your weapon with your Element for an extra d8 damage of that type. You can use this ability up to you INT+1 (Minimum of 1 time), this will reset after a long or short rest. You gain an additional d8 at 5th, 9th, 13th, and 20th level.

Reckless Abandon

At 5th level you gain +5 storage slots and a fighting style with 2 SDs (SD = Superiority Dice). Twice per long or short rest you can overcharge your attack and damage roll, or a strength check or save, by rolling d4's and adding them to your role. But you also take Necrotic damage equal to what you role and your hp can't drop below 1. You can role d4's equal to your Storage mage level. Up to three times a day you can imbue your weapon with Revenge and deal additional damage equal to the amount of damage you've taken in the encounter.

Blaze of Glory

At 9th level you gain an extra storage slot. Once per rest, you can summon all of your weapons and send them flying into your enemy/s. You can chose enemies up to the number of weapons stored, or you can send them all at one poor soul. The damage dealt is based off of the weapon's strength I.e. a 1d10 weapon will deal 10dmg. They must make a Dex save, and take half damage on a successful save.

Special Ability Score Increase

At 10th level Unique to the Fighter Storage, you gain an extra ability score increase. 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 can't increase an ability score above 20 using this feature.

Spirit Weapons

At 13th level you gain an extra storage slot. Instead of holding a shield you can cast Spiritual Weapon with your off hand at level 4 as an extra action. Once per turn an attack using an offhand or second weapon won't require a bonus action.

Weapons Master

At 20th level you gain an extra storage slot. You become a Fighting Master, you choose a weapon related Feat of your choice, you can immerse yourself in you chosen Element reducing damage by 5d6. Then you can deal the damage saved on your next attack as you chosen Element. You can only use this features once before needing to take a rest. Also just before you roll to attack, you can lower your critical hit requirement for that attack roll by 1d4, you then take that x4 your roll as necrotic damage.

Organic Storage[edit]

Organic Storage Magicians have attuned their storage to hold organic matter. They are able to transfer dead and living matter and keep living matter alive within their storage.

Store the Dead

At 3rd level when you choose this archetype, you are able to use the same ritual in the Spectral Storage feature to store a medium size dead creature in order to store it. You must use the ritual every time you wish to place the body inside. You can store 1 body at 3rd level, 2 at 10th level, 3 at 15th level, and 4 at 20th level. Dead creatures stored this way do not decay while inside.

Plant Storage

At 5th level, any seed you touch can be instantly transported into your storage. You are able to store an unlimited amount of seeds. By performing the ritual in Spectral Storage, you may store up to 10 plants of any size inside of your storage. Plants stored this way will continue to grow inside the storage, but do not need water or sunlight, and seeds do not start to grow.

Living Storage

At 9th level, you have learned through experimentation, how to successfully place a living creature into your storage without killing it. By performing the ritual in Spectral Storage, you are able to store up to 1 large creature, 2 medium creatures, 4 small creatures, and 8 tiny creatures. They do not need food or water while inside and do not age. Unwilling creatures can make a constitution saving throw against your spell save DC. If they succeed, they are not transported into your storage and you may not try again until the next day. On a fail, they are stored away in your storage.

Life or Death Storage

At 10th level Unique to the Organic Storage, you can choose to double the capacity of either the Living Storage or Store the Dead.

Awakening your Dead

At 13th level, you are able to awaken the dead creatures stored in your storage by the Store the Dead feature. You can now summon as many undead from your storage at once. When you summon one or more dead creatures back from your storage, you can use a bonus action to awake them as if you were using the Create Undead spell. You can use this feature once per long rest.

Enhanced Ally

At 20th level, when you summon a living creature from your storage, you can use a bonus action to make it become charmed by you for 1 hour, or until you or one of your allies deal damage to it. The creature you use this feature on also gains 30 temporary hit points. Commanding this creature does not use an action or bonus action. This feature can be used once per long rest.

Sneaky Storage[edit]

Sneaky Storage Magicians are able to add objects to their storage from a long range and are able to steal objects right off of others.

Long Range Storage

At 3rd level when you choose this archetype, while performing the ritual from the Spectral Storage feature, you may instead concentrate on the object at a range of 200 feet. This can be done an unlimited amount of times for weapons and armor, but can only be used twice per short rest to store any object less that 1 foot on any side.

Coin Absorption

At 5th level, any coin that touches your skin can be instantly transported into your storage.

Long Range Pickpocket

At 9th level, you have tuned your eyes to make out shapes in other's clothing to figure out what they are carrying in their pockets. When you receive this feature at 9th level, you have a 60% chance to successfully know what they are carrying. This chance increases by 5% every time you level up past 9th level. You can then use an action to store that item in your storage. You have a 50% chance to steal the item without them noticing. If you fail, the creature knows that it was stolen, but not who did it. This chance also increases by 5% for every time you level up past 9th level.

Special Ability Score Increase

At 10th level unique to the Sneaky Storage, you gain an extra ability score increase. 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 can't increase an ability score above 20 using this feature.

Store Self

At 13th level, you can use an action to place yourself in your spectral storage for up to 1 minute. When you use an action to return to the material plane, you can place yourself up to 100 feet away from where you were located when you placed yourself in your storage. While inside, you can see into the material plane as if you were still there. You can use this feature twice per short rest.

Copycat

At 20th level, whenever another character casts a spell or uses a class feature that you can't, you can use your reaction to copy that feature on your next turn. This can be done for a range of class features from simple cantrips to the Monk's quivering palm. This feature is available twice per long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Storage Magician class, you must meet these prerequisites: 13 Intelligence, and 13 Constitution

Proficiencies. When you multiclass into the Storage Magician class, you gain the following proficiencies: light armor, and Martial Weapons

3.00
(2 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: