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Thaphan Sub-Classes

A grouping of homebrew Sub Classes by Dionon (Brian Korot) for the Thapha Setting
Table of Contents
Way of the Unseen Hand Unseen Hand, Trancendant Strike
Class: Monk At 17th level you have perfected your way of the unseen hand
Those monks that follow the way of the unseen hand have abilities. When you use the previous abilities you gain the
learned to empower their melee combat with the power of following additional benefits
their minds. Some call this Chi, or Ki. Some call it Psionics, Chi Hardened Strikes: You now critically hit with
whatever your culture calls it, you have been trained to unarmed strikes on an 18-20
master it. Body of hardened mind: While Body of Hardened Mind
is activated, critical hits against you deal damage as
normal instead of as critical hits.
Chi Hardened Strikes Flicker Step: While Flicker Step is active, you also have a
At 3rd level you have gained the ability to spend a ki point to fly speed equal to your land speed.
harden your strikes. For one minute after you spend 1 ki Abundant Chi: Add half again your level (rounded down)
point, your unarmed strikes and monk weapon strikes deal to your ki points)
damage 1 dice size higher (d4 -> d6 -> d8 -> d10 -> d12) Open Hand Merciful Palm: You may change the area of
your attacks to be one of the following instead of just a
line: 5ft wide, 100ft long line; 20ft area centered on you,
Body of Hardened Mind 30ft cone or 20ft wide, 40ft tall column in front of you.
At 3rd level you gain the ability to spend 1 ki point as a bonus
action or reaction to manifest a psionic layer on top of your
skin that enhances your defenses and strength. This layer
lasts for 1 minute. While this layer is active your Unarmored
Defense is enhanced by adding your Charisma Modifier in
addition to your Dexterity and Wisdom modifier to your
Armor Class. In addition, while this layer is active, you act as
if you were under the "enlarge" effect of the enlarge/reduce
spell without changing your size or weight. This is a pure
manifestation of your mental might.
Flicker Step
At 6th level, while you are under the effects of Body of
Hardened Mind, You may spend 1 additional Ki Point to cast
the spell haste on yourself.
Abundant Chi
At 6th level Increase the number of ki points you have by one-
half your level (rounded up).
Open Hand Merciful Palm
At 11th level you learn the Open Hand Merciful Palm
technique. You may use this ability by spending 2ki points.
Activation makes attacks you make until the start of your next
turn into a ranged attack that is a line 5ft wide and 100ft long.
All within the line must make a dexterity save or take double
your unarmed damage, taking half on a successful save.
The Shadow Knight Cloak of Shadows
Class: Fighter At 7th level you gain the ability to cloak yourself in shadow
Enigmatic beings that venerate stealth and shadows, while energy drastically increasing your AC. While you are cloaked
using the training of a true warrior, the Shadow Knight excels in shadows, and you are wearing no more than light armor
at using shadow and deception to devastate their opponent's and a shield, your AC is 12 + Your Dexterity Modifier + your
defenses and to augment their already impressive battle Charisma Modifier. Once you use cloak of shadows it lasts for
prowess. 1 minute and you must complete a short or long rest before
Prerequisites: Fighting Style Unarmed using it again.
Restrictions: Light Armor Only
Shadow Soldier
Crash of Shadows At 10th level, you gain the ability to use the warlock
At 3rd level you can use a bonus action to target the square invocations, Devil's Sight and One with Shadows. You also
within 60ft that a shadow cast by a creature or object is and gain the ability to use the spell darkness a number of times
teleport through your own shadow into it. You cannot be in an equal to your Proficiency bonus before you must complete a
area of full darkness while using this ability and when you short or long rest.
activate it, roll an attack with advantage against the target. If
you succeed, you move from your square into the target Shadow Charge
square and may attempt to use the Stealth Skill to hide At 15th level you gain the ability to make a special attack
without using an action. The AC of an object is 10 -1 per size using shadows as a medium. You must move 10feet before
above medium it is (Large; 9, Huge; 8, Gargantuan; 7) and after making this attack, and you must start and end your
movement in shadow. You select a target and use Crash of
Coup de Shade Shadows after moving 10 feet. Upon reemerging from the
At 3rd level if you manage to hide in someone's shadow victim's shadow, you forgo your hide check to make an attack
(Successfully using Crash of Shadows and hiding), you gain with advantage that triggers Coup de Shade, and then you
the ability to make a special shadow attack. When you gain move 10 more feet. The damage dealt by this attack is
this feature, your shadow attack deals an additional +1d6 replaced with cold damage.
damage. At 7th, 10th, 15th and 18th levels, the damage
increases by +1d6. King of the Dark
Starting at 18th level, your abilities within shadows are
Shadow Victim enhanced. Firstly, the darkness you create with your Shadow
Starting at 7th level, you gain the ability to whitle down Soldier ability foil even the invocation Devil's Sight, except
someone's defenses using shadows. This can be done in two your own. Secondly, when you use the darkness ability within
ways. Shadow Soldier, you may also cast the spell silence with the
same action. This silence permiates your dakrness zone.
First, as a Reaction, you may attempt to redirect Lastly, while you are in your area of darkness, you may use
someone's attack to your shadow by making an attack roll your Crash of Shadows ability (And abilities tied to it) without
against their attack roll and using your roll as your AC for making an attack roll to move, effectively giving you an
the attack against you. If you succeed in causing the attack infinite teleport speed within your darkness effect.
to miss, the target takes your Level + Proficiency bonus
Cold Damage. This counts as an Opportunity Attack.
Second, as an action, you can attempt to pin someone's
shadow by attacking it directly. Doing this requires you to
make an attack roll against the target after declaring the
use of this ability. Success on this attack roll deals no
damage, but pins the shadow to the ground. All attack rolls
against a being with a pinned shadow are made with
advantage. You may use your Coup de Shade shadow
attack against a target with a pinned shadow.
You may use Shadow Victim a number of times equal to
your Proficiency bonus before you must complete a short or
long rest.
Technomancy Ability
Cyborg Charisma is your technomancy ability for your AI programs,
Class: Warlock so you use your Charisma whenever a program refers to your
Premise: Warlocks of Alcia, without magic have given technomancy ability. In addition, you use your Charisma
themselves over to the ever present Artificial Intelligence and modifier when setting the saving throw DC for a cyborg
Technological advancement they are known for to gain program you use and when making an attack roll with one.
further power, altering their body into something post-
humanoid. Tech save DC = 8 + your proficiency bonus + your Charisma
This, unlike other Sub-Classes replaces the Warlock's Pact modifier
Magic, Warlock Invocations and is their Otherworldly Patron Tech attack modifier = your proficiency bonus + your
Charisma modifier
Programmed Technomancy Cyborg
Level Attach AI Programs Fuel Max Upgrades
One of the first cybernetic implants the Cyborg Warlock
implants is a Pledged AI that provides knowledge of 1 2 2 1 1st -
advanced programs that allow the Cyborg Warlock to use 2 3 3 2 1st 2
their implants in unique ways that mimic Warlock Spells. See 3 3 4 2 2nd 2
chapter 10 for the general rules of spellcasting and chapter
11 for the warlock spell list. 4 3 5 2 2nd 2
5 4 6 2 3rd 3
Cybernetic Attachments
You know two cyberneticattachments that mimic Warlock 6 4 7 2 3rd 3
cantrips of your choice from the warlock spell list. You gain 7 4 8 2 4th 4
additional attachments of your choice at higher levels, as 8 5 9 2 4th 4
shown in the Attach column of the Cyborg table.
9 5 10 2 5th 5
Fuel 10 5 10 2 5th 5
The Cyborg table shows how much fuel you have on your
person to use your AI Programs of 1st through 5th grades. 11 6 11 3 5th 5
Unlike the tinker, your fuel is of a universal grade for all 12 6 11 3 5th 6
ability grades. To use one of your AI Programs of 1st grade or 13 6 12 3 5th 6
higher, you must expend 1 Fuel. You are able to re-sythesize
all lost fuel when you finish a short or long rest. 14 7 12 3 5th 6
15 7 13 3 5th 7
Unlike the tinker, the weight of the fuel a Cyborg carries is
negligable as they only ever have 1lbs of it maximum at any 16 7 13 4 5th 7
one time. 17 8 14 4 5th 7
18 8 14 4 5th 8
AI Programs of 1st Grade and Higher 19 8 15 4 5th 8
At 1st level, you know two 1st-grade programs of your choice 20 9 15 4 5th 8
mimicing those of the warlock spell list.
The AI Programs column of the Warlock table shows when Upgrades
you earn more AI programs of your choice of 1st grade and Through a good amount of searching, and perhaps even
higher. A program you choose must be of a grade no higher tinkering a little with your cybernetic attachments, you have
than what's shown in the table's Max column for your level. managed to acquire upgrades for your attachments that
When you reach 6th level, for example, you learn a new mimic eldritch invocations.
program, which can be 1st, 2nd, or 3rd grade. At 2nd level, you gain two upgrades of your choice. A list of
Additionally, when you gain a level in this class, you can the available options can be found on the Optional Features
choose one of the AI program you know and replace it with page. When you gain certain cyborg levels, you gain
another one from the warlock spell list, which also must be of additional upgrades of your choice, as shown in the Upgrades
a level for which you have spell slots. column of the Cyborg table.
Additionally, when you gain a level in this class, you can
choose one of the upgrades you have acquired and replace it
with another you could use at that level as most are plug-n-
play.
If an upgrade has prerequisites, you must meet them to
attain it. You can attain the upgrade at the same time that you
meet its prerequisites. A level prerequisite refers to your level
in this class.
Dedicated Artificial Intelligence Technopathic Senses
At 3rd level, you artificial intelligence becomes a Dedicated At 6th level you can see radio waves that permeate everything
AI, and helps you in combat like a Pact Boon. You gain the in the air. This grants you many sight based abilities. Firstly,
following feature. you now may cast see invisibility at will.
Dedicated AI Additionally, you gain Dark Vision out to a range of 120ft if
You may attempt to interface with any device of technological you didn't have it originally. Unlike normal dark vision that is
origin or any magical item that has an intelligence score. An shades of gray, and only in dim light. This is true dark vision,
unwilling intelligent technological device or magical item is but is in shades of green.
afforded in Intelligence Saving throw using your Tech Save.
Once you have successfully interfaced with a target, you may Automated Response Circuitry
use your bonus action to cause the item to act if it can act on At 10th level you've received an upgrade that allows you to
it's own. In the case of stationary intelligent items, the item automate some of the fighting you'll no doubt be doing.
cannot attempt to take you over and it's personality is This allows you to make two attacks when you use the attack
subsumed by you.
action.
Artificial Intelligence Network Additionally, When you would be subjected to a roll to avoid
damage from an area of effect, you roll with advantage.
Your dedicated AI program has expanded it's functions to
help you actively, combing magical and technological Cybernetic Transferance
information sources for information to aid you.
At 14th level you've managed to download your entire
Personal Data Assistant Widgit consciousness into digital form and from here on in you may
At 1st level, you gain a PDAW. Your PDAW works as a digital use the spell simulacrum once before you die, except the
assistant and omnitool that has access to a number of body is an android copy of your current body when you use
programs that act like spells. You must be able to use a this ability. As long as your body is not disintegrated, your
program of that grade to use that function of the PDAW. Each mind drive can be pulled from your body and put into the
is usable once before you must finish a short or long rest. simulacrum.
PDAW Onboard Programs
Program Grade Program
1st infallible relay, remote access
2nd arcane hacking, digital phantom
3rd haywire, invisibility to cameras
4th conjure knowbot, system backdoor
5th shutdown, synchronicity

[https://media.wizards.com/2015/downloads/dnd/UA_ModernMagic.pdf]
Bonus Proficiency
At 1st level, you gain proficiency with the Investigate skill.
Universal Assistance Algorithm
At 1st level, your AI gives you an assistant AR called a
Universal Assistance Algorithm. The UAA is an AR overlay
over your vision that does several things. Firstly is adds
subtitles to any being speaking to you, mimicing the effects of
comprehend languages. Additionally, it allows you to
highlight any target you can see within 100ft of you and give
basic information about the target (Mostly obvious info like
Race, Skin Color, Eye Color, etc) It does not see any more
than you do, it merely adds an outline based on your
preferences (Allies Green, Enemies Red, others Yellow
normally) and record information for later use.
Shield Warrior I can do this all day
Class: Fighter Starting at 18th level, your Second Wind feature can be used
Prerquisite: Protection or Interception Fighting Style twice before needing a short or long rest before recharging,
and if you say the words "I can do this all day" while using it,
Long ago many warriors of Alcia put down their weapons of you regain triple the rolled hit points back.
war and picked up shields. These Shield Warriors now serve
as the defense of a nation without magic.
Throw Shield
Starting at 3rd level the Shield Warrior can launch his shield
using the attack action to deal 1d4 damage to a target within
60ft. This damage becomes 1d6 at level 5, 1d8 at level 10,
1d10 at level 15 and finally 1d12 at level 20. A shield thrown
with this ability returns to the Shield Warrior that threw it at
the end of the attack action. You do not loose your Shield
bonus for using your shield in this manner and add your
Strengh to damage.
Cross Training
At 3rd level you gain an additional Fighting Style. At 7th,
10th, 15th and 18th level you gain an additional fighting style
Efficient Combat Training
Starting at 3rd level, you are always have advantage on
acrobatics and athletics checks, and are treated as having a
running start when jumping.
Shield Dodge
Starting at 7th level, if you have your shield readied when you
are dealt bludgeoning, piercing or slashing damage, you have
resistance to that damage type.
Enhanced Shield Defense
Starting at 7th level, shields add 2 + 1/3 your level to your
Armor Class.
Ricochet
Starting at 10th level, your shield can be used to ricochet
between targets, allowing you to target a number of enemies
with your shield throw equal to 1/4 your level + STR before
returning to your hand.
Superior Cross Training
At 10th level you now double the effectiveness of your
Fighting Styles
Decisive Surge
Starting at 15th level, when you use Action Surge you gain
advantage on the d20 rolls associated with the extra action
you take.
For example, if you're a 3rd-level tinker, you have four 1st-
Tinker level and two 2nd-level fuel ampules. With an Intelligence of
The premiere adventuring scientists of Alcia, Tinkers would 16, your list of prepared blueprints can include six pieces of
be Wizards anywhere else. Unlike other sub classes, the tech of 1st or 2nd level, in any combination, chosen from your
Tinker is one taken at 1st level due to Alcian Wizards having dossier. If you prepare a device that mimics the 1st-level spell
no magic. The first level feature is only an alteration of the Magic Missle, you can use it using an ampule of 1st or 2nd-
Features "Spellcasting" and "Arcane Recovery" grade fuel. Using the tech doesn't remove it from your list of
Class: Wizard prepared blueprints.
Replaced Features: Arcane Recovery, Spellcasting You can change your list of prepared blueprints when you
finish a long rest. Preparing a new list of tinker blueprints
requires time spent tinkering with your blueprints and
Efficient Coefficient crafting the resulting technological devices: at least 1 minute
By going over your blueprints and spending time refueling per tech level for each bluieprint on your list.
your gadgets and other tech items, you regain some of your
ability to use your tinkerings. Once per day when you finish a Fuel and Tech Specifics
short rest, you can choose expended fuel to recover. The fuel Technological devices and the fuel components use weight. A
grades can have a combined level that is equal to or less than technological device or the scrap/parts to cobble together one
half your tinker level (rounded up), and none of the grades is normally 1lbs, and the fuel needed to use it once is a
can be 6th level or higher. quarter of a pound. For example if you were a 6th-level tinker
For example, if you're a 4th-level tinker, you can recover up with an intelligence modifier of 4, you would have 10
to two levels worth of fuel grades. potential pieces of technology you could use that day and 10
You can recover either a 2nd-level fuel or two 1st-level ampules of fuel to power them (4 for 1st level, 3 for second
fuels. level and 3 for 3rd level tech.). That much would weigh
12.5lbs
Tinkering
Tinkering Ability
While you would be a student of arcane magic anywhere else Intelligence is your tinkering ability for your blueprints and
on Thapha, your country's lack of any sort of magical ability technology, since you learn your blueprints through dedicated
has forced your incredible mind towards technological study, memorization and engineering. You use your
pursuits. Now you rely on your technological blueprints and Intelligence whenever a tech refers to your tinkering ability.
various gadgets to show thw world your power. See chapter In addition, you use your Intelligence modifier when setting
10 of the PHB for the Wizard Spell List, where you will be the saving throw DC for a tinker tech you use and when
drawing your blueprints from. making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Gadgets Intelligence modifier Spell attack modifier = your proficiency
At 1st level, you have created 3 gadgets that mimic the effect bonus + your Intelligence modifier
of cantrips drawn from the wizard spell list. While your
normal spells require fuel to use, gadgets are normally self Resourcful Gadgetry
powered. You create a few additional gadgets as you reach
higher levels as show on the Cantrips Known colum of the Starting at 2nd level, you have learned to powderize your
Wizard table. fuels instead of keeping them in liquid form and have learned
more about miniturization. This makes your tech and fuel
Blueprint Dossier much lighter, reducing the weight of them by 25%. This
At 1st level you have a book containing blueprints for devices percentage increases to 50% at 10th level and 75% at 14th
that mimic wizard spells. When you first gain this, the book level.
contains six 1st-level Wizard Spell Blueprints. Your
blueprints are your repository for all you've learned as a
Tinker. It even contains blueprints for all gadgets you have
created so far, but you no longer need them, as you have them
memorized.
Creating Tech and using Fuel
The Wizard table shows how much fuel you have to use your
tech of 1st level and higher. To use one of these abilities, you
must expend fuel of the tech's grade or higher. You remake all
expended fuel as you finish a long rest.
You prepare the list of technology that are available for you
to use. To do so, choose a number of blueprints from your
Dossier equal to your Intelligence modifier + your wizard
level (minimum of one spell). The tech must be of a level for
which you have grades of fuel.
Infused Exo-Skeleton Efficient Weaponary
At 2nd level you have created a self powered exo-skeleton that At 10th level your ability to make gadgets more efficient
acts as a combat aid for you. Donning the exo-skeleton takes becomes superior. From now on add your Intelligence
an action as it wraps around you. It does not count as armor, Modifier to the damage dealt with gadgets you use.
but makes your AC equal to 10 + Dexterity Modifier +
Intellignce Modifier Grandmaster Tinker
In addition you may program proficiency with one martial You can eek out every last ounce of power from a tech item
weapon of your choice. You may change what weapon is you use. Add 1 to the numerical output of a tech item you use.
programmed into the exo-skeleton after a long rest. For damaging spells this +1 is to each dice of damage for non
damaging spells that provide bonuses the +1 is added to the
You also select 2 Technological Advantages from the list bonmus. For all other spells the +1 is added to the DC to
below, then recieve an additional one at 6th, 10th and 14th resist.
levels.

Technological Advantages
Advanced Targeting Systems: When you make an attack
roll, add your Intelligene Modifier to attack and damage
rolls instead of normal.
Advanced Servos: You gain proficiency with Dexterity
Saving Throws
Advanced Hydrolics: You gain proficiency with Strength
Saving Thows.
Air Filtration Systems: When you make a saving throw
against an effect marked as a gas or cloud, you roll with
advantage
Shielded Lenses: You are immune to the blinded
condition
Noise Cancellation: You are immune to the deafened
condition
Reinforced Combat Protocols: You may activate this
ability as a bonus action. For the next minute, you gain a
+2 bonus on Damage Rolls, Resistance to Bludgeoning,
Piercing and Slashing damage as your armor reinforces
your musculature and skin. Once this technological
advantage is used, you must rebuild the feature into the
armor during a long rest before using it again.
Leg Boosters: You make acrobatics checks with
advantage
Hand Repulsers: You may use the disengage action as a
bonus action.
Sniper Blast: You gain a new attack option that you can
use with the Attack action. This special attack is a ranged
spell attack with a range of 30 feet. You are proficient with
it, and you add your Dexterity modifier to its attack and
damage rolls. Its damage is radiant, and its damage die is
a d6. At levels 6, 10 and 14, the dice increases by 1d6.
Night Vision Goggles: You gain dark vision
Magnified Goggles: You gain advantage on investigate
checks
Sensor Arrays: You gain advantage on perception checks
Superior Construction
At 6th level your constrution techniques have benefitted from
education, and while you are wearing your exo-skeleton, you
ignore the first 3 damage dealt to you from each successful
attack.
Mirror Master Simulated Incarceration
At 6th level you learn how to temporarily trap a being in the
The Mirror master is a wizard that has mastered the art of mirror medium you use to transport yourself using Mirror
magical deception. Their illusions are harder to resist and Travel.
they can move through mirrors, and even create an entire Target one creature within 30ft of a mirror you can see. The
mirror world eventually. creature must make a Strength Saving throw (DC 11 + your
Class: Wizard Spellcasting Modifier) or be sucked into the mirror world.
Within the mirror world, there is the same terrain and
features, but the creatures are illusionary. Touching an
illusionary creature forces the trapped creature to make a
Mirrors that Sparkle Wisdom Save (same DC as the Strength Saving Throw) or
At 2nd Level you gain the ability to cast the second level spell they take 1d4+Spellcasting Modifier psychic damage from
Mirror Image once before you must complete a long rest as the shock. The damage scales by +1d4 for every 5 levels you
either a bonus action or reaction. The spell is also easier for are, but the effect only happens once per creature per time
you to control and harder for creatures to disbelieve. they are sucked into the mirror world, as once bitten, twice
Reduce the roll you must make to have an attack target a shy.
duplicate by 1 (5, 7 and 10 respectively), and it even has a The creature may look back into the real world by looking
chance to fool creatures who rely on blindsiht, truesight, through the mirror they were transported into, and anyone
scent etc. looking at that mirror or any mirror that would afford them a
Creatures that would normally be unaffected by this spell, view of the creature normally, can see the creature inside.
instead must make a Wisdom Saving Throw to resist. Failure The creature remains trapped for 1 minute, until you let them
means they are effected by the spell. out, or until someone breaks the very mirror they were pulled
When you reach 3rd level, Mirror Image is transcribed into into.
your spellbook for free and it's casting time becomes Bonus
Action or Reaction for you. Once it's transcribed into your Mirror Refuge
spellbook you are no longer restricted by the once per long You and up to your level in guests may step through a mirror
rest portion of this ability. you designate. On the other side is a mirror world equivilent
of the space you are in on the material plane, but reversed.
Mirror Travel Left is right, but up is still up and down is still down. Because
At 2nd level, you learn how to use mirrors as a medium for of the nature of the Mirror Refuge, there are no other
transport. You may target a mirror you can are adjacent to creatures within the space you create other than those you
and make a DC 10 Arcana check. If you succeed, you may designate. The space cannot be more than 100feet on each
enter the mirror and exit from another mirror you know of side, trailing out to the aether beyond that.
within 500ft per level. The area beyond the mirror is completely safe. Traps don't
You exit the second mirror into an unoccupied square within function, weapons within the mirror world cannot harm, even
10feet (Allowing for sinks to be climbed over). lava and acid feel room tempurature and harmless.
You may bring objects along as long as their weight is within There is no sustinance beyond the mirror, so you must bring
what you can carry. You may also bring one willing creature your own food and water. Magical Items and potions still
of your size or smaller who is carrying gear up to it's carrying work here, and anything brought from the material world
capacity who is adjacent to you when you use this ability. functions as intended (Including weapons brought in). You
You may use this ability your proficiency bonus times before cannot remove anything from the mirror world, as it
you must complete a long rest, and you may transport one evaporates as soon as it touches the mirror.
additional adjacent creature at 6th, 10th and 14th levels for a You may remain in your Mirror refuge for up to 12 hours, at
total of yourself plus 4 creatures at 14th level. which time anyone within the mirror world are transported to
unoccupied squares through the entry mirror in the material
plane. If the mirror you entered in is destroyed, another
mirror within 500 feet becomes your way out. If there is no
applicable target within 500 feet, you and all within the
mirror refuge are transported out as if you spend the
maximum amount of time within. You must finish a long rest
before you use this ability again (Which usually happens
while you're in the refuge.
Inverted World
At 14th level you gain the ability to fully enter the Mirror
World. As with Mirror Refuge, you and any number of
creatures you designate within 100 feet may enter the Mirror
World through a mirror you can see and are adjacent to. You
move through the mirror and arrive on the mirror world's
version of the square you left.
Unlike Mirror Refuge, anything that is on the real world side
is present in full inside the Inverted World, but reversed.Left
is Right, Front is Back, Lava freezes, water burns, acid
quenches, fire chills, ice warms, etc. The only constant within
the world is that up is still up and down is still down.
Creatures in the mirror world do not change from their real
world counterparts, except their racial norm alignments are
reversed. A Succubus found inside the Inverted World are
Good, not Evil naturally, an Aasimir or Angel are naturally
Evil not good, etc.
This does not apply to items, creatures and materials brought
from the real world into the Inverted World. Unlike Mirror
Refuge, you can pull items and creatures from the Inverted
World into the real world, objects brought so revert to their
real world equivilents. You may cast the spell Gentle Repose
or Protection from Energy on mirror World objects as they
are moving through the mirror allowing them to maintain
their mirror world properties. This is an instantaneous effect,
but uses the entire spell's energy. It does, however effect all
objects being brought through with one use of this ability,
regardless of the volume and/or creatures bringing things
through.
Creatures brought through must make a Wisdom Saving
throw with advantage as if you cast a 7th level spell or revert
their natural alignment to their real world equivilent. Passing
the saving throw allows them to permanently keep their
current alignment. This check is only done the first time they
are brought through.
Creatures that meet their real world equivilent are naturally
hostile to them, but defer to the wizard that brought them
into the real world before outright attacking them.
Force Missile Mage Force Missile Nova
Magic Missile is one of the most basic spells in the wizard's At 10th level, when you cast Force Missiles, you may change
toolbox. It unerringly strikes a target for a small amount of the area from 1 missile per spell level to be a 20ft area
damage. The Force Missile Mage takes the concept of the centered on you causing all within the area to make a
magic missile and ramps it to 11. Dexterity Save or take all the missiles' damage at once, or
half on a successful save (So if cast as a 5th level spell, it
Class: Wizard would attempt to deal 5d6+10 damage in a 20ft area
Prerequisites: Must know Magic Missile centered around the caster.)

Force Missiles Arcane Missiles


At 2nd level, your Magic Missiles becomes Force Missiles. At 14th level, your Force Missiles become Arcane Missiles.
This change is made to the Spell Level 1 version of Magic The base damage increases from 1d6+2 to 1d8+4 and the
Missiles only (Not the version given in Missile Cantrip) The range becomes 180 feet instead of 120. Otherwise it remains
only change made to Magic Missile to become Force Missile unchanged and counts as Force Missiles for all other
is that each missile deals 1d6+2 Force Damage instead of features.
1d4+1. Otherwise all the other metrics remain the same
(Casting time, Range, Components, Duration and At Higher Grand Magic Missile
Levels). At 14th Level, you may cast Force Missile as a 7th level spell.
If you do, it produces 1 less missile, but each missile deals
Missile Cantrip 3d8+8 Force damage per missile, strikes unerringly, and even
At 2nd level, when you switch Magic Missiles to Force dispels the Shield Spell upon striking.
Missles, you retain a version of Magic Missiles but instead of Magic Missile (Revised)
being a normal spell, it becomes a cantrip. It acts as the Evocation Cantrip
normal magic missile, except it only fires one missle, and
increases in damage by 1d4+1 per at 5th, 11th and 17th Casting Time: 1 action
levels. Range: 120 ft
Components: V, S
Shield Breaker Missile Duration: Instanteeous
At 6th level, your Force Missiles, when they encounter the You create one glowing dart of magical force. The dart hits
spell Shield, still attempt to deal damage. Instead of a creature of your choice that you can see within range. A
preventing the damage from Force Missile (Which is still dart deals 1d4 + 1 force damage to its target.
Magic Missile for this effect), it turns the missiles into a
ranged attack instead of an unerring strike. Because of this, At Higher Levels. This spell’s damage increases by 1d4+1
your Force Missile can critically hit in this case however. when you reach 5th level (2d4+2), 11th level (3d4+3), and
17th level (4d4+4).
Intercepter Force Missiles Spell List: Subclass. Force Missile Mage
At 6th level, you may use Force Missile as a reaction when Force Missile
you are targetted by a ranged spell or attack that requires an 1st-level evocation
attack roll. If you do this, it is cast as a 3rd level spell. The Casting Time: 1 action
missiles intercept the spell or attack reducing the potential Range: 120 ft
damage by the damage the Force Missiles would do. If the Components: V, S
damage would equal 0, the ranged attack is fully negated. Duration: Instanteeous
This cannot be done with Grand Magic Missile
You create three glowing darts of magical force. Each dart
Reactionary Missile Barrage hits a creature of your choice that you can see within range. A
dart deals 1d6 + 2 force damage to its target. The darts all
At 10th level you may cast Force Missile as a 2nd level spell. strike simultaneously and you can direct them to hit one
The spell produces 1 less missile, but may be cast as a bonus creature or several.
action instead of normal. At Higher Levels. When you cast this spell using a spell
You may cast Force Missile as a 3rd level spell. The spell slot of 2nd level or higher, the spell creates one more dart for
produces 1 less missile, but may be cast as a reaction instead each slot level above 1st.
of normal.
Spell List: Subclass. Force Missile Mage
Arcane Missile
1st-level evocation
Casting Time: 1 action
Range: 120 ft
Components: V, S
Duration: Instanteeous
You create three glowing darts of magical force. Each dart
hits a creature of your choice that you can see within range. A
dart deals 1d8 + 4 force damage to its target. The darts all
strike simultaneously and you can direct them to hit one
creature or several.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell creates one more dart for
each slot level above 1st.
Spell List: Subclass. Force Missile Mage

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