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Expanded Class Options

Fighter Archetypes

GUNSLINGER - Mercer build only, found HERE.

KNIGHT OF THE VALKURYM (Two-Handed Specialist)

​SLATE (Gentleman Duelist)

Sorcerer - Scorched Bloodline

Druidic Circles and The Consequence of the Elderburn

As it is known, all the Druids are dead.  Yet, the divine arcanum of the primal forces linger in the Ether; echoes of the past, and a surge from the future.  Whatever beings are born from this passage, are unlike anything the world has seen.

Circle of the Land - ?
Circle of the Moon - ?
Circle of Dreams - Etheas; Never Dreaming, Never Awake
Circle of the Shepard - Aurik; Arcanum Is Knocking, Do You Hear It?
Circle of Spores - Entrikkan; Roots and Decay

Wizard - Path of the Magnus

Held somewhere between the sands of time and the true intentions of the Mystic Arcanum, lies a secret order of magi who seek to uncover the true power of the Weave.  They employ the immortal energies of an ancient text, called a Magnus, gaining access to the spells archived throughout the ages.  These knights of knowledge hold themselves to a strict code: one cannot wield magic to harm another.  Breaking such an agreement will rend their mind asunder (12d12+30 Psychic damage), and destroy the collective knowledge of the Magnus, tearing a hole in the Weave itself.

Mechanical Benefits (each feature is earned through Exploration and Role-Playing)
+ Access to all spell lists, and every spell in published materials.
+ Every level gained as a Wizard adds THREE spells to her spellbook for free; 1 of these spells must be of a list that is not Wizard.  The Magnus consumes the spellbook of the wizard, forming a powerful bond with the caster and her knowledge of the Arcane.
+ When a Wizard gains access to her Magnus, she may re-select her cantrips, plus one more.
+ As long as a Wizard has access to her Magnus, she has an additional spell slot at one of her available levels that she can cast.  This spell slot cannot be of a spell level of 7th or higher.  The character can re-allocate this additional spell slot only once per Long Rest.

BRAIDS: When a Wizard gains access to her Magnus, she may also select an ancient augmentation, called a Braid, to enhance her magical abilities.  She selects one of the following Braids each time the Magnus grants her the ability to do so.

TETHERED TELEPORT - REACTION
Target within 30 feet is pulled to a location 5 feet from you and healed a number of hit points equal to your Intelligence Modifier.  You may use this power a number of times equal to your Intelligence modifier.

FORCED TARGET - REACTION
When a creature casts a spell within 60 feet of you that targets multiple creatures, you may force it to target one creature instead.  You may use this ability a number of times equal to your Intelligence modifier.

TWINNED PROTECTION
A spell that grants a bonus to AC, temporary hit points, or resistance or immunity to a damage type and has a target of one creature...can be cast on two creatures within range using the same spell slot.

SPELL EATER
When you become the target of a spell of 5th level or lower, you may spend your Reaction to have the Magnus attempt to consume the spell.  Roll a spell attack against the caster's spell save DC.  On a success, the Magnus consumes the spell.  On a failure, you are granted advantage on the saving throw; if you suffer damage from this spell, you suffer half damage instead.  You may consume a total number of levels equal to twice your Intelligence Modifier.

HEALING SURGE
  Whenever the Wizard casts a spell that heals one or more targets, there is a burst of healing from the Magnus.  All allies within 20 feet of the Magnus regain hit points equal to your Intelligence modifier.

MULTIPLICATION
When a spell adds to the AC of a creature OR when it heals a number of hit points to a creature, you may spend any number of "charges" of your Intelligence to multiply this effect.  1 point = x2, 2 = x3, and so on to a maximum of x6.  Your "pool" of charges is equal to your intelligence modifier.

DIVISION
​When you or an ally suffers damage from a spell, you may spend any number of "charges" of your Intelligence to divide or negate this damage.  1 point = 1/2, 2 = 1/4, and 3 points = no damage.  Your "pool" of charges is equal to your intelligence modifier.

FORTIFY 
Accessing a pocket of memory, the Magnus fortifies three powerful spells with the fragments of magic from a previous age.  They now operate as intended from the magics of old.
  Every Long Rest, the Wizard may select 3 spells to prepare that are unaffected by the Broken Weave.

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  • The Nexus
  • The Den
  • DM Podcast
  • GM's Corner
    • Voidspeaker
  • Knight Owls
    • The Gray Owls Initiative (21+) >
      • Gray Races
      • Gray Classes
    • KO Event Dates - Descriptions
    • KO - Levels and Multiple Characters
    • Knight Owls Armory >
      • Protection
      • Potions, Scrolls, and Consumables
      • Weaponry
      • Rings and Wares
      • Adventurer Essentials
      • Custom Mixes and Crafting Rules
    • Owls History
    • Assets
  • Dungeons and Dragons
    • Character Creation - D&D
    • Custom Content >
      • FEATS
      • PRESTIGE CLASSES
    • Magic Items
    • Spell Compendium - D&D 5e >
      • Custom Crafted
      • Expanded Invocations List
  • One-Shot Wonders
    • Character Creation - PF
    • 4th Edition Character Creation
    • Firefly - Character Creation
  • Amplify Your Signal