Starting Equipment: Choose A or B: (A) Leather Armor, Mace, 2 Daggers; (B) Leather Armor, 2 Javelins, Shortbow, 20 Arrows, Quiver. Then choose Dungeoneers Pack or Explorer’s Pack. Or take none of the above and instead take 150 GP.
Most of the multiverse either uses magic or doesn’t; nobody tries to get rid of it, and they fight it by using it. Anti-Mages, on the other hand, have a reputation of unprecedented power for their diverse abilities to hunt liches, infiltrate demiplanes, dethrone sorcerer kings… the list goes on.
Using ancient techniques known as Occult Arts, they can resist, diminish, or even dispel magic without having to use it themselves, but their skills aren’t limited to dispelling magic; many have adopted a life as a rogue or sellsword, others are wizards researching magic by finding its weaknesses. One thing is agreed upon by the few who remember the Anti-Mages of the ancient past: in a multiverse of magic, the ability to shatter magic is the ability to shatter worlds if you figure out how to use it. Few people do… but maybe you will.
As a level 1 Anti-Mage character, gain all the level 1 features in the Core Anti-Mage Traits table and the level 1 Anti-Mage features, detailed later. As a multiclass characters, gain only the following traits from the Core Anti-Mage Traits table: Hit Point Dice, proficiency with simple weapons, and proficiency with light armor.
Anti-Mage Features
Anti-Mage Features
Level
Proficiency Bonus
Class Features
Occult Level
Reactions
1
+2
Occult Arts, Weapon Mastery
1
1
2
+2
Block Cantrip, Special Talent
1
1
3
+2
Arcane Resistance, Anti-Mage Subclass
1
1
4
+2
Ability Score Improvement
1
1
5
+3
Extra Attack
2
1
6
+3
Anti-Mind
2
1
7
+3
Subclass Feature
2
1
8
+3
Ability Score Improvement
2
1
9
+4
Extra Reaction
3
2
10
+4
Mind Bite
3
2
11
+4
Anti-Spell Attacks
3
2
12
+4
Ability Score Improvement
3
2
13
+5
Extra Training
4
2
14
+5
Subclass Feature
4
2
15
+5
Redirect Spell
4
2
16
+5
Ability Score Improvement
4
2
17
+6
Least Favorite Spell
5
3
18
+6
Occult Master
5
3
19
+6
Epic Boon
5
3
20
+6
Bane of the Archmage, Anti-Magic Bomb
5
3
Level 1: Occult Arts
A number of times per long rest equal to your wisdom modifier, minimum of once, you can use one of the Occult Arts features below. Additionally, whenever you roll initiative and have no remaining uses of Occult Arts, you gain one use.
All-Seeing Eye: As an action, bonus action or reaction, you can choose to see through all illusions created by spells that do not exceed your Occult Level. Starting as Occult Level 2, you cannot be blinded or deafened by spells that do not succeed your Occult Level.
Distraction: When you make an attack against a creature that is concentrating on a spell that does not Succeed your Occult Level, they have disadvantage on Constitution saving throws they make to maintain concentration on that spell.
Interference: When a spell that does not exceed your Occult Level heals a creature within 30 feet of you, you use a reaction to choose for it to heal you instead. Alternatively, you can transfer the effects of movement speed increases or teleportation.
Masterful Save: When you are hit by a spell that requires you to make a saving throw, you can use a reaction to add a number equal to your Occult Level to your saving throw roll.
Stinging Mirror: When you fail a spell’s saving throw and take damage, you can use a reaction to force the caster to make that same saving throw if the spell does not exceed your Occult Level. If they fail the saving throw, they take half the damage dealt by that spell, rounding down.
Thrall Slayer: When you make an attack roll against any creature summoned by or created by a spell, you can give yourself advantage on that attack roll.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as daggers and javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to the mastery properties of maces and clubs.
Level 2: Block Cantrip
As a reaction, you can negate the effects of any cantrip that targets you or a creature or object within 5 feet of you, or a cantrip cast by someone or something within 5 feet of you.
Level 2: Special Talent
You gain one of the following features of your choice:
Artisan: You gain proficiency with one artisan’s tool of your choice.
Expert: You gain expertise in one skill you are proficient in.
Mage: You gain two cantrips of your choice from any spell list, and Wisdom is your spellcasting ability for them. When you gain an Anti-Mage level, you can replace one of these cantrips with another cantrip.
Martial Combatant: You gain proficiency with martial weapons.
Learned: You gain proficiency with two skills of your choice.
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage is the same as the weapon’s type.
Unarmed Fighting: Your unarmed strikes deal bludgeoning damage equal to 1d6 plus your choice of either your strength or dexterity modifier.
Level 3: Anti-Mage Subclass
You gain an Anti-Mage subclass of your choice. When you reach the required levels, you will gain all other features of that subclass.
Level 3: Arcane Resistance
You gain resistance to damage dealt to you by spells.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Anti-Mage levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Reminder: At Level 5, your Occult Level increases to 2.
Level 6: Anti-Mind
As an action, choose a creature that you can see within 60 feet of you that is concentrating on a spell equal to or less than your Occult Level. The target must succeed on a Constitution saving throw to maintain concentration, and the DC is 10 plus your Occult Level. Alternatively, you can change the ability score of the concentration save to your choice of a Charisma, Intelligence, or Wisdom, but the DC is only 10.
You can use this feature a number of times per long rest equal to your Wisdom modifier.
Starting at level 10, this feature can be used as an action, bonus action, or reaction.
Reminder: At level 7, you gain a subclass feature.
Reminder: At level 8, you gain an Ability Score Improvement or another feat for which you qualify.
Reminder: At Level 9, your Occult Level increases to 3.
Level 9: Extra Reaction
You have two reactions per round instead of one. At level 17, you gain a third reaction per round.
Level 10: Mind Bite
Your level Anti-Mind at level 6 feature can be used as an action, bonus action, or reaction.
Level 11: Spell Stun
Once per long rest when you use a weapon you are proficient with to deal damage to a creature capable of casting spells, you can force them to make a saving throw equal to 10 plus your Wisdom modifier plus your Occult Level. If they fail the saving throw, they are unable to cast spells until the start of your next turn, whether it’s from using a spell slot, innate ability, or magic item. They are aware of their lost ability to cast spells, but if they still attempt to cast one, they take 4d8 psychic damage and their action is expended.
The target also breaks concentration if they were concentrating on a spell.
Reminder: At level 12, you gain an Ability Score Improvement or another feat for which you qualify.
Reminder: At Level 13, your Occult Level increases to 4.
Level 13: Extra Training
You gain proficiency with martial weapons, medium and heavy armor, and shields. Additionally, you gain one of the following features of your choice:
Genius: You gain proficiency with one artisan’s tool of your choice and two skills of your choice, and you gain expertise in one skill you are proficient in.
Grandmaster: Your level 1 weapon mastery property now lets you have 4 weapon masteries at once.
Polymath: You gain expertise in three skills you are proficient in.
Scoundrel: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage is the same as the weapon’s type. Additionally, if you are entirely in dim light or darkness, this sneak attack deals an additional 1d6 damage. If your target does not know where you are, you further gain an additional 1d6 damage. Once per combat, refreshing when you roll initiative, if you use the sneak attack from this feature to deal 3d6 damage, you can instead deal 6d6 poison damage.
Student of Magic: You gain two cantrips and two first level spells of your choice from any spell list, and Wisdom is your spellcasting ability for them. You have one spell slot per long rest to cast these spells with. When you gain an Anti-Mage level, you can replace one of these cantrips with another cantrip and one of these first level spells with another first level spell.
Swift: Your speed increases by 10 feet, and when you take the dash action, difficult terrain doesn’t cost you extra movement for the rest of that turn. Additionally, when you take damage from falling, reduce that damage by three times your dexterity modifier.
Reminder: At level 14, you gain a subclass feature.
Level 15: Redirect Spell
When you are hit by a ranged spell attack, you can take a reaction to attempt to deflect the spell. Reduce the damage you take by 10. You can add 10 the reduction for each use of Occult Arts you expend, 5 for each unexpended hit dice you expend, 10 in exchange for being knocked prone, and 10 for each level of exhaustion you are willing to give yourself. If this decreases the damage from the spell attack to 0 or below, the spell does not hit you and targets the caster in full force as if you cast it against them.
Reminder: At level 16, you gain an Ability Score Improvement or another feat for which you qualify.
Level 17: Least Favorite Spell
Pick any spell of your choice. If you see someone within 120 feet of you cast that spell, you can negate it as a reaction. You can change the spell you choose for this feature after finishing a long rest.
Reminder: At Level 17, your Occult Level increases to 5.
Reminder: Starting at Level 17, you have three reactions per round instead of two.
Level 18: Occult Master
You can use Occult Arts features a number of times per long rest equal to twice your Wisdom modifier. Additionally, whenever you roll initiative and have no remaining uses of Occult Arts, you gain two uses.
Reminder: At level 18, you gain a subclass feature.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy is recommended.
Level 20: Bane of the Archmage
When you use your spell stun feature against a creature with spell slots, they are surrounded by a swirling emanation of black sparks that functions as an Antimagic Field, affecting them and every creature within 10 feet of them. This emanation does not fade away until you dismiss it as a bonus action, but you take 1d8 necrotic damage at the start of every subsequent turn while this is active. The emanation ends after an hour regardless, and it also ends if you are unconscious.
Level 20: Anti-Magic Bomb
(Especially unsure about this one:)
As an action, you can cause yourself to die, and nothing short of a wish spell can bring you back. All the color in your body fades to black. After a moment, a void explodes out from where you are as a 200 foot emanation. Unless Mystra, the Goddess of Magic, interferes with this void, magic cannot be cast in this void, all magic is dispelled, all magic items shatter, all spells slots and other uses of spells are wasted, and all creatures must succeed in a DC 25 Constitution saving throw or be knocked unconscious for 1 hour. This void is also impossible to see in, and any creature in the void who did not have eye protection when it exploded and who fails a DC 15 Constitution saving throw is permanently blind until magically healed; their eyes turn pitch black like the void.
The emanation shrinks by 10 feet every minute. After 20 minutes, when the emanation is completely gone, the void in the shape of your body is noticeably still there, and it remains hovering in place forever as a reminder of what it did. This body is harmless, incorporeal, and does nothing, but it turns its head to look at anyone within 60 feet of it that casts a spell.
Anti-Mage Subclasses
I haven’t made the subclasses yet, but here are some ideas.
Anti-Wizard: Fight fire with fire by learning to use magic like a wizard.
Chaos Bender: Draw on the Far Realms to weaken reality and logic, not just magic.
Cloaked One: Cunning rogues who negate divination to stay hidden before their next strike.
Contrallusioner: Illusioners who negate their opponents spells but make them think they worked.
Contravoker: These Anti-Mages have one goal: don’t take damage from spells.
Drakeslayer: Combat the magical and elemental abilities of dragons to topple their chances.
Exorcist: Banish anyone otherworldly, break charms and possession, and neutralize the abnormal.
Martyr: Sacrifice yourself by making every spell hit you, then retaliate with rage damage.
Silent Warrior: Martial artists who emphasize unpredictability and discipline.
Rollback Post to RevisionRollBack
Click Here For My Anti-Mage Class — And ask me for ideas, I'd love to give you everything I've thought of! — More people should use em dashes
Least Favorite Spell is far too specific. The chances of it ever going off are extremely small. Nerfing it but making it an entire school would be better. I'm not really sure about the balance because this is very uncharted territory.
this is a really cool idea, i think it could do with being a little more powerful, and a few of the abilities are a little narrow and/or slightly underpowered. other than that, it is really cool.
Rollback Post to RevisionRollBack
Nebularoace they/them call me Foalin “No doubt I’ll tire of this eventually, but for now… I am content.” -Murtagh ALL HAIL MERLIN! [roll]1d4[/roll] + [roll]1d4[/roll] + [roll]1d4[/roll] + [roll]1d4[/roll] + [roll]1d4[/roll] + [roll]1d4[/roll] = [roll][roll:-6]+[roll:-5]+[roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]
Least Favorite Spell is far too specific. The chances of it ever going off are extremely small. Nerfing it but making it an entire school would be better. I'm not really sure about the balance because this is very uncharted territory.
Yeah, I was thinking that since level 17 gets you an extra reaction AND an occult level increase, I wouldn't need a level 17 feature, but then again, I wanted to add something, so I added that. My thoughts though were that you could maybe prepare beforehand by saying, "I'm going to fight a [insert creature] tomorrow (or very soon), as part of the main quest, and I know they have [insert spell], so I might as well nerf that."
Rollback Post to RevisionRollBack
Click Here For My Anti-Mage Class — And ask me for ideas, I'd love to give you everything I've thought of! — More people should use em dashes
this is a really cool idea, i think it could do with being a little more powerful, and a few of the abilities are a little narrow and/or slightly underpowered. other than that, it is really cool.
Anything in particular you're thinking about changing?
Anything extremely underpowered in your eyes? I wanted to start of slightly underpowered and then add more, since almost everything people new to homebrew make is too overpowered, and then they have to nerf it. I don't want anything super weak to the point of worthlessness, though.
Rollback Post to RevisionRollBack
Click Here For My Anti-Mage Class — And ask me for ideas, I'd love to give you everything I've thought of! — More people should use em dashes
Since this site doesn't support homebrew classes, I put it here. Please share your honest opinion: this is untested and likely filled with flaws.
Anti-Mage
D&D Class by Shalvael, compatible with 5e 2024 rules. First version, untested.
I copied this from the Google Doc I made it on, so the formatting might be a bit odd.
Core Anti-Mage Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Anti-Mage Level
Saving Throw Proficiencies
Wisdom and Dexterity
Skill Proficiencies
Choose 2: Arcana, Deception, Insight, Investigation, Perception
Weapon Proficiencies
Simple Weapons
Armor Training
Light Armor
Starting Equipment: Choose A or B: (A) Leather Armor, Mace, 2 Daggers; (B) Leather Armor, 2 Javelins, Shortbow, 20 Arrows, Quiver. Then choose Dungeoneers Pack or Explorer’s Pack. Or take none of the above and instead take 150 GP.
Most of the multiverse either uses magic or doesn’t; nobody tries to get rid of it, and they fight it by using it. Anti-Mages, on the other hand, have a reputation of unprecedented power for their diverse abilities to hunt liches, infiltrate demiplanes, dethrone sorcerer kings… the list goes on.
Using ancient techniques known as Occult Arts, they can resist, diminish, or even dispel magic without having to use it themselves, but their skills aren’t limited to dispelling magic; many have adopted a life as a rogue or sellsword, others are wizards researching magic by finding its weaknesses. One thing is agreed upon by the few who remember the Anti-Mages of the ancient past: in a multiverse of magic, the ability to shatter magic is the ability to shatter worlds if you figure out how to use it. Few people do… but maybe you will.
As a level 1 Anti-Mage character, gain all the level 1 features in the Core Anti-Mage Traits table and the level 1 Anti-Mage features, detailed later. As a multiclass characters, gain only the following traits from the Core Anti-Mage Traits table: Hit Point Dice, proficiency with simple weapons, and proficiency with light armor.
Anti-Mage Features
Anti-Mage Features
Level
Proficiency Bonus
Class Features
Occult Level
Reactions
1
+2
Occult Arts, Weapon Mastery
1
1
2
+2
Block Cantrip, Special Talent
1
1
3
+2
Arcane Resistance, Anti-Mage Subclass
1
1
4
+2
Ability Score Improvement
1
1
5
+3
Extra Attack
2
1
6
+3
Anti-Mind
2
1
7
+3
Subclass Feature
2
1
8
+3
Ability Score Improvement
2
1
9
+4
Extra Reaction
3
2
10
+4
Mind Bite
3
2
11
+4
Anti-Spell Attacks
3
2
12
+4
Ability Score Improvement
3
2
13
+5
Extra Training
4
2
14
+5
Subclass Feature
4
2
15
+5
Redirect Spell
4
2
16
+5
Ability Score Improvement
4
2
17
+6
Least Favorite Spell
5
3
18
+6
Occult Master
5
3
19
+6
Epic Boon
5
3
20
+6
Bane of the Archmage, Anti-Magic Bomb
5
3
Level 1: Occult Arts
A number of times per long rest equal to your wisdom modifier, minimum of once, you can use one of the Occult Arts features below. Additionally, whenever you roll initiative and have no remaining uses of Occult Arts, you gain one use.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as daggers and javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to the mastery properties of maces and clubs.
Level 2: Block Cantrip
As a reaction, you can negate the effects of any cantrip that targets you or a creature or object within 5 feet of you, or a cantrip cast by someone or something within 5 feet of you.
Level 2: Special Talent
You gain one of the following features of your choice:
Level 3: Anti-Mage Subclass
You gain an Anti-Mage subclass of your choice. When you reach the required levels, you will gain all other features of that subclass.
Level 3: Arcane Resistance
You gain resistance to damage dealt to you by spells.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Anti-Mage levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Reminder: At Level 5, your Occult Level increases to 2.
Level 6: Anti-Mind
As an action, choose a creature that you can see within 60 feet of you that is concentrating on a spell equal to or less than your Occult Level. The target must succeed on a Constitution saving throw to maintain concentration, and the DC is 10 plus your Occult Level. Alternatively, you can change the ability score of the concentration save to your choice of a Charisma, Intelligence, or Wisdom, but the DC is only 10.
You can use this feature a number of times per long rest equal to your Wisdom modifier.
Starting at level 10, this feature can be used as an action, bonus action, or reaction.
Reminder: At level 7, you gain a subclass feature.
Reminder: At level 8, you gain an Ability Score Improvement or another feat for which you qualify.
Reminder: At Level 9, your Occult Level increases to 3.
Level 9: Extra Reaction
You have two reactions per round instead of one. At level 17, you gain a third reaction per round.
Level 10: Mind Bite
Your level Anti-Mind at level 6 feature can be used as an action, bonus action, or reaction.
Level 11: Spell Stun
Once per long rest when you use a weapon you are proficient with to deal damage to a creature capable of casting spells, you can force them to make a saving throw equal to 10 plus your Wisdom modifier plus your Occult Level. If they fail the saving throw, they are unable to cast spells until the start of your next turn, whether it’s from using a spell slot, innate ability, or magic item. They are aware of their lost ability to cast spells, but if they still attempt to cast one, they take 4d8 psychic damage and their action is expended.
The target also breaks concentration if they were concentrating on a spell.
Reminder: At level 12, you gain an Ability Score Improvement or another feat for which you qualify.
Reminder: At Level 13, your Occult Level increases to 4.
Level 13: Extra Training
You gain proficiency with martial weapons, medium and heavy armor, and shields. Additionally, you gain one of the following features of your choice:
Reminder: At level 14, you gain a subclass feature.
Level 15: Redirect Spell
When you are hit by a ranged spell attack, you can take a reaction to attempt to deflect the spell. Reduce the damage you take by 10. You can add 10 the reduction for each use of Occult Arts you expend, 5 for each unexpended hit dice you expend, 10 in exchange for being knocked prone, and 10 for each level of exhaustion you are willing to give yourself. If this decreases the damage from the spell attack to 0 or below, the spell does not hit you and targets the caster in full force as if you cast it against them.
Reminder: At level 16, you gain an Ability Score Improvement or another feat for which you qualify.
Level 17: Least Favorite Spell
Pick any spell of your choice. If you see someone within 120 feet of you cast that spell, you can negate it as a reaction. You can change the spell you choose for this feature after finishing a long rest.
Reminder: At Level 17, your Occult Level increases to 5.
Reminder: Starting at Level 17, you have three reactions per round instead of two.
Level 18: Occult Master
You can use Occult Arts features a number of times per long rest equal to twice your Wisdom modifier. Additionally, whenever you roll initiative and have no remaining uses of Occult Arts, you gain two uses.
Reminder: At level 18, you gain a subclass feature.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy is recommended.
Level 20: Bane of the Archmage
When you use your spell stun feature against a creature with spell slots, they are surrounded by a swirling emanation of black sparks that functions as an Antimagic Field, affecting them and every creature within 10 feet of them. This emanation does not fade away until you dismiss it as a bonus action, but you take 1d8 necrotic damage at the start of every subsequent turn while this is active. The emanation ends after an hour regardless, and it also ends if you are unconscious.
Level 20: Anti-Magic Bomb
(Especially unsure about this one:)
As an action, you can cause yourself to die, and nothing short of a wish spell can bring you back. All the color in your body fades to black. After a moment, a void explodes out from where you are as a 200 foot emanation. Unless Mystra, the Goddess of Magic, interferes with this void, magic cannot be cast in this void, all magic is dispelled, all magic items shatter, all spells slots and other uses of spells are wasted, and all creatures must succeed in a DC 25 Constitution saving throw or be knocked unconscious for 1 hour. This void is also impossible to see in, and any creature in the void who did not have eye protection when it exploded and who fails a DC 15 Constitution saving throw is permanently blind until magically healed; their eyes turn pitch black like the void.
The emanation shrinks by 10 feet every minute. After 20 minutes, when the emanation is completely gone, the void in the shape of your body is noticeably still there, and it remains hovering in place forever as a reminder of what it did. This body is harmless, incorporeal, and does nothing, but it turns its head to look at anyone within 60 feet of it that casts a spell.
Anti-Mage Subclasses
I haven’t made the subclasses yet, but here are some ideas.
Anti-Wizard: Fight fire with fire by learning to use magic like a wizard.
Chaos Bender: Draw on the Far Realms to weaken reality and logic, not just magic.
Cloaked One: Cunning rogues who negate divination to stay hidden before their next strike.
Contrallusioner: Illusioners who negate their opponents spells but make them think they worked.
Contravoker: These Anti-Mages have one goal: don’t take damage from spells.
Drakeslayer: Combat the magical and elemental abilities of dragons to topple their chances.
Exorcist: Banish anyone otherworldly, break charms and possession, and neutralize the abnormal.
Martyr: Sacrifice yourself by making every spell hit you, then retaliate with rage damage.
Silent Warrior: Martial artists who emphasize unpredictability and discipline.
Click Here For My Anti-Mage Class — And ask me for ideas, I'd love to give you everything I've thought of! — More people should use em dashes
ℑ𝔱'𝔰 𝔫𝔬𝔱 𝔟𝔢𝔦𝔫𝔤 𝔤𝔯𝔢𝔞𝔱 𝔱𝔥𝔞𝔱 𝔪𝔞𝔨𝔢𝔰 𝔶𝔬𝔲 𝔡𝔯𝔢𝔞𝔪, 𝔟𝔲𝔱 𝔡𝔯𝔢𝔞𝔪𝔦𝔫𝔤 𝔱𝔥𝔞𝔱 𝔪𝔞𝔨𝔢𝔰 𝔶𝔬𝔲 𝔤𝔯𝔢𝔞𝔱. — 𝔖𝔥𝔞𝔩𝔳𝔞𝔢𝔩
Least Favorite Spell is far too specific. The chances of it ever going off are extremely small. Nerfing it but making it an entire school would be better. I'm not really sure about the balance because this is very uncharted territory.
this is a really cool idea, i think it could do with being a little more powerful, and a few of the abilities are a little narrow and/or slightly underpowered. other than that, it is really cool.
Nebularoace they/them call me Foalin
“No doubt I’ll tire of this eventually, but for now… I am content.” -Murtagh
ALL HAIL MERLIN! [roll]1d4[/roll] + [roll]1d4[/roll] + [roll]1d4[/roll] + [roll]1d4[/roll] + [roll]1d4[/roll] + [roll]1d4[/roll] = [roll][roll:-6]+[roll:-5]+[roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]
Hello all! I am Golden_Axolotl_Dragon's familiar, after a little conversation...
extended sig(click it) :3
Yeah, I was thinking that since level 17 gets you an extra reaction AND an occult level increase, I wouldn't need a level 17 feature, but then again, I wanted to add something, so I added that. My thoughts though were that you could maybe prepare beforehand by saying, "I'm going to fight a [insert creature] tomorrow (or very soon), as part of the main quest, and I know they have [insert spell], so I might as well nerf that."
Click Here For My Anti-Mage Class — And ask me for ideas, I'd love to give you everything I've thought of! — More people should use em dashes
ℑ𝔱'𝔰 𝔫𝔬𝔱 𝔟𝔢𝔦𝔫𝔤 𝔤𝔯𝔢𝔞𝔱 𝔱𝔥𝔞𝔱 𝔪𝔞𝔨𝔢𝔰 𝔶𝔬𝔲 𝔡𝔯𝔢𝔞𝔪, 𝔟𝔲𝔱 𝔡𝔯𝔢𝔞𝔪𝔦𝔫𝔤 𝔱𝔥𝔞𝔱 𝔪𝔞𝔨𝔢𝔰 𝔶𝔬𝔲 𝔤𝔯𝔢𝔞𝔱. — 𝔖𝔥𝔞𝔩𝔳𝔞𝔢𝔩
Anything in particular you're thinking about changing?
Anything extremely underpowered in your eyes? I wanted to start of slightly underpowered and then add more, since almost everything people new to homebrew make is too overpowered, and then they have to nerf it. I don't want anything super weak to the point of worthlessness, though.
Click Here For My Anti-Mage Class — And ask me for ideas, I'd love to give you everything I've thought of! — More people should use em dashes
ℑ𝔱'𝔰 𝔫𝔬𝔱 𝔟𝔢𝔦𝔫𝔤 𝔤𝔯𝔢𝔞𝔱 𝔱𝔥𝔞𝔱 𝔪𝔞𝔨𝔢𝔰 𝔶𝔬𝔲 𝔡𝔯𝔢𝔞𝔪, 𝔟𝔲𝔱 𝔡𝔯𝔢𝔞𝔪𝔦𝔫𝔤 𝔱𝔥𝔞𝔱 𝔪𝔞𝔨𝔢𝔰 𝔶𝔬𝔲 𝔤𝔯𝔢𝔞𝔱. — 𝔖𝔥𝔞𝔩𝔳𝔞𝔢𝔩