The Magiker

by Medicshy

Search GM Binder Visit User Profile

The Magiker v0.75

A robed figure walks silently through the streets of the city, muttering under her breath as the damp sinks into her cloak. A moment later, a blast of warmth and a fluttering of air pushing back the rain keeps her cheerful all the way home.

A forest crackles and animals run from an oncoming fire, bleating and charging in fear, while a lone elf ponders on the best course of action. A grin that gleams in the firelight spreads across his face before a torrent of water spouts from his hands, dousing everything in sight and saving his favorite grove.

Three goblins sneak up on an unsuspecting traveler, daggers gleaming in the moonlight as they prepare their assault. They leap through the air, only to find themselves shoved back by a wall of solid energy, collapsing and scattering at the barricade. The merchant sighs and tosses a few more coins to their smirking dwarven companion.

A magician might be there for petty parlor tricks, but a Magiker knows the power granted only by directly diving into The Weave. They take the very elements of magic, it's base Magik, and turn it into precisely what they need, when they need it. It is a study, much like that of a wizard, but it takes one strong of both mind and body to truly bend reality to their whims.

Magik and Magic

Most people in the world are familiar with magic, even if it's from a traveling bard or a local priest. Few, however, have done nearly enough study to understand Magik, and even the wizards that likely have only look upon it on a cursory level. After all, why keep experimenting when the spells already exist?

Magikers are the true tinkerers of the magic world. Not content with spellbooks or trappings of power from the divine, Magikers take the very building blocks of magic, Magik, and turn them into precisely what they need for any occasion. Why follow someone else's blueprint, after all, if you can do anything you want with your own?

Primordial Roots

Some people say that the first Magikers were the gods themselves as they shaped the universe. Others claim it was the Titans, ancient and powerful elementals that formed the elemental planes from which all others spring. Still more claim that it is an invention of the mortals who couldn't leave well enough alone, with many races blaming others for the practice coming about.

Whatever the source of the technique, it is true that Magikers tap directly into the elemental planes themselves to gain the energy for their spells. Those whose ancestry eventually leads back to an elemental or djinn, a celestial or from realms beyond, often find their ability to tap into their home plane easier.

Perhaps the fear people place in magic for an eventual destruction is not too far off, but for a Magiker, what could be more intoxicating than the chance to build something never seen before?

Magiker
Level Proficiency
Bonus
Magik Points Point Max Features Attuned Elements
1st +2 4 2 Magikraft, Basic Elements, Basic Shaping, Elemental Attunement 2
2nd +2 6 2 Advanced Elements, Advanced Shaping 2
3rd +2 14 3 Magiker Focus 3
4th +2 17 3 Ability Score Improvement 3
5th +3 27 5 4
6th +3 32 5 Magiker Focus Feature, Basic Element Mastery 1 4
7th +3 38 6 Harmonious Conflict 5
8th +3 44 6 Ability Score Improvement 5
9th +4 57 7 6
10th +4 64 7 Magiker Focus Feature 6
11th +4 73 9 Basic Element Mastery 2, Advanced Element Mastery 7
12th +4 73 9 Ability Score Improvement 7
13th +5 83 10 8
14th +5 83 10 Magiker Focus Feature 8
15th +5 94 11 8
16th +5 94 11 Ability Score Improvement 8
17th +6 107 13 Basic Element Mastery 3 8
18th +6 114 13 Magikraft Mastery 8
19th +6 123 15 Ability Score Improvement 8
20th +6 133 15 One With Magik 8

Creating a Magiker

When creating a Magiker, consider how your character came to understand the power they hold. Did they study in a school of magic, eventually deciding they could do more? Did they happen upon the knowledge in a stolen tome lifted from a drunken adventurer? Do they believe that every shift in The Weave is bringing them closer to a direct contact with the divine? Or might they not even realize what kind of power their studies have unlocked?

Think carefully about how you want the world to see you. Do you want to pass yourself off as just another cleric, bard, or wizard? Do you want them to know your work when many won't begin to understand? Do you walk a solemn path of discipline with your power? Or does reality bend to your every fleeting whim and fancy?

Quick Build

You can make a Magiker quickly following these suggestions: First, make Intelligence your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

Hit Points


  • Hit Dice: 1d6 per Magiker level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Magiker level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, quarterstaves, slings, and light crossbows

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, or Religion.

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack

Magikraft

Magic(k) Spells

Magikraft is the process of shaping Magik into magic, creating Magic(k) Spells. All it takes is one tiny Mote of Magik, a glowing dot in the palm of your hand, around which you wrap elements and shape effects until you have the perfect spell for the situation.

The mental acuity required for this feat requires a lot of study and work, but the power it can unleash is devastating. The powers you wrap around this Mote come in the shape of Basic and Advanced Elements, and the energy required to shape the spell is represented by Magik Points.

Magic(k) Spells fall under many of the same rules as normal spells. They can be dispelled with dispel magic, suppressed in an anti-magic field, and may be counterspelled by a caster using a spell slot of similar magnitude to the amount of points being spent on the Magic(k) Spell. (For reference, please look at the Spell Points variant rule in the DMG, page 288)

Unless shaped otherwise, all spells created with Magikraft are cast as an action and instantaneous in duration.

Magik Points

Beginning at 1st level you gain access to Magik Points. You may spend a number of Magik points on a Magic(k) Spell up to the number in the Point Max column. You may cast more than one spell in a turn, so long as you have the points and ability to do so. You regain any expended Magik Points at the end of a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your magiker spells, as you use your study and logic to piece together the basic building blocks of Magic(k). You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magiker spell you cast and when making an attack roll with one.

Magic(k) Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier

Magic(k) Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Magic(k) Focus

An arcane focus is your spellcasting focus for Magiker spells. As your spells do not have components, you cannot use a component pouch. Magikers often place their focuses in gloves to hold the Mote, or use orbs to capture it for each spell. Functionally, however, they are the same as those used by Wizards.

Basic Elements

Magikraft is broken down into 4 Basic Elements: Fire, Water, Air, and Earth. You may attune to these elements at level 1. Using a Basic Element has no cost, but saving against the effect causes it to deal no damage and have no effect in its base form.

Element Range Effects Saving Throw
Fire 15 ft cone 1d8 fire damage Dex
Water 30 ft line 1d4 cold damage, push targets up to 10 ft or knock targets prone Con
Air 30 ft 1d6 slashing damage, move target 5 ft Str
Earth 60 ft 1d10 bludgeoning damage, Magic(k) Spell Attack

Basic Shaping

You are able to shape your Magic(k) Spells in the following ways, beginning at 1st level. Each shaping comes with a Magik Point cost as shown. You may pick the same option more than once, so long as you don't go over your maximum points for a single spell. Once you spend Magik Points on a spell, it becomes a Magic(k) Spell. If you succeed on a saving throw against a Magic(k) Spell it still does half damage, though all other effects are ignored.

Change Shape (1 Magik Point). Choose whether a spell is a 15 ft cone, a 30 ft line, or a single target spell with a range of 60 feet. If it becomes single target, use a spell attack when using the spell if it does damage. If it changes to a line or cone or does not do damage, use saving throws as follows based off of the damage type or effect of the spell:

Damage Type Saving Throw
Shove, Prone, or Grapple effects Strength
Acid, Force, Fire, Lightning, Bludgeoning, Piercing, Slashing, Restraining Effects Dexterity
Cold, Poison, Radiant, Necrotic, Thunder, Stun Effect Constitution
Psychic Intelligence
Charm, Sleep, Paralysis, other non-damaging effects Wisdom
Banishment Charisma

Combine Elements (1 Magik Point) You may combine any two non-conflicting elements using both of their effects

and damage types at once. You may choose between the range options when combining their effects, and whether a single-target spell makes a spell attack (if using Earth) or uses a save. Area of effect spells always force a save against their effect. If you combine more than one element into a spell, it cannot conflict with any other elements already present within the spell.

Element Conflicting Element
Fire Water
Air Earth
Life Death
Energy Null

Increase Element (1 Magik Point) Increase the damage of your chosen element by 1 die, or double the distance of a non-damaging effect (such as the push from a spell, or how far difficult terrain spreads).

Basic Elemental Swap (2 Magik Points) You may change the damage type of any spell to any of the following: Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Poison, Slashing.

The Results of Shaping

Think carefully about how your spells may change based on how you shape them. For example: A combined earth/water spell that does piercing damage may appear as an icicle that pins the target's leg to the ground, while a fire/earth spell could be a spray of molten rocks.

These spells should be as unique and flavorful as your character. Feel free to style them to fit your personal flair.

Elemental Attunement

While some day you will master every last Element of Magik, at 1st level you have to start small. At the end of a long rest you may attune to any 2 non-conflicting Basic or Advanced Elements you have access to. You may only use elements you are attuned to in spells you cast, either as the base element or as combined elements. This number increases according to the Attuned Elements column.

As an action you may create harmless sensory effects based off of the elements you are attuned to (sparks of flame, light breezes, sounds, or smells, thundering booms, rumbles in the ground, creating about a cup of water...). The range of these effects is 30 feet. You may also create light as though with a candle if attuned to fire or move an unattended object lighter than 5 pounds 5 feet as an action, or an item lighter than air (such as a piece of paper) 30 feet if attuned to air.

Advanced Elements

Beginning at 2nd level you have access to the advanced

elements of Magik. These are Life, Death, Null, and Energy. These elements cost 2 Magik Points to use on their own, but may be combined with Basic Elements or other Advanced Elements for 1 point.

Element Range Effects Saving Throw
Life Touch 1d8 healing Wisdom
Null 30 ft 1d6 temporary hit points Str
Death 20 ft radius (centered within 60 feet) 1d8 necrotic damage Con
Energy 120 ft 1d12 force damage, Magic(k) Spell Attack

Advanced Element Combinations

Unlike with the basic elements, advanced elements do special things when they are combined, as follows:

Life. Attacks do non-lethal damage with the life element infused, auto stabilizing anyone dropped to 0 hit points by the spell. If combined on a spell that does no damage, it can be used to heal.

Null. Null can be used to give resistance to an energy type. Fire for fire, cold for water, lightning for air, and acid for earth. It can also give resistance to necrotic when used with death, or poison when used with life. When increased, it can give resistance to non-magical bludgeoning, piercing, or slashing.

Death. Death's damage type always changes to the element it is combined with. These attacks may only be Area of Effect.

Energy. Energy's damage type always changes to the element it is combined with. All damage dice in the spell go up one size (d4 -> d6 -> d8 -> d10 -> d12). However, the only shapes they may take are single-target or lines.

Advanced Shaping

Beginning at Level 2, the following options are unlocked for your shaping desires.

Speed Spell (1 or 2 Magik Points) You may cast a spell faster than usual, either as a bonus action (1 point) or as a reaction to being targeted by an attack or taking damage (2 points).

Increase Range (2 Magik Points) Double the targeting range of an spell. If it is a single target spell, you may instead choose an additional target. Roll spell attacks/saves separately for each instance of the spell.

Illusory Spell (1 or 2 Magik Points) Your spell does no damage, but instead creates an illusion of an effect that lasts until the beginning of your next turn. The type of image created is based off of your initial elements used. For 2 points, the spell may also deal damage to those who fail the save, based on the other compositions of the spell.

Creatures must make an Intelligence (Investigation) check against your spell DC to see through the illusion. They save against any damaging effects using the saves from the table on the previous page.

Advanced Elemental Swap (2 Magik Points) You may change the damage type of any Magic(k) Spell to the following: Radiant, Necrotic, Force, Psychic, or Thunder.

Lingering Spell (1 Magik Point) The effects of the spell last 1 turn longer than usual. Effects that would end at the beginning of your next turn now end at the beginning of the following turn. Roll the damage of the spell again, but all targets still in the area take half the number rolled, rounded down.

Increased Duration (Varies) You may increase how long a spell lasts, making it a concentration spell. For 1 point, it lasts a minute. For 2, an hour. For 3, 8 hours. For 4, 24 hours. For an additional 2 points, you don't need to concentrate on the spell.

When you use this feature, you activate the spell on each turn with the same rules as the original casting. If the spell is Illusory or contains the Null element, no action is required to maintain the effect. (An action may be required to give more temporary hit points or activate other effects, such as damaging illusions. These will follow the original rules of the spell.)

Magiker Focus

Beginning at 3rd level you have been playing with the forces of the universe for long enough to begin to specialize. You may pick from the Unstable Magiker, the Elemental Engine, the Arcane Warden, the Dark Magiker, or the Creationist (detailed at the end of the class).

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your 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.

Basic Element Mastery

When you reach 6th level as a Magiker, you are used to the use of your basic elements. You may choose to apply the Increase Element shaping option to your spells once for free so long as they use a basic element. You may apply it twice at 11th level, and three times at 17th level.

Harmonious Conflict

Beginning at 7th level, you are no longer restricted to attuning to non-conflicting elements.

Advanced Element Mastery

When you reach 11th level as a Magiker, you have a greater mastery of not just the basic elements, but their advanced counterparts. Instead of applying the bonus from Basic Element Mastery You may instead choose an advanced element as a base for your spell with no cost. You may do this a number of time a day equal to your Constitution modifier, regaining all uses on a long rest.

Magikraft Mastery

When you reach 18th level as a Magiker, you attain true

mastery over the elements. You may add any one Basic Shaping option into a spell effected by your Basic Element Mastery or Advanced Element Mastery for free. You must follow all other restrictions of the combining as normal.

One With Magik

When you reach level 20, you have truly unlocked the secrets of the universe. As an action, for 1 minute, you enter a state of transcendence, tapping into the Magik within everything around you.

  • You gain a pool of 3 Magik Points each turn which can be used and don't count towards your maximum points on a single spell.
  • You gain resistance to all magical damage and advantage on saving throws against spell effects.
  • Enemies within 10 feet of you have disadvantage on saves against your spells.

At the end of the minute, you may spend 7 Magik points, otherwise, you gain a level of exhaustion as the strain of tapping into the primal forces of the universe wracks your body. You may not enter this state again until you finish a long rest.

Magiker Focuses

Unstable Magiker

An Unstable Magiker doesn't believe in things like boundaries or hard rules of the universe. There's only the unending progress to be found by using Magik in its very basest form.

Those who become Unstable Magikers aren't necessarily driven by power or destruction, but often want to test the boundaries of everything around them. While there are great dangers to be found down this path, great rewards await as well.

Unstable Combinations

Upon choosing this focus at level 3, an Unstable Magiker gains the ability to attune to and combine Conflicting Elements. No element combination is off-limits for you, and Energy element spells are not limited to single-target or lines. However, this does come with some unpredictability.

When you combine conflicting elements, or when you try to make an Energy spell a shape other than a single-target or line, roll a d10. Add the result of this roll to the damage/healing of the spell. On an odd number, the spell does damage and effects based off of the first element. On an even number, it does damage and effects based off of the second. You may still use the range of either one, as normal.

On a 10, all numbers are maximized on the dice, and the spell functions exactly as how you want it to, dealing one or both damage types. On a 1, the spell backfires. You take force damage equal to the damage/healing the spell would have done, and all targets in the area take the same damage, though they are treated as having resistance to it. You cannot mitigate the damage to yourself in any way.

Also at level 3, you may use a bonus action to teleport to any space you can see, up to your movement speed, instead of moving. You may also, as an action, attempt to teleport yourself or one object or willing creature you touch 10 feet, even into spaces you cannot see. If the space is occupied or not free, the magik fails, and both you and any object or person you're trying to teleport take 1d10 force damage.

Unstable Combinations Explained

Magik is a primal force, but the basic rules of it are those of polar opposites. Forcing those opposites together causes the Magik to want to take on the form of one or the other. For example, combining Air and Earth, you create a Magic(k) spell with a range of 60 feet that does 1d10 bludgeoning and 1d6 slashing damage, with a saving throw to move the target 5 feet in a direction. You then also roll a d10.

On an odd number, you would do nothing but slashing damage, and they'd have to save against being moved. On an even number, you would do only bludgeoning damage, but the target wouldn't have to make the save. On a 10, the spell would do 26 slashing, bludgeoning, or a mix of both damage types and the target would have to save to move. On a 1, both you and the target would take the spell damage as force damage.

Another example is a spell consisting only of Life and Death. This is truly a gamble, as an odd roll would heal everyone within a 20 foot radius, and an even number would damage them with necrotic energy. On a 1, the area is bathed in force damage and you take the damage as well. On a 10, you can choose whether to heal or hurt each individual target at your discretion.

While this may seem like a dangerous gamble, the added damage may be worth it, and it gets mitigated if you combine advanced and basic elements. For example, combining Fire, Death, and Life will create an area that does 2d8 fire damage, targets a 20 foot radius within 60 feet, and causes non-lethal damage to those within its range. On any number but a 1, the spell functions normally, but on a 1, it instead damages you and all targets in the area.

Unstable Magikers have some inherent risk in what they do. But for those who know how to mitigate it, or when it's worth the gamble, the results can be extraordinary.

Strengthened Conflicts

When an Unstable Magiker of 6th level casts a Magic(k) spell with conflicting elements, they may add their Intelligence modifier to the damage of that spell.

Additionally you may, as a bonus action, replace any elements you are currently attuned to with any elements you're currently not attuned to. You can do this once, then must complete a short or long rest before using this ability again.

Weakened Fabric

At 10th level, the fabric of the universe starts to bend to

your will. You may add one conflicting element to any Magic(k) Spell for free. You also gain the ability to activate a Prismatic Blast, a Black Hole, and Teleportation, each described below.

Prismatic Blast. You may spend 7 Magik Points as an action to combine all elements at once. If you do, roll 2d10. If either roll is a 10, all dice are maximized as normal. If either roll is a 1, the spell backfires. Both may be true at once. This combination does 8d12 damage to all targets in a 30 foot cone or a 20 foot radius centered on a point within 120 feet, and may be of any damage type, rolled for each target with a d12 on the table below. Targets roll saves based on the damage type that was going to hit them. Creatures damaged must roll a Wisdom Saving Throw or be stunned for 1 turn after experiencing the blast.

Number Damage Save
1 Slashing Dexterity
2 Cold Constitution
3 Psychic Intelligence
4 Fire Dexterity
5 Piercing Dexterity
6 Acid Dexterity
7 Lightning Dexterity
8 Thunder Constitution
9 Poison Constitution
10 Bludgeoning Dexterity
11 Radiant Constitution
12 Necrotic Constitution

Black Hole. When you use both Null and Energy in the same spell and it doesn't backfire, you may create a small tear in the fabric of the universe. Choose any point within the spell's range (or the target's space if it was a single-target spell). Creatures within 10 feet of that space must roll a Strength save or be pulled 5 feet towards it.

Those within 5 feet of the space that fail the save take an additional 1d10 force damage. The tear remains through effects like lingering spell, pulling on any creature that ends its turn within 10 feet of the tear and doing half damage, rounded down. If used on a concentration spell, the tear may be moved or reactivated using the same rules as the original spell.

Teleportation. When you use both Null and Energy in the same spell and it doesn't backfire, you may transport yourself and one object or creature no larger than you with you to any point within range of the spell.

Alternatively, you may choose to try to teleport the target of your spell. Select one creature targeted by the spell. It must succeed on a Charisma save or be transported up to the range of the spell to any position you can see. If the spell is an area effect, you may target additional creatures for teleportation by spending 2 Magik Points per additional target.

If used on a concentration spell, you may choose to teleport a target using the same rules as the original spell.

Unstable Genius

At level 14 you have finally figured out the true power of unstable combinations. You roll 2d10 when you combine conflicting elements, adding both to the damage and choosing which result you would like when you cast the spell.

In addition, you may spend 4 Magik Points as an action to open a small hole into a pocket dimension that lasts for 1 hour. This space may hold up to 64 cubic feet of items weighing no more than 500 pounds. The hole may change to fit any item pushed into you, and you may choose if the dimension has air or not. When the hole closes, the items are not lost, and you may retrieve any item from it as an action, though you may not stow the item again until you reopen the hole. All items fall to the nearest empty space to you if you are killed.

You may instead spend 7 Magik Points to open your own personal pocket plane for 8 hours. The plane opens through a portal that can allow any medium or smaller creature to enter unhindered. You choose how the plane looks, the weather, the temperature, and all other factors. However, its dimensions may be no larger than 120 feet by 120 feet by 120 feet. You may choose to have your pocket dimension items available here.

All creatures and objects not stored in your pocket dimension are expelled from your pocket plane at the end of 8 hours, or when you decide to close the portal.

Elemental Engine

An Elemental Engine is a force to be reckoned with. Dangerous and forceful, like a firestorm spread by a whipping wind, it is sometimes claimed that a Magiker is the source of all the world's bad weather

In truth, unlike a Druid's use of the elements to be in tune with nature, an Elemental Engine rips the very elements from their native planes and thrusts them into the world

Whatever drives a Magkier to become an Elemental Engine, they have access to the raw power of the basic elements at a level that makes all others tremble.

Back to Basics

At 3rd level when you pick this focus you gain a sharper clarity of the basics of Magikraft. So long as you have 1 Magik Point in your pool, you gain 1 free Magik Point at the start of each round. It may be used on any Basic Element or Basic Shaping option. This increases to 2 at 6th level, 3 at 10th level, and 4 at 14th level.

So long as there are no Advanced Elements or Advanced Shaping options being used, you gain an additional point to be used on that turn. Both are refreshed at the start of your next turn. These points count towards the Point Max limit per spell.

You also focus on truly shaping your spells. For 1 Magik Point, you may designate a single target within the area of your spell that ignores all effects of the spell. You may spend multiple points on this, choosing a new target each time, and this counts as a Basic Shaping option for you.

Fan the Flames

When an Elemental Engine of 6th level casts a Magic(k) Spell using only Basic Elements, they may add their Intelligence modifier to the damage of that spell

In addition, for 2 points you may summon a Mephit as your familiar, a small show of your elemental power. It may be a Dust, Steam, Smoke, Ice, Magma, or Mud Mephit, though they lose any innate spellcasting ability they had. The Mephit follows all rules of the Find Familiar spell, but you may also use your action to allow your Mephit to attack or use its breath weapon, which recharges in 1d6 rounds instead of on rolling a 6.

You may also use 1 Magik Point to use your Mephit's Breath Weapon as a bonus action on your turn, whether it was recharged or not. This counts as a Basic Shaping option for you.

Explosive Engine

At 10th level the power of the Elemental Engine makes itself known. Nobody can run or hide. When you only use Basic Elements in your Magic(k) Spell, all damage dice on the spell go up a size.

(d4 -> d6 -> d8 -> d10 -> d12)

In addition, you gain access to the following shaping options when only using basic elements. These options count as Basic Shaping options for you:

Sightline. (2 Magik Points) The range of your spell is sight

Unerring. (5 Magik Points) Any spell that targets only one target with a spell attack hits without rolling to attack. Any additional effects are still saved for as usual.

Blast Zone (1 Magik Point) Your spell affects a 20ft radius targeted within the range of the spell.

Elemental Gate

At 14th level your attunement to the elemental planes becomes complete and you are truly able to channel them through you. When a spell deals damage using a Basic Element, you may spend up to 9 Magik Points as a reaction to summon an elemental matching one of the elements in the spell.

This Elemental must be of CR less than or equal to the number of Magik Points you spent to summon it and is friendly to your and your allies.

You may maintain concentration on this elemental for free, allowing you to concentrate on other spells, however, if you take damage while concentrating on another spell while this elemental is conjured, you roll concentration with disadvantage. If you fail concentration on one die, but succeed on the other while rolling disadvantage, you may choose to lose the other spell or the elemental.

Only one elemental may be summoned this way at a time. The elemental appears in any unoccupied space within range of the spell and rolls its own initiative, acting on its own turn following your verbal commands (no action required). It remains for 1 minute or until you lose concentration or send it back as a free action.

You may choose, at the end of the minute, to spend 2 Magik Points to make the elemental last for an hour, however, you must concentrate on it as normal when you do. In addition, if you lose concentration during this time, the elemental turns hostile and may attack you or your allies. When you lose concentration, you may spend 2 Magik Points to immediately send the elemental back to its plane.

You may use this ability a number of times equal to your Constitution Modifier (minimum of once), and regain all uses after a long rest.

Arcane Warden

An Arcane Warden is one who uses Magik to protect others. Whether they are creating shields, walls, or banishing those that shouldn't be on this plane, Arcane Wardens use the raw strength of Magik to keep their homes and their friends safe.

Those who choose the path of an Arcane Warden wish to keep their friends and world safe. Whatever their background, they know the value of safety.

Arcanist Study

At 3rd level, upon choosing this focus, and Arcane Warden is able to cast Magic(k) Spells with Advanced Elements as their base for 1 Magik Point instead of 2.

In addition, you may use Null as a base to grant temporary AC instead of temporary HP. When you do so, pay 1 additional point and increase the AC of any targets of the spell by 2 for the spells duration. You may only do this once and may not increase the AC given by the spell (using Increase Element instead gives Temporary HP as normal).

You also know the value of information and how to get it. While attuned to Null you may spend 1 Magik Point to cast Detect Magic, following all the rules of the spell. While attuned to Life, you may spend 1 Magik Point to know the location of all living creatures within 30 feet of your location for up to 10 minutes, even through walls, as long as you maintain concentration. You may instead target 1 creature, who must make a Constitution Saving Throw. On a failure, you know their location and distance from you for up to 1 hour. This doesn't reveal invisible creatures, but lets you know what space they are in. This ability has no effect on and doesn't reveal elementals, undead, or constructs.

Warden's Touch

At 6th level an Arcane Warden using a spell with an Advanced Element as the base may add their Intelligence Modifier the result of any dice rolled as part of a spell.

Arcane Countermeasures

At 10th level, you gain insight into not just the more complex areas of Magik, but the best ways to bring battles to an end without harming anyone. You may apply the effects of Basic Element Mastery to spells with an Advanced Element as the base.

In addition, you gain the following options to spells using Null or Life as their base.

Wall (3 Magik Points) Spells with Null as their base can form a wall 5 feet wide, length 30 feet, height 10 feet. Any dice rolled as part of the wall can be increased with the Increase Element shaping option. Other effects of the wall are based on the combination, as follows:

Element Range Effects
Fire 10 ft (One Side) 1d8 fire damage, Dex save halves.
Water 5 ft Wall of Ice, 1d10 HP per 5 foot square, difficult terrain
Air 10 ft Disadvantage to hear in range. Ranged attacks have disadvantage.
Earth 2d12 Wall Health per 5 foot square
Life Wall of thorns, 2d4 damage to move through, difficult terrain
Null Wall of Force, 1d6 wall health per 5 foot square
Death Wall of Shadows, Con save or gain exhaustion level when moving through.

Control (Varies) Spells with Life as the base can change the minds and bodies of allies and enemies, as follows:

Element Effects Saving Throw Cost
Fire Blinds and reveals invisible creatures, advantage to hit revealed targets Dexterity 2
Water Poisons and knocks prone target Constitution 3
Air Turns target invisible Constitution *
Earth Restrains target Strength 2
Life Charms target, and they follow your orders Wisdom 3
Null Paralyzes target Wisdom **
Energy Gives effects of the Haste or Slow spell to the target Wisdom 5

*Costs 3 if broken by attack or casting of a spell. Costs 7 if not broken by those.

**Costs 3 if humanoid and 7 if non-humanoid

Arcanist's Actualization

At level 14 an Arcane Warden realizes the true extent of their Advanced Magiks. You may spend 6 Magik Points to cast Banishment on a target, as per the spell. If a creature would make the save, you may choose to have them reroll, taking the lower of the two rolls. You may make creatures reroll a number of times per day equal to your Constitution Modifier.

In addition, you may cast the spell Guards and Wards once per day without expending any spell slots or materials. This area may be inside or outside, and may include any of the options listed in the spell or a spell created with your Magikraft.

Dark Magiker

A Dark Magiker knows that Light is not Good, and Dark is not Bad. They study the darker parts of Magik, twisting even Death itself into a force for good... or at least, for their gains.

Dark Magikers are often met with distrust, mistaken for a Necromancer more often than not. But Dark Magikers know they are more... so much more.

Dark Materials

Beginning at 3rd level, any Magic(k) Spell cast by a Dark Magiker treats Death as a Basic Element.

In addition, when combining spells with Death you may choose to maintain its necrotic damage instead of changing it to match the element it mixes with.

Also, when you mix Death and Energy you may spend 1 additional Magik Point to create an area of magic(k)al darkness in a 20 foot radius around the target, ending at the start of your next turn unless you extend it.

You also gain the ability to summon a familiar, as with the Find Familiar spell, but it is undead instead of a beast, and looks so, often taking a dessicated or skeletal look. You may summon the familiar once for free at the end of a long rest, or for 1 Magik Point as per the spell.

Enlightened Reading

Beginning at 6th level you learn that darkness is not necessarily bad, and light is not necessarily good. You may add your Intelligence Modifier to any spell using Death as an element. Also, you may choose to deal radiant damage instead of necrotic damage when casting Death spells.

You also may spend 1 point to cast a magic(k)al light that emanates from an object you touch. This light lasts for 1 hour and emits a strange, sickly glow for 20 feet of bright light and 20 feet more of dim light. You have advantage to notice undead, corpses, and remains, as well as any magical item that gives off a necromancy aura, within the light.

Dark Matter

Beginning at 10th level you begin to truly unlock the power you've been reading up on. When you combine Death and Energy elements, you may choose to damage all creatures when you create the area of darkness, instead of targeting only one.

While there is an area of magic(k)al darkness within 120 feet of you, you may spend 3 Magik Points as a bonus action to condense it, turning it from dark to light. All creatures within the area must make a Constitution saving throw or take 2d12 radiant damage, gain 1 level of exhaustion, and be blinded for 1 minute as the darkness erupts into a piercing green light. Creatures who make the save take half damage and are not blinded or exhausted. Creatures may save against the blinding effect at the end of each turn, ending it on a success. The area of light is considered bright light, and attacks on creatures within it have advantage. This area of light disappears when the area of darkness it was would have disappeared. This is considered a Death spell effect.

You also gain access to this Advanced Shaping option using the Death element as a base:

Reanimate (3+ points) One corpse or set of remains within 30 feet of you rises as a Skeleton or a Zombie (Your choice) under your control. Targets act immediately after you on your turn and follow your verbal commands (no action needed). You may spend additional points to target additional corpses to raise (1 point per corpse) or raise the CR of the creature raised by 1 (2 points per CR). They collapse at the beginning of your next turn unless you spend points as normal to extend the spell.

The DM may rule that it takes more than one corpse to create creatures of higher CR greater than medium size. If that is the case, you do not need to pay for the additional targets, just the additional CR.

Any Death spell you cast that would do damage to creatures you have reanimated heals them instead.

Our Darker Purpose

Beginning at 14th level the true power of the dark magik you study reveals itself to you. You gain resistance to necrotic and radiant damage. You may also cast the base Reanimate shaping option on a number of targets equal to twice your Constitution Modifier (minimum of twice) per long rest without paying the 3 points (they still count towards the Point Max).

If you only create skeletons or zombies with this ability, you need not concentrate on them, and they last until destroyed or you complete a long rest, at which time they collapse into remains unless you expend a use of this feature to continue animating them.

In addition, if you are within the area of one of your Death spells you may gain temporary HP equal to any damage you would take from the spell for 1 minute. You may use this feature a number of times equal to your Constitution Modifier (Minimum of once) and regain all uses after a long rest.

Creationist

Creationists believe that the world was crafted, quite obviously, through Magik. It may have been focused by a goddess or gods, but Magik itself was the force from which the world sprung. How do they know? Well... They have proof.

A Creationist focuses on being able to bring matter into being. The basic elements spring from them like a fountain, and they use that power to shape the world as they see fit. Some think of them as power-mad, but if you could move mountains, you'd be full of yourself too.

Elemental Fountain

Beginning at 3rd level, the Creationist gains the ability to create elements at a whim. You gain access to the Mold Earth, Gust, Shape Water, and Control Flames cantrips, and may cast them so long as you are attuned to the corresponding element. They otherwise follow all the rules of Magic(k) Spells.

You may also create small amounts of the element as you move as harmless effects, such as a cooling breeze as you walk, leaving behind a trail of dirt, mud, or water, or creating a slightly raised area of earth to keep your feet from getting wet in a swamp.

In addition, you gain the ability to, as an action in a space within 30 feet of you, create up to a 5 foot cube of any Basic Element you are attuned to a number of times equal to your Constitution Modifier (Minimum of once). This includes being able to make enough water for an adventuring party for the day, split straight into their containers. Any element created this way immediately is subjected to the forces of nature (water flows, air and fire disperse, and earth settles into a pile). You may also create this effect in the space of a creature, having the following effects on a failed save. Any damage is halved on a successful save, and the other effects ignored.

Element Effects Saving Throw
Fire 1d10 fire damage, and any creatures or unattended objects catches fire, taking 2d6 fire damage at the start of its turn. Dexterity
Water 1d8 cold damage, and any creatures or unattended objects are pushed 10 feet in a direction of your choice. Constitution
Air 1d8 slashing damage, and any creatures are deafened for 1d6 rounds (May make the save at the end of their turn to negate) Constitution
Earth 1d10 bludgeoning damage and any creatures are restrained unless they use an action to pass an Athletics check vs your spell DC Strength

Inspired Touch

At 6th level the touch of inspiration hits you. Any effect you create with your Elemental Fountain ability adds your Intelligence Modifier to its damage. In addition, you may now shape the effects of your Elemental Fountain ability with Increase Element, either increasing the damage or increasing the area by a connected 5 foot cube for each point spent on shaping. When you run out of free uses, you may also spend 1 Magik Point to use the Elemental Fountain ability.

Masterstroke

At 10th level, you have figured out more fine-tuning of your abilities, able to cast the Creation spell by spending 7 Magik Points on it, with the difference that any object created of stone or crystal also lasts for 1 day instead of 12 hours.

In addition, when creating an element using your Elemental Fountain ability, you may spend 1 Magik Point to create an additional cube at the same time of the same element, and may create any number of additional cubes equal to your maximum points you can spend in 1 turn.

You may also spend 1 Magik Point to solidify any use of your Elemental Fountain ability, including all additional cubes created at the same time, allowing the element to hold its shape instead of spilling out after creation. Water will flow in that area, Earth will remain solid and defy gravity instead of falling into a pile of dirt, a small cyclone will fill the space, or a raging fire will burn with seemingly no fuel. Any element retains its shape and area of effect for up to 1 minute, requiring no concentration, and may be given over to the laws of nature at any time as a free action. Anyone entering the area must make a save against the damage and other effects, barring an area of Earth, which they cannot enter.

An area of Earth will hold any amount of weight for that minute, provided the creature or source of weight is not larger than the area of Earth. If the creature or source of weight is, the area of Earth collapses immediately.

Elemental Fountain, Increase Element, and Masterstroke

When you create additional Elemental Fountain cubes with Masterstroke, you do not copy any instances of Increase Element on the first cube. However, if you solidify an instance of Masterstroke, you do solidify all cubes created at the same time, not just the first.

Moving Mountains

At 14th level, a Creationist truly understands the power at their command, and they know how to use it. You may cast the following spells, expending Magik Points equal to their spell level to do so: Move Earth, Wind Walk, Water Walk, Water Breathing, Transmute Rock, Pyrotechnics, and Passwall.

In addition, you may create stone as well as dirt when creating Earth with Elemental Fountain and may cast Stone Shape on any area stone cube created by yourself for free. Stone created with Elemental Fountain will maintain its shape in the air so long as it is supported every 30 feet by a pillar, column, archway, or other support structure equal to the material from 1 cube of stone from Elemental Fountain. You may also spread out any Elemental Fountain effect into a wall, plane, or other winding shape, so long as its dimensions cover the same volume as a 5 foot cube. The effects from Fire, Water, and Air must fill at least a 5 foot tall, 1 foot wide area to cause damage or require a save. Stone created by Elemental Fountain has an AC of 15 and 30 hit points per inch of thickness.

Quick Volume Calculations

A 5 foot cube has a volume of 125 cubic feet. This means you could easily make a wall 25 feet long, 5 feet high, and 1 foot thick, or 10 feet high, 25 feet long, and 6 inches thick. If you get creative with your fountain, you can cover a lot of ground!

Multiclassing

To multiclass into Magiker you must meet the following requirements:

Constitution 13 and Intelligence 13

You do not gain any proficiencies when you multiclass into Magiker.

Multiclassing and Spells

Spells may be converted into Magik Points, and Magik Points into spells, following the DMG rules on spell points. This requires no action on the part of the caster.

Art Credits:
  • The Four Elements - Artist Unknown
  • The Elementalist - Mage Wars Academy
  • Magic Elements Chart - Justin R.R. Stebbins / Wulfgard.net
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.