New Classes for D&D®Copyright © 2001 by Bob HallReturn to D&D® Contents
ClassesCooking Magician Prestige ClassCooking magicians are artistic practitioners who weave magical effects through the ritual preparation of food. Their mystical formula for cooking edible foods and properly combining servings allow them to cast magical spells over the diners they serve. They understand the properties of food and how it affects the person to a degree unknown to ordinary cooks. These abilities are considered invaluable to those who possess the means to hire a cooking magician, and thus they readily find employment among the houses of nobility. Most cooking magicians begin as an apprentice to an accomplished cook, and soon discover they have an unusual gift for the preparation of food. Their experiments in the cooking of new and creative meals lead them to seek out the halfling settlements where cooking magery is taught. There they undergo intense study of all aspects of food and cooking, and many find they must undo earlier misconceptions about the art. Their physical cooking skills are practiced under a variety of difficult conditions, so that they become capable of distinguishing what elements of their art are truly fundamental. They also have their sense of taste and smell practiced and elevated to an uncommon degree, so that they can readily detect subtleties of food that normally go undiscovered. Among the settled races only the halflings are normally blessed with the gift for this level of culinary discrimination, and so they have become the true masters of the art of cooking magic. These masters are expected to maintain a strict code of secrecy concerning the secrets of cooking magic, a thus far unbroken pact of silence that is rarely to be found among halflings. As such little knowledge of this ability is known beyond the lands of the Halflings, and many mistakenly perceive a cooking mage as merely a master chef. These halfling masters are careful to maintain this fiction, often attributing the effects of their meals to divine factors or other mystical causes. Hit Die: d6. RequirementsTo qualify to become a cooking magician, a character must fulfill
all of the following criteria. Class SkillsThe cooking magician's class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Innuendo (Wis), Knowledge (nature) (Int), Listen (Wis), Perform (Cha), and Profession (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier.
Class FeaturesAll of the following are class features of the santa prestige class. Weapon and Armor Proficiency: Cooking magicians are proficient with all simple weapons. They are also proficient with any kitchen tool suitable for use as a weapon. They are not proficient with any type of armor or shields. Spell Meals: Cooking magicians have the ability to prepare meals that produce effects comparable to spells. Each type of meal mastered by a cooking magician produces a single spell-like effect. The number of spell meals known increases with the level of the character in the prestige class. The specific spell-like effects must be chosen at the time the level is gained. Each spell meal requires a properly equipped kitchen, a set of ingredients, and a full hour of steady work to prepare. Up to eight full spell meals can be properly prepared during a cooking session, plus four additional meals per level of experience in the prestege class. The served meal is magical in nature and can be detected by a detect magic spell or equivalent magic. In order for a spell meal to take effect it must be consumed while still hot and fresh, so the potency of the meal will last for at most one hour. Spell meals take effect more slowly than a normal spell, requiring ten minutes after the consumption of the meal is begun before it will be activated. The targets of the spell are all of the individuals consuming the meals, and the range is not a consideration. The magical effect of the spell lasts longer than normal, so any spell with a duration in rounds will instead last the same number of minutes. Likewise a duration in minutes will last the same number of hours. Spells with a duration of an hour or more, or those with an instantaneous duration, retain their normal duration. Finally all components required by the spell are automatically met by the preparation of the meal. To learn or prepare a spell meal, a cooking mage must have an Intelligence score of at least 10 + the spell's level. A cooking magician's bonus spells are based on Intelligence (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player's handbook.) The magic in spell meals is more difficult to resist than for a cast spell. The Difficulty Class for saving throws against cooking magician spell meals is 15 + the spell's level + the cooking magician's Intelligence modifier. Lesser Scent: The cooking magician can identify scents in a manner similar to the scent ability of certain creatures. However the range of this scent ability is limited to half the normal amount and any DC ratings are increased by +5. Heat Endurance: At 2nd level a cooking magician is able to function in even the hottest kitchen without difficulty. He automatically withstands heat sources as if affected by the endure elements spell cast by a 1st level cleric. Artistry: At 3rd level a cooking magician can wield kitchen implements with phenomenal skill. He gains the weapon finesse proficiency with any kichen implement he is using for a weapon. Double Course: At 3rd level a cooking magician can imbue a meal with two separate spells. Both spells take effect at the same time once the meal is being consumed. The total number of meals that can be prepared is reduced to one half the normal amount. Entice Hunger: At 4th level a cooking magician can prepare a meal that is so physiologically enticing that a successful Will roll at DC 15 + ranks in profession (cook) is required to avoid consuming the meal. This ability has no effect on beings that do not need to eat or have very unusual food requirements. Spice: At 5th level a cooking magician is able to add spices and other additives to a meal so as to conceal the unpleasant taste of stale food and to neutralize any toxic materials present in the food. Doing so requires a successful profession (cook) skill check at DC 21. The resulting meal tastes as savory as if it had been prepared from fresh, untainted food stuffs, and it can be eaten without harm. Taste: At 5th level a cooking magician can safely taste any substance without risk of suffering any ill effects. His taste ability adds a +5 bonus to any alchemy skill checks to identify a substance, potion, or poison. Chopping Mastery: At 6th level a cooking magician can wield kitchen implements with phenomenal skill. He gains the quick draw and combat reflexes proficiencies whenever he is using any edged kichen implement as a weapon. Triple Course: At 7th level a cooking magician can imbue a meal with three separate spells. However the total number of meals that can be prepared is reduced to one quarter the normal amount. Irresistable Hunger: At 8th level a cooking magician can prepare a meal that is so utterly appealing that a successful Will roll at DC 20 + ranks in profession (cook) is required to avoid consuming the meal. This ability has no effect on beings that do not need to eat or have very unusual nutritional requirements. Cooking Magician's Spell Meal ListCooking magicians choose thir spell meals from the following list:
Darkdelver ClassThe subterranean regions require different capabilities than are normally taught to surface dwellers. The Darkdelvers are mystics who have learned to survive and thrive in this harsh, unforgiving environment. They travel the underground ways, using their abilities to serve and benefit their cultures. Darkdelvers can be any intelligent, subterranean race that can gain class levels. They could potentially make a PC-worthy class choice, but only for those players willing to play a race found exclusively underground. Darkdelvers are the caretakers, travelers, explorers, couriers, and avengers of the underground ways. They often travel alone, relying on their special abilities rather than the protection provided by a group. However they will readily join with a band to serve a greater purpose. While often uncomfortable and out of their element when on the surface, the abilities of a darkdelver are still highly respectable in such an environment. When they do choose to stay out in the open they prefer rugged mountain areas or cosmopolitan settlements. Many darkdelvers have an aversion to ocean travel or entering the wild growths of a surface forest. Hit Die: d8. Class SkillsThe darkdelver's class skills (and the key ability for each skill) are Alchemy (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (local) (Int), Knowledge (underground lore) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter 4: Skills in the PHB for skill descriptions. Skill Points at 1st Level: (4 + Int modifier) x 4.
Class FeaturesAll of the following are class features of the darkdelver class. Weapon and Armor Proficiency: Darkdelvers are skilled with all simple and non-ranged martial weapons, light armor, medium armor, and shields. The standard armor check penalties apply. Spells: A darkdelver gains the ability to cast a small number of divine spells. To cast a spell, the darkdelver must have a Wisdom score of at least 10 + the spell's level, so a darkdelver with a Wisdom of 10 or lower cannot cast these spells. Darkdelver bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the darkdelver gets 0 spells of a given level, such as 0 1st-level spells at 3rd level, the darkdelver only gets bonus spells. A darkdelver without a bonus spell for that level (see Table 1-1: Ability Modifiers and Spells, page 8 pf the PHB) cannot yet cast a spell of that level. The darkdelvers spell list appears at the bottom of this page. A darkdelver prepares and casts spells just as a druid does. Bonus Languages: A darkdelve knows the Undercommon language, in addition to any bonus languages available to her because of her race. Stone Sense: A darkdelver can identify types of natural stone and their properties with perfect accuracy. She can know whether an area of rock is safe or hazardous to traverse. Close Fighting: Starting at 2nd level, a darkdelver can fight in tight quarters with less hindrance. When attacking in conditions where natural rock cover is being used, the defenders AC bonus due to cover is reduced by -2. The darkdelver suffers no penalties for using small or medium-size weapons in cramped spaces. Tunnel Runner: Starting at 3rd level, a darkdelver may move across rugged, irregular ground at her normal speed and without suffering damage or other impairment. However rugged, irregular areas that are enchanted or magically manipulated to impede motion still affect the delver. Insect Awareness: Starting at 4th level, a darkdelver can focus her mind as a round action then become aware of insects within a 15 ft. radius. On the second and following rounds of focus the darkdelver gains an impression of the general condition of the insects and their activities. This sense will operate through non-magical barriers, but is blocked by any form of magical obstruction. Insect Form: At 5th level, a darkdelver gains the spell-like ability to polymorph self into a small or medium-size vermin and back again once per day. This ability otherwise functions identically to the wild shape ability of a druid. The darkdelve can use this ability more times per day at 7th, 9th, and 11th level, as noted on the table above. In addition a darkdelve gains the ability to take the shape of a large vermin at 14th level, a tiny vermin at 17th level, and a huge vermin at 20th level. Earth Hide: Starting at 6th level, due to close affiliation with the earth the darkdelver gains damage resistance 1/-. Wall Runner: Starting at 8th level, a darkdelver can perform a portion of their movement along the surface of a vertical wall. The maximum distance that can be traveled along the wall in any stretch of movement is 15 ft. Dusk Flesh: Starting at 10th level, a darkdelver can systematically adjust the physiology of her body to become less visible to creatures using dark vision. When doing so she gains a +4 bonus to her Hide check to avoid being spotted by such creatures. When stationary or only moving a 5 ft. step, she is effectively invisible to darkvision beyond a distance of 10 ft. While this ability is active, a -2 penalty is applied to any Fort saving throws. Stone Hide: Starting at 11th level, due to a close affiliation with stone the darkdelver gains damage resistance 2/-. Partial Tremorsense: Starting at 13th level, a darkdelver gains a partial form of tremorsense with a range of 30 ft. She must spend a full round action and remain motionless in order to use this sense. See page 83 of the DMG. Fissure Merge: Starting at 15th level, a darkdelver can become part of a rock face by merging into a crack or seam in a rock face. The length of the crack must be at least half the height of the delver, but any width or depth of the crack will serve. Upon doing so the delver gains a +10 bonus to her hide skill. If the crack runs through a wall that is one foot thick or less, the deepdelver can pass through the wall as a full round action. Cavern Runner: Starting at 16th level, a darkdelver can traverse walls and ceilings like a spider. She gains a +20 bonus to her climb skill. She is also immune from entanglement by spider webs. Crystal Hide: Starting at 18th level, due to a close affiliation with rock crystals the darkdelver gains damage resistance 3/-. Full Tremorsense: Starting at 19th level, a darkdelver gains the tremorsense ability with a range of 60 ft. at will. She can only move at half normal movement while continuing to maintain this sense. Starting Gear4d4 x 10 gp worth of equipment. Darkdelver Spell ListDarkdelvers choose their spells from the following list:
Santa Prestige ClassA santa is a kindly individual who spreads good will and cheer by creating and distributing gifts to children. This charitable act is usually performed on a holy day in the depths of winter. For performing this difficult labor, a santa is blessed with special supernatural abilities. The character is also helped by a dedicated band of hard-working elves and fairies who labor day and night throughout the year to produce the gifts. Both the cohort and the followers of the santa are expert artisans, and the number of such helpers attracted to a santa's service will increase with level. By tradition a santa will wear red clothing trimmed with white fur. Santas will normally dwell at a remote, inaccessible location in the far north where he can devote all of his time preparing for the annual holy day celebration. By tradition he is married but childless, and dwells in a snug little home close to his workshop. The house is surrounded by a small community of elves and fairies who work for the santa, building gifts and tending to the small herd of animals who will haul the sled. All the basic needs of this community are provided by magic, and there is little or no need for contact or trade with the outside world. Hit Die: d4. RequirementsTo qualify to become a santa, a character must fulfill all of the
following criteria. Class SkillsThe santa class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Diplimacy (Cha), Handle Animals (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), and Spot (Wis). Skill Points at Each Level: 6 + Int modifier.
Class FeaturesAll of the following are class features of the santa prestige class. Each of the supernatural abilities can be used at will once a santa has attained the required level. Weapon and Armor Proficiency: Santas are proficient with snow balls, big belly bull-rushes, squatting pins, all improvised shields, and any red suits trimmed with white fur. Santa Sense I: A santa gains the supernatural ability to sense the location of any and all members of a particular category of life form within an arbitrary spherical volume. The category of life must be specified when the ability is activated, but can be as general or specific as the santa needs. In this respect this scry-like ability is omniscient, and can not be resisted, negated, or saved against. Only polymorphing into a different category of life will hide a being from a santa sense examination. When this sense is focused down to a volume containing at most a dozen such life forms, the santa can sense the general physical and emotional condition of each of the beings. Fairy Vision: A santa can see under conditions of poor illumination in a manner identical to an elf. He can see twice as far as a human even when the lighting is as low as starlight. He can also see colors and distinguish fine detail in these conditions. Animal Friend: At 2nd level, a santa has the ability to move among any animals without invoking hostility or aggression. He can also calm animals as per the spell. Make List: At 2nd level, if a santa makes a list and checks it twice, it is guaranteed to be free from any errors. He can automatically recall the contents of such a list at a later date. Nothing is left off the list through an act of forgetfulness or negligence. Santa Sense II: At 3rd level, the santa sense is sufficiently developed that a santa can focus on an individual and learn identifying characteristics of that person, including the full name, parentage, and age. Winter Warmth: At 3rd level, a santa can endure extreme wintry weather conditions as if he were protected by an endure elements spell. However even this is insufficient to protect from the blast of freezing wind when flying, so warm garb is still required. Spotless: At 4th level, a santa can instantly become spotless and immaculate, regardless of where he travels or the kind of muck, dirt, or soot with which he is coated. Pack Items: At 4th level, a santa can pack any number of non-living items into a sack as if the object were effected by a shrink item spell. When the item is pulled from the sack it automatically resumes its normal shape. Santa Sense III: At 5th level, the santa sense is further enhanced so that the santa will learn whether that individual has been naughty or nice in the recent past. This sense will reveal the general behavior for intervals of up to a year. Shrinking: At 5th level, a santa can reduce his dimensions by any amount up to 10% of his normal size. The santa will be small enough to fit through most chimney openings. Fairy Flight: At 6th level, a santa gains a limited form of flight and can move up to 30 ft. in a single direction during a round. Most often this is used to enter and exit the dwelling a santa is visiting. Flying Team: At 6th level, a santa can bestow the power of flight on a team of animals hitched to a wagon or sled. This team will fly poor but will have the same movement rate as a dragon. The mounts are never fatigued by this magical flight. Santa Sense IV: At 7th level the santa sense is so refined that a santa can distinguish fine gradiations in behavior ranging from utterly rotten to positively angelic. Jollyness: At 7th level, a santa gains the ability to spread mirth to anybody in the vicinity. When subject to his good humor, their attitude on the Influencing NPC Attitudes Table shifts to the next more favorable reaction. In addition this ability will automatically dispel emotion(hate). Jollyness can be negated by magical silence or by the countersong ability of a bard. Ageless: At 8th level, a santa becomes ageless as he approaches his senior years. His rate of aging will continually decrease the older he gets, and he will never die of old age. He becomes effectively immune to any type of aging effect. He can become ill, but a disease will never progress sufficiently to kill him. Coal Lump: At 8th level a santa can produce lumps of coal out of nothing. When burned this coal will produce a low, steady heat. Santa Sense V: At 9th level, the santa can unfailingly sense what an individual desires the most in his life by listening to his secret thoughts and whisperings. Often the santa will be able to learn the particular wants of an individual before that person will even recognize it themselves. Fairy Feet: At 9th level, a santa can move without leaving a trail. Extra Jolly: At 10th level, as Jolliness but the attitude of NPCs is shifted two times toward a more favorable reaction. Activating an extra jolly requires a full round as the santa gradually builds up from a wide smile to a rip-roaring belly laugh. This can be maintained for up to 2d4 rounds at a time, but requires an equal amount of rest to recover from aching sides. Vanish: At 10th level, a santa can become invisible to all adults in a manner similar to the invisibility spell. However a child who has not come of age will always see the santa. Ho ho ho... Wyraeni Prestige ClassThe reclusive clique of elven wizards known as the Wyraen have devised magical abilities that are little known outside their secretive guilds. Beyond the unique and powerful spells that they have invented are several mysterious powers that allow them to manipulate magic in unusual and unexpected ways. These wizards have become so invested with the power of magic that they are able to bend and modify dweomers by the force of will alone. When they are casting spells or creating magical devices, this ability allows the Wyraeni to tune and adjust the spell effects to suit their particular purposes. Because they are more in tune with the flow of magic in the environment, Wyraeni are more sensible to the world around them and have a more perceptive outlook than a typical Sorcerer or Wizard. They are much more likely to study skills that require observation and awareness of their surroundings, and such skills are unhindered by their craft. Hit Die: d4. RequirementsTo qualify to become a Wyraen, a character must fulfill
all the following criteria. Class SkillsThe Wyrestali's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Listen (Wis), Scry (Int), Speak Language, Spellcraft (Int), Spot (Wis). Skill Points at Each Level: 2 + Int modifier.
Class FeaturesAll of the following are class features of the Wyraeni prestige class. Weapon and Armor Proficiency: Wyraeni gain no proficiency in any weapon or armor. Spells per Day: A Wyraeni continues training in arcane magic as well as the special abilities of the prestege class. Thus, when a new Wyraeni level is gained, the character gains new arcane spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before he belonged to before he added the prestige class. This bonus arcane spell level must be applied to a specific class chosen when the character became a Wyraeni. Dweomer Warp: The Wyraeni is able to subtly adjust the shape of arcane area spells so that they bend to avoid specific features or targets. They are able to modify any arcane spell area so that it has a convex opening with a size less than half the total for the spell. The spell has no effect on beings within this opening, but the shape can not be altered once the spell has been cast. The caster can create one opening in the spell area per Wyraen class level. However the total volume of all such openings must be less than half the total for the spell. Due to the difficulty of manipulating magic in this manner, any spell subject to a dwomer warp is cast at half the normal caster's level. Craft Weave: Wyraeni have mastered the underlying mechanics of how an arcane spell is activated. At 2nd level they are able to modify the verbal and somatic aspects of a memorized spell in such a way that it appears to be a completely different spell. The DC to any Spellcraft check required to identify such a spell while it is being cast is 25 + spell level. However the spell must be cast as if the wizard were one level of experience lower than normal. Craft weave can not be applied to any spell that the Wyraeni is at the minimum level needed to cast. Meta Link: With his increasing inate control of the primitive energies of magic a Wyraeni is able to join together different metamagical abilities to form a more effective whole. Starting at 3rd level if he memorizes an arcane spell that includes two or more metamagical feats then he can reduce the net required level increase by one. Thus if a spell was memorized with both the Silent Spell and Still Spell feats, then the spell need only take up a spell slot one level higher than the spell's actual level. A spell effected by the Meta Link ability must still be memorized using a spell slot at least one level higher than normal. Bonus Feat: At 4th and 8th levels a Wyraeni gains a bonus feat, which must be a metamagical feat. Flow Fugue: Magical energies can thoroughly envelop the wizard and partially insulate his mind from the mundane world. At 5th level the Wyraeni can choose to use this effect to forestall the disruption of any arcane spell being cast. If the wizard chooses to employ this magical defense while casting then the Concentration skill checks needed to complete the spell are made as if only half the total damage was suffered. However if the Concentration skill check is failed then the wizard suffers a magical backlash and he is dazed for one round. He can take no actions while dazed except to defend himself normally. Break Bind: The magical links and energies used to power an arcane spell can be ruptured by the caster using strength of will alone. At 6th level the Wyraeni use a free action to make a willpower check against DC 10 + spell level to dismiss one arcane spell that can be negated through an act of will. This spell must be one that the wizard originally cast or a spell that he did not resist being cast upon himself. This is regardless of whether the spell can normally be dismissed by will or not. Dismissing the spell does not provoke attacks of opportunity. Skew Shape: Spells can be warped and modified so that they have an asymmetrical effect on the targets. At 7th level the Wyraeni can skew the magical forces so that up to one half of the area or volume is more strongly effected than the other half. While the spell is being cast the wizard imagines a flat, vertical plane that divides the area or volume into two halves. Targets in the more effected half of the spell make their saving throws with a -1 penalty, while the remainder receive a +2 bonus to their saving throws. If the spell is cast against a group of targets, rather than an area or volume, then the plane must be chosen so that at least half the targets receive the saving throw bonus. Under no circumstances can more than half the total volume of the spell be subject to the skew shape penalty. Discordance: Magic created by another can be weakened by weaving them through with discordant energies. At 9th level the Wyraeni can diminish the effectiveness of any arcane spell by expending a spell of equal or higher level from the same school of magic. The interference created by the interfering spell lowers the effective level of the target spell by a number of levels equal to half the caster's arcane class levels. Thus a Wyraeni with a combined total of fourteen arcane class levels could reduce the effective level of the target spell by a total of seven levels. This ability functions in all other respects like casting a counterspell. Wyrmancy: The requirements of an arcane spell can be adjusted by modifying the effectiveness of individual spell parameters. At 10th level the Wyraeni can adjust any single level-based parameter by up to half the total arcane class levels by lowering another parameter by same amount. The only types of parameters than can be modified in this fashion are the spell range, duration, targets, area, and effect. Thus if a spell is cast at Wyrestal with an arcane level of 16, then the close range of 25 ft. + 5 ft./2 levels could be increased to an effective level of 24 (or 85 ft.) by lowering the duration of 1 minute/level to an effective level of 8 (or 8 minutes.) If a spell only has one parameter that is determined by the caster's level then Wyrmancy can not be used with this spell. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||