How many times have you heard this kind of thing: "Oh man, I really want to play, you know, a fighter with some wizard abilities. Like an Eldritch Knight, but that's a prestige class, and I hate multiclassing as a fighter and wizard... I really want Wizards to release some stuff for that..."
Well, maybe you haven't heard that, and maybe you've thought something like that yourself from time to time. Well, there's an answer for all of us. The answer is: custom content!
You don't have to consider yourself limited to the material in the books and magazines. These are nice to have around, and it sure is awesome finding spells or classes or feats that you didn't know existed and look cool. Sometimes, though, there's that one specific thing you really want but can't find anywhere.
The answer is to make it yourself and get DM approval. In this case that's me. I'll help you create it, and I'll weigh it against every bit of official material I can get my hands on (which is pretty expansive) to determine whether it's overpowered or not.
Here are my (as a DM) guidelines for creating your own feats, spells, classes, etc.
Classes
Say you want to create a class. Each class gets six things:
- Base Attack Bonus (Fighter, Rogue, or Wizard)
- Hit Die (d4, d6, d8, d10, d12)
- Saving Throws (One, two, or three good ones)
- Skill Selection and Skill Points/lvl (2, 4, 6, 8)
- Proficiencies (Weapons, Armor, Shields)
- Special abilities (Spellls, Sneak Attack, Bardic Music, Smite Evil, Bonus Feats, etc.)
Construct the class based on this knowledge. In terms of game balance, weigh it against other, pre-existing classes. Try to stick to classes in the PHB when doing this. Classes in expansion books tend to be over-specialized and ill-suited for weighing the power of a class.
Come up with a 20-level progression for this class, same as in the PHB, and give it to me. If you need help constructing the class I'll assist you.
I don't like saying "no," to anything but I may say, "change this and this and this, and have you tried this?" before I approve it.
Yeah. Go do stuff.
Prestige Classes
A prestige class is a class that only experienced characters (typically higher than 6th level) can take levels in. They do not count against your multi-class limit.
A prestige class typically does one of two things:
- Specializes in one or two things at the cost of everything else (Archmage, Dwarven Defender, Shadowdancer)
- Generalizes even further (Blackguard, Eldritch Knight, Arcane Trickster)
The guidelines for creating a prestige class are the same as for a normal class. Look in the DMG at the prestige classes in there.
One thing to note: a prestige class always has entry requirements. These entry requirements may involve race, alignment, spellcasting ability, feats, skills, class abilities, or special experiences or circumstances (such as "has been attacked by a dragon before"). A prestige class ALWAYS has entry requirements. More powerful prestige classes have more stringent requirements than others. The most powerful (such as Fochlucan Lyricist from Complete Adventurer) often require triple multiclassing.
A prestige class can have anywhere from three to ten levels. Construct entry requirements and a progression of abilities. I'll help you in any way I can and approve it when it's done.
Either way, a prestige class should have, for roleplay reasons, some sort of prestige, reputation, or renown connected to it. For example, if the good people of Nooba-Gooba-Pootoo (fake Lucas-esque town name) hear that there is an evil cult hiding out in the woods, they might become afraid of going out there alone or in small groups. If, however, they hear that the cult has a (bum baaaaa bumm) BLACKGUARD leading it, they will quake in their shoes and know that they had better send for aide as soon as possibly, perhaps staying in their homes until help arrives.
As such, prestige classes in my campaign have always have some sort of trial connected with becoming one, be it a small adventure to retrieve an item, a public or private duel with a powerful member of that class, or even a dangerous quest to a remote location, undertaken solely for self-betterment. If you pass the trial, you are eligible to take levels in the prestige class. If you fail the trial, you must wait until you level-up again to try.
If you are well-suited for the prestige class, you are more likely to pass the trial than not, because I don't want to be an asshole and deny you entrance to something you qualify for. The trials will not so much require powerful abilities and phenominal rolls, but rather creative thinking of HOW to use the abilities you have.
In other words TAKE PRESTIGE CLASSES PEOPLE!!! Even if they already exist. It will make the game more fun and interesting.
Feats
Feats... yes. Special abilities, one of which you get every three levels.
Look at the examples in the PHB. Construct pre-requisites for it. Give it to me. I'll work to approve it. Yadda yadda.
Spells
This one's trickier.
When constructing a spell, take the following into account, in order of importance:
- Spell Level
- Range (Personal, Touch, Short, Medium, Long)
- School (Abjuration, Conjuration, Universal, etc.)
- Saving Throw
- Area of Effect
- Duration
- Casting Time
- Material Components, and how much they cost
- Spell Resistance
- Focus components, XP costs, etc.
The single most important factor in indicating the power of the spell and crafting it is its level, which can be anything from 0-9. 0-level spells are cantrips that any bumbling magic student can do, whereas 9th-level spells access some of the mightiest forces in existence.
In order to create a spell of a certain level, you must be able to cast spells at least one level higher than that. You must also know, or be able to prepare, at least one other spell of equivalent level from that spell's school.
Determining Difficulty
Once you create an idea for a spell, assign it a level, fill out its other specifics, and get it approved by me, you must determine how hard it is to create the spell.
Take the level of the spell. Multiply it by the caster level required to cast the spell. This is different for each class (for example, a 4th level arcane spell can be cast by a 7th level Wizard, an 8th level Sorcerer, or a 10th level Bard). For 0-level spells, use 0.5 instead of 0.
The spell's expenses are as follows:
- A "Base DC' equal to that number.
- A cost in XP equal to Base DC x 100 + 1000
- A cost in GP equal to Base DC x 300 in special inks, lab equipment, meditative drugs or incense, experimental material components, and other necessary supplies. You must pay this cost before ever assuming work on the spell.
Creating the Spell
To create the spell, you must spend time doing so. For each full day of uninterrupted study and meditation you spend on the spell, do the following:
- Roll a Spellcraft check.
- Add the result to every previous such Spellcraft check done. Write this number down and keep track of it.
- Write this number down and keep track of it.
- Roll a Will Save, DC = 10 + spell's level. Failure means you are unable to create the spell because you mind cannot handle the energies involved, and you lose XP equal to the spell's XP cost.
When the total of all the Spellcraft checks you've done is equal to the spell's Base DC x 10, the spell is completed. You lose XP accordingly, and you may now add it to your spellbook, prepare it, or put it on your list of spells known.
Clerics, Druids, and other divine casters create spells in the name of a higher power who grants spells to lesser beings. Their new spell therefore belongs to that power and can therefore be learned by anyone who gets spells from that source.
Arcane casters must teach the spell to other casters, either by having them read a scroll or spellbook, or by giving them lessons in gaining the "knack" for casting it (requiring a full day of lessons, followed by the student making a Spellcraft check equal to the spell's Base DC in order to learn it). In this way, Wizards, Sorcerers and Bards can create "trade secret" spells that give them an edge on opponents and competitors.
Spellcraft checks to identify the spell automatically fail if the person is not familiar with the spell in some way. It can, however, reveal other information, such as the spell's school and level.
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