Barrier Mage Profession in west continent | World Anvil
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Barrier Mage

Career

Qualifications

Locksmith subclass.

Other Benefits

Barrier mage


Hit Points

Hit Dice: d8 per Barrier mage level
Hit Points at first Level: 8+Con mod
Hit Points at Higher Levels: 1d8 + con mod

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords
Tools: Thieves’ tools, Tinker's tools
Saving Throws: Dex, Int
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Overview & Creation

You use locks, shields, and other barriers to swing the battle to your advantage! Blocking off attacks, sealing abilities and items, and in the late game even able to banish evil (or people you dislike) to the abyss for good.   This is a world specific class.   This is a hidden class. Meaning you may not take this class upon character creation. If you take this class you may choose to reduce your level to 1 losing all health, spell casting, and abilities associated with that class. if you do this you gain an accelerated growth rate. Or you may choose to multi-class into this class.   This class is 1/2 production. you can make items to help you and your allies before the battle!


Class Features

Spell casting

  You have learned to use tools to effect reality beyond their original use, making the concept of obstacles a moot point.   cantrips   You know two Cantrips of your choice from the bard spell list. You learn additional bard Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.   Spell Slots   The Barrier mage table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.   For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.   Spells Known of 1st Level and Higher   You know 2 1st-level Spells of your choice from the bard spell list.   You learn an additional bard spell of your choice at 4th, 7th, 10th, 14th, and 19th level.   Additionally, when you gain a level in this class, you can choose one of the bard Spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.   Spellcasting Ability   Intelligence is your Spellcasting Ability for your Spells.   Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier   Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier   Spellcasting Focus   Your casting focus is your tinker tools or thieves tools.  

Production

  When creating a key or lock you must have the materials and necessary tools. The time it takes to make a lock is equal to 2 times the DC it takes to pick in hours. A minimum of 10 hours, a maximum of 40. These are not limited by types of locks you know, you are only bound by the materials. They sell for an amount of gp equal to the DC x the lock modifier. For example, a DC 10 padlock and one key take 20 hours to make, the lock and key sell for 10 x 5 = 50gp.   It takes 1 hours to produce a key from scratch, half of that if you made the lock. You may reproduce any key you see, or a key to a lock you picked from memory.   You may take 5 hours and 50gp of metal to craft a skeleton key. this is a one-time-use key that will open any lock that requires an actual key. After opening it the key is locked into place and stuck inside the lock. You may have as many of these as you like, and they sell especially well on the black market.  

Expertise

  At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with a set of tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with a set of tools) to gain this benefit.  

Pocket space

  You gain access to a sliver of space between dimensions. it is a 5x5x5 cube that you can reach into at will. storing items or even stepping in and out of it. but for every turn of combat, you are completely enclosed inside you take 1d6 necrotic damage. as this space is not fir for things to live inside it. This space becomes larger and gains additional functionality at 5th level, 9th level, 12th level, and 17th level.   at 5th level the size of your space doubles. in addition, you are able to create small holes in reality. As an action, you are able to make a small portable hole with a 1-inch diameter. you may put this on any object and it persists for up to one minute. you may only have one hole active at a time, you may end the existence of the hole as a bonus action. if a creature or object is partway through they are forced to the side that the majority of their mass is on.   at 9th level the size of your space doubles again. in addition the size of your portable hole is now up to 5ft in diameter.   at 12th level the size of your space doubles again. in addition the size of your portable hole is now up to 15 ft in diameter. you may make more than one hole at once now, but the total diameter between them must not exceed 15ft and they persist for 5 mins.   at 17th level the size of your space doubles again. in addition you may link 2 of your portable holes so when something goes in one, it comes out the other.    

barrier

  Starting at 6th level you gain access to 2 5x5 barriers of pure force. You may summon them as an action. You may control them as an action in a 30ft radius as long as you maintain concentration, to resist their motion a creature must make a str save equal to your spell DC. On a fail, they are pushed along with the barrier, on success the barrier disperses. these walls have an AC of 10 and a number of hit points equal to 1/4 your own. You may use this a number of times equal to your proficiency bonus before taking a long rest. This improves at the 10th level and 15th level.   At 10th level, you gain an additional 2 barriers, and the range increases to 60ft.   At 15th level, you gain an additional 2 barriers, and you gain a + 2 to the DC to resist.  

Magic keys

  You gain the ability to make keys that are linked to things besides locks. For instance, by taking a sample of the object and spending al least 70 hours and 700 gp of materials you can "lock" an object, this cannot be used on creatures or objects with wills. For instance, a wizard's spellbook can no longer be opened by any means or a bard's lute simply will not play. Whatever the object is used for, it can no longer be used unless the key holder "unlocks" it. this is considered a 9th level spell for the purpose of dispelling. if it is overpowered or dispelled then the key is destroyed.    

Auto Shield

    At the beginning of combat, you gain a shield of 1d4+ int mod of pure energy. every turn that this is not broken it increases by 1d4+int mod. After combat is over this shield disperses after 1 min. If the shield is broken then you lose this ability until you take a long rest.    

Seal magic

  Do you ever wonder who seals away all those great evils that eventually get out? SUPRISE its you! You learn how to make complicated seals to capture objects, people, and even gods. There of course, is a limit as one barrier mage is never enough to seal something for any amount of time, however, even deities will take action if more than two are ever in the same place.  By spending no less than 5 collective hours you may create one of the following seals on a catalyst item. The catalyst may be any solid object. due to that nature of the magic the trigger for the seal must be preprogrammed and once activated cannot be undone except by destroying the catalyst or waiting for time to erode the effects. you must touch the creature, object, or space with the catalyst in order to use the sealing effect.   When more than one barrier mage works to make a seal the time requed to make the seal is reduced by a factor of 10 per additional mage. Example: a seal takes 2000 hours to make. 2 mages can do it in 200 hours. 3 mages can do it in 20 hours. 6 mages can do it in about 13 minutes. 7 mages can do it in less than a minute. 8 mages can do it as a bonus action (together). For this reason seal magic is coveted. but also feared and in some cases banned entierly.   banishment     When a creature, or object other than the creator is seal it must make a wisdom save equal to 1/2 the number of hours put into making the seal. On a fail, it is unconditionally trapped in a separate dimension for an amount of time equal to the time spent making the seal. This can be dispelled early by destroying the object that was used as a catalyst for the seal. When the seal is broken or disperses naturally the creature returns to the nearest empty space it fits next to the catalyst. the creator has the option to completely destroy the seal from the inside provided he is the only one who made the seal.   Space   Much like the sanctuary spell this secures a designated space. However, that is where the similarities end, the space (up to 40x40x40) is considered no longer on any plane, cutting it off from outside asistance. In addition, you may create rules for things inside the space at a price of 2 additional hours per effect per hour of persistence. The space lasts an amount of time equal to the persistance of the space. once the space ends the effects of the space disappear. Any rule that you instate inside the space may not directly damage the inhabitants of the space, nor may it instantly kill things. A creature may resist the effects of the space with a wisdom save where the DC is equal to 1/2 the base time of the space, on a fail they are subject to the rules of the space until the seal ends.   For example, a rule may make breathing 4 times as hard, but may not make is so any creature inside is unable to breathe as that would cause direct damage. Another rule would be the inability to leave the space, this is fine because no damage is directly done to it anything inside. The price to make the seal last 10 hours would be 10 hours + (10 *2) + (10*2) = 50 hours. DC to resist is 1/2 * 10 =5   Power   This may be used on an object or person. When used it unconditionally removes any special abilities, effects, magic properties, or buffs. If used on a person it reduces one stat to that of a commoner, or it can take away memories, experience, muscle memory, ideas, feelings, and any other aspects of it, for an extra cost equal to 10 times the persistence you may select an additional aspect to seal. The target must make a wisdom save with DC = 1/2 the base time of the seal, this lasts an amount of time equal to the persistence of the seal.   For example, you seal a creature's memories and magic power. The price to make the seal last 24 hours is 24 +(24*5) = 144 hours. The DC is 12. on a fail it will still have its original stats, but be unable to cast magic or use magical abilities. it will also have no memory of who it is, however it's nature will remain so an evil creature will still be evil. When the seal is dispelled the creature will regain all lost power.... unless it is dead or something.  

Overcoming Cast

  The line between casting and not casting is kinda fuzzy in your eyes. You have a 20% chance to not expend a spell slot when casting a spell.


LevelProficiency bonusfeaturecantrips knownspells known1st2nd3rd4th
1+2spell casting, production 221000
2+2expertise222000
3+2Pocket space222000
4+2ability score improvment332100
5+3332100
6+3Barrier332200
7+3342200
8+3ability score improvment342200
9+4343200
10+4magic keys453300
11+4453300
12+4Ability Score Improvement454300
13+5454310
14+5Auto shield464410
15+5464410
16+5Ability Score Improvement464420
17+6474421
18+6Seal Magic474421
19+6474422
20+6Overcoming Cast474422
Related Subclass:Locksmith(sub)

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