Still Not Done With PF1: Dweomerlak Class (Patreon)
Content
"And all þis demerlayke he did bot be þe deuyllis craftis."
It's time for the weekly Pathfinder 1e content available to all members! This time it's the dweomerlak class, a Pathfinder 1st-edition class designed to use lots of magic... and next to no spells.
I've been polishing this class for more than a decade. The name goes back to my wondering about a term used in LotR to refer to the Nine at one point. I found that the term was likely derived from the Middle English word dweomerlak or demerlaik, from circa 1200-1450, meaning "magic or magical arts." I liked "dweomerlak" best, and I am always on the hunt for new words to use for wizards and mages that are cool and interesting, but not already in use in typical gaming circles.
Given this class has LOTS of Magical Arts (though almost no spells), I really liked dweomerlak as the name of it.
I've done several campaign-specific versions of this class over the years. One was for a gestalt campaign where a player was already a fighter, and wanted some kind of magic powers without feeling like a spellcaster. Another was for a game where there were NO spells, and the GM wanted a class with all the magic abilities needed for a campaign to function in Pathfinder 1e classes without them. I also did a version of this class for a blog years ago. This is a revised and expanded version, which incorporates a lot of observations on the utility and balance of various options (both in comparison to what other classes receive, and to each other) and practical player feedback. It ends up with a few cantrips as a result, but still ends up very spell-poor compared to any other spellcaster.
Dweomerlak
In a world with magic and scholarship, while most sages of supernatural powers are drawn to study spells, a few seek to understand the nature of magic itself. Spellcasters often pick up a few spell-like and supernatural powers as they focus on some specific relationship between their spells, or gain spells powered by divine sources attuned to focused areas of concern. But a few researchers into the mysteries of the mystic are drawn not to spells, but to the other powers and possibilities most spellcasters seem to think of as side effects: the magic energies that fuel things such as bloodlines, domains, and hexes. The fact that powerful spells such as limited wish can duplicate these effects prove they are not restricted to just those who have followed a specific arcane path or gained power from an associated divinity. That drives the sages known as dweomerlaks to study how magic can be formed into these kinds of powers from raw magic.
Role: Able to cover most of the crucial tasks normally assigned to spellcasters (such as detecting magic, or accessing powerful spells at higher levels to unravel afflictions with no other cure), what precise role a dweomerlak can fulfill depends very much on what options they select.
Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The dweomerlak's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Cha), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
Table: Dweomerlak
Level BaB Fort Ref Will Special
1st +0 +2 +0 +2 Broad study, cantrips, magic art, eldritch pool
2nd +1 +3 +0 +3 Eldritch expertise, magic art
3rd +2 +3 +1 +3 Magic art
4th +3 +4 +1 +4 Eldritch expertise
5th +3 +4 +1 +4 Blended arts, magic art
6th +4 +5 +2 +5 Eldritch expertise
7th +5 +5 +2 +5 Magic art
8th +6/+1 +6 +2 +6 Eldritch expertise
9th +6/+1 +6 +3 +6 Magic art
10th +7/+2 +7 +3 +7 Eldritch expertise, lesser raw magic
11th +8/+3 +7 +3 +7 Magic art
12th +9/+4 +8 +4 +8 Eldritch expertise
13th +9/+4 +8 +4 +8 Magic art
14th +10/+5 +9 +4 +9 Eldritch expertise, raw magic
15th +11/+6/+1 +9 +5 +9 Magic art
16th +12/+7/+2 +10 +5 +10 Eldritch expertise
17th +12/+7/+2 +10 +5 +10 Magic art
18th +13/+8/+3 +11 +6 +11 Eldritch expertise, greater raw magic
19th +14/+9/+4 +11 +6 +11 Magic art
20th +15/+10/+5 +12 +6 +12 Eldritch expertise, ultimate magic
Class Features
The following are class features of the dweomerlak.
(Once a dweomerlak can create magic effects with even lesser raw magic, they often begin to feel pretty cocky. Art by Jacob Blackmon)
Weapon and Armor Proficiency
Dweomerlak are proficient with all simple and martial weapons, all light and medium armor, and all shields (but not tower shields).
Broad Study: A dweomerlak must be prepared to study any subject that any spellcaster is expert in to ensure they have the full context by which spellcasters gain spell-like and supernatural powers. At first level, a dweomerlak selects one of their class skills not based on Intelligence, and use their Intelligence modifier rather than the normal modifier for that skill. The dweomerlak selects another class skill to do this with at 2nd, 3rd, 4th, 5th, and 6th level.
Cantrips (Sp): While a dweomerlak does not primarily focus their studies on spells, they do pick up some of the most minor spells as they learn the basic underpinnings behind all magic. At 1st level, a dweomerlak selects 4 0-level spells from any spell lists. (It is not required that one of these be detect magic, but nearly all dweomerlaks do select it.) These are gained as at-will spell-like abilities, with a caster level equal to their class level. A dweomerlak uses their Intelligence to determine any cantrip save DC, and for any calculations a cantrip normally bases on Intelligence, Wisdom, or Charisma.
Magic Art: At 1st, 2nd, and 3rd level, and every other level thereafter, a dweomerlak gains a new way to manipulate magic. Each time you gain a magic art you can select one of the options below. You can select the same magic art option multiple times, but not the exact choice within that option (for example, you can choose the domain magic art multiple times, but each time must select different domains).
Any selection that has uses/day, save DC, or damage based on an ability score or modifier is changed to be based on Intelligence. All spell-like abilities use Intelligence for save DCs. Powers that a blessing, bloodline, domain, or school grant at 1st level, that deal or heal 1d3, 1d4, or 1d6 damage (including those that add a static bonus to the die), and that can be used a number of times per day equal to 3 + an ability modifier (or for that number of rounds per day), gains +1d6 additional damage at 3rd level and every 3 levels thereafter.
Unless otherwise stated, the caster level for granted power spell-like abilities is equal to the dweomerlak's class level. All spell-like abilities and effects are treated as arcane magic. Any power you gain through a magic art that normally applies to melee weapons can also apply to your own natural attacks or unarmed attacks. Unless a magic art selection notes otherwise, you are not restricted in your choice of magic arts based on your alignment, deity, or previous magic art selections. For example, a neutral good dweomerlak could select both the Evil and Good domains, and if they took the draconic bloodline for bloodragers and selected red dragons they would not be required to select red dragons upon gaining the draconic bloodline for sorcerers.
Blessings: You can select two warpriest blessings. You gain all their granted powers at the appropriate levels (using your dweomerlak level your warpriest level). Each additional time you select this option, you gain one additional blessing, and 5 more uses/day in your pool of blessing uses/day all your blessings draw from. This pool is separate from your combined pool when you gain blended arts.
Bloodline: You can select one bloodrager or sorcerer bloodline. You do not gain the bloodline arcana or any feats or spells from the bloodline, but gain all its granted powers at the appropriate level (using your dweomerlak level as your level in the appropriate class). Each additional time you select this option, you gain one additional bloodline. If you select a bloodrager bloodline you can use abilities with a limited number of uses/day (or rounds of use per day) without entering a bloodrage, but can only access other powers if emulating a bloodrage using your eldritch pool.
Cantrips: You can select 4 additional 0-level spells from any spell lists. These are at-will spell-like abilities that follow the same rules as your cantrips class feature. Each additional time you select this option, you gain 4 more cantrips.
Domains: You can select two cleric or druid domains or subdomains. You gain no spells from the domains, but gain all their granted powers at the appropriate level (using your dweomerlak level as your level in the appropriate class). You can select alignment domains (Chaos, Evil, Good, Law) that are within one step of your own alignment. (Alternatively, you may choose to gain the powers of two subdomains in place of one of your domain selections, as long as you have already selected the base domains the subdomains alter.) You do not lose any of the powers of that original domain. Each additional time you select this option, you gain two additional domains or subdomains.
Hex: You select one hex as the witch class feature, using your dweomerlak level as your witch level for all purposes of the hex. If you are 11th level or higher you may instead select a major hex, though you may not know more major hexes than hexes. Each additional time you select this option, you gain one additional hex.
Inquisitions: You can select two inquisitor inquisitions. You gain all their granted powers at the appropriate levels (using your dweomerlak level as your inquisitor level). Each additional time you select this option, you gain two additional inquisitions.
School: You can select two wizard arcane or elemental schools. You do not gain any power that impacts how you cast spells, but gain all their other granted powers at the appropriate levels (using your dweomerlak level as your wizard level). Each additional time you select this option, you gain two additional schools.
Wild Shape (Su): If you are at least 7th level, you can choose to gain wild shape as a 4th level druid. You can select this magic art multiple times, increasing your effective druid level for wild shape by 2 each additional time you select it, to a maximum of an effective druid level of 12th.
Eldritch Pool (Su): At 1st level, the dweomerlak gains a pool of mystical energy that he can draw upon to fuel his powers and enhance his weapon and some powers. This eldritch pool has a number of points equal to 1/2 his dweomerlak level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the dweomerlak regains uses of his daily abilities.At 1st level, a dweomerlak can expend 1 point from his eldritch pool as a swift action to grant any weapon he is holding (or his unarmed attacks or one of his natural weapons) a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement (or an amulet of mighty fists, or a magic fang spell) to a maximum of +5. Multiple uses of this ability do not stack with themselves. Alternatively, the dweomerlak can select to apply the benefit to all their abilities from magic arts that require attack rolls and deal damage (gaining the enhancement bonus to both related attack and damage rolls).At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the eldritch pool point is spent and cannot be changed until the next time the dweomerlak uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the dweomerlak. Like enhancement bonuses, these weapon properties can instead be added to all magic art powers that require an attack roll and deal damage. A dweomerlak can only enhance one weapon in this way at one time (with all appropriate magic arts powers counting as a single weapon). If they use this ability again, the first use immediately ends.
If you have selected a bloodrager bloodline, you can also expend 1 point from your eldritch pool as a swift action to emulate a bloodrage for 4 rounds. This grants you none of the benefits or drawbacks of a bloodrage, but does allow you to use bloodline powers you can normally only use when entering a bloodrage. You can extend an emulated bloodrage by +4 rounds without taking an action by expending a point from your eldritch pool.
Eldritch Expertise: As a dweomerlak grows in power, they expand the ways in which they can use their eldritch pool. At 2nd level, and every other level thereafter, the dweomerlak can select either an arcanist exploit or magus arcana. The arcana or exploit must be one that requires an arcane pool or arcane reservoir, and the dweomerlak instead uses their eldritch pool. The arcana or exploit cannot be one that modifies spellcasting. The dweomerlak uses their class level as their arcanist or magus level for prerequisites and all level-based calculations of these powers.
Blended Arts: At 5th level, all of the abilities the dweomerlak gains from magic arts selections that have a number of uses per day equal to 3 + some ability score modifier (or functions for the same number of rounds per day) are now compiled into one pool of uses. The dweomerlak additionally adds half their class level to this pool.
For example, a 5th level dweomerlak with an 18 Intelligence who has selected the draconic (black dragon) bloodrager bloodline, draconic (white dragon) sorcerer bloodline, glory and healing domains, and evocation and fire schools, has six abilities (claws [bloodrager], claws [sorcerer], rebuke death, touch of glory, force missile, and fire jet) that have a number of uses per day equal to 3 + an ability modifier. Rather than each ability being used 7 times (or rounds) per day, the dweomerlack now has a pool of (7+7+7+7+7+7+ 2) 37 total uses/rounds per day which can be used for any of those powers.
Lesser Raw Magic (Sp): At 10th level, once per day, a dweomerlak can channel a lesser form of raw magic into a spell-like effect. This is treated as a 5th-level spell with verbal and somatic components and a casting time of 1 round. Manipulating lesser raw magic lets you create a wide range of minor effects, doing either of the following things.
*Duplicate any spell of 4th level or lower, provided the spell belongs to a class you have selected a blessing, bloodline, domain, hex, inquisition, or school from using the magic art class feature (or from the druid spell list, if you have selected the wild shape magic art).
*Duplicate any other spell of 2nd level or lower
A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 5th-level spell. When lesser raw magic duplicates a spell with a material component, you must provide that component and an additional 500 gp diamond material component.
Raw Magic (Sp): At 14th level, once per day a dweomerlak can channel raw magic into a spell-like effect. This is treated as a 7th-level spell with verbal and somatic components and a casting time of 1 round. Manipulating raw magic lets you create nearly any type of effect. For example, raw magic can do any of the following things.
*Duplicate any spell of 6th level or lower, provided the spell belongs to a class you have selected a blessing, bloodline, domain, hex inquisition, or school from using the magic art class feature (or from the druid spell list, if you have selected the wild shape magic art).
*Duplicate any other spell of 4th level or lower
*Undo the harmful effects of many spells, such as insanity (raw magic is treated as a limited wish for this purpose).
*Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –7 penalty on its next saving throw.
A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 7th-level spell. When raw magic duplicates a spell with a material component, you must provide that component and an additional 1,500 gp diamond material component.
Greater Raw Magic (Sp): At 18th level, once per day a dweomerlak can channel a greater form of raw magic into a spell-like effect. This is treated as a 9th-level spell with verbal and somatic components and a casting time of 1 round. Manipulating this raw magic lets you create nearly any type of effect. For example, greater raw magic can do any of the following things.
*Duplicate any spell of 8th level or lower, provided the spell belongs to a class you have selected a blessing, bloodline, domain, hex inquisition, or school from using the magic art class feature (or from the druid spell list, if you have selected the wild shape magic art).
*Duplicate any other spell of 6th level or lower
*Undo the harmful effects of many spells, such as geas/quest (greater raw magic is treated as a wish for this purpose).
*Grant a creature a +1 inherent bonus to an ability score, or increase the inherent bonus of +4 or less by 1. Inherent bonuses are instantaneous, so they cannot be dispelled. An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score from other sources do not stack. When used in this way, greater raw magic requires a material component of a diamond worth 35,000 gp.
*Remove injuries and afflictions. A single use of greater raw magic can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same use of greater raw magic.
*Revive the dead. Greater raw magic can bring a dead creature back to life as if using a resurrection spell. Greater raw can revive a dead creature whose body has been destroyed, but the task takes two uses: one to recreate the body and another to infuse the body with life again. When used in this way, greater raw magic requires a material component of a diamond worth 35,000 gp. Greater raw magic cannot prevent a character who was brought back to life from gaining a permanent negative level.
*Transport travelers. Greater raw magic can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. When used in this way, greater raw magic requires a material component of a diamond worth 35,000 gp.
*Undo misfortune. Greater raw magic can undo a single recent event. The greater raw magic forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, this could undo an opponent's successful save, a foe's successful critical hit (either the attack or damage roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 9th-level spell. When raw magic duplicates a spell with a material component, you must provide that component and an additional 2,000 gp diamond material component.
Ultimate Magic (Sp): Your greater raw magic can now duplicate any spell of 9th level or less from any class. This spell-like ability counts as a 10th-level spell. It otherwise follows the rules for greater raw magic.
Next Week: Obviously there is room to add some eldritch expertise designed specifically for the dweomerlak--but this class has already taken nearly a month to create, so you'll have to wait until next week to see those!