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{{#set:Summary= A Sorcerer from the Night Watch Universe. An Effective, yet durable spellcaster. |Length= 10 |Base Attack Bonus Progression= Poor |Fortitude Save Progression= Poor |Reflex Save Progression= Poor |Will Save Progression= Good |Class Ability= Twilight Spellcasting |Class Ability Progression= Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

Twilight Magician[]

This is a Character Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

Others who have shown promise as Spellcasters, Magicians are normally trained for several years before becoming full fledged agents and sent out on minor patrol missions. While normally paired up with a Combat Magician or a Warlock, it is not uncommon for Twilight Magicians to operate as a singular agent, especially if their assignments involve subterfuge.

Making a Twilight Magician[]

Twilight Magicians are utilized best by casting defensive spells and evading his enemies through the Twilight. However, Against Others who have a better affinity with the Twilight, they will stick to defensive spells, and spells that allow them to see deeper into the Twilight and attack their foes with powerful Evocations. All schools of Magic are open to Twilight Magicians, but they suffer the same penalties when casting spells with a differing alignment that all Twilight Spellcasters face.

Abilities: Intellignce, Wisdom, and Charisma are all important for this class. Intelligence determines your spells per day and the DCs of your spells. Wisdom allows a Magician to stay in the Twilight for longer periods of time. Charisma determines how easy it is for you to cast spells of an opposing Alignment.

Alignment: Any

Wealth Bonus: +2

Action Points: 5 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The Twilight Magician

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Defense Bonus Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +1 The Twilight 0 3 1
2nd +1 +0 +0 +2 1 4 2
3rd +1 +1 +1 +2 1 4 2 1
4th +2 +1 +1 +2 1 4 3 2
5th +2 +1 +1 +3 2 4 3 2 1
6th +3 +2 +2 +3 2 4 3 3 2
7th +3 +2 +2 +4 2 4 4 3 2 1
8th +4 +2 +2 +4 3 4 4 3 3 2
9th +4 +3 +3 +4 3 4 4 4 3 2 1
10th +5 +3 +3 +5 3 4 4 4 3 2 2

Class Skills (Skill Points::3 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[]

All of the following are class features of the Twilight Magician.

Weapon and Armor Proficiency: The Twilight Magician is proficient with all Simple Weapons, No Armor or shields.

Spells: The Twilight Magician has access to All Arcane and Divine Spells, Casts his spells Spontaneously, and can learn spells like a Wizard Does. He gains 2 free spells per level, but can pay the normal amount to learn other spells.

The Twilight (Su): Twilight Magicians have the ability to see into, and enter, the Twilight. See Step into the Gloom (3.5e Sourcebook)/The Night, the Day, and the Twilight

Human Twilight Magician Starting Package[]

Weapons: Combat Knife.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Knowledge (Others) 4 Int
Knowledge (Twilight) 4 Int
Concentration 4 Con

Feat: Twilight Resistance

Bonus Feats: Twilight Acclimation

Gear: Night Watch Uniform, Identification Papers.

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