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Date Created: Aug. 8, 2010
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{{#set:Summary=A forcemaster has the power to manipulate the forces of gravity and magnetism, along with the strength to fight in close combat unarmed. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Good |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Poor |Class Ability=Other |Class Ability Progression=Other }} {{#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}}


A forcemaster has the power to manipulate the forces of gravity and magnetism, along with the strength to fight in close combat unarmed.

Making a Forcemaster[]

A Forcemaster is a great class for close quarters combat. It contains the strength to fight enemies, along with class features to overwhelm them in battle. Sometimes, his class features could end up hurting his allies too, so they may want to stay away from him.

Abilities: Strength is the most important attribute for dealing the most damage. Dexterity is also important to increase your AC. Constitution is mildly important to increase your HP.

Races: Humans and Gnomes are the most likely to be a forcemaster, with their high levels of curiosity required to begin dabbling in the arts of manipulating forces. Dwarves are unlikely to be a forcemaster with their distaste for such a trade.

Alignment: Such as the forces, a forcemaster must follow a strict routine and must practice discipline if he wishes to manipulate the forces (any non-chaotic).

Starting Gold: 4d4×10 gp (100 gp)

Starting Age: Moderate

Table: The Forcemaster

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Force Aura, Force Palm
2nd +2 +0 +3 +0 Magnetic Palms
3rd +3 +1 +3 +1 Improved Force Palm
4th +4 +1 +4 +1 Trainer in Gravity
5th +5 +1 +4 +1 Nuclear Immunity
6th +6/+1 +2 +5 +2 Ball of Force
7th +7/+2 +2 +5 +2 Improved Force Aura
8th +8/+3 +2 +6 +2 Radiation Bolt
9th +9/+4 +3 +6 +3 Improved Force Palm
10th +10/+5 +3 +7 +3
11th +11/+6/+1 +3 +7 +3 Defy Gravity
12th +12/+7/+2 +4 +8 +4
13th +13/+8/+3 +4 +8 +4
14th +14/+9/+4 +4 +9 +4 Improved Force Aura
15th +15/+10/+5 +5 +9 +5
16th +16/+11/+6/+1 +5 +10 +5
17th +17/+12/+7/+2 +5 +10 +5 Improved Force Palm
18th +18/+13/+8/+3 +6 +11 +6
19th +19/+14/+9/+4 +6 +11 +6 Master of Gravity
20th +20/+15/+10/+5 +6 +12 +6 Improved Force Aura

Class Skills (Skill Points::2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Profession (Wis), Swim (Dex), Tumble (Dex),

Class Features[]

All of the following are class features of the Forcemaster.

Weapon and Armor Proficiency: A forcemaster is proficient with all simple weapons and with light and medium armor (but not shields).

Force Aura (Su): A forcemaster has the ability to increase or decrease the strength of gravity, magnetism, and nuclear energy within a 10 foot radius at will as an immediate action. When the power of the forces is increased or decreased, some skills and actions receive a circumstance bonus or penalty. This bonus or penalty affects you, and anyone within a 10 foot radius of you. Anyone throwing a melee weapon or an item that is heavier than 1 pound into or out of the aura receives a penalty to the attack roll for the sudden change in gravity (represented on graph). This penalty does not affect arrows, extremely light thrown items, or thrown items moving at a high velocity (like a giant throwing a boulder). This ability stays intact until the forcemaster dismisses it with an immediate action, uses the ability again, or is unconscious.

Modified Force Increased Force Decreased
Balance +1 DC -1 DC
Climb +2 DC -2 DC
Jump +4 DC -4 DC
Swim +2 DC -2 DC
Tumble +2 DC -2 DC
Armor Class -2 AC +1 AC
Speed -5 None
Ranged Attack Roll Penalty -1 -1

Force Palm (Su): Forcemasters often prefer to fight unarmed, using the powers of gravity and magnetism as their weapon. A forcemaster has a natural slam weapon, which can only be used when the forcemaster is unarmed. If the slam hits, it deals 2d6 damage (for a medium sized race, 1d10 for small races and 3d6 for large races) plus his Strength modifier and a half (Unless the forcemaster's race has a secondary natural attack, then only add the strength modifier). Unlike other natural weapons, he may make iterative slam attacks if he has sufficient BAB. His unarmed strike also deals 1d6 damage (1d4 for small, 1d8 for large) instead of 1d3 damage. A 1st level forcemaster also gains Improved Unarmed Strike as a bonus feat.

Magnetic Palms (Su): A 2nd level forcemaster gains the ability to apply magnetism to his palms at will. The forcemaster gets +6 bonus when attempting to disarm an enemy while unarmed, if the object they are attempting to take is made of steel or iron. The forcemaster gets +6 bonus when an enemy attempts to disarm him of an object made of steel or iron. The forcemaster gets a +6 bonus when attempting to climb any object or wall made of iron or steel (it is still impossible to climb a smooth vertical wall under this circumstance). The forcemaster gets a +3 bonus to grapple checks if the opponent is wearing steel armor.

Improved Force Palm (Su): At 3rd level, Force Palm deals 2d8 damage for medium races (2d6 for small, 3d8 for large). At 9th level, Force Palm deals 2d10 damage for medium races (2d8 for small, 4d8 for large). At 17th level, Force Palm deals 3d8 damage for medium races (2d10 for small, 5d8 for large).

Trained in Gravity (Su): At 4th level, forcemasters get a 15 DC bonus to all balance, jump, and tumble checks.

Nuclear Immunity (Su): At 5th level, the forcemaster is immune to any damage inflicted by nuclear energy.

Ball of Force (Su): At 6th level, the forcemaster may launch a ball of force at an opponent at will as a standard action. The projectile bull rushes the opponent. It does not provoke an attack of opportunity. The strength check of the ball is equal to d20 + (the number of levels in forcemaster / 3). This ball can be shot from up to 20 feet away, and can also be shot from point blank.

Improved Force Aura (Su): At 7th/14th/20th level, all bonuses and penalties applied by Force Aura are doubled/tripled/quadrupled respectively.

Radiation Bolt (Su): At 8th level, a forcemaster has the ability to collect radiation in his sleep, and shoot it at an enemy in a concentrated bolt. This ability can be used once a day, as long as the forcemaster gets a full night of sleep beforehand. His body absorbs particles of radiation, and stores it in his body. The bolt has an area of a 120 foot line shot from the caster's palm. Shooting the bolt is a standard action. The bolt of radiation deals 1d8 nuclear damage per level in forcemaster (maximum 10d8) to each creature within its area (including allies).

Defy Gravity (Su): At 11th level, Forcemasters get a 30 DC bonus to all balance, jump, and tumble checks. This does not stack with Trained in Gravity.

Master of Gravity (Su): At 19th level, Forcemasters get a 45 DC bonus to all balance, jump, and tumble checks. This does not stack with Trained in Gravity or Defy Gravity.


Ex-forcemasters have lost the discipline to continue on their path. They may retain the skills they already know, but may not learn any more.

Campaign Information[]

Playing a Forcemaster[]

Religion: Many forcemasters do not follow a deity, as their primary fascination is with their world around them, and not the realms of the gods. When a forcemaster does have a deity, the most common deity for them is Boccob.

Other Classes: Most classes feel uncomfortable around the forcemaster. Arcane classes respect his pursuit of knowledge, but dislike how he engages in close combat. Other classes feel uncomfortable around him because of his force aura.

Combat: The forcemaster can be a worthy close quarters combatant, but his features allow him to assume some support roles as well.

Advancement: When a forcemaster multiclasses, he usually prefers a class that can fight well without a weapon. Monk may be a good choice, but he could also multiclass as a sorcerer to have far range magical attacks when he cant run up in time.

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