Commander of the Coast

Level

KXP

1

0

2

5

3

10

4

20

5

40

6

80

7

160

8

250

9

500

10

700

11

900

12

1100

13

1300

14

1500

15

1700

16

1900

17

2100

18

2300

19

2500

20

2700

21

2900

22

3100

23

3300

24

3500

25

3700

26

3900

27

4100

28

4300

29

4500

30

4700

31

4900

32

5100

33

5300

34

5500

35

5700

36

5900

Requisites:

Int 16, Chr 16

Alignment:

any

HD/level:

40hp (once)

Weapon Prof.:

2+level/4

To Hit Table:

Pri

Save Table:

Wiz/Pri

Groups:

Wizard, Priest, Lost, Alt

Complexity:

CF=3, GF=3

When you take this class, choose a Legendary Creature from MTG as your commander.

You get a “Commander” slot and 1M, spend N SL’s: Summon your MTG legendary creature. N is equal to your Commander’s CMC+2*(the number of times you summoned him). Your Commander also gets “Slay branded after dealing 210 dmg to an enemy”.

You have 100 SL’s to cast spells and 1M, spend N SL’s: Cast an MTG spell of SL=N within your Commander’s colors.

Max SL you can cast = (LVL+2)/2, round up.

You know MTG Schools/Spheres in your Commander’s colors plus Colorless. All others banned.

Black (both a Wizard School and a Priest Sphere), Blue (Wizard School), Green (Priest Sphere), Red (Wizard School), White (Priest Sphere), Colorless (both a Wizard School and a Priest Sphere).

For each MTG School/Sphere beyond the first (except Colorless) that you can cast, your XP divisor goes up by 0.25. For example, a two-color commander gives you a divisor of +0.25, three color +0.5, four color +0.75, and five color +1.0.

Can cast normal Wizard or Priest spells; they cost 3 times as many SL’s each.

2/reset: Convert a spell not on the list from MTG to D&D.