scholar
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scholar [2019/12/18 16:17] – [Druidism] andrew | scholar [2020/01/16 20:47] – [Runecaster] andrew | ||
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^Level^ Proficiency Bonus^ Class Features^ | ^Level^ Proficiency Bonus^ Class Features^ | ||
|1|+2|Starting HP, [[equipment# | |1|+2|Starting HP, [[equipment# | ||
- | |2|+2|1/ | + | |2|+2|1/ |
|3|+2|Gain one feature from your chosen archetype| | |3|+2|Gain one feature from your chosen archetype| | ||
|4|+2|Add +2 to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | | |4|+2|Add +2 to an ability score of your choice, or add +1 to two scores; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | | ||
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===== Scholar Basics ===== | ===== Scholar Basics ===== | ||
- | * Starting HP 4 + CON mod | + | * Starting HP 6 + CON mod |
* HP each level up: 1d6 + CON mod | * HP each level up: 1d6 + CON mod | ||
* Armor allowed: None | * Armor allowed: None | ||
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Words, singing and poetic speech are magical to the Celts. An order known as the druids in mythic Earth learned from the fey that certain forms of poetry or verse are used for accomplishing effects. A druidic spell would thus be accomplished by reciting verse or retelling a story. | Words, singing and poetic speech are magical to the Celts. An order known as the druids in mythic Earth learned from the fey that certain forms of poetry or verse are used for accomplishing effects. A druidic spell would thus be accomplished by reciting verse or retelling a story. | ||
- | You gain Herbalism, Stealth and Survival skills. You gain a Lore skill | + | You gain Herbalism, Stealth and Survival skills. You may choose to gain a Lore skill an area of your choice |
- | Druids' | + | Druids' |
+ | |||
+ | You are proficient with shields. You are proficient in creating [[runes|rune tools]]. | ||
Druids may choose to learn a number of unique spells available only to them known as [[arcane_spells# | Druids may choose to learn a number of unique spells available only to them known as [[arcane_spells# | ||
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=== Druidic Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | === Druidic Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
+ | * Gain proficiency with light armor. | ||
+ | * Gain proficiency with martial weapons. | ||
+ | * Gain the Create Potion proficiency. | ||
+ | * Wild Affinity: Resistance to cold and thunder damage and immune to weather effects and ignore difficult terrain. | ||
+ | * Move +10' on foot. | ||
+ | * Gain Lore skills in the areas of Animals, Geography, Plants, Monsters, and Spirits and gain Advantage when making any Lore skill checks in these areas. | ||
+ | * When you roll damage for a spell you cast that deals cold or thunder damage you may reroll any die that comes up as a 1 but you must take the result of the reroll. | ||
+ | * Gain Brewing and Poisoner skills. | ||
+ | * Gain Tactics skill with advantage. | ||
+ | * Learn any two languages. | ||
+ | * Add +4 permanent hit points. | ||
+ | * Born Navigator: Can't get lost, you always know which way is North, and you always know how many hours until sunset. | ||
+ | * You may reroll a magical mishap, but they must take next roll. | ||
+ | * Double one spell' | ||
* Speak with the birds and mammals of the forest | * Speak with the birds and mammals of the forest | ||
* Wildskin: 1/rest, active. Become a 1HP bird, rat, frog, or tiny creature | * Wildskin: 1/rest, active. Become a 1HP bird, rat, frog, or tiny creature | ||
- | | + | * Gain a familiar with the GM's blessing. |
- | * Can't get lost and you always know how many hours until sunset | + | |
- | * Immunity to poison and poison damage | + | |
- | * Resistance to lightning and thunder damage and immune to weather effects | + | |
- | * Gain Poisoner and Brewing skills | + | |
- | | + | |
- | * Proficiency with light armor | + | |
- | * Proficiency with martial weapons | + | |
- | * Proficiency to [[potions|create potions]] | + | |
- | * +4 permanent HP | + | |
==== Hermeticism ==== | ==== Hermeticism ==== | ||
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Hermeticism is a mystical tradition based primarily upon writings of Hermes Trismegistus who instructs disciples with various teachings of the hidden wisdom of the ancients. Occultists search for hidden motes of mystical power and collect them into a tradition that is rich and varied. | Hermeticism is a mystical tradition based primarily upon writings of Hermes Trismegistus who instructs disciples with various teachings of the hidden wisdom of the ancients. Occultists search for hidden motes of mystical power and collect them into a tradition that is rich and varied. | ||
- | You know the Persuasion | + | You know the Investigation and Persuasion |
- | Occultists are scholars of antiquity. | + | You have the Create Scroll and Create Potion proficiencies. |
- | Hermetic Occultists may choose to learn a number of unique spells available only to them known as [[arcane_spells# | + | Occultists are scholars of antiquity. You know Latin, as well as a number of ancient languages equal to your INT bonus chosen from the list of [[languages|ancient languages]]. |
+ | |||
+ | Hermetic Occultists may choose to learn a number of unique spells available only to them known as [[arcane_spells# | ||
=== Hermetic Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | === Hermetic Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
- | * The spellcaster may reroll a magical mishap, but they must take next roll | + | * Gain proficiency with martial weapons. |
- | * When you roll damage for a spell you cast that deals lightning or acid damage you may reroll any die that comes up as a 1 but you must take the result of the reroll | + | * Gain three more Lore skill areas (Animals, Astrology, Plants, Monsters, Artifacts, Geography, Law, Math, History, Spirits) and gain Advantage when making any Lore skill check. |
- | * Assuming they have a written formulae, Hermetic mages may create arcane scrolls for spells that they do not know by copying them | + | * Roll with advantage to use and identify magical items. |
- | * Double one spell' | + | * When you roll damage for a spell you cast that deals lightning or force damage you may reroll any die that comes up as a 1 but you must take the result of the reroll. |
- | * Once per rest, spend 10 min and dispel any magic below your level | + | * Once per rest, spend 10 min and dispel any magic below your level. |
- | * Gain any skill | + | * Gain any skill. |
- | * Gain three more Lore skill areas (Animals, Astrology, Plants, Monsters, Artifacts, Geography, Law, Math, History, Spirits) | + | * Gain Tactics |
- | * Roll any Lore skill checks with advantage | + | * Learn any two languages. |
- | * Learn how to cast one extra cantrip and one first level spell from the general | + | * Learn how to cast one extra cantrip and one first level spell from the arcane spell list. |
- | * Learn how to cast one extra second level spell from the general arcane spell list | + | * Learn how to cast one extra second level spell from the general arcane spell list. |
- | * Roll with advantage to brew potions and scribe scrolls | + | * You may reroll a magical mishap, but they must take next roll. |
- | * Roll with advantage to use magical items | + | * Double one spell' |
- | + | * Roll with advantage to brew potions and scribe scrolls. | |
- | + | * Assuming they have a written formulae, you may create arcane scrolls for spells that you do not know by copying them from another scroll. | |
- | + | * Gain a familiar with the GM's blessing. | |
- | + | ||
==== Kabbalism ==== | ==== Kabbalism ==== | ||
Kabbalism is a magic of the written word, specifically those written in the Torah. Kabbalists automatically know Hebrew, | Kabbalism is a magic of the written word, specifically those written in the Torah. Kabbalists automatically know Hebrew, | ||
- | You are proficient with light armor and shields. You know Hebrew, as well as a number of ancient languages equal to your INT bonus chosen from the list of [[languages|ancient languages]]. | + | You gain the Investigation and Persuasion skills. |
- | Kabbalists may learn a number of unique spells available only to them known as [[arcane_spells# | + | Kabbalists may learn a number of unique spells available only to them known as [[arcane_spells# |
=== Kabbalist Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | === Kabbalist Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
- | * Immunity to enchantment, possession, and charm effects | + | * Gain three more Lore skill areas (Animals, Astrology, Plants, Monsters, Artifacts, Geography, Law, Math, History, Spirits) |
- | * Learn a number of languages equal to your Intelligence score (not bonus) | + | * Roll with advantage |
- | * Healing | + | * Healing |
- | * You may create | + | * When you roll damage for a spell you cast that deals acid or necrotic damage you may reroll any die that comes up as a 1 but you must take the result of the reroll. |
- | * You may persuade | + | * Once per rest, spend 10 min and dispel any magic below your level. |
- | * You may call on up to three Ibbur a day to control up to three dead bodies | + | * Gain any skill. |
- | * Learn how to cast one extra cantrip and one first level spell from the arcane spell list | + | * Spirit Warded: Immunity to enchantment, |
- | * Once per rest, spend 10 min and dispel any magic below your level | + | * Advantage |
- | * +4 permanent HP | + | * Learn any two languages. |
- | * Advantage when making any Lore skill check | + | * Add +4 permanent hit points. |
- | * If you anoint an injured ally, gets advantage | + | * Learn how to cast one extra cantrip and one first level spell from the arcane spell list. |
- | * Choose any skill | + | * Double one spell' |
+ | * You may create and control one extra golem each day. | ||
+ | * You may call on up to three Ibbur a day to control up to three dead bodies. | ||
==== Runecaster | ==== Runecaster | ||
- | The runic soothsayers of the North are known for the magic of their writing. | + | The runic soothsayers of the North are wise men who act as advisors and judges to the Nordic peoples. They hold knowledge about old battles and situations, and their wisdom is valuable to the chiefs. Their magic is called on through |
- | Runic Soothsayers are proficient with light armor and shields. | + | You gain the Intimidation and Survival skills. You are proficient with light armor and shields. You are proficient in creating [[runes|rune tools]]. |
- | Soothsayers may learn a number of unique spells available only to them known as [[arcane_spells# | + | Soothsayers may learn a number of unique spells available only to them known as [[arcane_spells# |
=== Runic Archetype Features (choose at 3rd, 5th, 7th, and 9th level)=== | === Runic Archetype Features (choose at 3rd, 5th, 7th, and 9th level)=== | ||
- | * Proficiency | + | * Gain proficiency |
- | * Proficiency | + | * Gain proficiency |
- | * +4 permanent | + | * Seething Anger: Immune to fear effects, never checks morale, and gain Advantage on all Intimidation skill checks. |
- | * Advantage to any rolls to prevent damage from traps, poison, and other cowardly ways to die | + | * Move +10' on foot. |
- | * Once per rest, when reduced to 0 Hit Points drop to 1 hit point instead | + | * Gain Brewing and Herbalism skills. |
- | * Once per rest, spend 10 min and dispel | + | * Watching Your Back: All allies within 15' of you gain +1 AC. |
- | * Immune | + | * Learn any two languages. |
- | * +10' to movement speed on foot. | + | * Add +4 permanent |
- | * The Soothsayer may counter-attack in melee as a quick action up to twice a fight | + | * Quickcast: Pick one known spell, cast it as a [[actions|Quick action]] instead of an Active action. |
- | * As a quick action you may enter a berserker rage. While enraged, you gain a +2 bonus to attack throws and become immune to fear. However, the character has a -2 penalty to AC and cannot retreat from combat. Once it has begun, a berserker rage cannot be ended until combat ends. | + | * Once per rest, when reduced to 0 Hit Points drop to 1 hit point instead. |
- | * All allies within 15' of you gain +1 AC | + | * Oath of Valhalla: Gain advantage to any checks |
- | * Add one additional melee attack per attack action | + | * Rage: As a [[actions|Quick |
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A sufi is an Islamic mystic whose ascetic practices involve wearing wool and putting themselves into powerful devotional contemplations that allow them to transcend the limits of regular human capabilities. They make a showing of their faith by routinely piercing and slashing their bodies with knives, needles, and swords. | A sufi is an Islamic mystic whose ascetic practices involve wearing wool and putting themselves into powerful devotional contemplations that allow them to transcend the limits of regular human capabilities. They make a showing of their faith by routinely piercing and slashing their bodies with knives, needles, and swords. | ||
- | You gain proficiency with martial weapons. | + | You gain the Intimidation skill. |
- | The Sufi may learn a number of unique spells available only to them, known as [[arcane_spells# | + | The Sufi may learn a number of unique spells available only to them, known as [[arcane_spells# |
- | Sufi all know how to speak and read Arabic in order to interpret the mysteries of the Quaran. | ||
=== Sufi Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | === Sufi Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
- | * Proficiency | + | * Gain proficiency |
- | * Immune to Fear, never check morale, advantage to Intimidation skill | + | * Gain the Create Scroll proficiency. |
- | * The dervish no longer has a need to eat or sleep | + | * Immunity |
- | * The dervish gains the ability to see in the dark as if in twilight | + | * Mobility: |
- | * The dervish may counter-attack in melee as a quick action up to twice a fight | + | * Gain Medicine skill with advantage. |
- | * +4 permanent HP | + | * Gain any skill. |
- | * Once per rest, spend 10 min and dispel any magic below your level | + | * Gain Tactics skill with advantage. |
- | * All allies within 15' of you gain +1 AC | + | * Learn any two languages. |
- | * Add one additional melee attack per attack action | + | * Add +4 permanent hit points. |
- | * Learn the Create Scroll proficiency | + | * Learn how to cast one extra cantrip and one first level spell from the arcane spell list. |
- | * When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not | + | * Double one spell' |
+ | * Quickcast: Pick one known spell, cast it as a [[actions|Quick action]] instead of an Active action. | ||
* Cunning Swordsman: you may use your INT bonus in place of your STR/DEX bonus with martial weapons. | * Cunning Swordsman: you may use your INT bonus in place of your STR/DEX bonus with martial weapons. | ||
+ | * You no longer have a need to eat or sleep. | ||
+ | |||
+ | |||
==== Zoroastrianism ==== | ==== Zoroastrianism ==== | ||
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In Zoroastrianism, | In Zoroastrianism, | ||
- | You gain your proficiency bonus to saves challenging your willpower such as charm or fear effects. You may reroll any die that comes up a 1 on spells that do fire or radiant damage, but you must take the result of the reroll. | + | You gain the Insight and Persuasion skills. You may reroll any die that comes up a 1 on spells that do fire or radiant damage, but you must take the result of the reroll. |
- | Zoroastrians all know how to read Avestan and Sanskrit in order to comprehend the verses of the Gathas. | + | Zoroastrians all know how to read Avestan and Sanskrit in order to comprehend the verses of the Gathas. Each Zoroastrian begins play with a copy of the Yasna, the foundational text of the tradition (Avesta, uncommon, 0.2 Load). |
- | Zoroastrians may learn a number of unique spells available only to them known as [[arcane_spells# | + | Zoroastrians may learn a number of unique spells available only to them known as [[arcane_spells# |
=== Zoroastrian Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | === Zoroastrian Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === | ||
- | * AC 12 + DEX mod | + | * Gain the Create Scroll proficiency. |
- | * Quickcast: pick one known spell, cast it as a quick action instead of an active | + | * Gain the Create Potion proficiency. |
- | * Resistance to fire damage | + | * Serene Mind: Immune to fear effects, never checks morale, and gains Advantage on all Insight skill checks. |
- | * +4 permanent HP | + | * Resistance to fire and necrotic |
- | * Gain Tactics skill with advantage | + | * Can withdraw 5' |
- | * Commander: Use your movement action to allow any ally within 60' | + | * Once per rest, spend 10 min and dispel any magic below your level. |
- | * Once per rest, spend 10 min and dispel any magic below your level | + | * Gain any skill. |
- | * +4 Defense against all Evil or Spiritual Attacks, and +4 AC vs Undead and Demon Attacks | + | * Gain +2 Defense against all Evil or Spiritual Attacks, and +2 AC vs Evil Attacks. |
- | * Gain the Create Scroll proficiency | + | * Commander: Use your movement action to allow any ally within 60' to make a free Active Action. |
- | * Gain the Create Potion proficiency | + | * Learn any two languages. |
- | * You can automatically tell if someone lies to you, or is telling a half truth | + | * Learn how to cast one extra cantrip and one first level spell from the arcane spell list. |
- | * Can withdraw 5' from combat safely as a quick action | + | * Learn how to cast one extra second level spell from the general arcane spell list. |
+ | * Quickcast: Pick one known spell, cast it as a [[actions|Quick action]] instead of an Active action. | ||
+ | * Your armor class improves to AC 12 + Dexterity modifier. | ||
+ | * You can automatically tell if someone lies to you, or is telling a half truth. |
scholar.txt · Last modified: 2020/02/11 19:25 by andrew