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scholar [2019/12/21 04:12] – [Kabbalism] andrewscholar [2020/02/11 19:25] (current) – [Scholar Basics] andrew
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 ^Level^ Proficiency Bonus^ Class Features^ ^Level^ Proficiency Bonus^ Class Features^
 |1|+2|Starting HP, [[equipment#scholar|scholar equipment]]; Basic proficiencies from chosen archetype; Gain [[spells|arcane spellcasting]] | |1|+2|Starting HP, [[equipment#scholar|scholar equipment]]; Basic proficiencies from chosen archetype; Gain [[spells|arcane spellcasting]] |
-|2|+2|1/rest, reduce damage from one attack by INT modifier as a Quick action that breaks Concentration; Gain one skill |+|2|+2|1/rest, reduce damage from one attack by INT modifier as a [[actions|Quick action]]; Gain one [[skills|skill]] |
 |3|+2|Gain one feature from your chosen archetype| |3|+2|Gain one feature from your chosen archetype|
-|4|+2|Add +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 +to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply |
 |5|+3|Gain one different feature from your chosen archetype; Gain magic item creation proficiency | |5|+3|Gain one different feature from your chosen archetype; Gain magic item creation proficiency |
-|6|+3| Add +to an ability score of your choice, or add +1 to two scores|+|6|+3|Add +to an ability score of your choice;  Gain one skill|
 |7|+3|Gain one different feature from your chosen archetype | |7|+3|Gain one different feature from your chosen archetype |
-|8|+3|Add +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 |+|8|+3|Add +to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply |
 |9|+4|Gain one different feature from your chosen archetype; Pick one known spell up to spell level 3 to be a cantrip for you  | |9|+4|Gain one different feature from your chosen archetype; Pick one known spell up to spell level 3 to be a cantrip for you  |
  
 ===== Scholar Basics ===== ===== Scholar Basics =====
  
-  * Starting HP + CON mod +  * Starting HP + CON mod 
-  * HP each level up: 1d6 + CON mod+  * HP each level up: 1D6 + CON mod
   * Armor allowed: None   * Armor allowed: None
   * Proficient weapons: Simple   * Proficient weapons: Simple
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 You gain Herbalism, Stealth and Survival skills. You may choose to gain a Lore skill an area of your choice from Animals, Geography, Plants, Monsters, or Spirits. You gain Herbalism, Stealth and Survival skills. You may choose to gain a Lore skill an area of your choice from Animals, Geography, Plants, Monsters, or Spirits.
  
-Druids' magical tradition is largely one passed in a spoken tradition. Druids can speak a number of additional Celtic languages equal to their INT bonus. Choose from Breton, Gaelic, Irish, and Welsh.+Druids' magical tradition is largely one passed in a spoken tradition. Druids can speak a number of additional Celtic languages equal to their INT bonus. Choose from Breton, Gaelic, Irish, and Welsh. Druidic dogma forbids Druids from entrusting their magic lore to writing and so there are no texts in this tradition.
  
 You are proficient with shields. You are proficient in creating [[runes|rune tools]]. You are proficient with shields. You are proficient in creating [[runes|rune tools]].
- 
-Druids can speak a number of additional Celtic languages equal to their INT bonus. Choose from Breton, Gaelic, Irish, and Welsh. 
  
 Druids may choose to learn a number of unique spells available only to them known as [[arcane_spells#druidic_verses|verses]]. Druids may choose to learn a number of unique spells available only to them known as [[arcane_spells#druidic_verses|verses]].
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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 skill. You may choose two more areas of Lore (Animals, Astrology, Plants, Monsters, Artifacts, Geography, Law, Math, History, Spirits). You may add your proficiency bonus to any attempt to identify a magical item or magical trap. You have the Create Scroll and Create Potion proficiency.+You know the Investigation and Persuasion skills. You may choose two more areas of Lore (Animals, Astrology, Plants, Monsters, Artifacts, Geography, Law, Math, History, Spirits). You may add your proficiency bonus to any attempt to identify a magical item or magical trap. You have the Create Scroll and Create Potion proficiency.
  
 You have the Create Scroll and Create Potion proficiencies. You have the Create Scroll and Create Potion proficiencies.
  
-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]].+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]].  Each Occultist begins play with a copy of the Digesta Hermetica, a basic treatise on Hermetic thought  (Greek, uncommon, 0.2 Load).
  
-Hermetic Occultists may choose to learn a number of unique spells available only to them known as [[arcane_spells#hermetic_formulae|formulae]].+Hermetic Occultists may choose to learn a number of unique spells available only to them known as [[arcane_spells#hermetic_formulae|formulae]].  An occultist must have his copy of the Digesta Hermetica or another book from the Hermetic Corpus in order to learn a hermetic formula.
  
 === Hermetic Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === === Hermetic Archetype Features (choose at 3rd, 5th, 7th, and 9th level) ===
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 Kabbalism is a magic of the written word, specifically those written in the Torah. Kabbalists  automatically know Hebrew, as well as a number of ancient languages. They pull their power from these writings, and are often in search of new books to use for prophecy and power.  Kabbalism is a magic of the written word, specifically those written in the Torah. Kabbalists  automatically know Hebrew, as well as a number of ancient languages. They pull their power from these writings, and are often in search of new books to use for prophecy and power. 
  
-You gain the Persuasion skill. You are proficient with light armor and shields. You have the Create Scroll proficiency. You know Hebrew, as well as a number of ancient languages equal to your INT bonus chosen from the list of ancient languages.+You gain the Investigation and Persuasion skills. You are proficient with light armor and shields. You have the Create Scroll proficiency. You know Hebrew, as well as a number of ancient languages equal to your INT bonus chosen from the list of ancient languages.  A Kabbalist begins play with a copy of the Sefer Yetzirah, a foundational Kabbalistic text (Hebrew, uncommon, 0.2 Load)
  
-Kabbalists may learn a number of unique spells available only to them known as [[arcane_spells#kabbalist_charms|charms]].+Kabbalists may learn a number of unique spells available only to them known as [[arcane_spells#kabbalist_charms|charms]].  A Kabbalist must have his copy of the Sefer Yetzirah, or any other Kabbalistic text, in order to learn a Kabbalistic Charm.
  
 === Kabbalist Archetype Features (choose at 3rd, 5th, 7th, and 9th level) === === Kabbalist Archetype Features (choose at 3rd, 5th, 7th, and 9th level) ===
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 ==== 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 their ancient Norse scripts.
  
-Runic Soothsayers are proficient with light armor and shields. You gain the Intimidation and Survival skills. You are proficient in creating [[runes|rune tools]]. Runecasters all know the Norse language.+You gain the Intimidation and Survival skills. You are proficient with light armor and shields. You are proficient in creating [[runes|rune tools]]. You know Norse to craft the ancient magic sigils of your forefathers.
  
-Soothsayers may learn a number of unique spells available only to them known as [[arcane_spells#runes|runes]].+Soothsayers may learn a number of unique spells available only to them known as [[arcane_spells#Runecaster Runes|runes]].  Since the rune tradition is entirely passed on from teacher to student, there is no required written texts in this tradition.
  
 === Runic Archetype Features (choose at 3rd, 5th, 7th, and 9th level)=== === Runic Archetype Features (choose at 3rd, 5th, 7th, and 9th level)===
  
-  * Proficiency with heavy armor +  * Gain proficiency with heavy armor. 
-  * Proficiency with martial weapons  +  * Gain proficiency with martial weapons. 
-  * +4 permanent HP +  * 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 trapspoison, 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 any magic below your level  +  * Watching Your Back: All allies within 15' of you gain +1 AC. 
-  * Immune to Fearnever check moraleadvantage to Intimidation skill +  * Learn any two languages. 
-  * +10' to movement speed on foot+  * Add +4 permanent hit points. 
-  * The Soothsayer may counter-attack in melee as a quick action up to twice a fight +  * Quickcast: Pick one known spellcast 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 to prevent harm from trapspoisonand other cowardly ways to die
-  * Add one additional melee attack per attack action+  * Rage: As a [[actions|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.
  
  
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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.  You gain the Create Potion proficiency.+You gain the Intimidation skill. You gain proficiency with martial weapons. You have the Create Potion proficiency. You know Arabic to interpret the mysteries of the Quran.  Each Sufi begins play with a copy of the Quran (Arabic, common, 1 Load).
  
-The Sufi may learn a number of unique spells available only to them, known as [[arcane_spells#sufi_trances|trances]].+The Sufi may learn a number of unique spells available only to them, known as [[arcane_spells#sufi_trances|trances]].  The Sufi must be in possession of a copy of the Quran to add a trance to his spells learned.
  
-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 with light armor (but not shields) +  * Gain proficiency with light armor 
-  * 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 to poison and poison damage. 
-  * The dervish gains the ability to see in the dark as if in twilight +  * Mobility: 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
-  * 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's area or duration. 
 +  * 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, light represents wisdom while darkness represents ignorance. Ignorance and darkness are the absence of wisdom and light. Indeed, a contemplation of the fire reveals all the values and principles at the heart of Zoroastrianism sorcery. That symbolism extends itself to the magical forces a sorcerer can control. Zoroastrians are very adept at commanding radiance and fire, as well as channeling the fire within them as a charismatic leader of men.  In Zoroastrianism, light represents wisdom while darkness represents ignorance. Ignorance and darkness are the absence of wisdom and light. Indeed, a contemplation of the fire reveals all the values and principles at the heart of Zoroastrianism sorcery. That symbolism extends itself to the magical forces a sorcerer can control. Zoroastrians are very adept at commanding radiance and fire, as well as channeling the fire within them as a charismatic leader of men. 
  
-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 skill. +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#zoroastrian_hymns|hymns]].+Zoroastrians may learn a number of unique spells available only to them known as  [[arcane_spells#zoroastrian_hymns|hymns]].  A Zoroastrian must have a copy of the Yasna to add a hymn to his spells known.
  
 === 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. 
-  * Quickcastpick one known spellcast it as a quick action instead of an active +  * Gain the Create Potion proficiency. 
-  * Resistance to fire damage +  * Serene MindImmune to fear effectsnever checks morale, and gains Advantage on all Insight skill checks. 
-  * +4 permanent HP +  * Resistance to fire and necrotic damage. 
-  * Gain Tactics skill with advantage +  * Can withdraw 5from combat without drawing an attack of opportunity as [[actions|Quick action]]. 
-  * Commander: Use your movement action to allow any ally within 60to make free Active Action +  * 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. 
-  * +Defense against all Evil or Spiritual Attacks, and +AC vs Undead and Demon Attacks +  * Gain +Defense against all Evil or Spiritual Attacks, and +AC vs Evil Attacks. 
-  * Gain the Create Scroll proficiency +  * Commander: Use your movement action to allow any ally within 60' to make a single attack. 
-  * 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.1576901556.txt.gz · Last modified: 2019/12/21 04:12 by andrew