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scholar [2019/12/21 04:23] – [Zoroastrianism] 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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 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. 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)===
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   * Learn any two languages.   * Learn any two languages.
   * Add +4 permanent hit points.   * Add +4 permanent hit points.
-  * Quickcast: Pick one known spell, cast it as a Quick action instead of an Active action.+  * Quickcast: Pick one known spell, cast it as a [[actions|Quick action]] instead of an Active action.
   * Once per rest, when reduced to 0 Hit Points drop to 1 hit point instead.   * Once per rest, when reduced to 0 Hit Points drop to 1 hit point instead.
   * Oath of Valhalla: Gain advantage to any checks to prevent harm from traps, poison, and other cowardly ways to die.   * Oath of Valhalla: Gain advantage to any checks to prevent harm from traps, poison, and other cowardly ways to die.
-  * Rage: 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.+  * 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 the Intimidation skill. You gain proficiency with martial weapons. You have the Create Potion proficiency. You know Arabic to interpret the mysteries of the Quaran.+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.
  
  
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   * Learn how to cast one extra cantrip and one first level spell from the arcane spell list.   * Learn how to cast one extra cantrip and one first level spell from the arcane spell list.
   * Double one spell's area or duration.   * Double one spell's area or duration.
-  * Quickcast: Pick one known spell, cast it as a Quick action instead of an Active action.+  * 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.   * You no longer have a need to eat or sleep.
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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 the Insight skill. 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#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) ===
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   * Serene Mind: Immune to fear effects, never checks morale, and gains Advantage on all Insight skill checks.   * Serene Mind: Immune to fear effects, never checks morale, and gains Advantage on all Insight skill checks.
   * Resistance to fire and necrotic damage.   * Resistance to fire and necrotic damage.
-  * Can withdraw 5' from combat without drawing an attack of opportunity as a quick action.+  * Can withdraw 5' from combat without drawing an attack of opportunity as a [[actions|Quick 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.   * Gain any skill.
   * Gain +2 Defense against all Evil or Spiritual Attacks, and +2 AC vs Evil Attacks.   * Gain +2 Defense against all Evil or Spiritual Attacks, and +2 AC vs Evil Attacks.
-  * Commander: Use your movement action to allow any ally within 60' to make a free Active Action.+  * Commander: Use your movement action to allow any ally within 60' to make a single attack.
   * Learn any two languages.   * Learn any two languages.
   * Learn how to cast one extra cantrip and one first level spell from the arcane spell list.   * 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.
-  * Quickcast: Pick one known spell, cast it as a Quick action instead of an Active action.+  * 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.   * Your armor class improves to AC 12 + Dexterity modifier.
   * You can automatically tell if someone lies to you, or is telling a half truth.   * You can automatically tell if someone lies to you, or is telling a half truth.
scholar.1576902202.txt.gz · Last modified: 2019/12/21 04:23 by andrew