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scholar

Scholar

You’re clever, powerful, and mysterious. You delve into the practice of religious ecstasies, together with any related ideologies, ethics, rites, myths, and legends to tap eldritch energy. Scholars are often at odds with Zealots for their divergent world views. You gain arcane spellcasting.

Level Proficiency Bonus Class Features
1+2Starting HP, scholar equipment; Basic proficiencies from chosen archetype; Gain arcane spellcasting
2+21/rest, reduce damage from one attack by INT modifier as a Quick action; Gain one skill
3+2Gain one feature from your chosen archetype
4+2Add +1 to an ability score of your choice; Draw 3 cards from the special features deck, choose 1 to apply
5+3Gain one different feature from your chosen archetype; Gain magic item creation proficiency
6+3Add +1 to an ability score of your choice; Gain one skill
7+3Gain one different feature from your chosen archetype
8+3Add +1 to an ability score of your choice; Draw 3 cards from the special features deck, choose 1 to apply
9+4Gain one different feature from your chosen archetype; Pick one known spell up to spell level 3 to be a cantrip for you

Scholar Basics

  • Starting HP 6 + CON mod
  • HP each level up: 1D6 + CON mod
  • Armor allowed: None
  • Proficient weapons: Simple
  • Ability proficiency: CON, INT
  • Skills:
    • Arcana
    • Choose either Medicine or Religion
    • Choose one area of Lore (Animals, Astrology, Plants, Monsters, Artifacts, Geography, Law, Math, History, Spirits)

Scholar Archetypes

Druidism

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 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. 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 rune tools.

Druids may choose to learn a number of unique spells available only to them known as verses.

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's area or duration.
  • Speak with the birds and mammals of the forest
  • Wildskin: 1/rest, active. Become a 1HP bird, rat, frog, or tiny creature
  • Gain a familiar with the GM's blessing.

Hermeticism

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 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.

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 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 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)

  • Gain proficiency with martial weapons.
  • 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.
  • Roll with advantage to use and identify magical items.
  • 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.
  • Gain any skill.
  • Gain Tactics skill with advantage.
  • 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 second level spell from the general arcane spell list.
  • You may reroll a magical mishap, but they must take next roll.
  • Double one spell's area or duration.
  • 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 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 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 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)

  • 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.
  • Roll with advantage to use and identify magical items.
  • Healing Words: Allies heal +1d8 HP per rest or they may remove a point of Stress or Exhaustion even if it is not a safe rest.
  • 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.
  • Once per rest, spend 10 min and dispel any magic below your level.
  • Gain any skill.
  • Spirit Warded: Immunity to enchantment, possession, hypnosis, and charm effects.
  • Advantage to any rolls for recruiting or retaining NPC retainers or henchmen, and all retainer wages are 3/4 normal cost.
  • Learn any two languages.
  • Add +4 permanent hit points.
  • Learn how to cast one extra cantrip and one first level spell from the arcane spell list.
  • Double one spell's area or duration.
  • 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

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.

You gain the Intimidation and Survival skills. You are proficient with light armor and shields. You are proficient in creating 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 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)

  • Gain proficiency with heavy armor.
  • Gain proficiency with martial weapons.
  • Seething Anger: Immune to fear effects, never checks morale, and gain Advantage on all Intimidation skill checks.
  • Move +10' on foot.
  • Gain Brewing and Herbalism skills.
  • Watching Your Back: All allies within 15' of you gain +1 AC.
  • Learn any two languages.
  • Add +4 permanent hit points.
  • Quickcast: Pick one known spell, cast it as a Quick action instead of an Active action.
  • 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.
  • 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.

Sufism

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 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 trances. The Sufi must be in possession of a copy of the Quran to add a trance to his spells learned.

Sufi Archetype Features (choose at 3rd, 5th, 7th, and 9th level)

  • Gain proficiency with light armor.
  • Gain the Create Scroll proficiency.
  • Immunity to poison and poison damage.
  • 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.
  • Gain Medicine skill with advantage.
  • Gain any skill.
  • Gain Tactics skill with advantage.
  • Learn any two languages.
  • Add +4 permanent hit points.
  • Learn how to cast one extra cantrip and one first level spell from the arcane spell list.
  • Double one spell's area or duration.
  • Quickcast: Pick one known spell, cast it as a 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.
  • You no longer have a need to eat or sleep.

Zoroastrianism

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 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. 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 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)

  • Gain the Create Scroll proficiency.
  • Gain the Create Potion proficiency.
  • Serene Mind: Immune to fear effects, never checks morale, and gains Advantage on all Insight skill checks.
  • Resistance to fire and necrotic damage.
  • Can withdraw 5' from combat without drawing an attack of opportunity as a Quick action.
  • Once per rest, spend 10 min and dispel any magic below your level.
  • Gain any skill.
  • 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 single attack.
  • 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 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.
  • 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